Shipwright/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c

255 lines
8.3 KiB
C

/*
* File: z_en_river_sound.c
* Overlay: ovl_En_River_Sound
* Description: Ambient Sound Effects
*/
#include "z_en_river_sound.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void EnRiverSound_Init(Actor* thisx, GlobalContext* globalCtx);
void EnRiverSound_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnRiverSound_Update(Actor* thisx, GlobalContext* globalCtx);
void EnRiverSound_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit En_River_Sound_InitVars = {
ACTOR_EN_RIVER_SOUND,
ACTORCAT_BG,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnRiverSound),
(ActorFunc)EnRiverSound_Init,
(ActorFunc)EnRiverSound_Destroy,
(ActorFunc)EnRiverSound_Update,
(ActorFunc)EnRiverSound_Draw,
NULL,
};
void EnRiverSound_Init(Actor* thisx, GlobalContext* globalCtx) {
EnRiverSound* this = (EnRiverSound*)thisx;
this->playSound = 0;
this->pathIndex = (this->actor.params >> 8) & 0xFF;
this->actor.params = this->actor.params & 0xFF;
if (this->actor.params >= RS_MAX) { // used for ganon and ganon_boss scenes
func_800F4870(this->actor.params - RS_MAX);
Actor_Kill(&this->actor);
} else if (this->actor.params == RS_UNK_F7) {
Audio_PlayNatureAmbienceSequence(NATURE_ID_KOKIRI_REGION);
Actor_Kill(&this->actor);
} else if (this->actor.params == RS_SARIAS_SONG) {
// Always have leading music in rando
if ((!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) || CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) && !gSaveContext.n64ddFlag) {
Actor_Kill(&this->actor);
}
}
}
void EnRiverSound_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnRiverSound* this = (EnRiverSound*)thisx;
if (this->actor.params == RS_SARIAS_SONG) {
Audio_ClearSariaBgmAtPos(&this->actor.projectedPos);
} else if (this->actor.params == RS_UNK_13) {
Audio_ClearSariaBgm2();
}
}
s32 func_80AE6A54(Vec3f* arg0, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3) {
Vec3f vec[3];
f32 temp;
vec[0].x = arg0->x - arg2->x;
vec[0].y = arg0->y - arg2->y;
vec[0].z = arg0->z - arg2->z;
vec[1].x = arg1->x - arg2->x;
vec[1].y = arg1->y - arg2->y;
vec[1].z = arg1->z - arg2->z;
vec[2].x = vec[1].x - vec[0].x;
vec[2].y = vec[1].y - vec[0].y;
vec[2].z = vec[1].z - vec[0].z;
temp = DOTXYZ(vec[2], vec[0]);
if ((DOTXYZ(vec[2], vec[1]) * temp) < 0.0f) {
temp = -temp / (SQ(vec[2].x) + SQ(vec[2].y) + SQ(vec[2].z));
arg3->x = (vec[2].x * temp) + arg0->x;
arg3->y = (vec[2].y * temp) + arg0->y;
arg3->z = (vec[2].z * temp) + arg0->z;
return true;
}
return false;
}
/**
* Writes the position along the river path to `soundPos` based on the `hearPos`, which is usually the position of the
* player.
* Returns true if the distance between the `hearPos` and `soundPos` is less than 10000, false if not.
*/
s32 EnRiverSound_GetSoundPos(Vec3s* points, s32 numPoints, Vec3f* hearPos, Vec3f* soundPos) {
s32 i;
s32 pointIdx;
s32 sp78[2] = { 0, 0 };
Vec3f pointLoc;
Vec3f sp60;
Vec3f sp54;
Vec3f vec;
f32 pointDist = 10000.0f;
Vec3s* point;
for (i = 0; i < numPoints; i++) {
f32 dist;
vec.x = points[i].x;
vec.y = points[i].y;
vec.z = points[i].z;
dist = Math_Vec3f_DistXYZ(hearPos, &vec);
if (dist < pointDist) {
pointDist = dist;
pointIdx = i;
}
}
if (pointDist >= 10000.0f) {
return false;
}
point = &points[pointIdx];
pointLoc.x = point->x;
pointLoc.y = point->y;
pointLoc.z = point->z;
if (pointIdx != 0) {
vec.x = point[-1].x;
vec.y = point[-1].y;
vec.z = point[-1].z;
sp78[0] = func_80AE6A54(&vec, &pointLoc, hearPos, &sp54);
}
if (pointIdx + 1 != numPoints) {
vec.x = point[1].x;
vec.y = point[1].y;
vec.z = point[1].z;
sp78[1] = func_80AE6A54(&pointLoc, &vec, hearPos, &sp60);
}
if (sp78[0] && sp78[1]) {
if (!func_80AE6A54(&sp54, &sp60, hearPos, soundPos)) {
soundPos->x = (sp54.x + sp60.x) * 0.5f;
soundPos->y = (sp54.y + sp60.y) * 0.5f;
soundPos->z = (sp54.z + sp60.z) * 0.5f;
}
} else if (sp78[0]) {
soundPos->x = sp54.x;
soundPos->y = sp54.y;
soundPos->z = sp54.z;
} else if (sp78[1]) {
soundPos->x = sp60.x;
soundPos->y = sp60.y;
soundPos->z = sp60.z;
} else {
soundPos->x = pointLoc.x;
soundPos->y = pointLoc.y;
soundPos->z = pointLoc.z;
}
return true;
}
void EnRiverSound_Update(Actor* thisx, GlobalContext* globalCtx) {
Path* path;
Vec3f* pos;
Player* player = GET_PLAYER(globalCtx);
EnRiverSound* this = (EnRiverSound*)thisx;
s32 sp34;
if ((thisx->params == RS_UNK_0) || (thisx->params == RS_UNK_4) || (thisx->params == RS_UNK_5)) {
path = &globalCtx->setupPathList[this->pathIndex];
pos = &thisx->world.pos;
if (EnRiverSound_GetSoundPos(SEGMENTED_TO_VIRTUAL(path->points), path->count, &player->actor.world.pos, pos)) {
if (BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &thisx->floorPoly, &sp34, thisx, pos) !=
BGCHECK_Y_MIN) {
// Get the sound volume pitch based on the speed of the river current under the actor
this->soundPitchIndex = SurfaceType_GetConveyorSpeed(&globalCtx->colCtx, thisx->floorPoly, sp34);
} else {
this->soundPitchIndex = 0;
}
if (this->soundPitchIndex == 0) {
if (thisx->params == RS_UNK_4) {
this->soundPitchIndex = 0;
} else if (thisx->params == RS_UNK_0) {
this->soundPitchIndex = 1;
} else {
this->soundPitchIndex = 2;
}
} else {
this->soundPitchIndex--;
this->soundPitchIndex = CLAMP_MAX(this->soundPitchIndex, 2);
}
}
} else if ((thisx->params == RS_UNK_13) || (thisx->params == RS_UNK_19)) {
func_8002DBD0(&player->actor, &thisx->home.pos, &thisx->world.pos);
} else if (globalCtx->sceneNum == SCENE_DDAN_BOSS && Flags_GetClear(globalCtx, thisx->room)) {
Actor_Kill(thisx);
}
}
void EnRiverSound_Draw(Actor* thisx, GlobalContext* globalCtx) {
static s16 soundEffects[] = {
0,
NA_SE_EV_WATER_WALL - SFX_FLAG,
NA_SE_EV_MAGMA_LEVEL - SFX_FLAG,
NA_SE_EV_WATER_WALL_BIG - SFX_FLAG,
0,
0,
NA_SE_EV_MAGMA_LEVEL_M - SFX_FLAG,
NA_SE_EV_MAGMA_LEVEL_L - SFX_FLAG,
NA_SE_EV_WATERDROP - SFX_FLAG,
NA_SE_EV_FOUNTAIN - SFX_FLAG,
NA_SE_EV_CROWD - SFX_FLAG,
0,
NA_SE_EV_SARIA_MELODY - SFX_FLAG,
0,
NA_SE_EV_SAND_STORM - SFX_FLAG,
NA_SE_EV_WATER_BUBBLE - SFX_FLAG,
NA_SE_EV_KENJA_ENVIROMENT_0 - SFX_FLAG,
NA_SE_EV_KENJA_ENVIROMENT_1 - SFX_FLAG,
NA_SE_EV_EARTHQUAKE - SFX_FLAG,
0,
NA_SE_EV_TORCH - SFX_FLAG,
NA_SE_EV_COW_CRY_LV - SFX_FLAG,
};
static f32 soundPitch[] = { 0.7f, 1.0f, 1.4f };
EnRiverSound* this = (EnRiverSound*)thisx;
if (!(this->playSound)) {
this->playSound = true;
} else if ((this->actor.params == RS_UNK_0) || (this->actor.params == RS_UNK_4) ||
(this->actor.params == RS_UNK_5)) {
Audio_PlaySoundRiver(&this->actor.projectedPos, soundPitch[this->soundPitchIndex]);
} else if (this->actor.params == RS_UNK_11) {
func_800F4A54(90);
} else if (this->actor.params == RS_SARIAS_SONG) {
func_800F4E30(&this->actor.projectedPos, this->actor.xzDistToPlayer);
} else if (this->actor.params == RS_UNK_13) {
Audio_PlaySariaBgm(&this->actor.home.pos, NA_BGM_SARIA_THEME, 1000);
} else if (this->actor.params == RS_UNK_19) {
Audio_PlaySariaBgm(&this->actor.home.pos, NA_BGM_GREAT_FAIRY, 800);
} else if ((this->actor.params == RS_SANDSTORM) || (this->actor.params == RS_CHAMBER_OF_SAGES_1) ||
(this->actor.params == RS_CHAMBER_OF_SAGES_2) || (this->actor.params == RS_RUMBLING)) {
func_800788CC(soundEffects[this->actor.params]);
} else {
Audio_PlayActorSound2(&this->actor, soundEffects[this->actor.params]);
}
}