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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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@ -24,15 +24,6 @@ typedef enum {
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/* 16 */ GELDB_SPIN_DODGE
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} EnGeldBActionState;
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typedef enum {
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/* 0x0 */ GELDB_DAMAGE_NORMAL,
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/* 0x1 */ GELDB_DAMAGE_STUN,
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/* 0x6 */ GELDB_DAMAGE_UNK6 = 0x6,
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/* 0xD */ GELDB_DAMAGE_UNKD = 0xD,
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/* 0xE */ GELDB_DAMAGE_UNKE,
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/* 0xF */ GELDB_DAMAGE_FREEZE
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} EnGeldBDamageEffects;
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void EnGeldB_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnGeldB_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnGeldB_Update(Actor* thisx, GlobalContext* globalCtx);
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@ -99,37 +90,125 @@ const ActorInit En_GeldB_InitVars = {
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};
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static ColliderCylinderInit sBodyCylInit = {
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{ COLTYPE_UNK5, 0x00, 0x09, 0x39, 0x10, COLSHAPE_CYLINDER },
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{ 0x01, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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COLTYPE_HIT5,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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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_UNK1,
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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,
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},
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{ 20, 50, 0, { 0, 0, 0 } },
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};
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static ColliderTrisItemInit sBlockTrisElementsInit[] = {
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static ColliderTrisElementInit sBlockTrisElementsInit[2] = {
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{
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{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFC1FFFF, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFC1FFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { -10.0f, 14.0f, 2.0f }, { -10.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
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},
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{
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{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFC1FFFF, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{
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ELEMTYPE_UNK2,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFC1FFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
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},
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};
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static ColliderTrisInit sBlockTrisInit = {
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{ COLTYPE_METAL_SHIELD, 0x00, 0x0D, 0x00, 0x00, COLSHAPE_TRIS },
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{
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COLTYPE_METAL,
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AT_NONE,
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AC_ON | AC_HARD | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_TRIS,
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},
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2,
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sBlockTrisElementsInit,
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};
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static ColliderQuadInit sSwordQuadinit = {
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{ COLTYPE_UNK10, 0x11, 0x00, 0x00, 0x00, COLSHAPE_QUAD },
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{ 0x00, { 0xFFCFFFFF, 0x00, 0x08 }, { 0x00000000, 0x00, 0x00 }, 0x81, 0x00, 0x00 },
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static ColliderQuadInit sSwordQuadInit = {
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_NONE,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_QUAD,
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},
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{
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x08 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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typedef enum {
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/* 0x0 */ GELDB_DMG_NORMAL,
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/* 0x1 */ GELDB_DMG_STUN,
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/* 0x6 */ GELDB_DMG_UNK_6 = 0x6,
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/* 0xD */ GELDB_DMG_UNK_D = 0xD,
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/* 0xE */ GELDB_DMG_UNK_E,
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/* 0xF */ GELDB_DMG_FREEZE
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} EnGeldBDamageEffects;
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static DamageTable sDamageTable = {
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0x10, 0x02, 0x01, 0x02, 0x10, 0x02, 0x02, 0x10, 0x01, 0x02, 0x04, 0x02, 0xF2, 0x02, 0x02, 0x02,
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0x02, 0xE4, 0x60, 0xD3, 0x00, 0x00, 0x01, 0x04, 0x02, 0x02, 0x08, 0x04, 0x04, 0x00, 0x04, 0x00,
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/* Deku nut */ DMG_ENTRY(0, GELDB_DMG_STUN),
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/* Deku stick */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Slingshot */ DMG_ENTRY(1, GELDB_DMG_NORMAL),
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/* Explosive */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Boomerang */ DMG_ENTRY(0, GELDB_DMG_STUN),
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/* Normal arrow */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Hammer swing */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Hookshot */ DMG_ENTRY(0, GELDB_DMG_STUN),
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/* Kokiri sword */ DMG_ENTRY(1, GELDB_DMG_NORMAL),
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/* Master sword */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Giant's Knife */ DMG_ENTRY(4, GELDB_DMG_NORMAL),
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/* Fire arrow */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Ice arrow */ DMG_ENTRY(2, GELDB_DMG_FREEZE),
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/* Light arrow */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Unk arrow 1 */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Unk arrow 2 */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Unk arrow 3 */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Fire magic */ DMG_ENTRY(4, GELDB_DMG_UNK_E),
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/* Ice magic */ DMG_ENTRY(0, GELDB_DMG_UNK_6),
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/* Light magic */ DMG_ENTRY(3, GELDB_DMG_UNK_D),
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/* Shield */ DMG_ENTRY(0, GELDB_DMG_NORMAL),
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/* Mirror Ray */ DMG_ENTRY(0, GELDB_DMG_NORMAL),
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/* Kokiri spin */ DMG_ENTRY(1, GELDB_DMG_NORMAL),
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/* Giant spin */ DMG_ENTRY(4, GELDB_DMG_NORMAL),
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/* Master spin */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Kokiri jump */ DMG_ENTRY(2, GELDB_DMG_NORMAL),
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/* Giant jump */ DMG_ENTRY(8, GELDB_DMG_NORMAL),
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/* Master jump */ DMG_ENTRY(4, GELDB_DMG_NORMAL),
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/* Unknown 1 */ DMG_ENTRY(4, GELDB_DMG_NORMAL),
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/* Unblockable */ DMG_ENTRY(0, GELDB_DMG_NORMAL),
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/* Hammer jump */ DMG_ENTRY(4, GELDB_DMG_NORMAL),
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/* Unknown 2 */ DMG_ENTRY(0, GELDB_DMG_NORMAL),
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};
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static InitChainEntry sInitChain[] = {
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@ -152,7 +231,7 @@ void EnGeldB_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(thisx, sInitChain);
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thisx->colChkInfo.damageTable = &sDamageTable;
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ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawFunc_Teardrop, 0.0f);
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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thisx->colChkInfo.health = 20;
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thisx->colChkInfo.unk_10 = 50;
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thisx->colChkInfo.unk_12 = 100;
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@ -167,7 +246,7 @@ void EnGeldB_Init(Actor* thisx, GlobalContext* globalCtx) {
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Collider_InitTris(globalCtx, &this->blockCollider);
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Collider_SetTris(globalCtx, &this->blockCollider, thisx, &sBlockTrisInit, this->blockElements);
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Collider_InitQuad(globalCtx, &this->swordCollider);
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Collider_SetQuad(globalCtx, &this->swordCollider, thisx, &sSwordQuadinit);
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Collider_SetQuad(globalCtx, &this->swordCollider, thisx, &sSwordQuadInit);
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blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p1StartColor[2] = blureInit.p1StartColor[3] =
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blureInit.p2StartColor[0] = blureInit.p2StartColor[1] = blureInit.p2StartColor[2] = blureInit.p1EndColor[0] =
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blureInit.p1EndColor[1] = blureInit.p1EndColor[2] = blureInit.p2EndColor[0] = blureInit.p2EndColor[1] =
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@ -758,7 +837,7 @@ void EnGeldB_SpinDodge(EnGeldB* this, GlobalContext* globalCtx) {
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void EnGeldB_SetupSlash(EnGeldB* this) {
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Animation_PlayOnce(&this->skelAnime, &D_060003CC);
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this->swordCollider.base.atFlags &= ~4;
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this->swordCollider.base.atFlags &= ~AT_BOUNCED;
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this->actionState = GELDB_SLASH;
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this->spinAttackState = 0;
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this->actor.speedXZ = 0.0f;
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@ -781,9 +860,9 @@ void EnGeldB_Slash(EnGeldB* this, GlobalContext* globalCtx) {
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} else if ((s32)this->skelAnime.curFrame == 6) {
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this->swordState = -1;
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}
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if (this->swordCollider.base.atFlags & 4) {
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if (this->swordCollider.base.atFlags & AT_BOUNCED) {
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this->swordState = -1;
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this->swordCollider.base.atFlags &= ~6;
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this->swordCollider.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
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EnGeldB_SetupRollBack(this);
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} else if (SkelAnime_Update(&this->skelAnime)) {
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if (!func_8002E084(&this->actor, 0x1554)) {
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@ -816,7 +895,7 @@ void EnGeldB_Slash(EnGeldB* this, GlobalContext* globalCtx) {
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void EnGeldB_SetupSpinAttack(EnGeldB* this) {
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Animation_Change(&this->skelAnime, &D_06000F5C, 1.0f, 0.0f, Animation_GetLastFrame(&D_06000F5C),
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ANIMMODE_ONCE_INTERP, 0.0f);
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this->swordCollider.base.atFlags &= ~6;
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this->swordCollider.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
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this->actionState = GELDB_SPIN_ATTACK;
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this->spinAttackState = 0;
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this->actor.speedXZ = 0.0f;
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@ -829,12 +908,12 @@ void EnGeldB_SpinAttack(EnGeldB* this, GlobalContext* globalCtx) {
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s16 angleToLink;
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if (this->spinAttackState < 2) {
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if (this->swordCollider.base.atFlags & 4) {
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this->swordCollider.base.atFlags &= ~6;
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if (this->swordCollider.base.atFlags & AT_BOUNCED) {
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this->swordCollider.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
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this->spinAttackState = 1;
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this->skelAnime.playSpeed = 1.5f;
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} else if (this->swordCollider.base.atFlags & 2) {
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this->swordCollider.base.atFlags &= ~2;
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} else if (this->swordCollider.base.atFlags & AT_HIT) {
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this->swordCollider.base.atFlags &= ~AT_HIT;
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if (&player->actor == this->swordCollider.base.at) {
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func_8002F71C(globalCtx, &this->actor, 6.0f, this->actor.yawTowardsLink, 6.0f);
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this->spinAttackState = 2;
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@ -925,10 +1004,10 @@ void EnGeldB_SetupStunned(EnGeldB* this) {
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if (this->actor.bgCheckFlags & 1) {
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this->actor.speedXZ = 0.0f;
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}
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if ((this->damageEffect != GELDB_DAMAGE_FREEZE) || (this->actionState == GELDB_SPIN_ATTACK)) {
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if ((this->damageEffect != GELDB_DMG_FREEZE) || (this->actionState == GELDB_SPIN_ATTACK)) {
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Animation_PlayOnceSetSpeed(&this->skelAnime, &D_06002280, 0.0f);
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}
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if (this->damageEffect == GELDB_DAMAGE_FREEZE) {
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if (this->damageEffect == GELDB_DMG_FREEZE) {
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this->iceTimer = 36;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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@ -1277,18 +1356,18 @@ void func_80A392D8(EnGeldB* this, GlobalContext* globalCtx) {
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s32 pad;
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EnItem00* key;
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if (this->blockCollider.base.acFlags & 0x80) {
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this->blockCollider.base.acFlags &= ~0x80;
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this->bodyCollider.base.acFlags &= ~2;
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} else if ((this->bodyCollider.base.acFlags & 2) && (this->actionState >= GELDB_READY) &&
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if (this->blockCollider.base.acFlags & AC_BOUNCED) {
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this->blockCollider.base.acFlags &= ~AC_BOUNCED;
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this->bodyCollider.base.acFlags &= ~AC_HIT;
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} else if ((this->bodyCollider.base.acFlags & AC_HIT) && (this->actionState >= GELDB_READY) &&
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(this->spinAttackState < 2)) {
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this->bodyCollider.base.acFlags &= ~2;
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if (this->actor.colChkInfo.damageEffect != GELDB_DAMAGE_UNK6) {
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this->bodyCollider.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) {
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this->damageEffect = this->actor.colChkInfo.damageEffect;
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func_80035650(&this->actor, &this->bodyCollider.body, 1);
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func_80035650(&this->actor, &this->bodyCollider.info, 1);
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func_800F8A44(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
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if ((this->actor.colChkInfo.damageEffect == GELDB_DAMAGE_STUN) ||
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(this->actor.colChkInfo.damageEffect == GELDB_DAMAGE_FREEZE)) {
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if ((this->actor.colChkInfo.damageEffect == GELDB_DMG_STUN) ||
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(this->actor.colChkInfo.damageEffect == GELDB_DMG_FREEZE)) {
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if (this->actionState != GELDB_STUNNED) {
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func_8003426C(&this->actor, 0, 0x78, 0, 0x50);
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Actor_ApplyDamage(&this->actor);
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@ -1323,7 +1402,7 @@ void EnGeldB_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnGeldB* this = THIS;
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func_80A392D8(this, globalCtx);
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if (this->actor.colChkInfo.damageEffect != GELDB_DAMAGE_UNK6) {
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if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) {
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 15.0f, 30.0f, 60.0f, 0x1D);
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this->actionFunc(this, globalCtx);
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@ -1331,7 +1410,7 @@ void EnGeldB_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.posRot2.pos.y += 40.0f;
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func_80A391D8(this, globalCtx);
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}
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Collider_CylinderUpdate(&this->actor, &this->bodyCollider);
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Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
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if ((this->actionState >= GELDB_READY) && (this->spinAttackState < 2) &&
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((this->actor.dmgEffectTimer == 0) || !(this->actor.dmgEffectParams & 0x4000))) {
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@ -1395,8 +1474,9 @@ void EnGeldB_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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Matrix_MultVec3f(&swordQuadOffset0, &this->swordCollider.dim.quad[0]);
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Matrix_MultVec3f(&swordQuadOffset3, &this->swordCollider.dim.quad[3]);
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Matrix_MultVec3f(&swordQuadOffset2, &this->swordCollider.dim.quad[2]);
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func_80062734(&this->swordCollider, &this->swordCollider.dim.quad[0], &this->swordCollider.dim.quad[1],
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&this->swordCollider.dim.quad[2], &this->swordCollider.dim.quad[3]);
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Collider_SetQuadVertices(&this->swordCollider, &this->swordCollider.dim.quad[0],
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&this->swordCollider.dim.quad[1], &this->swordCollider.dim.quad[2],
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&this->swordCollider.dim.quad[3]);
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Matrix_MultVec3f(&swordTipOffset, &swordTip);
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Matrix_MultVec3f(&swordHiltOffset, &swordHilt);
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@ -1511,8 +1591,8 @@ void EnGeldB_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_MultVec3f(&blockTrisOffsets0[i], &blockTrisVtx0[i]);
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Matrix_MultVec3f(&blockTrisOffsets1[i], &blockTrisVtx1[i]);
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}
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func_800627A0(&this->blockCollider, 0, &blockTrisVtx0[0], &blockTrisVtx0[1], &blockTrisVtx0[2]);
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func_800627A0(&this->blockCollider, 1, &blockTrisVtx1[0], &blockTrisVtx1[1], &blockTrisVtx1[2]);
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Collider_SetTrisVertices(&this->blockCollider, 0, &blockTrisVtx0[0], &blockTrisVtx0[1], &blockTrisVtx0[2]);
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Collider_SetTrisVertices(&this->blockCollider, 1, &blockTrisVtx1[0], &blockTrisVtx1[1], &blockTrisVtx1[2]);
|
||||
}
|
||||
|
||||
if (this->iceTimer != 0) {
|
||||
|
|
|
@ -35,7 +35,7 @@ typedef struct EnGeldB {
|
|||
/* 0x0320 */ ColliderCylinder bodyCollider;
|
||||
/* 0x036C */ ColliderQuad swordCollider;
|
||||
/* 0x03EC */ ColliderTris blockCollider;
|
||||
/* 0x040C */ ColliderTrisItem blockElements[2];
|
||||
/* 0x040C */ ColliderTrisElement blockElements[2];
|
||||
/* 0x04C4 */ Vec3f leftFootPos;
|
||||
/* 0x04D0 */ Vec3f rightFootPos;
|
||||
/* 0x04DC */ Vec3s headRot;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue