1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-22 06:52:03 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
130 changed files with 789 additions and 770 deletions

View file

@ -207,9 +207,9 @@ static AnimationInfo sAnimationInfo[] = {
typedef struct {
/* 0x00 */ u8 headInfoIndex; // EnHyHeadIndex
/* 0x01 */ u8 skelInfoIndex2; // EnHySkeletonIndex, see EnHy.objBankIndexSkel2
/* 0x01 */ u8 skelInfoIndex2; // EnHySkeletonIndex, see EnHy.objectSlotSkel2
/* 0x02 */ Color_RGBA8 envColorSeg8;
/* 0x06 */ u8 skelInfoIndex1; // EnHySkeletonIndex, see EnHy.objBankIndexSkel1
/* 0x06 */ u8 skelInfoIndex1; // EnHySkeletonIndex, see EnHy.objectSlotSkel1
/* 0x07 */ Color_RGBA8 envColorSeg9;
/* 0x0B */ u8 animInfoIndex; // EnHyAnimationIndex
} EnHyModelInfo; // size = 0xC
@ -356,18 +356,18 @@ s32 EnHy_FindSkelAndHeadObjects(EnHy* this, PlayState* play) {
u8 skelInfoIndex2 = sModelInfo[this->actor.params & 0x7F].skelInfoIndex2;
u8 skelInfoIndex1 = sModelInfo[this->actor.params & 0x7F].skelInfoIndex1;
this->objBankIndexSkel1 = Object_GetIndex(&play->objectCtx, sSkeletonInfo[skelInfoIndex1].objectId);
if (this->objBankIndexSkel1 < 0) {
this->objectSlotSkel1 = Object_GetSlot(&play->objectCtx, sSkeletonInfo[skelInfoIndex1].objectId);
if (this->objectSlotSkel1 < 0) {
return false;
}
this->objBankIndexSkel2 = Object_GetIndex(&play->objectCtx, sSkeletonInfo[skelInfoIndex2].objectId);
if (this->objBankIndexSkel2 < 0) {
this->objectSlotSkel2 = Object_GetSlot(&play->objectCtx, sSkeletonInfo[skelInfoIndex2].objectId);
if (this->objectSlotSkel2 < 0) {
return false;
}
this->objBankIndexHead = Object_GetIndex(&play->objectCtx, sHeadInfo[headInfoIndex].objectId);
if (this->objBankIndexHead < 0) {
this->objectSlotHead = Object_GetSlot(&play->objectCtx, sHeadInfo[headInfoIndex].objectId);
if (this->objectSlotHead < 0) {
return false;
}
@ -375,15 +375,15 @@ s32 EnHy_FindSkelAndHeadObjects(EnHy* this, PlayState* play) {
}
s32 EnHy_AreSkelAndHeadObjectsLoaded(EnHy* this, PlayState* play) {
if (!Object_IsLoaded(&play->objectCtx, this->objBankIndexSkel1)) {
if (!Object_IsLoaded(&play->objectCtx, this->objectSlotSkel1)) {
return false;
}
if (!Object_IsLoaded(&play->objectCtx, this->objBankIndexSkel2)) {
if (!Object_IsLoaded(&play->objectCtx, this->objectSlotSkel2)) {
return false;
}
if (!Object_IsLoaded(&play->objectCtx, this->objBankIndexHead)) {
if (!Object_IsLoaded(&play->objectCtx, this->objectSlotHead)) {
return false;
}
@ -391,9 +391,9 @@ s32 EnHy_AreSkelAndHeadObjectsLoaded(EnHy* this, PlayState* play) {
}
s32 EnHy_FindOsAnimeObject(EnHy* this, PlayState* play) {
this->objBankIndexOsAnime = Object_GetIndex(&play->objectCtx, OBJECT_OS_ANIME);
this->objectSlotOsAnime = Object_GetSlot(&play->objectCtx, OBJECT_OS_ANIME);
if (this->objBankIndexOsAnime < 0) {
if (this->objectSlotOsAnime < 0) {
return false;
}
@ -401,7 +401,7 @@ s32 EnHy_FindOsAnimeObject(EnHy* this, PlayState* play) {
}
s32 EnHy_IsOsAnimeObjectLoaded(EnHy* this, PlayState* play) {
if (!Object_IsLoaded(&play->objectCtx, this->objBankIndexOsAnime)) {
if (!Object_IsLoaded(&play->objectCtx, this->objectSlotOsAnime)) {
return false;
}
@ -898,13 +898,13 @@ void EnHy_Destroy(Actor* thisx, PlayState* play) {
void EnHy_InitImpl(EnHy* this, PlayState* play) {
if (EnHy_IsOsAnimeObjectLoaded(this, play) && EnHy_AreSkelAndHeadObjectsLoaded(this, play)) {
this->actor.objBankIndex = this->objBankIndexSkel1;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->actor.objBankIndex].segment);
this->actor.objectSlot = this->objectSlotSkel1;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->actor.objectSlot].segment);
SkelAnime_InitFlex(play, &this->skelAnime,
sSkeletonInfo[sModelInfo[this->actor.params & 0x7F].skelInfoIndex1].skeleton, NULL,
this->jointTable, this->morphTable, 16);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objBankIndexOsAnime].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotOsAnime].segment);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit);
EnHy_InitCollider(this);
@ -1082,7 +1082,7 @@ void EnHy_Update(Actor* thisx, PlayState* play) {
EnHy* this = (EnHy*)thisx;
if (this->actionFunc != EnHy_InitImpl) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objBankIndexOsAnime].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotOsAnime].segment);
SkelAnime_Update(&this->skelAnime);
EnHy_UpdateEyes(this);
@ -1110,8 +1110,8 @@ s32 EnHy_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
OPEN_DISPS(play->state.gfxCtx, "../z_en_hy.c", 2170);
if (limbIndex == 15) {
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->objBankIndexHead].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objBankIndexHead].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->objectSlotHead].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotHead].segment);
i = sModelInfo[this->actor.params & 0x7F].headInfoIndex;
*dList = sHeadInfo[i].headDList;
@ -1120,7 +1120,7 @@ s32 EnHy_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(ptr));
}
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objBankIndexSkel1].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotSkel1].segment);
}
if (limbIndex == 15) {
@ -1155,8 +1155,8 @@ void EnHy_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
OPEN_DISPS(play->state.gfxCtx, "../z_en_hy.c", 2255);
if (limbIndex == 7) {
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->objBankIndexSkel2].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objBankIndexSkel2].segment);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->objectSlotSkel2].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotSkel2].segment);
}
if ((this->actor.params & 0x7F) == ENHY_TYPE_BOJ_3 && limbIndex == 8) {

View file

@ -39,10 +39,10 @@ typedef struct EnHy {
/* 0x0190 */ EnHyActionFunc actionFunc;
/* 0x0194 */ char unk_194; // unused
/* 0x0195 */ u8 pathReverse;
/* 0x0196 */ s8 objBankIndexHead;
/* 0x0197 */ s8 objBankIndexSkel2; // 7 < limb < 15 (upper part?) (always same as objBankIndexSkel1)
/* 0x0198 */ s8 objBankIndexSkel1; // sets the object used when drawing the skeleton for limb <= 7 (lower part?)
/* 0x0199 */ s8 objBankIndexOsAnime;
/* 0x0196 */ s8 objectSlotHead;
/* 0x0197 */ s8 objectSlotSkel2; // 7 < limb < 15 (upper part?) (always same as objectSlotSkel1)
/* 0x0198 */ s8 objectSlotSkel1; // sets the object used when drawing the skeleton for limb <= 7 (lower part?)
/* 0x0199 */ s8 objectSlotOsAnime;
/* 0x019C */ ColliderCylinder collider;
/* 0x01E8 */ NpcInteractInfo interactInfo;
/* 0x0210 */ Path* path;