2019-08-25 04:46:40 +00:00
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#include <ultra64.h>
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#include <math.h>
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#include "sm64.h"
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#include "shadow.h"
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#include "area.h"
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#include "engine/graph_node.h"
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#include "engine/math_util.h"
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#include "engine/surface_collision.h"
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#include "mario_animation_ids.h"
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#include "mario.h"
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#include "memory.h"
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#include "rendering_graph_node.h"
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#include "room.h"
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#include "segment2.h"
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#include "save_file.h"
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#include "geo_misc.h"
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/**
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* @file shadow.c
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* This file implements a self-contained subsystem used to draw shadows.
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*/
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/**
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* Encapsulation of information about a shadow.
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*/
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struct Shadow {
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/* The (x, y, z) position of the object whose shadow this is. */
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f32 parentX;
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f32 parentY;
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f32 parentZ;
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/* The y-position of the floor (or water or lava) underneath the object. */
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f32 floorHeight;
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/* Initial (unmodified) size of the shadow. */
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f32 shadowScale;
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/* (nx, ny, nz) normal vector of the floor underneath the object. */
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f32 floorNormalX;
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f32 floorNormalY;
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f32 floorNormalZ;
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/* "originOffset" of the floor underneath the object. */
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f32 floorOriginOffset;
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/* Angle describing "which way a marble would roll," in degrees. */
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f32 floorDownwardAngle;
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/* Angle describing "how tilted the ground is" in degrees (-90 to 90). */
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f32 floorTilt;
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/* Initial solidity of the shadow, from 0 to 255 (just an alpha value). */
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u8 solidity;
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};
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/**
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* Constant to indicate that a shadow should not be drawn.
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* This is used to disable shadows during specific frames of Mario's
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* animations.
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*/
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#define SHADOW_SOLIDITY_NO_SHADOW 0
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/**
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* Constant to indicate that a shadow's solidity has been pre-set by a previous
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* function and should not be overwritten.
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*/
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#define SHADOW_SOILDITY_ALREADY_SET 1
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/**
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* Constant to indicate that a shadow's solidity has not yet been set.
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*/
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#define SHADOW_SOLIDITY_NOT_YET_SET 2
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/**
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* Constant to indicate any sort of circular shadow.
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*/
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#define SHADOW_SHAPE_CIRCLE 10
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/**
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* Constant to indicate any sort of rectangular shadow.
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*/
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#define SHADOW_SHAPE_SQUARE 20
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/**
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* Constant to indicate a shadow consists of 9 vertices.
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*/
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#define SHADOW_WITH_9_VERTS 0
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/**
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* Constant to indicate a shadow consists of 4 vertices.
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*/
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#define SHADOW_WITH_4_VERTS 1
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/**
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* A struct containing info about hardcoded rectangle shadows.
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*/
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typedef struct {
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/* Half the width of the rectangle. */
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f32 halfWidth;
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/* Half the length of the rectangle. */
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f32 halfLength;
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/* Flag for if this shadow be smaller when its object is further away. */
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s8 scaleWithDistance;
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} shadowRectangle;
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/**
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* An array consisting of all the hardcoded rectangle shadows in the game.
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*/
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shadowRectangle rectangles[2] = {
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/* Shadow for Spindels. */
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{ 360.0f, 230.0f, TRUE },
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/* Shadow for Whomps. */
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{ 200.0f, 180.0f, TRUE }
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};
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// See shadow.h for documentation.
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s8 sMarioOnFlyingCarpet;
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s16 sSurfaceTypeBelowShadow;
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s8 gShadowAboveWaterOrLava;
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s8 gMarioOnIceOrCarpet;
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/**
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* Let (oldZ, oldX) be the relative coordinates of a point on a rectangle,
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* assumed to be centered at the origin on the standard SM64 X-Z plane. This
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* function will update (newZ, newX) to equal the new coordinates of that point
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* after a rotation equal to the yaw of the current graph node object.
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*/
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void rotate_rectangle(f32 *newZ, f32 *newX, f32 oldZ, f32 oldX) {
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struct Object *obj = (struct Object *) gCurGraphNodeObject;
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*newZ = oldZ * coss(obj->oFaceAngleYaw) - oldX * sins(obj->oFaceAngleYaw);
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*newX = oldZ * sins(obj->oFaceAngleYaw) + oldX * coss(obj->oFaceAngleYaw);
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}
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/**
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* Return atan2(a, b) in degrees. Note that the argument order is swapped from
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* the standard atan2.
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*/
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f32 atan2_deg(f32 a, f32 b) {
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return ((f32) atan2s(a, b) / 65535.0 * 360.0);
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}
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/**
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* Shrink a shadow when its parent object is further from the floor, given the
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* initial size of the shadow and the current distance.
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*/
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f32 scale_shadow_with_distance(f32 initial, f32 distFromFloor) {
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f32 newScale;
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if (distFromFloor <= 0.0) {
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newScale = initial;
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} else if (distFromFloor >= 600.0) {
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newScale = initial * 0.5;
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} else {
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newScale = initial * (1.0 - (0.5 * distFromFloor / 600.0));
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}
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return newScale;
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}
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/**
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* Disable a shadow when its parent object is more than 600 units from the ground.
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*/
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f32 disable_shadow_with_distance(f32 shadowScale, f32 distFromFloor) {
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if (distFromFloor >= 600.0) {
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return 0.0f;
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} else {
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return shadowScale;
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}
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}
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/**
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* Dim a shadow when its parent object is further from the ground.
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*/
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u8 dim_shadow_with_distance(u8 solidity, f32 distFromFloor) {
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f32 ret;
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if (solidity < 121) {
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return solidity;
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} else if (distFromFloor <= 0.0) {
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return solidity;
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} else if (distFromFloor >= 600.0) {
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return 120;
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} else {
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ret = ((120 - solidity) * distFromFloor) / 600.0 + (f32) solidity;
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return ret;
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}
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}
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/**
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* Return the water level below a shadow, or 0 if the water level is below
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* -10,000.
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*/
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f32 get_water_level_below_shadow(struct Shadow *s) {
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f32 waterLevel = find_water_level(s->parentX, s->parentZ);
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if (waterLevel < -10000.0) {
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return 0;
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} else if (s->parentY >= waterLevel && s->floorHeight <= waterLevel) {
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gShadowAboveWaterOrLava = TRUE;
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return waterLevel;
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}
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//! @bug Missing return statement. This compiles to return `waterLevel`
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//! incidentally.
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}
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/**
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* Initialize a shadow. Return 0 on success, 1 on failure.
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*
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* @param xPos,yPos,zPos Position of the parent object (not the shadow)
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* @param shadowScale Diameter of the shadow
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* @param overwriteSolidity Flag for whether the existing shadow solidity should
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* be dimmed based on its distance to the floor
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*/
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s8 init_shadow(struct Shadow *s, f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 overwriteSolidity) {
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f32 waterLevel;
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f32 floorSteepness;
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struct FloorGeometry *floorGeometry;
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s->parentX = xPos;
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s->parentY = yPos;
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s->parentZ = zPos;
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s->floorHeight = find_floor_height_and_data(s->parentX, s->parentY, s->parentZ, &floorGeometry);
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if (gEnvironmentRegions != 0) {
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waterLevel = get_water_level_below_shadow(s);
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}
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if (gShadowAboveWaterOrLava) {
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//! @bug Use of potentially undefined variable `waterLevel`
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s->floorHeight = waterLevel;
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// Assume that the water is flat.
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s->floorNormalX = 0;
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s->floorNormalY = 1.0;
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s->floorNormalZ = 0;
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s->floorOriginOffset = -waterLevel;
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} else {
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// Don't draw a shadow if the floor is lower than expected possible,
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// or if the y-normal is negative (an unexpected result).
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if (s->floorHeight < -10000.0 || floorGeometry->normalY <= 0.0) {
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return 1;
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}
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s->floorNormalX = floorGeometry->normalX;
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s->floorNormalY = floorGeometry->normalY;
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s->floorNormalZ = floorGeometry->normalZ;
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s->floorOriginOffset = floorGeometry->originOffset;
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}
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if (overwriteSolidity) {
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s->solidity = dim_shadow_with_distance(overwriteSolidity, yPos - s->floorHeight);
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}
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s->shadowScale = scale_shadow_with_distance(shadowScale, yPos - s->floorHeight);
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s->floorDownwardAngle = atan2_deg(s->floorNormalZ, s->floorNormalX);
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floorSteepness = sqrtf(s->floorNormalX * s->floorNormalX + s->floorNormalZ * s->floorNormalZ);
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// This if-statement avoids dividing by 0.
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if (floorSteepness == 0.0) {
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s->floorTilt = 0;
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} else {
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s->floorTilt = 90.0 - atan2_deg(floorSteepness, s->floorNormalY);
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}
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return 0;
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}
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/**
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* Given a `vertexNum` from a shadow with nine vertices, update the
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* texture coordinates corresponding to that vertex. That is:
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* 0 = (-15, -15) 1 = (0, -15) 2 = (15, -15)
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* 3 = (-15, 0) 4 = (0, 0) 5 = (15, 0)
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* 6 = (-15, 15) 7 = (0, 15) 8 = (15, 15)
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*/
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void get_texture_coords_9_vertices(s8 vertexNum, s16 *textureX, s16 *textureY) {
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*textureX = vertexNum % 3 * 15 - 15;
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*textureY = vertexNum / 3 * 15 - 15;
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}
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/**
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* Given a `vertexNum` from a shadow with four vertices, update the
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* texture coordinates corresponding to that vertex. That is:
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* 0 = (-15, -15) 1 = (15, -15)
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* 2 = (-15, 15) 3 = (15, 15)
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*/
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void get_texture_coords_4_vertices(s8 vertexNum, s16 *textureX, s16 *textureY) {
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*textureX = (vertexNum % 2) * 2 * 15 - 15;
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*textureY = (vertexNum / 2) * 2 * 15 - 15;
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}
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/**
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* Make a shadow's vertex at a position relative to its parent.
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*
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* @param vertices A preallocated display list for vertices
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* @param index Index into `vertices` to insert the vertex
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* @param relX,relY,relZ Vertex position relative to its parent object
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* @param alpha Opacity of the vertex
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* @param shadowVertexType One of SHADOW_WITH_9_VERTS or SHADOW_WITH_4_VERTS
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*/
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void make_shadow_vertex_at_xyz(Vtx *vertices, s8 index, f32 relX, f32 relY, f32 relZ, u8 alpha,
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s8 shadowVertexType) {
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s16 vtxX = round_float(relX);
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s16 vtxY = round_float(relY);
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s16 vtxZ = round_float(relZ);
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s16 textureX, textureY;
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switch (shadowVertexType) {
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case SHADOW_WITH_9_VERTS:
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get_texture_coords_9_vertices(index, &textureX, &textureY);
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break;
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case SHADOW_WITH_4_VERTS:
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get_texture_coords_4_vertices(index, &textureX, &textureY);
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break;
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}
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// Move the shadow up and over slightly while standing on a flying carpet.
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if (sMarioOnFlyingCarpet) {
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vtxX += 5;
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vtxY += 5;
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vtxZ += 5;
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}
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make_vertex(vertices, index, vtxX, vtxY, vtxZ, textureX << 5, textureY << 5, 255, 255, 255,
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alpha // shadows are black
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);
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}
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/**
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* Given an (x, z)-position close to a shadow, extrapolate the y-position
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* according to the floor's normal vector.
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*/
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f32 extrapolate_vertex_y_position(struct Shadow s, f32 vtxX, f32 vtxZ) {
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return -(s.floorNormalX * vtxX + s.floorNormalZ * vtxZ + s.floorOriginOffset) / s.floorNormalY;
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}
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/**
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* Given a shadow vertex with the given `index`, return the corresponding texture
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* coordinates ranging in the square with corners at (-1, -1), (1, -1), (-1, 1),
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* and (1, 1) in the x-z plane. See `get_texture_coords_9_vertices()` and
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* `get_texture_coords_4_vertices()`, which have similar functionality, but
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* return 15 times these values.
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*/
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void get_vertex_coords(s8 index, s8 shadowVertexType, s8 *xCoord, s8 *zCoord) {
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*xCoord = index % (3 - shadowVertexType) - 1;
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*zCoord = index / (3 - shadowVertexType) - 1;
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// This just corrects the 4-vertex case to have consistent results with the
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// 9-vertex case.
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if (shadowVertexType == SHADOW_WITH_4_VERTS) {
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if (*xCoord == 0) {
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*xCoord = 1;
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}
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if (*zCoord == 0) {
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*zCoord = 1;
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}
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}
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}
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/**
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* Populate `xPosVtx`, `yPosVtx`, and `zPosVtx` with the (x, y, z) position of the
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* shadow vertex with the given index. If the shadow is to have 9 vertices,
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* then each of those vertices is clamped down to the floor below it. Otherwise,
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* in the 4 vertex case, the vertex positions are extrapolated from the center
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* of the shadow.
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*
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* In practice, due to the if-statement in `make_shadow_vertex()`, the 9
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* vertex and 4 vertex cases are identical, and the above-described clamping
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* behavior is overwritten.
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*/
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void calculate_vertex_xyz(s8 index, struct Shadow s, f32 *xPosVtx, f32 *yPosVtx, f32 *zPosVtx,
|
|
|
|
s8 shadowVertexType) {
|
|
|
|
f32 tiltedScale = cosf(s.floorTilt * M_PI / 180.0) * s.shadowScale;
|
|
|
|
f32 downwardAngle = s.floorDownwardAngle * M_PI / 180.0;
|
|
|
|
f32 halfScale;
|
|
|
|
f32 halfTiltedScale;
|
|
|
|
s8 xCoordUnit;
|
|
|
|
s8 zCoordUnit;
|
|
|
|
struct FloorGeometry *dummy;
|
|
|
|
|
|
|
|
// This makes xCoordUnit and yCoordUnit each one of -1, 0, or 1.
|
|
|
|
get_vertex_coords(index, shadowVertexType, &xCoordUnit, &zCoordUnit);
|
|
|
|
|
|
|
|
halfScale = (xCoordUnit * s.shadowScale) / 2.0;
|
|
|
|
halfTiltedScale = (zCoordUnit * tiltedScale) / 2.0;
|
|
|
|
|
|
|
|
*xPosVtx = (halfTiltedScale * sinf(downwardAngle)) + (halfScale * cosf(downwardAngle)) + s.parentX;
|
|
|
|
*zPosVtx = (halfTiltedScale * cosf(downwardAngle)) - (halfScale * sinf(downwardAngle)) + s.parentZ;
|
|
|
|
|
|
|
|
if (gShadowAboveWaterOrLava) {
|
|
|
|
*yPosVtx = s.floorHeight;
|
|
|
|
} else {
|
|
|
|
switch (shadowVertexType) {
|
|
|
|
/**
|
|
|
|
* Note that this dichotomy is later overwritten in
|
|
|
|
* make_shadow_vertex().
|
|
|
|
*/
|
|
|
|
case SHADOW_WITH_9_VERTS:
|
|
|
|
// Clamp this vertex's y-position to that of the floor directly
|
|
|
|
// below it, which may differ from the floor below the center
|
|
|
|
// vertex.
|
|
|
|
*yPosVtx = find_floor_height_and_data(*xPosVtx, s.parentY, *zPosVtx, &dummy);
|
|
|
|
break;
|
|
|
|
case SHADOW_WITH_4_VERTS:
|
|
|
|
// Do not clamp. Instead, extrapolate the y-position of this
|
|
|
|
// vertex based on the directly floor below the parent object.
|
|
|
|
*yPosVtx = extrapolate_vertex_y_position(s, *xPosVtx, *zPosVtx);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Given a vertex's location, return the dot product of the
|
|
|
|
* position of that vertex (relative to the shadow's center) with the floor
|
|
|
|
* normal (at the shadow's center).
|
|
|
|
*
|
|
|
|
* Since it is a dot product, this returns 0 if these two vectors are
|
|
|
|
* perpendicular, meaning the ground is locally flat. It returns nonzero
|
|
|
|
* in most cases where `vtxY` is on a different floor triangle from the
|
|
|
|
* center vertex, as in the case with SHADOW_WITH_9_VERTS, which sets
|
|
|
|
* the y-value from `find_floor_height_and_data`. (See the bottom of
|
|
|
|
* `calculate_vertex_xyz`.)
|
|
|
|
*/
|
|
|
|
s16 floor_local_tilt(struct Shadow s, f32 vtxX, f32 vtxY, f32 vtxZ) {
|
|
|
|
f32 relX = vtxX - s.parentX;
|
|
|
|
f32 relY = vtxY - s.floorHeight;
|
|
|
|
f32 relZ = vtxZ - s.parentZ;
|
|
|
|
|
|
|
|
f32 ret = (relX * s.floorNormalX) + (relY * s.floorNormalY) + (relZ * s.floorNormalZ);
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Make a particular vertex from a shadow, calculating its position and solidity.
|
|
|
|
*/
|
|
|
|
void make_shadow_vertex(Vtx *vertices, s8 index, struct Shadow s, s8 shadowVertexType) {
|
|
|
|
f32 xPosVtx, yPosVtx, zPosVtx;
|
|
|
|
f32 relX, relY, relZ;
|
|
|
|
|
|
|
|
u8 solidity = s.solidity;
|
|
|
|
if (gShadowAboveWaterOrLava != 0) {
|
|
|
|
solidity = 200;
|
|
|
|
}
|
|
|
|
|
|
|
|
calculate_vertex_xyz(index, s, &xPosVtx, &yPosVtx, &zPosVtx, shadowVertexType);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This is the hack that makes "SHADOW_WITH_9_VERTS" act identically to
|
|
|
|
* "SHADOW_WITH_4_VERTS" in the game; this same hack is disabled by the
|
|
|
|
* GameShark code in this video: https://youtu.be/MSIh4rtNGF0. The code in
|
|
|
|
* the video makes `extrapolate_vertex_y_position` return the same value as
|
|
|
|
* the last-called function that returns a float; in this case, that's
|
|
|
|
* `find_floor_height_and_data`, which this if-statement was designed to
|
|
|
|
* overwrite in the first place. Thus, this if-statement is disabled by that
|
|
|
|
* code.
|
|
|
|
*
|
|
|
|
* The last condition here means the y-position calculated previously
|
|
|
|
* was probably on a different floor triangle from the center vertex.
|
|
|
|
* The gShadowAboveWaterOrLava check is redundant, since `floor_local_tilt`
|
|
|
|
* will always be 0 over water or lava (since they are always flat).
|
|
|
|
*/
|
|
|
|
if (shadowVertexType == SHADOW_WITH_9_VERTS && !gShadowAboveWaterOrLava
|
|
|
|
&& floor_local_tilt(s, xPosVtx, yPosVtx, zPosVtx) != 0) {
|
|
|
|
yPosVtx = extrapolate_vertex_y_position(s, xPosVtx, zPosVtx);
|
|
|
|
solidity = 0;
|
|
|
|
}
|
|
|
|
relX = xPosVtx - s.parentX;
|
|
|
|
relY = yPosVtx - s.parentY;
|
|
|
|
relZ = zPosVtx - s.parentZ;
|
|
|
|
|
|
|
|
make_shadow_vertex_at_xyz(vertices, index, relX, relY, relZ, solidity, shadowVertexType);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add a shadow to the given display list.
|
|
|
|
*/
|
|
|
|
void add_shadow_to_display_list(Gfx *displayListHead, Vtx *verts, s8 shadowVertexType, s8 shadowShape) {
|
|
|
|
switch (shadowShape) {
|
|
|
|
case SHADOW_SHAPE_CIRCLE:
|
|
|
|
gSPDisplayList(displayListHead++, dl_shadow_circle);
|
|
|
|
break;
|
|
|
|
case SHADOW_SHAPE_SQUARE:
|
|
|
|
gSPDisplayList(displayListHead++, dl_shadow_square) break;
|
|
|
|
}
|
|
|
|
switch (shadowVertexType) {
|
|
|
|
case SHADOW_WITH_9_VERTS:
|
|
|
|
gSPVertex(displayListHead++, verts, 9, 0);
|
|
|
|
gSPDisplayList(displayListHead++, dl_shadow_9_verts);
|
|
|
|
break;
|
|
|
|
case SHADOW_WITH_4_VERTS:
|
|
|
|
gSPVertex(displayListHead++, verts, 4, 0);
|
|
|
|
gSPDisplayList(displayListHead++, dl_shadow_4_verts);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
gSPDisplayList(displayListHead++, dl_shadow_end);
|
|
|
|
gSPEndDisplayList(displayListHead);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Linearly interpolate a shadow's solidity between zero and finalSolidity
|
|
|
|
* depending on curr's relation to start and end.
|
|
|
|
*/
|
|
|
|
void linearly_interpolate_solidity_positive(struct Shadow *s, u8 finalSolidity, s16 curr, s16 start,
|
|
|
|
s16 end) {
|
|
|
|
if (curr >= 0 && curr < start) {
|
|
|
|
s->solidity = 0;
|
|
|
|
} else if (end < curr) {
|
|
|
|
s->solidity = finalSolidity;
|
|
|
|
} else {
|
|
|
|
s->solidity = (f32) finalSolidity * (curr - start) / (end - start);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Linearly interpolate a shadow's solidity between initialSolidity and zero
|
|
|
|
* depending on curr's relation to start and end. Note that if curr < start,
|
|
|
|
* the solidity will be zero.
|
|
|
|
*/
|
|
|
|
void linearly_interpolate_solidity_negative(struct Shadow *s, u8 initialSolidity, s16 curr, s16 start,
|
|
|
|
s16 end) {
|
|
|
|
// The curr < start case is not handled. Thus, if start != 0, this function
|
|
|
|
// will have the surprising behavior of hiding the shadow until start.
|
|
|
|
// This is not necessarily a bug, since this function is only used once,
|
|
|
|
// with start == 0.
|
|
|
|
if (curr >= start && end >= curr) {
|
|
|
|
s->solidity = ((f32) initialSolidity * (1.0 - (f32)(curr - start) / (end - start)));
|
|
|
|
} else {
|
|
|
|
s->solidity = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Change a shadow's solidity based on the player's current animation frame.
|
|
|
|
*/
|
|
|
|
s8 correct_shadow_solidity_for_animations(s32 isLuigi, u8 initialSolidity, struct Shadow *shadow) {
|
|
|
|
struct Object *player;
|
|
|
|
s8 ret;
|
|
|
|
s16 animFrame;
|
|
|
|
|
|
|
|
switch (isLuigi) {
|
|
|
|
case 0:
|
|
|
|
player = gMarioObject;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
/**
|
|
|
|
* This is evidence of a removed second player, likely Luigi.
|
|
|
|
* This variable lies in memory just after the gMarioObject and
|
|
|
|
* has the same type of shadow that Mario does. The `isLuigi`
|
|
|
|
* variable is never 1 in the game. Note that since this was a
|
|
|
|
* switch-case, not an if-statement, the programmers possibly
|
|
|
|
* intended there to be even more than 2 characters.
|
|
|
|
*/
|
|
|
|
player = gLuigiObject;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
animFrame = player->header.gfx.unk38.animFrame;
|
|
|
|
switch (player->header.gfx.unk38.animID) {
|
|
|
|
case MARIO_ANIM_IDLE_ON_LEDGE:
|
|
|
|
ret = SHADOW_SOLIDITY_NO_SHADOW;
|
|
|
|
break;
|
|
|
|
case MARIO_ANIM_FAST_LEDGE_GRAB:
|
|
|
|
linearly_interpolate_solidity_positive(shadow, initialSolidity, animFrame, 5, 14);
|
|
|
|
ret = SHADOW_SOILDITY_ALREADY_SET;
|
|
|
|
break;
|
|
|
|
case MARIO_ANIM_SLOW_LEDGE_GRAB:
|
|
|
|
linearly_interpolate_solidity_positive(shadow, initialSolidity, animFrame, 21, 33);
|
|
|
|
ret = SHADOW_SOILDITY_ALREADY_SET;
|
|
|
|
break;
|
|
|
|
case MARIO_ANIM_CLIMB_DOWN_LEDGE:
|
|
|
|
linearly_interpolate_solidity_negative(shadow, initialSolidity, animFrame, 0, 5);
|
|
|
|
ret = SHADOW_SOILDITY_ALREADY_SET;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
ret = SHADOW_SOLIDITY_NOT_YET_SET;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Slightly change the height of a shadow in levels with lava.
|
|
|
|
*/
|
|
|
|
void correct_lava_shadow_height(struct Shadow *s) {
|
|
|
|
if (gCurrLevelNum == LEVEL_BITFS && sSurfaceTypeBelowShadow == SURFACE_BURNING) {
|
|
|
|
if (s->floorHeight < -3000.0) {
|
|
|
|
s->floorHeight = -3062.0;
|
|
|
|
gShadowAboveWaterOrLava = TRUE;
|
|
|
|
} else if (s->floorHeight > 3400.0) {
|
|
|
|
s->floorHeight = 3492.0;
|
|
|
|
gShadowAboveWaterOrLava = TRUE;
|
|
|
|
}
|
|
|
|
} else if (gCurrLevelNum == LEVEL_LLL && gCurrAreaIndex == 1
|
|
|
|
&& sSurfaceTypeBelowShadow == SURFACE_BURNING) {
|
|
|
|
s->floorHeight = 5.0;
|
|
|
|
gShadowAboveWaterOrLava = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a shadow under a player, correcting that shadow's opacity during
|
|
|
|
* appropriate animations and other states.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_player(f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 solidity, s32 isLuigi) {
|
|
|
|
Vtx *verts;
|
|
|
|
Gfx *displayList;
|
|
|
|
struct Shadow shadow;
|
|
|
|
s8 ret;
|
|
|
|
s32 i;
|
|
|
|
|
|
|
|
// Update global variables about whether Mario is on a flying carpet.
|
|
|
|
if (gCurrLevelNum == LEVEL_RR && sSurfaceTypeBelowShadow != SURFACE_DEATH_PLANE) {
|
|
|
|
switch (gFlyingCarpetState) {
|
|
|
|
case FLYING_CARPET_MOVING_WITHOUT_MARIO:
|
|
|
|
gMarioOnIceOrCarpet = 1;
|
|
|
|
sMarioOnFlyingCarpet = 1;
|
|
|
|
break;
|
|
|
|
case FLYING_CARPET_MOVING_WITH_MARIO:
|
|
|
|
gMarioOnIceOrCarpet = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (correct_shadow_solidity_for_animations(isLuigi, solidity, &shadow)) {
|
|
|
|
case SHADOW_SOLIDITY_NO_SHADOW:
|
|
|
|
return NULL;
|
|
|
|
break;
|
|
|
|
case SHADOW_SOILDITY_ALREADY_SET:
|
|
|
|
ret = init_shadow(&shadow, xPos, yPos, zPos, shadowScale, /* overwriteSolidity */ 0);
|
|
|
|
break;
|
|
|
|
case SHADOW_SOLIDITY_NOT_YET_SET:
|
|
|
|
ret = init_shadow(&shadow, xPos, yPos, zPos, shadowScale, solidity);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (ret != 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
verts = alloc_display_list(9 * sizeof(Vtx));
|
|
|
|
displayList = alloc_display_list(5 * sizeof(Gfx));
|
|
|
|
if (verts == NULL || displayList == NULL) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
correct_lava_shadow_height(&shadow);
|
|
|
|
|
|
|
|
for (i = 0; i < 9; i++) {
|
|
|
|
make_shadow_vertex(verts, i, shadow, SHADOW_WITH_9_VERTS);
|
|
|
|
}
|
|
|
|
add_shadow_to_display_list(displayList, verts, SHADOW_WITH_9_VERTS, SHADOW_SHAPE_CIRCLE);
|
|
|
|
return displayList;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a circular shadow composed of 9 vertices.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_circle_9_verts(f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 solidity) {
|
|
|
|
Vtx *verts;
|
|
|
|
Gfx *displayList;
|
|
|
|
struct Shadow shadow;
|
|
|
|
s32 i;
|
|
|
|
|
|
|
|
if (init_shadow(&shadow, xPos, yPos, zPos, shadowScale, solidity) != 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
verts = alloc_display_list(9 * sizeof(Vtx));
|
|
|
|
displayList = alloc_display_list(5 * sizeof(Gfx));
|
|
|
|
|
|
|
|
if (verts == NULL || displayList == NULL) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
for (i = 0; i < 9; i++) {
|
|
|
|
make_shadow_vertex(verts, i, shadow, SHADOW_WITH_9_VERTS);
|
|
|
|
}
|
|
|
|
add_shadow_to_display_list(displayList, verts, SHADOW_WITH_9_VERTS, SHADOW_SHAPE_CIRCLE);
|
|
|
|
return displayList;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a circular shadow composed of 4 vertices.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_circle_4_verts(f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 solidity) {
|
|
|
|
Vtx *verts;
|
|
|
|
Gfx *displayList;
|
|
|
|
struct Shadow shadow;
|
|
|
|
s32 i;
|
|
|
|
|
|
|
|
if (init_shadow(&shadow, xPos, yPos, zPos, shadowScale, solidity) != 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
verts = alloc_display_list(4 * sizeof(Vtx));
|
|
|
|
displayList = alloc_display_list(5 * sizeof(Gfx));
|
|
|
|
|
|
|
|
if (verts == NULL || displayList == NULL) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
make_shadow_vertex(verts, i, shadow, SHADOW_WITH_4_VERTS);
|
|
|
|
}
|
|
|
|
add_shadow_to_display_list(displayList, verts, SHADOW_WITH_4_VERTS, SHADOW_SHAPE_CIRCLE);
|
|
|
|
return displayList;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a circular shadow composed of 4 vertices and assume that the ground
|
|
|
|
* underneath it is totally flat.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_circle_assuming_flat_ground(f32 xPos, f32 yPos, f32 zPos, s16 shadowScale,
|
|
|
|
u8 solidity) {
|
|
|
|
Vtx *verts;
|
|
|
|
Gfx *displayList;
|
|
|
|
struct FloorGeometry *dummy; // only for calling find_floor_height_and_data
|
|
|
|
f32 distBelowFloor;
|
|
|
|
f32 floorHeight = find_floor_height_and_data(xPos, yPos, zPos, &dummy);
|
|
|
|
f32 radius = shadowScale / 2;
|
|
|
|
|
|
|
|
if (floorHeight < -10000.0) {
|
|
|
|
return NULL;
|
|
|
|
} else {
|
|
|
|
distBelowFloor = floorHeight - yPos;
|
|
|
|
}
|
|
|
|
|
|
|
|
verts = alloc_display_list(4 * sizeof(Vtx));
|
|
|
|
displayList = alloc_display_list(5 * sizeof(Gfx));
|
|
|
|
|
|
|
|
if (verts == NULL || displayList == NULL) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
make_shadow_vertex_at_xyz(verts, 0, -radius, distBelowFloor, -radius, solidity, 1);
|
|
|
|
make_shadow_vertex_at_xyz(verts, 1, radius, distBelowFloor, -radius, solidity, 1);
|
|
|
|
make_shadow_vertex_at_xyz(verts, 2, -radius, distBelowFloor, radius, solidity, 1);
|
|
|
|
make_shadow_vertex_at_xyz(verts, 3, radius, distBelowFloor, radius, solidity, 1);
|
|
|
|
|
|
|
|
add_shadow_to_display_list(displayList, verts, SHADOW_WITH_4_VERTS, SHADOW_SHAPE_CIRCLE);
|
|
|
|
return displayList;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a rectangular shadow composed of 4 vertices. This assumes the ground
|
|
|
|
* underneath the shadow is totally flat.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_rectangle(f32 halfWidth, f32 halfLength, f32 relY, u8 solidity) {
|
2019-10-05 19:08:05 +00:00
|
|
|
Vtx *verts = alloc_display_list(4 * sizeof(Vtx));
|
|
|
|
Gfx *displayList = alloc_display_list(5 * sizeof(Gfx));
|
2019-08-25 04:46:40 +00:00
|
|
|
f32 frontLeftX, frontLeftZ, frontRightX, frontRightZ, backLeftX, backLeftZ, backRightX, backRightZ;
|
|
|
|
|
|
|
|
if (verts == NULL || displayList == NULL) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Rotate the shadow based on the parent object's face angle.
|
|
|
|
rotate_rectangle(&frontLeftZ, &frontLeftX, -halfLength, -halfWidth);
|
|
|
|
rotate_rectangle(&frontRightZ, &frontRightX, -halfLength, halfWidth);
|
|
|
|
rotate_rectangle(&backLeftZ, &backLeftX, halfLength, -halfWidth);
|
|
|
|
rotate_rectangle(&backRightZ, &backRightX, halfLength, halfWidth);
|
|
|
|
|
|
|
|
make_shadow_vertex_at_xyz(verts, 0, frontLeftX, relY, frontLeftZ, solidity, 1);
|
|
|
|
make_shadow_vertex_at_xyz(verts, 1, frontRightX, relY, frontRightZ, solidity, 1);
|
|
|
|
make_shadow_vertex_at_xyz(verts, 2, backLeftX, relY, backLeftZ, solidity, 1);
|
|
|
|
make_shadow_vertex_at_xyz(verts, 3, backRightX, relY, backRightZ, solidity, 1);
|
|
|
|
|
|
|
|
add_shadow_to_display_list(displayList, verts, SHADOW_WITH_4_VERTS, SHADOW_SHAPE_SQUARE);
|
|
|
|
return displayList;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Populate `shadowHeight` and `solidity` appropriately; the default solidity
|
|
|
|
* value is 200. Return 0 if a shadow should be drawn, 1 if not.
|
|
|
|
*/
|
|
|
|
s32 get_shadow_height_solidity(f32 xPos, f32 yPos, f32 zPos, f32 *shadowHeight, u8 *solidity) {
|
|
|
|
struct FloorGeometry *dummy;
|
|
|
|
f32 waterLevel;
|
|
|
|
*shadowHeight = find_floor_height_and_data(xPos, yPos, zPos, &dummy);
|
|
|
|
|
|
|
|
if (*shadowHeight < -10000.0) {
|
|
|
|
return 1;
|
|
|
|
} else {
|
|
|
|
waterLevel = find_water_level(xPos, zPos);
|
|
|
|
|
|
|
|
if (waterLevel < -10000.0) {
|
|
|
|
// Dead if-statement. There may have been an assert here.
|
|
|
|
} else if (yPos >= waterLevel && waterLevel >= *shadowHeight) {
|
|
|
|
gShadowAboveWaterOrLava = TRUE;
|
|
|
|
*shadowHeight = waterLevel;
|
|
|
|
*solidity = 200;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a square shadow composed of 4 vertices.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_square(f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 solidity, s8 shadowType) {
|
|
|
|
f32 shadowHeight;
|
|
|
|
f32 distFromShadow;
|
|
|
|
f32 shadowRadius;
|
|
|
|
|
|
|
|
if (get_shadow_height_solidity(xPos, yPos, zPos, &shadowHeight, &solidity) != 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
distFromShadow = yPos - shadowHeight;
|
|
|
|
switch (shadowType) {
|
|
|
|
case SHADOW_SQUARE_PERMANENT:
|
|
|
|
shadowRadius = shadowScale / 2;
|
|
|
|
break;
|
|
|
|
case SHADOW_SQUARE_SCALABLE:
|
|
|
|
shadowRadius = scale_shadow_with_distance(shadowScale, distFromShadow) / 2.0;
|
|
|
|
break;
|
|
|
|
case SHADOW_SQUARE_TOGGLABLE:
|
|
|
|
shadowRadius = disable_shadow_with_distance(shadowScale, distFromShadow) / 2.0;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return create_shadow_rectangle(shadowRadius, shadowRadius, -distFromShadow, solidity);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a rectangular shadow whose parameters have been hardcoded in the
|
|
|
|
* `rectangles` array.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_hardcoded_rectangle(f32 xPos, f32 yPos, f32 zPos, UNUSED s16 shadowScale,
|
|
|
|
u8 solidity, s8 shadowType) {
|
|
|
|
f32 shadowHeight;
|
|
|
|
f32 distFromShadow;
|
|
|
|
f32 halfWidth;
|
|
|
|
f32 halfLength;
|
|
|
|
s8 idx = shadowType - SHADOW_RECTANGLE_HARDCODED_OFFSET;
|
|
|
|
|
|
|
|
if (get_shadow_height_solidity(xPos, yPos, zPos, &shadowHeight, &solidity) != 0) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
distFromShadow = yPos - shadowHeight;
|
|
|
|
/**
|
|
|
|
* Note that idx could be negative or otherwise out of the bounds of
|
|
|
|
* the `rectangles` array. In practice, it never is, because this was
|
|
|
|
* only used twice.
|
|
|
|
*/
|
|
|
|
if (rectangles[idx].scaleWithDistance == TRUE) {
|
|
|
|
halfWidth = scale_shadow_with_distance(rectangles[idx].halfWidth, distFromShadow);
|
|
|
|
halfLength = scale_shadow_with_distance(rectangles[idx].halfLength, distFromShadow);
|
|
|
|
} else {
|
|
|
|
// This code is never used because the third element of the rectangle
|
|
|
|
// struct is always TRUE.
|
|
|
|
halfWidth = rectangles[idx].halfWidth;
|
|
|
|
halfLength = rectangles[idx].halfLength;
|
|
|
|
}
|
|
|
|
return create_shadow_rectangle(halfWidth, halfLength, -distFromShadow, solidity);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a shadow at the absolute position given, with the given parameters.
|
|
|
|
* Return a pointer to the display list representing the shadow.
|
|
|
|
*/
|
|
|
|
Gfx *create_shadow_below_xyz(f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 shadowSolidity,
|
|
|
|
s8 shadowType) {
|
|
|
|
Gfx *displayList = NULL;
|
|
|
|
struct Surface *pfloor;
|
|
|
|
find_floor(xPos, yPos, zPos, &pfloor);
|
|
|
|
|
|
|
|
gShadowAboveWaterOrLava = FALSE;
|
|
|
|
gMarioOnIceOrCarpet = 0;
|
|
|
|
sMarioOnFlyingCarpet = 0;
|
|
|
|
if (pfloor != NULL) {
|
|
|
|
if (pfloor->type == SURFACE_ICE) {
|
|
|
|
gMarioOnIceOrCarpet = 1;
|
|
|
|
}
|
|
|
|
sSurfaceTypeBelowShadow = pfloor->type;
|
|
|
|
}
|
|
|
|
switch (shadowType) {
|
|
|
|
case SHADOW_CIRCLE_9_VERTS:
|
|
|
|
displayList = create_shadow_circle_9_verts(xPos, yPos, zPos, shadowScale, shadowSolidity);
|
|
|
|
break;
|
|
|
|
case SHADOW_CIRCLE_4_VERTS:
|
|
|
|
displayList = create_shadow_circle_4_verts(xPos, yPos, zPos, shadowScale, shadowSolidity);
|
|
|
|
break;
|
|
|
|
case SHADOW_CIRCLE_4_VERTS_FLAT_UNUSED: // unused shadow type
|
|
|
|
displayList = create_shadow_circle_assuming_flat_ground(xPos, yPos, zPos, shadowScale,
|
|
|
|
shadowSolidity);
|
|
|
|
break;
|
|
|
|
case SHADOW_SQUARE_PERMANENT:
|
|
|
|
displayList =
|
|
|
|
create_shadow_square(xPos, yPos, zPos, shadowScale, shadowSolidity, shadowType);
|
|
|
|
break;
|
|
|
|
case SHADOW_SQUARE_SCALABLE:
|
|
|
|
displayList =
|
|
|
|
create_shadow_square(xPos, yPos, zPos, shadowScale, shadowSolidity, shadowType);
|
|
|
|
break;
|
|
|
|
case SHADOW_SQUARE_TOGGLABLE:
|
|
|
|
displayList =
|
|
|
|
create_shadow_square(xPos, yPos, zPos, shadowScale, shadowSolidity, shadowType);
|
|
|
|
break;
|
|
|
|
case SHADOW_CIRCLE_PLAYER:
|
|
|
|
displayList = create_shadow_player(xPos, yPos, zPos, shadowScale, shadowSolidity,
|
|
|
|
/* isLuigi */ FALSE);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
displayList = create_shadow_hardcoded_rectangle(xPos, yPos, zPos, shadowScale,
|
|
|
|
shadowSolidity, shadowType);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return displayList;
|
|
|
|
}
|