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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

@ -123,7 +123,7 @@ void EnViewer_InitAnimGanondorfOrZelda(EnViewer* this, PlayState* play, void* sk
SkelAnime_Init(play, &this->skin.skelAnime, skeletonHeaderSeg, NULL, NULL, NULL, 0);
}
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animObjBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
if (type == ENVIEWER_TYPE_3_GANONDORF || type == ENVIEWER_TYPE_7_GANONDORF || type == ENVIEWER_TYPE_8_GANONDORF ||
type == ENVIEWER_TYPE_9_GANONDORF) {
Animation_PlayLoopSetSpeed(&this->skin.skelAnime, anim, 1.0f);
@ -134,7 +134,7 @@ void EnViewer_InitAnimGanondorfOrZelda(EnViewer* this, PlayState* play, void* sk
void EnViewer_InitAnimImpa(EnViewer* this, PlayState* play, void* skeletonHeaderSeg, AnimationHeader* anim) {
SkelAnime_InitFlex(play, &this->skin.skelAnime, skeletonHeaderSeg, NULL, NULL, NULL, 0);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animObjBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
Animation_PlayLoopSetSpeed(&this->skin.skelAnime, anim, 3.0f);
}
@ -167,21 +167,21 @@ static ActorShadowFunc sShadowDrawFuncs[] = {
void EnViewer_InitImpl(EnViewer* this, PlayState* play) {
EnViewerInitData* initData = &sInitData[this->actor.params >> 8];
s32 skelObjBankIndex = Object_GetIndex(&play->objectCtx, initData->skeletonObject);
s32 skelObjectSlot = Object_GetSlot(&play->objectCtx, initData->skeletonObject);
ASSERT(skelObjBankIndex >= 0, "bank_ID >= 0", "../z_en_viewer.c", 576);
ASSERT(skelObjectSlot >= 0, "bank_ID >= 0", "../z_en_viewer.c", 576);
this->animObjBankIndex = Object_GetIndex(&play->objectCtx, initData->animObject);
ASSERT(this->animObjBankIndex >= 0, "this->anime_bank_ID >= 0", "../z_en_viewer.c", 579);
this->animObjectSlot = Object_GetSlot(&play->objectCtx, initData->animObject);
ASSERT(this->animObjectSlot >= 0, "this->anime_bank_ID >= 0", "../z_en_viewer.c", 579);
if (!Object_IsLoaded(&play->objectCtx, skelObjBankIndex) ||
!Object_IsLoaded(&play->objectCtx, this->animObjBankIndex)) {
if (!Object_IsLoaded(&play->objectCtx, skelObjectSlot) ||
!Object_IsLoaded(&play->objectCtx, this->animObjectSlot)) {
this->actor.flags &= ~ACTOR_FLAG_6;
return;
}
this->isVisible = true;
this->actor.objBankIndex = skelObjBankIndex;
this->actor.objectSlot = skelObjectSlot;
Actor_SetObjectDependency(play, &this->actor);
Actor_SetScale(&this->actor, initData->scale / 100.0f);
ActorShape_Init(&this->actor.shape, initData->yOffset * 100, sShadowDrawFuncs[initData->shadowType],
@ -487,7 +487,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
void EnViewer_Update(Actor* thisx, PlayState* play) {
EnViewer* this = (EnViewer*)thisx;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animObjBankIndex].segment);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
this->actionFunc(this, play);
}

View file

@ -89,7 +89,7 @@ typedef enum {
typedef struct EnViewer {
/* 0x0000 */ Actor actor;
/* 0x014C */ Skin skin;
/* 0x01DC */ s8 animObjBankIndex;
/* 0x01DC */ s8 animObjectSlot;
/* 0x01DD */ u8 drawFuncIndex;
/* 0x01E0 */ EnViewerActionFunc actionFunc;
/* 0x01E4 */ u8 unused;