summaryrefslogtreecommitdiff
path: root/src/code/z_kankyo.c
diff options
context:
space:
mode:
authorAnghelo Carvajal <angheloalf95@gmail.com>2024-06-25 15:13:31 -0400
committerGitHub <noreply@github.com>2024-06-25 15:13:31 -0400
commitd8f2e9abc67163a366fa2e62ac5d2d7467dfdb65 (patch)
tree12af46e3178cf5f7fa7836e6e213f57f12b7aeaf /src/code/z_kankyo.c
parent2ce4742bf69faebb16ea1710c4d4e7902b1be0f1 (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.c41
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);