1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2024-12-02 07:46:01 +00:00
oot/src/code/code_80043480.c
Dragorn421 40a4abefa5
Doc dynapoly move flags (#1372)
* Doc dynapoly move flags

* Use `DYNAPOLYMOVE_UPD_` more

* remove `DynaPolyActor.unk_15A` (padding)

* `DYNAPOLYMOVE_UPD_` -> `DYNA_MOVE_`

* Remove `DYNA_MOVE_POS_AND_ROT_Y`

* Actual docs

* Update function names

* transformFlags and Carried names

Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* Fixup comment on `DynaPolyActor_UpdateCarriedActorPos`

* Format

* `DYNA_TRANSFORM_NONE` -> 0

* Touch up mentioning the `DYNA_TRANSFORM_` flags in docs

Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
2022-10-12 00:47:33 +02:00

118 lines
3.4 KiB
C

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