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oot/include/z64environment.h
petrie911 e51f50f0ff
Decompile z_kankyo (#956)
* working

* start color switch

* progress

* progress

* progress on bgm func

* progress

* game over matched (except the rodata meme)

* start update

* progress

* lightning docs done

* progress

* progress

* progress

* progress

* progress

* can compile at least

* suns state, progress on kankyo_update

* some new names

* progress

* progress

* progress

* new functions

* cleanup

* more matches

* another match

* now functional

* format

* better match

* hugely improved update

* cleanup/review

* remove old changes

* review2

* review3

* missed one

* review4

* change asm filenames

* update doorwarp1

* review5

* Kankyo_ -> Environment_

* format

* merge master and format functions.h

Co-authored-by: Jacob Young <jacobly0@users.noreply.github.com>
Co-authored-by: fig <fig02srl@gmail.com>
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-09-20 12:51:35 -04:00

129 lines
4.5 KiB
C

#ifndef _Z64ENVIRONMENT_H_
#define _Z64ENVIRONMENT_H_
#include "z64math.h"
#include "z64light.h"
#include "z64dma.h"
#define FILL_SCREEN_OPA (1 << 0)
#define FILL_SCREEN_XLU (1 << 1)
typedef enum {
/* 0 */ LIGHTNING_MODE_OFF, // no lightning
/* 1 */ LIGHTNING_MODE_ON, // request ligtning strikes at random intervals
/* 2 */ LIGHTNING_MODE_LAST // request one lightning strike before turning off
} LightningMode;
typedef enum {
/* 0 */ LIGHTNING_STRIKE_WAIT, // wait between lightning strikes. request bolts when timer hits 0
/* 1 */ LIGHTNING_STRIKE_START, // fade in the flash. note: bolts are requested in the previous state
/* 2 */ LIGHTNING_STRIKE_END // fade out the flash and go back to wait
} LightningStrikeState;
typedef enum {
/* 0 */ SKYBOX_DMA_INACTIVE,
/* 1 */ SKYBOX_DMA_FILE1_START,
/* 2 */ SKYBOX_DMA_FILE1_DONE,
/* 3 */ SKYBOX_DMA_PAL1_START,
/* 11 */ SKYBOX_DMA_FILE2_START = 11,
/* 12 */ SKYBOX_DMA_FILE2_DONE,
/* 13 */ SKYBOX_DMA_PAL2_START
} SkyboxDmaState;
typedef struct {
/* 0x00 */ u8 state;
/* 0x01 */ u8 flashRed;
/* 0x02 */ u8 flashGreen;
/* 0x03 */ u8 flashBlue;
/* 0x04 */ u8 flashAlphaTarget;
/* 0x08 */ f32 delayTimer;
} LightningStrike; // size = 0xC
// describes what skybox files and blending modes to use depending on time of day
typedef struct {
/* 0x00 */ u16 startTime;
/* 0x02 */ u16 endTime;
/* 0x04 */ u8 blend; // if true, blend between.. skyboxes? palletes?
/* 0x05 */ u8 skybox1Index; // whats the difference between _pal and non _pal files?
/* 0x06 */ u8 skybox2Index;
} struct_8011FC1C; // size = 0x8
typedef struct {
/* 0x00 */ u8 ambientColor[3];
/* 0x03 */ s8 light1Dir[3];
/* 0x06 */ u8 light1Color[3];
/* 0x09 */ s8 light2Dir[3];
/* 0x0C */ u8 light2Color[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ s16 fogNear;
/* 0x14 */ s16 fogFar;
} EnvLightSettings; // size = 0x16
// 1.0: 801D8EC4
// dbg: 80222A44
typedef struct {
/* 0x00 */ char unk_00[0x02];
/* 0x02 */ u16 timeIncrement; // how many units of time that pass every update
/* 0x04 */ Vec3f sunPos; // moon position can be found by negating the sun position
/* 0x10 */ u8 skybox1Index;
/* 0x11 */ u8 skybox2Index;
/* 0x12 */ char unk_12[0x01];
/* 0x13 */ u8 skyboxBlend;
/* 0x14 */ char unk_14[0x01];
/* 0x15 */ u8 skyboxDisabled;
/* 0x16 */ u8 sunMoonDisabled;
/* 0x17 */ u8 unk_17; // currentWeatherMode for skybox? (prev called gloomySky)
/* 0x18 */ u8 unk_18; // nextWeatherMode for skybox?
/* 0x19 */ u8 unk_19;
/* 0x1A */ u16 unk_1A;
/* 0x1C */ char unk_1C[0x02];
/* 0x1E */ u8 indoors; // when set, day time has no effect on lighting
/* 0x1F */ u8 unk_1F; // outdoor light index
/* 0x20 */ u8 unk_20; // prev outdoor light index?
/* 0x21 */ u8 unk_21;
/* 0x22 */ u16 unk_22;
/* 0x24 */ u16 unk_24;
/* 0x26 */ char unk_26[0x02];
/* 0x28 */ LightInfo dirLight1; // used for sunlight outdoors
/* 0x36 */ LightInfo dirLight2; // used for moonlight outdoors
/* 0x44 */ s8 skyboxDmaState;
/* 0x48 */ DmaRequest dmaRequest;
/* 0x68 */ OSMesgQueue loadQueue;
/* 0x80 */ OSMesg loadMsg;
/* 0x84 */ f32 unk_84;
/* 0x88 */ f32 unk_88;
/* 0x8C */ s16 adjAmbientColor[3];
/* 0x92 */ s16 adjLight1Color[3];
/* 0x98 */ s16 adjFogColor[3];
/* 0x9E */ s16 adjFogNear;
/* 0xA0 */ s16 adjFogFar;
/* 0xA2 */ char unk_A2[0x06];
/* 0xA8 */ Vec3s windDirection;
/* 0xB0 */ f32 windSpeed;
/* 0xB4 */ u8 numLightSettings;
/* 0xB8 */ EnvLightSettings* lightSettingsList; // list of light settings from the scene file
/* 0xBC */ u8 blendIndoorLights; // when true, blend between indoor light settings when switching
/* 0xBD */ u8 unk_BD; // indoor light index
/* 0xBE */ u8 unk_BE; // prev indoor light index?
/* 0xBF */ u8 unk_BF;
/* 0xC0 */ EnvLightSettings lightSettings;
/* 0xD6 */ u16 unk_D6;
/* 0xD8 */ f32 unk_D8; // indoor light blend weight?
/* 0xDC */ u8 unk_DC;
/* 0xDD */ u8 gloomySkyMode;
/* 0xDE */ u8 unk_DE; // gloomy sky state
/* 0xDF */ u8 lightningMode;
/* 0xE0 */ u8 unk_E0; // env sounds state
/* 0xE1 */ u8 fillScreen;
/* 0xE2 */ u8 screenFillColor[4];
/* 0xE6 */ u8 sandstormState;
/* 0xE7 */ u8 sandstormPrimA;
/* 0xE8 */ u8 sandstormEnvA;
/* 0xE9 */ u8 customSkyboxFilter;
/* 0xEA */ u8 skyboxFilterColor[4];
/* 0xEE */ u8 unk_EE[4];
/* 0xF2 */ u8 unk_F2[4];
/* 0xF6 */ char unk_F6[0x06];
} EnvironmentContext; // size = 0xFC
#endif