Shorten code by calling new function

Reduced duplicate code by calling the new Audio_PlayFanfare_Rando function from z_player.c
This commit is contained in:
Sarge-117 2022-07-26 18:14:28 -07:00
parent c6cd0f5e03
commit 0c6ed553a2
2 changed files with 13 additions and 31 deletions

View File

@ -118,7 +118,7 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
Message_StartTextbox(globalCtx, textId, NULL);
if (gSaveContext.n64ddFlag) {
Audio_PlayFanfare_Rando();
Audio_PlayFanfare_Rando(getItemId);
} else {
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
@ -156,7 +156,7 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
}
Message_StartTextbox(globalCtx, textId, NULL);
if (gSaveContext.n64ddFlag) {
Audio_PlayFanfare_Rando();
Audio_PlayFanfare_Rando(getItemId);
} else {
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
@ -166,7 +166,7 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
// Function to play "get-item" fanfares according to the type of item obtained (used in rando)
// Longer fanfares for medallions/stones/songs are behind the Cvar
void Audio_PlayFanfare_Rando() {
void Audio_PlayFanfare_Rando(ItemID getItemId) {
s32 temp1;
if (((getItemId >= GI_RUPEE_GREEN) && (getItemId <= GI_RUPEE_RED)) ||

View File

@ -12684,6 +12684,11 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
Message_StartTextbox(globalCtx, giEntry->textId, &this->actor);
Item_Give(globalCtx, giEntry->itemId);
// In rando the fanfares are handled in z_en_si.c, so we can skip down a bit
if (gSaveContext.n64ddFlag) {
goto RandoFanfareSkip;
}
if (((this->getItemId >= GI_RUPEE_GREEN) && (this->getItemId <= GI_RUPEE_RED)) ||
((this->getItemId >= GI_RUPEE_PURPLE) && (this->getItemId <= GI_RUPEE_GOLD)) ||
((this->getItemId >= GI_RUPEE_GREEN_LOSE) && (this->getItemId <= GI_RUPEE_PURPLE_LOSE)) ||
@ -12699,36 +12704,13 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
else {
temp1 = temp2 = (this->getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900;
}
// Restore appropriate item fanfares in rando when we're obtaining items outside of their normal contexts
RandoFanfareSkip:
if (gSaveContext.n64ddFlag) {
// If we get a skulltula token (in tokensanity) or the "WINNER" heart, play "get small item"
if (this->getItemId == GI_SKULL_TOKEN || this->getItemId == GI_HEART_PIECE_WIN) {
temp1 = NA_BGM_SMALL_ITEM_GET | 0x900;
}
// But if the "WINNER" heart is the 4th heart piece collected, play "get heart container"
if (this->getItemId == GI_HEART_PIECE_WIN &&
((gSaveContext.inventory.questItems & 0xF0000000) == 0x40000000)) {
temp1 = NA_BGM_HEART_GET | 0x900;
}
// If the setting is toggled on and we get special quest items (longer fanfares):
if (CVar_GetS32("gRandoQuestItemFanfares", 0) != 0) {
// If we get a medallion, play the "get a medallion" fanfare
if ((this->getItemId >= GI_MEDALLION_LIGHT) && (this->getItemId <= GI_MEDALLION_SPIRIT)) {
temp1 = NA_BGM_MEDALLION_GET | 0x900;
}
// If it's a Spiritual Stone, play the "get a spiritual stone" fanfare
if ((this->getItemId >= GI_STONE_KOKIRI) && (this->getItemId <= GI_STONE_ZORA)) {
temp1 = NA_BGM_SPIRITUAL_STONE | 0x900;
}
// If the item we're getting is a song, play the "learned a song" fanfare
if ((this->getItemId >= GI_ZELDAS_LULLABY) && (this->getItemId <= GI_PRELUDE_OF_LIGHT)) {
temp1 = NA_BGM_OCA_FAIRY_GET | 0x900;
}
}
Audio_PlayFanfare_Rando(this->getItemId);
} else {
Audio_PlayFanfare(temp1);
}
Audio_PlayFanfare(temp1);
}
}
else {