diff options
| author | Anghelo Carvajal <angheloalf95@gmail.com> | 2024-06-25 15:13:31 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-06-25 15:13:31 -0400 |
| commit | d8f2e9abc67163a366fa2e62ac5d2d7467dfdb65 (patch) | |
| tree | 12af46e3178cf5f7fa7836e6e213f57f12b7aeaf /src/code/z_kankyo.c | |
| parent | 2ce4742bf69faebb16ea1710c4d4e7902b1be0f1 (diff) | |
Move `PlayState` to a new `z64play.h` (#1966)
* ActorContext
* frameadvance
* SfxSource
* GameOverContext
* RoomContext
* TransitionActorContext
* fix bss
* Move PlayState
* Move play functions to new header
* SAC_ENABLE
* no longer needed
* SAC_ENABLE again
* z_demo being silly
* comment
* format headers
* fix retail bss
* actually fix bss
* Cutscene_ProcessScript comment
* bss again
* Update src/code/z_demo.c
Co-authored-by: cadmic <cadmic24@gmail.com>
* rename to frame_advance and remove it from z64.h
* move macros too
* review
* Rename SequenceContext to SceneSequences
---------
Co-authored-by: cadmic <cadmic24@gmail.com>
Diffstat (limited to 'src/code/z_kankyo.c')
| -rw-r--r-- | src/code/z_kankyo.c | 41 |
1 files changed, 22 insertions, 19 deletions
diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c index 5a728aac7..ee1af2c1e 100644 --- a/src/code/z_kankyo.c +++ b/src/code/z_kankyo.c @@ -1,13 +1,16 @@ #include "global.h" #include "ultra64.h" #include "terminal.h" + +#include "z64frame_advance.h" + #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/gameplay_field_keep/gameplay_field_keep.h" // For retail BSS ordering, the block number of sLensFlareUnused must be lower // than the extern variables declared in the header (e.g. gLightningStrike) // while the block number of sNGameOverLightNode must be higher. -#pragma increment_block_number 78 +#pragma increment_block_number 70 typedef enum { /* 0x00 */ LIGHTNING_BOLT_START, @@ -2069,30 +2072,30 @@ void Environment_PlaySceneSequence(PlayState* play) { SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, ((void)0, gSaveContext.forcedSeqId)); } gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX; - } else if (play->sequenceCtx.seqId == NA_BGM_NO_MUSIC) { - if (play->sequenceCtx.natureAmbienceId == NATURE_ID_NONE) { + } else if (play->sceneSequences.seqId == NA_BGM_NO_MUSIC) { + if (play->sceneSequences.natureAmbienceId == NATURE_ID_NONE) { return; } - if (((void)0, gSaveContext.natureAmbienceId) != play->sequenceCtx.natureAmbienceId) { - Audio_PlayNatureAmbienceSequence(play->sequenceCtx.natureAmbienceId); + if (((void)0, gSaveContext.natureAmbienceId) != play->sceneSequences.natureAmbienceId) { + Audio_PlayNatureAmbienceSequence(play->sceneSequences.natureAmbienceId); } - } else if (play->sequenceCtx.natureAmbienceId == NATURE_ID_NONE) { + } else if (play->sceneSequences.natureAmbienceId == NATURE_ID_NONE) { // "BGM Configuration" - PRINTF("\n\n\nBGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d]\n\n", play->sequenceCtx.seqId, + PRINTF("\n\n\nBGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d]\n\n", play->sceneSequences.seqId, ((void)0, gSaveContext.seqId)); - if (((void)0, gSaveContext.seqId) != play->sequenceCtx.seqId) { - Audio_PlaySceneSequence(play->sequenceCtx.seqId); + if (((void)0, gSaveContext.seqId) != play->sceneSequences.seqId) { + Audio_PlaySceneSequence(play->sceneSequences.seqId); } } else if (((void)0, gSaveContext.save.dayTime) >= CLOCK_TIME(7, 0) && ((void)0, gSaveContext.save.dayTime) <= CLOCK_TIME(17, 10)) { - if (((void)0, gSaveContext.seqId) != play->sequenceCtx.seqId) { - Audio_PlaySceneSequence(play->sequenceCtx.seqId); + if (((void)0, gSaveContext.seqId) != play->sceneSequences.seqId) { + Audio_PlaySceneSequence(play->sceneSequences.seqId); } play->envCtx.timeSeqState = TIMESEQ_FADE_DAY_BGM; } else { - if (((void)0, gSaveContext.natureAmbienceId) != play->sequenceCtx.natureAmbienceId) { - Audio_PlayNatureAmbienceSequence(play->sequenceCtx.natureAmbienceId); + if (((void)0, gSaveContext.natureAmbienceId) != play->sceneSequences.natureAmbienceId) { + Audio_PlayNatureAmbienceSequence(play->sceneSequences.natureAmbienceId); } if (((void)0, gSaveContext.save.dayTime) > CLOCK_TIME(17, 10) && @@ -2108,8 +2111,8 @@ void Environment_PlaySceneSequence(PlayState* play) { PRINTF("\n-----------------\n", ((void)0, gSaveContext.forcedSeqId)); PRINTF("\n 強制BGM=[%d]", ((void)0, gSaveContext.forcedSeqId)); // "Forced BGM" - PRINTF("\n BGM=[%d]", play->sequenceCtx.seqId); - PRINTF("\n エンブ=[%d]", play->sequenceCtx.natureAmbienceId); + PRINTF("\n BGM=[%d]", play->sceneSequences.seqId); + PRINTF("\n エンブ=[%d]", play->sceneSequences.natureAmbienceId); PRINTF("\n status=[%d]", play->envCtx.timeSeqState); Audio_SetEnvReverb(play->roomCtx.curRoom.echo); @@ -2123,7 +2126,7 @@ void Environment_PlayTimeBasedSequence(PlayState* play) { if (play->envCtx.precipitation[PRECIP_RAIN_MAX] == 0 && play->envCtx.precipitation[PRECIP_SOS_MAX] == 0) { PRINTF("\n\n\nNa_StartMorinigBgm\n\n"); - Audio_PlayMorningSceneSequence(play->sequenceCtx.seqId); + Audio_PlayMorningSceneSequence(play->sceneSequences.seqId); } play->envCtx.timeSeqState++; @@ -2149,7 +2152,7 @@ void Environment_PlayTimeBasedSequence(PlayState* play) { case TIMESEQ_EARLY_NIGHT_CRITTERS: if (play->envCtx.precipitation[PRECIP_RAIN_MAX] == 0 && play->envCtx.precipitation[PRECIP_SOS_MAX] == 0) { - Audio_PlayNatureAmbienceSequence(play->sequenceCtx.natureAmbienceId); + Audio_PlayNatureAmbienceSequence(play->sceneSequences.natureAmbienceId); Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_CRITTER_0, CHANNEL_IO_PORT_1, 1); } @@ -2586,10 +2589,10 @@ s32 Environment_IsForcedSequenceDisabled(void) { } void Environment_PlayStormNatureAmbience(PlayState* play) { - if (play->sequenceCtx.natureAmbienceId == NATURE_ID_NONE) { + if (play->sceneSequences.natureAmbienceId == NATURE_ID_NONE) { Audio_PlayNatureAmbienceSequence(NATURE_ID_MARKET_NIGHT); } else { - Audio_PlayNatureAmbienceSequence(play->sequenceCtx.natureAmbienceId); + Audio_PlayNatureAmbienceSequence(play->sceneSequences.natureAmbienceId); } Audio_SetNatureAmbienceChannelIO(NATURE_CHANNEL_RAIN, CHANNEL_IO_PORT_1, 1); |
