1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
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(¢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;
}
|