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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

@ -42,18 +42,46 @@ const ActorInit En_Karebaba_InitVars = {
};
static ColliderCylinderInit sBodyColliderInit = {
{ 0xC, 0, 9, 0, 0x10, COLSHAPE_CYLINDER },
{ 0, { 0x00000000, 0, 0 }, { ~0x00300000, 0, 0 }, 0, 1, 0 },
{
COLTYPE_HARD,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 7, 25, 0, { 0, 0, 0 } },
};
static ColliderCylinderInit sHeadColliderInit = {
{ 0x0C, 0x11, 0, 0x39, 0x10, COLSHAPE_CYLINDER },
{ 0, { ~0x00300000, 0, 8 }, { 0x00000000, 0, 0 }, 9, 0, 1 },
{
COLTYPE_HARD,
AT_ON | AT_TYPE_ENEMY,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x08 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_HARD,
BUMP_NONE,
OCELEM_ON,
},
{ 4, 25, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit sColCheckInfoInit = { 1, 15, 80, 0xFE };
static CollisionCheckInfoInit sColCheckInfoInit = { 1, 15, 80, MASS_HEAVY };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(unk_4C, 2500, ICHAIN_CONTINUE),
@ -77,11 +105,11 @@ void EnKarebaba_Init(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_Init(globalCtx, &this->skelAnime, &D_06002A40, &D_060002B8, this->jointTable, this->morphTable, 8);
Collider_InitCylinder(globalCtx, &this->bodyCollider);
Collider_SetCylinder(globalCtx, &this->bodyCollider, &this->actor, &sBodyColliderInit);
Collider_CylinderUpdate(&this->actor, &this->bodyCollider);
Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
Collider_InitCylinder(globalCtx, &this->headCollider);
Collider_SetCylinder(globalCtx, &this->headCollider, &this->actor, &sHeadColliderInit);
Collider_CylinderUpdate(&this->actor, &this->headCollider);
func_80061ED4(&this->actor.colChkInfo, DamageTable_Get(1), &sColCheckInfoInit);
Collider_UpdateCylinder(&this->actor, &this->headCollider);
CollisionCheck_SetInfo(&this->actor.colChkInfo, DamageTable_Get(1), &sColCheckInfoInit);
this->boundFloor = NULL;
@ -102,9 +130,9 @@ void EnKarebaba_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void EnKarebaba_ResetCollider(EnKarebaba* this) {
this->bodyCollider.dim.radius = 7;
this->bodyCollider.dim.height = 25;
this->bodyCollider.base.type = COLTYPE_UNK12;
this->bodyCollider.base.acFlags |= 4;
this->bodyCollider.body.bumper.flags = ~0x00300000;
this->bodyCollider.base.colType = COLTYPE_HARD;
this->bodyCollider.base.acFlags |= AC_HARD;
this->bodyCollider.info.bumper.dmgFlags = ~0x00300000;
this->headCollider.dim.height = 25;
}
@ -132,9 +160,9 @@ void EnKarebaba_SetupAwaken(EnKarebaba* this) {
void EnKarebaba_SetupUpright(EnKarebaba* this) {
if (this->actionFunc != EnKarebaba_Spin) {
Actor_SetScale(&this->actor, 0.01f);
this->bodyCollider.base.type = COLTYPE_UNK6;
this->bodyCollider.base.acFlags &= ~0x0004;
this->bodyCollider.body.bumper.flags = gSaveContext.linkAge != 0 ? 0x07C00710 : 0x0FC00710;
this->bodyCollider.base.colType = COLTYPE_HIT6;
this->bodyCollider.base.acFlags &= ~AC_HARD;
this->bodyCollider.info.bumper.dmgFlags = gSaveContext.linkAge != 0 ? 0x07C00710 : 0x0FC00710;
this->bodyCollider.dim.radius = 15;
this->bodyCollider.dim.height = 80;
this->headCollider.dim.height = 80;
@ -241,7 +269,7 @@ void EnKarebaba_Upright(EnKarebaba* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEKU_JR_MOUTH);
}
if (this->bodyCollider.base.acFlags & 2) {
if (this->bodyCollider.base.acFlags & AC_HIT) {
EnKarebaba_SetupDying(this);
func_80032C7C(globalCtx, &this->actor);
} else if (Math_Vec3f_DistXZ(&this->actor.initPosRot.pos, &player->actor.posRot.pos) > 240.0f) {
@ -284,7 +312,7 @@ void EnKarebaba_Spin(EnKarebaba* this, GlobalContext* globalCtx) {
this->actor.posRot.pos.x = (Math_SinS(this->actor.shape.rot.y) * cos60) + this->actor.initPosRot.pos.x;
this->actor.posRot.pos.z = (Math_CosS(this->actor.shape.rot.y) * cos60) + this->actor.initPosRot.pos.z;
if (this->bodyCollider.base.acFlags & 2) {
if (this->bodyCollider.base.acFlags & AC_HIT) {
EnKarebaba_SetupDying(this);
func_80032C7C(globalCtx, &this->actor);
} else if (this->actor.params == 0) {