papermario/src/effects/sleep_bubble.c

192 lines
5.9 KiB
C

#include "common.h"
#include "effects_internal.h"
void sleep_bubble_appendGfx(void* effect);
void sleep_bubble_init(EffectInstance* effect);
void sleep_bubble_update(EffectInstance* effect);
void sleep_bubble_render(EffectInstance* effect);
f32 D_E00529E0[] = {
4.4f, 3.2f, 5.4f, 2.7f, 6.0f, 4.9f, 5.2f, 3.1f, 2.4f, 4.5f,
2.6f, 5.7f, 3.8f, 2.9f, 3.1f, 5.2f, 2.3f, 5.4f, 3.5f, 2.6f,
2.4f, 3.1f, 5.2f, 4.9f, 6.0f, 2.7f, 5.4f, 3.2f, 4.4f, 2.6f,
3.5f, 5.4f, 2.3f, 5.2f, 3.1f, 2.9f, 3.8f, 5.7f, 2.6f, 4.5f
};
extern Vtx D_09000180_35D690[];
extern Gfx D_090002E0_35D7F0[];
extern Gfx D_09000390_35D8A0[];
extern Gfx D_09000440_35D950[];
void sleep_bubble_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, EffectInstance** arg6) {
EffectBlueprint bp;
EffectBlueprint* bpPtr = &bp;
EffectInstance* effect;
SleepBubbleFXData* part;
s32 numParts = 1;
bp.unk_00 = 0;
bp.init = sleep_bubble_init;
bp.update = sleep_bubble_update;
bp.renderWorld = sleep_bubble_render;
bp.renderUI = NULL;
bp.effectID = EFFECT_SLEEP_BUBBLE;
effect = create_effect_instance(bpPtr);
effect->numParts = numParts;
part = effect->data.sleepBubble = general_heap_malloc(numParts * sizeof(*part));
ASSERT(effect->data.sleepBubble != NULL);
part->unk_00 = arg0;
part->pos.x = arg1;
part->pos.y = arg2;
part->pos.z = arg3;
part->unk_10 = arg5;
part->timeLeft = 100;
part->unk_14 = arg4;
part->unk_18 = 0;
part->unk_20 = 0;
*arg6 = effect;
}
void sleep_bubble_init(EffectInstance* effect) {
}
// seems extremely fake
void sleep_bubble_update(EffectInstance* effect) {
SleepBubbleFXData* part = effect->data.sleepBubble;
f32* xPtr = &part->points->x;
f32* yPtr;
s32 xAngle, yAngle, i, timeLeft, unk_20;
f32 angle, temp1, temp2;
if (part->timeLeft < 100) {
part->timeLeft--;
}
part->unk_20++;
if (part->unk_20 > 324000) {
part->unk_20 = 256;
}
if (part->timeLeft < 0) {
remove_effect(effect);
return;
}
unk_20 = part->unk_20;
timeLeft = part->timeLeft;
temp1 = part->unk_18 + (part->unk_14 - part->unk_18) * 0.1f;
part->unk_18 = temp1;
temp2 = temp1 + (temp1 * sin_deg(unk_20 * 3)) * 0.1;
i = 0;
yPtr = &part->points->y;
xAngle = yAngle = i;
for (i = 0; i < ARRAY_COUNT(part->points); i++) {
angle = i * 360.0f / 21.0f + 17.0f;
*xPtr = temp2 * sin_deg(angle);
*yPtr = -temp2 * cos_deg(angle);
*xPtr += sin_deg((f32)unk_20 * (sin_deg(xAngle) * 0.1 + 2.0) + (i + 5.0f) * 30.0f) * 1.5;
*yPtr += cos_deg((f32)unk_20 * (cos_deg(yAngle) * 0.1 + 2.0) + (i + 5.0f) * 50.0f) * 1.5;
xAngle += 53;
yAngle += 36;
xPtr += 2;
yPtr += 2;
}
part->unk_C4 = 0.0f;
if (timeLeft < 100) {
part->unk_C8 += 1.0f;
} else {
part->unk_C8 = temp2 * 1.2;
}
}
void sleep_bubble_render(EffectInstance* effect) {
RenderTask renderTask;
RenderTask* retTask;
renderTask.appendGfx = sleep_bubble_appendGfx;
renderTask.appendGfxArg = effect;
renderTask.dist = 0;
renderTask.renderMode = RENDER_MODE_CLOUD_NO_ZCMP;
retTask = queue_render_task(&renderTask);
retTask->renderMode |= RENDER_TASK_FLAG_REFLECT_FLOOR;
}
void sleep_bubble_appendGfx(void* effect) {
SleepBubbleFXData* data = ((EffectInstance*)effect)->data.sleepBubble;
Matrix4f sp18, sp58;
s32 timeLeft;
s32 i;
gDPPipeSync(gMainGfxPos++);
gSPSegment(gMainGfxPos++, 0x09, VIRTUAL_TO_PHYSICAL(((EffectInstance*)effect)->graphics->data));
timeLeft = data->timeLeft;
if (timeLeft == 0) {
gSPDisplayList(gMainGfxPos++, D_09000440_35D950);
} else if (timeLeft == 1) {
gSPDisplayList(gMainGfxPos++, D_09000390_35D8A0);
} else {
gSPDisplayList(gMainGfxPos++, D_090002E0_35D7F0);
}
guTranslateF(sp18, data->pos.x, data->pos.y, data->pos.z);
guMtxF2L(sp18, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++],
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(gMainGfxPos++, &D_09000180_35D690[1], 1, 0);
guRotateF(sp18, data->unk_10, 0.0f, 0.0f, 1.0f);
guMtxF2L(sp18, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++],
G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
guRotateF(sp18, -gCameras[gCurrentCameraID].curYaw, 0.0f, 1.0f, 0.0f);
guTranslateF(sp58, data->unk_C4, data->unk_C8, 0.0f);
guMtxCatF(sp58, sp18, sp18);
guMtxF2L(sp18, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++],
G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPVertex(gMainGfxPos++, &D_09000180_35D690[0], 1, 1);
for (i = 0; i < ARRAY_COUNT(data->points); i++) {
guTranslateF(sp18, data->points[i].x, data->points[i].y, 0.0f);
guMtxF2L(sp18, &gDisplayContext->matrixStack[gMatrixListPos]);
gSPMatrix(gMainGfxPos++, &gDisplayContext->matrixStack[gMatrixListPos++],
G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPVertex(gMainGfxPos++, &D_09000180_35D690[i + 2], 1, i + 2);
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
}
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
gSPPopMatrix(gMainGfxPos++, G_MTX_MODELVIEW);
if (timeLeft < 100) {
gSP1Triangle(gMainGfxPos++, 21, 2, 1, 0);
for (i = 0; i < ARRAY_COUNT(data->points) - 1; i++) {
gSP1Triangle(gMainGfxPos++, i + 2, i + 3, 1, 0);
}
} else {
gSP1Triangle(gMainGfxPos++, 0, 1, 2, 0);
gSP1Triangle(gMainGfxPos++, 0, 21, 1, 0);
for (i = 0; i < ARRAY_COUNT(data->points) - 1; i++) {
gSP1Triangle(gMainGfxPos++, i + 2, i + 3, 1, 0);
}
}
}