Shipwright/soh/src/code/code_80043480.c

115 lines
2.9 KiB
C

#include "global.h"
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
dynaActor->bgId = -1;
dynaActor->unk_15C = flags;
dynaActor->unk_160 = 0;
dynaActor->unk_150 = 0.0f;
dynaActor->unk_154 = 0.0f;
}
void func_800434A0(DynaPolyActor* dynaActor) {
dynaActor->unk_160 = 0;
}
void func_800434A8(DynaPolyActor* dynaActor) {
dynaActor->unk_160 |= 1;
}
void func_800434B8(DynaPolyActor* dynaActor) {
dynaActor->unk_160 |= 2;
}
void func_800434C8(CollisionContext* colCtx, s32 floorBgId) {
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
if (dynaActor != NULL) {
func_800434B8(dynaActor);
}
}
void func_800434F8(DynaPolyActor* dynaActor) {
dynaActor->unk_160 |= 4;
}
void func_80043508(CollisionContext* colCtx, s32 floorBgId) {
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
if (dynaActor != NULL) {
func_800434F8(dynaActor);
}
}
void func_80043538(DynaPolyActor* dynaActor) {
dynaActor->unk_160 |= 8;
}
s32 func_80043548(DynaPolyActor* dynaActor) {
if (dynaActor->unk_160 & 1) {
return true;
} else {
return false;
}
}
s32 func_8004356C(DynaPolyActor* dynaActor) {
if (dynaActor->unk_160 & 2) {
return true;
} else {
return false;
}
}
s32 func_80043590(DynaPolyActor* dynaActor) {
if (dynaActor->unk_160 & 4) {
return true;
} else {
return false;
}
}
s32 func_800435B4(DynaPolyActor* dynaActor) {
if (dynaActor->unk_160 & 8) {
return true;
} else {
return false;
}
}
s32 func_800435D8(GlobalContext* globalCtx, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4) {
Vec3f posA;
Vec3f posB;
Vec3f posResult;
f32 sin = Math_SinS(dynaActor->unk_158);
f32 cos = Math_CosS(dynaActor->unk_158);
s32 bgId;
CollisionPoly* poly;
f32 a2;
f32 a3;
f32 sign = (0.0f <= dynaActor->unk_150) ? 1.0f : -1.0f;
a2 = (f32)arg2 - 0.1f;
posA.x = dynaActor->actor.world.pos.x + (a2 * cos);
posA.y = dynaActor->actor.world.pos.y + arg4;
posA.z = dynaActor->actor.world.pos.z - (a2 * sin);
a3 = (f32)arg3 - 0.1f;
posB.x = sign * a3 * sin + posA.x;
posB.y = posA.y;
posB.z = sign * a3 * cos + posA.z;
if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
posA.x = (dynaActor->actor.world.pos.x * 2) - posA.x;
posA.z = (dynaActor->actor.world.pos.z * 2) - posA.z;
posB.x = sign * a3 * sin + posA.x;
posB.z = sign * a3 * cos + posA.z;
if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
return true;
}