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#include "global.h"
/**
* @param transformFlags How other actors standing on the dynapoly actor's collision move when the dynapoly actor moves.
* See `DYNA_TRANSFORM_POS`, `DYNA_TRANSFORM_ROT_Y`.
*/
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags) {
dynaActor->bgId = -1;
dynaActor->pushForce = 0.0f;
dynaActor->unk14C = 0.0f;
dynaActor->transformFlags = transformFlags;
dynaActor->interactFlags = 0;
}
void DynaPolyActor_LoadMesh(PlayState* play, DynaPolyActor* dynaActor, CollisionHeader* meshHeader) {
CollisionHeader* header = NULL;
CollisionHeader_GetVirtual(meshHeader, &header);
dynaActor->bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &dynaActor->actor, header);
}
void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor) {
dynaActor->interactFlags = 0;
}
void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_TOP;
}
void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ON_TOP;
}
void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 bgId) {
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
if (dynaActor != NULL) {
DynaPolyActor_SetPlayerOnTop(dynaActor);
}
}
void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ABOVE;
}
void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 bgId) {
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
if (dynaActor != NULL) {
DynaPolyActor_SetPlayerAbove(dynaActor);
}
}
void DynaPolyActor_SetSwitchPressed(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_SWITCH_PRESSED;
}
void DynaPolyActor_SetHeavySwitchPressed(DynaPolyActor* dynaActor) {
dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_HEAVY_SWITCH_PRESSED;
}
s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_ON_TOP) {
return true;
} else {
return false;
}
}
s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) {
return true;
} else {
return false;
}
}
s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ABOVE) {
return true;
} else {
return false;
}
}
s32 DynaPolyActor_IsSwitchPressed(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_SWITCH_PRESSED) {
return true;
} else {
return false;
}
}
s32 DynaPolyActor_IsHeavySwitchPressed(DynaPolyActor* dynaActor) {
if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_HEAVY_SWITCH_PRESSED) {
return true;
} else {
return false;
}
}
s32 DynaPolyActor_ValidateMove(PlayState* play, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius,
s16 startHeight) {
Vec3f startPos;
Vec3f endPos;
Vec3f intersectionPos;
f32 sin = Math_SinS(dynaActor->yRotation);
f32 cos = Math_CosS(dynaActor->yRotation);
s32 bgId;
CollisionPoly* poly;
f32 adjustedStartRadius;
f32 adjustedEndRadius;
f32 sign = (0.0f <= dynaActor->pushForce) ? 1.0f : -1.0f;
adjustedStartRadius = (f32)startRadius - 0.1f;
startPos.x = dynaActor->actor.world.pos.x + (adjustedStartRadius * cos);
startPos.y = dynaActor->actor.world.pos.y + startHeight;
startPos.z = dynaActor->actor.world.pos.z - (adjustedStartRadius * sin);
adjustedEndRadius = (f32)endRadius - 0.1f;
endPos.x = sign * adjustedEndRadius * sin + startPos.x;
endPos.y = startPos.y;
endPos.z = sign * adjustedEndRadius * cos + startPos.z;
if (BgCheck_EntityLineTest3(&play->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true,
&bgId, &dynaActor->actor, 0.0f)) {
return false;
}
startPos.x = (dynaActor->actor.world.pos.x * 2.0f) - startPos.x;
startPos.z = (dynaActor->actor.world.pos.z * 2.0f) - startPos.z;
endPos.x = sign * adjustedEndRadius * sin + startPos.x;
endPos.z = sign * adjustedEndRadius * cos + startPos.z;
if (BgCheck_EntityLineTest3(&play->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true,
&bgId, &dynaActor->actor, 0.0f)) {
return false;
}
return true;
}
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