mirror of
https://github.com/ACreTeam/ac-decomp
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166 lines
4.9 KiB
C
166 lines
4.9 KiB
C
#ifndef M_KANKYO_H
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#define M_KANKYO_H
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#include "types.h"
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#include "m_lights.h"
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#include "m_play_h.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define mEnv_POINT_LIGHT_NUM 4
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#define mEnv_RAINBOW_TIME_START (9 * mTM_SECONDS_IN_HOUR)
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#define mEnv_RAINBOW_TIME_END (15 * mTM_SECONDS_IN_HOUR)
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#define mEnv_RAINBOW_TIME_BYE (15 * mTM_SECONDS_IN_HOUR + 30 * mTM_SECONDS_IN_MINUTE)
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#define mEnv_TERM_NUM 8
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#define mEnv_FOG_NEAR_MAX 996
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#define mEnv_FOG_FAR_MAX 1600
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#define mEnv_LIGHT_ANIME_FRAMES 20
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#define mEnv_NPC_LIGHTS_OFF_TIME (5 * mTM_SECONDS_IN_HOUR)
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#define mEnv_NPC_LIGHTS_ON_TIME (18 * mTM_SECONDS_IN_HOUR)
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#define mEnv_WEATHER_TERM_NUM 20
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#define mEnv_WIND_TERM_NUM 4u
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#define mEnv_WIND_CHANGE_RATE (f32)(10*mTM_SECONDS_IN_MINUTE*60) // 60fps, 10 minutes
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enum weather {
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mEnv_WEATHER_CLEAR,
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mEnv_WEATHER_RAIN,
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mEnv_WEATHER_SNOW,
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mEnv_WEATHER_SAKURA,
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mEnv_WEATHER_LEAVES,
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mEnv_WEATHER_NUM
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};
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enum weather_intensity {
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mEnv_WEATHER_INTENSITY_NONE,
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mEnv_WEATHER_INTENSITY_LIGHT,
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mEnv_WEATHER_INTENSITY_NORMAL,
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mEnv_WEATHER_INTENSITY_HEAVY,
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mEnv_WEATHER_INTENSITY_NUM,
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};
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enum {
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mEnv_LIGHT_TYPE_PLAYER,
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mEnv_LIGHT_TYPE_TENT,
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mEnv_LIGHT_TYPE_LIGHTHOUSE,
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mEnv_LIGHT_TYPE_NUM
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};
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enum {
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mEnv_SWITCH_STATUS_ON,
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mEnv_SWITCH_STATUS_OFF,
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mEnv_SWITCH_STATUS_TURNING_OFF,
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mEnv_SWITCH_STATUS_TURNING_ON,
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mEnv_SWITCH_STATUS_NUM
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};
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enum {
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mEnv_WIND_STATE_STEADY,
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mEnv_WIND_STATE_FAST,
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mEnv_WIND_STATE_SLOW,
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mEnv_WIND_STATE_REDUCING,
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mEnv_WIND_STATE_NUM
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};
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#define mEnv_SAVE_GET_WEATHER_TYPE(w) (((w) & 0xF0) >> 4)
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#define mEnv_SAVE_GET_WEATHER_INTENSITY(w) ((w) & 0xF)
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typedef struct base_light_s {
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u8 ambient_color[3];
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s8 sun_dir[3];
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u8 sun_color[3];
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s8 moon_dir[3];
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u8 moon_color[3];
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u8 fog_color[3];
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s16 fog_near;
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s16 fog_far;
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u8 shadow_color[3];
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u8 room_color[3];
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u8 sun_color_window[3];
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u8 moon_color_window[3];
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u8 background_color[3];
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} BaseLight;
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typedef struct add_light_info_s {
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s16 ambient_color[3];
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s16 diffuse_color[3];
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s16 fog_color[3];
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s16 fog_near;
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s16 fog_far;
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} AddLightInfo;
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typedef void (*NATURE_PROC)(ACTOR*);
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typedef struct nature_s {
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NATURE_PROC proc;
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void* arg;
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} Nature;
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typedef struct kankyo_s {
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/* 0x00 */ Lights sun_light;
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/* 0x0E */ Lights moon_light;
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/* 0x1C */ Lights* lamp_light;
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/* 0x20 */ Lights point_light;
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/* 0x30 */ int _30;
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/* 0x34 */ u8 _34[0x78 - 0x34];
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/* 0x78 */ AddLightInfo add_light_info; /* extra values added to specific light parameters */
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/* 0x90 */ int _90;
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/* 0x94 */ BaseLight base_light;
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/* 0xBA */ u8 _BA[0xC0 - 0xBA];
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/* 0xC0 */ f32 shadow_pos;
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/* 0xC4 */ u8 shadow_alpha;
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/* 0xC5 */ u8 countdown_timer;
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/* 0xC8 */ Nature nature;
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} Kankyo;
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extern void mEnv_regist_nature(Kankyo* kankyo, NATURE_PROC nature_proc, void* arg);
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extern int mEnv_unregist_nature(Kankyo* kankyo, NATURE_PROC nature_proc);
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extern void Global_kankyo_ct(GAME_PLAY* play, Kankyo* kankyo);
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extern void mEnv_GetRoomPrimColor(u8* r, u8* g, u8* b, GAME_PLAY* play);
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extern void Global_kankyo_set_room_prim(GAME_PLAY* play);
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extern int mEnv_RequestChangeLightON(GAME_PLAY* play, int light_on_type, int play_sfx);
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extern int mEnv_RequestChangeLightOFF(GAME_PLAY* play, int light_off_type, f32 step);
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extern void mEnv_ManagePointLight(GAME_PLAY* play, Kankyo* kankyo, Global_light* global_light);
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extern void Global_kankyo_set(GAME_PLAY* play, Kankyo* kankyo, Global_light* global_light);
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extern void staffroll_light_init(GAME_PLAY* play);
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extern void staffroll_light_proc_start(GAME_PLAY* play);
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extern int staffroll_light_proc_end(GAME_PLAY* play);
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extern void staffroll_light_dt(GAME_PLAY* play);
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extern void mEnv_GetShadowPrimColor_Light(u8* r, u8* g, u8* b, GAME* game);
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extern int mEnv_PointLightMin();
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extern int mEnv_HereIsPlayerSelect();
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extern f32 mKK_windowlight_alpha_get();
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extern int mEnv_ReqeustChangeWeatherEnviroment(s16 now_weather, s16 next_weather);
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extern int mEnv_ReservePointLight(GAME_PLAY* play, xyz_t* pos, u8 r, u8 g, u8 b, s16 power);
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extern void mEnv_OperateReservedPointLight_Position(int point_light_idx, xyz_t* pos);
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extern void mEnv_OperateReservedPointLight_Color(int point_light_idx, u8 r, u8 g, u8 b);
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extern void mEnv_OperateReservedPointLight_Power(int point_light_idx, s16 power);
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extern void mEnv_OperateReservedPointLight(int point_light_idx, xyz_t* pos, u8 r, u8 g, u8 b, s16 power);
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extern int mEnv_CancelReservedPointLight(int point_light_idx, GAME_PLAY* play);
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extern void mEnv_DecideWindDirect(s_xyz* dir, s16 x, s16 z);
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extern void mEnv_RandomWeather(s16* next_weather, s16* next_intensity);
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extern s16 mEnv_GetWindAngleS();
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extern f32 mEnv_GetWindPowerF();
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extern f32 mEnv_GetWindPowerF_Windmill();
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extern void mEnv_DecideTodayWindPowerRange();
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extern void mEnv_ChangeWind();
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extern void mEnv_WindMove();
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extern void mEnv_DecideWeather_GameStart();
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extern void mEnv_DecideWeather_FirstGameStart();
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extern void mEnv_PreRainNowFine_Init();
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extern void mEnv_DecideWeather_NormalGameStart();
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extern int mEnv_NowWeather();
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#ifdef __cplusplus
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}
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#endif
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#endif
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