Fireobj Kinda OK (#400)

* done

* format

* PR fixes

* revert formatting z64.h

* Update warnings_build_current.txt
This commit is contained in:
louist103
2021-11-03 14:09:43 -04:00
committed by GitHub
parent 8250fd0941
commit 8e88768a70
8 changed files with 245 additions and 37 deletions
+235 -11
View File
@@ -1,27 +1,251 @@
#include "global.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_InitWithParams.s")
typedef enum {
FIRE_STATE_0,
FIRE_STATE_1,
FIRE_STATE_2,
FIRE_STATE_3,
} FireState;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_SetState.s")
ColliderCylinderInit sFireObjCollisionInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK4,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000820, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_NONE,
},
{ 18, 67, 0, { 0, 0, 0 } },
};
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_SetPosition.s")
FireObjLightParams sFireObjLightParams[2] = {
{ 255, 255, 0, 255, 128, 255, 0, 0 },
{ 0, 200, 128, 128, 0, 127, 127, 0 },
};
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_StepSize.s")
void FireObj_InitLight(GlobalContext* globalCtx, FireObjLight* light, u8* param_3, Vec3f* pos);
void FireObj_UpdateLight(GlobalContext* globalCtx, FireObjLight* light, FireObj* fire);
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_UpdateStateTransitions.s")
void FireObj_InitWithParams(GlobalContext* globalCtx, FireObj* fire, FireObjInitParams* init) {
fire->size = init->size;
fire->sizeInv = 1.0f / init->size;
fire->dynamicSizeStep = init->dynamicSizeStep;
fire->state = init->state;
fire->sizeGrowsCos2 = init->sizeGrowsCos2;
fire->unk27 = init->unkA;
fire->flags = init->flags;
fire->xScale = 0.0f;
fire->yScale = 0.0f;
fire->dynamicSize = 0.0f;
fire->unk26 = Rand_ZeroOne() * 20.0f;
fire->ignitionDelay = -1;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_Draw.s")
void FireObj_SetState(FireObj* fire, f32 dynamicSizeStep, u8 newState) {
fire->state = newState & 0xFF;
if (fire->state == FIRE_STATE_3) {
fire->yScale = 0.0f;
fire->xScale = 0.0f;
fire->dynamicSize = 0.0f;
} else if (fire->state == FIRE_STATE_2) {
fire->xScale = fire->yScale = fire->size;
fire->dynamicSize = 1.0f;
}
fire->dynamicSizeStep = dynamicSizeStep;
}
void FireObj_SetPosition(FireObj* fire, Vec3f* pos) {
Math_Vec3f_Copy(&fire->position, 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);
}
} else if ((fire->state == FIRE_STATE_1) && (Math_StepToF(&fire->dynamicSize, 0.0f, fire->dynamicSizeStep) != 0)) {
FireObj_SetState(fire, fire->dynamicSizeStep, 3);
}
if (fire->sizeGrowsCos2 == 1) {
if ((fire->state == FIRE_STATE_0) || (fire->state == FIRE_STATE_1)) {
fire->xScale = (1.0f - Math_CosS((fire->dynamicSize * fire->dynamicSize * 16384.0f))) * fire->size;
fire->yScale = fire->dynamicSize * fire->size;
} else {
fire->yScale = fire->dynamicSize * fire->size;
fire->xScale = fire->dynamicSize * fire->size;
}
return;
} else {
fire->yScale = fire->dynamicSize * fire->size;
}
fire->xScale = fire->dynamicSize * fire->size;
}
void FireObj_UpdateStateTransitions(GlobalContext* globalCtx, FireObj* fire) {
Player* player = GET_PLAYER(globalCtx);
WaterBox* waterBox;
f32 sp44;
s32 sp40 = 0;
u8 nextState;
Vec3f dist;
FireObj_StepSize(fire);
fire->unk26++;
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;
} else {
nextState = FIRE_STATE_1;
}
FireObj_SetState(fire, fire->dynamicSizeStep, nextState);
}
if ((fire->flags & 1) && (fire->state != FIRE_STATE_3) &&
(func_800CA1E8(globalCtx, &globalCtx->colCtx, fire->position.x, fire->position.z, &sp44, &waterBox) != 0) &&
((fire->yScale * ((void)0, 6500.0f)) < (sp44 - fire->position.y))) { // Fake but IDK what else
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_3);
}
if ((fire->flags & 2) && (player->itemActionParam == 7)) {
Math_Vec3f_Diff(&player->swordInfo[0].tip, &fire->position, &dist);
if (Math3D_LengthSquared(&dist) < 400.0f) {
sp40 = 1;
}
}
if (sp40 != 0) {
if (fire->state == FIRE_STATE_3) {
if (player->unk_B28 > 0) {
FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_0);
}
} else if (player->unk_B28 == 0) {
player->unk_B28 = 0xD2;
Audio_PlaySoundAtPosition(globalCtx, &fire->position, 20, NA_SE_EV_FLAME_IGNITION);
} else if (player->unk_B28 < 0xC8) {
player->unk_B28 = 0xC8;
}
}
}
void FireObj_Draw(GlobalContext* globalCtx, FireObj* fire) {
s32 pad;
FireObjLightParams* lightParams = &sFireObjLightParams[fire->unk27];
if (fire->state != FIRE_STATE_3) {
Vec3s vec;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_8012C2DC(globalCtx->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (fire->unk26 * -20) & 511, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0, lightParams->unk4, lightParams->primColor.r, lightParams->primColor.g,
lightParams->primColor.b, lightParams->primColor.a);
gDPSetEnvColor(POLY_XLU_DISP++, lightParams->envColor.r, lightParams->envColor.g, lightParams->envColor.b, 0);
vec.x = 0;
vec.y = func_800DFCDC(GET_ACTIVE_CAM(globalCtx)) + 0x8000;
vec.z = 0;
Matrix_SetStateRotationAndTranslation(fire->position.x, fire->position.y, fire->position.z, &vec);
Matrix_Scale(fire->xScale, fire->yScale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_0407D590);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
#ifdef NON_EQUIVALENT
// Accesses data incorrectly
void FireObj_InitLight(GlobalContext* globalCtx, FireObjLight* light, u8* param_3, Vec3f* pos) {
FireObjLightParams* objectParams = &sFireObjLightParams[*param_3];
Lights_PointGlowSetInfo(&light->lightInfo, pos->x, pos->y, pos->z, objectParams->primColor.g,
objectParams->primColor.b, objectParams->primColor.a, objectParams->primColor.r);
light->light = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, (LightInfo*)&light->lightInfo);
light->unk12 = *param_3;
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_InitLight.s")
#endif
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_FiniLight.s")
void FireObj_DestroyLight(GlobalContext* globalCtx, FireObjLight* light) {
LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, light->light);
}
#ifdef NON_EQUIVALENT
// Accesses data incorrectly
void FireObj_UpdateLight(GlobalContext* globalCtx, FireObjLight* light, FireObj* fire) {
FireObjLightParams* lightParams = &sFireObjLightParams[light->unk12];
s16 radius;
if (fire->state == FIRE_STATE_3) {
Lights_PointSetColorAndRadius((LightInfo*)&light->lightInfo, 0, 0, 0, -1);
} else {
radius = ((fire->yScale * 140.0f * fire->sizeInv) + 60.0f);
Lights_PointGlowSetInfo((LightInfo*)&light->lightInfo, fire->position.x,
(fire->position.y + (fire->yScale * 6500.0f)), fire->position.z,
((s32)(Rand_ZeroOne() * lightParams->envColor.r) + lightParams->primColor.b),
((s32)(Rand_ZeroOne() * lightParams->envColor.g) + lightParams->primColor.a),
((s32)(Rand_ZeroOne() * lightParams->envColor.b) + lightParams->unk4), radius);
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_UpdateLight.s")
#endif
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_Init.s")
void FireObj_Init(GlobalContext* globalCtx, FireObj* fire, FireObjInitParams* init, Actor* actor) {
FireObj* fire2 = fire;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_Fini.s")
FireObj_InitWithParams(globalCtx, fire, init);
Collider_InitCylinder(globalCtx, &fire->collision);
Collider_SetCylinder(globalCtx, &fire->collision, actor, &sFireObjCollisionInit);
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_SetState2.s")
fire2->collision.dim.radius = (fire->size * 4000.0f) + 2.5f;
fire2->collision.dim.height = fire->size * 16000.0f;
fire->collision.dim.yShift = fire->size * -1728.0f;
FireObj_InitLight(globalCtx, &fire->light, &init->unkC, &fire->position);
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_fireobj/FireObj_Update.s")
void FireObj_Destroy(GlobalContext* globalCtx, FireObj* fire) {
Collider_DestroyCylinder(globalCtx, &fire->collision);
FireObj_DestroyLight(globalCtx, &fire->light);
}
void FireObj_SetState2(FireObj* fire, f32 dynamicSizeStep, u8 newState) {
FireObj_SetState(fire, dynamicSizeStep, newState);
}
void FireObj_Update(GlobalContext* globalCtx, FireObj* fire, Actor* actor) {
s32 pad; // Gamestate cast?
EnArrow* arrow = (EnArrow*)fire->collision.base.ac;
FireObj_UpdateStateTransitions(globalCtx, fire);
if (fire->state == 3) {
if ((fire->collision.base.acFlags & 2) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
FireObj_SetState(fire, fire->dynamicSizeStep, 0);
}
} else if ((fire->collision.base.acFlags & 2) && (arrow->actor.update != NULL) &&
(arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0;
arrow->unk_1C0 = 0x800;
}
fire->collision.dim.pos.x = fire->position.x;
fire->collision.dim.pos.y = fire->position.y;
fire->collision.dim.pos.z = fire->position.z;
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &fire->collision.base);
FireObj_UpdateLight(globalCtx, &fire->light, fire);
}