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oot/include/z_actor_dlftbls.h
mzxrules 2e4c42719b
Reduce dependencies on global.h (9) (#2488)
* split game states

* split all GameState headers

* match fig names

* deduplicate headers from bad merge

* split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h

* fix compile error

* .bss
2025-02-24 20:55:55 -05:00

74 lines
2.3 KiB
C

#ifndef Z_ACTOR_DLFTBLS_H
#define Z_ACTOR_DLFTBLS_H
#include "romfile.h"
#include "z64actor_profile.h"
/**
* @see ACTOROVL_ALLOC_ABSOLUTE
*/
#if DEBUG_FEATURES
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0
#else
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0
#endif
/**
* The actor overlay should be allocated memory for when loading,
* and the memory deallocated when there is no more actor using the overlay.
*
* `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded.
*
* @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful.
* The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and.
*
* @see ACTOROVL_ALLOC_ABSOLUTE
* @see ACTOROVL_ALLOC_PERSISTENT
* @see actor_table.h
*/
#define ACTOROVL_ALLOC_NORMAL 0
/**
* The actor overlay should be loaded to "absolute space".
*
* Absolute space is a fixed amount of memory allocated once.
* The overlay will still need to be loaded again if at some point there is no more actor using the overlay.
*
* @note Only one such overlay may be loaded at a time.
* This is not checked: a newly loaded overlay will overwrite the previous one in absolute space,
* even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted
* when another absolute-allocated overlay is about to be used.
*
* @see ACTOROVL_ABSOLUTE_SPACE_SIZE
* @see ActorContext.absoluteSpace
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_ABSOLUTE (1 << 0)
/**
* The actor overlay should be loaded persistently.
* It will stay loaded until the current game state instance ends.
*
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_PERSISTENT (1 << 1)
typedef struct ActorOverlay {
/* 0x00 */ RomFile file;
/* 0x08 */ void* vramStart;
/* 0x0C */ void* vramEnd;
/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
/* 0x14 */ ActorProfile* profile;
/* 0x18 */ char* name;
/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
/* 0x1E */ s8 numLoaded; // original name: "clients"
} ActorOverlay; // size = 0x20
extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0
extern s32 gMaxActorId; // original name: "MaxProfile"
void ActorOverlayTable_LogPrint(void);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
#endif