Shipwright/soh/src/overlays/actors/ovl_Object_Kankyo/z_object_kankyo.c

955 lines
41 KiB
C

/*
* File: z_object_kankyo.c
* Overlay: ovl_Object_Kankyo
* Description: Environmental Effects
*/
#include "z_object_kankyo.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_spot02_objects/object_spot02_objects.h"
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
void ObjectKankyo_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjectKankyo_Destroy(Actor* thisx, GlobalContext* globalCtx);
void ObjectKankyo_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjectKankyo_Draw(Actor* thisx, GlobalContext* globalCtx);
void ObjectKankyo_Reset(void);
void ObjectKankyo_SetupAction(ObjectKankyo* this, ObjectKankyoActionFunc func);
void ObjectKankyo_Fairies(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_SunGraveSparkInit(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_Snow(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_Lightning(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_InitBeams(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_WaitForSunGraveSparkObject(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_WaitForBeamObject(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_Beams(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_DrawFairies(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_DrawSnow(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_DrawLightning(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_DrawSunGraveSpark(ObjectKankyo* this, GlobalContext* globalCtx);
void ObjectKankyo_DrawBeams(ObjectKankyo* this, GlobalContext* globalCtx);
static void* sEffLightningTextures[] = {
gEffLightning1Tex, gEffLightning2Tex, gEffLightning3Tex, gEffLightning4Tex,
gEffLightning5Tex, gEffLightning6Tex, gEffLightning7Tex, gEffLightning8Tex,
};
static void* D_80BA5900[] = {
gEffSunGraveSpark1Tex, gEffSunGraveSpark2Tex, gEffSunGraveSpark3Tex, gEffSunGraveSpark4Tex,
gEffSunGraveSpark5Tex, gEffSunGraveSpark6Tex, gEffSunGraveSpark7Tex, gEffSunGraveSpark8Tex,
};
const ActorInit Object_Kankyo_InitVars = {
ACTOR_OBJECT_KANKYO,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(ObjectKankyo),
(ActorFunc)ObjectKankyo_Init,
(ActorFunc)ObjectKankyo_Destroy,
(ActorFunc)ObjectKankyo_Update,
(ActorFunc)ObjectKankyo_Draw,
(ActorResetFunc)ObjectKankyo_Reset,
};
u8 sKankyoIsSpawned = false;
s16 sTrailingFairies = 0;
void ObjectKankyo_SetupAction(ObjectKankyo* this, ObjectKankyoActionFunc action) {
this->actionFunc = action;
}
void ObjectKankyo_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjectKankyo* this = (ObjectKankyo*)thisx;
s32 pad;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->effects); i++) {
this->effects[i].state = 0;
}
this->actor.room = -1;
switch (this->actor.params) {
case 0:
if (!sKankyoIsSpawned) {
ObjectKankyo_SetupAction(this, ObjectKankyo_Fairies);
sKankyoIsSpawned = true;
} else {
Actor_Kill(&this->actor);
}
break;
case 3:
if (!sKankyoIsSpawned) {
ObjectKankyo_SetupAction(this, ObjectKankyo_Snow);
sKankyoIsSpawned = true;
} else {
Actor_Kill(&this->actor);
}
break;
case 2:
ObjectKankyo_SetupAction(this, ObjectKankyo_Lightning);
break;
case 4:
this->effects[0].alpha = 0;
this->effects[0].amplitude = 0.0f;
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_ITEMACTION);
this->requiredObjectLoaded = false;
ObjectKankyo_SetupAction(this, ObjectKankyo_SunGraveSparkInit);
break;
case 5:
this->effects[0].alpha = 0;
this->effects[0].amplitude = 0.0f;
for (i = 0; i < 6; i++) {
this->effects[i].size = 0.1f;
}
// Check which beams are disabled
if (Flags_GetEventChkInf(0xBB)) {
this->effects[0].size = 0.0f;
}
if (Flags_GetEventChkInf(0xBC)) {
this->effects[1].size = 0.0f;
}
if (Flags_GetEventChkInf(0xBD)) {
this->effects[2].size = 0.0f;
}
if (Flags_GetEventChkInf(0xBE)) {
this->effects[3].size = 0.0f;
}
if (Flags_GetEventChkInf(0xBF)) {
this->effects[4].size = 0.0f;
}
if (Flags_GetEventChkInf(0xAD)) {
this->effects[5].size = 0.0f;
}
if (gSaveContext.cutsceneTrigger != 0) {
if (gSaveContext.entranceIndex == 0x0538) {
this->effects[0].size = 0.1f;
}
if (gSaveContext.entranceIndex == 0x053C) {
this->effects[1].size = 0.1f;
}
if (gSaveContext.entranceIndex == 0x0540) {
this->effects[2].size = 0.1f;
}
if (gSaveContext.entranceIndex == 0x0544) {
this->effects[3].size = 0.1f;
}
if (gSaveContext.entranceIndex == 0x0548) {
this->effects[4].size = 0.1f;
}
if (gSaveContext.entranceIndex == 0x054C) {
this->effects[5].size = 0.1f;
}
}
this->requiredObjectLoaded = false;
ObjectKankyo_SetupAction(this, ObjectKankyo_InitBeams);
break;
}
}
void ObjectKankyo_Destroy(Actor* thisx, GlobalContext* globalCtx) {
Actor_Kill(thisx);
}
void ObjectKankyo_Snow(ObjectKankyo* this, GlobalContext* globalCtx) {
}
void ObjectKankyo_Fairies(ObjectKankyo* this, GlobalContext* globalCtx) {
static Vec3f sSoundPos = { 0.0f, 0.0f, 0.0f };
Player* player;
f32 dist;
s32 playerMoved;
f32 dx;
f32 dy;
f32 dz;
f32 viewForwardsX;
f32 viewForwardsY;
f32 viewForwardsZ;
f32 maxDist;
f32 baseX;
f32 baseY;
f32 baseZ;
Vec3f vec1 = { 0.0f, 0.0f, 0.0f };
Vec3f vec2 = { 0.0f, 0.0f, 0.0f };
f32 random;
s16 i;
Vec3f viewForwards;
player = GET_PLAYER(globalCtx);
if (globalCtx->sceneNum == SCENE_SPOT04 && gSaveContext.sceneSetupIndex == 7) {
dist = Math3D_Vec3f_DistXYZ(&this->prevEyePos, &globalCtx->view.eye);
this->prevEyePos.x = globalCtx->view.eye.x;
this->prevEyePos.y = globalCtx->view.eye.y;
this->prevEyePos.z = globalCtx->view.eye.z;
dist /= 30.0f;
if (dist > 1.0f) {
dist = 1.0f;
}
func_800F436C(&sSoundPos, NA_SE_EV_NAVY_FLY - SFX_FLAG, (0.4f * dist) + 0.6f);
switch (globalCtx->csCtx.frames) {
case 473:
func_800788CC(NA_SE_VO_NA_HELLO_3);
break;
case 583:
func_800F4524(&D_801333D4, NA_SE_VO_NA_HELLO_2, 32);
break;
case 763:
func_80078884(NA_SE_EV_NAVY_CRASH - SFX_FLAG);
break;
case 771:
func_80078884(NA_SE_VO_RT_THROW);
break;
}
}
if (globalCtx->envCtx.unk_EE[3] < 64 &&
(gSaveContext.entranceIndex != 0x00EE || gSaveContext.sceneSetupIndex != 4 || globalCtx->envCtx.unk_EE[3])) {
globalCtx->envCtx.unk_EE[3] += 16;
}
for (i = 0; i < globalCtx->envCtx.unk_EE[3]; i++) {
// spawn in front of the camera
dx = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
dy = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
dz = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
dist = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
viewForwards.x = dx / dist;
viewForwards.y = dy / dist;
viewForwards.z = dz / dist;
viewForwardsX = viewForwards.x;
viewForwardsY = viewForwards.y;
viewForwardsZ = viewForwards.z;
switch (this->effects[i].state) {
case 0: // init
this->effects[i].base.x = globalCtx->view.eye.x + viewForwardsX * 80.0f;
this->effects[i].base.y = globalCtx->view.eye.y + viewForwardsY * 80.0f;
this->effects[i].base.z = globalCtx->view.eye.z + viewForwardsZ * 80.0f;
this->effects[i].pos.x = (Rand_ZeroOne() - 0.5f) * 160.0f;
this->effects[i].pos.y = 30.0f;
this->effects[i].pos.z = (Rand_ZeroOne() - 0.5f) * 160.0f;
this->effects[i].targetSpeed = Rand_ZeroOne() * 1.6f + 0.5f;
this->effects[i].alpha = 0;
this->effects[i].alphaTimer = Rand_ZeroOne() * 65535.0f;
this->effects[i].size = 0.1f;
this->effects[i].dirPhase.x = Rand_ZeroOne() * 360.0f;
this->effects[i].dirPhase.y = Rand_ZeroOne() * 360.0f;
this->effects[i].dirPhase.z = Rand_ZeroOne() * 360.0f;
this->effects[i].state++;
this->effects[i].timer = 0;
this->effects[i].epoch++;
break;
case 1: // blinking fairies / inactive fairy trails
case 2: // fairy trails
this->effects[i].alphaTimer++;
baseX = globalCtx->view.eye.x + viewForwards.x * 80.0f;
baseY = globalCtx->view.eye.y + viewForwards.y * 80.0f;
baseZ = globalCtx->view.eye.z + viewForwards.z * 80.0f;
this->effects[i].prevPos.x = this->effects[i].pos.x;
this->effects[i].prevPos.y = this->effects[i].pos.y;
this->effects[i].prevPos.z = this->effects[i].pos.z;
playerMoved = true;
// y velocity is set to -4 when the player is on the ground
if (player->actor.velocity.x + player->actor.velocity.y + player->actor.velocity.z == -4.0f) {
playerMoved = false;
this->effects[i].timer++;
} else {
this->effects[i].timer = 0;
}
if (this->effects[i].state == 1) {
// the first 32 fairies are invisible until the player stands still
if (i < 32 && !playerMoved && this->effects[i].timer > 256) {
this->effects[i].timer = 0;
if (Rand_ZeroOne() < 0.5f) {
this->effects[i].angleVel = (s16)(Rand_ZeroOne() * 200.0f) + 200;
} else {
this->effects[i].angleVel = -((s16)(Rand_ZeroOne() * 200.0f) + 200);
}
this->effects[i].flightRadius = (s16)(Rand_ZeroOne() * 50.0f) + 15;
// uniformly scales the length and height of the wave that the lead fairy flies in
// lower numbers have a larger amplitude and period
this->effects[i].amplitude = (Rand_ZeroOne() * 10.0f + 10.0f) * 0.01f;
random = Rand_ZeroOne();
if (random < 0.2f) {
sTrailingFairies = 1;
} else if (random < 0.2f) {
// unreachable
sTrailingFairies = 3;
} else if (random < 0.4f) {
sTrailingFairies = 7;
} else {
sTrailingFairies = 15;
}
if ((i & sTrailingFairies) == 0) {
this->effects[i].pos.y = 0.0f;
}
this->effects[i].state = 2;
this->effects[i].targetSpeed = 0.0f;
}
Math_SmoothStepToF(&this->effects[i].size, 0.1f, 0.10f, 0.001f, 0.00001f);
Math_SmoothStepToF(&this->effects[i].speed, this->effects[i].targetSpeed, 0.5f, 0.2f, 0.02f);
this->effects[i].pos.x += sinf(this->effects[i].dirPhase.x) * this->effects[i].speed;
this->effects[i].pos.y += sinf(this->effects[i].dirPhase.y) * this->effects[i].speed;
this->effects[i].pos.z += sinf(this->effects[i].dirPhase.z) * this->effects[i].speed;
switch ((i >> 1) & 3) {
case 0:
this->effects[i].dirPhase.x += 0.008f;
this->effects[i].dirPhase.y += 0.05f * Rand_ZeroOne();
this->effects[i].dirPhase.z += 0.015f;
break;
case 1:
this->effects[i].dirPhase.x += 0.01f * Rand_ZeroOne();
this->effects[i].dirPhase.y += 0.05f * Rand_ZeroOne();
this->effects[i].dirPhase.z += 0.005f * Rand_ZeroOne();
break;
case 2:
this->effects[i].dirPhase.x += 0.01f * Rand_ZeroOne();
this->effects[i].dirPhase.y += 0.4f * Rand_ZeroOne();
this->effects[i].dirPhase.z += 0.004f * Rand_ZeroOne();
break;
case 3:
this->effects[i].dirPhase.x += 0.01 * Rand_ZeroOne();
this->effects[i].dirPhase.y += 0.08f * Rand_ZeroOne();
this->effects[i].dirPhase.z += 0.05f * Rand_ZeroOne();
break;
}
} else if (this->effects[i].state == 2) {
// scatter when the player moves or after a long enough time
if (playerMoved || this->effects[i].timer > 1280) {
this->effects[i].timer = 0;
this->effects[i].state = 1;
this->effects[i].speed = 1.5f;
this->effects[i].targetSpeed = Rand_ZeroOne() * 1.6f + 0.5f;
}
if ((i & sTrailingFairies) == 0) { // leader fairy
Math_SmoothStepToF(&this->effects[i].size, 0.25f, 0.1f, 0.001f, 0.00001f);
// move the center of the flight path to player's position
Math_SmoothStepToF(&this->effects[i].base.x, player->actor.world.pos.x, 0.5f, 1.0f, 0.2f);
Math_SmoothStepToF(&this->effects[i].base.y, player->actor.world.pos.y + 50.0f, 0.5f, 1.0f,
0.2f);
Math_SmoothStepToF(&this->effects[i].base.z, player->actor.world.pos.z, 0.5f, 1.0f, 0.2f);
// results unused
Math_SmoothStepToF(&this->effects[i].pos.x,
Math_SinS(this->effects[i].angle - 0x8000) * this->effects[i].flightRadius,
0.5f, 2.0f, 0.2f);
Math_SmoothStepToF(&this->effects[i].pos.z,
Math_CosS(this->effects[i].angle - 0x8000) * this->effects[i].flightRadius,
0.5f, 2.0f, 0.2f);
// the lead fairy's y position approximately follows a sine wave with `amplitude` as angular
// frequency and `1 / amplitude` as amplitude
this->effects[i].angle += this->effects[i].angleVel;
this->effects[i].pos.y += sinf(this->effects[i].dirPhase.y);
this->effects[i].dirPhase.x += 0.2f * Rand_ZeroOne();
this->effects[i].dirPhase.y += this->effects[i].amplitude;
this->effects[i].dirPhase.z += 0.1f * Rand_ZeroOne();
// circle around the player
this->effects[i].pos.x =
Math_SinS(this->effects[i].angle - 0x8000) * this->effects[i].flightRadius;
this->effects[i].pos.z =
Math_CosS(this->effects[i].angle - 0x8000) * this->effects[i].flightRadius;
} else { // trailing fairy
Math_SmoothStepToF(&this->effects[i].size, 0.1f, 0.10f, 0.001f, 0.00001f);
Math_SmoothStepToF(&this->effects[i].speed, 1.5f, 0.5f, 0.1f, 0.0002f);
// follow previous fairy, translate their position to be relative to our home
this->effects[i].pos.x =
this->effects[i - 1].prevPos.x + (this->effects[i - 1].base.x - this->effects[i].base.x);
this->effects[i].pos.y =
this->effects[i - 1].prevPos.y + (this->effects[i - 1].base.y - this->effects[i].base.y);
this->effects[i].pos.z =
this->effects[i - 1].prevPos.z + (this->effects[i - 1].base.z - this->effects[i].base.z);
}
}
if (this->effects[i].state != 2) {
maxDist = 130.0f;
if (this->effects[i].base.x + this->effects[i].pos.x - baseX > maxDist ||
this->effects[i].base.x + this->effects[i].pos.x - baseX < -maxDist ||
this->effects[i].base.y + this->effects[i].pos.y - baseY > maxDist ||
this->effects[i].base.y + this->effects[i].pos.y - baseY < -maxDist ||
this->effects[i].base.z + this->effects[i].pos.z - baseZ > maxDist ||
this->effects[i].base.z + this->effects[i].pos.z - baseZ < -maxDist) {
// when a fairy moves off screen, wrap around to the other side
if (this->effects[i].base.x + this->effects[i].pos.x - baseX > maxDist) {
this->effects[i].base.x = baseX - maxDist;
this->effects[i].pos.x = 0.0f;
this->effects[i].epoch++;
}
if (this->effects[i].base.x + this->effects[i].pos.x - baseX < -maxDist) {
this->effects[i].base.x = baseX + maxDist;
this->effects[i].pos.x = 0.0f;
this->effects[i].epoch++;
}
if (this->effects[i].base.y + this->effects[i].pos.y - baseY > 50.0f) {
this->effects[i].base.y = baseY - 50.0f;
this->effects[i].pos.y = 0.0f;
this->effects[i].epoch++;
}
if (this->effects[i].base.y + this->effects[i].pos.y - baseY < -50.0f) {
this->effects[i].base.y = baseY + 50.0f;
this->effects[i].pos.y = 0.0f;
this->effects[i].epoch++;
}
if (this->effects[i].base.z + this->effects[i].pos.z - baseZ > maxDist) {
this->effects[i].base.z = baseZ - maxDist;
this->effects[i].pos.z = 0.0f;
this->effects[i].epoch++;
}
if (this->effects[i].base.z + this->effects[i].pos.z - baseZ < -maxDist) {
this->effects[i].base.z = baseZ + maxDist;
this->effects[i].pos.z = 0.0f;
this->effects[i].epoch++;
}
}
}
break;
case 3: // reset, never reached
this->effects[i].state = 0;
break;
}
}
}
void ObjectKankyo_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjectKankyo* this = (ObjectKankyo*)thisx;
this->actionFunc(this, globalCtx);
}
void ObjectKankyo_Draw(Actor* thisx, GlobalContext* globalCtx) {
ObjectKankyo* this = (ObjectKankyo*)thisx;
switch (this->actor.params) {
case 0:
ObjectKankyo_DrawFairies(this, globalCtx);
break;
case 2:
ObjectKankyo_DrawLightning(this, globalCtx);
break;
case 3:
ObjectKankyo_DrawSnow(this, globalCtx);
break;
case 4:
ObjectKankyo_DrawSunGraveSpark(this, globalCtx);
break;
case 5:
ObjectKankyo_DrawBeams(this, globalCtx);
break;
}
}
void ObjectKankyo_DrawFairies(ObjectKankyo* this2, GlobalContext* globalCtx2) {
ObjectKankyo* this = this2;
GlobalContext* globalCtx = globalCtx2;
f32 alphaScale;
Vec3f vec1 = { 0.0f, 0.0f, 0.0f };
Vec3f vec2 = { 0.0f, 0.0f, 0.0f };
s16 i;
if (!(globalCtx->cameraPtrs[0]->unk_14C & 0x100)) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 807);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gSunTex));
gSPDisplayList(POLY_XLU_DISP++, gKokiriDustMoteTextureLoadDL);
for (i = 0; i < globalCtx->envCtx.unk_EE[3]; i++) {
FrameInterpolation_RecordOpenChild(&this->effects[i], this->effects[i].epoch);
Matrix_Translate(this->effects[i].base.x + this->effects[i].pos.x,
this->effects[i].base.y + this->effects[i].pos.y,
this->effects[i].base.z + this->effects[i].pos.z, MTXMODE_NEW);
// scale when fading in or out
alphaScale = this->effects[i].alpha / 50.0f;
if (alphaScale > 1.0f) {
alphaScale = 1.0f;
}
Matrix_Scale(this->effects[i].size * alphaScale, this->effects[i].size * alphaScale,
this->effects[i].size * alphaScale, MTXMODE_APPLY);
if (i < 32) {
if (this->effects[i].state != 2) {
if (this->effects[i].alpha > 0) {
this->effects[i].alpha--;
}
} else {
if (this->effects[i].alpha < 100) {
this->effects[i].alpha++;
}
}
} else {
if (this->effects[i].state != 2) {
if ((this->effects[i].alphaTimer & 0x1F) < 16) {
if (this->effects[i].alpha < 235) {
this->effects[i].alpha += 20;
}
} else {
if (this->effects[i].alpha > 20) {
this->effects[i].alpha -= 20;
}
}
} else {
// unreachable
if ((this->effects[i].alphaTimer & 0xF) < 8) {
if (this->effects[i].alpha < 255) {
this->effects[i].alpha += 100;
}
} else {
if (this->effects[i].alpha > 10) {
this->effects[i].alpha -= 10;
}
}
}
}
gDPPipeSync(POLY_XLU_DISP++);
switch (i & 1) {
case 0:
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 155, this->effects[i].alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 250, 180, 0, this->effects[i].alpha);
break;
case 1:
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, this->effects[i].alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, this->effects[i].alpha);
break;
}
Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(globalCtx->state.frames * 20.0f), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 913), G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gKokiriDustMoteDL);
FrameInterpolation_RecordCloseChild();
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 922);
}
}
void ObjectKankyo_DrawSnow(ObjectKankyo* this2, GlobalContext* globalCtx2) {
ObjectKankyo* this = this2;
GlobalContext* globalCtx = globalCtx2;
f32 dist;
f32 dx;
f32 dy;
f32 dz;
f32 maxDist;
f32 temp;
f32 baseX;
f32 baseY;
f32 baseZ;
Vec3f vec1 = { 0.0f, 0.0f, 0.0f };
Vec3f vec2 = { 0.0f, 0.0f, 0.0f };
s16 i;
s32 pad;
s32 pad2;
if (!(globalCtx->cameraPtrs[0]->unk_14C & 0x100)) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 958);
if (globalCtx->envCtx.unk_EE[2] < globalCtx->envCtx.unk_EE[3]) {
if (globalCtx->state.frames % 16 == 0) {
globalCtx->envCtx.unk_EE[2] += 2;
}
} else if (globalCtx->envCtx.unk_EE[2] > globalCtx->envCtx.unk_EE[3]) {
if (globalCtx->state.frames % 16 == 0) {
globalCtx->envCtx.unk_EE[2] -= 2;
}
}
for (i = 0; i < globalCtx->envCtx.unk_EE[2]; i++) {
switch (this->effects[i].state) {
case 0:
// spawn in front of the camera
dx = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
dy = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
dz = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
dist = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
// fake
temp = dz / dist;
this->effects[i].base.x = globalCtx->view.eye.x + dx / dist * 80.0f;
this->effects[i].base.y = globalCtx->view.eye.y + dy / dist * 80.0f;
this->effects[i].base.z = globalCtx->view.eye.z + temp * 80.0f;
this->effects[i].pos.x = (Rand_ZeroOne() - 0.5f) * 160.0f;
this->effects[i].pos.y = 80.0f;
this->effects[i].pos.z = (Rand_ZeroOne() - 0.5f) * 160.0f;
if (this->effects[i].base.y + this->effects[i].pos.y < 50.0f) {
this->effects[i].base.y = 50.0f;
}
this->effects[i].speed = Rand_ZeroOne() * 5.0f + 0.5f;
this->effects[i].dirPhase.x = Rand_ZeroOne() * 360.0f;
this->effects[i].dirPhase.z = Rand_ZeroOne() * 360.0f;
this->effects[i].state++;
break;
case 1:
dx = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
dy = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
dz = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
dist = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
baseX = globalCtx->view.eye.x + dx / dist * 80.0f;
baseY = globalCtx->view.eye.y + dy / dist * 80.0f;
baseZ = globalCtx->view.eye.z + dz / dist * 80.0f;
this->effects[i].dirPhase.x += 0.049999997f * Rand_ZeroOne();
this->effects[i].dirPhase.z += 0.049999997f * Rand_ZeroOne();
this->effects[i].pos.x += sinf(this->effects[i].dirPhase.x * 0.01f);
this->effects[i].pos.z += cosf(this->effects[i].dirPhase.z * 0.01f);
this->effects[i].pos.y += -this->effects[i].speed;
if (this->effects[i].base.y + this->effects[i].pos.y < this->actor.world.pos.y ||
this->effects[i].base.y + this->effects[i].pos.y < globalCtx->view.eye.y - 150.0f) {
this->effects[i].state++;
}
maxDist = 80;
if (this->effects[i].base.x + this->effects[i].pos.x - baseX > maxDist ||
this->effects[i].base.x + this->effects[i].pos.x - baseX < -maxDist ||
this->effects[i].base.y + this->effects[i].pos.y - baseY > maxDist ||
this->effects[i].base.y + this->effects[i].pos.y - baseY < -maxDist ||
this->effects[i].base.z + this->effects[i].pos.z - baseZ > maxDist ||
this->effects[i].base.z + this->effects[i].pos.z - baseZ < -maxDist) {
// when off screen, wrap around to the other side
if (this->effects[i].base.x + this->effects[i].pos.x - baseX > maxDist) {
this->effects[i].base.x = baseX - maxDist;
this->effects[i].pos.x = 0.0f;
}
if (this->effects[i].base.x + this->effects[i].pos.x - baseX < -maxDist) {
this->effects[i].base.x = baseX + maxDist;
this->effects[i].pos.x = 0.0f;
}
if (this->effects[i].base.z + this->effects[i].pos.z - baseZ > maxDist) {
this->effects[i].base.z = baseZ - maxDist;
this->effects[i].pos.z = 0.0f;
}
if (this->effects[i].base.z + this->effects[i].pos.z - baseZ < -maxDist) {
this->effects[i].base.z = baseZ + maxDist;
this->effects[i].pos.z = 0.0f;
}
}
break;
case 2:
this->effects[i].state = 0;
break;
}
if (1) {}
if (1) {}
Matrix_Translate(this->effects[i].base.x + this->effects[i].pos.x,
this->effects[i].base.y + this->effects[i].pos.y,
this->effects[i].base.z + this->effects[i].pos.z, MTXMODE_NEW);
Matrix_Scale(0.05f, 0.05f, 0.05f, MTXMODE_APPLY);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 200, 200, 180);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 200, 200, 180);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1107),
G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust5Tex));
func_80094C50(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, SEG_ADDR(1, 0), G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_MUL);
gDPPipeSync(POLY_XLU_DISP++);
gSPDisplayList(POLY_XLU_DISP++, gEffDustDL);
gDPPipeSync(POLY_XLU_DISP++);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1127);
}
}
void ObjectKankyo_Lightning(ObjectKankyo* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.state != 0 && globalCtx->csCtx.npcActions[0] != NULL) {
switch (this->effects[0].state) {
case 0:
this->effects[0].timer = 0;
if (globalCtx->csCtx.npcActions[0]->action == 2) {
this->effects[0].state++;
}
break;
case 1:
if (++this->effects[0].timer >= 7) {
this->effects[0].state++;
}
break;
case 2:
if (globalCtx->csCtx.npcActions[0]->action == 1) {
this->effects[0].state = 0;
}
break;
}
}
}
void ObjectKankyo_DrawLightning(ObjectKankyo* this, GlobalContext* globalCtx) {
s32 pad;
s32 pad2;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1182);
if (this->effects[0].state == 1) {
Matrix_Translate(globalCtx->csCtx.npcActions[0]->startPos.x, globalCtx->csCtx.npcActions[0]->startPos.y,
globalCtx->csCtx.npcActions[0]->startPos.z, MTXMODE_NEW);
Matrix_RotateX(DEG_TO_RAD(20.0f), MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(20.0f), MTXMODE_APPLY);
Matrix_Scale(2.0f, 5.0f, 2.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 128);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 255, 128);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1213), G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEffLightningTextures[this->effects[0].timer]));
func_80094C50(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, SEG_ADDR(1, 0), G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_MUL);
gDPPipeSync(POLY_XLU_DISP++);
gSPDisplayList(POLY_XLU_DISP++, gEffLightningDL);
gDPPipeSync(POLY_XLU_DISP++);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1233);
}
void ObjectKankyo_SunGraveSparkInit(ObjectKankyo* this, GlobalContext* globalCtx) {
s32 objBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_SPOT02_OBJECTS);
if (objBankIndex < 0) {
ASSERT(0, "0", "../z_object_kankyo.c", 1251);
} else {
this->requiredObjBankIndex = objBankIndex;
}
ObjectKankyo_SetupAction(this, ObjectKankyo_WaitForSunGraveSparkObject);
}
void ObjectKankyo_WaitForSunGraveSparkObject(ObjectKankyo* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->requiredObjBankIndex)) {
this->requiredObjectLoaded = true;
this->effects[0].alpha = 0;
this->actor.objBankIndex = this->requiredObjBankIndex;
this->effects[0].size = 7.0f;
ObjectKankyo_SetupAction(this, ObjectKankyo_SunGraveSpark);
}
}
void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.state != 0) {
if (globalCtx->csCtx.npcActions[1] != NULL && globalCtx->csCtx.npcActions[1]->action == 2) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
if ((s16)this->effects[0].alpha + 20 > 255) {
this->effects[0].alpha = 255;
} else {
this->effects[0].alpha += 20;
}
Math_SmoothStepToF(&this->effects[0].size, 1.8f, 0.5f, 0.28f, 0.01f);
}
}
}
void ObjectKankyo_DrawSunGraveSpark(ObjectKankyo* this2, GlobalContext* globalCtx2) {
ObjectKankyo* this = this2;
GlobalContext* globalCtx = globalCtx2;
Vec3f start;
Vec3f end;
f32 weight;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1324);
if (globalCtx->csCtx.state != 0) {
if (globalCtx->csCtx.npcActions[1] != NULL && globalCtx->csCtx.npcActions[1]->action == 2 &&
this->requiredObjectLoaded) {
// apparently, light waves with larger amplitudes look brighter, so the name 'amplitude' kind of works here
if (this->effects[0].state == 0) {
this->effects[0].amplitude += 1.0f / 7.0f;
if (this->effects[0].amplitude >= 1.0f) {
this->effects[0].amplitude = 1.0f;
this->effects[0].state++;
}
} else {
this->effects[0].amplitude -= 1.0f / 7.0f;
if (this->effects[0].amplitude <= 0.1f) {
this->effects[0].amplitude = 0.0f;
this->effects[0].state = 0;
}
}
if (++this->effects[0].timer > 7) {
this->effects[0].timer = 0;
}
start.x = globalCtx->csCtx.npcActions[1]->startPos.x;
start.y = globalCtx->csCtx.npcActions[1]->startPos.y;
start.z = globalCtx->csCtx.npcActions[1]->startPos.z;
end.x = globalCtx->csCtx.npcActions[1]->endPos.x;
end.y = globalCtx->csCtx.npcActions[1]->endPos.y;
end.z = globalCtx->csCtx.npcActions[1]->endPos.z;
weight = Environment_LerpWeight(globalCtx->csCtx.npcActions[1]->endFrame,
globalCtx->csCtx.npcActions[1]->startFrame, globalCtx->csCtx.frames);
Matrix_Translate((end.x - start.x) * weight + start.x, (end.y - start.y) * weight + start.y,
(end.z - start.z) * weight + start.z, MTXMODE_NEW);
Matrix_Scale(this->effects[0].size, this->effects[0].size, this->effects[0].size, MTXMODE_APPLY);
func_80093D84(globalCtx->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (u8)(105 * this->effects[0].amplitude) + 150, 255,
(u8)(105 * this->effects[0].amplitude) + 150, this->effects[0].alpha);
gDPSetEnvColor(POLY_XLU_DISP++, (u8)(155 * this->effects[0].amplitude) + 100,
(u8)(255 * this->effects[0].amplitude), 255 - (u8)(255 * this->effects[0].amplitude),
this->effects[0].alpha);
Matrix_Mult(&globalCtx->billboardMtxF, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1416),
G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80BA5900[this->effects[0].timer]));
gDPPipeSync(POLY_XLU_DISP++);
gSPDisplayList(POLY_XLU_DISP++, object_spot02_objects_DL_009620);
gDPPipeSync(POLY_XLU_DISP++);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1432);
}
void ObjectKankyo_InitBeams(ObjectKankyo* this, GlobalContext* globalCtx) {
s32 objectIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_DEMO_KEKKAI);
if (objectIndex < 0) {
ASSERT(0, "0", "../z_object_kankyo.c", 1449);
} else {
this->requiredObjBankIndex = objectIndex;
}
ObjectKankyo_SetupAction(this, ObjectKankyo_WaitForBeamObject);
}
void ObjectKankyo_WaitForBeamObject(ObjectKankyo* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->requiredObjBankIndex)) {
this->requiredObjectLoaded = true;
this->actor.objBankIndex = this->requiredObjBankIndex;
ObjectKankyo_SetupAction(this, ObjectKankyo_Beams);
}
}
void ObjectKankyo_Beams(ObjectKankyo* this, GlobalContext* globalCtx) {
u8 i;
if (globalCtx->csCtx.state != 0) {
for (i = 0; i < 6; i++) {
if (globalCtx->csCtx.npcActions[i + 1] != NULL && globalCtx->csCtx.npcActions[i + 1]->action == 2) {
if (this->effects[i].size == 0.1f) {
func_800F3F3C(11);
}
Math_ApproachZeroF(&this->effects[i].size, 0.1f, 0.1f);
}
}
}
}
void ObjectKankyo_DrawBeams(ObjectKankyo* this2, GlobalContext* globalCtx2) {
static Color_RGB8 sBeamPrimColors[] = {
{ 255, 255, 170 }, { 170, 255, 255 }, { 255, 170, 255 },
{ 255, 255, 170 }, { 255, 255, 170 }, { 255, 255, 170 },
};
static Color_RGB8 sBeamEnvColors[] = {
{ 0, 200, 0 }, { 0, 50, 255 }, { 100, 0, 200 }, { 200, 0, 0 }, { 200, 255, 0 }, { 255, 120, 0 },
};
ObjectKankyo* this = this2;
GlobalContext* globalCtx = globalCtx2;
s16 i;
f32 beamX[] = { 430.0f, 860.0f, 430.0f, -426.0f, -862.0f, -440.0f };
f32 beamY[] = { 551.0f, 551.0f, 551.0f, 554.0f, 551.0f, 547.0f };
f32 beamZ[] = { -96.0f, -840.0f, -1585.0f, -1578.0f, -840.0f, -78.0f };
f32 beamYaw[] = { 29.9f, 90.0f, 150.0f, 30.0f, 90.0f, -30.1f };
f32 beamPitch[] = { 103.4f, 103.8f, 103.6f, -103.4f, -103.5f, 103.5f };
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1539);
if (this->requiredObjectLoaded) {
for (i = 0; i < 6; i++) {
if (this->effects[i].size > 0.001f) {
Matrix_Translate(beamX[i], beamY[i], beamZ[i], MTXMODE_NEW);
Matrix_RotateY(DEG_TO_RAD(beamYaw[i]), MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(beamPitch[i]), MTXMODE_APPLY);
Matrix_Scale(this->effects[i].size, 0.1f, this->effects[i].size, MTXMODE_APPLY);
func_80093D84(globalCtx->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, sBeamPrimColors[i].r, sBeamPrimColors[i].g,
sBeamPrimColors[i].b, 128);
gDPSetEnvColor(POLY_XLU_DISP++, sBeamEnvColors[i].r, sBeamEnvColors[i].g, sBeamEnvColors[i].b, 128);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1586),
G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, globalCtx->state.frames * 5,
globalCtx->state.frames * 10, 32, 64, 1, globalCtx->state.frames * 5,
globalCtx->state.frames * 10, 32, 64));
gSPDisplayList(POLY_XLU_DISP++, gDemoKekkaiDL_005FF0);
}
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_object_kankyo.c", 1607);
}
void ObjectKankyo_Reset(void) {
sKankyoIsSpawned = false;
sTrailingFairies = 0;
}