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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>
This commit is contained in:
Dragorn421 2023-09-19 20:10:12 +02:00 committed by GitHub
parent 83a13a64c7
commit 57ce0cf8d9
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GPG key ID: 4AEE18F83AFDEB23
130 changed files with 789 additions and 770 deletions

View file

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

View file

@ -12,7 +12,7 @@ typedef struct BgBreakwall {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ Gfx* bombableWallDList;
/* 0x0168 */ s8 colType;
/* 0x0169 */ s8 bankIndex;
/* 0x0169 */ s8 requiredObjectSlot;
/* 0x016C */ ColliderQuad collider;
/* 0x01EC */ BgBreakwallActionFunc actionFunc;
} BgBreakwall; // size = 0x01F0