Files
Microtransactions64/src/game/platform_displacement.c
thecozies f3e61a31aa HackerSM64 v2.0.0
* buffers: refresh 15 and revert to base decomp

* behavior script

* color helper functions

* extended bounds

* egeo_layout

* fixed model ids

* camera conf improved

* message panel ucode small

* graph node

* level script

* mathutil updates

* mathutil updates (allow unused funcs)

* behaviors a - beta_fish

* Add librtc and fix some data declarations

* Move GRUCODE define to proper location in makefile

* Refresh 15

* extra

* Make ROM name smaller and change messages printed on build a bit

* Fix console (lol)

* Update UNF to latest master

* Make ucode load from .o's (and also fix Super3D)

* Fix crash with rumble + custom mario model

* graph node and mathutil

* removed behaviors

* Ldtob documentation

* _Putfld labeling

* area

* behavior actions

* camera

* debug updates

* bubbles

* envfx snow

* farcall helpers

* game init

* geo misc

* hud

* only check if VC on render init

* ingame menu

* revert goddard to base decomp

* insn disasm

* interaction documentation

* level geo

* level update defines

* macro special objects formatting changes

* main.h documentation

* map parser documentation & formatting

* airborne documentation

* mario actions automatic documentation

* mario actions cutscene documentation

* mario actions moving documentation and options

* mario actions object documentation and options

* mario stationary documentation

* mario submerged documentation

* mario misc documentation

* mario step: ledge grab fixes and documentation

* mario documentation

* memory.h documentation

* moving textures

* object behaviors

* object collision

* fix flamethrower bug

* object helpers

* object list processor documentation

* paintings

* platform displacement

* print / printf

* puppycam absf

* puppyprint updates and formatting changes

* rendering graph node performance optimizations

* rumble opt and doc

* hqvm back to ultrasm64

* save file documentation and unlock defines

* s2d engine

* reset various files to ultrasm64

* file select

* intro geo documentation

* screen transition documentation

* segment2.h

* shadow overhaul

* skybox refactor

* sound init: clean up define usage + documentation

* spawn object optimizations and documentation

* spawn sound cleanup

* sram to ultrasm64

* star select cleanup

* title screen cleanup

* dialogs / text

* rename stomp smoke

* stomp smoke -> small water splash

* updated README

* compilation flags

* optimized file positions + support function/data sections

* surface collision performance improvements

* surface load optimizations

* camera conf documentation

* Allow easier command for opening puppyprint debug

* Rearranged framebuffers & fixed puppyprint console printing

* Fix shadow scaling and shifting

* Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit.

* Fixed build with BETTER_HANGING off

* Clean up OBJECTS_REJ ifdefs

* Fix duplicate comment & graph render layers/flags bitmask

* Fixed build with BETTER_HANGING off

* Fix Fast64 importing by reverting sSegmentTable change

* Readded missing functions that caused build errors with Mario head enabled

* Fixed clang compilation issues

* Add INTER mode for geo_update_layer_transparency

* Fix build warnings

* bugfix: miscalculation in obj_turn_toward_object

* Some puppytech fixes

* Further Puppycamera fixes

* Fix BUGFIX_DIALOG_TIME_STOP

Fixes #136

* Fix sliding platform bparams

* Add LEGACY_SHADOW_IDS define for Fast64 compatibility

* Apply suggested changes

* Better find_in_bounds_yaw_wdw_bob_thi ifdef

* Fix build warnings for unused functions

* Fixed stale reference bug from obj_mark_for_deletion change

* Fixed incorrect digit for 100s #145

* Change groundpound-fix define and functionality to just disable bonking

* Fixed puppyroll #134

* Adjust height value for terrain angle to kick in

* fixed hi score flashing

* Remove menudata backup (#131)

Not considered important enough to keep

* Fix fread() build warning

* Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init

* Fix approach_s16 return value

* Use boolean defines for oCapDoScaleVertically

* Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled.

* Move flames to LAYER_TRANSPARENT_INTER

* Resolved some compiler warnings and added FALL_THROUGH define (#168)

* Address some more compiler warnings with different define toggles

* Remove unnecessary fallthrough attribute

* fixed geo_process_billboard floating point exception

* Allow water to face any direction

* Initialize focOffset so that BBH doesn't crash

* Removed superfluous RDP commands when switching microcodes which would override scissor

* Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage

* Fix rumble build

* Fixed UNLOCK_FPS strobing

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Fix LEGACY_SHADOW_IDS id conflict

* Use the vanilla default value for rotating fire bars if bparam2 is 0

* START_LEVEL safeguard

* Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE

* Fix rumble build

* Fixed spline poll code using the wrong values for keyframes

* Update readme with better credits

Better credits for individual contributors

* add arthur

* added falco and moose

* add fazana

* le funny typo

* added S2DEX engine to credits

* silhouette + axo + ratio

* remove specific callouts + add auto col distance

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Revert formatting changes to match vanilla decomp

* Re-implement Y buffer for find_ceil

* Re-implement POWER_STARS_HEAL for normal Power Stars

* Start level comment & exit course comment/collapse

* utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT

* Fix "MAX_REFERENCED_WALLS" typo

* Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213)

* Revert stop_and_set_height_to_floor to vanilla

Fixes #208

* Fixed sAudioEnabled so that it disables audio CPU processing as well

* Fixed puppyprint debug RDP us calculations

* Renamed sAudioEnabled to gAudioEnabled

* Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE

* Moved extended bounds and world scale configuration to a new config_world.h file

* Default all objects to non-rej (#227)

Fixes #221 (Default all objects to non-rej)

* Fix #221

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211)

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled

* Change vtl decrement in visual_surface_display from 6 to 3

Fixes #207

* Make area in SL igloo wider to prevent a softlock (#233)

Fixes #210

* Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232)

Fixes #201

* Make UNLOCK_ALL apply to more things

* Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init

* Change chain chomp load/unload distances depending on number of segments (#237)

Fixes #192

* added WATER_PLUNGE_UPWARP define

* Add reonucam patch (#239)

* added reonucam patch
Fixes #218

* Fix how shadows handle water/transparency/height (#228)

* Fix how shadows handle water/transparency/height

* Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check

Fixes #179

* added reonucam credit

* delete unnecesary patches

* Apply suggested changes

* murdered more patches

* UNLOCK_ALL unlocks the cap boxes

* UNLOCK_ALL unlocks cap boxes (slightly more epic edition)

* revert ceil buffer

* Renamed HD_INTRO_TEXTURES define, separated intro floombas

* prevent double definition of floombas

* actually prevent floomba redefinition

* Develop/refactor  default defines (#242)

* Changed default config options

* Added build dir to includePaths for pngs

* disable NO_SLEEP by default

* Disable puppyprint by default

Sorry fazana 😔

* fix typos

* add comment about BETTER_REVERB console perf

* disable blue coin switch retry by default

* Update config_audio.h

Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>

* revert air step line to vanilla to fix bitfs scaling platform issue (#247)

Fixes #200

* Fix stuttering on thin slopes (#248)

* Fix stuttering on thin slopes

* Revert vec3f_find_ceil calls to vanilla

* Rename vec3f_find_ceil to find_mario_ceil

* Update src/engine/surface_collision.h

Fixes #249

* Swap static and dynamic surface checks back to vanilla order (#253)

* Swap static and dynamic surface checks back to vanilla order

* re-enable DISABLE_ALL config

Fixes #251 #252

* Fixed save and quitting while in widescreen (#257)

* Fixed save and quitting while in widescreen

* use define for the level

* all my homies hate ifdefs

* skip wall offsets < 0 (#255)

Fixes #255

* #264: Document non-stop stars' issues (#267)

* #264: Document non-stop stars' issues

* Update include/config/config_game.h

* nonstop vanilla comment

* derive margin_radius from radius after capping at 200 (#266)

Fixes #259

* Config cleanup/refactor (#269)

* Moved puppyprint define to graphics / rearranged some debug defines for ease of access

* Moved compatibility safeguards to config_safeguards.h

* spacing and comment formatting

* #272 Move GFX_POOL_SIZE to config_graphics.h

* disable EASIER_DIALOG_TRIGGER by default

* prevent redefining warnings

* small ifdef typo

* changed ifndef to undefs

Fixes #262
Fixes #272

* Improved movement config documentation related to turning around (#271)

Fixes #270

* rename CUSTOM_DEBUG, add comments (#275)

* Update README.md (#277)

* v2.0.0

Co-authored-by: CrashOveride95 <crashoveride953@gmail.com>
Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com>
Co-authored-by: n64 <n64>
Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: aglab2 <aglab3@gmail.com>
Co-authored-by: gheskett <gheskett@gmail.com>
Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
2021-12-30 16:57:51 +00:00

313 lines
9.7 KiB
C

#include <PR/ultratypes.h>
#include "engine/math_util.h"
#include "engine/surface_collision.h"
#include "level_update.h"
#include "object_fields.h"
#include "object_helpers.h"
#include "object_list_processor.h"
#include "platform_displacement.h"
#include "types.h"
#include "sm64.h"
#include "behavior_data.h"
#include "config.h"
struct Object *gMarioPlatform = NULL;
/**
* Determine if Mario is standing on a platform object, meaning that he is
* within 4 units of the floor. Set his referenced platform object accordingly.
*/
void update_mario_platform(void) {
struct Surface *floor;
f32 marioX, marioY, marioZ;
f32 floorHeight;
u32 awayFromFloor;
if (gMarioObject == NULL) {
return;
}
//! If Mario moves onto a rotating platform in a PU, the find_floor call
// will detect the platform and he will end up receiving a large amount
// of displacement since he is considered to be far from the platform's
// axis of rotation.
marioX = gMarioObject->oPosX;
marioY = gMarioObject->oPosY;
marioZ = gMarioObject->oPosZ;
floorHeight = find_floor(marioX, marioY, marioZ, &floor);
awayFromFloor = absf(marioY - floorHeight) >= 4.0f;
if (awayFromFloor) {
gMarioPlatform = NULL;
gMarioObject->platform = NULL;
} else {
if (floor != NULL && floor->object != NULL) {
gMarioPlatform = floor->object;
gMarioObject->platform = floor->object;
} else {
gMarioPlatform = NULL;
gMarioObject->platform = NULL;
}
}
}
/**
* Get Mario's position and store it in x, y, and z.
*/
void get_mario_pos(f32 *x, f32 *y, f32 *z) {
*x = gMarioStates[0].pos[0];
*y = gMarioStates[0].pos[1];
*z = gMarioStates[0].pos[2];
}
/**
* Set Mario's position.
*/
void set_mario_pos(f32 x, f32 y, f32 z) {
gMarioStates[0].pos[0] = x;
gMarioStates[0].pos[1] = y;
gMarioStates[0].pos[2] = z;
}
#ifdef PLATFORM_DISPLACEMENT_2
static struct PlatformDisplacementInfo sMarioDisplacementInfo;
static Vec3f sMarioAmountDisplaced;
extern s32 gGlobalTimer;
/**
* Upscale or downscale a vector by another vector.
*/
static void scale_vec3f(Vec3f dst, Vec3f src, Vec3f scale, u32 doInverted) {
if (doInverted) {
dst[0] = src[0] / scale[0];
dst[1] = src[1] / scale[1];
dst[2] = src[2] / scale[2];
} else {
dst[0] = src[0] * scale[0];
dst[1] = src[1] * scale[1];
dst[2] = src[2] * scale[2];
}
}
/**
* Apply one frame of platform displacement to Mario or an object using the given
* platform.
*/
void apply_platform_displacement(struct PlatformDisplacementInfo *displaceInfo, Vec3f pos, s16 *yaw, struct Object *platform) {
Vec3f platformPos;
Vec3f posDifference;
Vec3f yawVec;
Vec3f scaledPos;
// Determine how much Mario turned on his own since last frame
s16 yawDifference = *yaw - displaceInfo->prevYaw;
// Avoid a crash if the platform unloaded its collision while stood on
if (platform->header.gfx.throwMatrix == NULL) return;
vec3f_copy(platformPos, (*platform->header.gfx.throwMatrix)[3]);
// Determine how far Mario moved on his own since last frame
vec3f_copy(posDifference, pos);
vec3f_sub(posDifference, displaceInfo->prevPos);
if ((platform == displaceInfo->prevPlatform) && (gGlobalTimer == displaceInfo->prevTimer + 1)) {
// Transform from relative positions to world positions
scale_vec3f(scaledPos, displaceInfo->prevTransformedPos, platform->header.gfx.scale, FALSE);
linear_mtxf_mul_vec3f(*platform->header.gfx.throwMatrix, pos, scaledPos);
// Add on how much Mario moved in the previous frame
vec3f_add(pos, posDifference);
// Calculate new yaw
linear_mtxf_mul_vec3f(*platform->header.gfx.throwMatrix, yawVec, displaceInfo->prevTransformedYawVec);
*yaw = atan2s(yawVec[2], yawVec[0]) + yawDifference;
} else {
// First frame of standing on the platform, don't calculate a new position
vec3f_sub(pos, platformPos);
}
// Apply velocity-based displacement for certain objects (like the TTC Treadmills)
if (platform->oFlags & OBJ_FLAG_VELOCITY_PLATFORM) {
pos[0] += platform->oVelX;
pos[1] += platform->oVelY;
pos[2] += platform->oVelZ;
}
// Transform from world positions to relative positions for use next frame
linear_mtxf_transpose_mul_vec3f(*platform->header.gfx.throwMatrix, scaledPos, pos);
scale_vec3f(displaceInfo->prevTransformedPos, scaledPos, platform->header.gfx.scale, TRUE);
vec3f_add(pos, platformPos);
// If the object is Mario, set inertia
if (pos == gMarioState->pos) {
vec3f_copy(sMarioAmountDisplaced, pos);
vec3f_sub(sMarioAmountDisplaced, displaceInfo->prevPos);
vec3f_sub(sMarioAmountDisplaced, posDifference);
// Make sure inertia isn't set on the first frame otherwise the previous value isn't cleared
if ((platform != displaceInfo->prevPlatform) || (gGlobalTimer != displaceInfo->prevTimer + 1)) {
vec3_zero(sMarioAmountDisplaced);
}
}
// Update info for next frame
// Update position
vec3f_copy(displaceInfo->prevPos, pos);
// Set yaw info
vec3f_set(yawVec, sins(*yaw), 0, coss(*yaw));
linear_mtxf_transpose_mul_vec3f(*platform->header.gfx.throwMatrix, displaceInfo->prevTransformedYawVec, yawVec);
displaceInfo->prevYaw = *yaw;
// Update platform and timer
displaceInfo->prevPlatform = platform;
displaceInfo->prevTimer = gGlobalTimer;
}
// Doesn't change in the code, set this to FALSE if you don't want inertia
u8 gDoInertia = TRUE;
static u8 sShouldApplyInertia = FALSE;
static u8 sInertiaFirstFrame = FALSE;
/**
* Apply inertia based on Mario's last platform.
*/
static void apply_mario_inertia(void) {
// On the first frame of leaving the ground, boost Mario's y velocity
if (sInertiaFirstFrame) {
gMarioState->vel[1] += sMarioAmountDisplaced[1];
}
// Apply sideways inertia
gMarioState->pos[0] += sMarioAmountDisplaced[0];
gMarioState->pos[2] += sMarioAmountDisplaced[2];
// Drag
sMarioAmountDisplaced[0] *= 0.97f;
sMarioAmountDisplaced[2] *= 0.97f;
// Stop applying inertia once Mario has landed, or when ground pounding
if (!(gMarioState->action & ACT_FLAG_AIR) || (gMarioState->action == ACT_GROUND_POUND)) {
sShouldApplyInertia = FALSE;
}
}
/**
* Apply platform displacement or inertia if required.
*/
void apply_mario_platform_displacement(void) {
struct Object *platform;
platform = gMarioPlatform;
if (!(gTimeStopState & TIME_STOP_ACTIVE) && gMarioObject != NULL) {
if (platform != NULL) {
apply_platform_displacement(&sMarioDisplacementInfo, gMarioState->pos, &gMarioState->faceAngle[1], platform);
sShouldApplyInertia = TRUE;
sInertiaFirstFrame = TRUE;
} else if (sShouldApplyInertia && gDoInertia) {
apply_mario_inertia();
sInertiaFirstFrame = FALSE;
}
}
}
#else
/**
* Apply one frame of platform rotation to Mario or an object using the given
* platform. If isMario is false, use gCurrentObject.
*/
void apply_platform_displacement(u32 isMario, struct Object *platform) {
f32 x, y, z;
f32 platformPosX, platformPosY, platformPosZ;
Vec3f currentObjectOffset;
Vec3f relativeOffset;
Vec3f newObjectOffset;
Vec3s rotation;
Mat4 displaceMatrix;
rotation[0] = platform->oAngleVelPitch;
rotation[1] = platform->oAngleVelYaw;
rotation[2] = platform->oAngleVelRoll;
if (isMario) {
get_mario_pos(&x, &y, &z);
} else {
x = gCurrentObject->oPosX;
y = gCurrentObject->oPosY;
z = gCurrentObject->oPosZ;
}
x += platform->oVelX;
z += platform->oVelZ;
if (rotation[0] != 0 || rotation[1] != 0 || rotation[2] != 0) {
// unusedPitch = rotation[0];
// unusedRoll = rotation[2];
// unusedYaw = platform->oFaceAngleYaw;
if (isMario) {
gMarioStates[0].faceAngle[1] += rotation[1];
}
platformPosX = platform->oPosX;
platformPosY = platform->oPosY;
platformPosZ = platform->oPosZ;
currentObjectOffset[0] = x - platformPosX;
currentObjectOffset[1] = y - platformPosY;
currentObjectOffset[2] = z - platformPosZ;
rotation[0] = platform->oFaceAnglePitch - platform->oAngleVelPitch;
rotation[1] = platform->oFaceAngleYaw - platform->oAngleVelYaw;
rotation[2] = platform->oFaceAngleRoll - platform->oAngleVelRoll;
mtxf_rotate_zxy_and_translate(displaceMatrix, currentObjectOffset, rotation);
linear_mtxf_transpose_mul_vec3f(displaceMatrix, relativeOffset, currentObjectOffset);
rotation[0] = platform->oFaceAnglePitch;
rotation[1] = platform->oFaceAngleYaw;
rotation[2] = platform->oFaceAngleRoll;
mtxf_rotate_zxy_and_translate(displaceMatrix, currentObjectOffset, rotation);
linear_mtxf_mul_vec3f(displaceMatrix, newObjectOffset, relativeOffset);
x = platformPosX + newObjectOffset[0];
y = platformPosY + newObjectOffset[1];
z = platformPosZ + newObjectOffset[2];
}
if (isMario) {
set_mario_pos(x, y, z);
} else {
gCurrentObject->oPosX = x;
gCurrentObject->oPosY = y;
gCurrentObject->oPosZ = z;
}
}
/**
* If Mario's platform is not null, apply platform displacement.
*/
void apply_mario_platform_displacement(void) {
struct Object *platform = gMarioPlatform;
if (!(gTimeStopState & TIME_STOP_ACTIVE) && gMarioObject != NULL && platform != NULL) {
apply_platform_displacement(TRUE, platform);
}
}
#endif
/**
* Set Mario's platform to NULL.
*/
void clear_mario_platform(void) {
gMarioPlatform = NULL;
}