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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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@ -7,7 +7,7 @@
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#include "z_eff_ss_extra.h"
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#include "assets/objects/object_yabusame_point/object_yabusame_point.h"
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#define rObjBankIdx regs[0]
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#define rObjectSlot regs[0]
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#define rTimer regs[1]
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#define rScoreIdx regs[2]
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#define rScale regs[3]
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@ -26,14 +26,14 @@ EffectSsInit Effect_Ss_Extra_InitVars = {
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u32 EffectSsExtra_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx) {
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EffectSsExtraInitParams* initParams = (EffectSsExtraInitParams*)initParamsx;
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s32 pad;
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s32 objBankIndex;
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s32 objectSlot;
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uintptr_t oldSeg6;
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objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_YABUSAME_POINT);
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objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_YABUSAME_POINT);
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if ((objBankIndex >= 0) && Object_IsLoaded(&play->objectCtx, objBankIndex)) {
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if ((objectSlot >= 0) && Object_IsLoaded(&play->objectCtx, objectSlot)) {
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oldSeg6 = gSegments[6];
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
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this->pos = initParams->pos;
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this->velocity = initParams->velocity;
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this->accel = initParams->accel;
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@ -43,7 +43,7 @@ u32 EffectSsExtra_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
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this->rScoreIdx = initParams->scoreIdx;
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this->rScale = initParams->scale;
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this->rTimer = 5;
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this->rObjBankIdx = objBankIndex;
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this->rObjectSlot = objectSlot;
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gSegments[6] = oldSeg6;
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return 1;
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@ -61,12 +61,12 @@ static void* sTextures[] = {
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void EffectSsExtra_Draw(PlayState* play, u32 index, EffectSs* this) {
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s32 pad;
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f32 scale = this->rScale / 100.0f;
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void* object = play->objectCtx.status[this->rObjBankIdx].segment;
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void* objectPtr = play->objectCtx.slots[this->rObjectSlot].segment;
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OPEN_DISPS(play->state.gfxCtx, "../z_eff_ss_extra.c", 168);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(object);
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gSPSegment(POLY_XLU_DISP++, 0x06, object);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(objectPtr);
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gSPSegment(POLY_XLU_DISP++, 0x06, objectPtr);
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Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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