SubS Shadows, Cutscenes, Exchange, and Planes (#773)

* Bring code over

* Rename

* clean up variables.h

* Bring over some more code as well as cleanup

* remove newline in functions.h

* format

* Add plane functions

* Remove from actorfixer

* Add some more docs to plane functions

* Use temp for better format

* change func_8013E8F8 to return an s32

* rename origin back to pos

* format

* Add docs to SubS_ComputePlane

* format

* gfxContextPtr -> globalCtx

* bss

* Better docs of SubS_ComputePlane

* Normal -> unitVec

* Review pt. 1

* Update plane comment

* SubS_ActorAndPlayerAreFacing -> SubS_ActorAndPlayerFaceEachOther

* Add subs texture defines

* Update include/z64math.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
This commit is contained in:
Derek Hensley
2022-04-21 21:11:54 -07:00
committed by GitHub
parent 10d9025267
commit e50c346ab8
37 changed files with 390 additions and 115 deletions
+2 -2
View File
@@ -37,9 +37,9 @@ static AnimationInfoS sAnimations[] = {
s8 gEnHyBodyParts[] = { -1, 1, 12, 13, 14, 9, 10, 11, 0, 6, 7, 8, 3, 4, 5, 2 };
s8 gEnHyBodyPartsIndex[] = { 0, 0, 0, 0, 3, 4, 0, 6, 7, 0, 9, 10, 0, 12, 13 };
s8 gEnHyParentBodyParts[] = { 0, 0, 0, 0, 3, 4, 0, 6, 7, 0, 9, 10, 0, 12, 13 };
u8 gEnHyShadowSize[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
u8 gEnHyShadowSizes[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex) {
s16 frameCount;
+278 -11
View File
@@ -10,7 +10,7 @@ s16 sPathDayFlags[] = { 0x40, 0x20, 0x10, 8, 4, 2, 1, 0 };
#include "code/sub_s/sub_s.c"
Vec3f D_801C5DB0 = { 1.0f, 1.0f, 1.0f };
Vec3f gOneVec3f = { 1.0f, 1.0f, 1.0f };
s32 D_801C5DBC[] = { 0, 1 }; // Unused
@@ -158,7 +158,15 @@ Gfx* SubS_DrawTransformFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jo
return gfx;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AD6C.s")
s32 SubS_InCsMode(GlobalContext* globalCtx) {
s32 inCsMode = false;
if (Play_InCsMode(globalCtx)) {
inCsMode = true;
}
return inCsMode;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AD9C.s")
@@ -333,13 +341,189 @@ s32 SubS_CopyPointFromPathCheckBounds(Path* path, s32 pointIndex, Vec3f* dst) {
return true;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C964.s")
//! TODO: Needs docs with func_800B8500
s32 func_8013C964(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRange, s32 itemId, s32 type) {
s32 ret = false;
s16 x;
s16 y;
f32 xzDistToPlayerTemp;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CC2C.s")
Actor_GetScreenPos(globalCtx, actor, &x, &y);
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CD64.s")
switch (type) {
case 1:
yRange = fabsf(actor->playerHeightRel) + 1.0f;
xzRange = actor->xzDistToPlayer + 1.0f;
ret = Actor_PickUp(actor, globalCtx, itemId, xzRange, yRange);
break;
case 2:
if ((fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange)) {
ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
}
break;
case 3:
//! @bug: Both x and y conditionals are always true, || should be an &&
if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT))) {
ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
}
break;
case 4:
yRange = fabsf(actor->playerHeightRel) + 1.0f;
xzRange = actor->xzDistToPlayer + 1.0f;
xzDistToPlayerTemp = actor->xzDistToPlayer;
actor->xzDistToPlayer = 0.0f;
actor->flags |= 0x10000;
ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
actor->xzDistToPlayer = xzDistToPlayerTemp;
break;
case 5:
//! @bug: Both x and y conditionals are always true, || should be an &&
if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT)) &&
(fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange) && actor->isTargeted) {
actor->flags |= 0x10000;
ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
}
break;
case 6:
//! @bug: Both x and y conditionals are always true, || should be an &&
if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT)) &&
(fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange)) {
actor->flags |= 0x10000;
ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
}
break;
}
return ret;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CF04.s")
const u8 sShadowMaps[4][12][12] = {
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
},
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
},
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
},
{
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
},
};
void SubS_FillShadowTex(s32 startCol, s32 startRow, u8* tex, s32 size) {
s32 i;
s32 j;
s32 start;
for (i = 0; i < 12; i++) {
start = ((startRow + i) * 64) + startCol - 390;
for (j = 0; j < 12; j++) {
if (sShadowMaps[size][i][j] != 0) {
if ((start + j >= 0) && (start + j < SUBS_SHADOW_TEX_SIZE)) {
tex[start + j] = 255;
}
}
}
}
}
void SubS_GenShadowTex(Vec3f bodyPartsPos[], Vec3f* worldPos, u8* tex, f32 tween, u8 bodyPartsNum, u8 sizes[],
s8 parentBodyParts[]) {
Vec3f pos;
Vec3f startVec;
s32 i;
s32 parentBodyPart;
Vec3f* bodyPartPos;
s32 startCol;
s32 startRow;
for (i = 0; i < bodyPartsNum; i++) {
if (parentBodyParts[i] >= 0) {
parentBodyPart = parentBodyParts[i];
bodyPartPos = &bodyPartsPos[i];
pos.x = (bodyPartsPos[parentBodyPart].x - bodyPartPos->x) * tween + (bodyPartPos->x - worldPos->x);
pos.y = (bodyPartsPos[parentBodyPart].y - bodyPartPos->y) * tween + (bodyPartPos->y - worldPos->y);
pos.z = (bodyPartsPos[parentBodyPart].z - bodyPartPos->z) * tween + (bodyPartPos->z - worldPos->z);
} else {
bodyPartPos = &bodyPartsPos[i];
pos.x = bodyPartPos->x - worldPos->x;
pos.y = bodyPartPos->y - worldPos->y;
pos.z = bodyPartPos->z - worldPos->z;
}
Matrix_MultiplyVector3fByState(&pos, &startVec);
startCol = 64.0f + startVec.x;
startRow = 64.0f - startVec.z;
SubS_FillShadowTex(startCol >> 1, startRow >> 1, tex, sizes[i]);
}
}
void SubS_DrawShadowTex(Actor* actor, GameState* gameState, u8* tex) {
s32 pad;
GraphicsContext* gfxCtx = gameState->gfxCtx;
OPEN_DISPS(gfxCtx);
func_8012C28C(gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, 100);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_InsertTranslation(actor->world.pos.x, 0.0f, actor->world.pos.z, MTXMODE_NEW);
Matrix_Scale(0.6f, 1.0f, 0.6f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gShadowDL);
gDPLoadTextureBlock(POLY_OPA_DISP++, tex, G_IM_FMT_I, G_IM_SIZ_8b, SUBS_SHADOW_TEX_WIDTH, SUBS_SHADOW_TEX_HEIGHT, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
gSPDisplayList(POLY_OPA_DISP++, gShadowVtxDL);
CLOSE_DISPS(gfxCtx);
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D0E0.s")
@@ -688,9 +872,58 @@ s32 SubS_FillCutscenesList(Actor* actor, s16 cutscenes[], s16 numCutscenes) {
return i;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E4B0.s")
/**
* Computes a plane based on a point on the plane, a unit vector and two angles
*
* @param[in] point a point on the plane
* @param[in] unitVec the unit vector rotated that becomes the plane's normal
* @param[in] rot the angles to rotate with, uses just the x and y components
* @param[out] plane the computed plane
*
* Notes:
* The unit input vector is expected to already be normalized (only uses are with the z unit vector)
*
*/
void SubS_ConstructPlane(Vec3f* point, Vec3f* unitVec, Vec3s* rot, Plane* plane) {
f32 sin;
f32 cos;
f32 temp;
f32 unitVecZ;
f32 normY;
f32 unitVecYX;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E5CC.s")
sin = Math_SinS(-rot->x);
cos = Math_CosS(-rot->x);
unitVecZ = unitVec->z;
unitVecYX = unitVec->y;
// Apply a rotation by -x about the X axis
temp = (unitVecZ * cos) - (unitVecYX * sin);
normY = (unitVecZ * sin) + (unitVecYX * cos);
sin = Math_SinS(rot->y);
cos = Math_CosS(rot->y);
unitVecYX = unitVec->x;
plane->normal.y = normY;
// Apply a rotation by y about the Y axis
plane->normal.z = (temp * cos) - (unitVecYX * sin);
plane->normal.x = (temp * sin) + (unitVecYX * cos);
plane->originDist = -((point->x * plane->normal.x) + (plane->normal.y * point->y) + (plane->normal.z * point->z));
}
s32 SubS_LineSegVsPlane(Vec3f* point, Vec3s* rot, Vec3f* unitVec, Vec3f* linePointA, Vec3f* linePointB,
Vec3f* intersect) {
s32 lineSegVsPlane;
Plane plane;
SubS_ConstructPlane(point, unitVec, rot, &plane);
lineSegVsPlane = Math3D_LineSegVsPlane(plane.normal.x, plane.normal.y, plane.normal.z, plane.originDist, linePointA,
linePointB, intersect, false);
return lineSegVsPlane ? true : false;
}
/**
* Finds the first actor instance of a specified Id and category verified with a custom callback.
@@ -714,10 +947,44 @@ Actor* SubS_FindActorCustom(GlobalContext* globalCtx, Actor* actor, Actor* actor
return actorIter;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E748.s")
//! TODO: Needs docs with func_800B8500
s32 func_8013E748(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRange, s32 exchangeItemId, void* data,
func_8013E748_VerifyFunc verifyFunc) {
s32 ret = false;
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E7C0.s")
if ((verifyFunc == NULL) || ((verifyFunc != NULL) && verifyFunc(globalCtx, actor, data))) {
ret = func_800B8500(actor, globalCtx, xzRange, yRange, exchangeItemId);
}
return ret;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E8F8.s")
s32 SubS_ActorAndPlayerFaceEachOther(GlobalContext* globalCtx, Actor* actor, void* data) {
Player* player = GET_PLAYER(globalCtx);
Vec3s* yawTols = (Vec3s*)data;
s16 playerYaw = ABS(BINANG_SUB(Actor_YawBetweenActors(&player->actor, actor), player->actor.shape.rot.y));
s16 actorYaw = ABS(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
s32 areFacing = false;
s32 actorYawTol = ABS(yawTols->y);
s32 playerYawTol;
if (actorYaw < (s16)actorYawTol) {
playerYawTol = ABS(yawTols->x);
if (playerYaw < (s16)playerYawTol) {
areFacing = true;
}
}
return areFacing;
}
//! TODO: Needs docs with func_800B8500
s32 func_8013E8F8(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRange, s32 exhangeItemId, s16 playerYawTol,
s16 actorYawTol) {
Vec3s yawTols;
yawTols.x = playerYawTol;
yawTols.y = actorYawTol;
return func_8013E748(actor, globalCtx, xzRange, yRange, exhangeItemId, &yawTols, SubS_ActorAndPlayerFaceEachOther);
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E950.s")