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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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@ -28,7 +28,7 @@ void DemoEffect_DrawLightEffect(Actor* thisx, PlayState* play);
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void DemoEffect_DrawTimeWarp(Actor* thisx, PlayState* play);
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void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2);
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void DemoEffect_Wait(DemoEffect* this, PlayState* play);
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void DemoEffect_WaitForObject(DemoEffect* this, PlayState* play);
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void DemoEffect_InitTimeWarp(DemoEffect* this, PlayState* play);
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void DemoEffect_InitTimeWarpTimeblock(DemoEffect* this, PlayState* play);
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void DemoEffect_InitCreationFireball(DemoEffect* this, PlayState* play);
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@ -166,7 +166,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play2) {
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DemoEffect* this = (DemoEffect*)thisx;
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s32 effectType;
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s32 lightEffect;
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s32 objectIndex;
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s32 objectSlot;
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DemoEffect* crystalLight;
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DemoEffect* lightRing;
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@ -175,16 +175,16 @@ void DemoEffect_Init(Actor* thisx, PlayState* play2) {
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osSyncPrintf(VT_FGCOL(CYAN) " no = %d\n" VT_RST, effectType);
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objectIndex = sEffectTypeObjects[effectType] == OBJECT_GAMEPLAY_KEEP
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? 0
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: Object_GetIndex(&play->objectCtx, sEffectTypeObjects[effectType]);
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objectSlot = sEffectTypeObjects[effectType] == OBJECT_GAMEPLAY_KEEP
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? 0
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: Object_GetSlot(&play->objectCtx, sEffectTypeObjects[effectType]);
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osSyncPrintf(VT_FGCOL(CYAN) " bank_ID = %d\n" VT_RST, objectIndex);
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osSyncPrintf(VT_FGCOL(CYAN) " bank_ID = %d\n" VT_RST, objectSlot);
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if (objectIndex < 0) {
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if (objectSlot < 0) {
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ASSERT(0, "0", "../z_demo_effect.c", 723);
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} else {
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this->initObjectBankIndex = objectIndex;
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this->requiredObjectSlot = objectSlot;
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}
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this->effectFlags = 0;
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@ -499,7 +499,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play2) {
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}
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ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
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DemoEffect_SetupUpdate(this, DemoEffect_Wait);
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DemoEffect_SetupUpdate(this, DemoEffect_WaitForObject);
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}
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void DemoEffect_Destroy(Actor* thisx, PlayState* play) {
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@ -518,9 +518,9 @@ void DemoEffect_Destroy(Actor* thisx, PlayState* play) {
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* They are copied to actor.draw and updateFunc.
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* initUpdateFunc/initDrawFunc are set during initialization and are NOT executed.
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*/
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void DemoEffect_Wait(DemoEffect* this, PlayState* play) {
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if (Object_IsLoaded(&play->objectCtx, this->initObjectBankIndex)) {
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this->actor.objBankIndex = this->initObjectBankIndex;
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void DemoEffect_WaitForObject(DemoEffect* this, PlayState* play) {
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if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
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this->actor.objectSlot = this->requiredObjectSlot;
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this->actor.draw = this->initDrawFunc;
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this->updateFunc = this->initUpdateFunc;
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@ -79,7 +79,7 @@ typedef struct {
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typedef struct DemoEffect {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ SkelCurve skelCurve;
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/* 0x016C */ u8 initObjectBankIndex;
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/* 0x016C */ u8 requiredObjectSlot;
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/* 0x0170 */ Gfx* jewelDisplayList;
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/* 0x0174 */ Gfx* jewelHolderDisplayList;
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/* 0x0178 */ u8 primXluColor[3];
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