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Document entrances 0x7FF9-0x7FFF as "Return Entrances" (#1217)
* Document entrances 0x7FF9-0x7FFF as "Exit Entrances" * `ENTR_EXIT_` -> `ENTR_RETURN_` * "exit entrance" -> "return entrance" * Less plural
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2 changed files with 71 additions and 24 deletions
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@ -326,6 +326,16 @@ typedef enum {
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#define ENTR_LOAD_OPENING -1
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typedef enum {
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/* 0x7FF9 */ ENTR_RETURN_YOUSEI_IZUMI_YOKO = 0x7FF9, // Great Fairy Fountain (spells)
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/* 0x7FFA */ ENTR_RETURN_SYATEKIJYOU, // Shooting gallery
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/* 0x7FFB */ ENTR_RETURN_2, // unused
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/* 0x7FFC */ ENTR_RETURN_SHOP1, // Bazaar
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/* 0x7FFD */ ENTR_RETURN_4, // unused
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/* 0x7FFE */ ENTR_RETURN_DAIYOUSEI_IZUMI, // Great Fairy Fountain (magic, double magic, double defense)
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/* 0x7FFF */ ENTR_RETURN_GROTTO // Grottos and normal Fairy Fountain
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} ReturnEntranceIndex;
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#undef DEFINE_ENTRANCE
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// Scene commands
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@ -4081,38 +4081,73 @@ s32 func_80838FB8(GlobalContext* globalCtx, Player* this) {
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return 0;
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}
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s16 D_808544F8[] = {
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ENTR_SPOT16_4, // DMT from Magic Fairy Fountain
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ENTR_SPOT17_3, // DMC from Double Defense Fairy Fountain
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ENTR_SPOT15_2, // Hyrule Castle from Dins Fire Fairy Fountain
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ENTR_SPOT01_9, // Kakariko from Potion Shop
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ENTR_MARKET_DAY_5, // Market (child day) from Potion Shop
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ENTR_SPOT01_3, // Kakariko from Bazaar
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ENTR_MARKET_DAY_6, // Market (child day) from Bazaar
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ENTR_SPOT01_11, // Kakariko from House of Skulltulas
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ENTR_MARKET_ALLEY_2, // Back Alley (day) from Bombchu Shop
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ENTR_SPOT01_10, // Kakariko from Shooting Gallery
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ENTR_MARKET_DAY_8, // Market (child day) from Shooting Gallery
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ENTR_SPOT08_5, // Zoras Fountain from Farores Wind Fairy Fountain
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ENTR_SPOT15_2, // Hyrule Castle from Dins Fire Fairy Fountain
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ENTR_SPOT11_7, // Desert Colossus from Nayrus Love Fairy Fountain
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/**
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* The actual entrances each "return entrance" value can map to.
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* This is used by scenes that are shared between locations, like child/adult Shooting Gallery or Great Fairy Fountains.
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*
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* This 1D array is split into groups of entrances.
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* The start of each group is indexed by `sReturnEntranceGroupIndices` values.
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* The resulting groups are then indexed by the spawn value.
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*
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* The spawn value (`GlobalContext.curSpawn`) is set to a different value depending on the entrance used to enter the
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* scene, which allows these dynamic "return entrances" to link back to the previous scene.
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*
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* Note: grottos and normal fairy fountains use `ENTR_RETURN_GROTTO`
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*/
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s16 sReturnEntranceGroupData[] = {
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// ENTR_RETURN_DAIYOUSEI_IZUMI
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/* 0 */ ENTR_SPOT16_4, // DMT from Magic Fairy Fountain
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/* 1 */ ENTR_SPOT17_3, // DMC from Double Defense Fairy Fountain
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/* 2 */ ENTR_SPOT15_2, // Hyrule Castle from Dins Fire Fairy Fountain
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// ENTR_RETURN_2
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/* 3 */ ENTR_SPOT01_9, // Kakariko from Potion Shop
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/* 4 */ ENTR_MARKET_DAY_5, // Market (child day) from Potion Shop
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// ENTR_RETURN_SHOP1
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/* 5 */ ENTR_SPOT01_3, // Kakariko from Bazaar
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/* 6 */ ENTR_MARKET_DAY_6, // Market (child day) from Bazaar
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// ENTR_RETURN_4
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/* 7 */ ENTR_SPOT01_11, // Kakariko from House of Skulltulas
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/* 8 */ ENTR_MARKET_ALLEY_2, // Back Alley (day) from Bombchu Shop
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// ENTR_RETURN_SYATEKIJYOU
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/* 9 */ ENTR_SPOT01_10, // Kakariko from Shooting Gallery
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/* 10 */ ENTR_MARKET_DAY_8, // Market (child day) from Shooting Gallery
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// ENTR_RETURN_YOUSEI_IZUMI_YOKO
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/* 11 */ ENTR_SPOT08_5, // Zoras Fountain from Farores Wind Fairy Fountain
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/* 12 */ ENTR_SPOT15_2, // Hyrule Castle from Dins Fire Fairy Fountain
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/* 13 */ ENTR_SPOT11_7, // Desert Colossus from Nayrus Love Fairy Fountain
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};
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u8 D_80854514[] = { 11, 9, 3, 5, 7, 0 };
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/**
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* The values are indices into `sReturnEntranceGroupData` marking the start of each group
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*/
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u8 sReturnEntranceGroupIndices[] = {
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11, // ENTR_RETURN_YOUSEI_IZUMI_YOKO
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9, // ENTR_RETURN_SYATEKIJYOU
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3, // ENTR_RETURN_2
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5, // ENTR_RETURN_SHOP1
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7, // ENTR_RETURN_4
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0, // ENTR_RETURN_DAIYOUSEI_IZUMI
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};
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s32 func_80839034(GlobalContext* globalCtx, Player* this, CollisionPoly* poly, u32 bgId) {
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s32 sp3C;
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s32 exitIndex;
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s32 temp;
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s32 sp34;
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f32 linearVel;
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s32 yaw;
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if (this->actor.category == ACTORCAT_PLAYER) {
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sp3C = 0;
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exitIndex = 0;
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if (!(this->stateFlags1 & PLAYER_STATE1_7) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(this->csMode == 0) && !(this->stateFlags1 & PLAYER_STATE1_0) &&
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(((poly != NULL) && (sp3C = SurfaceType_GetSceneExitIndex(&globalCtx->colCtx, poly, bgId), sp3C != 0)) ||
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(((poly != NULL) &&
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(exitIndex = SurfaceType_GetSceneExitIndex(&globalCtx->colCtx, poly, bgId), exitIndex != 0)) ||
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(func_8083816C(D_808535E4) && (this->unk_A7A == 12)))) {
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sp34 = this->unk_A84 - (s32)this->actor.world.pos.y;
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@ -4122,19 +4157,21 @@ s32 func_80839034(GlobalContext* globalCtx, Player* this, CollisionPoly* poly, u
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return 0;
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}
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if (sp3C == 0) {
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if (exitIndex == 0) {
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Gameplay_TriggerVoidOut(globalCtx);
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Scene_SetTransitionForNextEntrance(globalCtx);
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} else {
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globalCtx->nextEntranceIndex = globalCtx->setupExitList[sp3C - 1];
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if (globalCtx->nextEntranceIndex == 0x7FFF) {
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globalCtx->nextEntranceIndex = globalCtx->setupExitList[exitIndex - 1];
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if (globalCtx->nextEntranceIndex == ENTR_RETURN_GROTTO) {
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gSaveContext.respawnFlag = 2;
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globalCtx->nextEntranceIndex = gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex;
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globalCtx->transitionType = TRANS_TYPE_FADE_WHITE;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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} else if (globalCtx->nextEntranceIndex >= 0x7FF9) {
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} else if (globalCtx->nextEntranceIndex >= ENTR_RETURN_YOUSEI_IZUMI_YOKO) {
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globalCtx->nextEntranceIndex =
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D_808544F8[D_80854514[globalCtx->nextEntranceIndex - 0x7FF9] + globalCtx->curSpawn];
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sReturnEntranceGroupData[sReturnEntranceGroupIndices[globalCtx->nextEntranceIndex -
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ENTR_RETURN_YOUSEI_IZUMI_YOKO] +
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globalCtx->curSpawn];
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Scene_SetTransitionForNextEntrance(globalCtx);
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} else {
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if (SurfaceType_GetSlope(&globalCtx->colCtx, poly, bgId) == 2) {
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