mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-02-03 00:33:55 +03:00
fox_display.c spacing
This commit is contained in:
parent
c348962cab
commit
9dd58cd924
@ -35,11 +35,13 @@ void Display_DrawHelpAlert(void) {
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if ((gPlayState == PLAY_PAUSE) || (gTeamHelpActor == NULL)) {
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return;
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}
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if ((gTeamHelpActor->obj.status != OBJ_ACTIVE) || (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_ACTIVE)) {
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gTeamHelpActor = NULL;
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gTeamHelpTimer = 0;
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return;
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}
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if (gTeamHelpTimer != 0) {
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gTeamHelpTimer--;
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if (gTeamHelpTimer == 0) {
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@ -47,18 +49,24 @@ void Display_DrawHelpAlert(void) {
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return;
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}
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}
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if ((gTeamHelpTimer & 4) == 0) {
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Matrix_RotateY(gCalcMatrix, gPlayer[0].camYaw, MTXF_NEW);
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Matrix_RotateX(gCalcMatrix, gPlayer[0].camPitch, MTXF_APPLY);
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sp68.x = gTeamHelpActor->obj.pos.x - gPlayer[0].cam.eye.x;
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sp68.y = gTeamHelpActor->obj.pos.y - gPlayer[0].cam.eye.y;
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sp68.z = gTeamHelpActor->obj.pos.z + gPathProgress - gPlayer[0].cam.eye.z;
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Matrix_MultVec3f(gCalcMatrix, &sp68, &sp5C);
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sp7C = 0;
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if ((sp5C.z < 0.0f) && (sp5C.z > -12000.0f) && (fabsf(sp5C.x) < fabsf(sp5C.z * 0.4f))) {
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sp7C = 1;
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}
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RCP_SetupDL(&gMasterDisp, SETUPDL_12);
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switch (gTeamHelpActor->aiType) {
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case AI360_PEPPY:
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 30, 0, 255);
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@ -70,6 +78,7 @@ void Display_DrawHelpAlert(void) {
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 30, 30, 255, 255);
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break;
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}
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switch (sp7C) {
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case 0:
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if (gTeamHelpActor->sfxSource[0] > 0.0f) {
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@ -87,6 +96,7 @@ void Display_DrawHelpAlert(void) {
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gSPDisplayList(gMasterDisp++, D_1023700);
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Matrix_Pop(&gGfxMatrix);
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break;
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case 1:
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Matrix_Push(&gGfxMatrix);
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Matrix_Translate(gGfxMatrix, 20.0f, 0.0f, -50.0f, MTXF_APPLY);
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@ -105,6 +115,7 @@ void Display_DrawHelpAlert(void) {
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Matrix_Pop(&gGfxMatrix);
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break;
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}
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switch (sp7C) {
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case 0:
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RCP_SetupDL(&gMasterDisp, SETUPDL_76);
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@ -115,6 +126,7 @@ void Display_DrawHelpAlert(void) {
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Graphics_DisplaySmallText(SCREEN_WIDTH - 43 - 19, 106, 1.0f, 1.0f, "HELP!!");
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}
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break;
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case 1:
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RCP_SetupDL(&gMasterDisp, SETUPDL_76);
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255);
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@ -129,6 +141,7 @@ bool func_display_800520FC(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot,
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Player* player = (Player*) data;
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK);
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if (player->num == 1) {
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if (limbIndex == 16) {
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rot->y += player->unk_154;
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@ -249,6 +262,7 @@ void func_display_800526B8(Player* player) {
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Matrix_Push(&gGfxMatrix);
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Matrix_Scale(gCalcMatrix, 0.5f, 0.5f, 0.5f, MTXF_APPLY);
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Matrix_Translate(gCalcMatrix, 0.0f, 35.0f, 0.0f, MTXF_APPLY);
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switch (player->num) {
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case 0:
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Animation_DrawSkeleton(5, D_versus_301D258, player->jointTable, func_display_800520FC,
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@ -278,15 +292,18 @@ void func_display_80052884(Player* player) {
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Vec3f sp40 = { 0.0f, 40.0f, -70.0f };
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Matrix_Push(&gGfxMatrix);
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if (!gVersusMode) {
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gSPDisplayList(gMasterDisp++, D_landmaster_3000090);
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} else {
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gSPDisplayList(gMasterDisp++, D_versus_300FB80);
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}
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Matrix_MultVec3f(gGfxMatrix, &sp40, &D_display_80161518[player->num]);
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Matrix_Translate(gGfxMatrix, 0.0f, 51.0f, -10.0f, MTXF_APPLY);
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Matrix_RotateY(gGfxMatrix, -player->unk_180 * M_DTOR, MTXF_APPLY);
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Matrix_RotateX(gGfxMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
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if (gPlayerNum == player->num) {
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sp64 = 0.0f;
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if (gChargeTimers[player->num] >= 20) {
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@ -299,7 +316,9 @@ void func_display_80052884(Player* player) {
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sp58.z = 2400.0f + sp64;
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Matrix_MultVec3f(gGfxMatrix, &sp58, &D_display_801613E0[1]);
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}
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Matrix_SetGfxMtx(&gMasterDisp);
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if (!gVersusMode) {
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if (player->unk_1A0 != 0) {
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RCP_SetupDL_64();
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@ -309,6 +328,7 @@ void func_display_80052884(Player* player) {
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} else {
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gSPDisplayList(gMasterDisp++, D_versus_301F140);
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}
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Matrix_MultVec3f(gGfxMatrix, &sp4C, &D_display_80161548[player->num]);
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Matrix_Pop(&gGfxMatrix);
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}
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@ -323,12 +343,14 @@ f32 sPlayerShadowing = 0.0f;
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void func_display_80052B80(Player* player) {
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Matrix_Push(&gGfxMatrix);
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if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->unk_1A0 != 0)) {
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Matrix_Translate(gGfxMatrix, D_display_80161548[player->num].x, D_display_80161548[player->num].y,
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D_display_80161548[player->num].z, MTXF_APPLY);
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Matrix_Scale(gGfxMatrix, D_display_800CA248[player->unk_1A0 - 1], D_display_800CA248[player->unk_1A0 - 1],
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D_display_800CA248[player->unk_1A0 - 1], MTXF_APPLY);
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Matrix_SetGfxMtx(&gMasterDisp);
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if (gVersusMode) {
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RCP_SetupDL_40();
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gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
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@ -350,6 +372,7 @@ void func_display_80052D48(Player* player) {
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Matrix_Push(&gGfxMatrix);
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Matrix_Copy(gGfxMatrix, &D_display_80161418[player->num]);
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if (gVersusMode) {
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RCP_SetupDL_64();
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 150);
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@ -358,6 +381,7 @@ void func_display_80052D48(Player* player) {
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gDPSetEnvColor(gMasterDisp++, 255, 0, 0, 192);
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RCP_SetupDL(&gMasterDisp, SETUPDL_67);
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}
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sp2C = player->unk_16C;
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if (sp2C > 0.2f) {
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if (!gVersusMode) {
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@ -381,6 +405,7 @@ void func_display_80052D48(Player* player) {
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}
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Matrix_Pop(&gGfxMatrix);
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}
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sp2C = player->unk_170;
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if (sp2C > 0.2f) {
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if (!gVersusMode) {
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@ -421,6 +446,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot,
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RCP_SetupDL(&gMasterDisp, SETUPDL_29);
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func_display_8005314C();
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}
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switch (limbIndex) {
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case 13:
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if (wings->rightState == WINGSTATE_NONE) {
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@ -439,6 +465,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot,
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}
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}
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break;
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case 1:
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case 2:
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if (wings->rightState != 2) {
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@ -454,6 +481,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot,
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}
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}
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break;
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case 12:
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if (wings->rightState == WINGSTATE_NONE) { // should be leftState?
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*gfxPtr = NULL;
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@ -471,6 +499,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot,
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}
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}
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break;
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case 5:
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case 6:
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if (wings->leftState != 2) {
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@ -487,6 +516,7 @@ bool func_display_800531A4(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos, Vec3f* rot,
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}
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break;
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}
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switch (limbIndex) {
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case 1:
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rot->y -= wings->unk_04;
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@ -523,10 +553,12 @@ void func_display_80053658(WingInfo* wings) {
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s32 modelId;
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Matrix_Push(&gGfxMatrix);
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wings->unk_18 = 0.0f;
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if (wings->unk_14 < -7.0f) {
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wings->unk_18 = (-wings->unk_14 - 7.0f) * 2.5f;
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}
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if (gGameState == GSTATE_PLAY) {
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Animation_DrawSkeleton(1, D_arwing_3016610, gPlayer[0].jointTable, func_display_800531A4, NULL, wings,
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&gIdentityMatrix);
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@ -538,11 +570,14 @@ void func_display_80053658(WingInfo* wings) {
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}
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Animation_DrawSkeleton(1, D_arwing_3016610, sp68, func_display_800531A4, NULL, wings, &gIdentityMatrix);
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}
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D_display_800CA22C = false;
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modelId = wings->modelId;
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if (D_display_800CA220 != 0) {
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modelId = 1;
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}
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if (modelId != 0) {
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Matrix_Push(&gGfxMatrix);
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Matrix_Translate(gGfxMatrix, 0.0f, 6.4f, -16.5f, MTXF_APPLY);
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@ -560,10 +595,12 @@ void func_display_80053658(WingInfo* wings) {
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}
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Matrix_Pop(&gGfxMatrix);
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}
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Matrix_Translate(gGfxMatrix, 0.0f, 17.2f, -25.8f, MTXF_APPLY);
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Matrix_RotateX(gGfxMatrix, wings->unk_38 * M_DTOR, MTXF_APPLY);
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Matrix_SetGfxMtx(&gMasterDisp);
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RCP_SetupDL_64_2();
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if ((gGameState == GSTATE_PLAY) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) &&
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(gCurrentLevel == LEVEL_CORNERIA)) {
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 120);
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@ -578,6 +615,7 @@ void func_display_80053658(WingInfo* wings) {
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gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
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gSPDisplayList(gMasterDisp++, D_arwing_30194E0);
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}
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK);
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Matrix_Pop(&gGfxMatrix);
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}
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@ -615,6 +653,7 @@ void func_display_80053C38(Player* player, s32 arg1) {
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sp4C.z = 2400.0f + sp48;
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Matrix_MultVec3f(gGfxMatrix, &sp4C, &D_display_801613E0[1]);
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}
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if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS) &&
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(fabsf(player->trueZpos + gPathProgress - player->cam.eye.z) < 10.0f)) {
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if (arg1 == 0) {
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@ -663,6 +702,7 @@ void func_display_80053F7C(Player* player) {
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translate = &D_display_801613E0[i];
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Matrix_Push(&gGfxMatrix);
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Matrix_Translate(gGfxMatrix, translate->x, translate->y, translate->z, MTXF_APPLY);
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if (gChargeTimers[player->num] >= 20) {
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RCP_SetupDL(&gMasterDisp, SETUPDL_63);
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if (i == 1) {
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@ -676,6 +716,7 @@ void func_display_80053F7C(Player* player) {
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} else {
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RCP_SetupDL_36();
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}
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if (i == 1) {
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Matrix_Scale(gGfxMatrix, sCrosshairScales[player->num], sCrosshairScales[player->num], 1.0f,
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MTXF_APPLY);
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@ -693,16 +734,16 @@ void func_display_80054280(Player* player, s32 arg1) {
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switch (player->form) {
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case FORM_ARWING:
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func_display_80053C38(player, arg1);
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return;
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break;
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case FORM_LANDMASTER:
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func_display_80052884(player);
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return;
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break;
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case FORM_BLUE_MARINE:
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Aquas_801ACBB4(player);
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return;
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break;
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case FORM_ON_FOOT:
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func_display_800526B8(player);
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return;
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break;
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}
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}
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@ -710,14 +751,17 @@ void func_display_80054300(Player* player) {
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Math_SmoothStepToF(&sPlayerShadowing, player->shadowing, 1.0f, 10.0f, 0.0f);
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RCP_SetupDL(&gMasterDisp, SETUPDL_66);
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, (s32) sPlayerShadowing);
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if (player->groundPos.y > 30.0f) {
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gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK);
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}
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if ((gGroundSurface == SURFACE_WATER) && (player->groundPos.y < 10.0f)) {
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player->shadowing = 90;
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} else {
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player->shadowing = 180;
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}
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switch (player->form) {
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case FORM_ARWING:
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fake_label:
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@ -726,6 +770,7 @@ void func_display_80054300(Player* player) {
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Matrix_SetGfxMtx(&gMasterDisp);
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gSPDisplayList(gMasterDisp++, D_1032780);
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break;
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case FORM_LANDMASTER:
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Matrix_Push(&gGfxMatrix);
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Matrix_Scale(gGfxMatrix, 1.17f, 1.17f, 1.17f, MTXF_APPLY);
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@ -741,8 +786,10 @@ void func_display_80054300(Player* player) {
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}
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Matrix_Pop(&gGfxMatrix);
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break;
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case FORM_BLUE_MARINE:
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break;
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case FORM_ON_FOOT:
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Matrix_Push(&gGfxMatrix);
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Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 0.5f, MTXF_APPLY);
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@ -782,6 +829,7 @@ void func_display_8005478C(Player* player) {
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 100);
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Matrix_Push(&gGfxMatrix);
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Matrix_RotateZ(gGfxMatrix, player->bankAngle * M_DTOR, MTXF_APPLY);
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if (player->form == FORM_LANDMASTER) {
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if (player->unk_194 <= 0.0f) {
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Matrix_Pop(&gGfxMatrix);
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@ -791,6 +839,7 @@ void func_display_8005478C(Player* player) {
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} else {
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Matrix_Scale(gGfxMatrix, player->unk_194, player->unk_194, 1.0f, MTXF_APPLY);
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}
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if ((gGameFrameCount % 2) != 0) {
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Matrix_Scale(gGfxMatrix, 0.9f, 0.63f, 1.0f, MTXF_APPLY);
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} else {
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@ -814,29 +863,37 @@ void func_display_80054914(Player* player) {
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MTXF_APPLY);
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Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
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MTXF_APPLY);
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Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
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sp40.x = 0.0f;
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sp40.y = 0.0f;
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sp40.z = -30.0f;
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Matrix_MultVec3f(gCalcMatrix, &sp40, &sp34);
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sp4C = 1.0f;
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if (player->baseRollRate < 0) {
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sp4C = -1.0f;
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}
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Matrix_Push(&gGfxMatrix);
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Matrix_Translate(gGfxMatrix, player->pos.x + sp34.x, player->pos.y + sp34.y,
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player->trueZpos + player->zPath + sp34.z, MTXF_APPLY);
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Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
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Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
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Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 20.0f * sp4C * M_DTOR, MTXF_APPLY);
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if (player->form == FORM_ARWING) {
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Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY);
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} else {
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Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.2f, MTXF_APPLY);
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}
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if (player->baseRollRate < 0) {
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Matrix_RotateX(gGfxMatrix, M_PI, MTXF_APPLY);
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}
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Matrix_SetGfxMtx(&gMasterDisp);
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RCP_SetupDL(&gMasterDisp, SETUPDL_67);
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gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, player->barrelRollAlpha);
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@ -881,18 +938,24 @@ void func_display_80054E80(Player* player) {
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} else {
|
||||
Matrix_MultVec3f(gCalcMatrix, &spC4, &sp94);
|
||||
}
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
sp80 = gChargeTimers[player->num] / 20.0f;
|
||||
|
||||
Matrix_Translate(gGfxMatrix, sp94.x, sp94.y, sp94.z, MTXF_NEW);
|
||||
Matrix_Scale(gGfxMatrix, sp80, sp80, 1.0f, MTXF_APPLY);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) {
|
||||
Matrix_Scale(gGfxMatrix, 3.0f, 3.0f, 3.0f, MTXF_APPLY);
|
||||
} else {
|
||||
Matrix_Scale(gGfxMatrix, 10.0f, 10.0f, 10.0f, MTXF_APPLY);
|
||||
}
|
||||
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 128);
|
||||
|
||||
if (gVersusMode) {
|
||||
switch (player->num) {
|
||||
case 0:
|
||||
@ -911,6 +974,7 @@ void func_display_80054E80(Player* player) {
|
||||
} else {
|
||||
gDPSetEnvColor(gMasterDisp++, 0, 255, 0, 128);
|
||||
}
|
||||
|
||||
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 53.0f * M_DTOR, MTXF_APPLY);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_101C2E0);
|
||||
@ -918,11 +982,14 @@ void func_display_80054E80(Player* player) {
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_101C2E0);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
|
||||
if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) {
|
||||
Matrix_Scale(gGfxMatrix, 0.3f, 0.3f, 0.3f, MTXF_APPLY);
|
||||
}
|
||||
|
||||
Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 1.0f, MTXF_APPLY);
|
||||
if (((gGameFrameCount % 2) == 0)) {
|
||||
|
||||
if ((gGameFrameCount % 2) == 0) {
|
||||
Matrix_Scale(gGfxMatrix, 1.7f, 1.7f, 1.0f, MTXF_APPLY);
|
||||
} else {
|
||||
Matrix_Scale(gGfxMatrix, 1.3f, 1.3f, 1.0f, MTXF_APPLY);
|
||||
@ -931,14 +998,17 @@ void func_display_80054E80(Player* player) {
|
||||
gSPDisplayList(gMasterDisp++, D_1024AC0);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
if (gMuzzleFlashScale[player->num] > 0.1f) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_67);
|
||||
Matrix_Copy(gCalcMatrix, &D_display_80161418[player->num]);
|
||||
|
||||
laserStrength = gLaserStrength[player->num];
|
||||
if (player->wings.unk_14 > -8.0f) {
|
||||
laserStrength = LASERS_SINGLE;
|
||||
}
|
||||
|
||||
switch (laserStrength) {
|
||||
case LASERS_SINGLE:
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 192, 255, 192, 128);
|
||||
@ -956,6 +1026,7 @@ void func_display_80054E80(Player* player) {
|
||||
gSPDisplayList(gMasterDisp++, D_1024AC0);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
break;
|
||||
|
||||
case LASERS_TWIN:
|
||||
case LASERS_HYPER:
|
||||
if (laserStrength == LASERS_TWIN) {
|
||||
@ -999,8 +1070,10 @@ void func_display_80055788(Player* player) {
|
||||
Matrix_Scale(gGfxMatrix, sp54, sp54, 1.0f, MTXF_APPLY);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, 10.0f, 10.0f, 10.0f, MTXF_APPLY);
|
||||
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 128);
|
||||
|
||||
if (gVersusMode) {
|
||||
switch (player->num) {
|
||||
case 0:
|
||||
@ -1019,6 +1092,7 @@ void func_display_80055788(Player* player) {
|
||||
} else {
|
||||
gDPSetEnvColor(gMasterDisp++, 0, 255, 0, 128);
|
||||
}
|
||||
|
||||
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 53.0f * M_DTOR, MTXF_APPLY);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
gSPDisplayList(gMasterDisp++, D_101C2E0);
|
||||
@ -1027,7 +1101,8 @@ void func_display_80055788(Player* player) {
|
||||
gSPDisplayList(gMasterDisp++, D_101C2E0);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 1.0f, MTXF_APPLY);
|
||||
if (((gGameFrameCount % 2) == 0)) {
|
||||
|
||||
if ((gGameFrameCount % 2) == 0) {
|
||||
Matrix_Scale(gGfxMatrix, 1.7f, 1.7f, 1.0f, MTXF_APPLY);
|
||||
} else {
|
||||
Matrix_Scale(gGfxMatrix, 1.3f, 1.3f, 1.0f, MTXF_APPLY);
|
||||
@ -1056,6 +1131,7 @@ void func_display_80055B58(Player* player) {
|
||||
Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
|
||||
MTXF_APPLY);
|
||||
Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
|
||||
|
||||
var_fv0 = player->unk_194 * 30.0f;
|
||||
if (var_fv0 > 30.0f) {
|
||||
var_fv0 = 30.0f;
|
||||
@ -1078,6 +1154,7 @@ void func_display_80055B58(Player* player) {
|
||||
func_display_80054CA4(player);
|
||||
func_display_80054E80(player);
|
||||
break;
|
||||
|
||||
case FORM_LANDMASTER:
|
||||
func_display_80052D48(player);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
@ -1088,6 +1165,7 @@ void func_display_80055B58(Player* player) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
func_display_80055788(player);
|
||||
break;
|
||||
|
||||
case FORM_BLUE_MARINE:
|
||||
func_display_80054914(player);
|
||||
break;
|
||||
@ -1096,35 +1174,39 @@ void func_display_80055B58(Player* player) {
|
||||
}
|
||||
|
||||
void func_display_80055E98(Player* player) {
|
||||
f32 sp5C;
|
||||
f32 sp58;
|
||||
f32 sp5C = 70.0f;
|
||||
f32 sp58 = -18.0f;
|
||||
f32 sp54;
|
||||
f32 sp50;
|
||||
f32 var_fs0;
|
||||
|
||||
sp5C = 70.0f;
|
||||
sp58 = -18.0f;
|
||||
if (player->wingPosition == 2) {
|
||||
sp5C = 108.0f;
|
||||
sp58 = -22.0f;
|
||||
}
|
||||
|
||||
if (player->contrailScale != 0.0f) {
|
||||
sp54 = 0.0f;
|
||||
if ((gGameFrameCount % 2) != 0) {
|
||||
sp54 = 180.0f;
|
||||
}
|
||||
|
||||
var_fs0 = player->rot.y;
|
||||
if (var_fs0 > 90.0f) {
|
||||
var_fs0 -= 180.0f;
|
||||
}
|
||||
|
||||
var_fs0 = var_fs0 * 0.25f;
|
||||
sp50 = player->rot.x * 0.25f;
|
||||
|
||||
if (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) {
|
||||
var_fs0 = 0.0f;
|
||||
sp50 = 0.0f;
|
||||
}
|
||||
|
||||
RCP_SetupDL_64();
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 100);
|
||||
|
||||
if (player->wings.leftState == WINGSTATE_INTACT) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, sp5C, sp58, -100.0f, MTXF_APPLY);
|
||||
@ -1175,6 +1257,7 @@ bool func_display_800563B4(s32 index, s32 arg1) {
|
||||
Vec3f sp20;
|
||||
|
||||
Matrix_MultVec3f(gGfxMatrix, &sp2C, &sp20);
|
||||
|
||||
if ((sp20.z < 200.0f) && (sp20.z > -12000.0f)) {
|
||||
if (fabsf(sp20.x) < (fabsf(sp20.z * 0.5f) + 500.0f)) {
|
||||
if (fabsf(sp20.y) < (fabsf(sp20.z * 0.5f) + 500.0f)) {
|
||||
@ -1185,6 +1268,7 @@ bool func_display_800563B4(s32 index, s32 arg1) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (arg1 == 0) {
|
||||
sPlayersVisible[index] = 0;
|
||||
}
|
||||
@ -1219,27 +1303,33 @@ void func_display_800564C0(Player* player, s32 arg1) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!func_display_800563B4(player->num, arg1)) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
return;
|
||||
}
|
||||
|
||||
Matrix_RotateX(gGfxMatrix, (player->rot.x + player->damageShake) * M_DTOR, MTXF_APPLY);
|
||||
Matrix_RotateZ(gGfxMatrix, (player->rot.z + player->rockAngle + player->damageShake) * M_DTOR, MTXF_APPLY);
|
||||
Matrix_RotateY(gGfxMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
|
||||
|
||||
if (gVersusMode) {
|
||||
Matrix_RotateX(gGfxMatrix, player->unk_000 * M_DTOR, MTXF_APPLY);
|
||||
}
|
||||
|
||||
Matrix_RotateZ(gGfxMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY);
|
||||
Matrix_Translate(gGfxMatrix, player->xShake, player->yBob - 30.0f, 0.0f, MTXF_APPLY);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
} else if (player->form == FORM_ON_FOOT) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->trueZpos + player->zPath, MTXF_APPLY);
|
||||
|
||||
if (!func_display_800563B4(player->num, arg1)) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
return;
|
||||
}
|
||||
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y + gCameraShakeY,
|
||||
player->trueZpos + player->zPath, MTXF_NEW);
|
||||
@ -1266,6 +1356,7 @@ void func_display_800564C0(Player* player, s32 arg1) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!func_display_800563B4(player->num, arg1)) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
return;
|
||||
@ -1281,6 +1372,7 @@ void func_display_800564C0(Player* player, s32 arg1) {
|
||||
Matrix_Translate(gGfxMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
}
|
||||
|
||||
switch (player->dmgEffect) {
|
||||
case 0:
|
||||
if (!gVersusMode) {
|
||||
@ -1295,14 +1387,17 @@ void func_display_800564C0(Player* player, s32 arg1) {
|
||||
RCP_SetupDL_29(0, 0, 0, 255, gFogNear, gFogFar);
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
RCP_SetupDL_27();
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
RCP_SetupDL_32();
|
||||
break;
|
||||
}
|
||||
|
||||
if (arg1 != 0) {
|
||||
Object_ApplyWaterDistortion();
|
||||
} else {
|
||||
@ -1336,7 +1431,9 @@ void func_display_80056E2C(Player* player) {
|
||||
if (player->grounded) {
|
||||
sp34 = sp30 = 0.0f;
|
||||
}
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
if (gLevelMode == LEVELMODE_ALL_RANGE) {
|
||||
if (player->form == FORM_ON_FOOT) {
|
||||
Matrix_Translate(gGfxMatrix, player->groundPos.x, player->groundPos.y + 2.0f, player->groundPos.z,
|
||||
@ -1349,10 +1446,12 @@ void func_display_80056E2C(Player* player) {
|
||||
Matrix_Translate(gGfxMatrix, player->groundPos.x, player->groundPos.y + 2.0f,
|
||||
player->groundPos.z + player->zPath, MTXF_APPLY);
|
||||
}
|
||||
|
||||
Matrix_RotateY(gGfxMatrix, player->groundRotY, MTXF_APPLY);
|
||||
Matrix_RotateX(gGfxMatrix, player->shadowRotX, MTXF_APPLY);
|
||||
Matrix_RotateZ(gGfxMatrix, player->shadowRotZ, MTXF_APPLY);
|
||||
Matrix_Scale(gGfxMatrix, 0.8f + sp34, 0.0f, 0.8f + sp30, MTXF_APPLY);
|
||||
|
||||
if ((player->form == FORM_ARWING) || (player->form == FORM_BLUE_MARINE) || (player->form == FORM_ON_FOOT)) {
|
||||
sp2C = player->bankAngle + player->rockAngle + player->damageShake;
|
||||
if (((sp2C > 70.0f) && (sp2C < 110.0f)) || ((sp2C < -70.0f) && (sp2C > -110.0f))) {
|
||||
@ -1432,6 +1531,7 @@ void func_display_80057504(void) {
|
||||
if (var_fs0 < 1.2f) {
|
||||
var_fs0 = 1.2f;
|
||||
}
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, gLockOnTargetViewPos[i].x, gLockOnTargetViewPos[i].y,
|
||||
gLockOnTargetViewPos[i].z, MTXF_APPLY);
|
||||
@ -1451,6 +1551,7 @@ void func_display_80057504(void) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (j = 0; j < gCamCount; j++) {
|
||||
gLockOnTargetViewPos[j].x = gLockOnTargetViewPos[j].y = 0.f;
|
||||
gLockOnTargetViewPos[j].z = 100.0f;
|
||||
@ -1494,6 +1595,7 @@ void func_display_800578C4(Player* player) {
|
||||
gPlayCamAt.y = player->cam.at.y;
|
||||
gPlayCamAt.z = player->cam.at.z;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
@ -1545,12 +1647,15 @@ void Play_Draw(void) {
|
||||
if (gHitCount > 511) {
|
||||
gHitCount = 511;
|
||||
}
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
|
||||
Math_SmoothStepToF(&gCamDistortion, 0.01f, 0.2f, 0.002f, 0.0f);
|
||||
} else {
|
||||
Math_SmoothStepToF(&gCamDistortion, 0.0f, 0.2f, 0.002f, 0.0f);
|
||||
}
|
||||
|
||||
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY);
|
||||
Matrix_Scale(gGfxMatrix, 1.0f + gCamDistortion, 1.0f - gCamDistortion, 1.0f, MTXF_APPLY);
|
||||
Matrix_RotateZ(gGfxMatrix, -(f32) gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY);
|
||||
@ -1559,6 +1664,7 @@ void Play_Draw(void) {
|
||||
Camera_SetupLights(camPlayer);
|
||||
Lights_SetOneLight(&gMasterDisp, gLight1x, gLight1y, gLight1z, gLight1R, gLight1G, gLight1B, gAmbientR, gAmbientG,
|
||||
gAmbientB);
|
||||
|
||||
if (gLevelMode == LEVELMODE_ON_RAILS) {
|
||||
Matrix_RotateY(gCalcMatrix, camPlayer->yRot_114 * M_DTOR, MTXF_NEW);
|
||||
Matrix_RotateX(gCalcMatrix, camPlayer->xRot_120 * M_DTOR, MTXF_APPLY);
|
||||
@ -1592,6 +1698,7 @@ void Play_Draw(void) {
|
||||
gPlayCamAt.y = camPlayer->cam.at.y;
|
||||
gPlayCamAt.z = camPlayer->cam.at.z;
|
||||
}
|
||||
|
||||
camPlayer->camYaw = -Math_Atan2F(gPlayCamEye.x - gPlayCamAt.x, gPlayCamEye.z - gPlayCamAt.z);
|
||||
camPlayer->camPitch = -Math_Atan2F(gPlayCamEye.y - gPlayCamAt.y,
|
||||
sqrtf(SQ(gPlayCamEye.z - gPlayCamAt.z) + SQ(gPlayCamEye.x - gPlayCamAt.x)));
|
||||
@ -1602,21 +1709,18 @@ void Play_Draw(void) {
|
||||
tempVec.y = 100.0f;
|
||||
tempVec.z = 0.0f;
|
||||
Matrix_MultVec3f(gCalcMatrix, &tempVec, &playerCamUp);
|
||||
|
||||
if (gStarCount != 0) {
|
||||
gStarfieldRoll = DEG_TO_RAD(gPlayer[0].camRoll);
|
||||
Camera_SetStarfieldPos(gPlayCamEye.x, gPlayCamEye.y, gPlayCamEye.z, gPlayCamAt.x, gPlayCamAt.y, gPlayCamAt.z);
|
||||
Background_DrawStarfield();
|
||||
}
|
||||
|
||||
Background_DrawBackdrop();
|
||||
Background_DrawSun();
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
// if(gControllerHold[gMainController]. button & L_TRIG) {
|
||||
// Matrix_LookAt(gGfxMatrix, gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ,
|
||||
// playerCamUp.x, playerCamUp.y, playerCamUp.z, MTXF_APPLY);
|
||||
// } else {
|
||||
Matrix_LookAt(gGfxMatrix, gPlayCamEye.x, gPlayCamEye.y, gPlayCamEye.z, gPlayCamAt.x, gPlayCamAt.y, gPlayCamAt.z,
|
||||
playerCamUp.x, playerCamUp.y, playerCamUp.z, MTXF_APPLY);
|
||||
// }
|
||||
|
||||
if ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE)) {
|
||||
if ((gCurrentLevel == LEVEL_TITANIA) &&
|
||||
@ -1632,8 +1736,10 @@ void Play_Draw(void) {
|
||||
Background_DrawGround();
|
||||
}
|
||||
}
|
||||
|
||||
Lights_SetOneLight(&gMasterDisp, gLight2x, gLight2y, gLight2z, gLight2R, gLight2G, gLight2B, gAmbientR, gAmbientG,
|
||||
gAmbientB);
|
||||
|
||||
for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
|
||||
playerPos.x = player->pos.x;
|
||||
playerPos.y = player->pos.y;
|
||||
@ -1642,6 +1748,7 @@ void Play_Draw(void) {
|
||||
func_display_800564C0(player, 0);
|
||||
func_display_80057814(player);
|
||||
}
|
||||
|
||||
if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) {
|
||||
Lights_SetOneLight(&gMasterDisp, gLight2x, -1 * gLight2y, gLight2z, gLight2R, gLight2G, gLight2B, gAmbientR,
|
||||
gAmbientG, gAmbientB);
|
||||
@ -1655,12 +1762,14 @@ void Play_Draw(void) {
|
||||
}
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
Lights_SetOneLight(&gMasterDisp, gLight1x, gLight1y, gLight1z, gLight1R, gLight1G, gLight1B, gAmbientR, gAmbientG,
|
||||
gAmbientB);
|
||||
Object_Draw(1);
|
||||
TexturedLine_Draw();
|
||||
gReflectY = 1;
|
||||
PlayerShot_DrawAll();
|
||||
|
||||
if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, 1.0f, -1.0f, 1.0f, MTXF_APPLY);
|
||||
@ -1668,7 +1777,9 @@ void Play_Draw(void) {
|
||||
PlayerShot_DrawAll();
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
gReflectY = -1;
|
||||
|
||||
if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, 1.0f, -1.0f, 1.0f, MTXF_APPLY);
|
||||
@ -1680,21 +1791,26 @@ void Play_Draw(void) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
if (gCurrentLevel == LEVEL_AQUAS) {
|
||||
Effect_Draw(0);
|
||||
}
|
||||
|
||||
if ((gGroundSurface == SURFACE_WATER) || (gAqDrawMode != 0)) {
|
||||
D_bg_8015F964 = true;
|
||||
Effect_Draw(1);
|
||||
Background_DrawGround();
|
||||
}
|
||||
|
||||
if ((gCurrentLevel != LEVEL_AQUAS) &&
|
||||
(((gCurrentLevel != LEVEL_CORNERIA) && (gCurrentLevel != LEVEL_VENOM_ANDROSS)) ||
|
||||
((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) &&
|
||||
(gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)))) {
|
||||
Effect_Draw(0);
|
||||
}
|
||||
|
||||
gReflectY = 1;
|
||||
|
||||
for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
|
||||
if (sPlayersVisible[i] != 0) {
|
||||
func_display_80056E2C(player);
|
||||
@ -1702,21 +1818,26 @@ void Play_Draw(void) {
|
||||
func_display_80056230(player);
|
||||
}
|
||||
}
|
||||
|
||||
if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
|
||||
Aquas_801AA20C();
|
||||
}
|
||||
|
||||
if (((gCurrentLevel == LEVEL_CORNERIA) || (gCurrentLevel == LEVEL_VENOM_ANDROSS)) &&
|
||||
((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) ||
|
||||
(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO))) {
|
||||
Effect_Draw(0);
|
||||
}
|
||||
|
||||
BonusText_DrawAll();
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
func_display_80057248();
|
||||
func_display_80057504();
|
||||
|
||||
if (sDrawCockpit != 0) {
|
||||
func_display_80053B18();
|
||||
}
|
||||
|
||||
for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
|
||||
if (sPlayersVisible[i] != 0) {
|
||||
if (gShowCrosshairs[i]) {
|
||||
@ -1729,10 +1850,13 @@ void Play_Draw(void) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((gLevelMode == LEVELMODE_UNK_2) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
|
||||
Turret_Draw(gPlayer);
|
||||
}
|
||||
|
||||
Background_DrawLensFlare();
|
||||
|
||||
if ((gCamCount != 1) &&
|
||||
((camPlayer->state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (camPlayer->state_1C8 == PLAYERSTATE_1C8_U_TURN))) {
|
||||
HUD_Draw();
|
||||
|
Loading…
Reference in New Issue
Block a user