mirror of
https://github.com/zeldaret/oot
synced 2026-05-30 00:46:55 -04:00
28cc9d68cf
* z64 - a * z64 - b * z64 - c * z64 - d * z64 - e * z64 - f * z64 - g * z64 - h * z64 - i * z64 - l * z64 - m * z64 - o * z64 - p * z64 - q * z64 - r * z64 - s * z64 - t * z64 - v * restore file * fix merge * fix merge --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
122 lines
3.6 KiB
C
122 lines
3.6 KiB
C
#include "z_lib.h"
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#include "actor.h"
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#include "bgcheck.h"
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#include "play_state.h"
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/**
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* @param transformFlags How other actors standing on the dynapoly actor's collision move when the dynapoly actor moves.
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* See `DYNA_TRANSFORM_POS`, `DYNA_TRANSFORM_ROT_Y`.
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*/
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags) {
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dynaActor->bgId = -1;
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dynaActor->unk_150 = 0.0f;
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dynaActor->unk_154 = 0.0f;
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dynaActor->transformFlags = transformFlags;
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dynaActor->interactFlags = 0;
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}
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags = 0;
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}
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_TOP;
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}
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void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ON_TOP;
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}
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetPlayerOnTop(dynaActor);
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}
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}
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void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ABOVE;
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}
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetPlayerAbove(dynaActor);
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}
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}
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void DynaPolyActor_SetSwitchPressed(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_SWITCH_PRESSED;
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}
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s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_ON_TOP) {
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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_IsPlayerOnTop(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) {
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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_IsPlayerAbove(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ABOVE) {
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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_IsSwitchPressed(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_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 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4) {
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Vec3f posA;
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Vec3f posB;
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Vec3f posResult;
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f32 sin = Math_SinS(dynaActor->unk_158);
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f32 cos = Math_CosS(dynaActor->unk_158);
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s32 bgId;
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CollisionPoly* poly;
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f32 a2;
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f32 a3;
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f32 sign = (0.0f <= dynaActor->unk_150) ? 1.0f : -1.0f;
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a2 = (f32)arg2 - 0.1f;
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posA.x = dynaActor->actor.world.pos.x + (a2 * cos);
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posA.y = dynaActor->actor.world.pos.y + arg4;
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posA.z = dynaActor->actor.world.pos.z - (a2 * sin);
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a3 = (f32)arg3 - 0.1f;
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posB.x = sign * a3 * sin + posA.x;
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posB.y = posA.y;
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posB.z = sign * a3 * cos + posA.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
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&dynaActor->actor, 0.0f)) {
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return false;
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}
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posA.x = (dynaActor->actor.world.pos.x * 2) - posA.x;
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posA.z = (dynaActor->actor.world.pos.z * 2) - posA.z;
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posB.x = sign * a3 * sin + posA.x;
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posB.z = sign * a3 * cos + posA.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
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&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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