sm64coopdx/include/types.h

419 lines
11 KiB
C

#ifndef _SM64_TYPES_H_
#define _SM64_TYPES_H_
// This file contains various data types used in Super Mario 64 that don't yet
// have an appropriate header.
#include <ultra64.h>
#include "macros.h"
#include "src/game/characters.h"
#include "pc/network/version.h"
// Certain functions are marked as having return values, but do not
// actually return a value. This causes undefined behavior, which we'd rather
// avoid on modern GCC. This only impacts -O2 and can matter for both the function
// itself and functions that call it.
#ifdef AVOID_UB
#define BAD_RETURN(cmd) void
#else
#define BAD_RETURN(cmd) cmd
#endif
struct Controller
{
/*0x00*/ s16 rawStickX; //
/*0x02*/ s16 rawStickY; //
/*0x04*/ float stickX; // [-64, 64] positive is right
/*0x08*/ float stickY; // [-64, 64] positive is up
/*0x0C*/ float stickMag; // distance from center [0, 64]
/*0x10*/ u16 buttonDown;
/*0x12*/ u16 buttonPressed;
/*0x14*/ OSContStatus *statusData;
/*0x18*/ OSContPad *controllerData;
/*0x1C*/ int port;
/*ext */ s16 extStickX; // additional (right) stick values
/*ext */ s16 extStickY;
};
typedef f32 Vec2f[2];
typedef f32 Vec3f[3]; // X, Y, Z, where Y is up
typedef s16 Vec3s[3];
typedef s32 Vec3i[3];
typedef f32 Vec4f[4];
typedef s16 Vec4s[4];
typedef f32 Mat4[4][4];
typedef uintptr_t GeoLayout;
typedef uintptr_t LevelScript;
typedef s16 Movtex;
typedef s16 MacroObject;
typedef s16 Collision;
typedef s16 Trajectory;
typedef s16 PaintingData;
typedef uintptr_t BehaviorScript;
enum SpTaskState {
SPTASK_STATE_NOT_STARTED,
SPTASK_STATE_RUNNING,
SPTASK_STATE_INTERRUPTED,
SPTASK_STATE_FINISHED,
SPTASK_STATE_FINISHED_DP
};
enum AreaTimerType {
AREA_TIMER_TYPE_NONE,
AREA_TIMER_TYPE_LOOP,
AREA_TIMER_TYPE_MAXIMUM,
};
struct SPTask
{
/*0x00*/ OSTask task;
/*0x40*/ OSMesgQueue *msgqueue;
/*0x44*/ OSMesg msg;
/*0x48*/ enum SpTaskState state;
}; // size = 0x4C, align = 0x8
struct VblankHandler
{
OSMesgQueue *queue;
OSMesg msg;
};
#define ANIM_FLAG_NOLOOP (1 << 0) // 0x01
#define ANIM_FLAG_FORWARD (1 << 1) // 0x02
#define ANIM_FLAG_2 (1 << 2) // 0x04
#define ANIM_FLAG_HOR_TRANS (1 << 3) // 0x08
#define ANIM_FLAG_VERT_TRANS (1 << 4) // 0x10
#define ANIM_FLAG_5 (1 << 5) // 0x20
#define ANIM_FLAG_6 (1 << 6) // 0x40
#define ANIM_FLAG_7 (1 << 7) // 0x80
struct Animation {
/*0x00*/ s16 flags;
/*0x02*/ s16 unk02;
/*0x04*/ s16 unk04;
/*0x06*/ s16 unk06;
/*0x08*/ s16 unk08;
/*0x0A*/ s16 unk0A;
/*0x0C*/ const s16 *values;
/*0x10*/ const u16 *index;
/*0x14*/ u32 length; // only used with Mario animations to determine how much to load. 0 otherwise.
};
#define ANIMINDEX_NUMPARTS(animindex) (sizeof(animindex) / sizeof(u16) / 6 - 1)
struct GraphNode
{
/*0x00*/ s16 type; // structure type
/*0x02*/ s16 flags; // hi = drawing layer, lo = rendering modes
/*0x04*/ struct GraphNode *prev;
/*0x08*/ struct GraphNode *next;
/*0x0C*/ struct GraphNode *parent;
/*0x10*/ struct GraphNode *children;
};
// struct AnimInfo?
struct GraphNodeObject_sub
{
/*0x00 0x38*/ s16 animID;
/*0x02 0x3A*/ s16 animYTrans;
/*0x04 0x3C*/ struct Animation *curAnim;
/*0x08 0x40*/ s16 animFrame;
/*0x0A 0x42*/ u16 animTimer;
/*0x0C 0x44*/ s32 animFrameAccelAssist;
/*0x10 0x48*/ s32 animAccel;
s16 prevAnimFrame;
s16 prevAnimID;
u32 prevAnimFrameTimestamp;
struct Animation *prevAnimPtr;
};
struct GraphNodeObject
{
/*0x00*/ struct GraphNode node;
/*0x14*/ struct GraphNode *sharedChild;
/*0x18*/ s8 unk18;
/*0x19*/ s8 unk19;
/*0x1A*/ Vec3s angle;
/*0x20*/ Vec3f pos;
Vec3s prevAngle;
Vec3f prevPos;
u32 prevTimestamp;
Vec3f prevShadowPos;
u32 prevShadowPosTimestamp;
/*0x2C*/ Vec3f scale;
Vec3f prevScale;
u32 prevScaleTimestamp;
/*0x38*/ struct GraphNodeObject_sub unk38;
/*0x4C*/ struct SpawnInfo *unk4C;
/*0x50*/ Mat4 *throwMatrix; // matrix ptr
Mat4 prevThrowMatrix;
u32 prevThrowMatrixTimestamp;
Mat4 *throwMatrixInterpolated;
/*0x54*/ Vec3f cameraToObject;
u32 skipInterpolationTimestamp;
};
struct ObjectNode
{
struct GraphNodeObject gfx;
struct ObjectNode *next;
struct ObjectNode *prev;
};
// NOTE: Since ObjectNode is the first member of Object, it is difficult to determine
// whether some of these pointers point to ObjectNode or Object.
struct Object
{
/*0x000*/ struct ObjectNode header;
/*0x068*/ struct Object *parentObj;
/*0x06C*/ struct Object *prevObj;
/*0x070*/ u32 collidedObjInteractTypes;
/*0x074*/ s16 activeFlags;
/*0x076*/ s16 numCollidedObjs;
/*0x078*/ struct Object *collidedObjs[4];
/*0x088*/
union
{
// Object fields. See object_fields.h.
u32 asU32[0x50];
s32 asS32[0x50];
s16 asS16[0x50][2];
f32 asF32[0x50];
#if !IS_64_BIT
s16 *asS16P[0x50];
s32 *asS32P[0x50];
struct Animation **asAnims[0x50];
struct Waypoint *asWaypoint[0x50];
struct ChainSegment *asChainSegment[0x50];
struct Object *asObject[0x50];
struct Surface *asSurface[0x50];
void *asVoidPtr[0x50];
const void *asConstVoidPtr[0x50];
#endif
} rawData;
#if IS_64_BIT
union {
s16 *asS16P[0x50];
s32 *asS32P[0x50];
struct Animation **asAnims[0x50];
struct Waypoint *asWaypoint[0x50];
struct ChainSegment *asChainSegment[0x50];
struct Object *asObject[0x50];
struct Surface *asSurface[0x50];
void *asVoidPtr[0x50];
const void *asConstVoidPtr[0x50];
} ptrData;
#endif
/*0x1C8*/ u32 unused1;
/*0x1CC*/ const BehaviorScript *curBhvCommand;
/*0x1D0*/ u32 bhvStackIndex;
/*0x1D4*/ uintptr_t bhvStack[8];
/*0x1F4*/ s16 bhvDelayTimer;
/*0x1F6*/ s16 respawnInfoType;
/*0x1F8*/ f32 hitboxRadius;
/*0x1FC*/ f32 hitboxHeight;
/*0x200*/ f32 hurtboxRadius;
/*0x204*/ f32 hurtboxHeight;
/*0x208*/ f32 hitboxDownOffset;
/*0x20C*/ const BehaviorScript *behavior;
/*0x210*/ u32 heldByPlayerIndex;
/*0x214*/ struct Object *platform;
/*0x218*/ void *collisionData;
/*0x21C*/ Mat4 transform;
/*0x25C*/ void *respawnInfo;
/*?????*/ u8 createdThroughNetwork;
/*?????*/ enum AreaTimerType areaTimerType;
/*?????*/ u32 areaTimer;
/*?????*/ u32 areaTimerDuration;
/*?????*/ u8 globalPlayerIndex;
};
struct ObjectHitbox
{
/*0x00*/ u32 interactType;
/*0x04*/ u8 downOffset;
/*0x05*/ s8 damageOrCoinValue;
/*0x06*/ s8 health;
/*0x07*/ s8 numLootCoins;
/*0x08*/ s16 radius;
/*0x0A*/ s16 height;
/*0x0C*/ s16 hurtboxRadius;
/*0x0E*/ s16 hurtboxHeight;
};
struct Waypoint
{
s16 flags;
Vec3s pos;
};
struct Surface
{
/*0x00*/ s16 type;
/*0x02*/ s16 force;
/*0x04*/ s8 flags;
/*0x05*/ s8 room;
/*0x06*/ s16 lowerY;
/*0x08*/ s16 upperY;
/*0x0A*/ Vec3s vertex1;
/*0x10*/ Vec3s vertex2;
/*0x16*/ Vec3s vertex3;
/*0x1C*/ struct {
f32 x;
f32 y;
f32 z;
} normal;
/*0x28*/ f32 originOffset;
/*0x2C*/ struct Object *object;
Vec3s prevVertex1;
Vec3s prevVertex2;
Vec3s prevVertex3;
u32 modifiedTimestamp;
};
struct MarioBodyState
{
/*0x00*/ u32 action;
/*0x04*/ s8 capState; /// see MarioCapGSCId
/*0x05*/ s8 eyeState;
/*0x06*/ s8 handState;
/*0x07*/ s8 wingFlutter; /// whether Mario's wing cap wings are fluttering
/*0x08*/ s16 modelState;
/*0x0A*/ s8 grabPos;
/*0x0B*/ u8 punchState; /// 2 bits for type of punch, 6 bits for punch animation timer
/*0x0C*/ Vec3s torsoAngle;
/*0x12*/ Vec3s headAngle;
/*0x18*/ Vec3f heldObjLastPosition; /// also known as HOLP
/*????*/ Vec3f torsoPos;
/*????*/ Vec3f handFootPos[4];
//u8 padding[4];
};
struct OffsetSizePair
{
u32 offset;
u32 size;
};
struct MarioAnimDmaRelatedThing
{
u32 count;
u8 *srcAddr;
struct OffsetSizePair anim[1]; // dynamic size
};
struct MarioAnimation
{
struct MarioAnimDmaRelatedThing *animDmaTable;
u8 *currentAnimAddr;
struct Animation *targetAnim;
u8 padding[4];
};
struct MarioState
{
/*0x00*/ u16 playerIndex;
/*0x02*/ u16 input;
/*0x04*/ u32 flags;
/*0x08*/ u32 particleFlags;
/*0x0C*/ u32 action;
/*0x10*/ u32 prevAction;
/*0x14*/ u32 terrainSoundAddend;
/*0x18*/ u16 actionState;
/*0x1A*/ u16 actionTimer;
/*0x1C*/ u32 actionArg;
/*0x20*/ f32 intendedMag;
/*0x24*/ s16 intendedYaw;
/*0x26*/ s16 invincTimer;
/*0x28*/ u8 framesSinceA;
/*0x29*/ u8 framesSinceB;
/*0x2A*/ u8 wallKickTimer;
/*0x2B*/ u8 doubleJumpTimer;
/*0x2C*/ Vec3s faceAngle;
/*0x32*/ Vec3s angleVel;
/*0x38*/ s16 slideYaw;
/*0x3A*/ s16 twirlYaw;
/*0x3C*/ Vec3f pos;
/*0x48*/ Vec3f vel;
/*0x54*/ f32 forwardVel;
/*0x58*/ f32 slideVelX;
/*0x5C*/ f32 slideVelZ;
/*0x60*/ struct Surface *wall;
/*0x64*/ struct Surface *ceil;
/*0x68*/ struct Surface *floor;
/*0x6C*/ f32 ceilHeight;
/*0x70*/ f32 floorHeight;
/*0x74*/ s16 floorAngle;
/*0x76*/ s16 waterLevel;
/*0x78*/ struct Object *interactObj;
/*0x7C*/ struct Object *heldObj;
/*0x80*/ struct Object *usedObj;
/*0x84*/ struct Object *riddenObj;
/*0x88*/ struct Object *marioObj;
/*0x8C*/ struct SpawnInfo *spawnInfo;
/*0x90*/ struct Area *area;
/*0x94*/ struct PlayerCameraState *statusForCamera;
/*0x98*/ struct MarioBodyState *marioBodyState;
/*0x9C*/ struct Controller *controller;
/*0xA0*/ struct MarioAnimation *animation;
/*0xA4*/ u32 collidedObjInteractTypes;
/*0xA8*/ s16 numCoins;
/*0xAA*/ s16 numStars;
/*0xAC*/ s8 numKeys; // Unused key mechanic
/*0xAD*/ s8 numLives;
/*0xAE*/ s16 health;
/*0xB0*/ s16 unkB0;
/*0xB2*/ u8 hurtCounter;
/*0xB3*/ u8 healCounter;
/*0xB4*/ u8 squishTimer;
/*0xB5*/ u8 fadeWarpOpacity;
/*0xB6*/ u16 capTimer;
/*0xB8*/ s16 prevNumStarsForDialog;
/*0xBC*/ f32 peakHeight;
/*0xC0*/ f32 quicksandDepth;
/*0xC4*/ f32 unkC4;
/*0xC8*/ s16 currentRoom;
/*0xCA*/ struct Object* heldByObj;
/*????*/ u8 isSnoring;
/*????*/ struct Object* bubbleObj;
/*????*/ u8 freeze;
// Variables for a spline curve animation (used for the flight path in the grand star cutscene)
/*????*/ Vec4s* splineKeyframe;
/*????*/ float splineKeyframeFraction;
/*????*/ int splineState;
/*????*/ Vec3f nonInstantWarpPos;
/*????*/ struct Character* character;
/*????*/ u8 wasNetworkVisible;
};
#define PLAY_MODE_NORMAL 0
#define PLAY_MODE_PAUSED 2
#define PLAY_MODE_CHANGE_AREA 3
#define PLAY_MODE_CHANGE_LEVEL 4
#define PLAY_MODE_FRAME_ADVANCE 5
// NOTE: this defines the maximum number of players...
// HOWEVER, simply increasing this to 3 will not magically work
// many things will have to be overhauled!
#ifdef UNSTABLE_BRANCH
#define MAX_PLAYERS 16
#else
#define MAX_PLAYERS 2
#endif
// are you still deciding to increase it?
// networking will have to be rewritten to have more than one destination. 'reliable' messages would need to be sent per-player
// things that base priority on whether they are the host or not would need priority based on player index instead
// read all of the code surrounding a search through the entire codebase of the following:
// gMarioObject
// gMarioStates[0]
// gMarioStates[1]
// two-player hack
#endif // _SM64_TYPES_H_