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