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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>
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130 changed files with 789 additions and 770 deletions
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@ -799,7 +799,7 @@ void Actor_SetScale(Actor* actor, f32 scale) {
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}
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void Actor_SetObjectDependency(PlayState* play, Actor* actor) {
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[actor->objBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[actor->objectSlot].segment);
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}
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void Actor_Init(Actor* actor, PlayState* play) {
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@ -818,7 +818,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
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CollisionCheck_InitInfo(&actor->colChkInfo);
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actor->floorBgId = BGCHECK_SCENE;
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ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
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if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
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Actor_SetObjectDependency(play, actor);
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actor->init(actor, play);
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actor->init = NULL;
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@ -2143,13 +2143,13 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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actor->sfx = 0;
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if (actor->init != NULL) {
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if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
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Actor_SetObjectDependency(play, actor);
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actor->init(actor, play);
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actor->init = NULL;
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}
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actor = actor->next;
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} else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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} else if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
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Actor_Kill(actor);
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actor = actor->next;
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} else if ((requiredActorFlag && !(actor->flags & requiredActorFlag)) ||
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@ -2272,8 +2272,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
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Actor_SetObjectDependency(play, actor);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
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if (actor->colorFilterTimer != 0) {
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Color_RGBA8 color = { 0, 0, 0, 255 };
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@ -2570,7 +2570,7 @@ void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx) {
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for (i = 0; i < ARRAY_COUNT(actorCtx->actorLists); i++) {
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actor = actorCtx->actorLists[i].head;
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while (actor != NULL) {
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if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
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Actor_Kill(actor);
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}
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actor = actor->next;
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@ -2745,7 +2745,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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s32 pad;
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Actor* actor;
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ActorInit* actorInit;
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s32 objBankIndex;
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s32 objectSlot;
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ActorOverlay* overlayEntry;
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uintptr_t temp;
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char* name;
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@ -2828,13 +2828,13 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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: NULL);
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}
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objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
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objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId);
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if ((objBankIndex < 0) ||
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if ((objectSlot < 0) ||
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((actorInit->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
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// "No data bank!! <data bank=%d> (profilep->bank=%d)"
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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,
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objBankIndex, actorInit->objectId);
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objectSlot, actorInit->objectId);
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Actor_FreeOverlay(overlayEntry);
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return NULL;
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}
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@ -2864,10 +2864,10 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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actor->flags = actorInit->flags;
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if (actorInit->id == ACTOR_EN_PART) {
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actor->objBankIndex = rotZ;
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actor->objectSlot = rotZ;
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rotZ = 0;
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} else {
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actor->objBankIndex = objBankIndex;
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actor->objectSlot = objectSlot;
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}
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actor->init = actorInit->init;
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@ -3155,7 +3155,7 @@ s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
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void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
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u32 matricesSize;
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u32 dListsSize;
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u32 objectIdsSize;
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u32 objectSlotsSize;
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matricesSize = (count + 1) * sizeof(*bodyBreak->matrices);
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bodyBreak->matrices = ZeldaArena_MallocDebug(matricesSize, "../z_actor.c", 7540);
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@ -3165,13 +3165,13 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
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bodyBreak->dLists = ZeldaArena_MallocDebug(dListsSize, "../z_actor.c", 7543);
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if (bodyBreak->dLists != NULL) {
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objectIdsSize = (count + 1) * sizeof(*bodyBreak->objectIds);
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bodyBreak->objectIds = ZeldaArena_MallocDebug(objectIdsSize, "../z_actor.c", 7546);
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objectSlotsSize = (count + 1) * sizeof(*bodyBreak->objectSlots);
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bodyBreak->objectSlots = ZeldaArena_MallocDebug(objectSlotsSize, "../z_actor.c", 7546);
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if (bodyBreak->objectIds != NULL) {
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if (bodyBreak->objectSlots != NULL) {
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Lib_MemSet((u8*)bodyBreak->matrices, matricesSize, 0);
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Lib_MemSet((u8*)bodyBreak->dLists, dListsSize, 0);
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Lib_MemSet((u8*)bodyBreak->objectIds, objectIdsSize, 0);
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Lib_MemSet((u8*)bodyBreak->objectSlots, objectSlotsSize, 0);
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bodyBreak->val = 1;
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return;
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}
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@ -3186,20 +3186,20 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
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ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7561);
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}
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if (bodyBreak->objectIds != NULL) {
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ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7564);
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if (bodyBreak->objectSlots != NULL) {
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ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7564);
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}
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}
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void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
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s16 objectId) {
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s16 objectSlot) {
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PlayState* play = Effect_GetPlayState();
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if ((play->actorCtx.freezeFlashTimer == 0) && (bodyBreak->val > 0)) {
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if ((limbIndex >= minLimbIndex) && (limbIndex <= maxLimbIndex) && (*dList != NULL)) {
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bodyBreak->dLists[bodyBreak->val] = *dList;
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Matrix_Get(&bodyBreak->matrices[bodyBreak->val]);
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bodyBreak->objectIds[bodyBreak->val] = objectId;
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bodyBreak->objectSlots[bodyBreak->val] = objectSlot;
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bodyBreak->val++;
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}
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@ -3219,7 +3219,7 @@ void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s3
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s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type) {
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EnPart* spawnedEnPart;
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MtxF* mtx;
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s16 objBankIndex;
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s16 objectSlot;
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if (bodyBreak->val != BODYBREAK_STATUS_READY) {
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return false;
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@ -3231,17 +3231,17 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
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Matrix_Get(&bodyBreak->matrices[bodyBreak->count]);
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if (1) {
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if (bodyBreak->objectIds[bodyBreak->count] >= 0) {
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objBankIndex = bodyBreak->objectIds[bodyBreak->count];
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if (bodyBreak->objectSlots[bodyBreak->count] > BODYBREAK_OBJECT_SLOT_DEFAULT) {
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objectSlot = bodyBreak->objectSlots[bodyBreak->count];
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} else {
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objBankIndex = actor->objBankIndex;
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objectSlot = actor->objectSlot;
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}
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}
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mtx = &bodyBreak->matrices[bodyBreak->count];
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spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, mtx->xw, mtx->yw,
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mtx->zw, 0, 0, objBankIndex, type);
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mtx->zw, 0, 0, objectSlot, type);
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if (spawnedEnPart != NULL) {
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Matrix_MtxFToYXZRotS(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
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@ -3256,7 +3256,7 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
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ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7678);
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ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7679);
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ZeldaArena_FreeDebug(bodyBreak->objectIds, "../z_actor.c", 7680);
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ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7680);
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return true;
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}
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@ -4329,7 +4329,7 @@ Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3,
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EnPart* spawnedEnPart;
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spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, spawnPos->x, spawnPos->y,
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spawnPos->z, spawnRot->x, spawnRot->y, actor->objBankIndex, params);
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spawnPos->z, spawnRot->x, spawnRot->y, actor->objectSlot, params);
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if (spawnedEnPart != NULL) {
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spawnedEnPart->actor.scale = actor->scale;
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spawnedEnPart->actor.speed = arg3[0];
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