Add config for shadow intensity
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@ -72,11 +72,14 @@
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// These generational defines only make a distinction for OW_ALTERED_TIME_RATIO
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#define GEN_8_PLA GEN_LATEST + 2
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//Time
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// Time
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#define OW_TIMES_OF_DAY GEN_LATEST // Different generations have the times of day change at different times.
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#define OW_USE_FAKE_RTC FALSE // When TRUE, seconds on the in-game clock will only advance once every 60 playTimeVBlanks (every 60 frames).
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#define OW_ALTERED_TIME_RATIO GEN_LATEST // In GEN_8_PLA, the time in game moves forward 60 seconds for every second in the RTC. In GEN_9, it is 20 seconds. This has no effect if OW_USE_FAKE_RTC is FALSE.
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// Lighting
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#define OW_SHADOW_INTENSITY 4 // Ranges from 0 to 16, where 0 is fully transparent and 16 is black.
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// Overworld flags
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// To use the following features in scripting, replace the 0s with the flag ID you're assigning it to.
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// Eg: Replace with FLAG_UNUSED_0x264 so you can use that flag to toggle the feature.
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@ -1,6 +1,8 @@
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#ifndef GUARD_CONSTANTS_FIELD_WEATHER_H
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#define GUARD_CONSTANTS_FIELD_WEATHER_H
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#include "config/overworld.h"
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#define MAX_RAIN_SPRITES 24
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#define NUM_CLOUD_SPRITES 3
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#define NUM_FOG_HORIZONTAL_SPRITES 20
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@ -22,4 +24,6 @@
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#define FADE_FROM_WHITE 2
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#define FADE_TO_WHITE 3
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#define BASE_SHADOW_INTENSITY (16 - OW_SHADOW_INTENSITY)
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#endif // GUARD_CONSTANTS_FIELD_WEATHER_H
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@ -301,7 +301,7 @@ static void Task_WeatherMain(u8 taskId)
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static void None_Init(void)
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{
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Weather_SetBlendCoeffs(8, 12); // Indoor shadows
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // Indoor shadows
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gWeatherPtr->noShadows = FALSE;
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gWeatherPtr->targetColorMapIndex = 0;
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gWeatherPtr->colorMapStepDelay = 0;
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@ -153,11 +153,13 @@ bool8 Clouds_Finish(void)
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return FALSE;
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}
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STATIC_ASSERT(OW_SHADOW_INTENSITY >= 0 && OW_SHADOW_INTENSITY <= 16, ObjEventShadowTransparencyNotInRange)
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void Sunny_InitVars(void)
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{
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gWeatherPtr->targetColorMapIndex = 0;
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gWeatherPtr->colorMapStepDelay = 20;
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Weather_SetBlendCoeffs(8, 12);
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -485,7 +487,7 @@ void Rain_InitVars(void)
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gWeatherPtr->targetColorMapIndex = 3;
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gWeatherPtr->colorMapStepDelay = 20;
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SetRainStrengthFromSoundEffect(SE_RAIN);
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Weather_SetBlendCoeffs(8, 12); // preserve shadow darkness
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -780,7 +782,7 @@ void Snow_InitVars(void)
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gWeatherPtr->colorMapStepDelay = 20;
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gWeatherPtr->targetSnowflakeSpriteCount = NUM_SNOWFLAKE_SPRITES;
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gWeatherPtr->snowflakeVisibleCounter = 0;
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Weather_SetBlendCoeffs(8, 12); // preserve shadow darkness
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -1029,7 +1031,7 @@ void Thunderstorm_InitVars(void)
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gWeatherPtr->weatherGfxLoaded = FALSE; // duplicate assignment
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gWeatherPtr->thunderEnqueued = FALSE;
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SetRainStrengthFromSoundEffect(SE_THUNDERSTORM);
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Weather_SetBlendCoeffs(8, 12); // preserve shadow darkness
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -1059,7 +1061,7 @@ void Downpour_InitVars(void)
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gWeatherPtr->colorMapStepDelay = 20;
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gWeatherPtr->weatherGfxLoaded = FALSE; // duplicate assignment
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SetRainStrengthFromSoundEffect(SE_DOWNPOUR);
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Weather_SetBlendCoeffs(8, 12); // preserve shadow darkness
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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@ -2272,7 +2274,7 @@ void Shade_InitVars(void)
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gWeatherPtr->initStep = 0;
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gWeatherPtr->targetColorMapIndex = 3;
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gWeatherPtr->colorMapStepDelay = 20;
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Weather_SetBlendCoeffs(8, 12); // preserve shadow darkness
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Weather_SetBlendCoeffs(8, BASE_SHADOW_INTENSITY); // preserve shadow darkness
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gWeatherPtr->noShadows = FALSE;
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}
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