mm/src/code/z_fireobj.c

240 lines
9.0 KiB
C

#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);
}