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[headers] Move object decls to z64object.h, cleanup Scene_Command*
protos (#1703)
* [headers] Move object decls to z64object.h, cleanup `Scene_Command*` protos * fixup
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@ -2,6 +2,30 @@
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#define Z64OBJECT_H
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#include "stdint.h"
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#include "romfile.h"
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struct GameState;
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typedef struct {
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/* 0x00 */ s16 id; // Negative ids mean that the object is unloaded
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/* 0x02 */ UNK_TYPE1 pad2[0x2];
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/* 0x04 */ void* segment;
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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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} ObjectEntry; // size = 0x44
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#define OBJECT_SLOT_NONE -1
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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 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 DEFINE_OBJECT(_name, enumValue) enumValue,
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#define DEFINE_OBJECT_UNSET(enumValue) enumValue,
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@ -16,6 +40,14 @@ typedef enum ObjectId {
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#undef DEFINE_OBJECT_UNSET
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#undef DEFINE_OBJECT_EMPTY
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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 slot, s16 id);
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extern ObjectId gObjectTableSize;
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extern RomFile gObjectTable[OBJECT_ID_MAX];
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@ -19,6 +19,7 @@
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#include "z64light.h"
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#include "z64math.h"
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#include "z64message.h"
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#include "z64object.h"
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#include "z64pause_menu.h"
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#include "z64player.h"
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#include "z64prerender.h"
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@ -1350,7 +1350,7 @@ void func_800B8DD4(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32
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void func_800B8E1C(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Player_PlaySfx(Player* player, u16 sfxId);
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// z_player_lib.c functions
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// z_player_lib.c
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s32 func_801226E0(struct PlayState* play, s32 arg1);
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s32 Player_InitOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList);
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@ -407,15 +407,6 @@ typedef struct {
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/* 0x8 */ char* name; // unused
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} SceneEntranceTableEntry; // size = 0xC
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typedef struct {
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/* 0x00 */ s16 id; // Negative ids mean that the object is unloaded
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/* 0x02 */ UNK_TYPE1 pad2[0x2];
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/* 0x04 */ void* segment;
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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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} ObjectEntry; // size = 0x44
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typedef struct {
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/* 0x0 */ RomFile segment;
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/* 0x8 */ u16 titleTextId;
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@ -467,18 +458,6 @@ typedef struct {
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/* 0x4 */ void* params;
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} AnimatedMaterial; // size = 0x8
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#define OBJECT_SLOT_NONE -1
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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 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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typedef struct {
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/* 0x0 */ u16 mapId;
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/* 0x2 */ s16 centerX;
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@ -897,45 +876,7 @@ typedef enum {
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#define SCENE_CMD_MINIMAP_INFO SCENE_CMD_MAP_DATA
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#define SCENE_CMD_MINIMAP_COMPASS_ICON_INFO SCENE_CMD_MAP_DATA_CHESTS
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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 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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void Scene_CommandCollisionHeader(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandRoomList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandEntranceList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandSpecialFiles(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandRoomBehavior(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandMesh(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandObjectList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandLightList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandPathList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandTransitionActorList(struct PlayState* play, SceneCmd* cmd);
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void Scene_ResetTransitionActorList(GameState* gameState, TransitionActorList* transitionActors);
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void Scene_CommandEnvLightSettings(struct PlayState* play, SceneCmd* cmd);
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void Scene_LoadAreaTextures(struct PlayState* play, s32 fileIndex);
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void Scene_CommandSkyboxSettings(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandSkyboxDisables(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandTimeSettings(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandWindSettings(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandExitList(struct PlayState* play, SceneCmd* cmd);
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void Scene_Command09(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandSoundSettings(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandEchoSetting(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandAltHeaderList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandCutsceneScriptList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandCutsceneList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandMapData(struct PlayState* play, SceneCmd* cmd);
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void Scene_Command1D(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandMapDataChests(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandSetRegionVisitedFlag(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandAnimatedMaterials(struct PlayState* play, SceneCmd* cmd);
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void Scene_SetExitFade(struct PlayState* play);
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s32 Scene_ExecuteCommands(struct PlayState* play, SceneCmd* sceneCmd);
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u16 Entrance_Create(s32 scene, s32 spawn, s32 layer);
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