#ifndef Z64BGCHECK_H #define Z64BGCHECK_H #include "ultra64/ultratypes.h" #include "z64math.h" struct PlayState; struct Actor; struct DynaPolyActor; #define DYNAPOLY_INVALIDATE_LOOKUP (1 << 0) #define BGACTOR_NEG_ONE -1 #define BG_ACTOR_MAX 50 #define BGCHECK_SCENE BG_ACTOR_MAX #define BGCHECK_Y_MIN -32000.0f #define BGCHECK_XYZ_ABSMAX 32760.0f #define BGCHECK_SUBDIV_OVERLAP 50 #define BGCHECK_SUBDIV_MIN 150.0f #define FUNC_80041EA4_RESPAWN 5 #define FUNC_80041EA4_MOUNT_WALL 6 #define FUNC_80041EA4_STOP 8 #define FUNC_80041EA4_VOID_OUT 12 typedef struct ScaleRotPos { /* 0x00 */ Vec3f scale; /* 0x0C */ Vec3s rot; /* 0x14 */ Vec3f pos; } ScaleRotPos; // size = 0x20 // Macros for `CollisionPoly` #define COLPOLY_NORMAL_FRAC (1.0f / SHT_MAX) #define COLPOLY_SNORMAL(x) ((s16)((x) * SHT_MAX)) #define COLPOLY_GET_NORMAL(n) ((n)*COLPOLY_NORMAL_FRAC) #define COLPOLY_VTX_CHECK_FLAGS_ANY(vI, flags) ((vI) & (((flags) & 7) << 13)) #define COLPOLY_VTX_FLAGS_MASKED(vI) ((vI) & 0xE000) #define COLPOLY_VTX_INDEX(vI) ((vI) & 0x1FFF) #define COLPOLY_VTX(vtxId, flags) ((((flags) & 7) << 13) | ((vtxId) & 0x1FFF)) // flags for flags_vIA // poly exclusion flags (xpFlags) #define COLPOLY_IGNORE_NONE 0 #define COLPOLY_IGNORE_CAMERA (1 << 0) #define COLPOLY_IGNORE_ENTITY (1 << 1) #define COLPOLY_IGNORE_PROJECTILES (1 << 2) // flags for flags_vIB #define COLPOLY_IS_FLOOR_CONVEYOR (1 << 0) typedef struct CollisionPoly { /* 0x00 */ u16 type; union { u16 vtxData[3]; struct { /* 0x02 */ u16 flags_vIA; // 0xE000 is poly exclusion flags (xpFlags), 0x1FFF is vtxId /* 0x04 */ u16 flags_vIB; // 0xE000 is flags, 0x1FFF is vtxId // 0x2000 = poly IsFloorConveyor surface /* 0x06 */ u16 vIC; }; }; /* 0x08 */ Vec3s normal; // Unit normal vector // Value ranges from -0x7FFF to 0x7FFF, representing -1.0 to 1.0; 0x8000 is invalid /* 0x0E */ s16 dist; // Plane distance from origin along the normal } CollisionPoly; // size = 0x10 typedef struct BgCamInfo { /* 0x0 */ u16 setting; // camera setting described by CameraSettingType enum /* 0x2 */ s16 count; // only used when `bgCamFuncData` is a list of points used for crawlspaces /* 0x4 */ Vec3s* bgCamFuncData; // s16 data grouped in threes (ex. Vec3s), is usually of type `BgCamFuncData`, but can be a list of points of type `Vec3s` for crawlspaces } BgCamInfo; // size = 0x8 // The structure used for all instances of s16 data from `BgCamInfo` with the exception of crawlspaces. // See `Camera_Subj4` for Vec3s data usage in crawlspaces typedef struct BgCamFuncData { /* 0x00 */ Vec3s pos; /* 0x06 */ Vec3s rot; /* 0x0C */ s16 fov; /* 0x0E */ union { s16 roomImageOverrideBgCamIndex; s16 timer; s16 flags; }; /* 0x10 */ s16 unk_10; // unused } BgCamFuncData; // size = 0x12 // Macros for `WaterBox.properties` #define WATERBOX_LIGHT_INDEX_NONE 0x1F // warns and defaults to 0 #define WATERBOX_ROOM(properties) (((properties) >> 13) & 0x3F) #define WATERBOX_ROOM_ALL 0x3F // value for "room index" indicating "all rooms" #define WATERBOX_FLAG_19 (1 << 19) #define WATERBOX_PROPERTIES(bgCamIndex, lightIndex, room, setFlag19) \ ((((bgCamIndex) & 0xFF) << 0) | \ (((lightIndex) & 0x1F) << 8) | \ (((room) & 0x3F) << 13) | \ (((setFlag19) & 1) << 19)) typedef struct WaterBox { /* 0x00 */ s16 xMin; /* 0x02 */ s16 ySurface; /* 0x04 */ s16 zMin; /* 0x06 */ s16 xLength; /* 0x08 */ s16 zLength; /* 0x0C */ u32 properties; } WaterBox; // size = 0x10 typedef enum FloorType { /* 0 */ FLOOR_TYPE_0, /* 1 */ FLOOR_TYPE_1, /* 2 */ FLOOR_TYPE_2, /* 3 */ FLOOR_TYPE_3, /* 4 */ FLOOR_TYPE_4, /* 5 */ FLOOR_TYPE_5, /* 6 */ FLOOR_TYPE_6, /* 7 */ FLOOR_TYPE_7, /* 8 */ FLOOR_TYPE_8, /* 9 */ FLOOR_TYPE_9, /* 10 */ FLOOR_TYPE_10, /* 11 */ FLOOR_TYPE_11, /* 12 */ FLOOR_TYPE_12 } FloorType; typedef enum WallType { /* 0 */ WALL_TYPE_0, /* 1 */ WALL_TYPE_1, /* 2 */ WALL_TYPE_2, /* 3 */ WALL_TYPE_3, /* 4 */ WALL_TYPE_4, /* 5 */ WALL_TYPE_5, /* 6 */ WALL_TYPE_6, /* 7 */ WALL_TYPE_7, /* 8 */ WALL_TYPE_8, /* 9 */ WALL_TYPE_9, /* 10 */ WALL_TYPE_10, /* 11 */ WALL_TYPE_11, /* 12 */ WALL_TYPE_12, /* 32 */ WALL_TYPE_MAX = 32 } WallType; #define WALL_FLAG_0 (1 << 0) #define WALL_FLAG_1 (1 << 1) #define WALL_FLAG_2 (1 << 2) #define WALL_FLAG_3 (1 << 3) #define WALL_FLAG_CRAWLSPACE_1 (1 << 4) #define WALL_FLAG_CRAWLSPACE_2 (1 << 5) #define WALL_FLAG_6 (1 << 6) #define WALL_FLAG_CRAWLSPACE (WALL_FLAG_CRAWLSPACE_1 | WALL_FLAG_CRAWLSPACE_2) typedef enum FloorProperty { /* 0 */ FLOOR_PROPERTY_0, /* 5 */ FLOOR_PROPERTY_5 = 5, /* 6 */ FLOOR_PROPERTY_6, /* 7 */ FLOOR_PROPERTY_7, /* 8 */ FLOOR_PROPERTY_8, /* 9 */ FLOOR_PROPERTY_9, /* 11 */ FLOOR_PROPERTY_11 = 11, /* 12 */ FLOOR_PROPERTY_12 } FloorProperty; typedef enum SurfaceSfxOffset { /* 0 */ SURFACE_SFX_OFFSET_DIRT, /* 1 */ SURFACE_SFX_OFFSET_SAND, /* 2 */ SURFACE_SFX_OFFSET_STONE, /* 3 */ SURFACE_SFX_OFFSET_JABU, /* 4 */ SURFACE_SFX_OFFSET_WATER_SHALLOW, /* 5 */ SURFACE_SFX_OFFSET_WATER_DEEP, /* 6 */ SURFACE_SFX_OFFSET_TALL_GRASS, /* 7 */ SURFACE_SFX_OFFSET_LAVA, // MAGMA? /* 8 */ SURFACE_SFX_OFFSET_GRASS, /* 9 */ SURFACE_SFX_OFFSET_CARPET, /* 10 */ SURFACE_SFX_OFFSET_WOOD, /* 11 */ SURFACE_SFX_OFFSET_BRIDGE, // WOOD_PLANK? /* 12 */ SURFACE_SFX_OFFSET_VINE, /* 13 */ SURFACE_SFX_OFFSET_IRON_BOOTS, /* 14 */ SURFACE_SFX_OFFSET_UNUSED, /* 15 */ SURFACE_SFX_OFFSET_ICE } SurfaceSfxOffset; typedef enum SurfaceMaterial { /* 0 */ SURFACE_MATERIAL_DIRT, /* 1 */ SURFACE_MATERIAL_SAND, /* 2 */ SURFACE_MATERIAL_STONE, /* 3 */ SURFACE_MATERIAL_JABU, /* 4 */ SURFACE_MATERIAL_WATER_SHALLOW, /* 5 */ SURFACE_MATERIAL_WATER_DEEP, /* 6 */ SURFACE_MATERIAL_TALL_GRASS, /* 7 */ SURFACE_MATERIAL_LAVA, // MAGMA? /* 8 */ SURFACE_MATERIAL_GRASS, /* 9 */ SURFACE_MATERIAL_BRIDGE, // WOOD_PLANK? /* 10 */ SURFACE_MATERIAL_WOOD, /* 11 */ SURFACE_MATERIAL_DIRT_SOFT, /* 12 */ SURFACE_MATERIAL_ICE, /* 13 */ SURFACE_MATERIAL_CARPET, /* 14 */ SURFACE_MATERIAL_MAX } SurfaceMaterial; typedef enum FloorEffect { /* 0 */ FLOOR_EFFECT_0, /* 1 */ FLOOR_EFFECT_1, /* 2 */ FLOOR_EFFECT_2 } FloorEffect; typedef enum ConveyorSpeed { /* 0 */ CONVEYOR_SPEED_DISABLED, /* 1 */ CONVEYOR_SPEED_SLOW, /* 2 */ CONVEYOR_SPEED_MEDIUM, /* 3 */ CONVEYOR_SPEED_FAST, /* 4 */ CONVEYOR_SPEED_MAX } ConveyorSpeed; #define CONVEYOR_DIRECTION_TO_BINANG(conveyorDirection) ((conveyorDirection) * (0x10000 / 64)) #define CONVEYOR_DIRECTION_FROM_BINANG(conveyorDirectionBinang) ((conveyorDirectionBinang) * (64 / 0x10000)) #define SURFACETYPE0(bgCamIndex, exitIndex, floorType, unk18, wallType, floorProperty, isSoft, isHorseBlocked) \ ((((bgCamIndex) & 0xFF) << 0) | \ (((exitIndex) & 0x1F) << 8) | \ (((floorType) & 0x1F) << 13) | \ (((unk18) & 0x07) << 18) | \ (((wallType) & 0x1F) << 21) | \ (((floorProperty) & 0x0F) << 26) | \ (((isSoft) & 1) << 30) | \ (((isHorseBlocked) & 1) << 31)) #define SURFACETYPE1(material, floorEffect, lightSetting, echo, canHookshot, conveyorSpeed, conveyorDirection, unk27) \ ((((material) & 0x0F) << 0) | \ (((floorEffect) & 0x03) << 4) | \ (((lightSetting) & 0x1F) << 6) | \ (((echo) & 0x3F) << 11) | \ (((canHookshot) & 1) << 17) | \ (((conveyorSpeed) & 0x07) << 18) | \ (((conveyorDirection) & 0x3F) << 21) | \ (((unk27) & 1) << 27)) typedef struct SurfaceType { u32 data[2]; } SurfaceType; typedef struct CollisionHeader { /* 0x00 */ Vec3s minBounds; // minimum coordinates of poly bounding box /* 0x06 */ Vec3s maxBounds; // maximum coordinates of poly bounding box /* 0x0C */ u16 numVertices; /* 0x10 */ Vec3s* vtxList; /* 0x14 */ u16 numPolygons; /* 0x18 */ CollisionPoly* polyList; /* 0x1C */ SurfaceType* surfaceTypeList; /* 0x20 */ BgCamInfo* bgCamList; /* 0x24 */ u16 numWaterBoxes; /* 0x28 */ WaterBox* waterBoxes; } CollisionHeader; // original name: BGDataInfo typedef struct SSNode { s16 polyId; u16 next; // next SSNode index } SSNode; typedef struct SSList { u16 head; // first SSNode index } SSList; typedef struct SSNodeList { /* 0x00 */ u16 max; // original name: short_slist_node_size /* 0x02 */ u16 count; // original name: short_slist_node_last_index /* 0x04 */ SSNode* tbl; // original name: short_slist_node_tbl /* 0x08 */ u8* polyCheckTbl; // points to an array of bytes, one per static poly. Zero initialized when starting a // bg check, and set to 1 if that poly has already been tested. } SSNodeList; typedef struct DynaSSNodeList { SSNode* tbl; s32 count; s32 max; } DynaSSNodeList; typedef struct StaticLookup { SSList floor; SSList wall; SSList ceiling; } StaticLookup; typedef struct DynaLookup { u16 polyStartIndex; SSList ceiling; SSList wall; SSList floor; } DynaLookup; typedef struct BgActor { /* 0x00 */ struct Actor* actor; /* 0x04 */ CollisionHeader* colHeader; /* 0x08 */ DynaLookup dynaLookup; /* 0x10 */ u16 vtxStartIndex; /* 0x14 */ ScaleRotPos prevTransform; /* 0x34 */ ScaleRotPos curTransform; /* 0x54 */ Sphere16 boundingSphere; /* 0x5C */ f32 minY; /* 0x60 */ f32 maxY; } BgActor; // size = 0x64 #define BGACTOR_IN_USE (1 << 0) // The bgActor entry is in use #define BGACTOR_1 (1 << 1) #define BGACTOR_COLLISION_DISABLED (1 << 2) // The collision of the bgActor is disabled #define BGACTOR_CEILING_COLLISION_DISABLED (1 << 3) // The ceilings in the collision of the bgActor are ignored typedef struct DynaCollisionContext { /* 0x0000 */ u8 bitFlag; /* 0x0004 */ BgActor bgActors[BG_ACTOR_MAX]; /* 0x138C */ u16 bgActorFlags[BG_ACTOR_MAX]; /* 0x13F0 */ CollisionPoly* polyList; /* 0x13F4 */ Vec3s* vtxList; /* 0x13F8 */ DynaSSNodeList polyNodes; /* 0x1404 */ s32 polyNodesMax; /* 0x1408 */ s32 polyListMax; /* 0x140C */ s32 vtxListMax; } DynaCollisionContext; // size = 0x1410 typedef struct CollisionContext { /* 0x00 */ CollisionHeader* colHeader; // scene's static collision /* 0x04 */ Vec3f minBounds; // minimum coordinates of collision bounding box /* 0x10 */ Vec3f maxBounds; // maximum coordinates of collision bounding box /* 0x1C */ Vec3i subdivAmount; // x, y, z subdivisions of the scene's static collision /* 0x28 */ Vec3f subdivLength; // x, y, z subdivision worldspace lengths /* 0x34 */ Vec3f subdivLengthInv; // inverse of subdivision length /* 0x40 */ StaticLookup* lookupTbl; // 3d array of length subdivAmount /* 0x44 */ SSNodeList polyNodes; /* 0x50 */ DynaCollisionContext dyna; /* 0x1460 */ u32 memSize; // Size of all allocated memory plus CollisionContext } CollisionContext; // size = 0x1464 typedef struct DynaRaycastDown { /* 0x00 */ struct PlayState* play; /* 0x04 */ struct CollisionContext* colCtx; /* 0x08 */ u16 xpFlags; /* 0x0C */ CollisionPoly** resultPoly; /* 0x10 */ f32 yIntersect; /* 0x14 */ Vec3f* pos; /* 0x18 */ s32* bgId; /* 0x1C */ struct Actor* actor; /* 0x20 */ u32 downChkFlags; /* 0x24 */ f32 chkDist; /* 0x28 */ DynaCollisionContext* dyna; /* 0x2C */ SSList* ssList; } DynaRaycastDown; typedef struct DynaLineTest { /* 0x00 */ struct CollisionContext* colCtx; /* 0x04 */ u16 xpFlags; /* 0x08 */ DynaCollisionContext* dyna; /* 0x0C */ SSList* ssList; /* 0x10 */ Vec3f* posA; /* 0x14 */ Vec3f* posB; /* 0x18 */ Vec3f* posResult; /* 0x1C */ CollisionPoly** resultPoly; /* 0x20 */ s32 chkOneFace; // bccFlags & 0x8 /* 0x24 */ f32* distSq; // distance from posA to poly squared /* 0x28 */ f32 chkDist; // distance from poly } DynaLineTest; void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest); f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point); void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest); void BgCheck_Allocate(CollisionContext* colCtx, struct PlayState* play, CollisionHeader* colHeader); f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos); f32 BgCheck_EntityRaycastDown2(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos); f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos); f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, struct Actor* actor, Vec3f* pos); f32 BgCheck_EntityRaycastDown5(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, struct Actor* actor, Vec3f* pos); f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, struct Actor* actor, Vec3f* pos, f32 chkDist); f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, struct Actor* actor, Vec3f* pos); f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos); f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos); f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, struct Actor* actor, Vec3f* pos); f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, f32 checkHeight); s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight); s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, struct Actor* actor, f32 checkHeight); s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, struct Actor* actor, f32 checkHeight); s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight); s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, struct Actor* actor); s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId, struct Actor* actor); s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId, struct Actor* actor, f32 chkDist); s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkOneFace); s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace); s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius); s32 DynaPoly_IsBgIdBgActor(s32 bgId); void DynaPoly_DisableCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId); void DynaPoly_EnableCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId); void DynaPoly_DisableCeilingCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId); s32 DynaPoly_SetBgActor(struct PlayState* play, DynaCollisionContext* dyna, struct Actor* actor, CollisionHeader* colHeader); struct DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId); void DynaPoly_DeleteBgActor(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId); void DynaPoly_InvalidateLookup(struct PlayState* play, DynaCollisionContext* dyna); void DynaPoly_UnsetAllInteractFlags(struct PlayState* play, DynaCollisionContext* dyna, struct Actor* actor); void DynaPoly_UpdateContext(struct PlayState* play, DynaCollisionContext* dyna); void DynaPoly_UpdateBgActorTransforms(struct PlayState* play, DynaCollisionContext* dyna); void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest); void func_800418D0(CollisionContext* colCtx, struct PlayState* play); u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId); u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId); Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetLightSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_CanHookshot(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 func_80042108(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 WaterBox_GetSurface1(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox); s32 WaterBox_GetSurface2(struct PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist, WaterBox** outWaterBox); s32 WaterBox_GetSurfaceImpl(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox); u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox); u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox); u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox); s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint); s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint); #if OOT_DEBUG void BgCheck_DrawDynaCollision(struct PlayState*, CollisionContext*); void BgCheck_DrawStaticCollision(struct PlayState*, CollisionContext*); #endif void func_80043334(CollisionContext* colCtx, struct Actor* actor, s32 bgId); s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, struct Actor* carriedActor); void DynaPolyActor_Init(struct DynaPolyActor* dynaActor, s32 transformFlags); void DynaPolyActor_UnsetAllInteractFlags(struct DynaPolyActor* dynaActor); void DynaPolyActor_SetActorOnTop(struct DynaPolyActor* dynaActor); void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId); void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId); void DynaPolyActor_SetSwitchPressed(struct DynaPolyActor* dynaActor); s32 DynaPolyActor_IsActorOnTop(struct DynaPolyActor* dynaActor); s32 DynaPolyActor_IsPlayerOnTop(struct DynaPolyActor* dynaActor); s32 DynaPolyActor_IsPlayerAbove(struct DynaPolyActor* dynaActor); s32 DynaPolyActor_IsSwitchPressed(struct DynaPolyActor* dynaActor); s32 func_800435D8(struct PlayState* play, struct DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4); #endif