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ed77e143b6
* [headers] Create `one_point_cutscene.h`, `z64olib.h` and move stuff to `z64{object,player,scene}.h` * bss * sSceneCmdHandlers * bss * bss
50 lines
1.5 KiB
C
50 lines
1.5 KiB
C
#ifndef Z64OBJECT_H
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#define Z64OBJECT_H
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#include "ultra64.h"
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#include "z64dma.h"
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struct PlayState;
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typedef struct ObjectEntry {
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/* 0x00 */ s16 id;
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/* 0x04 */ void* segment;
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/* 0x08 */ DmaRequest dmaRequest;
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/* 0x28 */ OSMesgQueue loadQueue;
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/* 0x40 */ OSMesg loadMsg;
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} ObjectEntry; // size = 0x44
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typedef struct ObjectContext {
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/* 0x0000 */ void* spaceStart;
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/* 0x0004 */ void* spaceEnd; // original name: "endSegment"
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/* 0x0008 */ u8 numEntries; // total amount of used entries
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/* 0x0009 */ u8 numPersistentEntries; // amount of entries that won't be reused when loading a new object list (when loading a new room)
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/* 0x000A */ u8 mainKeepSlot; // "gameplay_keep" slot
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/* 0x000B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot
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/* 0x000C */ ObjectEntry slots[19];
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} ObjectContext; // size = 0x518
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#define DEFINE_OBJECT(_0, enum) enum,
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#define DEFINE_OBJECT_EMPTY(_0, enum) enum,
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#define DEFINE_OBJECT_UNSET(enum) enum,
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typedef enum ObjectId {
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#include "tables/object_table.h"
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/* 0x0192 */ OBJECT_ID_MAX
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} ObjectId;
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#undef DEFINE_OBJECT
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#undef DEFINE_OBJECT_EMPTY
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#undef DEFINE_OBJECT_UNSET
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void Object_InitContext(struct PlayState* play, 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 func_800981B8(ObjectContext* objectCtx);
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extern u32 gObjectTableSize;
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extern RomFile gObjectTable[OBJECT_ID_MAX];
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#endif
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