mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-04 06:54:33 +00:00
Doc/Cleanup pass on object handling (#1227)
* `Object_InitBank` -> `Object_InitContext` * Add and use `OBJECT_SPACE_SIZE_BASE` * Remove `OBJECT_EXCHANGE_BANK_MAX` -> use `ARRAY_COUNT()` instead * "object status" -> "object load entry" * Misc. cleanup/renames * Partial docs and way too much batch renaming and cleanup for a single commit * ctrl shift h * format * format clang-11.1 * fix regressions * Improve a `@bug` comment * Move `OBJECT_SPACE_SIZE_BASE` from header to near `Object_InitContext` * "objectID" -> "objectId" * Revert iterator index to `i` in `Actor_KillActorsWithUnloadedObject` * "object load entry index" -> "object entry" * `Object_UpdateLoadEntries` -> `Object_UpdateEntries` * Run format.sh * "object entry" -> "object slot" (except internal usage) * Proper `Object_SpawnPersistent` doc Co-authored-by: fig02 <fig02srl@gmail.com> * fixup one comment "object bank index" -> "object slot" * Amend `Object_SpawnPersistent` comment to mention running out of free slots * `Actor_KillActorsWithUnloadedObject` -> `Actor_KillAllWithMissingObject` * Remove useless mention of what uses `Object_SpawnPersistent` * Fix mistake on `Object_SpawnPersistent` doing sync dma, not async * run formatter * `Object_InitContext` -> `Object_Init` * `waitObjectSlot` -> `requiredObjectSlot` * `Object_Init` -> `func_80097DD8` * one objectIndex -> objectSlot * Remove `OBJECT_SPACE_SIZE_BASE` * light fix on the merge (rm OBJECT_EXCHANGE_BANK_MAX) * `func_80097DD8` -> `Object_InitContext` --------- Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
parent
83a13a64c7
commit
57ce0cf8d9
130 changed files with 789 additions and 770 deletions
|
@ -799,7 +799,7 @@ void Actor_SetScale(Actor* actor, f32 scale) {
|
|||
}
|
||||
|
||||
void Actor_SetObjectDependency(PlayState* play, Actor* actor) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[actor->objBankIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[actor->objectSlot].segment);
|
||||
}
|
||||
|
||||
void Actor_Init(Actor* actor, PlayState* play) {
|
||||
|
@ -818,7 +818,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
|
|||
CollisionCheck_InitInfo(&actor->colChkInfo);
|
||||
actor->floorBgId = BGCHECK_SCENE;
|
||||
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
|
||||
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
|
||||
if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
|
||||
Actor_SetObjectDependency(play, actor);
|
||||
actor->init(actor, play);
|
||||
actor->init = NULL;
|
||||
|
@ -2143,13 +2143,13 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
|
|||
actor->sfx = 0;
|
||||
|
||||
if (actor->init != NULL) {
|
||||
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
|
||||
if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
|
||||
Actor_SetObjectDependency(play, actor);
|
||||
actor->init(actor, play);
|
||||
actor->init = NULL;
|
||||
}
|
||||
actor = actor->next;
|
||||
} else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
|
||||
} else if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
|
||||
Actor_Kill(actor);
|
||||
actor = actor->next;
|
||||
} else if ((requiredActorFlag && !(actor->flags & requiredActorFlag)) ||
|
||||
|
@ -2272,8 +2272,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
|
|||
Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
|
||||
Actor_SetObjectDependency(play, actor);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
|
||||
|
||||
if (actor->colorFilterTimer != 0) {
|
||||
Color_RGBA8 color = { 0, 0, 0, 255 };
|
||||
|
@ -2570,7 +2570,7 @@ void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx) {
|
|||
for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
|
||||
actor = actorCtx->actorLists[i].head;
|
||||
while (actor != NULL) {
|
||||
if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
|
||||
if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
|
||||
Actor_Kill(actor);
|
||||
}
|
||||
actor = actor->next;
|
||||
|
@ -2745,7 +2745,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
|
|||
s32 pad;
|
||||
Actor* actor;
|
||||
ActorInit* actorInit;
|
||||
s32 objBankIndex;
|
||||
s32 objectSlot;
|
||||
ActorOverlay* overlayEntry;
|
||||
uintptr_t temp;
|
||||
char* name;
|
||||
|
@ -2828,13 +2828,13 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
|
|||
: NULL);
|
||||
}
|
||||
|
||||
objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
|
||||
objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId);
|
||||
|
||||
if ((objBankIndex < 0) ||
|
||||
if ((objectSlot < 0) ||
|
||||
((actorInit->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
|
||||
// "No data bank!! <data bank=%d> (profilep->bank=%d)"
|
||||
osSyncPrintf(VT_COL(RED, WHITE) "データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n" VT_RST,
|
||||
objBankIndex, actorInit->objectId);
|
||||
objectSlot, actorInit->objectId);
|
||||
Actor_FreeOverlay(overlayEntry);
|
||||
return NULL;
|
||||
}
|
||||
|
@ -2864,10 +2864,10 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
|
|||
actor->flags = actorInit->flags;
|
||||
|
||||
if (actorInit->id == ACTOR_EN_PART) {
|
||||
actor->objBankIndex = rotZ;
|
||||
actor->objectSlot = rotZ;
|
||||
rotZ = 0;
|
||||
} else {
|
||||
actor->objBankIndex = objBankIndex;
|
||||
actor->objectSlot = objectSlot;
|
||||
}
|
||||
|
||||
actor->init = actorInit->init;
|
||||
|
@ -3155,7 +3155,7 @@ s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
|
|||
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
|
||||
u32 matricesSize;
|
||||
u32 dListsSize;
|
||||
u32 objectIdsSize;
|
||||
u32 objectSlotsSize;
|
||||
|
||||
matricesSize = (count + 1) * sizeof(*bodyBreak->matrices);
|
||||
bodyBreak->matrices = ZeldaArena_MallocDebug(matricesSize, "../z_actor.c", 7540);
|
||||
|
@ -3165,13 +3165,13 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
|
|||
bodyBreak->dLists = ZeldaArena_MallocDebug(dListsSize, "../z_actor.c", 7543);
|
||||
|
||||
if (bodyBreak->dLists != NULL) {
|
||||
objectIdsSize = (count + 1) * sizeof(*bodyBreak->objectIds);
|
||||
bodyBreak->objectIds = ZeldaArena_MallocDebug(objectIdsSize, "../z_actor.c", 7546);
|
||||
objectSlotsSize = (count + 1) * sizeof(*bodyBreak->objectSlots);
|
||||
bodyBreak->objectSlots = ZeldaArena_MallocDebug(objectSlotsSize, "../z_actor.c", 7546);
|
||||
|
||||
if (bodyBreak->objectIds != NULL) {
|
||||
if (bodyBreak->objectSlots != NULL) {
|
||||
Lib_MemSet((u8*)bodyBreak->matrices, matricesSize, 0);
|
||||
Lib_MemSet((u8*)bodyBreak->dLists, dListsSize, 0);
|
||||
Lib_MemSet((u8*)bodyBreak->objectIds, objectIdsSize, 0);
|
||||
Lib_MemSet((u8*)bodyBreak->objectSlots, objectSlotsSize, 0);
|
||||
bodyBreak->val = 1;
|
||||
return;
|
||||
}
|
||||
|
@ -3186,20 +3186,20 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
|
|||
ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7561);
|
||||
}
|
||||
|
||||
if (bodyBreak->objectIds != NULL) {
|
||||
ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7564);
|
||||
if (bodyBreak->objectSlots != NULL) {
|
||||
ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7564);
|
||||
}
|
||||
}
|
||||
|
||||
void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
|
||||
s16 objectId) {
|
||||
s16 objectSlot) {
|
||||
PlayState* play = Effect_GetPlayState();
|
||||
|
||||
if ((play->actorCtx.freezeFlashTimer == 0) && (bodyBreak->val > 0)) {
|
||||
if ((limbIndex >= minLimbIndex) && (limbIndex <= maxLimbIndex) && (*dList != NULL)) {
|
||||
bodyBreak->dLists[bodyBreak->val] = *dList;
|
||||
Matrix_Get(&bodyBreak->matrices[bodyBreak->val]);
|
||||
bodyBreak->objectIds[bodyBreak->val] = objectId;
|
||||
bodyBreak->objectSlots[bodyBreak->val] = objectSlot;
|
||||
bodyBreak->val++;
|
||||
}
|
||||
|
||||
|
@ -3219,7 +3219,7 @@ void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s3
|
|||
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type) {
|
||||
EnPart* spawnedEnPart;
|
||||
MtxF* mtx;
|
||||
s16 objBankIndex;
|
||||
s16 objectSlot;
|
||||
|
||||
if (bodyBreak->val != BODYBREAK_STATUS_READY) {
|
||||
return false;
|
||||
|
@ -3231,17 +3231,17 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
|
|||
Matrix_Get(&bodyBreak->matrices[bodyBreak->count]);
|
||||
|
||||
if (1) {
|
||||
if (bodyBreak->objectIds[bodyBreak->count] >= 0) {
|
||||
objBankIndex = bodyBreak->objectIds[bodyBreak->count];
|
||||
if (bodyBreak->objectSlots[bodyBreak->count] > BODYBREAK_OBJECT_SLOT_DEFAULT) {
|
||||
objectSlot = bodyBreak->objectSlots[bodyBreak->count];
|
||||
} else {
|
||||
objBankIndex = actor->objBankIndex;
|
||||
objectSlot = actor->objectSlot;
|
||||
}
|
||||
}
|
||||
|
||||
mtx = &bodyBreak->matrices[bodyBreak->count];
|
||||
|
||||
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, mtx->xw, mtx->yw,
|
||||
mtx->zw, 0, 0, objBankIndex, type);
|
||||
mtx->zw, 0, 0, objectSlot, type);
|
||||
|
||||
if (spawnedEnPart != NULL) {
|
||||
Matrix_MtxFToYXZRotS(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
|
||||
|
@ -3256,7 +3256,7 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
|
|||
|
||||
ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7678);
|
||||
ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7679);
|
||||
ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7680);
|
||||
ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7680);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -4329,7 +4329,7 @@ Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3,
|
|||
EnPart* spawnedEnPart;
|
||||
|
||||
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, spawnPos->x, spawnPos->y,
|
||||
spawnPos->z, spawnRot->x, spawnRot->y, actor->objBankIndex, params);
|
||||
spawnPos->z, spawnRot->x, spawnRot->y, actor->objectSlot, params);
|
||||
if (spawnedEnPart != NULL) {
|
||||
spawnedEnPart->actor.scale = actor->scale;
|
||||
spawnedEnPart->actor.speed = arg3[0];
|
||||
|
|
|
@ -49,7 +49,7 @@ void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture) {
|
|||
MtxF mfTransBillboard;
|
||||
s32 pad1;
|
||||
Mtx* mtx;
|
||||
void* object = play->objectCtx.status[this->rgObjBankIdx].segment;
|
||||
void* objectPtr = play->objectCtx.slots[this->rgObjectSlot].segment;
|
||||
|
||||
OPEN_DISPS(gfxCtx, "../z_effect_soft_sprite_old_init.c", 196);
|
||||
|
||||
|
@ -58,8 +58,8 @@ void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture) {
|
|||
SkinMatrix_SetScale(&mfScale, scale, scale, scale);
|
||||
SkinMatrix_MtxFMtxFMult(&mfTrans, &play->billboardMtxF, &mfTransBillboard);
|
||||
SkinMatrix_MtxFMtxFMult(&mfTransBillboard, &mfScale, &mfResult);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(object);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, object);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(objectPtr);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, objectPtr);
|
||||
|
||||
mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);
|
||||
|
||||
|
|
|
@ -236,7 +236,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
|||
this->scale = 0.01f;
|
||||
break;
|
||||
case ITEM00_SHIELD_DEKU:
|
||||
this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_1);
|
||||
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_SHIELD_1);
|
||||
Actor_SetObjectDependency(play, &this->actor);
|
||||
Actor_SetScale(&this->actor, 0.5f);
|
||||
this->scale = 0.5f;
|
||||
|
@ -245,7 +245,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
|||
this->actor.world.rot.x = 0x4000;
|
||||
break;
|
||||
case ITEM00_SHIELD_HYLIAN:
|
||||
this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_2);
|
||||
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_SHIELD_2);
|
||||
Actor_SetObjectDependency(play, &this->actor);
|
||||
Actor_SetScale(&this->actor, 0.5f);
|
||||
this->scale = 0.5f;
|
||||
|
@ -255,7 +255,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
|||
break;
|
||||
case ITEM00_TUNIC_ZORA:
|
||||
case ITEM00_TUNIC_GORON:
|
||||
this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_CLOTHES);
|
||||
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_CLOTHES);
|
||||
Actor_SetObjectDependency(play, &this->actor);
|
||||
Actor_SetScale(&this->actor, 0.5f);
|
||||
this->scale = 0.5f;
|
||||
|
@ -765,10 +765,10 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
|||
case ITEM00_RECOVERY_HEART:
|
||||
if (this->despawnTimer < 0) {
|
||||
if (this->despawnTimer == -1) {
|
||||
s8 bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEART);
|
||||
s8 objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEART);
|
||||
|
||||
if (Object_IsLoaded(&play->objectCtx, bankIndex)) {
|
||||
this->actor.objBankIndex = bankIndex;
|
||||
if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
|
||||
this->actor.objectSlot = objectSlot;
|
||||
Actor_SetObjectDependency(play, &this->actor);
|
||||
this->despawnTimer = -2;
|
||||
}
|
||||
|
|
|
@ -432,7 +432,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused)
|
|||
play->csCtx.actorCues[i] = NULL;
|
||||
}
|
||||
|
||||
if (Object_GetIndex(&play->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP) < 0 && !play->envCtx.sunMoonDisabled) {
|
||||
if (Object_GetSlot(&play->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP) < 0 && !play->envCtx.sunMoonDisabled) {
|
||||
play->envCtx.sunMoonDisabled = true;
|
||||
// "Sun setting other than field keep! So forced release!"
|
||||
osSyncPrintf(VT_COL(YELLOW, BLACK) "\n\nフィールド常駐以外、太陽設定!よって強制解除!\n" VT_RST);
|
||||
|
|
|
@ -482,8 +482,8 @@ void Play_Update(PlayState* this) {
|
|||
ActorOverlayTable_LogPrint();
|
||||
}
|
||||
|
||||
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
|
||||
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
|
||||
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
|
||||
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
|
||||
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
|
||||
|
||||
if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) {
|
||||
|
@ -855,7 +855,7 @@ void Play_Update(PlayState* this) {
|
|||
AnimationContext_Reset(&this->animationCtx);
|
||||
|
||||
PLAY_LOG(3561);
|
||||
Object_UpdateBank(&this->objectCtx);
|
||||
Object_UpdateEntries(&this->objectCtx);
|
||||
|
||||
PLAY_LOG(3577);
|
||||
|
||||
|
@ -1035,21 +1035,21 @@ void Play_Draw(PlayState* this) {
|
|||
|
||||
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
|
||||
|
||||
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
|
||||
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
|
||||
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
|
||||
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
|
||||
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
|
||||
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
|
||||
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
|
||||
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
|
||||
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
|
||||
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
|
||||
|
@ -1434,7 +1434,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
|
|||
|
||||
this->numActorEntries = 0;
|
||||
|
||||
Object_InitBank(this, &this->objectCtx);
|
||||
Object_InitContext(this, &this->objectCtx);
|
||||
LightContext_Init(this, &this->lightCtx);
|
||||
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
|
||||
func_80096FD4(this, &this->roomCtx.curRoom);
|
||||
|
|
|
@ -1370,7 +1370,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
|
|||
|
||||
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2587),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
|
||||
gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[this->actor.objectSlot].segment);
|
||||
gSPDisplayList(OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2592);
|
||||
|
|
|
@ -3,64 +3,77 @@
|
|||
|
||||
RomFile sNaviQuestHintFiles[];
|
||||
|
||||
s32 Object_Spawn(ObjectContext* objectCtx, s16 objectId) {
|
||||
/**
|
||||
* Spawn an object file of a specified ID that will persist through room changes.
|
||||
*
|
||||
* This waits for the file to be fully loaded, the data is available when the function returns.
|
||||
*
|
||||
* @return The new object slot corresponding to the requested object ID.
|
||||
*
|
||||
* @note This function is not meant to be called externally to spawn object files on the fly.
|
||||
* When an object is spawned with this function, all objects that come before it in the entry list will be treated as
|
||||
* persistent, which will likely cause either the amount of free slots or object space memory to run out.
|
||||
* This function is only meant to be called internally on scene load, before the object list from any room is processed.
|
||||
*/
|
||||
s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 objectId) {
|
||||
u32 size;
|
||||
|
||||
objectCtx->status[objectCtx->num].id = objectId;
|
||||
objectCtx->slots[objectCtx->numEntries].id = objectId;
|
||||
size = gObjectTable[objectId].vromEnd - gObjectTable[objectId].vromStart;
|
||||
|
||||
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectId, size / 1024.0f, objectCtx->status[objectCtx->num].segment);
|
||||
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectId, size / 1024.0f,
|
||||
objectCtx->slots[objectCtx->numEntries].segment);
|
||||
|
||||
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->num, (uintptr_t)objectCtx->status[objectCtx->num].segment + size,
|
||||
objectCtx->spaceEnd);
|
||||
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->numEntries,
|
||||
(uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size, objectCtx->spaceEnd);
|
||||
|
||||
ASSERT(((objectCtx->num < OBJECT_EXCHANGE_BANK_MAX) &&
|
||||
(((uintptr_t)objectCtx->status[objectCtx->num].segment + size) < (uintptr_t)objectCtx->spaceEnd)),
|
||||
ASSERT(((objectCtx->numEntries < ARRAY_COUNT(objectCtx->slots)) &&
|
||||
(((uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size) < (uintptr_t)objectCtx->spaceEnd)),
|
||||
"this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment",
|
||||
"../z_scene.c", 142);
|
||||
|
||||
DmaMgr_RequestSyncDebug(objectCtx->status[objectCtx->num].segment, gObjectTable[objectId].vromStart, size,
|
||||
DmaMgr_RequestSyncDebug(objectCtx->slots[objectCtx->numEntries].segment, gObjectTable[objectId].vromStart, size,
|
||||
"../z_scene.c", 145);
|
||||
|
||||
if (objectCtx->num < OBJECT_EXCHANGE_BANK_MAX - 1) {
|
||||
objectCtx->status[objectCtx->num + 1].segment =
|
||||
(void*)ALIGN16((uintptr_t)objectCtx->status[objectCtx->num].segment + size);
|
||||
if (objectCtx->numEntries < (ARRAY_COUNT(objectCtx->slots) - 1)) {
|
||||
objectCtx->slots[objectCtx->numEntries + 1].segment =
|
||||
(void*)ALIGN16((uintptr_t)objectCtx->slots[objectCtx->numEntries].segment + size);
|
||||
}
|
||||
|
||||
objectCtx->num++;
|
||||
objectCtx->unk_09 = objectCtx->num;
|
||||
objectCtx->numEntries++;
|
||||
objectCtx->numPersistentEntries = objectCtx->numEntries;
|
||||
|
||||
return objectCtx->num - 1;
|
||||
return objectCtx->numEntries - 1;
|
||||
}
|
||||
|
||||
void Object_InitBank(PlayState* play, ObjectContext* objectCtx) {
|
||||
PlayState* play2 = play; // Needs to be a new variable to match (possibly a sub struct?)
|
||||
void Object_InitContext(PlayState* play, ObjectContext* objectCtx) {
|
||||
PlayState* play2 = play;
|
||||
u32 spaceSize;
|
||||
s32 i;
|
||||
|
||||
if (play2->sceneId == SCENE_HYRULE_FIELD) {
|
||||
spaceSize = 1024000;
|
||||
spaceSize = 1000 * 1024;
|
||||
} else if (play2->sceneId == SCENE_GANON_BOSS) {
|
||||
if (gSaveContext.sceneLayer != 4) {
|
||||
spaceSize = 1177600;
|
||||
spaceSize = 1150 * 1024;
|
||||
} else {
|
||||
spaceSize = 1024000;
|
||||
spaceSize = 1000 * 1024;
|
||||
}
|
||||
} else if (play2->sceneId == SCENE_SPIRIT_TEMPLE_BOSS) {
|
||||
spaceSize = 1075200;
|
||||
spaceSize = 1050 * 1024;
|
||||
} else if (play2->sceneId == SCENE_CHAMBER_OF_THE_SAGES) {
|
||||
spaceSize = 1075200;
|
||||
spaceSize = 1050 * 1024;
|
||||
} else if (play2->sceneId == SCENE_GANONDORF_BOSS) {
|
||||
spaceSize = 1075200;
|
||||
spaceSize = 1050 * 1024;
|
||||
} else {
|
||||
spaceSize = 1024000;
|
||||
spaceSize = 1000 * 1024;
|
||||
}
|
||||
|
||||
objectCtx->num = objectCtx->unk_09 = 0;
|
||||
objectCtx->mainKeepIndex = objectCtx->subKeepIndex = 0;
|
||||
objectCtx->numEntries = objectCtx->numPersistentEntries = 0;
|
||||
objectCtx->mainKeepSlot = objectCtx->subKeepSlot = 0;
|
||||
|
||||
for (i = 0; i < OBJECT_EXCHANGE_BANK_MAX; i++) {
|
||||
objectCtx->status[i].id = OBJECT_INVALID;
|
||||
for (i = 0; i < ARRAY_COUNT(objectCtx->slots); i++) {
|
||||
objectCtx->slots[i].id = OBJECT_INVALID;
|
||||
}
|
||||
|
||||
osSyncPrintf(VT_FGCOL(GREEN));
|
||||
|
@ -68,42 +81,43 @@ void Object_InitBank(PlayState* play, ObjectContext* objectCtx) {
|
|||
osSyncPrintf("オブジェクト入れ替えバンク情報 %8.3fKB\n", spaceSize / 1024.0f);
|
||||
osSyncPrintf(VT_RST);
|
||||
|
||||
objectCtx->spaceStart = objectCtx->status[0].segment =
|
||||
GameState_Alloc(&play->state, spaceSize, "../z_scene.c", 219);
|
||||
objectCtx->spaceStart = objectCtx->slots[0].segment = GameState_Alloc(&play->state, spaceSize, "../z_scene.c", 219);
|
||||
objectCtx->spaceEnd = (void*)((uintptr_t)objectCtx->spaceStart + spaceSize);
|
||||
|
||||
objectCtx->mainKeepIndex = Object_Spawn(objectCtx, OBJECT_GAMEPLAY_KEEP);
|
||||
gSegments[4] = VIRTUAL_TO_PHYSICAL(objectCtx->status[objectCtx->mainKeepIndex].segment);
|
||||
objectCtx->mainKeepSlot = Object_SpawnPersistent(objectCtx, OBJECT_GAMEPLAY_KEEP);
|
||||
gSegments[4] = VIRTUAL_TO_PHYSICAL(objectCtx->slots[objectCtx->mainKeepSlot].segment);
|
||||
}
|
||||
|
||||
void Object_UpdateBank(ObjectContext* objectCtx) {
|
||||
void Object_UpdateEntries(ObjectContext* objectCtx) {
|
||||
s32 i;
|
||||
ObjectStatus* status = &objectCtx->status[0];
|
||||
ObjectEntry* entry = &objectCtx->slots[0];
|
||||
RomFile* objectFile;
|
||||
u32 size;
|
||||
|
||||
for (i = 0; i < objectCtx->num; i++) {
|
||||
if (status->id < 0) {
|
||||
if (status->dmaRequest.vromAddr == 0) {
|
||||
osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1);
|
||||
objectFile = &gObjectTable[-status->id];
|
||||
for (i = 0; i < objectCtx->numEntries; i++) {
|
||||
if (entry->id < 0) {
|
||||
if (entry->dmaRequest.vromAddr == 0) {
|
||||
osCreateMesgQueue(&entry->loadQueue, &entry->loadMsg, 1);
|
||||
objectFile = &gObjectTable[-entry->id];
|
||||
size = objectFile->vromEnd - objectFile->vromStart;
|
||||
osSyncPrintf("OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x\n", i, size / 1024.0f, status->segment);
|
||||
DmaMgr_RequestAsync(&status->dmaRequest, status->segment, objectFile->vromStart, size, 0,
|
||||
&status->loadQueue, NULL, "../z_scene.c", 266);
|
||||
} else if (osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
|
||||
status->id = -status->id;
|
||||
|
||||
osSyncPrintf("OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x\n", i, size / 1024.0f, entry->segment);
|
||||
|
||||
DmaMgr_RequestAsync(&entry->dmaRequest, entry->segment, objectFile->vromStart, size, 0,
|
||||
&entry->loadQueue, NULL, "../z_scene.c", 266);
|
||||
} else if (osRecvMesg(&entry->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
|
||||
entry->id = -entry->id;
|
||||
}
|
||||
}
|
||||
status++;
|
||||
entry++;
|
||||
}
|
||||
}
|
||||
|
||||
s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
|
||||
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i < objectCtx->num; i++) {
|
||||
if (ABS(objectCtx->status[i].id) == objectId) {
|
||||
for (i = 0; i < objectCtx->numEntries; i++) {
|
||||
if (ABS(objectCtx->slots[i].id) == objectId) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
@ -111,8 +125,8 @@ s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
|
|||
return -1;
|
||||
}
|
||||
|
||||
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 bankIndex) {
|
||||
if (objectCtx->status[bankIndex].id > 0) {
|
||||
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {
|
||||
if (objectCtx->slots[slot].id > 0) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
|
@ -124,30 +138,30 @@ void func_800981B8(ObjectContext* objectCtx) {
|
|||
s32 id;
|
||||
u32 size;
|
||||
|
||||
for (i = 0; i < objectCtx->num; i++) {
|
||||
id = objectCtx->status[i].id;
|
||||
for (i = 0; i < objectCtx->numEntries; i++) {
|
||||
id = objectCtx->slots[i].id;
|
||||
size = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
|
||||
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectCtx->status[i].id, size / 1024.0f,
|
||||
objectCtx->status[i].segment);
|
||||
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->num, (uintptr_t)objectCtx->status[i].segment + size,
|
||||
osSyncPrintf("OBJECT[%d] SIZE %fK SEG=%x\n", objectCtx->slots[i].id, size / 1024.0f,
|
||||
objectCtx->slots[i].segment);
|
||||
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->numEntries, (uintptr_t)objectCtx->slots[i].segment + size,
|
||||
objectCtx->spaceEnd);
|
||||
DmaMgr_RequestSyncDebug(objectCtx->status[i].segment, gObjectTable[id].vromStart, size, "../z_scene.c", 342);
|
||||
DmaMgr_RequestSyncDebug(objectCtx->slots[i].segment, gObjectTable[id].vromStart, size, "../z_scene.c", 342);
|
||||
}
|
||||
}
|
||||
|
||||
void* func_800982FC(ObjectContext* objectCtx, s32 bankIndex, s16 objectId) {
|
||||
ObjectStatus* status = &objectCtx->status[bankIndex];
|
||||
void* func_800982FC(ObjectContext* objectCtx, s32 slot, s16 objectId) {
|
||||
ObjectEntry* entry = &objectCtx->slots[slot];
|
||||
RomFile* objectFile = &gObjectTable[objectId];
|
||||
u32 size;
|
||||
void* nextPtr;
|
||||
|
||||
status->id = -objectId;
|
||||
status->dmaRequest.vromAddr = 0;
|
||||
entry->id = -objectId;
|
||||
entry->dmaRequest.vromAddr = 0;
|
||||
|
||||
size = objectFile->vromEnd - objectFile->vromStart;
|
||||
osSyncPrintf("OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK\n", bankIndex, objectId, size / 1024.0f);
|
||||
osSyncPrintf("OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK\n", slot, objectId, size / 1024.0f);
|
||||
|
||||
nextPtr = (void*)ALIGN16((uintptr_t)status->segment + size);
|
||||
nextPtr = (void*)ALIGN16((uintptr_t)entry->segment + size);
|
||||
|
||||
ASSERT(nextPtr < objectCtx->spaceEnd, "nextptr < this->endSegment", "../z_scene.c", 381);
|
||||
|
||||
|
@ -191,7 +205,7 @@ void Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) {
|
|||
linkObjectId = gLinkObjectIds[((void)0, gSaveContext.save.linkAge)];
|
||||
|
||||
gActorOverlayTable[playerEntry->id].initInfo->objectId = linkObjectId;
|
||||
Object_Spawn(&play->objectCtx, linkObjectId);
|
||||
Object_SpawnPersistent(&play->objectCtx, linkObjectId);
|
||||
}
|
||||
|
||||
void Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) {
|
||||
|
@ -226,8 +240,8 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
|
|||
|
||||
void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
|
||||
if (cmd->specialFiles.keepObjectId != OBJECT_INVALID) {
|
||||
play->objectCtx.subKeepIndex = Object_Spawn(&play->objectCtx, cmd->specialFiles.keepObjectId);
|
||||
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
|
||||
play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.keepObjectId);
|
||||
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment);
|
||||
}
|
||||
|
||||
if (cmd->specialFiles.naviQuestHintFileId != NAVI_QUEST_HINTS_NONE) {
|
||||
|
@ -250,25 +264,27 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
|||
s32 i;
|
||||
s32 j;
|
||||
s32 k;
|
||||
ObjectStatus* status;
|
||||
ObjectStatus* status2;
|
||||
ObjectStatus* firstStatus;
|
||||
s16* objectEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.data);
|
||||
ObjectEntry* entry;
|
||||
ObjectEntry* invalidatedEntry;
|
||||
ObjectEntry* entries;
|
||||
s16* objectListEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.data);
|
||||
void* nextPtr;
|
||||
|
||||
k = 0;
|
||||
i = play->objectCtx.unk_09;
|
||||
firstStatus = &play->objectCtx.status[0];
|
||||
status = &play->objectCtx.status[i];
|
||||
i = play->objectCtx.numPersistentEntries;
|
||||
entries = play->objectCtx.slots;
|
||||
entry = &play->objectCtx.slots[i];
|
||||
|
||||
while (i < play->objectCtx.num) {
|
||||
if (status->id != *objectEntry) {
|
||||
status2 = &play->objectCtx.status[i];
|
||||
for (j = i; j < play->objectCtx.num; j++) {
|
||||
status2->id = OBJECT_INVALID;
|
||||
status2++;
|
||||
while (i < play->objectCtx.numEntries) {
|
||||
if (entry->id != *objectListEntry) {
|
||||
|
||||
invalidatedEntry = &play->objectCtx.slots[i];
|
||||
for (j = i; j < play->objectCtx.numEntries; j++) {
|
||||
invalidatedEntry->id = OBJECT_INVALID;
|
||||
invalidatedEntry++;
|
||||
}
|
||||
play->objectCtx.num = i;
|
||||
|
||||
play->objectCtx.numEntries = i;
|
||||
Actor_KillAllWithMissingObject(play, &play->actorCtx);
|
||||
|
||||
continue;
|
||||
|
@ -276,24 +292,24 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
|||
|
||||
i++;
|
||||
k++;
|
||||
objectEntry++;
|
||||
status++;
|
||||
objectListEntry++;
|
||||
entry++;
|
||||
}
|
||||
|
||||
ASSERT(cmd->objectList.length <= OBJECT_EXCHANGE_BANK_MAX,
|
||||
ASSERT(cmd->objectList.length <= ARRAY_COUNT(play->objectCtx.slots),
|
||||
"scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX", "../z_scene.c", 705);
|
||||
|
||||
while (k < cmd->objectList.length) {
|
||||
nextPtr = func_800982FC(&play->objectCtx, i, *objectEntry);
|
||||
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
|
||||
firstStatus[i + 1].segment = nextPtr;
|
||||
nextPtr = func_800982FC(&play->objectCtx, i, *objectListEntry);
|
||||
if (i < (ARRAY_COUNT(play->objectCtx.slots) - 1)) {
|
||||
entries[i + 1].segment = nextPtr;
|
||||
}
|
||||
i++;
|
||||
k++;
|
||||
objectEntry++;
|
||||
objectListEntry++;
|
||||
}
|
||||
|
||||
play->objectCtx.num = i;
|
||||
play->objectCtx.numEntries = i;
|
||||
}
|
||||
|
||||
void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue