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Rename RoomBehaviorType1 to RoomType (#2271)

* Rename RoomBehaviorType1 to RoomType

* suggestions

* Update include/z64scene.h

---------

Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
mzxrules 2024-10-14 15:23:50 -04:00 committed by GitHub
parent d0b4725869
commit 2f54db142e
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GPG key ID: B5690EEEBB952194
10 changed files with 35 additions and 37 deletions

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@ -152,14 +152,14 @@ typedef union RoomShape {
RoomShapeCullable cullable; RoomShapeCullable cullable;
} RoomShape; // "Ground Shape" } RoomShape; // "Ground Shape"
typedef enum RoomBehaviorType1 { typedef enum RoomType {
/* 0 */ ROOM_BEHAVIOR_TYPE1_0, /* 0 */ ROOM_TYPE_NORMAL,
/* 1 */ ROOM_BEHAVIOR_TYPE1_1, /* 1 */ ROOM_TYPE_DUNGEON, // Blocks Sun's Song's time advance effect. Not exclusively used by typical dungeon rooms.
/* 2 */ ROOM_BEHAVIOR_TYPE1_2, /* 2 */ ROOM_TYPE_INDOORS, // Reduces player run speed and blocks player from attacking or jumping.
/* 3 */ ROOM_BEHAVIOR_TYPE1_3, // unused /* 3 */ ROOM_TYPE_3, // Unused. Color dithering is turned off when drawing the room and other things.
/* 4 */ ROOM_BEHAVIOR_TYPE1_4, // unused /* 4 */ ROOM_TYPE_4, // Unused. Prevents switching to CAM_SET_HORSE when mounting a horse.
/* 5 */ ROOM_BEHAVIOR_TYPE1_5 /* 5 */ ROOM_TYPE_BOSS // Disables Environment_AdjustLights
} RoomBehaviorType1; } RoomType;
typedef enum RoomEnvironmentType { typedef enum RoomEnvironmentType {
/* 0 */ ROOM_ENV_DEFAULT, /* 0 */ ROOM_ENV_DEFAULT,
@ -175,7 +175,7 @@ typedef struct Room {
/* 0x00 */ s8 num; // -1 is invalid room /* 0x00 */ s8 num; // -1 is invalid room
/* 0x01 */ u8 unk_01; /* 0x01 */ u8 unk_01;
/* 0x02 */ u8 environmentType; /* 0x02 */ u8 environmentType;
/* 0x03 */ u8 behaviorType1; /* 0x03 */ u8 type;
/* 0x04 */ s8 echo; /* 0x04 */ s8 echo;
/* 0x05 */ u8 lensMode; /* 0x05 */ u8 lensMode;
/* 0x08 */ RoomShape* roomShape; // original name: "ground_shape" /* 0x08 */ RoomShape* roomShape; // original name: "ground_shape"
@ -605,9 +605,9 @@ typedef enum SceneCommandTypeID {
#define SCENE_CMD_SPECIAL_FILES(naviQuestHintFileId, keepObjectId) \ #define SCENE_CMD_SPECIAL_FILES(naviQuestHintFileId, keepObjectId) \
{ SCENE_CMD_ID_SPECIAL_FILES, naviQuestHintFileId, CMD_W(keepObjectId) } { SCENE_CMD_ID_SPECIAL_FILES, naviQuestHintFileId, CMD_W(keepObjectId) }
#define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, showInvisActors, disableWarpSongs) \ #define SCENE_CMD_ROOM_BEHAVIOR(type, environment, showInvisActors, disableWarpSongs) \
{ SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \ { SCENE_CMD_ID_ROOM_BEHAVIOR, type, \
curRoomUnk2 | _SHIFTL(showInvisActors, 8, 1) | _SHIFTL(disableWarpSongs, 10, 1) } environment | _SHIFTL(showInvisActors, 8, 1) | _SHIFTL(disableWarpSongs, 10, 1) }
#define SCENE_CMD_UNK_09() \ #define SCENE_CMD_UNK_09() \
{ SCENE_CMD_ID_UNDEFINED_9, 0, CMD_W(0) } { SCENE_CMD_ID_UNDEFINED_9, 0, CMD_W(0) }

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@ -1131,7 +1131,7 @@ void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB) {
} }
void func_8002DE74(PlayState* play, Player* player) { void func_8002DE74(PlayState* play, Player* player) {
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && Play_CamIsNotFixed(play)) { if ((play->roomCtx.curRoom.type != ROOM_TYPE_4) && Play_CamIsNotFixed(play)) {
Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_HORSE); Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_HORSE);
} }
} }

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@ -7540,18 +7540,18 @@ void func_80057FC4(Camera* camera) {
camera->prevSetting = camera->setting = CAM_SET_FREE0; camera->prevSetting = camera->setting = CAM_SET_FREE0;
camera->stateFlags &= ~CAM_STATE_CHECK_BG; camera->stateFlags &= ~CAM_STATE_CHECK_BG;
} else if (camera->play->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) { } else if (camera->play->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) {
switch (camera->play->roomCtx.curRoom.behaviorType1) { switch (camera->play->roomCtx.curRoom.type) {
case ROOM_BEHAVIOR_TYPE1_1: case ROOM_TYPE_DUNGEON:
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10); Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_DUNGEON0; camera->prevSetting = camera->setting = CAM_SET_DUNGEON0;
break; break;
case ROOM_BEHAVIOR_TYPE1_0: case ROOM_TYPE_NORMAL:
PRINTF("camera: room type: default set field\n"); PRINTF("camera: room type: default set field\n");
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10); Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_NORMAL0; camera->prevSetting = camera->setting = CAM_SET_NORMAL0;
break; break;
default: default:
PRINTF("camera: room type: default set etc (%d)\n", camera->play->roomCtx.curRoom.behaviorType1); PRINTF("camera: room type: default set etc (%d)\n", camera->play->roomCtx.curRoom.type);
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10); Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_NORMAL0; camera->prevSetting = camera->setting = CAM_SET_NORMAL0;
camera->stateFlags |= CAM_STATE_CHECK_BG; camera->stateFlags |= CAM_STATE_CHECK_BG;
@ -8466,7 +8466,7 @@ s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange
break; break;
case CAM_REQUEST_MODE_SFX_ATTENTION: case CAM_REQUEST_MODE_SFX_ATTENTION:
if (camera->play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) { if (camera->play->roomCtx.curRoom.type == ROOM_TYPE_DUNGEON) {
Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_URGENCY); Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_URGENCY);
} else { } else {
Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_ON); Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_ON);

View file

@ -2531,7 +2531,7 @@ void Environment_AdjustLights(PlayState* play, f32 arg1, f32 arg2, f32 arg3, f32
f32 temp; f32 temp;
s32 i; s32 i;
if (play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_5 && Play_CamIsNotFixed(play)) { if (play->roomCtx.curRoom.type != ROOM_TYPE_BOSS && Play_CamIsNotFixed(play)) {
arg1 = CLAMP_MIN(arg1, 0.0f); arg1 = CLAMP_MIN(arg1, 0.0f);
arg1 = CLAMP_MAX(arg1, 1.0f); arg1 = CLAMP_MAX(arg1, 1.0f);

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@ -632,7 +632,7 @@ void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
break; 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; interfaceCtx->minimapAlpha = 255;
} }
} }
@ -4368,8 +4368,7 @@ void Interface_Update(PlayState* play) {
gTimeSpeed = sPrevTimeSpeed; gTimeSpeed = sPrevTimeSpeed;
play->msgCtx.ocarinaMode = OCARINA_MODE_04; play->msgCtx.ocarinaMode = OCARINA_MODE_04;
} }
} else if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_1) && } else if ((play->roomCtx.curRoom.type != ROOM_TYPE_DUNGEON) && (interfaceCtx->restrictions.sunsSong != 3)) {
(interfaceCtx->restrictions.sunsSong != 3)) {
if ((gSaveContext.save.dayTime >= CLOCK_TIME(6, 30)) && if ((gSaveContext.save.dayTime >= CLOCK_TIME(6, 30)) &&
(gSaveContext.save.dayTime < CLOCK_TIME(18, 0) + 1)) { (gSaveContext.save.dayTime < CLOCK_TIME(18, 0) + 1)) {
gSaveContext.nextDayTime = NEXT_TIME_NIGHT; gSaveContext.nextDayTime = NEXT_TIME_NIGHT;

View file

@ -599,7 +599,7 @@ void Player_SetBootData(PlayState* play, Player* this) {
IREG(69) = bootRegs[15]; IREG(69) = bootRegs[15];
MREG(95) = bootRegs[16]; MREG(95) = bootRegs[16];
if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) { if (play->roomCtx.curRoom.type == ROOM_TYPE_INDOORS) {
R_RUN_SPEED_LIMIT = 500; R_RUN_SPEED_LIMIT = 500;
} }
} }

View file

@ -1012,7 +1012,7 @@ void func_80093C80(PlayState* play) {
Gfx_SetupDL_25Opa(gfxCtx); Gfx_SetupDL_25Opa(gfxCtx);
if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_3) { if (play->roomCtx.curRoom.type == ROOM_TYPE_3) {
OPEN_DISPS(gfxCtx, "../z_rcp.c", 1460); OPEN_DISPS(gfxCtx, "../z_rcp.c", 1460);
gDPSetColorDither(POLY_OPA_DISP++, G_CD_DISABLE); gDPSetColorDither(POLY_OPA_DISP++, G_CD_DISABLE);

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@ -261,7 +261,7 @@ BAD_RETURN(s32) Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
} }
BAD_RETURN(s32) Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) { BAD_RETURN(s32) Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1; play->roomCtx.curRoom.type = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.environmentType = cmd->roomBehavior.gpFlag2 & 0xFF; play->roomCtx.curRoom.environmentType = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1; play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1; play->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;

View file

@ -144,7 +144,7 @@ void MagicDark_DimLighting(PlayState* play, f32 intensity) {
f32 colorScale; f32 colorScale;
f32 fogScale; f32 fogScale;
if (play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_5) { if (play->roomCtx.curRoom.type != ROOM_TYPE_BOSS) {
intensity = CLAMP_MIN(intensity, 0.0f); intensity = CLAMP_MIN(intensity, 0.0f);
intensity = CLAMP_MAX(intensity, 1.0f); intensity = CLAMP_MAX(intensity, 1.0f);
fogScale = intensity - 0.2f; fogScale = intensity - 0.2f;

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@ -6359,8 +6359,8 @@ void func_8083BCD0(Player* this, PlayState* play, s32 controlStickDirection) {
s32 Player_ActionHandler_10(Player* this, PlayState* play) { s32 Player_ActionHandler_10(Player* this, PlayState* play) {
s32 controlStickDirection; s32 controlStickDirection;
if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && (play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
(play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && (sFloorType != FLOOR_TYPE_7) && (sFloorType != FLOOR_TYPE_7) &&
(SurfaceType_GetFloorEffect(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1)) { (SurfaceType_GetFloorEffect(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1)) {
controlStickDirection = this->controlStickDirections[this->controlStickDataIndex]; controlStickDirection = this->controlStickDirections[this->controlStickDataIndex];
@ -6562,8 +6562,8 @@ s32 Player_ActionHandler_8(Player* this, PlayState* play) {
} }
s32 func_8083C61C(PlayState* play, Player* this) { s32 func_8083C61C(PlayState* play, Player* this) {
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && if ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (AMMO(ITEM_DEKU_NUT) != 0)) { (AMMO(ITEM_DEKU_NUT) != 0)) {
Player_SetupAction(play, this, Player_Action_8084E604, 0); Player_SetupAction(play, this, Player_Action_8084E604, 0);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_light_bom); Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_light_bom);
this->unk_6AD = 0; this->unk_6AD = 0;
@ -10920,14 +10920,13 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
if ((!(this->stateFlags1 & PLAYER_STATE1_14) && if ((!(this->stateFlags1 & PLAYER_STATE1_14) &&
(controlStickDirection <= PLAYER_STICK_DIR_FORWARD) && (controlStickDirection <= PLAYER_STICK_DIR_FORWARD) &&
(Player_CheckHostileLockOn(this) || (Player_CheckHostileLockOn(this) ||
((sFloorType != FLOOR_TYPE_7) && ((sFloorType != FLOOR_TYPE_7) && (Player_FriendlyLockOnOrParallel(this) ||
(Player_FriendlyLockOnOrParallel(this) || ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) &&
((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && !(this->stateFlags1 & PLAYER_STATE1_22) &&
!(this->stateFlags1 & PLAYER_STATE1_22) && (controlStickDirection == PLAYER_STICK_DIR_FORWARD))))))) {
(controlStickDirection == PLAYER_STICK_DIR_FORWARD))))))) {
doAction = DO_ACTION_ATTACK; doAction = DO_ACTION_ATTACK;
} else if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && } else if ((play->roomCtx.curRoom.type != ROOM_TYPE_INDOORS) && Player_IsZTargeting(this) &&
Player_IsZTargeting(this) && (controlStickDirection >= PLAYER_STICK_DIR_LEFT)) { (controlStickDirection >= PLAYER_STICK_DIR_LEFT)) {
doAction = DO_ACTION_JUMP; doAction = DO_ACTION_JUMP;
} else if ((this->heldItemAction >= PLAYER_IA_SWORD_MASTER) || } else if ((this->heldItemAction >= PLAYER_IA_SWORD_MASTER) ||
((this->stateFlags2 & PLAYER_STATE2_NAVI_ACTIVE) && ((this->stateFlags2 & PLAYER_STATE2_NAVI_ACTIVE) &&