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Highscores array (#600)
* Highscores * Review suggestions Co-authored-by: Thar0 <maximilianc64@gmail.com>
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510b3c4bd5
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2a13d71848
5 changed files with 24 additions and 15 deletions
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@ -45,6 +45,8 @@
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#define CHECK_QUEST_ITEM(item) (gBitFlags[item] & gSaveContext.inventory.questItems)
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#define CHECK_DUNGEON_ITEM(item, dungeonIndex) (gSaveContext.inventory.dungeonItems[dungeonIndex] & gBitFlags[item])
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#define HIGH_SCORE(score) (gSaveContext.highScores[score])
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#define B_BTN_ITEM ((gSaveContext.buttonStatus[0] == ITEM_NONE) \
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? ITEM_NONE \
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: (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) \
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@ -96,11 +96,8 @@ typedef struct {
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/* 0x0E64 */ FaroresWindData fw;
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/* 0x0E8C */ char unk_E8C[0x10];
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/* 0x0E9C */ s32 gsFlags[6];
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/* 0x0EB4 */ char unk_EB4[0xC];
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/* 0x0EC0 */ s32 unk_EC0;
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/* 0x0EC4 */ s32 horseRaceRecord;
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/* 0x0EC8 */ char unk_EC8[0x08];
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/* 0x0ED0 */ s32 dampeRaceTime;
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/* 0x0EB4 */ char unk_EB4[0x4];
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/* 0x0EB8 */ s32 highScores[7];
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/* 0x0ED4 */ u16 eventChkInf[14]; // "event_chk_inf"
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/* 0x0EF0 */ u16 itemGetInf[4]; // "item_get_inf"
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/* 0x0EF8 */ u16 infTable[30]; // "inf_table"
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@ -189,4 +186,14 @@ typedef enum {
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/* 0xFF */ BTN_DISABLED = 0xFF
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} ButtonStatus;
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typedef enum {
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/* 0x00 */ HS_HBA, // horseback archery
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/* 0x01 */ HS_POE_POINTS,
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/* 0x02 */ HS_FISHING,
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/* 0x03 */ HS_HORSE_RACE,
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/* 0x04 */ HS_MARATHON,
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/* 0x05 */ HS_UNK_05,
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/* 0x06 */ HS_DAMPE_RACE
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} HighScores;
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#endif
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@ -1052,7 +1052,7 @@ void DemoEc_FishingManPostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx*
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Gfx** gfx) {
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DemoEc* this = THIS;
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if ((limbIndex == 8) && !(gSaveContext.unk_EC0 & 0x1000)) {
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if ((limbIndex == 8) && !(HIGH_SCORE(HS_FISHING) & 0x1000)) {
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gSPDisplayList((*gfx)++, SEGMENTED_TO_VIRTUAL(D_060074C8));
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}
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}
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@ -83,13 +83,13 @@ u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* thisx) {
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if (gSaveContext.timer1Value >= 0xD3) {
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return 0x208E;
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}
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if ((gSaveContext.horseRaceRecord == 0) || (gSaveContext.horseRaceRecord >= 0xB4)) {
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gSaveContext.horseRaceRecord = 0xB4;
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if ((HIGH_SCORE(HS_HORSE_RACE) == 0) || (HIGH_SCORE(HS_HORSE_RACE) >= 0xB4)) {
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HIGH_SCORE(HS_HORSE_RACE) = 0xB4;
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gSaveContext.timer1Value = *timer1ValuePtr;
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}
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if (!(gSaveContext.eventChkInf[1] & 0x4000) && (gSaveContext.timer1Value < 0x32)) {
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return 0x208F;
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} else if (gSaveContext.timer1Value < gSaveContext.horseRaceRecord) {
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} else if (gSaveContext.timer1Value < HIGH_SCORE(HS_HORSE_RACE)) {
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return 0x2012;
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} else {
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return 0x2004;
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@ -126,7 +126,7 @@ s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* thisx) {
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if (globalCtx->msgCtx.choiceIndex == 0) {
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if (gSaveContext.eventChkInf[1] & 0x4000) {
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func_8010B720(globalCtx, 0x2091);
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} else if (gSaveContext.horseRaceRecord == 0) {
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} else if (HIGH_SCORE(HS_HORSE_RACE) == 0) {
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func_8010B720(globalCtx, 0x2092);
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} else {
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func_8010B720(globalCtx, 0x2090);
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@ -144,8 +144,8 @@ s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* thisx) {
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gSaveContext.eventChkInf[1] |= 0x4000;
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case 0x2004:
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case 0x2012:
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if (gSaveContext.horseRaceRecord > gSaveContext.timer1Value) {
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gSaveContext.horseRaceRecord = gSaveContext.timer1Value;
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if (HIGH_SCORE(HS_HORSE_RACE) > gSaveContext.timer1Value) {
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HIGH_SCORE(HS_HORSE_RACE) = gSaveContext.timer1Value;
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}
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case 0x208E:
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gSaveContext.eventInf[0] &= ~0x400;
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@ -316,8 +316,8 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, GlobalContext* globalCtx) {
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sp60.x = this->actor.posRot.pos.x;
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sp60.y = this->actor.groundY;
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sp60.z = this->actor.posRot.pos.z;
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if (gSaveContext.timer1Value < gSaveContext.dampeRaceTime) {
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gSaveContext.dampeRaceTime = gSaveContext.timer1Value;
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if (gSaveContext.timer1Value < HIGH_SCORE(HS_DAMPE_RACE)) {
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HIGH_SCORE(HS_DAMPE_RACE) = gSaveContext.timer1Value;
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}
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if (Flags_GetCollectible(globalCtx, this->actor.params) == 0 && gSaveContext.timer1Value <= 60) {
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Item_DropCollectible2(globalCtx, &sp60, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE));
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@ -326,7 +326,7 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, GlobalContext* globalCtx) {
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}
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} else {
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Flags_SetTempClear(globalCtx, 4);
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gSaveContext.dampeRaceTime = gSaveContext.timer1Value;
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HIGH_SCORE(HS_DAMPE_RACE) = gSaveContext.timer1Value;
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}
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Actor_Kill(&this->actor);
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}
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