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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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@ -54,7 +54,7 @@ static ColliderCylinderInit sCylinderInit = {
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{ 13, 13, 0, { 0 } },
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};
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static s16 sObjectIDs[] = {
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static s16 sObjectIds[] = {
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OBJECT_DEKUNUTS, OBJECT_HINTNUTS, OBJECT_SHOPNUTS, OBJECT_DNS, OBJECT_DNK,
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};
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@ -69,9 +69,9 @@ void EnNutsball_Init(Actor* thisx, PlayState* play) {
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ActorShape_Init(&this->actor.shape, 400.0f, ActorShadow_DrawCircle, 13.0f);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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this->objBankIndex = Object_GetIndex(&play->objectCtx, sObjectIDs[this->actor.params]);
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this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[this->actor.params]);
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if (this->objBankIndex < 0) {
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if (this->requiredObjectSlot < 0) {
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Actor_Kill(&this->actor);
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} else {
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this->actionFunc = func_80ABBB34;
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@ -85,8 +85,8 @@ void EnNutsball_Destroy(Actor* thisx, PlayState* play) {
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}
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void func_80ABBB34(EnNutsball* this, PlayState* play) {
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if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
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this->actor.objBankIndex = this->objBankIndex;
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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 = EnNutsball_Draw;
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this->actor.shape.rot.y = 0;
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this->timer = 30;
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@ -11,7 +11,7 @@ typedef void (*EnNutsballActionFunc)(struct EnNutsball*, PlayState*);
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typedef struct EnNutsball {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ EnNutsballActionFunc actionFunc;
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/* 0x0150 */ s8 objBankIndex;
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/* 0x0150 */ s8 requiredObjectSlot;
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/* 0x0152 */ s16 timer;
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/* 0x0154 */ ColliderCylinder collider;
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} EnNutsball; // size = 0x01A0
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