Shipwright/soh/src/overlays/actors/ovl_En_Light/z_en_light.c

199 lines
7.3 KiB
C

/*
* File: z_en_light.c
* Overlay: ovl_En_Light
* Description: Flame
*/
#include "z_en_light.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#define FLAGS 0
void EnLight_Init(Actor* thisx, GlobalContext* globalCtx);
void EnLight_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnLight_Update(Actor* thisx, GlobalContext* globalCtx);
void EnLight_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnLight_UpdateSwitch(Actor* thisx, GlobalContext* globalCtx);
const ActorInit En_Light_InitVars = {
ACTOR_EN_LIGHT,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnLight),
(ActorFunc)EnLight_Init,
(ActorFunc)EnLight_Destroy,
(ActorFunc)EnLight_Update,
(ActorFunc)EnLight_Draw,
NULL,
};
typedef struct {
/* 0x00 */ Color_RGBA8 primColor;
/* 0x04 */ Color_RGB8 envColor;
/* 0x07 */ u8 scale;
} FlameParams;
static FlameParams D_80A9E840[] = {
{ { 255, 200, 0, 255 }, { 255, 0, 0 }, 75 }, { { 255, 200, 0, 255 }, { 255, 0, 0 }, 75 },
{ { 0, 170, 255, 255 }, { 0, 0, 255 }, 75 }, { { 170, 255, 0, 255 }, { 0, 150, 0 }, 75 },
{ { 255, 200, 0, 255 }, { 255, 0, 0 }, 40 }, { { 255, 200, 0, 255 }, { 255, 0, 0 }, 75 },
{ { 170, 255, 0, 255 }, { 0, 150, 0 }, 75 }, { { 0, 170, 255, 255 }, { 0, 0, 255 }, 75 },
{ { 255, 0, 170, 255 }, { 200, 0, 0 }, 75 }, { { 255, 255, 170, 255 }, { 255, 50, 0 }, 75 },
{ { 255, 255, 170, 255 }, { 255, 255, 0 }, 75 }, { { 255, 255, 170, 255 }, { 100, 255, 0 }, 75 },
{ { 255, 170, 255, 255 }, { 255, 0, 100 }, 75 }, { { 255, 170, 255, 255 }, { 100, 0, 255 }, 75 },
{ { 170, 255, 255, 255 }, { 0, 0, 255 }, 75 }, { { 170, 255, 255, 255 }, { 0, 150, 255 }, 75 },
};
void EnLight_Init(Actor* thisx, GlobalContext* globalCtx) {
EnLight* this = (EnLight*)thisx;
s16 yOffset;
if (gSaveContext.gameMode == 3) {
// special case for the credits
yOffset = (this->actor.params < 0) ? 1 : 40;
Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, yOffset + (s16)this->actor.world.pos.y,
this->actor.world.pos.z, 255, 255, 180, -1);
} else {
yOffset = (this->actor.params < 0) ? 1 : 40;
Lights_PointGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, yOffset + (s16)this->actor.world.pos.y,
this->actor.world.pos.z, 255, 255, 180, -1);
}
this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
Actor_SetScale(&this->actor, D_80A9E840[this->actor.params & 0xF].scale * 0.0001f);
this->timer = (s32)(Rand_ZeroOne() * 255.0f);
if ((this->actor.params & 0x400) != 0) {
this->actor.update = EnLight_UpdateSwitch;
}
}
void EnLight_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnLight* this = (EnLight*)thisx;
LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, this->lightNode);
}
void EnLight_UpdatePosRot(EnLight* this, GlobalContext* globalCtx) {
// update yaw for billboard effect
this->actor.shape.rot.y = Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000;
if (this->actor.parent != NULL) {
Math_Vec3f_Copy(&this->actor.world.pos, &(this->actor.parent)->world.pos);
this->actor.world.pos.y += 17.0f;
}
this->timer++;
}
void EnLight_Update(Actor* thisx, GlobalContext* globalCtx) {
f32 intensity;
FlameParams* flameParams;
s16 radius;
EnLight* this = (EnLight*)thisx;
flameParams = &D_80A9E840[this->actor.params & 0xF];
intensity = (Rand_ZeroOne() * 0.5f) + 0.5f;
radius = (this->actor.params < 0) ? 100 : 300;
Lights_PointSetColorAndRadius(&this->lightInfo, (flameParams->primColor.r * intensity),
(flameParams->primColor.g * intensity), (flameParams->primColor.b * intensity),
radius);
EnLight_UpdatePosRot(this, globalCtx);
if (this->actor.params >= 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
}
}
void EnLight_UpdateSwitch(Actor* thisx, GlobalContext* globalCtx) {
f32 intensity;
FlameParams* flameParams;
EnLight* this = (EnLight*)thisx;
f32 scale;
flameParams = &D_80A9E840[this->actor.params & 0xF];
scale = this->actor.scale.x / ((f32)flameParams->scale * 0.0001);
if ((this->actor.params & 0x800) != 0) {
if (Flags_GetSwitch(globalCtx, (this->actor.params & 0x3F0) >> 4)) {
Math_StepToF(&scale, 1.0f, 0.05f);
} else {
if (scale < 0.1f) {
Actor_SetScale(&this->actor, 0.0f);
return;
}
Math_StepToF(&scale, 0.0f, 0.05f);
}
} else {
if (Flags_GetSwitch(globalCtx, (this->actor.params & 0x3F0) >> 4)) {
if (scale < 0.1f) {
Actor_SetScale(&this->actor, 0.0f);
return;
}
Math_StepToF(&scale, 0.0f, 0.05f);
} else {
Math_StepToF(&scale, 1.0f, 0.05f);
}
}
Actor_SetScale(&this->actor, ((f32)flameParams->scale * 0.0001) * scale);
intensity = (Rand_ZeroOne() * 0.5f) + 0.5f;
Lights_PointSetColorAndRadius(&this->lightInfo, (flameParams->primColor.r * intensity),
(flameParams->primColor.g * intensity), (flameParams->primColor.b * intensity),
300.0f * scale);
EnLight_UpdatePosRot(this, globalCtx);
if (this->actor.params >= 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_TORCH - SFX_FLAG);
}
}
void EnLight_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnLight* this = (EnLight*)thisx;
s32 pad;
FlameParams* flameParams;
Gfx* dList;
flameParams = &D_80A9E840[this->actor.params & 0xF];
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
if (this->actor.params >= 0) {
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (this->timer * -20) & 511, 32, 128));
dList = gEffFire1DL;
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, flameParams->primColor.r, flameParams->primColor.g,
flameParams->primColor.b, flameParams->primColor.a);
gDPSetEnvColor(POLY_XLU_DISP++, flameParams->envColor.r, flameParams->envColor.g, flameParams->envColor.b, 0);
} else {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 16, 32, 1, ((this->timer * 2) & 63),
(this->timer * -6) & 127 * 1, 16, 32));
dList = gUnusedCandleDL;
gDPSetPrimColor(POLY_XLU_DISP++, 0xC0, 0xC0, 255, 200, 0, 0);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
}
Matrix_RotateY((s16)((Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y) + 0x8000) *
(M_PI / 32768.0f),
MTXMODE_APPLY);
if (this->actor.params & 1) {
Matrix_RotateY(M_PI, MTXMODE_APPLY);
}
Matrix_Scale(1.0f, 1.0f, 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++, dList);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}