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Cleanup z_collision_check.c
and structs
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parent
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9062812a2c
109 changed files with 1640 additions and 1528 deletions
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@ -9,90 +9,140 @@
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// From z64.h
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struct Actor;
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/*
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* Bases for all shapes of colliders
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*/
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typedef enum {
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/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
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/* 1 */ COLTYPE_HIT1, // No blood, dust hitmark
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/* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark
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/* 3 */ COLTYPE_HIT3, // No blood, white hitmark
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/* 4 */ COLTYPE_HIT4, // Water burst, no hitmark
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/* 5 */ COLTYPE_HIT5, // No blood, red hitmark
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/* 6 */ COLTYPE_HIT6, // Green blood, white hitmark
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/* 7 */ COLTYPE_HIT7, // Red blood, white hitmark
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/* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark
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/* 9 */ COLTYPE_METAL,
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/* 10 */ COLTYPE_NONE,
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/* 11 */ COLTYPE_WOOD,
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/* 12 */ COLTYPE_HARD,
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/* 13 */ COLTYPE_TREE
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} ColliderType;
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typedef enum {
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/* 0 */ COLSHAPE_JNTSPH,
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/* 1 */ COLSHAPE_CYLINDER,
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/* 2 */ COLSHAPE_TRIS,
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/* 3 */ COLSHAPE_QUAD,
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/* 4 */ COLSHAPE_MAX
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} ColliderShape;
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typedef struct {
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/* 0x00 */ struct Actor* actor; // Attached actor
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/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
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/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
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/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
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/* 0x10 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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/* 0x00 */ struct Actor* self; // Actor owning this collider.
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/* 0x04 */ struct Actor* otherAC; // Other actor owning the AC collider that collided with this AT collider.
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/* 0x08 */ struct Actor* otherAT; // Other actor owning the AT collider that collided with this AC collider.
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/* 0x0C */ struct Actor* otherOC; // Other actor owning the OC collider that collided with this OC collider.
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/* 0x10 */ u8 atFlags;
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/* 0x11 */ u8 acFlags;
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/* 0x12 */ u8 ocFlags1;
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/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. See `ColliderType` enum
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/* 0x15 */ u8 shape; // See `ColliderShape` enum
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} Collider; // size = 0x18
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typedef struct {
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/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x02 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x05 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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/* 0x00 */ u8 colType;
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/* 0x01 */ u8 atFlags;
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/* 0x02 */ u8 acFlags;
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/* 0x03 */ u8 ocFlags1;
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/* 0x04 */ u8 ocFlags2;
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/* 0x05 */ u8 shape;
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} ColliderInit; // size = 0x06
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typedef struct {
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/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x02 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x04 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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/* 0x00 */ u8 colType;
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/* 0x01 */ u8 atFlags;
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/* 0x02 */ u8 acFlags;
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/* 0x03 */ u8 ocFlags1;
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/* 0x04 */ u8 shape;
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} ColliderInitType1; // size = 0x05
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typedef struct {
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/* 0x00 */ struct Actor* actor;
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/* 0x04 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x05 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x06 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x07 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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/* 0x04 */ u8 atFlags;
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/* 0x05 */ u8 acFlags;
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/* 0x06 */ u8 ocFlags1;
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/* 0x07 */ u8 shape;
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} ColliderInitToActor; // size = 0x08
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typedef struct {
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/* 0x00 */ u32 dmgFlags; // Toucher damage type flags.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 damage; // Damage or Stun Timer
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} ColliderTouch; // size = 0x08
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} ColliderElementTouch; // size = 0x08
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typedef struct {
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/* 0x00 */ u32 dmgFlags; // Bumper damage type flags.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 defense; // Damage Resistance
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/* 0x06 */ Vec3s hitPos; // Point of contact
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} ColliderBump; // size = 0x0C
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} ColliderElementBump; // size = 0x0C
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typedef struct {
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/* 0x00 */ u32 dmgFlags; // Bumper exclusion mask
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 defense; // Damage Resistance
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} ColliderBumpInit; // size = 0x08
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} ColliderElementBumpInit; // size = 0x08
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typedef struct ColliderInfo {
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/* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
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/* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider
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/**
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* Affects the sound Link's sword makes when hitting it, hookability,
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* and possibly other things. It's definitely not flags, as all checks
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* are == or !=. Will probably need more actors decomped to truly
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* understand what this is.
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*/
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typedef enum {
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/* 0 */ ELEMTYPE_UNK0,
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/* 1 */ ELEMTYPE_UNK1,
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/* 2 */ ELEMTYPE_UNK2,
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/* 3 */ ELEMTYPE_UNK3,
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/* 4 */ ELEMTYPE_UNK4,
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/* 5 */ ELEMTYPE_UNK5,
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/* 6 */ ELEMTYPE_UNK6,
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/* 7 */ ELEMTYPE_UNK7
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} ElementType;
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typedef struct ColliderElement {
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/* 0x00 */ ColliderElementTouch toucher; // Damage properties when acting as an AT collider
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/* 0x08 */ ColliderElementBump bumper; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
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/* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
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/* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
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/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
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/* 0x18 */ Collider* atHit; // object touching this element's AT collider
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/* 0x1C */ Collider* acHit; // object touching this element's AC collider
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/* 0x20 */ struct ColliderInfo* atHitInfo; // element that hit the AT collider
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/* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider
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} ColliderInfo; // size = 0x28
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/* 0x20 */ struct ColliderElement* atHitInfo; // element that hit the AT collider
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/* 0x24 */ struct ColliderElement* acHitInfo; // element that hit the AC collider
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} ColliderElement; // size = 0x28
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typedef struct {
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/* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
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/* 0x04 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
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/* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider
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/* 0x04 */ ColliderElementTouch toucher; // Damage properties when acting as an AT collider
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/* 0x0C */ ColliderElementBumpInit bumper; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
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/* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
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/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
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} ColliderInfoInit; // size = 0x18
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} ColliderElementInit; // size = 0x18
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/*
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* JntSph collider
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*/
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typedef struct {
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/* 0x00 */ Sphere16 modelSphere; // model space sphere
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/* 0x08 */ Sphere16 worldSphere; // world space sphere
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/* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
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/* 0x14 */ u8 limb; // attached limb
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/* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
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/* 0x14 */ u8 limb; // attached limb
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} ColliderJntSphElementDim; // size = 0x18
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typedef struct {
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} ColliderJntSphElementDimInit; // size = 0x0C
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x00 */ ColliderElement base;
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/* 0x28 */ ColliderJntSphElementDim dim;
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} ColliderJntSphElement; // size = 0x40
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typedef struct {
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/* 0x00 */ ColliderInfoInit info;
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/* 0x00 */ ColliderElementInit base;
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/* 0x18 */ ColliderJntSphElementDimInit dim;
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} ColliderJntSphElementInit; // size = 0x24
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/* 0x0C */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitToActor; // size = 0x10
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/*
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* Cylinder collider
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*/
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderInfo info;
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/* 0x18 */ ColliderElement elem;
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/* 0x40 */ Cylinder16 dim;
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} ColliderCylinder; // size = 0x4C
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInit; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitType1; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitToActor base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitToActor; // size = 0x2C
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/*
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* Tris collider
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*/
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typedef struct {
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/* 0x00 */ Vec3f vtx[3];
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} ColliderTrisElementDimInit; // size = 0x24
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x00 */ ColliderElement base;
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/* 0x28 */ TriNorm dim;
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} ColliderTrisElement; // size = 0x5C
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typedef struct {
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/* 0x00 */ ColliderInfoInit info;
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/* 0x00 */ ColliderElementInit base;
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/* 0x18 */ ColliderTrisElementDimInit dim;
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} ColliderTrisElementInit; // size = 0x3C
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/* 0x0C */ ColliderTrisElementInit* elements;
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} ColliderTrisInitType1; // size = 0x10
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/*
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* Quad collider
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*/
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typedef struct {
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/* 0x00 */ Vec3f quad[4];
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/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
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/* 0x00 */ Vec3f quad[4];
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} ColliderQuadDimInit; // size = 0x30
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x24 */ ColliderQuadDim dim;
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} ColliderQuadElement; // size = 0x68
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderInfo info;
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/* 0x18 */ ColliderElement elem;
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/* 0x40 */ ColliderQuadDim dim;
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} ColliderQuad; // size = 0x80
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInit; // size = 0x50
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInitType1; // size = 0x50
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/*
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* Line collider
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*/
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typedef struct {
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/* 0x00 */ Linef line;
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/* 0x18 */ u16 ocFlags;
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} OcLine; // size = 0x1C
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typedef enum {
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/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
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/* 1 */ COLTYPE_HIT1, // No blood, dust hitmark
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/* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark
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/* 3 */ COLTYPE_HIT3, // No blood, white hitmark
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/* 4 */ COLTYPE_HIT4, // Water burst, no hitmark
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/* 5 */ COLTYPE_HIT5, // No blood, red hitmark
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/* 6 */ COLTYPE_HIT6, // Green blood, white hitmark
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/* 7 */ COLTYPE_HIT7, // Red blood, white hitmark
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/* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark
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/* 9 */ COLTYPE_METAL,
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/* 10 */ COLTYPE_NONE,
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/* 11 */ COLTYPE_WOOD,
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/* 12 */ COLTYPE_HARD,
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/* 13 */ COLTYPE_TREE
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} ColliderType;
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typedef enum {
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/* 0 */ COLSHAPE_JNTSPH,
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/* 1 */ COLSHAPE_CYLINDER,
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/* 2 */ COLSHAPE_TRIS,
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/* 3 */ COLSHAPE_QUAD,
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/* 4 */ COLSHAPE_MAX
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} ColliderShape;
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/**
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* Affects the sound Link's sword makes when hitting it, hookability,
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* and possibly other things. It's definitely not flags, as all checks
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* are == or !=. Will probably need more actors decomped to truly
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* understand what this is.
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/*
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* Collider properties, for all shapes
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*/
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typedef enum {
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/* 0 */ ELEMTYPE_UNK0,
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/* 1 */ ELEMTYPE_UNK1,
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/* 2 */ ELEMTYPE_UNK2,
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/* 3 */ ELEMTYPE_UNK3,
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/* 4 */ ELEMTYPE_UNK4,
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/* 5 */ ELEMTYPE_UNK5,
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/* 6 */ ELEMTYPE_UNK6,
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/* 7 */ ELEMTYPE_UNK7
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} ElementType;
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#define SAC_ENABLE (1 << 0)
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#define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
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#define AT_ON (1 << 0) // Can have AT collisions when set as AT
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