SceneNum -> SceneId (#1036)

* sceneNum -> sceneId

* horse data scene -> sceneId

* Clean up scene table

* format

* PR comments

* Some more

* It helps if you actually save the file

* PR

* Remove comment

* Format

* Conflicts
This commit is contained in:
Derek Hensley
2022-09-29 19:22:59 -07:00
committed by GitHub
parent 08be0b3bd4
commit 3a723efb15
90 changed files with 975 additions and 964 deletions
+27 -27
View File
@@ -365,7 +365,7 @@ s16 gItemPrices[] = {
};
// Used to map scene indexes to their region in Termina
u16 gScenesPerRegion[11][27] = {
u16 gSceneIdsPerRegion[11][27] = {
// Great Bay
{
SCENE_30GYOSON,
@@ -522,7 +522,7 @@ void Inventory_ChangeUpgrade(s16 upgrade, u32 value) {
gSaveContext.save.inventory.upgrades = upgrades;
}
s32 Inventory_IsMapVisible(s16 sceneNum) {
s32 Inventory_IsMapVisible(s16 sceneId) {
s16 index = 0;
/**
@@ -530,30 +530,30 @@ s32 Inventory_IsMapVisible(s16 sceneNum) {
* increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible,
* 224 bits were allocated to this although there are only 112 scenes
*/
if (sceneNum >= 0x20) {
if (sceneNum < 0x40) {
if (sceneId >= 0x20) {
if (sceneId < 0x40) {
index = 1;
} else if (sceneNum < 0x60) {
} else if (sceneId < 0x60) {
index = 2;
} else if (sceneNum < 0x80) {
} else if (sceneId < 0x80) {
index = 3;
} else if (sceneNum < 0xA0) {
} else if (sceneId < 0xA0) {
index = 4;
} else if (sceneNum < 0xC0) {
} else if (sceneId < 0xC0) {
index = 5;
} else if (sceneNum < 0xE0) {
} else if (sceneId < 0xE0) {
index = 6;
}
}
if (gSaveContext.save.scenesVisible[index] & gBitFlags[sceneNum - (index << 5)]) {
if (gSaveContext.save.scenesVisible[index] & gBitFlags[sceneId - (index << 5)]) {
return true;
}
return false;
}
static u16 sScenesPerTingleMap[6][12] = {
static u16 sSceneIdsPerTingleMap[6][12] = {
{
// Clock Town Tingle Map
SCENE_00KEIKOKU,
@@ -630,11 +630,11 @@ static u16 sScenesPerTingleMap[6][12] = {
void Inventory_SetMapVisibility(s16 tingleIndex) {
s16 i = 0;
s16 index = 0;
u16(*tingleMapSceneIndices)[] = &sScenesPerTingleMap[tingleIndex];
u16(*tingleMapSceneIds)[] = &sSceneIdsPerTingleMap[tingleIndex];
if ((tingleIndex >= 0) && (tingleIndex < 6)) {
while (true) {
if ((*tingleMapSceneIndices)[i] == 0xFFFF) {
if ((*tingleMapSceneIds)[i] == 0xFFFF) {
break;
}
@@ -643,38 +643,38 @@ void Inventory_SetMapVisibility(s16 tingleIndex) {
* increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible,
* 224 bits were allocated to this although there are only 112 scenes
*/
if (((s16)(*tingleMapSceneIndices)[i]) < 0x20) {
if (((s16)(*tingleMapSceneIds)[i]) < 0x20) {
index = 0;
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x40) {
} else if (((s16)(*tingleMapSceneIds)[i]) < 0x40) {
index = 1;
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x60) {
} else if (((s16)(*tingleMapSceneIds)[i]) < 0x60) {
index = 2;
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x80) {
} else if (((s16)(*tingleMapSceneIds)[i]) < 0x80) {
index = 3;
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xA0) {
} else if (((s16)(*tingleMapSceneIds)[i]) < 0xA0) {
index = 4;
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xC0) {
} else if (((s16)(*tingleMapSceneIds)[i]) < 0xC0) {
index = 5;
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xE0) {
} else if (((s16)(*tingleMapSceneIds)[i]) < 0xE0) {
index = 6;
}
gSaveContext.save.scenesVisible[index] =
gSaveContext.save.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIndices)[i] - (index << 5)];
gSaveContext.save.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIds)[i] - (index << 5)];
i++;
}
if ((*tingleMapSceneIndices) == sScenesPerTingleMap[0]) {
if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[0]) {
gSaveContext.save.mapsVisible |= 3;
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[1]) {
} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[1]) {
gSaveContext.save.mapsVisible |= 0x1C;
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[2]) {
} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[2]) {
gSaveContext.save.mapsVisible |= 0xE0;
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[3]) {
} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[3]) {
gSaveContext.save.mapsVisible |= 0x100;
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[4]) {
} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[4]) {
gSaveContext.save.mapsVisible |= 0x1E00;
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[5]) {
} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[5]) {
gSaveContext.save.mapsVisible |= 0x6000;
}
}
+3 -3
View File
@@ -2235,7 +2235,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
s32 i;
gSaveContext.save.weekEventReg[92] |= 0x80;
cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneNumber(play->sceneNum)];
cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(play->sceneId)];
bzero(actorCtx, sizeof(ActorContext));
ActorOverlayTable_Init();
@@ -2252,8 +2252,8 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
actorCtx->sceneFlags.chest = cycleFlags->chest;
actorCtx->sceneFlags.switches[0] = cycleFlags->switch0;
actorCtx->sceneFlags.switches[1] = cycleFlags->switch1;
if (play->sceneNum == SCENE_INISIE_R) {
cycleFlags = &gSaveContext.cycleSceneFlags[play->sceneNum];
if (play->sceneId == SCENE_INISIE_R) {
cycleFlags = &gSaveContext.cycleSceneFlags[play->sceneId];
}
actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;
+7 -7
View File
@@ -47,7 +47,7 @@ u8 D_801B46C0[] = {
/* 0x0E */ 1
};
s16 sSmallMemScenes[] = {
s16 sSmallMemSceneIds[] = {
SCENE_F01,
};
@@ -1463,10 +1463,10 @@ u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, PlayState* play, StaticLo
* Returns whether the current scene should reserve less memory for it's collision lookup
*/
s32 BgCheck_IsSmallMemScene(PlayState* play) {
s16* i;
s16* sceneId;
for (i = sSmallMemScenes; i < sSmallMemScenes + ARRAY_COUNT(sSmallMemScenes); i++) {
if (play->sceneNum == *i) {
for (sceneId = sSmallMemSceneIds; sceneId < sSmallMemSceneIds + ARRAY_COUNT(sSmallMemSceneIds); sceneId++) {
if (play->sceneId == *sceneId) {
return true;
}
}
@@ -1505,7 +1505,7 @@ s32 BgCheck_GetSpecialSceneMaxObjects(PlayState* play, s32* maxNodes, s32* maxPo
s32 i;
for (i = 0; i < ARRAY_COUNT(sCustomDynapolyMem); i++) {
if (play->sceneNum == sCustomDynapolyMem[i].sceneId) {
if (play->sceneId == sCustomDynapolyMem[i].sceneId) {
*maxNodes = sCustomDynapolyMem[i].maxNodes;
*maxPolygons = sCustomDynapolyMem[i].maxPolygons;
*maxVertices = sCustomDynapolyMem[i].maxVertices;
@@ -1542,7 +1542,7 @@ void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader
s32 useCustomSubdivisions;
s32 i;
if (BgCheck_TryGetCustomMemsize(play->sceneNum, &customMemSize)) {
if (BgCheck_TryGetCustomMemsize(play->sceneId, &customMemSize)) {
colCtx->memSize = customMemSize;
} else {
colCtx->memSize = 0x23000;
@@ -1555,7 +1555,7 @@ void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader
useCustomSubdivisions = false;
for (i = 0; i < ARRAY_COUNT(sSceneSubdivisionList); i++) {
if (play->sceneNum == sSceneSubdivisionList[i].sceneId) {
if (play->sceneId == sSceneSubdivisionList[i].sceneId) {
colCtx->subdivAmount.x = sSceneSubdivisionList[i].subdivAmount.x;
colCtx->subdivAmount.y = sSceneSubdivisionList[i].subdivAmount.y;
colCtx->subdivAmount.z = sSceneSubdivisionList[i].subdivAmount.z;
+2 -2
View File
@@ -20,7 +20,7 @@ u16 ElfMessage_GetFirstCycleHint(PlayState* play) {
if (gSaveContext.save.weekEventReg[9] & 1) {
return 0x21E;
}
if (play->sceneNum == SCENE_YOUSEI_IZUMI) {
if (play->sceneId == SCENE_YOUSEI_IZUMI) {
return 0;
}
return 0x21D;
@@ -29,7 +29,7 @@ u16 ElfMessage_GetFirstCycleHint(PlayState* play) {
return 0x21F;
}
if (INV_CONTENT(ITEM_DEED_LAND) == ITEM_DEED_LAND) {
if (play->sceneNum != SCENE_OKUJOU) {
if (play->sceneId != SCENE_OKUJOU) {
return 0x244;
}
return 0;
+13 -13
View File
@@ -5,7 +5,7 @@ s16 sMinimapInitPosX = 0;
s16 sMinimapInitPosZ = 0;
s16 sMinimapInitDir = 0;
s32 sDungeonAndBossScenes[] = {
s32 sDungeonAndBossSceneIds[] = {
SCENE_MITURIN, SCENE_HAKUGIN, SCENE_SEA, SCENE_INISIE_N, SCENE_INISIE_R,
SCENE_MITURIN_BS, SCENE_HAKUGIN_BS, SCENE_SEA_BS, SCENE_INISIE_BS,
};
@@ -17,8 +17,8 @@ s32 sDungeonAndBossScenes[] = {
s32 Map_GetDungeonOrBossAreaIndex(PlayState* play) {
s32 i;
for (i = 0; i < ARRAY_COUNT(sDungeonAndBossScenes); i++) {
if (Play_GetOriginalSceneNumber(play->sceneNum) == sDungeonAndBossScenes[i]) {
for (i = 0; i < ARRAY_COUNT(sDungeonAndBossSceneIds); i++) {
if (Play_GetOriginalSceneId(play->sceneId) == sDungeonAndBossSceneIds[i]) {
return i;
}
}
@@ -45,7 +45,7 @@ s32 func_8010A0A4(PlayState* play) {
return true;
}
s32 sDungeonScenes[] = {
s32 sDungeonSceneIds[] = {
SCENE_MITURIN, SCENE_HAKUGIN, SCENE_SEA, SCENE_INISIE_N, SCENE_INISIE_R,
};
@@ -56,8 +56,8 @@ s32 sDungeonScenes[] = {
s32 Map_GetDungeonAreaIndex(PlayState* play) {
s32 i;
for (i = 0; i < ARRAY_COUNT(sDungeonScenes); i++) {
if (Play_GetOriginalSceneNumber(play->sceneNum) == sDungeonScenes[i]) {
for (i = 0; i < ARRAY_COUNT(sDungeonSceneIds); i++) {
if (Play_GetOriginalSceneId(play->sceneId) == sDungeonSceneIds[i]) {
return i;
}
}
@@ -76,7 +76,7 @@ s32 Map_IsInDungeonArea(PlayState* play) {
return true;
}
s32 sBossScenes[] = {
s32 sBossSceneIds[] = {
SCENE_MITURIN_BS, // DUNGEON_INDEX_WOODFALL_TEMPLE
SCENE_HAKUGIN_BS, // DUNGEON_INDEX_SNOWHEAD_TEMPLE
SCENE_SEA_BS, // DUNGEON_INDEX_GREAT_BAY_TEMPLE
@@ -90,8 +90,8 @@ s32 sBossScenes[] = {
s32 Map_GetBossAreaIndex(PlayState* play) {
s32 i;
for (i = 0; i < ARRAY_COUNT(sBossScenes); i++) {
if (Play_GetOriginalSceneNumber(play->sceneNum) == sBossScenes[i]) {
for (i = 0; i < ARRAY_COUNT(sBossSceneIds); i++) {
if (Play_GetOriginalSceneId(play->sceneId) == sBossSceneIds[i]) {
return i;
}
}
@@ -120,7 +120,7 @@ s32 func_8010A238(PlayState* play) {
s32 i;
for (i = 0; i < ARRAY_COUNT(D_801BF5A4); i++) {
if (Play_GetOriginalSceneNumber(play->sceneNum) == D_801BF5A4[i]) {
if (Play_GetOriginalSceneId(play->sceneId) == D_801BF5A4[i]) {
return i;
}
}
@@ -156,7 +156,7 @@ void Map_InitRoomData(PlayState* play, s16 room) {
if (room >= 0) {
if (Map_IsInDungeonOrBossArea(play)) {
gSaveContext.save.permanentSceneFlags[Play_GetOriginalSceneNumber(play->sceneNum)].rooms |= gBitFlags[room];
gSaveContext.save.permanentSceneFlags[Play_GetOriginalSceneId(play->sceneId)].rooms |= gBitFlags[room];
interfaceCtx->mapRoomNum = room;
interfaceCtx->dungeonOrBossAreaMapIndex = mapIndex;
}
@@ -189,7 +189,7 @@ void Map_Init(PlayState* play) {
if (Map_IsInDungeonOrBossArea(play)) {
dungeonIndex = Map_GetDungeonOrBossAreaIndex(play);
gSaveContext.mapIndex = dungeonIndex;
switch (play->sceneNum) {
switch (play->sceneId) {
case SCENE_MITURIN_BS:
dungeonIndex = DUNGEON_INDEX_WOODFALL_TEMPLE;
break;
@@ -243,7 +243,7 @@ void Map_Update(PlayState* play) {
if (Map_IsInDungeonArea(play)) {
floor = func_80109124(player->actor.world.pos.y);
if (floor != -1) {
gSaveContext.save.permanentSceneFlags[Play_GetOriginalSceneNumber(play->sceneNum)].unk_14 |=
gSaveContext.save.permanentSceneFlags[Play_GetOriginalSceneId(play->sceneId)].unk_14 |=
gBitFlags[FLOOR_INDEX_MAX - floor];
XREG(94) = FLOOR_INDEX_MAX - floor;
if (interfaceCtx->mapRoomNum != sLastRoomNum) {
+1 -1
View File
@@ -267,7 +267,7 @@ void func_8014D62C(PlayState* play, s32* arg1, f32* arg2, s16* arg3) {
s16 phi_v0;
s16 phi_s0;
if ((func_8010A0A4(play) != 0) || (play->sceneNum == 0x4F)) {
if ((func_8010A0A4(play) != 0) || (play->sceneId == SCENE_SECOM)) {
phi_v0 = 0xA;
} else {
phi_v0 = pauseCtx->cursorPoint[PAUSE_WORLD_MAP];
+1 -1
View File
@@ -254,7 +254,7 @@ void Message_LoadAreaTextNES(PlayState* play, s32* offset, f32* arg2, s16* decod
s16 currentArea;
s16 stringLimit;
if ((func_8010A0A4(play) != 0) || (play->sceneNum == SCENE_SECOM)) {
if ((func_8010A0A4(play) != 0) || (play->sceneId == SCENE_SECOM)) {
currentArea = 10;
} else {
currentArea = play->pauseCtx.cursorPoint[PAUSE_WORLD_MAP];
+7 -7
View File
@@ -621,7 +621,7 @@ void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
interfaceCtx->magicAlpha = risingAlpha;
}
if (play->sceneNum == SCENE_SPOT00) {
if (play->sceneId == SCENE_SPOT00) {
if (interfaceCtx->minimapAlpha < 170) {
interfaceCtx->minimapAlpha = risingAlpha;
} else {
@@ -1173,7 +1173,7 @@ u8 Item_Give(PlayState* play, u8 item) {
if (item == ITEM_SKULL_TOKEN) {
SET_QUEST_ITEM(item - ITEM_SKULL_TOKEN + QUEST_SKULL_TOKEN);
Inventory_IncrementSkullTokenCount(play->sceneNum);
Inventory_IncrementSkullTokenCount(play->sceneId);
return ITEM_NONE;
} else if (item == ITEM_TINGLE_MAP) {
@@ -2863,7 +2863,7 @@ void Interface_DrawTimers(PlayState* play) {
if (sTimerId == TIMER_ID_MOON_CRASH) {
gSaveContext.save.day = 4;
if ((play->sceneNum == SCENE_OKUJOU) && (gSaveContext.sceneSetupIndex == 3)) {
if ((play->sceneId == SCENE_OKUJOU) && (gSaveContext.sceneSetupIndex == 3)) {
play->nextEntrance = ENTRANCE(TERMINA_FIELD, 1);
gSaveContext.nextCutsceneIndex = 0xFFF0;
play->transitionTrigger = TRANS_TRIGGER_START;
@@ -2892,7 +2892,7 @@ void Interface_DrawTimers(PlayState* play) {
gSaveContext.timerStopTimes[sTimerId] = SECONDS_TO_TIMER(120);
gSaveContext.timerCurTimes[sTimerId] = SECONDS_TO_TIMER(120);
}
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES) &&
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES) &&
(gSaveContext.timerStopTimes[sTimerId] >= SECONDS_TO_TIMER(120))) {
gSaveContext.timerCurTimes[sTimerId] = SECONDS_TO_TIMER(120);
}
@@ -3001,7 +3001,7 @@ void Interface_DrawTimers(PlayState* play) {
if (osTime >= SECONDS_TO_TIMER(120)) {
osTime = SECONDS_TO_TIMER(120);
}
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES) &&
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES) &&
(osTime >= SECONDS_TO_TIMER(120))) {
osTime = SECONDS_TO_TIMER(120);
}
@@ -3018,7 +3018,7 @@ void Interface_DrawTimers(PlayState* play) {
play_sound(NA_SE_SY_WARNING_COUNT_E);
sTimerBeepSfxSeconds = sTimerDigits[4];
}
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES)) {
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES)) {
if ((((void)0, gSaveContext.timerCurTimes[sTimerId]) >
(gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1] - SECONDS_TO_TIMER(9))) &&
(sTimerBeepSfxSeconds != sTimerDigits[4])) {
@@ -3056,7 +3056,7 @@ void Interface_DrawTimers(PlayState* play) {
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
}
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneNum == SCENE_DEKUTES)) {
} else if ((gSaveContext.eventInf[3] & 0x10) && (play->sceneId == SCENE_DEKUTES)) {
if (((void)0, gSaveContext.timerCurTimes[sTimerId]) >=
gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1]) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 50, 0, 255);
+13 -13
View File
@@ -302,38 +302,38 @@ Vec3s* Play_GetActorCsCamFuncData(PlayState* this, s32 csCamDataIndex) {
* Converts the number of a scene to its "original" equivalent, the default version of the area which the player first
* enters.
*/
s16 Play_GetOriginalSceneNumber(s16 sceneNum) {
s16 Play_GetOriginalSceneId(s16 sceneId) {
// Inverted Stone Tower Temple -> Stone Tower Temple
if (sceneNum == SCENE_INISIE_R) {
if (sceneId == SCENE_INISIE_R) {
return SCENE_INISIE_N;
}
// Purified Southern Swamp -> Poisoned Sothern Swamp
if (sceneNum == SCENE_20SICHITAI2) {
if (sceneId == SCENE_20SICHITAI2) {
return SCENE_20SICHITAI;
}
// Spring Mountain Village -> Winter Mountain Village
if (sceneNum == SCENE_10YUKIYAMANOMURA2) {
if (sceneId == SCENE_10YUKIYAMANOMURA2) {
return SCENE_10YUKIYAMANOMURA;
}
// Spring Goron Village -> Winter Goron Village
if (sceneNum == SCENE_11GORONNOSATO2) {
if (sceneId == SCENE_11GORONNOSATO2) {
return SCENE_11GORONNOSATO;
}
// Spring Path to Goron Village -> Winter Path to Goron Village
if (sceneNum == SCENE_17SETUGEN2) {
if (sceneId == SCENE_17SETUGEN2) {
return SCENE_17SETUGEN;
}
// Inverted Stone Tower -> Stone Tower
if (sceneNum == SCENE_F41) {
if (sceneId == SCENE_F41) {
return SCENE_F40;
}
return sceneNum;
return sceneId;
}
/**
@@ -344,13 +344,13 @@ void Play_SaveCycleSceneFlags(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
CycleSceneFlags* cycleSceneFlags;
cycleSceneFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneNumber(this->sceneNum)];
cycleSceneFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(this->sceneId)];
cycleSceneFlags->chest = this->actorCtx.sceneFlags.chest;
cycleSceneFlags->switch0 = this->actorCtx.sceneFlags.switches[0];
cycleSceneFlags->switch1 = this->actorCtx.sceneFlags.switches[1];
if (this->sceneNum == SCENE_INISIE_R) { // Inverted Stone Tower Temple
cycleSceneFlags = &gSaveContext.cycleSceneFlags[this->sceneNum];
if (this->sceneId == SCENE_INISIE_R) { // Inverted Stone Tower Temple
cycleSceneFlags = &gSaveContext.cycleSceneFlags[this->sceneId];
}
cycleSceneFlags->collectible = this->actorCtx.sceneFlags.collectible[0];
@@ -375,7 +375,7 @@ void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams)
PlayState* this = (PlayState*)thisx;
Player* player = GET_PLAYER(this);
if (this->sceneNum != SCENE_KAKUSIANA) { // Grottos
if (this->sceneId != SCENE_KAKUSIANA) { // Grottos
Play_SetRespawnData(&this->state, respawnMode, (u16)((void)0, gSaveContext.save.entrance),
this->roomCtx.curRoom.num, playerParams, &player->actor.world.pos,
player->actor.shape.rot.y);
@@ -384,7 +384,7 @@ void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams)
// Override respawn data in Sakon's Hideout
void func_80169ECC(PlayState* this) {
if (this->sceneNum == SCENE_SECOM) {
if (this->sceneId == SCENE_SECOM) {
this->nextEntrance = ENTRANCE(IKANA_CANYON, 6);
gSaveContext.respawnFlag = -7;
}
+1 -1
View File
@@ -30,7 +30,7 @@ void func_80127B64(struct_801F58B0 arg0[], UNK_TYPE arg1, Vec3f* arg2);
s32 func_801226E0(PlayState* play, s32 arg1) {
if (arg1 == 0) {
Play_SetupRespawnPoint(&play->state, RESPAWN_MODE_DOWN, 0xBFF);
if (play->sceneNum == SCENE_KAKUSIANA) {
if (play->sceneId == SCENE_KAKUSIANA) {
return 1;
}
}
+1 -2
View File
@@ -111,8 +111,7 @@ s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
func_80123140(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (((play->sceneNum != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) &&
(play->sceneNum != SCENE_IKNINSIDE)) {
if (((play->sceneId != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) && (play->sceneId != SCENE_IKNINSIDE)) {
play->envCtx.lightSettingOverride = 0xFF;
play->envCtx.unk_E0 = 0;
}
+8 -8
View File
@@ -28,12 +28,12 @@ void Object_InitBank(GameState* gameState, ObjectContext* objectCtx) {
u32 spaceSize;
s32 i;
if (play->sceneNum == SCENE_CLOCKTOWER || play->sceneNum == SCENE_TOWN || play->sceneNum == SCENE_BACKTOWN ||
play->sceneNum == SCENE_ICHIBA) {
if (play->sceneId == SCENE_CLOCKTOWER || play->sceneId == SCENE_TOWN || play->sceneId == SCENE_BACKTOWN ||
play->sceneId == SCENE_ICHIBA) {
spaceSize = OBJECT_SPACE_SIZE_CLOCK_TOWN;
} else if (play->sceneNum == SCENE_MILK_BAR) {
} else if (play->sceneId == SCENE_MILK_BAR) {
spaceSize = OBJECT_SPACE_SIZE_MILK_BAR;
} else if (play->sceneNum == SCENE_00KEIKOKU) {
} else if (play->sceneId == SCENE_00KEIKOKU) {
spaceSize = OBJECT_SPACE_SIZE_TERMINA_FIELD;
} else {
spaceSize = OBJECT_SPACE_SIZE_DEFAULT;
@@ -497,23 +497,23 @@ void Scene_HeaderCmdSetAreaVisitedFlag(PlayState* play, SceneCmd* cmd) {
s16 i = 0;
while (true) {
if (gScenesPerRegion[i][j] == 0xFFFF) {
if (gSceneIdsPerRegion[i][j] == 0xFFFF) {
i++;
j = 0;
if (i == ARRAY_COUNT(gScenesPerRegion)) {
if (i == ARRAY_COUNT(gSceneIdsPerRegion)) {
break;
}
}
if (play->sceneNum == gScenesPerRegion[i][j]) {
if (play->sceneId == gSceneIdsPerRegion[i][j]) {
break;
}
j++;
}
if (i < ARRAY_COUNT(gScenesPerRegion)) {
if (i < ARRAY_COUNT(gSceneIdsPerRegion)) {
gSaveContext.save.mapsVisited = (gBitFlags[i] | gSaveContext.save.mapsVisited) | gSaveContext.save.mapsVisited;
}
}
+644 -631
View File
File diff suppressed because it is too large Load Diff
+4 -4
View File
@@ -130,9 +130,9 @@ s32 Schedule_ReturnValueS(PlayState* play, u8** script, ScheduleOutput* output)
s32 Schedule_CheckNotInSceneS(PlayState* play, u8** script, ScheduleOutput* output) {
ScheduleCmdCheckNotInSceneS* cmd = (ScheduleCmdCheckNotInSceneS*)*script;
s16 scene = (cmd->sceneH << 8) | cmd->sceneL;
s16 sceneId = (cmd->sceneIdH << 8) | cmd->sceneIdL;
if (scene != play->sceneNum) {
if (sceneId != play->sceneId) {
*script += cmd->offset;
}
@@ -141,9 +141,9 @@ s32 Schedule_CheckNotInSceneS(PlayState* play, u8** script, ScheduleOutput* outp
s32 Schedule_CheckNotInSceneL(PlayState* play, u8** script, ScheduleOutput* output) {
ScheduleCmdCheckNotInSceneL* cmd = (ScheduleCmdCheckNotInSceneL*)*script;
s16 scene = (cmd->sceneH << 8) | cmd->sceneL;
s16 sceneId = (cmd->sceneIdH << 8) | cmd->sceneIdL;
if (scene != play->sceneNum) {
if (sceneId != play->sceneId) {
*script = *script + (s16)((cmd->offsetH << 8) | cmd->offsetL);
}
+2 -2
View File
@@ -21,7 +21,7 @@ s32 Snap_RecordPictographedActors(PlayState* play) {
gSaveContext.save.pictoFlags0 = 0;
gSaveContext.save.pictoFlags1 = 0;
if (play->sceneNum == SCENE_20SICHITAI) {
if (play->sceneId == SCENE_20SICHITAI) {
Snap_SetFlag(PICTOGRAPH_IN_SWAMP);
}
@@ -30,7 +30,7 @@ s32 Snap_RecordPictographedActors(PlayState* play) {
seen = 0;
// Actors which must be pictographed in a specific scene
switch (play->sceneNum) {
switch (play->sceneId) {
case SCENE_20SICHITAI:
if ((actor->id == ACTOR_EN_MNK) || (actor->id == ACTOR_EN_BIGOKUTA)) {
seen = PICTO_SEEN_IN_SCENE;
+10 -10
View File
@@ -248,7 +248,7 @@ void Sram_ClearFlagsAtDawnOfTheFirstDay(void) {
* Used by Song of Time (when clicking "Yes") and (indirectly) by the "Dawn of the New Day" cutscene
*/
void Sram_SaveEndOfCycle(PlayState* play) {
s16 sceneNum;
s16 sceneId;
s32 j;
s32 i;
u8 slot;
@@ -264,13 +264,13 @@ void Sram_SaveEndOfCycle(PlayState* play) {
gSaveContext.save.playerData.deaths = 999;
}
sceneNum = Play_GetOriginalSceneNumber(play->sceneNum);
sceneId = Play_GetOriginalSceneId(play->sceneId);
Play_SaveCycleSceneFlags(&play->state);
play->actorCtx.sceneFlags.chest &= D_801C5FC0[sceneNum][2];
play->actorCtx.sceneFlags.switches[0] &= D_801C5FC0[sceneNum][0];
play->actorCtx.sceneFlags.switches[1] &= D_801C5FC0[sceneNum][1];
play->actorCtx.sceneFlags.collectible[0] &= D_801C5FC0[sceneNum][3];
play->actorCtx.sceneFlags.chest &= D_801C5FC0[sceneId][2];
play->actorCtx.sceneFlags.switches[0] &= D_801C5FC0[sceneId][0];
play->actorCtx.sceneFlags.switches[1] &= D_801C5FC0[sceneId][1];
play->actorCtx.sceneFlags.collectible[0] &= D_801C5FC0[sceneId][3];
play->actorCtx.sceneFlags.clearedRoom = 0;
for (i = 0; i < SCENE_MAX; i++) {
@@ -608,7 +608,7 @@ SavePlayerData sSaveDefaultPlayerData = {
0xFF, // unk_20
0x0000, // owlActivationFlags
0xFF, // unk_24
SCENE_SPOT00, // savedSceneNum
SCENE_SPOT00, // savedSceneId
};
ItemEquips sSaveDefaultItemEquips = {
@@ -679,7 +679,7 @@ void Sram_InitNewSave(void) {
Lib_MemCpy(&gSaveContext.save.inventory, &sSaveDefaultInventory, sizeof(Inventory));
Lib_MemCpy(&gSaveContext.save.checksum, &sSaveDefaultChecksum, sizeof(gSaveContext.save.checksum));
gSaveContext.save.horseData.scene = SCENE_F01;
gSaveContext.save.horseData.sceneId = SCENE_F01;
gSaveContext.save.horseData.pos.x = -1420;
gSaveContext.save.horseData.pos.y = 257;
gSaveContext.save.horseData.pos.z = -1285;
@@ -708,7 +708,7 @@ SavePlayerData sSaveDebugPlayerData = {
0xFF, // unk_20
0, // owlActivationFlags
0xFF, // unk_24
SCENE_SPOT00, // savedSceneNum
SCENE_SPOT00, // savedSceneId
};
ItemEquips sSaveDebugItemEquips = {
@@ -839,7 +839,7 @@ void Sram_InitDebugSave(void) {
gSaveContext.save.hasTatl = true;
gSaveContext.save.horseData.scene = SCENE_F01;
gSaveContext.save.horseData.sceneId = SCENE_F01;
gSaveContext.save.horseData.pos.x = -1420;
gSaveContext.save.horseData.pos.y = 257;
gSaveContext.save.horseData.pos.z = -1285;
+1 -1
View File
@@ -75,7 +75,7 @@ void func_801431E8(GameState* gameState, SkyboxContext* skyboxCtx, s16 skyType)
skyboxCtx->envB = 40;
// Inverted Stone Tower Temple and Inverted Stone Tower
if ((play->sceneNum == SCENE_F41) || (play->sceneNum == SCENE_INISIE_R)) {
if ((play->sceneId == SCENE_F41) || (play->sceneId == SCENE_INISIE_R)) {
skyboxCtx->rotZ = 3.15000009537f;
}
}