Starship/src/engine/fox_play.c
2024-11-25 02:50:49 -03:00

7158 lines
256 KiB
C

#include "prevent_bss_reordering.h"
#include "global.h"
#include "fox_map.h"
#include "assets/ast_corneria.h"
#include "assets/ast_training.h"
#include "assets/ast_sector_x.h"
#include "assets/ast_sector_y.h"
#include "assets/ast_sector_z.h"
#include "assets/ast_aquas.h"
#include "assets/ast_bolse.h"
#include "assets/ast_meteo.h"
#include "assets/ast_macbeth.h"
#include "assets/ast_katina.h"
#include "assets/ast_venom_1.h"
#include "assets/ast_venom_2.h"
#include "assets/ast_fortuna.h"
#include "assets/ast_titania.h"
#include "assets/ast_andross.h"
#include "assets/ast_solar.h"
#include "assets/ast_arwing.h"
#include "assets/ast_versus.h"
#include "assets/ast_area_6.h"
#include "assets/ast_zoness.h"
extern float gCurrentScreenWidth;
extern float gCurrentScreenHeight;
extern Vtx D_SO_6001C50_copy[];
extern Vtx D_SO_6004500_copy[];
UNK_TYPE D_800D2F50 = 0; // unused
s32 sOverheadCam = 0;
f32 sOverheadCamDist = 0.0f;
f32 sMusicVolume = 0.0f;
f32 sVoiceVolume = 0.0f;
f32 sSfxVolume = 0.0f;
u8 gVenomHardClear = 0;
u8 sSaveSlotFromLevel[20] = {
PLANET_CORNERIA, PLANET_METEO, PLANET_SECTOR_X, PLANET_AREA_6, PLANET_AREA_6,
PLANET_SECTOR_Y, SAVE_SLOT_VENOM_1, SAVE_SLOT_SOLAR, PLANET_ZONESS, SAVE_SLOT_VENOM_1,
PLANET_CORNERIA, PLANET_MACBETH, PLANET_TITANIA, PLANET_AQUAS, PLANET_FORTUNA,
PLANET_METEO, PLANET_KATINA, PLANET_BOLSE, PLANET_SECTOR_Z, SAVE_SLOT_VENOM_2,
};
u8 gSavedZoSearchlightStatus;
f32 gArwingSpeed;
s32 D_play_80161A58; // unused
s32 D_play_80161A5C; // saved hit count for venom -> andross
u16 gScreenFlashTimer;
u16 gDropHitCountItem;
s32 sPlayWingSplashSfx;
Environment* sEnvironment;
#define MEM_ARRAY_ALLOCATE(arr, count) ((arr) = Memory_Allocate((count) * sizeof(*(arr))))
bool Play_CheckMedalStatus(u16 hitCount) {
if ((gTeamShields[TEAM_ID_SLIPPY] > 0) && (gTeamShields[TEAM_ID_PEPPY] > 0) && (gTeamShields[TEAM_ID_FALCO] > 0) &&
(gHitCount >= hitCount)) {
return true;
} else {
return false;
}
}
// This sets a variable related to SFX volume to 0, but that variable is never read from
void Play_dummy_MuteSfx(void) {
sSfxVolume = 0.0f;
}
s32 Play_GetMaxShields(void) {
if (gGoldRingCount[0] >= 3) {
return 383;
}
return 255;
}
void Play_UpdateDynaFloor(void) {
Vec3f spC4;
Vec3f spB8;
Vtx* spB4;
u16* spB0;
s32 i;
s32 spA8;
f32* var_s3;
f32* var_s5;
f32* var_s4;
f32* var_s0;
f32* var_s1;
f32 sp90;
f32 sp8C;
f32 sp88;
f32 sp84;
gDynaFloorTimer++;
switch (gCurrentLevel) {
case LEVEL_SOLAR:
if ((gGameFrameCount % 2) != 0) {
spB4 = SEGMENTED_TO_VIRTUAL(D_SO_6001C50);
} else {
spB4 = SEGMENTED_TO_VIRTUAL(D_SO_6004500);
}
spB0 = SEGMENTED_TO_VIRTUAL(D_SO_6022760);
spA8 = 16 - 1;
sp90 = 70.0f;
sp8C = 0.1f;
sp88 = 2.2f;
sp84 = 0.5f;
break;
case LEVEL_ZONESS:
if ((gGameFrameCount % 2) != 0) {
spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_6009ED0);
} else {
spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_600C780);
}
spB0 = SEGMENTED_TO_VIRTUAL(D_ZO_602AC50);
spA8 = 8 - 1;
sp90 = 40.0f;
sp8C = 0.2f;
sp88 = 1.0f;
sp84 = 2.0f;
break;
}
var_s3 = D_ctx_801782CC;
var_s5 = D_ctx_801782D4;
var_s4 = D_ctx_801782DC;
var_s0 = D_ctx_801782E4;
var_s1 = D_ctx_801782EC;
for (i = 0; i < 17 * 17; i++, var_s3++, var_s5++, var_s4++, var_s0++, var_s1++, spB0++) {
Math_SmoothStepToF(var_s3, *var_s5, sp8C, *var_s4, 0.0f);
Math_SmoothStepToF(var_s4, 100.0f, 1.0f, sp84, 0.0f);
if ((gDynaFloorTimer & spA8) == (i & spA8)) {
*var_s5 = RAND_FLOAT(sp90);
*var_s4 = 0.0f;
}
*var_s0 += *var_s1;
*var_s1 -= 0.5f;
if (*var_s0 < 0.0f) {
*var_s1 = *var_s0 = 0.0f;
}
spB4[*spB0].n.ob[1] = (s16) *var_s3 + (s16) *var_s0;
Matrix_RotateZ(gCalcMatrix, *var_s3 * sp88 * M_DTOR, MTXF_NEW);
spC4.x = 120.0f;
spC4.y = 0.0f;
spC4.z = 0.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &spC4, &spB8);
if (gCurrentLevel == LEVEL_SOLAR) {
spB4[*spB0].n.n[0] = spB8.x;
}
spB4[*spB0].n.n[1] = spB8.y;
spB4[*spB0].n.n[2] = spB8.z;
}
Vtx* spB4_copy;
switch (gCurrentLevel) {
case LEVEL_SOLAR:
if ((gGameFrameCount % 2) != 0) {
spB4 = SEGMENTED_TO_VIRTUAL(D_SO_6001C50);
spB4_copy = D_SO_6001C50_copy;
} else {
spB4 = SEGMENTED_TO_VIRTUAL(D_SO_6004500);
spB4_copy = D_SO_6004500_copy;
}
spB0 = SEGMENTED_TO_VIRTUAL(D_SO_6022760);
memcpy(spB4_copy, spB4, 17 * 17 * sizeof(Vtx));
for (i = 0; (i < 17 * 17); i++, spB0++) {
spB4_copy[*spB0].n.n[0] *= -1.0f;
// spB4_copy[*spB0].n.n[1] *= -1.0f;
// spB4_copy[*spB0].n.n[2] *= -1.0f;
}
break;
/*
case LEVEL_ZONESS:
if ((gGameFrameCount % 2) != 0) {
spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_6009ED0);
spB4_copy = D_ZO_6009ED0_copy;
} else {
spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_600C780);
spB4_copy = D_ZO_600C780_copy;
}
spB0 = SEGMENTED_TO_VIRTUAL(D_ZO_602AC50);
memcpy2(spB4_copy, spB4, 17 * 17 * sizeof(Vtx));
for (i = 0; (i < 17 * 17); i++, spB0++) {
// spB4_copy[*spB0] = spB4[*spB0];
spB4_copy[*spB0].n.n[0] *= -1.0f; // Disable to fix mirror
// spB4_copy[*spB0].n.n[1] *= -1.0f;
// spB4_copy[*spB0].n.n[2] *= -1.0f;
}
break;
*/
}
}
void Player_WingEffects(Player* player) {
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && (gBosses[0].state == 17)) {
player->xRock = SIN_DEG(player->rockPhase * 0.7f) * 0.5f;
player->bobPhase += 13.0f;
player->rockPhase += 20.0f;
player->yBob = -SIN_DEG(player->bobPhase) * 5.0f;
player->rockAngle = SIN_DEG(player->rockPhase) * 10.0f;
} else {
player->xRock = SIN_DEG(player->rockPhase * 0.7f) * 0.5f;
player->bobPhase += 10.0f;
player->rockPhase += 8.0f;
if ((gLevelType == LEVELTYPE_PLANET) ||
((player->alternateView == true) && (gLevelMode == LEVELMODE_ON_RAILS))) {
player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
if ((player->arwing.rightWingState <= WINGSTATE_BROKEN) ||
(player->arwing.leftWingState <= WINGSTATE_BROKEN)) {
player->rockAngle = SIN_DEG(player->rockPhase) * 5.0f;
} else {
player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
}
}
}
}
void Player_DamageEffects(Player* player) {
s32 var_v1;
f32 sp40;
if (!player->alternateView || (gLevelMode == LEVELMODE_ALL_RANGE)) {
if (player->arwing.rightWingState <= WINGSTATE_BROKEN) {
if (((gGameFrameCount % 2U) == 0) && (gRightWingDebrisTimer[player->num] != 0)) {
func_effect_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y,
player->hit1.z, 1.0f);
}
if (((gGameFrameCount % 2U) == 0) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) {
Effect_Effect389_Spawn(RAND_FLOAT_CENTERED(5.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y,
player->hit1.z, player->vel.x, player->vel.y, player->vel.z,
RAND_FLOAT(0.02f) + 0.02f, player->num + 1);
}
}
if (player->arwing.leftWingState <= WINGSTATE_BROKEN) {
if (((gGameFrameCount % 2U) == 0) && (gLeftWingDebrisTimer[player->num] != 0)) {
func_effect_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y,
player->hit2.z, 1.0f);
}
if (((gGameFrameCount % 2U) == 0) && (Rand_ZeroOne() < 0.5f) && !gVersusMode) {
Effect_Effect389_Spawn(RAND_FLOAT_CENTERED(5.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y,
player->hit2.z, player->vel.x, player->vel.y, player->vel.z,
RAND_FLOAT(0.02f) + 0.02f, player->num + 1);
}
}
}
var_v1 = 7;
if (player->shields < 64) {
if (player->shields > 16) {
var_v1 = 16 - 1;
}
if (player->shields > 32) {
var_v1 = 32 - 1;
}
if (player->shields > 48) {
var_v1 = 64 - 1;
}
if (!player->alternateView || (gLevelMode == LEVELMODE_ALL_RANGE)) {
sp40 = 0.0f;
if (player->form == FORM_LANDMASTER) {
sp40 = 30.0f;
}
if ((gGameFrameCount & var_v1) == 0) {
func_effect_8007D10C(player->pos.x + RAND_FLOAT_CENTERED(10.0f),
player->pos.y + sp40 + RAND_FLOAT(10.0f),
player->trueZpos + RAND_FLOAT_CENTERED(10.0f), 2.2f);
}
if (((gGameFrameCount & (var_v1 >> 2)) == 0) && (Rand_ZeroOne() < 0.5f)) {
Effect_Effect389_Spawn(player->pos.x + RAND_FLOAT_CENTERED(30.0f),
player->pos.y + sp40 + RAND_FLOAT(10.0f),
player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y,
player->vel.z, 0.04f + RAND_FLOAT(0.03f), player->num + 1);
if (player->dmgEffectTimer == 0) {
player->dmgEffectTimer = 2;
}
}
} else if (((gGameFrameCount & (var_v1 >> 2)) == 0) && (Rand_ZeroOne() < 0.5f) &&
(player->dmgEffectTimer == 0)) {
player->dmgEffectTimer = 2;
}
}
}
void Player_WaterEffects(Player* player) {
Vec3f sp54 = { -65.0f, -22.0f, -65.0f };
Vec3f sp48 = { 65.0f, -22.0f, -65.0f };
Vec3f sp3C;
Vec3f sp30;
if (gGroundSurface == SURFACE_WATER) {
Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos, MTXF_NEW);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, -(player->bankAngle * M_DTOR), MTXF_APPLY);
Matrix_MultVec3f(gCalcMatrix, &sp54, &sp3C);
Matrix_MultVec3f(gCalcMatrix, &sp48, &sp30);
if (player->pos.y < (gGroundHeight + 100.0f)) {
if ((sp3C.y < gGroundHeight + 80.0f) && ((gGameFrameCount % 2) == 0)) {
if (sPlayWingSplashSfx) {}
Effect_Effect372_Spawn1(sp3C.x, gGroundHeight, sp3C.z, 0.1f, 2.0f,
player->rot.y + player->yRot_114 + 20.0f);
}
if ((sp30.y < gGroundHeight + 80.0f) && ((gGameFrameCount % 2) == 0)) {
Effect_Effect372_Spawn1(sp30.x, gGroundHeight, sp30.z, 0.1f, 2.0f,
player->rot.y + player->yRot_114 - 20.0f);
}
}
if ((sp30.y < gGroundHeight + 80.0f) || (sp3C.y < gGroundHeight + 80.0f)) {
if (!sPlayWingSplashSfx) {
sPlayWingSplashSfx = true;
AUDIO_PLAY_SFX(NA_SE_SPLASH_LEVEL_S, player->sfxSource, 0);
}
} else {
sPlayWingSplashSfx = false;
Audio_KillSfxBySourceAndId(player->sfxSource, NA_SE_SPLASH_LEVEL_S);
}
}
}
void Scenery360_Initialize(Scenery360* scenery360) {
s32 i;
u8* ptr = (u8*) scenery360;
for (i = 0; i < sizeof(Scenery360); i++, ptr++) {
*ptr = 0;
}
}
void Play_InitVsStage(void) {
s16 temp_v0;
s16 temp_v0_2;
s32 var_s1;
s32 var_s1_2;
s32 i;
s32 j;
s32 var_s4_2;
switch (gVersusStage) {
case VS_STAGE_CORNERIA:
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_versus_302DE3C);
break;
case VS_STAGE_KATINA:
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_versus_302E0E4);
break;
case VS_STAGE_SECTOR_Z:
if (gVsMatchType == VS_MATCH_TIME) {
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_versus_302E378);
} else {
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_versus_302E170);
}
break;
}
for (i = 0, j = 0; i < 199; j++) {
if (gLevelObjects[j].id <= OBJ_INVALID) {
break;
}
if (gLevelObjects[j].id == OBJ_SCENERY_LEVEL_OBJECTS) {
Scenery360_Initialize(&gScenery360[i]);
gScenery360[i].obj.status = OBJ_ACTIVE;
gScenery360[i].obj.id = gLevelObjects[j].id;
gScenery360[i].obj.pos.x = gLevelObjects[j].xPos;
gScenery360[i].obj.pos.z = gLevelObjects[j].zPos1;
gScenery360[i].obj.pos.y = gLevelObjects[j].yPos;
Object_SetInfo(&gScenery360[i].info, gScenery360[i].obj.id);
i++;
}
}
for (i = 5, j = 0; i < 199; j++) {
if (gLevelObjects[j].id <= OBJ_INVALID) {
break;
}
if (gLevelObjects[j].id != OBJ_SCENERY_LEVEL_OBJECTS) {
Scenery360_Initialize(&gScenery360[i]);
gScenery360[i].obj.status = OBJ_ACTIVE;
gScenery360[i].obj.id = gLevelObjects[j].id;
gScenery360[i].obj.pos.x = gLevelObjects[j].xPos;
gScenery360[i].obj.pos.z = gLevelObjects[j].zPos1;
gScenery360[i].obj.pos.y = gLevelObjects[j].yPos;
gScenery360[i].obj.rot.y = gLevelObjects[j].rot.y;
Object_SetInfo(&gScenery360[i].info, gScenery360[i].obj.id);
i++;
}
}
}
void Play_dummy_800A5330(void) {
}
void Play_Setup360_CO(void) {
Boss* boss = &gBosses[0];
Scenery360* scenery360;
Sprite* sprite;
s32 i;
gLevelObjects = SEGMENTED_TO_VIRTUAL(aCoAllRangeLevelObjects);
for (i = 0, scenery360 = gScenery360; i < 200; i++) {
if (gLevelObjects[i].id <= OBJ_INVALID) {
break;
}
if (gLevelObjects[i].id < OBJ_SCENERY_MAX) {
Scenery360_Initialize(scenery360);
scenery360->obj.status = OBJ_ACTIVE;
scenery360->obj.id = gLevelObjects[i].id;
scenery360->obj.pos.x = gLevelObjects[i].xPos;
scenery360->obj.pos.z = gLevelObjects[i].zPos1;
scenery360->obj.pos.y = gLevelObjects[i].yPos;
scenery360->obj.rot.y = gLevelObjects[i].rot.y;
Object_SetInfo(&scenery360->info, scenery360->obj.id);
if (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) {
scenery360->info.dList = D_CO_6020760;
}
scenery360++;
}
}
for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++) {
if (gLevelObjects[i].id <= OBJ_INVALID) {
break;
}
if (gLevelObjects[i].id == OBJ_SPRITE_CO_TREE) {
Sprite_Initialize(sprite);
sprite->obj.status = OBJ_INIT;
sprite->obj.id = gLevelObjects[i].id;
sprite->obj.pos.x = gLevelObjects[i].xPos;
sprite->obj.pos.z = gLevelObjects[i].zPos1;
sprite->obj.pos.y = gLevelObjects[i].yPos;
Object_SetInfo(&sprite->info, sprite->obj.id);
sprite++;
}
}
Boss_Initialize(&boss[0]);
boss[0].obj.status = OBJ_INIT;
boss[0].obj.pos.x = 0.0f;
boss[0].obj.pos.y = 0.0f;
boss[0].obj.pos.z = 0.0f;
boss[0].obj.id = OBJ_BOSS_CO_GRANGA;
Object_SetInfo(&boss[0].info, boss[0].obj.id);
}
void Play_Setup360_SY(void) {
Boss* boss = &gBosses[0];
Scenery360* scenery360;
s32 i;
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_SY_6030B14);
for (i = 0, scenery360 = gScenery360; i < 200; i++) {
if (gLevelObjects[i].id <= OBJ_INVALID) {
break;
}
if (gLevelObjects[i].id < OBJ_SCENERY_MAX) {
Scenery360_Initialize(scenery360);
scenery360->obj.status = OBJ_ACTIVE;
scenery360->obj.id = gLevelObjects[i].id;
scenery360->obj.pos.x = gLevelObjects[i].xPos;
scenery360->obj.pos.z = gLevelObjects[i].zPos1;
scenery360->obj.pos.y = gLevelObjects[i].yPos;
scenery360->obj.rot.y = gLevelObjects[i].rot.y;
Object_SetInfo(&scenery360->info, scenery360->obj.id);
scenery360++;
}
}
Boss_Initialize(&boss[0]);
boss[0].obj.status = OBJ_INIT;
boss[0].obj.pos.x = 0.0f;
boss[0].obj.pos.y = 0.0f;
boss[0].obj.pos.z = 0.0f;
boss[0].obj.id = OBJ_BOSS_SY_SHOGUN;
Object_SetInfo(&boss[0].info, boss[0].obj.id);
Boss_Initialize(&boss[1]);
boss[1].obj.status = OBJ_INIT;
boss[1].obj.pos.x = 0.0f;
boss[1].obj.pos.y = 0.0f;
boss[1].obj.pos.z = 0.0f;
boss[1].obj.id = OBJ_BOSS_SY_SHOGUN;
Object_SetInfo(&boss[1].info, boss[1].obj.id);
Boss_Initialize(&boss[2]);
boss[2].obj.status = OBJ_INIT;
boss[2].obj.pos.x = 0.0f;
boss[2].obj.pos.y = 0.0f;
boss[2].obj.pos.z = 0.0f;
boss[2].obj.id = OBJ_BOSS_SY_SHOGUN;
Object_SetInfo(&boss[2].info, boss[2].obj.id);
}
void Play_Setup360_AND(void) {
Boss* boss = &gBosses[0];
Boss_Initialize(boss);
boss->obj.status = OBJ_INIT;
boss->obj.pos.x = 0.0f;
boss->obj.pos.y = 0.0f;
boss->obj.pos.z = 0.0f;
boss->obj.id = OBJ_BOSS_AND_BRAIN;
Object_SetInfo(&boss->info, boss->obj.id);
}
void Play_Setup(void) {
s32 i;
gStarCount = 0;
gLevelPhase = 0;
gMissedZoSearchlight = false;
gSavedZoSearchlightStatus = false;
gSceneSetup = 0;
gAllRangeCheckpoint = gSavedObjectLoadIndex = 0;
gSavedPathProgress = 0.0f;
gSavedHitCount = gCsFrameCount = gLevelStartStatusScreenTimer = gLevelClearScreenTimer = gRadioState = 0;
D_ctx_8017782C = true;
if (((gCurrentLevel == LEVEL_VENOM_2) && (gNextLevelPhase == 2)) || (gCurrentLevel == LEVEL_VENOM_ANDROSS)) {
return;
}
for (i = 1; i < 4; i++) {
if (gSavedTeamShields[i] < 0) {
if (gSavedTeamShields[i] == -1) {
gSavedTeamShields[i] = 0;
}
} else if (gSavedTeamShields[i] == 0) {
gSavedTeamShields[i] = 255;
}
}
}
Environment* D_800D2F98[21] = {
&D_CO_6037160, &D_ME_6026C80, &D_SX_602A120, &D_A6_6023F20, &D_A6_6028760, &D_SY_602E4B0, &D_VE1_6007E30,
&D_SO_601F1F0, &D_ZO_60266D0, &D_ANDROSS_C035110, &D_TR_6006A60, &D_MA_6030E30, &D_TI_6005000, &D_AQ_602E540,
&D_FO_600EA90, NULL, &D_KA_6011000, &D_BO_600FF30, &D_SZ_6006E70, &D_VE2_6014D50, &D_versus_302DD70,
};
void Play_InitEnvironment(void) {
if (gVersusMode) {
switch (gVersusStage) {
case 0:
sEnvironment = SEGMENTED_TO_VIRTUAL(&D_versus_302DD70);
break;
case 1:
sEnvironment = SEGMENTED_TO_VIRTUAL(&D_versus_302DDB4);
break;
case 2:
sEnvironment = SEGMENTED_TO_VIRTUAL(&D_versus_302DDF8);
break;
}
} else {
sEnvironment = SEGMENTED_TO_VIRTUAL(D_800D2F98[gCurrentLevel]);
}
if (!D_ctx_8017782C) {
if (gCurrentLevel == LEVEL_SOLAR) {
Audio_SetHeatAlarmParams(255, 1);
AUDIO_PLAY_SFX(NA_SE_OVERHEAT_ALARM, gDefaultSfxSource, 4);
Audio_KillSfxBySourceAndId(gPlayer[0].sfxSource, NA_SE_OB_MAGMA_BUBBLE);
}
} else if (gCurrentLevel == LEVEL_AQUAS) {
sEnvironment = SEGMENTED_TO_VIRTUAL(&D_AQ_602E584);
}
gBgmSeqId = sEnvironment->seqId;
gLevelType = sEnvironment->type;
gGroundType = sEnvironment->unk04;
gBgColor = sEnvironment->bgColor;
gFogRed = sEnvironment->fogR;
gFogGreen = sEnvironment->fogG;
gFogBlue = sEnvironment->fogB;
gFogNear = sEnvironment->fogN;
gFogFar = sEnvironment->fogF;
gLight1R = gLight2R = D_ctx_80161A70 = sEnvironment->lightR;
gLight1G = gLight2G = D_ctx_80161A74 = sEnvironment->lightG;
gLight1B = gLight2B = D_ctx_80161A78 = sEnvironment->lightB;
gAmbientR = sEnvironment->ambR;
gAmbientG = sEnvironment->ambG;
gAmbientB = sEnvironment->ambB;
gEnvLightxRot = gLight2xRotTarget = D_ctx_80178520 = gLight1xRot = gLight1xRotTarget = sEnvironment->lightDir.x;
gEnvLightyRot = gLight2yRotTarget = D_ctx_80178524 = gLight1yRot = gLight1yRotTarget = sEnvironment->lightDir.y;
gEnvLightzRot = gLight2zRotTarget = D_ctx_80178528 = gLight1zRot = gLight1zRotTarget = sEnvironment->lightDir.z;
gProjectFar = 12800.0f;
gLight2colorStep = 40;
D_ctx_80178544 = 40;
gFovY = 45.0f;
}
/*
void Play_GenerateStarfield(void) {
u32 i;
MEM_ARRAY_ALLOCATE(gStarOffsetsX, 1000);
MEM_ARRAY_ALLOCATE(gStarOffsetsY, 1000);
MEM_ARRAY_ALLOCATE(gStarFillColors, 1000);
Rand_SetSeed(1, 29000, 9876);
for (i = 0; i < 1000; i++) {
gStarOffsetsX[i] = RAND_FLOAT_SEEDED(480.0f) - 80.0f;
gStarOffsetsY[i] = RAND_FLOAT_SEEDED(360.0f) - 60.0f;
gStarFillColors[i] = FILL_COLOR(gStarColors[i % ARRAY_COUNT(gStarColors)]);
}
}
*/
extern f32 gStarPrevX[3000];
extern f32 gStarPrevY[3000];
void Play_GenerateStarfield(void) {
u32 i;
float currentScreenWidth = gCurrentScreenWidth;
float currentScreenHeight = gCurrentScreenHeight;
float starfieldWidth = 1.0f * currentScreenWidth;
float starfieldHeight = 1.0f * currentScreenHeight;
MEM_ARRAY_ALLOCATE(gStarOffsetsX, 3000);
MEM_ARRAY_ALLOCATE(gStarOffsetsY, 3000);
MEM_ARRAY_ALLOCATE(gStarFillColors, 3000);
Rand_SetSeed(1, 29000, 9876);
for (i = 0; i < 3000; i++) {
gStarOffsetsX[i] = RAND_FLOAT_SEEDED(starfieldWidth);
gStarOffsetsY[i] = RAND_FLOAT_SEEDED(starfieldHeight);
gStarFillColors[i] = FILL_COLOR(gStarColors[i % ARRAY_COUNT(gStarColors)]);
gStarPrevX[i] = 0.0f;
gStarPrevY[i] = 0.0f;
}
}
void Play_SetupStarfield(void) {
// Get current screen dimensions
float currentScreenWidth = gCurrentScreenWidth;
float currentScreenHeight = gCurrentScreenHeight;
float baseAspectRatio = 4.0f / 3.0f; // Original aspect ratio
float baseScreenWidth = gCurrentScreenHeight * baseAspectRatio;
float baseArea = baseScreenWidth * gCurrentScreenHeight;
float currentArea = currentScreenWidth * currentScreenHeight;
float areaRatio = currentArea / baseArea;
Play_GenerateStarfield();
gGroundHeight = -25000.0f;
// Base star count adjusted for screen area
gStarCount = (s32) (600 * areaRatio);
if (gStarCount > 1000) {
gStarCount = 1000; // Cap the star count to 1000
}
// Adjust star count based on the current level
if (gCurrentLevel == LEVEL_AREA_6) {
gStarCount = (s32) (300 * areaRatio);
if (gStarCount > 1000) {
gStarCount = 1000;
}
}
if (gCurrentLevel == LEVEL_UNK_15) {
gStarCount = (s32) (400 * areaRatio);
if (gStarCount > 1000) {
gStarCount = 1000;
}
}
if (gGameState != GSTATE_PLAY) {
gStarCount = (s32) (800 * areaRatio);
if (gStarCount > 1000) {
gStarCount = 1000;
}
}
if (gCurrentLevel == LEVEL_FORTUNA) {
gStarCount = (s32) (500 * areaRatio);
if (gStarCount > 1000) {
gStarCount = 1000;
}
}
if (gVersusMode) {
gStarCount = 0; // No stars in versus mode
}
if (gCurrentLevel == LEVEL_BOLSE) {
gStarCount = (s32) (300 * areaRatio);
if (gStarCount > 1000) {
gStarCount = 1000;
}
gGroundHeight = -0.0f;
}
if (gCurrentLevel == LEVEL_TRAINING) {
gStarCount = (s32) (800 * areaRatio);
if (gStarCount > 1000) {
gStarCount = 1000;
}
gGroundHeight = -0.0f;
}
// Initialize starfield position with dynamic screen dimensions
gStarfieldX = currentScreenWidth;
gStarfieldY = currentScreenHeight;
}
void Player_PlaySfx(f32* sfxSrc, u32 sfxId, s32 mode) {
if (!gVersusMode) {
AUDIO_PLAY_SFX(sfxId, sfxSrc, 0);
} else {
AUDIO_PLAY_SFX(sfxId, sfxSrc, mode);
}
}
void Play_PlaySfxFirstPlayer(f32* sfxSrc, u32 sfxId) {
AUDIO_PLAY_SFX(sfxId, sfxSrc, 0);
}
void Play_PlaySfxNoPlayer(f32* sfxSrc, u32 sfxId) {
AUDIO_PLAY_SFX(sfxId, sfxSrc, 4);
}
void BonusText_Initialize(BonusText* bonus) {
s32 i;
u8* ptr = (u8*) bonus;
for (i = 0; i < sizeof(BonusText); i++, ptr++) {
*ptr = 0;
}
}
void TexturedLine_Initialize(TexturedLine* texLine) {
s32 i;
u8* ptr = (u8*) texLine;
for (i = 0; i < sizeof(TexturedLine); i++, ptr++) {
*ptr = 0;
}
}
void RadarMark_Initialize(RadarMark* radarMark) {
s32 i;
u8* ptr = (u8*) radarMark;
for (i = 0; i < sizeof(RadarMark); i++, ptr++) {
*ptr = 0;
}
}
void Play_ClearObjectData(void) {
s16 i;
s16 j;
for (i = 0; i < ARRAY_COUNT(gBonusText); i++) {
BonusText_Initialize(&gBonusText[i]);
}
for (i = 0; i < ARRAY_COUNT(gRadarMarks); i++) {
RadarMark_Initialize(&gRadarMarks[i]);
}
for (i = 0; i < ARRAY_COUNT(gTexturedLines); i++) {
TexturedLine_Initialize(&gTexturedLines[i]);
}
for (i = 0; i < ARRAY_COUNT(gScenery); i++) {
Object_Kill(&gScenery[i].obj, gScenery[i].sfxSource);
Scenery_Initialize(&gScenery[i]);
}
for (i = 0; i < ARRAY_COUNT(gSprites); i++) {
Sprite_Initialize(&gSprites[i]);
}
for (i = 0; i < ARRAY_COUNT(gActors); i++) {
Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
Actor_Initialize(&gActors[i]);
}
for (i = 0; i < ARRAY_COUNT(gBosses); i++) {
Object_Kill(&gBosses[i].obj, gBosses[i].sfxSource);
Boss_Initialize(&gBosses[i]);
}
for (i = 0; i < ARRAY_COUNT(gEffects); i++) {
Object_Kill(&gEffects[i].obj, gEffects[i].sfxSource);
Effect_Initialize(&gEffects[i]);
}
for (i = 0; i < ARRAY_COUNT(gItems); i++) {
Object_Kill(&gItems[i].obj, gItems[i].sfxSource);
Item_Initialize(&gItems[i]);
}
for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++) {
Object_Kill(&gPlayerShots[i].obj, gPlayerShots[i].sfxSource);
PlayerShot_Initialize(&gPlayerShots[i]);
}
gDrawSmallRocks = D_ctx_801782BC = D_ctx_801782C0 = D_ctx_801782D0 = gBossActive = gKillEventActors =
gGroundClipMode = gPrevEventActorIndex = gFormationLeaderIndex = gRingPassCount = 0;
gFormationInitPos.x = gFormationInitPos.y = gFormationInitPos.z = gFormationInitRot.x = gFormationInitRot.y =
gFormationInitRot.z = 0.0f;
for (i = 0; i < ARRAY_COUNT(gTeamArrowsViewPos); i++) {
gTeamArrowsViewPos[i].x = gTeamArrowsViewPos[i].y = gTeamArrowsViewPos[i].z = 100.0f;
}
for (i = 0; i < ARRAY_COUNT(gMeMoraYpos); i++) {
gMeMoraStatus[i] = 0;
for (j = 0; j < ARRAY_COUNT(*gMeMoraYpos); j++) {
gMeMoraYpos[i][j] = -5000.0f;
}
}
}
void Play_UpdateFillScreen(void) {
if (gFillScreenAlpha != gFillScreenAlphaTarget) {
if (gFillScreenAlpha < gFillScreenAlphaTarget) {
gFillScreenAlpha += gFillScreenAlphaStep;
if (gFillScreenAlpha >= gFillScreenAlphaTarget) {
gFillScreenAlpha = gFillScreenAlphaTarget;
}
} else {
gFillScreenAlpha -= gFillScreenAlphaStep;
if (gFillScreenAlphaTarget >= gFillScreenAlpha) {
gFillScreenAlpha = gFillScreenAlphaTarget;
}
}
}
gFillScreenAlphaStep = 16;
Math_SmoothStepToF(&gLight3Brightness, 0.0f, 1.0f, 0.04f, 0.001f);
if (gScreenFlashTimer != 0) {
gScreenFlashTimer--;
if ((gScreenFlashTimer & 2) != 0) {
gFillScreenRed = 255;
gFillScreenGreen = 255;
gFillScreenBlue = 255;
gFillScreenAlpha = 254;
} else {
gFillScreenAlpha = 0;
}
}
}
void Play_SpawnHitmark(f32 xPos, f32 yPos, f32 zPos) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++) {
if (gPlayerShots[i].obj.status == SHOT_FREE) {
PlayerShot_Initialize(&gPlayerShots[i]);
gPlayerShots[i].obj.status = SHOT_HITMARK;
gPlayerShots[i].unk_60 = 0;
gPlayerShots[i].obj.pos.x = xPos;
gPlayerShots[i].obj.pos.y = yPos;
gPlayerShots[i].obj.pos.z = zPos;
break;
}
}
}
void Play_SetupDebris(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) {
Actor_Initialize(actor);
actor->obj.status = OBJ_INIT;
actor->obj.id = OBJ_ACTOR_DEBRIS;
actor->state = state;
actor->obj.pos.x = xPos;
actor->obj.pos.y = yPos;
actor->obj.pos.z = zPos;
actor->gravity = 0.5f;
if ((state == 0) || (state == 1)) {
actor->vel.y = RAND_FLOAT(5.0f) + 10.0f;
actor->vel.x = 10.0f;
if (state == 0) {
actor->vel.x = -10.0f;
}
actor->timer_0BC = 15;
} else {
if (gLevelType == LEVELTYPE_PLANET) {
actor->vel.y = RAND_FLOAT(7.0f) + 7.0f;
actor->vel.x = RAND_FLOAT_CENTERED(10.0f);
actor->vel.z = RAND_FLOAT(5.0f) + 5.0f;
if (gLevelMode == LEVELMODE_ALL_RANGE) {
actor->vel.z = RAND_FLOAT_CENTERED(10.0f);
}
actor->timer_0BC = RAND_INT(10.0f) + 10;
} else {
actor->vel.x = RAND_FLOAT_CENTERED(10.0f);
actor->vel.y = RAND_FLOAT_CENTERED(10.0f);
actor->vel.z = RAND_FLOAT_CENTERED(10.0f);
actor->timer_0BC = RAND_INT(25.0f) + 25;
actor->gravity = 0.0f;
}
if (state == 2) {
actor->scale = RAND_FLOAT(1.5f) + 0.75f;
} else if (state == 4) {
actor->scale = RAND_FLOAT(0.8f) + 0.3f;
actor->timer_0BC = RAND_INT(50.0f) + 70;
}
actor->obj.rot.x = RAND_FLOAT(360.0f);
}
Object_SetInfo(&actor->info, actor->obj.id);
}
void Play_SpawnDebris(s32 state, f32 xPos, f32 yPos, f32 zPos) {
s32 i;
if (!gVersusMode) {
for (i = ARRAY_COUNT(gActors) - 1; i >= 10; i--) {
if (gActors[i].obj.status == OBJ_FREE) {
Play_SetupDebris(&gActors[i], state, xPos, yPos, zPos);
break;
}
}
}
}
// Unused. Were gold rings in vs mode?
bool Player_CheckAllGoldRings(void) {
return gGoldRingCount[0] && gGoldRingCount[1] && gGoldRingCount[2] && gGoldRingCount[3];
}
void Player_DamageWings(Player* player, s32 side, s32 damage) {
if ((player->form == FORM_ARWING) && (gShieldAlpha[player->num] < 1.0f)) {
if (side == 1) {
gRightWingFlashTimer[player->num] = 30;
if (player->arwing.rightWingState == WINGSTATE_INTACT) {
gRightWingHealth[player->num] -= damage;
if (CVarGetInteger("gUnbreakableWings", 0) == 0) {
if (gRightWingHealth[player->num] <= 0) {
Play_SpawnDebris(1, player->hit1.x, player->hit1.y, player->hit1.z);
player->arwing.rightWingState = WINGSTATE_BROKEN;
func_effect_8007D0E0(player->hit1.x, player->hit1.y, player->hit1.z, 2.0f);
gRightWingDebrisTimer[player->num] = 50;
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_WING_BROKEN, player->num);
if (gAllRangeWingRepairTimer == 0) {
gAllRangeWingRepairTimer = 1000;
}
}
}
}
} else if (side == 2) {
gLeftWingFlashTimer[player->num] = 30;
if (player->arwing.leftWingState == WINGSTATE_INTACT) {
gLeftWingHealth[player->num] -= damage;
if (CVarGetInteger("gUnbreakableWings", 0) == 0) {
if (gLeftWingHealth[player->num] <= 0) {
Play_SpawnDebris(0, player->hit2.x, player->hit2.y, player->hit2.z);
player->arwing.leftWingState = WINGSTATE_BROKEN;
func_effect_8007D0E0(player->hit2.x, player->hit2.y, player->hit2.z, 2.0f);
gLeftWingDebrisTimer[player->num] = 50;
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_WING_BROKEN, player->num);
if (gAllRangeWingRepairTimer == 0) {
gAllRangeWingRepairTimer = 1000;
}
}
}
}
}
}
}
void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
Vec3f sp44;
Vec3f sp38;
f32 sp34 = 20.0f;
player->dmgType = damage;
player->hitDirection = direction;
if ((damage == 39) || (damage == 41) || (damage == 42) || (damage == 43)) {
damage = 40;
}
if (gExpertMode) {
player->damage = damage * 2;
} else {
player->damage = damage;
}
if (player->damage != 0) {
player->radioDamageTimer = 4;
}
player->unk_284 = 0;
player->hitTimer = 20;
if (player->dmgType > 40) {
sp34 = (player->boostSpeed * 0.3f) + 20.0f;
player->mercyTimer = 5;
} else if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && !gBossActive) {
player->mercyTimer = 3;
} else if ((gCurrentLevel == LEVEL_VENOM_1) || (gCurrentLevel == LEVEL_AQUAS)) {
player->mercyTimer = 5;
} else {
player->mercyTimer = 20;
}
if (gHasShield[player->num]) {
Player_PlaySfx(player->sfxSource, NA_SE_DAMAGE_S, player->num);
gShieldTimer[player->num] = 5;
gShieldAlpha[player->num] = 2.0f;
player->damage = 0;
} else {
if (player->shields != 0) {
if (player->shields < 50) {
AUDIO_PLAY_SFX(NA_SE_SHIELD_WARNING1, gDefaultSfxSource, 4);
} else if (player->shields < 100) {
AUDIO_PLAY_SFX(NA_SE_SHIELD_WARNING0, gDefaultSfxSource, 4);
}
}
if (damage < 25) {
Player_PlaySfx(player->sfxSource, NA_SE_DAMAGE_S, player->num);
} else {
Player_PlaySfx(player->sfxSource, NA_SE_DAMAGE_L, player->num);
}
}
Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, player->bankAngle * M_DTOR, MTXF_APPLY);
sp44.z = 0.0f;
switch (player->hitDirection) {
case 0:
player->dmgEffectTimer = 20;
player->knockback.x = 0.f;
player->knockback.y = 0.f;
player->knockback.z = 0.f;
break;
case 1:
sp44.x = -sp34;
sp44.y = 0.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
player->knockback.x = sp38.x;
player->knockback.y = sp38.y;
player->knockback.z = sp38.z;
Play_SpawnHitmark(player->hit1.x - player->vel.x, player->hit1.y, player->hit1.z - player->vel.z);
Player_DamageWings(player, 1, 20);
break;
case 2:
sp44.x = sp34;
sp44.y = 0.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
player->knockback.x = sp38.x;
player->knockback.y = sp38.y;
player->knockback.z = sp38.z;
Play_SpawnHitmark(player->hit2.x - player->vel.x, player->hit2.y, player->hit2.z - player->vel.z);
Player_DamageWings(player, 2, 20);
break;
case 3:
player->dmgEffectTimer = 20;
Play_SpawnHitmark(player->hit4.x - player->vel.x, player->hit4.y, player->hit4.z - player->vel.z);
if (player->form != FORM_LANDMASTER) {
sp44.x = 0.0f;
sp44.y = -sp34;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
player->knockback.x = sp38.x;
player->knockback.y = sp38.y;
player->knockback.z = sp38.z;
}
if (Rand_ZeroOne() < 0.5f) {
Player_DamageWings(player, 1, 15);
} else {
Player_DamageWings(player, 2, 15);
}
break;
case 4:
player->dmgEffectTimer = 20;
Play_SpawnHitmark(player->hit3.x - player->vel.x, player->hit3.y, player->hit3.z - player->vel.z);
sp44.x = 0.0f;
sp44.y = sp34;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
player->knockback.x = sp38.x;
player->knockback.y = sp38.y;
player->knockback.z = sp38.z;
if (Rand_ZeroOne() < 0.5f) {
Player_DamageWings(player, 1, 15);
} else {
Player_DamageWings(player, 2, 15);
}
break;
}
if ((gCurrentLevel == LEVEL_VENOM_1) && (player->dmgType == 42)) {
if (player->pos.x > 0.0f) {
player->knockback.x = -30.0f;
} else {
player->knockback.x = 30.0f;
}
player->mercyTimer = 10;
}
}
f32 D_800D2FEC[5] = {
0.0f, 0.5f, -0.5f, 0.5f, -0.5f,
};
void Player_GroundedCollision(Player* player, u32 arg1, f32 arg2, f32 arg3) {
player->hitDirection = arg1;
switch (arg1) {
case 1:
case 2:
player->pos.x = player->basePos.x;
player->knockback.x = 0.0f;
player->pos.x += D_800D2FEC[player->hitDirection];
if (player->form == FORM_LANDMASTER) {
player->pos.x -= D_800D2FEC[player->hitDirection];
}
Math_SmoothStepToF(&player->baseSpeed, 2.0f, 1.0f, 2.0f, 0.00001f);
break;
case 3:
case 4:
player->pos.z = player->basePos.z;
player->knockback.z = 0.0f;
player->pos.z += D_800D2FEC[player->hitDirection];
if (player->form == FORM_LANDMASTER) {
player->pos.z += D_800D2FEC[player->hitDirection];
}
player->trueZpos = player->pos.z;
Math_SmoothStepToF(&player->baseSpeed, 2.0f, 1.0f, 2.0f, 0.00001f);
break;
case 0:
case 5:
break;
}
}
bool Play_CheckDynaFloorCollision(f32* floorHeight, s32* triangleIndex, f32 xPos, f32 yPos, f32 zPos) {
Vtx* vertexData;
u16* indexData;
s32 gridX;
s32 gridZ;
f32 modZ;
f32 modX;
s32 vertIndex;
f32 x0;
f32 y0;
f32 z0;
f32 x1;
f32 y1;
f32 z1;
f32 x2;
f32 y2;
f32 z2;
f32 tempVar;
f32 deltaZ21;
f32 deltaX10;
f32 deltaX21;
f32 deltaY10;
f32 deltaY21;
f32 deltaZ10;
f32 heightVal;
f32 crossProductX;
f32 crossProductY;
f32 crossProductZ;
switch (gCurrentLevel) {
case LEVEL_SOLAR:
vertexData = SEGMENTED_TO_VIRTUAL(D_SO_6001C50);
indexData = SEGMENTED_TO_VIRTUAL(D_SO_6022760);
break;
case LEVEL_ZONESS:
vertexData = SEGMENTED_TO_VIRTUAL(D_ZO_6009ED0);
indexData = SEGMENTED_TO_VIRTUAL(D_ZO_602AC50);
break;
default:
return false;
}
gridX = (s32) ((xPos + 2400.0f) / 300.0f);
gridZ = (s32) ((zPos + gPathProgress + 1500.0f + 2400.0f) / 300.0f);
if ((gridX < 0) || (gridX >= 16) || (gridZ < 0) || (gridZ >= 16)) {
return false;
}
modX = Math_ModF(xPos + 2400.0f, 300.0f);
modZ = Math_ModF(zPos + gPathProgress + 1500.0f + 2400.0f, 300.0f);
vertIndex = (gridZ * 17) + gridX;
x0 = vertexData[indexData[vertIndex]].n.ob[0] * 3.0f;
y0 = vertexData[indexData[vertIndex]].n.ob[1] * 2.0f;
z0 = vertexData[indexData[vertIndex]].n.ob[2] * 3.0f;
if (modX < modZ) {
x1 = vertexData[indexData[vertIndex + 18]].n.ob[0] * 3.0f;
y1 = vertexData[indexData[vertIndex + 18]].n.ob[1] * 2.0f;
z1 = vertexData[indexData[vertIndex + 18]].n.ob[2] * 3.0f;
x2 = vertexData[indexData[vertIndex + 17]].n.ob[0] * 3.0f;
y2 = vertexData[indexData[vertIndex + 17]].n.ob[1] * 2.0f;
z2 = vertexData[indexData[vertIndex + 17]].n.ob[2] * 3.0f;
} else {
x1 = vertexData[indexData[vertIndex + 1]].n.ob[0] * 3.0f;
y1 = vertexData[indexData[vertIndex + 1]].n.ob[1] * 2.0f;
z1 = vertexData[indexData[vertIndex + 1]].n.ob[2] * 3.0f;
x2 = vertexData[indexData[vertIndex + 18]].n.ob[0] * 3.0f;
y2 = vertexData[indexData[vertIndex + 18]].n.ob[1] * 2.0f;
z2 = vertexData[indexData[vertIndex + 18]].n.ob[2] * 3.0f;
}
deltaX10 = x1 - x0;
deltaX21 = x2 - x1;
deltaY10 = y1 - y0;
deltaY21 = y2 - y1;
deltaZ10 = z1 - z0;
deltaZ21 = z2 - z1;
crossProductX = (deltaY10 * deltaZ21) - (deltaZ10 * deltaY21);
crossProductY = (deltaZ10 * deltaX21) - (deltaX10 * deltaZ21);
crossProductZ = (deltaX10 * deltaY21) - (deltaY10 * deltaX21);
tempVar = -crossProductX * x0 - crossProductY * y0 - crossProductZ * z0;
heightVal = (-tempVar - crossProductX * xPos - crossProductZ * (zPos + gPathProgress + 1500.0f)) / crossProductY;
if (yPos < heightVal) {
*floorHeight = heightVal;
*triangleIndex = vertIndex;
return true;
}
return false;
}
bool Play_CheckSingleHitbox(Hitbox* hitbox, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6) {
if ((fabsf(hitbox->z.offset + arg3 - arg6) < (hitbox->z.size + D_ctx_8017853C)) &&
(fabsf(hitbox->x.offset + arg1 - arg4) < (hitbox->x.size + D_ctx_8017853C)) &&
(fabsf(hitbox->y.offset + arg2 - arg5) < (hitbox->y.size + D_ctx_8017853C))) {
return true;
} else {
return false;
}
}
s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 xPos, f32 yPos, f32 zPos, f32 xRot,
f32 yRot, f32 zRot, f32 arg9, f32 argA, f32 argB) {
s32 count;
s32 i;
f32 var_fv0;
f32 var_fv1;
f32 var_fa0;
f32 spA0;
Vec3f sp94;
Vec3f sp88;
count = *hitboxData;
if (count != 0) {
hitboxData++;
for (i = 0; i < count; i++, hitboxData += 6) {
spA0 = false;
if (*hitboxData == HITBOX_ROTATED) {
Matrix_RotateZ(gCalcMatrix, -hitboxData[3] * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -hitboxData[1] * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -hitboxData[2] * M_DTOR, MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, -zRot * M_DTOR, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, -xRot * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -yRot * M_DTOR, MTXF_APPLY);
hitboxData += 4;
spA0 = true;
} else {
if (*hitboxData >= HITBOX_SHADOW) {
hitboxData++;
}
Matrix_RotateZ(gCalcMatrix, -zRot * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -xRot * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -yRot * M_DTOR, MTXF_APPLY);
}
if (!((arg9 == 0) && (argA == 0) && (argB == 0))) {
Matrix_RotateZ(gCalcMatrix, -argB * M_DTOR, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, -arg9 * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -argA * M_DTOR, MTXF_APPLY);
}
if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) {
var_fv0 = player->hit3.x;
var_fv1 = player->hit3.y;
var_fa0 = player->hit3.z;
} else {
sp94.x = player->hit3.x - xPos;
sp94.y = player->hit3.y - yPos;
sp94.z = player->hit3.z - zPos;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp94, &sp88);
var_fv0 = sp88.x + xPos;
var_fv1 = sp88.y + yPos;
var_fa0 = sp88.z + zPos;
}
if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) {
*index = i + 1;
if (hitboxData[-1] == HITBOX_SHADOW) {
return -1;
}
if (hitboxData[-1] == HITBOX_WHOOSH) {
return -2;
}
return 3;
}
if (hitboxData[-1] < HITBOX_SHADOW) {
if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) {
var_fv0 = player->hit4.x;
var_fv1 = player->hit4.y;
var_fa0 = player->hit4.z;
} else {
sp94.x = player->hit4.x - xPos;
sp94.y = player->hit4.y - yPos;
sp94.z = player->hit4.z - zPos;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp94, &sp88);
var_fv0 = sp88.x + xPos;
var_fv1 = sp88.y + yPos;
var_fa0 = sp88.z + zPos;
}
if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) {
*index = i + 1;
return 4;
}
if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) {
var_fv0 = player->hit1.x;
var_fv1 = player->hit1.y;
var_fa0 = player->hit1.z;
} else {
sp94.x = player->hit1.x - xPos;
sp94.y = player->hit1.y - yPos;
sp94.z = player->hit1.z - zPos;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp94, &sp88);
var_fv0 = sp88.x + xPos;
var_fv1 = sp88.y + yPos;
var_fa0 = sp88.z + zPos;
}
if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) {
*index = i + 1;
return 1;
}
if ((yRot == 0.0f) && (zRot == 0.0f) && (xRot == 0.0f) && !spA0) {
var_fv0 = player->hit2.x;
var_fv1 = player->hit2.y;
var_fa0 = player->hit2.z;
} else {
sp94.x = player->hit2.x - xPos;
sp94.y = player->hit2.y - yPos;
sp94.z = player->hit2.z - zPos;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp94, &sp88);
var_fv0 = sp88.x + xPos;
var_fv1 = sp88.y + yPos;
var_fa0 = sp88.z + zPos;
}
if (Play_CheckSingleHitbox((Hitbox*) hitboxData, xPos, yPos, zPos, var_fv0, var_fv1, var_fa0)) {
*index = i + 1;
return 2;
}
}
}
}
return 0;
}
bool Play_CheckPolyCollision(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, Vec3f* arg7,
Vec3f* arg8) {
Vec3f sp54;
Vec3f sp48;
Vec3f sp3C;
f32 sp34[2] = { 0, 0 };
s32 colId;
bool useCol2;
sp54.x = arg4;
sp54.y = arg5;
sp54.z = arg6;
sp48.x = arg1;
sp48.y = arg2;
sp48.z = arg3;
useCol2 = false;
switch (objId) {
case OBJ_ACTOR_ME_MOLAR_ROCK:
colId = COL1_0;
break;
case OBJ_SCENERY_CO_BUMP_4:
case OBJ_SCENERY_CO_BUMP_5:
colId = COL2_1;
useCol2 = true;
break;
case OBJ_SCENERY_FO_MOUNTAIN_2:
colId = COL1_5;
break;
case OBJ_SCENERY_FO_MOUNTAIN_3:
colId = COL1_6;
break;
case OBJ_BOSS_FO_BASE:
colId = COL1_4;
break;
case OBJ_BOSS_VE2_BASE:
colId = COL1_9;
break;
case OBJ_BOSS_BO_BASE:
colId = COL1_7;
break;
case ACTOR_EVENT_ID:
colId = COL1_3;
break;
case OBJ_BOSS_SZ_GREAT_FOX:
colId = COL1_8;
break;
case OBJ_SCENERY_ME_TUNNEL:
colId = COL1_1;
break;
case OBJ_SCENERY_AQ_CORAL_REEF_2:
colId = COL2_18;
useCol2 = true;
break;
case OBJ_SCENERY_AQ_BUMP_1:
colId = COL2_15;
useCol2 = true;
break;
case OBJ_SCENERY_AQ_BUMP_2:
colId = COL2_16;
useCol2 = true;
break;
case OBJ_SCENERY_ZO_ISLAND:
colId = COL2_7;
useCol2 = true;
break;
case OBJ_SCENERY_CO_BUMP_2:
colId = COL2_2;
useCol2 = true;
break;
case OBJ_SCENERY_CO_BUMP_3:
case OBJ_SCENERY_MA_TERRAIN_BUMP:
colId = COL2_3;
useCol2 = true;
break;
case OBJ_SCENERY_VS_KA_FLBASE:
colId = COL2_17;
useCol2 = true;
break;
case OBJ_SCENERY_VS_PYRAMID_1:
colId = COL2_4;
useCol2 = true;
break;
case OBJ_SCENERY_VS_PYRAMID_2:
colId = COL2_6;
useCol2 = true;
break;
case OBJ_SCENERY_AQ_CORAL_REEF_1:
colId = COL2_14;
useCol2 = true;
break;
case OBJ_SCENERY_MA_FLOOR_1:
colId = COL2_8;
useCol2 = true;
break;
case OBJ_SCENERY_MA_FLOOR_3:
colId = COL2_9;
useCol2 = true;
break;
case OBJ_SCENERY_MA_FLOOR_2:
colId = COL2_10;
useCol2 = true;
break;
case OBJ_SCENERY_MA_FLOOR_4:
colId = COL2_11;
useCol2 = true;
break;
case OBJ_SCENERY_MA_WALL_3:
colId = COL2_12;
useCol2 = true;
break;
case OBJ_SCENERY_MA_FLOOR_5:
colId = COL2_13;
useCol2 = true;
break;
case OBJ_SCENERY_AQ_TUNNEL_1:
case OBJ_SCENERY_AQ_ARCH:
case OBJ_SCENERY_AQ_ROCK:
case OBJ_SCENERY_AQ_WALL_1:
case OBJ_SCENERY_AQ_ROOF:
case OBJ_SCENERY_AQ_TUNNEL_2:
case OBJ_SCENERY_VE1_TEMPLE_ENTRANCE:
case OBJ_SCENERY_VE1_TEMPLE_INTERIOR_1:
case OBJ_SCENERY_VE1_TEMPLE_INTERIOR_2:
case OBJ_SCENERY_VE1_TEMPLE_INTERIOR_3:
case OBJ_SCENERY_AND_PASSAGE:
case OBJ_SCENERY_AND_DOOR:
case OBJ_SCENERY_TR_BUILDING:
case OBJ_SCENERY_AND_PATH_INTERSECTION:
case OBJ_SCENERY_AND_PATH_WALLS:
case OBJ_SCENERY_AND_PATH_EXIT:
case OBJ_SCENERY_AND_PATH_ENTRANCE:
case OBJ_SCENERY_VS_BUILDING_1:
case OBJ_SCENERY_VS_BUILDING_2:
case OBJ_SCENERY_VS_ARCH:
case OBJ_SCENERY_VS_SPACE_JUNK_1:
case OBJ_SCENERY_VS_SPACE_JUNK_2:
case OBJ_SCENERY_VS_SPACE_JUNK_3:
case OBJ_SCENERY_LEVEL_OBJECTS:
case OBJ_SCENERY_FO_MOUNTAIN_1:
case OBJ_SCENERY_CO_BUILDING_9:
case OBJ_SCENERY_CO_BUILDING_10:
case OBJ_SCENERY_IBEAM:
case OBJ_SCENERY_ZO_ROCK:
case OBJ_SCENERY_ZO_OIL_RIG_1:
case OBJ_SCENERY_ZO_OIL_RIG_2:
case OBJ_SCENERY_ZO_OIL_RIG_3:
case OBJ_SCENERY_VE1_WALL_1:
case OBJ_SCENERY_VE1_WALL_2:
case OBJ_SCENERY_VE1_WALL_3:
case OBJ_SCENERY_VE1_HALLWAY_OBSTACLE:
case OBJ_SCENERY_VE1_GENERATOR:
case OBJ_SCENERY_VE1_WATCH_POST:
case OBJ_SCENERY_CO_WATERFALL:
case OBJ_SCENERY_CO_ROCKWALL:
case OBJ_SCENERY_CO_DOORS:
case OBJ_SCENERY_TI_PILLAR:
case OBJ_SCENERY_TI_BRIDGE:
case OBJ_SCENERY_MA_BUILDING_1:
case OBJ_SCENERY_MA_BUILDING_2:
case OBJ_SCENERY_MA_TOWER:
case OBJ_SCENERY_MA_WALL_1:
case OBJ_SCENERY_GUILLOTINE_HOUSING:
case OBJ_SCENERY_MA_GUILLOTINE:
case OBJ_SCENERY_MA_PROXIMITY_LIGHT:
case OBJ_SCENERY_MA_WALL_2:
case OBJ_SCENERY_MA_WALL_4:
default:
colId = COL2_0;
useCol2 = true;
break;
}
if (!useCol2) {
if (func_col1_800998FC(&sp54, &sp48, arg8, colId, &sp3C, sp34) > 0) {
return true;
}
} else {
if (func_col2_800A3690(&sp54, &sp48, colId, arg7)) {
return true;
}
}
return false;
}
s32 Player_CheckPolyCollision(Player* player, ObjectId objId, f32 x, f32 y, f32 z, f32 arg5, f32 angle, f32 arg7) {
Vec3f sp84;
Vec3f src;
Vec3f sp6C;
Vec3f sp60;
Vec3f sp54;
sp84.x = x;
sp84.y = y;
sp84.z = z;
Matrix_RotateY(gCalcMatrix, -angle * M_DTOR, MTXF_NEW);
src.x = player->vel.x;
src.y = player->vel.y;
src.z = player->vel.z;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &sp54);
if ((player->form == FORM_LANDMASTER) || (player->form == FORM_ON_FOOT)) {
src.x = player->pos.x - sp84.x;
src.y = player->pos.y - sp84.y;
src.z = player->trueZpos - sp84.z;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &sp6C);
if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z,
&sp60, &sp54)) {
player->pos.y = sp60.y;
player->rot_104.x = Math_RadToDeg(sp60.x);
player->rot_104.z = Math_RadToDeg(sp60.z);
player->vel.y = 0.0f;
if (player->form == FORM_ON_FOOT) {
player->vel.y = -5.0f;
}
player->grounded = true;
return 5;
} else {
return 0;
}
}
src.x = player->hit3.x - sp84.x;
src.y = player->hit3.y - sp84.y;
src.z = player->hit3.z - sp84.z;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &sp6C);
if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60,
&sp54)) {
return 3;
}
src.x = player->hit4.x - sp84.x;
src.y = player->hit4.y - sp84.y;
src.z = player->hit4.z - sp84.z;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &sp6C);
if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60,
&sp54)) {
return 4;
}
src.x = player->hit1.x - sp84.x;
src.y = player->hit1.y - sp84.y;
src.z = player->hit1.z - sp84.z;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &sp6C);
if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60,
&sp54)) {
return 1;
}
src.x = player->hit2.x - sp84.x;
src.y = player->hit2.y - sp84.y;
src.z = player->hit2.z - sp84.z;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &sp6C);
if (Play_CheckPolyCollision(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60,
&sp54)) {
return 2;
} else {
return 0;
}
}
void Player_CheckItemCollect(Player* player) {
s32 i;
Item* item;
s32 sp6C;
for (i = 0, item = gItems; i < ARRAY_COUNT(gItems); i++, item++) {
if ((item->obj.status == OBJ_ACTIVE) &&
((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (player->state_1C8 == PLAYERSTATE_1C8_U_TURN)) &&
(item->timer_4A == 0) &&
Player_CheckHitboxCollision(player, item->info.hitbox, &sp6C, item->obj.pos.x, item->obj.pos.y,
item->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f)) {
item->collected = true;
item->playerNum = gPlayerNum;
}
}
}
s32 D_800D3000[4][4] = {
{ 20, 40, 0, 0 },
{ 20, 20, 0, 0 },
{ 0, 0, 0, 0 },
{ 80, 120, 0, 0 },
};
Vec3f D_800D3040[6] = {
{ 0.0f, -20.0f, 0.0f }, { -17.5f, -17.5f, 0.0f }, { -17.5f, 17.5f, 0.0f },
{ 0.0f, 20.0f, 0.0f }, { 17.5f, 17.5f, 0.0f }, { 17.5f, -17.5f, 0.0f },
};
Vec3f D_800D3088[4] = {
{ 0.0f, -20.0f, 0.0f },
{ 0.0f, 20.0f, 0.0f },
{ 20.0f, 0.0f, 0.0f },
{ -20.0f, 0.0f, 0.0f },
};
Vec3f D_800D30B8[4] = {
{ 0.0f, -20.0f, 0.0f },
{ 0.0f, 20.0f, 0.0f },
{ -20.0f, 0.0f, 0.0f },
{ 20.0f, 0.0f, 0.0f },
};
void Player_Collide(Player* playerA, Player* playerB) {
if (playerA->mercyTimer == 0) {
Player_ApplyDamage(playerA, 0, D_800D3000[playerA->form][playerB->form]);
playerA->attacker = playerB->num + 1;
playerB->attacker = playerA->num + 1;
}
}
void Player_UpdateHitbox(Player* player) {
Vec3f sp3C;
Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos, MTXF_NEW);
if (player->form == FORM_LANDMASTER) {
player->rot_104.z = 0.0f;
player->rot_104.x = 0.0f;
sp3C.x = -40.0f;
sp3C.y = 40.0f;
sp3C.z = 0.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit2);
sp3C.x = 40.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit1);
sp3C.x = 0.0f;
sp3C.z = -40.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit3);
sp3C.z = 40.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit4);
}
if ((player->form == FORM_ON_FOOT) || (player->form == FORM_UNK_4)) {
sp3C.x = 20.0f;
sp3C.y = 20.0f;
sp3C.z = 0.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit2);
sp3C.x = -20.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit1);
sp3C.x = 0.0f;
sp3C.z = -20.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit3);
sp3C.z = 20.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit4);
}
if ((player->form == FORM_ARWING) || (player->form == FORM_BLUE_MARINE)) {
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + 180.0f) * M_DTOR, MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, -(player->bankAngle * M_DTOR), MTXF_APPLY);
sp3C.y = 0.0f;
sp3C.z = 0.0f;
if (player->arwing.leftWingState == WINGSTATE_INTACT) {
sp3C.x = 40.0f;
} else {
sp3C.y = -10.0f;
sp3C.x = 30.0f;
}
if (player->form == FORM_BLUE_MARINE) {
sp3C.x = 24.0f;
}
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit2);
if (player->arwing.rightWingState == WINGSTATE_INTACT) {
sp3C.x = -40.0f;
} else {
sp3C.x = -30.0f;
}
if (player->form == FORM_BLUE_MARINE) {
sp3C.x = -24.0f;
}
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit1);
sp3C.x = 0.0f;
sp3C.y = 24.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit3);
sp3C.y = -24.0f;
Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit4);
}
}
void Player_CollisionCheck(Player* player) {
s32 i;
s32 j;
s32 temp_v0;
f32 spE8;
f32 spE4;
f32 spE0;
Vec3f spfD4;
Vec3f spC8;
Vec3f spBC;
f32 padB8; // B8
Actor* actor; // B4
f32 padB0; // B0
Boss* boss; // AC
Sprite* sprite; // A8
s32 pad; // A4
Scenery* scenery; // A0
Player* opponent; // 9C
s32 sp98;
f32 sp94;
s32 sp90;
f32 sp8C;
Player_UpdateHitbox(player);
if (gGroundType == 4) {
switch (player->form) {
case FORM_LANDMASTER:
func_tank_800444BC(player);
break;
case FORM_BLUE_MARINE: // This should probably be FORM_ON_FOOT
if (Ground_801B6AEC(player->pos.x, player->pos.y - 12.0f, player->trueZpos + player->zPath)) {
Ground_801B6E20(player->pos.x, player->trueZpos + player->zPath, &spE8, &spE0, &spE4);
player->pos.y = spE0 + 10.0f;
}
break;
}
} else if (player->form == FORM_ARWING) {
if ((player->hit1.y < (gGroundHeight + 13.0f)) && (player->state_1C8 != PLAYERSTATE_1C8_DOWN)) {
if (gGroundSurface == SURFACE_WATER) {
player->hitTimer = 7;
player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.5f;
} else {
Player_ApplyDamage(player, 1, 21);
}
if (gCurrentLevel == LEVEL_FORTUNA) {
Effect_Effect362_Spawn(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f);
Effect_Effect362_Spawn(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f);
Effect_Effect362_Spawn(player->hit1.x, player->hit1.y, player->hit1.z, 6.0f);
}
}
if ((player->hit2.y < (gGroundHeight + 13.0f)) && (player->state_1C8 != PLAYERSTATE_1C8_DOWN)) {
if (gGroundSurface == SURFACE_WATER) {
player->hitTimer = 7;
player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.5f;
} else {
Player_ApplyDamage(player, 2, 21);
}
if (gCurrentLevel == LEVEL_FORTUNA) {
Effect_Effect362_Spawn(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f);
Effect_Effect362_Spawn(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f);
Effect_Effect362_Spawn(player->hit2.x, player->hit2.y, player->hit2.z, 6.0f);
}
}
} else if ((player->form == FORM_LANDMASTER) && !gVersusMode) {
func_tank_800444BC(player);
}
if ((player->mercyTimer == 0) || ((gCamCount != 1) && (player->form != FORM_ARWING))) {
if (gLevelMode == LEVELMODE_ALL_RANGE) {
Scenery360* scenery360;
sp8C = 1100.0f;
if ((gCurrentLevel == LEVEL_SECTOR_Y) || (gCurrentLevel == LEVEL_VENOM_ANDROSS)) {
sp8C = 4000.0f;
}
for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) {
if (scenery360->obj.status == OBJ_ACTIVE) {
spC8.x = scenery360->obj.pos.x - player->pos.x;
spC8.z = scenery360->obj.pos.z - player->trueZpos;
if (sqrtf(SQ(spC8.x) + SQ(spC8.z)) < sp8C) {
if ((scenery360->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_1) ||
(scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) ||
(scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2) ||
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) ||
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) ||
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) ||
(scenery360->obj.id == OBJ_SCENERY_VE2_MOUNTAIN) ||
(scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) ||
(scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) ||
(scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_1)) {
temp_v0 = Player_CheckPolyCollision(player, scenery360->obj.id, scenery360->obj.pos.x,
scenery360->obj.pos.y, scenery360->obj.pos.z,
scenery360->obj.rot.x, scenery360->obj.rot.y,
scenery360->obj.rot.z);
if (temp_v0 != 0) {
if ((player->form == FORM_LANDMASTER) || (player->form == FORM_ON_FOOT)) {
Player_GroundedCollision(player, temp_v0, scenery360->obj.pos.x,
scenery360->obj.pos.z);
} else {
Player_ApplyDamage(player, temp_v0, scenery360->info.damage);
}
}
if ((gCurrentLevel == LEVEL_FORTUNA) || (gCurrentLevel == LEVEL_VENOM_2)) {
temp_v0 = Player_CheckHitboxCollision(
player, scenery360->info.hitbox, &sp98, scenery360->obj.pos.x,
scenery360->obj.pos.y, scenery360->obj.pos.z, scenery360->obj.rot.x,
scenery360->obj.rot.y, scenery360->obj.rot.z, 0.0f, 0.0f, 0.0f);
if ((temp_v0 != 0) && (temp_v0 < 0)) {
if (player->whooshTimer == 0) {
Effect_SpawnTimedSfxAtPos(&scenery360->obj.pos, NA_SE_PASS);
}
player->whooshTimer += 2;
if (player->whooshTimer >= 4) {
player->whooshTimer = 4;
}
}
}
} else {
temp_v0 = Player_CheckHitboxCollision(
player, scenery360->info.hitbox, &sp98, scenery360->obj.pos.x, scenery360->obj.pos.y,
scenery360->obj.pos.z, scenery360->obj.rot.x, scenery360->obj.rot.y,
scenery360->obj.rot.z, 0.0f, 0.0f, 0.0f);
if (temp_v0 != 0) {
if (temp_v0 < 0) {
if (player->whooshTimer == 0) {
Effect_SpawnTimedSfxAtPos(&scenery360->obj.pos, NA_SE_PASS);
}
player->whooshTimer += 2;
if (player->whooshTimer >= 4) {
player->whooshTimer = 4;
}
} else if ((player->form == FORM_LANDMASTER) || (player->form == FORM_ON_FOOT)) {
Player_GroundedCollision(player, temp_v0, scenery360->obj.pos.x,
scenery360->obj.pos.z);
} else {
Player_ApplyDamage(player, temp_v0, scenery360->info.damage);
if (scenery360->obj.id == OBJ_SCENERY_AND_PASSAGE) {
Matrix_RotateY(gCalcMatrix, (scenery360->obj.rot.y + 180.0f) * M_DTOR,
MTXF_NEW);
Matrix_MultVec3f(gCalcMatrix, &D_800D3040[sp98 - 1], &spBC);
player->knockback.x = spBC.x;
player->knockback.y = spBC.y;
player->knockback.z = spBC.z;
player->rot.y = player->rot.x = 0.0f;
player->pos.x = player->basePos.x;
player->pos.y = player->basePos.y;
player->pos.z = player->basePos.z;
player->yRot_114 = scenery360->obj.rot.y + 180.0f;
player->mercyTimer = 5;
}
if ((scenery360->obj.id == OBJ_SCENERY_AND_PATH_WALLS) ||
(scenery360->obj.id == OBJ_SCENERY_AND_PATH_EXIT)) {
if (scenery360->obj.id == OBJ_SCENERY_AND_PATH_WALLS) {
Matrix_RotateY(gCalcMatrix, (scenery360->obj.rot.y + 180.0f) * M_DTOR,
MTXF_NEW);
Matrix_MultVec3f(gCalcMatrix, &D_800D3088[sp98 - 1], &spBC);
} else {
Matrix_RotateY(gCalcMatrix, scenery360->obj.rot.y * M_DTOR, MTXF_NEW);
Matrix_MultVec3f(gCalcMatrix, &D_800D30B8[sp98 - 1], &spBC);
}
player->knockback.x = spBC.x;
player->knockback.y = spBC.y;
player->knockback.z = spBC.z;
player->rot.y = 0.0f;
player->rot.x = 0.0f;
player->pos.x = player->basePos.x;
player->pos.y = player->basePos.y;
player->pos.z = player->basePos.z;
if (scenery360->obj.id == OBJ_SCENERY_AND_PATH_WALLS) {
player->yRot_114 = scenery360->obj.rot.y + 180.0f;
} else {
player->yRot_114 = scenery360->obj.rot.y;
}
player->mercyTimer = 5;
}
}
}
}
}
}
}
} else {
for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) {
if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id != OBJ_SCENERY_TI_BRIDGE) &&
(scenery->obj.id != OBJ_SCENERY_MA_TRAIN_TRACK_13) &&
(scenery->obj.id != OBJ_SCENERY_MA_BUILDING_1) && (scenery->obj.id != OBJ_SCENERY_MA_BUILDING_2) &&
(scenery->obj.id != OBJ_SCENERY_MA_TOWER) && (scenery->obj.id != OBJ_SCENERY_MA_WALL_2) &&
(scenery->obj.id != OBJ_SCENERY_MA_WALL_3) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_1) &&
(scenery->obj.id != OBJ_SCENERY_MA_FLOOR_3) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_2) &&
(scenery->obj.id != OBJ_SCENERY_MA_FLOOR_4) && (scenery->obj.id != OBJ_SCENERY_MA_FLOOR_5) &&
(scenery->obj.id != OBJ_SCENERY_MA_TERRAIN_BUMP) &&
((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) {
if ((scenery->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) ||
(scenery->obj.id == OBJ_SCENERY_CO_BUMP_5) || (scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) ||
(scenery->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_1) ||
(scenery->obj.id == OBJ_SCENERY_AQ_CORAL_REEF_2) ||
(scenery->obj.id == OBJ_SCENERY_AQ_BUMP_1) || (scenery->obj.id == OBJ_SCENERY_AQ_BUMP_2) ||
(scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_3)) {
spC8.x = scenery->obj.pos.x - player->pos.x;
spC8.z = scenery->obj.pos.z - player->trueZpos;
if (sqrtf(SQ(spC8.x) + SQ(spC8.z)) < 1100.0f) {
temp_v0 = Player_CheckPolyCollision(
player, scenery->obj.id, scenery->obj.pos.x, scenery->obj.pos.y, scenery->obj.pos.z,
scenery->obj.rot.x, scenery->obj.rot.y, scenery->obj.rot.z);
if (temp_v0 != 0) {
Player_ApplyDamage(player, temp_v0, scenery->info.damage);
}
}
} else {
padB0 = scenery->obj.rot.y;
if (scenery->info.action == (ObjectFunc) SceneryRotateTowardsCamera) {
padB0 = 0.0f;
}
temp_v0 = Player_CheckHitboxCollision(
player, scenery->info.hitbox, &sp98, scenery->obj.pos.x, scenery->obj.pos.y,
scenery->obj.pos.z, scenery->obj.rot.x, padB0, scenery->obj.rot.z, 0.0f, 0.0f, 0.0f);
if (temp_v0 != 0) {
if (temp_v0 < 0) {
if (temp_v0 == -1) {
gLight2colorStep = 40;
gLight2RTarget = 20;
gLight2GTarget = 20;
gLight2BTarget = 20;
player->shadowing = 80;
}
if (player->whooshTimer == 0) {
AUDIO_PLAY_SFX(NA_SE_PASS, scenery->sfxSource, 0);
}
player->whooshTimer += 2;
if (player->whooshTimer >= 4) {
player->whooshTimer = 4;
}
} else if (scenery->obj.id == OBJ_SCENERY_CO_WATERFALL) {
if (player->whooshTimer == 0) {
AUDIO_PLAY_SFX(NA_SE_IN_SPLASH_L, scenery->sfxSource, 0);
}
player->whooshTimer += 2;
if (player->whooshTimer >= 4) {
player->whooshTimer = 4;
}
} else {
Player_ApplyDamage(player, temp_v0, scenery->info.damage);
if ((scenery->obj.id == OBJ_SCENERY_VE1_WALL_1) ||
(scenery->obj.id == OBJ_SCENERY_CO_ROCKWALL) ||
(scenery->obj.id == OBJ_SCENERY_VE1_WALL_2)) {
Matrix_RotateY(gCalcMatrix, scenery->obj.rot.y * M_DTOR, MTXF_NEW);
spC8.x = -(player->baseSpeed + player->boostSpeed) * 0.7f;
spC8.y = 0.0f;
spC8.z = 0.0f;
Matrix_MultVec3f(gCalcMatrix, &spC8, &spBC);
player->knockback.x = spBC.x;
player->knockback.y = spBC.y;
player->pos.x = player->basePos.x;
player->mercyTimer = 5;
} else if (scenery->obj.id == OBJ_SCENERY_VE1_WALL_3) {
if (player->pos.x < scenery->obj.pos.x) {
player->knockback.x = -30.0f;
player->rot.y = 45.0f;
} else {
player->knockback.x = 30.0f;
player->rot.y = -45.0f;
}
player->knockback.y = 0.0f;
player->pos.x = player->basePos.x;
player->mercyTimer = 5;
} else if (scenery->obj.id == OBJ_SCENERY_AND_PASSAGE) {
Matrix_RotateY(gCalcMatrix, (scenery->obj.rot.y + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, -scenery->obj.rot.z * M_DTOR, MTXF_APPLY);
Matrix_MultVec3f(gCalcMatrix, &D_800D3040[sp98 - 1], &spBC);
player->knockback.x = spBC.x;
player->knockback.y = spBC.y;
player->rot.y = 0.0f;
player->rot.x = 0.0f;
player->mercyTimer = 5;
player->pos.x = player->basePos.x;
player->pos.y = player->basePos.y;
}
}
}
}
}
}
}
for (i = 0, boss = gBosses; i < ARRAY_COUNT(gBosses); i++, boss++) {
if (boss->obj.status == OBJ_ACTIVE) {
if ((boss->obj.id == OBJ_BOSS_VE2_BASE) || (boss->obj.id == OBJ_BOSS_FO_BASE) ||
(boss->obj.id == OBJ_BOSS_SZ_GREAT_FOX) || (boss->obj.id == OBJ_BOSS_BO_BASE)) {
temp_v0 =
Player_CheckPolyCollision(player, boss->obj.id, boss->obj.pos.x, boss->obj.pos.y,
boss->obj.pos.z, boss->obj.rot.x, boss->obj.rot.y, boss->obj.rot.z);
if (temp_v0 != 0) {
Player_ApplyDamage(player, temp_v0, boss->info.damage);
break;
}
}
if (boss->obj.id == OBJ_BOSS_BO_BASE_SHIELD) {
spfD4.x = fabsf(boss->obj.pos.x - player->pos.x) * .8333333f;
spfD4.y = fabsf(boss->obj.pos.y - player->pos.y) * 2;
spfD4.z = fabsf(boss->obj.pos.z - player->trueZpos) * 0.8333333f;
if ((VEC3F_MAG(&spfD4)) < 1500.0f) {
Player_ApplyDamage(player, 0, boss->info.damage);
player->boostSpeed = 0.0f;
player->mercyTimer = 5;
player->knockback.y = 30.0f;
boss->dmgType = DMG_BEAM;
Effect386_Spawn1(player->pos.x + RAND_FLOAT_CENTERED(10.0f), player->pos.y + RAND_FLOAT(10.0f),
player->trueZpos + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5);
for (j = 0; j < 10; j++) {
Effect_Effect389_Spawn(
player->pos.x + RAND_FLOAT_CENTERED(30.0f), player->pos.y + RAND_FLOAT(10.0f),
player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, 20.0f + player->vel.y,
player->vel.z, RAND_FLOAT(0.1f) + 0.1f, player->num + 11);
}
break;
}
} else {
if (boss->obj.id == OBJ_BOSS_KA_SAUCERER) {
spfD4.x = fabsf(boss->obj.pos.x - player->pos.x);
spfD4.y = fabsf(boss->obj.pos.y - 300.0f - player->pos.y) * 7.42f;
spfD4.z = fabsf(boss->obj.pos.z - player->trueZpos);
if ((VEC3F_MAG(&spfD4)) < 2700.0f) {
Player_ApplyDamage(player, 3, boss->info.damage);
}
}
temp_v0 = Player_CheckHitboxCollision(player, boss->info.hitbox, &sp98, boss->obj.pos.x,
boss->obj.pos.y, boss->obj.pos.z, boss->obj.rot.x,
boss->obj.rot.y, boss->obj.rot.z, 0.0f, 0.0f, 0.0f);
if (temp_v0 != 0) {
if (temp_v0 < 0) {
if (player->whooshTimer == 0) {
AUDIO_PLAY_SFX(NA_SE_PASS, boss->sfxSource, 0);
}
player->whooshTimer += 2;
if (player->whooshTimer >= 4) {
player->whooshTimer = 4;
}
} else {
if ((boss->obj.id == OBJ_BOSS_AND_ANDROSS) && (boss->timer_056 != 0) && (sp98 == 5)) {
break;
}
Player_ApplyDamage(player, temp_v0, boss->info.damage);
if ((boss->obj.id == OBJ_BOSS_SX_SPYBORG) && ((boss->state == 2) || (boss->state == 3)) &&
(sp98 >= 9)) {
player->knockback.y = -100.0f;
}
if ((boss->obj.id == OBJ_BOSS_AND_ANDROSS) && (sp98 < 5)) {
player->knockback.x = boss->fwork[14];
player->knockback.y = boss->fwork[15];
}
}
}
}
}
}
for (i = 0, actor = &gActors[0]; i < ARRAY_COUNT(gActors); i++, actor++) {
if ((actor->obj.status == OBJ_ACTIVE) && (actor->timer_0C2 == 0)) {
if (actor->obj.id == OBJ_ACTOR_ME_MOLAR_ROCK) {
temp_v0 = Player_CheckPolyCollision(player, actor->obj.id, actor->obj.pos.x, actor->obj.pos.y,
actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y,
actor->obj.rot.z);
if (temp_v0 != 0) {
Player_ApplyDamage(player, temp_v0, actor->info.damage);
}
} else if (actor->obj.id == OBJ_ACTOR_EVENT) {
if (actor->eventType == EVID_SY_SHIP_2) {
temp_v0 = Player_CheckPolyCollision(player, ACTOR_EVENT_ID, actor->obj.pos.x, actor->obj.pos.y,
actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y,
actor->obj.rot.z);
if (temp_v0 != 0) {
Player_ApplyDamage(player, temp_v0, actor->info.damage);
}
} else if (actor->eventType == EVID_ME_BIG_METEOR) {
spfD4.x = fabsf(actor->obj.pos.x - player->pos.x);
spfD4.y = fabsf(actor->obj.pos.y - player->pos.y);
spfD4.z = fabsf(actor->obj.pos.z - player->trueZpos);
if ((VEC3F_MAG(&spfD4)) < 900.0f) {
Player_ApplyDamage(player, 0, actor->info.damage);
actor->dmgType = DMG_COLLISION;
}
} else {
temp_v0 = Player_CheckHitboxCollision(
player, actor->info.hitbox, &sp98, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z,
actor->obj.rot.x, actor->obj.rot.y, actor->obj.rot.z, actor->vwork[29].x,
actor->vwork[29].y, actor->vwork[29].z + actor->rot_0F4.z);
if (temp_v0 != 0) {
if ((temp_v0 < 0) && (actor->eventType == EVID_SX_WARP_GATE)) {
actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_SX_6032328);
if (gRingPassCount >= 0) {
actor->work_046 = 2;
gRingPassCount++;
if (gRingPassCount == 3) {
Radio_PlayMessage(gMsg_ID_5504, RCID_FALCO);
}
AUDIO_PLAY_SFX(gWarpRingSfx[gRingPassCount], gPlayer[0].sfxSource, 0);
AUDIO_PLAY_SFX(NA_SE_RING_PASS, gDefaultSfxSource, 4);
}
} else if (temp_v0 < 0) {
if (player->whooshTimer == 0) {
AUDIO_PLAY_SFX(NA_SE_PASS, actor->sfxSource, 0);
}
player->whooshTimer += 2;
if (player->whooshTimer >= 4) {
player->whooshTimer = 4;
}
} else {
Player_ApplyDamage(player, temp_v0, actor->info.damage);
actor->dmgType = DMG_COLLISION;
actor->dmgSource = player->num + 1;
}
}
}
} else if ((OBJ_ACTOR_MA_LOCOMOTIVE <= actor->obj.id) && (actor->obj.id <= OBJ_ACTOR_MA_TRAIN_CAR_7)) {
temp_v0 = Player_CheckHitboxCollision(
player, actor->info.hitbox, &sp98, actor->fwork[25] + actor->obj.pos.x,
actor->fwork[8] + actor->obj.pos.y + 25.0f, actor->obj.pos.z, actor->fwork[29],
actor->fwork[26], actor->obj.rot.z, 0.0f, 0.0f, 0.0f);
if (temp_v0 != 0) {
actor->dmgType = DMG_COLLISION;
if (actor->info.damage) {
Player_ApplyDamage(player, temp_v0, actor->info.damage);
} else {
actor->dmgType = -1;
}
}
} else {
temp_v0 = Player_CheckHitboxCollision(player, actor->info.hitbox, &sp98, actor->obj.pos.x,
actor->obj.pos.y, actor->obj.pos.z, actor->obj.rot.x,
actor->obj.rot.y, actor->obj.rot.z, 0.0f, 0.0f, 0.0f);
if (temp_v0 != 0) {
if (temp_v0 < 0) {
if (player->whooshTimer == 0) {
AUDIO_PLAY_SFX(NA_SE_PASS, actor->sfxSource, 0);
}
player->whooshTimer += 2;
if (player->whooshTimer >= 4) {
player->whooshTimer = 4;
}
} else {
actor->dmgType = DMG_COLLISION;
if (actor->obj.id == OBJ_MISSILE_SEEK_TEAM) {
actor->dmgType = -1;
}
if (actor->info.damage) {
Player_ApplyDamage(player, temp_v0, actor->info.damage);
if (actor->obj.id == OBJ_ACTOR_TI_LANDMINE) {
player->knockback.y = 0.0f;
}
} else {
actor->dmgType = -1;
}
}
}
}
}
}
for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++, sprite++) {
if (sprite->obj.status == OBJ_ACTIVE) {
if ((player->trueZpos - 200.0f) < sprite->obj.pos.z) {
temp_v0 = Player_CheckHitboxCollision(player, sprite->info.hitbox, &sp98, sprite->obj.pos.x,
sprite->obj.pos.y, sprite->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f);
if (temp_v0 != 0) {
if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) ||
(sprite->obj.id == OBJ_SPRITE_TI_CACTUS) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) {
sprite->destroy = true;
player->hitTimer = 6;
player->hitDirection = 0;
} else {
Player_ApplyDamage(player, temp_v0, sprite->info.damage);
}
}
}
}
}
}
Player_CheckItemCollect(player);
if (gCamCount == 4) {
for (opponent = &gPlayer[3], i = 3; i >= 0; i--, opponent--) {
if ((i != gPlayerNum) && (opponent->state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
spC8.x = 25.0f;
if (player->form == FORM_ON_FOOT) {
spC8.x = 4.0f;
}
spC8.y = 25.0f;
if (opponent->form == FORM_ON_FOOT) {
spC8.y = 4.0f;
}
spBC.x = spBC.z = spC8.x + spC8.y;
spC8.x = 23.0f;
if (player->form == FORM_ON_FOOT) {
spC8.x = 7.0f;
}
spC8.y = 23.0f;
if (opponent->form == FORM_ON_FOOT) {
spC8.y = 7.0f;
}
spBC.y = spC8.x + spC8.y;
if ((fabsf(opponent->trueZpos - player->trueZpos) <= spBC.z) &&
(fabsf(opponent->pos.y - player->pos.y) <= spBC.y) &&
(fabsf(opponent->pos.x - player->pos.x) <= spBC.x)) {
if ((player->form == FORM_ON_FOOT) && (opponent->form == FORM_ON_FOOT)) {
player->pos.x = player->basePos.x;
player->pos.y = player->basePos.y;
player->pos.z = player->trueZpos = player->basePos.z;
opponent->pos.x = opponent->basePos.x;
opponent->pos.y = opponent->basePos.y;
opponent->pos.z = opponent->trueZpos = opponent->basePos.z;
player->knockback.x = (player->pos.x - opponent->basePos.x) * 0.5f;
player->knockback.z = (player->trueZpos - opponent->trueZpos) * 0.5f;
opponent->knockback.x = -player->knockback.x;
opponent->knockback.z = -player->knockback.z;
opponent->baseSpeed = player->baseSpeed = 2.0f;
} else {
Player_Collide(player, opponent);
Player_Collide(opponent, player);
}
}
}
}
}
if (gUseDynaFloor) {
if (Play_CheckDynaFloorCollision(&sp94, &sp90, player->hit4.x, player->hit4.y, player->hit4.z)) {
if (gCurrentLevel == LEVEL_ZONESS) {
player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.8f;
player->hitTimer = 15;
Effect_Effect381_Spawn(player->hit4.x, sp94, player->hit4.z, 1.0f);
} else {
if (player->hitTimer == 0) {
Player_ApplyDamage(player, 4, 10);
}
player->knockback.y = 30.0f;
player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.8f;
}
if (player->state_1C8 == PLAYERSTATE_1C8_DOWN) {
player->radioDamageTimer = 2;
Effect_Effect382_Spawn(player->pos.x, player->trueZpos, 30.0f, 0.0f, 5.0f);
Effect_Effect382_Spawn(player->pos.x, player->trueZpos, -30.0f, 0.0f, 5.0f);
}
}
if (Play_CheckDynaFloorCollision(&sp94, &sp90, player->pos.x + ((player->hit1.x - player->pos.x) * 1.5f),
player->pos.y + (player->hit1.y - player->pos.y) * 1.5f, player->hit1.z)) {
if (gCurrentLevel == LEVEL_ZONESS) {
Effect_Effect381_Spawn(player->pos.x + (player->hit1.x - player->pos.x) * 1.5f, sp94, player->hit1.z,
1.0f);
} else {
if (player->hitTimer == 0) {
Player_ApplyDamage(player, 1, 10);
}
player->knockback.y = 30.0f;
}
}
if (Play_CheckDynaFloorCollision(&sp94, &sp90, player->pos.x + ((player->hit2.x - player->pos.x) * 1.5f),
player->pos.y + (player->hit2.y - player->pos.y) * 1.5f, player->hit2.z)) {
if (gCurrentLevel == LEVEL_ZONESS) {
Effect_Effect381_Spawn(player->pos.x + (player->hit2.x - player->pos.x) * 1.5f, sp94, player->hit2.z,
1.0f);
} else {
if (player->hitTimer == 0) {
Player_ApplyDamage(player, 2, 40);
}
player->knockback.y = 30.0f;
}
}
}
}
void Player_FloorCheck(Player* player) {
s32 sp144;
Scenery360* scenery360;
Scenery* scenery;
s32 count;
s32 colId;
s32 i;
f32 tempx;
f32 tempy;
f32 tempz;
f32 sp120;
f32* hitboxData;
Hitbox* hitbox;
f32 var_fs0;
f32 var_fs1;
f32 tempx2;
f32 tempy2;
f32 tempz2;
f32 sp100;
f32 spFC;
f32 spF8;
Vec3f spEC;
Vec3f spE0;
Vec3f spD4;
Vec3f spC8;
Vec3f spBC;
Vec3f spB0;
f32 spA8[2];
Vec3f sp9C = { 0.0f, -10.0f, 0.0f };
Vec3f* rot;
s32 pad3;
s32 pad4;
if (player->hideShadow) {
return;
}
player->groundPos.x = player->pos.x;
player->groundPos.z = player->trueZpos - player->pos.y;
if (gGroundType != 4) {
if (gCamCount == 1) {
player->groundPos.y = gGroundHeight + 3.0f;
} else {
player->groundPos.y = gGroundHeight;
if (player->form == FORM_ON_FOOT) {
player->groundPos.z = player->trueZpos;
}
}
player->shadowRotX = player->shadowRotZ = player->groundRotY = 0.0f;
}
sp100 = 0.0f;
spFC = 0.0f;
spF8 = 0.0f;
if (gCamCount != 1) {
if (player->form == FORM_ON_FOOT) {
for (sp144 = 0; sp144 < 200; sp144++) {
scenery360 = &gScenery360[sp144];
if ((scenery360->obj.status == OBJ_ACTIVE) &&
((scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) ||
(scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_1) ||
(scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2)) &&
(fabsf(scenery360->obj.pos.x - player->pos.x) < 2000.0f) &&
(fabsf(scenery360->obj.pos.z - player->trueZpos) < 2000.0f)) {
spC8.x = scenery360->obj.pos.x;
spC8.y = scenery360->obj.pos.y;
spC8.z = scenery360->obj.pos.z;
spD4.x = player->pos.x;
spD4.y = gGroundHeight;
spD4.z = player->trueZpos;
colId = COL2_4;
if (scenery360->obj.id == OBJ_SCENERY_VS_PYRAMID_2) {
colId = COL2_6;
} else if (scenery360->obj.id == OBJ_SCENERY_VS_KA_FLBASE) {
colId = COL2_17;
}
if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
player->groundPos.y = spBC.y + 1.0f;
player->shadowRotX = spBC.x;
player->shadowRotZ = spBC.z;
break;
}
}
}
}
} else {
if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gLevelType == LEVELTYPE_PLANET)) {
player->groundPos.x = player->pos.x;
player->groundPos.z = player->trueZpos;
for (sp144 = 0, scenery360 = gScenery360; sp144 < 200; sp144++, scenery360++) {
if ((scenery360->obj.status == OBJ_ACTIVE) &&
((scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3) ||
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) ||
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_1) ||
(scenery360->obj.id == OBJ_SCENERY_CO_BUMP_1) || (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3)) &&
(fabsf(scenery360->obj.pos.x - player->pos.x) < 2500.0f) &&
(fabsf(scenery360->obj.pos.z - player->trueZpos) < 2500.0f)) {
tempx = scenery360->obj.pos.x;
tempy = scenery360->obj.pos.y;
tempz = scenery360->obj.pos.z;
sp120 = scenery360->obj.rot.y;
Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
spEC.x = player->pos.x - tempx;
spEC.y = 0.0f;
spEC.z = player->trueZpos - tempz;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
spD4.x = spE0.x + tempx;
spD4.y = spE0.y + tempy;
spD4.z = spE0.z + tempz;
spC8.x = tempx;
spC8.y = tempy;
spC8.z = tempz;
if ((scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) ||
(scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_3)) {
if (scenery360->obj.id == OBJ_SCENERY_FO_MOUNTAIN_2) {
colId = COL1_5;
} else {
colId = COL1_6;
}
if (func_col1_800998FC(&spD4, &spC8, &sp9C, colId, &spB0, spA8) > 0) {
player->groundPos.y = spB0.y;
player->shadowRotX = spA8[0];
player->shadowRotZ = spA8[1];
player->groundRotY = DEG_TO_RAD(sp120);
}
} else {
colId = COL2_0;
if (scenery360->obj.id == OBJ_SCENERY_CO_BUMP_3) {
colId = COL2_3;
}
if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
player->groundPos.y = spBC.y;
player->shadowRotX = spBC.x;
player->shadowRotZ = spBC.z;
player->groundRotY = DEG_TO_RAD(sp120);
}
}
}
}
}
for (sp144 = 0, scenery = gScenery;
(sp144 < 50) && (gLevelMode == LEVELMODE_ON_RAILS) && (gCurrentLevel != LEVEL_VENOM_1);
sp144++, scenery++) {
if ((scenery->obj.status == OBJ_ACTIVE) && ((player->trueZpos - 3000.0f) < scenery->obj.pos.z) &&
(scenery->obj.id != OBJ_SCENERY_CO_STONE_ARCH) && (scenery->obj.id != OBJ_SCENERY_CO_HIGHWAY_3)) {
tempx = scenery->obj.pos.x;
tempy = scenery->obj.pos.y;
tempz = scenery->obj.pos.z;
sp120 = scenery->obj.rot.y;
if ((scenery->obj.id == OBJ_SCENERY_CO_BUMP_3) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) ||
(scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) || (scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) ||
(scenery->obj.id == OBJ_SCENERY_CO_BUMP_5)) {
Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
for (var_fs1 = var_fs0 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
spEC.x = player->pos.x - tempx;
spEC.y = player->pos.y + var_fs0 - tempy;
spEC.z = player->trueZpos + var_fs1 - tempz;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
if ((player->pos.y + var_fs0) <= gGroundHeight) {
break;
}
spD4.x = spE0.x + tempx;
spD4.y = spE0.y + tempy;
spD4.z = spE0.z + tempz;
spC8.x = tempx;
spC8.y = tempy;
spC8.z = tempz;
colId = COL2_0;
if (scenery->obj.id == OBJ_SCENERY_ZO_ISLAND) {
colId = COL2_7;
}
if (scenery->obj.id == OBJ_SCENERY_CO_BUMP_2) {
colId = COL2_2;
} else if (scenery->obj.id == OBJ_SCENERY_CO_BUMP_3) {
colId = COL2_3;
} else if ((scenery->obj.id == OBJ_SCENERY_CO_BUMP_4) ||
(scenery->obj.id == OBJ_SCENERY_CO_BUMP_5)) {
colId = COL2_1;
}
if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
player->groundPos.y = spBC.y;
player->groundPos.z = player->trueZpos + var_fs1;
player->shadowRotX = spBC.x;
player->shadowRotZ = spBC.z;
player->groundRotY = DEG_TO_RAD(sp120);
break;
}
}
} else {
hitboxData = scenery->info.hitbox;
count = *hitboxData;
if (count != 0) {
if (scenery->info.action == (ObjectFunc) SceneryRotateTowardsCamera) {
sp120 = 0.0f;
}
hitboxData++;
for (i = 0; i < count; i++, hitboxData += 6) {
if (*hitboxData >= HITBOX_SHADOW) {
break;
}
if (*hitboxData == HITBOX_ROTATED) {
sp100 = hitboxData[1];
spFC = hitboxData[2];
spF8 = hitboxData[3];
hitboxData += 4;
Matrix_RotateZ(gCalcMatrix, -spF8 * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -sp100 * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -spFC * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_APPLY);
} else {
Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
}
hitbox = (Hitbox*) hitboxData;
for (var_fs0 = var_fs1 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
spEC.x = player->pos.x - tempx;
spEC.y = player->pos.y + var_fs0 - tempy;
spEC.z = player->trueZpos + var_fs1 - tempz;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
tempx2 = spE0.x + tempx;
tempy2 = spE0.y + tempy;
tempz2 = spE0.z + tempz;
if (spEC.y + tempy <= gGroundHeight) {
break;
}
if (Play_CheckSingleHitbox(hitbox, tempx, tempy, tempz, tempx2, tempy2, tempz2)) {
if (gGroundHeight < player->groundPos.y) {
player->groundPos.y = spEC.y + 15.0f + tempy;
player->groundPos.z = spEC.z + 10.0f + tempz;
player->shadowRotX = DEG_TO_RAD(sp100);
player->groundRotY = DEG_TO_RAD(sp120);
}
break;
}
}
}
}
}
}
}
}
}
void Player_InitializeAll(void) {
u8* ptr = (u8*) gPlayer;
u32 i;
for (i = 0; i < gCamCount * sizeof(Player); i++, ptr++) {
*ptr = 0;
}
}
void Player_Initialize(Player* player) {
u8* ptr = (u8*) player;
u32 i;
for (i = 0; i < sizeof(Player); i++, ptr++) {
*ptr = 0;
}
}
extern Gfx* dynaFloor1;
extern Gfx* dynaFloor2;
extern Vtx* dynaFloor1Vtx;
extern Vtx* dynaFloor2Vtx;
void Play_InitLevel(void) {
Vtx* mesh;
u8* ptr;
s32 i;
f32* fptr;
switch (gCurrentLevel) {
case LEVEL_TRAINING:
AUDIO_SET_SPEC(SFXCHAN_0, AUDIOSPEC_28);
gTeamLowHealthMsgTimer = -1;
break;
case LEVEL_VENOM_1:
AUDIO_SET_SPEC(SFXCHAN_0, AUDIOSPEC_6);
break;
case LEVEL_VENOM_2:
AUDIO_SET_SPEC(SFXCHAN_0, AUDIOSPEC_6);
break;
case LEVEL_VENOM_ANDROSS:
AUDIO_SET_SPEC(SFXCHAN_0, AUDIOSPEC_15);
Audio_SetEnvSfxReverb(0);
gTeamLowHealthMsgTimer = -1;
break;
}
gUseDynaFloor = 0;
switch (gCurrentLevel) {
case LEVEL_SECTOR_Z:
gGreatFoxIntact = true;
break;
case LEVEL_METEO:
case LEVEL_SECTOR_X:
if (gLevelPhase == 1) {
gFogRed = 178;
gFogGreen = 190;
gFogBlue = 90;
gLight1R = 200;
gLight1G = 200;
gLight1B = 120;
gAmbientR = 0;
gAmbientG = 50;
gAmbientB = 100;
}
break;
case LEVEL_VENOM_ANDROSS:
gDrawGround = false;
gDrawBackdrop = 6;
D_Andross_801A7F58 = D_Andross_801A7F60 = D_Andross_801A7F68 = D_Andross_801A7F70 = D_Andross_801A7F78 =
0.0f;
break;
case LEVEL_AQUAS:
gVIsPerFrame = 3;
D_bg_8015F970 = 1600.0f;
D_AQ_801C4188 = 128.0f;
Aquas_InitLevel();
break;
case LEVEL_TITANIA:
Titania_80188F30();
gTeamShields[TEAM_ID_SLIPPY] = -2;
break;
case LEVEL_MACBETH:
Macbeth_InitLevel();
break;
case LEVEL_ZONESS:
MEM_ARRAY_ALLOCATE(gZoDodoraPosRots, 200);
ptr = (u8*) gZoDodoraPosRots;
for (i = 0; i < 200 * sizeof(*gZoDodoraPosRots); i++, ptr++) {
*ptr = 0;
}
gZoDodoraWaypointCount = 0;
/* fallthrough */
case LEVEL_SOLAR:
/*
memcpy(dynaFloor1, LOAD_ASSET(D_SO_6002E60), 724 * sizeof(Gfx));
memcpy(dynaFloor2, LOAD_ASSET(D_SO_60005B0), 724 * sizeof(Gfx));
memcpy(dynaFloor1Vtx, LOAD_ASSET(D_SO_6001C50), 17 * 17 * sizeof(Vtx));
memcpy(dynaFloor2Vtx, LOAD_ASSET(D_SO_6004500), 17 * 17 * sizeof(Vtx));
*/
gUseDynaFloor = true;
gGroundHeight = -20000.0f;
fptr = MEM_ARRAY_ALLOCATE(D_ctx_801782CC, 17 * 17);
for (i = 0; i < 17 * 17; i++, fptr++) {
*fptr = 0.0f;
}
fptr = MEM_ARRAY_ALLOCATE(D_ctx_801782D4, 17 * 17);
for (i = 0; i < 17 * 17; i++, fptr++) {
*fptr = 0.0f;
}
fptr = MEM_ARRAY_ALLOCATE(D_ctx_801782DC, 17 * 17);
for (i = 0; i < 17 * 17; i++, fptr++) {
*fptr = 0.0f;
}
fptr = MEM_ARRAY_ALLOCATE(D_ctx_801782E4, 17 * 17);
for (i = 0; i < 17 * 17; i++, fptr++) {
*fptr = 0.0f;
}
fptr = MEM_ARRAY_ALLOCATE(D_ctx_801782EC, 17 * 17);
for (i = 0; i < 17 * 17; i++, fptr++) {
*fptr = 0.0f;
}
switch (gCurrentLevel) {
case LEVEL_SOLAR:
mesh = LOAD_ASSET(D_SO_6001C50);
break;
case LEVEL_ZONESS:
mesh = LOAD_ASSET(D_ZO_6009ED0);
break;
}
/*
for (i = 0; i < 724; i++) {
if (dynaFloor1[i].dma.cmd == G_VTX) {
dynaFloor1[i].dma.addr =
(uintptr_t) dynaFloor1[i].dma.addr - (uintptr_t) D_SO_6001C50 + (uintptr_t) dynaFloor1Vtx;
}
if (dynaFloor2[i].dma.cmd == G_VTX) {
dynaFloor2[i].dma.addr =
(uintptr_t) dynaFloor2[i].dma.addr - (uintptr_t) D_SO_6004500 + (uintptr_t) dynaFloor2Vtx;
}
}
*/
for (i = 0; i < 17 * 17; i++, mesh++) {
if (mesh->v.ob[0] == 800 * 2) {
mesh->v.ob[0] = 1400 * 2;
}
if (mesh->v.ob[0] == -800 * 2) {
mesh->v.ob[0] = -1400 * 2;
}
if (mesh->v.ob[2] == -800 * 2) {
mesh->v.ob[2] = -1400 * 2;
}
}
switch (gCurrentLevel) {
case LEVEL_SOLAR:
mesh = LOAD_ASSET(D_SO_6004500);
break;
case LEVEL_ZONESS:
mesh = LOAD_ASSET(D_ZO_600C780);
break;
}
for (i = 0; i < 17 * 17; i++, mesh++) {
if (mesh->v.ob[0] == 800 * 2) {
mesh->v.ob[0] = 1400 * 2;
}
if (mesh->v.ob[0] == -800 * 2) {
mesh->v.ob[0] = -1400 * 2;
}
if (mesh->v.ob[2] == -800 * 2) {
mesh->v.ob[2] = -1400 * 2;
}
}
break;
}
}
void Player_ResetVsData(void) {
s32 i;
s32 j;
gVsMatchState = VS_STATE_0;
for (i = 0; i < 4; i++) {
gVsPoints[i] = 0;
for (j = 0; j < 10; j++) {
gVsKills[i][j] = 0;
}
gLaserStrength[i] = LASERS_SINGLE;
gBombCount[i] = 0;
}
gVsMatchStart = gVsMatchWon = false;
}
void Player_InitVersus(void) {
s32 i;
Player_ResetVsData();
for (i = 0; i < 4; i++) {
gPlayerNum = i;
Player_Initialize(&gPlayer[i]);
Player_Setup(&gPlayer[i]);
Player_Update360(&gPlayer[i]);
Camera_Update360(&gPlayer[i], true);
}
Play_ClearObjectData();
}
void Play_Init(void) {
s32 i;
gArwingSpeed = 40.0f;
for (i = 0; i < ARRAY_COUNT(gControllerRumbleEnabled); i++) {
gControllerRumbleEnabled[i] = 0;
}
if (gExpertMode) {
gEnemyShotSpeed = 200;
} else {
gEnemyShotSpeed = 100;
}
gPauseEnabled = false;
gVIsPerFrame = 2;
gFovYMode = 0;
gTeamHelpActor = NULL;
gTeamHelpTimer = 0;
Audio_KillSfxById(NA_SE_OB_ROUTE_EXPLOSION1);
Audio_KillSfxById(NA_SE_DEMO_SIREN);
Memory_FreeAll();
gTraining360MsgTimer = gTraining360MsgIndex = gShowBossHealth = gStarWolfMsgTimer = gAllRangeWingRepairTimer =
gAllRangeSuppliesSent = 0;
D_display_800CA220 = 0;
gShowLevelClearStatusScreen = false;
if (gCurrentLevel != LEVEL_VERSUS) {
gSceneSetup = 0;
}
gShowHud = 1;
gDrawGround = gDrawBackdrop = 1;
gAqDrawMode = sOverheadCam = 0;
gCamDistortion = sOverheadCamDist = 0.0f;
gLevelMode = LEVELMODE_ON_RAILS;
gPathTexScroll = D_bg_8015F968 = 0.0f;
D_hud_800D1970 = gVersusMode = gHideRadio = gChangeTo360 = false;
if (gCurrentLevel >= LEVEL_FORTUNA) {
gLevelMode = LEVELMODE_ALL_RANGE;
if (gCurrentLevel == LEVEL_VERSUS) {
gVersusMode = true;
Player_ResetVsData();
}
}
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gLevelPhase == 1)) {
gLevelMode = LEVELMODE_ALL_RANGE;
}
gVsMatchStart = false;
Play_InitEnvironment();
gDropHitCountItem = gTeamLowHealthMsgTimer = gStartAndrossFightTimer = gSoShieldsEmpty = gAllRangeEventTimer =
gAllRangeFrameCount = gBossActive = gGameFrameCount = gCameraShake = gDynaFloorTimer = gBossFrameCount =
gCallTimer = gAllRangeSupplyTimer = gMissionStatus = 0;
if (gCurrentLevel == LEVEL_SECTOR_X) {
gMissionStatus = MISSION_ACCOMPLISHED;
}
gWaterLevel = -25000.0f;
D_ctx_80177950 = 1.0f;
if ((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2)) {
gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
} else {
gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
}
gScreenFlashTimer = gLight3R = gLight3G = gLight3B = D_hud_80161704 = D_hud_80161708 = gFillScreenAlpha =
gCircleWipeFrame = gShowAllRangeCountdown = gCoUturnCount = 0;
gCsFrameCount = 0;
gFillScreenAlpha = gFillScreenAlphaTarget = 255;
gFillScreenAlphaStep = 16;
gLight3Brightness = 0.0f;
gWarpZoneBgAlpha = 0.0f;
gGroundHeight = 0.0f;
gStarWarpDistortion = gStarfieldX = gStarfieldY = gStarfieldRoll = gStarfieldScrollX = gStarfieldScrollY = 0.0f;
if ((gLevelType == LEVELTYPE_SPACE) || (gCurrentLevel == LEVEL_TRAINING)) {
Play_SetupStarfield();
if (gCurrentLevel != LEVEL_TRAINING) {
gDrawGround = false;
}
} else {
gStarCount = 0;
}
gFogAlpha = 255;
gLight1rotStep = 5.0f;
gLight2rotStep = 5.0f;
D_ctx_80178538 = 5.0f;
Play_ClearObjectData();
D_ctx_801782C8 = 0;
if (gCurrentLevel == LEVEL_TITANIA) {
Ground_801B5110(0.0f, 0.0f, 200.0f);
}
if (gCurrentLevel == LEVEL_AQUAS) {
gWaterLevel = 1000.0f;
}
gLoadLevelObjects = false;
gCamCount = 1;
if (gCurrentLevel == LEVEL_VERSUS) {
gCamCount = 4;
}
for (i = TEAM_ID_FALCO; i < TEAM_ID_MAX; i++) {
gTeamShields[i] = gSavedTeamShields[i];
}
if (CVarGetInteger("gHit64FalcoDead", 0) == 1) {
gTeamShields[1] = 0;
}
if (CVarGetInteger("gHit64SlippyDead", 0) == 1) {
gTeamShields[2] = 0;
}
if (CVarGetInteger("gHit64PeppyDead", 0) == 1) {
gTeamShields[3] = 0;
}
MEM_ARRAY_ALLOCATE(gPlayer, gCamCount);
Player_InitializeAll();
for (i = 0; i < gCamCount; i++) {
gPlayer[i].state_1C8 = PLAYERSTATE_1C8_INIT;
gPlayerGlareAlphas[i] = D_ctx_801783C0[i] = 0;
gControllerRumbleTimers[i] = 0;
gPlayerScores[i] = 0;
}
if (gLevelMode == LEVELMODE_ALL_RANGE) {
MEM_ARRAY_ALLOCATE(gScenery360, 200);
for (i = 0; i < 200; i++) {
gScenery360[i].obj.status = OBJ_FREE;
}
switch (gCurrentLevel) {
case LEVEL_SECTOR_Z:
if (!D_ctx_8017782C) {
SectorZ_LoadLevelObjects();
ActorAllRange_SpawnTeam();
}
break;
case LEVEL_FORTUNA:
Fortuna_LoadLevelObjects();
ActorAllRange_SpawnTeam();
break;
case LEVEL_KATINA:
Katina_Init();
if (!D_ctx_8017782C) {
ActorAllRange_SpawnTeam();
}
break;
case LEVEL_BOLSE:
if (!D_ctx_8017782C) {
Bolse_LoadLevelObjects();
ActorAllRange_SpawnTeam();
}
break;
case LEVEL_VENOM_2:
Venom2_LoadLevelObjects();
if (gLevelPhase == 0) {
ActorAllRange_SpawnTeam();
}
break;
case LEVEL_VENOM_ANDROSS:
if (gLevelPhase == 1) {
if (gAllRangeCheckpoint == 0) {
Andross_801878A8();
} else {
Andross_801961AC();
}
}
break;
case LEVEL_VERSUS:
Play_InitVsStage();
gTeamLowHealthMsgTimer = -1;
break;
}
}
Play_InitLevel();
}
void Player_SetupArwingShot(Player* player, PlayerShot* shot, f32 arg2, f32 arg3, PlayerShotId shotId, f32 speed) {
Vec3f sp44;
Vec3f sp38;
Vec3f sp2C;
PlayerShot_Initialize(shot);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY);
Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
if (gVersusMode && (shotId <= PLAYERSHOT_TWIN_LASER)) {
speed *= 0.5f;
}
sp44.x = 0.0f;
sp44.y = 0.0f;
sp44.z = speed;
Matrix_MultVec3f(gCalcMatrix, &sp44, &sp38);
sp44.x = arg2;
sp44.y = -5.0f + arg3;
sp44.z = 0.0f;
Matrix_MultVec3f(gCalcMatrix, &sp44, &sp2C);
shot->obj.status = SHOT_ACTIVE;
shot->vel.x = sp38.x;
shot->vel.y = sp38.y;
shot->vel.z = sp38.z;
shot->unk_60 = 0;
shot->obj.id = shotId;
if (!gVersusMode) {
shot->timer = 35;
} else {
shot->timer = 37;
}
if (shot->obj.id == PLAYERSHOT_LOCK_SEARCH) {
shot->obj.pos.x = player->pos.x + sp2C.x;
shot->obj.pos.y = player->pos.y + sp2C.y;
shot->obj.pos.z = player->trueZpos + sp2C.z;
shot->timer = 38;
} else {
shot->obj.pos.x = player->pos.x + sp2C.x + (sp38.x * 1.2);
shot->obj.pos.y = player->pos.y + sp2C.y + (sp38.y * 1.2);
shot->obj.pos.z = player->trueZpos + sp2C.z + (sp38.z * 1.2f);
}
shot->obj.rot.x = player->xRot_120 + player->rot.x + player->aerobaticPitch;
shot->obj.rot.y = player->rot.y + player->yRot_114;
shot->obj.rot.z = player->bankAngle;
if (shotId == PLAYERSHOT_LOCK_ON) {
if (gCurrentLevel == LEVEL_AQUAS) {
shot->unk_58 = RAND_INT(360.0f);
shot->unk_60 = RAND_INT(360.0f);
shot->vec_2C.x = player->rot.x + player->aerobaticPitch;
shot->vec_2C.y = player->rot.y;
shot->vec_2C.z = player->bankAngle;
shot->unk_5C = D_ctx_80178494;
} else {
shot->vec_2C.y = player->rot.y + player->yRot_114;
shot->vec_2C.x = player->rot.x + player->aerobaticPitch;
if (speed <= 65.0f) {
shot->unk_5C = 1;
}
shot->timer = 30;
}
}
shot->sourceId = player->num;
}
void Player_SetupTankShot(Player* player, PlayerShot* shot, PlayerShotId shotId, f32 speed) {
Vec3f sp54;
Vec3f sp48;
Vec3f sp3C;
PlayerShot_Initialize(shot);
Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, (player->rot.z + player->rockAngle) * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -player->unk_180 * M_DTOR, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
sp54.x = 0;
sp54.y = 0;
sp54.z = speed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48);
Matrix_Translate(gCalcMatrix, 0.0f, player->unk_18C + 30.0f, 0, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, (player->rot.z + player->rockAngle) * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY);
Matrix_Translate(gCalcMatrix, 0.0f, -30.0f, 0, MTXF_APPLY);
Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
Matrix_Translate(gCalcMatrix, 0.0f, 51.0f, -4.0f, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, -player->unk_180 * M_DTOR, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
sp54.x = 0;
sp54.y = 7;
sp54.z = 0;
Matrix_MultVec3f(gCalcMatrix, &sp54, &sp3C);
shot->vel.x = sp48.x;
shot->vel.y = sp48.y;
shot->vel.z = sp48.z;
shot->obj.pos.x = player->pos.x + sp3C.x;
shot->obj.pos.y = player->pos.y + sp3C.y;
shot->obj.pos.z = player->trueZpos + sp3C.z;
shot->obj.status = SHOT_ACTIVE;
shot->vec_2C.x = -player->unk_17C;
shot->vec_2C.y = -player->unk_180;
shot->vec_2C.z = player->zRotBank;
shot->obj.rot.x = player->rot.x + player->xRot_120;
shot->obj.rot.y = player->rot.y + player->yRot_114;
shot->obj.rot.z = player->rot.z;
shot->timer = 40;
shot->obj.id = shotId;
shot->sourceId = player->num;
if (shotId == PLAYERSHOT_LOCK_ON) {
if (speed <= 65.0f) {
shot->unk_5C = 1;
}
shot->timer = 30;
shot->vec_2C.y = player->rot.y + player->yRot_114;
}
}
void Player_TankCannon(Player* player) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gPlayerShots) - 1; i++) {
if (gPlayerShots[i].obj.status == SHOT_FREE) {
Player_SetupTankShot(player, &gPlayerShots[i], PLAYERSHOT_TANK, 100.0f);
Player_PlaySfx(player->sfxSource, NA_SE_TANK_SHOT, player->num);
player->unk_1A0 = 2;
break;
}
}
}
void Player_ArwingLaser(Player* player) {
s32 i;
LaserStrength laser;
laser = gLaserStrength[gPlayerNum];
if (player->arwing.laserGunsYpos > -8.0f) {
laser = LASERS_SINGLE;
}
switch (laser) {
case LASERS_SINGLE:
for (i = 0; i < ARRAY_COUNT(gPlayerShots) - 1; i++) {
if (gPlayerShots[i].obj.status == SHOT_FREE) {
Player_SetupArwingShot(player, &gPlayerShots[i], 0.0f, 0.0f, PLAYERSHOT_SINGLE_LASER,
400.0f / 3.0f);
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_SHOT, player->num);
gMuzzleFlashScale[player->num] = 0.5f;
break;
}
}
break;
case LASERS_TWIN:
case LASERS_HYPER:
for (i = 0; i < ARRAY_COUNT(gPlayerShots) - 1; i++) {
if (gPlayerShots[i].obj.status == SHOT_FREE) {
Player_SetupArwingShot(player, &gPlayerShots[i], 0.0f, -10.0f, PLAYERSHOT_TWIN_LASER,
400.0f / 3.0f);
if (laser == LASERS_TWIN) {
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_TWIN_LASER, player->num);
gMuzzleFlashScale[player->num] = 0.5f;
} else {
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_TWIN_LASER2, player->num);
gMuzzleFlashScale[player->num] = 0.75f;
}
break;
}
}
break;
}
}
void Player_SmartBomb(Player* player) {
if ((gBombCount[player->num] != 0) && (gBombButton[player->num] & gInputPress->button) &&
(gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].obj.status == SHOT_FREE)) {
if (gVersusMode) {
gBombCount[player->num] = 0;
} else {
gBombCount[player->num]--;
}
if (player->form == FORM_ARWING) {
Player_SetupArwingShot(player, &gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1], 0.0f, 0.0f, PLAYERSHOT_BOMB,
180.0f);
} else if (player->form == FORM_LANDMASTER) {
Player_SetupTankShot(player, &gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1], PLAYERSHOT_BOMB, 180.0f);
} else {
Player_SetupOnFootShot(player, &gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1], PLAYERSHOT_BOMB);
}
gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].unk_48 = 30.0f;
gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].unk_60 = 0;
Audio_InitBombSfx(player->num, 1);
Audio_PlayBombFlightSfx(player->num, gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].sfxSource);
}
}
void Player_SetupOnFootShot(Player* player, PlayerShot* shot, PlayerShotId shotId) {
Vec3f sp5C;
Vec3f sp50;
Vec3f sp44;
PlayerShot_Initialize(shot);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->damageShake) * M_DTOR), MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR), MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, player->unk_154 * M_DTOR, MTXF_APPLY);
sp5C.x = 0.0f;
sp5C.y = 0.0f;
if (shotId == PLAYERSHOT_BOMB) {
sp5C.z = 100.0f;
} else {
sp5C.z = 150.0f;
}
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp5C, &sp50);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->damageShake) * M_DTOR), MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR), MTXF_APPLY);
Matrix_Translate(gCalcMatrix, 0.0f, player->yBob, 0, MTXF_APPLY);
Matrix_Translate(gCalcMatrix, -10.0f, 25.0f, 0.0f, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, player->unk_154 * M_DTOR, MTXF_APPLY);
sp5C.x = 0.0f;
sp5C.y = 0.0f;
sp5C.z = 0;
Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp44);
shot->vel.x = sp50.x;
shot->vel.y = sp50.y;
shot->vel.z = sp50.z;
shot->obj.pos.x = player->pos.x + sp44.x;
shot->obj.pos.y = player->pos.y + sp44.y;
shot->obj.pos.z = player->trueZpos + sp44.z;
shot->scale = 1.0f;
shot->obj.status = SHOT_ACTIVE;
shot->obj.id = shotId;
shot->timer = 30;
shot->unk_58 = 1;
shot->sourceId = player->num;
}
void Player_OnFootGun(Player* player) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++) {
if (gPlayerShots[i].obj.status == SHOT_FREE) {
Player_SetupOnFootShot(player, &gPlayerShots[i], PLAYERSHOT_ON_FOOT);
Player_PlaySfx(player->sfxSource, NA_SE_TANK_SHOT, player->num);
player->csTimer = 2;
player->unk_180 = 10.0f;
break;
}
}
}
bool Player_CanLockOn(s32 playerNum) {
Actor* actor;
s32 i;
for (i = 0, actor = &gActors[0]; i < ARRAY_COUNT(gActors); i++, actor++) {
if ((actor->obj.status == OBJ_ACTIVE) && (actor->lockOnTimers[playerNum] != 0)) {
return false;
}
}
if (gVersusMode) {
for (i = 0; i < gCamCount; i++) {
if (((gPlayer[playerNum].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
(gPlayer[playerNum].state_1C8 == PLAYERSTATE_1C8_U_TURN)) &&
(gVsLockOnTimers[i][playerNum] != 0)) {
return false;
}
}
}
return true;
}
bool Player_UpdateLockOn(Player* player) {
bool hasBombTarget;
s32 i;
if (gInputHold->button & A_BUTTON) {
gChargeTimers[player->num]++;
if (gChargeTimers[player->num] > 21) {
gChargeTimers[player->num] = 21;
}
if (gChargeTimers[player->num] == 20) {
Object_PlayerSfx(player->sfxSource, NA_SE_LOCK_SEARCH, player->num);
}
if (!((gInputHold->button & R_TRIG) && (gInputHold->button & Z_TRIG) && (player->form == FORM_ARWING) &&
(player->state_1C8 == PLAYERSTATE_1C8_ACTIVE)) &&
((gGameFrameCount % 4) == 0) && Player_CanLockOn(player->num)) {
if (gChargeTimers[player->num] > 20) {
for (i = 0; i < 13; i++) { // bug? should be 11
if (gPlayerShots[i].obj.status == SHOT_FREE) {
if (player->form == FORM_ARWING) {
Player_SetupArwingShot(player, &gPlayerShots[i], 0.0f, 0.0f, PLAYERSHOT_LOCK_SEARCH,
400.0f);
} else {
Player_SetupTankShot(player, &gPlayerShots[i], PLAYERSHOT_LOCK_SEARCH, 400.0f);
}
return true;
}
}
}
}
} else {
if (gChargeTimers[player->num] != 0) {
gChargeTimers[player->num]--;
}
}
if (gInputPress->button & A_BUTTON) {
for (i = 0; i < ARRAY_COUNT(gActors); i++) {
if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].lockOnTimers[player->num] != 0)) {
if ((gPlayerShots[14 - player->num].obj.status == SHOT_FREE) ||
(gPlayerShots[14 - player->num].obj.id != PLAYERSHOT_LOCK_ON) ||
((gPlayerShots[14 - player->num].obj.id == PLAYERSHOT_LOCK_ON) &&
(gPlayerShots[14 - player->num].unk_60 != 0))) {
if (player->form == FORM_ARWING) {
Player_SetupArwingShot(player, &gPlayerShots[14 - player->num], 0.0f, 0.0f, PLAYERSHOT_LOCK_ON,
70.0f);
} else {
Player_SetupTankShot(player, &gPlayerShots[14 - player->num], PLAYERSHOT_LOCK_ON, 70.0f);
}
Object_PlayerSfx(player->sfxSource, NA_SE_LOCK_ON_LASER, player->num);
gControllerRumbleTimers[player->num] = 5;
return true;
}
break;
}
}
if (gChargeTimers[player->num] > 10) {
if ((gPlayerShots[14 - player->num].obj.status == SHOT_FREE) ||
(gPlayerShots[14 - player->num].obj.id != PLAYERSHOT_LOCK_ON) ||
((gPlayerShots[14 - player->num].obj.id == PLAYERSHOT_LOCK_ON) &&
(gPlayerShots[14 - player->num].scale > 1.0f))) {
if (player->form == FORM_ARWING) {
Player_SetupArwingShot(player, &gPlayerShots[14 - player->num], 0.0f, 0.0f, PLAYERSHOT_LOCK_ON,
70.0f);
} else {
Player_SetupTankShot(player, &gPlayerShots[14 - player->num], PLAYERSHOT_LOCK_ON, 70.0f);
}
Object_PlayerSfx(player->sfxSource, NA_SE_LOCK_ON_LASER, player->num);
gChargeTimers[player->num] = 0;
gControllerRumbleTimers[player->num] = 5;
return true;
}
}
gChargeTimers[player->num] = 0;
}
if (gInputPress->button & B_BUTTON) {
hasBombTarget = false;
for (i = 0; i < ARRAY_COUNT(gActors); i++) {
if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].lockOnTimers[player->num] != 0)) {
hasBombTarget = true;
break;
}
}
for (i = 0; i < gCamCount; i++) {
if (gVsLockOnTimers[i][player->num] != 0) {
hasBombTarget = true;
break;
}
}
if (hasBombTarget && (gBombCount[player->num] != 0) &&
(gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].obj.status == SHOT_FREE)) {
gBombCount[player->num]--;
if (player->form == FORM_ARWING) {
Player_SetupArwingShot(player, &gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1], 0.0f, 0.0f,
PLAYERSHOT_LOCK_ON, 60.0f);
} else {
Player_SetupTankShot(player, &gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1], PLAYERSHOT_LOCK_ON, 60.0f);
}
gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].unk_48 = 30.0f;
gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].unk_60 = 0;
Audio_InitBombSfx(player->num, 1);
Audio_PlayBombFlightSfx(player->num, gPlayerShots[ARRAY_COUNT(gPlayerShots) - 1].sfxSource);
return true;
}
}
return false;
}
void Player_Shoot(Player* player) {
switch (player->form) {
case FORM_ARWING:
if ((player->arwing.rightWingState <= WINGSTATE_BROKEN) ||
(player->arwing.leftWingState <= WINGSTATE_BROKEN)) {
gLaserStrength[player->num] = LASERS_SINGLE;
}
if (!Player_UpdateLockOn(player)) {
if (gLaserStrength[gPlayerNum] > LASERS_SINGLE) {
Math_SmoothStepToF(&player->arwing.laserGunsYpos, -10.0f, 1.0f, 0.5f, 0.0f);
} else {
Math_SmoothStepToF(&player->arwing.laserGunsYpos, 0.0f, 1.0f, 0.5f, 0.0f);
}
if (gShootButton[player->num] & gInputPress->button) {
Player_ArwingLaser(player);
player->shotTimer = 8;
}
if (player->shotTimer != 0) {
player->shotTimer--;
if ((gShootButton[player->num] & gInputHold->button) && ((player->shotTimer & 3) == 0)) {
Player_ArwingLaser(player);
}
}
Player_SmartBomb(player);
}
break;
case FORM_LANDMASTER:
if (!Player_UpdateLockOn(player)) {
if (gShootButton[player->num] & gInputPress->button) {
Player_TankCannon(player);
}
Player_SmartBomb(player);
}
break;
case FORM_ON_FOOT:
if (gInputPress->button & A_BUTTON) {
player->shotTimer = 0;
}
if (gInputHold->button & A_BUTTON) {
if (player->shotTimer == 0) {
Player_OnFootGun(player);
}
player->shotTimer++;
if (player->shotTimer > 4) {
player->shotTimer = 0;
}
}
Player_SmartBomb(player);
break;
}
}
void Player_ArwingBank(Player* player) {
f32 sp3C;
f32 sp38;
sp3C = 0.0f;
if ((player->arwing.rightWingState <= WINGSTATE_BROKEN) && (player->arwing.leftWingState == WINGSTATE_INTACT)) {
sp3C = -17.0f;
} else if ((player->arwing.leftWingState <= WINGSTATE_BROKEN) &&
(player->arwing.rightWingState == WINGSTATE_INTACT)) {
sp3C = 17.0f;
}
sp38 = 0.1f;
if ((gInputHold->button & Z_TRIG) && !(gInputHold->button & R_TRIG)) {
sp3C = 90.0f;
sp38 = 0.2f;
if (player->zRotBank < 70.0f) {
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, -70.0f, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, -70.0f, 0.3f, 100.0f, 0.f);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, 70.0f, 0.3f, 100.0f, 0.f);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, 70.0f, 0.3f, 100.0f, 0.f);
if (player->pos.y < (gGroundHeight + 70.0f)) {
player->pos.y += 6.0f;
}
}
}
if ((gInputHold->button & R_TRIG) && !(gInputHold->button & Z_TRIG)) {
sp3C = -90.0f;
sp38 = 0.2f;
if (player->zRotBank > -70.0f) {
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 70.0f, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, 70.0f, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, -70.0f, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, -70.0f, 0.3f, 100.0f, 0.0f);
if (player->pos.y < (gGroundHeight + 70.0f)) {
player->pos.y += 6.0f;
}
}
}
Math_SmoothStepToF(&player->zRotBank, sp3C, sp38, 10.0f, 0.f);
if (gInputPress->button & Z_TRIG) {
player->sfx.bank = 1;
if (player->rollInputTimerL != 0) {
player->rollState = 1;
player->rollTimer = 10;
player->rollRate = player->baseRollRate = 30;
player->sfx.roll = 1;
} else {
player->rollInputTimerL = 10;
}
}
if (gInputPress->button & R_TRIG) {
player->sfx.bank = 1;
if (player->rollInputTimerR != 0) {
player->rollState = 1;
player->rollTimer = 10;
player->rollRate = player->baseRollRate = -30;
player->sfx.roll = 1;
} else {
player->rollInputTimerR = 10;
}
}
}
void Player_UseTankJets(Player* player) {
Math_SmoothStepToF(&player->unk_170, 0.0f, 1.0f, 0.2f, 0.0f);
Math_SmoothStepToF(&player->unk_16C, 0.0f, 1.0f, 0.2f, 0.0f);
if (gInputPress->button & Z_TRIG) {
if ((player->rollInputTimerL != 0) && (player->zRotBank > 0.0f) && (player->boostMeter < 10.0f)) {
player->rollState = 1;
player->rollTimer = 15;
player->rollRate = player->baseRollRate = 20;
} else {
player->rollInputTimerL = 10;
}
}
if (gInputPress->button & R_TRIG) {
if ((player->rollInputTimerR != 0) && (player->zRotBank < 0.0f) && (player->boostMeter < 10.0f)) {
player->rollState = 1;
player->rollTimer = 15;
player->rollRate = player->baseRollRate = -20;
} else {
player->rollInputTimerR = 10;
}
}
player->unk_18C = fabsf(SIN_DEG(player->zRotBank) * 25.0f);
player->unk_18C += fabsf(SIN_DEG(player->zRotBarrelRoll) * 20.0f);
}
void Player_UpdatePath(Player* player) {
f32 temp_fv0;
f32 temp_fv0_2;
s32 temp_v0;
player->zPathVel = -player->vel.z;
player->zPath += -player->vel.z;
gPathVelZ = -player->vel.z;
gPathProgress = player->zPath;
gPathTexScroll += player->zPathVel;
if (gGroundType == 4) {
gPathGroundScroll = player->zPathVel;
}
if (!gBossActive && (player->zPath > 500000.0f)) {
player->zPath = 0.0f;
player->pos.z = 0.0f;
gObjectLoadIndex = 0;
Play_ClearObjectData();
}
player->trueZpos = player->pos.z + player->camDist;
player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
while (true) {
if (player->bankAngle > 360.0f) {
player->bankAngle -= 360.0f;
} else {
break;
}
}
while (true) {
if (player->bankAngle < -360.0f) {
player->bankAngle += 360.0f;
} else {
break;
}
}
if (gCurrentLevel == LEVEL_UNK_15) {
Math_SmoothStepToF(&player->pathStep, 10.0f, 0.1f, 0.5f, 0.0001f);
player->pos.x += Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f);
player->pos.y += Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f);
} else {
Math_SmoothStepToF(&player->pathStep, gPathVelZ * 0.54f, 0.1f, 2.0f, 0.0001f);
gPathVelX = Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f);
gPathVelY = Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f);
}
if (player->pathChangeTimer != 0) {
player->pathChangeTimer--;
Math_SmoothStepToF(&player->yRot_114, player->pathChangeYaw, 0.03f, 0.5f, 0.0001f);
Math_SmoothStepToF(&player->xRot_120, player->pathChangePitch, 0.03f, 0.5f, 0.0001f);
} else {
Math_SmoothStepToF(&player->yRot_114, 0.0f, 0.03f, 0.5f, 0.0001f);
Math_SmoothStepToF(&player->xRot_120, 0.0f, 0.03f, 0.5f, 0.0001f);
}
}
void Player_CheckBounds360(Player* player) {
f32 var_fv1;
bool var_v0 = false;
if (gCamCount != 1) {
if (player->pos.x > 12000.0f) {
var_v0 = true;
player->pos.x -= 24000.0f;
player->cam.eye.x -= 24000.0f;
player->cam.at.x -= 24000.0f;
}
if (player->pos.x < -12000.0f) {
var_v0 = true;
player->pos.x += 24000.0f;
player->cam.eye.x += 24000.0f;
player->cam.at.x += 24000.0f;
}
if (player->pos.z > 12000.0f) {
var_v0 = true;
player->pos.z -= 24000.0f;
player->cam.eye.z -= 24000.0f;
player->cam.at.z -= 24000.0f;
}
if (player->pos.z < -12000.0f) {
var_v0 = true;
player->pos.z += 24000.0f;
player->cam.eye.z += 24000.0f;
player->cam.at.z += 24000.0f;
}
if (var_v0) {
gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] =
gVsLockOnTimers[player->num][3] = 0;
}
} else {
var_fv1 = 12500.0f;
if (gCurrentLevel == LEVEL_CORNERIA) {
var_fv1 = 8000.0f;
} else if (gCurrentLevel == LEVEL_BOLSE) {
var_fv1 = 10000.0f;
} else if (gCurrentLevel == LEVEL_SECTOR_Z) {
var_fv1 = 20000.0f;
} else if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gDrawBackdrop >= 4)) {
var_fv1 = 100000.0f;
}
if ((var_fv1 < fabsf(player->pos.x)) || (var_fv1 < fabsf(player->pos.z))) {
player->state_1C8 = PLAYERSTATE_1C8_U_TURN;
player->unk_19C = 0;
player->csState = 0;
player->unk_000 = 0.0f;
player->unk_004 = 0.0f;
}
}
}
void Player_MoveArwing360(Player* player) {
f32 sp7C;
f32 sp78;
f32 scale;
f32 var_fa1;
f32 var_fv0;
f32 var_fv1;
f32 temp;
f32 sp60;
f32 sp5C;
f32 sp58;
Vec3f sp4C;
Vec3f sp40;
gPlayerTurnRate = 2.3f;
gPlayerTurnStickMod = 0.68f;
sp7C = -gInputPress->stick_x;
sp78 = gInputPress->stick_y;
Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 5.0f, 0.01f);
Matrix_RotateZ(gCalcMatrix, -player->zRotBank * M_DTOR, MTXF_NEW);
sp4C.x = sp7C * 0.75f;
sp4C.y = sp78 * 0.75f;
sp4C.z = 0.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp4C, &sp40);
sp60 = sp40.y;
sp5C = sp58 = 0.0f;
if (sp40.x < -5.0f) {
sp5C = -sp40.x;
}
if (sp40.x > 5.0f) {
sp58 = sp40.x;
}
Math_SmoothStepToF(&player->arwing.unk_28, 0.0f, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, -sp60 + sp5C, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, -sp60 - sp5C, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, -sp60 + sp58, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, -sp60 - sp58, 0.1f, 100.0f, 0.0f);
scale = 0.1f;
if ((player->zRotBank > 10.0f) && (sp7C > 0)) {
gPlayerTurnRate *= 2.0f;
scale = 0.2f;
}
if ((player->zRotBank < -10.0f) && (sp7C < 0)) {
gPlayerTurnRate *= 2.0f;
scale = 0.2f;
}
Math_SmoothStepToF(&player->rot.y, sp7C * gPlayerTurnStickMod, scale, gPlayerTurnRate, 0.03f);
scale = 0.03f;
if ((player->zRotBank > 10.0f) && (sp7C > 0)) {
scale = 0.05f;
}
if ((player->zRotBank < -10.0f) && (sp7C < 0)) {
scale = 0.05f;
}
Math_SmoothStepToF(&player->yRotVel_11C, player->rot.y * scale, 0.1f, 0.8f, 0.05f);
player->yRot_114 += player->yRotVel_11C;
if (player->yRot_114 >= 360.0f) {
player->yRot_114 -= 360.0f;
}
if (player->yRot_114 < 0.0f) {
player->yRot_114 += 360.0f;
}
gPlayerTurnRate = 2.3f;
var_fa1 = 0.1f;
temp = -sp78 * gPlayerTurnStickMod;
if ((temp <= 0.0f) && (player->pos.y < (gGroundHeight + 50.0f))) {
gPlayerTurnRate *= 2.0f;
temp = 0.0f;
var_fa1 = 0.2f;
}
Math_SmoothStepToF(&player->rot.x, temp, var_fa1, gPlayerTurnRate, 0.03f);
var_fv1 = 1.5f;
if (player->pos.y < (gGroundHeight + 70.0f)) {
var_fv1 = 0.8f;
}
if (!((gInputHold->button & R_TRIG) && (gInputHold->button & Z_TRIG)) &&
!(!(gInputHold->button & R_TRIG) && !(gInputHold->button & Z_TRIG))) {
var_fv1 = 0.1f;
}
var_fv0 = 4.0f;
if (sp7C == 0) {
var_fv0 = 1.0f;
}
Math_SmoothStepToF(&player->rot.z, sp7C * 0.6f * var_fv1, 0.1f, var_fv0, 0.03f);
player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
sp4C.x = 0.0f;
sp4C.y = 0.0f;
if (player->arwing.rightWingState <= WINGSTATE_BROKEN) {
sp4C.x -= 2.5f;
sp4C.y -= 2.5f;
}
if (player->arwing.leftWingState <= WINGSTATE_BROKEN) {
sp4C.x += 2.5f;
sp4C.y -= 2.5f;
}
sp4C.z = player->baseSpeed + player->boostSpeed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp4C, &sp40);
player->vel.x = sp40.x;
player->vel.z = sp40.z;
player->vel.y = sp40.y;
player->pos.x += player->vel.x;
player->pos.y += player->vel.y;
if ((player->pathHeight < player->pos.y) && (player->vel.y >= 0.0f)) {
Math_SmoothStepToF(&player->pos.y, player->pathHeight, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f);
}
if ((player->pos.y < player->pathFloor) && (player->vel.y <= 0.0f)) {
if (player->pathFloor >= 0.0f) {
player->pos.y = player->pathFloor;
} else {
Math_SmoothStepToF(&player->pos.y, player->pathFloor, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f);
}
}
player->pos.z += player->vel.z;
if (player->pathHeight - 100.0f < player->pos.y) {
player->flags_228 = PFLAG_228_3;
}
if (player->pos.y < -(player->pathHeight - 100.0f)) {
player->flags_228 = PFLAG_228_2;
}
Player_CheckBounds360(player);
player->trueZpos = player->pos.z;
Player_WingEffects(player);
Player_DamageEffects(player);
}
void Player_PerformLoop(Player* player) {
f32 temp;
f32 sp58 = 60.0f;
Vec3f sp4C;
Vec3f sp40;
if (gVersusMode) {
gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] =
gVsLockOnTimers[player->num][3] = 0;
}
if (player->aerobaticPitch > 240.0f) {
sp58 = -50.0f;
}
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, sp58, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, sp58, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, sp58, 0.3f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, sp58, 0.3f, 100.0f, 0.0f);
if (player->aerobaticPitch < 180.0f) {
player->pos.y += 2.0f;
}
player->boostCooldown = true;
if (gLevelMode == LEVELMODE_ON_RAILS) {
player->boostMeter += 2.0f;
} else {
player->boostMeter += 1.0f;
}
if (player->boostMeter > 90.0f) {
player->boostMeter = 90.0f;
}
player->unk_190 = 2;
Math_SmoothStepToF(&player->aerobaticPitch, 360.0f, 0.1f, 5.0f, 0.001f);
if (player->aerobaticPitch > 350.0f) {
player->somersault = false;
if (gLevelMode != LEVELMODE_ON_RAILS) {
player->unk_018 = 0.05f;
player->unk_014 = 0.05f;
} else {
player->alternateView = player->savedAlternateView;
if (player->alternateView) {
player->unk_014 = 0.0f;
}
}
}
Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 5.0f, 0.0f);
Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
temp = -gInputPress->stick_x * 0.68f;
Math_SmoothStepToF(&player->rot.y, temp, 0.1f, 2.0f, 0.0f);
player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
sp4C.x = 0.0f;
sp4C.y = 0.0f;
sp4C.z = player->baseSpeed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp4C, &sp40);
player->vel.x = sp40.x;
player->vel.z = sp40.z;
player->vel.y = sp40.y;
player->pos.x += player->vel.x;
player->pos.y += player->vel.y;
if (player->pos.y < player->pathFloor + player->yPath) {
player->pos.y = player->pathFloor + player->yPath;
player->vel.y = 0.0f;
}
player->pos.z += player->vel.z;
player->trueZpos = player->pos.z;
Player_DamageEffects(player);
}
void Player_MoveArwingOnRails(Player* player) {
f32 stickX;
f32 stickY;
f32 var_fa0;
f32 var_fa1;
f32 var_fv0;
f32 var_fv1;
f32 sp84;
s32 pad;
f32 sp7C;
f32 sp78;
f32 sp74;
Vec3f sp68;
Vec3f sp5C;
Vec3f sp50;
Vec3f sp44;
gPlayerTurnRate = 2.3f;
gPlayerTurnStickMod = 0.68f;
if ((gInputPress->stick_x != 0) || (gInputPress->stick_y != 0)) {
gPlayerTurnStickMod = 0.68f; //! FAKE ?
}
stickX = -gInputPress->stick_x;
stickY = +gInputPress->stick_y;
Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 5.0f, 0.01f);
if (player->alternateView) {
Matrix_RotateZ(gCalcMatrix, player->zRotBank * M_DTOR, MTXF_NEW);
sp68.z = 0.0f;
sp68.x = stickX;
sp68.y = stickY;
Matrix_MultVec3f(gCalcMatrix, &sp68, &sp5C);
stickX = sp5C.x;
stickY = sp5C.y;
} else {
Matrix_RotateZ(gCalcMatrix, (-player->zRotBank) * M_DTOR, MTXF_NEW);
sp68.z = 0.0f;
sp68.x = stickX * 0.75f;
sp68.y = stickY * 0.75f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp68, &sp5C);
sp7C = sp5C.y;
sp78 = (sp74 = 0.0f);
if (sp5C.x < -5.0f) {
sp78 = -sp5C.x;
}
if (sp5C.x > 5.0f) {
sp74 = sp5C.x;
}
Math_SmoothStepToF(&player->arwing.unk_28, 0.0f, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, (-sp7C) + sp78, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, (-sp7C) - sp78, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, (-sp7C) + sp74, 0.1f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, (-sp7C) - sp74, 0.1f, 100.0f, 0.0f);
}
sp84 = 0.1f;
if ((player->zRotBank > 10.0f) && (stickX > 0)) {
sp84 = 0.2f;
gPlayerTurnRate *= 2.0f;
}
if ((player->zRotBank < -10.0f) && (stickX < 0)) {
sp84 = 0.2f;
gPlayerTurnRate *= 2.0f;
}
if (player->rollState != 0) {
sp84 = 0.2f;
gPlayerTurnRate = 6.8999996f; // 690.0f * 0.01f
}
Math_SmoothStepToF(&player->rot.y, stickX * gPlayerTurnStickMod, sp84, gPlayerTurnRate, 0.03f);
gPlayerTurnRate = 2.3f;
sp84 = 0.1f;
var_fa1 = -stickY * gPlayerTurnStickMod;
if ((var_fa1 <= 0.0f) && (player->pos.y < (gGroundHeight + 50.0f))) {
var_fa1 = 0.0f;
sp84 = 0.2f;
gPlayerTurnRate *= 2.0f;
}
Math_SmoothStepToF(&player->rot.x, var_fa1, sp84, gPlayerTurnRate, 0.03f);
var_fv1 = 1.0f;
if (player->pos.y < (gGroundHeight + 70.0f)) {
var_fv1 = 0.8f;
}
if (!((gInputHold->button & R_TRIG) && (gInputHold->button & Z_TRIG)) &&
!(!(gInputHold->button & R_TRIG) && !(gInputHold->button & Z_TRIG))) {
var_fv1 = 0.1f;
}
var_fv0 = 4.0f;
if (stickX == 0) {
var_fv0 = 1.0f;
}
Math_SmoothStepToF(&player->rot.z, (stickX * 0.6f) * var_fv1, 0.1f, var_fv0, 0.03f);
Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
sp68.x = 0.0f;
sp68.y = 0.0f;
sp68.z = player->baseSpeed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp68, &sp44);
sp44.x *= 1.4f;
sp44.y *= 1.4f;
Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, player->xRot_120 * M_DTOR, MTXF_APPLY);
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp5C);
sp68.x = 0.0f;
sp68.y = 0.0f;
sp68.z = -player->boostSpeed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp68, &sp50);
player->vel.x = (sp5C.x + sp50.x) * player->unk_150;
player->vel.y = (sp5C.y + sp50.y) * player->unk_150;
player->vel.z = sp5C.z + sp50.z;
if (gCurrentLevel == LEVEL_VENOM_ANDROSS) {
player->vel.z += D_Andross_801A7F58;
}
sp68.x = 0.0f;
sp68.y = 0.0f;
sp68.z = -player->boostSpeed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp68, &sp50);
if (player->arwing.rightWingState <= WINGSTATE_BROKEN) {
player->vel.x += 2.5f;
player->vel.y -= 2.5f;
}
if (player->arwing.leftWingState <= WINGSTATE_BROKEN) {
player->vel.x -= 2.5f;
player->vel.y -= 2.5f;
}
if (player->pos.x > (player->xPath + (player->pathWidth - 100.0f))) {
player->flags_228 = PFLAG_228_0;
}
if (player->pos.x < (player->xPath - (player->pathWidth - 100.0f))) {
player->flags_228 = PFLAG_228_1;
}
if (player->pos.y > (player->yPath + (player->pathHeight - 100.0f))) {
player->flags_228 = PFLAG_228_3;
}
if (player->pos.y < (player->yPath - (player->pathHeight - 100.0f))) {
player->flags_228 = PFLAG_228_2;
}
player->pos.x += player->vel.x;
if (player->pos.x > (player->pathWidth + player->xPath)) {
player->pos.x = player->pathWidth + player->xPath;
player->vel.x = 0.0f;
player->knockback.x = 0.0f;
}
if (player->pos.x < (player->xPath - player->pathWidth)) {
player->pos.x = player->xPath - player->pathWidth;
player->vel.x = 0.0f;
player->knockback.x = 0.0f;
}
player->pos.y += player->vel.y;
if (player->pos.y > (player->pathHeight + player->yPath)) {
player->pos.y = player->pathHeight + player->yPath;
player->vel.y = 0.0f;
player->knockback.y = 0.0f;
}
if (player->pos.y < (player->pathFloor + player->yPath)) {
player->pos.y = player->pathFloor + player->yPath;
player->vel.y = 0.0f;
player->knockback.y = 0.0f;
}
player->pos.z += player->vel.z;
Player_WingEffects(player);
}
void Player_MoveTank360(Player* player) {
f32 sp5C;
f32 var_fa0;
f32 var_fa1;
f32 var_fv1;
Vec3f sp44;
Vec3f sp38;
var_fv1 = (gInputPress->stick_y * 0.7f) - 8.0f;
if (var_fv1 < -40.0f) {
var_fv1 = -40.0f;
}
if (var_fv1 > 0) {
var_fv1 = 0;
}
if (var_fv1 > player->unk_17C) {
player->unk_17C += 3.0f;
}
if (var_fv1 < player->unk_17C) {
player->unk_17C -= 3.0f;
}
if (player->unk_180 < 0) {
player->unk_180 += 3.0f;
}
if (player->unk_180 > 0) {
player->unk_180 -= 3.0f;
}
gPlayerTurnRate = 3.0f;
gPlayerTurnStickMod = 0.6666f;
sp5C = gInputPress->stick_x;
if (sp5C == 0) {
Math_SmoothStepToF(&player->rot.y, -sp5C * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate * 0.5f, 0.1f);
} else {
Math_SmoothStepToF(&player->rot.y, -sp5C * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate, 0.1f);
}
player->rot_104.y = player->rot.y;
var_fa0 = 0.03f;
var_fa1 = 1.5f;
if ((player->zRotBank > 10.0f) && (sp5C < 0.0f)) {
var_fa0 = 0.1f;
var_fa1 = 4.0f;
}
if ((player->zRotBank < -10.0f) && (sp5C > 0.0f)) {
var_fa0 = 0.1f;
var_fa1 = 4.0f;
}
if (player->rollState != 0) {
if ((player->rollRate > 0) && (sp5C < 0.0f)) {
var_fa0 = 0.2f;
var_fa1 = 20.0f;
}
if ((player->rollRate < 0) && (sp5C > 0.0f)) {
var_fa0 = 0.2f;
var_fa1 = 20.0f;
}
}
Math_SmoothStepToF(&player->yRotVel_11C, player->rot.y * var_fa0, 0.1f, var_fa1, 0.05f);
player->yRot_114 += player->yRotVel_11C;
player->yRot_114 = Math_ModF(player->yRot_114, 360.0f);
Matrix_RotateX(gCalcMatrix, player->rot_104.x * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, player->rot_104.z * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
sp44.x = 0.0f;
sp44.y = 0.0f;
sp44.z = player->baseSpeed;
sp44.z -= fabsf((player->unk_184 * 0.4f * player->baseSpeed) / 15.0f);
sp44.z += SIN_DEG(player->unk_000) * player->boostSpeed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
player->vel.x = sp38.x;
player->vel.z = sp38.z;
if (player->unk_16C > 0.2f) {
Math_SmoothStepToF(&player->unk_184, player->baseSpeed * 0.5f, 1.0f, 1.0f, 0);
}
if (player->unk_170 > 0.2f) {
Math_SmoothStepToF(&player->unk_184, -player->baseSpeed * 0.5f, 1.0f, 1.0f, 0);
}
if (!(player->unk_170 > 0.2f) && !(player->unk_16C > 0.2f) && player->grounded) {
Math_SmoothStepToF(&player->unk_184, 0.0f, 1.0f, 0.75f, 0.0f);
}
if (player->rollState != 0) {
if (player->rollRate < 0) {
player->unk_184 = 15.0f;
}
if (player->rollRate > 0) {
player->unk_184 = -15.0f;
}
}
sp44.x = -player->unk_184;
sp44.y = 0;
sp44.z = 0;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
player->pos.x += sp38.x;
player->pos.z += sp38.z;
player->pos.x += player->vel.x;
player->vel.y -= player->gravity;
player->pos.y += player->vel.y;
if (player->grounded) {
Math_SmoothStepToAngle(&player->rot.x, player->rot_104.x, 0.2f, 5.0f, 0.005f);
Math_SmoothStepToAngle(&player->rot.z, player->rot_104.z, 0.2f, 5.0f, 0.005f);
Math_SmoothStepToF(&player->unk_000, 0.0f, 0.1f, 5.0f, 0.00001f);
}
player->grounded = false;
if (player->pos.y <= gGroundHeight - 5.0f) {
player->pos.y = gGroundHeight - 5.0f;
if (player->vel.y < -20.0f) {
player->hitTimer = 20;
}
player->vel.y = 0.0f;
player->grounded = true;
}
if (player->vel.y < -80.0f) {
player->vel.y = -80.0f;
}
if (player->vel.y > 20.0f) {
player->vel.y = 20.0f;
}
player->pos.z += player->vel.z;
Player_CheckBounds360(player);
player->trueZpos = player->pos.z;
player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
if (player->grounded) {
player->rockPhase += player->baseSpeed * 5.0f;
player->rockAngle = SIN_DEG(player->rockPhase) * 0.7f;
}
Player_DamageEffects(player);
}
f32 D_800D30F4[4] = { 3.0f, 4.0f, 5.0f, 3.0f };
f32 D_800D3104[4] = { 0.2f, 0.25f, 0.3f, 0.2f };
void Player_OnFootUpdateSpeed(Player* player) {
f32 sp2C = 0.0f;
f32 sp28 = 0.7f;
f32 sp24 = 0.1f;
if (gInputHold->button & R_TRIG) {
sp2C = 16.0f;
sp28 = D_800D30F4[gPlayerNum];
sp24 = D_800D3104[gPlayerNum];
}
Math_SmoothStepToF(&player->baseSpeed, sp2C, 1.0f, 1.0f, 0.00001f);
Math_SmoothStepToF(&player->unk_008, sp28, 0.1f, sp24, 0.00001f);
}
void Player_MoveOnFoot(Player* player) {
Vec3f sp78[30];
f32 sp74;
f32 sp70;
f32 var_fv0;
f32 var_fa0;
f32 sp64;
Vec3f sp58;
Vec3f sp4C;
Vec3f* sp48;
s32 sp44;
s32 pad;
player->camRoll = 0.0f;
var_fa0 = 0.0f;
if (player->pos.y > 10.0f) {
var_fa0 = 20.0f;
}
if (player->pos.y > 300.0f) {
var_fa0 = 40.0f;
}
sp74 = gInputPress->stick_y * 0.8f;
if (sp74 < -40.0f) {
sp74 = -40.0f;
}
if (var_fa0 < sp74) {
sp74 = var_fa0;
}
Math_SmoothStepToF(&player->unk_154, sp74, 0.1f, 3.0f, 0.00001f);
Math_SmoothStepToF(&player->unk_180, 0.0f, 0.15f, 5.0f, 0.00001f);
Math_SmoothStepToF(&player->unk_158, sp74, 0.2f, 5.0f, 0.00001f);
gPlayerTurnRate = 3.0f;
gPlayerTurnStickMod = 0.666f;
sp74 = gInputPress->stick_x;
sp70 = gInputPress->stick_y;
Math_SmoothStepToF(&player->rot.y, -sp74 * gPlayerTurnStickMod * 0.6f, 0.5f, gPlayerTurnRate, 0.001f);
Math_SmoothStepToF(&player->rot.z, -sp74 * gPlayerTurnStickMod * 0.2f * player->baseSpeed / 15.0f, 0.2f, 5.0f,
0.001f);
player->bankAngle = player->rot.z;
if ((sp74 != 0.0f) || (sp70 != 0.0f)) {
Math_SmoothStepToF(&player->unk_15C, sp74 * gPlayerTurnStickMod, 0.9f, 2.0f * gPlayerTurnRate, 0.1f);
Math_SmoothStepToF(&player->unk_164, sp74 * 0.3f, 0.1f, 10.0f, 0.00001f);
Math_SmoothStepToF(&player->unk_168, -sp74 * 0.3f, 0.1f, 10.0f, 0.00001f);
} else {
if (((gGameFrameCount % 16U) == 0) && (Rand_ZeroOne() < 0.5f)) {
player->unk_17C = RAND_FLOAT_CENTERED(100.0f);
}
if (((gGameFrameCount % 16U) == 3) && (Rand_ZeroOne() < 0.5f)) {
player->unk_174 = RAND_RANGE(-10.0f, 40.0f);
}
if (((gGameFrameCount % 16U) == 10) && (Rand_ZeroOne() < 0.5f)) {
player->unk_178 = RAND_RANGE(-10.0f, 40.0f);
}
Math_SmoothStepToF(&player->unk_15C, player->unk_17C, 0.15f, 10.0f, 0.00001f);
Math_SmoothStepToF(&player->unk_164, player->unk_174, 0.1f, 10.0f, 0.00001f);
Math_SmoothStepToF(&player->unk_168, player->unk_178, 0.1f, 10.0f, 0.00001f);
}
player->rot_104.y = player->rot.y;
if (player->baseSpeed < 1.5f) {
var_fv0 = 0.12f;
var_fa0 = 3.0f;
} else {
var_fv0 = 0.08f;
var_fa0 = 1.5f;
}
Math_SmoothStepToF(&player->yRotVel_11C, -sp74 * gPlayerTurnStickMod * var_fv0, 0.2f, var_fa0, 0.0f);
player->yRot_114 += player->yRotVel_11C;
player->yRot_114 = Math_ModF(player->yRot_114, 360.0f);
Matrix_RotateX(gCalcMatrix, player->rot_104.x * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, player->rot_104.z * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
sp58.x = 0.0f;
sp58.y = 0.0f;
sp58.z = player->baseSpeed;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp58, &sp4C);
player->vel.x = sp4C.x;
player->vel.z = sp4C.z;
player->pos.x += player->vel.x;
if ((player->pos.y < 40.0f) || (player->pos.y > 670.0f)) {
player->rot_104.z = 0.0f;
player->rot_104.x = 0.0f;
}
Math_SmoothStepToAngle(&player->xRot_0FC, player->rot_104.x, 0.15f, 15.0f, 0.005f);
Math_SmoothStepToAngle(&player->zRot_0FC, player->rot_104.z, 0.15f, 15.0f, 0.005f);
if (player->grounded) {
if (player->baseSpeed > 1.0f) {
player->unk_00C += player->unk_008;
if ((s32) player->unk_00C >= Animation_GetFrameCount(&D_versus_301CFEC)) {
player->unk_00C = 0.0f;
}
player->yBob = 2.0f * SIN_DEG((player->unk_20C + 7) * 24.0f);
if (player->yBob < -0.5f) {
player->yBob = -0.5f;
}
player->yBob -= 3.0f;
player->unk_20C = player->unk_00C;
switch (gPlayerNum) {
case 0:
sp44 = Animation_GetFrameData(&D_versus_301CFEC, player->unk_20C, sp78);
break;
case 1:
sp44 = Animation_GetFrameData(&D_versus_301D888, player->unk_20C, sp78);
break;
case 2:
sp44 = Animation_GetFrameData(&D_versus_301E19C, player->unk_20C, sp78);
break;
case 3:
sp44 = Animation_GetFrameData(&D_versus_301C3A8, player->unk_20C, sp78);
break;
}
Math_SmoothStepToVec3fArray(sp78, player->jointTable, 1, sp44, 1.0f, player->unk_010, 0.01f);
if (player->unk_010 < 50.0f) {
player->unk_010 += 2.0f;
}
sp64 = player->baseSpeed;
if (gGameFrameCount & 4) {
sp64 = 2.0f * player->baseSpeed;
}
Math_SmoothStepToF(&player->unk_164, sp64, 0.5f, 20.0f, 0.0001f);
Math_SmoothStepToF(&player->unk_168, sp64, 0.5f, 20.0f, 0.0001f);
} else {
if (player->unk_010 > 0.0f) {
player->unk_010 -= 5.0f;
if (player->unk_010 <= 0.0f) {
player->unk_010 = 0.0f;
}
}
switch (gPlayerNum) {
case 0:
sp48 = LOAD_ASSET(D_versus_302E56C);
break;
case 1:
sp48 = LOAD_ASSET(D_versus_302E830);
break;
case 2:
sp48 = LOAD_ASSET(D_versus_302E74C);
break;
case 3:
sp48 = LOAD_ASSET(D_versus_302E65C);
break;
}
Math_SmoothStepToVec3fArray(sp48, player->jointTable, 1, 24, 0.2f, 10.0f, 0.01f);
Math_SmoothStepToF(&player->yBob, -3.0f, 0.1f, 2.0f, 0.1f);
Math_SmoothStepToF(&player->unk_164, 0.0f, 0.03f, 1.0f, 0.0001f);
Math_SmoothStepToF(&player->unk_168, 0.0f, 0.03f, 1.0f, 0.0001f);
player->unk_20C = 0;
player->unk_00C = 0.0f;
}
}
if (!player->grounded) {
switch (gPlayerNum) {
case 0:
sp48 = LOAD_ASSET(D_versus_302E95C);
break;
case 1:
sp48 = LOAD_ASSET(D_versus_302EC20);
break;
case 2:
sp48 = LOAD_ASSET(D_versus_302EB3C);
break;
case 3:
sp48 = LOAD_ASSET(D_versus_302EA4C);
break;
}
Math_SmoothStepToVec3fArray(sp48, player->jointTable, 1, 24, 0.2f, 10.0f, 0.01f);
}
player->gravity = 2.0f;
if ((gInputPress->button & Z_TRIG) && player->grounded) {
player->vel.y = 12.0f;
}
if ((gInputHold->button & Z_TRIG) && (player->vel.y > 0.0f)) {
player->gravity = 1.5f;
}
player->grounded = false;
player->vel.y -= player->gravity;
player->pos.y += player->vel.y;
if (player->pos.y <= gGroundHeight) {
player->grounded = true;
player->pos.y = 0.0f;
player->vel.y = 0.0f;
player->rot.x += (player->pos.y - player->rot.x) * 0.05f;
}
if (player->vel.y < -50.0f) {
player->vel.y = -50.0f;
}
if (player->vel.y > 20.0f) {
player->vel.y = 20.0f;
}
player->pos.z += player->vel.z;
Player_CheckBounds360(player);
player->trueZpos = player->pos.z;
}
f32 D_800D3114[4] = { 10000.0f, -10000.0f, 10000.0f, -10000.0f };
f32 D_800D3124[4] = { 10000.0f, -10000.0f, -10000.0f, 10000.0f };
f32 D_800D3134[8] = {
// unused? possibly two f32[4]?
500.0f, -500.0f, 500.0f, -500.0f, 500.0f, -500.0f, -500.0f, 500.0f,
};
f32 D_800D3154[4] = { 45.0f, -135.0f, 135.0f, -45.0f };
void Player_Setup(Player* playerx) {
s32 j;
Vec3f* sp38;
ObjectInit* objInit;
s32 i;
s16 sp2E;
Player* player = playerx; // fake?
gTiStartLandmaster = 0;
player->shields = 255;
if (gVersusMode) {
switch (gHandicap[gPlayerNum]) {
case 1:
player->shields = 191;
break;
case 2:
player->shields = 127;
break;
}
}
player->arwing.rightWingState = WINGSTATE_INTACT;
player->arwing.leftWingState = WINGSTATE_INTACT;
if (gExpertMode) {
gLeftWingHealth[gPlayerNum] = 10;
gRightWingHealth[gPlayerNum] = 10;
} else {
gLeftWingHealth[gPlayerNum] = 60;
gRightWingHealth[gPlayerNum] = 60;
}
gUturnDownTimers[gPlayerNum] = gUturnBrakeTimers[gPlayerNum] = gLoopDownTimers[gPlayerNum] =
gLoopBoostTimers[gPlayerNum] = gShieldTimer[gPlayerNum] = gHasShield[gPlayerNum] = gChargeTimers[gPlayerNum] =
gVsLockOnTimers[gPlayerNum][0] = gVsLockOnTimers[gPlayerNum][1] = gVsLockOnTimers[gPlayerNum][2] =
gVsLockOnTimers[gPlayerNum][3] = 0;
gRightWingFlashTimer[gPlayerNum] = gLeftWingFlashTimer[gPlayerNum] = gRightWingDebrisTimer[gPlayerNum] =
gLeftWingDebrisTimer[gPlayerNum] = D_ctx_80177990[gPlayerNum] = D_ctx_801779A8[gPlayerNum] =
gMuzzleFlashScale[gPlayerNum] = 0.0f;
gShieldAlpha[gPlayerNum] = 0.0f;
player->unk_190 = 1.0f;
player->unk_194 = 1.0f;
gRadioState = gRadioMsgRadioId = gCurrentRadioPortrait = 0;
D_ctx_8017853C = gRadioTextBoxScaleY = 0.0f;
player->cam.eye.z = 400.0f;
player->unk_148 = 0.77699995f; // 77.7f *0.01f
player->unk_14C = 0.77699995f;
player->unk_01C = 1.0f;
player->groundPos.y = -1000.0f;
player->cam.at.z = player->cam.eye.z - 1000.0f;
D_ctx_80177950 = 1.0f;
if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) {
player->hideShadow = true;
player->unk_0A8 = 3000.0f;
player->pathWidth = 700.0f;
player->pathHeight = 612.0f;
player->pathFloor = -544.0f;
if (gCurrentLevel == LEVEL_UNK_15) {
player->pathHeight = 3000.0f;
player->pathFloor = -3000.0f;
}
} else {
player->pathWidth = 700.0f;
player->pathHeight = 680.0f;
player->pathFloor = gGroundHeight + 40.0f;
player->unk_0A8 = 3000.0f;
}
player->baseSpeed = gArwingSpeed;
player->pos.y = 350.0f;
switch (gCurrentLevel) {
case LEVEL_MACBETH:
case LEVEL_TITANIA:
player->form = FORM_LANDMASTER;
player->unk_014 = 1.0f;
player->unk_14C = 0.67f;
player->unk_148 = 0.67f;
player->baseSpeed = 15.0f;
player->gravity = 3.0f;
player->pathWidth = 500.0f;
player->pathHeight = 500.0f;
player->pathFloor = -500.0f;
if (gCurrentLevel == LEVEL_TITANIA) {
player->pos.y = 150.0f;
} else {
player->pos.y = 0.0f;
}
break;
case LEVEL_AQUAS:
player->form = FORM_BLUE_MARINE;
player->gravity = 0.0f;
player->pathWidth = 700.0f;
player->baseSpeed = 20.0f;
player->pathHeight = 720.0f;
player->pathFloor = gGroundHeight + 30.0f;
break;
case LEVEL_SOLAR:
case LEVEL_ZONESS:
player->pathFloor = -450.0f;
break;
}
if (gCurrentLevel != LEVEL_CORNERIA) {
gSavedGroundSurface = SURFACE_GRASS;
}
gGoldRingCount[0] = gSavedGoldRingCount[0];
do {
if (gGoldRingCount[0] > 3) {
gGoldRingCount[0] -= 3;
}
} while (gGoldRingCount[0] > 3);
if (gGoldRingCount[0] == 3) {
gGoldRingCount[0] = 0;
}
gHitCount = gSavedHitCount;
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) || ((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2))) {
if (D_ctx_80177C9C != 0) {
player->shields = D_ctx_80177C9C - 1;
gGoldRingCount[0] = D_ctx_80177C94;
player->arwing.rightWingState = D_ctx_80177CAC;
player->arwing.leftWingState = D_ctx_80177CB4;
gRightWingHealth[0] = D_ctx_80177CBC;
gLeftWingHealth[0] = D_ctx_80177CC4;
if (gCurrentLevel == LEVEL_VENOM_ANDROSS) {
D_ctx_80177C94 = D_ctx_80177CAC = D_ctx_80177CB4 = D_ctx_80177CBC = D_ctx_80177CC4 = D_ctx_80177C9C = 0;
}
}
gHitCount = gSavedHitCount = D_ctx_80177CA4;
}
D_hud_80161720[0] = 0.0f;
D_hud_80161720[1] = 0.0f;
D_hud_80161720[2] = 0.0f;
gDisplayedHitCount = gHitCount;
D_hud_80161730 = 0;
if (CVarGetInteger("gCheckpoint.Set", 0)) {
gSavedGroundSurface = CVarGetInteger("gCheckpoint.gSavedGroundSurface", gSavedGroundSurface);
gSavedPathProgress = CVarGetFloat("gCheckpoint.gSavedPathProgress", gSavedPathProgress);
gSavedObjectLoadIndex = CVarGetInteger("gCheckpoint.gSavedObjectLoadIndex", gSavedObjectLoadIndex);
}
gMissedZoSearchlight = gSavedZoSearchlightStatus;
gObjectLoadIndex = gSavedObjectLoadIndex;
gGroundSurface = gSavedGroundSurface;
gPathProgress = player->zPath = gSavedPathProgress;
player->pos.z = player->trueZpos = -player->zPath;
if ((gSavedObjectLoadIndex > 0) && (gLevelMode == LEVELMODE_ON_RAILS)) {
if (gCurrentLevel == LEVEL_MACBETH) {
sp2E = gObjectLoadIndex;
Macbeth_801AD080();
gObjectLoadIndex = sp2E;
}
func_enmy_80062568();
}
if (player->form == FORM_LANDMASTER) {
player->pos.z -= 200.0f;
player->trueZpos -= 200.0f;
}
player->cam.eye.y = (player->pos.y * player->unk_148) + 10.0f;
player->cam.eye.x = player->pos.x * player->unk_148;
gPlayCamAt.x = gPlayCamAt.y = gPlayCamAt.z = gPlayCamEye.x = gPlayCamEye.y = gPlayCamEye.z = 0.0f;
if (gVersusMode) {
gLaserStrength[gPlayerNum] = LASERS_SINGLE;
player->pos.y = 500.0f;
player->pos.x = D_800D3114[gPlayerNum];
player->pos.z = D_800D3124[gPlayerNum];
player->yRot_114 = D_800D3154[gPlayerNum];
player->form = gPlayerForms[gPlayerNum];
switch (player->form) {
case FORM_ARWING:
break;
case FORM_LANDMASTER:
player->pos.y = 0.0f;
player->baseSpeed = 15.0f;
player->gravity = 3.0f;
break;
case FORM_ON_FOOT:
player->pos.y = 0.0f;
player->baseSpeed = 15.0f;
player->groundPos.y = 0;
switch (gPlayerNum) {
case 0:
sp38 = LOAD_ASSET(D_versus_302E56C);
break;
case 1:
sp38 = LOAD_ASSET(D_versus_302E830);
break;
case 2:
sp38 = LOAD_ASSET(D_versus_302E74C);
break;
case 3:
sp38 = LOAD_ASSET(D_versus_302E65C);
break;
}
for (j = 0; j < 30; j++, sp38++) {
player->jointTable[j] = *sp38;
}
break;
}
Camera_Update360(player, true);
}
player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
player->wingPosition = gLevelType;
if ((gLevelMode == LEVELMODE_ALL_RANGE) && !gVersusMode) {
player->pos.z = 8000.0f;
player->pos.y = 670.0f;
player->pathHeight = 730.0f;
player->wingPosition = 2;
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gLevelPhase == 1)) {
player->pos.x = -7910.0f;
player->pos.y = 300.0f;
player->pos.z = -11808.0f;
player->yRot_114 = 188.0f;
player->hideShadow = true;
}
Camera_UpdateArwing360(player, true);
} else {
player->unk_014 = 1.0f;
player->unk_018 = 1.0f;
}
if (D_ctx_8017782C && (gSavedObjectLoadIndex == 0)) {
gLeveLClearStatus[gCurrentLevel] = 0;
for (j = 0; j < 10; j++) {
D_ctx_80177A10[j] = 0;
D_ctx_80177A48[j] = 0.0f;
}
D_ctx_8017782C = false;
gAllRangeCheckpoint = 0;
switch (gCurrentLevel) {
case LEVEL_CORNERIA:
player->state_1C8 = PLAYERSTATE_1C8_LEVEL_INTRO;
player->wingPosition = 1;
gGroundSurface = gSavedGroundSurface = SURFACE_WATER;
Play_dummy_MuteSfx();
break;
case LEVEL_BOLSE:
player->wingPosition = 1;
D_BO_801A03DC = 6;
/* fallthrough */
case LEVEL_SECTOR_X:
case LEVEL_AREA_6:
case LEVEL_SECTOR_Y:
case LEVEL_VENOM_1:
case LEVEL_SOLAR:
case LEVEL_ZONESS:
case LEVEL_MACBETH:
case LEVEL_TITANIA:
case LEVEL_AQUAS:
case LEVEL_FORTUNA:
case LEVEL_KATINA:
case LEVEL_SECTOR_Z:
case LEVEL_VENOM_2:
player->state_1C8 = PLAYERSTATE_1C8_LEVEL_INTRO;
break;
case LEVEL_METEO:
player->state_1C8 = PLAYERSTATE_1C8_LEVEL_INTRO;
break;
}
} else {
if (!gVersusMode && !((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2))) {
gLevelStartStatusScreenTimer = 80;
}
if (gCurrentLevel == LEVEL_BOLSE) {
gDrawGround = true;
}
if ((gCurrentLevel == LEVEL_MACBETH) && (gSavedObjectLoadIndex == 0)) {
player->pos.z = -4115.0f;
gPathProgress = player->zPath = 3932.0f;
gObjectLoadIndex = 40;
gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]);
for (objInit = gLevelObjects, i = 0; i < gObjectLoadIndex; i++, objInit++) {
Object_Load(objInit, 4000.0f, -4000.0f, 4000.0f, -4000.0f);
}
Macbeth_801ACFBC();
}
}
if (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) {
player->draw = true;
switch (gCurrentLevel) {
case LEVEL_CORNERIA:
AUDIO_PLAY_BGM(NA_BGM_START_DEMO);
break;
case LEVEL_METEO:
AUDIO_PLAY_BGM(NA_BGM_ME_START_DEMO);
break;
case LEVEL_FORTUNA:
case LEVEL_BOLSE:
case LEVEL_VENOM_2:
AUDIO_PLAY_BGM(NA_BGM_FO_START_DEMO);
break;
case LEVEL_VENOM_1:
AUDIO_PLAY_BGM(NA_BGM_STAGE_VE1);
break;
case LEVEL_KATINA:
AUDIO_PLAY_BGM(NA_BGM_KA_START_DEMO);
break;
case LEVEL_TITANIA:
AUDIO_PLAY_BGM(NA_BGM_START_DEMO_M);
break;
case LEVEL_ZONESS:
case LEVEL_SECTOR_X:
case LEVEL_VENOM_ANDROSS:
case LEVEL_TRAINING:
case LEVEL_MACBETH:
default:
AUDIO_PLAY_BGM(NA_BGM_START_DEMO_S);
break;
case LEVEL_AREA_6:
case LEVEL_SECTOR_Y:
case LEVEL_AQUAS:
case LEVEL_SECTOR_Z:
case LEVEL_SOLAR:
break;
}
} else if (!gVersusMode && (gBgmSeqId != SEQ_ID_NONE) &&
((gLevelMode != LEVELMODE_ALL_RANGE) || (gAllRangeCheckpoint == 0))) {
AUDIO_PLAY_BGM(gBgmSeqId);
}
gLevelClearScreenTimer = gBossHealthBar = D_ctx_80177850 = 0;
if ((gCurrentLevel == LEVEL_TRAINING)) {
gClearPlayerInfo = true;
}
if (gClearPlayerInfo && !gVersusMode) {
for (j = TEAM_ID_FALCO; j < TEAM_ID_MAX; j++) {
gTeamShields[j] = gSavedTeamShields[j] = gPrevPlanetTeamShields[j] = gPrevPlanetSavedTeamShields[j] = 255;
}
for (j = 0; j < 6; j++) {
gStarWolfTeamAlive[j] = gSavedStarWolfTeamAlive[j] = true;
}
gLaserStrength[gPlayerNum] = LASERS_SINGLE;
gGoldRingCount[0] = gSavedGoldRingCount[0] = gTotalHits = 0;
gLifeCount[gPlayerNum] = 2;
gBombCount[gPlayerNum] = 3;
gGreatFoxIntact = true;
if (gCamCount == (gPlayerNum + 1)) {
D_hud_80161720[0] = 0.0f;
D_hud_80161720[1] = 0.0f;
D_hud_80161720[2] = 0.0f;
gDisplayedHitCount = 0;
gHitCount = 0;
gClearPlayerInfo = false;
}
}
if ((gCurrentLevel == LEVEL_TRAINING)) {
gClearPlayerInfo = true;
}
player->sfx.levelType = gLevelType;
player->sfx.form = player->form;
Display_SetupPlayerSfxPos(player);
if (!gVersusMode && (((gCurrentLevel != LEVEL_TITANIA) && (gCurrentLevel != LEVEL_SOLAR)) || gVersusMode ||
(player->state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO))) {
Audio_StartPlayerNoise(gPlayerNum);
}
if ((player->form == FORM_ARWING) && !gVersusMode) {
switch (player->wingPosition) {
case 0:
Animation_GetFrameData(&D_arwing_3015AF4, 0, player->jointTable);
break;
case 1:
Animation_GetFrameData(&D_arwing_3015C28, 0, player->jointTable);
break;
case 2:
Animation_GetFrameData(&D_arwing_30163C4, 0, player->jointTable);
break;
}
}
if (gLaserStrength[gPlayerNum] > LASERS_SINGLE) {
player->arwing.laserGunsYpos = -10.0f;
}
gPauseEnabled = false;
}
void Player_UpdateArwingRoll(Player* player) {
s32 temp_t6;
s32 temp_t7;
s32 temp_t8;
s32 temp_t9;
s32 temp_v0;
s32 temp_v0_2;
s32 temp_v0_3;
s32 temp_v0_4;
s32 temp_v0_5;
s32 temp_v0_6;
s32 temp_v0_7;
s32 var_v0;
Math_SmoothStepToF(&player->unk_150, 1.0f, 0.05f, 10.0f, 0.0001f);
player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f);
if (player->barrelRollAlpha > 0) {
player->barrelRollAlpha -= 30;
if (player->barrelRollAlpha <= 0) {
player->barrelRollAlpha = 0;
}
}
if (player->meteoWarpTimer == 0) {
if (player->rollState == 0) {
Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 10.0f, 0.00001f);
}
if (player->rollInputTimerL != 0) {
player->rollInputTimerL--;
}
if (player->rollInputTimerR != 0) {
player->rollInputTimerR--;
}
if (player->timer_214 != 0) {
player->timer_214--;
}
if (player->timer_218 != 0) {
player->timer_218--;
}
if (player->rollTimer != 0) {
player->rollTimer--;
}
if (player->rollState != 0) {
player->rollInputTimerR = 0;
player->rollInputTimerL = 0;
player->unk_150 = 1.5f;
player->zRotBarrelRoll += player->rollRate;
if (player->rollTimer == 0) {
if (player->rollRate > 0) {
player->rollRate -= 5;
}
if (player->rollRate < 0) {
player->rollRate += 5;
}
if (player->rollRate == 0) {
player->rollState = 0;
}
} else if (player->barrelRollAlpha < 180) {
player->barrelRollAlpha += 100;
if (player->barrelRollAlpha > 180) {
player->barrelRollAlpha = 180;
}
}
}
}
}
void Player_UpdateTankRoll(Player* player) {
player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f);
if (player->rollState == 0) {
if (player->zRotBarrelRoll > 0.0f) {
player->zRotBarrelRoll -= (player->zRotBarrelRoll * 0.1f);
if (player->zRotBarrelRoll < 0.1f) {
player->zRotBarrelRoll = 0.0f;
}
}
if (player->zRotBarrelRoll < 0.0f) {
player->zRotBarrelRoll -= player->zRotBarrelRoll * 0.1f;
if (player->zRotBarrelRoll > -0.1f) {
player->zRotBarrelRoll = 0.0f;
}
}
}
if (player->rollInputTimerL != 0) {
player->rollInputTimerL--;
}
if (player->rollInputTimerR != 0) {
player->rollInputTimerR--;
}
if (player->rollTimer != 0) {
player->rollTimer--;
}
if (player->rollState != 0) {
player->rollInputTimerR = 0;
player->rollInputTimerL = 0;
player->zRotBarrelRoll += player->rollRate;
if (player->zRotBank > 0.0f) {
player->zRotBank -= 8.0f;
if (player->zRotBank < 0.0f) {
player->zRotBank = 0.0f;
}
}
if (player->zRotBank < 0.0f) {
player->zRotBank += 8.0f;
if (player->zRotBank > 0.0f) {
player->zRotBank = 0.0f;
}
}
if (player->rollTimer == 0) {
if (player->rollRate > 0) {
player->rollRate -= 2;
}
if (player->rollRate < 0) {
player->rollRate += 2;
}
if (player->rollRate == 0) {
player->rollState = 0;
}
} else {
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 30.0f, 0.0f);
}
if ((player->rollTimer >= 5) && (player->mercyTimer == 0)) {
if (player->rollRate > 0) {
player->unk_170 = 1.3f;
}
if (player->rollRate < 0) {
player->unk_16C = 1.3f;
}
}
if (gVersusMode) {
gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] =
gVsLockOnTimers[player->num][3] = 0;
}
}
}
void Player_ArwingBoost(Player* player) {
f32 sp2C;
f32 sp28;
s32 var;
if ((player->boostMeter != 0.0f) && (gInputHold->button & gBrakeButton[player->num]) &&
(gInputHold->button & gBoostButton[player->num])) {
player->boostCooldown = true;
}
if (gLevelMode == LEVELMODE_ON_RAILS) {
sp28 = 3.0f;
sp2C = 0.5f;
} else {
sp28 = 1.5f;
sp2C = 0.35f;
}
player->sfx.boost = 0;
var = gInputPress->stick_y; // fake?
if (gLoopDownTimers[gPlayerNum] != 0) {
gLoopDownTimers[gPlayerNum]--;
}
if (gLoopBoostTimers[gPlayerNum] != 0) {
gLoopBoostTimers[gPlayerNum]--;
}
if (!player->somersault && (gDrawBackdrop < 5)) {
if (var >= -50) {
gLoopDownTimers[gPlayerNum] = 5;
}
if ((gLoopDownTimers[gPlayerNum] > 0) && (gLoopDownTimers[gPlayerNum] < 5) &&
(gLoopBoostTimers[gPlayerNum] != 0)) {
player->somersault = true;
if (gLevelMode == LEVELMODE_ON_RAILS) {
player->savedAlternateView = player->alternateView;
player->alternateView = false;
}
player->unk_014 = player->unk_018 = 0.0f;
if (player->aerobaticPitch > 340.0f) {
player->aerobaticPitch -= 360.0f;
}
return;
}
}
if (player->meteoWarpTimer != 0) {
player->meteoWarpTimer--;
player->boostCooldown = true;
if (gRingPassCount > 0) {
Math_SmoothStepToF(&D_ctx_801779A8[player->num], gRingPassCount * 10.0f, 1.0f, 5.0f, 0.0f);
}
player->boostSpeed += 0.3f;
Math_SmoothStepToF(&player->camDist, -130.0f, 0.2f, 10.0f, 0.0f);
player->zRotBarrelRoll -= player->meteoWarpSpinSpeed;
player->meteoWarpSpinSpeed = player->meteoWarpSpinSpeed + 0.2f;
if (player->meteoWarpSpinSpeed > 50.0f) {
player->meteoWarpSpinSpeed = 50.0f;
}
if (((gGameFrameCount % 2) == 0) && (gBlurAlpha > 64)) {
if (1) {}
gBlurAlpha--;
}
} else {
player->meteoWarpSpinSpeed = 0.0f;
if (gBlurAlpha < 255) {
gBlurAlpha += 4;
if (gBlurAlpha >= 252) {
gBlurAlpha = 255;
}
}
if (!(gInputHold->button & gBrakeButton[player->num]) && !(gInputHold->button & gBoostButton[player->num])) {
player->boostCooldown = true;
if (player->boostMeter == 0.0f) {
player->boostCooldown = false;
}
}
if ((gInputHold->button & gBoostButton[player->num]) && !(gInputHold->button & gBrakeButton[player->num]) &&
(player->state_1C8 != PLAYERSTATE_1C8_U_TURN) && !player->boostCooldown) {
if (player->boostMeter == 0.0f) {
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BOOST, player->num);
player->unk_194 = 5.0f;
player->unk_190 = 5.0f;
if (gBoostButton[player->num] & gInputPress->button) {
gLoopBoostTimers[gPlayerNum] = 5;
}
}
if (gLevelType == LEVELTYPE_PLANET) {
player->arwing.unk_28 += (35.0f - player->arwing.unk_28) * 0.1f;
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 0.0f, 0.5f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, 0.0f, 0.5f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, 0.0f, 0.5f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, 0.0f, 0.5f, 100.0f, 0.0f);
}
player->boostMeter += sp28;
if (player->boostMeter > 90.0f) {
player->boostMeter = 90.0f;
player->boostCooldown = true;
}
player->contrailScale += 0.04f;
if (player->contrailScale > 0.6f) {
player->contrailScale = 0.6f;
}
player->unk_190 = 2.0f;
player->boostSpeed += 2.0f;
if (player->boostSpeed > 30.0f) {
player->boostSpeed = 30.0f;
}
Math_SmoothStepToF(&player->camDist, -400.0f, 0.1f, 30.0f, 0.0f);
player->sfx.boost = 1;
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 50.0f, 1.0f, 10.0f, 0.0f);
} else {
if (player->boostMeter > 0.0f) {
player->boostMeter -= sp2C;
if (player->boostMeter <= 0.0f) {
player->boostMeter = 0.0f;
player->boostCooldown = false;
}
}
if (player->boostSpeed > 0.0f) {
player->boostSpeed -= 1.0f;
if (player->boostSpeed < 0.0f) {
player->boostSpeed = 0.0f;
}
}
}
}
}
// Unused
void Player_ArwingBoost2(Player* player) {
Player_ArwingBoost(player);
}
void Player_ArwingBrake(Player* player) {
f32 sp34;
f32 sp30;
s32 stickY;
if (gLevelMode == LEVELMODE_ON_RAILS) {
sp30 = 3.0f;
sp34 = 0.5f;
} else {
sp30 = 1.5f;
sp34 = 0.35f;
}
player->sfx.brake = false;
stickY = gInputPress->stick_y; // fake?
if (gUturnDownTimers[gPlayerNum] != 0) {
gUturnDownTimers[gPlayerNum]--;
}
if (gUturnBrakeTimers[gPlayerNum] != 0) {
gUturnBrakeTimers[gPlayerNum]--;
}
if (stickY >= -50) {
gUturnDownTimers[gPlayerNum] = 5;
}
if ((gUturnDownTimers[gPlayerNum] > 0) && (gUturnDownTimers[gPlayerNum] < 5) && (gDrawBackdrop < 5) &&
(gUturnBrakeTimers[gPlayerNum] != 0)) {
gUturnDownTimers[gPlayerNum] = 0;
gUturnBrakeTimers[gPlayerNum] = 0;
player->state_1C8 = PLAYERSTATE_1C8_U_TURN;
player->csState = 0;
player->unk_19C = 1;
player->unk_000 = 0.0f;
player->unk_004 = 0.0f;
player->unk_194 = 5.0f;
player->unk_190 = 5.0f;
if (gCurrentLevel == LEVEL_CORNERIA) {
gCoUturnCount++;
}
}
if ((gInputHold->button & gBrakeButton[player->num]) && !(gInputHold->button & gBoostButton[player->num]) &&
(player->state_1C8 != PLAYERSTATE_1C8_U_TURN) && !player->boostCooldown) {
if (player->boostMeter == 0.0f) {
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BRAKE, player->num);
if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gInputPress->button & gBrakeButton[player->num])) {
gUturnBrakeTimers[gPlayerNum] = 5;
}
}
if (gLevelType == LEVELTYPE_PLANET) {
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 90.0f, 0.2f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, -90.0f, 0.2f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, 90.0f, 0.2f, 100.0f, 0.0f);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, -90.0f, 0.2f, 100.0f, 0.0f);
}
player->boostMeter += sp30;
if (player->boostMeter > 90.0f) {
player->boostCooldown = true;
player->boostMeter = 90.0f;
}
player->unk_190 = 0.3f;
player->boostSpeed -= 1.0f;
if (player->boostSpeed < -20.0f) {
player->boostSpeed = -20.0f;
}
Math_SmoothStepToF(&player->camDist, 180.0f, 0.1f, 10.0f, 0.0f);
player->sfx.brake = true;
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 25.0f, 1.0f, 5.0f, 0.0f);
} else if (player->boostMeter > 0.0f) {
player->boostMeter -= sp34;
if (player->boostMeter <= 0.0f) {
player->boostMeter = 0.0f;
player->boostCooldown = false;
}
if (player->boostSpeed < 0.0f) {
player->boostSpeed += 0.5f;
if (player->boostSpeed > 0.0f) {
player->boostSpeed = 0.0f;
}
}
}
Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 5.0f, 0.0f);
}
void Player_TankBoostBrake(Player* player) {
f32 sp2C;
if (!player->boostActive) {
Math_SmoothStepToF(&player->boostMeter, 0.0f, 1.0f, 1.0f, 0.0f);
}
player->boostActive = false;
if (player->boostMeter == 0.0f) {
player->boostCooldown = false;
} else if (!(gInputHold->button & Z_TRIG) && !(gInputHold->button & R_TRIG) &&
!(gInputHold->button & gBoostButton[player->num]) && !(gInputHold->button & gBrakeButton[player->num])) {
player->boostCooldown = true;
}
sp2C = 20.0f;
if ((gInputHold->button & gBoostButton[player->num]) && !player->boostCooldown) {
if (player->boostMeter == 0.0f) {
player->unk_194 = 4.0f;
player->unk_190 = 4.0f;
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BOOST, player->num);
}
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 10.0f, 0.0f);
player->unk_190 = 2.0f;
sp2C = 35.0f;
player->boostActive = true;
Math_SmoothStepToF(&player->boostMeter, 90.0f, 1.0f, 1.0f, 0.0f);
if (player->boostMeter >= 90.0f) {
player->boostCooldown = true;
}
}
if ((gInputHold->button & gBrakeButton[player->num]) && !player->boostCooldown) {
if (player->boostMeter == 0.0f) {
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BRAKE, player->num);
}
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 20.0f, 1.0f, 10.0f, 0.0f);
sp2C = 5.0f;
player->boostActive = true;
Math_SmoothStepToF(&player->boostMeter, 90.0f, 1.0f, 1.0f, 0.0f);
if (player->boostMeter >= 90.0f) {
player->boostCooldown = true;
}
}
Math_SmoothStepToF(&player->baseSpeed, sp2C, 0.1f, 2.0f, 0.001f);
}
void Player_UpdateTankJets(Player* player) {
f32 stickY;
s32 pad;
player->gravity = 3.0f;
if ((gInputHold->button & Z_TRIG) && !player->boostCooldown) {
if (player->boostMeter == 0.0f) {
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BOOST, player->num);
}
player->unk_188 = 0.0f;
player->zRotBank += 4.0f;
if (player->zRotBank > 50.0f) {
player->zRotBank = 50.0f;
}
Math_SmoothStepToF(&player->unk_170, 1.0f, 1.0f, 0.4f, 0.0f);
player->boostActive = true;
Math_SmoothStepToF(&player->boostMeter, 90.0f, 1.0f, 0.7f, 0.0f);
if (player->boostMeter >= 90.0f) {
player->boostCooldown = true;
}
} else {
if (player->zRotBank > 0.0f) {
player->unk_188 += 1.5f;
player->zRotBank -= player->unk_188;
if (player->zRotBank <= 0.0f) {
player->zRotBank = 0.0f;
if (player->unk_188 > 3.0f) {
player->unk_188 *= -0.4f;
player->zRotBank -= player->unk_188;
}
}
}
}
if ((gInputHold->button & R_TRIG) && !player->boostCooldown) {
if (player->boostMeter == 0.0f) {
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BOOST, player->num);
}
player->unk_188 = 0.0f;
player->zRotBank -= 4.0f;
if (player->zRotBank < -50.0f) {
player->zRotBank = -50.0f;
}
Math_SmoothStepToF(&player->unk_16C, 1.0f, 1.0f, 0.4f, 0.0f);
player->boostActive = true;
Math_SmoothStepToF(&player->boostMeter, 90.0f, 1.0f, 0.7f, 0.0f);
if (player->boostMeter >= 90.0f) {
player->boostCooldown = true;
}
} else if (player->zRotBank < 0.0f) {
player->unk_188 += 1.5f;
player->zRotBank += player->unk_188;
if (player->zRotBank >= 0.0f) {
player->zRotBank = 0.0f;
if (player->unk_188 > 3.0f) {
player->unk_188 *= -0.4f;
player->zRotBank += player->unk_188;
}
}
}
if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) {
player->zRotBank += (((__cosf(gGameFrameCount * M_DTOR * 8.0f) * 10.0f) - player->zRotBank) * 0.1f);
Math_SmoothStepToAngle(&player->rot.x, 0.0f, 0.05f, 5.0f, 0.00001f);
Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.05f, 5.0f, 0.00001f);
stickY = gInputPress->stick_y;
Math_SmoothStepToF(&player->unk_000, stickY * 0.5f, 0.05f, 5.0f, 0.00001f);
Math_SmoothStepToF(&player->boostSpeed, 30.0f, 0.5f, 5.0f, 0.0f);
player->gravity = -0.4f;
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 10.0f, 0.0f);
if ((gCamCount == 1) && ((gGameFrameCount % 2) == 0)) {
Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f,
player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 4.0f);
}
} else if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->rollState == 0)) {
if ((player->unk_16C > 0.2f) && (player->radioDamageTimer == 0)) {
Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->groundPos.y + 10.0f,
player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
}
if ((player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) {
Effect_Effect362_Spawn(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->groundPos.y + 10.0f,
player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
}
}
}
s32 D_800D3164[6] = {
1, 1, -1, 1, -1, 1,
};
void Player_UpdateEffects(Player* player) {
s32 i;
player->xShake = 0.0f;
player->basePos.x = player->pos.x;
player->basePos.y = player->pos.y;
player->basePos.z = player->pos.z;
if (player->csTimer != 0) {
player->csTimer--;
}
if (player->csEventTimer != 0) {
player->csEventTimer--;
}
if (player->radioDamageTimer != 0) {
player->radioDamageTimer--;
}
if (player->mercyTimer != 0) {
player->mercyTimer--;
}
if (player->dmgEffectTimer != 0) {
player->dmgEffectTimer--;
}
if (gVersusMode) {
for (i = 0; i < gCamCount; i++) {
if ((gVsLockOnTimers[player->num][i] != 0) && !(gControllerHold[i].button & A_BUTTON)) {
gVsLockOnTimers[player->num][i]--;
}
}
}
if (gRightWingFlashTimer[player->num] != 0) {
gRightWingFlashTimer[player->num]--;
if (gRightWingFlashTimer[player->num] == 1000) {
gRightWingFlashTimer[player->num] = 0;
}
}
if (gLeftWingFlashTimer[player->num] != 0) {
gLeftWingFlashTimer[player->num]--;
if (gLeftWingFlashTimer[player->num] == 1000) {
gLeftWingFlashTimer[player->num] = 0;
}
}
if (gLeftWingDebrisTimer[player->num] != 0) {
gLeftWingDebrisTimer[player->num]--;
}
if (gRightWingDebrisTimer[player->num] != 0) {
gRightWingDebrisTimer[player->num]--;
}
if (gShieldTimer[player->num] != 0) {
gShieldTimer[player->num]--;
Math_SmoothStepToF(&gShieldAlpha[player->num], 128.0f, 1.0f, 40.0f, 0.01f);
} else {
Math_SmoothStepToF(&gShieldAlpha[player->num], 0.0f, 1.0f, 10.0f, 0.01f);
}
Math_SmoothStepToF(&gMuzzleFlashScale[player->num], 0.0f, 1.0f, 0.4f, 0.01f);
if ((player->form == FORM_LANDMASTER) && (player->unk_1A0 != 0)) {
player->unk_1A0--;
}
player->dmgEffect = player->dmgEffectTimer & 1;
if (player->dmgEffectTimer != 0) {
gFillScreenAlphaStep = 8;
}
if (player->dmgEffectTimer == 19) {
gFillScreenAlpha = 128;
gFillScreenRed = 255;
gFillScreenGreen = gFillScreenBlue = 0;
}
if (player->timer_278 != 0) {
if ((player->timer_278 % 8) == 0) {
if (player->timer_278 & 8) {
gVsPoints[gPlayerNum]++;
} else {
gVsPoints[gPlayerNum]--;
}
}
player->timer_278--;
}
if (player->hitTimer > 0) {
if (player->hitTimer > 3) {
*gControllerRumble = 1;
}
player->hitTimer--;
if (player->form == FORM_ARWING) {
player->damageShake =
SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection];
if (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
player->xShake =
SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection] * 0.8f;
}
} else {
player->damageShake =
SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection] * 1.5f;
player->xShake = 0.0f;
}
if ((gLevelMode != LEVELMODE_TURRET) &&
((player->knockback.x != 0.f) || (player->knockback.y != 0.f) || (player->knockback.z != 0.f)) &&
((player->dmgType >= 40) || (player->dmgType == 21))) {
player->boostCooldown = true;
player->rot.x = 0;
player->rot.y = 0;
Math_SmoothStepToF(&player->boostSpeed, 0, 1.0f, 5.0f, 0);
}
if (player->hitTimer == 0) {
player->damageShake = 0;
}
}
player->pos.x += player->knockback.x;
player->pos.y += player->knockback.y;
if (gLevelMode == LEVELMODE_ALL_RANGE) {
player->pos.z += player->knockback.z;
Math_SmoothStepToF(&player->knockback.z, 0, 0.1f, 1.0f, 0.5f);
}
Math_SmoothStepToF(&player->knockback.x, 0, 0.1f, 1.0f, 0.5f);
Math_SmoothStepToF(&player->knockback.y, 0, 0.1f, 1.0f, 0.5f);
player->contrailScale -= 0.02f;
if (player->contrailScale < 0.0f) {
player->contrailScale = 0.0f;
}
}
void Player_UpdateShields(Player* player) {
if (player->damage > 0) {
player->damage -= 2;
if (player->damage <= 0) {
player->damage = 0;
}
if (!CVarGetInteger("gInvincible", 0)) {
player->shields -= 2;
}
if (player->shields <= 0) {
player->shields = 0;
player->damage = 0;
}
}
if (player->heal > 0) {
player->damage = 0;
player->heal -= 2;
if (player->heal <= 0) {
player->heal = 0;
}
player->shields += 2;
if (player->shields >= Play_GetMaxShields()) {
player->shields = Play_GetMaxShields();
player->heal = 0;
Audio_KillSfxById(NA_SE_TEAM_SHIELD_UP);
}
}
}
void Player_LowHealthAlarm(Player* player) {
s32 mask;
Player_UpdateShields(player);
if (player->shields < 128) {
if (player->shields > 80) {
mask = 64 - 1;
} else if (player->shields > 40) {
mask = 32 - 1;
} else {
mask = 16 - 1;
}
if ((gGameFrameCount & mask) == 0) {
Object_PlayerSfx(player->sfxSource, NA_SE_SHIELD_BUZZER, player->num);
}
}
}
void Play_dummy_800B41E0(Player* player) {
}
void Player_Down(Player* player) {
player->state_1C8 = PLAYERSTATE_1C8_DOWN;
if (!gVersusMode) {
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 1);
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 1);
AUDIO_PLAY_BGM(NA_BGM_PLAYER_DOWN);
}
if (gCurrentLevel == LEVEL_SOLAR) {
Audio_KillSfxById(NA_SE_OVERHEAT_ALARM);
}
Audio_StopPlayerNoise(player->num);
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_DOWN, player->num);
player->shields = 0;
player->csState = 0;
player->hitTimer = 0;
player->radioDamageTimer = 0;
player->damageShake = 0.0f;
gShowHud = 0;
}
void Player_UpdateOnRails(Player* player) {
switch (player->form) {
case FORM_ARWING:
if (player->csTimer != 0) {
gInputPress->stick_x = 0;
gInputPress->stick_y = 0;
gInputPress->button = 0;
gInputHold->button = gBoostButton[player->num];
player->boostMeter = 1.0f;
}
Player_ArwingBank(player);
Player_ArwingBoost(player);
Player_ArwingBrake(player);
Play_dummy_800B41E0(player);
Player_UpdateArwingRoll(player);
if (player->somersault) {
Player_PerformLoop(player);
} else {
Player_MoveArwingOnRails(player);
}
Player_UpdatePath(player);
Player_Shoot(player);
Player_CollisionCheck(player);
Player_DamageEffects(player);
Player_WaterEffects(player);
Player_FloorCheck(player);
Player_LowHealthAlarm(player);
if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
Player_Down(player);
player->vel.x *= 0.2f;
player->vel.y = 5.0f;
player->rot.x = player->rot.y = 0.0f;
player->alternateView = false;
player->csTimer = 20;
if (gLevelType == LEVELTYPE_SPACE) {
player->csTimer = 40;
}
player->csEventTimer = 120;
}
break;
case FORM_LANDMASTER:
Tank_UpdateOnRails(player);
break;
case FORM_BLUE_MARINE:
Aquas_BlueMarineBoost(player);
Aquas_BlueMarineBrake(player);
Play_dummy_800B41E0(player);
Aquas_BlueMarineMove(player);
Player_UpdatePath(player);
Aquas_BlueMarineShoot(player);
Player_CollisionCheck(player);
Player_FloorCheck(player);
Player_LowHealthAlarm(player);
if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
Player_Down(player);
}
break;
}
}
void Player_Update360(Player* player) {
switch (player->form) {
case FORM_ARWING:
Player_ArwingBank(player);
Player_ArwingBoost(player);
Player_ArwingBrake(player);
Play_dummy_800B41E0(player);
Player_UpdateArwingRoll(player);
if (player->somersault) {
Player_PerformLoop(player);
} else {
Player_MoveArwing360(player);
}
Player_Shoot(player);
Player_CollisionCheck(player);
Player_WaterEffects(player);
Player_FloorCheck(player);
Player_LowHealthAlarm(player);
if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
Player_Down(player);
player->vel.y = 5.0f;
if (gLevelType == LEVELTYPE_SPACE) {
player->vel.y = 0.0f;
}
player->csTimer = 20;
player->csEventTimer = 120;
player->unk_000 = 0.0f;
player->unk_004 = 1.0f;
if (player->rot.y < 0.0f) {
player->unk_004 = -1.0f;
}
player->rot.x = 0.0f;
player->aerobaticPitch = 0.0f;
}
break;
case FORM_LANDMASTER:
Player_UseTankJets(player);
Player_UpdateTankJets(player);
Player_TankBoostBrake(player);
Play_dummy_800B41E0(player);
Player_UpdateTankRoll(player);
Player_MoveTank360(player);
Player_Shoot(player);
Player_CollisionCheck(player);
Player_FloorCheck(player);
Player_LowHealthAlarm(player);
if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
Player_Down(player);
}
break;
case FORM_BLUE_MARINE:
Aquas_Update360(player);
break;
case FORM_ON_FOOT:
Player_OnFootUpdateSpeed(player);
Player_MoveOnFoot(player);
Player_Shoot(player);
Player_CollisionCheck(player);
Player_FloorCheck(player);
Player_LowHealthAlarm(player);
if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
Player_Down(player);
}
break;
}
}
void Player_LowHealthMsg(Player* player) {
s32 teamId;
if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (gTeamLowHealthMsgTimer >= 0)) {
gTeamLowHealthMsgTimer++;
if (gTeamLowHealthMsgTimer > 32 * 30) {
gTeamLowHealthMsgTimer = 0;
if (1) {}
if ((player->shields < 64) && ((gTeamShields[TEAM_ID_FALCO] > 0) || (gTeamShields[TEAM_ID_PEPPY] > 0) ||
(gTeamShields[TEAM_ID_SLIPPY] > 0))) {
do {
do {
teamId = RAND_INT(2.9f) + 1;
} while (gTeamShields[teamId] <= 0);
} while (0); // macro?
switch (teamId) {
case 1:
if (Rand_ZeroOne() < 0.5f) {
Radio_PlayMessage(gMsg_ID_20306, RCID_FALCO);
} else {
Radio_PlayMessage(gMsg_ID_20309, RCID_FALCO);
}
break;
case 2:
if (Rand_ZeroOne() < 0.5f) {
Radio_PlayMessage(gMsg_ID_20305, RCID_SLIPPY);
} else {
Radio_PlayMessage(gMsg_ID_20308, RCID_SLIPPY);
}
break;
case 3:
if (Rand_ZeroOne() < 0.5f) {
Radio_PlayMessage(gMsg_ID_20304, RCID_PEPPY);
} else {
Radio_PlayMessage(gMsg_ID_20307, RCID_PEPPY);
}
break;
}
}
}
}
}
// lots of fakery
void Player_Update(Player* player) {
f32 sp1CC;
f32 sp1C8;
s32 sp1C4;
s32 i;
Vec3f sp58[30];
s32 pad;
if (gVersusMode) {
gInputHold = &gControllerHold[player->num];
gInputPress = &gControllerPress[player->num];
gControllerRumble = &gControllerRumbleFlags[player->num];
} else {
gInputHold = &gControllerHold[gMainController];
gInputPress = &gControllerPress[gMainController];
gControllerRumble = &gControllerRumbleFlags[gMainController];
}
D_ctx_80177990[player->num] += (s32) D_ctx_801779A8[player->num];
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 0.0f, 1.0f, 1.5f, 0.0f);
if (D_ctx_80177990[player->num] >= 100) {
D_ctx_80177990[player->num] -= 100;
*gControllerRumble = 1;
}
if (gControllerRumbleTimers[player->num] != 0) {
gControllerRumbleTimers[player->num]--;
if ((gGameFrameCount % 2) == 0) {
*gControllerRumble = 1;
}
}
if (player->state_1C8 > PLAYERSTATE_1C8_INIT) {
Player_UpdateEffects(player);
}
player->flags_228 = 0;
if ((player->state_1C8 > PLAYERSTATE_1C8_INIT) && (player->form == FORM_ARWING) && !gVersusMode) {
switch (player->wingPosition) {
case 0:
sp1C4 = Animation_GetFrameData(&D_arwing_3015AF4, 0, sp58);
break;
case 1:
sp1C4 = Animation_GetFrameData(&D_arwing_3015C28, 0, sp58);
break;
case 2:
sp1C4 = Animation_GetFrameData(&D_arwing_30163C4, 0, sp58);
break;
}
Math_SmoothStepToVec3fArray(sp58, player->jointTable, 1, sp1C4, 0.1f, 1.3f, 0.0f);
}
player->sfx.bank = player->sfx.roll = 0;
sp1C4 = player->whooshTimer;
if (sp1C4 != 0) {
player->whooshTimer--;
}
switch (player->state_1C8) {
case PLAYERSTATE_1C8_STANDBY:
player->draw = false;
gShowHud = 0;
gPauseEnabled = false;
break;
case PLAYERSTATE_1C8_INIT:
Player_Setup(player);
gFillScreenAlphaTarget = 0;
gPauseEnabled = false;
break;
case PLAYERSTATE_1C8_LEVEL_INTRO:
gShowHud = 0;
gPauseEnabled = false;
player->arwing.drawFace = true;
Cutscene_LevelStart(player);
break;
case PLAYERSTATE_1C8_ACTIVE:
gShowHud = 1;
Player_LowHealthMsg(player);
player->arwing.drawFace = false;
D_hud_80161704 = 255;
if ((!gVersusMode || gVsMatchStart) && !player->somersault && (gInputPress->button & U_CBUTTONS) &&
((player->form == FORM_ARWING) || (gVersusMode && (player->form == FORM_LANDMASTER)))) {
if (player->alternateView = 1 - player->alternateView) {
AUDIO_PLAY_SFX(NA_SE_VIEW_MOVE_IN, gDefaultSfxSource, 4);
} else {
AUDIO_PLAY_SFX(NA_SE_VIEW_MOVE_OUT, gDefaultSfxSource, 4);
if (gLevelMode == LEVELMODE_ON_RAILS) {
player->camRoll = 0.0f;
}
}
player->unk_014 = 0.1f;
}
switch (gLevelMode) {
case LEVELMODE_ON_RAILS:
gLoadLevelObjects = true;
Player_UpdateOnRails(player);
player->draw = true;
break;
case LEVELMODE_ALL_RANGE:
if (!gVersusMode) {
Player_Update360(player);
player->draw = true;
} else if (gVsMatchStart) {
if (gPlayerInactive[player->num] == true) {
do {
sp1C4 = RAND_INT(3.9f);
} while (gPlayerInactive[sp1C4]);
player->attacker = sp1C4 + 1;
player->state_1C8 = PLAYERSTATE_1C8_VS_STANDBY;
player->csState = 0;
Camera_FollowPlayer(player, player->attacker - 1, 1);
} else {
if (gVsMatchStart == true) {
gVsMatchStart++;
for (i = 0; i < 4; i++) {
Player_PlaySfx(gPlayer[i].sfxSource, NA_SE_ARWING_BOOST, gPlayer[i].num);
gPlayer[i].unk_190 = gPlayer[i].unk_194 = 5.0f;
}
}
Player_Update360(player);
player->draw = true;
}
} else {
gInputPress->stick_x = gInputPress->stick_y = 0;
gVsItemSpawnTimer = 0;
gPauseEnabled = false;
}
break;
case LEVELMODE_TURRET:
gLoadLevelObjects = true;
Turret_Update(player);
Player_CollisionCheck(player);
break;
}
break;
case PLAYERSTATE_1C8_DOWN:
Cutscene_PlayerDown(player);
break;
case PLAYERSTATE_1C8_U_TURN:
if (gVersusMode) {
gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] =
gVsLockOnTimers[player->num][3] = 0;
}
player->arwing.drawFace = true;
Math_SmoothStepToF(&player->arwing.upperRightFlapYrot, 0.0f, 0.1f, 5.0f, 0);
Math_SmoothStepToF(&player->arwing.bottomRightFlapYrot, 0.0f, 0.1f, 5.0f, 0);
Math_SmoothStepToF(&player->arwing.upperLeftFlapYrot, 0.0f, 0.1f, 5.0f, 0);
Math_SmoothStepToF(&player->arwing.bottomLeftFlapYrot, 0.0f, 0.1f, 5.0f, 0);
Player_UpdateShields(player);
Cutscene_UTurn(player);
if (gCurrentLevel == LEVEL_KATINA) {
Player_CollisionCheck(player);
} else {
Player_UpdateHitbox(player);
Player_CheckItemCollect(player);
}
break;
case PLAYERSTATE_1C8_LEVEL_COMPLETE:
player->alternateView = false;
gPauseEnabled = false;
Player_UpdateShields(player);
Cutscene_LevelComplete(player);
Player_WaterEffects(player);
gShowHud = gChargeTimers[player->num] = 0;
break;
case PLAYERSTATE_1C8_ENTER_WARP_ZONE:
gPauseEnabled = false;
Player_UpdateShields(player);
Cutscene_EnterWarpZone(player);
gShowHud = 0;
break;
case PLAYERSTATE_1C8_START_360:
gPauseEnabled = false;
Player_UpdateShields(player);
Cutscene_AllRangeMode(player);
Player_UpdateArwingRoll(player);
gChargeTimers[player->num] = player->alternateView = gShowHud = 0;
break;
case PLAYERSTATE_1C8_GFOX_REPAIR:
gPauseEnabled = false;
AllRange_GreatFoxRepair(player);
gShowHud = 0;
break;
case PLAYERSTATE_1C8_ANDROSS_MOUTH:
Andross_8018C390(player);
Player_UpdateShields(player);
break;
case PLAYERSTATE_1C8_12:
break;
case PLAYERSTATE_1C8_VS_STANDBY:
player->draw = false;
if (gPlayerInactive[player->num] == true) {
Camera_FollowPlayer(player, player->attacker - 1, 0);
} else if (!gVsMatchWon && (player->csState != 0)) {
player->csState = 0;
Player_Initialize(player);
Player_Setup(player);
Player_Update360(player);
Camera_Update360(player, true);
Player_PlaySfx(player->sfxSource, NA_SE_ARWING_BOOST, player->num);
player->unk_190 = player->unk_194 = 5.0f;
} else if (player->attacker >= 0) {
if (player->attacker == 0) {
player->attacker = 1;
}
Camera_FollowPlayer(player, player->attacker - 1, 0);
}
break;
case PLAYERSTATE_1C8_NEXT:
gShowHud = 0;
if (!gVersusMode) {
gPauseEnabled = false;
}
player->draw = false;
player->vel.z = player->vel.x = player->vel.y = player->knockback.x = player->knockback.y = 0.0f;
if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gFadeoutType == 7)) {
player->cam.eye.x += 1.0f;
player->cam.eye.z += 1.5f;
}
if ((gCurrentLevel == LEVEL_ZONESS) || (gCurrentLevel == LEVEL_SOLAR)) {
Math_SmoothStepToF(&player->cam.eye.y, 500.0f, 0.05f, 10.0f, 0.0f);
Math_SmoothStepToF(&player->cam.eye.z, player->trueZpos + gPathProgress + 500.0f, 0.05f, 20.0f, 0.0f);
}
if (player->csTimer == 0) {
if (gCamCount == 4) {
player->state_1C8 = PLAYERSTATE_1C8_VS_STANDBY;
player->csTimer = 200;
} else {
gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
gFillScreenAlphaTarget = 255;
}
if (gFillScreenAlpha == 255) {
Play_ClearObjectData();
gPathProgress = gPlayer[0].zPath = 0.0f;
gPlayerGlareAlphas[0] = 0;
gShowAllRangeCountdown = gRadioState = 0;
Audio_ClearVoice();
Audio_SetEnvSfxReverb(0);
gSavedGoldRingCount[0] = gGoldRingCount[0];
if (gCurrentLevel == LEVEL_VENOM_ANDROSS) {
D_ctx_80177C94 = gGoldRingCount[0];
}
switch (gFadeoutType) {
case 7:
if (gCurrentLevel == LEVEL_TRAINING) {
gGameState = GSTATE_MENU;
gNextGameStateTimer = 2;
gOptionMenuStatus = OPTION_WAIT;
gDrawMode = DRAW_NONE;
gLastGameState = GSTATE_PLAY;
gStarCount = 0;
} else {
if ((gCurrentLevel == LEVEL_SECTOR_X) || (gCurrentLevel == LEVEL_METEO)) {
gLevelPhase = 0;
}
if (gLifeCount[gPlayerNum] < 0) {
gNextGameState = GSTATE_GAME_OVER;
gSavedGoldRingCount[0] = 0;
} else {
gPlayState = PLAY_INIT;
}
gBombCount[gPlayerNum] = 3;
gLaserStrength[gPlayerNum] = LASERS_SINGLE;
gLoadLevelObjects = true;
gDrawMode = DRAW_NONE;
}
break;
case 4:
gNextGameState = GSTATE_MAP;
gLastGameState = GSTATE_PLAY;
gDrawMode = DRAW_NONE;
break;
default:
gDrawMode = DRAW_NONE;
break;
}
if (1) {}
}
}
break;
default:
break;
}
if ((gFovYMode == 0) && (player->form == FORM_ARWING)) {
sp1CC = 0.77699995f;
sp1C8 = 1100.0f;
} else if (gFovYMode == 2) {
sp1CC = 0.77699995f;
sp1C8 = 1100.0f;
} else {
sp1CC = 0.74f;
sp1C8 = 700.0f;
}
Math_SmoothStepToF(&player->unk_148, sp1CC, 1.0f, 0.05f, 0.0f);
Math_SmoothStepToF(&player->unk_14C, sp1CC, 1.0f, 0.05f, 0.0f);
Math_SmoothStepToF(&player->pathWidth, sp1C8, 1.0f, 10.0f, 0.0f);
if (player->form == FORM_ARWING) {
Math_SmoothStepToF(&player->unk_194, player->unk_190, 0.5f, 5.0f, 0.0f);
if (player->boostCooldown && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
player->unk_190 = 0.5f;
} else {
player->unk_190 = 1.0f;
}
} else if (player->form == FORM_LANDMASTER) {
Math_SmoothStepToF(&player->unk_194, player->unk_190, 0.5f, 0.5f, 0.0f);
player->unk_190 = 0.0f;
}
}
void Camera_UpdateArwingOnRails(Player* player) {
f32 var_fv1;
f32 var_fv0;
f32 temp;
gCsCamEyeX = (player->pos.x - player->xPath) * player->unk_148;
if (((player->form == FORM_ARWING) && (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE)) ||
(player->state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
gCsCamEyeY = (player->pos.y - player->yPath) * player->unk_148;
}
var_fv1 = gInputPress->stick_x;
var_fv0 = -gInputPress->stick_y;
if ((player->state_1C8 != PLAYERSTATE_1C8_ACTIVE) || player->somersault) {
var_fv0 = 0.0f;
var_fv1 = 0;
}
Math_SmoothStepToF(&player->unk_030, var_fv1 * 1.6f, 0.1f, 3.0f, 0.05f);
if (gLevelType == LEVELTYPE_SPACE) {
Math_SmoothStepToF(&player->unk_02C, var_fv0 * 0.8f, 0.1f, 3.0f, 0.05f);
} else if (player->pos.y < (gGroundHeight + 50.0f)) {
Math_SmoothStepToF(&player->unk_02C, var_fv0 * 0.3f, 0.1f, 3.0f, 0.05f);
} else {
Math_SmoothStepToF(&player->unk_02C, 2.0f * var_fv0, 0.1f, 4.0f, 0.05f);
}
gCsCamEyeX -= player->unk_030 * 1.5f;
gCsCamEyeY -= player->unk_02C - 50.0f;
gCsCamAtX = (player->pos.x - player->xPath) * player->unk_14C;
gCsCamAtX += player->xShake * -2.0f;
gCsCamAtX -= player->unk_030 * 0.5f;
gCsCamAtY = ((player->pos.y - player->yPath) * player->unk_14C) + 20.0f;
gCsCamAtY += player->xRock * 5.0f;
gCsCamAtY -= player->unk_02C * 0.25f;
switch (sOverheadCam) {
case 0:
Math_SmoothStepToF(&sOverheadCamDist, 0.0f, 0.4f, 10.0f, 0);
break;
case 1:
Math_SmoothStepToF(&sOverheadCamDist, 200.0f, 0.4f, 10.0f, 0);
break;
}
gCsCamEyeX += player->xPath;
gCsCamAtX += player->xPath;
gCsCamEyeY += player->yPath + sOverheadCamDist;
gCsCamAtZ = player->trueZpos + gPathProgress - 1.0f;
gCsCamEyeZ = 400.0f + sOverheadCamDist;
if (gFovYMode == 2) {
gCsCamEyeZ -= 50.0f;
}
if (player->somersault) {
gCsCamEyeZ += 200.0f;
gCsCamAtY = (player->pos.y - player->yPath) * 0.9f;
Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, 0.1f, 8.0f, 0.0f);
Math_SmoothStepToF(&player->unk_018, 0.2f, 1.0f, 0.05f, 0.0f);
} else {
Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, 0.2f, 20.0f, 0.0f);
Math_SmoothStepToF(&player->unk_018, 1.0f, 1.0f, 0.05f, 0.0f);
}
gCsCamAtY += player->yPath + (sOverheadCamDist * 0.5f);
Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 1000.0f, 0.0f);
Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_018, 1000.0f, 0.0f);
Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, player->unk_014, 1000.0f, 0.0f);
Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, player->unk_018, 1000.0f, 0.0f);
Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, player->unk_014, 1000.0f, 0.0f);
Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.05f, 0.0f);
temp = -player->rot.z;
if (gLevelType == LEVELTYPE_PLANET) {
Math_SmoothStepToF(&player->camRoll, temp * 0.3f, 0.1f, 1.5f, 0.0f);
} else if (gLevelType == LEVELTYPE_SPACE) {
Math_SmoothStepToF(&player->camRoll, temp * 0.2f, 0.1f, 1.5f, 0.0f);
}
}
void Camera_UpdateCockpitOnRails(Player* player, s32 arg1) {
Vec3f sp4C;
Vec3f sp40;
s32 pad;
s32 pad2;
s32 pad3;
Matrix_RotateY(gCalcMatrix, (player->rot.y + player->damageShake) * M_DTOR * 0.75f, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, (player->rot.x + player->damageShake) * M_DTOR * 0.75f, MTXF_APPLY);
sp4C.x = 0;
sp4C.y = 0;
sp4C.z = -1000.0f;
Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40);
gCsCamEyeX = player->pos.x;
gCsCamEyeY = player->pos.y + player->yBob;
gCsCamEyeZ = player->trueZpos + gPathProgress;
gCsCamAtX = player->pos.x + sp40.x;
gCsCamAtY = player->pos.y + player->yBob + sp40.y;
gCsCamAtZ = player->trueZpos + gPathProgress + sp40.z;
Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 100.0f, 0.0f);
Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_014, 100.0f, 0.0f);
Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, player->unk_014, 50.0f, 0.0f);
Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, player->unk_014, 100.0f, 0.0f);
Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, player->unk_014, 100.0f, 0.0f);
Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, player->unk_014, 100.0f, 0.0f);
Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.05f, 0);
player->camRoll = -(player->bankAngle + player->rockAngle);
if (arg1 != 0) {
player->cam.eye.x = gCsCamEyeX;
player->cam.eye.y = gCsCamEyeY;
player->cam.eye.z = gCsCamEyeZ;
player->cam.at.x = gCsCamAtX;
player->cam.at.y = gCsCamAtY;
player->cam.at.z = gCsCamAtZ;
}
}
void Camera_FollowPlayer(Player* player, s32 playerNum, bool arg2) {
u8 i;
u8 mask;
Vec3f sp58;
Vec3f sp4C;
mask = 0x7F;
if (gPlayer[playerNum].form == FORM_LANDMASTER) {
mask = 0xFF;
}
if (((gGameFrameCount & mask) == (gPlayerNum * 32)) || arg2) {
for (i = 0; i < 100; i++) {
playerNum = RAND_INT(3.9f);
if ((gPlayer[playerNum].state_1C8 != PLAYERSTATE_1C8_VS_STANDBY) && !gPlayerInactive[playerNum]) {
break;
}
}
if (i > 90) {
playerNum = 0;
}
player->attacker = playerNum + 1;
Matrix_RotateY(gCalcMatrix, gPlayer[playerNum].yRot_114 * M_DTOR, MTXF_NEW);
switch (gPlayer[playerNum].form) {
case FORM_ARWING:
sp58.x = 300.0f;
sp58.z = -800.0f;
break;
case FORM_LANDMASTER:
sp58.x = 300.0f;
sp58.z = -400.0f;
break;
case FORM_ON_FOOT:
sp58.x = 100.0f;
sp58.z = -300.0f;
break;
}
if (Rand_ZeroOne() < 0.5f) {
sp58.x *= -1.0f;
}
sp58.y = 0.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp58, &sp4C);
player->cam.eye.x = gPlayer[playerNum].pos.x + sp4C.x;
player->cam.eye.y = gPlayer[playerNum].pos.y + 50.0f;
player->cam.eye.z = gPlayer[playerNum].trueZpos + sp4C.z;
}
player->cam.at.x = gPlayer[playerNum].pos.x;
player->cam.at.y = gPlayer[playerNum].pos.y;
player->cam.at.z = gPlayer[playerNum].trueZpos;
switch (gPlayer[playerNum].form) {
case FORM_ARWING:
player->cam.eye.x += gPlayer[playerNum].vel.x * 0.5f;
player->cam.eye.z += gPlayer[playerNum].vel.z * 0.5f;
break;
case FORM_LANDMASTER:
player->cam.eye.x += gPlayer[playerNum].vel.x * 0.7f;
player->cam.eye.z += gPlayer[playerNum].vel.z * 0.7f;
break;
case FORM_ON_FOOT:
player->cam.eye.x += gPlayer[playerNum].vel.x * 0.7f;
player->cam.eye.z += gPlayer[playerNum].vel.z * 0.7f;
player->cam.eye.y = gPlayer[playerNum].groundPos.y + 20.0f;
player->cam.at.y = gPlayer[playerNum].groundPos.y + 20.0f;
break;
}
Math_SmoothStepToF(&player->camRoll, 0.0f, 0.05f, 5.0f, 0.00001f);
}
void Camera_UpdateArwing360(Player* player, bool arg1) {
Vec3f sp74;
Vec3f sp68;
f32 temp1;
f32 temp2;
f32 temp3;
f32 var_fv0;
f32 eyeX;
f32 eyeY;
f32 eyeZ;
f32 atX;
f32 atY;
f32 atZ;
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY);
sp74.x = 0.0f;
sp74.y = 0.0f;
if (player->alternateView) {
sp74.z = 1000.0f - player->camDist;
} else {
sp74.z = 300.0f - player->camDist;
}
if (player->somersault) {
sp74.z += 500.0f;
}
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp74, &sp68);
if (!gVersusMode) {
var_fv0 = -gInputPress->stick_y;
} else {
var_fv0 = -gControllerPress[player->num].stick_y;
}
Math_SmoothStepToF(&player->unk_02C, var_fv0, 0.05f, 5.0f, 0.0f);
eyeX = player->pos.x + sp68.x;
eyeY = (player->pos.y * player->unk_148) + 50.0f;
eyeY -= (player->unk_02C * 1.5f);
eyeZ = player->pos.z + sp68.z;
atX = player->pos.x + player->damageShake;
var_fv0 = (player->somersault) ? 1.0f : 0.79f;
atY = (player->pos.y * (var_fv0)) + player->damageShake + (player->xRock * 5.0f);
atY += (player->unk_02C * 0.5f);
if (player->state_1C8 == PLAYERSTATE_1C8_U_TURN) {
atY = player->pos.y;
}
atZ = player->pos.z;
Math_SmoothStepToF(&player->unk_028, 2.0f * player->rot.y, 0.05f, 2.0f, 0.02f);
sp74.x = -player->unk_028;
sp74.y = 0.0f;
sp74.z = 0.f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp74, &sp68);
eyeX += sp68.x;
eyeZ += sp68.z;
atX += sp68.x;
atZ += sp68.z;
if (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
Math_SmoothStepToF(&player->cam.eye.x, eyeX, player->unk_014, 30000.0f, 0);
Math_SmoothStepToF(&player->cam.eye.y, eyeY, player->unk_014, 30000.0f, 0);
Math_SmoothStepToF(&player->cam.eye.z, eyeZ, player->unk_014, 30000.0f, 0);
Math_SmoothStepToF(&player->camRoll, player->rot.y * -0.3f, 0.1f, 1.0f, 0);
Math_SmoothStepToF(&player->unk_014, 0.2f, 0.1f, 0.005f, 0.0f);
}
Math_SmoothStepToF(&player->cam.at.x, atX, player->unk_01C, 30000.0f, 0);
Math_SmoothStepToF(&player->cam.at.y, atY, player->unk_018, 30000.0f, 0);
Math_SmoothStepToF(&player->cam.at.z, atZ, player->unk_01C, 30000.0f, 0);
Math_SmoothStepToF(&player->unk_018, 0.2f, 0.1f, 0.005f, 0);
Math_SmoothStepToF(&player->unk_01C, 1.0f, 0.1f, 0.005f, 0);
if (arg1) {
player->cam.eye.x = eyeX;
player->cam.eye.y = eyeY;
player->cam.eye.z = eyeZ;
player->cam.at.x = atX;
player->cam.at.y = atY;
player->cam.at.z = atZ;
}
}
void Camera_UpdateTank360(Player* player, s32 arg1) {
Vec3f sp54;
Vec3f sp48;
f32 sp44;
f32 sp40;
f32 sp3C;
Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, player->rot.z * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY);
sp54.x = 0.0f;
if (player->alternateView) {
sp54.y = 150.0f;
sp54.z = 500.0f - player->camDist;
} else {
sp54.y = 100.0f;
sp54.z = 250.0f - player->camDist;
}
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48);
if (player->alternateView) {
Math_SmoothStepToF(&player->unk_02C, -player->unk_17C * 3.0f + 30.0f, 0.2f, 8.0f, 0.001f);
} else {
Math_SmoothStepToF(&player->unk_02C, -player->unk_17C * 3.0f, 0.2f, 8.0f, 0.001f);
}
sp44 = player->pos.x + sp48.x;
sp40 = player->pos.y + sp48.y - (player->unk_02C * 0.6f);
sp3C = player->pos.z + sp48.z;
player->cam.at.x = player->pos.x + player->damageShake;
player->cam.at.y = player->pos.y + 60.0f + player->unk_02C + player->damageShake;
player->cam.at.z = player->pos.z;
Math_SmoothStepToF(&player->unk_028, 2.0f * player->rot.y, 0.05f, 2.0f, 0.02f);
sp54.x = -player->unk_028;
sp54.y = 0.0f;
sp54.z = 0.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48);
sp44 += sp48.x;
sp3C += sp48.z;
player->cam.at.x += sp48.x;
player->cam.at.z += sp48.z;
Math_SmoothStepToF(&player->cam.eye.x, sp44, 0.1f, 200.0f, 0.001f);
Math_SmoothStepToF(&player->cam.eye.y, sp40, 0.1f, 200.0f, 0.001f);
Math_SmoothStepToF(&player->cam.eye.z, sp3C, 0.1f, 200.0f, 0.001f);
Math_SmoothStepToF(&player->camRoll, player->zRotBank * -0.1f, 0.1f, 1.0f, 0.01f);
if (arg1 != 0) {
player->cam.eye.x = sp44;
player->cam.eye.y = sp40;
player->cam.eye.z = sp3C;
}
}
void Camera_UpdateOnFoot360(Player* player, s32 arg1) {
Vec3f sp64;
Vec3f sp58;
Vec3f sp4C;
Matrix_RotateX(gCalcMatrix, player->xRot_0FC * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, player->zRot_0FC * M_DTOR, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.02f)) * M_DTOR, MTXF_APPLY);
Matrix_RotateX(gCalcMatrix, player->damageShake * 0.02f * M_DTOR, MTXF_APPLY);
sp64.x = 0.0f;
sp64.y = 20.0f;
sp64.z = 60.0f - player->camDist;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58);
Math_SmoothStepToF(&player->unk_02C, -player->unk_158 * 0.5f, 0.07f, 3.0f, 0.001f);
sp4C.x = player->pos.x + sp58.x;
sp4C.y = player->groundPos.y + 10.0f + sp58.y - (player->unk_02C * 0.8f);
sp4C.z = player->pos.z + sp58.z;
player->cam.at.x = player->pos.x + player->damageShake * 0.1f;
player->cam.at.y = player->groundPos.y + (player->pos.y - player->groundPos.y) * 0.4f + 18.0f +
player->unk_02C * 1.5f + player->damageShake * 0.1f;
player->cam.at.z = player->pos.z;
Math_SmoothStepToF(&player->unk_028, player->rot.y * (player->baseSpeed + 5.0f) * 0.04f, 0.05f, 2.0f, 0.02f);
sp64.x = -player->unk_028;
sp64.y = 0.0f;
sp64.z = 0.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58);
sp4C.x += sp58.x;
sp4C.z += sp58.z;
player->cam.at.x += sp58.x;
player->cam.at.z += sp58.z;
Math_SmoothStepToF(&player->cam.eye.x, sp4C.x, 0.3f, 65.0f, 0.001f);
Math_SmoothStepToF(&player->cam.eye.y, sp4C.y, 0.3f, 65.0f, 0.001f);
Math_SmoothStepToF(&player->cam.eye.z, sp4C.z, 0.3f, 65.0f, 0.001f);
Math_SmoothStepToF(&player->camRoll, player->zRotBank * -0.1f, 0.1f, 1.0f, 0.01f);
if (arg1 != 0) {
player->cam.eye.x = sp4C.x;
player->cam.eye.y = sp4C.y;
player->cam.eye.z = sp4C.z;
}
}
void Camera_SetStarfieldPos(f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt) {
f32 sp34;
f32 sp30;
f32 pitch;
f32 yaw;
f32 tempf;
f32 sp20;
// Get current screen dimensions
float currentScreenWidth = gCurrentScreenWidth;
float currentScreenHeight = gCurrentScreenHeight;
float starfieldWidth = 1.0f * currentScreenWidth;
float starfieldHeight = 1.0f * currentScreenHeight;
yaw = -Math_Atan2F(xEye - xAt, zEye - zAt);
tempf = sqrtf(SQ(zEye - zAt) + SQ(xEye - xAt));
pitch = -Math_Atan2F(yEye - yAt, tempf);
// Adjust yaw to stay within the range [-π/2, π/2]
if (yaw >= M_PI / 2) {
yaw -= M_PI;
}
if (yaw <= -M_PI / 2) {
yaw += M_PI;
}
tempf = 0.0f;
if (gCurrentLevel == LEVEL_UNK_15) {
tempf = gPlayer[0].cam.eye.y * 0.03f;
}
// Calculate new starfield positions
sp30 = (-pitch * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + gStarfieldScrollY + tempf;
sp34 = (yaw * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + gStarfieldScrollX;
sp20 = gStarfieldX;
// Wrap the starfield positions within the starfield dimensions
gStarfieldX = FloatMod(sp34, starfieldWidth);
gStarfieldY = FloatMod(sp30, starfieldHeight);
// Special case handling for specific game state and level
if ((gGameState == GSTATE_PLAY) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) &&
(gCurrentLevel == LEVEL_METEO)) {
if (fabsf(gStarfieldX - sp20) < 50.0f) {
D_bg_8015F96C = 0.0f;
if (fabsf(gStarfieldX - sp20) > 3.0f) {
D_bg_8015F96C = fabsf(gStarfieldX - sp20 - 3.0f) * 0.5f;
}
}
}
}
void Camera_Update360(Player* player, bool arg1) {
switch (player->form) {
case FORM_ON_FOOT:
Camera_UpdateOnFoot360(player, arg1);
break;
case FORM_LANDMASTER:
Camera_UpdateTank360(player, arg1);
break;
case FORM_ARWING:
Camera_UpdateArwing360(player, arg1);
break;
}
}
void Camera_Update(Player* player) {
switch (player->state_1C8) {
case PLAYERSTATE_1C8_ACTIVE:
switch (gLevelMode) {
case LEVELMODE_ON_RAILS:
if (player->form == FORM_ARWING) {
if (!player->alternateView) {
Camera_UpdateArwingOnRails(player);
} else {
Camera_UpdateCockpitOnRails(player, 0);
}
} else if (player->form == FORM_LANDMASTER) {
Player_UpdateTankCamOnRails(player);
} else if (player->form == FORM_BLUE_MARINE) {
Aquas_UpdateCamera(player);
}
break;
case LEVELMODE_ALL_RANGE:
Camera_Update360(player, false);
break;
case LEVELMODE_TURRET:
Turret_UpdateCamera(player);
break;
}
break;
case PLAYERSTATE_1C8_U_TURN:
player->camRoll -= player->camRoll * 0.1f;
Camera_Update360(player, false);
break;
case PLAYERSTATE_1C8_DOWN:
if ((gLevelMode == LEVELMODE_ON_RAILS) && (player->form == FORM_ARWING)) {
player->cam.eye.x += (player->pos.x - player->cam.eye.x) * 0.1f;
player->cam.eye.y += (player->pos.y - player->cam.eye.y) * 0.1f;
player->cam.eye.z -= player->vel.z * 0.2f;
if (player->csState != 0) {
player->cam.eye.z -= player->vel.z * 0.2f;
}
player->cam.at.x += (player->pos.x - player->cam.at.x) * 0.1f;
player->cam.at.y += (player->pos.y - player->cam.at.y) * 0.1f;
player->cam.at.z = player->trueZpos + gPathProgress - 1.0f;
}
break;
case PLAYERSTATE_1C8_NEXT:
case PLAYERSTATE_1C8_LEVEL_COMPLETE:
break;
}
}
void Camera_SetupLights(Player* player) {
Vec3f src;
Vec3f dest;
f32 pad;
if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) {
gEnvLightyRot = gLight1yRotTarget = gLight1yRotTarget = gLight2yRotTarget = gLight1yRotTarget = 110.0f;
if ((gGameFrameCount & 0x20) != 0) {
gEnvLightyRot = gLight1yRotTarget = gLight1yRotTarget = gLight2yRotTarget = gLight1yRotTarget = 90.0f;
}
gLight1rotStep = gLight2rotStep = D_ctx_80178538 = 1.0f;
}
Math_SmoothStepToAngle(&gLight1xRot, gLight1xRotTarget, 1.0f, gLight1rotStep, 0.0f);
Math_SmoothStepToAngle(&gLight1yRot, gLight1yRotTarget, 1.0f, gLight1rotStep, 0.0f);
Math_SmoothStepToAngle(&gLight1zRot, gLight1zRotTarget, 1.0f, gLight1rotStep, 0.0f);
if (gLight2R < gLight2RTarget) {
gLight2R += gLight2colorStep;
if (gLight2RTarget < gLight2R) {
gLight2R = gLight2RTarget;
}
}
if (gLight2RTarget < gLight2R) {
gLight2R -= gLight2colorStep;
if (gLight2R < gLight2RTarget) {
gLight2R = gLight2RTarget;
}
}
if (gLight2G < gLight2GTarget) {
gLight2G += gLight2colorStep;
if (gLight2GTarget < gLight2G) {
gLight2G = gLight2GTarget;
}
}
if (gLight2GTarget < gLight2G) {
gLight2G -= gLight2colorStep;
if (gLight2G < gLight2GTarget) {
gLight2G = gLight2GTarget;
}
}
if (gLight2B < gLight2BTarget) {
gLight2B += gLight2colorStep;
if (gLight2BTarget < gLight2B) {
gLight2B = gLight2BTarget;
}
}
if (gLight2BTarget < gLight2B) {
gLight2B -= gLight2colorStep;
if (gLight2B < gLight2BTarget) {
gLight2B = gLight2BTarget;
}
}
Math_SmoothStepToAngle(&gLight2xRot, gLight2xRotTarget, 1.0f, gLight2rotStep, 0.0f);
Math_SmoothStepToAngle(&gLight2yRot, gLight2yRotTarget, 1.0f, gLight2rotStep, 0.0f);
Math_SmoothStepToAngle(&gLight2zRot, gLight2zRotTarget, 1.0f, gLight2rotStep, 0.0f);
gLight2xRotTarget = gLight1xRotTarget = gEnvLightxRot;
gLight2yRotTarget = gLight1yRotTarget = gEnvLightyRot;
gLight2zRotTarget = gLight1zRotTarget = gEnvLightzRot;
gLight1rotStep = 5.0f;
gLight2RTarget = gLight1R;
gLight2GTarget = gLight1G;
gLight2BTarget = gLight1B;
pad = player->camRoll;
Matrix_RotateZ(gCalcMatrix, M_DTOR * pad, MTXF_NEW);
Matrix_RotateX(gCalcMatrix, -player->camPitch, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, player->camYaw, MTXF_APPLY);
Matrix_Push(&gCalcMatrix);
Matrix_RotateX(gCalcMatrix, M_DTOR * gLight1xRot, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, M_DTOR * gLight1yRot, MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, M_DTOR * gLight1zRot, MTXF_APPLY);
src.x = 0.0f;
src.y = 0.0f;
src.z = 100.0f;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest);
gLight1x = dest.x;
gLight1y = dest.y;
gLight1z = dest.z;
Matrix_Pop(&gCalcMatrix);
Matrix_RotateX(gCalcMatrix, M_DTOR * gLight2xRot, MTXF_APPLY);
Matrix_RotateY(gCalcMatrix, M_DTOR * gLight2yRot, MTXF_APPLY);
Matrix_RotateZ(gCalcMatrix, M_DTOR * gLight2zRot, MTXF_APPLY);
Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest);
gLight2x = dest.x;
gLight2y = dest.y;
gLight2z = dest.z;
}
void Play_UpdateLevel(void) {
s32 cycleMask = 0;
s32 sp40;
f32 sp3C;
u8 shields;
u8 heightParam = 0;
switch (gCurrentLevel) {
case LEVEL_TRAINING:
if (gLevelMode == LEVELMODE_ALL_RANGE) {
Training_SpawnEnemies();
}
break;
case LEVEL_VERSUS:
func_versus_800C26C8();
gVsItemSpawnTimer++;
if ((gVsItemSpawnTimer == 200) && (gLaserStrength[0] == LASERS_SINGLE) &&
(gLaserStrength[1] == LASERS_SINGLE) && (gLaserStrength[2] == LASERS_SINGLE) &&
(gLaserStrength[3] == LASERS_SINGLE)) {
Play_SpawnVsItem(OBJ_ITEM_LASERS, &gItems[0]);
}
if ((gVsItemSpawnTimer == 400) && (gBombCount[0] == 0) && (gBombCount[1] == 0) && (gBombCount[2] == 0) &&
(gBombCount[3] == 0)) {
Play_SpawnVsItem(OBJ_ITEM_BOMB, &gItems[1]);
}
if (gVsItemSpawnTimer == 500) {
gVsItemSpawnTimer = 0;
}
break;
case LEVEL_VENOM_2:
if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) && (gLevelPhase == 2)) {
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
gPlayer[0].csState = 0;
gPlayer[0].draw = true;
gPlayer[0].pos.z = 15000.0f;
Camera_Update360(gPlayer, true);
gFillScreenAlpha = 255;
gFillScreenAlphaStep = 255;
gFillScreenAlphaTarget = 255;
gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
}
break;
case LEVEL_VENOM_ANDROSS:
Andross_8018BDD8();
gGroundHeight = -25000.0f;
gPlayer[0].pathHeight = 612.0f;
gPlayer[0].pathFloor = -544.0f;
if (gStartAndrossFightTimer != 0) {
gStartAndrossFightTimer--;
if (gStartAndrossFightTimer == 0) {
Andross_80189214();
}
}
break;
case LEVEL_METEO:
Lib_Texture_Scroll(D_102FF08, 8, 8, 1);
/* fallthrough */
case LEVEL_SECTOR_X:
if (gLevelPhase == 1) {
gBlurAlpha = 128;
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) {
Math_SmoothStepToF(&gWarpZoneBgAlpha, 0.0f, 1.0f, 1.0f, 0.0f);
} else {
Math_SmoothStepToF(&gWarpZoneBgAlpha, 128.0f, 1.0f, 1.0f, 0.0f);
}
}
if ((gCurrentLevel == LEVEL_SECTOR_X) && (gLevelPhase == 0) && (gRingPassCount == 4)) {
gRingPassCount++;
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_ENTER_WARP_ZONE;
gPlayer[0].csState = 0;
gSceneSetup = 1;
AUDIO_PLAY_SFX(NA_SE_WARP_HOLE, gDefaultSfxSource, 0);
gMissionStatus = MISSION_WARP;
gLeveLClearStatus[gCurrentLevel] = 1;
}
break;
case LEVEL_CORNERIA:
HUD_Texture_Wave(D_CO_603EB38, D_CO_6028A60);
if ((gGameFrameCount % 2) != 0) {
Lib_Texture_Scroll(D_CO_600CBD8, 64, 32, 3);
}
break;
case LEVEL_AQUAS:
HUD_Texture_Wave(D_AQ_603158C, D_AQ_602ACC0);
break;
case LEVEL_SOLAR:
Play_UpdateDynaFloor();
for (gPathTexScroll; gPathTexScroll >= 10.0f; gPathTexScroll -= 10.0f) {
Lib_Texture_Scroll(D_SO_6005710, 32, 32, 1);
}
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_NEXT) {
Lib_Texture_Scroll(D_SO_6005710, 32, 32, 1);
}
Lib_Texture_Mottle(D_SO_601E1E8, D_SO_6020F60, 3);
if (gPlayer[0].pos.y > 600.0f) {
cycleMask = 8 - 1;
heightParam = 5;
} else if (gPlayer[0].pos.y > 500.0f) {
cycleMask = 8 - 1;
heightParam = 4;
} else if (gPlayer[0].pos.y > 400.0f) {
cycleMask = 4 - 1;
heightParam = 3;
} else if (gPlayer[0].pos.y > 300.0f) {
cycleMask = 4 - 1;
heightParam = 2;
} else if (gPlayer[0].pos.y > 200.0f) {
cycleMask = 2 - 1;
heightParam = 1;
} else if (gPlayer[0].pos.y > 100.0f) {
cycleMask = 1 - 1;
heightParam = 0;
} else {
cycleMask = 1 - 1;
#ifdef AVOID_UB
heightParam = 0;
#endif
}
if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && ((gGameFrameCount & cycleMask) == 0)) {
gPlayer[0].shields--;
if (gPlayer[0].shields <= 0) {
gPlayer[0].shields = 0;
}
if (gPlayer[0].heal == 0) {
if (gPlayer[0].shields == 50) {
AUDIO_PLAY_SFX(NA_SE_SHIELD_WARNING1, gDefaultSfxSource, 4);
} else if (gPlayer[0].shields == 100) {
AUDIO_PLAY_SFX(NA_SE_SHIELD_WARNING0, gDefaultSfxSource, 4);
}
}
}
shields = MIN(gPlayer[0].shields, 255);
Audio_SetHeatAlarmParams(shields, heightParam);
if (((gGameFrameCount % 8) == 0) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE)) {
Solar_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), -80.0f,
gPlayer[0].trueZpos + (RAND_FLOAT(2000.0f) + -6000.0f),
RAND_FLOAT(10.0f) + 20.0f); // check
}
HUD_Texture_Wave(D_SO_60229A4, D_SO_6010198);
if (gPlayer[0].shields == 0) {
gSoShieldsEmpty = 1;
}
break;
case LEVEL_ZONESS:
Play_UpdateDynaFloor();
for (gPathTexScroll; gPathTexScroll >= 20.0f; gPathTexScroll -= 20.0f) {
Lib_Texture_Scroll(D_ZO_602C2CC, 32, 32, 1);
}
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_NEXT) {
Lib_Texture_Scroll(D_ZO_602C2CC, 32, 32, 1);
}
HUD_Texture_Wave(D_ZO_602C2CC, D_ZO_600D990);
if (Play_CheckDynaFloorCollision(&sp3C, &sp40, gPlayer[0].cam.eye.x, gPlayer[0].cam.eye.y,
gPlayer[0].cam.eye.z - gPathProgress)) {
gLight1R = 0;
gLight1G = 7;
gLight1B = 10;
gAmbientR = gAmbientG = gAmbientB = 0;
gFogNear = 990;
gFogFar = 994;
gBgColor = 0x43; // 0, 8, 8
} else {
gBgColor = 0x4107; // 64, 32, 24
gLight1R = 90;
gLight1G = 100;
gLight1B = 50;
gAmbientR = 10;
gAmbientG = 20;
gAmbientB = 0;
gFogNear = 996;
gFogFar = 1000;
}
break;
}
}
void Play_Update(void) {
s32 i;
Play_UpdateFillScreen();
for (i = TEAM_ID_FALCO; i <= TEAM_ID_PEPPY; i++) {
if (gTeamDamage[i] > 0) {
gTeamDamage[i] -= 2;
gTeamShields[i] -= 2;
if (gTeamShields[i] <= 0) {
gTeamShields[i] = -1;
}
}
}
for (i = 0; i < gCamCount; i++) {
gPlayer[i].num = gPlayerNum = i;
Player_Update(&gPlayer[i]);
}
Object_Update();
PlayerShot_UpdateAll();
BonusText_Update();
for (i = 0; i < gCamCount; i++) {
gPlayer[i].num = gPlayerNum = i;
Camera_Update(&gPlayer[i]);
}
gCameraShakeY = 0.0f;
if (gCameraShake != 0) {
f32 var_fv1;
gCameraShake--;
var_fv1 = gCameraShake;
if (var_fv1 > 20.0f) {
var_fv1 = 20.0f;
}
gCameraShakeY = var_fv1 * SIN_DEG(gGameFrameCount * 70.0f);
}
Play_UpdateLevel();
}
u8 sVsItemSpawnIndex = -1;
void Play_SpawnVsItem(ObjectId objId, Item* item) {
u8 spawnIndex = (u8) RAND_FLOAT(5.0f);
if (sVsItemSpawnIndex == spawnIndex) {
gVsItemSpawnTimer--;
} else {
sVsItemSpawnIndex = spawnIndex;
if (item->obj.status == OBJ_FREE) {
Item_Initialize(item);
item->obj.status = OBJ_INIT;
item->obj.pos.x = gScenery360[spawnIndex].obj.pos.x;
item->obj.pos.y = gScenery360[spawnIndex].obj.pos.y;
item->obj.pos.z = gScenery360[spawnIndex].obj.pos.z;
item->obj.id = objId;
Object_SetInfo(&item->info, item->obj.id);
}
}
}
void Play_SetupZPos360(f32* zPos) {
*zPos += gPathProgress + 15000.0f;
}
void Play_Main(void) {
s32 pad1;
s32 pad2;
s32 pad3;
s32 i;
f32 fovYtarget;
switch (gFovYMode) {
case 0:
fovYtarget = 45.0f;
break;
case 1:
fovYtarget = 45.0f;
break;
case 2:
fovYtarget = 55.0f;
break;
}
Math_SmoothStepToF(&gFovY, fovYtarget, 0.1f, 5.0f, 0.0f);
if (gChangeTo360) {
gChangeTo360 = false;
gLevelMode = LEVELMODE_ALL_RANGE;
if (gCurrentLevel != LEVEL_VENOM_ANDROSS) {
MEM_ARRAY_ALLOCATE(gScenery360, 200);
}
for (i = 0; i < 200; i++) {
gScenery360[i].obj.status = OBJ_FREE;
}
Play_ClearObjectData();
if (gCurrentLevel == LEVEL_CORNERIA) {
Play_Setup360_CO();
} else if (gCurrentLevel == LEVEL_SECTOR_Y) {
Play_Setup360_SY();
} else if (gCurrentLevel == LEVEL_VENOM_ANDROSS) {
Play_Setup360_AND();
} else if (gCurrentLevel == LEVEL_TRAINING) {
Training_Setup360();
}
Play_SetupZPos360(&gPlayer[0].pos.z);
Play_SetupZPos360(&gPlayer[0].trueZpos);
gPlayer[0].cam.eye.z += 15000.0f;
gPlayer[0].cam.at.z += 15000.0f;
gPlayer[0].zPath = gPlayer[0].zPathVel = gPathVelZ = gPathProgress = 0.0f;
}
if (gPlayState != PLAY_PAUSE) {
PRINTF("play_time = %d\n", gGameFrameCount);
gGameFrameCount++;
}
switch (gPlayState) {
case PLAY_STANDBY:
if (gNextGameStateTimer == 0) {
gPlayState = PLAY_INIT;
}
break;
case PLAY_INIT:
Play_Init();
sMusicVolume = gVolumeSettings[AUDIO_TYPE_MUSIC];
sVoiceVolume = gVolumeSettings[AUDIO_TYPE_VOICE];
sSfxVolume = gVolumeSettings[AUDIO_TYPE_SFX];
gPlayState = PLAY_UPDATE;
break;
case PLAY_UPDATE:
if ((gLevelStartStatusScreenTimer != 0) || (gLevelClearScreenTimer != 0)) {
gPauseEnabled = false;
} else {
gPauseEnabled = true;
}
gDrawMode = DRAW_PLAY;
Play_Update();
if ((gControllerPress[gMainController].button & START_BUTTON) &&
(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) &&
gSaveFile.save.data.planet[sSaveSlotFromLevel[gCurrentLevel]].normalClear) {
Audio_ClearVoice();
Audio_SetEnvSfxReverb(0);
Play_ClearObjectData();
for (i = 0; i < gCamCount; i++) {
Audio_KillSfxBySource(gPlayer[i].sfxSource);
Audio_StopPlayerNoise(i);
}
gPlayState = PLAY_INIT;
gDrawMode = gVersusMode = 0;
gCamCount = 1;
gBgColor = 0;
gCsFrameCount = gLevelClearScreenTimer = gLevelStartStatusScreenTimer = gRadioState = 0;
D_ctx_8017782C = false;
}
if (gVersusMode) {
Versus_Main();
}
if ((gControllerPress[gMainController].button & START_BUTTON) && gPauseEnabled) {
Audio_PlayPauseSfx(1);
gPlayState = PLAY_PAUSE;
D_ctx_80177868 = 4;
D_ctx_80178484 = 100000;
}
break;
case PLAY_PAUSE:
if (!gVersusMode) {
if ((gControllerPress[gMainController].button & R_TRIG) && (gPlayer[0].form != FORM_BLUE_MARINE) &&
(gPlayer[0].state_1C8 != PLAYERSTATE_1C8_STANDBY)) {
if (gShowReticles[0] = 1 - gShowReticles[0]) {
AUDIO_PLAY_SFX(NA_SE_MAP_WINDOW_OPEN, gDefaultSfxSource, 4);
} else {
AUDIO_PLAY_SFX(NA_SE_MAP_WINDOW_CLOSE, gDefaultSfxSource, 4);
}
}
} else {
for (i = 0; i < 4; i++) {
if ((gControllerPress[i].button & R_TRIG) && (gPlayer[i].form != FORM_ON_FOOT)) {
if (gShowReticles[i] = 1 - gShowReticles[i]) {
Object_PlayerSfx(gPlayer[i].sfxSource, NA_SE_MAP_WINDOW_OPEN, i);
} else {
Object_PlayerSfx(gPlayer[i].sfxSource, NA_SE_MAP_WINDOW_CLOSE, i);
}
}
}
}
if ((D_ctx_80177868 == 4) && (gControllerPress[gMainController].button & START_BUTTON) && gPauseEnabled) {
Audio_PlayPauseSfx(0);
gPlayState = PLAY_UPDATE;
gDrawMode = DRAW_PLAY;
}
gPauseEnabled = true;
break;
}
}