Files
libsm64/src/libsm64.c
T

271 lines
7.7 KiB
C

#ifndef SM64_LIB_EXPORT
#define SM64_LIB_EXPORT
#endif
#include "libsm64.h"
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include <math.h>
#include "decomp/include/PR/os_cont.h"
#include "decomp/engine/math_util.h"
#include "decomp/include/sm64.h"
#include "decomp/shim.h"
#include "decomp/memory.h"
#include "decomp/global_state.h"
#include "decomp/game/mario.h"
#include "decomp/game/object_stuff.h"
#include "decomp/engine/surface_collision.h"
#include "decomp/engine/graph_node.h"
#include "decomp/engine/geo_layout.h"
#include "decomp/game/rendering_graph_node.h"
#include "decomp/mario/geo.inc.h"
#include "decomp/game/platform_displacement.h"
#include "debug_print.h"
#include "load_surfaces.h"
#include "gfx_adapter.h"
#include "load_anim_data.h"
#include "load_tex_data.h"
#include "obj_pool.h"
static struct AllocOnlyPool *s_mario_geo_pool = NULL;
static struct GraphNode *s_mario_graph_node = NULL;
static bool s_init_global = false;
static bool s_init_one_mario = false;
struct MarioInstance
{
struct GlobalState *globalState;
};
struct ObjPool s_mario_instance_pool = { 0, 0 };
static void update_button( bool on, u16 button )
{
gController.buttonPressed &= ~button;
if( on )
{
if(( gController.buttonDown & button ) == 0 )
gController.buttonPressed |= button;
gController.buttonDown |= button;
}
else
{
gController.buttonDown &= ~button;
}
}
static struct Area *allocate_area( void )
{
struct Area *result = malloc( sizeof( struct Area ));
memset( result, 0, sizeof( struct Area ));
result->flags = 1;
result->camera = malloc( sizeof( struct Camera ));
memset( result->camera, 0, sizeof( struct Camera ));
return result;
}
static void free_area( struct Area *area )
{
free( area->camera );
free( area );
}
typedef void (*SM64DebugPrintFunctionPtr)( const char * );
SM64_LIB_FN void sm64_register_debug_print_function( SM64DebugPrintFunctionPtr debugPrintFunction )
{
g_debug_print_func = debugPrintFunction;
}
typedef void (*SM64PlaySoundFunctionPtr)( uint32_t soundBits, f32 *pos );
SM64_LIB_FN void sm64_register_play_sound_function( SM64PlaySoundFunctionPtr playSoundFunction )
{
g_play_sound_func = playSoundFunction;
}
SM64_LIB_FN void sm64_global_init( uint8_t *rom, uint8_t *outTexture )
{
if( s_init_global )
sm64_global_terminate();
s_init_global = true;
load_mario_textures_from_rom( rom, outTexture );
load_mario_anims_from_rom( rom );
memory_init();
}
SM64_LIB_FN void sm64_global_terminate( void )
{
if( !s_init_global ) return;
global_state_bind( NULL );
if( s_init_one_mario )
{
for( int i = 0; i < s_mario_instance_pool.size; ++i )
if( s_mario_instance_pool.objects[i] != NULL )
sm64_mario_delete( i );
obj_pool_free_all( &s_mario_instance_pool );
}
s_init_global = false;
s_init_one_mario = false;
if( s_mario_geo_pool )
{
alloc_only_pool_free( s_mario_geo_pool );
s_mario_geo_pool = NULL;
}
surfaces_unload_all();
unload_mario_anims();
memory_terminate();
}
SM64_LIB_FN void sm64_static_surfaces_load( const struct SM64Surface *surfaceArray, uint32_t numSurfaces )
{
surfaces_load_static( surfaceArray, numSurfaces );
}
SM64_LIB_FN int32_t sm64_mario_create( float x, float y, float z )
{
int32_t marioIndex = obj_pool_alloc_index( &s_mario_instance_pool, sizeof( struct MarioInstance ));
struct MarioInstance *newInstance = s_mario_instance_pool.objects[marioIndex];
newInstance->globalState = global_state_create();
global_state_bind( newInstance->globalState );
if( !s_init_one_mario )
{
s_init_one_mario = true;
s_mario_geo_pool = alloc_only_pool_init();
s_mario_graph_node = process_geo_layout( s_mario_geo_pool, mario_geo_ptr );
}
gCurrSaveFileNum = 1;
gMarioObject = hack_allocate_mario();
gCurrentArea = allocate_area();
gCurrentObject = gMarioObject;
gMarioSpawnInfoVal.startPos[0] = x;
gMarioSpawnInfoVal.startPos[1] = y;
gMarioSpawnInfoVal.startPos[2] = z;
gMarioSpawnInfoVal.startAngle[0] = 0;
gMarioSpawnInfoVal.startAngle[1] = 0;
gMarioSpawnInfoVal.startAngle[2] = 0;
gMarioSpawnInfoVal.areaIndex = 0;
gMarioSpawnInfoVal.activeAreaIndex = 0;
gMarioSpawnInfoVal.behaviorArg = 0;
gMarioSpawnInfoVal.behaviorScript = NULL;
gMarioSpawnInfoVal.unk18 = NULL;
gMarioSpawnInfoVal.next = NULL;
init_mario_from_save_file();
if( init_mario() < 0 )
{
sm64_mario_delete( marioIndex );
return -1;
}
set_mario_action( gMarioState, ACT_SPAWN_SPIN_AIRBORNE, 0);
find_floor( x, y, z, &gMarioState->floor );
return marioIndex;
}
SM64_LIB_FN void sm64_mario_tick( int32_t marioId, const struct SM64MarioInputs *inputs, struct SM64MarioState *outState, struct SM64MarioGeometryBuffers *outBuffers )
{
if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
{
DEBUG_PRINT("Tried to tick non-existant Mario with ID: %u", marioId);
return;
}
global_state_bind( ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState );
update_button( inputs->buttonA, A_BUTTON );
update_button( inputs->buttonB, B_BUTTON );
update_button( inputs->buttonZ, Z_TRIG );
gMarioState->area->camera->yaw = atan2s( inputs->camLookZ, inputs->camLookX );
gController.stickX = -64.0f * inputs->stickX;
gController.stickY = 64.0f * inputs->stickY;
gController.stickMag = sqrtf( gController.stickX*gController.stickX + gController.stickY*gController.stickY );
apply_mario_platform_displacement();
bhv_mario_update();
update_mario_platform(); // TODO platform grabbed here and used next tick could be a use-after-free
gfx_adapter_bind_output_buffers( outBuffers );
geo_process_root_hack_single_node( s_mario_graph_node );
gAreaUpdateCounter++;
outState->health = gMarioState->health;
vec3f_copy( outState->position, gMarioState->pos );
vec3f_copy( outState->velocity, gMarioState->vel );
outState->faceAngle = (float)gMarioState->faceAngle[1] / 32768.0f * 3.14159f;
}
SM64_LIB_FN void sm64_mario_delete( int32_t marioId )
{
if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
{
DEBUG_PRINT("Tried to delete non-existant Mario with ID: %u", marioId);
return;
}
struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
global_state_bind( globalState );
free( gMarioObject );
free_area( gCurrentArea );
global_state_delete( globalState );
obj_pool_free_index( &s_mario_instance_pool, marioId );
}
SM64_LIB_FN uint32_t sm64_surface_object_create( const struct SM64SurfaceObject *surfaceObject )
{
uint32_t id = surfaces_load_object( surfaceObject );
return id;
}
SM64_LIB_FN void sm64_surface_object_move( uint32_t objectId, const struct SM64ObjectTransform *transform )
{
surface_object_update_transform( objectId, transform );
}
SM64_LIB_FN void sm64_surface_object_delete( uint32_t objectId )
{
// A mario standing on the platform that is being destroyed will have a pointer to freed memory if we don't clear it.
for( int i = 0; i < s_mario_instance_pool.size; ++i )
{
if( s_mario_instance_pool.objects[i] == NULL )
continue;
struct GlobalState *state = ((struct MarioInstance *)s_mario_instance_pool.objects[ i ])->globalState;
if( state->mgMarioObject->platform == surfaces_object_get_transform_ptr( objectId ))
state->mgMarioObject->platform = NULL;
}
surfaces_unload_object( objectId );
}