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Environment documentation pass (#1115)
* some docs, start introducing time macro * most usages of CLOCK_TIME * finish up clock time defines, format * saving incase i need to revert * more docs * more docs progress * some more docs * format with 11 * change sos to storm * update functions.h * some depth stuff * review 1 and 2 * whoops * update zbuf stuff * most of review 3 * enum name * storm state enum * review 4 * fix enum * add comment to skyboxischanging * review * things dont match, committing so i can change branches * revert struct changes * define for override_full_control * new clock_time macro * fill alpha -> glare strength * update comment * remove indoor/outdoor, new name for underwater light variable * remove copy pasted comment * fix comments * remove whitespave * review
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50 changed files with 1339 additions and 1087 deletions
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@ -256,12 +256,12 @@ void Play_Init(GameState* thisx) {
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gSaveContext.cutsceneIndex = 0;
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}
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if (gSaveContext.nextDayTime != 0xFFFF) {
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if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
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gSaveContext.dayTime = gSaveContext.nextDayTime;
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gSaveContext.skyboxTime = gSaveContext.nextDayTime;
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}
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if (gSaveContext.dayTime > 0xC000 || gSaveContext.dayTime < 0x4555) {
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if (gSaveContext.dayTime > CLOCK_TIME(18, 0) || gSaveContext.dayTime < CLOCK_TIME(6, 30)) {
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gSaveContext.nightFlag = 1;
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} else {
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gSaveContext.nightFlag = 0;
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@ -315,8 +315,8 @@ void Play_Init(GameState* thisx) {
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KaleidoScopeCall_Init(this);
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func_801109B0(this);
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if (gSaveContext.nextDayTime != 0xFFFF) {
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if (gSaveContext.nextDayTime == 0x8001) {
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if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
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if (gSaveContext.nextDayTime == NEXT_TIME_DAY) {
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gSaveContext.totalDays++;
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gSaveContext.bgsDayCount++;
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gSaveContext.dogIsLost = true;
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@ -324,9 +324,9 @@ void Play_Init(GameState* thisx) {
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Inventory_ReplaceItem(this, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO)) {
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Message_StartTextbox(this, 0x3066, NULL);
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}
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gSaveContext.nextDayTime = 0xFFFE;
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gSaveContext.nextDayTime = NEXT_TIME_DAY_SET;
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} else {
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gSaveContext.nextDayTime = 0xFFFD;
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gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET;
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}
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}
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@ -1256,7 +1256,7 @@ void Play_Draw(GlobalContext* this) {
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}
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}
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if (this->envCtx.unk_EE[1] != 0) {
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if (this->envCtx.precipitation[PRECIP_RAIN_CUR] != 0) {
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Environment_DrawRain(this, &this->view, gfxCtx);
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}
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@ -1515,17 +1515,17 @@ void Play_SpawnScene(GlobalContext* this, s32 sceneNum, s32 spawn) {
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osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(this, &this->roomCtx) / 1024.0f);
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}
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void func_800C016C(GlobalContext* this, Vec3f* src, Vec3f* dest) {
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f32 temp;
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void Play_GetScreenPos(GlobalContext* this, Vec3f* src, Vec3f* dest) {
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f32 w;
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Matrix_Mult(&this->viewProjectionMtxF, MTXMODE_NEW);
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Matrix_MultVec3f(src, dest);
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temp = this->viewProjectionMtxF.ww + (this->viewProjectionMtxF.wx * src->x + this->viewProjectionMtxF.wy * src->y +
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this->viewProjectionMtxF.wz * src->z);
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w = this->viewProjectionMtxF.ww + (this->viewProjectionMtxF.wx * src->x + this->viewProjectionMtxF.wy * src->y +
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this->viewProjectionMtxF.wz * src->z);
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dest->x = 160.0f + ((dest->x / temp) * 160.0f);
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dest->y = 120.0f - ((dest->y / temp) * 120.0f);
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dest->x = (SCREEN_WIDTH / 2) + ((dest->x / w) * (SCREEN_WIDTH / 2));
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dest->y = (SCREEN_HEIGHT / 2) - ((dest->y / w) * (SCREEN_HEIGHT / 2));
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}
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s16 Play_CreateSubCamera(GlobalContext* this) {
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