Document Room Type (#1740)

* roomType

* cleanup
This commit is contained in:
engineer124
2024-11-12 11:46:21 +11:00
committed by GitHub
parent 4337c2a4f2
commit 4663beda1a
13 changed files with 57 additions and 66 deletions
+1 -1
View File
@@ -1423,7 +1423,7 @@ bool func_800B715C(PlayState* play) {
}
void Player_SetCameraHorseSetting(PlayState* play, Player* player) {
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && (player->actor.id == ACTOR_PLAYER)) {
if ((play->roomCtx.curRoom.type != ROOM_TYPE_4) && (player->actor.id == ACTOR_PLAYER)) {
EnHorse* rideActor = (EnHorse*)player->rideActor;
if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) {
+6 -6
View File
@@ -7027,18 +7027,18 @@ void func_800DDFE0(Camera* camera) {
camera->prevSetting = camera->setting = CAM_SET_FREE0;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
} else {
switch (camera->play->roomCtx.curRoom.behaviorType1) {
case ROOM_BEHAVIOR_TYPE1_1:
switch (camera->play->roomCtx.curRoom.type) {
case ROOM_TYPE_DUNGEON:
camera->prevSetting = CAM_SET_DUNGEON0;
Camera_ChangeSettingFlags(camera, CAM_SET_DUNGEON0, CAM_CHANGE_SETTING_1);
break;
case ROOM_BEHAVIOR_TYPE1_0:
case ROOM_TYPE_NORMAL:
camera->prevSetting = CAM_SET_NORMAL0;
Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL0, CAM_CHANGE_SETTING_1);
break;
case ROOM_BEHAVIOR_TYPE1_2:
case ROOM_TYPE_INDOORS:
camera->prevSetting = CAM_SET_ROOM0;
Camera_ChangeSettingFlags(camera, CAM_SET_ROOM0, CAM_CHANGE_SETTING_1);
break;
@@ -7279,7 +7279,7 @@ void Camera_EarthquakeDay3(Camera* camera) {
*/
s32 Camera_UpdateHotRoom(Camera* camera) {
Distortion_RemoveRequest(DISTORTION_TYPE_HOT_ROOM);
if (camera->play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_HOT) {
if (camera->play->roomCtx.curRoom.environmentType == ROOM_ENV_HOT) {
Distortion_Request(DISTORTION_TYPE_HOT_ROOM);
}
return true;
@@ -7736,7 +7736,7 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 forceChange) {
break;
case CAM_CHANGE_MODE_1:
if (camera->play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) {
if (camera->play->roomCtx.curRoom.type == ROOM_TYPE_DUNGEON) {
Audio_PlaySfx(NA_SE_SY_ATTENTION_URGENCY);
} else {
+1 -1
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@@ -2941,7 +2941,7 @@ s32 Environment_AdjustLights(PlayState* play, f32 arg1, f32 arg2, f32 arg3, f32
s32 i;
Player* player = GET_PLAYER(play);
if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5) {
if (play->roomCtx.curRoom.type == ROOM_TYPE_BOSS) {
return 0;
}
+1 -1
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@@ -1709,7 +1709,7 @@ void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
break;
}
if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) && (interfaceCtx->minimapAlpha >= 255)) {
if ((play->roomCtx.curRoom.type == ROOM_TYPE_DUNGEON) && (interfaceCtx->minimapAlpha >= 255)) {
interfaceCtx->minimapAlpha = 255;
}
}
+2 -2
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@@ -2316,8 +2316,8 @@ void Play_Init(GameState* thisx) {
// Busyloop until the room loads
while (!Room_ProcessRoomRequest(this, &this->roomCtx)) {}
if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) ||
(this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5))) {
if ((CURRENT_DAY != 0) &&
((this->roomCtx.curRoom.type == ROOM_TYPE_DUNGEON) || (this->roomCtx.curRoom.type == ROOM_TYPE_BOSS))) {
Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0);
}
+2 -2
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@@ -631,7 +631,7 @@ void func_80123140(PlayState* play, Player* player) {
IREG(69) = bootRegs[16];
MREG(95) = bootRegs[17];
if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) {
if (play->roomCtx.curRoom.type == ROOM_TYPE_INDOORS) {
R_RUN_SPEED_LIMIT = 500;
}
@@ -1706,7 +1706,7 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
EnvHazardTextTriggerEntry* triggerEntry;
s32 envHazard;
if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_HOT) {
if (play->roomCtx.curRoom.environmentType == ROOM_ENV_HOT) {
envHazard = PLAYER_ENV_HAZARD_HOTROOM - 1;
} else if ((player->transformation != PLAYER_FORM_ZORA) && (player->underwaterTimer > 80)) {
envHazard = PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1;
+2 -2
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@@ -251,8 +251,8 @@ void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
// SceneTableEntry Header Command 0x08: Room Behavior
void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.type = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.environmentType = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
play->roomCtx.curRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;