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293 lines
8.3 KiB
C
293 lines
8.3 KiB
C
#ifndef LIB_SM64_H
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#define LIB_SM64_H
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <string.h>
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#include <math.h>
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#include "obj_pool.h"
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#include "decomp/include/types.h"
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#if defined(_WIN32)
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#ifdef SM64_LIB_EXPORT
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#define SM64_LIB_FN __declspec(dllexport)
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#else
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#define SM64_LIB_FN __declspec(dllimport)
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#endif
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#elif defined(__GNUC__) && __GNUC__ >= 4
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#ifdef SM64_LIB_EXPORT
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#define SM64_LIB_FN __attribute__ ((visibility("default")))
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#else
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#define SM64_LIB_FN
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#endif
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#else
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#define SM64_LIB_FN
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#endif
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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struct SM64Surface
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{
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int16_t type;
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int16_t force;
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uint16_t terrain;
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int8_t flags;
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float vertices[3][3]; // world-space coordinates
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};
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struct SM64MarioInputs
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{
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float camLookX, camLookZ;
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float stickX, stickY;
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uint8_t buttonA, buttonB, buttonZ;
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};
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struct SM64ObjectTransform
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{
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float position[3];
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float eulerRotation[3];
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};
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struct SM64SurfaceObject
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{
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struct SM64ObjectTransform transform;
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uint32_t surfaceCount;
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struct SM64Surface *surfaces;
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};
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struct SM64MarioState
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{
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float position[3];
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float velocity[3];
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float faceAngle;
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float forwardVelocity;
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int16_t health;
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uint32_t action;
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struct AnimInfo *animInfo;
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uint32_t flags;
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uint32_t particleFlags;
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int16_t invincTimer;
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};
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struct SM64MarioGeometryBuffers
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{
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float *position;
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float *normal;
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float *color;
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float *uv;
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uint16_t numTrianglesUsed;
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};
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struct SM64WallCollisionData
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{
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/*0x00*/
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float x, y, z;
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/*0x0C*/
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float offsetY;
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/*0x10*/
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float radius;
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/*0x14*/
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int16_t unk14;
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/*0x16*/
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int16_t numWalls;
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/*0x18*/
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struct SM64SurfaceCollisionData *walls[4];
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};
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struct SM64FloorCollisionData
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{
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float unused[4]; // possibly position data?
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float normalX;
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float normalY;
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float normalZ;
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float originOffset;
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};
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struct SM64SurfaceObjectTransform
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{
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float aPosX, aPosY, aPosZ;
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float aVelX, aVelY, aVelZ;
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int16_t aFaceAnglePitch;
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int16_t aFaceAngleYaw;
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int16_t aFaceAngleRoll;
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int16_t aAngleVelPitch;
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int16_t aAngleVelYaw;
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int16_t aAngleVelRoll;
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};
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struct SM64SurfaceCollisionData
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{
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int16_t type;
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int16_t force;
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int8_t flags;
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int8_t room;
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float lowerY;
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float upperY;
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float vertex1[3];
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float vertex2[3];
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float vertex3[3];
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struct
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{
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float x;
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float y;
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float z;
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} normal;
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float originOffset;
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uint8_t isValid; // libsm64: added field
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struct SM64SurfaceObjectTransform *transform; // libsm64: added field
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uint16_t terrain; // libsm64: added field
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};
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enum
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{
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SM64_TEXTURE_WIDTH = 64 * 11,
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SM64_TEXTURE_HEIGHT = 64,
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SM64_GEO_MAX_TRIANGLES = 1024,
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};
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extern f32 dist_between_objects(struct Object *obj1, struct Object *obj2);
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extern struct Object *get_closest_pole_object();
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typedef void (*SM64RumbleCallbackFunctionPtr)(int32_t marioId, int16_t level, int16_t time);
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extern SM64_LIB_FN void sm64_register_rumble_callback_function(SM64RumbleCallbackFunctionPtr rumbleCallbackFunction);
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typedef void (*SM64DebugPrintFunctionPtr)(const char *);
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extern SM64_LIB_FN void sm64_register_debug_print_function(SM64DebugPrintFunctionPtr debugPrintFunction);
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typedef void (*SM64PlaySoundFunctionPtr)(uint32_t soundBits, float *pos);
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extern SM64_LIB_FN void sm64_register_play_sound_function(SM64PlaySoundFunctionPtr playSoundFunction);
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extern SM64_LIB_FN void sm64_global_init(const uint8_t *rom, uint8_t *outTexture);
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extern SM64_LIB_FN void sm64_global_terminate(void);
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extern SM64_LIB_FN void sm64_audio_init(const uint8_t *rom);
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extern SM64_LIB_FN uint32_t sm64_audio_tick(uint32_t numQueuedSamples, uint32_t numDesiredSamples, int16_t *audio_buffer);
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extern SM64_LIB_FN void sm64_static_surfaces_load(const struct SM64Surface *surfaceArray, uint32_t numSurfaces);
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extern SM64_LIB_FN int32_t sm64_mario_create(float x, float y, float z, uint8_t isLocal);
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extern SM64_LIB_FN void sm64_mario_tick(int32_t marioId, const struct SM64MarioInputs *inputs, struct SM64MarioState *outState, struct SM64MarioGeometryBuffers *outBuffers);
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extern SM64_LIB_FN void sm64_mario_delete(int32_t marioId);
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extern SM64_LIB_FN void sm64_set_mario_action(int32_t marioId, uint32_t action);
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extern SM64_LIB_FN void sm64_set_mario_action_arg(int32_t marioId, uint32_t action, uint32_t actionArg);
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extern SM64_LIB_FN void sm64_set_mario_animation(int32_t marioId, int32_t animID);
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extern SM64_LIB_FN void sm64_set_mario_anim_frame(int32_t marioId, int16_t animFrame);
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extern SM64_LIB_FN void sm64_set_mario_state(int32_t marioId, uint32_t flags);
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extern SM64_LIB_FN void sm64_set_mario_position(int32_t marioId, float x, float y, float z);
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extern SM64_LIB_FN void sm64_set_mario_angle(int32_t marioId, float x, float y, float z);
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extern SM64_LIB_FN void sm64_set_mario_faceangle(int32_t marioId, float y);
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extern SM64_LIB_FN void sm64_set_mario_velocity(int32_t marioId, float x, float y, float z);
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extern SM64_LIB_FN void sm64_set_mario_forward_velocity(int32_t marioId, float vel);
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extern SM64_LIB_FN void sm64_set_mario_invincibility(int32_t marioId, int16_t timer);
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extern SM64_LIB_FN void sm64_set_mario_water_level(int32_t marioId, signed int level);
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extern SM64_LIB_FN void sm64_set_mario_gas_level(int32_t marioId, signed int level);
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extern SM64_LIB_FN void sm64_set_mario_health(int32_t marioId, uint16_t health);
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extern SM64_LIB_FN void sm64_mario_take_damage(int32_t marioId, uint32_t damage, uint32_t subtype, float x, float y, float z);
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extern SM64_LIB_FN void sm64_mario_heal(int32_t marioId, uint8_t healCounter);
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extern SM64_LIB_FN void sm64_mario_kill(int32_t marioId);
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extern SM64_LIB_FN void sm64_mario_interact_cap(int32_t marioId, uint32_t capFlag, uint16_t capTime, uint8_t playMusic);
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extern SM64_LIB_FN void sm64_mario_extend_cap(int32_t marioId, uint16_t capTime);
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extern SM64_LIB_FN bool sm64_mario_attack(int32_t marioId, float x, float y, float z, float hitboxHeight);
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extern SM64_LIB_FN uint32_t sm64_surface_object_create(const struct SM64SurfaceObject *surfaceObject);
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extern SM64_LIB_FN void sm64_surface_object_move(uint32_t objectId, const struct SM64ObjectTransform *transform);
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extern SM64_LIB_FN void sm64_surface_object_delete(uint32_t objectId);
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extern SM64_LIB_FN int32_t sm64_surface_find_wall_collision(float *xPtr, float *yPtr, float *zPtr, float offsetY, float radius);
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extern SM64_LIB_FN int32_t sm64_surface_find_wall_collisions(struct SM64WallCollisionData *colData);
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extern SM64_LIB_FN float sm64_surface_find_ceil(float posX, float posY, float posZ, struct SM64SurfaceCollisionData **pceil);
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extern SM64_LIB_FN float sm64_surface_find_floor_height_and_data(float xPos, float yPos, float zPos, struct SM64FloorCollisionData **floorGeo);
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extern SM64_LIB_FN float sm64_surface_find_floor_height(float x, float y, float z);
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extern SM64_LIB_FN float sm64_surface_find_floor(float xPos, float yPos, float zPos, struct SM64SurfaceCollisionData **pfloor);
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extern SM64_LIB_FN float sm64_surface_find_water_level(float x, float z);
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extern SM64_LIB_FN float sm64_surface_find_poison_gas_level(float x, float z);
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extern SM64_LIB_FN void sm64_seq_player_play_sequence(uint8_t player, uint8_t seqId, uint16_t arg2);
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extern SM64_LIB_FN void sm64_play_music(uint8_t player, uint16_t seqArgs, uint16_t fadeTimer);
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extern SM64_LIB_FN void sm64_stop_background_music(uint16_t seqId);
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extern SM64_LIB_FN void sm64_play_cap_music(uint16_t playMusic);
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extern SM64_LIB_FN void sm64_stop_cap_music();
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extern SM64_LIB_FN void sm64_play_shell_music();
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extern SM64_LIB_FN void sm64_stop_shell_music();
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extern SM64_LIB_FN void sm64_fadeout_background_music(uint16_t arg0, uint16_t fadeOut);
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extern SM64_LIB_FN uint16_t sm64_get_current_background_music();
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extern SM64_LIB_FN void sm64_play_sound(int32_t soundBits, float *pos);
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extern SM64_LIB_FN int32_t sm64_fake_object_create(float x, float y, float z, int32_t preset);
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extern SM64_LIB_FN void sm64_fake_object_delete(int32_t objectId);
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extern SM64_LIB_FN void sm64_fake_object_set_position(int32_t objectId, float x, float y, float z);
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extern SM64_LIB_FN void sm64_fake_object_set_hitbox(int32_t objectId, float radius, float height, float downOffset);
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extern SM64_LIB_FN void sm64_fake_object_tick(int32_t objectId);
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extern SM64_LIB_FN void sm64_play_sound_global(int32_t soundBits);
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extern SM64_LIB_FN void sm64_set_sound_volume(float vol);
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#ifdef __cplusplus
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}
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#endif
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#endif//LIB_SM64_H
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