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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:
+27
-27
@@ -365,7 +365,7 @@ s16 gItemPrices[] = {
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};
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// Used to map scene indexes to their region in Termina
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u16 gScenesPerRegion[11][27] = {
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u16 gSceneIdsPerRegion[11][27] = {
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// Great Bay
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{
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SCENE_30GYOSON,
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@@ -522,7 +522,7 @@ void Inventory_ChangeUpgrade(s16 upgrade, u32 value) {
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gSaveContext.save.inventory.upgrades = upgrades;
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}
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s32 Inventory_IsMapVisible(s16 sceneNum) {
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s32 Inventory_IsMapVisible(s16 sceneId) {
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s16 index = 0;
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/**
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@@ -530,30 +530,30 @@ s32 Inventory_IsMapVisible(s16 sceneNum) {
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* increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible,
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* 224 bits were allocated to this although there are only 112 scenes
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*/
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if (sceneNum >= 0x20) {
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if (sceneNum < 0x40) {
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if (sceneId >= 0x20) {
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if (sceneId < 0x40) {
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index = 1;
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} else if (sceneNum < 0x60) {
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} else if (sceneId < 0x60) {
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index = 2;
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} else if (sceneNum < 0x80) {
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} else if (sceneId < 0x80) {
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index = 3;
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} else if (sceneNum < 0xA0) {
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} else if (sceneId < 0xA0) {
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index = 4;
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} else if (sceneNum < 0xC0) {
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} else if (sceneId < 0xC0) {
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index = 5;
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} else if (sceneNum < 0xE0) {
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} else if (sceneId < 0xE0) {
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index = 6;
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}
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}
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if (gSaveContext.save.scenesVisible[index] & gBitFlags[sceneNum - (index << 5)]) {
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if (gSaveContext.save.scenesVisible[index] & gBitFlags[sceneId - (index << 5)]) {
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return true;
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}
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return false;
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}
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static u16 sScenesPerTingleMap[6][12] = {
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static u16 sSceneIdsPerTingleMap[6][12] = {
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{
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// Clock Town Tingle Map
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SCENE_00KEIKOKU,
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@@ -630,11 +630,11 @@ static u16 sScenesPerTingleMap[6][12] = {
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void Inventory_SetMapVisibility(s16 tingleIndex) {
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s16 i = 0;
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s16 index = 0;
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u16(*tingleMapSceneIndices)[] = &sScenesPerTingleMap[tingleIndex];
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u16(*tingleMapSceneIds)[] = &sSceneIdsPerTingleMap[tingleIndex];
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if ((tingleIndex >= 0) && (tingleIndex < 6)) {
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while (true) {
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if ((*tingleMapSceneIndices)[i] == 0xFFFF) {
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if ((*tingleMapSceneIds)[i] == 0xFFFF) {
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break;
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}
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@@ -643,38 +643,38 @@ void Inventory_SetMapVisibility(s16 tingleIndex) {
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* increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible,
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* 224 bits were allocated to this although there are only 112 scenes
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*/
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if (((s16)(*tingleMapSceneIndices)[i]) < 0x20) {
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if (((s16)(*tingleMapSceneIds)[i]) < 0x20) {
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index = 0;
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} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x40) {
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} else if (((s16)(*tingleMapSceneIds)[i]) < 0x40) {
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index = 1;
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} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x60) {
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} else if (((s16)(*tingleMapSceneIds)[i]) < 0x60) {
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index = 2;
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} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x80) {
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} else if (((s16)(*tingleMapSceneIds)[i]) < 0x80) {
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index = 3;
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} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xA0) {
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} else if (((s16)(*tingleMapSceneIds)[i]) < 0xA0) {
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index = 4;
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} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xC0) {
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} else if (((s16)(*tingleMapSceneIds)[i]) < 0xC0) {
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index = 5;
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} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xE0) {
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} else if (((s16)(*tingleMapSceneIds)[i]) < 0xE0) {
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index = 6;
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}
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gSaveContext.save.scenesVisible[index] =
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gSaveContext.save.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIndices)[i] - (index << 5)];
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gSaveContext.save.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIds)[i] - (index << 5)];
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i++;
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}
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if ((*tingleMapSceneIndices) == sScenesPerTingleMap[0]) {
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if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[0]) {
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gSaveContext.save.mapsVisible |= 3;
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} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[1]) {
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} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[1]) {
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gSaveContext.save.mapsVisible |= 0x1C;
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} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[2]) {
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} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[2]) {
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gSaveContext.save.mapsVisible |= 0xE0;
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} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[3]) {
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} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[3]) {
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gSaveContext.save.mapsVisible |= 0x100;
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} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[4]) {
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} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[4]) {
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gSaveContext.save.mapsVisible |= 0x1E00;
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} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[5]) {
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} else if ((*tingleMapSceneIds) == sSceneIdsPerTingleMap[5]) {
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gSaveContext.save.mapsVisible |= 0x6000;
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}
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}
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