z_fireobj.h header (#1179)

* fireobj.h

* name states and cleanups

* minor cleanups

* format

* bss

* review

* bss

* review
This commit is contained in:
Anghelo Carvajal
2023-03-04 15:53:10 -03:00
committed by GitHub
parent e8f3039264
commit 8b025badd1
10 changed files with 120 additions and 95 deletions
+1 -6
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@@ -1292,12 +1292,7 @@ s16 ActorCutscene_GetCurrentSubCamId(s16 index);
s16 func_800F21CC(void);
s32 func_800F22C4(s16 param_1, Actor* actor);
void ActorCutscene_SetReturnCamera(s16 index);
void FireObj_SetPosition(FireObj* fire, Vec3f* pos);
void FireObj_Draw(PlayState* play, FireObj* fire);
void FireObj_Init(PlayState* play, FireObj* fire, FireObjInitParams* init, Actor* actor);
void FireObj_Destroy(PlayState* play, FireObj* fire);
void FireObj_SetState2(FireObj* fire, f32 dynamicSizeStep, u8 newState);
void FireObj_Update(PlayState* play, FireObj* fire, Actor* actor);
s32 func_800F3940(PlayState* play);
// void func_800F39B4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5);
// void func_800F3A64(void);
-47
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@@ -140,28 +140,6 @@ typedef struct {
/* 0xF */ s8 a;
} F3DVertexNormal; // size = 0x10
typedef struct {
/* 0x0 */ f32 size;
/* 0x4 */ f32 dynamicSizeStep;
/* 0x8 */ u8 state;
/* 0x9 */ u8 sizeGrowsCos2;
/* 0xA */ u8 colorsIndex;
/* 0xB */ u8 flags;
/* 0xC */ u8 lightParamsIndex;
} FireObjInitParams; // size = 0x10
typedef struct FireObjColors {
/* 0x0 */ Color_RGBA8 primColor;
/* 0x4 */ u8 lod;
/* 0x5 */ Color_RGB8 envColor;
} FireObjColors; // size = 0x8
typedef struct FireObjLightParams {
/* 0x0 */ s16 radius;
/* 0x2 */ Color_RGB8 color;
/* 0x5 */ Color_RGB8 maxColorAdj;
} FireObjLightParams; // size = 0x8
// Game Info aka. Static Context
// Data normally accessed through REG macros (see regs.h)
typedef struct {
@@ -687,12 +665,6 @@ typedef enum {
STACK_STATUS_OVERFLOW = 2
} StackStatus;
typedef struct FireObjLight {
/* 0x00 */ LightNode* light;
/* 0x04 */ LightInfo lightInfo;
/* 0x12 */ u8 lightParamsIndex;
} FireObjLight; // size = 0x14
#define OS_SC_RETRACE_MSG 1
#define OS_SC_DONE_MSG 2
#define OS_SC_NMI_MSG 3 // name is made up, 3 is OS_SC_RDP_DONE_MSG in the original sched.c
@@ -713,25 +685,6 @@ typedef struct {
/* 0x130 */ OSThread thread;
} AudioMgr; // size = 0x2E0
typedef struct FireObj {
/* 0x00 */ Vec3f position;
/* 0x0C */ f32 size;
/* 0x10 */ f32 sizeInv;
/* 0x14 */ f32 xScale;
/* 0x18 */ f32 yScale;
/* 0x1C */ f32 dynamicSize;
/* 0x20 */ f32 dynamicSizeStep;
/* 0x24 */ u8 state; // 0 - growing, 1 - shrinking, 2 - fully lit, 3 - not lit
/* 0x25 */ u8 sizeGrowsCos2;
/* 0x26 */ u8 unk26;
/* 0x27 */ u8 colorsIndex;
/* 0x28 */ u8 flags; // bit 0 - ?, bit 1 - ?
/* 0x29 */ UNK_TYPE1 pad29[0x1];
/* 0x2A */ s16 ignitionDelay;
/* 0x2C */ ColliderCylinder collision;
/* 0x78 */ FireObjLight light;
} FireObj; // size = 0x8B
typedef struct {
/* 0x0 */ u8 seqId;
/* 0x1 */ u8 ambienceId;
+3
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@@ -5,6 +5,9 @@
#include "PR/gbi.h"
#include "color.h"
struct PlayState;
typedef struct {
/* 0x00 */ u8 ambientColor[3];
/* 0x03 */ s8 diffuseDir1[3];
+77
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@@ -0,0 +1,77 @@
#ifndef Z_FIREOBJ_H
#define Z_FIREOBJ_H
#include "ultra64.h"
#include "color.h"
#include "z64collision_check.h"
#include "z64light.h"
#include "z64math.h"
struct PlayState;
struct Actor;
typedef struct FireObjInitParams {
/* 0x0 */ f32 size;
/* 0x4 */ f32 dynamicSizeStep;
/* 0x8 */ u8 state;
/* 0x9 */ u8 sizeGrowsCos2;
/* 0xA */ u8 colorsIndex;
/* 0xB */ u8 flags;
/* 0xC */ u8 lightParamsIndex;
} FireObjInitParams; // size = 0x10
typedef struct FireObjColors {
/* 0x0 */ Color_RGBA8 primColor;
/* 0x4 */ u8 lod;
/* 0x5 */ Color_RGB8 envColor;
} FireObjColors; // size = 0x8
typedef struct FireObjLightParams {
/* 0x0 */ s16 radius;
/* 0x2 */ Color_RGB8 color;
/* 0x5 */ Color_RGB8 maxColorAdj;
} FireObjLightParams; // size = 0x8
typedef struct FireObjLight {
/* 0x00 */ LightNode* light;
/* 0x04 */ LightInfo lightInfo;
/* 0x12 */ u8 lightParamsIndex;
} FireObjLight; // size = 0x14
typedef struct FireObj {
/* 0x00 */ Vec3f position;
/* 0x0C */ f32 size;
/* 0x10 */ f32 sizeInv;
/* 0x14 */ f32 xScale;
/* 0x18 */ f32 yScale;
/* 0x1C */ f32 dynamicSize;
/* 0x20 */ f32 dynamicSizeStep;
/* 0x24 */ u8 state; // @see FireState enum
/* 0x25 */ u8 sizeGrowsCos2;
/* 0x26 */ u8 timer;
/* 0x27 */ u8 colorsIndex;
/* 0x28 */ u8 flags; // @see FIRE_FLAG_
/* 0x2A */ s16 ignitionDelay;
/* 0x2C */ ColliderCylinder collision;
/* 0x78 */ FireObjLight light;
} FireObj; // size = 0x8B
typedef enum FireState {
/* 0 */ FIRE_STATE_GROWING,
/* 1 */ FIRE_STATE_SHRINKING,
/* 2 */ FIRE_STATE_FULLY_LIT,
/* 3 */ FIRE_STATE_NOT_LIT,
} FireState;
#define FIRE_FLAG_WATER_EXTINGUISHABLE (1 << 0)
#define FIRE_FLAG_INTERACT_STICK (1 << 1)
void FireObj_SetPosition(FireObj* fire, Vec3f* pos);
void FireObj_Draw(struct PlayState* play, FireObj* fire);
void FireObj_Init(struct PlayState* play, FireObj* fire, FireObjInitParams* init, struct Actor* actor);
void FireObj_Destroy(struct PlayState* play, FireObj* fire);
void FireObj_SetState2(FireObj* fire, f32 dynamicSizeStep, u8 newState);
void FireObj_Update(struct PlayState* play, FireObj* fire, struct Actor* actor);
#endif
-1
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@@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "system_malloc.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
+34 -37
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@@ -1,14 +1,7 @@
#include "global.h"
#include "z_fireobj.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#include "objects/gameplay_keep/gameplay_keep.h"
typedef enum {
FIRE_STATE_0,
FIRE_STATE_1,
FIRE_STATE_2,
FIRE_STATE_3,
} FireState;
ColliderCylinderInit sFireObjCollisionInit = {
{
COLTYPE_NONE,
@@ -48,17 +41,17 @@ void FireObj_InitWithParams(PlayState* play, FireObj* fire, FireObjInitParams* i
fire->xScale = 0.0f;
fire->yScale = 0.0f;
fire->dynamicSize = 0.0f;
fire->unk26 = Rand_ZeroOne() * 20.0f;
fire->timer = Rand_ZeroOne() * 20.0f;
fire->ignitionDelay = -1;
}
void FireObj_SetState(FireObj* fire, f32 dynamicSizeStep, u8 newState) {
fire->state = newState;
if (fire->state == FIRE_STATE_3) {
if (fire->state == FIRE_STATE_NOT_LIT) {
fire->yScale = 0.0f;
fire->xScale = 0.0f;
fire->dynamicSize = 0.0f;
} else if (fire->state == FIRE_STATE_2) {
} else if (fire->state == FIRE_STATE_FULLY_LIT) {
fire->xScale = fire->yScale = fire->size;
fire->dynamicSize = 1.0f;
}
@@ -70,15 +63,16 @@ void FireObj_SetPosition(FireObj* fire, Vec3f* pos) {
}
void FireObj_StepSize(FireObj* fire) {
if (fire->state == FIRE_STATE_0) {
if (Math_StepToF(&fire->dynamicSize, 1.0f, fire->dynamicSizeStep) != 0) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_2);
if (fire->state == FIRE_STATE_GROWING) {
if (Math_StepToF(&fire->dynamicSize, 1.0f, fire->dynamicSizeStep)) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_FULLY_LIT);
}
} else if ((fire->state == FIRE_STATE_1) && (Math_StepToF(&fire->dynamicSize, 0.0f, fire->dynamicSizeStep) != 0)) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_3);
} else if ((fire->state == FIRE_STATE_SHRINKING) &&
(Math_StepToF(&fire->dynamicSize, 0.0f, fire->dynamicSizeStep))) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_NOT_LIT);
}
if (fire->sizeGrowsCos2 == 1) {
if ((fire->state == FIRE_STATE_0) || (fire->state == FIRE_STATE_1)) {
if ((fire->state == FIRE_STATE_GROWING) || (fire->state == FIRE_STATE_SHRINKING)) {
fire->xScale = (1.0f - Math_CosS(SQ(fire->dynamicSize) * 0x4000)) * fire->size;
fire->yScale = fire->dynamicSize * fire->size;
} else {
@@ -101,39 +95,41 @@ void FireObj_UpdateStateTransitions(PlayState* play, FireObj* fire) {
Vec3f dist;
FireObj_StepSize(fire);
fire->unk26++;
fire->timer++;
if (fire->ignitionDelay > 0) {
fire->ignitionDelay--;
} else if (fire->ignitionDelay == 0) {
fire->ignitionDelay = -1;
if ((fire->state == FIRE_STATE_3) || (fire->state == FIRE_STATE_1)) {
nextState = FIRE_STATE_0;
if ((fire->state == FIRE_STATE_NOT_LIT) || (fire->state == FIRE_STATE_SHRINKING)) {
nextState = FIRE_STATE_GROWING;
} else {
nextState = FIRE_STATE_1;
nextState = FIRE_STATE_SHRINKING;
}
FireObj_SetState(fire, fire->dynamicSizeStep, nextState);
}
if ((fire->flags & 1) && (fire->state != FIRE_STATE_3) &&
if ((fire->flags & FIRE_FLAG_WATER_EXTINGUISHABLE) && (fire->state != FIRE_STATE_NOT_LIT) &&
WaterBox_GetSurface1_2(play, &play->colCtx, fire->position.x, fire->position.z, &waterY, &waterBox) &&
(waterY - fire->position.y > 6500.0f * fire->yScale)) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_3);
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_NOT_LIT);
}
if ((fire->flags & 2) && (player->heldItemAction == PLAYER_IA_STICK)) {
if ((fire->flags & FIRE_FLAG_INTERACT_STICK) && (player->heldItemAction == PLAYER_IA_STICK)) {
Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, &fire->position, &dist);
if (Math3D_LengthSquared(&dist) < 400.0f) {
if (Math3D_LengthSquared(&dist) < SQ(20.0f)) {
sp40 = true;
}
}
if (sp40) {
if (fire->state == FIRE_STATE_3) {
if (fire->state == FIRE_STATE_NOT_LIT) {
if (player->unk_B28 > 0) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_0);
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_GROWING);
}
} else if (player->unk_B28 == 0) {
player->unk_B28 = 0xD2;
player->unk_B28 = 210;
SoundSource_PlaySfxAtFixedWorldPos(play, &fire->position, 20, NA_SE_EV_FLAME_IGNITION);
} else if (player->unk_B28 < 0xC8) {
player->unk_B28 = 0xC8;
} else if (player->unk_B28 < 200) {
player->unk_B28 = 200;
}
}
}
@@ -142,13 +138,13 @@ void FireObj_Draw(PlayState* play, FireObj* fire) {
s32 pad;
FireObjColors* fireColors = &sFireObjColors[fire->colorsIndex];
if (fire->state != FIRE_STATE_3) {
if (fire->state != FIRE_STATE_NOT_LIT) {
Vec3s vec;
OPEN_DISPS(play->state.gfxCtx);
func_8012C2DC(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (fire->unk26 * -20) & 511, 32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (fire->timer * -20) % 512U, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0, fireColors->lod, fireColors->primColor.r, fireColors->primColor.g,
fireColors->primColor.b, fireColors->primColor.a);
@@ -185,7 +181,7 @@ void FireObj_UpdateLight(PlayState* play, FireObjLight* light, FireObj* fire) {
FireObjLightParams* lightParams = &sFireObjLightParams[light->lightParamsIndex];
s16 radius;
if (fire->state == FIRE_STATE_3) {
if (fire->state == FIRE_STATE_NOT_LIT) {
Lights_PointSetColorAndRadius(&light->lightInfo, 0, 0, 0, -1);
} else {
radius = (fire->yScale * 140.0f * fire->sizeInv) + 60.0f;
@@ -225,14 +221,15 @@ void FireObj_Update(PlayState* play, FireObj* fire, Actor* actor) {
EnArrow* arrow = (EnArrow*)fire->collision.base.ac;
FireObj_UpdateStateTransitions(play, fire);
if (fire->state == FIRE_STATE_3) {
if ((fire->collision.base.acFlags & AC_HIT) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_0);
if (fire->state == FIRE_STATE_NOT_LIT) {
if ((fire->collision.base.acFlags & AC_HIT) &&
(fire->collision.info.acHitInfo->toucher.dmgFlags & DMG_FIRE_ARROW)) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_GROWING);
}
} else if ((fire->collision.base.acFlags & AC_HIT) && (arrow->actor.update != NULL) &&
(arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0;
arrow->collider.info.toucher.dmgFlags = 0x800;
arrow->collider.info.toucher.dmgFlags = DMG_FIRE_ARROW;
}
fire->collision.dim.pos.x = fire->position.x;
fire->collision.dim.pos.y = fire->position.y;
-1
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@@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "interface/parameter_static/parameter_static.h"
@@ -63,7 +63,7 @@ static ColliderCylinderInit sCylinderInit = {
};
static FireObjInitParams sFireObjInit = {
0.00405000010505f, 0.0500000007451f, 3, 1, 0, 0, 0,
0.00405f, 1.0f / 20.0f, FIRE_STATE_NOT_LIT, 1, 0, 0, 0,
};
static s16 sInitialAnglePerPetal[] = { 0x0000, 0x2AAA, 0x5555, 0x8000, 0xAAAA, 0xD555 };
@@ -175,7 +175,7 @@ void BgNumaHana_Init(Actor* thisx, PlayState* play) {
this->flowerRotationalVelocity = 0x147;
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 210.0f;
FireObj_SetState2(&this->fire, 0.05f, 2);
FireObj_SetState2(&this->fire, 0.05f, FIRE_STATE_FULLY_LIT);
Flags_SetSwitch(play, BG_NUMA_HANA_SWITCH_FLAG(&this->dyna.actor));
BgNumaHana_SetupOpenedIdle(this);
} else {
@@ -215,7 +215,7 @@ void BgNumaHana_SetupClosedIdle(BgNumaHana* this) {
* the cutscene where the petals unfold.
*/
void BgNumaHana_ClosedIdle(BgNumaHana* this, PlayState* play) {
if (this->fire.state != 3) {
if (this->fire.state != FIRE_STATE_NOT_LIT) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FLAME_IGNITION);
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
@@ -2,6 +2,7 @@
#define Z_BG_NUMA_HANA_H
#include "global.h"
#include "z_fireobj.h"
#define BG_NUMA_HANA_GET_TYPE(thisx) ((thisx)->params & 1)
#define BG_NUMA_HANA_SWITCH_FLAG(thisx) (((thisx)->params >> 8) & 0x7F)
@@ -4,6 +4,7 @@
* Description: Breakable Pot With Grass
*/
#include "prevent_bss_reordering.h"
#include "z_obj_flowerpot.h"
#include "objects/object_flowerpot/object_flowerpot.h"