sm64coopdx/src/game/object_collision.c
MysterD e0903003f4 Rewrote how players are initialized, stored, and displayed
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.

The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.

I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.

This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00

239 lines
8.5 KiB
C

#include <PR/ultratypes.h>
#include "sm64.h"
#include "debug.h"
#include "interaction.h"
#include "mario.h"
#include "object_list_processor.h"
#include "spawn_object.h"
struct Object *debug_print_obj_collision(struct Object *a) {
struct Object *sp24;
UNUSED s32 unused;
s32 i;
for (i = 0; i < a->numCollidedObjs; i++) {
print_debug_top_down_objectinfo("ON", 0);
sp24 = a->collidedObjs[i];
if (sp24 != gMarioObject) {
return sp24;
}
}
return NULL;
}
int detect_player_hitbox_overlap(struct MarioState* local, struct MarioState* remote) {
if (local->marioObj == NULL || local->marioObj->oIntangibleTimer != 0) { return FALSE; }
if (remote->marioObj == NULL || remote->marioObj->oIntangibleTimer != 0) { return FALSE; }
struct Object* a = local->marioObj;
f32* aTorso = local->marioBodyState->torsoPos;
struct Object* b = remote->marioObj;
f32* bTorso = remote->marioBodyState->torsoPos;
f32 sp3C = aTorso[1] - a->hitboxDownOffset;
f32 sp38 = bTorso[1] - b->hitboxDownOffset;
f32 dx = aTorso[0] - bTorso[0];
UNUSED f32 sp30 = sp3C - sp38;
f32 dz = aTorso[2] - bTorso[2];
f32 collisionRadius = (a->hitboxRadius + b->hitboxRadius) * 1.25f;
f32 distance = sqrtf(dx * dx + dz * dz);
if (collisionRadius > distance) {
f32 sp20 = a->hitboxHeight + sp3C;
f32 sp1C = b->hitboxHeight + sp38;
if (sp3C > sp1C) {
return FALSE;
}
if (sp20 < sp38) {
return FALSE;
}
if (a->numCollidedObjs >= 4) {
return FALSE;
}
if (b->numCollidedObjs >= 4) {
return FALSE;
}
a->collidedObjs[a->numCollidedObjs] = b;
b->collidedObjs[b->numCollidedObjs] = a;
a->collidedObjInteractTypes |= b->oInteractType;
b->collidedObjInteractTypes |= a->oInteractType;
a->numCollidedObjs++;
b->numCollidedObjs++;
return TRUE;
}
//! no return value
return FALSE;
}
int detect_object_hitbox_overlap(struct Object *a, struct Object *b) {
f32 sp3C = a->oPosY - a->hitboxDownOffset;
f32 sp38 = b->oPosY - b->hitboxDownOffset;
f32 dx = a->oPosX - b->oPosX;
UNUSED f32 sp30 = sp3C - sp38;
f32 dz = a->oPosZ - b->oPosZ;
f32 collisionRadius = a->hitboxRadius + b->hitboxRadius;
f32 distance = sqrtf(dx * dx + dz * dz);
// do not check for player interactions here
if ((a->oInteractType & INTERACT_PLAYER) && (b->oInteractType & INTERACT_PLAYER)) {
return 0;
}
if (collisionRadius > distance) {
f32 sp20 = a->hitboxHeight + sp3C;
f32 sp1C = b->hitboxHeight + sp38;
if (sp3C > sp1C) {
return 0;
}
if (sp20 < sp38) {
return 0;
}
if (a->numCollidedObjs >= 4) {
return 0;
}
if (b->numCollidedObjs >= 4) {
return 0;
}
a->collidedObjs[a->numCollidedObjs] = b;
b->collidedObjs[b->numCollidedObjs] = a;
a->collidedObjInteractTypes |= b->oInteractType;
b->collidedObjInteractTypes |= a->oInteractType;
a->numCollidedObjs++;
b->numCollidedObjs++;
return 1;
}
//! no return value
}
int detect_object_hurtbox_overlap(struct Object *a, struct Object *b) {
f32 sp3C = a->oPosY - a->hitboxDownOffset;
f32 sp38 = b->oPosY - b->hitboxDownOffset;
f32 sp34 = a->oPosX - b->oPosX;
UNUSED f32 sp30 = sp3C - sp38;
f32 sp2C = a->oPosZ - b->oPosZ;
f32 sp28 = a->hurtboxRadius + b->hurtboxRadius;
f32 sp24 = sqrtf(sp34 * sp34 + sp2C * sp2C);
if ((a->oInteractType & INTERACT_PLAYER) && a->oBehParams == 1) {
b->oInteractionSubtype |= INT_SUBTYPE_DELAY_INVINCIBILITY;
}
if (sp28 > sp24) {
f32 sp20 = a->hitboxHeight + sp3C;
f32 sp1C = b->hurtboxHeight + sp38;
if (sp3C > sp1C) {
return 0;
}
if (sp20 < sp38) {
return 0;
}
if ((a->oInteractType & INTERACT_PLAYER) && a->oBehParams == 1) {
b->oInteractionSubtype &= ~INT_SUBTYPE_DELAY_INVINCIBILITY;
}
return 1;
}
//! no return value
}
void clear_object_collision(struct Object *a) {
struct Object *sp4 = (struct Object *) a->header.next;
while (sp4 != a) {
sp4->numCollidedObjs = 0;
sp4->collidedObjInteractTypes = 0;
if (sp4->oIntangibleTimer > 0) {
sp4->oIntangibleTimer--;
}
sp4 = (struct Object *) sp4->header.next;
}
}
void check_collision_in_list(struct Object *a, struct Object *b, struct Object *c) {
if (a->oIntangibleTimer == 0) {
while (b != c) {
if (b->oIntangibleTimer == 0) {
if (detect_object_hitbox_overlap(a, b) && b->hurtboxRadius != 0.0f) {
detect_object_hurtbox_overlap(a, b);
}
}
b = (struct Object *) b->header.next;
}
}
}
void check_player_object_collision(void) {
struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_PLAYER];
struct Object *sp18 = (struct Object *) sp1C->header.next;
while (sp18 != sp1C) {
check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_POLELIKE].next,
(struct Object *) &gObjectLists[OBJ_LIST_POLELIKE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_LEVEL].next,
(struct Object *) &gObjectLists[OBJ_LIST_LEVEL]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_GENACTOR].next,
(struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_PUSHABLE].next,
(struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_SURFACE].next,
(struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_DESTRUCTIVE].next,
(struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE]);
sp18 = (struct Object *) sp18->header.next;
}
// two-player hack ?
extern struct MarioState gMarioStates[];
for (int i = 1; i < MAX_PLAYERS; i++) {
detect_player_hitbox_overlap(&gMarioStates[0], &gMarioStates[i]);
}
}
void check_pushable_object_collision(void) {
struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE];
struct Object *sp18 = (struct Object *) sp1C->header.next;
while (sp18 != sp1C) {
check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
sp18 = (struct Object *) sp18->header.next;
}
}
void check_destructive_object_collision(void) {
struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE];
struct Object *sp18 = (struct Object *) sp1C->header.next;
while (sp18 != sp1C) {
if (sp18->oDistanceToMario < 2000.0f && !(sp18->activeFlags & ACTIVE_FLAG_UNK9)) {
check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_GENACTOR].next,
(struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_PUSHABLE].next,
(struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_SURFACE].next,
(struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
}
sp18 = (struct Object *) sp18->header.next;
}
}
void detect_object_collisions(void) {
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_POLELIKE]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_PLAYER]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_LEVEL]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE]);
check_player_object_collision();
check_destructive_object_collision();
check_pushable_object_collision();
}