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Use "entry" terminology in map select (#2479)
* use entry terminology in map select * missed one
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parent
981af4b6af
commit
4cfb5f05a0
2 changed files with 37 additions and 37 deletions
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@ -66,7 +66,7 @@ void func_80800B08_unknown(MapSelectState* this, s32 arg1) {
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}
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#endif
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static SceneSelectEntry sScenes[] = {
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static MapSelectEntry sMapSelectEntries[] = {
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{ " 1:SPOT00", MapSelect_LoadGame, ENTR_HYRULE_FIELD_0 },
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{ " 2:SPOT01", MapSelect_LoadGame, ENTR_KAKARIKO_VILLAGE_0 },
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{ " 3:SPOT02", MapSelect_LoadGame, ENTR_GRAVEYARD_0 },
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@ -279,13 +279,13 @@ static SceneSelectEntry sScenes[] = {
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void MapSelect_UpdateMenu(MapSelectState* this) {
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Input* input = &this->state.input[0];
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s32 pad;
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SceneSelectEntry* selectedScene;
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MapSelectEntry* selectedEntry;
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if (this->verticalInputAccumulator == 0) {
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if (CHECK_BTN_ALL(input->press.button, BTN_A) || CHECK_BTN_ALL(input->press.button, BTN_START)) {
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selectedScene = &this->scenes[this->currentScene];
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if (selectedScene->loadFunc != NULL) {
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selectedScene->loadFunc(this, selectedScene->entranceIndex);
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selectedEntry = &this->entries[this->currentEntry];
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if (selectedEntry->loadFunc != NULL) {
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selectedEntry->loadFunc(this, selectedEntry->entranceIndex);
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}
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}
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@ -423,7 +423,7 @@ void MapSelect_UpdateMenu(MapSelectState* this) {
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this->pageDownIndex++;
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this->pageDownIndex =
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(this->pageDownIndex + ARRAY_COUNT(this->pageDownStops)) % ARRAY_COUNT(this->pageDownStops);
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this->currentScene = this->topDisplayedScene = this->pageDownStops[this->pageDownIndex];
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this->currentEntry = this->topDisplayedEntry = this->pageDownStops[this->pageDownIndex];
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}
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this->verticalInputAccumulator += this->verticalInput;
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@ -432,12 +432,12 @@ void MapSelect_UpdateMenu(MapSelectState* this) {
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this->verticalInput = 0;
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this->verticalInputAccumulator = 0;
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this->currentScene++;
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this->currentScene = (this->currentScene + this->count) % this->count;
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this->currentEntry++;
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this->currentEntry = (this->currentEntry + this->count) % this->count;
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if (this->currentScene == ((this->topDisplayedScene + this->count + 19) % this->count)) {
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this->topDisplayedScene++;
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this->topDisplayedScene = (this->topDisplayedScene + this->count) % this->count;
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if (this->currentEntry == ((this->topDisplayedEntry + this->count + 19) % this->count)) {
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this->topDisplayedEntry++;
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this->topDisplayedEntry = (this->topDisplayedEntry + this->count) % this->count;
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}
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}
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@ -445,25 +445,25 @@ void MapSelect_UpdateMenu(MapSelectState* this) {
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this->verticalInput = 0;
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this->verticalInputAccumulator = 0;
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if (this->currentScene == this->topDisplayedScene) {
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this->topDisplayedScene -= 2;
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this->topDisplayedScene = (this->topDisplayedScene + this->count) % this->count;
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if (this->currentEntry == this->topDisplayedEntry) {
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this->topDisplayedEntry -= 2;
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this->topDisplayedEntry = (this->topDisplayedEntry + this->count) % this->count;
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}
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this->currentScene--;
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this->currentScene = (this->currentScene + this->count) % this->count;
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this->currentEntry--;
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this->currentEntry = (this->currentEntry + this->count) % this->count;
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if (this->currentScene == ((this->topDisplayedScene + this->count) % this->count)) {
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this->topDisplayedScene--;
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this->topDisplayedScene = (this->topDisplayedScene + this->count) % this->count;
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if (this->currentEntry == ((this->topDisplayedEntry + this->count) % this->count)) {
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this->topDisplayedEntry--;
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this->topDisplayedEntry = (this->topDisplayedEntry + this->count) % this->count;
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}
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}
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this->currentScene = (this->currentScene + this->count) % this->count;
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this->topDisplayedScene = (this->topDisplayedScene + this->count) % this->count;
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this->currentEntry = (this->currentEntry + this->count) % this->count;
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this->topDisplayedEntry = (this->topDisplayedEntry + this->count) % this->count;
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dREG(80) = this->currentScene;
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dREG(81) = this->topDisplayedScene;
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dREG(80) = this->currentEntry;
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dREG(81) = this->topDisplayedEntry;
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dREG(82) = this->pageDownIndex;
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if (this->timerUp != 0) {
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@ -496,14 +496,14 @@ void MapSelect_PrintMenu(MapSelectState* this, GfxPrint* printer) {
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for (i = 0; i < 20; i++) {
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GfxPrint_SetPos(printer, 9, i + 4);
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scene = (this->topDisplayedScene + i + this->count) % this->count;
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if (scene == this->currentScene) {
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scene = (this->topDisplayedEntry + i + this->count) % this->count;
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if (scene == this->currentEntry) {
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GfxPrint_SetColor(printer, 255, 20, 20, 255);
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} else {
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GfxPrint_SetColor(printer, 200, 200, 55, 255);
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}
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name = this->scenes[scene].name;
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name = this->entries[scene].name;
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if (name == NULL) {
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name = "**Null**";
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}
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@ -692,9 +692,9 @@ void MapSelect_Init(GameState* thisx) {
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this->state.main = MapSelect_Main;
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this->state.destroy = MapSelect_Destroy;
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this->scenes = sScenes;
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this->topDisplayedScene = 0;
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this->currentScene = 0;
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this->entries = sMapSelectEntries;
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this->topDisplayedEntry = 0;
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this->currentEntry = 0;
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this->pageDownStops[0] = 0; // Hyrule Field
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this->pageDownStops[1] = 19; // Temple Of Time
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this->pageDownStops[2] = 37; // Treasure Chest Game
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@ -704,7 +704,7 @@ void MapSelect_Init(GameState* thisx) {
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this->pageDownStops[6] = 91; // Escaping Ganon's Tower 3
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this->pageDownIndex = 0;
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this->opt = 0;
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this->count = ARRAY_COUNT(sScenes);
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this->count = ARRAY_COUNT(sMapSelectEntries);
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View_Init(&this->view, this->state.gfxCtx);
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this->view.flags = (VIEW_PROJECTION_ORTHO | VIEW_VIEWPORT);
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this->verticalInputAccumulator = 0;
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@ -716,8 +716,8 @@ void MapSelect_Init(GameState* thisx) {
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this->unk_234 = 0;
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if ((dREG(80) >= 0) && (dREG(80) < this->count)) {
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this->currentScene = dREG(80);
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this->topDisplayedScene = dREG(81);
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this->currentEntry = dREG(80);
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this->topDisplayedEntry = dREG(81);
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this->pageDownIndex = dREG(82);
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}
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