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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
This commit is contained in:
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fe8d5988b9
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42 changed files with 497 additions and 451 deletions
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@ -534,35 +534,25 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
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void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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void ActorOverlayTable_Cleanup(void);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
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f32 checkHeight, CollisionPoly** outPoly);
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s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA,
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Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist,
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s32 bccFlags);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
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void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
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s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly,
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f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
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Vec3f* pos);
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Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
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f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
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Actor* actor, Vec3f* pos);
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Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
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f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
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f32 chkDist);
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Vec3f* pos, f32 chkDist);
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f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos);
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f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos);
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f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
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f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
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s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, f32 checkHeight);
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CollisionPoly** outPoly, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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@ -574,9 +564,6 @@ s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
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u32 bccFlags);
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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@ -599,12 +586,7 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec
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s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
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s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
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void SSNodeList_Initialize(SSNodeList*);
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void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
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u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
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s32 DynaPoly_IsBgIdBgActor(s32 bgId);
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s32 DynaPoly_IsBgIdBgActor(s32 bgId);
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void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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@ -615,19 +597,8 @@ void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
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void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
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void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
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f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast);
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s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist,
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s32 bccFlags);
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s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
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Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
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void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
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void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
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void func_800418D0(CollisionContext* colCtx, PlayState* play);
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void func_800418D0(CollisionContext* colCtx, PlayState* play);
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void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
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u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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@ -1483,7 +1454,7 @@ void Play_Destroy(GameState* thisx);
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void Play_Init(GameState* thisx);
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void Play_Init(GameState* thisx);
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void Play_Main(GameState* thisx);
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void Play_Main(GameState* thisx);
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s32 Play_InCsMode(PlayState* this);
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s32 Play_InCsMode(PlayState* this);
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f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec);
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f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos);
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void* Play_LoadFile(PlayState* this, RomFile* file);
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void* Play_LoadFile(PlayState* this, RomFile* file);
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void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest);
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void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest);
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s16 Play_CreateSubCamera(PlayState* this);
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s16 Play_CreateSubCamera(PlayState* this);
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@ -296,11 +296,11 @@ typedef struct {
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/* 0x14 */ Vec3f* pos;
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/* 0x14 */ Vec3f* pos;
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/* 0x18 */ s32* bgId;
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/* 0x18 */ s32* bgId;
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/* 0x1C */ struct Actor* actor;
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/* 0x1C */ struct Actor* actor;
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/* 0x20 */ u32 unk_20;
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/* 0x20 */ u32 downChkFlags;
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/* 0x24 */ f32 chkDist;
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/* 0x24 */ f32 chkDist;
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/* 0x28 */ DynaCollisionContext* dyna;
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/* 0x28 */ DynaCollisionContext* dyna;
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/* 0x2C */ SSList* ssList;
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/* 0x2C */ SSList* ssList;
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} DynaRaycast;
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} DynaRaycastDown;
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typedef struct {
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typedef struct {
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/* 0x00 */ struct CollisionContext* colCtx;
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/* 0x00 */ struct CollisionContext* colCtx;
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@ -1168,13 +1168,13 @@ s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) {
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return true;
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return true;
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}
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}
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s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* arg2, s32 arg3) {
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s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* pos, s32 arg3) {
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f32 floorHeightDiff;
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f32 floorHeightDiff;
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s32 floorBgId;
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s32 floorBgId;
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arg2->y += 50.0f;
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pos->y += 50.0f;
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actor->floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, arg2);
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actor->floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, pos);
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actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT);
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actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT);
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if (actor->floorHeight <= BGCHECK_Y_MIN) {
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if (actor->floorHeight <= BGCHECK_Y_MIN) {
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@ -3472,9 +3472,9 @@ f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar
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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
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MtxF sp60;
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MtxF sp60;
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f32 var;
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f32 yIntersect;
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Vec3f sp50;
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Vec3f checkPos;
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CollisionPoly* sp4C;
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CollisionPoly* groundPoly;
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8120);
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8120);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
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sp50.x = arg0->x;
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checkPos.x = arg0->x;
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sp50.y = arg0->y + 1.0f;
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checkPos.y = arg0->y + 1.0f;
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sp50.z = arg0->z;
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checkPos.z = arg0->z;
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var = BgCheck_EntityRaycastFloor2(play, &play->colCtx, &sp4C, &sp50);
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yIntersect = BgCheck_EntityRaycastDown2(play, &play->colCtx, &groundPoly, &checkPos);
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if (sp4C != NULL) {
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if (groundPoly != NULL) {
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func_80038A28(sp4C, arg0->x, var, arg0->z, &sp60);
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func_80038A28(groundPoly, arg0->x, yIntersect, arg0->z, &sp60);
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Matrix_Put(&sp60);
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Matrix_Put(&sp60);
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} else {
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} else {
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Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW);
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Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW);
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@ -1,6 +1,29 @@
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#include "global.h"
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#include "global.h"
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#include "vt.h"
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#include "vt.h"
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
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s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
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u32 bccFlags);
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void SSNodeList_Initialize(SSNodeList* this);
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void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
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u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
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void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
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f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown);
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s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist,
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s32 bccFlags);
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s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
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||||||
|
Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
|
||||||
|
void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
|
||||||
|
|
||||||
#define SS_NULL 0xFFFF
|
#define SS_NULL 0xFFFF
|
||||||
|
|
||||||
// bccFlags
|
// bccFlags
|
||||||
|
@ -24,6 +47,16 @@
|
||||||
#define COLPOLY_IGNORE_ENTITY (1 << 1)
|
#define COLPOLY_IGNORE_ENTITY (1 << 1)
|
||||||
#define COLPOLY_IGNORE_PROJECTILES (1 << 2)
|
#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] = {
|
s32 D_80119D90[WALL_TYPE_MAX] = {
|
||||||
0, // WALL_TYPE_0
|
0, // WALL_TYPE_0
|
||||||
WALL_FLAG_0, // WALL_TYPE_1
|
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`
|
* Locates the closest static poly directly underneath `pos`, starting at list `ssList`
|
||||||
* returns yIntersect of the closest poly, or `yIntersectMin`
|
* returns yIntersect of the closest poly, or `yIntersectMin`
|
||||||
* stores the pointer of the closest poly to `outPoly`
|
* 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,
|
f32 BgCheck_RaycastDownStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly,
|
||||||
Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 flags) {
|
Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 groundChk) {
|
||||||
SSNode* curNode;
|
SSNode* curNode;
|
||||||
s32 polyId;
|
s32 polyId;
|
||||||
f32 result;
|
f32 result;
|
||||||
|
@ -547,7 +580,7 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
|
||||||
polyId = curNode->polyId;
|
polyId = curNode->polyId;
|
||||||
|
|
||||||
if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[polyId].flags_vIA, xpFlags) ||
|
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) {
|
if (curNode->next == SS_NULL) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -565,7 +598,6 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
|
||||||
pos->z, &yIntersect, chkDist) == true) {
|
pos->z, &yIntersect, chkDist) == true) {
|
||||||
// if poly is closer to pos without going over
|
// if poly is closer to pos without going over
|
||||||
if (yIntersect < pos->y && result < yIntersect) {
|
if (yIntersect < pos->y && result < yIntersect) {
|
||||||
|
|
||||||
result = yIntersect;
|
result = yIntersect;
|
||||||
*outPoly = &colCtx->colHeader->polyList[polyId];
|
*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`
|
* returns yIntersect of the closest poly, or `yIntersectMin`
|
||||||
* stores the pointer of the closest poly to `outPoly`
|
* stores the pointer of the closest poly to `outPoly`
|
||||||
*/
|
*/
|
||||||
f32 BgCheck_RaycastFloorStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
|
f32 BgCheck_RaycastDownStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
|
||||||
Vec3f* pos, u32 arg5, f32 chkDist, f32 yIntersectMin) {
|
Vec3f* pos, u32 downChkFlags, f32 chkDist, f32 yIntersectMin) {
|
||||||
s32 flag; // skip polys with normal.y < 0
|
|
||||||
f32 yIntersect = yIntersectMin;
|
f32 yIntersect = yIntersectMin;
|
||||||
|
s32 groundChk;
|
||||||
|
|
||||||
if (arg5 & 4) {
|
if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) {
|
||||||
yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0);
|
yIntersect = BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((arg5 & 2) || (arg5 & 8)) {
|
if ((downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) || (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE)) {
|
||||||
flag = 0;
|
groundChk = 0;
|
||||||
if (arg5 & 0x10) {
|
if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) {
|
||||||
flag = 1;
|
groundChk |= BGCHECK_GROUND_CHECK_ON;
|
||||||
}
|
}
|
||||||
yIntersect =
|
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) {
|
if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) {
|
||||||
flag = 0;
|
groundChk = 0;
|
||||||
if (arg5 & 0x10) {
|
if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) {
|
||||||
flag = 1;
|
groundChk |= BGCHECK_GROUND_CHECK_ON;
|
||||||
}
|
}
|
||||||
yIntersect =
|
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;
|
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 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`
|
* 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,
|
f32 BgCheck_RaycastDownImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
|
||||||
s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 chkDist) {
|
s32* outBgId, Vec3f* pos, Actor* actor, u32 downChkFlags, f32 chkDist) {
|
||||||
|
|
||||||
f32 yIntersectDyna;
|
f32 yIntersectDyna;
|
||||||
s32* temp_a0;
|
s32* temp_a0;
|
||||||
StaticLookup* lookupTbl;
|
StaticLookup* lookupTbl;
|
||||||
Vec3f checkPos;
|
Vec3f checkPos;
|
||||||
StaticLookup* lookup;
|
StaticLookup* lookup;
|
||||||
DynaRaycast dynaRaycast;
|
DynaRaycastDown dynaRaycastDown;
|
||||||
f32 yIntersect;
|
f32 yIntersect;
|
||||||
|
|
||||||
*outBgId = BGCHECK_SCENE;
|
*outBgId = BGCHECK_SCENE;
|
||||||
|
@ -1697,25 +1729,26 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl
|
||||||
checkPos.y -= colCtx->subdivLength.y;
|
checkPos.y -= colCtx->subdivLength.y;
|
||||||
continue;
|
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) {
|
if (yIntersect > BGCHECK_Y_MIN) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
checkPos.y -= colCtx->subdivLength.y;
|
checkPos.y -= colCtx->subdivLength.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
dynaRaycast.colCtx = colCtx;
|
dynaRaycastDown.colCtx = colCtx;
|
||||||
dynaRaycast.xpFlags = xpFlags;
|
dynaRaycastDown.xpFlags = xpFlags;
|
||||||
dynaRaycast.yIntersect = yIntersect;
|
dynaRaycastDown.yIntersect = yIntersect;
|
||||||
dynaRaycast.pos = pos;
|
dynaRaycastDown.pos = pos;
|
||||||
dynaRaycast.actor = actor;
|
dynaRaycastDown.actor = actor;
|
||||||
dynaRaycast.unk_20 = arg7;
|
dynaRaycastDown.downChkFlags = downChkFlags;
|
||||||
dynaRaycast.chkDist = chkDist;
|
dynaRaycastDown.chkDist = chkDist;
|
||||||
dynaRaycast.play = play;
|
dynaRaycastDown.play = play;
|
||||||
dynaRaycast.resultPoly = outPoly;
|
dynaRaycastDown.resultPoly = outPoly;
|
||||||
dynaRaycast.bgId = outBgId;
|
dynaRaycastDown.bgId = outBgId;
|
||||||
|
|
||||||
yIntersectDyna = BgCheck_RaycastFloorDyna(&dynaRaycast);
|
yIntersectDyna = BgCheck_RaycastDownDyna(&dynaRaycastDown);
|
||||||
|
|
||||||
if (yIntersect < yIntersectDyna) {
|
if (yIntersect < yIntersectDyna) {
|
||||||
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
|
* 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;
|
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
|
* 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;
|
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
|
* 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;
|
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
|
* 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) {
|
f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos) {
|
||||||
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
|
||||||
|
* If `actor` != null, bgcheck will be skipped for that actor
|
||||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
* 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,
|
f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
|
||||||
Vec3f* pos) {
|
Vec3f* pos) {
|
||||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
|
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
|
* 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,
|
f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
|
||||||
Actor* actor, Vec3f* pos) {
|
Actor* actor, Vec3f* pos) {
|
||||||
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
|
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
|
* 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 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
|
||||||
f32 chkDist) {
|
Vec3f* pos, f32 chkDist) {
|
||||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 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
|
* 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,
|
f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos) {
|
||||||
Vec3f* pos) {
|
return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor,
|
||||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x06, 1.0f);
|
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
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||||
*/
|
*/
|
||||||
f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos) {
|
f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos) {
|
||||||
CollisionPoly* tempPoly;
|
CollisionPoly* checkResultPoly;
|
||||||
f32 result;
|
f32 result;
|
||||||
s32 bgId;
|
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) {
|
if (checkResultPoly != NULL) {
|
||||||
*outPoly = *tempPoly;
|
*outGroundPoly = *checkResultPoly;
|
||||||
}
|
}
|
||||||
return result;
|
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
|
* 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) {
|
f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos) {
|
||||||
CollisionPoly* tempPoly;
|
CollisionPoly* checkResultPoly;
|
||||||
f32 result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, bgId, pos, NULL, 0x1C, 1.0f);
|
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) {
|
if (checkResultPoly != NULL) {
|
||||||
*outPoly = *tempPoly;
|
*outGroundPoly = *checkResultPoly;
|
||||||
}
|
}
|
||||||
return result;
|
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
|
* 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) {
|
f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
||||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, 0x06, 1.0f);
|
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
|
* 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,
|
f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
|
||||||
Vec3f* pos) {
|
Vec3f* pos) {
|
||||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x02, 1.0f);
|
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
|
* 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) {
|
f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
||||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x06, 1.0f);
|
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
|
#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)
|
* `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;
|
CollisionPoly* polyList;
|
||||||
SSNode* curNode;
|
SSNode* curNode;
|
||||||
f32 result;
|
f32 result;
|
||||||
f32 yIntersect;
|
f32 yIntersect;
|
||||||
s16 id;
|
s16 id;
|
||||||
|
|
||||||
result = dynaRaycast->yIntersect;
|
result = dynaRaycastDown->yIntersect;
|
||||||
if (dynaRaycast->ssList->head == SS_NULL) {
|
if (dynaRaycastDown->ssList->head == SS_NULL) {
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
polyList = dynaRaycast->dyna->polyList;
|
polyList = dynaRaycastDown->dyna->polyList;
|
||||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[dynaRaycast->ssList->head];
|
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[dynaRaycastDown->ssList->head];
|
||||||
|
|
||||||
while (true) {
|
while (true) {
|
||||||
id = curNode->polyId;
|
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) {
|
if (curNode->next == SS_NULL) {
|
||||||
break;
|
break;
|
||||||
} else {
|
} else {
|
||||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
|
||||||
continue;
|
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) {
|
COLPOLY_GET_NORMAL(polyList[id].normal.y) < 0.0f) {
|
||||||
if (curNode->next == SS_NULL) {
|
if (curNode->next == SS_NULL) {
|
||||||
break;
|
break;
|
||||||
} else {
|
} else {
|
||||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycast->dyna->vtxList, dynaRaycast->pos->x,
|
if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycastDown->dyna->vtxList, dynaRaycastDown->pos->x,
|
||||||
dynaRaycast->pos->z, &yIntersect, dynaRaycast->chkDist) == true &&
|
dynaRaycastDown->pos->z, &yIntersect,
|
||||||
yIntersect < dynaRaycast->pos->y && result < yIntersect) {
|
dynaRaycastDown->chkDist) == true &&
|
||||||
|
yIntersect < dynaRaycastDown->pos->y && result < yIntersect) {
|
||||||
result = yIntersect;
|
result = yIntersect;
|
||||||
*dynaRaycast->resultPoly = &dynaRaycast->dyna->polyList[id];
|
*dynaRaycastDown->resultPoly = &dynaRaycastDown->dyna->polyList[id];
|
||||||
}
|
}
|
||||||
if (curNode->next == SS_NULL) {
|
if (curNode->next == SS_NULL) {
|
||||||
break;
|
break;
|
||||||
} else {
|
} else {
|
||||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
|
||||||
continue;
|
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
|
* 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;
|
s32 i;
|
||||||
f32 result;
|
f32 result;
|
||||||
f32 intersect2;
|
f32 intersect2;
|
||||||
|
@ -3092,75 +3165,76 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
|
||||||
CollisionPoly* poly;
|
CollisionPoly* poly;
|
||||||
|
|
||||||
result = BGCHECK_Y_MIN;
|
result = BGCHECK_Y_MIN;
|
||||||
*dynaRaycast->bgId = BGCHECK_SCENE;
|
*dynaRaycastDown->bgId = BGCHECK_SCENE;
|
||||||
|
|
||||||
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
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;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dynaRaycast->actor == dynaRaycast->colCtx->dyna.bgActors[i].actor ||
|
if (dynaRaycastDown->actor == dynaRaycastDown->colCtx->dyna.bgActors[i].actor ||
|
||||||
dynaRaycast->pos->y < dynaRaycast->colCtx->dyna.bgActors[i].minY ||
|
dynaRaycastDown->pos->y < dynaRaycastDown->colCtx->dyna.bgActors[i].minY ||
|
||||||
Math3D_XZInSphere(&dynaRaycast->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycast->pos->x,
|
Math3D_XZInSphere(&dynaRaycastDown->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycastDown->pos->x,
|
||||||
dynaRaycast->pos->z) == false) {
|
dynaRaycastDown->pos->z) == false) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
dynaRaycast->dyna = &dynaRaycast->colCtx->dyna;
|
dynaRaycastDown->dyna = &dynaRaycastDown->colCtx->dyna;
|
||||||
if (dynaRaycast->unk_20 & BGCHECK_IGNORE_FLOOR) {
|
if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) {
|
||||||
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.floor;
|
dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.floor;
|
||||||
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_FLOORS);
|
intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_FLOORS);
|
||||||
|
|
||||||
if (dynaRaycast->yIntersect < intersect2) {
|
if (dynaRaycastDown->yIntersect < intersect2) {
|
||||||
|
dynaRaycastDown->yIntersect = intersect2;
|
||||||
dynaRaycast->yIntersect = intersect2;
|
*dynaRaycastDown->bgId = i;
|
||||||
*dynaRaycast->bgId = i;
|
|
||||||
result = intersect2;
|
result = intersect2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if ((dynaRaycast->unk_20 & BGCHECK_IGNORE_WALL) ||
|
if ((dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) ||
|
||||||
(*dynaRaycast->resultPoly == NULL && (dynaRaycast->unk_20 & 8))) {
|
(*dynaRaycastDown->resultPoly == NULL &&
|
||||||
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.wall;
|
(dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE))) {
|
||||||
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_WALLS);
|
dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.wall;
|
||||||
if (dynaRaycast->yIntersect < intersect2) {
|
intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_WALLS);
|
||||||
|
|
||||||
dynaRaycast->yIntersect = intersect2;
|
if (dynaRaycastDown->yIntersect < intersect2) {
|
||||||
*dynaRaycast->bgId = i;
|
dynaRaycastDown->yIntersect = intersect2;
|
||||||
|
*dynaRaycastDown->bgId = i;
|
||||||
result = intersect2;
|
result = intersect2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dynaRaycast->unk_20 & BGCHECK_IGNORE_CEILING) {
|
if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) {
|
||||||
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
|
dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
|
||||||
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_CEILINGS);
|
intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_CEILINGS);
|
||||||
if (dynaRaycast->yIntersect < intersect2) {
|
|
||||||
|
|
||||||
dynaRaycast->yIntersect = intersect2;
|
if (dynaRaycastDown->yIntersect < intersect2) {
|
||||||
*dynaRaycast->bgId = i;
|
dynaRaycastDown->yIntersect = intersect2;
|
||||||
|
*dynaRaycastDown->bgId = i;
|
||||||
result = intersect2;
|
result = intersect2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
dynaActor = DynaPoly_GetActor(dynaRaycast->colCtx, *dynaRaycast->bgId);
|
dynaActor = DynaPoly_GetActor(dynaRaycastDown->colCtx, *dynaRaycastDown->bgId);
|
||||||
if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycast->play != NULL)) {
|
if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycastDown->play != NULL)) {
|
||||||
pauseState = dynaRaycast->play->pauseCtx.state != 0;
|
pauseState = dynaRaycastDown->play->pauseCtx.state != 0;
|
||||||
if (pauseState == 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)) {
|
if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
|
||||||
curTransform = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].curTransform;
|
curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform;
|
||||||
polyMin =
|
polyMin =
|
||||||
&dynaRaycast->dyna->polyList[dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].dynaLookup.polyStartIndex];
|
&dynaRaycastDown->dyna
|
||||||
polyIndex = *dynaRaycast->resultPoly - polyMin;
|
->polyList[dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].dynaLookup.polyStartIndex];
|
||||||
poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex];
|
polyIndex = *dynaRaycastDown->resultPoly - polyMin;
|
||||||
|
poly = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->polyList[polyIndex];
|
||||||
|
|
||||||
SkinMatrix_SetTranslateRotateYXZScale(&srpMtx, curTransform->scale.x, curTransform->scale.y,
|
SkinMatrix_SetTranslateRotateYXZScale(&srpMtx, curTransform->scale.x, curTransform->scale.y,
|
||||||
curTransform->scale.z, curTransform->rot.x, curTransform->rot.y,
|
curTransform->scale.z, curTransform->rot.x, curTransform->rot.y,
|
||||||
curTransform->rot.z, curTransform->pos.x, curTransform->pos.y,
|
curTransform->rot.z, curTransform->pos.x, curTransform->pos.y,
|
||||||
curTransform->pos.z);
|
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++) {
|
for (i2 = 0; i2 < 3; i2++) {
|
||||||
Math_Vec3s_ToVec3f(&vtx, &vtxList[COLPOLY_VTX_INDEX(poly->vtxData[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.y *= 1.0f / magnitude;
|
||||||
polyNorm.z *= 1.0f / magnitude;
|
polyNorm.z *= 1.0f / magnitude;
|
||||||
polyDist = -DOTXYZ(polyNorm, polyVtx[0]);
|
polyDist = -DOTXYZ(polyNorm, polyVtx[0]);
|
||||||
if (Math3D_TriChkPointParaYIntersectInsideTri(&polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x,
|
if (Math3D_TriChkPointParaYIntersectInsideTri(
|
||||||
polyNorm.y, polyNorm.z, polyDist, dynaRaycast->pos->z,
|
&polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x, polyNorm.y, polyNorm.z, polyDist,
|
||||||
dynaRaycast->pos->x, &intersect, dynaRaycast->chkDist)) {
|
dynaRaycastDown->pos->z, dynaRaycastDown->pos->x, &intersect, dynaRaycastDown->chkDist)) {
|
||||||
if (fabsf(intersect - result) < 1.0f) {
|
if (fabsf(intersect - result) < 1.0f) {
|
||||||
|
|
||||||
result = intersect;
|
result = intersect;
|
||||||
|
|
|
@ -233,7 +233,7 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
|
||||||
|
|
||||||
toNewPos = to->pos;
|
toNewPos = to->pos;
|
||||||
toNewPos.y += 5.0f;
|
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 ((to->pos.y - floorPolyY) > 5.0f) {
|
||||||
// if the y distance from the check point to the floor is more than 5 units
|
// 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;
|
to->norm.z = -fromToNorm.z;
|
||||||
toNewPos = to->pos;
|
toNewPos = to->pos;
|
||||||
toNewPos.y += 5.0f;
|
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) {
|
if ((to->pos.y - floorY) > 5.0f) {
|
||||||
// to is not on the ground or below it.
|
// to is not on the ground or below it.
|
||||||
to->pos.x += to->norm.x;
|
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) {
|
f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* bgId) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
CollisionPoly* floorPoly;
|
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) {
|
if (floorY == BGCHECK_Y_MIN) {
|
||||||
// no floor
|
// no floor
|
||||||
|
@ -418,7 +418,7 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) {
|
||||||
s32 i;
|
s32 i;
|
||||||
|
|
||||||
for (i = 3; i > 0; 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 ||
|
if (floorY == BGCHECK_Y_MIN ||
|
||||||
(camera->playerGroundY < floorY && !(COLPOLY_GET_NORMAL(floorPoly->normal.y) > 0.5f))) {
|
(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
|
// 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);
|
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
|
||||||
playerPosShape.pos.y += Player_GetHeight(camera->player);
|
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
|
// no floor
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
@ -3647,7 +3647,7 @@ s32 Camera_KeepOn4(Camera* camera) {
|
||||||
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
|
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
|
||||||
D_8015BD50 = playerPosRot->pos;
|
D_8015BD50 = playerPosRot->pos;
|
||||||
D_8015BD50.y += playerHeight;
|
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)) {
|
if (temp_f0_2 > (roData->unk_00 + D_8015BD50.y)) {
|
||||||
D_8015BD50.y = temp_f0_2 + 10.0f;
|
D_8015BD50.y = temp_f0_2 + 10.0f;
|
||||||
} else {
|
} else {
|
||||||
|
@ -7407,7 +7407,7 @@ Vec3s Camera_Update(Camera* camera) {
|
||||||
Vec3f viewEye;
|
Vec3f viewEye;
|
||||||
Vec3f viewUp;
|
Vec3f viewUp;
|
||||||
f32 viewFov;
|
f32 viewFov;
|
||||||
Vec3f spAC;
|
Vec3f pos;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
f32 playerGroundY;
|
f32 playerGroundY;
|
||||||
f32 playerXZSpeed;
|
f32 playerXZSpeed;
|
||||||
|
@ -7441,11 +7441,11 @@ Vec3s Camera_Update(Camera* camera) {
|
||||||
camera->playerPosDelta.x = curPlayerPosRot.pos.x - camera->playerPosRot.pos.x;
|
camera->playerPosDelta.x = curPlayerPosRot.pos.x - camera->playerPosRot.pos.x;
|
||||||
camera->playerPosDelta.y = curPlayerPosRot.pos.y - camera->playerPosRot.pos.y;
|
camera->playerPosDelta.y = curPlayerPosRot.pos.y - camera->playerPosRot.pos.y;
|
||||||
camera->playerPosDelta.z = curPlayerPosRot.pos.z - camera->playerPosRot.pos.z;
|
camera->playerPosDelta.z = curPlayerPosRot.pos.z - camera->playerPosRot.pos.z;
|
||||||
spAC = curPlayerPosRot.pos;
|
pos = curPlayerPosRot.pos;
|
||||||
spAC.y += Player_GetHeight(camera->player);
|
pos.y += Player_GetHeight(camera->player);
|
||||||
|
|
||||||
playerGroundY = BgCheck_EntityRaycastFloor5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId,
|
playerGroundY = BgCheck_EntityRaycastDown5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId,
|
||||||
&camera->player->actor, &spAC);
|
&camera->player->actor, &pos);
|
||||||
if (playerGroundY != BGCHECK_Y_MIN) {
|
if (playerGroundY != BGCHECK_Y_MIN) {
|
||||||
// player is above ground.
|
// player is above ground.
|
||||||
sOOBTimer = 0;
|
sOOBTimer = 0;
|
||||||
|
|
|
@ -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);
|
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;
|
CollisionPoly* outPoly;
|
||||||
s32 bgId;
|
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,
|
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:
|
case 4500:
|
||||||
Actor_GetFocus(&spA0, actor);
|
Actor_GetFocus(&spA0, actor);
|
||||||
spC0 = spA0.pos;
|
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.r = 150.0f;
|
||||||
spD0.yaw = spA0.rot.y;
|
spD0.yaw = spA0.rot.y;
|
||||||
spD0.pitch = 0x3E8;
|
spD0.pitch = 0x3E8;
|
||||||
|
|
|
@ -1315,7 +1315,7 @@ s32 Play_InCsMode(PlayState* this) {
|
||||||
return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(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;
|
CollisionPoly poly;
|
||||||
f32 temp1;
|
f32 temp1;
|
||||||
f32 temp2;
|
f32 temp2;
|
||||||
|
@ -1326,7 +1326,7 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
|
||||||
f32 nz;
|
f32 nz;
|
||||||
s32 pad[5];
|
s32 pad[5];
|
||||||
|
|
||||||
floorY = BgCheck_AnyRaycastFloor1(&this->colCtx, &poly, vec);
|
floorY = BgCheck_AnyRaycastDown1(&this->colCtx, &poly, pos);
|
||||||
|
|
||||||
if (floorY > BGCHECK_Y_MIN) {
|
if (floorY > BGCHECK_Y_MIN) {
|
||||||
nx = COLPOLY_GET_NORMAL(poly.normal.x);
|
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->wy = 0.0f;
|
||||||
mf->xz = 0.0f;
|
mf->xz = 0.0f;
|
||||||
mf->wz = 0.0f;
|
mf->wz = 0.0f;
|
||||||
mf->xw = vec->x;
|
mf->xw = pos->x;
|
||||||
mf->yw = floorY;
|
mf->yw = floorY;
|
||||||
mf->zw = vec->z;
|
mf->zw = pos->z;
|
||||||
mf->ww = 1.0f;
|
mf->ww = 1.0f;
|
||||||
} else {
|
} else {
|
||||||
mf->xy = 0.0f;
|
mf->xy = 0.0f;
|
||||||
|
@ -1372,9 +1372,9 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
|
||||||
mf->yz = 0.0f;
|
mf->yz = 0.0f;
|
||||||
mf->zy = 0.0f;
|
mf->zy = 0.0f;
|
||||||
mf->yy = 1.0f;
|
mf->yy = 1.0f;
|
||||||
mf->xw = vec->x;
|
mf->xw = pos->x;
|
||||||
mf->yw = vec->y;
|
mf->yw = pos->y;
|
||||||
mf->zw = vec->z;
|
mf->zw = pos->z;
|
||||||
mf->ww = 1.0f;
|
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,
|
if (WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y,
|
||||||
&waterBox) == true &&
|
&waterBox) == true &&
|
||||||
pos->y < waterSurfacePos.y &&
|
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;
|
return true;
|
||||||
} else {
|
} else {
|
||||||
return false;
|
return false;
|
||||||
|
|
|
@ -997,7 +997,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
|
||||||
|
|
||||||
footprintPos.y += 15.0f;
|
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) {
|
if (sp98.y < sp80) {
|
||||||
sp70 = sp98.x - spA4.x;
|
sp70 = sp98.x - spA4.x;
|
||||||
|
|
|
@ -349,10 +349,9 @@ void func_808805C0(BgHakaTrap* this, PlayState* play) {
|
||||||
|
|
||||||
void func_808806BC(BgHakaTrap* this, PlayState* play) {
|
void func_808806BC(BgHakaTrap* this, PlayState* play) {
|
||||||
Vec3f vector;
|
Vec3f vector;
|
||||||
f32 tempf20;
|
f32 floorHeight;
|
||||||
f32 temp;
|
f32 yIntersect;
|
||||||
s32 i;
|
s32 i;
|
||||||
s32 sp64;
|
|
||||||
|
|
||||||
this->dyna.actor.velocity.y *= 1.6f;
|
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.y = (this->dyna.actor.world.pos.y + 1.0f) + 25.0f;
|
||||||
vector.z = this->dyna.actor.world.pos.z;
|
vector.z = this->dyna.actor.world.pos.z;
|
||||||
|
|
||||||
tempf20 = this->dyna.actor.floorHeight;
|
floorHeight = this->dyna.actor.floorHeight;
|
||||||
|
|
||||||
for (i = 0; i < 3; i++) {
|
for (i = 0; i < 3; i++) {
|
||||||
temp =
|
s32 bgId;
|
||||||
BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &sp64, &this->dyna.actor, &vector) -
|
|
||||||
|
yIntersect =
|
||||||
|
BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &vector) -
|
||||||
25.0f;
|
25.0f;
|
||||||
if (tempf20 < temp) {
|
if (floorHeight < yIntersect) {
|
||||||
tempf20 = temp;
|
floorHeight = yIntersect;
|
||||||
}
|
}
|
||||||
|
|
||||||
vector.x -= 90.0f;
|
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) {
|
if (this->dyna.actor.velocity.y > 0.01f) {
|
||||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
|
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
|
||||||
}
|
}
|
||||||
|
|
|
@ -378,18 +378,18 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
|
||||||
void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
|
void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
s32 quakeIndex;
|
s32 quakeIndex;
|
||||||
Vec3f pos;
|
Vec3f checkPos;
|
||||||
f32 raycastResult;
|
f32 yIntersect;
|
||||||
|
|
||||||
Actor_MoveForward(&this->dyna.actor);
|
Actor_MoveForward(&this->dyna.actor);
|
||||||
pos.x = this->dyna.actor.home.pos.x;
|
checkPos.x = this->dyna.actor.home.pos.x;
|
||||||
pos.y = this->dyna.actor.home.pos.y + 1000.0f;
|
checkPos.y = this->dyna.actor.home.pos.y + 1000.0f;
|
||||||
pos.z = this->dyna.actor.home.pos.z;
|
checkPos.z = this->dyna.actor.home.pos.z;
|
||||||
raycastResult =
|
yIntersect =
|
||||||
BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &pos);
|
BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &checkPos);
|
||||||
this->dyna.actor.floorHeight = raycastResult;
|
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);
|
func_800AA000(0.0f, 0xFF, 0x3C, 4);
|
||||||
|
|
||||||
switch (this->dyna.actor.params & 0xFF) {
|
switch (this->dyna.actor.params & 0xFF) {
|
||||||
|
|
|
@ -198,16 +198,16 @@ void BgJyaGoroiwa_Update(Actor* thisx, PlayState* play) {
|
||||||
BgJyaGoroiwa* this = (BgJyaGoroiwa*)thisx;
|
BgJyaGoroiwa* this = (BgJyaGoroiwa*)thisx;
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
Vec3f pos;
|
Vec3f checkPos;
|
||||||
|
|
||||||
if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) {
|
if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) {
|
||||||
this->actionFunc(this, play);
|
this->actionFunc(this, play);
|
||||||
BgJyaGoroiwa_UpdateRotation(this);
|
BgJyaGoroiwa_UpdateRotation(this);
|
||||||
pos.x = this->actor.world.pos.x;
|
checkPos.x = this->actor.world.pos.x;
|
||||||
pos.y = this->actor.world.pos.y + 59.5f;
|
checkPos.y = this->actor.world.pos.y + 59.5f;
|
||||||
pos.z = this->actor.world.pos.z;
|
checkPos.z = this->actor.world.pos.z;
|
||||||
this->actor.floorHeight =
|
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);
|
BgJyaGoroiwa_UpdateCollider(this);
|
||||||
if (this->collider.base.atFlags & AT_ON) {
|
if (this->collider.base.atFlags & AT_ON) {
|
||||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||||
|
|
|
@ -182,7 +182,7 @@ void BgPoEvent_InitBlocks(BgPoEvent* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
this->dyna.actor.world.pos.y = 833.0f;
|
this->dyna.actor.world.pos.y = 833.0f;
|
||||||
this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
|
this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
|
||||||
&this->dyna.actor, &this->dyna.actor.world.pos);
|
&this->dyna.actor, &this->dyna.actor.world.pos);
|
||||||
this->actionFunc = BgPoEvent_BlockWait;
|
this->actionFunc = BgPoEvent_BlockWait;
|
||||||
}
|
}
|
||||||
|
|
|
@ -49,7 +49,8 @@ static Vec3f D_808B45C4[] = {
|
||||||
{ 770.0f, 1550.0f, -299.0f },
|
{ 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 }, { -29.99f, 0.01f, -29.99f }, { -29.99f, 0.01f, 29.99f },
|
||||||
{ 29.99f, 0.01f, 29.99f }, { 0.0f, 0.01f, 0.0f },
|
{ 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) {
|
void BgSpot15Rrbox_RotatePoint(Vec3f* outPos, Vec3f* pos, f32 arg2, f32 arg3) {
|
||||||
arg0->x = (arg1->z * arg2) + (arg1->x * arg3);
|
outPos->x = (pos->z * arg2) + (pos->x * arg3);
|
||||||
arg0->y = arg1->y;
|
outPos->y = pos->y;
|
||||||
arg0->z = (arg1->z * arg3) - (arg1->x * arg2);
|
outPos->z = (pos->z * arg3) - (pos->x * arg2);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_808B3A34(BgSpot15Rrbox* this) {
|
void func_808B3A34(BgSpot15Rrbox* this) {
|
||||||
|
@ -140,25 +141,25 @@ void BgSpot15Rrbox_Destroy(Actor* thisx, PlayState* play) {
|
||||||
D_808B4590 = 0;
|
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;
|
f32 chkDist = 0.0f;
|
||||||
Vec3f actorPosition;
|
Vec3f checkPos;
|
||||||
Vec3f actorScale;
|
Vec3f relCheckPos;
|
||||||
|
|
||||||
func_808B3A34(this);
|
func_808B3A34(this);
|
||||||
|
|
||||||
actorScale.x = D_808B45DC[arg2].x * (this->dyna.actor.scale.x * 10.0f);
|
relCheckPos.x = sBoxGroundCheckPoints[checkIndex].x * (this->dyna.actor.scale.x * 10.0f);
|
||||||
actorScale.y = D_808B45DC[arg2].y * (this->dyna.actor.scale.y * 10.0f);
|
relCheckPos.y = sBoxGroundCheckPoints[checkIndex].y * (this->dyna.actor.scale.y * 10.0f);
|
||||||
actorScale.z = D_808B45DC[arg2].z * (this->dyna.actor.scale.z * 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;
|
checkPos.x += this->dyna.actor.world.pos.x;
|
||||||
actorPosition.y += this->dyna.actor.prevPos.y;
|
checkPos.y += this->dyna.actor.prevPos.y;
|
||||||
actorPosition.z += this->dyna.actor.world.pos.z;
|
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.floorHeight = BgCheck_EntityRaycastDown6(&play->colCtx, &this->dyna.actor.floorPoly, &this->bgId,
|
||||||
&this->dyna.actor, &actorPosition, chkDist);
|
&this->dyna.actor, &checkPos, chkDist);
|
||||||
|
|
||||||
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) {
|
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) {
|
||||||
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
|
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;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
f32 func_808B3DDC(BgSpot15Rrbox* this, PlayState* play) {
|
f32 BgSpot15Rrbox_GetFloorHeight(BgSpot15Rrbox* this, PlayState* play) {
|
||||||
s32 i;
|
s32 i;
|
||||||
Vec3f position;
|
Vec3f checkPos;
|
||||||
Vec3f scale;
|
Vec3f relCheckPos;
|
||||||
Actor* actor = &this->dyna.actor;
|
Actor* actor = &this->dyna.actor;
|
||||||
f32 yIntersect;
|
f32 yIntersect;
|
||||||
f32 returnValue = BGCHECK_Y_MIN;
|
f32 floorY = BGCHECK_Y_MIN;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
|
|
||||||
func_808B3A34(this);
|
func_808B3A34(this);
|
||||||
for (i = 0; i < ARRAY_COUNT(D_808B45DC); i++) {
|
for (i = 0; i < ARRAY_COUNT(sBoxGroundCheckPoints); i++) {
|
||||||
scale.x = D_808B45DC[i].x * (actor->scale.x * 10.0f);
|
relCheckPos.x = sBoxGroundCheckPoints[i].x * (actor->scale.x * 10.0f);
|
||||||
scale.y = D_808B45DC[i].y * (actor->scale.y * 10.0f);
|
relCheckPos.y = sBoxGroundCheckPoints[i].y * (actor->scale.y * 10.0f);
|
||||||
scale.z = D_808B45DC[i].z * (actor->scale.z * 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;
|
checkPos.x += actor->world.pos.x;
|
||||||
position.y += actor->prevPos.y;
|
checkPos.y += actor->prevPos.y;
|
||||||
position.z += actor->world.pos.z;
|
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) {
|
if (floorY < yIntersect) {
|
||||||
returnValue = yIntersect;
|
floorY = yIntersect;
|
||||||
this->bgId = bgId;
|
this->bgId = bgId;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return returnValue;
|
return floorY;
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 func_808B3F58(BgSpot15Rrbox* this, PlayState* play) {
|
s32 BgSpot15Rrbox_TrySnapToFloor(BgSpot15Rrbox* this, PlayState* play) {
|
||||||
if (func_808B3CA0(this, play, 0)) {
|
if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 0)) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
if (func_808B3CA0(this, play, 1)) {
|
if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 1)) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
if (func_808B3CA0(this, play, 2)) {
|
if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 2)) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
if (func_808B3CA0(this, play, 3)) {
|
if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 3)) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
if (func_808B3CA0(this, play, 4)) {
|
if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 4)) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
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.x = actor->home.pos.x + (tempUnk178 * this->unk_16C);
|
||||||
actor->world.pos.z = actor->home.pos.z + (tempUnk178 * this->unk_170);
|
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.x = actor->world.pos.x;
|
||||||
actor->home.pos.z = actor->world.pos.z;
|
actor->home.pos.z = actor->world.pos.z;
|
||||||
player->stateFlags2 &= ~PLAYER_STATE2_4;
|
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.y = 0.0f;
|
||||||
this->dyna.actor.velocity.z = 0.0f;
|
this->dyna.actor.velocity.z = 0.0f;
|
||||||
this->dyna.actor.gravity = -1.0f;
|
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;
|
this->actionFunc = func_808B43D0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -431,7 +431,7 @@ void BgSpot18Basket_Update(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
this->unk_216++;
|
this->unk_216++;
|
||||||
this->actionFunc(this, play);
|
this->actionFunc(this, play);
|
||||||
this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
|
this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
|
||||||
&this->dyna.actor, &this->dyna.actor.world.pos);
|
&this->dyna.actor, &this->dyna.actor.world.pos);
|
||||||
if (this->actionFunc != func_808B7AFC) {
|
if (this->actionFunc != func_808B7AFC) {
|
||||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderJntSph.base);
|
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderJntSph.base);
|
||||||
|
|
|
@ -3291,19 +3291,11 @@ void BossVa_UpdateEffects(PlayState* play) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
s16 spB6;
|
s16 spB6;
|
||||||
s16 i;
|
s16 i;
|
||||||
f32 floorY;
|
f32 spB0;
|
||||||
s32 padAC;
|
f32 spAC;
|
||||||
s16 pitch;
|
s16 pitch;
|
||||||
s16 yaw;
|
|
||||||
BossVa* refActor2;
|
BossVa* refActor2;
|
||||||
BossVa* refActor;
|
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++) {
|
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
|
||||||
if (effect->type != VA_NONE) {
|
if (effect->type != VA_NONE) {
|
||||||
|
@ -3325,12 +3317,12 @@ void BossVa_UpdateEffects(PlayState* play) {
|
||||||
|
|
||||||
if ((effect->mode == SPARK_TETHER) || (effect->mode == SPARK_UNUSED)) {
|
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);
|
pitch = effect->rot.x - Math_Vec3f_Pitch(&refActor->actor.world.pos, &GET_BODY(refActor)->unk_1D8);
|
||||||
pad8C = Math_SinS(refActor->actor.world.rot.y);
|
spAC = Math_SinS(refActor->actor.world.rot.y);
|
||||||
effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * pad8C);
|
effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * spAC);
|
||||||
pad74 = Math_CosS(refActor->actor.world.rot.y);
|
spB0 = Math_CosS(refActor->actor.world.rot.y);
|
||||||
effect->pos.z = refActor->actor.world.pos.z - (effect->offset.x * pad74);
|
effect->pos.z = refActor->actor.world.pos.z - (effect->offset.x * spB0);
|
||||||
pad78 = Math_CosS(-pitch);
|
spB0 = Math_CosS(-pitch);
|
||||||
effect->pos.y = (effect->offset.y * pad78) + refActor->actor.world.pos.y;
|
effect->pos.y = (effect->offset.y * spB0) + refActor->actor.world.pos.y;
|
||||||
} else if ((effect->mode == SPARK_BARI) || (effect->mode == SPARK_BODY)) {
|
} else if ((effect->mode == SPARK_BARI) || (effect->mode == SPARK_BODY)) {
|
||||||
effect->pos.x = effect->offset.x + refActor->actor.world.pos.x;
|
effect->pos.x = effect->offset.x + refActor->actor.world.pos.x;
|
||||||
effect->pos.y = effect->offset.y + refActor->actor.world.pos.y;
|
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->type == VA_BLOOD) {
|
||||||
if (effect->mode < BLOOD_SPOT) {
|
if (effect->mode < BLOOD_SPOT) {
|
||||||
sp94 = effect->pos;
|
Vec3f checkPos;
|
||||||
sp94.y -= effect->velocity.y + 4.0f;
|
CollisionPoly* groundPoly;
|
||||||
floorY = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp90, &sp94);
|
f32 floorY;
|
||||||
if ((sp90 != NULL) && (effect->pos.y <= 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->mode = BLOOD_SPOT;
|
||||||
effect->pos.y = floorY + 1.0f;
|
effect->pos.y = floorY + 1.0f;
|
||||||
if (sCsState <= DEATH_SHELL_BURST) {
|
if (sCsState <= DEATH_SHELL_BURST) {
|
||||||
|
@ -3429,11 +3425,15 @@ void BossVa_UpdateEffects(PlayState* play) {
|
||||||
|
|
||||||
if (effect->type == VA_GORE) {
|
if (effect->type == VA_GORE) {
|
||||||
if (effect->mode == GORE_PERMANENT) {
|
if (effect->mode == GORE_PERMANENT) {
|
||||||
sp80 = effect->pos;
|
Vec3f checkPos;
|
||||||
sp80.y -= effect->velocity.y + 4.0f;
|
CollisionPoly* groundPoly;
|
||||||
|
f32 floorY;
|
||||||
|
|
||||||
|
checkPos = effect->pos;
|
||||||
|
checkPos.y -= effect->velocity.y + 4.0f;
|
||||||
effect->rot.x += 0x1770;
|
effect->rot.x += 0x1770;
|
||||||
floorY = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp7C, &sp80);
|
floorY = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &checkPos);
|
||||||
if ((sp7C != NULL) && (effect->pos.y <= floorY)) {
|
if ((groundPoly != NULL) && (effect->pos.y <= floorY)) {
|
||||||
effect->mode = GORE_FLOOR;
|
effect->mode = GORE_FLOOR;
|
||||||
effect->timer = 30;
|
effect->timer = 30;
|
||||||
effect->pos.y = floorY + 1.0f;
|
effect->pos.y = floorY + 1.0f;
|
||||||
|
@ -3462,6 +3462,8 @@ void BossVa_UpdateEffects(PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (effect->type == VA_TUMOR) {
|
if (effect->type == VA_TUMOR) {
|
||||||
|
s16 yaw;
|
||||||
|
|
||||||
refActor = effect->parent;
|
refActor = effect->parent;
|
||||||
|
|
||||||
effect->rot.z += 0x157C;
|
effect->rot.z += 0x157C;
|
||||||
|
|
|
@ -79,11 +79,11 @@ void EnBox_ClipToGround(EnBox* this, PlayState* play) {
|
||||||
f32 newY;
|
f32 newY;
|
||||||
CollisionPoly* poly;
|
CollisionPoly* poly;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
Vec3f pos;
|
Vec3f checkPos;
|
||||||
|
|
||||||
pos = this->dyna.actor.world.pos;
|
checkPos = this->dyna.actor.world.pos;
|
||||||
pos.y += 1.0f;
|
checkPos.y += 1.0f;
|
||||||
newY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->dyna.actor, &pos);
|
newY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->dyna.actor, &checkPos);
|
||||||
if (newY != BGCHECK_Y_MIN) {
|
if (newY != BGCHECK_Y_MIN) {
|
||||||
this->dyna.actor.world.pos.y = newY;
|
this->dyna.actor.world.pos.y = newY;
|
||||||
}
|
}
|
||||||
|
|
|
@ -402,8 +402,8 @@ void EnEiyer_Ambush(EnEiyer* this, PlayState* play) {
|
||||||
this->collider.base.acFlags |= AC_ON;
|
this->collider.base.acFlags |= AC_ON;
|
||||||
EnEiyer_SetupGlide(this);
|
EnEiyer_SetupGlide(this);
|
||||||
} else {
|
} else {
|
||||||
this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId,
|
this->actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor,
|
||||||
&this->actor, &this->actor.world.pos);
|
&this->actor.world.pos);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1209,9 +1209,9 @@ void func_80A04D90(EnElf* this, PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
|
|
||||||
this->actor.floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &this->actor.floorPoly, &bgId,
|
this->actor.floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &this->actor.floorPoly, &bgId,
|
||||||
&this->actor, &this->actor.world.pos);
|
&this->actor, &this->actor.world.pos);
|
||||||
this->actor.shape.shadowAlpha = 0x32;
|
this->actor.shape.shadowAlpha = 50;
|
||||||
}
|
}
|
||||||
|
|
||||||
// move to talk to player
|
// move to talk to player
|
||||||
|
|
|
@ -131,7 +131,7 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) {
|
||||||
spawnPos.y = player->actor.floorHeight + 120.0f;
|
spawnPos.y = player->actor.floorHeight + 120.0f;
|
||||||
spawnPos.z = player->actor.world.pos.z + Math_CosS(spawnAngle) * spawnDist;
|
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) {
|
if (floorY <= BGCHECK_Y_MIN) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -192,7 +192,7 @@ void EnEncount1_SpawnTektites(EnEncount1* this, PlayState* play) {
|
||||||
spawnPos.x = this->actor.world.pos.x + Rand_CenteredFloat(50.0f);
|
spawnPos.x = this->actor.world.pos.x + Rand_CenteredFloat(50.0f);
|
||||||
spawnPos.y = this->actor.world.pos.y + 120.0f;
|
spawnPos.y = this->actor.world.pos.y + 120.0f;
|
||||||
spawnPos.z = this->actor.world.pos.z + Rand_CenteredFloat(50.0f);
|
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) {
|
if (floorY <= BGCHECK_Y_MIN) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -266,7 +266,7 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) {
|
||||||
spawnPos.y = player->actor.floorHeight + 120.0f;
|
spawnPos.y = player->actor.floorHeight + 120.0f;
|
||||||
spawnPos.z =
|
spawnPos.z =
|
||||||
player->actor.world.pos.z + (Math_CosS(spawnAngle) * spawnDist) + Rand_CenteredFloat(40.0f);
|
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) {
|
if (floorY <= BGCHECK_Y_MIN) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -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.world.pos.z = (endPos.z - startPos.z) * progress + startPos.z;
|
||||||
|
|
||||||
this->actor.floorHeight =
|
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
|
// Update functions and Draw
|
||||||
|
|
|
@ -360,7 +360,7 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) {
|
||||||
f32 yDistToFloor;
|
f32 yDistToFloor;
|
||||||
s32 quakeIdx;
|
s32 quakeIdx;
|
||||||
CollisionPoly* floorPoly;
|
CollisionPoly* floorPoly;
|
||||||
Vec3f raycastFrom;
|
Vec3f checkPos;
|
||||||
f32 floorY;
|
f32 floorY;
|
||||||
s32 pad2;
|
s32 pad2;
|
||||||
s32 floorBgId;
|
s32 floorBgId;
|
||||||
|
@ -386,11 +386,11 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
this->rollRotSpeed = 0.0f;
|
this->rollRotSpeed = 0.0f;
|
||||||
if (!(this->stateFlags & ENGOROIWA_IN_WATER)) {
|
if (!(this->stateFlags & ENGOROIWA_IN_WATER)) {
|
||||||
raycastFrom.x = this->actor.world.pos.x;
|
checkPos.x = this->actor.world.pos.x;
|
||||||
raycastFrom.y = this->actor.world.pos.y + 50.0f;
|
checkPos.y = this->actor.world.pos.y + 50.0f;
|
||||||
raycastFrom.z = this->actor.world.pos.z;
|
checkPos.z = this->actor.world.pos.z;
|
||||||
floorY = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &floorPoly, &floorBgId, &this->actor,
|
floorY =
|
||||||
&raycastFrom);
|
BgCheck_EntityRaycastDown5(play, &play->colCtx, &floorPoly, &floorBgId, &this->actor, &checkPos);
|
||||||
yDistToFloor = floorY - (this->actor.world.pos.y - 59.5f);
|
yDistToFloor = floorY - (this->actor.world.pos.y - 59.5f);
|
||||||
if (fabsf(yDistToFloor) < 15.0f) {
|
if (fabsf(yDistToFloor) < 15.0f) {
|
||||||
dustPos.x = this->actor.world.pos.x;
|
dustPos.x = this->actor.world.pos.x;
|
||||||
|
@ -723,7 +723,7 @@ void EnGoroiwa_Update(Actor* thisx, PlayState* play) {
|
||||||
EnGoroiwa* this = (EnGoroiwa*)thisx;
|
EnGoroiwa* this = (EnGoroiwa*)thisx;
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
s32 pad;
|
s32 pad;
|
||||||
s32 sp30;
|
s32 bgId;
|
||||||
|
|
||||||
if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) {
|
if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) {
|
||||||
if (this->collisionDisabledTimer > 0) {
|
if (this->collisionDisabledTimer > 0) {
|
||||||
|
@ -736,7 +736,7 @@ void EnGoroiwa_Update(Actor* thisx, PlayState* play) {
|
||||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||||
break;
|
break;
|
||||||
case 0:
|
case 0:
|
||||||
this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp30,
|
this->actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId,
|
||||||
&this->actor, &this->actor.world.pos);
|
&this->actor, &this->actor.world.pos);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -2841,7 +2841,7 @@ s32 EnHorse_CalcFloorHeight(EnHorse* this, PlayState* play, Vec3f* pos, Collisio
|
||||||
WaterBox* waterBox;
|
WaterBox* waterBox;
|
||||||
|
|
||||||
*floorPoly = NULL;
|
*floorPoly = NULL;
|
||||||
*floorHeight = BgCheck_EntityRaycastFloor3(&play->colCtx, floorPoly, &bgId, pos);
|
*floorHeight = BgCheck_EntityRaycastDown3(&play->colCtx, floorPoly, &bgId, pos);
|
||||||
|
|
||||||
if (*floorHeight == BGCHECK_Y_MIN) {
|
if (*floorHeight == BGCHECK_Y_MIN) {
|
||||||
return 1; // No floor
|
return 1; // No floor
|
||||||
|
@ -2852,7 +2852,7 @@ s32 EnHorse_CalcFloorHeight(EnHorse* this, PlayState* play, Vec3f* pos, Collisio
|
||||||
return 2; // Water
|
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_IsHorseBlocked(&play->colCtx, *floorPoly, bgId) ||
|
||||||
SurfaceType_GetFloorType(&play->colCtx, *floorPoly, bgId) == FLOOR_TYPE_7) {
|
SurfaceType_GetFloorType(&play->colCtx, *floorPoly, bgId) == FLOOR_TYPE_7) {
|
||||||
return 3; // Horse blocked surface
|
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));
|
floorSlope = RAD_TO_BINANG(Math_FAtan2F(this->yBack - this->yFront, 60.0f));
|
||||||
if (this->actor.floorPoly != 0) {
|
if (this->actor.floorPoly != 0) {
|
||||||
nx = this->actor.floorPoly->normal.x * COLPOLY_NORMAL_FRAC;
|
nx = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x);
|
||||||
ny = this->actor.floorPoly->normal.y * COLPOLY_NORMAL_FRAC;
|
ny = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y);
|
||||||
nz = this->actor.floorPoly->normal.z * COLPOLY_NORMAL_FRAC;
|
nz = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z);
|
||||||
pos = frontPos;
|
pos = frontPos;
|
||||||
pos.y = this->yFront;
|
pos.y = this->yFront;
|
||||||
dist = Math3D_DistPlaneToPos(nx, ny, nz, this->actor.floorPoly->dist, &pos);
|
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.y = this->actor.world.pos.y + 120.0f;
|
||||||
obstaclePos.z += intersectDist * Math_CosS(this->actor.world.rot.y);
|
obstaclePos.z += intersectDist * Math_CosS(this->actor.world.rot.y);
|
||||||
obstacleTop = obstaclePos;
|
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) {
|
if (obstacleTop.y == BGCHECK_Y_MIN) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -3234,13 +3234,12 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Math3D_DistPlaneToPos(this->actor.floorPoly->normal.x * COLPOLY_NORMAL_FRAC,
|
if (Math3D_DistPlaneToPos(
|
||||||
this->actor.floorPoly->normal.y * COLPOLY_NORMAL_FRAC,
|
COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x), COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y),
|
||||||
this->actor.floorPoly->normal.z * COLPOLY_NORMAL_FRAC, this->actor.floorPoly->dist,
|
COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z), this->actor.floorPoly->dist, &obstacleTop) < -40.0f &&
|
||||||
&obstacleTop) < -40.0f &&
|
Math3D_DistPlaneToPos(COLPOLY_GET_NORMAL(obstacleFloor->normal.x), COLPOLY_GET_NORMAL(obstacleFloor->normal.y),
|
||||||
Math3D_DistPlaneToPos(
|
COLPOLY_GET_NORMAL(obstacleFloor->normal.z), obstacleFloor->dist,
|
||||||
obstacleFloor->normal.x * COLPOLY_NORMAL_FRAC, obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC,
|
&this->actor.world.pos) > 40.0f) {
|
||||||
obstacleFloor->normal.z * COLPOLY_NORMAL_FRAC, obstacleFloor->dist, &this->actor.world.pos) > 40.0f) {
|
|
||||||
if (movingFast == true && this->action != ENHORSE_ACT_STOPPING) {
|
if (movingFast == true && this->action != ENHORSE_ACT_STOPPING) {
|
||||||
this->stateFlags |= ENHORSE_FORCE_REVERSING;
|
this->stateFlags |= ENHORSE_FORCE_REVERSING;
|
||||||
EnHorse_StartBraking(this, play);
|
EnHorse_StartBraking(this, play);
|
||||||
|
@ -3249,7 +3248,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ny = obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC;
|
ny = COLPOLY_GET_NORMAL(obstacleFloor->normal.y);
|
||||||
if (ny < 0.81915206f || // cos(35 degrees)
|
if (ny < 0.81915206f || // cos(35 degrees)
|
||||||
(SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) != 0) ||
|
(SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) != 0) ||
|
||||||
(SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7)) {
|
(SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7)) {
|
||||||
|
@ -3275,7 +3274,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
obstacleTop = obstaclePos;
|
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) {
|
if (obstacleTop.y == BGCHECK_Y_MIN) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -3286,7 +3285,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ny = obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC;
|
ny = COLPOLY_GET_NORMAL(obstacleFloor->normal.y);
|
||||||
if (ny < 0.81915206f || // cos(35 degrees)
|
if (ny < 0.81915206f || // cos(35 degrees)
|
||||||
SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) ||
|
SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) ||
|
||||||
SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7) {
|
SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7) {
|
||||||
|
|
|
@ -270,19 +270,16 @@ void func_80A68DB0(EnHorseGanon* this, PlayState* play) {
|
||||||
|
|
||||||
void func_80A68E14(EnHorseGanon* this, PlayState* play) {
|
void func_80A68E14(EnHorseGanon* this, PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
CollisionPoly* col;
|
CollisionPoly* poly;
|
||||||
f32 temp_ret;
|
s32 pad2;
|
||||||
Vec3f v;
|
Vec3f checkPos;
|
||||||
s32 temp1;
|
s32 bgId;
|
||||||
|
|
||||||
v.x = Math_SinS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.x;
|
checkPos.x = Math_SinS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.x;
|
||||||
v.y = this->actor.world.pos.y + 60.0f;
|
checkPos.y = this->actor.world.pos.y + 60.0f;
|
||||||
v.z = Math_CosS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.z;
|
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);
|
||||||
temp_ret = BgCheck_EntityRaycastFloor3(&play->colCtx, &col, &temp1, &v);
|
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f));
|
||||||
|
|
||||||
this->unk_1F4 = temp_ret;
|
|
||||||
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - temp_ret, 30.0f));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHorseGanon_Update(Actor* thisx, PlayState* play) {
|
void EnHorseGanon_Update(Actor* thisx, PlayState* play) {
|
||||||
|
|
|
@ -557,15 +557,15 @@ void EnHorseNormal_WaitClone(EnHorseNormal* this, PlayState* play) {
|
||||||
|
|
||||||
void func_80A6C8E0(EnHorseNormal* this, PlayState* play) {
|
void func_80A6C8E0(EnHorseNormal* this, PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
CollisionPoly* sp38;
|
CollisionPoly* groundPoly;
|
||||||
s32 pad2;
|
s32 pad2;
|
||||||
Vec3f sp28;
|
Vec3f checkPos;
|
||||||
s32 sp24;
|
s32 bgId;
|
||||||
|
|
||||||
sp28.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
|
checkPos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
|
||||||
sp28.y = this->actor.world.pos.y + 60.0f;
|
checkPos.y = this->actor.world.pos.y + 60.0f;
|
||||||
sp28.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
|
checkPos.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);
|
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));
|
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_220, 30.0f));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -217,13 +217,13 @@ void func_80A6DE38(EnHorseZelda* this, PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
CollisionPoly* poly;
|
CollisionPoly* poly;
|
||||||
s32 pad2;
|
s32 pad2;
|
||||||
Vec3f pos;
|
Vec3f checkPos;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
|
|
||||||
pos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
|
checkPos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
|
||||||
pos.y = this->actor.world.pos.y + 60.0f;
|
checkPos.y = this->actor.world.pos.y + 60.0f;
|
||||||
pos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
|
checkPos.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);
|
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));
|
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -112,14 +112,14 @@ void EnIshi_InitCollider(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
s32 EnIshi_SnapToFloor(EnIshi* this, PlayState* play, f32 arg2) {
|
s32 EnIshi_SnapToFloor(EnIshi* this, PlayState* play, f32 arg2) {
|
||||||
CollisionPoly* poly;
|
CollisionPoly* poly;
|
||||||
Vec3f pos;
|
Vec3f checkPos;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
f32 floorY;
|
f32 floorY;
|
||||||
|
|
||||||
pos.x = this->actor.world.pos.x;
|
checkPos.x = this->actor.world.pos.x;
|
||||||
pos.y = this->actor.world.pos.y + 30.0f;
|
checkPos.y = this->actor.world.pos.y + 30.0f;
|
||||||
pos.z = this->actor.world.pos.z;
|
checkPos.z = this->actor.world.pos.z;
|
||||||
floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->actor, &pos);
|
floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->actor, &checkPos);
|
||||||
if (floorY > BGCHECK_Y_MIN) {
|
if (floorY > BGCHECK_Y_MIN) {
|
||||||
this->actor.world.pos.y = floorY + arg2;
|
this->actor.world.pos.y = floorY + arg2;
|
||||||
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
|
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
|
||||||
|
|
|
@ -99,7 +99,7 @@ void EnKusa_SetupAction(EnKusa* this, EnKusaActionFunc actionFunc) {
|
||||||
|
|
||||||
s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) {
|
s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
CollisionPoly* poly;
|
CollisionPoly* groundPoly;
|
||||||
Vec3f pos;
|
Vec3f pos;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
f32 floorY;
|
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.y = this->actor.world.pos.y + 30.0f;
|
||||||
pos.z = this->actor.world.pos.z;
|
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) {
|
if (floorY > BGCHECK_Y_MIN) {
|
||||||
this->actor.world.pos.y = floorY + yOffset;
|
this->actor.world.pos.y = floorY + yOffset;
|
||||||
|
|
|
@ -74,7 +74,7 @@ void EnNwc_ChickNoop(EnNwcChick* chick, EnNwc* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnNwc_ChickBgCheck(EnNwcChick* chick, PlayState* play) {
|
void EnNwc_ChickBgCheck(EnNwcChick* chick, PlayState* play) {
|
||||||
CollisionPoly* outPoly;
|
CollisionPoly* groundPoly;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
Vec3f outPos;
|
Vec3f outPos;
|
||||||
f32 dy;
|
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
|
//! @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
|
// 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.
|
// 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;
|
dy = chick->floorY - chick->pos.y;
|
||||||
if ((0.0f <= dy) && (dy < 40.0f)) {
|
if ((0.0f <= dy) && (dy < 40.0f)) {
|
||||||
chick->pos.y = chick->floorY;
|
chick->pos.y = chick->floorY;
|
||||||
|
|
|
@ -133,7 +133,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play) {
|
||||||
this->numShots = 1;
|
this->numShots = 1;
|
||||||
}
|
}
|
||||||
thisx->floorHeight =
|
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
|
//! @bug calls WaterBox_GetSurfaceImpl directly
|
||||||
if (!WaterBox_GetSurfaceImpl(play, &play->colCtx, thisx->world.pos.x, thisx->world.pos.z, &ySurface,
|
if (!WaterBox_GetSurfaceImpl(play, &play->colCtx, thisx->world.pos.x, thisx->world.pos.z, &ySurface,
|
||||||
&outWaterBox) ||
|
&outWaterBox) ||
|
||||||
|
|
|
@ -424,7 +424,7 @@ 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.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.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 = player->actor.world.pos.y + 1000.0f;
|
||||||
this->actor.world.pos.y = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId,
|
this->actor.world.pos.y = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId,
|
||||||
&this->actor, &this->actor.world.pos);
|
&this->actor, &this->actor.world.pos);
|
||||||
if (this->actor.world.pos.y != BGCHECK_Y_MIN) {
|
if (this->actor.world.pos.y != BGCHECK_Y_MIN) {
|
||||||
this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &player->actor);
|
this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &player->actor);
|
||||||
|
|
|
@ -1195,14 +1195,14 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) {
|
||||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f,
|
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f,
|
||||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||||
} else {
|
} else {
|
||||||
Vec3f vec;
|
Vec3f checkPos;
|
||||||
s32 sp34;
|
s32 bgId;
|
||||||
|
|
||||||
vec.x = this->actor.world.pos.x;
|
checkPos.x = this->actor.world.pos.x;
|
||||||
vec.y = this->actor.world.pos.y + 10.0f;
|
checkPos.y = this->actor.world.pos.y + 10.0f;
|
||||||
vec.z = this->actor.world.pos.z;
|
checkPos.z = this->actor.world.pos.z;
|
||||||
this->actor.floorHeight =
|
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);
|
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||||
|
|
|
@ -984,8 +984,8 @@ void func_80AE089C(EnPoh* this) {
|
||||||
void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) {
|
void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) {
|
||||||
EnPoh* this = (EnPoh*)thisx;
|
EnPoh* this = (EnPoh*)thisx;
|
||||||
s32 pad;
|
s32 pad;
|
||||||
Vec3f vec;
|
Vec3f checkPos;
|
||||||
s32 sp38;
|
s32 bgId;
|
||||||
|
|
||||||
if (this->colliderSph.base.atFlags & AT_HIT) {
|
if (this->colliderSph.base.atFlags & AT_HIT) {
|
||||||
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;
|
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
vec.x = this->actor.world.pos.x;
|
checkPos.x = this->actor.world.pos.x;
|
||||||
vec.y = this->actor.world.pos.y + 20.0f;
|
checkPos.y = this->actor.world.pos.y + 20.0f;
|
||||||
vec.z = this->actor.world.pos.z;
|
checkPos.z = this->actor.world.pos.z;
|
||||||
this->actor.floorHeight =
|
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);
|
func_80AE089C(this);
|
||||||
this->actor.shape.shadowAlpha = this->lightColor.a;
|
this->actor.shape.shadowAlpha = this->lightColor.a;
|
||||||
}
|
}
|
||||||
|
|
|
@ -204,7 +204,7 @@ void EnRiverSound_Update(Actor* thisx, PlayState* play) {
|
||||||
pos = &thisx->world.pos;
|
pos = &thisx->world.pos;
|
||||||
|
|
||||||
if (EnRiverSound_GetSfxPos(SEGMENTED_TO_VIRTUAL(path->points), path->count, &player->actor.world.pos, 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
|
// 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);
|
this->sfxFreqIndex = SurfaceType_GetConveyorSpeed(&play->colCtx, thisx->floorPoly, bgId);
|
||||||
} else {
|
} else {
|
||||||
|
|
|
@ -156,7 +156,7 @@ void EnVali_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||||
this->actor.floorHeight =
|
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;
|
this->actor.params = BARI_TYPE_NORMAL;
|
||||||
|
|
||||||
if (this->actor.floorHeight == BGCHECK_Y_MIN) {
|
if (this->actor.floorHeight == BGCHECK_Y_MIN) {
|
||||||
|
|
|
@ -218,7 +218,7 @@ void func_80B32804(EnWeiyer* this, PlayState* play) {
|
||||||
|
|
||||||
this->actor.world.pos.y += 0.5f;
|
this->actor.world.pos.y += 0.5f;
|
||||||
this->actor.floorHeight =
|
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,
|
if (!WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z,
|
||||||
&this->actor.home.pos.y, &waterBox) ||
|
&this->actor.home.pos.y, &waterBox) ||
|
||||||
|
|
|
@ -162,7 +162,7 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) {
|
||||||
f32 actorScale;
|
f32 actorScale;
|
||||||
PlayState* play = play2;
|
PlayState* play = play2;
|
||||||
EnWood02* this = (EnWood02*)thisx;
|
EnWood02* this = (EnWood02*)thisx;
|
||||||
CollisionPoly* outPoly;
|
CollisionPoly* poly;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
f32 floorY;
|
f32 floorY;
|
||||||
s16 extraRot;
|
s16 extraRot;
|
||||||
|
@ -280,7 +280,7 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) {
|
||||||
|
|
||||||
// Snap to floor, or remove if over void
|
// Snap to floor, or remove if over void
|
||||||
this->actor.world.pos.y += 200.0f;
|
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) {
|
if (floorY > BGCHECK_Y_MIN) {
|
||||||
this->actor.world.pos.y = floorY;
|
this->actor.world.pos.y = floorY;
|
||||||
|
|
|
@ -151,14 +151,14 @@ void ObjBean_InitDynaPoly(ObjBean* this, PlayState* play, CollisionHeader* colli
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjBean_FindFloor(ObjBean* this, PlayState* play) {
|
void ObjBean_FindFloor(ObjBean* this, PlayState* play) {
|
||||||
Vec3f vec;
|
Vec3f checkPos;
|
||||||
s32 sp20;
|
s32 bgId;
|
||||||
|
|
||||||
vec.x = this->dyna.actor.world.pos.x;
|
checkPos.x = this->dyna.actor.world.pos.x;
|
||||||
vec.y = this->dyna.actor.world.pos.y + 29.999998f;
|
checkPos.y = this->dyna.actor.world.pos.y + 29.999998f;
|
||||||
vec.z = this->dyna.actor.world.pos.z;
|
checkPos.z = this->dyna.actor.world.pos.z;
|
||||||
this->dyna.actor.floorHeight =
|
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) {
|
void func_80B8EBC8(ObjBean* this) {
|
||||||
|
|
|
@ -189,13 +189,13 @@ void func_80B967C0(ObjLift* this) {
|
||||||
void func_80B96840(ObjLift* this, PlayState* play) {
|
void func_80B96840(ObjLift* this, PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
s32 bgId;
|
s32 bgId;
|
||||||
Vec3f sp2C;
|
Vec3f pos;
|
||||||
|
|
||||||
Actor_MoveForward(&this->dyna.actor);
|
Actor_MoveForward(&this->dyna.actor);
|
||||||
Math_Vec3f_Copy(&sp2C, &this->dyna.actor.prevPos);
|
Math_Vec3f_Copy(&pos, &this->dyna.actor.prevPos);
|
||||||
sp2C.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1];
|
pos.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1];
|
||||||
this->dyna.actor.floorHeight =
|
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) >=
|
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >=
|
||||||
(sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) {
|
(sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) {
|
||||||
|
|
|
@ -333,7 +333,7 @@ void ObjOshihiki_SetFloors(ObjOshihiki* this, PlayState* play) {
|
||||||
floorPoly = &this->floorPolys[i];
|
floorPoly = &this->floorPolys[i];
|
||||||
floorBgId = &this->floorBgIds[i];
|
floorBgId = &this->floorBgIds[i];
|
||||||
this->floorHeights[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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -98,17 +98,17 @@ void ObjTsubo_ApplyGravity(ObjTsubo* this) {
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, PlayState* play) {
|
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, PlayState* play) {
|
||||||
CollisionPoly* floorPoly;
|
CollisionPoly* groundPoly;
|
||||||
Vec3f pos;
|
Vec3f pos;
|
||||||
s32 bgID;
|
s32 bgId;
|
||||||
f32 floorY;
|
f32 groundY;
|
||||||
|
|
||||||
pos.x = this->actor.world.pos.x;
|
pos.x = this->actor.world.pos.x;
|
||||||
pos.y = this->actor.world.pos.y + 20.0f;
|
pos.y = this->actor.world.pos.y + 20.0f;
|
||||||
pos.z = this->actor.world.pos.z;
|
pos.z = this->actor.world.pos.z;
|
||||||
floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgID, &this->actor, &pos);
|
groundY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos);
|
||||||
if (floorY > BGCHECK_Y_MIN) {
|
if (groundY > BGCHECK_Y_MIN) {
|
||||||
this->actor.world.pos.y = floorY;
|
this->actor.world.pos.y = groundY;
|
||||||
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
|
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
|
||||||
return true;
|
return true;
|
||||||
} else {
|
} else {
|
||||||
|
|
|
@ -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) {
|
f32 func_808396F4(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3, CollisionPoly** arg4, s32* arg5) {
|
||||||
func_808395DC(this, &this->actor.world.pos, arg2, arg3);
|
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) {
|
f32 func_8083973C(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3) {
|
||||||
|
@ -4309,8 +4309,8 @@ s32 func_80839800(Player* this, PlayState* play) {
|
||||||
s32 frontRoom;
|
s32 frontRoom;
|
||||||
Actor* attachedActor;
|
Actor* attachedActor;
|
||||||
LinkAnimationHeader* sp5C;
|
LinkAnimationHeader* sp5C;
|
||||||
CollisionPoly* sp58;
|
CollisionPoly* groundPoly;
|
||||||
Vec3f sp4C;
|
Vec3f checkPos;
|
||||||
|
|
||||||
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
|
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
|
||||||
(!(this->stateFlags1 & PLAYER_STATE1_11) ||
|
(!(this->stateFlags1 & PLAYER_STATE1_11) ||
|
||||||
|
@ -4428,13 +4428,14 @@ s32 func_80839800(Player* this, PlayState* play) {
|
||||||
Actor_DisableLens(play);
|
Actor_DisableLens(play);
|
||||||
|
|
||||||
if (ENDOOR_GET_TYPE(doorActor) == DOOR_SCENEEXIT) {
|
if (ENDOOR_GET_TYPE(doorActor) == DOOR_SCENEEXIT) {
|
||||||
sp4C.x = doorActor->world.pos.x - (sp6C * sp74);
|
checkPos.x = doorActor->world.pos.x - (sp6C * sp74);
|
||||||
sp4C.y = doorActor->world.pos.y + 10.0f;
|
checkPos.y = doorActor->world.pos.y + 10.0f;
|
||||||
sp4C.z = doorActor->world.pos.z - (sp6C * sp78);
|
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.entranceSpeed = 2.0f;
|
||||||
gSaveContext.entranceSound = NA_SE_OC_DOOR_OPEN;
|
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 wallPolyNormalY = COLPOLY_GET_NORMAL(wallPoly->normal.y);
|
||||||
f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(wallPoly->normal.z);
|
f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(wallPoly->normal.z);
|
||||||
f32 wallHeight;
|
f32 wallHeight;
|
||||||
CollisionPoly* sp7C;
|
CollisionPoly* groundPoly;
|
||||||
CollisionPoly* sp78;
|
CollisionPoly* sp78;
|
||||||
s32 sp74;
|
s32 sp74;
|
||||||
Vec3f sp68;
|
Vec3f sp68;
|
||||||
|
@ -9782,7 +9783,7 @@ void func_80847BA0(PlayState* play, Player* this) {
|
||||||
sp68.z = this->actor.world.pos.z - (spB0 * wallPolyNormalZ);
|
sp68.z = this->actor.world.pos.z - (spB0 * wallPolyNormalZ);
|
||||||
sp68.y = this->actor.world.pos.y + this->ageProperties->unk_0C;
|
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;
|
wallHeight = sp64 - this->actor.world.pos.y;
|
||||||
this->wallHeight = wallHeight;
|
this->wallHeight = wallHeight;
|
||||||
|
|
||||||
|
@ -9800,7 +9801,7 @@ void func_80847BA0(PlayState* play, Player* this) {
|
||||||
this->wallHeight = 399.96002f;
|
this->wallHeight = 399.96002f;
|
||||||
} else if (SurfaceType_CheckWallFlag0(&play->colCtx, wallPoly, this->actor.wallBgId) == 0) {
|
} else if (SurfaceType_CheckWallFlag0(&play->colCtx, wallPoly, this->actor.wallBgId) == 0) {
|
||||||
if (this->ageProperties->unk_1C <= this->wallHeight) {
|
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) {
|
if (this->ageProperties->unk_14 <= this->wallHeight) {
|
||||||
spC7 = 4;
|
spC7 = 4;
|
||||||
} else if (this->ageProperties->unk_18 <= this->wallHeight) {
|
} else if (this->ageProperties->unk_18 <= this->wallHeight) {
|
||||||
|
@ -11386,7 +11387,7 @@ static struct_80832924 D_808548A8[] = {
|
||||||
void func_8084C5F8(Player* this, PlayState* play) {
|
void func_8084C5F8(Player* this, PlayState* play) {
|
||||||
s32 temp;
|
s32 temp;
|
||||||
f32* sp38;
|
f32* sp38;
|
||||||
CollisionPoly* sp34;
|
CollisionPoly* groundPoly;
|
||||||
s32 sp30;
|
s32 sp30;
|
||||||
Vec3f sp24;
|
Vec3f sp24;
|
||||||
|
|
||||||
|
@ -11416,8 +11417,8 @@ void func_8084C5F8(Player* this, PlayState* play) {
|
||||||
sp24.x = this->actor.world.pos.x;
|
sp24.x = this->actor.world.pos.x;
|
||||||
sp24.y = this->actor.world.pos.y + 20.0f;
|
sp24.y = this->actor.world.pos.y + 20.0f;
|
||||||
sp24.z = this->actor.world.pos.z;
|
sp24.z = this->actor.world.pos.z;
|
||||||
if (BgCheck_EntityRaycastFloor3(&play->colCtx, &sp34, &sp30, &sp24) != 0.0f) {
|
if (BgCheck_EntityRaycastDown3(&play->colCtx, &groundPoly, &sp30, &sp24) != 0.0f) {
|
||||||
this->unk_89E = SurfaceType_GetSfxType(&play->colCtx, sp34, sp30);
|
this->unk_89E = SurfaceType_GetSfxType(&play->colCtx, groundPoly, sp30);
|
||||||
func_808328A0(this);
|
func_808328A0(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -51,9 +51,9 @@ void EffectSsDeadDs_Draw(PlayState* play, u32 index, EffectSs* this) {
|
||||||
s32 pad1;
|
s32 pad1;
|
||||||
s32 pad2;
|
s32 pad2;
|
||||||
MtxF mf;
|
MtxF mf;
|
||||||
f32 temp;
|
f32 yIntersect;
|
||||||
Vec3f pos;
|
Vec3f pos;
|
||||||
CollisionPoly* floorPoly;
|
CollisionPoly* groundPoly;
|
||||||
|
|
||||||
OPEN_DISPS(play->state.gfxCtx, "../z_eff_ss_dead_ds.c", 157);
|
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) {
|
if (this->rTimer == 0) {
|
||||||
Vec3s rpy;
|
Vec3s rpy;
|
||||||
Vec3f sp44;
|
Vec3f prevPos;
|
||||||
|
|
||||||
sp44.x = pos.x - this->velocity.x;
|
prevPos.x = pos.x - this->velocity.x;
|
||||||
sp44.y = pos.y - this->velocity.y;
|
prevPos.y = pos.y - this->velocity.y;
|
||||||
sp44.z = pos.z - this->velocity.z;
|
prevPos.z = pos.z - this->velocity.z;
|
||||||
|
|
||||||
if (BgCheck_EntitySphVsWall1(&play->colCtx, &this->pos, &pos, &sp44, 1.5f, &floorPoly, 1.0f)) {
|
if (BgCheck_EntitySphVsWall1(&play->colCtx, &this->pos, &pos, &prevPos, 1.5f, &groundPoly, 1.0f)) {
|
||||||
func_80038A28(floorPoly, this->pos.x, this->pos.y, this->pos.z, &mf);
|
func_80038A28(groundPoly, this->pos.x, this->pos.y, this->pos.z, &mf);
|
||||||
Matrix_Put(&mf);
|
Matrix_Put(&mf);
|
||||||
} else {
|
} else {
|
||||||
pos.y++;
|
pos.y++;
|
||||||
temp = BgCheck_EntityRaycastFloor1(&play->colCtx, &floorPoly, &pos);
|
yIntersect = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &pos);
|
||||||
|
|
||||||
if (floorPoly != NULL) {
|
if (groundPoly != NULL) {
|
||||||
func_80038A28(floorPoly, this->pos.x, temp + 1.5f, this->pos.z, &mf);
|
func_80038A28(groundPoly, this->pos.x, yIntersect + 1.5f, this->pos.z, &mf);
|
||||||
Matrix_Put(&mf);
|
Matrix_Put(&mf);
|
||||||
} else {
|
} else {
|
||||||
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
|
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue