mm/include/z64collision_check.h
Anghelo Carvajal 587d12e3cb
Yet another header cleanup (#1284)
* thread, scene and interface

* non header stuff

* fix missing stuff

* z64sound_source.h

* collision_check.h

* Update include/z64sound_source.h

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

* Update include/z64scene.h

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

* Update include/z64thread.h

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

* review

* review

* Update src/code/z_collision_check.c

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

* Update src/code/z_sound_source.c

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

---------

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
2023-06-18 16:43:47 +10:00

678 lines
38 KiB
C

#ifndef Z64COLLISION_CHECK_H
#define Z64COLLISION_CHECK_H
#include "PR/ultratypes.h"
#include "z64math.h"
#include "unk.h"
struct Actor;
struct PlayState;
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 {
/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
/* 0x2 */ u8 acFlags; // Information flags for OC collisions.
/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x4 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
/* 0x5 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
} ColliderInit; // size = 0x6
typedef struct {
/* 0x0 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x1 */ u8 atFlags; // Information flags for AT collisions.
/* 0x2 */ u8 acFlags; // Information flags for AC collisions.
/* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x4 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
} ColliderInitType1; // size = 0x5
typedef struct {
/* 0x0 */ struct Actor* actor; // Attached actor
/* 0x4 */ u8 atFlags; // Information flags for AT collisions.
/* 0x5 */ u8 acFlags; // Information flags for AC collisions.
/* 0x6 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x7 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
} ColliderInitToActor; // size = 0x8
typedef struct {
/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 damage; // Damage or Stun Timer
} ColliderTouch; // size = 0x8
typedef struct {
/* 0x0 */ u32 dmgFlags; // Toucher damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 damage; // Damage or Stun Timer
} ColliderTouchInit; // size = 0x8
typedef struct {
/* 0x0 */ u32 dmgFlags; // Bumper damage type flags.
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 defense; // Damage Resistance
/* 0x6 */ Vec3s hitPos; // Point of contact
} ColliderBump; // size = 0xC
typedef struct {
/* 0x0 */ u32 dmgFlags; // Bumper exclusion mask
/* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x5 */ u8 defense; // Damage Resistance
} ColliderBumpInit; // size = 0x8
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 */ ColliderTouchInit 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; // worldsphere = modelsphere * scale * 0.01
/* 0x14 */ u8 limb; // attached limb
} ColliderJntSphElementDim; // size = 0x18
typedef struct {
/* 0x0 */ u8 limb; // attached limb
/* 0x2 */ Sphere16 modelSphere; // model space sphere
/* 0xA */ s16 scale; // world space sphere = model * scale * 0.01
} ColliderJntSphElementDimInit; // size = 0xC
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 {
/* 0x0 */ ColliderInit base;
/* 0x8 */ s32 count;
/* 0xC */ ColliderJntSphElementInit* elements;
} ColliderJntSphInit; // size = 0x10
typedef struct {
/* 0x0 */ ColliderInitType1 base;
/* 0x8 */ s32 count;
/* 0xC */ ColliderJntSphElementInit* elements;
} ColliderJntSphInitType1; // size = 0x10
typedef struct {
/* 0x0 */ ColliderInitToActor base;
/* 0x8 */ s32 count;
/* 0xC */ 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 {
/* 0x0 */ ColliderInit base;
/* 0x8 */ s32 count;
/* 0xC */ ColliderTrisElementInit* elements;
} ColliderTrisInit; // size = 0x10
typedef struct {
/* 0x0 */ ColliderInitType1 base;
/* 0x8 */ s32 count;
/* 0xC */ 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 */ 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 */ Collider base;
/* 0x18 */ ColliderInfo info;
/* 0x40 */ ColliderJntSphElementDim dim;
} ColliderSphere; // size = 0x58
typedef struct {
/* 0x00 */ ColliderInit base;
/* 0x08 */ ColliderInfoInit info;
/* 0x20 */ ColliderJntSphElementDimInit dim;
} ColliderSphereInit; // size = 0x2C
typedef struct {
/* 0x00 */ LineSegment line;
/* 0x18 */ u16 ocFlags;
} OcLine; // size = 0x1C
typedef struct {
/* 0x000 */ s16 colATCount;
/* 0x002 */ u16 sacFlags; // Controls whether new collidors can be added or removed, or only swapped
/* 0x004 */ Collider* colAT[50];
/* 0x0CC */ s32 colACCount;
/* 0x0D0 */ Collider* colAC[60];
/* 0x1C0 */ s32 colOCCount;
/* 0x1C4 */ Collider* colOC[50];
/* 0x28C */ s32 colLineCount;
/* 0x290 */ OcLine* colLine[3];
} CollisionCheckContext; // size = 0x29C
typedef struct {
/* 0x0 */ u8 blood;
/* 0x1 */ u8 effect;
} HitInfo; // size = 0x2
typedef enum {
/* 0 */ BLOOD_NONE,
/* 1 */ BLOOD_BLUE,
/* 2 */ BLOOD_GREEN,
/* 3 */ BLOOD_WATER,
/* 4 */ BLOOD_RED,
/* 5 */ BLOOD_RED2
} ColChkBloodType;
typedef enum {
/* 0 */ HIT_WHITE,
/* 1 */ HIT_DUST,
/* 2 */ HIT_RED,
/* 3 */ HIT_SOLID,
/* 4 */ HIT_WOOD,
/* 5 */ HIT_NONE
} ColChkHitType;
typedef enum {
/* 0 */ MASSTYPE_IMMOVABLE,
/* 1 */ MASSTYPE_HEAVY,
/* 2 */ MASSTYPE_NORMAL
} ColChkMassType;
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_SPHERE,
/* 5 */ COLSHAPE_MAX
} ColliderShape;
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 SAC_ON (1 << 0) // CollisionContext SAC Flag
#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_UNK2 (1 << 2) // Unknown purpose.
#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_HORSE_TRAMPLE (1 << 0x02)
#define DMG_EXPLOSIVES (1 << 0x03)
#define DMG_ZORA_BOOMERANG (1 << 0x04)
#define DMG_NORMAL_ARROW (1 << 0x05)
#define DMG_UNK_0x06 (1 << 0x06)
#define DMG_HOOKSHOT (1 << 0x07)
#define DMG_GORON_PUNCH (1 << 0x08)
#define DMG_SWORD (1 << 0x09)
#define DMG_GORON_POUND (1 << 0x0A)
#define DMG_FIRE_ARROW (1 << 0x0B)
#define DMG_ICE_ARROW (1 << 0x0C)
#define DMG_LIGHT_ARROW (1 << 0x0D)
#define DMG_GORON_SPIKES (1 << 0x0E)
#define DMG_DEKU_SPIN (1 << 0x0F)
#define DMG_DEKU_BUBBLE (1 << 0x10)
#define DMG_DEKU_LAUNCH (1 << 0x11)
#define DMG_UNK_0x12 (1 << 0x12)
#define DMG_ZORA_BARRIER (1 << 0x13)
#define DMG_NORMAL_SHIELD (1 << 0x14)
#define DMG_LIGHT_RAY (1 << 0x15)
#define DMG_THROWN_OBJECT (1 << 0x16)
#define DMG_ZORA_PUNCH (1 << 0x17)
#define DMG_SPIN_ATTACK (1 << 0x18)
#define DMG_SWORD_BEAM (1 << 0x19)
#define DMG_NORMAL_ROLL (1 << 0x1A)
#define DMG_UNK_0x1B (1 << 0x1B)
#define DMG_UNK_0x1C (1 << 0x1C)
#define DMG_UNBLOCKABLE (1 << 0x1D)
#define DMG_UNK_0x1E (1 << 0x1E)
#define DMG_POWDER_KEG (1 << 0x1F)
typedef struct DamageTable {
/* 0x00 */ u8 attack[32];
} DamageTable; // size = 0x20
typedef struct CollisionCheckInfoInit {
/* 0x0 */ u8 health;
/* 0x2 */ s16 cylRadius;
/* 0x4 */ s16 cylHeight;
/* 0x6 */ u8 mass;
} CollisionCheckInfoInit; // size = 0x8
typedef struct CollisionCheckInfoInit2 {
/* 0x0 */ u8 health;
/* 0x2 */ s16 cylRadius;
/* 0x4 */ s16 cylHeight;
/* 0x6 */ s16 cylYShift;
/* 0x8 */ u8 mass;
} CollisionCheckInfoInit2; // size = 0xC
typedef struct CollisionCheckInfo {
/* 0x00 */ DamageTable* damageTable;
/* 0x04 */ Vec3f displacement;
/* 0x10 */ s16 cylRadius;
/* 0x12 */ s16 cylHeight;
/* 0x14 */ s16 cylYShift;
/* 0x16 */ u8 mass;
/* 0x17 */ u8 health;
/* 0x18 */ u8 damage;
/* 0x19 */ u8 damageEffect;
/* 0x1A */ u8 atHitEffect;
/* 0x1B */ u8 acHitEffect;
} CollisionCheckInfo; // size = 0x1C
DamageTable* DamageTable_Get(s32 index);
void DamageTable_Clear(DamageTable* damageTable);
f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, u32* effect);
f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac);
s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo);
s32 Collider_InitBase(struct PlayState* play, Collider* collider);
s32 Collider_DestroyBase(struct PlayState* play, Collider* collider);
s32 Collider_SetBaseToActor(struct PlayState* play, Collider* collider, ColliderInitToActor* src);
s32 Collider_SetBaseType1(struct PlayState* play, Collider* collider, struct Actor* actor, ColliderInitType1* src);
s32 Collider_SetBase(struct PlayState* play, Collider* collider, struct Actor* actor, ColliderInit* src);
void Collider_ResetATBase(struct PlayState* play, Collider* collider);
void Collider_ResetACBase(struct PlayState* play, Collider* collider);
void Collider_ResetOCBase(struct PlayState* play, Collider* collider);
s32 Collider_InitTouch(struct PlayState* play, ColliderTouch* touch);
s32 Collider_DestroyTouch(struct PlayState* play, ColliderTouch* touch);
s32 Collider_SetTouch(struct PlayState* play, ColliderTouch* touch, ColliderTouchInit* src);
void Collider_ResetATInfoUnk(struct PlayState* play, ColliderInfo* info);
s32 Collider_InitBump(struct PlayState* play, ColliderBump* bump);
s32 Collider_DestroyBump(struct PlayState* play, ColliderBump* bump);
s32 Collider_SetBump(struct PlayState* play, ColliderBump* bump, ColliderBumpInit* src);
s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info);
s32 Collider_DestroyInfo(struct PlayState* play, ColliderInfo* info);
s32 Collider_SetInfo(struct PlayState* play, ColliderInfo* info, ColliderInfoInit* src);
void Collider_ResetATInfo(struct PlayState* play, ColliderInfo* info);
void Collider_ResetACInfo(struct PlayState* play, ColliderInfo* info);
void Collider_ResetOCInfo(struct PlayState* play, ColliderInfo* info);
s32 Collider_InitJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim);
s32 Collider_DestroyJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim);
s32 Collider_SetJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dest, ColliderJntSphElementDimInit* src);
s32 Collider_InitJntSphElement(struct PlayState* play, ColliderJntSphElement* element);
s32 Collider_DestroyJntSphElement(struct PlayState* play, ColliderJntSphElement* element);
s32 Collider_SetJntSphElement(struct PlayState* play, ColliderJntSphElement* dest, ColliderJntSphElementInit* src);
s32 Collider_ResetJntSphElementAT(struct PlayState* play, ColliderJntSphElement* collider);
s32 Collider_ResetJntSphElementAC(struct PlayState* play, ColliderJntSphElement* collider);
s32 Collider_ResetJntSphElementOC(struct PlayState* play, ColliderJntSphElement* collider);
s32 Collider_InitJntSph(struct PlayState* play, ColliderJntSph* collider);
s32 Collider_FreeJntSph(struct PlayState* play, ColliderJntSph* collider);
s32 Collider_DestroyJntSph(struct PlayState* play, ColliderJntSph* collider);
s32 Collider_SetJntSphToActor(struct PlayState* play, ColliderJntSph* collider, ColliderJntSphInitToActor* src);
s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInitType1* src);
s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
s32 Collider_InitAndSetJntSph(struct PlayState* play, ColliderJntSph* sphereGroup, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements);
s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* collider);
s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* collider);
s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* collider);
s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim);
s32 Collider_DestroyCylinderDim(struct PlayState* play, Cylinder16* dim);
s32 Collider_SetCylinderDim(struct PlayState* play, Cylinder16* dim, Cylinder16* src);
s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* collider);
s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* collider);
s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* collider, ColliderCylinderInitToActor* src);
s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInitType1* src);
s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
s32 Collider_InitAndSetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* collider);
s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* collider);
s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* collider);
s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim);
s32 Collider_DestroyTrisElementDim(struct PlayState* play, TriNorm* dim);
s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dim, ColliderTrisElementDimInit* src);
s32 Collider_InitTrisElement(struct PlayState* play, ColliderTrisElement* element);
s32 Collider_DestroyTrisElement(struct PlayState* play, ColliderTrisElement* element);
s32 Collider_SetTrisElement(struct PlayState* play, ColliderTrisElement* element, ColliderTrisElementInit* src);
s32 Collider_ResetTrisElementAT(struct PlayState* play, ColliderTrisElement* element);
s32 Collider_ResetTrisElementAC(struct PlayState* play, ColliderTrisElement* element);
s32 Collider_ResetTrisElementOC(struct PlayState* play, ColliderTrisElement* element);
s32 Collider_InitTris(struct PlayState* play, ColliderTris* tris);
s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris);
s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris);
s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInitType1* src);
s32 Collider_SetTris(struct PlayState* play, ColliderTris* triGroup, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* tris);
s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* tris, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* elements);
s32 Collider_ResetTrisAT(struct PlayState* play, Collider* collider);
s32 Collider_ResetTrisAC(struct PlayState* play, Collider* collider);
s32 Collider_ResetTrisOC(struct PlayState* play, Collider* collider);
s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim);
s32 Collider_DestroyQuadDim(struct PlayState* play, ColliderQuadDim* dim);
s32 Collider_ResetQuadACDist(struct PlayState* play, ColliderQuadDim* dim);
void Collider_SetQuadMidpoints(ColliderQuadDim* dim);
s32 Collider_SetQuadDim(struct PlayState* play, ColliderQuadDim* dim, ColliderQuadDimInit* init);
s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* collider);
s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* collider);
s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInitType1* src);
s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
s32 Collider_InitAndSetQuad(struct PlayState* play, ColliderQuad* collider, struct Actor* actor, ColliderQuadInit* src);
s32 Collider_ResetQuadAT(struct PlayState* play, Collider* collider);
s32 Collider_ResetQuadAC(struct PlayState* play, Collider* collider);
s32 Collider_ResetQuadOC(struct PlayState* play, Collider* collider);
s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f* hitPos);
s32 Collider_InitSphere(struct PlayState* play, ColliderSphere* collider);
s32 Collider_DestroySphere(struct PlayState* play, ColliderSphere* collider);
s32 Collider_SetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* collider, struct Actor* actor, ColliderSphereInit* src);
s32 Collider_ResetSphereAT(struct PlayState* play, Collider* collider);
s32 Collider_ResetSphereAC(struct PlayState* play, Collider* collider);
s32 Collider_ResetSphereOC(struct PlayState* play, Collider* collider);
s32 Collider_InitLine(struct PlayState* play, OcLine* line);
s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
s32 Collider_SetLinePoints(struct PlayState* play, OcLine* line, Vec3f* a, Vec3f* b);
s32 Collider_SetLine(struct PlayState* play, OcLine* line, OcLine* src);
s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colCtxt);
void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colCtxt);
void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colCtxt);
void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colCtxt);
void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colCtxt);
s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, s32 index);
s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colCtxt, OcLine* line);
s32 CollisionCheck_SkipTouch(ColliderInfo* info);
s32 CollisionCheck_SkipBump(ColliderInfo* info);
s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper);
void CollisionCheck_NoBlood(struct PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_BlueBlood(struct PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_GreenBlood(struct PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_WaterBurst(struct PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_RedBlood(struct PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_RedBloodUnused(struct PlayState* play, Collider* collider, Vec3f* v);
void CollisionCheck_HitSolid(struct PlayState* play, ColliderInfo* info, Collider* collider, Vec3f* hitPos);
s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo);
void CollisionCheck_HitEffects(struct PlayState* play, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, Vec3f* hitPos);
void CollisionCheck_SetBounce(Collider* at, Collider* ac);
s32 CollisionCheck_SetATvsAC(struct PlayState* play, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac, ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos);
void CollisionCheck_TrisAvgPoint(ColliderTrisElement* tri, Vec3f* avg);
void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg);
void CollisionCheck_AC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_JntSphVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_CylVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_CylVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_TrisVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_TrisVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_TrisVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_TrisVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_TrisVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_QuadVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_QuadVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_QuadVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_QuadVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_SphereVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_SphereVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_AC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC);
void CollisionCheck_SetJntSphHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_SetCylHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_SetTrisHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_SetQuadHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_SetSphereHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_SetHitEffects(struct PlayState* play, CollisionCheckContext* colCtxt);
void CollisionCheck_AC(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* colAT);
void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colCtxt);
s32 CollisionCheck_GetMassType(u8 mass);
void CollisionCheck_SetOCvsOC(struct PlayState* play, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap);
void CollisionCheck_OC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_SphereVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
void CollisionCheck_OC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* l, Collider* r);
s32 CollisionCheck_SkipOC(Collider* collider);
s32 CollisionCheck_Incompatible(Collider* left, Collider* right);
void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colCtxt);
void CollisionCheck_InitInfo(CollisionCheckInfo* info);
void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
void CollisionCheck_ApplyDamage(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider, ColliderInfo* info);
void CollisionCheck_ApplyDamageJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_ApplyDamageCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_ApplyDamageTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_ApplyDamageQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_ApplyDamageSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* collider);
void CollisionCheck_Damage(struct PlayState* play, CollisionCheckContext* colCtxt);
s32 CollisionCheck_LineOC_JntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
s32 CollisionCheck_LineOC_Cyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
s32 CollisionCheck_LineOC_Sphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b);
s32 CollisionCheck_LineOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b);
s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* collider);
void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
void Collider_SetTrisDim(struct PlayState* play, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init);
void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider);
void Collider_UpdateSpheresElement(ColliderJntSph* collider, s32 index, struct Actor* actor);
void Collider_UpdateSphere(s32 limb, ColliderSphere* collider);
void CollisionCheck_SpawnRedBlood(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetal(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetalSound(struct PlayState* play, Vec3f* v, Vec3f* pos);
void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, Vec3f* pos);
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos, Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
#endif