rename level/chapters functions
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3e1347aae9
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@ -222,7 +222,7 @@ struct Location* levelGetLocation(short index) {
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return &gCurrentLevel->locations[index];
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}
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int levelGetChamberNumber(int levelIndex, int roomIndex){
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int getChamberNumberFromLevelIndex(int levelIndex, int roomIndex){
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switch(levelIndex){
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case 0:
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if (roomIndex <= 2)
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@ -260,8 +260,8 @@ int levelGetChamberNumber(int levelIndex, int roomIndex){
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}
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}
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int chamberNumberGetLevel(int chamberIndex) {
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switch (chamberIndex) {
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int getLevelIndexFromChamberNumber(int chamberNumber) {
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switch (chamberNumber) {
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case 0:
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case 1:
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return 0;
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@ -30,9 +30,9 @@ Gfx* levelMaterialRevert(int index);
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int levelQuadIndex(struct CollisionObject* pointer);
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int levelGetChamberNumber(int levelIndex, int roomIndex);
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int getChamberNumberFromLevelIndex(int levelIndex, int roomIndex);
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void levelClearQueuedLevel();
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int chamberNumberGetLevel(int chamberIndex);
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int getLevelIndexFromChamberNumber(int chamberIndex);
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struct Location* levelGetLocation(short index);
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@ -38,7 +38,7 @@ enum InputCapture loadGameUpdate(struct LoadGameMenu* loadGame) {
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savefileLoadGame(savefileGetSlot(loadGame->savefileList), save, &testChamber, &testSubject);
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gCurrentTestSubject = testSubject;
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levelQueueLoad(chamberNumberGetLevel(testChamber), NULL, NULL);
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levelQueueLoad(getLevelIndexFromChamberNumber(testChamber), NULL, NULL);
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checkpointUse(save);
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stackMallocFree(save);
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@ -39,7 +39,7 @@ void saveGamePopulate(struct SaveGameMenu* saveGame, int includeNew) {
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if (includeNew && freeSlot != SAVEFILE_NO_SLOT) {
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savefileInfo[numberOfSaves].slotIndex = freeSlot;
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savefileInfo[numberOfSaves].savefileName = translationsGet(GAMEUI_NEWSAVEGAME);
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savefileInfo[numberOfSaves].testchamberIndex = levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom);
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savefileInfo[numberOfSaves].testchamberIndex = getChamberNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom);
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savefileInfo[numberOfSaves].screenshot = gScreenGrabBuffer;
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if (suggestedSlot == 0) {
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@ -62,7 +62,7 @@ enum InputCapture saveGameUpdate(struct SaveGameMenu* saveGame) {
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if (controllerGetButtonDown(0, A_BUTTON) && saveGame->savefileList->numberOfSaves) {
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Checkpoint* save = stackMalloc(MAX_CHECKPOINT_SIZE);
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if (checkpointSaveInto(&gScene, save)) {
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savefileSaveGame(save, gScreenGrabBuffer, levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, savefileGetSlot(saveGame->savefileList));
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savefileSaveGame(save, gScreenGrabBuffer, getChamberNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, savefileGetSlot(saveGame->savefileList));
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saveGamePopulate(saveGame, 0);
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soundPlayerPlay(SOUNDS_BUTTONCLICKRELEASE, 1.0f, 0.5f, NULL, NULL, SoundTypeAll);
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}else{
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@ -52,7 +52,7 @@ void checkpointSave(struct Scene* scene) {
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savefileGrabScreenshot();
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gHasCheckpoint = checkpointSaveInto(scene, gCheckpoint);
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// slot 0 is the autosave slot
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savefileSaveGame(gCheckpoint, gScreenGrabBuffer, levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, 0);
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savefileSaveGame(gCheckpoint, gScreenGrabBuffer, getChamberNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, 0);
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}
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void checkpointLoadLast(struct Scene* scene) {
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