#ifndef Z64OBJECT_H #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, #define DEFINE_OBJECT_EMPTY(_name, enumValue) enumValue, typedef enum ObjectId { #include "tables/object_table.h" /* 0x283 */ OBJECT_ID_MAX } ObjectId; #undef DEFINE_OBJECT #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]; #endif