#ifndef OBJECT_HELPERS_H #define OBJECT_HELPERS_H #include "types.h" // used for chain chomp and wiggler struct ChainSegment { f32 posX; f32 posY; f32 posZ; s16 pitch; s16 yaw; s16 roll; }; #define WATER_DROPLET_FLAG_RAND_ANGLE 0x02 #define WATER_DROPLET_FLAG_RAND_OFFSET_XZ 0x04 // Unused #define WATER_DROPLET_FLAG_RAND_OFFSET_XYZ 0x08 // Unused #define WATER_DROPLET_FLAG_SET_Y_TO_WATER_LEVEL 0x20 #define WATER_DROPLET_FLAG_RAND_ANGLE_INCR_PLUS_8000 0x40 #define WATER_DROPLET_FLAG_RAND_ANGLE_INCR 0x80 // Unused // Call spawn_water_droplet with this struct to spawn an object. struct WaterDropletParams { s16 flags; // Droplet spawn flags, see defines above s16 model; const BehaviorScript *behavior; s16 moveAngleRange; // Only used for RAND_ANGLE_INCR flags s16 moveRange; // Only used for RAND_OFFSET flags f32 randForwardVelOffset; f32 randForwardVelScale; f32 randYVelOffset; f32 randYVelScale; f32 randSizeOffset; f32 randSizeScale; }; struct struct802A1230 { /*0x00*/ s16 unk00; /*0x02*/ s16 unk02; }; struct Struct802A272C { Vec3f vecF; Vec3s vecS; }; // TODO: Field names struct SpawnParticlesInfo { /*0x00*/ s8 behParam; /*0x01*/ s8 count; /*0x02*/ u8 model; /*0x03*/ s8 offsetY; /*0x04*/ s8 forwardVelBase; /*0x05*/ s8 forwardVelRange; /*0x06*/ s8 velYBase; /*0x07*/ s8 velYRange; /*0x08*/ s8 gravity; /*0x09*/ s8 dragStrength; /*0x0C*/ f32 sizeBase; /*0x10*/ f32 sizeRange; }; // extern ? D_80336610; extern struct GraphNode **gLoadedGraphNodes; // extern ? sLevelsWithRooms; // extern ? sMrIParticleActions; // extern ? D_8032F124; // extern ? sMrIActions; // extern ? D_8032F134; // extern const char* D_803366B0; // extern ? sKingBobombActions; // extern s16 gMarioShotFromCannon; // extern ? sOpenedCannonActions; // extern ? D_803366B4; // extern ? D_803366BC; // extern ? D_803366C4; // extern ? sChuckyaActions; // extern ? D_803366C8; // extern ? D_8032F260; // extern ? D_8032F273; // extern ? D_8032F271; // extern ? D_8032F270; // extern ? D_8032F284; // extern ? D_8032F294; // extern ? sCoinInsideBooActions; // extern s16 D_8035FEE4; // extern ? sGrindelThwompActions; // extern ? sTumblingBridgeParams; // extern ? sTumblingBridgeActions; // extern ? sElevatorActions; // extern ? D_8032F3CC; // extern ? D_8032F3E0; // extern ? D_8032F3F4; // extern ? D_8032F3FC; // extern ? sUkikiCageActions; // extern ? D_8032F420; // extern ? D_8032F430; // extern ? D_8032F440; // extern ? D_8032F450; // extern ? sHeaveHoActions; // extern ? D_8032F498; // extern ? sJumpingBoxActions; // extern ? D_8032F4B0; // extern ? D_8035FF10; // extern ? sBetaBooKeyActions; // extern ? D_8032F4CC; // extern ? sBulletBillActions; // extern ? sBowserTailAnchorActions; extern void* D_060576FC; // extern ? D_8032F50C; // extern ? D_8032F510; // extern ? sBowserActions; // extern ? D_8032F5B8; // extern ? sFallingBowserPlatformActions; // extern ? D_8032F738; // extern ? D_8032F728; // extern ? D_8032F754; extern s8 gDddPaintingStatus; // extern ? D_8035FEE8; // extern ? sCageUkikiPath; // extern ? sUkikiActions; // extern ? sUkikiSoundStates; // extern ? D_803366D8; // extern ? D_803366E4; // extern ? D_803366F0; // extern ? sRotatingCwFireBarsActions; // extern ? D_8032F8E0; // extern ? sToxBoxActions; // extern ? sPiranhaPlantActions; // extern ? D_8032FB4C; // extern ? sBowserPuzzlePieceActions; // extern ? sTuxiesMotherActions; // extern ? sSmallPenguinActions; // extern ? D_0301C2B0; // extern ? D_0600E264; // extern ? sFishActions; // extern ? sFishGroupActions; // extern ? sBirdChirpChirpActions; // extern ? sCheepCheepActions; // extern ? D_8032FC30; // extern ? sExclamationBoxContents; // extern ? sExclamationBoxActions; // extern ? D_8032FCD8; // extern ? D_8032FCE8; // extern ? D_803366FC; // extern ? D_8032FCF8; // extern ? sTweesterActions; // extern ? sCourtyardBooTripletPositions; // extern ? sBooActions; // extern ? D_8032FD14; // extern ? sBooGivingStarActions; // extern ? sBooWithCageActions; // extern ? D_8032FD74; // extern ? sWhompActions; // extern ? D_8032FDAC; // extern ? D_8032FDF4; // extern ? D_8032FE3C; // extern ? D_8032FE4C; // extern ? D_80336704; // extern ? D_8033670C; extern Gfx *geo_update_projectile_pos_from_parent(s32 run, UNUSED struct GraphNode *node, f32 mtx[4][4]); extern Gfx *geo_update_layer_transparency(s32 run, struct GraphNode *node, UNUSED void *context); #ifdef AVOID_UB extern Gfx *geo_switch_anim_state(s32 run, struct GraphNode *node, void *context); extern Gfx *geo_switch_area(s32 run, struct GraphNode *node, void *context); #else extern Gfx *geo_switch_anim_state(s32 run, struct GraphNode *node); extern Gfx *geo_switch_area(s32 run, struct GraphNode *node); #endif extern void obj_update_pos_from_parent_transformation(Mat4, struct Object *); void obj_apply_scale_to_matrix(struct Object *, Mat4, Mat4); extern void create_transformation_from_matrices(Mat4,Mat4,Mat4); void obj_set_held_state(struct Object *, const BehaviorScript *); extern f32 lateral_dist_between_objects(struct Object *, struct Object *); extern f32 dist_between_objects(struct Object *, struct Object *); extern void cur_obj_forward_vel_approach_upward(f32,f32); extern s32 approach_f32_signed(f32*,f32,f32); extern f32 approach_f32_symmetric(f32,f32,f32); extern s16 approach_s16_symmetric(s16 arg0, s16 arg1, s16 arg2); extern s32 cur_obj_rotate_yaw_toward(s16,s16); extern s16 obj_angle_to_object(struct Object *, struct Object *); extern s16 obj_turn_toward_object(struct Object *, struct Object *, s16, s16); extern void obj_set_parent_relative_pos(struct Object*,s16,s16,s16); extern void obj_set_pos(struct Object*,s16,s16,s16); extern void obj_set_angle(struct Object*,s16,s16,s16); extern struct Object *spawn_object_abs_with_rot(struct Object *, s16, u32, const BehaviorScript *, s16, s16, s16, s16, s16, s16); extern struct Object *spawn_object_rel_with_rot(struct Object *sp20, u32 sp24, const BehaviorScript *sp28, s16 sp2E, s16 sp32, s16 sp36, s16 sp3A, s16 sp3E, s16 sp42); // extern ? spawn_obj_with_transform_flags(?); extern struct Object *spawn_water_droplet(struct Object *, struct WaterDropletParams *); extern struct Object *spawn_object_at_origin(struct Object *, s32, u32, const BehaviorScript *); extern struct Object *spawn_object(struct Object *, s32, const BehaviorScript *); extern struct Object* try_to_spawn_object(s16,f32,struct Object*,s32,const BehaviorScript *); extern struct Object* spawn_object_with_scale(struct Object*,s32,const BehaviorScript *,f32); // extern ? obj_build_relative_transform(?); extern struct Object* spawn_object_relative(s16, s16, s16, s16, struct Object *, s32, const BehaviorScript *); extern struct Object* spawn_object_relative_with_scale(s16,s16,s16,s16,f32,struct Object *,s32,const BehaviorScript *); // extern ? cur_obj_move_using_vel(?); extern void obj_copy_graph_y_offset(struct Object*,struct Object*); extern void obj_copy_pos_and_angle(struct Object *, struct Object *); extern void obj_copy_pos(struct Object*,struct Object*); // extern ? obj_copy_angle(?); extern void obj_set_gfx_pos_from_pos(struct Object*); // extern ? spawn_obj_with_transform_flags(?); extern void linear_mtxf_mul_vec3f(f32 [4][4], Vec3f, Vec3f); extern void linear_mtxf_transpose_mul_vec3f(f32 [4][4], Vec3f, Vec3f); // extern ? obj_apply_scale_to_transform(?); void obj_copy_scale(struct Object *toObj, struct Object *fromObj); extern void obj_scale_xyz(struct Object* obj, f32 xScale, f32 yScale, f32 zScale); extern void obj_scale(struct Object *, f32); extern void cur_obj_scale(f32); extern void cur_obj_init_animation_with_sound(s32); extern void cur_obj_init_animation_with_accel_and_sound(s32, f32); extern void cur_obj_init_animation(s32 arg0); void obj_init_animation_with_sound(struct Object *a0, struct Animation **a1, s32 a2); // extern ? obj_enable_rendering_and_become_tangible(?); extern void cur_obj_enable_rendering(void); // extern ? obj_disable_rendering_and_become_intangible(?); extern void cur_obj_disable_rendering(void); extern void cur_obj_unhide(void); extern void cur_obj_hide(void); extern void cur_obj_set_pos_relative(struct Object *MarioObj, f32, f32, f32); // extern ? cur_obj_set_pos_relative_to_parent(?); extern void cur_obj_enable_rendering_2(void); // extern ? obj_unused_init_on_floor(?); extern void obj_set_face_angle_to_move_angle(struct Object *); u32 get_object_list_from_behavior(const BehaviorScript *behavior); extern struct Object *cur_obj_nearest_object_with_behavior(const BehaviorScript *); f32 cur_obj_dist_to_nearest_object_with_behavior(const BehaviorScript*); extern struct Object *cur_obj_find_nearest_object_with_behavior(const BehaviorScript *, f32 *); extern struct Object *find_unimportant_object(void); // extern ? count_unimportant_objects(?); extern s32 count_objects_with_behavior(const BehaviorScript *behavior); struct Object* cur_obj_find_nearby_held_actor(const BehaviorScript *,f32); // extern ? obj_reset_timer_and_subaction(?); void cur_obj_change_action(s32); void cur_obj_set_vel_from_mario_vel(f32,f32); BAD_RETURN(s16) cur_obj_reverse_animation(void); extern BAD_RETURN(s32) cur_obj_extend_animation_if_at_end(void); extern s32 cur_obj_check_if_near_animation_end(void); extern s32 cur_obj_check_if_at_animation_end(void); extern s32 cur_obj_check_anim_frame(s32); extern s32 cur_obj_check_anim_frame_in_range(s32, s32); // extern ? cur_obj_check_frame_prior_current_frame(?); s32 mario_is_in_air_action(void); s32 mario_is_dive_sliding(void); void cur_obj_set_y_vel_and_animation(f32,s32); void cur_obj_unrender_and_reset_state(s32,s32); // extern ? obj_move_after_thrown_or_dropped(?); void cur_obj_get_thrown_or_placed(f32,f32,s32); extern void cur_obj_get_dropped(void); extern void cur_obj_set_model(s32); // extern ? mario_set_flag(?); s32 cur_obj_clear_interact_status_flag(s32); extern void obj_mark_for_deletion(struct Object *); void cur_obj_disable(void); extern void cur_obj_become_intangible(void); extern void cur_obj_become_tangible(void); extern void obj_become_tangible(struct Object*); void cur_obj_update_floor_height(void); struct Surface* cur_obj_update_floor_height_and_get_floor(void); // extern ? apply_drag_to_value(?); void cur_obj_apply_drag_xz(f32); // extern ? cur_obj_move_xz(?); // extern ? cur_obj_move_update_underwater_flags(?); // extern ? cur_obj_move_update_ground_air_flags(?); // extern ? cur_obj_move_y_and_get_water_level(?); void cur_obj_move_y(f32,f32,f32); // extern ? clear_move_flag(?); // extern ? cur_obj_unused_resolve_wall_collisions(?); extern s16 abs_angle_diff(s16, s16); extern void cur_obj_move_xz_using_fvel_and_yaw(void); extern void cur_obj_move_y_with_terminal_vel(void); void cur_obj_compute_vel_xz(void); f32 increment_velocity_toward_range(f32,f32,f32,f32); extern s32 obj_check_if_collided_with_object(struct Object *, struct Object *); void cur_obj_set_behavior(const BehaviorScript *); void obj_set_behavior(struct Object *, const BehaviorScript *); extern s32 cur_obj_has_behavior(const BehaviorScript *); s32 obj_has_behavior(struct Object *, const BehaviorScript *); f32 cur_obj_lateral_dist_from_mario_to_home(void); extern f32 cur_obj_lateral_dist_to_home(void); // extern ? obj_outside_home_square(?); // extern ? obj_outside_home_rectangle(?); extern void cur_obj_set_pos_to_home(void); void cur_obj_set_pos_to_home_and_stop(void); extern void cur_obj_shake_y(f32); void cur_obj_start_cam_event(struct Object *obj, s32 cameraEvent); // extern ? set_mario_interact_hoot_if_in_range(?); void obj_set_billboard(struct Object *a0); void cur_obj_set_hitbox_radius_and_height(f32,f32); void cur_obj_set_hurtbox_radius_and_height(f32,f32); // extern ? obj_spawn_loot_coins(?); // extern ? obj_spawn_loot_blue_coins(?); extern void obj_spawn_loot_yellow_coins(struct Object *, s32, f32); void cur_obj_spawn_loot_coin_at_mario_pos(void); // extern ? obj_abs_y_dist_to_home(?); // extern ? cur_obj_advance_looping_anim(?); // extern ? obj_detect_steep_floor(?); s32 cur_obj_resolve_wall_collisions(void); // extern ? obj_update_floor(?); // extern ? obj_update_floor_and_resolve_wall_collisions(?); extern void cur_obj_update_floor_and_walls(void); extern void cur_obj_move_standard(s16); // extern ? obj_within_12k_bounds(?); void cur_obj_move_using_vel_and_gravity(void); void cur_obj_move_using_fvel_and_gravity(void); // extern ? set_object_pos_relative(?); s16 cur_obj_angle_to_home(void); void obj_set_gfx_pos_at_obj_pos(struct Object*,struct Object*); extern void obj_translate_local(struct Object*,s16,s16); extern void obj_build_transform_from_pos_and_angle(struct Object *, s16, s16); extern void obj_set_throw_matrix_from_transform(struct Object *); extern void obj_build_transform_relative_to_parent(struct Object *); // extern ? obj_create_transform_from_self(?); // extern ? obj_rotate_move_angle_using_vel(?); void cur_obj_rotate_face_angle_using_vel(void); // extern ? obj_set_face_angle_to_move_angle(?); extern s32 cur_obj_follow_path(UNUSED s32); extern void chain_segment_init(struct ChainSegment *); extern f32 random_f32_around_zero(f32); void obj_scale_random(struct Object*,f32,f32); extern void obj_translate_xyz_random(struct Object *, f32); extern void obj_translate_xz_random(struct Object *, f32); // extern ? obj_build_vel_from_transform(?); void cur_obj_set_pos_via_transform(void); void cur_obj_spawn_particles(struct SpawnParticlesInfo *sp28); extern s16 cur_obj_reflect_move_angle_off_wall(void); #define WAYPOINT_FLAGS_END -1 #define WAYPOINT_FLAGS_INITIALIZED 0x8000 #define WAYPOINT_MASK_00FF 0x00FF #define WAYPOINT_FLAGS_PLATFORM_ON_TRACK_PAUSE 3 #define PATH_NONE 0 #define PATH_REACHED_END -1 #define PATH_REACHED_WAYPOINT 1 struct GraphNode_802A45E4 { /*0x00*/ s8 filler0[0x18 - 0x00]; /*0x18*/ s16 unk18; /*0x1A*/ s16 unk1A; /*0x1C*/ s16 unk1C; /*0x1E*/ s16 unk1E; /*0x20*/ s16 unk20; /*0x22*/ s16 unk22; }; extern void obj_set_hitbox(struct Object* obj, struct ObjectHitbox *arg1); s32 signum_positive(s32); extern f32 absf(f32); extern s32 absi(s32 a0); s32 cur_obj_wait_then_blink(s32 a0, s32 a1); s32 cur_obj_is_mario_ground_pounding_platform(void); extern void spawn_mist_particles(void); extern void spawn_mist_particles_with_sound(u32 sp18); void cur_obj_push_mario_away(f32); void cur_obj_push_mario_away_from_cylinder(f32 sp20, f32 sp24); // extern ? bhv_dust_smoke_loop(?); s32 cur_obj_set_direction_table(s8*); s32 cur_obj_progress_direction_table(void); // extern ? stub_obj_helpers_3(?); extern void cur_obj_scale_over_time(s32,s32,f32,f32); void cur_obj_set_pos_to_home_with_debug(void); extern s32 cur_obj_is_mario_on_platform(void); // extern ? obj_shake_y_until(?); s32 cur_obj_move_up_and_down(s32); void cur_obj_call_action_function(void(*[])(void)); // extern ? spawn_star_with_no_lvl_exit(?); // extern ? spawn_base_star_with_no_lvl_exit(?); s32 bit_shift_left(s32); s32 cur_obj_mario_far_away(void); s32 is_mario_moving_fast_or_in_air(s32); s32 is_item_in_array(s8,s8*); extern void bhv_init_room(void); // 802A3978 extern void cur_obj_enable_rendering_if_mario_in_room(void); s32 cur_obj_set_hitbox_and_die_if_attacked(struct ObjectHitbox*,s32,s32); void obj_explode_and_spawn_coins(f32 sp18, s32 sp1C); void obj_set_collision_data(struct Object*, const void*); void cur_obj_if_hit_wall_bounce_away(void); s32 cur_obj_hide_if_mario_far_away_y(f32); extern Gfx *geo_offset_klepto_held_object(s32 run, struct GraphNode *node, UNUSED f32 mtx[4][4]); // extern ? geo_offset_klepto_debug(?); s32 obj_is_hidden(struct Object*); extern void enable_time_stop(void); extern void disable_time_stop(void); void set_time_stop_flags(s32); void clear_time_stop_flags(s32); s32 cur_obj_can_mario_activate_textbox(f32,f32,s32); extern s32 cur_obj_can_mario_activate_textbox_2(f32 sp18, f32 sp1C); // extern ? obj_end_dialog(?); s32 cur_obj_update_dialog(s32 arg0, s32 dialogFlags, s32 dialogID, s32 unused); s32 cur_obj_update_dialog_with_cutscene(s32 arg0, s32 dialogFlags, s32 cutsceneTable, s32 dialogID); s32 cur_obj_has_model(u16); extern void cur_obj_align_gfx_with_floor(void); // extern ? mario_is_within_rectangle(?); void cur_obj_shake_screen(s32 shake); extern s32 obj_attack_collided_from_other_object(struct Object *obj); s32 cur_obj_was_attacked_or_ground_pounded(void); void obj_copy_behavior_params(struct Object*,struct Object*); void cur_obj_init_animation_and_anim_frame(s32,s32); s32 cur_obj_init_animation_and_check_if_near_end(s32); void cur_obj_init_animation_and_extend_if_at_end(s32); s32 cur_obj_check_grabbed_mario(void); s32 player_performed_grab_escape_action(void); // extern ? cur_obj_unused_play_footstep_sound(?); // extern ? enable_time_stop_including_mario(?); extern void disable_time_stop_including_mario(void); s32 cur_obj_check_interacted(void); void cur_obj_spawn_loot_blue_coin(void); #ifndef VERSION_JP void cur_obj_spawn_star_at_y_offset(f32 f12, f32 f14, f32 a2, f32 a3); #endif #endif /* OBJECT_HELPERS_H */