Name some SurfaceType_ functions (#1155)

* enums

* renaming functions

* fixes

* SurfaceType_IsSoft

* type fixing

* format

* Update src/code/z_bgcheck.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_bgcheck.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* SurfaceType_GetFloorEffect

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* format

* bss

* cleanups

* extra material docs

* cleanup

* cleanups

* Remove Bg prefix

* minor fixes

* Remove BG_

* SURFACE_MATERIAL_DIRT_SHALLOW

* format

* bss

* bss

* review

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* format

* format again

* bug

* format

* namefixer

* bss

* bss

* bss

* review

---------

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2023-04-18 18:14:36 -04:00
committed by GitHub
parent 4647ebb91b
commit 38d21bbe97
52 changed files with 559 additions and 458 deletions
-158
View File
@@ -776,164 +776,6 @@ void* ActorOverlayTable_FaultAddrConv(void* address, void* param);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
void SSNode_SetValue(SSNode* node, s16* polyIndex, u16 next);
void SSList_SetNull(SSList* ssList);
void SSNodeList_SetSSListHead(SSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_SetSSListHead(DynaSSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_Init(PlayState* play, DynaSSNodeList* list);
void DynaSSNodeList_Alloc(PlayState* play, DynaSSNodeList* list, u32 numNodes);
void DynaSSNodeList_ResetCount(DynaSSNodeList* list);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* list);
void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dest);
void BgCheck_Vec3fToVec3s(Vec3s* dest, Vec3f* src);
f32 func_800BFD84(CollisionPoly *poly, f32 arg1, f32 arg2);
s32 func_800BFDEC(CollisionPoly* polyA, CollisionPoly* polyB, u32* outVtxId0, u32* outVtxId1);
s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vertices);
void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz);
void func_800C0094(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 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius);
void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList, s16 index);
void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList, s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX, s32* subdivMaxY, s32* subdivMaxZ, s16 polyId);
s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, PlayState* play, StaticLookup* lookupTbl);
s32 BgCheck_IsSmallMemScene(PlayState* play);
s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize);
void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv);
s32 BgCheck_GetSpecialSceneMaxObjects(PlayState* play, s32* maxNodes, s32* maxPolygons, s32* maxVertices);
void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
void BgCheck_SetContextFlags(CollisionContext* colCtx, u32 flags);
void BgCheck_UnsetContextFlags(CollisionContext* colCtx, u32 flags);
CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId);
f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 checkDist, s32 arg9);
f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2_1(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5(CollisionContext* colCtx, CollisionPoly** outPoly, s32* outBgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_3(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 checkDist);
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);
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, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor);
s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor, f32 checkDist);
s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkOneFace);
s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace);
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius);
void SSNodeList_Init(SSNodeList* this);
void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
SSNode* SSNodeList_GetNextNode(SSNodeList* this);
u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
void ScaleRotPos_Init(ScaleRotPos* srp);
void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos);
s32 ScaleRotPos_IsEqual(ScaleRotPos* a, ScaleRotPos* b);
void DynaLookup_ResetLists(DynaLookup* dynaLookup);
void DynaLookup_Reset(DynaLookup* dynaLookup);
void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex);
void DynaLookup_ResetWaterBoxStartIndex(u16* waterBoxStartIndex);
void BgActor_Init(PlayState* play, BgActor* bgActor);
void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader);
s32 BgActor_IsTransformUnchanged(BgActor* bgActor);
void DynaPoly_NullPolyList(CollisionPoly** polyList);
void DynaPoly_AllocPolyList(PlayState* play, CollisionPoly** polyList, s32 numPolys);
void DynaPoly_NullVtxList(Vec3s** vtxList);
void DynaPoly_AllocVtxList(PlayState* play, Vec3s** vtxList, s32 numVtx);
void DynaPoly_InitWaterBoxList(DynaWaterBoxList* waterBoxList);
void DynaPoly_AllocWaterBoxList(PlayState* play, DynaWaterBoxList* waterBoxList, s32 numWaterBoxes);
void DynaPoly_SetBgActorPrevTransform(PlayState* play, BgActor* bgActor);
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
void func_800C62BC(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6314(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C636C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C63C4(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C641C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6474(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6554(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, s16* zLength);
void DynaPoly_ExpandSRT(PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex, s32* waterBoxStartIndex);
void BgCheck_ResetFlagsIfLoadedActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
void DynaPoly_Setup(PlayState* play, DynaCollisionContext* dyna);
void func_800C756C(DynaCollisionContext* dyna, s32* numPolygons, s32* numVertices, s32* numWaterBoxes);
void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader);
void CollisionHeader_GetVirtual(CollisionHeader* colHeader, CollisionHeader** dest);
void BgCheck_InitCollisionHeaders(CollisionContext* colCtx, PlayState* play);
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);
u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 SurfaceType_GetSfx(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 arg3);
u32 SurfaceType_GetSlope(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface1_2(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceCheckDist, WaterBox** outWaterBox, s32* bgId);
f32 func_800CA568(CollisionContext* colCtx, s32 waterBoxId, s32 bgId);
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox, s32 bgId);
void WaterBox_GetSceneBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
s32 func_800CA6F0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 func_800CA9D0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 func_800CAA14(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 bgId, Actor* actor);
void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 bgId, Actor* actor);
void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 bgId);
+2
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@@ -16,6 +16,8 @@
#define SFX_FLAG_MASK 0xC00
#define SFX_FLAG 0x800
#define NA_SE_NONE 0
// ------------ PLAYER ------------
#define NA_SE_PL_WALK_GROUND 0x800
+10 -10
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@@ -54,16 +54,16 @@ typedef struct {
} __OSThreadprofile; // size = 0x10
typedef struct OSThread {
/*0x00*/ struct OSThread* next;
/*0x04*/ OSPri priority;
/*0x08*/ struct OSThread** queue;
/*0x0C*/ struct OSThread* tlnext;
/*0x10*/ u16 state;
/*0x12*/ u16 flags;
/*0x14*/ OSId id;
/*0x18*/ s32 fp;
/*0x1C*/ __OSThreadprofile* thprof;
/*0x20*/ __OSThreadContext context;
/* 0x00 */ struct OSThread* next;
/* 0x04 */ OSPri priority;
/* 0x08 */ struct OSThread** queue;
/* 0x0C */ struct OSThread* tlnext;
/* 0x10 */ u16 state;
/* 0x12 */ u16 flags;
/* 0x14 */ OSId id;
/* 0x18 */ s32 fp;
/* 0x1C */ __OSThreadprofile* thprof;
/* 0x20 */ __OSThreadContext context;
} OSThread; // size = 0x1B0
#endif
+280 -13
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@@ -48,11 +48,6 @@ struct DynaPolyActor;
#define COLPOLY_IGNORE_ENTITY (1 << 1)
#define COLPOLY_IGNORE_PROJECTILES (1 << 2)
// Surface Types
#define COLPOLY_SURFACE_GROUND 0
#define COLPOLY_SURFACE_SAND 1
#define COLPOLY_SURFACE_SNOW 14
// CollisionContext flags
#define BGCHECK_FLAG_REVERSE_CONVEYOR_FLOW 1
@@ -114,6 +109,120 @@ typedef struct {
// 0x0000_00FF = bgCam index
} WaterBox; // size = 0x10
typedef enum FloorType {
/* 0 */ FLOOR_TYPE_0,
/* 1 */ FLOOR_TYPE_1,
/* 2 */ FLOOR_TYPE_2,
/* 3 */ FLOOR_TYPE_3,
/* 4 */ FLOOR_TYPE_4,
/* 5 */ FLOOR_TYPE_5,
/* 6 */ FLOOR_TYPE_6,
/* 7 */ FLOOR_TYPE_7,
/* 8 */ FLOOR_TYPE_8,
/* 9 */ FLOOR_TYPE_9,
/* 10 */ FLOOR_TYPE_10,
/* 11 */ FLOOR_TYPE_11,
/* 12 */ FLOOR_TYPE_12,
/* 13 */ FLOOR_TYPE_13,
/* 14 */ FLOOR_TYPE_14,
/* 15 */ FLOOR_TYPE_15
} FloorType;
typedef enum WallType {
/* 0 */ WALL_TYPE_0,
/* 1 */ WALL_TYPE_1,
/* 2 */ WALL_TYPE_2,
/* 3 */ WALL_TYPE_3,
/* 4 */ WALL_TYPE_4,
/* 5 */ WALL_TYPE_5,
/* 6 */ WALL_TYPE_6,
/* 7 */ WALL_TYPE_7,
/* 8 */ WALL_TYPE_8,
/* 9 */ WALL_TYPE_9,
/* 10 */ WALL_TYPE_10,
/* 11 */ WALL_TYPE_11,
/* 12 */ WALL_TYPE_12,
/* 32 */ WALL_TYPE_MAX = 32
} WallType;
#define WALL_FLAG_0 (1 << 0)
#define WALL_FLAG_1 (1 << 1)
#define WALL_FLAG_2 (1 << 2)
#define WALL_FLAG_3 (1 << 3)
#define WALL_FLAG_4 (1 << 4)
#define WALL_FLAG_5 (1 << 5)
#define WALL_FLAG_6 (1 << 6)
// SurfaceType can leave footsteps imprints in the material
#define MATERIAL_PROPERTY_SOFT_IMPRINT (1 << 0)
typedef enum FloorProperty {
/* 0 */ FLOOR_PROPERTY_0,
/* 1 */ FLOOR_PROPERTY_1,
/* 2 */ FLOOR_PROPERTY_2,
/* 5 */ FLOOR_PROPERTY_5 = 5,
/* 6 */ FLOOR_PROPERTY_6,
/* 7 */ FLOOR_PROPERTY_7,
/* 8 */ FLOOR_PROPERTY_8,
/* 9 */ FLOOR_PROPERTY_9,
/* 11 */ FLOOR_PROPERTY_11 = 11,
/* 12 */ FLOOR_PROPERTY_12,
/* 13 */ FLOOR_PROPERTY_13
} FloorProperty;
typedef enum SurfaceSfxOffset {
/* 0 */ SURFACE_SFX_OFFSET_DIRT,
/* 1 */ SURFACE_SFX_OFFSET_SAND,
/* 2 */ SURFACE_SFX_OFFSET_STONE,
/* 3 */ SURFACE_SFX_OFFSET_DIRT_SHALLOW,
/* 4 */ SURFACE_SFX_OFFSET_WATER_SHALLOW,
/* 5 */ SURFACE_SFX_OFFSET_WATER_DEEP,
/* 6 */ SURFACE_SFX_OFFSET_TALL_GRASS,
/* 7 */ SURFACE_SFX_OFFSET_LAVA, // MAGMA?
/* 8 */ SURFACE_SFX_OFFSET_GRASS,
/* 9 */ SURFACE_SFX_OFFSET_CARPET,
/* 10 */ SURFACE_SFX_OFFSET_WOOD,
/* 11 */ SURFACE_SFX_OFFSET_BRIDGE, // WOOD_PLANK?
/* 12 */ SURFACE_SFX_OFFSET_VINE, // METAL?
/* 13 */ SURFACE_SFX_OFFSET_DIRT_DEEP,
/* 14 */ SURFACE_SFX_OFFSET_SNOW,
/* 15 */ SURFACE_SFX_OFFSET_ICE
} SurfaceSfxOffset;
typedef enum SurfaceMaterial {
/* 0 */ SURFACE_MATERIAL_DIRT,
/* 1 */ SURFACE_MATERIAL_SAND,
/* 2 */ SURFACE_MATERIAL_STONE,
/* 3 */ SURFACE_MATERIAL_DIRT_SHALLOW,
/* 4 */ SURFACE_MATERIAL_WATER_SHALLOW,
/* 5 */ SURFACE_MATERIAL_WATER_DEEP,
/* 6 */ SURFACE_MATERIAL_TALL_GRASS,
/* 7 */ SURFACE_MATERIAL_LAVA, // MAGMA?
/* 8 */ SURFACE_MATERIAL_GRASS,
/* 9 */ SURFACE_MATERIAL_BRIDGE, // WOOD_PLANK?
/* 10 */ SURFACE_MATERIAL_WOOD,
/* 11 */ SURFACE_MATERIAL_DIRT_SOFT,
/* 12 */ SURFACE_MATERIAL_ICE,
/* 13 */ SURFACE_MATERIAL_CARPET,
/* 14 */ SURFACE_MATERIAL_SNOW,
/* 15 */ SURFACE_MATERIAL_MAX
} SurfaceMaterial;
typedef enum FloorEffect {
/* 0 */ FLOOR_EFFECT_0,
/* 1 */ FLOOR_EFFECT_1,
/* 2 */ FLOOR_EFFECT_2,
/* 3 */ FLOOR_EFFECT_3
} FloorEffect;
typedef enum ConveyorSpeed {
/* 0 */ CONVEYOR_SPEED_DISABLED,
/* 1 */ CONVEYOR_SPEED_SLOW,
/* 2 */ CONVEYOR_SPEED_MEDIUM,
/* 3 */ CONVEYOR_SPEED_FAST,
/* 4 */ CONVEYOR_SPEED_MAX
} ConveyorSpeed;
typedef struct {
/* 0x0 */ u32 data[2];
@@ -219,14 +328,14 @@ typedef struct {
} DynaCollisionContext; // size = 0x1418
typedef struct {
/* 0x00 */ CollisionHeader* colHeader; // scene's static collision
/* 0x04 */ Vec3f minBounds; // minimum coordinates of collision bounding box
/* 0x10 */ Vec3f maxBounds; // maximum coordinates of collision bounding box
/* 0x1C */ Vec3i subdivAmount; // x, y, z subdivisions of the scene's static collision
/* 0x28 */ Vec3f subdivLength; // x, y, z subdivision worldspace lengths
/* 0x34 */ Vec3f subdivLengthInv; // inverse of subdivision length
/* 0x40 */ StaticLookup* lookupTbl; // 3d array of length subdivAmount
/* 0x44 */ SSNodeList polyNodes;
/* 0x0000 */ CollisionHeader* colHeader; // scene's static collision
/* 0x0004 */ Vec3f minBounds; // minimum coordinates of collision bounding box
/* 0x0010 */ Vec3f maxBounds; // maximum coordinates of collision bounding box
/* 0x001C */ Vec3i subdivAmount; // x, y, z subdivisions of the scene's static collision
/* 0x0028 */ Vec3f subdivLength; // x, y, z subdivision worldspace lengths
/* 0x0034 */ Vec3f subdivLengthInv; // inverse of subdivision length
/* 0x0040 */ StaticLookup* lookupTbl; // 3d array of length subdivAmount
/* 0x0044 */ SSNodeList polyNodes;
/* 0x0050 */ DynaCollisionContext dyna;
/* 0x1468 */ u32 memSize; // Size of all allocated memory plus CollisionContext
/* 0x146C */ u32 flags; // bit 0 reverses conveyor direction (i.e. water flow in Great Bay Temple)
@@ -317,4 +426,162 @@ typedef struct {
/* 0x8 */ s32 nodeListMax; // if -1, dynamically compute max nodes
} BgCheckSceneSubdivisionEntry; // size = 0xC
void SSNode_SetValue(SSNode* node, s16* polyIndex, u16 next);
void SSList_SetNull(SSList* ssList);
void SSNodeList_SetSSListHead(SSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_SetSSListHead(DynaSSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_Init(struct PlayState* play, DynaSSNodeList* list);
void DynaSSNodeList_Alloc(struct PlayState* play, DynaSSNodeList* list, u32 numNodes);
void DynaSSNodeList_ResetCount(DynaSSNodeList* list);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* list);
void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dest);
void BgCheck_Vec3fToVec3s(Vec3s* dest, Vec3f* src);
f32 func_800BFD84(CollisionPoly *poly, f32 arg1, f32 arg2);
s32 func_800BFDEC(CollisionPoly* polyA, CollisionPoly* polyB, u32* outVtxId0, u32* outVtxId1);
s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vertices);
void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz);
void func_800C0094(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 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius);
void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList, s16 index);
void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList, s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX, s32* subdivMaxY, s32* subdivMaxZ, s16 polyId);
s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, struct PlayState* play, StaticLookup* lookupTbl);
s32 BgCheck_IsSmallMemScene(struct PlayState* play);
s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize);
void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv);
s32 BgCheck_GetSpecialSceneMaxObjects(struct PlayState* play, s32* maxNodes, s32* maxPolygons, s32* maxVertices);
void BgCheck_Allocate(CollisionContext* colCtx, struct PlayState* play, CollisionHeader* colHeader);
void BgCheck_SetContextFlags(CollisionContext* colCtx, u32 flags);
void BgCheck_UnsetContextFlags(CollisionContext* colCtx, u32 flags);
CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId);
f32 BgCheck_RaycastFloorImpl(struct PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 checkDist, s32 arg9);
f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2_1(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5(CollisionContext* colCtx, CollisionPoly** outPoly, s32* outBgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_2(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_3(struct 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 checkDist);
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);
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, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor);
s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor, f32 checkDist);
s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkOneFace);
s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace);
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius);
void SSNodeList_Init(SSNodeList* this);
void SSNodeList_Alloc(struct PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
SSNode* SSNodeList_GetNextNode(SSNodeList* this);
u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
void ScaleRotPos_Init(ScaleRotPos* srp);
void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos);
s32 ScaleRotPos_IsEqual(ScaleRotPos* a, ScaleRotPos* b);
void DynaLookup_ResetLists(DynaLookup* dynaLookup);
void DynaLookup_Reset(DynaLookup* dynaLookup);
void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex);
void DynaLookup_ResetWaterBoxStartIndex(u16* waterBoxStartIndex);
void BgActor_Init(struct PlayState* play, BgActor* bgActor);
void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader);
s32 BgActor_IsTransformUnchanged(BgActor* bgActor);
void DynaPoly_NullPolyList(CollisionPoly** polyList);
void DynaPoly_AllocPolyList(struct PlayState* play, CollisionPoly** polyList, s32 numPolys);
void DynaPoly_NullVtxList(Vec3s** vtxList);
void DynaPoly_AllocVtxList(struct PlayState* play, Vec3s** vtxList, s32 numVtx);
void DynaPoly_InitWaterBoxList(DynaWaterBoxList* waterBoxList);
void DynaPoly_AllocWaterBoxList(struct PlayState* play, DynaWaterBoxList* waterBoxList, s32 numWaterBoxes);
void DynaPoly_SetBgActorPrevTransform(struct PlayState* play, BgActor* bgActor);
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
void DynaPoly_Init(struct PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_Alloc(struct PlayState* play, DynaCollisionContext* dyna);
s32 DynaPoly_SetBgActor(struct PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
void func_800C62BC(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6314(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C636C(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C63C4(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C641C(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6474(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6554(struct PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_DeleteBgActor(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, s16* zLength);
void DynaPoly_ExpandSRT(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex, s32* waterBoxStartIndex);
void BgCheck_ResetFlagsIfLoadedActor(struct PlayState* play, DynaCollisionContext* dyna, Actor* actor);
void DynaPoly_Setup(struct PlayState* play, DynaCollisionContext* dyna);
void func_800C756C(DynaCollisionContext* dyna, s32* numPolygons, s32* numVertices, s32* numWaterBoxes);
void DynaPoly_UpdateBgActorTransforms(struct PlayState* play, DynaCollisionContext* dyna);
void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader);
void CollisionHeader_GetVirtual(CollisionHeader* colHeader, CollisionHeader** dest);
void BgCheck_InitCollisionHeaders(CollisionContext* colCtx, struct PlayState* play);
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);
u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
FloorType SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
FloorProperty SurfaceType_GetFloorProperty2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
FloorProperty SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
SurfaceMaterial SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_HasMaterialProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 propertyType);
FloorEffect SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
ConveyorSpeed SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 WaterBox_GetSurfaceImpl(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 WaterBox_GetSurface1(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface1_2(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface2(struct PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceCheckDist, WaterBox** outWaterBox, s32* bgId);
f32 func_800CA568(CollisionContext* colCtx, s32 waterBoxId, s32 bgId);
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox, s32 bgId);
void WaterBox_GetSceneBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
s32 func_800CA6F0(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 func_800CA9D0(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 func_800CAA14(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
#endif