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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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@ -102,22 +102,66 @@ const ActorInit En_Tite_InitVars = {
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(ActorFunc)EnTite_Draw,
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};
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static ColliderJntSphItemInit sJntSphItemsInit[1] = {
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static ColliderJntSphElementInit sJntSphElementsInit[1] = {
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{
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{ 0x00, { 0xFFCFFFFF, 0x00, 0x08 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x01, 0x05, 0x01 },
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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_NORMAL,
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BUMP_ON | BUMP_HOOKABLE,
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OCELEM_ON,
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},
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{ 0, { { 0, 1500, 0 }, 20 }, 100 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{ COLTYPE_UNK6, 0x11, 0x09, 0x39, 0x10, COLSHAPE_JNTSPH },
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{
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COLTYPE_HIT6,
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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_1,
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COLSHAPE_JNTSPH,
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},
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1,
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sJntSphItemsInit,
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sJntSphElementsInit,
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};
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static DamageTable sDamageTable[] = {
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0x10, 0x02, 0x01, 0x02, 0x10, 0x02, 0x02, 0x10, 0x01, 0x02, 0x04, 0x02, 0xF4, 0x02, 0x02, 0x02,
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0x02, 0xE0, 0xF3, 0xE0, 0x00, 0x00, 0x01, 0x04, 0x02, 0x02, 0x08, 0x04, 0x00, 0x00, 0x04, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0x1),
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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(0, 0x1),
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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(0, 0x1),
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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, 0xF),
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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, 0xE),
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/* Ice magic */ DMG_ENTRY(3, 0xF),
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/* Light magic */ DMG_ENTRY(0, 0xE),
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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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@ -160,7 +204,7 @@ void EnTite_Init(Actor* thisx, GlobalContext* globalCtx) {
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thisx->posRot2.pos = thisx->posRot.pos;
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thisx->posRot2.pos.y += 20.0f;
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thisx->colChkInfo.health = 2;
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thisx->colChkInfo.mass = 0xFE;
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thisx->colChkInfo.mass = MASS_HEAVY;
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, thisx, &sJntSphInit, &this->colliderItem);
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this->unk_2DC = 0x1D;
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@ -294,7 +338,7 @@ void EnTite_Attack(EnTite* this, GlobalContext* globalCtx) {
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if (this->vQueuedJumps != 0) {
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this->vQueuedJumps--;
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this->vAttackState = TEKTITE_BEGIN_LUNGE;
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this->collider.base.atFlags &= ~2;
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this->collider.base.atFlags &= ~AT_HIT;
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} else {
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EnTite_SetupTurnTowardPlayer(this);
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}
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@ -335,16 +379,16 @@ void EnTite_Attack(EnTite* this, GlobalContext* globalCtx) {
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func_800355B8(globalCtx, &this->backLeftFootPos);
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}
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}
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if (!(this->collider.base.atFlags & 2) && (this->actor.flags & 0x40)) {
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if (!(this->collider.base.atFlags & AT_HIT) && (this->actor.flags & 0x40)) {
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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} else {
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Player* player = PLAYER;
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this->collider.base.atFlags &= ~2;
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this->collider.base.atFlags &= ~AT_HIT;
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Animation_MorphToLoop(&this->skelAnime, &D_060012E4, 4.0f);
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this->actor.speedXZ = -6.0f;
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this->actor.posRot.rot.y = this->actor.yawTowardsLink;
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if (&player->actor == this->collider.base.at) {
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if (!(this->collider.base.atFlags & 4)) {
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if (!(this->collider.base.atFlags & AT_BOUNCED)) {
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Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
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}
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}
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@ -622,7 +666,7 @@ void EnTite_Recoil(EnTite* this, GlobalContext* globalCtx) {
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if ((this->actor.speedXZ == 0.0f) && ((this->actor.bgCheckFlags & 1) || ((this->actor.params == TEKTITE_BLUE) &&
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(this->actor.bgCheckFlags & 0x20)))) {
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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this->collider.base.atFlags &= ~0x2;
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this->collider.base.atFlags &= ~AT_HIT;
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if ((this->actor.xzDistToLink > 300.0f) && (this->actor.yDistToLink > 80.0f) &&
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(ABS(this->actor.shape.rot.x) < 4000) && (ABS(this->actor.shape.rot.z) < 4000) &&
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((this->actor.bgCheckFlags & 1) ||
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@ -813,11 +857,11 @@ void EnTite_FlipUpright(EnTite* this, GlobalContext* globalCtx) {
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void EnTite_CheckDamage(Actor* thisx, GlobalContext* globalCtx) {
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EnTite* this = THIS;
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if ((this->collider.base.acFlags & 2) && (this->action >= TEKTITE_IDLE)) {
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this->collider.base.acFlags &= ~2;
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if ((this->collider.base.acFlags & AC_HIT) && (this->action >= TEKTITE_IDLE)) {
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this->collider.base.acFlags &= ~AC_HIT;
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if (thisx->colChkInfo.damageEffect != 0xE) { // Immune to fire magic
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this->damageEffect = thisx->colChkInfo.damageEffect;
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func_80035650(thisx, &this->collider.list->body, 0);
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func_80035650(thisx, &this->collider.elements[0].info, 0);
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// Stun if Tektite hit by nut, boomerang, hookshot, ice arrow or ice magic
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if ((thisx->colChkInfo.damageEffect == 1) || (thisx->colChkInfo.damageEffect == 0xF)) {
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if (this->action != TEKTITE_STUNNED) {
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@ -954,7 +998,7 @@ void EnTite_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_tite.c", 1704);
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func_80093D18(globalCtx->state.gfxCtx);
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func_800628A4(0, &this->collider);
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Collider_UpdateSpheres(0, &this->collider);
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if (this->actor.params == TEKTITE_BLUE) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&D_06001300));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&D_06001700));
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@ -28,7 +28,7 @@ typedef struct EnTite {
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/* 0x02E3 */ u8 spawnIceTimer;
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/* 0x02E4 */ u8 damageEffect;
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/* 0x02E8 */ ColliderJntSph collider;
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/* 0x0308 */ ColliderJntSphItem colliderItem;
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/* 0x0308 */ ColliderJntSphElement colliderItem;
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/* 0x0348 */ Vec3f frontLeftFootPos;
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/* 0x0354 */ Vec3f frontRightFootPos;
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/* 0x0360 */ Vec3f backRightFootPos;
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