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HackerSM64/include/types.h

383 lines
10 KiB
C

#ifndef TYPES_H
#define TYPES_H
// This file contains various data types used in Super Mario 64 that don't yet
// have an appropriate header.
#include <ultra64.h>
#include "macros.h"
#include "config.h"
#define BIT(i) (1 << (i))
#define BITMASK(size) ((BIT(size)) - 1)
struct Config
{
f32 audioFrequency;
#ifdef WIDE
s16 widescreen;
#endif
u8 tvType;
};
struct Controller
{
/*0x00*/ s16 rawStickX; //
/*0x02*/ s16 rawStickY; //
/*0x04*/ float stickX; // [-64, 64] positive is right
/*0x08*/ float stickY; // [-64, 64] positive is up
/*0x0C*/ float stickMag; // distance from center [0, 64]
/*0x10*/ u16 buttonDown;
/*0x12*/ u16 buttonPressed;
/*0x14*/ OSContStatus *statusData;
/*0x18*/ OSContPad *controllerData;
#if ENABLE_RUMBLE
/*0x1C*/ s32 port;
#endif
};
// -- Booleans --
typedef u8 Bool8;
typedef u16 Bool16;
typedef u32 Bool32;
// -- Vectors --
typedef u8 Vec2uc[2];
typedef s8 Vec2c[2];
typedef s16 Vec2s[2];
typedef s32 Vec2i[2];
typedef f32 Vec2f[2];
typedef f64 Vec2d[2];
typedef u8 Vec3uc[3];
typedef s8 Vec3c[3];
typedef s16 Vec3s[3];
typedef s32 Vec3i[3];
typedef f32 Vec3f[3]; // X, Y, Z, where Y is up
typedef f64 Vec3d[3];
typedef u8 Vec4uc[4];
typedef s8 Vec4c[4];
typedef s16 Vec4s[4];
typedef s32 Vec4i[4];
typedef f32 Vec4f[4];
typedef f64 Vec4d[4];
typedef f32 Mat2[2][2];
typedef f32 Mat3[3][3];
typedef f32 Mat4[4][4];
typedef uintptr_t GeoLayout;
typedef uintptr_t LevelScript;
typedef s16 Movtex;
typedef s16 MacroObject;
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
typedef s16 Trajectory;
typedef s16 PaintingData;
typedef uintptr_t BehaviorScript;
typedef u8 Texture;
typedef u16 ModelID;
typedef COLLISION_DATA_TYPE TerrainData;
typedef ROOM_DATA_TYPE RoomData;
typedef TerrainData Vec3t[3];
// -- Angle --
typedef s16 Angle;
typedef u16 UAngle;
typedef s32 Angle32;
typedef Angle Vec3a[3];
enum SpTaskState {
SPTASK_STATE_NOT_STARTED,
SPTASK_STATE_RUNNING,
SPTASK_STATE_INTERRUPTED,
SPTASK_STATE_FINISHED,
SPTASK_STATE_FINISHED_DP
};
struct SPTask
{
/*0x00*/ OSTask task;
/*0x40*/ OSMesgQueue *msgqueue;
/*0x44*/ OSMesg msg;
/*0x48*/ enum SpTaskState state;
}; // size = 0x4C, align = 0x8
struct VblankHandler
{
OSMesgQueue *queue;
OSMesg msg;
};
#define ANIM_FLAG_NOLOOP (1 << 0) // 0x01
#define ANIM_FLAG_FORWARD (1 << 1) // 0x02
#define ANIM_FLAG_NO_ACCEL (1 << 2) // 0x04
#define ANIM_FLAG_HOR_TRANS (1 << 3) // 0x08
#define ANIM_FLAG_VERT_TRANS (1 << 4) // 0x10
#define ANIM_FLAG_DISABLED (1 << 5) // 0x20
#define ANIM_FLAG_NO_TRANS (1 << 6) // 0x40
#define ANIM_FLAG_UNUSED (1 << 7) // 0x80
struct Animation {
/*0x00*/ s16 flags;
/*0x02*/ s16 animYTransDivisor;
/*0x04*/ s16 startFrame;
/*0x06*/ s16 loopStart;
/*0x08*/ s16 loopEnd;
/*0x0A*/ s16 unusedBoneCount;
/*0x0C*/ const s16 *values;
/*0x10*/ const u16 *index;
/*0x14*/ u32 length; // only used with Mario animations to determine how much to load. 0 otherwise.
};
#define ANIMINDEX_NUMPARTS(animindex) (sizeof(animindex) / sizeof(u16) / 6 - 1)
struct GraphNode
{
/*0x00*/ s16 type; // structure type
/*0x02*/ s16 flags; // hi = drawing layer, lo = rendering modes
/*0x04*/ struct GraphNode *prev;
/*0x08*/ struct GraphNode *next;
/*0x0C*/ struct GraphNode *parent;
/*0x10*/ struct GraphNode *children;
};
struct AnimInfo
{
/*0x00 0x38*/ s16 animID;
/*0x02 0x3A*/ s16 animYTrans;
/*0x04 0x3C*/ struct Animation *curAnim;
/*0x08 0x40*/ s16 animFrame;
/*0x0A 0x42*/ u16 animTimer;
/*0x0C 0x44*/ s32 animFrameAccelAssist;
/*0x10 0x48*/ s32 animAccel;
};
struct GraphNodeObject
{
/*0x00*/ struct GraphNode node;
/*0x14*/ struct GraphNode *sharedChild;
/*0x18*/ s8 areaIndex;
/*0x19*/ s8 activeAreaIndex;
/*0x1A*/ Vec3s angle;
/*0x20*/ Vec3f pos;
/*0x2C*/ Vec3f scale;
/*0x38*/ struct AnimInfo animInfo;
/*0x4C*/ struct SpawnInfo *spawnInfo;
/*0x50*/ Mat4 *throwMatrix; // matrix ptr
/*0x54*/ Vec3f cameraToObject;
};
struct ObjectNode
{
struct GraphNodeObject gfx;
struct ObjectNode *next;
struct ObjectNode *prev;
};
#ifdef PUPPYLIGHTS
struct PuppyLight {
Vec3t pos[2]; //The location of the light. First index is the absolute position, second index are offsets.
s16 yaw; //Used by cubes. Allows epic rotating of the volume.
s16 room; //Which room to use. -1 is visible from all rooms.
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.)
u8 flags; //Some stuff to define how the volume is used. Mostly just shape stuff, but can potentially have other uses.
u8 rgba[4]; //Colour. Go on, take even the tiniest guess as to what this entails.
u8 area; //Which section of the level this light is stored in.
u8 active:1; //Whether the light will actually work. Mostly intended to be used for objects.
};
#endif
// NOTE: Since ObjectNode is the first member of Object, it is difficult to determine
// whether some of these pointers point to ObjectNode or Object.
#define MAX_OBJECT_FIELDS 0x51
struct Object
{
/*0x000*/ struct ObjectNode header;
/*0x068*/ struct Object *parentObj;
/*0x06C*/ struct Object *prevObj;
/*0x070*/ u32 collidedObjInteractTypes;
/*0x074*/ s16 activeFlags;
/*0x076*/ s16 numCollidedObjs;
/*0x078*/ struct Object *collidedObjs[4];
/*0x088*/
union
{
// Object fields. See object_fields.h.
u32 asU32[MAX_OBJECT_FIELDS];
s32 asS32[MAX_OBJECT_FIELDS];
s16 asS16[MAX_OBJECT_FIELDS][2];
f32 asF32[MAX_OBJECT_FIELDS];
#if !IS_64_BIT
s16 *asS16P[MAX_OBJECT_FIELDS];
s32 *asS32P[MAX_OBJECT_FIELDS];
struct Animation **asAnims[MAX_OBJECT_FIELDS];
struct Waypoint *asWaypoint[MAX_OBJECT_FIELDS];
struct ChainSegment *asChainSegment[MAX_OBJECT_FIELDS];
struct Object *asObject[MAX_OBJECT_FIELDS];
struct Surface *asSurface[MAX_OBJECT_FIELDS];
void *asVoidPtr[MAX_OBJECT_FIELDS];
const void *asConstVoidPtr[MAX_OBJECT_FIELDS];
#endif
} rawData;
#if IS_64_BIT
union {
s16 *asS16P[MAX_OBJECT_FIELDS];
s32 *asS32P[MAX_OBJECT_FIELDS];
struct Animation **asAnims[MAX_OBJECT_FIELDS];
struct Waypoint *asWaypoint[MAX_OBJECT_FIELDS];
struct ChainSegment *asChainSegment[MAX_OBJECT_FIELDS];
struct Object *asObject[MAX_OBJECT_FIELDS];
struct Surface *asSurface[MAX_OBJECT_FIELDS];
void *asVoidPtr[MAX_OBJECT_FIELDS];
const void *asConstVoidPtr[MAX_OBJECT_FIELDS];
} ptrData;
#endif
/*0x1C8*/ u32 unused1;
/*0x1CC*/ const BehaviorScript *curBhvCommand;
/*0x1D0*/ u32 bhvStackIndex;
/*0x1D4*/ uintptr_t bhvStack[8];
/*0x1F4*/ s16 bhvDelayTimer;
/*0x1F6*/ s16 respawnInfoType;
/*0x1F8*/ f32 hitboxRadius;
/*0x1FC*/ f32 hitboxHeight;
/*0x200*/ f32 hurtboxRadius;
/*0x204*/ f32 hurtboxHeight;
/*0x208*/ f32 hitboxDownOffset;
/*0x20C*/ const BehaviorScript *behavior;
/*0x210*/ u32 unused2;
/*0x214*/ struct Object *platform;
/*0x218*/ void *collisionData;
/*0x21C*/ Mat4 transform;
/*0x25C*/ void *respawnInfo;
#ifdef PUPPYLIGHTS
struct PuppyLight puppylight;
#endif
};
struct ObjectHitbox
{
/*0x00*/ u32 interactType;
/*0x04*/ u8 downOffset;
/*0x05*/ s8 damageOrCoinValue;
/*0x06*/ s8 health;
/*0x07*/ s8 numLootCoins;
/*0x08*/ s16 radius;
/*0x0A*/ s16 height;
/*0x0C*/ s16 hurtboxRadius;
/*0x0E*/ s16 hurtboxHeight;
};
struct Waypoint
{
s16 flags;
Vec3s pos;
};
struct Surface
{
/*0x00*/ TerrainData type;
/*0x02*/ TerrainData force;
/*0x04*/ s8 flags;
/*0x05*/ RoomData room;
/*0x06*/ s16 lowerY;
/*0x08*/ s16 upperY;
/*0x0A*/ Vec3t vertex1;
/*0x10*/ Vec3t vertex2;
/*0x16*/ Vec3t vertex3;
/*0x1C*/ struct {
f32 x;
f32 y;
f32 z;
} normal;
/*0x28*/ f32 originOffset;
/*0x2C*/ struct Object *object;
};
struct MarioBodyState
{
/*0x00*/ u32 action;
/*0x04*/ s8 capState; /// see MarioCapGSCId
/*0x05*/ s8 eyeState;
/*0x06*/ s8 handState;
/*0x07*/ s8 wingFlutter; /// whether Mario's wing cap wings are fluttering
/*0x08*/ s16 modelState;
/*0x0A*/ s8 grabPos;
/*0x0B*/ u8 punchState; /// 2 bits for type of punch, 6 bits for punch animation timer
/*0x0C*/ Vec3s torsoAngle;
/*0x12*/ Vec3s headAngle;
/*0x18*/ Vec3f heldObjLastPosition; /// also known as HOLP
u8 padding[4];
};
struct MarioState
{
/*0x00*/ u16 playerID;
/*0x02*/ u16 input;
/*0x04*/ u32 flags;
/*0x08*/ u32 particleFlags;
/*0x0C*/ u32 action;
/*0x10*/ u32 prevAction;
/*0x14*/ u32 terrainSoundAddend;
/*0x18*/ u16 actionState;
/*0x1A*/ u16 actionTimer;
/*0x1C*/ u32 actionArg;
/*0x20*/ f32 intendedMag;
/*0x24*/ s16 intendedYaw;
/*0x26*/ s16 invincTimer;
/*0x28*/ u8 framesSinceA;
/*0x29*/ u8 framesSinceB;
/*0x2A*/ u8 wallKickTimer;
/*0x2B*/ u8 doubleJumpTimer;
/*0x2C*/ Vec3s faceAngle;
/*0x32*/ Vec3s angleVel;
/*0x38*/ s16 slideYaw;
/*0x3A*/ s16 twirlYaw;
/*0x3C*/ Vec3f pos;
/*0x48*/ Vec3f vel;
/*0x54*/ f32 forwardVel;
/*0x58*/ f32 slideVelX;
/*0x5C*/ f32 slideVelZ;
/*0x60*/ struct Surface *wall;
/*0x64*/ struct Surface *ceil;
/*0x68*/ struct Surface *floor;
/*0x6C*/ f32 ceilHeight;
/*0x70*/ f32 floorHeight;
/*0x74*/ s16 floorAngle;
/*0x76*/ s16 waterLevel;
/*0x78*/ struct Object *interactObj;
/*0x7C*/ struct Object *heldObj;
/*0x80*/ struct Object *usedObj;
/*0x84*/ struct Object *riddenObj;
/*0x88*/ struct Object *marioObj;
/*0x8C*/ struct SpawnInfo *spawnInfo;
/*0x90*/ struct Area *area;
/*0x94*/ struct PlayerCameraState *statusForCamera;
/*0x98*/ struct MarioBodyState *marioBodyState;
/*0x9C*/ struct Controller *controller;
/*0xA0*/ struct DmaHandlerList *animList;
/*0xA4*/ u32 collidedObjInteractTypes;
/*0xA8*/ s16 numCoins;
/*0xAA*/ s16 numStars;
/*0xAC*/ s8 numKeys; // Unused key mechanic
/*0xAD*/ s8 numLives;
/*0xAE*/ s16 health;
/*0xB0*/ s16 animYTrans;
/*0xB2*/ u8 hurtCounter;
/*0xB3*/ u8 healCounter;
/*0xB4*/ u8 squishTimer;
/*0xB5*/ u8 fadeWarpOpacity;
/*0xB6*/ u16 capTimer;
/*0xB8*/ s16 prevNumStarsForDialog;
/*0xBC*/ f32 peakHeight;
/*0xC0*/ f32 quicksandDepth;
/*0xC4*/ f32 windGravity;
};
#endif // TYPES_H