mirror of
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391 lines
16 KiB
C
391 lines
16 KiB
C
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#ifndef Z_COLLISION_CHECK_H
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#define Z_COLLISION_CHECK_H
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#define COLLISION_CHECK_AT_MAX 50
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#define COLLISION_CHECK_AC_MAX 60
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#define COLLISION_CHECK_OC_MAX 50
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#define COLLISION_CHECK_OC_LINE_MAX 3
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// From z64.h
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struct Actor;
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typedef struct {
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/* 0x00 */ struct Actor* actor; // Attached actor
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/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
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/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
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/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
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/* 0x10 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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} Collider; // size = 0x18
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typedef struct {
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/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x02 */ u8 acFlags; // Information flags for OC collisions.
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/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x05 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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} ColliderInit; // size = 0x06
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typedef struct {
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/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
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/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x02 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x04 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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} ColliderInitType1; // size = 0x05
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typedef struct {
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/* 0x00 */ struct Actor* actor;
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/* 0x04 */ u8 atFlags; // Information flags for AT collisions.
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/* 0x05 */ u8 acFlags; // Information flags for AC collisions.
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/* 0x06 */ u8 ocFlags1; // Information flags for OC collisions.
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/* 0x07 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
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} ColliderInitToActor; // size = 0x08
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typedef struct {
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/* 0x00 */ u32 dmgFlags; // Toucher damage type flags.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 damage; // Damage or Stun Timer
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} ColliderTouch; // size = 0x08
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typedef struct {
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/* 0x00 */ u32 dmgFlags; // Bumper damage type flags.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 defense; // Damage Resistance
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/* 0x06 */ Vec3s hitPos; // Point of contact
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} ColliderBump; // size = 0x0C
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typedef struct {
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/* 0x00 */ u32 dmgFlags; // Bumper exclusion mask
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 defense; // Damage Resistance
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} ColliderBumpInit; // size = 0x08
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typedef struct ColliderInfo {
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/* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
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/* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
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/* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
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/* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
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/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
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/* 0x18 */ Collider* atHit; // object touching this element's AT collider
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/* 0x1C */ Collider* acHit; // object touching this element's AC collider
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/* 0x20 */ struct ColliderInfo* atHitInfo; // element that hit the AT collider
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/* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider
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} ColliderInfo; // size = 0x28
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typedef struct {
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/* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
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/* 0x04 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
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/* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
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/* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
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/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
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} ColliderInfoInit; // size = 0x18
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typedef struct {
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/* 0x00 */ Sphere16 modelSphere; // model space sphere
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/* 0x08 */ Sphere16 worldSphere; // world space sphere
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/* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
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/* 0x14 */ u8 limb; // attached limb
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} ColliderJntSphElementDim; // size = 0x18
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typedef struct {
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/* 0x00 */ u8 limb; // attached limb
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/* 0x02 */ Sphere16 modelSphere; // model space sphere
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/* 0x0A */ s16 scale; // world space sphere = model * scale * 0.01
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} ColliderJntSphElementDimInit; // size = 0x0C
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x28 */ ColliderJntSphElementDim dim;
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} ColliderJntSphElement; // size = 0x40
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typedef struct {
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/* 0x00 */ ColliderInfoInit info;
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/* 0x18 */ ColliderJntSphElementDimInit dim;
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} ColliderJntSphElementInit; // size = 0x24
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ s32 count;
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/* 0x1C */ ColliderJntSphElement* elements;
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} ColliderJntSph; // size = 0x20
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInit; // size = 0x10
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitType1; // size = 0x10
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typedef struct {
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/* 0x00 */ ColliderInitToActor base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitToActor; // size = 0x10
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderInfo info;
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/* 0x40 */ Cylinder16 dim;
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} ColliderCylinder; // size = 0x4C
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInit; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitType1; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitToActor base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitToActor; // size = 0x2C
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typedef struct {
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/* 0x00 */ Vec3f vtx[3];
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} ColliderTrisElementDimInit; // size = 0x24
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x28 */ TriNorm dim;
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} ColliderTrisElement; // size = 0x5C
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typedef struct {
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/* 0x00 */ ColliderInfoInit info;
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/* 0x18 */ ColliderTrisElementDimInit dim;
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} ColliderTrisElementInit; // size = 0x3C
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ s32 count;
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/* 0x1C */ ColliderTrisElement* elements;
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} ColliderTris; // size = 0x20
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderTrisElementInit* elements;
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} ColliderTrisInit; // size = 0x10
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderTrisElementInit* elements;
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} ColliderTrisInitType1; // size = 0x10
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typedef struct {
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/* 0x00 */ Vec3f quad[4];
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/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
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/* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
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/* 0x3C */ f32 acDist; // distance to nearest AC collision this frame.
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} ColliderQuadDim; // size = 0x40
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typedef struct {
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/* 0x00 */ Vec3f quad[4];
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} ColliderQuadDimInit; // size = 0x30
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typedef struct {
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/* 0x00 */ ColliderInfo info;
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/* 0x24 */ ColliderQuadDim dim;
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} ColliderQuadElement; // size = 0x68
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderInfo info;
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/* 0x40 */ ColliderQuadDim dim;
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} ColliderQuad; // size = 0x80
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInit; // size = 0x50
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderInfoInit info;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInitType1; // size = 0x50
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typedef struct {
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/* 0x00 */ Linef line;
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/* 0x18 */ u16 ocFlags;
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} OcLine; // size = 0x1C
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typedef enum {
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/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
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/* 1 */ COLTYPE_HIT1, // No blood, dust hitmark
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/* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark
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/* 3 */ COLTYPE_HIT3, // No blood, white hitmark
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/* 4 */ COLTYPE_HIT4, // Water burst, no hitmark
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/* 5 */ COLTYPE_HIT5, // No blood, red hitmark
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/* 6 */ COLTYPE_HIT6, // Green blood, white hitmark
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/* 7 */ COLTYPE_HIT7, // Red blood, white hitmark
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/* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark
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/* 9 */ COLTYPE_METAL,
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/* 10 */ COLTYPE_NONE,
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/* 11 */ COLTYPE_WOOD,
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/* 12 */ COLTYPE_HARD,
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/* 13 */ COLTYPE_TREE
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} ColliderType;
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typedef enum {
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/* 0 */ COLSHAPE_JNTSPH,
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/* 1 */ COLSHAPE_CYLINDER,
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/* 2 */ COLSHAPE_TRIS,
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/* 3 */ COLSHAPE_QUAD,
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/* 4 */ COLSHAPE_INVALID
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} ColliderShape;
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/**
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* Affects the sound Link's sword makes when hitting it, hookability,
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* and possibly other things. It's definitely not flags, as all checks
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* are == or !=. Will probably need more actors decomped to truly
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* understand what this is.
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*/
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typedef enum {
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/* 0 */ ELEMTYPE_UNK0,
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/* 1 */ ELEMTYPE_UNK1,
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/* 2 */ ELEMTYPE_UNK2,
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/* 3 */ ELEMTYPE_UNK3,
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/* 4 */ ELEMTYPE_UNK4,
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/* 5 */ ELEMTYPE_UNK5,
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/* 6 */ ELEMTYPE_UNK6,
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/* 7 */ ELEMTYPE_UNK7
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} ElementType;
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#define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
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#define AT_ON (1 << 0) // Can have AT collisions when set as AT
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#define AT_HIT (1 << 1) // Had an AT collision
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#define AT_BOUNCED (1 << 2) // Had an AT collision with an AC_HARD collider
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#define AT_TYPE_PLAYER (1 << 3) // Has player-aligned damage
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#define AT_TYPE_ENEMY (1 << 4) // Has enemy-aligned damage
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#define AT_TYPE_OTHER (1 << 5) // Has non-aligned damage
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#define AT_SELF (1 << 6) // Can have AT collisions with colliders attached to the same actor
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#define AT_TYPE_ALL (AT_TYPE_PLAYER | AT_TYPE_ENEMY | AT_TYPE_OTHER) // Has all three damage alignments
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#define AC_NONE 0 // No flags set. Cannot have AC collisions when set as AC
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#define AC_ON (1 << 0) // Can have AC collisions when set as AC
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#define AC_HIT (1 << 1) // Had an AC collision
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#define AC_HARD (1 << 2) // Causes AT colliders to bounce off it
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#define AC_TYPE_PLAYER AT_TYPE_PLAYER // Takes player-aligned damage
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#define AC_TYPE_ENEMY AT_TYPE_ENEMY // Takes enemy-aligned damage
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#define AC_TYPE_OTHER AT_TYPE_OTHER // Takes non-aligned damage
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#define AC_NO_DAMAGE (1 << 6) // Collider does not take damage
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#define AC_BOUNCED (1 << 7) // Caused an AT collider to bounce off it
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#define AC_TYPE_ALL (AC_TYPE_PLAYER | AC_TYPE_ENEMY | AC_TYPE_OTHER) // Takes damage from all three alignments
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#define OC1_NONE 0 // No flags set. Cannot have OC collisions when set as OC
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#define OC1_ON (1 << 0) // Can have OC collisions when set as OC
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#define OC1_HIT (1 << 1) // Had an OC collision
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#define OC1_NO_PUSH (1 << 2) // Does not push other colliders away during OC collisions
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#define OC1_TYPE_PLAYER (1 << 3) // Can have OC collisions with OC type player
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#define OC1_TYPE_1 (1 << 4) // Can have OC collisions with OC type 1
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#define OC1_TYPE_2 (1 << 5) // Can have OC collisions with OC type 2
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#define OC1_TYPE_ALL (OC1_TYPE_PLAYER | OC1_TYPE_1 | OC1_TYPE_2) // Can have collisions with all three OC types
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#define OC2_NONE 0 // No flags set. Has no OC type
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#define OC2_HIT_PLAYER (1 << 0) // Had an OC collision with OC type player
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#define OC2_UNK1 (1 << 1) // Prevents OC collisions with OC2_UNK2. Some horses and toki_sword have it.
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#define OC2_UNK2 (1 << 2) // Prevents OC collisions with OC2_UNK1. Nothing has it.
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#define OC2_TYPE_PLAYER OC1_TYPE_PLAYER // Has OC type player
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#define OC2_TYPE_1 OC1_TYPE_1 // Has OC type 1
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#define OC2_TYPE_2 OC1_TYPE_2 // Has OC type 2
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#define OC2_FIRST_ONLY (1 << 6) // Skips AC checks on elements after the first collision. Only used by Ganon
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#define TOUCH_NONE 0 // No flags set. Cannot have AT collisions
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#define TOUCH_ON (1 << 0) // Can have AT collisions
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#define TOUCH_HIT (1 << 1) // Had an AT collision
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#define TOUCH_NEAREST (1 << 2) // If a Quad, only collides with the closest bumper
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#define TOUCH_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
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#define TOUCH_SFX_HARD (1 << 3) // Always uses hard deflection sound
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#define TOUCH_SFX_WOOD (2 << 3) // Always uses wood deflection sound
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#define TOUCH_SFX_NONE (3 << 3) // No hit sound effect
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#define TOUCH_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
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#define TOUCH_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
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#define TOUCH_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
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#define BUMP_NONE 0 // No flags set. Cannot have AC collisions
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#define BUMP_ON (1 << 0) // Can have AC collisions
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#define BUMP_HIT (1 << 1) // Had an AC collision
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#define BUMP_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
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#define BUMP_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
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#define BUMP_NO_DAMAGE (1 << 4) // Does not take damage.
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#define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound when hit by player-attached AT colliders.
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#define BUMP_NO_HITMARK (1 << 6) // Skips hit effects.
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#define BUMP_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
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#define OCELEM_NONE 0 // No flags set. Cannot have OC collisions
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#define OCELEM_ON (1 << 0) // Can have OC collisions
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#define OCELEM_HIT (1 << 1) // Had an OC collision
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#define OCELEM_UNK3 (1 << 3) // Unknown purpose. Used by Dead Hand element 0 and Dodongo element 5
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#define OCLINE_NONE 0 // Did not have an OcLine collision
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#define OCLINE_HIT (1 << 0) // Had an OcLine collision
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#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
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// These flags are not to be used in code until we figure out how we want to format them. They are only here for reference
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#define DMG_DEKU_NUT (1 << 0x00)
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#define DMG_DEKU_STICK (1 << 0x01)
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#define DMG_SLINGSHOT (1 << 0x02)
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#define DMG_EXPLOSIVE (1 << 0x03)
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#define DMG_BOOMERANG (1 << 0x04)
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#define DMG_ARROW_NORMAL (1 << 0x05)
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#define DMG_HAMMER_SWING (1 << 0x06)
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#define DMG_HOOKSHOT (1 << 0x07)
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#define DMG_SLASH_KOKIRI (1 << 0x08)
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#define DMG_SLASH_MASTER (1 << 0x09)
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#define DMG_SLASH_GIANT (1 << 0x0A)
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#define DMG_ARROW_FIRE (1 << 0x0B)
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#define DMG_ARROW_ICE (1 << 0x0C)
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#define DMG_ARROW_LIGHT (1 << 0x0D)
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#define DMG_ARROW_UNK1 (1 << 0x0E)
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#define DMG_ARROW_UNK2 (1 << 0x0F)
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#define DMG_ARROW_UNK3 (1 << 0x10)
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#define DMG_MAGIC_FIRE (1 << 0x11)
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#define DMG_MAGIC_ICE (1 << 0x12)
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#define DMG_MAGIC_LIGHT (1 << 0x13)
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#define DMG_SHIELD (1 << 0x14)
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#define DMG_MIR_RAY (1 << 0x15)
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#define DMG_SPIN_KOKIRI (1 << 0x16)
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#define DMG_SPIN_GIANT (1 << 0x17)
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#define DMG_SPIN_MASTER (1 << 0x18)
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#define DMG_JUMP_KOKIRI (1 << 0x19)
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#define DMG_JUMP_GIANT (1 << 0x1A)
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#define DMG_JUMP_MASTER (1 << 0x1B)
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#define DMG_UNKNOWN_1 (1 << 0x1C)
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#define DMG_UNBLOCKABLE (1 << 0x1D)
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#define DMG_HAMMER_JUMP (1 << 0x1E)
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#define DMG_UNKNOWN_2 (1 << 0x1F)
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#define DMG_SLASH (DMG_SLASH_KOKIRI | DMG_SLASH_MASTER | DMG_SLASH_GIANT)
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#define DMG_SPIN_ATTACK (DMG_SPIN_KOKIRI | DMG_SPIN_MASTER | DMG_SPIN_GIANT)
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#define DMG_JUMP_SLASH (DMG_JUMP_KOKIRI | DMG_JUMP_MASTER | DMG_JUMP_GIANT)
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#define DMG_SWORD (DMG_SLASH | DMG_SPIN_ATTACK | DMG_JUMP_SLASH)
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#define DMG_HAMMER (DMG_HAMMER_SWING | DMG_HAMMER_JUMP)
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#define DMG_FIRE (DMG_ARROW_FIRE | DMG_MAGIC_FIRE)
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#define DMG_ARROW (DMG_ARROW_NORMAL | DMG_ARROW_FIRE | DMG_ARROW_ICE | DMG_ARROW_LIGHT | DMG_ARROW_UNK1 | DMG_ARROW_UNK2 | DMG_ARROW_UNK3)
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#define DMG_RANGED (DMG_ARROW | DMG_HOOKSHOT | DMG_SLINGSHOT)
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#define DMG_DEFAULT ~(DMG_SHIELD | DMG_MIR_RAY)
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#endif
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