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authorDerek Hensley <hensley.derek58@gmail.com>2022-04-21 21:11:54 -0700
committerGitHub <noreply@github.com>2022-04-22 05:11:54 +0100
commite50c346ab831a29716ae89ffd683072ae3a801e9 (patch)
treed8c351d90d1e9b3f21f25f3e2e6f6ce3e8ac3a59 /src/code
parent10d9025267f912101e32c67a59ee34c15f4ca2a2 (diff)
SubS Shadows, Cutscenes, Exchange, and Planes (#773)
* Bring code over * Rename * clean up variables.h * Bring over some more code as well as cleanup * remove newline in functions.h * format * Add plane functions * Remove from actorfixer * Add some more docs to plane functions * Use temp for better format * change func_8013E8F8 to return an s32 * rename origin back to pos * format * Add docs to SubS_ComputePlane * format * gfxContextPtr -> globalCtx * bss * Better docs of SubS_ComputePlane * Normal -> unitVec * Review pt. 1 * Update plane comment * SubS_ActorAndPlayerAreFacing -> SubS_ActorAndPlayerFaceEachOther * Add subs texture defines * Update include/z64math.h Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_en_hy_code.c4
-rw-r--r--src/code/z_sub_s.c289
2 files changed, 280 insertions, 13 deletions
diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c
index 6b16cc91c..28c177068 100644
--- a/src/code/z_en_hy_code.c
+++ b/src/code/z_en_hy_code.c
@@ -37,9 +37,9 @@ static AnimationInfoS sAnimations[] = {
s8 gEnHyBodyParts[] = { -1, 1, 12, 13, 14, 9, 10, 11, 0, 6, 7, 8, 3, 4, 5, 2 };
-s8 gEnHyBodyPartsIndex[] = { 0, 0, 0, 0, 3, 4, 0, 6, 7, 0, 9, 10, 0, 12, 13 };
+s8 gEnHyParentBodyParts[] = { 0, 0, 0, 0, 3, 4, 0, 6, 7, 0, 9, 10, 0, 12, 13 };
-u8 gEnHyShadowSize[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
+u8 gEnHyShadowSizes[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex) {
s16 frameCount;
diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c
index c36365d48..b51de4897 100644
--- a/src/code/z_sub_s.c
+++ b/src/code/z_sub_s.c
@@ -10,7 +10,7 @@ s16 sPathDayFlags[] = { 0x40, 0x20, 0x10, 8, 4, 2, 1, 0 };
#include "code/sub_s/sub_s.c"
-Vec3f D_801C5DB0 = { 1.0f, 1.0f, 1.0f };
+Vec3f gOneVec3f = { 1.0f, 1.0f, 1.0f };
s32 D_801C5DBC[] = { 0, 1 }; // Unused
@@ -158,7 +158,15 @@ Gfx* SubS_DrawTransformFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* jo
return gfx;
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AD6C.s")
+s32 SubS_InCsMode(GlobalContext* globalCtx) {
+ s32 inCsMode = false;
+
+ if (Play_InCsMode(globalCtx)) {
+ inCsMode = true;
+ }
+
+ return inCsMode;
+}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013AD9C.s")
@@ -333,13 +341,189 @@ s32 SubS_CopyPointFromPathCheckBounds(Path* path, s32 pointIndex, Vec3f* dst) {
return true;
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013C964.s")
+//! TODO: Needs docs with func_800B8500
+s32 func_8013C964(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRange, s32 itemId, s32 type) {
+ s32 ret = false;
+ s16 x;
+ s16 y;
+ f32 xzDistToPlayerTemp;
+
+ Actor_GetScreenPos(globalCtx, actor, &x, &y);
+
+ switch (type) {
+ case 1:
+ yRange = fabsf(actor->playerHeightRel) + 1.0f;
+ xzRange = actor->xzDistToPlayer + 1.0f;
+ ret = Actor_PickUp(actor, globalCtx, itemId, xzRange, yRange);
+ break;
+ case 2:
+ if ((fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange)) {
+ ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
+ }
+ break;
+ case 3:
+ //! @bug: Both x and y conditionals are always true, || should be an &&
+ if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT))) {
+ ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
+ }
+ break;
+ case 4:
+ yRange = fabsf(actor->playerHeightRel) + 1.0f;
+ xzRange = actor->xzDistToPlayer + 1.0f;
+ xzDistToPlayerTemp = actor->xzDistToPlayer;
+ actor->xzDistToPlayer = 0.0f;
+ actor->flags |= 0x10000;
+ ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
+ actor->xzDistToPlayer = xzDistToPlayerTemp;
+ break;
+ case 5:
+ //! @bug: Both x and y conditionals are always true, || should be an &&
+ if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT)) &&
+ (fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange) && actor->isTargeted) {
+ actor->flags |= 0x10000;
+ ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
+ }
+ break;
+ case 6:
+ //! @bug: Both x and y conditionals are always true, || should be an &&
+ if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT)) &&
+ (fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange)) {
+ actor->flags |= 0x10000;
+ ret = func_800B8500(actor, globalCtx, xzRange, yRange, itemId);
+ }
+ break;
+ }
+ return ret;
+}
+
+const u8 sShadowMaps[4][12][12] = {
+ {
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ },
+ {
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ },
+ {
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ },
+ {
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
+ { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
+ { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
+ { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
+ { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
+ { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
+ { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
+ { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
+ { 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
+ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 },
+ },
+};
+
+void SubS_FillShadowTex(s32 startCol, s32 startRow, u8* tex, s32 size) {
+ s32 i;
+ s32 j;
+ s32 start;
+
+ for (i = 0; i < 12; i++) {
+ start = ((startRow + i) * 64) + startCol - 390;
+ for (j = 0; j < 12; j++) {
+ if (sShadowMaps[size][i][j] != 0) {
+ if ((start + j >= 0) && (start + j < SUBS_SHADOW_TEX_SIZE)) {
+ tex[start + j] = 255;
+ }
+ }
+ }
+ }
+}
+
+void SubS_GenShadowTex(Vec3f bodyPartsPos[], Vec3f* worldPos, u8* tex, f32 tween, u8 bodyPartsNum, u8 sizes[],
+ s8 parentBodyParts[]) {
+ Vec3f pos;
+ Vec3f startVec;
+ s32 i;
+ s32 parentBodyPart;
+ Vec3f* bodyPartPos;
+ s32 startCol;
+ s32 startRow;
+
+ for (i = 0; i < bodyPartsNum; i++) {
+ if (parentBodyParts[i] >= 0) {
+ parentBodyPart = parentBodyParts[i];
+ bodyPartPos = &bodyPartsPos[i];
+
+ pos.x = (bodyPartsPos[parentBodyPart].x - bodyPartPos->x) * tween + (bodyPartPos->x - worldPos->x);
+ pos.y = (bodyPartsPos[parentBodyPart].y - bodyPartPos->y) * tween + (bodyPartPos->y - worldPos->y);
+ pos.z = (bodyPartsPos[parentBodyPart].z - bodyPartPos->z) * tween + (bodyPartPos->z - worldPos->z);
+ } else {
+ bodyPartPos = &bodyPartsPos[i];
+
+ pos.x = bodyPartPos->x - worldPos->x;
+ pos.y = bodyPartPos->y - worldPos->y;
+ pos.z = bodyPartPos->z - worldPos->z;
+ }
+
+ Matrix_MultiplyVector3fByState(&pos, &startVec);
+ startCol = 64.0f + startVec.x;
+ startRow = 64.0f - startVec.z;
+ SubS_FillShadowTex(startCol >> 1, startRow >> 1, tex, sizes[i]);
+ }
+}
+
+void SubS_DrawShadowTex(Actor* actor, GameState* gameState, u8* tex) {
+ s32 pad;
+ GraphicsContext* gfxCtx = gameState->gfxCtx;
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CC2C.s")
+ OPEN_DISPS(gfxCtx);
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CD64.s")
+ func_8012C28C(gfxCtx);
+ gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, 100);
+ gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
+ Matrix_InsertTranslation(actor->world.pos.x, 0.0f, actor->world.pos.z, MTXMODE_NEW);
+ Matrix_Scale(0.6f, 1.0f, 0.6f, MTXMODE_APPLY);
+ gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(POLY_OPA_DISP++, gShadowDL);
+ gDPLoadTextureBlock(POLY_OPA_DISP++, tex, G_IM_FMT_I, G_IM_SIZ_8b, SUBS_SHADOW_TEX_WIDTH, SUBS_SHADOW_TEX_HEIGHT, 0,
+ G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
+ gSPDisplayList(POLY_OPA_DISP++, gShadowVtxDL);
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013CF04.s")
+ CLOSE_DISPS(gfxCtx);
+}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013D0E0.s")
@@ -688,9 +872,58 @@ s32 SubS_FillCutscenesList(Actor* actor, s16 cutscenes[], s16 numCutscenes) {
return i;
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E4B0.s")
+/**
+ * Computes a plane based on a point on the plane, a unit vector and two angles
+ *
+ * @param[in] point a point on the plane
+ * @param[in] unitVec the unit vector rotated that becomes the plane's normal
+ * @param[in] rot the angles to rotate with, uses just the x and y components
+ * @param[out] plane the computed plane
+ *
+ * Notes:
+ * The unit input vector is expected to already be normalized (only uses are with the z unit vector)
+ *
+ */
+void SubS_ConstructPlane(Vec3f* point, Vec3f* unitVec, Vec3s* rot, Plane* plane) {
+ f32 sin;
+ f32 cos;
+ f32 temp;
+ f32 unitVecZ;
+ f32 normY;
+ f32 unitVecYX;
+
+ sin = Math_SinS(-rot->x);
+ cos = Math_CosS(-rot->x);
+ unitVecZ = unitVec->z;
+ unitVecYX = unitVec->y;
+
+ // Apply a rotation by -x about the X axis
+ temp = (unitVecZ * cos) - (unitVecYX * sin);
+ normY = (unitVecZ * sin) + (unitVecYX * cos);
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E5CC.s")
+ sin = Math_SinS(rot->y);
+ cos = Math_CosS(rot->y);
+ unitVecYX = unitVec->x;
+ plane->normal.y = normY;
+
+ // Apply a rotation by y about the Y axis
+ plane->normal.z = (temp * cos) - (unitVecYX * sin);
+ plane->normal.x = (temp * sin) + (unitVecYX * cos);
+
+ plane->originDist = -((point->x * plane->normal.x) + (plane->normal.y * point->y) + (plane->normal.z * point->z));
+}
+
+s32 SubS_LineSegVsPlane(Vec3f* point, Vec3s* rot, Vec3f* unitVec, Vec3f* linePointA, Vec3f* linePointB,
+ Vec3f* intersect) {
+ s32 lineSegVsPlane;
+ Plane plane;
+
+ SubS_ConstructPlane(point, unitVec, rot, &plane);
+ lineSegVsPlane = Math3D_LineSegVsPlane(plane.normal.x, plane.normal.y, plane.normal.z, plane.originDist, linePointA,
+ linePointB, intersect, false);
+
+ return lineSegVsPlane ? true : false;
+}
/**
* Finds the first actor instance of a specified Id and category verified with a custom callback.
@@ -714,10 +947,44 @@ Actor* SubS_FindActorCustom(GlobalContext* globalCtx, Actor* actor, Actor* actor
return actorIter;
}
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E748.s")
+//! TODO: Needs docs with func_800B8500
+s32 func_8013E748(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRange, s32 exchangeItemId, void* data,
+ func_8013E748_VerifyFunc verifyFunc) {
+ s32 ret = false;
+
+ if ((verifyFunc == NULL) || ((verifyFunc != NULL) && verifyFunc(globalCtx, actor, data))) {
+ ret = func_800B8500(actor, globalCtx, xzRange, yRange, exchangeItemId);
+ }
+ return ret;
+}
+
+s32 SubS_ActorAndPlayerFaceEachOther(GlobalContext* globalCtx, Actor* actor, void* data) {
+ Player* player = GET_PLAYER(globalCtx);
+ Vec3s* yawTols = (Vec3s*)data;
+ s16 playerYaw = ABS(BINANG_SUB(Actor_YawBetweenActors(&player->actor, actor), player->actor.shape.rot.y));
+ s16 actorYaw = ABS(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
+ s32 areFacing = false;
+ s32 actorYawTol = ABS(yawTols->y);
+ s32 playerYawTol;
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E7C0.s")
+ if (actorYaw < (s16)actorYawTol) {
+ playerYawTol = ABS(yawTols->x);
+ if (playerYaw < (s16)playerYawTol) {
+ areFacing = true;
+ }
+ }
-#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E8F8.s")
+ return areFacing;
+}
+
+//! TODO: Needs docs with func_800B8500
+s32 func_8013E8F8(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRange, s32 exhangeItemId, s16 playerYawTol,
+ s16 actorYawTol) {
+ Vec3s yawTols;
+
+ yawTols.x = playerYawTol;
+ yawTols.y = actorYawTol;
+ return func_8013E748(actor, globalCtx, xzRange, yRange, exhangeItemId, &yawTols, SubS_ActorAndPlayerFaceEachOther);
+}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_sub_s/func_8013E950.s")