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493 lines
14 KiB
C
493 lines
14 KiB
C
#ifndef TYPES_H
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#define TYPES_H
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// This file contains various data types used in Super Mario 64 that don't yet
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// have an appropriate header.
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#include <ultra64.h>
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#include "macros.h"
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#include "config.h"
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#define BIT(i) (1 << (i))
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#define BITMASK(size) ((BIT(size)) - 1)
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#define SHIFTED_BITMASK(size, shift) (BITMASK(size) << shift)
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// #define COND_BIT(cond, dst, flag) { (dst) &= ~(flag); if (cond) (dst) |= (flag); }
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#define COND_BIT(cond, dst, flag) { \
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if ((cond)) { \
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(dst) |= (flag); \
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} else { \
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(dst) &= ~(flag); \
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} \
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}
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#define SCREEN_CENTER_X (SCREEN_WIDTH / 2)
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#define SCREEN_CENTER_Y (SCREEN_HEIGHT / 2)
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struct Config {
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f32 audioFrequency;
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#ifdef WIDE
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s16 widescreen;
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#endif
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u8 tvType;
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};
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typedef struct Controller {
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/*0x00*/ s16 rawStickX; // Analog stick [-128, 128] positive is right. Used for menus.
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/*0x02*/ s16 rawStickY; // Analog stick [-128, 128] positive is up. Used for menus.
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/*0x04*/ f32 stickX; // Analog stick [-64, 64] positive is right. Used for gameplay.
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/*0x08*/ f32 stickY; // Analog stick [-64, 64] positive is up. Used for gameplay.
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/*0x0C*/ f32 stickMag; // Analog stick distance from center [0, 64]. Used for gameplay.
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/*0x10*/ u16 buttonDown; // Buttons held down on the current frame.
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/*0x12*/ u16 buttonPressed; // Buttons pressed on the current frame but not held on the previous frame.
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/*0x14*/ u16 buttonReleased; // Burrons released on the current frame and held on the previous frame.
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/*0x18*/ OSContStatus* statusData; // Pointer to the controller status data in gControllerStatuses.
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/*0x1C*/ OSContPadEx* controllerData; // Pointer to the raw input data in gControllerPads.
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/*0x20*/ s32 port; // The port index this controller is plugged into [0, 3].
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} Controller; /*0x24*/
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// -- Booleans --
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typedef u8 Bool8;
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typedef u16 Bool16;
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typedef u32 Bool32;
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// -- Vectors --
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typedef u8 Vec2uc[2];
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typedef s8 Vec2c[2];
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typedef s16 Vec2s[2];
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typedef s32 Vec2i[2];
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typedef f32 Vec2f[2];
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typedef f64 Vec2d[2];
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typedef u8 Vec3uc[3];
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typedef s8 Vec3c[3];
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typedef s16 Vec3s[3];
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typedef s32 Vec3i[3];
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typedef f32 Vec3f[3]; // X, Y, Z, where Y is up
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typedef f64 Vec3d[3];
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typedef u8 Vec4uc[4];
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typedef s8 Vec4c[4];
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typedef s16 Vec4s[4];
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typedef s32 Vec4i[4];
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typedef f32 Vec4f[4];
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typedef f64 Vec4d[4];
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typedef f32 Mat2[2][2];
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typedef f32 Mat3[3][3];
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typedef f32 Mat4[4][4];
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// -- Scripts --
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typedef uintptr_t GeoLayout;
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typedef uintptr_t LevelScript;
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typedef uintptr_t BehaviorScript;
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// -- Mario/Objects --
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typedef s32 MarioAction;
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typedef s32 MarioActionArg;
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typedef u32 MarioInteraction;
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typedef u32 InteractType;
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typedef u32 MarioStep;
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typedef void (*ObjActionFunc)(void);
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typedef s8 ObjAction8;
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typedef s32 ObjAction32;
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typedef s16 ColFlags;
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// -- Collision --
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typedef ROOM_DATA_TYPE RoomData;
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typedef COLLISION_DATA_TYPE Collision; // Collision is by default an s16, but it's best to have it match the type of COLLISION_DATA_TYPE
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typedef Collision TerrainData;
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typedef Collision Vec3t[3];
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typedef Collision SurfaceType;
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typedef f32 Normal;
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typedef Normal Vec3n[3];
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// -- Colors/Textures --
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// 0.0f to 1.0f
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typedef f32 ColorF;
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typedef ColorF AlphaF;
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typedef ColorF ColorRGBf[3];
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typedef ColorF ColorRGBAf[4];
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typedef ColorF ColorHSVf[3];
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typedef ColorF ColorHSVAf[4];
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// 0 to 255
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typedef u8 Color;
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typedef Color Alpha;
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typedef Color ColorRGB[3];
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typedef Color ColorRGBA[4];
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typedef Color ColorHSV[3];
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typedef Color ColorHSVA[4];
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// Formats:
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typedef u32 CompositeColor; // to be casted to one of the following:
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typedef u8 I4; // u4
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typedef u8 I8;
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typedef u8 IA4; // u4, components u3 & u1
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typedef u8 IA8;
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typedef u8 IA16Component;
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typedef u16 IA16;
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typedef u8 RGBA16Component; // components u5 & u1
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typedef u16 RGBA16;
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typedef u32 RGBA16Return32;
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typedef u32 RGBA16FILL; // RGBA16 but twice, Used for gDPSetFillColor
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typedef u8 RGBA32Component;
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typedef u32 RGBA32;
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typedef u8 CI4; // u4
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typedef u8 CI8;
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typedef Color Texture;
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typedef u32 Texture32;
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typedef s16 TextureCoord;
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// -- Models --
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typedef u8 ModelID8;
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typedef u16 ModelID16;
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typedef u32 ModelID32;
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// -- Animations --
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typedef s16 AnimValue;
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typedef u16 AnimIndex;
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typedef s16 AnimID16;
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typedef s32 AnimID32;
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typedef s16 AnimFrame16;
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typedef s32 AnimFrame32;
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typedef s32 AnimAccel;
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// -- Misc. Data --
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typedef s16 DialogID16;
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typedef s32 DialogID;
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typedef s32 DrawingLayer;
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typedef s16 PaintingData;
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typedef s32 CameraTransitionAngle;
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typedef s16 Movtex;
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typedef s16 MacroObject;
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typedef s16 Trajectory;
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typedef u8 CutsceneID;
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typedef u8 uchar;
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enum SpTaskState {
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SPTASK_STATE_NOT_STARTED,
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SPTASK_STATE_RUNNING,
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SPTASK_STATE_INTERRUPTED,
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SPTASK_STATE_FINISHED,
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SPTASK_STATE_FINISHED_DP
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};
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struct SPTask {
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/*0x00*/ OSTask task;
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/*0x40*/ OSMesgQueue *msgqueue;
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/*0x44*/ OSMesg msg;
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/*0x48*/ enum SpTaskState state;
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}; // size = 0x4C, align = 0x8
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struct VblankHandler {
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OSMesgQueue *queue;
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OSMesg msg;
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};
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enum AnimFlags {
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ANIM_FLAG_NOLOOP = BIT(0), // 0x01
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ANIM_FLAG_FORWARD = BIT(1), // 0x02
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ANIM_FLAG_NO_ACCEL = BIT(2), // 0x04
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ANIM_FLAG_HOR_TRANS = BIT(3), // 0x08
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ANIM_FLAG_VERT_TRANS = BIT(4), // 0x10
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ANIM_FLAG_DISABLED = BIT(5), // 0x20
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ANIM_FLAG_NO_TRANS = BIT(6), // 0x40
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ANIM_FLAG_UNUSED = BIT(7), // 0x80
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};
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struct Animation {
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/*0x00*/ s16 flags;
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/*0x02*/ s16 animYTransDivisor;
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/*0x04*/ s16 startFrame;
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/*0x06*/ s16 loopStart;
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/*0x08*/ s16 loopEnd;
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/*0x0A*/ s16 unusedBoneCount;
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/*0x0C*/ const s16 *values;
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/*0x10*/ const u16 *index;
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/*0x14*/ u32 length; // only used with Mario animations to determine how much to load. 0 otherwise.
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};
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#define ANIMINDEX_NUMPARTS(animindex) (sizeof(animindex) / sizeof(u16) / 6 - 1)
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struct GraphNode {
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/*0x00*/ s16 type; // structure type
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/*0x02*/ s16 flags; // hi = drawing layer, lo = rendering modes
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/*0x04*/ struct GraphNode *prev;
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/*0x08*/ struct GraphNode *next;
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/*0x0C*/ struct GraphNode *parent;
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/*0x10*/ struct GraphNode *children;
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};
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struct AnimInfo {
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/*0x00 0x38*/ s16 animID;
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/*0x02 0x3A*/ s16 animYTrans;
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/*0x04 0x3C*/ struct Animation *curAnim;
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/*0x08 0x40*/ s16 animFrame;
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/*0x0A 0x42*/ u16 animTimer;
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/*0x0C 0x44*/ s32 animFrameAccelAssist;
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/*0x10 0x48*/ s32 animAccel;
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};
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struct GraphNodeObject {
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/*0x00*/ struct GraphNode node;
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/*0x14*/ struct GraphNode *sharedChild;
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/*0x18*/ s8 areaIndex;
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/*0x19*/ s8 activeAreaIndex;
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/*0x1A*/ Vec3s angle;
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/*0x20*/ Vec3f pos;
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/*0x2C*/ Vec3f scale;
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/*0x38*/ struct AnimInfo animInfo;
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/*0x4C*/ struct SpawnInfo *spawnInfo;
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/*0x50*/ Mat4 *throwMatrix; // matrix ptr
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/*0x54*/ Vec3f cameraToObject;
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#ifdef OBJECTS_REJ
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u16 ucode;
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#endif
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};
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struct ObjectNode {
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struct GraphNodeObject gfx;
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struct ObjectNode *next;
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struct ObjectNode *prev;
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};
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#ifdef PUPPYLIGHTS
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struct PuppyLight {
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Vec3t pos[2]; // The location of the light. First index is the absolute position, second index are offsets.
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s16 yaw; // Used by cubes. Allows epic rotating of the volume.
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RoomData room; // Which room to use. -1 is visible from all rooms.
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s8 epicentre; // What percentage inside the volume you'll be before maximum light strength is applied. (E.g: 100 will be full strength always, and 0 will be full strength at the centre.)
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u8 flags; // Some stuff to define how the volume is used. Mostly just shape stuff, but can potentially have other uses.
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ColorRGBA rgba; // Colour. Go on, take even the tiniest guess as to what this entails.
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u8 area; // Which section of the level this light is stored in.
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u8 active: 1; // Whether the light will actually work. Mostly intended to be used for objects.
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};
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#endif
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// NOTE: Since ObjectNode is the first member of Object, it is difficult to determine
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// whether some of these pointers point to ObjectNode or Object.
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#ifdef PUPPYLIGHTS
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#define MAX_OBJECT_FIELDS 0x51
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#else
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#define MAX_OBJECT_FIELDS 0x50
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#endif
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struct Object {
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/*0x000*/ struct ObjectNode header;
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/*0x068*/ struct Object *parentObj;
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/*0x06C*/ struct Object *prevObj;
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/*0x070*/ u32 collidedObjInteractTypes;
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/*0x074*/ s16 activeFlags;
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/*0x076*/ s16 numCollidedObjs;
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/*0x078*/ struct Object *collidedObjs[4];
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/*0x088*/
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union {
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// Object fields. See object_fields.h.
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u32 asU32[MAX_OBJECT_FIELDS];
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s32 asS32[MAX_OBJECT_FIELDS];
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s16 asS16[MAX_OBJECT_FIELDS][2];
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f32 asF32[MAX_OBJECT_FIELDS];
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#if !IS_64_BIT
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s16 *asS16P[MAX_OBJECT_FIELDS];
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s32 *asS32P[MAX_OBJECT_FIELDS];
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struct Animation **asAnims[MAX_OBJECT_FIELDS];
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struct Waypoint *asWaypoint[MAX_OBJECT_FIELDS];
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struct ChainSegment *asChainSegment[MAX_OBJECT_FIELDS];
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struct Object *asObject[MAX_OBJECT_FIELDS];
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struct Surface *asSurface[MAX_OBJECT_FIELDS];
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void *asVoidPtr[MAX_OBJECT_FIELDS];
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const void *asConstVoidPtr[MAX_OBJECT_FIELDS];
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#endif
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} rawData;
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#if IS_64_BIT
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union {
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s16 *asS16P[MAX_OBJECT_FIELDS];
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s32 *asS32P[MAX_OBJECT_FIELDS];
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struct Animation **asAnims[MAX_OBJECT_FIELDS];
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struct Waypoint *asWaypoint[MAX_OBJECT_FIELDS];
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struct ChainSegment *asChainSegment[MAX_OBJECT_FIELDS];
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struct Object *asObject[MAX_OBJECT_FIELDS];
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struct Surface *asSurface[MAX_OBJECT_FIELDS];
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void *asVoidPtr[MAX_OBJECT_FIELDS];
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const void *asConstVoidPtr[MAX_OBJECT_FIELDS];
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} ptrData;
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#endif
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/*0x1C8*/ u32 unused1;
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/*0x1CC*/ const BehaviorScript *curBhvCommand;
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/*0x1D0*/ u32 bhvStackIndex;
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/*0x1D4*/ uintptr_t bhvStack[8];
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/*0x1F4*/ s16 bhvDelayTimer;
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/*0x1F6*/ s16 respawnInfoType;
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/*0x1F8*/ f32 hitboxRadius;
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/*0x1FC*/ f32 hitboxHeight;
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/*0x200*/ f32 hurtboxRadius;
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/*0x204*/ f32 hurtboxHeight;
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/*0x208*/ f32 hitboxDownOffset;
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/*0x20C*/ const BehaviorScript *behavior;
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/*0x210*/ u32 unused2;
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/*0x214*/ struct Object *platform;
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/*0x218*/ void *collisionData;
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/*0x21C*/ Mat4 transform;
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/*0x25C*/ void *respawnInfo;
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#ifdef PUPPYLIGHTS
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struct PuppyLight puppylight;
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#endif
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};
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struct ObjectHitbox {
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/*0x00*/ u32 interactType;
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/*0x04*/ u8 downOffset;
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/*0x05*/ s8 damageOrCoinValue;
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/*0x06*/ s8 health;
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/*0x07*/ s8 numLootCoins;
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/*0x08*/ s16 radius;
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/*0x0A*/ s16 height;
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/*0x0C*/ s16 hurtboxRadius;
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/*0x0E*/ s16 hurtboxHeight;
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};
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struct Waypoint {
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s16 flags;
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Vec3s pos;
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};
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struct Normal {
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/*0x00*/ f32 x;
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/*0x04*/ f32 y;
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/*0x08*/ f32 z;
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};
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struct Surface {
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/*0x00*/ TerrainData type;
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/*0x02*/ TerrainData force;
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/*0x04*/ s8 flags;
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/*0x05*/ RoomData room;
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/*0x06*/ s16 lowerY;
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/*0x08*/ s16 upperY;
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/*0x0A*/ Vec3t vertex1;
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/*0x10*/ Vec3t vertex2;
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/*0x16*/ Vec3t vertex3;
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/*0x1C*/ struct Normal normal;
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/*0x28*/ f32 originOffset;
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/*0x2C*/ struct Object *object;
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};
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#define PUNCH_STATE_TIMER_MASK 0b00111111
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#define PUNCH_STATE_TYPES_MASK 0b11000000
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enum PunchStateTypes {
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PUNCH_STATE_TYPE_FIRST_PUNCH = (0 << 6),
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PUNCH_STATE_TYPE_SECOND_PUNCH = (1 << 6),
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PUNCH_STATE_TYPE_KICK = (2 << 6),
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};
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struct MarioBodyState {
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/*0x00*/ u32 action;
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/*0x04*/ s8 capState; /// see MarioCapGSCId
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/*0x05*/ s8 eyeState;
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/*0x06*/ s8 handState;
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/*0x07*/ s8 wingFlutter; /// whether Mario's wing cap wings are fluttering
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/*0x08*/ s16 modelState;
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/*0x0A*/ s8 grabPos;
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/*0x0B*/ u8 punchState; /// 2 bits for type of punch, 6 bits for punch animation timer
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/*0x0C*/ Vec3s torsoAngle;
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/*0x12*/ Vec3s headAngle;
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/*0x18*/ Vec3f heldObjLastPosition; /// also known as HOLP
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// u8 filler[4];
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};
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struct MarioState {
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/*0x00*/ u16 playerID;
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/*0x02*/ u16 input;
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/*0x04*/ u32 flags;
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/*0x08*/ u32 particleFlags;
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/*0x0C*/ u32 action;
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/*0x10*/ u32 prevAction;
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/*0x14*/ u32 terrainSoundAddend;
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/*0x18*/ u16 actionState;
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/*0x1A*/ u16 actionTimer;
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/*0x1C*/ u32 actionArg;
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/*0x20*/ f32 intendedMag;
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/*0x24*/ s16 intendedYaw;
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/*0x26*/ s16 invincTimer;
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/*0x28*/ u8 framesSinceA;
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/*0x29*/ u8 framesSinceB;
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/*0x2A*/ u8 wallKickTimer;
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/*0x2B*/ u8 doubleJumpTimer;
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/*0x2C*/ Vec3s faceAngle;
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/*0x32*/ Vec3s angleVel;
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/*0x38*/ s16 slideYaw;
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/*0x3A*/ s16 twirlYaw;
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/*0x3C*/ Vec3f pos;
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/*0x48*/ Vec3f vel;
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/*0x54*/ f32 forwardVel;
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/*0x58*/ f32 slideVelX;
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/*0x5C*/ f32 slideVelZ;
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/*0x60*/ struct Surface *wall;
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/*0x64*/ struct Surface *ceil;
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/*0x68*/ struct Surface *floor;
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/*0x6C*/ f32 ceilHeight;
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/*0x70*/ f32 floorHeight;
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/*0x74*/ s16 floorYaw;
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#define floorAngle floorYaw
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/*0x76*/ s16 waterLevel;
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/*0x78*/ struct Object *interactObj;
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/*0x7C*/ struct Object *heldObj;
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/*0x80*/ struct Object *usedObj;
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/*0x84*/ struct Object *riddenObj;
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/*0x88*/ struct Object *marioObj;
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/*0x8C*/ struct SpawnInfo *spawnInfo;
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/*0x90*/ struct Area *area;
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/*0x94*/ struct PlayerCameraState *statusForCamera;
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/*0x98*/ struct MarioBodyState *marioBodyState;
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/*0x9C*/ struct Controller *controller;
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/*0xA0*/ struct DmaHandlerList *animList;
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/*0xA4*/ u32 collidedObjInteractTypes;
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/*0xA8*/ s16 numCoins;
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/*0xAA*/ s16 numStars;
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/*0xAC*/ s8 numKeys; // Unused key mechanic
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/*0xAD*/ s8 numLives;
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/*0xAE*/ s16 health;
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/*0xB0*/ s16 animYTrans;
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/*0xB2*/ u8 hurtCounter;
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/*0xB3*/ u8 healCounter;
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/*0xB4*/ u8 squishTimer;
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/*0xB5*/ u8 fadeWarpOpacity;
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/*0xB6*/ u16 capTimer;
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/*0xB8*/ s16 prevNumStarsForDialog;
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/*0xBC*/ f32 peakHeight;
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/*0xC0*/ f32 quicksandDepth;
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/*0xC4*/ f32 windGravity;
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// -- HackerSM64 MarioState fields begin --
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#ifdef BREATH_METER
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|
s16 breath;
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|
u8 breathCounter;
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|
#endif
|
|
#ifdef PREVENT_DEATH_LOOP
|
|
u8 isDead : 1;
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|
#endif
|
|
Vec3f lastSafePos;
|
|
Vec3f prevPos;
|
|
f32 lateralSpeed;
|
|
f32 moveSpeed;
|
|
s16 movePitch;
|
|
s16 moveYaw;
|
|
s16 ceilYaw;
|
|
s16 wallYaw;
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|
// -- HackerSM64 MarioState fields end --
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|
};
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|
|
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#endif // TYPES_H
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