Files
perfect-dark/src/game/player.c
T
2022-11-28 17:48:59 +10:00

5715 lines
164 KiB
C

#include <ultra64.h>
#include "constants.h"
#include "game/bondeyespy.h"
#include "game/bondmove.h"
#include "game/cheats.h"
#include "game/chraction.h"
#include "game/floor.h"
#include "game/inv.h"
#include "game/nbomb.h"
#include "game/title.h"
#include "game/chr.h"
#include "game/debug.h"
#include "game/body.h"
#include "game/prop.h"
#include "game/propsnd.h"
#include "game/objectives.h"
#include "game/atan2f.h"
#include "game/quaternion.h"
#include "game/bondgun.h"
#include "game/env.h"
#include "game/gunfx.h"
#include "game/game_0b0fd0.h"
#include "game/game_0b2150.h"
#include "game/tex.h"
#include "game/camera.h"
#include "game/player.h"
#include "game/modeldef.h"
#include "game/healthbar.h"
#include "game/hudmsg.h"
#include "game/menu.h"
#include "game/mainmenu.h"
#include "game/file.h"
#include "game/filemgr.h"
#include "game/inv.h"
#include "game/playermgr.h"
#include "game/explosions.h"
#include "game/bondview.h"
#include "game/game_1531a0.h"
#include "game/bg.h"
#include "game/stagetable.h"
#include "game/room.h"
#include "game/gfxmemory.h"
#include "game/lv.h"
#include "game/music.h"
#include "game/texdecompress.h"
#include "game/mplayer/ingame.h"
#include "game/mplayer/scenarios.h"
#include "game/radar.h"
#include "game/training.h"
#include "game/mplayer/mplayer.h"
#include "game/pad.h"
#include "game/pak.h"
#include "game/options.h"
#include "game/propobj.h"
#include "game/splat.h"
#include "game/mpstats.h"
#include "bss.h"
#include "lib/ailist.h"
#include "lib/collision.h"
#include "lib/joy.h"
#include "lib/lib_17ce0.h"
#include "lib/vi.h"
#include "lib/main.h"
#include "lib/snd.h"
#include "lib/memp.h"
#include "lib/model.h"
#include "lib/rng.h"
#include "lib/mtx.h"
#include "lib/anim.h"
#include "lib/lib_317f0.h"
#include "data.h"
#include "types.h"
s32 g_DefaultWeapons[2];
f32 g_MpSwirlRotateSpeed;
f32 g_MpSwirlAngleDegrees;
f32 g_MpSwirlForwardSpeed;
f32 g_MpSwirlDistance;
s16 g_WarpType1Pad;
struct warpparams *g_WarpType2Params;
f32 g_WarpType3PosAngle;
f32 g_WarpType3RotAngle;
f32 g_WarpType3Range;
f32 g_WarpType3Height;
f32 g_WarpType3MoreHeight;
u32 g_WarpType3Pad;
s32 g_WarpType2HasDirection;
u32 g_WarpType2Arg2;
s32 g_CutsceneCurAnimFrame60;
#if VERSION == VERSION_JPN_FINAL
s32 g_CutsceneCurAnimFrame240;
s32 g_CutsceneFrameOverrun240;
s16 g_CutsceneAnimNum;
f32 g_CutsceneBlurFrac;
#elif PAL
f32 g_CutsceneCurAnimFrame240;
f32 var8009e388pf;
s16 g_CutsceneAnimNum;
f32 g_CutsceneBlurFrac;
#else
s32 g_CutsceneCurAnimFrame240;
s16 g_CutsceneAnimNum;
f32 g_CutsceneBlurFrac;
s32 g_CutsceneFrameOverrun240;
#endif
bool g_CutsceneSkipRequested;
f32 g_CutsceneCurTotalFrame60f;
s32 var8009de2c;
f32 g_CutsceneBarFrac; // 0 when bars across the top and bottom, 1 when fullscreen
u32 var8009de34;
s16 g_SpawnPoints[MAX_SPAWNPOINTS];
s32 g_NumSpawnPoints;
struct vimode g_ViModes[] = {
// fbwidth
// | fbheight
// | | width
// | | | yscale
// | | | | xscale
// | | | | | fullheight
// | | | | | | fulltop
// | | | | | | | wideheight
// | | | | | | | | widetop
// | | | | | | | | | cinemaheight
// | | | | | | | | | | cinematop
// | | | | | | | | | | |
#if VERSION >= VERSION_JPN_FINAL
{ 320, 220, 320, 1, 1, 220, 0, 180, 20, 136, 42 }, // default
{ 640, 220, 640, 0.5, 1, 220, 0, 180, 20, 136, 42 }, // hi-res
#elif VERSION >= VERSION_PAL_FINAL
{ 320, 266, 320, 1, 1, 266, 0, 212, 20, 168, 42 }, // default
{ 448, 266, 448, 0.71428567171097, 1, 266, 0, 212, 20, 168, 42 }, // hi-res
#elif VERSION >= VERSION_PAL_BETA
{ 320, 252, 320, 1, 1, 252, 0, 212, 20, 168, 42 }, // default
{ 448, 252, 448, 0.71428567171097, 1, 252, 0, 212, 20, 168, 42 }, // hi-res
#else
{ 320, 220, 320, 1, 1, 220, 0, 180, 20, 136, 42 }, // default
{ 640, 220, 640, 0.5, 1, 220, 0, 180, 20, 136, 42 }, // hi-res
{ 320, 480, 320, 2, 2, 440, 20, 360, 60, 272, 104 }, // unused
{ 440, 330, 440, 1, 1, 330, 0, 330, 0, 330, 0 }, // unused
{ 440, 240, 440, 0.72727274894714, 1, 220, 0, 180, 0, 136, 0 }, // unused
{ 400, 300, 400, 1, 2, 300, 0, 300, 0, 300, 0 }, // unused
#endif
};
s32 g_ViRes = VIRES_LO;
bool g_HiResEnabled = false;
u32 var800706d0 = 0x00000000;
u32 var800706d4 = 0x00000000;
u32 var800706d8 = 0x00000000;
u32 var800706dc = 0x00000000;
u32 var800706e0 = 0x00000000;
u32 var800706e4 = 0xbf800000;
u32 var800706e8 = 0x00000000;
u32 var800706ec = 0x3f800000;
u32 var800706f0 = 0x00000000;
u32 var800706f4 = 0x00000000;
u32 var800706f8 = 0x3f800000;
u32 var800706fc = 0x00000000;
u32 var80070700 = 0x00000000;
u32 var80070704 = 0x3f800000;
u32 var80070708 = 0x00000000;
u32 var8007070c = 0x00000000;
u32 var80070710 = 0x00000000;
u32 var80070714 = 0x00000000;
u32 var80070718 = 0x00000000;
u32 var8007071c = 0x00000000;
u32 var80070720 = 0x00000000;
u32 var80070724 = 0x00000000;
u32 var80070728 = 0x3f800000;
s32 var8007072c = 1;
u32 var80070730 = 0xffffffff;
u32 var80070734 = 0xffffffff;
u32 var80070738 = 0;
u32 var8007073c = 0;
struct gecreditsdata *g_CurrentGeCreditsData = NULL;
bool g_PlayerTriggerGeFadeIn = false;
u32 var80070748 = 0;
u32 var8007074c = 0;
bool g_PlayersWithControl[] = {
true, true, true, true
};
bool g_PlayerInvincible = false;
s32 g_InCutscene = 0x00000000;
s16 g_DeathAnimations[] = {
ANIM_DEATH_001A,
ANIM_DEATH_001C,
ANIM_DEATH_0020,
ANIM_DEATH_0021,
ANIM_DEATH_0022,
ANIM_DEATH_0023,
ANIM_DEATH_0024,
ANIM_DEATH_0025,
0,
};
s32 g_NumDeathAnimations = 0;
/**
* Choose which location to spawn into from the given pads. Write the position
* and rooms to the dstpos and dstrooms pointers and return the angle that the
* player should be facing.
*
* It works by splitting each pad into one of three categories: good pads, bad
* pads, and very bad pads. Categorisation logic is based on distances to enemy
* chrs and room visibility. A shortlist of 4 pads is then created based on the
* best pads, and a random pad is selected from the shortlist.
*
* @dangerous: If there are too many pads (24+) in the setup then array
* overflows may occur.
*/
f32 playerChooseSpawnLocation(f32 chrradius, struct coord *dstpos, s16 *dstrooms, struct prop *prop, s16 *pads, s32 numpads)
{
u8 verybadpads[24];
u8 badpads[24];
f32 padsqdists[24];
u8 stack1[0x10];
f32 xdiff;
f32 ydiff;
f32 zdiff;
f32 sqdist;
// "sl" prefixes are for shortlist
s16 slpadindexes[8];
struct coord slpositions[4];
s16 slrooms[4][8];
f32 slangles[4];
s32 sllen = 0;
s32 i;
s32 p;
s32 playercount = PLAYERCOUNT();
f32 dstangle;
u8 stack2[0x10];
struct pad pad;
s32 stack3[2];
s16 tmppadrooms[2];
f32 bestsqdist;
s16 neighbours[20];
// Iterate all spawn pads and populate the category arrays
for (p = 0; p < numpads; p++) {
bestsqdist = U32_MAX;
padUnpack(pads[p], PADFIELD_POS | PADFIELD_ROOM, &pad);
verybadpads[p] = false;
badpads[p] = false;
// Iterate players other than the one being spawned.
// Note the closest chr's distance.
// Decide whether the pad is considered to be ok, bad or very bad.
for (i = 0; i < playercount; i++) {
if (g_Vars.players[i]->prop
&& g_Vars.players[i]->prop != prop
&& (!prop || chrCompareTeams(prop->chr, g_Vars.players[i]->prop->chr, COMPARE_ENEMIES))) {
xdiff = g_Vars.players[i]->prop->pos.x - pad.pos.x;
ydiff = g_Vars.players[i]->prop->pos.y - pad.pos.y;
zdiff = g_Vars.players[i]->prop->pos.z - pad.pos.z;
sqdist = xdiff * xdiff + ydiff * ydiff + zdiff * zdiff;
if (sqdist < bestsqdist) {
bestsqdist = sqdist;
}
if (roomIsOnPlayerScreen(pad.room, i)) {
verybadpads[p] = true;
}
if (verybadpads[p] || roomIsOnPlayerStandby(pad.room, i)) {
badpads[p] = true;
}
}
}
// Do the same as above, but for simulants
tmppadrooms[0] = pad.room;
tmppadrooms[1] = -1;
roomGetNeighbours(pad.room, neighbours, 20);
for (i = 0; i < g_BotCount; i++) {
if (g_MpBotChrPtrs[i]->prop
&& g_MpBotChrPtrs[i]->prop != prop
&& (!prop || chrCompareTeams(prop->chr, g_MpBotChrPtrs[i], COMPARE_ENEMIES))) {
xdiff = g_MpBotChrPtrs[i]->prop->pos.x - pad.pos.x;
ydiff = g_MpBotChrPtrs[i]->prop->pos.y - pad.pos.y;
zdiff = g_MpBotChrPtrs[i]->prop->pos.z - pad.pos.z;
sqdist = xdiff * xdiff + ydiff * ydiff + zdiff * zdiff;
if (sqdist < bestsqdist) {
bestsqdist = sqdist;
}
if (arrayIntersects(tmppadrooms, g_MpBotChrPtrs[i]->prop->rooms)) {
verybadpads[p] = true;
}
if (verybadpads[p] || arrayIntersects(neighbours, g_MpBotChrPtrs[i]->prop->rooms)) {
badpads[p] = true;
}
}
}
padsqdists[p] = bestsqdist;
}
// Now start building the shortlist arrays.
// Start with a random index into the array, then process it circularly
// until the shortlist is full or a full iteration is done.
// Look for pads that aren't bad (and therefore aren't very bad either) and
// are at least 10m away. For each pad added, set their distance to -1 so
// they don't get reused later.
i = random() % numpads;
p = i; \
while (sllen < 4) {
if (padsqdists[p] > 1000 * 1000 && !badpads[p]) {
padUnpack(pads[p], PADFIELD_POS | PADFIELD_ROOM | PADFIELD_LOOK, &pad);
slrooms[sllen][0] = pad.room;
slrooms[sllen][1] = -1;
slpositions[sllen].x = pad.pos.x;
slpositions[sllen].y = pad.pos.y;
slpositions[sllen].z = pad.pos.z;
slangles[sllen] = atan2f(pad.look.x, pad.look.z);
#if VERSION >= VERSION_NTSC_1_0
if (chrAdjustPosForSpawn(chrradius, &slpositions[sllen], slrooms[sllen], slangles[sllen], true, false, false)) {
slpadindexes[sllen] = p;
sllen++;
}
#else
if (chrAdjustPosForSpawn(chrradius, &slpositions[sllen], slrooms[sllen], slangles[sllen], true, false)) {
slpadindexes[sllen] = p;
sllen++;
}
#endif
padsqdists[p] = -1.0f;
}
p = (p + 1) % numpads;
if (p == i) {
break;
}
}
// If the shortlist still has vacant slots, iterate the pads again but this
// time take the bad pads. Keep the very bad pads out of contention for now.
p = i = random() % numpads;
while (sllen < 4) {
if (padsqdists[p] > 1000 * 1000 && !verybadpads[p]) {
padUnpack(pads[p], PADFIELD_POS | PADFIELD_ROOM | PADFIELD_LOOK, &pad);
slrooms[sllen][0] = pad.room;
slrooms[sllen][1] = -1;
slpositions[sllen].x = pad.pos.x;
slpositions[sllen].y = pad.pos.y;
slpositions[sllen].z = pad.pos.z;
slangles[sllen] = atan2f(pad.look.x, pad.look.z);
#if VERSION >= VERSION_NTSC_1_0
if (chrAdjustPosForSpawn(chrradius, &slpositions[sllen], slrooms[sllen], slangles[sllen], true, false, false)) {
slpadindexes[sllen] = p;
sllen++;
}
#else
if (chrAdjustPosForSpawn(chrradius, &slpositions[sllen], slrooms[sllen], slangles[sllen], true, false)) {
slpadindexes[sllen] = p;
sllen++;
}
#endif
padsqdists[p] = -1.0f;
}
if (numpads);
p = (p + 1) % numpads;
if (p == i) {
break;
}
}
// If there's still vacancies in the shortlist, fill them using any
// remaining pads in distance order.
while (sllen < 4) {
i = -1;
bestsqdist = -1.0f;
for (p = 0; p < numpads; p++) {
if (padsqdists[p] > bestsqdist) {
bestsqdist = padsqdists[p];
i = p;
}
}
// If there's no more pads, bail out of the loop
if (i < 0) {
break;
}
// If the pad with the furtherest chr is less than 2m away from that
// chr, bail out of the loop provided there's at least something in the
// shortlist.
if (!(bestsqdist > 200 * 200) && sllen != 0) {
break;
}
// Add this pad to the shortlist
padUnpack(pads[i], PADFIELD_POS | PADFIELD_ROOM | PADFIELD_LOOK, &pad);
slrooms[sllen][0] = pad.room;
slrooms[sllen][1] = -1;
slpositions[sllen].x = pad.pos.x;
slpositions[sllen].y = pad.pos.y;
slpositions[sllen].z = pad.pos.z;
slangles[sllen] = atan2f(pad.look.x, pad.look.z);
#if VERSION >= VERSION_NTSC_1_0
if (chrAdjustPosForSpawn(chrradius, &slpositions[sllen], slrooms[sllen], slangles[sllen], true, false, false)) {
slpadindexes[sllen] = i;
sllen++;
}
#else
if (chrAdjustPosForSpawn(chrradius, &slpositions[sllen], slrooms[sllen], slangles[sllen], true, false)) {
slpadindexes[sllen] = i;
sllen++;
}
#endif
padsqdists[i] = -1.0f;
}
// Finally, choose a random pad from the shortlist
if (sllen > 0) {
p = random() % sllen;
dstpos->x = slpositions[p].x;
dstpos->y = slpositions[p].y;
dstpos->z = slpositions[p].z;
roomsCopy(slrooms[p], dstrooms);
dstangle = slangles[p];
} else {
// No shortlisted pads, so pick a random one from the full selection
padUnpack(pads[random() % numpads], PADFIELD_POS | PADFIELD_LOOK | PADFIELD_ROOM, &pad);
dstrooms[0] = pad.room;
dstrooms[1] = -1;
dstpos->x = pad.pos.x;
dstpos->y = pad.pos.y;
dstpos->z = pad.pos.z;
dstangle = atan2f(pad.look.x, pad.look.z);
}
return dstangle;
}
f32 playerChooseGeneralSpawnLocation(f32 chrradius, struct coord *pos, s16 *rooms, struct prop *prop)
{
return playerChooseSpawnLocation(chrradius, pos, rooms, prop, g_SpawnPoints, g_NumSpawnPoints);
}
void playerStartNewLife(void)
{
struct coord pos = {0, 0, 0};
s16 rooms[8];
f32 angle;
s32 *cmd = g_StageSetup.intro;
f32 groundy;
s32 i;
pakEnableRumbleForPlayer(g_Vars.currentplayernum);
g_Vars.currentplayer->dostartnewlife = false;
if (g_Vars.coopplayernum < 0) {
struct prop *prop = g_Vars.currentplayer->prop->child;
while (prop) {
struct defaultobj *obj = prop->obj;
if (obj) {
obj->hidden |= OBJHFLAG_REAPABLE;
}
prop = prop->next;
}
}
splatResetChr(g_Vars.currentplayer->prop->chr);
playerLoadDefaults();
g_Vars.currentplayer->isdead = false;
g_Vars.currentplayer->healthdamagetype = DAMAGETYPE_7;
g_Vars.currentplayer->damagetype = DAMAGETYPE_7;
g_Vars.currentplayer->gunammooff = 0;
g_Vars.currentplayer->gunsightoff = 2;
hudmsgsSetOn(0xffffffff);
angle = M_BADTAU - scenarioChooseSpawnLocation(30, &pos, rooms, g_Vars.currentplayer->prop); // var7f1ad534
groundy = cdFindGroundInfoAtCyl(&pos, 30, rooms,
&g_Vars.currentplayer->floorcol,
&g_Vars.currentplayer->floortype,
&g_Vars.currentplayer->floorflags,
&g_Vars.currentplayer->floorroom,
NULL, NULL);
pos.y = groundy + g_Vars.currentplayer->vv_eyeheight;
g_Vars.currentplayer->vv_manground = groundy;
g_Vars.currentplayer->vv_theta = angle * 360.0f / M_BADTAU;
g_Vars.currentplayer->vv_ground = groundy;
playerResetBond(&g_Vars.currentplayer->bond2, &pos);
g_Vars.currentplayer->bond2.unk00.x = -sinf(angle);
g_Vars.currentplayer->bond2.unk00.y = 0;
g_Vars.currentplayer->bond2.unk00.z = cosf(angle);
g_Vars.currentplayer->prop->pos.f[0] = g_Vars.currentplayer->bondprevpos.f[0] = pos.f[0];
g_Vars.currentplayer->prop->pos.f[1] = g_Vars.currentplayer->bondprevpos.f[1] = pos.f[1];
g_Vars.currentplayer->prop->pos.f[2] = g_Vars.currentplayer->bondprevpos.f[2] = pos.f[2];
propDeregisterRooms(g_Vars.currentplayer->prop);
g_Vars.currentplayer->prop->rooms[0] = rooms[0];
g_Vars.currentplayer->prop->rooms[1] = -1;
playerSetCamPropertiesWithRoom(&pos, &g_Vars.currentplayer->bond2.unk28,
&g_Vars.currentplayer->bond2.unk1c, rooms[0]);
if (g_Vars.coopplayernum >= 0) {
u32 stack;
bool ammotypesheld[33];
s32 stack2[2];
for (i = 0; i != ARRAYCOUNT(ammotypesheld); i++) {
ammotypesheld[i] = false;
}
for (i = 1; i != ARRAYCOUNT(g_Weapons); i++) {
if (invHasSingleWeaponOrProp(i)) {
s32 ammotype = bgunGetAmmoTypeForWeapon(i, FUNC_PRIMARY);
if (ammotype >= 0 && ammotype <= AMMOTYPE_ECM_MINE) {
ammotypesheld[ammotype] = true;
}
}
}
for (i = 0; i != ARRAYCOUNT(ammotypesheld); i++) {
if (ammotypesheld[i] == false) {
g_Vars.currentplayer->ammoheldarr[i] = 0;
}
}
} else {
invClear();
for (i = 0; i < ARRAYCOUNT(g_Vars.currentplayer->ammoheldarr); i++) {
g_Vars.currentplayer->ammoheldarr[i] = 0;
}
}
invGiveSingleWeapon(WEAPON_UNARMED);
if (cmd) {
if (cmd);
if (cmd);
if (cmd);
if (cmd);
if (cmd);
if (cmd);
if (g_Vars.antiplayernum < 0 || g_Vars.currentplayer != g_Vars.anti) {
while (cmd[0] != INTROCMD_END) {
switch (cmd[0]) {
case INTROCMD_SPAWN:
cmd += 3;
break;
case INTROCMD_CASE:
case INTROCMD_CASERESPAWN:
cmd += 3;
break;
case INTROCMD_HILL:
cmd += 2;
break;
case INTROCMD_WEAPON:
if (cmd[3] == 0) {
if (cmd[2] >= 0) {
invGiveDoubleWeapon(cmd[1], cmd[2]);
} else {
invGiveSingleWeapon(cmd[1]);
}
}
cmd += 4;
break;
case INTROCMD_AMMO:
if (cmd[3] == 0) {
bgunSetAmmoQuantity(cmd[1], cmd[2]);
}
cmd += 4;
break;
case INTROCMD_3:
cmd += 8;
break;
case INTROCMD_4:
cmd += 2;
break;
case INTROCMD_OUTFIT:
cmd += 2;
break;
case INTROCMD_6:
cmd += 10;
break;
default:
cmd++;
break;
}
}
}
}
if (g_Vars.coopplayernum >= 0 && g_Vars.currentplayer->stealhealth > 0) {
g_Vars.currentplayer->bondhealth = g_Vars.currentplayer->stealhealth;
g_Vars.currentplayer->oldhealth = 0;
g_Vars.currentplayer->oldarmour = 0;
g_Vars.currentplayer->apparenthealth = 0;
g_Vars.currentplayer->apparentarmour = 0;
}
bmoveUpdateRooms(g_Vars.currentplayer);
playerSpawn();
if (g_Vars.normmplayerisrunning) {
playerStartChrFade(120, 1);
} else {
playerStartChrFade(0, 1);
}
if (g_Vars.currentplayer->prop->chr) {
g_Vars.currentplayer->prop->chr->chrflags &= ~CHRCFLAG_HIDDEN;
}
}
void playerLoadDefaults(void)
{
if (!g_Vars.mplayerisrunning || g_Vars.currentplayer->model00d4 == NULL) {
g_Vars.currentplayer->vv_eyeheight = 159;
g_Vars.currentplayer->vv_headheight = 172;
}
g_Vars.currentplayer->globaldrawworldoffset.x = 0;
g_Vars.currentplayer->globaldrawworldoffset.y = 0;
g_Vars.currentplayer->globaldrawworldoffset.z = 0;
g_Vars.currentplayer->globaldrawcameraoffset.x = 0;
g_Vars.currentplayer->globaldrawcameraoffset.y = 0;
g_Vars.currentplayer->globaldrawcameraoffset.z = 0;
g_Vars.currentplayer->globaldrawworldbgoffset.x = 0;
g_Vars.currentplayer->globaldrawworldbgoffset.y = 0;
g_Vars.currentplayer->globaldrawworldbgoffset.z = 0;
g_Vars.currentplayer->cameramode = CAMERAMODE_DEFAULT;
g_Vars.currentplayer->memcampos.x = 0;
g_Vars.currentplayer->memcampos.y = 0;
g_Vars.currentplayer->memcampos.z = 0;
g_Vars.currentplayer->memcamroom = -1;
g_Vars.currentplayer->bondmovemode = -1;
g_Vars.currentplayer->walkinitmove = 0;
bmoveSetMode(MOVEMODE_WALK);
g_Vars.currentplayer->bondperimenabled = true;
g_Vars.currentplayer->periminfo.header.type = GEOTYPE_CYL;
g_Vars.currentplayer->periminfo.header.flags = GEOFLAG_WALL | GEOFLAG_BLOCK_SHOOT;
g_Vars.currentplayer->periminfo.ymax = 0;
g_Vars.currentplayer->periminfo.ymin = 0;
g_Vars.currentplayer->periminfo.x = 0;
g_Vars.currentplayer->periminfo.z = 0;
g_Vars.currentplayer->periminfo.radius = 0;
g_Vars.currentplayer->bondactivateorreload = false;
g_Vars.currentplayer->isdead = false;
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_DUEL) {
g_Vars.currentplayer->bondhealth = 0.01f;
} else if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_MAIANSOS) {
g_Vars.currentplayer->bondhealth = 0.5f;
} else {
g_Vars.currentplayer->bondhealth = 1;
}
g_Vars.currentplayer->oldhealth = 1;
g_Vars.currentplayer->oldarmour = 0;
g_Vars.currentplayer->apparenthealth = 1;
g_Vars.currentplayer->apparentarmour = 0;
g_Vars.currentplayer->damageshowtime = -1;
g_Vars.currentplayer->healthshowtime = -1;
g_Vars.currentplayer->shieldshowtime = -1;
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_HIDDEN;
g_Vars.currentplayer->bondbreathing = 0;
g_Vars.currentplayer->speedtheta = 0;
g_Vars.currentplayer->speedthetacontrol = 0;
g_Vars.currentplayer->vv_costheta = 1;
g_Vars.currentplayer->vv_sintheta = 0;
g_Vars.currentplayer->vv_verta = -4;
g_Vars.currentplayer->vv_verta360 = g_Vars.currentplayer->vv_verta;
if (g_Vars.currentplayer->vv_verta360 < 0) {
g_Vars.currentplayer->vv_verta360 += 360;
}
g_Vars.currentplayer->speedverta = 0;
g_Vars.currentplayer->vv_cosverta = 1;
g_Vars.currentplayer->vv_sinverta = 0;
g_Vars.currentplayer->bondshotspeed.x = 0;
g_Vars.currentplayer->bondshotspeed.y = 0;
g_Vars.currentplayer->bondshotspeed.z = 0;
g_Vars.currentplayer->docentreupdown = 0;
g_Vars.currentplayer->lastupdown60 = 0;
g_Vars.currentplayer->prevupdown = 0;
g_Vars.currentplayer->movecentrerelease = 0;
g_Vars.currentplayer->lookaheadcentreenabled = true;
g_Vars.currentplayer->automovecentreenabled = true;
g_Vars.currentplayer->fastmovecentreenabled = false;
g_Vars.currentplayer->automovecentre = true;
g_Vars.currentplayer->insightaimmode = false;
g_Vars.currentplayer->autoyaimenabled = true;
g_Vars.currentplayer->autoaimy = 0;
g_Vars.currentplayer->autoyaimprop = NULL;
g_Vars.currentplayer->autoyaimtime60 = -1;
g_Vars.currentplayer->autoxaimenabled = true;
g_Vars.currentplayer->autoaimx = 0;
g_Vars.currentplayer->autoxaimprop = NULL;
g_Vars.currentplayer->autoxaimtime60 = -1;
g_Vars.currentplayer->autoaimdamp = (PAL ? 0.974f : 0.979f);
g_Vars.currentplayer->colourscreenred = 0xff;
g_Vars.currentplayer->colourscreengreen = 0xff;
g_Vars.currentplayer->colourscreenblue = 0xff;
g_Vars.currentplayer->colourscreenfrac = 0;
g_Vars.currentplayer->colourfadetime60 = -1;
g_Vars.currentplayer->colourfadetimemax60 = -1;
g_Vars.currentplayer->colourfaderedold = 0xff;
g_Vars.currentplayer->colourfaderednew = 0xff;
g_Vars.currentplayer->colourfadegreenold = 0xff;
g_Vars.currentplayer->colourfadegreennew = 0xff;
g_Vars.currentplayer->colourfadeblueold = 0xff;
g_Vars.currentplayer->colourfadebluenew = 0xff;
g_Vars.currentplayer->colourfadefracold = 0;
g_Vars.currentplayer->colourfadefracnew = 0;
g_Vars.currentplayer->bondfadetime60 = -1;
g_Vars.currentplayer->bondfadetimemax60 = -1;
g_Vars.currentplayer->bondfadefracold = 0;
g_Vars.currentplayer->bondfadefracnew = 0;
g_Vars.currentplayer->controldef = 2;
g_Vars.currentplayer->bondleandown = 15;
g_Vars.currentplayer->shootrotx = 0;
g_Vars.currentplayer->shootroty = 0;
g_Vars.currentplayer->inlift = false;
g_Vars.currentplayer->lift = NULL;
g_Vars.currentplayer->onladder = false;
g_Vars.currentplayer->eyesshut = false;
g_Vars.currentplayer->eyesshutfrac = 0;
g_Vars.currentplayer->waitforzrelease = false;
g_Vars.currentplayer->devicesactive = 0;
g_Vars.currentplayer->commandingaibot = NULL;
g_Vars.currentplayer->deadtimer = -1;
g_Vars.currentplayer->coopcanrestart = false;
g_Vars.currentplayer->usinggoggles = false;
g_Vars.currentplayer->nvhum = NULL;
g_Vars.currentplayer->nvoverload = NULL;
g_Vars.currentplayer->unk1c28 = 0;
g_Vars.currentplayer->unk1c2c = 0;
g_Vars.currentplayer->unk1c30 = 0;
g_Vars.currentplayer->unk1c34 = 0;
g_Vars.currentplayer->unk1c38 = 0;
g_Vars.currentplayer->unk1c3c = 0;
}
bool playerSpawnAnti(struct chrdata *hostchr, bool force)
{
struct prop *hostprop;
union modelrwdata *chrrootrwdata;
struct chrdata *playerchr = g_Vars.currentplayer->prop->chr;
union modelrwdata *playerrootrwdata;
hostprop = hostchr->prop;
hostchr->chrflags |= CHRCFLAG_PERIMDISABLEDTMP;
playerchr->hidden |= CHRHFLAG_00100000;
playerchr->radius = hostchr->radius;
if (chrMoveToPos(playerchr, &hostchr->prop->pos, hostchr->prop->rooms, chrGetInverseTheta(hostchr), false) || force) {
if (hostchr->weapons_held[0] && hostchr->weapons_held[1]) {
// Dual wielding
struct weaponobj *weapon1 = hostchr->weapons_held[0]->weapon;
struct weaponobj *weapon2 = hostchr->weapons_held[1]->weapon;
#if VERSION >= VERSION_NTSC_1_0
invGiveSingleWeapon(weapon1->weaponnum);
invGiveDoubleWeapon(weapon1->weaponnum, weapon1->weaponnum);
bgunEquipWeapon2(HAND_RIGHT, weapon1->weaponnum);
bgunEquipWeapon2(HAND_LEFT, weapon1->weaponnum);
#else
invGiveDoubleWeapon(weapon1->weaponnum, weapon2->weaponnum);
bgunEquipWeapon2(HAND_RIGHT, weapon1->weaponnum);
bgunEquipWeapon2(HAND_LEFT, weapon2->weaponnum);
#endif
} else if (hostchr->weapons_held[0]) {
// Right hand only
struct weaponobj *weapon = hostchr->weapons_held[0]->weapon;
if (weapon->weaponnum == WEAPON_SUPERDRAGON) {
invGiveSingleWeapon(WEAPON_DRAGON);
bgunEquipWeapon2(HAND_RIGHT, WEAPON_DRAGON);
} else {
invGiveSingleWeapon(weapon->weaponnum);
bgunEquipWeapon2(HAND_RIGHT, weapon->weaponnum);
}
} else if (hostchr->weapons_held[1]) {
// Left hand only
struct weaponobj *weapon = hostchr->weapons_held[1]->weapon;
if (weapon->weaponnum == WEAPON_SUPERDRAGON) {
invGiveSingleWeapon(WEAPON_DRAGON);
bgunEquipWeapon2(HAND_RIGHT, WEAPON_DRAGON);
} else {
invGiveSingleWeapon(weapon->weaponnum);
bgunEquipWeapon2(HAND_RIGHT, weapon->weaponnum);
}
} else {
// Unarmed
invGiveSingleWeapon(WEAPON_UNARMED);
bgunEquipWeapon2(HAND_RIGHT, WEAPON_UNARMED);
}
g_Vars.currentplayer->invdowntime = TICKS(-40);
g_Vars.currentplayer->usedowntime = TICKS(-40);
bgunGiveMaxAmmo(true);
g_Vars.currentplayer->bondhealth = (chrGetMaxDamage(hostchr) - hostchr->damage) * 0.125f;
if (g_Vars.currentplayer->bondhealth > 1) {
g_Vars.currentplayer->bondhealth = 1;
}
chrSetShield(playerchr, chrGetShield(hostchr));
g_Vars.currentplayer->haschrbody = false;
g_Vars.currentplayer->model00d4 = NULL;
chrRemove(g_Vars.currentplayer->prop, false);
if (hostchr->bodynum == BODY_SKEDAR) {
g_Vars.antiheadnum = HEAD_MRBLONDE;
g_Vars.antibodynum = BODY_MRBLONDE;
} else {
g_Vars.antiheadnum = hostchr->headnum;
g_Vars.antibodynum = hostchr->bodynum;
}
playerTickChrBody();
modelCopyAnimData(hostchr->model, playerchr->model);
func0f02e9a0(playerchr, 12);
chrrootrwdata = modelGetNodeRwData(hostchr->model, hostchr->model->filedata->rootnode);
playerrootrwdata = modelGetNodeRwData(playerchr->model, playerchr->model->filedata->rootnode);
playerrootrwdata->chrinfo = chrrootrwdata->chrinfo;
if (playerrootrwdata->chrinfo.unk34.y < 10) {
playerrootrwdata->chrinfo.unk34.y = 10;
}
if (playerrootrwdata->chrinfo.unk24.y < 10) {
playerrootrwdata->chrinfo.unk24.y = 10;
}
playerchr->radius = hostchr->radius;
g_Vars.currentplayer->bond2.radius = hostchr->radius;
chrRemove(hostprop, true);
propDeregisterRooms(hostprop);
propDelist(hostprop);
propDisable(hostprop);
propFree(hostprop);
return true;
}
hostchr->chrflags &= ~CHRCFLAG_PERIMDISABLEDTMP;
return false;
}
void playerSpawn(void)
{
f32 xdiff;
f32 ydiff;
f32 zdiff;
f32 sqdist;
struct chrdata *sortedchrs[10];
f32 sorteddists[10];
struct chrdata *tmpchr;
s32 i;
s32 j;
s32 k;
bool force;
s32 numsqdists;
struct coord sp9c;
struct coord sp90;
struct coord sp84;
struct coord sp78;
g_Vars.currentplayer->deathanimfinished = false;
g_Vars.currentplayer->redbloodfinished = false;
g_Vars.currentplayer->startnewbonddie = true;
g_Vars.currentplayer->killsthislife = 0;
g_Vars.currentplayer->lifestarttime60 = playerGetMissionTime();
g_Vars.currentplayer->healthdisplaytime60 = 0;
invGiveSingleWeapon(WEAPON_UNARMED);
playerSetShieldFrac(0);
if (cheatIsActive(CHEAT_JOSHIELD)) {
playerSetShieldFrac(1);
}
if (cheatIsActive(CHEAT_SUPERSHIELD)) {
playerSetShieldFrac(1);
g_Vars.currentplayer->armourscale = 2;
}
if (g_Vars.mplayerisrunning) {
if (g_Vars.antiplayernum >= 0 && g_Vars.currentplayer == g_Vars.anti) {
numsqdists = 0;
force = false;
invGiveSingleWeapon(WEAPON_SUICIDEPILL);
bgunEquipWeapon2(HAND_LEFT, WEAPON_NONE);
bgunEquipWeapon2(HAND_RIGHT, WEAPON_UNARMED);
if (g_Vars.lvframenum > 0) {
s32 prevplayernum = g_Vars.currentplayernum;
setCurrentPlayerNum(g_Vars.bondplayernum);
bgun0f0a0c08(&sp84, &sp9c);
mtx4RotateVec(camGetProjectionMtxF(), &sp9c, &sp90);
mtx4TransformVec(camGetProjectionMtxF(), &sp84, &sp78);
setCurrentPlayerNum(prevplayernum);
}
if (g_Vars.currentplayer->model00d4 == NULL) {
playerTickChrBody();
}
for (i = 0; i < chrsGetNumSlots(); i++) {
if (g_ChrSlots[i].model
&& g_ChrSlots[i].prop
&& (g_ChrSlots[i].hidden & CHRHFLAG_00400000)
&& (g_ChrSlots[i].chrflags & CHRCFLAG_HIDDEN) == 0
&& g_ChrSlots[i].prop->type == PROPTYPE_CHR
&& !chrIsDead(&g_ChrSlots[i])
&& (g_ChrSlots[i].prop->flags & PROPFLAG_ENABLED)) {
if (g_Vars.bond->prop) {
xdiff = g_ChrSlots[i].prop->pos.x - g_Vars.bond->prop->pos.x;
ydiff = g_ChrSlots[i].prop->pos.y - g_Vars.bond->prop->pos.y;
zdiff = g_ChrSlots[i].prop->pos.z - g_Vars.bond->prop->pos.z;
} else {
xdiff = g_ChrSlots[i].prop->pos.x - g_Vars.currentplayer->prop->pos.x;
ydiff = g_ChrSlots[i].prop->pos.y - g_Vars.currentplayer->prop->pos.y;
zdiff = g_ChrSlots[i].prop->pos.z - g_Vars.currentplayer->prop->pos.z;
}
sqdist = xdiff * xdiff + ydiff * ydiff + zdiff * zdiff;
if (g_Vars.lvframenum > 0
&& (g_ChrSlots[i].hidden & CHRHFLAG_00800000)
&& func0f06b39c(&sp78, &sp90, &g_ChrSlots[i].prop->pos, model0001af80(g_ChrSlots[i].model))
&& (random() % 8)) {
sqdist += 1000000;
}
// Insert sqdist to sorteddists, maintaining sort order,
// and mirror the changes into the sortedchrs array.
// Move j to the first sqdist that is further than the new one
for (j = 0; j < numsqdists; j++) {
if (sqdist < sorteddists[j]) {
break;
}
}
if (j < 10) {
// Move the higher sorteddists forward, removing the highest item
for (k = numsqdists; k > j; k--) {
if (k < 10) {
sortedchrs[k] = sortedchrs[k - 1];
sorteddists[k] = sorteddists[k - 1];
}
}
// Write new sqdist
sortedchrs[j] = &g_ChrSlots[i];
sorteddists[j] = sqdist;
if (numsqdists < 9) {
numsqdists++;
}
}
}
}
// Randomly swap some of the earlier elements so the player
// doesn't always spawn into the closest
if (numsqdists > 1 && (random() % 2) == 0) {
tmpchr = sortedchrs[0];
sqdist = sorteddists[0];
sortedchrs[0] = sortedchrs[1];
sorteddists[0] = sorteddists[1];
sortedchrs[1] = tmpchr;
sorteddists[1] = sqdist;
}
if (numsqdists > 2 && (random() % 4) == 0) {
tmpchr = sortedchrs[0];
sqdist = sorteddists[0];
sortedchrs[0] = sortedchrs[2];
sorteddists[0] = sorteddists[2];
sortedchrs[2] = tmpchr;
sorteddists[2] = sqdist;
}
// Iterate sortedchrs in order and try to spawn into any of them.
// The spawn may fail if the chr is on-screen, and potentially in
// some other conditions such as the chr being too close to a wall.
// If no chrs can be spawned into, iterate the list again but this
// time allowing the spawn to happen on-screen (force = true).
for (i = 0; i < numsqdists; i++) {
if (playerSpawnAnti(sortedchrs[i], force)) {
break;
}
if (i == numsqdists - 1) {
i = 0;
if (force) {
break;
}
force = true;
}
}
if (g_Vars.currentplayer->prop->chr) {
g_Vars.currentplayer->prop->chr->blurdrugamount = 0;
g_Vars.currentplayer->prop->chr->blurnumtimesdied = 0;
}
} else {
bgunEquipWeapon2(HAND_LEFT, g_DefaultWeapons[HAND_LEFT]);
bgunEquipWeapon2(HAND_RIGHT, g_DefaultWeapons[HAND_RIGHT]);
#if VERSION >= VERSION_NTSC_1_0
if (g_Vars.currentplayer->model00d4 == NULL
&& (IS8MB() || g_Vars.fourmeg2player || g_MpAllChrPtrs[g_Vars.currentplayernum] == NULL)) {
playerTickChrBody();
}
#else
if (g_Vars.currentplayer->model00d4 == NULL) {
playerTickChrBody();
}
#endif
}
}
playerUpdatePerimInfo();
}
void playerResetBond(struct playerbond *pb, struct coord *pos)
{
pb->unk10.x = pos->x;
pb->unk10.y = pos->y;
pb->unk10.z = pos->z;
pb->unk1c.x = 1;
pb->unk1c.y = 0;
pb->unk1c.z = 0;
pb->unk28.x = 0;
pb->unk28.y = 1;
pb->unk28.z = 0;
pb->unk00.x = 0;
pb->unk00.y = 0;
pb->unk00.z = 1;
pb->radius = 30;
}
void playersTickAllChrBodies(void)
{
s32 prevplayernum = g_Vars.currentplayernum;
s32 i;
for (i = 0; i < PLAYERCOUNT(); i++) {
setCurrentPlayerNum(i);
playerTickChrBody();
}
setCurrentPlayerNum(prevplayernum);
}
void playerChooseBodyAndHead(s32 *bodynum, s32 *headnum, s32 *arg2)
{
s32 outfit;
bool solo;
if (g_Vars.antiplayernum >= 0
&& g_Vars.currentplayer == g_Vars.anti
&& g_Vars.antiheadnum >= 0
&& g_Vars.antibodynum >= 0) {
*headnum = g_Vars.antiheadnum;
*bodynum = g_Vars.antibodynum;
return;
}
if (g_Vars.normmplayerisrunning) {
if (g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].base.mpheadnum < mpGetNumHeads2()) {
*headnum = mpGetHeadId(g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].base.mpheadnum);
} else {
*headnum = g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].base.mpheadnum - mpGetNumHeads2();
if (arg2) {
*arg2 = true;
}
}
*bodynum = mpGetBodyId(g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].base.mpbodynum);
return;
}
outfit = g_Vars.currentplayer->bondtype;
solo = !(g_Vars.coopplayernum >= 0) || (g_Vars.currentplayer != g_Vars.coop);
if (cheatIsActive(CHEAT_PLAYASELVIS)) {
*bodynum = BODY_THEKING;
*headnum = HEAD_ELVIS;
return;
}
if (g_Vars.stagenum == STAGE_VILLA && lvGetDifficulty() >= DIFF_PA) {
outfit = OUTFIT_NEGOTIATOR;
}
if (g_Vars.currentplayer->disguised) {
switch (g_Vars.stagenum) {
case STAGE_RESCUE: outfit = OUTFIT_LAB; break;
case STAGE_AIRBASE: outfit = OUTFIT_STEWARDESS; break;
}
}
switch (outfit) {
default:
case OUTFIT_DEFAULT:
*bodynum = BODY_DARK_COMBAT;
*headnum = solo ? HEAD_DARK_COMBAT : HEAD_VD;
break;
case OUTFIT_ELVIS:
*bodynum = BODY_THEKING;
*headnum = solo ? HEAD_ELVIS : HEAD_ELVIS;
break;
case OUTFIT_TRENT:
*bodynum = BODY_TRENT;
*headnum = solo ? HEAD_TRENT : HEAD_TRENT;
break;
case OUTFIT_TRENCH:
*bodynum = BODY_DARK_TRENCH;
*headnum = solo ? HEAD_DARK_COMBAT : HEAD_VD;
break;
case OUTFIT_FROCK_RIPPED:
*bodynum = BODY_DARK_RIPPED;
*headnum = solo ? HEAD_DARK_FROCK : HEAD_VD;
break;
case OUTFIT_FROCK:
*bodynum = BODY_DARK_FROCK;
*headnum = solo ? HEAD_DARK_FROCK : HEAD_VD;
break;
case OUTFIT_LEATHER:
*bodynum = BODY_DARK_LEATHER;
*headnum = solo ? HEAD_DARK_COMBAT : HEAD_VD;
break;
case OUTFIT_DEEPSEA:
*bodynum = BODY_DARKWET;
*headnum = solo ? HEAD_DARK_COMBAT : HEAD_VD;
break;
case OUTFIT_WETSUIT:
*bodynum = BODY_DARKAQUALUNG;
*headnum = solo ? HEAD_DARKAQUA : HEAD_VD;
break;
case OUTFIT_SNOW:
*bodynum = BODY_DARKSNOW;
*headnum = solo ? HEAD_DARK_SNOW : HEAD_VD;
break;
case OUTFIT_LAB:
*bodynum = BODY_DARKLAB;
*headnum = solo ? HEAD_DARK_COMBAT : HEAD_VD;
break;
case OUTFIT_STEWARDESS:
*bodynum = BODY_DARK_AF1;
*headnum = solo ? HEAD_DARK_FROCK : HEAD_VD;
break;
case OUTFIT_NEGOTIATOR:
*bodynum = BODY_DARK_NEGOTIATOR;
*headnum = solo ? HEAD_DARK_FROCK : HEAD_VD;
break;
case OUTFIT_MRBLONDE:
*bodynum = BODY_MRBLONDE;
*headnum = solo ? HEAD_MRBLONDE : HEAD_MRBLONDE;
break;
case OUTFIT_MAIAN:
*bodynum = BODY_ELVIS1;
*headnum = solo ? HEAD_MAIAN_S : HEAD_MAIAN_S;
break;
}
}
/**
* Ensure the chr's "chrbody" is set up, then tick it.
*
* The majority of this function is code that sets up the chrbody. The chrbody
* is their model, weapon and animation as seen from a third person perspective.
* It's needed for cutscenes, and in some cases during gameplay such as when
* using the eyespy or flying a Slayer rocket.
*
* When using 1 player, these allocations are made out of "gunmem", which is a
* single allocation that's assumed to be big enough.
*
* When using 2-4 players, gunmem is not used here. This might be because all
* these structures are already allocated elsewhere in memory due to the two
* players being able to see each other at any time.
*/
void playerTickChrBody(void)
{
f32 turnangle = (360.0f - g_Vars.currentplayer->vv_theta) * M_BADTAU / 360.0f;
if (g_Vars.currentplayer->haschrbody == false) {
struct chrdata *chr;
struct texpool texpool;
struct modelfiledata *bodyfiledata;
struct modelfiledata *headfiledata = NULL;
struct modelfiledata *weaponfiledata;
s32 offset1 = 0;
u8 *allocation;
void *spe8;
s32 offset2;
u32 stack2;
struct weaponobj *weaponobj;
// Unused
struct weaponobj template = {
256, // extrascale
0, // hidden2
OBJTYPE_WEAPON, // type
MODEL_CHRFALCON2, // modelnum
-1, // pad
OBJFLAG_ASSIGNEDTOCHR, // flags
0, // flags2
0, // flags3
NULL, // prop
NULL, // model
1, 0, 0, // realrot
0, 1, 0,
0, 0, 1,
0, // hidden
NULL, // geo
NULL, // projectile
0, // damage
1000, // maxdamage
0xff, 0xff, 0xff, 0x00, // shadecol
0xff, 0xff, 0xff, 0x00, // nextcol
0x0fff, // floorcol
0, // tiles
WEAPON_FALCON2, // weaponnum
0, // unk5d
0, // unk5e
FUNC_PRIMARY, // gunfunc
0, // fadeouttimer60
-1, // dualweaponnum
-1, // timer240
NULL, // dualweapon
};
s32 weaponmodelnum;
s32 weaponnum = bgunGetWeaponNum2(HAND_RIGHT);
s32 bodynum = BODY_DARK_COMBAT;
s32 headnum = HEAD_DARK_COMBAT;
bool sp60 = false;
struct model *model = NULL;
union modelrwdata **rwdatas;
u32 stack3[2];
g_Vars.currentplayer->haschrbody = true;
playerChooseBodyAndHead(&bodynum, &headnum, &sp60);
if (g_Vars.tickmode == TICKMODE_CUTSCENE) {
weaponnum = g_DefaultWeapons[0];
}
weaponmodelnum = playermgrGetModelOfWeapon(weaponnum);
if (IS4MB()) {
bodynum = BODY_DARK_COMBAT;
headnum = HEAD_DARK_COMBAT;
}
if (!g_Vars.mplayerisrunning || (IS4MB() && PLAYERCOUNT() == 1)) {
// 1 player
if (g_Vars.currentplayer->gunmem2 == NULL) {
if (!var8009dfc0 && bgun0f09e004(2)) {
g_Vars.currentplayer->gunmem2 = bgunGetGunMem();
} else {
if (var8009dfc0);
g_Vars.currentplayer->haschrbody = false;
if (!var8009dfc0) {
g_Vars.lockscreen = true;
}
return;
}
}
offset1 = 0;
var8007fc0c = 8;
osSyncPrintf("Gunmem: 0x%08x\n", bgunGetGunMem());
allocation = g_Vars.currentplayer->gunmem2;
model = (struct model *)(allocation + offset1);
osSyncPrintf("Gunmem: bondsub 0x%08x\n", (u32)model);
offset1 += ALIGN64(sizeof(struct model));
model->anim = (struct anim *)(allocation + offset1);
osSyncPrintf("Gunmem: bondsub->anim 0x%08x\n", model->anim);
offset1 += sizeof(struct anim);
offset1 = ALIGN64(offset1);
rwdatas = (union modelrwdata **)(allocation + offset1);
osSyncPrintf("Gunmem: savedata 0x%08x\n", (u32)rwdatas);
offset1 += 0x400;
offset1 = ALIGN64(offset1);
weaponobj = (struct weaponobj *)(allocation + offset1);
osSyncPrintf("Gunmem: wo 0x%08x\n", (u32)weaponobj);
offset1 += sizeof(struct weaponobj);
offset1 = ALIGN64(offset1);
offset2 = offset1 + ALIGN64(fileGetInflatedSize(g_HeadsAndBodies[bodynum].filenum));
if (headnum >= 0) {
offset2 += ALIGN64(fileGetInflatedSize(g_HeadsAndBodies[headnum].filenum));
}
if (weaponmodelnum >= 0) {
offset2 += ALIGN64(fileGetInflatedSize(g_ModelStates[weaponmodelnum].fileid));
}
offset2 += 0x4000;
bgunCalculateGunMemCapacity();
spe8 = g_Vars.currentplayer->gunmem2 + offset2;
texInitPool(&texpool, spe8, bgunCalculateGunMemCapacity() - offset2);
bodyfiledata = modeldefLoad(g_HeadsAndBodies[bodynum].filenum, allocation + offset1, offset2 - offset1, &texpool);
offset1 = ALIGN64(fileGetLoadedSize(g_HeadsAndBodies[bodynum].filenum) + offset1);
if (headnum >= 0) {
headfiledata = modeldefLoad(g_HeadsAndBodies[headnum].filenum, allocation + offset1, offset2 - offset1, &texpool);
offset1 = ALIGN64(fileGetLoadedSize(g_HeadsAndBodies[headnum].filenum) + offset1);
}
modelCalculateRwDataLen(bodyfiledata);
if (headfiledata != NULL) {
modelCalculateRwDataLen(headfiledata);
}
modelInit(model, bodyfiledata, rwdatas, false);
animInit(model->anim);
model->rwdatalen = 256;
texGetPoolLeftPos(&texpool);
// @TODO: Figure out these arguments
osSyncPrintf("Jo using %d bytes gunmem (gunmemsize %d)\n");
osSyncPrintf("Gunmem: bondmeml 0x%08x size 0x%08x\n", bgunGetGunMem(), bgunCalculateGunMemCapacity());
osSyncPrintf("Gunmem: tex block free 0x%08x\n");
osSyncPrintf("Gunmem: Free at end %d\n");
texGetPoolLeftPos(&texpool);
} else {
// 2-4 players
if (g_HeadsAndBodies[bodynum].filedata == NULL) {
g_HeadsAndBodies[bodynum].filedata = modeldefLoadToNew(g_HeadsAndBodies[bodynum].filenum);
}
bodyfiledata = g_HeadsAndBodies[bodynum].filedata;
if (g_HeadsAndBodies[bodynum].unk00_01) {
headnum = -1;
} else if (sp60) {
headfiledata = func0f18e57c(headnum, &headnum);
} else if (g_Vars.normmplayerisrunning && IS8MB()) {
g_HeadsAndBodies[headnum].filedata = modeldefLoadToNew(g_HeadsAndBodies[headnum].filenum);
headfiledata = g_HeadsAndBodies[headnum].filedata;
g_FileInfo[g_HeadsAndBodies[headnum].filenum].loadedsize = 0;
bodyCalculateHeadOffset(headfiledata, headnum, bodynum);
} else {
if (g_HeadsAndBodies[headnum].filedata == NULL) {
g_HeadsAndBodies[headnum].filedata = modeldefLoadToNew(g_HeadsAndBodies[headnum].filenum);
}
headfiledata = g_HeadsAndBodies[headnum].filedata;
}
}
g_Vars.currentplayer->model00d4 = body0f02ce8c(bodynum, headnum, bodyfiledata, headfiledata, false, model, true, true);
chr0f020b14(g_Vars.currentplayer->prop, g_Vars.currentplayer->model00d4, &g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms, turnangle, 0);
g_Vars.currentplayer->prop->type = PROPTYPE_PLAYER;
chr = g_Vars.currentplayer->prop->chr;
if (g_Vars.mplayerisrunning) {
g_MpAllChrPtrs[g_Vars.currentplayernum] = chr;
g_MpAllChrConfigPtrs[g_Vars.currentplayernum] = &g_PlayerConfigsArray[g_Vars.currentplayerstats->mpindex].base;
}
chr->chrflags |= CHRCFLAG_00000001;
modelSetRootPosition(g_Vars.currentplayer->model00d4, &g_Vars.currentplayer->prop->pos);
chrSetLookAngle(g_Vars.currentplayer->prop->chr, turnangle);
chr->headnum = headnum;
chr->bodynum = bodynum;
chr->race = bodyGetRace(chr->bodynum);
chr->radius = g_Vars.currentplayer->bond2.radius;
g_Vars.currentplayer->vv_eyeheight = (s32)g_HeadsAndBodies[bodynum].height;
#if VERSION >= VERSION_NTSC_1_0
if (g_Vars.antiplayernum >= 0
&& g_Vars.currentplayer == g_Vars.anti
&& g_Vars.currentplayer->vv_eyeheight > 159) {
g_Vars.currentplayer->vv_eyeheight = 159;
}
#endif
g_Vars.currentplayer->vv_headheight = g_Vars.currentplayer->vv_eyeheight;
if (headnum >= 0) {
g_Vars.currentplayer->vv_headheight += (s32)g_HeadsAndBodies[headnum].height;
} else {
g_Vars.currentplayer->vv_headheight += 13;
}
if (g_Vars.currentplayer->vv_headheight > g_HeadsAndBodies[BODY_MRBLONDE].height + g_HeadsAndBodies[HEAD_MRBLONDE].height) {
g_Vars.currentplayer->vv_headheight = g_HeadsAndBodies[BODY_MRBLONDE].height + g_HeadsAndBodies[HEAD_MRBLONDE].height;
}
g_Vars.currentplayer->vv_height = g_Vars.currentplayer->vv_eyeheight;
if (weaponmodelnum >= 0) {
if (g_Vars.mplayerisrunning == false) {
weaponfiledata = modeldefLoad(g_ModelStates[weaponmodelnum].fileid, allocation + offset1, offset2 - offset1, &texpool);
fileGetLoadedSize(g_ModelStates[weaponmodelnum].fileid);
modelCalculateRwDataLen(weaponfiledata);
} else {
weaponobj = NULL;
weaponfiledata = NULL;
}
weaponCreateForChr(chr, weaponmodelnum, weaponnum, 0, weaponobj, weaponfiledata);
}
chr->fireslots[0] = bgunAllocateFireslot();
func0f02e9a0(chr, 0);
bmoveUpdateRooms(g_Vars.currentplayer);
} else {
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
if (chr->model->anim == NULL) {
chr->chrflags |= CHRCFLAG_00000001;
func0f02e9a0(chr, 0);
modelSetRootPosition(g_Vars.currentplayer->model00d4, &g_Vars.currentplayer->prop->pos);
chrSetLookAngle(g_Vars.currentplayer->prop->chr, turnangle);
bmoveUpdateRooms(g_Vars.currentplayer);
}
}
}
void playerRemoveChrBody(void)
{
if (g_Vars.currentplayer->haschrbody) {
if (!g_Vars.mplayerisrunning || (IS4MB() && PLAYERCOUNT() == 1)) {
g_Vars.currentplayer->haschrbody = false;
chrRemove(g_Vars.currentplayer->prop, false);
g_Vars.currentplayer->model00d4 = NULL;
bmoveUpdateRooms(g_Vars.currentplayer);
bgunFreeGunMem();
g_Vars.currentplayer->gunmem2 = NULL;
}
}
}
void playerSetTickMode(s32 tickmode)
{
g_Vars.tickmode = tickmode;
g_Vars.in_cutscene = false;
}
void playerBeginGeFadeIn(void)
{
playerSetTickMode(TICKMODE_GE_FADEIN);
g_PlayerTriggerGeFadeIn = false;
}
void playersBeginMpSwirl(void)
{
playerSetTickMode(TICKMODE_MPSWIRL);
g_PlayerTriggerGeFadeIn = false;
bmoveSetMode(MOVEMODE_WALK);
g_MpSwirlRotateSpeed = 0;
g_MpSwirlAngleDegrees = -90;
g_MpSwirlForwardSpeed = 0;
g_MpSwirlDistance = 80;
envChooseAndApply(mainGetStageNum(), false);
}
void playerTickMpSwirl(void)
{
f32 angle;
struct coord pos = {0, 0, 0};
struct coord look = {0, 0, 1};
struct coord up = {0, 1, 0};
s32 i;
playerSetCameraMode(CAMERAMODE_THIRDPERSON);
// This function is called once for each player per frame,
// but the swirl position should only be updated once per frame,
// so it's only updated for the player at index 0.
if (g_Vars.currentplayerindex == 0) {
for (i = 0; i < g_Vars.lvupdate60; i++) {
// Calculate rotation
if (g_MpSwirlAngleDegrees < 179.5f) {
if (g_MpSwirlAngleDegrees < -20) {
g_MpSwirlRotateSpeed += 0.1f;
}
if (g_MpSwirlAngleDegrees > 110) {
g_MpSwirlRotateSpeed -= 0.1f;
}
g_MpSwirlAngleDegrees += g_MpSwirlRotateSpeed;
}
if (g_MpSwirlAngleDegrees >= 179.5f) {
g_MpSwirlAngleDegrees = 180.0f;
}
// Calculate distance
if (g_MpSwirlAngleDegrees > 80) {
if (g_MpSwirlDistance > 60) {
g_MpSwirlForwardSpeed -= 0.1f;
} else {
g_MpSwirlForwardSpeed += 0.015f;
}
g_MpSwirlDistance += g_MpSwirlForwardSpeed;
if (g_MpSwirlDistance < 1) {
g_MpSwirlDistance = 1;
}
}
}
}
angle = (g_MpSwirlAngleDegrees - g_Vars.currentplayer->vv_theta) * M_PI / 180.0f;
pos.x = sinf(angle) * g_MpSwirlDistance + g_Vars.currentplayer->bond2.unk10.x;
pos.y = g_Vars.currentplayer->bond2.unk10.y + g_MpSwirlDistance * 0.08f;
pos.z = cosf(angle) * g_MpSwirlDistance + g_Vars.currentplayer->bond2.unk10.z;
look.x = g_Vars.currentplayer->bond2.unk10.x - pos.x;
look.y = g_Vars.currentplayer->bond2.unk10.y - pos.y;
look.z = g_Vars.currentplayer->bond2.unk10.z - pos.z;
player0f0c1840(&pos, &up, &look, &g_Vars.currentplayer->prop->pos, g_Vars.currentplayer->prop->rooms);
if (g_MpSwirlDistance < 5.0f) {
playerEndCutscene();
}
}
void player0f0b9a20(void)
{
playerSetTickMode(TICKMODE_NORMAL);
g_PlayerTriggerGeFadeIn = false;
bmoveSetMode(MOVEMODE_WALK);
if (mainGetStageNum() == STAGE_TEST_LEN) {
playerSetFadeColour(0, 0, 0, 1);
playerSetFadeFrac(0, 1);
} else if (var80070748 != 0) {
playerSetFadeColour(0, 0, 0, 1);
playerSetFadeFrac(60, 0);
}
envChooseAndApply(mainGetStageNum(), false);
bgunEquipWeapon2(HAND_LEFT, g_DefaultWeapons[HAND_LEFT]);
bgunEquipWeapon2(HAND_RIGHT, g_DefaultWeapons[HAND_RIGHT]);
var8007074c = 0;
}
void playerEndCutscene(void)
{
if (g_IsTitleDemo) {
mainChangeToStage(STAGE_TITLE);
} else if (g_Vars.autocutplaying) {
g_Vars.autocutfinished = true;
} else {
playerSetTickMode(TICKMODE_NORMAL);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_WALK);
}
}
void playerPrepareWarpType1(s16 pad)
{
playerSetTickMode(TICKMODE_WARP);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
playersClearMemCamRoom();
g_WarpType1Pad = pad;
}
void playerPrepareWarpType2(struct warpparams *cmd, bool hasdir, s32 arg2)
{
playerSetTickMode(TICKMODE_WARP);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
playersClearMemCamRoom();
g_WarpType1Pad = -1;
g_WarpType2Params = cmd;
g_WarpType2HasDirection = hasdir;
g_WarpType2Arg2 = arg2;
}
void playerPrepareWarpType3(f32 posangle, f32 rotangle, f32 range, f32 height1, f32 height2, s32 padnum)
{
playerSetTickMode(TICKMODE_WARP);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
playersClearMemCamRoom();
g_WarpType1Pad = -1;
g_WarpType2Params = NULL;
g_WarpType3PosAngle = posangle;
g_WarpType3RotAngle = rotangle;
g_WarpType3Range = range;
g_WarpType3Height = height1;
g_WarpType3MoreHeight = height2;
g_WarpType3Pad = padnum;
}
void playerExecutePreparedWarp(void)
{
struct pad pad;
struct coord pos = {0, 0, 0};
struct coord look = {0, 0, 1};
struct coord up = {0, 1, 0};
s32 room;
struct coord memcampos;
playerSetCameraMode(CAMERAMODE_THIRDPERSON);
if (g_WarpType1Pad >= 0) {
// Warp to an exact position with a static direction of 0, 0, 1.
// Used by device and holo training to warp player back to room,
// and Deep Sea teleports
padUnpack(g_WarpType1Pad, PADFIELD_POS | PADFIELD_ROOM, &pad);
memcampos.x = pad.pos.x;
memcampos.y = pad.pos.y;
memcampos.z = pad.pos.z;
pos.x = memcampos.f[0];
pos.y = memcampos.f[1];
pos.z = memcampos.f[2];
room = pad.room;
} else if (g_WarpType2Params) {
// Warp to an exact position with an optional direction.
// Used by AI command 00df, but that command is not used.
pos.x = g_WarpType2Params->pos.x;
pos.y = g_WarpType2Params->pos.y;
pos.z = g_WarpType2Params->pos.z;
padUnpack(g_WarpType2Params->pad, PADFIELD_POS | PADFIELD_ROOM, &pad);
room = pad.room;
memcampos.x = pad.pos.x;
memcampos.y = pad.pos.y;
memcampos.z = pad.pos.z;
if (1);
if (g_WarpType2HasDirection != 1) {
look.x = cosf(g_WarpType2Params->look[1]) * sinf(g_WarpType2Params->look[0]);
look.y = sinf(g_WarpType2Params->look[1]);
look.z = cosf(g_WarpType2Params->look[1]) * cosf(g_WarpType2Params->look[0]);
}
} else {
// Warp to a location within a specified range and angle of the pad,
// with options for the direction and height offset from the pad.
// Used by AI command 00f4, but that command is not used.
padUnpack(g_WarpType3Pad, PADFIELD_POS | PADFIELD_ROOM, &pad);
room = pad.room;
memcampos.x = pad.pos.x;
memcampos.y = pad.pos.y;
memcampos.z = pad.pos.z;
pos.x = memcampos.x + sinf(g_WarpType3PosAngle) * g_WarpType3Range + cosf(g_WarpType3PosAngle) * 0.0f;
pos.y = memcampos.y + g_WarpType3MoreHeight + g_WarpType3Height;
pos.z = memcampos.z + cosf(g_WarpType3PosAngle) * g_WarpType3Range + sinf(g_WarpType3PosAngle) * 0.0f;
look.x = memcampos.x + cosf(g_WarpType3PosAngle) * 0.0f - pos.f[0];
look.y = memcampos.y + g_WarpType3MoreHeight - pos.f[1];
look.z = memcampos.z + sinf(g_WarpType3PosAngle) * 0.0f - pos.f[2];
g_WarpType3PosAngle += g_WarpType3RotAngle * g_Vars.lvupdate60freal;
while (g_WarpType3PosAngle >= M_BADTAU) {
g_WarpType3PosAngle -= M_BADTAU;
}
while (g_WarpType3PosAngle < 0) {
g_WarpType3PosAngle += M_BADTAU;
}
}
player0f0c1ba4(&pos, &up, &look, &memcampos, room);
}
void playerStartCutscene2(void)
{
playerSetTickMode(TICKMODE_CUTSCENE);
g_PlayerTriggerGeFadeIn = false;
bmoveSetModeForAllPlayers(MOVEMODE_CUTSCENE);
playersClearMemCamRoom();
#if PAL
g_CutsceneCurAnimFrame240 = var8009e388pf;
g_CutsceneCurAnimFrame60 = floorf(g_CutsceneCurAnimFrame240 + 0.01f);
#else
g_CutsceneCurAnimFrame240 = g_CutsceneFrameOverrun240;
g_CutsceneCurAnimFrame60 = g_CutsceneFrameOverrun240 >> 2;
#endif
g_CutsceneBlurFrac = 0;
var8009de2c = -1;
g_InCutscene = 1;
paksStop(true);
g_Vars.in_cutscene = g_Vars.tickmode == TICKMODE_CUTSCENE && g_CutsceneCurAnimFrame60 < animGetNumFrames(g_CutsceneAnimNum) - 1;
g_Vars.cutsceneskip60ths = 0;
}
void playerStartCutscene(s16 animnum)
{
if ((!g_IsTitleDemo && !g_Vars.autocutplaying)
|| !g_Vars.in_cutscene
|| !g_CutsceneSkipRequested) {
joyDisableTemporarily();
if (g_Vars.tickmode != TICKMODE_CUTSCENE) {
g_CutsceneSkipRequested = false;
g_CutsceneCurTotalFrame60f = 0;
}
if (g_Vars.tickmode != TICKMODE_CUTSCENE) {
playersTickAllChrBodies();
}
g_CutsceneAnimNum = animnum;
if (g_Vars.currentplayer->haschrbody) {
playerStartCutscene2();
}
}
}
void playerReorientForCutsceneStop(u32 arg0)
{
struct coord sp94;
struct coord sp88;
struct coord sp7c;
u8 sp7f;
Mtxf sp38;
s32 lastframe;
f32 theta;
u32 stack;
var8009de2c = arg0;
lastframe = animGetNumFrames(g_CutsceneAnimNum) - 1;
anim00023d38(g_CutsceneAnimNum);
sp7f = anim00023ab0(g_CutsceneAnimNum, lastframe);
anim00023d0c();
anim00024050(0, 0, &g_Skel20, g_CutsceneAnimNum, sp7f, &sp94, &sp88, &sp7c);
mtx4LoadRotation(&sp94, &sp38);
theta = atan2f(-sp38.m[2][0], -sp38.m[2][2]);
theta = (M_BADTAU - theta) * 57.304901123047f;
g_Vars.bond->vv_theta = theta;
chrSetLookAngle(g_Vars.bond->prop->chr, (360 - theta) * 0.017450513318181f);
}
void playerTickCutscene(bool arg0)
{
struct coord pos;
struct coord up;
struct coord look;
struct coord sp178;
struct coord sp16c;
struct coord sp160;
u8 sp15f;
Mtxf sp11c;
f32 sp118 = func0f15c888();
f32 fovy;
s32 endframe;
s8 contpadnum = optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex);
u16 buttons;
#if PAL
u8 stack3[0x2c];
#endif
f32 barfrac;
f32 sp104;
Mtxf spc4;
Mtxf sp84;
f32 sp74[4];
f32 sp64[4];
f32 sp54[4];
if (arg0) {
buttons = joyGetButtons(contpadnum, 0xffff);
} else {
buttons = 0;
}
anim00023d38(g_CutsceneAnimNum);
endframe = animGetNumFrames(g_CutsceneAnimNum) - 1;
if (g_Vars.currentplayerindex == 0) {
g_Vars.cutsceneskip60ths = 0;
if (g_CutsceneCurAnimFrame60 < endframe) {
#if PAL
g_CutsceneCurAnimFrame240 += g_Vars.lvupdate60freal;
g_CutsceneCurAnimFrame60 = floorf(g_CutsceneCurAnimFrame240 + 0.01f);
#else
g_CutsceneCurAnimFrame240 += g_Vars.lvupdate240;
g_CutsceneCurAnimFrame60 = g_CutsceneCurAnimFrame240 >> 2;
#endif
if (g_Anims[g_CutsceneAnimNum].flags & ANIMFLAG_08) {
while (g_CutsceneCurAnimFrame60 < endframe && anim000239e0(g_CutsceneAnimNum, g_CutsceneCurAnimFrame60)) {
#if PAL
g_CutsceneCurAnimFrame240 += 1.2f;
g_CutsceneCurAnimFrame60 = floorf(g_CutsceneCurAnimFrame240 + 0.01f);
#else
g_CutsceneCurAnimFrame60++;
g_CutsceneCurAnimFrame240 += 4;
#endif
g_Vars.cutsceneskip60ths++;
}
}
if (g_CutsceneCurAnimFrame60 >= endframe) {
#if PAL
var8009e388pf = g_CutsceneCurAnimFrame240 - endframe;
#else
g_CutsceneFrameOverrun240 = g_CutsceneCurAnimFrame240 - endframe * 4;
#endif
}
if (g_CutsceneCurAnimFrame60 > endframe) {
g_CutsceneCurAnimFrame60 = endframe;
}
}
}
g_Vars.in_cutscene = (g_Vars.tickmode == TICKMODE_CUTSCENE && g_CutsceneCurAnimFrame60 < endframe);
sp15f = anim00023ab0(g_CutsceneAnimNum, g_CutsceneCurAnimFrame60);
anim00023d0c();
anim00024050(0, 0, &g_Skel20, g_CutsceneAnimNum, sp15f, &sp178, &sp16c, &sp160);
pos.x = sp16c.x * sp118;
pos.y = sp16c.y * sp118;
pos.z = sp16c.z * sp118;
mtx4LoadRotation(&sp178, &sp11c);
up.x = sp11c.m[1][0];
up.y = sp11c.m[1][1];
up.z = sp11c.m[1][2];
look.x = -sp11c.m[2][0];
look.y = -sp11c.m[2][1];
look.z = -sp11c.m[2][2];
fovy = anim00024c14(1, g_CutsceneAnimNum, sp15f);
g_CutsceneBlurFrac = anim00024c14(2, g_CutsceneAnimNum, sp15f);
g_CutsceneBarFrac = 0;
if (var8009de2c > 0 && var8009de2c >= endframe - g_CutsceneCurAnimFrame60) {
barfrac = 1 - (f32)(endframe - g_CutsceneCurAnimFrame60) / (f32)var8009de2c;
g_CutsceneBarFrac = barfrac;
sp104 = 1 - cosf(1.5705462694168f * barfrac);
bmoveSetMode(MOVEMODE_WALK);
pos.x += sp104 * (g_Vars.bond->bond2.unk10.x - pos.x);
pos.y += sp104 * (g_Vars.bond->bond2.unk10.y - pos.y);
pos.z += sp104 * (g_Vars.bond->bond2.unk10.z - pos.z);
mtx00016d58(&spc4, 0, 0, 0, -look.x, -look.y, -look.z, up.x, up.y, up.z);
mtx00016d58(&sp84, 0, 0, 0,
-g_Vars.bond->bond2.unk1c.x, -g_Vars.bond->bond2.unk1c.y, -g_Vars.bond->bond2.unk1c.z,
g_Vars.bond->bond2.unk28.x, g_Vars.bond->bond2.unk28.y, g_Vars.bond->bond2.unk28.z);
quaternion0f097044(&spc4, sp74);
quaternion0f097044(&sp84, sp64);
quaternion0f0976c0(sp64, sp74);
quaternionSlerp(sp74, sp64, sp104, sp54);
quaternionToMtx(sp54, &sp11c);
up.x = sp11c.m[1][0];
up.y = sp11c.m[1][1];
up.z = sp11c.m[1][2];
look.x = sp11c.m[2][0];
look.y = sp11c.m[2][1];
look.z = sp11c.m[2][2];
g_CutsceneBlurFrac += barfrac * (0 - g_CutsceneBlurFrac);
fovy += barfrac * (60 - fovy);
}
playerSetCameraMode(CAMERAMODE_THIRDPERSON);
player0f0c1bd8(&pos, &up, &look);
playermgrSetFovY(fovy);
viSetFovY(fovy);
if (g_Vars.currentplayerindex == 0) {
g_CutsceneCurTotalFrame60f += g_Vars.lvupdate60freal;
}
#if VERSION >= VERSION_NTSC_1_0
if (g_CutsceneCurTotalFrame60f > 30 && (buttons & 0xffff)) {
g_CutsceneSkipRequested = true;
if (g_Vars.autocutplaying) {
if (buttons & (B_BUTTON | START_BUTTON)) {
g_Vars.autocutgroupskip = true;
} else {
g_Vars.autocutfinished = true;
}
}
}
#else
if (g_CutsceneCurTotalFrame60f > 30) {
if (buttons & 0xffff) {
g_CutsceneSkipRequested = true;
}
if ((buttons & (B_BUTTON | START_BUTTON)) && g_Vars.autocutplaying) {
g_Vars.autocutgroupskip = true;
}
}
#endif
}
f32 playerGetCutsceneBlurFrac(void)
{
return g_CutsceneBlurFrac;
}
void playerSetZoomFovY(f32 fovy, f32 timemax)
{
g_Vars.currentplayer->zoomintime = 0;
g_Vars.currentplayer->zoomintimemax = timemax;
g_Vars.currentplayer->zoominfovyold = g_Vars.currentplayer->zoominfovy;
g_Vars.currentplayer->zoominfovynew = fovy;
}
f32 playerGetZoomFovY(void)
{
if (g_Vars.currentplayer->zoomintimemax > g_Vars.currentplayer->zoomintime) {
return g_Vars.currentplayer->zoominfovynew;
}
return g_Vars.currentplayer->zoominfovy;
}
void playerTweenFovY(f32 targetfovy)
{
if (playerGetZoomFovY() != targetfovy) {
if (g_Vars.currentplayer->zoominfovy > targetfovy) {
playerSetZoomFovY(targetfovy, (g_Vars.currentplayer->zoominfovy - targetfovy) * 15.0f / 30.0f);
} else {
playerSetZoomFovY(targetfovy, (targetfovy - g_Vars.currentplayer->zoominfovy) * 15.0f / 30.0f);
}
}
}
f32 playerGetTeleportFovY(void)
{
f32 time;
u32 fovyoffset;
if (g_Vars.currentplayer->teleportstate == TELEPORTSTATE_PREENTER) {
return 60.0f;
}
if (g_Vars.currentplayer->teleportstate == TELEPORTSTATE_EXITING) {
time = 47 - g_Vars.currentplayer->teleporttime;
} else {
time = g_Vars.currentplayer->teleporttime;
}
time = time / 48.0f;
time = 1.0f - cosf(time * M_PI * 0.5f);
fovyoffset = 117.0f * time;
return fovyoffset + 60.0f;
}
void playerUpdateZoom(void)
{
f32 scale;
f32 fovy;
struct stagetableentry *stage;
if (g_Vars.currentplayer->zoomintime < g_Vars.currentplayer->zoomintimemax) {
g_Vars.currentplayer->zoomintime += g_Vars.lvupdate60freal;
if (g_Vars.currentplayer->zoomintime > g_Vars.currentplayer->zoomintimemax) {
g_Vars.currentplayer->zoomintime = g_Vars.currentplayer->zoomintimemax;
}
g_Vars.currentplayer->zoominfovy = g_Vars.currentplayer->zoominfovyold +
(g_Vars.currentplayer->zoomintime *
(g_Vars.currentplayer->zoominfovynew - g_Vars.currentplayer->zoominfovyold))
/ g_Vars.currentplayer->zoomintimemax;
} else {
g_Vars.currentplayer->zoomintime = g_Vars.currentplayer->zoomintimemax;
g_Vars.currentplayer->zoominfovy = g_Vars.currentplayer->zoominfovynew;
}
playermgrSetFovY(g_Vars.currentplayer->zoominfovy);
viSetFovY(g_Vars.currentplayer->zoominfovy);
if (g_Vars.currentplayer->teleportstate != TELEPORTSTATE_INACTIVE) {
fovy = playerGetTeleportFovY();
playermgrSetFovY(fovy);
viSetFovY(fovy);
}
if (g_Vars.currentplayer->zoominfovy >= 15) {
scale = 1;
} else if (g_Vars.currentplayer->zoominfovy >= 7) {
scale = (g_Vars.currentplayer->zoominfovy - 7) * 0.0875f + 0.3f;
} else if (g_Vars.currentplayer->zoominfovy >= 4) {
scale = (g_Vars.currentplayer->zoominfovy - 4) * (1.0f / 30.0f) + 0.2f;
} else if (g_Vars.currentplayer->zoominfovy >= 2) {
scale = (g_Vars.currentplayer->zoominfovy - 2) * (1.0f / 20.0f) + 0.1f;
} else {
scale = 0.1;
}
stage = stageGetCurrent();
currentPlayerSetScaleBg2Gfx((1 - (1 - stage->unk34) * (1 - scale) * (10.f / 9.0f)) * scale);
}
void playerStopAudioForPause(void)
{
struct hand *hand;
s32 i;
alarmStopAudio();
gasStopAudio();
for (i = 0; i < 2; i++) {
hand = &g_Vars.currentplayer->hands[i];
if (hand->audiohandle2 && sndGetState(hand->audiohandle2) != AL_STOPPED) {
audioStop(hand->audiohandle2);
}
}
}
u32 var8007083c = 0;
u32 g_GlobalMenuRoot = 0;
void playerTickPauseMenu(void)
{
bool opened = false;
switch (g_Vars.currentplayer->pausemode) {
case PAUSEMODE_UNPAUSED:
break;
case PAUSEMODE_PAUSING:
// Pause menu is opening
switch (g_GlobalMenuRoot) {
case MENUROOT_TRAINING:
case MENUROOT_MAINMENU:
opened = soloChoosePauseDialog();
break;
case MENUROOT_FILEMGR:
opened = filemgrConsiderPushingFileSelectDialog();
break;
case MENUROOT_4MBMAINMENU:
case MENUROOT_MPSETUP:
opened = true;
break;
}
if (opened) {
struct trainingdata *data = dtGetData();
lvSetPaused(true);
g_Vars.currentplayer->pausemode = PAUSEMODE_PAUSED;
if ((g_GlobalMenuRoot == MENUROOT_MAINMENU || g_GlobalMenuRoot == MENUROOT_TRAINING)
&& g_Vars.stagenum == STAGE_CITRAINING) {
s32 room = g_Vars.currentplayer->prop->rooms[0];
if ((room >= ROOM_DISH_HOLO1 && room <= ROOM_DISH_HOLO4)
|| room == ROOM_DISH_FIRINGRANGE
|| room == ROOM_DISH_DEVICELAB
|| (data && data->intraining)) {
return;
}
}
musicStartMenu();
}
break;
case PAUSEMODE_PAUSED:
// Pause menu is fully open
break;
case PAUSEMODE_UNPAUSING:
// Pause menu is closing
g_Vars.currentplayer->pausetime60 += g_Vars.diffframe60;
if (g_Vars.currentplayer->pausetime60 >= 20) {
lvSetPaused(false);
g_Vars.currentplayer->pausemode = PAUSEMODE_UNPAUSED;
musicEndMenu();
}
break;
}
}
void playerPause(s32 root)
{
g_GlobalMenuRoot = root;
if (g_Vars.currentplayer->pausemode == PAUSEMODE_UNPAUSED) {
g_Vars.currentplayer->pausemode = PAUSEMODE_PAUSING;
}
}
void playerUnpause(void)
{
if (g_Vars.currentplayer->pausemode == PAUSEMODE_PAUSED) {
lvSetPaused(false);
musicEndMenu();
g_Vars.currentplayer->pausemode = PAUSEMODE_UNPAUSED;
}
}
Gfx *player0f0baf84(Gfx *gdl)
{
if (g_Vars.currentplayer->pausemode != PAUSEMODE_UNPAUSED) {
Mtx *a = gfxAllocateMatrix();
u16 b;
guPerspective(a, &b, g_Vars.currentplayer->zoominfovy,
PAL ? 1.7316017150879f : 1.4545454978943f, 10, 300, 1);
gSPMatrix(gdl++, OS_PHYSICAL_TO_K0(a), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPPerspNormalize(gdl++, b);
}
return gdl;
}
Gfx *playerDrawFade(Gfx *gdl, u32 r, u32 g, u32 b, f32 frac)
{
if (frac > 0) {
gDPPipeSync(gdl++);
gDPSetCycleType(gdl++, G_CYC_1CYCLE);
gDPSetColorDither(gdl++, G_CD_DISABLE);
gDPSetTexturePersp(gdl++, G_TP_NONE);
gDPSetAlphaCompare(gdl++, G_AC_NONE);
gDPSetTextureLOD(gdl++, G_TL_TILE);
gDPSetTextureFilter(gdl++, G_TF_BILERP);
gDPSetTextureConvert(gdl++, G_TC_FILT);
gDPSetTextureLUT(gdl++, G_TT_NONE);
gDPSetRenderMode(gdl++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
gDPSetCombineMode(gdl++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
gDPSetPrimColor(gdl++, 0, 0, r, g, b, (s32)(frac * 255));
gDPFillRectangle(gdl++, viGetViewLeft(), viGetViewTop(),
viGetViewLeft() + viGetViewWidth(), viGetViewTop() + viGetViewHeight());
gDPPipeSync(gdl++);
gDPSetColorDither(gdl++, G_CD_BAYER);
gDPSetTexturePersp(gdl++, G_TP_PERSP);
gDPSetTextureLOD(gdl++, G_TL_LOD);
}
return gdl;
}
Gfx *playerDrawStoredFade(Gfx *gdl)
{
return playerDrawFade(gdl,
g_Vars.currentplayer->colourscreenred,
g_Vars.currentplayer->colourscreengreen,
g_Vars.currentplayer->colourscreenblue,
g_Vars.currentplayer->colourscreenfrac);
}
void playerSetFadeColour(s32 r, s32 g, s32 b, f32 frac)
{
g_Vars.currentplayer->colourscreenred = r;
g_Vars.currentplayer->colourscreengreen = g;
g_Vars.currentplayer->colourscreenblue = b;
g_Vars.currentplayer->colourscreenfrac = frac;
}
void playerAdjustFade(f32 maxfadetime, s32 r, s32 g, s32 b, f32 frac)
{
g_Vars.currentplayer->colourfadetime60 = 0;
g_Vars.currentplayer->colourfadetimemax60 = maxfadetime;
g_Vars.currentplayer->colourfaderedold = g_Vars.currentplayer->colourscreenred;
g_Vars.currentplayer->colourfaderednew = r;
g_Vars.currentplayer->colourfadegreenold = g_Vars.currentplayer->colourscreengreen;
g_Vars.currentplayer->colourfadegreennew = g;
g_Vars.currentplayer->colourfadeblueold = g_Vars.currentplayer->colourscreenblue;
g_Vars.currentplayer->colourfadebluenew = b;
g_Vars.currentplayer->colourfadefracold = g_Vars.currentplayer->colourscreenfrac;
g_Vars.currentplayer->colourfadefracnew = frac;
}
void playerSetFadeFrac(f32 maxfadetime, f32 frac)
{
playerAdjustFade(maxfadetime,
g_Vars.currentplayer->colourscreenred,
g_Vars.currentplayer->colourscreengreen,
g_Vars.currentplayer->colourscreenblue,
frac);
}
bool playerIsFadeComplete(void)
{
return g_Vars.currentplayer->colourfadetimemax60 < 0;
}
void playerUpdateColourScreenProperties(void)
{
if (g_Vars.currentplayer->colourfadetimemax60 >= 0) {
g_Vars.currentplayer->colourfadetime60 += g_Vars.lvupdate60freal;
if (g_Vars.currentplayer->colourfadetime60 < g_Vars.currentplayer->colourfadetimemax60) {
f32 mult = g_Vars.currentplayer->colourfadetime60 / g_Vars.currentplayer->colourfadetimemax60;
g_Vars.currentplayer->colourscreenfrac = g_Vars.currentplayer->colourfadefracold + (g_Vars.currentplayer->colourfadefracnew - g_Vars.currentplayer->colourfadefracold) * mult;
g_Vars.currentplayer->colourscreenred = g_Vars.currentplayer->colourfaderedold + (s32)((g_Vars.currentplayer->colourfaderednew - g_Vars.currentplayer->colourfaderedold) * mult);
g_Vars.currentplayer->colourscreengreen = g_Vars.currentplayer->colourfadegreenold + (s32)((g_Vars.currentplayer->colourfadegreennew - g_Vars.currentplayer->colourfadegreenold) * mult);
g_Vars.currentplayer->colourscreenblue = g_Vars.currentplayer->colourfadeblueold + (s32)((g_Vars.currentplayer->colourfadebluenew - g_Vars.currentplayer->colourfadeblueold) * mult);
return;
}
g_Vars.currentplayer->colourscreenfrac = g_Vars.currentplayer->colourfadefracnew;
g_Vars.currentplayer->colourscreenred = g_Vars.currentplayer->colourfaderednew;
g_Vars.currentplayer->colourscreengreen = g_Vars.currentplayer->colourfadegreennew;
g_Vars.currentplayer->colourscreenblue = g_Vars.currentplayer->colourfadebluenew;
g_Vars.currentplayer->colourfadetimemax60 = -1;
}
}
void playerStartChrFade(f32 duration60, f32 targetfrac)
{
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
if (chr) {
g_Vars.currentplayer->bondfadetime60 = 0;
g_Vars.currentplayer->bondfadetimemax60 = duration60;
g_Vars.currentplayer->bondfadefracold = chr->fadealpha / 255.0f;
g_Vars.currentplayer->bondfadefracnew = targetfrac;
}
}
void playerTickChrFade(void)
{
if (g_Vars.currentplayer->bondfadetimemax60 >= 0) {
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
f32 frac;
g_Vars.currentplayer->bondfadetime60 += g_Vars.lvupdate60freal;
if (g_Vars.currentplayer->bondfadetime60 < g_Vars.currentplayer->bondfadetimemax60) {
frac = g_Vars.currentplayer->bondfadefracold
+ (g_Vars.currentplayer->bondfadefracnew - g_Vars.currentplayer->bondfadefracold)
* g_Vars.currentplayer->bondfadetime60
/ g_Vars.currentplayer->bondfadetimemax60;
} else {
frac = g_Vars.currentplayer->bondfadefracnew;
g_Vars.currentplayer->bondfadetimemax60 = -1;
}
if (chr) {
chr->fadealpha = (s8)(frac * 255);
}
}
}
struct damagetype g_DamageTypes[] = {
// flashstartframe
// | flashfullframe
// | | flashendframe
// | | | maxalpha
// | | | | red
// | | | | | green
// | | | | | | blue
// | | | | | | |
{ 0, 5, 40, 0.7, 0x96, 0x00, 0x00 },
{ 0, 5, 40, 0.7, 0x96, 0x00, 0x00 },
{ 0, 5, 30, 0.65, 0x96, 0x00, 0x00 },
{ 0, 5, 25, 0.6, 0x96, 0x00, 0x00 },
{ 0, 5, 22, 0.55, 0x96, 0x00, 0x00 },
{ 0, 5, 19, 0.5, 0x96, 0x00, 0x00 },
{ 0, 5, 17, 0.45, 0x96, 0x00, 0x00 },
{ 0, 5, 15, 0.4, 0x96, 0x00, 0x00 },
};
struct healthdamagetype g_HealthDamageTypes[] = {
// openendframe
// | updatestartframe
// | | updateendframe
// | | | closestartframe
// | | | | closeendframe
// | | | | |
{ 20, 34, 46, 270, 285 },
{ 20, 37, 52, 250, 265 },
{ 20, 40, 58, 230, 245 },
{ 20, 43, 64, 210, 225 },
{ 20, 46, 70, 190, 205 },
{ 20, 49, 76, 170, 185 },
{ 20, 52, 82, 150, 165 },
{ 20, 55, 88, 130, 145 },
};
/**
* Make the health bar appear. If called while the health bar is already open,
* the health displayed will be updated and the show timer will be reset.
*/
void playerDisplayHealth(void)
{
switch (g_Vars.currentplayer->healthshowmode) {
case HEALTHSHOWMODE_HIDDEN:
g_Vars.currentplayer->oldhealth = g_Vars.currentplayer->bondhealth;
g_Vars.currentplayer->oldarmour = playerGetShieldFrac();
break;
case HEALTHSHOWMODE_OPENING:
case HEALTHSHOWMODE_PREVIOUS:
break;
case HEALTHSHOWMODE_UPDATING:
case HEALTHSHOWMODE_CURRENT:
g_Vars.currentplayer->oldhealth = g_Vars.currentplayer->apparenthealth;
g_Vars.currentplayer->oldarmour = g_Vars.currentplayer->apparentarmour;
break;
case HEALTHSHOWMODE_CLOSING:
g_Vars.currentplayer->oldhealth = g_Vars.currentplayer->bondhealth;
g_Vars.currentplayer->oldarmour = playerGetShieldFrac();
break;
}
switch (g_Vars.currentplayer->healthshowmode) {
case HEALTHSHOWMODE_HIDDEN:
g_Vars.currentplayer->healthshowtime = 0;
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_OPENING;
break;
case HEALTHSHOWMODE_OPENING:
case HEALTHSHOWMODE_PREVIOUS:
break;
case HEALTHSHOWMODE_UPDATING:
case HEALTHSHOWMODE_CURRENT:
g_Vars.currentplayer->healthshowtime = g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].updatestartframe;
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_UPDATING;
break;
case HEALTHSHOWMODE_CLOSING:
g_Vars.currentplayer->healthshowtime = g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].openendframe * playerGetHealthBarHeightFrac();
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_OPENING;
break;
}
}
/**
* Update properties relating to the damage flash and health bar updating.
*/
void playerTickDamageAndHealth(void)
{
/**
* Handle flash of red when the player is damaged.
*
* damageshowtime is an incrementing timer. It's set to a negative value
* normally, 0 when damaged, then ticks up while the flash of red is
* visible.
*
* The player's health is split into 8 equally-sized parts, and the selected
* part determines which damage type is used. At lower health, the red flash
* and health bar animate faster.
*/
if (g_Vars.currentplayer->damageshowtime >= 0.0f) {
if (g_Vars.currentplayer->damageshowtime == 0) {
// This is the first frame of damage
bgunSetSightVisible(GUNSIGHTREASON_DAMAGE, false);
g_Vars.currentplayer->damagetype = (s32)(playerGetHealthFrac() * 8.0f);
if (g_Vars.currentplayer->damagetype > DAMAGETYPE_7) {
g_Vars.currentplayer->damagetype = DAMAGETYPE_7;
}
if (g_Vars.currentplayer->damagetype < DAMAGETYPE_0) {
g_Vars.currentplayer->damagetype = DAMAGETYPE_0;
}
}
if (!g_Vars.currentplayer->isdead
&& g_Vars.currentplayer->damageshowtime <= g_DamageTypes[g_Vars.currentplayer->damagetype].flashendframe) {
f32 inc;
if (g_Vars.currentplayer->pausemode == PAUSEMODE_UNPAUSED) {
inc = g_Vars.lvupdate60freal;
} else {
inc = g_Vars.diffframe240freal;
}
if (inc > 5) {
inc = 5;
}
g_Vars.currentplayer->damageshowtime += inc;
if (g_Vars.currentplayer->damageshowtime >= g_DamageTypes[g_Vars.currentplayer->damagetype].flashstartframe
&& g_Vars.currentplayer->damageshowtime <= g_DamageTypes[g_Vars.currentplayer->damagetype].flashendframe) {
f32 alpha;
f32 flashdoneframes = g_Vars.currentplayer->damageshowtime - g_DamageTypes[g_Vars.currentplayer->damagetype].flashstartframe;
f32 flashfullframe = g_DamageTypes[g_Vars.currentplayer->damagetype].flashfullframe;
f32 totalframes = g_DamageTypes[g_Vars.currentplayer->damagetype].flashendframe - g_DamageTypes[g_Vars.currentplayer->damagetype].flashstartframe;
if (flashdoneframes < flashfullframe) {
alpha = g_DamageTypes[g_Vars.currentplayer->damagetype].maxalpha * flashdoneframes / flashfullframe;
} else {
alpha = g_DamageTypes[g_Vars.currentplayer->damagetype].maxalpha * (totalframes - flashdoneframes) / (totalframes - flashfullframe);
}
playerSetFadeColour(
g_DamageTypes[g_Vars.currentplayer->damagetype].red,
g_DamageTypes[g_Vars.currentplayer->damagetype].green,
g_DamageTypes[g_Vars.currentplayer->damagetype].blue, alpha);
}
} else {
g_Vars.currentplayer->damageshowtime = -1;
playerSetFadeColour(0xff, 0xff, 0xff, 0);
if (!g_Vars.currentplayer->isdead) {
bgunSetSightVisible(GUNSIGHTREASON_DAMAGE, true);
}
}
}
/**
* Handle updating the health bar.
*
* This works similarly to the damage code above, in that the health bar is
* split into 8 parts and the current part is used to look up settings.
*/
if (playerIsHealthVisible()) {
if (g_Vars.currentplayer->healthshowmode == HEALTHSHOWMODE_OPENING) {
g_Vars.currentplayer->healthdamagetype = (s32)((playerGetHealthFrac() + playerGetShieldFrac()) * 8.0f);
if (g_Vars.currentplayer->healthdamagetype > DAMAGETYPE_7) {
g_Vars.currentplayer->healthdamagetype = DAMAGETYPE_7;
}
if (g_Vars.currentplayer->healthdamagetype < DAMAGETYPE_0) {
g_Vars.currentplayer->healthdamagetype = DAMAGETYPE_0;
}
}
if (!g_Vars.currentplayer->isdead) {
f32 updatedoneframes;
f32 updateduration;
f32 frac;
f32 healthdiff;
f32 armourdiff;
switch (g_Vars.currentplayer->healthshowmode) {
case HEALTHSHOWMODE_OPENING:
g_Vars.currentplayer->apparenthealth = g_Vars.currentplayer->oldhealth;
g_Vars.currentplayer->apparentarmour = g_Vars.currentplayer->oldarmour;
g_Vars.currentplayer->healthshowtime += g_Vars.diffframe60freal;
if (g_Vars.currentplayer->healthshowtime >= g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].openendframe) {
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_PREVIOUS;
}
break;
case HEALTHSHOWMODE_PREVIOUS:
g_Vars.currentplayer->apparenthealth = g_Vars.currentplayer->oldhealth;
g_Vars.currentplayer->apparentarmour = g_Vars.currentplayer->oldarmour;
g_Vars.currentplayer->healthshowtime += g_Vars.diffframe60freal;
if (currentPlayerIsMenuOpenInSoloOrMp()) {
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_CURRENT;
}
if (g_Vars.currentplayer->healthshowtime >= g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].updatestartframe) {
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_UPDATING;
}
break;
case HEALTHSHOWMODE_UPDATING:
g_Vars.currentplayer->healthshowtime += g_Vars.diffframe60freal;
updatedoneframes = g_Vars.currentplayer->healthshowtime - g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].updatestartframe;
updateduration = (f32)g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].updateendframe - (f32)g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].updatestartframe;
frac = updatedoneframes / updateduration;
if (frac < 0) {
frac = 0;
}
if (frac > 1) {
frac = 1;
}
if (currentPlayerIsMenuOpenInSoloOrMp()) {
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_CURRENT;
}
healthdiff = g_Vars.currentplayer->oldhealth - g_Vars.currentplayer->bondhealth;
armourdiff = g_Vars.currentplayer->oldarmour - playerGetShieldFrac();
g_Vars.currentplayer->apparenthealth = g_Vars.currentplayer->oldhealth - frac * healthdiff;
g_Vars.currentplayer->apparentarmour = g_Vars.currentplayer->oldarmour - frac * armourdiff;
if (g_Vars.currentplayer->healthshowtime >= g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].updateendframe) {
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_CURRENT;
}
break;
case HEALTHSHOWMODE_CURRENT:
g_Vars.currentplayer->apparenthealth = g_Vars.currentplayer->bondhealth;
g_Vars.currentplayer->apparentarmour = playerGetShieldFrac();
g_Vars.currentplayer->healthshowtime += g_Vars.diffframe60freal;
if (currentPlayerIsMenuOpenInSoloOrMp()) {
g_Vars.currentplayer->healthshowtime = g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].closestartframe;
}
if (g_Vars.currentplayer->healthshowtime >= g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].closestartframe
&& !currentPlayerIsMenuOpenInSoloOrMp()) {
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_CLOSING;
g_Vars.currentplayer->healthshowtime = g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].closestartframe;
}
break;
case HEALTHSHOWMODE_CLOSING:
g_Vars.currentplayer->healthshowtime += g_Vars.diffframe60freal;
if (g_Vars.currentplayer->healthshowtime >= g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].closeendframe) {
g_Vars.currentplayer->healthshowtime = -1;
g_Vars.currentplayer->healthshowmode = HEALTHSHOWMODE_HIDDEN;
}
break;
}
} else {
g_Vars.currentplayer->healthshowtime = -1;
g_Vars.currentplayer->healthshowmode = 0;
}
}
}
bool playerIsDamageVisible(void)
{
return g_Vars.currentplayer->damageshowtime >= 0;
}
/**
* Trigger the red flash when the player is damaged.
*
* May be called while the red flash is already happening, which may result in
* the fade being reset to the full alpha point.
*/
void playerDisplayDamage(void)
{
/**
* @bug: This should be using damagetype (not healthdamagetype) as the array
* index. These are usually the same value, but I beleive they may be
* different if the player has low health with a shield.
*/
if (g_Vars.currentplayer->damageshowtime >= g_DamageTypes[g_Vars.currentplayer->healthdamagetype].flashfullframe) {
g_Vars.currentplayer->damageshowtime = g_DamageTypes[g_Vars.currentplayer->healthdamagetype].flashfullframe;
return;
}
if (g_Vars.currentplayer->damageshowtime < 0) {
g_Vars.currentplayer->damageshowtime = 0;
}
}
Gfx *playerRenderHealthBar(Gfx *gdl)
{
Mtxf matrix;
Mtxf *addr = gfxAllocateMatrix();
mtx00016ae4(&matrix, 0, 370, 0, 0, 0, 0, 0, 0, -1);
mtxF2L(&matrix, addr);
gSPMatrix(gdl++, osVirtualToPhysical((void *)addr), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(gdl++);
gDPSetCycleType(gdl++, G_CYC_1CYCLE);
gDPSetRenderMode(gdl++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
gDPSetAlphaCompare(gdl++, G_AC_NONE);
gDPSetCombineMode(gdl++, G_CC_SHADE, G_CC_SHADE);
gDPSetPrimColorViaWord(gdl++, 0, 0, 0xe6e6e600);
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
gdl = healthbarDraw(gdl, NULL, 0, 0);
gSPMatrix(gdl++, osVirtualToPhysical(camGetPerspectiveMtxL()), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
return gdl;
}
void playerSurroundWithExplosions(s32 arg0)
{
g_Vars.currentplayer->bondexploding = true;
g_Vars.currentplayer->bondnextexplode = arg0 + g_Vars.lvframe60;
g_Vars.currentplayer->bondcurexplode = 0;
}
void playerTickExplode(void)
{
g_Vars.currentplayer->bondcurexplode++;
if (g_Vars.currentplayer->bondexploding && !g_PlayerInvincible
&& g_Vars.lvframe60 > g_Vars.currentplayer->bondnextexplode) {
struct coord pos;
pos.x = g_Vars.currentplayer->prop->pos.x;
pos.y = g_Vars.currentplayer->prop->pos.y;
pos.z = g_Vars.currentplayer->prop->pos.z;
switch (g_Vars.currentplayer->bondcurexplode % 4) {
case 0: pos.x += 250.0f + 150.0f * RANDOMFRAC(); break;
case 1: pos.x -= 250.0f + 150.0f * RANDOMFRAC(); break;
case 2: pos.z += 250.0f + 150.0f * RANDOMFRAC(); break;
case 3: pos.z -= 250.0f + 150.0f * RANDOMFRAC(); break;
}
pos.y += 200.0f * RANDOMFRAC() - 100.0f;
explosionCreateSimple(NULL, &pos, g_Vars.currentplayer->prop->rooms, EXPLOSIONTYPE_BONDEXPLODE, g_Vars.currentplayernum);
g_Vars.currentplayer->bondnextexplode = g_Vars.lvframe60 + TICKS(15) + (random() % TICKS(15));
}
}
void playerResetLoResIf4Mb(void)
{
if (IS4MB()) {
#if VERSION >= VERSION_PAL_BETA
g_ViModes[VIRES_LO].fbwidth = 320;
g_ViModes[VIRES_LO].fbheight = 220;
g_ViModes[VIRES_LO].width = 320;
g_ViModes[VIRES_LO].yscale = 1;
g_ViModes[VIRES_LO].xscale = 1;
g_ViModes[VIRES_LO].fullheight = 220;
g_ViModes[VIRES_LO].fulltop = 0;
#else
g_ViModes[VIRES_LO].fbheight = 220;
g_ViModes[VIRES_LO].fulltop = 0;
g_ViModes[VIRES_LO].fullheight = 220;
#endif
g_ViModes[VIRES_LO].wideheight = 180;
g_ViModes[VIRES_LO].widetop = 20;
g_ViModes[VIRES_LO].cinemaheight = 136;
g_ViModes[VIRES_LO].cinematop = 42;
}
}
void playerSetHiResEnabled(bool enable)
{
g_HiResEnabled = enable;
}
s16 playerGetFbWidth(void)
{
s16 width = g_ViModes[g_ViRes].fbwidth;
return width;
}
s16 playerGetFbHeight(void)
{
s16 height = g_ViModes[g_ViRes].fbheight;
if (g_Vars.fourmeg2player) {
height = height >> 1;
}
return height;
}
#if VERSION >= VERSION_NTSC_1_0
bool playerHasSharedViewport(void)
{
if ((g_Vars.coopplayernum >= 0 || g_Vars.antiplayernum >= 0)
&& menuGetRoot() == MENUROOT_MPENDSCREEN
&& var8009dfc0 == 0) {
return true;
}
return (g_InCutscene && !g_MainIsEndscreen) || menuGetRoot() == MENUROOT_COOPCONTINUE;
}
#endif
s16 playerGetViewportWidth(void)
{
s16 width;
#if VERSION >= VERSION_NTSC_1_0
if (!playerHasSharedViewport())
#else
if ((!g_InCutscene || g_MainIsEndscreen) && menuGetRoot() != MENUROOT_COOPCONTINUE)
#endif
{
if (PLAYERCOUNT() >= 3) {
// 3/4 players
width = g_ViModes[g_ViRes].width / 2;
if (g_Vars.currentplayernum == 0 || g_Vars.currentplayernum == 2) {
width--;
}
} else if (PLAYERCOUNT() == 2) {
if (optionsGetScreenSplit() == SCREENSPLIT_VERTICAL || g_Vars.fourmeg2player) {
// 2 players vsplit
width = g_ViModes[g_ViRes].width / 2;
if (g_Vars.currentplayernum == 0) {
width--;
}
} else {
// 2 players full width
width = g_ViModes[g_ViRes].width;
}
} else {
// 1 player
width = g_ViModes[g_ViRes].width;
}
} else {
// Probably cutscene
width = g_ViModes[g_ViRes].width;
}
return width;
}
s16 playerGetViewportLeft(void)
{
#if VERSION >= VERSION_NTSC_1_0
s32 something = !playerHasSharedViewport();
#else
s32 something = !((g_InCutscene && !g_MainIsEndscreen) || menuGetRoot() == MENUROOT_COOPCONTINUE);
#endif
s16 left;
if (PLAYERCOUNT() >= 3 && something != 0) {
if (g_Vars.currentplayernum == 1 || g_Vars.currentplayernum == 3) {
// 3/4 players - right side
left = g_ViModes[g_ViRes].width / 2 + g_ViModes[g_ViRes].fbwidth - g_ViModes[g_ViRes].width;
} else {
// 3/4 players - left side
left = g_ViModes[g_ViRes].fbwidth - g_ViModes[g_ViRes].width;
}
} else if (PLAYERCOUNT() == 2 && something != 0) {
if (optionsGetScreenSplit() == SCREENSPLIT_VERTICAL || g_Vars.fourmeg2player) {
if (g_Vars.currentplayernum == 1) {
// 2 players vsplit - right side
left = (g_ViModes[g_ViRes].width / 2) + g_ViModes[g_ViRes].fbwidth - g_ViModes[g_ViRes].width;
} else {
// 2 players vsplit - left side
left = g_ViModes[g_ViRes].fbwidth - g_ViModes[g_ViRes].width;
}
} else {
// 2 players - full width
left = g_ViModes[g_ViRes].fbwidth - g_ViModes[g_ViRes].width;
}
} else {
// Full screen
left = g_ViModes[g_ViRes].fbwidth - g_ViModes[g_ViRes].width;
}
return left;
}
s16 playerGetViewportHeight(void)
{
s16 height;
if (PLAYERCOUNT() >= 2
#if VERSION >= VERSION_NTSC_1_0
&& !playerHasSharedViewport()
#else
&& !((g_InCutscene && !g_MainIsEndscreen) || menuGetRoot() == MENUROOT_COOPCONTINUE)
#endif
) {
s16 tmp = g_ViModes[g_ViRes].fullheight;
if (IS4MB() && !g_Vars.fourmeg2player) {
height = tmp;
} else {
height = tmp / 2;
}
if (PLAYERCOUNT() == 2) {
if (optionsGetScreenSplit() == SCREENSPLIT_VERTICAL) {
height = tmp;
} else if (g_Vars.currentplayernum == 0 && IS8MB()) {
height--;
}
} else if (g_Vars.currentplayernum == 0 || g_Vars.currentplayernum == 1) {
height--;
}
} else {
if (optionsGetEffectiveScreenSize() == SCREENSIZE_WIDE) {
height = g_ViModes[g_ViRes].wideheight;
} else if (optionsGetEffectiveScreenSize() == SCREENSIZE_CINEMA) {
height = g_ViModes[g_ViRes].cinemaheight;
} else if (g_InCutscene && !var8009dfc0) {
if (var8009de2c >= 1) {
f32 a = g_ViModes[g_ViRes].wideheight;
f32 b = g_ViModes[g_ViRes].fullheight;
a = a * (1.0f - g_CutsceneBarFrac);
b = b * g_CutsceneBarFrac;
height = a + b;
} else {
height = g_ViModes[g_ViRes].wideheight;
}
} else {
height = g_ViModes[g_ViRes].fullheight;
}
}
return height;
}
s16 playerGetViewportTop(void)
{
s16 top;
if (PLAYERCOUNT() >= 2
#if VERSION >= VERSION_NTSC_1_0
&& !playerHasSharedViewport()
#else
&& (!g_InCutscene || g_MainIsEndscreen)
&& menuGetRoot() != MENUROOT_COOPCONTINUE
#endif
) {
top = g_ViModes[g_ViRes].fulltop;
#if VERSION >= VERSION_NTSC_1_0
if (optionsGetScreenSplit() != SCREENSPLIT_VERTICAL || PLAYERCOUNT() != 2)
#else
if (optionsGetScreenSplit() != SCREENSPLIT_VERTICAL)
#endif
{
if (PLAYERCOUNT() == 2
&& g_Vars.currentplayernum == 1
&& optionsGetScreenSplit() != SCREENSPLIT_VERTICAL
&& !g_Vars.fourmeg2player) {
// 2 players hsplit - bottom side
top = g_ViModes[g_ViRes].fulltop + g_ViModes[g_ViRes].fullheight / 2;
} else if (g_Vars.currentplayernum == 2 || g_Vars.currentplayernum == 3) {
// 3/4 players - bottom side
top = g_ViModes[g_ViRes].fulltop + g_ViModes[g_ViRes].fullheight / 2;
}
}
} else {
if (optionsGetEffectiveScreenSize() == SCREENSIZE_WIDE) {
if (g_InCutscene && optionsGetCutsceneSubtitles() && g_Vars.stagenum != STAGE_CITRAINING) {
if (var8009de2c >= 1) {
f32 a = g_ViModes[g_ViRes].fulltop;
f32 b = g_ViModes[g_ViRes].widetop;
a = a * (1.0f - g_CutsceneBarFrac);
b = b * g_CutsceneBarFrac;
top = a + b;
} else {
top = g_ViModes[g_ViRes].fulltop;
}
} else {
top = g_ViModes[g_ViRes].widetop;
}
} else if (optionsGetEffectiveScreenSize() == SCREENSIZE_CINEMA) {
top = g_ViModes[g_ViRes].cinematop;
} else {
if (g_InCutscene && !var8009dfc0
&& (!optionsGetCutsceneSubtitles() || g_Vars.stagenum == STAGE_CITRAINING)) {
if (var8009de2c >= 1) {
f32 a = g_ViModes[g_ViRes].widetop;
f32 b = g_ViModes[g_ViRes].fulltop;
a = a * (1.0f - g_CutsceneBarFrac);
b = b * g_CutsceneBarFrac;
top = a + b;
} else {
top = g_ViModes[g_ViRes].widetop;
}
} else {
return g_ViModes[g_ViRes].fulltop;
}
}
}
return top;
}
f32 player0f0bd358(void)
{
f32 result;
s16 stack;
s16 height = playerGetViewportHeight();
s16 width = playerGetViewportWidth();
result = (f32)width / (f32)height;
result = g_ViModes[g_ViRes].yscale * result;
return result;
}
void playerUpdateShake(void)
{
struct coord coord = {0, 0, 0};
if (g_Vars.currentplayer->isdead == false) {
explosionsUpdateShake(&g_Vars.currentplayer->bond2.unk10, &g_Vars.currentplayer->bond2.unk1c, &coord);
} else {
viShake(0);
}
}
void playerAutoWalk(s16 aimpad, u8 walkspeed, u8 turnspeed, u8 lookup, u8 dist)
{
playerSetTickMode(TICKMODE_AUTOWALK);
g_Vars.currentplayer->autocontrol_aimpad = aimpad;
g_Vars.currentplayer->autocontrol_walkspeed = walkspeed;
g_Vars.currentplayer->autocontrol_turnspeed = turnspeed;
g_Vars.currentplayer->autocontrol_lookup = lookup;
g_Vars.currentplayer->autocontrol_dist = dist;
}
void playerLaunchSlayerRocket(struct weaponobj *rocket)
{
g_Vars.currentplayer->slayerrocket = rocket;
g_Vars.currentplayer->visionmode = VISIONMODE_SLAYERROCKET;
// Turn off these devices
g_Vars.currentplayer->devicesactive &= ~(
DEVICE_NIGHTVISION |
DEVICE_XRAYSCANNER |
DEVICE_EYESPY |
DEVICE_IRSCANNER);
g_Vars.currentplayer->badrockettime = 0;
}
void playerTickTeleport(f32 *aspectratio)
{
if (g_Vars.currentplayer->teleportstate) {
// empty
}
// State 1: TELEPORTSTATE_PREENTER
// Wait in this state for 24 ticks
if (g_Vars.currentplayer->teleportstate == TELEPORTSTATE_PREENTER) {
u32 time = g_Vars.currentplayer->teleporttime + g_Vars.lvupdate60;
if (time >= 24) {
g_Vars.currentplayer->teleporttime = 0;
g_Vars.currentplayer->teleportstate = TELEPORTSTATE_ENTERING;
} else {
g_Vars.currentplayer->teleporttime = time;
}
}
// State 2: TELEPORTSTATE_ENTERING
// Adjust aspect ratio over 48 ticks
if (g_Vars.currentplayer->teleportstate == TELEPORTSTATE_ENTERING) {
u32 time = g_Vars.currentplayer->teleporttime + g_Vars.lvupdate60;
if (g_Vars.currentplayer->teleporttime == 48) {
g_Vars.currentplayer->teleportstate = TELEPORTSTATE_WHITE;
g_Vars.currentplayer->teleporttime = 0;
} else if (time >= 48) {
g_Vars.currentplayer->teleporttime = 48;
} else {
f32 tmp = 1 - cosf((time / 48.0f) * M_PI * 0.5f);
g_Vars.currentplayer->teleporttime = time;
*aspectratio = *aspectratio / (1.0f + 4.0f * tmp);
}
}
// State 3: TELEPORTSTATE_WHITE
// Wait indefinitely for AI scripting to progress it to state 4
// State 4: TELEPORTSTATE_EXITING
// Adjust aspect ratio over 48 ticks, but with slightly faster
// time progression in the first several ticks.
if (g_Vars.currentplayer->teleportstate == TELEPORTSTATE_EXITING) {
u32 time = g_Vars.currentplayer->teleporttime + g_Vars.lvupdate60;
if (g_Vars.currentplayer->teleporttime < 7) {
time = g_Vars.currentplayer->teleporttime + 1;
}
if (time >= 48) {
g_Vars.currentplayer->teleporttime = 0;
g_Vars.currentplayer->teleportstate = TELEPORTSTATE_INACTIVE;
} else {
f32 tmp = 1 - cosf(((47 - time) / 48.0f) * M_PI * 0.5f);
g_Vars.currentplayer->teleporttime = time;
*aspectratio = *aspectratio * (1.0f + 4.0f * tmp);
}
}
if (g_Vars.currentplayer->teleportstate != TELEPORTSTATE_INACTIVE) {
f32 fovy = playerGetTeleportFovY();
playermgrSetFovY(fovy);
viSetFovY(fovy);
}
}
void playerConfigureVi(void)
{
f32 ratio = player0f0bd358();
g_ViRes = VIRES_LO;
text0f1531dc(false);
#if VERSION >= VERSION_JPN_FINAL
var800800f0jf = 0;
#endif
playermgrSetFovY(60);
playermgrSetAspectRatio(ratio);
playermgrSetViewSize(playerGetViewportWidth(), playerGetViewportHeight());
playermgrSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
viSetMode(g_ViModes[g_ViRes].xscale);
viSetFovAspectAndSize(60, ratio, playerGetViewportWidth(), playerGetViewportHeight());
viSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
viSetSize(playerGetFbWidth(), playerGetFbHeight());
viSetBufSize(playerGetFbWidth(), playerGetFbHeight());
}
void playerTick(bool arg0)
{
f32 aspectratio;
f32 f20;
g_ViRes = g_HiResEnabled;
if ((g_Vars.coopplayernum >= 0 || g_Vars.antiplayernum >= 0) && PLAYERCOUNT() > 1) {
g_ViRes = VIRES_LO;
}
#if PAL
text0f1531dc(false);
#else
if (g_ViRes == VIRES_HI) {
text0f1531dc(true);
} else {
text0f1531dc(false);
}
#endif
#if VERSION >= VERSION_JPN_FINAL
var800800f0jf = 0;
#endif
if (optionsGetScreenRatio() == SCREENRATIO_16_9) {
aspectratio = player0f0bd358() * 1.33333333f;
} else {
aspectratio = player0f0bd358();
}
#if PAL
aspectratio *= 1.1904761791229f;
#endif
mainOverrideVariable("tps", &var8007083c);
if (var8007083c != TELEPORTSTATE_INACTIVE) {
var8007083c = TELEPORTSTATE_INACTIVE;
g_Vars.currentplayer->teleporttime = 0;
g_Vars.currentplayer->teleportstate = TELEPORTSTATE_PREENTER;
}
if (g_Vars.currentplayer->teleportstate != TELEPORTSTATE_INACTIVE) {
playerTickTeleport(&aspectratio);
}
if (g_Vars.stagenum == STAGE_TEST_OLD && func0f01ad5c()) {
func0f01adb8();
return;
}
playermgrSetFovY(60);
playermgrSetAspectRatio(aspectratio);
playermgrSetViewSize(playerGetViewportWidth(), playerGetViewportHeight());
playermgrSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
viSetMode(g_ViModes[g_ViRes].xscale);
viSetFovAspectAndSize(60, aspectratio, playerGetViewportWidth(), playerGetViewportHeight());
viSetViewPosition(playerGetViewportLeft(), playerGetViewportTop());
viSetSize(playerGetFbWidth(), playerGetFbHeight());
viSetBufSize(playerGetFbWidth(), playerGetFbHeight());
playerUpdateColourScreenProperties();
playerTickChrFade();
bmoveSetAutoAimY(optionsGetAutoAim(g_Vars.currentplayerstats->mpindex));
bmoveSetAutoAimX(optionsGetAutoAim(g_Vars.currentplayerstats->mpindex));
bmoveSetAutoMoveCentreEnabled(optionsGetLookAhead(g_Vars.currentplayerstats->mpindex));
bgunSetGunAmmoVisible(GUNAMMOREASON_OPTION, optionsGetAmmoOnScreen(g_Vars.currentplayerstats->mpindex));
bgunSetSightVisible(GUNSIGHTREASON_1, true);
if ((g_Vars.tickmode == TICKMODE_GE_FADEIN || g_Vars.tickmode == TICKMODE_NORMAL) && !g_InCutscene && !g_MainIsEndscreen) {
g_Vars.currentplayer->bondviewlevtime60 += g_Vars.lvupdate60;
}
if (g_Vars.currentplayer->devicesactive & DEVICE_SUICIDEPILL) {
playerDieByShooter(g_Vars.currentplayernum, true);
}
playerTickDamageAndHealth();
playerTickExplode();
if (g_Vars.currentplayer->eyespy) {
// The stage uses an eyespy
struct eyespy *eyespy = g_Vars.currentplayer->eyespy;
u32 playernum = g_Vars.currentplayernum;
if (g_Vars.tickmode == TICKMODE_CUTSCENE) {
// Turn off the eyespy if active
struct chrdata *chr = eyespy->prop->chr;
eyespy->deployed = false;
eyespy->held = true;
eyespy->active = false;
func0f0926bc(eyespy->prop, 1, 0xffff);
chr->chrflags |= CHRCFLAG_HIDDEN;
chr->chrflags |= CHRCFLAG_INVINCIBLE;
g_Vars.currentplayer->devicesactive &= ~DEVICE_EYESPY;
} else {
if (eyespy->held == false) {
// Eyespy is deployed
#if VERSION >= VERSION_NTSC_1_0
if (g_Vars.currentplayer->eyespy->active) {
// And is being controlled
s8 contpad1 = optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex);
u16 buttons = arg0 ? joyGetButtons(contpad1, 0xffff) : 0;
if (g_Vars.currentplayer->isdead == false
&& g_Vars.currentplayer->pausemode == PAUSEMODE_UNPAUSED
&& (buttons & START_BUTTON)) {
if (g_Vars.mplayerisrunning == false) {
playerPause(MENUROOT_MAINMENU);
} else {
mpPushPauseDialog();
}
}
}
#endif
if (g_Vars.lvupdate240) {
eyespyProcessInput(arg0);
}
} else {
// Eyespy is held
// If eyespy is activated, launch it
if ((g_Vars.currentplayer->devicesactive & ~g_Vars.currentplayer->devicesinhibit & DEVICE_EYESPY)
&& g_PlayersWithControl[playernum]
&& !eyespyTryLaunch()) {
// Launch failed
eyespy->held = true;
eyespy->active = false;
g_Vars.currentplayer->devicesactive &= ~DEVICE_EYESPY;
}
}
if (eyespy->deployed
&& g_PlayersWithControl[playernum]
&& (g_Vars.currentplayer->devicesactive & ~g_Vars.currentplayer->devicesinhibit & DEVICE_EYESPY)) {
// Eyespy is being controlled
if (eyespy->active == false) {
// Eyespy is being turned off
eyespy->active = true;
eyespy->buttonheld = eyespy->camerabuttonheld = false;
eyespy->camerashuttertime = 0;
eyespy->startuptimer60 = 0;
eyespy->prop->chr->soundtimer = TICKS(10);
sndStart(var80095200, SFX_DETONATE, NULL, -1, -1, -1, -1, -1);
}
g_Vars.currentplayer->invdowntime = TICKS(-40);
}
}
}
if (lvIsPaused()) {
playerStopAudioForPause();
}
if (g_Vars.currentplayer->pausemode != PAUSEMODE_UNPAUSED) {
playerTickPauseMenu();
}
if (g_Vars.currentplayer->visionmode == VISIONMODE_SLAYERROCKET) {
if (g_Vars.currentplayer->slayerrocket == NULL || g_Vars.currentplayer->isdead) {
g_Vars.currentplayer->slayerrocket = NULL;
#if VERSION >= VERSION_NTSC_1_0
g_Vars.currentplayer->visionmode = VISIONMODE_SLAYERROCKETSTATIC;
#else
g_Vars.currentplayer->visionmode = VISIONMODE_NORMAL;
#endif
}
}
if (g_Vars.tickmode != TICKMODE_CUTSCENE) {
g_InCutscene = false;
}
if (g_Vars.tickmode == (u32)TICKMODE_CUTSCENE) {
// In a cutscene
s32 i;
playerTickChrBody();
if (g_Vars.currentplayer->haschrbody) {
g_Vars.currentplayer->invdowntime = TICKS(-40);
bmoveTick(0, 0, 0, 1);
playerTickCutscene(arg0);
g_Vars.currentplayer->invdowntime = TICKS(-40);
}
for (i = 0; i < PLAYERCOUNT(); i++) {
g_Vars.players[i]->joybutinhibit = 0xffffffff;
}
} else if (g_Vars.currentplayer->eyespy
&& (g_Vars.currentplayer->devicesactive & ~g_Vars.currentplayer->devicesinhibit & DEVICE_EYESPY)
&& g_Vars.currentplayer->eyespy->active) {
// Controlling an eyespy
struct coord sp308;
playermgrSetFovY(120);
viSetFovY(120);
sp308.x = g_Vars.currentplayer->eyespy->prop->pos.x;
sp308.y = g_Vars.currentplayer->eyespy->prop->pos.y;
sp308.z = g_Vars.currentplayer->eyespy->prop->pos.z;
playerTickChrBody();
bmoveTick(0, 0, 0, 1);
playerSetCameraMode(CAMERAMODE_EYESPY);
#if VERSION >= VERSION_JPN_FINAL
player0f0c1840(&sp308, &g_Vars.currentplayer->eyespy->up, &g_Vars.currentplayer->eyespy->look,
&g_Vars.currentplayer->eyespy->prop->pos, g_Vars.currentplayer->eyespy->prop->rooms);
#else
player0f0c1bd8(&sp308, &g_Vars.currentplayer->eyespy->up, &g_Vars.currentplayer->eyespy->look);
#endif
} else if (g_Vars.currentplayer->teleportstate == TELEPORTSTATE_WHITE) {
// Deep Sea teleport
playerTickChrBody();
g_WarpType1Pad = g_Vars.currentplayer->teleportcamerapad;
bmoveTick(0, 0, 0, 1);
playerExecutePreparedWarp();
} else if (g_Vars.currentplayer->visionmode == (u32)VISIONMODE_SLAYERROCKET) {
// Controlling a Slayer rocket
struct coord rocketpos = {0, 0, 0};
struct coord sp2f0 = {0, 0, 1};
struct coord sp2e4 = {0, 1, 0};
bool rocketok = false;
struct weaponobj *rocket = g_Vars.currentplayer->slayerrocket;
playerSetCameraMode(CAMERAMODE_THIRDPERSON);
playerTickChrBody();
bmoveTick(0, 0, 0, 1);
playerUpdateShake();
if (rocket && rocket->base.prop) {
f32 sp2b8[3][3];
struct coord sp2ac;
f32 sp2a8 = sqrtf(
rocket->base.realrot[0][0] * rocket->base.realrot[0][0] +
rocket->base.realrot[1][0] * rocket->base.realrot[1][0] +
rocket->base.realrot[2][0] * rocket->base.realrot[2][0]);
s16 inrooms[21];
s16 aboverooms[21];
s16 bestroom;
s16 outofbounds = false;
sp2b8[0][0] = rocket->base.realrot[0][0] / sp2a8;
sp2b8[0][1] = rocket->base.realrot[0][1] / sp2a8;
sp2b8[0][2] = rocket->base.realrot[0][2] / sp2a8;
sp2b8[1][0] = rocket->base.realrot[1][0] / sp2a8;
sp2b8[1][1] = rocket->base.realrot[1][1] / sp2a8;
sp2b8[1][2] = rocket->base.realrot[1][2] / sp2a8;
sp2b8[2][0] = rocket->base.realrot[2][0] / sp2a8;
sp2b8[2][1] = rocket->base.realrot[2][1] / sp2a8;
sp2b8[2][2] = rocket->base.realrot[2][2] / sp2a8;
rocketpos.x = rocket->base.prop->pos.x;
rocketpos.y = rocket->base.prop->pos.y;
rocketpos.z = rocket->base.prop->pos.z;
bgFindRoomsByPos(&rocketpos, inrooms, aboverooms, 20, &bestroom);
if (inrooms[0] == -1) {
outofbounds = true;
}
if (outofbounds) {
// Slayer rocket has flown out of bounds
// Allow 2 seconds of this, then blow up rocket
g_Vars.currentplayer->badrockettime += g_Vars.lvupdate60;
if (g_Vars.currentplayer->badrockettime > TICKS(120)) {
#if VERSION >= VERSION_NTSC_1_0
g_Vars.currentplayer->visionmode = VISIONMODE_SLAYERROCKETSTATIC;
#else
g_Vars.currentplayer->visionmode = VISIONMODE_NORMAL;
#endif
}
} else if (g_Vars.currentplayer->badrockettime > 0) {
// Slayer rocket is in bounds, but was recently out
g_Vars.currentplayer->badrockettime -= g_Vars.lvupdate60;
if (g_Vars.currentplayer->badrockettime < 0) {
g_Vars.currentplayer->badrockettime = 0;
}
}
mtx00016208(sp2b8, &sp2f0);
mtx00016208(sp2b8, &sp2e4);
if (rocket->base.hidden & OBJHFLAG_PROJECTILE) {
struct projectile *projectile = rocket->base.projectile;
u32 mode = optionsGetControlMode(g_Vars.currentplayerstats->mpindex);
f32 targetspeed;
s8 contpad1 = optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex);
s8 contpad2 = optionsGetContpadNum2(g_Vars.currentplayerstats->mpindex);
s8 stickx = 0;
s8 sticky = 0;
Mtxf sp1fc;
Mtxf sp1bc;
Mtxf sp17c;
f32 sp178;
f32 sp174;
f32 sp15c[6];
f32 sp14c[4];
f32 sp13c[4];
f32 sp12c[4];
f32 prevspeed;
#ifdef AVOID_UB
f32 sp11c[4];
#else
f32 sp11c[3];
#endif
bool explode = false;
bool slow = false;
bool pause = false;
f32 newspeed;
if (mode == CONTROLMODE_23
|| mode == CONTROLMODE_24
|| mode == CONTROLMODE_22
|| mode == CONTROLMODE_21) {
if (g_PlayersWithControl[g_Vars.currentplayernum]) {
if (mode == CONTROLMODE_21 || mode == CONTROLMODE_22) {
if (joyGetButtons(contpad1, A_BUTTON | B_BUTTON)
|| joyGetButtons(contpad2, A_BUTTON | B_BUTTON)
|| joyGetButtons(contpad2, Z_TRIG)) {
slow = true;
}
if (joyGetButtonsPressedThisFrame(contpad1, Z_TRIG)) {
explode = true;
}
} else {
if (joyGetButtons(contpad1, A_BUTTON | B_BUTTON)
|| joyGetButtons(contpad2, A_BUTTON | B_BUTTON)
|| joyGetButtons(contpad1, Z_TRIG)) {
slow = true;
}
if (joyGetButtonsPressedThisFrame(contpad2, Z_TRIG)) {
explode = true;
}
}
stickx = joyGetStickX(contpad1);
sticky = joyGetStickY(contpad1);
} else {
slow = true;
}
if (joyGetButtons(contpad1, START_BUTTON) || joyGetButtons(contpad2, START_BUTTON)) {
pause = true;
}
} else {
if (g_PlayersWithControl[g_Vars.currentplayernum]) {
if (mode == CONTROLMODE_13 || mode == CONTROLMODE_14) {
if (joyGetButtonsPressedThisFrame(contpad1, A_BUTTON)) {
explode = true;
}
if (joyGetButtons(contpad1, B_BUTTON | Z_TRIG | L_TRIG | R_TRIG)) {
slow = true;
}
} else {
if (joyGetButtonsPressedThisFrame(contpad1, Z_TRIG)) {
explode = true;
}
if (joyGetButtons(contpad1, A_BUTTON | B_BUTTON | L_TRIG | R_TRIG)) {
slow = true;
}
}
stickx = joyGetStickX(contpad1);
sticky = joyGetStickY(contpad1);
} else {
slow = true;
}
if (joyGetButtons(contpad1, START_BUTTON)) {
pause = true;
}
}
if (pause) {
if (g_Vars.mplayerisrunning == false) {
playerPause(MENUROOT_MAINMENU);
} else {
mpPushPauseDialog();
}
}
rocketok = true;
sp2ac.x = sp2b8[0][0];
sp2ac.z = sp2b8[0][2];
sp178 = sticky * LVUPDATE60FREAL() * 0.00025f;
sp174 = -stickx * LVUPDATE60FREAL() * 0.00025f;
f20 = sqrtf(sp2ac.f[0] * sp2ac.f[0] + sp2ac.f[2] * sp2ac.f[2]);
sp2ac.x /= f20;
sp2ac.z /= f20;
f20 = sinf(sp178);
sp14c[0] = cosf(sp178);
sp14c[1] = sp2ac.f[0] * f20;
sp14c[2] = 0;
sp14c[3] = sp2ac.f[2] * f20;
f20 = sinf(sp174);
sp15c[0] = cosf(sp174);
sp15c[1] = 0;
sp15c[2] = sp2b8[1][1] >= 0 ? f20 : -f20;
sp15c[3] = 0;
quaternionMultQuaternion(sp15c, sp14c, sp13c);
quaternionToMtx(sp13c, &sp1fc);
mtx4RotateVecInPlace(&sp1fc, &projectile->speed);
projectile->powerlimit240 = -1;
projectile->flags |= PROJECTILEFLAG_NOTIMELIMIT;
projectile->unk018 = 0;
projectile->unk014 = 0;
projectile->unk010 = 0;
if ((projectile->flags & PROJECTILEFLAG_LAUNCHING) == 0) {
projectile->ownerprop = NULL;
}
if (explode) {
rocket->team = TEAM_00;
}
prevspeed = sqrtf(
projectile->speed.f[0] * projectile->speed.f[0] +
projectile->speed.f[1] * projectile->speed.f[1] +
projectile->speed.f[2] * projectile->speed.f[2]);
if (slow) {
targetspeed = 1;
} else {
targetspeed = 12;
}
newspeed = prevspeed;
if (prevspeed < targetspeed) {
newspeed = prevspeed + 0.05f * LVUPDATE60FREAL();
if (newspeed > targetspeed) {
newspeed = targetspeed;
}
} else if (prevspeed > targetspeed) {
newspeed = prevspeed - 0.05f * LVUPDATE60FREAL();
if (newspeed < targetspeed) {
newspeed = targetspeed;
}
}
projectile->speed.x = (projectile->speed.x * newspeed) / prevspeed;
projectile->speed.y = (projectile->speed.y * newspeed) / prevspeed;
projectile->speed.z = (projectile->speed.z * newspeed) / prevspeed;
mtx3ToMtx4(sp2b8, &sp1bc);
quaternion0f097044(&sp1bc, sp12c);
quaternionMultQuaternion(sp13c, sp12c, sp11c);
quaternionToMtx(sp11c, &sp17c);
mtx4ToMtx3(&sp17c, sp2b8);
rocket->base.realrot[0][0] = sp2b8[0][0] * sp2a8;
rocket->base.realrot[0][1] = sp2b8[0][1] * sp2a8;
rocket->base.realrot[0][2] = sp2b8[0][2] * sp2a8;
rocket->base.realrot[1][0] = sp2b8[1][0] * sp2a8;
rocket->base.realrot[1][1] = sp2b8[1][1] * sp2a8;
rocket->base.realrot[1][2] = sp2b8[1][2] * sp2a8;
rocket->base.realrot[2][0] = sp2b8[2][0] * sp2a8;
rocket->base.realrot[2][1] = sp2b8[2][1] * sp2a8;
rocket->base.realrot[2][2] = sp2b8[2][2] * sp2a8;
}
}
if (!rocketok) {
g_Vars.currentplayer->slayerrocket = NULL;
#if VERSION >= VERSION_NTSC_1_0
g_Vars.currentplayer->visionmode = VISIONMODE_SLAYERROCKETSTATIC;
#else
g_Vars.currentplayer->visionmode = VISIONMODE_NORMAL;
#endif
}
g_Vars.currentplayer->waitforzrelease = true;
if (rocket && rocket->base.prop) {
player0f0c1840(&rocketpos, &sp2e4, &sp2f0, &rocket->base.prop->pos, rocket->base.prop->rooms);
} else {
player0f0c1840(&rocketpos, &sp2e4, &sp2f0, NULL, NULL);
}
} else if (g_Vars.tickmode == TICKMODE_NORMAL) {
// Normal movement
f32 a = 0;
f32 b = 0;
f32 c = 0;
struct coord spf4;
struct prop *prop;
struct chrdata *chr;
s32 i;
playerRemoveChrBody();
if (g_PlayersWithControl[g_Vars.currentplayernum]) {
bmoveTick(1, 1, arg0, 0);
} else {
bmoveTick(0, 0, 0, 1);
}
playerUpdateShake();
playerSetCameraMode(CAMERAMODE_DEFAULT);
spf4.x = g_Vars.currentplayer->bond2.unk10.x;
spf4.y = g_Vars.currentplayer->bond2.unk10.y;
spf4.z = g_Vars.currentplayer->bond2.unk10.z;
spf4.x = a + spf4.x;
spf4.y = b + spf4.y;
spf4.z = c + spf4.z;
player0f0c1840(&spf4,
&g_Vars.currentplayer->bond2.unk28,
&g_Vars.currentplayer->bond2.unk1c,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms);
if (g_Vars.normmplayerisrunning == false
&& g_MissionConfig.iscoop
&& g_Vars.numaibuddies > 0
&& !g_Vars.aibuddiesspawned
&& g_Vars.stagenum != STAGE_CITRAINING
&& g_Vars.lvframenum > 20) {
g_Vars.aibuddiesspawned = true;
// Spawn coop bots
for (i = 0; i < g_Vars.numaibuddies; i++) {
prop = NULL;
// If no buddy cheats are active, spawn Velvet
if ((g_CheatsActiveBank0 & (
1 << CHEAT_PUGILIST
| 1 << CHEAT_HOTSHOT
| 1 << CHEAT_HITANDRUN
| 1 << CHEAT_ALIEN)) == 0) {
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
prop = chrSpawnAtCoord(BODY_DARK_COMBAT, HEAD_VD,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta / 2),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
} else if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_MBR) {
prop = chrSpawnAtCoord(BODY_MRBLONDE, HEAD_MRBLONDE,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
} else {
prop = chrSpawnAtCoord(BODY_DARK_COMBAT, HEAD_VD,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta / 2),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
}
if (prop) {
chr = prop->chr;
chr->flags |= CHRFLAG0_SKIPSAFETYCHECKS;
chr->flags2 |= CHRFLAG1_IGNORECOVER | CHRFLAG1_NOOP_00200000 | CHRFLAG1_AIVSAI_ADVANTAGED;
chr->team = TEAM_ALLY;
chr->squadron = SQUADRON_01;
chr->hidden |= CHRHFLAG_DETECTED;
chr->voicebox = VOICEBOX_FEMALE;
chr->teamscandist = 50;
chr->accuracyrating = 100;
chr->speedrating = 100;
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
chrAddHealth(chr, 40);
} else {
chrAddHealth(chr, 20);
}
chrSetMaxDamage(chr, 4);
chr->chrflags |= CHRCFLAG_00040000;
chr->hidden |= CHRHFLAG_CLOAKED;
chr->cloakfadefinished = true;
chr->cloakfadefrac = 0;
chrGiveWeapon(chr, MODEL_CHRFALCON2, WEAPON_FALCON2, 0);
}
}
if (cheatIsActive(CHEAT_PUGILIST)) {
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_MBR) {
prop = chrSpawnAtCoord(BODY_MRBLONDE, HEAD_MRBLONDE,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
} else {
prop = chrSpawnAtCoord(BODY_CARRINGTON, HEAD_JAMIE,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_PUGILIST_BUDDY),
SPAWNFLAG_00000010);
}
if (prop) {
chr = prop->chr;
chr->flags |= CHRFLAG0_SKIPSAFETYCHECKS | CHRFLAG0_CHUCKNORRIS;
chr->flags2 |= CHRFLAG1_IGNORECOVER | CHRFLAG1_NOOP_00200000 | CHRFLAG1_AIVSAI_ADVANTAGED | CHRFLAG1_ADJUSTPUNCHSPEED | CHRFLAG1_HANDCOMBATONLY;
chr->team = TEAM_ALLY;
chr->squadron = SQUADRON_01;
chr->teamscandist = 100;
chr->hidden |= CHRHFLAG_DETECTED;
chr->voicebox = VOICEBOX_MALE1;
chr->accuracyrating = 100;
chr->speedrating = 100;
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
chrAddHealth(chr, 40);
} else {
chrAddHealth(chr, 20);
}
chr->chrflags |= CHRCFLAG_00040000;
chr->hidden |= CHRHFLAG_CLOAKED;
chr->cloakfadefinished = true;
chr->cloakfadefrac = 0;
chrSetMaxDamage(chr, 20);
}
}
if (cheatIsActive(CHEAT_HITANDRUN)) {
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_MBR) {
prop = chrSpawnAtCoord(BODY_MRBLONDE, HEAD_MRBLONDE,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
} else {
prop = chrSpawnAtCoord(BODY_MRBLONDE, HEAD_MARK2,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
}
if (prop) {
chr = prop->chr;
chr->flags |= CHRFLAG0_SKIPSAFETYCHECKS;
chr->flags2 |= CHRFLAG1_PUNCHHARDER | CHRFLAG1_NOOP_00200000 | CHRFLAG1_AIVSAI_ADVANTAGED;
chr->team = TEAM_ALLY;
chr->squadron = SQUADRON_01;
chr->hidden |= CHRHFLAG_DETECTED;
chr->voicebox = VOICEBOX_MALE2;
chr->teamscandist = 50;
chr->accuracyrating = 50;
chr->speedrating = 100;
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
chrAddHealth(chr, 20);
} else {
chrAddHealth(chr, 10);
}
chrSetMaxDamage(chr, 10);
chr->chrflags |= CHRCFLAG_00040000;
chr->hidden |= CHRHFLAG_CLOAKED;
chr->cloakfadefinished = true;
chr->cloakfadefrac = 0;
chrGiveWeapon(chr, MODEL_CHRAVENGER, WEAPON_K7AVENGER, 0);
}
}
if (cheatIsActive(CHEAT_HOTSHOT)) {
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_MBR) {
prop = chrSpawnAtCoord(BODY_MRBLONDE, HEAD_MRBLONDE,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
} else {
prop = chrSpawnAtCoord(BODY_CISOLDIER, HEAD_CHRIST,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
}
if (prop) {
chr = prop->chr;
chr->flags |= CHRFLAG0_SKIPSAFETYCHECKS;
chr->flags2 |= CHRFLAG1_IGNORECOVER | CHRFLAG1_NOOP_00200000 | CHRFLAG1_AIVSAI_ADVANTAGED;
chr->team = TEAM_ALLY;
chr->squadron = SQUADRON_01;
chr->hidden |= CHRHFLAG_DETECTED;
chr->voicebox = VOICEBOX_MALE0;
chr->teamscandist = 100;
chr->accuracyrating = 50;
chr->speedrating = 100;
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
chrAddHealth(chr, 40);
} else {
chrAddHealth(chr, 20);
}
chrSetMaxDamage(chr, 10);
chr->chrflags |= CHRCFLAG_00040000;
chr->hidden |= CHRHFLAG_CLOAKED;
chr->cloakfadefinished = true;
chr->cloakfadefrac = 0;
chrGiveWeapon(chr, MODEL_CHRDY357TRENT, WEAPON_DY357LX, 0);
chrGiveWeapon(chr, MODEL_CHRDY357, WEAPON_DY357MAGNUM, OBJFLAG_WEAPON_LEFTHANDED);
}
}
if (cheatIsActive(CHEAT_ALIEN)) {
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_MBR) {
prop = chrSpawnAtCoord(BODY_MRBLONDE, HEAD_MRBLONDE,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
} else {
prop = chrSpawnAtCoord(BODY_ELVIS1, HEAD_MAIAN_S,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms,
BADDEG2RAD(g_Vars.currentplayer->vv_theta),
ailistFindById(GAILIST_INIT_DEFAULT_BUDDY),
SPAWNFLAG_00000010);
}
if (prop) {
chr = prop->chr;
chr->flags |= CHRFLAG0_SKIPSAFETYCHECKS;
chr->flags2 |= CHRFLAG1_PUNCHHARDER | CHRFLAG1_IGNORECOVER | CHRFLAG1_NOOP_00200000 | CHRFLAG1_AIVSAI_ADVANTAGED;
chr->team = TEAM_ALLY;
chr->squadron = SQUADRON_01;
chr->hidden |= CHRHFLAG_DETECTED;
chr->voicebox = VOICEBOX_MALE0;
chr->teamscandist = 150;
chr->accuracyrating = 100;
chr->speedrating = 100;
if (stageGetIndex(g_Vars.stagenum) == STAGEINDEX_AIRBASE) {
chrAddHealth(chr, 40);
} else {
chrAddHealth(chr, 20);
}
chrSetMaxDamage(chr, 10);
chr->chrflags |= CHRCFLAG_00040000;
chr->hidden |= CHRHFLAG_CLOAKED;
chr->cloakfadefinished = true;
chr->cloakfadefrac = 0;
chrGiveWeapon(chr, MODEL_CHRRCP120, WEAPON_RCP120, 0);
}
}
g_Vars.aibuddies[i] = prop;
}
}
} else if (g_Vars.tickmode == TICKMODE_GE_FADEIN || g_Vars.tickmode == TICKMODE_GE_FADEOUT) {
playerRemoveChrBody();
bmoveTick(1, 1, arg0, 0);
playerUpdateShake();
playerSetCameraMode(CAMERAMODE_DEFAULT);
player0f0c1840(&g_Vars.currentplayer->bond2.unk10,
&g_Vars.currentplayer->bond2.unk28,
&g_Vars.currentplayer->bond2.unk1c,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms);
} else if (g_Vars.tickmode == TICKMODE_MPSWIRL) {
// Start of an MP match where the camera circles around the player
playerTickChrBody();
bmoveTick(0, 0, 0, 1);
playerTickMpSwirl();
} else if (g_Vars.tickmode == TICKMODE_WARP) {
// Eg. In CI training, warping from device hallways
// to device room at the end of a training session
playerTickChrBody();
bmoveTick(0, 0, 0, 1);
playerExecutePreparedWarp();
} else if (g_Vars.tickmode == TICKMODE_AUTOWALK) {
// Extraction bodyguard room and Duel
f32 targetangle;
f32 autodist;
f32 oldangle;
f32 xdist;
f32 zdist;
f32 diffangle;
f32 direction;
struct pad pad;
f32 speedfrac;
playerRemoveChrBody();
padUnpack(g_Vars.currentplayer->autocontrol_aimpad, PADFIELD_POS, &pad);
if (mainGetStageNum() == g_Stages[STAGEINDEX_EXTRACTION].id
&& g_Vars.currentplayer->autocontrol_aimpad == 0x19) {
pad.pos.x -= 100;
}
xdist = pad.pos.x - g_Vars.currentplayer->bond2.unk10.x;
zdist = pad.pos.z - g_Vars.currentplayer->bond2.unk10.z;
targetangle = atan2f(xdist, zdist);
if (targetangle > M_BADTAU) {
targetangle -= M_BADTAU;
}
if (targetangle < 0) {
targetangle += M_BADTAU;
}
oldangle = atan2f(g_Vars.currentplayer->bond2.unk00.x, g_Vars.currentplayer->bond2.unk00.z);
if (oldangle > M_BADTAU) {
oldangle -= M_BADTAU;
}
if (oldangle < 0) {
oldangle += M_BADTAU;
}
diffangle = oldangle - targetangle;
if (diffangle > M_PI) {
diffangle -= M_BADTAU;
}
if (diffangle < -M_PI) {
diffangle += M_BADTAU;
}
direction = (diffangle / M_PI < 0) ? -1 : 1;
g_Vars.currentplayer->autocontrol_x = (f32)direction * g_Vars.currentplayer->autocontrol_turnspeed;
if (!(diffangle < -0.09f || diffangle > 0.09f)) {
// Facing the target
g_Vars.currentplayer->autocontrol_x = 0;
if (g_Vars.currentplayer->autocontrol_walkspeed == 0) {
g_Vars.currentplayer->autocontrol_turnspeed = 0;
}
}
if (g_Vars.currentplayer->vv_verta <= 30) {
g_Vars.currentplayer->vv_verta += g_Vars.currentplayer->autocontrol_lookup / 360.0f * M_BADTAU;
}
if (g_Vars.currentplayer->autocontrol_walkspeed) {
xdist = sqrtf(xdist * xdist + zdist * zdist);
if (xdist < g_Vars.currentplayer->autocontrol_dist) {
playerSetTickMode(TICKMODE_NORMAL);
}
} else {
if (diffangle >= -0.2f && diffangle <= 0.2f) {
playerSetTickMode(TICKMODE_NORMAL);
}
}
autodist = g_Vars.currentplayer->autocontrol_dist;
speedfrac = 1;
if (xdist < autodist + autodist) {
if (xdist < autodist) {
speedfrac = 0;
} else {
speedfrac = 0.5f + (xdist - autodist) / autodist * 0.5f;
}
}
g_Vars.currentplayer->autocontrol_y = g_Vars.currentplayer->autocontrol_walkspeed * speedfrac;
bmoveTick(1, 1, 0, 1);
playerUpdateShake();
playerSetCameraMode(CAMERAMODE_DEFAULT);
player0f0c1840(&g_Vars.currentplayer->bond2.unk10,
&g_Vars.currentplayer->bond2.unk28,
&g_Vars.currentplayer->bond2.unk1c,
&g_Vars.currentplayer->prop->pos,
g_Vars.currentplayer->prop->rooms);
}
#if VERSION == VERSION_NTSC_BETA || VERSION == VERSION_PAL_BETA
if (debug0f11990cnb()) {
debug0f119a14nb();
}
#endif
// Increment the time on Bond's watch (leftover from GE)
g_Vars.currentplayer->bondwatchtime60 += g_Vars.diffframe60freal;
// Also a leftover from GE? Maybe cancelling fade in mission intros?
if (var8007074c) {
s8 contpad1 = optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex);
if (!lvIsPaused()
&& arg0
&& joyGetButtonsPressedThisFrame(contpad1, A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON | L_TRIG | R_TRIG)) {
var8007074c = 2;
if (playerIsFadeComplete()) {
if (g_Vars.currentplayer->colourscreenfrac == 0) {
playerSetFadeColour(0, 0, 0, 0);
playerSetFadeFrac(60, 1);
}
} else {
if (g_Vars.currentplayer->colourfadefracnew == 0) {
playerSetFadeFrac(g_Vars.currentplayer->colourfadetime60, 1);
}
}
}
if (var8007074c == 2
&& playerIsFadeComplete()
&& g_Vars.currentplayer->colourscreenfrac == 1) {
func0000e990();
}
}
if (g_PlayerTriggerGeFadeIn) {
playerBeginGeFadeIn();
}
// Handle mission exit on death
if (g_Vars.currentplayer->isdead) {
if (g_Vars.currentplayer->redbloodfinished == false) {
bgunHandlePlayerDead();
}
if (g_Vars.currentplayer->redbloodfinished && g_Vars.currentplayer->deathanimfinished) {
if (g_Vars.mplayerisrunning == false) {
mainEndStage();
} else if (g_Vars.coopplayernum >= 0) {
if (g_Vars.currentplayer == g_Vars.bond
&& g_Vars.coop->isdead
&& g_Vars.coop->redbloodfinished
&& g_Vars.coop->deathanimfinished) {
mainEndStage();
} else {
chrsClearRefsToPlayer(g_Vars.currentplayernum);
}
} else if (g_Vars.antiplayernum >= 0 && g_Vars.currentplayer == g_Vars.bond) {
mainEndStage();
}
}
}
if (g_Vars.tickmode == TICKMODE_GE_FADEOUT && playerIsFadeComplete()) {
mainEndStage();
}
}
#define WIELDMODE_PISTOL 0
#define WIELDMODE_HEAVY 1
#define WIELDMODE_UNARMED 2
#define WIELDMODE_DUALGUNS 3
#define TURNMODE_STAND_NOTURN 0
#define TURNMODE_STAND_SOFTTURN 1
#define TURNMODE_STAND_HARDTURN 2
#define TURNMODE_DUCK_NOTURN 3
#define TURNMODE_DUCK_TURN 4
#define TURNMODE_SQUAT_NOTURN 5
#define TURNMODE_SQUAT_TURN 6
struct attackanimconfig var800709f4 = { ANIM_0281, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.34901028871536, -1.5705462694168, 1.5705462694168, -1.5705462694168, 0, 0 };
struct attackanimconfig var80070a3c = { ANIM_0285, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.34901028871536, -1.5705462694168, 1.5705462694168, -1.5705462694168, 0, 0 };
struct attackanimconfig var80070a84 = { ANIM_0282, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.34901028871536, -1.5705462694168, 1.5705462694168, -1.5705462694168, 1.6, 1.6 };
struct attackanimconfig var80070acc = { ANIM_0286, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.17450514435768, -1.5705462694168, 1.5705462694168, -1.5705462694168, 1.6, 1.6 };
struct attackanimconfig var80070b14 = { ANIM_0283, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.34901028871536, -1.5705462694168, 1.5705462694168, -1.5705462694168, 0, 0 };
struct attackanimconfig var80070b5c = { ANIM_0287, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.17450514435768, -1.5705462694168, 1.5705462694168, -1.5705462694168, 0, 0 };
struct var80070ba4 {
struct attackanimconfig *animcfg;
s16 animnum;
f32 speed;
f32 startframe;
f32 endframe;
f32 unk14;
};
struct var80070ba4 var80070ba4[4][7] = { // [wieldmode][turnmode]
{
{ var80065be0, 0, 0.1, 79, 87, 1.0470308065414 },
{ &g_AttackAnimLightWalk, 0, 0.5, -1, -1, 1.0470308065414 },
{ &g_AttackAnimLightRun, 0, 0.5, -1, -1, 1.0470308065414 },
{ &var800709f4, 0, 0.001, 0, 0.1, 1.0470308065414 },
{ &var800709f4, 0, 0.503, -1, -1, 1.0470308065414 },
{ &var80070a3c, 0, 0.001, 0, 0.1, 0.52351540327072 },
{ &var80070a3c, 0, 0.45, -1, -1, 0.52351540327072 },
}, {
{ var800656c0, 0, 0.05, 35, 40, 1.0470308065414 },
{ &g_AttackAnimHeavyWalk, 0, 0.5, -1, -1, 1.0470308065414 },
{ &g_AttackAnimHeavyRun, 0, 0.5, -1, -1, 1.0470308065414 },
{ &var80070a84, 0, 0.001, 0, 0.1, 1.0470308065414 },
{ &var80070a84, 0, 0.503, -1, -1, 1.0470308065414 },
{ &var80070acc, 0, 0.001, 0, 0.1, 0.52351540327072 },
{ &var80070acc, 0, 0.45, -1, -1, 0.52351540327072 },
}, {
{ NULL, ANIM_006A, 0.25, 0, -1, 1.0470308065414 },
{ NULL, ANIM_006B, 0.5, -1, -1, 1.0470308065414 },
{ NULL, ANIM_RUNNING_ONEHANDGUN, 0.5, -1, -1, 1.0470308065414 },
{ NULL, ANIM_0280, 0.001, 0, 0.1, 1.0470308065414 },
{ NULL, ANIM_0280, 0.503, -1, -1, 1.0470308065414 },
{ NULL, ANIM_0284, 0.001, 0, 0.1, 0.52351540327072 },
{ NULL, ANIM_0284, 0.45, -1, -1, 0.52351540327072 },
}, {
{ var800663d8, 0, 0.1, 32, 42, 1.0470308065414 },
{ &g_AttackAnimDualWalk, 0, 0.5, -1, -1, 1.0470308065414 },
{ &g_AttackAnimDualRun, 0, 0.5, -1, -1, 1.0470308065414 },
{ &var80070b14, 0, 0.001, 0, 0.1, 1.0470308065414 },
{ &var80070b14, 0, 0.503, -1, -1, 1.0470308065414 },
{ &var80070b5c, 0, 0.001, 0, 0.1, 0.52351540327072 },
{ &var80070b5c, 0, 0.45, -1, -1, 0.52351540327072 },
},
};
void playerSetGlobalDrawWorldOffset(s32 room)
{
roomGetPos(room, &g_Vars.currentplayer->globaldrawworldoffset);
g_Vars.currentplayer->globaldrawworldbgoffset.x = g_Vars.currentplayer->globaldrawworldoffset.x;
g_Vars.currentplayer->globaldrawworldbgoffset.y = g_Vars.currentplayer->globaldrawworldoffset.y;
g_Vars.currentplayer->globaldrawworldbgoffset.z = g_Vars.currentplayer->globaldrawworldoffset.z;
roomSetLastForOffset(room);
}
void playerSetGlobalDrawCameraOffset(void)
{
g_Vars.currentplayer->globaldrawcameraoffset.x = g_Vars.currentplayer->globaldrawworldoffset.x;
g_Vars.currentplayer->globaldrawcameraoffset.y = g_Vars.currentplayer->globaldrawworldoffset.y;
g_Vars.currentplayer->globaldrawcameraoffset.z = g_Vars.currentplayer->globaldrawworldoffset.z;
mtx4RotateVecInPlace(camGetWorldToScreenMtxf(), &g_Vars.currentplayer->globaldrawcameraoffset);
}
void playerAllocateMatrices(struct coord *cam_pos, struct coord *cam_look, struct coord *cam_up)
{
Mtx spd0;
LookAt *lookat;
Mtxf sp8c;
struct coord sp80;
struct coord sp74;
f32 scale;
Mtxf *s0;
Mtx *s1;
s32 i;
s32 j;
scale = currentPlayerGetScaleBg2Gfx();
playerSetGlobalDrawWorldOffset(g_Vars.currentplayer->cam_room);
g_Vars.currentplayer->mtxl005c = gfxAllocateMatrix();
g_Vars.currentplayer->mtxl0060 = gfxAllocateMatrix();
g_Vars.currentplayer->mtxf0064 = gfxAllocateMatrix();
g_Vars.currentplayer->mtxf0068 = gfxAllocateMatrix();
lookat = gfxAllocateLookAt(2);
sp74.x = (cam_pos->x - g_Vars.currentplayer->globaldrawworldoffset.x) * scale;
sp74.y = (cam_pos->y - g_Vars.currentplayer->globaldrawworldoffset.y) * scale;
sp74.z = (cam_pos->z - g_Vars.currentplayer->globaldrawworldoffset.z) * scale;
sp80.f[0] = sp74.f[0] + cam_look->f[0];
sp80.f[1] = sp74.f[1] + cam_look->f[1];
sp80.f[2] = sp74.f[2] + cam_look->f[2];
mtx00016874(&sp8c,
sp74.x, sp74.y, sp74.z,
cam_look->x, cam_look->y, cam_look->z,
cam_up->x, cam_up->y, cam_up->z);
guLookAtReflect(&spd0, lookat,
sp74.x, sp74.y, sp74.z,
sp80.x, sp80.y, sp80.z,
cam_up->x, cam_up->y, cam_up->z);
mtx00016874(g_Vars.currentplayer->mtxf0064,
cam_pos->x, cam_pos->y, cam_pos->z,
cam_look->x, cam_look->y, cam_look->z,
cam_up->x, cam_up->y, cam_up->z);
mtx00016b58(g_Vars.currentplayer->mtxf0068,
cam_pos->x, cam_pos->y, cam_pos->z,
cam_look->x, cam_look->y, cam_look->z,
cam_up->x, cam_up->y, cam_up->z);
s1 = gfxAllocateMatrix();
s0 = gfxAllocateMatrix();
mtx4MultMtx4(camGetMtxF1754(), &sp8c, s0);
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
if (s0->m[i][j] > 32000.0f) {
s0->m[i][j] = 32000.0f;
} else if (s0->m[i][j] < -32000.0f) {
s0->m[i][j] = -32000.0f;
}
}
}
camSetMtxF006c(s0);
guMtxF2L(s0->m, s1);
camSetOrthogonalMtxL(s1);
mtx00015f04(scale, &sp8c);
guMtxF2L(sp8c.m, g_Vars.currentplayer->mtxl005c);
mtx00016820(g_Vars.currentplayer->mtxl005c, g_Vars.currentplayer->mtxl0060);
camSetMtxL173c(g_Vars.currentplayer->mtxl005c);
camSetMtxL1738(g_Vars.currentplayer->mtxl0060);
camSetWorldToScreenMtxf(g_Vars.currentplayer->mtxf0064);
camSetProjectionMtxF(g_Vars.currentplayer->mtxf0068);
camSetLookAt(lookat);
cam0f0b5838();
playerSetGlobalDrawCameraOffset();
}
Gfx *playerUpdateShootRot(Gfx *gdl)
{
struct coord sp3c;
struct coord sp30;
f32 y;
f32 value;
f32 rotx;
f32 roty;
playerAllocateMatrices(&g_Vars.currentplayer->cam_pos,
&g_Vars.currentplayer->cam_look,
&g_Vars.currentplayer->cam_up);
bgun0f0a0c08(&sp30, &sp3c);
y = sp3c.y;
value = sqrtf(sp3c.z * sp3c.z + sp3c.x * sp3c.x);
rotx = atan2f(y, value);
rotx += (g_Vars.currentplayer->vv_verta * M_BADTAU) / 360.0f;
if (rotx >= M_PI) {
rotx -= M_BADTAU;
}
g_Vars.currentplayer->shootrotx = rotx;
roty = atan2f(-sp3c.x, -sp3c.z);
if (roty >= M_PI) {
roty -= M_BADTAU;
}
g_Vars.currentplayer->shootroty = roty;
return gdl;
}
/**
* Trigger the shield display when the player is damaged while using a shield.
*
* May be called while the shield is already being displayed, in which case the
* effect is restarted.
*/
void playerDisplayShield(void)
{
if (g_Vars.currentplayer->shieldshowtime < 0) {
s32 rand = ((g_Vars.currentplayer->shieldshowrnd >> 16) % 200) * 4 + 800;
g_Vars.currentplayer->shieldshowrnd = random();
g_Vars.currentplayer->shieldshowrot = g_Vars.thisframestart240 % rand;
}
g_Vars.currentplayer->shieldshowtime = 0;
}
/**
* Render the current player's shield from the first person perspective.
*/
Gfx *playerRenderShield(Gfx *gdl)
{
f32 sp90[2];
f32 sp88[2];
f32 shield;
s32 red;
s32 green;
s32 blue;
s32 maxrot;
f32 maxrotf;
f32 f20;
s32 add;
if (g_Vars.currentplayer->shieldshowtime >= 0) {
shield = playerGetShieldFrac() * 8;
maxrot = ((g_Vars.currentplayer->shieldshowrnd >> 16) % 200) * 4 + 800;
maxrotf = maxrot;
f20 = (60 - g_Vars.currentplayer->shieldshowtime) * (1.0f / 60.0f);
g_Vars.currentplayer->shieldshowrot += g_Vars.lvupdate60freal * (0.8f + 2.0f * f20 * f20);
if (g_Vars.currentplayer->shieldshowrot >= maxrotf) {
g_Vars.currentplayer->shieldshowrot -= maxrotf;
}
f20 = (sinf(g_Vars.currentplayer->shieldshowrot * (M_BADTAU / maxrotf)) + 1) * 0.5f;
sp90[0] = camGetScreenLeft() + camGetScreenWidth() * f20;
f20 = (cosf(g_Vars.currentplayer->shieldshowrot * (M_BADTAU / maxrotf)) + 1) * 0.5f;
sp90[1] = camGetScreenTop() + camGetScreenHeight() * f20;
sp88[0] = camGetScreenWidth() * (1.0f + 0.002f * ((g_Vars.currentplayer->shieldshowrnd >> 20) % 100) + (g_Vars.currentplayer->shieldshowtime * (0.2f + 0.002f * (g_Vars.currentplayer->shieldshowrnd % 100)) * (1.0f / 60.0f)));
sp88[1] = camGetScreenHeight() * (1.0f + 0.002f * ((g_Vars.currentplayer->shieldshowrnd >> 24) % 100) + (g_Vars.currentplayer->shieldshowtime * (0.2f + 0.002f * ((g_Vars.currentplayer->shieldshowrnd >> 8) % 100)) * (1.0f / 60.0f)));
chr0f0295f8(shield, &red, &green, &blue);
if (g_Vars.currentplayer->shieldshowtime < 30) {
f20 = 1 - g_Vars.currentplayer->shieldshowtime * (1.0f / 120.0f);
f20 = 50 * f20 * f20 * f20;
} else if (g_Vars.currentplayer->shieldshowtime < 60) {
f20 = (g_Vars.currentplayer->shieldshowtime - (1.0f / 120.0f)) * (1.0f / 120.0f);
f20 = -30 * f20;
}
add = f20;
red += add;
if (red > 255) {
red = 255;
} else if (red < 0) {
red = 0;
}
green += add;
if (green > 255) {
green = 255;
} else if (green < 0) {
green = 0;
}
blue += add;
if (blue > 255) {
blue = 255;
} else if (blue < 0) {
blue = 0;
}
f20 = 1 - g_Vars.currentplayer->shieldshowtime * (1.0f / 60.0f);
texSelect(&gdl, &g_TexShieldConfigs[0], 4, 1, 2, 1, NULL);
gDPSetCycleType(gdl++, G_CYC_2CYCLE);
gDPSetRenderMode(gdl++, G_RM_PASS, G_RM_CLD_SURF2);
gDPSetEnvColor(gdl++, red, green, blue, (s32)(200 * f20));
gDPSetPrimColor(gdl++, 0, 0, 0xff, 0xff, 0xff, (s32)(175 * f20 * f20));
gDPSetCombineLERP(gdl++, TEXEL0, 0, ENVIRONMENT, 0, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, COMBINED, 1, COMBINED, PRIMITIVE, COMBINED);
func0f0b2740(&gdl, sp90, sp88, g_TexShieldConfigs->width, g_TexShieldConfigs->height,
(g_Vars.currentplayer->shieldshowrnd & 1) != 0,
(g_Vars.currentplayer->shieldshowrnd & 2) != 0,
(g_Vars.currentplayer->shieldshowrnd & 4) != 0,
0);
g_Vars.currentplayer->shieldshowtime += g_Vars.lvupdate60freal;
if (g_Vars.currentplayer->shieldshowtime > 60) {
g_Vars.currentplayer->shieldshowtime = -1;
}
}
return gdl;
}
Gfx *playerRenderHud(Gfx *gdl)
{
if (g_Vars.currentplayer->cameramode == CAMERAMODE_THIRDPERSON) {
gdl = boltbeamsRender(gdl);
gdl = bgRenderArtifacts(gdl);
gdl = hudmsgsRender(gdl);
if (g_Vars.currentplayer->isdead == false) {
gdl = playerDrawStoredFade(gdl);
}
if (g_Vars.stagenum == STAGE_ESCAPE) {
gdl = gasRender(gdl);
}
return gdl;
}
if (g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY) {
bgunTickGameplay2();
gdl = boltbeamsRender(gdl);
bgunRender(&gdl);
gdl = lasersightRenderDot(gdl);
if (g_Vars.currentplayer->visionmode != VISIONMODE_XRAY) {
gdl = bgRenderArtifacts(gdl);
}
if (g_NbombsActive) {
gdl = nbombRenderOverlay(gdl);
}
if (g_Vars.stagenum == STAGE_ESCAPE) {
gdl = gasRender(gdl);
}
gdl = playerRenderShield(gdl);
// Adjust eyes shutting
if (g_Vars.currentplayer->eyesshut) {
if (g_Vars.currentplayer->eyesshutfrac < 0.95f) {
g_Vars.currentplayer->eyesshutfrac += g_Vars.lvupdate60freal * 0.12f;
if (g_Vars.currentplayer->eyesshutfrac > 0.95f) {
g_Vars.currentplayer->eyesshutfrac = 0.95f;
}
}
} else {
if (g_Vars.currentplayer->eyesshutfrac > 0) {
g_Vars.currentplayer->eyesshutfrac -= g_Vars.lvupdate60freal * 0.12f;
if (g_Vars.currentplayer->eyesshutfrac < 0) {
g_Vars.currentplayer->eyesshutfrac = 0;
}
}
}
if (g_Vars.currentplayer->isdead == false
&& g_InCutscene == 0
&& (!g_Vars.currentplayer->eyespy || (g_Vars.currentplayer->eyespy && !g_Vars.currentplayer->eyespy->active))
&& ((g_Vars.currentplayer->devicesactive & ~g_Vars.currentplayer->devicesinhibit) & DEVICE_NIGHTVISION)) {
gdl = bviewDrawNvLens(gdl);
gdl = bviewDrawNvBinoculars(gdl);
} else if (g_Vars.currentplayer->isdead == false
&& g_InCutscene == 0
&& (!g_Vars.currentplayer->eyespy || (g_Vars.currentplayer->eyespy && !g_Vars.currentplayer->eyespy->active))
&& ((g_Vars.currentplayer->devicesactive & ~g_Vars.currentplayer->devicesinhibit) & DEVICE_IRSCANNER)) {
gdl = bviewDrawIrLens(gdl);
gdl = bviewDrawIrBinoculars(gdl);
}
if (g_Vars.currentplayer->eyesshutfrac > 0) {
gdl = playerDrawFade(gdl, 0, 0, 0, g_Vars.currentplayer->eyesshutfrac);
}
}
gdl = player0f0baf84(gdl);
// Draw menu
if (g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY && g_Vars.currentplayer->mpmenuon) {
s32 a = viGetViewLeft();
s32 b = viGetViewTop();
s32 c = viGetViewLeft() + viGetViewWidth();
s32 d = viGetViewTop() + viGetViewHeight();
gdl = text0f153628(gdl);
gdl = text0f153a34(gdl, a, b, c, d, 0x000000a0);
gdl = text0f153780(gdl);
}
if (g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY
&& playerIsHealthVisible()
&& func0f0f0c68()) {
gdl = playerRenderHealthBar(gdl);
}
if (g_Vars.normmplayerisrunning == false) {
objectivesCheckAll();
}
if (g_Vars.currentplayer->isdead) {
g_Vars.currentplayer->coopcanrestart = false;
if (g_Vars.currentplayer->deathanimfinished == false) {
bool pass = false;
if (g_Vars.currentplayer->isdead == 1) {
pakDisableRumbleForPlayer(g_Vars.currentplayernum);
g_Vars.currentplayer->isdead = 2;
pass = true;
}
if (pass) {
if (g_Vars.mplayerisrunning == false) {
musicStartSoloDeath();
} else {
musicStartMpDeath();
}
} else {
if (g_Vars.currentplayer->redbloodfinished) {
playerSetFadeColour(0x96, 0, 0, 0.70588237f);
} else {
g_Vars.currentplayer->redbloodfinished = true;
}
}
}
if (modelGetCurAnimFrame(&g_Vars.currentplayer->model) >= modelGetAnimEndFrame(&g_Vars.currentplayer->model)
&& g_Vars.currentplayer->redbloodfinished) {
if (g_Vars.currentplayer->deathanimfinished == false) {
g_Vars.currentplayer->deathanimfinished = true;
playerAdjustFade(60, 0, 0, 0, 1);
playerStartChrFade(120, 0);
}
if (playerIsFadeComplete()) {
bool canrestart = false;
if (g_Vars.mplayerisrunning) {
if (g_Vars.coopplayernum >= 0 || g_Vars.antiplayernum >= 0) {
// Coop or anti
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
if (chr) {
chr->chrflags |= CHRCFLAG_HIDDEN;
}
if (g_Vars.antiplayernum >= 0 && g_Vars.currentplayer == g_Vars.anti) {
// Anti
if (joyGetButtons(optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex), 0xb000) && !mpIsPaused()) {
g_Vars.currentplayer->dostartnewlife = true;
}
} else {
// Coop
if (g_Vars.coopplayernum >= 0 &&
(!g_Vars.bond->isdead || !g_Vars.coop->isdead)) {
f32 totalhealth;
u32 buddyplayernum = g_Vars.bondplayernum;
u32 prevplayernum = g_Vars.currentplayernum;
f32 stealhealth;
f32 shield;
canrestart = joyGetButtons(optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex), 0xb000)
&& !mpIsPaused();
// Get ready to respawn.
// The other player's health will be halved.
buddyplayernum = g_Vars.currentplayer == g_Vars.coop ? g_Vars.bondplayernum : g_Vars.coopplayernum;
setCurrentPlayerNum(buddyplayernum);
shield = chrGetShield(g_Vars.currentplayer->prop->chr) * 0.125f;
totalhealth = g_Vars.currentplayer->bondhealth + shield;
#if VERSION >= VERSION_NTSC_FINAL
// NTSC final prevents coop from being able to respawn
// in Deep Sea after the mid cutscene. Without this condition,
// the player could respawn on the other side of the exit trigger.
// Additionally, the logic for coopcanrestart is different.
if (totalhealth > 0.125f
&& !(mainGetStageNum() == STAGE_DEEPSEA && chrHasStageFlag(NULL, 0x00000200))) {
if (canrestart) {
playerDisplayHealth();
stealhealth = totalhealth * 0.5f;
if (stealhealth < shield) {
chrSetShield(g_Vars.currentplayer->prop->chr, (shield - stealhealth) * 8.0f);
} else {
chrSetShield(g_Vars.currentplayer->prop->chr, 0);
g_Vars.currentplayer->bondhealth -= stealhealth - shield;
}
// Back to the player who died
setCurrentPlayerNum(prevplayernum);
g_Vars.currentplayer->dostartnewlife = true;
g_Vars.currentplayer->oldhealth = 0;
g_Vars.currentplayer->oldarmour = 0;
g_Vars.currentplayer->apparenthealth = 0;
g_Vars.currentplayer->apparentarmour = 0;
g_Vars.currentplayer->stealhealth = stealhealth;
} else {
setCurrentPlayerNum(prevplayernum);
}
g_Vars.currentplayer->coopcanrestart = true;
} else {
// Can't respawn
setCurrentPlayerNum(prevplayernum);
}
#else
if (totalhealth > 0.125f && canrestart) {
playerDisplayHealth();
stealhealth = totalhealth * 0.5f;
if (stealhealth < shield) {
chrSetShield(g_Vars.currentplayer->prop->chr, (shield - stealhealth) * 8.0f);
} else {
chrSetShield(g_Vars.currentplayer->prop->chr, 0);
g_Vars.currentplayer->bondhealth -= stealhealth - shield;
}
// Back to the player who died
setCurrentPlayerNum(prevplayernum);
g_Vars.currentplayer->dostartnewlife = true;
g_Vars.currentplayer->oldhealth = 0;
g_Vars.currentplayer->oldarmour = 0;
g_Vars.currentplayer->apparenthealth = 0;
g_Vars.currentplayer->apparentarmour = 0;
g_Vars.currentplayer->stealhealth = stealhealth;
} else {
setCurrentPlayerNum(prevplayernum);
}
if (totalhealth > 0.125f) {
g_Vars.currentplayer->coopcanrestart = true;
}
#endif
}
}
} else {
u32 playernum = g_Vars.currentplayernum;
s32 playercount = PLAYERCOUNT();
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
s32 numdeaths = 0;
s32 i;
if (chr) {
chr->chrflags |= CHRCFLAG_HIDDEN;
}
for (i = 0; i < playercount; i++) {
numdeaths += g_Vars.playerstats[i].kills[playernum];
}
if (g_BossFile.locktype == MPLOCKTYPE_CHALLENGE) {
if (g_Vars.currentplayer->deadtimer < 0) {
g_Vars.currentplayer->deadtimer = TICKS(600);
}
if (g_Vars.currentplayer->deadtimer >= 0) {
g_Vars.currentplayer->deadtimer -= g_Vars.lvupdate60;
if (g_Vars.currentplayer->deadtimer < 0) {
canrestart = true;
}
}
}
if (joyGetButtons(optionsGetContpadNum1(g_Vars.currentplayerstats->mpindex), 0xb000)
&& !mpIsPaused()
&& g_NumReasonsToEndMpMatch == 0) {
canrestart = true;
}
if (canrestart) {
g_Vars.currentplayer->dostartnewlife = true;
}
}
}
}
}
}
if (g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY) {
gdl = bgunDrawSight(gdl);
if (bgunGetWeaponNum(HAND_RIGHT) == WEAPON_HORIZONSCANNER) {
gdl = bviewDrawHorizonScanner(gdl);
}
if (optionsGetAmmoOnScreen(g_Vars.currentplayerstats->mpindex)) {
gdl = bgunDrawHud(gdl);
}
#if VERSION >= VERSION_NTSC_1_0
gdl = radarRender(gdl);
gdl = hudmsgsRender(gdl);
#else
gdl = hudmsgsRender(gdl);
gdl = radarRender(gdl);
#endif
gdl = playerDrawStoredFade(gdl);
} else {
gdl = bgRenderArtifacts(gdl);
if (g_Vars.currentplayer->eyespy) {
if (g_Vars.currentplayer->eyespy->startuptimer60 < TICKS(50)) {
gdl = bviewDrawFisheye(gdl, 0xffffffff, 255, 0, g_Vars.currentplayer->eyespy->startuptimer60, g_Vars.currentplayer->eyespy->hit);
} else {
s32 time = g_Vars.currentplayer->eyespy->camerashuttertime;
if (time > 0) {
if (g_Vars.currentplayer->eyespy->mode == EYESPYMODE_CAMSPY) {
gdl = bviewDrawFisheye(gdl, 0xffffffff, 255, time, TICKS(50), g_Vars.currentplayer->eyespy->hit);
} else {
gdl = bviewDrawFisheye(gdl, 0xffffffff, 255, 0, TICKS(50), g_Vars.currentplayer->eyespy->hit);
}
g_Vars.currentplayer->eyespy->camerashuttertime -= g_Vars.lvupdate60;
} else {
gdl = bviewDrawFisheye(gdl, 0xffffffff, 255, 0, TICKS(50), g_Vars.currentplayer->eyespy->hit);
}
}
gdl = bviewDrawEyespyMetrics(gdl);
}
if (g_Vars.currentplayer->mpmenuon) {
s32 a = viGetViewLeft();
s32 b = viGetViewTop();
s32 c = viGetViewLeft() + viGetViewWidth();
s32 d = viGetViewTop() + viGetViewHeight();
gdl = text0f153628(gdl);
gdl = text0f153a34(gdl, a, b, c, d, 0x000000a0);
gdl = text0f153780(gdl);
}
gdl = hudmsgsRender(gdl);
gdl = playerDrawStoredFade(gdl);
}
return gdl;
}
void playerDie(bool force)
{
struct chrdata *chr = g_Vars.currentplayer->prop->chr;
s32 shooter;
if (chr->lastshooter >= 0 && chr->timeshooter > 0) {
shooter = chr->lastshooter;
} else {
shooter = g_Vars.currentplayernum;
}
playerDieByShooter(shooter, force);
}
void playerDieByShooter(u32 shooter, bool force)
{
#if VERSION >= VERSION_NTSC_1_0
if (!g_Vars.currentplayer->isdead && (force || !g_Vars.currentplayer->invincible))
#else
if (!g_Vars.currentplayer->isdead && (force || !g_Vars.currentplayer->invincible || !g_Vars.currentplayer->training))
#endif
{
u32 prevplayernum = g_MpPlayerNum;
g_MpPlayerNum = g_Vars.currentplayerstats->mpindex;
func0f0f8120();
g_MpPlayerNum = prevplayernum;
hudmsgsRemoveForDeadPlayer(g_Vars.currentplayernum);
if (g_Vars.mplayerisrunning) {
mpstatsRecordDeath(shooter, g_Vars.currentplayernum);
}
chrUncloak(g_Vars.currentplayer->prop->chr, true);
if (g_Vars.mplayerisrunning &&
(g_Vars.antiplayernum < 0
|| g_Vars.currentplayernum != g_Vars.antiplayernum
|| shooter != g_Vars.antiplayernum)) {
currentPlayerDropAllItems();
}
g_Vars.currentplayer->isdead = true;
g_Vars.currentplayer->bonddie = g_Vars.currentplayer->bond2;
g_Vars.currentplayer->thetadie = g_Vars.currentplayer->vv_theta;
g_Vars.currentplayer->vertadie = g_Vars.currentplayer->vv_verta;
g_Vars.currentplayer->posdie.x = g_Vars.currentplayer->prop->pos.x;
g_Vars.currentplayer->posdie.y = g_Vars.currentplayer->prop->pos.y;
g_Vars.currentplayer->posdie.z = g_Vars.currentplayer->prop->pos.z;
if (g_Vars.currentplayer->bondmovemode == MOVEMODE_WALK) {
if (g_Vars.currentplayer->unk1af0) {
g_Vars.currentplayer->bondtankexplode = true;
}
} else if (g_Vars.currentplayer->bondmovemode == MOVEMODE_BIKE) {
g_Vars.currentplayer->bondtankexplode = true;
}
bmoveSetMode(MOVEMODE_WALK);
bgunHandlePlayerDead();
if (playerGetMissionTime() - g_Vars.currentplayer->lifestarttime60 < g_Vars.currentplayerstats->shortestlife) {
g_Vars.currentplayerstats->shortestlife = playerGetMissionTime() - g_Vars.currentplayer->lifestarttime60;
}
g_Vars.currentplayer->lifestarttime60 = playerGetMissionTime();
}
}
void playerCheckIfShotInBack(s32 attackerplayernum, f32 x, f32 z)
{
if (g_Vars.normmplayerisrunning) {
s32 victimplayernum = g_Vars.currentplayernum;
f32 angle = atan2f(x, z);
f32 finalangle = g_Vars.players[victimplayernum]->vv_theta - (360.0f - RAD2DEG2(angle));
if (finalangle < 0) {
finalangle = -finalangle;
}
if (finalangle < 90.0f || finalangle > 270.0f) {
g_Vars.playerstats[attackerplayernum].backshotcount++;
}
}
}
/**
* Determines what height the health bar should have. The function is called
* while any menu is open and any time when the health bar should be shown.
*
* A return value of 0 means zero height, while 1 means full expanded height.
*/
f32 playerGetHealthBarHeightFrac(void)
{
f32 done;
f32 total;
switch (g_Vars.currentplayer->healthshowmode) {
case HEALTHSHOWMODE_HIDDEN:
return 0;
case HEALTHSHOWMODE_OPENING:
total = g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].openendframe;
done = g_Vars.currentplayer->healthshowtime;
return done / total;
case HEALTHSHOWMODE_CLOSING:
total = g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].closeendframe - g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].closestartframe;
done = g_Vars.currentplayer->healthshowtime - g_HealthDamageTypes[g_Vars.currentplayer->healthdamagetype].closestartframe;
return 1 - done / total;
}
return 1;
}
bool playerIsHealthVisible(void)
{
return g_Vars.currentplayer->healthshowmode != HEALTHSHOWMODE_HIDDEN;
}
// Never called
void playerSetInvincible(bool enable)
{
if (enable) {
cheatActivate(CHEAT_INVINCIBLE);
} else {
cheatDeactivate(CHEAT_INVINCIBLE);
}
}
void playerSetBondVisible(bool visible)
{
g_Vars.bondvisible = visible;
}
void playerSetBondCollisionsEnabled(bool enabled)
{
g_Vars.bondcollisions = enabled;
}
void playerSetCameraMode(s32 mode)
{
g_Vars.currentplayer->cameramode = mode;
}
void player0f0c1840(struct coord *pos, struct coord *up, struct coord *look, struct coord *pos2, s16 *rooms2)
{
bool done = false;
s16 inrooms[21];
s16 aboverooms[21];
s16 sp54[8];
s16 bestroom;
s16 tmp;
s32 i;
s32 room;
if (rooms2 != NULL && *rooms2 != -1) {
portal00018148(pos2, pos, rooms2, sp54, NULL, 0);
// Remove values from sp54 (room numbers) if that room doesn't contain
// the coord, and shuffle the array back when removing values.
for (i = 0; sp54[i] != -1; i++) {
if (!roomContainsCoord(pos, sp54[i])) {
s32 j;
#if VERSION >= VERSION_NTSC_1_0
for (j = i + 1; sp54[j] != -1; j++) {
sp54[j - 1] = sp54[j];
}
sp54[j - 1] = -1;
i--;
#else
// ntsc-beta corrupts the array by overwriting the first shifted
// value with -1, and leaving a duplicate at the end.
for (j = i + 1; sp54[j] != -1; j++) {
sp54[j - 1] = sp54[j];
}
sp54[i] = -1;
#endif
}
}
if (sp54[0] != -1 && sp54[1] == -1) {
playerSetCamPropertiesWithRoom(pos, up, look, sp54[0]);
done = true;
}
if (!done) {
for (i = 0; sp54[i] != -1; i++) {
if ((g_Rooms[sp54[i]].flags & ROOMFLAG_0010) == 0) {
if (func0f162128(pos, sp54[i])) {
playerSetCamPropertiesWithRoom(pos, up, look, sp54[i]);
done = true;
break;
}
}
}
}
// The same thing again but inverted flag check
if (!done) {
for (i = 0; sp54[i] != -1; i++) {
if (g_Rooms[sp54[i]].flags & ROOMFLAG_0010) {
if (func0f162128(pos, sp54[i])) {
playerSetCamPropertiesWithRoom(pos, up, look, sp54[i]);
done = true;
break;
}
}
}
}
}
if (!done) {
bgFindRoomsByPos(pos, inrooms, aboverooms, 20, &bestroom);
if (inrooms[0] != -1) {
tmp = room = cdFindFloorRoomAtPos(pos, inrooms);
if (room > 0) {
playerSetCamPropertiesWithRoom(pos, up, look, tmp);
} else {
playerSetCamPropertiesWithRoom(pos, up, look, inrooms[0]);
}
} else if (aboverooms[0] != -1) {
tmp = room = cdFindFloorRoomAtPos(pos, aboverooms);
if (room > 0) {
playerSetCamPropertiesWithoutRoom(pos, up, look, tmp);
} else {
playerSetCamPropertiesWithoutRoom(pos, up, look, aboverooms[0]);
}
} else {
if (bestroom != -1) {
playerSetCamPropertiesWithoutRoom(pos, up, look, bestroom);
} else {
playerSetCamPropertiesWithoutRoom(pos, up, look, 1);
}
}
}
}
void player0f0c1ba4(struct coord *pos, struct coord *up, struct coord *look, struct coord *memcampos, s32 memcamroom)
{
s16 rooms[2];
rooms[0] = memcamroom;
rooms[1] = -1;
player0f0c1840(pos, up, look, memcampos, rooms);
}
void player0f0c1bd8(struct coord *pos, struct coord *up, struct coord *look)
{
if (g_Vars.currentplayer->memcamroom >= 0) {
player0f0c1ba4(pos, up, look, &g_Vars.currentplayer->memcampos, g_Vars.currentplayer->memcamroom);
} else {
player0f0c1840(pos, up, look, NULL, NULL);
}
}
void playerSetCamPropertiesWithRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room)
{
g_Vars.currentplayer->memcampos.x = pos->x;
g_Vars.currentplayer->memcampos.y = pos->y;
g_Vars.currentplayer->memcampos.z = pos->z;
g_Vars.currentplayer->memcamroom = room;
playerSetCamProperties(pos, up, look, room);
}
void playerSetCamPropertiesWithoutRoom(struct coord *pos, struct coord *up, struct coord *look, s32 room)
{
playerClearMemCamRoom();
playerSetCamProperties(pos, up, look, room);
}
void playerSetCamProperties(struct coord *pos, struct coord *up, struct coord *look, s32 room)
{
struct player *player = g_Vars.currentplayer;
player->cam_pos.x = pos->x;
player->cam_pos.y = pos->y;
player->cam_pos.z = pos->z;
player->cam_up.x = up->x;
player->cam_up.y = up->y;
player->cam_up.z = up->z;
player->cam_look.x = look->x;
player->cam_look.y = look->y;
player->cam_look.z = look->z;
player->cam_room = room;
}
void playerClearMemCamRoom(void)
{
g_Vars.currentplayer->memcamroom = -1;
}
void playersClearMemCamRoom(void)
{
s32 prevplayernum = g_Vars.currentplayernum;
s32 i;
for (i = 0; i < PLAYERCOUNT(); i++) {
setCurrentPlayerNum(i);
playerClearMemCamRoom();
}
setCurrentPlayerNum(prevplayernum);
}
void playerSetPerimEnabled(struct prop *prop, bool enable)
{
u32 playernum = playermgrGetPlayerNumByProp(prop);
if (g_Vars.players[playernum]->haschrbody) {
chrSetPerimEnabled(prop->chr, enable);
}
if (g_Vars.currentplayer->bondmovemode == MOVEMODE_WALK) {
if (g_Vars.currentplayer->unk1af0) {
objSetPerimEnabled(g_Vars.currentplayer->unk1af0, enable);
}
} else if (g_Vars.currentplayer->bondmovemode == MOVEMODE_BIKE) {
objSetPerimEnabled(g_Vars.currentplayer->hoverbike, enable);
}
g_Vars.players[playernum]->bondperimenabled = enable;
}
bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end)
{
s32 playernum = playermgrGetPlayerNumByProp(prop);
if (g_Vars.players[playernum]->bondperimenabled
&& (!g_Vars.mplayerisrunning || !g_Vars.players[playernum]->isdead)) {
if (g_Vars.useperimshoot) {
g_Vars.players[playernum]->perimshoot = g_Vars.players[playernum]->periminfo;
g_Vars.players[playernum]->perimshoot.radius = 15;
*start = (void *) &g_Vars.players[playernum]->perimshoot;
} else {
*start = (void *) &g_Vars.players[playernum]->periminfo;
}
*end = *start + sizeof(struct geocyl);
return true;
}
*end = NULL;
*start = NULL;
return false;
}
void playerUpdatePerimInfo(void)
{
g_Vars.currentplayer->periminfo.header.type = GEOTYPE_CYL;
g_Vars.currentplayer->periminfo.header.flags = GEOFLAG_WALL | GEOFLAG_BLOCK_SHOOT;
g_Vars.currentplayer->periminfo.ymin = g_Vars.currentplayer->vv_manground;
g_Vars.currentplayer->periminfo.ymax = g_Vars.currentplayer->vv_manground + g_Vars.currentplayer->vv_headheight;
if (g_Vars.currentplayer->bondmovemode == MOVEMODE_WALK) {
// note: crouchoffsetrealsmall is negative
f32 minsane;
g_Vars.currentplayer->periminfo.ymax += g_Vars.currentplayer->crouchoffsetrealsmall;
minsane = g_Vars.currentplayer->vv_manground + 80;
if (g_Vars.currentplayer->periminfo.ymax < minsane) {
g_Vars.currentplayer->periminfo.ymax = minsane;
}
}
g_Vars.currentplayer->periminfo.x = g_Vars.currentplayer->prop->pos.x;
g_Vars.currentplayer->periminfo.z = g_Vars.currentplayer->prop->pos.z;
g_Vars.currentplayer->periminfo.radius = g_Vars.currentplayer->bond2.radius;
}
/**
* Populates the width, ymax and ymin arguments with absolute coordinates.
*
* ymin is set to 30 units above the player's feet. This allows them to go up
* steps or ledges that are 30 units or smaller.
*
* ymax is the top of the head, minus some if crouching, and always at least 80
* units above the feet.
*/
void playerGetBbox(struct prop *prop, f32 *radius, f32 *ymax, f32 *ymin)
{
s32 playernum = playermgrGetPlayerNumByProp(prop);
*radius = g_Vars.players[playernum]->bond2.radius;
*ymin = g_Vars.currentplayer->vv_manground + 30;
*ymax = g_Vars.currentplayer->vv_manground + g_Vars.players[playernum]->vv_headheight;
if (g_Vars.currentplayer->bondmovemode == MOVEMODE_WALK) {
// note: crouchoffsetrealsmall is negative
f32 minsane;
*ymax += g_Vars.players[playernum]->crouchoffsetrealsmall;
minsane = g_Vars.currentplayer->vv_manground + 80;
if (*ymax < minsane) {
*ymax = minsane;
}
}
}
f32 playerGetHealthFrac(void)
{
return g_Vars.currentplayer->bondhealth;
}
f32 playerGetShieldFrac(void)
{
f32 frac = chrGetShield(g_Vars.currentplayer->prop->chr) * 0.125f;
if (frac < 0) {
frac = 0;
}
if (frac > 1) {
frac = 1;
}
return frac;
}
void playerSetShieldFrac(f32 frac)
{
if (frac < 0) {
frac = 0;
}
if (frac > 1) {
frac = 1;
}
chrSetShield(g_Vars.currentplayer->prop->chr, frac * 8);
}
s32 playerGetMissionTime(void)
{
#if PAL
return g_Vars.currentplayer->bondviewlevtime60 * 60 / 50;
#else
return g_Vars.currentplayer->bondviewlevtime60;
#endif
}
s32 playerTickBeams(struct prop *prop)
{
beamTick(&g_Vars.players[playermgrGetPlayerNumByProp(prop)]->hands[0].beam);
beamTick(&g_Vars.players[playermgrGetPlayerNumByProp(prop)]->hands[1].beam);
if (prop->chr && g_Vars.mplayerisrunning) {
struct chrdata *chr = prop->chr;
if (chr->fireslots[0] >= 0) {
beamTick(&g_Fireslots[chr->fireslots[0]].beam);
}
if (chr->fireslots[1] >= 0) {
beamTick(&g_Fireslots[chr->fireslots[1]].beam);
}
}
return 0;
}
s32 playerTickThirdPerson(struct prop *prop)
{
s32 playernum = playermgrGetPlayerNumByProp(prop);
struct player *player = g_Vars.players[playernum];
struct chrdata *chr = prop->chr;
s32 i;
s32 tickop1;
Mtxf *spe8;
Mtxf spa8;
struct coord sp9c;
s32 tickop2;
struct coord sp8c;
struct coord sp80;
f32 angle;
s32 animnum;
f32 shootrotx;
f32 shootroty;
struct prop *leftprop;
struct prop *rightprop;
struct coord sp5c;
if (g_Vars.currentplayerindex == 0 && player->haschrbody) {
chr->hidden &= ~CHRHFLAG_00000800;
}
if (player->haschrbody && player->model00d4) {
if (var80075d60 == 0
|| var80075d60 == 1
|| (player->cameramode == CAMERAMODE_THIRDPERSON && player->visionmode != VISIONMODE_SLAYERROCKET)) {
chr->chrflags |= CHRCFLAG_00000001;
player->bondperimenabled = false;
tickop1 = chrTick(prop);
player->bondperimenabled = true;
player->vv_ground = chr->ground;
player->vv_manground = chr->ground;
chr0f0220ac(prop->chr);
if (prop->flags & PROPFLAG_ONTHISSCREENTHISTICK) {
if (player->model00d4->filedata->skel == &g_SkelChr) {
spe8 = player->model00d4->matrices;
} else {
spe8 = player->model00d4->matrices;
}
mtx00015be4(camGetProjectionMtxF(), spe8, &spa8);
sp9c.x = spa8.m[3][0] + spa8.m[1][0] * 7;
sp9c.y = spa8.m[3][1] + spa8.m[1][1] * 7;
sp9c.z = spa8.m[3][2] + spa8.m[1][2] * 7;
player->vv_theta = (M_BADTAU - chrGetInverseTheta(chr)) * 360.0f / M_BADTAU;
player->vv_verta = 0;
} else {
sp9c.x = player->prop->pos.x;
sp9c.y = player->prop->pos.y;
sp9c.z = player->prop->pos.z;
player->vv_theta = (M_BADTAU - chrGetInverseTheta(chr)) * 360.0f / M_BADTAU;
player->vv_verta = 0;
}
bmoveUpdateVerta();
bmove0f0cc19c(&sp9c);
return tickop1;
}
}
if (player->haschrbody
&& player->model00d4
&& ((g_Vars.mplayerisrunning && g_Vars.currentplayernum != playernum)
|| player->cameramode == CAMERAMODE_EYESPY
|| (player->cameramode == CAMERAMODE_THIRDPERSON && player->visionmode == VISIONMODE_SLAYERROCKET))) {
chr->actiontype = ACT_BONDMULTI;
if ((chr->hidden & CHRHFLAG_00000800) == 0) {
leftprop = chrGetHeldProp(chr, HAND_LEFT);
rightprop = chrGetHeldProp(chr, HAND_RIGHT);
animnum = modelGetAnimNum(chr->model);
playerChooseThirdPersonAnimation(chr, bmoveGetCrouchPosByPlayer(playernum), player->speedsideways, player->speedforwards, player->speedtheta, &player->angleoffset, &chr->act_bondmulti.animcfg);
if (chrIsDead(chr)) {
shootrotx = 0;
shootroty = 0;
} else {
shootrotx = player->shootrotx;
shootroty = player->shootroty;
}
if (modelGetAnimNum(chr->model) == animnum) {
if (chr->act_bondmulti.animcfg) {
chr->hidden2 &= ~CHRH2FLAG_0004;
chrCalculateAimEndProperties(chr, chr->act_bondmulti.animcfg, leftprop != NULL, rightprop != NULL, shootrotx);
} else {
chr->hidden2 |= CHRH2FLAG_0004;
chr->aimendback = shootrotx;
chr->aimendrshoulder = 0;
chr->aimendlshoulder = 0;
}
}
chr->aimendsideback = shootroty;
chr->aimendcount = 10;
chrSetFiring(chr, HAND_RIGHT, player->hands[HAND_RIGHT].flashon);
chrSetFiring(chr, HAND_LEFT, player->hands[HAND_LEFT].flashon);
}
sp80.x = prop->pos.x;
sp80.y = prop->pos.y;
sp80.z = prop->pos.z;
modelGetRootPosition(chr->model, &sp8c);
sp8c.x = prop->pos.x;
sp8c.z = prop->pos.z;
modelSetRootPosition(chr->model, &sp8c);
angle = (360.0f - player->vv_theta) * 0.017450513318181f - player->angleoffset;
if (angle >= M_BADTAU) {
angle -= M_BADTAU;
} else if (angle < 0) {
angle += M_BADTAU;
}
chrSetLookAngle(chr, angle);
chr->chrflags |= CHRHFLAG_00000001;
tickop2 = chrTick(prop);
prop->pos.x = sp80.x;
prop->pos.y = sp80.y;
prop->pos.z = sp80.z;
if ((chr->hidden & CHRHFLAG_00000800) == 0) {
for (i = 0; i < 2; i++) {
if (chrGetGunPos(chr, i, &player->chrmuzzlelastpos[i])) {
player->chrmuzzlelast[i] = g_Vars.lvframenum;
} else if (player->chrmuzzlelast[i] < g_Vars.lvframenum - 1) {
player->chrmuzzlelastpos[i].x = player->hands[i].muzzlepos.x;
player->chrmuzzlelastpos[i].y = player->hands[i].muzzlepos.y;
player->chrmuzzlelastpos[i].z = player->hands[i].muzzlepos.z;
}
}
chr->hidden |= CHRHFLAG_00000800;
}
return tickop2;
}
if (PLAYERCOUNT() == 1) {
chrUpdateCloak(chr);
}
if (player->haschrbody && chr->model) {
modelGetRootPosition(chr->model, &sp5c);
sp5c.x = prop->pos.x;
sp5c.z = prop->pos.z;
modelSetRootPosition(chr->model, &sp5c);
}
chr->ground = player->vv_ground;
chr->manground = player->vv_manground;
chr->sumground = chr->manground * (PAL ? 8.417509f : 9.999998f);
if (g_Vars.mplayerisrunning) {
if (chr->weapons_held[0] && (chr->weapons_held[0]->obj->hidden & OBJHFLAG_REAPABLE)) {
objFree(chr->weapons_held[0]->obj, true, false);
}
if (chr->weapons_held[1] && (chr->weapons_held[1]->obj->hidden & OBJHFLAG_REAPABLE)) {
objFree(chr->weapons_held[1]->obj, true, false);
}
}
prop->flags &= ~PROPFLAG_ONTHISSCREENTHISTICK;
return TICKOP_NONE;
}
/**
* Choose and apply an animation for a multiplayer player from a third person
* perspective, based on their crouch state, equipped weapons and how quickly
* they are turning.
*
* Despite the function name, this is also used for bots.
*/
void playerChooseThirdPersonAnimation(struct chrdata *chr, s32 crouchpos, f32 speedsideways, f32 speedforwards, f32 speedtheta, f32 *angleoffset, struct attackanimconfig **animcfgptr)
{
struct prop *leftprop = chrGetHeldProp(chr, HAND_LEFT);
struct prop *rightprop = chrGetHeldProp(chr, HAND_RIGHT);
struct weaponobj *leftgun = NULL;
struct weaponobj *rightgun = NULL;
s16 animnum = 0;
struct attackanimconfig *animcfg;
f32 speed;
s32 prevanimnum;
bool reconfigure = false;
s32 wieldmode;
s32 i;
f32 startframe = -1;
f32 endframe = -1;
struct var80070ba4 *row;
f32 angle;
f32 turnspeed;
s32 turnmode;
f32 limit;
if (leftprop != NULL) {
leftgun = leftprop->weapon;
}
if (rightprop != NULL) {
rightgun = rightprop->weapon;
}
prevanimnum = modelGetAnimNum(chr->model);
if (chrIsDead(chr)) {
// Choose a death animation
bool found = false;
for (i = 0; i < g_NumDeathAnimations; i++) {
if (g_DeathAnimations[i] == prevanimnum) {
found = true;
break;
}
}
if (found) {
animnum = prevanimnum;
speed = 0.5f;
} else {
animnum = g_DeathAnimations[random() % g_NumDeathAnimations];
speed = 0.5f;
}
animcfg = NULL;
} else {
struct prop *chrprop = chr->prop;
if (chrprop->type == PROPTYPE_PLAYER
&& g_Vars.players[playermgrGetPlayerNumByProp(chrprop)]->bondmovemode == MOVEMODE_BIKE) {
// Player on a hoverbike
if (leftprop && rightprop) {
wieldmode = WIELDMODE_DUALGUNS;
} else if (!leftprop && !rightprop) {
wieldmode = WIELDMODE_UNARMED;
} else if (leftgun && weaponHasFlag(leftgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else if (rightgun && weaponHasFlag(rightgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else {
wieldmode = WIELDMODE_HEAVY;
}
if (wieldmode == WIELDMODE_PISTOL) {
animnum = ANIM_ONBIKE_PISTOL;
} else if (wieldmode == WIELDMODE_DUALGUNS) {
animnum = ANIM_ONBIKE_DUALGUNS;
} else if (wieldmode == WIELDMODE_HEAVY) {
animnum = ANIM_ONBIKE_HEAVYGUN;
} else {
animnum = ANIM_ONBIKE_UNARMED;
}
speed = 0.5f;
animcfg = NULL;
} else {
// Player or bot on foot
if (leftprop && rightprop) {
wieldmode = WIELDMODE_DUALGUNS;
} else if (!leftprop && !rightprop) {
wieldmode = WIELDMODE_UNARMED;
} else if (leftgun && !weaponHasFlag(leftgun->weaponnum, WEAPONFLAG_AICANUSE)) {
wieldmode = WIELDMODE_UNARMED;
} else if (rightgun && !weaponHasFlag(rightgun->weaponnum, WEAPONFLAG_AICANUSE)) {
wieldmode = WIELDMODE_UNARMED;
} else if (leftgun && weaponHasFlag(leftgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else if (rightgun && weaponHasFlag(rightgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else {
wieldmode = WIELDMODE_HEAVY;
}
turnspeed = sqrtf(speedsideways * speedsideways + speedforwards * speedforwards);
if (speedtheta < 0) {
speedtheta = -speedtheta;
}
if (turnspeed < speedtheta) {
turnspeed = speedtheta;
}
if (turnspeed < 0.05f) {
if (crouchpos == CROUCHPOS_SQUAT) {
turnmode = TURNMODE_SQUAT_NOTURN;
} else if (crouchpos == CROUCHPOS_DUCK) {
turnmode = TURNMODE_DUCK_NOTURN;
} else {
turnmode = TURNMODE_STAND_NOTURN;
}
row = &var80070ba4[wieldmode][turnmode];
speed = 1.0f;
angle = 0.0f;
} else {
angle = atan2f(speedsideways, speedforwards);
if (angle >= M_BADPI) {
angle -= M_BADTAU;
}
if (crouchpos == CROUCHPOS_SQUAT) {
turnmode = TURNMODE_SQUAT_TURN;
speed = turnspeed * 2.8571429252625f;
if (speed > 1.2f) {
speed = 1.2f;
}
} else if (crouchpos == CROUCHPOS_DUCK) {
turnmode = TURNMODE_DUCK_TURN;
speed = turnspeed * 2;
if (speed > 1.2f) {
speed = 1.2f;
}
} else if (turnspeed < 0.4f
|| (chr->prop->type == PROPTYPE_PLAYER
&& g_Vars.players[playermgrGetPlayerNumByProp(chr->prop)]->headanim == 0)) {
turnmode = TURNMODE_STAND_SOFTTURN;
speed = 2.0f * turnspeed;
if (speed > 1.2f) {
speed = 1.2f;
}
} else {
turnmode = TURNMODE_STAND_HARDTURN;
speed = turnspeed;
if (speed > 1.2f) {
speed = 1.2f;
}
}
if (angle < -1.6333680152893f) {
angle += M_BADPI;
speed = -speed;
} else if (angle > 1.6333680152893f) {
angle -= M_BADPI;
speed = -speed;
}
row = &var80070ba4[wieldmode][turnmode];
if (angle < -row->unk14) {
angle = -row->unk14;
} else if (angle > row->unk14) {
angle = row->unk14;
}
}
limit = g_Vars.lvupdate60freal * 0.10470308363438f;
if (angle - *angleoffset > limit) {
*angleoffset += limit;
} else if (angle - *angleoffset < -limit) {
*angleoffset -= limit;
} else {
*angleoffset = angle;
}
animcfg = row->animcfg;
if (row->animnum) {
animnum = row->animnum;
}
speed *= row->speed;
startframe = row->startframe;
endframe = row->endframe;
}
}
if (animcfg != NULL && animnum == 0) {
animnum = animcfg->animnum;
}
if (animnum != prevanimnum) {
reconfigure = true;
}
if (startframe >= 0 && (!chr->model->anim->looping || startframe != chr->model->anim->loopframe)) {
reconfigure = true;
}
if (startframe < 0 && chr->model->anim->looping) {
reconfigure = true;
}
if (reconfigure) {
if (chr->model->anim->animnum2 == 0) {
modelSetAnimation(chr->model, animnum, false, startframe >= 0 ? startframe : 0, speed, 16);
if (startframe >= 0) {
modelSetAnimLooping(chr->model, startframe, 16);
}
if (endframe >= 0) {
modelSetAnimEndFrame(chr->model, endframe);
}
}
} else {
if (speed != modelGetAnimSpeed(chr->model)) {
modelSetAnimSpeed(chr->model, speed, 1);
}
}
*animcfgptr = animcfg;
}
Gfx *playerRender(struct prop *prop, Gfx *gdl, bool xlupass)
{
if (g_Vars.players[playermgrGetPlayerNumByProp(prop)]->haschrbody) {
gdl = chrRender(prop, gdl, xlupass);
}
return gdl;
}
Gfx *playerLoadMatrix(Gfx *gdl)
{
gSPMatrix(gdl++, g_Vars.currentplayer->mtxl005c, G_MTX_LOAD);
return gdl;
}
void player0f0c3320(Mtxf *matrices, s32 count)
{
Mtxf sp40;
s32 i;
s32 j;
for (i = 0, j = 0; i < count; i++, j += sizeof(Mtxf)) {
mtx00015be4(camGetProjectionMtxF(), (Mtxf *)((u32)matrices + j), &sp40);
sp40.m[3][0] -= g_Vars.currentplayer->globaldrawworldoffset.x;
sp40.m[3][1] -= g_Vars.currentplayer->globaldrawworldoffset.y;
sp40.m[3][2] -= g_Vars.currentplayer->globaldrawworldoffset.z;
mtxF2L(&sp40, matrices + i);
}
}