Files
oot/src/code/code_80043480.c
T
Dragorn421 ed0ab877c9 Some names and docs on dynapoly (#1287)
* Add `BG_DYNA_ACTOR_FLAG_` for `DynaCollisionContext.bgActorFlags`

* Document 3/4 bgActor flags

* `func_8003EE6C` -> `DynaPoly_InvalidateLookup`

* `DynaPoly_ExpandSRT` -> `DynaPoly_AddBgActorToLookup`

* Add `DYNAPOLYACTOR_UNK160_` for `DynaPolyActor.unk_160`

* More dynapoly docs

* One comment

* Some `DynaPoly_` -> `DynaPolyActor_`

* run formatter

* .

* `BG_DYNA_ACTOR_FLAG_IS_USED` -> `BG_DYNA_ACTOR_FLAG_IN_USE`

* `BG_DYNA_ACTOR_FLAG_` -> `BGACTOR_`

* `DYNAPOLYACTOR_INTERACT_FLAG_` -> `DYNA_INTERACT_`

* `ResetInteractFlags` -> `ClearInteractFlags`

* Remove Has/Is prefix on dyna interact flags getters

* format

* remove now useless comments

* Remove `!= 0` on interact flags getter usage

* ceilings collision -> ceiling collision

* `ClearInteractFlags` -> `UnsetInteractFlags` (pepega)

* `UnsetInteractFlags` -> `UnsetAllInteractFlags` (pepega x2)

* Add back `Is` prefix (no `Has` this time) to dyna interact flags getters
2022-06-25 09:53:26 -04:00

115 lines
3.2 KiB
C

#include "global.h"
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
dynaActor->bgId = -1;
dynaActor->unk_15C = flags;
dynaActor->interactFlags = 0;
dynaActor->unk_150 = 0.0f;
dynaActor->unk_154 = 0.0f;
}
void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor) {
dynaActor->interactFlags = 0;
}
void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_TOP;
}
void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ON_TOP;
}
void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId) {
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
if (dynaActor != NULL) {
DynaPolyActor_SetPlayerOnTop(dynaActor);
}
}
void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ABOVE;
}
void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId) {
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
if (dynaActor != NULL) {
DynaPolyActor_SetPlayerAbove(dynaActor);
}
}
void func_80043538(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_3;
}
s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_ON_TOP) {
return true;
} else {
return false;
}
}
s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) {
return true;
} else {
return false;
}
}
s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ABOVE) {
return true;
} else {
return false;
}
}
s32 func_800435B4(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_3) {
return true;
} else {
return false;
}
}
s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4) {
Vec3f posA;
Vec3f posB;
Vec3f posResult;
f32 sin = Math_SinS(dynaActor->unk_158);
f32 cos = Math_CosS(dynaActor->unk_158);
s32 bgId;
CollisionPoly* poly;
f32 a2;
f32 a3;
f32 sign = (0.0f <= dynaActor->unk_150) ? 1.0f : -1.0f;
a2 = (f32)arg2 - 0.1f;
posA.x = dynaActor->actor.world.pos.x + (a2 * cos);
posA.y = dynaActor->actor.world.pos.y + arg4;
posA.z = dynaActor->actor.world.pos.z - (a2 * sin);
a3 = (f32)arg3 - 0.1f;
posB.x = sign * a3 * sin + posA.x;
posB.y = posA.y;
posB.z = sign * a3 * cos + posA.z;
if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
posA.x = (dynaActor->actor.world.pos.x * 2) - posA.x;
posA.z = (dynaActor->actor.world.pos.z * 2) - posA.z;
posB.x = sign * a3 * sin + posA.x;
posB.z = sign * a3 * cos + posA.z;
if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
return true;
}