Restore Vanish Cap wall collision logic
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@@ -2,6 +2,8 @@
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#include "surface_collision.h"
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#include "../include/surface_terrains.h"
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#include "../../load_surfaces.h"
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#include "../include/sm64.h"
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#include "../game/object_stuff.h"
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/**
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* Iterate through the list of ceilings and find the first ceiling over a given point.
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@@ -250,6 +252,26 @@ static s32 find_wall_collisions_from_list( struct SM64WallCollisionData *data) {
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}
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}
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// Ignore camera only surfaces.
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if (surf->type == SURFACE_CAMERA_BOUNDARY) {
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continue;
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}
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// If an object can pass through a vanish cap wall, pass through.
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if (surf->type == SURFACE_VANISH_CAP_WALLS) {
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// If an object can pass through a vanish cap wall, pass through.
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if (gCurrentObject != NULL
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&& (gCurrentObject->activeFlags & ACTIVE_FLAG_MOVE_THROUGH_GRATE)) {
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continue;
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}
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// If Mario has a vanish cap, pass through the vanish cap wall.
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if (gCurrentObject != NULL && gCurrentObject == gMarioObject
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&& (gMarioState->flags & MARIO_VANISH_CAP)) {
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continue;
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}
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}
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//! (Wall Overlaps) Because this doesn't update the x and z local variables,
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// multiple walls can push mario more than is required.
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data->x += surf->normal.x * (radius - offset);
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@@ -1,62 +1,13 @@
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/**
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* This file just hacks a bunch of stuff together to get a valid Object and GraphNode for Mario
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*/
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#include "object_stuff.h"
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#include <stdlib.h>
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#include "mario.h"
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#include "../shim.h"
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#include "../engine/math_util.h"
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#include "../include/object_fields.h"
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/* activeFlags */
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#define ACTIVE_FLAG_DEACTIVATED 0 // 0x0000
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#define ACTIVE_FLAG_ACTIVE (1 << 0) // 0x0001
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#define ACTIVE_FLAG_FAR_AWAY (1 << 1) // 0x0002
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#define ACTIVE_FLAG_UNK2 (1 << 2) // 0x0004
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#define ACTIVE_FLAG_IN_DIFFERENT_ROOM (1 << 3) // 0x0008
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#define ACTIVE_FLAG_UNIMPORTANT (1 << 4) // 0x0010
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#define ACTIVE_FLAG_INITIATED_TIME_STOP (1 << 5) // 0x0020
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#define ACTIVE_FLAG_MOVE_THROUGH_GRATE (1 << 6) // 0x0040
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#define ACTIVE_FLAG_DITHERED_ALPHA (1 << 7) // 0x0080
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#define ACTIVE_FLAG_UNK8 (1 << 8) // 0x0100
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#define ACTIVE_FLAG_UNK9 (1 << 9) // 0x0200
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#define ACTIVE_FLAG_UNK10 (1 << 10) // 0x0400
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// The discriminant for different types of geo nodes
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#define GRAPH_NODE_TYPE_ROOT 0x001
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#define GRAPH_NODE_TYPE_ORTHO_PROJECTION 0x002
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#define GRAPH_NODE_TYPE_PERSPECTIVE (0x003 | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_MASTER_LIST 0x004
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#define GRAPH_NODE_TYPE_START 0x00A
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#define GRAPH_NODE_TYPE_LEVEL_OF_DETAIL 0x00B
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#define GRAPH_NODE_TYPE_SWITCH_CASE (0x00C | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_CAMERA (0x014 | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_TRANSLATION_ROTATION 0x015
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#define GRAPH_NODE_TYPE_TRANSLATION 0x016
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#define GRAPH_NODE_TYPE_ROTATION 0x017
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#define GRAPH_NODE_TYPE_OBJECT 0x018
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#define GRAPH_NODE_TYPE_ANIMATED_PART 0x019
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#define GRAPH_NODE_TYPE_BILLBOARD 0x01A
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#define GRAPH_NODE_TYPE_DISPLAY_LIST 0x01B
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#define GRAPH_NODE_TYPE_SCALE 0x01C
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#define GRAPH_NODE_TYPE_SHADOW 0x028
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#define GRAPH_NODE_TYPE_OBJECT_PARENT 0x029
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#define GRAPH_NODE_TYPE_GENERATED_LIST (0x02A | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_BACKGROUND (0x02C | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_HELD_OBJ (0x02E | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_CULLING_RADIUS 0x02F
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/* respawnInfoType */
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#define RESPAWN_INFO_TYPE_NULL 0
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#define RESPAWN_INFO_TYPE_32 1
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#define RESPAWN_INFO_TYPE_16 2
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#define GRAPH_RENDER_ACTIVE (1 << 0)
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#define GRAPH_RENDER_CHILDREN_FIRST (1 << 1)
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#define GRAPH_RENDER_BILLBOARD (1 << 2)
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#define GRAPH_RENDER_Z_BUFFER (1 << 3)
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#define GRAPH_RENDER_INVISIBLE (1 << 4)
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#define GRAPH_RENDER_HAS_ANIMATION (1 << 5)
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static Vec3f gVec3fZero = { 0.0f, 0.0f, 0.0f };
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static Vec3s gVec3sZero = { 0, 0, 0 };
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@@ -2,6 +2,56 @@
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#include "../include/types.h"
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/* activeFlags */
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#define ACTIVE_FLAG_DEACTIVATED 0 // 0x0000
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#define ACTIVE_FLAG_ACTIVE (1 << 0) // 0x0001
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#define ACTIVE_FLAG_FAR_AWAY (1 << 1) // 0x0002
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#define ACTIVE_FLAG_UNK2 (1 << 2) // 0x0004
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#define ACTIVE_FLAG_IN_DIFFERENT_ROOM (1 << 3) // 0x0008
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#define ACTIVE_FLAG_UNIMPORTANT (1 << 4) // 0x0010
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#define ACTIVE_FLAG_INITIATED_TIME_STOP (1 << 5) // 0x0020
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#define ACTIVE_FLAG_MOVE_THROUGH_GRATE (1 << 6) // 0x0040
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#define ACTIVE_FLAG_DITHERED_ALPHA (1 << 7) // 0x0080
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#define ACTIVE_FLAG_UNK8 (1 << 8) // 0x0100
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#define ACTIVE_FLAG_UNK9 (1 << 9) // 0x0200
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#define ACTIVE_FLAG_UNK10 (1 << 10) // 0x0400
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// The discriminant for different types of geo nodes
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#define GRAPH_NODE_TYPE_ROOT 0x001
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#define GRAPH_NODE_TYPE_ORTHO_PROJECTION 0x002
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#define GRAPH_NODE_TYPE_PERSPECTIVE (0x003 | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_MASTER_LIST 0x004
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#define GRAPH_NODE_TYPE_START 0x00A
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#define GRAPH_NODE_TYPE_LEVEL_OF_DETAIL 0x00B
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#define GRAPH_NODE_TYPE_SWITCH_CASE (0x00C | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_CAMERA (0x014 | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_TRANSLATION_ROTATION 0x015
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#define GRAPH_NODE_TYPE_TRANSLATION 0x016
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#define GRAPH_NODE_TYPE_ROTATION 0x017
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#define GRAPH_NODE_TYPE_OBJECT 0x018
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#define GRAPH_NODE_TYPE_ANIMATED_PART 0x019
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#define GRAPH_NODE_TYPE_BILLBOARD 0x01A
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#define GRAPH_NODE_TYPE_DISPLAY_LIST 0x01B
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#define GRAPH_NODE_TYPE_SCALE 0x01C
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#define GRAPH_NODE_TYPE_SHADOW 0x028
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#define GRAPH_NODE_TYPE_OBJECT_PARENT 0x029
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#define GRAPH_NODE_TYPE_GENERATED_LIST (0x02A | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_BACKGROUND (0x02C | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_HELD_OBJ (0x02E | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_CULLING_RADIUS 0x02F
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/* respawnInfoType */
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#define RESPAWN_INFO_TYPE_NULL 0
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#define RESPAWN_INFO_TYPE_32 1
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#define RESPAWN_INFO_TYPE_16 2
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#define GRAPH_RENDER_ACTIVE (1 << 0)
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#define GRAPH_RENDER_CHILDREN_FIRST (1 << 1)
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#define GRAPH_RENDER_BILLBOARD (1 << 2)
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#define GRAPH_RENDER_Z_BUFFER (1 << 3)
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#define GRAPH_RENDER_INVISIBLE (1 << 4)
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#define GRAPH_RENDER_HAS_ANIMATION (1 << 5)
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struct Object *hack_allocate_mario(void);
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void bhv_mario_update(void);
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void create_transformation_from_matrices(Mat4 a0, Mat4 a1, Mat4 a2);
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