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