#include "m_roll_lib.h" #include "ac_snowman.h" #include "m_collision_bg.h" #include "m_common_data.h" #include "m_demo.h" #include "m_field_info.h" #include "m_name_table.h" #include "m_npc.h" #include "m_play.h" #include "m_player_lib.h" #include "sys_matrix.h" extern void mRlib_spdXZ_to_spdF_Angle(xyz_t* speed_vec, f32* speedf, s16* angle_y_s) { f32 x = speed_vec->x; f32 z = speed_vec->z; speedf[0] = sqrtf(x * x + z * z); angle_y_s[0] = atans_table(z, x); } extern void mRlib_spdF_Angle_to_spdXZ(xyz_t* speed_vec, f32* speedf, s16* angle_y_s) { speed_vec->x = sin_s(angle_y_s[0]) * speedf[0]; speed_vec->z = cos_s(angle_y_s[0]) * speedf[0]; } extern int mRlib_position_move_for_sloop(ACTOR* actor, s_xyz* slope_angle) { if (actor->bg_collision_check.result.on_ground && (slope_angle->x != 0 || slope_angle->z != 0)) { f32 x = (actor->position_speed.x * ABS(cos_s(slope_angle->z))); // duplicates cos_s call (3x) f32 y = actor->position_speed.y; f32 z = (actor->position_speed.z * ABS(cos_s(slope_angle->x))); // duplicates cos_s call (3x) actor->world.position.x += x * 0.5f + actor->status_data.collision_vec.x; actor->world.position.y += y * 0.5f + actor->status_data.collision_vec.y; actor->world.position.z += z * 0.5f + actor->status_data.collision_vec.z; return TRUE; } else { Actor_position_move(actor); return FALSE; } } extern int mRlib_Get_norm_Clif(ACTOR* actor, xyz_t* normal_vec) { s16 angles[2]; if (mCoBG_CheckAttribute_BallRolling(angles, &actor->world.position)) { int i; for (i = 0; i < 2; i++) { f32 percent = mCoBG_CheckBallRollingArea(angles[i], &actor->world.position); if (percent > 0.0f && percent < 0.5f) { xyz_t rot; s16 angle = angles[i] + DEG2SHORT_ANGLE(90.0f); xyz_t pos = *normal_vec; rot.x = sin_s(angle); rot.y = 0.0f; rot.z = cos_s(angle); Matrix_RotateVector((int)DEG2SHORT_ANGLE((0.5f - percent) * 80.0f), &rot, 0); Matrix_Position(&pos, normal_vec); return TRUE; } } } return FALSE; } extern void mRlib_Roll_Matrix_to_s_xyz(ACTOR* actor, s_xyz* rot, s16 angle) { MtxF matrix; xyz_t axis; axis.x = cos_s(actor->world.angle.y); axis.z = -sin_s(actor->world.angle.y); axis.y = 0.0f; Matrix_RotateVector(angle, &axis, 0); Matrix_rotateXYZ(rot->x, rot->y, rot->z, 1); Matrix_get(&matrix); Matrix_to_rotate2_new(&matrix, rot, 0); } extern s16 mRlib_Get_HitWallAngleY(ACTOR* actor) { u16 angle = actor->bg_collision_check.wall_info[0].angleY; u16 angle2; s16 median; /* check if only hit one wall */ if (actor->bg_collision_check.result.hit_wall_count != 1) { angle2 = actor->bg_collision_check.wall_info[1].angleY; median = (angle + angle2) >> 1; if (ABS(angle - angle2) <= 0x8000) { return median; } else { median += 0x8000; return median; /* add 180 degrees */ } } return angle; } extern void mRlib_Station_step_modify_to_wall(ACTOR* actor) { s_xyz angle; mCoBG_GetBgY_AngleS_FromWpos(&angle, actor->world.position, 0.0f); if (angle.x >= DEG2SHORT_ANGLE(45.0f)) { f32 z; actor->bg_collision_check.result.hit_wall |= mCoBG_HIT_WALL | mCoBG_HIT_WALL_FRONT; /* force 'collision' with a wall in front of the actor */ z = mFI_UT_WORLDSIZE_Z_F + (f32)((int)(actor->world.position.z / mFI_UT_WORLDSIZE_Z_F) * mFI_UT_WORLDSIZE_Z); /* move to exactly one Z unit backwards (positive Z) */ actor->bg_collision_check.wall_info[0].angleY = DEG2SHORT_ANGLE(0.0f); actor->bg_collision_check.result.hit_wall_count = 1; actor->world.position.z = z; } } extern int mRlib_Set_Position_Check(ACTOR* actor) { int set; int bx; int bz; int ut_x; int ut_z; mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &ut_x, &ut_z, actor->world.position); /* check if the current unit is accessible by NPCs */ set = mNpc_CheckNpcSet(bx, bz, ut_x, ut_z); if (set == FALSE) { /* Since it isn't, try searching the 3x3 grid around the center unit for available spots */ int x_ofs; for (x_ofs = -1; x_ofs < 2; x_ofs++) { int z_ofs; for (z_ofs = -1; z_ofs < 2; z_ofs++) { if ( (x_ofs != 0 || z_ofs != 0) && (ut_x + x_ofs) < UT_X_NUM && (ut_x + x_ofs) > 0 && (ut_z + z_ofs) < UT_Z_NUM && (ut_z + z_ofs) > 0 ) { set = mNpc_CheckNpcSet(bx, bz, ut_x + x_ofs, ut_z + z_ofs); } if (set == TRUE) { /* found an accessible spot for an NPC/ACTOR, so use that */ f32 y_save = actor->world.position.y; mFI_BkandUtNum2CenterWpos(&actor->world.position, bx, bz, ut_x + x_ofs, ut_z + z_ofs); actor->world.position.y = y_save; return set; } } } } return set; } extern int mRlib_HeightGapCheck_And_ReversePos(ACTOR* actor) { if (mFI_GetPlayerWade() == mFI_WADE_INPROGRESS && mCoBG_ExistHeightGap_KeepAndNow_Detail(actor->world.position)) { if (mRlib_Set_Position_Check(actor) != FALSE) { actor->position_speed.y = 0.0f; } else { /* We couldn't find a valid unit in the 3x3 grid around the ACTOR's current unit */ int bx; int bz; int ut_x; int ut_z; mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &ut_x, &ut_z, actor->world.position); /* Check all units in the current block for any valid spot to move our ACTOR to, and move there if found */ if (mNpc_GetMakeUtNuminBlock_hard_area(&ut_x, &ut_z, bx, bz, 0)) { f32 y_save = actor->world.position.y; mFI_BkandUtNum2CenterWpos(&actor->world.position, bx, bz, ut_x, ut_z); actor->world.position.y = y_save; actor->position_speed.y = 0.0f; return TRUE; } return FALSE; /* no accessible unit in the entire block was found */ } } return TRUE; /* ACTOR was in a good location or was moved to one in the 3x3 unit grid around them */ } extern int mRlib_Hole_check(ACTOR* actor) { mActor_name_t* ut_fg_p = mFI_GetUnitFG(actor->world.position); // item underneath where the actor is if (ut_fg_p != NULL && ((ut_fg_p[0] >= HOLE_START && ut_fg_p[0] <= HOLE_END) || ut_fg_p[0] == HOLE_SHINE)) { return TRUE; // a hole item is under the actor } return FALSE; // item under the actor isn't a hole } extern int mRlib_Get_ground_norm_inHole(ACTOR* actor, xyz_t* normal, f32* dist, s16* angle_y, s16* angle_rate, f32 rate_mod) { if (mRlib_Hole_check(actor) != FALSE) { xyz_t center_pos; mFI_Wpos2UtCenterWpos(¢er_pos, actor->world.position); dist[0] = search_position_distance(&actor->world.position, ¢er_pos); // distance to center of hole angle_rate[0] = DEG2SHORT_ANGLE((dist[0] * 90.0f) * 0.0325f); angle_rate[0] = (int)(angle_rate[0] * rate_mod); angle_y[0] = atans_table(actor->world.position.z - center_pos.z, actor->world.position.x - center_pos.x); normal->x = (-cos_s(angle_rate[0])) * sin_s(angle_y[0]); normal->y = -sin_s(angle_rate[0]); normal->z = (-cos_s(angle_rate[0])) * cos_s(angle_y[0]); return TRUE; } else { dist[0] = 0.0f; return FALSE; } } static int mRlib_PSnowmanTouchCheck(const xyz_t* wpos) { if ( ABS(wpos->x) < mFI_UT_WORLDSIZE_X_F && ABS(wpos->z) < mFI_UT_WORLDSIZE_Z_F && ABS(wpos->y) < mFI_UNIT_BASE_SIZE_F ) { return TRUE; } return FALSE; } extern int mRlib_PSnowmanBreakCheck(ACTOR* actor, GAME_PLAY* play, f32* speed) { PLAYER_ACTOR* player = get_player_actor_withoutCheck(play); f32 actor_y_pos_save = actor->world.position.y; xyz_t pos_diff; /* Move actor to ground level for calc */ actor->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(actor->world.position, 0.0f); xyz_t_sub(&actor->world.position, &player->actor_class.world.position, &pos_diff); actor->world.position.y = actor_y_pos_save; // restore y position after calculation if (mRlib_PSnowmanTouchCheck(&pos_diff)) { if (Math3d_normalizeXyz_t(&pos_diff)) { xyz_t player_speed = player->actor_class.position_speed; f32 sq_dist = pos_diff.x * player_speed.x + pos_diff.z * player_speed.z; if (sq_dist > 0.0f) { speed[0] += sq_dist * 0.5f; } else { add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f); } if (speed[0] > 200.0f) { return TRUE; } } else { add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f); } } else { add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f); } return FALSE; } extern int mRlib_PSnowmanBreakNeckSwing(s16* head_angle_y, f32 f0, f32 scale) { if (f0 > 20.0f) { s16 rot_x; s16 rot_z; s16 angle; head_angle_y[0] += (s16)((f0 * 40.0f) * 0.5f); angle = head_angle_y[0] & 0x7000; rot_x = (f0 * 4.5f) * sin_s(angle); rot_z = (f0 * 4.5f) * cos_s(angle); Matrix_translate(0.0f, scale * -1400.0f, 0.0f, 1); // move to neck location? Matrix_rotateXYZ(rot_x, 0, rot_z, 1); // rotate at location Matrix_translate(0.0f, scale * 1400.0f, 0.0f, 1); // restore original location } } extern int mRlib_PSnowman_NormalTalk(ACTOR* actor, GAME_PLAY* play, f32* speed, mDemo_REQUEST_PROC demo_req_proc) { if (mDemo_Check(mDemo_TYPE_TALK, actor) == FALSE) { f32 actor_y_save; /* Don't talk if the snowman broke */ if (mRlib_PSnowmanBreakCheck(actor, play, speed) != FALSE) { return FALSE; } /* Update actor position temporarily */ actor_y_save = actor->world.position.y; actor->world.position.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, actor->world.position, 0.0f); mDemo_Request(mDemo_TYPE_TALK, actor, demo_req_proc); actor->world.position.y = actor_y_save; // restore original Y position } else { add_calc0(speed, 1.0f - sqrtf(0.7), 10.0f); } return TRUE; } extern int mRlib_snowman_ball_unit_check_from_pos(GAME_PLAY* play, const xyz_t* wpos) { ACTOR* actor; /* Search out snowman actor & check distance to any found */ for (actor = play->actor_info.list[ACTOR_PART_BG].actor; actor != NULL; actor = actor->next_actor) { if (actor->id == mAc_PROFILE_SNOWMAN) { xyz_t diff; SNOWMAN_ACTOR* snowman = (SNOWMAN_ACTOR*)actor; xyz_t* snowman_pos = &snowman->actor_class.world.position; f32 max_dist = MIN(snowman->normalized_scale * 20.0f + 10.0f, 19.0f); xyz_t_sub(snowman_pos, wpos, &diff); max_dist += 19.0f; if (Math3DVecLengthSquare2D(diff.x, diff.z) < max_dist * max_dist) { return TRUE; } } } /* If a snowman actor doesn't exist, try using the ball position */ if (Common_Get(ball_pos).x != 0.0f || Common_Get(ball_pos).y != 0.0f || Common_Get(ball_pos).z != 0.0f) { xyz_t diff; f32 max_dist = 20.0f; xyz_t_sub(Common_GetPointer(ball_pos), wpos, &diff); max_dist += 19.0f; if (Math3DVecLengthSquare2D(diff.x, diff.z) < max_dist * max_dist) { return TRUE; } } return FALSE; }