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-rw-r--r--src/code/m_scene.c54
1 files changed, 23 insertions, 31 deletions
diff --git a/src/code/m_scene.c b/src/code/m_scene.c
index d3be1c9..80bc5c2 100644
--- a/src/code/m_scene.c
+++ b/src/code/m_scene.c
@@ -14,7 +14,6 @@
#include "m_std_dma.h"
#include "m_scene_table.h"
#include "m_scene_ftr.h"
-#include "m_player_lib.h"
#include "overlays/actors/player_actor/m_player.h"
s32 func_800C59B0_jp(ObjectExchangeBank* objectExchangeBank) {
@@ -468,8 +467,8 @@ void Scene_player_select(s32 sceneNo, s32 npcActor) {
s32 selected;
metVillagersBitfield = 0;
- animal = common_data.animals;
- if (sceneNo != common_data.sceneNo) {
+ animal = common_data.save.animals;
+ if (sceneNo != common_data.save.sceneNo) {
return;
}
@@ -481,8 +480,8 @@ void Scene_player_select(s32 sceneNo, s32 npcActor) {
Anmmem_c* memory = animal->memories;
for (j = 0; j < ANIMAL_MEMORY_NUM; j++) {
- if (memory->memoryPlayerId.landId == common_data.landInfo.id &&
- mLd_CheckCmpLandName(memory->memoryPlayerId.landName, common_data.landInfo.name) == TRUE) {
+ if (memory->memoryPlayerId.landId == common_data.save.landInfo.id &&
+ mLd_CheckCmpLandName(memory->memoryPlayerId.landName, common_data.save.landInfo.name) == TRUE) {
metVillagersBitfield |= 1 << i;
metVillagersNum++;
break;
@@ -499,10 +498,10 @@ void Scene_player_select(s32 sceneNo, s32 npcActor) {
if (metVillagersNum == 0) {
do {
selected = RANDOM(ANIMAL_NUM_MAX);
- } while (mNpc_CheckFreeAnimalPersonalID(&common_data.animals[selected].id));
+ } while (mNpc_CheckFreeAnimalPersonalID(&common_data.save.animals[selected].id));
if (1) {};
- npcId = common_data.animals[selected].id.npcId;
- found = mNpc_SearchAnimalinfo(common_data.animals, npcId, ANIMAL_NUM_MAX);
+ npcId = common_data.save.animals[selected].id.npcId;
+ found = mNpc_SearchAnimalinfo(common_data.save.animals, npcId, ANIMAL_NUM_MAX);
} else {
/* Pick a random villager which has met a player in town */
@@ -517,37 +516,30 @@ void Scene_player_select(s32 sceneNo, s32 npcActor) {
}
metVillagersBitfield >>= 1;
}
- npcId = common_data.animals[found].id.npcId;
+ npcId = common_data.save.animals[found].id.npcId;
}
- mNpc_RegistEventNpc(npcActor, npcId, npcId, common_data.animals[found].cloth);
+ mNpc_RegistEventNpc(npcActor, npcId, npcId, common_data.save.animals[found].cloth);
}
-void Scene_Proc_Player_Ptr(Game_Play* play, SceneData* data);
-void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* data);
-void Scene_Proc_Actor_Ptr(Game_Play* play, SceneData* data);
-void Scene_Proc_Object_Exchange_Bank_Ptr(Game_Play* play, SceneData* data);
-void Scene_Proc_Door_Data_Ptr(Game_Play* play, SceneData* data);
-void Scene_Proc_Field_ct(Game_Play* play, SceneData* data);
+void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* scene_data);
+
void Scene_Proc_MyRoom_ct(Game_Play* play, SceneData* data);
-void Scene_Proc_ArrangeRoom_ct(Game_Play* play, SceneData* data);
-void Scene_Proc_ArrangeFurniture_ct(Game_Play* play, SceneData* data);
-void Scene_Proc_Sound(Game_Play* play, SceneData* data);
typedef void (*SceneDataProc)(Game_Play*, SceneData*);
void Scene_ct(Game_Play* play, SceneData* sceneData) {
static SceneDataProc Scene_Proc[] = {
- &Scene_Proc_Player_Ptr,
- &Scene_Proc_Ctrl_Actor_Ptr,
- &Scene_Proc_Actor_Ptr,
- &Scene_Proc_Object_Exchange_Bank_Ptr,
- &Scene_Proc_Door_Data_Ptr,
- &Scene_Proc_Field_ct,
- &Scene_Proc_MyRoom_ct,
- &Scene_Proc_ArrangeRoom_ct,
- &Scene_Proc_ArrangeFurniture_ct,
- &Scene_Proc_Sound,
+ Scene_Proc_Player_Ptr,
+ Scene_Proc_Ctrl_Actor_Ptr,
+ Scene_Proc_Actor_Ptr,
+ Scene_Proc_Object_Exchange_Bank_Ptr,
+ Scene_Proc_Door_Data_Ptr,
+ Scene_Proc_Field_ct,
+ Scene_Proc_MyRoom_ct,
+ Scene_Proc_ArrangeRoom_ct,
+ Scene_Proc_ArrangeFurniture_ct,
+ Scene_Proc_Sound,
NULL,
};
@@ -724,7 +716,7 @@ s32 goto_emu_game(Game_Play* play, s16 famicomRomId) {
res = TRUE;
door_data = &common_data.famicomEmuDoorData;
- door_data->nextSceneId = common_data.sceneNo;
+ door_data->nextSceneId = common_data.save.sceneNo;
door_data->exitOrientation = 0;
door_data->exitType = 0;
door_data->params = 0;
@@ -743,5 +735,5 @@ void return_emu_game(Game* game) {
common_data.doorData.nextSceneId = common_data.famicomEmuDoorData.nextSceneId + 1;
game->unk_74 = FALSE;
game_goto_next_game_play(game);
- common_data.sceneNo = common_data.famicomEmuDoorData.nextSceneId;
+ common_data.save.sceneNo = common_data.famicomEmuDoorData.nextSceneId;
}