Move function to code_800EC960.c

Moved Audio_PlayFanfare_Rando to a better home
This commit is contained in:
Sarge-117 2022-07-27 18:14:26 -07:00
parent 4e2da51c54
commit 9f41ea0ab4
3 changed files with 45 additions and 45 deletions

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@ -1246,6 +1246,7 @@ void Audio_StepFreqLerp(FreqLerp* lerp);
void func_800F56A8(void); void func_800F56A8(void);
void Audio_PlayNatureAmbienceSequence(u8 natureAmbienceId); void Audio_PlayNatureAmbienceSequence(u8 natureAmbienceId);
s32 Audio_SetGanonDistVol(u8 targetVol); s32 Audio_SetGanonDistVol(u8 targetVol);
void Audio_PlayFanfare_Rando(ItemID getItemId);
// Function originally not called, so repurposing for DPad input // Function originally not called, so repurposing for DPad input
void func_800EC960(u8 dpad) { void func_800EC960(u8 dpad) {
@ -3887,6 +3888,49 @@ void Audio_ResetSfxChannelState(void) {
sAudioCodeReverb = 0; sAudioCodeReverb = 0;
} }
// 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(ItemID getItemId) {
s32 temp1;
if (((getItemId >= GI_RUPEE_GREEN) && (getItemId <= GI_RUPEE_RED)) ||
((getItemId >= GI_RUPEE_PURPLE) && (getItemId <= GI_RUPEE_GOLD)) ||
((getItemId >= GI_RUPEE_GREEN_LOSE) && (getItemId <= GI_RUPEE_PURPLE_LOSE)) || (getItemId == GI_HEART)) {
Audio_PlaySoundGeneral(NA_SE_SY_GET_BOXITEM, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
if ((getItemId == GI_HEART_CONTAINER_2) || (getItemId == GI_HEART_CONTAINER) ||
((getItemId == GI_HEART_PIECE) && ((gSaveContext.inventory.questItems & 0xF0000000) == 0x40000000))) {
temp1 = NA_BGM_HEART_GET | 0x900;
} else {
temp1 = (getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900;
}
// If we get a skulltula token or the "WINNER" heart, play "get small item"
if (getItemId == GI_SKULL_TOKEN || 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 (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 ((getItemId >= GI_MEDALLION_LIGHT) && (getItemId <= GI_MEDALLION_SPIRIT)) {
temp1 = NA_BGM_MEDALLION_GET | 0x900;
}
// If it's a Spiritual Stone, play the "get a spiritual stone" fanfare
if ((getItemId >= GI_STONE_KOKIRI) && (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 ((getItemId >= GI_ZELDAS_LULLABY) && (getItemId <= GI_PRELUDE_OF_LIGHT)) {
temp1 = NA_BGM_OCA_FAIRY_GET | 0x900;
}
}
Audio_PlayFanfare(temp1);
}
}
void func_800F3F3C(u8 arg0) { void func_800F3F3C(u8 arg0) {
if (gSoundBankMuted[0] != 1) { if (gSoundBankMuted[0] != 1) {
Audio_StartSeq(SEQ_PLAYER_BGM_SUB, 0, NA_BGM_VARIOUS_SFX); Audio_StartSeq(SEQ_PLAYER_BGM_SUB, 0, NA_BGM_VARIOUS_SFX);

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@ -17,7 +17,6 @@ s32 func_80AFB748(EnSi* this, GlobalContext* globalCtx);
void func_80AFB768(EnSi* this, GlobalContext* globalCtx); void func_80AFB768(EnSi* this, GlobalContext* globalCtx);
void func_80AFB89C(EnSi* this, GlobalContext* globalCtx); void func_80AFB89C(EnSi* this, GlobalContext* globalCtx);
void func_80AFB950(EnSi* this, GlobalContext* globalCtx); void func_80AFB950(EnSi* this, GlobalContext* globalCtx);
void Audio_PlayFanfare_Rando(ItemID getItemId);
s32 textId = 0xB4; s32 textId = 0xB4;
s32 giveItemId = ITEM_SKULL_TOKEN; s32 giveItemId = ITEM_SKULL_TOKEN;
@ -164,49 +163,6 @@ 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(ItemID getItemId) {
s32 temp1;
if (((getItemId >= GI_RUPEE_GREEN) && (getItemId <= GI_RUPEE_RED)) ||
((getItemId >= GI_RUPEE_PURPLE) && (getItemId <= GI_RUPEE_GOLD)) ||
((getItemId >= GI_RUPEE_GREEN_LOSE) && (getItemId <= GI_RUPEE_PURPLE_LOSE)) || (getItemId == GI_HEART)) {
Audio_PlaySoundGeneral(NA_SE_SY_GET_BOXITEM, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
if ((getItemId == GI_HEART_CONTAINER_2) || (getItemId == GI_HEART_CONTAINER) ||
((getItemId == GI_HEART_PIECE) && ((gSaveContext.inventory.questItems & 0xF0000000) == 0x40000000))) {
temp1 = NA_BGM_HEART_GET | 0x900;
} else {
temp1 = (getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900;
}
// If we get a skulltula token or the "WINNER" heart, play "get small item"
if (getItemId == GI_SKULL_TOKEN || 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 (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 ((getItemId >= GI_MEDALLION_LIGHT) && (getItemId <= GI_MEDALLION_SPIRIT)) {
temp1 = NA_BGM_MEDALLION_GET | 0x900;
}
// If it's a Spiritual Stone, play the "get a spiritual stone" fanfare
if ((getItemId >= GI_STONE_KOKIRI) && (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 ((getItemId >= GI_ZELDAS_LULLABY) && (getItemId <= GI_PRELUDE_OF_LIGHT)) {
temp1 = NA_BGM_OCA_FAIRY_GET | 0x900;
}
}
Audio_PlayFanfare(temp1);
}
}
void func_80AFB950(EnSi* this, GlobalContext* globalCtx) { void func_80AFB950(EnSi* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx); Player* player = GET_PLAYER(globalCtx);

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@ -12684,7 +12684,7 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
Message_StartTextbox(globalCtx, giEntry->textId, &this->actor); Message_StartTextbox(globalCtx, giEntry->textId, &this->actor);
Item_Give(globalCtx, giEntry->itemId); Item_Give(globalCtx, giEntry->itemId);
// In rando the fanfares are handled by a function in z_en_si.c // In rando the fanfares are handled by a function in code_800EC960.c
if (gSaveContext.n64ddFlag) { if (gSaveContext.n64ddFlag) {
Audio_PlayFanfare_Rando(this->getItemId); Audio_PlayFanfare_Rando(this->getItemId);
} }