TombEngine/TR5Main/Game/bubble.cpp

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#include "framework.h"
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#include "bubble.h"
#include "level.h"
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#include "control.h"
#include "trmath.h"
#include "objectslist.h"
using std::vector;
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extern vector<BUBBLE_STRUCT> Bubbles = vector<BUBBLE_STRUCT>(MAX_BUBBLES);
void UpdateBubbles()
{
for (int i = 0; i < MAX_BUBBLES; i++)
{
BUBBLE_STRUCT* bubble = &Bubbles[i];
if (!bubble->active) {
continue;
}
bubble->age++;
float alpha = bubble->age / 15.0f;
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alpha = fmin(alpha, 1.0f);
bubble->size = lerp(0, bubble->destinationSize, alpha);
bubble->color = Vector4::Lerp(bubble->sourceColor, bubble->destinationColor, alpha);
int ceilingHeight = g_Level.Rooms[bubble->roomNumber].maxceiling;
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short roomNumber = bubble->roomNumber;
FLOOR_INFO* floor = GetFloor(bubble->worldPosition.x, bubble->worldPosition.y, bubble->worldPosition.z, &roomNumber);
int height = GetFloorHeight(floor, bubble->worldPosition.x, bubble->worldPosition.y, bubble->worldPosition.z);
if (bubble->worldPosition.y > height || !floor)
{
bubble->active = 0;
continue;
}
if (!(g_Level.Rooms[roomNumber].flags & ENV_FLAG_WATER))
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{
SetupRipple(bubble->worldPosition.x, g_Level.Rooms[bubble->roomNumber].maxceiling, bubble->worldPosition.z, (GetRandomControl() & 0xF) + 48, RIPPLE_FLAG_SHORT_LIFE + RIPPLE_FLAG_RAND_ROT);
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bubble->active = false;
continue;
}
int ceiling = GetCeiling(floor, bubble->worldPosition.x, bubble->worldPosition.y, bubble->worldPosition.z);
if (ceiling == NO_HEIGHT || bubble->worldPosition.y <= ceiling)
{
bubble->active = false;
continue;
}
bubble->wavePeriod += bubble->waveSpeed;
bubble->worldPositionCenter.y -= bubble->speed;
bubble->worldPosition = bubble->worldPositionCenter + bubble->amplitude * Vector3(sin(bubble->wavePeriod.x), sin(bubble->wavePeriod.y), sin(bubble->wavePeriod.z));
}
}
int GetFreeBubble() //8BEAC(<), 8DEF0(<) (F)
{
int oldestAgeIndex = 0;
int oldestAge = 0;
for (int i = 0; i < MAX_BUBBLES; i++)
{
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BUBBLE_STRUCT* bub = &Bubbles[i];
if (!bub->active)
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return i;
if (oldestAge < bub->age)
{
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oldestAge = bub->age;
oldestAgeIndex = i;
}
}
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//incase we dont find any non-active bubble, take the one with the oldest age
return oldestAgeIndex;
}
void CreateBubble(PHD_VECTOR* pos, short roomNum, int unk1, int unk2, int flags, int xv, int yv, int zv) //8BF14(<), 8DF58(<) (F)
{
if (g_Level.Rooms[roomNum].flags & ENV_FLAG_WATER)
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{
BUBBLE_STRUCT* bubble = &Bubbles[GetFreeBubble()];
bubble->active = true;
bubble->size = 0;
bubble->age = 0;
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bubble->speed = flags & BUBBLE_FLAG_CLUMP ? frandMinMax(8, 16) : frandMinMax(8, 12);
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bubble->sourceColor = Vector4(0, 0, 0, 1);
float shade = frandMinMax(0.3, 0.8);
bubble->destinationColor = Vector4(shade, shade, shade, 1);
bubble->color = bubble->sourceColor;
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bubble->destinationSize = flags & BUBBLE_FLAG_BIG_SIZE ? frandMinMax(256, 512) : frandMinMax(32, 128);
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bubble->spriteNum = flags & BUBBLE_FLAG_CLUMP ? SPR_UNKNOWN1 : SPR_BUBBLES;
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bubble->rotation = 0;
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bubble->worldPosition = Vector3(pos->x, pos->y, pos->z);
float maxAmplitude = flags & BUBBLE_FLAG_HIGH_AMPLITUDE ? 256 : 32;
bubble->amplitude = Vector3(frandMinMax(-maxAmplitude, maxAmplitude), frandMinMax(-maxAmplitude, maxAmplitude), frandMinMax(-maxAmplitude, maxAmplitude));
bubble->worldPositionCenter = bubble->worldPosition;
bubble->wavePeriod = Vector3::Zero;
bubble->waveSpeed = Vector3(1 / frandMinMax(8, 16), 1 / frandMinMax(8, 16), 1 / frandMinMax(8, 16));
bubble->roomNumber = roomNum;
}
}