173 lines
5.2 KiB
C
173 lines
5.2 KiB
C
/*
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* This file demonstrates how to manipulate display list data from C. *
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* To use it, #include "../../enhancements/dyn_light.inc.c" and hook it on to a function that is called
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* once per frame.
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*/
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#ifndef _DYNLIGHTS_H
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#define _DYNLIGHTS_H
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#include "../src/game/area.h" /* Get level info */
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#include "../src/game/level_update.h" /* gMarioState */
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#include "../src/game/memory.h"
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#include "../src/game/print.h"
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/*
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* Common values for shading, which are manipulated with the SHADE_* defines
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* in combination with the set_mario_shade_light function.
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*/
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/* Shading levels for Mario */
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#define SHADE_100 1
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#define SHADE_75 0.75
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#define SHADE_50 0.50
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#define SHADE_25 0.25
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/* Mario light values */
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#define VAL1 0x7F
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#define VAL2 0x39
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#define VAL3 0X0E
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#define VAL4 0x07
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#define VAL5 0x3C
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#define VAL6 0x60
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#define VAL7 0x03
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/* Custom structs used for setting light values. */
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typedef struct /* Normal shade lights */
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{
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unsigned char byte[7];
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} Light2;
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typedef struct /* Ambient lights */
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{
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unsigned char byte[15];
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} Light3;
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/* ! GLABEL THESE: actors/mario/model.s ! */
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extern Light2 *mario_amb_light_group1;
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extern Light2 *mario_amb_light_group2;
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extern Light2 *mario_amb_light_group3;
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extern Light2 *mario_amb_light_group4;
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extern Light2 *mario_amb_light_group6;
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/* OPTIONAL: Add level lights here--just like Mario they have to be glabel'd. */
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/* Used to set mario's shading to one of the four predetermined modes. */
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void set_mario_shade_light(f32 mode) {
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Light2 *ptr;
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ptr = segmented_to_virtual(&mario_amb_light_group1);
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ptr->byte[2] = VAL1 * mode;
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ptr->byte[6] = VAL1 * mode;
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ptr = segmented_to_virtual(&mario_amb_light_group2);
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ptr->byte[0] = VAL1 * mode;
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ptr->byte[4] = VAL1 * mode;
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ptr = segmented_to_virtual(&mario_amb_light_group3);
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ptr->byte[0] = VAL1 * mode;
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ptr->byte[1] = VAL1 * mode;
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ptr->byte[2] = VAL1 * mode;
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ptr->byte[4] = VAL1 * mode;
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ptr->byte[5] = VAL1 * mode;
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ptr->byte[6] = VAL1 * mode;
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ptr = segmented_to_virtual(&mario_amb_light_group4);
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ptr->byte[0] = VAL2 * mode;
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ptr->byte[1] = VAL3 * mode;
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ptr->byte[2] = VAL4 * mode;
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ptr->byte[4] = VAL2 * mode;
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ptr->byte[5] = VAL3 * mode;
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ptr->byte[6] = VAL4 * mode;
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ptr = segmented_to_virtual(&mario_amb_light_group6);
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ptr->byte[0] = VAL2 * mode;
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ptr->byte[1] = VAL7 * mode;
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ptr->byte[4] = VAL2 * mode;
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ptr->byte[5] = VAL7 * mode;
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}
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/* Creates a point light with its origin at x, y, and z. */
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void point_light(s16 x, s16 y, s16 z, s16 size, f32 shade, s16 size1, f32 shade1) {
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/* Outer region */
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if (gMarioState->pos[0] >= (x - size1) && gMarioState->pos[0] <= x + size1
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&& gMarioState->pos[1] >= (y - size1) && gMarioState->pos[1] <= y + size1
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&& gMarioState->pos[2] >= (z - size1) && gMarioState->pos[2] <= z + size1) {
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set_mario_shade_light(shade1);
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}
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/* Inner region */
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if (gMarioState->pos[0] >= (x - size) && gMarioState->pos[0] <= x + size
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&& gMarioState->pos[1] >= (y - size) && gMarioState->pos[1] <= y + size
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&& gMarioState->pos[2] >= (z - size) && gMarioState->pos[2] <= z + size) {
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set_mario_shade_light(shade);
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}
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}
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/*
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* Sets up the automatic shading for levels and sets up point lights.
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* BBH is already done for you.
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*/
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void set_level_shading(void) {
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#ifdef DEBUG
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print_text_fmt_int(40, 80, "AREA: %d", gCurrAreaIndex);
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print_text_fmt_int(40, 60, "X: %d", gMarioState->pos[0]);
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print_text_fmt_int(40, 40, "Y: %d", gMarioState->pos[1]);
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print_text_fmt_int(40, 20, "Z: %d", gMarioState->pos[2]);
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#endif
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switch (gCurrLevelNum) {
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case LEVEL_BBH:
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set_mario_shade_light(SHADE_25);
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point_light(200, 0, 2300, 200, SHADE_100, 400, SHADE_50);
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point_light(1000, 0, 2300, 200, SHADE_100, 400, SHADE_50);
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point_light(200, 0, 1500, 150, SHADE_75, 200, SHADE_50);
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point_light(200, 0, 700, 150, SHADE_75, 200, SHADE_50);
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point_light(450, 0, 300, 150, SHADE_75, 200, SHADE_50);
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point_light(1550, 0, 300, 150, SHADE_75, 200, SHADE_50);
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point_light(1800, 0, 1500, 150, SHADE_75, 200, SHADE_50);
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point_light(1500, 0, 1750, 100, SHADE_50, 150, SHADE_25); /* Window moonlight */
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break;
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case LEVEL_HMC:
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set_mario_shade_light(SHADE_25);
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break;
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case LEVEL_CASTLE:
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set_mario_shade_light(SHADE_75);
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if (gCurrAreaIndex == 3) {
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set_mario_shade_light(SHADE_50);
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}
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break;
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case LEVEL_SSL:
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set_mario_shade_light(SHADE_100);
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if (gCurrAreaIndex == 2 || gCurrAreaIndex == 3) { /* Both pyramid areas */
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set_mario_shade_light(SHADE_25);
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}
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break;
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case LEVEL_JRB:
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case LEVEL_DDD:
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case LEVEL_SA:
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set_mario_shade_light(SHADE_50);
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break;
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case LEVEL_CCM:
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case LEVEL_SL:
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case LEVEL_PSS:
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set_mario_shade_light(SHADE_75);
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if (gCurrAreaIndex == 2) {
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set_mario_shade_light(SHADE_50);
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}
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break;
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default:
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set_mario_shade_light(SHADE_100);
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break;
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}
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}
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#endif
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