mirror of
https://github.com/zeldaret/af.git
synced 2026-10-02 15:50:23 -04:00
eb99af89c8
* implement kankyo * m_kankyo OK
402 lines
12 KiB
C
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.save.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);
|
|
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);
|
|
}
|