mirror of
https://github.com/zeldaret/oot.git
synced 2024-12-02 15:55:59 +00:00
48780cd2b1
* elemType -> elemMaterial * format
566 lines
26 KiB
C
566 lines
26 KiB
C
#ifndef Z64COLLISION_CHECK_H
|
|
#define Z64COLLISION_CHECK_H
|
|
|
|
#include "ultra64.h"
|
|
#include "z64math.h"
|
|
|
|
#define COLLISION_CHECK_AT_MAX 50
|
|
#define COLLISION_CHECK_AC_MAX 60
|
|
#define COLLISION_CHECK_OC_MAX 50
|
|
#define COLLISION_CHECK_OC_LINE_MAX 3
|
|
|
|
struct Actor;
|
|
struct GraphicsContext;
|
|
struct PlayState;
|
|
|
|
/*
|
|
* Bases for all shapes of colliders
|
|
*/
|
|
|
|
typedef enum ColliderShape {
|
|
/* 0 */ COLSHAPE_JNTSPH,
|
|
/* 1 */ COLSHAPE_CYLINDER,
|
|
/* 2 */ COLSHAPE_TRIS,
|
|
/* 3 */ COLSHAPE_QUAD,
|
|
/* 4 */ COLSHAPE_MAX
|
|
} ColliderShape;
|
|
|
|
typedef enum ColliderMaterial {
|
|
/* 0 */ COL_MATERIAL_HIT0, // Blue blood, white hitmark
|
|
/* 1 */ COL_MATERIAL_HIT1, // No blood, dust hitmark
|
|
/* 2 */ COL_MATERIAL_HIT2, // Green blood, dust hitmark
|
|
/* 3 */ COL_MATERIAL_HIT3, // No blood, white hitmark
|
|
/* 4 */ COL_MATERIAL_HIT4, // Water burst, no hitmark
|
|
/* 5 */ COL_MATERIAL_HIT5, // No blood, red hitmark
|
|
/* 6 */ COL_MATERIAL_HIT6, // Green blood, white hitmark
|
|
/* 7 */ COL_MATERIAL_HIT7, // Red blood, white hitmark
|
|
/* 8 */ COL_MATERIAL_HIT8, // Blue blood, red hitmark
|
|
/* 9 */ COL_MATERIAL_METAL,
|
|
/* 10 */ COL_MATERIAL_NONE,
|
|
/* 11 */ COL_MATERIAL_WOOD,
|
|
/* 12 */ COL_MATERIAL_HARD,
|
|
/* 13 */ COL_MATERIAL_TREE
|
|
} ColliderMaterial;
|
|
|
|
typedef struct Collider {
|
|
/* 0x00 */ struct Actor* actor; // Attached actor
|
|
/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
|
|
/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
|
|
/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
|
|
/* 0x10 */ u8 atFlags;
|
|
/* 0x11 */ u8 acFlags;
|
|
/* 0x12 */ u8 ocFlags1;
|
|
/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
|
|
/* 0x14 */ u8 colMaterial; // Determines hitmarks and sound effects during AC collisions. See `ColliderMaterial` enum
|
|
/* 0x15 */ u8 shape; // See `ColliderShape` enum
|
|
} Collider; // size = 0x18
|
|
|
|
typedef struct ColliderInit {
|
|
/* 0x00 */ u8 colMaterial;
|
|
/* 0x01 */ u8 atFlags;
|
|
/* 0x02 */ u8 acFlags;
|
|
/* 0x03 */ u8 ocFlags1;
|
|
/* 0x04 */ u8 ocFlags2;
|
|
/* 0x05 */ u8 shape;
|
|
} ColliderInit; // size = 0x06
|
|
|
|
typedef struct ColliderInitType1 {
|
|
/* 0x00 */ u8 colMaterial;
|
|
/* 0x01 */ u8 atFlags;
|
|
/* 0x02 */ u8 acFlags;
|
|
/* 0x03 */ u8 ocFlags1;
|
|
/* 0x04 */ u8 shape;
|
|
} ColliderInitType1; // size = 0x05
|
|
|
|
typedef struct ColliderInitToActor {
|
|
/* 0x00 */ struct Actor* actor;
|
|
/* 0x04 */ u8 atFlags;
|
|
/* 0x05 */ u8 acFlags;
|
|
/* 0x06 */ u8 ocFlags1;
|
|
/* 0x07 */ u8 shape;
|
|
} ColliderInitToActor; // size = 0x08
|
|
|
|
typedef struct ColliderElementDamageInfoAT {
|
|
/* 0x00 */ u32 dmgFlags; // Damage types dealt by this collider element as AT.
|
|
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
|
|
/* 0x05 */ u8 damage; // Damage
|
|
} ColliderElementDamageInfoAT; // size = 0x08
|
|
|
|
typedef struct ColliderElementDamageInfoAC {
|
|
/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
|
|
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
|
|
/* 0x05 */ u8 defense; // Damage Resistance
|
|
/* 0x06 */ Vec3s hitPos; // Point of contact
|
|
} ColliderElementDamageInfoAC; // size = 0x0C
|
|
|
|
typedef struct ColliderElementDamageInfoACInit {
|
|
/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
|
|
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
|
|
/* 0x05 */ u8 defense; // Damage Resistance
|
|
} ColliderElementDamageInfoACInit; // size = 0x08
|
|
|
|
typedef enum ElementMaterial {
|
|
/* 0 */ ELEM_MATERIAL_UNK0,
|
|
/* 1 */ ELEM_MATERIAL_UNK1,
|
|
/* 2 */ ELEM_MATERIAL_UNK2,
|
|
/* 3 */ ELEM_MATERIAL_UNK3,
|
|
/* 4 */ ELEM_MATERIAL_UNK4,
|
|
/* 5 */ ELEM_MATERIAL_UNK5,
|
|
/* 6 */ ELEM_MATERIAL_UNK6,
|
|
/* 7 */ ELEM_MATERIAL_UNK7
|
|
} ElementMaterial;
|
|
|
|
typedef struct ColliderElement {
|
|
/* 0x00 */ ColliderElementDamageInfoAT atDmgInfo; // Damage properties when acting as an AT collider
|
|
/* 0x08 */ ColliderElementDamageInfoAC acDmgInfo; // Damage properties when acting as an AC collider
|
|
/* 0x14 */ u8 elemMaterial; // Affects sfx when attacked by Player, and interaction with hookshot and arrows.
|
|
/* 0x15 */ u8 atElemFlags; // Information flags for AT collisions
|
|
/* 0x16 */ u8 acElemFlags; // Information flags for AC collisions
|
|
/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
|
|
/* 0x18 */ Collider* atHit; // object touching this element's AT collider
|
|
/* 0x1C */ Collider* acHit; // object touching this element's AC collider
|
|
/* 0x20 */ struct ColliderElement* atHitElem; // element that hit the AT collider
|
|
/* 0x24 */ struct ColliderElement* acHitElem; // element that hit the AC collider
|
|
} ColliderElement; // size = 0x28
|
|
|
|
typedef struct ColliderElementInit {
|
|
/* 0x00 */ u8 elemMaterial; // Affects sfx when attacked by Player, and interaction with hookshot and arrows.
|
|
/* 0x04 */ ColliderElementDamageInfoAT atDmgInfo; // Damage properties when acting as an AT collider
|
|
/* 0x0C */ ColliderElementDamageInfoACInit acDmgInfo; // Damage properties when acting as an AC collider
|
|
/* 0x14 */ u8 atElemFlags; // Information flags for AT collisions
|
|
/* 0x15 */ u8 acElemFlags; // Information flags for AC collisions
|
|
/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
|
|
} ColliderElementInit; // size = 0x18
|
|
|
|
/*
|
|
* JntSph - A collider made of sphere shaped elements. Each sphere can attach to a skeleton joint (limb).
|
|
*/
|
|
|
|
// collider structs
|
|
|
|
typedef struct ColliderJntSphElementDim {
|
|
/* 0x00 */ Sphere16 modelSphere; // model space sphere
|
|
/* 0x08 */ Sphere16 worldSphere; // world space sphere
|
|
/* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
|
|
/* 0x14 */ u8 limb; // attached limb
|
|
} ColliderJntSphElementDim; // size = 0x18
|
|
|
|
typedef struct ColliderJntSphElement {
|
|
/* 0x00 */ ColliderElement base;
|
|
/* 0x28 */ ColliderJntSphElementDim dim;
|
|
} ColliderJntSphElement; // size = 0x40
|
|
|
|
typedef struct ColliderJntSph {
|
|
/* 0x00 */ Collider base;
|
|
/* 0x18 */ s32 count;
|
|
/* 0x1C */ ColliderJntSphElement* elements;
|
|
} ColliderJntSph; // size = 0x20
|
|
|
|
// init data structs
|
|
|
|
typedef struct ColliderJntSphElementDimInit {
|
|
/* 0x00 */ u8 limb; // attached limb
|
|
/* 0x02 */ Sphere16 modelSphere; // model space sphere
|
|
/* 0x0A */ s16 scale; // world space sphere = model * scale * 0.01
|
|
} ColliderJntSphElementDimInit; // size = 0x0C
|
|
|
|
typedef struct ColliderJntSphElementInit {
|
|
/* 0x00 */ ColliderElementInit base;
|
|
/* 0x18 */ ColliderJntSphElementDimInit dim;
|
|
} ColliderJntSphElementInit; // size = 0x24
|
|
|
|
typedef struct ColliderJntSphInit {
|
|
/* 0x00 */ ColliderInit base;
|
|
/* 0x08 */ s32 count;
|
|
/* 0x0C */ ColliderJntSphElementInit* elements;
|
|
} ColliderJntSphInit; // size = 0x10
|
|
|
|
typedef struct ColliderJntSphInitType1 {
|
|
/* 0x00 */ ColliderInitType1 base;
|
|
/* 0x08 */ s32 count;
|
|
/* 0x0C */ ColliderJntSphElementInit* elements;
|
|
} ColliderJntSphInitType1; // size = 0x10
|
|
|
|
typedef struct ColliderJntSphInitToActor {
|
|
/* 0x00 */ ColliderInitToActor base;
|
|
/* 0x08 */ s32 count;
|
|
/* 0x0C */ ColliderJntSphElementInit* elements;
|
|
} ColliderJntSphInitToActor; // size = 0x10
|
|
|
|
/*
|
|
* Cylinder - A single cylinder shaped collider
|
|
*/
|
|
|
|
// collider structs
|
|
|
|
typedef struct ColliderCylinder {
|
|
/* 0x00 */ Collider base;
|
|
/* 0x18 */ ColliderElement elem;
|
|
/* 0x40 */ Cylinder16 dim;
|
|
} ColliderCylinder; // size = 0x4C
|
|
|
|
// init data structs
|
|
|
|
typedef struct ColliderCylinderInit {
|
|
/* 0x00 */ ColliderInit base;
|
|
/* 0x08 */ ColliderElementInit elem;
|
|
/* 0x20 */ Cylinder16 dim;
|
|
} ColliderCylinderInit; // size = 0x2C
|
|
|
|
typedef struct ColliderCylinderInitType1 {
|
|
/* 0x00 */ ColliderInitType1 base;
|
|
/* 0x08 */ ColliderElementInit elem;
|
|
/* 0x20 */ Cylinder16 dim;
|
|
} ColliderCylinderInitType1; // size = 0x2C
|
|
|
|
typedef struct ColliderCylinderInitToActor {
|
|
/* 0x00 */ ColliderInitToActor base;
|
|
/* 0x08 */ ColliderElementInit elem;
|
|
/* 0x20 */ Cylinder16 dim;
|
|
} ColliderCylinderInitToActor; // size = 0x2C
|
|
|
|
/*
|
|
* Tris - A collider made of triangle shaped elements
|
|
*/
|
|
|
|
// collider structs
|
|
|
|
typedef struct ColliderTrisElement {
|
|
/* 0x00 */ ColliderElement base;
|
|
/* 0x28 */ TriNorm dim;
|
|
} ColliderTrisElement; // size = 0x5C
|
|
|
|
typedef struct ColliderTris {
|
|
/* 0x00 */ Collider base;
|
|
/* 0x18 */ s32 count;
|
|
/* 0x1C */ ColliderTrisElement* elements;
|
|
} ColliderTris; // size = 0x20
|
|
|
|
// init data structs
|
|
|
|
typedef struct ColliderTrisElementDimInit {
|
|
/* 0x00 */ Vec3f vtx[3];
|
|
} ColliderTrisElementDimInit; // size = 0x24
|
|
|
|
typedef struct ColliderTrisElementInit {
|
|
/* 0x00 */ ColliderElementInit base;
|
|
/* 0x18 */ ColliderTrisElementDimInit dim;
|
|
} ColliderTrisElementInit; // size = 0x3C
|
|
|
|
typedef struct ColliderTrisInit {
|
|
/* 0x00 */ ColliderInit base;
|
|
/* 0x08 */ s32 count;
|
|
/* 0x0C */ ColliderTrisElementInit* elements;
|
|
} ColliderTrisInit; // size = 0x10
|
|
|
|
typedef struct ColliderTrisInitType1 {
|
|
/* 0x00 */ ColliderInitType1 base;
|
|
/* 0x08 */ s32 count;
|
|
/* 0x0C */ ColliderTrisElementInit* elements;
|
|
} ColliderTrisInitType1; // size = 0x10
|
|
|
|
/*
|
|
* Quad - A single quad shaped collider
|
|
*/
|
|
|
|
// collider structs
|
|
|
|
typedef struct ColliderQuadDim {
|
|
/* 0x00 */ Vec3f quad[4];
|
|
/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
|
|
/* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
|
|
/* 0x3C */ f32 acDistSq; // distance to nearest AC collision this frame, squared.
|
|
} ColliderQuadDim; // size = 0x40
|
|
|
|
typedef struct ColliderQuad {
|
|
/* 0x00 */ Collider base;
|
|
/* 0x18 */ ColliderElement elem;
|
|
/* 0x40 */ ColliderQuadDim dim;
|
|
} ColliderQuad; // size = 0x80
|
|
|
|
// init data structs
|
|
|
|
typedef struct ColliderQuadDimInit {
|
|
/* 0x00 */ Vec3f quad[4];
|
|
} ColliderQuadDimInit; // size = 0x30
|
|
|
|
typedef struct ColliderQuadInit {
|
|
/* 0x00 */ ColliderInit base;
|
|
/* 0x08 */ ColliderElementInit elem;
|
|
/* 0x20 */ ColliderQuadDimInit dim;
|
|
} ColliderQuadInit; // size = 0x50
|
|
|
|
typedef struct ColliderQuadInitType1 {
|
|
/* 0x00 */ ColliderInitType1 base;
|
|
/* 0x08 */ ColliderElementInit elem;
|
|
/* 0x20 */ ColliderQuadDimInit dim;
|
|
} ColliderQuadInitType1; // size = 0x50
|
|
|
|
/*
|
|
* Line collider
|
|
*/
|
|
|
|
typedef struct OcLine {
|
|
/* 0x00 */ Linef line;
|
|
/* 0x18 */ u16 ocFlags;
|
|
} OcLine; // size = 0x1C
|
|
|
|
typedef struct CollisionCheckContext {
|
|
/* 0x000 */ s16 colATCount;
|
|
/* 0x002 */ u16 sacFlags;
|
|
/* 0x004 */ Collider* colAT[COLLISION_CHECK_AT_MAX];
|
|
/* 0x0CC */ s32 colACCount;
|
|
/* 0x0D0 */ Collider* colAC[COLLISION_CHECK_AC_MAX];
|
|
/* 0x1C0 */ s32 colOCCount;
|
|
/* 0x1C4 */ Collider* colOC[COLLISION_CHECK_OC_MAX];
|
|
/* 0x28C */ s32 colLineCount;
|
|
/* 0x290 */ OcLine* colLine[COLLISION_CHECK_OC_LINE_MAX];
|
|
} CollisionCheckContext; // size = 0x29C
|
|
|
|
/*
|
|
* Collider properties, for all shapes
|
|
*/
|
|
|
|
#define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
|
|
#define AT_ON (1 << 0) // Can have AT collisions when set as AT
|
|
#define AT_HIT (1 << 1) // Had an AT collision
|
|
#define AT_BOUNCED (1 << 2) // Had an AT collision with an AC_HARD collider
|
|
#define AT_TYPE_PLAYER (1 << 3) // Has player-aligned damage
|
|
#define AT_TYPE_ENEMY (1 << 4) // Has enemy-aligned damage
|
|
#define AT_TYPE_OTHER (1 << 5) // Has non-aligned damage
|
|
#define AT_SELF (1 << 6) // Can have AT collisions with colliders attached to the same actor
|
|
#define AT_TYPE_ALL (AT_TYPE_PLAYER | AT_TYPE_ENEMY | AT_TYPE_OTHER) // Has all three damage alignments
|
|
|
|
#define AC_NONE 0 // No flags set. Cannot have AC collisions when set as AC
|
|
#define AC_ON (1 << 0) // Can have AC collisions when set as AC
|
|
#define AC_HIT (1 << 1) // Had an AC collision
|
|
#define AC_HARD (1 << 2) // Causes AT colliders to bounce off it
|
|
#define AC_TYPE_PLAYER AT_TYPE_PLAYER // Takes player-aligned damage
|
|
#define AC_TYPE_ENEMY AT_TYPE_ENEMY // Takes enemy-aligned damage
|
|
#define AC_TYPE_OTHER AT_TYPE_OTHER // Takes non-aligned damage
|
|
#define AC_NO_DAMAGE (1 << 6) // Collider does not take damage
|
|
#define AC_BOUNCED (1 << 7) // Caused an AT collider to bounce off it
|
|
#define AC_TYPE_ALL (AC_TYPE_PLAYER | AC_TYPE_ENEMY | AC_TYPE_OTHER) // Takes damage from all three alignments
|
|
|
|
#define OC1_NONE 0 // No flags set. Cannot have OC collisions when set as OC
|
|
#define OC1_ON (1 << 0) // Can have OC collisions when set as OC
|
|
#define OC1_HIT (1 << 1) // Had an OC collision
|
|
#define OC1_NO_PUSH (1 << 2) // Does not push other colliders away during OC collisions
|
|
#define OC1_TYPE_PLAYER (1 << 3) // Can have OC collisions with OC type player
|
|
#define OC1_TYPE_1 (1 << 4) // Can have OC collisions with OC type 1
|
|
#define OC1_TYPE_2 (1 << 5) // Can have OC collisions with OC type 2
|
|
#define OC1_TYPE_ALL (OC1_TYPE_PLAYER | OC1_TYPE_1 | OC1_TYPE_2) // Can have collisions with all three OC types
|
|
|
|
#define OC2_NONE 0 // No flags set. Has no OC type
|
|
#define OC2_HIT_PLAYER (1 << 0) // Had an OC collision with OC type player
|
|
#define OC2_UNK1 (1 << 1) // Prevents OC collisions with OC2_UNK2. Some horses and toki_sword have it.
|
|
#define OC2_UNK2 (1 << 2) // Prevents OC collisions with OC2_UNK1. Nothing has it.
|
|
#define OC2_TYPE_PLAYER OC1_TYPE_PLAYER // Has OC type player
|
|
#define OC2_TYPE_1 OC1_TYPE_1 // Has OC type 1
|
|
#define OC2_TYPE_2 OC1_TYPE_2 // Has OC type 2
|
|
#define OC2_FIRST_ONLY (1 << 6) // Skips AC checks on elements after the first collision. Only used by Ganon
|
|
|
|
#define ATELEM_NONE 0 // No flags set. Cannot have AT collisions
|
|
#define ATELEM_ON (1 << 0) // Can have AT collisions
|
|
#define ATELEM_HIT (1 << 1) // Had an AT collision
|
|
#define ATELEM_NEAREST (1 << 2) // For COLSHAPE_QUAD colliders, only collide with the closest AC element
|
|
#define ATELEM_SFX_MASK (3 << 3)
|
|
#define ATELEM_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
|
|
#define ATELEM_SFX_HARD (1 << 3) // Always uses hard deflection sound
|
|
#define ATELEM_SFX_WOOD (2 << 3) // Always uses wood deflection sound
|
|
#define ATELEM_SFX_NONE (3 << 3) // No hit sound effect
|
|
#define ATELEM_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
|
|
#define ATELEM_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
|
|
#define ATELEM_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
|
|
|
|
#define ACELEM_NONE 0 // No flags set. Cannot have AC collisions
|
|
#define ACELEM_ON (1 << 0) // Can have AC collisions
|
|
#define ACELEM_HIT (1 << 1) // Had an AC collision
|
|
#define ACELEM_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
|
|
#define ACELEM_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
|
|
#define ACELEM_NO_DAMAGE (1 << 4) // Does not take damage.
|
|
#define ACELEM_NO_SWORD_SFX (1 << 5) // Does not have a sound effect when hit by player-attached AT colliders.
|
|
#define ACELEM_NO_HITMARK (1 << 6) // Skips hit effects.
|
|
#define ACELEM_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
|
|
|
|
#define OCELEM_NONE 0 // No flags set. Cannot have OC collisions
|
|
#define OCELEM_ON (1 << 0) // Can have OC collisions
|
|
#define OCELEM_HIT (1 << 1) // Had an OC collision
|
|
#define OCELEM_UNK3 (1 << 3) // Unknown purpose. Used by Dead Hand element 0 and Dodongo element 5
|
|
|
|
#define OCLINE_NONE 0 // Did not have an OcLine collision
|
|
#define OCLINE_HIT (1 << 0) // Had an OcLine collision
|
|
|
|
#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
|
|
|
|
#define DMG_DEKU_NUT (1 << 0)
|
|
#define DMG_DEKU_STICK (1 << 1)
|
|
#define DMG_SLINGSHOT (1 << 2)
|
|
#define DMG_EXPLOSIVE (1 << 3)
|
|
#define DMG_BOOMERANG (1 << 4)
|
|
#define DMG_ARROW_NORMAL (1 << 5)
|
|
#define DMG_HAMMER_SWING (1 << 6)
|
|
#define DMG_HOOKSHOT (1 << 7)
|
|
#define DMG_SLASH_KOKIRI (1 << 8)
|
|
#define DMG_SLASH_MASTER (1 << 9)
|
|
#define DMG_SLASH_GIANT (1 << 10)
|
|
#define DMG_ARROW_FIRE (1 << 11)
|
|
#define DMG_ARROW_ICE (1 << 12)
|
|
#define DMG_ARROW_LIGHT (1 << 13)
|
|
#define DMG_ARROW_UNK1 (1 << 14)
|
|
#define DMG_ARROW_UNK2 (1 << 15)
|
|
#define DMG_ARROW_UNK3 (1 << 16)
|
|
#define DMG_MAGIC_FIRE (1 << 17)
|
|
#define DMG_MAGIC_ICE (1 << 18)
|
|
#define DMG_MAGIC_LIGHT (1 << 19)
|
|
#define DMG_SHIELD (1 << 20)
|
|
#define DMG_MIR_RAY (1 << 21)
|
|
#define DMG_SPIN_KOKIRI (1 << 22)
|
|
#define DMG_SPIN_GIANT (1 << 23)
|
|
#define DMG_SPIN_MASTER (1 << 24)
|
|
#define DMG_JUMP_KOKIRI (1 << 25)
|
|
#define DMG_JUMP_GIANT (1 << 26)
|
|
#define DMG_JUMP_MASTER (1 << 27)
|
|
#define DMG_UNKNOWN_1 (1 << 28)
|
|
#define DMG_UNBLOCKABLE (1 << 29)
|
|
#define DMG_HAMMER_JUMP (1 << 30)
|
|
#define DMG_UNKNOWN_2 (1 << 31)
|
|
|
|
#define DMG_SLASH (DMG_SLASH_KOKIRI | DMG_SLASH_MASTER | DMG_SLASH_GIANT)
|
|
#define DMG_SPIN_ATTACK (DMG_SPIN_KOKIRI | DMG_SPIN_MASTER | DMG_SPIN_GIANT)
|
|
#define DMG_JUMP_SLASH (DMG_JUMP_KOKIRI | DMG_JUMP_MASTER | DMG_JUMP_GIANT)
|
|
#define DMG_SWORD (DMG_SLASH | DMG_SPIN_ATTACK | DMG_JUMP_SLASH)
|
|
#define DMG_HAMMER (DMG_HAMMER_SWING | DMG_HAMMER_JUMP)
|
|
#define DMG_FIRE (DMG_ARROW_FIRE | DMG_MAGIC_FIRE)
|
|
#define DMG_ARROW (DMG_ARROW_NORMAL | DMG_ARROW_FIRE | DMG_ARROW_ICE | DMG_ARROW_LIGHT | DMG_ARROW_UNK1 | DMG_ARROW_UNK2 | DMG_ARROW_UNK3)
|
|
#define DMG_RANGED (DMG_ARROW | DMG_HOOKSHOT | DMG_SLINGSHOT)
|
|
#define DMG_DEFAULT ~(DMG_SHIELD | DMG_MIR_RAY)
|
|
|
|
typedef struct DamageTable {
|
|
u8 table[32];
|
|
} DamageTable;
|
|
|
|
typedef struct CollisionCheckInfoInit {
|
|
/* 0x00 */ u8 health;
|
|
/* 0x02 */ s16 cylRadius;
|
|
/* 0x04 */ s16 cylHeight;
|
|
/* 0x06 */ u8 mass;
|
|
} CollisionCheckInfoInit;
|
|
|
|
typedef struct CollisionCheckInfoInit2 {
|
|
/* 0x00 */ u8 health;
|
|
/* 0x02 */ s16 cylRadius;
|
|
/* 0x04 */ s16 cylHeight;
|
|
/* 0x06 */ s16 cylYShift;
|
|
/* 0x08 */ u8 mass;
|
|
} CollisionCheckInfoInit2;
|
|
|
|
typedef struct CollisionCheckInfo {
|
|
/* 0x00 */ DamageTable* damageTable;
|
|
/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body
|
|
/* 0x10 */ s16 cylRadius; // Used for various purposes
|
|
/* 0x12 */ s16 cylHeight; // Used for various purposes
|
|
/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
|
|
/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
|
|
/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
|
|
/* 0x18 */ u8 damage; // Amount to decrement health by
|
|
/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
|
|
/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
|
|
/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
|
|
} CollisionCheckInfo; // size = 0x1C
|
|
|
|
DamageTable* DamageTable_Get(s32 index);
|
|
void DamageTable_Clear(DamageTable* table);
|
|
#if OOT_DEBUG
|
|
void Collider_DrawRedPoly(struct GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
|
|
void Collider_DrawPoly(struct GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
|
|
#endif
|
|
s32 Collider_InitJntSph(struct PlayState* play, ColliderJntSph* jntSph);
|
|
s32 Collider_FreeJntSph(struct PlayState* play, ColliderJntSph* jntSph);
|
|
s32 Collider_DestroyJntSph(struct PlayState* play, ColliderJntSph* jntSph);
|
|
s32 Collider_SetJntSphToActor(struct PlayState* play, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
|
|
s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor,
|
|
ColliderJntSphInitType1* src);
|
|
s32 Collider_SetJntSphAlloc(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src);
|
|
s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src,
|
|
ColliderJntSphElement* jntSphElements);
|
|
s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* col);
|
|
s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* cyl);
|
|
s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* cyl);
|
|
s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
|
|
s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInitType1* src);
|
|
s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInit* src);
|
|
s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* col);
|
|
s32 Collider_InitTris(struct PlayState* play, ColliderTris* tris);
|
|
s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris);
|
|
s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris);
|
|
s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInitType1* src);
|
|
s32 Collider_SetTrisAlloc(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src);
|
|
s32 Collider_SetTris(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src,
|
|
ColliderTrisElement* trisElements);
|
|
s32 Collider_ResetTrisAT(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetTrisAC(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetTrisOC(struct PlayState* play, Collider* col);
|
|
s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* quad);
|
|
s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* quad);
|
|
s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInitType1* src);
|
|
s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInit* src);
|
|
s32 Collider_ResetQuadAT(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetQuadAC(struct PlayState* play, Collider* col);
|
|
s32 Collider_ResetQuadOC(struct PlayState* play, Collider* col);
|
|
s32 Collider_InitLine(struct PlayState* play, OcLine* line);
|
|
s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
|
|
s32 Collider_SetLinePoints(struct PlayState* play, OcLine* ocLine, Vec3f* a, Vec3f* b);
|
|
s32 Collider_SetLine(struct PlayState* play, OcLine* dest, OcLine* src);
|
|
s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
|
|
void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
#if OOT_DEBUG
|
|
void Collider_Draw(struct PlayState* play, Collider* col);
|
|
void CollisionCheck_DrawCollision(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
#endif
|
|
s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
|
|
s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
|
|
s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
|
|
s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
|
|
s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
|
|
s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
|
|
s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colChkCtx, OcLine* collider);
|
|
void CollisionCheck_BlueBlood(struct PlayState* play, Collider* collider, Vec3f* v);
|
|
void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
void CollisionCheck_InitInfo(CollisionCheckInfo* info);
|
|
void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
|
|
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
|
|
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
|
|
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
|
|
void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
|
|
void CollisionCheck_Damage(struct PlayState* play, CollisionCheckContext* colChkCtx);
|
|
s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
|
|
s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
|
|
struct Actor** exclusions, s32 numExclusions);
|
|
void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* cyl);
|
|
void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos);
|
|
void Collider_SetQuadVertices(ColliderQuad* quad, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
|
|
void Collider_SetTrisVertices(ColliderTris* tris, s32 elemIndex, Vec3f* a, Vec3f* b, Vec3f* c);
|
|
void Collider_SetTrisDim(struct PlayState* play, ColliderTris* tris, s32 elemIndex, ColliderTrisElementDimInit* src);
|
|
void Collider_UpdateSpheres(s32 limb, ColliderJntSph* jntSph);
|
|
void CollisionCheck_SpawnRedBlood(struct PlayState* play, Vec3f* v);
|
|
void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v);
|
|
void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v);
|
|
void CollisionCheck_SpawnShieldParticlesMetal(struct PlayState* play, Vec3f* v);
|
|
void CollisionCheck_SpawnShieldParticlesMetalSfx(struct PlayState* play, Vec3f* v, Vec3f* pos);
|
|
void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v);
|
|
void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, Vec3f* actorPos);
|
|
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
|
|
Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
|
|
u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
|
|
|
|
#endif
|