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authorcadmic <cadmic24@gmail.com>2024-12-08 13:52:48 -0800
committerGitHub <noreply@github.com>2024-12-08 16:52:48 -0500
commit06ceb8e661a17ed1383189148ce97acf2140fa48 (patch)
treecc0503a1b08d41eead06d18db9c676321c01e002 /src/code/code_800430A0.c
parentbda5e94ded7792308a3b48ccfb09ec38779814ef (diff)
Use MM names for some unnamed code files (#2312)
Diffstat (limited to 'src/code/code_800430A0.c')
-rw-r--r--src/code/code_800430A0.c119
1 files changed, 0 insertions, 119 deletions
diff --git a/src/code/code_800430A0.c b/src/code/code_800430A0.c
deleted file mode 100644
index 2bdfc6bcd..000000000
--- a/src/code/code_800430A0.c
+++ /dev/null
@@ -1,119 +0,0 @@
-#include "global.h"
-#include "terminal.h"
-
-/**
- * Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.
- */
-void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
- 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);
-
- // Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position
- // pos = curTransform * prevTransformInv * pos
- // Note (curTransform * prevTransformInv) represents the transform relative to the previous frame
- SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos);
- SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
- carriedActor->world.pos = pos;
-
-#if DEBUG_FEATURES
- 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) {
-
- PRINTF(VT_FGCOL(RED));
- //! @bug file and line are not passed to PRINTF
- PRINTF(T("BGCheckCollection_typicalActorPos():位置が妥当ではありません。\n"
- "pos (%f,%f,%f) file:%s line:%d\n",
- "BGCheckCollection_typicalActorPos(): Position is not valid. \n"
- "pos (%f,%f,%f) file:%s line:%d\n"),
- pos.x, pos.y, pos.z);
- PRINTF(VT_RST);
- }
-#endif
- }
- }
-}
-
-/**
- * Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`.
- */
-void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
- if (DynaPoly_IsBgIdBgActor(bgId)) {
- s16 rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
-
- if (carriedActor->id == ACTOR_PLAYER) {
- ((Player*)carriedActor)->yaw += rotY;
- }
-
- carriedActor->shape.rot.y += rotY;
- carriedActor->world.rot.y += rotY;
- }
-}
-
-void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
- if (DynaPoly_IsBgIdBgActor(bgId)) {
- DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
- if (dynaActor != NULL) {
- DynaPolyActor_SetActorOnTop(dynaActor);
-
- if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_CAN_PRESS_SWITCHES)) {
- DynaPolyActor_SetSwitchPressed(dynaActor);
- }
- }
- }
-}
-
-/**
- * Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to
- * the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`).
- */
-s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
- s32 result = false;
- DynaPolyActor* dynaActor;
-
- if (!DynaPoly_IsBgIdBgActor(bgId)) {
- return false;
- }
-
- if ((colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) {
- return false;
- }
-
- dynaActor = DynaPoly_GetActor(colCtx, bgId);
-
- if (dynaActor == NULL) {
- return false;
- }
-
- if (dynaActor->transformFlags & DYNA_TRANSFORM_POS) {
- DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor);
- result = true;
- }
-
- if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) {
- DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor);
- result = true;
- }
-
- return result;
-}