#include #include "sm64.h" #include "engine/math_util.h" #include "area.h" #include "engine/geo_layout.h" #include "engine/graph_node.h" #include "object_helpers.h" #include "engine/behavior_script.h" #include "engine/surface_collision.h" #include "audio/external.h" #include "level_update.h" #include "spawn_object.h" #include "object_list_processor.h" #include "level_table.h" /** * An unused linked list struct that seems to have been replaced by ObjectNode. */ struct LinkedList { struct LinkedList *next; struct LinkedList *prev; }; /** * Clear the doubly linked usedList. Singly link each item in the pool into * a list, and return this list in pFreeList. * Appears to have been replaced by init_free_object_list. */ void unused_init_free_list(struct LinkedList *usedList, struct LinkedList **pFreeList, struct LinkedList *pool, s32 itemSize, s32 poolLength) { s32 i; struct LinkedList *node = pool; usedList->next = usedList; usedList->prev = usedList; *pFreeList = pool; for (i = 0; i < poolLength - 1; i++) { // Add next node to free list node = (struct LinkedList *) ((u8 *) node + itemSize); pool->next = node; pool = node; } // End the list pool->next = NULL; } /** * Attempt to allocate a node from freeList (singly linked) and append it * to the end of destList (doubly linked). Return the object, or NULL if * freeList is empty. * Appears to have been replaced by try_allocate_object. */ struct LinkedList *unused_try_allocate(struct LinkedList *destList, struct LinkedList *freeList) { struct LinkedList *node = freeList->next; if (node != NULL) { // Remove from free list freeList->next = node->next; // Insert at the end of destination list node->prev = destList->prev; node->next = destList; destList->prev->next = node; destList->prev = node; } return node; } /** * Attempt to allocate an object from freeList (singly linked) and append it * to the end of destList (doubly linked). Return the object, or NULL if * freeList is empty. */ struct Object *try_allocate_object(struct ObjectNode *destList, struct ObjectNode *freeList) { struct ObjectNode *nextObj; if ((nextObj = freeList->next) != NULL) { // Remove from free list freeList->next = nextObj->next; // Insert at end of destination list nextObj->prev = destList->prev; nextObj->next = destList; destList->prev->next = nextObj; destList->prev = nextObj; } else { return NULL; } geo_remove_child(&nextObj->gfx.node); geo_add_child(&gObjParentGraphNode, &nextObj->gfx.node); return (struct Object *) nextObj; } /** * Remove the node from the doubly linked list it's in, and place it in the * singly linked freeList. * This function seems to have been replaced by deallocate_object. */ void unused_deallocate(struct LinkedList *freeList, struct LinkedList *node) { // Remove from doubly linked list node->next->prev = node->prev; node->prev->next = node->next; // Insert at beginning of singly linked list node->next = freeList->next; freeList->next = node; } /** * Remove the given object from the object list that it's currently in, and * insert it at the beginning of the free list (singly linked). */ static void deallocate_object(struct ObjectNode *freeList, struct ObjectNode *obj) { // Remove from object list obj->next->prev = obj->prev; obj->prev->next = obj->next; // Insert at beginning of free list obj->next = freeList->next; freeList->next = obj; } /** * Add every object in the pool to the free object list. */ void init_free_object_list(void) { s32 i; s32 poolLength = OBJECT_POOL_CAPACITY; // Add the first object in the pool to the free list struct Object *obj = &gObjectPool[0]; gFreeObjectList.next = (struct ObjectNode *) obj; // Link each object in the pool to the following object for (i = 0; i < poolLength - 1; i++) { obj->header.next = &(obj + 1)->header; obj++; } // End the list obj->header.next = NULL; } /** * Clear each object list, without adding the objects back to the free list. */ void clear_object_lists(struct ObjectNode *objLists) { s32 i; for (i = 0; i < NUM_OBJ_LISTS; i++) { objLists[i].next = &objLists[i]; objLists[i].prev = &objLists[i]; } } /** * This function looks broken, but it appears to attempt to delete the leaf * graph nodes under obj and obj's siblings. */ static void unused_delete_leaf_nodes(struct Object *obj) { struct Object *children; struct Object *sibling; struct Object *obj0 = obj; if ((children = (struct Object *) obj->header.gfx.node.children) != NULL) { unused_delete_leaf_nodes(children); } else { // No children mark_obj_for_deletion(obj); } // Probably meant to be != while ((sibling = (struct Object *) obj->header.gfx.node.next) == obj0) { unused_delete_leaf_nodes(sibling); obj = (struct Object *) sibling->header.gfx.node.next; } } /** * Free the given object. */ void unload_object(struct Object *obj) { obj->activeFlags = ACTIVE_FLAGS_DEACTIVATED; obj->prevObj = NULL; obj->header.gfx.throwMatrix = NULL; func_803206F8(obj->header.gfx.cameraToObject); geo_remove_child(&obj->header.gfx.node); geo_add_child(&gObjParentGraphNode, &obj->header.gfx.node); obj->header.gfx.node.flags &= ~GRAPH_RENDER_BILLBOARD; obj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; deallocate_object(&gFreeObjectList, &obj->header); } /** * Attempt to allocate a new object slot into the given object list, freeing * an unimportant object if necessary. If this is not possible, hang using an * infinite loop. */ struct Object *allocate_object(struct ObjectNode *objList) { s32 i; struct Object *obj = try_allocate_object(objList, &gFreeObjectList); // The object list is full if the newly created pointer is NULL. // If this happens, we first attempt to unload unimportant objects // in order to finish allocating the object. if (obj == NULL) { // Look for an unimportant object to kick out. struct Object *unimportantObj = find_unimportant_object(); // If no unimportant object exists, then the object pool is exhausted. if (unimportantObj == NULL) { // We've met with a terrible fate. while (TRUE) { } } else { // If an unimportant object does exist, unload it and take its slot. unload_object(unimportantObj); obj = try_allocate_object(objList, &gFreeObjectList); if (gCurrentObject == obj) { //! Uh oh, the unimportant object was in the middle of // updating! This could cause some interesting logic errors, // but I don't know of any unimportant objects that spawn // other objects. } } } // Initialize object fields obj->activeFlags = ACTIVE_FLAG_ACTIVE | ACTIVE_FLAG_UNK8; obj->parentObj = obj; obj->prevObj = NULL; obj->collidedObjInteractTypes = 0; obj->numCollidedObjs = 0; #if IS_64_BIT for (i = 0; i < 0x50; i++) { obj->rawData.asS32[i] = 0; obj->ptrData.asVoidPtr[i] = NULL; } #else // -O2 needs everything until = on the same line for (i = 0; i < 0x50; i++) obj->rawData.asS32[i] = 0; #endif obj->unused1 = 0; obj->bhvStackIndex = 0; obj->bhvDelayTimer = 0; obj->hitboxRadius = 50.0f; obj->hitboxHeight = 100.0f; obj->hurtboxRadius = 0.0f; obj->hurtboxHeight = 0.0f; obj->hitboxDownOffset = 0.0f; obj->unused2 = 0; obj->platform = NULL; obj->collisionData = NULL; obj->oIntangibleTimer = -1; obj->oDamageOrCoinValue = 0; obj->oHealth = 2048; obj->oCollisionDistance = 1000.0f; if (gCurrLevelNum == LEVEL_TTC) { obj->oDrawingDistance = 2000.0f; } else { obj->oDrawingDistance = 4000.0f; } mtxf_identity(obj->transform); obj->respawnInfoType = RESPAWN_INFO_TYPE_NULL; obj->respawnInfo = NULL; obj->oDistanceToMario = 19000.0f; obj->oRoom = -1; obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; obj->header.gfx.pos[0] = -10000.0f; obj->header.gfx.pos[1] = -10000.0f; obj->header.gfx.pos[2] = -10000.0f; obj->header.gfx.throwMatrix = NULL; return obj; } /** * If the object is close to being on the floor, move it to be exactly on the * floor. */ static void snap_object_to_floor(struct Object *obj) { struct Surface *surface; obj->oFloorHeight = find_floor(obj->oPosX, obj->oPosY, obj->oPosZ, &surface); if (obj->oFloorHeight + 2.0f > obj->oPosY && obj->oPosY > obj->oFloorHeight - 10.0f) { obj->oPosY = obj->oFloorHeight; obj->oMoveFlags |= OBJ_MOVE_ON_GROUND; } } /** * Spawn an object at the origin with the behavior script at virtual address * bhvScript. */ struct Object *create_object(const BehaviorScript *bhvScript) { s32 objListIndex; struct Object *obj; struct ObjectNode *objList; const BehaviorScript *behavior = bhvScript; // If the first behavior script command is "begin ", then // extract the object list from it if ((bhvScript[0] >> 24) == 0) { objListIndex = (bhvScript[0] >> 16) & 0xFFFF; } else { objListIndex = OBJ_LIST_DEFAULT; } objList = &gObjectLists[objListIndex]; obj = allocate_object(objList); obj->curBhvCommand = bhvScript; obj->behavior = behavior; if (objListIndex == OBJ_LIST_UNIMPORTANT) { obj->activeFlags |= ACTIVE_FLAG_UNIMPORTANT; } //! They intended to snap certain objects to the floor when they spawn. // However, at this point the object's position is the origin. So this will // place the object at the floor beneath the origin. Typically this // doesn't matter since the caller of this function sets oPosX/Y/Z // themselves. switch (objListIndex) { case OBJ_LIST_GENACTOR: case OBJ_LIST_PUSHABLE: case OBJ_LIST_POLELIKE: snap_object_to_floor(obj); break; default: break; } return obj; } /** * Mark an object to be unloaded at the end of the frame. */ void mark_obj_for_deletion(struct Object *obj) { //! Same issue as obj_mark_for_deletion obj->activeFlags = ACTIVE_FLAGS_DEACTIVATED; }