Files
ac-decomp/rel/m_fuusen.c
T
2023-07-14 11:05:45 -04:00

95 lines
2.5 KiB
C

#include "m_fuusen.h"
#include "m_name_table.h"
#include "m_play.h"
#include "m_field_assessment.h"
#include "m_private.h"
#include "m_event.h"
#include "m_common_data.h"
int fuusen_DEBUG_mode_flag;
extern void Balloon_init() {
Common_Set(balloon_state, Balloon_STATE_DEAD);
Common_Set(balloon_last_spawn_min, 0);
Common_Set(balloon_spawn_percent, 0.05f);
}
extern void Balloon_make_fuusen(GAME_PLAY* play) {
ACTOR* balloon_actor = Actor_info_make_actor(&play->actor_info, (GAME*)play, mAc_PROFILE_FUUSEN, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, EMPTY_NO, 0, -1, -1);
if (balloon_actor != NULL) {
Common_Set(balloon_state, Balloon_STATE_SPAWNED);
Common_Set(balloon_spawn_percent, (1.0f - Common_Get(balloon_spawn_percent)) * 0.1f);
fuusen_DEBUG_mode_flag = TRUE;
}
else {
Common_Set(balloon_state, Balloon_STATE_PENDING_SPAWN);
}
}
extern void Balloon_chk_make_fuusen(GAME_PLAY* play) {
f32 rng = fqrand();
f32 spawn_percent = Common_Get(balloon_spawn_percent);
if (rng < spawn_percent) {
Balloon_make_fuusen(play);
}
else {
f32 goods_power_mod;
f32 field_rank_mod;
f32 balloon_spawn_percentage_inc;
field_rank_mod = (f32)mFAs_GetFieldRank() / (f32)mFAs_FIELDRANK_SIX;
goods_power_mod = (f32)mPr_GetGoodsPower() / (f32)mPr_GOODS_POWER_MAX;
balloon_spawn_percentage_inc = 0.025f + goods_power_mod * 0.025f + field_rank_mod * 0.025f + RANDOM_F(0.025f);
Common_Get(balloon_spawn_percent) += balloon_spawn_percentage_inc;
}
}
extern void Balloon_move(GAME_PLAY* play) {
s16 min;
if (mFI_GET_TYPE(mFI_GetFieldId()) != mFI_FIELDTYPE_FG) {
return;
}
if (mEv_CheckFirstIntro()) {
return;
}
switch (Common_Get(balloon_state)) {
case Balloon_STATE_DEAD:
case Balloon_STATE_CHK_SPAWN:
case Balloon_STATE_LOOK_UP:
break;
case Balloon_STATE_PENDING_SPAWN:
Balloon_make_fuusen(play);
/* Fallthrough */
case Balloon_STATE_SPAWNED:
default:
return;
}
min = Common_Get(time.rtc_time.min);
if ((min % 5) == 3 && min != Common_Get(balloon_last_spawn_min)) {
Common_Set(balloon_last_spawn_min, min);
if (Common_Get(balloon_state) == Balloon_STATE_LOOK_UP) {
Common_Get(balloon_spawn_percent) += 0.25f;
}
Common_Set(balloon_state, Balloon_STATE_CHK_SPAWN);
Balloon_chk_make_fuusen(play);
}
}
extern void Balloon_kill() {
Common_Set(balloon_state, Balloon_STATE_DEAD);
}
extern void Balloon_look_up() {
Common_Set(balloon_state, Balloon_STATE_LOOK_UP);
}