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Port Proposed OoT Object Docs (#1361)
* port docs in z_scene * undo accidental ctrl-f * another fix * expose Object_SpawnPersistent --------- Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
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@ -1,13 +1,6 @@
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#ifndef Z64OBJECT_H
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#define Z64OBJECT_H
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#define OBJECT_SPACE_SIZE_DEFAULT 1413120
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#define OBJECT_SPACE_SIZE_CLOCK_TOWN 1566720
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#define OBJECT_SPACE_SIZE_MILK_BAR 1617920
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#define OBJECT_SPACE_SIZE_TERMINA_FIELD 1505280
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#define OBJECT_EXCHANGE_BANK_MAX 35
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#define DEFINE_OBJECT(_name, enumValue) enumValue,
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#define DEFINE_OBJECT_UNSET(enumValue) enumValue,
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#define DEFINE_OBJECT_SIZE_ZERO(_name, enumValue) enumValue,
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@ -74,7 +74,7 @@ typedef struct {
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typedef struct {
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/* 0x0 */ u8 code;
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/* 0x1 */ u8 naviQuestHintFileId;
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/* 0x4 */ u32 subKeepIndex;
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/* 0x4 */ u32 subKeepId;
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} SCmdSpecialFiles; // size = 0x8
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typedef struct {
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@ -415,7 +415,7 @@ typedef struct {
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/* 0x08 */ DmaRequest dmaReq;
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/* 0x28 */ OSMesgQueue loadQueue;
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/* 0x40 */ OSMesg loadMsg;
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} ObjectStatus; // size = 0x44
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} ObjectEntry; // size = 0x44
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typedef struct {
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/* 0x0 */ RomFile segment;
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@ -475,11 +475,11 @@ typedef RoomShapeCullable PolygonType2;
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typedef struct {
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/* 0x000 */ void* spaceStart;
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/* 0x004 */ void* spaceEnd;
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/* 0x008 */ u8 num;
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/* 0x009 */ u8 spawnedObjectCount;
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/* 0x00A */ u8 mainKeepIndex;
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/* 0x00B */ u8 subKeepIndex;
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/* 0x00C */ ObjectStatus status[OBJECT_EXCHANGE_BANK_MAX];
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/* 0x008 */ u8 numEntries; // total amount of used entries
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/* 0x009 */ 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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/* 0x00A */ u8 mainKeepSlot; // "gameplay_keep" slot
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/* 0x00B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot
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/* 0x00C */ ObjectEntry slots[35];
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} ObjectContext; // size = 0x958
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#define PATH_INDEX_NONE -1
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@ -899,13 +899,13 @@ typedef enum {
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#define SCENE_CMD_MISC_SETTINGS SCENE_CMD_SET_REGION_VISITED
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#define SCENE_CMD_CUTSCENE_LIST SCENE_CMD_CUTSCENE_SCRIPT_LIST
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s32 Object_Spawn(ObjectContext* objectCtx, s16 id);
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void Object_InitBank(struct GameState* gameState, ObjectContext* objectCtx);
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void Object_UpdateBank(ObjectContext* objectCtx);
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s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId);
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s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index);
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s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 id);
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void Object_InitContext(struct GameState* gameState, ObjectContext* objectCtx);
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void Object_UpdateEntries(ObjectContext* objectCtx);
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s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId);
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s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot);
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void Object_LoadAll(ObjectContext* objectCtx);
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void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id);
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void* func_8012F73C(ObjectContext* objectCtx, s32 slot, s16 id);
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void Scene_CommandSpawnList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandActorList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandActorCutsceneCamList(struct PlayState* play, SceneCmd* cmd);
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@ -1096,7 +1096,7 @@ void Actor_SetScale(Actor* actor, f32 scale) {
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}
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void Actor_SetObjectDependency(PlayState* play, Actor* actor) {
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gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[actor->objBankIndex].segment);
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gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[actor->objBankIndex].segment);
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}
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void Actor_Init(Actor* actor, PlayState* play) {
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@ -2700,8 +2700,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
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Actor_SetObjectDependency(play, actor);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objBankIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objBankIndex].segment);
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if (actor->colorFilterTimer != 0) {
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s32 colorFlag = COLORFILTER_GET_COLORFLAG(actor->colorFilterParams);
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@ -3299,7 +3299,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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return NULL;
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}
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objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
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objBankIndex = Object_GetSlot(&play->objectCtx, actorInit->objectId);
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if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
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(actorInit->id != ACTOR_BOSS_05))) {
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Actor_FreeOverlay(&gActorOverlayTable[index]);
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@ -827,9 +827,9 @@ void GetItem_DrawRemains(PlayState* play, s16 drawId) {
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OPEN_DISPS(play->state.gfxCtx);
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objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_BSMASK);
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objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_BSMASK);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[objectIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectIndex].segment);
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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Matrix_Scale(0.02f, 0.02f, 0.02f, MTXMODE_APPLY);
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@ -41,7 +41,7 @@ void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, TexturePtr texture) {
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MtxF mfTrans11DA0;
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s32 pad1;
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Mtx* mtx;
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void* object = play->objectCtx.status[this->rgObjBankIndex].segment;
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void* object = play->objectCtx.slots[this->rgObjBankIndex].segment;
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OPEN_DISPS(gfxCtx);
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@ -133,7 +133,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
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}
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void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjIndex].segment);
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EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
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}
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@ -141,7 +141,7 @@ s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
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s32 isUpdated = false;
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if (enHy->actor.draw != NULL) {
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->animObjIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjIndex].segment);
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SkelAnime_Update(&enHy->skelAnime);
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isUpdated = true;
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}
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@ -168,7 +168,7 @@ s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg
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enHy->actor.objBankIndex = enHy->skelLowerObjIndex;
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isInitialized = true;
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ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[enHy->actor.objBankIndex].segment);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objBankIndex].segment);
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SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
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ENHY_LIMB_MAX);
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EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
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@ -184,17 +184,17 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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break;
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case ITEM00_SHIELD_HERO:
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thisx->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_SHIELD_2);
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thisx->objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_SHIELD_2);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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case ITEM00_MAP:
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thisx->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_MAP);
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thisx->objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_MAP);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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case ITEM00_COMPASS:
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thisx->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_COMPASS);
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thisx->objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_COMPASS);
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EnItem00_SetObject(this, play, &shadowOffset, &shadowScale);
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break;
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@ -317,7 +317,7 @@ void EnItem00_Destroy(Actor* thisx, PlayState* play) {
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}
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void EnItem00_WaitForHeartObject(EnItem00* this, PlayState* play) {
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s32 objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS);
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s32 objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEARTS);
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if (Object_IsLoaded(&play->objectCtx, objBankIndex)) {
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this->actor.objBankIndex = objBankIndex;
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@ -725,7 +725,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
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case ITEM00_RECOVERY_HEART:
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if (this->unk152 < 0) {
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if (this->unk152 == -1) {
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s8 bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEART);
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s8 bankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEART);
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if (Object_IsLoaded(&play->objectCtx, bankIndex)) {
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this->actor.objBankIndex = bankIndex;
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@ -852,7 +852,7 @@ void EnItem00_DrawSprite(EnItem00* this, PlayState* play) {
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void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play) {
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s32 pad[2];
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if (Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS) == this->actor.objBankIndex) {
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if (Object_GetSlot(&play->objectCtx, OBJECT_GI_HEARTS) == this->actor.objBankIndex) {
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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@ -921,8 +921,8 @@ void Play_UpdateMain(PlayState* this) {
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u8 freezeFlashTimer;
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s32 sp5C = false;
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
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if (R_PICTO_PHOTO_STATE == PICTO_PHOTO_STATE_PROCESS) {
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@ -972,7 +972,7 @@ void Play_UpdateMain(PlayState* this) {
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sp5C = (this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE);
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AnimationContext_Reset(&this->animationCtx);
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Object_UpdateBank(&this->objectCtx);
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Object_UpdateEntries(&this->objectCtx);
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if (!sp5C && (IREG(72) == 0)) {
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this->gameplayFrames++;
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@ -1153,17 +1153,17 @@ void Play_DrawMain(PlayState* this) {
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OPEN_DISPS(gfxCtx);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
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gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
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gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
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@ -1585,7 +1585,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
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this->sceneMaterialAnims = NULL;
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this->roomCtx.unk74 = NULL;
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this->numSetupActors = 0;
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Object_InitBank(&this->state, &this->objectCtx);
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Object_InitContext(&this->state, &this->objectCtx);
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LightContext_Init(this, &this->lightCtx);
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Door_InitContext(&this->state, &this->doorCtx);
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Room_Init(this, &this->roomCtx);
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@ -396,9 +396,9 @@ void func_8012301C(Actor* thisx, PlayState* play2) {
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gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId;
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func_8012F73C(&play->objectCtx, this->actor.objBankIndex, objectId);
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, GAMEPLAY_KEEP);
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this->actor.objBankIndex = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP);
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} else if (this->actionVar1 >= 3) {
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s32 objBankIndex = Object_GetIndex(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId);
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s32 objBankIndex = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId);
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if (Object_IsLoaded(&play->objectCtx, objBankIndex)) {
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this->actor.objBankIndex = objBankIndex;
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@ -1869,7 +1869,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDis
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.status[player->actor.objBankIndex].segment);
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gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[player->actor.objBankIndex].segment);
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gSPDisplayList(OVERLAY_DISP++, gHookshotReticleDL);
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CLOSE_DISPS(play->state.gfxCtx);
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@ -1,28 +1,41 @@
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#include "global.h"
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s32 Object_Spawn(ObjectContext* objectCtx, s16 id) {
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/**
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* Spawn an object file of a specified ID that will persist through room changes.
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*
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* This waits for the file to be fully loaded, the data is available when the function returns.
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*
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* @return The new object slot corresponding to the requested object ID.
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*
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* @note This function is not meant to be called externally to spawn object files on the fly.
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* When an object is spawned with this function, all objects that come before it in the entry list will be treated as
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* persistent, which will likely cause either the amount of free slots or object space memory to run out.
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* This function is only meant to be called internally on scene load, before the object list from any room is processed.
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*/
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s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 id) {
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size_t size;
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objectCtx->status[objectCtx->num].id = id;
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objectCtx->slots[objectCtx->numEntries].id = id;
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size = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
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if (1) {}
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if (size != 0) {
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DmaMgr_SendRequest0(objectCtx->status[objectCtx->num].segment, gObjectTable[id].vromStart, size);
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DmaMgr_SendRequest0(objectCtx->slots[objectCtx->numEntries].segment, gObjectTable[id].vromStart, size);
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}
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if (objectCtx->num < OBJECT_EXCHANGE_BANK_MAX - 1) {
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objectCtx->status[objectCtx->num + 1].segment = ALIGN16((u32)objectCtx->status[objectCtx->num].segment + size);
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if (objectCtx->numEntries < ARRAY_COUNT(objectCtx->slots) - 1) {
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objectCtx->slots[objectCtx->numEntries + 1].segment =
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ALIGN16((u32)objectCtx->slots[objectCtx->numEntries].segment + size);
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}
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objectCtx->num++;
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objectCtx->spawnedObjectCount = objectCtx->num;
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objectCtx->numEntries++;
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objectCtx->numPersistentEntries = objectCtx->numEntries;
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return objectCtx->num - 1;
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return objectCtx->numEntries - 1;
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}
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void Object_InitBank(GameState* gameState, ObjectContext* objectCtx) {
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void Object_InitContext(GameState* gameState, ObjectContext* objectCtx) {
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PlayState* play = (PlayState*)gameState;
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s32 pad;
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u32 spaceSize;
|
||||
@ -30,66 +43,66 @@ void Object_InitBank(GameState* gameState, ObjectContext* objectCtx) {
|
||||
|
||||
if (play->sceneId == SCENE_CLOCKTOWER || play->sceneId == SCENE_TOWN || play->sceneId == SCENE_BACKTOWN ||
|
||||
play->sceneId == SCENE_ICHIBA) {
|
||||
spaceSize = OBJECT_SPACE_SIZE_CLOCK_TOWN;
|
||||
spaceSize = 1530 * 1024;
|
||||
} else if (play->sceneId == SCENE_MILK_BAR) {
|
||||
spaceSize = OBJECT_SPACE_SIZE_MILK_BAR;
|
||||
spaceSize = 1580 * 1024;
|
||||
} else if (play->sceneId == SCENE_00KEIKOKU) {
|
||||
spaceSize = OBJECT_SPACE_SIZE_TERMINA_FIELD;
|
||||
spaceSize = 1470 * 1024;
|
||||
} else {
|
||||
spaceSize = OBJECT_SPACE_SIZE_DEFAULT;
|
||||
spaceSize = 1380 * 1024;
|
||||
}
|
||||
|
||||
objectCtx->num = 0;
|
||||
objectCtx->spawnedObjectCount = 0;
|
||||
objectCtx->mainKeepIndex = 0;
|
||||
objectCtx->subKeepIndex = 0;
|
||||
objectCtx->numEntries = 0;
|
||||
objectCtx->numPersistentEntries = 0;
|
||||
objectCtx->mainKeepSlot = 0;
|
||||
objectCtx->subKeepSlot = 0;
|
||||
|
||||
// clang-format off
|
||||
for (i = 0; i < OBJECT_EXCHANGE_BANK_MAX; i++) { objectCtx->status[i].id = 0; }
|
||||
for (i = 0; i < ARRAY_COUNT(objectCtx->slots); i++) { objectCtx->slots[i].id = 0; }
|
||||
// clang-format on
|
||||
|
||||
objectCtx->spaceStart = objectCtx->status[0].segment = THA_AllocTailAlign16(&gameState->tha, spaceSize);
|
||||
objectCtx->spaceStart = objectCtx->slots[0].segment = THA_AllocTailAlign16(&gameState->tha, spaceSize);
|
||||
objectCtx->spaceEnd = (void*)((u32)objectCtx->spaceStart + spaceSize);
|
||||
objectCtx->mainKeepIndex = Object_Spawn(objectCtx, GAMEPLAY_KEEP);
|
||||
objectCtx->mainKeepSlot = Object_SpawnPersistent(objectCtx, GAMEPLAY_KEEP);
|
||||
|
||||
gSegments[0x04] = VIRTUAL_TO_PHYSICAL(objectCtx->status[objectCtx->mainKeepIndex].segment);
|
||||
gSegments[4] = VIRTUAL_TO_PHYSICAL(objectCtx->slots[objectCtx->mainKeepSlot].segment);
|
||||
}
|
||||
|
||||
void Object_UpdateBank(ObjectContext* objectCtx) {
|
||||
void Object_UpdateEntries(ObjectContext* objectCtx) {
|
||||
s32 i;
|
||||
ObjectStatus* status = &objectCtx->status[0];
|
||||
ObjectEntry* entry = &objectCtx->slots[0];
|
||||
RomFile* objectFile;
|
||||
size_t size;
|
||||
|
||||
for (i = 0; i < objectCtx->num; i++) {
|
||||
if (status->id < 0) {
|
||||
s32 id = -status->id;
|
||||
for (i = 0; i < objectCtx->numEntries; i++) {
|
||||
if (entry->id < 0) {
|
||||
s32 id = -entry->id;
|
||||
|
||||
if (status->dmaReq.vromAddr == 0) {
|
||||
if (entry->dmaReq.vromAddr == 0) {
|
||||
objectFile = &gObjectTable[id];
|
||||
size = objectFile->vromEnd - objectFile->vromStart;
|
||||
|
||||
if (size == 0) {
|
||||
status->id = 0;
|
||||
entry->id = 0;
|
||||
} else {
|
||||
osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1);
|
||||
DmaMgr_SendRequestImpl(&status->dmaReq, status->segment, objectFile->vromStart, size, 0,
|
||||
&status->loadQueue, NULL);
|
||||
osCreateMesgQueue(&entry->loadQueue, &entry->loadMsg, 1);
|
||||
DmaMgr_SendRequestImpl(&entry->dmaReq, entry->segment, objectFile->vromStart, size, 0,
|
||||
&entry->loadQueue, NULL);
|
||||
}
|
||||
} else if (!osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK)) {
|
||||
status->id = id;
|
||||
} else if (!osRecvMesg(&entry->loadQueue, NULL, OS_MESG_NOBLOCK)) {
|
||||
entry->id = id;
|
||||
}
|
||||
}
|
||||
|
||||
status++;
|
||||
entry++;
|
||||
}
|
||||
}
|
||||
|
||||
s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
|
||||
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i < objectCtx->num; i++) {
|
||||
if (ABS_ALT(objectCtx->status[i].id) == objectId) {
|
||||
for (i = 0; i < objectCtx->numEntries; i++) {
|
||||
if (ABS_ALT(objectCtx->slots[i].id) == objectId) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
@ -97,8 +110,8 @@ s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index) {
|
||||
if (objectCtx->status[index].id > 0) {
|
||||
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {
|
||||
if (objectCtx->slots[slot].id > 0) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
@ -110,31 +123,31 @@ void Object_LoadAll(ObjectContext* objectCtx) {
|
||||
s32 id;
|
||||
uintptr_t vromSize;
|
||||
|
||||
for (i = 0; i < objectCtx->num; i++) {
|
||||
id = objectCtx->status[i].id;
|
||||
for (i = 0; i < objectCtx->numEntries; i++) {
|
||||
id = objectCtx->slots[i].id;
|
||||
vromSize = gObjectTable[id].vromEnd - gObjectTable[id].vromStart;
|
||||
|
||||
if (vromSize == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
DmaMgr_SendRequest0(objectCtx->status[i].segment, gObjectTable[id].vromStart, vromSize);
|
||||
DmaMgr_SendRequest0(objectCtx->slots[i].segment, gObjectTable[id].vromStart, vromSize);
|
||||
}
|
||||
}
|
||||
|
||||
void* func_8012F73C(ObjectContext* objectCtx, s32 iParm2, s16 id) {
|
||||
void* func_8012F73C(ObjectContext* objectCtx, s32 slot, s16 id) {
|
||||
u32 addr;
|
||||
uintptr_t vromSize;
|
||||
RomFile* fileTableEntry;
|
||||
|
||||
objectCtx->status[iParm2].id = -id;
|
||||
objectCtx->status[iParm2].dmaReq.vromAddr = 0;
|
||||
objectCtx->slots[slot].id = -id;
|
||||
objectCtx->slots[slot].dmaReq.vromAddr = 0;
|
||||
|
||||
fileTableEntry = &gObjectTable[id];
|
||||
vromSize = fileTableEntry->vromEnd - fileTableEntry->vromStart;
|
||||
|
||||
// TODO: UB to cast void to u32
|
||||
addr = ((u32)objectCtx->status[iParm2].segment) + vromSize;
|
||||
addr = ((u32)objectCtx->slots[slot].segment) + vromSize;
|
||||
addr = ALIGN16(addr);
|
||||
|
||||
return (void*)addr;
|
||||
@ -152,19 +165,19 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
|
||||
((gSaveContext.respawnFlag == 2) &&
|
||||
(gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams == PLAYER_PARAMS(0xFF, PLAYER_INITMODE_TELESCOPE)))) {
|
||||
// Skull Kid Object
|
||||
Object_Spawn(&play->objectCtx, OBJECT_STK);
|
||||
Object_SpawnPersistent(&play->objectCtx, OBJECT_STK);
|
||||
return;
|
||||
}
|
||||
|
||||
loadedCount = Object_Spawn(&play->objectCtx, OBJECT_LINK_CHILD);
|
||||
nextObject = play->objectCtx.status[play->objectCtx.num].segment;
|
||||
play->objectCtx.num = loadedCount;
|
||||
play->objectCtx.spawnedObjectCount = loadedCount;
|
||||
loadedCount = Object_SpawnPersistent(&play->objectCtx, OBJECT_LINK_CHILD);
|
||||
nextObject = play->objectCtx.slots[play->objectCtx.numEntries].segment;
|
||||
play->objectCtx.numEntries = loadedCount;
|
||||
play->objectCtx.numPersistentEntries = loadedCount;
|
||||
playerObjectId = gPlayerFormObjectIndices[GET_PLAYER_FORM];
|
||||
gActorOverlayTable[0].initInfo->objectId = playerObjectId;
|
||||
Object_Spawn(&play->objectCtx, playerObjectId);
|
||||
Object_SpawnPersistent(&play->objectCtx, playerObjectId);
|
||||
|
||||
play->objectCtx.status[play->objectCtx.num].segment = nextObject;
|
||||
play->objectCtx.slots[play->objectCtx.numEntries].segment = nextObject;
|
||||
}
|
||||
|
||||
// SceneTableEntry Header Command 0x01: Actor List
|
||||
@ -224,10 +237,10 @@ void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
|
||||
{ SEGMENT_ROM_START(elf_message_ydan), SEGMENT_ROM_END(elf_message_ydan) },
|
||||
};
|
||||
|
||||
if (cmd->specialFiles.subKeepIndex != 0) {
|
||||
play->objectCtx.subKeepIndex = Object_Spawn(&play->objectCtx, cmd->specialFiles.subKeepIndex);
|
||||
if (cmd->specialFiles.subKeepId != 0) {
|
||||
play->objectCtx.subKeepSlot = Object_SpawnPersistent(&play->objectCtx, cmd->specialFiles.subKeepId);
|
||||
// TODO: Segment number enum?
|
||||
gSegments[0x05] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
|
||||
gSegments[0x05] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[play->objectCtx.subKeepSlot].segment);
|
||||
}
|
||||
|
||||
if (cmd->specialFiles.naviQuestHintFileId != NAVI_QUEST_HINTS_NONE) {
|
||||
@ -255,28 +268,28 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
||||
s32 i;
|
||||
s32 j;
|
||||
s32 k;
|
||||
ObjectStatus* firstObject;
|
||||
ObjectStatus* status;
|
||||
ObjectStatus* status2;
|
||||
ObjectEntry* firstObject;
|
||||
ObjectEntry* entry;
|
||||
ObjectEntry* invalidatedEntry;
|
||||
s16* objectEntry;
|
||||
void* nextPtr;
|
||||
|
||||
objectEntry = Lib_SegmentedToVirtual(cmd->objectList.segment);
|
||||
k = 0;
|
||||
i = play->objectCtx.spawnedObjectCount;
|
||||
status = &play->objectCtx.status[i];
|
||||
firstObject = play->objectCtx.status;
|
||||
i = play->objectCtx.numPersistentEntries;
|
||||
entry = &play->objectCtx.slots[i];
|
||||
firstObject = &play->objectCtx.slots[0];
|
||||
|
||||
while (i < play->objectCtx.num) {
|
||||
if (status->id != *objectEntry) {
|
||||
status2 = &play->objectCtx.status[i];
|
||||
while (i < play->objectCtx.numEntries) {
|
||||
if (entry->id != *objectEntry) {
|
||||
invalidatedEntry = &play->objectCtx.slots[i];
|
||||
|
||||
for (j = i; j < play->objectCtx.num; j++) {
|
||||
status2->id = 0;
|
||||
status2++;
|
||||
for (j = i; j < play->objectCtx.numEntries; j++) {
|
||||
invalidatedEntry->id = 0;
|
||||
invalidatedEntry++;
|
||||
}
|
||||
|
||||
play->objectCtx.num = i;
|
||||
play->objectCtx.numEntries = i;
|
||||
Actor_KillAllWithMissingObject(play, &play->actorCtx);
|
||||
|
||||
continue;
|
||||
@ -285,13 +298,13 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
||||
i++;
|
||||
k++;
|
||||
objectEntry++;
|
||||
status++;
|
||||
entry++;
|
||||
}
|
||||
|
||||
while (k < cmd->objectList.num) {
|
||||
nextPtr = func_8012F73C(&play->objectCtx, i, *objectEntry);
|
||||
|
||||
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
|
||||
if (i < ARRAY_COUNT(play->objectCtx.slots) - 1) {
|
||||
firstObject[i + 1].segment = nextPtr;
|
||||
}
|
||||
|
||||
@ -300,7 +313,7 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
||||
objectEntry++;
|
||||
}
|
||||
|
||||
play->objectCtx.num = i;
|
||||
play->objectCtx.numEntries = i;
|
||||
}
|
||||
|
||||
// SceneTableEntry Header Command 0x0C: Light List
|
||||
|
@ -1174,7 +1174,7 @@ s8 SubS_IsObjectLoaded(s8 index, PlayState* play) {
|
||||
}
|
||||
|
||||
s8 SubS_GetObjectIndex(s16 id, PlayState* play) {
|
||||
return Object_GetIndex(&play->objectCtx, id);
|
||||
return Object_GetSlot(&play->objectCtx, id);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -212,7 +212,7 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
|
||||
BgBreakwallStruct* sp24 = &D_808B8140[BGBREAKWALL_GET_F(&this->dyna.actor)];
|
||||
|
||||
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
|
||||
this->unk_15C = Object_GetIndex(&play->objectCtx, sp24->unk_00);
|
||||
this->unk_15C = Object_GetSlot(&play->objectCtx, sp24->unk_00);
|
||||
|
||||
if ((this->unk_15C < 0) || !sp24->unk_14(this, play)) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
|
@ -404,13 +404,13 @@ void BgNumaHana_Draw(Actor* thisx, PlayState* play2) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, gWoodenFlowerOuterPetalDL);
|
||||
}
|
||||
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_SYOKUDAI);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_SYOKUDAI);
|
||||
if ((objectIndex >= 0) && (Object_IsLoaded(&play->objectCtx, objectIndex))) {
|
||||
Matrix_SetTranslateRotateYXZ(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y - 64.5f,
|
||||
this->dyna.actor.world.pos.z, &this->dyna.actor.shape.rot);
|
||||
Matrix_Scale(1.5f, 1.5f, 1.5f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[objectIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectIndex].segment);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gObjectSyokudaiTypeNoSwitchDL);
|
||||
}
|
||||
|
||||
|
@ -103,7 +103,7 @@ void BgUmajump_Init(Actor* thisx, PlayState* play) {
|
||||
thisx->update = Actor_Noop;
|
||||
}
|
||||
} else {
|
||||
this->objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_UMAJUMP);
|
||||
this->objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_UMAJUMP);
|
||||
|
||||
if (this->objectIndex < 0) {
|
||||
Actor_Kill(thisx);
|
||||
|
@ -2152,14 +2152,14 @@ void Boss03_Update(Actor* thisx, PlayState* play2) {
|
||||
/* Start of Gyorg's Draw section */
|
||||
|
||||
void Boss03_SetObject(PlayState* play, s16 objectId) {
|
||||
s32 objectIndex = Object_GetIndex(&play->objectCtx, objectId);
|
||||
s32 objectIndex = Object_GetSlot(&play->objectCtx, objectId);
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex].segment);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[objectIndex].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[objectIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectIndex].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[objectIndex].segment);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
@ -57,7 +57,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play) {
|
||||
if (sEffectTypeObjects[type] == GAMEPLAY_KEEP) {
|
||||
objectIndex = 0;
|
||||
} else {
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, sEffectTypeObjects[type]);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, sEffectTypeObjects[type]);
|
||||
}
|
||||
|
||||
if (objectIndex < 0) {
|
||||
|
@ -57,7 +57,7 @@ void DemoGetitem_Init(Actor* thisx, PlayState* play) {
|
||||
this->getItemDrawId = sGetItemDraws[itemIndex];
|
||||
this->cueType = sCueTypes[itemIndex];
|
||||
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, sObjectBankIndices[itemIndex]);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, sObjectBankIndices[itemIndex]);
|
||||
if (objectIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -461,7 +461,7 @@ void DemoKankyo_Init(Actor* thisx, PlayState* play) {
|
||||
|
||||
case DEMO_KANKYO_TYPE_GIANTS:
|
||||
this->isSafeToDrawGiants = false;
|
||||
objId = Object_GetIndex(&play->objectCtx, sObjectBubbleIndex);
|
||||
objId = Object_GetSlot(&play->objectCtx, sObjectBubbleIndex);
|
||||
DemoKankyo_SetupAction(this, DemoKakyo_GiantObjectCheck);
|
||||
break;
|
||||
|
||||
|
@ -81,9 +81,9 @@ s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (objectIndex2 >= 0) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex2].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
|
||||
isAnimFinished = SkelAnime_Update(&this->skelAnime);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex].segment);
|
||||
}
|
||||
|
||||
return isAnimFinished;
|
||||
@ -101,10 +101,10 @@ s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, s32 animIndex) {
|
||||
}
|
||||
|
||||
if ((objectIndex2 >= 0) && (this->animIndex != animIndex)) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex2].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
|
||||
this->animIndex = animIndex;
|
||||
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex].segment);
|
||||
}
|
||||
|
||||
return didAnimChange;
|
||||
@ -312,9 +312,9 @@ void func_80C1CD80(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Acto
|
||||
Matrix_TranslateRotateZYX(&D_80C1D2C8, &D_80C1D2D4);
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[sp2A].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2A].segment);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gMoonMaskDL);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[sp2B].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2B].segment);
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
|
@ -72,7 +72,7 @@ void DmChar03_Destroy(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_80AAB5F8(DmChar03* this, PlayState* play) {
|
||||
s32 index = Object_GetIndex(&play->objectCtx, OBJECT_GI_NUTSMASK);
|
||||
s32 index = Object_GetSlot(&play->objectCtx, OBJECT_GI_NUTSMASK);
|
||||
|
||||
if (index >= 0) {
|
||||
this->objectIndex = index;
|
||||
|
@ -178,7 +178,7 @@ void DmChar05_Destroy(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_80AAC990(DmChar05* this, PlayState* play) {
|
||||
s32 objectIdx = Object_GetIndex(&play->objectCtx, OBJECT_GI_GOLONMASK);
|
||||
s32 objectIdx = Object_GetSlot(&play->objectCtx, OBJECT_GI_GOLONMASK);
|
||||
|
||||
if (objectIdx >= 0) {
|
||||
this->unk_18F = objectIdx;
|
||||
@ -200,7 +200,7 @@ void func_80AAC9DC(DmChar05* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_80AACA98(DmChar05* this, PlayState* play) {
|
||||
s32 objectIdx = Object_GetIndex(&play->objectCtx, OBJECT_GI_MASK13);
|
||||
s32 objectIdx = Object_GetSlot(&play->objectCtx, OBJECT_GI_MASK13);
|
||||
|
||||
if (objectIdx >= 0) {
|
||||
this->unk_18F = objectIdx;
|
||||
@ -232,7 +232,7 @@ void func_80AACBE4(DmChar05* this, PlayState* play) {
|
||||
OBJECT_GI_MASK11, OBJECT_GI_MASK20, OBJECT_GI_RABIT_MASK, OBJECT_GI_MASK12,
|
||||
};
|
||||
s32 params = DMCHAR05_GET(&this->actor) - DMCHAR05_5;
|
||||
s32 objectIdx = Object_GetIndex(&play->objectCtx, D_80AAE2F0[params]);
|
||||
s32 objectIdx = Object_GetSlot(&play->objectCtx, D_80AAE2F0[params]);
|
||||
|
||||
if (objectIdx >= 0) {
|
||||
this->unk_18F = objectIdx;
|
||||
@ -278,7 +278,7 @@ void func_80AACD0C(DmChar05* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_80AACD1C(DmChar05* this, PlayState* play) {
|
||||
s32 objectIdx = Object_GetIndex(&play->objectCtx, OBJECT_GI_ZORAMASK);
|
||||
s32 objectIdx = Object_GetSlot(&play->objectCtx, OBJECT_GI_ZORAMASK);
|
||||
|
||||
if (objectIdx >= 0) {
|
||||
this->unk_18F = objectIdx;
|
||||
@ -298,7 +298,7 @@ void func_80AACD68(DmChar05* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_80AACE10(DmChar05* this, PlayState* play) {
|
||||
s32 objectIdx = Object_GetIndex(&play->objectCtx, OBJECT_GI_MASK15);
|
||||
s32 objectIdx = Object_GetSlot(&play->objectCtx, OBJECT_GI_MASK15);
|
||||
|
||||
if (objectIdx >= 0) {
|
||||
this->unk_18F = objectIdx;
|
||||
|
@ -81,9 +81,9 @@ s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (objectIndex2 >= 0) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex2].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
|
||||
isAnimFinished = SkelAnime_Update(&this->skelAnime);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex].segment);
|
||||
}
|
||||
|
||||
return isAnimFinished;
|
||||
@ -101,10 +101,10 @@ s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, s32 animIndex) {
|
||||
}
|
||||
|
||||
if ((objectIndex2 >= 0) && (this->animIndex != animIndex)) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex2].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
|
||||
this->animIndex = animIndex;
|
||||
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex].segment);
|
||||
}
|
||||
|
||||
return didAnimChange;
|
||||
@ -312,9 +312,9 @@ void DmGm_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
|
||||
Matrix_TranslateRotateZYX(&D_80C25218, &D_80C25224);
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[sp2A].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2A].segment);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gMoonMaskDL);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[sp2B].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2B].segment);
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
|
@ -320,7 +320,7 @@ void DmStk_LoadObjectForAnimation(DmStk* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (objectIndex >= 0) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex].segment);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1062,9 +1062,9 @@ void DmStk_Init(Actor* thisx, PlayState* play) {
|
||||
this->shouldDraw = true;
|
||||
if (DM_STK_GET_TYPE(&this->actor) != DM_STK_TYPE_MAJORAS_MASK) {
|
||||
this->dekuPipesCutsceneState = SK_DEKU_PIPES_CS_STATE_NOT_READY;
|
||||
this->objectStkObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_STK);
|
||||
this->objectStk2ObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_STK2);
|
||||
this->objectStk3ObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_STK3);
|
||||
this->objectStkObjectIndex = Object_GetSlot(&play->objectCtx, OBJECT_STK);
|
||||
this->objectStk2ObjectIndex = Object_GetSlot(&play->objectCtx, OBJECT_STK2);
|
||||
this->objectStk3ObjectIndex = Object_GetSlot(&play->objectCtx, OBJECT_STK3);
|
||||
if (this->objectStkObjectIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
@ -1968,15 +1968,15 @@ void DmStk_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
|
||||
(this->objectStk2ObjectIndex >= 0)) {
|
||||
Matrix_Push();
|
||||
Matrix_Scale(2.0f, 2.0f, 2.0f, MTXMODE_APPLY);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objectStk2ObjectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectStk2ObjectIndex].segment);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->objectStk2ObjectIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->objectStk2ObjectIndex].segment);
|
||||
|
||||
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gSkullKidMajorasMaskCurseOverlayTexAnim));
|
||||
Gfx_DrawDListOpa(play, gSkullKidMajorasMaskCurseOverlayDL);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objectStkObjectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectStkObjectIndex].segment);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->objectStkObjectIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->objectStkObjectIndex].segment);
|
||||
|
||||
Matrix_Pop();
|
||||
}
|
||||
@ -2095,7 +2095,7 @@ void DmStk_Draw(Actor* thisx, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objectStkObjectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectStkObjectIndex].segment);
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
|
@ -234,7 +234,7 @@ void DoorShutter_Init(Actor* thisx, PlayState* play2) {
|
||||
this->slidingDoor.dyna.actor.room = -1;
|
||||
}
|
||||
|
||||
if ((this->requiredObjBankIndex = Object_GetIndex(&play->objectCtx, D_808A2180[sp24].objectId)) < 0) {
|
||||
if ((this->requiredObjBankIndex = Object_GetSlot(&play->objectCtx, D_808A2180[sp24].objectId)) < 0) {
|
||||
Actor_Kill(&this->slidingDoor.dyna.actor);
|
||||
return;
|
||||
}
|
||||
|
@ -264,9 +264,9 @@ s32 EnBba01_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
|
||||
if (limbIndex == BBA_LIMB_RIGHT_LOWER_ARM_ROOT) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->enHy.skelLowerObjIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->enHy.skelLowerObjIndex].segment);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
@ -303,8 +303,8 @@ void EnBba01_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* ro
|
||||
if (limbIndex == BBA_LIMB_HEAD) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->enHy.skelUpperObjIndex].segment);
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->enHy.skelUpperObjIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.skelUpperObjIndex].segment);
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->enHy.skelUpperObjIndex].segment);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
@ -254,10 +254,10 @@ s32 EnCne01_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
|
||||
if (limbIndex == CNE_LIMB_HEAD) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->enHy.headObjIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.headObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->enHy.headObjIndex].segment);
|
||||
*dList = gCneHeadBrownHairDL;
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->enHy.skelLowerObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->enHy.skelLowerObjIndex].segment);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
@ -294,8 +294,8 @@ void EnCne01_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* ro
|
||||
if (limbIndex == CNE_LIMB_RIGHT_FOOT) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->enHy.skelUpperObjIndex].segment);
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->enHy.skelUpperObjIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->enHy.skelUpperObjIndex].segment);
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->enHy.skelUpperObjIndex].segment);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
@ -588,10 +588,10 @@ void func_80BE7718(EnDaiku2* this, PlayState* play) {
|
||||
|
||||
Gfx_SetupDL25_Opa(play->state.gfxCtx);
|
||||
|
||||
objectIdx = Object_GetIndex(&play->objectCtx, OBJECT_BOMBIWA);
|
||||
objectIdx = Object_GetSlot(&play->objectCtx, OBJECT_BOMBIWA);
|
||||
if ((objectIdx >= 0) && Object_IsLoaded(&play->objectCtx, objectIdx)) {
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[objectIdx].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectIdx].segment);
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(this->effects); i++, effect++) {
|
||||
if (effect->isEnabled) {
|
||||
|
@ -210,7 +210,7 @@ s32 func_80A515C4(EnDnk* this) {
|
||||
|
||||
void func_80A51648(EnDnk* this, PlayState* play) {
|
||||
if (SubS_IsObjectLoaded(this->unk_28E, play) == true) {
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->unk_28E].segment);
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->unk_28E].segment);
|
||||
this->actor.draw = func_80A52018;
|
||||
this->actor.objBankIndex = this->unk_28E;
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 18.0f);
|
||||
|
@ -440,16 +440,16 @@ void EnDoor_Init(Actor* thisx, PlayState* play2) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ((i >= ARRAY_COUNT(sObjInfo) - 34) && (Object_GetIndex(&play->objectCtx, GAMEPLAY_FIELD_KEEP) >= 0)) {
|
||||
if ((i >= ARRAY_COUNT(sObjInfo) - 34) && (Object_GetSlot(&play->objectCtx, GAMEPLAY_FIELD_KEEP) >= 0)) {
|
||||
objectInfo++;
|
||||
}
|
||||
}
|
||||
|
||||
this->knobDoor.dlIndex = objectInfo->dListIndex;
|
||||
objectBankIndex = Object_GetIndex(&play->objectCtx, objectInfo->objectId);
|
||||
objectBankIndex = Object_GetSlot(&play->objectCtx, objectInfo->objectId);
|
||||
if (objectBankIndex < 0) {
|
||||
objectInfo = &sObjInfo[15];
|
||||
objectBankIndex = Object_GetIndex(&play->objectCtx, objectInfo->objectId);
|
||||
objectBankIndex = Object_GetSlot(&play->objectCtx, objectInfo->objectId);
|
||||
if (objectBankIndex != 0) {
|
||||
Actor_Kill(&this->knobDoor.dyna.actor);
|
||||
return;
|
||||
|
@ -101,10 +101,10 @@ void EnDoorEtc_Init(Actor* thisx, PlayState* play2) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if ((i >= 15) && (Object_GetIndex(&play->objectCtx, GAMEPLAY_FIELD_KEEP) >= 0)) {
|
||||
if ((i >= 15) && (Object_GetSlot(&play->objectCtx, GAMEPLAY_FIELD_KEEP) >= 0)) {
|
||||
objectInfo++;
|
||||
}
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, objectInfo->objectId);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, objectInfo->objectId);
|
||||
if (objectIndex < 0) {
|
||||
Actor_Kill(&this->knobDoor.dyna.actor);
|
||||
} else {
|
||||
|
@ -118,9 +118,9 @@ void EnDrs_PostLimbDraw(PlayState* play2, s32 limbIndex, Gfx** dList, Vec3s* rot
|
||||
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_87_02) && (limbIndex == WEDDING_DRESS_MANNEQUIN_LIMB_MASK)) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[temp].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[temp].segment);
|
||||
gSPDisplayList(POLY_OPA_DISP++, &gMoonMaskDL);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[temp2].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[temp2].segment);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
@ -172,7 +172,7 @@ void EnEndingHero6_Draw(Actor* thisx, PlayState* play) {
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
|
||||
if ((this->objectIndex >= 0) && Object_IsLoaded(&play->objectCtx, this->objectIndex)) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->objectIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->objectIndex].segment);
|
||||
|
||||
switch (this->type) {
|
||||
case ENDING_HERO6_TYPE_DAIKU_RED:
|
||||
|
@ -165,19 +165,19 @@ void EnFall_Init(Actor* thisx, PlayState* play) {
|
||||
case EN_FALL_TYPE_LODMOON_NO_LERP:
|
||||
case EN_FALL_TYPE_LODMOON:
|
||||
case EN_FALL_TYPE_LODMOON_INVERTED_STONE_TOWER:
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_LODMOON);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_LODMOON);
|
||||
break;
|
||||
|
||||
case EN_FALL_TYPE_MOONS_TEAR:
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_MOONSTON);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_MOONSTON);
|
||||
break;
|
||||
|
||||
case EN_FALL_TYPE_STOPPED_MOON_OPEN_MOUTH:
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_FALL2);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_FALL2);
|
||||
break;
|
||||
|
||||
default:
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_FALL);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_FALL);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -416,12 +416,12 @@ s32 func_80BB1D64(EnGeg* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void EnGeg_UpdateSkelAnime(EnGeg* this, PlayState* play) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->unk_248].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->unk_248].segment);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
}
|
||||
|
||||
void EnGeg_ChangeAnim(EnGeg* this, PlayState* play) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->unk_248].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->unk_248].segment);
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, this->animIndex);
|
||||
}
|
||||
|
||||
@ -550,7 +550,7 @@ void func_80BB2520(EnGeg* this, PlayState* play) {
|
||||
break;
|
||||
|
||||
case 0xD66:
|
||||
this->unk_248 = Object_GetIndex(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
this->unk_248 = Object_GetSlot(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
if (this->unk_248 >= 0) {
|
||||
this->animIndex = ENGEG_ANIM_19;
|
||||
EnGeg_ChangeAnim(this, play);
|
||||
@ -568,7 +568,7 @@ void func_80BB2520(EnGeg* this, PlayState* play) {
|
||||
case 0xD72:
|
||||
case 0xD75:
|
||||
case 0xD8B:
|
||||
this->unk_248 = Object_GetIndex(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
this->unk_248 = Object_GetSlot(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
if (this->unk_248 >= 0) {
|
||||
this->animIndex = ENGEG_ANIM_4;
|
||||
EnGeg_ChangeAnim(this, play);
|
||||
@ -713,7 +713,7 @@ void func_80BB2B1C(EnGeg* this, PlayState* play) {
|
||||
CutsceneManager_StartWithPlayerCsAndSetFlag(this->csId, &this->actor);
|
||||
this->unk_496 = 0xD68;
|
||||
Message_ContinueTextbox(play, this->unk_496);
|
||||
this->unk_248 = Object_GetIndex(&play->objectCtx, OBJECT_TAISOU);
|
||||
this->unk_248 = Object_GetSlot(&play->objectCtx, OBJECT_TAISOU);
|
||||
if (this->unk_248 >= 0) {
|
||||
this->animIndex = ENGEG_ANIM_13;
|
||||
EnGeg_ChangeAnim(this, play);
|
||||
@ -926,7 +926,7 @@ void EnGeg_Init(Actor* thisx, PlayState* play) {
|
||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
|
||||
|
||||
if (this->actor.update != NULL) {
|
||||
this->unk_248 = Object_GetIndex(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
this->unk_248 = Object_GetSlot(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
if (this->unk_248 < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
@ -165,7 +165,7 @@ void EnGirlA_InitObjIndex(EnGirlA* this, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
|
||||
this->objIndex = Object_GetIndex(&play->objectCtx, sShopItemEntries[params].objectId);
|
||||
this->objIndex = Object_GetSlot(&play->objectCtx, sShopItemEntries[params].objectId);
|
||||
if (this->objIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -991,10 +991,10 @@ s32 EnGo_UpdateSkelAnime(EnGo* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (extraObjIndex >= 0) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[extraObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[extraObjIndex].segment);
|
||||
this->skelAnime.playSpeed = this->animPlaySpeed;
|
||||
isAnimFinished = SkelAnime_Update(&this->skelAnime);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objIndex].segment);
|
||||
}
|
||||
|
||||
return isAnimFinished;
|
||||
@ -1051,11 +1051,11 @@ s32 EnGo_ChangeAnim(EnGo* this, PlayState* play, EnGoAnimation animIndex) {
|
||||
}
|
||||
|
||||
if (extraObjIndex >= 0) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[extraObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[extraObjIndex].segment);
|
||||
this->animIndex = animIndex;
|
||||
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
|
||||
this->animPlaySpeed = this->skelAnime.playSpeed;
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objIndex].segment);
|
||||
}
|
||||
|
||||
return didAnimChange;
|
||||
|
@ -738,7 +738,7 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
|
||||
this->type = HORSE_TYPE_DONKEY;
|
||||
this->unk_528 = 80.0f;
|
||||
this->boostSpeed = 12;
|
||||
if ((this->bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HA)) < 0) {
|
||||
if ((this->bankIndex = Object_GetSlot(&play->objectCtx, OBJECT_HA)) < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
@ -748,8 +748,8 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
|
||||
this->type = HORSE_TYPE_2;
|
||||
this->unk_528 = 64.8f;
|
||||
this->boostSpeed = 15;
|
||||
if ((this->bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HORSE_LINK_CHILD)) < 0) {
|
||||
thisx->objBankIndex = Object_Spawn(&play->objectCtx, OBJECT_HORSE_LINK_CHILD);
|
||||
if ((this->bankIndex = Object_GetSlot(&play->objectCtx, OBJECT_HORSE_LINK_CHILD)) < 0) {
|
||||
thisx->objBankIndex = Object_SpawnPersistent(&play->objectCtx, OBJECT_HORSE_LINK_CHILD);
|
||||
Actor_SetObjectDependency(play, &this->actor);
|
||||
Skin_Init(&play->state, &this->skin, sSkeletonHeaders[this->type], sAnimationHeaders[this->type][0]);
|
||||
Animation_PlayOnce(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animIndex]);
|
||||
@ -760,7 +760,7 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
|
||||
} else if (ENHORSE_IS_BANDIT_TYPE(&this->actor)) {
|
||||
this->type = HORSE_TYPE_BANDIT;
|
||||
this->boostSpeed = 12;
|
||||
if ((this->bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HA)) < 0) {
|
||||
if ((this->bankIndex = Object_GetSlot(&play->objectCtx, OBJECT_HA)) < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
@ -209,7 +209,7 @@ void EnInvadepohDemo_DoNothing(EnInvadepohDemo* this, PlayState* play) {
|
||||
void EnInvadepohDemo_Alien_Init(EnInvadepohDemo* this, PlayState* play) {
|
||||
Actor_ProcessInitChain(&this->actor, sAlienInitChain);
|
||||
this->actor.flags = ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000;
|
||||
this->objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_UCH);
|
||||
this->objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_UCH);
|
||||
if (this->objectIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
@ -220,7 +220,7 @@ void EnInvadepohDemo_Alien_Init(EnInvadepohDemo* this, PlayState* play) {
|
||||
|
||||
void EnInvadepohDemo_Romani_Init(EnInvadepohDemo* this, PlayState* play) {
|
||||
Actor_ProcessInitChain(&this->actor, sRomaniInitChain);
|
||||
this->objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_MA1);
|
||||
this->objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_MA1);
|
||||
if (this->objectIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
@ -233,7 +233,7 @@ void EnInvadepohDemo_Cow_Init(EnInvadepohDemo* this, PlayState* play) {
|
||||
Actor_ProcessInitChain(&this->actor, sCowInitChain);
|
||||
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_INVADEPOH_DEMO, 0.0f, 0.0f, 0.0f, 0, 0, 0,
|
||||
EN_INVADEPOH_DEMO_TYPE_COW_TAIL);
|
||||
this->objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_COW);
|
||||
this->objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_COW);
|
||||
if (this->objectIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
@ -250,7 +250,7 @@ void EnInvadepohDemo_Ufo_Init(EnInvadepohDemo* this, PlayState* play) {
|
||||
|
||||
void EnInvadepohDemo_CowTail_Init(EnInvadepohDemo* this, PlayState* play) {
|
||||
Actor_ProcessInitChain(&this->actor, sCowTailInitChain);
|
||||
this->objectIndex = Object_GetIndex(&play->objectCtx, OBJECT_COW);
|
||||
this->objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_COW);
|
||||
if (this->objectIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -425,7 +425,7 @@ void EnIshi_Init(Actor* thisx, PlayState* play) {
|
||||
this->unk_197 |= 1;
|
||||
}
|
||||
|
||||
this->unk_196 = Object_GetIndex(&play->objectCtx, D_8095F6E8[ENISHI_GET_8(&this->actor)]);
|
||||
this->unk_196 = Object_GetSlot(&play->objectCtx, D_8095F6E8[ENISHI_GET_8(&this->actor)]);
|
||||
if (this->unk_196 < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -393,7 +393,7 @@ void EnKusa_Init(Actor* thisx, PlayState* play) {
|
||||
this->isInWater |= 1;
|
||||
}
|
||||
|
||||
this->objIndex = Object_GetIndex(&play->objectCtx, objectIds[(KUSA_GET_TYPE(&this->actor))]);
|
||||
this->objIndex = Object_GetSlot(&play->objectCtx, objectIds[(KUSA_GET_TYPE(&this->actor))]);
|
||||
if (this->objIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -707,7 +707,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxp) {
|
||||
s16 step;
|
||||
|
||||
// Set segment 6 to the object, since this will be read by OVERLAY_DISP where it is not set by default.
|
||||
gSPSegment(gfx++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
|
||||
gSPSegment(gfx++, 0x06, play->objectCtx.slots[this->actor.objBankIndex].segment);
|
||||
|
||||
Gfx_SetupDL39_Ptr(&gfx);
|
||||
|
||||
|
@ -61,7 +61,7 @@ void EnNwc_Init(Actor* thisx, PlayState* play) {
|
||||
s32 niwObjectIndex;
|
||||
EnNwc* this = THIS;
|
||||
|
||||
niwObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_NIW);
|
||||
niwObjectIndex = Object_GetSlot(&play->objectCtx, OBJECT_NIW);
|
||||
if (niwObjectIndex < 0) {
|
||||
// niw object does not exist, we need it for tranformation, despawn
|
||||
Actor_Kill(&this->actor);
|
||||
@ -248,14 +248,14 @@ void EnNwc_CheckFound(EnNwc* this, PlayState* play) {
|
||||
|
||||
void EnNwc_LoadNiwSkeleton(EnNwc* this, PlayState* play) {
|
||||
if (Object_IsLoaded(&play->objectCtx, this->niwObjectIndex)) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->niwObjectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->niwObjectIndex].segment);
|
||||
|
||||
SkelAnime_InitFlex(play, &this->niwSkeleton, &gNiwSkeleton, &gNiwIdleAnim, this->jointTable, this->morphTable,
|
||||
NIW_LIMB_MAX);
|
||||
Animation_Change(&this->niwSkeleton, &gNiwIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gNiwIdleAnim),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->nwcObjectIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->nwcObjectIndex].segment);
|
||||
this->state = NWC_STATE_NIW_LOADED;
|
||||
EnNwc_ToggleState(this);
|
||||
}
|
||||
|
@ -275,7 +275,7 @@ void EnOssan_Init(Actor* thisx, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
id = sObjectIds[this->actor.params];
|
||||
this->objIndex = Object_GetIndex(&play->objectCtx, id);
|
||||
this->objIndex = Object_GetSlot(&play->objectCtx, id);
|
||||
if (this->objIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -786,18 +786,18 @@ void EnSGoro_UpdateSleeping(EnSGoro* this, PlayState* play) {
|
||||
s32 EnSGoro_UpdateCheerAnimation(EnSGoro* this, PlayState* play) {
|
||||
if (this->animInfoIndex == EN_S_GORO_ANIM_IDLE_STAND) {
|
||||
if (((EnJg*)this->otherGoron)->flags & 1) {
|
||||
this->loadedObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_TAISOU);
|
||||
this->loadedObjIndex = Object_GetSlot(&play->objectCtx, OBJECT_TAISOU);
|
||||
if (this->loadedObjIndex >= 0) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->loadedObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->loadedObjIndex].segment);
|
||||
this->animInfoIndex = EN_S_GORO_ANIM_TAISOU_CHEER;
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, this->animInfoIndex);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
} else if ((this->animInfoIndex == EN_S_GORO_ANIM_TAISOU_CHEER) && !(((EnJg*)this->otherGoron)->flags & 1)) {
|
||||
this->loadedObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
this->loadedObjIndex = Object_GetSlot(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
if (this->loadedObjIndex >= 0) {
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->loadedObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->loadedObjIndex].segment);
|
||||
this->animInfoIndex = EN_S_GORO_ANIM_IDLE_STAND;
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, this->animInfoIndex);
|
||||
this->skelAnime.curFrame = this->skelAnime.endFrame;
|
||||
@ -1307,7 +1307,7 @@ void EnSGoro_Init(Actor* thisx, PlayState* play) {
|
||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
|
||||
if (this->actor.update != NULL) {
|
||||
s32 objIndex = Object_GetIndex(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
s32 objIndex = Object_GetSlot(&play->objectCtx, OBJECT_OF1D_MAP);
|
||||
|
||||
this->loadedObjIndex = objIndex;
|
||||
if (objIndex < 0) {
|
||||
@ -1329,7 +1329,7 @@ void EnSGoro_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
this->actionFunc(this, play);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->loadedObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->loadedObjIndex].segment);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (this->animInfoIndex != EN_S_GORO_ANIM_SLEEPY) {
|
||||
EnSGoro_UpdateAttentionTarget(this, play);
|
||||
|
@ -69,7 +69,7 @@ void EnSekihi_Init(Actor* thisx, PlayState* play) {
|
||||
SET_WEEKEVENTREG(WEEKEVENTREG_OCEANSIDE_SPIDER_HOUSE_BUYER_MOVED_IN);
|
||||
}
|
||||
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, sObjectIds[type]);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, sObjectIds[type]);
|
||||
if (objectIndex >= 0) {
|
||||
this->objectIndex = objectIndex;
|
||||
}
|
||||
|
@ -381,7 +381,7 @@ void EnSob1_SpawnShopItems(EnSob1* this, PlayState* play, ShopItem* shopItem) {
|
||||
|
||||
s32 EnSob1_GetObjIndices(EnSob1* this, PlayState* play, s16* objIds) {
|
||||
if (objIds[1] != OBJECT_ID_MAX) {
|
||||
this->unusedObjIndex = Object_GetIndex(&play->objectCtx, objIds[1]);
|
||||
this->unusedObjIndex = Object_GetSlot(&play->objectCtx, objIds[1]);
|
||||
if (this->unusedObjIndex < 0) {
|
||||
return false;
|
||||
}
|
||||
@ -389,7 +389,7 @@ s32 EnSob1_GetObjIndices(EnSob1* this, PlayState* play, s16* objIds) {
|
||||
this->unusedObjIndex = -1;
|
||||
}
|
||||
if (objIds[2] != OBJECT_ID_MAX) {
|
||||
this->shopkeeperAnimObjIndex = Object_GetIndex(&play->objectCtx, objIds[2]);
|
||||
this->shopkeeperAnimObjIndex = Object_GetSlot(&play->objectCtx, objIds[2]);
|
||||
if (this->shopkeeperAnimObjIndex < 0) {
|
||||
return false;
|
||||
}
|
||||
@ -427,7 +427,7 @@ void EnSob1_Init(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
objIds = sObjectIds[this->shopType];
|
||||
this->mainObjIndex = Object_GetIndex(&play->objectCtx, objIds[0]);
|
||||
this->mainObjIndex = Object_GetSlot(&play->objectCtx, objIds[0]);
|
||||
if (this->mainObjIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
@ -1345,7 +1345,7 @@ void EnSob1_Blink(EnSob1* this) {
|
||||
}
|
||||
|
||||
void EnSob1_ChangeObject(EnSob1* this, PlayState* play) {
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->shopkeeperAnimObjIndex].segment);
|
||||
gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->shopkeeperAnimObjIndex].segment);
|
||||
}
|
||||
|
||||
s32 EnSob1_AreObjectsLoaded(EnSob1* this, PlayState* play) {
|
||||
@ -1363,7 +1363,7 @@ s32 EnSob1_AreObjectsLoaded(EnSob1* this, PlayState* play) {
|
||||
|
||||
void EnSob1_ZoraShopkeeper_Init(EnSob1* this, PlayState* play) {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gZoraSkel, NULL, this->jointTable, this->morphTable, ZORA_LIMB_MAX);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->shopkeeperAnimObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->shopkeeperAnimObjIndex].segment);
|
||||
Animation_Change(&this->skelAnime, &gZoraShopkeeperAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gZoraShopkeeperAnim),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
this->actor.draw = EnSob1_ZoraShopkeeper_Draw;
|
||||
@ -1372,7 +1372,7 @@ void EnSob1_ZoraShopkeeper_Init(EnSob1* this, PlayState* play) {
|
||||
|
||||
void EnSob1_GoronShopkeeper_Init(EnSob1* this, PlayState* play) {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gGoronSkel, NULL, this->jointTable, this->morphTable, GORON_LIMB_MAX);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->shopkeeperAnimObjIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->shopkeeperAnimObjIndex].segment);
|
||||
Animation_Change(&this->skelAnime, &gGoronShopkeeperAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gGoronShopkeeperAnim),
|
||||
ANIMMODE_LOOP, 0.0f);
|
||||
this->actor.draw = EnSob1_GoronShopkeeper_Draw;
|
||||
|
@ -245,9 +245,9 @@ void func_808A54B0(EnSt* this, PlayState* play) {
|
||||
if ((this->unk_18C & 1) && (this->actor.colChkInfo.health != 0)) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->unk_2C0].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->unk_2C0].segment);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[this->unk_2C0].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[this->unk_2C0].segment);
|
||||
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
|
||||
@ -842,7 +842,7 @@ void func_808A701C(EnSt* this, PlayState* play) {
|
||||
void EnSt_Init(Actor* thisx, PlayState* play) {
|
||||
EnSt* this = THIS;
|
||||
|
||||
this->unk_2C0 = Object_GetIndex(&play->objectCtx, GAMEPLAY_KEEP);
|
||||
this->unk_2C0 = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP);
|
||||
if (((ENST_GET_3F(&this->actor) != ENST_3F_63) && Flags_GetSwitch(play, ENST_GET_3F(&this->actor))) ||
|
||||
(this->unk_2C0 < 0)) {
|
||||
Actor_Kill(&this->actor);
|
||||
|
@ -112,12 +112,12 @@ void EnSth_Init(Actor* thisx, PlayState* play) {
|
||||
|
||||
// this actor can draw two separate bodies that use different objects
|
||||
if (STH_GET_SWAMP_BODY(&this->actor)) {
|
||||
objectId = Object_GetIndex(&play->objectCtx, OBJECT_AHG);
|
||||
objectId = Object_GetSlot(&play->objectCtx, OBJECT_AHG);
|
||||
} else {
|
||||
objectId = Object_GetIndex(&play->objectCtx, OBJECT_STH);
|
||||
objectId = Object_GetSlot(&play->objectCtx, OBJECT_STH);
|
||||
}
|
||||
this->mainObjectId = objectId;
|
||||
this->maskOfTruthObjectId = Object_GetIndex(&play->objectCtx, OBJECT_MASK_TRUTH);
|
||||
this->maskOfTruthObjectId = Object_GetSlot(&play->objectCtx, OBJECT_MASK_TRUTH);
|
||||
|
||||
Actor_SetScale(&this->actor, 0.01f);
|
||||
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||
@ -740,7 +740,7 @@ void EnSth_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0A, play->objectCtx.status[this->maskOfTruthObjectId].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0A, play->objectCtx.slots[this->maskOfTruthObjectId].segment);
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_mask_truth_DL_0001A0);
|
||||
|
||||
Matrix_Pop();
|
||||
|
@ -35,7 +35,7 @@ ActorInit En_Sth2_InitVars = {
|
||||
void EnSth2_Init(Actor* thisx, PlayState* play) {
|
||||
EnSth2* this = THIS;
|
||||
|
||||
this->objIndex = Object_GetIndex(&play->objectCtx, OBJECT_STH);
|
||||
this->objIndex = Object_GetSlot(&play->objectCtx, OBJECT_STH);
|
||||
Actor_SetScale(&this->actor, 0.01f);
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
|
||||
this->unused = 0;
|
||||
|
@ -83,7 +83,7 @@ void EnTest2_Update(Actor* thisx, PlayState* play) {
|
||||
EnTest2ModelInfo* modelInfo;
|
||||
EnTest2* this = THIS;
|
||||
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, sObjectIds[this->actor.params]);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, sObjectIds[this->actor.params]);
|
||||
if (objectIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -60,7 +60,7 @@ void EnWarptag_Init(Actor* thisx, PlayState* play) {
|
||||
this->actionFunc = EnWarpTag_WaitForPlayer;
|
||||
|
||||
} else {
|
||||
if ((this->dangeonKeepObject = Object_GetIndex(&play->objectCtx, GAMEPLAY_DANGEON_KEEP)) < 0) {
|
||||
if ((this->dangeonKeepObject = Object_GetSlot(&play->objectCtx, GAMEPLAY_DANGEON_KEEP)) < 0) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
}
|
||||
|
||||
|
@ -55,7 +55,7 @@ void ItemEtcetera_Init(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
ItemEtcetera* this = THIS;
|
||||
s32 type = ITEMETCETERA_GET_FF(&this->actor);
|
||||
s32 objBankIndex = Object_GetIndex(&play->objectCtx, sObjectIds[type]);
|
||||
s32 objBankIndex = Object_GetSlot(&play->objectCtx, sObjectIds[type]);
|
||||
|
||||
if (objBankIndex < 0) {
|
||||
// assert on debug
|
||||
|
@ -80,7 +80,7 @@ void ObjEtcetera_Init(Actor* thisx, PlayState* play) {
|
||||
type = DEKU_FLOWER_TYPE_PINK;
|
||||
}
|
||||
|
||||
objectIndex = Object_GetIndex(&play->objectCtx, objectIds[type]);
|
||||
objectIndex = Object_GetSlot(&play->objectCtx, objectIds[type]);
|
||||
if (objectIndex >= 0) {
|
||||
this->objIndex = objectIndex;
|
||||
}
|
||||
|
@ -149,7 +149,7 @@ void ObjKibako_Init(Actor* thisx, PlayState* play2) {
|
||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||
this->bankIndex = Object_GetIndex(&play->objectCtx, sObjectIdList[whichBankIndex]);
|
||||
this->bankIndex = Object_GetSlot(&play->objectCtx, sObjectIdList[whichBankIndex]);
|
||||
if (this->bankIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -93,7 +93,7 @@ void ObjNozoki_Destroy(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_80BA2514(ObjNozoki* this, PlayState* play) {
|
||||
s32 sp24 = Object_GetIndex(&play->objectCtx, D_80BA34B8[this->unk_15C]);
|
||||
s32 sp24 = Object_GetSlot(&play->objectCtx, D_80BA34B8[this->unk_15C]);
|
||||
|
||||
if (sp24 < 0) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
|
@ -130,7 +130,7 @@ void ObjPurify_Init(Actor* thisx, PlayState* play) {
|
||||
if (sp20 == 1) {
|
||||
DynaPolyActor_Init(&this->dyna, 0);
|
||||
}
|
||||
this->objIndex = Object_GetIndex(&play->objectCtx, info->objectId);
|
||||
this->objIndex = Object_GetSlot(&play->objectCtx, info->objectId);
|
||||
if (this->objIndex < 0) {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
} else if (sp20 == 0) {
|
||||
|
@ -207,7 +207,7 @@ void ObjPzlblock_Init(Actor* thisx, PlayState* play) {
|
||||
|
||||
DynaPolyActor_Init(&this->dyna, 0);
|
||||
|
||||
this->unk_17A = Object_GetIndex(&play->objectCtx, sp24->unk_00);
|
||||
this->unk_17A = Object_GetSlot(&play->objectCtx, sp24->unk_00);
|
||||
|
||||
if (sp28 == 0) {
|
||||
func_809A3D1C(this);
|
||||
|
@ -186,7 +186,7 @@ void ObjTsubo_Init(Actor* thisx, PlayState* play) {
|
||||
this->cylinderCollider.dim.radius = sPotTypeData[type].radius;
|
||||
this->cylinderCollider.dim.height = sPotTypeData[type].height;
|
||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||
this->objBankIndex = Object_GetIndex(&play->objectCtx, sPotTypeData[type].objId);
|
||||
this->objBankIndex = Object_GetSlot(&play->objectCtx, sPotTypeData[type].objId);
|
||||
if (this->objBankIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
|
@ -10661,7 +10661,7 @@ void Player_Init(Actor* thisx, PlayState* play) {
|
||||
if (this->actor.shape.rot.x != 0) {
|
||||
this->transformation = this->actor.shape.rot.x - 1;
|
||||
|
||||
objBankIndex = Object_GetIndex(&play->objectCtx, gPlayerFormObjectIndices[this->transformation]);
|
||||
objBankIndex = Object_GetSlot(&play->objectCtx, gPlayerFormObjectIndices[this->transformation]);
|
||||
this->actor.objBankIndex = objBankIndex;
|
||||
if (objBankIndex < 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
@ -12380,7 +12380,7 @@ void Player_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
// This block is a leftover dog-following mechanic from OoT
|
||||
if (gSaveContext.dogParams < 0) {
|
||||
if (Object_GetIndex(&play->objectCtx, OBJECT_DOG) < 0) {
|
||||
if (Object_GetSlot(&play->objectCtx, OBJECT_DOG) < 0) {
|
||||
gSaveContext.dogParams = 0;
|
||||
} else {
|
||||
Actor* dog;
|
||||
|
@ -25,7 +25,7 @@ EffectSsInit Effect_En_Ice_Block_InitVars = {
|
||||
#define rRotVel regs[3]
|
||||
|
||||
u32 EffectEnIceBlock_CheckIceBlockObject(EffectSs* this, PlayState* play) {
|
||||
if (((this->rObjId = Object_GetIndex(&play->objectCtx, OBJECT_ICE_BLOCK)) < 0) ||
|
||||
if (((this->rObjId = Object_GetSlot(&play->objectCtx, OBJECT_ICE_BLOCK)) < 0) ||
|
||||
(!Object_IsLoaded(&play->objectCtx, this->rObjId))) {
|
||||
this->life = -1;
|
||||
this->draw = NULL;
|
||||
@ -63,7 +63,7 @@ void EffectEnIceBlock_Draw(PlayState* play, u32 index, EffectSs* this) {
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06,
|
||||
play->objectCtx.status[this->rObjId].segment); // object: OBJECT_ICE_BLOCK
|
||||
play->objectCtx.slots[this->rObjId].segment); // object: OBJECT_ICE_BLOCK
|
||||
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
|
||||
|
@ -29,7 +29,7 @@ EffectSsInit Effect_Ss_D_Fire_InitVars = {
|
||||
static TexturePtr sFireTextures[] = { gDodongoFire0Tex, gDodongoFire1Tex, gDodongoFire2Tex, gDodongoFire3Tex };
|
||||
|
||||
s32 EffectSsDFire_CheckForObject(EffectSs* this, PlayState* play) {
|
||||
if (((this->rObjectIndex = Object_GetIndex(&play->objectCtx, OBJECT_DODONGO)) < 0) ||
|
||||
if (((this->rObjectIndex = Object_GetSlot(&play->objectCtx, OBJECT_DODONGO)) < 0) ||
|
||||
!Object_IsLoaded(&play->objectCtx, this->rObjectIndex)) {
|
||||
this->life = -1;
|
||||
this->draw = NULL;
|
||||
@ -69,7 +69,7 @@ void EffectSsDFire_Draw(PlayState* play, u32 index, EffectSs* this) {
|
||||
f32 scale;
|
||||
|
||||
if (EffectSsDFire_CheckForObject(this, play)) {
|
||||
object = play->objectCtx.status[this->rObjectIndex].segment;
|
||||
object = play->objectCtx.slots[this->rObjectIndex].segment;
|
||||
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
|
@ -33,11 +33,11 @@ u32 EffectSsExtra_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
|
||||
EffectSsExtraInitParams* params = PARAMS;
|
||||
s32 objIndex;
|
||||
|
||||
objIndex = Object_GetIndex(&play->objectCtx, OBJECT_YABUSAME_POINT);
|
||||
objIndex = Object_GetSlot(&play->objectCtx, OBJECT_YABUSAME_POINT);
|
||||
if ((objIndex >= 0) && (Object_IsLoaded(&play->objectCtx, objIndex))) {
|
||||
void* segBackup = gSegments[6];
|
||||
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objIndex].segment);
|
||||
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objIndex].segment);
|
||||
|
||||
this->pos = params->pos;
|
||||
this->velocity = params->velocity;
|
||||
@ -62,7 +62,7 @@ void EffectSsExtra_Draw(PlayState* play, u32 index, EffectSs* this) {
|
||||
void* storedSegment;
|
||||
|
||||
scale = this->rScale / 100.0f;
|
||||
storedSegment = play->objectCtx.status[this->rObjId].segment;
|
||||
storedSegment = play->objectCtx.slots[this->rObjId].segment;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
|
@ -27,7 +27,7 @@ EffectSsInit Effect_Ss_Hahen_InitVars = {
|
||||
};
|
||||
|
||||
void EffectSsHahen_CheckForObject(EffectSs* this, PlayState* play) {
|
||||
if (((this->rObjBankIndex = Object_GetIndex(&play->objectCtx, this->rObjId)) < 0) ||
|
||||
if (((this->rObjBankIndex = Object_GetSlot(&play->objectCtx, this->rObjId)) < 0) ||
|
||||
!Object_IsLoaded(&play->objectCtx, this->rObjBankIndex)) {
|
||||
this->life = -1;
|
||||
this->draw = NULL;
|
||||
@ -69,7 +69,7 @@ void EffectSsHahen_DrawOpa(PlayState* play, EffectSs* this) {
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
if (this->rObjId != HAHEN_OBJECT_DEFAULT) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->rObjBankIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->rObjBankIndex].segment);
|
||||
}
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
Gfx_SetupDL25_Opa(play->state.gfxCtx);
|
||||
@ -85,7 +85,7 @@ void EffectSsHahen_DrawXlu(PlayState* play, EffectSs* this) {
|
||||
OPEN_DISPS(gfxCtx);
|
||||
|
||||
if (this->rObjId != -1) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[this->rObjBankIndex].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[this->rObjBankIndex].segment);
|
||||
}
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
|
@ -95,9 +95,9 @@ void EffectSsKakera_Draw(PlayState* play, u32 index, EffectSs* this) {
|
||||
OPEN_DISPS(gfxCtx);
|
||||
if (this->rObjId != KAKERA_OBJECT_DEFAULT) {
|
||||
if ((((this->rReg4 >> 7) & 1) << 7) == 0x80) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[this->rObjBankIndex].segment);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[this->rObjBankIndex].segment);
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->rObjBankIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->rObjBankIndex].segment);
|
||||
}
|
||||
}
|
||||
|
||||
@ -127,7 +127,7 @@ void EffectSsKakera_Draw(PlayState* play, u32 index, EffectSs* this) {
|
||||
}
|
||||
|
||||
void EffectSsKakera_CheckForObject(EffectSs* this, PlayState* play) {
|
||||
this->rObjBankIndex = Object_GetIndex(&play->objectCtx, this->rObjId);
|
||||
this->rObjBankIndex = Object_GetSlot(&play->objectCtx, this->rObjId);
|
||||
if ((this->rObjBankIndex < 0) || (!Object_IsLoaded(&play->objectCtx, this->rObjBankIndex))) {
|
||||
this->life = 0;
|
||||
this->draw = NULL;
|
||||
|
@ -25,7 +25,7 @@ u32 EffectSsStick_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
|
||||
EffectSsStickInitParams* initParams = PARAMS;
|
||||
Vec3f pos;
|
||||
|
||||
this->rObjBankIndex = Object_GetIndex(&play->objectCtx, GAMEPLAY_KEEP);
|
||||
this->rObjBankIndex = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP);
|
||||
pos = initParams->pos;
|
||||
this->pos = pos;
|
||||
this->vec = pos;
|
||||
@ -51,7 +51,7 @@ void EffectSsStick_Draw(PlayState* play, u32 index, EffectSs* this) {
|
||||
Matrix_RotateZYX(0, this->rYaw, 0, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
Gfx_SetupDL25_Opa(gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[this->rObjBankIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->rObjBankIndex].segment);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gDekuStickDL);
|
||||
|
||||
|
@ -2415,10 +2415,10 @@
|
||||
0x8012F1BC:("Inventory_IncrementSkullTokenCount",),
|
||||
0x8012F22C:("Inventory_GetSkullTokenCount",),
|
||||
0x8012F278:("Inventory_SaveLotteryCodeGuess",),
|
||||
0x8012F2E0:("Object_Spawn",),
|
||||
0x8012F3D0:("Object_InitBank",),
|
||||
0x8012F4FC:("Object_UpdateBank",),
|
||||
0x8012F608:("Object_GetIndex",),
|
||||
0x8012F2E0:("Object_SpawnPersistent",),
|
||||
0x8012F3D0:("Object_InitContext",),
|
||||
0x8012F4FC:("Object_UpdateEntries",),
|
||||
0x8012F608:("Object_GetSlot",),
|
||||
0x8012F668:("Object_IsLoaded",),
|
||||
0x8012F698:("Object_LoadAll",),
|
||||
0x8012F73C:("func_8012F73C",),
|
||||
|
@ -774,6 +774,9 @@ wordReplace = {
|
||||
|
||||
"func_80133038": "Schedule_RunScript",
|
||||
|
||||
"Object_GetIndex": "Object_GetSlot",
|
||||
"Object_Spawn": "Object_SpawnPersistent",
|
||||
|
||||
"EffectSsKiraKira_SpawnSmallYellow": "EffectSsKirakira_SpawnSmallYellow",
|
||||
"EffectSsKiraKira_SpawnSmall": "EffectSsKirakira_SpawnSmall",
|
||||
"EffectSsKiraKira_SpawnDispersed": "EffectSsKirakira_SpawnDispersed",
|
||||
@ -1156,6 +1159,7 @@ wordReplace = {
|
||||
"play->roomCtx.curRoom.unk3": "play->roomCtx.curRoom.behaviorType1",
|
||||
"play->roomCtx.curRoom.unk2": "play->roomCtx.curRoom.behaviorType2",
|
||||
"play->roomCtx.unk31": "play->roomCtx.status",
|
||||
"play->objectCtx.status": "play->objectCtx.slots",
|
||||
|
||||
"actorCtx.unkC": "actorCtx.halfDaysBit",
|
||||
"actorCtx.unk1F4": "actorCtx.playerImpact.type",
|
||||
|
@ -1929,10 +1929,10 @@ asm/non_matchings/code/code_8012EC80/Inventory_SaveDekuPlaygroundHighScore.s,Inv
|
||||
asm/non_matchings/code/code_8012EC80/Inventory_IncrementSkullTokenCount.s,Inventory_IncrementSkullTokenCount,0x8012F1BC,0x1C
|
||||
asm/non_matchings/code/code_8012EC80/Inventory_GetSkullTokenCount.s,Inventory_GetSkullTokenCount,0x8012F22C,0x13
|
||||
asm/non_matchings/code/code_8012EC80/Inventory_SaveLotteryCodeGuess.s,Inventory_SaveLotteryCodeGuess,0x8012F278,0x16
|
||||
asm/non_matchings/code/z_scene/Object_Spawn.s,Object_Spawn,0x8012F2E0,0x3C
|
||||
asm/non_matchings/code/z_scene/Object_InitBank.s,Object_InitBank,0x8012F3D0,0x4B
|
||||
asm/non_matchings/code/z_scene/Object_UpdateBank.s,Object_UpdateBank,0x8012F4FC,0x43
|
||||
asm/non_matchings/code/z_scene/Object_GetIndex.s,Object_GetIndex,0x8012F608,0x18
|
||||
asm/non_matchings/code/z_scene/Object_SpawnPersistent.s,Object_SpawnPersistent,0x8012F2E0,0x3C
|
||||
asm/non_matchings/code/z_scene/Object_InitContext.s,Object_InitContext,0x8012F3D0,0x4B
|
||||
asm/non_matchings/code/z_scene/Object_UpdateEntries.s,Object_UpdateEntries,0x8012F4FC,0x43
|
||||
asm/non_matchings/code/z_scene/Object_GetSlot.s,Object_GetSlot,0x8012F608,0x18
|
||||
asm/non_matchings/code/z_scene/Object_IsLoaded.s,Object_IsLoaded,0x8012F668,0xC
|
||||
asm/non_matchings/code/z_scene/Object_LoadAll.s,Object_LoadAll,0x8012F698,0x29
|
||||
asm/non_matchings/code/z_scene/func_8012F73C.s,func_8012F73C,0x8012F73C,0x18
|
||||
|
|
Loading…
Reference in New Issue
Block a user