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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

@ -250,8 +250,8 @@ void EnFr_Init(Actor* thisx, PlayState* play) {
ASSERT(0, "0", "../z_en_fr.c", 372);
}
this->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP);
if (this->objBankIndex < 0) {
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GAMEPLAY_FIELD_KEEP);
if (this->requiredObjectSlot < 0) {
Actor_Kill(&this->actor);
osSyncPrintf(VT_COL(RED, WHITE));
// "There is no bank!!"
@ -277,7 +277,7 @@ void EnFr_Update(Actor* thisx, PlayState* play) {
s32 frogIndex;
s32 pad2;
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjectSlot)) {
this->actor.flags &= ~ACTOR_FLAG_4;
frogIndex = this->actor.params - 1;
sEnFrPointers.frogs[frogIndex] = this;

View file

@ -39,7 +39,7 @@ typedef struct EnFr {
/* 0x0354 */ EnFrActionFunc actionFunc;
/* 0x0358 */ LightNode* lightNode; // Frogs light up during the Frog Song, specifically the frog with the next note.
/* 0x035C */ LightInfo lightInfo;
/* 0x036A */ s8 objBankIndex;
/* 0x036A */ s8 requiredObjectSlot;
/* 0x036C */ s32 jumpCounter; // cyclic clock used to time celebratory frog jumps every 4 frames when child song is played.
/* 0x0370 */ s32 blinkTimer; // blinking timer
/* 0x0374 */ EnFrBlinkFunc blinkFunc; // unique case of using a function pointer for blinking