mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-30 07:53:01 +00:00
402 lines
11 KiB
C
402 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"
|
|
|
|
|
|
// 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
|
|
};
|
|
|
|
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;
|
|
};
|
|
|
|
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;
|
|
};
|
|
|
|
#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 PLAY_MODE_SYNC_LEVEL 6
|
|
|
|
// 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!
|
|
#define MAX_PLAYERS 2
|
|
// 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_
|