diff --git a/include/z64object.h b/include/z64object.h index 32f57f9564..b947948cd1 100644 --- a/include/z64object.h +++ b/include/z64object.h @@ -2,6 +2,30 @@ #define Z64OBJECT_H #include "stdint.h" +#include "romfile.h" + +struct GameState; + +typedef struct { + /* 0x00 */ s16 id; // Negative ids mean that the object is unloaded + /* 0x02 */ UNK_TYPE1 pad2[0x2]; + /* 0x04 */ void* segment; + /* 0x08 */ DmaRequest dmaReq; + /* 0x28 */ OSMesgQueue loadQueue; + /* 0x40 */ OSMesg loadMsg; +} ObjectEntry; // size = 0x44 + +#define OBJECT_SLOT_NONE -1 + +typedef struct { + /* 0x000 */ void* spaceStart; + /* 0x004 */ void* spaceEnd; + /* 0x008 */ u8 numEntries; // total amount of used entries + /* 0x009 */ u8 numPersistentEntries; // amount of entries that won't be reused when loading a new object list (when loading a new room) + /* 0x00A */ u8 mainKeepSlot; // "gameplay_keep" slot + /* 0x00B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot + /* 0x00C */ ObjectEntry slots[35]; +} ObjectContext; // size = 0x958 #define DEFINE_OBJECT(_name, enumValue) enumValue, #define DEFINE_OBJECT_UNSET(enumValue) enumValue, @@ -16,6 +40,14 @@ typedef enum ObjectId { #undef DEFINE_OBJECT_UNSET #undef DEFINE_OBJECT_EMPTY +s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 id); +void Object_InitContext(struct GameState* gameState, ObjectContext* objectCtx); +void Object_UpdateEntries(ObjectContext* objectCtx); +s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId); +s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot); +void Object_LoadAll(ObjectContext* objectCtx); +void* func_8012F73C(ObjectContext* objectCtx, s32 slot, s16 id); + extern ObjectId gObjectTableSize; extern RomFile gObjectTable[OBJECT_ID_MAX]; diff --git a/include/z64play.h b/include/z64play.h index b1f64de399..3e06203fbc 100644 --- a/include/z64play.h +++ b/include/z64play.h @@ -19,6 +19,7 @@ #include "z64light.h" #include "z64math.h" #include "z64message.h" +#include "z64object.h" #include "z64pause_menu.h" #include "z64player.h" #include "z64prerender.h" diff --git a/include/z64player.h b/include/z64player.h index e26927bfdf..c11772ee7f 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -1350,7 +1350,7 @@ void func_800B8DD4(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 void func_800B8E1C(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); void Player_PlaySfx(Player* player, u16 sfxId); -// z_player_lib.c functions +// z_player_lib.c s32 func_801226E0(struct PlayState* play, s32 arg1); s32 Player_InitOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList); diff --git a/include/z64scene.h b/include/z64scene.h index d756467d77..bd6d2c482e 100644 --- a/include/z64scene.h +++ b/include/z64scene.h @@ -407,15 +407,6 @@ typedef struct { /* 0x8 */ char* name; // unused } SceneEntranceTableEntry; // size = 0xC -typedef struct { - /* 0x00 */ s16 id; // Negative ids mean that the object is unloaded - /* 0x02 */ UNK_TYPE1 pad2[0x2]; - /* 0x04 */ void* segment; - /* 0x08 */ DmaRequest dmaReq; - /* 0x28 */ OSMesgQueue loadQueue; - /* 0x40 */ OSMesg loadMsg; -} ObjectEntry; // size = 0x44 - typedef struct { /* 0x0 */ RomFile segment; /* 0x8 */ u16 titleTextId; @@ -467,18 +458,6 @@ typedef struct { /* 0x4 */ void* params; } AnimatedMaterial; // size = 0x8 -#define OBJECT_SLOT_NONE -1 - -typedef struct { - /* 0x000 */ void* spaceStart; - /* 0x004 */ void* spaceEnd; - /* 0x008 */ u8 numEntries; // total amount of used entries - /* 0x009 */ u8 numPersistentEntries; // amount of entries that won't be reused when loading a new object list (when loading a new room) - /* 0x00A */ u8 mainKeepSlot; // "gameplay_keep" slot - /* 0x00B */ u8 subKeepSlot; // "gameplay_field_keep" or "gameplay_dangeon_keep" slot - /* 0x00C */ ObjectEntry slots[35]; -} ObjectContext; // size = 0x958 - typedef struct { /* 0x0 */ u16 mapId; /* 0x2 */ s16 centerX; @@ -897,45 +876,7 @@ typedef enum { #define SCENE_CMD_MINIMAP_INFO SCENE_CMD_MAP_DATA #define SCENE_CMD_MINIMAP_COMPASS_ICON_INFO SCENE_CMD_MAP_DATA_CHESTS -s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 id); -void Object_InitContext(struct GameState* gameState, ObjectContext* objectCtx); -void Object_UpdateEntries(ObjectContext* objectCtx); -s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId); -s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot); -void Object_LoadAll(ObjectContext* objectCtx); -void* func_8012F73C(ObjectContext* objectCtx, s32 slot, s16 id); -void Scene_CommandSpawnList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandActorList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandActorCutsceneCamList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandCollisionHeader(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandRoomList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandEntranceList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandSpecialFiles(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandRoomBehavior(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandMesh(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandObjectList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandLightList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandPathList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandTransitionActorList(struct PlayState* play, SceneCmd* cmd); void Scene_ResetTransitionActorList(GameState* gameState, TransitionActorList* transitionActors); -void Scene_CommandEnvLightSettings(struct PlayState* play, SceneCmd* cmd); -void Scene_LoadAreaTextures(struct PlayState* play, s32 fileIndex); -void Scene_CommandSkyboxSettings(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandSkyboxDisables(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandTimeSettings(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandWindSettings(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandExitList(struct PlayState* play, SceneCmd* cmd); -void Scene_Command09(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandSoundSettings(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandEchoSetting(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandAltHeaderList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandCutsceneScriptList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandCutsceneList(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandMapData(struct PlayState* play, SceneCmd* cmd); -void Scene_Command1D(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandMapDataChests(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandSetRegionVisitedFlag(struct PlayState* play, SceneCmd* cmd); -void Scene_CommandAnimatedMaterials(struct PlayState* play, SceneCmd* cmd); void Scene_SetExitFade(struct PlayState* play); s32 Scene_ExecuteCommands(struct PlayState* play, SceneCmd* sceneCmd); u16 Entrance_Create(s32 scene, s32 spawn, s32 layer);