#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 "m_demo.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(¢erPos, actor->world.pos); dist[0] = search_position_distance(&actor->world.pos, ¢erPos); 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; }