#ifndef Z_COLLISION_CHECK_H #define Z_COLLISION_CHECK_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 // From z64.h struct Actor; typedef struct { /* 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; // Information flags for AT collisions. /* 0x11 */ u8 acFlags; // Information flags for AC collisions. /* 0x12 */ u8 ocFlags1; // Information flags for OC collisions. /* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with. /* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. /* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad } Collider; // size = 0x18 typedef struct { /* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. /* 0x01 */ u8 atFlags; // Information flags for AT collisions. /* 0x02 */ u8 acFlags; // Information flags for OC collisions. /* 0x03 */ u8 ocFlags1; // Information flags for OC collisions. /* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with. /* 0x05 */ u8 shape; // JntSph, Cylinder, Tris, or Quad } ColliderInit; // size = 0x06 typedef struct { /* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. /* 0x01 */ u8 atFlags; // Information flags for AT collisions. /* 0x02 */ u8 acFlags; // Information flags for AC collisions. /* 0x03 */ u8 ocFlags1; // Information flags for OC collisions. /* 0x04 */ u8 shape; // JntSph, Cylinder, Tris, or Quad } ColliderInitType1; // size = 0x05 typedef struct { /* 0x00 */ struct Actor* actor; /* 0x04 */ u8 atFlags; // Information flags for AT collisions. /* 0x05 */ u8 acFlags; // Information flags for AC collisions. /* 0x06 */ u8 ocFlags1; // Information flags for OC collisions. /* 0x07 */ u8 shape; // JntSph, Cylinder, Tris, or Quad } ColliderInitToActor; // size = 0x08 typedef struct { /* 0x00 */ u32 dmgFlags; // Toucher damage type flags. /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.) /* 0x05 */ u8 damage; // Damage or Stun Timer } ColliderTouch; // size = 0x08 typedef struct { /* 0x00 */ u32 dmgFlags; // Bumper damage type flags. /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.) /* 0x05 */ u8 defense; // Damage Resistance /* 0x06 */ Vec3s hitPos; // Point of contact } ColliderBump; // size = 0x0C typedef struct { /* 0x00 */ u32 dmgFlags; // Bumper exclusion mask /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.) /* 0x05 */ u8 defense; // Damage Resistance } ColliderBumpInit; // size = 0x08 typedef struct ColliderInfo { /* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider /* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider /* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown. /* 0x15 */ u8 toucherFlags; // Information flags for AT collisions /* 0x16 */ u8 bumperFlags; // 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 ColliderInfo* atHitInfo; // element that hit the AT collider /* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider } ColliderInfo; // size = 0x28 typedef struct { /* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown. /* 0x04 */ ColliderTouch toucher; // Damage properties when acting as an AT collider /* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider /* 0x14 */ u8 toucherFlags; // Information flags for AT collisions /* 0x15 */ u8 bumperFlags; // Information flags for AC collisions /* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions } ColliderInfoInit; // size = 0x18 typedef struct { /* 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 { /* 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 { /* 0x00 */ ColliderInfo info; /* 0x28 */ ColliderJntSphElementDim dim; } ColliderJntSphElement; // size = 0x40 typedef struct { /* 0x00 */ ColliderInfoInit info; /* 0x18 */ ColliderJntSphElementDimInit dim; } ColliderJntSphElementInit; // size = 0x24 typedef struct { /* 0x00 */ Collider base; /* 0x18 */ s32 count; /* 0x1C */ ColliderJntSphElement* elements; } ColliderJntSph; // size = 0x20 typedef struct { /* 0x00 */ ColliderInit base; /* 0x08 */ s32 count; /* 0x0C */ ColliderJntSphElementInit* elements; } ColliderJntSphInit; // size = 0x10 typedef struct { /* 0x00 */ ColliderInitType1 base; /* 0x08 */ s32 count; /* 0x0C */ ColliderJntSphElementInit* elements; } ColliderJntSphInitType1; // size = 0x10 typedef struct { /* 0x00 */ ColliderInitToActor base; /* 0x08 */ s32 count; /* 0x0C */ ColliderJntSphElementInit* elements; } ColliderJntSphInitToActor; // size = 0x10 typedef struct { /* 0x00 */ Collider base; /* 0x18 */ ColliderInfo info; /* 0x40 */ Cylinder16 dim; } ColliderCylinder; // size = 0x4C typedef struct { /* 0x00 */ ColliderInit base; /* 0x08 */ ColliderInfoInit info; /* 0x20 */ Cylinder16 dim; } ColliderCylinderInit; // size = 0x2C typedef struct { /* 0x00 */ ColliderInitType1 base; /* 0x08 */ ColliderInfoInit info; /* 0x20 */ Cylinder16 dim; } ColliderCylinderInitType1; // size = 0x2C typedef struct { /* 0x00 */ ColliderInitToActor base; /* 0x08 */ ColliderInfoInit info; /* 0x20 */ Cylinder16 dim; } ColliderCylinderInitToActor; // size = 0x2C typedef struct { /* 0x00 */ Vec3f vtx[3]; } ColliderTrisElementDimInit; // size = 0x24 typedef struct { /* 0x00 */ ColliderInfo info; /* 0x28 */ TriNorm dim; } ColliderTrisElement; // size = 0x5C typedef struct { /* 0x00 */ ColliderInfoInit info; /* 0x18 */ ColliderTrisElementDimInit dim; } ColliderTrisElementInit; // size = 0x3C typedef struct { /* 0x00 */ Collider base; /* 0x18 */ s32 count; /* 0x1C */ ColliderTrisElement* elements; } ColliderTris; // size = 0x20 typedef struct { /* 0x00 */ ColliderInit base; /* 0x08 */ s32 count; /* 0x0C */ ColliderTrisElementInit* elements; } ColliderTrisInit; // size = 0x10 typedef struct { /* 0x00 */ ColliderInitType1 base; /* 0x08 */ s32 count; /* 0x0C */ ColliderTrisElementInit* elements; } ColliderTrisInitType1; // size = 0x10 typedef struct { /* 0x00 */ Vec3f quad[4]; /* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c /* 0x36 */ Vec3s baMid; // midpoint of vectors b, a /* 0x3C */ f32 acDist; // distance to nearest AC collision this frame. } ColliderQuadDim; // size = 0x40 typedef struct { /* 0x00 */ Vec3f quad[4]; } ColliderQuadDimInit; // size = 0x30 typedef struct { /* 0x00 */ ColliderInfo info; /* 0x24 */ ColliderQuadDim dim; } ColliderQuadElement; // size = 0x68 typedef struct { /* 0x00 */ Collider base; /* 0x18 */ ColliderInfo info; /* 0x40 */ ColliderQuadDim dim; } ColliderQuad; // size = 0x80 typedef struct { /* 0x00 */ ColliderInit base; /* 0x08 */ ColliderInfoInit info; /* 0x20 */ ColliderQuadDimInit dim; } ColliderQuadInit; // size = 0x50 typedef struct { /* 0x00 */ ColliderInitType1 base; /* 0x08 */ ColliderInfoInit info; /* 0x20 */ ColliderQuadDimInit dim; } ColliderQuadInitType1; // size = 0x50 typedef struct { /* 0x00 */ Linef line; /* 0x18 */ u16 ocFlags; } OcLine; // size = 0x1C typedef enum { /* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark /* 1 */ COLTYPE_HIT1, // No blood, dust hitmark /* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark /* 3 */ COLTYPE_HIT3, // No blood, white hitmark /* 4 */ COLTYPE_HIT4, // Water burst, no hitmark /* 5 */ COLTYPE_HIT5, // No blood, red hitmark /* 6 */ COLTYPE_HIT6, // Green blood, white hitmark /* 7 */ COLTYPE_HIT7, // Red blood, white hitmark /* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark /* 9 */ COLTYPE_METAL, /* 10 */ COLTYPE_NONE, /* 11 */ COLTYPE_WOOD, /* 12 */ COLTYPE_HARD, /* 13 */ COLTYPE_TREE } ColliderType; typedef enum { /* 0 */ COLSHAPE_JNTSPH, /* 1 */ COLSHAPE_CYLINDER, /* 2 */ COLSHAPE_TRIS, /* 3 */ COLSHAPE_QUAD, /* 4 */ COLSHAPE_INVALID } ColliderShape; /** * Affects the sound Link's sword makes when hitting it, hookability, * and possibly other things. It's definitely not flags, as all checks * are == or !=. Will probably need more actors decomped to truly * understand what this is. */ typedef enum { /* 0 */ ELEMTYPE_UNK0, /* 1 */ ELEMTYPE_UNK1, /* 2 */ ELEMTYPE_UNK2, /* 3 */ ELEMTYPE_UNK3, /* 4 */ ELEMTYPE_UNK4, /* 5 */ ELEMTYPE_UNK5, /* 6 */ ELEMTYPE_UNK6, /* 7 */ ELEMTYPE_UNK7 } ElementType; #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 TOUCH_NONE 0 // No flags set. Cannot have AT collisions #define TOUCH_ON (1 << 0) // Can have AT collisions #define TOUCH_HIT (1 << 1) // Had an AT collision #define TOUCH_NEAREST (1 << 2) // If a Quad, only collides with the closest bumper #define TOUCH_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type #define TOUCH_SFX_HARD (1 << 3) // Always uses hard deflection sound #define TOUCH_SFX_WOOD (2 << 3) // Always uses wood deflection sound #define TOUCH_SFX_NONE (3 << 3) // No hit sound effect #define TOUCH_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision #define TOUCH_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame #define TOUCH_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads #define BUMP_NONE 0 // No flags set. Cannot have AC collisions #define BUMP_ON (1 << 0) // Can have AC collisions #define BUMP_HIT (1 << 1) // Had an AC collision #define BUMP_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set. #define BUMP_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it. #define BUMP_NO_DAMAGE (1 << 4) // Does not take damage. #define BUMP_NO_SWORD_SFX (1 << 5) // Does not have a sound when hit by player-attached AT colliders. #define BUMP_NO_HITMARK (1 << 6) // Skips hit effects. #define BUMP_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)) // 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 #define DMG_DEKU_NUT (1 << 0x00) #define DMG_DEKU_STICK (1 << 0x01) #define DMG_SLINGSHOT (1 << 0x02) #define DMG_EXPLOSIVE (1 << 0x03) #define DMG_BOOMERANG (1 << 0x04) #define DMG_ARROW_NORMAL (1 << 0x05) #define DMG_HAMMER_SWING (1 << 0x06) #define DMG_HOOKSHOT (1 << 0x07) #define DMG_SLASH_KOKIRI (1 << 0x08) #define DMG_SLASH_MASTER (1 << 0x09) #define DMG_SLASH_GIANT (1 << 0x0A) #define DMG_ARROW_FIRE (1 << 0x0B) #define DMG_ARROW_ICE (1 << 0x0C) #define DMG_ARROW_LIGHT (1 << 0x0D) #define DMG_ARROW_UNK1 (1 << 0x0E) #define DMG_ARROW_UNK2 (1 << 0x0F) #define DMG_ARROW_UNK3 (1 << 0x10) #define DMG_MAGIC_FIRE (1 << 0x11) #define DMG_MAGIC_ICE (1 << 0x12) #define DMG_MAGIC_LIGHT (1 << 0x13) #define DMG_SHIELD (1 << 0x14) #define DMG_MIR_RAY (1 << 0x15) #define DMG_SPIN_KOKIRI (1 << 0x16) #define DMG_SPIN_GIANT (1 << 0x17) #define DMG_SPIN_MASTER (1 << 0x18) #define DMG_JUMP_KOKIRI (1 << 0x19) #define DMG_JUMP_GIANT (1 << 0x1A) #define DMG_JUMP_MASTER (1 << 0x1B) #define DMG_UNKNOWN_1 (1 << 0x1C) #define DMG_UNBLOCKABLE (1 << 0x1D) #define DMG_HAMMER_JUMP (1 << 0x1E) #define DMG_UNKNOWN_2 (1 << 0x1F) #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) #endif