/** * This file just hacks a bunch of stuff together to get a valid Object and GraphNode for Mario */ #include #include "mario.h" #include "../shim.h" #include "../engine/math_util.h" #include "../include/object_fields.h" /* activeFlags */ #define ACTIVE_FLAG_DEACTIVATED 0 // 0x0000 #define ACTIVE_FLAG_ACTIVE (1 << 0) // 0x0001 #define ACTIVE_FLAG_FAR_AWAY (1 << 1) // 0x0002 #define ACTIVE_FLAG_UNK2 (1 << 2) // 0x0004 #define ACTIVE_FLAG_IN_DIFFERENT_ROOM (1 << 3) // 0x0008 #define ACTIVE_FLAG_UNIMPORTANT (1 << 4) // 0x0010 #define ACTIVE_FLAG_INITIATED_TIME_STOP (1 << 5) // 0x0020 #define ACTIVE_FLAG_MOVE_THROUGH_GRATE (1 << 6) // 0x0040 #define ACTIVE_FLAG_DITHERED_ALPHA (1 << 7) // 0x0080 #define ACTIVE_FLAG_UNK8 (1 << 8) // 0x0100 #define ACTIVE_FLAG_UNK9 (1 << 9) // 0x0200 #define ACTIVE_FLAG_UNK10 (1 << 10) // 0x0400 // The discriminant for different types of geo nodes #define GRAPH_NODE_TYPE_ROOT 0x001 #define GRAPH_NODE_TYPE_ORTHO_PROJECTION 0x002 #define GRAPH_NODE_TYPE_PERSPECTIVE (0x003 | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_MASTER_LIST 0x004 #define GRAPH_NODE_TYPE_START 0x00A #define GRAPH_NODE_TYPE_LEVEL_OF_DETAIL 0x00B #define GRAPH_NODE_TYPE_SWITCH_CASE (0x00C | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_CAMERA (0x014 | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_TRANSLATION_ROTATION 0x015 #define GRAPH_NODE_TYPE_TRANSLATION 0x016 #define GRAPH_NODE_TYPE_ROTATION 0x017 #define GRAPH_NODE_TYPE_OBJECT 0x018 #define GRAPH_NODE_TYPE_ANIMATED_PART 0x019 #define GRAPH_NODE_TYPE_BILLBOARD 0x01A #define GRAPH_NODE_TYPE_DISPLAY_LIST 0x01B #define GRAPH_NODE_TYPE_SCALE 0x01C #define GRAPH_NODE_TYPE_SHADOW 0x028 #define GRAPH_NODE_TYPE_OBJECT_PARENT 0x029 #define GRAPH_NODE_TYPE_GENERATED_LIST (0x02A | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_BACKGROUND (0x02C | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_HELD_OBJ (0x02E | GRAPH_NODE_TYPE_FUNCTIONAL) #define GRAPH_NODE_TYPE_CULLING_RADIUS 0x02F /* respawnInfoType */ #define RESPAWN_INFO_TYPE_NULL 0 #define RESPAWN_INFO_TYPE_32 1 #define RESPAWN_INFO_TYPE_16 2 #define GRAPH_RENDER_ACTIVE (1 << 0) #define GRAPH_RENDER_CHILDREN_FIRST (1 << 1) #define GRAPH_RENDER_BILLBOARD (1 << 2) #define GRAPH_RENDER_Z_BUFFER (1 << 3) #define GRAPH_RENDER_INVISIBLE (1 << 4) #define GRAPH_RENDER_HAS_ANIMATION (1 << 5) static Vec3f gVec3fZero = { 0.0f, 0.0f, 0.0f }; static Vec3s gVec3sZero = { 0, 0, 0 }; static Vec3f gVec3fOne = { 1.0f, 1.0f, 1.0f }; static struct GraphNodeObject *init_graph_node_object( Vec3f pos, Vec3s angle, Vec3f scale) { struct GraphNodeObject *graphNode = malloc(sizeof(struct GraphNodeObject)); //init_scene_graph_node_links(&graphNode->node, GRAPH_NODE_TYPE_OBJECT); graphNode->node.type = GRAPH_NODE_TYPE_OBJECT; graphNode->node.flags = GRAPH_RENDER_ACTIVE; graphNode->node.prev = &graphNode->node; graphNode->node.next = &graphNode->node; graphNode->node.parent = NULL; graphNode->node.children = NULL; vec3f_copy(graphNode->pos, pos); vec3f_copy(graphNode->scale, scale); vec3s_copy(graphNode->angle, angle); vec3f_copy(graphNode->cameraToObject, gVec3fZero); graphNode->sharedChild = NULL; graphNode->throwMatrix = NULL; graphNode->animInfo.animID = 0; graphNode->animInfo.curAnim = NULL; graphNode->animInfo.animFrame = 0; graphNode->animInfo.animFrameAccelAssist = 0; graphNode->animInfo.animAccel = 0x10000; graphNode->animInfo.animTimer = 0; graphNode->node.flags |= GRAPH_RENDER_HAS_ANIMATION; return graphNode; } static struct Object *try_allocate_object(void) { struct ObjectNode *nextObj; nextObj = (struct ObjectNode *) malloc(sizeof(struct Object)); nextObj->prev = NULL; nextObj->next = NULL; init_graph_node_object(gVec3fZero, gVec3sZero, gVec3fOne); return (struct Object *) nextObj; } static struct Object *allocate_object(void) { s32 i; struct Object *obj = try_allocate_object(); // Initialize object fields obj->activeFlags = ACTIVE_FLAG_ACTIVE | ACTIVE_FLAG_UNK8; obj->parentObj = obj; obj->prevObj = NULL; obj->collidedObjInteractTypes = 0; obj->numCollidedObjs = 0; for (i = 0; i < 0x50; i++) { obj->rawData.asS32[i] = 0; obj->ptrData.asVoidPtr[i] = NULL; } obj->unused1 = 0; obj->bhvStackIndex = 0; obj->bhvDelayTimer = 0; obj->hitboxRadius = 37.0f; // Override directly for Mario obj->hitboxHeight = 160.0f; // obj->hurtboxRadius = 0.0f; obj->hurtboxHeight = 0.0f; obj->hitboxDownOffset = 0.0f; obj->unused2 = 0; obj->platform = NULL; obj->collisionData = NULL; obj->oIntangibleTimer = -1; obj->oDamageOrCoinValue = 0; obj->oHealth = 2048; obj->oCollisionDistance = 1000.0f; if (gCurrLevelNum == LEVEL_TTC) { obj->oDrawingDistance = 2000.0f; } else { obj->oDrawingDistance = 4000.0f; } mtxf_identity(obj->transform); obj->respawnInfoType = RESPAWN_INFO_TYPE_NULL; obj->respawnInfo = NULL; obj->oDistanceToMario = 19000.0f; obj->oRoom = -1; obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; obj->header.gfx.pos[0] = -10000.0f; obj->header.gfx.pos[1] = -10000.0f; obj->header.gfx.pos[2] = -10000.0f; obj->header.gfx.throwMatrix = NULL; return obj; } static struct Object *create_object(void) { struct Object *obj; obj = allocate_object(); obj->curBhvCommand = NULL; obj->behavior = NULL; return obj; } static void geo_obj_init(struct GraphNodeObject *graphNode, void *sharedChild, Vec3f pos, Vec3s angle) { vec3f_set(graphNode->scale, 1.0f, 1.0f, 1.0f); vec3f_copy(graphNode->pos, pos); vec3s_copy(graphNode->angle, angle); graphNode->sharedChild = sharedChild; graphNode->unk4C = 0; graphNode->throwMatrix = NULL; graphNode->animInfo.curAnim = NULL; graphNode->node.flags |= GRAPH_RENDER_ACTIVE; graphNode->node.flags &= ~GRAPH_RENDER_INVISIBLE; graphNode->node.flags |= GRAPH_RENDER_HAS_ANIMATION; graphNode->node.flags &= ~GRAPH_RENDER_BILLBOARD; } static struct Object *spawn_object_at_origin(void) { struct Object *obj; obj = create_object(); obj->parentObj = NULL; obj->header.gfx.areaIndex = 0; obj->header.gfx.activeAreaIndex = 0; // geo_obj_init((struct GraphNodeObject *) &obj->header.gfx, gLoadedGraphNodes[model], gVec3fZero, gVec3sZero); geo_obj_init((struct GraphNodeObject *) &obj->header.gfx, NULL, gVec3fZero, gVec3sZero); return obj; } /** * Copy position, velocity, and angle variables from MarioState to the Mario * object. */ static void copy_mario_state_to_object(void) { s32 i = 0; // L is real if (gCurrentObject != gMarioObject) { i += 1; } gCurrentObject->oVelX = gMarioState->vel[0]; gCurrentObject->oVelY = gMarioState->vel[1]; gCurrentObject->oVelZ = gMarioState->vel[2]; gCurrentObject->oPosX = gMarioState->pos[0]; gCurrentObject->oPosY = gMarioState->pos[1]; gCurrentObject->oPosZ = gMarioState->pos[2]; gCurrentObject->oMoveAnglePitch = gCurrentObject->header.gfx.angle[0]; gCurrentObject->oMoveAngleYaw = gCurrentObject->header.gfx.angle[1]; gCurrentObject->oMoveAngleRoll = gCurrentObject->header.gfx.angle[2]; gCurrentObject->oFaceAnglePitch = gCurrentObject->header.gfx.angle[0]; gCurrentObject->oFaceAngleYaw = gCurrentObject->header.gfx.angle[1]; gCurrentObject->oFaceAngleRoll = gCurrentObject->header.gfx.angle[2]; gCurrentObject->oAngleVelPitch = gMarioState->angleVel[0]; gCurrentObject->oAngleVelYaw = gMarioState->angleVel[1]; gCurrentObject->oAngleVelRoll = gMarioState->angleVel[2]; } struct Object *hack_allocate_mario(void) { return spawn_object_at_origin(); } /** * Mario's primary behavior update function. */ void bhv_mario_update(void) { u32 particleFlags = 0; s32 i; gCurrentObject = gMarioObject; particleFlags = execute_mario_action(gCurrentObject); gCurrentObject->oMarioParticleFlags = particleFlags; // Mario code updates MarioState's versions of position etc, so we need // to sync it with the Mario object copy_mario_state_to_object(); // i = 0; // while (sParticleTypes[i].particleFlag != 0) { // if (particleFlags & sParticleTypes[i].particleFlag) { // spawn_particle(sParticleTypes[i].activeParticleFlag, sParticleTypes[i].model, // sParticleTypes[i].behavior); // } // i++; // } } void create_transformation_from_matrices(Mat4 a0, Mat4 a1, Mat4 a2) { f32 spC, sp8, sp4; spC = a2[3][0] * a2[0][0] + a2[3][1] * a2[0][1] + a2[3][2] * a2[0][2]; sp8 = a2[3][0] * a2[1][0] + a2[3][1] * a2[1][1] + a2[3][2] * a2[1][2]; sp4 = a2[3][0] * a2[2][0] + a2[3][1] * a2[2][1] + a2[3][2] * a2[2][2]; a0[0][0] = a1[0][0] * a2[0][0] + a1[0][1] * a2[0][1] + a1[0][2] * a2[0][2]; a0[0][1] = a1[0][0] * a2[1][0] + a1[0][1] * a2[1][1] + a1[0][2] * a2[1][2]; a0[0][2] = a1[0][0] * a2[2][0] + a1[0][1] * a2[2][1] + a1[0][2] * a2[2][2]; a0[1][0] = a1[1][0] * a2[0][0] + a1[1][1] * a2[0][1] + a1[1][2] * a2[0][2]; a0[1][1] = a1[1][0] * a2[1][0] + a1[1][1] * a2[1][1] + a1[1][2] * a2[1][2]; a0[1][2] = a1[1][0] * a2[2][0] + a1[1][1] * a2[2][1] + a1[1][2] * a2[2][2]; a0[2][0] = a1[2][0] * a2[0][0] + a1[2][1] * a2[0][1] + a1[2][2] * a2[0][2]; a0[2][1] = a1[2][0] * a2[1][0] + a1[2][1] * a2[1][1] + a1[2][2] * a2[1][2]; a0[2][2] = a1[2][0] * a2[2][0] + a1[2][1] * a2[2][1] + a1[2][2] * a2[2][2]; a0[3][0] = a1[3][0] * a2[0][0] + a1[3][1] * a2[0][1] + a1[3][2] * a2[0][2] - spC; a0[3][1] = a1[3][0] * a2[1][0] + a1[3][1] * a2[1][1] + a1[3][2] * a2[1][2] - sp8; a0[3][2] = a1[3][0] * a2[2][0] + a1[3][1] * a2[2][1] + a1[3][2] * a2[2][2] - sp4; a0[0][3] = 0; a0[1][3] = 0; a0[2][3] = 0; a0[3][3] = 1.0f; } void obj_update_pos_from_parent_transformation(Mat4 a0, struct Object *a1) { f32 spC = a1->oParentRelativePosX; f32 sp8 = a1->oParentRelativePosY; f32 sp4 = a1->oParentRelativePosZ; a1->oPosX = spC * a0[0][0] + sp8 * a0[1][0] + sp4 * a0[2][0] + a0[3][0]; a1->oPosY = spC * a0[0][1] + sp8 * a0[1][1] + sp4 * a0[2][1] + a0[3][1]; a1->oPosZ = spC * a0[0][2] + sp8 * a0[1][2] + sp4 * a0[2][2] + a0[3][2]; } void obj_set_gfx_pos_from_pos(struct Object *obj) { obj->header.gfx.pos[0] = obj->oPosX; obj->header.gfx.pos[1] = obj->oPosY; obj->header.gfx.pos[2] = obj->oPosZ; }