Files
ac-decomp/src/ac_ball.c
T
2024-03-16 11:54:26 -04:00

778 lines
26 KiB
C

#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"
#include "m_collision_bg.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,
};
static void aBALL_process_ground_init(ACTOR*, GAME*);
static void aBALL_process_air_water(ACTOR*, GAME*);
static void aBALL_process_ground_water(ACTOR*, GAME*);
static void aBALL_process_ground(ACTOR*, GAME*);
static void aBALL_process_air(ACTOR*, GAME*);
static void aBALL_process_air_water_init(ACTOR* actor, GAME*);
static void aBALL_process_ground_water_init(ACTOR* actor, GAME*);
static 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;
}
static 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;
}
static 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);
}
static 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;
}
}
}
static 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);
}
}
}
static 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--;
}
}
}
static 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);
}
}
static 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;
}
static 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);
}
}
static 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;
}
}
static 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);
}
}
}
static 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;
}
static void aBALL_process_air_water_init(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
actor->shape_info.draw_shadow = 0;
ball->process_proc = aBALL_process_air_water;
}
static 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);
}
}
static void aBALL_process_ground_water_init(ACTOR* actor, GAME* game) {
BALL_ACTOR* ball = (BALL_ACTOR*)actor;
actor->shape_info.draw_shadow = 0;
ball->timer = 0;
ball->process_proc = aBALL_process_ground_water;
}
static 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);
}
}
}
}
static 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);
}
static 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;
}
static 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);
}
}
}
}
static 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);
}
static 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);
}