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authorPrakxo <87568477+Prakxo@users.noreply.github.com>2024-07-13 15:50:22 +0200
committerGitHub <noreply@github.com>2024-07-13 06:50:22 -0700
commitaeb01dcb95e8281f89f355604dbeba519ef073d5 (patch)
tree96b20d128b016c994ccac5c7b0c690a3b5a5a801 /src/code
parent0e66d077f8cf321c3f11978f531502ec592c0cdb (diff)
m_roll_lib OK (#198)
Diffstat (limited to 'src/code')
-rw-r--r--src/code/m_roll_lib.c294
1 files changed, 294 insertions, 0 deletions
diff --git a/src/code/m_roll_lib.c b/src/code/m_roll_lib.c
new file mode 100644
index 0000000..775f1fc
--- /dev/null
+++ b/src/code/m_roll_lib.c
@@ -0,0 +1,294 @@
+#include "m_roll_lib.h"
+#include "z64math.h"
+#include "m_field_info.h"
+#include "m_field_make.h"
+#include "overlays/gamestates/ovl_play/m_play.h"
+#include "overlays/actors/player_actor/m_player.h"
+#include "m_player_lib.h"
+#include "sys_math_atan.h"
+#include "m_collision_bg.h"
+#include "69E2C0.h"
+#include "macros.h"
+
+void mRlib_spdXZ_to_spdF_Angle(xyz_t* speed, f32* speedf, s16* angle) {
+ f32 x = speed->x;
+ f32 z = speed->z;
+
+ speedf[0] = sqrtf(x * x + z * z);
+ angle[0] = atans_table(z, x);
+}
+
+void mRlib_spdF_Angle_to_spdXZ(xyz_t* speed, f32* speedf, s16* angle) {
+ speed->x = speedf[0] * sin_s(angle[0]);
+ speed->z = speedf[0] * cos_s(angle[0]);
+}
+
+s32 mRlib_position_move_for_sloop(Actor* actor, s_xyz* slopeAngle) {
+ UNUSED s32 pad;
+ f32 y;
+ f32 x;
+ f32 z;
+
+ if (actor->colCheck.colResult.onGround && (slopeAngle->x != 0 || slopeAngle->z != 0)) {
+ x = (actor->velocity.x * ABS(cos_s(slopeAngle->z)));
+ y = actor->velocity.y;
+ z = (actor->velocity.z * ABS(cos_s(slopeAngle->x)));
+
+ actor->world.pos.x += x + actor->colStatus.displacement.x;
+ actor->world.pos.y += y + actor->colStatus.displacement.y;
+ actor->world.pos.z += z + actor->colStatus.displacement.z;
+
+ return TRUE;
+ } else {
+ Actor_position_move(actor);
+ return FALSE;
+ }
+}
+
+s32 mRlib_Get_norm_Clif(Actor* actor, xyz_t* norm) {
+ s16 angles[2];
+ s16 angle;
+ f32 percent;
+ s32 i;
+
+ if (mCoBG_CheckAttribute_BallRolling(angles, &actor->world.pos)) {
+
+ for (i = 0; i < 2; i++) {
+ percent = mCoBG_CheckBallRollingArea(angles[i], &actor->world.pos);
+
+ if (percent > 0.0f && percent < 0.5f) {
+ xyz_t rot;
+ xyz_t pos;
+ angle = angles[i] + DEG_TO_BINANG_ALT2(90.0f);
+ pos = *norm;
+
+ rot.x = sin_s(angle);
+ rot.y = 0.0f;
+ rot.z = cos_s(angle);
+
+ Matrix_RotateVector(DEG_TO_BINANG_ALT4((0.5f - percent) * 80.0f), &rot, 0);
+ Matrix_Position(&pos, norm);
+
+ return TRUE;
+ }
+ }
+ }
+ return FALSE;
+}
+
+void mRlib_Roll_Matrix_to_s_xyz(Actor* actor, s_xyz* rot, s16 angle) {
+ MtxF matrix;
+ xyz_t axis;
+
+ axis.x = cos_s(actor->world.rot.y);
+ axis.z = -sin_s(actor->world.rot.y);
+ axis.y = 0.0f;
+
+ Matrix_RotateVector(angle, &axis, 0);
+ Matrix_rotateXYZ(rot->x, rot->y, rot->z, 1);
+ Matrix_get(&matrix);
+ Matrix_to_rotate2_new(&matrix, rot, 0);
+}
+
+s16 mRlib_Get_HitWallAngleY(Actor* actor) {
+ u16 angle = actor->colCheck.wallInfo[0].angleY;
+ u16 angle2;
+ s16 median;
+
+ if (actor->colCheck.colResult.unk3 != 1) {
+ angle2 = actor->colCheck.wallInfo[1].angleY;
+ median = (angle + angle2) >> 1;
+
+ if (ABS(angle - angle2) > 0x8000) {
+ median += 0x8000;
+ }
+ } else {
+ median = angle;
+ }
+
+ return median;
+}
+
+void mRlib_Station_step_modify_to_wall(Actor* actor) {
+ s_xyz angle;
+ f32 z;
+
+ mCoBG_GetBgY_AngleS_FromWpos(&angle, actor->world.pos, 0.0f);
+
+ if (angle.x >= DEG_TO_BINANG_ALT2(45.0f)) {
+ actor->colCheck.colResult.hitWall |= 3;
+ z = FI_UT_WORLDSIZE_Z_F + ((s32)(actor->world.pos.z / FI_UT_WORLDSIZE_Z_F) * FI_UT_WORLDSIZE_Z);
+ actor->colCheck.wallInfo[0].angleY = 0.0f;
+ actor->colCheck.colResult.unk3 = 1;
+ actor->world.pos.z = z;
+ }
+}
+
+s32 mRlib_Set_Position_Check(Actor* actor) {
+ s32 bx;
+ s32 bz;
+ s32 utX;
+ s32 utZ;
+ s32 set;
+ s32 ofsX;
+ s32 ofsZ;
+
+ mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &utX, &utZ, actor->world.pos);
+
+ set = mNpc_CheckNpcSet(bx, bz, utX, utZ);
+ if (set == FALSE) {
+ for (ofsX = -1; ofsX < 2; ofsX++) {
+ for (ofsZ = -1; ofsZ < 2; ofsZ++) {
+ if ((ofsX != 0 || ofsZ != 0) && (utX + ofsX) < UT_X_NUM && (utX + ofsX) > 0 &&
+ (utZ + ofsZ) < UT_Z_NUM && (utZ + ofsZ) > 0) {
+ set = mNpc_CheckNpcSet(bx, bz, utX + ofsX, utZ + ofsZ);
+ }
+
+ if (set == TRUE) {
+ f32 y = actor->world.pos.y;
+
+ mFI_BkandUtNum2CenterWpos(&actor->world.pos, bx, bz, utX + ofsX, utZ + ofsZ);
+ actor->world.pos.y = y;
+
+ return set;
+ }
+ }
+ }
+ }
+
+ return set;
+}
+
+s32 mRlib_HeightGapCheck_And_ReversePos(Actor* actor) {
+ s32 bx;
+ s32 bz;
+ s32 utX;
+ s32 utZ;
+
+ if (mFI_GetPlayerWade() == 2 && mCoBG_ExistHeightGap_KeepAndNow_Detail(actor->world.pos)) {
+ if (mRlib_Set_Position_Check(actor) != FALSE) {
+ actor->velocity.y = 0.0f;
+ } else {
+ mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &utX, &utZ, actor->world.pos);
+
+ if (mNpc_GetMakeUtNuminBlock_hard_area(&utX, &utZ, bx, bz, 0)) {
+ f32 y = actor->world.pos.y;
+
+ mFI_BkandUtNum2CenterWpos(&actor->world.pos, bx, bz, utX, utZ);
+ actor->world.pos.y = y;
+ actor->velocity.y = 0.0f;
+
+ return TRUE;
+ }
+ return FALSE;
+ }
+ }
+
+ return TRUE;
+}
+
+s32 mRlib_Hole_check(Actor* actor) {
+ u16* unitFG = mFI_GetUnitFG(actor->world.pos);
+
+ if (unitFG != NULL && ((unitFG[0] >= 0x11 && unitFG[0] <= 0x29) || unitFG[0] == 0x5D)) {
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+s32 mRlib_Get_ground_norm_inHole(Actor* actor, xyz_t* norm, f32* dist, s16* angleY, s16* angleRate, f32 rate) {
+ if (mRlib_Hole_check(actor) != FALSE) {
+ xyz_t centerPos;
+
+ mFI_Wpos2UtCenterWpos(&centerPos, actor->world.pos);
+ dist[0] = search_position_distance(&actor->world.pos, &centerPos);
+ angleRate[0] = DEG_TO_BINANG_ALT4((dist[0] * 90.0f) * 0.0325f);
+ angleRate[0] = (angleRate[0] * rate);
+ angleY[0] = atans_table(actor->world.pos.z - centerPos.z, actor->world.pos.x - centerPos.x);
+
+ norm->x = (-cos_s(angleRate[0])) * sin_s(angleY[0]);
+ norm->y = -sin_s(angleRate[0]);
+ norm->z = (-cos_s(angleRate[0])) * cos_s(angleY[0]);
+
+ return TRUE;
+ } else {
+ dist[0] = 0.0f;
+
+ return FALSE;
+ }
+}
+
+s32 mRlib_PSnowmanTouchCheck(const xyz_t* wpos) {
+ if (ABS(wpos->x) < FI_UT_WORLDSIZE_X_F && ABS(wpos->z) < FI_UT_WORLDSIZE_Z_F && ABS(wpos->y) < FI_UT_BASE_SIZE_F) {
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+s32 mRlib_PSnowmanBreakCheck(Actor* actor, Game_Play* play, f32* speed) {
+ Player* player = get_player_actor_withoutCheck(play);
+ xyz_t posDiff;
+ f32 y = actor->world.pos.y;
+
+ actor->world.pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(actor->world.pos, 0.0f);
+ xyz_t_sub(&actor->world.pos, &player->actor.world.pos, &posDiff);
+ actor->world.pos.y = y;
+
+ if (mRlib_PSnowmanTouchCheck(&posDiff)) {
+ if (Math3d_normalizeXyz_t(&posDiff)) {
+ xyz_t velocity = player->actor.velocity;
+ f32 dist = (posDiff.x * velocity.x) + (posDiff.z * velocity.z);
+
+ if (dist > 0.0f) {
+ speed[0] += dist;
+ } else {
+ add_calc0(speed, 30.0f / 100.0f, 20.0f);
+ }
+ if (speed[0] > 200.0f) {
+ return TRUE;
+ }
+ } else {
+ add_calc0(speed, 30.0f / 100.0f, 20.0f);
+ }
+ } else {
+ add_calc0(speed, 30.0f / 100.0f, 20.0f);
+ }
+ return FALSE;
+}
+
+s32 mRlib_PSnowmanBreakNeckSwing(f32 f0, f32 scale, s16* angleY) {
+ s16 rotX;
+ s16 rotZ;
+ s16 angle;
+
+ if (f0 > 20.0f) {
+ angleY[0] += (s16)((f0 * 40.0f));
+ angle = angleY[0] & 0x7000;
+ rotX = (4.5f * f0) * sin_s(angle);
+ rotZ = (4.5f * f0) * cos_s(angle);
+
+ Matrix_translate(0.0f, -1400.0f * scale, 0.0f, 1);
+ Matrix_rotateXYZ(rotX, 0, rotZ, 1);
+ Matrix_translate(0.0f, 1400.0f * scale, 0.0f, 1);
+ }
+}
+
+s32 mRlib_PSnowman_NormalTalk(Actor* actor, Game_Play* play, f32* speed, void* proc) {
+ if (mDemo_Check(7, actor) == FALSE) {
+ f32 y;
+
+ if (mRlib_PSnowmanBreakCheck(actor, play, speed) != FALSE) {
+ return FALSE;
+ }
+ y = actor->world.pos.y;
+ actor->world.pos.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, actor->world.pos, 0.0f);
+ mDemo_Request(7, actor, proc);
+ actor->world.pos.y = y;
+ } else {
+ add_calc0(speed, 3.0f / 10.0f, 20.0f);
+ }
+
+ return TRUE;
+}