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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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f786f958bb
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487 changed files with 14371 additions and 4713 deletions
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@ -39,12 +39,26 @@ const ActorInit Obj_Kibako_InitVars = {
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};
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK10, 0x09, 0x09, 0x39, 0x20, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000002, 0x00, 0x01 }, { 0x4FC00748, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
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{
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COLTYPE_NONE,
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AT_ON | AT_TYPE_PLAYER,
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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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{ 0x00000002, 0x00, 0x01 },
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{ 0x4FC00748, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 12, 27, 0, { 0, 0, 0 } },
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};
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static CollisionCheckInfoInit sCCInfoInit = { 0, 0xC, 0x3C, 0xFE };
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static CollisionCheckInfoInit sCCInfoInit = { 0, 12, 60, MASS_HEAVY };
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_CONTINUE),
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@ -75,7 +89,7 @@ void ObjKibako_InitCollider(Actor* thisx, GlobalContext* globalCtx) {
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_CylinderUpdate(&this->actor, &this->collider);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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}
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void ObjKibako_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -86,7 +100,7 @@ void ObjKibako_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.gravity = -1.2f;
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this->actor.minVelocityY = -13.0f;
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ObjKibako_InitCollider(&this->actor, globalCtx);
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func_80061ED4(&this->actor.colChkInfo, NULL, &sCCInfoInit);
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CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sCCInfoInit);
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ObjKibako_SetupIdle(this);
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// wooden box
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osSyncPrintf("(dungeon keep 木箱)(arg_data 0x%04x)\n", this->actor.params);
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@ -172,10 +186,12 @@ void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx) {
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void ObjKibako_SetupIdle(ObjKibako* this) {
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this->actionFunc = ObjKibako_Idle;
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.mass = MASS_HEAVY;
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}
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void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
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s32 pad;
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if (Actor_HasParent(&this->actor, globalCtx)) {
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ObjKibako_SetupHeld(this);
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} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 19.0f)) {
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@ -183,7 +199,7 @@ void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
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ObjKibako_SpawnCollectible(this, globalCtx);
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Actor_Kill(&this->actor);
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} else if (this->collider.base.acFlags & 2) {
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} else if (this->collider.base.acFlags & AC_HIT) {
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ObjKibako_AirBreak(this, globalCtx);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
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ObjKibako_SpawnCollectible(this, globalCtx);
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@ -191,16 +207,14 @@ void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
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} else {
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
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if (!(this->collider.base.maskA & 8) && (this->actor.xzDistToLink > 28.0f)) {
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this->collider.base.maskA |= 8;
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if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToLink > 28.0f)) {
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this->collider.base.ocFlags1 |= OC1_TYPE_PLAYER;
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}
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if (this->actor.xzDistToLink < 600.0f) {
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ColliderCylinder* collider = &this->collider;
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Collider_CylinderUpdate(&this->actor, collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &collider->base);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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if (this->actor.xzDistToLink < 180.0f) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &collider->base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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if (this->actor.xzDistToLink < 100.0f) {
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@ -221,7 +235,7 @@ void ObjKibako_Held(ObjKibako* this, GlobalContext* globalCtx) {
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if (fabsf(this->actor.speedXZ) < 0.1f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_PUT_DOWN_WOODBOX);
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ObjKibako_SetupIdle(this);
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this->collider.base.maskA &= ~8;
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this->collider.base.ocFlags1 &= ~OC1_TYPE_PLAYER;
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} else {
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ObjKibako_SetupThrown(this);
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ObjKibako_ApplyGravity(this);
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@ -239,27 +253,26 @@ void ObjKibako_SetupThrown(ObjKibako* this) {
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}
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void ObjKibako_Thrown(ObjKibako* this, GlobalContext* globalCtx) {
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Actor* thisx = &this->actor;
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s32 pad;
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s32 pad2;
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if ((thisx->bgCheckFlags & 0xB) || (this->collider.base.atFlags & 2)) {
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if ((this->actor.bgCheckFlags & 0xB) || (this->collider.base.atFlags & AT_HIT)) {
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ObjKibako_AirBreak(this, globalCtx);
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Audio_PlaySoundAtPosition(globalCtx, &thisx->posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
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ObjKibako_SpawnCollectible(this, globalCtx);
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Actor_Kill(thisx);
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Actor_Kill(&this->actor);
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} else if (this->actor.bgCheckFlags & 0x40) {
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ObjKibako_WaterBreak(this, globalCtx);
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Audio_PlaySoundAtPosition(globalCtx, &thisx->posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
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ObjKibako_SpawnCollectible(this, globalCtx);
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Actor_Kill(thisx);
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Actor_Kill(&this->actor);
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} else {
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ColliderCylinder* collider = &this->collider;
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ObjKibako_ApplyGravity(this);
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func_8002D7EC(thisx);
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func_8002E4B4(globalCtx, thisx, 19.0f, 20.0f, 0.0f, 5);
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Collider_CylinderUpdate(thisx, collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &collider->base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
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func_8002D7EC(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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