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17edb82c0d
* rename OOT_DEBUG to DEBUG_FEATURES * makefile changes * add DEBUG_ASSETS * fix DEBUG_FEATURES usages * format * fix errors * review * fix problem and review2 * review * add DEBUG_FEATURES to DEBUG_ASSETS check * review * whoops * format
491 lines
23 KiB
C
491 lines
23 KiB
C
#ifndef Z64BGCHECK_H
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#define Z64BGCHECK_H
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#include "ultra64/ultratypes.h"
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#include "z64math.h"
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struct PlayState;
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struct Actor;
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struct DynaPolyActor;
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#define DYNAPOLY_INVALIDATE_LOOKUP (1 << 0)
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#define BGACTOR_NEG_ONE -1
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#define BG_ACTOR_MAX 50
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#define BGCHECK_SCENE BG_ACTOR_MAX
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#define BGCHECK_Y_MIN -32000.0f
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#define BGCHECK_XYZ_ABSMAX 32760.0f
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#define BGCHECK_SUBDIV_OVERLAP 50
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#define BGCHECK_SUBDIV_MIN 150.0f
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#define FUNC_80041EA4_RESPAWN 5
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#define FUNC_80041EA4_MOUNT_WALL 6
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#define FUNC_80041EA4_STOP 8
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#define FUNC_80041EA4_VOID_OUT 12
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typedef struct ScaleRotPos {
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/* 0x00 */ Vec3f scale;
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/* 0x0C */ Vec3s rot;
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/* 0x14 */ Vec3f pos;
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} ScaleRotPos; // size = 0x20
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// Macros for `CollisionPoly`
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#define COLPOLY_NORMAL_FRAC (1.0f / SHT_MAX)
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#define COLPOLY_SNORMAL(x) ((s16)((x) * SHT_MAX))
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#define COLPOLY_GET_NORMAL(n) ((n)*COLPOLY_NORMAL_FRAC)
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#define COLPOLY_VTX_CHECK_FLAGS_ANY(vI, flags) ((vI) & (((flags) & 7) << 13))
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#define COLPOLY_VTX_FLAGS_MASKED(vI) ((vI) & 0xE000)
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#define COLPOLY_VTX_INDEX(vI) ((vI) & 0x1FFF)
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#define COLPOLY_VTX(vtxId, flags) ((((flags) & 7) << 13) | ((vtxId) & 0x1FFF))
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// flags for flags_vIA
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// poly exclusion flags (xpFlags)
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#define COLPOLY_IGNORE_NONE 0
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#define COLPOLY_IGNORE_CAMERA (1 << 0)
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#define COLPOLY_IGNORE_ENTITY (1 << 1)
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#define COLPOLY_IGNORE_PROJECTILES (1 << 2)
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// flags for flags_vIB
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#define COLPOLY_IS_FLOOR_CONVEYOR (1 << 0)
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typedef struct CollisionPoly {
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/* 0x00 */ u16 type;
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union {
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u16 vtxData[3];
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struct {
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/* 0x02 */ u16 flags_vIA; // 0xE000 is poly exclusion flags (xpFlags), 0x1FFF is vtxId
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/* 0x04 */ u16 flags_vIB; // 0xE000 is flags, 0x1FFF is vtxId
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// 0x2000 = poly IsFloorConveyor surface
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/* 0x06 */ u16 vIC;
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};
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};
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/* 0x08 */ Vec3s normal; // Unit normal vector
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// Value ranges from -0x7FFF to 0x7FFF, representing -1.0 to 1.0; 0x8000 is invalid
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/* 0x0E */ s16 dist; // Plane distance from origin along the normal
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} CollisionPoly; // size = 0x10
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typedef struct BgCamInfo {
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/* 0x0 */ u16 setting; // camera setting described by CameraSettingType enum
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/* 0x2 */ s16 count; // only used when `bgCamFuncData` is a list of points used for crawlspaces
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/* 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
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} BgCamInfo; // size = 0x8
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// The structure used for all instances of s16 data from `BgCamInfo` with the exception of crawlspaces.
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// See `Camera_Subj4` for Vec3s data usage in crawlspaces
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typedef struct BgCamFuncData {
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/* 0x00 */ Vec3s pos;
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/* 0x06 */ Vec3s rot;
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/* 0x0C */ s16 fov;
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/* 0x0E */ union {
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s16 roomImageOverrideBgCamIndex;
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s16 timer;
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s16 flags;
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};
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/* 0x10 */ s16 unk_10; // unused
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} BgCamFuncData; // size = 0x12
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// Macros for `WaterBox.properties`
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#define WATERBOX_LIGHT_INDEX_NONE 0x1F // warns and defaults to 0
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#define WATERBOX_ROOM(properties) (((properties) >> 13) & 0x3F)
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#define WATERBOX_ROOM_ALL 0x3F // value for "room index" indicating "all rooms"
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#define WATERBOX_FLAG_19 (1 << 19)
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#define WATERBOX_PROPERTIES(bgCamIndex, lightIndex, room, setFlag19) \
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((((bgCamIndex) & 0xFF) << 0) | \
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(((lightIndex) & 0x1F) << 8) | \
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(((room) & 0x3F) << 13) | \
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(((setFlag19) & 1) << 19))
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typedef struct WaterBox {
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/* 0x00 */ s16 xMin;
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/* 0x02 */ s16 ySurface;
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/* 0x04 */ s16 zMin;
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/* 0x06 */ s16 xLength;
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/* 0x08 */ s16 zLength;
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/* 0x0C */ u32 properties;
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} WaterBox; // size = 0x10
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typedef enum FloorType {
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/* 0 */ FLOOR_TYPE_0,
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/* 1 */ FLOOR_TYPE_1,
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/* 2 */ FLOOR_TYPE_2,
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/* 3 */ FLOOR_TYPE_3,
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/* 4 */ FLOOR_TYPE_4,
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/* 5 */ FLOOR_TYPE_5,
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/* 6 */ FLOOR_TYPE_6,
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/* 7 */ FLOOR_TYPE_7,
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/* 8 */ FLOOR_TYPE_8,
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/* 9 */ FLOOR_TYPE_9,
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/* 10 */ FLOOR_TYPE_10,
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/* 11 */ FLOOR_TYPE_11,
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/* 12 */ FLOOR_TYPE_12
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} FloorType;
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typedef enum WallType {
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/* 0 */ WALL_TYPE_0,
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/* 1 */ WALL_TYPE_1,
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/* 2 */ WALL_TYPE_2,
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/* 3 */ WALL_TYPE_3,
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/* 4 */ WALL_TYPE_4,
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/* 5 */ WALL_TYPE_5,
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/* 6 */ WALL_TYPE_6,
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/* 7 */ WALL_TYPE_7,
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/* 8 */ WALL_TYPE_8,
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/* 9 */ WALL_TYPE_9,
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/* 10 */ WALL_TYPE_10,
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/* 11 */ WALL_TYPE_11,
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/* 12 */ WALL_TYPE_12,
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/* 32 */ WALL_TYPE_MAX = 32
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} WallType;
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#define WALL_FLAG_0 (1 << 0)
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#define WALL_FLAG_1 (1 << 1)
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#define WALL_FLAG_2 (1 << 2)
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#define WALL_FLAG_3 (1 << 3)
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#define WALL_FLAG_CRAWLSPACE_1 (1 << 4)
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#define WALL_FLAG_CRAWLSPACE_2 (1 << 5)
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#define WALL_FLAG_6 (1 << 6)
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#define WALL_FLAG_CRAWLSPACE (WALL_FLAG_CRAWLSPACE_1 | WALL_FLAG_CRAWLSPACE_2)
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typedef enum FloorProperty {
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/* 0 */ FLOOR_PROPERTY_0,
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/* 5 */ FLOOR_PROPERTY_5 = 5,
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/* 6 */ FLOOR_PROPERTY_6,
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/* 7 */ FLOOR_PROPERTY_7,
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/* 8 */ FLOOR_PROPERTY_8,
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/* 9 */ FLOOR_PROPERTY_9,
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/* 11 */ FLOOR_PROPERTY_11 = 11,
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/* 12 */ FLOOR_PROPERTY_12
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} FloorProperty;
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typedef enum SurfaceSfxOffset {
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/* 0 */ SURFACE_SFX_OFFSET_DIRT,
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/* 1 */ SURFACE_SFX_OFFSET_SAND,
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/* 2 */ SURFACE_SFX_OFFSET_STONE,
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/* 3 */ SURFACE_SFX_OFFSET_JABU,
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/* 4 */ SURFACE_SFX_OFFSET_WATER_SHALLOW,
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/* 5 */ SURFACE_SFX_OFFSET_WATER_DEEP,
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/* 6 */ SURFACE_SFX_OFFSET_TALL_GRASS,
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/* 7 */ SURFACE_SFX_OFFSET_LAVA, // MAGMA?
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/* 8 */ SURFACE_SFX_OFFSET_GRASS,
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/* 9 */ SURFACE_SFX_OFFSET_CARPET,
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/* 10 */ SURFACE_SFX_OFFSET_WOOD,
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/* 11 */ SURFACE_SFX_OFFSET_BRIDGE, // WOOD_PLANK?
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/* 12 */ SURFACE_SFX_OFFSET_VINE,
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/* 13 */ SURFACE_SFX_OFFSET_IRON_BOOTS,
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/* 14 */ SURFACE_SFX_OFFSET_UNUSED,
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/* 15 */ SURFACE_SFX_OFFSET_ICE
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} SurfaceSfxOffset;
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typedef enum SurfaceMaterial {
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/* 0 */ SURFACE_MATERIAL_DIRT,
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/* 1 */ SURFACE_MATERIAL_SAND,
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/* 2 */ SURFACE_MATERIAL_STONE,
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/* 3 */ SURFACE_MATERIAL_JABU,
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/* 4 */ SURFACE_MATERIAL_WATER_SHALLOW,
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/* 5 */ SURFACE_MATERIAL_WATER_DEEP,
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/* 6 */ SURFACE_MATERIAL_TALL_GRASS,
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/* 7 */ SURFACE_MATERIAL_LAVA, // MAGMA?
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/* 8 */ SURFACE_MATERIAL_GRASS,
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/* 9 */ SURFACE_MATERIAL_BRIDGE, // WOOD_PLANK?
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/* 10 */ SURFACE_MATERIAL_WOOD,
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/* 11 */ SURFACE_MATERIAL_DIRT_SOFT,
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/* 12 */ SURFACE_MATERIAL_ICE,
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/* 13 */ SURFACE_MATERIAL_CARPET,
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/* 14 */ SURFACE_MATERIAL_MAX
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} SurfaceMaterial;
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typedef enum FloorEffect {
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/* 0 */ FLOOR_EFFECT_0,
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/* 1 */ FLOOR_EFFECT_1,
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/* 2 */ FLOOR_EFFECT_2
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} FloorEffect;
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typedef enum ConveyorSpeed {
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/* 0 */ CONVEYOR_SPEED_DISABLED,
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/* 1 */ CONVEYOR_SPEED_SLOW,
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/* 2 */ CONVEYOR_SPEED_MEDIUM,
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/* 3 */ CONVEYOR_SPEED_FAST,
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/* 4 */ CONVEYOR_SPEED_MAX
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} ConveyorSpeed;
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#define CONVEYOR_DIRECTION_TO_BINANG(conveyorDirection) ((conveyorDirection) * (0x10000 / 64))
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#define CONVEYOR_DIRECTION_FROM_BINANG(conveyorDirectionBinang) ((conveyorDirectionBinang) * (64 / 0x10000))
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#define SURFACETYPE0(bgCamIndex, exitIndex, floorType, unk18, wallType, floorProperty, isSoft, isHorseBlocked) \
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((((bgCamIndex) & 0xFF) << 0) | \
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(((exitIndex) & 0x1F) << 8) | \
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(((floorType) & 0x1F) << 13) | \
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(((unk18) & 0x07) << 18) | \
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(((wallType) & 0x1F) << 21) | \
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(((floorProperty) & 0x0F) << 26) | \
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(((isSoft) & 1) << 30) | \
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(((isHorseBlocked) & 1) << 31))
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#define SURFACETYPE1(material, floorEffect, lightSetting, echo, canHookshot, conveyorSpeed, conveyorDirection, unk27) \
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((((material) & 0x0F) << 0) | \
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(((floorEffect) & 0x03) << 4) | \
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(((lightSetting) & 0x1F) << 6) | \
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(((echo) & 0x3F) << 11) | \
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(((canHookshot) & 1) << 17) | \
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(((conveyorSpeed) & 0x07) << 18) | \
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(((conveyorDirection) & 0x3F) << 21) | \
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(((unk27) & 1) << 27))
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typedef struct SurfaceType {
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u32 data[2];
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} SurfaceType;
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typedef struct CollisionHeader {
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/* 0x00 */ Vec3s minBounds; // minimum coordinates of poly bounding box
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/* 0x06 */ Vec3s maxBounds; // maximum coordinates of poly bounding box
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/* 0x0C */ u16 numVertices;
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/* 0x10 */ Vec3s* vtxList;
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/* 0x14 */ u16 numPolygons;
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/* 0x18 */ CollisionPoly* polyList;
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/* 0x1C */ SurfaceType* surfaceTypeList;
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/* 0x20 */ BgCamInfo* bgCamList;
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/* 0x24 */ u16 numWaterBoxes;
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/* 0x28 */ WaterBox* waterBoxes;
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} CollisionHeader; // original name: BGDataInfo
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typedef struct SSNode {
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s16 polyId;
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u16 next; // next SSNode index
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} SSNode;
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typedef struct SSList {
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u16 head; // first SSNode index
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} SSList;
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typedef struct SSNodeList {
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/* 0x00 */ u16 max; // original name: short_slist_node_size
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/* 0x02 */ u16 count; // original name: short_slist_node_last_index
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/* 0x04 */ SSNode* tbl; // original name: short_slist_node_tbl
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/* 0x08 */ u8* polyCheckTbl; // points to an array of bytes, one per static poly. Zero initialized when starting a
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// bg check, and set to 1 if that poly has already been tested.
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} SSNodeList;
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typedef struct DynaSSNodeList {
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SSNode* tbl;
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s32 count;
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s32 max;
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} DynaSSNodeList;
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typedef struct StaticLookup {
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SSList floor;
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SSList wall;
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SSList ceiling;
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} StaticLookup;
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typedef struct DynaLookup {
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u16 polyStartIndex;
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SSList ceiling;
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SSList wall;
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SSList floor;
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} DynaLookup;
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typedef struct BgActor {
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/* 0x00 */ struct Actor* actor;
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/* 0x04 */ CollisionHeader* colHeader;
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/* 0x08 */ DynaLookup dynaLookup;
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/* 0x10 */ u16 vtxStartIndex;
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/* 0x14 */ ScaleRotPos prevTransform;
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/* 0x34 */ ScaleRotPos curTransform;
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/* 0x54 */ Sphere16 boundingSphere;
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/* 0x5C */ f32 minY;
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/* 0x60 */ f32 maxY;
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} BgActor; // size = 0x64
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#define BGACTOR_IN_USE (1 << 0) // The bgActor entry is in use
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#define BGACTOR_1 (1 << 1)
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#define BGACTOR_COLLISION_DISABLED (1 << 2) // The collision of the bgActor is disabled
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#define BGACTOR_CEILING_COLLISION_DISABLED (1 << 3) // The ceilings in the collision of the bgActor are ignored
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typedef struct DynaCollisionContext {
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/* 0x0000 */ u8 bitFlag;
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/* 0x0004 */ BgActor bgActors[BG_ACTOR_MAX];
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/* 0x138C */ u16 bgActorFlags[BG_ACTOR_MAX];
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/* 0x13F0 */ CollisionPoly* polyList;
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/* 0x13F4 */ Vec3s* vtxList;
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/* 0x13F8 */ DynaSSNodeList polyNodes;
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/* 0x1404 */ s32 polyNodesMax;
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/* 0x1408 */ s32 polyListMax;
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/* 0x140C */ s32 vtxListMax;
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} DynaCollisionContext; // size = 0x1410
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typedef struct CollisionContext {
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/* 0x00 */ CollisionHeader* colHeader; // scene's static collision
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/* 0x04 */ Vec3f minBounds; // minimum coordinates of collision bounding box
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/* 0x10 */ Vec3f maxBounds; // maximum coordinates of collision bounding box
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/* 0x1C */ Vec3i subdivAmount; // x, y, z subdivisions of the scene's static collision
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/* 0x28 */ Vec3f subdivLength; // x, y, z subdivision worldspace lengths
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/* 0x34 */ Vec3f subdivLengthInv; // inverse of subdivision length
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/* 0x40 */ StaticLookup* lookupTbl; // 3d array of length subdivAmount
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/* 0x44 */ SSNodeList polyNodes;
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/* 0x50 */ DynaCollisionContext dyna;
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/* 0x1460 */ u32 memSize; // Size of all allocated memory plus CollisionContext
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} CollisionContext; // size = 0x1464
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typedef struct DynaRaycastDown {
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/* 0x00 */ struct PlayState* play;
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/* 0x04 */ struct CollisionContext* colCtx;
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/* 0x08 */ u16 xpFlags;
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/* 0x0C */ CollisionPoly** resultPoly;
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/* 0x10 */ f32 yIntersect;
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/* 0x14 */ Vec3f* pos;
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/* 0x18 */ s32* bgId;
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/* 0x1C */ struct Actor* actor;
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/* 0x20 */ u32 downChkFlags;
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/* 0x24 */ f32 chkDist;
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/* 0x28 */ DynaCollisionContext* dyna;
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/* 0x2C */ SSList* ssList;
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} DynaRaycastDown;
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typedef struct DynaLineTest {
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/* 0x00 */ struct CollisionContext* colCtx;
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/* 0x04 */ u16 xpFlags;
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/* 0x08 */ DynaCollisionContext* dyna;
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/* 0x0C */ SSList* ssList;
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/* 0x10 */ Vec3f* posA;
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/* 0x14 */ Vec3f* posB;
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/* 0x18 */ Vec3f* posResult;
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/* 0x1C */ CollisionPoly** resultPoly;
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/* 0x20 */ s32 chkOneFace; // bccFlags & 0x8
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/* 0x24 */ f32* distSq; // distance from posA to poly squared
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/* 0x28 */ f32 chkDist; // distance from poly
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} DynaLineTest;
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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void BgCheck_Allocate(CollisionContext* colCtx, struct PlayState* play, CollisionHeader* colHeader);
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f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown2(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastDown5(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly,
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s32* bgId, struct Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos, f32 chkDist);
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f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos);
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f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos);
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f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, struct Actor* actor, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, struct Actor* actor, f32 checkHeight);
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
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CollisionPoly** outPoly, s32* outBgId, struct Actor* actor);
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
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struct Actor* actor);
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s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
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struct Actor* actor, f32 chkDist);
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s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
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s32* bgId);
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s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkOneFace);
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s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace);
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s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
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s32 DynaPoly_IsBgIdBgActor(s32 bgId);
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void DynaPoly_DisableCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_EnableCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_DisableCeilingCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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s32 DynaPoly_SetBgActor(struct PlayState* play, DynaCollisionContext* dyna, struct Actor* actor,
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CollisionHeader* colHeader);
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struct DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
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void DynaPoly_DeleteBgActor(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_InvalidateLookup(struct PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UnsetAllInteractFlags(struct PlayState* play, DynaCollisionContext* dyna, struct Actor* actor);
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void DynaPoly_UpdateContext(struct PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UpdateBgActorTransforms(struct PlayState* play, DynaCollisionContext* dyna);
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void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
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void func_800418D0(CollisionContext* colCtx, struct PlayState* play);
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u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetLightSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_CanHookshot(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80042108(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 WaterBox_GetSurface1(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
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WaterBox** outWaterBox);
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s32 WaterBox_GetSurface2(struct PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist,
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WaterBox** outWaterBox);
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s32 WaterBox_GetSurfaceImpl(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
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WaterBox** outWaterBox);
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u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox);
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u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
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u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox);
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s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
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s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
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#if DEBUG_FEATURES
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void BgCheck_DrawDynaCollision(struct PlayState*, CollisionContext*);
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void BgCheck_DrawStaticCollision(struct PlayState*, CollisionContext*);
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#endif
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void func_80043334(CollisionContext* colCtx, struct Actor* actor, s32 bgId);
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s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, struct Actor* carriedActor);
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void DynaPolyActor_Init(struct DynaPolyActor* dynaActor, s32 transformFlags);
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void DynaPolyActor_UnsetAllInteractFlags(struct DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnTop(struct DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId);
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void DynaPolyActor_SetSwitchPressed(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsActorOnTop(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerOnTop(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerAbove(struct DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsSwitchPressed(struct DynaPolyActor* dynaActor);
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s32 func_800435D8(struct PlayState* play, struct DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
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#endif
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