Files
perfect-dark/src/game/wallhit.c
T
2023-05-12 21:46:45 +10:00

1463 lines
33 KiB
C

#include <ultra64.h>
#include "constants.h"
#include "game/dlights.h"
#include "game/chr.h"
#include "game/game_0b0fd0.h"
#include "game/tex.h"
#include "game/playermgr.h"
#include "game/room.h"
#include "game/gfxmemory.h"
#include "game/file.h"
#include "game/options.h"
#include "game/utils.h"
#include "game/wallhit.h"
#include "bss.h"
#include "lib/main.h"
#include "lib/rng.h"
#include "lib/mtx.h"
#include "data.h"
#include "types.h"
#define WALLHITTYPE_SOFT 0
#define WALLHITTYPE_BULLET 1
#define WALLHITTYPE_SCORCH 2
#define WALLHITTYPE_BLOOD 3
#define WALLHITTYPE_PAINT 4
#define IS_BLOOD_DROP(texnum) (texnum >= WALLHITTEX_BLOOD4 && texnum <= WALLHITTEX_BLOOD4)
static void wallhitFade(struct wallhit *wallhit, u32 arg1);
struct wallhit *g_Wallhits;
struct wallhit *g_FreeWallhits;
struct wallhit *g_ActiveWallhits;
struct wallhit *g_BusyWallhits;
s32 var8007f740 = 0;
u8 g_WallhitBloodColour[4] = {0x40, 0x0a, 0x0a, 0x00};
f32 var8007f748 = 1;
f32 var8007f74c = 1;
f32 var8007f754 = 0;
f32 var8007f758 = 0;
struct wallhittex {
f32 width;
f32 height;
u8 type;
};
struct wallhittex g_WallhitTexes[] = {
/*0x00*/ { 10, 10, WALLHITTYPE_BULLET }, // WALLHITTEX_WATER
/*0x01*/ { 6, 6, WALLHITTYPE_BULLET }, // WALLHITTEX_BULLET1
/*0x02*/ { 8, 8, WALLHITTYPE_SOFT }, // WALLHITTEX_SOFT
/*0x03*/ { 6, 6, WALLHITTYPE_BULLET }, // WALLHITTEX_GLASS1
/*0x04*/ { 8, 8, WALLHITTYPE_BULLET }, // WALLHITTEX_GLASS2
/*0x05*/ { 12, 12, WALLHITTYPE_BULLET }, // WALLHITTEX_GLASS3
/*0x06*/ { 6, 6, WALLHITTYPE_BULLET }, // WALLHITTEX_BULLET2
/*0x07*/ { 100, 100, WALLHITTYPE_SCORCH }, // WALLHITTEX_SCORCH
/*0x08*/ { 24, 24, WALLHITTYPE_PAINT }, // WALLHITTEX_PAINT
/*0x09*/ { 20, 20, WALLHITTYPE_BLOOD }, // WALLHITTEX_BLOOD1
/*0x0a*/ { 20, 20, WALLHITTYPE_BLOOD }, // WALLHITTEX_BLOOD2
/*0x0b*/ { 20, 20, WALLHITTYPE_BLOOD }, // WALLHITTEX_BLOOD3
/*0x0c*/ { 20, 20, WALLHITTYPE_BLOOD }, // WALLHITTEX_BLOOD4
/*0x0d*/ { 6, 6, WALLHITTYPE_BULLET }, // WALLHITTEX_BPGLASS1
/*0x0e*/ { 8, 8, WALLHITTYPE_BULLET }, // WALLHITTEX_BPGLASS2
/*0x0f*/ { 12, 12, WALLHITTYPE_BULLET }, // WALLHITTEX_BPGLASS3
/*0x10*/ { 4, 4, WALLHITTYPE_BULLET }, // WALLHITTEX_WOOD
/*0x11*/ { 6, 6, WALLHITTYPE_BULLET }, // WALLHITTEX_METAL
};
static s16 wallhitFinaliseAxis(f32 value)
{
if (value > var8007f754) {
var8007f754 = value;
} else if (-value > var8007f758) {
var8007f758 = -value;
}
if (value > 8000) {
value = 8000;
} else if (value < -8000) {
value = -8000;
}
if (value > 0) {
value += 0.5f;
} else {
value -= 0.5f;
}
return value;
}
static void wallhitUnsetBusy(struct wallhit *wallhit)
{
if (wallhit == g_BusyWallhits) {
g_BusyWallhits = wallhit->busynext;
wallhit->busynext = NULL;
} else {
struct wallhit *iter = g_BusyWallhits;
while (wallhit != iter->busynext) {
iter = iter->busynext;
}
iter->busynext = wallhit->busynext;
wallhit->busynext = NULL;
}
}
static void wallhitFree(struct wallhit *wallhit)
{
struct wallhit *iter;
s32 i;
wallhit->timermax = 0;
wallhit->timercur = 0;
wallhit->inuse = false;
// Update the global list
if (wallhit == g_ActiveWallhits) {
g_ActiveWallhits = wallhit->globalnext;
wallhit->globalnext = NULL;
} else {
iter = g_ActiveWallhits;
while (wallhit != iter->globalnext) {
iter = iter->globalnext;
}
iter->globalnext = wallhit->globalnext;
}
wallhit->globalnext = g_FreeWallhits;
g_FreeWallhits = wallhit;
// Update the room/prop's wallhit list
if (wallhit->objprop == NULL) {
if (wallhit->xlu) {
if (wallhit == g_Rooms[wallhit->roomnum].xluwallhits) {
g_Rooms[wallhit->roomnum].xluwallhits = wallhit->localnext;
} else {
iter = g_Rooms[wallhit->roomnum].xluwallhits;
while (wallhit != iter->localnext) {
iter = iter->localnext;
}
iter->localnext = wallhit->localnext;
}
wallhit->localnext = NULL;
} else {
if (wallhit == g_Rooms[wallhit->roomnum].opawallhits) {
g_Rooms[wallhit->roomnum].opawallhits = wallhit->localnext;
} else {
iter = g_Rooms[wallhit->roomnum].opawallhits;
while (wallhit != iter->localnext) {
iter = iter->localnext;
}
iter->localnext = wallhit->localnext;
}
wallhit->localnext = NULL;
}
} else {
struct prop *prop = wallhit->objprop;
if (wallhit->xlu) {
if (wallhit == prop->xluwallhits) {
prop->xluwallhits = wallhit->localnext;
} else {
iter = prop->xluwallhits;
while (wallhit != iter->localnext) {
iter = iter->localnext;
}
iter->localnext = wallhit->localnext;
}
wallhit->localnext = NULL;
} else {
if (wallhit == prop->opawallhits) {
prop->opawallhits = wallhit->localnext;
} else {
iter = prop->opawallhits;
while (wallhit != iter->localnext) {
iter = iter->localnext;
}
iter->localnext = wallhit->localnext;
}
wallhit->localnext = NULL;
}
}
// Remove from the busy list
if (wallhit->expanding || wallhit->fading) {
wallhitUnsetBusy(wallhit);
}
wallhit->objprop = NULL;
g_WallhitsNumUsed--;
g_WallhitsNumFree++;
for (i = 0; i < 4; i++) {
wallhit->basecolours[i].a = 0;
wallhit->finalcolours[i].a = 0;
}
}
void wallhitsFreeByProp(struct prop *prop, s8 layer)
{
struct prop *copy = prop;
if (layer) {
while (copy->xluwallhits) {
wallhitFade(copy->xluwallhits, 1);
wallhitFree(copy->xluwallhits);
}
} else {
while (copy->opawallhits) {
wallhitFade(copy->opawallhits, 1);
wallhitFree(copy->opawallhits);
}
}
}
bool chrIsUsingPaintball(struct chrdata *chr)
{
s32 prevplayernum = g_Vars.currentplayernum;
bool paintball;
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
setCurrentPlayerNum(playermgrGetPlayerNumByProp(chr->prop));
} else {
setCurrentPlayerNum(random() % PLAYERCOUNT());
}
paintball = optionsGetPaintball(g_Vars.currentplayerstats->mpindex);
setCurrentPlayerNum(prevplayernum);
return paintball;
}
void wallhitChooseBloodColour(struct prop *prop)
{
if (prop && prop->chr && (prop->type & (PROPTYPE_CHR | PROPTYPE_PLAYER))) {
struct chrdata *chr = prop->chr;
chrGetBloodColour(chr->bodynum, g_WallhitBloodColour, NULL);
} else {
g_WallhitBloodColour[0] = 0x40;
g_WallhitBloodColour[1] = 0x0a;
g_WallhitBloodColour[2] = 0x0a;
}
}
static void wallhitFade(struct wallhit *wallhit, u32 arg1)
{
if (!wallhit->fading) {
if (wallhit->objprop) {
g_WallhitCountsPerRoom[0]--;
} else {
g_WallhitCountsPerRoom[wallhit->roomnum]--;
}
if (wallhit->timermax == 0) {
wallhit->timermax = arg1;
wallhit->timercur = arg1;
}
wallhit->fading = true;
var8009cc48--;
g_WallhitsNumUsed++;
if (g_WallhitTexes[wallhit->texturenum].type == WALLHITTYPE_BLOOD) {
var8009cc54--;
} else {
var8009cc58--;
}
if (wallhit->expanding) {
wallhit->expanding = false;
} else {
wallhit->busynext = g_BusyWallhits;
g_BusyWallhits = wallhit;
}
}
}
/**
* Remove a single wallhit from the given room.
*
* Room may be -1 to remove a wallhit from any room, or 0 to remove a prop
* wallhit, or any number > 0 to remove a wallhit from that room.
*
* Wallhits are removed in such a way to try to meet the target blood to
* non-blood ratio. If a blood wallhit will be removed, a blood drop will
* be favoured over a blood puddle. The actual wallhit to be removed will
* be the oldest one that meets that criteria.
*/
static bool wallhitReapOneInRoom(s32 room)
{
if (room == -1 || g_WallhitCountsPerRoom[room]) {
f32 ratio = 0.0f;
u32 blooddropframe = U32_MAX;
u32 bloodpuddleframe = U32_MAX;
u32 otherframe = U32_MAX;
s32 blooddropindex = -1;
s32 bloodpuddleindex = -1;
s32 otherindex = -1;
s32 numblood;
s32 numother;
s32 numtotal;
s32 i;
for (i = 0, numblood = 0, numother = 0; i < g_WallhitsMax; i++) {
if (g_Wallhits[i].inuse
&& !g_Wallhits[i].fading
&& (room == -1
|| (room == 0 && g_Wallhits[i].objprop != NULL)
|| (room && room == g_Wallhits[i].roomnum))) {
if (g_WallhitTexes[g_Wallhits[i].texturenum].type == WALLHITTYPE_BLOOD) {
numblood++;
if (IS_BLOOD_DROP(g_Wallhits[i].texturenum)) {
if (g_Wallhits[i].createdframe < blooddropframe) {
blooddropframe = g_Wallhits[i].createdframe;
blooddropindex = i;
}
} else {
if (g_Wallhits[i].createdframe < bloodpuddleframe) {
bloodpuddleframe = g_Wallhits[i].createdframe;
bloodpuddleindex = i;
}
}
} else {
numother++;
if (g_Wallhits[i].createdframe < otherframe) {
otherframe = g_Wallhits[i].createdframe;
otherindex = i;
}
}
}
}
numtotal = numblood + numother;
if (numtotal > 0) {
ratio = (f32) numblood / (f32) numtotal;
}
if (ratio > g_WallhitTargetBloodRatio && (blooddropindex != -1 || bloodpuddleindex != -1)) {
if (blooddropindex != -1) {
wallhitFade(&g_Wallhits[blooddropindex], TICKS(30));
return true;
} else {
wallhitFade(&g_Wallhits[bloodpuddleindex], TICKS(30));
return true;
}
} else {
if (otherindex != -1) {
wallhitFade(&g_Wallhits[otherindex], TICKS(30));
return true;
}
}
}
return false;
}
/**
* Remove a single wallhit.
*
* The wallhit will be removed from a room that's offscreen and not in standby
* if possible, otherwise a room that's in standby. If wallhits only exist in
* onscreen rooms then all rooms are considered, and prop hits too.
*
* The chosen room will be the one with the most wallhits within one of those
* three categories.
*/
static void wallhitReapOne(void)
{
s32 room;
u32 i;
bool done = false;
for (i = 0; !done && i < 3; i++) {
s32 bestroom = -1;
s32 bestvalue = -1;
for (room = 0; room < g_Vars.roomcount; room++) {
s32 onscreen = room == 0 ? 1 : (g_Rooms[room].flags & ROOMFLAG_ONSCREEN);
s32 standby = room == 0 ? 1 : (g_Rooms[room].flags & ROOMFLAG_STANDBY);
bool consider;
if (i == 0) {
consider = !onscreen && !standby;
} else if (i == 1) {
consider = !onscreen;
} else {
consider = true;
}
if (consider) {
if (g_WallhitCountsPerRoom[room] > bestvalue) {
bestvalue = g_WallhitCountsPerRoom[room];
bestroom = room;
}
}
}
if (1);
if (1);
if (bestroom != -1) {
s32 min = bestroom == 0 ? g_MinPropWallhits : g_MinBgWallhitsPerRoom;
if (g_WallhitCountsPerRoom[bestroom] > min) {
if (wallhitReapOneInRoom(bestroom)) {
done = true;
}
}
}
}
if (!done) {
wallhitReapOneInRoom(-1);
}
if (1);
}
void wallhitsTick(void)
{
f32 sp12c;
f32 fov;
s32 numallocated;
s32 i;
s32 j;
u32 stack[3];
f32 midx;
f32 midy;
f32 midz;
f32 f22;
f32 f24;
struct wallhit *wallhit;
struct coord spc8[4];
u32 stack2[4];
static s32 var8007f834 = 0;
sp12c = (g_Vars.lvupdate240 + 2.0f) * 0.25f;
fov = currentPlayerGetGunZoomFov();
var8007f740 = 0;
if (fov == 0.0f || fov == 60.0f) {
var8007f748 = 1;
} else {
f32 tmp = fov / g_Vars.currentplayer->zoominfovy;
var8007f748 = 60.0f / fov - 1.00f / tmp + 1;
}
var8007f74c = 1.0f / var8007f748;
numallocated = g_WallhitsNumFree + g_WallhitsNumUsed;
if (numallocated < var8009cc70) {
wallhitReapOne();
} else if (numallocated < var8009cc74) {
var8007f834++;
if (var8007f834 == 8) {
var8007f834 = 0;
wallhitReapOne();
}
}
wallhit = g_BusyWallhits;
while (wallhit) {
struct wallhit *next = wallhit->busynext;
f32 f0 = sp12c;
if (wallhit->timerspeed != 8) {
f0 *= 0.6f * ((wallhit->timerspeed - 8.0f) * 0.125f);
}
{
u32 amount = (u32)(f0 + 0.5f);
if (wallhit->expanding) {
if (wallhit->timercur > wallhit->timermax) {
wallhit->timermax = 0;
wallhit->timercur = 0;
wallhit->inuse = true;
wallhit->expanding = false;
wallhitUnsetBusy(wallhit);
}
wallhit->timercur += amount;
} else {
if (amount < wallhit->timercur) {
wallhit->timercur -= amount;
} else {
wallhitFree(wallhit);
}
}
if (wallhit->timermax) {
f24 = (f32) wallhit->timercur / wallhit->timermax;
if (f24 > 1.0f) {
f24 = 1.0f;
}
f22 = f24;
if (wallhit->expanding) {
f32 frac = 0.2f;
f32 sizefrac;
f32 f30;
s32 minindex;
f32 tmp;
s32 j;
tmp = 1.5707964f * f24;
f30 = (1.0f - frac) * sinf(tmp);
f22 = 1.0f - tmp + 0.6f;
wallhit->vertices2 = gfxAllocateVertices(4);
midx = 0;
midy = 0;
midz = 0;
// Copy the vertices into a float array
for (j = 0; j < 4; j++) {
spc8[j].x = wallhit->vertices[j].x;
spc8[j].y = wallhit->vertices[j].y;
spc8[j].z = wallhit->vertices[j].z;
}
// Sum the vertices and divide them by 4 to get the centre
minindex = 0;
for (j = 0; j < 4; j++) {
midx = midx + spc8[j].x;
midy = midy + spc8[j].y;
midz = midz + spc8[j].z;
// This should be j != 0, but minindex is unused
// so it doesn't affect anything
if (minindex != 0 && spc8[j].y < spc8[minindex].y) {
minindex = j;
}
}
midx = 0.25f * midx;
midy = 0.25f * midy;
midz = 0.25f * midz;
sizefrac = frac + f30;
// Calculate and apply the new size
for (j = 0; j < 4; j++) {
f32 xradius = spc8[j].x - midx;
f32 yradius = spc8[j].y - midy;
f32 zradius = spc8[j].z - midz;
wallhit->vertices2[j].x = midx + xradius * sizefrac;
wallhit->vertices2[j].y = midy + yradius * sizefrac;
wallhit->vertices2[j].z = midz + zradius * sizefrac;
wallhit->vertices2[j].s = wallhit->vertices[j].s;
wallhit->vertices2[j].t = wallhit->vertices[j].t;
wallhit->vertices2[j].colour = wallhit->vertices[j].colour;
}
if (1);
f24 *= 2.0f;
if (f24 > 1.0f) {
f24 = 1.0f;
}
if (1);
}
for (j = 0; j < 4; j++) {
u32 alpha;
if (f22 > 1.0f) {
f22 = 1.0f;
}
alpha = wallhit->basecolours[j].a * f24;
if (alpha > 255) {
alpha = 255;
}
wallhit->finalcolours[j].a = alpha;
}
} else {
if (wallhit->inuse) {
wallhit->vertices2 = NULL;
for (j = 0; j < 4; j++) {
wallhit->finalcolours[j].a = wallhit->basecolours[j].a;
}
} else {
wallhit->vertices2 = NULL;
}
}
}
wallhit->unk6f_05 = true;
wallhit = next;
}
}
void wallhitCreate(struct coord *relpos, struct coord *arg1, struct coord *arg2, s16 arg3[3],
s16 arg4[3], s16 texnum, s16 room, struct prop *objprop,
s8 mtxindex, s8 arg9, struct chrdata *chr, bool xlu)
{
f32 scale = RANDOMFRAC() * 0.1f + 0.6f;
f32 width = g_WallhitTexes[texnum].width * scale;
f32 height = g_WallhitTexes[texnum].height * scale;
wallhitCreateWith20Args(relpos, arg1, arg2, arg3,
arg4, texnum, room, objprop,
NULL, mtxindex, arg9, chr,
width, height, 0xff, 0xff,
0, 0, 0, xlu);
}
static void func0f1770ac(struct coord *a, struct coord *b, struct coord *out)
{
out->x = a->y * b->z - a->z * b->y;
out->y = -(a->x * b->z - a->z * b->x);
out->z = a->x * b->y - a->y * b->x;
}
void wallhitCreateWith20Args(struct coord *relpos, struct coord *arg1, struct coord *arg2, s16 arg3[3],
s16 arg4[3], s16 texnum, s16 room, struct prop *objprop,
struct prop *chrprop, s8 mtxindex, s8 arg10, struct chrdata *chr,
f32 width, f32 height, u8 minalpha, u8 maxalpha,
s32 rotdeg, u32 timermax, u32 timerspeed, bool xlu)
{
struct coord sp1f4;
struct coord sp1e8;
struct coord sp1dc;
struct coord sp1d0;
bool xiszero;
bool ziszero;
bool yiszero;
struct coord sp1b8;
struct coord sp1ac;
struct coord sp17c[4];
s32 type;
f32 f0;
u8 alpha;
struct wallhit *wallhit;
f32 mult = 1.0f;
f32 brightnessfrac;
bool paintball;
u32 stack[6];
struct coord sp13c;
struct coord sp130;
u32 stack2[3];
struct coord sp118;
s32 i;
s32 room2;
u32 range;
struct coord sp100;
sp1b8 = *arg1;
func0f177164(&sp1b8, &sp1b8);
paintball = chrIsUsingPaintball(chr);
if (paintball && g_WallhitTexes[texnum].type != WALLHITTYPE_BLOOD) {
if (texnum != WALLHITTEX_SCORCH) {
width = 15.0f;
height = 15.0f;
}
texnum = WALLHITTEX_PAINT;
timermax = TICKS(10);
}
switch (texnum) {
case WALLHITTEX_BULLET2:
case WALLHITTEX_BLOOD1:
case WALLHITTEX_BLOOD2:
case WALLHITTEX_BLOOD3:
case WALLHITTEX_BLOOD4:
case WALLHITTEX_BPGLASS1:
case WALLHITTEX_BPGLASS2:
case WALLHITTEX_BPGLASS3:
case WALLHITTEX_METAL:
break;
default:
case WALLHITTEX_SCORCH:
case WALLHITTEX_PAINT:
case WALLHITTEX_WOOD:
rotdeg = random() % 360;
break;
}
type = paintball ? WALLHITTYPE_PAINT : g_WallhitTexes[texnum].type;
if (g_FreeWallhits != NULL) {
// Check if we are at a limit and need to free some old wallhits
s32 room2 = objprop ? 0 : room;
s32 max;
if (objprop) {
max = g_MaxPropWallhits - 1;
} else {
max = g_MaxBgWallhitsPerRoom - 1;
}
if (g_WallhitCountsPerRoom[room2] > max) {
if (!wallhitReapOneInRoom(room2)) {
return;
}
} else if (g_WallhitCountsPerRoom[room] > g_MaxBgWallhitsPerRoom) {
if (!wallhitReapOneInRoom(room)) {
return;
}
}
// Adjust counters
g_WallhitCountsPerRoom[room2]++;
g_WallhitsNumFree--;
var8009cc48++;
if (g_WallhitTexes[texnum].type == WALLHITTYPE_BLOOD) {
var8009cc54++;
} else {
var8009cc58++;
}
// Remove the head of the free list and prepend it to the active list
wallhit = g_FreeWallhits;
g_FreeWallhits = wallhit->globalnext;
wallhit->globalnext = g_ActiveWallhits;
g_ActiveWallhits = wallhit;
wallhit->xlu = xlu;
wallhit->localnext = NULL;
// Prepend to the prop-local or room-local list
if (objprop != NULL) {
if (xlu) {
wallhit->localnext = objprop->xluwallhits;
objprop->xluwallhits = wallhit;
} else {
wallhit->localnext = objprop->opawallhits;
objprop->opawallhits = wallhit;
}
wallhit->objprop = objprop;
} else {
if (xlu) {
wallhit->localnext = g_Rooms[room].xluwallhits;
g_Rooms[room].xluwallhits = wallhit;
} else {
wallhit->localnext = g_Rooms[room].opawallhits;
g_Rooms[room].opawallhits = wallhit;
}
wallhit->objprop = NULL;
}
sp1ac.f[0] = relpos->x;
sp1ac.f[1] = relpos->y;
sp1ac.f[2] = relpos->z;
xiszero = absf(arg1->x) < 0.00001f ? true : false;
yiszero = absf(arg1->y) < 0.00001f ? true : false;
ziszero = absf(arg1->z) < 0.00001f ? true : false;
if (xiszero && ziszero) {
sp1f4.x = -1.0f;
sp1f4.y = 0.0f;
sp1f4.z = 0.0f;
sp1e8.x = 0.0f;
sp1e8.y = 0.0f;
sp1e8.z = (arg1->y >= 0.0f ? 1.0f : -1.0f) * -1.0f;
} else if (xiszero && yiszero) {
sp1f4.x = arg1->z >= 0.0f ? 1.0f : -1.0f;
sp1f4.y = 0.0f;
sp1f4.z = 0.0f;
sp1e8.x = 0.0f;
sp1e8.y = -1.0f;
sp1e8.z = 0.0f;
} else if (yiszero && ziszero) {
sp1f4.x = 0.0f;
sp1f4.y = (arg1->x >= 0.0f ? 1.0f : -1.0f) * -1.0f;
sp1f4.z = 0.0f;
sp1e8.x = 0.0f;
sp1e8.y = 0.0f;
sp1e8.z = 1.0f;
} else if (arg3 && arg4) {
sp13c.x = arg3[0];
sp13c.y = arg3[1];
sp13c.z = arg3[2];
sp130.x = arg4[0];
sp130.y = arg4[1];
sp130.z = arg4[2];
func0f177164(&sp13c, &sp13c);
func0f177164(&sp130, &sp130);
f0 = (sp13c.x * sp130.x + sp13c.y * sp130.y + sp13c.z * sp130.z) * -1.0f;
sp118.x = f0 * sp13c.x + sp130.x;
sp118.y = f0 * sp13c.y + sp130.y;
sp118.z = f0 * sp13c.z + sp130.z;
func0f1770ac(&sp13c, &sp118, &sp100);
sp1f4 = sp13c;
sp1e8 = sp118;
} else {
f32 f0 = sqrtf(sp1b8.x * sp1b8.x + sp1b8.z * sp1b8.z);
f32 xvalue = sp1b8.x / f0;
f32 zvalue = sp1b8.z / f0;
sp1f4.x = zvalue;
sp1f4.y = 0.0f;
sp1f4.z = -xvalue;
sp1e8.x = sp1b8.y * xvalue;
sp1e8.y = -f0;
sp1e8.z = sp1b8.y * zvalue;
}
if (rotdeg != 0) {
u32 stack[6];
f32 spd0 = sinf(rotdeg * 0.017453292f);
f32 spcc = cosf(rotdeg * 0.017453292f);
u32 stack2[12];
sp1dc.x = spcc * sp1f4.x + spd0 * sp1e8.x;
sp1dc.y = spcc * sp1f4.y + spd0 * sp1e8.y;
sp1dc.z = spcc * sp1f4.z + spd0 * sp1e8.z;
sp1d0.x = -spd0 * sp1f4.x + spcc * sp1e8.x;
sp1d0.y = -spd0 * sp1f4.y + spcc * sp1e8.y;
sp1d0.z = -spd0 * sp1f4.z + spcc * sp1e8.z;
} else {
sp1dc = sp1f4;
sp1d0 = sp1e8;
}
if (objprop) {
struct defaultobj *obj = objprop->obj;
Mtxf *mtx = &obj->model->matrices[mtxindex];
struct doorobj *door = objprop->door;
struct coord sp84;
struct coord sp78;
if (obj->type == OBJTYPE_DOOR && (door->doorflags & DOORFLAG_FLIP)) {
sp1d0.x = -1.0f * sp1d0.x;
sp1d0.y = -1.0f * sp1d0.y;
sp1d0.z = -1.0f * sp1d0.z;
}
sp84 = sp1dc;
sp78 = sp1d0;
mtx4RotateVecInPlace(mtx, &sp84);
mtx4RotateVecInPlace(mtx, &sp78);
width /= sqrtf(sp84.x * sp84.x + sp84.y * sp84.y + sp84.z * sp84.z);
height /= sqrtf(sp78.x * sp78.x + sp78.y * sp78.y + sp78.z * sp78.z);
if (xlu) {
obj->hidden2 |= OBJH2FLAG_HASXLU;
} else {
obj->hidden2 |= OBJH2FLAG_HASOPA;
}
} else {
struct coord *roompos = &g_BgRooms[room].pos;
if (arg2 != NULL) {
f32 xdist = arg2->x - relpos->x;
f32 ydist = arg2->y - relpos->y;
f32 zdist = arg2->z - relpos->z;
f32 sum = xdist * sp1b8.x + ydist * sp1b8.y + zdist * sp1b8.z;
if (sum < 0.0f) {
sp1d0.x = -1.0f * sp1d0.x;
sp1d0.y = -1.0f * sp1d0.y;
sp1d0.z = -1.0f * sp1d0.z;
}
}
sp1ac.x = mult * sp1ac.x;
sp1ac.y = mult * sp1ac.y;
sp1ac.z = mult * sp1ac.z;
sp1ac.x -= roompos->x;
sp1ac.y -= roompos->y;
sp1ac.z -= roompos->z;
width *= mult;
height *= mult;
}
sp1dc.x = width * sp1dc.x;
sp1dc.y = width * sp1dc.y;
sp1dc.z = width * sp1dc.z;
sp1d0.x = height * sp1d0.x;
sp1d0.y = height * sp1d0.y;
sp1d0.z = height * sp1d0.z;
sp17c[0].x = sp1dc.x + sp1d0.x;
sp17c[0].y = sp1dc.y + sp1d0.y;
sp17c[0].z = sp1dc.z + sp1d0.z;
sp17c[1].x = sp1dc.x - sp1d0.x;
sp17c[1].y = sp1dc.y - sp1d0.y;
sp17c[1].z = sp1dc.z - sp1d0.z;
sp17c[2].x = -sp17c[0].x;
sp17c[2].y = -sp17c[0].y;
sp17c[2].z = -sp17c[0].z;
sp17c[3].x = sp1d0.x - sp1dc.x; \
sp17c[3].y = sp1d0.y - sp1dc.y; \
sp17c[3].z = sp1d0.z - sp1dc.z;
wallhit->relpos = *relpos;
wallhit->mtxindex = mtxindex;
wallhit->unk6f_01 = arg10;
wallhit->roomnum = room;
wallhit->inuse = true;
wallhit->fading = false;
wallhit->texturenum = texnum;
wallhit->chrprop = chrprop;
wallhit->objprop = objprop;
wallhit->vertices2 = NULL;
wallhit->timermax = timermax;
wallhit->timercur = 0;
wallhit->expanding = true;
wallhit->timerspeed = timerspeed ? timerspeed : 8;
wallhit->createdframe = g_Vars.lvframenum;
wallhit->unk6f_05 = false;
wallhit->busynext = g_BusyWallhits;
g_BusyWallhits = wallhit;
for (i = 0; i < 4; i++) {
struct coord sp58;
s16 x;
s16 y;
s16 z;
sp58.x = sp17c[i].x + sp1ac.x;
sp58.y = sp17c[i].y + sp1ac.y;
sp58.z = sp17c[i].z + sp1ac.z;
x = wallhitFinaliseAxis(sp58.x);
y = wallhitFinaliseAxis(sp58.y);
z = wallhitFinaliseAxis(sp58.z);
wallhit->vertices[i].x = x;
wallhit->vertices[i].y = y;
wallhit->vertices[i].z = z;
wallhit->vertices[i].colour = i * 4;
}
wallhit->vertices[0].s = 0;
wallhit->vertices[0].t = g_TexWallhitConfigs[texnum].height * 32;
wallhit->vertices[1].s = 0;
wallhit->vertices[1].t = 0;
wallhit->vertices[2].s = g_TexWallhitConfigs[texnum].width * 32;
wallhit->vertices[2].t = 0;
wallhit->vertices[3].s = g_TexWallhitConfigs[texnum].width * 32;
wallhit->vertices[3].t = g_TexWallhitConfigs[texnum].height * 32;
if (wallhit->objprop) {
struct prop *prop = wallhit->objprop;
while (prop->parent) {
prop = prop->parent;
}
room2 = prop->rooms[0];
} else {
room2 = wallhit->roomnum;
}
{
u8 r;
u8 g;
u8 b;
u8 a;
brightnessfrac = func0f000a10(room2) * (1.0f / 255.0f);
range = maxalpha - (u32)minalpha;
if (range) {
alpha = minalpha + (random() % range);
} else {
alpha = 0;
}
for (i = 0; i < 4; i++) {
switch (type) {
case WALLHITTYPE_BULLET:
r = g = b = 255 - (random() % 40);
a = alpha ? alpha : 255;
break;
case WALLHITTYPE_SOFT:
r = g = b = random() % 70;
a = alpha ? alpha : 255 - (random() % 50);
break;
case WALLHITTYPE_SCORCH:
r = g = b = random() % 50;
a = alpha ? alpha : 255 - (random() % 80);
break;
case WALLHITTYPE_BLOOD:
r = g_WallhitBloodColour[0];
g = g_WallhitBloodColour[1];
b = g_WallhitBloodColour[2];
a = alpha ? alpha : 255;
break;
case WALLHITTYPE_PAINT:
r = (random() % 2) ? 0xff : 0;
g = (random() % 2) ? 0xff : 0;
b = (random() % 2) ? 0xff : 0;
a = alpha ? alpha : 255;
break;
default:
r = g = b = 0;
a = alpha ? alpha : 255;
break;
}
wallhit->basecolours[i].r = r;
wallhit->basecolours[i].g = g;
wallhit->basecolours[i].b = b;
wallhit->basecolours[i].a = a;
wallhit->finalcolours[i].r = r * brightnessfrac;
wallhit->finalcolours[i].g = g * brightnessfrac;
wallhit->finalcolours[i].b = b * brightnessfrac;
wallhit->finalcolours[i].a = wallhit->timermax ? 0 : a;
}
}
}
}
/**
* Maybe a LOD calculation?
*/
s32 wallhit0f140750(struct coord *coord)
{
f32 x;
f32 y;
f32 z;
f32 tmp;
x = g_Vars.currentplayer->projectionmtx->m[3][0] - coord->f[0];
y = g_Vars.currentplayer->projectionmtx->m[3][1] - coord->f[1];
z = g_Vars.currentplayer->projectionmtx->m[3][2] - coord->f[2];
var8007f740++;
if (x < 0) {
x = -x;
}
if (y < 0) {
y = -y;
}
if (z < 0) {
z = -z;
}
if (y > x) {
x = y;
}
if (z > x) {
x = z;
}
tmp = x * var8007f74c;
if (tmp > 1600) {
return 4;
}
if (tmp > 400) {
return 8;
}
if (tmp > 300) {
return 16;
}
if (tmp > 200) {
return 32;
}
if (tmp > 100) {
return 64;
}
return 128;
}
static Gfx *wallhitRenderOpaBgHits(s32 roomnum, Gfx *gdl)
{
struct wallhit *wallhit;
struct colour *colours;
s32 prevtexturenum;
s32 prev6b;
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
gSPSetGeometryMode(gdl++, G_CULL_BACK);
gDPSetTextureDetail(gdl++, G_TD_CLAMP);
gDPSetColorDither(gdl++, G_CD_NOISE);
gDPSetTextureFilter(gdl++, G_TF_BILERP);
prevtexturenum = -1;
prev6b = -1;
gdl = roomApplyMtx(gdl, roomnum);
wallhit = g_Rooms[roomnum].opawallhits;
while (wallhit) {
if (wallhit->inuse && wallhit->unk6f_05) {
if (wallhit->xlu) {
wallhit->unk6b = 1;
} else {
wallhit->unk6b = wallhit0f140750(&wallhit->relpos);
}
if (wallhit->texturenum != prevtexturenum || wallhit->unk6b != prev6b) {
texSelect(&gdl, &g_TexWallhitConfigs[wallhit->texturenum], 2, wallhit->unk6b, 2, 1, NULL);
prevtexturenum = wallhit->texturenum;
prev6b = wallhit->unk6b;
}
colours = gfxAllocateColours(4);
colours[0] = wallhit->finalcolours[0];
colours[1] = wallhit->finalcolours[1];
colours[2] = wallhit->finalcolours[2];
colours[3] = wallhit->finalcolours[3];
gDPSetColorArray(gdl++, osVirtualToPhysical(colours), 4);
if (wallhit->vertices2 != NULL) {
gDPSetVerticeArray(gdl++, wallhit->vertices2, 4);
} else {
gDPSetVerticeArray(gdl++, osVirtualToPhysical(&wallhit->vertices), 4);
}
gDPTri2(gdl++, 0, 1, 2, 0, 2, 3);
}
wallhit = wallhit->localnext;
}
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
gDPSetColorDither(gdl++, G_CD_BAYER);
return gdl;
}
static Gfx *wallhitRenderXluBgHits(s32 roomnum, Gfx *gdl)
{
struct wallhit *wallhit;
struct colour *colours;
s32 prevtexturenum;
s32 prev6b;
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
gDPSetTextureDetail(gdl++, G_TD_CLAMP);
gDPSetColorDither(gdl++, G_CD_NOISE);
gDPSetTextureFilter(gdl++, G_TF_BILERP);
prevtexturenum = -1;
prev6b = -1;
gdl = roomApplyMtx(gdl, roomnum);
wallhit = g_Rooms[roomnum].xluwallhits;
while (wallhit) {
if (wallhit->inuse && wallhit->unk6f_05) {
wallhit->unk6b = 1;
if (wallhit->texturenum != prevtexturenum || wallhit->unk6b != prev6b) {
texSelect(&gdl, &g_TexWallhitConfigs[wallhit->texturenum], 2, wallhit->unk6b, 2, 1, NULL);
prevtexturenum = wallhit->texturenum;
prev6b = wallhit->unk6b;
}
colours = gfxAllocateColours(4);
colours[0] = wallhit->finalcolours[0];
colours[1] = wallhit->finalcolours[1];
colours[2] = wallhit->finalcolours[2];
colours[3] = wallhit->finalcolours[3];
gDPSetColorArray(gdl++, osVirtualToPhysical(colours), 4);
if (wallhit->vertices2 != NULL) {
gDPSetVerticeArray(gdl++, wallhit->vertices2, 4);
} else {
gDPSetVerticeArray(gdl++, osVirtualToPhysical(&wallhit->vertices), 4);
}
gDPTri2(gdl++, 0, 1, 2, 0, 2, 3);
}
wallhit = wallhit->localnext;
}
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
gDPSetColorDither(gdl++, G_CD_BAYER);
return gdl;
}
Gfx *wallhitRenderPropHits(Gfx *gdl, struct prop *prop, bool xlu)
{
struct colour *colours;
struct defaultobj *obj = prop->obj;
bool hasany = false;
struct wallhit *wallhit;
s16 prevmtxindex = -1;
s32 prevtexturenum = -1;
s32 prev6b = -1;
if (g_Vars.currentplayer->visionmode == VISIONMODE_XRAY) {
return gdl;
}
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
if (!xlu) {
gSPSetGeometryMode(gdl++, G_CULL_BACK);
}
gDPSetTextureDetail(gdl++, G_TD_CLAMP);
gDPSetColorDither(gdl++, G_CD_NOISE);
gDPSetTextureFilter(gdl++, G_TF_BILERP);
wallhit = xlu ? prop->xluwallhits : prop->opawallhits;
while (wallhit) {
if (wallhit->inuse) {
hasany = true;
if (wallhit->mtxindex != prevmtxindex) {
Mtxf *mtx = &obj->model->matrices[wallhit->mtxindex];
if (wallhit->mtxindex);
prevmtxindex = wallhit->mtxindex;
gSPMatrix(gdl++, osVirtualToPhysical(mtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
}
if (!xlu) {
if (wallhit->xlu) {
wallhit->unk6b = 1;
} else {
struct coord sp74;
sp74.x = wallhit->relpos.x + prop->pos.x;
sp74.y = wallhit->relpos.y + prop->pos.y;
sp74.z = wallhit->relpos.z + prop->pos.z;
wallhit->unk6b = wallhit0f140750(&sp74);
}
} else {
wallhit->unk6b = 1;
}
if (prevtexturenum != wallhit->texturenum || prev6b != wallhit->unk6b) {
texSelect(&gdl, &g_TexWallhitConfigs[wallhit->texturenum], 2, wallhit->unk6b, 2, 1, NULL);
prevtexturenum = wallhit->texturenum;
prev6b = wallhit->unk6b;
}
colours = gfxAllocateColours(4);
colours[0] = wallhit->finalcolours[0];
colours[1] = wallhit->finalcolours[1];
colours[2] = wallhit->finalcolours[2];
colours[3] = wallhit->finalcolours[3];
gDPSetColorArray(gdl++, osVirtualToPhysical(colours), 4);
if (wallhit->vertices2 != NULL) {
gDPSetVerticeArray(gdl++, wallhit->vertices2, 4);
} else {
gDPSetVerticeArray(gdl++, osVirtualToPhysical(&wallhit->vertices), 4);
}
gDPTri2(gdl++, 0, 1, 2, 0, 2, 3);
}
wallhit = wallhit->localnext;
}
if (!hasany) {
obj->hidden2 &= ~(1 << xlu);
}
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
gDPSetColorDither(gdl++, G_CD_BAYER);
return gdl;
}
Gfx *wallhitRenderBgHits(s32 roomnum, Gfx *gdl)
{
if (g_Rooms[roomnum].opawallhits != NULL) {
gdl = wallhitRenderOpaBgHits(roomnum, gdl);
}
if (g_Rooms[roomnum].xluwallhits != NULL) {
gdl = wallhitRenderXluBgHits(roomnum, gdl);
}
return gdl;
}
void wallhitsRecolour(void)
{
s32 i;
s32 j;
u32 stack;
struct wallhit *wallhit;
f32 sp0c;
f32 sp08;
f32 sp04;
for (i = 0, wallhit = g_Wallhits; i < g_WallhitsMax; i++) {
if (wallhit->roomnum > 0) {
s32 room = -1;
if (wallhit->objprop != NULL) {
struct prop *prop = wallhit->objprop;
while (prop->parent) {
prop = prop->parent;
}
for (j = 0; prop->rooms[j] != -1; j++) {
if (g_Rooms[prop->rooms[j]].flags & ROOMFLAG_1000) {
room = prop->rooms[j];
sp0c = g_Rooms[room].unk74;
sp08 = g_Rooms[room].unk78;
sp04 = g_Rooms[room].unk7c;
break;
}
}
} else {
if (g_Rooms[wallhit->roomnum].flags & ROOMFLAG_1000) {
room = wallhit->roomnum;
sp0c = g_Rooms[room].unk74;
sp08 = g_Rooms[room].unk78;
sp04 = g_Rooms[room].unk7c;
}
}
if (room > 0) {
for (j = 0; j < 4; j++) {
wallhit->finalcolours[j].r = wallhit->basecolours[j].r * sp0c;
wallhit->finalcolours[j].g = wallhit->basecolours[j].g * sp08;
wallhit->finalcolours[j].b = wallhit->basecolours[j].b * sp04;
}
}
}
wallhit++;
}
}
void wallhitFadeSplatsForRemovedChr(struct prop *chrprop)
{
s32 i;
for (i = 0; i < g_WallhitsMax; i++) {
struct wallhit *wallhit = &g_Wallhits[i];
if (wallhit->chrprop
&& wallhit->roomnum > 0
&& wallhit->chrprop == chrprop
&& g_WallhitTexes[wallhit->texturenum].type == WALLHITTYPE_BLOOD) {
if (IS_BLOOD_DROP(wallhit->texturenum) || (random() % 100) < 35) {
wallhitFade(wallhit, TICKS(120));
} else {
wallhit->createdframe = g_Vars.lvframenum;
}
}
}
}
void wallhitRemoveOldestWoundedSplatByChr(struct prop *chrprop)
{
s32 oldestframe = 0x0fffffff;
s32 oldestindex = -1;
s32 i;
for (i = 0; i < g_WallhitsMax; i++) {
struct wallhit *wallhit = &g_Wallhits[i];
if (wallhit->chrprop
&& wallhit->roomnum > 0
&& wallhit->chrprop == chrprop
&& !wallhit->fading
&& g_WallhitTexes[wallhit->texturenum].type == WALLHITTYPE_BLOOD
&& IS_BLOOD_DROP(wallhit->texturenum)
&& wallhit->createdframe < oldestframe) {
oldestframe = wallhit->createdframe;
oldestindex = i;
}
}
if (oldestindex != -1) {
wallhitFade(&g_Wallhits[oldestindex], TICKS(120));
}
}