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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:
petrie911 2021-01-17 20:13:36 -06:00 committed by GitHub
parent f786f958bb
commit 02994f5339
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
487 changed files with 14371 additions and 4713 deletions

View file

@ -38,17 +38,62 @@ const ActorInit En_Gs_InitVars = {
(ActorFunc)EnGs_Draw,
};
static ColliderCylinderInit D_80A4FDA0 = {
{ COLTYPE_UNK12, 0x00, 0x0D, 0x39, 0x20, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HARD,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 21, 48, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 D_80A4FDCC = { 0, 0, 0, 0, 0xFF };
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
static DamageTable D_80A4FDD8 = { 0x00, 0x00, 0xE0, 0xC0, 0xE0, 0xE0, 0xD0, 0xE0, 0xF0, 0xF0, 0xF0,
0xB0, 0xB0, 0xB0, 0x00, 0x00, 0x00, 0xB0, 0xB0, 0xB0, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(0, 0x0),
/* Slingshot */ DMG_ENTRY(0, 0xE),
/* Explosive */ DMG_ENTRY(0, 0xC),
/* Boomerang */ DMG_ENTRY(0, 0xE),
/* Normal arrow */ DMG_ENTRY(0, 0xE),
/* Hammer swing */ DMG_ENTRY(0, 0xD),
/* Hookshot */ DMG_ENTRY(0, 0xE),
/* Kokiri sword */ DMG_ENTRY(0, 0xF),
/* Master sword */ DMG_ENTRY(0, 0xF),
/* Giant's Knife */ DMG_ENTRY(0, 0xF),
/* Fire arrow */ DMG_ENTRY(0, 0xB),
/* Ice arrow */ DMG_ENTRY(0, 0xB),
/* Light arrow */ DMG_ENTRY(0, 0xB),
/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
/* Fire magic */ DMG_ENTRY(0, 0xB),
/* Ice magic */ DMG_ENTRY(0, 0xB),
/* Light magic */ DMG_ENTRY(0, 0xB),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(0, 0x0),
/* Giant spin */ DMG_ENTRY(0, 0x0),
/* Master spin */ DMG_ENTRY(0, 0x0),
/* Kokiri jump */ DMG_ENTRY(0, 0x0),
/* Giant jump */ DMG_ENTRY(0, 0x0),
/* Master jump */ DMG_ENTRY(0, 0x0),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
@ -58,9 +103,9 @@ void EnGs_Init(Actor* thisx, GlobalContext* globalCtx) {
EnGs* this = THIS;
Actor_ProcessInitChain(thisx, sInitChain);
Collider_InitCylinder(globalCtx, &this->unk_14C);
Collider_SetCylinder(globalCtx, &this->unk_14C, thisx, &D_80A4FDA0);
func_80061EFC(&thisx->colChkInfo, &D_80A4FDD8, &D_80A4FDCC);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
CollisionCheck_SetInfo2(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
thisx->unk_1F = 6;
this->unk_1D8 = thisx->posRot.pos;
@ -481,9 +526,9 @@ void EnGs_Update(Actor* thisx, GlobalContext* globalCtx) {
if (globalCtx) {};
if (!(this->unk_19E & 0x10)) {
if (globalCtx) {};
if (this->unk_14C.base.acFlags & 2) {
if (this->collider.base.acFlags & AC_HIT) {
this->unk_19F = 0;
this->unk_14C.base.acFlags &= ~2;
this->collider.base.acFlags &= ~AC_HIT;
switch (this->actor.colChkInfo.damageEffect) {
case 15:
@ -513,9 +558,9 @@ void EnGs_Update(Actor* thisx, GlobalContext* globalCtx) {
break;
}
}
Collider_CylinderUpdate(&this->actor, &this->unk_14C);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->unk_14C.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->unk_14C.base);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
this->actionFunc(this, globalCtx);
func_80A4E648(this, globalCtx);

View file

@ -10,7 +10,7 @@ typedef void (*EnGsActionFunc)(struct EnGs*, GlobalContext*);
typedef struct EnGs {
/* 0x0000 */ Actor actor;
/* 0x014C */ ColliderCylinder unk_14C;
/* 0x014C */ ColliderCylinder collider;
/* 0x0198 */ EnGsActionFunc actionFunc;
/* 0x019C */ u8 unk_19C;
/* 0x019D */ u8 unk_19D;