mirror of https://github.com/zeldaret/mm.git
142 lines
4.4 KiB
C
142 lines
4.4 KiB
C
#include "global.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->pushForce = 0.0f;
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dynaActor->unk14C = 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_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_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 bgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
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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 bgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
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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_SetActorOnSwitch(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_SWITCH;
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}
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void DynaPolyActor_SetActorOnHeavySwitch(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_HEAVY_SWITCH;
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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_ON_SWITCH) {
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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_IsHeavySwitchPressed(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_ON_HEAVY_SWITCH) {
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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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