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Rename "Scene Setup Index" to "Scene Layer" (#1300)
* setup -> layer * IS_CUTSCENE_LAYER * review * backtick * remove some more mentions of setup * alt header block * clarifying comment
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51 changed files with 169 additions and 156 deletions
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@ -222,7 +222,7 @@ void Play_Init(GameState* thisx) {
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Player* player;
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s32 playerStartBgCamIndex;
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s32 i;
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u8 tempSetupIndex;
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u8 baseSceneLayer;
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s32 pad[2];
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if (gSaveContext.entranceIndex == ENTR_LOAD_OPENING) {
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@ -291,41 +291,42 @@ void Play_Init(GameState* thisx) {
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if (gSaveContext.gameMode != GAMEMODE_NORMAL || gSaveContext.cutsceneIndex >= 0xFFF0) {
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gSaveContext.nayrusLoveTimer = 0;
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Magic_Reset(this);
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gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4;
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gSaveContext.sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
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} else if (!LINK_IS_ADULT && IS_DAY) {
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gSaveContext.sceneSetupIndex = 0;
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gSaveContext.sceneLayer = SCENE_LAYER_CHILD_DAY;
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} else if (!LINK_IS_ADULT && !IS_DAY) {
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gSaveContext.sceneSetupIndex = 1;
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gSaveContext.sceneLayer = SCENE_LAYER_CHILD_NIGHT;
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} else if (LINK_IS_ADULT && IS_DAY) {
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gSaveContext.sceneSetupIndex = 2;
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gSaveContext.sceneLayer = SCENE_LAYER_ADULT_DAY;
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} else {
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gSaveContext.sceneSetupIndex = 3;
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gSaveContext.sceneLayer = SCENE_LAYER_ADULT_NIGHT;
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}
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tempSetupIndex = gSaveContext.sceneSetupIndex;
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// save the base scene layer (before accounting for the special cases below) to use later for the transition type
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baseSceneLayer = gSaveContext.sceneLayer;
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT00) && !LINK_IS_ADULT &&
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gSaveContext.sceneSetupIndex < 4) {
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!IS_CUTSCENE_LAYER) {
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if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
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CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
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gSaveContext.sceneSetupIndex = 1;
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gSaveContext.sceneLayer = 1;
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} else {
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gSaveContext.sceneSetupIndex = 0;
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gSaveContext.sceneLayer = 0;
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}
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT04) && LINK_IS_ADULT &&
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gSaveContext.sceneSetupIndex < 4) {
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gSaveContext.sceneSetupIndex = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2;
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!IS_CUTSCENE_LAYER) {
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gSaveContext.sceneLayer = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2;
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}
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Play_SpawnScene(
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this, gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].scene,
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneSetupIndex)].spawn);
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Play_SpawnScene(this,
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].scene,
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].spawn);
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osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneSetupIndex);
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osSyncPrintf("\nSCENE_NO=%d COUNTER=%d\n", ((void)0, gSaveContext.entranceIndex), gSaveContext.sceneLayer);
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// When entering Gerudo Valley in the right setup, trigger the GC emulator to play the ending movie.
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// When entering Gerudo Valley in the credits, trigger the GC emulator to play the ending movie.
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// The emulator constantly checks whether PC is 0x81000000, so this works even though it's not a valid address.
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT09) &&
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gSaveContext.sceneSetupIndex == 6) {
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_SPOT09) && gSaveContext.sceneLayer == 6) {
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osSyncPrintf("エンディングはじまるよー\n"); // "The ending starts"
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((void (*)(void))0x81000000)();
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osSyncPrintf("出戻り?\n"); // "Return?"
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@ -372,7 +373,7 @@ void Play_Init(GameState* thisx) {
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if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
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if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
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this->transitionType = ENTRANCE_INFO_END_TRANS_TYPE(
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field);
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + baseSceneLayer].field);
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} else {
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this->transitionType = gSaveContext.nextTransitionType;
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
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@ -504,16 +505,16 @@ void Play_Update(PlayState* this) {
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switch (this->transitionMode) {
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case TRANS_MODE_SETUP:
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if (this->transitionTrigger != TRANS_TRIGGER_END) {
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s16 sceneSetupIndex = 0;
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s16 sceneLayer = SCENE_LAYER_CHILD_DAY;
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Interface_ChangeAlpha(1);
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if (gSaveContext.cutsceneIndex >= 0xFFF0) {
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sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4;
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sceneLayer = SCENE_LAYER_CUTSCENE_FIRST + (gSaveContext.cutsceneIndex & 0xF);
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}
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// fade out bgm if "continue bgm" flag is not set
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if (!(gEntranceTable[this->nextEntranceIndex + sceneSetupIndex].field &
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if (!(gEntranceTable[this->nextEntranceIndex + sceneLayer].field &
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ENTRANCE_INFO_CONTINUE_BGM_FLAG)) {
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// "Sound initalized. 111"
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osSyncPrintf("\n\n\nサウンドイニシャル来ました。111");
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