Mario Kart 64
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update.inc.c
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1#include <actors.h>
2#include <main.h>
3#include <types.h>
4#include <code_800029B0.h>
5#include <defines.h>
6
13 Player *player;
15 UNUSED f32 padA;
18 f32 var_f2;
19 struct Controller *controller;
21 UNUSED f32 pad0;
22 UNUSED f32 pad1;
23 UNUSED f32 pad2;
24 UNUSED f32 pad3;
30
31 pad0 = shell->pos[0];
32 pad6 = shell->pos[1];
33 pad1 = shell->pos[2];
34 if ((pad1 < gCourseMinZ) || (gCourseMaxZ < pad1) || (pad0 < gCourseMinX) || (gCourseMaxX < pad0) || (pad6 < gCourseMinY)) {
36 }
37 shell->rotVelocity += 0x71C;
38 switch (shell->state) {
39 case HELD_SHELL:
40 player = &gPlayers[shell->playerId];
41 copy_collision(&player->unk_110, &shell->unk30);
42 somePosVel[0] = 0.0f;
43 somePosVel[1] = player->boundingBoxSize;
44 somePosVel[2] = -(player->boundingBoxSize + shell->boundingBoxSize + 2.0f);
46 shell->pos[0] = player->pos[0] + somePosVel[0];
47 pad2 = player->pos[1] - somePosVel[1];
48 shell->pos[2] = player->pos[2] + somePosVel[2];
49 pad0 = func_802ABE30(shell->pos[0], pad2, shell->pos[2], player->unk_110.unk3A);
50 pad1 = pad2 - pad0;
51 if ((pad1 < 5.0f) && (pad1 > -5.0f)) {
52 shell->pos[1] = shell->boundingBoxSize + pad0;
53 } else {
54 shell->pos[1] = pad2;
55 }
56 if ((player->type & PLAYER_HUMAN) != 0) {
57 controller = &gControllers[shell->playerId];
58 if ((controller->buttonDepressed & Z_TRIG) != 0) {
60 if (controller->rawStickY < -0x2D) {
61 var_f2 = 8.0f;
62 if (player->unk_094 > 8.0f) {
63 var_f2 = player->unk_094 * 1.2f;
64 }
65 somePosVel[0] = 0.0f;
66 somePosVel[1] = 0.0f;
67 somePosVel[2] = -var_f2;
68 func_802B64C4(somePosVel, player->rotation[1] + player->unk_0C0);
69 shell->velocity[0] = somePosVel[0];
70 shell->velocity[1] = somePosVel[1];
71 shell->velocity[2] = somePosVel[2];
72 shell->state = 2;
73 func_800C9060(shell->playerId, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x04));
74 func_800C90F4(shell->playerId, (player->characterId * 0x10) + SOUND_ARG_LOAD(0x29, 0x00, 0x80, 0x00));
76 return;
77 } else {
78 shell->state = 1;
79 if (player->unk_0C0 > 0) {
80 shell->rotAngle = 0x78E3;
81 } else {
82 shell->rotAngle = -0x78E4;
83 }
84 }
85 }
86 }
87 break;
88 case RELEASED_SHELL:
89 player = &gPlayers[shell->playerId];
90 if (shell->rotAngle > 0) {
91 shell->rotAngle -= 0xE38;
92 if (shell->rotAngle < 0) {
93 shell->state = 2;
94 shell->someTimer = 0x001E;
95 func_800C9060(shell->playerId, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x04));
96 func_800C90F4(shell->playerId, (player->characterId * 0x10) + SOUND_ARG_LOAD(0x29, 0x00, 0x80, 0x00));
98 }
99 } else {
100 shell->rotAngle += 0xE38;
101 if (shell->rotAngle > 0) {
102 shell->state = 2;
103 shell->someTimer = 0x001E;
104 func_800C9060(shell->playerId, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x04));
105 func_800C90F4(shell->playerId, (player->characterId * 0x10) + SOUND_ARG_LOAD(0x29, 0x00, 0x80, 0x00));
107 }
108 }
109 if (shell->state == 2) {
110 var_f2 = 8.0f;
111 if (player->unk_094 > 8.0f) {
112 var_f2 = player->unk_094 * 1.2f;
113 }
114 somePosVel[0] = 0.0f;
115 somePosVel[1] = 0.0f;
116 somePosVel[2] = var_f2;
117 func_802B64C4(somePosVel, player->rotation[1] + player->unk_0C0);
118 shell->velocity[0] = somePosVel[0];
119 shell->velocity[1] = somePosVel[1];
120 shell->velocity[2] = somePosVel[2];
121 } else {
122 somePosVel[0] = sins(shell->rotAngle) * 6.0f;
123 somePosVel[1] = shell->boundingBoxSize - player->boundingBoxSize;
124 somePosVel[2] = coss(shell->rotAngle) * 6.0f;
126 shell->pos[0] = player->pos[0] + somePosVel[0];
127 shell->pos[1] = player->pos[1] + somePosVel[1];
128 shell->pos[2] = player->pos[2] + somePosVel[2];
129 }
130 break;
131 case MOVING_SHELL:
132 if (shell->parentIndex > 0) {
133 shell->parentIndex -= 1;
134 if (shell->parentIndex == 0) {
135 shell->flags &= ~0x1000;
136 }
137 }
138 shell->velocity[1] -= 0.5f;
139 if (shell->velocity[1] < -2.0f) {
140 shell->velocity[1] = -2.0f;
141 }
142 somePos2[0] = shell->pos[0];
143 somePos2[1] = shell->pos[1];
144 somePos2[2] = shell->pos[2];
145 shell->pos[0] += shell->velocity[0];
146 shell->pos[1] += shell->velocity[1];
147 shell->pos[2] += shell->velocity[2];
148 func_802AD950(&shell->unk30, 4.0f, shell->pos[0], shell->pos[1], shell->pos[2], somePos2[0], somePos2[1], somePos2[2]);
149 func_802B4E30((struct Actor *) shell);
150 if ((shell->unk30.unk3C[0] < 0.0f) || (shell->unk30.unk3C[1] < 0.0f)) {
151 shell_collision(&shell->unk30, shell->velocity);
152 func_800C98B8(shell->pos, shell->velocity, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x54));
153 shell->flags |= 0x80;
154 }
155 break;
157 player = &gPlayers[shell->playerId];
158 parent = (TripleShellParent *) &gActorList[shell->parentIndex];
159 if (parent->type != ACTOR_TRIPLE_GREEN_SHELL) {
161 } else {
162 shell->rotAngle += parent->rotVelocity;
163 somePosVel[0] = sins(shell->rotAngle) * 8.0f;
164 somePosVel[1] = shell->boundingBoxSize - player->boundingBoxSize;
165 somePosVel[2] = coss(shell->rotAngle) * 8.0f;
167 somePos2[0] = shell->pos[0];
168 somePos2[1] = shell->pos[1];
169 somePos2[2] = shell->pos[2];
170 shell->pos[0] = player->pos[0] + somePosVel[0];
171 shell->pos[1] = player->pos[1] + somePosVel[1];
172 shell->pos[2] = player->pos[2] + somePosVel[2];
173 func_802AD950(&shell->unk30, 4.0f, shell->pos[0], shell->pos[1], shell->pos[2], somePos2[0], somePos2[1], somePos2[2]);
174 func_802B4E30((struct Actor *) shell);
175 }
176 break;
178 // Somehow, this fake match affects stack management up in case 2
179 shell->velocity[1] -= (0, 0.3f);
180 if (shell->velocity[1] < -5.0f) {
181 shell->velocity[1] = -5.0f;
182 }
183 shell->rotAngle += 0x5B0;
184 shell->someTimer -= 1;
185 shell->pos[1] += shell->velocity[1];
186 if (shell->someTimer == 0) {
187 destroy_actor((struct Actor *) shell);
188 }
189 break;
190 default:
191 break;
192 }
193}
@ ACTOR_TRIPLE_GREEN_SHELL
Definition actor_types.h:59
@ MOVING_SHELL
Definition actor_types.h:95
@ HELD_SHELL
Definition actor_types.h:93
@ RELEASED_SHELL
Definition actor_types.h:94
@ GREEN_SHELL_HIT_A_RACER
Definition actor_types.h:98
@ TRIPLE_GREEN_SHELL
Definition actor_types.h:97
void destroy_destructable_actor(struct Actor *actor)
Definition actors.c:1814
void destroy_actor(struct Actor *actor)
Definition actors.c:1291
void func_802B4E30(struct Actor *arg0)
Definition actors_extended.c:962
void copy_collision(Collision *arg0, Collision *arg1)
Definition actors_extended.c:19
s16 gCourseMinZ
Definition code_800029B0.c:94
s16 gCourseMaxZ
Definition code_800029B0.c:93
s16 gCourseMinX
Definition code_800029B0.c:88
struct Actor gActorList[ACTOR_LIST_SIZE]
Definition code_800029B0.c:149
s16 gCourseMinY
Definition code_800029B0.c:91
s16 gCourseMaxX
Definition code_800029B0.c:87
s32 add_green_shell_in_unexpired_actor_list(s32 actorIndex)
Definition code_80005FD0.c:3296
u16 func_802AD950(Collision *collision, f32 boundingBoxSize, f32 x1, f32 y1, f32 z1, f32 x2, f32 y2, f32 z2)
Definition collision.c:1233
void shell_collision(Collision *collision, Vec3f velocity)
Definition collision.c:587
f32 func_802ABE30(f32 x, f32 y, f32 z, u16 index)
Definition collision.c:520
f32 Vec3f[3]
Definition common_structs.h:6
#define PLAYER_HUMAN
Definition defines.h:93
void func_800C9060(u8 playerId, u32 soundBits)
Definition external.c:3167
void func_800C90F4(u8 playerId, u32 soundBits)
Definition external.c:3179
void func_800C98B8(Vec3f position, Vec3f velocity, u32 soundBits)
Definition external.c:3322
void update_actor_green_shell(struct ShellActor *shell)
Updates the green shell actor.
Definition update.inc.c:12
#define UNUSED
Definition macros.h:24
Player gPlayers[NUM_PLAYERS]
Definition main.c:71
struct Controller gControllers[NUM_PLAYERS]
Definition main.c:61
f32 sins(u16 arg0)
Definition math_util.c:1052
void func_802B64C4(Vec3f arg0, s16 arg1)
Definition math_util.c:603
void mtxf_translate_vec3f_mat3(Vec3f pos, Mat3 mat)
Definition math_util.c:569
f32 coss(u16 arg0)
Definition math_util.c:1056
#define Z_TRIG
Definition os.h:398
#define SOUND_ARG_LOAD(sound_bank, byte2, byte3, sound_id)
Definition sounds.h:14
Definition actor_types.h:120
u16 unk30
Definition common_structs.h:118
u16 unk3A
Definition common_structs.h:124
Definition types.h:43
u16 buttonDepressed
Definition types.h:48
Definition common_structs.h:248
s16 unk_0C0
Definition common_structs.h:300
Collision unk_110
Definition common_structs.h:325
f32 unk_094
Definition common_structs.h:285
Mat3 orientationMatrix
Definition common_structs.h:327
u16 characterId
Definition common_structs.h:355
Vec3s rotation
Definition common_structs.h:262
f32 boundingBoxSize
Definition common_structs.h:275
u16 type
Definition common_structs.h:249
Vec3f pos
Definition common_structs.h:258
Definition actor_types.h:302
Definition actor_types.h:286
float f32
Definition ultratypes.h:33