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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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@ -123,7 +123,7 @@ void EnViewer_InitAnimGanondorfOrZelda(EnViewer* this, PlayState* play, void* sk
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SkelAnime_Init(play, &this->skin.skelAnime, skeletonHeaderSeg, NULL, NULL, NULL, 0);
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}
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animObjBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
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if (type == ENVIEWER_TYPE_3_GANONDORF || type == ENVIEWER_TYPE_7_GANONDORF || type == ENVIEWER_TYPE_8_GANONDORF ||
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type == ENVIEWER_TYPE_9_GANONDORF) {
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Animation_PlayLoopSetSpeed(&this->skin.skelAnime, anim, 1.0f);
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@ -134,7 +134,7 @@ void EnViewer_InitAnimGanondorfOrZelda(EnViewer* this, PlayState* play, void* sk
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void EnViewer_InitAnimImpa(EnViewer* this, PlayState* play, void* skeletonHeaderSeg, AnimationHeader* anim) {
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SkelAnime_InitFlex(play, &this->skin.skelAnime, skeletonHeaderSeg, NULL, NULL, NULL, 0);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animObjBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
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Animation_PlayLoopSetSpeed(&this->skin.skelAnime, anim, 3.0f);
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}
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@ -167,21 +167,21 @@ static ActorShadowFunc sShadowDrawFuncs[] = {
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void EnViewer_InitImpl(EnViewer* this, PlayState* play) {
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EnViewerInitData* initData = &sInitData[this->actor.params >> 8];
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s32 skelObjBankIndex = Object_GetIndex(&play->objectCtx, initData->skeletonObject);
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s32 skelObjectSlot = Object_GetSlot(&play->objectCtx, initData->skeletonObject);
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ASSERT(skelObjBankIndex >= 0, "bank_ID >= 0", "../z_en_viewer.c", 576);
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ASSERT(skelObjectSlot >= 0, "bank_ID >= 0", "../z_en_viewer.c", 576);
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this->animObjBankIndex = Object_GetIndex(&play->objectCtx, initData->animObject);
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ASSERT(this->animObjBankIndex >= 0, "this->anime_bank_ID >= 0", "../z_en_viewer.c", 579);
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this->animObjectSlot = Object_GetSlot(&play->objectCtx, initData->animObject);
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ASSERT(this->animObjectSlot >= 0, "this->anime_bank_ID >= 0", "../z_en_viewer.c", 579);
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if (!Object_IsLoaded(&play->objectCtx, skelObjBankIndex) ||
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!Object_IsLoaded(&play->objectCtx, this->animObjBankIndex)) {
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if (!Object_IsLoaded(&play->objectCtx, skelObjectSlot) ||
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!Object_IsLoaded(&play->objectCtx, this->animObjectSlot)) {
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this->actor.flags &= ~ACTOR_FLAG_6;
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return;
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}
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this->isVisible = true;
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this->actor.objBankIndex = skelObjBankIndex;
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this->actor.objectSlot = skelObjectSlot;
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Actor_SetObjectDependency(play, &this->actor);
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Actor_SetScale(&this->actor, initData->scale / 100.0f);
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ActorShape_Init(&this->actor.shape, initData->yOffset * 100, sShadowDrawFuncs[initData->shadowType],
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@ -487,7 +487,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
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void EnViewer_Update(Actor* thisx, PlayState* play) {
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EnViewer* this = (EnViewer*)thisx;
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->animObjBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->animObjectSlot].segment);
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this->actionFunc(this, play);
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}
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@ -89,7 +89,7 @@ typedef enum {
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typedef struct EnViewer {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ Skin skin;
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/* 0x01DC */ s8 animObjBankIndex;
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/* 0x01DC */ s8 animObjectSlot;
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/* 0x01DD */ u8 drawFuncIndex;
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/* 0x01E0 */ EnViewerActionFunc actionFunc;
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/* 0x01E4 */ u8 unused;
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