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authorEllipticEllipsis <elliptic.ellipsis@gmail.com>2022-05-26 03:06:21 +0100
committerGitHub <noreply@github.com>2022-05-25 22:06:21 -0400
commit0582c636b84462754b27713a1ff3b69a7974f599 (patch)
tree09495a6669c526c4f4857204e9a5fda6978a1a4b /docs/STYLE.md
parentc2afdf6eb01398ce0f237268da3dbd20247c8c33 (diff)
Contributing docs refresh (#793)
* Contributing docs refresh * Apply suggestions from code review Co-authored-by: LtPeriwinkle <62761190+LtPeriwinkle@users.noreply.github.com> * Link MM tutorial * Add link to XML spec * Review Co-authored-by: LtPeriwinkle <62761190+LtPeriwinkle@users.noreply.github.com>
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+# Majora's Mask decompilation style guide
+
+In general, completed documented files are a good place to look to understand project style in general.
+
+## Types
+
+Use the types from `ultratypes.h`, not the standard C types: i.e. `u8`,`s8`,`s16`,`u16`,`s32`,`u32`,`f32` rather than `char`, `short`, `int`, `float` and their `signed`/`unsigned` varieties.
+
+We always write our enums and structs as `typedef`s. (Usually one can't use an enum typedef as a function argument since enum typedefs are implicitly `s32`.)
+
+## Naming
+
+Names are "big-endian": the most significant/largest part of the system goes first, e.g. `DM_RAVINE_STATE_ACTIVE` rather than `DM_RAVINE_ACTIVE_STATE`.
+
+| Type | Style | Example |
+| -------------------- | ----------------------- | ----------------------- |
+| Local variables | camelCase | `yawToPlayer` |
+| Global variables | gCamelCase | `gSaveContext` |
+| Static variables[^1] | sCamelCase | `sZeroVec` |
+| Struct members | camelCase | `actionFunc` |
+| Struct names | PascalCase | `EnFirefly` |
+| Enum types | PascalCase | `EnFireflyMainType` |
+| Enum values | SCREAMING_SNAKE_CASE | `AT_ON` |
+| Defines/macros | SCREAMING_SNAKE_CASE | `SCREEN_WIDTH`,`ABS(x)` |
+| Functions | SystemName_FunctionName | `Actor_SpawnAsChild` |
+| Files | snake_case | `z_en_firefly.c` |
+
+[^1]: including in-function static
+
+Action functions are usually named with a simple present-tense verb or verb phrase: `{...}_Talk`, `{...}_Wait`, `{...}_FallToGround`, etc. Setup functions are `Setup{name of action}`.
+
+Ideally names should be both short and clear, although it's better to be clear than short.
+
+## Formatting
+
+A lot of formatting is done by clang-format, such as
+
+- indent is 4 spaces, tabs are not used
+- case labels indented
+- 120 column limit
+- brackets go on the same line (`if (1) {`)
+- pointer goes on type (`s32* var;` not `s32 *var;`)
+
+There are various other conventions that it does not catch, though:
+
+- Blank line between declarations and code:
+ ```c
+ s32 var;
+
+ func();
+ ```
+- combine declarations and definitions if possible:
+ ```c
+ s32 var = 0;
+
+ func();
+ ```
+ instead of
+ ```c
+ s32 var;
+
+ var = 0;
+ func();
+ ```
+- blank lines between switch cases if they're long (use your judgement).
+
+
+## Numbers
+
+### dec(imal)
+
+- timers
+- colours and alpha
+- Usually array accesses and sizes
+
+### hex(adecimal)
+
+- angles (for now; the code itself is very inconsistent with round hex, round dec, and degrees)
+- Addresses
+- Bitmasks (i.e. `& 0x80` etc.)
+- Struct offset comments
+
+Numbers below `10`/`0xA` do not need the `0x` if by themselves in code.
+
+### Booleans
+
+If a function returns only `0` or `1`, and is used as a boolean (i.e. in conditionals), replace the returns by `false` and `true`. (We do not use `bool`, partly because is a C99 thing, and partly because the original has used almost every integer type as a boolean return at some point!)
+
+### Floats
+
+Floats usually need an `f` on the end to match, or IDO will use doubles. Our floats are always of the form `1.0f`, even when the decimal part is zero.
+
+## Conditionals/Loops
+
+- Spacing out conditional or loop blocks from surrounding code often makes them easier to read.
+- Avoid assigning or mutating variables in conditionals if possible (including `++`/`--`), avoid side effects in the loop increment slot (i.e. incrementing/assigning to loop variables is fine, something like `*a = b++` is not).
+- We *always* use `{}` on conditional/loop blocks, even if they're one line (clang-tidy will enforce this).
+- When conditions are `&&`d or `||`d together, use brackets around each that includes an arithmetic comparison or bitwise operator (i.e. not `!var` or `func()`, but ones with `==` or `&` etc.)
+- Flag checks or functions that return booleans do not need the `== 0`/`!= 0`.
+- Prefer `if-else` over `if { return; }`, i.e.
+ ```c
+ if (cond) {
+ foo();
+ } else {
+ bar();
+ }
+ ```
+ over
+ ```c
+ if (cond) {
+ foo();
+ return;
+ }
+ bar();
+ ```
+**Exception**: After `Actor_MarkForDeath` or sometimes setting the action function, if it makes sense to do so (this expresses the finality a bit better).
+
+## Macros and enums
+
+Become familiar with the various defines and enums we have available. There are too many to list all of them here, but the following are common:
+
+- Those in `macros.h`
+ - `ABS`, `ABS_ALT`,
+ - `CLAMP` and friends,
+ - `BINANG_*`, which are used for angles, especially when there's a lot of `s16` casts around
+- `MTXMODE` for many of the `sys_matrix` functions
+- CollisionCheck flags: `AT_ON` and so on. Pick the appropriate one for the collider type.
+- Actor flags, `ACTOR_FLAG_N`.
+
+Damage flag enums are not being used at present: we want to wait until we have a better idea what the common groupings should be.
+
+Pre-C99, commas at the end of the last item in an enum will cause a compiler warning, so leave them off.
+
+All compound flag lists (e.g. `ACTOR_FLAG_4 | ACTOR_FLAG_8`) should be listed in *ascending* order
+
+## Arrays
+
+- It's better to not hardcode array sizes (easier to mod)
+- Use `sizeof` or `ARRAY_COUNT`/`ARRAY_COUNTU` where it makes sense, e.g. in loops that are using an array.
+- clang-format sometimes does weird things to array formatting. Experiment with and without a comma after the last element and see which looks better.
+
+## GlobalCtx2
+
+In some particular instances, IDO requires the function argument `globalCtx` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `globalCtx2` and than this `globalCtx2` just assigned to a stack variable called `globalCtx`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c`
+```c
+void EnFirefly_Update(Actor* thisx, GlobalContext* globalCtx2) {
+ GlobalContext* globalCtx = globalCtx2;
+ EnFirefly* this = THIS;
+```
+
+In other places the cast is actually not explictly needed, but a stack `pad` variable is still needed. For this there should just be a stack variable called `pad` of type `s32` before the actor `THIS` cast. For example in `z_bg_goron_oyu`
+```c
+void BgGoronOyu_Init(Actor* thisx, GlobalContext* globalCtx) {
+ s32 pad;
+ BgGoronOyu* this = THIS;
+ CollisionHeader* colHeader = NULL;
+```
+
+In general, pads should be `s32`, or `s16`/`s8` if required.
+
+
+## Documentation and Comments
+
+Documentation includes:
+- Naming functions
+- Naming struct variables
+- Naming data
+- Naming local variables
+- Describing the general purpose of the file
+- Describing any unusual, interesting or strange features of how the file or parts of its content work
+- Labelling and explaining bugs
+- Making enums or defines for significant numbers for the file, like actor params values.
+- Naming the contents of the asset file(s) the file may use (for an actor, the object(s) it uses)
+
+If you are not sure what something does, it is better to leave it unnamed than name it wrongly. It is fine to make a note of something you are not sure about when PRing, it means the reviewers will pay special attention to it.
+
+We use comments for:
+- Top of file: a short description of the system. For actors there is already a brief description of our current understanding, but feel free to add to it.
+- For function descriptions, we use multiline comments,
+ ```c
+ /**
+ * Describe what the function does
+ */
+ ```
+ These are *optional*: if you think the code is clear enough, you do not need to put a comment. You can use Doxygen formatting if you think it adds something, but it is also not required.
+- If something in a function is strange, or unintuitive, do leave a comment explaining what's going on. We use `//` for this.
+- We also use `//` for temporary comments above a function. Feel free to use `TODO:` in these if appropriate.
+- A bug should be commented with an `//! @bug Bug description` above the code that causes the bug.
+
+## What goes where
+
+This section mostly applies to actors.
+
+### Functions
+
+All functions should go in the main C file in the same order as the assembly (the latter is required to match anyway). (We may make exceptions for particularly large files with a particular organisational structure, but we ask that you check on Discord first before doing this)
+
+### Data
+
+- If in doubt, leave all the data at the top of the file. Reviewers will decide for you.
+- Data must go in the same order as in the assembly files, but is only constrained by other data, not functions or rodata.
+- Some data has to be inline static to match. Generally it's better to not use `static` on data outside funtions until the file is matching, since `static` data is left out of the mapfile and this makes debugging harder.
+- *This is even more true of bss, where we have trouble with IDO unpredictably reordering it in certain files.*
+- For small arrays or simple data that is used in only one function, we usually inline it, if it fits in the ordering.
+- Generally data that is only used by the draw functions is put down near them: this is one of the few consistencies in ordering of actors' functions.
+
+### Enums and defines
+
+- Actors that bitpack params should have macros made for each access or write that is made. `z_en_dg.h` has an undocumented example,
+ ```c
+ #define ENDG_GET_FC00(thisx) (((thisx)->params & 0xFC00) >> 0xA)
+ #define ENDG_GET_3E0(thisx) (((thisx)->params & 0x3E0) >> 5)
+ ```
+ while `z_en_firefly.h` has a documented one,
+ ```c
+ #define KEESE_INVISIBLE (1 << 0xF)
+ #define KEESE_GET_MAIN_TYPE(thisx) ((thisx)->params & 0x7FFF)
+ ```
+- In a similar manner, actors that use `home.rot.(x|y|z)` like params should also macros made for accesses and writes. (See, e.g. `z_obj_bean.h`.)
+- Stuff that only the actor itself will use goes in the C file unless needed in the header.
+- Anything actor-specific that might be used by another file goes in the header, in particular params access macros.
+- Anything that is expected to have widespread use should go in `macros.h` or an appropriate header in `include`.
+
+### Objects
+
+Are covered in the [ZAPD extraction xml spec](../tools/ZAPD/docs/zapd_extraction_xml_reference.md). Symbol names are `gPrefixDescriptionSuffix` for symbols accessed from the header (they will be global). Texture OutNames are in snake_case since they are filenames.
+
+## Above all else
+
+*All of the above is subservient to matching.* Sometimes IDO cares about newlines, for example.
+
+If you are not sure about any of the above, please ask in Discord.