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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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@ -42,22 +42,80 @@ extern AnimationHeader D_06003910;
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extern AnimationHeader D_06003C64;
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static ColliderCylinderInit sProjectileColliderInit = {
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{ COLTYPE_UNK10, 0x11, 0x09, 0x39, 0x20, COLSHAPE_CYLINDER },
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{ 0x00, { 0xFFCFFFFF, 0x00, 0x08 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x09, 0x01, 0x01 },
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_ALL,
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OC2_TYPE_2,
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COLSHAPE_CYLINDER,
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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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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_HARD,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 13, 20, 0, { 0, 0, 0 } },
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};
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static ColliderCylinderInit sOctorockColliderInit = {
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{ COLTYPE_UNK0, 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_HIT0,
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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, 40, -30, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit sColChkInfoInit = { 1, 0xF, 0x3C, 0x64 };
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static CollisionCheckInfoInit sColChkInfoInit = { 1, 15, 60, 100 };
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static DamageTable sDamageTable = {
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0x00, 0x02, 0x01, 0x02, 0x01, 0x02, 0x02, 0x02, 0x01, 0x02, 0x04, 0x02, 0x34, 0x02, 0x02, 0x02,
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0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x04, 0x02, 0x02, 0x08, 0x04, 0x00, 0x00, 0x04, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0x0),
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/* Deku stick */ DMG_ENTRY(2, 0x0),
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/* Slingshot */ DMG_ENTRY(1, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0x0),
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/* Boomerang */ DMG_ENTRY(1, 0x0),
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/* Normal arrow */ DMG_ENTRY(2, 0x0),
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/* Hammer swing */ DMG_ENTRY(2, 0x0),
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/* Hookshot */ DMG_ENTRY(2, 0x0),
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/* Kokiri sword */ DMG_ENTRY(1, 0x0),
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/* Master sword */ DMG_ENTRY(2, 0x0),
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/* Giant's Knife */ DMG_ENTRY(4, 0x0),
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/* Fire arrow */ DMG_ENTRY(2, 0x0),
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/* Ice arrow */ DMG_ENTRY(4, 0x3),
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/* Light arrow */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(2, 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(1, 0x0),
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/* Giant spin */ DMG_ENTRY(4, 0x0),
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/* Master spin */ DMG_ENTRY(2, 0x0),
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/* Kokiri jump */ DMG_ENTRY(2, 0x0),
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/* Giant jump */ DMG_ENTRY(8, 0x0),
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/* Master jump */ DMG_ENTRY(4, 0x0),
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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, 0x0),
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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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@ -79,7 +137,7 @@ void EnOkuta_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_06003660, &D_06003C64, this->jointTable, this->morphTable, 38);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, thisx, &sOctorockColliderInit);
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func_80061ED4(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
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CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
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if ((this->numShots == 0xFF) || (this->numShots == 0)) {
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this->numShots = 1;
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}
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@ -192,7 +250,7 @@ void EnOkuta_SetupShoot(EnOkuta* this, GlobalContext* globalCtx) {
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void EnOkuta_SetupWaitToDie(EnOkuta* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &D_06003910, -5.0f);
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func_8003426C(&this->actor, 0x4000, 0xFF, 0, 0xB);
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this->collider.base.acFlags &= ~2;
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this->collider.base.acFlags &= ~AC_HIT;
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Actor_SetScale(&this->actor, 0.01f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_DEAD1);
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this->actionFunc = EnOkuta_WaitToDie;
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@ -433,14 +491,16 @@ void EnOkuta_ProjectileFly(EnOkuta* this, GlobalContext* globalCtx) {
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this->actor.speedXZ -= 0.1f;
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this->actor.speedXZ = CLAMP_MIN(this->actor.speedXZ, 1.0f);
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}
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if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->collider.base.atFlags & 2) ||
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this->collider.base.acFlags & 2 || this->collider.base.maskA & 2 || this->actor.groundY == BGCHECK_Y_MIN) {
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if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->collider.base.atFlags & AT_HIT) ||
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this->collider.base.acFlags & AC_HIT || this->collider.base.ocFlags1 & OC1_HIT ||
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this->actor.groundY == BGCHECK_Y_MIN) {
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if ((player->currentShield == PLAYER_SHIELD_DEKU ||
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(player->currentShield == PLAYER_SHIELD_HYLIAN && LINK_IS_ADULT)) &&
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this->collider.base.atFlags & 2 && this->collider.base.atFlags & 0x10 && this->collider.base.atFlags & 4) {
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this->collider.base.atFlags &= ~0x16;
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this->collider.base.atFlags |= 8;
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this->collider.body.toucher.flags = 2;
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this->collider.base.atFlags & AT_HIT && this->collider.base.atFlags & AT_TYPE_ENEMY &&
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this->collider.base.atFlags & AT_BOUNCED) {
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this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
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this->collider.base.atFlags |= AT_TYPE_PLAYER;
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this->collider.info.toucher.dmgFlags = 2;
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func_800D20CC(&player->shieldMf, &sp40, 0);
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this->actor.posRot.rot.y = sp40.y + 0x8000;
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this->timer = 30;
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@ -503,9 +563,9 @@ void EnOkuta_UpdateHeadScale(EnOkuta* this) {
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}
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void EnOkuta_ColliderCheck(EnOkuta* this, GlobalContext* globalCtx) {
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if (this->collider.base.acFlags & 2) {
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this->collider.base.acFlags &= ~2;
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func_80035650(&this->actor, &this->collider.body, 1);
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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func_80035650(&this->actor, &this->collider.info, 1);
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if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
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func_80032C7C(globalCtx, &this->actor);
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this->actor.colChkInfo.health = 0;
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@ -569,7 +629,7 @@ void EnOkuta_Update(Actor* thisx, GlobalContext* globalCtx) {
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Math_Vec3f_Copy(&this->actor.posRot.pos, &sp38);
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}
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}
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Collider_CylinderUpdate(&this->actor, &this->collider);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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if ((this->actionFunc == EnOkuta_Appear) || (this->actionFunc == EnOkuta_Hide)) {
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this->collider.dim.pos.y = this->actor.posRot.pos.y + (this->skelAnime.jointTable->y * this->actor.scale.y);
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this->collider.dim.radius = sOctorockColliderInit.dim.radius * this->actor.scale.x * 100.0f;
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