#ifndef COLLISION_H #define COLLISION_H #include "global.h" #include "entity.h" /** Collisions. */ enum { COL_LANTERN = 0x7, COL_SMALL_GUST = 0x13, COL_BOOMERANG = 0x14, COL_ARROW = 0x15, COL_BIG_GUST = 0x1b, COL_PACCI = 0x1d, COL_SWORD_BEAM = 0x21, }; typedef enum { COL_NONE = 0x0, COL_NORTH_WEST = 0x2, COL_NORTH_EAST = 0x4, COL_NORTH_FULL = 0x6, COL_NORTH_ANY = 0xe, COL_SOUTH_WEST = 0x20, COL_SOUTH_EAST = 0x40, COL_SOUTH_FULL = 0x60, COL_SOUTH_ANY = 0xe0, COL_WEST_SOUTH = 0x200, COL_WEST_NORTH = 0x400, COL_WEST_FULL = 0x600, COL_WEST_ANY = 0xe00, COL_EAST_SOUTH = 0x2000, COL_EAST_NORTH = 0x4000, COL_EAST_FULL = 0x6000, COL_EAST_ANY = 0xe000, } Collisions; typedef enum { RESULT_NO_COLLISION = 0, RESULT_COLLISION = 1, RESULT_COLLISION_WITHOUT_SET = 2, } CollisionResult; /** * @brief * * @param collisionData * @param x x world coordinate * @param y y world coordinate * @param collisionType @see CollisionType * @return bool32 */ bool32 IsTileCollision(const u8* collisionData, s32 x, s32 y, u32 collisionType); bool32 IsColliding(Entity*, Entity*); bool32 IsCollidingPlayer(Entity*); /** * @brief Calculates the collisions with the tiles around the entity and stores the result in Entity.collisions. * * @param this * @param direction * @param collisionType @see CollisionType */ void CalculateEntityTileCollisions(Entity* this, u32 direction, u32 collisionType); bool32 ProcessMovementInternal(Entity*, s32, s32, u32); u32 sub_080176E4(Entity*); extern const u8 gMapTileTypeToActTile[]; // actTile for tileType? #endif // COLLISION_H