diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2024-09-27 22:12:20 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-27 22:12:20 -0700 |
| commit | d0cb5d9be4ba15c4426e8f08cdd59777f99a9bc4 (patch) | |
| tree | 7e5b7c4f2cd00dd54b7fcd577ed599f5d0ef762a /src/code | |
| parent | b4d6c3921f4ce8d5847dda195881516a80c453a3 (diff) | |
InitVars -> Profile (#1697)
* ActorProfile
* EffectSsProfile
* TransitionProfile
* variables.txt
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_actor.c | 50 | ||||
| -rw-r--r-- | src/code/z_actor_dlftbls.c | 14 | ||||
| -rw-r--r-- | src/code/z_effect_soft_sprite.c | 18 | ||||
| -rw-r--r-- | src/code/z_effect_soft_sprite_dlftbls.c | 10 | ||||
| -rw-r--r-- | src/code/z_en_a_keep.c | 2 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 2 | ||||
| -rw-r--r-- | src/code/z_fbdemo_circle.c | 2 | ||||
| -rw-r--r-- | src/code/z_fbdemo_dlftbls.c | 36 | ||||
| -rw-r--r-- | src/code/z_fbdemo_fade.c | 2 | ||||
| -rw-r--r-- | src/code/z_player_call.c | 2 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 4 | ||||
| -rw-r--r-- | src/code/z_scene.c | 2 |
12 files changed, 72 insertions, 72 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 3e503664c..8ca728435 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3273,15 +3273,15 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos CS_ID_NONE, HALFDAYBIT_ALL, NULL); } -ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) { +ActorProfile* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) { size_t overlaySize; ActorOverlay* overlayEntry = &gActorOverlayTable[index]; - ActorInit* actorInit; + ActorProfile* profile; overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart; if (overlayEntry->vramStart == NULL) { - actorInit = overlayEntry->initInfo; + profile = overlayEntry->profile; } else { if (overlayEntry->loadedRamAddr == NULL) { if (overlayEntry->allocType & ALLOCTYPE_ABSOLUTE) { @@ -3304,21 +3304,21 @@ ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) { overlayEntry->numLoaded = 0; } - actorInit = (void*)(uintptr_t)((overlayEntry->initInfo != NULL) - ? (void*)((uintptr_t)overlayEntry->initInfo - - (intptr_t)((uintptr_t)overlayEntry->vramStart - - (uintptr_t)overlayEntry->loadedRamAddr)) - : NULL); + profile = (void*)(uintptr_t)((overlayEntry->profile != NULL) + ? (void*)((uintptr_t)overlayEntry->profile - + (intptr_t)((uintptr_t)overlayEntry->vramStart - + (uintptr_t)overlayEntry->loadedRamAddr)) + : NULL); } - return actorInit; + return profile; } Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s32 params, u32 csId, u32 halfDaysBits, Actor* parent) { s32 pad; Actor* actor; - ActorInit* actorInit; + ActorProfile* profile; s32 objectSlot; ActorOverlay* overlayEntry; @@ -3326,20 +3326,20 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 return NULL; } - actorInit = Actor_LoadOverlay(actorCtx, index); - if (actorInit == NULL) { + profile = Actor_LoadOverlay(actorCtx, index); + if (profile == NULL) { return NULL; } - objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId); + objectSlot = Object_GetSlot(&play->objectCtx, profile->objectId); if ((objectSlot <= OBJECT_SLOT_NONE) || - ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) && - (actorInit->id != ACTOR_BOSS_05))) { + ((profile->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) && + (profile->id != ACTOR_BOSS_05))) { Actor_FreeOverlay(&gActorOverlayTable[index]); return NULL; } - actor = ZeldaArena_Malloc(actorInit->instanceSize); + actor = ZeldaArena_Malloc(profile->instanceSize); if (actor == NULL) { Actor_FreeOverlay(&gActorOverlayTable[index]); return NULL; @@ -3350,22 +3350,22 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 overlayEntry->numLoaded++; } - bzero(actor, actorInit->instanceSize); + bzero(actor, profile->instanceSize); actor->overlayEntry = overlayEntry; - actor->id = actorInit->id; - actor->flags = actorInit->flags; + actor->id = profile->id; + actor->flags = profile->flags; - if (actorInit->id == ACTOR_EN_PART) { + if (profile->id == ACTOR_EN_PART) { actor->objectSlot = rotZ; rotZ = 0; } else { actor->objectSlot = objectSlot; } - actor->init = actorInit->init; - actor->destroy = actorInit->destroy; - actor->update = actorInit->update; - actor->draw = actorInit->draw; + actor->init = profile->init; + actor->destroy = profile->destroy; + actor->update = profile->update; + actor->draw = profile->draw; if (parent != NULL) { actor->room = parent->room; @@ -3394,7 +3394,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 actor->halfDaysBits = HALFDAYBIT_ALL; } - Actor_AddToCategory(actorCtx, actor, actorInit->type); + Actor_AddToCategory(actorCtx, actor, profile->type); { uintptr_t prevSeg = gSegments[0x06]; diff --git a/src/code/z_actor_dlftbls.c b/src/code/z_actor_dlftbls.c index f884de2df..05a1da25d 100644 --- a/src/code/z_actor_dlftbls.c +++ b/src/code/z_actor_dlftbls.c @@ -2,11 +2,11 @@ #include "fault.h" -// Segment and InitVars declarations (also used in the table below) +// Segment and Profile declarations (also used in the table below) #define DEFINE_ACTOR(name, _enumValue, _allocType, _debugName) \ - extern struct ActorInit name##_InitVars; \ + extern struct ActorProfile name##_Profile; \ DECLARE_OVERLAY_SEGMENT(name) -#define DEFINE_ACTOR_INTERNAL(name, _enumValue, _allocType, _debugName) extern struct ActorInit name##_InitVars; +#define DEFINE_ACTOR_INTERNAL(name, _enumValue, _allocType, _debugName) extern struct ActorProfile name##_Profile; #define DEFINE_ACTOR_UNSET(_enumValue) #include "tables/actor_table.h" @@ -22,15 +22,15 @@ SEGMENT_START(ovl_##name), \ SEGMENT_END(ovl_##name), \ NULL, \ - &name##_InitVars, \ + &name##_Profile, \ NULL, \ allocType, \ 0, \ }, -#define DEFINE_ACTOR_INTERNAL(name, _enumValue, allocType, _debugName) \ - { \ - ROM_FILE_UNSET, NULL, NULL, NULL, &name##_InitVars, NULL, allocType, 0, \ +#define DEFINE_ACTOR_INTERNAL(name, _enumValue, allocType, _debugName) \ + { \ + ROM_FILE_UNSET, NULL, NULL, NULL, &name##_Profile, NULL, allocType, 0, \ }, #define DEFINE_ACTOR_UNSET(_enumValue) { 0 }, diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c index fda7dc103..e76942d4a 100644 --- a/src/code/z_effect_soft_sprite.c +++ b/src/code/z_effect_soft_sprite.c @@ -171,7 +171,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) { s32 index; u32 overlaySize; EffectSsOverlay* overlayEntry = &gParticleOverlayTable[type]; - EffectSsInit* initInfo; + EffectSsProfile* profile; if (EffectSS_FindFreeSpace(priority, &index) != 0) { // Abort because we couldn't find a suitable slot to add this effect in @@ -182,7 +182,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) { overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart; if (overlayEntry->vramStart == NULL) { - initInfo = overlayEntry->initInfo; + profile = overlayEntry->profile; } else { if (overlayEntry->loadedRamAddr == NULL) { overlayEntry->loadedRamAddr = ZeldaArena_MallocR(overlaySize); @@ -195,21 +195,21 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) { overlayEntry->vramEnd, overlayEntry->loadedRamAddr); } - initInfo = (void*)(uintptr_t)((overlayEntry->initInfo != NULL) - ? (void*)((uintptr_t)overlayEntry->initInfo - - (intptr_t)((uintptr_t)overlayEntry->vramStart - - (uintptr_t)overlayEntry->loadedRamAddr)) - : NULL); + profile = (void*)(uintptr_t)((overlayEntry->profile != NULL) + ? (void*)((uintptr_t)overlayEntry->profile - + (intptr_t)((uintptr_t)overlayEntry->vramStart - + (uintptr_t)overlayEntry->loadedRamAddr)) + : NULL); } - if (initInfo->init != NULL) { + if (profile->init != NULL) { // Delete the previous effect in the slot, in case the slot wasn't free EffectSS_Delete(&sEffectSsInfo.dataTable[index]); sEffectSsInfo.dataTable[index].type = type; sEffectSsInfo.dataTable[index].priority = priority; - if (initInfo->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) { + if (profile->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) { EffectSS_ResetEntry(&sEffectSsInfo.dataTable[index]); } } diff --git a/src/code/z_effect_soft_sprite_dlftbls.c b/src/code/z_effect_soft_sprite_dlftbls.c index 69dab2885..e2f6f25ad 100644 --- a/src/code/z_effect_soft_sprite_dlftbls.c +++ b/src/code/z_effect_soft_sprite_dlftbls.c @@ -1,9 +1,9 @@ #include "z64effect_ss.h" #include "segment_symbols.h" -// Init Vars and linker symbol declarations (used in the table below) +// Profile and linker symbol declarations (used in the table below) #define DEFINE_EFFECT_SS(name, _enumValue) \ - extern EffectSsInit name##_InitVars; \ + extern EffectSsProfile name##_Profile; \ DECLARE_OVERLAY_SEGMENT(name) #define DEFINE_EFFECT_SS_UNSET(_enumValue) @@ -13,9 +13,9 @@ #undef DEFINE_EFFECT_SS #undef DEFINE_EFFECT_SS_UNSET -#define DEFINE_EFFECT_SS(name, _enumValue) \ - { \ - ROM_FILE(ovl_##name), SEGMENT_START(ovl_##name), SEGMENT_END(ovl_##name), NULL, &name##_InitVars, 1, \ +#define DEFINE_EFFECT_SS(name, _enumValue) \ + { \ + ROM_FILE(ovl_##name), SEGMENT_START(ovl_##name), SEGMENT_END(ovl_##name), NULL, &name##_Profile, 1, \ }, #define DEFINE_EFFECT_SS_UNSET(_enumValue) { 0 }, diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index 4279f01fa..d062e0e1f 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -13,7 +13,7 @@ void EnAObj_Draw(Actor* thisx, PlayState* play); void EnAObj_Idle(EnAObj* this, PlayState* play); void EnAObj_Talk(EnAObj* this, PlayState* play); -ActorInit En_A_Obj_InitVars = { +ActorProfile En_A_Obj_Profile = { /**/ ACTOR_EN_A_OBJ, /**/ ACTORCAT_PROP, /**/ FLAGS, diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 2d841a634..2101ff71f 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -25,7 +25,7 @@ void EnItem00_DrawSprite(EnItem00* this, PlayState* play); void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play); void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play); -ActorInit En_Item00_InitVars = { +ActorProfile En_Item00_Profile = { /**/ ACTOR_EN_ITEM00, /**/ ACTORCAT_MISC, /**/ FLAGS, diff --git a/src/code/z_fbdemo_circle.c b/src/code/z_fbdemo_circle.c index 55c8c7fe8..2bbf7938e 100644 --- a/src/code/z_fbdemo_circle.c +++ b/src/code/z_fbdemo_circle.c @@ -31,7 +31,7 @@ void TransitionCircle_SetType(void* thisx, s32 type); void TransitionCircle_Draw(void* thisx, Gfx** gfxp); s32 TransitionCircle_IsDone(void* thisx); -TransitionInit TransitionCircle_InitVars = { +TransitionProfile TransitionCircle_Profile = { TransitionCircle_Init, TransitionCircle_Destroy, TransitionCircle_Update, TransitionCircle_Draw, TransitionCircle_Start, TransitionCircle_SetType, TransitionCircle_SetColor, NULL, TransitionCircle_IsDone, diff --git a/src/code/z_fbdemo_dlftbls.c b/src/code/z_fbdemo_dlftbls.c index 091d02ed6..5fa14a908 100644 --- a/src/code/z_fbdemo_dlftbls.c +++ b/src/code/z_fbdemo_dlftbls.c @@ -3,12 +3,12 @@ #include "segment_symbols.h" #include "z64lib.h" -// InitVars and Linker symbol declarations (used in the table below) +// Profile and Linker symbol declarations (used in the table below) #define DEFINE_TRANSITION(_enumValue, structName, _instanceName, name) \ - extern TransitionInit structName##_InitVars; \ + extern TransitionProfile structName##_Profile; \ DECLARE_OVERLAY_SEGMENT(name) -#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) extern TransitionInit structName##_InitVars; +#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) extern TransitionProfile structName##_Profile; #include "tables/transition_table.h" @@ -21,12 +21,12 @@ SEGMENT_START(ovl_##name), \ SEGMENT_END(ovl_##name), \ ROM_FILE(ovl_##name), \ - &structName##_InitVars, \ + &structName##_Profile, \ sizeof(structName), \ }, #define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) \ - { { 0, 0 }, NULL, NULL, 0, 0, &structName##_InitVars, sizeof(structName) }, + { { 0, 0 }, NULL, NULL, 0, 0, &structName##_Profile, sizeof(structName) }, TransitionOverlay gTransitionOverlayTable[] = { #include "tables/transition_table.h" @@ -38,25 +38,25 @@ TransitionOverlay gTransitionOverlayTable[] = { void Transition_Init(TransitionContext* transitionCtx) { TransitionOverlay* overlayEntry; ptrdiff_t relocOffset; - TransitionInit* initInfo[1]; + TransitionProfile* profile[1]; overlayEntry = &gTransitionOverlayTable[transitionCtx->fbdemoType]; TransitionOverlay_Load(overlayEntry); relocOffset = (uintptr_t)Lib_PhysicalToVirtual(overlayEntry->loadInfo.addr) - (uintptr_t)overlayEntry->vramStart; - initInfo[0] = NULL; - initInfo[0] = (overlayEntry->initInfo != NULL) ? (TransitionInit*)((uintptr_t)overlayEntry->initInfo + relocOffset) - : initInfo[0]; + profile[0] = NULL; + profile[0] = (overlayEntry->profile != NULL) ? (TransitionProfile*)((uintptr_t)overlayEntry->profile + relocOffset) + : profile[0]; - transitionCtx->init = initInfo[0]->init; - transitionCtx->destroy = initInfo[0]->destroy; - transitionCtx->start = initInfo[0]->start; - transitionCtx->isDone = initInfo[0]->isDone; - transitionCtx->draw = initInfo[0]->draw; - transitionCtx->update = initInfo[0]->update; - transitionCtx->setType = initInfo[0]->setType; - transitionCtx->setColor = initInfo[0]->setColor; - transitionCtx->setEnvColor = initInfo[0]->setEnvColor; + transitionCtx->init = profile[0]->init; + transitionCtx->destroy = profile[0]->destroy; + transitionCtx->start = profile[0]->start; + transitionCtx->isDone = profile[0]->isDone; + transitionCtx->draw = profile[0]->draw; + transitionCtx->update = profile[0]->update; + transitionCtx->setType = profile[0]->setType; + transitionCtx->setColor = profile[0]->setColor; + transitionCtx->setEnvColor = profile[0]->setEnvColor; } void Transition_Destroy(TransitionContext* transitionCtx) { diff --git a/src/code/z_fbdemo_fade.c b/src/code/z_fbdemo_fade.c index 64502a68e..7f27355e3 100644 --- a/src/code/z_fbdemo_fade.c +++ b/src/code/z_fbdemo_fade.c @@ -30,7 +30,7 @@ static Gfx sTransFadeSetupDL[] = { gsSPEndDisplayList(), }; -TransitionInit TransitionFade_InitVars = { +TransitionProfile TransitionFade_Profile = { TransitionFade_Init, TransitionFade_Destroy, TransitionFade_Update, TransitionFade_Draw, TransitionFade_Start, TransitionFade_SetType, TransitionFade_SetColor, NULL, TransitionFade_IsDone, diff --git a/src/code/z_player_call.c b/src/code/z_player_call.c index da82e88ff..0957a81bc 100644 --- a/src/code/z_player_call.c +++ b/src/code/z_player_call.c @@ -10,7 +10,7 @@ ActorFunc sPlayerCallDestroyFunc; ActorFunc sPlayerCallUpdateFunc; ActorFunc sPlayerCallDrawFunc; -ActorInit Player_InitVars = { +ActorProfile Player_Profile = { /**/ ACTOR_PLAYER, /**/ ACTORCAT_PLAYER, /**/ FLAGS, diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 445d50165..f7f63c09a 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -393,11 +393,11 @@ void func_8012301C(Actor* thisx, PlayState* play2) { if (this->av1.actionVar1 == 2) { s16 objectId = gPlayerFormObjectIds[GET_PLAYER_FORM]; - gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId; + gActorOverlayTable[ACTOR_PLAYER].profile->objectId = objectId; func_8012F73C(&play->objectCtx, this->actor.objectSlot, objectId); this->actor.objectSlot = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP); } else if (this->av1.actionVar1 >= 3) { - s32 objectSlot = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId); + s32 objectSlot = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].profile->objectId); if (Object_IsLoaded(&play->objectCtx, objectSlot)) { this->actor.objectSlot = objectSlot; diff --git a/src/code/z_scene.c b/src/code/z_scene.c index e7a2c50db..20d2c528d 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -175,7 +175,7 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) { play->objectCtx.numEntries = loadedCount; play->objectCtx.numPersistentEntries = loadedCount; playerObjectId = gPlayerFormObjectIds[GET_PLAYER_FORM]; - gActorOverlayTable[0].initInfo->objectId = playerObjectId; + gActorOverlayTable[ACTOR_PLAYER].profile->objectId = playerObjectId; Object_SpawnPersistent(&play->objectCtx, playerObjectId); play->objectCtx.slots[play->objectCtx.numEntries].segment = objectPtr; |
