#include #include "sm64.h" #include "game/level_update.h" #include "game/debug.h" #include "game/camera.h" #include "game/mario.h" #include "behavior_script.h" #include "surface_collision.h" #include "surface_load.h" #include "game/object_list_processor.h" #include "game/room.h" /************************************************** * WALLS * **************************************************/ /** * Iterate through the list of walls until all walls are checked and * have given their wall push. */ static s32 find_wall_collisions_from_list(struct SurfaceNode *surfaceNode, struct WallCollisionData *data) { register f32 offset; register f32 radius = data->radius; register struct Surface *surf; register f32 x = data->x; register f32 y = data->y + data->offsetY; register f32 z = data->z; register f32 px, pz; register f32 w1, w2, w3; register f32 y1, y2, y3; s32 numCols = 0; // Max collision radius = 200 if (radius > 200.0f) { radius = 200.0f; } // Stay in this loop until out of walls. while (surfaceNode != NULL) { surf = surfaceNode->surface; surfaceNode = surfaceNode->next; // Exclude a large number of walls immediately to optimize. if (y < surf->lowerY || y > surf->upperY) { continue; } offset = surf->normal.x * x + surf->normal.y * y + surf->normal.z * z + surf->originOffset; if (offset < -radius || offset > radius) { continue; } px = x; pz = z; //! (Quantum Tunneling) Due to issues with the vertices walls choose and // the fact they are floating point, certain floating point positions // along the seam of two walls may collide with neither wall or both walls. if (surf->flags & SURFACE_FLAG_X_PROJECTION) { w1 = -surf->vertex1[2]; w2 = -surf->vertex2[2]; w3 = -surf->vertex3[2]; y1 = surf->vertex1[1]; y2 = surf->vertex2[1]; y3 = surf->vertex3[1]; if (surf->normal.x > 0.0f) { if ((y1 - y) * (w2 - w1) - (w1 - -pz) * (y2 - y1) > 0.0f) { continue; } if ((y2 - y) * (w3 - w2) - (w2 - -pz) * (y3 - y2) > 0.0f) { continue; } if ((y3 - y) * (w1 - w3) - (w3 - -pz) * (y1 - y3) > 0.0f) { continue; } } else { if ((y1 - y) * (w2 - w1) - (w1 - -pz) * (y2 - y1) < 0.0f) { continue; } if ((y2 - y) * (w3 - w2) - (w2 - -pz) * (y3 - y2) < 0.0f) { continue; } if ((y3 - y) * (w1 - w3) - (w3 - -pz) * (y1 - y3) < 0.0f) { continue; } } } else { w1 = surf->vertex1[0]; w2 = surf->vertex2[0]; w3 = surf->vertex3[0]; y1 = surf->vertex1[1]; y2 = surf->vertex2[1]; y3 = surf->vertex3[1]; if (surf->normal.z > 0.0f) { if ((y1 - y) * (w2 - w1) - (w1 - px) * (y2 - y1) > 0.0f) { continue; } if ((y2 - y) * (w3 - w2) - (w2 - px) * (y3 - y2) > 0.0f) { continue; } if ((y3 - y) * (w1 - w3) - (w3 - px) * (y1 - y3) > 0.0f) { continue; } } else { if ((y1 - y) * (w2 - w1) - (w1 - px) * (y2 - y1) < 0.0f) { continue; } if ((y2 - y) * (w3 - w2) - (w2 - px) * (y3 - y2) < 0.0f) { continue; } if ((y3 - y) * (w1 - w3) - (w3 - px) * (y1 - y3) < 0.0f) { continue; } } } // Determine if checking for the camera or not. if (gCheckingSurfaceCollisionsForCamera) { if (surf->flags & SURFACE_FLAG_NO_CAM_COLLISION) { continue; } } else { // Ignore camera only surfaces. if (surf->type == SURFACE_CAMERA_BOUNDARY) { continue; } // If an object can pass through a vanish cap wall, pass through. if (surf->type == SURFACE_VANISH_CAP_WALLS) { // If an object can pass through a vanish cap wall, pass through. if (gCurrentObject != NULL && (gCurrentObject->activeFlags & ACTIVE_FLAG_MOVE_THROUGH_GRATE)) { continue; } // If Mario has a vanish cap, pass through the vanish cap wall. if (gCurrentObject != NULL && gCurrentObject == gMarioObject && (gMarioState->flags & MARIO_VANISH_CAP)) { continue; } } } //! (Wall Overlaps) Because this doesn't update the x and z local variables, // multiple walls can push mario more than is required. data->x += surf->normal.x * (radius - offset); data->z += surf->normal.z * (radius - offset); //! (Unreferenced Walls) Since this only returns the first four walls, // this can lead to wall interaction being missed. Typically unreferenced walls // come from only using one wall, however. if (data->numWalls < 4) { data->walls[data->numWalls++] = surf; } numCols++; } return numCols; } /** * Formats the position and wall search for find_wall_collisions. */ s32 f32_find_wall_collision(f32 *xPtr, f32 *yPtr, f32 *zPtr, f32 offsetY, f32 radius) { struct WallCollisionData collision; s32 numCollisions = 0; collision.offsetY = offsetY; collision.radius = radius; collision.x = *xPtr; collision.y = *yPtr; collision.z = *zPtr; collision.numWalls = 0; numCollisions = find_wall_collisions(&collision); *xPtr = collision.x; *yPtr = collision.y; *zPtr = collision.z; return numCollisions; } /** * Find wall collisions and receive their push. */ s32 find_wall_collisions(struct WallCollisionData *colData) { struct SurfaceNode *node; s16 cellX, cellZ; s32 numCollisions = 0; s16 x = colData->x; s16 z = colData->z; colData->numWalls = 0; if (x <= -LEVEL_BOUNDARY_MAX || x >= LEVEL_BOUNDARY_MAX) { return numCollisions; } if (z <= -LEVEL_BOUNDARY_MAX || z >= LEVEL_BOUNDARY_MAX) { return numCollisions; } // World (level) consists of a 16x16 grid. Find where the collision is on // the grid (round toward -inf) cellX = ((x + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0x0F; cellZ = ((z + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0x0F; // Check for surfaces belonging to objects. node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next; numCollisions += find_wall_collisions_from_list(node, colData); // Check for surfaces that are a part of level geometry. node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next; numCollisions += find_wall_collisions_from_list(node, colData); // Increment the debug tracker. gNumCalls.wall += 1; return numCollisions; } /************************************************** * CEILINGS * **************************************************/ /** * Iterate through the list of ceilings and find the first ceiling over a given point. */ static struct Surface *find_ceil_from_list(struct SurfaceNode *surfaceNode, s32 x, s32 y, s32 z, f32 *pheight) { register struct Surface *surf; register s32 x1, z1, x2, z2, x3, z3; struct Surface *ceil = NULL; ceil = NULL; // Stay in this loop until out of ceilings. while (surfaceNode != NULL) { surf = surfaceNode->surface; surfaceNode = surfaceNode->next; x1 = surf->vertex1[0]; z1 = surf->vertex1[2]; z2 = surf->vertex2[2]; x2 = surf->vertex2[0]; // Checking if point is in bounds of the triangle laterally. if ((z1 - z) * (x2 - x1) - (x1 - x) * (z2 - z1) > 0) { continue; } // Slight optimization by checking these later. x3 = surf->vertex3[0]; z3 = surf->vertex3[2]; if ((z2 - z) * (x3 - x2) - (x2 - x) * (z3 - z2) > 0) { continue; } if ((z3 - z) * (x1 - x3) - (x3 - x) * (z1 - z3) > 0) { continue; } // Determine if checking for the camera or not. if (gCheckingSurfaceCollisionsForCamera != 0) { if (surf->flags & SURFACE_FLAG_NO_CAM_COLLISION) { continue; } } // Ignore camera only surfaces. else if (surf->type == SURFACE_CAMERA_BOUNDARY) { continue; } { f32 nx = surf->normal.x; f32 ny = surf->normal.y; f32 nz = surf->normal.z; f32 oo = surf->originOffset; f32 height; // If a wall, ignore it. Likely a remnant, should never occur. if (ny == 0.0f) { continue; } // Find the ceil height at the specific point. height = -(x * nx + nz * z + oo) / ny; // Checks for ceiling interaction with a 78 unit buffer. //! (Exposed Ceilings) Because any point above a ceiling counts // as interacting with a ceiling, ceilings far below can cause // "invisible walls" that are really just exposed ceilings. if (y - (height - -78.0f) > 0.0f) { continue; } *pheight = height; ceil = surf; break; } } //! (Surface Cucking) Since only the first ceil is returned and not the lowest, // lower ceilings can be "cucked" by higher ceilings. return ceil; } /** * Find the lowest ceiling above a given position and return the height. */ f32 find_ceil(f32 posX, f32 posY, f32 posZ, struct Surface **pceil) { s16 cellZ, cellX; struct Surface *ceil, *dynamicCeil; struct SurfaceNode *surfaceList; f32 height = 20000.0f; f32 dynamicHeight = 20000.0f; s16 x, y, z; //! (Parallel Universes) Because position is casted to an s16, reaching higher // float locations can return ceilings despite them not existing there. //(Dynamic ceilings will unload due to the range.) x = (s16) posX; y = (s16) posY; z = (s16) posZ; *pceil = NULL; if (x <= -LEVEL_BOUNDARY_MAX || x >= LEVEL_BOUNDARY_MAX) { return height; } if (z <= -LEVEL_BOUNDARY_MAX || z >= LEVEL_BOUNDARY_MAX) { return height; } // Each level is split into cells to limit load, find the appropriate cell. cellX = ((x + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0xF; cellZ = ((z + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0xF; // Check for surfaces belonging to objects. surfaceList = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next; dynamicCeil = find_ceil_from_list(surfaceList, x, y, z, &dynamicHeight); // Check for surfaces that are a part of level geometry. surfaceList = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next; ceil = find_ceil_from_list(surfaceList, x, y, z, &height); if (dynamicHeight < height) { ceil = dynamicCeil; height = dynamicHeight; } *pceil = ceil; // Increment the debug tracker. gNumCalls.ceil += 1; return height; } /************************************************** * FLOORS * **************************************************/ /** * Find the height of the highest floor below an object. */ static f32 unused_obj_find_floor_height(struct Object *obj) { struct Surface *floor; f32 floorHeight = find_floor(obj->oPosX, obj->oPosY, obj->oPosZ, &floor); return floorHeight; } /** * Basically a local variable that passes through floor geo info. */ struct FloorGeometry sFloorGeo; static u8 unused8038BE50[0x40]; /** * Return the floor height underneath (xPos, yPos, zPos) and populate `floorGeo` * with data about the floor's normal vector and origin offset. Also update * sFloorGeo. */ f32 find_floor_height_and_data(f32 xPos, f32 yPos, f32 zPos, struct FloorGeometry **floorGeo) { struct Surface *floor; f32 floorHeight = find_floor(xPos, yPos, zPos, &floor); *floorGeo = NULL; if (floor != NULL) { sFloorGeo.normalX = floor->normal.x; sFloorGeo.normalY = floor->normal.y; sFloorGeo.normalZ = floor->normal.z; sFloorGeo.originOffset = floor->originOffset; *floorGeo = &sFloorGeo; } return floorHeight; } /** * Iterate through the list of floors and find the first floor under a given point. */ static struct Surface *find_floor_from_list(struct SurfaceNode *surfaceNode, s32 x, s32 y, s32 z, f32 *pheight) { register struct Surface *surf; register s32 x1, z1, x2, z2, x3, z3; f32 nx, ny, nz; f32 oo; f32 height; struct Surface *floor = NULL; // Iterate through the list of floors until there are no more floors. while (surfaceNode != NULL) { surf = surfaceNode->surface; surfaceNode = surfaceNode->next; x1 = surf->vertex1[0]; z1 = surf->vertex1[2]; x2 = surf->vertex2[0]; z2 = surf->vertex2[2]; // Check that the point is within the triangle bounds. if ((z1 - z) * (x2 - x1) - (x1 - x) * (z2 - z1) < 0) { continue; } // To slightly save on computation time, set this later. x3 = surf->vertex3[0]; z3 = surf->vertex3[2]; if ((z2 - z) * (x3 - x2) - (x2 - x) * (z3 - z2) < 0) { continue; } if ((z3 - z) * (x1 - x3) - (x3 - x) * (z1 - z3) < 0) { continue; } // Determine if we are checking for the camera or not. if (gCheckingSurfaceCollisionsForCamera != 0) { if (surf->flags & SURFACE_FLAG_NO_CAM_COLLISION) { continue; } } // If we are not checking for the camera, ignore camera only floors. else if (surf->type == SURFACE_CAMERA_BOUNDARY) { continue; } nx = surf->normal.x; ny = surf->normal.y; nz = surf->normal.z; oo = surf->originOffset; // If a wall, ignore it. Likely a remnant, should never occur. if (ny == 0.0f) { continue; } // Find the height of the floor at a given location. height = -(x * nx + nz * z + oo) / ny; // Checks for floor interaction with a 78 unit buffer. if (y - (height + -78.0f) < 0.0f) { continue; } *pheight = height; floor = surf; break; } //! (Surface Cucking) Since only the first floor is returned and not the highest, // higher floors can be "cucked" by lower floors. return floor; } /** * Find the height of the highest floor below a point. */ f32 find_floor_height(f32 x, f32 y, f32 z) { struct Surface *floor; f32 floorHeight = find_floor(x, y, z, &floor); return floorHeight; } /** * Find the highest dynamic floor under a given position. Perhaps originally static and * and dynamic floors were checked separately. */ static f32 unused_find_dynamic_floor(f32 xPos, f32 yPos, f32 zPos, struct Surface **pfloor) { struct SurfaceNode *surfaceList; struct Surface *floor; f32 floorHeight = -11000.0f; // Would normally cause PUs, but dynamic floors unload at that range. s16 x = (s16) xPos; s16 y = (s16) yPos; s16 z = (s16) zPos; // Each level is split into cells to limit load, find the appropriate cell. s16 cellX = ((x + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0x0F; s16 cellZ = ((z + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0x0F; surfaceList = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next; floor = find_floor_from_list(surfaceList, x, y, z, &floorHeight); *pfloor = floor; return floorHeight; } /** * Find the highest floor under a given position and return the height. */ f32 find_floor(f32 xPos, f32 yPos, f32 zPos, struct Surface **pfloor) { s16 cellZ, cellX; struct Surface *floor, *dynamicFloor; struct SurfaceNode *surfaceList; f32 height = -11000.0f; f32 dynamicHeight = -11000.0f; //! (Parallel Universes) Because position is casted to an s16, reaching higher // float locations can return floors despite them not existing there. //(Dynamic floors will unload due to the range.) s16 x = (s16) xPos; s16 y = (s16) yPos; s16 z = (s16) zPos; *pfloor = NULL; if (x <= -LEVEL_BOUNDARY_MAX || x >= LEVEL_BOUNDARY_MAX) { return height; } if (z <= -LEVEL_BOUNDARY_MAX || z >= LEVEL_BOUNDARY_MAX) { return height; } // Each level is split into cells to limit load, find the appropriate cell. cellX = ((x + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0xF; cellZ = ((z + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & 0xF; // Check for surfaces belonging to objects. surfaceList = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next; dynamicFloor = find_floor_from_list(surfaceList, x, y, z, &dynamicHeight); // Check for surfaces that are a part of level geometry. surfaceList = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next; floor = find_floor_from_list(surfaceList, x, y, z, &height); // To prevent the Merry-Go-Round room from loading when Mario passes above the hole that leads // there, SURFACE_INTANGIBLE is used. This prevent the wrong room from loading, but can also allow // Mario to pass through. if (!gFindFloorIncludeSurfaceIntangible) { //! (BBH Crash) Most NULL checking is done by checking the height of the floor returned // instead of checking directly for a NULL floor. If this check returns a NULL floor // (happens when there is no floor under the SURFACE_INTANGIBLE floor) but returns the height // of the SURFACE_INTANGIBLE floor instead of the typical -11000 returned for a NULL floor. if (floor != NULL && floor->type == SURFACE_INTANGIBLE) { floor = find_floor_from_list(surfaceList, x, (s32)(height - 200.0f), z, &height); } } else { // To prevent accidentally leaving the floor tangible, stop checking for it. gFindFloorIncludeSurfaceIntangible = FALSE; } // If a floor was missed, increment the debug counter. if (floor == NULL) { gNumFindFloorMisses += 1; } if (dynamicHeight > height) { floor = dynamicFloor; height = dynamicHeight; } *pfloor = floor; // Increment the debug tracker. gNumCalls.floor += 1; return height; } /************************************************** * ENVIRONMENTAL BOXES * **************************************************/ /** * Finds the height of water at a given location. */ f32 find_water_level(f32 x, f32 z) { s32 i; s32 numRegions; s16 val; f32 loX, hiX, loZ, hiZ; f32 waterLevel = -11000.0f; s16 *p = gEnvironmentRegions; if (p != NULL) { numRegions = *p++; for (i = 0; i < numRegions; i++) { val = *p++; loX = *p++; loZ = *p++; hiX = *p++; hiZ = *p++; // If the location is within a water box and it is a water box. // Water is less than 50 val only, while above is gas and such. if (loX < x && x < hiX && loZ < z && z < hiZ && val < 50) { // Set the water height. Since this breaks, only return the first height. waterLevel = *p; break; } p++; } } return waterLevel; } /** * Finds the height of the poison gas (used only in HMC) at a given location. */ f32 find_poison_gas_level(f32 x, f32 z) { s32 i; s32 numRegions; UNUSED s32 unused; s16 val; f32 loX, hiX, loZ, hiZ; f32 gasLevel = -11000.0f; s16 *p = gEnvironmentRegions; if (p != NULL) { numRegions = *p++; for (i = 0; i < numRegions; i++) { val = *p; if (val >= 50) { loX = *(p + 1); loZ = *(p + 2); hiX = *(p + 3); hiZ = *(p + 4); // If the location is within a gas's box and it is a gas box. // Gas has a value of 50, 60, etc. if (loX < x && x < hiX && loZ < z && z < hiZ && val % 10 == 0) { // Set the gas height. Since this breaks, only return the first height. gasLevel = *(p + 5); break; } } p += 6; } } return gasLevel; } /************************************************** * DEBUG * **************************************************/ /** * Finds the length of a surface list for debug purposes. */ static s32 surface_list_length(struct SurfaceNode *list) { s32 count = 0; while (list != NULL) { list = list->next; count++; } return count; } /** * Print the area,number of walls, how many times they were called, * and some allocation information. */ void debug_surface_list_info(f32 xPos, f32 zPos) { struct SurfaceNode *list; s32 numFloors = 0; s32 numWalls = 0; s32 numCeils = 0; s32 cellX = (xPos + LEVEL_BOUNDARY_MAX) / CELL_SIZE; s32 cellZ = (zPos + LEVEL_BOUNDARY_MAX) / CELL_SIZE; list = gStaticSurfacePartition[cellZ & 0x0F][cellX & 0x0F][SPATIAL_PARTITION_FLOORS].next; numFloors += surface_list_length(list); list = gDynamicSurfacePartition[cellZ & 0x0F][cellX & 0x0F][SPATIAL_PARTITION_FLOORS].next; numFloors += surface_list_length(list); list = gStaticSurfacePartition[cellZ & 0x0F][cellX & 0x0F][SPATIAL_PARTITION_WALLS].next; numWalls += surface_list_length(list); list = gDynamicSurfacePartition[cellZ & 0x0F][cellX & 0x0F][SPATIAL_PARTITION_WALLS].next; numWalls += surface_list_length(list); list = gStaticSurfacePartition[cellZ & 0x0F][cellX & 0x0F][SPATIAL_PARTITION_CEILS].next; numCeils += surface_list_length(list); list = gDynamicSurfacePartition[cellZ & 0x0F][cellX & 0x0F][SPATIAL_PARTITION_CEILS].next; numCeils += surface_list_length(list); print_debug_top_down_mapinfo("area %x", cellZ * 16 + cellX); // Names represent ground, walls, and roofs as found in SMS. print_debug_top_down_mapinfo("dg %d", numFloors); print_debug_top_down_mapinfo("dw %d", numWalls); print_debug_top_down_mapinfo("dr %d", numCeils); set_text_array_x_y(80, -3); print_debug_top_down_mapinfo("%d", gNumCalls.floor); print_debug_top_down_mapinfo("%d", gNumCalls.wall); print_debug_top_down_mapinfo("%d", gNumCalls.ceil); set_text_array_x_y(-80, 0); // listal- List Allocated?, statbg- Static Background?, movebg- Moving Background? print_debug_top_down_mapinfo("listal %d", gSurfaceNodesAllocated); print_debug_top_down_mapinfo("statbg %d", gNumStaticSurfaces); print_debug_top_down_mapinfo("movebg %d", gSurfacesAllocated - gNumStaticSurfaces); gNumCalls.floor = 0; gNumCalls.ceil = 0; gNumCalls.wall = 0; } /** * An unused function that finds and interacts with any type of surface. * Perhaps an original implementation of surfaces before they were more specialized. */ static s32 unused_resolve_floor_or_ceil_collisions(s32 checkCeil, f32 *px, f32 *py, f32 *pz, f32 radius, struct Surface **psurface, f32 *surfaceHeight) { f32 nx, ny, nz, oo; f32 x = *px, y = *py, z = *pz; f32 offset, distance; *psurface = NULL; if (checkCeil) { *surfaceHeight = find_ceil(x, y, z, psurface); } else { *surfaceHeight = find_floor(x, y, z, psurface); } if (*psurface == NULL) { return -1; } nx = (*psurface)->normal.x; ny = (*psurface)->normal.y; nz = (*psurface)->normal.z; oo = (*psurface)->originOffset; offset = nx * x + ny * y + nz * z + oo; distance = offset >= 0 ? offset : -offset; // Interesting surface interaction that should be surf type independent. if (distance < radius) { *px += nx * (radius - offset); *py += ny * (radius - offset); *pz += nz * (radius - offset); return 1; } return 0; }