object_helpers.h (14525B)
1 #ifndef OBJECT_HELPERS_H 2 #define OBJECT_HELPERS_H 3 4 #include <PR/ultratypes.h> 5 6 #include "macros.h" 7 #include "types.h" 8 9 // used for chain chomp and wiggler 10 struct ChainSegment { 11 f32 posX; 12 f32 posY; 13 f32 posZ; 14 s16 pitch; 15 s16 yaw; 16 s16 roll; 17 }; 18 19 #define WATER_DROPLET_FLAG_RAND_ANGLE 0x02 20 #define WATER_DROPLET_FLAG_RAND_OFFSET_XZ 0x04 // Unused 21 #define WATER_DROPLET_FLAG_RAND_OFFSET_XYZ 0x08 // Unused 22 #define WATER_DROPLET_FLAG_SET_Y_TO_WATER_LEVEL 0x20 23 #define WATER_DROPLET_FLAG_RAND_ANGLE_INCR_PLUS_8000 0x40 24 #define WATER_DROPLET_FLAG_RAND_ANGLE_INCR 0x80 // Unused 25 26 // Call spawn_water_droplet with this struct to spawn an object. 27 struct WaterDropletParams { 28 s16 flags; // Droplet spawn flags, see defines above 29 s16 model; 30 const BehaviorScript *behavior; 31 s16 moveAngleRange; // Only used for RAND_ANGLE_INCR flags 32 s16 moveRange; // Only used for RAND_OFFSET flags 33 f32 randForwardVelOffset; 34 f32 randForwardVelScale; 35 f32 randYVelOffset; 36 f32 randYVelScale; 37 f32 randSizeOffset; 38 f32 randSizeScale; 39 }; 40 41 struct struct802A1230 { 42 /*0x00*/ s16 unk00; 43 /*0x02*/ s16 unk02; 44 }; 45 46 struct Struct802A272C { 47 Vec3f vecF; 48 Vec3s vecS; 49 }; 50 51 struct SpawnParticlesInfo { 52 /*0x00*/ s8 bhvParam; 53 /*0x01*/ s8 count; 54 /*0x02*/ u8 model; 55 /*0x03*/ s8 offsetY; 56 /*0x04*/ s8 forwardVelBase; 57 /*0x05*/ s8 forwardVelRange; 58 /*0x06*/ s8 velYBase; 59 /*0x07*/ s8 velYRange; 60 /*0x08*/ s8 gravity; 61 /*0x09*/ s8 dragStrength; 62 /*0x0C*/ f32 sizeBase; 63 /*0x10*/ f32 sizeRange; 64 }; 65 66 Gfx *geo_update_projectile_pos_from_parent(s32 callContext, UNUSED struct GraphNode *node, Mat4 mtx); 67 Gfx *geo_update_layer_transparency(s32 callContext, struct GraphNode *node, UNUSED void *context); 68 #ifdef AVOID_UB 69 Gfx *geo_switch_anim_state(s32 callContext, struct GraphNode *node, UNUSED void *context); 70 Gfx *geo_switch_area(s32 callContext, struct GraphNode *node, UNUSED void *context); 71 #else 72 Gfx *geo_switch_anim_state(s32 callContext, struct GraphNode *node); 73 Gfx *geo_switch_area(s32 callContext, struct GraphNode *node); 74 #endif 75 void obj_update_pos_from_parent_transformation(Mat4 a0, struct Object *a1); 76 void obj_apply_scale_to_matrix(struct Object *obj, Mat4 dst, Mat4 src); 77 void create_transformation_from_matrices(Mat4 a0, Mat4 a1, Mat4 a2); 78 void obj_set_held_state(struct Object *obj, const BehaviorScript *heldBehavior); 79 f32 lateral_dist_between_objects(struct Object *obj1, struct Object *obj2); 80 f32 dist_between_objects(struct Object *obj1, struct Object *obj2); 81 void cur_obj_forward_vel_approach_upward(f32 target, f32 increment); 82 s32 approach_f32_signed(f32 *value, f32 target, f32 increment); 83 f32 approach_f32_symmetric(f32 value, f32 target, f32 increment); 84 s16 approach_s16_symmetric(s16 value, s16 target, s16 increment); 85 s32 cur_obj_rotate_yaw_toward(s16 target, s16 increment); 86 s16 obj_angle_to_object(struct Object *obj1, struct Object *obj2); 87 s16 obj_turn_toward_object(struct Object *obj, struct Object *target, s16 angleIndex, s16 turnAmount); 88 void obj_set_parent_relative_pos(struct Object *obj, s16 relX, s16 relY, s16 relZ); 89 void obj_set_pos(struct Object *obj, s16 x, s16 y, s16 z); 90 void obj_set_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll); 91 struct Object *spawn_object_abs_with_rot(struct Object *parent, s16 uselessArg, u32 model, 92 const BehaviorScript *behavior, 93 s16 x, s16 y, s16 z, s16 pitch, s16 yaw, s16 roll); 94 struct Object *spawn_object_rel_with_rot(struct Object *parent, u32 model, const BehaviorScript *behavior, 95 s16 xOff, s16 yOff, s16 zOff, s16 pitch, s16 yaw, UNUSED s16 roll); 96 struct Object *spawn_obj_with_transform_flags(struct Object *sp20, s32 model, const BehaviorScript *sp28); 97 struct Object *spawn_water_droplet(struct Object *parent, struct WaterDropletParams *params); 98 struct Object *spawn_object_at_origin(struct Object *, s32, u32, const BehaviorScript *); 99 struct Object *spawn_object_at_origin(struct Object *parent, UNUSED s32 unusedArg, u32 model, const BehaviorScript *behavior); 100 struct Object *spawn_object(struct Object *parent, s32 model, const BehaviorScript *behavior); 101 struct Object *try_to_spawn_object(s16 offsetY, f32 scale, struct Object *parent, s32 model, const BehaviorScript *behavior); 102 struct Object *spawn_object_with_scale(struct Object *parent, s32 model, const BehaviorScript *behavior, f32 scale); 103 struct Object *spawn_object_relative(s16 behaviorParam, s16 relativePosX, s16 relativePosY, s16 relativePosZ, 104 struct Object *parent, s32 model, const BehaviorScript *behavior); 105 struct Object *spawn_object_relative_with_scale(s16 behaviorParam, s16 relativePosX, s16 relativePosY, 106 s16 relativePosZ, f32 scale, struct Object *parent, 107 s32 model, const BehaviorScript *behavior); 108 void cur_obj_move_using_vel(void); 109 void obj_copy_graph_y_offset(struct Object *dst, struct Object *src); 110 void obj_copy_pos_and_angle(struct Object *dst, struct Object *src); 111 void obj_copy_pos(struct Object *dst, struct Object *src); 112 void obj_copy_angle(struct Object *dst, struct Object *src); 113 void obj_set_gfx_pos_from_pos(struct Object *obj); 114 void linear_mtxf_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v); 115 void linear_mtxf_transpose_mul_vec3f(Mat4 m, Vec3f dst, Vec3f v); 116 void obj_apply_scale_to_transform(struct Object *obj); 117 void obj_copy_scale(struct Object *dst, struct Object *src); 118 void obj_scale_xyz(struct Object *obj, f32 xScale, f32 yScale, f32 zScale); 119 void obj_scale(struct Object *obj, f32 scale); 120 void cur_obj_scale(f32 scale); 121 void cur_obj_init_animation_with_sound(s32 animIndex); 122 void cur_obj_init_animation_with_accel_and_sound(s32 animIndex, f32 accel); 123 void cur_obj_init_animation(s32 animIndex); 124 void obj_init_animation_with_sound(struct Object *obj, const struct Animation * const* animations, s32 animIndex); 125 void cur_obj_enable_rendering(void); 126 void cur_obj_disable_rendering(void); 127 void cur_obj_unhide(void); 128 void cur_obj_hide(void); 129 void cur_obj_set_pos_relative(struct Object *other, f32 dleft, f32 dy, f32 dforward); 130 void cur_obj_set_pos_relative_to_parent(f32 dleft, f32 dy, f32 dforward); 131 void cur_obj_enable_rendering_2(void); 132 void obj_set_face_angle_to_move_angle(struct Object *obj); 133 u32 get_object_list_from_behavior(const BehaviorScript *behavior); 134 struct Object *cur_obj_nearest_object_with_behavior(const BehaviorScript *behavior); 135 f32 cur_obj_dist_to_nearest_object_with_behavior(const BehaviorScript* behavior); 136 struct Object *cur_obj_find_nearest_object_with_behavior(const BehaviorScript * behavior, f32 *dist); 137 struct Object *find_unimportant_object(void); 138 s32 count_unimportant_objects(void); 139 s32 count_objects_with_behavior(const BehaviorScript *behavior); 140 struct Object *cur_obj_find_nearby_held_actor(const BehaviorScript *behavior, f32 maxDist); 141 void cur_obj_change_action(s32 action); 142 void cur_obj_set_vel_from_mario_vel(f32 objBaseForwardVel, f32 multiplier); 143 BAD_RETURN(s16) cur_obj_reverse_animation(void); 144 BAD_RETURN(s32) cur_obj_extend_animation_if_at_end(void); 145 s32 cur_obj_check_if_near_animation_end(void); 146 s32 cur_obj_check_if_at_animation_end(void); 147 s32 cur_obj_check_anim_frame(s32 frame); 148 s32 cur_obj_check_anim_frame_in_range(s32 startFrame, s32 rangeLength); 149 s32 cur_obj_check_frame_prior_current_frame(s16 *a0); 150 s32 mario_is_in_air_action(void); 151 s32 mario_is_dive_sliding(void); 152 void cur_obj_set_y_vel_and_animation(f32 sp18, s32 sp1C); 153 void cur_obj_unrender_set_action_and_anim(s32 sp18, s32 sp1C); 154 void cur_obj_get_thrown_or_placed(f32 forwardVel, f32 velY, s32 thrownAction); 155 void cur_obj_get_dropped(void); 156 void cur_obj_set_model(s32 modelID); 157 void mario_set_flag(s32 flag); 158 s32 cur_obj_clear_interact_status_flag(s32 flag); 159 void obj_mark_for_deletion(struct Object *obj); 160 void cur_obj_disable(void); 161 void cur_obj_become_intangible(void); 162 void cur_obj_become_tangible(void); 163 void obj_become_tangible(struct Object *obj); 164 void cur_obj_update_floor_height(void); 165 struct Surface *cur_obj_update_floor_height_and_get_floor(void); 166 void cur_obj_apply_drag_xz(f32 dragStrength); 167 void cur_obj_move_y(f32 gravity, f32 bounciness, f32 buoyancy); 168 void cur_obj_unused_resolve_wall_collisions(f32 offsetY, f32 radius); 169 s16 abs_angle_diff(s16 x0, s16 x1); 170 void cur_obj_move_xz_using_fvel_and_yaw(void); 171 void cur_obj_move_y_with_terminal_vel(void); 172 void cur_obj_compute_vel_xz(void); 173 f32 increment_velocity_toward_range(f32 value, f32 center, f32 zeroThreshold, f32 increment); 174 s32 obj_check_if_collided_with_object(struct Object *obj1, struct Object *obj2); 175 void cur_obj_set_behavior(const BehaviorScript *behavior); 176 void obj_set_behavior(struct Object *obj, const BehaviorScript *behavior); 177 s32 cur_obj_has_behavior(const BehaviorScript *behavior); 178 s32 obj_has_behavior(struct Object *obj, const BehaviorScript *behavior); 179 f32 cur_obj_lateral_dist_from_mario_to_home(void); 180 f32 cur_obj_lateral_dist_to_home(void); 181 void cur_obj_set_pos_to_home(void); 182 void cur_obj_set_pos_to_home_and_stop(void); 183 void cur_obj_shake_y(f32 amount); 184 void cur_obj_start_cam_event(UNUSED struct Object *obj, s32 cameraEvent); 185 void set_mario_interact_true_if_in_range(UNUSED s32 arg0, UNUSED s32 arg1, f32 range); 186 void obj_set_billboard(struct Object *obj); 187 void cur_obj_set_hitbox_radius_and_height(f32 radius, f32 height); 188 void cur_obj_set_hurtbox_radius_and_height(f32 radius, f32 height); 189 void obj_spawn_loot_blue_coins(struct Object *obj, s32 numCoins, f32 baseVelY, s16 posJitter); 190 void obj_spawn_loot_yellow_coins(struct Object *obj, s32 numCoins, f32 baseVelY); 191 void cur_obj_spawn_loot_coin_at_mario_pos(void); 192 s32 cur_obj_advance_looping_anim(void); 193 s32 cur_obj_resolve_wall_collisions(void); 194 void cur_obj_update_floor_and_walls(void); 195 void cur_obj_move_standard(s16 steepSlopeAngleDegrees); 196 void cur_obj_move_using_vel_and_gravity(void); 197 void cur_obj_move_using_fvel_and_gravity(void); 198 s16 cur_obj_angle_to_home(void); 199 void obj_set_gfx_pos_at_obj_pos(struct Object *obj1, struct Object *obj2); 200 void obj_translate_local(struct Object *obj, s16 posIndex, s16 localTranslateIndex); 201 void obj_build_transform_from_pos_and_angle(struct Object *obj, s16 posIndex, s16 angleIndex); 202 void obj_set_throw_matrix_from_transform(struct Object *obj); 203 void obj_build_transform_relative_to_parent(struct Object *obj); 204 void obj_create_transform_from_self(struct Object *obj); 205 void cur_obj_rotate_face_angle_using_vel(void); 206 s32 cur_obj_follow_path(UNUSED s32 unused); 207 void chain_segment_init(struct ChainSegment *segment); 208 f32 random_f32_around_zero(f32 diameter); 209 void obj_scale_random(struct Object *obj, f32 rangeLength, f32 minScale); 210 void obj_translate_xyz_random(struct Object *obj, f32 rangeLength); 211 void obj_translate_xz_random(struct Object *obj, f32 rangeLength); 212 void cur_obj_set_pos_via_transform(void); 213 void cur_obj_spawn_particles(struct SpawnParticlesInfo *info); 214 s16 cur_obj_reflect_move_angle_off_wall(void); 215 216 #define WAYPOINT_FLAGS_END -1 217 #define WAYPOINT_FLAGS_INITIALIZED 0x8000 218 #define WAYPOINT_MASK_00FF 0x00FF 219 #define WAYPOINT_FLAGS_PLATFORM_ON_TRACK_PAUSE 3 220 221 #define PATH_NONE 0 222 #define PATH_REACHED_END -1 223 #define PATH_REACHED_WAYPOINT 1 224 225 void obj_set_hitbox(struct Object *obj, struct ObjectHitbox *hitbox); 226 s32 signum_positive(s32 x); 227 f32 absf(f32 x); 228 s32 absi(s32 a0); 229 s32 cur_obj_wait_then_blink(s32 timeUntilBlinking, s32 numBlinks); 230 s32 cur_obj_is_mario_ground_pounding_platform(void); 231 void spawn_mist_particles(void); 232 void spawn_mist_particles_with_sound(u32 soundMagic); 233 void cur_obj_push_mario_away(f32 radius); 234 void cur_obj_push_mario_away_from_cylinder(f32 radius, f32 extentY); 235 s32 cur_obj_set_action_table(s8 *actionTable); 236 s32 cur_obj_progress_action_table(void); 237 void stub_obj_helpers_3(UNUSED s32 arg0, UNUSED s32 arg1); 238 void cur_obj_scale_over_time(s32 a0, s32 a1, f32 sp10, f32 sp14); 239 void cur_obj_set_pos_to_home_with_debug(void); 240 s32 cur_obj_is_mario_on_platform(void); 241 s32 jiggle_bbh_stair(s32 a0); 242 void cur_obj_call_action_function(void (*actionFunctions[])(void)); 243 void spawn_base_star_with_no_lvl_exit(void); 244 s32 bit_shift_left(s32 a0); 245 s32 cur_obj_mario_far_away(void); 246 s32 is_mario_moving_fast_or_in_air(s32 speedThreshold); 247 s32 is_item_in_array(s8 item, s8 *array); 248 void cur_obj_enable_rendering_if_mario_in_room(void); 249 s32 cur_obj_set_hitbox_and_die_if_attacked(struct ObjectHitbox *hitbox, s32 deathSound, s32 noLootCoins); 250 void obj_explode_and_spawn_coins(f32 mistParticleSize, s32 sp1C); 251 void obj_set_collision_data(struct Object *obj, const void *segAddr); 252 void cur_obj_if_hit_wall_bounce_away(void); 253 s32 cur_obj_hide_if_mario_far_away_y(f32 distY); 254 Gfx *geo_offset_klepto_held_object(s32 callContext, struct GraphNode *node, UNUSED Mat4 mtx); 255 Gfx *geo_offset_klepto_debug(s32 callContext, struct GraphNode *node, UNUSED Mat4 mtx); 256 s32 obj_is_hidden(struct Object *obj); 257 void enable_time_stop(void); 258 void disable_time_stop(void); 259 void set_time_stop_flags(s32 flags); 260 void clear_time_stop_flags(s32 flags); 261 s32 cur_obj_can_mario_activate_textbox(f32 radius, f32 height, UNUSED s32 unused); 262 s32 cur_obj_can_mario_activate_textbox_2(f32 radius, f32 height); 263 s32 cur_obj_update_dialog(s32 actionArg, s32 dialogFlags, s32 dialogID, UNUSED s32 unused); 264 s32 cur_obj_update_dialog_with_cutscene(s32 actionArg, s32 dialogFlags, s32 cutsceneTable, s32 dialogID); 265 s32 cur_obj_has_model(u16 modelID); 266 void cur_obj_align_gfx_with_floor(void); 267 s32 mario_is_within_rectangle(s16 minX, s16 maxX, s16 minZ, s16 maxZ); 268 void cur_obj_shake_screen(s32 shake); 269 s32 obj_attack_collided_from_other_object(struct Object *obj); 270 s32 cur_obj_was_attacked_or_ground_pounded(void); 271 void obj_copy_behavior_params(struct Object *dst, struct Object *src); 272 void cur_obj_init_animation_and_anim_frame(s32 animIndex, s32 animFrame); 273 s32 cur_obj_init_animation_and_check_if_near_end(s32 animIndex); 274 void cur_obj_init_animation_and_extend_if_at_end(s32 animIndex); 275 s32 cur_obj_check_grabbed_mario(void); 276 s32 player_performed_grab_escape_action(void); 277 void cur_obj_unused_play_footstep_sound(s32 animFrame1, s32 animFrame2, s32 sound); 278 void enable_time_stop_including_mario(void); 279 void disable_time_stop_including_mario(void); 280 s32 cur_obj_check_interacted(void); 281 void cur_obj_spawn_loot_blue_coin(void); 282 283 #ifndef VERSION_JP 284 void cur_obj_spawn_star_at_y_offset(f32 targetX, f32 targetY, f32 targetZ, f32 offsetY); 285 #endif 286 287 #endif // OBJECT_HELPERS_H