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-rw-r--r--src/code/code_0x800A5AC0.c22
-rw-r--r--src/code/code_0x800BF9A0.c20
-rw-r--r--src/code/code_0x800CAAD0.c58
-rw-r--r--src/code/code_0x800CAE10.c66
-rw-r--r--src/code/code_0x800E8EA0.c46
-rw-r--r--src/code/z_actor.c132
-rw-r--r--src/code/z_bgcheck.c6
-rw-r--r--src/code/z_eff_footmark.c14
-rw-r--r--src/code/z_effect_soft_sprite.c24
-rw-r--r--src/code/z_kanfont.c6
-rw-r--r--src/code/z_lib.c126
-rw-r--r--src/code/z_lights.c36
-rw-r--r--src/code/z_room.c62
-rw-r--r--src/code/z_scene.c14
-rw-r--r--src/code/z_scene_proc.c126
15 files changed, 379 insertions, 379 deletions
diff --git a/src/code/code_0x800A5AC0.c b/src/code/code_0x800A5AC0.c
index ddb632d0f..5a4532e33 100644
--- a/src/code/code_0x800A5AC0.c
+++ b/src/code/code_0x800A5AC0.c
@@ -5,17 +5,17 @@
void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
ActorEnAObj* s0 = (ActorEnAObj*)this;
- s0->base.textId = ((s0->base.variable >> 8) & 0xFF) | 0x300;
- s0->base.variable = (s0->base.variable & 0xFF) - 9;
- Lib_ApplyActorInitVars((Actor*)s0, (ActorInitVar*)&enAObjInitVar);
- Actor_SetDrawParams(&s0->base.drawParams, 0, (actor_post_draw_func)func_800B3FC0, 12);
+ s0->base.textId = ((s0->base.params >> 8) & 0xFF) | 0x300;
+ s0->base.params = (s0->base.params & 0xFF) - 9;
+ Actor_ProcessInitChain((Actor*)s0, (ActorInitVar*)&enAObjInitVar);
+ Actor_SetDrawParams(&s0->base.shape, 0, (actor_shadow_draw_func)func_800B3FC0, 12);
Collision_InitCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
- s0->base.unkA0.unk16 = 255;
+ s0->base.unkA0.mass = 255;
s0->update = (actor_func)EnAObj_Update1;
}
-void EnAObj_Fini(ActorEnAObj* this, GlobalContext* ctxt) {
+void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) {
ColCylinder* a2 = &this->collision;
Collision_FiniCylinder(ctxt, a2);
}
@@ -26,9 +26,9 @@ void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
if (func_800B84D0((Actor*)this, ctxt) != 0) {
this->update = (actor_func)EnAObj_Update2;
} else {
- v0 = this->base.yawToLink - this->base.drawParams.rot.y;
+ v0 = this->base.rotTowardsLinkY - this->base.shape.rot.y;
v1 = (v0 < 0)? -v0 : v0;
- if ((v1 < 10240) || ((this->base.variable == 1) && (v1 > 22528))) {
+ if ((v1 < 10240) || ((this->base.params == 1) && (v1 > 22528))) {
func_800B863C((Actor*)this, ctxt);
}
}
@@ -40,12 +40,12 @@ void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) {
}
}
-void EnAObj_Main(ActorEnAObj* this, GlobalContext* ctxt) {
+void EnAObj_Update(ActorEnAObj* this, GlobalContext* ctxt) {
(this->update)((Actor*)this, (GlobalContext*)ctxt);
Actor_SetHeight((Actor*)this, 45.0f);
- Collision_AddOT(ctxt, &ctxt->collisionContext, (ColCommon*)&this->collision);
+ Collision_AddOT(ctxt, &ctxt->colCheckCtx, (ColCommon*)&this->collision);
}
void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt) {
- func_800BDFC0(ctxt, enAObjDisplayLists[this->base.variable]);
+ func_800BDFC0(ctxt, enAObjDisplayLists[this->base.params]);
}
diff --git a/src/code/code_0x800BF9A0.c b/src/code/code_0x800BF9A0.c
index 31294e559..754717be5 100644
--- a/src/code/code_0x800BF9A0.c
+++ b/src/code/code_0x800BF9A0.c
@@ -3,7 +3,7 @@
void func_800BF9A0(s32 a0, s32 a1) {
s32 i;
- ActorOverlayTableEntry* s0;
+ ActorOverlay* s0;
s32 v1;
func_8008439C(-2, 0);
@@ -11,27 +11,27 @@ void func_800BF9A0(s32 a0, s32 a1) {
func_800847CC(D_801DCBC4);
for (i = 0, s0 = &actorOverlayTable[0]; i < D_801B4610; i++, s0++) {
- v1 = s0->vramEnd - s0->vramStart;
- if (s0->ramAddr == 0) continue;
- func_800847CC(D_801DCBE4, i, s0->ramAddr, s0->ramAddr + v1, s0->clients, &D_801DCBFC);
+ v1 = (u32)s0->vramEnd - (u32)s0->vramStart;
+ if (s0->loadedRamAddr == NULL) continue;
+ func_800847CC(D_801DCBE4, i, s0->loadedRamAddr, (u32)s0->loadedRamAddr + v1, s0->nbLoaded, &D_801DCBFC);
}
}
s32 func_800BFA78(s32 a0, s32 a1) {
s32 i;
- ActorOverlayTableEntry* v0 = &actorOverlayTable[0];
+ ActorOverlay* v0 = &actorOverlayTable[0];
s32 t1;
s32 a2;
s32 a0_2 = a0;
for (i = 0; i < D_801B4610; i++, v0++) {
- t1 = v0->vramStart - v0->ramAddr;
- a2 = v0->vramEnd - v0->vramStart;
+ t1 = (u32)v0->vramStart - (u32)v0->loadedRamAddr;
+ a2 = (u32)v0->vramEnd - (u32)v0->vramStart;
- if (v0->ramAddr == 0) continue;
- if (a0_2 < v0->ramAddr) continue;
+ if (v0->loadedRamAddr == NULL) continue;
+ if (a0_2 < (u32)v0->loadedRamAddr) continue;
- if (a0_2 < (v0->ramAddr + a2)) {
+ if (a0_2 < ((u32)v0->loadedRamAddr + a2)) {
return a0_2 + t1;
}
}
diff --git a/src/code/code_0x800CAAD0.c b/src/code/code_0x800CAAD0.c
index 65db86620..e4a9f4683 100644
--- a/src/code/code_0x800CAAD0.c
+++ b/src/code/code_0x800CAAD0.c
@@ -5,38 +5,38 @@
// Perhaps it is called something like z_bgcheck_attach.c
// The functions will use the BgCheck2 prefix for now.
-void BgCheck2_UpdateActorPosition(BgCheckContext* bgCtxt, s32 index, Actor* actor) {
+void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* actor) {
z_Matrix prevMatrix;
z_Matrix prevMatrixInv;
z_Matrix currMatrix;
- Vector3f newPos;
- Vector3f posWithInv;
+ Vec3f newPos;
+ Vec3f posWithInv;
if (BgCheck_IsActorMeshIndexValid(index) == 0) return;
Matrix_MakeTranslationRotationYXZScale(&prevMatrix,
- bgCtxt->dyna.actorMeshes[index].prevParams.scale.x,
- bgCtxt->dyna.actorMeshes[index].prevParams.scale.y,
- bgCtxt->dyna.actorMeshes[index].prevParams.scale.z,
- bgCtxt->dyna.actorMeshes[index].prevParams.rotation.x,
- bgCtxt->dyna.actorMeshes[index].prevParams.rotation.y,
- bgCtxt->dyna.actorMeshes[index].prevParams.rotation.z,
- bgCtxt->dyna.actorMeshes[index].prevParams.pos.x,
- bgCtxt->dyna.actorMeshes[index].prevParams.pos.y,
- bgCtxt->dyna.actorMeshes[index].prevParams.pos.z);
+ bgCtxt->dyna.actorMeshArr[index].prevParams.scale.x,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.scale.y,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.scale.z,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.x,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.y,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.z,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.pos.x,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.pos.y,
+ bgCtxt->dyna.actorMeshArr[index].prevParams.pos.z);
if (Matrix_Invert(&prevMatrix, &prevMatrixInv) == 2) return;
Matrix_MakeTranslationRotationYXZScale(&currMatrix,
- bgCtxt->dyna.actorMeshes[index].currParams.scale.x,
- bgCtxt->dyna.actorMeshes[index].currParams.scale.y,
- bgCtxt->dyna.actorMeshes[index].currParams.scale.z,
- bgCtxt->dyna.actorMeshes[index].currParams.rotation.x,
- bgCtxt->dyna.actorMeshes[index].currParams.rotation.y,
- bgCtxt->dyna.actorMeshes[index].currParams.rotation.z,
- bgCtxt->dyna.actorMeshes[index].currParams.pos.x,
- bgCtxt->dyna.actorMeshes[index].currParams.pos.y,
- bgCtxt->dyna.actorMeshes[index].currParams.pos.z);
+ bgCtxt->dyna.actorMeshArr[index].currParams.scale.x,
+ bgCtxt->dyna.actorMeshArr[index].currParams.scale.y,
+ bgCtxt->dyna.actorMeshArr[index].currParams.scale.z,
+ bgCtxt->dyna.actorMeshArr[index].currParams.rotation.x,
+ bgCtxt->dyna.actorMeshArr[index].currParams.rotation.y,
+ bgCtxt->dyna.actorMeshArr[index].currParams.rotation.z,
+ bgCtxt->dyna.actorMeshArr[index].currParams.pos.x,
+ bgCtxt->dyna.actorMeshArr[index].currParams.pos.y,
+ bgCtxt->dyna.actorMeshArr[index].currParams.pos.z);
Matrix_MultiplyByVectorXYZ(&prevMatrixInv, &actor->currPosRot.pos, &posWithInv);
Matrix_MultiplyByVectorXYZ(&currMatrix, &posWithInv, &newPos);
@@ -44,23 +44,23 @@ void BgCheck2_UpdateActorPosition(BgCheckContext* bgCtxt, s32 index, Actor* acto
actor->currPosRot.pos = newPos;
}
-void BgCheck2_UpdateActorYRotation(BgCheckContext* bgCtxt, s32 index, Actor* actor) {
+void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* actor) {
s16 angleChange;
if (BgCheck_IsActorMeshIndexValid(index) == 0) return;
- angleChange = bgCtxt->dyna.actorMeshes[index].currParams.rotation.y - bgCtxt->dyna.actorMeshes[index].prevParams.rotation.y;
+ angleChange = bgCtxt->dyna.actorMeshArr[index].currParams.rotation.y - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.y;
if (actor->id == 0) {
((ActorPlayer*)actor)->unkAD4 += angleChange;
}
- actor->drawParams.rot.y += angleChange;
+ actor->shape.rot.y += angleChange;
actor->currPosRot.rot.y += angleChange;
}
-void BgCheck2_AttachToMesh(BgCheckContext* bgCtxt, Actor* actor, s32 index) {
- BgActor *meshActor;
+void BgCheck2_AttachToMesh(CollisionContext* bgCtxt, Actor* actor, s32 index) {
+ DynaPolyActor *meshActor;
if (BgCheck_IsActorMeshIndexValid(index) == 0) return;
@@ -77,13 +77,13 @@ void BgCheck2_AttachToMesh(BgCheckContext* bgCtxt, Actor* actor, s32 index) {
}
}
-u32 BgCheck2_UpdateActorAttachedToMesh(BgCheckContext* bgCtxt, s32 index, Actor* actor) {
+u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Actor* actor) {
u32 wasUpdated = 0;
- BgActor *meshActor;
+ DynaPolyActor *meshActor;
if (BgCheck_IsActorMeshIndexValid(index) == 0) return 0;
- if (((bgCtxt->dyna.meshParams[index] & 2) != 0) || ((bgCtxt->dyna.meshParams[index] & 1) == 0)) return 0;
+ if (((bgCtxt->dyna.flags[index] & 2) != 0) || ((bgCtxt->dyna.flags[index] & 1) == 0)) return 0;
meshActor = BgCheck_GetActorOfMesh(bgCtxt,index);
diff --git a/src/code/code_0x800CAE10.c b/src/code/code_0x800CAE10.c
index e53b4f6f8..0bad5fce7 100644
--- a/src/code/code_0x800CAE10.c
+++ b/src/code/code_0x800CAE10.c
@@ -1,98 +1,98 @@
#include <ultra64.h>
#include <global.h>
-void BcCheck3_BgActorInit(BgActor* actor, UNK_TYPE4 param_2) {
- actor->bgActorId = -1;
+void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2) {
+ actor->dynaPolyId = -1;
actor->unk148 = 0;
actor->unk14C = 0;
actor->unk154 = param_2;
- actor->bgFlags = 0;
+ actor->dynaFlags = 0;
}
-void BgCheck3_LoadMesh(GlobalContext* ctxt, BgActor* actor, BgMeshHeader* meshHeader) {
+void BgCheck3_LoadMesh(GlobalContext* ctxt, DynaPolyActor* actor, BgMeshHeader* meshHeader) {
BgMeshHeader* header;
header = NULL;
BgCheck_RelocateMeshHeader(meshHeader, &header);
- actor->bgActorId = BgCheck_AddActorMesh(ctxt, &ctxt->bgCheckContext.dyna, actor, header);
+ actor->dynaPolyId = BgCheck_AddActorMesh(ctxt, &ctxt->colCtx.dyna, actor, header);
}
-void BgCheck3_ResetFlags(BgActor* actor) {
- actor->bgFlags = 0;
+void BgCheck3_ResetFlags(DynaPolyActor* actor) {
+ actor->dynaFlags = 0;
}
-void func_800CAE88(BgActor* actor) {
- actor->bgFlags |= 1;
+void func_800CAE88(DynaPolyActor* actor) {
+ actor->dynaFlags |= 1;
}
-void func_800CAE9C(BgActor* actor) {
- actor->bgFlags |= 2;
+void func_800CAE9C(DynaPolyActor* actor) {
+ actor->dynaFlags |= 2;
}
-void func_800CAEB0(BgCheckContext* bgCtxt, s32 index) {
- BgActor* actor;
+void func_800CAEB0(CollisionContext* bgCtxt, s32 index) {
+ DynaPolyActor* actor;
actor = BgCheck_GetActorOfMesh(bgCtxt, index);
- if (actor != (BgActor *)0x0) {
+ if (actor != (DynaPolyActor *)0x0) {
func_800CAE9C(actor);
}
}
-void func_800CAEE0(BgActor* actor) {
- actor->bgFlags |= 4;
+void func_800CAEE0(DynaPolyActor* actor) {
+ actor->dynaFlags |= 4;
}
-void func_800CAEF4(BgCheckContext* bgCtxt, s32 index) {
- BgActor* actor;
+void func_800CAEF4(CollisionContext* bgCtxt, s32 index) {
+ DynaPolyActor* actor;
actor = BgCheck_GetActorOfMesh(bgCtxt, index);
- if (actor != (BgActor *)0x0) {
+ if (actor != (DynaPolyActor *)0x0) {
func_800CAEE0(actor);
}
}
-void func_800CAF24(BgActor* actor) {
- actor->bgFlags |= 8;
+void func_800CAF24(DynaPolyActor* actor) {
+ actor->dynaFlags |= 8;
}
-void func_800CAF38(BgActor* actor) {
- actor->bgFlags |= 0x10;
+void func_800CAF38(DynaPolyActor* actor) {
+ actor->dynaFlags |= 0x10;
}
-s32 func_800CAF4C(BgActor* actor) {
- if (actor->bgFlags & 1) {
+s32 func_800CAF4C(DynaPolyActor* actor) {
+ if (actor->dynaFlags & 1) {
return 1;
} else {
return 0;
}
}
-s32 func_800CAF70(BgActor* actor) {
- if (actor->bgFlags & 2) {
+s32 func_800CAF70(DynaPolyActor* actor) {
+ if (actor->dynaFlags & 2) {
return 1;
} else {
return 0;
}
}
-s32 func_800CAF94(BgActor* actor) {
- if (actor->bgFlags & 4) {
+s32 func_800CAF94(DynaPolyActor* actor) {
+ if (actor->dynaFlags & 4) {
return 1;
} else {
return 0;
}
}
-s32 func_800CAFB8(BgActor* actor) {
- if (actor->bgFlags & 8) {
+s32 func_800CAFB8(DynaPolyActor* actor) {
+ if (actor->dynaFlags & 8) {
return 1;
} else {
return 0;
}
}
-s32 func_800CAFDC(BgActor* actor) {
- if (actor->bgFlags & 0x10) {
+s32 func_800CAFDC(DynaPolyActor* actor) {
+ if (actor->dynaFlags & 0x10) {
return 1;
} else {
return 0;
diff --git a/src/code/code_0x800E8EA0.c b/src/code/code_0x800E8EA0.c
index 5beb6f8dc..146fb9790 100644
--- a/src/code/code_0x800E8EA0.c
+++ b/src/code/code_0x800E8EA0.c
@@ -18,26 +18,26 @@ s32 nop_800E8EEC(UNK_TYPE4 param_1) {
void nop_800E8EFC(UNK_TYPE4 param_1) {}
-s32 func_800E8F08(Vector3s* param_1, Vector3s* param_2) {
- Lib_ScaleMaxMin_s(&param_1->y, 0, 6, 6200, 100);
- Lib_ScaleMaxMin_s(&param_1->x, 0, 6, 6200, 100);
- Lib_ScaleMaxMin_s(&param_2->y, 0, 6, 6200, 100);
- Lib_ScaleMaxMin_s(&param_2->x, 0, 6, 6200, 100);
+s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2) {
+ Math_SmoothScaleMaxMinS(&param_1->y, 0, 6, 6200, 100);
+ Math_SmoothScaleMaxMinS(&param_1->x, 0, 6, 6200, 100);
+ Math_SmoothScaleMaxMinS(&param_2->y, 0, 6, 6200, 100);
+ Math_SmoothScaleMaxMinS(&param_2->x, 0, 6, 6200, 100);
return 1;
}
-s32 func_800E8FA4(Actor* actor, Vector3f* param_2, Vector3s* param_3, Vector3s* param_4) {
+s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) {
s16 targetPitch;
s16 targetYaw;
s16 yawDiffFromTarget;
- targetPitch = Lib_PitchVec3f(&actor->topPosRot.pos,param_2);
- targetYaw = Lib_YawVec3f(&actor->topPosRot.pos,param_2) - actor->currPosRot.rot.y;
+ targetPitch = Math_Vec3f_Pitch(&actor->topPosRot.pos,param_2);
+ targetYaw = Math_Vec3f_Yaw(&actor->topPosRot.pos,param_2) - actor->currPosRot.rot.y;
- Lib_ScaleMaxMin_s(&param_3->x, targetPitch, 6, 2000, 1);
+ Math_SmoothScaleMaxMinS(&param_3->x, targetPitch, 6, 2000, 1);
param_3->x = (param_3->x < -6000)? -6000 : ((6000 < param_3->x)? 6000 : param_3->x);
- yawDiffFromTarget = Lib_ScaleMaxMin_s(&param_3->y, targetYaw, 6, 2000, 1);
+ yawDiffFromTarget = Math_SmoothScaleMaxMinS(&param_3->y, targetYaw, 6, 2000, 1);
param_3->y = (param_3->y < -8000)? -8000 : ((8000 < param_3->y)? 8000 : param_3->y);
if (yawDiffFromTarget != 0) {
@@ -46,23 +46,23 @@ s32 func_800E8FA4(Actor* actor, Vector3f* param_2, Vector3s* param_3, Vector3s*
}
}
- Lib_ScaleMaxMin_s(&param_4->y, targetYaw - param_3->y, 4, 2000, 1);
+ Math_SmoothScaleMaxMinS(&param_4->y, targetYaw - param_3->y, 4, 2000, 1);
param_4->y = (param_4->y < -12000)? -12000 : ((12000 < param_4->y)? 12000 : param_4->y);
return 1;
}
-s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vector3s* param_3, Vector3s* param_4, f32 param_5) {
+s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
s16 sVar3;
Actor *player;
- Vector3f local_14;
+ Vec3f local_14;
- player = (ctxt->actorContext).actorTypeLists[2].head;
+ player = (ctxt->actorCtx).actorList[2].first;
actor->topPosRot.pos = actor->currPosRot.pos;
actor->topPosRot.pos.y += param_5;
- if (((ctxt->cutsceneContext).state == 0) && (D_801D0D50 == 0)) {
- sVar3 = actor->yawToLink - actor->drawParams.rot.y;
+ if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
+ sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y;
// TODO is this shifting because of a missing cast?
if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
func_800E8F08(param_3,param_4);
@@ -70,7 +70,7 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vector3s* param_3, Vector3s
}
}
- if (((ctxt->cutsceneContext).state != 0) || (D_801D0D50 != 0)) {
+ if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = ctxt->view.eye;
} else {
local_14 = player->topPosRot.pos;
@@ -80,16 +80,16 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vector3s* param_3, Vector3s
return 1;
}
-s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vector3s* param_3, Vector3s* param_4, Vector3f param_5) {
+s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
s16 sVar3;
Actor *player;
- Vector3f local_14;
+ Vec3f local_14;
- player = (ctxt->actorContext).actorTypeLists[2].head;
+ player = (ctxt->actorCtx).actorList[2].first;
actor->topPosRot.pos = param_5;
- if (((ctxt->cutsceneContext).state == 0) && (D_801D0D50 == 0)) {
- sVar3 = actor->yawToLink - actor->drawParams.rot.y;
+ if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
+ sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y;
// TODO is this shifting because of a missing cast?
if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
func_800E8F08(param_3,param_4);
@@ -97,7 +97,7 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vector3s* param_3, Vector3s
}
}
- if (((ctxt->cutsceneContext).state != 0) || (D_801D0D50 != 0)) {
+ if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = ctxt->view.eye;
} else {
local_14 = player->topPosRot.pos;
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index ed67183fa..32620752d 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -5,9 +5,9 @@
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_PrintLists.asm")
-void Actor_SetDrawParams(ActorDrawParams* iParm1, f32 yDisplacement, actor_post_draw_func func, f32 scale) {
+void Actor_SetDrawParams(ActorShape* iParm1, f32 yDisplacement, actor_shadow_draw_func func, f32 scale) {
iParm1->yDisplacement = yDisplacement;
- iParm1->postDrawFunc = func;
+ iParm1->shadowDrawFunc = func;
iParm1->scale = scale;
iParm1->alphaScale = 255;
}
@@ -58,73 +58,73 @@ GLOBAL_ASM("asm/non_matchings/z_actor//func_800B5814.asm")
u32 Actor_GetSwitchFlag(GlobalContext* ctxt, s32 flag) {
if (flag >= 0 && flag < 0x80) {
- return ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F));
+ return ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F));
}
return 0;
}
void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag){
if (flag >= 0 && flag < 0x80) {
- ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F);
+ ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F);
}
}
void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag) {
if (flag >= 0 && flag < 0x80) {
- ctxt->actorContext.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F));
+ ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F));
}
}
u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag) {
- return ctxt->actorContext.chestFlags & (1 << flag);
+ return ctxt->actorCtx.chestFlags & (1 << flag);
}
void Actor_SetChestFlag(GlobalContext* ctxt, u32 flag) {
- ctxt->actorContext.chestFlags |= (1 << flag);
+ ctxt->actorCtx.chestFlags |= (1 << flag);
}
void Actor_SetAllChestFlag(GlobalContext* ctxt, u32 flag) {
- ctxt->actorContext.chestFlags = flag;
+ ctxt->actorCtx.chestFlags = flag;
}
u32 Actor_GetAllChestFlag(GlobalContext* ctxt) {
- return ctxt->actorContext.chestFlags;
+ return ctxt->actorCtx.chestFlags;
}
u32 Actor_GetRoomCleared(GlobalContext* ctxt, u32 roomNumber) {
- return ctxt->actorContext.clearedRooms & (1 << roomNumber);
+ return ctxt->actorCtx.clearedRooms & (1 << roomNumber);
}
void Actor_SetRoomCleared(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorContext.clearedRooms |= (1 << roomNumber);
+ ctxt->actorCtx.clearedRooms |= (1 << roomNumber);
}
void Actor_UnsetRoomCleared(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorContext.clearedRooms &= ~(1 << roomNumber);
+ ctxt->actorCtx.clearedRooms &= ~(1 << roomNumber);
}
u32 Actor_GetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
- return ctxt->actorContext.clearedRoomsTemp & (1 << roomNumber);
+ return ctxt->actorCtx.clearedRoomsTemp & (1 << roomNumber);
}
void Actor_SetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorContext.clearedRoomsTemp |= (1 << roomNumber);
+ ctxt->actorCtx.clearedRoomsTemp |= (1 << roomNumber);
}
void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorContext.clearedRoomsTemp &= ~(1 << roomNumber);
+ ctxt->actorCtx.clearedRoomsTemp &= ~(1 << roomNumber);
}
u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index) {
if (index > 0 && index < 0x80) {
- return ctxt->actorContext.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F));
+ return ctxt->actorCtx.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F));
}
return 0;
}
void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index) {
if (index > 0 && index < 0x80) {
- ctxt->actorContext.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F);
+ ctxt->actorCtx.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F);
}
}
@@ -181,7 +181,7 @@ GLOBAL_ASM("asm/non_matchings/z_actor//func_800B6680.asm")
void Actor_MarkForDeath(Actor* actor) {
actor->draw = NULL;
- actor->main = NULL;
+ actor->update = NULL;
actor->flags &= ~0x1;
}
@@ -199,11 +199,11 @@ void Actor_SetHeight(Actor* actor, f32 height) {
}
void Actor_SetRotationFromDrawRotation(Actor* actor) {
- actor->currPosRot.rot = actor->drawParams.rot;
+ actor->currPosRot.rot = actor->shape.rot;
}
void Actor_InitDrawRotation(Actor* actor) {
- actor->drawParams.rot = actor->currPosRot.rot;
+ actor->shape.rot = actor->currPosRot.rot;
}
void Actor_SetScale(Actor* actor, f32 scale) {
@@ -213,7 +213,7 @@ void Actor_SetScale(Actor* actor, f32 scale) {
}
void Actor_SetObjectSegment(GlobalContext* ctxt, Actor* actor) {
- gRspSegmentPhysAddrs[6] = (u32) ctxt->sceneContext.objects[actor->objectIndex].vramAddr + 0x80000000;
+ gRspSegmentPhysAddrs[6] = (u32) ctxt->sceneContext.objects[actor->objBankIndex].vramAddr + 0x80000000;
}
#ifdef NON_MATCHING
@@ -221,11 +221,11 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
Actor_InitCurrPosition(actor);
Actor_InitDrawRotation(actor);
Actor_SetHeight(actor, 0);
- Lib_CopyVec3f(&actor->lastPos, &actor->currPosRot.pos);
+ Math_Vec3f_Copy(&actor->lastPos, &actor->currPosRot.pos);
Actor_SetScale(actor, 0.01);
actor->unk1F = 3;
actor->minYVelocity = -20.0f;
-
+
actor->meshAttachedTo = 0x32;
actor->sqrdDistToLink = D_801DCA54;
@@ -236,8 +236,8 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
actor->naviMsgId = 255;
- Actor_SetDrawParams(&actor->drawParams, 0, 0, 0);
- if (Scene_IsObjectLoaded(&ctxt->sceneContext, actor->objectIndex) != 0) {
+ Actor_Setshape(&actor->shape, 0, 0, 0);
+ if (Scene_IsObjectLoaded(&ctxt->sceneContext, actor->objBankIndex) != 0) {
Actor_SetObjectSegment(ctxt, actor);
actor->init(actor, ctxt);
actor->init = NULL;
@@ -249,9 +249,9 @@ GLOBAL_ASM("asm/non_matchings/z_actor//Actor_InitToDefaultValues.asm")
void Actor_FiniActor(Actor* actor, GlobalContext* ctxt) {
if (actor->init == NULL) {
- if (actor->fini != NULL) {
- actor->fini(actor, ctxt);
- actor->fini = NULL;
+ if (actor->destroy != NULL) {
+ actor->destroy(actor, ctxt);
+ actor->destroy = NULL;
}
}
}
@@ -272,9 +272,9 @@ GLOBAL_ASM("asm/non_matchings/z_actor//Actor_ApplyMovement.asm")
#ifdef NON_MATCHING
void Actor_SetVelocityYRotationAndGravity(Actor* actor) {
- actor->velocity.x = actor->speed * Lib_sin(actor->currPosRot.rot.x);
+ actor->velocity.x = actor->speedXZ * Math_Sins(actor->currPosRot.rot.x);
actor->velocity.y = actor->velocity.y + actor->gravity;
- actor->velocity.z = actor->speed * Lib_cos(actor->currPosRot.rot.x);
+ actor->velocity.z = actor->speedXZ * Math_Coss(actor->currPosRot.rot.x);
if (actor->velocity.y < actor->minYVelocity) {
actor->velocity.y = actor->minYVelocity;
@@ -290,10 +290,10 @@ void Actor_SetVelocityAndMoveYRotationAndGravity(Actor* actor) {
}
void Actor_SetVelocityXYRotation(Actor* actor) {
- f32 velX = Lib_cos(actor->currPosRot.rot.x) * actor->speed;
- actor->velocity.x = Lib_sin(actor->currPosRot.rot.y) * velX;
- actor->velocity.y = Lib_sin(actor->currPosRot.rot.x) * actor->speed;
- actor->velocity.z = Lib_cos(actor->currPosRot.rot.y) * velX;
+ f32 velX = Math_Coss(actor->currPosRot.rot.x) * actor->speedXZ;
+ actor->velocity.x = Math_Sins(actor->currPosRot.rot.y) * velX;
+ actor->velocity.y = Math_Sins(actor->currPosRot.rot.x) * actor->speedXZ;
+ actor->velocity.z = Math_Coss(actor->currPosRot.rot.y) * velX;
}
void Actor_SetVelocityAndMoveXYRotation(Actor* actor) {
@@ -302,10 +302,10 @@ void Actor_SetVelocityAndMoveXYRotation(Actor* actor) {
}
void Actor_SetVelocityXYRotationReverse(Actor* actor) {
- f32 velX = Lib_cos(-actor->currPosRot.rot.x) * actor->speed;
- actor->velocity.x = Lib_sin(actor->currPosRot.rot.y) * velX;
- actor->velocity.y = Lib_sin(-actor->currPosRot.rot.x) * actor->speed;
- actor->velocity.z = Lib_cos(actor->currPosRot.rot.y) * velX;
+ f32 velX = Math_Coss(-actor->currPosRot.rot.x) * actor->speedXZ;
+ actor->velocity.x = Math_Sins(actor->currPosRot.rot.y) * velX;
+ actor->velocity.y = Math_Sins(-actor->currPosRot.rot.x) * actor->speedXZ;
+ actor->velocity.z = Math_Coss(actor->currPosRot.rot.y) * velX;
}
void Actor_SetVelocityAndMoveXYRotationReverse(Actor* actor) {
@@ -318,52 +318,52 @@ GLOBAL_ASM("asm/non_matchings/z_actor//func_800B6C04.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//func_800B6C58.asm")
s16 Actor_YawBetweenActors(Actor* from, Actor* to) {
- return Lib_YawVec3f(&from->currPosRot.pos, &to->currPosRot.pos);
+ return Math_Vec3f_Yaw(&from->currPosRot.pos, &to->currPosRot.pos);
}
s16 Actor_YawBetweenActorsTop(Actor* from, Actor* to) {
- return Lib_YawVec3f(&from->topPosRot.pos, &to->topPosRot.pos);
+ return Math_Vec3f_Yaw(&from->topPosRot.pos, &to->topPosRot.pos);
}
-s16 Actor_YawToPoint(Actor* actor, Vector3f* point) {
- return Lib_YawVec3f(&actor->currPosRot.pos, point);
+s16 Actor_YawToPoint(Actor* actor, Vec3f* point) {
+ return Math_Vec3f_Yaw(&actor->currPosRot.pos, point);
}
s16 Actor_PitchBetweenActors(Actor* from, Actor* to) {
- return Lib_PitchVec3f(&from->currPosRot.pos, &to->currPosRot.pos);
+ return Math_Vec3f_Pitch(&from->currPosRot.pos, &to->currPosRot.pos);
}
s16 Actor_PitchBetweenActorsTop(Actor* from, Actor* to) {
- return Lib_PitchVec3f(&from->topPosRot.pos, &to->topPosRot.pos);
+ return Math_Vec3f_Pitch(&from->topPosRot.pos, &to->topPosRot.pos);
}
-s16 Actor_PitchToPoint(Actor* actor, Vector3f* point) {
- return Lib_PitchVec3f(&actor->currPosRot.pos, point);
+s16 Actor_PitchToPoint(Actor* actor, Vec3f* point) {
+ return Math_Vec3f_Pitch(&actor->currPosRot.pos, point);
}
f32 Actor_DistanceBetweenActors(Actor* actor1, Actor* actor2) {
- return Lib_DistanceVec3f(&actor1->currPosRot.pos, &actor2->currPosRot.pos);
+ return Math_Vec3f_DistXYZ(&actor1->currPosRot.pos, &actor2->currPosRot.pos);
}
-f32 Actor_DistanceToPoint(Actor* actor, Vector3f* point) {
- return Lib_DistanceVec3f(&actor->currPosRot.pos, point);
+f32 Actor_DistanceToPoint(Actor* actor, Vec3f* point) {
+ return Math_Vec3f_DistXYZ(&actor->currPosRot.pos, point);
}
f32 Actor_XZDistanceBetweenActors(Actor* actor1, Actor* actor2) {
- return Lib_DistanceXZVec3f(&actor1->currPosRot.pos, &actor2->currPosRot.pos);
+ return Math_Vec3f_DistXZ(&actor1->currPosRot.pos, &actor2->currPosRot.pos);
}
-f32 Actor_XZDistanceToPoint(Actor* actor, Vector3f* point) {
- return Lib_DistanceXZVec3f(&actor->currPosRot.pos, point);
+f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point) {
+ return Math_Vec3f_DistXZ(&actor->currPosRot.pos, point);
}
#ifdef NON_MATCHING
-void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vector3f* offset, Vector3f* point) {
+void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f* point) {
f32 cos_rot_x;
f32 sin_rot_x;
- cos_rot_x = Lib_cos(actor->drawParams.rot.x);
- sin_rot_x = Lib_sin(actor->drawParams.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);
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);
@@ -553,8 +553,8 @@ GLOBAL_ASM("asm/non_matchings/z_actor//Actor_DrawActor.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//func_800B9D1C.asm")
void Actor_DrawAllSetup(GlobalContext* ctxt) {
- ctxt->actorContext.undrawnActorCount = 0;
- ctxt->actorContext.unkB = 0;
+ ctxt->actorCtx.undrawnActorCount = 0;
+ ctxt->actorCtx.unkB = 0;
}
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_RecordUndrawnActor.asm")
@@ -581,20 +581,20 @@ GLOBAL_ASM("asm/non_matchings/z_actor//Actor_InsertIntoTypeList.asm")
GLOBAL_ASM("asm/non_matchings/z_actor//Actor_RemoveFromTypeList.asm")
-void Actor_FreeOverlay(ActorOverlayTableEntry* entry) {
- u32 ramAddr;
+void Actor_FreeOverlay(ActorOverlay* entry) {
+ void* ramAddr;
- if (entry->clients == 0) {
- ramAddr = entry->ramAddr;
- if (ramAddr != 0) {
+ if (entry->nbLoaded == 0) {
+ ramAddr = entry->loadedRamAddr;
+ if (ramAddr != NULL) {
//Bit 1 - always loaded
- if ((entry->flags & 2) == 0) {
+ if ((entry->allocType & 2) == 0) {
//Bit 0 - don't alloc memory
- if ((entry->flags & 1) != 0) {
- entry->ramAddr = 0;
+ if ((entry->allocType & 1) != 0) {
+ entry->loadedRamAddr = NULL;
} else {
zelda_free(ramAddr);
- entry->ramAddr = 0;
+ entry->loadedRamAddr = NULL;
}
}
}
diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c
index b1cc1019e..31f90636f 100644
--- a/src/code/z_bgcheck.c
+++ b/src/code/z_bgcheck.c
@@ -32,7 +32,7 @@ void BgCheck_PolygonLinkedListInit(GlobalContext* ctxt, BgPolygonLinkedList* lis
}
void BgCheck_PolygonLinkedListAlloc(GlobalContext* ctxt, BgPolygonLinkedList* list, u32 numNodes) {
- list->nodes = (BgPolygonLinkedListNode*)GameStateHeap_AllocFromEndAligned(&ctxt->common.heap, numNodes << 2, 0xfffffffe);
+ list->nodes = (BgPolygonLinkedListNode*)GameStateHeap_AllocFromEndAligned(&ctxt->state.heap, numNodes << 2, 0xfffffffe);
list->maxNodes = numNodes;
list->nextFreeNode = 0;
}
@@ -52,13 +52,13 @@ u16 BgCheck_AllocPolygonLinkedListNode(BgPolygonLinkedList* list) {
return index;
}
-void BgCheck_CreateVec3fFromVertex(BgVertex* vertex, Vector3f* vector) {
+void BgCheck_CreateVec3fFromVertex(BgVertex* vertex, Vec3f* vector) {
vector->x = vertex->pos.x;
vector->y = vertex->pos.y;
vector->z = vertex->pos.z;
}
-void BgCheck_CreateVertexFromVec3f(BgVertex* vertex, Vector3f* vector) {
+void BgCheck_CreateVertexFromVec3f(BgVertex* vertex, Vec3f* vector) {
vertex->pos.x = vector->x;
vertex->pos.y = vector->y;
vertex->pos.z = vector->z;
diff --git a/src/code/z_eff_footmark.c b/src/code/z_eff_footmark.c
index 22fa62f7d..bb7c83813 100644
--- a/src/code/z_eff_footmark.c
+++ b/src/code/z_eff_footmark.c
@@ -19,7 +19,7 @@ void EffFootmark_Init(GlobalContext* ctxt) {
}
}
-void EffFootmark_Add(GlobalContext* ctxt, z_Matrix* displayMatrix, Actor* actor, u8 id, Vector3f* location, u16 size, u8 red, u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay) {
+void EffFootmark_Add(GlobalContext* ctxt, z_Matrix* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red, u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay) {
s32 i;
EffFootmark* footmark;
EffFootmark* destination = NULL;
@@ -100,22 +100,22 @@ void EffFootmark_Update(GlobalContext* ctxt) {
void EffFootmark_Draw(GlobalContext* ctxt) {
EffFootmark* footmark;
s32 i;
- GraphicsContext *gCtxt = ctxt->common.gCtxt;
+ GraphicsContext *gfxCtx = ctxt->state.gfxCtx;
- func_8012C448(ctxt->common.gCtxt);
+ func_8012C448(ctxt->state.gfxCtx);
- gSPDisplayList(gCtxt->polyXlu.append++, D_801BC240);
+ gSPDisplayList(gfxCtx->polyXlu.p++, D_801BC240);
for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) {
if (footmark->actor != NULL) {
SysMatrix_SetCurrentState(&footmark->displayMatrix);
SysMatrix_InsertScale(footmark->size * 0.00390625f * 0.7f, 1, footmark->size * 0.00390625f, 1);
- gSPMatrix(gCtxt->polyXlu.append++, SysMatrix_AppendStateToPolyOpaDisp(ctxt->common.gCtxt), G_MTX_NOPUSH | G_MTX_LOAD);
+ gSPMatrix(gfxCtx->polyXlu.p++, SysMatrix_AppendStateToPolyOpaDisp(ctxt->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD);
- gDPSetPrimColor(gCtxt->polyXlu.append++, 0, 0, footmark->red, footmark->green, footmark->blue, footmark->alpha >> 8);
+ gDPSetPrimColor(gfxCtx->polyXlu.p++, 0, 0, footmark->red, footmark->green, footmark->blue, footmark->alpha >> 8);
- gSPDisplayList(gCtxt->polyXlu.append++, D_801BC288);
+ gSPDisplayList(gfxCtx->polyXlu.p++, D_801BC288);
}
}
}
diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c
index 96e933715..866248de3 100644
--- a/src/code/z_effect_soft_sprite.c
+++ b/src/code/z_effect_soft_sprite.c
@@ -4,14 +4,14 @@
void EffectSS_Init(GlobalContext* ctxt, s32 numEntries) {
u32 i;
LoadedParticleEntry* iter;
- ParticleOverlayTableEntry* iter2;
+ ParticleOverlay* iter2;
- EffectSS2Info.data_table = (LoadedParticleEntry*)GameStateHeap_AllocFromEnd(&ctxt->common.heap, numEntries * sizeof(LoadedParticleEntry));
+ EffectSS2Info.data_table = (LoadedParticleEntry*)GameStateHeap_AllocFromEnd(&ctxt->state.heap, numEntries * sizeof(LoadedParticleEntry));
EffectSS2Info.searchIndex = 0;
EffectSS2Info.size = numEntries;
for (iter = EffectSS2Info.data_table; iter < EffectSS2Info.data_table + EffectSS2Info.size; iter++) {
- EffectSS_ResetLoadedParticleEntry(iter);
+ EffectSS_ResetEntry(iter);
}
for (i = 0, iter2 = particleOverlayTable; i != 0x27; i++) {
@@ -19,10 +19,10 @@ void EffectSS_Init(GlobalContext* ctxt, s32 numEntries) {
}
}
-void EffectSS_Fini(GlobalContext* ctxt) {
+void EffectSS_Clear(GlobalContext* ctxt) {
u32 i;
LoadedParticleEntry* iter;
- ParticleOverlayTableEntry* iter2;
+ ParticleOverlay* iter2;
void* addr;
EffectSS2Info.data_table = NULL;
@@ -57,10 +57,10 @@ void EffectSS_Delete(LoadedParticleEntry* a0) {
func_801A72CC((UNK_PTR)&a0->unk2C);
}
- EffectSS_ResetLoadedParticleEntry(a0);
+ EffectSS_ResetEntry(a0);
}
-void EffectSS_ResetLoadedParticleEntry(LoadedParticleEntry* particle) {
+void EffectSS_ResetEntry(LoadedParticleEntry* particle) {
u32 i;
particle->type = 0x27;
@@ -164,7 +164,7 @@ void EffectSS_LoadParticle(GlobalContext* ctxt, u32 type, u32 priority, void* in
u32 initRet;
u32 overlaySize;
ParticleOverlayInfo* overlayInfo;
- ParticleOverlayTableEntry* entry = &particleOverlayTable[type];
+ ParticleOverlay* entry = &particleOverlayTable[type];
if (EffectSS_FindFreeSpace(priority, &index) != 0) {
return;
@@ -203,7 +203,7 @@ void EffectSS_LoadParticle(GlobalContext* ctxt, u32 type, u32 priority, void* in
initRet = (*overlayInfo->init)(ctxt, index, &EffectSS2Info.data_table[index], initData);
if (initRet == 0) {
- EffectSS_ResetLoadedParticleEntry(&EffectSS2Info.data_table[index]);
+ EffectSS_ResetEntry(&EffectSS2Info.data_table[index]);
}
}
}
@@ -256,9 +256,9 @@ void EffectSS_DrawAllParticles(GlobalContext* ctxt) {
LightMapper* s0;
s32 i;
- s0 = Lights_CreateMapper(&ctxt->lightsContext, ctxt->common.gCtxt);
- Lights_MapLights(s0, ctxt->lightsContext.lightsHead, 0, ctxt);
- Lights_UploadLights(s0, ctxt->common.gCtxt);
+ s0 = Lights_CreateMapper(&ctxt->lightCtx, ctxt->state.gfxCtx);
+ Lights_MapLights(s0, ctxt->lightCtx.lightsHead, 0, ctxt);
+ Lights_UploadLights(s0, ctxt->state.gfxCtx);
for (i = 0; i < EffectSS2Info.size; i++) {
if (EffectSS2Info.data_table[i].life > -1) {
diff --git a/src/code/z_kanfont.c b/src/code/z_kanfont.c
index 93a31c097..c8c8621b7 100644
--- a/src/code/z_kanfont.c
+++ b/src/code/z_kanfont.c
@@ -4,13 +4,13 @@
void Kanfont_Nop800F4F40(GlobalContext* ctxt, UNK_TYPE param_2, UNK_TYPE param_3) {}
void Kanfont_LoadAsciiChar(GlobalContext* ctxt, u8 character, s32 iParm3) {
- Dmamgr_SendRequestAndWait((u32)ctxt->msgContext.font.unk0[(ctxt->msgContext).unk11EF0] + iParm3,
+ DmaMgr_SendRequest0((u32)ctxt->msgCtx.font.unk0[(ctxt->msgCtx).unk11EF0] + iParm3,
(u32)&nes_font_static_vrom_start + character * 0x80 - 0x1000,
0x80);
}
void Kanfont_LoadMessageBoxEnd(Font* font, u16 type) {
- Dmamgr_SendRequestAndWait((u32)font->unk7800, type * 0x80 + (u32)&message_static_vrom_start + 0x5000, 0x80);
+ DmaMgr_SendRequest0((u32)font->unk7800, type * 0x80 + (u32)&message_static_vrom_start + 0x5000, 0x80);
}
void Kanfont_LoadOrderedFont(Font* font) {
@@ -24,7 +24,7 @@ void Kanfont_LoadOrderedFont(Font* font) {
if (kanfontOrdering[codePointIndex] == 0) {
loadOffset = 0;
}
- Dmamgr_SendRequestAndWait(writeLocation, (u32)&nes_font_static_vrom_start + loadOffset, 0x80);
+ DmaMgr_SendRequest0(writeLocation, (u32)&nes_font_static_vrom_start + loadOffset, 0x80);
if (kanfontOrdering[codePointIndex] == 140) break;
codePointIndex++;
}
diff --git a/src/code/z_lib.c b/src/code/z_lib.c
index 55b040c0b..b30941ae5 100644
--- a/src/code/z_lib.c
+++ b/src/code/z_lib.c
@@ -12,7 +12,7 @@ void* Lib_bcopy(void* dest, void* src, size_t n) {
}
#ifdef NON_MATCHING
-void* Lib_memset(u8* a0, u32 a1, u32 a2) {
+void* Lib_MemSet(u8* a0, u32 a1, u32 a2) {
u8* v0;
// XXX: realloc is messed up
@@ -29,14 +29,14 @@ void* Lib_memset(u8* a0, u32 a1, u32 a2) {
return a0;
}
#else
-GLOBAL_ASM("./asm/non_matchings/z_lib/Lib_memset.asm")
+GLOBAL_ASM("./asm/non_matchings/z_lib/Lib_MemSet.asm")
#endif
-f32 Lib_cos(s16 angle) {
+f32 Math_Coss(s16 angle) {
return coss(angle) * D_801DDA80;
}
-f32 Lib_sin(s16 angle) {
+f32 Math_Sins(s16 angle) {
return sins(angle) * D_801DDA84;
}
@@ -216,15 +216,15 @@ void func_800FF3A0(void) {
GLOBAL_ASM("./asm/non_matchings/z_lib/func_800FF3A0.asm")
#endif
-s16 Lib_rand_s(s16 base, s16 range) {
+s16 Math_Rand_S16Offset(s16 base, s16 range) {
return (s16)(randZeroOne() * range) + base;
}
-s16 Lib_randestride_s(s16 base, s16 stride, s16 range) {
+s16 Math_Rand_S16OffsetStride(s16 base, s16 stride, s16 range) {
return (s16)(randZeroOne() * range) * stride + base;
}
-void Lib_CopyVec3f(Vector3f* dest, Vector3f* src) {
+void Math_Vec3f_Copy(Vec3f* dest, Vec3f* src) {
f32 x = src->x;
f32 y = src->y;
f32 z = src->z;
@@ -234,7 +234,7 @@ void Lib_CopyVec3f(Vector3f* dest, Vector3f* src) {
dest->z = z;
}
-void Lib_CopyVec3s(Vector3s* dest, Vector3s* src) {
+void Math_Vec3s_Copy(Vec3s* dest, Vec3s* src) {
s16 x = src->x;
s16 y = src->y;
s16 z = src->z;
@@ -244,7 +244,7 @@ void Lib_CopyVec3s(Vector3s* dest, Vector3s* src) {
dest->z = z;
}
-void Lib_ToVec3f(Vector3f* dest, Vector3s* src) {
+void Math_Vec3s_ToVec3f(Vec3f* dest, Vec3s* src) {
f32 x = src->x;
f32 y = src->y;
f32 z = src->z;
@@ -254,7 +254,7 @@ void Lib_ToVec3f(Vector3f* dest, Vector3s* src) {
dest->z = z;
}
-void Lib_ToVec3s(Vector3s* dest, Vector3f* src) {
+void Math_Vec3f_ToVec3s(Vec3s* dest, Vec3f* src) {
f32 x = src->x;
f32 y = src->y;
f32 z = src->z;
@@ -264,56 +264,56 @@ void Lib_ToVec3s(Vector3s* dest, Vector3f* src) {
dest->z = z;
}
-void Lib_AddVec3f(Vector3f* l, Vector3f* r, Vector3f* dest) {
+void Math_Vec3f_Sum(Vec3f* l, Vec3f* r, Vec3f* dest) {
dest->x = l->x + r->x;
dest->y = l->y + r->y;
dest->z = l->z + r->z;
}
-void Lib_SubVec3f(Vector3f* l, Vector3f* r, Vector3f* dest) {
+void Math_Vec3f_Diff(Vec3f* l, Vec3f* r, Vec3f* dest) {
dest->x = l->x - r->x;
dest->y = l->y - r->y;
dest->z = l->z - r->z;
}
-void Lib_SubVec3sToVec3f(Vector3f* dest, Vector3s* l, Vector3s* r) {
+void Math_Vec3s_DiffToVec3f(Vec3f* dest, Vec3s* l, Vec3s* r) {
dest->x = l->x - r->x;
dest->y = l->y - r->y;
dest->z = l->z - r->z;
}
-void Lib_ScaleInPlaceVec3f(Vector3f* vec, f32 scale) {
+void Math_Vec3f_Scale(Vec3f* vec, f32 scale) {
vec->x *= scale;
vec->y *= scale;
vec->z *= scale;
}
-void Lib_ScaleVec3f(Vector3f* vec, f32 scale, Vector3f* dest) {
+void Math_Vec3f_ScaleAndStore(Vec3f* vec, f32 scale, Vec3f* dest) {
dest->x = vec->x * scale;
dest->y = vec->y * scale;
dest->z = vec->z * scale;
}
-void Lib_LerpVec3f(Vector3f* a, Vector3f* b, f32 t, Vector3f* dest) {
+void Math_Vec3f_Lerp(Vec3f* a, Vec3f* b, f32 t, Vec3f* dest) {
dest->x = (b->x - a->x) * t + a->x;
dest->y = (b->y - a->y) * t + a->y;
dest->z = (b->z - a->z) * t + a->z;
}
-void Lib_AddScaledVec3f(Vector3f* a, Vector3f* b, f32 scale, Vector3f* dest) {
+void Math_Vec3f_SumScaled(Vec3f* a, Vec3f* b, f32 scale, Vec3f* dest) {
dest->x = b->x * scale + a->x;
dest->y = b->y * scale + a->y;
dest->z = b->z * scale + a->z;
}
-void Lib_ModifyRandScaled(Vector3f* orig, f32 scale, Vector3f* dest) {
+void Math_Vec3f_ModifyRand(Vec3f* orig, f32 scale, Vec3f* dest) {
dest->x = randPlusMinusPoint5Scaled(scale) + orig->x;
dest->y = randPlusMinusPoint5Scaled(scale) + orig->y;
dest->z = randPlusMinusPoint5Scaled(scale) + orig->z;
}
-void Lib_ScaledNormalizedDifferenceVec3f(Vector3f* a, Vector3f* b, f32 scale, Vector3f* dest) {
- f32 f0 = Lib_DistanceAndDifferenceVec3f(a, b, dest);
+void Math_Vec3f_DistXYZAndStoreNormalizedDiff(Vec3f* a, Vec3f* b, f32 scale, Vec3f* dest) {
+ f32 f0 = Math_Vec3f_DistXYZAndStoreDiff(a, b, dest);
f32 f2;
if (f0 == 0) {
@@ -327,34 +327,34 @@ void Lib_ScaledNormalizedDifferenceVec3f(Vector3f* a, Vector3f* b, f32 scale, Ve
dest->z *= f2;
}
-f32 Lib_DistanceVec3f(Vector3f* a, Vector3f* b) {
- Vector3f sp1C;
- Lib_SubVec3f(b, a, &sp1C);
+f32 Math_Vec3f_DistXYZ(Vec3f* a, Vec3f* b) {
+ Vec3f sp1C;
+ Math_Vec3f_Diff(b, a, &sp1C);
return sqrtf((sp1C.x * sp1C.x) + (sp1C.y * sp1C.y) + (sp1C.z * sp1C.z));
}
-f32 Lib_DistanceAndDifferenceVec3f(Vector3f* a, Vector3f* b, Vector3f* difference) {
- Lib_SubVec3f(b, a, difference);
+f32 Math_Vec3f_DistXYZAndStoreDiff(Vec3f* a, Vec3f* b, Vec3f* difference) {
+ Math_Vec3f_Diff(b, a, difference);
return sqrtf((difference->x * difference->x) + (difference->y * difference->y) + (difference->z * difference->z));
}
-f32 Lib_DistanceXZVec3f(Vector3f* a, Vector3f* b) {
+f32 Math_Vec3f_DistXZ(Vec3f* a, Vec3f* b) {
f32 dx = b->x - a->x;
f32 dz = b->z - a->z;
return sqrtf((dx * dx) + (dz * dz));
}
-f32 Lib_DistanceAndDifferenceXZVec3f(Vector3f* a, Vector3f* b, f32* xDiff, f32* zDiff) {
+f32 Math_Vec3f_DistXZAndStore(Vec3f* a, Vec3f* b, f32* xDiff, f32* zDiff) {
*xDiff = b->x - a->x;
*zDiff = b->z - a->z;
return sqrtf((*xDiff * *xDiff) + (*zDiff * *zDiff));
}
#ifdef NON_MATCHING
-void Lib_PushAwayXZVec3f(Vector3f* start, Vector3f* pusher, f32 distanceToApproach) {
+void Math_Vec3f_PushAwayXZ(Vec3f* start, Vec3f* pusher, f32 distanceToApproach) {
f32 sp24;
f32 sp20;
- f32 f0 = Lib_DistanceAndDifferenceXZVec3f(pusher, start, &sp24, &sp20);
+ f32 f0 = Math_Vec3f_DistXZAndStore(pusher, start, &sp24, &sp20);
f32 f2 = f0 - distanceToApproach;
if ((f0 >= distanceToApproach) && (f2 != 0)) {
@@ -367,63 +367,63 @@ void Lib_PushAwayXZVec3f(Vector3f* start, Vector3f* pusher, f32 distanceToApproa
start->z = pusher->z + sp20 * f2;
}
#else
-GLOBAL_ASM("./asm/non_matchings/z_lib/Lib_PushAwayXZVec3f.asm")
+GLOBAL_ASM("./asm/non_matchings/z_lib/Math_Vec3f_PushAwayXZ.asm")
#endif
-f32 Lib_DistanceYVec3f(Vector3f* a, Vector3f* b) {
+f32 Math_Vec3f_DiffY(Vec3f* a, Vec3f* b) {
return b->y - a->y;
}
-s16 Lib_YawVec3f(Vector3f* from, Vector3f* to) {
+s16 Math_Vec3f_Yaw(Vec3f* from, Vec3f* to) {
f32 f14 = to->x - from->x;
f32 f12 = to->z - from->z;
return atans_flip(f12, f14);
}
-s16 Lib_PitchVec3f(Vector3f* from, Vector3f* to) {
- return atans_flip(Lib_DistanceXZVec3f(from, to), from->y - to->y);
+s16 Math_Vec3f_Pitch(Vec3f* from, Vec3f* to) {
+ return atans_flip(Math_Vec3f_DistXZ(from, to), from->y - to->y);
}
-void Lib_ApplyActorInitVars(Actor* actor, ActorInitVar* init) {
+void Actor_ProcessInitChain(Actor* actor, ActorInitVar* init) {
do {
actorInitVarFuncs[init->type]((u8*)actor, init);
} while ((init++)->cont);
}
-void Lib_ApplyActorInitVarByte1(u8* actor, ActorInitVar* init) {
+void IChain_Apply_u8(u8* actor, ActorInitVar* init) {
*(u8*)(actor + init->offset) = (u8)(init->value);
}
-void Lib_ApplyActorInitVarByte2(u8* actor, ActorInitVar* init) {
+void IChain_Apply_s8(u8* actor, ActorInitVar* init) {
*(u8*)(actor + init->offset) = (u8)(init->value);
}
-void Lib_ApplyActorInitVarShort1(u8* actor, ActorInitVar* init) {
+void IChain_Apply_u16(u8* actor, ActorInitVar* init) {
*(u16*)(actor + init->offset) = (u16)(init->value);
}
-void Lib_ApplyActorInitVarShort2(u8* actor, ActorInitVar* init) {
+void IChain_Apply_s16(u8* actor, ActorInitVar* init) {
*(u16*)(actor + init->offset) = (u16)(init->value);
}
-void Lib_ApplyActorInitVarWord1(u8* actor, ActorInitVar* init) {
+void IChain_Apply_u32(u8* actor, ActorInitVar* init) {
*(u32*)(actor + init->offset) = (u32)(init->value);
}
-void Lib_ApplyActorInitVarWord2(u8* actor, ActorInitVar* init) {
+void IChain_Apply_s32(u8* actor, ActorInitVar* init) {
*(u32*)(actor + init->offset) = (u32)(init->value);
}
-void Lib_ApplyActorInitVarFloat(u8* actor, ActorInitVar* init) {
+void IChain_Apply_f32(u8* actor, ActorInitVar* init) {
*(f32*)(actor + init->offset) = (f32)(init->value);
}
-void Lib_ApplyActorInitVarFloat1000th(u8* actor, ActorInitVar* init) {
+void IChain_Apply_f32div1000(u8* actor, ActorInitVar* init) {
*(f32*)(actor + init->offset) = (f32)(init->value) / 1000;
}
-void Lib_ApplyActorInitVarVector3f(u8* actor, ActorInitVar* init) {
- Vector3f* v0 = (Vector3f*)(actor + init->offset);
+void IChain_Apply_Vec3f(u8* actor, ActorInitVar* init) {
+ Vec3f* v0 = (Vec3f*)(actor + init->offset);
f32 f0 = (f32)(init->value);
v0->z = f0;
@@ -431,8 +431,8 @@ void Lib_ApplyActorInitVarVector3f(u8* actor, ActorInitVar* init) {
v0->x = f0;
}
-void Lib_ApplyActorInitVarVector3f1000th(u8* actor, ActorInitVar* init) {
- Vector3f* v0 = (Vector3f*)(actor + init->offset);
+void IChain_Apply_Vec3fdiv1000(u8* actor, ActorInitVar* init) {
+ Vec3f* v0 = (Vec3f*)(actor + init->offset);
f32 f0 = (f32)(init->value) / 1000;
v0->z = f0;
@@ -440,8 +440,8 @@ void Lib_ApplyActorInitVarVector3f1000th(u8* actor, ActorInitVar* init) {
v0->x = f0;
}
-void Lib_ApplyActorInitVarVector3s(u8* actor, ActorInitVar* init) {
- Vector3s* v0 = (Vector3s*)(actor + init->offset);
+void IChain_Apply_Vec3s(u8* actor, ActorInitVar* init) {
+ Vec3s* v0 = (Vec3s*)(actor + init->offset);
s16 v1 = (s16)(init->value);
v0->z = v1;
@@ -449,7 +449,7 @@ void Lib_ApplyActorInitVarVector3s(u8* actor, ActorInitVar* init) {
v0->x = v1;
}
-f32 func_800FFCD8(f32* a0, f32 a1, f32 a2, f32 a3, f32 a4) {
+f32 Math_SmoothScaleMaxMinF(f32* a0, f32 a1, f32 a2, f32 a3, f32 a4) {
f32 f0;
if (*a0 != a1) {
@@ -489,7 +489,7 @@ f32 func_800FFCD8(f32* a0, f32 a1, f32 a2, f32 a3, f32 a4) {
return fabsf(a1 - *a0);
}
-void Lib_ScaleMax_f(f32* start, f32 target, f32 scale, f32 maxStep) {
+void Math_SmoothScaleMaxF(f32* start, f32 target, f32 scale, f32 maxStep) {
f32 f2;
if (*start != target) {
@@ -505,7 +505,7 @@ void Lib_ScaleMax_f(f32* start, f32 target, f32 scale, f32 maxStep) {
}
}
-void Lib_Scale_f(f32* start, f32 scale, f32 maxStep) {
+void Math_SmoothDownscaleMaxF(f32* start, f32 scale, f32 maxStep) {
f32 f0 = *start * scale;
if (maxStep < f0) {
@@ -518,14 +518,14 @@ void Lib_Scale_f(f32* start, f32 scale, f32 maxStep) {
}
#ifdef NON_MATCHING
-s32 Lib_ScaleMaxMin_s(s16* start, s16 target, s16 scale, s16 maxStep, s16 minStep) {
+s32 Math_SmoothScaleMaxMinS(s16* start, s16 target, s16 scale, s16 maxStep, s16 minStep) {
}
#else
-GLOBAL_ASM("./asm/non_matchings/z_lib/Lib_ScaleMaxMin_s.asm")
+GLOBAL_ASM("./asm/non_matchings/z_lib/Math_SmoothScaleMaxMinS.asm")
#endif
-void Lib_ScaleMax_s(s16* start, s16 target, s16 scale, s16 maxStep) {
+void Math_SmoothScaleMaxS(s16* start, s16 target, s16 scale, s16 maxStep) {
s16 v0 = target - *start;
v0 /= scale;
@@ -542,7 +542,7 @@ void Lib_ScaleMax_s(s16* start, s16 target, s16 scale, s16 maxStep) {
*start += v0;
}
-void Lib_CopyColor(ColorRGBA8* dst, ColorRGBA8* src) {
+void Color_RGBA8_Copy(ColorRGBA8* dst, ColorRGBA8* src) {
dst->red = src->red;
dst->green = src->green;
dst->blue = src->blue;
@@ -561,12 +561,12 @@ void func_801000F4(s32 a0, u16 a1) {
func_8019F1C0(a0, a1);
}
-void Lib_TranslateAndRotateYVec3f(Vector3f* translation, s16 rotation, Vector3f* src, Vector3f* dst) {
+void Lib_TranslateAndRotateYVec3f(Vec3f* translation, s16 rotation, Vec3f* src, Vec3f* dst) {
f32 sp1C;
f32 f0;
- sp1C = Lib_cos(rotation);
- f0 = Lib_sin(rotation);
+ sp1C = Math_Coss(rotation);
+ f0 = Math_Sins(rotation);
dst->x = translation->x + (src->x * sp1C + src->z * f0);
dst->y = translation->y + src->y;
dst->z = translation->z + (src->z * sp1C - src->x * f0);
@@ -583,12 +583,12 @@ void Lib_LerpRGB(RGB* a, RGB* b, f32 t, RGB* dst) {
GLOBAL_ASM("./asm/non_matchings/z_lib/Lib_LerpRGB.asm")
#endif
-f32 Lib_PushAwayVec3f(Vector3f* start, Vector3f* pusher, f32 distanceToApproach) {
- Vector3f sp24;
+f32 Lib_PushAwayVec3f(Vec3f* start, Vec3f* pusher, f32 distanceToApproach) {
+ Vec3f sp24;
f32 f2;
f32 f0;
- Lib_SubVec3f(pusher, start, &sp24);
+ Math_Vec3f_Diff(pusher, start, &sp24);
f0 = Math3D_Length(&sp24);
if (distanceToApproach < f0) {
f2 = distanceToApproach / f0;
@@ -597,7 +597,7 @@ f32 Lib_PushAwayVec3f(Vector3f* start, Vector3f* pusher, f32 distanceToApproach)
start->y = start->y + f2 * sp24.y;
start->z = start->z + f2 * sp24.z;
} else {
- Lib_CopyVec3f(start, pusher);
+ Math_Vec3f_Copy(start, pusher);
f0 = 0;
}
diff --git a/src/code/z_lights.c b/src/code/z_lights.c
index be530cb36..57bc3b0a8 100644
--- a/src/code/z_lights.c
+++ b/src/code/z_lights.c
@@ -60,18 +60,18 @@ void Lights_UploadLights(LightMapper* mapper, GraphicsContext* gCtxt) {
Light* l;
s32 i;
- gSPNumLights(gCtxt->polyOpa.append++, mapper->numLights);
- gSPNumLights(gCtxt->polyXlu.append++, mapper->numLights);
+ gSPNumLights(gCtxt->polyOpa.p++, mapper->numLights);
+ gSPNumLights(gCtxt->polyXlu.p++, mapper->numLights);
l = &mapper->lights.l[0];
for (i = 0; i < mapper->numLights;) {
- gSPLight(gCtxt->polyOpa.append++, l, ++i);
- gSPLight(gCtxt->polyXlu.append++, l++, i);
+ gSPLight(gCtxt->polyOpa.p++, l, ++i);
+ gSPLight(gCtxt->polyXlu.p++, l++, i);
}
- gSPLight(gCtxt->polyOpa.append++, &mapper->lights.a, ++i);
- gSPLight(gCtxt->polyXlu.append++, &mapper->lights.a, i);
+ gSPLight(gCtxt->polyOpa.p++, &mapper->lights.a, ++i);
+ gSPLight(gCtxt->polyXlu.p++, &mapper->lights.a, i);
}
#else
GLOBAL_ASM("asm/non_matchings/z_lights/Lights_UploadLights.asm")
@@ -86,7 +86,7 @@ Light* Lights_MapperGetNextFreeSlot(LightMapper* mapper) {
// XXX regalloc, some reorderings
#ifdef NON_MATCHING
-void Lights_MapPositionalWithReference(LightMapper* mapper, LightInfoPositionalParams* params, Vector3f* pos) {
+void Lights_MapPositionalWithReference(LightMapper* mapper, LightInfoPositionalParams* params, Vec3f* pos) {
f32 xDiff;
f32 yDiff;
f32 zDiff;
@@ -138,8 +138,8 @@ GLOBAL_ASM("asm/non_matchings/z_lights/Lights_MapPositionalWithReference.asm")
void Lights_MapPositional(LightMapper* mapper, LightInfoPositionalParams* params, GlobalContext* ctxt) {
Light* light;
f32 radiusF = params->radius;
- Vector3f posF;
- Vector3f adjustedPos;
+ Vec3f posF;
+ Vec3f adjustedPos;
u32 pad;
if (radiusF > 0) {
posF.x = params->posX;
@@ -196,7 +196,7 @@ void Lights_MapDirectional(LightMapper* mapper, LightInfoDirectionalParams* para
}
}
-void Lights_MapLights(LightMapper* mapper, z_Light* lights, Vector3f* refPos, GlobalContext* ctxt) {
+void Lights_MapLights(LightMapper* mapper, z_Light* lights, Vec3f* refPos, GlobalContext* ctxt) {
if (lights != NULL) {
if ((refPos == NULL) && (mapper->enablePosLights == 1)) {
do {
@@ -318,8 +318,8 @@ LightMapper* func_801026E8(GraphicsContext* gCtxt, u8 ambientRed, u8 ambientGree
s32 i;
// TODO allocation should be a macro
- mapper = (LightMapper *)((int)gCtxt->polyOpa.appendEnd - sizeof(LightMapper));
- gCtxt->polyOpa.appendEnd = (void*)mapper;
+ mapper = (LightMapper *)((int)gCtxt->polyOpa.d - sizeof(LightMapper));
+ gCtxt->polyOpa.d = (void*)mapper;
mapper->lights.a.l.col[0] = mapper->lights.a.l.colc[0] = ambientRed;
mapper->lights.a.l.col[1] = mapper->lights.a.l.colc[1] = ambientGreen;
@@ -345,8 +345,8 @@ LightMapper* Lights_MapperAllocateAndInit(GraphicsContext* gCtxt, u8 red, u8 gre
LightMapper* mapper;
// TODO allocation should be a macro
- mapper = (LightMapper *)((int)gCtxt->polyOpa.appendEnd - sizeof(LightMapper));
- gCtxt->polyOpa.appendEnd = (void*)mapper;
+ mapper = (LightMapper *)((int)gCtxt->polyOpa.d - sizeof(LightMapper));
+ gCtxt->polyOpa.d = (void*)mapper;
mapper->lights.a.l.col[0] = red;
mapper->lights.a.l.colc[0] = red;
@@ -365,8 +365,8 @@ LightMapper* Lights_MapperAllocateAndInit(GraphicsContext* gCtxt, u8 red, u8 gre
void func_80102880(GlobalContext* ctxt) {
z_Light* light = ctxt->lightsContext.lightsHead;
LightInfoPositionalParams* params;
- Vector3f local_14;
- Vector3f local_20;
+ Vec3f local_14;
+ Vec3f local_20;
f32 local_24;
f32 fVar4;
s32 s2;
@@ -411,7 +411,7 @@ void func_80102A64(GlobalContext* ctxt) {
if (light != NULL) {
gCtxt = ctxt->common.gCtxt;
- dl = func_8012C7FC(gCtxt->polyXlu.append);
+ dl = func_8012C7FC(gCtxt->polyXlu.p);
gSPSetOtherMode(dl++, G_SETOTHERMODE_H, 4, 4, 0x00000080); //! This doesn't resolve to any of the macros in gdi.h
@@ -440,7 +440,7 @@ void func_80102A64(GlobalContext* ctxt) {
light = light->next;
} while (light != NULL);
- gCtxt->polyXlu.append = dl;
+ gCtxt->polyXlu.p = dl;
}
}
#else
diff --git a/src/code/z_room.c b/src/code/z_room.c
index 4499ffa95..1087a02e0 100644
--- a/src/code/z_room.c
+++ b/src/code/z_room.c
@@ -9,33 +9,33 @@ void Room_DrawType0Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
RoomMeshType0* mesh;
s32 i;
RoomMeshType0Params* meshParams;
- GraphicsContext* gCtxt;
+ GraphicsContext* gfxCtx;
UNK_TYPE4 pad;
- gCtxt = ctxt->common.gCtxt;
+ gfxCtx = ctxt->state.gfxCtx;
if (flags & 1) {
func_800BCBF4(&D_801C1D10, ctxt);
- gSPSegment(gCtxt->polyOpa.append++, 0x03, room->vramAddr);
+ gSPSegment(gfxCtx->polyOpa.p++, 0x03, room->segment);
func_8012C268(ctxt);
- gSPMatrix(gCtxt->polyOpa.append++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(gfxCtx->polyOpa.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (flags & 2) {
func_800BCC68(&D_801C1D10, ctxt);
- gSPSegment(gCtxt->polyXlu.append++, 0x03, room->vramAddr);
- func_8012C2DC(ctxt->common.gCtxt);
- gSPMatrix(gCtxt->polyXlu.append++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPSegment(gfxCtx->polyXlu.p++, 0x03, room->segment);
+ func_8012C2DC(ctxt->state.gfxCtx);
+ gSPMatrix(gfxCtx->polyXlu.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
}
mesh = &room->mesh->type0;
meshParams = (RoomMeshType0Params*)Lib_PtrSegToVirt(mesh->paramsStart);
for (i = 0; i < mesh->count; i++) {
if ((flags & 1) && (meshParams->opaqueDl != NULL)) {
- gSPDisplayList(gCtxt->polyOpa.append++, meshParams->opaqueDl);
+ gSPDisplayList(gfxCtx->polyOpa.p++, meshParams->opaqueDl);
}
if ((flags & 2) && (meshParams->translucentDl != NULL)) {
- gSPDisplayList(gCtxt->polyXlu.append++, meshParams->translucentDl);
+ gSPDisplayList(gfxCtx->polyXlu.p++, meshParams->translucentDl);
}
meshParams++;
@@ -63,8 +63,8 @@ void Room_DrawType1Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
void Room_Init(GlobalContext* ctxt, RoomContext* roomCtxt) {
s32 i;
- roomCtxt->currRoom.index = -1;
- roomCtxt->currRoom.vramAddr = 0;
+ roomCtxt->currRoom.num = -1;
+ roomCtxt->currRoom.segment = NULL;
roomCtxt->unk78 = 1;
roomCtxt->unk79 = 0;
for (i = 0; i < 3; i++) {
@@ -81,16 +81,16 @@ s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 ind
// XXX: this should use a branch-likely
if (roomCtxt->unk31 == 0) {
roomCtxt->prevRoom = roomCtxt->currRoom;
- roomCtxt->currRoom.index = index;
- roomCtxt->currRoom.vramAddr = NULL;
+ roomCtxt->currRoom.num = index;
+ roomCtxt->currRoom.segment = NULL;
roomCtxt->unk31 = 1;
size = ctxt->roomAddrs[index].vromEnd - ctxt->roomAddrs[index].vromStart;
roomCtxt->activeRoomVram = ((s32)roomCtxt->roomMemPages[roomCtxt->activeMemPage] - (size + 8) * roomCtxt->activeMemPage + 8) & 0xfffffff0;
- osCreateMesgQueue(&roomCtxt->roomDmaCallback, roomCtxt->roomDmaCallbackMsg, 1);
- Dmamgr_SendRequest(&roomCtxt->dmaReq, roomCtxt->activeRoomVram, ctxt->roomAddrs[index].vromStart, size,
- 0, &roomCtxt->roomDmaCallback, NULL);
+ osCreateMesgQueue(&roomCtxt->loadQueue, roomCtxt->loadMsg, 1);
+ DmaMgr_SendRequestImpl(&roomCtxt->dmaRequest, roomCtxt->activeRoomVram, ctxt->roomAddrs[index].vromStart, size,
+ 0, &roomCtxt->loadQueue, NULL);
roomCtxt->activeMemPage ^= 1;
return 1;
@@ -105,17 +105,17 @@ GLOBAL_ASM("asm/non_matchings/z_room/Room_StartRoomTransition.asm")
s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) {
if (roomCtxt->unk31 == 1)
{
- if (!osRecvMesg(&roomCtxt->roomDmaCallback, NULL, OS_MESG_NOBLOCK))
+ if (!osRecvMesg(&roomCtxt->loadQueue, NULL, OS_MESG_NOBLOCK))
{
roomCtxt->unk31 = 0;
- roomCtxt->currRoom.vramAddr = (void*)(roomCtxt->activeRoomVram);
+ roomCtxt->currRoom.segment = (void*)(roomCtxt->activeRoomVram);
gRspSegmentPhysAddrs[3] = roomCtxt->activeRoomVram + 0x80000000;
- Scene_ProcessHeader(ctxt, (SceneCmd*)roomCtxt->currRoom.vramAddr);
- func_80123140(ctxt, (ActorPlayer*)ctxt->actorContext.actorTypeLists[2].head);
- Actor_SpawnTransitionActors(ctxt, &ctxt->actorContext);
+ Scene_ProcessHeader(ctxt, (SceneCmd*)roomCtxt->currRoom.segment);
+ func_80123140(ctxt, (ActorPlayer*)ctxt->actorCtx.actorList[2].first);
+ Actor_SpawnTransitionActors(ctxt, &ctxt->actorCtx);
- if (((ctxt->currentScene != 0x13) || (roomCtxt->currRoom.index != 1)) && (ctxt->currentScene != 0x56)) {
+ if (((ctxt->sceneNum != 0x13) || (roomCtxt->currRoom.num != 1)) && (ctxt->sceneNum != 0x56)) {
ctxt->kankyoContext.unkC3 = 0xff;
ctxt->kankyoContext.unkE0 = 0;
}
@@ -132,20 +132,20 @@ s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) {
}
void Room_Draw(GlobalContext* ctxt, Room* room, u32 flags) {
- if (room->vramAddr != NULL) {
- gRspSegmentPhysAddrs[3] = (u32)room->vramAddr + 0x80000000;
- roomDrawFuncs[room->mesh->type0.type](ctxt,room,flags);
+ if (room->segment != NULL) {
+ gRspSegmentPhysAddrs[3] = (u32)room->segment + 0x80000000;
+ roomDrawFuncs[room->mesh->type0.type](ctxt, room, flags);
}
return;
}
void func_8012EBF8(GlobalContext* ctxt, RoomContext* roomCtxt){
- roomCtxt->prevRoom.index = -1;
- roomCtxt->prevRoom.vramAddr = NULL;
- func_800BA798(ctxt, &ctxt->actorContext);
- Actor_SpawnTransitionActors(ctxt, &ctxt->actorContext);
- if (-1 < roomCtxt->currRoom.index) {
- func_8010A33C(ctxt, roomCtxt->currRoom.index);
+ roomCtxt->prevRoom.num = -1;
+ roomCtxt->prevRoom.segment = NULL;
+ func_800BA798(ctxt, &ctxt->actorCtx);
+ Actor_SpawnTransitionActors(ctxt, &ctxt->actorCtx);
+ if (-1 < roomCtxt->currRoom.num) {
+ func_8010A33C(ctxt, roomCtxt->currRoom.num);
func_8010A2DC(ctxt);
}
func_801A3CD8(ctxt->roomContext.currRoom.unk4);
diff --git a/src/code/z_scene.c b/src/code/z_scene.c
index a43adc304..ee25cc4af 100644
--- a/src/code/z_scene.c
+++ b/src/code/z_scene.c
@@ -65,8 +65,8 @@ void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) {
temp_a2 = ctxt;
temp_a2->sceneNumActorsToLoad = (u16) entry->base.unk1;
ctxt = temp_a2;
- ctxt->sceneActorList = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
- ctxt->actorContext.unkC = (u16)0;
+ ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
+ ctxt->actorCtx.unkC = (u16)0;
}
// Scene Command 0x02: Cutscene Camera List
@@ -93,18 +93,18 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
temp_s0->waterboxes = (BgWaterBox*)Lib_PtrSegToVirt(temp_s0->waterboxes);
}
- BgCheck_Init(&ctxt->bgCheckContext, ctxt, temp_s0);
+ BgCheck_Init(&ctxt->colCtx, ctxt, temp_s0);
}
// Scene Command 0x04: Room List
void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->numRooms = (u8) entry->base.unk1;
- ctxt->roomAddrs = (RoomFileLocation*)Lib_PtrSegToVirt((void*)entry->base.unk4);
+ ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt((void*)entry->base.unk4);
}
// Scene Command 0x06: Entrance List
void Scene_HeaderCommand06(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->entranceList = (EntranceEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
+ ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
}
// Scene Command 0x07: Special Files
@@ -130,7 +130,7 @@ void Scene_HeaderCommand08(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->roomContext.currRoom.unk3 = entry->base.unk1;
ctxt->roomContext.currRoom.unk2 = entry->base.unk4 & 0xFF;
ctxt->roomContext.currRoom.unk5 = (entry->base.unk4 >> 8) & 1;
- ctxt->msgContext.unk12044 = (entry->base.unk4 >> 0xa) & 1;
+ ctxt->msgCtx.unk12044 = (entry->base.unk4 >> 0xa) & 1;
ctxt->roomContext.currRoom.enablePosLights = (entry->base.unk4 >> 0xb) & 1;
ctxt->kankyoContext.unkE2 = (entry->base.unk4 >> 0xc) & 1;
}
@@ -177,7 +177,7 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand18.asm")
// Scene Command 0x17: Cutscene Data
void Scene_HeaderCommand17(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->cutsceneContext.cutsceneCount = (u8)entry->base.unk1;
+ ctxt->csCtx.cutsceneCount = (u8)entry->base.unk1;
ctxt->cutsceneList = (CutsceneEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
}
diff --git a/src/code/z_scene_proc.c b/src/code/z_scene_proc.c
index 9b0f98ddb..bfe3f3860 100644
--- a/src/code/z_scene_proc.c
+++ b/src/code/z_scene_proc.c
@@ -6,14 +6,14 @@ void SceneProc_DrawCurrentSceneAnimatedTextures(GlobalContext* ctxt) {
}
void SceneProc_DrawSceneConfig0(GlobalContext* ctxt) {
- GraphicsContext* gCtxt = ctxt->common.gCtxt;
+ GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
- gSPDisplayList(gCtxt->polyOpa.append++, gSceneProcDefaultDl);
- gSPDisplayList(gCtxt->polyXlu.append++, gSceneProcDefaultDl);
+ gSPDisplayList(gfxCtx->polyOpa.p++, gSceneProcDefaultDl);
+ gSPDisplayList(gfxCtx->polyXlu.p++, gSceneProcDefaultDl);
}
Gfx* SceneProc_SetTile1Layer(GlobalContext* ctxt, ScrollingTextureParams* params) {
- return Rcp_GenerateSetTileSizeDl((ctxt->common).gCtxt,
+ return Rcp_GenerateSetTileSizeDl((ctxt->state).gfxCtx,
params->xStep * gSceneProcStep,
-(params->yStep * gSceneProcStep),
params->width,
@@ -24,19 +24,19 @@ void SceneProc_DrawType0Texture(GlobalContext* ctxt, u32 segment, ScrollingTextu
Gfx* dl = SceneProc_SetTile1Layer(ctxt, params);
{
- GraphicsContext* gCtxt = ctxt->common.gCtxt;
+ GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
if (gSceneProcFlags & 1) {
- gSPSegment(gCtxt->polyOpa.append++, segment, dl);
+ gSPSegment(gfxCtx->polyOpa.p++, segment, dl);
}
if (gSceneProcFlags & 2) {
- gSPSegment(gCtxt->polyXlu.append++, segment, dl);
+ gSPSegment(gfxCtx->polyXlu.p++, segment, dl);
}
}
}
Gfx* SceneProc_SetTile2Layers(GlobalContext* ctxt, ScrollingTextureParams* params) {
- return Rcp_GenerateSetTileSize2Dl((ctxt->common).gCtxt,
+ return Rcp_GenerateSetTileSize2Dl((ctxt->state).gfxCtx,
0,
params[0].xStep * gSceneProcStep,
-(params[0].yStep * gSceneProcStep),
@@ -53,13 +53,13 @@ void SceneProc_DrawType1Texture(GlobalContext* ctxt, u32 segment, ScrollingTextu
Gfx* dl = SceneProc_SetTile2Layers(ctxt, params);
{
- GraphicsContext* gCtxt = ctxt->common.gCtxt;
+ GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
if (gSceneProcFlags & 1) {
- gSPSegment(gCtxt->polyOpa.append++, segment, dl);
+ gSPSegment(gfxCtx->polyOpa.p++, segment, dl);
}
if (gSceneProcFlags & 2) {
- gSPSegment(gCtxt->polyXlu.append++, segment, dl);
+ gSPSegment(gfxCtx->polyXlu.p++, segment, dl);
}
}
}
@@ -67,22 +67,22 @@ void SceneProc_DrawType1Texture(GlobalContext* ctxt, u32 segment, ScrollingTextu
#ifdef NON_MATCHING
// Slight ordering differences at the beginning
void SceneProc_DrawFlashingTexture(GlobalContext* ctxt, u32 segment, FlashingTexturePrimColor* primColor, RGBA8* envColor) {
- GraphicsContext* gCtxt;
+ GraphicsContext* gfxCtx;
Gfx* dl;
{
- Gfx* _g = (Gfx*)ctxt->common.gCtxt->polyOpa.appendEnd - 4;
+ Gfx* _g = (Gfx*)ctxt->state.gfxCtx->polyOpa.d - 4;
dl = _g;
- ctxt->common.gCtxt->polyOpa.appendEnd = _g;
+ ctxt->state.gfxCtx->polyOpa.d = _g;
}
- gCtxt = ctxt->common.gCtxt;
+ gfxCtx = ctxt->state.gfxCtx;
if (gSceneProcFlags & 1) {
- gSPSegment(gCtxt->polyOpa.append++, segment, dl);
+ gSPSegment(gfxCtx->polyOpa.p++, segment, dl);
}
if (gSceneProcFlags & 2) {
- gSPSegment(gCtxt->polyXlu.append++, segment, dl);
+ gSPSegment(gfxCtx->polyXlu.p++, segment, dl);
}
gDPSetPrimColor(dl++,
@@ -207,7 +207,7 @@ void SceneProc_DrawType5Texture(GlobalContext* ctxt, u32 segment, CyclingTexture
u8* offsets;
Gfx** dls;
Gfx* dl;
- GraphicsContext* gCtxt;
+ GraphicsContext* gfxCtx;
s32 step;
dls = (Gfx**)Lib_PtrSegToVirt(params->textureDls);
@@ -215,13 +215,13 @@ void SceneProc_DrawType5Texture(GlobalContext* ctxt, u32 segment, CyclingTexture
step = gSceneProcStep % params->cycleLength;
dl = (Gfx*)Lib_PtrSegToVirt(dls[offsets[step]]);
- gCtxt = ctxt->common.gCtxt;
+ gfxCtx = ctxt->state.gfxCtx;
if (gSceneProcFlags & 1) {
- gSPSegment(gCtxt->polyOpa.append++, segment, dl);
+ gSPSegment(gfxCtx->polyOpa.p++, segment, dl);
}
if (gSceneProcFlags & 2) {
- gSPSegment(gCtxt->polyXlu.append++, segment, dl);
+ gSPSegment(gfxCtx->polyXlu.p++, segment, dl);
}
}
@@ -299,37 +299,37 @@ void SceneProc_DrawSceneConfig1(GlobalContext* ctxt) {
#ifdef NON_MATCHING
// This function still needs a lot of work
void SceneProc_DrawSceneConfig3(GlobalContext* ctxt) {
- GraphicsContext* gCtxt = ctxt->common.gCtxt;
+ GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
u32 frames = ctxt->unk18840;
if (0);
- gSPSegment(gCtxt->polyXlu.append++, 8,
- Rcp_GenerateSetTileSizeDl(ctxt->common.gCtxt, 0, frames & 0x3f, 0x100, 0x10));
- gSPSegment(gCtxt->polyXlu.append++, 9,
- Rcp_GenerateSetTileSize2Dl(ctxt->common.gCtxt,
+ gSPSegment(gfxCtx->polyXlu.p++, 8,
+ Rcp_GenerateSetTileSizeDl(ctxt->state.gfxCtx, 0, frames & 0x3f, 0x100, 0x10));
+ gSPSegment(gfxCtx->polyXlu.p++, 9,
+ Rcp_GenerateSetTileSize2Dl(ctxt->state.gfxCtx,
0, 0x7F - (frames & 0x7F), frames & 0x7F, 0x20, 0x20,
1, frames & 0x7F, frames & 0x7F, 0x20, 0x20));
- gSPSegment(gCtxt->polyOpa.append++, 10,
- Rcp_GenerateSetTileSize2Dl(ctxt->common.gCtxt,
+ gSPSegment(gfxCtx->polyOpa.p++, 10,
+ Rcp_GenerateSetTileSize2Dl(ctxt->state.gfxCtx,
0, 0, 0, 0x20, 0x20,
1, 0, 0x7F - (frames & 0x7F), 0x20, 0x20));
- gSPSegment(gCtxt->polyOpa.append++, 11,
- Rcp_GenerateSetTileSizeDl(ctxt->common.gCtxt, 0, frames & 0x7F, 0x20, 0x20));
- gSPSegment(gCtxt->polyXlu.append++, 12,
- Rcp_GenerateSetTileSize2Dl(ctxt->common.gCtxt,
+ gSPSegment(gfxCtx->polyOpa.p++, 11,
+ Rcp_GenerateSetTileSizeDl(ctxt->state.gfxCtx, 0, frames & 0x7F, 0x20, 0x20));
+ gSPSegment(gfxCtx->polyXlu.p++, 12,
+ Rcp_GenerateSetTileSize2Dl(ctxt->state.gfxCtx,
0, 0, frames * 0x32 & 0x7Ff, 8, 0x200,
1, 0, frames * 0x3c & 0x7Ff, 8, 0x200));
- gSPSegment(gCtxt->polyOpa.append++, 13,
- Rcp_GenerateSetTileSize2Dl(ctxt->common.gCtxt,
+ gSPSegment(gfxCtx->polyOpa.p++, 13,
+ Rcp_GenerateSetTileSize2Dl(ctxt->state.gfxCtx,
0, 0, 0, 0x20, 0x40,
1, 0, frames & 0x7F, 0x20, 0x20));
- gDPPipeSync(gCtxt->polyXlu.append++);
- gDPSetEnvColor(gCtxt->polyXlu.append++, 0x80, 0x80, 0x80, 0x80);
+ gDPPipeSync(gfxCtx->polyXlu.p++);
+ gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x80, 0x80, 0x80, 0x80);
- gDPPipeSync(gCtxt->polyOpa.append++);
- gDPSetEnvColor(gCtxt->polyOpa.append++, 0x80, 0x80, 0x80, 0x80);
+ gDPPipeSync(gfxCtx->polyOpa.p++);
+ gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
}
#else
GLOBAL_ASM("./asm/non_matchings/z_scene_proc/SceneProc_DrawSceneConfig3.asm")
@@ -337,22 +337,22 @@ GLOBAL_ASM("./asm/non_matchings/z_scene_proc/SceneProc_DrawSceneConfig3.asm")
void SceneProc_DrawSceneConfig4(GlobalContext* ctxt) {
u32 frames;
- GraphicsContext* gCtxt = ctxt->common.gCtxt;
+ GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
u32 frames2;
frames = ctxt->unk18840;
frames2 = frames * 1;
- gSPSegment(gCtxt->polyXlu.append++, 8,
- Rcp_GenerateSetTileSize2Dl(ctxt->common.gCtxt,
+ gSPSegment(gfxCtx->polyXlu.p++, 8,
+ Rcp_GenerateSetTileSize2Dl(ctxt->state.gfxCtx,
0, 0x7F - (frames & 0x7F), frames2 & 0x7F, 0x20, 0x20,
1, (frames & 0x7F), frames2 & 0x7F, 0x20, 0x20));
- gDPPipeSync(gCtxt->polyOpa.append++);
- gDPSetEnvColor(gCtxt->polyOpa.append++, 0x80, 0x80, 0x80, 0x80);
+ gDPPipeSync(gfxCtx->polyOpa.p++);
+ gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
- gDPPipeSync(gCtxt->polyXlu.append++);
- gDPSetEnvColor(gCtxt->polyXlu.append++, 0x80, 0x80, 0x80, 0x80);
+ gDPPipeSync(gfxCtx->polyXlu.p++);
+ gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x80, 0x80, 0x80, 0x80);
}
void SceneProc_DrawSceneConfig2(GlobalContext* ctxt){}
@@ -361,13 +361,13 @@ void func_80131DF0(GlobalContext* ctxt, u32 param_2, u32 flags) {
Gfx* dl = D_801C3C50[param_2];
{
- GraphicsContext* gCtxt = ctxt->common.gCtxt;
+ GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
if (flags & 1) {
- gSPSegment(gCtxt->polyOpa.append++, 12, dl);
+ gSPSegment(gfxCtx->polyOpa.p++, 12, dl);
}
if (flags & 2) {
- gSPSegment(gCtxt->polyXlu.append++, 12, dl);
+ gSPSegment(gfxCtx->polyXlu.p++, 12, dl);
}
}
}
@@ -376,13 +376,13 @@ void func_80131E58(GlobalContext* ctxt, u32 param_2, u32 flags) {
Gfx* dl = D_801C3C80[param_2];
{
- GraphicsContext* gCtxt = ctxt->common.gCtxt;
+ GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
if (flags & 1) {
- gSPSegment(gCtxt->polyOpa.append++, 12, dl);
+ gSPSegment(gfxCtx->polyOpa.p++, 12, dl);
}
if (flags & 2) {
- gSPSegment(gCtxt->polyXlu.append++, 12, dl);
+ gSPSegment(gfxCtx->polyXlu.p++, 12, dl);
}
}
}
@@ -390,7 +390,7 @@ void func_80131E58(GlobalContext* ctxt, u32 param_2, u32 flags) {
void SceneProc_DrawSceneConfig5(GlobalContext* ctxt) {
u32 dlIndex;
u32 alpha;
- GraphicsContext* gCtxt;
+ GraphicsContext* gfxCtx;
if (ctxt->roomContext.unk7A[0] != 0) {
dlIndex = 1;
@@ -403,7 +403,7 @@ void SceneProc_DrawSceneConfig5(GlobalContext* ctxt) {
if (alpha == 0) {
ctxt->roomContext.unk78 = 0;
} else {
- gCtxt = ctxt->common.gCtxt;
+ gfxCtx = ctxt->state.gfxCtx;
ctxt->roomContext.unk78 = 1;
@@ -411,8 +411,8 @@ void SceneProc_DrawSceneConfig5(GlobalContext* ctxt) {
func_80131DF0(ctxt, dlIndex, 3);
- gDPSetEnvColor(gCtxt->polyOpa.append++, 0xFF, 0xFF, 0xFF, alpha);
- gDPSetEnvColor(gCtxt->polyXlu.append++, 0xFF, 0xFF, 0xFF, alpha);
+ gDPSetEnvColor(gfxCtx->polyOpa.p++, 0xFF, 0xFF, 0xFF, alpha);
+ gDPSetEnvColor(gfxCtx->polyXlu.p++, 0xFF, 0xFF, 0xFF, alpha);
}
}
@@ -425,7 +425,7 @@ void SceneProc_DrawSceneConfig6(GlobalContext* ctxt) {
Gfx* dlHead;
u32 pad1;
u32 pad2;
- GraphicsContext* gCtxt;
+ GraphicsContext* gfxCtx;
u32 pad3;
u32 pad4;
u32 pad5;
@@ -436,20 +436,20 @@ void SceneProc_DrawSceneConfig6(GlobalContext* ctxt) {
Actor_GetSwitchFlag(ctxt,0x34) &&
Actor_GetSwitchFlag(ctxt,0x35) &&
Actor_GetSwitchFlag(ctxt,0x36)) {
- func_800C3C00(&ctxt->bgCheckContext, 1);
+ func_800C3C00(&ctxt->colCtx, 1);
} else {
- func_800C3C14(&ctxt->bgCheckContext, 1);
+ func_800C3C14(&ctxt->colCtx, 1);
}
{
- dl = (Gfx*)ctxt->common.gCtxt->polyOpa.appendEnd - 18;
+ dl = (Gfx*)ctxt->state.gfxCtx->polyOpa.d - 18;
//dl = _g;
- ctxt->common.gCtxt->polyOpa.appendEnd = dl;
+ ctxt->state.gfxCtx->polyOpa.d = dl;
}
SceneProc_DrawAllSceneAnimatedTextures(ctxt, ctxt->sceneTextureAnimations);
- gCtxt = ctxt->common.gCtxt;
+ gfxCtx = ctxt->state.gfxCtx;
dlHead = dl;
for (i = 0; i < 9; i++, dlHead += 2) {
u32 lodFrac = 0;
@@ -516,6 +516,6 @@ void SceneProc_DrawSceneConfig6(GlobalContext* ctxt) {
gDPSetPrimColor(dlHead, 0, lodFrac, 0xFF, 0xFF, 0xFF, 0xFF);
}
- gSPSegment(gCtxt->polyOpa.append++, 6, dl);
- gSPSegment(gCtxt->polyXlu.append++, 6, dl);
+ gSPSegment(gfxCtx->polyOpa.p++, 6, dl);
+ gSPSegment(gfxCtx->polyXlu.p++, 6, dl);
}