#include #include "sm64.h" #include "behavior_data.h" #include "engine/behavior_script.h" #include "camera.h" #include "debug.h" #include "helper_macros.h" #include "mario.h" #include "mario_actions_cutscene.h" #include "engine/math_util.h" #include "memory.h" #include "level_update.h" #include "object_list_processor.h" #include "rendering_graph_node.h" #include "spawn_object.h" #include "spawn_sound.h" #include "engine/surface_collision.h" #include "area.h" #include "engine/geo_layout.h" #include "ingame_menu.h" #include "game_init.h" #include "obj_behaviors.h" #include "interaction.h" #include "object_list_processor.h" #include "level_table.h" #include "dialog_ids.h" #include "object_helpers.h" s8 D_8032F0A0[] = { 0xF8, 0x08, 0xFC, 0x04 }; s16 D_8032F0A4[] = { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 }; static s8 sLevelsWithRooms[] = { LEVEL_BBH, LEVEL_CASTLE, LEVEL_HMC, -1 }; // These can be static: extern void create_transformation_from_matrices(Mat4, Mat4, Mat4); extern void obj_set_gfx_pos_from_pos(struct Object *); extern void obj_translate_local(struct Object *, s16, s16); extern void obj_copy_pos(struct Object *, struct Object *); extern void obj_copy_angle(struct Object *, struct Object *); extern struct Object *cur_obj_find_nearest_object_with_behavior(const BehaviorScript *, f32 *); extern void cur_obj_move_y(f32, f32, f32); static s32 clear_move_flag(u32 *, s32); extern void spawn_mist_particles_variable(s32, s32, f32); extern void spawn_triangle_break_particles(s32, s32, f32, s32); #define o gCurrentObject Gfx *geo_update_projectile_pos_from_parent(s32 run, UNUSED struct GraphNode *node, f32 mtx[4][4]) { Mat4 sp20; struct Object *sp1C; if (run == TRUE) { sp1C = (struct Object *) gCurGraphNodeObject; // TODO: change global type to Object pointer if (sp1C->prevObj) { create_transformation_from_matrices(sp20, mtx, gCurGraphNodeCamera->matrixPtr); obj_update_pos_from_parent_transformation(sp20, sp1C->prevObj); obj_set_gfx_pos_from_pos(sp1C->prevObj); } } return NULL; } Gfx *geo_update_layer_transparency(s32 run, struct GraphNode *node, UNUSED void *context) { Gfx *sp3C, *sp38; struct Object *sp34; struct GraphNodeGenerated *sp30; UNUSED struct GraphNodeGenerated *sp2C; s32 sp28; sp3C = NULL; if (run == TRUE) { sp34 = (struct Object *) gCurGraphNodeObject; // TODO: change this to object pointer? sp30 = (struct GraphNodeGenerated *) node; sp2C = (struct GraphNodeGenerated *) node; if (gCurGraphNodeHeldObject) { sp34 = gCurGraphNodeHeldObject->objNode; } sp28 = sp34->oOpacity; sp3C = alloc_display_list(sizeof(Gfx) * 3); sp38 = sp3C; if (sp28 == 0xFF) { if (sp30->parameter == 20) { sp30->fnNode.node.flags = 0x600 | (sp30->fnNode.node.flags & 0xFF); } else { sp30->fnNode.node.flags = 0x100 | (sp30->fnNode.node.flags & 0xFF); } sp34->oAnimState = 0; } else { if (sp30->parameter == 20) { sp30->fnNode.node.flags = 0x600 | (sp30->fnNode.node.flags & 0xFF); } else { sp30->fnNode.node.flags = 0x500 | (sp30->fnNode.node.flags & 0xFF); } sp34->oAnimState = 1; #ifdef VERSION_JP if (sp30->parameter == 10) { if (gDebugInfo[DEBUG_PAGE_ENEMYINFO][3]) { gDPSetAlphaCompare(sp38++, G_AC_DITHER); } } else { if (sp34->activeFlags & ACTIVE_FLAG_UNK7) { gDPSetAlphaCompare(sp38++, G_AC_DITHER); } } #else // gDebugInfo accesses were removed in all non-JP versions. if (sp28 == 0 && segmented_to_virtual(bhvBowser) == sp34->behavior) { sp34->oAnimState = 2; } // the debug info check was removed in US. so we need to // perform the only necessary check instead of the debuginfo // one. if (sp30->parameter != 10) { if (sp34->activeFlags & ACTIVE_FLAG_UNK7) { gDPSetAlphaCompare(sp38++, G_AC_DITHER); } } #endif } gDPSetEnvColor(sp38++, 255, 255, 255, sp28); gSPEndDisplayList(sp38); } return sp3C; } /** * @bug Every geo function declares the 3 parameters of run, node, and the matrix array. * This one (see also geo_switch_area) doesn't. When executed, the node function * executor passes the 3rd argument to a function that doesn't declare it. This is * undefined behavior, but harmless in practice due to the o32 calling convention. */ #ifdef AVOID_UB Gfx *geo_switch_anim_state(s32 run, struct GraphNode *node, UNUSED void *context) { #else Gfx *geo_switch_anim_state(s32 run, struct GraphNode *node) { #endif struct Object *obj; struct GraphNodeSwitchCase *switchCase; if (run == TRUE) { obj = (struct Object *) gCurGraphNodeObject; // TODO: change global type to Object pointer // move to a local var because GraphNodes are passed in all geo functions. // cast the pointer. switchCase = (struct GraphNodeSwitchCase *) node; if (gCurGraphNodeHeldObject != NULL) { obj = gCurGraphNodeHeldObject->objNode; } // if the case is greater than the number of cases, set to 0 to avoid overflowing // the switch. if (obj->oAnimState >= switchCase->numCases) { obj->oAnimState = 0; } // assign the case number for execution. switchCase->selectedCase = obj->oAnimState; } return NULL; } //! @bug Same issue as geo_switch_anim_state. #ifdef AVOID_UB Gfx *geo_switch_area(s32 run, struct GraphNode *node, UNUSED void *context) { #else Gfx *geo_switch_area(s32 run, struct GraphNode *node) { #endif s16 sp26; struct Surface *sp20; UNUSED struct Object *sp1C = (struct Object *) gCurGraphNodeObject; // TODO: change global type to Object pointer struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node; if (run == TRUE) { if (gMarioObject == NULL) { switchCase->selectedCase = 0; } else { gFindFloorIncludeSurfaceIntangible = TRUE; find_floor(gMarioObject->oPosX, gMarioObject->oPosY, gMarioObject->oPosZ, &sp20); if (sp20) { gMarioCurrentRoom = sp20->room; sp26 = sp20->room - 1; print_debug_top_down_objectinfo("areainfo %d", sp20->room); if (sp26 >= 0) { switchCase->selectedCase = sp26; } } } } else { switchCase->selectedCase = 0; } return NULL; } void obj_update_pos_from_parent_transformation(Mat4 a0, struct Object *a1) { f32 spC, sp8, sp4; spC = a1->oParentRelativePosX; sp8 = a1->oParentRelativePosY; sp4 = a1->oParentRelativePosZ; a1->oPosX = spC * a0[0][0] + sp8 * a0[1][0] + sp4 * a0[2][0] + a0[3][0]; a1->oPosY = spC * a0[0][1] + sp8 * a0[1][1] + sp4 * a0[2][1] + a0[3][1]; a1->oPosZ = spC * a0[0][2] + sp8 * a0[1][2] + sp4 * a0[2][2] + a0[3][2]; } void obj_apply_scale_to_matrix(struct Object *obj, Mat4 dst, Mat4 src) { dst[0][0] = src[0][0] * obj->header.gfx.scale[0]; dst[1][0] = src[1][0] * obj->header.gfx.scale[1]; dst[2][0] = src[2][0] * obj->header.gfx.scale[2]; dst[3][0] = src[3][0]; dst[0][1] = src[0][1] * obj->header.gfx.scale[0]; dst[1][1] = src[1][1] * obj->header.gfx.scale[1]; dst[2][1] = src[2][1] * obj->header.gfx.scale[2]; dst[3][1] = src[3][1]; dst[0][2] = src[0][2] * obj->header.gfx.scale[0]; dst[1][2] = src[1][2] * obj->header.gfx.scale[1]; dst[2][2] = src[2][2] * obj->header.gfx.scale[2]; dst[3][2] = src[3][2]; dst[0][3] = src[0][3]; dst[1][3] = src[1][3]; dst[2][3] = src[2][3]; dst[3][3] = src[3][3]; } void create_transformation_from_matrices(Mat4 a0, Mat4 a1, Mat4 a2) { f32 spC, sp8, sp4; spC = a2[3][0] * a2[0][0] + a2[3][1] * a2[0][1] + a2[3][2] * a2[0][2]; sp8 = a2[3][0] * a2[1][0] + a2[3][1] * a2[1][1] + a2[3][2] * a2[1][2]; sp4 = a2[3][0] * a2[2][0] + a2[3][1] * a2[2][1] + a2[3][2] * a2[2][2]; a0[0][0] = a1[0][0] * a2[0][0] + a1[0][1] * a2[0][1] + a1[0][2] * a2[0][2]; a0[0][1] = a1[0][0] * a2[1][0] + a1[0][1] * a2[1][1] + a1[0][2] * a2[1][2]; a0[0][2] = a1[0][0] * a2[2][0] + a1[0][1] * a2[2][1] + a1[0][2] * a2[2][2]; a0[1][0] = a1[1][0] * a2[0][0] + a1[1][1] * a2[0][1] + a1[1][2] * a2[0][2]; a0[1][1] = a1[1][0] * a2[1][0] + a1[1][1] * a2[1][1] + a1[1][2] * a2[1][2]; a0[1][2] = a1[1][0] * a2[2][0] + a1[1][1] * a2[2][1] + a1[1][2] * a2[2][2]; a0[2][0] = a1[2][0] * a2[0][0] + a1[2][1] * a2[0][1] + a1[2][2] * a2[0][2]; a0[2][1] = a1[2][0] * a2[1][0] + a1[2][1] * a2[1][1] + a1[2][2] * a2[1][2]; a0[2][2] = a1[2][0] * a2[2][0] + a1[2][1] * a2[2][1] + a1[2][2] * a2[2][2]; a0[3][0] = a1[3][0] * a2[0][0] + a1[3][1] * a2[0][1] + a1[3][2] * a2[0][2] - spC; a0[3][1] = a1[3][0] * a2[1][0] + a1[3][1] * a2[1][1] + a1[3][2] * a2[1][2] - sp8; a0[3][2] = a1[3][0] * a2[2][0] + a1[3][1] * a2[2][1] + a1[3][2] * a2[2][2] - sp4; a0[0][3] = 0; a0[1][3] = 0; a0[2][3] = 0; a0[3][3] = 1.0f; } void obj_set_held_state(struct Object *obj, const BehaviorScript *heldBehavior) { obj->parentObj = o; if (obj->oFlags & OBJ_FLAG_HOLDABLE) { if (heldBehavior == bhvCarrySomething3) { obj->oHeldState = HELD_HELD; } if (heldBehavior == bhvCarrySomething5) { obj->oHeldState = HELD_THROWN; } if (heldBehavior == bhvCarrySomething4) { obj->oHeldState = HELD_DROPPED; } } else { obj->curBhvCommand = segmented_to_virtual(heldBehavior); obj->bhvStackIndex = 0; } } f32 lateral_dist_between_objects(struct Object *obj1, struct Object *obj2) { f32 dx = obj1->oPosX - obj2->oPosX; f32 dz = obj1->oPosZ - obj2->oPosZ; return sqrtf(dx * dx + dz * dz); } f32 dist_between_objects(struct Object *obj1, struct Object *obj2) { f32 dx = obj1->oPosX - obj2->oPosX; f32 dy = obj1->oPosY - obj2->oPosY; f32 dz = obj1->oPosZ - obj2->oPosZ; return sqrtf(dx * dx + dy * dy + dz * dz); } void cur_obj_forward_vel_approach_upward(f32 target, f32 increment) { if (o->oForwardVel >= target) { o->oForwardVel = target; } else { o->oForwardVel += increment; } } s32 approach_f32_signed(f32 *value, f32 target, f32 increment) { s32 reachedTarget = FALSE; *value += increment; if (increment >= 0.0f) { if (*value > target) { *value = target; reachedTarget = TRUE; } } else { if (*value < target) { *value = target; reachedTarget = TRUE; } } return reachedTarget; } f32 approach_f32_symmetric(f32 value, f32 target, f32 increment) { f32 dist; if ((dist = target - value) >= 0.0f) { if (dist > increment) { value += increment; } else { value = target; } } else { if (dist < -increment) { value -= increment; } else { value = target; } } return value; } s16 approach_s16_symmetric(s16 value, s16 target, s16 increment) { s16 dist = target - value; if (dist >= 0) { if (dist > increment) { value += increment; } else { value = target; } } else { if (dist < -increment) { value -= increment; } else { value = target; } } return value; } s32 cur_obj_rotate_yaw_toward(s16 target, s16 increment) { s16 startYaw; startYaw = (s16) o->oMoveAngleYaw; o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, target, increment); if ((o->oAngleVelYaw = (s16)((s16) o->oMoveAngleYaw - startYaw)) == 0) { return TRUE; } else { return FALSE; } } s16 obj_angle_to_object(struct Object *obj1, struct Object *obj2) { f32 z1, x1, z2, x2; s16 angle; z1 = obj1->oPosZ; z2 = obj2->oPosZ; //ordering of instructions.. x1 = obj1->oPosX; x2 = obj2->oPosX; angle = atan2s(z2 - z1, x2 - x1); return angle; } s16 obj_turn_toward_object(struct Object *obj, struct Object *target, s16 angleIndex, s16 turnAmount) { f32 a, b, c, d; UNUSED s32 unused; s16 targetAngle, startAngle; switch (angleIndex) { case O_MOVE_ANGLE_PITCH_INDEX: case O_FACE_ANGLE_PITCH_INDEX: a = target->oPosX - obj->oPosX; c = target->oPosZ - obj->oPosZ; a = sqrtf(a * a + c * c); b = -obj->oPosY; d = -target->oPosY; targetAngle = atan2s(a, d - b); break; case O_MOVE_ANGLE_YAW_INDEX: case O_FACE_ANGLE_YAW_INDEX: a = obj->oPosZ; c = target->oPosZ; b = obj->oPosX; d = target->oPosX; targetAngle = atan2s(c - a, d - b); break; } startAngle = o->rawData.asU32[angleIndex]; o->rawData.asU32[angleIndex] = approach_s16_symmetric(startAngle, targetAngle, turnAmount); return targetAngle; } void obj_set_parent_relative_pos(struct Object *obj, s16 relX, s16 relY, s16 relZ) { obj->oParentRelativePosX = relX; obj->oParentRelativePosY = relY; obj->oParentRelativePosZ = relZ; } void obj_set_pos(struct Object *obj, s16 x, s16 y, s16 z) { obj->oPosX = x; obj->oPosY = y; obj->oPosZ = z; } void obj_set_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { obj->oFaceAnglePitch = pitch; obj->oFaceAngleYaw = yaw; obj->oFaceAngleRoll = roll; obj->oMoveAnglePitch = pitch; obj->oMoveAngleYaw = yaw; obj->oMoveAngleRoll = roll; } /* * Spawns an object at an absolute location with a specified angle. */ struct Object *spawn_object_abs_with_rot(struct Object *parent, s16 uselessArg, u32 model, const BehaviorScript *behavior, s16 x, s16 y, s16 z, s16 rx, s16 ry, s16 rz) { // 'uselessArg' is unused in the function spawn_object_at_origin() struct Object *newObj = spawn_object_at_origin(parent, uselessArg, model, behavior); obj_set_pos(newObj, x, y, z); obj_set_angle(newObj, rx, ry, rz); return newObj; } /* * Spawns an object relative to the parent with a specified angle... is what it is supposed to do. * The rz argument is never used, and the z offset is used for z-rotation instead. This is most likely * a copy-paste typo by one of the programmers. */ struct Object *spawn_object_rel_with_rot(struct Object *parent, u32 model, const BehaviorScript *behavior, s16 xOff, s16 yOff, s16 zOff, s16 rx, s16 ry, UNUSED s16 rz) { struct Object *newObj = spawn_object_at_origin(parent, 0, model, behavior); newObj->oFlags |= OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT; obj_set_parent_relative_pos(newObj, xOff, yOff, zOff); obj_set_angle(newObj, rx, ry, zOff); // Nice typo you got there Nintendo. return newObj; } struct Object *spawn_obj_with_transform_flags(struct Object *sp20, s32 model, const BehaviorScript *sp28) { struct Object *sp1C = spawn_object(sp20, model, sp28); sp1C->oFlags |= OBJ_FLAG_0020 | OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM; return sp1C; } struct Object *spawn_water_droplet(struct Object *parent, struct WaterDropletParams *params) { f32 randomScale; struct Object *newObj = spawn_object(parent, params->model, params->behavior); if (params->flags & WATER_DROPLET_FLAG_RAND_ANGLE) { newObj->oMoveAngleYaw = random_u16(); } if (params->flags & WATER_DROPLET_FLAG_RAND_ANGLE_INCR_PLUS_8000) { newObj->oMoveAngleYaw = (s16)(newObj->oMoveAngleYaw + 0x8000) + (s16) random_f32_around_zero(params->moveAngleRange); } if (params->flags & WATER_DROPLET_FLAG_RAND_ANGLE_INCR) { newObj->oMoveAngleYaw = (s16) newObj->oMoveAngleYaw + (s16) random_f32_around_zero(params->moveAngleRange); } if (params->flags & WATER_DROPLET_FLAG_SET_Y_TO_WATER_LEVEL) { newObj->oPosY = find_water_level(newObj->oPosX, newObj->oPosZ); } if (params->flags & WATER_DROPLET_FLAG_RAND_OFFSET_XZ) { obj_translate_xz_random(newObj, params->moveRange); } if (params->flags & WATER_DROPLET_FLAG_RAND_OFFSET_XYZ) { obj_translate_xyz_random(newObj, params->moveRange); } newObj->oForwardVel = random_float() * params->randForwardVelScale + params->randForwardVelOffset; newObj->oVelY = random_float() * params->randYVelScale + params->randYVelOffset; randomScale = random_float() * params->randSizeScale + params->randSizeOffset; obj_scale(newObj, randomScale); return newObj; } struct Object *spawn_object_at_origin(struct Object *parent, UNUSED s32 unusedArg, u32 model, const BehaviorScript *behavior) { struct Object *obj; const BehaviorScript *behaviorAddr; behaviorAddr = segmented_to_virtual(behavior); obj = create_object(behaviorAddr); obj->parentObj = parent; obj->header.gfx.unk18 = parent->header.gfx.unk18; obj->header.gfx.unk19 = parent->header.gfx.unk18; geo_obj_init((struct GraphNodeObject *) &obj->header.gfx, gLoadedGraphNodes[model], gVec3fZero, gVec3sZero); return obj; } struct Object *spawn_object(struct Object *parent, s32 model, const BehaviorScript *behavior) { struct Object *obj; obj = spawn_object_at_origin(parent, 0, model, behavior); obj_copy_pos_and_angle(obj, parent); return obj; } struct Object *try_to_spawn_object(s16 offsetY, f32 scale, struct Object *parent, s32 model, const BehaviorScript *behavior) { struct Object *obj; if (gFreeObjectList.next != NULL) { obj = spawn_object(parent, model, behavior); obj->oPosY += offsetY; obj_scale(obj, scale); return obj; } else { return NULL; } } struct Object *spawn_object_with_scale(struct Object *parent, s32 model, const BehaviorScript *behavior, f32 scale) { struct Object *obj; obj = spawn_object_at_origin(parent, 0, model, behavior); obj_copy_pos_and_angle(obj, parent); obj_scale(obj, scale); return obj; } static void obj_build_relative_transform(struct Object *obj) { obj_build_transform_from_pos_and_angle(obj, O_PARENT_RELATIVE_POS_INDEX, O_FACE_ANGLE_INDEX); obj_translate_local(obj, O_POS_INDEX, O_PARENT_RELATIVE_POS_INDEX); } struct Object *spawn_object_relative(s16 behaviorParam, s16 relativePosX, s16 relativePosY, s16 relativePosZ, struct Object *parent, s32 model, const BehaviorScript *behavior) { struct Object *obj = spawn_object_at_origin(parent, 0, model, behavior); obj_copy_pos_and_angle(obj, parent); obj_set_parent_relative_pos(obj, relativePosX, relativePosY, relativePosZ); obj_build_relative_transform(obj); obj->oBehParams2ndByte = behaviorParam; obj->oBehParams = (behaviorParam & 0xFF) << 16; return obj; } struct Object *spawn_object_relative_with_scale(s16 behaviorParam, s16 relativePosX, s16 relativePosY, s16 relativePosZ, f32 scale, struct Object *parent, s32 model, const BehaviorScript *behavior) { struct Object *obj; obj = spawn_object_relative(behaviorParam, relativePosX, relativePosY, relativePosZ, parent, model, behavior); obj_scale(obj, scale); return obj; } void cur_obj_move_using_vel(void) { o->oPosX += o->oVelX; o->oPosY += o->oVelY; o->oPosZ += o->oVelZ; } void obj_copy_graph_y_offset(struct Object *dst, struct Object *src) { dst->oGraphYOffset = src->oGraphYOffset; } void obj_copy_pos_and_angle(struct Object *dst, struct Object *src) { obj_copy_pos(dst, src); obj_copy_angle(dst, src); } void obj_copy_pos(struct Object *dst, struct Object *src) { dst->oPosX = src->oPosX; dst->oPosY = src->oPosY; dst->oPosZ = src->oPosZ; } void obj_copy_angle(struct Object *dst, struct Object *src) { dst->oMoveAnglePitch = src->oMoveAnglePitch; dst->oMoveAngleYaw = src->oMoveAngleYaw; dst->oMoveAngleRoll = src->oMoveAngleRoll; dst->oFaceAnglePitch = src->oFaceAnglePitch; dst->oFaceAngleYaw = src->oFaceAngleYaw; dst->oFaceAngleRoll = src->oFaceAngleRoll; } void obj_set_gfx_pos_from_pos(struct Object *obj) { obj->header.gfx.pos[0] = obj->oPosX; obj->header.gfx.pos[1] = obj->oPosY; obj->header.gfx.pos[2] = obj->oPosZ; } void obj_init_animation(struct Object *obj, s32 animIndex) { struct Animation **anims = o->oAnimations; geo_obj_init_animation(&obj->header.gfx, &anims[animIndex]); } /** * Multiply a vector by a matrix of the form * | ? ? ? 0 | * | ? ? ? 0 | * | ? ? ? 0 | * | 0 0 0 1 | * i.e. a matrix representing a linear transformation over 3 space. */ void linear_mtxf_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v) { s32 i; for (i = 0; i < 3; i++) { dst[i] = m[0][i] * v[0] + m[1][i] * v[1] + m[2][i] * v[2]; } } /** * Multiply a vector by the transpose of a matrix of the form * | ? ? ? 0 | * | ? ? ? 0 | * | ? ? ? 0 | * | 0 0 0 1 | * i.e. a matrix representing a linear transformation over 3 space. */ void linear_mtxf_transpose_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v) { s32 i; for (i = 0; i < 3; i++) { dst[i] = m[i][0] * v[0] + m[i][1] * v[1] + m[i][2] * v[2]; } } void obj_apply_scale_to_transform(struct Object *obj) { f32 scaleX, scaleY, scaleZ; scaleX = obj->header.gfx.scale[0]; scaleY = obj->header.gfx.scale[1]; scaleZ = obj->header.gfx.scale[2]; obj->transform[0][0] *= scaleX; obj->transform[0][1] *= scaleX; obj->transform[0][2] *= scaleX; obj->transform[1][0] *= scaleY; obj->transform[1][1] *= scaleY; obj->transform[1][2] *= scaleY; obj->transform[2][0] *= scaleZ; obj->transform[2][1] *= scaleZ; obj->transform[2][2] *= scaleZ; } void obj_copy_scale(struct Object *dst, struct Object *src) { dst->header.gfx.scale[0] = src->header.gfx.scale[0]; dst->header.gfx.scale[1] = src->header.gfx.scale[1]; dst->header.gfx.scale[2] = src->header.gfx.scale[2]; } void obj_scale_xyz(struct Object *obj, f32 xScale, f32 yScale, f32 zScale) { obj->header.gfx.scale[0] = xScale; obj->header.gfx.scale[1] = yScale; obj->header.gfx.scale[2] = zScale; } void obj_scale(struct Object *obj, f32 scale) { obj->header.gfx.scale[0] = scale; obj->header.gfx.scale[1] = scale; obj->header.gfx.scale[2] = scale; } void cur_obj_scale(f32 scale) { o->header.gfx.scale[0] = scale; o->header.gfx.scale[1] = scale; o->header.gfx.scale[2] = scale; } void cur_obj_init_animation(s32 animIndex) { struct Animation **anims = o->oAnimations; geo_obj_init_animation(&o->header.gfx, &anims[animIndex]); } void cur_obj_init_animation_with_sound(s32 animIndex) { struct Animation **anims = o->oAnimations; geo_obj_init_animation(&o->header.gfx, &anims[animIndex]); o->oSoundStateID = animIndex; } void cur_obj_init_animation_with_accel_and_sound(s32 animIndex, f32 accel) { struct Animation **anims = o->oAnimations; s32 animAccel = (s32)(accel * 65536.0f); geo_obj_init_animation_accel(&o->header.gfx, &anims[animIndex], animAccel); o->oSoundStateID = animIndex; } void obj_init_animation_with_sound(struct Object *obj, struct Animation **animations, s32 animIndex) { struct Animation **anims = animations; obj->oAnimations = animations; geo_obj_init_animation(&obj->header.gfx, &anims[animIndex]); obj->oSoundStateID = animIndex; } void cur_obj_enable_rendering_and_become_tangible(struct Object *obj) { obj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE; obj->oIntangibleTimer = 0; } void cur_obj_enable_rendering(void) { o->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE; } void cur_obj_disable_rendering_and_become_intangible(struct Object *obj) { obj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; obj->oIntangibleTimer = -1; } void cur_obj_disable_rendering(void) { o->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; } void cur_obj_unhide(void) { o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; } void cur_obj_hide(void) { o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE; } void cur_obj_set_pos_relative(struct Object *other, f32 dleft, f32 dy, f32 dforward) { f32 facingZ = coss(other->oMoveAngleYaw); f32 facingX = sins(other->oMoveAngleYaw); f32 dz = dforward * facingZ - dleft * facingX; f32 dx = dforward * facingX + dleft * facingZ; o->oMoveAngleYaw = other->oMoveAngleYaw; o->oPosX = other->oPosX + dx; o->oPosY = other->oPosY + dy; o->oPosZ = other->oPosZ + dz; } void cur_obj_set_pos_relative_to_parent(f32 dleft, f32 dy, f32 dforward) { cur_obj_set_pos_relative(o->parentObj, dleft, dy, dforward); } void cur_obj_enable_rendering_2(void) { cur_obj_enable_rendering(); } void cur_obj_unused_init_on_floor(void) { cur_obj_enable_rendering(); o->oPosY = find_floor_height(o->oPosX, o->oPosY, o->oPosZ); if (o->oPosY < -10000.0f) { cur_obj_set_pos_relative_to_parent(0, 0, -70); o->oPosY = find_floor_height(o->oPosX, o->oPosY, o->oPosZ); } } void obj_set_face_angle_to_move_angle(struct Object *obj) { obj->oFaceAnglePitch = obj->oMoveAnglePitch; obj->oFaceAngleYaw = obj->oMoveAngleYaw; obj->oFaceAngleRoll = obj->oMoveAngleRoll; } u32 get_object_list_from_behavior(const BehaviorScript *behavior) { u32 objectList; // If the first behavior command is "begin", then get the object list header // from there if ((behavior[0] >> 24) == 0) { objectList = (behavior[0] >> 16) & 0xFFFF; } else { objectList = OBJ_LIST_DEFAULT; } return objectList; } struct Object *cur_obj_nearest_object_with_behavior(const BehaviorScript *behavior) { struct Object *obj; f32 dist; obj = cur_obj_find_nearest_object_with_behavior(behavior, &dist); return obj; } f32 cur_obj_dist_to_nearest_object_with_behavior(const BehaviorScript *behavior) { struct Object *obj; f32 dist; obj = cur_obj_find_nearest_object_with_behavior(behavior, &dist); if (obj == NULL) { dist = 15000.0f; } return dist; } struct Object *cur_obj_find_nearest_object_with_behavior(const BehaviorScript *behavior, f32 *dist) { uintptr_t *behaviorAddr = segmented_to_virtual(behavior); struct Object *closestObj = NULL; struct Object *obj; struct ObjectNode *listHead; f32 minDist = 0x20000; listHead = &gObjectLists[get_object_list_from_behavior(behaviorAddr)]; obj = (struct Object *) listHead->next; while (obj != (struct Object *) listHead) { if (obj->behavior == behaviorAddr) { if (obj->activeFlags != ACTIVE_FLAGS_DEACTIVATED && obj != o) { f32 objDist = dist_between_objects(o, obj); if (objDist < minDist) { closestObj = obj; minDist = objDist; } } } obj = (struct Object *) obj->header.next; } *dist = minDist; return closestObj; } struct Object *find_unimportant_object(void) { struct ObjectNode *listHead = &gObjectLists[OBJ_LIST_UNIMPORTANT]; struct ObjectNode *obj = listHead->next; if (listHead == obj) { obj = NULL; } return (struct Object *) obj; } s32 count_unimportant_objects(void) { struct ObjectNode *listHead = &gObjectLists[OBJ_LIST_UNIMPORTANT]; struct ObjectNode *obj = listHead->next; s32 count = 0; while (listHead != obj) { count++; obj = obj->next; } return count; } s32 count_objects_with_behavior(const BehaviorScript *behavior) { uintptr_t *behaviorAddr = segmented_to_virtual(behavior); struct ObjectNode *listHead = &gObjectLists[get_object_list_from_behavior(behaviorAddr)]; struct ObjectNode *obj = listHead->next; s32 count = 0; while (listHead != obj) { if (((struct Object *) obj)->behavior == behaviorAddr) { count++; } obj = obj->next; } return count; } struct Object *cur_obj_find_nearby_held_actor(const BehaviorScript *behavior, f32 maxDist) { const BehaviorScript *behaviorAddr = segmented_to_virtual(behavior); struct ObjectNode *listHead; struct Object *obj; struct Object *foundObj; listHead = &gObjectLists[OBJ_LIST_GENACTOR]; obj = (struct Object *) listHead->next; foundObj = NULL; while ((struct Object *) listHead != obj) { if (obj->behavior == behaviorAddr) { if (obj->activeFlags != ACTIVE_FLAGS_DEACTIVATED) { // This includes the dropped and thrown states. By combining // instant release, this allows us to activate mama penguin // remotely if (obj->oHeldState != HELD_FREE) { if (dist_between_objects(o, obj) < maxDist) { foundObj = obj; break; } } } } obj = (struct Object *) obj->header.next; } return foundObj; } static void cur_obj_reset_timer_and_subaction(void) { o->oTimer = 0; o->oSubAction = 0; } void cur_obj_change_action(s32 action) { o->oAction = action; o->oPrevAction = action; cur_obj_reset_timer_and_subaction(); } void cur_obj_set_vel_from_mario_vel(f32 f12, f32 f14) { f32 sp4 = gMarioStates[0].forwardVel; f32 sp0 = f12 * f14; if (sp4 < sp0) { o->oForwardVel = sp0; } else { o->oForwardVel = sp4 * f14; } } BAD_RETURN(s16) cur_obj_reverse_animation(void) { if (o->header.gfx.unk38.animFrame >= 0) { o->header.gfx.unk38.animFrame--; } } BAD_RETURN(s32) cur_obj_extend_animation_if_at_end(void) { s32 sp4 = o->header.gfx.unk38.animFrame; s32 sp0 = o->header.gfx.unk38.curAnim->unk08 - 2; if (sp4 == sp0) o->header.gfx.unk38.animFrame--; } s32 cur_obj_check_if_near_animation_end(void) { u32 spC = (s32) o->header.gfx.unk38.curAnim->flags; s32 sp8 = o->header.gfx.unk38.animFrame; s32 sp4 = o->header.gfx.unk38.curAnim->unk08 - 2; s32 sp0 = FALSE; if (spC & 0x01) { if (sp4 + 1 == sp8) { sp0 = TRUE; } } if (sp8 == sp4) { sp0 = TRUE; } return sp0; } s32 cur_obj_check_if_at_animation_end(void) { s32 sp4 = o->header.gfx.unk38.animFrame; s32 sp0 = o->header.gfx.unk38.curAnim->unk08 - 1; if (sp4 == sp0) { return TRUE; } else { return FALSE; } } s32 cur_obj_check_anim_frame(s32 frame) { s32 animFrame = o->header.gfx.unk38.animFrame; if (animFrame == frame) { return TRUE; } else { return FALSE; } } s32 cur_obj_check_anim_frame_in_range(s32 startFrame, s32 rangeLength) { s32 animFrame = o->header.gfx.unk38.animFrame; if (animFrame >= startFrame && animFrame < startFrame + rangeLength) { return TRUE; } else { return FALSE; } } s32 cur_obj_check_frame_prior_current_frame(s16 *a0) { s16 sp6 = o->header.gfx.unk38.animFrame; while (*a0 != -1) { if (*a0 == sp6) { return TRUE; } a0++; } return FALSE; } s32 mario_is_in_air_action(void) { if (gMarioStates[0].action & ACT_FLAG_AIR) { return TRUE; } else { return FALSE; } } s32 mario_is_dive_sliding(void) { if (gMarioStates[0].action == ACT_DIVE_SLIDE) { return TRUE; } else { return FALSE; } } void cur_obj_set_y_vel_and_animation(f32 sp18, s32 sp1C) { o->oVelY = sp18; cur_obj_init_animation_with_sound(sp1C); } void cur_obj_unrender_and_reset_state(s32 sp18, s32 sp1C) { cur_obj_become_intangible(); cur_obj_disable_rendering(); if (sp18 >= 0) { cur_obj_init_animation_with_sound(sp18); } o->oAction = sp1C; } static void cur_obj_move_after_thrown_or_dropped(f32 forwardVel, f32 velY) { o->oMoveFlags = 0; o->oFloorHeight = find_floor_height(o->oPosX, o->oPosY + 160.0f, o->oPosZ); if (o->oFloorHeight > o->oPosY) { o->oPosY = o->oFloorHeight; } else if (o->oFloorHeight < -10000.0f) { //! OoB failsafe obj_copy_pos(o, gMarioObject); o->oFloorHeight = find_floor_height(o->oPosX, o->oPosY, o->oPosZ); } o->oForwardVel = forwardVel; o->oVelY = velY; if (o->oForwardVel != 0) { cur_obj_move_y(/*gravity*/ -4.0f, /*bounciness*/ -0.1f, /*buoyancy*/ 2.0f); } } void cur_obj_get_thrown_or_placed(f32 forwardVel, f32 velY, s32 thrownAction) { if (o->behavior == segmented_to_virtual(bhvBowser)) { // Interestingly, when bowser is thrown, he is offset slightly to // mario's right cur_obj_set_pos_relative_to_parent(-41.684f, 85.859f, 321.577f); } else { } cur_obj_become_tangible(); cur_obj_enable_rendering(); o->oHeldState = HELD_FREE; if ((o->oInteractionSubtype & INT_SUBTYPE_HOLDABLE_NPC) || forwardVel == 0.0f) { cur_obj_move_after_thrown_or_dropped(0.0f, 0.0f); } else { o->oAction = thrownAction; cur_obj_move_after_thrown_or_dropped(forwardVel, velY); } } void cur_obj_get_dropped(void) { cur_obj_become_tangible(); cur_obj_enable_rendering(); o->oHeldState = HELD_FREE; cur_obj_move_after_thrown_or_dropped(0.0f, 0.0f); } void cur_obj_set_model(s32 modelID) { o->header.gfx.sharedChild = gLoadedGraphNodes[modelID]; } void mario_set_flag(s32 flag) { gMarioStates[0].flags |= flag; } s32 cur_obj_clear_interact_status_flag(s32 flag) { if (o->oInteractStatus & flag) { o->oInteractStatus &= flag ^ ~(0); return TRUE; } return FALSE; } /** * Mark an object to be unloaded at the end of the frame. */ void obj_mark_for_deletion(struct Object *obj) { //! This clears all activeFlags. Since some of these flags disable behavior, // setting it to 0 could potentially enable unexpected behavior. After an // object is marked for deletion, it still updates on that frame (I think), // so this is worth looking into. obj->activeFlags = ACTIVE_FLAGS_DEACTIVATED; } void cur_obj_disable(void) { cur_obj_disable_rendering(); cur_obj_hide(); cur_obj_become_intangible(); } void cur_obj_become_intangible(void) { // When the timer is negative, the object is intangible and the timer // doesn't count down o->oIntangibleTimer = -1; } void cur_obj_become_tangible(void) { o->oIntangibleTimer = 0; } void obj_become_tangible(struct Object *obj) { obj->oIntangibleTimer = 0; } void cur_obj_update_floor_height(void) { struct Surface *floor; o->oFloorHeight = find_floor(o->oPosX, o->oPosY, o->oPosZ, &floor); } struct Surface *cur_obj_update_floor_height_and_get_floor(void) { struct Surface *floor; o->oFloorHeight = find_floor(o->oPosX, o->oPosY, o->oPosZ, &floor); return floor; } static void apply_drag_to_value(f32 *value, f32 dragStrength) { f32 decel; if (*value != 0) { //! Can overshoot if |*value| > 1/(dragStrength * 0.0001) decel = (*value) * (*value) * (dragStrength * 0.0001L); if (*value > 0) { *value -= decel; if (*value < 0.001L) { *value = 0; } } else { *value += decel; if (*value > -0.001L) { *value = 0; } } } } void cur_obj_apply_drag_xz(f32 dragStrength) { apply_drag_to_value(&o->oVelX, dragStrength); apply_drag_to_value(&o->oVelZ, dragStrength); } static s32 cur_obj_move_xz(f32 steepSlopeNormalY, s32 careAboutEdgesAndSteepSlopes) { struct Surface *intendedFloor; f32 intendedX = o->oPosX + o->oVelX; f32 intendedZ = o->oPosZ + o->oVelZ; f32 intendedFloorHeight = find_floor(intendedX, o->oPosY, intendedZ, &intendedFloor); f32 deltaFloorHeight = intendedFloorHeight - o->oFloorHeight; UNUSED f32 unused; UNUSED f32 ny; o->oMoveFlags &= ~OBJ_MOVE_HIT_EDGE; if (o->oRoom != -1 && intendedFloor != NULL) { if (intendedFloor->room != 0 && o->oRoom != intendedFloor->room && intendedFloor->room != 18) { // Don't leave native room return FALSE; } } if (intendedFloorHeight < -10000.0f) { // Don't move into OoB o->oMoveFlags |= OBJ_MOVE_HIT_EDGE; return FALSE; } else if (deltaFloorHeight < 5.0f) { if (!careAboutEdgesAndSteepSlopes) { // If we don't care about edges or steep slopes, okay to move o->oPosX = intendedX; o->oPosZ = intendedZ; return TRUE; } else if (deltaFloorHeight < -50.0f && (o->oMoveFlags & OBJ_MOVE_ON_GROUND)) { // Don't walk off an edge o->oMoveFlags |= OBJ_MOVE_HIT_EDGE; return FALSE; } else if (intendedFloor->normal.y > steepSlopeNormalY) { // Allow movement onto a slope, provided it's not too steep o->oPosX = intendedX; o->oPosZ = intendedZ; return TRUE; } else { // We are likely trying to move onto a steep downward slope o->oMoveFlags |= OBJ_MOVE_HIT_EDGE; return FALSE; } } else if ((ny = intendedFloor->normal.y) > steepSlopeNormalY || o->oPosY > intendedFloorHeight) { // Allow movement upward, provided either: // - The target floor is flat enough (e.g. walking up stairs) // - We are above the target floor (most likely in the air) o->oPosX = intendedX; o->oPosZ = intendedZ; //! Returning FALSE but moving anyway (not exploitable; return value is // never used) } // We are likely trying to move onto a steep upward slope return FALSE; } static void cur_obj_move_update_underwater_flags(void) { f32 decelY = (f32)(sqrtf(o->oVelY * o->oVelY) * (o->oDragStrength * 7.0f)) / 100.0L; if (o->oVelY > 0) { o->oVelY -= decelY; } else { o->oVelY += decelY; } if (o->oPosY < o->oFloorHeight) { o->oPosY = o->oFloorHeight; o->oMoveFlags |= OBJ_MOVE_UNDERWATER_ON_GROUND; } else { o->oMoveFlags |= OBJ_MOVE_UNDERWATER_OFF_GROUND; } } static void cur_obj_move_update_ground_air_flags(UNUSED f32 gravity, f32 bounciness) { o->oMoveFlags &= ~OBJ_MOVE_13; if (o->oPosY < o->oFloorHeight) { // On the first frame that we touch the ground, set OBJ_MOVE_LANDED. // On subsequent frames, set OBJ_MOVE_ON_GROUND if (!(o->oMoveFlags & OBJ_MOVE_ON_GROUND)) { if (clear_move_flag(&o->oMoveFlags, OBJ_MOVE_LANDED)) { o->oMoveFlags |= OBJ_MOVE_ON_GROUND; } else { o->oMoveFlags |= OBJ_MOVE_LANDED; } } o->oPosY = o->oFloorHeight; if (o->oVelY < 0.0f) { o->oVelY *= bounciness; } if (o->oVelY > 5.0f) { //! If OBJ_MOVE_13 tracks bouncing, it overestimates, since velY // could be > 5 here without bounce (e.g. jump into misa) o->oMoveFlags |= OBJ_MOVE_13; } } else { o->oMoveFlags &= ~OBJ_MOVE_LANDED; if (clear_move_flag(&o->oMoveFlags, OBJ_MOVE_ON_GROUND)) { o->oMoveFlags |= OBJ_MOVE_LEFT_GROUND; } } o->oMoveFlags &= ~OBJ_MOVE_MASK_IN_WATER; } static f32 cur_obj_move_y_and_get_water_level(f32 gravity, f32 buoyancy) { f32 waterLevel; o->oVelY += gravity + buoyancy; if (o->oVelY < -78.0f) { o->oVelY = -78.0f; } o->oPosY += o->oVelY; if (o->activeFlags & ACTIVE_FLAG_UNK10) { waterLevel = -11000.0f; } else { waterLevel = find_water_level(o->oPosX, o->oPosZ); } return waterLevel; } void cur_obj_move_y(f32 gravity, f32 bounciness, f32 buoyancy) { f32 waterLevel; o->oMoveFlags &= ~OBJ_MOVE_LEFT_GROUND; if (o->oMoveFlags & OBJ_MOVE_AT_WATER_SURFACE) { if (o->oVelY > 5.0f) { o->oMoveFlags &= ~OBJ_MOVE_MASK_IN_WATER; o->oMoveFlags |= OBJ_MOVE_LEAVING_WATER; } } if (!(o->oMoveFlags & OBJ_MOVE_MASK_IN_WATER)) { waterLevel = cur_obj_move_y_and_get_water_level(gravity, 0.0f); if (o->oPosY > waterLevel) { //! We only handle floor collision if the object does not enter // water. This allows e.g. coins to clip through floors if they // enter water on the same frame. cur_obj_move_update_ground_air_flags(gravity, bounciness); } else { o->oMoveFlags |= OBJ_MOVE_ENTERED_WATER; o->oMoveFlags &= ~OBJ_MOVE_MASK_ON_GROUND; } } else { o->oMoveFlags &= ~OBJ_MOVE_ENTERED_WATER; waterLevel = cur_obj_move_y_and_get_water_level(gravity, buoyancy); if (o->oPosY < waterLevel) { cur_obj_move_update_underwater_flags(); } else { if (o->oPosY < o->oFloorHeight) { o->oPosY = o->oFloorHeight; o->oMoveFlags &= ~OBJ_MOVE_MASK_IN_WATER; } else { o->oPosY = waterLevel; o->oVelY = 0.0f; o->oMoveFlags &= ~(OBJ_MOVE_UNDERWATER_OFF_GROUND | OBJ_MOVE_UNDERWATER_ON_GROUND); o->oMoveFlags |= OBJ_MOVE_AT_WATER_SURFACE; } } } if (o->oMoveFlags & OBJ_MOVE_MASK_33) { o->oMoveFlags &= ~OBJ_MOVE_IN_AIR; } else { o->oMoveFlags |= OBJ_MOVE_IN_AIR; } } static void stub_obj_helpers_1(void) { } static s32 clear_move_flag(u32 *bitSet, s32 flag) { if (*bitSet & flag) { *bitSet &= flag ^ 0xFFFFFFFF; return TRUE; } else { return FALSE; } } void cur_obj_unused_resolve_wall_collisions(f32 offsetY, f32 radius) { if (radius > 0.1L) { f32_find_wall_collision(&o->oPosX, &o->oPosY, &o->oPosZ, offsetY, radius); } } s16 abs_angle_diff(s16 x0, s16 x1) { s16 diff = x1 - x0; if (diff == -0x8000) { diff = -0x7FFF; } if (diff < 0) { diff = -diff; } return diff; } void cur_obj_move_xz_using_fvel_and_yaw(void) { o->oVelX = o->oForwardVel * sins(o->oMoveAngleYaw); o->oVelZ = o->oForwardVel * coss(o->oMoveAngleYaw); o->oPosX += o->oVelX; o->oPosZ += o->oVelZ; } void cur_obj_move_y_with_terminal_vel(void) { if (o->oVelY < -70.0f) { o->oVelY = -70.0f; } o->oPosY += o->oVelY; } void cur_obj_compute_vel_xz(void) { o->oVelX = o->oForwardVel * sins(o->oMoveAngleYaw); o->oVelZ = o->oForwardVel * coss(o->oMoveAngleYaw); } f32 increment_velocity_toward_range(f32 value, f32 center, f32 zeroThreshold, f32 increment) { f32 relative; if ((relative = value - center) > 0) { if (relative < zeroThreshold) { return 0.0f; } else { return -increment; } } else { if (relative > -zeroThreshold) { return 0.0f; } else { return increment; } } } s32 obj_check_if_collided_with_object(struct Object *obj1, struct Object *obj2) { s32 i; for (i = 0; i < obj1->numCollidedObjs; i++) { if (obj1->collidedObjs[i] == obj2) { return TRUE; } } return FALSE; } void cur_obj_set_behavior(const BehaviorScript *behavior) { o->behavior = segmented_to_virtual(behavior); } void obj_set_behavior(struct Object *obj, const BehaviorScript *behavior) { obj->behavior = segmented_to_virtual(behavior); } s32 cur_obj_has_behavior(const BehaviorScript *behavior) { if (o->behavior == segmented_to_virtual(behavior)) { return TRUE; } else { return FALSE; } } s32 obj_has_behavior(struct Object *obj, const BehaviorScript *behavior) { if (obj->behavior == segmented_to_virtual(behavior)) { return TRUE; } else { return FALSE; } } f32 cur_obj_lateral_dist_from_mario_to_home(void) { f32 dist; f32 dx = o->oHomeX - gMarioObject->oPosX; f32 dz = o->oHomeZ - gMarioObject->oPosZ; dist = sqrtf(dx * dx + dz * dz); return dist; } f32 cur_obj_lateral_dist_to_home(void) { f32 dist; f32 dx = o->oHomeX - o->oPosX; f32 dz = o->oHomeZ - o->oPosZ; dist = sqrtf(dx * dx + dz * dz); return dist; } s32 cur_obj_outside_home_square(f32 halfLength) { if (o->oHomeX - halfLength > o->oPosX) { return TRUE; } if (o->oHomeX + halfLength < o->oPosX) { return TRUE; } if (o->oHomeZ - halfLength > o->oPosZ) { return TRUE; } if (o->oHomeZ + halfLength < o->oPosZ) { return TRUE; } return 0; } s32 cur_obj_outside_home_rectangle(f32 minX, f32 maxX, f32 minZ, f32 maxZ) { if (o->oHomeX + minX > o->oPosX) { return TRUE; } if (o->oHomeX + maxX < o->oPosX) { return TRUE; } if (o->oHomeZ + minZ > o->oPosZ) { return TRUE; } if (o->oHomeZ + maxZ < o->oPosZ) { return TRUE; } return FALSE; } void cur_obj_set_pos_to_home(void) { o->oPosX = o->oHomeX; o->oPosY = o->oHomeY; o->oPosZ = o->oHomeZ; } void cur_obj_set_pos_to_home_and_stop(void) { cur_obj_set_pos_to_home(); o->oForwardVel = 0; o->oVelY = 0; } void cur_obj_shake_y(f32 amount) { //! Technically could cause a bit of drift, but not much if (o->oTimer % 2 == 0) { o->oPosY += amount; } else { o->oPosY -= amount; } } void cur_obj_start_cam_event(UNUSED struct Object *obj, s32 cameraEvent) { gPlayerCameraState->cameraEvent = (s16) cameraEvent; gSecondCameraFocus = o; } void set_mario_interact_hoot_if_in_range(UNUSED s32 sp0, UNUSED s32 sp4, f32 sp8) { if (o->oDistanceToMario < sp8) { gMarioObject->oInteractStatus = 1; } } void obj_set_billboard(struct Object *obj) { obj->header.gfx.node.flags |= GRAPH_RENDER_BILLBOARD; } void cur_obj_set_hitbox_radius_and_height(f32 radius, f32 height) { o->hitboxRadius = radius; o->hitboxHeight = height; } void cur_obj_set_hurtbox_radius_and_height(f32 radius, f32 height) { o->hurtboxRadius = radius; o->hurtboxHeight = height; } static void obj_spawn_loot_coins(struct Object *obj, s32 numCoins, f32 sp30, const BehaviorScript *coinBehavior, s16 posJitter, s16 model) { s32 i; f32 spawnHeight; struct Surface *floor; struct Object *coin; spawnHeight = find_floor(obj->oPosX, obj->oPosY, obj->oPosZ, &floor); if (obj->oPosY - spawnHeight > 100.0f) { spawnHeight = obj->oPosY; } for (i = 0; i < numCoins; i++) { if (obj->oNumLootCoins <= 0) { break; } obj->oNumLootCoins--; coin = spawn_object(obj, model, coinBehavior); obj_translate_xz_random(coin, posJitter); coin->oPosY = spawnHeight; coin->oCoinUnk110 = sp30; } } void obj_spawn_loot_blue_coins(struct Object *obj, s32 numCoins, f32 sp28, s16 posJitter) { obj_spawn_loot_coins(obj, numCoins, sp28, bhvBlueCoinJumping, posJitter, MODEL_BLUE_COIN); } void obj_spawn_loot_yellow_coins(struct Object *obj, s32 numCoins, f32 sp28) { obj_spawn_loot_coins(obj, numCoins, sp28, bhvSingleCoinGetsSpawned, 0, MODEL_YELLOW_COIN); } void cur_obj_spawn_loot_coin_at_mario_pos(void) { struct Object *coin; if (o->oNumLootCoins <= 0) { return; } o->oNumLootCoins--; coin = spawn_object(o, MODEL_YELLOW_COIN, bhvSingleCoinGetsSpawned); coin->oVelY = 30.0f; obj_copy_pos(coin, gMarioObject); } f32 cur_obj_abs_y_dist_to_home(void) { f32 dist = o->oHomeY - o->oPosY; if (dist < 0) { dist = -dist; } return dist; } s32 cur_obj_advance_looping_anim() { s32 spC = o->header.gfx.unk38.animFrame; s32 sp8 = o->header.gfx.unk38.curAnim->unk08; s32 sp4; if (spC < 0) { spC = 0; } else if (sp8 - 1 == spC) { spC = 0; } else { spC++; } sp4 = (spC << 16) / sp8; return sp4; } static s32 cur_obj_detect_steep_floor(s16 steepAngleDegrees) { struct Surface *intendedFloor; f32 intendedX, intendedFloorHeight, intendedZ; f32 deltaFloorHeight; f32 steepNormalY = coss((s16)(steepAngleDegrees * (0x10000 / 360))); if (o->oForwardVel != 0) { intendedX = o->oPosX + o->oVelX; intendedZ = o->oPosZ + o->oVelZ; intendedFloorHeight = find_floor(intendedX, o->oPosY, intendedZ, &intendedFloor); deltaFloorHeight = intendedFloorHeight - o->oFloorHeight; if (intendedFloorHeight < -10000.0f) { o->oWallAngle = o->oMoveAngleYaw + 0x8000; return 2; } else if (intendedFloor->normal.y < steepNormalY && deltaFloorHeight > 0 && intendedFloorHeight > o->oPosY) { o->oWallAngle = atan2s(intendedFloor->normal.z, intendedFloor->normal.x); return 1; } else { return 0; } } return 0; } s32 cur_obj_resolve_wall_collisions(void) { s32 numCollisions; struct Surface *wall; struct WallCollisionData collisionData; f32 offsetY = 10.0f; f32 radius = o->oWallHitboxRadius; if (radius > 0.1L) { collisionData.offsetY = offsetY; collisionData.radius = radius; collisionData.x = (s16) o->oPosX; collisionData.y = (s16) o->oPosY; collisionData.z = (s16) o->oPosZ; numCollisions = find_wall_collisions(&collisionData); if (numCollisions != 0) { o->oPosX = collisionData.x; o->oPosY = collisionData.y; o->oPosZ = collisionData.z; wall = collisionData.walls[collisionData.numWalls - 1]; o->oWallAngle = atan2s(wall->normal.z, wall->normal.x); if (abs_angle_diff(o->oWallAngle, o->oMoveAngleYaw) > 0x4000) { return 1; } else { return 0; } } } return 0; } static void cur_obj_update_floor(void) { struct Surface *floor = cur_obj_update_floor_height_and_get_floor(); o->oFloor = floor; if (floor != NULL) { if (floor->type == SURFACE_BURNING) { o->oMoveFlags |= OBJ_MOVE_ABOVE_LAVA; } #ifndef VERSION_JP else if (floor->type == SURFACE_DEATH_PLANE) { //! This misses SURFACE_VERTICAL_WIND (and maybe SURFACE_WARP) o->oMoveFlags |= OBJ_MOVE_ABOVE_DEATH_BARRIER; } #endif o->oFloorType = floor->type; o->oFloorRoom = floor->room; } else { o->oFloorType = 0; o->oFloorRoom = 0; } } static void cur_obj_update_floor_and_resolve_wall_collisions(s16 steepSlopeDegrees) { #ifdef VERSION_JP o->oMoveFlags &= ~OBJ_MOVE_ABOVE_LAVA; #else o->oMoveFlags &= ~(OBJ_MOVE_ABOVE_LAVA | OBJ_MOVE_ABOVE_DEATH_BARRIER); #endif if (o->activeFlags & (ACTIVE_FLAG_FAR_AWAY | ACTIVE_FLAG_IN_DIFFERENT_ROOM)) { cur_obj_update_floor(); o->oMoveFlags &= ~OBJ_MOVE_MASK_HIT_WALL_OR_IN_WATER; if (o->oPosY > o->oFloorHeight) { o->oMoveFlags |= OBJ_MOVE_IN_AIR; } } else { o->oMoveFlags &= ~OBJ_MOVE_HIT_WALL; if (cur_obj_resolve_wall_collisions()) { o->oMoveFlags |= OBJ_MOVE_HIT_WALL; } cur_obj_update_floor(); if (o->oPosY > o->oFloorHeight) { o->oMoveFlags |= OBJ_MOVE_IN_AIR; } if (cur_obj_detect_steep_floor(steepSlopeDegrees)) { o->oMoveFlags |= OBJ_MOVE_HIT_WALL; } } } void cur_obj_update_floor_and_walls(void) { cur_obj_update_floor_and_resolve_wall_collisions(60); } void cur_obj_move_standard(s16 steepSlopeAngleDegrees) { f32 gravity = o->oGravity; f32 bounciness = o->oBounciness; f32 buoyancy = o->oBuoyancy; f32 dragStrength = o->oDragStrength; f32 steepSlopeNormalY; s32 careAboutEdgesAndSteepSlopes = FALSE; s32 negativeSpeed = FALSE; //! Because some objects allow these active flags to be set but don't // avoid updating when they are, we end up with "partial" updates, where // an object's internal state will be updated, but it doesn't move. // This allows numerous glitches and is typically referred to as // deactivation (though this term has a different meaning in the code). // Objects that do this will be marked with //PARTIAL_UPDATE. if (!(o->activeFlags & (ACTIVE_FLAG_FAR_AWAY | ACTIVE_FLAG_IN_DIFFERENT_ROOM))) { if (steepSlopeAngleDegrees < 0) { // clang-format off careAboutEdgesAndSteepSlopes = TRUE; steepSlopeAngleDegrees = -steepSlopeAngleDegrees; // clang-format on } steepSlopeNormalY = coss(steepSlopeAngleDegrees * (0x10000 / 360)); cur_obj_compute_vel_xz(); cur_obj_apply_drag_xz(dragStrength); cur_obj_move_xz(steepSlopeNormalY, careAboutEdgesAndSteepSlopes); cur_obj_move_y(gravity, bounciness, buoyancy); if (o->oForwardVel < 0) { negativeSpeed = TRUE; } o->oForwardVel = sqrtf(sqr(o->oVelX) + sqr(o->oVelZ)); if (negativeSpeed == TRUE) { o->oForwardVel = -o->oForwardVel; } } } static s32 cur_obj_within_12k_bounds(void) { if (o->oPosX < -12000.0f || 12000.0f < o->oPosX) { return FALSE; } if (o->oPosY < -12000.0f || 12000.0f < o->oPosY) { return FALSE; } if (o->oPosZ < -12000.0f || 12000.0f < o->oPosZ) { return FALSE; } return TRUE; } void cur_obj_move_using_vel_and_gravity(void) { if (cur_obj_within_12k_bounds()) { o->oPosX += o->oVelX; o->oPosZ += o->oVelZ; o->oVelY += o->oGravity; //! No terminal velocity o->oPosY += o->oVelY; } } void cur_obj_move_using_fvel_and_gravity(void) { cur_obj_compute_vel_xz(); cur_obj_move_using_vel_and_gravity(); //! No terminal velocity } void obj_set_pos_relative(struct Object *obj, struct Object *other, f32 dleft, f32 dy, f32 dforward) { f32 facingZ = coss(other->oMoveAngleYaw); f32 facingX = sins(other->oMoveAngleYaw); f32 dz = dforward * facingZ - dleft * facingX; f32 dx = dforward * facingX + dleft * facingZ; obj->oMoveAngleYaw = other->oMoveAngleYaw; obj->oPosX = other->oPosX + dx; obj->oPosY = other->oPosY + dy; obj->oPosZ = other->oPosZ + dz; } s16 cur_obj_angle_to_home(void) { s16 angle; f32 dx = o->oHomeX - o->oPosX; f32 dz = o->oHomeZ - o->oPosZ; angle = atan2s(dz, dx); return angle; } void obj_set_gfx_pos_at_obj_pos(struct Object *a0, struct Object *a1) { a0->header.gfx.pos[0] = a1->oPosX; a0->header.gfx.pos[1] = a1->oPosY + a1->oGraphYOffset; a0->header.gfx.pos[2] = a1->oPosZ; a0->header.gfx.angle[0] = a1->oMoveAnglePitch & 0xFFFF; a0->header.gfx.angle[1] = a1->oMoveAngleYaw & 0xFFFF; a0->header.gfx.angle[2] = a1->oMoveAngleRoll & 0xFFFF; } /** * Transform the vector at localTranslateIndex into the object's local * coordinates, and then add it to the vector at posIndex. */ void obj_translate_local(struct Object *obj, s16 posIndex, s16 localTranslateIndex) { f32 dx = obj->rawData.asF32[localTranslateIndex + 0]; f32 dy = obj->rawData.asF32[localTranslateIndex + 1]; f32 dz = obj->rawData.asF32[localTranslateIndex + 2]; obj->rawData.asF32[posIndex + 0] += obj->transform[0][0] * dx + obj->transform[1][0] * dy + obj->transform[2][0] * dz; obj->rawData.asF32[posIndex + 1] += obj->transform[0][1] * dx + obj->transform[1][1] * dy + obj->transform[2][1] * dz; obj->rawData.asF32[posIndex + 2] += obj->transform[0][2] * dx + obj->transform[1][2] * dy + obj->transform[2][2] * dz; } void obj_build_transform_from_pos_and_angle(struct Object *obj, s16 posIndex, s16 angleIndex) { f32 translate[3]; s16 rotation[3]; translate[0] = obj->rawData.asF32[posIndex + 0]; translate[1] = obj->rawData.asF32[posIndex + 1]; translate[2] = obj->rawData.asF32[posIndex + 2]; rotation[0] = obj->rawData.asS32[angleIndex + 0]; rotation[1] = obj->rawData.asS32[angleIndex + 1]; rotation[2] = obj->rawData.asS32[angleIndex + 2]; mtxf_rotate_zxy_and_translate(obj->transform, translate, rotation); } void obj_set_throw_matrix_from_transform(struct Object *obj) { if (obj->oFlags & OBJ_FLAG_0020) { obj_build_transform_from_pos_and_angle(obj, O_POS_INDEX, O_FACE_ANGLE_INDEX); obj_apply_scale_to_transform(obj); } obj->header.gfx.throwMatrix = obj->transform; //! Sets scale of gCurrentObject instead of obj. Not exploitable since this // function is only called with obj = gCurrentObject cur_obj_scale(1.0f); } void obj_build_transform_relative_to_parent(struct Object *obj) { struct Object *parent = obj->parentObj; obj_build_transform_from_pos_and_angle(obj, O_PARENT_RELATIVE_POS_INDEX, O_FACE_ANGLE_INDEX); obj_apply_scale_to_transform(obj); mtxf_mul(obj->transform, obj->transform, parent->transform); obj->oPosX = obj->transform[3][0]; obj->oPosY = obj->transform[3][1]; obj->oPosZ = obj->transform[3][2]; obj->header.gfx.throwMatrix = obj->transform; //! Sets scale of gCurrentObject instead of obj. Not exploitable since this // function is only called with obj = gCurrentObject cur_obj_scale(1.0f); } void obj_create_transform_from_self(struct Object *a0) { a0->oFlags &= ~OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT; a0->oFlags |= OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM; a0->transform[3][0] = a0->oPosX; a0->transform[3][1] = a0->oPosY; a0->transform[3][2] = a0->oPosZ; } void cur_obj_rotate_move_angle_using_vel(void) { o->oMoveAnglePitch += o->oAngleVelPitch; o->oMoveAngleYaw += o->oAngleVelYaw; o->oMoveAngleRoll += o->oAngleVelRoll; } void cur_obj_rotate_face_angle_using_vel(void) { o->oFaceAnglePitch += o->oAngleVelPitch; o->oFaceAngleYaw += o->oAngleVelYaw; o->oFaceAngleRoll += o->oAngleVelRoll; } void cur_obj_set_face_angle_to_move_angle(void) { o->oFaceAnglePitch = o->oMoveAnglePitch; o->oFaceAngleYaw = o->oMoveAngleYaw; o->oFaceAngleRoll = o->oMoveAngleRoll; } s32 cur_obj_follow_path(UNUSED s32 unusedArg) { struct Waypoint *startWaypoint; struct Waypoint *lastWaypoint; struct Waypoint *targetWaypoint; f32 prevToNextX, prevToNextY, prevToNextZ; UNUSED s32 sp2C; f32 objToNextXZ; f32 objToNextX, objToNextY, objToNextZ; if (o->oPathedPrevWaypointFlags == 0) { o->oPathedPrevWaypoint = o->oPathedStartWaypoint; o->oPathedPrevWaypointFlags = WAYPOINT_FLAGS_INITIALIZED; } startWaypoint = o->oPathedStartWaypoint; lastWaypoint = o->oPathedPrevWaypoint; if ((lastWaypoint + 1)->flags != WAYPOINT_FLAGS_END) { targetWaypoint = lastWaypoint + 1; } else { targetWaypoint = startWaypoint; } o->oPathedPrevWaypointFlags = lastWaypoint->flags | WAYPOINT_FLAGS_INITIALIZED; prevToNextX = targetWaypoint->pos[0] - lastWaypoint->pos[0]; prevToNextY = targetWaypoint->pos[1] - lastWaypoint->pos[1]; prevToNextZ = targetWaypoint->pos[2] - lastWaypoint->pos[2]; objToNextX = targetWaypoint->pos[0] - o->oPosX; objToNextY = targetWaypoint->pos[1] - o->oPosY; objToNextZ = targetWaypoint->pos[2] - o->oPosZ; objToNextXZ = sqrtf(sqr(objToNextX) + sqr(objToNextZ)); o->oPathedTargetYaw = atan2s(objToNextZ, objToNextX); o->oPathedTargetPitch = atan2s(objToNextXZ, -objToNextY); // If dot(prevToNext, objToNext) <= 0 (i.e. reached other side of target waypoint) if (prevToNextX * objToNextX + prevToNextY * objToNextY + prevToNextZ * objToNextZ <= 0.0f) { o->oPathedPrevWaypoint = targetWaypoint; if ((targetWaypoint + 1)->flags == WAYPOINT_FLAGS_END) { return PATH_REACHED_END; } else { return PATH_REACHED_WAYPOINT; } } return PATH_NONE; } void chain_segment_init(struct ChainSegment *segment) { segment->posX = 0.0f; segment->posY = 0.0f; segment->posZ = 0.0f; segment->pitch = 0; segment->yaw = 0; segment->roll = 0; } f32 random_f32_around_zero(f32 diameter) { return random_float() * diameter - diameter / 2; } void obj_scale_random(struct Object *obj, f32 rangeLength, f32 minScale) { f32 scale = random_float() * rangeLength + minScale; obj_scale_xyz(obj, scale, scale, scale); } void obj_translate_xyz_random(struct Object *obj, f32 rangeLength) { obj->oPosX += random_float() * rangeLength - rangeLength * 0.5f; obj->oPosY += random_float() * rangeLength - rangeLength * 0.5f; obj->oPosZ += random_float() * rangeLength - rangeLength * 0.5f; } void obj_translate_xz_random(struct Object *obj, f32 rangeLength) { obj->oPosX += random_float() * rangeLength - rangeLength * 0.5f; obj->oPosZ += random_float() * rangeLength - rangeLength * 0.5f; } static void obj_build_vel_from_transform(struct Object *a0) { f32 spC = a0->oUnkC0; f32 sp8 = a0->oUnkBC; f32 sp4 = a0->oForwardVel; a0->oVelX = a0->transform[0][0] * spC + a0->transform[1][0] * sp8 + a0->transform[2][0] * sp4; a0->oVelY = a0->transform[0][1] * spC + a0->transform[1][1] * sp8 + a0->transform[2][1] * sp4; a0->oVelZ = a0->transform[0][2] * spC + a0->transform[1][2] * sp8 + a0->transform[2][2] * sp4; } void cur_obj_set_pos_via_transform(void) { obj_build_transform_from_pos_and_angle(o, O_PARENT_RELATIVE_POS_INDEX, O_MOVE_ANGLE_INDEX); obj_build_vel_from_transform(o); o->oPosX += o->oVelX; o->oPosY += o->oVelY; o->oPosZ += o->oVelZ; } s16 cur_obj_reflect_move_angle_off_wall(void) { s16 angle = o->oWallAngle - ((s16) o->oMoveAngleYaw - (s16) o->oWallAngle) + 0x8000; return angle; } void cur_obj_spawn_particles(struct SpawnParticlesInfo *info) { struct Object *particle; s32 i; f32 scale; s32 numParticles = info->count; // If there are a lot of objects already, limit the number of particles if (gPrevFrameObjectCount > 150 && numParticles > 10) { numParticles = 10; } // We're close to running out of object slots, so don't spawn particles at // all if (gPrevFrameObjectCount > 210) { numParticles = 0; } for (i = 0; i < numParticles; i++) { scale = random_float() * (info->sizeRange * 0.1f) + info->sizeBase * 0.1f; particle = spawn_object(o, info->model, bhvWhitePuffExplosion); particle->oBehParams2ndByte = info->behParam; particle->oMoveAngleYaw = random_u16(); particle->oGravity = info->gravity; particle->oDragStrength = info->dragStrength; particle->oPosY += info->offsetY; particle->oForwardVel = random_float() * info->forwardVelRange + info->forwardVelBase; particle->oVelY = random_float() * info->velYRange + info->velYBase; obj_scale_xyz(particle, scale, scale, scale); } } void obj_set_hitbox(struct Object *obj, struct ObjectHitbox *hitbox) { if (!(obj->oFlags & OBJ_FLAG_30)) { obj->oFlags |= OBJ_FLAG_30; obj->oInteractType = hitbox->interactType; obj->oDamageOrCoinValue = hitbox->damageOrCoinValue; obj->oHealth = hitbox->health; obj->oNumLootCoins = hitbox->numLootCoins; cur_obj_become_tangible(); } obj->hitboxRadius = obj->header.gfx.scale[0] * hitbox->radius; obj->hitboxHeight = obj->header.gfx.scale[1] * hitbox->height; obj->hurtboxRadius = obj->header.gfx.scale[0] * hitbox->hurtboxRadius; obj->hurtboxHeight = obj->header.gfx.scale[1] * hitbox->hurtboxHeight; obj->hitboxDownOffset = obj->header.gfx.scale[1] * hitbox->downOffset; } s32 signum_positive(s32 x) { if (x >= 0) { return 1; } else { return -1; } } f32 absf(f32 x) { if (x >= 0) { return x; } else { return -x; } } s32 absi(s32 a0) { if (a0 >= 0) { return a0; } else { return -a0; } } s32 cur_obj_wait_then_blink(s32 timeUntilBlinking, s32 numBlinks) { s32 done = FALSE; s32 timeBlinking; if (o->oTimer >= timeUntilBlinking) { if ((timeBlinking = o->oTimer - timeUntilBlinking) % 2 != 0) { o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE; if (timeBlinking / 2 > numBlinks) { done = TRUE; } } else { o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; } } return done; } s32 cur_obj_is_mario_ground_pounding_platform(void) { if (gMarioObject->platform == o) { if (gMarioStates[0].action == ACT_GROUND_POUND_LAND) { return TRUE; } } return FALSE; } void spawn_mist_particles(void) { spawn_mist_particles_variable(0, 0, 46.0f); } void spawn_mist_particles_with_sound(u32 sp18) { spawn_mist_particles_variable(0, 0, 46.0f); create_sound_spawner(sp18); } void cur_obj_push_mario_away(f32 radius) { f32 marioRelX = gMarioObject->oPosX - o->oPosX; f32 marioRelZ = gMarioObject->oPosZ - o->oPosZ; f32 marioDist = sqrtf(sqr(marioRelX) + sqr(marioRelZ)); if (marioDist < radius) { //! If this function pushes mario out of bounds, it will trigger mario's // oob failsafe gMarioStates[0].pos[0] += (radius - marioDist) / radius * marioRelX; gMarioStates[0].pos[2] += (radius - marioDist) / radius * marioRelZ; } } void cur_obj_push_mario_away_from_cylinder(f32 radius, f32 extentY) { f32 marioRelY = gMarioObject->oPosY - o->oPosY; if (marioRelY < 0) { marioRelY = -marioRelY; } if (marioRelY < extentY) { cur_obj_push_mario_away(radius); } } void bhv_dust_smoke_loop(void) { o->oPosX += o->oVelX; o->oPosY += o->oVelY; o->oPosZ += o->oVelZ; if (o->oSmokeTimer == 10) { obj_mark_for_deletion(o); } o->oSmokeTimer++; } static void stub_obj_helpers_2(void) { } s32 cur_obj_set_direction_table(s8 *a0) { o->oToxBoxUnk1AC = a0; o->oToxBoxUnk1B0 = 0; return *(s8 *) o->oToxBoxUnk1AC; } s32 cur_obj_progress_direction_table(void) { s8 spF; s8 *sp8 = o->oToxBoxUnk1AC; s32 sp4 = o->oToxBoxUnk1B0 + 1; if (sp8[sp4] != -1) { spF = sp8[sp4]; o->oToxBoxUnk1B0++; } else { spF = sp8[0]; o->oToxBoxUnk1B0 = 0; } return spF; } void stub_obj_helpers_3(UNUSED s32 sp0, UNUSED s32 sp4) { } void cur_obj_scale_over_time(s32 a0, s32 a1, f32 sp10, f32 sp14) { f32 sp4 = sp14 - sp10; f32 sp0 = (f32) o->oTimer / a1; if (a0 & 0x01) { o->header.gfx.scale[0] = sp4 * sp0 + sp10; } if (a0 & 0x02) { o->header.gfx.scale[1] = sp4 * sp0 + sp10; } if (a0 & 0x04) { o->header.gfx.scale[2] = sp4 * sp0 + sp10; } } void cur_obj_set_pos_to_home_with_debug(void) { o->oPosX = o->oHomeX + gDebugInfo[5][0]; o->oPosY = o->oHomeY + gDebugInfo[5][1]; o->oPosZ = o->oHomeZ + gDebugInfo[5][2]; cur_obj_scale(gDebugInfo[5][3] / 100.0f + 1.0l); } void stub_obj_helpers_4(void) { } s32 cur_obj_is_mario_on_platform(void) { if (gMarioObject->platform == o) { return TRUE; } else { return FALSE; } } s32 cur_obj_shake_y_until(s32 cycles, s32 amount) { if (o->oTimer % 2 != 0) { o->oPosY -= amount; } else { o->oPosY += amount; } if (o->oTimer == cycles * 2) { return TRUE; } else { return FALSE; } } s32 cur_obj_move_up_and_down(s32 a0) { if (a0 >= 4 || a0 < 0) { return 1; } o->oPosY += D_8032F0A0[a0]; return 0; } void cur_obj_call_action_function(void (*actionFunctions[])(void)) { void (*actionFunction)(void) = actionFunctions[o->oAction]; actionFunction(); } static struct Object *spawn_star_with_no_lvl_exit(s32 sp20, s32 sp24) { struct Object *sp1C = spawn_object(o, MODEL_STAR, bhvSpawnedStarNoLevelExit); sp1C->oSparkleSpawnUnk1B0 = sp24; sp1C->oBehParams = o->oBehParams; sp1C->oBehParams2ndByte = sp20; return sp1C; } // old unused initializer for 2d star spawn behavior. // speculation: was 2d spawn handler from spaceworld 1995. // uses behavior parameters not used in the current sparkle code. void spawn_base_star_with_no_lvl_exit(void) { spawn_star_with_no_lvl_exit(0, 0); } s32 bit_shift_left(s32 a0) { return D_8032F0A4[a0]; } s32 cur_obj_mario_far_away(void) { f32 dx = o->oHomeX - gMarioObject->oPosX; f32 dy = o->oHomeY - gMarioObject->oPosY; f32 dz = o->oHomeZ - gMarioObject->oPosZ; f32 marioDistToHome = sqrtf(dx * dx + dy * dy + dz * dz); if (o->oDistanceToMario > 2000.0f && marioDistToHome > 2000.0f) { return TRUE; } else { return FALSE; } } s32 is_mario_moving_fast_or_in_air(s32 speedThreshold) { if (gMarioStates[0].forwardVel > speedThreshold) { return TRUE; } if (gMarioStates[0].action & ACT_FLAG_AIR) { return TRUE; } else { return FALSE; } } s32 is_item_in_array(s8 item, s8 *array) { while (*array != -1) { if (*array == item) { return TRUE; } array++; } return FALSE; } static void stub_obj_helpers_5(void) { } void bhv_init_room(void) { struct Surface *floor; f32 floorHeight; if (is_item_in_array(gCurrLevelNum, sLevelsWithRooms)) { floorHeight = find_floor(o->oPosX, o->oPosY, o->oPosZ, &floor); if (floor != NULL) { if (floor->room != 0) { o->oRoom = floor->room; } else { // Floor probably belongs to a platform object. Try looking // underneath it find_floor(o->oPosX, floorHeight - 100.0f, o->oPosZ, &floor); if (floor != NULL) { //! Technically possible that the room could still be 0 here o->oRoom = floor->room; } } } } else { o->oRoom = -1; } } void cur_obj_enable_rendering_if_mario_in_room(void) { register s32 marioInRoom; if (o->oRoom != -1 && gMarioCurrentRoom != 0) { if (gMarioCurrentRoom == o->oRoom) { marioInRoom = TRUE; } else if (gDoorAdjacentRooms[gMarioCurrentRoom][0] == o->oRoom) { marioInRoom = TRUE; } else if (gDoorAdjacentRooms[gMarioCurrentRoom][1] == o->oRoom) { marioInRoom = TRUE; } else { marioInRoom = FALSE; } if (marioInRoom) { cur_obj_enable_rendering(); o->activeFlags &= ~ACTIVE_FLAG_IN_DIFFERENT_ROOM; gNumRoomedObjectsInMarioRoom++; } else { cur_obj_disable_rendering(); o->activeFlags |= ACTIVE_FLAG_IN_DIFFERENT_ROOM; gNumRoomedObjectsNotInMarioRoom++; } } } s32 cur_obj_set_hitbox_and_die_if_attacked(struct ObjectHitbox *hitbox, s32 deathSound, s32 noLootCoins) { s32 interacted = FALSE; obj_set_hitbox(o, hitbox); if (noLootCoins) { o->oNumLootCoins = 0; } if (o->oInteractStatus & INT_STATUS_INTERACTED) { if (o->oInteractStatus & INT_STATUS_WAS_ATTACKED) { spawn_mist_particles(); obj_spawn_loot_yellow_coins(o, o->oNumLootCoins, 20.0f); obj_mark_for_deletion(o); create_sound_spawner(deathSound); } else { interacted = TRUE; } } o->oInteractStatus = 0; return interacted; } void obj_explode_and_spawn_coins(f32 sp18, s32 sp1C) { spawn_mist_particles_variable(0, 0, sp18); spawn_triangle_break_particles(30, 138, 3.0f, 4); obj_mark_for_deletion(o); if (sp1C == 1) { obj_spawn_loot_yellow_coins(o, o->oNumLootCoins, 20.0f); } else if (sp1C == 2) { obj_spawn_loot_blue_coins(o, o->oNumLootCoins, 20.0f, 150); } } void obj_set_collision_data(struct Object *obj, const void *segAddr) { obj->collisionData = segmented_to_virtual(segAddr); } void cur_obj_if_hit_wall_bounce_away(void) { if (o->oMoveFlags & OBJ_MOVE_HIT_WALL) { o->oMoveAngleYaw = o->oWallAngle; } } s32 cur_obj_hide_if_mario_far_away_y(f32 distY) { if (absf(o->oPosY - gMarioObject->oPosY) < distY) { cur_obj_unhide(); return FALSE; } else { cur_obj_hide(); return TRUE; } } Gfx *geo_offset_klepto_held_object(s32 run, struct GraphNode *node, UNUSED f32 mtx[4][4]) { if (run == TRUE) { ((struct GraphNodeTranslationRotation *) node->next)->translation[0] = 300; ((struct GraphNodeTranslationRotation *) node->next)->translation[1] = 300; ((struct GraphNodeTranslationRotation *) node->next)->translation[2] = 0; } return NULL; } s32 geo_offset_klepto_debug(s32 a0, struct GraphNode *a1, UNUSED s32 sp8) { if (a0 == 1) { ((struct GraphNode_802A45E4 *) a1->next)->unk18 = gDebugInfo[4][0]; ((struct GraphNode_802A45E4 *) a1->next)->unk1A = gDebugInfo[4][1]; ((struct GraphNode_802A45E4 *) a1->next)->unk1C = gDebugInfo[4][2]; ((struct GraphNode_802A45E4 *) a1->next)->unk1E = gDebugInfo[4][3]; ((struct GraphNode_802A45E4 *) a1->next)->unk20 = gDebugInfo[4][4]; ((struct GraphNode_802A45E4 *) a1->next)->unk22 = gDebugInfo[4][5]; } return 0; } s32 obj_is_hidden(struct Object *obj) { if (obj->header.gfx.node.flags & GRAPH_RENDER_INVISIBLE) { return TRUE; } else { return FALSE; } } void enable_time_stop(void) { gTimeStopState |= TIME_STOP_ENABLED; } void disable_time_stop(void) { gTimeStopState &= ~TIME_STOP_ENABLED; } void set_time_stop_flags(s32 flag) { gTimeStopState |= flag; } void clear_time_stop_flags(s32 flag) { gTimeStopState = gTimeStopState & (flag ^ 0xFFFFFFFF); } s32 cur_obj_can_mario_activate_textbox(f32 radius, f32 height, UNUSED s32 unused) { f32 latDistToMario; UNUSED s16 angleFromMario; if (o->oDistanceToMario < 1500.0f) { latDistToMario = lateral_dist_between_objects(o, gMarioObject); angleFromMario = obj_angle_to_object(gMarioObject, o); if (latDistToMario < radius && o->oPosY < gMarioObject->oPosY + 160.0f && gMarioObject->oPosY < o->oPosY + height && !(gMarioStates[0].action & ACT_FLAG_AIR) && mario_ready_to_speak()) { return TRUE; } } return FALSE; } s32 cur_obj_can_mario_activate_textbox_2(f32 radius, f32 height) { // The last argument here is unused. When this function is called directly the argument is always set to 0x7FFF. return cur_obj_can_mario_activate_textbox(radius, height, 0x1000); } static void cur_obj_end_dialog(s32 dialogFlags, s32 dialogResult) { o->oDialogResponse = dialogResult; o->oDialogState++; if (!(dialogFlags & DIALOG_UNK1_FLAG_4)) { set_mario_npc_dialog(0); } } s32 cur_obj_update_dialog(s32 actionArg, s32 dialogFlags, s32 dialogID, UNUSED s32 unused) { s32 dialogResponse = 0; UNUSED s32 doneTurning = TRUE; switch (o->oDialogState) { #ifdef VERSION_JP case DIALOG_UNK1_ENABLE_TIME_STOP: //! We enable time stop even if mario is not ready to speak. This // allows us to move during time stop as long as mario never enters // an action that can be interrupted with text. if (gMarioState->health >= 0x100) { gTimeStopState |= TIME_STOP_ENABLED; o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP; o->oDialogState++; } break; #else case DIALOG_UNK1_ENABLE_TIME_STOP: // Patched :( // Wait for mario to be ready to speak, and then enable time stop if (mario_ready_to_speak() || gMarioState->action == ACT_READING_NPC_DIALOG) { gTimeStopState |= TIME_STOP_ENABLED; o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP; o->oDialogState++; } else { break; } // Fall through so that mario's action is interrupted immediately // after time is stopped #endif case DIALOG_UNK1_INTERRUPT_MARIO_ACTION: if (set_mario_npc_dialog(actionArg) == 2) { o->oDialogState++; } break; case DIALOG_UNK1_BEGIN_DIALOG: if (dialogFlags & DIALOG_UNK1_FLAG_RESPONSE) { create_dialog_box_with_response(dialogID); } else if (dialogFlags & DIALOG_UNK1_FLAG_DEFAULT) { create_dialog_box(dialogID); } o->oDialogState++; break; case DIALOG_UNK1_AWAIT_DIALOG: if (dialogFlags & DIALOG_UNK1_FLAG_RESPONSE) { if (gDialogResponse != 0) { cur_obj_end_dialog(dialogFlags, gDialogResponse); } } else if (dialogFlags & DIALOG_UNK1_FLAG_DEFAULT) { if (get_dialog_id() == -1) { cur_obj_end_dialog(dialogFlags, 3); } } else { cur_obj_end_dialog(dialogFlags, 3); } break; case DIALOG_UNK1_DISABLE_TIME_STOP: if (gMarioState->action != ACT_READING_NPC_DIALOG || (dialogFlags & DIALOG_UNK1_FLAG_4)) { gTimeStopState &= ~TIME_STOP_ENABLED; o->activeFlags &= ~ACTIVE_FLAG_INITIATED_TIME_STOP; dialogResponse = o->oDialogResponse; o->oDialogState = DIALOG_UNK1_ENABLE_TIME_STOP; } break; default: o->oDialogState = DIALOG_UNK1_ENABLE_TIME_STOP; break; } return dialogResponse; } s32 cur_obj_update_dialog_with_cutscene(s32 actionArg, s32 dialogFlags, s32 cutsceneTable, s32 dialogID) { s32 dialogResponse = 0; s32 doneTurning = TRUE; switch (o->oDialogState) { #ifdef VERSION_JP case DIALOG_UNK2_ENABLE_TIME_STOP: //! We enable time stop even if mario is not ready to speak. This // allows us to move during time stop as long as mario never enters // an action that can be interrupted with text. if (gMarioState->health >= 0x0100) { gTimeStopState |= TIME_STOP_ENABLED; o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP; o->oDialogState++; o->oDialogResponse = 0; } break; #else case DIALOG_UNK2_ENABLE_TIME_STOP: // Wait for mario to be ready to speak, and then enable time stop if (mario_ready_to_speak() || gMarioState->action == ACT_READING_NPC_DIALOG) { gTimeStopState |= TIME_STOP_ENABLED; o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP; o->oDialogState++; o->oDialogResponse = 0; } else { break; } // Fall through so that mario's action is interrupted immediately // after time is stopped #endif case DIALOG_UNK2_TURN_AND_INTERRUPT_MARIO_ACTION: if (dialogFlags & DIALOG_UNK2_FLAG_0) { doneTurning = cur_obj_rotate_yaw_toward(obj_angle_to_object(o, gMarioObject), 0x800); if (o->oDialogResponse >= 0x21) { doneTurning = TRUE; } } if (set_mario_npc_dialog(actionArg) == 2 && doneTurning) { o->oDialogResponse = 0; o->oDialogState++; } else { o->oDialogResponse++; } break; case DIALOG_UNK2_AWAIT_DIALOG: if (cutsceneTable == CUTSCENE_CAP_SWITCH_PRESS) { if ((o->oDialogResponse = cutscene_object_without_dialog(cutsceneTable, o)) != 0) { o->oDialogState++; } } else { if ((o->oDialogResponse = cutscene_object_with_dialog(cutsceneTable, o, dialogID)) != 0) { o->oDialogState++; } } break; case DIALOG_UNK2_END_DIALOG: if (dialogFlags & DIALOG_UNK2_LEAVE_TIME_STOP_ENABLED) { dialogResponse = o->oDialogResponse; o->oDialogState = DIALOG_UNK2_ENABLE_TIME_STOP; } else if (gMarioState->action != ACT_READING_NPC_DIALOG) { gTimeStopState &= ~TIME_STOP_ENABLED; o->activeFlags &= ~ACTIVE_FLAG_INITIATED_TIME_STOP; dialogResponse = o->oDialogResponse; o->oDialogState = DIALOG_UNK2_ENABLE_TIME_STOP; } else { set_mario_npc_dialog(0); } break; } return dialogResponse; } s32 cur_obj_has_model(u16 modelID) { if (o->header.gfx.sharedChild == gLoadedGraphNodes[modelID]) { return TRUE; } else { return FALSE; } } void cur_obj_align_gfx_with_floor(void) { struct Surface *floor; Vec3f floorNormal; Vec3f position; position[0] = o->oPosX; position[1] = o->oPosY; position[2] = o->oPosZ; find_floor(position[0], position[1], position[2], &floor); if (floor != NULL) { floorNormal[0] = floor->normal.x; floorNormal[1] = floor->normal.y; floorNormal[2] = floor->normal.z; mtxf_align_terrain_normal(o->transform, floorNormal, position, o->oFaceAngleYaw); o->header.gfx.throwMatrix = o->transform; } } s32 mario_is_within_rectangle(s16 minX, s16 maxX, s16 minZ, s16 maxZ) { if (gMarioObject->oPosX < minX || maxX < gMarioObject->oPosX) { return FALSE; } if (gMarioObject->oPosZ < minZ || maxZ < gMarioObject->oPosZ) { return FALSE; } return TRUE; } void cur_obj_shake_screen(s32 shake) { set_camera_shake_from_point(shake, o->oPosX, o->oPosY, o->oPosZ); } s32 obj_attack_collided_from_other_object(struct Object *obj) { s32 numCollidedObjs; struct Object *other; s32 touchedOtherObject = FALSE; numCollidedObjs = obj->numCollidedObjs; if (numCollidedObjs != 0) { other = obj->collidedObjs[0]; if (other != gMarioObject) { other->oInteractStatus |= ATTACK_PUNCH | INT_STATUS_WAS_ATTACKED | INT_STATUS_INTERACTED | INT_STATUS_TOUCHED_BOB_OMB; touchedOtherObject = TRUE; } } return touchedOtherObject; } s32 cur_obj_was_attacked_or_ground_pounded(void) { s32 attacked = FALSE; if ((o->oInteractStatus & INT_STATUS_INTERACTED) && (o->oInteractStatus & INT_STATUS_WAS_ATTACKED)) { attacked = TRUE; } if (cur_obj_is_mario_ground_pounding_platform()) { attacked = TRUE; } o->oInteractStatus = 0; return attacked; } void obj_copy_behavior_params(struct Object *dst, struct Object *src) { dst->oBehParams = src->oBehParams; dst->oBehParams2ndByte = src->oBehParams2ndByte; } void cur_obj_init_animation_and_anim_frame(s32 animIndex, s32 animFrame) { cur_obj_init_animation_with_sound(animIndex); o->header.gfx.unk38.animFrame = animFrame; } s32 cur_obj_init_animation_and_check_if_near_end(s32 animIndex) { cur_obj_init_animation_with_sound(animIndex); return cur_obj_check_if_near_animation_end(); } void cur_obj_init_animation_and_extend_if_at_end(s32 animIndex) { cur_obj_init_animation_with_sound(animIndex); cur_obj_extend_animation_if_at_end(); } s32 cur_obj_check_grabbed_mario(void) { if (o->oInteractStatus & INT_STATUS_GRABBED_MARIO) { o->oKingBobombUnk88 = 1; cur_obj_become_intangible(); return TRUE; } return FALSE; } s32 player_performed_grab_escape_action(void) { static s32 grabReleaseState; s32 result = FALSE; if (gPlayer1Controller->stickMag < 30.0f) { grabReleaseState = 0; } if (grabReleaseState == 0 && gPlayer1Controller->stickMag > 40.0f) { grabReleaseState = 1; result = TRUE; } if (gPlayer1Controller->buttonPressed & A_BUTTON) { result = TRUE; } return result; } void cur_obj_unused_play_footstep_sound(s32 animFrame1, s32 animFrame2, s32 sound) { if (cur_obj_check_anim_frame(animFrame1) || cur_obj_check_anim_frame(animFrame2)) { cur_obj_play_sound_2(sound); } } void enable_time_stop_including_mario(void) { gTimeStopState |= TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS; o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP; } void disable_time_stop_including_mario(void) { gTimeStopState &= ~(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS); o->activeFlags &= ~ACTIVE_FLAG_INITIATED_TIME_STOP; } s32 cur_obj_check_interacted(void) { if (o->oInteractStatus & INT_STATUS_INTERACTED) { o->oInteractStatus = 0; return TRUE; } else { return FALSE; } } void cur_obj_spawn_loot_blue_coin(void) { if (o->oNumLootCoins >= 5) { spawn_object(o, MODEL_BLUE_COIN, bhvMrIBlueCoin); o->oNumLootCoins -= 5; } } #ifndef VERSION_JP void cur_obj_spawn_star_at_y_offset(f32 targetX, f32 targetY, f32 targetZ, f32 offsetY) { f32 objectPosY = o->oPosY; o->oPosY += offsetY + gDebugInfo[5][0]; spawn_default_star(targetX, targetY, targetZ); o->oPosY = objectPosY; } #endif