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authorM4xw <m4x@m4xw.net>2022-03-22 02:51:23 +0100
committerM4xw <m4x@m4xw.net>2022-03-22 02:51:23 +0100
commit39cc86c2608e2f75ace33fc7f43bc4f2ad743f1a (patch)
tree0d3fd9e995d7484eaaeb158ac808bd6a39121189 /soh/src/code/code_800430A0.c
parent0bb0e7b53bd80bdc7f78e08c441691737e039b2b (diff)
git subrepo clone https://github.com/HarbourMasters/soh.git
subrepo: subdir: "soh" merged: "ba904bbd0" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "ba904bbd0" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
Diffstat (limited to 'soh/src/code/code_800430A0.c')
-rw-r--r--soh/src/code/code_800430A0.c105
1 files changed, 105 insertions, 0 deletions
diff --git a/soh/src/code/code_800430A0.c b/soh/src/code/code_800430A0.c
new file mode 100644
index 000000000..95c7c4fc5
--- /dev/null
+++ b/soh/src/code/code_800430A0.c
@@ -0,0 +1,105 @@
+#include "global.h"
+#include "vt.h"
+
+void func_800430A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
+ MtxF prevTransform;
+ MtxF prevTransformInv;
+ MtxF curTransform;
+ Vec3f pos;
+ Vec3f tempPos;
+
+ if (DynaPoly_IsBgIdBgActor(bgId)) {
+ SkinMatrix_SetTranslateRotateYXZScale(
+ &prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
+ colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
+ colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
+ colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
+ colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
+ if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) != 2) {
+ SkinMatrix_SetTranslateRotateYXZScale(
+ &curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
+ colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
+ colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,
+ colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x,
+ colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z);
+ SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &actor->world.pos, &tempPos);
+ SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
+ actor->world.pos = pos;
+ if (BGCHECK_XYZ_ABSMAX <= pos.x || pos.x <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.y ||
+ pos.y <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.z || pos.z <= -BGCHECK_XYZ_ABSMAX) {
+
+ osSyncPrintf(VT_FGCOL(RED));
+ //! @bug file and line are not passed to osSyncPrintf
+ // "Position is not valid"
+ osSyncPrintf(
+ "BGCheckCollection_typicalActorPos():位置が妥当ではありません。\npos (%f,%f,%f) file:%s line:%d\n",
+ pos.x, pos.y, pos.z);
+ osSyncPrintf(VT_RST);
+ }
+ }
+ }
+}
+
+/**
+ * Rotate actor
+ */
+void func_800432A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
+ if (DynaPoly_IsBgIdBgActor(bgId)) {
+ s16 rot = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
+
+ if (actor->id == ACTOR_PLAYER) {
+ ((Player*)actor)->currentYaw += rot;
+ }
+
+ actor->shape.rot.y += rot;
+ actor->world.rot.y += rot;
+ }
+}
+
+void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
+ if (DynaPoly_IsBgIdBgActor(bgId)) {
+ DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
+ if (dynaActor != NULL) {
+ func_800434A8(dynaActor);
+
+ if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_26)) {
+ func_80043538(dynaActor);
+ }
+ }
+ }
+}
+
+/**
+ * Transform actor's position
+ * `actor` is the actor to update
+ */
+s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor) {
+ s32 result = false;
+ DynaPolyActor* dynaActor;
+
+ if (DynaPoly_IsBgIdBgActor(bgId) == false) {
+ return false;
+ }
+
+ if ((colCtx->dyna.bgActorFlags[bgId] & 2) || !(colCtx->dyna.bgActorFlags[bgId] & 1)) {
+ return false;
+ }
+
+ dynaActor = DynaPoly_GetActor(colCtx, bgId);
+
+ if (dynaActor == NULL) {
+ return false;
+ }
+
+ if (dynaActor->unk_15C & 1) {
+ func_800430A0(colCtx, bgId, actor);
+ result = true;
+ }
+
+ if (dynaActor->unk_15C & 2) {
+ func_800432A0(colCtx, bgId, actor);
+ result = true;
+ }
+
+ return result;
+}