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40a4abefa5
* 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>
118 lines
3.4 KiB
C
118 lines
3.4 KiB
C
#include "global.h"
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/**
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* @param transformFlags How other actors standing on the dynapoly actor's collision move when the dynapoly actor moves.
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* See `DYNA_TRANSFORM_POS`, `DYNA_TRANSFORM_ROT_Y`.
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*/
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags) {
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dynaActor->bgId = -1;
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dynaActor->transformFlags = transformFlags;
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dynaActor->interactFlags = 0;
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dynaActor->unk_150 = 0.0f;
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dynaActor->unk_154 = 0.0f;
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}
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags = 0;
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}
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_TOP;
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}
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void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ON_TOP;
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}
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetPlayerOnTop(dynaActor);
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}
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}
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void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ABOVE;
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}
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetPlayerAbove(dynaActor);
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}
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}
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void func_80043538(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_3;
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}
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s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_ON_TOP) {
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return true;
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} else {
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return false;
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}
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}
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s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) {
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return true;
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} else {
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return false;
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}
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}
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s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ABOVE) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_800435B4(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_3) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4) {
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Vec3f posA;
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Vec3f posB;
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Vec3f posResult;
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f32 sin = Math_SinS(dynaActor->unk_158);
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f32 cos = Math_CosS(dynaActor->unk_158);
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s32 bgId;
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CollisionPoly* poly;
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f32 a2;
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f32 a3;
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f32 sign = (0.0f <= dynaActor->unk_150) ? 1.0f : -1.0f;
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a2 = (f32)arg2 - 0.1f;
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posA.x = dynaActor->actor.world.pos.x + (a2 * cos);
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posA.y = dynaActor->actor.world.pos.y + arg4;
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posA.z = dynaActor->actor.world.pos.z - (a2 * sin);
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a3 = (f32)arg3 - 0.1f;
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posB.x = sign * a3 * sin + posA.x;
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posB.y = posA.y;
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posB.z = sign * a3 * cos + posA.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
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&dynaActor->actor, 0.0f)) {
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return false;
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}
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posA.x = (dynaActor->actor.world.pos.x * 2) - posA.x;
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posA.z = (dynaActor->actor.world.pos.z * 2) - posA.z;
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posB.x = sign * a3 * sin + posA.x;
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posB.z = sign * a3 * cos + posA.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
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&dynaActor->actor, 0.0f)) {
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return false;
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}
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return true;
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}
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