sm64coopdx/data/dynos_bin_vtx.cpp
Isaac0-dev c9e4efdb31
custom level fixes and fixes from other pr (#483)
clean up custom level code
    fixed a bug where custom level course numbers weren't used by dynos warps
    removed a bunch of unused dynos code
    fix demos triggering incorrectly
    allowed the right Ctrl key to be used when opening the in game console
    fixed a softlock that was possible to experience when talking to the snowman in CCM
    fixed the bug where you can permanently lose your cap (bug created by my own PR from beta 32)
    fix the moderator feature I made a while back; I am amazed it even worked at all before
    fixed dynos warp initial actions being skipped (read ec8aabc for explanation)
    completely changed the way star names and course names work
2023-10-27 16:42:27 -07:00

150 lines
4.8 KiB
C++

#include "dynos.cpp.h"
extern "C" {
#include "engine/graph_node.h"
}
#define F32VTX_SENTINEL_0 0x3346
#define F32VTX_SENTINEL_1 0x5632
#define F32VTX_SENTINEL_2 0x5854
static inline bool ShouldUseF32Vtx(DataNode<Vtx>* aNode) {
for (u32 i = 0; i != aNode->mSize; ++i) {
for (u32 j = 0; j != 3; ++j) {
if (aNode->mData[i].n.ob[j] < -0x7FFF ||
aNode->mData[i].n.ob[j] > +0x7FFF) {
return true;
}
}
}
return false;
}
static inline bool IsUsingF32Vtx(Vec3f ob) {
return ob[0] == F32VTX_SENTINEL_0 &&
ob[1] == F32VTX_SENTINEL_1 &&
ob[2] == F32VTX_SENTINEL_2;
}
/////////////
// Parsing //
/////////////
DataNode<Vtx>* DynOS_Vtx_Parse(GfxData* aGfxData, DataNode<Vtx>* aNode) {
if (aNode->mData) return aNode;
// Vertex data
aNode->mSize = (u32) (aNode->mTokens.Count() / 10);
aNode->mData = New<Vtx>(aNode->mSize);
for (u32 i = 0; i != aNode->mSize; ++i) {
f32 px = (f32) aNode->mTokens[10 * i + 0].ParseFloat();
f32 py = (f32) aNode->mTokens[10 * i + 1].ParseFloat();
f32 pz = (f32) aNode->mTokens[10 * i + 2].ParseFloat();
u8 fl = (u8) aNode->mTokens[10 * i + 3].ParseInt();
s16 tu = (s16) aNode->mTokens[10 * i + 4].ParseInt();
s16 tv = (s16) aNode->mTokens[10 * i + 5].ParseInt();
u8 nx = (u8) aNode->mTokens[10 * i + 6].ParseInt();
u8 ny = (u8) aNode->mTokens[10 * i + 7].ParseInt();
u8 nz = (u8) aNode->mTokens[10 * i + 8].ParseInt();
u8 a = (u8) aNode->mTokens[10 * i + 9].ParseInt();
aNode->mData[i] = { { { px, py, pz }, fl, { tu, tv }, { nx, ny, nz, a } } };
}
aNode->mLoadIndex = aGfxData->mLoadIndex++;
return aNode;
}
/////////////
// Writing //
/////////////
void DynOS_Vtx_Write(BinFile* aFile, GfxData* aGfxData, DataNode<Vtx> *aNode) {
if (!aNode->mData) return;
// Header
aFile->Write<u8>(DATA_TYPE_VERTEX);
aNode->mName.Write(aFile);
// Data
bool shouldUseF32Vtx = ShouldUseF32Vtx(aNode);
if (shouldUseF32Vtx) {
aFile->Write<u32>(aNode->mSize + 1);
// Write sentinel
aFile->Write<s16>(F32VTX_SENTINEL_0);
aFile->Write<s16>(F32VTX_SENTINEL_1);
aFile->Write<s16>(F32VTX_SENTINEL_2);
aFile->Write<s16>(0);
aFile->Write<s16>(0);
aFile->Write<s16>(0);
aFile->Write<s8> (0);
aFile->Write<s8> (0);
aFile->Write<s8> (0);
aFile->Write<u8> (0);
} else {
aFile->Write<u32>(aNode->mSize);
}
for (u32 i = 0; i != aNode->mSize; ++i) {
if (shouldUseF32Vtx) {
aFile->Write<f32>(aNode->mData[i].n.ob[0]);
aFile->Write<f32>(aNode->mData[i].n.ob[1]);
aFile->Write<f32>(aNode->mData[i].n.ob[2]);
} else {
aFile->Write<s16>(aNode->mData[i].n.ob[0]);
aFile->Write<s16>(aNode->mData[i].n.ob[1]);
aFile->Write<s16>(aNode->mData[i].n.ob[2]);
}
aFile->Write<s16>(aNode->mData[i].n.flag);
aFile->Write<s16>(aNode->mData[i].n.tc[0]);
aFile->Write<s16>(aNode->mData[i].n.tc[1]);
aFile->Write<s8> (aNode->mData[i].n.n[0]);
aFile->Write<s8> (aNode->mData[i].n.n[1]);
aFile->Write<s8> (aNode->mData[i].n.n[2]);
aFile->Write<u8> (aNode->mData[i].n.a);
}
}
/////////////
// Reading //
/////////////
void DynOS_Vtx_Load(BinFile *aFile, GfxData *aGfxData) {
DataNode<Vtx> *_Node = New<DataNode<Vtx>>();
// Name
_Node->mName.Read(aFile);
// Data
bool isUsingF32Vtx = false;
_Node->mSize = aFile->Read<u32>();
_Node->mData = New<Vtx>(_Node->mSize);
for (u32 i = 0; i != _Node->mSize; ++i) {
if (isUsingF32Vtx) {
_Node->mData[i].n.ob[0] = aFile->Read<f32>();
_Node->mData[i].n.ob[1] = aFile->Read<f32>();
_Node->mData[i].n.ob[2] = aFile->Read<f32>();
} else {
_Node->mData[i].n.ob[0] = aFile->Read<s16>();
_Node->mData[i].n.ob[1] = aFile->Read<s16>();
_Node->mData[i].n.ob[2] = aFile->Read<s16>();
}
_Node->mData[i].n.flag = aFile->Read<s16>();
_Node->mData[i].n.tc[0] = aFile->Read<s16>();
_Node->mData[i].n.tc[1] = aFile->Read<s16>();
_Node->mData[i].n.n[0] = aFile->Read<s8> ();
_Node->mData[i].n.n[1] = aFile->Read<s8> ();
_Node->mData[i].n.n[2] = aFile->Read<s8> ();
_Node->mData[i].n.a = aFile->Read<u8> ();
// Check sentinel on first vertex
if (!isUsingF32Vtx && i == 0 && IsUsingF32Vtx(_Node->mData[i].n.ob)) {
_Node->mSize--; i--;
isUsingF32Vtx = true;
}
}
if (_Node->mSize > 6) {
_Node->mFlags |= GRAPH_EXTRA_FORCE_3D;
}
// Append
aGfxData->mVertices.Add(_Node);
}