sm64pc/src/game/paintings.c

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#include <ultra64.h>
#include "sm64.h"
#include "game.h"
#include "mario.h"
#include "memory.h"
#include "save_file.h"
#include "engine/surface_collision.h"
#include "engine/graph_node.h"
#include "geo_misc.h"
#include "area.h"
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#include "segment2.h"
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#include "paintings.h"
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/**
* @file paintings.c
*
* Implements the rippling painting effect. Paintings are GraphNodes that exist without being connected
* to any particular object.
*
* Paintings are defined in level data. Look at levels/castle_inside/painting.inc.c for examples.
*
* The ripple effect uses data that is split into several parts:
* The mesh positions are generated from a base mesh. See seg2_painting_triangle_mesh near the
* bottom of bin/segment2.c
*
* The lighting for the ripple is also generated from a base table, seg2_painting_mesh_neighbor_tris
* in bin/segment2.c
*
* Each painting's texture uses yet another table to map its texture to the mesh.
* These maps are in level data, see levels/castle_inside/painting.inc.c for example.
*
* Finally, each painting has two display lists, normal and rippling, which are defined in the same
* level data file as the Painting itself. See levels/castle_inside/painting.inc.c.
*
*
* Painting state machine:
* Paintings spawn in the PAINTING_IDLE state
* From IDLE, paintings can change to PAINTING_RIPPLE or PAINTING_ENTERED
* - This state checks for ENTERED because if mario waits long enough, a PROXIMITY painting could
* reset to IDLE
*
* Paintings in the PAINTING_RIPPLE state are passively rippling.
* For RIPPLE_TRIGGER_PROXIMITY paintings, this means mario bumped the wall in front of the
* painting.
*
* Paintings that use RIPPLE_TRIGGER_CONTINUOUS try to transition to this state as soon as possible,
* usually when mario enters the room.
*
* A PROXIMITY painting will automatically reset to IDLE if its ripple magnitude becomes small
* enough.
*
* Paintings in the PAINTING_ENTERED state have been entered by mario.
* A CONTINUOUS painting will automatically reset to RIPPLE if its ripple magnitude becomes small
* enough.
*/
/**
* Triggers a passive ripple on the left side of the painting.
*/
#define RIPPLE_LEFT 0x20
/**
* Triggers a passive ripple in the middle the painting.
*/
#define RIPPLE_MIDDLE 0x10
/**
* Triggers a passive ripple on the right side of the painting.
*/
#define RIPPLE_RIGHT 0x8
/**
* Triggers an entry ripple on the left side of the painting.
*/
#define ENTER_LEFT 0x4
/**
* Triggers an entry ripple in the middle of the painting.
*/
#define ENTER_MIDDLE 0x2
/**
* Triggers an entry ripple on the right side of the painting.
*/
#define ENTER_RIGHT 0x1
/**
* Use the 1/4th part of the painting that is nearest to mario's current floor.
*/
#define NEAREST_4TH 30
/**
* Use mario's relative x position.
* @see painting_mario_x
*/
#define MARIO_X 40
/**
* Use the x center of the painting.
*/
#define MIDDLE_X 50
/**
* Use mario's relative y position.
* @see painting_mario_y
*/
#define MARIO_Y 60
/**
* Use mario's relative z position.
* @see painting_mario_z
*/
#define MARIO_Z 70
/**
* Use the y center of the painting.
*/
#define MIDDLE_Y 80
/**
* Does nothing to the timer.
* Why -56 instead of false? Who knows.
*/
#define DONT_RESET -56
/**
* Reset the timer to 0.
*/
#define RESET_TIMER 100
/// A copy of the type of floor mario is standing on.
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s16 gPaintingMarioFloorType;
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// A copy of mario's position
f32 gPaintingMarioXPos, gPaintingMarioYPos, gPaintingMarioZPos;
/**
* When a painting is rippling, this mesh is generated each frame using the Painting's parameters.
*
* This mesh only contains the vertex positions and normals.
* Paintings use an additional array to map textures to the mesh.
*/
struct PaintingMeshVertex *gPaintingMesh;
/**
* The painting's surface normals, used to approximate each of the vertex normals (for gouraud shading).
*/
Vec3f *gPaintingTriNorms;
/**
* The painting that is currently rippling. Only one painting can be rippling at once.
*/
struct Painting *gRipplingPainting;
/**
* Whether the DDD painting is moved forward, should being moving backwards, or has already moved backwards.
*/
s8 gDddPaintingStatus;
struct Painting *sHmcPaintings[] = {
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&cotmc_painting,
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NULL,
};
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struct Painting *sInsideCastlePaintings[] = {
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&bob_painting, &ccm_painting, &wf_painting, &jrb_painting, &lll_painting,
&ssl_painting, &hmc_painting, &ddd_painting, &wdw_painting, &thi_tiny_painting,
&ttm_painting, &ttc_painting, &sl_painting, &thi_huge_painting, NULL,
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};
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struct Painting *sTtmPaintings[] = {
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&ttm_slide_painting,
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NULL,
};
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struct Painting **sPaintingGroups[] = {
sHmcPaintings,
sInsideCastlePaintings,
sTtmPaintings,
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};
s16 gPaintingUpdateCounter = 1;
s16 gLastPaintingUpdateCounter = 0;
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/**
* Stop paintings in paintingGroup from rippling if their id is different from *idptr.
*/
void stop_other_paintings(s16 *idptr, struct Painting *paintingGroup[]) {
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s16 index;
s16 id = *idptr;
index = 0;
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while (paintingGroup[index] != NULL) {
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struct Painting *painting = segmented_to_virtual(paintingGroup[index]);
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// stop all rippling except for the selected painting
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if (painting->id != id) {
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painting->state = 0;
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}
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index++;
}
}
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/**
* @return mario's y position inside the painting (bounded).
*/
f32 painting_mario_y(struct Painting *painting) {
//! Unnecessary use of double constants
// Add 50 to make the ripple closer to mario's center of mass.
f32 relY = gPaintingMarioYPos - painting->posY + 50.0;
if (relY < 0.0) {
relY = 0.0;
} else if (relY > painting->size) {
relY = painting->size;
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}
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return relY;
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}
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/**
* @return mario's z position inside the painting (bounded).
*/
f32 painting_mario_z(struct Painting *painting) {
f32 relZ = painting->posZ - gPaintingMarioZPos;
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if (relZ < 0.0) {
relZ = 0.0;
} else if (relZ > painting->size) {
relZ = painting->size;
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}
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return relZ;
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}
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/**
* @return The y origin for the ripple, based on ySource.
* For floor paintings, the z-axis is treated as y.
*/
f32 painting_ripple_y(struct Painting *painting, s8 ySource) {
switch (ySource) {
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case MARIO_Y:
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return painting_mario_y(painting); // normal wall paintings
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break;
case MARIO_Z:
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return painting_mario_z(painting); // floor paintings use X and Z
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break;
case MIDDLE_Y:
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return painting->size / 2.0; // some concentric ripples don't care about Mario
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break;
}
}
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/**
* Return the quarter of the painting that is closest to the floor mario entered.
*/
f32 painting_nearest_4th(struct Painting *painting) {
f32 firstQuarter = painting->size / 4.0; // 1/4 of the way across the painting
f32 secondQuarter = painting->size / 2.0; // 1/2 of the way across the painting
f32 thirdQuarter = painting->size * 3.0 / 4.0; // 3/4 of the way across the painting
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if (painting->floorEntered & RIPPLE_LEFT) {
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return firstQuarter;
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} else if (painting->floorEntered & RIPPLE_MIDDLE) {
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return secondQuarter;
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} else if (painting->floorEntered & RIPPLE_RIGHT) {
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return thirdQuarter;
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// Same as ripple floors.
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} else if (painting->floorEntered & ENTER_LEFT) {
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return firstQuarter;
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} else if (painting->floorEntered & ENTER_MIDDLE) {
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return secondQuarter;
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} else if (painting->floorEntered & ENTER_RIGHT) {
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return thirdQuarter;
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}
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}
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/**
* @return mario's x position inside the painting (bounded).
*/
f32 painting_mario_x(struct Painting *painting) {
f32 relX = gPaintingMarioXPos - painting->posX;
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if (relX < 0.0) {
relX = 0.0;
} else if (relX > painting->size) {
relX = painting->size;
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}
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return relX;
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}
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/**
* @return The x origin for the ripple, based on xSource.
*/
f32 painting_ripple_x(struct Painting *painting, s8 xSource) {
switch (xSource) {
case NEAREST_4TH: // normal wall paintings
return painting_nearest_4th(painting);
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break;
case MARIO_X: // horizontally placed paintings use X and Z
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return painting_mario_x(painting);
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break;
case MIDDLE_X: // concentric rippling may not care about Mario
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return painting->size / 2.0;
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break;
}
}
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/**
* Set the painting's state, causing it to start a passive ripple or a ripple from mario entering.
*
* @param state The state to enter
* @param painting,paintingGroup identifies the painting that is changing state
* @param xSource,ySource what to use for the x and y origin of the ripple
* @param resetTimer if 100, set the timer to 0
*/
void painting_state(s8 state, struct Painting *painting, struct Painting *paintingGroup[],
s8 xSource, s8 ySource, s8 resetTimer) {
// make sure no other paintings are rippling
stop_other_paintings(&painting->id, paintingGroup);
// use a different set of variables depending on the state
switch (state) {
case PAINTING_RIPPLE:
painting->currRippleMag = painting->passiveRippleMag;
painting->rippleDecay = painting->passiveRippleDecay;
painting->currRippleRate = painting->passiveRippleRate;
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painting->dispersionFactor = painting->passiveDispersionFactor;
break;
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case PAINTING_ENTERED:
painting->currRippleMag = painting->entryRippleMag;
painting->rippleDecay = painting->entryRippleDecay;
painting->currRippleRate = painting->entryRippleRate;
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painting->dispersionFactor = painting->entryDispersionFactor;
break;
}
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painting->state = state;
painting->rippleX = painting_ripple_x(painting, xSource);
painting->rippleY = painting_ripple_y(painting, ySource);
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gPaintingMarioYEntry = gPaintingMarioYPos;
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// Because true or false would be too simple...
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if (resetTimer == RESET_TIMER) {
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painting->rippleTimer = 0.0f;
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}
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gRipplingPainting = painting;
}
/**
* Idle update function for wall paintings that use RIPPLE_TRIGGER_PROXIMITY.
*/
void wall_painting_proximity_idle(struct Painting *painting, struct Painting *paintingGroup[]) {
// Check for mario triggering a ripple
if (painting->floorEntered & RIPPLE_LEFT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_MIDDLE) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_RIGHT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
// Check for mario entering
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} else if (painting->floorEntered & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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} else if (painting->floorEntered & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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} else if (painting->floorEntered & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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}
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}
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/**
* Rippling update function for wall paintings that use RIPPLE_TRIGGER_PROXIMITY.
*/
void wall_painting_proximity_rippling(struct Painting *painting, struct Painting *paintingGroup[]) {
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if (painting->floorEntered & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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} else if (painting->floorEntered & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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} else if (painting->floorEntered & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
}
}
/**
* Idle update function for wall paintings that use RIPPLE_TRIGGER_CONTINUOUS.
*/
void wall_painting_continuous_idle(struct Painting *painting, struct Painting *paintingGroup[]) {
// Check for mario triggering a ripple
if (painting->floorEntered & RIPPLE_LEFT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MIDDLE_X, MIDDLE_Y, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_MIDDLE) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MIDDLE_X, MIDDLE_Y, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_RIGHT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MIDDLE_X, MIDDLE_Y, RESET_TIMER);
// Check for mario entering
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} else if (painting->floorEntered & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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} else if (painting->floorEntered & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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} else if (painting->floorEntered & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, RESET_TIMER);
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}
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}
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/**
* Rippling update function for wall paintings that use RIPPLE_TRIGGER_CONTINUOUS.
*/
void wall_painting_continuous_rippling(struct Painting *painting, struct Painting *paintingGroup[]) {
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if (painting->floorEntered & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, DONT_RESET);
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} else if (painting->floorEntered & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, DONT_RESET);
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} else if (painting->floorEntered & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, NEAREST_4TH, MARIO_Y, DONT_RESET);
}
}
/**
* Idle update function for floor paintings that use RIPPLE_TRIGGER_PROXIMITY.
*
* No floor paintings use RIPPLE_TRIGGER_PROXIMITY in the game.
*/
void floor_painting_proximity_idle(struct Painting *painting, struct Painting *paintingGroup[]) {
// Check for mario triggering a ripple
if (painting->floorEntered & RIPPLE_LEFT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_MIDDLE) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_RIGHT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
// Only check for mario entering if he jumped below the surface
} else if (painting->marioWentUnder) {
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if (painting->currFloor & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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} else if (painting->currFloor & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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} else if (painting->currFloor & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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}
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}
}
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/**
* Rippling update function for floor paintings that use RIPPLE_TRIGGER_PROXIMITY.
*
* No floor paintings use RIPPLE_TRIGGER_PROXIMITY in the game.
*/
void floor_painting_proximity_rippling(struct Painting *painting, struct Painting *paintingGroup[]) {
if (painting->marioWentUnder) {
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if (painting->currFloor & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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} else if (painting->currFloor & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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} else if (painting->currFloor & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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}
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}
}
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/**
* Idle update function for floor paintings that use RIPPLE_TRIGGER_CONTINUOUS.
*
* Both floor paintings (HMC and CotMC) are hidden behind a door, which hides the ripple's start up.
* The floor just inside the doorway is RIPPLE_LEFT, so the painting starts rippling as soon as mario
* enters the room.
*/
void floor_painting_continuous_idle(struct Painting *painting, struct Painting *paintingGroup[]) {
// Check for mario triggering a ripple
if (painting->floorEntered & RIPPLE_LEFT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MIDDLE_X, MIDDLE_Y, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_MIDDLE) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MIDDLE_X, MIDDLE_Y, RESET_TIMER);
} else if (painting->floorEntered & RIPPLE_RIGHT) {
painting_state(PAINTING_RIPPLE, painting, paintingGroup, MIDDLE_X, MIDDLE_Y, RESET_TIMER);
// Check for mario entering
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} else if (painting->currFloor & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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} else if (painting->currFloor & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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} else if (painting->currFloor & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, RESET_TIMER);
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}
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}
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/**
* Rippling update function for floor paintings that use RIPPLE_TRIGGER_CONTINUOUS.
*/
void floor_painting_continuous_rippling(struct Painting *painting, struct Painting *paintingGroup[]) {
if (painting->marioWentUnder) {
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if (painting->currFloor & ENTER_LEFT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, DONT_RESET);
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} else if (painting->currFloor & ENTER_MIDDLE) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, DONT_RESET);
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} else if (painting->currFloor & ENTER_RIGHT) {
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painting_state(PAINTING_ENTERED, painting, paintingGroup, MARIO_X, MARIO_Z, DONT_RESET);
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}
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}
}
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/**
* Check for mario entering one of the special floors associated with the painting.
*/
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void painting_update_floors(struct Painting *painting) {
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s16 paintingId = painting->id;
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s8 rippleLeft = 0;
s8 rippleMiddle = 0;
s8 rippleRight = 0;
s8 enterLeft = 0;
s8 enterMiddle = 0;
s8 enterRight = 0;
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/* The area in front of every painting in the game (except HMC and CotMC, which *\
|* act a little differently) is made up of 3 special floor triangles with special *|
|* (unique) surface types. This code checks which surface Mario is currently on *|
\* and sets a bitfield accordingly. */
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// check if Mario's current floor is one of the special floors
if (gPaintingMarioFloorType == paintingId * 3 + SURFACE_PAINTING_WOBBLE_A6) {
rippleLeft = RIPPLE_LEFT;
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}
if (gPaintingMarioFloorType == paintingId * 3 + SURFACE_PAINTING_WOBBLE_A7) {
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rippleMiddle = RIPPLE_MIDDLE;
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}
if (gPaintingMarioFloorType == paintingId * 3 + SURFACE_PAINTING_WOBBLE_A8) {
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rippleRight = RIPPLE_RIGHT;
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}
if (gPaintingMarioFloorType == paintingId * 3 + SURFACE_PAINTING_WARP_D3) {
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enterLeft = ENTER_LEFT;
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}
if (gPaintingMarioFloorType == paintingId * 3 + SURFACE_PAINTING_WARP_D4) {
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enterMiddle = ENTER_MIDDLE;
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}
if (gPaintingMarioFloorType == paintingId * 3 + SURFACE_PAINTING_WARP_D5) {
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enterRight = ENTER_RIGHT;
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}
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painting->lastFloor = painting->currFloor;
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// at most 1 of these will be nonzero;
painting->currFloor = rippleLeft + rippleMiddle + rippleRight + enterLeft + enterMiddle + enterRight;
// floorEntered is true iff currFloor is true and lastFloor is false
// (Mario just entered the floor on this frame)
painting->floorEntered = (painting->lastFloor ^ painting->currFloor) & painting->currFloor;
painting->marioWasUnder = painting->marioIsUnder;
// Check if mario has fallen below the painting (used for floor paintings)
if (gPaintingMarioYPos < painting->posY) {
painting->marioIsUnder = TRUE;
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} else {
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painting->marioIsUnder = FALSE;
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}
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// mario "went under" if he was not under last frame, but is under now
painting->marioWentUnder = (painting->marioWasUnder ^ painting->marioIsUnder) & painting->marioIsUnder;
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}
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/**
* Update the ripple's timer and magnitude, making it propagate outwards.
*
* Automatically changes the painting back to IDLE state (or RIPPLE for continuous paintings) if the
* ripple's magnitude becomes small enough.
*/
void painting_update_ripple_state(struct Painting *painting) {
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if (gPaintingUpdateCounter != gLastPaintingUpdateCounter) {
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painting->currRippleMag *= painting->rippleDecay;
//! After ~6.47 days, paintings with RIPPLE_TRIGGER_CONTINUOUS will increment this to
//! 16777216 (1 << 24), at which point it will freeze (due to floating-point
//! imprecision?) and the painting will stop rippling. This happens to HMC, DDD, and
//! CotMC. This happens on Wii VC. Untested on N64 and Wii U VC.
painting->rippleTimer += 1.0;
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}
if (painting->rippleTrigger == RIPPLE_TRIGGER_PROXIMITY) {
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// if the painting is barely rippling, make it stop rippling
if (painting->currRippleMag <= 1.0) {
painting->state = PAINTING_IDLE;
gRipplingPainting = NULL;
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}
} else if (painting->rippleTrigger == RIPPLE_TRIGGER_CONTINUOUS) {
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// if the painting is doing the entry ripple but the ripples are as small as those from the
// passive ripple, make it do a passive ripple
// If mario goes below the surface but doesn't warp, the painting will eventually reset.
if (painting->state == PAINTING_ENTERED && painting->currRippleMag <= painting->passiveRippleMag) {
painting->state = PAINTING_RIPPLE;
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painting->currRippleMag = painting->passiveRippleMag;
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painting->rippleDecay = painting->passiveRippleDecay;
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painting->currRippleRate = painting->passiveRippleRate;
painting->dispersionFactor = painting->passiveDispersionFactor;
}
}
}
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/**
* @return the ripple function at posX, posY
* note that posX and posY correspond to a point on the face of the painting, not actual axes
*/
s16 calculate_ripple_at_point(struct Painting *painting, f32 posX, f32 posY) {
/// Controls the peaks of the ripple.
f32 rippleMag = painting->currRippleMag;
/// Controls the ripple's frequency
f32 rippleRate = painting->currRippleRate;
/// Controls how fast the ripple spreads
f32 dispersionFactor = painting->dispersionFactor;
/// How far the ripple has spread
f32 rippleTimer = painting->rippleTimer;
/// x and y ripple origin
f32 rippleX = painting->rippleX;
f32 rippleY = painting->rippleY;
f32 distanceToOrigin;
f32 rippleDistance;
posX *= painting->size / PAINTING_SIZE;
posY *= painting->size / PAINTING_SIZE;
distanceToOrigin = sqrtf((posX - rippleX) * (posX - rippleX) + (posY - rippleY) * (posY - rippleY));
// A larger dispersionFactor makes the ripple spread slower
rippleDistance = distanceToOrigin / dispersionFactor;
if (rippleTimer < rippleDistance) {
// if the ripple hasn't reached the point yet, make the point magnitude 0
return 0;
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} else {
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// use a cosine wave to make the ripple go up and down,
// scaled by the painting's ripple magnitude
f32 rippleZ = rippleMag * cosf(rippleRate * (2 * M_PI) * (rippleTimer - rippleDistance));
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// round it to an int and return it
return round_float(rippleZ);
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}
}
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/**
* If movable, return the ripple function at (posX, posY)
* else return 0
*/
s16 ripple_if_movable(struct Painting *painting, s16 movable, s16 posX, s16 posY) {
s16 rippleZ = 0;
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if (movable) {
rippleZ = calculate_ripple_at_point(painting, posX, posY);
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}
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return rippleZ;
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}
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/**
* Allocates and generates a mesh for the rippling painting effect by modifying the passed in `mesh`
* based on the painting's current ripple state.
*
* The `mesh` table describes the location of mesh vertices, whether they move when rippling, and what
* triangles they belong to.
*
* The static mesh passed in is organized into two lists. This function only uses the first list,
* painting_calculate_triangle_normals below uses the second one.
*
* The first list describes the vertices in this format:
* numVertices
* v0 x, v0 y, movable
* ...
* vN x, vN y, movable
* Where x and y are from 0 to PAINTING_SIZE, movable is 0 or 1.
*
* The mesh used in game, seg2_painting_triangle_mesh, is in bin/segment2.c.
*/
void painting_generate_mesh(struct Painting *painting, s16 *mesh, s16 numTris) {
s16 i;
gPaintingMesh = mem_pool_alloc(gEffectsMemoryPool, numTris * sizeof(struct PaintingMeshVertex));
if (gPaintingMesh == NULL) {
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}
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// accesses are off by 1 since the first entry is the number of vertices
for (i = 0; i < numTris; i++) {
gPaintingMesh[i].pos[0] = mesh[i * 3 + 1];
gPaintingMesh[i].pos[1] = mesh[i * 3 + 2];
// The "z coordinate" of each vertex in the mesh is either 1 or 0. Instead of being an
// actual coordinate, it just determines whether the vertex moves
gPaintingMesh[i].pos[2] = ripple_if_movable(painting, mesh[i * 3 + 3],
gPaintingMesh[i].pos[0], gPaintingMesh[i].pos[1]);
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}
}
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/**
* Calculate the surface normals of each triangle in the generated ripple mesh.
*
* The static mesh passed in is organized into two lists. This function uses the second list,
* painting_generate_mesh above uses the first one.
*
* The second list in `mesh` describes the mesh's triangles in this format:
* numTris
* tri0 v0, tri0 v1, tri0 v2
* ...
* triN v0, triN v1, triN v2
* Where each v0, v1, v2 is an index into the first list in `mesh`.
*
* The mesh used in game, seg2_painting_triangle_mesh, is in bin/segment2.c.
*/
void painting_calculate_triangle_normals(s16 *mesh, s16 numVtx, s16 numTris) {
s16 i;
gPaintingTriNorms = mem_pool_alloc(gEffectsMemoryPool, numTris * sizeof(Vec3f));
if (gPaintingTriNorms == NULL) {
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}
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for (i = 0; i < numTris; i++) {
s16 tri = numVtx * 3 + i * 3 + 2; // Add 2 because of the 2 length entries preceding the list
s16 v0 = mesh[tri];
s16 v1 = mesh[tri + 1];
s16 v2 = mesh[tri + 2];
f32 x0 = gPaintingMesh[v0].pos[0];
f32 y0 = gPaintingMesh[v0].pos[1];
f32 z0 = gPaintingMesh[v0].pos[2];
f32 x1 = gPaintingMesh[v1].pos[0];
f32 y1 = gPaintingMesh[v1].pos[1];
f32 z1 = gPaintingMesh[v1].pos[2];
f32 x2 = gPaintingMesh[v2].pos[0];
f32 y2 = gPaintingMesh[v2].pos[1];
f32 z2 = gPaintingMesh[v2].pos[2];
// Cross product to find each triangle's normal vector
gPaintingTriNorms[i][0] = (y1 - y0) * (z2 - z1) - (z1 - z0) * (y2 - y1);
gPaintingTriNorms[i][1] = (z1 - z0) * (x2 - x1) - (x1 - x0) * (z2 - z1);
gPaintingTriNorms[i][2] = (x1 - x0) * (y2 - y1) - (y1 - y0) * (x2 - x1);
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}
}
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/**
* Rounds a floating-point component of a normal vector to an s8 by multiplying it by 127 or 128 and
* rounding away from 0.
*/
s8 normalize_component(f32 comp) {
s8 rounded;
if (comp > 0.0) {
rounded = comp * 127.0 + 0.5; // round up
} else if (comp < 0.0) {
rounded = comp * 128.0 - 0.5; // round down
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} else {
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rounded = 0; // don't round 0
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}
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return rounded;
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}
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/**
* Approximates the painting mesh's vertex normals by averaging the normals of all triangles sharing a
* vertex. Used for gouraud lighting.
*
* After each triangle's surface normal is calculated, the `neighborTris` table describes which triangles
* each vertex should use when calculating the average normal vector.
*
* The table is a list of entries in this format:
* numNeighbors, tri0, tri1, ..., triN
*
* Where each 'tri' is an index into gPaintingTriNorms.
* Entry i in `neighborTris` corresponds to the vertex at gPaintingMesh[i]
*
* The table used in game, seg2_painting_mesh_neighbor_tris, is in bin/segment2.c.
*/
void painting_average_vertex_normals(s16 *neighborTris, s16 numVtx) {
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UNUSED s16 unused;
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s16 tri;
s16 i;
s16 j;
s16 neighbors;
s16 entry = 0;
for (i = 0; i < numVtx; i++) {
f32 nx = 0.0f;
f32 ny = 0.0f;
f32 nz = 0.0f;
f32 nlen;
// The first number of each entry is the number of adjacent tris
neighbors = neighborTris[entry];
for (j = 0; j < neighbors; j++) {
tri = neighborTris[entry + j + 1];
nx += gPaintingTriNorms[tri][0];
ny += gPaintingTriNorms[tri][1];
nz += gPaintingTriNorms[tri][2];
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}
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// Move to the next vertex's entry
entry += neighbors + 1;
// average the surface normals from each neighboring tri
nx /= neighbors;
ny /= neighbors;
nz /= neighbors;
nlen = sqrtf(nx * nx + ny * ny + nz * nz);
if (nlen == 0.0) {
gPaintingMesh[i].norm[0] = 0;
gPaintingMesh[i].norm[1] = 0;
gPaintingMesh[i].norm[2] = 0;
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} else {
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gPaintingMesh[i].norm[0] = normalize_component(nx / nlen);
gPaintingMesh[i].norm[1] = normalize_component(ny / nlen);
gPaintingMesh[i].norm[2] = normalize_component(nz / nlen);
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}
}
}
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/**
* Creates a display list that draws the rippling painting, with 'img' mapped to the painting's mesh,
* using 'textureMap'.
*
* If the textureMap doesn't describe the whole mesh, then multiple calls are needed to draw the whole
* painting.
*/
Gfx *render_painting(u8 *img, s16 tWidth, s16 tHeight, s16 *textureMap, s16 mapVerts, s16 mapTris, u8 alpha) {
s16 group;
s16 map;
s16 triGroup;
s16 mapping;
s16 meshVtx;
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s16 tx;
s16 ty;
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// We can fit 15 (16 / 3) vertices in the RSP's vertex buffer.
// Group triangles by 5, with one remainder group.
s16 triGroups = mapTris / 5;
s16 remGroupTris = mapTris % 5;
s16 numVtx = mapTris * 3;
s16 commands = triGroups * 2 + remGroupTris + 7;
Vtx *verts = alloc_display_list(numVtx * sizeof(Vtx));
Gfx *dlist = alloc_display_list(commands * sizeof(Gfx));
Gfx *gfx = dlist;
if (verts == NULL || dlist == NULL) {
}
gLoadBlockTexture(gfx++, tWidth, tHeight, G_IM_FMT_RGBA, img);
// Draw the groups of 5 first
for (group = 0; group < triGroups; group++) {
// The triangle groups are the second part of the texture map.
// Each group is a list of 15 mappings
triGroup = mapVerts * 3 + group * 15 + 2;
for (map = 0; map < 15; map++) {
// The mapping is just an index into the earlier part of the textureMap
// Some mappings are repeated, for example, when multiple triangles share a vertex
mapping = textureMap[triGroup + map];
// The first entry is the ID of the vertex in the mesh
meshVtx = textureMap[mapping * 3 + 1];
// The next two are the texture coordinates for that vertex
tx = textureMap[mapping * 3 + 2];
ty = textureMap[mapping * 3 + 3];
// Map the texture and place it in the verts array
make_vertex(verts, group * 15 + map, gPaintingMesh[meshVtx].pos[0], gPaintingMesh[meshVtx].pos[1],
gPaintingMesh[meshVtx].pos[2], tx, ty, gPaintingMesh[meshVtx].norm[0],
gPaintingMesh[meshVtx].norm[1], gPaintingMesh[meshVtx].norm[2], alpha);
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}
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// Load the vertices and draw the 5 triangles
gSPVertex(gfx++, VIRTUAL_TO_PHYSICAL(verts + group * 15), 15, 0);
gSPDisplayList(gfx++, dl_paintings_draw_ripples);
}
// One group left with < 5 triangles
triGroup = mapVerts * 3 + triGroups * 15 + 2;
// Map the texture to the triangles
for (map = 0; map < remGroupTris * 3; map++) {
mapping = textureMap[triGroup + map];
meshVtx = textureMap[mapping * 3 + 1];
tx = textureMap[mapping * 3 + 2];
ty = textureMap[mapping * 3 + 3];
make_vertex(verts, triGroups * 15 + map, gPaintingMesh[meshVtx].pos[0], gPaintingMesh[meshVtx].pos[1],
gPaintingMesh[meshVtx].pos[2], tx, ty, gPaintingMesh[meshVtx].norm[0],
gPaintingMesh[meshVtx].norm[1], gPaintingMesh[meshVtx].norm[2], alpha);
}
// Draw the triangles individually
gSPVertex(gfx++, VIRTUAL_TO_PHYSICAL(verts + triGroups * 15), remGroupTris * 3, 0);
for (group = 0; group < remGroupTris; group++) {
gSP1Triangle(gfx++, group * 3, group * 3 + 1, group * 3 + 2, 0);
}
gSPEndDisplayList(gfx);
return dlist;
}
/**
* Orient the painting mesh for rendering.
*/
Gfx *painting_model_view_transform(struct Painting *painting) {
f32 sizeRatio = painting->size / PAINTING_SIZE;
Mtx *rotX = alloc_display_list(sizeof(Mtx));
Mtx *rotY = alloc_display_list(sizeof(Mtx));
Mtx *translate = alloc_display_list(sizeof(Mtx));
Mtx *scale = alloc_display_list(sizeof(Mtx));
Gfx *dlist = alloc_display_list(5 * sizeof(Gfx));
Gfx *gfx = dlist;
if (rotX == NULL || rotY == NULL || translate == NULL || dlist == NULL) {
}
guTranslate(translate, painting->posX, painting->posY, painting->posZ);
guRotate(rotX, painting->pitch, 1.0f, 0.0f, 0.0f);
guRotate(rotY, painting->yaw, 0.0f, 1.0f, 0.0f);
guScale(scale, sizeRatio, sizeRatio, sizeRatio);
gSPMatrix(gfx++, translate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
gSPMatrix(gfx++, rotX, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
gSPMatrix(gfx++, rotY, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
gSPMatrix(gfx++, scale, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
gSPEndDisplayList(gfx);
return dlist;
}
/**
* Ripple a painting that has 1 or more images that need to be mapped
*/
Gfx *painting_ripple_image(struct Painting *painting) {
s16 meshVerts;
s16 meshTris;
s16 i;
s16 *textureMap;
s16 imageCount = painting->imageCount;
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s16 tWidth = painting->textureWidth;
s16 tHeight = painting->textureHeight;
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s16 **textureMaps = segmented_to_virtual(painting->textureMaps);
u8 **textures = segmented_to_virtual(painting->textureArray);
Gfx *dlist = alloc_display_list((imageCount + 6) * sizeof(Gfx));
Gfx *gfx = dlist;
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if (dlist == NULL) {
return dlist;
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}
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gSPDisplayList(gfx++, painting_model_view_transform(painting));
gSPDisplayList(gfx++, dl_paintings_rippling_begin);
gSPDisplayList(gfx++, painting->rippleDisplayList);
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// Map each image to the mesh's vertices
for (i = 0; i < imageCount; i++) {
textureMap = segmented_to_virtual(textureMaps[i]);
meshVerts = textureMap[0];
meshTris = textureMap[meshVerts * 3 + 1];
gSPDisplayList(gfx++, render_painting(textures[i], tWidth, tHeight, textureMap, meshVerts, meshTris, painting->alpha));
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}
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// Update the ripple, may automatically reset the painting's state.
painting_update_ripple_state(painting);
gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
gSPDisplayList(gfx++, dl_paintings_rippling_end);
gSPEndDisplayList(gfx);
return dlist;
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}
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/**
* Ripple a painting that has 1 "environment map" texture.
*/
Gfx *painting_ripple_env_mapped(struct Painting *painting) {
s16 meshVerts;
s16 meshTris;
s16 *textureMap;
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s16 tWidth = painting->textureWidth;
s16 tHeight = painting->textureHeight;
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s16 **textureMaps = segmented_to_virtual(painting->textureMaps);
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u8 **tArray = segmented_to_virtual(painting->textureArray);
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Gfx *dlist = alloc_display_list(7 * sizeof(Gfx));
Gfx *gfx = dlist;
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if (dlist == NULL) {
return dlist;
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}
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gSPDisplayList(gfx++, painting_model_view_transform(painting));
gSPDisplayList(gfx++, dl_paintings_env_mapped_begin);
gSPDisplayList(gfx++, painting->rippleDisplayList);
// Map the image to the mesh's vertices
textureMap = segmented_to_virtual(textureMaps[0]);
meshVerts = textureMap[0];
meshTris = textureMap[meshVerts * 3 + 1];
gSPDisplayList(gfx++, render_painting(tArray[0], tWidth, tHeight, textureMap, meshVerts, meshTris, painting->alpha));
// Update the ripple, may automatically reset the painting's state.
painting_update_ripple_state(painting);
gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
gSPDisplayList(gfx++, dl_paintings_env_mapped_end);
gSPEndDisplayList(gfx);
return dlist;
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}
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/**
* Generates a mesh, calculates vertex normals for lighting, and renders a rippling painting.
* The mesh and vertex normals are regenerated and freed every frame.
*/
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Gfx *display_painting_rippling(struct Painting *painting) {
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s16 *mesh = segmented_to_virtual(seg2_painting_triangle_mesh);
s16 *neighborTris = segmented_to_virtual(seg2_painting_mesh_neighbor_tris);
s16 numVtx = mesh[0];
s16 numTris = mesh[numVtx * 3 + 1];
Gfx *dlist;
// Generate the mesh and its lighting data
painting_generate_mesh(painting, mesh, numVtx);
painting_calculate_triangle_normals(mesh, numVtx, numTris);
painting_average_vertex_normals(neighborTris, numVtx);
// Map the painting's texture depending on the painting's texture type.
switch (painting->textureType) {
case PAINTING_IMAGE:
dlist = painting_ripple_image(painting);
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break;
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case PAINTING_ENV_MAP:
dlist = painting_ripple_env_mapped(painting);
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break;
}
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// The mesh data is freed every frame.
mem_pool_free(gEffectsMemoryPool, gPaintingMesh);
mem_pool_free(gEffectsMemoryPool, gPaintingTriNorms);
return dlist;
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}
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/**
* Render a normal painting.
*/
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Gfx *display_painting_not_rippling(struct Painting *painting) {
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Gfx *dlist = alloc_display_list(4 * sizeof(Gfx));
Gfx *gfx = dlist;
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if (dlist == NULL) {
return dlist;
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}
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gSPDisplayList(gfx++, painting_model_view_transform(painting));
gSPDisplayList(gfx++, painting->normalDisplayList);
gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
gSPEndDisplayList(gfx);
return dlist;
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}
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/**
* Clear mario-related state and clear gRipplingPainting.
*/
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void reset_painting(struct Painting *painting) {
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painting->lastFloor = 0;
painting->currFloor = 0;
painting->floorEntered = 0;
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painting->marioWasUnder = 0;
painting->marioIsUnder = 0;
painting->marioWentUnder = 0;
gRipplingPainting = NULL;
}
/**
* Controls the x coordinate of the DDD painting.
*
* Before mario gets the "Board Bowser's Sub" star in DDD, the painting spawns at frontPos.
*
* If mario just got the star, the painting's x coordinate moves to backPos at a rate of `speed` units.
*
* When the painting reaches backPos, a save flag is set so that the painting will spawn at backPos
* whenever it loads.
*
* This function also sets gDddPaintingStatus, which controls the warp:
* 0 (0b00): set x coordinate to frontPos
* 2 (0b10): set x coordinate to backPos
* 3 (0b11): same as 2. Bit 0 is ignored
*/
void move_ddd_painting(struct Painting *painting, f32 frontPos, f32 backPos, f32 speed) {
// Obtain the DDD star flags
u32 dddFlags = save_file_get_star_flags(gCurrSaveFileNum - 1, COURSE_DDD - 1);
// Get the other save file flags
u32 saveFileFlags = save_file_get_flags();
// Find out whether Board Bowser's Sub was collected
u32 bowsersSubBeaten = dddFlags & BOARD_BOWSERS_SUB;
// Check whether DDD has already moved back
u32 dddBack = saveFileFlags & SAVE_FLAG_DDD_MOVED_BACK;
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if (!bowsersSubBeaten && !dddBack) {
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// If we haven't collected the star or moved the painting, put the painting at the front
painting->posX = frontPos;
gDddPaintingStatus = 0;
} else if (bowsersSubBeaten && !dddBack) {
// If we've collected the star but not moved the painting back,
// Each frame, move the painting by a certain speed towards the back area.
painting->posX += speed;
gDddPaintingStatus = BOWSERS_SUB_BEATEN;
if (painting->posX >= backPos) {
painting->posX = backPos;
// Tell the save file that we've moved DDD back.
save_file_set_flags(SAVE_FLAG_DDD_MOVED_BACK);
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}
} else if (bowsersSubBeaten && dddBack) {
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// If the painting has already moved back, place it in the back position.
painting->posX = backPos;
gDddPaintingStatus = BOWSERS_SUB_BEATEN | DDD_BACK;
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}
}
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/**
* Set the painting's node's layer based on its alpha
*/
void set_painting_layer(struct GraphNodeGenerated *gen, struct Painting *painting) {
switch (painting->alpha) {
case 0xFF: // Opaque
gen->fnNode.node.flags = (gen->fnNode.node.flags & 0xFF) | (LAYER_OPAQUE << 8);
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break;
default:
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gen->fnNode.node.flags = (gen->fnNode.node.flags & 0xFF) | (LAYER_TRANSPARENT << 8);
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break;
}
}
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/**
* Display either a normal painting or a rippling one depending on the painting's ripple status
*/
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Gfx *display_painting(struct Painting *painting) {
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switch (painting->state) {
case PAINTING_IDLE:
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return display_painting_not_rippling(painting);
break;
default:
return display_painting_rippling(painting);
break;
}
}
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/**
* Update function for wall paintings.
* Calls a different update function depending on the painting's ripple trigger and current state.
*/
void wall_painting_update(struct Painting *painting, struct Painting *paintingGroup[]) {
if (painting->rippleTrigger == RIPPLE_TRIGGER_PROXIMITY) {
switch (painting->state) {
case PAINTING_IDLE:
wall_painting_proximity_idle(painting, paintingGroup);
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break;
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case PAINTING_RIPPLE:
wall_painting_proximity_rippling(painting, paintingGroup);
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break;
}
} else if (painting->rippleTrigger == RIPPLE_TRIGGER_CONTINUOUS) {
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switch (painting->state) {
case PAINTING_IDLE:
wall_painting_continuous_idle(painting, paintingGroup);
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break;
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case PAINTING_RIPPLE:
wall_painting_continuous_rippling(painting, paintingGroup);
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break;
}
}
}
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/**
* Update function for floor paintings (HMC and CotMC)
* Calls a different update function depending on the painting's ripple trigger and current state.
*
* No floor paintings use RIPPLE_TRIGGER_PROXIMITY in the game.
*/
void floor_painting_update(struct Painting *painting, struct Painting *paintingGroup[]) {
if (painting->rippleTrigger == RIPPLE_TRIGGER_PROXIMITY) {
switch (painting->state) {
case PAINTING_IDLE:
floor_painting_proximity_idle(painting, paintingGroup);
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break;
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case PAINTING_RIPPLE:
floor_painting_proximity_rippling(painting, paintingGroup);
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break;
}
} else if (painting->rippleTrigger == RIPPLE_TRIGGER_CONTINUOUS) {
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switch (painting->state) {
case PAINTING_IDLE:
floor_painting_continuous_idle(painting, paintingGroup);
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break;
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case PAINTING_RIPPLE:
floor_painting_continuous_rippling(painting, paintingGroup);
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break;
}
}
}
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/**
* Render and update the painting whose id and group matches the values in the GraphNode's parameter.
* Use PAINTING_ID(id, group) to set the right parameter in a level's geo layout.
*/
Gfx *geo_painting_draw(s32 callContext, struct GraphNode *node, UNUSED void *context) {
struct GraphNodeGenerated *gen = (struct GraphNodeGenerated *) node;
s32 group = (gen->parameter >> 8) & 0xFF;
s32 id = gen->parameter & 0xFF;
Gfx *paintingDlist = NULL;
struct Painting **paintingGroup = sPaintingGroups[group];
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struct Painting *painting = segmented_to_virtual(paintingGroup[id]);
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if (callContext != GEO_CONTEXT_RENDER) {
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reset_painting(painting);
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} else if (callContext == GEO_CONTEXT_RENDER) {
// Update the ddd painting before drawing
if (group == 1 && id == PAINTING_ID_DDD) {
move_ddd_painting(painting, 3456.0f, 5529.6f, 20.0f);
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}
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// Determine if the painting is transparent
set_painting_layer(gen, painting);
// Draw before updating
paintingDlist = display_painting(painting);
// Update the painting
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painting_update_floors(painting);
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switch ((s16) painting->pitch) {
// only paintings with 0 pitch are treated as walls
case 0:
wall_painting_update(painting, paintingGroup);
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break;
default:
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floor_painting_update(painting, paintingGroup);
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break;
}
}
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return paintingDlist;
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}
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/**
* Update the painting system's local copy of mario's current floor and position.
*/
Gfx *geo_painting_update(s32 callContext, UNUSED struct GraphNode *node, UNUSED f32 c[4][4]) {
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struct Surface *surface;
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// Reset the update counter
if (callContext != GEO_CONTEXT_RENDER) {
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gLastPaintingUpdateCounter = gAreaUpdateCounter - 1;
gPaintingUpdateCounter = gAreaUpdateCounter;
} else {
gLastPaintingUpdateCounter = gPaintingUpdateCounter;
gPaintingUpdateCounter = gAreaUpdateCounter;
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// Store mario's floor and position
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find_floor(gMarioObject->oPosX, gMarioObject->oPosY, gMarioObject->oPosZ, &surface);
gPaintingMarioFloorType = surface->type;
gPaintingMarioXPos = gMarioObject->oPosX;
gPaintingMarioYPos = gMarioObject->oPosY;
gPaintingMarioZPos = gMarioObject->oPosZ;
}
return NULL;
}