diff options
| author | Roman971 <32455037+Roman971@users.noreply.github.com> | 2020-09-19 03:45:39 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-09-18 21:45:39 -0400 |
| commit | 14191307e96cc915fa5a67704eba16421cf4deb2 (patch) | |
| tree | e730ffbd20e50d1d915543c65ad05ae67211eef6 /src/code/z_actor.c | |
| parent | b29c268f375013d648fb483445bdc9dd1869f275 (diff) | |
Decompile Player (#387)
* Setup player decomp
* Decompile z_player.c and z_player_lib.c
* Decompile remaining z_player.c functions
* Various player improvements
* Player progress (some non matchings and .data migrated)
* Player progress (reposition data and fix some non matchings)
* Cleanup, improve and document parts of z_player_lib.c/z_player.c
* Fix player renames in z_en_st.c
* Fix missing open/close disps in z_player.c
* Minor player fixes
* Address player comments
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 106 |
1 files changed, 58 insertions, 48 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 8835072be..3db868799 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -213,7 +213,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, Lights* lights, GlobalContext* #pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/ActorShadow_DrawFunc_Teardrop.s") #endif -void func_8002BDB0(Actor* actor, s32 arg1, s32 arg2, UNK_PTR arg3, s32 arg4, UNK_PTR arg5) { +void func_8002BDB0(Actor* actor, s32 arg1, s32 arg2, Vec3f* arg3, s32 arg4, Vec3f* arg5) { if (arg1 == arg2) { Matrix_MultVec3f(arg3, &actor->unk_CC[0]); } else if (arg1 == arg4) { @@ -667,7 +667,7 @@ void func_8002CDE4(GlobalContext* globalCtx, TitleCardContext* titleCtx) { titleCtx->delayA = titleCtx->delayB = titleCtx->unk_E = titleCtx->unk_C = 0; } -void TitleCard_InitBossName(GlobalContext* globalCtx, TitleCardContext* titleCtx, u32 texture, s16 arg3, s16 arg4, +void TitleCard_InitBossName(GlobalContext* globalCtx, TitleCardContext* titleCtx, void* texture, s16 arg3, s16 arg4, u8 arg5, u8 arg6) { titleCtx->texture = texture; titleCtx->unk_4 = arg3; @@ -678,7 +678,7 @@ void TitleCard_InitBossName(GlobalContext* globalCtx, TitleCardContext* titleCtx titleCtx->delayB = 0; } -void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCtx, u32 texture, s32 arg3, s32 arg4, +void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCtx, void* texture, s32 arg3, s32 arg4, s32 arg5, s32 arg6, s32 arg7) { Scene* loadedScene = globalCtx->loadedScene; u32 size = loadedScene->titleFile.vromEnd - loadedScene->titleFile.vromStart; @@ -886,9 +886,9 @@ void func_8002D9A4(Actor* actor, f32 arg1) { actor->velocity.y = -Math_Sins(actor->posRot.rot.x) * arg1; } -void func_8002D9F8(Actor* actor, UNK_PTR arg1) { +void func_8002D9F8(Actor* actor, SkelAnime* skelAnime) { Vec3f sp1C; - func_800A54FC(arg1, &sp1C, actor->shape.rot.y); + func_800A54FC(skelAnime, &sp1C, actor->shape.rot.y); actor->posRot.pos.x += sp1C.x * actor->scale.x; actor->posRot.pos.y += sp1C.y * actor->scale.y; actor->posRot.pos.z += sp1C.z * actor->scale.z; @@ -984,16 +984,19 @@ s32 func_8002DD78(Player* player) { s32 func_8002DDA8(GlobalContext* globalCtx) { Player* player = PLAYER; + return (player->stateFlags1 & 0x800) || func_8002DD78(player); } s32 func_8002DDE4(GlobalContext* globalCtx) { Player* player = PLAYER; + return player->stateFlags2 & 0x8; } s32 func_8002DDF4(GlobalContext* globalCtx) { Player* player = PLAYER; + return player->stateFlags2 & 0x1000; } @@ -1015,32 +1018,34 @@ void func_8002DE74(GlobalContext* globalCtx, Player* player) { } } -void func_8002DECC(GlobalContext* globalCtx, Player* player, Actor* actor) { - player->rideActor = actor; +void func_8002DECC(GlobalContext* globalCtx, Player* player, Actor* horse) { + player->rideActor = horse; player->stateFlags1 |= 0x800000; - actor->child = &player->actor; + horse->child = &player->actor; } s32 func_8002DEEC(Player* player) { - return (player->stateFlags1 & 0x20000080) || player->action; + return (player->stateFlags1 & 0x20000080) || (player->csMode != 0); } void func_8002DF18(GlobalContext* globalCtx, Player* player) { func_8006DC68(globalCtx, player); } -u32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 newAction) { +s32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 csMode) { Player* player = PLAYER; - player->action = newAction; + + player->csMode = csMode; player->unk_448 = actor; player->unk_46A = 0; return 1; } -s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 arg2) { +s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 csMode) { Player* player = PLAYER; - func_8002DF38(globalCtx, actor, arg2); + + func_8002DF38(globalCtx, actor, csMode); player->unk_46A = 1; return 1; @@ -1475,30 +1480,30 @@ u32 func_8002F194(Actor* actor, GlobalContext* globalCtx) { return 0; } -s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 arg4) { +s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 exchangeItemId) { Player* player = PLAYER; // This is convoluted but it seems like it must be a single if statement to match - if ((player->actor.flags & 0x100) || ((arg4 != 0) && func_8008E988(globalCtx)) || + if ((player->actor.flags & 0x100) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(globalCtx)) || ((actor->unk_10C == 0) && ((arg3 < fabsf(actor->yDistFromLink)) || (player->targetActorDistance < actor->xzDistFromLink) || (arg2 < actor->xzDistFromLink)))) { return 0; } - player->naviTargetActor = actor; + player->targetActor = actor; player->targetActorDistance = actor->xzDistFromLink; - player->exchangeItemId = arg4; + player->exchangeItemId = exchangeItemId; return 1; } -s32 func_8002F298(Actor* actor, GlobalContext* globalCtx, f32 arg2, u32 arg3) { - return func_8002F1C4(actor, globalCtx, arg2, arg2, arg3); +s32 func_8002F298(Actor* actor, GlobalContext* globalCtx, f32 arg2, u32 exchangeItemId) { + return func_8002F1C4(actor, globalCtx, arg2, arg2, exchangeItemId); } s32 func_8002F2CC(Actor* actor, GlobalContext* globalCtx, f32 arg2) { - return func_8002F298(actor, globalCtx, arg2, 0); + return func_8002F298(actor, globalCtx, arg2, EXCH_ITEM_NONE); } s32 func_8002F2F4(Actor* actor, GlobalContext* globalCtx) { @@ -1516,6 +1521,7 @@ u32 func_8002F334(Actor* actor, GlobalContext* globalCtx) { s8 func_8002F368(GlobalContext* globalCtx) { Player* player = PLAYER; + return player->exchangeItemId; } @@ -1538,20 +1544,20 @@ u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) { s32 func_8002F434(Actor* actor, GlobalContext* globalCtx, s32 getItemId, f32 xzRange, f32 yRange) { Player* player = PLAYER; - s16 var; - s32 abs_var; + s16 yawDiff; + s32 absYawDiff; - if (!(player->stateFlags1 & 0x3C7080) && func_8008F29C(player) < 0) { - if ((((player->heldActor != NULL) || (actor == player->naviTargetActor)) && (getItemId > 0) && - (getItemId < 0x7E)) || + if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) { + if ((((player->heldActor != NULL) || (actor == player->targetActor)) && (getItemId > GI_NONE) && + (getItemId < GI_MAX)) || (!(player->stateFlags1 & 0x20000800))) { if ((actor->xzDistFromLink < xzRange) && (fabsf(actor->yDistFromLink) < yRange)) { - var = actor->yawTowardsLink - player->actor.shape.rot.y; - abs_var = ABS(var); - if ((getItemId != 0) || (player->getItemDirection < abs_var)) { + yawDiff = actor->yawTowardsLink - player->actor.shape.rot.y; + absYawDiff = ABS(yawDiff); + if ((getItemId != GI_NONE) || (player->getItemDirection < absYawDiff)) { player->getItemId = getItemId; player->interactRangeActor = actor; - player->getItemDirection = abs_var; + player->getItemDirection = absYawDiff; return 1; } } @@ -1566,7 +1572,7 @@ void func_8002F554(Actor* actor, GlobalContext* globalCtx, s32 getItemId) { } void func_8002F580(Actor* actor, GlobalContext* globalCtx) { - func_8002F554(actor, globalCtx, 0); + func_8002F554(actor, globalCtx, GI_NONE); } u32 Actor_HasNoParent(Actor* actor, GlobalContext* globalCtx) { @@ -1607,11 +1613,11 @@ u32 Actor_HasChild(GlobalContext* globalCtx, Actor* actor) { } } -u32 func_8002F63C(GlobalContext* globalCtx, Actor* actor, s32 arg2) { +u32 func_8002F63C(GlobalContext* globalCtx, Actor* horse, s32 arg2) { Player* player = PLAYER; if (!(player->stateFlags1 & 0x003C7880)) { - player->rideActor = actor; + player->rideActor = horse; player->unk_43C = arg2; return 1; } @@ -1629,6 +1635,7 @@ u32 Actor_HasNoChild(GlobalContext* globalCtx, Actor* actor) { void func_8002F698(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) { Player* player = PLAYER; + player->unk_8A0 = arg6; player->unk_8A1 = arg5; player->unk_8A2 = arg3; @@ -1712,7 +1719,7 @@ void func_8002F994(Actor* actor, s32 arg1) { } } -s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYPE arg3, UNK_TYPE arg4) { +s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, CollisionPoly* arg2, u32 arg3, Vec3f* arg4) { if (func_80041D4C(&globalCtx->colCtx, arg2, arg3) == 8) { globalCtx->unk_11D30[0] = 1; func_8005DFAC(globalCtx, 0, arg4); @@ -2028,7 +2035,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) { } if ((player->stateFlags1 & 0x40) && ((player->actor.textId & 0xFF00) != 0x600)) { - sp74 = player->naviTargetActor; + sp74 = player->targetActor; } for (i = 0; i < ARRAY_COUNT(actorCtx->actorList); i++, sp80++) { @@ -2053,7 +2060,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) { Actor_Kill(actor); actor = actor->next; } else if ((unkFlag && !(actor->flags & unkFlag)) || - (!unkFlag && unkCondition && (sp74 != actor) && (actor != player->navi) && + (!unkFlag && unkCondition && (sp74 != actor) && (actor != player->naviActor) && (actor != player->heldActor) && (&player->actor != actor->parent))) { func_80061E8C(&actor->colChkInfo); actor = actor->next; @@ -2415,7 +2422,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) { if ((HREG(64) != 1) || (HREG(72) != 0)) { if (globalCtx->actorCtx.unk_03 != 0) { func_8003115C(globalCtx, invisibleActorCounter, invisibleActors); - if ((globalCtx->csCtx.state != 0) || func_8008E988(globalCtx)) { + if ((globalCtx->csCtx.state != 0) || Player_InCsMode(globalCtx)) { func_800304B0(globalCtx); } } @@ -2800,12 +2807,12 @@ void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actorCt for (i = 0; i < nbTransitionActors; i++) { if (transitionActor->id >= 0) { - if (((transitionActor->frontRoom >= 0) && - ((transitionActor->frontRoom == globalCtx->roomCtx.curRoom.num) || - (transitionActor->frontRoom == globalCtx->roomCtx.prevRoom.num))) || - ((transitionActor->backRoom >= 0) && - ((transitionActor->backRoom == globalCtx->roomCtx.curRoom.num) || - (transitionActor->backRoom == globalCtx->roomCtx.prevRoom.num)))) { + if (((transitionActor->sides[0].room >= 0) && + ((transitionActor->sides[0].room == globalCtx->roomCtx.curRoom.num) || + (transitionActor->sides[0].room == globalCtx->roomCtx.prevRoom.num))) || + ((transitionActor->sides[1].room >= 0) && + ((transitionActor->sides[1].room == globalCtx->roomCtx.curRoom.num) || + (transitionActor->sides[1].room == globalCtx->roomCtx.prevRoom.num)))) { Actor_Spawn(actorCtx, globalCtx, (s16)(transitionActor->id & 0x1FFF), transitionActor->pos.x, transitionActor->pos.y, transitionActor->pos.z, 0, transitionActor->rotY, 0, (i << 0xA) + transitionActor->params); @@ -2955,7 +2962,7 @@ Actor* func_80032AF0(GlobalContext* globalCtx, ActorContext* actorCtx, Actor** a D_8015BBF0 = D_8015BBF4 = FLT_MAX; D_8015BBF8 = 0x7FFFFFFF; - if (!func_8008E988(globalCtx)) { + if (!Player_InCsMode(globalCtx)) { entry = &D_801160A0[0]; actorCtx->targetCtx.unk_90 = NULL; @@ -3376,6 +3383,7 @@ s16 func_800339B8(Actor* actor, GlobalContext* globalCtx, f32 arg2, s16 arg3) { s32 func_80033A84(GlobalContext* globalCtx, Actor* actor) { Player* player = PLAYER; + if ((player->stateFlags1 & 0x10) && (actor->unk_10C != 0)) { return 1; } else { @@ -3385,6 +3393,7 @@ s32 func_80033A84(GlobalContext* globalCtx, Actor* actor) { s32 func_80033AB8(GlobalContext* globalCtx, Actor* actor) { Player* player = PLAYER; + if ((player->stateFlags1 & 0x10) && (actor->unk_10C == 0)) { return 1; } else { @@ -3904,6 +3913,7 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) { u8 func_800353E8(GlobalContext* globalCtx) { Player* player = PLAYER; + return player->unk_845; } @@ -4007,11 +4017,11 @@ void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag) { actor->unk_116 = 0x04; } else if (colBody->acHitItem->toucher.flags & 0x8000) { actor->unk_116 = 0x08; - } else if ((colBody->acHitItem->toucher.flags << 0xF) < 0) { + } else if (colBody->acHitItem->toucher.flags & 0x10000) { actor->unk_116 = 0x10; } else if (colBody->acHitItem->toucher.flags & 0x2000) { actor->unk_116 = 0x20; - } else if ((colBody->acHitItem->toucher.flags << 0xC) < 0) { + } else if (colBody->acHitItem->toucher.flags & 0x80000) { if (freezeFlag) { actor->freezeTimer = colBody->acHitItem->toucher.damage; } @@ -4107,9 +4117,9 @@ void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2) { if (actor->floorPoly != NULL) { floorPoly = actor->floorPoly; - sp44 = floorPoly->norm.x * (1.f / 32767); - sp40 = floorPoly->norm.y * (1.f / 32767); - sp3C = floorPoly->norm.z * (1.f / 32767); + sp44 = floorPoly->norm.x * (1.0f / 32767); + sp40 = floorPoly->norm.y * (1.0f / 32767); + sp3C = floorPoly->norm.z * (1.0f / 32767); sp38 = Math_Sins(arg1); sp34 = Math_Coss(arg1); |
