Shipwright/soh/src/overlays/actors/ovl_En_Stream/z_en_stream.c

146 lines
4.8 KiB
C

/*
* File: z_en_stream.c
* Overlay: ovl_En_Stream
* Description: Water Vortex
*/
#include "z_en_stream.h"
#include "objects/object_stream/object_stream.h"
#define FLAGS ACTOR_FLAG_4
void EnStream_Init(Actor* thisx, GlobalContext* globalCtx);
void EnStream_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnStream_Update(Actor* thisx, GlobalContext* globalCtx);
void EnStream_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnStream_WaitForPlayer(EnStream* this, GlobalContext* globalCtx);
const ActorInit En_Stream_InitVars = {
ACTOR_EN_STREAM,
ACTORCAT_BG,
FLAGS,
OBJECT_STREAM,
sizeof(EnStream),
(ActorFunc)EnStream_Init,
(ActorFunc)EnStream_Destroy,
(ActorFunc)EnStream_Update,
(ActorFunc)EnStream_Draw,
NULL,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 20, ICHAIN_STOP),
};
void EnStream_SetupAction(EnStream* this, EnStreamActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnStream_Init(Actor* thisx, GlobalContext* globalCtx) {
EnStream* this = (EnStream*)thisx;
this->unk_150 = thisx->params & 0xFF;
Actor_ProcessInitChain(thisx, sInitChain);
if ((this->unk_150 != 0) && (this->unk_150 == 1)) {
thisx->scale.y = 0.01f;
}
EnStream_SetupAction(this, EnStream_WaitForPlayer);
}
void EnStream_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
// Checks if the player is in range of the vortex
s32 func_80B0B81C(Vec3f* vortexPosRot, Vec3f* playerPosRot, Vec3f* posDifference, f32 vortexYScale) {
s32 ret = 0;
f32 smallConstant = 28.0f;
f32 upperBounds = 160 * vortexYScale * 50.0f;
f32 lowerBounds = 0 * vortexYScale * 50.0f;
f32 xzDist;
f32 range;
posDifference->x = playerPosRot->x - vortexPosRot->x;
posDifference->y = playerPosRot->y - vortexPosRot->y;
posDifference->z = playerPosRot->z - vortexPosRot->z;
xzDist = sqrtf(SQ(posDifference->x) + SQ(posDifference->z));
if (lowerBounds <= posDifference->y && posDifference->y <= upperBounds) {
posDifference->y -= lowerBounds;
range = ((75.0f - smallConstant) * (posDifference->y / (upperBounds - lowerBounds))) + 28.0f;
if (xzDist <= range) {
ret = 1;
}
}
if ((posDifference->y <= lowerBounds) && (xzDist <= 28.0f)) {
ret = 2;
}
return ret;
}
void EnStream_SuckPlayer(EnStream* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 pad48;
Vec3f posDifference;
f32 xzDist;
f32 yDistWithOffset;
s32 pad30;
s32 pad2C;
if (func_80B0B81C(&this->actor.world.pos, &player->actor.world.pos, &posDifference, this->actor.scale.y) != 0) {
xzDist = sqrtf(SQ(posDifference.x) + SQ(posDifference.z));
yDistWithOffset = player->actor.world.pos.y - (this->actor.world.pos.y - 90.0f);
player->windDirection = Math_FAtan2F(-posDifference.x, -posDifference.z) * (0x8000 / M_PI);
if (xzDist > 3.0f) {
Math_SmoothStepToF(&player->windSpeed, 3.0f, 0.5f, xzDist, 0.0f);
} else {
player->windSpeed = 0.0f;
Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 0.5f, 3.0f, 0.0f);
Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 0.5f, 3.0f, 0.0f);
}
if (yDistWithOffset > 0.0f) {
Math_SmoothStepToF(&player->actor.velocity.y, -3.0f, 0.7f, yDistWithOffset, 0.0f);
if (posDifference.y < -70.0f) {
player->stateFlags2 |= 0x80000000;
}
}
} else {
EnStream_SetupAction(this, EnStream_WaitForPlayer);
}
}
void EnStream_WaitForPlayer(EnStream* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s16 pad;
Vec3f temp;
if (func_80B0B81C(&this->actor.world.pos, &player->actor.world.pos, &temp, this->actor.scale.y) != 0) {
EnStream_SetupAction(this, EnStream_SuckPlayer);
}
}
void EnStream_Update(Actor* thisx, GlobalContext* globalCtx) {
EnStream* this = (EnStream*)thisx;
this->actionFunc(this, globalCtx);
func_8002F948(thisx, NA_SE_EV_WHIRLPOOL - SFX_FLAG);
}
void EnStream_Draw(Actor* thisx, GlobalContext* globalCtx) {
u32 multipliedFrames;
u32 frames = globalCtx->gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
multipliedFrames = frames * 20;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, frames * 30, -multipliedFrames, 0x40, 0x40, 1,
multipliedFrames, -multipliedFrames, 0x40, 0x40));
gSPDisplayList(POLY_XLU_DISP++, object_stream_DL_000950);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}