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7ccb0a641e
* [headers] Create z64shrink_window.h, move more protos from functions.h * format * include * bss * letterbox.h
289 lines
12 KiB
C
289 lines
12 KiB
C
#ifndef _Z64ENVIRONMENT_H_
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#define _Z64ENVIRONMENT_H_
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#include "z64math.h"
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#include "z64light.h"
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#include "z64dma.h"
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struct GameOverContext;
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struct MessageContext;
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struct PauseContext;
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struct PlayState;
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struct SkyboxContext;
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struct View;
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#define FILL_SCREEN_OPA (1 << 0)
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#define FILL_SCREEN_XLU (1 << 1)
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#define NEXT_TIME_NONE 0xFFFF
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#define NEXT_TIME_DAY (CLOCK_TIME(12, 0) + 1)
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#define NEXT_TIME_NIGHT CLOCK_TIME(0, 0)
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#define NEXT_TIME_DAY_SET 0xFFFE
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#define NEXT_TIME_NIGHT_SET 0xFFFD
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#define LIGHT_SETTING_MAX 31
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#define LIGHT_SETTING_OVERRIDE_NONE 0xFF
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// This mode disables the updating of lights in both light modes.
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// With this mode enabled, the only way lights can change is via the adjustment arrays.
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// This mode is not used in the original game.
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#define LIGHT_SETTING_OVERRIDE_FULL_CONTROL 0xFE
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#define LIGHT_BLENDRATE_OVERRIDE_NONE 0xFFFF
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#define LIGHT_BLEND_OVERRIDE_NONE 0
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#define LIGHT_BLEND_OVERRIDE_ON 1
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// This mode disables the light system's automatic blending between
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// light settings for `LIGHT_MODE_SETTINGS` (or using a light setting override).
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// This is a bit of a hack used only by bosses in the original game.
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#define LIGHT_BLEND_OVERRIDE_FULL_CONTROL 2
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typedef enum LightMode {
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/* 0 */ LIGHT_MODE_TIME, // environment lights use `lightConfig` and change based on time of day
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/* 1 */ LIGHT_MODE_SETTINGS // environment lights use `lightSetting`
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} LightMode;
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typedef enum SkyboxDmaState {
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/* 0 */ SKYBOX_DMA_INACTIVE,
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/* 1 */ SKYBOX_DMA_TEXTURE1_START,
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/* 2 */ SKYBOX_DMA_TEXTURE1_DONE,
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/* 3 */ SKYBOX_DMA_TLUT1_START,
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/* 11 */ SKYBOX_DMA_TEXTURE2_START = 11,
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/* 12 */ SKYBOX_DMA_TEXTURE2_DONE,
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/* 13 */ SKYBOX_DMA_TLUT2_START
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} SkyboxDmaState;
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typedef enum LightningState {
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/* 0 */ LIGHTNING_OFF, // no lightning
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/* 1 */ LIGHTNING_ON, // request lightning strikes at random intervals
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/* 2 */ LIGHTNING_LAST // request one lightning strike before turning off
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} LightningState;
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typedef enum LightningStrikeState {
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/* 0 */ LIGHTNING_STRIKE_WAIT, // wait between lightning strikes. request bolts when timer hits 0
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/* 1 */ LIGHTNING_STRIKE_START, // fade in the flash. note: bolts are requested in the previous state
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/* 2 */ LIGHTNING_STRIKE_END // fade out the flash and go back to wait
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} LightningStrikeState;
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typedef enum WeatherMode {
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/* 0 */ WEATHER_MODE_CLEAR,
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/* 1 */ WEATHER_MODE_CLOUDY_CONFIG3, // scene must define settings for light config 3
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/* 2 */ WEATHER_MODE_CLOUDY_CONFIG2, // scene must define settings for light config 2
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/* 3 */ WEATHER_MODE_SNOW, // scene must define settings for light config 2
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/* 4 */ WEATHER_MODE_RAIN, // scene must define settings for light config 2
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/* 5 */ WEATHER_MODE_HEAVY_RAIN // scene must define settings for light config 4
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} WeatherMode;
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typedef enum ChangeSkyboxState {
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/* 0 */ CHANGE_SKYBOX_INACTIVE,
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/* 1 */ CHANGE_SKYBOX_REQUESTED,
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/* 2 */ CHANGE_SKYBOX_WAIT,
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/* 3 */ CHANGE_SKYBOX_ACTIVE
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} ChangeSkyboxState;
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typedef enum PrecipitationData {
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/* 0 */ PRECIP_RAIN_MAX, // max number of raindrops that can draw; uses this or SOS_MAX, whichever is larger
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/* 1 */ PRECIP_RAIN_CUR, // current number of rain drops being drawn on screen
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/* 2 */ PRECIP_SNOW_CUR, // current number of snowflakes being drawn on screen
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/* 3 */ PRECIP_SNOW_MAX, // max number of snowflakes that can draw
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/* 4 */ PRECIP_SOS_MAX, // max number of rain drops requested from song of storms specifically
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/* 5 */ PRECIP_MAX
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} PrecipitationData;
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typedef enum StormRequest {
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/* 0 */ STORM_REQUEST_NONE,
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/* 1 */ STORM_REQUEST_START,
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/* 2 */ STORM_REQUEST_STOP
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} StormRequest;
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typedef enum StormState {
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/* 0 */ STORM_STATE_OFF,
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/* 1 */ STORM_STATE_ON
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} StormState;
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typedef enum TimeBasedSeqState {
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/* 0x00 */ TIMESEQ_DAY_BGM,
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/* 0x01 */ TIMESEQ_FADE_DAY_BGM,
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/* 0x02 */ TIMESEQ_NIGHT_BEGIN_SFX,
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/* 0x03 */ TIMESEQ_EARLY_NIGHT_CRITTERS,
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/* 0x04 */ TIMESEQ_NIGHT_DELAY,
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/* 0x05 */ TIMESEQ_NIGHT_CRITTERS,
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/* 0x06 */ TIMESEQ_DAY_BEGIN_SFX,
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/* 0x07 */ TIMESEQ_MORNING_CRITTERS,
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/* 0x08 */ TIMESEQ_DAY_DELAY,
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/* 0xFF */ TIMESEQ_DISABLED = 0xFF
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} TimeBasedSeqState;
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typedef enum SandstormState {
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/* 0 */ SANDSTORM_OFF,
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/* 1 */ SANDSTORM_FILL,
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/* 2 */ SANDSTORM_UNFILL,
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/* 3 */ SANDSTORM_ACTIVE,
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/* 4 */ SANDSTORM_DISSIPATE
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} SandstormState;
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typedef struct LightningStrike {
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/* 0x00 */ u8 state;
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/* 0x01 */ u8 flashRed;
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/* 0x02 */ u8 flashGreen;
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/* 0x03 */ u8 flashBlue;
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/* 0x04 */ u8 flashAlphaTarget;
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/* 0x08 */ f32 delayTimer;
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} LightningStrike; // size = 0xC
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typedef struct TimeBasedSkyboxEntry {
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/* 0x00 */ u16 startTime;
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/* 0x02 */ u16 endTime;
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/* 0x04 */ u8 changeSkybox;
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/* 0x05 */ u8 skybox1Index;
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/* 0x06 */ u8 skybox2Index;
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} TimeBasedSkyboxEntry; // size = 0x8
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typedef struct CurrentEnvLightSettings {
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/* 0x00 */ u8 ambientColor[3];
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/* 0x03 */ s8 light1Dir[3];
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/* 0x06 */ u8 light1Color[3];
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/* 0x09 */ s8 light2Dir[3];
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/* 0x0C */ u8 light2Color[3];
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/* 0x0F */ u8 fogColor[3];
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/* 0x12 */ s16 fogNear; // ranges from 0-1000 (0: starts immediately, 1000: no fog), but is clamped to ENV_FOGNEAR_MAX
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/* 0x14 */ s16 zFar; // Max depth (render distance) of the view as a whole. fogFar will always match zFar
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} CurrentEnvLightSettings; // size = 0x16
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// `EnvLightSettings` is very similar to `CurrentEnvLightSettings` with one key difference.
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// The light settings data in the scene packs blend rate information with the fog near value.
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// The blendRate determines how fast the current light settings fade to the next one
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// (under LIGHT_MODE_SETTINGS, otherwise unused).
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// Get blend rate from `EnvLightSettings.blendRateAndFogNear` in 0-255 range
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#define ENV_LIGHT_SETTINGS_BLEND_RATE_U8(blendRateAndFogNear) (((blendRateAndFogNear) >> 10) * 4)
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#define ENV_LIGHT_SETTINGS_FOG_NEAR(blendRateAndFogNear) ((blendRateAndFogNear) & 0x3FF)
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typedef struct EnvLightSettings {
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/* 0x00 */ u8 ambientColor[3];
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/* 0x03 */ s8 light1Dir[3];
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/* 0x06 */ u8 light1Color[3];
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/* 0x09 */ s8 light2Dir[3];
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/* 0x0C */ u8 light2Color[3];
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/* 0x0F */ u8 fogColor[3];
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/* 0x12 */ s16 blendRateAndFogNear;
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/* 0x14 */ s16 zFar;
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} EnvLightSettings; // size = 0x16
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typedef struct EnvironmentContext {
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/* 0x00 */ char unk_00[0x02];
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/* 0x02 */ u16 sceneTimeSpeed; // time speed value from the scene file
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/* 0x04 */ Vec3f sunPos; // moon position can be found by negating the sun position
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/* 0x10 */ u8 skybox1Index;
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/* 0x11 */ u8 skybox2Index;
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/* 0x12 */ char unk_12[0x01];
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/* 0x13 */ u8 skyboxBlend;
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/* 0x14 */ char unk_14[0x01];
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/* 0x15 */ u8 skyboxDisabled;
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/* 0x16 */ u8 sunMoonDisabled;
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/* 0x17 */ u8 skyboxConfig; // only used for `LIGHT_MODE_TIME`
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/* 0x18 */ u8 changeSkyboxNextConfig;
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/* 0x19 */ u8 changeSkyboxState;
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/* 0x1A */ u16 changeSkyboxTimer;
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/* 0x1C */ char unk_1C[0x02];
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/* 0x1E */ u8 lightMode;
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/* 0x1F */ u8 lightConfig; // only used for `LIGHT_MODE_TIME`
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/* 0x20 */ u8 changeLightNextConfig;
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/* 0x21 */ u8 changeLightEnabled;
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/* 0x22 */ u16 changeLightTimer;
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/* 0x24 */ u16 changeDuration; // total time to change skybox and light configs
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/* 0x26 */ char unk_26[0x02];
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/* 0x28 */ LightInfo dirLight1; // used as sunlight for `LIGHT_MODE_TIME`
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/* 0x36 */ LightInfo dirLight2; // used as moonlight for `LIGHT_MODE_TIME`
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/* 0x44 */ s8 skyboxDmaState;
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/* 0x48 */ DmaRequest dmaRequest;
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/* 0x68 */ OSMesgQueue loadQueue;
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/* 0x80 */ OSMesg loadMsg;
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/* 0x84 */ f32 glareAlpha;
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/* 0x88 */ f32 lensFlareAlphaScale;
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/* 0x8C */ s16 adjAmbientColor[3];
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/* 0x92 */ s16 adjLight1Color[3];
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/* 0x98 */ s16 adjFogColor[3];
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/* 0x9E */ s16 adjFogNear;
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/* 0xA0 */ s16 adjZFar;
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/* 0xA2 */ char unk_A2[0x06];
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/* 0xA8 */ Vec3s windDirection;
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/* 0xB0 */ f32 windSpeed;
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/* 0xB4 */ u8 numLightSettings;
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/* 0xB8 */ EnvLightSettings* lightSettingsList; // list of light settings from the scene file
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/* 0xBC */ u8 lightBlendEnabled; // only used with `LIGHT_MODE_SETTINGS` or on override
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/* 0xBD */ u8 lightSetting; // only used with `LIGHT_MODE_SETTINGS` or on override
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/* 0xBE */ u8 prevLightSetting;
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/* 0xBF */ u8 lightSettingOverride;
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/* 0xC0 */ CurrentEnvLightSettings lightSettings; // settings for the currently "live" lights
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/* 0xD6 */ u16 lightBlendRateOverride;
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/* 0xD8 */ f32 lightBlend; // only used with `LIGHT_MODE_SETTINGS` or on setting override
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/* 0xDC */ u8 lightBlendOverride;
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/* 0xDD */ u8 stormRequest; // "rain_evt_trg"
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/* 0xDE */ u8 stormState;
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/* 0xDF */ u8 lightningState;
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/* 0xE0 */ u8 timeSeqState;
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/* 0xE1 */ u8 fillScreen;
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/* 0xE2 */ u8 screenFillColor[4];
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/* 0xE6 */ u8 sandstormState;
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/* 0xE7 */ u8 sandstormPrimA;
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/* 0xE8 */ u8 sandstormEnvA;
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/* 0xE9 */ u8 customSkyboxFilter;
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/* 0xEA */ u8 skyboxFilterColor[4];
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/* 0xEE */ u8 precipitation[PRECIP_MAX];
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/* 0xF3 */ char unk_F3[0x09];
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} EnvironmentContext; // size = 0xFC
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extern u8 gSkyboxIsChanging;
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extern TimeBasedSkyboxEntry gTimeBasedSkyboxConfigs[][9];
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extern u8 gWeatherMode;
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extern u8 gLightConfigAfterUnderwater;
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extern u8 gInterruptSongOfStorms;
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extern u16 gTimeSpeed;
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void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, struct SkyboxContext* skyboxCtx);
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void Environment_DrawSkyboxFilters(struct PlayState* play);
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s32 Environment_ZBufValToFixedPoint(s32 zBufferVal);
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u16 Environment_GetPixelDepth(s32 x, s32 y);
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void Environment_GraphCallback(struct GraphicsContext* gfxCtx, void* param);
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void Environment_Init(struct PlayState* play2, EnvironmentContext* envCtx, s32 unused);
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u8 Environment_SmoothStepToU8(u8* pvalue, u8 target, u8 scale, u8 step, u8 minStep);
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u8 Environment_SmoothStepToS8(s8* pvalue, s8 target, u8 scale, u8 step, u8 minStep);
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f32 Environment_LerpWeight(u16 max, u16 min, u16 val);
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f32 Environment_LerpWeightAccelDecel(u16 endFrame, u16 startFrame, u16 curFrame, u16 accelDuration, u16 decelDuration);
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void Environment_EnableUnderwaterLights(struct PlayState* play, s32 waterLightsIndex);
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void Environment_DisableUnderwaterLights(struct PlayState* play);
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void Environment_Update(struct PlayState* play, EnvironmentContext* envCtx, LightContext* lightCtx,
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struct PauseContext* pauseCtx, struct MessageContext* msgCtx,
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struct GameOverContext* gameOverCtx, struct GraphicsContext* gfxCtx);
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void Environment_DrawSunAndMoon(struct PlayState* play);
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void Environment_DrawSunLensFlare(struct PlayState* play, EnvironmentContext* envCtx, struct View* view,
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struct GraphicsContext* gfxCtx, Vec3f pos, s32 unused);
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void Environment_DrawLensFlare(struct PlayState* play, EnvironmentContext* envCtx, struct View* view,
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struct GraphicsContext* gfxCtx, Vec3f pos, s32 unused, s16 scale, f32 colorIntensity,
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s16 glareStrength, u8 isSun);
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void Environment_DrawRain(struct PlayState* play, struct View* view, struct GraphicsContext* gfxCtx);
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void Environment_ChangeLightSetting(struct PlayState* play, u32 lightSetting);
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void Environment_UpdateLightningStrike(struct PlayState* play);
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void Environment_AddLightningBolts(struct PlayState* play, u8 num);
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void Environment_DrawLightning(struct PlayState* play, s32 unused);
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void Environment_PlaySceneSequence(struct PlayState* play);
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void Environment_DrawCustomLensFlare(struct PlayState* play);
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void Environment_InitGameOverLights(struct PlayState* play);
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void Environment_FadeInGameOverLights(struct PlayState* play);
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void Environment_FadeOutGameOverLights(struct PlayState* play);
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void Environment_FillScreen(struct GraphicsContext* gfxCtx, u8 red, u8 green, u8 blue, u8 alpha, u8 drawFlags);
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void Environment_DrawSandstorm(struct PlayState* play, u8 sandstormState);
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void Environment_AdjustLights(struct PlayState* play, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
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s32 Environment_GetBgsDayCount(void);
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void Environment_ClearBgsDayCount(void);
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s32 Environment_GetTotalDays(void);
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void Environment_ForcePlaySequence(u16 seqId);
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s32 Environment_IsForcedSequenceDisabled(void);
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void Environment_PlayStormNatureAmbience(struct PlayState* play);
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void Environment_StopStormNatureAmbience(struct PlayState* play);
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void Environment_WarpSongLeave(struct PlayState* play);
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#endif
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