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authormzxrules <mzxrules@gmail.com>2021-01-08 06:12:58 -0500
committerGitHub <noreply@github.com>2021-01-08 06:12:58 -0500
commit3cef03f5ff9c0341544afec9636bd0581f87d0cc (patch)
tree91ff5c72cadc5c647b52c285f9432f9f40e327dd /src/code/z_en_a_keep.c
parent209f0d21b87fa01c033a943fd8c862cb46b31315 (diff)
z_bgcheck.c, 800430A0.c, 80043480.c (#256)
* beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Diffstat (limited to 'src/code/z_en_a_keep.c')
-rw-r--r--src/code/z_en_a_keep.c37
1 files changed, 20 insertions, 17 deletions
diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c
index 81c1b9395..64b18aea3 100644
--- a/src/code/z_en_a_keep.c
+++ b/src/code/z_en_a_keep.c
@@ -39,8 +39,14 @@ static ColliderCylinderInit sCylinderInit = {
{ 25, 60, 0, { 0, 0, 0 } },
};
-static UNK_PTR D_8011546C[] = {
- 0x040394B0, 0x040394B0, 0x0403A120, 0x0403A480, 0x0403A7F0, 0x06000730,
+extern CollisionHeader D_040394B0;
+extern CollisionHeader D_0403A120;
+extern CollisionHeader D_0403A480;
+extern CollisionHeader D_0403A7F0;
+extern CollisionHeader D_06000730;
+
+static CollisionHeader* D_8011546C[] = {
+ &D_040394B0, &D_040394B0, &D_0403A120, &D_0403A480, &D_0403A7F0, &D_06000730,
};
static Gfx* D_80115484[] = {
@@ -53,7 +59,7 @@ void EnAObj_SetupAction(EnAObj* this, EnAObjActionFunc actionFunc) {
}
void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
- u32 sp34 = 0;
+ CollisionHeader* colHeader = NULL;
s32 pad;
EnAObj* this = THIS;
f32 sp28;
@@ -91,35 +97,35 @@ void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawFunc_Circle, sp28);
thisx->posRot2.pos = thisx->posRot.pos;
- this->dyna.dynaPolyId = -1;
+ this->dyna.bgId = BGACTOR_NEG_ONE;
this->dyna.unk_160 = 0;
- this->dyna.unk_15C = 0;
+ this->dyna.unk_15C = DPM_UNK;
thisx->uncullZoneDownward = 1200.0f;
thisx->uncullZoneScale = 200.0f;
switch (thisx->params) {
case A_OBJ_BLOCK_LARGE:
case A_OBJ_BLOCK_HUGE:
- this->dyna.dynaPolyId = 1;
+ this->dyna.bgId = 1;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_BG);
func_8001D5C8(this, thisx->params);
break;
case A_OBJ_BLOCK_SMALL_ROT:
case A_OBJ_BLOCK_LARGE_ROT:
- this->dyna.dynaPolyId = 3;
+ this->dyna.bgId = 3;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_BG);
func_8001D310(this, thisx->params);
break;
case A_OBJ_UNKNOWN_6:
// clang-format off
- thisx->flags |= 0x1; this->dyna.dynaPolyId = 5; this->unk_178 = 10.0f;
+ thisx->flags |= 0x1; this->dyna.bgId = 5; this->unk_178 = 10.0f;
// clang-format on
thisx->gravity = -2.0f;
func_8001D234(this, thisx->params);
break;
case A_OBJ_GRASS_CLUMP:
case A_OBJ_TREE_STUMP:
- this->dyna.dynaPolyId = 0;
+ this->dyna.bgId = 0;
func_8001D234(this, thisx->params);
break;
case A_OBJ_SIGNPOST_OBLONG:
@@ -149,16 +155,16 @@ void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
thisx->colChkInfo.mass = 0xFF;
}
- if (this->dyna.dynaPolyId != -1) {
- DynaPolyInfo_Alloc(D_8011546C[this->dyna.dynaPolyId], &sp34);
- this->dyna.dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, thisx, sp34);
+ if (this->dyna.bgId != BGACTOR_NEG_ONE) {
+ CollisionHeader_GetVirtual(D_8011546C[this->dyna.bgId], &colHeader);
+ this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
}
}
void EnAObj_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnAObj* this = THIS;
- DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
+ DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
switch (this->dyna.actor.params) {
case A_OBJ_SIGNPOST_OBLONG:
@@ -277,10 +283,7 @@ void func_8001D5C8(EnAObj* this, s16 params) {
void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
this->dyna.actor.speedXZ += this->dyna.unk_150;
this->dyna.actor.posRot.rot.y = this->dyna.unk_158;
-
- this->dyna.actor.speedXZ = (this->dyna.actor.speedXZ < -2.5f)
- ? -2.5f
- : ((this->dyna.actor.speedXZ > 2.5f) ? 2.5f : this->dyna.actor.speedXZ);
+ this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);