Shipwright/soh/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.c

108 lines
4.2 KiB
C

/*
* File: z_eff_ss_dt_bubble.c
* Overlay: ovl_Effect_Ss_Dt_Bubble
* Description: Bubbles (a random mix of translucent and opaque)
*/
#include "z_eff_ss_dt_bubble.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define rPrimColorR regs[0]
#define rPrimColorG regs[1]
#define rPrimColorB regs[2]
#define rPrimColorA regs[3]
#define rEnvColorR regs[4]
#define rEnvColorG regs[5]
#define rEnvColorB regs[6]
#define rEnvColorA regs[7]
#define rRandXZ regs[8]
#define rScale regs[9]
#define rLifespan regs[10]
u32 EffectSsDtBubble_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx);
void EffectSsDtBubble_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this);
void EffectSsDtBubble_Update(GlobalContext* globalCtx, u32 index, EffectSs* this);
static Color_RGBA8 sPrimColors[] = { { 255, 255, 100, 255 }, { 150, 255, 255, 255 }, { 100, 255, 255, 255 } };
static Color_RGBA8 sEnvColors[] = { { 170, 0, 0, 255 }, { 0, 100, 0, 255 }, { 0, 0, 255, 255 } };
EffectSsInit Effect_Ss_Dt_Bubble_InitVars = {
EFFECT_SS_DT_BUBBLE,
EffectSsDtBubble_Init,
};
u32 EffectSsDtBubble_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx) {
EffectSsDtBubbleInitParams* initParams = (EffectSsDtBubbleInitParams*)initParamsx;
//! @bug Rand_ZeroOne in the macro means a random number is generated for both parts of the macro.
// In the base game this works out because both addresses are segment 4, but it may break if
// the addresses were changed to refer to different segments
this->gfx = SEGMENTED_TO_VIRTUAL(Rand_ZeroOne() < 0.5f ? gEffBubble1Tex : gEffBubble2Tex);
this->pos = initParams->pos;
this->velocity = initParams->velocity;
this->accel = initParams->accel;
this->life = initParams->life;
if (!initParams->customColor) {
this->rPrimColorR = sPrimColors[initParams->colorProfile].r;
this->rPrimColorG = sPrimColors[initParams->colorProfile].g;
this->rPrimColorB = sPrimColors[initParams->colorProfile].b;
this->rPrimColorA = sPrimColors[initParams->colorProfile].a;
this->rEnvColorR = sEnvColors[initParams->colorProfile].r;
this->rEnvColorG = sEnvColors[initParams->colorProfile].g;
this->rEnvColorB = sEnvColors[initParams->colorProfile].b;
this->rEnvColorA = sEnvColors[initParams->colorProfile].a;
} else {
this->rPrimColorR = initParams->primColor.r;
this->rPrimColorG = initParams->primColor.g;
this->rPrimColorB = initParams->primColor.b;
this->rPrimColorA = initParams->primColor.a;
this->rEnvColorR = initParams->envColor.r;
this->rEnvColorG = initParams->envColor.g;
this->rEnvColorB = initParams->envColor.b;
this->rEnvColorA = initParams->envColor.a;
}
this->rRandXZ = initParams->randXZ;
this->rScale = initParams->scale;
this->rLifespan = initParams->life;
this->draw = EffectSsDtBubble_Draw;
this->update = EffectSsDtBubble_Update;
return 1;
}
void EffectSsDtBubble_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
f32 scale;
OPEN_DISPS(gfxCtx);
scale = this->rScale * 0.004f;
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_80093C14(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB,
(this->rPrimColorA * this->life) / this->rLifespan);
gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB,
(this->rEnvColorA * this->life) / this->rLifespan);
gSPSegment(POLY_XLU_DISP++, 0x08, this->gfx);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gEffBubbleDL));
CLOSE_DISPS(gfxCtx);
}
void EffectSsDtBubble_Update(GlobalContext* globalCtx, u32 index, EffectSs* this) {
f32 rand;
if (this->rRandXZ == 1) {
rand = Rand_ZeroOne();
this->pos.x += (rand * 2.0f) - 1.0f;
rand = Rand_ZeroOne();
this->pos.z += (rand * 2.0f) - 1.0f;
}
}