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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>
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487 changed files with 14371 additions and 4713 deletions
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@ -56,28 +56,86 @@ const ActorInit En_Dh_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK0, 0x00, 0x0D, 0x09, 0x10, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000008, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_HIT0,
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AT_NONE,
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AC_ON | AC_HARD | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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OC2_TYPE_1,
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COLSHAPE_CYLINDER,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000008, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 35, 70, 0, { 0, 0, 0 } },
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};
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static ColliderJntSphItemInit sJntSphItemsInit[1] = {
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static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x09 },
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON | OCELEM_UNK3,
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},
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{ 1, { { 0, 0, 0 }, 20 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{ COLTYPE_UNK6, 0x00, 0x09, 0x09, 0x10, COLSHAPE_JNTSPH },
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{
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COLTYPE_HIT6,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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1,
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sJntSphItemsInit,
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sJntSphElementsInit,
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};
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static DamageTable D_809EC620 = { {
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0x00, 0xF2, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF2, 0xF4, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF4, 0xF2, 0xF4, 0xF8, 0xF4, 0x00, 0x00, 0xF4, 0x00,
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} };
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static DamageTable D_809EC620 = {
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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/* Deku stick */ DMG_ENTRY(2, 0xF),
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/* Slingshot */ DMG_ENTRY(0, 0x0),
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/* Explosive */ DMG_ENTRY(0, 0x0),
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/* Boomerang */ DMG_ENTRY(0, 0x0),
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/* Normal arrow */ DMG_ENTRY(0, 0x0),
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/* Hammer swing */ DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(0, 0x0),
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/* Kokiri sword */ DMG_ENTRY(2, 0xF),
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/* Master sword */ DMG_ENTRY(2, 0xF),
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/* Giant's Knife */ DMG_ENTRY(4, 0xF),
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/* Fire arrow */ DMG_ENTRY(0, 0x0),
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/* Ice arrow */ DMG_ENTRY(0, 0x0),
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/* Light arrow */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
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/* Fire magic */ DMG_ENTRY(0, 0x0),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(2, 0xF),
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/* Giant spin */ DMG_ENTRY(4, 0xF),
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/* Master spin */ DMG_ENTRY(2, 0xF),
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/* Kokiri jump */ DMG_ENTRY(4, 0xF),
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/* Giant jump */ DMG_ENTRY(8, 0xF),
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/* Master jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 1 */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xF),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 47, ICHAIN_CONTINUE),
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@ -98,7 +156,7 @@ void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007E88, &D_06005880, this->jointTable, this->limbRotTable, 16);
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ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawFunc_Circle, 64.0f);
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this->actor.params = ENDH_WAIT_UNDERGROUND;
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.colChkInfo.health = (gSaveContext.linkAge == 0) ? 14 : 20;
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this->alpha = this->unk_258 = 255;
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this->actor.flags &= ~1;
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@ -256,8 +314,8 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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} else if ((this->actor.xzDistToLink > 100.0f) || !func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
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Animation_Change(&this->skelAnime, &D_06004658, -1.0f, this->skelAnime.curFrame, 0.0f, ANIMMODE_ONCE, -4.0f);
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this->actionState = 4;
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this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
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this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
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this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
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}
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switch (this->actionState) {
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case 1:
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@ -269,17 +327,19 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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break;
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case 2:
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if (this->skelAnime.curFrame >= 4.0f) {
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this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0x11;
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this->collider2.list[0].body.toucher.flags = 0xFFCFFFFF;
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this->collider2.list->body.toucher.damage = 8;
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
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AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->collider2.elements[0].info.toucher.dmgFlags = 0xFFCFFFFF;
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this->collider2.elements[0].info.toucher.damage = 8;
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}
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if (this->collider2.base.atFlags & 4) {
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this->collider2.base.atFlags &= ~6;
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this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
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this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
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if (this->collider2.base.atFlags & AT_BOUNCED) {
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this->collider2.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
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AT_NONE; // also TOUCH_NONE
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this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
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this->actionState++;
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} else if (this->collider2.base.atFlags & 2) {
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this->collider2.base.atFlags &= ~2;
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} else if (this->collider2.base.atFlags & AT_HIT) {
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this->collider2.base.atFlags &= ~AT_HIT;
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func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
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}
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break;
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@ -292,8 +352,9 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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Animation_Change(&this->skelAnime, &D_06004658, -1.0f, Animation_GetLastFrame(&D_06004658), 0.0f,
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ANIMMODE_ONCE, -4.0f);
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this->actionState++;
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this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
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this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
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AT_NONE; // also TOUCH_NONE
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this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
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}
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break;
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case 5:
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@ -322,9 +383,10 @@ void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx) {
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case 0:
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this->actionState++;
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this->drawDirtWave++;
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this->collider1.base.atFlags = this->collider1.body.toucherFlags = 0x11;
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this->collider1.body.toucher.flags = 0xFFCFFFFF;
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this->collider1.body.toucher.damage = 4;
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this->collider1.base.atFlags = this->collider1.info.toucherFlags =
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AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
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this->collider1.info.toucher.dmgFlags = 0xFFCFFFFF;
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this->collider1.info.toucher.damage = 4;
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case 1:
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this->dirtWavePhase += 0x47E;
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Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 8.0f, 0.0f);
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case 2:
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this->drawDirtWave = false;
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this->collider1.dim.radius = 35;
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this->collider1.base.atFlags = this->collider1.body.toucherFlags = 0;
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this->collider1.body.toucher.flags = this->collider1.body.toucher.damage = 0;
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this->collider1.base.atFlags = this->collider1.info.toucherFlags = AT_NONE; // Also TOUCH_NONE
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this->collider1.info.toucher.dmgFlags = this->collider1.info.toucher.damage = 0;
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EnDh_SetupWait(this);
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break;
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}
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@ -420,11 +482,11 @@ void EnDh_CollisionCheck(EnDh* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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s32 lastHealth;
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if ((this->collider2.base.acFlags & 2) && !this->retreat) {
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this->collider2.base.acFlags &= ~2;
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if ((this->collider2.base.acFlags & AC_HIT) && !this->retreat) {
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this->collider2.base.acFlags &= ~AC_HIT;
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if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) {
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this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
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this->collider2.list[0].body.toucher.flags = this->collider2.list[0].body.toucher.damage = 0;
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this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
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this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
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if (player->unk_844 != 0) {
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this->unk_258 = player->unk_845;
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}
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@ -457,7 +519,7 @@ void EnDh_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 20.0f, 45.0f, 45.0f, 0x1D);
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this->actor.posRot2.pos = this->headPos;
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Collider_CylinderUpdate(&this->actor, &this->collider1);
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Collider_UpdateCylinder(&this->actor, &this->collider1);
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if (this->actor.colChkInfo.health > 0) {
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if (this->curAction == DH_WAIT) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
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Matrix_MultVec3f(&headOffset, &this->headPos);
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Matrix_Push();
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Matrix_Translate(headOffset.x, headOffset.y, headOffset.z, MTXMODE_APPLY);
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func_800628A4(1, &this->collider2);
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Collider_UpdateSpheres(1, &this->collider2);
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Matrix_Pull();
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}
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}
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@ -25,7 +25,7 @@ typedef struct EnDh {
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/* 0x025E */ s16 dirtWavePhase;
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/* 0x0260 */ ColliderCylinder collider1;
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/* 0x02AC */ ColliderJntSph collider2;
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/* 0x02CC */ ColliderJntSphItem elements[1];
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/* 0x02CC */ ColliderJntSphElement elements[1];
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/* 0x030C */ Vec3f headPos;
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/* 0x0318 */ f32 dirtWaveSpread;
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/* 0x031C */ f32 dirtWaveHeight;
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