mirror of
https://github.com/zeldaret/oot
synced 2026-08-22 06:44:46 -04:00
Reduce dependencies on global.h (9) (#2488)
* split game states * split all GameState headers * match fig names * deduplicate headers from bad merge * split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h * fix compile error * .bss
This commit is contained in:
@@ -3,8 +3,8 @@
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#include "ultra64.h"
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#include "z64game.h"
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#include "z64view.h"
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#include "z64sram.h"
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#include "z64view.h"
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typedef struct ConsoleLogoState {
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/* 0x0000 */ GameState state;
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@@ -2,12 +2,12 @@
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#define FILE_SELECT_STATE_H
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#include "ultra64.h"
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#include "z64game.h"
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#include "z64view.h"
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#include "z64sram.h"
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#include "z64skybox.h"
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#include "z64message.h"
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#include "z64environment.h"
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#include "z64game.h"
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#include "z64message.h"
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#include "z64skybox.h"
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#include "z64sram.h"
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#include "z64view.h"
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typedef struct FileSelectState {
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/* 0x00000 */ GameState state;
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@@ -28,12 +28,6 @@ OSPiHandle* osDriveRomInit(void);
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void Mio0_Decompress(u8* src, u8* dst);
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void FlagSet_Update(PlayState* play);
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void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
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void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
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void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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void SaveContext_Init(void);
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@@ -102,12 +96,6 @@ void func_800C213C(PreRender* this, Gfx** gfxP);
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void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP);
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void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP);
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void PreRender_ApplyFilters(PreRender* this);
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void Graph_InitTHGA(GraphicsContext* gfxCtx);
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GameStateOverlay* Graph_GetNextGameState(GameState* gameState);
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void Graph_Init(GraphicsContext* gfxCtx);
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void Graph_Destroy(GraphicsContext* gfxCtx);
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void Graph_TaskSet00(GraphicsContext* gfxCtx);
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void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState);
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void Graph_ThreadEntry(void*);
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ListAlloc* ListAlloc_Init(ListAlloc* this);
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@@ -33,6 +33,8 @@ typedef struct OverlayRelocationSection {
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/* 0x14 */ u32 relocations[1]; // size is nRelocations
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} OverlayRelocationSection; // size >= 0x18
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extern s32 gOverlayLogSeverity;
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void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd);
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void Overlay_Relocate(void* allocatedRamAddr, OverlayRelocationSection* ovlRelocs, void* vramStart);
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size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd, void* allocatedRamAddr);
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@@ -89,14 +89,6 @@
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#define PRINTF_RST() (void)0
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#endif
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#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
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if (1) { \
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GameState* state = curState; \
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\
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(state)->init = newInit; \
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(state)->size = sizeof(newStruct); \
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} (void)0
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#if DEBUG_FEATURES
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#define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSyncDebug(ram, vrom, size, file, line)
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#define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsyncDebug(req, ram, vrom, size, unk5, queue, msg, file, line)
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@@ -65,10 +65,6 @@ extern OSTime __osCurrentTime;
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extern u32 __osBaseCounter;
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extern u32 __osViIntrCount;
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extern u32 __osTimerCounter;
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extern EffectSsOverlay gEffectSsOverlayTable[EFFECT_SS_TYPE_MAX];
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extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0
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extern s32 gMaxActorId; // original name: "MaxProfile"
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extern s32 gZeldaArenaLogSeverity;
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extern MapData gMapDataTable;
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extern s16 gSpoilingItems[3];
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extern s16 gSpoilingItemReverts[3];
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@@ -134,7 +130,6 @@ extern u8 gSoundModeList[];
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extern u8 gAudioSpecId;
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extern u8 D_80133418;
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extern AudioSpec gAudioSpecs[18];
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extern s32 gOverlayLogSeverity;
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extern s32 gSystemArenaLogSeverity;
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extern u8 __osPfsInodeCacheBank;
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extern s32 __osPfsLastChannel;
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+3
-103
@@ -3,6 +3,7 @@
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#include "color.h"
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#include "romfile.h"
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#include "z64actor_profile.h"
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#include "z64animation.h"
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#include "z64math.h"
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#include "z64collision_check.h"
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@@ -23,88 +24,16 @@
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struct Actor;
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struct ActorEntry;
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struct ActorOverlay;
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struct CollisionPoly;
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struct Lights;
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struct Player;
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struct PlayState;
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typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
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typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
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typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
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typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
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typedef struct ActorProfile {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
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/* 0x04 */ u32 flags;
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/* 0x08 */ s16 objectId;
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/* 0x0C */ u32 instanceSize;
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/* 0x10 */ ActorFunc init; // Constructor
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/* 0x14 */ ActorFunc destroy; // Destructor
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/* 0x18 */ ActorFunc update; // Update Function
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/* 0x1C */ ActorFunc draw; // Draw function
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} ActorProfile; // size = 0x20
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/**
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* @see ACTOROVL_ALLOC_ABSOLUTE
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*/
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#if DEBUG_FEATURES
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#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0
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#else
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#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0
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#endif
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/**
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* The actor overlay should be allocated memory for when loading,
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* and the memory deallocated when there is no more actor using the overlay.
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*
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* `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded.
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*
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* @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful.
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* The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and.
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*
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* @see ACTOROVL_ALLOC_ABSOLUTE
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* @see ACTOROVL_ALLOC_PERSISTENT
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* @see actor_table.h
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*/
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#define ACTOROVL_ALLOC_NORMAL 0
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/**
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* The actor overlay should be loaded to "absolute space".
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*
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* Absolute space is a fixed amount of memory allocated once.
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* The overlay will still need to be loaded again if at some point there is no more actor using the overlay.
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*
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* @note Only one such overlay may be loaded at a time.
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* This is not checked: a newly loaded overlay will overwrite the previous one in absolute space,
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* even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted
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* when another absolute-allocated overlay is about to be used.
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*
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* @see ACTOROVL_ABSOLUTE_SPACE_SIZE
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* @see ActorContext.absoluteSpace
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* @see ACTOROVL_ALLOC_NORMAL
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*/
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#define ACTOROVL_ALLOC_ABSOLUTE (1 << 0)
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/**
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* The actor overlay should be loaded persistently.
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* It will stay loaded until the current game state instance ends.
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*
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* @see ACTOROVL_ALLOC_NORMAL
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*/
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#define ACTOROVL_ALLOC_PERSISTENT (1 << 1)
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typedef struct ActorOverlay {
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/* 0x00 */ RomFile file;
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/* 0x08 */ void* vramStart;
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/* 0x0C */ void* vramEnd;
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/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
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/* 0x14 */ ActorProfile* profile;
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/* 0x18 */ char* name;
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/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
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/* 0x1E */ s8 numLoaded; // original name: "clients"
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} ActorOverlay; // size = 0x20
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typedef struct ActorShape {
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/* 0x00 */ Vec3s rot; // Current actor shape rotation
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/* 0x06 */ s16 face; // Used to index eyes and mouth textures. Only used by player
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@@ -309,7 +238,7 @@ typedef struct Actor {
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/* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy`
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/* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll`
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/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw`
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/* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor
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/* 0x138 */ struct ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor
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#if DEBUG_FEATURES
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/* 0x13C */ char dbgPad[0x10];
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#endif
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@@ -396,35 +325,6 @@ typedef struct EnAObj {
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/* 0x17C */ ColliderCylinder collider;
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} EnAObj; // size = 0x1C8
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typedef enum ActorCategory {
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/* 0x00 */ ACTORCAT_SWITCH,
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/* 0x01 */ ACTORCAT_BG,
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/* 0x02 */ ACTORCAT_PLAYER,
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/* 0x03 */ ACTORCAT_EXPLOSIVE,
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/* 0x04 */ ACTORCAT_NPC,
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/* 0x05 */ ACTORCAT_ENEMY,
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/* 0x06 */ ACTORCAT_PROP,
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/* 0x07 */ ACTORCAT_ITEMACTION,
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/* 0x08 */ ACTORCAT_MISC,
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/* 0x09 */ ACTORCAT_BOSS,
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/* 0x0A */ ACTORCAT_DOOR,
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/* 0x0B */ ACTORCAT_CHEST,
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/* 0x0C */ ACTORCAT_MAX
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} ActorCategory;
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#define DEFINE_ACTOR(_0, enum, _2, _3) enum,
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#define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum,
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#define DEFINE_ACTOR_UNSET(enum) enum,
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typedef enum ActorID {
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#include "tables/actor_table.h"
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/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
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} ActorID;
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#undef DEFINE_ACTOR
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#undef DEFINE_ACTOR_INTERNAL
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#undef DEFINE_ACTOR_UNSET
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typedef enum DoorLockType {
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DOORLOCK_NORMAL,
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DOORLOCK_BOSS,
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@@ -0,0 +1,52 @@
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#ifndef Z64ACTOR_PROFILE_H
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#define Z64ACTOR_PROFILE_H
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#include "ultra64.h"
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struct Actor;
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struct PlayState;
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#define DEFINE_ACTOR(_0, enum, _2, _3) enum,
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#define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum,
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#define DEFINE_ACTOR_UNSET(enum) enum,
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typedef enum ActorID {
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#include "tables/actor_table.h"
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/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
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} ActorID;
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#undef DEFINE_ACTOR
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#undef DEFINE_ACTOR_INTERNAL
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#undef DEFINE_ACTOR_UNSET
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typedef enum ActorCategory {
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/* 0x00 */ ACTORCAT_SWITCH,
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/* 0x01 */ ACTORCAT_BG,
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/* 0x02 */ ACTORCAT_PLAYER,
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/* 0x03 */ ACTORCAT_EXPLOSIVE,
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/* 0x04 */ ACTORCAT_NPC,
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/* 0x05 */ ACTORCAT_ENEMY,
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/* 0x06 */ ACTORCAT_PROP,
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/* 0x07 */ ACTORCAT_ITEMACTION,
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/* 0x08 */ ACTORCAT_MISC,
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/* 0x09 */ ACTORCAT_BOSS,
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/* 0x0A */ ACTORCAT_DOOR,
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/* 0x0B */ ACTORCAT_CHEST,
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/* 0x0C */ ACTORCAT_MAX
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} ActorCategory;
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typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
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typedef struct ActorProfile {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
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/* 0x04 */ u32 flags;
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/* 0x08 */ s16 objectId;
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/* 0x0C */ u32 instanceSize;
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/* 0x10 */ ActorFunc init; // Constructor
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/* 0x14 */ ActorFunc destroy; // Destructor
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/* 0x18 */ ActorFunc update; // Update Function
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/* 0x1C */ ActorFunc draw; // Draw function
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} ActorProfile; // size = 0x20
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#endif
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@@ -262,6 +262,8 @@ typedef enum EffectSsType {
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#undef DEFINE_EFFECT_SS
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#undef DEFINE_EFFECT_SS_UNSET
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extern EffectSsOverlay gEffectSsOverlayTable[EFFECT_SS_TYPE_MAX];
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* this);
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void EffectBlure_Init1(void* thisx, void* initParamsx);
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+8
-27
@@ -9,33 +9,6 @@
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#include "tha.h"
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struct GraphicsContext;
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// Used in Graph_GetNextGameState in graph.c
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#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
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#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
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typedef enum GameStateId {
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#include "tables/gamestate_table.h"
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GAMESTATE_ID_MAX
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} GameStateId;
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#undef DEFINE_GAMESTATE
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#undef DEFINE_GAMESTATE_INTERNAL
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typedef struct GameStateOverlay {
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/* 0x00 */ void* loadedRamAddr;
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/* 0x04 */ RomFile file; // if applicable
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/* 0x0C */ void* vramStart; // if applicable
|
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/* 0x10 */ void* vramEnd; // if applicable
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/* 0x14 */ void* unk_14;
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/* 0x18 */ void* init;
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/* 0x1C */ void* destroy;
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/* 0x20 */ void* unk_20;
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/* 0x24 */ void* unk_24;
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/* 0x28 */ s32 unk_28;
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/* 0x2C */ u32 instanceSize;
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} GameStateOverlay; // size = 0x30
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extern GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX];
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struct GameState;
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typedef void (*GameStateFunc)(struct GameState* gameState);
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@@ -54,6 +27,14 @@ typedef struct GameState {
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/* 0xA0 */ u32 inPreNMIState;
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} GameState; // size = 0xA4
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#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
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if (1) { \
|
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GameState* state = curState; \
|
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\
|
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(state)->init = newInit; \
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(state)->size = sizeof(newStruct); \
|
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} (void)0
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|
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void GameState_ReqPadData(GameState* gameState);
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void GameState_Update(GameState* gameState);
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void GameState_InitArena(GameState* gameState, size_t size);
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+1
-2
@@ -5,7 +5,6 @@
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|
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struct FileSelectState;
|
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struct GameState;
|
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struct PlayState;
|
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|
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typedef struct SramContext {
|
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/* 0x00 */ u8* readBuff;
|
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@@ -32,6 +31,6 @@ void Sram_CopySave(struct FileSelectState* fileSelect, SramContext* sramCtx);
|
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void Sram_WriteSramHeader(SramContext* sramCtx);
|
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void Sram_InitSram(struct GameState* gameState, SramContext* sramCtx);
|
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void Sram_Alloc(struct GameState* gameState, SramContext* sramCtx);
|
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void Sram_Init(struct PlayState* play, SramContext* sramCtx);
|
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void Sram_Init(struct GameState* play, SramContext* sramCtx);
|
||||
|
||||
#endif
|
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|
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@@ -0,0 +1,74 @@
|
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#ifndef Z_ACTOR_DLFTBLS_H
|
||||
#define Z_ACTOR_DLFTBLS_H
|
||||
|
||||
#include "romfile.h"
|
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#include "z64actor_profile.h"
|
||||
|
||||
/**
|
||||
* @see ACTOROVL_ALLOC_ABSOLUTE
|
||||
*/
|
||||
#if DEBUG_FEATURES
|
||||
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0
|
||||
#else
|
||||
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The actor overlay should be allocated memory for when loading,
|
||||
* and the memory deallocated when there is no more actor using the overlay.
|
||||
*
|
||||
* `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded.
|
||||
*
|
||||
* @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful.
|
||||
* The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and.
|
||||
*
|
||||
* @see ACTOROVL_ALLOC_ABSOLUTE
|
||||
* @see ACTOROVL_ALLOC_PERSISTENT
|
||||
* @see actor_table.h
|
||||
*/
|
||||
#define ACTOROVL_ALLOC_NORMAL 0
|
||||
|
||||
/**
|
||||
* The actor overlay should be loaded to "absolute space".
|
||||
*
|
||||
* Absolute space is a fixed amount of memory allocated once.
|
||||
* The overlay will still need to be loaded again if at some point there is no more actor using the overlay.
|
||||
*
|
||||
* @note Only one such overlay may be loaded at a time.
|
||||
* This is not checked: a newly loaded overlay will overwrite the previous one in absolute space,
|
||||
* even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted
|
||||
* when another absolute-allocated overlay is about to be used.
|
||||
*
|
||||
* @see ACTOROVL_ABSOLUTE_SPACE_SIZE
|
||||
* @see ActorContext.absoluteSpace
|
||||
* @see ACTOROVL_ALLOC_NORMAL
|
||||
*/
|
||||
#define ACTOROVL_ALLOC_ABSOLUTE (1 << 0)
|
||||
|
||||
/**
|
||||
* The actor overlay should be loaded persistently.
|
||||
* It will stay loaded until the current game state instance ends.
|
||||
*
|
||||
* @see ACTOROVL_ALLOC_NORMAL
|
||||
*/
|
||||
#define ACTOROVL_ALLOC_PERSISTENT (1 << 1)
|
||||
|
||||
typedef struct ActorOverlay {
|
||||
/* 0x00 */ RomFile file;
|
||||
/* 0x08 */ void* vramStart;
|
||||
/* 0x0C */ void* vramEnd;
|
||||
/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
|
||||
/* 0x14 */ ActorProfile* profile;
|
||||
/* 0x18 */ char* name;
|
||||
/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
|
||||
/* 0x1E */ s8 numLoaded; // original name: "clients"
|
||||
} ActorOverlay; // size = 0x20
|
||||
|
||||
extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0
|
||||
extern s32 gMaxActorId; // original name: "MaxProfile"
|
||||
|
||||
void ActorOverlayTable_LogPrint(void);
|
||||
void ActorOverlayTable_Init(void);
|
||||
void ActorOverlayTable_Cleanup(void);
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,37 @@
|
||||
#ifndef Z_GAME_DLFTBLS_H
|
||||
#define Z_GAME_DLFTBLS_H
|
||||
|
||||
#include "ultra64.h"
|
||||
#include "romfile.h"
|
||||
#include "unk.h"
|
||||
|
||||
typedef struct GameStateOverlay {
|
||||
/* 0x00 */ void* loadedRamAddr;
|
||||
/* 0x04 */ RomFile file; // if applicable
|
||||
/* 0x0C */ void* vramStart; // if applicable
|
||||
/* 0x10 */ void* vramEnd; // if applicable
|
||||
/* 0x14 */ void* unk_14;
|
||||
/* 0x18 */ void* init; // initializes and executes the given context
|
||||
/* 0x1C */ void* destroy; // deconstructs the context, and sets the next context to load
|
||||
/* 0x20 */ void* unk_20;
|
||||
/* 0x24 */ void* unk_24;
|
||||
/* 0x28 */ UNK_TYPE4 unk_28;
|
||||
/* 0x2C */ u32 instanceSize;
|
||||
} GameStateOverlay; // size = 0x30
|
||||
|
||||
// Used in Graph_GetNextGameState in graph.c
|
||||
#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
|
||||
#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
|
||||
typedef enum GameStateId {
|
||||
#include "tables/gamestate_table.h"
|
||||
GAMESTATE_ID_MAX
|
||||
} GameStateId;
|
||||
#undef DEFINE_GAMESTATE
|
||||
#undef DEFINE_GAMESTATE_INTERNAL
|
||||
|
||||
extern GameStateOverlay gGameStateOverlayTable[GAMESTATE_ID_MAX];
|
||||
|
||||
void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
|
||||
void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
|
||||
|
||||
#endif
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
#include "ultra64.h"
|
||||
|
||||
extern s32 gZeldaArenaLogSeverity;
|
||||
|
||||
void* ZeldaArena_Malloc(u32 size);
|
||||
void* ZeldaArena_MallocR(u32 size);
|
||||
void* ZeldaArena_Realloc(void* ptr, u32 newSize);
|
||||
|
||||
Reference in New Issue
Block a user