Using TIME instead of TIME_OF_DAY
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@ -25,10 +25,6 @@
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#define MOVEMENT_MODE_SCRIPTED 2
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#define SKIP_OBJECT_EVENT_LOAD 1
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#define TIME_OF_DAY_NIGHT 0
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#define TIME_OF_DAY_TWILIGHT 1
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#define TIME_OF_DAY_DAY 2
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#define TIME_OF_DAY_MAX TIME_OF_DAY_DAY
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struct InitialPlayerAvatarState
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{
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@ -29,6 +29,7 @@
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#include "pokeball.h"
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#include "random.h"
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#include "region_map.h"
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#include "rtc.h"
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#include "script.h"
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#include "sound.h"
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#include "sprite.h"
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@ -2505,7 +2506,7 @@ void UpdateLightSprite(struct Sprite *sprite)
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return;
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}
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if (gTimeOfDay != TIME_OF_DAY_NIGHT)
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if (gTimeOfDay != TIME_NIGHT)
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{
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sprite->invisible = TRUE;
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return;
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@ -3,6 +3,7 @@
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#include "event_scripts.h"
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#include "follower_helper.h"
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#include "overworld.h"
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#include "rtc.h"
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#include "constants/battle.h"
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#include "constants/followers.h"
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#include "constants/metatile_behaviors.h"
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@ -362,14 +363,14 @@ const struct FollowerMsgInfoExtended gFollowerConditionalMessages[COND_MSG_COUNT
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.text = (u8*)sDayTexts,
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.textSpread = 1,
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.emotion = FOLLOWER_EMOTION_MUSIC,
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.conditions = {MATCH_TIME_OF_DAY(TIME_OF_DAY_DAY)},
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.conditions = {MATCH_TIME_OF_DAY(TIME_DAY)},
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},
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[COND_MSG_NIGHT] =
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{
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.text = (u8*)sNightTexts,
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.textSpread = 1,
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.emotion = FOLLOWER_EMOTION_MUSIC,
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.conditions = {MATCH_TIME_OF_DAY(TIME_OF_DAY_NIGHT)},
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.conditions = {MATCH_TIME_OF_DAY(TIME_NIGHT)},
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},
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};
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@ -1532,9 +1532,10 @@ void CB1_Overworld(void)
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const struct BlendSettings gTimeOfDayBlend[] =
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{
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[TIME_OF_DAY_NIGHT] = {.coeff = 10, .blendColor = TINT_NIGHT, .isTint = TRUE},
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[TIME_OF_DAY_TWILIGHT] = {.coeff = 4, .blendColor = 0xA8B0E0, .isTint = TRUE},
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[TIME_OF_DAY_DAY] = {.coeff = 0, .blendColor = 0},
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[TIME_MORNING] = {.coeff = 4, .blendColor = 0xA8B0E0, .isTint = TRUE}, // Originally TIME_OF_DAY_TWILIGHT
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[TIME_DAY] = {.coeff = 0, .blendColor = 0, .isTint = FALSE},
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[TIME_EVENING] = {.coeff = 4, .blendColor = 0xA8B0E0, .isTint = TRUE}, // Originally TIME_OF_DAY_TWILIGHT
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[TIME_NIGHT] = {.coeff = 10, .blendColor = TINT_NIGHT, .isTint = TRUE},
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};
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u8 UpdateTimeOfDay(void)
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@ -1547,50 +1548,50 @@ u8 UpdateTimeOfDay(void)
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{
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currentTimeBlend.weight = 256;
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currentTimeBlend.altWeight = 0;
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gTimeOfDay = currentTimeBlend.time0 = currentTimeBlend.time1 = TIME_OF_DAY_NIGHT;
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gTimeOfDay = currentTimeBlend.time0 = currentTimeBlend.time1 = TIME_NIGHT;
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}
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else if (hours < 7) // night->twilight
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else if (hours < 7) // night->morning
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{
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currentTimeBlend.time0 = TIME_OF_DAY_NIGHT;
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currentTimeBlend.time1 = TIME_OF_DAY_TWILIGHT;
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currentTimeBlend.time0 = TIME_NIGHT;
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currentTimeBlend.time1 = TIME_MORNING;
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currentTimeBlend.weight = 256 - 256 * ((hours - 4) * 60 + minutes) / ((7-4)*60);
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currentTimeBlend.altWeight = (256 - currentTimeBlend.weight) / 2;
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gTimeOfDay = TIME_OF_DAY_DAY;
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gTimeOfDay = TIME_MORNING;
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}
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else if (hours < 10) // twilight->day
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else if (hours < 10) // morning->day
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{
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currentTimeBlend.time0 = TIME_OF_DAY_TWILIGHT;
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currentTimeBlend.time1 = TIME_OF_DAY_DAY;
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currentTimeBlend.time0 = TIME_MORNING;
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currentTimeBlend.time1 = TIME_DAY;
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currentTimeBlend.weight = 256 - 256 * ((hours - 7) * 60 + minutes) / ((10-7)*60);
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currentTimeBlend.altWeight = (256 - currentTimeBlend.weight) / 2 + 128;
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gTimeOfDay = TIME_OF_DAY_DAY;
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gTimeOfDay = TIME_DAY;
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}
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else if (hours < 18) // day
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{
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currentTimeBlend.weight = currentTimeBlend.altWeight = 256;
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gTimeOfDay = currentTimeBlend.time0 = currentTimeBlend.time1 = TIME_OF_DAY_DAY;
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gTimeOfDay = currentTimeBlend.time0 = currentTimeBlend.time1 = TIME_DAY;
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}
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else if (hours < 20)
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else if (hours < 20) // evening
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{
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currentTimeBlend.time0 = TIME_OF_DAY_DAY;
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currentTimeBlend.time1 = TIME_OF_DAY_TWILIGHT;
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currentTimeBlend.time0 = TIME_DAY;
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currentTimeBlend.time1 = TIME_EVENING;
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currentTimeBlend.weight = 256 - 256 * ((hours - 18) * 60 + minutes) / ((20-18)*60);
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currentTimeBlend.altWeight = currentTimeBlend.weight / 2 + 128;
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gTimeOfDay = TIME_OF_DAY_TWILIGHT;
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gTimeOfDay = TIME_EVENING;
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}
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else if (hours < 22) // twilight->night
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else if (hours < 22) // evening->night
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{
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currentTimeBlend.time0 = TIME_OF_DAY_TWILIGHT;
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currentTimeBlend.time1 = TIME_OF_DAY_NIGHT;
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currentTimeBlend.time0 = TIME_EVENING;
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currentTimeBlend.time1 = TIME_NIGHT;
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currentTimeBlend.weight = 256 - 256 * ((hours - 20) * 60 + minutes) / ((22-20)*60);
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currentTimeBlend.altWeight = currentTimeBlend.weight / 2;
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gTimeOfDay = TIME_OF_DAY_NIGHT;
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gTimeOfDay = TIME_NIGHT;
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}
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else // 22-24, night
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{
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currentTimeBlend.weight = 256;
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currentTimeBlend.altWeight = 0;
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gTimeOfDay = currentTimeBlend.time0 = currentTimeBlend.time1 = TIME_OF_DAY_NIGHT;
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gTimeOfDay = currentTimeBlend.time0 = currentTimeBlend.time1 = TIME_NIGHT;
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}
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return gTimeOfDay;
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}
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