Files
Microtransactions64/src/game/spawn_object.c
2023-12-16 23:26:31 -05:00

224 lines
6.3 KiB
C

#include <PR/ultratypes.h>
#include "audio/external.h"
#include "engine/geo_layout.h"
#include "engine/graph_node.h"
#include "engine/math_util.h"
#include "engine/surface_collision.h"
#include "level_table.h"
#include "object_constants.h"
#include "object_fields.h"
#include "object_helpers.h"
#include "object_list_processor.h"
#include "spawn_object.h"
#include "types.h"
/**
* Attempt to allocate an object from freeList (singly linked) and append it
* to the end of destList (doubly linked). Return the object, or NULL if
* freeList is empty.
*/
struct Object *try_allocate_object(struct ObjectNode *destList, struct ObjectNode *freeList) {
struct ObjectNode *nextObj;
if ((nextObj = freeList->next) != NULL) {
// Remove from free list
freeList->next = nextObj->next;
// Insert at end of destination list
nextObj->prev = destList->prev;
nextObj->next = destList;
destList->prev->next = nextObj;
destList->prev = nextObj;
} else {
return NULL;
}
geo_remove_child(&nextObj->gfx.node);
geo_add_child(&gObjParentGraphNode, &nextObj->gfx.node);
return (struct Object *) nextObj;
}
/**
* Remove the given object from the object list that it's currently in, and
* insert it at the beginning of the free list (singly linked).
*/
static void deallocate_object(struct ObjectNode *freeList, struct ObjectNode *obj) {
// Remove from object list
obj->next->prev = obj->prev;
obj->prev->next = obj->next;
// Insert at beginning of free list
obj->next = freeList->next;
freeList->next = obj;
}
/**
* Add every object in the pool to the free object list.
*/
void init_free_object_list(void) {
s32 i;
s32 poolLength = OBJECT_POOL_CAPACITY;
// Add the first object in the pool to the free list
struct Object *obj = &gObjectPool[0];
gFreeObjectList.next = (struct ObjectNode *) obj;
// Link each object in the pool to the following object
for (i = 0; i < poolLength - 1; i++) {
obj->header.next = &(obj + 1)->header;
obj++;
}
// End the list
obj->header.next = NULL;
}
/**
* Clear each object list, without adding the objects back to the free list.
*/
void clear_object_lists(struct ObjectNode *objLists) {
s32 i;
for (i = 0; i < NUM_OBJ_LISTS; i++) {
objLists[i].next = &objLists[i];
objLists[i].prev = &objLists[i];
}
}
/**
* Free the given object.
*/
void unload_object(struct Object *obj) {
obj->activeFlags = ACTIVE_FLAG_DEACTIVATED;
obj->prevObj = NULL;
obj->oFloor = NULL;
obj->header.gfx.throwMatrix = NULL;
stop_sounds_from_source(obj->header.gfx.cameraToObject);
geo_remove_child(&obj->header.gfx.node);
geo_add_child(&gObjParentGraphNode, &obj->header.gfx.node);
obj->header.gfx.node.flags &= ~(GRAPH_RENDER_BILLBOARD | GRAPH_RENDER_ACTIVE);
deallocate_object(&gFreeObjectList, &obj->header);
}
/**
* Attempt to allocate a new object slot into the given object list, freeing
* an unimportant object if necessary. If this is not possible, hang using an
* infinite loop.
*/
struct Object *allocate_object(struct ObjectNode *objList) {
s32 i;
struct Object *obj = try_allocate_object(objList, &gFreeObjectList);
// The object list is full if the newly created pointer is NULL.
// If this happens, we first attempt to unload unimportant objects
// in order to finish allocating the object.
if (obj == NULL) {
// Look for an unimportant object to kick out.
struct Object *unimportantObj = find_unimportant_object();
// If no unimportant object exists, then the object pool is exhausted.
if (unimportantObj == NULL) {
// We've met with a terrible fate.
while (TRUE) {
}
} else {
// If an unimportant object does exist, unload it and take its slot.
unload_object(unimportantObj);
obj = try_allocate_object(objList, &gFreeObjectList);
if (gCurrentObject == obj) {
//! Uh oh, the unimportant object was in the middle of
// updating! This could cause some interesting logic errors,
// but I don't know of any unimportant objects that spawn
// other objects.
}
}
}
// Initialize object fields
obj->activeFlags = ACTIVE_FLAG_ACTIVE | ACTIVE_FLAG_ALLOCATED;
obj->parentObj = obj;
obj->prevObj = NULL;
obj->collidedObjInteractTypes = 0;
obj->numCollidedObjs = 0;
#if IS_64_BIT
for (i = 0; i < MAX_OBJECT_FIELDS; i++) {
obj->rawData.asS32[i] = 0;
obj->ptrData.asVoidPtr[i] = NULL;
}
#else
for (i = 0; i < MAX_OBJECT_FIELDS; i++) {
obj->rawData.asS32[i] = 0;
}
#endif
obj->unused1 = 0;
obj->bhvStackIndex = 0;
obj->bhvDelayTimer = 0;
obj->hitboxRadius = 50.0f;
obj->hitboxHeight = 100.0f;
obj->hurtboxRadius = 0.0f;
obj->hurtboxHeight = 0.0f;
obj->hitboxDownOffset = 0.0f;
obj->unused2 = 0;
obj->platform = NULL;
obj->collisionData = NULL;
obj->oIntangibleTimer = -1;
obj->oDamageOrCoinValue = 0;
obj->oHealth = 2048;
obj->oCollisionDistance = 1000.0f;
obj->oDrawingDistance = 4000.0f;
mtxf_identity(obj->transform);
obj->respawnInfoType = RESPAWN_INFO_TYPE_NULL;
obj->respawnInfo = NULL;
obj->oDistanceToMario = 19000.0f;
obj->oRoom = -1;
obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
vec3_same(obj->header.gfx.pos, -10000.0f);
obj->header.gfx.throwMatrix = NULL;
return obj;
}
/**
* Spawn an object at the origin with the behavior script at virtual address bhvScript.
*/
struct Object *create_object(const BehaviorScript *bhvScript) {
s32 objListIndex;
struct Object *obj;
struct ObjectNode *objList;
// If the first behavior script command is "begin <object list>", then
// extract the object list from it
if ((bhvScript[0] >> 24) == 0) {
objListIndex = (bhvScript[0] >> 16) & 0xFFFF;
} else {
objListIndex = OBJ_LIST_DEFAULT;
}
objList = &gObjectLists[objListIndex];
obj = allocate_object(objList);
obj->curBhvCommand = bhvScript;
obj->behavior = bhvScript;
if (objListIndex == OBJ_LIST_UNIMPORTANT) {
obj->activeFlags |= ACTIVE_FLAG_UNIMPORTANT;
}
return obj;
}