mirror of
https://github.com/pmret/papermario.git
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5ba2b3a6bd
* kooper cleanup * second pass * notifications * goombario * tweesters mostly --------- Co-authored-by: HailSanta <Hail2Santa@gmail.com>
1717 lines
54 KiB
C
1717 lines
54 KiB
C
#include "common.h"
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#include "ld_addrs.h"
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#include "world/actions.h"
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#include "sprite.h"
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#ifdef SHIFT
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#define inspect_icon_VRAM_DEF inspect_icon_VRAM
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#define speech_bubble_VRAM_DEF speech_bubble_VRAM
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#define pulse_stone_VRAM_DEF pulse_stone_VRAM
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#define i_spy_VRAM_DEF i_spy_VRAM
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#else
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#define inspect_icon_VRAM_DEF (void*)0x802B7000
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#define speech_bubble_VRAM_DEF (void*)0x802B7000
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#define pulse_stone_VRAM_DEF (void*)0x802B7000
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#define i_spy_VRAM_DEF (void*)0x802B7000
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#endif
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extern f32 D_800F7B48;
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extern s32 D_800F7B4C;
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extern s8 D_8015A57A;
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extern s32 GoombarioTattleInteractionID;
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s32 player_raycast_down(f32*, f32*, f32*, f32*);
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s32 player_raycast_up_corner(f32* x, f32* y, f32* z, f32* length);
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s32 player_raycast_general(s32, f32, f32, f32, f32, f32, f32, f32*, f32*, f32*, f32*, f32*, f32*, f32*);
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void player_get_slip_vector(f32* outX, f32* outY, f32 x, f32 y, f32 nX, f32 nY);
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void phys_update_standard(void);
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void phys_update_lava_reset(void);
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void update_player_blink(void);
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void check_for_ispy(void);
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void render_ispy_icon(void);
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void check_for_pulse_stone(void);
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void clear_ispy_icon(void);
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void render_pulse_stone_icon(void);
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void clear_pulse_stone_icon(void);
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void check_for_conversation_prompt(void);
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void render_conversation_prompt(void);
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void clear_conversation_prompt(void);
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void check_for_interactables(void);
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void render_interact_prompt(void);
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void func_800E0B14(void);
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void update_partner_timers(void);
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void player_update_sprite(void);
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s32 get_player_back_anim(s32 arg0);
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void appendGfx_player(void* data);
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void appendGfx_player_spin(void* data);
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void update_player_shadow(void);
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s32 partner_use_ability(void);
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s32 player_raycast_below(f32 yaw, f32 diameter, f32* outX, f32* outY, f32* outZ, f32* outLength, f32* hitRx, f32* hitRz,
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f32* hitDirX, f32* hitDirZ) {
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f32 x, y, z, length;
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f32 inputX, inputY, inputZ, inputLength;
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f32 cosTheta;
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f32 sinTheta;
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f32 temp_f20;
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f32 cosTemp;
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f32 sinTemp;
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s32 hitObjectID;
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s32 ret;
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*hitRx = 0.0f;
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*hitRz = 0.0f;
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*hitDirX = 0.0f;
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*hitDirZ = 0.0f;
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inputLength = *outLength;
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temp_f20 = diameter * 0.28f;
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sin_cos_rad(DEG_TO_RAD(yaw), &sinTheta, &cosTheta);
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sinTemp = temp_f20 * sinTheta;
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cosTemp = -temp_f20 * cosTheta;
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inputX = *outX;
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inputY = *outY;
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inputZ = *outZ;
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x = inputX + sinTemp;
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y = inputY;
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z = inputZ + cosTemp;
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length = inputLength;
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hitObjectID = player_raycast_down(&x, &y, &z, &length);
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ret = NO_COLLIDER;
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if (hitObjectID >= 0 && length <= fabsf(*outLength)) {
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*hitRx = -gGameStatusPtr->playerGroundTraceAngles.x;
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*hitRz = -gGameStatusPtr->playerGroundTraceAngles.z;
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*outX = x;
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*outY = y;
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*outZ = z;
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*outLength = length;
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*hitDirX = sinTemp;
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*hitDirZ = cosTemp;
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ret = hitObjectID;
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}
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x = inputX - sinTemp;
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y = inputY;
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z = inputZ - cosTemp;
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length = inputLength;
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hitObjectID = player_raycast_down(&x, &y, &z, &length);
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if (hitObjectID >= 0 && length <= fabsf(*outLength)) {
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*hitRx = -gGameStatusPtr->playerGroundTraceAngles.x;
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*hitRz = -gGameStatusPtr->playerGroundTraceAngles.z;
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*outX = x;
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*outY = y;
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*outZ = z;
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*outLength = length;
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*hitDirX = -sinTemp;
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*hitDirZ = -cosTemp;
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ret = hitObjectID;
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}
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x = inputX + cosTemp;
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y = inputY;
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z = inputZ + sinTemp;
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length = inputLength;
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hitObjectID = player_raycast_down(&x, &y, &z, &length);
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if (hitObjectID >= 0 && length <= fabsf(*outLength)) {
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*hitRx = -gGameStatusPtr->playerGroundTraceAngles.x;
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*hitRz = -gGameStatusPtr->playerGroundTraceAngles.z;
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*outX = x;
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*outY = y;
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*outZ = z;
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*outLength = length;
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*hitDirX = sinTemp;
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*hitDirZ = cosTemp;
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ret = hitObjectID;
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}
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x = inputX - cosTemp;
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y = inputY;
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z = inputZ - sinTemp;
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length = inputLength;
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hitObjectID = player_raycast_down(&x, &y, &z, &length);
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if (hitObjectID >= 0 && length <= fabsf(*outLength)) {
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*hitRx = -gGameStatusPtr->playerGroundTraceAngles.x;
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*hitRz = -gGameStatusPtr->playerGroundTraceAngles.z;
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*outX = x;
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*outY = y;
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*outZ = z;
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*outLength = length;
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*hitDirX = -sinTemp;
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*hitDirZ = -cosTemp;
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ret = hitObjectID;
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}
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x = inputX;
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y = inputY;
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z = inputZ;
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length = inputLength;
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hitObjectID = player_raycast_down(&x, &y, &z, &length);
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if (hitObjectID >= 0 && length <= fabsf(*outLength)) {
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*hitRx = -gGameStatusPtr->playerGroundTraceAngles.x;
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*hitRz = -gGameStatusPtr->playerGroundTraceAngles.z;
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*outX = x;
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*outY = y;
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*outZ = z;
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*outLength = length;
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*hitDirX = 0.0f;
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*hitDirZ = 0.0f;
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ret = hitObjectID;
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}
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if (ret < 0) {
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*outX = x;
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*outY = y;
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*outZ = z;
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}
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return ret;
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}
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s32 player_raycast_below_cam_relative(PlayerStatus* playerStatus, f32* outX, f32* outY, f32* outZ, f32* outLength,
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f32* hitRx, f32* hitRz, f32* hitDirX, f32* hitDirZ) {
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f32 yaw = 0.0f;
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if (playerStatus->spriteFacingAngle >= 90.0f && playerStatus->spriteFacingAngle < 270.0f) {
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yaw = 180.0f;
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}
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return player_raycast_below(yaw - 90.0f + gCameras[gCurrentCameraID].currentYaw, playerStatus->colliderDiameter,
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outX, outY, outZ, outLength, hitRx, hitRz, hitDirX, hitDirZ);
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}
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s32 player_raycast_down(f32* x, f32* y, f32* z, f32* length) {
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f32 hitX;
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f32 hitY;
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f32 hitZ;
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f32 hitDepth;
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f32 hitNx;
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f32 hitNy;
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f32 hitNz;
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s32 entityID, colliderID;
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Entity* entity;
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s32 ret = NO_COLLIDER;
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hitDepth = *length;
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entityID = test_ray_entities(*x, *y, *z, 0.0f, -1.0f, 0.0f, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
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if (entityID >= 0) {
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entity = get_entity_by_index(entityID);
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if (entity->alpha < 255) {
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entity->collisionTimer = 4;
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entity->flags |= ENTITY_FLAG_CONTINUOUS_COLLISION;
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} else {
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ret = entityID | COLLISION_WITH_ENTITY_BIT;
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}
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}
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colliderID = test_ray_colliders(0x10000, *x, *y, *z, 0, -1.0f, 0, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
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if (colliderID >= 0) {
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ret = colliderID;
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}
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if (ret >= 0) {
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*length = hitDepth;
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*x = hitX;
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*y = hitY;
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*z = hitZ;
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gGameStatusPtr->playerGroundTraceNormal.x = hitNx;
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gGameStatusPtr->playerGroundTraceNormal.y = hitNy;
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gGameStatusPtr->playerGroundTraceNormal.z = hitNz;
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D_8010C938 = get_player_normal_yaw();
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D_8010C990 = get_player_normal_pitch();
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gGameStatusPtr->playerGroundTraceAngles.x = atan2(0.0f, 0.0f, hitNz * 100.0, hitNy * 100.0);
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gGameStatusPtr->playerGroundTraceAngles.y = 0.0f;
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gGameStatusPtr->playerGroundTraceAngles.z = atan2(0.0f, 0.0f, hitNx * 100.0, hitNy * 100.0);
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} else {
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gGameStatusPtr->playerGroundTraceAngles.x = 0.0f;
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gGameStatusPtr->playerGroundTraceAngles.y = 0.0f;
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gGameStatusPtr->playerGroundTraceAngles.z = 0.0f;
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}
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return ret;
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}
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s32 player_raycast_up_corners(PlayerStatus* player, f32* posX, f32* posY, f32* posZ, f32* hitDepth, f32 yaw) {
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f32 startX;
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f32 startY;
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f32 startZ;
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f32 depth;
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f32 theta;
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f32 deltaZ;
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f32 deltaX;
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f32 x,y,z;
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s32 ret;
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s32 hitID;
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f32 radius;
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radius = player->colliderDiameter * 0.3f;
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theta = DEG_TO_RAD(yaw);
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deltaX = radius * sin_rad(theta);
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deltaZ = -radius * cos_rad(theta);
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x = *posX;
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y = *posY;
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z = *posZ;
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depth = *hitDepth;
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startX = x + deltaX;
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startY = y;
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startZ = z + deltaZ;
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ret = NO_COLLIDER;
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hitID = player_raycast_up_corner(&startX, &startY, &startZ, &depth);
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if (hitID < 0) {
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startX = x - deltaX;
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startY = y;
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startZ = z - deltaZ;
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hitID = player_raycast_up_corner(&startX, &startY, &startZ, &depth);
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}
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if (hitID < 0) {
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startX = x + deltaZ;
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startY = y;
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startZ = z + deltaX;
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hitID = player_raycast_up_corner(&startX, &startY, &startZ, &depth);
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}
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if (hitID < 0) {
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startX = x - deltaZ;
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startY = y;
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startZ = z - deltaX;
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hitID = player_raycast_up_corner(&startX, &startY, &startZ, &depth);
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}
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if (hitID >= 0) {
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*posX = startX;
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*posY = startY;
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*posZ = startZ;
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*hitDepth = depth;
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ret = hitID;
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}
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if (ret < 0) {
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*posX = startX;
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*posY = startY;
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*posZ = startZ;
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*hitDepth = 0;
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}
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return ret;
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}
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s32 player_raycast_up_corner(f32* x, f32* y, f32* z, f32* length) {
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f32 hitX;
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f32 hitY;
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f32 hitZ;
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f32 hitDepth;
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f32 hitNx;
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f32 hitNy;
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f32 hitNz;
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s32 hitID;
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Entity* entity;
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s32 ret;
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f32 sx, sy, sz;
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f32 sx2, sy2, sz2;
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f32 startX, startY, startZ;
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ret = NO_COLLIDER;
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// needed to match
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sx2 = sx = *x;
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sy2 = sy = *y;
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sz2 = sz = *z;
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hitDepth = *length;
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hitID = test_ray_colliders(0x10000, sx, sy, sz, 0.0f, 1.0f, 0.0f, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
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if (hitID >= 0 && *length > hitDepth) {
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*length = hitDepth;
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ret = hitID;
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*x = sx = sx2;
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*y = sy = sy2;
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*z = sz = sz2;
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}
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hitDepth = 10.0f;
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hitID = test_ray_entities(*x, *y, *z, 0.0f, 1.0f, 0.0f, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
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sx = sx2;
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sy = sy2;
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sz = sz2;
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if (hitID >= 0 && *length > hitDepth) {
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get_entity_by_index(hitID);
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ret = hitID | COLLISION_WITH_ENTITY_BIT;
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*length = hitDepth;
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*x = sx;
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*y = sy;
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*z = sz;
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}
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return ret;
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}
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s32 player_test_lateral_overlap(s32 mode, PlayerStatus* playerStatus, f32* x, f32* y, f32* z, f32 length, f32 yaw) {
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f32 sinTheta;
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f32 cosTheta;
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f32 hitX;
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f32 hitY;
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f32 hitZ;
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f32 hitDepth;
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f32 hitNx;
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f32 hitNy;
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f32 hitNz;
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f32 slipDx;
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f32 slipDz;
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f32 depthDiff;
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f32 radius;
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f32 originalDepth;
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s32 hitID;
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f32 height;
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f32 targetDx;
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f32 targetDz;
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f32 dx;
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f32 dz;
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s32 ret;
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radius = playerStatus->colliderDiameter * 0.5f;
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ret = NO_COLLIDER;
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if (!(playerStatus->flags & (PS_FLAG_FALLING | PS_FLAG_JUMPING))) {
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height = playerStatus->colliderHeight * 0.286f;
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} else {
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height = 1.0f;
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}
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sin_cos_rad(DEG_TO_RAD(yaw), &sinTheta, &cosTheta);
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cosTheta = -cosTheta;
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hitDepth = length + radius;
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hitID = player_raycast_general(mode, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
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if (mode == 3) {
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targetDx = 0.0f;
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targetDz = 0.0f;
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} else {
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targetDx = length * sinTheta;
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targetDz = length * cosTheta;
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}
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if (hitID >= 0) {
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originalDepth = length + radius;
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if (hitDepth <= originalDepth) {
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depthDiff = hitDepth - originalDepth;
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dx = depthDiff * sinTheta;
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dz = depthDiff * cosTheta;
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player_get_slip_vector(&slipDx, &slipDz, targetDx, targetDz, hitNx, hitNz);
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*x += dx + slipDx;
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*z += dz + slipDz;
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ret = hitID;
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}
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}
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*x += targetDx;
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*z += targetDz;
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return ret;
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}
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s32 player_raycast_general(s32 mode, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX,
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f32* hitY, f32* hitZ, f32* hitDepth, f32*hitNx, f32* hitNy, f32* hitNz) {
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f32 nAngleX;
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f32 nAngleZ;
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s32 entityID;
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s32 colliderID;
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Entity* entity;
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s32 ignoreFlags;
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s32 ret;
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entityID = test_ray_entities(startX, startY, startZ, dirX, dirY, dirZ, hitX, hitY, hitZ, hitDepth, hitNx, hitNy,
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hitNz);
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ret = NO_COLLIDER;
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if (entityID >= 0) {
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entity = get_entity_by_index(entityID);
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if (entity->alpha < 255) {
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entity->collisionTimer = 0;
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entity->flags |= ENTITY_FLAG_CONTINUOUS_COLLISION;
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} else {
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ret = entityID | COLLISION_WITH_ENTITY_BIT;
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}
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} else if (mode == 3) {
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ret = test_ray_colliders(COLLIDER_FLAG_IGNORE_SHELL, startX, startY, startZ, dirX, dirY, dirZ,
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hitX, hitY, hitZ, hitDepth, hitNx, hitNy, hitNz);
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}
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if (mode == 1 || mode == 3) {
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return ret;
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}
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if (mode == 4) {
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ignoreFlags = COLLISION_CHANNEL_80000;
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} else {
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ignoreFlags = COLLIDER_FLAG_IGNORE_PLAYER;
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}
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colliderID = test_ray_colliders(ignoreFlags, startX, startY, startZ, dirX, dirY, dirZ,
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hitX, hitY, hitZ, hitDepth, hitNx, hitNy, hitNz);
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if (ret < 0) {
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ret = colliderID;
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}
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if (ret >= 0) {
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nAngleZ = 180.0f - atan2(0, 0, *hitNz * 100.0, *hitNy * 100.0);
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nAngleX = 180.0f - atan2(0, 0, *hitNx * 100.0, *hitNy * 100.0);
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if (!(nAngleZ == 90.0f && nAngleX == 90.0f || fabs(nAngleZ) >= 30.0 || fabs(nAngleX) >= 30.0)) {
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ret = -1;
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}
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|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
s32 player_test_move_without_slipping(PlayerStatus* playerStatus, f32* x, f32* y, f32* z, f32 length, f32 yaw, s32* hasClimbableStep) {
|
|
f32 sinTheta;
|
|
f32 cosTheta;
|
|
f32 hitX;
|
|
f32 hitY;
|
|
f32 hitZ;
|
|
f32 hitDepth;
|
|
f32 hitNx;
|
|
f32 hitNy;
|
|
f32 hitNz;
|
|
f32 slipDx;
|
|
f32 slipDz;
|
|
f32 depth;
|
|
f32 radius;
|
|
f32 depthDiff;
|
|
f32 height;
|
|
s32 ret;
|
|
s32 raycastID;
|
|
f32 targetDx;
|
|
f32 targetDz;
|
|
f32 dx, dz;
|
|
|
|
radius = playerStatus->colliderDiameter * 0.5f;
|
|
height = playerStatus->colliderHeight * 0.286f;
|
|
sin_cos_rad(DEG_TO_RAD(yaw), &sinTheta, &cosTheta);
|
|
|
|
depth = length + radius;
|
|
cosTheta = -cosTheta;
|
|
hitDepth = depth;
|
|
dx = radius * sinTheta;
|
|
ret = NO_COLLIDER;
|
|
|
|
raycastID = player_raycast_general(0, *x, *y + 0.1, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
|
|
if (raycastID >= 0 && hitDepth <= depth) {
|
|
*hasClimbableStep = TRUE;
|
|
}
|
|
|
|
depth = length + radius;
|
|
hitDepth = depth;
|
|
dz = radius * cosTheta;
|
|
|
|
raycastID = player_raycast_general(0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
|
|
|
|
targetDx = 0.0f;
|
|
targetDz = 0.0f;
|
|
|
|
if ((raycastID >= 0) && (hitDepth <= depth)) {
|
|
depthDiff = hitDepth - depth;
|
|
dx = depthDiff * sinTheta;
|
|
dz = depthDiff * cosTheta;
|
|
player_get_slip_vector(&slipDx, &slipDz, 0.0f, 0.0f, hitNx, hitNz);
|
|
*x += dx + slipDx;
|
|
*z += dz + slipDz;
|
|
ret = raycastID;
|
|
}
|
|
*x += targetDx;
|
|
*z += targetDz;
|
|
return ret;
|
|
}
|
|
|
|
void player_get_slip_vector(f32* outX, f32* outY, f32 x, f32 y, f32 nX, f32 nY) {
|
|
f32 projectionLength = (x * nX) + (y * nY);
|
|
|
|
*outX = (x - projectionLength * nX) * 0.5f;
|
|
*outY = (y - projectionLength * nY) * 0.5f;
|
|
}
|
|
|
|
s32 player_test_move_with_slipping(PlayerStatus* playerStatus, f32* x, f32* y, f32* z, f32 length, f32 yaw) {
|
|
f32 sinTheta;
|
|
f32 cosTheta;
|
|
f32 hitX;
|
|
f32 hitY;
|
|
f32 hitZ;
|
|
f32 hitDepth;
|
|
f32 hitNx;
|
|
f32 hitNy;
|
|
f32 hitNz;
|
|
f32 slipDx;
|
|
f32 slipDz;
|
|
f32 radius;
|
|
f32 height;
|
|
s32 hitID;
|
|
f32 targetDx, targetDz;
|
|
f32 dx, dz;
|
|
f32 depthDiff;
|
|
s32 ret = NO_COLLIDER;
|
|
|
|
height = 0.0f;
|
|
if (!(playerStatus->flags & (PS_FLAG_JUMPING | PS_FLAG_FALLING))) {
|
|
height = 10.01f;
|
|
}
|
|
radius = playerStatus->colliderDiameter * 0.5f;
|
|
|
|
sin_cos_rad(DEG_TO_RAD(yaw), &sinTheta, &cosTheta);
|
|
cosTheta = -cosTheta;
|
|
hitDepth = length + radius;
|
|
|
|
targetDx = length * sinTheta;
|
|
targetDz = length * cosTheta;
|
|
|
|
hitID = player_raycast_general(0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
|
|
if (hitID >= 0 && (depthDiff = hitDepth, depthDiff <= length + radius)) {
|
|
depthDiff -= (length + radius);
|
|
dx = depthDiff * sinTheta;
|
|
dz = depthDiff * cosTheta;
|
|
player_get_slip_vector(&slipDx, &slipDz, targetDx, targetDz, hitNx, hitNz);
|
|
*x += dx + slipDx;
|
|
*z += dz + slipDz;
|
|
ret = hitID;
|
|
} else {
|
|
height = playerStatus->colliderHeight * 0.75;
|
|
hitID = player_raycast_general(0, *x, *y + height, *z, sinTheta, 0, cosTheta, &hitX, &hitY, &hitZ, &hitDepth, &hitNx, &hitNy, &hitNz);
|
|
if (hitID >= 0 && (depthDiff = hitDepth, depthDiff <= length + radius)) {
|
|
depthDiff -= (length + radius);
|
|
dx = depthDiff * sinTheta;
|
|
dz = depthDiff * cosTheta;
|
|
player_get_slip_vector(&slipDx, &slipDz, targetDx, targetDz, hitNx, hitNz);
|
|
*x += dx + slipDx;
|
|
*z += dz + slipDz;
|
|
ret = hitID;
|
|
}
|
|
}
|
|
|
|
*x += targetDx;
|
|
*z += targetDz;
|
|
return ret;
|
|
}
|
|
|
|
void update_player(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
CollisionStatus* collisionStatus = &gCollisionStatus;
|
|
GameStatus* gameStatus;
|
|
|
|
update_partner_timers();
|
|
|
|
if ((playerStatus->timeInAir > 100) || (playerStatus->position.y < -2000.0f)) {
|
|
if (!(playerStatus->animFlags & PA_FLAG_NO_OOB_RESPAWN)) {
|
|
playerStatus->timeInAir = 0;
|
|
playerStatus->position.x = playerStatus->lastGoodPosition.x;
|
|
playerStatus->position.y = playerStatus->lastGoodPosition.y;
|
|
playerStatus->position.z = playerStatus->lastGoodPosition.z;
|
|
|
|
if (playerStatus->animFlags & PA_FLAG_RIDING_PARTNER) {
|
|
Npc* partner;
|
|
|
|
playerStatus->animFlags |= PA_FLAG_DISMOUNTING_ALLOWED | PA_FLAG_INTERRUPT_USE_PARTNER;
|
|
partner = get_npc_unsafe(NPC_PARTNER);
|
|
partner->pos.x = playerStatus->lastGoodPosition.x;
|
|
partner->pos.y = playerStatus->lastGoodPosition.y + playerStatus->colliderHeight;
|
|
partner->pos.z = playerStatus->lastGoodPosition.z;
|
|
partner->moveToPos.y = playerStatus->lastGoodPosition.y;
|
|
} else {
|
|
playerStatus->timeInAir = 10;
|
|
}
|
|
}
|
|
}
|
|
|
|
collisionStatus->currentWall = NO_COLLIDER;
|
|
collisionStatus->lastWallHammered = NO_COLLIDER;
|
|
collisionStatus->currentInspect = NO_COLLIDER;
|
|
collisionStatus->floorBelow = TRUE;
|
|
|
|
update_player_input();
|
|
playerStatus->flags &= ~PS_FLAG_SPECIAL_LAND;
|
|
update_player_blink();
|
|
|
|
if (playerStatus->flags & PS_FLAG_NO_STATIC_COLLISION) {
|
|
phys_update_action_state();
|
|
if (!game_scripts_disabled()) {
|
|
collision_main_lateral();
|
|
}
|
|
} else if (playerStatus->actionState != ACTION_STATE_HIT_LAVA) {
|
|
phys_update_standard();
|
|
} else {
|
|
phys_update_lava_reset();
|
|
}
|
|
|
|
if (playerStatus->flags & PS_FLAG_CUTSCENE_MOVEMENT) {
|
|
playerStatus->moveFrames--;
|
|
if (playerStatus->moveFrames <= 0) {
|
|
playerStatus->moveFrames = 0;
|
|
playerStatus->flags &= ~PS_FLAG_CUTSCENE_MOVEMENT;
|
|
}
|
|
}
|
|
|
|
if (!(playerStatus->animFlags & PA_FLAG_USING_PEACH_PHYSICS)) {
|
|
handle_floor_behavior();
|
|
}
|
|
|
|
player_update_sprite();
|
|
|
|
gameStatus = gGameStatusPtr;
|
|
gameStatus->playerPos.x = playerStatus->position.x;
|
|
gameStatus->playerPos.y = playerStatus->position.y;
|
|
gameStatus->playerPos.z = playerStatus->position.z;
|
|
gameStatus->playerYaw = playerStatus->currentYaw;
|
|
|
|
check_input_open_menus();
|
|
if (!(playerStatus->animFlags & PA_FLAG_USING_PEACH_PHYSICS)) {
|
|
check_input_status_menu();
|
|
}
|
|
|
|
update_player_shadow();
|
|
check_for_interactables();
|
|
check_for_conversation_prompt();
|
|
check_for_pulse_stone();
|
|
check_for_ispy();
|
|
|
|
playerStatus->pushVelocity.x = 0.0f;
|
|
playerStatus->pushVelocity.y = 0.0f;
|
|
playerStatus->pushVelocity.z = 0.0f;
|
|
playerStatus->flags &= ~PS_FLAG_SLIDING;
|
|
playerStatus->animFlags &= ~PA_FLAG_FORCE_USE_PARTNER;
|
|
}
|
|
|
|
void check_input_use_partner(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
PlayerData* playerData = &gPlayerData;
|
|
u32 actionState = playerStatus->actionState;
|
|
|
|
if (!(playerStatus->animFlags & PA_FLAG_8BIT_MARIO)
|
|
&& (playerStatus->animFlags & PA_FLAG_FORCE_USE_PARTNER || playerStatus->inputDisabledCount == 0)
|
|
&& (playerStatus->pressedButtons & BUTTON_C_DOWN && !(playerStatus->flags & PS_FLAG_NO_PARTNER_USAGE))
|
|
&& !(playerStatus->pressedButtons & BUTTON_B)
|
|
&& !(playerStatus->animFlags & PA_FLAG_USING_PEACH_PHYSICS)
|
|
&& actionState <= ACTION_STATE_RUN
|
|
) {
|
|
if (playerData->currentPartner == PARTNER_GOOMBARIO) {
|
|
GoombarioTattleInteractionID = playerStatus->interactingWithID;
|
|
}
|
|
partner_use_ability();
|
|
}
|
|
}
|
|
|
|
void phys_update_standard(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
s32 flags;
|
|
|
|
check_input_use_partner();
|
|
phys_update_action_state();
|
|
|
|
if (!(playerStatus->flags & PS_FLAG_FLYING)) {
|
|
if (playerStatus->flags & PS_FLAG_JUMPING) {
|
|
phys_update_jump();
|
|
}
|
|
}
|
|
|
|
if (playerStatus->flags & PS_FLAG_FALLING) {
|
|
if (!(playerStatus->flags & PS_FLAG_FLYING)) {
|
|
phys_update_falling();
|
|
}
|
|
}
|
|
|
|
check_input_midair_jump();
|
|
|
|
if (playerStatus->actionState != ACTION_STATE_SLIDING) {
|
|
collision_main_lateral();
|
|
collision_check_player_overlaps();
|
|
|
|
if (collision_main_above() < 0 && playerStatus->timeInAir == 0 &&
|
|
playerStatus->animFlags & PA_FLAG_USING_PEACH_PHYSICS) {
|
|
collision_lateral_peach();
|
|
}
|
|
|
|
if ((playerStatus->actionState != ACTION_STATE_ENEMY_FIRST_STRIKE)
|
|
&& (playerStatus->actionState != ACTION_STATE_STEP_UP)) {
|
|
phys_main_collision_below();
|
|
}
|
|
}
|
|
|
|
if (playerStatus->animFlags & PA_FLAG_WATT_IN_HANDS) {
|
|
world_watt_sync_held_position();
|
|
}
|
|
|
|
if (!(playerStatus->flags & PS_FLAG_CAMERA_DOESNT_FOLLOW)) {
|
|
gCameras[CAM_DEFAULT].targetPos.x = playerStatus->position.x;
|
|
gCameras[CAM_DEFAULT].targetPos.y = playerStatus->position.y;
|
|
gCameras[CAM_DEFAULT].targetPos.z = playerStatus->position.z;
|
|
}
|
|
}
|
|
|
|
void phys_update_lava_reset(void) {
|
|
phys_update_action_state();
|
|
collision_main_lateral();
|
|
collision_lava_reset_check_additional_overlaps();
|
|
|
|
if (!(gPlayerStatusPtr->flags & PS_FLAG_CAMERA_DOESNT_FOLLOW)) {
|
|
Camera* camera = &gCameras[CAM_DEFAULT];
|
|
|
|
camera->targetPos.x = gPlayerStatusPtr->position.x;
|
|
camera->targetPos.y = gPlayerStatusPtr->position.y;
|
|
camera->targetPos.z = gPlayerStatusPtr->position.z;
|
|
}
|
|
}
|
|
|
|
void clear_player_status(void) {
|
|
mem_clear(&gPlayerStatus, sizeof(gPlayerStatus));
|
|
}
|
|
|
|
void player_reset_data(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
mem_clear(playerStatus, sizeof(PlayerStatus));
|
|
playerStatus->flags = PS_FLAG_HAS_REFLECTION;
|
|
reset_player_status();
|
|
playerStatus->shadowID = create_shadow_type(0, playerStatus->position.x, playerStatus->position.y,
|
|
playerStatus->position.z);
|
|
func_800E6B68();
|
|
func_800E0B14();
|
|
clear_conversation_prompt();
|
|
clear_pulse_stone_icon();
|
|
clear_ispy_icon();
|
|
func_800E5520();
|
|
}
|
|
|
|
s32 func_800DFCF4(void) {
|
|
if (gPartnerActionStatus.partnerActionState == PARTNER_ACTION_USE &&
|
|
(gPartnerActionStatus.actingPartner == PARTNER_WATT
|
|
|| gPartnerActionStatus.actingPartner == PARTNER_BOW
|
|
|| gPartnerActionStatus.actingPartner == PARTNER_SUSHIE
|
|
|| gPartnerActionStatus.actingPartner == PARTNER_PARAKARRY
|
|
|| gPartnerActionStatus.actingPartner == PARTNER_LAKILESTER)) {
|
|
return FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
s32 get_overriding_player_anim(s32 anim) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
PartnerActionStatus* partnerActionStatus = &gPartnerActionStatus;
|
|
|
|
if (playerStatus->actionState == ACTION_STATE_USE_SPINNING_FLOWER
|
|
&& anim != ANIM_Mario1_Flail
|
|
&& anim != ANIM_Mario1_Jump
|
|
) {
|
|
return -1;
|
|
}
|
|
|
|
if (partnerActionStatus->partnerActionState != PARTNER_ACTION_NONE) {
|
|
if (partnerActionStatus->actingPartner == PARTNER_LAKILESTER && anim == ANIM_Mario1_Idle) {
|
|
anim = ANIM_MarioW2_RideLaki;
|
|
}
|
|
|
|
if (partnerActionStatus->partnerActionState != PARTNER_ACTION_NONE
|
|
&& partnerActionStatus->actingPartner == PARTNER_BOW
|
|
&& anim != ANIM_Mario1_Crouch
|
|
&& anim != ANIM_Mario1_Idle
|
|
) {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (anim == ANIM_Mario1_ThumbsUp && partnerActionStatus->partnerActionState == PARTNER_ACTION_USE) {
|
|
return -1;
|
|
}
|
|
|
|
if (anim == ANIM_MarioW1_Lift || anim == ANIM_Peach2_SpreadArms || anim == ANIM_Mario1_Idle) {
|
|
if (!(playerStatus->animFlags & PA_FLAG_USING_PEACH_PHYSICS)) {
|
|
if (!func_800DFCF4()) {
|
|
return -1;
|
|
}
|
|
} else if (!(playerStatus->animFlags & PA_FLAG_INVISIBLE)) {
|
|
anim = ANIM_Peach2_SpreadArms;
|
|
} else {
|
|
peach_set_disguise_anim(BasicPeachDisguiseAnims[playerStatus->peachDisguise].hold);
|
|
return -1;
|
|
}
|
|
} else if (playerStatus->animFlags & PA_FLAG_USING_PEACH_PHYSICS) {
|
|
if ((playerStatus->peachItemHeld != 0)
|
|
&& (anim == ANIM_Peach2_RaiseArms || anim == ANIM_Peach2_Talk || anim == ANIM_Peach2_LowerArms)) {
|
|
anim = ANIM_Peach3_PresentCompleteCake;
|
|
}
|
|
}
|
|
|
|
if (anim == ANIM_MarioW2_Collapse) {
|
|
exec_ShakeCam1(0, 0, 2);
|
|
}
|
|
|
|
return anim;
|
|
}
|
|
|
|
void suggest_player_anim_allow_backward(AnimID anim) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
AnimID newAnim = get_overriding_player_anim(anim);
|
|
|
|
if (newAnim != -1) {
|
|
playerStatus->anim = newAnim;
|
|
playerStatus->animNotifyValue = 0;
|
|
playerStatus->flags &= ~PS_FLAG_FACE_FORWARDS;
|
|
}
|
|
}
|
|
|
|
void force_player_anim(AnimID anim) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
playerStatus->anim = anim;
|
|
playerStatus->animNotifyValue = 0;
|
|
playerStatus->flags &= ~PS_FLAG_FACE_FORWARDS;
|
|
}
|
|
|
|
void suggest_player_anim_always_forward(AnimID anim) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
AnimID newAnim = get_overriding_player_anim(anim);
|
|
|
|
if (newAnim != -1) {
|
|
playerStatus->anim = newAnim;
|
|
playerStatus->animNotifyValue = 0;
|
|
playerStatus->flags |= PS_FLAG_FACE_FORWARDS;
|
|
}
|
|
}
|
|
|
|
void update_player_blink(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
s32 outtaSight = FALSE;
|
|
u8 phi_v1;
|
|
u8* alpha;
|
|
|
|
if (gPartnerActionStatus.actingPartner == PARTNER_BOW) {
|
|
outtaSight = gPartnerActionStatus.partnerActionState != PARTNER_ACTION_NONE;
|
|
}
|
|
|
|
if (playerStatus->blinkTimer > 0) {
|
|
playerStatus->blinkTimer--;
|
|
alpha = &playerStatus->alpha1;
|
|
if (!(gGameStatusPtr->frameCounter & 1)) {
|
|
if (outtaSight) {
|
|
phi_v1 = 192;
|
|
} else {
|
|
phi_v1 = 255;
|
|
}
|
|
} else {
|
|
phi_v1 = 96;
|
|
}
|
|
*alpha = phi_v1;
|
|
|
|
if (!playerStatus->blinkTimer) {
|
|
if (outtaSight) {
|
|
playerStatus->alpha1 = 128;
|
|
playerStatus->flags |= PS_FLAG_HAZARD_INVINCIBILITY;
|
|
} else {
|
|
playerStatus->alpha1 = 255;
|
|
playerStatus->flags &= ~PS_FLAG_HAZARD_INVINCIBILITY;
|
|
}
|
|
} else {
|
|
playerStatus->flags |= PS_FLAG_HAZARD_INVINCIBILITY;
|
|
}
|
|
}
|
|
}
|
|
|
|
// dist_to_player2D
|
|
f32 get_xz_dist_to_player(f32 x, f32 z) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
return dist2D(x, z, playerStatus->position.x, playerStatus->position.z);
|
|
}
|
|
|
|
void enable_player_shadow(void) {
|
|
get_shadow_by_index(gPlayerStatus.shadowID)->flags &= ~ENTITY_FLAG_HIDDEN;
|
|
}
|
|
|
|
void disable_player_shadow(void) {
|
|
get_shadow_by_index(gPlayerStatus.shadowID)->flags |= ENTITY_FLAG_HIDDEN;
|
|
}
|
|
|
|
s32 disable_player_static_collisions(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
playerStatus->flags |= PS_FLAG_NO_STATIC_COLLISION;
|
|
playerStatus->enableCollisionOverlapsCheck++;
|
|
return playerStatus->enableCollisionOverlapsCheck;
|
|
}
|
|
|
|
s32 enable_player_static_collisions(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
playerStatus->enableCollisionOverlapsCheck--;
|
|
if (playerStatus->enableCollisionOverlapsCheck == 0) {
|
|
playerStatus->flags &= ~PS_FLAG_NO_STATIC_COLLISION;
|
|
}
|
|
return playerStatus->enableCollisionOverlapsCheck;
|
|
}
|
|
|
|
s32 disable_player_input(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
playerStatus->flags |= PS_FLAG_INPUT_DISABLED;
|
|
playerStatus->inputDisabledCount++;
|
|
return playerStatus->inputDisabledCount;
|
|
}
|
|
|
|
s32 enable_player_input(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
playerStatus->inputDisabledCount--;
|
|
if (playerStatus->inputDisabledCount == 0) {
|
|
playerStatus->flags &= ~PS_FLAG_INPUT_DISABLED;
|
|
}
|
|
return playerStatus->inputDisabledCount;
|
|
}
|
|
|
|
void func_800E01DC(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
if (playerStatus->animFlags & PA_FLAG_INTERACT_PROMPT_AVAILABLE) {
|
|
playerStatus->flags |= PS_FLAG_INTERACTED;
|
|
}
|
|
}
|
|
|
|
s32 game_scripts_disabled(void) {
|
|
s32 ret = FALSE;
|
|
|
|
if (gGameStatusPtr->disableScripts && (gGameStatusPtr->currentButtons[0] & BUTTON_R)) {
|
|
if (gPartnerActionStatus.partnerActionState == PARTNER_ACTION_NONE) {
|
|
set_action_state(ACTION_STATE_IDLE);
|
|
}
|
|
ret = TRUE;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void player_render_interact_prompts(void) {
|
|
render_conversation_prompt();
|
|
render_interact_prompt();
|
|
render_pulse_stone_icon();
|
|
render_ispy_icon();
|
|
}
|
|
|
|
void check_for_ispy(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
|
|
if (D_8015A57A != 0 && ISpyNotificationCallback == NULL) {
|
|
if (!(playerStatus->animFlags &
|
|
(PA_FLAG_SPEECH_PROMPT_AVAILABLE | PA_FLAG_INTERACT_PROMPT_AVAILABLE))) {
|
|
dma_copy(i_spy_ROM_START, i_spy_ROM_END, i_spy_VRAM_DEF);
|
|
ISpyNotificationCallback = ispy_notification_setup;
|
|
}
|
|
}
|
|
|
|
if (ISpyNotificationCallback != NULL) {
|
|
ISpyNotificationCallback();
|
|
}
|
|
}
|
|
|
|
void render_ispy_icon(void) {
|
|
if ((gPlayerStatusPtr->animFlags & PA_FLAG_ISPY_VISIBLE) && (ISpyNotificationCallback != NULL)) {
|
|
appendGfx_ispy_icon();
|
|
}
|
|
}
|
|
|
|
void clear_ispy_icon(void) {
|
|
ISpyNotificationCallback = NULL;
|
|
gPlayerStatusPtr->animFlags &= ~PA_FLAG_ISPY_VISIBLE;
|
|
}
|
|
|
|
void check_for_pulse_stone(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
s32 dx, dy;
|
|
|
|
if (PulseStoneNotificationCallback == NULL) {
|
|
if (gPlayerStatus.animFlags & PA_FLAG_ISPY_VISIBLE) {
|
|
return;
|
|
}
|
|
|
|
if (gGameStatusPtr->areaID != AREA_SBK || gGameStatusPtr->isBattle) {
|
|
return;
|
|
}
|
|
|
|
dx = abs(gGameStatusPtr->mapID % 7 - 2);
|
|
dy = gGameStatusPtr->mapID / 7;
|
|
if ((dx + dy) > 5) {
|
|
return;
|
|
}
|
|
|
|
if (!(gPlayerStatus.animFlags & (PA_FLAG_USING_PULSE_STONE | PA_FLAG_PULSE_STONE_VISIBLE))) {
|
|
return;
|
|
}
|
|
|
|
if (gPlayerStatus.flags & PS_FLAG_PAUSED || gPlayerStatus.inputDisabledCount) {
|
|
return;
|
|
}
|
|
|
|
if (!(gPlayerStatus.animFlags & (PA_FLAG_SPEECH_PROMPT_AVAILABLE | PA_FLAG_INTERACT_PROMPT_AVAILABLE))) {
|
|
dma_copy(pulse_stone_ROM_START, pulse_stone_ROM_END, pulse_stone_VRAM_DEF);
|
|
PulseStoneNotificationCallback = pulse_stone_notification_setup;
|
|
}
|
|
}
|
|
|
|
if (PulseStoneNotificationCallback != NULL) {
|
|
PulseStoneNotificationCallback();
|
|
}
|
|
}
|
|
|
|
void render_pulse_stone_icon(void) {
|
|
if ((gPlayerStatusPtr->animFlags & PA_FLAG_PULSE_STONE_VISIBLE) && (PulseStoneNotificationCallback != NULL)) {
|
|
appendGfx_pulse_stone_icon();
|
|
}
|
|
}
|
|
|
|
void clear_pulse_stone_icon(void) {
|
|
PulseStoneNotificationCallback = NULL;
|
|
gPlayerStatusPtr->animFlags &= ~PA_FLAG_PULSE_STONE_VISIBLE;
|
|
}
|
|
|
|
s32 has_valid_conversation_npc(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
Npc* npc = playerStatus->encounteredNPC;
|
|
s32 ret = FALSE;
|
|
s32 cond;
|
|
|
|
if (npc != NULL && !(npc->flags & NPC_FLAG_10000000)) {
|
|
cond = (playerStatus->flags & (PS_FLAG_HAS_CONVERSATION_NPC | PS_FLAG_INPUT_DISABLED)) == PS_FLAG_HAS_CONVERSATION_NPC;
|
|
ret = cond;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void check_for_conversation_prompt(void) {
|
|
if (gPlayerStatus.animFlags & PA_FLAG_ISPY_VISIBLE || InteractNotificationCallback || PulseStoneNotificationCallback != NULL) {
|
|
return;
|
|
}
|
|
|
|
if (TalkNotificationCallback == NULL) {
|
|
if (gPlayerStatus.inputDisabledCount || gPlayerStatus.flags & PS_FLAG_PAUSED) {
|
|
return;
|
|
}
|
|
|
|
if (has_valid_conversation_npc()) {
|
|
TalkNotificationCallback = NULL;
|
|
dma_copy(speech_bubble_ROM_START, speech_bubble_ROM_END, speech_bubble_VRAM_DEF);
|
|
TalkNotificationCallback = interact_speech_setup;
|
|
} else {
|
|
TalkNotificationCallback = NULL;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (TalkNotificationCallback != NULL) {
|
|
TalkNotificationCallback();
|
|
}
|
|
}
|
|
|
|
void render_conversation_prompt(void) {
|
|
if ((gPlayerStatusPtr->animFlags & PA_FLAG_SPEECH_PROMPT_AVAILABLE) && (TalkNotificationCallback != NULL)) {
|
|
appendGfx_speech_bubble();
|
|
}
|
|
}
|
|
|
|
void clear_conversation_prompt(void) {
|
|
TalkNotificationCallback = NULL;
|
|
gPlayerStatusPtr->animFlags &= ~PA_FLAG_SPEECH_PROMPT_AVAILABLE;
|
|
}
|
|
|
|
void func_800E06C0(s32 arg0) {
|
|
D_8010C950 = (arg0 == 1);
|
|
}
|
|
|
|
s32 func_800E06D8(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
Npc* npc = playerStatus->encounteredNPC;
|
|
s32 interactingID = playerStatus->interactingWithID;
|
|
s32 currentWall;
|
|
|
|
if (playerStatus->timeInAir != 0 || playerStatus->inputDisabledCount) {
|
|
return FALSE;
|
|
}
|
|
if (gCollisionStatus.currentWall == NO_COLLIDER) {
|
|
return FALSE;
|
|
}
|
|
if (playerStatus->flags & PS_FLAG_HAS_CONVERSATION_NPC
|
|
&& !(playerStatus->flags & PS_FLAG_INPUT_DISABLED)
|
|
&& npc != NULL
|
|
&& npc->flags & NPC_FLAG_10000000
|
|
) {
|
|
playerStatus->interactingWithID = NO_COLLIDER;
|
|
return TRUE;
|
|
}
|
|
|
|
currentWall = gCollisionStatus.currentWall;
|
|
if (!(currentWall & COLLISION_WITH_ENTITY_BIT)) {
|
|
if (!should_collider_allow_interact(currentWall)) {
|
|
return FALSE;
|
|
}
|
|
} else if (!phys_can_player_interact()) {
|
|
playerStatus->interactingWithID = NO_COLLIDER;
|
|
return FALSE;
|
|
} else if (get_entity_type(currentWall) == ENTITY_TYPE_PUSH_BLOCK) {
|
|
return FALSE;
|
|
}
|
|
|
|
if (interactingID == currentWall) {
|
|
if (playerStatus->flags & PS_FLAG_INTERACTED) {
|
|
return FALSE;
|
|
}
|
|
} else {
|
|
playerStatus->flags &= ~PS_FLAG_INTERACTED;
|
|
}
|
|
playerStatus->interactingWithID = NO_COLLIDER;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static const f32 padding = 0.0f;
|
|
|
|
void check_for_interactables(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
Npc* npc = gPlayerStatus.encounteredNPC;
|
|
s32 phi_s2;
|
|
|
|
if ((playerStatus->animFlags & PA_FLAG_ISPY_VISIBLE) || TalkNotificationCallback || PulseStoneNotificationCallback != NULL) {
|
|
return;
|
|
}
|
|
|
|
if (InteractNotificationCallback == NULL) {
|
|
s32 curInteraction = gCollisionStatus.currentWall;
|
|
|
|
if (playerStatus->inputDisabledCount != 0) {
|
|
if (gPlayerStatus.interactingWithID != curInteraction) {
|
|
gPlayerStatus.interactingWithID = curInteraction;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (playerStatus->timeInAir != 0) {
|
|
return;
|
|
}
|
|
|
|
if (curInteraction == NO_COLLIDER) {
|
|
s32 floor = gCollisionStatus.currentFloor;
|
|
|
|
if ((floor >= 0) && (floor & COLLISION_WITH_ENTITY_BIT)) {
|
|
phi_s2 = 1;
|
|
curInteraction = floor;
|
|
switch (get_entity_type(floor)) {
|
|
case ENTITY_TYPE_PADLOCK:
|
|
case ENTITY_TYPE_PADLOCK_RED_FRAME:
|
|
case ENTITY_TYPE_PADLOCK_RED_FACE:
|
|
case ENTITY_TYPE_PADLOCK_BLUE_FACE:
|
|
case ENTITY_TYPE_PUSH_BLOCK:
|
|
case ENTITY_TYPE_CHEST:
|
|
case ENTITY_TYPE_SIGNPOST:
|
|
curInteraction = NO_COLLIDER;
|
|
break;
|
|
}
|
|
} else if (
|
|
((playerStatus->flags & (PS_FLAG_HAS_CONVERSATION_NPC | PS_FLAG_INPUT_DISABLED)) == PS_FLAG_HAS_CONVERSATION_NPC)
|
|
&& (npc != NULL)
|
|
&& (npc->flags & NPC_FLAG_10000000)
|
|
) {
|
|
curInteraction = npc->npcID | COLLISION_WITH_NPC_BIT;
|
|
if (playerStatus->interactingWithID == curInteraction) {
|
|
return;
|
|
}
|
|
phi_s2 = 0;
|
|
} else {
|
|
playerStatus->interactingWithID = NO_COLLIDER;
|
|
playerStatus->flags &= ~PS_FLAG_INTERACTED;
|
|
return;
|
|
}
|
|
} else {
|
|
if (!(curInteraction & COLLISION_WITH_ENTITY_BIT)) {
|
|
phi_s2 = 0;
|
|
if (!(curInteraction & COLLISION_WITH_NPC_BIT)) {
|
|
if (!should_collider_allow_interact(curInteraction)) {
|
|
playerStatus->interactingWithID = NO_COLLIDER;
|
|
playerStatus->flags &= ~PS_FLAG_INTERACTED;
|
|
return;
|
|
}
|
|
}
|
|
} else {
|
|
if (!phys_can_player_interact()) {
|
|
phi_s2 = 1;
|
|
playerStatus->interactingWithID = NO_COLLIDER;
|
|
playerStatus->flags &= ~PS_FLAG_INTERACTED;
|
|
return;
|
|
}
|
|
phi_s2 = 1;
|
|
}
|
|
}
|
|
if (playerStatus->interactingWithID == curInteraction) {
|
|
if ((playerStatus->flags & PS_FLAG_INTERACTED)) {
|
|
return;
|
|
}
|
|
} else {
|
|
playerStatus->flags &= ~PS_FLAG_INTERACTED;
|
|
}
|
|
|
|
playerStatus->interactingWithID = curInteraction;
|
|
if ((phi_s2 == 0) || curInteraction >= 0 && get_entity_by_index(curInteraction)->flags & ENTITY_FLAG_SHOWS_INSPECT_PROMPT) {
|
|
if (playerStatus->actionState == ACTION_STATE_IDLE || playerStatus->actionState == ACTION_STATE_WALK || playerStatus->actionState == ACTION_STATE_RUN) {
|
|
playerStatus->animFlags |= PA_FLAG_INTERACT_PROMPT_AVAILABLE;
|
|
func_800EF3D4(2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(playerStatus->animFlags & PA_FLAG_INTERACT_PROMPT_AVAILABLE)) {
|
|
func_800EF3D4(0);
|
|
partner_reset_tether_distance();
|
|
return;
|
|
}
|
|
|
|
if (InteractNotificationCallback == NULL) {
|
|
dma_copy(inspect_icon_ROM_START, inspect_icon_ROM_END, inspect_icon_VRAM_DEF);
|
|
InteractNotificationCallback = interact_inspect_setup;
|
|
|
|
}
|
|
|
|
if (InteractNotificationCallback != NULL) {
|
|
InteractNotificationCallback();
|
|
}
|
|
}
|
|
|
|
void appendGfx_interact_prompt(void);
|
|
|
|
void render_interact_prompt(void) {
|
|
if ((gPlayerStatusPtr->animFlags & PA_FLAG_INTERACT_PROMPT_AVAILABLE) && (InteractNotificationCallback != NULL)) {
|
|
appendGfx_interact_prompt();
|
|
}
|
|
}
|
|
|
|
void func_800E0B14(void) {
|
|
InteractNotificationCallback = NULL;
|
|
gPlayerStatusPtr->animFlags &= ~PA_FLAG_INTERACT_PROMPT_AVAILABLE;
|
|
}
|
|
|
|
void update_partner_timers(void) {
|
|
PlayerData* playerData = &gPlayerData;
|
|
|
|
if (!gGameStatusPtr->isBattle) {
|
|
s32 i;
|
|
|
|
for (i = 1; i < ARRAY_COUNT(playerData->partnerUnlockedTime); i++) {
|
|
if (playerData->partners[i].enabled) {
|
|
playerData->partnerUnlockedTime[i]++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void player_update_sprite(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
f32 cameraYaw = gCameras[gCurrentCameraID].currentYaw;
|
|
f32 camRelativeYaw = get_clamped_angle_diff(cameraYaw, playerStatus->currentYaw);
|
|
s32 trueAnim;
|
|
s32 sprIndex;
|
|
f32 angle;
|
|
s32 direction;
|
|
f32 timescale;
|
|
|
|
D_800F7B48 = 0.0f;
|
|
if (camRelativeYaw < -5.0f && camRelativeYaw > -175.0f) {
|
|
camRelativeYaw = 0.0f;
|
|
direction = 0;
|
|
} else if (camRelativeYaw > 5.0f && camRelativeYaw < 175.0f) {
|
|
camRelativeYaw = 180.0f;
|
|
direction = 1;
|
|
} else {
|
|
// direction is close to flipping, use saved value
|
|
camRelativeYaw = PrevPlayerCamRelativeYaw;
|
|
direction = 2;
|
|
}
|
|
// detect direction change
|
|
if (PrevPlayerDirection != direction && direction != 2) {
|
|
PrevPlayerDirection = direction;
|
|
playerStatus->flipYaw[gCurrentCameraID] = (direction != 0) ? 180.0f : -180.0f;
|
|
|
|
if (fabsf(get_clamped_angle_diff(cameraYaw, playerStatus->currentYaw)) >= 90.0f) {
|
|
playerStatus->flipYaw[gCurrentCameraID] = -playerStatus->flipYaw[gCurrentCameraID];
|
|
}
|
|
}
|
|
// handle sprite 'flipping' when changing direction
|
|
angle = playerStatus->flipYaw[gCurrentCameraID];
|
|
if (angle != 0.0f) {
|
|
if (angle < 0.0f) {
|
|
angle += 28.0f;
|
|
if (angle > 0.0f) {
|
|
angle = 0.0f;
|
|
}
|
|
}
|
|
if (angle > 0.0f) {
|
|
angle -= 28.0f;
|
|
if (angle < 0.0f) {
|
|
angle = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (playerStatus->flags & PS_FLAG_NO_FLIPPING) {
|
|
angle = 0.0f;
|
|
}
|
|
|
|
playerStatus->flipYaw[gCurrentCameraID] = angle;
|
|
|
|
PrevPlayerCamRelativeYaw = angle = clamp_angle(camRelativeYaw);
|
|
angle = clamp_angle(playerStatus->flipYaw[gCurrentCameraID] + angle);
|
|
if (playerStatus->currentSpeed == 0.0f) {
|
|
D_800F7B48 = 0.0f;
|
|
}
|
|
|
|
trueAnim = playerStatus->anim;
|
|
if (playerStatus->flags & PS_FLAG_SPINNING) {
|
|
playerStatus->trueAnimation = trueAnim;
|
|
} else {
|
|
sprIndex = (trueAnim >> 0x10) & 0xFF;
|
|
|
|
if (playerStatus->actionState != ACTION_STATE_TORNADO_JUMP && !(playerStatus->flags & PS_FLAG_ROTATION_LOCKED)) {
|
|
playerStatus->spriteFacingAngle = angle + D_800F7B48;
|
|
trueAnim = playerStatus->anim;
|
|
if (!(playerStatus->flags & PS_FLAG_FACE_FORWARDS)
|
|
&& (sprIndex == SPR_Mario1 || sprIndex == SPR_MarioW1 || sprIndex == SPR_Peach1)
|
|
&& fabsf(get_clamped_angle_diff(cameraYaw, playerStatus->currentYaw)) < 60.0f
|
|
) {
|
|
trueAnim = get_player_back_anim(trueAnim);
|
|
}
|
|
playerStatus->trueAnimation = trueAnim;
|
|
playerStatus->currentYaw = playerStatus->targetYaw;
|
|
} else {
|
|
trueAnim = playerStatus->anim;
|
|
if (!(playerStatus->flags & PS_FLAG_FACE_FORWARDS)
|
|
&& (sprIndex == SPR_Mario1 || sprIndex == SPR_MarioW1 || sprIndex == SPR_Peach1)
|
|
&& playerStatus->spriteFacingAngle < 350.0f && playerStatus->spriteFacingAngle > 190.0f
|
|
) {
|
|
trueAnim = get_player_back_anim(trueAnim);
|
|
}
|
|
playerStatus->trueAnimation = trueAnim;
|
|
}
|
|
}
|
|
|
|
timescale = 1.0f;
|
|
if (playerStatus->flags & PS_FLAG_ENTERING_BATTLE) {
|
|
timescale = 0.5f;
|
|
}
|
|
if (playerStatus->flags & PS_FLAG_TIME_STOPPED) {
|
|
timescale = 0.0f;
|
|
}
|
|
playerStatus->animNotifyValue = spr_update_player_sprite(PLAYER_SPRITE_MAIN, playerStatus->trueAnimation, timescale);
|
|
playerStatus->flags |= PS_FLAG_SPRITE_REDRAW;
|
|
}
|
|
|
|
s32 get_player_back_anim(s32 anim) {
|
|
s32 sprIndex = (anim >> 16) & 0xff;
|
|
s32 outAnim = 0;
|
|
|
|
if (sprIndex != SPR_Mario1) {
|
|
if (sprIndex != SPR_MarioW1 && sprIndex != SPR_Peach1) {
|
|
return anim;
|
|
}
|
|
|
|
if (sprIndex == SPR_Mario1) {
|
|
if (anim > ANIM_Mario1_SpinFall) {
|
|
return anim;
|
|
}
|
|
} else if (sprIndex == SPR_MarioW1) {
|
|
if (anim == ANIM_MarioW1_Lift) {
|
|
outAnim = ANIM_MarioW1_Lift_Back;
|
|
} else if (anim == ANIM_MarioW1_Toss) {
|
|
outAnim = ANIM_MarioW1_Toss_Back;
|
|
} else if (anim == ANIM_MarioW1_Smash1_Miss) {
|
|
outAnim = ANIM_MarioW1_Smash1_Miss_Back;
|
|
} else if (anim == ANIM_MarioW1_Smash1_Hit) {
|
|
outAnim = ANIM_MarioW1_Smash1_Hit_Back;
|
|
} else if (anim == ANIM_MarioW1_Smash2_Miss) {
|
|
outAnim = ANIM_MarioW1_Smash2_Miss_Back;
|
|
} else if (anim == ANIM_MarioW1_Smash2_Hit) {
|
|
outAnim = ANIM_MarioW1_Smash2_Hit_Back;
|
|
} else if (anim == ANIM_MarioW1_Smash3_Miss) {
|
|
outAnim = ANIM_MarioW1_Smash3_Miss_Back;
|
|
} else if (anim == ANIM_MarioW1_Smash3_Hit) {
|
|
outAnim = ANIM_MarioW1_Smash3_Hit_Back;
|
|
}
|
|
} else if (sprIndex == SPR_Peach1) {
|
|
if (anim > ANIM_Peach1_StepDown) {
|
|
outAnim = anim + 1;
|
|
}
|
|
}
|
|
} else if (anim > ANIM_Mario1_SpinFall) {
|
|
return anim;
|
|
}
|
|
|
|
if (outAnim != 0) {
|
|
return outAnim;
|
|
} else {
|
|
return anim | SPRITE_ID_BACK_FACING;
|
|
}
|
|
}
|
|
|
|
void render_player(void) {
|
|
if (!gGameStatusPtr->disableScripts) {
|
|
render_player_model();
|
|
}
|
|
}
|
|
|
|
void render_player_model(void) {
|
|
RenderTask task;
|
|
RenderTask* rtPtr = &task;
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
s32 x, y, z;
|
|
s8 renderModeTemp;
|
|
void (*appendGfx)(void*);
|
|
|
|
if (playerStatus->flags & PS_FLAG_SPRITE_REDRAW) {
|
|
playerStatus->flags &= ~PS_FLAG_SPRITE_REDRAW;
|
|
get_screen_coords(gCurrentCamID, playerStatus->position.x, playerStatus->position.y,
|
|
playerStatus->position.z, &x, &y, &z);
|
|
if (!(playerStatus->flags & PS_FLAG_SPINNING)) {
|
|
if (playerStatus->alpha1 != playerStatus->alpha2) {
|
|
if (playerStatus->alpha1 < 254) {
|
|
if (!(playerStatus->animFlags & PA_FLAG_MAP_HAS_SWITCH)) {
|
|
renderModeTemp = RENDER_MODE_SURFACE_XLU_LAYER1;
|
|
} else {
|
|
renderModeTemp = RENDER_MODE_SURFACE_XLU_LAYER2;
|
|
}
|
|
|
|
playerStatus->renderMode = renderModeTemp;
|
|
func_802DDEE4(PLAYER_SPRITE_MAIN, -1, 7, 0, 0, 0, playerStatus->alpha1, 0);
|
|
|
|
} else {
|
|
playerStatus->renderMode = RENDER_MODE_ALPHATEST;
|
|
func_802DDEE4(PLAYER_SPRITE_MAIN, -1, 0, 0, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
playerStatus->alpha2 = playerStatus->alpha1;
|
|
|
|
} else {
|
|
playerStatus->renderMode = RENDER_MODE_SURFACE_XLU_LAYER1;
|
|
playerStatus->alpha2 = 0;
|
|
}
|
|
|
|
if (!(playerStatus->animFlags & PA_FLAG_INVISIBLE)) {
|
|
rtPtr->appendGfxArg = playerStatus;
|
|
rtPtr->distance = -z;
|
|
rtPtr->renderMode = playerStatus->renderMode;
|
|
|
|
|
|
if (!(playerStatus->flags & PS_FLAG_SPINNING)) {
|
|
appendGfx = appendGfx_player;
|
|
} else {
|
|
appendGfx = appendGfx_player_spin;
|
|
}
|
|
|
|
rtPtr->appendGfx = appendGfx;
|
|
queue_render_task(rtPtr);
|
|
}
|
|
|
|
func_800F0C9C();
|
|
}
|
|
}
|
|
|
|
void appendGfx_player(void* data) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
Matrix4f sp20, sp60, spA0, spE0;
|
|
f32 temp_f0 = -gCameras[gCurrentCamID].currentYaw;
|
|
s32 spriteIdx;
|
|
|
|
if (playerStatus->actionState == ACTION_STATE_SLIDING) {
|
|
guScaleF(spE0, SPRITE_WORLD_SCALE_D, SPRITE_WORLD_SCALE_D, SPRITE_WORLD_SCALE_D);
|
|
guRotateF(sp20, temp_f0, 0.0f, 1.0f, 0.0f);
|
|
guMtxCatF(spE0, sp20, sp20);
|
|
guRotateF(spA0, playerStatus->spriteFacingAngle, 0.0f, 1.0f, 0.0f);
|
|
guMtxCatF(sp20, spA0, sp20);
|
|
guTranslateF(sp60, playerStatus->position.x, playerStatus->position.y - 1.0f, playerStatus->position.z);
|
|
guMtxCatF(sp20, sp60, sp20);
|
|
spr_draw_player_sprite(PLAYER_SPRITE_MAIN, 0, 0, 0, sp20);
|
|
} else {
|
|
guRotateF(spA0, temp_f0, 0.0f, -1.0f, 0.0f);
|
|
guRotateF(sp20, clamp_angle(playerStatus->pitch), 0.0f, 0.0f, 1.0f);
|
|
guMtxCatF(spA0, sp20, sp20);
|
|
guTranslateF(sp60, 0.0f, -playerStatus->colliderHeight * 0.5f, 0.0f);
|
|
guMtxCatF(sp60, sp20, sp20);
|
|
guRotateF(spA0, temp_f0, 0.0f, 1.0f, 0.0f);
|
|
guMtxCatF(sp20, spA0, sp20);
|
|
guRotateF(spA0, playerStatus->spriteFacingAngle, 0.0f, 1.0f, 0.0f);
|
|
guMtxCatF(sp20, spA0, sp20);
|
|
guTranslateF(sp60, 0.0f, playerStatus->colliderHeight * 0.5f, 0.0f);
|
|
guMtxCatF(sp20, sp60, sp20);
|
|
guScaleF(spE0, SPRITE_WORLD_SCALE_F, SPRITE_WORLD_SCALE_D, SPRITE_WORLD_SCALE_D);
|
|
guMtxCatF(sp20, spE0, sp20);
|
|
guTranslateF(sp60, playerStatus->position.x, playerStatus->position.y, playerStatus->position.z);
|
|
guMtxCatF(sp20, sp60, sp20);
|
|
|
|
if (playerStatus->animFlags & PA_FLAG_SHIVERING) {
|
|
playerStatus->animFlags = playerStatus->animFlags & ~PA_FLAG_SHIVERING;
|
|
playerStatus->shiverTime = 22;
|
|
func_802DDEE4(PLAYER_SPRITE_MAIN, -1, 0, 0, 0, 0, 0, 0);
|
|
func_802DDFF8(playerStatus->anim, 5, 1, 1, 1, 0, 0);
|
|
}
|
|
|
|
if (playerStatus->shiverTime != 0) {
|
|
playerStatus->shiverTime--;
|
|
if (playerStatus->shiverTime == 0) {
|
|
func_802DDEE4(PLAYER_SPRITE_MAIN, -1, 0, 0, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
if (playerStatus->spriteFacingAngle >= 90.0f && playerStatus->spriteFacingAngle < 270.0f) {
|
|
spriteIdx = PLAYER_SPRITE_MAIN | DRAW_SPRITE_UPSIDE_DOWN;
|
|
} else {
|
|
spriteIdx = PLAYER_SPRITE_MAIN;
|
|
}
|
|
|
|
spr_draw_player_sprite(spriteIdx, 0, 0, 0, sp20);
|
|
}
|
|
|
|
D_800F7B4C++;
|
|
|
|
if (D_800F7B4C >= 3) {
|
|
D_800F7B4C = 0;
|
|
}
|
|
}
|
|
|
|
/// Only used when speedy spinning.
|
|
void appendGfx_player_spin(void* data) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
Matrix4f mtx;
|
|
Matrix4f translation;
|
|
Matrix4f rotation;
|
|
Matrix4f scale;
|
|
f32 yaw;
|
|
f32 blurAngle;
|
|
s32 tint;
|
|
f32 px, py, pz;
|
|
s32 x, y, z;
|
|
s32 i;
|
|
s32 spriteIdx;
|
|
|
|
for (i = 0; i < 2; i++) {
|
|
yaw = -gCameras[gCurrentCamID].currentYaw;
|
|
|
|
if (i == 0) {
|
|
if (playerStatus->spriteFacingAngle > 90.0f && playerStatus->spriteFacingAngle <= 180.0f) {
|
|
yaw = 180.0f - playerStatus->spriteFacingAngle;
|
|
} else {
|
|
if (playerStatus->spriteFacingAngle > 180.0f && playerStatus->spriteFacingAngle <= 270.0f) {
|
|
yaw = playerStatus->spriteFacingAngle - 180.0f;
|
|
} else if (playerStatus->spriteFacingAngle > 270.0f && playerStatus->spriteFacingAngle <= 360.0f) {
|
|
yaw = 360.0f - playerStatus->spriteFacingAngle;
|
|
} else {
|
|
yaw = playerStatus->spriteFacingAngle;
|
|
}
|
|
}
|
|
|
|
tint = yaw / 25.0f;
|
|
tint = 255 - (tint * 60);
|
|
if (tint < 100) {
|
|
tint = 100;
|
|
}
|
|
|
|
func_802DDFF8(0, FOLD_TYPE_6, tint, tint, tint, 255, 0);
|
|
|
|
guRotateF(rotation, yaw, 0.0f, -1.0f, 0.0f);
|
|
guRotateF(mtx, clamp_angle(playerStatus->pitch), 0.0f, 0.0f, 1.0f);
|
|
guMtxCatF(rotation, mtx, mtx);
|
|
px = playerStatus->position.x;
|
|
py = playerStatus->position.y;
|
|
pz = playerStatus->position.z;
|
|
} else {
|
|
blurAngle = phys_get_spin_history(i, &x, &y, &z);
|
|
|
|
if (y == 0x80000000) {
|
|
py = playerStatus->position.y;
|
|
} else {
|
|
py = y;
|
|
}
|
|
|
|
px = playerStatus->position.x;
|
|
pz = playerStatus->position.z;
|
|
func_802DDEE4(PLAYER_SPRITE_MAIN, -1, 7, 0, 0, 0, 64, 0);
|
|
guRotateF(mtx, yaw, 0.0f, -1.0f, 0.0f);
|
|
guRotateF(rotation, yaw, 0.0f, -1.0f, 0.0f);
|
|
guRotateF(mtx, blurAngle, 0.0f, 1.0f, 0.0f);
|
|
guMtxCatF(rotation, mtx, mtx);
|
|
}
|
|
|
|
guTranslateF(translation, 0.0f, -playerStatus->colliderHeight * 0.5f, 0.0f);
|
|
guMtxCatF(translation, mtx, mtx);
|
|
guRotateF(rotation, yaw, 0.0f, 1.0f, 0.0f);
|
|
guMtxCatF(mtx, rotation, mtx);
|
|
guRotateF(rotation, playerStatus->spriteFacingAngle, 0.0f, 1.0f, 0.0f);
|
|
guMtxCatF(mtx, rotation, mtx);
|
|
guTranslateF(translation, 0.0f, playerStatus->colliderHeight * 0.5f, 0.0f);
|
|
guMtxCatF(mtx, translation, mtx);
|
|
guScaleF(scale, SPRITE_WORLD_SCALE_D, SPRITE_WORLD_SCALE_D, SPRITE_WORLD_SCALE_D);
|
|
guMtxCatF(mtx, scale, mtx);
|
|
guTranslateF(translation, px, py, pz);
|
|
guMtxCatF(mtx, translation, mtx);
|
|
|
|
if (playerStatus->spriteFacingAngle >= 90.0f && playerStatus->spriteFacingAngle < 270.0f) {
|
|
spriteIdx = PLAYER_SPRITE_MAIN | DRAW_SPRITE_UPSIDE_DOWN;
|
|
} else {
|
|
spriteIdx = PLAYER_SPRITE_MAIN;
|
|
}
|
|
|
|
spr_draw_player_sprite(spriteIdx, 0, 0, 0, mtx);
|
|
}
|
|
}
|
|
|
|
void update_player_shadow(void) {
|
|
PlayerStatus* playerStatus = &gPlayerStatus;
|
|
Shadow* shadow = get_shadow_by_index(gPlayerStatusPtr->shadowID);
|
|
Camera* camera = &gCameras[gCurrentCameraID];
|
|
f32 shadowScale = 0.0f;
|
|
f32 yawTemp = 0.0f;
|
|
f32 hitDirX, hitDirZ;
|
|
f32 hitRx, hitRz;
|
|
f32 x, y, z;
|
|
f32 playerX, playerZ;
|
|
s32 dist;
|
|
f32 raycastYaw;
|
|
|
|
if (playerStatus->spriteFacingAngle >= 90.0f && playerStatus->spriteFacingAngle < 270.0f) {
|
|
yawTemp = 180.0f;
|
|
}
|
|
|
|
raycastYaw = (yawTemp - 90.0f) + gCameras[gCurrentCameraID].currentYaw;
|
|
shadow->position.x = playerX = playerStatus->position.x;
|
|
shadow->position.z = playerZ = playerStatus->position.z;
|
|
x = playerX;
|
|
y = playerStatus->position.y + (playerStatus->colliderHeight / 3.5f);
|
|
z = playerZ;
|
|
shadowScale = 1024.0f;
|
|
gCollisionStatus.floorBelow = player_raycast_below(raycastYaw, playerStatus->colliderDiameter, &x, &y, &z,
|
|
&shadowScale, &hitRx, &hitRz, &hitDirX, &hitDirZ);
|
|
shadow->rotation.x = hitRx;
|
|
shadow->rotation.z = hitRz;
|
|
shadow->rotation.y = clamp_angle(-camera->currentYaw);
|
|
hitRx += 180.0f;
|
|
hitRz += 180.0f;
|
|
|
|
if (hitRx != 0.0f || hitRz != 0.0f) {
|
|
s32 dist = dist2D(x, z, playerStatus->position.x, playerStatus->position.z);
|
|
f32 tan = atan2(playerStatus->position.x, playerStatus->position.z, x, z);
|
|
s32 angleTemp = clamp_angle((-90.0f - tan) + get_player_normal_yaw());
|
|
|
|
if (gGameStatusPtr->playerGroundTraceNormal.y != 0.0f) {
|
|
y -= sqrtf(SQ(gGameStatusPtr->playerGroundTraceNormal.x) + SQ(gGameStatusPtr->playerGroundTraceNormal.z)) /
|
|
gGameStatusPtr->playerGroundTraceNormal.y * dist * sin_deg(angleTemp);
|
|
}
|
|
}
|
|
|
|
shadow->position.y = y;
|
|
shadow->alpha = (f64)playerStatus->alpha1 / 2;
|
|
|
|
if (!(gGameStatusPtr->peachFlags & PEACH_STATUS_FLAG_IS_PEACH)) {
|
|
set_standard_shadow_scale(shadow, shadowScale);
|
|
} else {
|
|
set_peach_shadow_scale(shadow, shadowScale);
|
|
}
|
|
}
|