Files
ac-decomp/rel/m_collision_obj.c
T
2023-09-04 17:59:55 +02:00

984 lines
22 KiB
C

#include "m_collision_obj.h"
#include "m_actor.h"
McoWork mco_work;
void CollisionCheck_workTrisElemCenter(ClObjTrisElem_c* tri, xyz_t* vec)
{
vec->x = (tri->attribute.tri.vtx[0].x + tri->attribute.tri.vtx[1].x + tri->attribute.tri.vtx[2].x) * (1.0f / 3.0f);
vec->y = (tri->attribute.tri.vtx[0].y + tri->attribute.tri.vtx[1].y +
tri->attribute.tri.vtx[2].y) *
(1.0f / 3.0f);
vec->z = (tri->attribute.tri.vtx[0].z + tri->attribute.tri.vtx[1].z +
tri->attribute.tri.vtx[2].z) *
(1.0f / 3.0f);
}
int ClObj_ct(GAME_PLAY* play, ClObj_c* cl)
{
static ClObj_c clobj_default = {NULL, NULL, 0, 0, 3};
*cl = clobj_default;
return 1;
}
int ClObj_dt(GAME_PLAY*, ClObj_c*)
{
return 1;
}
int ClObj_set4(GAME_PLAY*, ClObj_c* cl, ACTOR* actor, ClObjData_c* data)
{
cl->owner_actor = actor;
cl->collision_flags0 = data->collision_flags0;
cl->collision_flags1 = data->collision_flags1;
cl->collision_type = data->type;
return 1;
}
void ClObj_OCClear(GAME_PLAY *, ClObj_c* cl)
{
cl->collision_flags0 &= ~2;
cl->collided_actor = NULL;
cl->collision_flags1 &= 0xFE;
}
int ClObjElem_ct(ClObjElem_c* elem)
{
elem->flags = 0;
return 1;
}
int ClObjElem_set(ClObjElem_c* elem, ClObjElemData_c* data)
{
elem->flags = data->flags;
return 1;
}
void ClObjElem_OCClear(GAME_PLAY*, ClObjElem_c* elem)
{
elem->flags &= ~2;
}
int ClObjJntSphElem_OCClear(GAME_PLAY* play, ClObjJntSphElem_c* col)
{
ClObjElem_OCClear(play, &col->element);
return 1;
}
int ClObjJntSph_OCClear(GAME_PLAY* play, ClObj_c* cl)
{
ClObjJntSph_c* jntsph = (ClObjJntSph_c*)cl;
ClObjJntSphElem_c* elem;
ClObj_OCClear(play, &jntsph->collision_obj);
for (elem = jntsph->elements; elem < &jntsph->elements[jntsph->count]; elem++)
{
ClObjJntSphElem_OCClear(play, elem);
}
return 1;
}
int ClObjPipeAttr_ct(GAME_PLAY* play, ClObjPipeAttr_c* attribute)
{
static ClObjPipeAttr_c default_pipe_attr = {0, 0, 0};
*attribute = default_pipe_attr;
return 1;
}
int ClObjPipeAttr_dt(GAME_PLAY*, ClObjPipeAttr_c*)
{
return 1;
}
int ClObjPipeAttr_set(GAME_PLAY* play, ClObjPipeAttr_c* dst, ClObjPipeAttr_c* src)
{
*dst = *src;
return 1;
}
int ClObjPipe_ct(GAME_PLAY* play, ClObjPipe_c* pipe)
{
ClObj_ct(play, &pipe->collision_obj);
ClObjElem_ct(&pipe->element);
ClObjPipeAttr_ct(play, &pipe->attribute);
return 1;
}
int ClObjPipe_dt(GAME_PLAY* play, ClObjPipe_c* pipe)
{
ClObj_dt(play, &pipe->collision_obj);
ClObjPipeAttr_dt(play, &pipe->attribute);
return 1;
}
int ClObjPipe_set5(GAME_PLAY* play, ClObjPipe_c* pipe, ACTOR* owner, ClObjPipeData_c* data)
{
ClObj_set4(play, &pipe->collision_obj, owner, &data->collision_data);
ClObjElem_set(&pipe->element, &data->element_data);
ClObjPipeAttr_set(play, &pipe->attribute, (ClObjPipeAttr_c *)&data->attribute_data);
return 1;
}
int ClObjPipe_OCClear(GAME_PLAY* play, ClObj_c* cl)
{
ClObjPipe_c* pipe = (ClObjPipe_c *)cl;
ClObj_OCClear(play, &pipe->collision_obj);
ClObjElem_OCClear(play, &pipe->element);
return 1;
}
int ClObjTrisElemAttr_ct(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
{
static ClObjTrisElemAttr_c default_clobjtriselem_attr = {
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f};
*tris = default_clobjtriselem_attr;
return 1;
}
int ClObjTrisElemAttr_dt(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
{
return 1;
}
int ClObjTrisElemAttr_set(GAME_PLAY* play, ClObjTrisElemAttr_c* tris, ClObjTrisElemAttrData_c* data)
{
xyz_t* dst;
xyz_t* src;
f32 nox, noy, noz, odist;
for (dst = tris->tri.vtx, src = data->vtx; dst < &tris->tri.vtx[3]; dst++, src++)
{
*dst = *src;
}
Math3DPlane(&data->vtx[0], &data->vtx[1], &data->vtx[2], &nox, &noy, &noz, &odist);
tris->tri.plane.normal.x = nox;
tris->tri.plane.normal.y = noy;
tris->tri.plane.normal.z = noz;
tris->tri.plane.originDist = odist;
return 1;
}
int ClObjTrisElem_ct(GAME_PLAY* play, ClObjTrisElem_c* tris)
{
ClObjElem_ct(&tris->element);
ClObjTrisElemAttr_ct(play, &tris->attribute);
return 1;
}
int ClObjTrisElem_dt(GAME_PLAY* play, ClObjTrisElem_c* tris)
{
ClObjTrisElemAttr_dt(play, &tris->attribute);
return 1;
}
int ClObjTrisElem_set(GAME_PLAY* play, ClObjTrisElem_c* tris, ClObjTrisElemData_c* data)
{
ClObjElem_set(&tris->element, &data->element);
ClObjTrisElemAttr_set(play, &tris->attribute, &data->data);
return 1;
}
int ClObjTrisElem_OCClear(GAME_PLAY* play, ClObjTrisElem_c* tris)
{
ClObjElem_OCClear(play, &tris->element);
return 1;
}
int ClObjTris_ct(GAME_PLAY* play, ClObjTris_c* tris)
{
ClObj_ct(play, &tris->collision_obj);
tris->count = 0;
tris->elements = NULL;
return 1;
}
int ClObjTris_dt_nzf(GAME_PLAY *play, ClObjTris_c *tris)
{
ClObjTrisElem_c *element;
ClObj_dt(play, &tris->collision_obj);
for (element = tris->elements; element < &tris->elements[tris->count]; element++)
{
ClObjTrisElem_dt(play, element);
}
tris->count = 0;
tris->elements = NULL;
return 1;
}
int ClObjTris_set5_nzm(GAME_PLAY* play, ClObjTris_c* tris, ACTOR* actor, ClObjTrisData_c* data,
ClObjTrisElem_c *elem)
{
ClObjTrisElem_c* element;
ClObjTrisElemData_c* elementData;
ClObj_set4(play, &tris->collision_obj, actor, &data->data);
tris->count = data->count;
tris->elements = elem;
for (element = tris->elements, elementData = data->elem_data;
element < &tris->elements[tris->count]; element++, elementData++)
{
ClObjTrisElem_ct(play, element);
ClObjTrisElem_set(play, element, elementData);
}
return 1;
}
int ClObjTris_OCClear(GAME_PLAY* play, ClObj_c* cl)
{
ClObjTris_c* tris = (ClObjTris_c*)cl;
ClObjTrisElem_c* element;
ClObj_OCClear(play, &tris->collision_obj);
for (element = tris->elements; element < &tris->elements[tris->count]; element++)
{
ClObjTrisElem_OCClear(play, element);
}
return 1;
}
void CollisionCheck_ct(GAME_PLAY* play, CollisionCheck_c* col)
{
col->flags = 0;
CollisionCheck_clear(play, col);
}
void CollisionCheck_dt(GAME_PLAY* play, CollisionCheck_c* col)
{
}
void CollisionCheck_clear(GAME_PLAY* play, CollisionCheck_c* col)
{
ClObj_c** clp;
if (col->flags & 1)
{
return;
}
col->collider_num = 0;
for (clp = col->collider_table; clp < &col->collider_table[Cl_COLLIDER_NUM]; clp++)
{
*clp = NULL;
}
mco_work.count = 0;
for (clp = mco_work.colliders; clp < &mco_work.colliders[10]; clp++)
{
*clp = NULL;
}
}
CollisionClearFunction OCClearFunctionTable[ClObj_TYPE_NUM] = {
ClObjJntSph_OCClear,ClObjPipe_OCClear,ClObjTris_OCClear
};
CollisionOCFunction oc_collision_function[ClObj_TYPE_NUM][ClObj_TYPE_NUM] = {
{CollisionCheck_OC_JntSph_Vs_JntSph, CollisionCheck_OC_JntSph_Vs_Pipe, NULL},
{CollisionCheck_OC_Pipe_Vs_JntSph, CollisionCheck_OC_Pipe_Vs_Pipe, NULL},
{NULL, NULL, NULL}};
CollisionOCFunction occ_collision_function[ClObj_TYPE_NUM][ClObj_TYPE_NUM] = {
{NULL, NULL, NULL},
{NULL, NULL, NULL},
{(CollisionOCFunction)CollisionCheck_OCC_Tris_Vs_JntSph, (CollisionOCFunction)CollisionCheck_OCC_Tris_Vs_Pipe, NULL}
};
CollisionOCClear OCCClearFunctionTable[ClObj_TYPE_NUM] = {
NULL, NULL, ClObjTris_OCCClear};
int CollisionCheck_setOC(GAME_PLAY* play, CollisionCheck_c* col, ClObj_c* cl)
{
int ret;
if (_Game_play_isPause(play) == 1)
{
return -1;
}
else
{
OCClearFunctionTable[cl->collision_type](play, cl);
if ((cl->owner_actor != NULL) && (cl->owner_actor->mv_proc == NULL))
{
return -1;
}
if (col->collider_num >= Cl_COLLIDER_NUM)
{
return -1;
}
if (col->flags & 1)
{
return -1;
}
ret = col->collider_num;
col->collider_table[col->collider_num] = cl;
col->collider_num++;
}
return ret;
}
int get_type(u8 type)
{
if (type == MASSTYPE_IMMOVABLE)
{
return MASS_IMMOVABLE;
}
if (type == MASSTYPE_HEAVY)
{
return MASS_HEAVY;
}
return MASS_NORMAL;
}
void CollisionCheck_setOC_HitInfo(ClObj_c* col1, ClObjElem_c* colelem1, xyz_t* pos1, ClObj_c* col2,
ClObjElem_c* colelem2, xyz_t* pos2, f32 diff)
{
ACTOR* actor1;
ACTOR* actor2;
int type1;
int type2;
f32 xdiff;
f32 zdiff;
f32 xzdist;
f32 weight1;
f32 weight2;
f32 minweight;
f32 comweight;
f32 coldis1;
f32 coldis2;
actor1 = col1->owner_actor;
actor2 = col2->owner_actor;
col1->collided_actor = actor2;
col1->collision_flags0 |= 2;
colelem1->flags |= 2;
if (col2->collision_flags1 & 8)
{
col1->collision_flags1 |= 1;
}
col2->collided_actor = actor1;
col2->collision_flags0 |= 2;
colelem2->flags |= 2;
if (col1->collision_flags1 & 8)
{
col2->collision_flags1 |= 1;
}
if ((actor1 == NULL) || (actor2 == NULL))
{
return;
}
if ((col1->collision_flags0 & 4) || (col2->collision_flags0 & 4))
{
return;
}
type1 = get_type(actor1->status_data.weight);
type2 = get_type(actor2->status_data.weight);
weight1 = actor1->status_data.weight;
weight2 = actor2->status_data.weight;
comweight = weight1 + weight2;
if (fabsf(comweight) < 0.008f)
{
weight1 = weight2 = 1.0f;
comweight = 2.0f;
}
minweight = 1.0f / comweight;
xdiff = pos2->x - pos1->x;
zdiff = pos2->z - pos1->z;
xzdist = sqrtf((xdiff * xdiff) + (zdiff * zdiff));
if (type1 == 0)
{
if (type2 == 0)
{
return;
}
coldis1 = 0.0f;
coldis2 = 1.0f;
}
else if (type1 == 1)
{
if (type2 == 0)
{
coldis1 = 1.0f;
coldis2 = 0.0f;
}
else if (type2 == 1)
{
coldis1 = 0.5f;
coldis2 = 0.5f;
}
else
{
coldis1 = 0.0f;
coldis2 = 1.0f;
}
}
else
{
if (type2 == 2)
{
coldis1 = weight2 * minweight;
coldis2 = weight1 * minweight;
}
else
{
coldis1 = 1.0f;
coldis2 = 0.0f;
}
}
if (col1->collision_flags0 & 0x40)
{
coldis1 = 0.0f;
coldis2 = 1.0f;
actor2->speed = 0.0f;
}
else if (col2->collision_flags0 & 0x40)
{
coldis1 = 1.0f;
coldis2 = 0.0f;
actor1->speed = 0.0f;
}
if (!(fabsf(xzdist) < 0.008f))
{
xdiff *= diff / xzdist;
zdiff *= diff / xzdist;
actor1->status_data.collision_vec.x += -xdiff * coldis1;
actor1->status_data.collision_vec.z += -zdiff * coldis1;
actor2->status_data.collision_vec.x += xdiff * coldis2;
actor2->status_data.collision_vec.z += zdiff * coldis2;
}
else if (diff != 0)
{
actor1->status_data.collision_vec.x += -diff * coldis1;
actor2->status_data.collision_vec.x += diff * coldis2;
}
else
{
actor1->status_data.collision_vec.x -= coldis1;
actor2->status_data.collision_vec.x += coldis2;
}
}
void CollisionCheck_OC_JntSph_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* check, ClObj_c* col1,
ClObj_c* col2)
{
ClObjJntSph_c* jntsph1 = (ClObjJntSph_c*)col1;
ClObjJntSph_c* jntsph2 = (ClObjJntSph_c*)col2;
ClObjJntSphElem_c* elem1;
ClObjJntSphElem_c* elem2;
if ((jntsph1->count <= 0) || (jntsph1->elements == NULL) || (jntsph2->count <= 0) || (jntsph2->elements == NULL))
{
return;
}
for (elem1 = jntsph1->elements; elem1 < &jntsph1->elements[jntsph1->count]; elem1++)
{
if ((elem1->element.flags & 1))
{
for (elem2 = jntsph2->elements; elem2 < &jntsph2->elements[jntsph2->count]; elem2++)
{
f32 in;
if ((elem2->element.flags & 1))
{
if (Math3D_sphereCrossSphere_cl(&elem1->attribute.s2, &elem2->attribute.s2, &in) == 1)
{
xyz_t pos1;
xyz_t pos2;
xyz_t_move_s_xyz(&pos1, &elem1->attribute.s2.center);
xyz_t_move_s_xyz(&pos2, &elem2->attribute.s2.center);
CollisionCheck_setOC_HitInfo(&jntsph1->collision_obj, &elem1->element, &pos1,
&jntsph2->collision_obj, &elem2->element, &pos2, in);
}
}
}
}
}
}
void CollisionCheck_OC_JntSph_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* check, ClObj_c* col1,
ClObj_c* col2)
{
ClObjJntSph_c* jntsph = (ClObjJntSph_c*)col1;
ClObjPipe_c* pipe = (ClObjPipe_c*)col2;
ClObjJntSphElem_c* elem;
f32 in;
xyz_t sphpos;
xyz_t pipepos;
if ((jntsph->count > 0) && (jntsph->elements) != NULL)
{
if (!(jntsph->collision_obj.collision_flags0 & 1) || !(pipe->collision_obj.collision_flags0 & 1) ||
!(pipe->element.flags & 1))
{
return;
}
for (elem = jntsph->elements; elem < &jntsph->elements[jntsph->count]; elem++)
{
if (!(elem->element.flags & 1))
{
continue;
}
if (Math3D_sphereVsPipe_cl(&elem->attribute.s2, &pipe->attribute.pipe, &in) == 1)
{
xyz_t_move_s_xyz(&sphpos, &elem->attribute.s2.center);
xyz_t_move_s_xyz(&pipepos, &pipe->attribute.pipe.center);
CollisionCheck_setOC_HitInfo(&jntsph->collision_obj, &elem->element, &sphpos,
&pipe->collision_obj, &pipe->element, &pipepos, in);
}
}
}
}
void CollisionCheck_OC_Pipe_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col1,
ClObj_c* col2)
{
CollisionCheck_OC_JntSph_Vs_Pipe(play, colcheck, col2, col1);
}
void CollisionCheck_OC_Pipe_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col1,
ClObj_c* col2)
{
ClObjPipe_c* pipe1 = (ClObjPipe_c*)col1;
ClObjPipe_c* pipe2 = (ClObjPipe_c*)col2;
f32 in;
xyz_t pipepos1;
xyz_t pipepos2;
if (!(pipe1->collision_obj.collision_flags0 & 1) || !(pipe2->collision_obj.collision_flags0 & 1) || !(pipe1->element.flags & 1) || !(pipe2->element.flags & 1))
{
return;
}
if (Math3D_pipeVsPipe_cl(&pipe1->attribute.pipe, &pipe2->attribute.pipe, &in) != 1)
{
return;
}
xyz_t_move_s_xyz(&pipepos1, &pipe1->attribute.pipe.center);
xyz_t_move_s_xyz(&pipepos2, &pipe2->attribute.pipe.center);
CollisionCheck_setOC_HitInfo(&pipe1->collision_obj, &pipe1->element, &pipepos1,
&pipe2->collision_obj, &pipe2->element, &pipepos2, in);
}
int CollisionCheck_Check1ClObjNoOC(ClObj_c* col)
{
return col->collision_flags0 & 1 ^ 1;
}
int CollisionCheck_Check2ClObjNoOC(ClObj_c* col1, ClObj_c* col2)
{
if (!(col1->collision_flags0 & col2->collision_flags1 & 0x38) ||
!(col1->collision_flags1 & col2->collision_flags0 & 0x38))
{
return 1;
}
if (col1->owner_actor == col2->owner_actor)
{
return 1;
}
return 0;
}
void CollisionCheck_OC(GAME_PLAY* play, CollisionCheck_c* colcheck)
{
ClObj_c** col1p;
ClObj_c** col2p;
CollisionOCFunction current;
for (col1p = colcheck->collider_table; col1p < &colcheck->collider_table[colcheck->collider_num]; col1p++)
{
if (((*col1p) == NULL) || (CollisionCheck_Check1ClObjNoOC(*col1p) == 1))
{
continue;
}
for (col2p = col1p + 1; col2p < &colcheck->collider_table[colcheck->collider_num]; col2p++)
{
if ((*col2p == NULL) || (CollisionCheck_Check1ClObjNoOC(*col2p) == 1) ||
(CollisionCheck_Check2ClObjNoOC(*col1p, *col2p) == 1))
{
continue;
}
current = oc_collision_function[(*col1p)->collision_type][(*col2p)->collision_type];
if (current == NULL)
{
continue;
}
current(play, colcheck, *col1p, *col2p);
}
}
CollisionCheck_OCC(play, colcheck);
}
void CollisionCheck_setOCC_HitInfo(GAME_PLAY* play, ClObj_c* col1, ClObjTrisElem_c* elem1, xyz_t* pos1,
ClObj_c* col2, ClObjElem_c* elem2, xyz_t* pos2, xyz_t* pos3)
{
col1->collided_actor = col2->owner_actor;
col1->collision_flags1 |= 4;
elem1->attribute.t.x = pos3->x;
elem1->attribute.t.y = pos3->y;
elem1->attribute.t.z = pos3->z;
}
void CollisionCheck_OCC_Tris_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObjTris_c* tris,
ClObjJntSph_c* jntsph)
{
ClObjTrisElem_c* triselem;
ClObjJntSphElem_c* jntsphelem;
xyz_t pos;
xyz_t sphpos;
xyz_t trispos;
if ((tris->count <= 0) || (tris->elements == NULL) ||
(jntsph->count <= 0) || (jntsph->elements == NULL))
{
return;
}
for (jntsphelem = jntsph->elements; jntsphelem < &jntsph->elements[jntsph->count]; jntsphelem++)
{
if ((jntsphelem->element.flags & 1))
{
for (triselem = tris->elements; triselem < &tris->elements[tris->count]; triselem++)
{
if (Math3D_sphereCrossTriangle3_cp(&jntsphelem->attribute.s2, &triselem->attribute.tri, &pos) != 0)
{
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,
&sphpos, &pos);
}
}
}
}
}
void CollisionCheck_OCC_Tris_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObjTris_c* tris, ClObjPipe_c* pipe)
{
ClObjTrisElem_c* triselem;
xyz_t pos;
xyz_t pipepos;
xyz_t trispos;
if ((pipe->attribute.pipe.radius > 0) && (pipe->attribute.pipe.height > 0) && (pipe->element.flags & 1))
{
if ((tris->count <= 0) || (tris->elements == NULL))
{
return;
}
for (triselem = tris->elements; triselem < &tris->elements[tris->count]; triselem++)
{
if (Math3D_pipeCrossTriangle_cp(&pipe->attribute.pipe, &triselem->attribute.tri, &pos) != 0)
{
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);
break;
}
}
}
}
int CollisionCheck_Check1ClObjNoOCC(ClObj_c* col)
{
return col->collision_flags1 >> 1 & 1 ^ 1;
}
void CollisionCheck_OCC(GAME_PLAY* play, CollisionCheck_c* colcheck)
{
ClObj_c** col1p;
ClObj_c** col2p;
CollisionOCFunction current;
if (mco_work.count == 0)
{
return;
}
for (col1p = mco_work.colliders; col1p < &mco_work.colliders[mco_work.count]; col1p++)
{
if (((*col1p) == NULL) || (CollisionCheck_Check1ClObjNoOCC(*col1p) == 1))
{
continue;
}
for (col2p = colcheck->collider_table; col2p < &colcheck->collider_table[colcheck->collider_num]; col2p++)
{
if ((*col2p) == NULL)
{
continue;
}
if ((*col1p)->owner_actor == (*col2p)->owner_actor)
{
continue;
}
current = occ_collision_function[(*col1p)->collision_type][(*col2p)->collision_type];
if (current == NULL)
{
continue;
}
current(play, colcheck, *col1p, *col2p);
}
}
}
int ClObjTrisElem_OCCClear(GAME_PLAY* play, ClObjTrisElem_c* triselem)
{
triselem->attribute.t.x = 0.0f;
triselem->attribute.t.y = 0.0f;
triselem->attribute.t.z = 0.0f;
return 1;
}
int ClObj_OCCClear(GAME_PLAY* play, ClObj_c* col)
{
col->collided_actor = NULL;
col->collision_flags1 &= ~4;
}
int ClObjTris_OCCClear(GAME_PLAY* play, ClObj_c* col)
{
ClObjTris_c* tris = (ClObjTris_c*)col;
ClObjTrisElem_c* triselem;
ClObj_OCCClear(play, &tris->collision_obj);
for (triselem = tris->elements; triselem < &tris->elements[tris->count]; triselem++)
{
ClObjTrisElem_OCCClear(play, triselem);
}
return 1;
}
int CollisionCheck_setOCC(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col)
{
int ret;
if (_Game_play_isPause(play) == 1)
{
return -1;
}
if ((col->collision_type == 0) || (col->collision_type == 1))
{
return -1;
}
OCCClearFunctionTable[col->collision_type](play, col);
if ((col->owner_actor != NULL) && (col->owner_actor->mv_proc == NULL))
{
return -1;
}
if (mco_work.count >= 10)
{
return -1;
}
if (colcheck->flags & 1)
{
return -1;
}
ret = mco_work.count;
mco_work.colliders[mco_work.count] = col;
mco_work.count++;
return ret;
}
void CollisionCheck_Status_ct(Status_c* status)
{
static Status_c status_org = {{0.0f, 0.0f, 0.0f}, 10, 10, 0, 50, 8, 0, 0, 0};
*status = status_org;
}
void CollisionCheck_Status_Clear(Status_c* status)
{
status->damage = 0;
status->damage_effect = 0;
status->at_hit_effect = 0;
status->ac_hit_effect = 0;
status->collision_vec.z = 0.0f;
status->collision_vec.y = 0.0f;
status->collision_vec.x = 0.0f;
}
void CollisionCheck_Status_set3(Status_c* status, StatusData_c* data)
{
status->hp = data->health;
status->radius = data->radius;
status->height = data->height;
status->offset = data->offset;
status->weight = data->weight;
}
int CollisionCheck_Uty_ActorWorldPosSetPipeC(ACTOR* actor, ClObjPipe_c* pipe)
{
pipe->attribute.pipe.center.x = actor->world.position.x;
pipe->attribute.pipe.center.y = actor->world.position.y;
pipe->attribute.pipe.center.z = actor->world.position.z;
}