ac_ball link

This commit is contained in:
Prakxo
2024-01-09 18:38:12 +01:00
parent f279c6c962
commit a0e63ba650
14 changed files with 967 additions and 156 deletions
+776
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@@ -0,0 +1,776 @@
#include "ac_ball.h"
#include "m_actor_shadow.h"
#include "m_common_data.h"
#include "m_debug.h"
#include "m_field_info.h"
#include "m_lib.h"
#include "m_name_table.h"
#include "m_npc.h"
#include "m_player_lib.h"
#include "m_quest.h"
#include "m_random_field.h"
#include "m_roll_lib.h"
#include "sys_matrix.h"
extern Gfx act_ball_b_model[];
extern Gfx act_ball_d_model[];
extern Gfx act_ball_s_model[];
Gfx* ball_model_tbl[] = {
act_ball_b_model,
act_ball_d_model,
act_ball_s_model,
};
static void aBALL_actor_ct(ACTOR* actor, GAME* game);
static void aBALL_actor_dt(ACTOR* actor, GAME* game);
static void aBALL_actor_move(ACTOR* actor, GAME* game);
static void aBALL_actor_draw(ACTOR* actor, GAME* game);
ACTOR_PROFILE Ball_Profile = {
mAc_PROFILE_BALL,
ACTOR_PART_BG,
ACTOR_STATE_NO_MOVE_WHILE_CULLED,
ETC_BALL,
ACTOR_OBJ_BANK_KEEP,
sizeof(BALL_ACTOR),
&aBALL_actor_ct,
&aBALL_actor_dt,
&aBALL_actor_move,
&aBALL_actor_draw,
NULL,
};
BALL_ACTOR* Global_Actor_p;
ClObjPipeData_c aBALL_CoInfoData = {
{0x39, 0x20, ClObj_TYPE_PIPE}, // collision data
{1}, // element data
// Pipe specs
{
13, // radius
30, // height
-10, // offset
{0, 0, 0}, // center
},
};
StatusData_c aBALL_StatusData = {
0, 13, 30, -10, 100,
};
void aBALL_process_ground_init(ACTOR*, GAME*);
void aBALL_process_air_water(ACTOR*, GAME*);
void aBALL_process_ground_water(ACTOR*, GAME*);
void aBALL_process_ground(ACTOR*, GAME*);
void aBALL_process_air(ACTOR*, GAME*);
void aBALL_process_air_water_init(ACTOR* actor, GAME*);
void aBALL_process_ground_water_init(ACTOR* actor, GAME*);
int aBALL_Random_pos_set(xyz_t* pos) {
int x_max;
int z_max;
int random_x;
int random_z;
int ut_x;
int ut_z;
int i;
int j;
x_max = mFI_GetBlockXMax();
z_max = mFI_GetBlockZMax();
random_x = RANDOM_F(x_max);
random_z = RANDOM_F(z_max);
for (i = 0; i < x_max; i++) {
for (j = 0; j < z_max; j++) {
if ((mFI_CheckBlockKind_OR(random_x, random_z,
mRF_BLOCKKIND_PLAYER | mRF_BLOCKKIND_SHOP | mRF_BLOCKKIND_STATION |
mRF_BLOCKKIND_POOL | mRF_BLOCKKIND_OCEAN | mRF_BLOCKKIND_ISLAND |
mRF_BLOCKKIND_OFFING) == 0) &&
(mNpc_GetMakeUtNuminBlock_hard_area(&ut_x, &ut_z, random_x, random_z, 2)) == TRUE) {
mFI_BkandUtNum2CenterWpos(pos, random_x, random_z, ut_x, ut_z);
return TRUE;
}
if (random_z == z_max - 1) {
random_z = 0;
} else {
random_z += 1;
}
}
if (random_x == x_max - 1) {
random_x = 0;
} else {
random_x += 1;
}
}
return FALSE;
}
void aBALL_actor_ct(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
Global_Actor_p = ball;
if ((0.0f == Common_Get(ball_pos).x) && (0.0f == Common_Get(ball_pos).y) && (0.0f == Common_Get(ball_pos).z)) {
if (aBALL_Random_pos_set(&actor->world.position) == 0) {
actor->world.position = actor->home.position;
}
actor->world.position.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, actor->world.position, 0.0f);
Common_Set(ball_type, RANDOM(3.0f));
Common_Set(ball_pos, actor->world.position);
ball->type = Common_Get(ball_type);
} else {
actor->world.position = Common_Get(ball_pos);
ball->type = Common_Get(ball_type);
}
Common_Get(clip).ball_redma_proc = NULL;
Shape_Info_init(actor, 0.0f, &mAc_ActorShadowEllipse, 9.0f, 17.0f);
ClObjPipe_ct(game, &ball->ball_pipe);
ClObjPipe_set5(game, &ball->ball_pipe, actor, &aBALL_CoInfoData);
CollisionCheck_Status_set3(&actor->status_data, &aBALL_StatusData);
ball->unk206 = 3;
aBALL_process_ground_init(actor, game);
ball->collider = NULL;
actor->max_velocity_y = -20.0f;
actor->gravity = 0.3f;
actor->speed = 0.0f;
ball->ball_max_speed = 0.0f;
ball->ball_acceleration = 0.06f;
ball->ball_speed = 0.0f;
actor->scale.x = 0.01f;
actor->scale.y = 0.01f;
actor->scale.z = 0.01f;
ball->angle.x = qrand();
ball->angle.y = qrand();
ball->angle.z = qrand();
ball->unk20A = 0;
ball->unk20C = 0;
}
void aBALL_actor_dt(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
if ((ball->unk208 & 1) || (ball->unk208 & 2) || (mRlib_Set_Position_Check(actor) == 0)) {
Common_Set(ball_pos, ZeroVec);
} else {
Common_Set(ball_pos, actor->world.position);
}
Common_Get(clip).ball_redma_proc = NULL;
ClObjPipe_dt(game, &ball->ball_pipe);
}
void aBALL_position_move(BALL_ACTOR* actor) {
xyz_t pos;
s_xyz angle;
pos = actor->actor_class.world.position;
mCoBG_GetBgY_AngleS_FromWpos(&angle, pos, 0.0f);
if ((actor->actor_class.bg_collision_check.result.on_ground) ||
(actor->actor_class.bg_collision_check.result.is_in_water)) {
chase_f(&actor->actor_class.speed, actor->ball_max_speed, actor->ball_acceleration);
}
if (!(actor->unk208 & 2)) {
mRlib_spdF_Angle_to_spdXZ(&actor->actor_class.position_speed, &actor->actor_class.speed,
&actor->actor_class.world.angle.y);
chase_f(&actor->actor_class.position_speed.y, actor->actor_class.max_velocity_y, actor->actor_class.gravity);
mRlib_position_move_for_sloop(&actor->actor_class, &angle);
if (actor->actor_class.world.position.z < 840.0f) {
actor->actor_class.world.position.z = 840.0f;
}
}
}
void aBALL_BGcheck(BALL_ACTOR* actor) {
f32 speed_y;
s16 hit_angle;
s16 rot;
xyz_t pos_speed;
f32 sin;
f32 cos;
f32 speed;
f32 speed_factor;
f32 sincos;
speed_y = actor->actor_class.position_speed.y;
if (((actor->process_proc == aBALL_process_air_water) || (actor->process_proc == aBALL_process_ground_water)) ||
(actor->actor_class.bg_collision_check.result.unit_attribute == 11 ||
actor->actor_class.bg_collision_check.result.unit_attribute == 22)) {
mCoBG_BgCheckControll(&actor->bgpos, &actor->actor_class, 12.0f, -12.0f, 0, 1, 0);
if ((actor->actor_class.bg_collision_check.result.unit_attribute == 11 ||
actor->actor_class.bg_collision_check.result.unit_attribute == 22) &&
(actor->actor_class.bg_collision_check.result.on_ground)) {
f32 bg_y = actor->bgpos.y;
bg_y *= (0.1f + GETREG(TAKREG, 7) * 0.01f);
actor->actor_class.world.position.y += bg_y;
}
actor->actor_class.world.position.x += actor->bgpos.x;
actor->actor_class.world.position.z += actor->bgpos.z;
actor->actor_class.world.position.x += actor->bgpos.x;
actor->actor_class.world.position.z += actor->bgpos.z;
} else {
mCoBG_BgCheckControll(&actor->bgpos, &actor->actor_class, 12.0f, -12.0f, 0, 0, 0);
mRlib_Station_step_modify_to_wall(&actor->actor_class);
}
if (((actor->process_proc == aBALL_process_air) || (actor->process_proc == aBALL_process_air_water)) &&
actor->actor_class.bg_collision_check.result.on_ground) {
if (actor->unk206 < 3) {
actor->unk206++;
if (actor->actor_class.bg_collision_check.result.is_in_water) {
actor->actor_class.position_speed.y = 0.2f;
} else {
actor->actor_class.position_speed.y = 0.7f * -speed_y;
}
}
}
if (actor->actor_class.bg_collision_check.result.hit_wall & 1) {
hit_angle = mRlib_Get_HitWallAngleY(&actor->actor_class);
rot = actor->actor_class.world.angle.y - (hit_angle + 0x8000);
if (ABS(rot) < 0x4000) {
pos_speed = actor->actor_class.position_speed;
sin = sin_s(hit_angle);
cos = cos_s(hit_angle);
sincos = sin * cos;
speed = -((pos_speed.z * cos) + (pos_speed.x * sin));
speed_factor = (speed * 0.07f) + 1.2f;
if (speed > 1.0f) {
sAdo_OngenTrgStartSpeed(speed, 0x8026, &actor->actor_class.world.position);
}
actor->actor_class.position_speed.z =
((1.0f - (speed_factor * cos * cos)) * pos_speed.z) - (pos_speed.x * speed_factor * sincos);
actor->actor_class.position_speed.x =
(-pos_speed.z * speed_factor * sincos) + (pos_speed.x * (1.0f - (speed_factor * sin * sin)));
mRlib_spdXZ_to_spdF_Angle(&actor->actor_class.position_speed, &actor->actor_class.speed,
&actor->actor_class.world.angle.y);
}
}
}
void aBALL_OBJcheck(BALL_ACTOR* actor, GAME*) {
int wade;
ACTOR* collided;
xyz_t pos_speed;
s16 angle;
f32 sin;
f32 cos;
f32 fact;
f32 colliderSpeed;
f32 collidedSpeed;
f32 abs;
f32 newSins;
f32 newCos;
f32 newSpeedX;
f32 newSpeedZ;
f32 newFact;
f32 speedFactor;
int speedAngle;
xyz_t collisionSpeed;
xyz_t collision;
wade = mFI_GetPlayerWade();
if (actor->ball_pipe.collision_obj.collision_flags0 & 2) {
collided = actor->ball_pipe.collision_obj.collided_actor;
actor->ball_pipe.collision_obj.collision_flags0 &= ~2;
if (mQst_CheckSoccerTarget(collided) != 0) {
mQst_NextSoccer(collided);
actor->actor_class.speed = 0.0f;
actor->actor_class.position_speed = ZeroVec;
} else if ((collided != NULL) && (!(actor->unk208 & 2)) && (wade != 1) && (wade != 2)) {
if (actor->collider != collided) {
pos_speed = collided->position_speed;
actor->collider = collided;
actor->unk20C = GETREG(TAKREG, 15) + 30;
angle = atans_table(actor->actor_class.world.position.z - collided->world.position.z,
actor->actor_class.world.position.x - collided->world.position.x);
sin = sin_s(angle);
cos = cos_s(angle);
colliderSpeed =
(sin * actor->actor_class.position_speed.x) + (cos * actor->actor_class.position_speed.z);
fact = sqrtf((pos_speed.x * pos_speed.x) + (pos_speed.z * pos_speed.z));
xyz_t_mult_v(&pos_speed, ((24.0f / 180.0f) * fact) * 0.9f + 0.1f);
collidedSpeed = (sin * pos_speed.x) + (cos * pos_speed.z);
abs = ABS(colliderSpeed + collidedSpeed);
newSins = abs * sin_s(angle);
newCos = abs * cos_s(angle);
newSpeedX = actor->actor_class.position_speed.x + newSins;
newSpeedZ = actor->actor_class.position_speed.z + newCos;
newFact = sqrtf((newSpeedX * newSpeedX) + (newSpeedZ * newSpeedZ));
newFact = CLAMP_MAX(newFact, 11.0f);
speedFactor = newFact / 11.0f;
if (actor->actor_class.bg_collision_check.result.on_ground) {
/* TODO: this is fakematch right? */
if (!actor->actor_class.speed) {
f32 angle = ((speedFactor * 90.0f) + (speedFactor * 35.0f) * fqrand2());
speedAngle = DEG2SHORT_ANGLE(angle);
actor->actor_class.speed = cos_s(speedAngle) * newFact;
actor->actor_class.position_speed.y = sin_s(speedAngle) * newFact;
} else {
actor->actor_class.speed = newFact * 0.75f;
}
} else {
actor->actor_class.speed = newFact * 0.75f;
}
actor->actor_class.world.angle.y = atans_table(newSpeedZ, newSpeedX);
actor->actor_class.speed *= 0.9f;
sAdo_OngenTrgStartSpeed(actor->actor_class.speed, 0x25, &actor->actor_class.world.position);
actor->unk20C = GETREG(TAKREG, 15) + 30;
} else {
collision = actor->actor_class.status_data.collision_vec;
xyz_t_add(&actor->actor_class.position_speed, &collision, &collisionSpeed);
if ((wade != 1) && (wade != 2)) {
actor->actor_class.speed =
sqrtf((collisionSpeed.x * collisionSpeed.x) + (collisionSpeed.z * collisionSpeed.z));
actor->actor_class.speed = CLAMP_MAX(actor->actor_class.speed, 11.0f);
actor->actor_class.world.angle.y = atans_table(collisionSpeed.z, collisionSpeed.x);
}
}
} else {
if (actor->unk20C <= 0) {
actor->collider = NULL;
} else {
actor->unk20C--;
}
}
} else {
if (actor->unk20C <= 0) {
actor->collider = NULL;
} else {
actor->unk20C--;
}
}
}
void aBALL_House_Tree_Rev_Check(BALL_ACTOR* actor) {
if (mRlib_HeightGapCheck_And_ReversePos(&actor->actor_class) != 1) {
actor->unk208 |= 1;
Actor_delete(&actor->actor_class);
}
}
void aBALL_process_air_init(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
f32 angle;
angle = mCoBG_GetBgY_AngleS_FromWpos(NULL, actor->world.position, 0.0f);
actor->shape_info.draw_shadow = 1;
if ((ball->process_proc == aBALL_process_ground) && ((actor->world.position.y - angle) > 20.0f)) {
sAdo_OngenTrgStart(0x43D, &actor->world.position);
}
ball->process_proc = aBALL_process_air;
}
void aBALL_process_air(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
ball->ball_acceleration = 0.0f;
add_calc0(&ball->ball_y, 0.5f, 100.0f);
actor->max_velocity_y = -20.0f;
actor->gravity = 0.3f;
ball->ball_speed = actor->speed;
if (actor->bg_collision_check.result.on_ground) {
if (actor->bg_collision_check.result.is_in_water) {
aBALL_process_ground_water_init(actor, game);
} else {
aBALL_process_ground_init(actor, game);
}
} else if (actor->bg_collision_check.result.is_in_water) {
aBALL_process_air_water_init(actor, game);
}
}
void aBALL_process_ground_init(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
actor->shape_info.draw_shadow = 1;
if (actor->position_speed.y > 0.0f) {
ball->process_proc = aBALL_process_air;
} else {
ball->process_proc = aBALL_process_ground;
}
}
void aBALL_process_ground(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
f32 temp;
xyz_t norm;
s16 angle_rate;
s16 angle;
f32 distance;
f32 speed_x;
f32 speed_z;
s16 effect_type;
mCoBG_GetBgNorm_FromWpos(&norm, actor->world.position);
if (mRlib_Get_ground_norm_inHole(actor, &norm, &distance, &angle, &angle_rate, 1.0f) != 0) {
f32 dist;
f32 distance_add;
distance_add = (distance - 40.0f) - 5.0f;
dist = 0.0f;
if (distance_add < 0.0f) {
dist = distance_add;
}
dist *= 25.0f;
add_calc(&ball->ball_y, dist, 0.5f, 200.0f, 5.0f);
actor->position_speed.x *= 0.83666f;
actor->position_speed.z *= 0.83666f;
if (distance < 1.0f) {
speed_x = ABS(actor->position_speed.x);
if (speed_x < 1.0f) {
speed_z = ABS(actor->position_speed.z);
if (speed_z < 1.0f) {
ball->unk208 |= 2;
ball->ball_pipe.attribute.pipe.height = 20;
ball->ball_pipe.attribute.pipe.radius = 18;
actor->status_data.weight = MASSTYPE_HEAVY;
actor->speed = 0.0f;
return;
}
}
}
} else {
mRlib_Get_norm_Clif(actor, &norm);
add_calc0(&ball->ball_y, 0.5f, 100.0f);
}
if (!F32_IS_ZERO(norm.x) || !F32_IS_ZERO(norm.z)) {
if (Math3d_normalizeXyz_t(&norm)) {
actor->position_speed.x += 1.35f * norm.x;
actor->position_speed.z += 1.35f * norm.z;
mRlib_spdXZ_to_spdF_Angle(&actor->position_speed, &ball->ball_max_speed, &actor->world.angle.y);
ball->ball_max_speed = (ball->ball_max_speed < 8.0f) ? ball->ball_max_speed : 8.0f;
ball->ball_acceleration = 0.05f;
}
} else {
ball->ball_max_speed = 0.0f;
ball->ball_acceleration = 0.06f;
}
actor->max_velocity_y = -20.0f;
actor->gravity = 0.3f;
ball->ball_speed = actor->speed;
if ((actor->bg_collision_check.result.is_in_water) || (actor->bg_collision_check.result.unit_attribute) == 11) {
if (actor->bg_collision_check.result.on_ground != 0) {
aBALL_process_ground_water_init(actor, game);
} else {
ball->unk206 = 0;
aBALL_process_air_water_init(actor, game);
}
} else if (actor->bg_collision_check.result.on_ground == 0) {
ball->unk206 = 0;
aBALL_process_air_init(actor, game);
return;
}
if (!(game->frame_counter & 7) && (actor->bg_collision_check.result.unit_attribute) == 9) {
if (actor->speed > 1.0f) {
if (actor->speed > 4.0f) {
effect_type = 1;
} else {
effect_type = 0;
}
Common_Get(clip).effect_clip->effect_make_proc(0x33, actor->world.position, 1, actor->world.angle.y, game,
actor->npc_id, 0, effect_type);
}
}
}
void aBALL_set_spd_relations_in_water(ACTOR* actor, GAME* game) {
static s16 angl_add_table[] = {
0x100,
0x400,
};
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
xyz_t pos_flow;
f32 height;
s16 angle;
int apply_angle;
height = mCoBG_GetWaterHeight_File(actor->world.position, "ac_ball.c", 0x361);
add_calc0(&ball->ball_y, 0.5f, 100.0f);
mCoBG_GetWaterFlow(&pos_flow, actor->bg_collision_check.result.unit_attribute);
angle = atans_table(pos_flow.z, pos_flow.x);
apply_angle = ABS((s16)(actor->world.angle.y - angle));
chase_angle(&actor->world.angle.y, angle, angl_add_table[apply_angle > 0x4000]);
if (actor->world.position.y < height) {
actor->max_velocity_y = 1.0f;
} else {
actor->max_velocity_y = -1.0f;
}
if (ball->timer < 0x20) {
if (!(game->frame_counter & 3) && (ball->timer < 0x10) || !(game->frame_counter & 7)) {
Common_Get(clip).effect_clip->effect_make_proc(0x45, actor->world.position, 1, actor->world.angle.y, game,
actor->npc_id, 1, 0);
}
ball->timer++;
}
actor->gravity = 0.1f;
ball->ball_max_speed = 1.0f;
ball->ball_acceleration = 0.1f;
}
void aBALL_process_air_water_init(ACTOR* actor, GAME*) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
actor->shape_info.draw_shadow = 0;
ball->process_proc = aBALL_process_air_water;
}
void aBALL_process_air_water(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
f32 ball_speed;
aBALL_set_spd_relations_in_water(actor, game);
add_calc0(&ball->ball_y, 0.5f, 100.0f);
ball_speed = ball->ball_speed;
ball_speed -= 0.5f;
if (ball_speed < 0.0f) {
ball_speed = 0.0f;
}
ball->ball_speed = ball_speed;
if (Common_Get(clip).gyo_clip != NULL) {
Common_Get(clip).gyo_clip->ballcheck_gyoei_proc(&actor->world.position, 20.0f, 1);
}
if (actor->bg_collision_check.result.on_ground) {
if (actor->bg_collision_check.result.is_in_water) {
aBALL_process_ground_water_init(actor, game);
} else if (actor->bg_collision_check.result.unit_attribute != 11) {
aBALL_process_ground_init(actor, game);
}
} else if (!actor->bg_collision_check.result.is_in_water) {
aBALL_process_air_init(actor, game);
}
}
void aBALL_process_ground_water_init(ACTOR* actor, GAME*) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
actor->shape_info.draw_shadow = 0;
ball->timer = 0;
ball->process_proc = aBALL_process_ground_water;
}
void aBALL_process_ground_water(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
u32 currentUT;
xyz_t* pos;
f32 height;
currentUT = actor->bg_collision_check.result.unit_attribute;
aBALL_set_spd_relations_in_water(actor, game);
ball->ball_speed = actor->speed;
if (Common_Get(clip).gyo_clip != NULL) {
Common_Get(clip).gyo_clip->ballcheck_gyoei_proc(&actor->world.position, 20.0f, 1);
}
if (actor->bg_collision_check.result.on_ground) {
if (!(actor->bg_collision_check.result.is_in_water) && (currentUT != 11) && currentUT != 22) {
aBALL_process_ground_init(actor, game);
}
} else if (!ball->actor_class.bg_collision_check.result.is_in_water) {
aBALL_process_air_init(actor, game);
} else {
aBALL_process_air_water_init(actor, game);
}
if (currentUT == 11 || currentUT == 22) {
pos = &ball->bgpos;
actor->world.position.y += (0.5f * pos->y);
if (currentUT == 22) {
height = ABS(pos->y);
if (height < 1.0f) {
aBALL_process_ground_init(actor, game);
}
}
}
}
void aBALL_calc_axis(ACTOR* actor) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
s16 angle;
f32 speed_fact;
angle = (actor->speed * 434.81952f);
if (ball->process_proc == aBALL_process_air_water || ball->process_proc == aBALL_process_ground_water) {
speed_fact = ((-1.0f) - actor->position_speed.y) / (-2.0f);
angle *= sin_s(DEG2SHORT_ANGLE2(30.0f + (60.0f * speed_fact)));
}
mRlib_Roll_Matrix_to_s_xyz(actor, &ball->angle, angle);
}
int aBALL_player_angle_distance_check(ACTOR* actor, PLAYER_ACTOR* player) {
f32 distance;
s16 angle;
int abs_angle;
distance = search_position_distance(&actor->world.position, &player->actor_class.world.position);
angle = player->actor_class.shape_info.rotation.y -
search_position_angleY(&player->actor_class.world.position, &actor->world.position);
if (distance < 60.0f) {
abs_angle = ABS(angle);
if (abs_angle < 0x2000) {
return 1;
}
}
return 0;
}
void aBALL_status_check(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
PLAYER_ACTOR* player;
PLAYER_ACTOR* player2;
int i;
if (ball->unk208 & 4) {
player = GET_PLAYER_ACTOR(play);
ball->unk208 &= ~4;
if (aBALL_player_angle_distance_check(actor, player) || F32_IS_ZERO(actor->speed)) {
actor->world.angle.y = player->actor_class.shape_info.rotation.y;
actor->speed = 2.0f;
actor->position_speed.y = 4.5f;
if (ball->unk208 & 2) {
ball->ball_pipe.attribute.pipe.height = 30;
ball->ball_pipe.attribute.pipe.radius = 13;
ball->unk208 &= ~2;
actor->status_data.weight = 0x64;
}
}
}
if (ball->unk208 & 8) {
ball->unk208 &= ~8;
if (!(ball->unk208 & 2)) {
player2 = GET_PLAYER_ACTOR(play);
if (aBALL_player_angle_distance_check(actor, player2) || F32_IS_ZERO(actor->speed)) {
actor->world.angle.y = player2->actor_class.shape_info.rotation.y + 0x2000;
actor->speed = 4.5f;
actor->position_speed.y = 3.0f;
}
}
}
if (!(ball->unk208 & 1)) {
if (actor->bg_collision_check.result.is_in_water) {
sAdo_OngenTrgStart(0x27, &actor->world.position);
ball->unk208 |= 1;
if (Common_Get(clip).gyo_clip != NULL) {
Common_Get(clip).gyo_clip->ballcheck_gyoei_proc(&actor->world.position, 20.0f, 0);
}
ball->ball_pipe.attribute.pipe.height = 10;
Common_Get(clip).effect_clip->effect_make_proc(0x3A, actor->world.position, 1, 0, game, actor->npc_id, 1,
0);
for (i = 2; i < 6; i++) {
Common_Get(clip).effect_clip->effect_make_proc(0x3B, actor->world.position, 1, actor->world.angle.y,
game, actor->npc_id, 0, i | FTR1_START);
}
}
}
}
void aBALL_actor_move(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
GAME_PLAY* play = (GAME_PLAY*)game;
aBALL_House_Tree_Rev_Check(ball);
if (!(actor->state_bitfield & 0x40)) {
if (actor->bg_collision_check.result.is_in_water || (ball->unk208 & 2)) {
Actor_delete(actor);
}
if (actor->speed == 0.0f) {
return;
}
}
Common_Set(ball_pos, actor->world.position);
aBALL_position_move(ball);
ball->process_proc(actor, game);
aBALL_BGcheck(ball);
aBALL_OBJcheck(ball, game);
CollisionCheck_Uty_ActorWorldPosSetPipeC(&ball->actor_class, &ball->ball_pipe);
CollisionCheck_setOC(game, &play->collision_check, &ball->ball_pipe.collision_obj);
aBALL_calc_axis(actor);
aBALL_status_check(actor, game);
}
void aBALL_actor_draw(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
GRAPH* graph;
Gfx* gfx;
graph = game->graph;
OPEN_DISP(graph);
gfx = NOW_POLY_OPA_DISP;
Matrix_translate(0.0f, ball->ball_y, 0.0f, 1);
Matrix_rotateXYZ(ball->angle.x, ball->angle.y, ball->angle.z, 1);
gDPPipeSync(gfx++);
gSPMatrix(gfx++, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, ball_model_tbl[ball->type]);
NOW_POLY_OPA_DISP = gfx;
CLOSE_DISP(graph);
}
+3 -3
View File
@@ -68,8 +68,8 @@ static void aHNW_actor_ct(ACTOR* actor, GAME* game) {
cKF_SkeletonInfo_R_ct(keyframe, &cKF_bs_r_hnw, NULL, haniwa->keyframe_work_area, haniwa->keyframe_morph_area);
pipe = &haniwa->col_pipe;
ClObjPipe_ct((GAME_PLAY*)game, pipe);
ClObjPipe_set5((GAME_PLAY*)game, pipe, actor, &AcHaniwaCoInfoData);
ClObjPipe_ct(game, pipe);
ClObjPipe_set5(game, pipe, actor, &AcHaniwaCoInfoData);
CollisionCheck_Status_set3(&haniwa->actor_class.status_data, &AcHaniwaStatusData);
{
@@ -91,7 +91,7 @@ static void aHNW_actor_dt(ACTOR* actor, GAME* game) {
}
cKF_SkeletonInfo_R_dt(&haniwa->keyframe);
ClObjPipe_dt(play, &haniwa->col_pipe);
ClObjPipe_dt(game, &haniwa->col_pipe);
}
#include "../src/ac_haniwa_move.c_inc"
+1 -1
View File
@@ -804,7 +804,7 @@ static void aHNW_actor_move(ACTOR* actor, GAME* game) {
(*haniwa->action_proc)((ACTOR*)haniwa, game);
aHNW_common_process(actor, game);
CollisionCheck_Uty_ActorWorldPosSetPipeC(actor, &haniwa->col_pipe);
CollisionCheck_setOC(play, &play->collision_check, &haniwa->col_pipe.collision_obj);
CollisionCheck_setOC(game, &play->collision_check, &haniwa->col_pipe.collision_obj);
Actor_world_to_eye(actor, 50.0f);
}
+4 -4
View File
@@ -24,15 +24,15 @@ static ClObjPipeData_c Ac_Sample_OcInfoData_forStand = {
static void Ac_Sample_ct_forCorect(ACTOR* actor, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
SAMPLE_ACTOR* sample = (SAMPLE_ACTOR*)actor;
ClObjPipe_ct(play, &sample->stand);
ClObjPipe_set5(play, &sample->stand, (ACTOR*)actor, &Ac_Sample_OcInfoData_forStand);
ClObjPipe_ct(game, &sample->stand);
ClObjPipe_set5(game, &sample->stand, (ACTOR*)actor, &Ac_Sample_OcInfoData_forStand);
}
static void Ac_Sample_Excute_Corect(SAMPLE_ACTOR* actor, GAME_PLAY* play) {
ClObjPipe_c* stand = &actor->stand;
CollisionCheck_Uty_ActorWorldPosSetPipeC((ACTOR*)actor, stand);
CollisionCheck_setOC(play, &play->collision_check, (ClObj_c*)stand);
CollisionCheck_setOC(&play->game, &play->collision_check, (ClObj_c*)stand);
}
static void Ac_Sample_Actor_dt(ACTOR* actor, GAME* game) {
@@ -43,7 +43,7 @@ static void Ac_Sample_Actor_dt(ACTOR* actor, GAME* game) {
}
cKF_SkeletonInfo_R_dt(keyframe);
ClObjPipe_dt((GAME_PLAY*)game, &sample->stand);
ClObjPipe_dt(game, &sample->stand);
}
static void Ac_Sample_Animation_Base(SAMPLE_ACTOR* actor) {
+98 -96
View File
@@ -16,7 +16,7 @@ void CollisionCheck_workTrisElemCenter(ClObjTrisElem_c* tri, xyz_t* vec)
(1.0f / 3.0f);
}
int ClObj_ct(GAME_PLAY* play, ClObj_c* cl)
int ClObj_ct(GAME* game, ClObj_c* cl)
{
static ClObj_c clobj_default = {NULL, NULL, 0, 0, 3};
@@ -25,12 +25,12 @@ int ClObj_ct(GAME_PLAY* play, ClObj_c* cl)
return 1;
}
int ClObj_dt(GAME_PLAY*, ClObj_c*)
int ClObj_dt(GAME*, ClObj_c*)
{
return 1;
}
int ClObj_set4(GAME_PLAY*, ClObj_c* cl, ACTOR* actor, ClObjData_c* data)
int ClObj_set4(GAME*, ClObj_c* cl, ACTOR* actor, ClObjData_c* data)
{
cl->owner_actor = actor;
@@ -41,7 +41,7 @@ int ClObj_set4(GAME_PLAY*, ClObj_c* cl, ACTOR* actor, ClObjData_c* data)
return 1;
}
void ClObj_OCClear(GAME_PLAY *, ClObj_c* cl)
void ClObj_OCClear(GAME *, ClObj_c* cl)
{
cl->collision_flags0 &= ~2;
@@ -65,37 +65,37 @@ int ClObjElem_set(ClObjElem_c* elem, ClObjElemData_c* data)
return 1;
}
void ClObjElem_OCClear(GAME_PLAY*, ClObjElem_c* elem)
void ClObjElem_OCClear(GAME*, ClObjElem_c* elem)
{
elem->flags &= ~2;
}
int ClObjJntSphElem_OCClear(GAME_PLAY* play, ClObjJntSphElem_c* col)
int ClObjJntSphElem_OCClear(GAME* game, ClObjJntSphElem_c* col)
{
ClObjElem_OCClear(play, &col->element);
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjElem_OCClear(game, &col->element);
return 1;
}
int ClObjJntSph_OCClear(GAME_PLAY* play, ClObj_c* cl)
int ClObjJntSph_OCClear(GAME* game, ClObj_c* cl)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjJntSph_c* jntsph = (ClObjJntSph_c*)cl;
ClObjJntSphElem_c* elem;
ClObj_OCClear(play, &jntsph->collision_obj);
ClObj_OCClear(game, &jntsph->collision_obj);
for (elem = jntsph->elements; elem < &jntsph->elements[jntsph->count]; elem++)
{
ClObjJntSphElem_OCClear(play, elem);
ClObjJntSphElem_OCClear(game, elem);
}
return 1;
}
int ClObjPipeAttr_ct(GAME_PLAY* play, ClObjPipeAttr_c* attribute)
int ClObjPipeAttr_ct(GAME* game, ClObjPipeAttr_c* attribute)
{
static ClObjPipeAttr_c default_pipe_attr = {0, 0, 0};
@@ -105,13 +105,13 @@ int ClObjPipeAttr_ct(GAME_PLAY* play, ClObjPipeAttr_c* attribute)
return 1;
}
int ClObjPipeAttr_dt(GAME_PLAY*, ClObjPipeAttr_c*)
int ClObjPipeAttr_dt(GAME*, ClObjPipeAttr_c*)
{
return 1;
}
int ClObjPipeAttr_set(GAME_PLAY* play, ClObjPipeAttr_c* dst, ClObjPipeAttr_c* src)
int ClObjPipeAttr_set(GAME* game, ClObjPipeAttr_c* dst, ClObjPipeAttr_c* src)
{
*dst = *src;
@@ -119,47 +119,47 @@ int ClObjPipeAttr_set(GAME_PLAY* play, ClObjPipeAttr_c* dst, ClObjPipeAttr_c* sr
return 1;
}
int ClObjPipe_ct(GAME_PLAY* play, ClObjPipe_c* pipe)
int ClObjPipe_ct(GAME* game, ClObjPipe_c* pipe)
{
ClObj_ct(play, &pipe->collision_obj);
GAME_PLAY* play = (GAME_PLAY*)game;
ClObj_ct(game, &pipe->collision_obj);
ClObjElem_ct(&pipe->element);
ClObjPipeAttr_ct(play, &pipe->attribute);
ClObjPipeAttr_ct(game, &pipe->attribute);
return 1;
}
int ClObjPipe_dt(GAME_PLAY* play, ClObjPipe_c* pipe)
int ClObjPipe_dt(GAME* game, ClObjPipe_c* pipe)
{
ClObj_dt(play, &pipe->collision_obj);
ClObjPipeAttr_dt(play, &pipe->attribute);
GAME_PLAY* play = (GAME_PLAY*)game;
ClObj_dt(game, &pipe->collision_obj);
ClObjPipeAttr_dt(game, &pipe->attribute);
return 1;
}
int ClObjPipe_set5(GAME_PLAY* play, ClObjPipe_c* pipe, ACTOR* owner, ClObjPipeData_c* data)
int ClObjPipe_set5(GAME* game, ClObjPipe_c* pipe, ACTOR* owner, ClObjPipeData_c* data)
{
ClObj_set4(play, &pipe->collision_obj, owner, &data->collision_data);
GAME_PLAY* play = (GAME_PLAY*)game;
ClObj_set4(game, &pipe->collision_obj, owner, &data->collision_data);
ClObjElem_set(&pipe->element, &data->element_data);
ClObjPipeAttr_set(play, &pipe->attribute, (ClObjPipeAttr_c *)&data->attribute_data);
ClObjPipeAttr_set(game, &pipe->attribute, (ClObjPipeAttr_c *)&data->attribute_data);
return 1;
}
int ClObjPipe_OCClear(GAME_PLAY* play, ClObj_c* cl)
int ClObjPipe_OCClear(GAME* game, ClObj_c* cl)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjPipe_c* pipe = (ClObjPipe_c *)cl;
ClObj_OCClear(play, &pipe->collision_obj);
ClObjElem_OCClear(play, &pipe->element);
ClObj_OCClear(game, &pipe->collision_obj);
ClObjElem_OCClear(game, &pipe->element);
return 1;
}
int ClObjTrisElemAttr_ct(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
int ClObjTrisElemAttr_ct(GAME* game, ClObjTrisElemAttr_c *tris)
{
static ClObjTrisElemAttr_c default_clobjtriselem_attr = {
@@ -170,13 +170,13 @@ int ClObjTrisElemAttr_ct(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
return 1;
}
int ClObjTrisElemAttr_dt(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
int ClObjTrisElemAttr_dt(GAME* game, ClObjTrisElemAttr_c *tris)
{
return 1;
}
int ClObjTrisElemAttr_set(GAME_PLAY* play, ClObjTrisElemAttr_c* tris, ClObjTrisElemAttrData_c* data)
int ClObjTrisElemAttr_set(GAME* game, ClObjTrisElemAttr_c* tris, ClObjTrisElemAttrData_c* data)
{
xyz_t* dst;
@@ -197,60 +197,60 @@ int ClObjTrisElemAttr_set(GAME_PLAY* play, ClObjTrisElemAttr_c* tris, ClObjTrisE
return 1;
}
int ClObjTrisElem_ct(GAME_PLAY* play, ClObjTrisElem_c* tris)
int ClObjTrisElem_ct(GAME* game, ClObjTrisElem_c* tris)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjElem_ct(&tris->element);
ClObjTrisElemAttr_ct(play, &tris->attribute);
ClObjTrisElemAttr_ct(game, &tris->attribute);
return 1;
}
int ClObjTrisElem_dt(GAME_PLAY* play, ClObjTrisElem_c* tris)
int ClObjTrisElem_dt(GAME* game, ClObjTrisElem_c* tris)
{
ClObjTrisElemAttr_dt(play, &tris->attribute);
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjTrisElemAttr_dt(game, &tris->attribute);
return 1;
}
int ClObjTrisElem_set(GAME_PLAY* play, ClObjTrisElem_c* tris, ClObjTrisElemData_c* data)
int ClObjTrisElem_set(GAME* game, ClObjTrisElem_c* tris, ClObjTrisElemData_c* data)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjElem_set(&tris->element, &data->element);
ClObjTrisElemAttr_set(play, &tris->attribute, &data->data);
ClObjTrisElemAttr_set(game, &tris->attribute, &data->data);
return 1;
}
int ClObjTrisElem_OCClear(GAME_PLAY* play, ClObjTrisElem_c* tris)
int ClObjTrisElem_OCClear(GAME* game, ClObjTrisElem_c* tris)
{
ClObjElem_OCClear(play, &tris->element);
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjElem_OCClear(game, &tris->element);
return 1;
}
int ClObjTris_ct(GAME_PLAY* play, ClObjTris_c* tris)
int ClObjTris_ct(GAME* game, ClObjTris_c* tris)
{
ClObj_ct(play, &tris->collision_obj);
GAME_PLAY* play = (GAME_PLAY*)game;
ClObj_ct(game, &tris->collision_obj);
tris->count = 0;
tris->elements = NULL;
return 1;
}
int ClObjTris_dt_nzf(GAME_PLAY *play, ClObjTris_c *tris)
int ClObjTris_dt_nzf(GAME* game, ClObjTris_c *tris)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjTrisElem_c *element;
ClObj_dt(play, &tris->collision_obj);
ClObj_dt(game, &tris->collision_obj);
for (element = tris->elements; element < &tris->elements[tris->count]; element++)
{
ClObjTrisElem_dt(play, element);
ClObjTrisElem_dt(game, element);
}
tris->count = 0;
tris->elements = NULL;
@@ -258,14 +258,14 @@ int ClObjTris_dt_nzf(GAME_PLAY *play, ClObjTris_c *tris)
return 1;
}
int ClObjTris_set5_nzm(GAME_PLAY* play, ClObjTris_c* tris, ACTOR* actor, ClObjTrisData_c* data,
int ClObjTris_set5_nzm(GAME* game, ClObjTris_c* tris, ACTOR* actor, ClObjTrisData_c* data,
ClObjTrisElem_c *elem)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjTrisElem_c* element;
ClObjTrisElemData_c* elementData;
ClObj_set4(play, &tris->collision_obj, actor, &data->data);
ClObj_set4(game, &tris->collision_obj, actor, &data->data);
tris->count = data->count;
tris->elements = elem;
@@ -273,40 +273,42 @@ int ClObjTris_set5_nzm(GAME_PLAY* play, ClObjTris_c* tris, ACTOR* actor, ClObjTr
for (element = tris->elements, elementData = data->elem_data;
element < &tris->elements[tris->count]; element++, elementData++)
{
ClObjTrisElem_ct(play, element);
ClObjTrisElem_set(play, element, elementData);
ClObjTrisElem_ct(game, element);
ClObjTrisElem_set(game, element, elementData);
}
return 1;
}
int ClObjTris_OCClear(GAME_PLAY* play, ClObj_c* cl)
int ClObjTris_OCClear(GAME* game, ClObj_c* cl)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjTris_c* tris = (ClObjTris_c*)cl;
ClObjTrisElem_c* element;
ClObj_OCClear(play, &tris->collision_obj);
ClObj_OCClear(game, &tris->collision_obj);
for (element = tris->elements; element < &tris->elements[tris->count]; element++)
{
ClObjTrisElem_OCClear(play, element);
ClObjTrisElem_OCClear(game, element);
}
return 1;
}
void CollisionCheck_ct(GAME_PLAY* play, CollisionCheck_c* col)
void CollisionCheck_ct(GAME* game, CollisionCheck_c* col)
{
GAME_PLAY* play = (GAME_PLAY*)game;
col->flags = 0;
CollisionCheck_clear(play, col);
CollisionCheck_clear(game, col);
}
void CollisionCheck_dt(GAME_PLAY* play, CollisionCheck_c* col)
void CollisionCheck_dt(GAME* game, CollisionCheck_c* col)
{
}
void CollisionCheck_clear(GAME_PLAY* play, CollisionCheck_c* col)
void CollisionCheck_clear(GAME* game, CollisionCheck_c* col)
{
ClObj_c** clp;
@@ -350,9 +352,9 @@ CollisionOCClear OCCClearFunctionTable[ClObj_TYPE_NUM] = {
NULL, NULL, ClObjTris_OCCClear};
int CollisionCheck_setOC(GAME_PLAY* play, CollisionCheck_c* col, ClObj_c* cl)
int CollisionCheck_setOC(GAME* game, CollisionCheck_c* col, ClObj_c* cl)
{
GAME_PLAY* play = (GAME_PLAY*)game;
int ret;
if (_Game_play_isPause(play) == 1)
@@ -361,7 +363,7 @@ int CollisionCheck_setOC(GAME_PLAY* play, CollisionCheck_c* col, ClObj_c* cl)
}
else
{
OCClearFunctionTable[cl->collision_type](play, cl);
OCClearFunctionTable[cl->collision_type](game, cl);
if ((cl->owner_actor != NULL) && (cl->owner_actor->mv_proc == NULL))
{
@@ -553,7 +555,7 @@ void CollisionCheck_setOC_HitInfo(ClObj_c* col1, ClObjElem_c* colelem1, xyz_t* p
}
}
void CollisionCheck_OC_JntSph_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* check, ClObj_c* col1,
void CollisionCheck_OC_JntSph_Vs_JntSph(GAME* game, CollisionCheck_c* check, ClObj_c* col1,
ClObj_c* col2)
{
@@ -599,7 +601,7 @@ void CollisionCheck_OC_JntSph_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* check
}
}
void CollisionCheck_OC_JntSph_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* check, ClObj_c* col1,
void CollisionCheck_OC_JntSph_Vs_Pipe(GAME* game, CollisionCheck_c* check, ClObj_c* col1,
ClObj_c* col2)
{
@@ -639,14 +641,14 @@ void CollisionCheck_OC_JntSph_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* check,
}
}
void CollisionCheck_OC_Pipe_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col1,
void CollisionCheck_OC_Pipe_Vs_JntSph(GAME* game, CollisionCheck_c* colcheck, ClObj_c* col1,
ClObj_c* col2)
{
CollisionCheck_OC_JntSph_Vs_Pipe(play, colcheck, col2, col1);
GAME_PLAY* play = (GAME_PLAY*)game;
CollisionCheck_OC_JntSph_Vs_Pipe(game, colcheck, col2, col1);
}
void CollisionCheck_OC_Pipe_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col1,
void CollisionCheck_OC_Pipe_Vs_Pipe(GAME* game, CollisionCheck_c* colcheck, ClObj_c* col1,
ClObj_c* col2)
{
@@ -697,9 +699,9 @@ int CollisionCheck_Check2ClObjNoOC(ClObj_c* col1, ClObj_c* col2)
void CollisionCheck_OC(GAME_PLAY* play, CollisionCheck_c* colcheck)
void CollisionCheck_OC(GAME* game, CollisionCheck_c* colcheck)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObj_c** col1p;
ClObj_c** col2p;
CollisionOCFunction current;
@@ -727,13 +729,13 @@ void CollisionCheck_OC(GAME_PLAY* play, CollisionCheck_c* colcheck)
continue;
}
current(play, colcheck, *col1p, *col2p);
current(game, colcheck, *col1p, *col2p);
}
}
CollisionCheck_OCC(play, colcheck);
CollisionCheck_OCC(game, colcheck);
}
void CollisionCheck_setOCC_HitInfo(GAME_PLAY* play, ClObj_c* col1, ClObjTrisElem_c* elem1, xyz_t* pos1,
void CollisionCheck_setOCC_HitInfo(GAME* game, ClObj_c* col1, ClObjTrisElem_c* elem1, xyz_t* pos1,
ClObj_c* col2, ClObjElem_c* elem2, xyz_t* pos2, xyz_t* pos3)
{
@@ -746,10 +748,10 @@ void CollisionCheck_setOCC_HitInfo(GAME_PLAY* play, ClObj_c* col1, ClObjTrisElem
}
void CollisionCheck_OCC_Tris_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObjTris_c* tris,
void CollisionCheck_OCC_Tris_Vs_JntSph(GAME* game, CollisionCheck_c* colcheck, ClObjTris_c* tris,
ClObjJntSph_c* jntsph)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjTrisElem_c* triselem;
ClObjJntSphElem_c* jntsphelem;
xyz_t pos;
@@ -776,7 +778,7 @@ void CollisionCheck_OCC_Tris_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colche
xyz_t_move_s_xyz(&sphpos, &jntsphelem->attribute.s2.center);
CollisionCheck_workTrisElemCenter(triselem, &trispos);
CollisionCheck_setOCC_HitInfo(play, &tris->collision_obj, triselem, &trispos, &jntsph->collision_obj, &jntsphelem->element,
CollisionCheck_setOCC_HitInfo(game, &tris->collision_obj, triselem, &trispos, &jntsph->collision_obj, &jntsphelem->element,
&sphpos, &pos);
}
}
@@ -785,9 +787,9 @@ void CollisionCheck_OCC_Tris_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colche
}
void CollisionCheck_OCC_Tris_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObjTris_c* tris, ClObjPipe_c* pipe)
void CollisionCheck_OCC_Tris_Vs_Pipe(GAME* game, CollisionCheck_c* colcheck, ClObjTris_c* tris, ClObjPipe_c* pipe)
{
GAME_PLAY* play = (GAME_PLAY*)game;
ClObjTrisElem_c* triselem;
xyz_t pos;
xyz_t pipepos;
@@ -809,7 +811,7 @@ void CollisionCheck_OCC_Tris_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck
CollisionCheck_workTrisElemCenter(triselem, &trispos);
xyz_t_move_s_xyz(&pipepos, &pipe->attribute.pipe.center);
CollisionCheck_setOCC_HitInfo(play, &tris->collision_obj, triselem, &trispos, &pipe->collision_obj, &pipe->element, &pipepos, &pos);
CollisionCheck_setOCC_HitInfo(game, &tris->collision_obj, triselem, &trispos, &pipe->collision_obj, &pipe->element, &pipepos, &pos);
break;
}
}
@@ -822,7 +824,7 @@ int CollisionCheck_Check1ClObjNoOCC(ClObj_c* col)
return col->collision_flags1 >> 1 & 1 ^ 1;
}
void CollisionCheck_OCC(GAME_PLAY* play, CollisionCheck_c* colcheck)
void CollisionCheck_OCC(GAME* game, CollisionCheck_c* colcheck)
{
@@ -863,12 +865,12 @@ void CollisionCheck_OCC(GAME_PLAY* play, CollisionCheck_c* colcheck)
continue;
}
current(play, colcheck, *col1p, *col2p);
current(game, colcheck, *col1p, *col2p);
}
}
}
int ClObjTrisElem_OCCClear(GAME_PLAY* play, ClObjTrisElem_c* triselem)
int ClObjTrisElem_OCCClear(GAME* game, ClObjTrisElem_c* triselem)
{
triselem->attribute.t.x = 0.0f;
@@ -877,33 +879,33 @@ int ClObjTrisElem_OCCClear(GAME_PLAY* play, ClObjTrisElem_c* triselem)
return 1;
}
int ClObj_OCCClear(GAME_PLAY* play, ClObj_c* col)
int ClObj_OCCClear(GAME* game, ClObj_c* col)
{
col->collided_actor = NULL;
col->collision_flags1 &= ~4;
}
int ClObjTris_OCCClear(GAME_PLAY* play, ClObj_c* col)
int ClObjTris_OCCClear(GAME* game, ClObj_c* col)
{
ClObjTris_c* tris = (ClObjTris_c*)col;
ClObjTrisElem_c* triselem;
ClObj_OCCClear(play, &tris->collision_obj);
ClObj_OCCClear(game, &tris->collision_obj);
for (triselem = tris->elements; triselem < &tris->elements[tris->count]; triselem++)
{
ClObjTrisElem_OCCClear(play, triselem);
ClObjTrisElem_OCCClear(game, triselem);
}
return 1;
}
int CollisionCheck_setOCC(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col)
int CollisionCheck_setOCC(GAME* game, CollisionCheck_c* colcheck, ClObj_c* col)
{
GAME_PLAY* play = (GAME_PLAY*)game;
int ret;
if (_Game_play_isPause(play) == 1)
@@ -918,7 +920,7 @@ int CollisionCheck_setOCC(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c*
return -1;
}
OCCClearFunctionTable[col->collision_type](play, col);
OCCClearFunctionTable[col->collision_type](game, col);
if ((col->owner_actor != NULL) && (col->owner_actor->mv_proc == NULL))
{
+4 -4
View File
@@ -387,7 +387,7 @@ void play_cleanup(GAME* game){
play->submenu.mode = 0;
PreRender_cleanup(&play->prerender);
CollisionCheck_dt(play, &play->collision_check);
CollisionCheck_dt(&play->game, &play->collision_check);
if(play->fb_mode == 3){
fbdemo_cleanup(&fbdemo);
@@ -455,7 +455,7 @@ void play_init(GAME* game){
initView(&play->view, graph);
Init_Camera2(play);
CollisionCheck_ct(play, &play->collision_check);
CollisionCheck_ct(&play->game, &play->collision_check);
mCoBG_InitMoveBgData();
mCoBG_InitBlockBgCheckMode();
@@ -554,9 +554,9 @@ void Game_play_move_fbdemo_not_move(GAME_PLAY* play){
play->game_frame++;
mVibctl_clr_force_stop(2);
play->game.doing_point = 7;
CollisionCheck_OC(play, &play->collision_check);
CollisionCheck_OC(&play->game, &play->collision_check);
play->game.doing_point = 8;
CollisionCheck_clear(play, &play->collision_check);
CollisionCheck_clear(&play->game, &play->collision_check);
play->game.doing_point = 9;
play->game.doing_point = 0;
play->game.doing_point_specific = 0x90;
+1 -1
View File
@@ -19,7 +19,7 @@ float fqrand(void){
return *(float*)&__qrand_itemp - 1.0f;
}
double fqrand2(void){
float fqrand2(void){
__qrand_idum = __qrand_idum * 0x19660D + 0x3C6EF35F;
__qrand_itemp = __qrand_idum >> 9 | 0x3F800000;
return *(float*)&__qrand_itemp - 1.5f;