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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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@ -55,18 +55,33 @@ const ActorInit Obj_Lightswitch_InitVars = {
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(ActorFunc)ObjLightswitch_Draw,
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};
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static ColliderJntSphItemInit sColliderJntSphItemInit[] = {
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static ColliderJntSphElementInit sColliderJntSphElementInit[] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00200000, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00200000, 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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{ 0, { { 0, 0, 0 }, 19 }, 100 },
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},
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};
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static ColliderJntSphInit sColliderJntSphInit = {
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{ COLTYPE_UNK10, 0x00, 0x09, 0x39, 0x20, COLSHAPE_JNTSPH },
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{
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COLTYPE_NONE,
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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_2,
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COLSHAPE_JNTSPH,
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},
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1,
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sColliderJntSphItemInit,
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sColliderJntSphElementInit,
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};
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static CollisionCheckInfoInit sCollisionCheckInfoInit = { 0, 0xC, 0x3C, 0xFF };
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
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static UNK_PTR faceTextures[] = { D_06000C20, D_06000420, D_06001420 };
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@ -88,7 +103,7 @@ void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx)
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func_800D1694(this->actor.posRot.pos.x, this->actor.posRot.pos.y + (this->actor.shape.unk_08 * this->actor.scale.y),
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this->actor.posRot.pos.z, &this->actor.shape.rot);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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func_800628A4(0, &this->collider);
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Collider_UpdateSpheres(0, &this->collider);
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}
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void ObjLightswitch_SetSwitchFlag(ObjLightswitch* this, GlobalContext* globalCtx) {
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@ -189,7 +204,7 @@ void ObjLightswitch_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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ObjLightswitch_InitCollider(this, globalCtx);
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func_80061ED4(&this->actor.colChkInfo, NULL, &sCollisionCheckInfoInit);
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CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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if (removeSelf) {
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Actor_Kill(&this->actor);
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}
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@ -217,19 +232,19 @@ void ObjLightswitch_Off(ObjLightswitch* this, GlobalContext* globalCtx) {
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switch (this->actor.params >> 4 & 3) {
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case OBJLIGHTSWITCH_TYPE_STAY_ON:
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case OBJLIGHTSWITCH_TYPE_2:
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if (this->collider.base.acFlags & 2) {
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if (this->collider.base.acFlags & AC_HIT) {
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ObjLightswitch_SetupTurnOn(this);
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ObjLightswitch_SetSwitchFlag(this, globalCtx);
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}
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break;
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case OBJLIGHTSWITCH_TYPE_1:
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if ((this->collider.base.acFlags & 2) && !(this->prevFrameACflags & 2)) {
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if ((this->collider.base.acFlags & AC_HIT) && !(this->prevFrameACflags & AC_HIT)) {
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ObjLightswitch_SetupTurnOn(this);
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ObjLightswitch_SetSwitchFlag(this, globalCtx);
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}
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break;
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case OBJLIGHTSWITCH_TYPE_BURN:
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if (this->collider.base.acFlags & 2) {
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if (this->collider.base.acFlags & AC_HIT) {
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ObjLightswitch_SetupDisappearDelay(this);
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ObjLightswitch_SetSwitchFlag(this, globalCtx);
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}
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@ -288,13 +303,13 @@ void ObjLightswitch_On(ObjLightswitch* this, GlobalContext* globalCtx) {
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}
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break;
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case OBJLIGHTSWITCH_TYPE_1:
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if (this->collider.base.acFlags & 2 && !(this->prevFrameACflags & 2)) {
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if (this->collider.base.acFlags & AC_HIT && !(this->prevFrameACflags & AC_HIT)) {
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ObjLightswitch_SetupTurnOff(this);
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ObjLightswitch_ClearSwitchFlag(this, globalCtx);
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}
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break;
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case OBJLIGHTSWITCH_TYPE_2:
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if (!(this->collider.base.acFlags & 2)) {
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if (!(this->collider.base.acFlags & AC_HIT)) {
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if (this->timer >= 7) {
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ObjLightswitch_SetupTurnOff(this);
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ObjLightswitch_ClearSwitchFlag(this, globalCtx);
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@ -379,7 +394,7 @@ void ObjLightswitch_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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this->prevFrameACflags = this->collider.base.acFlags;
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this->collider.base.acFlags &= ~2;
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this->collider.base.acFlags &= ~AC_HIT;
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CollisionCheck_SetOC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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}
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@ -481,7 +496,7 @@ void ObjLightswitch_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 alpha = this->alpha >> 6 & 0xFF;
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if ((this->actor.params & 1) == 1) {
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func_800628A4(0, &this->collider);
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Collider_UpdateSpheres(0, &this->collider);
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}
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if ((this->actor.params >> 4 & 3) == OBJLIGHTSWITCH_TYPE_BURN && (alpha > 0 || alpha < 255)) {
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@ -19,7 +19,7 @@ typedef struct ObjLightswitch {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ObjLightswitchActionFunc actionFunc;
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/* 0x0150 */ ColliderJntSph collider;
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/* 0x0170 */ ColliderJntSphItem colliderItems[1];
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/* 0x0170 */ ColliderJntSphElement colliderItems[1];
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/* 0x01B0 */ s16 timer; // collision-related threshold and controls animation/logic when turning on/off
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/* 0x01B2 */ s16 toggleDelay; // timer ticking down used for delaying tuning on/off or disappearing, can be bypassed
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/* 0x01B4 */ s16 faceTextureIndex; // texture used by the center part of the sun
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