mirror of
https://github.com/HarbourMasters/Shipwright.git
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99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
448 lines
15 KiB
C
448 lines
15 KiB
C
/*
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* File: z_bg_spot08_iceblock.c
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* Overlay: ovl_Bg_Spot08_Iceblock
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* Description: Floating ice platforms
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*/
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#include "z_bg_spot08_iceblock.h"
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#include "objects/object_spot08_obj/object_spot08_obj.h"
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#define FLAGS 0
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void BgSpot08Iceblock_Init(Actor* thisx, PlayState* play);
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void BgSpot08Iceblock_Destroy(Actor* thisx, PlayState* play);
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void BgSpot08Iceblock_Update(Actor* thisx, PlayState* play);
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void BgSpot08Iceblock_Draw(Actor* thisx, PlayState* play);
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void BgSpot08Iceblock_SetupFloatNonrotating(BgSpot08Iceblock* this);
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void BgSpot08Iceblock_FloatNonrotating(BgSpot08Iceblock* this, PlayState* play);
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void BgSpot08Iceblock_SetupFloatRotating(BgSpot08Iceblock* this);
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void BgSpot08Iceblock_FloatRotating(BgSpot08Iceblock* this, PlayState* play);
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void BgSpot08Iceblock_SetupFloatOrbitingTwins(BgSpot08Iceblock* this);
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void BgSpot08Iceblock_FloatOrbitingTwins(BgSpot08Iceblock* this, PlayState* play);
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void BgSpot08Iceblock_SetupNoAction(BgSpot08Iceblock* this);
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const ActorInit Bg_Spot08_Iceblock_InitVars = {
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ACTOR_BG_SPOT08_ICEBLOCK,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_SPOT08_OBJ,
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sizeof(BgSpot08Iceblock),
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(ActorFunc)BgSpot08Iceblock_Init,
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(ActorFunc)BgSpot08Iceblock_Destroy,
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(ActorFunc)BgSpot08Iceblock_Update,
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(ActorFunc)BgSpot08Iceblock_Draw,
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NULL,
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};
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void BgSpot08Iceblock_SetupAction(BgSpot08Iceblock* this, BgSpot08IceblockActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void BgSpot08Iceblock_InitDynaPoly(BgSpot08Iceblock* this, PlayState* play, CollisionHeader* collision,
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s32 flags) {
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s32 pad;
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CollisionHeader* colHeader = NULL;
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s32 pad2;
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DynaPolyActor_Init(&this->dyna, flags);
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CollisionHeader_GetVirtual(collision, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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if (this->dyna.bgId == BG_ACTOR_MAX) {
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// "Warning: move BG registration failed"
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osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
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this->dyna.actor.id, this->dyna.actor.params);
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}
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}
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// Sets params to 0x10 (medium, nonrotating) if not in the cases listed.
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void BgSpot08Iceblock_CheckParams(BgSpot08Iceblock* this) {
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switch (this->dyna.actor.params & 0xFF) {
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case 0xFF:
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this->dyna.actor.params = 0x10;
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break;
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default:
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// "Error: arg_data setting error"
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osSyncPrintf("Error : arg_data 設定ミスです。(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
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this->dyna.actor.params);
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this->dyna.actor.params = 0x10;
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break;
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case 1:
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case 4:
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case 0x10:
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case 0x11:
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case 0x12:
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case 0x14:
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case 0x20:
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case 0x23:
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case 0x24:
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break;
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}
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}
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void BgSpot08Iceblock_Bobbing(BgSpot08Iceblock* this) {
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this->bobOffset = (Math_SinS(this->bobPhaseSlow) * 4.0f) + (Math_SinS(this->bobPhaseFast) * 3.0f);
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}
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void BgSpot08Iceblock_SinkUnderPlayer(BgSpot08Iceblock* this) {
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f32 target;
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f32 step;
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switch (this->dyna.actor.params & 0xF0) {
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case 0:
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step = 0.15f;
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break;
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case 0x10:
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step = 0.2f;
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break;
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case 0x20:
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step = 0.4f;
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break;
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}
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// Sink under Player's weight if standing on it
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target = (func_80043548(&this->dyna) ? -4.0f : 0.0f);
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Math_StepToF(&this->sinkOffset, target, step);
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}
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void BgSpot08Iceblock_SetWaterline(BgSpot08Iceblock* this) {
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this->dyna.actor.world.pos.y = this->sinkOffset + this->bobOffset + this->dyna.actor.home.pos.y;
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}
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void BgSpot08Iceblock_MultVectorScalar(Vec3f* dest, Vec3f* v, f32 scale) {
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dest->x = v->x * scale;
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dest->y = v->y * scale;
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dest->z = v->z * scale;
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}
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void BgSpot08Iceblock_CrossProduct(Vec3f* dest, Vec3f* v1, Vec3f* v2) {
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dest->x = (v1->y * v2->z) - (v1->z * v2->y);
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dest->y = (v1->z * v2->x) - (v1->x * v2->z);
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dest->z = (v1->x * v2->y) - (v1->y * v2->x);
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}
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s32 BgSpot08Iceblock_NormalizeVector(Vec3f* dest, Vec3f* v) {
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f32 magnitude;
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magnitude = Math3D_Vec3fMagnitude(v);
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if (magnitude < 0.001f) {
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dest->x = dest->y = 0.0f;
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dest->z = 1.0f;
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return false;
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} else {
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dest->x = v->x * (1.0f / magnitude);
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dest->y = v->y * (1.0f / magnitude);
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dest->z = v->z * (1.0f / magnitude);
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return true;
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}
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}
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static Vec3f sVerticalVector = { 0.0f, 1.0f, 0.0f };
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static Vec3f sZeroVector = { 0.0f, 0.0f, 0.0f };
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static f32 sInertias[] = { 1.0f / 70000000, 1.0f / 175000000, 1.0f / 700000000 };
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static f32 sDampingFactors[] = { 0.96f, 0.96f, 0.98f };
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static f32 sRollSins[] = {
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0.22495104f, // sin(13 degrees)
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0.22495104f, // sin(13 degrees)
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0.03489947f, // sin(2 degrees)
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};
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static f32 sRollCoss[] = {
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0.97437006f, // cos(13 degrees)
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0.97437006f, // cos(13 degrees)
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0.99939084f, // cos(2 degrees)
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};
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/**
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* Handles all the factors that influence rolling: inertia, random oscillations, and most significantly, player weight,
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* and combines them to produce a matrix that rotates the actor to match the surface normal
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*/
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void BgSpot08Iceblock_Roll(BgSpot08Iceblock* this, PlayState* play) {
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f32 deviationFromVertSq;
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f32 stabilityCorrection;
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Vec3f surfaceNormalHorizontal;
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Vec3f playerCentroidDiff;
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Vec3f playerMoment;
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Vec3f surfaceNormalHorizontalScaled;
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Vec3f randomNutation;
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Vec3f tempVec; // reused with different meanings
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Vec3f torqueDirection;
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f32 playerCentroidDist;
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s32 rollDataIndex;
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MtxF mtx;
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s32 pad;
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Player* player = GET_PLAYER(play);
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switch (this->dyna.actor.params & 0xFF) {
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case 0x11: // Medium nonrotating
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rollDataIndex = 0;
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break;
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case 1:
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rollDataIndex = 1; // Large nonrotating
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break;
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default:
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rollDataIndex = 2;
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break;
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}
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Math_Vec3f_Diff(&player->actor.world.pos, &this->dyna.actor.world.pos, &playerCentroidDiff);
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playerCentroidDiff.y -= (150.0f * this->dyna.actor.scale.y);
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playerCentroidDist = Math3D_Vec3fMagnitude(&playerCentroidDiff);
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randomNutation.x = (Rand_ZeroOne() - 0.5f) * (1.0f / 625);
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randomNutation.y = 0.0f;
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randomNutation.z = (Rand_ZeroOne() - 0.5f) * (1.0f / 625);
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surfaceNormalHorizontal.x = this->surfaceNormal.x;
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surfaceNormalHorizontal.y = 0.0f;
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surfaceNormalHorizontal.z = this->surfaceNormal.z;
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// If player is standing on it or holding the edge
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if (func_8004356C(&this->dyna) && (playerCentroidDist > 3.0f)) {
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Math_Vec3f_Diff(&playerCentroidDiff, &surfaceNormalHorizontal, &playerMoment);
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BgSpot08Iceblock_MultVectorScalar(&playerMoment, &playerMoment,
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(sInertias[rollDataIndex] * playerCentroidDist) / this->dyna.actor.scale.x);
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} else {
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playerMoment = sZeroVector;
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}
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BgSpot08Iceblock_MultVectorScalar(&surfaceNormalHorizontalScaled, &surfaceNormalHorizontal, -0.01f);
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// Add all three deviations
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Math_Vec3f_Sum(&this->normalDelta, &playerMoment, &this->normalDelta);
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Math_Vec3f_Sum(&this->normalDelta, &surfaceNormalHorizontalScaled, &this->normalDelta);
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Math_Vec3f_Sum(&this->normalDelta, &randomNutation, &this->normalDelta);
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this->normalDelta.y = 0.0f;
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Math_Vec3f_Sum(&this->surfaceNormal, &this->normalDelta, &tempVec);
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tempVec.x *= sDampingFactors[rollDataIndex];
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tempVec.z *= sDampingFactors[rollDataIndex];
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// Set up roll axis and final new angle
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if (BgSpot08Iceblock_NormalizeVector(&this->surfaceNormal, &tempVec)) {
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deviationFromVertSq = Math3D_Dist1DSq(this->surfaceNormal.z, this->surfaceNormal.x);
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// Prevent overrolling
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if (sRollSins[rollDataIndex] < deviationFromVertSq) {
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stabilityCorrection = sRollSins[rollDataIndex] / deviationFromVertSq;
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this->surfaceNormal.x *= stabilityCorrection;
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this->surfaceNormal.y = sRollCoss[rollDataIndex];
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this->surfaceNormal.z *= stabilityCorrection;
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}
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BgSpot08Iceblock_CrossProduct(&tempVec, &sVerticalVector, &this->surfaceNormal);
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if (BgSpot08Iceblock_NormalizeVector(&torqueDirection, &tempVec)) {
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this->rotationAxis = torqueDirection;
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}
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} else {
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this->surfaceNormal = sVerticalVector;
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}
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// Rotation by the angle between surfaceNormal and the vertical about rotationAxis
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Matrix_RotateAxis(Math_FAcosF(Math3D_Cos(&sVerticalVector, &this->surfaceNormal)), &this->rotationAxis,
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MTXMODE_NEW);
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Matrix_RotateY(this->dyna.actor.shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_Get(&mtx);
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Matrix_MtxFToYXZRotS(&mtx, &this->dyna.actor.shape.rot, 0);
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}
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void BgSpot08Iceblock_SpawnTwinFloe(BgSpot08Iceblock* this, PlayState* play) {
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s32 pad[2];
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f32 sin;
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f32 cos;
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sin = Math_SinS(this->dyna.actor.home.rot.y) * 100.0f;
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cos = Math_CosS(this->dyna.actor.home.rot.y) * 100.0f;
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if (!(this->dyna.actor.params & 0x100)) {
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Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_BG_SPOT08_ICEBLOCK,
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this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z,
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this->dyna.actor.home.rot.x, this->dyna.actor.home.rot.y, this->dyna.actor.home.rot.z,
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0x123);
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this->dyna.actor.world.pos.x += sin;
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this->dyna.actor.world.pos.z += cos;
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} else {
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this->dyna.actor.world.pos.x -= sin;
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this->dyna.actor.world.pos.z -= cos;
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}
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BgSpot08Iceblock_SetupFloatOrbitingTwins(this);
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}
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneForward, 3000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 2200, ICHAIN_STOP),
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};
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void BgSpot08Iceblock_Init(Actor* thisx, PlayState* play) {
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BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
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CollisionHeader* colHeader;
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// "spot08 ice floe"
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osSyncPrintf("(spot08 流氷)(arg_data 0x%04x)\n", this->dyna.actor.params);
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BgSpot08Iceblock_CheckParams(this);
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switch (this->dyna.actor.params & 0x200) {
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case 0:
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colHeader = &gZorasFountainIcebergCol;
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break;
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case 0x200:
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colHeader = &gZorasFountainIceRampCol;
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break;
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}
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switch (this->dyna.actor.params & 0xF) {
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case 2:
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case 3:
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BgSpot08Iceblock_InitDynaPoly(this, play, colHeader, DPM_UNK3);
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break;
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default:
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BgSpot08Iceblock_InitDynaPoly(this, play, colHeader, DPM_UNK);
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break;
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}
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if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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switch (this->dyna.actor.params & 0xF0) {
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case 0:
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Actor_SetScale(&this->dyna.actor, 0.2f);
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break;
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case 0x10:
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Actor_SetScale(&this->dyna.actor, 0.1f);
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break;
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case 0x20:
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Actor_SetScale(&this->dyna.actor, 0.05f);
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break;
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}
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this->bobPhaseSlow = (s32)(Rand_ZeroOne() * (0xFFFF + 0.5f));
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this->bobPhaseFast = (s32)(Rand_ZeroOne() * (0xFFFF + 0.5f));
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this->surfaceNormal.y = 1.0f;
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this->rotationAxis.x = 1.0f;
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switch (this->dyna.actor.params & 0xF) {
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case 0:
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case 1:
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BgSpot08Iceblock_SetupFloatNonrotating(this);
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break;
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case 2:
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BgSpot08Iceblock_SetupFloatRotating(this);
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break;
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case 3:
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BgSpot08Iceblock_SpawnTwinFloe(this, play);
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break;
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case 4:
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BgSpot08Iceblock_SetupNoAction(this);
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break;
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}
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}
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void BgSpot08Iceblock_Destroy(Actor* thisx, PlayState* play) {
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BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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void BgSpot08Iceblock_SetupFloatNonrotating(BgSpot08Iceblock* this) {
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BgSpot08Iceblock_SetupAction(this, BgSpot08Iceblock_FloatNonrotating);
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}
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void BgSpot08Iceblock_FloatNonrotating(BgSpot08Iceblock* this, PlayState* play) {
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BgSpot08Iceblock_Bobbing(this);
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BgSpot08Iceblock_SinkUnderPlayer(this);
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BgSpot08Iceblock_SetWaterline(this);
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this->dyna.actor.shape.rot.y = this->dyna.actor.home.rot.y;
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BgSpot08Iceblock_Roll(this, play);
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}
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void BgSpot08Iceblock_SetupFloatRotating(BgSpot08Iceblock* this) {
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BgSpot08Iceblock_SetupAction(this, BgSpot08Iceblock_FloatRotating);
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}
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void BgSpot08Iceblock_FloatRotating(BgSpot08Iceblock* this, PlayState* play) {
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BgSpot08Iceblock_Bobbing(this);
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BgSpot08Iceblock_SinkUnderPlayer(this);
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BgSpot08Iceblock_SetWaterline(this);
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this->dyna.actor.world.rot.y = this->dyna.actor.world.rot.y + 0x190;
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this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
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BgSpot08Iceblock_Roll(this, play);
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}
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void BgSpot08Iceblock_SetupFloatOrbitingTwins(BgSpot08Iceblock* this) {
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BgSpot08Iceblock_SetupAction(this, BgSpot08Iceblock_FloatOrbitingTwins);
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}
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void BgSpot08Iceblock_FloatOrbitingTwins(BgSpot08Iceblock* this, PlayState* play) {
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f32 cos;
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f32 sin;
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BgSpot08Iceblock_Bobbing(this);
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BgSpot08Iceblock_SinkUnderPlayer(this);
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BgSpot08Iceblock_SetWaterline(this);
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// parent handles rotations of both
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if (!(this->dyna.actor.params & 0x100)) {
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this->dyna.actor.world.rot.y += 0x190;
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sin = Math_SinS(this->dyna.actor.world.rot.y) * 100.0f;
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cos = Math_CosS(this->dyna.actor.world.rot.y) * 100.0f;
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this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x + sin;
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this->dyna.actor.world.pos.z = this->dyna.actor.home.pos.z + cos;
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if (this->dyna.actor.child != NULL) {
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this->dyna.actor.child->world.pos.x = this->dyna.actor.home.pos.x - sin;
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this->dyna.actor.child->world.pos.z = this->dyna.actor.home.pos.z - cos;
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}
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}
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this->dyna.actor.shape.rot.y = this->dyna.actor.home.rot.y;
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BgSpot08Iceblock_Roll(this, play);
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}
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void BgSpot08Iceblock_SetupNoAction(BgSpot08Iceblock* this) {
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BgSpot08Iceblock_SetupAction(this, NULL);
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}
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void BgSpot08Iceblock_Update(Actor* thisx, PlayState* play) {
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BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
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if (Rand_ZeroOne() < 0.05f) {
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this->bobIncrSlow = Rand_S16Offset(300, 100);
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this->bobIncrFast = Rand_S16Offset(800, 400);
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}
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this->bobPhaseSlow += this->bobIncrSlow;
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this->bobPhaseFast += this->bobIncrFast;
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if (this->actionFunc != NULL) {
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this->actionFunc(this, play);
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}
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}
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void BgSpot08Iceblock_Draw(Actor* thisx, PlayState* play) {
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Gfx* dList;
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BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
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switch (this->dyna.actor.params & 0x200) {
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case 0:
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dList = gZorasFountainIcebergDL;
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break;
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case 0x200:
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dList = gZorasFountainIceRampDL;
|
|
break;
|
|
}
|
|
|
|
Gfx_DrawDListOpa(play, dList);
|
|
}
|