Shipwright/soh/src/overlays/actors/ovl_Bg_Spot08_Iceblock/z_bg_spot08_iceblock.c

448 lines
15 KiB
C

/*
* File: z_bg_spot08_iceblock.c
* Overlay: ovl_Bg_Spot08_Iceblock
* Description: Floating ice platforms
*/
#include "z_bg_spot08_iceblock.h"
#include "objects/object_spot08_obj/object_spot08_obj.h"
#define FLAGS 0
void BgSpot08Iceblock_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot08Iceblock_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgSpot08Iceblock_Update(Actor* thisx, GlobalContext* globalCtx);
void BgSpot08Iceblock_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgSpot08Iceblock_SetupFloatNonrotating(BgSpot08Iceblock* this);
void BgSpot08Iceblock_FloatNonrotating(BgSpot08Iceblock* this, GlobalContext* globalCtx);
void BgSpot08Iceblock_SetupFloatRotating(BgSpot08Iceblock* this);
void BgSpot08Iceblock_FloatRotating(BgSpot08Iceblock* this, GlobalContext* globalCtx);
void BgSpot08Iceblock_SetupFloatOrbitingTwins(BgSpot08Iceblock* this);
void BgSpot08Iceblock_FloatOrbitingTwins(BgSpot08Iceblock* this, GlobalContext* globalCtx);
void BgSpot08Iceblock_SetupNoAction(BgSpot08Iceblock* this);
const ActorInit Bg_Spot08_Iceblock_InitVars = {
ACTOR_BG_SPOT08_ICEBLOCK,
ACTORCAT_BG,
FLAGS,
OBJECT_SPOT08_OBJ,
sizeof(BgSpot08Iceblock),
(ActorFunc)BgSpot08Iceblock_Init,
(ActorFunc)BgSpot08Iceblock_Destroy,
(ActorFunc)BgSpot08Iceblock_Update,
(ActorFunc)BgSpot08Iceblock_Draw,
NULL,
};
void BgSpot08Iceblock_SetupAction(BgSpot08Iceblock* this, BgSpot08IceblockActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void BgSpot08Iceblock_InitDynaPoly(BgSpot08Iceblock* this, GlobalContext* globalCtx, CollisionHeader* collision,
s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.bgId == BG_ACTOR_MAX) {
// "Warning: move BG registration failed"
osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->dyna.actor.id, this->dyna.actor.params);
}
}
// Sets params to 0x10 (medium, nonrotating) if not in the cases listed.
void BgSpot08Iceblock_CheckParams(BgSpot08Iceblock* this) {
switch (this->dyna.actor.params & 0xFF) {
case 0xFF:
this->dyna.actor.params = 0x10;
break;
default:
// "Error: arg_data setting error"
osSyncPrintf("Error : arg_data 設定ミスです。(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->dyna.actor.params);
this->dyna.actor.params = 0x10;
break;
case 1:
case 4:
case 0x10:
case 0x11:
case 0x12:
case 0x14:
case 0x20:
case 0x23:
case 0x24:
break;
}
}
void BgSpot08Iceblock_Bobbing(BgSpot08Iceblock* this) {
this->bobOffset = (Math_SinS(this->bobPhaseSlow) * 4.0f) + (Math_SinS(this->bobPhaseFast) * 3.0f);
}
void BgSpot08Iceblock_SinkUnderPlayer(BgSpot08Iceblock* this) {
f32 target;
f32 step;
switch (this->dyna.actor.params & 0xF0) {
case 0:
step = 0.15f;
break;
case 0x10:
step = 0.2f;
break;
case 0x20:
step = 0.4f;
break;
}
// Sink under Player's weight if standing on it
target = (func_80043548(&this->dyna) ? -4.0f : 0.0f);
Math_StepToF(&this->sinkOffset, target, step);
}
void BgSpot08Iceblock_SetWaterline(BgSpot08Iceblock* this) {
this->dyna.actor.world.pos.y = this->sinkOffset + this->bobOffset + this->dyna.actor.home.pos.y;
}
void BgSpot08Iceblock_MultVectorScalar(Vec3f* dest, Vec3f* v, f32 scale) {
dest->x = v->x * scale;
dest->y = v->y * scale;
dest->z = v->z * scale;
}
void BgSpot08Iceblock_CrossProduct(Vec3f* dest, Vec3f* v1, Vec3f* v2) {
dest->x = (v1->y * v2->z) - (v1->z * v2->y);
dest->y = (v1->z * v2->x) - (v1->x * v2->z);
dest->z = (v1->x * v2->y) - (v1->y * v2->x);
}
s32 BgSpot08Iceblock_NormalizeVector(Vec3f* dest, Vec3f* v) {
f32 magnitude;
magnitude = Math3D_Vec3fMagnitude(v);
if (magnitude < 0.001f) {
dest->x = dest->y = 0.0f;
dest->z = 1.0f;
return false;
} else {
dest->x = v->x * (1.0f / magnitude);
dest->y = v->y * (1.0f / magnitude);
dest->z = v->z * (1.0f / magnitude);
return true;
}
}
static Vec3f sVerticalVector = { 0.0f, 1.0f, 0.0f };
static Vec3f sZeroVector = { 0.0f, 0.0f, 0.0f };
static f32 sInertias[] = { 1.0f / 70000000, 1.0f / 175000000, 1.0f / 700000000 };
static f32 sDampingFactors[] = { 0.96f, 0.96f, 0.98f };
static f32 sRollSins[] = {
0.22495104f, // sin(13 degrees)
0.22495104f, // sin(13 degrees)
0.03489947f, // sin(2 degrees)
};
static f32 sRollCoss[] = {
0.97437006f, // cos(13 degrees)
0.97437006f, // cos(13 degrees)
0.99939084f, // cos(2 degrees)
};
/**
* Handles all the factors that influence rolling: inertia, random oscillations, and most significantly, player weight,
* and combines them to produce a matrix that rotates the actor to match the surface normal
*/
void BgSpot08Iceblock_Roll(BgSpot08Iceblock* this, GlobalContext* globalCtx) {
f32 deviationFromVertSq;
f32 stabilityCorrection;
Vec3f surfaceNormalHorizontal;
Vec3f playerCentroidDiff;
Vec3f playerMoment;
Vec3f surfaceNormalHorizontalScaled;
Vec3f randomNutation;
Vec3f tempVec; // reused with different meanings
Vec3f torqueDirection;
f32 playerCentroidDist;
s32 rollDataIndex;
MtxF mtx;
s32 pad;
Player* player = GET_PLAYER(globalCtx);
switch (this->dyna.actor.params & 0xFF) {
case 0x11: // Medium nonrotating
rollDataIndex = 0;
break;
case 1:
rollDataIndex = 1; // Large nonrotating
break;
default:
rollDataIndex = 2;
break;
}
Math_Vec3f_Diff(&player->actor.world.pos, &this->dyna.actor.world.pos, &playerCentroidDiff);
playerCentroidDiff.y -= (150.0f * this->dyna.actor.scale.y);
playerCentroidDist = Math3D_Vec3fMagnitude(&playerCentroidDiff);
randomNutation.x = (Rand_ZeroOne() - 0.5f) * (1.0f / 625);
randomNutation.y = 0.0f;
randomNutation.z = (Rand_ZeroOne() - 0.5f) * (1.0f / 625);
surfaceNormalHorizontal.x = this->surfaceNormal.x;
surfaceNormalHorizontal.y = 0.0f;
surfaceNormalHorizontal.z = this->surfaceNormal.z;
// If player is standing on it or holding the edge
if (func_8004356C(&this->dyna) && (playerCentroidDist > 3.0f)) {
Math_Vec3f_Diff(&playerCentroidDiff, &surfaceNormalHorizontal, &playerMoment);
BgSpot08Iceblock_MultVectorScalar(&playerMoment, &playerMoment,
(sInertias[rollDataIndex] * playerCentroidDist) / this->dyna.actor.scale.x);
} else {
playerMoment = sZeroVector;
}
BgSpot08Iceblock_MultVectorScalar(&surfaceNormalHorizontalScaled, &surfaceNormalHorizontal, -0.01f);
// Add all three deviations
Math_Vec3f_Sum(&this->normalDelta, &playerMoment, &this->normalDelta);
Math_Vec3f_Sum(&this->normalDelta, &surfaceNormalHorizontalScaled, &this->normalDelta);
Math_Vec3f_Sum(&this->normalDelta, &randomNutation, &this->normalDelta);
this->normalDelta.y = 0.0f;
Math_Vec3f_Sum(&this->surfaceNormal, &this->normalDelta, &tempVec);
tempVec.x *= sDampingFactors[rollDataIndex];
tempVec.z *= sDampingFactors[rollDataIndex];
// Set up roll axis and final new angle
if (BgSpot08Iceblock_NormalizeVector(&this->surfaceNormal, &tempVec)) {
deviationFromVertSq = Math3D_Dist1DSq(this->surfaceNormal.z, this->surfaceNormal.x);
// Prevent overrolling
if (sRollSins[rollDataIndex] < deviationFromVertSq) {
stabilityCorrection = sRollSins[rollDataIndex] / deviationFromVertSq;
this->surfaceNormal.x *= stabilityCorrection;
this->surfaceNormal.y = sRollCoss[rollDataIndex];
this->surfaceNormal.z *= stabilityCorrection;
}
BgSpot08Iceblock_CrossProduct(&tempVec, &sVerticalVector, &this->surfaceNormal);
if (BgSpot08Iceblock_NormalizeVector(&torqueDirection, &tempVec)) {
this->rotationAxis = torqueDirection;
}
} else {
this->surfaceNormal = sVerticalVector;
}
// Rotation by the angle between surfaceNormal and the vertical about rotationAxis
Matrix_RotateAxis(Math_FAcosF(Math3D_Cos(&sVerticalVector, &this->surfaceNormal)), &this->rotationAxis,
MTXMODE_NEW);
Matrix_RotateY(this->dyna.actor.shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_Get(&mtx);
Matrix_MtxFToYXZRotS(&mtx, &this->dyna.actor.shape.rot, 0);
}
void BgSpot08Iceblock_SpawnTwinFloe(BgSpot08Iceblock* this, GlobalContext* globalCtx) {
s32 pad[2];
f32 sin;
f32 cos;
sin = Math_SinS(this->dyna.actor.home.rot.y) * 100.0f;
cos = Math_CosS(this->dyna.actor.home.rot.y) * 100.0f;
if (!(this->dyna.actor.params & 0x100)) {
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->dyna.actor, globalCtx, ACTOR_BG_SPOT08_ICEBLOCK,
this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z,
this->dyna.actor.home.rot.x, this->dyna.actor.home.rot.y, this->dyna.actor.home.rot.z,
0x123);
this->dyna.actor.world.pos.x += sin;
this->dyna.actor.world.pos.z += cos;
} else {
this->dyna.actor.world.pos.x -= sin;
this->dyna.actor.world.pos.z -= cos;
}
BgSpot08Iceblock_SetupFloatOrbitingTwins(this);
}
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 2200, ICHAIN_STOP),
};
void BgSpot08Iceblock_Init(Actor* thisx, GlobalContext* globalCtx) {
BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
CollisionHeader* colHeader;
// "spot08 ice floe"
osSyncPrintf("(spot08 流氷)(arg_data 0x%04x)\n", this->dyna.actor.params);
BgSpot08Iceblock_CheckParams(this);
switch (this->dyna.actor.params & 0x200) {
case 0:
colHeader = &gZorasFountainIcebergCol;
break;
case 0x200:
colHeader = &gZorasFountainIceRampCol;
break;
}
switch (this->dyna.actor.params & 0xF) {
case 2:
case 3:
BgSpot08Iceblock_InitDynaPoly(this, globalCtx, colHeader, DPM_UNK3);
break;
default:
BgSpot08Iceblock_InitDynaPoly(this, globalCtx, colHeader, DPM_UNK);
break;
}
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
Actor_Kill(&this->dyna.actor);
return;
}
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
switch (this->dyna.actor.params & 0xF0) {
case 0:
Actor_SetScale(&this->dyna.actor, 0.2f);
break;
case 0x10:
Actor_SetScale(&this->dyna.actor, 0.1f);
break;
case 0x20:
Actor_SetScale(&this->dyna.actor, 0.05f);
break;
}
this->bobPhaseSlow = (s32)(Rand_ZeroOne() * (0xFFFF + 0.5f));
this->bobPhaseFast = (s32)(Rand_ZeroOne() * (0xFFFF + 0.5f));
this->surfaceNormal.y = 1.0f;
this->rotationAxis.x = 1.0f;
switch (this->dyna.actor.params & 0xF) {
case 0:
case 1:
BgSpot08Iceblock_SetupFloatNonrotating(this);
break;
case 2:
BgSpot08Iceblock_SetupFloatRotating(this);
break;
case 3:
BgSpot08Iceblock_SpawnTwinFloe(this, globalCtx);
break;
case 4:
BgSpot08Iceblock_SetupNoAction(this);
break;
}
}
void BgSpot08Iceblock_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void BgSpot08Iceblock_SetupFloatNonrotating(BgSpot08Iceblock* this) {
BgSpot08Iceblock_SetupAction(this, BgSpot08Iceblock_FloatNonrotating);
}
void BgSpot08Iceblock_FloatNonrotating(BgSpot08Iceblock* this, GlobalContext* globalCtx) {
BgSpot08Iceblock_Bobbing(this);
BgSpot08Iceblock_SinkUnderPlayer(this);
BgSpot08Iceblock_SetWaterline(this);
this->dyna.actor.shape.rot.y = this->dyna.actor.home.rot.y;
BgSpot08Iceblock_Roll(this, globalCtx);
}
void BgSpot08Iceblock_SetupFloatRotating(BgSpot08Iceblock* this) {
BgSpot08Iceblock_SetupAction(this, BgSpot08Iceblock_FloatRotating);
}
void BgSpot08Iceblock_FloatRotating(BgSpot08Iceblock* this, GlobalContext* globalCtx) {
BgSpot08Iceblock_Bobbing(this);
BgSpot08Iceblock_SinkUnderPlayer(this);
BgSpot08Iceblock_SetWaterline(this);
this->dyna.actor.world.rot.y = this->dyna.actor.world.rot.y + 0x190;
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
BgSpot08Iceblock_Roll(this, globalCtx);
}
void BgSpot08Iceblock_SetupFloatOrbitingTwins(BgSpot08Iceblock* this) {
BgSpot08Iceblock_SetupAction(this, BgSpot08Iceblock_FloatOrbitingTwins);
}
void BgSpot08Iceblock_FloatOrbitingTwins(BgSpot08Iceblock* this, GlobalContext* globalCtx) {
f32 cos;
f32 sin;
BgSpot08Iceblock_Bobbing(this);
BgSpot08Iceblock_SinkUnderPlayer(this);
BgSpot08Iceblock_SetWaterline(this);
// parent handles rotations of both
if (!(this->dyna.actor.params & 0x100)) {
this->dyna.actor.world.rot.y += 0x190;
sin = Math_SinS(this->dyna.actor.world.rot.y) * 100.0f;
cos = Math_CosS(this->dyna.actor.world.rot.y) * 100.0f;
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x + sin;
this->dyna.actor.world.pos.z = this->dyna.actor.home.pos.z + cos;
if (this->dyna.actor.child != NULL) {
this->dyna.actor.child->world.pos.x = this->dyna.actor.home.pos.x - sin;
this->dyna.actor.child->world.pos.z = this->dyna.actor.home.pos.z - cos;
}
}
this->dyna.actor.shape.rot.y = this->dyna.actor.home.rot.y;
BgSpot08Iceblock_Roll(this, globalCtx);
}
void BgSpot08Iceblock_SetupNoAction(BgSpot08Iceblock* this) {
BgSpot08Iceblock_SetupAction(this, NULL);
}
void BgSpot08Iceblock_Update(Actor* thisx, GlobalContext* globalCtx) {
BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
if (Rand_ZeroOne() < 0.05f) {
this->bobIncrSlow = Rand_S16Offset(300, 100);
this->bobIncrFast = Rand_S16Offset(800, 400);
}
this->bobPhaseSlow += this->bobIncrSlow;
this->bobPhaseFast += this->bobIncrFast;
if (this->actionFunc != NULL) {
this->actionFunc(this, globalCtx);
}
}
void BgSpot08Iceblock_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx* dList;
BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
switch (this->dyna.actor.params & 0x200) {
case 0:
dList = gZorasFountainIcebergDL;
break;
case 0x200:
dList = gZorasFountainIceRampDL;
break;
}
Gfx_DrawDListOpa(globalCtx, dList);
}