mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
190 lines
6.8 KiB
C
190 lines
6.8 KiB
C
/*
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* File: z_eff_ss_dust.c
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* Overlay: ovl_Effect_Ss_Dust
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* Description: Dust Particle Effect
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*/
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#include "z_eff_ss_dust.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define rPrimColorR regs[0]
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#define rPrimColorG regs[1]
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#define rPrimColorB regs[2]
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#define rPrimColorA regs[3]
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#define rEnvColorR regs[4]
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#define rEnvColorG regs[5]
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#define rEnvColorB regs[6]
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#define rEnvColorA regs[7]
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#define rTexIdx regs[8] // this reg is also used to set specific colors in the fire update function
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#define rScale regs[9]
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#define rScaleStep regs[10]
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#define rDrawFlags regs[11]
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#define rLifespan regs[12]
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u32 EffectSsDust_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx);
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void EffectSsDust_Update(GlobalContext* globalCtx, u32 index, EffectSs* this);
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void EffectSsBlast_UpdateFire(GlobalContext* globalCtx, u32 index, EffectSs* this);
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void EffectSsDust_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this);
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EffectSsInit Effect_Ss_Dust_InitVars = {
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EFFECT_SS_DUST,
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EffectSsDust_Init,
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};
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static EffectSsUpdateFunc sUpdateFuncs[] = {
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EffectSsDust_Update,
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EffectSsBlast_UpdateFire,
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};
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u32 EffectSsDust_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx) {
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s32 randColorOffset;
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EffectSsDustInitParams* initParams = (EffectSsDustInitParams*)initParamsx;
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Math_Vec3f_Copy(&this->pos, &initParams->pos);
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Math_Vec3f_Copy(&this->velocity, &initParams->velocity);
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Math_Vec3f_Copy(&this->accel, &initParams->accel);
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this->gfx = SEGMENTED_TO_VIRTUAL(gEffDustDL);
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this->life = initParams->life;
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this->update = sUpdateFuncs[initParams->updateMode];
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this->draw = EffectSsDust_Draw;
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if (initParams->drawFlags & 4) {
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randColorOffset = Rand_ZeroOne() * 20.0f - 10.0f;
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this->rPrimColorR = initParams->primColor.r + randColorOffset;
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this->rPrimColorG = initParams->primColor.g + randColorOffset;
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this->rPrimColorB = initParams->primColor.b + randColorOffset;
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this->rEnvColorR = initParams->envColor.r + randColorOffset;
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this->rEnvColorG = initParams->envColor.g + randColorOffset;
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this->rEnvColorB = initParams->envColor.b + randColorOffset;
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} else {
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this->rPrimColorR = initParams->primColor.r;
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this->rPrimColorG = initParams->primColor.g;
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this->rPrimColorB = initParams->primColor.b;
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this->rEnvColorR = initParams->envColor.r;
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this->rEnvColorG = initParams->envColor.g;
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this->rEnvColorB = initParams->envColor.b;
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}
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this->rPrimColorA = initParams->primColor.a;
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this->rEnvColorA = initParams->envColor.a;
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this->rTexIdx = 0;
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this->rScale = initParams->scale;
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this->rScaleStep = initParams->scaleStep;
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this->rLifespan = initParams->life;
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this->rDrawFlags = initParams->drawFlags;
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return 1;
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}
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void EffectSsDust_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
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static void* dustTextures[] = {
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gDust1Tex, gDust2Tex, gDust3Tex, gDust4Tex, gDust5Tex, gDust6Tex, gDust7Tex, gDust8Tex,
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};
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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MtxF mfTrans;
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MtxF mfScale;
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MtxF mfResult;
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MtxF mfTrans11DA0;
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s32 pad;
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Mtx* mtx;
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f32 scale;
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OPEN_DISPS(gfxCtx);
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scale = this->rScale * 0.0025f;
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SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
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SkinMatrix_SetScale(&mfScale, scale, scale, 1.0f);
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SkinMatrix_MtxFMtxFMult(&mfTrans, &globalCtx->billboardMtxF, &mfTrans11DA0);
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SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfScale, &mfResult);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);
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if (mtx != NULL) {
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gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPPipeSync(POLY_XLU_DISP++);
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(dustTextures[this->rTexIdx]));
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
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gDPPipeSync(POLY_XLU_DISP++);
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if (this->rDrawFlags & 1) {
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gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0,
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COMBINED, 0, SHADE, 0, 0, 0, 0, COMBINED);
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gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_ZB_CLD_SURF2);
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gSPSetGeometryMode(POLY_XLU_DISP++, G_FOG | G_LIGHTING);
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} else if (this->rDrawFlags & 2) {
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gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
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gSPClearGeometryMode(POLY_XLU_DISP++, G_FOG | G_LIGHTING);
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} else {
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gSPClearGeometryMode(POLY_XLU_DISP++, G_LIGHTING);
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}
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, this->rEnvColorA);
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gSPDisplayList(POLY_XLU_DISP++, this->gfx);
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}
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CLOSE_DISPS(gfxCtx);
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}
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void EffectSsDust_Update(GlobalContext* globalCtx, u32 index, EffectSs* this) {
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this->accel.x = (Rand_ZeroOne() * 0.4f) - 0.2f;
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this->accel.z = (Rand_ZeroOne() * 0.4f) - 0.2f;
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if ((this->life <= this->rLifespan) && (this->life >= (this->rLifespan - 7))) {
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if (this->rLifespan >= 5) {
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this->rTexIdx = this->rLifespan - this->life;
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} else {
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this->rTexIdx = ((this->rLifespan - this->life) * (8 / this->rLifespan));
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}
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} else {
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this->rTexIdx = 7;
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}
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this->rScale += this->rScaleStep;
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}
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// this update mode is unused in the original game
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void EffectSsBlast_UpdateFire(GlobalContext* globalCtx, u32 index, EffectSs* this) {
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this->accel.x = (Rand_ZeroOne() * 0.4f) - 0.2f;
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this->accel.z = (Rand_ZeroOne() * 0.4f) - 0.2f;
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switch (this->rTexIdx) {
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case 0:
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this->rPrimColorR = 255;
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this->rPrimColorG = 150;
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this->rPrimColorB = 0;
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this->rEnvColorR = 150;
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this->rEnvColorG = 50;
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this->rEnvColorB = 0;
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break;
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case 1:
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this->rPrimColorR = 200;
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this->rPrimColorG = 50;
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this->rPrimColorB = 0;
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this->rEnvColorR = 100;
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this->rEnvColorG = 0;
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this->rEnvColorB = 0;
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break;
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case 2:
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this->rPrimColorR = 50;
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this->rPrimColorG = 0;
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this->rPrimColorB = 0;
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this->rEnvColorR = 0;
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this->rEnvColorG = 0;
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this->rEnvColorB = 0;
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break;
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case 3:
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this->rPrimColorR = 50;
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this->rEnvColorR = this->rPrimColorG = this->rEnvColorG = this->rPrimColorB = this->rEnvColorB = 0;
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break;
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}
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if (this->rTexIdx < 7) {
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this->rTexIdx++;
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}
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this->rScale += this->rScaleStep;
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}
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