minor docs and UB fix in ZoTanker Init function

This commit is contained in:
Alejandro Javier Asenjo Nitti 2024-11-21 19:11:34 -03:00
parent d3aa67d476
commit a0dfeff6ba
5 changed files with 97 additions and 95 deletions

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@ -37,7 +37,7 @@ void Titania_TiDelphorHead_Init(Actor *);
void Titania_TiCactus_Init(Sprite *); void Titania_TiCactus_Init(Sprite *);
void Titania_TiPillar_Init(Scenery *); void Titania_TiPillar_Init(Scenery *);
void Titania_TiGoras_Init(Boss *); void Titania_TiGoras_Init(Boss *);
void Titania_801990DC(Boss *); void Titania_TiGoras_Dying(Boss *);
void Macbeth_InitLevel(void); void Macbeth_InitLevel(void);
void Macbeth_Train_Init(Actor *); void Macbeth_Train_Init(Actor *);
void Macbeth_MaMaRailroadSwitch_Init(Actor *); void Macbeth_MaMaRailroadSwitch_Init(Actor *);

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@ -166,7 +166,7 @@ D_BO_801A03DC = 0x801A03DC;//segment:ovl_i4
Macbeth_801A55D4 = 0x801A55D4;//segment:ovl_i5 Macbeth_801A55D4 = 0x801A55D4;//segment:ovl_i5
Titania_8018E3B0 = 0x8018E3B0;//segment:ovl_i5 Titania_8018E3B0 = 0x8018E3B0;//segment:ovl_i5
Titania_TiRasco_Dying = 0x8018B720;//segment:ovl_i5 Titania_TiRasco_Dying = 0x8018B720;//segment:ovl_i5
Titania_801990DC = 0x801990DC;//segment:ovl_i5 Titania_TiGoras_Dying = 0x801990DC;//segment:ovl_i5
Ground_801B6AEC = 0x801B6AEC;//segment:ovl_i5 Ground_801B6AEC = 0x801B6AEC;//segment:ovl_i5
Titania_TiFekuda_Init = 0x80189B80;//segment:ovl_i5 Titania_TiFekuda_Init = 0x80189B80;//segment:ovl_i5
Titania_TiRasco_Init = 0x8018ADC4;//segment:ovl_i5 Titania_TiRasco_Init = 0x8018ADC4;//segment:ovl_i5

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@ -2629,7 +2629,7 @@ void Object_Dying(s32 index, ObjectId objId) {
break; break;
case OBJ_BOSS_TI_GORAS: case OBJ_BOSS_TI_GORAS:
Titania_801990DC(&gBosses[index]); Titania_TiGoras_Dying(&gBosses[index]);
break; break;
case OBJ_ACTOR_TI_RASCO: case OBJ_ACTOR_TI_RASCO:

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@ -4016,7 +4016,7 @@ f32 D_i3_801BF804[8] = { 0.0f, 0.0f, 270.0f, 90.0f, 0.0f, 180.0f, 400.0f, 400.0f
void Zoness_ZoTanker_Init(ZoTanker* actor) { void Zoness_ZoTanker_Init(ZoTanker* actor) {
s32 temp_v1; s32 temp_v1;
s32 var_s3; s32 containerIdx;
s32 i; s32 i;
s32 var_s6; s32 var_s6;
Vec3f sp84; Vec3f sp84;
@ -4033,19 +4033,19 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
actor->vel.z = sp6C.z; actor->vel.z = sp6C.z;
actor->obj.rot.z = 0.0f; actor->obj.rot.z = 0.0f;
var_s3 = 1; containerIdx = 1;
if (actor->obj.rot.x >= 100.0f) { if (actor->obj.rot.x >= 100.0f) {
actor->state = 1; actor->state = 1;
actor->iwork[3] = actor->obj.rot.x / 100.0f; actor->iwork[3] = actor->obj.rot.x / 100.0f;
actor->obj.rot.x = (s32) fabsf(Math_ModF(actor->obj.rot.x, 100.0f)); actor->obj.rot.x = (s32) fabsf(Math_ModF(actor->obj.rot.x, 100.0f));
} }
for (i = 0, var_s6 = 0; (var_s3 < 3) && (i < ARRAY_COUNT(gActors)); i++) { for (i = 0, var_s6 = 0; (containerIdx < 3) && (i < ARRAY_COUNT(gActors)); i++) {
if (gActors[i].obj.status == OBJ_FREE) { if (gActors[i].obj.status == OBJ_FREE) {
if (actor->state == 0) { if (actor->state == 0) {
Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[var_s3], &sp84); Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[containerIdx], &sp84);
} else { } else {
Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[var_s3], &sp84); Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[containerIdx], &sp84);
} }
Actor_Initialize(&gActors[i]); Actor_Initialize(&gActors[i]);
@ -4059,11 +4059,11 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
gActors[i].obj.pos.x = actor->obj.pos.x + sp84.x; gActors[i].obj.pos.x = actor->obj.pos.x + sp84.x;
gActors[i].obj.pos.y = actor->obj.pos.y + sp84.y; gActors[i].obj.pos.y = actor->obj.pos.y + sp84.y;
gActors[i].obj.pos.z = actor->obj.pos.z + sp84.z; gActors[i].obj.pos.z = actor->obj.pos.z + sp84.z;
((s32*) &actor->iwork[7])[var_s3] = (s32) (actor->obj.rot.x * 3.0f) + var_s3; ((uintptr_t*) &actor->iwork[7])[containerIdx] = (s32) (actor->obj.rot.x * 3.0f) + containerIdx;
gActors[i].obj.rot.y = actor->obj.rot.y; gActors[i].obj.rot.y = actor->obj.rot.y;
gActors[i].iwork[0] = D_i3_801BF78C[((s32*) &actor->iwork[7])[var_s3]]; gActors[i].iwork[0] = D_i3_801BF78C[((s32*) &actor->iwork[7])[containerIdx]];
gActors[i].iwork[1] = actor->index; gActors[i].iwork[1] = actor->index;
gActors[i].iwork[2] = var_s3; gActors[i].iwork[2] = containerIdx;
Object_SetInfo(&gActors[i].info, gActors[i].obj.id); Object_SetInfo(&gActors[i].info, gActors[i].obj.id);
if (actor->state != 0) { if (actor->state != 0) {
@ -4076,8 +4076,8 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
} }
var_s6++; var_s6++;
} }
((s32*) &actor->iwork[0])[var_s3] = i; ((uintptr_t*) &actor->iwork[0])[containerIdx] = i;
var_s3++; containerIdx++;
} }
} }
actor->obj.rot.x = 0.0f; actor->obj.rot.x = 0.0f;

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@ -3790,6 +3790,8 @@ const char D_i5_801BAB5C[] = "Enm->chpt=<%d>\n";
#ifdef NON_MATCHING #ifdef NON_MATCHING
// https://decomp.me/scratch/KiTNa // https://decomp.me/scratch/KiTNa
// Regalloc in the random ternary. Can't be a temp as it's too low on stack // Regalloc in the random ternary. Can't be a temp as it's too low on stack
// Titania_TiGoras_Attack ?
void Titania_80193DF0(TiGoras* this) { void Titania_80193DF0(TiGoras* this) {
Vec3f spD4; Vec3f spD4;
Vec3f spC8; Vec3f spC8;
@ -5185,7 +5187,7 @@ void Titania_TiGoras_Update(Boss* boss) {
boss->swork[31]++; boss->swork[31]++;
} }
f32 D_i5_801B8D5C[50] = { f32 D_i5_801B8D5C[2][25] = {
0.0f, 0.03f, 0.06f, 0.12f, 0.18f, 0.25f, 0.425f, 0.6f, 0.775f, 0.95f, 1.125f, 1.3f, 1.475f, 0.0f, 0.03f, 0.06f, 0.12f, 0.18f, 0.25f, 0.425f, 0.6f, 0.775f, 0.95f, 1.125f, 1.3f, 1.475f,
1.65f, 1.825f, 2.0f, 1.8f, 1.6f, 1.4f, 1.2f, 1.0f, 0.8f, 0.6f, 0.4f, 0.2f, 0.0f, 1.65f, 1.825f, 2.0f, 1.8f, 1.6f, 1.4f, 1.2f, 1.0f, 0.8f, 0.6f, 0.4f, 0.2f, 0.0f,
0.8f, 1.6f, 2.4f, 3.2f, 4.0f, 3.4f, 3.2f, 3.0f, 2.8f, 2.4f, 2.2f, 2.0f, 1.8f, 0.8f, 1.6f, 2.4f, 3.2f, 4.0f, 3.4f, 3.2f, 3.0f, 2.8f, 2.4f, 2.2f, 2.0f, 1.8f,
@ -5365,7 +5367,7 @@ void Titania_TiGoras_Draw(TiGoras* boss) {
Matrix_RotateX(gGfxMatrix, (boss->fwork[22] - 180.0f) * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, (boss->fwork[22] - 180.0f) * M_DTOR, MTXF_APPLY);
Matrix_RotateZ(gGfxMatrix, (boss->fwork[20] + ((boss->animFrame - 15) * 15.6f)) * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, (boss->fwork[20] + ((boss->animFrame - 15) * 15.6f)) * M_DTOR, MTXF_APPLY);
Matrix_Scale(gGfxMatrix, D_i5_801B8D5C[temp], D_i5_801B8D5C[temp], D_i5_801B8D5C[temp + 25], Matrix_Scale(gGfxMatrix, D_i5_801B8D5C[0][temp], D_i5_801B8D5C[0][temp], D_i5_801B8D5C[1][temp],
MTXF_APPLY); MTXF_APPLY);
Matrix_SetGfxMtx(&gMasterDisp); Matrix_SetGfxMtx(&gMasterDisp);
RCP_SetupDL(&gMasterDisp, SETUPDL_49); RCP_SetupDL(&gMasterDisp, SETUPDL_49);
@ -5470,10 +5472,10 @@ void Titania_TiGoras_Draw(TiGoras* boss) {
Vec3f D_i5_801B8E44 = { 3.0f, 0.0f, 0.0f }; Vec3f D_i5_801B8E44 = { 3.0f, 0.0f, 0.0f };
void Titania_801990DC(TiGoras* this) { void Titania_TiGoras_Dying(TiGoras* this) {
s32 i; s32 i;
Vec3f sp60; Vec3f sp60;
Actor* actor; ActorDebris* debris;
if (this->work_044 == 0) { if (this->work_044 == 0) {
AUDIO_PLAY_SFX(NA_SE_EN_TIBOSS_DW_CRY, this->sfxSource, 4); AUDIO_PLAY_SFX(NA_SE_EN_TIBOSS_DW_CRY, this->sfxSource, 4);
@ -5486,49 +5488,49 @@ void Titania_801990DC(TiGoras* this) {
gShowBossHealth = false; gShowBossHealth = false;
actor = &gActors[0]; debris = &gActors[0];
for (i = 0; i < ARRAY_COUNT(gActors); i++, actor++) { for (i = 0; i < ARRAY_COUNT(gActors); i++, debris++) {
if ((actor->obj.status == OBJ_ACTIVE) && (actor->obj.id == OBJ_ACTOR_DEBRIS) && (actor->state == 40)) { if ((debris->obj.status == OBJ_ACTIVE) && (debris->obj.id == OBJ_ACTOR_DEBRIS) && (debris->state == 40)) {
actor->gravity = 0.2f; debris->gravity = 0.2f;
} }
} }
for (i = 0; i < ARRAY_COUNTU(D_i5_801BBF00); i++) { for (i = 0; i < ARRAY_COUNTU(D_i5_801BBF00); i++) {
if (!(D_i5_801BBF00[i].unk_26 & 4)) { if (!(D_i5_801BBF00[i].unk_26 & 4)) {
actor = Game_SpawnActor(OBJ_ACTOR_DEBRIS); debris = Game_SpawnActor(OBJ_ACTOR_DEBRIS);
if (actor != NULL) { if (debris != NULL) {
actor->state = 40; debris->state = 40;
actor->work_046 = D_i5_801B7770[i][5]; debris->work_046 = D_i5_801B7770[i][5];
actor->work_048 = D_i5_801B7770[i][1]; debris->work_048 = D_i5_801B7770[i][1];
Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW);
Matrix_MultVec3f(gCalcMatrix, &D_i5_801BBF00[i].unk_00.pos, &sp60); Matrix_MultVec3f(gCalcMatrix, &D_i5_801BBF00[i].unk_00.pos, &sp60);
actor->obj.pos.x = this->obj.pos.x + sp60.x; debris->obj.pos.x = this->obj.pos.x + sp60.x;
actor->obj.pos.y = this->obj.pos.y + sp60.y; debris->obj.pos.y = this->obj.pos.y + sp60.y;
actor->obj.pos.z = this->obj.pos.z + sp60.z; debris->obj.pos.z = this->obj.pos.z + sp60.z;
actor->obj.rot.x = D_i5_801BBF00[i].unk_00.rot.x + this->obj.rot.x; debris->obj.rot.x = D_i5_801BBF00[i].unk_00.rot.x + this->obj.rot.x;
actor->obj.rot.y = D_i5_801BBF00[i].unk_00.rot.y + this->obj.rot.y; debris->obj.rot.y = D_i5_801BBF00[i].unk_00.rot.y + this->obj.rot.y;
actor->obj.rot.z = D_i5_801BBF00[i].unk_00.rot.z + this->obj.rot.z; debris->obj.rot.z = D_i5_801BBF00[i].unk_00.rot.z + this->obj.rot.z;
if (i == 51) { if (i == 51) {
actor->vel.x = RAND_FLOAT(10.0f) - 5.0f; debris->vel.x = RAND_FLOAT(10.0f) - 5.0f;
actor->vel.y = 30.0f; debris->vel.y = 30.0f;
actor->vel.z = -30.0f; debris->vel.z = -30.0f;
actor->gravity = 0.1f; debris->gravity = 0.1f;
} else { } else {
actor->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f); debris->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f);
actor->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f); debris->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f);
Matrix_Push(&gCalcMatrix); Matrix_Push(&gCalcMatrix);
Matrix_RotateY(gCalcMatrix, RAND_FLOAT(360.0f) * M_DTOR, MTXF_NEW); Matrix_RotateY(gCalcMatrix, RAND_FLOAT(360.0f) * M_DTOR, MTXF_NEW);
Matrix_MultVec3f(gCalcMatrix, &D_i5_801B8E44, &sp60); Matrix_MultVec3f(gCalcMatrix, &D_i5_801B8E44, &sp60);
Matrix_Pop(&gCalcMatrix); Matrix_Pop(&gCalcMatrix);
actor->vel.x = sp60.x; debris->vel.x = sp60.x;
actor->vel.y = SIGN_OF(D_i5_801BBF00[i].unk_00.pos.y - 250.0f) - RAND_FLOAT(0.5f) + 0.5f; debris->vel.y = SIGN_OF(D_i5_801BBF00[i].unk_00.pos.y - 250.0f) - RAND_FLOAT(0.5f) + 0.5f;
actor->vel.z = (this->vel.z * 0.5f) + sp60.z; debris->vel.z = (this->vel.z * 0.5f) + sp60.z;
actor->gravity = 0.1f; debris->gravity = 0.1f;
} }
} }
D_i5_801BBF00[i].unk_26 = 4; D_i5_801BBF00[i].unk_26 = 4;
@ -5541,83 +5543,83 @@ void Titania_801990DC(TiGoras* this) {
switch (this->timer_050) { switch (this->timer_050) {
case 100: case 100:
actor = Game_SpawnActor(OBJ_ACTOR_DEBRIS); debris = Game_SpawnActor(OBJ_ACTOR_DEBRIS);
if (actor != NULL) { if (debris != NULL) {
actor->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f); debris->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f);
actor->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f); debris->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f);
actor->state = 40; debris->state = 40;
actor->work_046 = 25; debris->work_046 = 25;
actor->work_048 = 0; debris->work_048 = 0;
actor->work_04A = 4 | 2; debris->work_04A = 4 | 2;
actor->fwork[3] = 0.0f; debris->fwork[3] = 0.0f;
actor->fwork[4] = -200.0f; debris->fwork[4] = -200.0f;
actor->obj.pos.x = gPlayer[0].pos.x; debris->obj.pos.x = gPlayer[0].pos.x;
actor->obj.pos.y = 500.0f; debris->obj.pos.y = 500.0f;
actor->obj.pos.z = gPlayer[0].trueZpos + actor->fwork[4]; debris->obj.pos.z = gPlayer[0].trueZpos + debris->fwork[4];
actor->obj.rot.y = (RAND_FLOAT(5.0f) + 90.0f) - 2.5f; debris->obj.rot.y = (RAND_FLOAT(5.0f) + 90.0f) - 2.5f;
actor->obj.rot.z = (RAND_FLOAT(5.0f) + 180.0f) - 2.5f; debris->obj.rot.z = (RAND_FLOAT(5.0f) + 180.0f) - 2.5f;
actor->vel.y = -10.0f; debris->vel.y = -10.0f;
actor->gravity = 0.8f; debris->gravity = 0.8f;
} }
break; break;
case 120: case 120:
actor = Game_SpawnActor(OBJ_ACTOR_DEBRIS); debris = Game_SpawnActor(OBJ_ACTOR_DEBRIS);
if (actor != NULL) { if (debris != NULL) {
actor->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f); debris->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f);
actor->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f); debris->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(5.0f) + 5.0f);
actor->state = 40; debris->state = 40;
actor->work_046 = 2; debris->work_046 = 2;
actor->work_048 = 1; debris->work_048 = 1;
actor->work_04A = 4 | 2; debris->work_04A = 4 | 2;
actor->iwork[1] = (s32) 1; debris->iwork[1] = (s32) 1;
actor->fwork[3] = -150.0f; debris->fwork[3] = -150.0f;
actor->fwork[4] = -200.0f; debris->fwork[4] = -200.0f;
actor->fwork[5] = 200.0f; debris->fwork[5] = 200.0f;
actor->obj.pos.x = gPlayer[0].pos.x + actor->fwork[3]; debris->obj.pos.x = gPlayer[0].pos.x + debris->fwork[3];
actor->obj.pos.y = 500.0f; debris->obj.pos.y = 500.0f;
actor->obj.pos.z = gPlayer[0].trueZpos + actor->fwork[4]; debris->obj.pos.z = gPlayer[0].trueZpos + debris->fwork[4];
actor->obj.rot.z = 90.0f; debris->obj.rot.z = 90.0f;
actor->vel.y = -10.0f; debris->vel.y = -10.0f;
actor->gravity = 0.8f; debris->gravity = 0.8f;
} }
break; break;
case 140: case 140:
actor = Game_SpawnActor(OBJ_ACTOR_DEBRIS); debris = Game_SpawnActor(OBJ_ACTOR_DEBRIS);
if (actor != NULL) { if (debris != NULL) {
actor->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f); debris->fwork[0] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f);
actor->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f); debris->fwork[1] = ((Rand_ZeroOne() < 0.5f) ? -1 : 1) * (RAND_FLOAT(1.0f) + 1.0f);
actor->state = 40; debris->state = 40;
actor->work_046 = 2; debris->work_046 = 2;
actor->work_048 = 1; debris->work_048 = 1;
actor->work_04A = 4 | 2; debris->work_04A = 4 | 2;
actor->iwork[1] = 2; debris->iwork[1] = 2;
actor->fwork[3] = 100.0f; debris->fwork[3] = 100.0f;
actor->fwork[4] = -100.0f; debris->fwork[4] = -100.0f;
actor->fwork[5] = 200.0f; debris->fwork[5] = 200.0f;
actor->obj.pos.x = gPlayer[0].pos.x + actor->fwork[3]; debris->obj.pos.x = gPlayer[0].pos.x + debris->fwork[3];
actor->obj.pos.y = 500.0f; debris->obj.pos.y = 500.0f;
actor->obj.pos.z = gPlayer[0].trueZpos + actor->fwork[4]; debris->obj.pos.z = gPlayer[0].trueZpos + debris->fwork[4];
actor->obj.rot.z = 90.0f; debris->obj.rot.z = 90.0f;
actor->vel.y = -10.0f; debris->vel.y = -10.0f;
actor->gravity = 0.8f; debris->gravity = 0.8f;
} }
break; break;
} }