mm/src/code/code_800E8EA0.c

148 lines
4.3 KiB
C

#include "global.h"
void Actor_ContinueText(PlayState* play, Actor* actor, u16 textId) {
Message_ContinueTextbox(play, textId);
actor->textId = textId;
}
/**
* EventCheckInf does not exist, so this always returns false
*/
s32 Flags_GetEventChkInf(s32 flag) {
return false;
}
/**
* EventCheckInf does not exist, so this does nothing
*/
void Flags_SetEventChkInf(s32 flag) {
}
/**
* InfTable does not exist, so this always returns false
*/
s32 Flags_GetInfTable(s32 flag) {
return false;
}
/**
* InfTable does not exist, so this does nothing
*/
void Flags_SetInfTable(s32 flag) {
}
s32 Actor_TrackNone(Vec3s* headRot, Vec3s* torsoRot) {
Math_SmoothStepToS(&headRot->y, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&headRot->x, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&torsoRot->y, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&torsoRot->x, 0, 6, 0x1838, 0x64);
return true;
}
s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRot) {
s16 targetPitch;
s16 targetYaw;
s16 yawDiff;
targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, target);
targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, target) - actor->world.rot.y;
Math_SmoothStepToS(&headRot->x, targetPitch, 6, 0x7D0, 1);
headRot->x = CLAMP(headRot->x, -0x1770, 0x1770);
yawDiff = Math_SmoothStepToS(&headRot->y, targetYaw, 6, 0x7D0, 1);
headRot->y = CLAMP(headRot->y, -0x1F40, 0x1F40);
if ((yawDiff != 0) && (ABS_ALT(headRot->y) < 0x1F40)) {
return false;
}
Math_SmoothStepToS(&torsoRot->y, targetYaw - headRot->y, 4, 0x7D0, 1);
torsoRot->y = CLAMP(torsoRot->y, -0x2EE0, 0x2EE0);
return true;
}
/**
* Same as Actor_TrackPlayer, except use the actor's world position as the focus point, with the height
* specified.
*
* @param play
* @param actor
* @param headRot the computed actor's head's rotation step
* @param torsoRot the computed actor's torso's rotation step
* @param focusHeight the height of the focus point relative to their world position
*
* @return true if rotated towards player, false if rotations were stepped back to zero.
*
* @note same note as Actor_TrackPlayer
*/
s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, f32 focusHeight) {
Player* player = GET_PLAYER(play);
s16 yaw;
Vec3f target;
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += focusHeight;
if (!((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled)) {
yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
if (yaw >= 0x4300) {
Actor_TrackNone(headRot, torsoRot);
return false;
}
}
if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
target = play->view.eye;
} else {
target = player->actor.focus.pos;
}
Actor_TrackPoint(actor, &target, headRot, torsoRot);
return true;
}
/**
* Computes the necessary HeadRot and TorsoRot steps to be added to the normal rotation to smoothly turn an actors's
* head and torso towards the player if within a certain yaw, else smoothly returns the rotations back to zero.
* Also sets the focus position with the specified point.
*
* @param play
* @param actor
* @param headRot the computed actor's head's rotation step
* @param torsoRot the computed actor's torso's rotation step
* @param focusPos the point to set as the actor's focus position
*
* @return true if rotated towards player, false if rotations were stepped back to zero.
*
* @note if in a cutscene or debug camera is enabled, the computed rotation will instead turn towards the view eye no
* matter the yaw.
*/
s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos) {
Player* player = GET_PLAYER(play);
s16 yaw;
Vec3f target;
actor->focus.pos = focusPos;
if (!((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled)) {
yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
if (yaw >= 0x4300) {
Actor_TrackNone(headRot, torsoRot);
return false;
}
}
if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
target = play->view.eye;
} else {
target = player->actor.focus.pos;
}
Actor_TrackPoint(actor, &target, headRot, torsoRot);
return true;
}