Impl trophy

This commit is contained in:
MegaMech
2024-12-13 15:18:39 -07:00
parent 95b8cca500
commit 517a59fbf4
6 changed files with 417 additions and 16 deletions
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#include "Trophy.h"
#include "assets/common_data.h"
#include "assets/data_segment2.h"
extern "C" {
#include "main.h"
#include "defines.h"
#include "update_objects.h"
#include "code_80057C60.h"
#include "assets/ceremony_data.h"
#include "podium_ceremony_actors.h"
#include "math_util.h"
#include "math_util_2.h"
#include "data/some_data.h"
#include "engine/Matrix.h"
#include "render_objects.h"
#include "code_80086E70.h"
#include "code_80091750.h"
}
OTrophy::OTrophy(const FVector& pos, TrophyType trophy, Behaviour bhv) {
s32 objectIndex = indexObjectList1[3];
_trophy = trophy;
_spawnPos = pos;
_spawnPos.y += 16.0f; // Adjust the height so the trophy sits on the surface when positioned to 0,0,0
_bhv = bhv;
init_object(objectIndex, 0);
switch (trophy) {
case TrophyType::GOLD:
gObjectList[objectIndex].model = (Gfx*)gold_trophy_dl10;
break;
case TrophyType::SILVER:
gObjectList[objectIndex].model = (Gfx*)gold_trophy_dl12;
break;
case TrophyType::BRONZE:
gObjectList[objectIndex].model = (Gfx*)gold_trophy_dl14;
break;
case TrophyType::GOLD_150:
gObjectList[objectIndex].model = (Gfx*)gold_trophy_dl11;
break;
case TrophyType::SILVER_150:
gObjectList[objectIndex].model = (Gfx*)gold_trophy_dl13;
break;
case TrophyType::BRONZE_150:
gObjectList[objectIndex].model = (Gfx*)gold_trophy_dl15;
break;
}
if (OTrophy::Behaviour::PODIUM_CEREMONY) {
_toggleVisibility = &D_801658CE;
} else {
int8_t toggle = 1;
_toggleVisibility = &toggle;
}
// Set defaults for modded behaviours
if (_bhv != OTrophy::Behaviour::PODIUM_CEREMONY) {
gObjectList[objectIndex].sizeScaling = 0.025f;
gObjectList[objectIndex].unk_084[1] = 0x0200;
object_next_state(objectIndex);
func_80086E70(objectIndex);
}
switch(_bhv) {
case OTrophy::Behaviour::GO_FISH:
gObjectList[objectIndex].sizeScaling = 0.010f;
break;
}
Object *object = &gObjectList[objectIndex];
object->origin_pos[0] = _spawnPos.x;
object->origin_pos[1] = _spawnPos.y;
object->origin_pos[2] = _spawnPos.z;
object->pos[0] = _spawnPos.x;
object->pos[1] = _spawnPos.y;
object->pos[2] = _spawnPos.z;
}
void OTrophy::Tick() { // func_80086D80
s32 objectIndex = indexObjectList1[3];
s32 var_s0;
// if ((D_801658CE != 0) && (D_801658DC == 0)) {
// temp_s2 = indexObjectList1[3];
// init_object(temp_s2, 0);
// D_801658DC = 1;
// }
switch(_bhv) {
case OTrophy::Behaviour::PODIUM_CEREMONY:
if (gObjectList[objectIndex].state != 0) {
OTrophy::func_80086C14(objectIndex);
OTrophy::func_80086940(objectIndex);
if (D_801658F4 != 0) {
if (D_8016559C == 0) {
OTrophy::func_80086C6C(objectIndex);
}
} else {
for (var_s0 = 0; var_s0 < 2; var_s0++) {
OTrophy::func_80086C6C(objectIndex);
}
}
}
break;
case OTrophy::Behaviour::STATIONARY:
if (gObjectList[objectIndex].state != 0) {
gObjectList[objectIndex].sizeScaling = 0.025f;
set_obj_origin_pos(objectIndex, _spawnPos.x,
_spawnPos.y + 16.0, _spawnPos.z);
set_obj_origin_offset(objectIndex, 0.0f, 0.0f, 0.0f);
set_obj_direction_angle(objectIndex, 0U, 0U, 0U);
gObjectList[objectIndex].unk_084[1] = 0x0200;
object_next_state(objectIndex);
func_80086E70(objectIndex);
OTrophy::func_80086940(objectIndex);
}
break;
case OTrophy::Behaviour::ROTATE:
if (gObjectList[objectIndex].state != 0) {
gObjectList[objectIndex].direction_angle[0] += 0x400;
gObjectList[objectIndex].direction_angle[1] -= 0x200;
}
break;
case OTrophy::Behaviour::ROTATE2:
if (gObjectList[objectIndex].state != 0) {
gObjectList[objectIndex].direction_angle[0] += 0x400;
gObjectList[objectIndex].direction_angle[1] = 0xE800;
gObjectList[objectIndex].direction_angle[2] = 0xDA00;
}
break;
case OTrophy::Behaviour::GO_FISH:
if (gObjectList[objectIndex].state != 0) {
// Get the player's yaw
Player *player = &gPlayers[0];
float yaw = (player->rotation[1] + 0x4000) * (M_PI / 32768.0f); // Convert degrees to radians
// Calculate forward direction based on yaw (same as before)
float lookAtX = player->pos[0] + cos(yaw);
float lookAtZ = player->pos[2] + sin(yaw);
float forwardX = lookAtX - player->pos[0];
float forwardY = 0; // Optional: Ignore height changes
float forwardZ = lookAtZ - player->pos[2];
// Normalize the forward vector
float length = sqrtf(forwardX * forwardX + forwardZ * forwardZ);
if (length != 0) {
forwardX /= length;
forwardZ /= length;
}
float distance = 30.0f;
// Calculate the object's position in front of the player (same as before)
gObjectList[objectIndex].pos[0] = player->pos[0] + forwardX * distance;
gObjectList[objectIndex].pos[1] = player->pos[1] + 8.0f; // Optional height offset
gObjectList[objectIndex].pos[2] = player->pos[2] + forwardZ * distance;
// Apply more sensitive random movement based on player velocity to simulate floating behavior
float velocityFactor = 0.1f; // Increased factor for more sensitivity
gObjectList[objectIndex].pos[0] += player->velocity[0] * velocityFactor;
gObjectList[objectIndex].pos[1] += player->velocity[1] * velocityFactor; // Optional: Add vertical movement
gObjectList[objectIndex].pos[2] += player->velocity[2] * velocityFactor;
// Increase oscillation for more dynamic movement (sine wave effect)
float oscillationSpeed = 4.0f; // Increased speed for quicker oscillations
float oscillationAmplitude = 0.4f; // Increased amplitude for more noticeable movement
gObjectList[objectIndex].pos[1] += oscillationAmplitude * sinf(oscillationSpeed * gGlobalTimer); // Vertical oscillation based on time
// Now use smooth interpolation (lerp) to gradually move the trophy towards its target position
float lerpFactor = 0.25f; // Increased to make the trophy follow the player more quickly
gObjectList[objectIndex].pos[0] = _oldPos[0] + lerpFactor * (gObjectList[objectIndex].pos[0] - _oldPos[0]);
gObjectList[objectIndex].pos[1] = _oldPos[1] + lerpFactor * (gObjectList[objectIndex].pos[1] - _oldPos[1]);
gObjectList[objectIndex].pos[2] = _oldPos[2] + lerpFactor * (gObjectList[objectIndex].pos[2] - _oldPos[2]);
// Save the current position for the next frame
_oldPos[0] = gObjectList[objectIndex].pos[0];
_oldPos[1] = gObjectList[objectIndex].pos[1];
_oldPos[2] = gObjectList[objectIndex].pos[2];
gObjectList[objectIndex].direction_angle[0] += 0x400;
gObjectList[objectIndex].direction_angle[1] -= 0x200;
}
break;
}
}
void OTrophy::Draw(s32 cameraId) {
s32 listIndex = indexObjectList1[3];
Mat4 someMatrix1;
Mat4 someMatrix2;
Object* object;
if (_toggleVisibility) {
object = &gObjectList[listIndex];
if (object->state >= 2) {
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxPersp[0]),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxLookAt[0]),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
mtxf_set_matrix_transformation(someMatrix1, object->pos, object->direction_angle, object->sizeScaling);
//convert_to_fixed_point_matrix(&gGfxPool->mtxHud[gMatrixHudCount], someMatrix1);
//gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxHud[gMatrixHudCount++]),
// G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
AddHudMatrix(someMatrix1, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPDisplayList(gDisplayListHead++, (Gfx*)D_0D0077A0);
gSPDisplayList(gDisplayListHead++, object->model);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxLookAt[0]),
G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
mtxf_identity(someMatrix2);
render_set_position(someMatrix2, 0);
}
switch (_bhv) {
case GO_FISH:
size_t numTrophies = 0;
func_80057A50(40, 0, (char*) "Trophies Collected: ", (s16) numTrophies);
break;
}
}
}
void OTrophy::func_80086700(s32 objectIndex) {
gObjectList[objectIndex].sizeScaling = 0.005f;
set_obj_origin_pos(objectIndex, gObjectList[indexObjectList2[0]].pos[0],
gObjectList[indexObjectList2[0]].pos[1] + 16.0, gObjectList[indexObjectList2[0]].pos[2]);
set_obj_origin_offset(objectIndex, 0.0f, 0.0f, 0.0f);
set_obj_direction_angle(objectIndex, 0U, 0U, 0U);
gObjectList[objectIndex].unk_084[1] = 0x0200;
object_next_state(objectIndex);
func_80086E70(objectIndex);
}
void OTrophy::func_80086940(s32 objectIndex) {
Object* object;
object = &gObjectList[objectIndex];
switch (object->unk_0AE) {
case 0:
break;
case 1:
func_80086FD4(objectIndex);
break;
case 2:
f32_step_towards(&object->sizeScaling, 0.025f, 0.001f);
func_80087C48(objectIndex, 6.0f, 0.1f, 0x000000C8);
if ((f64) object->velocity[1] <= 0.0) {
func_8008701C(objectIndex, 3);
}
break;
case 3:
func_800871AC(objectIndex, 0x00000064);
break;
case 4:
D_801658D6 = 1;
object->velocity[1] = -0.4f;
func_80086FD4(objectIndex);
// object->origin_pos[1] = 90.0f;
object->offset[1] = 60.0f;
// switch (D_802874D8.unk1D) {
// case 1:
// object->origin_pos[0] -= 3.0;
// object->origin_pos[2] += 15.0;
// break;
// case 2:
// object->origin_pos[0] -= 2.0;
// object->origin_pos[2] -= 15.0;
// break;
// }
break;
case 5:
if ((f64) object->offset[1] <= 8.0) {
f32_step_towards(&object->velocity[1], -0.1f, -0.01f);
}
object_add_velocity_offset_y(objectIndex);
if ((f64) object->offset[1] <= 0.0) {
func_80086FD4(objectIndex);
}
break;
case 6:
if (func_800871AC(objectIndex, 0x00000041) != 0) {
D_801658F4 = 1;
}
break;
case 7:
if (func_800871AC(objectIndex, 0x00000064) != 0) {
func_8009265C();
func_80086F60(objectIndex);
}
break;
}
if (D_801658D6 != 0) {
object->direction_angle[0] += 0x400;
object->direction_angle[1] = 0xE800;
object->direction_angle[2] = 0xDA00;
} else {
object->direction_angle[0] += 0x400;
object->direction_angle[1] -= 0x200;
}
object_calculate_new_pos_offset(objectIndex);
}
void OTrophy::func_80086C14(s32 objectIndex) {
switch (gObjectList[objectIndex].state) { /* irregular */
case 1:
OTrophy::func_80086700(objectIndex);
break;
case 0:
case 2:
break;
}
}
void OTrophy::func_80086C6C(s32 objectIndex) {
Vec3f sp24;
sp24[0] = (gObjectList[objectIndex].pos[0] - 5.0f) + random_int(0x000AU);
sp24[2] = (gObjectList[objectIndex].pos[2] - 5.0f) + random_int(0x000AU);
if (D_801658F4 != 0) {
sp24[1] = gObjectList[objectIndex].pos[1] + 14.0;
} else {
sp24[1] = gObjectList[objectIndex].pos[1] - 2.0;
}
func_800773D8(sp24, (s32) D_801658F4);
}
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#pragma once
#include <libultraship.h>
#include <vector>
#include "Object.h"
extern "C" {
#include "macros.h"
#include "main.h"
#include "vehicles.h"
#include "waypoints.h"
#include "common_structs.h"
#include "objects.h"
#include "course_offsets.h"
#include "some_data.h"
}
class OTrophy : public OObject {
public:
enum TrophyType {
BRONZE,
SILVER,
GOLD,
BRONZE_150,
SILVER_150,
GOLD_150,
};
enum Behaviour {
PODIUM_CEREMONY,
STATIONARY,
ROTATE, // A dual-axis opposing rotation
ROTATE2, // A single-axis rotation
GO_FISH,
};
explicit OTrophy(const FVector& pos, TrophyType trophy, Behaviour bhv);
virtual void Tick() override;
virtual void Draw(s32 cameraId) override;
void func_80086700(s32 objectIndex);
void func_80086940(s32 objectIndex);
void func_80086C14(s32 objectIndex);
void func_80086C6C(s32 objectIndex);
private:
s32 _idx;
TrophyType _trophy;
FVector _spawnPos;
Behaviour _bhv;
int8_t *_toggleVisibility;
Vec3f _oldPos;
};