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oot/src/code/z_eff_shield_particle.c
Roman971 e29b77919b
Decompile most effect files in "code" (#144)
- `z_effect`: Matched and essentially all documented.
- `z_eff_spark.c`: Decompiled (1 non matching left) and mostly documented.
- `z_eff_shield_particle.c`: Matched and mostly documented.
- `z_eff_blure.c`: Decompiled (5 non matchings left) and partially documented.
- `z_effect_soft_sprite.c`: Matched and mostly documented.
- `z_eff_ss_dead.c`: Matched but not documented.
- `z_effect_soft_sprite_dlftbls.c`: "Matched" (only data, contains the effect ss overlay table).
- `z_effect_soft_sprite_old_init.c`: Not decompiled, but functions are categorized by effect ss overlay. And they should be decompiled at the same time as their corresponding effect ss in the future.

Other changes:
- Added a lot of types/enums to `z64effect.h`and moved+renamed some structs from `z64.h` to this header
- Added effect ss overlay segments to `segment_symbols.h` and effect ss init vars to `initvars.h`
- Added a macro called `VTX_T` to generate a `Vtx_t` in the same style as `VTX`
- Fixed `flg_set.c` .bss to be in the right file
- Removed `tools/overlayhelpers/batchdisasm` since it's no longer relevant
- Removed unused leftover asm from recent PRs
2020-05-18 14:24:00 -04:00

228 lines
9.3 KiB
C

#include <ultra64.h>
#include <global.h>
#include <vt.h>
static Vtx sVertices[5] = {
VTX(-32, -32, 0, 0, 1024, 0xFF, 0xFF, 0xFF, 0xFF),
VTX(32, 32, 0, 1024, 0, 0xFF, 0xFF, 0xFF, 0xFF),
VTX(-32, 32, 0, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF),
VTX(32, -32, 0, 1024, 1024, 0xFF, 0xFF, 0xFF, 0xFF),
};
// original name: "EffectShieldParticle_ct"
void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
EffectShieldParticle* this = (EffectShieldParticle*)thisx;
EffectShieldParticleInit* initParams = (EffectShieldParticleInit*)initParamsx;
EffectShieldParticleElement* elem;
if ((this != NULL) && (initParams != NULL)) {
this->numElements = initParams->numElements;
if (this->numElements > ARRAY_COUNT(this->elements)) {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("EffectShieldParticle_ct():パーティクル数がオーバしてます。\n");
osSyncPrintf(VT_RST);
return;
}
this->position = initParams->position;
this->primColorStart = initParams->primColorStart;
this->envColorStart = initParams->envColorStart;
this->primColorMid = initParams->primColorMid;
this->envColorMid = initParams->envColorMid;
this->primColorEnd = initParams->primColorEnd;
this->envColorEnd = initParams->envColorEnd;
this->deceleration = initParams->deceleration;
this->maxInitialSpeed = initParams->maxInitialSpeed;
this->lengthCutoff = initParams->lengthCutoff;
this->duration = initParams->duration;
this->timer = 0;
for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
elem->initialSpeed =
(Math_Rand_ZeroOne() * (this->maxInitialSpeed * 0.5f)) + (this->maxInitialSpeed * 0.5f);
elem->endX = 0.0f;
elem->startXChange = 0.0f;
elem->startX = 0.0f;
elem->endXChange = elem->initialSpeed;
elem->yaw = Math_Rand_ZeroOne() * 65534.0f;
elem->pitch = Math_Rand_ZeroOne() * 65534.0f;
}
this->lightDecay = initParams->lightDecay;
if (this->lightDecay == true) {
this->lightInfo.type = 0;
this->lightInfo.params = initParams->lightParams;
this->light = Lights_Insert(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, &this->lightInfo);
} else {
this->light = NULL;
}
}
}
void EffectShieldParticle_Destroy(void* thisx) {
EffectShieldParticle* this = (EffectShieldParticle*)thisx;
if ((this != NULL) && (this->lightDecay == true)) {
if (this->light == Effect_GetGlobalCtx()->lightCtx.lightsHead) {
Effect_GetGlobalCtx()->lightCtx.lightsHead = this->light->next;
}
Lights_Remove(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, this->light);
}
}
s32 EffectShieldParticle_Update(void* thisx) {
EffectShieldParticle* this = (EffectShieldParticle*)thisx;
EffectShieldParticleElement* elem;
if (this == NULL) {
return 0;
}
for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
elem->endXChange -= this->deceleration;
if (elem->endXChange < 0.0f) {
elem->endXChange = 0.0f;
}
if (elem->startXChange > 0.0f) {
elem->startXChange -= this->deceleration;
if (elem->startXChange < 0.0f) {
elem->startXChange = 0.0f;
}
}
elem->endX += elem->endXChange;
elem->startX += elem->startXChange;
if ((elem->startXChange == 0.0f) && (this->lengthCutoff < (elem->endX - elem->startX))) {
elem->startXChange = elem->initialSpeed;
}
}
if (this->lightDecay == true) {
this->lightInfo.params.radius /= 2;
}
this->timer++;
if (this->duration < this->timer) {
return 1;
}
return 0;
}
void EffectShieldParticle_GetColors(EffectShieldParticle* this, Color_RGBA8_n* primColor, Color_RGBA8_n* envColor) {
s32 halfDuration;
f32 ratio;
halfDuration = this->duration * 0.5f;
if (halfDuration == 0) {
primColor->r = this->primColorStart.r;
primColor->g = this->primColorStart.g;
primColor->b = this->primColorStart.b;
primColor->a = this->primColorStart.a;
envColor->r = this->envColorStart.r;
envColor->g = this->envColorStart.g;
envColor->b = this->envColorStart.b;
envColor->a = this->envColorStart.a;
} else if (this->timer < halfDuration) {
ratio = this->timer / (f32)halfDuration;
primColor->r = this->primColorStart.r + (this->primColorMid.r - this->primColorStart.r) * ratio;
primColor->g = this->primColorStart.g + (this->primColorMid.g - this->primColorStart.g) * ratio;
primColor->b = this->primColorStart.b + (this->primColorMid.b - this->primColorStart.b) * ratio;
primColor->a = this->primColorStart.a + (this->primColorMid.a - this->primColorStart.a) * ratio;
envColor->r = this->envColorStart.r + (this->envColorMid.r - this->envColorStart.r) * ratio;
envColor->g = this->envColorStart.g + (this->envColorMid.g - this->envColorStart.g) * ratio;
envColor->b = this->envColorStart.b + (this->envColorMid.b - this->envColorStart.b) * ratio;
envColor->a = this->envColorStart.a + (this->envColorMid.a - this->envColorStart.a) * ratio;
} else {
ratio = (this->timer - halfDuration) / (f32)halfDuration;
primColor->r = this->primColorMid.r + (this->primColorEnd.r - this->primColorMid.r) * ratio;
primColor->g = this->primColorMid.g + (this->primColorEnd.g - this->primColorMid.g) * ratio;
primColor->b = this->primColorMid.b + (this->primColorEnd.b - this->primColorMid.b) * ratio;
primColor->a = this->primColorMid.a + (this->primColorEnd.a - this->primColorMid.a) * ratio;
envColor->r = this->envColorMid.r + (this->envColorEnd.r - this->envColorMid.r) * ratio;
envColor->g = this->envColorMid.g + (this->envColorEnd.g - this->envColorMid.g) * ratio;
envColor->b = this->envColorMid.b + (this->envColorEnd.b - this->envColorMid.b) * ratio;
envColor->a = this->envColorMid.a + (this->envColorEnd.a - this->envColorMid.a) * ratio;
}
}
void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
EffectShieldParticle* this = (EffectShieldParticle*)thisx;
EffectShieldParticleElement* elem;
Color_RGBA8_n primColor;
Color_RGBA8_n envColor;
Gfx* dispRefs[5];
Mtx* mtx;
Graph_OpenDisps(dispRefs, gfxCtx, "../z_eff_shield_particle.c", 272);
if (this != NULL) {
gfxCtx->polyXlu.p = Gfx_CallSetupDL(gfxCtx->polyXlu.p, 0x26);
gDPSetCycleType(gfxCtx->polyXlu.p++, G_CYC_2CYCLE);
gDPPipeSync(gfxCtx->polyXlu.p++);
gSPTexture(gfxCtx->polyXlu.p++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gDPLoadTextureBlock(gfxCtx->polyXlu.p++, D_04038FB0, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
if (1) {} // Both necessary to match
if (1) {}
gDPSetCombineLERP(gfxCtx->polyXlu.p++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0,
0, 0, COMBINED, 0, 0, 0, COMBINED);
gDPSetRenderMode(gfxCtx->polyXlu.p++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
gSPClearGeometryMode(gfxCtx->polyXlu.p++,
G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
gSPSetGeometryMode(gfxCtx->polyXlu.p++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
if (1) {} // Also necessary to match
EffectShieldParticle_GetColors(this, &primColor, &envColor);
gDPSetPrimColor(gfxCtx->polyXlu.p++, 0, 0, primColor.r, primColor.g, primColor.b, primColor.a);
gDPSetEnvColor(gfxCtx->polyXlu.p++, envColor.r, envColor.g, envColor.b, envColor.a);
gDPPipeSync(gfxCtx->polyXlu.p++);
for (elem = &this->elements[0]; elem < &this->elements[this->numElements]; elem++) {
MtxF sp104;
MtxF spC4;
MtxF sp84;
f32 temp1;
f32 temp2;
f32 temp3;
temp1 = (s16)((elem->endX + elem->startX) * 0.5f);
temp2 = elem->endX - elem->startX;
temp3 = (s16)((temp2 * (1.0f / 64.0f)) / 0.02f);
if (temp3 < 1.0f) {
temp3 = 1.0f;
}
func_800A7A24(&spC4, this->position.x, this->position.y, this->position.z);
func_800A7704(&sp104, 0, elem->yaw, 0);
func_800A6FA0(&spC4, &sp104, &sp84);
func_800A7704(&sp104, 0, 0, elem->pitch);
func_800A6FA0(&sp84, &sp104, &spC4);
func_800A7A24(&sp104, temp1, 0.0f, 0.0f);
func_800A6FA0(&spC4, &sp104, &sp84);
func_800A76A4(&sp104, temp3 * 0.02f, 0.02f, 0.02f);
func_800A6FA0(&sp84, &sp104, &spC4);
mtx = func_800A7E70(gfxCtx, &spC4);
if (mtx == NULL) {
break;
}
gSPMatrix(gfxCtx->polyXlu.p++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(gfxCtx->polyXlu.p++, sVertices, 4, 0);
gSP2Triangles(gfxCtx->polyXlu.p++, 0, 1, 2, 0, 0, 3, 1, 0);
}
}
Graph_CloseDisps(dispRefs, gfxCtx, "../z_eff_shield_particle.c", 359);
}