Shipwright/soh/src/overlays/effects/ovl_Effect_Ss_G_Spk/z_eff_ss_g_spk.c

141 lines
4.8 KiB
C

/*
* File: z_eff_ss_g_spk.c
* Overlay: ovl_Effect_Ss_G_Spk
* Description: Sparks
*/
#include "z_eff_ss_g_spk.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define rPrimColorR regs[0]
#define rPrimColorG regs[1]
#define rPrimColorB regs[2]
#define rPrimColorA regs[3]
#define rEnvColorR regs[4]
#define rEnvColorG regs[5]
#define rEnvColorB regs[6]
#define rEnvColorA regs[7]
#define rTexIdx regs[8]
#define rScale regs[9]
#define rScaleStep regs[10]
u32 EffectSsGSpk_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx);
void EffectSsGSpk_Update(GlobalContext* globalCtx, u32 index, EffectSs* this);
void EffectSsGSpk_UpdateNoAccel(GlobalContext* globalCtx, u32 index, EffectSs* this);
void EffectSsGSpk_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_G_Spk_InitVars = {
EFFECT_SS_G_SPK,
EffectSsGSpk_Init,
};
u32 EffectSsGSpk_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx) {
EffectSsGSpkInitParams* initParams = (EffectSsGSpkInitParams*)initParamsx;
Math_Vec3f_Copy(&this->pos, &initParams->pos);
Math_Vec3f_Copy(&this->velocity, &initParams->velocity);
Math_Vec3f_Copy(&this->accel, &initParams->accel);
this->gfx = SEGMENTED_TO_VIRTUAL(gEffSparkDL);
if (initParams->updateMode == 0) {
this->life = 10;
this->vec.x = initParams->pos.x - initParams->actor->world.pos.x;
this->vec.y = initParams->pos.y - initParams->actor->world.pos.y;
this->vec.z = initParams->pos.z - initParams->actor->world.pos.z;
this->update = EffectSsGSpk_Update;
} else {
this->life = 5;
this->update = EffectSsGSpk_UpdateNoAccel;
}
this->draw = EffectSsGSpk_Draw;
this->rPrimColorR = initParams->primColor.r;
this->rPrimColorG = initParams->primColor.g;
this->rPrimColorB = initParams->primColor.b;
this->rPrimColorA = initParams->primColor.a;
this->rEnvColorR = initParams->envColor.r;
this->rEnvColorG = initParams->envColor.g;
this->rEnvColorB = initParams->envColor.b;
this->rEnvColorA = initParams->envColor.a;
this->rTexIdx = 0;
this->rScale = initParams->scale;
this->rScaleStep = initParams->scaleStep;
this->actor = initParams->actor;
return 1;
}
void EffectSsGSpk_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
static void* sparkTextures[] = {
gEffSpark1Tex,
gEffSpark2Tex,
gEffSpark3Tex,
gEffSpark4Tex,
};
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
MtxF mfTrans;
MtxF mfScale;
MtxF mfResult;
MtxF mfTrans11DA0;
Mtx* mtx;
f32 scale;
s32 pad;
OPEN_DISPS(gfxCtx);
scale = this->rScale * 0.0025f;
SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
SkinMatrix_SetScale(&mfScale, scale, scale, 1.0f);
SkinMatrix_MtxFMtxFMult(&mfTrans, &globalCtx->billboardMtxF, &mfTrans11DA0);
SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfScale, &mfResult);
mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);
if (mtx != NULL) {
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sparkTextures[this->rTexIdx]));
func_80094BC4(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, this->rEnvColorA);
gSPDisplayList(POLY_XLU_DISP++, this->gfx);
}
CLOSE_DISPS(gfxCtx);
}
void EffectSsGSpk_Update(GlobalContext* globalCtx, u32 index, EffectSs* this) {
this->accel.x = (Rand_ZeroOne() - 0.5f) * 3.0f;
this->accel.z = (Rand_ZeroOne() - 0.5f) * 3.0f;
if (this->actor != NULL) {
if ((this->actor->category == ACTORCAT_EXPLOSIVE) && (this->actor->update != NULL)) {
this->pos.x = this->actor->world.pos.x + this->vec.x;
this->pos.y = this->actor->world.pos.y + this->vec.y;
this->pos.z = this->actor->world.pos.z + this->vec.z;
}
}
this->vec.x += this->accel.x;
this->vec.z += this->accel.z;
this->rTexIdx++;
this->rTexIdx &= 3;
this->rScale += this->rScaleStep;
}
// this update mode is unused in the original game
// with this update mode, the sparks dont move randomly in the xz plane, appearing to be on top of each other
void EffectSsGSpk_UpdateNoAccel(GlobalContext* globalCtx, u32 index, EffectSs* this) {
if (this->actor != NULL) {
if ((this->actor->category == ACTORCAT_EXPLOSIVE) && (this->actor->update != NULL)) {
this->pos.x += (Math_SinS(this->actor->world.rot.y) * this->actor->speedXZ);
this->pos.z += (Math_CosS(this->actor->world.rot.y) * this->actor->speedXZ);
}
}
this->rTexIdx++;
this->rTexIdx &= 3;
this->rScale += this->rScaleStep;
}