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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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@ -103,10 +103,10 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
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this->dyna.actor.world.pos.y -= 40.0f;
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}
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this->bankIndex = (wallType >= BWALL_KD_FLOOR) ? Object_GetIndex(&play->objectCtx, OBJECT_KINGDODONGO)
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: Object_GetIndex(&play->objectCtx, OBJECT_BWALL);
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this->requiredObjectSlot = (wallType >= BWALL_KD_FLOOR) ? Object_GetSlot(&play->objectCtx, OBJECT_KINGDODONGO)
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: Object_GetSlot(&play->objectCtx, OBJECT_BWALL);
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if (this->bankIndex < 0) {
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if (this->requiredObjectSlot < 0) {
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Actor_Kill(&this->dyna.actor);
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} else {
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BgBreakwall_SetupAction(this, BgBreakwall_WaitForObject);
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@ -201,11 +201,11 @@ Actor* BgBreakwall_SpawnFragments(PlayState* play, BgBreakwall* this, Vec3f* pos
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* Sets up the collision model as well is the object dependency and action function to use.
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*/
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void BgBreakwall_WaitForObject(BgBreakwall* this, PlayState* play) {
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if (Object_IsLoaded(&play->objectCtx, this->bankIndex)) {
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if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
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CollisionHeader* colHeader = NULL;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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this->dyna.actor.objBankIndex = this->bankIndex;
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this->dyna.actor.objectSlot = this->requiredObjectSlot;
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Actor_SetObjectDependency(play, &this->dyna.actor);
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this->dyna.actor.flags &= ~ACTOR_FLAG_4;
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this->dyna.actor.draw = BgBreakwall_Draw;
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@ -12,7 +12,7 @@ typedef struct BgBreakwall {
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/* 0x0000 */ DynaPolyActor dyna;
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/* 0x0164 */ Gfx* bombableWallDList;
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/* 0x0168 */ s8 colType;
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/* 0x0169 */ s8 bankIndex;
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/* 0x0169 */ s8 requiredObjectSlot;
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/* 0x016C */ ColliderQuad collider;
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/* 0x01EC */ BgBreakwallActionFunc actionFunc;
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} BgBreakwall; // size = 0x01F0
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