Quake & Distortion Cleanup (#1102)

* quake cleanup

* cleanup

* more cleanup

* remove cast

* q comes before r...

* unname goron function, leave it to another PR

* PR Suggestions
This commit is contained in:
engineer124
2022-09-30 22:01:39 -04:00
committed by GitHub
parent b080fb3700
commit ab5fd663cc
40 changed files with 496 additions and 389 deletions
+12 -11
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@@ -5,6 +5,7 @@
#include "global.h"
#include "z64load.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
@@ -3777,20 +3778,20 @@ void func_800BC620(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
void func_800BC770(PlayState* play, s16 y, s16 countdown) {
s16 idx = Quake_Add(&play->mainCamera, 3);
void Actor_AddQuake(PlayState* play, s16 verticalMag, s16 countdown) {
s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
Quake_SetSpeed(idx, 20000);
Quake_SetQuakeValues(idx, y, 0, 0, 0);
Quake_SetCountdown(idx, countdown);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
}
void func_800BC7D8(PlayState* play, s16 y, s16 countdown, s16 speed) {
s16 idx = Quake_Add(&play->mainCamera, 3);
void Actor_AddQuakeWithSpeed(PlayState* play, s16 verticalMag, s16 countdown, s16 speed) {
s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
Quake_SetSpeed(idx, speed);
Quake_SetQuakeValues(idx, y, 0, 0, 0);
Quake_SetCountdown(idx, countdown);
Quake_SetSpeed(quakeIndex, speed);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
}
// Actor_RequestRumble?
@@ -3800,7 +3801,7 @@ void func_800BC848(Actor* actor, PlayState* play, s16 y, s16 countdown) {
} else {
Rumble_Request(actor->xyzDistToPlayerSq, 180, 20, 100);
}
func_800BC770(play, y, countdown);
Actor_AddQuake(play, y, countdown);
}
typedef struct {
+10 -6
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@@ -4331,18 +4331,22 @@ s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly*
}
/**
* SurfaceType Get Conveyor Surface Type
* Return type 0 (CONVEYOR_WATER) if 'poly' is a surface that will only move player underwater
* Return type 1 (CONVEYOR_FLOOR) if `poly` is a surface that must be stood on to move player
* Checks if poly is a floor conveyor
*
* A conveyor surface is enabled with non-zero speed.
* When enabled, the conveyor will exhibit two types of behaviour depending on the return value:
*
* If true, then it is a floor conveyor and will push player only while being stood on
* If false, then it is a water conveyor and will push player only while in water
*/
s32 SurfaceType_GetConveyorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
u32 flags;
if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) {
return CONVEYOR_FLOOR;
return true;
}
if (poly == NULL) {
return CONVEYOR_WATER;
return false;
}
flags = poly->flags_vIB & 0x2000;
return !!flags;
+1
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@@ -1,4 +1,5 @@
#include "global.h"
#include "z64quake.h"
/**
* Returns the absolute value for floats
+4 -3
View File
@@ -1,4 +1,5 @@
#include "global.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
@@ -191,7 +192,7 @@ void Cutscene_Command_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdBase* c
case 0x8:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG);
if (isStartFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 6);
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 22000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 6, 4, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
@@ -281,7 +282,7 @@ void Cutscene_Command_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdBase* c
case 0x1A:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST2 - SFX_FLAG);
if (isStartFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 6);
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 30000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 20, 10, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
@@ -333,7 +334,7 @@ void Cutscene_Command_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdBase* c
case 0x24:
func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG);
if (isStartFrame) {
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 6);
sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(sCutsceneQuakeIndex, 22000);
Quake_SetQuakeValues(sCutsceneQuakeIndex, 2, 1, 0, 0);
Quake_SetCountdown(sCutsceneQuakeIndex, 800);
+1
View File
@@ -1,4 +1,5 @@
#include "global.h"
#include "z64quake.h"
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80165460.s")
+181 -117
View File
@@ -1,7 +1,46 @@
#include "global.h"
#include "z64quake.h"
typedef struct {
/* 0x00 */ s16 randIndex;
/* 0x02 */ s16 countdownMax;
/* 0x04 */ Camera* camera;
/* 0x08 */ u32 type;
/* 0x0C */ s16 verticalMag;
/* 0x0E */ s16 horizontalMag;
/* 0x10 */ s16 zoom;
/* 0x12 */ s16 rollOffset;
/* 0x14 */ Vec3s shakePlaneOffset; // angle deviations from shaking in the perpendicular plane
/* 0x1A */ s16 speed;
/* 0x1C */ s16 isShakePerpendicular;
/* 0x1E */ s16 countdown;
/* 0x20 */ s16 camId;
} QuakeRequest; // size = 0x24
typedef struct {
/* 0x0 */ PlayState* play;
/* 0x4 */ s32 type; // bitfield, highest set bit determines type
/* 0x8 */ s16 countdown;
/* 0xA */ s16 state;
} DistortionRequest; // size = 0xC
typedef struct {
/* 0x00 */ Vec3f atOffset;
/* 0x0C */ Vec3f eyeOffset;
/* 0x18 */ s16 rollOffset;
/* 0x1A */ s16 zoom;
} ShakeInfo; // size = 0x1C
typedef s16 (*QuakeCallbackFunc)(QuakeRequest*, ShakeInfo*);
typedef enum {
/* 0 */ DISTORTION_INACTIVE,
/* 1 */ DISTORTION_ACTIVE,
/* 2 */ DISTORTION_SETUP
} DistortionState;
QuakeRequest sQuakeRequest[4];
DistortionContext sDistortionContext;
DistortionRequest sDistortionRequest;
static s16 sIsQuakeInitialized = true;
static s16 sQuakeRequestCount = 0;
@@ -51,7 +90,7 @@ void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 verticalPert
shake->zoom = req->zoom * verticalPertubation;
}
s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake) {
s16 Quake_CallbackType1(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Math_SinS(req->speed * req->countdown);
@@ -61,7 +100,7 @@ s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake) {
return req->countdown;
}
s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake) {
s16 Quake_CallbackType5(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Math_SinS(req->speed * req->countdown);
@@ -71,7 +110,7 @@ s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake) {
return req->countdown;
}
s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake) {
s16 Quake_CallbackType6(QuakeRequest* req, ShakeInfo* shake) {
f32 perpendicularPertubation;
req->countdown--;
@@ -80,7 +119,7 @@ s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake) {
return 1;
}
s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake) {
s16 Quake_CallbackType3(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation =
Math_SinS(req->speed * req->countdown) * ((f32)req->countdown / (f32)req->countdownMax);
@@ -91,7 +130,7 @@ s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake) {
return req->countdown;
}
s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake) {
s16 Quake_CallbackType2(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Quake_Random();
@@ -101,7 +140,7 @@ s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake) {
return req->countdown;
}
s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake) {
s16 Quake_CallbackType4(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Quake_Random() * ((f32)req->countdown / (f32)req->countdownMax);
@@ -117,7 +156,7 @@ s16 Quake_GetFreeIndex(void) {
s32 min = 0x10000;
for (i = 0; i < ARRAY_COUNT(sQuakeRequest); i++) {
if (sQuakeRequest[i].callbackIdx == 0) {
if (sQuakeRequest[i].type == 0) {
ret = i;
break;
}
@@ -131,43 +170,43 @@ s16 Quake_GetFreeIndex(void) {
return ret;
}
QuakeRequest* Quake_AddImpl(Camera* camera, u32 callbackIdx) {
s16 idx = Quake_GetFreeIndex();
QuakeRequest* req = &sQuakeRequest[idx];
QuakeRequest* Quake_AddImpl(Camera* camera, u32 type) {
s16 index = Quake_GetFreeIndex();
QuakeRequest* req = &sQuakeRequest[index];
__osMemset(req, 0, sizeof(QuakeRequest));
req->camera = camera;
req->camId = camera->camId;
req->callbackIdx = callbackIdx;
req->type = type;
req->isShakePerpendicular = true;
req->randIdx = ((s16)(Rand_ZeroOne() * (f32)0x10000) & ~3) + idx;
req->randIndex = ((s16)(Rand_ZeroOne() * 0x10000) & ~3) + index;
sQuakeRequestCount++;
return req;
}
void Quake_Remove(QuakeRequest* req) {
req->callbackIdx = 0;
void Quake_RemoveRequest(QuakeRequest* req) {
req->type = 0;
req->countdown = -1;
sQuakeRequestCount--;
}
QuakeRequest* Quake_GetRequest(s16 idx) {
QuakeRequest* req = &sQuakeRequest[idx & 3];
QuakeRequest* Quake_GetRequest(s16 quakeIndex) {
QuakeRequest* req = &sQuakeRequest[quakeIndex & 3];
if (req->callbackIdx == 0) {
if (req->type == 0) {
return NULL;
}
if (idx != req->randIdx) {
if (quakeIndex != req->randIndex) {
return NULL;
}
return req;
}
u32 Quake_SetValue(s16 idx, s16 valueType, s16 value) {
QuakeRequest* req = Quake_GetRequest(idx);
u32 Quake_SetValue(s16 quakeIndex, s16 valueType, s16 value) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
if (req == NULL) {
return false;
@@ -176,62 +215,75 @@ u32 Quake_SetValue(s16 idx, s16 valueType, s16 value) {
case QUAKE_SPEED:
req->speed = value;
break;
case QUAKE_VERTICAL_MAG:
req->verticalMag = value;
break;
case QUAKE_HORIZONTAL_MAG:
req->horizontalMag = value;
break;
case QUAKE_ZOOM:
req->zoom = value;
break;
case QUAKE_ROLL_OFFSET:
req->rollOffset = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_X:
req->shakePlaneOffset.x = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_Y:
req->shakePlaneOffset.y = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_Z:
req->shakePlaneOffset.z = value;
break;
case QUAKE_COUNTDOWN:
req->countdown = value;
req->countdownMax = req->countdown;
break;
case QUAKE_IS_SHAKE_PERPENDICULAR:
req->isShakePerpendicular = value;
break;
default:
break;
}
return true;
}
}
u32 Quake_SetSpeed(s16 idx, s16 value) {
QuakeRequest* req = Quake_GetRequest(idx);
u32 Quake_SetSpeed(s16 quakeIndex, s16 speed) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
if (req != NULL) {
req->speed = value;
req->speed = speed;
return true;
}
return false;
}
u32 Quake_SetCountdown(s16 idx, s16 value) {
QuakeRequest* req = Quake_GetRequest(idx);
u32 Quake_SetCountdown(s16 quakeIndex, s16 countdown) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
if (req != NULL) {
req->countdown = value;
req->countdown = countdown;
req->countdownMax = req->countdown;
return true;
}
return false;
}
s16 Quake_GetCountdown(s16 idx) {
QuakeRequest* req = Quake_GetRequest(idx);
s16 Quake_GetCountdown(s16 quakeIndex) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
if (req != NULL) {
return req->countdown;
@@ -239,8 +291,8 @@ s16 Quake_GetCountdown(s16 idx) {
return 0;
}
u32 Quake_SetQuakeValues(s16 idx, s16 verticalMag, s16 horizontalMag, s16 zoom, s16 rollOffset) {
QuakeRequest* req = Quake_GetRequest(idx);
u32 Quake_SetQuakeValues(s16 quakeIndex, s16 verticalMag, s16 horizontalMag, s16 zoom, s16 rollOffset) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
if (req != NULL) {
req->verticalMag = verticalMag;
@@ -252,8 +304,8 @@ u32 Quake_SetQuakeValues(s16 idx, s16 verticalMag, s16 horizontalMag, s16 zoom,
return false;
}
u32 Quake_SetQuakeValues2(s16 idx, s16 isShakePerpendicular, Vec3s shakePlaneOffset) {
QuakeRequest* req = Quake_GetRequest(idx);
u32 Quake_SetQuakeValues2(s16 quakeIndex, s16 isShakePerpendicular, Vec3s shakePlaneOffset) {
QuakeRequest* req = Quake_GetRequest(quakeIndex);
if (req != NULL) {
req->isShakePerpendicular = isShakePerpendicular;
@@ -267,29 +319,35 @@ void Quake_Init(void) {
s16 i;
for (i = 0; i < ARRAY_COUNT(sQuakeRequest); i++) {
sQuakeRequest[i].callbackIdx = 0;
sQuakeRequest[i].type = 0;
sQuakeRequest[i].countdown = 0;
}
sIsQuakeInitialized = true;
sQuakeRequestCount = 0;
}
s16 Quake_Add(Camera* camera, u32 callbackIdx) {
return Quake_AddImpl(camera, callbackIdx)->randIdx;
s16 Quake_Add(Camera* camera, u32 type) {
return Quake_AddImpl(camera, type)->randIndex;
}
u32 Quake_RemoveFromIdx(s16 idx) {
QuakeRequest* req = Quake_GetRequest(idx);
u32 Quake_Remove(s16 index) {
QuakeRequest* req = Quake_GetRequest(index);
if (req != NULL) {
Quake_Remove(req);
Quake_RemoveRequest(req);
return true;
}
return false;
}
static QuakeCallbackFunc sQuakeCallbacks[] = {
NULL, Quake_Callback1, Quake_Callback2, Quake_Callback3, Quake_Callback4, Quake_Callback5, Quake_Callback6,
NULL,
Quake_CallbackType1,
Quake_CallbackType2,
Quake_CallbackType3,
Quake_CallbackType4,
Quake_CallbackType5,
Quake_CallbackType6,
};
s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData) {
@@ -299,7 +357,7 @@ s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData) {
f32 absSpeedDiv;
f32 maxCurr;
f32 maxNext;
s32 idx;
s32 index;
s32 ret;
u32 eq;
Vec3f originVec;
@@ -323,16 +381,16 @@ s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData) {
}
ret = 0;
for (idx = 0; idx < ARRAY_COUNT(sQuakeRequest); idx++) {
req = &sQuakeRequest[idx];
if (req->callbackIdx != 0) {
for (index = 0; index < ARRAY_COUNT(sQuakeRequest); index++) {
req = &sQuakeRequest[index];
if (req->type != 0) {
if (play->cameraPtrs[req->camId] == NULL) {
Quake_Remove(req);
Quake_RemoveRequest(req);
} else {
eq = (camera->camId != req->camera->camId);
absSpeedDiv = ABS(req->speed) / (f32)0x8000;
if (sQuakeCallbacks[req->callbackIdx](req, &shake) == 0) {
Quake_Remove(req);
if (sQuakeCallbacks[req->type](req, &shake) == 0) {
Quake_RemoveRequest(req);
} else if (eq == 0) {
if (fabsf(camData->atOffset.x) < fabsf(shake.atOffset.x)) {
camData->atOffset.x = shake.atOffset.x;
@@ -383,35 +441,35 @@ s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData) {
}
void Distortion_Init(PlayState* play) {
sDistortionContext.play = play;
sDistortionRequest.play = play;
View_ClearDistortion(&play->view);
sDistortionContext.type = 0;
sDistortionContext.countdown = 0;
sDistortionContext.state = DISTORTION_INACTIVE;
sDistortionRequest.type = 0;
sDistortionRequest.countdown = 0;
sDistortionRequest.state = DISTORTION_INACTIVE;
}
void Distortion_SetCountdown(s16 countdown) {
sDistortionContext.countdown = countdown;
sDistortionContext.state = DISTORTION_SETUP;
sDistortionRequest.countdown = countdown;
sDistortionRequest.state = DISTORTION_SETUP;
}
s16 Distortion_GetCountdown(void) {
return sDistortionContext.countdown;
return sDistortionRequest.countdown;
}
s16 Distortion_GetType(void) {
return sDistortionContext.type;
return sDistortionRequest.type;
}
void Distortion_SetType(s32 type) {
if (sDistortionContext.type < type) {
sDistortionContext.type = type;
if (sDistortionRequest.type < type) {
sDistortionRequest.type = type;
}
}
void Distortion_ClearType(s32 type) {
if (sDistortionContext.type == type) {
sDistortionContext.type = 0;
if (sDistortionRequest.type == type) {
sDistortionRequest.type = 0;
}
}
@@ -419,9 +477,9 @@ void Distortion_ClearType(s32 type) {
* Checks that the bg surface is an underwater conveyor type and if so, returns the conveyor speed
*/
s32 Distortion_GetUnderwaterCurrentSpeed(Player* player) {
if (SurfaceType_GetConveyorType(&sDistortionContext.play->colCtx, player->actor.floorPoly,
player->actor.floorBgId) == CONVEYOR_WATER) {
return SurfaceType_GetConveyorSpeed(&sDistortionContext.play->colCtx, player->actor.floorPoly,
if (!SurfaceType_IsFloorConveyor(&sDistortionRequest.play->colCtx, player->actor.floorPoly,
player->actor.floorBgId)) {
return SurfaceType_GetConveyorSpeed(&sDistortionRequest.play->colCtx, player->actor.floorPoly,
player->actor.floorBgId);
}
return 0;
@@ -446,14 +504,14 @@ void Distortion_Update(void) {
f32 zScale;
f32 speed;
Player* player;
PlayState* play = sDistortionContext.play;
PlayState* play = sDistortionRequest.play;
PosRot playerPosRot;
Camera* camera = GET_ACTIVE_CAM(play);
f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f);
if (sDistortionContext.type != 0) {
if (sDistortionContext.type & 0x800) {
sDistortionContext.countdown = 2;
if (sDistortionRequest.type != 0) {
if (sDistortionRequest.type & DISTORTION_TYPE_B) {
sDistortionRequest.countdown = 2;
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
@@ -469,11 +527,11 @@ void Distortion_Update(void) {
zScale = 0.0f;
speed = 0.6f;
xyScaleFactor = zScaleFactor = sDistortionContext.countdown / 60.0f;
xyScaleFactor = zScaleFactor = sDistortionRequest.countdown / 60.0f;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x400) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
} else if (sDistortionRequest.type & DISTORTION_TYPE_A) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
}
@@ -490,11 +548,11 @@ void Distortion_Update(void) {
zScale = 0.0f;
speed = 0.4f;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionContext.countdown) / (f32)countdownMax;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionRequest.countdown) / (f32)countdownMax;
speedScaleFactor = 0.5f;
} else if (sDistortionContext.type & 0x200) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
} else if (sDistortionRequest.type & DISTORTION_TYPE_9) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
depthPhase = 0x1FC;
screenPlanePhase = 0x156;
}
@@ -511,11 +569,11 @@ void Distortion_Update(void) {
zScale = 0.0f;
speed = 0.1f;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionContext.countdown) / (f32)countdownMax;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionRequest.countdown) / (f32)countdownMax;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x100) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
} else if (sDistortionRequest.type & DISTORTION_TYPE_8) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
depthPhase = 0x2710;
screenPlanePhase = 0x3E8;
}
@@ -532,15 +590,15 @@ void Distortion_Update(void) {
zScale = 0.01f;
speed = 1.5f;
if (sDistortionContext.countdown < 5) {
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionContext.countdown) / (f32)countdownMax;
if (sDistortionRequest.countdown < 5) {
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionRequest.countdown) / (f32)countdownMax;
} else {
xyScaleFactor = zScaleFactor = 0.0f;
}
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x80) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
} else if (sDistortionRequest.type & DISTORTION_TYPE_7) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
depthPhase = 0x4B0;
screenPlanePhase = 0x7D0;
}
@@ -557,11 +615,11 @@ void Distortion_Update(void) {
zScale = 0.01f;
speed = 1.5f;
xyScaleFactor = zScaleFactor = sDistortionContext.countdown / (f32)countdownMax;
xyScaleFactor = zScaleFactor = sDistortionRequest.countdown / (f32)countdownMax;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x40) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
} else if (sDistortionRequest.type & DISTORTION_TYPE_6) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
depthPhase = 0x9C4;
screenPlanePhase = 0xBB8;
}
@@ -578,15 +636,15 @@ void Distortion_Update(void) {
zScale = 0.01f;
speed = 1.3f;
if (sDistortionContext.countdown < 4) {
xyScaleFactor = zScaleFactor = sDistortionContext.countdown / (f32)countdownMax;
if (sDistortionRequest.countdown < 4) {
xyScaleFactor = zScaleFactor = sDistortionRequest.countdown / (f32)countdownMax;
} else {
xyScaleFactor = zScaleFactor = 0.0f;
}
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x20) {
sDistortionContext.countdown = 2;
if (sDistortionContext.state == DISTORTION_SETUP) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_5) {
sDistortionRequest.countdown = 2;
if (sDistortionRequest.state == DISTORTION_SETUP) {
depthPhase = 0x9C4;
screenPlanePhase = 0xBB8;
}
@@ -609,9 +667,9 @@ void Distortion_Update(void) {
zScaleFactor = 1.0f;
xyScaleFactor = 1.0f;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x10) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
} else if (sDistortionRequest.type & DISTORTION_TYPE_4) {
if (sDistortionRequest.state == DISTORTION_SETUP) {
countdownMax = sDistortionRequest.countdown;
depthPhase = 0x760;
screenPlanePhase = 0x1BC;
}
@@ -628,14 +686,14 @@ void Distortion_Update(void) {
zScale = 0.2f;
speed = 0.25f;
countdownRatio = sDistortionContext.countdown / (f32)countdownMax;
countdownRatio = sDistortionRequest.countdown / (f32)countdownMax;
zScaleFactor = xyScaleFactor = countdownRatio;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 8) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_3) {
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionContext.countdown = 2;
sDistortionRequest.countdown = 2;
player = GET_PLAYER(play);
if (player != NULL) {
@@ -656,18 +714,21 @@ void Distortion_Update(void) {
zScale = 0.03f;
speed = 0.33f;
break;
case 2:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.33f;
break;
case 1:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.33f;
break;
default:
xScale = -0.06f;
yScale = 0.1f;
@@ -683,11 +744,11 @@ void Distortion_Update(void) {
}
zScaleFactor = -xyScaleFactor;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 4) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_2) {
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionContext.countdown = 2;
sDistortionRequest.countdown = 2;
player = GET_PLAYER(play);
depthPhaseStep = 359.2f;
@@ -703,18 +764,21 @@ void Distortion_Update(void) {
zScale = 0.08f;
speed = 0.18f;
break;
case 2:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.12f;
break;
case 1:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.08f;
break;
default:
xScale = 0.12f;
yScale = 0.12f;
@@ -731,12 +795,12 @@ void Distortion_Update(void) {
xyScaleFactor = speedScaleFactor = (waterYScaleFactor * 0.15f) + 0.35f + (speedRatio * 0.4f);
zScaleFactor = 0.9f - xyScaleFactor;
} else if (sDistortionContext.type & 1) {
} else if (sDistortionRequest.type & DISTORTION_TYPE_0) {
// Gives a small mirage-like appearance
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionContext.countdown = 2;
sDistortionRequest.countdown = 2;
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 150.0f;
@@ -759,29 +823,29 @@ void Distortion_Update(void) {
depthPhase += CAM_DEG_TO_BINANG(depthPhaseStep);
screenPlanePhase += CAM_DEG_TO_BINANG(screenPlanePhaseStep);
View_SetDistortionDirRot(&sDistortionContext.play->view,
View_SetDistortionDirRot(&sDistortionRequest.play->view,
Math_CosS(depthPhase) * (DEGF_TO_RADF(rotX) * xyScaleFactor),
Math_SinS(depthPhase) * (DEGF_TO_RADF(rotY) * xyScaleFactor),
Math_SinS(screenPlanePhase) * (DEGF_TO_RADF(rotZ) * zScaleFactor));
View_SetDistortionScale(&sDistortionContext.play->view,
View_SetDistortionScale(&sDistortionRequest.play->view,
(Math_SinS(screenPlanePhase) * (xScale * xyScaleFactor)) + 1.0f,
(Math_CosS(screenPlanePhase) * (yScale * xyScaleFactor)) + 1.0f,
(Math_CosS(depthPhase) * (zScale * zScaleFactor)) + 1.0f);
View_SetDistortionSpeed(&sDistortionContext.play->view, speed * speedScaleFactor);
View_SetDistortionSpeed(&sDistortionRequest.play->view, speed * speedScaleFactor);
sDistortionContext.state = DISTORTION_ACTIVE;
sDistortionRequest.state = DISTORTION_ACTIVE;
} else if (sDistortionContext.state != DISTORTION_INACTIVE) {
} else if (sDistortionRequest.state != DISTORTION_INACTIVE) {
View_ClearDistortion(&play->view);
sDistortionContext.state = DISTORTION_INACTIVE;
sDistortionContext.countdown = 0;
sDistortionRequest.state = DISTORTION_INACTIVE;
sDistortionRequest.countdown = 0;
}
if (sDistortionContext.countdown != 0) {
sDistortionContext.countdown--;
if (sDistortionContext.countdown == 0) {
sDistortionContext.type = 0;
if (sDistortionRequest.countdown != 0) {
sDistortionRequest.countdown--;
if (sDistortionRequest.countdown == 0) {
sDistortionRequest.type = 0;
}
}
}
@@ -790,16 +854,16 @@ s32 Quake_NumActiveQuakes(void) {
QuakeRequest* req = sQuakeRequest;
s32 numActiveQuakes = 0;
if (req[0].callbackIdx != 0) {
if (req[0].type != 0) {
numActiveQuakes++;
}
if (req[1].callbackIdx != 0) {
if (req[1].type != 0) {
numActiveQuakes++;
}
if (req[2].callbackIdx != 0) {
if (req[2].type != 0) {
numActiveQuakes++;
}
if (req[3].callbackIdx != 0) {
if (req[3].type != 0) {
numActiveQuakes++;
}
@@ -6,6 +6,7 @@
#include "prevent_bss_reordering.h"
#include "z_bg_hakugin_post.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "objects/object_hakugin_obj/object_hakugin_obj.h"
@@ -509,7 +510,7 @@ void func_80A9C058(BgHakuginPost* this, PlayState* play, BgHakuginPostUnkStruct*
s32 pad;
Vec3f sp44;
s32 pad2[2];
s16 quake;
s16 quakeIndex;
if (this->unk_170 == 0) {
for (i = 0; i < unkStruct->count; i++) {
@@ -520,10 +521,12 @@ void func_80A9C058(BgHakuginPost* this, PlayState* play, BgHakuginPostUnkStruct*
sp44.y = this->unk_16C + unkStruct1->unk_14.y;
sp44.z = this->dyna.actor.home.pos.z + unkStruct1->unk_14.z;
Rumble_Request(Math3D_Vec3fDistSq(&sp44, &GET_PLAYER(play)->actor.world.pos), 255, 20, 150);
quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
Quake_SetSpeed(quake, 20000);
Quake_SetQuakeValues(quake, 7, 0, 0, 0);
Quake_SetCountdown(quake, 12);
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 7, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 12);
if (this->unk_179 <= 0) {
func_8019F128(NA_SE_EV_STONEDOOR_STOP);
this->unk_179 = 40;
@@ -538,15 +541,16 @@ void func_80A9C18C(BgHakuginPost* this, PlayState* play) {
s32 pad;
Player* player = GET_PLAYER(play);
Camera* activeCam = GET_ACTIVE_CAM(play);
s16 quake;
s16 quakeIndex;
Rumble_Request(Math3D_XZDistanceSquared(player->actor.world.pos.x, player->actor.world.pos.z,
this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.z),
255, 20, 150);
quake = Quake_Add(activeCam, 3);
Quake_SetSpeed(quake, 17232);
Quake_SetQuakeValues(quake, 6, 0, 0, 0);
Quake_SetCountdown(quake, 20);
quakeIndex = Quake_Add(activeCam, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 17232);
Quake_SetQuakeValues(quakeIndex, 6, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 20);
}
void func_80A9C228(BgHakuginPost* this, PlayState* play, BgHakuginPostUnkStruct* unkStruct) {
@@ -5,6 +5,7 @@
*/
#include "z_bg_ikana_dharma.h"
#include "z64quake.h"
#include "assets/objects/object_ikana_obj/object_ikana_obj.h"
#define FLAGS (ACTOR_FLAG_10)
@@ -226,11 +227,12 @@ void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
if (this->dyna.actor.bgCheckFlags & 2) {
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 21536);
Quake_SetQuakeValues(quakeIndex, 4, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 12);
Quake_SetSpeed(quake, 21536);
Quake_SetQuakeValues(quake, 4, 0, 0, 0);
Quake_SetCountdown(quake, 12);
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
}
} else {
@@ -5,6 +5,7 @@
*/
#include "z_bg_ikana_rotaryroom.h"
#include "z64quake.h"
#include "overlays/actors/ovl_Bg_Ikana_Block/z_bg_ikana_block.h"
#include "overlays/actors/ovl_En_Torch2/z_en_torch2.h"
#include "overlays/actors/ovl_En_Water_Effect/z_en_water_effect.h"
@@ -831,11 +832,11 @@ void func_80B81A80(Actor* thisx, PlayState* play) {
func_80B81B84(this);
} else if (this->unk_584 == 15) {
s16 sp26 = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(sp26, 0x7B30);
Quake_SetQuakeValues(sp26, 6, 0, 100, 0);
Quake_SetCountdown(sp26, 22);
Quake_SetSpeed(quakeIndex, 31536);
Quake_SetQuakeValues(quakeIndex, 6, 0, 100, 0);
Quake_SetCountdown(quakeIndex, 22);
}
}
@@ -858,11 +859,11 @@ void func_80B81BA0(Actor* thisx, PlayState* play) {
thisx->shape.rot.x += 0x1F4;
if (!(this->unk_584 & 7)) {
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quake, 0x7B30);
Quake_SetQuakeValues(quake, (s32)(Rand_ZeroOne() * 2.5f) + 3, 0, 10, 0);
Quake_SetCountdown(quake, 15);
Quake_SetSpeed(quakeIndex, 31536);
Quake_SetQuakeValues(quakeIndex, (s32)(Rand_ZeroOne() * 2.5f) + 3, 0, 10, 0);
Quake_SetCountdown(quakeIndex, 15);
}
if (Flags_GetSwitch(play, BGIKANAROTARYROOM_GET_FE(&this->dyna.actor))) {
@@ -928,11 +929,11 @@ void func_80B81DC8(Actor* thisx, PlayState* play) {
ActorCutscene_Stop(this->dyna.actor.cutscene);
func_80B818B4(this);
} else if (this->unk_584 == 19) {
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quake, 0x4E20);
Quake_SetQuakeValues(quake, 5, 0, 40, 60);
Quake_SetCountdown(quake, 17);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 5, 0, 40, 60);
Quake_SetCountdown(quakeIndex, 17);
}
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_ikana_shutter.h"
#include "z64quake.h"
#include "objects/object_ikana_obj/object_ikana_obj.h"
#define FLAGS (ACTOR_FLAG_10)
@@ -144,16 +145,17 @@ void func_80BD59F8(BgIkanaShutter* this) {
void func_80BD5A18(BgIkanaShutter* this, PlayState* play) {
s32 pad[2];
s16 quake;
s16 quakeIndex;
this->dyna.actor.velocity.y += -5.0f;
this->dyna.actor.velocity.y *= 0.978f;
this->dyna.actor.world.pos.y += this->dyna.actor.velocity.y;
if (this->dyna.actor.world.pos.y <= this->dyna.actor.home.pos.y) {
quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
Quake_SetSpeed(quake, 0x5420);
Quake_SetQuakeValues(quake, 4, 0, 0, 0);
Quake_SetCountdown(quake, 12);
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 21536);
Quake_SetQuakeValues(quakeIndex, 4, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 12);
func_80BD5828(this);
}
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_iknin_susceil.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "objects/object_ikninside_obj/object_ikninside_obj.h"
@@ -70,11 +71,12 @@ void func_80C0A838(BgIkninSusceil* this, PlayState* play) {
void func_80C0A86C(BgIkninSusceil* this, PlayState* play, s16 verticalMag, s16 countdown, s32 arg4) {
s32 pad;
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 31536);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
Quake_SetSpeed(quake, 0x7B30);
Quake_SetQuakeValues(quake, verticalMag, 0, 0, 0);
Quake_SetCountdown(quake, countdown);
if (arg4 == 1) {
Rumble_Request(SQ(100.0f), 255, 20, 150);
} else if (arg4 == 2) {
@@ -6,6 +6,7 @@
#include "z_bg_open_shutter.h"
#include "objects/object_open_obj/object_open_obj.h"
#include "z64quake.h"
#include "z64rumble.h"
#define FLAGS (ACTOR_FLAG_10)
@@ -105,7 +106,7 @@ void BgOpenShutter_Destroy(Actor* thisx, PlayState* play) {
}
void func_80ACAD88(BgOpenShutter* this, PlayState* play) {
s32 quake;
s32 doorDirection;
if (this->unk_15C != 0) {
Player* player = GET_PLAYER(play);
@@ -118,10 +119,10 @@ void func_80ACAD88(BgOpenShutter* this, PlayState* play) {
} else {
Player* player = GET_PLAYER(play);
quake = func_80ACABA8(this, play);
if (quake > 0) {
doorDirection = func_80ACABA8(this, play);
if (doorDirection > 0) {
player->doorType = 2;
player->doorDirection = quake;
player->doorDirection = doorDirection;
player->doorActor = &this->dyna.actor;
func_80122F28(player);
}
@@ -142,18 +143,21 @@ void func_80ACAE5C(BgOpenShutter* this, PlayState* play) {
void func_80ACAEF0(BgOpenShutter* this, PlayState* play) {
s32 pad;
s16 quake;
s16 quakeIndex;
Math_StepToF(&this->dyna.actor.velocity.y, 20.0f, 8.0f);
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
this->dyna.actor.floorHeight = this->dyna.actor.home.pos.y;
Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 60.0f, 10, 8.0f, 500, 10, true);
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BIGWALL_BOUND);
quake = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), 3);
Quake_SetSpeed(quake, -0x7F18);
Quake_SetQuakeValues(quake, 2, 0, 0, 0);
Quake_SetCountdown(quake, 10);
quakeIndex = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, -32536);
Quake_SetQuakeValues(quakeIndex, 2, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 10);
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 20, 100);
this->unk_15C = 0;
this->actionFunc = func_80ACAD88;
}
@@ -5,6 +5,7 @@
*/
#include "z_boss_hakugin.h"
#include "z64quake.h"
#include "z64rumble.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@@ -5,6 +5,7 @@
*/
#include "z_door_shutter.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_bdoor/object_bdoor.h"
@@ -599,7 +600,7 @@ s32 func_808A1A70(DoorShutter* this) {
}
void func_808A1B48(DoorShutter* this, PlayState* play) {
s16 quake;
s16 quakeIndex;
if (func_808A1A70(this)) {
if (this->actor.velocity.y > 20.0f) {
@@ -607,11 +608,14 @@ void func_808A1B48(DoorShutter* this, PlayState* play) {
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 45.0f, 10, 8.0f, 500, 10, 0);
}
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BIGWALL_BOUND);
quake = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), 3);
Quake_SetSpeed(quake, -32536);
Quake_SetQuakeValues(quake, 2, 0, 0, 0);
Quake_SetCountdown(quake, 10);
quakeIndex = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, -32536);
Quake_SetQuakeValues(quakeIndex, 2, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 10);
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
func_808A1884(this, play);
}
}
+8 -5
View File
@@ -6,6 +6,7 @@
*/
#include "z_en_ani.h"
#include "z64quake.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
@@ -209,7 +210,7 @@ void EnAni_LandOnFoot(EnAni* this, PlayState* play) {
void EnAni_FallToGround(EnAni* this, PlayState* play) {
s32 pad;
s16 quakeValue;
s16 quakeIndex;
if (this->actor.bgCheckFlags & 1) { // hit the ground
this->actor.flags &= ~ACTOR_FLAG_10;
@@ -219,10 +220,12 @@ void EnAni_FallToGround(EnAni* this, PlayState* play) {
// the animation gets cut short, (first 16 frames only) only the landing part is seen
Animation_Change(&this->skelAnime, &gAniLandingThenStandingUpAnim, 1.0f, 0.0f, 16.0f, ANIMMODE_ONCE, 0.0f);
this->stateFlags |= ANI_STATE_WRITHING;
quakeValue = Quake_Add(play->cameraPtrs[CAM_ID_MAIN], 3);
Quake_SetSpeed(quakeValue, 0x6978);
Quake_SetQuakeValues(quakeValue, 7, 0, 0, 0);
Quake_SetCountdown(quakeValue, 0x14);
quakeIndex = Quake_Add(play->cameraPtrs[CAM_ID_MAIN], QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 27000);
Quake_SetQuakeValues(quakeIndex, 7, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 20);
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_HAMMER_HIT);
}
@@ -5,6 +5,7 @@
*/
#include "z_en_bigpamet.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.h"
#include "objects/gameplay_keep/gameplay_keep.h"
@@ -518,7 +519,7 @@ void func_80A28760(EnBigpamet* this) {
}
void func_80A287E8(EnBigpamet* this, PlayState* play) {
s16 quake;
s16 quakeIndex;
this->actor.shape.rot.y += 0x3B00;
func_800B9010(&this->actor, NA_SE_EN_B_PAMET_ROLL - SFX_FLAG);
@@ -538,12 +539,16 @@ void func_80A287E8(EnBigpamet* this, PlayState* play) {
}
if (this->actor.bgCheckFlags & 8) {
quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
this->actor.velocity.y = this->unk_29E * 0.375f;
Quake_SetSpeed(quake, 0x4E20);
Quake_SetQuakeValues(quake, 15, 0, 0, 0);
Quake_SetCountdown(quake, 10);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 15, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 10);
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
func_80A27B58(this);
func_80A27DD8(this, play);
func_80A28970(this);
@@ -5,6 +5,7 @@
*/
#include "z_en_bigslime.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "objects/object_bigslime/object_bigslime.h"
@@ -743,12 +744,14 @@ void EnBigslime_EndThrowMinislime(EnBigslime* this) {
void EnBigslime_BreakIntoMinislime(EnBigslime* this, PlayState* play) {
s32 i;
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 15, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 15);
Quake_SetSpeed(quake, 20000);
Quake_SetQuakeValues(quake, 15, 0, 0, 0);
Quake_SetCountdown(quake, 15);
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
this->bigslimeCollider[0].base.atFlags &= ~AT_ON;
this->gekkoCollider.base.acFlags &= ~(AC_ON | AC_HIT);
+7 -6
View File
@@ -5,6 +5,7 @@
*/
#include "z_en_go.h"
#include "z64quake.h"
#include "objects/object_oF1d_map/object_oF1d_map.h"
#include "objects/object_hakugin_demo/object_hakugin_demo.h"
#include "objects/object_taisou/object_taisou.h"
@@ -1045,16 +1046,16 @@ s32 func_80A13564(EnGo* this, f32 arg1, f32 arg2, s32 arg3) {
return ret;
}
void func_80A136B8(PlayState* play, s16 arg1, s16 arg2, s16 arg3) {
s16 sp26 = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), 3);
void func_80A136B8(PlayState* play, s16 speed, s16 verticalMag, s16 countdown) {
s16 quakeIndex = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), QUAKE_TYPE_3);
Quake_SetCountdown(sp26, arg3);
Quake_SetSpeed(sp26, arg1);
Quake_SetQuakeValues(sp26, arg2, 0, 0, 0);
Quake_SetCountdown(quakeIndex, countdown);
Quake_SetSpeed(quakeIndex, speed);
Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
}
void func_80A13728(EnGo* this, PlayState* play) {
func_80A136B8(play, 0x6C77, 7, 20);
func_80A136B8(play, 27767, 7, 20);
play->actorCtx.unk2 = 4;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_TEST, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, 0, 0, 0, 0);
@@ -5,6 +5,7 @@
*/
#include "z_en_goroiwa.h"
#include "z64quake.h"
#include "objects/object_goroiwa/object_goroiwa.h"
#include "objects/gameplay_keep/gameplay_keep.h"
@@ -450,10 +451,11 @@ s32 func_8093F6F8(EnGoroiwa* this, PlayState* play) {
if ((this->actor.velocity.y < 0.0f) && (this->actor.world.pos.y <= sp7C)) {
if (this->unk_1CA == 0) {
if (this->actor.xzDistToPlayer < 400.0f) {
s16 sp72 = Quake_Add(GET_ACTIVE_CAM(play), 3);
Quake_SetSpeed(sp72, 0x4350);
Quake_SetQuakeValues(sp72, 3, 0, 0, 0);
Quake_SetCountdown(sp72, 7);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 17232);
Quake_SetQuakeValues(quakeIndex, 3, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 7);
}
this->unk_1C4 = 0.0f;
+6 -4
View File
@@ -5,6 +5,7 @@
*/
#include "z_en_ishi.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#include "objects/gameplay_keep/gameplay_keep.h"
@@ -594,11 +595,12 @@ void func_8095EBDC(EnIshi* this, PlayState* play) {
}
if (sp70 == 1) {
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 17232);
Quake_SetQuakeValues(quakeIndex, 3, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 7);
Quake_SetSpeed(quake, 0x4350);
Quake_SetQuakeValues(quake, 3, 0, 0, 0);
Quake_SetCountdown(quake, 7);
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
}
@@ -5,6 +5,7 @@
*/
#include "z_en_pametfrog.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
@@ -1222,11 +1223,14 @@ void EnPametfrog_SetupSnapperSpawn(EnPametfrog* this, PlayState* play) {
// Zooms in on Snapper spawn point
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
this->quake = Quake_Add(GET_ACTIVE_CAM(play), 6);
Quake_SetSpeed(this->quake, 18000);
Quake_SetQuakeValues(this->quake, 2, 0, 0, 0);
Quake_SetCountdown(this->quake, 15);
this->quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6);
Quake_SetSpeed(this->quakeIndex, 18000);
Quake_SetQuakeValues(this->quakeIndex, 2, 0, 0, 0);
Quake_SetCountdown(this->quakeIndex, 15);
Rumble_Request(this->actor.xyzDistToPlayerSq, 120, 20, 10);
this->timer = 40;
this->actionFunc = EnPametfrog_SnapperSpawn;
}
@@ -1244,12 +1248,16 @@ void EnPametfrog_SnapperSpawn(EnPametfrog* this, PlayState* play) {
void EnPametfrog_SetupTransitionGekkoSnapper(EnPametfrog* this, PlayState* play) {
this->actor.params = GEKKO_GET_SNAPPER;
Quake_RemoveFromIdx(this->quake);
this->quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
Quake_SetSpeed(this->quake, 20000);
Quake_SetQuakeValues(this->quake, 17, 0, 0, 0);
Quake_SetCountdown(this->quake, 12);
Quake_Remove(this->quakeIndex);
this->quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(this->quakeIndex, 20000);
Quake_SetQuakeValues(this->quakeIndex, 17, 0, 0, 0);
Quake_SetCountdown(this->quakeIndex, 12);
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
this->actionFunc = EnPametfrog_TransitionGekkoSnapper;
}
@@ -32,7 +32,7 @@ typedef struct EnPametfrog {
/* 0x2AE */ u8 unk_2AE; // True/False
/* 0x2B0 */ s16 cutscene;
/* 0x2B2 */ s16 params;
/* 0x2B4 */ s16 quake;
/* 0x2B4 */ s16 quakeIndex;
/* 0x2B6 */ s16 timer;
/* 0x2B8 */ s16 spinYaw;
/* 0x2BA */ s16 subCamId;
@@ -5,6 +5,7 @@
*/
#include "z_en_stop_heishi.h"
#include "z64quake.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
@@ -5,6 +5,7 @@
*/
#include "z_en_test6.h"
#include "z64quake.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | ACTOR_FLAG_2000000)
@@ -396,7 +397,7 @@ void func_80A916F0(EnTest6* this, PlayState* play) {
ActorCutscene_Stop(play->playerActorCsIds[8]);
func_800B7298(play, NULL, 6);
func_80A90C34();
Distortion_ClearType(0x20);
Distortion_ClearType(DISTORTION_TYPE_5);
Actor_MarkForDeath(&this->actor);
}
@@ -462,7 +463,7 @@ void func_80A91760(EnTest6* this, PlayState* play) {
}
}
func_80A90C08(0x78);
Distortion_SetType(0x20);
Distortion_SetType(DISTORTION_TYPE_5);
Distortion_SetCountdown(80);
play->unk_18844 = 1;
this->unk_274 = 95;
@@ -517,7 +518,7 @@ void func_80A91760(EnTest6* this, PlayState* play) {
if (this->unk_27A == 10) {
this->unk_14C = 0.1f;
func_80A90C34();
Distortion_ClearType(0x20);
Distortion_ClearType(DISTORTION_TYPE_5);
play->unk_18844 = 0;
if (this->unk_254 != NULL) {
ZeldaArena_Free(this->unk_254);
@@ -617,7 +618,7 @@ void func_80A92118(EnTest6* this, PlayState* play) {
ActorCutscene_Stop(play->playerActorCsIds[8]);
func_800B7298(play, NULL, 6);
func_80A90C34();
Distortion_ClearType(0x20);
Distortion_ClearType(DISTORTION_TYPE_5);
Actor_MarkForDeath(&this->actor);
}
@@ -684,7 +685,7 @@ void func_80A92188(EnTest6* this, PlayState* play) {
case 115:
func_80A90C08(0x14);
Distortion_SetType(0x20);
Distortion_SetType(DISTORTION_TYPE_5);
Distortion_SetCountdown(90);
this->unk_274 = 2;
break;
@@ -715,7 +716,7 @@ void func_80A92188(EnTest6* this, PlayState* play) {
case 14:
case 15:
func_80A90C08(0x32);
Distortion_ClearType(0x20);
Distortion_ClearType(DISTORTION_TYPE_5);
this->unk_274 = 0;
break;
@@ -5,6 +5,7 @@
*/
#include "z_obj_chikuwa.h"
#include "z64quake.h"
#include "objects/object_d_lift/object_d_lift.h"
#define FLAGS (ACTOR_FLAG_10)
@@ -158,9 +159,9 @@ void ObjChikuwa_Update(Actor* thisx, PlayState* play) {
ObjChikuwa* this = THIS;
ObjChikuwaStruct* temp;
f32 temp_fs0;
s16 var_s2;
s16 quakeVerticalMag;
s32 i;
s32 quake;
s32 quakeIndex;
this->unk_29E++;
@@ -173,16 +174,16 @@ void ObjChikuwa_Update(Actor* thisx, PlayState* play) {
func_809B17D0(play, this, &temp->unk_00);
temp_fs0 = Math3D_Vec3fDistSq(&temp->unk_00, &GET_PLAYER(play)->actor.world.pos);
if (temp_fs0 < SQ(240.0f)) {
quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
if (temp_fs0 < SQ(120.0f)) {
var_s2 = 4;
quakeVerticalMag = 4;
} else {
var_s2 = 3;
quakeVerticalMag = 3;
}
Quake_SetSpeed(quake, 0x4350);
Quake_SetQuakeValues(quake, var_s2, 0, 0, 0);
Quake_SetCountdown(quake, 7);
Quake_SetSpeed(quakeIndex, 17232);
Quake_SetQuakeValues(quakeIndex, quakeVerticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 7);
}
}
}
@@ -5,6 +5,7 @@
*/
#include "z_obj_dhouse.h"
#include "z64quake.h"
#include "objects/object_dhouse/object_dhouse.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_400000)
@@ -454,23 +455,23 @@ void func_80B139D8(ObjDhouse* this) {
void func_80B139F4(ObjDhouse* this, PlayState* play) {
Camera* camera = GET_ACTIVE_CAM(play);
s16 quake;
s16 quakeIndex;
if (this->unk_1370 == 117) {
quake = Quake_Add(camera, 3);
Quake_SetSpeed(quake, 20000);
Quake_SetQuakeValues(quake, 8, 0, 0, 0);
Quake_SetCountdown(quake, 17);
quakeIndex = Quake_Add(camera, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 8, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 17);
} else if (this->unk_1370 == 105) {
quake = Quake_Add(camera, 3);
Quake_SetSpeed(quake, 20000);
Quake_SetQuakeValues(quake, 7, 0, 0, 0);
Quake_SetCountdown(quake, 20);
quakeIndex = Quake_Add(camera, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 7, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 20);
} else if (this->unk_1370 == 90) {
quake = Quake_Add(camera, 3);
Quake_SetSpeed(quake, 20000);
Quake_SetQuakeValues(quake, 5, 0, 0, 0);
Quake_SetCountdown(quake, 62);
quakeIndex = Quake_Add(camera, QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 5, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 62);
}
this->unk_1370--;
@@ -5,6 +5,7 @@
*/
#include "z_obj_hariko.h"
#include "z64quake.h"
#include "assets/objects/object_hariko/object_hariko.h"
#define FLAGS (ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
@@ -5,6 +5,7 @@
*/
#include "z_obj_hugebombiwa.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "objects/object_bombiwa/object_bombiwa.h"
@@ -292,13 +293,14 @@ void func_80A54600(PlayState* play, Vec3f* arg1, f32 arg2, f32 arg3) {
}
}
void func_80A54980(ObjHugebombiwa* this, PlayState* play, s32 arg2) {
void ObjHugebombiwa_AddQuake(ObjHugebombiwa* this, PlayState* play, s32 quakeVerticalMag) {
s32 pad[2];
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, quakeVerticalMag, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 7);
Quake_SetSpeed(quake, 0x4E20);
Quake_SetQuakeValues(quake, arg2, 0, 0, 0);
Quake_SetCountdown(quake, 7);
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
}
@@ -514,7 +516,7 @@ void func_80A55064(ObjHugebombiwa* this, PlayState* play) {
ptr->unk_24 = 1;
func_80A53E60(play, &ptr->unk_0C, ptr->unk_18, ptr->unk_00.y * 9.8f);
if ((play->gameplayFrames % 4) == 0) {
func_80A54980(this, play, (s32)(Rand_ZeroOne() * 5.5f) + 1);
ObjHugebombiwa_AddQuake(this, play, (s32)(Rand_ZeroOne() * 5.5f) + 1);
}
}
}
@@ -610,7 +612,7 @@ void func_80A55564(ObjHugebombiwa* this, PlayState* play) {
ptr->unk_24 = 1;
func_80A54600(play, &ptr->unk_0C, ptr->unk_18, ptr->unk_00.y * 10.1f);
if ((play->gameplayFrames % 4) == 0) {
func_80A54980(this, play, (s32)(Rand_ZeroOne() * 5.5f) + 1);
ObjHugebombiwa_AddQuake(this, play, (s32)(Rand_ZeroOne() * 5.5f) + 1);
}
}
}
@@ -5,6 +5,7 @@
*/
#include "z_obj_lift.h"
#include "z64quake.h"
#include "objects/object_d_lift/object_d_lift.h"
#define FLAGS (ACTOR_FLAG_10)
@@ -125,17 +126,18 @@ void func_8093D760(ObjLift* this) {
void func_8093D7A0(ObjLift* this, PlayState* play) {
s32 pad;
s16 quake;
s16 quakeIndex;
if (DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
if (this->timer <= 0) {
if (OBJLIFT_GET_7(&this->dyna.actor) == 7) {
func_8093D9C0(this);
} else {
quake = Quake_Add(GET_ACTIVE_CAM(play), 1);
Quake_SetSpeed(quake, 10000);
Quake_SetQuakeValues(quake, 2, 0, 0, 0);
Quake_SetCountdown(quake, 20);
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
Quake_SetSpeed(quakeIndex, 10000);
Quake_SetQuakeValues(quakeIndex, 2, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 20);
func_8093D88C(this);
}
}
@@ -5,6 +5,7 @@
*/
#include "z_obj_tokei_step.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "objects/object_tokei_step/object_tokei_step.h"
@@ -62,11 +63,12 @@ void ObjTokeiStep_SetSysMatrix(ObjTokeiStepPanel* panel) {
void ObjTokeiStep_AddQuake(ObjTokeiStep* this, PlayState* play) {
s32 pad[2];
s16 quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, 20000);
Quake_SetQuakeValues(quakeIndex, 1, 0, 0, 0);
Quake_SetCountdown(quakeIndex, 7);
Quake_SetSpeed(quake, 20000);
Quake_SetQuakeValues(quake, 1, 0, 0, 0);
Quake_SetCountdown(quake, 7);
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
}
@@ -5,6 +5,7 @@
*/
#include "global.h"
#include "z64quake.h"
#include "z64rumble.h"
#define THIS ((Player*)thisx)
@@ -91,7 +91,7 @@ void EffectSsBubble_Update(PlayState* play2, u32 index, EffectSs* this) {
BgCheck_EntityRaycastFloor2_1(play, &play->colCtx, &colPoly, &this->pos);
speed = SurfaceType_GetConveyorSpeed(&play->colCtx, colPoly, BGCHECK_SCENE);
if ((speed != 0) && !SurfaceType_GetConveyorType(&play->colCtx, colPoly, BGCHECK_SCENE)) {
if ((speed != 0) && !SurfaceType_IsFloorConveyor(&play->colCtx, colPoly, BGCHECK_SCENE)) {
direction = SurfaceType_GetConveyorDirection(&play->colCtx, colPoly, BGCHECK_SCENE) << 0xA;
rVecAdjMax = sVecAdjMaximums[speed - 1];
this->rVecAdjX = Math_SinS(direction) * rVecAdjMax;