#include #include #include "HM_Intro.h" #include "port/Game.h" extern "C" { #include "main.h" #include "memory.h" #include "math_util.h" #include "courses/harbour/track.h" #include "courses/harbour/powered.h" #include "courses/harbour/ship2_model.h" #include "courses/harbour/ship3_model.h" #include "collision.h" #include "menu_items.h" #include "external.h" #include "menus.h" extern Gfx ship1_spag1_mesh[]; } HarbourMastersIntro::HarbourMastersIntro() { } void HarbourMastersIntro::HM_InitIntro() { _camera.Pos.x = 0; _camera.Pos.y = 0; _camera.Pos.z = 0; // The camera setup was broken when this was first made. And then it was fixed. // That's why this file has weird coordinates as the objects were positioned in-front of the camera view // Instead of moving the camera to the right spot in the scene. _camera.LookAt.x = 0; _camera.LookAt.y = 0; _camera.LookAt.z = -2500; _cameraSpeed = 0.0f; _cameraMaxSpeed = 16.0f; _cameraAcceleration = 1.0f; _pos = FVector(-1000, -205, -800); // -1000, -210, -800 _rot = IRotator(-5, 100, 0); _scale = {0.7f, 0.7f, 0.7f}; _ship2Pos = FVector(300, -210, -1960); _ship2Rot = IRotator(0, 45, 0); _shipPos = FVector(20, -210, -1650); _shipRot = IRotator(0, 45, 0); _posHM64 = FVector(0, -500, -1000); _rotHM64 = IRotator(0, -90, -4); // -0x2100 _hPos = FVector(-2000, 100, -4900); _hRot = IRotator(0, -45.0f, 0); _hScale = {2.0f, 2.0f, 2.0f}; lusPos = FVector(0, -400, -614); // 12, 190, -1000 lusRot = IRotator(0, 0, 0); lusScale = FVector(1, 1, 1); ground_f3d_material_013_lights = gdSPDefLights1( 0x7F, 0x30, 0x80, 0x60, 20, 10, 0x49, 0x49, 0x49 ); gEditor.AddObject("lus", &lusPos, &lusRot, &lusScale, nullptr, 1, Editor::GameObject::CollisionType::BOUNDING_BOX, 10, &DespawnValue, -1); } void HarbourMastersIntro::HM_TickIntro() { _water += 1; if (_water > 255) { _water = 0; } HarbourMastersIntro::SpagBob(_pos, _rot, 2.5f, 0.18f, 1.5f, 0.05f, 1.7f, 0.06f); HarbourMastersIntro::Bob(_shipPos, _shipRot, 1.2f, 0.06f, 1.6f, -0.04f, 1.1f, -0.04f); HarbourMastersIntro::Bob(_ship2Pos, _ship2Rot, 1.2f, 0.06f, 1.6f, -0.04f, 1.1f, -0.04f); _pos.x += 9; if (lusPos.y < -60) { lusPos.y += 3; } //_camera.Pos.x -= 1; // SWITCH TO NEXT MENU LOGO_INTRO_MENU if (_pos.x >= 1100) { gMenuFadeType = 0; gMenuSelection = LOGO_INTRO_MENU; gFadeModeSelection = FADE_MODE_LOGO; } find_and_set_tile_size((uintptr_t) ((void*)mat_water_water1), 0, _water); find_and_set_tile_size((uintptr_t) ((void*)mat_water_water2), _water, 0);; } void HarbourMastersIntro::Bob(FVector& pos, IRotator& rot, f32 bobAmp, f32 bobSpeed, f32 tiltAmp, f32 tiltSpeed, f32 rollAmp, f32 rollSpeed) { float time = (float)gGlobalTimer; pos.y = -210 + bobAmp * sin(time * bobSpeed); rot.pitch = (tiltAmp * sin(time * tiltSpeed)) * (UINT16_MAX / 360); rot.roll = (rollAmp * sin(time * rollSpeed)) * (UINT16_MAX / 360); } void HarbourMastersIntro::SpagBob(FVector& pos, IRotator& rot, f32 bobAmp, f32 bobSpeed, f32 tiltAmp, f32 tiltSpeed, f32 rollAmp, f32 rollSpeed) { float time = (float)gGlobalTimer; pos.y = -205 + bobAmp * sin(time * bobSpeed); rot.pitch = (-5 + tiltAmp * sin(time * tiltSpeed)) * (UINT16_MAX / 360); rot.roll = (rollAmp * sin(time * rollSpeed)) * (UINT16_MAX / 360); } void HarbourMastersIntro::HM_DrawIntro() { HarbourMastersIntro::Setup(); gSPMatrix(gDisplayListHead++, &gGfxPool->mtxScreen, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); gSPMatrix(gDisplayListHead++, &gGfxPool->mtxLookAt[0], G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); gDPSetEnvColor(gDisplayListHead++, 0x00, 0x00, 0x00, 0x00); Mat4 mtx_spaghettiShip; ApplyMatrixTransformations(mtx_spaghettiShip, _pos, _rot, _scale); render_set_position(mtx_spaghettiShip, 0); gSPDisplayList(gDisplayListHead++, ship1_spag1_mesh); Mat4 mtx_ship2; ApplyMatrixTransformations(mtx_ship2, _ship2Pos, _ship2Rot, _scale); render_set_position(mtx_ship2, 0); gSPDisplayList(gDisplayListHead++, ship2_SoH_mesh); Mat4 mtx_ship3; ApplyMatrixTransformations(mtx_ship3, _shipPos, _shipRot, _scale); render_set_position(mtx_ship3, 0); gSPDisplayList(gDisplayListHead++, ship3_2Ship_mesh); Mat4 mtx_geo; ApplyMatrixTransformations(mtx_geo, _hPos, _hRot, _hScale); render_set_position(mtx_geo, 0); gSPDisplayList(gDisplayListHead++, ground_map_mesh); //gSPDisplayList(gDisplayListHead++, powered_Text_mesh); // Replaced by poweredbylus gSPDisplayList(gDisplayListHead++, castle_map_002_mesh); gSPDisplayList(gDisplayListHead++, road_map_001_mesh); gSPDisplayList(gDisplayListHead++, water_water1_mesh); Mat4 lusMtx; ApplyMatrixTransformations(lusMtx, lusPos, lusRot, lusScale); render_set_position(lusMtx, 0); gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__hmintro/poweredbylus"); HarbourMastersIntro::Sync(); } void HarbourMastersIntro::Setup() { u16 perspNorm; move_segment_table_to_dmem(); gDPSetTexturePersp(gDisplayListHead++, G_TP_PERSP); guPerspective(&gGfxPool->mtxScreen, &perspNorm, 45.0f, 1.3333334f, 100.0f, 12800.0f, 1.0f); gSPPerspNormalize(gDisplayListHead++, perspNorm); guLookAt(&gGfxPool->mtxLookAt[0], _camera.Pos.x, _camera.Pos.y, _camera.Pos.z, _camera.LookAt.x, _camera.LookAt.y, _camera.LookAt.z, 0.0f, 1.0f, 0.0f); gDPSetCycleType(gDisplayListHead++, G_CYC_FILL); gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2); gSPClearGeometryMode(gDisplayListHead++, G_ZBUFFER | G_CULL_BACK | G_LIGHTING); gDPSetFillColor(gDisplayListHead++, 0x00010001); gDPFillRectangle(gDisplayListHead++, 0, 0, 319, 239); gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER | G_CULL_BACK | G_LIGHTING); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE); gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE); gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH); gDPPipeSync(gDisplayListHead++); } void HarbourMastersIntro::Sync() { gDPPipeSync(gDisplayListHead++); gDPSetTexturePersp(gDisplayListHead++, G_TP_NONE); gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP); }