From 327a813b37ebc98d75e92ed03b0d14fa69915204 Mon Sep 17 00:00:00 2001 From: mzxrules Date: Tue, 30 Aug 2022 11:49:51 -0400 Subject: [PATCH] Fix RaycastFloor flags (#1328) * fix raycast floor flags * format.sh * Name flags * Rename RaycastFloor functions, clean up caller code, document z_bg_spot15_rrbox * change comment to prevent format wrap * change to "if BGCHECK_GROUND_CHECK_ON is set" * roman suggestions --- include/functions.h | 61 +-- include/z64bgcheck.h | 4 +- src/code/z_actor.c | 24 +- src/code/z_bgcheck.c | 362 +++++++++++------- src/code/z_camera.c | 22 +- src/code/z_onepointdemo.c | 6 +- src/code/z_play.c | 16 +- src/code/z_player_lib.c | 2 +- .../actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c | 19 +- .../ovl_Bg_Heavy_Block/z_bg_heavy_block.c | 18 +- .../ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c | 10 +- .../actors/ovl_Bg_Po_Event/z_bg_po_event.c | 4 +- .../ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c | 83 ++-- .../ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c | 4 +- src/overlays/actors/ovl_Boss_Va/z_boss_va.c | 50 +-- src/overlays/actors/ovl_En_Box/z_en_box.c | 8 +- src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c | 4 +- src/overlays/actors/ovl_En_Elf/z_en_elf.c | 6 +- .../actors/ovl_En_Encount1/z_en_encount1.c | 6 +- src/overlays/actors/ovl_En_Fish/z_en_fish.c | 2 +- .../actors/ovl_En_Goroiwa/z_en_goroiwa.c | 18 +- src/overlays/actors/ovl_En_Horse/z_en_horse.c | 31 +- .../ovl_En_Horse_Ganon/z_en_horse_ganon.c | 21 +- .../ovl_En_Horse_Normal/z_en_horse_normal.c | 14 +- .../ovl_En_Horse_Zelda/z_en_horse_zelda.c | 10 +- src/overlays/actors/ovl_En_Ishi/z_en_ishi.c | 10 +- src/overlays/actors/ovl_En_Kusa/z_en_kusa.c | 4 +- src/overlays/actors/ovl_En_Nwc/z_en_nwc.c | 4 +- src/overlays/actors/ovl_En_Okuta/z_en_okuta.c | 2 +- .../actors/ovl_En_Po_Field/z_en_po_field.c | 4 +- .../ovl_En_Po_Sisters/z_en_po_sisters.c | 12 +- src/overlays/actors/ovl_En_Poh/z_en_poh.c | 12 +- .../ovl_En_River_Sound/z_en_river_sound.c | 2 +- src/overlays/actors/ovl_En_Vali/z_en_vali.c | 2 +- .../actors/ovl_En_Weiyer/z_en_weiyer.c | 2 +- .../actors/ovl_En_Wood02/z_en_wood02.c | 4 +- src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c | 12 +- src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c | 8 +- .../actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c | 2 +- .../actors/ovl_Obj_Tsubo/z_obj_tsubo.c | 12 +- .../actors/ovl_player_actor/z_player.c | 29 +- .../ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c | 22 +- 42 files changed, 497 insertions(+), 451 deletions(-) diff --git a/include/functions.h b/include/functions.h index 125c3e0320..28ad31f25b 100644 --- a/include/functions.h +++ b/include/functions.h @@ -534,35 +534,25 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors void ActorOverlayTable_LogPrint(void); void ActorOverlayTable_Init(void); void ActorOverlayTable_Cleanup(void); -u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList); void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest); f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point); void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest); -s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos, - f32 checkHeight, CollisionPoly** outPoly); -s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, - Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist, - s32 bccFlags); -void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector); void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader); -s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, - Vec3f* pos); -f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, - Actor* actor, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, - f32 chkDist); -f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); -f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos); -f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos); -f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); -s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, - f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA); +f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos); +f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos); +f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos); +f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor, + Vec3f* pos); +f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, + Actor* actor, Vec3f* pos); +f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor, + Vec3f* pos, f32 chkDist); +f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); +f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos); +f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos); +f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); +f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); +f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, f32 checkHeight); s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, @@ -574,9 +564,6 @@ s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight); s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor); -s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, - Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist, - u32 bccFlags); s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, @@ -599,12 +586,7 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius); -void SSNodeList_Initialize(SSNodeList*); -void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys); -u16 SSNodeList_GetNextNodeIdx(SSNodeList* this); s32 DynaPoly_IsBgIdBgActor(s32 bgId); -void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna); -void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna); void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId); void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId); void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId); @@ -615,19 +597,8 @@ void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna); void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor); void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna); void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna); -f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast); -s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, - CollisionPoly** outPoly, s32* outBgId, Actor* actor); -s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist, - CollisionPoly** outPoly, s32* outBgId, Actor* actor); -s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult, - CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist, - s32 bccFlags); -s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, - Vec3f* center, f32 radius, Actor* actor, u16 bciFlags); void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest); void func_800418D0(CollisionContext* colCtx, PlayState* play); -void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys); u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId); u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); @@ -1483,7 +1454,7 @@ void Play_Destroy(GameState* thisx); void Play_Init(GameState* thisx); void Play_Main(GameState* thisx); s32 Play_InCsMode(PlayState* this); -f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec); +f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos); void* Play_LoadFile(PlayState* this, RomFile* file); void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest); s16 Play_CreateSubCamera(PlayState* this); diff --git a/include/z64bgcheck.h b/include/z64bgcheck.h index d691a89fb7..aa8a6859ce 100644 --- a/include/z64bgcheck.h +++ b/include/z64bgcheck.h @@ -296,11 +296,11 @@ typedef struct { /* 0x14 */ Vec3f* pos; /* 0x18 */ s32* bgId; /* 0x1C */ struct Actor* actor; - /* 0x20 */ u32 unk_20; + /* 0x20 */ u32 downChkFlags; /* 0x24 */ f32 chkDist; /* 0x28 */ DynaCollisionContext* dyna; /* 0x2C */ SSList* ssList; -} DynaRaycast; +} DynaRaycastDown; typedef struct { /* 0x00 */ struct CollisionContext* colCtx; diff --git a/src/code/z_actor.c b/src/code/z_actor.c index ab310a446d..9c71c31285 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1168,13 +1168,13 @@ s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) { return true; } -s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* arg2, s32 arg3) { +s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* pos, s32 arg3) { f32 floorHeightDiff; s32 floorBgId; - arg2->y += 50.0f; + pos->y += 50.0f; - actor->floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, arg2); + actor->floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, pos); actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT); if (actor->floorHeight <= BGCHECK_Y_MIN) { @@ -3472,9 +3472,9 @@ f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) { MtxF sp60; - f32 var; - Vec3f sp50; - CollisionPoly* sp4C; + f32 yIntersect; + Vec3f checkPos; + CollisionPoly* groundPoly; OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8120); @@ -3484,14 +3484,14 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) { gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha); - sp50.x = arg0->x; - sp50.y = arg0->y + 1.0f; - sp50.z = arg0->z; + checkPos.x = arg0->x; + checkPos.y = arg0->y + 1.0f; + checkPos.z = arg0->z; - var = BgCheck_EntityRaycastFloor2(play, &play->colCtx, &sp4C, &sp50); + yIntersect = BgCheck_EntityRaycastDown2(play, &play->colCtx, &groundPoly, &checkPos); - if (sp4C != NULL) { - func_80038A28(sp4C, arg0->x, var, arg0->z, &sp60); + if (groundPoly != NULL) { + func_80038A28(groundPoly, arg0->x, yIntersect, arg0->z, &sp60); Matrix_Put(&sp60); } else { Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW); diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c index a52400b261..60260a4e10 100644 --- a/src/code/z_bgcheck.c +++ b/src/code/z_bgcheck.c @@ -1,6 +1,29 @@ #include "global.h" #include "vt.h" +u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList); +void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector); +s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos); +s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, + Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist, + u32 bccFlags); +void SSNodeList_Initialize(SSNodeList* this); +void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys); +u16 SSNodeList_GetNextNodeIdx(SSNodeList* this); +void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna); +void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna); +f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown); +s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor); +s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist, + CollisionPoly** outPoly, s32* outBgId, Actor* actor); +s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist, + s32 bccFlags); +s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, + Vec3f* center, f32 radius, Actor* actor, u16 bciFlags); +void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys); + #define SS_NULL 0xFFFF // bccFlags @@ -24,6 +47,16 @@ #define COLPOLY_IGNORE_ENTITY (1 << 1) #define COLPOLY_IGNORE_PROJECTILES (1 << 2) +// raycast down flags (downChkFlags) +#define BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS (1 << 0) +#define BGCHECK_RAYCAST_DOWN_CHECK_WALLS (1 << 1) +#define BGCHECK_RAYCAST_DOWN_CHECK_FLOORS (1 << 2) +#define BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE (1 << 3) // stops checking dyna walls on finding first candidate result +#define BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY (1 << 4) // skips walls and ceilings with normal.y < 0 + +// raycast down groundChk flag. When enabled, search range is limited to floors and walls with a normal.y >= 0 +#define BGCHECK_GROUND_CHECK_ON (1 << 0) + s32 D_80119D90[WALL_TYPE_MAX] = { 0, // WALL_TYPE_0 WALL_FLAG_0, // WALL_TYPE_1 @@ -527,10 +560,10 @@ void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, Collis * Locates the closest static poly directly underneath `pos`, starting at list `ssList` * returns yIntersect of the closest poly, or `yIntersectMin` * stores the pointer of the closest poly to `outPoly` - * if (flags & 1), ignore polys with a normal.y < 0 (from vertical walls to ceilings) + * if BGCHECK_GROUND_CHECK_ON is set, ignore polys with a normal.y < 0 (from vertical walls to ceilings) */ -f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly, - Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 flags) { +f32 BgCheck_RaycastDownStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly, + Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 groundChk) { SSNode* curNode; s32 polyId; f32 result; @@ -547,7 +580,7 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList polyId = curNode->polyId; if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[polyId].flags_vIA, xpFlags) || - ((flags & 1) && colCtx->colHeader->polyList[polyId].normal.y < 0)) { + ((groundChk & BGCHECK_GROUND_CHECK_ON) && colCtx->colHeader->polyList[polyId].normal.y < 0)) { if (curNode->next == SS_NULL) { break; } @@ -565,7 +598,6 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList pos->z, &yIntersect, chkDist) == true) { // if poly is closer to pos without going over if (yIntersect < pos->y && result < yIntersect) { - result = yIntersect; *outPoly = &colCtx->colHeader->polyList[polyId]; } @@ -584,31 +616,31 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList * returns yIntersect of the closest poly, or `yIntersectMin` * stores the pointer of the closest poly to `outPoly` */ -f32 BgCheck_RaycastFloorStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly, - Vec3f* pos, u32 arg5, f32 chkDist, f32 yIntersectMin) { - s32 flag; // skip polys with normal.y < 0 +f32 BgCheck_RaycastDownStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly, + Vec3f* pos, u32 downChkFlags, f32 chkDist, f32 yIntersectMin) { f32 yIntersect = yIntersectMin; + s32 groundChk; - if (arg5 & 4) { - yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0); + if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) { + yIntersect = BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0); } - if ((arg5 & 2) || (arg5 & 8)) { - flag = 0; - if (arg5 & 0x10) { - flag = 1; + if ((downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) || (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE)) { + groundChk = 0; + if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) { + groundChk |= BGCHECK_GROUND_CHECK_ON; } yIntersect = - BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, flag); + BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, groundChk); } - if (arg5 & 1) { - flag = 0; - if (arg5 & 0x10) { - flag = 1; + if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) { + groundChk = 0; + if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) { + groundChk |= BGCHECK_GROUND_CHECK_ON; } yIntersect = - BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, flag); + BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, groundChk); } return yIntersect; @@ -1662,19 +1694,19 @@ s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos) { } /** - * Raycast Toward Floor + * Raycast Downward + * If `actor` != null, bgcheck will be skipped for that actor * returns the yIntersect of the nearest poly found directly below `pos`, or BGCHECK_Y_MIN if no floor detected * returns the poly found in `outPoly`, and the bgId of the entity in `outBgId` */ -f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, - s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 chkDist) { - +f32 BgCheck_RaycastDownImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, + s32* outBgId, Vec3f* pos, Actor* actor, u32 downChkFlags, f32 chkDist) { f32 yIntersectDyna; s32* temp_a0; StaticLookup* lookupTbl; Vec3f checkPos; StaticLookup* lookup; - DynaRaycast dynaRaycast; + DynaRaycastDown dynaRaycastDown; f32 yIntersect; *outBgId = BGCHECK_SCENE; @@ -1697,25 +1729,26 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl checkPos.y -= colCtx->subdivLength.y; continue; } - yIntersect = BgCheck_RaycastFloorStatic(lookup, colCtx, xpFlags, outPoly, pos, arg7, chkDist, BGCHECK_Y_MIN); + yIntersect = + BgCheck_RaycastDownStatic(lookup, colCtx, xpFlags, outPoly, pos, downChkFlags, chkDist, BGCHECK_Y_MIN); if (yIntersect > BGCHECK_Y_MIN) { break; } checkPos.y -= colCtx->subdivLength.y; } - dynaRaycast.colCtx = colCtx; - dynaRaycast.xpFlags = xpFlags; - dynaRaycast.yIntersect = yIntersect; - dynaRaycast.pos = pos; - dynaRaycast.actor = actor; - dynaRaycast.unk_20 = arg7; - dynaRaycast.chkDist = chkDist; - dynaRaycast.play = play; - dynaRaycast.resultPoly = outPoly; - dynaRaycast.bgId = outBgId; + dynaRaycastDown.colCtx = colCtx; + dynaRaycastDown.xpFlags = xpFlags; + dynaRaycastDown.yIntersect = yIntersect; + dynaRaycastDown.pos = pos; + dynaRaycastDown.actor = actor; + dynaRaycastDown.downChkFlags = downChkFlags; + dynaRaycastDown.chkDist = chkDist; + dynaRaycastDown.play = play; + dynaRaycastDown.resultPoly = outPoly; + dynaRaycastDown.bgId = outBgId; - yIntersectDyna = BgCheck_RaycastFloorDyna(&dynaRaycast); + yIntersectDyna = BgCheck_RaycastDownDyna(&dynaRaycastDown); if (yIntersect < yIntersectDyna) { yIntersect = yIntersectDyna; @@ -1728,133 +1761,171 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl } /** - * Public raycast toward floor + * Public raycast downward, ground check (UNUSED) * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) { +f32 BgCheck_CameraRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) { s32 bgId; - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, &bgId, pos, NULL, 0x1C, 1.0f); + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outGroundPoly, &bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, ground check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) { +f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) { s32 bgId; - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f); + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, ground check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) { +f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) { s32 bgId; - return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f); + return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, ground check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x1C, 1.0f); +f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos) { + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, ground check + * If `actor` != null, bgcheck will be skipped for that actor * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, - Vec3f* pos) { - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f); +f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor, + Vec3f* pos) { + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, ground check + * If `actor` != null, bgcheck will be skipped for that actor * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, - Actor* actor, Vec3f* pos) { - return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f); +f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, + Actor* actor, Vec3f* pos) { + return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, ground check + * If `actor` != null, bgcheck will be skipped for that actor + * `chkDist` is the distance beyond the poly's boundary where the check will still pass * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, - f32 chkDist) { - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, chkDist); +f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor, + Vec3f* pos, f32 chkDist) { + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + chkDist); } /** - * Public raycast toward floor + * Public raycast downward, floor and exhaustive wall check (UNUSED) + * If `actor` != null, bgcheck will be skipped for that actor * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, - Vec3f* pos) { - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x06, 1.0f); +f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos) { + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, ground check + * `outGroundPoly` returns original value if no poly detected * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos) { - CollisionPoly* tempPoly; +f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos) { + CollisionPoly* checkResultPoly; f32 result; s32 bgId; - result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, &bgId, pos, NULL, 0x1C, 1.0f); + result = BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &checkResultPoly, &bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); - if (tempPoly != NULL) { - *outPoly = *tempPoly; + if (checkResultPoly != NULL) { + *outGroundPoly = *checkResultPoly; } return result; } /** - * Public raycast toward floor + * Public raycast downward, ground check (UNUSED) + * `outGroundPoly` returns original value if no poly detected * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos) { - CollisionPoly* tempPoly; - f32 result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, bgId, pos, NULL, 0x1C, 1.0f); +f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos) { + CollisionPoly* checkResultPoly; + f32 result = BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &checkResultPoly, bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | + BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, + 1.0f); - if (tempPoly != NULL) { - *outPoly = *tempPoly; + if (checkResultPoly != NULL) { + *outGroundPoly = *checkResultPoly; } return result; } /** - * Public raycast toward floor + * Public raycast downward, floor and exhaustive wall check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, 0x06, 1.0f); +f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, exhaustive wall check (UNUSED) + * If `actor` != null, bgcheck will be skipped for that actor * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, - Vec3f* pos) { - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x02, 1.0f); +f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, + Vec3f* pos) { + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS, 1.0f); } /** - * Public raycast toward floor + * Public raycast downward, floor and exhaustive wall check (UNUSED) * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ -f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { - return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x06, 1.0f); +f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { + return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, + BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f); } /** @@ -3014,52 +3085,54 @@ void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyn #define DYNA_RAYCAST_CEILINGS 4 /** - * Perform dyna poly raycast toward floor on a list of floor, wall, or ceiling polys + * Performs a downward raycast check on a list of floor, wall, or ceiling dyna polys * `listType` specifies the poly list type (e.g. DYNA_RAYCAST_FLOORS) */ -f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) { +f32 BgCheck_RaycastDownDynaList(DynaRaycastDown* dynaRaycastDown, u32 listType) { CollisionPoly* polyList; SSNode* curNode; f32 result; f32 yIntersect; s16 id; - result = dynaRaycast->yIntersect; - if (dynaRaycast->ssList->head == SS_NULL) { + result = dynaRaycastDown->yIntersect; + if (dynaRaycastDown->ssList->head == SS_NULL) { return result; } - polyList = dynaRaycast->dyna->polyList; - curNode = &dynaRaycast->dyna->polyNodes.tbl[dynaRaycast->ssList->head]; + polyList = dynaRaycastDown->dyna->polyList; + curNode = &dynaRaycastDown->dyna->polyNodes.tbl[dynaRaycastDown->ssList->head]; while (true) { id = curNode->polyId; - if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycast->xpFlags)) { + if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycastDown->xpFlags)) { if (curNode->next == SS_NULL) { break; } else { - curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next]; + curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next]; continue; } } - if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) && (dynaRaycast->unk_20 & 0x10) && + if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) && + (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) && COLPOLY_GET_NORMAL(polyList[id].normal.y) < 0.0f) { if (curNode->next == SS_NULL) { break; } else { - curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next]; + curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next]; continue; } } - if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycast->dyna->vtxList, dynaRaycast->pos->x, - dynaRaycast->pos->z, &yIntersect, dynaRaycast->chkDist) == true && - yIntersect < dynaRaycast->pos->y && result < yIntersect) { + if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycastDown->dyna->vtxList, dynaRaycastDown->pos->x, + dynaRaycastDown->pos->z, &yIntersect, + dynaRaycastDown->chkDist) == true && + yIntersect < dynaRaycastDown->pos->y && result < yIntersect) { result = yIntersect; - *dynaRaycast->resultPoly = &dynaRaycast->dyna->polyList[id]; + *dynaRaycastDown->resultPoly = &dynaRaycastDown->dyna->polyList[id]; } if (curNode->next == SS_NULL) { break; } else { - curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next]; + curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next]; continue; } } @@ -3067,10 +3140,10 @@ f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) { } /** - * Perform dyna poly raycast toward floor + * Performs a downward raycast check on dyna polys * returns the yIntersect of the poly found, or BGCHECK_Y_MIN if no poly is found */ -f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) { +f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) { s32 i; f32 result; f32 intersect2; @@ -3092,75 +3165,76 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) { CollisionPoly* poly; result = BGCHECK_Y_MIN; - *dynaRaycast->bgId = BGCHECK_SCENE; + *dynaRaycastDown->bgId = BGCHECK_SCENE; for (i = 0; i < BG_ACTOR_MAX; i++) { - if (!(dynaRaycast->colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) { + if (!(dynaRaycastDown->colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) { continue; } - if (dynaRaycast->actor == dynaRaycast->colCtx->dyna.bgActors[i].actor || - dynaRaycast->pos->y < dynaRaycast->colCtx->dyna.bgActors[i].minY || - Math3D_XZInSphere(&dynaRaycast->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycast->pos->x, - dynaRaycast->pos->z) == false) { + if (dynaRaycastDown->actor == dynaRaycastDown->colCtx->dyna.bgActors[i].actor || + dynaRaycastDown->pos->y < dynaRaycastDown->colCtx->dyna.bgActors[i].minY || + Math3D_XZInSphere(&dynaRaycastDown->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycastDown->pos->x, + dynaRaycastDown->pos->z) == false) { continue; } - dynaRaycast->dyna = &dynaRaycast->colCtx->dyna; - if (dynaRaycast->unk_20 & BGCHECK_IGNORE_FLOOR) { - dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.floor; - intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_FLOORS); + dynaRaycastDown->dyna = &dynaRaycastDown->colCtx->dyna; + if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) { + dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.floor; + intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_FLOORS); - if (dynaRaycast->yIntersect < intersect2) { - - dynaRaycast->yIntersect = intersect2; - *dynaRaycast->bgId = i; + if (dynaRaycastDown->yIntersect < intersect2) { + dynaRaycastDown->yIntersect = intersect2; + *dynaRaycastDown->bgId = i; result = intersect2; } } - if ((dynaRaycast->unk_20 & BGCHECK_IGNORE_WALL) || - (*dynaRaycast->resultPoly == NULL && (dynaRaycast->unk_20 & 8))) { - dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.wall; - intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_WALLS); - if (dynaRaycast->yIntersect < intersect2) { + if ((dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) || + (*dynaRaycastDown->resultPoly == NULL && + (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE))) { + dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.wall; + intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_WALLS); - dynaRaycast->yIntersect = intersect2; - *dynaRaycast->bgId = i; + if (dynaRaycastDown->yIntersect < intersect2) { + dynaRaycastDown->yIntersect = intersect2; + *dynaRaycastDown->bgId = i; result = intersect2; } } - if (dynaRaycast->unk_20 & BGCHECK_IGNORE_CEILING) { - dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.ceiling; - intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_CEILINGS); - if (dynaRaycast->yIntersect < intersect2) { + if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) { + dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.ceiling; + intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_CEILINGS); - dynaRaycast->yIntersect = intersect2; - *dynaRaycast->bgId = i; + if (dynaRaycastDown->yIntersect < intersect2) { + dynaRaycastDown->yIntersect = intersect2; + *dynaRaycastDown->bgId = i; result = intersect2; } } } - dynaActor = DynaPoly_GetActor(dynaRaycast->colCtx, *dynaRaycast->bgId); - if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycast->play != NULL)) { - pauseState = dynaRaycast->play->pauseCtx.state != 0; + dynaActor = DynaPoly_GetActor(dynaRaycastDown->colCtx, *dynaRaycastDown->bgId); + if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycastDown->play != NULL)) { + pauseState = dynaRaycastDown->play->pauseCtx.state != 0; if (pauseState == 0) { - pauseState = dynaRaycast->play->pauseCtx.debugState != 0; + pauseState = dynaRaycastDown->play->pauseCtx.debugState != 0; } - if (!pauseState && (dynaRaycast->colCtx->dyna.bgActorFlags[*dynaRaycast->bgId] & BGACTOR_1)) { - curTransform = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].curTransform; + if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) { + curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform; polyMin = - &dynaRaycast->dyna->polyList[dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].dynaLookup.polyStartIndex]; - polyIndex = *dynaRaycast->resultPoly - polyMin; - poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex]; + &dynaRaycastDown->dyna + ->polyList[dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].dynaLookup.polyStartIndex]; + polyIndex = *dynaRaycastDown->resultPoly - polyMin; + poly = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->polyList[polyIndex]; SkinMatrix_SetTranslateRotateYXZScale(&srpMtx, curTransform->scale.x, curTransform->scale.y, curTransform->scale.z, curTransform->rot.x, curTransform->rot.y, curTransform->rot.z, curTransform->pos.x, curTransform->pos.y, curTransform->pos.z); - vtxList = dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->vtxList; + vtxList = dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->vtxList; for (i2 = 0; i2 < 3; i2++) { Math_Vec3s_ToVec3f(&vtx, &vtxList[COLPOLY_VTX_INDEX(poly->vtxData[i2])]); @@ -3174,9 +3248,9 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) { polyNorm.y *= 1.0f / magnitude; polyNorm.z *= 1.0f / magnitude; polyDist = -DOTXYZ(polyNorm, polyVtx[0]); - if (Math3D_TriChkPointParaYIntersectInsideTri(&polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x, - polyNorm.y, polyNorm.z, polyDist, dynaRaycast->pos->z, - dynaRaycast->pos->x, &intersect, dynaRaycast->chkDist)) { + if (Math3D_TriChkPointParaYIntersectInsideTri( + &polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x, polyNorm.y, polyNorm.z, polyDist, + dynaRaycastDown->pos->z, dynaRaycastDown->pos->x, &intersect, dynaRaycastDown->chkDist)) { if (fabsf(intersect - result) < 1.0f) { result = intersect; diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 49d260152b..89db13211a 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -233,7 +233,7 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) { toNewPos = to->pos; toNewPos.y += 5.0f; - floorPolyY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &floorBgId, &toNewPos); + floorPolyY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, &floorBgId, &toNewPos); if ((to->pos.y - floorPolyY) > 5.0f) { // if the y distance from the check point to the floor is more than 5 units @@ -293,7 +293,7 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) { to->norm.z = -fromToNorm.z; toNewPos = to->pos; toNewPos.y += 5.0f; - floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &bgId, &toNewPos); + floorY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, &bgId, &toNewPos); if ((to->pos.y - floorY) > 5.0f) { // to is not on the ground or below it. to->pos.x += to->norm.x; @@ -377,7 +377,7 @@ s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) { f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* bgId) { s32 pad; CollisionPoly* floorPoly; - f32 floorY = BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, bgId, chkPos); + f32 floorY = BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, bgId, chkPos); if (floorY == BGCHECK_Y_MIN) { // no floor @@ -418,7 +418,7 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) { s32 i; for (i = 3; i > 0; i--) { - floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, bgId, pos); + floorY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, bgId, pos); if (floorY == BGCHECK_Y_MIN || (camera->playerGroundY < floorY && !(COLPOLY_GET_NORMAL(floorPoly->normal.y) > 0.5f))) { // no floor, or player is below the floor and floor is not considered steep @@ -492,7 +492,7 @@ Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) { Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor); playerPosShape.pos.y += Player_GetHeight(camera->player); - if (BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) { + if (BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) { // no floor return NULL; } @@ -3647,7 +3647,7 @@ s32 Camera_KeepOn4(Camera* camera) { OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext); D_8015BD50 = playerPosRot->pos; D_8015BD50.y += playerHeight; - temp_f0_2 = BgCheck_CameraRaycastFloor2(&camera->play->colCtx, &spC0, &i, &D_8015BD50); + temp_f0_2 = BgCheck_CameraRaycastDown2(&camera->play->colCtx, &spC0, &i, &D_8015BD50); if (temp_f0_2 > (roData->unk_00 + D_8015BD50.y)) { D_8015BD50.y = temp_f0_2 + 10.0f; } else { @@ -7407,7 +7407,7 @@ Vec3s Camera_Update(Camera* camera) { Vec3f viewEye; Vec3f viewUp; f32 viewFov; - Vec3f spAC; + Vec3f pos; s32 bgId; f32 playerGroundY; f32 playerXZSpeed; @@ -7441,11 +7441,11 @@ Vec3s Camera_Update(Camera* camera) { camera->playerPosDelta.x = curPlayerPosRot.pos.x - camera->playerPosRot.pos.x; camera->playerPosDelta.y = curPlayerPosRot.pos.y - camera->playerPosRot.pos.y; camera->playerPosDelta.z = curPlayerPosRot.pos.z - camera->playerPosRot.pos.z; - spAC = curPlayerPosRot.pos; - spAC.y += Player_GetHeight(camera->player); + pos = curPlayerPosRot.pos; + pos.y += Player_GetHeight(camera->player); - playerGroundY = BgCheck_EntityRaycastFloor5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId, - &camera->player->actor, &spAC); + playerGroundY = BgCheck_EntityRaycastDown5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId, + &camera->player->actor, &pos); if (playerGroundY != BGCHECK_Y_MIN) { // player is above ground. sOOBTimer = 0; diff --git a/src/code/z_onepointdemo.c b/src/code/z_onepointdemo.c index 0f61caee18..9750aa21e6 100644 --- a/src/code/z_onepointdemo.c +++ b/src/code/z_onepointdemo.c @@ -39,11 +39,11 @@ s32 OnePointCutscene_BgCheckLineTest(CollisionContext* colCtx, Vec3f* vec1, Vec3 return BgCheck_CameraLineTest1(colCtx, vec1, vec2, &posResult, &outPoly, true, true, true, false, &bgId); } -f32 OnePointCutscene_RaycastFloor(CollisionContext* colCtx, Vec3f* pos) { +f32 OnePointCutscene_RaycastDown(CollisionContext* colCtx, Vec3f* pos) { CollisionPoly* outPoly; s32 bgId; - return BgCheck_EntityRaycastFloor3(colCtx, &outPoly, &bgId, pos); + return BgCheck_EntityRaycastDown3(colCtx, &outPoly, &bgId, pos); } void OnePointCutscene_SetCsCamPoints(Camera* camera, s16 actionParameters, s16 initTimer, CutsceneCameraPoint* atPoints, @@ -292,7 +292,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act case 4500: Actor_GetFocus(&spA0, actor); spC0 = spA0.pos; - spC0.y = OnePointCutscene_RaycastFloor(&play->colCtx, &spC0) + 40.0f; + spC0.y = OnePointCutscene_RaycastDown(&play->colCtx, &spC0) + 40.0f; spD0.r = 150.0f; spD0.yaw = spA0.rot.y; spD0.pitch = 0x3E8; diff --git a/src/code/z_play.c b/src/code/z_play.c index 3f79dc66fd..33013a2e55 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -1315,7 +1315,7 @@ s32 Play_InCsMode(PlayState* this) { return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this); } -f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) { +f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos) { CollisionPoly poly; f32 temp1; f32 temp2; @@ -1326,7 +1326,7 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) { f32 nz; s32 pad[5]; - floorY = BgCheck_AnyRaycastFloor1(&this->colCtx, &poly, vec); + floorY = BgCheck_AnyRaycastDown1(&this->colCtx, &poly, pos); if (floorY > BGCHECK_Y_MIN) { nx = COLPOLY_GET_NORMAL(poly.normal.x); @@ -1355,9 +1355,9 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) { mf->wy = 0.0f; mf->xz = 0.0f; mf->wz = 0.0f; - mf->xw = vec->x; + mf->xw = pos->x; mf->yw = floorY; - mf->zw = vec->z; + mf->zw = pos->z; mf->ww = 1.0f; } else { mf->xy = 0.0f; @@ -1372,9 +1372,9 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) { mf->yz = 0.0f; mf->zy = 0.0f; mf->yy = 1.0f; - mf->xw = vec->x; - mf->yw = vec->y; - mf->zw = vec->z; + mf->xw = pos->x; + mf->yw = pos->y; + mf->zw = pos->z; mf->ww = 1.0f; } @@ -1776,7 +1776,7 @@ s32 func_800C0DB4(PlayState* this, Vec3f* pos) { if (WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y, &waterBox) == true && pos->y < waterSurfacePos.y && - BgCheck_EntityRaycastFloor3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) { + BgCheck_EntityRaycastDown3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) { return true; } else { return false; diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 928fe3333f..5563096ea3 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -997,7 +997,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p footprintPos.y += 15.0f; - sp80 = BgCheck_EntityRaycastFloor4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74; + sp80 = BgCheck_EntityRaycastDown4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74; if (sp98.y < sp80) { sp70 = sp98.x - spA4.x; diff --git a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c index b8ad536922..310fb6b7f1 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c +++ b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c @@ -349,10 +349,9 @@ void func_808805C0(BgHakaTrap* this, PlayState* play) { void func_808806BC(BgHakaTrap* this, PlayState* play) { Vec3f vector; - f32 tempf20; - f32 temp; + f32 floorHeight; + f32 yIntersect; s32 i; - s32 sp64; this->dyna.actor.velocity.y *= 1.6f; @@ -364,20 +363,22 @@ void func_808806BC(BgHakaTrap* this, PlayState* play) { vector.y = (this->dyna.actor.world.pos.y + 1.0f) + 25.0f; vector.z = this->dyna.actor.world.pos.z; - tempf20 = this->dyna.actor.floorHeight; + floorHeight = this->dyna.actor.floorHeight; for (i = 0; i < 3; i++) { - temp = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &sp64, &this->dyna.actor, &vector) - + s32 bgId; + + yIntersect = + BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &vector) - 25.0f; - if (tempf20 < temp) { - tempf20 = temp; + if (floorHeight < yIntersect) { + floorHeight = yIntersect; } vector.x -= 90.0f; } - if (Math_StepToF(&this->dyna.actor.world.pos.y, tempf20, this->dyna.actor.velocity.y)) { + if (Math_StepToF(&this->dyna.actor.world.pos.y, floorHeight, this->dyna.actor.velocity.y)) { if (this->dyna.actor.velocity.y > 0.01f) { Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_TRAP_BOUND); } diff --git a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c index 4f9abc8ace..50c358532f 100644 --- a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c +++ b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c @@ -378,18 +378,18 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) { void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) { s32 bgId; s32 quakeIndex; - Vec3f pos; - f32 raycastResult; + Vec3f checkPos; + f32 yIntersect; Actor_MoveForward(&this->dyna.actor); - pos.x = this->dyna.actor.home.pos.x; - pos.y = this->dyna.actor.home.pos.y + 1000.0f; - pos.z = this->dyna.actor.home.pos.z; - raycastResult = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &pos); - this->dyna.actor.floorHeight = raycastResult; + checkPos.x = this->dyna.actor.home.pos.x; + checkPos.y = this->dyna.actor.home.pos.y + 1000.0f; + checkPos.z = this->dyna.actor.home.pos.z; + yIntersect = + BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &checkPos); + this->dyna.actor.floorHeight = yIntersect; - if (this->dyna.actor.home.pos.y <= raycastResult) { + if (this->dyna.actor.home.pos.y <= yIntersect) { func_800AA000(0.0f, 0xFF, 0x3C, 4); switch (this->dyna.actor.params & 0xFF) { diff --git a/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c b/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c index 8ba8bc84d1..7db6322ed4 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c +++ b/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c @@ -198,16 +198,16 @@ void BgJyaGoroiwa_Update(Actor* thisx, PlayState* play) { BgJyaGoroiwa* this = (BgJyaGoroiwa*)thisx; Player* player = GET_PLAYER(play); s32 bgId; - Vec3f pos; + Vec3f checkPos; if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) { this->actionFunc(this, play); BgJyaGoroiwa_UpdateRotation(this); - pos.x = this->actor.world.pos.x; - pos.y = this->actor.world.pos.y + 59.5f; - pos.z = this->actor.world.pos.z; + checkPos.x = this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 59.5f; + checkPos.z = this->actor.world.pos.z; this->actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &pos); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &checkPos); BgJyaGoroiwa_UpdateCollider(this); if (this->collider.base.atFlags & AT_ON) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); diff --git a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c index 5fa503c0c0..621903b8c7 100644 --- a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c +++ b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c @@ -182,8 +182,8 @@ void BgPoEvent_InitBlocks(BgPoEvent* this, PlayState* play) { } } this->dyna.actor.world.pos.y = 833.0f; - this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, - &this->dyna.actor, &this->dyna.actor.world.pos); + this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, + &this->dyna.actor, &this->dyna.actor.world.pos); this->actionFunc = BgPoEvent_BlockWait; } diff --git a/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c b/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c index fe8f81721f..3ecb301cf6 100644 --- a/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c +++ b/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c @@ -49,7 +49,8 @@ static Vec3f D_808B45C4[] = { { 770.0f, 1550.0f, -299.0f }, }; -static Vec3f D_808B45DC[] = { +// list of ground check positions, relative to 1/10th model space +static Vec3f sBoxGroundCheckPoints[] = { { 29.99f, 0.01f, -29.99f }, { -29.99f, 0.01f, -29.99f }, { -29.99f, 0.01f, 29.99f }, { 29.99f, 0.01f, 29.99f }, { 0.0f, 0.01f, 0.0f }, }; @@ -70,10 +71,10 @@ void func_808B3960(BgSpot15Rrbox* this, PlayState* play, CollisionHeader* collis } } -void func_808B39E8(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3) { - arg0->x = (arg1->z * arg2) + (arg1->x * arg3); - arg0->y = arg1->y; - arg0->z = (arg1->z * arg3) - (arg1->x * arg2); +void BgSpot15Rrbox_RotatePoint(Vec3f* outPos, Vec3f* pos, f32 arg2, f32 arg3) { + outPos->x = (pos->z * arg2) + (pos->x * arg3); + outPos->y = pos->y; + outPos->z = (pos->z * arg3) - (pos->x * arg2); } void func_808B3A34(BgSpot15Rrbox* this) { @@ -140,25 +141,25 @@ void BgSpot15Rrbox_Destroy(Actor* thisx, PlayState* play) { D_808B4590 = 0; } -s32 func_808B3CA0(BgSpot15Rrbox* this, PlayState* play, s32 arg2) { +s32 BgSpot15Rrbox_TrySnapToCheckedPoint(BgSpot15Rrbox* this, PlayState* play, s32 checkIndex) { f32 chkDist = 0.0f; - Vec3f actorPosition; - Vec3f actorScale; + Vec3f checkPos; + Vec3f relCheckPos; func_808B3A34(this); - actorScale.x = D_808B45DC[arg2].x * (this->dyna.actor.scale.x * 10.0f); - actorScale.y = D_808B45DC[arg2].y * (this->dyna.actor.scale.y * 10.0f); - actorScale.z = D_808B45DC[arg2].z * (this->dyna.actor.scale.z * 10.0f); + relCheckPos.x = sBoxGroundCheckPoints[checkIndex].x * (this->dyna.actor.scale.x * 10.0f); + relCheckPos.y = sBoxGroundCheckPoints[checkIndex].y * (this->dyna.actor.scale.y * 10.0f); + relCheckPos.z = sBoxGroundCheckPoints[checkIndex].z * (this->dyna.actor.scale.z * 10.0f); - func_808B39E8(&actorPosition, &actorScale, this->unk_16C, this->unk_170); + BgSpot15Rrbox_RotatePoint(&checkPos, &relCheckPos, this->unk_16C, this->unk_170); - actorPosition.x += this->dyna.actor.world.pos.x; - actorPosition.y += this->dyna.actor.prevPos.y; - actorPosition.z += this->dyna.actor.world.pos.z; + checkPos.x += this->dyna.actor.world.pos.x; + checkPos.y += this->dyna.actor.prevPos.y; + checkPos.z += this->dyna.actor.world.pos.z; - this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor6(&play->colCtx, &this->dyna.actor.floorPoly, &this->bgId, - &this->dyna.actor, &actorPosition, chkDist); + this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown6(&play->colCtx, &this->dyna.actor.floorPoly, &this->bgId, + &this->dyna.actor, &checkPos, chkDist); if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) { this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight; @@ -167,51 +168,51 @@ s32 func_808B3CA0(BgSpot15Rrbox* this, PlayState* play, s32 arg2) { return false; } -f32 func_808B3DDC(BgSpot15Rrbox* this, PlayState* play) { +f32 BgSpot15Rrbox_GetFloorHeight(BgSpot15Rrbox* this, PlayState* play) { s32 i; - Vec3f position; - Vec3f scale; + Vec3f checkPos; + Vec3f relCheckPos; Actor* actor = &this->dyna.actor; f32 yIntersect; - f32 returnValue = BGCHECK_Y_MIN; + f32 floorY = BGCHECK_Y_MIN; s32 bgId; func_808B3A34(this); - for (i = 0; i < ARRAY_COUNT(D_808B45DC); i++) { - scale.x = D_808B45DC[i].x * (actor->scale.x * 10.0f); - scale.y = D_808B45DC[i].y * (actor->scale.y * 10.0f); - scale.z = D_808B45DC[i].z * (actor->scale.z * 10.0f); + for (i = 0; i < ARRAY_COUNT(sBoxGroundCheckPoints); i++) { + relCheckPos.x = sBoxGroundCheckPoints[i].x * (actor->scale.x * 10.0f); + relCheckPos.y = sBoxGroundCheckPoints[i].y * (actor->scale.y * 10.0f); + relCheckPos.z = sBoxGroundCheckPoints[i].z * (actor->scale.z * 10.0f); - func_808B39E8(&position, &scale, this->unk_16C, this->unk_170); + BgSpot15Rrbox_RotatePoint(&checkPos, &relCheckPos, this->unk_16C, this->unk_170); - position.x += actor->world.pos.x; - position.y += actor->prevPos.y; - position.z += actor->world.pos.z; + checkPos.x += actor->world.pos.x; + checkPos.y += actor->prevPos.y; + checkPos.z += actor->world.pos.z; - yIntersect = BgCheck_EntityRaycastFloor6(&play->colCtx, &actor->floorPoly, &bgId, actor, &position, 0); + yIntersect = BgCheck_EntityRaycastDown6(&play->colCtx, &actor->floorPoly, &bgId, actor, &checkPos, 0); - if (returnValue < yIntersect) { - returnValue = yIntersect; + if (floorY < yIntersect) { + floorY = yIntersect; this->bgId = bgId; } } - return returnValue; + return floorY; } -s32 func_808B3F58(BgSpot15Rrbox* this, PlayState* play) { - if (func_808B3CA0(this, play, 0)) { +s32 BgSpot15Rrbox_TrySnapToFloor(BgSpot15Rrbox* this, PlayState* play) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 0)) { return true; } - if (func_808B3CA0(this, play, 1)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 1)) { return true; } - if (func_808B3CA0(this, play, 2)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 2)) { return true; } - if (func_808B3CA0(this, play, 3)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 3)) { return true; } - if (func_808B3CA0(this, play, 4)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 4)) { return true; } return false; @@ -271,7 +272,7 @@ void func_808B4194(BgSpot15Rrbox* this, PlayState* play) { actor->world.pos.x = actor->home.pos.x + (tempUnk178 * this->unk_16C); actor->world.pos.z = actor->home.pos.z + (tempUnk178 * this->unk_170); - if (!func_808B3F58(this, play)) { + if (!BgSpot15Rrbox_TrySnapToFloor(this, play)) { actor->home.pos.x = actor->world.pos.x; actor->home.pos.z = actor->world.pos.z; player->stateFlags2 &= ~PLAYER_STATE2_4; @@ -304,7 +305,7 @@ void func_808B4380(BgSpot15Rrbox* this, PlayState* play) { this->dyna.actor.velocity.y = 0.0f; this->dyna.actor.velocity.z = 0.0f; this->dyna.actor.gravity = -1.0f; - this->dyna.actor.floorHeight = func_808B3DDC(this, play); + this->dyna.actor.floorHeight = BgSpot15Rrbox_GetFloorHeight(this, play); this->actionFunc = func_808B43D0; } diff --git a/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c b/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c index ad0595cf5f..56ff910426 100644 --- a/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c +++ b/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c @@ -431,8 +431,8 @@ void BgSpot18Basket_Update(Actor* thisx, PlayState* play) { this->unk_216++; this->actionFunc(this, play); - this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, - &this->dyna.actor, &this->dyna.actor.world.pos); + this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, + &this->dyna.actor, &this->dyna.actor.world.pos); if (this->actionFunc != func_808B7AFC) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderJntSph.base); if (this->actionFunc != func_808B7B6C) { diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c index cc26b44039..67a493c6d9 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -3291,19 +3291,11 @@ void BossVa_UpdateEffects(PlayState* play) { Player* player = GET_PLAYER(play); s16 spB6; s16 i; - f32 floorY; - s32 padAC; + f32 spB0; + f32 spAC; s16 pitch; - s16 yaw; BossVa* refActor2; BossVa* refActor; - Vec3f sp94; - CollisionPoly* sp90; - f32 pad8C; - Vec3f sp80; - CollisionPoly* sp7C; - f32 pad78; - f32 pad74; for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) { if (effect->type != VA_NONE) { @@ -3325,12 +3317,12 @@ void BossVa_UpdateEffects(PlayState* play) { if ((effect->mode == SPARK_TETHER) || (effect->mode == SPARK_UNUSED)) { pitch = effect->rot.x - Math_Vec3f_Pitch(&refActor->actor.world.pos, &GET_BODY(refActor)->unk_1D8); - pad8C = Math_SinS(refActor->actor.world.rot.y); - effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * pad8C); - pad74 = Math_CosS(refActor->actor.world.rot.y); - effect->pos.z = refActor->actor.world.pos.z - (effect->offset.x * pad74); - pad78 = Math_CosS(-pitch); - effect->pos.y = (effect->offset.y * pad78) + refActor->actor.world.pos.y; + spAC = Math_SinS(refActor->actor.world.rot.y); + effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * spAC); + spB0 = Math_CosS(refActor->actor.world.rot.y); + effect->pos.z = refActor->actor.world.pos.z - (effect->offset.x * spB0); + spB0 = Math_CosS(-pitch); + effect->pos.y = (effect->offset.y * spB0) + refActor->actor.world.pos.y; } else if ((effect->mode == SPARK_BARI) || (effect->mode == SPARK_BODY)) { effect->pos.x = effect->offset.x + refActor->actor.world.pos.x; effect->pos.y = effect->offset.y + refActor->actor.world.pos.y; @@ -3396,10 +3388,14 @@ void BossVa_UpdateEffects(PlayState* play) { if (effect->type == VA_BLOOD) { if (effect->mode < BLOOD_SPOT) { - sp94 = effect->pos; - sp94.y -= effect->velocity.y + 4.0f; - floorY = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp90, &sp94); - if ((sp90 != NULL) && (effect->pos.y <= floorY)) { + Vec3f checkPos; + CollisionPoly* groundPoly; + f32 floorY; + + checkPos = effect->pos; + checkPos.y -= effect->velocity.y + 4.0f; + floorY = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &checkPos); + if ((groundPoly != NULL) && (effect->pos.y <= floorY)) { effect->mode = BLOOD_SPOT; effect->pos.y = floorY + 1.0f; if (sCsState <= DEATH_SHELL_BURST) { @@ -3429,11 +3425,15 @@ void BossVa_UpdateEffects(PlayState* play) { if (effect->type == VA_GORE) { if (effect->mode == GORE_PERMANENT) { - sp80 = effect->pos; - sp80.y -= effect->velocity.y + 4.0f; + Vec3f checkPos; + CollisionPoly* groundPoly; + f32 floorY; + + checkPos = effect->pos; + checkPos.y -= effect->velocity.y + 4.0f; effect->rot.x += 0x1770; - floorY = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp7C, &sp80); - if ((sp7C != NULL) && (effect->pos.y <= floorY)) { + floorY = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &checkPos); + if ((groundPoly != NULL) && (effect->pos.y <= floorY)) { effect->mode = GORE_FLOOR; effect->timer = 30; effect->pos.y = floorY + 1.0f; @@ -3462,6 +3462,8 @@ void BossVa_UpdateEffects(PlayState* play) { } if (effect->type == VA_TUMOR) { + s16 yaw; + refActor = effect->parent; effect->rot.z += 0x157C; diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c index a70632c1a5..b2a93fd43e 100644 --- a/src/overlays/actors/ovl_En_Box/z_en_box.c +++ b/src/overlays/actors/ovl_En_Box/z_en_box.c @@ -79,11 +79,11 @@ void EnBox_ClipToGround(EnBox* this, PlayState* play) { f32 newY; CollisionPoly* poly; s32 bgId; - Vec3f pos; + Vec3f checkPos; - pos = this->dyna.actor.world.pos; - pos.y += 1.0f; - newY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->dyna.actor, &pos); + checkPos = this->dyna.actor.world.pos; + checkPos.y += 1.0f; + newY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->dyna.actor, &checkPos); if (newY != BGCHECK_Y_MIN) { this->dyna.actor.world.pos.y = newY; } diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c index 6dcc182610..d1c4ee79f5 100644 --- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c +++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c @@ -402,8 +402,8 @@ void EnEiyer_Ambush(EnEiyer* this, PlayState* play) { this->collider.base.acFlags |= AC_ON; EnEiyer_SetupGlide(this); } else { - this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, - &this->actor, &this->actor.world.pos); + this->actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, + &this->actor.world.pos); } } diff --git a/src/overlays/actors/ovl_En_Elf/z_en_elf.c b/src/overlays/actors/ovl_En_Elf/z_en_elf.c index 6679c8b59c..202a2910be 100644 --- a/src/overlays/actors/ovl_En_Elf/z_en_elf.c +++ b/src/overlays/actors/ovl_En_Elf/z_en_elf.c @@ -1209,9 +1209,9 @@ void func_80A04D90(EnElf* this, PlayState* play) { s32 pad; s32 bgId; - this->actor.floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &this->actor.floorPoly, &bgId, - &this->actor, &this->actor.world.pos); - this->actor.shape.shadowAlpha = 0x32; + this->actor.floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &this->actor.floorPoly, &bgId, + &this->actor, &this->actor.world.pos); + this->actor.shape.shadowAlpha = 50; } // move to talk to player diff --git a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c index 7e5e1085a3..dfd0ddddd1 100644 --- a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c +++ b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c @@ -131,7 +131,7 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) { spawnPos.y = player->actor.floorHeight + 120.0f; spawnPos.z = player->actor.world.pos.z + Math_CosS(spawnAngle) * spawnDist; - floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos); + floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos); if (floorY <= BGCHECK_Y_MIN) { break; } @@ -192,7 +192,7 @@ void EnEncount1_SpawnTektites(EnEncount1* this, PlayState* play) { spawnPos.x = this->actor.world.pos.x + Rand_CenteredFloat(50.0f); spawnPos.y = this->actor.world.pos.y + 120.0f; spawnPos.z = this->actor.world.pos.z + Rand_CenteredFloat(50.0f); - floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos); + floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos); if (floorY <= BGCHECK_Y_MIN) { return; } @@ -266,7 +266,7 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) { spawnPos.y = player->actor.floorHeight + 120.0f; spawnPos.z = player->actor.world.pos.z + (Math_CosS(spawnAngle) * spawnDist) + Rand_CenteredFloat(40.0f); - floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos); + floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos); if (floorY <= BGCHECK_Y_MIN) { break; } diff --git a/src/overlays/actors/ovl_En_Fish/z_en_fish.c b/src/overlays/actors/ovl_En_Fish/z_en_fish.c index 0ac71aff75..f581c7cc1a 100644 --- a/src/overlays/actors/ovl_En_Fish/z_en_fish.c +++ b/src/overlays/actors/ovl_En_Fish/z_en_fish.c @@ -669,7 +669,7 @@ void EnFish_UpdateCutscene(EnFish* this, PlayState* play) { this->actor.world.pos.z = (endPos.z - startPos.z) * progress + startPos.z; this->actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos); } // Update functions and Draw diff --git a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c index eff775f2da..4a9636ef27 100644 --- a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c +++ b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c @@ -360,7 +360,7 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) { f32 yDistToFloor; s32 quakeIdx; CollisionPoly* floorPoly; - Vec3f raycastFrom; + Vec3f checkPos; f32 floorY; s32 pad2; s32 floorBgId; @@ -386,11 +386,11 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) { } this->rollRotSpeed = 0.0f; if (!(this->stateFlags & ENGOROIWA_IN_WATER)) { - raycastFrom.x = this->actor.world.pos.x; - raycastFrom.y = this->actor.world.pos.y + 50.0f; - raycastFrom.z = this->actor.world.pos.z; - floorY = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &floorPoly, &floorBgId, &this->actor, - &raycastFrom); + checkPos.x = this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 50.0f; + checkPos.z = this->actor.world.pos.z; + floorY = + BgCheck_EntityRaycastDown5(play, &play->colCtx, &floorPoly, &floorBgId, &this->actor, &checkPos); yDistToFloor = floorY - (this->actor.world.pos.y - 59.5f); if (fabsf(yDistToFloor) < 15.0f) { dustPos.x = this->actor.world.pos.x; @@ -723,7 +723,7 @@ void EnGoroiwa_Update(Actor* thisx, PlayState* play) { EnGoroiwa* this = (EnGoroiwa*)thisx; Player* player = GET_PLAYER(play); s32 pad; - s32 sp30; + s32 bgId; if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) { if (this->collisionDisabledTimer > 0) { @@ -736,8 +736,8 @@ void EnGoroiwa_Update(Actor* thisx, PlayState* play) { UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4); break; case 0: - this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp30, - &this->actor, &this->actor.world.pos); + this->actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, + &this->actor, &this->actor.world.pos); break; } EnGoroiwa_UpdateRotation(this, play); diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c index 42340622c7..982a95d3f3 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -2841,7 +2841,7 @@ s32 EnHorse_CalcFloorHeight(EnHorse* this, PlayState* play, Vec3f* pos, Collisio WaterBox* waterBox; *floorPoly = NULL; - *floorHeight = BgCheck_EntityRaycastFloor3(&play->colCtx, floorPoly, &bgId, pos); + *floorHeight = BgCheck_EntityRaycastDown3(&play->colCtx, floorPoly, &bgId, pos); if (*floorHeight == BGCHECK_Y_MIN) { return 1; // No floor @@ -2852,7 +2852,7 @@ s32 EnHorse_CalcFloorHeight(EnHorse* this, PlayState* play, Vec3f* pos, Collisio return 2; // Water } - if ((*floorPoly)->normal.y * COLPOLY_NORMAL_FRAC < 0.81915206f || // cos(35 degrees) + if (COLPOLY_GET_NORMAL((*floorPoly)->normal.y) < 0.81915206f || // cos(35 degrees) SurfaceType_IsHorseBlocked(&play->colCtx, *floorPoly, bgId) || SurfaceType_GetFloorType(&play->colCtx, *floorPoly, bgId) == FLOOR_TYPE_7) { return 3; // Horse blocked surface @@ -2957,9 +2957,9 @@ void EnHorse_CheckFloors(EnHorse* this, PlayState* play) { floorSlope = RAD_TO_BINANG(Math_FAtan2F(this->yBack - this->yFront, 60.0f)); if (this->actor.floorPoly != 0) { - nx = this->actor.floorPoly->normal.x * COLPOLY_NORMAL_FRAC; - ny = this->actor.floorPoly->normal.y * COLPOLY_NORMAL_FRAC; - nz = this->actor.floorPoly->normal.z * COLPOLY_NORMAL_FRAC; + nx = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x); + ny = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y); + nz = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z); pos = frontPos; pos.y = this->yFront; dist = Math3D_DistPlaneToPos(nx, ny, nz, this->actor.floorPoly->dist, &pos); @@ -3225,7 +3225,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) { obstaclePos.y = this->actor.world.pos.y + 120.0f; obstaclePos.z += intersectDist * Math_CosS(this->actor.world.rot.y); obstacleTop = obstaclePos; - obstacleTop.y = BgCheck_EntityRaycastFloor3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos); + obstacleTop.y = BgCheck_EntityRaycastDown3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos); if (obstacleTop.y == BGCHECK_Y_MIN) { return; } @@ -3234,13 +3234,12 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) { return; } - if (Math3D_DistPlaneToPos(this->actor.floorPoly->normal.x * COLPOLY_NORMAL_FRAC, - this->actor.floorPoly->normal.y * COLPOLY_NORMAL_FRAC, - this->actor.floorPoly->normal.z * COLPOLY_NORMAL_FRAC, this->actor.floorPoly->dist, - &obstacleTop) < -40.0f && - Math3D_DistPlaneToPos( - obstacleFloor->normal.x * COLPOLY_NORMAL_FRAC, obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC, - obstacleFloor->normal.z * COLPOLY_NORMAL_FRAC, obstacleFloor->dist, &this->actor.world.pos) > 40.0f) { + if (Math3D_DistPlaneToPos( + COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x), COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y), + COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z), this->actor.floorPoly->dist, &obstacleTop) < -40.0f && + Math3D_DistPlaneToPos(COLPOLY_GET_NORMAL(obstacleFloor->normal.x), COLPOLY_GET_NORMAL(obstacleFloor->normal.y), + COLPOLY_GET_NORMAL(obstacleFloor->normal.z), obstacleFloor->dist, + &this->actor.world.pos) > 40.0f) { if (movingFast == true && this->action != ENHORSE_ACT_STOPPING) { this->stateFlags |= ENHORSE_FORCE_REVERSING; EnHorse_StartBraking(this, play); @@ -3249,7 +3248,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) { return; } - ny = obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC; + ny = COLPOLY_GET_NORMAL(obstacleFloor->normal.y); if (ny < 0.81915206f || // cos(35 degrees) (SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) != 0) || (SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7)) { @@ -3275,7 +3274,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) { } obstacleTop = obstaclePos; - obstacleTop.y = BgCheck_EntityRaycastFloor3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos); + obstacleTop.y = BgCheck_EntityRaycastDown3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos); if (obstacleTop.y == BGCHECK_Y_MIN) { return; } @@ -3286,7 +3285,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) { return; } - ny = obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC; + ny = COLPOLY_GET_NORMAL(obstacleFloor->normal.y); if (ny < 0.81915206f || // cos(35 degrees) SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) || SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7) { diff --git a/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c b/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c index e502860872..0c7085b902 100644 --- a/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c +++ b/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c @@ -270,19 +270,16 @@ void func_80A68DB0(EnHorseGanon* this, PlayState* play) { void func_80A68E14(EnHorseGanon* this, PlayState* play) { s32 pad; - CollisionPoly* col; - f32 temp_ret; - Vec3f v; - s32 temp1; + CollisionPoly* poly; + s32 pad2; + Vec3f checkPos; + s32 bgId; - v.x = Math_SinS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.x; - v.y = this->actor.world.pos.y + 60.0f; - v.z = Math_CosS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.z; - - temp_ret = BgCheck_EntityRaycastFloor3(&play->colCtx, &col, &temp1, &v); - - this->unk_1F4 = temp_ret; - this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - temp_ret, 30.0f)); + checkPos.x = Math_SinS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 60.0f; + checkPos.z = Math_CosS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.z; + this->unk_1F4 = BgCheck_EntityRaycastDown3(&play->colCtx, &poly, &bgId, &checkPos); + this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f)); } void EnHorseGanon_Update(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c index a3d0c2a05c..a61df481d4 100644 --- a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c +++ b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c @@ -557,15 +557,15 @@ void EnHorseNormal_WaitClone(EnHorseNormal* this, PlayState* play) { void func_80A6C8E0(EnHorseNormal* this, PlayState* play) { s32 pad; - CollisionPoly* sp38; + CollisionPoly* groundPoly; s32 pad2; - Vec3f sp28; - s32 sp24; + Vec3f checkPos; + s32 bgId; - sp28.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x; - sp28.y = this->actor.world.pos.y + 60.0f; - sp28.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z; - this->unk_220 = BgCheck_EntityRaycastFloor3(&play->colCtx, &sp38, &sp24, &sp28); + checkPos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 60.0f; + checkPos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z; + this->unk_220 = BgCheck_EntityRaycastDown3(&play->colCtx, &groundPoly, &bgId, &checkPos); this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_220, 30.0f)); } diff --git a/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c b/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c index 8eaf3f3f86..d178b405a8 100644 --- a/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c +++ b/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c @@ -217,13 +217,13 @@ void func_80A6DE38(EnHorseZelda* this, PlayState* play) { s32 pad; CollisionPoly* poly; s32 pad2; - Vec3f pos; + Vec3f checkPos; s32 bgId; - pos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x; - pos.y = this->actor.world.pos.y + 60.0f; - pos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z; - this->unk_1F4 = BgCheck_EntityRaycastFloor3(&play->colCtx, &poly, &bgId, &pos); + checkPos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 60.0f; + checkPos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z; + this->unk_1F4 = BgCheck_EntityRaycastDown3(&play->colCtx, &poly, &bgId, &checkPos); this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f)); } diff --git a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c index 7ab7ca164d..5b24bc47e5 100644 --- a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c +++ b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c @@ -112,14 +112,14 @@ void EnIshi_InitCollider(Actor* thisx, PlayState* play) { s32 EnIshi_SnapToFloor(EnIshi* this, PlayState* play, f32 arg2) { CollisionPoly* poly; - Vec3f pos; + Vec3f checkPos; s32 bgId; f32 floorY; - pos.x = this->actor.world.pos.x; - pos.y = this->actor.world.pos.y + 30.0f; - pos.z = this->actor.world.pos.z; - floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->actor, &pos); + checkPos.x = this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 30.0f; + checkPos.z = this->actor.world.pos.z; + floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->actor, &checkPos); if (floorY > BGCHECK_Y_MIN) { this->actor.world.pos.y = floorY + arg2; Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos); diff --git a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c index e2f691e0af..0110d2ee19 100644 --- a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c +++ b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c @@ -99,7 +99,7 @@ void EnKusa_SetupAction(EnKusa* this, EnKusaActionFunc actionFunc) { s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) { s32 pad; - CollisionPoly* poly; + CollisionPoly* groundPoly; Vec3f pos; s32 bgId; f32 floorY; @@ -108,7 +108,7 @@ s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) { pos.y = this->actor.world.pos.y + 30.0f; pos.z = this->actor.world.pos.z; - floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->actor, &pos); + floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos); if (floorY > BGCHECK_Y_MIN) { this->actor.world.pos.y = floorY + yOffset; diff --git a/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c b/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c index f04a4d3a2d..b6803702ad 100644 --- a/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c +++ b/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c @@ -74,7 +74,7 @@ void EnNwc_ChickNoop(EnNwcChick* chick, EnNwc* this, PlayState* play) { } void EnNwc_ChickBgCheck(EnNwcChick* chick, PlayState* play) { - CollisionPoly* outPoly; + CollisionPoly* groundPoly; s32 bgId; Vec3f outPos; f32 dy; @@ -90,7 +90,7 @@ void EnNwc_ChickBgCheck(EnNwcChick* chick, PlayState* play) { //! @bug The use of outPos here is totally wrong. Even if it didn't get overwritten // by the wall check, it should add an offset to the y-value so the raycast // doesn't go through the floor and cause the chicks to ignore all floors. - chick->floorY = BgCheck_EntityRaycastFloor3(&play->colCtx, &outPoly, &bgId, &outPos); + chick->floorY = BgCheck_EntityRaycastDown3(&play->colCtx, &groundPoly, &bgId, &outPos); dy = chick->floorY - chick->pos.y; if ((0.0f <= dy) && (dy < 40.0f)) { chick->pos.y = chick->floorY; diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 9bab150750..e8eec1126d 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -133,7 +133,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play) { this->numShots = 1; } thisx->floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &thisx->floorPoly, &floorBgId, thisx, &thisx->world.pos); + BgCheck_EntityRaycastDown4(&play->colCtx, &thisx->floorPoly, &floorBgId, thisx, &thisx->world.pos); //! @bug calls WaterBox_GetSurfaceImpl directly if (!WaterBox_GetSurfaceImpl(play, &play->colCtx, thisx->world.pos.x, thisx->world.pos.z, &ySurface, &outWaterBox) || diff --git a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c index 688f1d8853..cd803523d4 100644 --- a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c +++ b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c @@ -424,8 +424,8 @@ void EnPoField_WaitForSpawn(EnPoField* this, PlayState* play) { this->actor.world.pos.x = Math_SinS(player->actor.shape.rot.y) * spawnDist + player->actor.world.pos.x; this->actor.world.pos.z = Math_CosS(player->actor.shape.rot.y) * spawnDist + player->actor.world.pos.z; this->actor.world.pos.y = player->actor.world.pos.y + 1000.0f; - this->actor.world.pos.y = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, - &this->actor, &this->actor.world.pos); + this->actor.world.pos.y = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, + &this->actor, &this->actor.world.pos); if (this->actor.world.pos.y != BGCHECK_Y_MIN) { this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &player->actor); EnPoField_SetupAppear(this); diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index e1b0f7f1dc..1ea543a43d 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -1195,14 +1195,14 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); } else { - Vec3f vec; - s32 sp34; + Vec3f checkPos; + s32 bgId; - vec.x = this->actor.world.pos.x; - vec.y = this->actor.world.pos.y + 10.0f; - vec.z = this->actor.world.pos.z; + checkPos.x = this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 10.0f; + checkPos.z = this->actor.world.pos.z; this->actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp34, &this->actor, &vec); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &checkPos); } Collider_UpdateCylinder(&this->actor, &this->collider); diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c index 746dc74541..93e7a7857e 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -984,8 +984,8 @@ void func_80AE089C(EnPoh* this) { void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) { EnPoh* this = (EnPoh*)thisx; s32 pad; - Vec3f vec; - s32 sp38; + Vec3f checkPos; + s32 bgId; if (this->colliderSph.base.atFlags & AT_HIT) { this->colliderSph.base.atFlags &= ~AT_HIT; @@ -1013,11 +1013,11 @@ void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) { this->actor.shape.rot.y = this->actor.world.rot.y; } } - vec.x = this->actor.world.pos.x; - vec.y = this->actor.world.pos.y + 20.0f; - vec.z = this->actor.world.pos.z; + checkPos.x = this->actor.world.pos.x; + checkPos.y = this->actor.world.pos.y + 20.0f; + checkPos.z = this->actor.world.pos.z; this->actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp38, &this->actor, &vec); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &checkPos); func_80AE089C(this); this->actor.shape.shadowAlpha = this->lightColor.a; } diff --git a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c index c55be8f1a1..66e0a60591 100644 --- a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c +++ b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c @@ -204,7 +204,7 @@ void EnRiverSound_Update(Actor* thisx, PlayState* play) { pos = &thisx->world.pos; if (EnRiverSound_GetSfxPos(SEGMENTED_TO_VIRTUAL(path->points), path->count, &player->actor.world.pos, pos)) { - if (BgCheck_EntityRaycastFloor4(&play->colCtx, &thisx->floorPoly, &bgId, thisx, pos) != BGCHECK_Y_MIN) { + if (BgCheck_EntityRaycastDown4(&play->colCtx, &thisx->floorPoly, &bgId, thisx, pos) != BGCHECK_Y_MIN) { // Get the river sfx frequency based on the speed of the river current under the actor this->sfxFreqIndex = SurfaceType_GetConveyorSpeed(&play->colCtx, thisx->floorPoly, bgId); } else { diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c index b77d2da75c..697b31d86c 100644 --- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c +++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c @@ -156,7 +156,7 @@ void EnVali_Init(Actor* thisx, PlayState* play) { this->actor.flags &= ~ACTOR_FLAG_0; this->actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos); this->actor.params = BARI_TYPE_NORMAL; if (this->actor.floorHeight == BGCHECK_Y_MIN) { diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c index da9ed88c36..7a9aa3a7d7 100644 --- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c +++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c @@ -218,7 +218,7 @@ void func_80B32804(EnWeiyer* this, PlayState* play) { this->actor.world.pos.y += 0.5f; this->actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos); if (!WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &this->actor.home.pos.y, &waterBox) || diff --git a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c index 2f6b6b0b54..0de5eb0265 100644 --- a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c +++ b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c @@ -162,7 +162,7 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) { f32 actorScale; PlayState* play = play2; EnWood02* this = (EnWood02*)thisx; - CollisionPoly* outPoly; + CollisionPoly* poly; s32 bgId; f32 floorY; s16 extraRot; @@ -280,7 +280,7 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) { // Snap to floor, or remove if over void this->actor.world.pos.y += 200.0f; - floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &outPoly, &bgId, &this->actor, &this->actor.world.pos); + floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->actor, &this->actor.world.pos); if (floorY > BGCHECK_Y_MIN) { this->actor.world.pos.y = floorY; diff --git a/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c b/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c index 083c67a663..55502e6be1 100644 --- a/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c +++ b/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c @@ -151,14 +151,14 @@ void ObjBean_InitDynaPoly(ObjBean* this, PlayState* play, CollisionHeader* colli } void ObjBean_FindFloor(ObjBean* this, PlayState* play) { - Vec3f vec; - s32 sp20; + Vec3f checkPos; + s32 bgId; - vec.x = this->dyna.actor.world.pos.x; - vec.y = this->dyna.actor.world.pos.y + 29.999998f; - vec.z = this->dyna.actor.world.pos.z; + checkPos.x = this->dyna.actor.world.pos.x; + checkPos.y = this->dyna.actor.world.pos.y + 29.999998f; + checkPos.z = this->dyna.actor.world.pos.z; this->dyna.actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &sp20, &this->dyna.actor, &vec); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &checkPos); } void func_80B8EBC8(ObjBean* this) { diff --git a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c index 5e33f6c36e..172d96145c 100644 --- a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c +++ b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c @@ -189,13 +189,13 @@ void func_80B967C0(ObjLift* this) { void func_80B96840(ObjLift* this, PlayState* play) { s32 pad; s32 bgId; - Vec3f sp2C; + Vec3f pos; Actor_MoveForward(&this->dyna.actor); - Math_Vec3f_Copy(&sp2C, &this->dyna.actor.prevPos); - sp2C.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1]; + Math_Vec3f_Copy(&pos, &this->dyna.actor.prevPos); + pos.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1]; this->dyna.actor.floorHeight = - BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &sp2C); + BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &pos); if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= (sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) { diff --git a/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c b/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c index 60b80fd0ce..f1c6d6df90 100644 --- a/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c +++ b/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c @@ -333,7 +333,7 @@ void ObjOshihiki_SetFloors(ObjOshihiki* this, PlayState* play) { floorPoly = &this->floorPolys[i]; floorBgId = &this->floorBgIds[i]; this->floorHeights[i] = - BgCheck_EntityRaycastFloor6(&play->colCtx, floorPoly, floorBgId, &this->dyna.actor, &colCheckPoint, 0.0f); + BgCheck_EntityRaycastDown6(&play->colCtx, floorPoly, floorBgId, &this->dyna.actor, &colCheckPoint, 0.0f); } } diff --git a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c index c8fe29cc95..1d2d25d0d5 100644 --- a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c +++ b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c @@ -98,17 +98,17 @@ void ObjTsubo_ApplyGravity(ObjTsubo* this) { } s32 ObjTsubo_SnapToFloor(ObjTsubo* this, PlayState* play) { - CollisionPoly* floorPoly; + CollisionPoly* groundPoly; Vec3f pos; - s32 bgID; - f32 floorY; + s32 bgId; + f32 groundY; pos.x = this->actor.world.pos.x; pos.y = this->actor.world.pos.y + 20.0f; pos.z = this->actor.world.pos.z; - floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgID, &this->actor, &pos); - if (floorY > BGCHECK_Y_MIN) { - this->actor.world.pos.y = floorY; + groundY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos); + if (groundY > BGCHECK_Y_MIN) { + this->actor.world.pos.y = groundY; Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos); return true; } else { diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index d4b17efa64..b82f11ce93 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -4274,7 +4274,7 @@ Actor* Player_SpawnFairy(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3 f32 func_808396F4(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3, CollisionPoly** arg4, s32* arg5) { func_808395DC(this, &this->actor.world.pos, arg2, arg3); - return BgCheck_EntityRaycastFloor3(&play->colCtx, arg4, arg5, arg3); + return BgCheck_EntityRaycastDown3(&play->colCtx, arg4, arg5, arg3); } f32 func_8083973C(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3) { @@ -4309,8 +4309,8 @@ s32 func_80839800(Player* this, PlayState* play) { s32 frontRoom; Actor* attachedActor; LinkAnimationHeader* sp5C; - CollisionPoly* sp58; - Vec3f sp4C; + CollisionPoly* groundPoly; + Vec3f checkPos; if ((this->doorType != PLAYER_DOORTYPE_NONE) && (!(this->stateFlags1 & PLAYER_STATE1_11) || @@ -4428,13 +4428,14 @@ s32 func_80839800(Player* this, PlayState* play) { Actor_DisableLens(play); if (ENDOOR_GET_TYPE(doorActor) == DOOR_SCENEEXIT) { - sp4C.x = doorActor->world.pos.x - (sp6C * sp74); - sp4C.y = doorActor->world.pos.y + 10.0f; - sp4C.z = doorActor->world.pos.z - (sp6C * sp78); + checkPos.x = doorActor->world.pos.x - (sp6C * sp74); + checkPos.y = doorActor->world.pos.y + 10.0f; + checkPos.z = doorActor->world.pos.z - (sp6C * sp78); - BgCheck_EntityRaycastFloor1(&play->colCtx, &sp58, &sp4C); + BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &checkPos); - if (func_80839034(play, this, sp58, BGCHECK_SCENE)) { + //! @bug groundPoly's bgId is not guaranteed to be BGCHECK_SCENE + if (func_80839034(play, this, groundPoly, BGCHECK_SCENE)) { gSaveContext.entranceSpeed = 2.0f; gSaveContext.entranceSound = NA_SE_OC_DOOR_OPEN; } @@ -9766,7 +9767,7 @@ void func_80847BA0(PlayState* play, Player* this) { f32 wallPolyNormalY = COLPOLY_GET_NORMAL(wallPoly->normal.y); f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(wallPoly->normal.z); f32 wallHeight; - CollisionPoly* sp7C; + CollisionPoly* groundPoly; CollisionPoly* sp78; s32 sp74; Vec3f sp68; @@ -9782,7 +9783,7 @@ void func_80847BA0(PlayState* play, Player* this) { sp68.z = this->actor.world.pos.z - (spB0 * wallPolyNormalZ); sp68.y = this->actor.world.pos.y + this->ageProperties->unk_0C; - sp64 = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp7C, &sp68); + sp64 = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &sp68); wallHeight = sp64 - this->actor.world.pos.y; this->wallHeight = wallHeight; @@ -9800,7 +9801,7 @@ void func_80847BA0(PlayState* play, Player* this) { this->wallHeight = 399.96002f; } else if (SurfaceType_CheckWallFlag0(&play->colCtx, wallPoly, this->actor.wallBgId) == 0) { if (this->ageProperties->unk_1C <= this->wallHeight) { - if (ABS(sp7C->normal.y) > 28000) { + if (ABS(groundPoly->normal.y) > 28000) { if (this->ageProperties->unk_14 <= this->wallHeight) { spC7 = 4; } else if (this->ageProperties->unk_18 <= this->wallHeight) { @@ -11386,7 +11387,7 @@ static struct_80832924 D_808548A8[] = { void func_8084C5F8(Player* this, PlayState* play) { s32 temp; f32* sp38; - CollisionPoly* sp34; + CollisionPoly* groundPoly; s32 sp30; Vec3f sp24; @@ -11416,8 +11417,8 @@ void func_8084C5F8(Player* this, PlayState* play) { sp24.x = this->actor.world.pos.x; sp24.y = this->actor.world.pos.y + 20.0f; sp24.z = this->actor.world.pos.z; - if (BgCheck_EntityRaycastFloor3(&play->colCtx, &sp34, &sp30, &sp24) != 0.0f) { - this->unk_89E = SurfaceType_GetSfxType(&play->colCtx, sp34, sp30); + if (BgCheck_EntityRaycastDown3(&play->colCtx, &groundPoly, &sp30, &sp24) != 0.0f) { + this->unk_89E = SurfaceType_GetSfxType(&play->colCtx, groundPoly, sp30); func_808328A0(this); } } diff --git a/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c b/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c index 0ac1b73e02..dabe791b77 100644 --- a/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c +++ b/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c @@ -51,9 +51,9 @@ void EffectSsDeadDs_Draw(PlayState* play, u32 index, EffectSs* this) { s32 pad1; s32 pad2; MtxF mf; - f32 temp; + f32 yIntersect; Vec3f pos; - CollisionPoly* floorPoly; + CollisionPoly* groundPoly; OPEN_DISPS(play->state.gfxCtx, "../z_eff_ss_dead_ds.c", 157); @@ -65,21 +65,21 @@ void EffectSsDeadDs_Draw(PlayState* play, u32 index, EffectSs* this) { if (this->rTimer == 0) { Vec3s rpy; - Vec3f sp44; + Vec3f prevPos; - sp44.x = pos.x - this->velocity.x; - sp44.y = pos.y - this->velocity.y; - sp44.z = pos.z - this->velocity.z; + prevPos.x = pos.x - this->velocity.x; + prevPos.y = pos.y - this->velocity.y; + prevPos.z = pos.z - this->velocity.z; - if (BgCheck_EntitySphVsWall1(&play->colCtx, &this->pos, &pos, &sp44, 1.5f, &floorPoly, 1.0f)) { - func_80038A28(floorPoly, this->pos.x, this->pos.y, this->pos.z, &mf); + if (BgCheck_EntitySphVsWall1(&play->colCtx, &this->pos, &pos, &prevPos, 1.5f, &groundPoly, 1.0f)) { + func_80038A28(groundPoly, this->pos.x, this->pos.y, this->pos.z, &mf); Matrix_Put(&mf); } else { pos.y++; - temp = BgCheck_EntityRaycastFloor1(&play->colCtx, &floorPoly, &pos); + yIntersect = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &pos); - if (floorPoly != NULL) { - func_80038A28(floorPoly, this->pos.x, temp + 1.5f, this->pos.z, &mf); + if (groundPoly != NULL) { + func_80038A28(groundPoly, this->pos.x, yIntersect + 1.5f, this->pos.z, &mf); Matrix_Put(&mf); } else { Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);