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https://github.com/zeldaret/oot
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Document Collision_Check (#468)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * some decomp * still playing around with this * rename functions * ZAP again * ZAP again * the renaming begins * more renaming. hopefully didn't break anything * change all the things * this and then merge * and done * one little thing * small docs, small rename * changed mind on cylinder and quad elements * something * more stuff * more docs * more adjustments * Fixed some types * more fixes * all sorts of cleanup * now with flags * match! * names and such * update tools * damage tables * ColChkInfo * one more thing * formatting * more formatting * anime merge * some stuff * damage table * again * changes * .s * changes * oc2 type * a couple things * format * un-name magic arrows, not enough proof yet * fix damage table script and remove old one * EnAObj * changes Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Fig02 <fig02srl@gmail.com>
This commit is contained in:
+67
-119
@@ -517,7 +517,7 @@ void func_8003555C(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* ar
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void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1);
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u8 func_800355E4(GlobalContext* globalCtx, Collider* collider);
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u8 Actor_ApplyDamage(Actor* actor);
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void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag);
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void func_80035650(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);
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void func_8003573C(Actor* actor, ColliderJntSph* colBody, s32 freezeFlag);
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void func_80035844(Vec3f* arg0, Vec3f* arg1, s16* arg2, s32 arg3);
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void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2);
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@@ -742,99 +742,59 @@ void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* d
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UNK_TYPE arg6);
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s16 func_8005B1A4(Camera* camera);
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DamageTable* DamageTable_Get(s32 index);
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void func_8005B280(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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void func_8005B2AC(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
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s32 Collider_InitBase(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_DestroyBase(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_SetBase_Actor(GlobalContext* globalCtx, Collider* collider, ColliderInit_Actor* src);
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s32 Collider_SetBase_Set3(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit_Set3* src);
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s32 Collider_SetBase(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit* src);
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void Collider_BaseSetAT(GlobalContext* globalCtx, Collider* collider);
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void Collider_BaseSetAC(GlobalContext* globalCtx, Collider* collider);
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void Collider_BaseSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitTouch(GlobalContext* globalCtx, ColliderTouch* touch);
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s32 Collider_DestroyTouch(GlobalContext* globalCtx, ColliderTouch* touch);
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s32 Collider_SetTouch(GlobalContext* globalCtx, ColliderTouch* dest, ColliderTouch* src);
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void Collider_BodySetAT_Unk(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_InitBump(GlobalContext* globalCtx, ColliderBump* bump);
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s32 Collider_DestroyBump(GlobalContext* globalCtx, ColliderBump* bump);
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s32 Collider_SetBump(GlobalContext* globalCtx, ColliderBump* bump, ColliderBumpInit* init);
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s32 Collider_InitBody(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_DestroyBody(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_SetBody(GlobalContext* globalCtx, ColliderBody* body, ColliderBodyInit* bodyInit);
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void Collider_BodySetAT(GlobalContext* globalCtx, ColliderBody* body);
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void Collider_BodySetAC(GlobalContext* globalCtx, ColliderBody* body);
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void Collider_BodySetOC(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_InitJntSphItemDim(GlobalContext* globalCtx, ColliderJntSphItemDim* dim);
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s32 Collider_DestroyJntSphItemDim(GlobalContext* globalCtx, ColliderJntSphItemDim* item);
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s32 Collider_SetJntSphItemDim(GlobalContext* globalCtx, ColliderJntSphItemDim* dest, ColliderJntSphItemDimInit* src);
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s32 Collider_InitJntSphItem(GlobalContext* globalCtx, ColliderJntSphItem* item);
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s32 Collider_DestroyJntSphItem(GlobalContext* globalCtx, ColliderJntSphItem* item);
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s32 Collider_SetJntSphItem(GlobalContext* globalCtx, ColliderJntSphItem* dest, ColliderJntSphItemInit* src);
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s32 Collider_JntSphItemSetAT(GlobalContext* globalCtx, ColliderJntSphItem* collider);
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s32 Collider_JntSphItemSetAC(GlobalContext* globalCtx, ColliderJntSphItem* collider);
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s32 Collider_JntSphItemSetOC(GlobalContext* globalCtx, ColliderJntSphItem* collider);
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void DamageTable_Clear(DamageTable* table);
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void Collider_DrawRedPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
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s32 Collider_InitJntSph(GlobalContext* globalCtx, ColliderJntSph* collider);
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s32 Collider_FreeJntSph(GlobalContext* globalCtx, ColliderJntSph* collider);
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s32 Collider_DestroyJntSph(GlobalContext* globalCtx, ColliderJntSph* collider);
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s32 Collider_SetJntSph_Set(GlobalContext* globalCtx, ColliderJntSph* dest, ColliderJntSphInit_Actor* src);
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s32 Collider_SetJntSph_Set3(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit_Set3* src);
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s32 Collider_SetJntSph_Set5(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src);
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s32 Collider_SetJntSphToActor(GlobalContext* globalCtx, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
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s32 Collider_SetJntSphAllocType1(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor,
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ColliderJntSphInitType1* src);
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s32 Collider_SetJntSphAlloc(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src);
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s32 Collider_SetJntSph(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src,
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ColliderJntSphItem* list);
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s32 Collider_InitCylinderDim(GlobalContext* globalCtx, Cylinder16* dim);
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s32 Collider_DestroyCylinderDim(GlobalContext* globalCtx, Cylinder16* dim);
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s32 Collider_SetCylinderDim(GlobalContext* globalCtx, Cylinder16* dest, Cylinder16* src);
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ColliderJntSphElement* elements);
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s32 Collider_ResetJntSphAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetJntSphAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetJntSphOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitCylinder(GlobalContext* globalCtx, ColliderCylinder* collider);
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s32 Collider_DestroyCylinder(GlobalContext* globalCtx, ColliderCylinder* collider);
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s32 Collider_SetCylinder_Actor(GlobalContext* globalCtx, ColliderCylinder* collider, ColliderCylinderInit_Actor* arg2);
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s32 Collider_SetCylinder_Set3(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor,
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ColliderCylinderInit_Set3* src);
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s32 Collider_SetCylinderToActor(GlobalContext* globalCtx, ColliderCylinder* collider, ColliderCylinderInitToActor* src);
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s32 Collider_SetCylinderType1(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor,
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ColliderCylinderInitType1* src);
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s32 Collider_SetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src);
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s32 Collider_CylinderSetAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_CylinderSetAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_CylinderSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitTrisItemDim(GlobalContext* globalCtx, TriNorm* dim);
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s32 Collider_DestroyTrisItemDim(GlobalContext* globalCtx, TriNorm* dim);
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s32 Collider_SetTrisItemDim(GlobalContext* globalCtx, TriNorm* dest, ColliderTrisItemDimInit* src);
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s32 Collider_InitTrisItem(GlobalContext* globalCtx, ColliderTrisItem* collider);
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s32 Collider_DestroyTrisItem(GlobalContext* globalCtx, ColliderTrisItem* collider);
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s32 Collider_SetTrisItem(GlobalContext* globalCtx, ColliderTrisItem* dest, ColliderTrisItemInit* src);
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s32 Collider_TrisItemSetAT(GlobalContext* globalCtx, ColliderTrisItem* item);
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s32 Collider_TrisItemSetAC(GlobalContext* globalCtx, ColliderTrisItem* item);
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s32 Collider_TrisItemSetOC(GlobalContext* globalCtx, ColliderTrisItem* item);
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s32 Collider_ResetCylinderAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetCylinderAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetCylinderOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitTris(GlobalContext* globalCtx, ColliderTris* tris);
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s32 Collider_FreeTris(GlobalContext* globalCtx, ColliderTris* tris);
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s32 Collider_DestroyTris(GlobalContext* globalCtx, ColliderTris* tris);
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s32 Collider_SetTris_Set3(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit_Set3* src);
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s32 Collider_SetTris_Set5(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit* src);
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s32 Collider_SetTrisAllocType1(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInitType1* src);
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s32 Collider_SetTrisAlloc(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit* src);
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s32 Collider_SetTris(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
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ColliderTrisItem* list);
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s32 Collider_TrisSetAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_TrisSetAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_TrisSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim);
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s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim);
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s32 func_8005CEC4(GlobalContext* globalCtx, ColliderQuadDim* dim);
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void func_8005CEDC(ColliderQuadDim* dim);
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s32 Collider_SetQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dest, ColliderQuadDimInit* src);
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ColliderTrisElement* elements);
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s32 Collider_ResetTrisAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetTrisAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetTrisOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitQuad(GlobalContext* globalCtx, ColliderQuad* collider);
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s32 Collider_DestroyQuad(GlobalContext* globalCtx, ColliderQuad* collider);
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s32 Collider_SetQuad_Set3(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit_Set3* src);
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s32 Collider_SetQuadType1(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src);
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s32 Collider_SetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src);
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s32 Collider_QuadSetAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_QuadSetAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_QuadSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 func_8005D218(GlobalContext* globalCtx, ColliderQuad* quad, Vec3f* arg2);
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s32 Collider_InitOcLine(GlobalContext* globalCtx, OcLine* line);
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s32 Collider_DestroyOcLine(GlobalContext* globalCtx, OcLine* line);
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void func_8005D3BC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DestroyContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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s32 Collider_ResetQuadAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetQuadAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitLine(GlobalContext* globalCtx, OcLine* line);
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s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line);
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s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* ocLine, Vec3f* a, Vec3f* b);
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s32 Collider_SetLine(GlobalContext* globalCtx, OcLine* dest, OcLine* src);
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s32 Collider_ResetLineOC(GlobalContext* globalCtx, OcLine* line);
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void CollisionCheck_InitContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DestroyContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_ClearContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_EnableSAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DisableSAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void func_8005D4DC(GlobalContext* globalCtx, Collider* collider);
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void CollisionCheck_Draw(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void Collider_Draw(GlobalContext* globalCtx, Collider* collider);
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void CollisionCheck_DrawCollision(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetAT_SAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider);
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@@ -842,49 +802,36 @@ s32 CollisionCheck_SetAC_SAC(GlobalContext* globalCtx, CollisionCheckContext* co
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s32 CollisionCheck_SetOC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetOC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetOCLine(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, OcLine* collider);
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// ? func_8005DF2C(?);
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// ? func_8005DF50(?);
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// ? func_8005DF74(?);
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void func_8005DFAC(GlobalContext* globalCtx, Collider* collider, Vec3f* pos);
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void func_8005E10C(GlobalContext* globalCtx, Collider* collider, Vec3f* pos);
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// ? func_8005E2EC(?);
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// ? func_8005E4F8(?);
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// ? func_8005E604(?);
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// ? func_8005E800(?);
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// ? func_8005E81C(?);
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// ? func_800611A0(?);
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// ? func_80061274(?);
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void func_8006139C(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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// ? func_8006146C(?);
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// ? func_800614A4(?);
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// ? func_80061BF4(?);
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// ? func_80061C18(?);
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void CollisionCheck_BlueBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v);
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void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_OC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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// ? func_80061E48(?);
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void func_80061E8C(CollisionCheckInfo* info);
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void func_80061EB0(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
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void func_80061ED4(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
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void func_80061EFC(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
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// ? func_80061F64(?);
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// ? func_800622E4(?);
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s32 CollisionCheck_GeneralLineOcCheck(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* camera_3C,
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Vec3f* arg3, Actor** arg4, s32 arg5);
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s32 func_800626B0(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* camera_3C, Vec3f* arg3,
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Actor** arg4, s32 arg5);
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void Collider_CylinderUpdate(Actor* actor, ColliderCylinder* collider);
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void func_80062718(ColliderCylinder* collider, Vec3s* pos);
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void func_80062734(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
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void func_800627A0(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
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void func_800628A4(s32 arg0, ColliderJntSph* collider);
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void func_80062A28(GlobalContext*, Vec3f*);
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void func_80062B80(GlobalContext*, Vec3f*);
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void func_80062CD4(GlobalContext* globalCtx, Vec3f* v);
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void func_80062D60(GlobalContext* globalCtx, Vec3f* v);
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void func_80062DAC(GlobalContext* globalCtx, Vec3f* v, Vec3f* arg2);
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void func_80062DF4(GlobalContext* globalCtx, Vec3f* v);
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void func_80062E14(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2);
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s32 func_80062ECC(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos, Vec3f* itemProjPos, Vec3f* out1,
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Vec3f* out2);
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void CollisionCheck_InitInfo(CollisionCheckInfo* info);
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void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
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void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
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void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
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void CollisionCheck_Damage(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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s32 CollisionCheck_LineOCCheckAll(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
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Actor** exclusions, s32 numExclusions);
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void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider);
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void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
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void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
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void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
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void Collider_SetTrisDim(GlobalContext* globalCtx, ColliderTris* collider, s32 index,
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ColliderTrisElementDimInit* init);
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void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider);
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void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnWaterDroplets(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* actorPos);
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void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* b, Vec3f* actorPos);
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s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
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Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
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||||
u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
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void SaveContext_Init(void);
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||||
// ? func_800636C0(?);
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||||
void func_8006375C(s32 arg0, s32 arg1, const char* text);
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||||
@@ -934,6 +881,7 @@ void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelAnimeCurve* skel
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||||
// ? func_8006D0EC(?);
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||||
// ? func_8006D684(?);
|
||||
void func_8006DC68(GlobalContext* globalCtx, Player* player);
|
||||
void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2);
|
||||
u32 Jpeg_SendTask(JpegContext* ctx);
|
||||
void Jpeg_CopyToZbuffer(u16* src, u16* zbuffer, s32 x, s32 y);
|
||||
u16 Jpeg_GetU16(u8* ptr);
|
||||
|
||||
+8
-8
@@ -667,15 +667,15 @@ typedef struct {
|
||||
} RoomContext; // size = 0x74
|
||||
|
||||
typedef struct {
|
||||
/* 0x000 */ s16 colAtCount;
|
||||
/* 0x000 */ s16 colATCount;
|
||||
/* 0x002 */ u16 sacFlags;
|
||||
/* 0x004 */ Collider* colAt[COLLISION_CHECK_AT_MAX];
|
||||
/* 0x0CC */ s32 colAcCount;
|
||||
/* 0x0D0 */ Collider* colAc[COLLISION_CHECK_AC_MAX];
|
||||
/* 0x1C0 */ s32 colOcCount;
|
||||
/* 0x1C4 */ Collider* colOc[COLLISION_CHECK_OC_MAX];
|
||||
/* 0x28C */ s32 colOcLineCount;
|
||||
/* 0x290 */ OcLine* colOcLine[COLLISION_CHECK_OC_LINE_MAX];
|
||||
/* 0x004 */ Collider* colAT[COLLISION_CHECK_AT_MAX];
|
||||
/* 0x0CC */ s32 colACCount;
|
||||
/* 0x0D0 */ Collider* colAC[COLLISION_CHECK_AC_MAX];
|
||||
/* 0x1C0 */ s32 colOCCount;
|
||||
/* 0x1C4 */ Collider* colOC[COLLISION_CHECK_OC_MAX];
|
||||
/* 0x28C */ s32 colLineCount;
|
||||
/* 0x290 */ OcLine* colLine[COLLISION_CHECK_OC_LINE_MAX];
|
||||
} CollisionCheckContext; // size = 0x29C
|
||||
|
||||
typedef struct ListAlloc {
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
#define ACTOR_NUMBER_MAX 200
|
||||
#define INVISIBLE_ACTOR_MAX 20
|
||||
#define AM_FIELD_SIZE 0x27A0
|
||||
#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions
|
||||
#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects.
|
||||
|
||||
struct Actor;
|
||||
// From z64.h
|
||||
|
||||
+260
-123
@@ -9,245 +9,382 @@
|
||||
// From z64.h
|
||||
struct Actor;
|
||||
|
||||
typedef enum {
|
||||
COLTYPE_UNK0,
|
||||
COLTYPE_UNK1,
|
||||
COLTYPE_UNK2,
|
||||
COLTYPE_UNK3,
|
||||
COLTYPE_UNK4,
|
||||
COLTYPE_UNK5,
|
||||
COLTYPE_UNK6,
|
||||
COLTYPE_UNK7,
|
||||
COLTYPE_UNK8,
|
||||
COLTYPE_METAL_SHIELD,
|
||||
COLTYPE_UNK10,
|
||||
COLTYPE_WOODEN_SHIELD,
|
||||
COLTYPE_UNK12,
|
||||
COLTYPE_UNK13
|
||||
} ColliderType;
|
||||
|
||||
typedef enum {
|
||||
COLSHAPE_JNTSPH,
|
||||
COLSHAPE_CYLINDER,
|
||||
COLSHAPE_TRIS,
|
||||
COLSHAPE_QUAD,
|
||||
COLSHAPE_INVALID
|
||||
} ColliderShape;
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ struct Actor* actor;
|
||||
/* 0x04 */ struct Actor* at;
|
||||
/* 0x08 */ struct Actor* ac;
|
||||
/* 0x0C */ struct Actor* oc;
|
||||
/* 0x10 */ u8 atFlags; // Compared to acFlags
|
||||
/* 0x11 */ u8 acFlags; // Compared to atFlags
|
||||
/* 0x12 */ u8 maskA; // Bitwise-and compared to maskB
|
||||
/* 0x13 */ u8 maskB; // Bitwise-and compared to maskA
|
||||
/* 0x14 */ u8 type;
|
||||
/* 0x15 */ u8 shape; // ColliderShape
|
||||
/* 0x00 */ struct Actor* actor; // Attached actor
|
||||
/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
|
||||
/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
|
||||
/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
|
||||
/* 0x10 */ u8 atFlags; // Information flags for AT collisions.
|
||||
/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
|
||||
/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
|
||||
/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
|
||||
/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
|
||||
/* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
|
||||
} Collider; // size = 0x18
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u8 type;
|
||||
/* 0x01 */ u8 atFlags;
|
||||
/* 0x02 */ u8 acFlags;
|
||||
/* 0x03 */ u8 maskA; // Bitwise-And with maskB
|
||||
/* 0x04 */ u8 maskB; // Bitwise-And with maskA
|
||||
/* 0x05 */ u8 shape; // ColliderShape
|
||||
/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
|
||||
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
|
||||
/* 0x02 */ u8 acFlags; // Information flags for OC collisions.
|
||||
/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
|
||||
/* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
|
||||
/* 0x05 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
|
||||
} ColliderInit; // size = 0x06
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u8 type;
|
||||
/* 0x01 */ u8 atFlags;
|
||||
/* 0x02 */ u8 acFlags;
|
||||
/* 0x03 */ u8 maskA; // Bitwise-And with maskB
|
||||
/* 0x04 */ u8 shape; // Collider Type
|
||||
} ColliderInit_Set3; // size = 0x05
|
||||
/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
|
||||
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
|
||||
/* 0x02 */ u8 acFlags; // Information flags for AC collisions.
|
||||
/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
|
||||
/* 0x04 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
|
||||
} ColliderInitType1; // size = 0x05
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ struct Actor* actor;
|
||||
/* 0x04 */ u8 atFlags; // Compared to acFlags
|
||||
/* 0x05 */ u8 acFlags; // Compared to atFlags
|
||||
/* 0x06 */ u8 maskA; // Bitwise-and compared to maskB
|
||||
/* 0x07 */ u8 shape; // ColliderShape
|
||||
} ColliderInit_Actor; // size = 0x08
|
||||
/* 0x04 */ u8 atFlags; // Information flags for AT collisions.
|
||||
/* 0x05 */ u8 acFlags; // Information flags for AC collisions.
|
||||
/* 0x06 */ u8 ocFlags1; // Information flags for OC collisions.
|
||||
/* 0x07 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
|
||||
} ColliderInitToActor; // size = 0x08
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u32 flags; // Toucher Attack ID Flags
|
||||
/* 0x04 */ u8 effect;
|
||||
/* 0x00 */ u32 dmgFlags; // Toucher damage type flags.
|
||||
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
|
||||
/* 0x05 */ u8 damage; // Damage or Stun Timer
|
||||
} ColliderTouch; // size = 0x08
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u32 flags; // Collision Exclusion Mask
|
||||
/* 0x00 */ u32 dmgFlags; // Bumper damage type flags.
|
||||
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
|
||||
/* 0x05 */ u8 defense; // Damage Resistance
|
||||
/* 0x06 */ Vec3s unk_06;
|
||||
/* 0x06 */ Vec3s hitPos; // Point of contact
|
||||
} ColliderBump; // size = 0x0C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u32 flags; // Collision Exclusion Mask
|
||||
/* 0x00 */ u32 dmgFlags; // Bumper exclusion mask
|
||||
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
|
||||
/* 0x05 */ u8 defense;
|
||||
/* 0x05 */ u8 defense; // Damage Resistance
|
||||
} ColliderBumpInit; // size = 0x08
|
||||
|
||||
typedef struct ColliderBody {
|
||||
/* 0x00 */ ColliderTouch toucher;
|
||||
/* 0x08 */ ColliderBump bumper;
|
||||
/* 0x14 */ u8 flags; // affects sfx reaction when attacked by Link
|
||||
/* 0x15 */ u8 toucherFlags;
|
||||
/* 0x16 */ u8 bumperFlags;
|
||||
/* 0x17 */ u8 ocFlags;
|
||||
/* 0x18 */ Collider* atHit; // object touching this object's AT collider
|
||||
/* 0x1C */ Collider* acHit; // object touching this object's AC collider
|
||||
/* 0x20 */ struct ColliderBody* atHitItem; // element that hit the AT collider
|
||||
/* 0x24 */ struct ColliderBody* acHitItem; // element that hit the AC collider
|
||||
} ColliderBody; // size = 0x28
|
||||
typedef struct ColliderInfo {
|
||||
/* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
|
||||
/* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider
|
||||
/* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
|
||||
/* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
|
||||
/* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
|
||||
/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
|
||||
/* 0x18 */ Collider* atHit; // object touching this element's AT collider
|
||||
/* 0x1C */ Collider* acHit; // object touching this element's AC collider
|
||||
/* 0x20 */ struct ColliderInfo* atHitInfo; // element that hit the AT collider
|
||||
/* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider
|
||||
} ColliderInfo; // size = 0x28
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u8 bodyFlags;
|
||||
/* 0x04 */ ColliderTouch toucher;
|
||||
/* 0x0C */ ColliderBumpInit bumper;
|
||||
/* 0x14 */ u8 toucherFlags; // Attack Toucher Flags
|
||||
/* 0x15 */ u8 bumperFlags; // Bumper Flags
|
||||
/* 0x16 */ u8 bodyFlags2;
|
||||
} ColliderBodyInit; // size = 0x18
|
||||
/* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
|
||||
/* 0x04 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
|
||||
/* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider
|
||||
/* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
|
||||
/* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
|
||||
/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
|
||||
} ColliderInfoInit; // size = 0x18
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Sphere16 modelSphere; // model space sphere
|
||||
/* 0x08 */ Sphere16 worldSphere; // world space sphere
|
||||
/* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
|
||||
/* 0x14 */ u8 joint;
|
||||
} ColliderJntSphItemDim; // size = 0x18
|
||||
/* 0x14 */ u8 limb; // attached limb
|
||||
} ColliderJntSphElementDim; // size = 0x18
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u8 joint;
|
||||
/* 0x02 */ Sphere16 modelSphere;
|
||||
/* 0x0A */ s16 scale;
|
||||
} ColliderJntSphItemDimInit; // size = 0x0C
|
||||
/* 0x00 */ u8 limb; // attached limb
|
||||
/* 0x02 */ Sphere16 modelSphere; // model space sphere
|
||||
/* 0x0A */ s16 scale; // world space sphere = model * scale * 0.01
|
||||
} ColliderJntSphElementDimInit; // size = 0x0C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderBody body;
|
||||
/* 0x28 */ ColliderJntSphItemDim dim;
|
||||
} ColliderJntSphItem; // size = 0x40
|
||||
/* 0x00 */ ColliderInfo info;
|
||||
/* 0x28 */ ColliderJntSphElementDim dim;
|
||||
} ColliderJntSphElement; // size = 0x40
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderBodyInit body;
|
||||
/* 0x18 */ ColliderJntSphItemDimInit dim;
|
||||
} ColliderJntSphItemInit; // size = 0x24
|
||||
/* 0x00 */ ColliderInfoInit info;
|
||||
/* 0x18 */ ColliderJntSphElementDimInit dim;
|
||||
} ColliderJntSphElementInit; // size = 0x24
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Collider base;
|
||||
/* 0x18 */ s32 count;
|
||||
/* 0x1C */ ColliderJntSphItem* list;
|
||||
/* 0x1C */ ColliderJntSphElement* elements;
|
||||
} ColliderJntSph; // size = 0x20
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit base;
|
||||
/* 0x08 */ s32 count;
|
||||
/* 0x0C */ ColliderJntSphItemInit* list;
|
||||
/* 0x0C */ ColliderJntSphElementInit* elements;
|
||||
} ColliderJntSphInit; // size = 0x10
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit_Set3 base;
|
||||
/* 0x00 */ ColliderInitType1 base;
|
||||
/* 0x08 */ s32 count;
|
||||
/* 0x0C */ ColliderJntSphItemInit* list;
|
||||
} ColliderJntSphInit_Set3; // size = 0x10
|
||||
/* 0x0C */ ColliderJntSphElementInit* elements;
|
||||
} ColliderJntSphInitType1; // size = 0x10
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit_Actor base;
|
||||
/* 0x00 */ ColliderInitToActor base;
|
||||
/* 0x08 */ s32 count;
|
||||
/* 0x0C */ ColliderJntSphItemInit* list;
|
||||
} ColliderJntSphInit_Actor; // size = 0x10
|
||||
/* 0x0C */ ColliderJntSphElementInit* elements;
|
||||
} ColliderJntSphInitToActor; // size = 0x10
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Collider base;
|
||||
/* 0x18 */ ColliderBody body;
|
||||
/* 0x18 */ ColliderInfo info;
|
||||
/* 0x40 */ Cylinder16 dim;
|
||||
} ColliderCylinder; // size = 0x4C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit base;
|
||||
/* 0x08 */ ColliderBodyInit body;
|
||||
/* 0x08 */ ColliderInfoInit info;
|
||||
/* 0x20 */ Cylinder16 dim;
|
||||
} ColliderCylinderInit; // size = 0x2C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit_Set3 base;
|
||||
/* 0x08 */ ColliderBodyInit body;
|
||||
/* 0x00 */ ColliderInitType1 base;
|
||||
/* 0x08 */ ColliderInfoInit info;
|
||||
/* 0x20 */ Cylinder16 dim;
|
||||
} ColliderCylinderInit_Set3; // size = 0x2C
|
||||
} ColliderCylinderInitType1; // size = 0x2C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit_Actor base;
|
||||
/* 0x08 */ ColliderBodyInit body;
|
||||
/* 0x00 */ ColliderInitToActor base;
|
||||
/* 0x08 */ ColliderInfoInit info;
|
||||
/* 0x20 */ Cylinder16 dim;
|
||||
} ColliderCylinderInit_Actor; // size = 0x2C
|
||||
} ColliderCylinderInitToActor; // size = 0x2C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Vec3f vtx[3];
|
||||
} ColliderTrisItemDimInit; // size = 0x24
|
||||
} ColliderTrisElementDimInit; // size = 0x24
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderBody body;
|
||||
/* 0x00 */ ColliderInfo info;
|
||||
/* 0x28 */ TriNorm dim;
|
||||
} ColliderTrisItem; // size = 0x5C
|
||||
} ColliderTrisElement; // size = 0x5C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderBodyInit body;
|
||||
/* 0x18 */ ColliderTrisItemDimInit dim;
|
||||
} ColliderTrisItemInit; // size 0x3C
|
||||
/* 0x00 */ ColliderInfoInit info;
|
||||
/* 0x18 */ ColliderTrisElementDimInit dim;
|
||||
} ColliderTrisElementInit; // size 0x3C
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Collider base;
|
||||
/* 0x18 */ s32 count;
|
||||
/* 0x1C */ ColliderTrisItem* list;
|
||||
/* 0x1C */ ColliderTrisElement* elements;
|
||||
} ColliderTris; // size = 0x20
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit base;
|
||||
/* 0x08 */ s32 count;
|
||||
/* 0x0C */ ColliderTrisItemInit* list;
|
||||
/* 0x0C */ ColliderTrisElementInit* elements;
|
||||
} ColliderTrisInit; // size = 0x10
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit_Set3 base;
|
||||
/* 0x00 */ ColliderInitType1 base;
|
||||
/* 0x08 */ s32 count;
|
||||
/* 0x0C */ ColliderTrisItemInit* list;
|
||||
} ColliderTrisInit_Set3; // size = 0x10
|
||||
/* 0x0C */ ColliderTrisElementInit* elements;
|
||||
} ColliderTrisInitType1; // size = 0x10
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Vec3f quad[4];
|
||||
/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
|
||||
/* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
|
||||
/* 0x3C */ f32 unk_3C;
|
||||
/* 0x3C */ f32 acDist; // distance to nearest AC collision this frame.
|
||||
} ColliderQuadDim; // size = 0x40
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Vec3f quad[4];
|
||||
} ColliderQuadDimInit; // size = 0x30
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInfo info;
|
||||
/* 0x24 */ ColliderQuadDim dim;
|
||||
} ColliderQuadElement; // size = 0x68
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Collider base;
|
||||
/* 0x18 */ ColliderBody body;
|
||||
/* 0x18 */ ColliderInfo info;
|
||||
/* 0x40 */ ColliderQuadDim dim;
|
||||
} ColliderQuad; // size = 0x80
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit base;
|
||||
/* 0x08 */ ColliderBodyInit body;
|
||||
/* 0x08 */ ColliderInfoInit info;
|
||||
/* 0x20 */ ColliderQuadDimInit dim;
|
||||
} ColliderQuadInit; // size = 0x50
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ ColliderInit_Set3 base;
|
||||
/* 0x08 */ ColliderBodyInit body;
|
||||
/* 0x00 */ ColliderInitType1 base;
|
||||
/* 0x08 */ ColliderInfoInit info;
|
||||
/* 0x20 */ ColliderQuadDimInit dim;
|
||||
} ColliderQuadInit_Set3; // size = 0x50
|
||||
} ColliderQuadInitType1; // size = 0x50
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ Linef line;
|
||||
/* 0x18 */ u16 unk_18;
|
||||
/* 0x18 */ u16 ocFlags;
|
||||
} OcLine; // size = 0x1C
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
|
||||
/* 1 */ COLTYPE_HIT1, // No blood, dust hitmark
|
||||
/* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark
|
||||
/* 3 */ COLTYPE_HIT3, // No blood, white hitmark
|
||||
/* 4 */ COLTYPE_HIT4, // Water burst, no hitmark
|
||||
/* 5 */ COLTYPE_HIT5, // No blood, red hitmark
|
||||
/* 6 */ COLTYPE_HIT6, // Green blood, white hitmark
|
||||
/* 7 */ COLTYPE_HIT7, // Red blood, white hitmark
|
||||
/* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark
|
||||
/* 9 */ COLTYPE_METAL,
|
||||
/* 10 */ COLTYPE_NONE,
|
||||
/* 11 */ COLTYPE_WOOD,
|
||||
/* 12 */ COLTYPE_HARD,
|
||||
/* 13 */ COLTYPE_TREE
|
||||
} ColliderType;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ COLSHAPE_JNTSPH,
|
||||
/* 1 */ COLSHAPE_CYLINDER,
|
||||
/* 2 */ COLSHAPE_TRIS,
|
||||
/* 3 */ COLSHAPE_QUAD,
|
||||
/* 4 */ COLSHAPE_INVALID
|
||||
} ColliderShape;
|
||||
|
||||
/**
|
||||
* Affects the sound Link's sword makes when hitting it, hookability,
|
||||
* and possibly other things. It's definitely not flags, as all checks
|
||||
* are == or !=. Will probably need more actors decomped to truly
|
||||
* understand what this is.
|
||||
*/
|
||||
typedef enum {
|
||||
/* 0 */ ELEMTYPE_UNK0,
|
||||
/* 1 */ ELEMTYPE_UNK1,
|
||||
/* 2 */ ELEMTYPE_UNK2,
|
||||
/* 3 */ ELEMTYPE_UNK3,
|
||||
/* 4 */ ELEMTYPE_UNK4,
|
||||
/* 5 */ ELEMTYPE_UNK5,
|
||||
/* 6 */ ELEMTYPE_UNK6,
|
||||
/* 7 */ ELEMTYPE_UNK7
|
||||
} ElementType;
|
||||
|
||||
#define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
|
||||
#define AT_ON (1 << 0) // Can have AT collisions when set as AT
|
||||
#define AT_HIT (1 << 1) // Had an AT collision
|
||||
#define AT_BOUNCED (1 << 2) // Had an AT collision with an AC_HARD collider
|
||||
#define AT_TYPE_PLAYER (1 << 3) // Has player-aligned damage
|
||||
#define AT_TYPE_ENEMY (1 << 4) // Has enemy-aligned damage
|
||||
#define AT_TYPE_OTHER (1 << 5) // Has non-aligned damage
|
||||
#define AT_SELF (1 << 6) // Can have AT collisions with colliders attached to the same actor
|
||||
#define AT_TYPE_ALL (AT_TYPE_PLAYER | AT_TYPE_ENEMY | AT_TYPE_OTHER) // Has all three damage alignments
|
||||
|
||||
#define AC_NONE 0 // No flags set. Cannot have AC collisions when set as AC
|
||||
#define AC_ON (1 << 0) // Can have AC collisions when set as AC
|
||||
#define AC_HIT (1 << 1) // Had an AC collision
|
||||
#define AC_HARD (1 << 2) // Causes AT colliders to bounce off it
|
||||
#define AC_TYPE_PLAYER AT_TYPE_PLAYER // Takes player-aligned damage
|
||||
#define AC_TYPE_ENEMY AT_TYPE_ENEMY // Takes enemy-aligned damage
|
||||
#define AC_TYPE_OTHER AT_TYPE_OTHER // Takes non-aligned damage
|
||||
#define AC_NO_DAMAGE (1 << 6) // Collider does not take damage
|
||||
#define AC_BOUNCED (1 << 7) // Caused an AT collider to bounce off it
|
||||
#define AC_TYPE_ALL (AC_TYPE_PLAYER | AC_TYPE_ENEMY | AC_TYPE_OTHER) // Takes damage from all three alignments
|
||||
|
||||
#define OC1_NONE 0 // No flags set. Cannot have OC collisions when set as OC
|
||||
#define OC1_ON (1 << 0) // Can have OC collisions when set as OC
|
||||
#define OC1_HIT (1 << 1) // Had an OC collision
|
||||
#define OC1_NO_PUSH (1 << 2) // Does not push other colliders away during OC collisions
|
||||
#define OC1_TYPE_PLAYER (1 << 3) // Can have OC collisions with OC type player
|
||||
#define OC1_TYPE_1 (1 << 4) // Can have OC collisions with OC type 1
|
||||
#define OC1_TYPE_2 (1 << 5) // Can have OC collisions with OC type 2
|
||||
#define OC1_TYPE_ALL (OC1_TYPE_PLAYER | OC1_TYPE_1 | OC1_TYPE_2) // Can have collisions with all three OC types
|
||||
|
||||
#define OC2_NONE 0 // No flags set. Has no OC type
|
||||
#define OC2_HIT_PLAYER (1 << 0) // Had an OC collision with OC type player
|
||||
#define OC2_UNK1 (1 << 1) // Prevents OC collisions with OC2_UNK2. Some horses and toki_sword have it.
|
||||
#define OC2_UNK2 (1 << 2) // Prevents OC collisions with OC2_UNK1. Nothing has it.
|
||||
#define OC2_TYPE_PLAYER OC1_TYPE_PLAYER // Has OC type player
|
||||
#define OC2_TYPE_1 OC1_TYPE_1 // Has OC type 1
|
||||
#define OC2_TYPE_2 OC1_TYPE_2 // Has OC type 2
|
||||
#define OC2_FIRST_ONLY (1 << 6) // Skips AC checks on elements after the first collision. Only used by Ganon
|
||||
|
||||
#define TOUCH_NONE 0 // No flags set. Cannot have AT collisions
|
||||
#define TOUCH_ON (1 << 0) // Can have AT collisions
|
||||
#define TOUCH_HIT (1 << 1) // Had an AT collision
|
||||
#define TOUCH_NEAREST (1 << 2) // If a Quad, only collides with the closest bumper
|
||||
#define TOUCH_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
|
||||
#define TOUCH_SFX_HARD (1 << 3) // Always uses hard deflection sound
|
||||
#define TOUCH_SFX_WOOD (2 << 3) // Always uses wood deflection sound
|
||||
#define TOUCH_SFX_NONE (3 << 3) // No hit sound effect
|
||||
#define TOUCH_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
|
||||
#define TOUCH_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
|
||||
#define TOUCH_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
|
||||
|
||||
#define BUMP_NONE 0 // No flags set. Cannot have AC collisions
|
||||
#define BUMP_ON (1 << 0) // Can have AC collisions
|
||||
#define BUMP_HIT (1 << 1) // Had an AC collision
|
||||
#define BUMP_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
|
||||
#define BUMP_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
|
||||
#define BUMP_NO_DAMAGE (1 << 4) // Does not take damage.
|
||||
#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound when hit by player-attached AT colliders.
|
||||
#define BUMP_NO_HITMARK (1 << 6) // Skips hit effects.
|
||||
#define BUMP_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
|
||||
|
||||
#define OCELEM_NONE 0 // No flags set. Cannot have OC collisions
|
||||
#define OCELEM_ON (1 << 0) // Can have OC collisions
|
||||
#define OCELEM_HIT (1 << 1) // Had an OC collision
|
||||
#define OCELEM_UNK3 (1 << 3) // Unknown purpose. Used by Dead Hand element 0 and Dodongo element 5
|
||||
|
||||
#define OCLINE_NONE 0 // Did not have an OcLine collision
|
||||
#define OCLINE_HIT (1 << 0) // Had an OcLine collision
|
||||
|
||||
#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
|
||||
|
||||
// These flags are not to be used in code until we figure out how we want to format them. They are only here for reference
|
||||
#define DMG_DEKU_NUT (1 << 0x00)
|
||||
#define DMG_DEKU_STICK (1 << 0x01)
|
||||
#define DMG_SLINGSHOT (1 << 0x02)
|
||||
#define DMG_EXPLOSIVE (1 << 0x03)
|
||||
#define DMG_BOOMERANG (1 << 0x04)
|
||||
#define DMG_ARROW_NORMAL (1 << 0x05)
|
||||
#define DMG_HAMMER_SWING (1 << 0x06)
|
||||
#define DMG_HOOKSHOT (1 << 0x07)
|
||||
#define DMG_SLASH_KOKIRI (1 << 0x08)
|
||||
#define DMG_SLASH_MASTER (1 << 0x09)
|
||||
#define DMG_SLASH_GIANT (1 << 0x0A)
|
||||
#define DMG_ARROW_FIRE (1 << 0x0B)
|
||||
#define DMG_ARROW_ICE (1 << 0x0C)
|
||||
#define DMG_ARROW_LIGHT (1 << 0x0D)
|
||||
#define DMG_ARROW_UNK1 (1 << 0x0E)
|
||||
#define DMG_ARROW_UNK2 (1 << 0x0F)
|
||||
#define DMG_ARROW_UNK3 (1 << 0x10)
|
||||
#define DMG_MAGIC_FIRE (1 << 0x11)
|
||||
#define DMG_MAGIC_ICE (1 << 0x12)
|
||||
#define DMG_MAGIC_LIGHT (1 << 0x13)
|
||||
#define DMG_SHIELD (1 << 0x14)
|
||||
#define DMG_MIR_RAY (1 << 0x15)
|
||||
#define DMG_SPIN_KOKIRI (1 << 0x16)
|
||||
#define DMG_SPIN_GIANT (1 << 0x17)
|
||||
#define DMG_SPIN_MASTER (1 << 0x18)
|
||||
#define DMG_JUMP_KOKIRI (1 << 0x19)
|
||||
#define DMG_JUMP_GIANT (1 << 0x1A)
|
||||
#define DMG_JUMP_MASTER (1 << 0x1B)
|
||||
#define DMG_UNKNOWN_1 (1 << 0x1C)
|
||||
#define DMG_UNBLOCKABLE (1 << 0x1D)
|
||||
#define DMG_HAMMER_JUMP (1 << 0x1E)
|
||||
#define DMG_UNKNOWN_2 (1 << 0x1F)
|
||||
|
||||
#define DMG_SLASH (DMG_SLASH_KOKIRI | DMG_SLASH_MASTER | DMG_SLASH_GIANT)
|
||||
#define DMG_SPIN_ATTACK (DMG_SPIN_KOKIRI | DMG_SPIN_MASTER | DMG_SPIN_GIANT)
|
||||
#define DMG_JUMP_SLASH (DMG_JUMP_KOKIRI | DMG_JUMP_MASTER | DMG_JUMP_GIANT)
|
||||
#define DMG_SWORD (DMG_SLASH | DMG_SPIN_ATTACK | DMG_JUMP_SLASH)
|
||||
#define DMG_HAMMER (DMG_HAMMER_SWING | DMG_HAMMER_JUMP)
|
||||
#define DMG_FIRE (DMG_ARROW_FIRE | DMG_MAGIC_FIRE)
|
||||
#define DMG_ARROW (DMG_ARROW_NORMAL | DMG_ARROW_FIRE | DMG_ARROW_ICE | DMG_ARROW_LIGHT | DMG_UNK_ARROW_1 | DMG_UNK_ARROW_2 | DMG_UNK_ARROW_3)
|
||||
#define DMG_RANGED (DMG_ARROW | DMG_HOOKSHOT | DMG_SLINGSHOT)
|
||||
#define DMG_DEFAULT ~(DMG_SHIELD | DMG_MIR_RAY)
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user