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authorKenix3 <kenixwhisperwind@gmail.com>2020-04-29 23:14:29 -0400
committerGitHub <noreply@github.com>2020-04-29 22:14:29 -0500
commitf230898dfe8aca650e22ef079605fbf80e53576b (patch)
tree9f21c3b511479d34fbb89a991c49178c2e45557b /src/code
parent5687f3741a1e6697a482ceaef6f2f683a3f3cfe9 (diff)
z_scene functions now use the same structs as OOT (#3)
* z_scene now uses OOT structs where available Additionally commits a decompiled z_actor function. * Fixes audio_setBGM function call in Scene_HeaderCommand15 * Update structs.h Co-authored-by: rozlette <uberpanzermensch@gmail.com> Co-authored-by: Egor Ananyin <ananinegor@gmail.com>
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_actor.c22
-rw-r--r--src/code/z_scene.c98
2 files changed, 57 insertions, 63 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 832fc5b64..569590e24 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -359,20 +359,20 @@ f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point) {
return Math_Vec3f_DistXZ(&actor->currPosRot.pos, point);
}
-#ifdef NON_MATCHING
void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f* point) {
- f32 cos_rot_x;
- f32 sin_rot_x;
-
- cos_rot_x = Math_Coss(actor->shape.rot.x);
- sin_rot_x = Math_Sins(actor->shape.rot.x);
- offset->x = (point->x - actor->currPosRot.pos.x * cos_rot_x) - (point->z - actor->currPosRot.pos.z * sin_rot_x);
+ f32 cos_rot_y;
+ f32 sin_rot_y;
+ f32 imm_x;
+ f32 imm_z;
+
+ cos_rot_y = Math_Coss(actor->shape.rot.y);
+ sin_rot_y = Math_Sins(actor->shape.rot.y);
+ imm_x = point->x - actor->currPosRot.pos.x;
+ imm_z = point->z - actor->currPosRot.pos.z;
+ offset->x = ((imm_x * cos_rot_y) - (imm_z * sin_rot_y));
+ offset->z = ((imm_z * cos_rot_y) + (imm_x * sin_rot_y));
offset->y = point->y - actor->currPosRot.pos.y;
- offset->z = (point->z - actor->currPosRot.pos.z * cos_rot_x) + (point->x - actor->currPosRot.pos.x * sin_rot_x);
}
-#else
-GLOBAL_ASM("asm/non_matchings/z_actor//Actor_CalcOffsetOrientedToDrawRotation.asm")
-#endif
f32 Actor_YDistance(Actor* actor1, Actor* actor2) {
return actor2->currPosRot.pos.y - actor1->currPosRot.pos.y;
diff --git a/src/code/z_scene.c b/src/code/z_scene.c
index 1092c8bb6..efb91567c 100644
--- a/src/code/z_scene.c
+++ b/src/code/z_scene.c
@@ -9,13 +9,11 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_ReloadUnloadedObjects.asm")
s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 objectId) {
s32 i;
-
for(i = 0; i < sceneCtxt->objectCount; i++) {
if((sceneCtxt->objects[i].id < 0 ? -sceneCtxt->objects[i].id : sceneCtxt->objects[i].id) == objectId) {
return i;
}
}
-
return -1;
}
@@ -38,10 +36,8 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
void* objectVramAddr;
s16 temp16;
u8 unk20;
-
- ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->spawnList.segment) +
+ ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt(entry->spawnList.segment) +
ctxt->setupEntranceList[ctxt->curSpawn].spawn;
-
if ( (ctxt->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
(gSaveContext.extra.unk10 == 0x02 && gSaveContext.extra.unk42 == 0x0CFF)
) {
@@ -50,18 +46,13 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
}
loadReturn = Scene_LoadObject(&ctxt->sceneContext, 0x11);
-
global = ctxt;
objectVramAddr = global->sceneContext.objects[global->sceneContext.objectCount].vramAddr;
-
ctxt->sceneContext.objectCount = loadReturn;
ctxt->sceneContext.unk9 = loadReturn;
-
unk20 = gSaveContext.perm.unk20;
temp16 = D_801C2730[unk20];
-
actorOverlayTable[0].initInfo->objectId = temp16;
-
Scene_LoadObject(&ctxt->sceneContext, temp16);
ctxt->sceneContext.objects[ctxt->sceneContext.objectCount].vramAddr = objectVramAddr;
@@ -69,14 +60,14 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x01: Actor List
void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->sceneNumActorsToLoad = (u16) entry->base.data1;
- ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->sceneNumActorsToLoad = (u16) entry->actorList.num;
+ ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt(entry->actorList.segment);
ctxt->actorCtx.unkC = (u16)0;
}
// Scene Command 0x02: Cutscene Camera List
void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt(entry->csCameraList.segment);
}
// Scene Command 0x03: Collision Header
@@ -84,7 +75,7 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
BgMeshHeader* temp_ret;
BgMeshHeader* temp_s0;
- temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt(entry->colHeader.segment);
temp_s0 = temp_ret;
temp_s0->vertices = (BgVertex*)Lib_PtrSegToVirt(temp_ret->vertices);
temp_s0->polygons = (BgPolygon*)Lib_PtrSegToVirt(temp_s0->polygons);
@@ -103,40 +94,42 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x04: Room List
void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->numRooms = (u8) entry->base.data1;
- ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->numRooms = entry->roomList.num;
+ ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt(entry->roomList.segment);
}
// Scene Command 0x06: Entrance List
void Scene_HeaderCommand06(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt(entry->entranceList.segment);
}
// Scene Command 0x07: Special Files
void Scene_HeaderCommand07(GlobalContext* ctxt, SceneCmd* entry) {
- if (entry->base.data2 != 0) {
- ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext, entry->base.data2);
- gRspSegmentPhysAddrs[5] = (u32)(ctxt->sceneContext.objects[ctxt->sceneContext.keepObjectId].vramAddr) + 0x80000000;
+ if (entry->specialFiles.keepObjectId != 0) {
+ ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext,
+ entry->specialFiles.keepObjectId);
+ gRspSegmentPhysAddrs[5] = (u32)(ctxt->sceneContext.objects[ctxt->sceneContext.keepObjectId].vramAddr)
+ + 0x80000000;
}
- if (entry->base.data1 != 0) {
- ctxt->unk18868 = Play_LoadScene(ctxt, &D_801C2650[entry->base.data1 - 1]);
+ if (entry->specialFiles.cUpElfMsgNum != 0) {
+ ctxt->unk18868 = Play_LoadScene(ctxt, &D_801C2650[entry->specialFiles.cUpElfMsgNum - 1]);
}
}
// Scene Command 0x08: Room Behavior
void Scene_HeaderCommand08(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->roomContext.currRoom.unk3 = entry->base.data1;
- ctxt->roomContext.currRoom.unk2 = entry->base.data2 & 0xFF;
- ctxt->roomContext.currRoom.unk5 = (entry->base.data2 >> 8) & 1;
- ctxt->msgCtx.unk12044 = (entry->base.data2 >> 0xa) & 1;
- ctxt->roomContext.currRoom.enablePosLights = (entry->base.data2 >> 0xb) & 1;
- ctxt->kankyoContext.unkE2 = (entry->base.data2 >> 0xc) & 1;
+ ctxt->roomContext.currRoom.unk3 = entry->roomBehavior.gpFlag1;
+ ctxt->roomContext.currRoom.unk2 = entry->roomBehavior.gpFlag2 & 0xFF;
+ ctxt->roomContext.currRoom.unk5 = (entry->roomBehavior.gpFlag2 >> 8) & 1;
+ ctxt->msgCtx.unk12044 = (entry->roomBehavior.gpFlag2 >> 0xa) & 1;
+ ctxt->roomContext.currRoom.enablePosLights = (entry->roomBehavior.gpFlag2 >> 0xb) & 1;
+ ctxt->kankyoContext.unkE2 = (entry->roomBehavior.gpFlag2 >> 0xc) & 1;
}
// Scene Command 0x0A: Mesh Header
void Scene_HeaderCommand0A(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt(entry->mesh.segment);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0B.asm")
@@ -146,8 +139,8 @@ void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
s32 i;
LightInfo* lightInfo;
- lightInfo = (LightInfo*)Lib_PtrSegToVirt((void*)entry->base.data2);
- for (i = 0; i < entry->base.data1; i++)
+ lightInfo = (LightInfo*)Lib_PtrSegToVirt(entry->lightList.segment);
+ for (i = 0; i < entry->lightList.num; i++)
{
Lights_Insert(ctxt, &ctxt->lightCtx, lightInfo);
lightInfo++;
@@ -156,13 +149,13 @@ void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x0D: Path List
void Scene_HeaderCommand0D(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->setupPathList = (void*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->setupPathList = (void*)Lib_PtrSegToVirt(entry->pathList.segment);
}
// Scene Command 0x0E: Transition Actor List
void Scene_HeaderCommand0E(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->transitionActorCount = entry->base.data1;
- ctxt->transitionActorList = (TransitionActorInit*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->transitionActorCount = entry->transiActorList.num;
+ ctxt->transitionActorList = (TransitionActorInit*)Lib_PtrSegToVirt((void*)entry->transiActorList.segment);
func_80105818(ctxt, ctxt->transitionActorCount, ctxt->transitionActorList);
}
@@ -172,19 +165,19 @@ void func_8012FEBC(GlobalContext* ctxt, u8* nbTransitionActors) {
// Scene Command 0x0F: Light Setting List
void Scene_HeaderCommand0F(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->kankyoContext.environmentSettingsCount = entry->base.data1;
- ctxt->kankyoContext.environmentSettingsList = (void*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->kankyoContext.environmentSettingsCount = entry->lightSettingList.num;
+ ctxt->kankyoContext.environmentSettingsList = (void*)Lib_PtrSegToVirt(entry->lightSettingList.segment);
}
s32 func_8012FF10(GlobalContext* ctxt, s32 fileIndex) {
s32 vromStart = D_801C2660[fileIndex].vromStart;
s32 fileSize = D_801C2660[fileIndex].vromEnd - vromStart;
-
+
if (fileSize) {
ctxt->roomContext.unk74 = GameStateHeap_AllocFromEnd(&ctxt->state.heap, fileSize);
return DmaMgr_SendRequest0((s32)ctxt->roomContext.unk74, vromStart, fileSize);
}
-
+
// UB: Undefined behaviour to not have a return statement here, but it breaks matching to add one.
}
@@ -206,18 +199,17 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand10.asm")
// Scene Command 0x05: Wind Settings
void Scene_HeaderCommand05(GlobalContext* ctxt, SceneCmd* entry) {
- s8 temp1 = entry->windSettings.unk4;
- s8 temp2 = entry->windSettings.unk5;
- s8 temp3 = entry->windSettings.unk6;
-
- ctxt->kankyoContext.unkAC = temp1;
- ctxt->kankyoContext.unkAE = temp2;
- ctxt->kankyoContext.unkB0 = temp3;
- ctxt->kankyoContext.unkB4 = entry->windSettings.unk7;
+ s8 temp1 = entry->windSettings.west;
+ s8 temp2 = entry->windSettings.vertical;
+ s8 temp3 = entry->windSettings.south;
+ ctxt->kankyoContext.windWest = temp1;
+ ctxt->kankyoContext.windVertical = temp2;
+ ctxt->kankyoContext.windSouth = temp3;
+ ctxt->kankyoContext.windClothIntensity = entry->windSettings.clothIntensity;
}
void Scene_HeaderCommand13(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->setupExitList = (void*)Lib_PtrSegToVirt((void*)entry->exitList.segment);
+ ctxt->setupExitList = (void*)Lib_PtrSegToVirt(entry->exitList.segment);
}
// Scene Command 0x09: Undefined
@@ -243,11 +235,9 @@ void Scene_HeaderCommand16(GlobalContext* ctxt, SceneCmd* entry) {
void Scene_HeaderCommand18(GlobalContext* ctxt, SceneCmd* entry) {
SceneCmd** altHeaderList;
SceneCmd* altHeader;
-
if (gSaveContext.extra.sceneSetupIndex) {
- altHeaderList = (SceneCmd**)Lib_PtrSegToVirt((void*)entry->altHeaders.segment);
+ altHeaderList = (SceneCmd**)Lib_PtrSegToVirt(entry->altHeaders.segment);
altHeader = altHeaderList[gSaveContext.extra.sceneSetupIndex - 1];
-
if (altHeader != NULL) {
Scene_ProcessHeader(ctxt, (SceneCmd*)Lib_PtrSegToVirt(altHeader));
(entry + 1)->base.code = 0x14;
@@ -263,7 +253,8 @@ void Scene_HeaderCommand17(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x1B: Cutscene Actor List
void Scene_HeaderCommand1B(GlobalContext* ctxt, SceneCmd* entry) {
- ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_PtrSegToVirt((void*)entry->cutsceneActorList.segment), entry->cutsceneActorList.num);
+ ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_PtrSegToVirt(entry->cutsceneActorList.segment),
+ entry->cutsceneActorList.num);
}
// Scene Command 0x1C: Mini Maps
@@ -284,7 +275,10 @@ void Scene_HeaderCommand1E(GlobalContext* ctxt, SceneCmd* entry) {
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand19.asm")
-GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand1A.asm")
+// Scene Command 0x1A: Texture Animations
+void Scene_HeaderCommand1A(GlobalContext* ctxt, SceneCmd* entry) {
+ ctxt->sceneTextureAnimations = (AnimatedTexture*)Lib_PtrSegToVirt(entry->textureAnimations.segment);
+}
GLOBAL_ASM("./asm/non_matchings/z_scene/func_801306A4.asm")