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z_collision_check.c (#73)

* func_8005B280 ok

* func_8005B65C OK

* split out func_8005BD50

* func_8005B7C0 OK

* func_8005B7F4 OK

* func_8005B824 OK

* func_8005B860 ok

* improve sanity

* func_8005B6B0 ok, ColliderInit_Actor structs added

* func_8005B884 ok

* func_8005BBF8 ok, split out func_8005BF50

* split more stuff out of func_8005C050.s

* func_8005C050 OK

* func_8005BA30 fakish OK, func_8005BAD8 real OK

* func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues

* func_8005BB10 Ok

* func_8005BF50 OK

* func_8005BE50 OK

* func_8005BD50 OK

* func_8005BCC8 Ok

* func_8005BC28

* func_8005BB8C func_8005BBB0 func_8005BBD4 Ok

* save my work commit

* func_8005C2BC fake OK

* func_8005C5B0 ok

* func_8005C608 ok

* func_8005C6C0 ok

* func_8005C6F8 ok

* func_8005C730 ok

* func_8005C774 func_8005C798 func_8005C7BC OK

* func_8005C7E0 ok, func_8005C810 split

* func_8005C810 OK

* func_8005C8C8 ok

* func_8005C964 OK

* func_8005CA88 ok

* func_8005CBAC ok

* func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK

* func_8005CD34 func_8005CDD0 Ok

* func_8005CE6C ok

* func_8005CEC4 ok

* func_8005CEDC ok

* func_8005CF90 Ok

* standardize type names/vars more

* func_8005D3BC ok

* func_8005D40C OK, z64.h CollisionCheckContext

* func_8005D4B4 func_8005D4C8 ok

* partial data section migration

* improve function documentation, OT->OC

* Actor_CollisionCheck_SetOC ok

* Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok

* func_8005BA84 ok

* func_800611A0 ok

* func_80061274 ok

* clean up func_80061274

* func_8006139C ok

* func_8005E9C0 and dependencies OK

* minor cleanup to func_8005E9C0

* func_8005EC6C OK!

* func_8005E81C ok

* func_8005E604 ok

* func_8005E2EC func_8005E4F8 OK

* func_8005DE9C OK func_8005D8AC disassembled

* func_8006146C func_8006268C ok

* func_8005EEE0 ok

* func_8005F17C

* func_8005F39C ok

* func_8005F5B0 decompiled, not matching

* func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK

* func_8005FA30 ok, split more functions

* func_8005FC04 ok

* func_8005FDCC k

* func_8005FF90 OK OK OK

* func_80060204 dead

* func_800604B0 ok

* func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish

* func_800635D0 ok, func_80062ECC not so much

* OcLine oks

* D_8011DF28 functions disassembled

* D_8011DF5C functions OK

* setAT_SAC. setAC_SAC, setOC_SAC OK

* func_80061C98 decompiled, func_80061BF4, func_80061C18 OK

* func_800617D4 ok, func_800614A4 disassembled

* CollisionCheck_OC D_8011DFAC functions OK

* func_80062530 ok

* CollisionCheck_generalLineOcCheck subfunctions OK

* func_800622E4 ok

* after a long fought battle, func_80061F64 has fallen.

* func_800628A4 disassembled

* func_800627A0 func_8006285C OK

* ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok

* func_80062CD4 decompiled, import EffShield/EffSpark types from MM

* various SubActor98 struct functions OK

* func_8005D4DC func_8005D62C ok

* .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs

* func_80060C2C ok

* minor code tweaks

* func_80061C98 ok somehow

* Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types

* Apply changes

* formatting

* tweak a couple function names

* krim changes, func naming

* missed some things

* function renames

* Implement GenColliderInit.py utility

* Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching

* func_800614A4 ok

* Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE

* collisionCheckCtx -> colChkCtx, fix small things
This commit is contained in:
mzxrules 2020-04-25 22:43:35 -04:00 committed by GitHub
parent f9bdb1d58a
commit aa91a7ee32
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
873 changed files with 6121 additions and 10660 deletions

View file

@ -842,7 +842,7 @@ void Actor_Init(Actor* actor, GlobalContext* globalCtx) {
actor->unk_F4 = 1000.0f;
actor->unk_F8 = 350.0f;
actor->unk_FC = 700.0f;
func_80061E48(&actor->sub_98);
func_80061E48(&actor->colChkInfo);
actor->floorPolySource = 0x32;
ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
if (Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex)) {
@ -870,9 +870,9 @@ void Actor_Destroy(Actor* actor, GlobalContext* globalCtx) {
void func_8002D7EC(Actor* actor) {
f32 speedRate = R_UPDATE_RATE * 0.5f;
actor->posRot.pos.x += (actor->velocity.x * speedRate) + actor->sub_98.displacement.x;
actor->posRot.pos.y += (actor->velocity.y * speedRate) + actor->sub_98.displacement.y;
actor->posRot.pos.z += (actor->velocity.z * speedRate) + actor->sub_98.displacement.z;
actor->posRot.pos.x += (actor->velocity.x * speedRate) + actor->colChkInfo.displacement.x;
actor->posRot.pos.y += (actor->velocity.y * speedRate) + actor->colChkInfo.displacement.y;
actor->posRot.pos.z += (actor->velocity.z * speedRate) + actor->colChkInfo.displacement.z;
}
void func_8002D868(Actor* actor) {
@ -1540,7 +1540,7 @@ s32 func_8002F2CC(Actor* actor, GlobalContext* globalCtx, f32 arg2) {
}
s32 func_8002F2F4(Actor* actor, GlobalContext* globalCtx) {
f32 var1 = 50.0f + actor->sub_98.unk_10;
f32 var1 = 50.0f + actor->colChkInfo.unk_10;
return func_8002F2CC(actor, globalCtx, var1);
}
@ -2097,7 +2097,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
} else if ((unkFlag && !(actor->flags & unkFlag)) ||
(!unkFlag && unkCondition && (sp74 != actor) && (actor != player->unk_68C) &&
(actor != player->heldActor) && (&player->actor != actor->attachedA))) {
func_80061E8C(&actor->sub_98);
func_80061E8C(&actor->colChkInfo);
actor = actor->next;
} else if (actor->update == NULL) {
if (!actor->activelyDrawn) {
@ -2134,7 +2134,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
func_8003F8EC(globalCtx, &globalCtx->colCtx.dyna, actor);
}
func_80061E8C(&actor->sub_98);
func_80061E8C(&actor->colChkInfo);
actor = actor->next;
}
@ -2484,7 +2484,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
}
if ((HREG(64) != 1) || (HREG(76) != 0)) {
func_8005D62C(globalCtx, &globalCtx->sub_11E60);
CollisionCheck_Draw(globalCtx, &globalCtx->colChkCtx);
}
Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_actor.c", 6563);
@ -2542,7 +2542,7 @@ void func_80031B14(GlobalContext* globalCtx, ActorContext* actorCtx) {
}
}
func_8005D40C(globalCtx, &globalCtx->sub_11E60);
CollisionCheck_InitContext(globalCtx, &globalCtx->colChkCtx);
actorCtx->flags.tempClear = 0;
actorCtx->flags.tempSwch &= 0xFFFFFF;
globalCtx->msgCtx.unk_E3F4 = 0;
@ -3262,8 +3262,8 @@ void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s1
}
Actor* func_80033640(GlobalContext* globalCtx, Collider* collider) {
if ((collider->collideFlags & 0x2) && (collider->ac->type == ACTORTYPE_EXPLOSIVES)) {
collider->collideFlags &= ~0x2;
if ((collider->acFlags & 0x2) && (collider->ac->type == ACTORTYPE_EXPLOSIVES)) {
collider->acFlags &= ~0x2;
return collider->ac;
}
@ -3331,7 +3331,7 @@ Actor_80033780* func_80033780(GlobalContext* globalCtx, Actor* refActor, f32 arg
spA8.y = itemActor->actor.posRot.pos.y + deltaY;
spA8.z = itemActor->actor.posRot.pos.z + deltaZ;
if (func_80062ECC(refActor->sub_98.unk_10, refActor->sub_98.unk_12, 0.0f, &refActor->posRot.pos,
if (func_80062ECC(refActor->colChkInfo.unk_10, refActor->colChkInfo.unk_12, 0.0f, &refActor->posRot.pos,
&itemActor->actor.posRot.pos, &spA8, &sp90, &sp84)) {
return itemActor;
} else {
@ -3982,7 +3982,7 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) {
break;
}
func_8002E4B4(globalCtx, actor, actor->sub_98.unk_12, actor->sub_98.unk_10, actor->sub_98.unk_10, 0x1D);
func_8002E4B4(globalCtx, actor, actor->colChkInfo.unk_12, actor->colChkInfo.unk_10, actor->colChkInfo.unk_10, 0x1D);
return ret;
}
@ -4061,11 +4061,10 @@ void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1) {
func_8003555C(globalCtx, arg1, &D_80116268, &D_80116274);
}
u8 func_800355E4(GlobalContext* globalCtx, ColliderCylinderInit* colCylinderInit) {
u8 func_800355E4(GlobalContext* globalCtx, Collider* collider) {
Player* player = PLAYER;
if ((colCylinderInit->inner.toucherDamage & 0x08) && (player->swordState != 0) &&
(player->swordAnimation == 0x16)) {
if ((collider->acFlags & 0x08) && (player->swordState != 0) && (player->swordAnimation == 0x16)) {
return 1;
} else {
return 0;
@ -4073,36 +4072,36 @@ u8 func_800355E4(GlobalContext* globalCtx, ColliderCylinderInit* colCylinderInit
}
u8 Actor_ApplyDamage(Actor* actor) {
if (actor->sub_98.damage >= actor->sub_98.health) {
actor->sub_98.health = 0;
if (actor->colChkInfo.damage >= actor->colChkInfo.health) {
actor->colChkInfo.health = 0;
} else {
actor->sub_98.health -= actor->sub_98.damage;
actor->colChkInfo.health -= actor->colChkInfo.damage;
}
return actor->sub_98.health;
return actor->colChkInfo.health;
}
void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag) {
if (colBody->colliding == NULL) {
if (colBody->acHitItem == NULL) {
actor->unk_116 = 0x00;
} else if (freezeFlag && (colBody->colliding->toucher.flags & 0x10060000)) {
actor->freeze = colBody->colliding->toucher.damage;
} else if (freezeFlag && (colBody->acHitItem->toucher.flags & 0x10060000)) {
actor->freeze = colBody->acHitItem->toucher.damage;
actor->unk_116 = 0x00;
} else if (colBody->colliding->toucher.flags & 0x0800) {
} else if (colBody->acHitItem->toucher.flags & 0x0800) {
actor->unk_116 = 0x01;
} else if (colBody->colliding->toucher.flags & 0x1000) {
} else if (colBody->acHitItem->toucher.flags & 0x1000) {
actor->unk_116 = 0x02;
} else if (colBody->colliding->toucher.flags & 0x4000) {
} else if (colBody->acHitItem->toucher.flags & 0x4000) {
actor->unk_116 = 0x04;
} else if (colBody->colliding->toucher.flags & 0x8000) {
} else if (colBody->acHitItem->toucher.flags & 0x8000) {
actor->unk_116 = 0x08;
} else if ((colBody->colliding->toucher.flags << 0xF) < 0) {
} else if ((colBody->acHitItem->toucher.flags << 0xF) < 0) {
actor->unk_116 = 0x10;
} else if (colBody->colliding->toucher.flags & 0x2000) {
} else if (colBody->acHitItem->toucher.flags & 0x2000) {
actor->unk_116 = 0x20;
} else if ((colBody->colliding->toucher.flags << 0xC) < 0) {
} else if ((colBody->acHitItem->toucher.flags << 0xC) < 0) {
if (freezeFlag) {
actor->freeze = colBody->colliding->toucher.damage;
actor->freeze = colBody->acHitItem->toucher.damage;
}
actor->unk_116 = 0x40;
} else {
@ -4110,35 +4109,35 @@ void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag) {
}
}
void func_8003573C(Actor* actor, ColliderBody* colBody, s32 freezeFlag) {
void func_8003573C(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag) {
ColliderBody* curColBody;
s32 flag;
s32 i;
actor->unk_116 = 0x00;
for (i = colBody->unk_18 - 1; i >= 0; i--) {
curColBody = &colBody->colBuf[i].c;
if (curColBody->colliding == NULL) {
for (i = jntSph->count - 1; i >= 0; i--) {
curColBody = &jntSph->list[i].body;
if (curColBody->acHitItem == NULL) {
flag = 0x00;
} else if (freezeFlag && (curColBody->colliding->toucher.flags & 0x10060000)) {
actor->freeze = curColBody->colliding->toucher.damage;
} else if (freezeFlag && (curColBody->acHitItem->toucher.flags & 0x10060000)) {
actor->freeze = curColBody->acHitItem->toucher.damage;
flag = 0x00;
} else if (curColBody->colliding->toucher.flags & 0x0800) {
} else if (curColBody->acHitItem->toucher.flags & 0x0800) {
flag = 0x01;
} else if (curColBody->colliding->toucher.flags & 0x1000) {
} else if (curColBody->acHitItem->toucher.flags & 0x1000) {
flag = 0x02;
} else if (curColBody->colliding->toucher.flags & 0x4000) {
} else if (curColBody->acHitItem->toucher.flags & 0x4000) {
flag = 0x04;
} else if (curColBody->colliding->toucher.flags & 0x8000) {
} else if (curColBody->acHitItem->toucher.flags & 0x8000) {
flag = 0x08;
} else if (curColBody->colliding->toucher.flags & 0x10000) {
} else if (curColBody->acHitItem->toucher.flags & 0x10000) {
flag = 0x10;
} else if (curColBody->colliding->toucher.flags & 0x2000) {
} else if (curColBody->acHitItem->toucher.flags & 0x2000) {
flag = 0x20;
} else if (curColBody->colliding->toucher.flags & 0x80000) {
} else if (curColBody->acHitItem->toucher.flags & 0x80000) {
if (freezeFlag) {
actor->freeze = curColBody->colliding->toucher.damage;
actor->freeze = curColBody->acHitItem->toucher.damage;
}
flag = 0x40;
} else {