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-rw-r--r--src/code/m_actor_shadow.c414
1 files changed, 414 insertions, 0 deletions
diff --git a/src/code/m_actor_shadow.c b/src/code/m_actor_shadow.c
new file mode 100644
index 0000000..c0ab1bd
--- /dev/null
+++ b/src/code/m_actor_shadow.c
@@ -0,0 +1,414 @@
+#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;
+}
+
+#define AC_GCN_OPEN_DISP(gfxCtx) \
+ { \
+ GraphicsContext* __gfxCtx = gfxCtx; \
+ int __gfx_opened = 0; \
+ do { \
+ } while (0)
+
+#define AC_GCN_CLOSE_DISP(gfxCtx) \
+ (void)__gfx_opened; \
+ } \
+ do { \
+ } while (0)
+
+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.sceneNo;
+
+ mActorShadow_GetLastAlphaScale(&scale, &alpha, actor, shadow);
+
+ AC_GCN_OPEN_DISP(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->state);
+ 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);
+ }
+
+ AC_GCN_CLOSE_DISP(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);
+}