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75 lines
2.3 KiB
C
75 lines
2.3 KiB
C
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#ifndef Z_ACTOR_DLFTBLS_H
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#define Z_ACTOR_DLFTBLS_H
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#include "romfile.h"
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#include "z64actor_profile.h"
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/**
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* @see ACTOROVL_ALLOC_ABSOLUTE
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*/
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#if DEBUG_FEATURES
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#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0
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#else
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#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0
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#endif
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/**
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* The actor overlay should be allocated memory for when loading,
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* and the memory deallocated when there is no more actor using the overlay.
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*
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* `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded.
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*
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* @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful.
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* The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and.
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*
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* @see ACTOROVL_ALLOC_ABSOLUTE
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* @see ACTOROVL_ALLOC_PERSISTENT
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* @see actor_table.h
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*/
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#define ACTOROVL_ALLOC_NORMAL 0
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/**
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* The actor overlay should be loaded to "absolute space".
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*
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* Absolute space is a fixed amount of memory allocated once.
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* The overlay will still need to be loaded again if at some point there is no more actor using the overlay.
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*
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* @note Only one such overlay may be loaded at a time.
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* This is not checked: a newly loaded overlay will overwrite the previous one in absolute space,
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* even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted
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* when another absolute-allocated overlay is about to be used.
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*
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* @see ACTOROVL_ABSOLUTE_SPACE_SIZE
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* @see ActorContext.absoluteSpace
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* @see ACTOROVL_ALLOC_NORMAL
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*/
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#define ACTOROVL_ALLOC_ABSOLUTE (1 << 0)
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/**
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* The actor overlay should be loaded persistently.
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* It will stay loaded until the current game state instance ends.
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*
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* @see ACTOROVL_ALLOC_NORMAL
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*/
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#define ACTOROVL_ALLOC_PERSISTENT (1 << 1)
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typedef struct ActorOverlay {
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/* 0x00 */ RomFile file;
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/* 0x08 */ void* vramStart;
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/* 0x0C */ void* vramEnd;
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/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
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/* 0x14 */ ActorProfile* profile;
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/* 0x18 */ char* name;
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/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
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/* 0x1E */ s8 numLoaded; // original name: "clients"
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} ActorOverlay; // size = 0x20
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extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0
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extern s32 gMaxActorId; // original name: "MaxProfile"
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void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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#endif
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