#include "z_fireobj.h" #include "overlays/actors/ovl_En_Arrow/z_en_arrow.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" ColliderCylinderInit sFireObjCollisionInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_NONE, OC2_NONE, COLSHAPE_CYLINDER, }, { ELEMTYPE_UNK4, { 0x00000000, 0x00, 0x00 }, { 0x00000820, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, }, { 18, 67, 0, { 0, 0, 0 } }, }; FireObjColors sFireObjColors[] = { { { 255, 255, 0, 255 }, 128, { 255, 0, 0 } }, }; FireObjLightParams sFireObjLightParams[] = { { 200, { 128, 128, 0 }, { 127, 127, 0 } }, }; void FireObj_InitWithParams(PlayState* play, FireObj* fire, FireObjInitParams* init) { fire->size = init->size; fire->sizeInv = 1.0f / init->size; fire->dynamicSizeStep = init->dynamicSizeStep; fire->state = init->state; fire->sizeGrowsCos2 = init->sizeGrowsCos2; fire->colorsIndex = init->colorsIndex; fire->flags = init->flags; fire->xScale = 0.0f; fire->yScale = 0.0f; fire->dynamicSize = 0.0f; fire->timer = Rand_ZeroOne() * 20.0f; fire->ignitionDelay = -1; } void FireObj_SetState(FireObj* fire, f32 dynamicSizeStep, u8 newState) { fire->state = newState; if (fire->state == FIRE_STATE_NOT_LIT) { fire->yScale = 0.0f; fire->xScale = 0.0f; fire->dynamicSize = 0.0f; } else if (fire->state == FIRE_STATE_FULLY_LIT) { fire->xScale = fire->yScale = fire->size; fire->dynamicSize = 1.0f; } fire->dynamicSizeStep = dynamicSizeStep; } void FireObj_SetPosition(FireObj* fire, Vec3f* pos) { Math_Vec3f_Copy(&fire->position, pos); } void FireObj_StepSize(FireObj* fire) { if (fire->state == FIRE_STATE_GROWING) { if (Math_StepToF(&fire->dynamicSize, 1.0f, fire->dynamicSizeStep)) { FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_FULLY_LIT); } } else if ((fire->state == FIRE_STATE_SHRINKING) && Math_StepToF(&fire->dynamicSize, 0.0f, fire->dynamicSizeStep)) { FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_NOT_LIT); } if (fire->sizeGrowsCos2 == 1) { if ((fire->state == FIRE_STATE_GROWING) || (fire->state == FIRE_STATE_SHRINKING)) { fire->xScale = (1.0f - Math_CosS(SQ(fire->dynamicSize) * 0x4000)) * fire->size; fire->yScale = fire->dynamicSize * fire->size; } else { fire->yScale = fire->dynamicSize * fire->size; fire->xScale = fire->dynamicSize * fire->size; } return; } else { fire->yScale = fire->dynamicSize * fire->size; } fire->xScale = fire->dynamicSize * fire->size; } void FireObj_UpdateStateTransitions(PlayState* play, FireObj* fire) { Player* player = GET_PLAYER(play); WaterBox* waterBox; f32 waterY; s32 sp40 = false; u8 nextState; Vec3f dist; FireObj_StepSize(fire); fire->timer++; if (fire->ignitionDelay > 0) { fire->ignitionDelay--; } else if (fire->ignitionDelay == 0) { fire->ignitionDelay = -1; if ((fire->state == FIRE_STATE_NOT_LIT) || (fire->state == FIRE_STATE_SHRINKING)) { nextState = FIRE_STATE_GROWING; } else { nextState = FIRE_STATE_SHRINKING; } FireObj_SetState(fire, fire->dynamicSizeStep, nextState); } if ((fire->flags & FIRE_FLAG_WATER_EXTINGUISHABLE) && (fire->state != FIRE_STATE_NOT_LIT) && WaterBox_GetSurface1_2(play, &play->colCtx, fire->position.x, fire->position.z, &waterY, &waterBox) && ((waterY - fire->position.y) > (6500.0f * fire->yScale))) { FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_NOT_LIT); } if ((fire->flags & FIRE_FLAG_INTERACT_STICK) && (player->heldItemAction == PLAYER_IA_DEKU_STICK)) { Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, &fire->position, &dist); if (Math3D_Vec3fMagnitudeSq(&dist) < SQ(20.0f)) { sp40 = true; } } if (sp40) { if (fire->state == FIRE_STATE_NOT_LIT) { if (player->unk_B28 > 0) { FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_GROWING); } } else if (player->unk_B28 == 0) { player->unk_B28 = 210; SoundSource_PlaySfxAtFixedWorldPos(play, &fire->position, 20, NA_SE_EV_FLAME_IGNITION); } else if (player->unk_B28 < 200) { player->unk_B28 = 200; } } } void FireObj_Draw(PlayState* play, FireObj* fire) { s32 pad; FireObjColors* fireColors = &sFireObjColors[fire->colorsIndex]; if (fire->state != FIRE_STATE_NOT_LIT) { Vec3s vec; OPEN_DISPS(play->state.gfxCtx); Gfx_SetupDL25_Xlu(play->state.gfxCtx); gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (fire->timer * -20) % 512U, 32, 128)); gDPSetPrimColor(POLY_XLU_DISP++, 0, fireColors->lod, fireColors->primColor.r, fireColors->primColor.g, fireColors->primColor.b, fireColors->primColor.a); gDPSetEnvColor(POLY_XLU_DISP++, fireColors->envColor.r, fireColors->envColor.g, fireColors->envColor.b, 0); vec.x = 0; vec.y = Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000; vec.z = 0; Matrix_SetTranslateRotateYXZ(fire->position.x, fire->position.y, fire->position.z, &vec); Matrix_Scale(fire->xScale, fire->yScale, 1.0f, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL); CLOSE_DISPS(play->state.gfxCtx); } } void FireObj_InitLight(PlayState* play, FireObjLight* light, u8* paramsIndex, Vec3f* pos) { FireObjLightParams* objectParams = &sFireObjLightParams[*paramsIndex]; Lights_PointGlowSetInfo(&light->lightInfo, pos->x, pos->y, pos->z, objectParams->color.r, objectParams->color.g, objectParams->color.b, objectParams->radius); light->light = LightContext_InsertLight(play, &play->lightCtx, &light->lightInfo); light->lightParamsIndex = *paramsIndex; } void FireObj_DestroyLight(PlayState* play, FireObjLight* light) { LightContext_RemoveLight(play, &play->lightCtx, light->light); } void FireObj_UpdateLight(PlayState* play, FireObjLight* light, FireObj* fire) { FireObjLightParams* lightParams = &sFireObjLightParams[light->lightParamsIndex]; s16 radius; if (fire->state == FIRE_STATE_NOT_LIT) { Lights_PointSetColorAndRadius(&light->lightInfo, 0, 0, 0, -1); } else { radius = (fire->yScale * 140.0f * fire->sizeInv) + 60.0f; Lights_PointGlowSetInfo(&light->lightInfo, fire->position.x, (fire->position.y + (fire->yScale * 6500.0f)), fire->position.z, ((s32)(Rand_ZeroOne() * lightParams->maxColorAdj.r) + lightParams->color.r), ((s32)(Rand_ZeroOne() * lightParams->maxColorAdj.g) + lightParams->color.g), ((s32)(Rand_ZeroOne() * lightParams->maxColorAdj.b) + lightParams->color.b), radius); } } void FireObj_Init(PlayState* play, FireObj* fire, FireObjInitParams* init, Actor* actor) { FireObj* fire2 = fire; FireObj_InitWithParams(play, fire, init); Collider_InitCylinder(play, &fire->collision); Collider_SetCylinder(play, &fire->collision, actor, &sFireObjCollisionInit); fire2->collision.dim.radius = (fire->size * 4000.0f) + 2.5f; fire2->collision.dim.height = fire->size * 16000.0f; fire->collision.dim.yShift = fire->size * -1728.0f; FireObj_InitLight(play, &fire->light, &init->lightParamsIndex, &fire->position); } void FireObj_Destroy(PlayState* play, FireObj* fire) { Collider_DestroyCylinder(play, &fire->collision); FireObj_DestroyLight(play, &fire->light); } void FireObj_SetState2(FireObj* fire, f32 dynamicSizeStep, u8 newState) { FireObj_SetState(fire, dynamicSizeStep, newState); } void FireObj_Update(PlayState* play, FireObj* fire, Actor* actor) { s32 pad; // Gamestate cast? EnArrow* arrow = (EnArrow*)fire->collision.base.ac; FireObj_UpdateStateTransitions(play, fire); if (fire->state == FIRE_STATE_NOT_LIT) { if ((fire->collision.base.acFlags & AC_HIT) && (fire->collision.info.acHitElem->toucher.dmgFlags & DMG_FIRE_ARROW)) { FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_GROWING); } } else if ((fire->collision.base.acFlags & AC_HIT) && (arrow->actor.update != NULL) && (arrow->actor.id == ACTOR_EN_ARROW)) { arrow->actor.params = 0; arrow->collider.info.toucher.dmgFlags = DMG_FIRE_ARROW; } fire->collision.dim.pos.x = fire->position.x; fire->collision.dim.pos.y = fire->position.y; fire->collision.dim.pos.z = fire->position.z; CollisionCheck_SetAC(play, &play->colChkCtx, &fire->collision.base); FireObj_UpdateLight(play, &fire->light, fire); }