mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
39cc86c260
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
437 lines
15 KiB
C
437 lines
15 KiB
C
#include "z_en_bubble.h"
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#include "objects/object_bubble/object_bubble.h"
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#define FLAGS ACTOR_FLAG_0
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void EnBubble_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnBubble_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnBubble_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnBubble_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnBubble_Wait(EnBubble* this, GlobalContext* globalCtx);
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void EnBubble_Pop(EnBubble* this, GlobalContext* globalCtx);
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void EnBubble_Regrow(EnBubble* this, GlobalContext* globalCtx);
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const ActorInit En_Bubble_InitVars = {
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ACTOR_EN_BUBBLE,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_BUBBLE,
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sizeof(EnBubble),
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(ActorFunc)EnBubble_Init,
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(ActorFunc)EnBubble_Destroy,
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(ActorFunc)EnBubble_Update,
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(ActorFunc)EnBubble_Draw,
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NULL,
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};
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static ColliderJntSphElementInit sJntSphElementsInit[2] = {
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{
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x04 },
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{ 0xFFCFD753, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 0, { { 0, 0, 0 }, 16 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00002824, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON | BUMP_NO_AT_INFO | BUMP_NO_DAMAGE | BUMP_NO_SWORD_SFX | BUMP_NO_HITMARK,
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OCELEM_NONE,
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},
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{ 0, { { 0, 0, 0 }, 16 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{
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COLTYPE_HIT6,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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2,
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sJntSphElementsInit,
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};
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static CollisionCheckInfoInit2 sColChkInfoInit2 = {
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1, 2, 25, 25, MASS_IMMOVABLE,
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};
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static Vec3f sEffectAccel = { 0.0f, -0.5f, 0.0f };
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static Color_RGBA8 sEffectPrimColor = { 255, 255, 255, 255 };
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static Color_RGBA8 sEffectEnvColor = { 150, 150, 150, 0 };
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void EnBubble_SetDimensions(EnBubble* this, f32 dim) {
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f32 a;
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f32 b;
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f32 c;
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f32 d;
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this->actor.flags |= ACTOR_FLAG_0;
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Actor_SetScale(&this->actor, 1.0f);
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this->actor.shape.yOffset = 16.0f;
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this->graphicRotSpeed = 16.0f;
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this->graphicEccentricity = 0.08f;
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this->expansionWidth = dim;
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this->expansionHeight = dim;
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a = Rand_ZeroOne();
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b = Rand_ZeroOne();
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c = Rand_ZeroOne();
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this->unk_218 = 1.0f;
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this->unk_21C = 1.0f;
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d = (a * a) + (b * b) + (c * c);
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this->unk_1FC.x = a / d;
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this->unk_1FC.y = b / d;
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this->unk_1FC.z = c / d;
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}
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u32 func_809CBCBC(EnBubble* this) {
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ColliderInfo* info = &this->colliderSphere.elements[0].info;
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info->toucher.dmgFlags = 0x8;
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info->toucher.effect = 0;
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info->toucher.damage = 4;
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info->toucherFlags = TOUCH_ON;
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this->actor.velocity.y = 0.0f;
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return 6;
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}
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// only called in an unused actionFunc
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u32 func_809CBCEC(EnBubble* this) {
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EnBubble_SetDimensions(this, -1.0f);
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return 12;
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}
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void EnBubble_DamagePlayer(EnBubble* this, GlobalContext* globalCtx) {
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s32 damage = -this->colliderSphere.elements[0].info.toucher.damage;
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globalCtx->damagePlayer(globalCtx, damage);
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func_8002F7A0(globalCtx, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f);
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}
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s32 EnBubble_Explosion(EnBubble* this, GlobalContext* globalCtx) {
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u32 i;
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Vec3f effectAccel;
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Vec3f effectVel;
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Vec3f effectPos;
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effectAccel = sEffectAccel;
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Math_SmoothStepToF(&this->expansionWidth, 4.0f, 0.1f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->expansionHeight, 4.0f, 0.1f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->graphicRotSpeed, 54.0f, 0.1f, 1000.0f, 0.0f);
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Math_SmoothStepToF(&this->graphicEccentricity, 0.2f, 0.1f, 1000.0f, 0.0f);
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this->actor.shape.yOffset = ((this->expansionHeight + 1.0f) * 16.0f);
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if (DECR(this->explosionCountdown) != 0) {
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return -1;
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}
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effectPos.x = this->actor.world.pos.x;
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effectPos.y = this->actor.world.pos.y + this->actor.shape.yOffset;
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effectPos.z = this->actor.world.pos.z;
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for (i = 0; i < 20; i++) {
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effectVel.x = (Rand_ZeroOne() - 0.5f) * 7.0f;
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effectVel.y = Rand_ZeroOne() * 7.0f;
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effectVel.z = (Rand_ZeroOne() - 0.5f) * 7.0f;
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EffectSsDtBubble_SpawnCustomColor(globalCtx, &effectPos, &effectVel, &effectAccel, &sEffectPrimColor,
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&sEffectEnvColor, Rand_S16Offset(100, 50), 0x19, 0);
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}
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Item_DropCollectibleRandom(globalCtx, NULL, &this->actor.world.pos, 0x50);
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this->actor.flags &= ~ACTOR_FLAG_0;
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return Rand_S16Offset(90, 60);
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}
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// only called in an unused actionFunc
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u32 func_809CBFD4(EnBubble* this) {
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if (DECR(this->explosionCountdown) != 0) {
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return -1;
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}
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return func_809CBCEC(this);
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}
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// only called in an unused actionFunc
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s32 func_809CC020(EnBubble* this) {
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this->expansionWidth += 1.0f / 12.0f;
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this->expansionHeight += 1.0f / 12.0f;
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if (DECR(this->explosionCountdown) != 0) {
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return false;
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}
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return true;
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}
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void EnBubble_Vec3fNormalizedRelfect(Vec3f* vec1, Vec3f* vec2, Vec3f* ret) {
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f32 norm;
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Math3D_Vec3fReflect(vec1, vec2, ret);
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norm = sqrtf((ret->x * ret->x) + (ret->y * ret->y) + (ret->z * ret->z));
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if (norm != 0.0f) {
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ret->x /= norm;
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ret->y /= norm;
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ret->z /= norm;
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} else {
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ret->x = ret->y = ret->z = 0.0f;
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}
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}
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void EnBubble_Vec3fNormalize(Vec3f* vec) {
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f32 norm = sqrt((vec->x * vec->x) + (vec->y * vec->y) + (vec->z * vec->z));
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if (norm != 0.0f) {
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vec->x /= norm;
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vec->y /= norm;
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vec->z /= norm;
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} else {
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vec->x = vec->y = vec->z = 0.0f;
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}
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}
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void EnBubble_Fly(EnBubble* this, GlobalContext* globalCtx) {
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CollisionPoly* sp94;
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Actor* bumpActor;
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Vec3f sp84;
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Vec3f sp78;
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Vec3f sp6C;
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Vec3f sp60;
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Vec3f sp54;
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f32 bounceSpeed;
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s32 bgId;
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u8 bounceCount;
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if (this->colliderSphere.elements[1].info.bumperFlags & BUMP_HIT) {
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bumpActor = this->colliderSphere.base.ac;
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this->normalizedBumpVelocity = bumpActor->velocity;
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EnBubble_Vec3fNormalize(&this->normalizedBumpVelocity);
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this->velocityFromBump.x += (this->normalizedBumpVelocity.x * 3.0f);
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this->velocityFromBump.y += (this->normalizedBumpVelocity.y * 3.0f);
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this->velocityFromBump.z += (this->normalizedBumpVelocity.z * 3.0f);
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}
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this->sinkSpeed -= 0.1f;
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if (this->sinkSpeed < this->actor.minVelocityY) {
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this->sinkSpeed = this->actor.minVelocityY;
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}
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sp54.x = this->velocityFromBounce.x + this->velocityFromBump.x;
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sp54.y = this->velocityFromBounce.y + this->velocityFromBump.y + this->sinkSpeed;
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sp54.z = this->velocityFromBounce.z + this->velocityFromBump.z;
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EnBubble_Vec3fNormalize(&sp54);
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sp78.x = this->actor.world.pos.x;
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sp78.y = this->actor.world.pos.y + this->actor.shape.yOffset;
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sp78.z = this->actor.world.pos.z;
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sp6C = sp78;
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sp6C.x += (sp54.x * 24.0f);
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sp6C.y += (sp54.y * 24.0f);
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sp6C.z += (sp54.z * 24.0f);
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if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &sp78, &sp6C, &sp84, &sp94, true, true, true, false, &bgId)) {
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sp60.x = COLPOLY_GET_NORMAL(sp94->normal.x);
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sp60.y = COLPOLY_GET_NORMAL(sp94->normal.y);
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sp60.z = COLPOLY_GET_NORMAL(sp94->normal.z);
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EnBubble_Vec3fNormalizedRelfect(&sp54, &sp60, &sp54);
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this->bounceDirection = sp54;
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bounceCount = this->bounceCount;
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this->bounceCount = ++bounceCount;
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if (bounceCount > (s16)(Rand_ZeroOne() * 10.0f)) {
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this->bounceCount = 0;
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}
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bounceSpeed = (this->bounceCount == 0) ? 3.6000001f : 3.0f;
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this->velocityFromBump.x = this->velocityFromBump.y = this->velocityFromBump.z = 0.0f;
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this->velocityFromBounce.x = (this->bounceDirection.x * bounceSpeed);
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this->velocityFromBounce.y = (this->bounceDirection.y * bounceSpeed);
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this->velocityFromBounce.z = (this->bounceDirection.z * bounceSpeed);
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this->sinkSpeed = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_AWA_BOUND);
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this->graphicRotSpeed = 128.0f;
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this->graphicEccentricity = 0.48f;
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} else if (this->actor.bgCheckFlags & 0x20 && sp54.y < 0.0f) {
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sp60.x = sp60.z = 0.0f;
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sp60.y = 1.0f;
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EnBubble_Vec3fNormalizedRelfect(&sp54, &sp60, &sp54);
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this->bounceDirection = sp54;
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bounceCount = this->bounceCount;
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this->bounceCount = ++bounceCount;
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if (bounceCount > (s16)(Rand_ZeroOne() * 10.0f)) {
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this->bounceCount = 0;
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}
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bounceSpeed = (this->bounceCount == 0) ? 3.6000001f : 3.0f;
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this->velocityFromBump.x = this->velocityFromBump.y = this->velocityFromBump.z = 0.0f;
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this->velocityFromBounce.x = (this->bounceDirection.x * bounceSpeed);
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this->velocityFromBounce.y = (this->bounceDirection.y * bounceSpeed);
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this->velocityFromBounce.z = (this->bounceDirection.z * bounceSpeed);
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this->sinkSpeed = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_AWA_BOUND);
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this->graphicRotSpeed = 128.0f;
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this->graphicEccentricity = 0.48f;
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}
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this->actor.velocity.x = this->velocityFromBounce.x + this->velocityFromBump.x;
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this->actor.velocity.y = this->velocityFromBounce.y + this->velocityFromBump.y + this->sinkSpeed;
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this->actor.velocity.z = this->velocityFromBounce.z + this->velocityFromBump.z;
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Math_ApproachF(&this->velocityFromBump.x, 0.0f, 0.3f, 0.1f);
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Math_ApproachF(&this->velocityFromBump.y, 0.0f, 0.3f, 0.1f);
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Math_ApproachF(&this->velocityFromBump.z, 0.0f, 0.3f, 0.1f);
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}
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u32 func_809CC648(EnBubble* this) {
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if (((this->colliderSphere.base.acFlags & AC_HIT) != 0) == false) {
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return false;
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}
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this->colliderSphere.base.acFlags &= ~AC_HIT;
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if (this->colliderSphere.elements[1].info.bumperFlags & BUMP_HIT) {
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this->unk_1F0.x = this->colliderSphere.base.ac->velocity.x / 10.0f;
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this->unk_1F0.y = this->colliderSphere.base.ac->velocity.y / 10.0f;
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this->unk_1F0.z = this->colliderSphere.base.ac->velocity.z / 10.0f;
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this->graphicRotSpeed = 128.0f;
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this->graphicEccentricity = 0.48f;
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return false;
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}
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this->unk_208 = 8;
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return true;
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}
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u32 EnBubble_DetectPop(EnBubble* this, GlobalContext* globalCtx) {
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if (DECR(this->unk_208) != 0 || this->actionFunc == EnBubble_Pop) {
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return false;
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}
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if (this->colliderSphere.base.ocFlags2 & OC2_HIT_PLAYER) {
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this->colliderSphere.base.ocFlags2 &= ~OC2_HIT_PLAYER;
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EnBubble_DamagePlayer(this, globalCtx);
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this->unk_208 = 8;
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return true;
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}
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return func_809CC648(this);
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}
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void func_809CC774(EnBubble* this) {
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ColliderJntSphElementDim* dim;
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Vec3f src;
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Vec3f dest;
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dim = &this->colliderSphere.elements[0].dim;
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src.x = dim->modelSphere.center.x;
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src.y = dim->modelSphere.center.y;
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src.z = dim->modelSphere.center.z;
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Matrix_MultVec3f(&src, &dest);
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dim->worldSphere.center.x = dest.x;
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dim->worldSphere.center.y = dest.y;
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dim->worldSphere.center.z = dest.z;
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dim->worldSphere.radius = dim->modelSphere.radius * (1.0f + this->expansionWidth);
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this->colliderSphere.elements[1].dim = *dim;
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}
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void EnBubble_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnBubble* this = (EnBubble*)thisx;
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u32 pad;
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ActorShape_Init(&this->actor.shape, 16.0f, ActorShadow_DrawCircle, 0.2f);
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Collider_InitJntSph(globalCtx, &this->colliderSphere);
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Collider_SetJntSph(globalCtx, &this->colliderSphere, &this->actor, &sJntSphInit, this->colliderSphereItems);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(9), &sColChkInfoInit2);
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this->actor.naviEnemyId = 0x16;
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this->bounceDirection.x = Rand_ZeroOne();
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this->bounceDirection.y = Rand_ZeroOne();
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this->bounceDirection.z = Rand_ZeroOne();
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EnBubble_Vec3fNormalize(&this->bounceDirection);
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this->velocityFromBounce.x = this->bounceDirection.x * 3.0f;
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this->velocityFromBounce.y = this->bounceDirection.y * 3.0f;
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this->velocityFromBounce.z = this->bounceDirection.z * 3.0f;
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EnBubble_SetDimensions(this, 0.0f);
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this->actionFunc = EnBubble_Wait;
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}
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void EnBubble_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnBubble* this = (EnBubble*)thisx;
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Collider_DestroyJntSph(globalCtx, &this->colliderSphere);
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}
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void EnBubble_Wait(EnBubble* this, GlobalContext* globalCtx) {
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if (EnBubble_DetectPop(this, globalCtx)) {
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this->explosionCountdown = func_809CBCBC(this);
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this->actionFunc = EnBubble_Pop;
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} else {
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EnBubble_Fly(this, globalCtx);
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this->actor.shape.yOffset = ((this->expansionHeight + 1.0f) * 16.0f);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderSphere.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderSphere.base);
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}
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}
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void EnBubble_Pop(EnBubble* this, GlobalContext* globalCtx) {
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if (EnBubble_Explosion(this, globalCtx) >= 0) {
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SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 60, NA_SE_EN_AWA_BREAK);
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Actor_Kill(&this->actor);
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}
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}
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// unused
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void EnBubble_Disappear(EnBubble* this, GlobalContext* globalCtx) {
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s32 temp_v0;
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temp_v0 = func_809CBFD4(this);
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if (temp_v0 >= 0) {
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this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
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this->explosionCountdown = temp_v0;
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this->actionFunc = EnBubble_Regrow;
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}
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}
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// unused
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void EnBubble_Regrow(EnBubble* this, GlobalContext* globalCtx) {
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if (func_809CC020(this)) {
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this->actionFunc = EnBubble_Wait;
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}
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderSphere.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderSphere.base);
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}
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void EnBubble_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnBubble* this = (EnBubble*)thisx;
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func_8002D7EC(&this->actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 16.0f, 16.0f, 0.0f, 7);
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this->actionFunc(this, globalCtx);
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Actor_SetFocus(&this->actor, this->actor.shape.yOffset);
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}
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void EnBubble_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnBubble* this = (EnBubble*)thisx;
|
|
u32 pad;
|
|
|
|
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_bubble.c", 1175);
|
|
|
|
if (this->actionFunc != EnBubble_Disappear) {
|
|
func_80093D84(globalCtx->state.gfxCtx);
|
|
Math_SmoothStepToF(&this->graphicRotSpeed, 16.0f, 0.2f, 1000.0f, 0.0f);
|
|
Math_SmoothStepToF(&this->graphicEccentricity, 0.08f, 0.2f, 1000.0f, 0.0f);
|
|
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
|
|
|
|
Matrix_Scale(this->expansionWidth + 1.0f, this->expansionHeight + 1.0f, 1.0f, MTXMODE_APPLY);
|
|
Matrix_RotateZ(((f32)globalCtx->state.frames * (M_PI / 180.0f)) * this->graphicRotSpeed, MTXMODE_APPLY);
|
|
Matrix_Scale(this->graphicEccentricity + 1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
|
|
Matrix_RotateZ((-(f32)globalCtx->state.frames * (M_PI / 180.0f)) * this->graphicRotSpeed, MTXMODE_APPLY);
|
|
|
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bubble.c", 1220),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPDisplayList(POLY_XLU_DISP++, gBubbleDL);
|
|
}
|
|
|
|
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_bubble.c", 1226);
|
|
|
|
if (this->actionFunc != EnBubble_Disappear) {
|
|
this->actor.shape.shadowScale = (f32)((this->expansionWidth + 1.0f) * 0.2f);
|
|
func_809CC774(this);
|
|
}
|
|
}
|