sm64pc/src/game/behaviors/water_splashes_and_waves.inc.c

134 lines
4.7 KiB
C

// water_splashes_and_waves.c.inc
// Water droplets from Mario jumping in a pool of water.
struct WaterDropletParams sWaterSplashDropletParams = {
/* Flags */ WATER_DROPLET_FLAG_RAND_ANGLE,
/* Model */ MODEL_WHITE_PARTICLE_SMALL,
/* Behavior */ bhvWaterDroplet,
/* Unused (flag-specific) */ 0, 0,
/* Random fvel offset, scale */ 5.0f, 3.0f,
/* Random yvel offset, scale */ 30.0f, 20.0f,
/* Random size offset, scale */ 0.5f, 1.0f
};
// Water droplets from Mario jumping in shallow water.
struct WaterDropletParams sShallowWaterSplashDropletParams = {
/* Flags */ WATER_DROPLET_FLAG_RAND_ANGLE | WATER_DROPLET_FLAG_SET_Y_TO_WATER_LEVEL,
/* Model */ MODEL_WHITE_PARTICLE_SMALL,
/* Behavior */ bhvWaterDroplet,
/* Unused (flag-specific) */ 0, 0,
/* Random fvel offset, scale */ 2.0f, 3.0f,
/* Random yvel offset, scale */ 20.0f, 20.0f,
/* Random size offset, scale */ 0.5f, 1.0f
};
// The fish particle easter egg from Mario jumping in shallow water.
struct WaterDropletParams sWaterDropletFishParams = {
/* Flags */ WATER_DROPLET_FLAG_RAND_ANGLE | WATER_DROPLET_FLAG_SET_Y_TO_WATER_LEVEL,
/* Model */ MODEL_FISH,
/* Behavior */ bhvWaterDroplet,
/* Unused (flag-specific) */ 0, 0,
/* Random fvel offset, scale */ 2.0f, 3.0f,
/* Random yvel offset, scale */ 20.0f, 20.0f,
/* Random size offset, scale */ 1.0f, 0.0f
};
// Water droplets from Mario running in shallow water.
struct WaterDropletParams sShallowWaterWaveDropletParams = {
/* Flags */ WATER_DROPLET_FLAG_RAND_ANGLE_INCR_PLUS_8000 | WATER_DROPLET_FLAG_RAND_ANGLE | WATER_DROPLET_FLAG_SET_Y_TO_WATER_LEVEL,
/* Model */ MODEL_WHITE_PARTICLE_SMALL,
/* Behavior */ bhvWaterDroplet,
/* Move angle range */ 0x6000,
/* Unused (flag-specific) */ 0,
/* Random fvel offset, scale */ 2.0f, 8.0f,
/* Random yvel offset, scale */ 10.0f, 10.0f,
/* Random size offset, scale */ 0.5f, 1.0f
};
void bhv_water_splash_spawn_droplets(void) {
s32 i;
if (o->oTimer == 0)
o->oPosY = find_water_level(o->oPosX, o->oPosZ);
if (o->oPosY > -10000.0f) // Make sure it is not at the default water level
for (i = 0; i < 3; i++)
spawn_water_droplet(o, &sWaterSplashDropletParams);
}
void bhv_water_droplet_loop(void) {
UNUSED u32 unusedVar;
f32 waterLevel = find_water_level(o->oPosX, o->oPosZ);
if (o->oTimer == 0) {
if (cur_obj_has_model(MODEL_FISH))
o->header.gfx.node.flags &= ~GRAPH_RENDER_BILLBOARD;
else
o->header.gfx.node.flags |= GRAPH_RENDER_BILLBOARD;
o->oFaceAngleYaw = random_u16();
}
// Apply gravity
o->oVelY -= 4.0f;
o->oPosY += o->oVelY;
// Check if fallen back into the water
if (o->oVelY < 0.0f) {
if (waterLevel > o->oPosY) {
// Create the smaller splash
try_to_spawn_object(0, 1.0f, o, MODEL_SMALL_WATER_SPLASH, bhvWaterDropletSplash);
obj_mark_for_deletion(o);
} else if (o->oTimer > 20)
obj_mark_for_deletion(o);
}
if (waterLevel < -10000.0f)
obj_mark_for_deletion(o);
}
void bhv_idle_water_wave_loop(void) {
obj_copy_pos(o, gMarioObject);
o->oPosY = gMarioStates->waterLevel + 5;
if (!(gMarioObject->oMarioParticleFlags & ACTIVE_PARTICLE_IDLE_WATER_WAVE)) {
gMarioObject->oActiveParticleFlags &= (u16)~ACTIVE_PARTICLE_IDLE_WATER_WAVE;
o->activeFlags = 0;
}
}
void bhv_water_droplet_splash_init(void) {
cur_obj_scale(random_float() + 1.5);
}
void bhv_bubble_splash_init(void) {
f32 waterLevel = find_water_level(o->oPosX, o->oPosZ);
obj_scale_xyz(o, 0.5f, 1.0f, 0.5f);
o->oPosY = waterLevel + 5.0f;
}
void bhv_shallow_water_splash_init(void) {
struct Object *fishObj;
// Have a 1 in 256 chance to spawn the fish particle easter egg.
if ((random_u16() & 0xFF) <= 0) // Strange
{
fishObj = spawn_water_droplet(o, &sWaterDropletFishParams);
obj_init_animation_with_sound(fishObj, blue_fish_seg3_anims_0301C2B0, 0);
}
}
void bhv_wave_trail_shrink(void) {
f32 waterLevel = find_water_level(o->oPosX, o->oPosZ);
// Destroy every other water wave to space them out (this is a terrible way of doing it)
if (o->oTimer == 0)
if (gGlobalTimer & 1)
obj_mark_for_deletion(o);
o->oPosY = waterLevel + 5.0f;
if (o->oTimer == 0)
o->oWaveTrailSize = o->header.gfx.scale[0];
if (o->oAnimState > 3) {
o->oWaveTrailSize = o->oWaveTrailSize - 0.1; // Shrink the wave
if (o->oWaveTrailSize < 0.0f)
o->oWaveTrailSize = 0.0f;
o->header.gfx.scale[0] = o->oWaveTrailSize;
o->header.gfx.scale[2] = o->oWaveTrailSize;
}
}