Files
ac-decomp/rel/m_roll_lib.c
T
2023-10-15 18:40:13 -04:00

359 lines
11 KiB
C

#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(&center_pos, actor->world.position);
dist[0] = search_position_distance(&actor->world.position, &center_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;
}