sm64pc/src/game/object_collision.c

182 lines
6.5 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "mario.h"
#include "debug.h"
#include "spawn_object.h"
#include "object_list_processor.h"
#include "interaction.h"
struct Object *debug_print_obj_collision(struct Object *a) {
struct Object *sp24;
UNUSED s32 unused;
s32 i;
for (i = 0; i < a->numCollidedObjs; i++) {
print_debug_top_down_objectinfo("ON", 0);
sp24 = a->collidedObjs[i];
if (sp24 != gMarioObject) {
return sp24;
}
}
return NULL;
}
int detect_object_hitbox_overlap(struct Object *a, struct Object *b) {
f32 sp3C = a->oPosY - a->hitboxDownOffset;
f32 sp38 = b->oPosY - b->hitboxDownOffset;
f32 dx = a->oPosX - b->oPosX;
UNUSED f32 sp30 = sp3C - sp38;
f32 dz = a->oPosZ - b->oPosZ;
f32 collisionRadius = a->hitboxRadius + b->hitboxRadius;
f32 distance = sqrtf(dx * dx + dz * dz);
if (collisionRadius > distance) {
f32 sp20 = a->hitboxHeight + sp3C;
f32 sp1C = b->hitboxHeight + sp38;
if (sp3C > sp1C) {
return 0;
}
if (sp20 < sp38) {
return 0;
}
if (a->numCollidedObjs >= 4) {
return 0;
}
if (b->numCollidedObjs >= 4) {
return 0;
}
a->collidedObjs[a->numCollidedObjs] = b;
b->collidedObjs[b->numCollidedObjs] = a;
a->collidedObjInteractTypes |= b->oInteractType;
b->collidedObjInteractTypes |= a->oInteractType;
a->numCollidedObjs++;
b->numCollidedObjs++;
return 1;
}
//! no return value
}
int detect_object_hurtbox_overlap(struct Object *a, struct Object *b) {
f32 sp3C = a->oPosY - a->hitboxDownOffset;
f32 sp38 = b->oPosY - b->hitboxDownOffset;
f32 sp34 = a->oPosX - b->oPosX;
UNUSED f32 sp30 = sp3C - sp38;
f32 sp2C = a->oPosZ - b->oPosZ;
f32 sp28 = a->hurtboxRadius + b->hurtboxRadius;
f32 sp24 = sqrtf(sp34 * sp34 + sp2C * sp2C);
if (a == gMarioObject) {
b->oInteractionSubtype |= INT_SUBTYPE_DELAY_INVINCIBILITY;
}
if (sp28 > sp24) {
f32 sp20 = a->hitboxHeight + sp3C;
f32 sp1C = b->hurtboxHeight + sp38;
if (sp3C > sp1C) {
return 0;
}
if (sp20 < sp38) {
return 0;
}
if (a == gMarioObject) {
b->oInteractionSubtype &= ~INT_SUBTYPE_DELAY_INVINCIBILITY;
}
return 1;
}
//! no return value
}
void clear_object_collision(struct Object *a) {
struct Object *sp4 = (struct Object *) a->header.next;
while (sp4 != a) {
sp4->numCollidedObjs = 0;
sp4->collidedObjInteractTypes = 0;
if (sp4->oIntangibleTimer > 0) {
sp4->oIntangibleTimer--;
}
sp4 = (struct Object *) sp4->header.next;
}
}
void check_collision_in_list(struct Object *a, struct Object *b, struct Object *c) {
if (a->oIntangibleTimer == 0) {
while (b != c) {
if (b->oIntangibleTimer == 0) {
if (detect_object_hitbox_overlap(a, b) && b->hurtboxRadius != 0.0f) {
detect_object_hurtbox_overlap(a, b);
}
}
b = (struct Object *) b->header.next;
}
}
}
void check_player_object_collision(void) {
struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_PLAYER];
struct Object *sp18 = (struct Object *) sp1C->header.next;
while (sp18 != sp1C) {
check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_POLELIKE].next,
(struct Object *) &gObjectLists[OBJ_LIST_POLELIKE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_LEVEL].next,
(struct Object *) &gObjectLists[OBJ_LIST_LEVEL]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_GENACTOR].next,
(struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_PUSHABLE].next,
(struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_SURFACE].next,
(struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_DESTRUCTIVE].next,
(struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE]);
sp18 = (struct Object *) sp18->header.next;
}
}
void check_pushable_object_collision(void) {
struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE];
struct Object *sp18 = (struct Object *) sp1C->header.next;
while (sp18 != sp1C) {
check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
sp18 = (struct Object *) sp18->header.next;
}
}
void check_destructive_object_collision(void) {
struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE];
struct Object *sp18 = (struct Object *) sp1C->header.next;
while (sp18 != sp1C) {
if (sp18->oDistanceToMario < 2000.0f && !(sp18->activeFlags & ACTIVE_FLAG_UNK9)) {
check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_GENACTOR].next,
(struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_PUSHABLE].next,
(struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_SURFACE].next,
(struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
}
sp18 = (struct Object *) sp18->header.next;
}
}
void detect_object_collisions(void) {
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_POLELIKE]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_PLAYER]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_LEVEL]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE]);
check_player_object_collision();
check_destructive_object_collision();
check_pushable_object_collision();
}