sm64coopdx/src/game/object_list_processor.c
MysterD ab9e7c7bca Added player-to-player interactions
Players are now solid to each other and can push each other
Players can now attack each other (but they do not deal damage)
Players can bounce on top of each other, and they get squished
temporarily
Players are given slightly offset positions when they transition between
areas and levels, so they're no longer on top of one another.
2020-09-02 23:50:27 -07:00

703 lines
22 KiB
C

#include <PR/ultratypes.h>
#include "sm64.h"
#include "area.h"
#include "behavior_data.h"
#include "camera.h"
#include "debug.h"
#include "engine/behavior_script.h"
#include "engine/graph_node.h"
#include "engine/surface_collision.h"
#include "engine/surface_load.h"
#include "interaction.h"
#include "level_update.h"
#include "mario.h"
#include "memory.h"
#include "object_collision.h"
#include "object_helpers.h"
#include "object_list_processor.h"
#include "platform_displacement.h"
#include "profiler.h"
#include "spawn_object.h"
#include "engine/math_util.h"
/**
* Flags controlling what debug info is displayed.
*/
s32 gDebugInfoFlags;
/**
* The number of times per frame find_floor found no floor beneath an
* object, and therefore either returned a dynamic floor or NULL.
*/
s32 gNumFindFloorMisses;
UNUSED s32 unused_8033BEF8;
/**
* An unused debug counter with the label "WALL".
*/
s32 gUnknownWallCount;
/**
* Roughly the number of objects that have been processed this frame so far.
* A bug in update_terrain_objects makes this count inaccurate.
*/
u32 gObjectCounter;
/**
* The number of times find_floor, find_ceil, and find_wall_collisions have been called respectively.
*/
struct NumTimesCalled gNumCalls;
/**
* An array of debug controls that could be used to tweak in-game parameters.
* The only used rows are [4] and [5] (effectinfo and enemyinfo).
*/
s16 gDebugInfo[16][8];
s16 gDebugInfoOverwrite[16][8];
/**
* A set of flags to control which objects are updated on a given frame.
* This is used during dialog and cutscenes to freeze most objects in place.
*/
u32 gTimeStopState;
/**
* The pool that objects are allocated from.
*/
struct Object gObjectPool[OBJECT_POOL_CAPACITY];
/**
* A special object whose purpose is to act as a parent for macro objects.
*/
struct Object gMacroObjectDefaultParent;
/**
* A pointer to gObjectListArray.
* Given an object list index idx, gObjectLists[idx] is the head of a doubly
* linked list of all currently spawned objects in the list.
*/
struct ObjectNode *gObjectLists;
/**
* A singly linked list of available slots in the object pool.
*/
struct ObjectNode gFreeObjectList;
/**
* The object representing Mario.
*/
struct Object *gMarioObject;
/**
* An object variable that may have been used to represent the planned
* second player. This is speculation, based on its position and its usage in
* shadow.c.
*/
struct Object *gMario2Object;
/**
* The object whose behavior script is currently being updated.
* This object is used frequently in object behavior code, and so is often
* aliased as "o".
*/
struct Object *gCurrentObject;
/**
* The next object behavior command to be executed.
*/
const BehaviorScript *gCurBhvCommand;
/**
* The number of objects that were processed last frame, which may miss some
* objects that were spawned last frame and all objects that were spawned this
* frame. It also includes objects that were unloaded last frame.
* Besides this, a bug in update_terrain_objects makes this count inaccurate.
*/
s16 gPrevFrameObjectCount;
/**
* The total number of surface nodes allocated (a node is allocated for each
* spatial partition cell that a surface intersects).
*/
s32 gSurfaceNodesAllocated;
/**
* The total number of surfaces allocated.
*/
s32 gSurfacesAllocated;
/**
* The number of nodes that have been created for surfaces.
*/
s32 gNumStaticSurfaceNodes;
/**
* The number of surfaces in the pool.
*/
s32 gNumStaticSurfaces;
/**
* A pool used by chain chomp and wiggler to allocate their body parts.
*/
struct MemoryPool *gObjectMemoryPool;
s16 gCheckingSurfaceCollisionsForCamera;
s16 gFindFloorIncludeSurfaceIntangible;
s16 *gEnvironmentRegions;
s32 gEnvironmentLevels[20];
s8 gDoorAdjacentRooms[60][2];
s16 gMarioCurrentRoom;
s16 D_8035FEE2;
s16 D_8035FEE4;
s16 gTHIWaterDrained;
s16 gTTCSpeedSetting;
s16 gMarioShotFromCannon;
s16 gCCMEnteredSlide;
s16 gNumRoomedObjectsInMarioRoom;
s16 gNumRoomedObjectsNotInMarioRoom;
s16 gWDWWaterLevelChanging;
s16 gMarioOnMerryGoRound;
/**
* Nodes used to represent the doubly linked object lists.
*/
struct ObjectNode gObjectListArray[16];
/**
* The order that object lists are processed in a frame.
*/
s8 sObjectListUpdateOrder[] = { OBJ_LIST_SPAWNER,
OBJ_LIST_SURFACE,
OBJ_LIST_POLELIKE,
OBJ_LIST_PLAYER,
OBJ_LIST_PUSHABLE,
OBJ_LIST_GENACTOR,
OBJ_LIST_DESTRUCTIVE,
OBJ_LIST_LEVEL,
OBJ_LIST_DEFAULT,
OBJ_LIST_UNIMPORTANT,
-1 };
/**
* Info needed to spawn particles and keep track of which have been spawned for
* an object.
*/
struct ParticleProperties {
u32 particleFlag;
u32 activeParticleFlag;
u8 model;
const BehaviorScript *behavior;
};
/**
* A table mapping particle flags to various properties use when spawning a particle.
*/
struct ParticleProperties sParticleTypes[] = {
{ PARTICLE_DUST, ACTIVE_PARTICLE_DUST, MODEL_MIST, bhvMistParticleSpawner },
{ PARTICLE_VERTICAL_STAR, ACTIVE_PARTICLE_V_STAR, MODEL_NONE, bhvVertStarParticleSpawner },
{ PARTICLE_HORIZONTAL_STAR, ACTIVE_PARTICLE_H_STAR, MODEL_NONE, bhvHorStarParticleSpawner },
{ PARTICLE_SPARKLES, ACTIVE_PARTICLE_SPARKLES, MODEL_SPARKLES, bhvSparkleParticleSpawner },
{ PARTICLE_BUBBLE, ACTIVE_PARTICLE_BUBBLE, MODEL_BUBBLE, bhvBubbleParticleSpawner },
{ PARTICLE_WATER_SPLASH, ACTIVE_PARTICLE_WATER_SPLASH, MODEL_WATER_SPLASH, bhvWaterSplash },
{ PARTICLE_IDLE_WATER_WAVE, ACTIVE_PARTICLE_IDLE_WATER_WAVE, MODEL_IDLE_WATER_WAVE, bhvIdleWaterWave },
{ PARTICLE_PLUNGE_BUBBLE, ACTIVE_PARTICLE_PLUNGE_BUBBLE, MODEL_WHITE_PARTICLE_SMALL, bhvPlungeBubble },
{ PARTICLE_WAVE_TRAIL, ACTIVE_PARTICLE_WAVE_TRAIL, MODEL_WAVE_TRAIL, bhvWaveTrail },
{ PARTICLE_FIRE, ACTIVE_PARTICLE_FIRE, MODEL_RED_FLAME, bhvFireParticleSpawner },
{ PARTICLE_SHALLOW_WATER_WAVE, ACTIVE_PARTICLE_SHALLOW_WATER_WAVE, MODEL_NONE, bhvShallowWaterWave },
{ PARTICLE_SHALLOW_WATER_SPLASH, ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH, MODEL_NONE, bhvShallowWaterSplash },
{ PARTICLE_LEAF, ACTIVE_PARTICLE_LEAF, MODEL_NONE, bhvLeafParticleSpawner },
{ PARTICLE_SNOW, ACTIVE_PARTICLE_SNOW, MODEL_NONE, bhvSnowParticleSpawner },
{ PARTICLE_BREATH, ACTIVE_PARTICLE_BREATH, MODEL_NONE, bhvBreathParticleSpawner },
{ PARTICLE_DIRT, ACTIVE_PARTICLE_DIRT, MODEL_NONE, bhvDirtParticleSpawner },
{ PARTICLE_MIST_CIRCLE, ACTIVE_PARTICLE_MIST_CIRCLE, MODEL_NONE, bhvMistCircParticleSpawner },
{ PARTICLE_TRIANGLE, ACTIVE_PARTICLE_TRIANGLE, MODEL_NONE, bhvTriangleParticleSpawner },
{ 0, 0, MODEL_NONE, NULL },
};
/**
* Copy position, velocity, and angle variables from MarioState to the Mario
* object.
*/
void copy_mario_state_to_object(void) {
s32 i = 0;
// L is real
// two-player hack
if (gCurrentObject != gMarioObject) {
i += 1;
}
gCurrentObject->oVelX = gMarioStates[i].vel[0];
gCurrentObject->oVelY = gMarioStates[i].vel[1];
gCurrentObject->oVelZ = gMarioStates[i].vel[2];
gCurrentObject->oPosX = gMarioStates[i].pos[0];
gCurrentObject->oPosY = gMarioStates[i].pos[1];
gCurrentObject->oPosZ = gMarioStates[i].pos[2];
gCurrentObject->oMoveAnglePitch = gCurrentObject->header.gfx.angle[0];
gCurrentObject->oMoveAngleYaw = gCurrentObject->header.gfx.angle[1];
gCurrentObject->oMoveAngleRoll = gCurrentObject->header.gfx.angle[2];
gCurrentObject->oFaceAnglePitch = gCurrentObject->header.gfx.angle[0];
gCurrentObject->oFaceAngleYaw = gCurrentObject->header.gfx.angle[1];
gCurrentObject->oFaceAngleRoll = gCurrentObject->header.gfx.angle[2];
gCurrentObject->oAngleVelPitch = gMarioStates[i].angleVel[0];
gCurrentObject->oAngleVelYaw = gMarioStates[i].angleVel[1];
gCurrentObject->oAngleVelRoll = gMarioStates[i].angleVel[2];
}
/**
* Spawn a particle at gCurrentObject's location.
*/
void spawn_particle(u32 activeParticleFlag, s16 model, const BehaviorScript *behavior) {
if (!(gCurrentObject->oActiveParticleFlags & activeParticleFlag)) {
struct Object *particle;
gCurrentObject->oActiveParticleFlags |= activeParticleFlag;
particle = spawn_object_at_origin(gCurrentObject, 0, model, behavior);
obj_copy_pos_and_angle(particle, gCurrentObject);
}
}
/**
* Mario's primary behavior update function.
*/
void bhv_mario_update(void) {
u32 particleFlags = 0;
s32 i;
particleFlags = execute_mario_action(gCurrentObject);
gCurrentObject->oMarioParticleFlags = particleFlags;
// Mario code updates MarioState's versions of position etc, so we need
// to sync it with the Mario object
copy_mario_state_to_object();
i = 0;
while (sParticleTypes[i].particleFlag != 0) {
if (particleFlags & sParticleTypes[i].particleFlag) {
spawn_particle(sParticleTypes[i].activeParticleFlag, sParticleTypes[i].model,
sParticleTypes[i].behavior);
}
i++;
}
}
void bhv_mario2_update(void) {
gMarioState = &gMarioStates[1];
bhv_mario_update();
gMarioState = &gMarioStates[0];
}
/**
* Update every object that occurs after firstObj in the given object list,
* including firstObj itself. Return the number of objects that were updated.
*/
s32 update_objects_starting_at(struct ObjectNode *objList, struct ObjectNode *firstObj) {
s32 count = 0;
while (objList != firstObj) {
gCurrentObject = (struct Object *) firstObj;
gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_HAS_ANIMATION;
cur_obj_update();
firstObj = firstObj->next;
count += 1;
}
return count;
}
/**
* Update objects in objList starting with firstObj while time stop is active.
* This means that only certain select objects will be updated, such as Mario,
* doors, unimportant objects, and the object that initiated time stop.
* The exact set of objects that are updated depends on which flags are set
* in gTimeStopState.
* Return the total number of objects in the list (including those that weren't
* updated)
*/
s32 update_objects_during_time_stop(struct ObjectNode *objList, struct ObjectNode *firstObj) {
s32 count = 0;
s32 unfrozen;
while (objList != firstObj) {
gCurrentObject = (struct Object *) firstObj;
unfrozen = FALSE;
// Selectively unfreeze certain objects
if (!(gTimeStopState & TIME_STOP_ALL_OBJECTS)) {
if (gCurrentObject == gMarioObject && !(gTimeStopState & TIME_STOP_MARIO_AND_DOORS)) {
unfrozen = TRUE;
}
if ((gCurrentObject->oInteractType & (INTERACT_DOOR | INTERACT_WARP_DOOR))
&& !(gTimeStopState & TIME_STOP_MARIO_AND_DOORS)) {
unfrozen = TRUE;
}
if (gCurrentObject->activeFlags
& (ACTIVE_FLAG_UNIMPORTANT | ACTIVE_FLAG_INITIATED_TIME_STOP)) {
unfrozen = TRUE;
}
}
// Only update if unfrozen
if (unfrozen) {
gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_HAS_ANIMATION;
cur_obj_update();
} else {
gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_HAS_ANIMATION;
}
firstObj = firstObj->next;
count++;
}
return count;
}
/**
* Update every object in the given list. Return the total number of objects in
* the list.
*/
s32 update_objects_in_list(struct ObjectNode *objList) {
s32 count;
struct ObjectNode *firstObj = objList->next;
if (!(gTimeStopState & TIME_STOP_ACTIVE)) {
count = update_objects_starting_at(objList, firstObj);
} else {
count = update_objects_during_time_stop(objList, firstObj);
}
return count;
}
/**
* Unload any objects in the list that have been deactivated.
*/
s32 unload_deactivated_objects_in_list(struct ObjectNode *objList) {
struct ObjectNode *obj = objList->next;
while (objList != obj) {
gCurrentObject = (struct Object *) obj;
obj = obj->next;
if ((gCurrentObject->activeFlags & ACTIVE_FLAG_ACTIVE) != ACTIVE_FLAG_ACTIVE) {
// Prevent object from respawning after exiting and re-entering the
// area
if (!(gCurrentObject->oFlags & OBJ_FLAG_PERSISTENT_RESPAWN)) {
set_object_respawn_info_bits(gCurrentObject, RESPAWN_INFO_DONT_RESPAWN);
}
unload_object(gCurrentObject);
}
}
return 0;
}
/**
* OR the object's respawn info with bits << 8. If bits = 0xFF, this prevents
* the object from respawning after leaving and re-entering the area.
* For macro objects, respawnInfo points to the 16 bit entry in the macro object
* list. For other objects, it points to the 32 bit behaviorArg in the
* SpawnInfo.
*/
void set_object_respawn_info_bits(struct Object *obj, u8 bits) {
u32 *info32;
u16 *info16;
switch (obj->respawnInfoType) {
case RESPAWN_INFO_TYPE_32:
info32 = (u32 *) obj->respawnInfo;
*info32 |= bits << 8;
break;
case RESPAWN_INFO_TYPE_16:
info16 = (u16 *) obj->respawnInfo;
*info16 |= bits << 8;
break;
}
}
/**
* Unload all objects whose activeAreaIndex is areaIndex.
*/
void unload_objects_from_area(UNUSED s32 unused, s32 areaIndex) {
struct Object *obj;
struct ObjectNode *node;
struct ObjectNode *list;
s32 i;
gObjectLists = gObjectListArray;
for (i = 0; i < NUM_OBJ_LISTS; i++) {
list = gObjectLists + i;
node = list->next;
while (node != list) {
obj = (struct Object *) node;
node = node->next;
if (obj->header.gfx.unk19 == areaIndex) {
unload_object(obj);
}
}
}
}
/**
* Spawn objects given a list of SpawnInfos. Called when loading an area.
*/
void spawn_objects_from_info(UNUSED s32 unused, struct SpawnInfo *spawnInfo) {
gObjectLists = gObjectListArray;
gTimeStopState = 0;
gWDWWaterLevelChanging = FALSE;
gMarioOnMerryGoRound = 0;
//! (Spawning Displacement) On the Japanese version, Mario's platform object
// isn't cleared when transitioning between areas. This can cause Mario to
// receive displacement after spawning.
#ifndef VERSION_JP
clear_mario_platform();
#endif
if (gCurrAreaIndex == 2) {
gCCMEnteredSlide |= 1;
}
while (spawnInfo != NULL) {
struct Object *object;
UNUSED s32 unused;
const BehaviorScript *script;
UNUSED s16 arg16 = (s16)(spawnInfo->behaviorArg & 0xFFFF);
script = segmented_to_virtual(spawnInfo->behaviorScript);
// If the object was previously killed/collected, don't respawn it
if ((spawnInfo->behaviorArg & (RESPAWN_INFO_DONT_RESPAWN << 8))
!= (RESPAWN_INFO_DONT_RESPAWN << 8)) {
object = create_object(script);
// Behavior parameters are often treated as four separate bytes, but
// are stored as an s32.
object->oBehParams = spawnInfo->behaviorArg;
// The second byte of the behavior parameters is copied over to a special field
// as it is the most frequently used by objects.
object->oBehParams2ndByte = ((spawnInfo->behaviorArg) >> 16) & 0xFF;
object->behavior = script;
object->unused1 = 0;
// Record death/collection in the SpawnInfo
object->respawnInfoType = RESPAWN_INFO_TYPE_32;
object->respawnInfo = &spawnInfo->behaviorArg;
if (spawnInfo->behaviorArg & 0x01) {
gMarioObject = object;
geo_make_first_child(&object->header.gfx.node);
}
if (spawnInfo->behaviorArg & 0x02) {
gMario2Object = object;
geo_make_first_child(&object->header.gfx.node);
}
geo_obj_init_spawninfo(&object->header.gfx, spawnInfo);
object->oPosX = spawnInfo->startPos[0];
object->oPosY = spawnInfo->startPos[1];
object->oPosZ = spawnInfo->startPos[2];
object->oFaceAnglePitch = spawnInfo->startAngle[0];
object->oFaceAngleYaw = spawnInfo->startAngle[1];
object->oFaceAngleRoll = spawnInfo->startAngle[2];
object->oMoveAnglePitch = spawnInfo->startAngle[0];
object->oMoveAngleYaw = spawnInfo->startAngle[1];
object->oMoveAngleRoll = spawnInfo->startAngle[2];
}
spawnInfo = spawnInfo->next;
}
}
void stub_obj_list_processor_1(void) {
}
/**
* Clear objects, dynamic surfaces, and some miscellaneous level data used by objects.
*/
void clear_objects(void) {
s32 i;
network_clear_sync_objects();
gTHIWaterDrained = 0;
gTimeStopState = 0;
gMarioObject = NULL;
gMario2Object = NULL;
gMarioCurrentRoom = 0;
for (int i = 0; i < MAX_PLAYERS; i++) {
gMarioStates[i].currentRoom = 0;
}
for (i = 0; i < 60; i++) {
gDoorAdjacentRooms[i][0] = 0;
gDoorAdjacentRooms[i][1] = 0;
}
debug_unknown_level_select_check();
init_free_object_list();
clear_object_lists(gObjectListArray);
stub_behavior_script_2();
stub_obj_list_processor_1();
for (i = 0; i < OBJECT_POOL_CAPACITY; i++) {
gObjectPool[i].activeFlags = ACTIVE_FLAG_DEACTIVATED;
geo_reset_object_node(&gObjectPool[i].header.gfx);
}
gObjectMemoryPool = mem_pool_init(0x800, MEMORY_POOL_LEFT);
gObjectLists = gObjectListArray;
clear_dynamic_surfaces();
}
/**
* Update spawner and surface objects.
*/
void update_terrain_objects(void) {
gObjectCounter = update_objects_in_list(&gObjectLists[OBJ_LIST_SPAWNER]);
//! This was meant to be +=
gObjectCounter = update_objects_in_list(&gObjectLists[OBJ_LIST_SURFACE]);
}
/**
* Update all other object lists besides spawner and surface objects, using
* the order specified by sObjectListUpdateOrder.
*/
void update_non_terrain_objects(void) {
UNUSED s32 unused;
s32 listIndex;
s32 i = 2;
while ((listIndex = sObjectListUpdateOrder[i]) != -1) {
gObjectCounter += update_objects_in_list(&gObjectLists[listIndex]);
i += 1;
}
}
/**
* Unload deactivated objects in any object list.
*/
void unload_deactivated_objects(void) {
UNUSED s32 unused;
s32 listIndex;
s32 i = 0;
while ((listIndex = sObjectListUpdateOrder[i]) != -1) {
unload_deactivated_objects_in_list(&gObjectLists[listIndex]);
i += 1;
}
// TIME_STOP_UNKNOWN_0 was most likely intended to be used to track whether
// any objects had been deactivated
gTimeStopState &= ~TIME_STOP_UNKNOWN_0;
}
/**
* Unused profiling function.
*/
static u16 unused_get_elapsed_time(u64 *cycleCounts, s32 index) {
u16 time;
f64 cycles;
cycles = cycleCounts[index] - cycleCounts[index - 1];
if (cycles < 0) {
cycles = 0;
}
time = (u16)(((u64) cycles * 1000000 / osClockRate) / 16667.0 * 1000.0);
if (time > 999) {
time = 999;
}
return time;
}
/**
* Update all objects. This includes script execution, object collision detection,
* and object surface management.
*/
void update_objects(UNUSED s32 unused) {
s64 cycleCounts[30];
cycleCounts[0] = get_current_clock();
gTimeStopState &= ~TIME_STOP_MARIO_OPENED_DOOR;
gNumRoomedObjectsInMarioRoom = 0;
gNumRoomedObjectsNotInMarioRoom = 0;
gCheckingSurfaceCollisionsForCamera = FALSE;
reset_debug_objectinfo();
stub_debug_5();
gObjectLists = gObjectListArray;
// If time stop is not active, unload object surfaces
cycleCounts[1] = get_clock_difference(cycleCounts[0]);
clear_dynamic_surfaces();
// Update spawners and objects with surfaces
cycleCounts[2] = get_clock_difference(cycleCounts[0]);
update_terrain_objects();
// If Mario was touching a moving platform at the end of last frame, apply
// displacement now
//! If the platform object unloaded and a different object took its place,
// displacement could be applied incorrectly
apply_mario_platform_displacement();
// Detect which objects are intersecting
cycleCounts[3] = get_clock_difference(cycleCounts[0]);
detect_object_collisions();
// Update all other objects that haven't been updated yet
cycleCounts[4] = get_clock_difference(cycleCounts[0]);
update_non_terrain_objects();
// Unload any objects that have been deactivated
cycleCounts[5] = get_clock_difference(cycleCounts[0]);
unload_deactivated_objects();
// Check if Mario is on a platform object and save this object
cycleCounts[6] = get_clock_difference(cycleCounts[0]);
update_mario_platform();
cycleCounts[7] = get_clock_difference(cycleCounts[0]);
cycleCounts[0] = 0;
try_print_debug_mario_object_info();
// If time stop was enabled this frame, activate it now so that it will
// take effect next frame
if (gTimeStopState & TIME_STOP_ENABLED) {
gTimeStopState |= TIME_STOP_ACTIVE;
} else {
gTimeStopState &= ~TIME_STOP_ACTIVE;
}
gPrevFrameObjectCount = gObjectCounter;
}