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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>
184 lines
4.9 KiB
C
184 lines
4.9 KiB
C
#ifndef LEVEL_UPDATE_H
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#define LEVEL_UPDATE_H
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#include <PR/ultratypes.h>
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#include "types.h"
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enum TimerControl {
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TIMER_CONTROL_SHOW,
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TIMER_CONTROL_START,
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TIMER_CONTROL_STOP,
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TIMER_CONTROL_HIDE
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};
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enum WarpOperation {
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WARP_OP_NONE,
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WARP_OP_LOOK_UP,
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WARP_OP_SPIN_SHRINK,
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WARP_OP_WARP_DOOR,
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WARP_OP_WARP_OBJECT,
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WARP_OP_TELEPORT,
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WARP_OP_TRIGGERS_LEVEL_SELECT = 0x10,
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WARP_OP_STAR_EXIT,
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WARP_OP_DEATH,
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WARP_OP_WARP_FLOOR,
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WARP_OP_GAME_OVER,
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WARP_OP_CREDITS_END,
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WARP_OP_DEMO_NEXT,
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WARP_OP_CREDITS_START,
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WARP_OP_CREDITS_NEXT,
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WARP_OP_DEMO_END
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};
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enum SpecialWarpDestinations {
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WARP_SPECIAL_LEVEL_SELECT = -9,
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WARP_SPECIAL_INTRO_SPLASH_SCREEN = -8,
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WARP_SPECIAL_MARIO_HEAD_DIZZY = -3,
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WARP_SPECIAL_MARIO_HEAD_REGULAR = -2,
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WARP_SPECIAL_ENDING = -1,
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WARP_SPECIAL_NONE = 0,
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};
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enum WarpDoorFlags {
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WARP_FLAGS_NONE = (0 << 0), // 0x00
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WARP_FLAG_DOOR_PULLED = (1 << 0), // 0x01
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WARP_FLAG_DOOR_FLIP_MARIO = (1 << 1), // 0x02
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WARP_FLAG_DOOR_IS_WARP = (1 << 2), // 0x04
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};
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enum MarioSpawnType {
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MARIO_SPAWN_NONE,
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MARIO_SPAWN_DOOR_WARP,
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MARIO_SPAWN_IDLE,
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MARIO_SPAWN_PIPE,
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MARIO_SPAWN_TELEPORT,
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MARIO_SPAWN_INSTANT_ACTIVE = 0x10,
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MARIO_SPAWN_SWIMMING,
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MARIO_SPAWN_AIRBORNE,
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MARIO_SPAWN_HARD_AIR_KNOCKBACK,
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MARIO_SPAWN_SPIN_AIRBORNE_CIRCLE,
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MARIO_SPAWN_DEATH,
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MARIO_SPAWN_SPIN_AIRBORNE,
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MARIO_SPAWN_FLYING,
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MARIO_SPAWN_PAINTING_STAR_COLLECT = 0x20,
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MARIO_SPAWN_PAINTING_DEATH,
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MARIO_SPAWN_AIRBORNE_STAR_COLLECT,
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MARIO_SPAWN_AIRBORNE_DEATH,
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MARIO_SPAWN_LAUNCH_STAR_COLLECT,
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MARIO_SPAWN_LAUNCH_DEATH,
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MARIO_SPAWN_UNUSED_38,
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MARIO_SPAWN_FADE_FROM_BLACK
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};
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struct CreditsEntry {
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/*0x00*/ u8 levelNum;
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/*0x01*/ u8 areaIndex;
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/*0x02*/ u8 actNum;
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/*0x03*/ s8 marioAngle;
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/*0x04*/ Vec3s marioPos;
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/*0x0C*/ const char **string;
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};
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extern struct CreditsEntry *gCurrCreditsEntry;
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extern struct MarioState gMarioStates[];
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extern struct MarioState *gMarioState;
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extern s16 sCurrPlayMode;
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extern s16 sTransitionTimer;
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extern void (*sTransitionUpdate)(s16 *);
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extern void load_language_text(void);
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struct WarpDest {
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u8 type;
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u8 levelNum;
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u8 areaIdx;
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u8 nodeId;
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u32 arg;
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};
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extern struct WarpDest sWarpDest;
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extern s16 sSpecialWarpDest;
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extern s16 sDelayedWarpOp;
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extern s16 sDelayedWarpTimer;
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extern s16 sSourceWarpNodeId;
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extern s32 sDelayedWarpArg;
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extern s8 sTimerRunning;
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struct HudDisplay {
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/*0x00*/ s16 lives;
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/*0x02*/ s16 coins;
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/*0x04*/ s16 stars;
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/*0x06*/ s16 wedges;
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/*0x08*/ s16 keys;
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/*0x0A*/ s16 flags;
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/*0x0C*/ u16 timer;
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#ifdef BREATH_METER
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u16 breath;
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#endif
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};
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extern struct HudDisplay gHudDisplay;
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extern s8 gNeverEnteredCastle;
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enum HUDDisplayFlag {
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HUD_DISPLAY_FLAG_LIVES = (1 << 0), // 0x0001
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HUD_DISPLAY_FLAG_COIN_COUNT = (1 << 1), // 0x0002
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HUD_DISPLAY_FLAG_STAR_COUNT = (1 << 2), // 0x0004
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HUD_DISPLAY_FLAG_CAMERA_AND_POWER = (1 << 3), // 0x0008
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HUD_DISPLAY_FLAG_KEYS = (1 << 4), // 0x0010
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HUD_DISPLAY_FLAG_UNKNOWN_0020 = (1 << 5), // 0x0020
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HUD_DISPLAY_FLAG_TIMER = (1 << 6), // 0x0040
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#ifdef BREATH_METER
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HUD_DISPLAY_FLAG_BREATH_METER = (1 << 14), // 0x4000
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#endif
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HUD_DISPLAY_FLAG_EMPHASIZE_POWER = (1 << 15), // 0x8000
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HUD_DISPLAY_NONE = (0 << 0), // 0x0000
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HUD_DISPLAY_DEFAULT = (HUD_DISPLAY_FLAG_LIVES | HUD_DISPLAY_FLAG_COIN_COUNT | HUD_DISPLAY_FLAG_STAR_COUNT | HUD_DISPLAY_FLAG_CAMERA_AND_POWER | HUD_DISPLAY_FLAG_KEYS | HUD_DISPLAY_FLAG_UNKNOWN_0020)
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};
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enum PlayModes {
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PLAY_MODE_NORMAL,
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PLAY_MODE_UNUSED,
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PLAY_MODE_PAUSED,
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PLAY_MODE_CHANGE_AREA,
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PLAY_MODE_CHANGE_LEVEL,
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PLAY_MODE_FRAME_ADVANCE
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};
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enum WarpTypes {
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WARP_TYPE_NOT_WARPING,
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WARP_TYPE_CHANGE_LEVEL,
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WARP_TYPE_CHANGE_AREA,
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WARP_TYPE_SAME_AREA
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};
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enum WarpNodes {
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WARP_NODE_MAIN_ENTRY = 0x0A,
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WARP_NODE_DEFAULT = 0xF0,
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WARP_NODE_DEATH = 0xF1,
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WARP_NODE_LOOK_UP = 0xF2,
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WARP_NODE_WARP_FLOOR = 0xF3,
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WARP_NODE_CREDITS_MIN = 0xF8,
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WARP_NODE_CREDITS_START = 0xF8,
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WARP_NODE_CREDITS_NEXT = 0xF9,
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WARP_NODE_CREDITS_END = 0xFA
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};
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u16 level_control_timer(s32 timerOp);
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void fade_into_special_warp(u32 arg, u32 color);
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void load_level_init_text(u32 arg);
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s16 level_trigger_warp(struct MarioState *m, s32 warpOp);
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void level_set_transition(s16 length, void (*updateFunction)());
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s32 lvl_init_or_update( s16 initOrUpdate, UNUSED s32 levelNum);
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s32 lvl_init_from_save_file( UNUSED s16 initOrUpdate, s32 levelNum);
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s32 lvl_set_current_level( UNUSED s16 initOrUpdate, s32 levelNum);
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s32 lvl_play_the_end_screen_sound(UNUSED s16 initOrUpdate, UNUSED s32 levelNum);
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void basic_update(void);
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#endif // LEVEL_UPDATE_H
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