mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-06 06:10:21 +00:00
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:
parent
f786f958bb
commit
02994f5339
487 changed files with 14371 additions and 4713 deletions
|
@ -81,38 +81,117 @@ extern AnimationHeader D_060203D8;
|
|||
extern FlexSkeletonHeader D_060205C0;
|
||||
|
||||
static ColliderCylinderInit sCylinderInit = {
|
||||
{ COLTYPE_UNK10, 0x00, 0x09, 0x39, 0x20, COLSHAPE_CYLINDER },
|
||||
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x05, 0x01 },
|
||||
{
|
||||
COLTYPE_NONE,
|
||||
AT_NONE,
|
||||
AC_ON | 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 | BUMP_HOOKABLE,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 25, 80, 0, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
static ColliderTrisItemInit sTrisItemsInit[] = {
|
||||
static ColliderTrisElementInit sTrisElementsInit[2] = {
|
||||
{
|
||||
{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFC3FFFF, 0x00, 0x00 }, 0x00, 0x09, 0x00 },
|
||||
{
|
||||
ELEMTYPE_UNK2,
|
||||
{ 0x00000000, 0x00, 0x00 },
|
||||
{ 0xFFC3FFFF, 0x00, 0x00 },
|
||||
TOUCH_NONE,
|
||||
BUMP_ON | BUMP_NO_AT_INFO,
|
||||
OCELEM_NONE,
|
||||
},
|
||||
{ { { -10.0f, 14.0f, 2.0f }, { -10.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
|
||||
},
|
||||
{
|
||||
{ 0x02, { 0x00000000, 0x00, 0x00 }, { 0xFFC3FFFF, 0x00, 0x00 }, 0x00, 0x09, 0x00 },
|
||||
{
|
||||
ELEMTYPE_UNK2,
|
||||
{ 0x00000000, 0x00, 0x00 },
|
||||
{ 0xFFC3FFFF, 0x00, 0x00 },
|
||||
TOUCH_NONE,
|
||||
BUMP_ON | BUMP_NO_AT_INFO,
|
||||
OCELEM_NONE,
|
||||
},
|
||||
{ { { -10.0f, -6.0f, 2.0f }, { 9.0f, -6.0f, 2.0f }, { 9.0f, 14.0f, 2.0f } } },
|
||||
},
|
||||
};
|
||||
|
||||
static ColliderTrisInit sTrisInit = {
|
||||
{ COLTYPE_METAL_SHIELD, 0x00, 0x0D, 0x00, 0x00, COLSHAPE_TRIS },
|
||||
ARRAY_COUNT(sTrisItemsInit),
|
||||
sTrisItemsInit,
|
||||
{
|
||||
COLTYPE_METAL,
|
||||
AT_NONE,
|
||||
AC_ON | AC_HARD | AC_TYPE_PLAYER,
|
||||
OC1_NONE,
|
||||
OC2_NONE,
|
||||
COLSHAPE_TRIS,
|
||||
},
|
||||
2,
|
||||
sTrisElementsInit,
|
||||
};
|
||||
|
||||
static ColliderQuadInit sQuadInit = {
|
||||
{ COLTYPE_UNK10, 0x11, 0x00, 0x00, 0x00, COLSHAPE_QUAD },
|
||||
{ 0x00, { 0x20000000, 0x00, 0x40 }, { 0x00000000, 0x00, 0x00 }, 0x81, 0x00, 0x00 },
|
||||
{
|
||||
COLTYPE_NONE,
|
||||
AT_ON | AT_TYPE_ENEMY,
|
||||
AC_NONE,
|
||||
OC1_NONE,
|
||||
OC2_NONE,
|
||||
COLSHAPE_QUAD,
|
||||
},
|
||||
{
|
||||
ELEMTYPE_UNK0,
|
||||
{ 0x20000000, 0x00, 0x40 },
|
||||
{ 0x00000000, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
|
||||
BUMP_NONE,
|
||||
OCELEM_NONE,
|
||||
},
|
||||
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
|
||||
};
|
||||
|
||||
static DamageTable sDamageTable = { {
|
||||
0xD0, 0xF2, 0xE1, 0xF2, 0xD0, 0xE2, 0xF2, 0xD0, 0xF1, 0xF2, 0xF4, 0xE2, 0xE2, 0xE2, 0xE2, 0xE2,
|
||||
0xEF, 0x60, 0x60, 0x60, 0x00, 0x00, 0xF1, 0xF4, 0xF2, 0xF2, 0xF8, 0xF4, 0xFA, 0x00, 0xF4, 0x00,
|
||||
} };
|
||||
static DamageTable sDamageTable = {
|
||||
/* Deku nut */ DMG_ENTRY(0, 0xD),
|
||||
/* Deku stick */ DMG_ENTRY(2, 0xF),
|
||||
/* Slingshot */ DMG_ENTRY(1, 0xE),
|
||||
/* Explosive */ DMG_ENTRY(2, 0xF),
|
||||
/* Boomerang */ DMG_ENTRY(0, 0xD),
|
||||
/* Normal arrow */ DMG_ENTRY(2, 0xE),
|
||||
/* Hammer swing */ DMG_ENTRY(2, 0xF),
|
||||
/* Hookshot */ DMG_ENTRY(0, 0xD),
|
||||
/* Kokiri sword */ DMG_ENTRY(1, 0xF),
|
||||
/* Master sword */ DMG_ENTRY(2, 0xF),
|
||||
/* Giant's Knife */ DMG_ENTRY(4, 0xF),
|
||||
/* Fire arrow */ DMG_ENTRY(2, 0xE),
|
||||
/* Ice arrow */ DMG_ENTRY(2, 0xE),
|
||||
/* Light arrow */ DMG_ENTRY(2, 0xE),
|
||||
/* Unk arrow 1 */ DMG_ENTRY(2, 0xE),
|
||||
/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
|
||||
/* Unk arrow 3 */ DMG_ENTRY(15, 0xE),
|
||||
/* Fire magic */ DMG_ENTRY(0, 0x6),
|
||||
/* Ice magic */ DMG_ENTRY(0, 0x6),
|
||||
/* Light magic */ DMG_ENTRY(0, 0x6),
|
||||
/* Shield */ DMG_ENTRY(0, 0x0),
|
||||
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
|
||||
/* Kokiri spin */ DMG_ENTRY(1, 0xF),
|
||||
/* Giant spin */ DMG_ENTRY(4, 0xF),
|
||||
/* Master spin */ DMG_ENTRY(2, 0xF),
|
||||
/* Kokiri jump */ DMG_ENTRY(2, 0xF),
|
||||
/* Giant jump */ DMG_ENTRY(8, 0xF),
|
||||
/* Master jump */ DMG_ENTRY(4, 0xF),
|
||||
/* Unknown 1 */ DMG_ENTRY(10, 0xF),
|
||||
/* Unblockable */ DMG_ENTRY(0, 0x0),
|
||||
/* Hammer jump */ DMG_ENTRY(4, 0xF),
|
||||
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
|
||||
};
|
||||
|
||||
void EnIk_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnIk* this = THIS;
|
||||
|
@ -147,7 +226,7 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Collider_SetQuad(globalCtx, &this->axeCollider, thisx, &sQuadInit);
|
||||
|
||||
thisx->colChkInfo.damageTable = &sDamageTable;
|
||||
thisx->colChkInfo.mass = 0xFE;
|
||||
thisx->colChkInfo.mass = MASS_HEAVY;
|
||||
this->unk_2FC = 0;
|
||||
thisx->colChkInfo.health = 30;
|
||||
thisx->gravity = -1.0f;
|
||||
|
@ -235,7 +314,7 @@ void func_80A74714(EnIk* this) {
|
|||
void func_80A747C0(EnIk* this, GlobalContext* globalCtx) {
|
||||
Vec3f sp24;
|
||||
|
||||
if (this->bodyCollider.base.acFlags & 2) {
|
||||
if (this->bodyCollider.base.acFlags & AC_HIT) {
|
||||
sp24 = this->actor.posRot.pos;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
|
||||
sp24.y += 30.0f;
|
||||
|
@ -378,7 +457,7 @@ void func_80A74EBC(EnIk* this, GlobalContext* globalCtx) {
|
|||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
|
||||
Camera_AddQuake(&globalCtx->mainCamera, 2, 0x19, 5);
|
||||
func_800AA000(this->actor.xzDistToLink, 0xFF, 0x14, 0x96);
|
||||
func_80062CD4(globalCtx, &sp2C);
|
||||
CollisionCheck_SpawnShieldParticles(globalCtx, &sp2C);
|
||||
}
|
||||
|
||||
if ((this->skelAnime.curFrame > 17.0f) && (this->skelAnime.curFrame < 23.0f)) {
|
||||
|
@ -618,30 +697,30 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
|
|||
if ((this->unk_2F8 == 3) || (this->unk_2F8 == 2)) {
|
||||
return;
|
||||
}
|
||||
if (this->shieldCollider.base.acFlags & 0x80) {
|
||||
if (this->shieldCollider.base.acFlags & AC_BOUNCED) {
|
||||
temp_f0 = Animation_GetLastFrame(&D_0600485C) - 2.0f;
|
||||
if (this->skelAnime.curFrame < temp_f0) {
|
||||
this->skelAnime.curFrame = temp_f0;
|
||||
}
|
||||
this->shieldCollider.base.acFlags &= ~0x80;
|
||||
this->bodyCollider.base.acFlags &= ~0x2;
|
||||
this->shieldCollider.base.acFlags &= ~AC_BOUNCED;
|
||||
this->bodyCollider.base.acFlags &= ~AC_HIT;
|
||||
return;
|
||||
}
|
||||
if (!(this->bodyCollider.base.acFlags & 2)) {
|
||||
if (!(this->bodyCollider.base.acFlags & AC_HIT)) {
|
||||
return;
|
||||
}
|
||||
sp38 = this->actor.posRot.pos;
|
||||
sp38.y += 50.0f;
|
||||
func_80035650(&this->actor, &this->bodyCollider.body, 1);
|
||||
func_80035650(&this->actor, &this->bodyCollider.info, 1);
|
||||
temp_v0_3 = this->actor.colChkInfo.damageEffect;
|
||||
this->unk_2FD = temp_v0_3 & 0xFF;
|
||||
this->bodyCollider.base.acFlags &= ~0x2;
|
||||
this->bodyCollider.base.acFlags &= ~AC_HIT;
|
||||
|
||||
if (1) {}
|
||||
|
||||
if ((this->unk_2FD == 0) || (this->unk_2FD == 0xD) || ((this->unk_2FB == 0) && (this->unk_2FD == 0xE))) {
|
||||
if (this->unk_2FD != 0) {
|
||||
func_80062D60(globalCtx, &sp38);
|
||||
CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &sp38);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -687,7 +766,7 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DAMAGE);
|
||||
func_80062CD4(globalCtx, &sp38);
|
||||
CollisionCheck_SpawnShieldParticles(globalCtx, &sp38);
|
||||
}
|
||||
|
||||
void func_80A75FA0(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
@ -703,8 +782,8 @@ void func_80A75FA0(Actor* thisx, GlobalContext* globalCtx) {
|
|||
return;
|
||||
}
|
||||
this->actionFunc(this, globalCtx);
|
||||
if (this->axeCollider.base.atFlags & 2) {
|
||||
this->axeCollider.base.atFlags &= ~0x2;
|
||||
if (this->axeCollider.base.atFlags & AT_HIT) {
|
||||
this->axeCollider.base.atFlags &= ~AT_HIT;
|
||||
if (&player->actor == this->axeCollider.base.at) {
|
||||
prevInvincibilityTimer = player->invincibilityTimer;
|
||||
if (player->invincibilityTimer <= 0) {
|
||||
|
@ -724,7 +803,7 @@ void func_80A75FA0(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_8002E4B4(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D);
|
||||
this->actor.posRot2.pos = this->actor.posRot.pos;
|
||||
this->actor.posRot2.pos.y += 45.0f;
|
||||
Collider_CylinderUpdate(&this->actor, &this->bodyCollider);
|
||||
Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
|
||||
if ((this->actor.colChkInfo.health > 0) && (this->actor.dmgEffectTimer == 0) && (this->unk_2F8 >= 2)) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
|
||||
|
@ -824,8 +903,8 @@ void EnIk_PostLimbDraw3(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
|||
Matrix_MultVec3f(&D_80A7847C[1], &this->axeCollider.dim.quad[0]);
|
||||
Matrix_MultVec3f(&D_80A7847C[2], &this->axeCollider.dim.quad[3]);
|
||||
Matrix_MultVec3f(&D_80A7847C[3], &this->axeCollider.dim.quad[2]);
|
||||
func_80062734(&this->axeCollider, &this->axeCollider.dim.quad[0], &this->axeCollider.dim.quad[1],
|
||||
&this->axeCollider.dim.quad[2], &this->axeCollider.dim.quad[3]);
|
||||
Collider_SetQuadVertices(&this->axeCollider, &this->axeCollider.dim.quad[0], &this->axeCollider.dim.quad[1],
|
||||
&this->axeCollider.dim.quad[2], &this->axeCollider.dim.quad[3]);
|
||||
Matrix_MultVec3f(&D_80A7847C[0], &spF4);
|
||||
Matrix_MultVec3f(&D_80A7847C[1], &spE8);
|
||||
if (this->unk_2FE > 0) {
|
||||
|
@ -840,8 +919,8 @@ void EnIk_PostLimbDraw3(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
|||
Matrix_MultVec3f(&D_80A784D0[i], &sp78[i]);
|
||||
}
|
||||
|
||||
func_800627A0(&this->shieldCollider, 0, &sp9C[0], &sp9C[1], &sp9C[2]);
|
||||
func_800627A0(&this->shieldCollider, 1, &sp78[0], &sp78[1], &sp78[2]);
|
||||
Collider_SetTrisVertices(&this->shieldCollider, 0, &sp9C[0], &sp9C[1], &sp9C[2]);
|
||||
Collider_SetTrisVertices(&this->shieldCollider, 1, &sp78[0], &sp78[1], &sp78[2]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -28,7 +28,7 @@ typedef struct EnIk {
|
|||
/* 0x0320 */ ColliderCylinder bodyCollider;
|
||||
/* 0x036C */ ColliderQuad axeCollider;
|
||||
/* 0x03EC */ ColliderTris shieldCollider;
|
||||
/* 0x040C */ ColliderTrisItem shieldColliderItems[2];
|
||||
/* 0x040C */ ColliderTrisElement shieldColliderItems[2];
|
||||
/* 0x04C4 */ s32 blureIdx;
|
||||
/* 0x04C8 */ s32 action;
|
||||
/* 0x04CC */ s32 drawMode;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue