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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

@ -29,14 +29,16 @@ const ActorInit Obj_Bombiwa_InitVars = {
};
static ColliderCylinderInit colliderInit = {
0x0C, 0x00, 0x0D, 0x39, 0x20, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00000000, 0x00, 0x00, 0x00, 0x00, 0x4FC1FFFE, 0x00, 0x00, 0x00, 0x00,
0x00, 0x01, 0x01, 0x00, 0x0037, 0x0046, 0x0000, 0x0000, 0x0000, 0x0000,
{ COLTYPE_UNK12, 0x00, 0x0D, 0x39, 0x20, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x4FC1FFFE, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
{ 55, 70, 0, { 0 } },
};
static u32 damageChart[] = {
0x0000000C,
0x003CFF00,
static CollisionCheckInfoInit colChkInfoInit = {
0x00,
0x000C,
0x003C,
0xFF,
};
static InitChainEntry initChain[] = {
@ -54,9 +56,9 @@ extern Gfx* D_060009E0; // dlist
void ObjBombiwa_InitCollision(ObjBombiwa* this, GlobalContext* globalCtx) {
ObjBombiwa* thisLocal = this;
ActorCollider_AllocCylinder(globalCtx, &thisLocal->collider);
ActorCollider_InitCylinder(globalCtx, &thisLocal->collider, &thisLocal->actor, &colliderInit);
ActorCollider_Cylinder_Update(&thisLocal->actor, &thisLocal->collider);
Collider_InitCylinder(globalCtx, &thisLocal->collider);
Collider_SetCylinder(globalCtx, &thisLocal->collider, &thisLocal->actor, &colliderInit);
Collider_CylinderUpdate(&thisLocal->actor, &thisLocal->collider);
}
void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx) {
@ -65,7 +67,7 @@ void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx) {
if ((Flags_GetSwitch(globalCtx, this->actor.params & 0x3F) != 0)) {
Actor_Kill(&this->actor);
} else {
func_80061ED4(&this->actor.sub_98.damageChart, NULL, damageChart);
func_80061ED4(&this->actor.colChkInfo, NULL, &colChkInfoInit);
if (this->actor.shape.rot.y == 0) {
s16 rand = (s16)Math_Rand_ZeroFloat(65536.0f);
this->actor.posRot.rot.y = rand;
@ -77,7 +79,7 @@ void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx) {
}
void ObjBombiwa_Destroy(ObjBombiwa* this, GlobalContext* globalCtx) {
ActorCollider_FreeCylinder(globalCtx, &this->collider);
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx) {
@ -105,12 +107,11 @@ void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx) {
}
void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx) {
SubGlobalContext11E60* sub_11E60;
ColliderCylinderMain* collider;
CollisionCheckContext* colChkCtx;
ColliderCylinder* collider;
if (func_80033684(globalCtx, &this->actor) != NULL ||
((this->collider.base.collideFlags & 2) != 0 &&
(this->collider.body.colliding->toucher.flags & 0x40000040) != 0)) {
((this->collider.base.acFlags & 2) != 0 && (this->collider.body.acHitItem->toucher.flags & 0x40000040) != 0)) {
ObjBombiwa_Break(this, globalCtx);
Flags_SetSwitch(globalCtx, this->actor.params & 0x3F);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 80, NA_SE_EV_WALL_BROKEN);
@ -119,12 +120,12 @@ void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx) {
}
Actor_Kill(&this->actor);
} else {
this->collider.base.collideFlags &= ~0x2;
this->collider.base.acFlags &= ~0x2;
if (this->actor.xzDistanceFromLink < 800.0f) {
sub_11E60 = &globalCtx->sub_11E60;
colChkCtx = &globalCtx->colChkCtx;
collider = &this->collider;
Actor_CollisionCheck_SetAC(globalCtx, sub_11E60, collider);
Actor_CollisionCheck_SetOT(globalCtx, sub_11E60, collider);
CollisionCheck_SetAC(globalCtx, colChkCtx, collider);
CollisionCheck_SetOC(globalCtx, colChkCtx, collider);
}
}
}

View file

@ -6,7 +6,7 @@
typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ ColliderCylinderMain collider;
/* 0x014C */ ColliderCylinder collider;
} ObjBombiwa; // size = 0x0198
extern const ActorInit Obj_Bombiwa_InitVars;