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libsm64/src/decomp/game/object_stuff.c
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NepuShiro bd3dd8f523
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Add SurfaceFlags, and more formatting :)
2026-05-24 18:03:08 -05:00

235 lines
7.0 KiB
C

/**
* This file just hacks a bunch of stuff together to get a valid Object and GraphNode for Mario
*/
#include "object_stuff.h"
#include <stdlib.h>
#include "mario.h"
#include "../shim.h"
#include "../engine/math_util.h"
#include "../include/object_fields.h"
static Vec3f gVec3fZero = {0.0f, 0.0f, 0.0f};
static Vec3s gVec3sZero = {0, 0, 0};
static struct Object *try_allocate_object(void)
{
struct ObjectNode *nextObj = (struct ObjectNode *)malloc(sizeof(struct Object));
nextObj->prev = NULL;
nextObj->next = NULL;
return (struct Object *)nextObj;
}
static struct Object *allocate_object(void)
{
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 (s32 i = 0; i < 0x50; i++)
{
#ifdef _WIN32
obj->rawData.asS32[i] = 0;
#endif
#ifdef _WIN64
obj->ptrData.asVoidPtr[i] = NULL;
#endif
}
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 = 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 = create_object();
obj->parentObj = NULL;
obj->header.gfx.areaIndex = 0;
obj->header.gfx.activeAreaIndex = 0;
geo_obj_init(&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 = a2[3][0] * a2[0][0] + a2[3][1] * a2[0][1] + a2[3][2] * a2[0][2];
f32 sp8 = a2[3][0] * a2[1][0] + a2[3][1] * a2[1][1] + a2[3][2] * a2[1][2];
f32 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;
}