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-rw-r--r--src/code/z_actor.c99
-rw-r--r--src/code/z_lights.c10
-rw-r--r--src/code/z_malloc.c2
3 files changed, 56 insertions, 55 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 39db8cafa..e3df1542c 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -213,9 +213,9 @@ void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* lef
}
}
-void func_8002BE04(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, f32* arg3) {
- SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, arg1, arg2, arg3);
- *arg3 = (*arg3 < 1.0f) ? 1.0f : (1.0f / *arg3);
+void Actor_ProjectPos(GlobalContext* globalCtx, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest) {
+ SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, src, xyzDest, cappedInvWDest);
+ *cappedInvWDest = (*cappedInvWDest < 1.0f) ? 1.0f : (1.0f / *cappedInvWDest);
}
typedef struct {
@@ -266,7 +266,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, GlobalContext* g
}
}
-void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, GlobalContext* globalCtx) {
+void Actor_SetNaviToActor(TargetContext* targetCtx, Actor* actor, s32 actorCategory, GlobalContext* globalCtx) {
NaviColor* naviColor = &sNaviColorList[actorCategory];
targetCtx->naviRefPos.x = actor->focus.pos.x;
targetCtx->naviRefPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
@@ -289,7 +289,7 @@ void func_8002C0C0(TargetContext* targetCtx, Actor* actor, GlobalContext* global
targetCtx->bgmEnemy = NULL;
targetCtx->unk_4B = 0;
targetCtx->unk_4C = 0;
- func_8002BF60(targetCtx, actor, actor->category, globalCtx);
+ Actor_SetNaviToActor(targetCtx, actor, actor->category, globalCtx);
func_8002BE98(targetCtx, actor->category, globalCtx);
}
@@ -303,9 +303,9 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
Player* player;
s16 spCE;
f32 temp1;
- Vec3f spBC;
+ Vec3f projTargetCenter;
s32 spB8;
- f32 spB4;
+ f32 projTargetCappedInvW;
s32 spB0;
s32 spAC;
f32 var1;
@@ -334,22 +334,22 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
spCE = targetCtx->unk_48;
}
- func_8002BE04(globalCtx, &targetCtx->targetCenterPos, &spBC, &spB4);
+ Actor_ProjectPos(globalCtx, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
- spBC.x = (160 * (spBC.x * spB4)) * var1;
- spBC.x = CLAMP(spBC.x, -320.0f, 320.0f);
+ projTargetCenter.x = (160 * (projTargetCenter.x * projTargetCappedInvW)) * var1;
+ projTargetCenter.x = CLAMP(projTargetCenter.x, -320.0f, 320.0f);
- spBC.y = (120 * (spBC.y * spB4)) * var1;
- spBC.y = CLAMP(spBC.y, -240.0f, 240.0f);
+ projTargetCenter.y = (120 * (projTargetCenter.y * projTargetCappedInvW)) * var1;
+ projTargetCenter.y = CLAMP(projTargetCenter.y, -240.0f, 240.0f);
- spBC.z = spBC.z * var1;
+ projTargetCenter.z = projTargetCenter.z * var1;
targetCtx->unk_4C--;
if (targetCtx->unk_4C < 0) {
targetCtx->unk_4C = 2;
}
- func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
+ func_8002BE64(targetCtx, targetCtx->unk_4C, projTargetCenter.x, projTargetCenter.y, projTargetCenter.z);
if ((!(player->stateFlags1 & PLAYER_STATE1_6)) || (actor != player->unk_664)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
@@ -414,8 +414,8 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl
s32 pad;
Actor* unkActor;
s32 actorCategory;
- Vec3f sp50;
- f32 sp4C;
+ Vec3f projectedFocusPos;
+ f32 cappedInvWDest;
f32 temp1;
f32 temp2;
f32 temp3;
@@ -465,12 +465,12 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl
targetCtx->naviRefPos.y += temp3 * temp1;
targetCtx->naviRefPos.z += temp4 * temp1;
} else {
- func_8002BF60(targetCtx, unkActor, actorCategory, globalCtx);
+ Actor_SetNaviToActor(targetCtx, unkActor, actorCategory, globalCtx);
}
if ((actorArg != NULL) && (targetCtx->unk_4B == 0)) {
- func_8002BE04(globalCtx, &actorArg->focus.pos, &sp50, &sp4C);
- if (((sp50.z <= 0.0f) || (1.0f <= fabsf(sp50.x * sp4C))) || (1.0f <= fabsf(sp50.y * sp4C))) {
+ Actor_ProjectPos(globalCtx, &actorArg->focus.pos, &projectedFocusPos, &cappedInvWDest);
+ if (((projectedFocusPos.z <= 0.0f) || (1.0f <= fabsf(projectedFocusPos.x * cappedInvWDest))) || (1.0f <= fabsf(projectedFocusPos.y * cappedInvWDest))) {
actorArg = NULL;
}
}
@@ -655,7 +655,7 @@ void Flags_SetCollectible(GlobalContext* globalCtx, s32 flag) {
}
}
-void func_8002CDE4(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
+void TitleCard_Init(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensity = titleCtx->alpha = 0;
}
@@ -701,48 +701,49 @@ void TitleCard_Update(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
}
void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
- s32 spCC;
- s32 spC8;
- s32 unk1;
- s32 spC0;
- s32 sp38;
- s32 spB8;
- s32 spB4;
- s32 spB0;
+ s32 width;
+ s32 height;
+ s32 unused;
+ s32 titleX;
+ s32 doubleWidth;
+ s32 titleY;
+ s32 titleSecondY;
+ s32 textureLanguageOffset;
if (titleCtx->alpha != 0) {
- spCC = titleCtx->width;
- spC8 = titleCtx->height;
- spC0 = (titleCtx->x * 4) - (spCC * 2);
- spB8 = (titleCtx->y * 4) - (spC8 * 2);
- sp38 = spCC * 2;
+ width = titleCtx->width;
+ height = titleCtx->height;
+ titleX = (titleCtx->x * 4) - (width * 2);
+ titleY = (titleCtx->y * 4) - (height * 2);
+ doubleWidth = width * 2;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 2824);
- spB0 = spCC * spC8 * gSaveContext.language;
- spC8 = (spCC * spC8 > 0x1000) ? 0x1000 / spCC : spC8;
- spB4 = spB8 + (spC8 * 4);
+ textureLanguageOffset = width * height * gSaveContext.language;
+ height = (width * height > 0x1000) ? 0x1000 / width : height;
+ titleSecondY = titleY + (height * 4);
OVERLAY_DISP = func_80093808(OVERLAY_DISP);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
(u8)titleCtx->alpha);
- gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + spB0, G_IM_FMT_IA, G_IM_SIZ_8b, spCC, spC8, 0,
+ gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + textureLanguageOffset, G_IM_FMT_IA, G_IM_SIZ_8b, width, height, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
- gSPTextureRectangle(OVERLAY_DISP++, spC0, spB8, ((sp38 * 2) + spC0) - 4, spB8 + (spC8 * 4) - 1, G_TX_RENDERTILE,
+ gSPTextureRectangle(OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4) - 1, G_TX_RENDERTILE,
0, 0, 1 << 10, 1 << 10);
- spC8 = titleCtx->height - spC8;
+ height = titleCtx->height - height;
- if (spC8 > 0) {
- gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + spB0 + 0x1000, G_IM_FMT_IA, G_IM_SIZ_8b, spCC,
- spC8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
+ // If texture is bigger than 0x1000, display the rest
+ if (height > 0) {
+ gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + textureLanguageOffset + 0x1000, G_IM_FMT_IA, G_IM_SIZ_8b, width,
+ height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
- gSPTextureRectangle(OVERLAY_DISP++, spC0, spB4, ((sp38 * 2) + spC0) - 4, spB4 + (spC8 * 4) - 1,
+ gSPTextureRectangle(OVERLAY_DISP++, titleX, titleSecondY, ((doubleWidth * 2) + titleX) - 4, titleSecondY + (height * 4) - 1,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
@@ -750,7 +751,7 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
}
}
-s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
+s32 TitleCard_Clear(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
if ((globalCtx->actorCtx.titleCtx.delayTimer != 0) || (globalCtx->actorCtx.titleCtx.alpha != 0)) {
titleCtx->durationTimer = 0;
titleCtx->delayTimer = 0;
@@ -1550,11 +1551,11 @@ s8 func_8002F368(GlobalContext* globalCtx) {
void Actor_GetScreenPos(GlobalContext* globalCtx, Actor* actor, s16* x, s16* y) {
Vec3f projectedPos;
- f32 w;
+ f32 cappedInvW;
- func_8002BE04(globalCtx, &actor->focus.pos, &projectedPos, &w);
- *x = projectedPos.x * w * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2);
- *y = projectedPos.y * w * -(SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2);
+ Actor_ProjectPos(globalCtx, &actor->focus.pos, &projectedPos, &cappedInvW);
+ *x = projectedPos.x * cappedInvW * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2);
+ *y = projectedPos.y * cappedInvW * -(SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2);
}
u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
@@ -1977,7 +1978,7 @@ void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry*
actorCtx->flags.clear = savedSceneFlags->clear;
actorCtx->flags.collect = savedSceneFlags->collect;
- func_8002CDE4(globalCtx, &actorCtx->titleCtx);
+ TitleCard_Init(globalCtx, &actorCtx->titleCtx);
actorCtx->absoluteSpace = NULL;
diff --git a/src/code/z_lights.c b/src/code/z_lights.c
index 3067b712b..f6cf5c7a8 100644
--- a/src/code/z_lights.c
+++ b/src/code/z_lights.c
@@ -321,7 +321,7 @@ void Lights_GlowCheck(GlobalContext* globalCtx) {
LightPoint* params;
Vec3f pos;
Vec3f multDest;
- f32 wDest;
+ f32 cappedInvWDest;
f32 wX;
f32 wY;
s32 wZ;
@@ -336,13 +336,13 @@ void Lights_GlowCheck(GlobalContext* globalCtx) {
pos.x = params->x;
pos.y = params->y;
pos.z = params->z;
- func_8002BE04(globalCtx, &pos, &multDest, &wDest);
+ Actor_ProjectPos(globalCtx, &pos, &multDest, &cappedInvWDest);
params->drawGlow = false;
- wX = multDest.x * wDest;
- wY = multDest.y * wDest;
+ wX = multDest.x * cappedInvWDest;
+ wY = multDest.y * cappedInvWDest;
if ((multDest.z > 1.0f) && (fabsf(wX) < 1.0f) && (fabsf(wY) < 1.0f)) {
- wZ = (s32)((multDest.z * wDest) * 16352.0f) + 16352;
+ wZ = (s32)((multDest.z * cappedInvWDest) * 16352.0f) + 16352;
zBuf = gZBuffer[(s32)((wY * -120.0f) + 120.0f)][(s32)((wX * 160.0f) + 160.0f)] * 4;
if (1) {}
if (1) {}
diff --git a/src/code/z_malloc.c b/src/code/z_malloc.c
index f9fa2f310..109462722 100644
--- a/src/code/z_malloc.c
+++ b/src/code/z_malloc.c
@@ -77,7 +77,7 @@ void* ZeldaArena_Calloc(u32 num, u32 size) {
bzero(ret, n);
}
- ZeldaArena_CheckPointer(ret, n, "zelda_calloc", "確保");
+ ZeldaArena_CheckPointer(ret, n, "zelda_calloc", "確保"); // "Secure"
return ret;
}