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Document `func_808B849C` (#1841)
* Document `func_808B849C` * Clarify doc about number returned Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Add number comparisons * Try arithmetic in remains function * Reverse addition operation - will it break matching? --------- Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
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@ -70,19 +70,27 @@ void DoorWarp1_SetupAction(DoorWarp1* this, DoorWarp1ActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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s32 func_808B849C(DoorWarp1* this, PlayState* play) {
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s32 ret = 0;
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/**
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* Returns a number representing which remains was obtained inside this warp.
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* * 0: None (if it's not a boss or the remains were already obtained)
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* * 1: Odolwa
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* * 2: Goht
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* * 3: Gyorg
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* * 4: Twinmold
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*/
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s32 DoorWarp1_GetRemains(DoorWarp1* this, PlayState* play) {
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s32 remains = 0;
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if ((play->sceneId == SCENE_MITURIN_BS) && !CHECK_QUEST_ITEM(QUEST_REMAINS_ODOLWA)) {
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ret = 1;
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remains = 1 + GI_REMAINS_ODOLWA - GI_REMAINS_ODOLWA;
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} else if ((play->sceneId == SCENE_HAKUGIN_BS) && !CHECK_QUEST_ITEM(QUEST_REMAINS_GOHT)) {
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ret = 2;
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remains = 1 + GI_REMAINS_GOHT - GI_REMAINS_ODOLWA;
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} else if ((play->sceneId == SCENE_SEA_BS) && !CHECK_QUEST_ITEM(QUEST_REMAINS_GYORG)) {
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ret = 3;
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remains = 1 + GI_REMAINS_GYORG - GI_REMAINS_ODOLWA;
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} else if ((play->sceneId == SCENE_INISIE_BS) && !CHECK_QUEST_ITEM(QUEST_REMAINS_TWINMOLD)) {
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ret = 4;
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remains = 1 + GI_REMAINS_TWINMOLD - GI_REMAINS_ODOLWA;
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}
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return ret;
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return remains;
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}
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void func_808B8568(DoorWarp1* this, PlayState* play) {
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@ -502,10 +510,11 @@ void func_808B98A8(DoorWarp1* this, PlayState* play) {
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void func_808B9B30(DoorWarp1* this, PlayState* play) {
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if (fabsf(this->dyna.actor.xzDistToPlayer) >= 60.0f) {
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if (func_808B849C(this, play)) {
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this->unk_1A0 = (DmHina*)Actor_SpawnAsChild(
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&play->actorCtx, &this->dyna.actor, play, ACTOR_DM_HINA, this->dyna.actor.world.pos.x,
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this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, 0, 0, func_808B849C(this, play) - 1);
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if (DoorWarp1_GetRemains(this, play) != 0) {
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this->unk_1A0 = (DmHina*)Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_DM_HINA,
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this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
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this->dyna.actor.world.pos.z, 0, 0, 0,
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DoorWarp1_GetRemains(this, play) - 1);
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}
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DoorWarp1_SetupAction(this, func_808B9BE8);
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}
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@ -529,7 +538,7 @@ void func_808B9BE8(DoorWarp1* this, PlayState* play) {
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}
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this->dyna.actor.parent = NULL;
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if (func_808B849C(this, play)) {
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if (DoorWarp1_GetRemains(this, play) != 0) {
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this->unk_202 = 1;
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DoorWarp1_SetupAction(this, func_808B9CE8);
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} else {
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@ -544,7 +553,8 @@ void func_808B9CE8(DoorWarp1* this, PlayState* play) {
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}
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if (!Actor_HasParent(&this->dyna.actor, play)) {
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Actor_OfferGetItem(&this->dyna.actor, play, (GI_REMAINS_ODOLWA - 1) + func_808B849C(this, play), 30.0f, 80.0f);
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Actor_OfferGetItem(&this->dyna.actor, play, DoorWarp1_GetRemains(this, play) + (GI_REMAINS_ODOLWA - 1), 30.0f,
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80.0f);
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return;
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}
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@ -575,7 +585,7 @@ void func_808B9CE8(DoorWarp1* this, PlayState* play) {
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gSaveContext.save.saveInfo.unk_EA8[1] = (gSaveContext.save.saveInfo.unk_EA8[1] & 0xFFFFFF00) |
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((((u8)gSaveContext.save.saveInfo.unk_EA8[1]) + 1) & 0xFF);
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Item_Give(play, func_808B849C(this, play) + (ITEM_REMAINS_ODOLWA - 1));
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Item_Give(play, DoorWarp1_GetRemains(this, play) + (ITEM_REMAINS_ODOLWA - 1));
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DoorWarp1_SetupAction(this, func_808B9E94);
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}
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@ -5983,7 +5983,7 @@ func_808B7B54 = 0x808B7B54; // type:func
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func_808B7D34 = 0x808B7D34; // type:func
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BgBreakwall_Draw = 0x808B7FE4; // type:func
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DoorWarp1_SetupAction = 0x808B8490; // type:func
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func_808B849C = 0x808B849C; // type:func
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DoorWarp1_GetRemains = 0x808B849C; // type:func
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func_808B8568 = 0x808B8568; // type:func
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func_808B866C = 0x808B866C; // type:func
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DoorWarp1_Init = 0x808B86D8; // type:func
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