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Make Gamestates use thisx for entry point functions (#437)
* fix colliderinit typo * fix initchain * reloc * thisx * sample * review * forgot sample main
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@ -1210,7 +1210,7 @@ void Player_DrawGetItem(GlobalContext* globalCtx, Player* player);
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u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime);
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void func_8009214C(GlobalContext* globalCtx, u8* segment, struct_80091A24_arg3* arg2, Vec3f* pos, Vec3s* rot, f32 scale,
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s32 sword, s32 tunic, s32 shield, s32 boots);
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void PreNMI_Init(PreNMIContext* prenmiCtx);
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void PreNMI_Init(GameState* thisx);
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Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, VecSph* arg2);
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void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x);
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s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
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@ -1282,8 +1282,8 @@ s32 func_8009728C(GlobalContext* globalCtx, RoomContext* roomCtx, s32 roomNum);
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s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx);
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void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags);
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void func_80097534(GlobalContext* globalCtx, RoomContext* roomCtx);
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void Sample_Destroy(SampleContext* this);
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void Sample_Init(SampleContext* this);
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void Sample_Destroy(GameState* thisx);
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void Sample_Init(GameState* thisx);
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void Inventory_ChangeEquipment(s16 equipment, u16 value);
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u8 Inventory_DeleteEquipment(GlobalContext* globalCtx, s16 equipment);
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void Inventory_ChangeUpgrade(s16 upgrade, s16 value);
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@ -1583,9 +1583,9 @@ s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
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void func_800BC590(GlobalContext* globalCtx);
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void func_800BC5E0(GlobalContext* globalCtx, s32 arg1);
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Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx);
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void Gameplay_Destroy(GlobalContext* globalCtx);
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void Gameplay_Init(GlobalContext* globalCtx);
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void Gameplay_Main(GlobalContext* globalCtx);
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void Gameplay_Destroy(GameState* thisx);
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void Gameplay_Init(GameState* thisx);
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void Gameplay_Main(GameState* thisx);
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s32 Gameplay_InCsMode(GlobalContext* globalCtx);
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f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec);
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void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file);
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@ -2626,14 +2626,14 @@ void func_801109B0(GlobalContext* globalCtx);
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void func_80110F68(GlobalContext* globalCtx);
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void func_80112098(GlobalContext* globalCtx);
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void Title_Init(TitleContext*);
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void Title_Destroy(TitleContext* this);
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void Select_Init(SelectContext*);
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void Select_Destroy(SelectContext*);
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void Opening_Init(OpeningContext* this);
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void Opening_Destroy(OpeningContext* this);
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void func_80811A20(GameState*); // FileChoose_Init
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void func_80811A18(GameState*); // FileChoose_Destroy
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void Title_Init(GameState* thisx);
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void Title_Destroy(GameState* thisx);
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void Select_Init(GameState* thisx);
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void Select_Destroy(GameState* thisx);
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void Opening_Init(GameState* thisx);
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void Opening_Destroy(GameState* thisx);
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void func_80811A20(GameState* thisx); // FileChoose_Init
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void func_80811A18(GameState* thisx); // FileChoose_Destroy
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void func_80823994(PauseContext*, f32, f32, f32);
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void func_800949A8(GraphicsContext*);
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@ -146,8 +146,8 @@ Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx) {
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globalCtx->lightCtx.unk_0A, 1000);
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}
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void Gameplay_Destroy(GlobalContext* globalCtx) {
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s32 pad;
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void Gameplay_Destroy(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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Player* player = PLAYER;
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globalCtx->state.gfxCtx->callback = NULL;
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@ -191,7 +191,8 @@ void Gameplay_Destroy(GlobalContext* globalCtx) {
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#ifdef NON_MATCHING
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// regalloc and stack usage differences
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// also missing some extra duplicated instructions
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void Gameplay_Init(GlobalContext* globalCtx) {
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void Gameplay_Init(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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GraphicsContext* gfxCtx;
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void* zAlloc; // 0x84
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void* zAllocAligned;
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@ -1329,7 +1330,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Draw.s")
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#endif
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void Gameplay_Main(GlobalContext* globalCtx) {
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void Gameplay_Main(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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D_8012D1F8 = &globalCtx->state.input[0];
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DebugDisplay_Init();
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@ -1,30 +1,30 @@
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#include "global.h"
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#include "vt.h"
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void func_80092320(PreNMIContext* prenmiCtx) {
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prenmiCtx->state.running = false;
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prenmiCtx->state.init = NULL;
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prenmiCtx->state.size = 0;
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void func_80092320(PreNMIContext* this) {
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this->state.running = false;
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this->state.init = NULL;
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this->state.size = 0;
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}
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void PreNMI_Update(PreNMIContext* prenmiCtx) {
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void PreNMI_Update(PreNMIContext* this) {
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osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_move\n" VT_RST);
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// Strings existing only in rodata
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("../z_prenmi.c");
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("(int)volume = %d\n");
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if (prenmiCtx->timer == 0) {
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if (this->timer == 0) {
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ViConfig_UpdateVi(1);
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func_80092320(prenmiCtx);
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func_80092320(this);
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return;
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}
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prenmiCtx->timer--;
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this->timer--;
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}
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void PreNMI_Draw(PreNMIContext* prenmiCtx) {
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GraphicsContext* gfxCtx = prenmiCtx->state.gfxCtx;
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void PreNMI_Draw(PreNMIContext* this) {
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_draw\n" VT_RST);
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@ -34,26 +34,30 @@ void PreNMI_Draw(PreNMIContext* prenmiCtx) {
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func_80095248(gfxCtx, 0, 0, 0);
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func_800940B0(gfxCtx);
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gDPSetFillColor(oGfxCtx->polyOpa.p++, (GPACK_RGBA5551(255, 255, 255, 1) << 16) | GPACK_RGBA5551(255, 255, 255, 1));
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gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, prenmiCtx->timer + 100, SCREEN_WIDTH - 1, prenmiCtx->timer + 100);
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gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, this->timer + 100, SCREEN_WIDTH - 1, this->timer + 100);
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CLOSE_DISPS(gfxCtx, "../z_prenmi.c", 112);
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}
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void PreNMI_Main(PreNMIContext* prenmiCtx) {
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PreNMI_Update(prenmiCtx);
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PreNMI_Draw(prenmiCtx);
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void PreNMI_Main(GameState* thisx) {
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PreNMIContext* this = (PreNMIContext*)thisx;
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PreNMI_Update(this);
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PreNMI_Draw(this);
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prenmiCtx->state.unk_A0 = 1;
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this->state.unk_A0 = 1;
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}
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void PreNMI_Destroy(PreNMIContext* prenmiCtx) {
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void PreNMI_Destroy(GameState* thisx) {
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}
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void PreNMI_Init(PreNMIContext* prenmiCtx) {
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prenmiCtx->state.main = PreNMI_Main;
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prenmiCtx->state.destroy = PreNMI_Destroy;
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prenmiCtx->timer = 30;
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prenmiCtx->unk_A8 = 10;
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void PreNMI_Init(GameState* thisx) {
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PreNMIContext* this = (PreNMIContext*)thisx;
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this->state.main = PreNMI_Main;
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this->state.destroy = PreNMI_Destroy;
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this->timer = 30;
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this->unk_A8 = 10;
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R_UPDATE_RATE = 1;
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}
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@ -38,12 +38,14 @@ void Sample_Draw(SampleContext* this) {
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CLOSE_DISPS(gfxCtx, "../z_sample.c", 111);
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}
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void Sample_Main(SampleContext* this) {
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void Sample_Main(GameState* thisx) {
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SampleContext* this = (SampleContext*)thisx;
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Sample_Draw(this);
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Sample_HandleStateChange(this);
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}
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void Sample_Destroy(SampleContext* this) {
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void Sample_Destroy(GameState* thisx) {
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}
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void Sample_SetupView(SampleContext* this) {
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@ -83,7 +85,9 @@ void Sample_LoadTitleStatic(SampleContext* this) {
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DmaMgr_SendRequest1(this->staticSegment, _title_staticSegmentRomStart, size, "../z_sample.c", 164);
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}
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void Sample_Init(SampleContext* this) {
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void Sample_Init(GameState* thisx) {
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SampleContext* this = (SampleContext*)thisx;
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this->state.main = Sample_Main;
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this->state.destroy = Sample_Destroy;
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R_UPDATE_RATE = 1;
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@ -19,16 +19,20 @@ void Opening_SetupTitleScreen(OpeningContext* this) {
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void func_80803C5C(OpeningContext* this) {
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}
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void Opening_Main(OpeningContext* this) {
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void Opening_Main(GameState* thisx) {
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OpeningContext* this = (OpeningContext*)thisx;
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func_80095248(this->state.gfxCtx, 0, 0, 0);
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Opening_SetupTitleScreen(this);
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func_80803C5C(this);
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}
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void Opening_Destroy(OpeningContext* this) {
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void Opening_Destroy(GameState* thisx) {
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}
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void Opening_Init(OpeningContext* this) {
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void Opening_Init(GameState* thisx) {
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OpeningContext* this = (OpeningContext*)thisx;
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R_UPDATE_RATE = 1;
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Matrix_Init(&this->state);
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View_Init(&this->view, this->state.gfxCtx);
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@ -566,20 +566,23 @@ void Select_Draw(SelectContext* this) {
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CLOSE_DISPS(gfxCtx, "../z_select.c", 1037);
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}
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void Select_Main(SelectContext* this) {
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void Select_Main(GameState* thisx) {
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SelectContext* this = (SelectContext*)thisx;
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Select_UpdateMenu(this);
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Select_Draw(this);
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}
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void Select_Destroy(SelectContext* this) {
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void Select_Destroy(GameState* thisx) {
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osSyncPrintf("%c", 7);
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// "view_cleanup will hang, so it won't be called"
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osSyncPrintf("*** view_cleanupはハングアップするので、呼ばない ***\n");
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}
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void Select_Init(SelectContext* this) {
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void Select_Init(GameState* thisx) {
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SelectContext* this = (SelectContext*)thisx;
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u32 size;
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s32 pad[2];
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s32 pad;
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this->state.main = Select_Main;
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this->state.destroy = Select_Destroy;
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CLOSE_DISPS(this->state.gfxCtx, "../z_title.c", 483);
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}
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void Title_Main(TitleContext* this) {
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s32 pad;
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void Title_Main(GameState* thisx) {
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TitleContext* this = (TitleContext*)thisx;
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OPEN_DISPS(this->state.gfxCtx, "../z_title.c", 494);
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@ -154,13 +154,15 @@ void Title_Main(TitleContext* this) {
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CLOSE_DISPS(this->state.gfxCtx, "../z_title.c", 541);
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}
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void Title_Destroy(TitleContext* this) {
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void Title_Destroy(GameState* thisx) {
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TitleContext* this = (TitleContext*)thisx;
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Sram_InitSram(this, &this->sramCtx);
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}
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void Title_Init(TitleContext* this) {
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void Title_Init(GameState* thisx) {
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u32 size = (u32)_nintendo_rogo_staticSegmentRomEnd - (u32)_nintendo_rogo_staticSegmentRomStart;
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s32 pad;
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TitleContext* this = (TitleContext*)thisx;
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this->staticSegment = GameState_Alloc(&this->state, size, "../z_title.c", 611);
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osSyncPrintf("z_title.c\n");
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