OdysseyDecomp/lib/al/Library/Player/PlayerUtil.cpp
2025-12-19 00:52:02 +01:00

426 lines
13 KiB
C++

#include "Library/Player/PlayerUtil.h"
#include "Library/Controller/PadRumbleDirector.h"
#include "Library/LiveActor/ActorClippingFunction.h"
#include "Library/LiveActor/ActorFlagFunction.h"
#include "Library/LiveActor/ActorModelFunction.h"
#include "Library/LiveActor/ActorMovementFunction.h"
#include "Library/LiveActor/ActorPoseUtil.h"
#include "Library/LiveActor/ActorSceneInfo.h"
#include "Library/LiveActor/ActorSensorUtil.h"
#include "Library/LiveActor/LiveActor.h"
#include "Library/Player/PlayerHolder.h"
#include "Project/Controller/PadRumbleKeeper.h"
namespace al {
s32 getPlayerNumMax(const LiveActor* actor) {
return getPlayerNumMax(actor->getSceneInfo()->playerHolder);
}
s32 getPlayerNumMax(const PlayerHolder* holder) {
return holder->getPlayerNum();
}
s32 getAlivePlayerNum(const LiveActor* actor) {
return getAlivePlayerNum(actor->getSceneInfo()->playerHolder);
}
s32 getAlivePlayerNum(const PlayerHolder* holder) {
s32 playerNum = getPlayerNumMax(holder);
s32 alivePlayers = 0;
for (s32 i = 0; i < playerNum; i++) {
LiveActor* player = getPlayerActor(holder, i);
if (isAlive(player))
alivePlayers++;
}
return alivePlayers;
}
LiveActor* getPlayerActor(const LiveActor* actor, s32 index) {
return getPlayerActor(actor->getSceneInfo()->playerHolder, index);
}
LiveActor* getPlayerActor(const PlayerHolder* holder, s32 index) {
return tryGetPlayerActor(holder, index);
}
const sead::Vector3f& getPlayerPos(const LiveActor* actor, s32 index) {
return getPlayerPos(actor->getSceneInfo()->playerHolder, index);
}
const sead::Vector3f& getPlayerPos(const PlayerHolder* holder, s32 index) {
return getTrans(getPlayerActor(holder, index));
}
LiveActor* tryGetPlayerActor(const LiveActor* actor, s32 index) {
return tryGetPlayerActor(actor->getSceneInfo()->playerHolder, index);
}
LiveActor* tryGetPlayerActor(const PlayerHolder* holder, s32 index) {
return holder->tryGetPlayer(index);
}
bool isPlayerDead(const LiveActor* actor, s32 index) {
return isPlayerDead(actor->getSceneInfo()->playerHolder, index);
}
bool isPlayerDead(const PlayerHolder* holder, s32 index) {
return isDead(getPlayerActor(holder, index));
}
bool isPlayerAreaTarget(const LiveActor* actor, s32 index) {
return isPlayerAreaTarget(actor->getSceneInfo()->playerHolder, index);
}
bool isPlayerAreaTarget(const PlayerHolder* holder, s32 index) {
return isAreaTarget(getPlayerActor(holder, index));
}
LiveActor* tryFindAlivePlayerActorFirst(const LiveActor* actor) {
return tryFindAlivePlayerActorFirst(actor->getSceneInfo()->playerHolder);
}
LiveActor* tryFindAlivePlayerActorFirst(const PlayerHolder* holder) {
u32 playerNum = getPlayerNumMax(holder);
for (u32 i = 0; i < playerNum; i++) {
LiveActor* player = holder->tryGetPlayer(i);
if (!isDead(player))
return player;
}
return nullptr;
}
LiveActor* findAlivePlayerActorFirst(const LiveActor* actor) {
return findAlivePlayerActorFirst(actor->getSceneInfo()->playerHolder);
}
LiveActor* findAlivePlayerActorFirst(const PlayerHolder* holder) {
return tryFindAlivePlayerActorFirst(holder);
}
static inline PadRumbleKeeper* getPlayerPadRumbleKeeper(const PlayerHolder* holder, s32 index) {
return holder->getPadRumbleKeeper(index);
}
PadRumbleKeeper* getPlayerPadRumbleKeeper(const LiveActor* actor, s32 index) {
return getPlayerPadRumbleKeeper(actor->getSceneInfo()->playerHolder, index);
}
s32 getPlayerPort(const PlayerHolder* holder, s32 index) {
return getPlayerPadRumbleKeeper(holder, index)->getPort();
}
s32 getPlayerPort(const LiveActor* actor, s32 index) {
return getPlayerPort(actor->getSceneInfo()->playerHolder, index);
}
LiveActor* findAlivePlayerActorFromPort(const PlayerHolder* holder, s32 port) {
return tryFindAlivePlayerActorFromPort(holder, port);
}
LiveActor* tryFindAlivePlayerActorFromPort(const PlayerHolder* holder, s32 port) {
s32 playerNum = getPlayerNumMax(holder);
for (s32 i = 0; i < playerNum; i++) {
LiveActor* player = tryGetPlayerActor(holder, i);
if (getPlayerPort(player, i) == port && !isPlayerDead(player, i))
return player;
}
return nullptr;
}
LiveActor* findAlivePlayerActorFromPort(const LiveActor* actor, s32 port) {
return tryFindAlivePlayerActorFromPort(actor, port);
}
LiveActor* tryFindAlivePlayerActorFromPort(const LiveActor* actor, s32 port) {
return tryFindAlivePlayerActorFromPort(actor->getSceneInfo()->playerHolder, port);
}
s32 findNearestPlayerIdCondition(const LiveActor* actor, const sead::Vector3f& pos,
bool (*condition)(const LiveActor*), f32 threshold) {
PlayerHolder* holder = actor->getSceneInfo()->playerHolder;
s32 playerNum = getPlayerNumMax(holder);
f32 minDistance = sead::Mathf::maxNumber();
s32 nearestPlayerId = -1;
for (s32 i = 0; i < playerNum; i++) {
LiveActor* player = holder->getPlayer(i);
if (!player || condition(player))
continue;
const sead::Vector3f& playerPos = getTrans(player);
f32 distance = (playerPos - pos).squaredLength();
if (distance < minDistance) {
minDistance = distance;
nearestPlayerId = i;
}
}
if (threshold * threshold < minDistance && threshold > 0.0f)
return -1;
return nearestPlayerId;
}
s32 findNearestPlayerId(const LiveActor* actor, f32 threshold) {
return findNearestPlayerIdCondition(actor, getTrans(actor), &isDead, threshold);
}
LiveActor* findNearestPlayerActor(const LiveActor* actor) {
return getPlayerActor(actor, findNearestPlayerId(actor, -1.0f));
}
LiveActor* tryFindNearestPlayerActor(const LiveActor* actor) {
s32 nearestPlayerId = findNearestPlayerId(actor, -1.0f);
if (nearestPlayerId < 0)
return nullptr;
return getPlayerActor(actor, nearestPlayerId);
}
const sead::Vector3f& findNearestPlayerPos(const LiveActor* actor) {
return getPlayerPos(actor, findNearestPlayerId(actor, -1.0f));
}
bool tryFindNearestPlayerPos(sead::Vector3f* pos, const LiveActor* actor) {
s32 nearestPlayerId = findNearestPlayerId(actor, -1.0f);
if (nearestPlayerId < 0)
return false;
LiveActor* player = getPlayerActor(actor, nearestPlayerId);
if (!player)
return false;
*pos = getTrans(player);
return true;
}
// NON_MATCHING: regalloc (https://decomp.me/scratch/XLeWX)
bool tryFindNearestPlayerDisatanceFromTarget(f32* distance, const LiveActor* actor,
const sead::Vector3f& target) {
s32 nearestPlayerId = findNearestPlayerIdCondition(actor, target, &isDead, -1.0f);
if (nearestPlayerId < 0)
return false;
LiveActor* player = getPlayerActor(actor, nearestPlayerId);
if (!player)
return false;
*distance = (getTrans(player) - target).length();
return true;
}
bool isNearPlayer(const LiveActor* actor, f32 threshold) {
return findNearestPlayerId(actor, threshold) >= 0;
}
// BUG: This only checks the nearest player (overall), not all players
bool isNearPlayerH(const LiveActor* actor, f32 threshold) {
s32 nearestPlayerId = findNearestPlayerId(actor, -1.0f);
if (nearestPlayerId < 0)
return false;
sead::Vector3f playerPos = getPlayerPos(actor, nearestPlayerId);
sead::Vector3f diff = playerPos - getTrans(actor);
f32 hDiff = diff.dot(getGravity(actor));
return (diff - getGravity(actor) * hDiff).length() <= threshold;
}
// BUG: This only checks the nearest player (overall), not all players
bool isNearPlayerHCondition(const LiveActor* actor, f32 threshold,
bool (*condition)(const LiveActor*)) {
s32 nearestPlayerId = findNearestPlayerIdCondition(actor, getTrans(actor), condition, -1.0f);
if (nearestPlayerId < 0)
return false;
return calcDistanceH(getPlayerActor(actor, nearestPlayerId), actor) <= threshold;
}
const sead::Vector3f& getFarPlayerPosMaxX(const LiveActor* actor) {
PlayerHolder* holder = actor->getSceneInfo()->playerHolder;
getTrans(actor);
const LiveActor* farPlayer = nullptr;
f32 maxX = -1.0f;
for (s32 i = 0; i < getPlayerNumMax(holder); i++) {
LiveActor* player = holder->getPlayer(i);
if (!farPlayer || maxX < getTrans(player).x) {
maxX = getTrans(player).x;
farPlayer = player;
}
}
return getTrans(farPlayer);
}
const sead::Vector3f& getFarPlayerPosMinX(const LiveActor* actor) {
PlayerHolder* holder = actor->getSceneInfo()->playerHolder;
getTrans(actor);
const LiveActor* farPlayer = nullptr;
f32 minX = -1.0f;
for (s32 i = 0; i < getPlayerNumMax(holder); i++) {
LiveActor* player = holder->getPlayer(i);
if (!farPlayer || getTrans(player).x < minX) {
minX = getTrans(player).x;
farPlayer = player;
}
}
return getTrans(farPlayer);
}
u32 calcPlayerListOrderByDistance(const LiveActor* actor, const LiveActor** actorList, u32 size) {
u32 playerNum = getPlayerNumMax(actor);
const sead::Vector3f& pos = getTrans(actor);
f32 distances[64];
for (s32 i = 0; i != (s32)playerNum; i++) {
LiveActor* player = getPlayerActor(actor, i);
f32 distance = sead::Mathf::maxNumber();
if (!isDead(player)) {
sead::Vector3f playerPos = getTrans(player);
distance = (playerPos - pos).squaredLength();
}
distances[i] = distance;
}
for (s32 i = 0; (u32)i < size; i++) {
f32 min_distance = sead::Mathf::maxNumber();
s32 min_index = -1;
for (u32 j = 0; j < playerNum; j++) {
if (distances[j] <= min_distance) {
min_distance = distances[j];
min_index = j;
}
}
if (min_index == -1)
return i;
actorList[i] = getPlayerActor(actor, min_index);
distances[min_index] = sead::Mathf::maxNumber();
}
return size;
}
// TODO: flag-loop issue, this shouldn't be written like this
static s32 blackBox(s32 value) {
__asm__("" : "+r"(value));
return value;
}
u32 calcAlivePlayerActor(const LiveActor* actor, const LiveActor** actorList, u32 size) {
u32 playerNum = getPlayerNumMax(actor);
s32 flag = 2;
u32 result;
u32 resultNum = 0;
if (playerNum != 0) {
for (u32 i = 0; i < playerNum; i++) {
LiveActor* player = getPlayerActor(actor, i);
if (!isDead(player)) {
actorList[resultNum] = player;
resultNum++;
if (resultNum >= size) {
result = size;
flag = 1;
} else {
flag = 0;
}
} else {
flag = 4;
}
if ((blackBox(flag | 4) & 7) != 4)
goto end;
}
flag = 2;
}
end:
if (flag != 2)
resultNum = result;
return resultNum;
}
LiveActor* tryFindNearestPlayerActorCondition(const LiveActor* actor,
bool (*condition)(const LiveActor*)) {
s32 nearestPlayerId = findNearestPlayerIdCondition(actor, getTrans(actor), condition, -1.0f);
if (nearestPlayerId < 0)
return nullptr;
return getPlayerActor(actor, nearestPlayerId);
}
bool tryFindNearestPlayerPosCondition(sead::Vector3f* pos, const LiveActor* actor,
bool (*condition)(const LiveActor*)) {
LiveActor* nearestPlayer = tryFindNearestPlayerActorCondition(actor, condition);
if (!nearestPlayer)
return false;
*pos = getTrans(nearestPlayer);
return true;
}
bool isResetablePlayerPos(const LiveActor* actor, const sead::Vector3f& pos, f32 clippingRadius,
f32 threshold) {
if (isJudgedToClipFrustum(actor, pos, clippingRadius, 300.0f) &&
!isNearPlayer(actor, threshold))
return true;
return false;
}
bool isResetablePlayerPos(const LiveActor* actor, f32 threshold) {
return isResetablePlayerPos(actor, getTrans(actor), getClippingRadius(actor), threshold);
}
void faceToPlayer(LiveActor* actor) {
sead::Vector3f dir;
calcDirToActorH(&dir, actor, getPlayerActor(actor, 0));
faceToDirection(actor, dir);
}
} // namespace al
namespace alPlayerFunction {
void registerPlayer(al::LiveActor* actor, al::PadRumbleKeeper* padRumbleKeeper) {
return actor->getSceneInfo()->playerHolder->registerPlayer(actor, padRumbleKeeper);
}
bool isFullPlayerHolder(al::LiveActor* actor) {
return actor->getSceneInfo()->playerHolder->isFull();
}
s32 findPlayerHolderIndex(const al::LiveActor* actor) {
al::PlayerHolder* playerHolder = actor->getSceneInfo()->playerHolder;
s32 playerNum = playerHolder->getPlayerNum();
for (s32 i = 0; i < playerNum; i++)
if (playerHolder->getPlayer(i) == actor)
return i;
return 0;
}
s32 findPlayerHolderIndex(const al::HitSensor* sensor) {
return findPlayerHolderIndex(al::getSensorHost(sensor));
}
bool isPlayerActor(const al::LiveActor* actor) {
al::PlayerHolder* playerHolder = actor->getSceneInfo()->playerHolder;
s32 playerNum = playerHolder->getPlayerNum();
for (s32 i = 0; i < playerNum; i++)
if (playerHolder->getPlayer(i) == actor)
return true;
return false;
}
bool isPlayerActor(const al::HitSensor* sensor) {
return isPlayerActor(al::getSensorHost(sensor));
}
} // namespace alPlayerFunction