mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-03 10:17:59 +03:00
124 lines
3.7 KiB
C++
124 lines
3.7 KiB
C++
#include "framework.h"
|
|
#include "Game/effects/bubble.h"
|
|
|
|
#include "Game/collision/collide_room.h"
|
|
#include "Game/control/control.h"
|
|
#include "Objects/objectslist.h"
|
|
#include "Specific/level.h"
|
|
#include "Specific/setup.h"
|
|
#include "Specific/prng.h"
|
|
#include "Specific/trmath.h"
|
|
|
|
using std::vector;
|
|
using namespace TEN::Math::Random;
|
|
|
|
extern vector<BUBBLE_STRUCT> Bubbles = vector<BUBBLE_STRUCT>(MAX_BUBBLES);
|
|
|
|
void DisableBubbles()
|
|
{
|
|
for (int i = 0; i < MAX_BUBBLES; i++)
|
|
{
|
|
auto* bubble = &Bubbles[i];
|
|
bubble->active = false;
|
|
}
|
|
}
|
|
|
|
void UpdateBubbles()
|
|
{
|
|
for (int i = 0; i < MAX_BUBBLES; i++)
|
|
{
|
|
auto* bubble = &Bubbles[i];
|
|
|
|
if (!bubble->active)
|
|
continue;
|
|
|
|
bubble->age++;
|
|
float alpha = bubble->age / 15.0f;
|
|
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;
|
|
short roomNumber = bubble->roomNumber;
|
|
|
|
auto probe = GetCollision(bubble->worldPosition.x, bubble->worldPosition.y, bubble->worldPosition.z, bubble->roomNumber);
|
|
FLOOR_INFO* floor = GetFloor(bubble->worldPosition.x, bubble->worldPosition.y, bubble->worldPosition.z, &roomNumber);
|
|
|
|
if (bubble->worldPosition.y > probe.Position.Floor || !floor)
|
|
{
|
|
bubble->active = 0;
|
|
continue;
|
|
}
|
|
|
|
if (!TestEnvironment(ENV_FLAG_WATER, probe.RoomNumber))
|
|
{
|
|
SetupRipple(bubble->worldPosition.x, g_Level.Rooms[bubble->roomNumber].maxceiling, bubble->worldPosition.z, (GetRandomControl() & 0xF) + 48, RIPPLE_FLAG_SHORT_LIFE + RIPPLE_FLAG_RAND_ROT, Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_RIPPLES);
|
|
bubble->active = false;
|
|
continue;
|
|
}
|
|
|
|
if (probe.Position.Ceiling == NO_HEIGHT || bubble->worldPosition.y <= probe.Position.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()
|
|
{
|
|
int oldestLifeIndex = 0;
|
|
int oldestAge = 0;
|
|
|
|
for (int i = 0; i < MAX_BUBBLES; i++)
|
|
{
|
|
auto* bubble = &Bubbles[i];
|
|
|
|
if (!bubble->active)
|
|
return i;
|
|
|
|
if (oldestAge < bubble->age)
|
|
{
|
|
oldestAge = bubble->age;
|
|
oldestLifeIndex = i;
|
|
}
|
|
}
|
|
|
|
// In case we don't find any inactive bubble, take the oldest one.
|
|
return oldestLifeIndex;
|
|
}
|
|
|
|
void CreateBubble(PHD_VECTOR* pos, short roomNum, int unk1, int unk2, int flags, int xv, int yv, int zv)
|
|
{
|
|
if (g_Level.Rooms[roomNum].flags & ENV_FLAG_WATER)
|
|
{
|
|
auto* bubble = &Bubbles[GetFreeBubble()];
|
|
|
|
bubble->active = true;
|
|
bubble->size = 0;
|
|
bubble->age = 0;
|
|
bubble->speed = flags & BUBBLE_FLAG_CLUMP ? GenerateFloat(8, 16) : GenerateFloat(8, 12);
|
|
bubble->sourceColor = Vector4(0, 0, 0, 1);
|
|
|
|
float shade = GenerateFloat(0.3, 0.8);
|
|
|
|
bubble->destinationColor = Vector4(shade, shade, shade, 1);
|
|
bubble->color = bubble->sourceColor;
|
|
bubble->destinationSize = flags & BUBBLE_FLAG_BIG_SIZE ? GenerateFloat(256, 512) : GenerateFloat(32, 128);
|
|
bubble->spriteNum = flags & BUBBLE_FLAG_CLUMP ? SPR_UNKNOWN1 : SPR_BUBBLES;
|
|
bubble->rotation = 0;
|
|
bubble->worldPosition = Vector3(pos->x, pos->y, pos->z);
|
|
|
|
float maxAmplitude = (flags & BUBBLE_FLAG_HIGH_AMPLITUDE) ? 256 : 32;
|
|
|
|
bubble->amplitude = Vector3(GenerateFloat(-maxAmplitude, maxAmplitude), GenerateFloat(-maxAmplitude, maxAmplitude), GenerateFloat(-maxAmplitude, maxAmplitude));
|
|
bubble->worldPositionCenter = bubble->worldPosition;
|
|
bubble->wavePeriod = Vector3::Zero;
|
|
bubble->waveSpeed = Vector3(1 / GenerateFloat(8, 16), 1 / GenerateFloat(8, 16), 1 / GenerateFloat(8, 16));
|
|
bubble->roomNumber = roomNum;
|
|
}
|
|
}
|