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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fig02 2020-10-11 21:52:50 -04:00 committed by GitHub
parent b010db7c19
commit ed719f3da0
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 74 additions and 54 deletions

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@ -1210,7 +1210,7 @@ void Player_DrawGetItem(GlobalContext* globalCtx, Player* player);
u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime);
void func_8009214C(GlobalContext* globalCtx, u8* segment, struct_80091A24_arg3* arg2, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots);
void PreNMI_Init(PreNMIContext* prenmiCtx);
void PreNMI_Init(GameState* thisx);
Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, VecSph* arg2);
void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x);
s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
@ -1282,8 +1282,8 @@ s32 func_8009728C(GlobalContext* globalCtx, RoomContext* roomCtx, s32 roomNum);
s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx);
void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags);
void func_80097534(GlobalContext* globalCtx, RoomContext* roomCtx);
void Sample_Destroy(SampleContext* this);
void Sample_Init(SampleContext* this);
void Sample_Destroy(GameState* thisx);
void Sample_Init(GameState* thisx);
void Inventory_ChangeEquipment(s16 equipment, u16 value);
u8 Inventory_DeleteEquipment(GlobalContext* globalCtx, s16 equipment);
void Inventory_ChangeUpgrade(s16 upgrade, s16 value);
@ -1583,9 +1583,9 @@ s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
void func_800BC590(GlobalContext* globalCtx);
void func_800BC5E0(GlobalContext* globalCtx, s32 arg1);
Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx);
void Gameplay_Destroy(GlobalContext* globalCtx);
void Gameplay_Init(GlobalContext* globalCtx);
void Gameplay_Main(GlobalContext* globalCtx);
void Gameplay_Destroy(GameState* thisx);
void Gameplay_Init(GameState* thisx);
void Gameplay_Main(GameState* thisx);
s32 Gameplay_InCsMode(GlobalContext* globalCtx);
f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec);
void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file);
@ -2626,14 +2626,14 @@ void func_801109B0(GlobalContext* globalCtx);
void func_80110F68(GlobalContext* globalCtx);
void func_80112098(GlobalContext* globalCtx);
void Title_Init(TitleContext*);
void Title_Destroy(TitleContext* this);
void Select_Init(SelectContext*);
void Select_Destroy(SelectContext*);
void Opening_Init(OpeningContext* this);
void Opening_Destroy(OpeningContext* this);
void func_80811A20(GameState*); // FileChoose_Init
void func_80811A18(GameState*); // FileChoose_Destroy
void Title_Init(GameState* thisx);
void Title_Destroy(GameState* thisx);
void Select_Init(GameState* thisx);
void Select_Destroy(GameState* thisx);
void Opening_Init(GameState* thisx);
void Opening_Destroy(GameState* thisx);
void func_80811A20(GameState* thisx); // FileChoose_Init
void func_80811A18(GameState* thisx); // FileChoose_Destroy
void func_80823994(PauseContext*, f32, f32, f32);
void func_800949A8(GraphicsContext*);

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@ -146,8 +146,8 @@ Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx) {
globalCtx->lightCtx.unk_0A, 1000);
}
void Gameplay_Destroy(GlobalContext* globalCtx) {
s32 pad;
void Gameplay_Destroy(GameState* thisx) {
GlobalContext* globalCtx = (GlobalContext*)thisx;
Player* player = PLAYER;
globalCtx->state.gfxCtx->callback = NULL;
@ -191,7 +191,8 @@ void Gameplay_Destroy(GlobalContext* globalCtx) {
#ifdef NON_MATCHING
// regalloc and stack usage differences
// also missing some extra duplicated instructions
void Gameplay_Init(GlobalContext* globalCtx) {
void Gameplay_Init(GameState* thisx) {
GlobalContext* globalCtx = (GlobalContext*)thisx;
GraphicsContext* gfxCtx;
void* zAlloc; // 0x84
void* zAllocAligned;
@ -1329,7 +1330,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Draw.s")
#endif
void Gameplay_Main(GlobalContext* globalCtx) {
void Gameplay_Main(GameState* thisx) {
GlobalContext* globalCtx = (GlobalContext*)thisx;
D_8012D1F8 = &globalCtx->state.input[0];
DebugDisplay_Init();

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@ -1,30 +1,30 @@
#include "global.h"
#include "vt.h"
void func_80092320(PreNMIContext* prenmiCtx) {
prenmiCtx->state.running = false;
prenmiCtx->state.init = NULL;
prenmiCtx->state.size = 0;
void func_80092320(PreNMIContext* this) {
this->state.running = false;
this->state.init = NULL;
this->state.size = 0;
}
void PreNMI_Update(PreNMIContext* prenmiCtx) {
void PreNMI_Update(PreNMIContext* this) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_move\n" VT_RST);
// Strings existing only in rodata
("../z_prenmi.c");
("(int)volume = %d\n");
if (prenmiCtx->timer == 0) {
if (this->timer == 0) {
ViConfig_UpdateVi(1);
func_80092320(prenmiCtx);
func_80092320(this);
return;
}
prenmiCtx->timer--;
this->timer--;
}
void PreNMI_Draw(PreNMIContext* prenmiCtx) {
GraphicsContext* gfxCtx = prenmiCtx->state.gfxCtx;
void PreNMI_Draw(PreNMIContext* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_draw\n" VT_RST);
@ -34,26 +34,30 @@ void PreNMI_Draw(PreNMIContext* prenmiCtx) {
func_80095248(gfxCtx, 0, 0, 0);
func_800940B0(gfxCtx);
gDPSetFillColor(oGfxCtx->polyOpa.p++, (GPACK_RGBA5551(255, 255, 255, 1) << 16) | GPACK_RGBA5551(255, 255, 255, 1));
gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, prenmiCtx->timer + 100, SCREEN_WIDTH - 1, prenmiCtx->timer + 100);
gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, this->timer + 100, SCREEN_WIDTH - 1, this->timer + 100);
CLOSE_DISPS(gfxCtx, "../z_prenmi.c", 112);
}
void PreNMI_Main(PreNMIContext* prenmiCtx) {
PreNMI_Update(prenmiCtx);
PreNMI_Draw(prenmiCtx);
void PreNMI_Main(GameState* thisx) {
PreNMIContext* this = (PreNMIContext*)thisx;
PreNMI_Update(this);
PreNMI_Draw(this);
prenmiCtx->state.unk_A0 = 1;
this->state.unk_A0 = 1;
}
void PreNMI_Destroy(PreNMIContext* prenmiCtx) {
void PreNMI_Destroy(GameState* thisx) {
}
void PreNMI_Init(PreNMIContext* prenmiCtx) {
prenmiCtx->state.main = PreNMI_Main;
prenmiCtx->state.destroy = PreNMI_Destroy;
prenmiCtx->timer = 30;
prenmiCtx->unk_A8 = 10;
void PreNMI_Init(GameState* thisx) {
PreNMIContext* this = (PreNMIContext*)thisx;
this->state.main = PreNMI_Main;
this->state.destroy = PreNMI_Destroy;
this->timer = 30;
this->unk_A8 = 10;
R_UPDATE_RATE = 1;
}

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@ -38,12 +38,14 @@ void Sample_Draw(SampleContext* this) {
CLOSE_DISPS(gfxCtx, "../z_sample.c", 111);
}
void Sample_Main(SampleContext* this) {
void Sample_Main(GameState* thisx) {
SampleContext* this = (SampleContext*)thisx;
Sample_Draw(this);
Sample_HandleStateChange(this);
}
void Sample_Destroy(SampleContext* this) {
void Sample_Destroy(GameState* thisx) {
}
void Sample_SetupView(SampleContext* this) {
@ -83,7 +85,9 @@ void Sample_LoadTitleStatic(SampleContext* this) {
DmaMgr_SendRequest1(this->staticSegment, _title_staticSegmentRomStart, size, "../z_sample.c", 164);
}
void Sample_Init(SampleContext* this) {
void Sample_Init(GameState* thisx) {
SampleContext* this = (SampleContext*)thisx;
this->state.main = Sample_Main;
this->state.destroy = Sample_Destroy;
R_UPDATE_RATE = 1;

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@ -19,16 +19,20 @@ void Opening_SetupTitleScreen(OpeningContext* this) {
void func_80803C5C(OpeningContext* this) {
}
void Opening_Main(OpeningContext* this) {
void Opening_Main(GameState* thisx) {
OpeningContext* this = (OpeningContext*)thisx;
func_80095248(this->state.gfxCtx, 0, 0, 0);
Opening_SetupTitleScreen(this);
func_80803C5C(this);
}
void Opening_Destroy(OpeningContext* this) {
void Opening_Destroy(GameState* thisx) {
}
void Opening_Init(OpeningContext* this) {
void Opening_Init(GameState* thisx) {
OpeningContext* this = (OpeningContext*)thisx;
R_UPDATE_RATE = 1;
Matrix_Init(&this->state);
View_Init(&this->view, this->state.gfxCtx);

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@ -566,20 +566,23 @@ void Select_Draw(SelectContext* this) {
CLOSE_DISPS(gfxCtx, "../z_select.c", 1037);
}
void Select_Main(SelectContext* this) {
void Select_Main(GameState* thisx) {
SelectContext* this = (SelectContext*)thisx;
Select_UpdateMenu(this);
Select_Draw(this);
}
void Select_Destroy(SelectContext* this) {
void Select_Destroy(GameState* thisx) {
osSyncPrintf("%c", 7);
// "view_cleanup will hang, so it won't be called"
osSyncPrintf("*** view_cleanupはハングアップするので、呼ばない ***\n");
}
void Select_Init(SelectContext* this) {
void Select_Init(GameState* thisx) {
SelectContext* this = (SelectContext*)thisx;
u32 size;
s32 pad[2];
s32 pad;
this->state.main = Select_Main;
this->state.destroy = Select_Destroy;

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@ -124,8 +124,8 @@ void Title_Draw(TitleContext* this) {
CLOSE_DISPS(this->state.gfxCtx, "../z_title.c", 483);
}
void Title_Main(TitleContext* this) {
s32 pad;
void Title_Main(GameState* thisx) {
TitleContext* this = (TitleContext*)thisx;
OPEN_DISPS(this->state.gfxCtx, "../z_title.c", 494);
@ -154,13 +154,15 @@ void Title_Main(TitleContext* this) {
CLOSE_DISPS(this->state.gfxCtx, "../z_title.c", 541);
}
void Title_Destroy(TitleContext* this) {
void Title_Destroy(GameState* thisx) {
TitleContext* this = (TitleContext*)thisx;
Sram_InitSram(this, &this->sramCtx);
}
void Title_Init(TitleContext* this) {
void Title_Init(GameState* thisx) {
u32 size = (u32)_nintendo_rogo_staticSegmentRomEnd - (u32)_nintendo_rogo_staticSegmentRomStart;
s32 pad;
TitleContext* this = (TitleContext*)thisx;
this->staticSegment = GameState_Alloc(&this->state, size, "../z_title.c", 611);
osSyncPrintf("z_title.c\n");