sm64coopdx/include/types.h
Isaac0-dev eaeaeb0f7f
add a way for mods to get dynamic surfaces that belong to specific objects (#59)
Adding this for collision minimap, but I'm sure it'd be useful for many other mods that deal with collision in this kind of way

exposes a function, obj_get_surface_from_index. pass in an object, and the index of the surface you want. numSurfaces is also added to know when to stop iterating through surfaces

Thanks to peachy for coming up with the better method of doing this

Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
2024-06-06 17:24:28 +10:00

465 lines
12 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 "pc/network/version.h"
#include "pc/platform.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*/ f32 stickX; // [-64, 64] positive is right
/*0x08*/ f32 stickY; // [-64, 64] positive is up
/*0x0C*/ f32 stickMag; // distance from center [0, 64]
/*0x10*/ u16 buttonDown;
/*0x12*/ u16 buttonPressed;
/*0x14*/ OSContStatus *statusData;
/*0x18*/ OSContPad *controllerData;
/*0x1C*/ s32 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;
typedef u8 Texture;
typedef u8 Color[3];
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 animYTransDivisor;
/*0x04*/ s16 startFrame;
/*0x06*/ s16 loopStart;
/*0x08*/ s16 loopEnd;
/*0x0A*/ s16 unusedBoneCount;
/*0x0C*/ u16 *values;
/*0x10*/ u16 *index;
/*0x14*/ u32 length; // only used with Mario animations to determine how much to load. 0 otherwise.
/*????*/ u32 valuesLength;
/*????*/ u32 indexLength;
};
struct AnimationTable {
u32 count;
const struct Animation* const anims[];
};
#define ANIMINDEX_NUMPARTS(animindex) (sizeof(animindex) / sizeof(u16) / 6 - 1)
#define ANIM_FIELD_LENGTH(animindex) (sizeof(animindex) / sizeof(u16))
#define GRAPH_NODE_GUARD 0xAA
struct GraphNode
{
s16 type; // structure type
s16 flags; // hi = drawing layer, lo = rendering modes
struct GraphNode *prev;
u8 _guard1;
struct GraphNode *next;
u8 _guard2;
struct GraphNode *parent;
struct GraphNode *children;
const void *georef;
u8 extraFlags;
};
struct AnimInfo
{
/*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 areaIndex;
/*0x19*/ s8 activeAreaIndex;
/*0x1A*/ Vec3s angle;
/*0x20*/ Vec3f pos;
Vec3s prevAngle;
Vec3f prevPos;
u32 prevTimestamp;
Vec3f shadowPos;
Vec3f prevShadowPos;
u32 prevShadowPosTimestamp;
bool shadowInvisible;
bool disableAutomaticShadowPos;
/*0x2C*/ Vec3f scale;
Vec3f prevScale;
u32 prevScaleTimestamp;
/*0x38*/ struct AnimInfo animInfo;
/*0x4C*/ struct SpawnInfo *unk4C;
/*0x50*/ Mat4 *throwMatrix; // matrix ptr
Mat4 prevThrowMatrix;
u32 prevThrowMatrixTimestamp;
Mat4 *throwMatrixPrev;
/*0x54*/ Vec3f cameraToObject;
u32 skipInterpolationTimestamp;
bool skipInViewCheck;
bool inited;
};
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.
#define OBJECT_MAX_BHV_STACK 16
#define OBJECT_NUM_REGULAR_FIELDS 0x50
#define OBJECT_NUM_CUSTOM_FIELDS 0x10
#define OBJECT_CUSTOM_FIELDS_START (OBJECT_NUM_REGULAR_FIELDS)
#define OBJECT_NUM_FIELDS (OBJECT_CUSTOM_FIELDS_START + OBJECT_NUM_CUSTOM_FIELDS)
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[OBJECT_NUM_FIELDS];
s32 asS32[OBJECT_NUM_FIELDS];
s16 asS16[OBJECT_NUM_FIELDS][2];
f32 asF32[OBJECT_NUM_FIELDS];
} rawData;
union {
s16 *asS16P[OBJECT_NUM_FIELDS];
s32 *asS32P[OBJECT_NUM_FIELDS];
struct AnimationTable *asAnims[OBJECT_NUM_FIELDS];
struct Waypoint *asWaypoint[OBJECT_NUM_FIELDS];
struct ChainSegment *asChainSegment[OBJECT_NUM_FIELDS];
struct Object *asObject[OBJECT_NUM_FIELDS];
struct Surface *asSurface[OBJECT_NUM_FIELDS];
void *asVoidPtr[OBJECT_NUM_FIELDS];
const void *asConstVoidPtr[OBJECT_NUM_FIELDS];
} ptrData;
/*0x1C8*/ u32 unused1;
/*0x1CC*/ const BehaviorScript *curBhvCommand;
/*0x1D0*/ u32 bhvStackIndex;
/*0x1D4*/ uintptr_t bhvStack[OBJECT_MAX_BHV_STACK];
/*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*/ Collision *collisionData;
/*0x21C*/ Mat4 transform;
/*0x25C*/ void *respawnInfo;
/*?????*/ u8 coopFlags;
/*?????*/ enum AreaTimerType areaTimerType;
/*?????*/ u32 areaTimer;
/*?????*/ u32 areaTimerDuration;
/*?????*/ void (*areaTimerRunOnceCallback)(void);
/*?????*/ u8 globalPlayerIndex;
/*?????*/ struct Object* usingObj;
/*?????*/ u8 hookRender;
/*?????*/ u8 setHome;
/*?????*/ u8 allowRemoteInteractions;
/*?????*/ u8 ctx;
/*?????*/ u32 firstSurface;
/*?????*/ u32 numSurfaces;
};
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];
/*????*/ u32 updateTorsoTime;
/*????*/ Vec3f headPos;
/*????*/ u16 shadeR; /// shadow red value
/*????*/ u16 shadeG; /// shadow green value
/*????*/ u16 shadeB; /// shadow blue value
/*????*/ u16 lightR; /// light red value
/*????*/ u16 lightG; /// light green value
/*????*/ u16 lightB; /// light blue value
/*????*/ f32 lightingDirX;
/*????*/ f32 lightingDirY;
/*????*/ f32 lightingDirZ;
/*????*/ u8 allowPartRotation;
// 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;
/*????*/ f32 splineKeyframeFraction;
/*????*/ s32 splineState;
/*????*/ Vec3f nonInstantWarpPos;
/*????*/ struct Character* character;
/*????*/ u8 wasNetworkVisible;
/*????*/ f32 minimumBoneY;
/*????*/ f32 curAnimOffset;
/*????*/ u8 knockbackTimer;
/*????*/ u8 specialTripleJump;
/*????*/ Vec3f wallNormal;
/*????*/ u8 visibleToEnemies;
/*????*/ u32 cap;
/*????*/ u8 bounceSquishTimer;
/*????*/ u8 skipWarpInteractionsTimer;
/*????*/ s16 dialogId;
};
struct TextureInfo
{
u8* texture;
u8 bitSize;
u32 width;
u32 height;
const char* name;
};
#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
#define MAX_PLAYERS 16
#define COOP_OBJ_FLAG_NETWORK (1 << 0)
#define COOP_OBJ_FLAG_LUA (1 << 1)
#define COOP_OBJ_FLAG_NON_SYNC (1 << 2)
#define COOP_OBJ_FLAG_INITIALIZED (1 << 3)
#include "game/characters.h"
#include "data/dynos.c.h"
#endif // _SM64_TYPES_H_