#include "z64quake.h" #include "libc/string.h" #include "global.h" #include "z64view.h" typedef struct { /* 0x00 */ s16 index; /* 0x02 */ s16 duration; /* 0x04 */ Camera* camera; /* 0x08 */ u32 type; /* 0x0C */ s16 y; /* 0x0E */ s16 x; /* 0x10 */ s16 fov; /* 0x12 */ s16 upRollOffset; /* 0x14 */ Vec3s orientation; // alters the orientation of the xy perturbation. Only x (pitch) and y (yaw) are used /* 0x1A */ s16 speed; /* 0x1C */ s16 isRelativeToScreen; // is the quake relative to the screen or on world coordinates /* 0x1E */ s16 timer; /* 0x20 */ s16 camId; } QuakeRequest; // size = 0x24 typedef struct { /* 0x0 */ PlayState* play; /* 0x4 */ s32 type; // bitfield, highest set bit determines type /* 0x8 */ s16 timer; /* 0xA */ s16 state; } DistortionRequest; // size = 0xC typedef s16 (*QuakeCallbackFunc)(QuakeRequest*, ShakeInfo*); typedef enum { /* 0 */ DISTORTION_INACTIVE, /* 1 */ DISTORTION_ACTIVE, /* 2 */ DISTORTION_SETUP } DistortionState; QuakeRequest sQuakeRequests[4]; DistortionRequest sDistortionRequest; static s16 sQuakeUnused = 1; static s16 sQuakeRequestCount = 0; f32 Quake_Random(void) { return 2.0f * (Rand_ZeroOne() - 0.5f); } void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 yOffset, f32 xOffset) { Vec3f* at = &req->camera->at; Vec3f* eye = &req->camera->eye; Vec3f atEyeOffset; VecSph geo; VecSph eyeToAtGeo; if (req->isRelativeToScreen) { atEyeOffset.x = 0; atEyeOffset.y = 0; atEyeOffset.z = 0; eyeToAtGeo = OLib_Vec3fDiffToVecGeo(eye, at); // y shake geo.r = req->y * yOffset; // point unit vector up, then add on `req->orientation` geo.pitch = eyeToAtGeo.pitch + req->orientation.x + 0x4000; geo.yaw = eyeToAtGeo.yaw + req->orientation.y; // apply y shake atEyeOffset = OLib_AddVecGeoToVec3f(&atEyeOffset, &geo); // x shake geo.r = req->x * xOffset; // point unit vector left, then add on `req->orientation` geo.pitch = eyeToAtGeo.pitch + req->orientation.x; geo.yaw = eyeToAtGeo.yaw + req->orientation.y + 0x4000; // apply x shake atEyeOffset = OLib_AddVecGeoToVec3f(&atEyeOffset, &geo); } else { atEyeOffset.x = 0; atEyeOffset.y = req->y * yOffset; atEyeOffset.z = 0; geo.r = req->x * xOffset; geo.pitch = req->orientation.x; geo.yaw = req->orientation.y; atEyeOffset = OLib_AddVecGeoToVec3f(&atEyeOffset, &geo); } shake->atOffset = shake->eyeOffset = atEyeOffset; shake->upRollOffset = req->upRollOffset * yOffset; shake->fovOffset = req->fov * yOffset; } s16 Quake_CallbackType1(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Math_SinS(req->speed * req->timer); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType5(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Math_SinS(req->speed * req->timer); Quake_UpdateShakeInfo(req, shake, xyOffset, xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType6(QuakeRequest* req, ShakeInfo* shake) { f32 xyOffset; req->timer--; xyOffset = Math_SinS(req->speed * ((req->timer & 0xF) + 500)); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); // Not returning the timer ensures quake type 6 continues indefinitely until manually removed return 1; } s16 Quake_CallbackType3(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Math_SinS(req->speed * req->timer) * ((f32)req->timer / req->duration); Quake_UpdateShakeInfo(req, shake, xyOffset, xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType2(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Quake_Random(); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); req->timer--; } return req->timer; } s16 Quake_CallbackType4(QuakeRequest* req, ShakeInfo* shake) { if (req->timer > 0) { f32 xyOffset = Quake_Random() * ((f32)req->timer / req->duration); Quake_UpdateShakeInfo(req, shake, xyOffset, Rand_ZeroOne() * xyOffset); req->timer--; } return req->timer; } s16 Quake_GetFreeIndex(void) { s32 i; s32 index = 0; s32 timerMin = UINT16_MAX + 1; // timer is a short, so start with a value beyond its range for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) { if (sQuakeRequests[i].type == QUAKE_TYPE_NONE) { index = i; break; } if (timerMin > sQuakeRequests[i].timer) { timerMin = sQuakeRequests[i].timer; index = i; } } return index; } QuakeRequest* Quake_RequestImpl(Camera* camera, u32 type) { s16 index = Quake_GetFreeIndex(); QuakeRequest* req = &sQuakeRequests[index]; memset(req, 0, sizeof(QuakeRequest)); req->camera = camera; req->camId = camera->camId; req->type = type; req->isRelativeToScreen = true; // Add a unique random identifier to the upper bits of the index // The `~3` assumes there are only 4 requests req->index = index + (TRUNCF_BINANG(Rand_ZeroOne() * 0x10000) & ~3); sQuakeRequestCount++; return req; } void Quake_Remove(QuakeRequest* req) { req->type = QUAKE_TYPE_NONE; req->timer = -1; sQuakeRequestCount--; } QuakeRequest* Quake_GetRequest(s16 index) { QuakeRequest* req = &sQuakeRequests[index & 3]; if (req->type == QUAKE_TYPE_NONE) { return NULL; } if (index != req->index) { return NULL; } return req; } // valueType for Quake_SetValue() #define QUAKE_SPEED (1 << 0) #define QUAKE_Y_OFFSET (1 << 1) #define QUAKE_X_OFFSET (1 << 2) #define QUAKE_FOV (1 << 3) #define QUAKE_ROLL (1 << 4) #define QUAKE_ORIENTATION_PITCH (1 << 5) #define QUAKE_ORIENTATION_YAW (1 << 6) #define QUAKE_ORIENTATION_ROLL (1 << 7) #define QUAKE_DURATION (1 << 8) #define QUAKE_IS_RELATIVE_TO_SCREEN (1 << 9) u32 Quake_SetValue(s16 index, s16 valueType, s16 value) { QuakeRequest* req = Quake_GetRequest(index); if (req == NULL) { return false; } switch (valueType) { case QUAKE_SPEED: req->speed = value; break; case QUAKE_Y_OFFSET: req->y = value; break; case QUAKE_X_OFFSET: req->x = value; break; case QUAKE_FOV: req->fov = value; break; case QUAKE_ROLL: req->upRollOffset = value; break; case QUAKE_ORIENTATION_PITCH: req->orientation.x = value; break; case QUAKE_ORIENTATION_YAW: req->orientation.y = value; break; case QUAKE_ORIENTATION_ROLL: req->orientation.z = value; break; case QUAKE_DURATION: req->timer = value; req->duration = req->timer; break; case QUAKE_IS_RELATIVE_TO_SCREEN: req->isRelativeToScreen = value; break; default: break; } return true; } /** * @param index * @param speed for periodic types only, the angular frequency of the sine wave (binang / frame) * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetSpeed(s16 index, s16 speed) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->speed = speed; return true; } return false; } /** * @param index quake request index to apply * @param duration number of frames to apply the quake * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetDuration(s16 index, s16 duration) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->duration = req->timer = duration; return true; } return false; } /** * @param index quake request index to get * @return number of frames until the quake is finished */ s16 Quake_GetTimeLeft(s16 index) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { return req->timer; } return 0; } /** * @param index quake request index to apply * @param y apply up/down shake * @param x apply left/right shake * @param fov apply zooming in/out shake (binang) * @param roll apply rolling shake (binang) * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetPerturbations(s16 index, s16 y, s16 x, s16 fov, s16 roll) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->y = y; req->x = x; req->fov = fov; req->upRollOffset = roll; return true; } return false; } /** * @param index quake request index to apply * @param isRelativeToScreen is the quake applied relative to the screen or in absolute world coordinates * @param orientation orient the x/y shake to a different direction * @return true if successfully applied, false if the request does not exist */ u32 Quake_SetOrientation(s16 index, s16 isRelativeToScreen, Vec3s orientation) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { req->isRelativeToScreen = isRelativeToScreen; req->orientation = orientation; return true; } return false; } void Quake_Init(void) { s16 i; for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) { sQuakeRequests[i].type = QUAKE_TYPE_NONE; sQuakeRequests[i].timer = 0; } sQuakeUnused = 1; sQuakeRequestCount = 0; } s16 Quake_Request(Camera* camera, u32 type) { return Quake_RequestImpl(camera, type)->index; } u32 Quake_RemoveRequest(s16 index) { QuakeRequest* req = Quake_GetRequest(index); if (req != NULL) { Quake_Remove(req); return true; } return false; } static QuakeCallbackFunc sQuakeCallbacks[] = { NULL, // QUAKE_TYPE_NONE Quake_CallbackType1, // QUAKE_TYPE_1 Quake_CallbackType2, // QUAKE_TYPE_2 Quake_CallbackType3, // QUAKE_TYPE_3 Quake_CallbackType4, // QUAKE_TYPE_4 Quake_CallbackType5, // QUAKE_TYPE_5 Quake_CallbackType6, // QUAKE_TYPE_6 }; s16 Quake_Update(Camera* camera, ShakeInfo* camShake) { f32 absSpeedDiv; ShakeInfo shake; QuakeRequest* req; f32 maxCurr; f32 maxNext; s32 index; s32 numQuakesApplied; u32 isDifferentCamId; Vec3f zeroVec; PlayState* play = camera->play; zeroVec.x = 0.0f; zeroVec.y = 0.0f; zeroVec.z = 0.0f; camShake->atOffset.x = 0.0f; camShake->atOffset.y = 0.0f; camShake->atOffset.z = 0.0f; camShake->eyeOffset.x = 0.0f; camShake->eyeOffset.y = 0.0f; camShake->eyeOffset.z = 0.0f; camShake->upRollOffset = 0; camShake->fovOffset = 0; camShake->maxOffset = 0.0f; if (sQuakeRequestCount == 0) { return 0; } numQuakesApplied = 0; for (index = 0; index < ARRAY_COUNT(sQuakeRequests); index++) { req = &sQuakeRequests[index]; if (req->type == QUAKE_TYPE_NONE) { continue; } if (play->cameraPtrs[req->camId] == NULL) { Quake_Remove(req); continue; } isDifferentCamId = (camera->camId != req->camera->camId); absSpeedDiv = (f32)ABS(req->speed) / 0x8000; if (sQuakeCallbacks[req->type](req, &shake) == 0) { // Quake has reached the end of its timer. Quake_Remove(req); continue; } if (isDifferentCamId) { // Quake is attached to a different camId continue; } if (fabsf(camShake->atOffset.x) < fabsf(shake.atOffset.x)) { camShake->atOffset.x = shake.atOffset.x; } if (fabsf(camShake->atOffset.y) < fabsf(shake.atOffset.y)) { camShake->atOffset.y = shake.atOffset.y; } if (fabsf(camShake->atOffset.z) < fabsf(shake.atOffset.z)) { camShake->atOffset.z = shake.atOffset.z; } if (fabsf(camShake->eyeOffset.x) < fabsf(shake.eyeOffset.x)) { camShake->eyeOffset.x = shake.eyeOffset.x; } if (fabsf(camShake->eyeOffset.y) < fabsf(shake.eyeOffset.y)) { camShake->eyeOffset.y = shake.eyeOffset.y; } if (fabsf(camShake->eyeOffset.z) < fabsf(shake.eyeOffset.z)) { camShake->eyeOffset.z = shake.eyeOffset.z; } if (camShake->upRollOffset < shake.upRollOffset) { camShake->upRollOffset = shake.upRollOffset; } if (camShake->fovOffset < shake.fovOffset) { camShake->fovOffset = shake.fovOffset; } maxCurr = OLib_Vec3fDist(&shake.atOffset, &zeroVec) * absSpeedDiv; maxNext = OLib_Vec3fDist(&shake.eyeOffset, &zeroVec) * absSpeedDiv; maxCurr = CLAMP_MIN(maxCurr, maxNext); maxNext = (camShake->upRollOffset * (7.0f / 2500.0f)) * absSpeedDiv; maxCurr = CLAMP_MIN(maxCurr, maxNext); maxNext = (camShake->fovOffset * (7.0f / 2500.0f)) * absSpeedDiv; maxCurr = CLAMP_MIN(maxCurr, maxNext); if (camShake->maxOffset < maxCurr) { camShake->maxOffset = maxCurr; } numQuakesApplied++; } return numQuakesApplied; } void Distortion_Init(PlayState* play) { sDistortionRequest.play = play; View_ClearDistortion(&play->view); sDistortionRequest.type = 0; sDistortionRequest.timer = 0; sDistortionRequest.state = DISTORTION_INACTIVE; } void Distortion_SetDuration(s16 duration) { sDistortionRequest.timer = duration; sDistortionRequest.state = DISTORTION_SETUP; } s16 Distortion_GetTimeLeft(void) { return sDistortionRequest.timer; } s16 Distortion_GetType(void) { return sDistortionRequest.type; } void Distortion_Request(s32 type) { if (sDistortionRequest.type < type) { sDistortionRequest.type = type; } } void Distortion_RemoveRequest(s32 type) { if (sDistortionRequest.type == type) { sDistortionRequest.type = 0; } } /** * Checks that the bg surface is an underwater conveyor type and if so, returns the conveyor speed */ ConveyorSpeed Distortion_GetUnderwaterCurrentSpeed(Player* player) { 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 CONVEYOR_SPEED_DISABLED; } void Distortion_Update(void) { static s16 depthPhase = 0x3F0; static s16 screenPlanePhase = 0x156; static s16 duration = 1; f32 xyScaleFactor; f32 zScaleFactor; f32 speedScaleFactor; f32 countdownRatio; f32 waterYScaleFactor; f32 depthPhaseStep; f32 screenPlanePhaseStep; f32 rotX; f32 rotY; f32 rotZ; f32 xScale; f32 yScale; f32 zScale; f32 speed; Player* player; PlayState* play = sDistortionRequest.play; PosRot playerPosRot; Camera* camera = GET_ACTIVE_CAM(play); f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f); if (sDistortionRequest.type != 0) { if (sDistortionRequest.type & DISTORTION_TYPE_MASK_TRANSFORM_2) { sDistortionRequest.timer = 2; depthPhase = 0x3F0; screenPlanePhase = 0x156; depthPhaseStep = 0.0f; screenPlanePhaseStep = 170.0f; rotX = 0.0f; rotY = 0.0f; rotZ = 0.0f; xScale = -0.01f; yScale = 0.01f; zScale = 0.0f; speed = 0.6f; xyScaleFactor = zScaleFactor = sDistortionRequest.timer / 60.0f; speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_BOSS_WARP) { if (sDistortionRequest.state == DISTORTION_SETUP) { duration = sDistortionRequest.timer; depthPhase = 0x3F0; screenPlanePhase = 0x156; } depthPhaseStep = 0.0f; screenPlanePhaseStep = 50.0f / duration; rotX = 0.0f; rotY = 0.0f; rotZ = 0.0f; xScale = 0.01f; yScale = 100.0f; zScale = 0.0f; speed = 0.4f; xyScaleFactor = zScaleFactor = ((f32)duration - sDistortionRequest.timer) / (f32)duration; speedScaleFactor = 0.5f; } else if (sDistortionRequest.type & DISTORTION_TYPE_MASK_TRANSFORM_1) { if (sDistortionRequest.state == DISTORTION_SETUP) { duration = sDistortionRequest.timer; depthPhase = 0x1FC; screenPlanePhase = 0x156; } depthPhaseStep = -5.0f; screenPlanePhaseStep = 5.0f; rotX = 0.0f; rotY = 0.0f; rotZ = 2.0f; xScale = 0.3f; yScale = 0.3f; zScale = 0.0f; speed = 0.1f; xyScaleFactor = zScaleFactor = ((f32)duration - sDistortionRequest.timer) / (f32)duration; speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_GORON_BUTT) { if (sDistortionRequest.state == DISTORTION_SETUP) { duration = sDistortionRequest.timer; depthPhase = 0x2710; screenPlanePhase = 0x3E8; } depthPhaseStep = 0.0f; screenPlanePhaseStep = 150.0f; rotX = 0; rotY = 0; rotZ = 0.2f; xScale = 0.025f; yScale = 0.02f; zScale = 0.01f; speed = 1.5f; if (sDistortionRequest.timer < 5) { xyScaleFactor = zScaleFactor = ((f32)duration - sDistortionRequest.timer) / (f32)duration; } else { xyScaleFactor = zScaleFactor = 0.0f; } speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_UNK_ATTACK) { if (sDistortionRequest.state == DISTORTION_SETUP) { duration = sDistortionRequest.timer; depthPhase = 0x4B0; screenPlanePhase = 0x7D0; } depthPhaseStep = 0.0f; screenPlanePhaseStep = 150.0f; rotX = 0; rotY = 0; rotZ = 0; xScale = 0.03f; yScale = 0.02f; zScale = 0.01f; speed = 1.5f; xyScaleFactor = zScaleFactor = sDistortionRequest.timer / (f32)duration; speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_ZORA_KICK) { if (sDistortionRequest.state == DISTORTION_SETUP) { duration = sDistortionRequest.timer; depthPhase = 0x9C4; screenPlanePhase = 0xBB8; } depthPhaseStep = 0.0f; screenPlanePhaseStep = 150.0f; rotX = 0; rotY = 0; rotZ = 0; xScale = 0.03f; yScale = 0.03f; zScale = 0.01f; speed = 1.3f; if (sDistortionRequest.timer < 4) { xyScaleFactor = zScaleFactor = sDistortionRequest.timer / (f32)duration; } else { xyScaleFactor = zScaleFactor = 0.0f; } speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_SONG_OF_TIME) { sDistortionRequest.timer = 2; if (sDistortionRequest.state == DISTORTION_SETUP) { depthPhase = 0x9C4; screenPlanePhase = 0xBB8; } depthPhase += 0xB1; screenPlanePhase -= 0x2B; depthPhaseStep = -107.0f; screenPlanePhaseStep = 158.0f; rotX = 0.2f; rotY = 1.7f; rotZ = -2.9f; xScale = -0.6f; yScale = -0.7f; zScale = 0.6f; speed = 0.2f; zScaleFactor = 1.0f; xyScaleFactor = 1.0f; speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_UNDERWATER_ENTRY) { if (sDistortionRequest.state == DISTORTION_SETUP) { duration = sDistortionRequest.timer; depthPhase = 0x760; screenPlanePhase = 0x1BC; } depthPhaseStep = 248.0f; screenPlanePhaseStep = -90.0f; rotX = 0.0f; rotY = 0.0f; rotZ = 0.0f; xScale = -0.4f; yScale = 0.4f; zScale = 0.2f; speed = 0.25f; countdownRatio = sDistortionRequest.timer / (f32)duration; zScaleFactor = xyScaleFactor = countdownRatio; speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_ZORA_SWIMMING) { depthPhase = 0x3F0; screenPlanePhase = 0x156; sDistortionRequest.timer = 2; player = GET_PLAYER(play); if (player != NULL) { playerPosRot = Actor_GetWorldPosShapeRot(&player->actor); } depthPhaseStep = 359.2f; screenPlanePhaseStep = -18.5f; rotX = 0.0f; rotY = 0.0f; rotZ = 0.3f; switch (Distortion_GetUnderwaterCurrentSpeed(player)) { case CONVEYOR_SPEED_FAST: xScale = -0.06f; yScale = 0.1f; zScale = 0.03f; speed = 0.33f; break; case CONVEYOR_SPEED_MEDIUM: xScale = -0.06f; yScale = 0.1f; zScale = 0.03f; speed = 0.33f; break; case CONVEYOR_SPEED_SLOW: xScale = -0.06f; yScale = 0.1f; zScale = 0.03f; speed = 0.33f; break; default: xScale = -0.06f; yScale = 0.1f; zScale = 0.03f; speed = 0.23f; break; } if (player->unk_B86[1] < 0) { xyScaleFactor = (player->unk_B86[1] - (f32)0x4000) / (f32)0xC000; } else { xyScaleFactor = (player->unk_B86[1] + (f32)0x4000) / (f32)0xC000; } zScaleFactor = -xyScaleFactor; speedScaleFactor = 1.0f; } else if (sDistortionRequest.type & DISTORTION_TYPE_NON_ZORA_SWIMMING) { depthPhase = 0x3F0; screenPlanePhase = 0x156; sDistortionRequest.timer = 2; player = GET_PLAYER(play); depthPhaseStep = 359.2f; screenPlanePhaseStep = -18.5f; rotX = 0.0f; rotY = 0.0f; rotZ = 0.0f; switch (Distortion_GetUnderwaterCurrentSpeed(player)) { case CONVEYOR_SPEED_FAST: xScale = 0.12f; yScale = 0.12f; zScale = 0.08f; speed = 0.18f; break; case CONVEYOR_SPEED_MEDIUM: xScale = 0.12f; yScale = 0.12f; zScale = 0.08f; speed = 0.12f; break; case CONVEYOR_SPEED_SLOW: xScale = 0.12f; yScale = 0.12f; zScale = 0.08f; speed = 0.08f; break; default: xScale = 0.12f; yScale = 0.12f; zScale = 0.08f; speed = 0.05f; break; } if ((camera->waterYPos - camera->eye.y) > 2000.0f) { waterYScaleFactor = 1.0f; } else { waterYScaleFactor = (camera->waterYPos - camera->eye.y) / 2000.0f; } xyScaleFactor = speedScaleFactor = (waterYScaleFactor * 0.15f) + 0.35f + (speedRatio * 0.4f); zScaleFactor = 0.9f - xyScaleFactor; } else if (sDistortionRequest.type & DISTORTION_TYPE_HOT_ROOM) { // Gives a small mirage-like appearance depthPhase = 0x3F0; screenPlanePhase = 0x156; sDistortionRequest.timer = 2; depthPhaseStep = 0.0f; screenPlanePhaseStep = 150.0f; rotX = 0.0f; rotY = 0.0f; rotZ = 0.0f; xScale = -0.01f; yScale = 0.01f; zScale = 0.01f; speed = 0.6f; speedScaleFactor = 1.0f; zScaleFactor = 1.0f; xyScaleFactor = 1.0f; } else { return; } depthPhase += CAM_DEG_TO_BINANG(depthPhaseStep); screenPlanePhase += CAM_DEG_TO_BINANG(screenPlanePhaseStep); View_SetDistortionOrientation(&sDistortionRequest.play->view, Math_CosS(depthPhase) * (DEG_TO_RAD(rotX) * xyScaleFactor), Math_SinS(depthPhase) * (DEG_TO_RAD(rotY) * xyScaleFactor), Math_SinS(screenPlanePhase) * (DEG_TO_RAD(rotZ) * zScaleFactor)); 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(&sDistortionRequest.play->view, speed * speedScaleFactor); sDistortionRequest.state = DISTORTION_ACTIVE; } else if (sDistortionRequest.state != DISTORTION_INACTIVE) { View_ClearDistortion(&play->view); sDistortionRequest.state = DISTORTION_INACTIVE; sDistortionRequest.timer = 0; } if (sDistortionRequest.timer != 0) { sDistortionRequest.timer--; if (sDistortionRequest.timer == 0) { sDistortionRequest.type = 0; } } } s32 Quake_GetNumActiveQuakes(void) { s32 numActiveQuakes = 0; s32 i; for (i = 0; i < ARRAY_COUNT(sQuakeRequests); i++) { if (sQuakeRequests[i].type != QUAKE_TYPE_NONE) { numActiveQuakes++; } } return numActiveQuakes; }