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158d1b26b0
* PlayState rename * Make this work with the latest master and run format * Respond to hensldm's review * Respond to Elliptic's review * Add Effect_GetPlayState to namefixer.py * Add missed comma
142 lines
4.6 KiB
C
142 lines
4.6 KiB
C
#include "global.h"
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#define DYNAPOLY_STATE_NONE 0
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#define DYNAPOLY_STATE_RIDING_FALLING (1 << 0)
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#define DYNAPOLY_STATE_RIDING_MOVING (1 << 1)
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#define DYNAPOLY_STATE_RIDING_ROTATING (1 << 2)
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#define DYNAPOLY_STATE_SWITCH_PRESSED (1 << 3)
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#define DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED (1 << 4)
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
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dynaActor->bgId = -1;
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dynaActor->pushForce = 0.0f;
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dynaActor->unk14C = 0.0f;
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dynaActor->flags = flags;
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dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
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}
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void DynaPolyActor_LoadMesh(PlayState* play, DynaPolyActor* dynaActor, CollisionHeader* meshHeader) {
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CollisionHeader* header = NULL;
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CollisionHeader_GetVirtual(meshHeader, &header);
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dynaActor->bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &dynaActor->actor, header);
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}
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void DynaPolyActor_ResetState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
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}
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void DynaPolyActor_SetRidingFallingState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_FALLING;
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}
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void DynaPolyActor_SetRidingMovingState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_MOVING;
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}
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void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 bgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetRidingMovingState(dynaActor);
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}
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}
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void DynaPolyActor_SetRidingRotatingState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_ROTATING;
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}
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void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 bgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetRidingRotatingState(dynaActor);
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}
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}
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void DynaPolyActor_SetSwitchPressedState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_SWITCH_PRESSED;
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}
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void DynaPolyActor_SetHeavySwitchPressedState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED;
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}
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s32 DynaPolyActor_IsInRidingFallingState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_FALLING) {
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return true;
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} else {
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return false;
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}
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}
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s32 DynaPolyActor_IsInRidingMovingState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_MOVING) {
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return true;
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} else {
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return false;
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}
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}
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s32 DynaPolyActor_IsInRidingRotatingState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_ROTATING) {
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return true;
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} else {
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return false;
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}
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}
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s32 DynaPolyActor_IsInSwitchPressedState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_SWITCH_PRESSED) {
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return true;
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} else {
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return false;
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}
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}
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s32 DynaPolyActor_IsInHeavySwitchPressedState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED) {
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return true;
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} else {
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return false;
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}
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}
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s32 DynaPolyActor_ValidateMove(PlayState* play, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius,
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s16 startHeight) {
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Vec3f startPos;
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Vec3f endPos;
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Vec3f intersectionPos;
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f32 sin = Math_SinS(dynaActor->yRotation);
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f32 cos = Math_CosS(dynaActor->yRotation);
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s32 bgId;
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CollisionPoly* poly;
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f32 adjustedStartRadius;
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f32 adjustedEndRadius;
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f32 sign = (0.0f <= dynaActor->pushForce) ? 1.0f : -1.0f;
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adjustedStartRadius = (f32)startRadius - 0.1f;
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startPos.x = dynaActor->actor.world.pos.x + (adjustedStartRadius * cos);
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startPos.y = dynaActor->actor.world.pos.y + startHeight;
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startPos.z = dynaActor->actor.world.pos.z - (adjustedStartRadius * sin);
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adjustedEndRadius = (f32)endRadius - 0.1f;
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endPos.x = sign * adjustedEndRadius * sin + startPos.x;
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endPos.y = startPos.y;
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endPos.z = sign * adjustedEndRadius * cos + startPos.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true,
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&bgId, &dynaActor->actor, 0.0f)) {
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return false;
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}
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startPos.x = (dynaActor->actor.world.pos.x * 2.0f) - startPos.x;
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startPos.z = (dynaActor->actor.world.pos.z * 2.0f) - startPos.z;
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endPos.x = sign * adjustedEndRadius * sin + startPos.x;
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endPos.z = sign * adjustedEndRadius * cos + startPos.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true,
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&bgId, &dynaActor->actor, 0.0f)) {
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return false;
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}
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return true;
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}
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