Files
ac-decomp/src/ac_airplane.c
T
2024-04-04 04:34:22 -04:00

374 lines
12 KiB
C

#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);
}