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Cleanup z_collision_check 1 (#1427)

* Cleanup `z_collision_check.c` and structs

* Revert `other*` names to master, split to other pr

* WIP/experimental: `ColliderCylinderElement`

* Revert "WIP/experimental: `ColliderCylinderElement`"

This reverts commit cfc8c32ace.

* ac/atHitInfo -> HitElem

* rename some collider elements to "elem" (instead of item, info, hurtbox...)

* cut down on more "hitbox" usage

* name all `ColliderElement*` temps properly

* rearrange colcheck structs

* add collider shape name descriptions

* reword collider shape descriptions

* jntsph first again

---------

Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
Dragorn421 2024-01-11 16:30:47 +01:00 committed by GitHub
parent f02d012ce7
commit 1a8772e540
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GPG key ID: 4AEE18F83AFDEB23
93 changed files with 1725 additions and 1601 deletions

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@ -1139,25 +1139,25 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
s16 i1;
for (i1 = 0; i1 < ARRAY_COUNT(this->tentElements); i1++) {
if (this->tentCollider.elements[i1].info.bumperFlags & BUMP_HIT) {
if (this->tentCollider.elements[i1].base.bumperFlags & BUMP_HIT) {
s16 i2;
ColliderInfo* hurtbox;
ColliderElement* acHitElem;
for (i2 = 0; i2 < 19; i2++) {
this->tentCollider.elements[i2].info.bumperFlags &= ~BUMP_HIT;
this->tentCollider.elements[i2].info.toucherFlags &= ~TOUCH_HIT;
this->tentCollider.elements[i2].base.bumperFlags &= ~BUMP_HIT;
this->tentCollider.elements[i2].base.toucherFlags &= ~TOUCH_HIT;
}
hurtbox = this->tentCollider.elements[i1].info.acHitInfo;
acHitElem = this->tentCollider.elements[i1].base.acHitElem;
this->work[MO_TENT_INVINC_TIMER] = 5;
if (hurtbox->toucher.dmgFlags & DMG_MAGIC_FIRE) {
if (acHitElem->toucher.dmgFlags & DMG_MAGIC_FIRE) {
Sfx_PlaySfxAtPos(&this->tentTipPos, NA_SE_EN_MOFER_CUT);
this->cutIndex = 15;
this->meltIndex = this->cutIndex + 1;
this->work[MO_TENT_ACTION_STATE] = MO_TENT_CUT;
this->timers[0] = 40;
this->cutScale = 1.0f;
} else if (hurtbox->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_JUMP_GIANT | DMG_SPIN_MASTER |
DMG_SPIN_GIANT | DMG_SLASH_GIANT | DMG_SLASH_MASTER)) {
} else if (acHitElem->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_JUMP_GIANT | DMG_SPIN_MASTER |
DMG_SPIN_GIANT | DMG_SLASH_GIANT | DMG_SLASH_MASTER)) {
this->playerHitTimer = 5;
}
this->tentRippleSize = 0.2f;
@ -1175,8 +1175,8 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
Rand_ZeroFloat(0.08f) + 0.13f);
}
break;
} else if (this->tentCollider.elements[i1].info.toucherFlags & TOUCH_HIT) {
this->tentCollider.elements[i1].info.toucherFlags &= ~TOUCH_HIT;
} else if (this->tentCollider.elements[i1].base.toucherFlags & TOUCH_HIT) {
this->tentCollider.elements[i1].base.toucherFlags &= ~TOUCH_HIT;
this->playerHitTimer = 5;
break;
}
@ -1745,17 +1745,17 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
}
}
if (this->coreCollider.base.acFlags & AC_HIT) {
ColliderInfo* hurtbox = this->coreCollider.info.acHitInfo;
ColliderElement* acHitElem = this->coreCollider.elem.acHitElem;
// "hit!!"
osSyncPrintf("Core_Damage_check 当り!!\n");
this->coreCollider.base.acFlags &= ~AC_HIT;
if ((hurtbox->toucher.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
if ((acHitElem->toucher.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
this->work[MO_TENT_ACTION_STATE] = MO_CORE_RETREAT;
}
// "hit 2 !!"
osSyncPrintf("Core_Damage_check 当り 2 \n");
if ((this->work[MO_TENT_ACTION_STATE] != MO_CORE_UNDERWATER) && (this->work[MO_TENT_INVINC_TIMER] == 0)) {
u8 damage = CollisionCheck_GetSwordDamage(hurtbox->toucher.dmgFlags);
u8 damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
if ((damage != 0) && (this->work[MO_TENT_ACTION_STATE] < MO_CORE_ATTACK)) {
// "sword hit !!"
@ -1793,7 +1793,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
}
}
this->work[MO_TENT_INVINC_TIMER] = 10;
} else if (!(hurtbox->toucher.dmgFlags & DMG_SHIELD) && (hurtbox->toucher.dmgFlags & DMG_HOOKSHOT)) {
} else if (!(acHitElem->toucher.dmgFlags & DMG_SHIELD) && (acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
if (this->work[MO_TENT_ACTION_STATE] >= MO_CORE_ATTACK) {
Sfx_PlaySfxAtPos(&sMorphaTent1->tentTipPos, NA_SE_EN_MOFER_CUT);
sMorphaTent1->cutIndex = this->work[MO_CORE_POS_IN_TENT];