Yet another header cleanup (#1508)

* lights.c

* z64skin_matrix.h

* Move out some stuff from macros.h

* gamealloc.h

* move most transition functions to z64transition.h

* z64lib.h

* `include` cleanup on transition files

* z_overlay cleanup

* z64malloc.h

* format

* forgot to remove those

* forgot this

* fix borken includes
This commit is contained in:
Anghelo Carvajal 2023-11-22 23:55:05 -03:00 committed by GitHub
parent 5ef277df2d
commit 506e215547
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GPG Key ID: 4AEE18F83AFDEB23
47 changed files with 389 additions and 253 deletions

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@ -489,7 +489,6 @@ s32 Actor_TrackNone(Vec3s* headRot, Vec3s* torsoRot);
s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRot);
s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, f32 focusHeight);
s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos);
void SaveContext_Init(void);
void GetItem_Draw(PlayState* play, s16 drawId);
@ -505,21 +504,6 @@ void Font_LoadCharNES(PlayState* play, u8 codePointIndex, s32 offset);
void Font_LoadMessageBoxEndIcon(Font* font, u16 icon);
void Font_LoadOrderedFont(Font* font);
void* Lib_MemCpy(void* dest, void* src, size_t size);
void* Lib_MemSet(void* buffer, s32 value, size_t size);
void Lib_GetControlStickData(f32* outMagnitude, s16* outAngle, Input* input);
void Actor_ProcessInitChain(Actor* actor, InitChainEntry* ichain);
void Color_RGBA8_Copy(Color_RGBA8* dst, Color_RGBA8* src);
void Lib_PlaySfx(u16 sfxId);
void Lib_PlaySfx_2(u16 sfxId);
void Lib_PlaySfx_AtPos(Vec3f* pos, u16 sfxId);
void Lib_Vec3f_TranslateAndRotateY(Vec3f* translation, s16 rotAngle, Vec3f* src, Vec3f* dst);
void Color_RGB8_Lerp(Color_RGB8* from, Color_RGB8* to, f32 lerp, Color_RGB8* dst);
void Lib_Nop801004FC(void);
void* Lib_SegmentedToVirtual(void* ptr);
void* Lib_SegmentedToVirtualNull(void* ptr);
uintptr_t Lib_VirtualToPhysical(void* ptr);
void* Lib_PhysicalToVirtual(uintptr_t ptr);
void LifeMeter_Init(PlayState* play);
void LifeMeter_UpdateColors(PlayState* play);
s32 LifeMeter_SaveInterfaceHealth(PlayState* play);
@ -528,43 +512,7 @@ s32 LifeMeter_DecreaseInterfaceHealth(PlayState* play);
void LifeMeter_Draw(PlayState* play);
void LifeMeter_UpdateSizeAndBeep(PlayState* play);
u32 LifeMeter_IsCritical(void);
void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type);
void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointSetPosition(LightInfo* info, s16 x, s16 y, s16 z);
void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b);
void Lights_Reset(Lights* lights, u8 r, u8 g, u8 b);
void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx);
Light* Lights_FindSlot(Lights* lights);
void Lights_BindPointWithReference(Lights* lights, LightParams* params, Vec3f* pos);
void Lights_BindPoint(Lights* lights, LightParams* params, PlayState* play);
void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused);
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, PlayState* play);
LightNode* Lights_FindBufSlot(void);
void Lights_FreeNode(LightNode* light);
void LightContext_Init(PlayState* play, LightContext* lightCtx);
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b);
void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 near, s16 far);
Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx);
void LightContext_InitList(PlayState* play, LightContext* lightCtx);
void LightContext_DestroyList(PlayState* play, LightContext* lightCtx);
LightNode* LightContext_InsertLight(PlayState* play, LightContext* lightCtx, LightInfo* info);
void LightContext_RemoveLight(PlayState* play, LightContext* lightCtx, LightNode* light);
Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g, u8 b, s8 x, s8 y, s8 z);
Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB);
void Lights_GlowCheck(PlayState* play);
void Lights_DrawGlow(PlayState* play);
void* ZeldaArena_Malloc(size_t size);
void* ZeldaArena_MallocR(size_t size);
void* ZeldaArena_Realloc(void* ptr, size_t newSize);
void ZeldaArena_Free(void* ptr);
void* ZeldaArena_Calloc(size_t num, size_t size);
void ZeldaArena_GetSizes(size_t* outMaxFree, size_t* outFree, size_t* outAlloc);
s32 ZeldaArena_Check(void);
void ZeldaArena_Init(void* start, size_t size);
void ZeldaArena_Cleanup(void);
u8 ZeldaArena_IsInitialized(void);
// void func_80102E40(void);
// void func_80102E90(void);
// void func_80102EA4(void);
@ -773,31 +721,6 @@ void Inventory_SaveLotteryCodeGuess(PlayState* play);
s32 Schedule_RunScript(PlayState* play, u8* script, ScheduleOutput* output);
void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest);
void SkinMatrix_GetClear(MtxF** mfp);
void SkinMatrix_GetClear(MtxF** mfp);
void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest);
s32 SkinMatrix_Invert(MtxF* src, MtxF* dest);
void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z);
void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw);
void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch);
void SkinMatrix_SetTranslate(MtxF* mf, f32 x, f32 y, f32 z);
void SkinMatrix_SetScaleRotateRPYTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 roll, s16 pitch, s16 yaw, f32 dx, f32 dy, f32 dz);
void SkinMatrix_SetScaleRotateYRPTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 yaw, s16 roll, s16 pitch, f32 dx, f32 dy, f32 dz);
void SkinMatrix_SetRotateRPYTranslate(MtxF* mf, s16 roll, s16 pitch, s16 yaw, f32 dx, f32 dy, f32 dz);
void SkinMatrix_Vec3fToVec3s(Vec3f* src, Vec3s* dest);
void SkinMatrix_Vec3sToVec3f(Vec3s* src, Vec3f* dest);
void SkinMatrix_MtxFToMtx(MtxF* src, Mtx* dest);
Mtx* SkinMatrix_MtxFToNewMtx(GraphicsContext* gfxCtx, MtxF* src);
void SkinMatrix_SetRotateAroundVec(MtxF* mf, s16 a, f32 x, f32 y, f32 z);
void SkinMatrix_SetXRotation(MtxF* mf, s16 a);
void SkinMatrix_MulXRotation(MtxF* mf, s16 a);
void SkinMatrix_SetYRotation(MtxF* mf, s16 a);
void SkinMatrix_MulYRotation(MtxF* mf, s16 a);
void SkinMatrix_SetZRotation(MtxF* mf, s16 a);
uintptr_t KaleidoManager_FaultAddrConv(uintptr_t address, void* param);
void KaleidoManager_LoadOvl(KaleidoMgrOverlay* ovl);
void KaleidoManager_ClearOvl(KaleidoMgrOverlay* ovl);
@ -809,39 +732,6 @@ void KaleidoScopeCall_Init(PlayState* play);
void KaleidoScopeCall_Destroy(PlayState* play);
void KaleidoScopeCall_Update(PlayState* play);
void KaleidoScopeCall_Draw(PlayState* play);
void Transition_Init(TransitionContext* transitionCtx);
void Transition_Destroy(TransitionContext* transitionCtx);
void TransitionTile_Destroy(TransitionTile* this);
TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows);
void TransitionTile_Draw(TransitionTile* this, Gfx** gfxP);
void TransitionTile_Update(TransitionTile* this);
void TransitionFade_Start(void* thisx);
void* TransitionFade_Init(void* thisx);
void TransitionFade_Destroy(void* thisx);
void TransitionFade_Update(void* thisx, s32 updateRate);
void TransitionFade_Draw(void* thisx, Gfx** gfxP);
s32 TransitionFade_IsDone(void* thisx);
void TransitionFade_SetColor(void* thisx, u32 color);
void TransitionFade_SetType(void* thisx, s32 type);
void TransitionOverlay_ClearLoadInfo(TransitionOverlay *overlayEntry);
void TransitionOverlay_SetSegment(TransitionOverlay *overlayEntry, void* vramStart, void* vramEnd, uintptr_t vromStart, uintptr_t vromEnd);
void TransitionCircle_Start(void* thisx);
void* TransitionCircle_Init(void* thisx);
void TransitionCircle_Destroy(void* thisx);
void TransitionCircle_Update(void* thisx);
void TransitionCircle_SetColor(void* thisx, u32 color);
void TransitionCircle_SetType(void* thisx, s32 type);
void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt, f32 arg6);
void TransitionCircle_Draw(void* thisx, Gfx** gfxp);
s32 TransitionCircle_IsDone(void* thisx);
void* TransitionOverlay_VramToRam(TransitionOverlay *overlayEntry, void* vramAddr);
void TransitionOverlay_VramToRamArray(TransitionOverlay *overlayEntry, void** vramAddrs, s32 count);
s32 TransitionOverlay_Load(TransitionOverlay *overlayEntry);
s32 TransitionOverlay_Free(TransitionOverlay *overlayEntry);
void func_80165438(UNK_PTR param_1);
// void func_80165444(s32 param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5);
void Play_SetMotionBlurAlpha(u32 alpha);
void Play_EnableMotionBlur(u32 alpha);
@ -894,11 +784,6 @@ void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId);
void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
void Play_Init(GameState* thisx);
void GameAlloc_Log(GameAlloc* this);
void* GameAlloc_Malloc(GameAlloc* this, size_t size);
void GameAlloc_Free(GameAlloc* this, void* data);
void GameAlloc_Cleanup(GameAlloc* this);
void GameAlloc_Init(GameAlloc* this);
void Graph_FaultClient(void);
void Graph_InitTHGA(TwoHeadGfxArena* arena, Gfx* buffer, s32 size);
void Graph_SetNextGfxPool(GraphicsContext* gfxCtx);

24
include/gamealloc.h Normal file
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@ -0,0 +1,24 @@
#ifndef GAMEALLOC_H
#define GAMEALLOC_H
#include "ultra64.h"
typedef struct GameAllocEntry {
/* 0x0 */ struct GameAllocEntry* next;
/* 0x4 */ struct GameAllocEntry* prev;
/* 0x8 */ size_t size;
/* 0xC */ u32 unk_0C;
} GameAllocEntry; // size = 0x10
typedef struct GameAlloc {
/* 0x00 */ GameAllocEntry base;
/* 0x10 */ GameAllocEntry* head;
} GameAlloc; // size = 0x14
void GameAlloc_Log(GameAlloc* this);
void* GameAlloc_Malloc(GameAlloc* this, size_t size);
void GameAlloc_Free(GameAlloc* this, void* data);
void GameAlloc_Cleanup(GameAlloc* this);
void GameAlloc_Init(GameAlloc* this);
#endif

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@ -239,6 +239,10 @@ void func_8012D40C(f32* param_1, f32* param_2, s16* param_3);
extern Gfx gSetupDLs[SETUPDL_MAX][6];
extern Gfx gEmptyDL[];
extern GfxMasterList D_0E000000;
#define WORK_DISP __gfxCtx->work.p
#define POLY_OPA_DISP __gfxCtx->polyOpa.p
#define POLY_XLU_DISP __gfxCtx->polyXlu.p
@ -283,4 +287,21 @@ extern Gfx gEmptyDL[];
_g->words.w1 = (unsigned int)(d); \
})
/**
* `x` vertex x
* `y` vertex y
* `z` vertex z
* `s` texture s coordinate
* `t` texture t coordinate
* `crnx` red component of color vertex, or x component of normal vertex
* `cgny` green component of color vertex, or y component of normal vertex
* `cbnz` blue component of color vertex, or z component of normal vertex
* `a` alpha
*/
#define VTX(x, y, z, s, t, crnx, cgny, cbnz, a) \
{ { { x, y, z }, 0, { s, t }, { crnx, cgny, cbnz, a } }, }
#define VTX_T(x, y, z, s, t, cr, cg, cb, a) \
{ { x, y, z }, 0, { s, t }, { cr, cg, cb, a }, }
#endif

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@ -3,7 +3,7 @@
#include "libc/stddef.h"
typedef struct {
typedef struct InitChainEntry {
u32 cont: 1;
u32 type: 4;
u32 offset: 11;

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@ -3,7 +3,6 @@
#include "libc/stdint.h"
#include "PR/os_convert.h"
#include "main.h"
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
@ -21,8 +20,6 @@
#define ARRAY_COUNT_2D(arr) (ARRAY_COUNT(arr) * ARRAY_COUNT(arr[0]))
#define SEGMENTED_TO_K0(addr) (void*)((gSegments[SEGMENT_NUMBER(addr)] + K0BASE) + SEGMENT_OFFSET(addr))
#define GET_ACTIVE_CAM(play) ((play)->cameraPtrs[(play)->activeCamId])
#define GET_PLAYER(play) ((Player*)(play)->actorCtx.actorLists[ACTORCAT_PLAYER].first)
@ -67,23 +64,6 @@
(flag & 0x1) ? 0 : \
0)
/**
* `x` vertex x
* `y` vertex y
* `z` vertex z
* `s` texture s coordinate
* `t` texture t coordinate
* `crnx` red component of color vertex, or x component of normal vertex
* `cgny` green component of color vertex, or y component of normal vertex
* `cbnz` blue component of color vertex, or z component of normal vertex
* `a` alpha
*/
#define VTX(x, y, z, s, t, crnx, cgny, cbnz, a) \
{ { { x, y, z }, 0, { s, t }, { crnx, cgny, cbnz, a } }, }
#define VTX_T(x, y, z, s, t, cr, cg, cb, a) \
{ { x, y, z }, 0, { s, t }, { cr, cg, cb, a }, }
#define SQ(x) ((x) * (x))
#define ABS(x) ((x) >= 0 ? (x) : -(x))
#define ABS_ALT(x) ((x) < 0 ? -(x) : (x))

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@ -16,4 +16,6 @@ extern PadMgr gPadMgr;
void Main(void* arg);
#define SEGMENTED_TO_K0(addr) (void*)((gSegments[SEGMENT_NUMBER(addr)] + K0BASE) + SEGMENT_OFFSET(addr))
#endif

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@ -1519,7 +1519,6 @@ extern TriNorm D_801EF590;
extern TriNorm D_801EF5C8;
extern TriNorm D_801EF600;
extern TriNorm D_801EF638;
extern SaveContext gSaveContext;
// extern UNK_TYPE1 D_801F4E20;
// extern UNK_TYPE1 sBeatingHeartsDDPrim;
@ -1532,7 +1531,7 @@ extern SaveContext gSaveContext;
// extern UNK_TYPE1 D_801F4F66;
// extern UNK_TYPE1 D_801F4F68;
// extern UNK_TYPE1 D_801F4F6A;
// extern LightsBuffer sLightsBuffer;
// extern UNK_TYPE1 D_801F5130;
// extern UNK_TYPE1 D_801F5270;
// extern UNK_TYPE1 D_801F528E;
@ -1652,7 +1651,6 @@ extern AudioCustomReverbFunction gAudioCustomReverbFunction;
extern AudioCustomSynthFunction gAudioCustomSynthFunction;
// other segments
extern GfxMasterList D_0E000000;
extern Mtx D_01000000;
extern u16 D_0F000000[];

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@ -21,6 +21,8 @@
#include "sfx.h"
#include "message_data_static.h"
#include "main.h"
#include "gfx.h"
#include "gfxprint.h"
#include "padutils.h"
@ -47,6 +49,7 @@
#include "z64game.h"
#include "z64interface.h"
#include "z64item.h"
#include "z64lib.h"
#include "z64light.h"
#include "z64map.h"
#include "z64math.h"
@ -58,6 +61,7 @@
#include "z64save.h"
#include "z64scene.h"
#include "z64schedule.h"
#include "z64skin_matrix.h"
#include "z64skin.h"
#include "z64skybox.h"
#include "z64sound_source.h"

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@ -4,6 +4,7 @@
#include "PR/ultratypes.h"
#include "z64math.h"
struct Actor;
struct PlayState;
typedef struct {
@ -56,7 +57,7 @@ s32 SkelCurve_Init(struct PlayState* play, SkelCurve* skelCurve, CurveSkeletonHe
void SkelCurve_Destroy(struct PlayState* play, SkelCurve* skelCurve);
void SkelCurve_SetAnim(SkelCurve* skelCurve, CurveAnimationHeader* animation, f32 arg2, f32 endFrame, f32 curFrame, f32 playSpeed);
s32 SkelCurve_Update(struct PlayState* play, SkelCurve* skelCurve);
void SkelCurve_Draw(Actor* actor, struct PlayState* play, SkelCurve* skelCurve, OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, Actor* thisx);
void SkelCurve_Draw(struct Actor* actor, struct PlayState* play, SkelCurve* skelCurve, OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, struct Actor* thisx);
// ZAPD compatibility typedefs

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@ -2,11 +2,13 @@
#define Z64GAME_H
#include "ultra64.h"
#include "libc/stdbool.h"
#include "libc/stdint.h"
#include "gamealloc.h"
#include "padmgr.h"
#include "padutils.h"
#include "tha.h"
#include "padmgr.h"
#include "unk.h"
struct GraphicsContext;
@ -42,18 +44,6 @@ typedef struct {
/* 0x2C */ size_t instanceSize;
} GameStateOverlay; // size = 0x30
typedef struct GameAllocEntry {
/* 0x0 */ struct GameAllocEntry* next;
/* 0x4 */ struct GameAllocEntry* prev;
/* 0x8 */ size_t size;
/* 0xC */ u32 unk_0C;
} GameAllocEntry; // size = 0x10
typedef struct GameAlloc {
/* 0x00 */ GameAllocEntry base;
/* 0x10 */ GameAllocEntry* head;
} GameAlloc; // size = 0x14
typedef struct GameState {
/* 0x00 */ struct GraphicsContext* gfxCtx;
/* 0x04 */ GameStateFunc main;

29
include/z64lib.h Normal file
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@ -0,0 +1,29 @@
#ifndef Z64LIB_H
#define Z64LIB_H
#include "ultra64.h"
#include "color.h"
#include "z64math.h"
struct Actor;
struct InitChainEntry;
struct Input;
void* Lib_MemCpy(void* dest, void* src, size_t size);
void* Lib_MemSet(void* buffer, s32 value, size_t size);
void Lib_GetControlStickData(f32* outMagnitude, s16* outAngle, struct Input* input);
void Actor_ProcessInitChain(struct Actor* actor, struct InitChainEntry* ichain);
void Color_RGBA8_Copy(Color_RGBA8* dst, Color_RGBA8* src);
void Lib_PlaySfx(u16 sfxId);
void Lib_PlaySfx_2(u16 sfxId);
void Lib_PlaySfx_AtPos(Vec3f* pos, u16 sfxId);
void Lib_Vec3f_TranslateAndRotateY(Vec3f* translation, s16 rotAngle, Vec3f* src, Vec3f* dst);
void Color_RGB8_Lerp(Color_RGB8* from, Color_RGB8* to, f32 lerp, Color_RGB8* dst);
void Lib_Nop801004FC(void);
void* Lib_SegmentedToVirtual(void* ptr);
void* Lib_SegmentedToVirtualNull(void* ptr);
uintptr_t Lib_VirtualToPhysical(void* ptr);
void* Lib_PhysicalToVirtual(uintptr_t ptr);
#endif

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@ -2,13 +2,13 @@
#define Z64LIGHT_H
#include "ultra64.h"
#include "PR/gbi.h"
#include "color.h"
#include "z64math.h"
struct GraphicsContext;
struct PlayState;
typedef struct {
typedef struct AdjLightSettings {
/* 0x00 */ s16 ambientColor[3];
/* 0x06 */ s16 light1Color[3];
/* 0x0C */ s16 light2Color[3];
@ -17,7 +17,7 @@ typedef struct {
/* 0x1A */ s16 zFar;
} AdjLightSettings; // size = 0x1C
typedef struct {
typedef struct LightPoint {
/* 0x0 */ s16 x;
/* 0x2 */ s16 y;
/* 0x4 */ s16 z;
@ -26,7 +26,7 @@ typedef struct {
/* 0xA */ s16 radius;
} LightPoint; // size = 0xC
typedef struct {
typedef struct LightDirectional {
/* 0x0 */ s8 x;
/* 0x1 */ s8 y;
/* 0x2 */ s8 z;
@ -39,7 +39,7 @@ typedef union LightParams {
} LightParams; // size = 0xC
typedef struct LightInfo {
/* 0x0 */ u8 type;
/* 0x0 */ u8 type; // LightType enum
/* 0x2 */ LightParams params;
} LightInfo; // size = 0xE
@ -77,7 +77,25 @@ typedef enum LightType {
/* 2 */ LIGHT_POINT_GLOW
} LightType;
typedef void (*LightsBindFunc)(Lights* lights, LightParams* params, Vec3f* vec);
typedef void (*LightsPosBindFunc)(Lights* lights, LightParams* params, struct PlayState* play);
void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius);
void Lights_PointSetPosition(LightInfo* info, s16 x, s16 y, s16 z);
void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b);
void Lights_Reset(Lights* lights, u8 r, u8 g, u8 b);
void Lights_Draw(Lights* lights, struct GraphicsContext* gfxCtx);
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, struct PlayState* play);
void LightContext_Init(struct PlayState* play, LightContext* lightCtx);
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b);
void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 near, s16 far);
Lights* LightContext_NewLights(LightContext* lightCtx, struct GraphicsContext* gfxCtx);
void LightContext_InitList(struct PlayState* play, LightContext* lightCtx);
void LightContext_DestroyList(struct PlayState* play, LightContext* lightCtx);
LightNode* LightContext_InsertLight(struct PlayState* play, LightContext* lightCtx, LightInfo* info);
void LightContext_RemoveLight(struct PlayState* play, LightContext* lightCtx, LightNode* light);
Lights* Lights_NewAndDraw(struct GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g, u8 b, s8 x, s8 y, s8 z);
Lights* Lights_New(struct GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB);
void Lights_GlowCheck(struct PlayState* play);
void Lights_DrawGlow(struct PlayState* play);
#endif

17
include/z64malloc.h Normal file
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@ -0,0 +1,17 @@
#ifndef Z64MALLOC_H
#define Z64MALLOC_H
#include "ultra64.h"
void* ZeldaArena_Malloc(size_t size);
void* ZeldaArena_MallocR(size_t size);
void* ZeldaArena_Realloc(void* ptr, size_t newSize);
void ZeldaArena_Free(void* ptr);
void* ZeldaArena_Calloc(size_t num, size_t size);
void ZeldaArena_GetSizes(size_t* outMaxFree, size_t* outFree, size_t* outAlloc);
s32 ZeldaArena_Check(void);
void ZeldaArena_Init(void* start, size_t size);
void ZeldaArena_Cleanup(void);
u8 ZeldaArena_IsInitialized(void);
#endif

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@ -2,6 +2,7 @@
#define Z64MATH_H
#include "ultra64.h"
#include "libc/math.h"
#define VEC_SET(V,X,Y,Z) V.x=X;V.y=Y;V.z=Z

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@ -1678,6 +1678,8 @@ void Sram_SetFlashPagesOwlSave(SramContext* sramCtx, s32 curPage, s32 numPages);
void Sram_StartWriteToFlashOwlSave(SramContext* sramCtx);
void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx);
void SaveContext_Init(void);
extern u32 gSramSlotOffsets[];
extern u8 gAmmoItems[];
extern s32 gFlashSaveStartPages[];
@ -1686,4 +1688,6 @@ extern s32 gFlashSpecialSaveNumPages[];
extern s32 gFlashOwlSaveStartPages[];
extern s32 gFlashOwlSaveNumPages[];
extern SaveContext gSaveContext;
#endif

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@ -3,6 +3,7 @@
#include "z64animation.h"
struct Actor;
struct GraphicsContext;
struct GameState;
struct PlayState;
@ -89,10 +90,10 @@ void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* mod
void Skin_ApplyLimbModifications(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3);
void Skin_DrawAnimatedLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
void Skin_DrawLimb(struct GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dListOverride, s32 drawFlags);
void func_80138228(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
void func_80138258(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
void func_8013828C(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
void func_801382C4(Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
void func_80138228(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
void func_80138258(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
void func_8013828C(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
void func_801382C4(struct Actor* actor, struct PlayState* play, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
void Skin_GetVertexPos(Skin* skin, s32 limbIndex, s32 vtxIndex, Vec3f* dst);
@ -101,6 +102,6 @@ void Skin_InitAnimatedLimb(struct GameState* gameState, Skin* skin, s32 limbInde
void Skin_Init(struct GameState* gameState, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
void Skin_Free(struct GameState* gameState, Skin* skin);
s32 func_801387D4(Skin* skin, SkinLimb** skeleton, MtxF* limbMatrices, u8 parentIndex, u8 limbIndex);
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation);
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, struct Actor* actor, s32 setTranslation);
#endif

34
include/z64skin_matrix.h Normal file
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@ -0,0 +1,34 @@
#ifndef Z64SKIN_MATRIX_H
#define Z64SKIN_MATRIX_H
#include "ultra64.h"
#include "z64math.h"
struct GraphicsContext;
void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
void SkinMatrix_MtxFMtxFMult(MtxF* mfB, MtxF* mfA, MtxF* dest);
void SkinMatrix_GetClear(MtxF** mfp);
void SkinMatrix_GetClear(MtxF** mfp);
void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest);
s32 SkinMatrix_Invert(MtxF* src, MtxF* dest);
void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z);
void SkinMatrix_SetRotateRPY(MtxF* mf, s16 roll, s16 pitch, s16 yaw);
void SkinMatrix_SetRotateYRP(MtxF* mf, s16 yaw, s16 roll, s16 pitch);
void SkinMatrix_SetTranslate(MtxF* mf, f32 x, f32 y, f32 z);
void SkinMatrix_SetScaleRotateRPYTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 roll, s16 pitch, s16 yaw, f32 dx, f32 dy, f32 dz);
void SkinMatrix_SetScaleRotateYRPTranslate(MtxF* mf, f32 scaleX, f32 scaleY, f32 scaleZ, s16 yaw, s16 roll, s16 pitch, f32 dx, f32 dy, f32 dz);
void SkinMatrix_SetRotateRPYTranslate(MtxF* mf, s16 roll, s16 pitch, s16 yaw, f32 dx, f32 dy, f32 dz);
void SkinMatrix_Vec3fToVec3s(Vec3f* src, Vec3s* dest);
void SkinMatrix_Vec3sToVec3f(Vec3s* src, Vec3f* dest);
void SkinMatrix_MtxFToMtx(MtxF* src, Mtx* dest);
Mtx* SkinMatrix_MtxFToNewMtx(struct GraphicsContext* gfxCtx, MtxF* src);
void SkinMatrix_SetRotateAroundVec(MtxF* mf, s16 a, f32 x, f32 y, f32 z);
void SkinMatrix_SetXRotation(MtxF* mf, s16 a);
void SkinMatrix_MulXRotation(MtxF* mf, s16 a);
void SkinMatrix_SetYRotation(MtxF* mf, s16 a);
void SkinMatrix_MulYRotation(MtxF* mf, s16 a);
void SkinMatrix_SetZRotation(MtxF* mf, s16 a);
#endif

View File

@ -1,7 +1,7 @@
#ifndef Z64SPEED_METER_H
#define Z64SPEED_METER_H
#include "PR/ultratypes.h"
#include "ultra64.h"
struct GameState;
struct GraphicsContext;

View File

@ -2,26 +2,37 @@
#define Z64TRANSITION_H
#include "ultra64.h"
#include "libc/stdint.h"
#include "unk.h"
#include "overlays/fbdemos/ovl_fbdemo_triforce/z_fbdemo_triforce.h"
#include "overlays/fbdemos/ovl_fbdemo_wipe1/z_fbdemo_wipe1.h"
#include "overlays/fbdemos/ovl_fbdemo_wipe3/z_fbdemo_wipe3.h"
#include "overlays/fbdemos/ovl_fbdemo_wipe4/z_fbdemo_wipe4.h"
#include "overlays/fbdemos/ovl_fbdemo_wipe5/z_fbdemo_wipe5.h"
typedef enum {
typedef enum TransitionOverlayStatus {
/* -1 */ TRANSITION_OVERLAY_STATUS_FAILED = -1, // failed allocation or null reference
/* 0 */ TRANSITION_OVERLAY_STATUS_LOAD_FREE, // successfully loaded/freed overlay
/* 1 */ TRANSITION_OVERLAY_STATUS_ADD_REMOVAL, // successfully added/removed instance
/* 2 */ TRANSITION_OVERLAY_STATUS_LOADED_NO_INSTANCES, // overlay is loaded but has no instances (?) TODO: Figure out why this exists
/* 3 */ TRANSITION_OVERLAY_STATUS_INTERNAL // internal overlay, so always loaded
} TransitionOverlayStatus;
typedef enum TransitionTileState {
/* 0 */ TRANS_TILE_OFF, // Inactive, do nothing
/* 1 */ TRANS_TILE_SETUP, // Save the necessary buffers
/* 2 */ TRANS_TILE_PROCESS, // Initialize the transition
/* 3 */ TRANS_TILE_READY // The transition is ready, so will update and draw each frame
} TransitionTileState;
typedef struct {
typedef struct TransitionTileVtxData {
/* 0x0 */ f32 x;
/* 0x4 */ f32 y;
} TransitionTileVtxData; // size = 0x8
typedef struct {
typedef struct TransitionTile {
/* 0x00 */ s32 cols;
/* 0x04 */ s32 rows;
/* 0x08 */ s32 frame;
@ -38,7 +49,7 @@ typedef struct {
#define TC_SET_PARAMS (1 << 7)
typedef struct {
typedef struct TransitionInit {
/* 0x00 */ void* (*init)(void* transition);
/* 0x04 */ void (*destroy)(void* transition);
/* 0x08 */ void (*update)(void* transition, s32 updateRate);
@ -50,7 +61,7 @@ typedef struct {
/* 0x20 */ s32 (*isDone)(void* transition);
} TransitionInit; // size = 0x24
typedef struct {
typedef struct TransitionOverlay {
union {
struct {
/* 0x00 */ u32 count : 8;
@ -73,8 +84,8 @@ typedef enum {
#define TRANS_INSTANCE_TYPE_FADE_FLASH 3
typedef struct {
/* 0x0 */ u8 type;
typedef struct TransitionFade {
/* 0x0 */ u8 type; // TransitionFadeType enum
/* 0x1 */ u8 isDone;
/* 0x2 */ u8 direction;
/* 0x4 */ Color_RGBA8_u32 color;
@ -83,7 +94,7 @@ typedef struct {
#define FBDEMO_CIRCLE_GET_MASK_TYPE(type) ((type) & 1)
typedef struct {
typedef struct TransitionCircle {
/* 0x00 */ Color_RGBA8_u32 color;
/* 0x04 */ f32 referenceRadius; // Reference for where to transition to
/* 0x08 */ f32 stepValue; // How fast the Transition is
@ -103,7 +114,7 @@ typedef struct {
#define TRANS_TRIGGER_START 20 // start transition (exiting an area)
#define TRANS_TRIGGER_END -20 // transition is ending (arriving in a new area)
typedef enum {
typedef enum TransitionMode {
/* 0 */ TRANS_MODE_OFF,
/* 1 */ TRANS_MODE_SETUP,
/* 2 */ TRANS_MODE_INSTANCE_INIT,
@ -128,7 +139,7 @@ typedef enum {
#define TRANS_TYPE_WIPE3 (1 << 6)
#define TRANS_TYPE_SET_PARAMS (1 << 7)
typedef enum {
typedef enum TransitionType {
/* 0 */ TRANS_TYPE_WIPE,
/* 1 */ TRANS_TYPE_TRIFORCE,
/* 2 */ TRANS_TYPE_FADE_BLACK,
@ -188,12 +199,12 @@ typedef union TransitionInstance {
#undef DEFINE_TRANSITION
#undef DEFINE_TRANSITION_INTERNAL
typedef struct {
typedef struct TransitionContext {
/* 0x000 */ s16 transitionType;
/* 0x002 */ s8 fbdemoType;
/* 0x003 */ char unk_003[0x5];
/* 0x003 */ UNK_TYPE1 unk_003[0x5];
/* 0x008 */ TransitionInstance instanceData;
/* 0x220 */ char unk_220[0x10];
/* 0x220 */ UNK_TYPE1 unk_220[0x10];
/* 0x230 */ void* (*init)(void* transition);
/* 0x234 */ void (*destroy)(void* transition);
/* 0x238 */ void (*update)(void* transition, s32 updateRate);
@ -203,7 +214,44 @@ typedef struct {
/* 0x248 */ void (*setColor)(void* transition, u32 color);
/* 0x24C */ void (*setEnvColor)(void* transition, u32 color);
/* 0x250 */ s32 (*isDone)(void* transition);
/* 0x254 */ char unk_254[0x4];
/* 0x254 */ UNK_TYPE1 unk_254[0x4];
} TransitionContext; // size = 0x258
// z_dbdemo_dlftbls.c
void Transition_Init(TransitionContext* transitionCtx);
void Transition_Destroy(TransitionContext* transitionCtx);
// z_fbdemo.c
void TransitionTile_Destroy(TransitionTile* this);
TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows);
void TransitionTile_Draw(TransitionTile* this, Gfx** gfxP);
void TransitionTile_Update(TransitionTile* this);
// z_fbdemo_fade.c
void TransitionFade_Start(void* thisx);
void* TransitionFade_Init(void* thisx);
void TransitionFade_Destroy(void* thisx);
void TransitionFade_Update(void* thisx, s32 updateRate);
void TransitionFade_Draw(void* thisx, Gfx** gfxP);
s32 TransitionFade_IsDone(void* thisx);
void TransitionFade_SetColor(void* thisx, u32 color);
void TransitionFade_SetType(void* thisx, s32 type);
// z_fbdemo_circle.c
void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt, f32 arg6);
// z_overlay.c
void* TransitionOverlay_VramToRam(TransitionOverlay* overlayEntry, void* vramAddr);
void TransitionOverlay_VramToRamArray(TransitionOverlay *overlayEntry, void** vramAddrs, s32 count);
TransitionOverlayStatus TransitionOverlay_Load(TransitionOverlay *overlayEntry);
TransitionOverlayStatus TransitionOverlay_Free(TransitionOverlay *overlayEntry);
void TransitionOverlay_ClearLoadInfo(TransitionOverlay *overlayEntry);
void TransitionOverlay_SetSegment(TransitionOverlay *overlayEntry, void* vramStart, void* vramEnd, uintptr_t vromStart, uintptr_t vromEnd);
#endif

View File

@ -1,10 +1,10 @@
#include "global.h"
#include "gamealloc.h"
#include "system_malloc.h"
void GameAlloc_Log(GameAlloc* this) {
GameAllocEntry* iter;
GameAllocEntry* iter = this->base.next;
iter = this->base.next;
while (iter != &this->base) {
iter = iter->next;
}

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@ -1,8 +1,15 @@
#include "global.h"
#include "sys_cfb.h"
#include "prevent_bss_reordering.h"
#include "z64speed_meter.h"
#include "z64view.h"
#include "gfx.h"
#include "regs.h"
#include "sys_cfb.h"
#include "system_malloc.h"
#include "z64game.h"
#include "z64malloc.h"
#include "z64view.h"
#include "variables.h"
/**
* How much time the RSP ran audio tasks for over the course of `gGraphUpdatePeriod`.

View File

@ -4,11 +4,13 @@
*/
#include "z64actor.h"
#include "prevent_bss_reordering.h"
#include "fault.h"
#include "sys_cfb.h"
#include "loadfragment.h"
#include "z64horse.h"
#include "z64malloc.h"
#include "z64quake.h"
#include "z64rumble.h"

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@ -45,6 +45,7 @@
#include "global.h"
#include "libc/string.h"
#include "z64malloc.h"
#include "z64quake.h"
#include "z64shrink_window.h"
#include "z64view.h"

View File

@ -1,7 +1,9 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "z64collision_check.h"
#include "global.h"
#include "z64malloc.h"
typedef s32 (*ColChkResetFunc)(struct PlayState*, Collider*);
typedef void (*ColChkBloodFunc)(struct PlayState*, Collider*, Vec3f*);
typedef void (*ColChkApplyFunc)(struct PlayState*, CollisionCheckContext*, Collider*);

View File

@ -1,5 +1,6 @@
#include "global.h"
#include "loadfragment.h"
#include "z64malloc.h"
EffectSsInfo sEffectSsInfo = { NULL, 0, 0 };

View File

@ -9,6 +9,9 @@
* @note The only coded effect has a visual effect to blend the tiles to a single point, which looks like the screen
* gets sucked into.
*/
#include "z64transition.h"
#include "global.h"
#include "system_malloc.h"

View File

@ -1,7 +1,10 @@
#include "global.h"
#include "sys_cfb.h"
#include "z64transition.h"
typedef enum {
#include "sys_cfb.h"
#include "z64math.h"
#include "variables.h"
typedef enum TransitionCircleDirection {
/* 0 */ TRANS_CIRCLE_DIR_IN,
/* 1 */ TRANS_CIRCLE_DIR_OUT
} TransitionCircleDirection;
@ -18,10 +21,18 @@ Gfx sTransCircleSetupDL[] = {
gsSPEndDisplayList(),
};
//! @bug: TransitionCircle_Update should take an additional argument `s32 updateRate`
void TransitionCircle_Start(void* thisx);
void* TransitionCircle_Init(void* thisx);
void TransitionCircle_Destroy(void* thisx);
void TransitionCircle_Update(void* thisx, s32 updateRate);
void TransitionCircle_SetColor(void* thisx, u32 color);
void TransitionCircle_SetType(void* thisx, s32 type);
void TransitionCircle_Draw(void* thisx, Gfx** gfxp);
s32 TransitionCircle_IsDone(void* thisx);
TransitionInit TransitionCircle_InitVars = {
TransitionCircle_Init, TransitionCircle_Destroy, (void*)TransitionCircle_Update, TransitionCircle_Draw,
TransitionCircle_Start, TransitionCircle_SetType, TransitionCircle_SetColor, NULL,
TransitionCircle_Init, TransitionCircle_Destroy, TransitionCircle_Update, TransitionCircle_Draw,
TransitionCircle_Start, TransitionCircle_SetType, TransitionCircle_SetColor, NULL,
TransitionCircle_IsDone,
};
@ -56,8 +67,9 @@ void* TransitionCircle_Init(void* thisx) {
void TransitionCircle_Destroy(void* thisx) {
}
void TransitionCircle_Update(void* thisx) {
void TransitionCircle_Update(void* thisx, s32 updateRate) {
TransitionCircle* this = (TransitionCircle*)thisx;
s32 unused = updateRate ? 0 : 0;
this->isDone = Math_StepToF(&this->referenceRadius, this->targetRadius, this->stepValue);
}

View File

@ -1,4 +1,7 @@
#include "global.h"
#include "z64transition.h"
#include "segment_symbols.h"
#include "z64lib.h"
// InitVars and Linker symbol declarations (used in the table below)
#define DEFINE_TRANSITION(_enumValue, structName, _instanceName, name) \

View File

@ -1,13 +1,19 @@
#include "global.h"
#include "z64transition.h"
#include "libc/stdbool.h"
#include "gfx.h"
#include "regs.h"
#include "z64math.h"
#include "z64save.h"
#define THIS ((TransitionFade*)thisx)
typedef enum {
typedef enum TransitionFadeDirection {
/* 0 */ TRANS_FADE_DIR_IN,
/* 1 */ TRANS_FADE_DIR_OUT
} TransitionFadeDirection;
typedef enum {
typedef enum TransitionFadeType {
/* 0 */ TRANS_FADE_TYPE_NONE,
/* 1 */ TRANS_FADE_TYPE_ONE_WAY,
/* 2 */ TRANS_FADE_TYPE_FLASH

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@ -25,9 +25,15 @@
* - higher detail draws both.
*/
#include "global.h"
#include "z64curve.h"
#include "libc/stdbool.h"
#include "z64actor.h"
#include "z64animation.h"
#include "z64curve.h"
#include "z64malloc.h"
#include "z64.h"
void SkelCurve_Clear(SkelCurve* skelCurve) {
skelCurve->limbCount = 0;
skelCurve->skeleton = NULL;
@ -76,7 +82,7 @@ void SkelCurve_SetAnim(SkelCurve* skelCurve, CurveAnimationHeader* animation, f3
skelCurve->animation = animation;
}
typedef enum {
typedef enum SkelCurveVecType {
/* 0 */ SKELCURVE_VEC_TYPE_SCALE,
/* 1 */ SKELCURVE_VEC_TYPE_ROTATION,
/* 2 */ SKELCURVE_VEC_TYPE_POSIITON,

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@ -1,4 +1,12 @@
#include "global.h"
#include "z64lib.h"
#include "main.h"
#include "ichain.h"
#include "sfx.h"
#include "z64actor.h"
#include "z64game.h"
#include "functions.h"
#include "macros.h"
void* Lib_MemCpy(void* dest, void* src, size_t size) {
bcopy(src, dest, size);
@ -11,7 +19,7 @@ void* Lib_MemSet(void* buffer, s32 value, size_t size) {
s32 i;
if (value == 0) {
bzero(buffer, (u32)size);
bzero(buffer, size);
return buffer;
}

View File

@ -1,10 +1,15 @@
#include "global.h"
#include "z64light.h"
#include "sys_cfb.h"
#include "z64skin_matrix.h"
#include "z64.h"
#include "functions.h"
#include "objects/gameplay_keep/gameplay_keep.h"
LightsBuffer sLightsBuffer;
void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, LightType type) {
info->type = type;
info->params.point.x = x;
info->params.point.y = y;
@ -79,7 +84,7 @@ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
}
Light* Lights_FindSlot(Lights* lights) {
if (lights->numLights >= 7) {
if (lights->numLights >= ARRAY_COUNT(lights->l.l)) {
return NULL;
}
return &lights->l.l[lights->numLights++];
@ -182,6 +187,9 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) {
}
}
typedef void (*LightsBindFunc)(Lights* lights, LightParams* params, Vec3f* vec);
typedef void (*LightsPosBindFunc)(Lights* lights, LightParams* params, struct PlayState* play);
/**
* For every light in a provided list, try to find a free slot in the provided Lights group and bind
* a light to it. Then apply color and positional/directional info for each light
@ -240,13 +248,15 @@ LightNode* Lights_FindBufSlot(void) {
}
void Lights_FreeNode(LightNode* light) {
if (light != NULL) {
sLightsBuffer.numOccupied--;
light->info = NULL;
sLightsBuffer.searchIndex =
(light - sLightsBuffer.lights) /
(s32)sizeof(LightNode); //! @bug Due to pointer arithmetic, the division is unnecessary
if (light == NULL) {
return;
}
sLightsBuffer.numOccupied--;
light->info = NULL;
//! @bug Due to pointer arithmetic, the division is unnecessary
sLightsBuffer.searchIndex = (light - sLightsBuffer.lights) / (s32)sizeof(LightNode);
}
void LightContext_Init(PlayState* play, LightContext* lightCtx) {

View File

@ -1,4 +1,5 @@
#include "global.h"
#include "z64malloc.h"
#include "os_malloc.h"
Arena sZeldaArena;

View File

@ -2,18 +2,13 @@
* @file z_overlay.c
*
* Functions for handling transition overlays in memory
*
* Status codes returned from TransitionOverlay_Load and TransitionOverlay_Free:
*
* -1 : failed allocation or null reference
* 0 : successfully loaded/freed overlay
* 1 : successfully added/removed instance
* 2 : overlay is loaded but has no instances (?) TODO: Figure out why this exists
* 3 : internal overlay, so always loaded
*/
#include "global.h"
#include "z64transition.h"
#include "loadfragment.h"
#include "z64lib.h"
#include "z64malloc.h"
void* TransitionOverlay_VramToRam(TransitionOverlay* overlayEntry, void* vramAddr) {
void* loadedRamAddr = Lib_PhysicalToVirtual(overlayEntry->loadInfo.addr);
@ -32,46 +27,51 @@ void TransitionOverlay_VramToRamArray(TransitionOverlay* overlayEntry, void** vr
}
}
s32 TransitionOverlay_Load(TransitionOverlay* overlayEntry) {
TransitionOverlayStatus TransitionOverlay_Load(TransitionOverlay* overlayEntry) {
s32 count;
void* loadedRamAddr;
if (overlayEntry->vromStart == 0) {
return 3;
return TRANSITION_OVERLAY_STATUS_INTERNAL;
}
if (Lib_PhysicalToVirtual(overlayEntry->loadInfo.addr) == NULL) {
loadedRamAddr = ZeldaArena_Malloc((uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart);
if (loadedRamAddr == NULL) {
return -1;
return TRANSITION_OVERLAY_STATUS_FAILED;
}
Overlay_Load(overlayEntry->vromStart, overlayEntry->vromEnd, overlayEntry->vramStart, overlayEntry->vramEnd,
loadedRamAddr);
overlayEntry->loadInfo.addr = Lib_VirtualToPhysical(loadedRamAddr);
overlayEntry->loadInfo.count = 1;
return 0;
} else {
count = overlayEntry->loadInfo.count;
if (count != 0) {
count++;
overlayEntry->loadInfo.count = count;
if (count == 0) {
return 2;
} else {
return 1;
}
}
return 2;
return TRANSITION_OVERLAY_STATUS_LOAD_FREE;
}
count = overlayEntry->loadInfo.count;
if (count != 0) {
count++;
overlayEntry->loadInfo.count = count;
if (count == 0) {
return TRANSITION_OVERLAY_STATUS_LOADED_NO_INSTANCES;
} else {
return TRANSITION_OVERLAY_STATUS_ADD_REMOVAL;
}
}
return TRANSITION_OVERLAY_STATUS_LOADED_NO_INSTANCES;
}
s32 TransitionOverlay_Free(TransitionOverlay* overlayEntry) {
TransitionOverlayStatus TransitionOverlay_Free(TransitionOverlay* overlayEntry) {
s32 count;
void* loadedRamAddr;
if (overlayEntry->vromStart == 0) {
return 3;
return TRANSITION_OVERLAY_STATUS_INTERNAL;
}
loadedRamAddr = Lib_PhysicalToVirtual(overlayEntry->loadInfo.addr);
if (loadedRamAddr != NULL) {
count = overlayEntry->loadInfo.count;
@ -81,13 +81,13 @@ s32 TransitionOverlay_Free(TransitionOverlay* overlayEntry) {
if (count == 0) {
ZeldaArena_Free(loadedRamAddr);
overlayEntry->loadInfo.addr = Lib_VirtualToPhysical(NULL);
return 0;
return TRANSITION_OVERLAY_STATUS_LOAD_FREE;
}
return 1;
return TRANSITION_OVERLAY_STATUS_ADD_REMOVAL;
}
return 2;
return TRANSITION_OVERLAY_STATUS_LOADED_NO_INSTANCES;
}
return -1;
return TRANSITION_OVERLAY_STATUS_FAILED;
}
void TransitionOverlay_ClearLoadInfo(TransitionOverlay* overlayEntry) {

View File

@ -1,9 +1,11 @@
#include "global.h"
#include "PR/gs2dex.h"
#include "sys_cfb.h"
#include "z64malloc.h"
#include "z64snap.h"
#include "z64view.h"
#include "z64voice.h"
#include "archives/icon_item_static/icon_item_static_yar.h"
#include "interface/parameter_static/parameter_static.h"
#include "interface/do_action_static/do_action_static.h"

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@ -2,6 +2,7 @@
#include "z64.h"
#include "regs.h"
#include "functions.h"
#include "z64malloc.h"
#include "z64vismono.h"
#include "z64visfbuf.h"

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@ -1,6 +1,8 @@
#include "global.h"
#include "sys_cfb.h"
#include "z64bombers_notebook.h"
#include "z64malloc.h"
#include "interface/schedule_static/schedule_static.h"
#include "archives/schedule_dma_static/schedule_dma_static_yar.h"

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@ -1,4 +1,5 @@
#include "global.h"
#include "z64malloc.h"
#define ANIM_INTERP 1

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@ -1,6 +1,8 @@
#include "global.h"
#include "z64skin.h"
#include "global.h"
#include "z64malloc.h"
void Skin_Setup(Skin* skin) {
skin->skeletonHeader = NULL;
skin->limbCount = 0;

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@ -1,4 +1,8 @@
#include "global.h"
#include "z64skin_matrix.h"
#include "gfx.h"
#include "macros.h"
#include "z64math.h"
MtxF sMtxFClear = { {
{ 1.0f, 0.0f, 0.0f, 0.0f },

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@ -1,3 +1,4 @@
#include "ultra64.h"
#include "libc/math.h"
#include "macros.h"

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@ -1,3 +1,4 @@
#include "ultra64.h"
#include "libc/math.h"
#include "macros.h"

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@ -1,5 +1,6 @@
#include "ultra64.h"
#include "PR/controller.h"
#include "libc/stdbool.h"
#include "alignment.h"
#include "macros.h"

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@ -5,6 +5,9 @@
*/
#include "z_en_test3.h"
#include "z64malloc.h"
#include "objects/object_test3/object_test3.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
#include "objects/gameplay_keep/gameplay_keep.h"

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@ -5,9 +5,12 @@
*/
#include "z_en_test6.h"
#include "z64quake.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "z64cutscene_commands.h"
#include "z64malloc.h"
#include "z64quake.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | ACTOR_FLAG_2000000)

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@ -7,6 +7,7 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "z64horse.h"
#include "z64malloc.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "z64shrink_window.h"

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@ -537,11 +537,6 @@ D_0C000000 = 0x0C000000;
D_0E000000 = 0x0E000000;
// TODO the following are fake and are offsets into the structure at D_0E000000
D_0E000140 = 0x0E000140;
D_0E0001C8 = 0x0E0001C8;
D_0E0002C8 = 0x0E0002C8;
// segment 0x0F
D_0F000000 = 0x0F000000;