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Macros for Entranceinfo.field
(#1270)
* Macros for `Entranceinfo.field` * `ENTRANCE_INFO_FIELD_` -> `ENTRANCE_INFO_` * Remove mentioning the transition types being "default" * comment on macros what they are for * Shorten "transition" -> "trans" for `EntranceInfo.field` usage
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030594a457
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5 changed files with 30 additions and 13 deletions
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@ -349,9 +349,8 @@ void Play_Init(GameState* thisx) {
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if (gSaveContext.gameMode != 1) {
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if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
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// fade in
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this->transitionType =
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(gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F;
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this->transitionType = ENTRANCE_INFO_END_TRANS_TYPE(
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gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field);
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} else {
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this->transitionType = gSaveContext.nextTransitionType;
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gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
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@ -490,7 +489,8 @@ void Play_Update(PlayState* this) {
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}
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// fade out bgm if "continue bgm" flag is not set
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if (!(gEntranceTable[this->nextEntranceIndex + sceneSetupIndex].field & 0x8000)) {
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if (!(gEntranceTable[this->nextEntranceIndex + sceneSetupIndex].field &
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ENTRANCE_INFO_CONTINUE_BGM_FLAG)) {
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// "Sound initalized. 111"
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osSyncPrintf("\n\n\nサウンドイニシャル来ました。111");
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if ((this->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) {
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@ -24,9 +24,12 @@
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#include "overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h"
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// Entrance Table definition
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#define DEFINE_ENTRANCE(_0, scene, spawn, continueBgm, displayTitleCard, fadeIn, fadeOut) \
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{ scene, spawn, \
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((continueBgm & 1) << 15) | ((displayTitleCard & 1) << 14) | ((fadeIn & 0x7F) << 7) | (fadeOut & 0x7F) },
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#define DEFINE_ENTRANCE(_0, scene, spawn, continueBgm, displayTitleCard, endTransType, startTransType) \
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{ scene, spawn, \
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(((continueBgm) ? ENTRANCE_INFO_CONTINUE_BGM_FLAG : 0) | \
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((displayTitleCard) ? ENTRANCE_INFO_DISPLAY_TITLE_CARD_FLAG : 0) | \
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(((endTransType) << ENTRANCE_INFO_END_TRANS_TYPE_SHIFT) & ENTRANCE_INFO_END_TRANS_TYPE_MASK) | \
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(((startTransType) << ENTRANCE_INFO_START_TRANS_TYPE_SHIFT) & ENTRANCE_INFO_START_TRANS_TYPE_MASK)) },
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EntranceInfo gEntranceTable[] = {
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#include "tables/entrance_table.h"
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@ -90,7 +93,7 @@ void Scene_SetTransitionForNextEntrance(PlayState* play) {
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}
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}
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play->transitionType = gEntranceTable[entranceIndex].field & 0x7F; // Fade out
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play->transitionType = ENTRANCE_INFO_START_TRANS_TYPE(gEntranceTable[entranceIndex].field);
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}
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void Scene_DrawConfigDefault(PlayState* play) {
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