mm/include/z64bgcheck.h
Tom Overton 158d1b26b0
PlayState rename (#835)
* PlayState rename

* Make this work with the latest master and run format

* Respond to hensldm's review

* Respond to Elliptic's review

* Add Effect_GetPlayState to namefixer.py

* Add missed comma
2022-06-26 11:57:37 -04:00

310 lines
9.3 KiB
C

#ifndef Z64_BGCHECK_H
#define Z64_BGCHECK_H
struct PlayState;
struct Actor;
struct DynaPolyActor;
#define SS_NULL 0xFFFF
#define COLPOLY_NORMAL_FRAC (1.0f / SHT_MAX)
#define COLPOLY_SNORMAL(x) ((s16)((x) * SHT_MAX))
#define COLPOLY_GET_NORMAL(n) ((n)*COLPOLY_NORMAL_FRAC)
#define COLPOLY_VIA_FLAG_TEST(vIA, flags) ((vIA) & (((flags)&7) << 13))
#define COLPOLY_VTX_INDEX(vI) ((vI)&0x1FFF)
#define DYNAPOLY_INVALIDATE_LOOKUP (1 << 0)
#define BGACTOR_NEG_ONE -1
#define BG_ACTOR_MAX 50
#define DYNA_WATERBOX_MAX 30
#define BGCHECK_SCENE BG_ACTOR_MAX
#define BGCHECK_Y_MAX 32000.0f
#define BGCHECK_Y_MIN -32000.0f
#define BGCHECK_XYZ_ABSMAX 32760.0f
#define BGCHECK_SUBDIV_OVERLAP 50
#define BGCHECK_SUBDIV_MIN 150.0f
#define WATERBOX_ROOM(p) ((((s32)p) >> 13) & 0x3F)
// bccFlags (bgcheck check flags)
#define BGCHECK_CHECK_WALL (1 << 0)
#define BGCHECK_CHECK_FLOOR (1 << 1)
#define BGCHECK_CHECK_CEILING (1 << 2)
#define BGCHECK_CHECK_ONE_FACE (1 << 3)
#define BGCHECK_CHECK_DYNA (1 << 4)
#define BGCHECK_CHECK_ALL \
(BGCHECK_CHECK_WALL | BGCHECK_CHECK_FLOOR | BGCHECK_CHECK_CEILING | BGCHECK_CHECK_ONE_FACE | BGCHECK_CHECK_DYNA)
// bciFlags (bgcheck ignore flags)
#define BGCHECK_IGNORE_NONE 0
#define BGCHECK_IGNORE_CEILING (1 << 0)
#define BGCHECK_IGNORE_WALL (1 << 1)
#define BGCHECK_IGNORE_FLOOR (1 << 2)
// xpFlags (poly exclusion flags)
#define COLPOLY_IGNORE_NONE 0
#define COLPOLY_IGNORE_CAMERA (1 << 0)
#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
typedef enum {
/* 0 */ CONVEYOR_WATER,
/* 1 */ CONVEYOR_FLOOR
} ConveyorType;
typedef struct {
/* 0x0 */ Vec3s pos;
} BgVertex; // size = 0x6
typedef struct {
/* 0x00 */ Vec3f scale;
/* 0x0C */ Vec3s rot;
/* 0x14 */ Vec3f pos;
} ScaleRotPos; // size = 0x20
typedef struct CollisionPoly {
/* 0x00 */ u16 type;
union {
u16 vtxData[3];
struct {
/* 0x02 */ u16 flags_vIA; // 0xE000 is poly exclusion flags (xpFlags), 0x1FFF is vtxId
/* 0x04 */ u16 flags_vIB; // 0xE000 is flags, 0x1FFF is vtxId
// 0x2000 = poly IsConveyor surface
/* 0x06 */ u16 vIC;
};
};
/* 0x08 */ Vec3s normal; // Unit normal vector
// Value ranges from -0x7FFF to 0x7FFF, representing -1.0 to 1.0; 0x8000 is invalid
/* 0x0E */ s16 dist; // Plane distance from origin along the normal
} CollisionPoly; // size = 0x10
typedef struct {
/* 0x0 */ u16 setting;
/* 0x2 */ s16 numData;
/* 0x4 */ Vec3s* data;
} CamData; // size = 0x8 (BgCamData)
typedef struct {
/* 0x0 */ Vec3s minPos;
/* 0x6 */ s16 xLength;
/* 0x8 */ s16 zLength;
/* 0xC */ u32 properties;
// 0x0008_0000 = ?
// 0x0007_E000 = room index, 0x3F = all rooms
// 0x0000_1F00 = lighting setting index
// 0x0000_00FF = CamData index
} WaterBox; // size = 0x10
typedef struct {
/* 0x0 */ u32 data[2];
// Word 0
// 0x8000_0000 = horse blocked
// 0x4000_0000 = floor surface recessed by 1 unit
// 0x3C00_0000 = ? (floor property?)
// 0x03E0_0000 = ? (wall property?)
// 0x001C_0000 = ?
// 0x0003_E000 = ?
// 0x0000_1F00 = scene exit index
// 0x0000_00FF = CamData index
// Word 1
// 0x0800_0000 = wall damage
// 0x07E0_0000 = conveyor direction
// 0x001C_0000 = conveyor speed
// 0x0002_0000 = is hookable surface
// 0x0001_F800 = echo/reverb
// 0x0000_07C0 = lighting setting index
// 0x0000_0030 = surface slope
// 0x0000_000F = type
} SurfaceType; // size = 0x8
typedef struct {
/* 0x00 */ Vec3s minBounds; // minimum coordinates of poly bounding box
/* 0x06 */ Vec3s maxBounds; // maximum coordinates of poly bounding box
/* 0x0C */ u16 numVertices;
/* 0x10 */ Vec3s* vtxList;
/* 0x14 */ u16 numPolygons;
/* 0x18 */ CollisionPoly* polyList;
/* 0x1C */ SurfaceType* surfaceTypeList;
/* 0x20 */ CamData* cameraDataList;
/* 0x24 */ u16 numWaterBoxes;
/* 0x28 */ WaterBox* waterBoxes;
} CollisionHeader; // size = 0x2C
typedef struct {
/* 0x0 */ s16 polyId;
/* 0x2 */ u16 next; // index of the next SSNode in the list, or SS_NULL if last element
} SSNode; // size = 0x4
typedef struct {
u16 head; // index of the first SSNode in the list, or SS_NULL if the list is empty
} SSList; // represents a linked list of type SSNode
typedef struct {
/* 0x0 */ u16 max;
/* 0x2 */ u16 count;
/* 0x4 */ SSNode* tbl;
/* 0x8 */ u8* polyCheckTbl;
} SSNodeList; // size = 0xC
typedef struct {
/* 0x0 */ SSNode* tbl;
/* 0x4 */ u32 count;
/* 0x8 */ s32 maxNodes;
} DynaSSNodeList; // size = 0xC
typedef struct {
/* 0x0 */ s32 unk0;
/* 0x4 */ WaterBox* boxes;
} DynaWaterBoxList; // size = 0x8
typedef struct {
/* 0x0 */ SSList floor;
/* 0x2 */ SSList wall;
/* 0x4 */ SSList ceiling;
} StaticLookup; // size = 0x6
typedef struct {
/* 0x0 */ s16 polyStartIndex;
/* 0x2 */ SSList ceiling;
/* 0x4 */ SSList wall;
/* 0x6 */ SSList floor;
} DynaLookup; // size = 0x8
typedef struct {
/* 0x00 */ Actor* actor;
/* 0x04 */ CollisionHeader* colHeader;
/* 0x08 */ DynaLookup dynaLookup;
/* 0x10 */ u16 vtxStartIndex;
/* 0x12 */ u16 waterboxesStartIndex;
/* 0x14 */ ScaleRotPos prevTransform;
/* 0x34 */ ScaleRotPos curTransform;
/* 0x54 */ Sphere16 boundingSphere;
/* 0x5C */ f32 minY;
/* 0x60 */ f32 maxY;
} BgActor; // size = 0x64
typedef struct {
/* 0x0000 */ u8 bitFlag;
/* 0x0004 */ BgActor bgActors[BG_ACTOR_MAX];
/* 0x138C */ u16 bgActorFlags[BG_ACTOR_MAX]; // bit 0 - Is mesh active
/* 0x13F0 */ CollisionPoly* polyList;
/* 0x13F4 */ Vec3s* vtxList;
/* 0x13F8 */ DynaWaterBoxList waterBoxList;
/* 0x1400 */ DynaSSNodeList polyNodes;
/* 0x140C */ s32 polyNodesMax;
/* 0x1410 */ s32 polyListMax;
/* 0x1414 */ s32 vtxListMax;
} 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;
/* 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)
} CollisionContext; // size = 0x1470
typedef struct {
/* 0x00 */ struct PlayState* play;
/* 0x04 */ CollisionContext* colCtx;
/* 0x08 */ u16 xpFlags;
/* 0x0C */ CollisionPoly** resultPoly;
/* 0x10 */ f32 yIntersect;
/* 0x14 */ Vec3f* pos;
/* 0x18 */ s32* bgId;
/* 0x1C */ s32 unk1C;
/* 0x20 */ struct Actor* actor;
/* 0x24 */ u32 unk_24;
/* 0x28 */ f32 checkDist;
/* 0x2C */ DynaCollisionContext* dyna;
/* 0x30 */ SSList* ssList;
} DynaRaycast; // size = 0x34
typedef struct
{
/* 0x00 */ StaticLookup* lookup;
/* 0x04 */ SSList* ssList;
/* 0x08 */ CollisionContext* colCtx;
/* 0x0C */ u16 xpFlags1;
/* 0x0E */ u16 xpFlags2;
/* 0x10 */ Vec3f* posA;
/* 0x14 */ Vec3f* posB;
/* 0x18 */ Vec3f* outPos;
/* 0x1C */ CollisionPoly** outPoly;
/* 0x20 */ f32 outDistSq;
/* 0x24 */ f32 checkDist;
/* 0x28 */ s32 bccFlags;
/* 0x2C */ Actor* actor;
} StaticLineTest; // size = 0x30
typedef struct {
/* 0x00 */ CollisionContext* colCtx;
/* 0x04 */ u16 xpFlags;
/* 0x08 */ DynaCollisionContext* dyna;
/* 0x0C */ SSList* ssList;
/* 0x10 */ Vec3f* posA;
/* 0x14 */ Vec3f* posB;
/* 0x18 */ Vec3f* posResult;
/* 0x1C */ CollisionPoly** resultPoly;
/* 0x20 */ s32 checkOneFace; // bccFlags & 0x8
/* 0x24 */ f32* distSq; // distance from posA to poly squared
/* 0x28 */ f32 checkDist; // distance from poly
/* 0x2C */ Actor* actor;
/* 0x30 */ s32 bgId;
} DynaLineTest; // size = 0x34
typedef struct {
/* 0x00 */ CollisionPoly* poly;
/* 0x04 */ Vec3s* vtxList;
/* 0x08 */ Vec3f* posA;
/* 0x0C */ Vec3f* posB;
/* 0x10 */ Vec3f* planeIntersect;
/* 0x14 */ s32 checkOneFace;
/* 0x18 */ f32 checkDist;
} BgLineVsPolyTest; // size = 0x1C
typedef struct {
/* 0x0 */ s16 sceneId;
/* 0x4 */ u32 memSize;
} BgSpecialSceneMaxMemory; // size = 0x8
typedef struct {
/* 0x0 */ s16 sceneId;
/* 0x2 */ s16 maxNodes;
/* 0x4 */ s16 maxPolygons;
/* 0x6 */ s16 maxVertices;
} BgSpecialSceneMaxObjects; // size = 0x8
typedef struct {
/* 0x0 */ s16 sceneId;
/* 0x2 */ s16 xSubdivisions;
/* 0x4 */ s16 ySubdivisions;
/* 0x6 */ s16 zSubdivisions;
/* 0x8 */ s32 unk8;
} BgSpecialSceneMeshSubdivision; // size = 0xC
typedef struct {
s16 sceneId;
Vec3s subdivAmount;
s32 nodeListMax; // if -1, dynamically compute max nodes
} BgCheckSceneSubdivisionEntry;
#endif