Name some SurfaceType_ functions (#1155)

* enums

* renaming functions

* fixes

* SurfaceType_IsSoft

* type fixing

* format

* Update src/code/z_bgcheck.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/code/z_bgcheck.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* SurfaceType_GetFloorEffect

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* format

* bss

* cleanups

* extra material docs

* cleanup

* cleanups

* Remove Bg prefix

* minor fixes

* Remove BG_

* SURFACE_MATERIAL_DIRT_SHALLOW

* format

* bss

* bss

* review

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* format

* format again

* bug

* format

* namefixer

* bss

* bss

* bss

* review

---------

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2023-04-18 18:14:36 -04:00
committed by GitHub
co-authored by engineer124 engineer124 Dragorn421
parent 4647ebb91b
commit 38d21bbe97
52 changed files with 559 additions and 458 deletions
-158
View File
@@ -776,164 +776,6 @@ void* ActorOverlayTable_FaultAddrConv(void* address, void* param);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
void SSNode_SetValue(SSNode* node, s16* polyIndex, u16 next);
void SSList_SetNull(SSList* ssList);
void SSNodeList_SetSSListHead(SSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_SetSSListHead(DynaSSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_Init(PlayState* play, DynaSSNodeList* list);
void DynaSSNodeList_Alloc(PlayState* play, DynaSSNodeList* list, u32 numNodes);
void DynaSSNodeList_ResetCount(DynaSSNodeList* list);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* list);
void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dest);
void BgCheck_Vec3fToVec3s(Vec3s* dest, Vec3f* src);
f32 func_800BFD84(CollisionPoly *poly, f32 arg1, f32 arg2);
s32 func_800BFDEC(CollisionPoly* polyA, CollisionPoly* polyB, u32* outVtxId0, u32* outVtxId1);
s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vertices);
void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz);
void func_800C0094(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius);
void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList, s16 index);
void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList, s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX, s32* subdivMaxY, s32* subdivMaxZ, s16 polyId);
s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, PlayState* play, StaticLookup* lookupTbl);
s32 BgCheck_IsSmallMemScene(PlayState* play);
s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize);
void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv);
s32 BgCheck_GetSpecialSceneMaxObjects(PlayState* play, s32* maxNodes, s32* maxPolygons, s32* maxVertices);
void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
void BgCheck_SetContextFlags(CollisionContext* colCtx, u32 flags);
void BgCheck_UnsetContextFlags(CollisionContext* colCtx, u32 flags);
CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId);
f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 checkDist, s32 arg9);
f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2_1(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5(CollisionContext* colCtx, CollisionPoly** outPoly, s32* outBgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_3(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, f32 checkDist);
f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos);
f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, f32 checkHeight);
s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor);
s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor, f32 checkDist);
s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkOneFace);
s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace);
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius);
void SSNodeList_Init(SSNodeList* this);
void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
SSNode* SSNodeList_GetNextNode(SSNodeList* this);
u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
void ScaleRotPos_Init(ScaleRotPos* srp);
void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos);
s32 ScaleRotPos_IsEqual(ScaleRotPos* a, ScaleRotPos* b);
void DynaLookup_ResetLists(DynaLookup* dynaLookup);
void DynaLookup_Reset(DynaLookup* dynaLookup);
void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex);
void DynaLookup_ResetWaterBoxStartIndex(u16* waterBoxStartIndex);
void BgActor_Init(PlayState* play, BgActor* bgActor);
void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader);
s32 BgActor_IsTransformUnchanged(BgActor* bgActor);
void DynaPoly_NullPolyList(CollisionPoly** polyList);
void DynaPoly_AllocPolyList(PlayState* play, CollisionPoly** polyList, s32 numPolys);
void DynaPoly_NullVtxList(Vec3s** vtxList);
void DynaPoly_AllocVtxList(PlayState* play, Vec3s** vtxList, s32 numVtx);
void DynaPoly_InitWaterBoxList(DynaWaterBoxList* waterBoxList);
void DynaPoly_AllocWaterBoxList(PlayState* play, DynaWaterBoxList* waterBoxList, s32 numWaterBoxes);
void DynaPoly_SetBgActorPrevTransform(PlayState* play, BgActor* bgActor);
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
void func_800C62BC(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6314(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C636C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C63C4(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C641C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6474(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6554(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, s16* zLength);
void DynaPoly_ExpandSRT(PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex, s32* waterBoxStartIndex);
void BgCheck_ResetFlagsIfLoadedActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
void DynaPoly_Setup(PlayState* play, DynaCollisionContext* dyna);
void func_800C756C(DynaCollisionContext* dyna, s32* numPolygons, s32* numVertices, s32* numWaterBoxes);
void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader);
void CollisionHeader_GetVirtual(CollisionHeader* colHeader, CollisionHeader** dest);
void BgCheck_InitCollisionHeaders(CollisionContext* colCtx, PlayState* play);
u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 SurfaceType_GetSfx(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 arg3);
u32 SurfaceType_GetSlope(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface1_2(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceCheckDist, WaterBox** outWaterBox, s32* bgId);
f32 func_800CA568(CollisionContext* colCtx, s32 waterBoxId, s32 bgId);
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox, s32 bgId);
void WaterBox_GetSceneBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
s32 func_800CA6F0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 func_800CA9D0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 func_800CAA14(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 bgId, Actor* actor);
void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 bgId, Actor* actor);
void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 bgId);
+2
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@@ -16,6 +16,8 @@
#define SFX_FLAG_MASK 0xC00
#define SFX_FLAG 0x800
#define NA_SE_NONE 0
// ------------ PLAYER ------------
#define NA_SE_PL_WALK_GROUND 0x800
+10 -10
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@@ -54,16 +54,16 @@ typedef struct {
} __OSThreadprofile; // size = 0x10
typedef struct OSThread {
/*0x00*/ struct OSThread* next;
/*0x04*/ OSPri priority;
/*0x08*/ struct OSThread** queue;
/*0x0C*/ struct OSThread* tlnext;
/*0x10*/ u16 state;
/*0x12*/ u16 flags;
/*0x14*/ OSId id;
/*0x18*/ s32 fp;
/*0x1C*/ __OSThreadprofile* thprof;
/*0x20*/ __OSThreadContext context;
/* 0x00 */ struct OSThread* next;
/* 0x04 */ OSPri priority;
/* 0x08 */ struct OSThread** queue;
/* 0x0C */ struct OSThread* tlnext;
/* 0x10 */ u16 state;
/* 0x12 */ u16 flags;
/* 0x14 */ OSId id;
/* 0x18 */ s32 fp;
/* 0x1C */ __OSThreadprofile* thprof;
/* 0x20 */ __OSThreadContext context;
} OSThread; // size = 0x1B0
#endif
+280 -13
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@@ -48,11 +48,6 @@ struct DynaPolyActor;
#define COLPOLY_IGNORE_ENTITY (1 << 1)
#define COLPOLY_IGNORE_PROJECTILES (1 << 2)
// Surface Types
#define COLPOLY_SURFACE_GROUND 0
#define COLPOLY_SURFACE_SAND 1
#define COLPOLY_SURFACE_SNOW 14
// CollisionContext flags
#define BGCHECK_FLAG_REVERSE_CONVEYOR_FLOW 1
@@ -114,6 +109,120 @@ typedef struct {
// 0x0000_00FF = bgCam index
} WaterBox; // size = 0x10
typedef enum FloorType {
/* 0 */ FLOOR_TYPE_0,
/* 1 */ FLOOR_TYPE_1,
/* 2 */ FLOOR_TYPE_2,
/* 3 */ FLOOR_TYPE_3,
/* 4 */ FLOOR_TYPE_4,
/* 5 */ FLOOR_TYPE_5,
/* 6 */ FLOOR_TYPE_6,
/* 7 */ FLOOR_TYPE_7,
/* 8 */ FLOOR_TYPE_8,
/* 9 */ FLOOR_TYPE_9,
/* 10 */ FLOOR_TYPE_10,
/* 11 */ FLOOR_TYPE_11,
/* 12 */ FLOOR_TYPE_12,
/* 13 */ FLOOR_TYPE_13,
/* 14 */ FLOOR_TYPE_14,
/* 15 */ FLOOR_TYPE_15
} FloorType;
typedef enum WallType {
/* 0 */ WALL_TYPE_0,
/* 1 */ WALL_TYPE_1,
/* 2 */ WALL_TYPE_2,
/* 3 */ WALL_TYPE_3,
/* 4 */ WALL_TYPE_4,
/* 5 */ WALL_TYPE_5,
/* 6 */ WALL_TYPE_6,
/* 7 */ WALL_TYPE_7,
/* 8 */ WALL_TYPE_8,
/* 9 */ WALL_TYPE_9,
/* 10 */ WALL_TYPE_10,
/* 11 */ WALL_TYPE_11,
/* 12 */ WALL_TYPE_12,
/* 32 */ WALL_TYPE_MAX = 32
} WallType;
#define WALL_FLAG_0 (1 << 0)
#define WALL_FLAG_1 (1 << 1)
#define WALL_FLAG_2 (1 << 2)
#define WALL_FLAG_3 (1 << 3)
#define WALL_FLAG_4 (1 << 4)
#define WALL_FLAG_5 (1 << 5)
#define WALL_FLAG_6 (1 << 6)
// SurfaceType can leave footsteps imprints in the material
#define MATERIAL_PROPERTY_SOFT_IMPRINT (1 << 0)
typedef enum FloorProperty {
/* 0 */ FLOOR_PROPERTY_0,
/* 1 */ FLOOR_PROPERTY_1,
/* 2 */ FLOOR_PROPERTY_2,
/* 5 */ FLOOR_PROPERTY_5 = 5,
/* 6 */ FLOOR_PROPERTY_6,
/* 7 */ FLOOR_PROPERTY_7,
/* 8 */ FLOOR_PROPERTY_8,
/* 9 */ FLOOR_PROPERTY_9,
/* 11 */ FLOOR_PROPERTY_11 = 11,
/* 12 */ FLOOR_PROPERTY_12,
/* 13 */ FLOOR_PROPERTY_13
} FloorProperty;
typedef enum SurfaceSfxOffset {
/* 0 */ SURFACE_SFX_OFFSET_DIRT,
/* 1 */ SURFACE_SFX_OFFSET_SAND,
/* 2 */ SURFACE_SFX_OFFSET_STONE,
/* 3 */ SURFACE_SFX_OFFSET_DIRT_SHALLOW,
/* 4 */ SURFACE_SFX_OFFSET_WATER_SHALLOW,
/* 5 */ SURFACE_SFX_OFFSET_WATER_DEEP,
/* 6 */ SURFACE_SFX_OFFSET_TALL_GRASS,
/* 7 */ SURFACE_SFX_OFFSET_LAVA, // MAGMA?
/* 8 */ SURFACE_SFX_OFFSET_GRASS,
/* 9 */ SURFACE_SFX_OFFSET_CARPET,
/* 10 */ SURFACE_SFX_OFFSET_WOOD,
/* 11 */ SURFACE_SFX_OFFSET_BRIDGE, // WOOD_PLANK?
/* 12 */ SURFACE_SFX_OFFSET_VINE, // METAL?
/* 13 */ SURFACE_SFX_OFFSET_DIRT_DEEP,
/* 14 */ SURFACE_SFX_OFFSET_SNOW,
/* 15 */ SURFACE_SFX_OFFSET_ICE
} SurfaceSfxOffset;
typedef enum SurfaceMaterial {
/* 0 */ SURFACE_MATERIAL_DIRT,
/* 1 */ SURFACE_MATERIAL_SAND,
/* 2 */ SURFACE_MATERIAL_STONE,
/* 3 */ SURFACE_MATERIAL_DIRT_SHALLOW,
/* 4 */ SURFACE_MATERIAL_WATER_SHALLOW,
/* 5 */ SURFACE_MATERIAL_WATER_DEEP,
/* 6 */ SURFACE_MATERIAL_TALL_GRASS,
/* 7 */ SURFACE_MATERIAL_LAVA, // MAGMA?
/* 8 */ SURFACE_MATERIAL_GRASS,
/* 9 */ SURFACE_MATERIAL_BRIDGE, // WOOD_PLANK?
/* 10 */ SURFACE_MATERIAL_WOOD,
/* 11 */ SURFACE_MATERIAL_DIRT_SOFT,
/* 12 */ SURFACE_MATERIAL_ICE,
/* 13 */ SURFACE_MATERIAL_CARPET,
/* 14 */ SURFACE_MATERIAL_SNOW,
/* 15 */ SURFACE_MATERIAL_MAX
} SurfaceMaterial;
typedef enum FloorEffect {
/* 0 */ FLOOR_EFFECT_0,
/* 1 */ FLOOR_EFFECT_1,
/* 2 */ FLOOR_EFFECT_2,
/* 3 */ FLOOR_EFFECT_3
} FloorEffect;
typedef enum ConveyorSpeed {
/* 0 */ CONVEYOR_SPEED_DISABLED,
/* 1 */ CONVEYOR_SPEED_SLOW,
/* 2 */ CONVEYOR_SPEED_MEDIUM,
/* 3 */ CONVEYOR_SPEED_FAST,
/* 4 */ CONVEYOR_SPEED_MAX
} ConveyorSpeed;
typedef struct {
/* 0x0 */ u32 data[2];
@@ -219,14 +328,14 @@ typedef struct {
} DynaCollisionContext; // size = 0x1418
typedef struct {
/* 0x00 */ CollisionHeader* colHeader; // scene's static collision
/* 0x04 */ Vec3f minBounds; // minimum coordinates of collision bounding box
/* 0x10 */ Vec3f maxBounds; // maximum coordinates of collision bounding box
/* 0x1C */ Vec3i subdivAmount; // x, y, z subdivisions of the scene's static collision
/* 0x28 */ Vec3f subdivLength; // x, y, z subdivision worldspace lengths
/* 0x34 */ Vec3f subdivLengthInv; // inverse of subdivision length
/* 0x40 */ StaticLookup* lookupTbl; // 3d array of length subdivAmount
/* 0x44 */ SSNodeList polyNodes;
/* 0x0000 */ CollisionHeader* colHeader; // scene's static collision
/* 0x0004 */ Vec3f minBounds; // minimum coordinates of collision bounding box
/* 0x0010 */ Vec3f maxBounds; // maximum coordinates of collision bounding box
/* 0x001C */ Vec3i subdivAmount; // x, y, z subdivisions of the scene's static collision
/* 0x0028 */ Vec3f subdivLength; // x, y, z subdivision worldspace lengths
/* 0x0034 */ Vec3f subdivLengthInv; // inverse of subdivision length
/* 0x0040 */ StaticLookup* lookupTbl; // 3d array of length subdivAmount
/* 0x0044 */ SSNodeList polyNodes;
/* 0x0050 */ DynaCollisionContext dyna;
/* 0x1468 */ u32 memSize; // Size of all allocated memory plus CollisionContext
/* 0x146C */ u32 flags; // bit 0 reverses conveyor direction (i.e. water flow in Great Bay Temple)
@@ -317,4 +426,162 @@ typedef struct {
/* 0x8 */ s32 nodeListMax; // if -1, dynamically compute max nodes
} BgCheckSceneSubdivisionEntry; // size = 0xC
void SSNode_SetValue(SSNode* node, s16* polyIndex, u16 next);
void SSList_SetNull(SSList* ssList);
void SSNodeList_SetSSListHead(SSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_SetSSListHead(DynaSSNodeList* list, SSList* ssList, s16* polyIndex);
void DynaSSNodeList_Init(struct PlayState* play, DynaSSNodeList* list);
void DynaSSNodeList_Alloc(struct PlayState* play, DynaSSNodeList* list, u32 numNodes);
void DynaSSNodeList_ResetCount(DynaSSNodeList* list);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* list);
void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dest);
void BgCheck_Vec3fToVec3s(Vec3s* dest, Vec3f* src);
f32 func_800BFD84(CollisionPoly *poly, f32 arg1, f32 arg2);
s32 func_800BFDEC(CollisionPoly* polyA, CollisionPoly* polyB, u32* outVtxId0, u32* outVtxId1);
s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vertices);
void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz);
void func_800C0094(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius);
void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList, s16 index);
void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList, s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX, s32* subdivMaxY, s32* subdivMaxZ, s16 polyId);
s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, struct PlayState* play, StaticLookup* lookupTbl);
s32 BgCheck_IsSmallMemScene(struct PlayState* play);
s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize);
void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv);
s32 BgCheck_GetSpecialSceneMaxObjects(struct PlayState* play, s32* maxNodes, s32* maxPolygons, s32* maxVertices);
void BgCheck_Allocate(CollisionContext* colCtx, struct PlayState* play, CollisionHeader* colHeader);
void BgCheck_SetContextFlags(CollisionContext* colCtx, u32 flags);
void BgCheck_UnsetContextFlags(CollisionContext* colCtx, u32 flags);
CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId);
f32 BgCheck_RaycastFloorImpl(struct PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 checkDist, s32 arg9);
f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2_1(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5(CollisionContext* colCtx, CollisionPoly** outPoly, s32* outBgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_2(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5_3(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, f32 checkDist);
f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos);
f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, f32 checkHeight);
s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor);
s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor, f32 checkDist);
s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkOneFace);
s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace);
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius);
void SSNodeList_Init(SSNodeList* this);
void SSNodeList_Alloc(struct PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
SSNode* SSNodeList_GetNextNode(SSNodeList* this);
u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
void ScaleRotPos_Init(ScaleRotPos* srp);
void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos);
s32 ScaleRotPos_IsEqual(ScaleRotPos* a, ScaleRotPos* b);
void DynaLookup_ResetLists(DynaLookup* dynaLookup);
void DynaLookup_Reset(DynaLookup* dynaLookup);
void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex);
void DynaLookup_ResetWaterBoxStartIndex(u16* waterBoxStartIndex);
void BgActor_Init(struct PlayState* play, BgActor* bgActor);
void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader);
s32 BgActor_IsTransformUnchanged(BgActor* bgActor);
void DynaPoly_NullPolyList(CollisionPoly** polyList);
void DynaPoly_AllocPolyList(struct PlayState* play, CollisionPoly** polyList, s32 numPolys);
void DynaPoly_NullVtxList(Vec3s** vtxList);
void DynaPoly_AllocVtxList(struct PlayState* play, Vec3s** vtxList, s32 numVtx);
void DynaPoly_InitWaterBoxList(DynaWaterBoxList* waterBoxList);
void DynaPoly_AllocWaterBoxList(struct PlayState* play, DynaWaterBoxList* waterBoxList, s32 numWaterBoxes);
void DynaPoly_SetBgActorPrevTransform(struct PlayState* play, BgActor* bgActor);
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
void DynaPoly_Init(struct PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_Alloc(struct PlayState* play, DynaCollisionContext* dyna);
s32 DynaPoly_SetBgActor(struct PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
void func_800C62BC(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6314(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C636C(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C63C4(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C641C(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6474(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void func_800C6554(struct PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_DeleteBgActor(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, s16* zLength);
void DynaPoly_ExpandSRT(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex, s32* waterBoxStartIndex);
void BgCheck_ResetFlagsIfLoadedActor(struct PlayState* play, DynaCollisionContext* dyna, Actor* actor);
void DynaPoly_Setup(struct PlayState* play, DynaCollisionContext* dyna);
void func_800C756C(DynaCollisionContext* dyna, s32* numPolygons, s32* numVertices, s32* numWaterBoxes);
void DynaPoly_UpdateBgActorTransforms(struct PlayState* play, DynaCollisionContext* dyna);
void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader);
void CollisionHeader_GetVirtual(CollisionHeader* colHeader, CollisionHeader** dest);
void BgCheck_InitCollisionHeaders(CollisionContext* colCtx, struct PlayState* play);
u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
FloorType SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
FloorProperty SurfaceType_GetFloorProperty2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
FloorProperty SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
SurfaceMaterial SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_HasMaterialProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 propertyType);
FloorEffect SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
ConveyorSpeed SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 WaterBox_GetSurfaceImpl(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 WaterBox_GetSurface1(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface1_2(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 WaterBox_GetSurface2(struct PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceCheckDist, WaterBox** outWaterBox, s32* bgId);
f32 func_800CA568(CollisionContext* colCtx, s32 waterBoxId, s32 bgId);
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox, s32 bgId);
void WaterBox_GetSceneBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
s32 func_800CA6F0(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
s32 func_800CA9D0(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
s32 func_800CAA14(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
#endif
+2 -2
View File
@@ -802,8 +802,8 @@ void Fault_ThreadEntry(void* arg) {
u32 pad;
OSThread* faultedThread;
osSetEventMesg(10, &sFaultContext->queue, (OSMesg)1);
osSetEventMesg(12, &sFaultContext->queue, (OSMesg)2);
osSetEventMesg(OS_EVENT_CPU_BREAK, &sFaultContext->queue, (OSMesg)1);
osSetEventMesg(OS_EVENT_FAULT, &sFaultContext->queue, (OSMesg)2);
while (1) {
do {
osRecvMesg(&sFaultContext->queue, &msg, OS_MESG_BLOCK);
+1 -1
View File
@@ -161,7 +161,7 @@ void IrqMgr_Init(IrqMgr* irqmgr, void* stack, OSPri pri, u8 retraceCount) {
irqmgr->lastPrenmiTime = 0;
osCreateMesgQueue(&irqmgr->irqQueue, (OSMesg*)irqmgr->irqBuffer, ARRAY_COUNT(irqmgr->irqBuffer));
osSetEventMesg(0xE, &irqmgr->irqQueue, (OSMesg)0x29D);
osSetEventMesg(OS_EVENT_PRENMI, &irqmgr->irqQueue, (OSMesg)0x29D);
osViSetEvent(&irqmgr->irqQueue, (OSMesg)0x29A, retraceCount);
osCreateThread(&irqmgr->thread, Z_THREAD_ID_IRQMGR, IrqMgr_ThreadEntry, irqmgr, stack, pri);
-1
View File
@@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "stack.h"
#include "stackcheck.h"
-1
View File
@@ -1,4 +1,3 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "stackcheck.h"
+9 -8
View File
@@ -234,8 +234,9 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, PlayState* play) {
if (distToFloor <= 10.0f) {
actor->shape.feetFloorFlags |= spB8;
if ((actor->depthInWater < 0.0f) && (bgId == 0x32) && ((actor->shape.unk_17 & spB8) != 0)) {
if (func_800C9C24(&play->colCtx, poly, bgId, 1)) {
if ((actor->depthInWater < 0.0f) && (bgId == BGCHECK_SCENE) && (actor->shape.unk_17 & spB8)) {
if (SurfaceType_HasMaterialProperty(&play->colCtx, poly, bgId,
MATERIAL_PROPERTY_SOFT_IMPRINT)) {
SkinMatrix_MtxFCopy(&sp13C, &spFC);
SkinMatrix_MulYRotation(&spFC, actor->shape.rot.y);
EffFootmark_Add(play, &spFC, actor, i, feetPosPtr, (actor->shape.shadowScale * 0.3f),
@@ -2183,20 +2184,20 @@ void Actor_PlaySfx(Actor* actor, u16 sfxId) {
}
void func_800B8EF4(PlayState* play, Actor* actor) {
u32 sfxId;
SurfaceSfxOffset surfaceSfxOffset;
if (actor->bgCheckFlags & BGCHECKFLAG_WATER) {
if (actor->depthInWater < 20.0f) {
sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW;
} else {
sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP;
}
} else {
sfxId = SurfaceType_GetSfx(&play->colCtx, actor->floorPoly, actor->floorBgId);
surfaceSfxOffset = SurfaceType_GetSfxOffset(&play->colCtx, actor->floorPoly, actor->floorBgId);
}
Audio_PlaySfxAtPos(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
Audio_PlaySfxAtPos(&actor->projectedPos, sfxId + SFX_FLAG);
Audio_PlaySfxAtPos(&actor->projectedPos, NA_SE_PL_WALK_GROUND + surfaceSfxOffset);
}
void func_800B8F98(Actor* actor, u16 sfxId) {
@@ -2248,7 +2249,7 @@ void func_800B9098(Actor* actor) {
}
s32 func_800B90AC(PlayState* play, Actor* actor, CollisionPoly* polygon, s32 bgId, Vec3f* arg4) {
if (func_800C99D4(&play->colCtx, polygon, bgId) == 8) {
if (SurfaceType_GetFloorType(&play->colCtx, polygon, bgId) == FLOOR_TYPE_8) {
return true;
}
+75 -124
View File
@@ -6,44 +6,51 @@
#define DYNA_RAYCAST_WALLS 2
#define DYNA_RAYCAST_CEILINGS 4
u32 sWallFlags[32] = {
0, 1, 3, 5, 8, 16, 32, 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
u32 sWallFlags[WALL_TYPE_MAX] = {
0, // WALL_TYPE_0
WALL_FLAG_0, // WALL_TYPE_1
WALL_FLAG_0 | WALL_FLAG_1, // WALL_TYPE_2
WALL_FLAG_0 | WALL_FLAG_2, // WALL_TYPE_3
WALL_FLAG_3, // WALL_TYPE_4
WALL_FLAG_4, // WALL_TYPE_5
WALL_FLAG_5, // WALL_TYPE_6
WALL_FLAG_6, // WALL_TYPE_7
};
u16 sSurfaceTypeSfx[] = {
/* 0x00 */ NA_SE_PL_WALK_GROUND - SFX_FLAG,
/* 0x01 */ NA_SE_PL_WALK_SAND - SFX_FLAG,
/* 0x02 */ NA_SE_PL_WALK_CONCRETE - SFX_FLAG,
/* 0x03 */ NA_SE_PL_WALK_DIRT - SFX_FLAG,
/* 0x04 */ NA_SE_PL_WALK_WATER0 - SFX_FLAG,
/* 0x05 */ NA_SE_PL_WALK_WATER1 - SFX_FLAG,
/* 0x06 */ NA_SE_PL_WALK_WATER2 - SFX_FLAG,
/* 0x07 */ NA_SE_PL_WALK_MAGMA - SFX_FLAG,
/* 0x08 */ NA_SE_PL_WALK_GRASS - SFX_FLAG,
/* 0x09 */ NA_SE_PL_WALK_GLASS - SFX_FLAG,
/* 0x0A */ NA_SE_PL_WALK_LADDER - SFX_FLAG,
/* 0x0B */ NA_SE_PL_WALK_GROUND - SFX_FLAG,
/* 0x0C */ NA_SE_PL_WALK_ICE - SFX_FLAG,
/* 0x0D */ NA_SE_PL_WALK_IRON - SFX_FLAG,
/* 0x0E */ NA_SE_PL_WALK_SNOW - SFX_FLAG
u16 sSurfaceSfxOffsets[SURFACE_MATERIAL_MAX] = {
SURFACE_SFX_OFFSET_DIRT, // SURFACE_MATERIAL_DIRT
SURFACE_SFX_OFFSET_SAND, // SURFACE_MATERIAL_SAND
SURFACE_SFX_OFFSET_STONE, // SURFACE_MATERIAL_STONE
SURFACE_SFX_OFFSET_DIRT_SHALLOW, // SURFACE_MATERIAL_DIRT_SHALLOW
SURFACE_SFX_OFFSET_WATER_SHALLOW, // SURFACE_MATERIAL_WATER_SHALLOW
SURFACE_SFX_OFFSET_WATER_DEEP, // SURFACE_MATERIAL_WATER_DEEP
SURFACE_SFX_OFFSET_TALL_GRASS, // SURFACE_MATERIAL_TALL_GRASS
SURFACE_SFX_OFFSET_LAVA, // SURFACE_MATERIAL_LAVA
SURFACE_SFX_OFFSET_GRASS, // SURFACE_MATERIAL_GRASS
SURFACE_SFX_OFFSET_BRIDGE, // SURFACE_MATERIAL_BRIDGE
SURFACE_SFX_OFFSET_WOOD, // SURFACE_MATERIAL_WOOD
SURFACE_SFX_OFFSET_DIRT, // SURFACE_MATERIAL_DIRT_SOFT
SURFACE_SFX_OFFSET_ICE, // SURFACE_MATERIAL_ICE
SURFACE_SFX_OFFSET_CARPET, // SURFACE_MATERIAL_CARPET
SURFACE_SFX_OFFSET_SNOW, // SURFACE_MATERIAL_SNOW
};
u8 D_801B46C0[] = {
/* 0x00 */ 1,
/* 0x01 */ 1,
/* 0x02 */ 0,
/* 0x03 */ 1,
/* 0x04 */ 0,
/* 0x05 */ 0,
/* 0x06 */ 0,
/* 0x07 */ 0,
/* 0x08 */ 0,
/* 0x09 */ 0,
/* 0x0A */ 0,
/* 0x0B */ 0,
/* 0x0C */ 0,
/* 0x0D */ 0,
/* 0x0E */ 1
u8 sSurfaceMaterialProperties[SURFACE_MATERIAL_MAX] = {
MATERIAL_PROPERTY_SOFT_IMPRINT, // SURFACE_MATERIAL_DIRT
MATERIAL_PROPERTY_SOFT_IMPRINT, // SURFACE_MATERIAL_SAND
0, // SURFACE_MATERIAL_STONE
MATERIAL_PROPERTY_SOFT_IMPRINT, // SURFACE_MATERIAL_DIRT_SHALLOW
0, // SURFACE_MATERIAL_WATER_SHALLOW
0, // SURFACE_MATERIAL_WATER_DEEP
0, // SURFACE_MATERIAL_TALL_GRASS
0, // SURFACE_MATERIAL_LAVA
0, // SURFACE_MATERIAL_GRASS
0, // SURFACE_MATERIAL_BRIDGE
0, // SURFACE_MATERIAL_WOOD
0, // SURFACE_MATERIAL_DIRT_SOFT
0, // SURFACE_MATERIAL_ICE
0, // SURFACE_MATERIAL_CARPET
MATERIAL_PROPERTY_SOFT_IMPRINT, // SURFACE_MATERIAL_SNOW
};
s16 sSmallMemSceneIds[] = {
@@ -51,9 +58,9 @@ s16 sSmallMemSceneIds[] = {
};
typedef struct {
s16 sceneId;
u32 memSize;
} BgCheckSceneMemEntry;
/* 0x0 */ s16 sceneId;
/* 0x4 */ u32 memSize;
} BgCheckSceneMemEntry; // size = 0x8
BgCheckSceneMemEntry sSceneMemList[] = {
{ SCENE_00KEIKOKU, 0xC800 },
@@ -1734,7 +1741,7 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl
}
}
if ((yIntersect != BGCHECK_Y_MIN) && func_800C9B68(colCtx, *outPoly, *outBgId)) {
if ((yIntersect != BGCHECK_Y_MIN) && SurfaceType_IsSoft(colCtx, *outPoly, *outBgId)) {
yIntersect -= 1.0f;
}
return yIntersect;
@@ -3204,7 +3211,8 @@ f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) {
(COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIB, 4) &&
(((dynaRaycast->actor != NULL) && (dynaRaycast->actor->category != ACTORCAT_PLAYER)) ||
((dynaRaycast->actor == NULL) && (dynaRaycast->xpFlags != COLPOLY_IGNORE_CAMERA)))) ||
((dynaRaycast->unk_24 & 0x20) && func_800C9B68(dynaRaycast->colCtx, &polyList[id], dynaRaycast->unk1C))) {
((dynaRaycast->unk_24 & 0x20) &&
SurfaceType_IsSoft(dynaRaycast->colCtx, &polyList[id], dynaRaycast->unk1C))) {
if (curNode->next == SS_NULL) {
break;
} else {
@@ -4187,17 +4195,11 @@ Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s
return BgCheck_GetBgCamFuncDataImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId);
}
/**
* SurfaceType Get Scene Exit Index
*/
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 8 & 0x1F;
}
/**
* SurfaceType Get ? Property (& 0x0003_E000)
*/
u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
FloorType SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 13 & 0x1F;
}
@@ -4208,126 +4210,85 @@ u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 18 & 7;
}
/**
* SurfaceType Get Wall Property (Internal)
*/
u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
WallType SurfaceType_GetWallType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 21 & 0x1F;
}
/**
* SurfaceType Get Wall Flags
*/
s32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return sWallFlags[func_800C9A24(colCtx, poly, bgId)];
s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return sWallFlags[SurfaceType_GetWallType(colCtx, poly, bgId)];
}
/**
* SurfaceType Is Wall Flag (1 << 0) Set
*/
s32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (func_800C9A4C(colCtx, poly, bgId) & 1) ? true : false;
s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (SurfaceType_GetWallFlags(colCtx, poly, bgId) & WALL_FLAG_0) ? true : false;
}
/**
* SurfaceType Is Wall Flag (1 << 1) Set
*/
s32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (func_800C9A4C(colCtx, poly, bgId) & 2) ? true : false;
s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (SurfaceType_GetWallFlags(colCtx, poly, bgId) & WALL_FLAG_1) ? true : false;
}
/**
* SurfaceType Is Wall Flag (1 << 2) Set
*/
s32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (func_800C9A4C(colCtx, poly, bgId) & 4) ? true : false;
s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (SurfaceType_GetWallFlags(colCtx, poly, bgId) & WALL_FLAG_2) ? true : false;
}
u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
FloorProperty SurfaceType_GetFloorProperty2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF;
}
/**
* SurfaceType Get Floor Property
*/
u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
FloorProperty SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF;
}
/**
* SurfaceType Is Floor Minus 1
*/
u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 30 & 1;
}
/**
* SurfaceType Is Horse Blocked
*/
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 31 & 1;
}
u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
SurfaceMaterial SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) & 0xF;
}
/**
* SurfaceType Get Poly Sfx
*/
u16 SurfaceType_GetSfx(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
s32 id = func_800C9BB8(colCtx, poly, bgId);
u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
SurfaceMaterial surfaceMaterial = SurfaceType_GetMaterial(colCtx, poly, bgId);
if ((id < 0) || (id > 14)) {
return NA_SE_PL_WALK_GROUND - SFX_FLAG;
if ((surfaceMaterial < 0) || (surfaceMaterial >= ARRAY_COUNT(sSurfaceSfxOffsets))) {
return SURFACE_SFX_OFFSET_DIRT;
}
return sSurfaceTypeSfx[id];
return sSurfaceSfxOffsets[surfaceMaterial];
}
/**
* SurfaceType Get ? (same indexer as Get Poly Sfx)
* Checks if the material has the bitwise propertyType
*/
s32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 arg3) {
s32 id = func_800C9BB8(colCtx, poly, bgId);
s32 SurfaceType_HasMaterialProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 propertyType) {
SurfaceMaterial surfaceMaterial = SurfaceType_GetMaterial(colCtx, poly, bgId);
if ((id < 0) || (id > 14)) {
if ((surfaceMaterial < 0) || (surfaceMaterial >= ARRAY_COUNT(sSurfaceMaterialProperties))) {
return 0;
}
return D_801B46C0[id] & arg3;
return sSurfaceMaterialProperties[surfaceMaterial] & propertyType;
}
/**
* SurfaceType get terrain slope surface
*/
u32 SurfaceType_GetSlope(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
FloorEffect SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 4 & 3;
}
/**
* SurfaceType get surface lighting setting
*/
u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 6 & 0x1F;
}
/**
* SurfaceType get echo
*/
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 11 & 0x3F;
}
/**
* SurfaceType Is Hookshot Surface
*/
u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 17 & 1;
}
/**
* CollisionPoly is ignored by entities
* Returns true if poly is ignored by entities, else false
*/
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
u32 flags;
@@ -4338,10 +4299,6 @@ s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* pol
return !!flags;
}
/**
* CollisionPoly is ignored by projectiles
* Returns true if poly is ignored by projectiles, else false
*/
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
u32 flags;
@@ -4384,10 +4341,7 @@ s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return !!flags;
}
/**
* SurfaceType Get Conveyor Surface Speed
*/
u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
ConveyorSpeed SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 18 & 7;
}
@@ -4405,9 +4359,6 @@ u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* po
return data & 0x3F;
}
/**
* SurfaceType is Wall Damage
*/
u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (SurfaceType_GetData(colCtx, poly, bgId, 1) & 0x8000000) ? true : false;
}
+6 -5
View File
@@ -250,19 +250,20 @@ void EnHy_UpdateCollider(EnHy* enHy, PlayState* play) {
s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold) {
u8 wasLeftFootOnGround = enHy->isLeftFootOnGround;
u8 wasRightFootOnGround = enHy->isRightFootOnGround;
s32 waterSfxId;
SurfaceSfxOffset surfaceSfxOffset;
u16 sfxId;
u8 isFootOnGround;
if (enHy->actor.bgCheckFlags & BGCHECKFLAG_WATER) {
if (enHy->actor.depthInWater < 20.0f) {
waterSfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW;
} else {
waterSfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP;
}
sfxId = waterSfxId + SFX_FLAG;
sfxId = NA_SE_PL_WALK_GROUND + surfaceSfxOffset;
} else {
sfxId = SurfaceType_GetSfx(&play->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG;
sfxId = NA_SE_PL_WALK_GROUND +
SurfaceType_GetSfxOffset(&play->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId);
}
enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->leftFootPos, distAboveThreshold);
+1 -1
View File
@@ -106,7 +106,7 @@ void Message_CloseTextbox(PlayState* play) {
msgCtx->stateTimer = 2;
msgCtx->msgMode = 0x43;
msgCtx->unk12020 = 0;
play_sound(NA_SE_PL_WALK_GROUND - SFX_FLAG);
play_sound(NA_SE_NONE);
}
}
+1
View File
@@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "buffers.h"
#include "z64debug_display.h"
+8 -8
View File
@@ -477,13 +477,13 @@ void Distortion_ClearType(s32 type) {
/**
* Checks that the bg surface is an underwater conveyor type and if so, returns the conveyor speed
*/
s32 Distortion_GetUnderwaterCurrentSpeed(Player* player) {
ConveyorSpeed Distortion_GetUnderwaterCurrentSpeed(Player* player) {
if (!SurfaceType_IsFloorConveyor(&sDistortionRequest.play->colCtx, player->actor.floorPoly,
player->actor.floorBgId)) {
return SurfaceType_GetConveyorSpeed(&sDistortionRequest.play->colCtx, player->actor.floorPoly,
player->actor.floorBgId);
}
return 0;
return CONVEYOR_SPEED_DISABLED;
}
void Distortion_Update(void) {
@@ -709,21 +709,21 @@ void Distortion_Update(void) {
rotZ = 0.3f;
switch (Distortion_GetUnderwaterCurrentSpeed(player)) {
case 3:
case CONVEYOR_SPEED_FAST:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.33f;
break;
case 2:
case CONVEYOR_SPEED_MEDIUM:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.33f;
break;
case 1:
case CONVEYOR_SPEED_SLOW:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
@@ -759,21 +759,21 @@ void Distortion_Update(void) {
rotY = 0.0f;
rotZ = 0.0f;
switch (Distortion_GetUnderwaterCurrentSpeed(player)) {
case 3:
case CONVEYOR_SPEED_FAST:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.18f;
break;
case 2:
case CONVEYOR_SPEED_MEDIUM:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.12f;
break;
case 1:
case CONVEYOR_SPEED_SLOW:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
+1 -1
View File
@@ -19,7 +19,7 @@ void osCreatePiManager(OSPri pri, OSMesgQueue* cmdQ, OSMesg* cmdBuf, s32 cmdMsgC
if (!__osPiAccessQueueEnabled) {
__osPiCreateAccessQueue();
}
osSetEventMesg(8, &D_8009E3D0, (OSMesg)0x22222222);
osSetEventMesg(OS_EVENT_PI, &D_8009E3D0, (OSMesg)0x22222222);
oldPri = -1;
myPri = osGetThreadPri(NULL);
if (myPri < pri) {
@@ -336,8 +336,8 @@ void func_80B7F398(BgIkanaBlock* this, PlayState* play) {
if (func_80B7EE70(this, play)) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
Actor_PlaySfx(&this->dyna.actor,
SurfaceType_GetSfx(&play->colCtx, this->dyna.actor.floorPoly, this->dyna.actor.floorBgId) +
SFX_FLAG);
NA_SE_PL_WALK_GROUND + SurfaceType_GetSfxOffset(&play->colCtx, this->dyna.actor.floorPoly,
this->dyna.actor.floorBgId));
func_80B7F0A4(this);
}
}
+1 -1
View File
@@ -648,7 +648,7 @@ void DmStk_PlaySfxForPlayingWithFairiesCutscene(DmStk* this, PlayState* play) {
case 72:
case 77:
case 79:
Actor_PlaySfx(&this->actor, NA_SE_PL_WALK_WATER2);
Actor_PlaySfx(&this->actor, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_TALL_GRASS);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_WALK);
break;
@@ -47,8 +47,8 @@ void func_808BAAF4(DoorWarp1* this, PlayState* play);
void func_808BABF4(DoorWarp1* this, PlayState* play);
void func_808BB8D4(DoorWarp1* this, PlayState* play, s32 arg2);
static s16 D_808BC000;
static f32 D_808BC004;
s16 D_808BC000;
f32 D_808BC004;
ActorInit Door_Warp1_InitVars = {
ACTOR_DOOR_WARP1,
@@ -211,9 +211,9 @@ void EnBbfall_Thaw(EnBbfall* this, PlayState* play) {
*/
s32 EnBbfall_IsTouchingLava(EnBbfall* this, PlayState* play) {
if (!SurfaceType_IsWallDamage(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId)) {
u32 floorType = func_800C99D4(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
FloorType floorType = SurfaceType_GetFloorType(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
if ((floorType == 2) || (floorType == 3) || (floorType == 9)) {
if ((floorType == FLOOR_TYPE_2) || (floorType == FLOOR_TYPE_3) || (floorType == FLOOR_TYPE_9)) {
return true;
}
}
+10 -10
View File
@@ -230,7 +230,7 @@ void EnBom_Move(EnBom* this, PlayState* play) {
Math_StepToF(&this->actor.speed, 0.0f, 0.08f);
} else {
Vec3f* sp58;
u32 sp54 = func_800C99D4(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
FloorType floorType = SurfaceType_GetFloorType(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
Vec3f slopeNormal;
s16 downwardSlopeYaw;
f32 sp40;
@@ -239,11 +239,11 @@ void EnBom_Move(EnBom* this, PlayState* play) {
sp58 = &D_80872E68[this->isPowderKeg];
if (sp54 == 5) {
if (floorType == FLOOR_TYPE_5) {
sp58 = &D_80872E68[2];
}
if ((sp54 == 4) || (sp54 == 14) || (sp54 == 15)) {
if ((floorType == FLOOR_TYPE_4) || (floorType == FLOOR_TYPE_14) || (floorType == FLOOR_TYPE_15)) {
s16 sp36;
Math_ApproachF(&this->actor.shape.yOffset, 0.0f, 0.1f, 50.0f);
@@ -262,8 +262,8 @@ void EnBom_Move(EnBom* this, PlayState* play) {
sp3C += 3.0f * slopeNormal.z;
sp38 = sqrtf(SQ(sp40) + SQ(sp3C));
if ((sp38 < this->actor.speed) ||
(SurfaceType_GetSlope(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId) == 1)) {
if ((sp38 < this->actor.speed) || (SurfaceType_GetFloorEffect(&play->colCtx, this->actor.floorPoly,
this->actor.floorBgId) == FLOOR_EFFECT_1)) {
if (sp38 > 16.0f) {
this->actor.speed = 16.0f;
} else {
@@ -286,7 +286,7 @@ void EnBom_Move(EnBom* this, PlayState* play) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
Actor_PlaySfx(&this->actor, this->isPowderKeg ? NA_SE_EV_TRE_BOX_BOUND : NA_SE_EV_BOMB_BOUND);
if (this->actor.velocity.y < sp58->y) {
if ((sp54 == 4) || (sp54 == 14) || (sp54 == 15)) {
if ((floorType == FLOOR_TYPE_4) || (floorType == FLOOR_TYPE_14) || (floorType == FLOOR_TYPE_15)) {
this->actor.velocity.y = 0.0f;
} else {
this->actor.velocity.y = this->actor.velocity.y * sp58->z;
@@ -327,7 +327,7 @@ void EnBom_Explode(EnBom* this, PlayState* play) {
static Color_RGBA8 D_80872E90 = { 185, 140, 70, 255 };
static Color_RGBA8 D_80872E94 = { 255, 255, 255, 255 };
s32 i;
s32 temp_s0;
FloorType floorType;
f32 temp_f20;
s32 pad;
f32 spCC;
@@ -394,11 +394,11 @@ void EnBom_Explode(EnBom* this, PlayState* play) {
spB4.y = this->actor.world.pos.y + 500.0f;
spB4.z = this->actor.world.pos.z + spC0.z;
if (BgCheck_EntityRaycastFloor3(&play->colCtx, &spB0, &spAC, &spB4) != BGCHECK_Y_MIN) {
temp_s0 = func_800C99D4(&play->colCtx, spB0, spAC);
floorType = SurfaceType_GetFloorType(&play->colCtx, spB0, spAC);
temp_f20 = BgCheck_EntityRaycastFloor1(&play->colCtx, &spB0, &spB4);
if ((temp_s0 == 4) || (temp_s0 == 15) || (temp_s0 == 14)) {
if (temp_s0 == 4) {
if ((floorType == FLOOR_TYPE_4) || (floorType == FLOOR_TYPE_15) || (floorType == FLOOR_TYPE_14)) {
if (floorType == FLOOR_TYPE_4) {
sp84 = D_80872E90;
sp80 = D_80872E90;
} else {

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