SpaghettiKart
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update.inc.c
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1#include "math_util.h"
2#include <actors.h>
3#include <code_800029B0.h>
4#include <main.h>
6
7void func_8029CF0C(struct ActorSpawnData* spawnData, struct FallingRock* rock) {
8 struct ActorSpawnData* temp_v0 = spawnData;
9 Vec3s sp24 = { 60, 120, 180 };
10 temp_v0 += rock->unk_06;
11 rock->respawnTimer = sp24[rock->unk_06]; // * 2
12 rock->pos[0] = (f32) temp_v0->pos[0] * gTrackDirection;
13 rock->pos[1] = (f32) temp_v0->pos[1] + 10.0f;
14 rock->pos[2] = (f32) temp_v0->pos[2];
15 vec3f_set(rock->velocity, 0, 0, 0);
16 vec3s_set(rock->rot, 0, 0, 0);
17}
18
26void spawn_falling_rocks(struct ActorSpawnData* spawnData) {
27 struct ActorSpawnData* temp_s0 = spawnData;
28 sRockSpawnData = spawnData;
29 struct FallingRock* temp_v1;
30 Vec3f startingPos;
31 Vec3f startingVelocity;
32 Vec3s startingRot;
33 s16 temp;
34
35 while (temp_s0->pos[0] != -0x8000) {
36 startingPos[0] = temp_s0->pos[0] * gTrackDirection;
37 startingPos[1] = temp_s0->pos[1] + 10.0f;
38 startingPos[2] = temp_s0->pos[2];
39 vec3f_set(startingVelocity, 0, 0, 0);
40 vec3s_set(startingRot, 0, 0, 0);
41 temp = add_actor_to_empty_slot(startingPos, startingRot, startingVelocity, ACTOR_FALLING_ROCK);
42 temp_v1 = (struct FallingRock*) GET_ACTOR(temp);
43
44 temp_v1->unk_06 = temp_s0->someId;
45 func_802AAAAC((Collision*) &temp_v1->unk30);
46 temp_s0++;
47 }
48}
49
57 Vec3f unkVec;
58 f32 pad0;
59 f32 pad1;
60
61 return; // No longer used! Use C++ actor
62
63 if (rock->respawnTimer != 0) {
64 rock->respawnTimer -= 1;
65 return;
66 }
67 if (rock->pos[1] < CM_GetWaterLevel(rock->pos, NULL)) {
69 }
70 rock->rot[0] += (s16) ((rock->velocity[2] * 5461.0f) / 20.0f);
71 rock->rot[2] += (s16) ((rock->velocity[0] * 5461.0f) / 20.0f);
72 rock->velocity[1] -= 0.1;
73 if (rock->velocity[1] < (-2.0f)) {
74 rock->velocity[1] = -2.0f;
75 }
76 rock->pos[0] += rock->velocity[0];
77 rock->pos[1] += rock->velocity[1];
78 rock->pos[2] += rock->velocity[2];
79 pad1 = rock->velocity[1];
80 check_bounding_collision(&rock->unk30, 10.0f, rock->pos[0], rock->pos[1], rock->pos[2]);
81 pad0 = rock->unk30.surfaceDistance[2];
82 if (pad0 < 0.0f) {
83 unkVec[0] = -rock->unk30.orientationVector[0];
84 unkVec[1] = -rock->unk30.orientationVector[1];
85 unkVec[2] = -rock->unk30.orientationVector[2];
86 rock->pos[0] += unkVec[0] * rock->unk30.surfaceDistance[2];
87 rock->pos[1] += unkVec[1] * rock->unk30.surfaceDistance[2];
88 rock->pos[2] += unkVec[2] * rock->unk30.surfaceDistance[2];
89 adjust_pos_orthogonally(unkVec, pad0, rock->velocity, 2.0f);
90 rock->velocity[1] = -1.2f * pad1;
91 func_800C98B8(rock->pos, rock->velocity, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x0F));
92 }
93 pad0 = rock->unk30.surfaceDistance[0];
94 if (pad0 < 0.0f) {
95 unkVec[1] = -rock->unk30.unk48[1];
96 if (unkVec[1] == 0.0f) {
97 rock->velocity[1] *= -1.2f;
98 return;
99 } else {
100 unkVec[0] = -rock->unk30.unk48[0];
101 unkVec[2] = -rock->unk30.unk48[2];
102 rock->pos[0] += unkVec[0] * rock->unk30.surfaceDistance[0];
103 rock->pos[1] += unkVec[1] * rock->unk30.surfaceDistance[0];
104 rock->pos[2] += unkVec[2] * rock->unk30.surfaceDistance[0];
105 adjust_pos_orthogonally(unkVec, pad0, rock->velocity, 2.0f);
106 rock->velocity[1] = -1.2f * pad1;
107 func_800C98B8(rock->pos, rock->velocity, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x0F));
108 }
109 }
110 pad0 = rock->unk30.surfaceDistance[1];
111 if (pad0 < 0.0f) {
112 unkVec[1] = -rock->unk30.unk54[1];
113 if (unkVec[1] == 0.0f) {
114 rock->velocity[1] *= -1.2f;
115 } else {
116 unkVec[0] = -rock->unk30.unk54[0];
117 unkVec[2] = -rock->unk30.unk54[2];
118 rock->pos[0] += unkVec[0] * rock->unk30.surfaceDistance[1];
119 rock->pos[1] += unkVec[1] * rock->unk30.surfaceDistance[1];
120 rock->pos[2] += unkVec[2] * rock->unk30.surfaceDistance[1];
121 pad1 = rock->velocity[1];
122 adjust_pos_orthogonally(unkVec, pad0, rock->velocity, 2.0f);
123 rock->velocity[1] = -1.2f * pad1;
124 func_800C98B8(rock->pos, rock->velocity, SOUND_ARG_LOAD(0x19, 0x00, 0x80, 0x0F));
125 }
126 }
127}
f32 CM_GetWaterLevel(Vec3f pos, Collision *collision)
Definition Game.cpp:824
@ ACTOR_FALLING_ROCK
Definition actor_types.h:44
#define GET_ACTOR(index)
Definition actor_types.h:88
s16 add_actor_to_empty_slot(Vec3f pos, Vec3s rot, Vec3f velocity, s16 actorType)
Definition actors.c:1343
f32 gTrackDirection
Definition code_800029B0.c:132
u16 check_bounding_collision(Collision *collision, f32 boundingBoxSize, f32 posX, f32 posY, f32 posZ)
Definition collision.c:1299
void adjust_pos_orthogonally(Vec3f pos1, f32 boundingBoxSize, Vec3f pos2, UNUSED f32 unk)
Definition collision.c:546
void func_802AAAAC(Collision *collision)
Definition collision.c:31
f32 Vec3f[3]
Definition common_structs.h:10
s16 Vec3s[3]
Definition common_structs.h:15
void func_800C98B8(Vec3f position, Vec3f velocity, u32 soundBits)
Definition external.c:3136
void update_actor_falling_rocks(struct FallingRock *rock)
Updates the falling rock actor. Actor used in Choco Mountain.
Definition update.inc.c:56
static struct ActorSpawnData * sRockSpawnData
Spawns falling sRockSpawnData. Used in Choco Mountain.
Definition update.inc.c:25
void func_8029CF0C(struct ActorSpawnData *spawnData, struct FallingRock *rock)
Definition update.inc.c:7
void spawn_falling_rocks(struct ActorSpawnData *spawnData)
Definition update.inc.c:26
void vec3f_set(Vec3f arg0, f32 arg1, f32 arg2, f32 arg3)
Definition math_util.c:113
void vec3s_set(Vec3s arg0, s16 arg1, s16 arg2, s16 arg3)
Definition math_util.c:119
#define NULL
Definition miniaudio.h:3851
#define SOUND_ARG_LOAD(sound_bank, byte2, byte3, sound_id)
Definition sounds.h:14
Definition SpawnData.h:8
Vec3s pos
Definition SpawnData.h:9
u16 someId
Definition SpawnData.h:11
Definition common_structs.h:147
Vec3f surfaceDistance
Definition common_structs.h:155
Vec3f orientationVector
Definition common_structs.h:158
Vec3f unk54
Definition common_structs.h:157
Vec3f unk48
Definition common_structs.h:156
Definition actor_types.h:181
Collision unk30
Definition actor_types.h:192
s16 respawnTimer
Definition actor_types.h:184
Vec3s rot
Definition actor_types.h:188
s16 unk_06
Definition actor_types.h:185
Vec3f pos
Definition actor_types.h:190
Vec3f velocity
Definition actor_types.h:191