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Fix RaycastFloor flags #1328

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Aug 30, 2022
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61 changes: 16 additions & 45 deletions include/functions.h
Original file line number Diff line number Diff line change
Expand Up @@ -534,35 +534,25 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
void ActorOverlayTable_LogPrint(void);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
f32 checkHeight, CollisionPoly** outPoly);
s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA,
Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist,
s32 bccFlags);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly,
Vec3f* pos);
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
f32 chkDist);
f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos);
f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
Vec3f* pos);
f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
Vec3f* pos, f32 chkDist);
f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos);
f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
CollisionPoly** outPoly, f32 checkHeight);
s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
Expand All @@ -574,9 +564,6 @@ s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
u32 bccFlags);
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
Expand All @@ -599,12 +586,7 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
void SSNodeList_Initialize(SSNodeList*);
void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
Expand All @@ -615,19 +597,8 @@ void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast);
s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist,
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist,
s32 bccFlags);
s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
void func_800418D0(CollisionContext* colCtx, PlayState* play);
void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
Expand Down Expand Up @@ -1483,7 +1454,7 @@ void Play_Destroy(GameState* thisx);
void Play_Init(GameState* thisx);
void Play_Main(GameState* thisx);
s32 Play_InCsMode(PlayState* this);
f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec);
f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos);
void* Play_LoadFile(PlayState* this, RomFile* file);
void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest);
s16 Play_CreateSubCamera(PlayState* this);
Expand Down
4 changes: 2 additions & 2 deletions include/z64bgcheck.h
Original file line number Diff line number Diff line change
Expand Up @@ -277,11 +277,11 @@ typedef struct {
/* 0x14 */ Vec3f* pos;
/* 0x18 */ s32* bgId;
/* 0x1C */ struct Actor* actor;
/* 0x20 */ u32 unk_20;
/* 0x20 */ u32 downChkFlags;
/* 0x24 */ f32 chkDist;
/* 0x28 */ DynaCollisionContext* dyna;
/* 0x2C */ SSList* ssList;
} DynaRaycast;
} DynaRaycastDown;

typedef struct {
/* 0x00 */ struct CollisionContext* colCtx;
Expand Down
24 changes: 12 additions & 12 deletions src/code/z_actor.c
Original file line number Diff line number Diff line change
Expand Up @@ -1168,13 +1168,13 @@ s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) {
return true;
}

s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* arg2, s32 arg3) {
s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* pos, s32 arg3) {
f32 floorHeightDiff;
s32 floorBgId;

arg2->y += 50.0f;
pos->y += 50.0f;

actor->floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, arg2);
actor->floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, pos);
actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT);

if (actor->floorHeight <= BGCHECK_Y_MIN) {
Expand Down Expand Up @@ -3472,9 +3472,9 @@ f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar

void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
MtxF sp60;
f32 var;
Vec3f sp50;
CollisionPoly* sp4C;
f32 yIntersect;
Vec3f checkPos;
CollisionPoly* groundPoly;

OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8120);

Expand All @@ -3484,14 +3484,14 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {

gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);

sp50.x = arg0->x;
sp50.y = arg0->y + 1.0f;
sp50.z = arg0->z;
checkPos.x = arg0->x;
checkPos.y = arg0->y + 1.0f;
checkPos.z = arg0->z;

var = BgCheck_EntityRaycastFloor2(play, &play->colCtx, &sp4C, &sp50);
yIntersect = BgCheck_EntityRaycastDown2(play, &play->colCtx, &groundPoly, &checkPos);

if (sp4C != NULL) {
func_80038A28(sp4C, arg0->x, var, arg0->z, &sp60);
if (groundPoly != NULL) {
func_80038A28(groundPoly, arg0->x, yIntersect, arg0->z, &sp60);
Matrix_Put(&sp60);
} else {
Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW);
Expand Down
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