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57ce0cf8d9
* `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>
38 lines
1.1 KiB
C
38 lines
1.1 KiB
C
#ifndef Z64OBJECT_H
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#define Z64OBJECT_H
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#include "ultra64.h"
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#include "z64dma.h"
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typedef struct {
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/* 0x00 */ s16 id;
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/* 0x04 */ void* segment;
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/* 0x08 */ DmaRequest dmaRequest;
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/* 0x28 */ OSMesgQueue loadQueue;
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/* 0x40 */ OSMesg loadMsg;
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} ObjectEntry; // size = 0x44
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typedef struct {
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/* 0x0000 */ void* spaceStart;
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/* 0x0004 */ void* spaceEnd; // original name: "endSegment"
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/* 0x0008 */ u8 numEntries; // total amount of used entries
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/* 0x0009 */ u8 numPersistentEntries; // amount of entries that won't be reused when loading a new object list (when loading a new room)
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/* 0x000A */ u8 mainKeepSlot; // "gameplay_keep" slot
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/* 0x000B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot
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/* 0x000C */ ObjectEntry slots[19];
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} ObjectContext; // size = 0x518
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#define DEFINE_OBJECT(_0, enum) enum,
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#define DEFINE_OBJECT_NULL(_0, enum) enum,
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#define DEFINE_OBJECT_UNSET(enum) enum,
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typedef enum {
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#include "tables/object_table.h"
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/* 0x0192 */ OBJECT_ID_MAX
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} ObjectId;
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#undef DEFINE_OBJECT
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#undef DEFINE_OBJECT_NULL
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#undef DEFINE_OBJECT_UNSET
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#endif
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