#include "ac_airplane.h" #include "m_collision_bg.h" #include "m_player.h" #include "m_player_lib.h" #include "sys_matrix.h" #include "sys_math3d.h" #include "sys_math.h" #include "libc64/qrand.h" #include "m_controller.h" #include "m_name_table.h" #include "m_common_data.h" #include "m_actor_shadow.h" #include "m_rcp.h" static void Airplane_Actor_ct(ACTOR* actor, GAME* game); static void Airplane_Actor_dt(ACTOR* actor, GAME* game); static void Airplane_Actor_move(ACTOR* actor, GAME* game); static void Airplane_Actor_draw(ACTOR* actor, GAME* game); /* TODO: ct, dt, & draw go in this TU, while all others go in a separate TU. Probably something like * ac_airplane_move.c_inc */ ACTOR_PROFILE Airplane_Profile = { mAc_PROFILE_AIRPLANE, ACTOR_PART_BG, ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED, ETC_AIRPLANE, ACTOR_OBJ_BANK_AIRPLANE, sizeof(AIRPLANE_ACTOR), &Airplane_Actor_ct, &Airplane_Actor_dt, &Airplane_Actor_move, &Airplane_Actor_draw, NULL, }; static void Airplane_Actor_ct(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; Shape_Info_init(actor, 0.0f, &mAc_ActorShadowEllipse, 6.5f, 6.5f); airplane->status = 5; airplane->speed = 6.2f; airplane->y_speed = 0.0f; airplane->actor_class.speed = airplane->speed; airplane->rotY = RAD2DEG(SHORTANGLE2RAD((f32)actor->world.angle.y)); airplane->rotY_goal = airplane->rotY; airplane->rotY_min = airplane->rotY; airplane->rotZ = 0.0f; airplane->rotX = 0.0f; airplane->ground_timer = 0; airplane->wind_frame = 0; airplane->wind_change_frame = 0; airplane->wind = NULL; actor->world.position.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, actor->world.position, -5.5f); } static void Airplane_Actor_dt(ACTOR* actor, GAME* game) { } extern Gfx glider_model[]; static void Airplane_Actor_draw(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; if (airplane->status != aAp_STATUS_PLAYER_CATCH && airplane->status != aAp_STATUS_START_FLY_MOVE) { GRAPH* g = game->graph; _texture_z_light_fog_prim(g); Matrix_RotateX(RAD2SHORTANGLE(DEG2RAD(airplane->rotX)), 1); Matrix_RotateZ(RAD2SHORTANGLE(DEG2RAD(airplane->rotZ)), 1); Matrix_scale(50.0f, 50.0f, 50.0f, 1); OPEN_DISP(g); gSPMatrix(NOW_POLY_OPA_DISP++, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(NOW_POLY_OPA_DISP++, glider_model); CLOSE_DISP(g); } } static void aAp_RubberMove(f32* now, f32 target, f32 step) { *now += step * (target - *now); } static void aAp_FallByWall(ACTOR* actor) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; if (actor->bg_collision_check.result.hit_wall == 0) { return; } airplane->status = aAp_STATUS_FALL_FLY_MOVE; } static void aAp_GroundFriction(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; if (actor->bg_collision_check.result.on_ground) { /* slow down speed since we're on the ground */ aAp_RubberMove(&airplane->speed, 0.0f, 0.6f); if (airplane->speed < 1.0f) { airplane->speed = 0.0f; airplane->status = aAp_STATUS_STOP_FLY_MOVE; if (airplane->ground_timer >= 5) { airplane->ground_timer = 0; (*Common_Get(clip.effect_clip)->effect_make_proc)(eEC_EFFECT_DUST, actor->world.position, 1, actor->world.angle.y, game, actor->npc_id, 0, 8); } airplane->ground_timer++; } } } static void aAp_FreeFlyMove(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; aAp_RubberMove(&airplane->speed, 3.0f, 0.01f); aAp_RubberMove(&airplane->rotX, 19.0f, 0.045f); aAp_RubberMove(&airplane->rotZ, 0.0f, 0.05f); aAp_GroundFriction(actor, game); aAp_FallByWall(actor); } static void aAp_SomerFlyMove(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; switch (airplane->tilt_status) { case aAp_TILT_DOWN: { aAp_RubberMove(&airplane->rotX, -89.0f, 0.2f); aAp_RubberMove(&airplane->speed, 9.0f, 0.1f); if (airplane->rotX < -87.0f) { airplane->tilt_status = aAp_TILT_UP; airplane->rotX = 60.0f; } break; } case aAp_TILT_UP: { aAp_RubberMove(&airplane->rotX, 0.0f, 0.04f); aAp_RubberMove(&airplane->speed, 10.0f, 0.1f); if (ABS(airplane->rotX) < 3.0f) { airplane->status = aAp_STATUS_FREE_FLY_MOVE; airplane->tilt_status = aAp_TILT_DOWN; } aAp_GroundFriction(actor, game); break; } } aAp_FallByWall(actor); } static int aAp_SelectFly(AIRPLANE_ACTOR* actor, int stick_y) { int mode = (int)(fqrand() * 7.0f) & 1; if (stick_y > 67) { if (mode != 0) { actor->status = aAp_STATUS_FALL_FLY_MOVE2; } else { actor->status = aAp_STATUS_SOMER_FLY_MOVE; actor->tilt_status = aAp_TILT_DOWN; } } else { actor->status = aAp_STATUS_FREE_FLY_MOVE; } return TRUE; } static void aAp_StartFlyMove(ACTOR* actor, GAME* game) { static s16 goal_angle_random[8] = { 2366, 2002, -1092, -2366, 0, 4368, -4186, 4186 }; static s16 goal_angle_random2[8] = { 12740, 8190, -9100, -8190, -10920, 10920, 9100, 0 }; AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; int now_stick_y = getJoystick_Y(); PLAYER_ACTOR* player = get_player_actor_withoutCheck((GAME_PLAY*)game); int goal = fqrand() * 8.0f; GAME_PLAY* play = (GAME_PLAY*)game; int last_stick_y = airplane->joystick_y; s16* goal_angle_random_tbl; if (now_stick_y - last_stick_y > 30) { f32 stick_y = ABS((f32)last_stick_y); int adjusted_y = ABS(last_stick_y); airplane->speed = ABS((f32)last_stick_y) * 0.0875f + 3.0f; aAp_SelectFly(airplane, adjusted_y); goal_angle_random_tbl = adjusted_y > 50 ? goal_angle_random2 : goal_angle_random; actor->world.position.y = player->actor_class.world.position.y + 25.0f; actor->world.position.x = player->actor_class.world.position.x; actor->world.position.z = player->actor_class.world.position.z; airplane->rotY = RAD2DEG(SHORTANGLE2RAD(player->actor_class.shape_info.rotation.y)); airplane->rotY_goal = airplane->rotY + (RAD2DEG(SHORTANGLE2RAD(goal_angle_random_tbl[goal]))); airplane->rotX = airplane->speed * RAD2DEG(-0.14959965f) + 30.0f; airplane->rotZ = 0.0f; airplane->y_speed = 0.0f; mPlib_request_main_wait_type3((GAME*)play); } } static void aAp_PlayerCatch(ACTOR* actor, GAME* game) { } static void aAp_StopFlyMove(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; airplane->speed = 0.0f; if (actor->player_distance_xz <= 30.0f && chkTrigger(BUTTON_A)) { airplane->status = aAp_STATUS_PLAYER_CATCH; // player is now "holding" the airplane } } static void aAp_FallFlyMove(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; aAp_RubberMove(&airplane->rotX, 60.0f, 0.04f); aAp_RubberMove(&airplane->speed, 5.0f, 0.02f); actor->world.position.y -= 0.15f; if (actor->bg_collision_check.result.on_ground) { Common_Get(clip.effect_clip) ->effect_make_proc(eEC_EFFECT_DUST, actor->world.position, 1, actor->world.angle.y, game, actor->npc_id, 0, 8); airplane->status = aAp_STATUS_STOP_FLY_MOVE; } } static void aAp_FallFlyMove2(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; aAp_RubberMove(&airplane->rotX, 70.0f, 0.15f); aAp_RubberMove(&airplane->speed, 10.0f, 0.02f); actor->world.position.y -= 0.15f; if (actor->bg_collision_check.result.on_ground) { Common_Get(clip.effect_clip) ->effect_make_proc(eEC_EFFECT_DUST, actor->world.position, 1, actor->world.angle.y, game, actor->npc_id, 0, 8); airplane->status = aAp_STATUS_STOP_FLY_MOVE; } } static void aAp_LeanAirplane(AIRPLANE_ACTOR* airplane) { if (airplane->status == aAp_STATUS_FREE_FLY_MOVE) { aAp_RubberMove(&airplane->rotZ, 0.0f, 0.05f); } else if (airplane->rotY_min - airplane->rotY > 0.0f) { aAp_RubberMove(&airplane->rotZ, 50.0f, 0.05f); } else { aAp_RubberMove(&airplane->rotZ, -50.0f, 0.05f); } } static xyz_t wind1 = { 2.0f, 1.0f, 4.0f }; static xyz_t wind2 = { -3.0f, -4.0f, -7.0f }; static xyz_t wind3 = { 4.0f, -3.0f, 1.0f }; static xyz_t wind4 = { -1.0f, 3.0f, -4.0f }; static xyz_t* wind_table[4] = { &wind1, &wind2, &wind3, &wind4 }; static int wind_change_frame_table[10] = { 300, 20, 500, 1000, 100, 700, 20, 200, 80, 70 }; static void aAp_WindSystem(ACTOR* actor, GAME* game) { AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; xyz_t dir = { 0.0f, 1.0f, 0.0f }; airplane->wind_frame++; if (airplane->wind_frame > airplane->wind_change_frame) { int table_rng = fqrand() * 4.0f; int change_frame_rng = fqrand() * 10.0f; airplane->wind_frame = 0; airplane->wind_change_frame = wind_change_frame_table[change_frame_rng]; airplane->wind = wind_table[table_rng]; } if (airplane->status != aAp_STATUS_STOP_FLY_MOVE && airplane->status != aAp_STATUS_START_FLY_MOVE && airplane->status != aAp_STATUS_PLAYER_CATCH && airplane->wind != NULL) { sMath_RotateX(&dir, DEG2RAD(airplane->rotX)); sMath_RotateZ(&dir, DEG2RAD(airplane->rotZ)); sMath_RotateY(&dir, DEG2RAD(airplane->rotY)); } } static void aAp_CommonHandle(ACTOR* actor, AIRPLANE_ACTOR* airplane, GAME* game) { aAp_LeanAirplane(airplane); actor->speed = airplane->speed * cosf_table(DEG2RAD(airplane->rotX)); airplane->y_speed = airplane->speed * sinf_table(DEG2RAD(airplane->rotX)); actor->world.position.y -= airplane->y_speed; actor->world.angle.y = RAD2SHORTANGLE(DEG2RAD(airplane->rotY)); actor->shape_info.rotation.y = RAD2SHORTANGLE(DEG2RAD(airplane->rotY)); Actor_position_moveF(actor); airplane->joystick_x = getJoystick_X(); airplane->joystick_y = getJoystick_Y(); switch (airplane->status) { case aAp_STATUS_START_FLY_MOVE: case aAp_STATUS_PLAYER_CATCH: { actor->shape_info.draw_shadow = FALSE; break; } case aAp_STATUS_FREE_FLY_MOVE: case aAp_STATUS_FALL_FLY_MOVE: case aAp_STATUS_FALL_FLY_MOVE2: case aAp_STATUS_SOMER_FLY_MOVE: { aAp_RubberMove(&airplane->rotY, airplane->rotY_goal, 0.07f); actor->shape_info.draw_shadow = TRUE; break; } default: { actor->shape_info.draw_shadow = TRUE; break; } } aAp_WindSystem(actor, game); } static void aAp_ZbuttonChangeStatus(AIRPLANE_ACTOR* actor, GAME* game) { if (chkButton(BUTTON_Z)) { if (actor->status == aAp_STATUS_PLAYER_CATCH) { mPlib_request_main_refuse_type1(game); actor->status = aAp_STATUS_START_FLY_MOVE; } } else if (actor->status == aAp_STATUS_START_FLY_MOVE) { mPlib_request_main_wait_type3(game); actor->status = aAp_STATUS_PLAYER_CATCH; } } static f32 aAp_GetBgCheckOffsetY(s16 status) { if (status == aAp_STATUS_FALL_FLY_MOVE || status == aAp_STATUS_STOP_FLY_MOVE) { return -5.5f; } return 0.0f; } typedef void (*AIRPLANE_ACTOR_MOVE_PROC)(ACTOR*, GAME*); static void Airplane_Actor_move(ACTOR* actor, GAME* game) { static AIRPLANE_ACTOR_MOVE_PROC AirplaneMove[aAp_STATUS_NUM] = { &aAp_FreeFlyMove, &aAp_FallFlyMove, &aAp_FallFlyMove2, &aAp_SomerFlyMove, &aAp_StartFlyMove, &aAp_StopFlyMove, &aAp_PlayerCatch }; AIRPLANE_ACTOR* airplane = (AIRPLANE_ACTOR*)actor; f32 offset_y; airplane->rotY_min = airplane->rotY; (*AirplaneMove[airplane->status])(actor, game); aAp_ZbuttonChangeStatus(airplane, game); aAp_CommonHandle(actor, airplane, game); offset_y = aAp_GetBgCheckOffsetY(airplane->status); mCoBG_BgCheckControll(NULL, actor, 15.0f, offset_y, FALSE, FALSE, 0); }