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289 lines
10 KiB
Diff
289 lines
10 KiB
Diff
diff --git a/src/game/behaviors/bowser.inc.c b/src/game/behaviors/bowser.inc.c
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index ebc6bf4..987f456 100644
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--- a/src/game/behaviors/bowser.inc.c
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+++ b/src/game/behaviors/bowser.inc.c
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@@ -972,6 +972,8 @@ s32 bowser_check_fallen_off_stage(void) // bowser off stage?
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return 0;
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}
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+struct PlatformDisplacementInfo sBowserDisplacementInfo;
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+
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void (*sBowserActions[])(void) = { bowser_act_default, bowser_act_thrown_dropped, bowser_act_jump_onto_stage, bowser_act_dance,
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bowser_act_dead, bowser_act_text_wait, bowser_act_intro_walk, bowser_act_charge_mario,
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bowser_act_spit_fire_into_sky, bowser_act_spit_fire_onto_floor, bowser_act_hit_edge, bowser_act_turn_from_edge,
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@@ -1033,7 +1035,7 @@ void bowser_free_update(void) {
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struct Object *platform;
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UNUSED f32 floorHeight;
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if ((platform = o->platform) != NULL)
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- apply_platform_displacement(0, platform);
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+ apply_platform_displacement(&sBowserDisplacementInfo, &o->oPosX, &o->oFaceAngleYaw, platform);
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o->oBowserUnk10E = 0;
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cur_obj_update_floor_and_walls();
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cur_obj_call_action_function(sBowserActions);
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diff --git a/src/game/behaviors/tilting_inverted_pyramid.inc.c b/src/game/behaviors/tilting_inverted_pyramid.inc.c
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index ebce64f..29136e9 100644
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--- a/src/game/behaviors/tilting_inverted_pyramid.inc.c
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+++ b/src/game/behaviors/tilting_inverted_pyramid.inc.c
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@@ -131,7 +131,7 @@ void bhv_tilting_inverted_pyramid_loop(void) {
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mx += posAfterRotation[0] - posBeforeRotation[0];
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my += posAfterRotation[1] - posBeforeRotation[1];
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mz += posAfterRotation[2] - posBeforeRotation[2];
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- set_mario_pos(mx, my, mz);
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+ //set_mario_pos(mx, my, mz);
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}
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o->header.gfx.throwMatrix = transform;
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diff --git a/src/game/platform_displacement.c b/src/game/platform_displacement.c
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index 29a741c..d1bb016 100644
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--- a/src/game/platform_displacement.c
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+++ b/src/game/platform_displacement.c
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@@ -8,6 +8,7 @@
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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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u16 D_8032FEC0 = 0;
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@@ -84,96 +85,139 @@ void set_mario_pos(f32 x, f32 y, f32 z) {
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gMarioStates[0].pos[2] = z;
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}
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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 0, 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;
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- f32 y;
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- f32 z;
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- f32 platformPosX;
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- f32 platformPosY;
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- f32 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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- UNUSED s16 unused1;
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- UNUSED s16 unused2;
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- UNUSED s16 unused3;
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- f32 displaceMatrix[4][4];
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-
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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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-
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- if (isMario) {
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- D_8032FEC0 = 0;
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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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-
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- x += platform->oVelX;
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- z += platform->oVelZ;
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+static struct PlatformDisplacementInfo sMarioDisplacementInfo;
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+static Vec3f sMarioAmountDisplaced;
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- if (rotation[0] != 0 || rotation[1] != 0 || rotation[2] != 0) {
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- unused1 = rotation[0];
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- unused2 = rotation[2];
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- unused3 = platform->oFaceAngleYaw;
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+extern s32 gGlobalTimer;
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- if (isMario) {
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- gMarioStates[0].faceAngle[1] += rotation[1];
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- }
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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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-
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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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-
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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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-
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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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+/**
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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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- rotation[0] = platform->oFaceAnglePitch;
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- rotation[1] = platform->oFaceAngleYaw;
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- rotation[2] = platform->oFaceAngleRoll;
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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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+
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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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+
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+ vec3f_copy(platformPos, (*platform->header.gfx.throwMatrix)[3]);
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+ vec3f_set(sMarioAmountDisplaced, 0.f, 0.f, 0.f);
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+ }
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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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+
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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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+
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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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- mtxf_rotate_zxy_and_translate(displaceMatrix, currentObjectOffset, rotation);
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- linear_mtxf_mul_vec3f(displaceMatrix, newObjectOffset, relativeOffset);
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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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- 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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+static u8 sShouldApplyInertia = FALSE;
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+static u8 sInertiaFirstFrame = FALSE;
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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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+ * 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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+
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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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+
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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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+
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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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- * If Mario's platform is not null, apply platform displacement.
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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 && platform != NULL) {
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- apply_platform_displacement(1, platform);
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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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diff --git a/src/game/platform_displacement.h b/src/game/platform_displacement.h
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index 556192b..3609e2d 100644
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--- a/src/game/platform_displacement.h
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+++ b/src/game/platform_displacement.h
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@@ -5,10 +5,19 @@
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#include "types.h"
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+struct PlatformDisplacementInfo {
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+ Vec3f prevPos;
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+ Vec3f prevTransformedPos;
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+ Vec3f prevTransformedYawVec;
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+ s16 prevYaw;
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+ struct Object *prevPlatform;
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+ s32 prevTimer;
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+};
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+
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void update_mario_platform(void);
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void get_mario_pos(f32 *x, f32 *y, f32 *z);
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void set_mario_pos(f32 x, f32 y, f32 z);
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-void apply_platform_displacement(u32 isMario, struct Object *platform);
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+void apply_platform_displacement(struct PlatformDisplacementInfo *displaceInfo, Vec3f pos, s16 *yaw, struct Object *platform);
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void apply_mario_platform_displacement(void);
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#ifndef VERSION_JP
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void clear_mario_platform(void);
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