Files
af/src/code/m_actor_shadow.c
T
Tom Overton 55a27a1935 Update OPEN_DISPS/CLOSE_DISPS macros, clean up various fake matches, and match mSM_draw_mail (#152)
* Update `OPEN_DISPS`/`CLOSE_DISPS` macros and match `mSM_draw_mail`

* Improve matches in `ac_train_window`
2024-02-29 20:01:29 -07:00

402 lines
12 KiB
C

#include "m_actor_shadow.h"
#include "m_rcp.h"
#include "m_collision_obj.h"
#include "macros.h"
#include "sys_math3d.h"
#include "m_field_info.h"
extern Gfx ef_shadow_out_modelT[];
extern Gfx ef_shadow_in_modelT[];
s32 mActorShadow_OperateScrollLimit(s32 value, s32 step, s32 limit) {
if (step != 0) {
if (step > 0) {
value += step;
if (value > limit) {
value = limit;
}
} else if (step < 0) {
value += step;
if (value < limit) {
value = limit;
}
}
}
return value;
}
Gfx* mActorShadow_TileScroll2(u32* x1, u32* y1, s32 step1, s32 step2, s32 limit1, s32 limit2, s32 width1, s32 height1,
u32* x2, u32* y2, s32 step3, s32 step4, s32 limit3, s32 limit4, s32 width2, s32 height2,
Game* game) {
*x1 = mActorShadow_OperateScrollLimit(*x1, step1, limit1);
*y1 = mActorShadow_OperateScrollLimit(*y1, step2, limit2);
*x2 = mActorShadow_OperateScrollLimit(*x2, step3, limit3);
*y2 = mActorShadow_OperateScrollLimit(*y2, step4, limit4);
return two_tex_scroll(game->gfxCtx, 0, *x1, *y1, width1, height1, 1, *x2, *y2, width2, height2);
}
void mActorShadow_AdjustRate(f32* rate) {
if (*rate < 0.0f) {
*rate = 0.0f;
} else if (*rate > 1.0f) {
*rate = 1.0f;
}
}
void mActorShadow_GetTimeAngleY_TimeAlpha(ShadowInfo* shadow, Game_Play* play) {
f32 timef;
s32 timesec = common_data.time.nowSec;
f32 angle;
shadow->unk1C = play->kankyo.shadowAlpha;
// Between 4 a.m and 8 p.m
if ((timesec >= 14400) && (timesec < 72000)) {
UNUSED f32 scopedTemp;
timef = (timesec - 14400) / 57600.0f;
angle = 16384;
} // Between 12 a.m and 4 a.m
else if (timesec < 14400) {
UNUSED f32 scopedTemp;
timef = 0.5f + timesec / 28800.0f;
angle = 16384;
} // Between 8 p.m and 12 a.m
else {
timef = (timesec - 72000) / 28800.0f;
angle = 16384;
}
shadow->unk26 = 0x8000 - ((s16)(angle * timef) + 0x6000);
}
void mActorShadow_GetGroundAverageAngle(ShadowInfo* shadow) {
static xyz_t angle_range_table[4] = {
{ 10.0f, 0.0f, 10.0f },
{ 10.0f, 0.0f, -10.0f },
{ -10.0f, 0.0f, 10.0f },
{ -10.0f, 0.0f, -10.0f },
};
s32 x = 0;
s32 y = 0;
s32 z = 0;
s32 i;
for (i = 0; i < 4; i++) {
xyz_t pos = shadow->position;
s_xyz sangle = { 0, 0, 0 };
pos.x += angle_range_table[i].x;
pos.y += angle_range_table[i].y;
pos.z += angle_range_table[i].z;
mCoBG_GetBgY_AngleS_FromWpos(&sangle, pos, 0.0f);
x += sangle.x;
y += sangle.y;
z += sangle.z;
}
shadow->unk20 = x >> 2;
shadow->unk22 = y >> 2;
shadow->unk24 = z >> 2;
}
void mActorShadow_GetDistanceRate(ShadowInfo* shadow, f32 rate) {
f32 xcalc;
f32 disty;
f32 calcRate;
disty = shadow->groundY <= shadow->position.y ? shadow->position.y - shadow->groundY
: -(shadow->position.y - shadow->groundY);
xcalc = 100.0f + rate;
if (xcalc < disty) {
shadow->unk14 = 0.6f;
shadow->unk18 = 0;
return;
}
calcRate = (xcalc - disty) / xcalc;
shadow->unk14 = (((0.04f * 10.0f) * calcRate) + 0.6f);
shadow->unk18 = 1 * calcRate;
}
f32 mActorShadow_GetAbsBigger(f32 a, f32 b) {
f32 absA;
f32 absB;
absA = ABS(a);
absB = ABS(b);
if (absA > absB) {
return absA;
}
return absB;
}
void mActorShadow_RadiusScaleRate(Actor* actor, ShadowInfo* shadow) {
f32 abs = mActorShadow_GetAbsBigger(actor->shape.shadowSizeX, actor->shape.shadowSizeZ);
shadow->unk10 = (abs / 19.0f) * 0.018f;
}
void mActorShadow_GetShadowTopPos_GetSlideS(ShadowInfo* shadow) {
xyz_t wpos;
xyz_t base;
f32 bgY;
if (shadow->kind == 0) {
base.x = 0.0f;
base.y = 0.0f;
base.z = -40.0f;
sMath_RotateY(&base, BINANG_TO_RAD(shadow->unk26));
wpos.x = shadow->position.x + base.x;
wpos.y = shadow->position.y + base.y;
wpos.z = shadow->position.z + base.z;
bgY = mCoBG_GetShadowBgY_AngleS_FromWpos(NULL, wpos, 0.0f);
if ((shadow->position.y - bgY) > 20.0f) {
shadow->unk34 = 28;
return;
}
}
shadow->unk34 = 0;
}
Gfx* mActorShadow_SetTexScroll(Actor* actor, ShadowInfo* shadow, Game* game) {
s32 tempShapex2;
u32 y1 = 0;
u32 x1 = 0;
u32 y2 = 0;
s32 step;
tempShapex2 = actor->shape.unk_20;
if (tempShapex2 < shadow->unk34) {
step = 13;
} else if (tempShapex2 > shadow->unk34) {
step = -13;
} else {
step = 0;
}
mActorShadow_TileScroll2(&x1, &y1, 0, 0, 0, 0, 32, 16, &actor->shape.unk_20, &y2, step, 0, shadow->unk34, 0, 32, 16,
game);
}
void mActorShadow_GetLastAlphaScale(f32* scale, u8* alpha, Actor* actor, ShadowInfo* shadow) {
f32 alphaCalc = shadow->unk1C * shadow->unk18 * actor->shape.shadowAlphaRate * 0.75f;
*scale = shadow->unk10 * shadow->unk14 * actor->shape.shadowSizeRate;
if (shadow->kind == 1) {
alphaCalc *= 0.7f;
}
*alpha = alphaCalc;
}
void mActorShadow_DrawActorShadow(Actor* actor, ShadowInfo* shadow, Game* game, f32 rad, s32 id, xyz_t ofs) {
Game_Play* play = (Game_Play*)game;
u8 alpha;
f32 scale;
u8 r;
u8 g;
u8 b;
f32 yAdjust;
s32 scene = common_data.sceneNo;
mActorShadow_GetLastAlphaScale(&scale, &alpha, actor, shadow);
OPEN_DISPS(play->state.gfxCtx);
_texture_z_light_fog_prim_shadow(play->state.gfxCtx);
yAdjust = (scene == 19 || scene == 27 || scene == 28 || scene == 34) ? 0.5f
: ((scene == 15 || scene == 16) ? 0.6f : 2.0f);
switch (actor->shape.forceShadow) {
f32 x;
f32 y;
f32 z;
case 1:
x = actor->shape.shadowPosition->x + ofs.x;
y = actor->shape.shadowPosition->y + yAdjust + ofs.y;
z = actor->shape.shadowPosition->z + ofs.z;
Matrix_translate(x, y, z, 0);
break;
default:
x = shadow->position.x + ofs.x;
y = shadow->groundY + yAdjust + ofs.y;
z = shadow->position.z + ofs.z;
Matrix_translate(x, y, z, 0);
break;
}
switch (actor->shape.forceShadow) {
case 1:
Matrix_RotateZ(0, 1);
Matrix_RotateX(0, 1);
break;
default:
Matrix_RotateZ(shadow->unk24, 1);
Matrix_RotateX(shadow->unk20, 1);
break;
}
if ((shadow->kind == 0) && (id == 0)) {
Matrix_RotateY(shadow->unk26, 1);
}
switch (id) {
case 1:
Matrix_scale(shadow->unk10, shadow->unk10, rad, 1);
break;
default:
switch (actor->shape.forceShadow) {
case 1:
Matrix_scale(shadow->unk10, shadow->unk10, shadow->unk10, 1);
break;
default:
Matrix_scale(scale, scale, scale, 1);
break;
}
break;
}
gSPMatrix(SHADOW_DISP++, _Matrix_to_Mtx_new(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
mEnv_GetShadowPrimColor_Light(&r, &g, &b, &play->state);
gDPSetPrimColor(SHADOW_DISP++, 0, 0xFF, r, g, b, (u8)alpha);
if ((shadow->kind == 0) && (id == 0)) {
Gfx* texscroll = mActorShadow_SetTexScroll(actor, shadow, &play->state);
if (texscroll != NULL) {
gSPSegment(SHADOW_DISP++, 0x08, texscroll);
gSPDisplayList(SHADOW_DISP++, ef_shadow_out_modelT);
}
} else {
gSPDisplayList(SHADOW_DISP++, ef_shadow_in_modelT);
}
CLOSE_DISPS(play->state.gfxCtx);
}
void mActorShadow_GetShadowPosition(Actor* actor, xyz_t* position) {
if (actor->shape.shadowPosition != NULL) {
*position = *actor->shape.shadowPosition;
} else {
*position = actor->world.pos;
}
}
s32 mActorShadow_GetShadowKind(void) {
if (!(FI_GET_TYPE(mFI_GetFieldId()))) {
return 0;
} else {
return 1;
}
}
f32 mAc_GetShadowGroundY_NoneForce(ShadowInfo* shadow) {
f32 res = mCoBG_GetShadowBgY_AngleS_FromWpos(NULL, shadow->position, 0.0f);
return res;
}
f32 mAc_GetShadowGroundY_Force(ShadowInfo* shadow) {
return mCoBG_GetBgY_OnlyCenter_FromWpos2(shadow->position, 0.0f);
}
void mAc_DecideShadowRadius_IamNotFish(ShadowInfo* shadow, Actor* actor, f32* radius) {
mActorShadow_RadiusScaleRate(actor, shadow);
*radius = 0.01f;
}
void mAc_DecideShadowRadius_IamFish(ShadowInfo* shadow, Actor* actor, f32* radius) {
shadow->unk10 = (actor->shape.shadowSizeX / 19.0f) * 0.018f;
*radius = (actor->shape.shadowSizeZ / 19.0f) * 0.018f;
}
void mAc_ActorShadowDraw_ShadowDrawFlagOff(UNUSED Actor* actor, UNUSED Game_Play* play, UNUSED s32 arg2,
UNUSED xyz_t arg3, UNUSED f32 arg6) {
}
typedef f32 (*GetGroundYProc)(ShadowInfo*);
typedef void (*RadiusProc)(ShadowInfo*, Actor*, f32*);
typedef void (*ShadowProc)(Actor* actor, Game_Play* play, s32 arg2, xyz_t arg3, f32 arg6);
void mAc_ActorShadowDraw_ShadowDrawFlagOn(Actor* actor, Game_Play* play, s32 proc, xyz_t pos, f32 rate) {
static RadiusProc set_raius_proc[] = {
mAc_DecideShadowRadius_IamNotFish,
mAc_DecideShadowRadius_IamFish,
};
static GetGroundYProc get_ground_y_proc[] = {
mAc_GetShadowGroundY_NoneForce,
mAc_GetShadowGroundY_Force,
};
ShadowInfo shadow;
UNUSED s32 pad;
f32 rad = 0.01f;
bzero(&shadow, sizeof(ShadowInfo));
shadow.kind = mActorShadow_GetShadowKind();
mActorShadow_GetShadowPosition(actor, &shadow.position);
mActorShadow_AdjustRate(&actor->shape.shadowSizeRate);
mActorShadow_AdjustRate(&actor->shape.shadowAlphaRate);
shadow.groundY = get_ground_y_proc[actor->shape.forceShadow & 1](&shadow);
mActorShadow_GetTimeAngleY_TimeAlpha(&shadow, play);
mActorShadow_GetGroundAverageAngle(&shadow);
mActorShadow_GetDistanceRate(&shadow, rate);
set_raius_proc[proc & 1](&shadow, actor, &rad);
mActorShadow_GetShadowTopPos_GetSlideS(&shadow);
mActorShadow_DrawActorShadow(actor, &shadow, &play->state, rad, proc, pos);
actor->shape.forceShadow = FALSE;
}
void mAc_ActorShadowDraw(Actor* actor, Game_Play* play, s32 arg2, xyz_t arg3, f32 arg6) {
static ShadowProc shadwo_draw_proc[] = {
mAc_ActorShadowDraw_ShadowDrawFlagOff,
mAc_ActorShadowDraw_ShadowDrawFlagOn,
};
if (actor->name == 0x4A) {
mActorShadow_UnSetForceShadowPos(actor);
actor->shape.shadowPosition = &actor->world.pos;
}
shadwo_draw_proc[actor->shape.drawShadow & 1](actor, play, arg2, arg3, arg6);
actor->shape.shadowPosition = &actor->world.pos;
}
xyz_t mActorShadow_offset0 = {
0.0f,
0.0f,
0.0f,
};
void mActorShadow_SetForceShadowPos(Actor* actor, xyz_t* pos) {
actor->shape.forceShadow = TRUE;
actor->shape.shadowPosition = pos;
}
void mActorShadow_UnSetForceShadowPos(Actor* actor) {
actor->shape.forceShadow = FALSE;
actor->shape.shadowPosition = &actor->world.pos;
}
void mAc_NormalActorShadow(Actor* actor, Game_Play* play, f32 rad) {
mAc_ActorShadowDraw(actor, play, 0, mActorShadow_offset0, rad);
}
void mAc_UnagiActorShadow(Actor* actor, Game_Play* play, xyz_t pos) {
mAc_ActorShadowDraw(actor, play, 1, pos, 1.0f);
}
void mAc_ActorShadowCircle(Actor* actor, UNUSED LightsN* lights, Game_Play* play) {
mAc_ActorShadowDraw(actor, play, 0, mActorShadow_offset0, 1.0f);
}
void mAc_ActorShadowEllipse(Actor* actor, UNUSED LightsN* lights, Game_Play* play) {
mAc_ActorShadowDraw(actor, play, 0, mActorShadow_offset0, 1.0f);
}