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Colliders: change "touch, bump" to AT and AC (elems) (#1637)

* toucherFlags, bumperFlags -> atElemFlags, acElemFlags

* TOUCH_ -> ATELEM_

* BUMP_ -> ACELEM_

* ColliderElementTouch,Bump -> ColliderElementDamageInfoAT,AC

* toucher,bumper -> atDmgInfo,acDmgInfo

* Update docs and zcolchk funcs names

* run formatter

* remove the last mentions of "bump" for colliders

* Update renamed functions in disasm
This commit is contained in:
Dragorn421 2024-03-05 01:33:08 +01:00 committed by GitHub
parent bf37ad1368
commit 68a86d2d00
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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@ -48,8 +48,8 @@ static ColliderCylinderInit sCylinderInit = {
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
ATELEM_ON | ATELEM_SFX_NORMAL,
ACELEM_ON,
OCELEM_NONE,
},
{ 32, 50, -24, { 0, 0, 0 } },
@ -70,8 +70,8 @@ static ColliderCylinderInit sCylinderInit2 = {
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
ATELEM_NONE,
ACELEM_NONE,
OCELEM_ON,
},
{ 20, 60, -30, { 0, 0, 0 } },
@ -83,8 +83,8 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x04 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
ATELEM_ON | ATELEM_SFX_NORMAL,
ACELEM_NONE,
OCELEM_ON,
},
{ 1, { { 0, -240, 0 }, 28 }, 100 },
@ -285,16 +285,16 @@ void EnSt_InitColliders(EnSt* this, PlayState* play) {
Collider_SetCylinder(play, &this->colCylinder[i], &this->actor, cylinders[i]);
}
this->colCylinder[0].elem.bumper.dmgFlags =
this->colCylinder[0].elem.acDmgInfo.dmgFlags =
DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT;
this->colCylinder[1].elem.bumper.dmgFlags =
this->colCylinder[1].elem.acDmgInfo.dmgFlags =
DMG_DEFAULT &
~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT) &
~(DMG_MAGIC_LIGHT | DMG_MAGIC_ICE);
this->colCylinder[2].base.colType = COLTYPE_METAL;
this->colCylinder[2].elem.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
this->colCylinder[2].elem.acElemFlags = ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO;
this->colCylinder[2].elem.elemType = ELEMTYPE_UNK2;
this->colCylinder[2].elem.bumper.dmgFlags =
this->colCylinder[2].elem.acDmgInfo.dmgFlags =
DMG_DEFAULT &
~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT);
@ -309,13 +309,13 @@ void EnSt_CheckBodyStickHit(EnSt* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (player->unk_860 != 0) {
bodyElem->bumper.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[1].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[2].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
bodyElem->acDmgInfo.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[1].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[2].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK;
} else {
bodyElem->bumper.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[1].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[2].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
bodyElem->acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK;
this->colCylinder[1].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK;
this->colCylinder[2].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK;
}
}
@ -431,14 +431,14 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) {
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
flags |= cyl->elem.acHitElem->toucher.dmgFlags;
flags |= cyl->elem.acHitElem->atDmgInfo.dmgFlags;
}
cyl = &this->colCylinder[1];
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
flags |= cyl->elem.acHitElem->toucher.dmgFlags;
flags |= cyl->elem.acHitElem->atDmgInfo.dmgFlags;
}
if (!hit) {