diff options
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 63 |
1 files changed, 44 insertions, 19 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 964d434b4..ca7ca7ebf 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -841,7 +841,10 @@ void Actor_Destroy(Actor* actor, PlayState* play) { } } -void func_8002D7EC(Actor* actor) { +/** + * Update actor's position factoring in velocity and collider displacement + */ +void Actor_UpdatePos(Actor* actor) { f32 speedRate = R_UPDATE_RATE * 0.5f; actor->world.pos.x += (actor->velocity.x * speedRate) + actor->colChkInfo.displacement.x; @@ -849,22 +852,34 @@ void func_8002D7EC(Actor* actor) { actor->world.pos.z += (actor->velocity.z * speedRate) + actor->colChkInfo.displacement.z; } -void func_8002D868(Actor* actor) { +/** + * Update actor's velocity accounting for gravity (without dropping below minimum y velocity) + */ +void Actor_UpdateVelocityXZGravity(Actor* actor) { actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speed; actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speed; actor->velocity.y += actor->gravity; + if (actor->velocity.y < actor->minVelocityY) { actor->velocity.y = actor->minVelocityY; } } -void Actor_MoveForward(Actor* actor) { - func_8002D868(actor); - func_8002D7EC(actor); +/** + * Move actor while accounting for its current velocity and gravity. + * `actor.speed` is used as the XZ velocity. + * The actor will move in the direction of its world yaw. + */ +void Actor_MoveXZGravity(Actor* actor) { + Actor_UpdateVelocityXZGravity(actor); + Actor_UpdatePos(actor); } -void func_8002D908(Actor* actor) { +/** + * Update actor's velocity without gravity. + */ +void Actor_UpdateVelocityXYZ(Actor* actor) { f32 speedXZ = Math_CosS(actor->world.rot.x) * actor->speed; actor->velocity.x = Math_SinS(actor->world.rot.y) * speedXZ; @@ -872,23 +887,33 @@ void func_8002D908(Actor* actor) { actor->velocity.z = Math_CosS(actor->world.rot.y) * speedXZ; } -void func_8002D97C(Actor* actor) { - func_8002D908(actor); - func_8002D7EC(actor); +/** + * Move actor while accounting for its current velocity. + * `actor.speed` is used as the XYZ velocity. + * The actor will move in the direction of its world yaw and pitch, with positive pitch moving upwards. + */ +void Actor_MoveXYZ(Actor* actor) { + Actor_UpdateVelocityXYZ(actor); + Actor_UpdatePos(actor); } -void func_8002D9A4(Actor* actor, f32 arg1) { - actor->speed = Math_CosS(actor->world.rot.x) * arg1; - actor->velocity.y = -Math_SinS(actor->world.rot.x) * arg1; +/** + * From a given XYZ speed value, set the corresponding XZ speed as `actor.speed`, and Y speed as Y velocity. + * Only the actor's world pitch is factored in, with positive pitch moving downwards. + */ +void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ) { + actor->speed = Math_CosS(actor->world.rot.x) * speedXYZ; + actor->velocity.y = -Math_SinS(actor->world.rot.x) * speedXYZ; } -void func_8002D9F8(Actor* actor, SkelAnime* skelAnime) { - Vec3f sp1C; +void Actor_UpdatePosByAnimation(Actor* actor, SkelAnime* skelAnime) { + Vec3f posDiff; + + SkelAnime_UpdateTranslation(skelAnime, &posDiff, actor->shape.rot.y); - SkelAnime_UpdateTranslation(skelAnime, &sp1C, actor->shape.rot.y); - actor->world.pos.x += sp1C.x * actor->scale.x; - actor->world.pos.y += sp1C.y * actor->scale.y; - actor->world.pos.z += sp1C.z * actor->scale.z; + actor->world.pos.x += posDiff.x * actor->scale.x; + actor->world.pos.y += posDiff.y * actor->scale.y; + actor->world.pos.z += posDiff.z * actor->scale.z; } s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB) { @@ -4090,7 +4115,7 @@ s32 func_80035124(Actor* actor, PlayState* play) { if (Actor_HasParent(actor, play)) { actor->params = 1; } else if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) { - Actor_MoveForward(actor); + Actor_MoveXZGravity(actor); Math_SmoothStepToF(&actor->speed, 0.0f, 1.0f, 0.1f, 0.0f); } else if ((actor->bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (actor->velocity.y < -4.0f)) { ret = 1; |
