rename level/chapters functions

This commit is contained in:
hackgrid 2023-11-30 18:41:21 +01:00
parent 3e1347aae9
commit d238a0f7a5
5 changed files with 9 additions and 9 deletions

View file

@ -222,7 +222,7 @@ struct Location* levelGetLocation(short index) {
return &gCurrentLevel->locations[index];
}
int levelGetChamberNumber(int levelIndex, int roomIndex){
int getChamberNumberFromLevelIndex(int levelIndex, int roomIndex){
switch(levelIndex){
case 0:
if (roomIndex <= 2)
@ -260,8 +260,8 @@ int levelGetChamberNumber(int levelIndex, int roomIndex){
}
}
int chamberNumberGetLevel(int chamberIndex) {
switch (chamberIndex) {
int getLevelIndexFromChamberNumber(int chamberNumber) {
switch (chamberNumber) {
case 0:
case 1:
return 0;

View file

@ -30,9 +30,9 @@ Gfx* levelMaterialRevert(int index);
int levelQuadIndex(struct CollisionObject* pointer);
int levelGetChamberNumber(int levelIndex, int roomIndex);
int getChamberNumberFromLevelIndex(int levelIndex, int roomIndex);
void levelClearQueuedLevel();
int chamberNumberGetLevel(int chamberIndex);
int getLevelIndexFromChamberNumber(int chamberIndex);
struct Location* levelGetLocation(short index);

View file

@ -38,7 +38,7 @@ enum InputCapture loadGameUpdate(struct LoadGameMenu* loadGame) {
savefileLoadGame(savefileGetSlot(loadGame->savefileList), save, &testChamber, &testSubject);
gCurrentTestSubject = testSubject;
levelQueueLoad(chamberNumberGetLevel(testChamber), NULL, NULL);
levelQueueLoad(getLevelIndexFromChamberNumber(testChamber), NULL, NULL);
checkpointUse(save);
stackMallocFree(save);

View file

@ -39,7 +39,7 @@ void saveGamePopulate(struct SaveGameMenu* saveGame, int includeNew) {
if (includeNew && freeSlot != SAVEFILE_NO_SLOT) {
savefileInfo[numberOfSaves].slotIndex = freeSlot;
savefileInfo[numberOfSaves].savefileName = translationsGet(GAMEUI_NEWSAVEGAME);
savefileInfo[numberOfSaves].testchamberIndex = levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom);
savefileInfo[numberOfSaves].testchamberIndex = getChamberNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom);
savefileInfo[numberOfSaves].screenshot = gScreenGrabBuffer;
if (suggestedSlot == 0) {
@ -62,7 +62,7 @@ enum InputCapture saveGameUpdate(struct SaveGameMenu* saveGame) {
if (controllerGetButtonDown(0, A_BUTTON) && saveGame->savefileList->numberOfSaves) {
Checkpoint* save = stackMalloc(MAX_CHECKPOINT_SIZE);
if (checkpointSaveInto(&gScene, save)) {
savefileSaveGame(save, gScreenGrabBuffer, levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, savefileGetSlot(saveGame->savefileList));
savefileSaveGame(save, gScreenGrabBuffer, getChamberNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, savefileGetSlot(saveGame->savefileList));
saveGamePopulate(saveGame, 0);
soundPlayerPlay(SOUNDS_BUTTONCLICKRELEASE, 1.0f, 0.5f, NULL, NULL, SoundTypeAll);
}else{

View file

@ -52,7 +52,7 @@ void checkpointSave(struct Scene* scene) {
savefileGrabScreenshot();
gHasCheckpoint = checkpointSaveInto(scene, gCheckpoint);
// slot 0 is the autosave slot
savefileSaveGame(gCheckpoint, gScreenGrabBuffer, levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, 0);
savefileSaveGame(gCheckpoint, gScreenGrabBuffer, getChamberNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, 0);
}
void checkpointLoadLast(struct Scene* scene) {