Fix up co-op ripples
This commit is contained in:
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ad5e7402fc
commit
da5cf8230b
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@ -1377,6 +1377,7 @@ struct Painting bob_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 614.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023698 - 0x07023710
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@ -1404,6 +1405,7 @@ struct Painting ccm_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 614.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023710 - 0x07023788
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@ -1431,6 +1433,7 @@ struct Painting wf_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 614.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023788 - 0x07023800
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@ -1458,6 +1461,7 @@ struct Painting jrb_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 614.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023800 - 0x07023878
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@ -1485,6 +1489,7 @@ struct Painting lll_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 614.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023878 - 0x070238F0
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@ -1512,6 +1517,7 @@ struct Painting ssl_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 614.0f,
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/* Ripples */ { 0 },
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};
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// 0x070238F0 - 0x07023968
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@ -1539,6 +1545,7 @@ struct Painting hmc_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 768.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023968 - 0x070239E0
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@ -1566,6 +1573,7 @@ struct Painting ddd_painting = {
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/* Alpha */ 0xB4,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 819.2f,
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/* Ripples */ { 0 },
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};
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// 0x070239E0 - 0x07023A58
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@ -1593,6 +1601,7 @@ struct Painting wdw_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 614.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023A58 - 0x07023AD0
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@ -1620,6 +1629,7 @@ struct Painting thi_tiny_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 393.216f,
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/* Ripples */ { 0 },
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};
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// 0x07023AD0 - 0x07023B48
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@ -1647,6 +1657,7 @@ struct Painting ttm_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 256.0f,
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/* Ripples */ { 0 },
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};
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// 0x07023B48 - 0x07023BC0
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@ -1674,6 +1685,7 @@ struct Painting ttc_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 409.6f,
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/* Ripples */ { 0 },
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};
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// 0x07023BC0 - 0x07023C38
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@ -1701,6 +1713,7 @@ struct Painting sl_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 716.8f,
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/* Ripples */ { 0 },
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};
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// 0x07023C38 - 0x07023CB0
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@ -1728,4 +1741,5 @@ struct Painting thi_huge_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 1638.4f,
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/* Ripples */ { 0 },
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};
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@ -545,4 +545,5 @@ struct Painting cotmc_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 723.968018f,
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/* Ripples */ { 0 },
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};
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@ -574,4 +574,5 @@ struct Painting ttm_slide_painting = {
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/* Alpha */ 0xFF,
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/* Mario Below */ 0x00, 0x00, 0x00, /* Whether or not Mario is below the painting */
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/* Size */ 460.8f,
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/* Ripples */ { 0 },
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};
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@ -221,10 +221,10 @@ static Vtx *sVerticesPtr[2];
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static s32 sVerticesCount;
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void patch_paintings_init(struct Painting *painting) {
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painting->sVerticesCurIndex = 0;
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painting->sVertexSwaps = 0;
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painting->sVerticesCur = painting->sVertexBuffers[0];
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painting->sVerticesPrev = NULL;
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painting->ripples.sVerticesCurIndex = 0;
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painting->ripples.sVertexSwaps = 0;
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painting->ripples.sVerticesCur = painting->ripples.sVertexBuffers[0];
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painting->ripples.sVerticesPrev = NULL;
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}
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void patch_paintings_before(void) {
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@ -236,19 +236,19 @@ void patch_paintings_before(void) {
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if (painting == NULL) {
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break;
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}
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if (gGlobalTimer == painting->sVerticesPrevTimestamp + 1) {
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painting->sVerticesCurIndex = !painting->sVerticesCurIndex;
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painting->sVerticesCur = painting->sVertexBuffers[painting->sVerticesCurIndex];
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painting->sVerticesPrev = painting->sVertexBuffers[!painting->sVerticesCurIndex];
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painting->sVertexSwaps++;
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if (gGlobalTimer == painting->ripples.sVerticesPrevTimestamp + 1) {
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painting->ripples.sVerticesCurIndex = !painting->ripples.sVerticesCurIndex;
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painting->ripples.sVerticesCur = painting->ripples.sVertexBuffers[painting->ripples.sVerticesCurIndex];
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painting->ripples.sVerticesPrev = painting->ripples.sVertexBuffers[!painting->ripples.sVerticesCurIndex];
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painting->ripples.sVertexSwaps++;
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} else {
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painting->sVerticesPrev = NULL;
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painting->sVertexSwaps = 0;
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painting->ripples.sVerticesPrev = NULL;
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painting->ripples.sVertexSwaps = 0;
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}
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painting->sVerticesPtr[0] = NULL;
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painting->sVerticesPtr[1] = NULL;
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painting->sVerticesCount = 0;
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painting->ripples.sVerticesPtr[0] = NULL;
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painting->ripples.sVerticesPtr[1] = NULL;
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painting->ripples.sVerticesCount = 0;
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currPItem = currPItem->nextPaintingItem;
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if (currPItem == NULL || currPItem == &paintingZero) {
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@ -267,45 +267,45 @@ void patch_paintings_interpolated(f32 delta) {
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break;
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}
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if (painting->sVerticesPtr[0] != NULL && painting->sVerticesPrev != NULL && painting->sVertexSwaps > 2) {
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if (painting->ripples.sVerticesPtr[0] != NULL && painting->ripples.sVerticesPrev != NULL && painting->ripples.sVertexSwaps > 2) {
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s32 i;
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if (painting->sVerticesPtr[1] != NULL) {
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for (i = 0; i < painting->sVerticesCount / 2; i++) {
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if (painting->ripples.sVerticesPtr[1] != NULL) {
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for (i = 0; i < painting->ripples.sVerticesCount / 2; i++) {
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Vec3f obInterp;
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delta_interpolate_vec3f(obInterp, painting->sVerticesPrev[i].ob, painting->sVerticesCur[i].ob, delta);
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delta_interpolate_vec3f(obInterp, painting->ripples.sVerticesPrev[i].ob, painting->ripples.sVerticesCur[i].ob, delta);
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s8 nInterp[3];
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delta_interpolate_normal(nInterp, painting->sVerticesPrev[i].n, painting->sVerticesCur[i].n, delta);
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delta_interpolate_normal(nInterp, painting->ripples.sVerticesPrev[i].n, painting->ripples.sVerticesCur[i].n, delta);
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for (u8 j = 0; j < 3; j++) {
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painting->sVerticesPtr[0][i].n.ob[j] = obInterp[j];
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painting->sVerticesPtr[0][i].n.n[j] = nInterp[j];
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painting->ripples.sVerticesPtr[0][i].n.ob[j] = obInterp[j];
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painting->ripples.sVerticesPtr[0][i].n.n[j] = nInterp[j];
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}
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}
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for (; i < painting->sVerticesCount; i++) {
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for (; i < painting->ripples.sVerticesCount; i++) {
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Vec3f obInterp;
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delta_interpolate_vec3f(obInterp, painting->sVerticesPrev[i].ob, painting->sVerticesCur[i].ob, delta);
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delta_interpolate_vec3f(obInterp, painting->ripples.sVerticesPrev[i].ob, painting->ripples.sVerticesCur[i].ob, delta);
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s8 nInterp[3];
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delta_interpolate_normal(nInterp, painting->sVerticesPrev[i].n, painting->sVerticesCur[i].n, delta);
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delta_interpolate_normal(nInterp, painting->ripples.sVerticesPrev[i].n, painting->ripples.sVerticesCur[i].n, delta);
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for (u8 j = 0; j < 3; j++) {
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painting->sVerticesPtr[1][i - painting->sVerticesCount / 2].n.ob[j] = obInterp[j];
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painting->sVerticesPtr[1][i - painting->sVerticesCount / 2].n.n[j] = nInterp[j];
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painting->ripples.sVerticesPtr[1][i - painting->ripples.sVerticesCount / 2].n.ob[j] = obInterp[j];
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painting->ripples.sVerticesPtr[1][i - painting->ripples.sVerticesCount / 2].n.n[j] = nInterp[j];
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}
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}
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} else {
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for (i = 0; i < painting->sVerticesCount; i++) {
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for (i = 0; i < painting->ripples.sVerticesCount; i++) {
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Vec3f obInterp;
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delta_interpolate_vec3f(obInterp, painting->sVerticesPrev[i].ob, painting->sVerticesCur[i].ob, delta);
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delta_interpolate_vec3f(obInterp, painting->ripples.sVerticesPrev[i].ob, painting->ripples.sVerticesCur[i].ob, delta);
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s8 nInterp[3];
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delta_interpolate_normal(nInterp, painting->sVerticesPrev[i].n, painting->sVerticesCur[i].n, delta);
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delta_interpolate_normal(nInterp, painting->ripples.sVerticesPrev[i].n, painting->ripples.sVerticesCur[i].n, delta);
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for (u8 j = 0; j < 3; j++) {
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painting->sVerticesPtr[0][i].n.ob[j] = obInterp[j];
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painting->sVerticesPtr[0][i].n.n[j] = nInterp[j];
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painting->ripples.sVerticesPtr[0][i].n.ob[j] = obInterp[j];
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painting->ripples.sVerticesPtr[0][i].n.n[j] = nInterp[j];
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}
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}
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}
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}
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currPItem = currPItem->nextPaintingItem;
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if (currPItem == NULL | currPItem == &paintingZero) {
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if (currPItem == NULL || currPItem == &paintingZero) {
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break;
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}
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@ -430,7 +430,7 @@ void stop_other_paintings(s16 *idptr, struct Painting *paintingGroup[]) {
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f32 highest_mag(struct Painting *painting) {
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f32 highest = painting->currRippleMag;
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for (s32 i = 0; i < MAX_PLAYERS + 1; i++) {
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highest = painting->currRippleMags[i] > highest ? painting->currRippleMags[i] : highest;
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highest = painting->ripples.currRippleMags[i] > highest ? painting->ripples.currRippleMags[i] : highest;
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}
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return highest;
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}
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@ -443,7 +443,7 @@ struct posStr {
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};
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s32 in_mario_index(struct Painting *painting) {
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s32 mIndex = painting->pitch != 0 ? painting->underMarioIndex : painting->enteredMarioIndex;
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s32 mIndex = painting->pitch != 0 ? painting->ripples.underMarioIndex : painting->ripples.enteredMarioIndex;
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return mIndex;
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}
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@ -454,9 +454,9 @@ struct posStr entered_mario_pos(struct Painting *painting) {
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bool floor = painting->pitch != 0;
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// Floor paintings will prefer the mario who went under this frame
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s32 mIndex = floor ? painting->underMarioIndex : painting->enteredMarioIndex;
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s32 mIndex = floor ? painting->ripples.underMarioIndex : painting->ripples.enteredMarioIndex;
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if (mIndex < 0) {
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mIndex = floor ? painting->enteredMarioIndex : painting->underMarioIndex;
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mIndex = floor ? painting->ripples.enteredMarioIndex : painting->ripples.underMarioIndex;
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}
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// If no marios entered or went under this frame, default to the painting's position
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@ -595,7 +595,7 @@ f32 painting_ripple_x(struct Painting *painting, s8 xSource) {
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* @param xSource,ySource what to use for the x and y origin of the ripple
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* @param resetTimer if 100, set the timer to 0
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*/
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void painting_state(s8 state, struct Painting *painting, struct Painting *paintingGroup[],
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void painting_state(s8 state, struct Painting *painting, UNUSED struct Painting *paintingGroup[],
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s8 xSource, s8 ySource, s8 resetTimer) {
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// make sure no other paintings are rippling
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// stop_other_paintings(&painting->id, paintingGroup);
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@ -626,15 +626,15 @@ void painting_state(s8 state, struct Painting *painting, struct Painting *painti
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painting->state = state;
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painting->rippleX = painting_ripple_x(painting, xSource);
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painting->rippleY = painting_ripple_y(painting, ySource);
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if (painting->enteredMarioIndex == 0) {
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if (painting->ripples.enteredMarioIndex == 0) {
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gPaintingMarioYEntry = gMarioState->marioObj->oPosY;
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}
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if (painting->state != PAINTING_IDLE) {
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painting->rippleXs[painting->enteredMarioIndex] = painting->rippleX;
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painting->rippleYs[painting->enteredMarioIndex] = painting->rippleY;
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painting->currRippleMags[painting->enteredMarioIndex] = painting->currRippleMag;
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painting->rippleTimers[painting->enteredMarioIndex] = 0;
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painting->ripples.rippleXs[painting->ripples.enteredMarioIndex] = painting->rippleX;
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painting->ripples.rippleYs[painting->ripples.enteredMarioIndex] = painting->rippleY;
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painting->ripples.currRippleMags[painting->ripples.enteredMarioIndex] = painting->currRippleMag;
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painting->ripples.rippleTimers[painting->ripples.enteredMarioIndex] = 0;
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}
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// Because true or false would be too simple...
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@ -642,14 +642,14 @@ void painting_state(s8 state, struct Painting *painting, struct Painting *painti
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painting->rippleTimer = 0.0f;
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for (s32 i = 0; i < MAX_PLAYERS + 1; i++) {
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if (painting->state == PAINTING_IDLE) {
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painting->rippleTimers[i] = -1;
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painting->ripples.rippleTimers[i] = -1;
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}
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}
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if (painting->rippleTimers[painting->enteredMarioIndex] >= 0) {
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if (painting->ripples.rippleTimers[painting->ripples.enteredMarioIndex] >= 0) {
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if (painting->state == PAINTING_IDLE) {
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painting->rippleTimers[painting->enteredMarioIndex] = -1;
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painting->ripples.rippleTimers[painting->ripples.enteredMarioIndex] = -1;
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} else {
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painting->rippleTimers[painting->enteredMarioIndex] = 0;
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painting->ripples.rippleTimers[painting->ripples.enteredMarioIndex] = 0;
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}
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}
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}
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@ -660,7 +660,7 @@ void painting_state(s8 state, struct Painting *painting, struct Painting *painti
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// Tries to set player who entered's currPositionValid to false
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// So they won't create more ripples by bouncing around in the painting
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if (state == PAINTING_ENTERED) {
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s32 mIndex = painting->pitch == 0 ? painting->enteredMarioIndex : painting->underMarioIndex;
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s32 mIndex = painting->pitch == 0 ? painting->ripples.enteredMarioIndex : painting->ripples.underMarioIndex;
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if (mIndex > 0) {
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gNetworkPlayers[gMarioStates[mIndex].playerIndex].currPositionValid = false;
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}
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@ -835,8 +835,8 @@ void painting_update_floors(struct Painting *painting) {
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bool floorPainting = painting->pitch != 0;
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painting->marioWentUnder = FALSE;
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painting->floorEntered = 0;
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painting->enteredMarioIndex = -1;
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painting->underMarioIndex = -1;
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painting->ripples.enteredMarioIndex = -1;
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painting->ripples.underMarioIndex = -1;
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for (int i = 0; i < MAX_PLAYERS + 1; i++) {
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// If the painting was entered (and not a floor painting) no need to look at everyone else this frame
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@ -848,16 +848,13 @@ void painting_update_floors(struct Painting *painting) {
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bool consider = true;
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bool valid = true;
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if (m < 20) {
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continue;
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}
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if (!np->connected) {
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consider = false;
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} else if (!np->currPositionValid && i > 0) {
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painting->lastFloors[i] = 0;
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painting->currFloors[i] = 0;
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painting->wasUnders[i] = 0;
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painting->isUnders[i] = 0;
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painting->ripples.lastFloors[i] = 0;
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painting->ripples.currFloors[i] = 0;
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painting->ripples.wasUnders[i] = 0;
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painting->ripples.isUnders[i] = 0;
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consider = false;
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valid = false;
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} else if (!is_player_active(m)) {
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@ -903,15 +900,15 @@ void painting_update_floors(struct Painting *painting) {
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}
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|
||||
painting->lastFloors[i] = painting->currFloors[i];
|
||||
painting->ripples.lastFloors[i] = painting->ripples.currFloors[i];
|
||||
// at most 1 of these will be nonzero;
|
||||
painting->currFloors[i] = rippleLeft + rippleMiddle + rippleRight + enterLeft + enterMiddle + enterRight;
|
||||
painting->ripples.currFloors[i] = rippleLeft + rippleMiddle + rippleRight + enterLeft + enterMiddle + enterRight;
|
||||
|
||||
// invalid players should have their floor states set to 0 at all times
|
||||
// so that when they return through the painting, it will ripple properly again
|
||||
if (!valid) {
|
||||
painting->lastFloors[i] = 0;
|
||||
painting->currFloors[i] = 0;
|
||||
painting->ripples.lastFloors[i] = 0;
|
||||
painting->ripples.currFloors[i] = 0;
|
||||
}
|
||||
|
||||
if (!consider) {
|
||||
|
@ -919,34 +916,34 @@ void painting_update_floors(struct Painting *painting) {
|
|||
}
|
||||
// floorEntered is true iff currFloor is true and lastFloor is false
|
||||
// (Mario just entered the floor on this frame)
|
||||
s8 entered = (painting->lastFloors[i] ^ painting->currFloors[i]) & painting->currFloors[i];
|
||||
s8 entered = (painting->ripples.lastFloors[i] ^ painting->ripples.currFloors[i]) & painting->ripples.currFloors[i];
|
||||
if (entered) {
|
||||
painting->floorEntered = entered;
|
||||
painting->lastFloor = painting->lastFloors[i];
|
||||
painting->currFloor = painting->currFloors[i];
|
||||
painting->enteredMarioIndex = i;
|
||||
painting->lastFloor = painting->ripples.lastFloors[i];
|
||||
painting->currFloor = painting->ripples.currFloors[i];
|
||||
painting->ripples.enteredMarioIndex = i;
|
||||
}
|
||||
|
||||
// Mario going under code
|
||||
painting->wasUnders[i] = painting->isUnders[i];
|
||||
painting->ripples.wasUnders[i] = painting->ripples.isUnders[i];
|
||||
// Check if Mario has fallen below the painting (used for floor paintings)
|
||||
if (m->marioObj->oPosY < painting->posY) {
|
||||
painting->isUnders[i] = TRUE;
|
||||
painting->ripples.isUnders[i] = TRUE;
|
||||
} else {
|
||||
painting->isUnders[i] = FALSE;
|
||||
painting->ripples.isUnders[i] = FALSE;
|
||||
}
|
||||
|
||||
// Mario "went under" if he was not under last frame, but is under now
|
||||
s8 wentUnder = (painting->wasUnders[i] ^ painting->isUnders[i]) & painting->isUnders[i];
|
||||
s8 wentUnder = (painting->ripples.wasUnders[i] ^ painting->ripples.isUnders[i]) & painting->ripples.isUnders[i];
|
||||
if (wentUnder) {
|
||||
painting->marioWentUnder = wentUnder;
|
||||
painting->underMarioIndex = i;
|
||||
painting->ripples.underMarioIndex = i;
|
||||
|
||||
// If this mario went under a floor painting, set curr and last floor to that mario's
|
||||
// This is used to determine where the ripple appears
|
||||
if (floorPainting) {
|
||||
painting->lastFloor = painting->lastFloors[i];
|
||||
painting->currFloor = painting->currFloors[i];
|
||||
painting->lastFloor = painting->ripples.lastFloors[i];
|
||||
painting->currFloor = painting->ripples.currFloors[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -968,9 +965,9 @@ void painting_update_ripple_state(struct Painting *painting) {
|
|||
//! CotMC.
|
||||
painting->rippleTimer += 1.0;
|
||||
for (int i = 0; i < MAX_PLAYERS + 1; i++) {
|
||||
if (painting->rippleTimers[i] >= 0) {
|
||||
painting->rippleTimers[i] += 1.0;
|
||||
painting->currRippleMags[i] *= painting->rippleDecay;
|
||||
if (painting->ripples.rippleTimers[i] >= 0) {
|
||||
painting->ripples.rippleTimers[i] += 1.0;
|
||||
painting->ripples.currRippleMags[i] *= painting->rippleDecay;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1028,17 +1025,17 @@ s16 calculate_ripple_at_point(struct Painting *painting, f32 posX, f32 posY) {
|
|||
if (multiRippleMode != SINGLE_RIPPLE) {
|
||||
// If multi ripple mode
|
||||
for (s32 i = 0; i < MAX_PLAYERS + 1; i++) {
|
||||
if (painting->rippleTimers[i] < 0) { continue; }
|
||||
if (painting->currRippleMags[i] < 1) { continue; }
|
||||
if (painting->ripples.rippleTimers[i] < 0) { continue; }
|
||||
if (painting->ripples.currRippleMags[i] < 1) { continue; }
|
||||
f32 distanceToOrigin;
|
||||
f32 rippleDistance;
|
||||
/// Controls the peaks of the ripple.
|
||||
f32 rippleMag = painting->currRippleMags[i];
|
||||
f32 rippleMag = painting->ripples.currRippleMags[i];
|
||||
/// How far the ripple has spread
|
||||
f32 rippleTimer = painting->rippleTimers[i];
|
||||
f32 rippleTimer = painting->ripples.rippleTimers[i];
|
||||
/// x and y ripple origin
|
||||
f32 rippleX = painting->rippleXs[i];
|
||||
f32 rippleY = painting->rippleYs[i];
|
||||
f32 rippleX = painting->ripples.rippleXs[i];
|
||||
f32 rippleY = painting->ripples.rippleYs[i];
|
||||
|
||||
distanceToOrigin = sqrtf((posX - rippleX) * (posX - rippleX) + (posY - rippleY) * (posY - rippleY));
|
||||
// A larger dispersionFactor makes the ripple spread slower
|
||||
|
@ -1135,19 +1132,19 @@ void painting_generate_mesh(struct Painting *painting, s16 *mesh, s16 numTris) {
|
|||
s16 i;
|
||||
|
||||
gPaintingMesh = mem_pool_alloc(gEffectsMemoryPool, numTris * sizeof(struct PaintingMeshVertex));
|
||||
painting->paintingMesh = gPaintingMesh;
|
||||
if (painting->paintingMesh == NULL) {
|
||||
painting->ripples.paintingMesh = gPaintingMesh;
|
||||
if (painting->ripples.paintingMesh == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
// accesses are off by 1 since the first entry is the number of vertices
|
||||
for (i = 0; i < numTris; i++) {
|
||||
painting->paintingMesh[i].pos[0] = mesh[i * 3 + 1];
|
||||
painting->paintingMesh[i].pos[1] = mesh[i * 3 + 2];
|
||||
painting->ripples.paintingMesh[i].pos[0] = mesh[i * 3 + 1];
|
||||
painting->ripples.paintingMesh[i].pos[1] = mesh[i * 3 + 2];
|
||||
// The "z coordinate" of each vertex in the mesh is either 1 or 0. Instead of being an
|
||||
// actual coordinate, it just determines whether the vertex moves
|
||||
painting->paintingMesh[i].pos[2] = ripple_if_movable(painting, mesh[i * 3 + 3],
|
||||
painting->paintingMesh[i].pos[0], painting->paintingMesh[i].pos[1]);
|
||||
painting->ripples.paintingMesh[i].pos[2] = ripple_if_movable(painting, mesh[i * 3 + 3],
|
||||
painting->ripples.paintingMesh[i].pos[0], painting->ripples.paintingMesh[i].pos[1]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1170,8 +1167,8 @@ void painting_calculate_triangle_normals(struct Painting *painting, s16 *mesh, s
|
|||
s16 i;
|
||||
|
||||
gPaintingTriNorms = mem_pool_alloc(gEffectsMemoryPool, numTris * sizeof(Vec3f));
|
||||
painting->paintingTriNorms = gPaintingTriNorms;
|
||||
if (painting->paintingTriNorms == NULL) {
|
||||
painting->ripples.paintingTriNorms = gPaintingTriNorms;
|
||||
if (painting->ripples.paintingTriNorms == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1181,22 +1178,22 @@ void painting_calculate_triangle_normals(struct Painting *painting, s16 *mesh, s
|
|||
s16 v1 = mesh[tri + 1];
|
||||
s16 v2 = mesh[tri + 2];
|
||||
|
||||
f32 x0 = painting->paintingMesh[v0].pos[0];
|
||||
f32 y0 = painting->paintingMesh[v0].pos[1];
|
||||
f32 z0 = painting->paintingMesh[v0].pos[2];
|
||||
f32 x0 = painting->ripples.paintingMesh[v0].pos[0];
|
||||
f32 y0 = painting->ripples.paintingMesh[v0].pos[1];
|
||||
f32 z0 = painting->ripples.paintingMesh[v0].pos[2];
|
||||
|
||||
f32 x1 = painting->paintingMesh[v1].pos[0];
|
||||
f32 y1 = painting->paintingMesh[v1].pos[1];
|
||||
f32 z1 = painting->paintingMesh[v1].pos[2];
|
||||
f32 x1 = painting->ripples.paintingMesh[v1].pos[0];
|
||||
f32 y1 = painting->ripples.paintingMesh[v1].pos[1];
|
||||
f32 z1 = painting->ripples.paintingMesh[v1].pos[2];
|
||||
|
||||
f32 x2 = painting->paintingMesh[v2].pos[0];
|
||||
f32 y2 = painting->paintingMesh[v2].pos[1];
|
||||
f32 z2 = painting->paintingMesh[v2].pos[2];
|
||||
f32 x2 = painting->ripples.paintingMesh[v2].pos[0];
|
||||
f32 y2 = painting->ripples.paintingMesh[v2].pos[1];
|
||||
f32 z2 = painting->ripples.paintingMesh[v2].pos[2];
|
||||
|
||||
// Cross product to find each triangle's normal vector
|
||||
painting->paintingTriNorms[i][0] = (y1 - y0) * (z2 - z1) - (z1 - z0) * (y2 - y1);
|
||||
painting->paintingTriNorms[i][1] = (z1 - z0) * (x2 - x1) - (x1 - x0) * (z2 - z1);
|
||||
painting->paintingTriNorms[i][2] = (x1 - x0) * (y2 - y1) - (y1 - y0) * (x2 - x1);
|
||||
painting->ripples.paintingTriNorms[i][0] = (y1 - y0) * (z2 - z1) - (z1 - z0) * (y2 - y1);
|
||||
painting->ripples.paintingTriNorms[i][1] = (z1 - z0) * (x2 - x1) - (x1 - x0) * (z2 - z1);
|
||||
painting->ripples.paintingTriNorms[i][2] = (x1 - x0) * (y2 - y1) - (y1 - y0) * (x2 - x1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1250,9 +1247,9 @@ void painting_average_vertex_normals(struct Painting *painting, s16 *neighborTri
|
|||
neighbors = neighborTris[entry];
|
||||
for (j = 0; j < neighbors; j++) {
|
||||
tri = neighborTris[entry + j + 1];
|
||||
nx += painting->paintingTriNorms[tri][0];
|
||||
ny += painting->paintingTriNorms[tri][1];
|
||||
nz += painting->paintingTriNorms[tri][2];
|
||||
nx += painting->ripples.paintingTriNorms[tri][0];
|
||||
ny += painting->ripples.paintingTriNorms[tri][1];
|
||||
nz += painting->ripples.paintingTriNorms[tri][2];
|
||||
}
|
||||
// Move to the next vertex's entry
|
||||
entry += neighbors + 1;
|
||||
|
@ -1264,13 +1261,13 @@ void painting_average_vertex_normals(struct Painting *painting, s16 *neighborTri
|
|||
nlen = sqrtf(nx * nx + ny * ny + nz * nz);
|
||||
|
||||
if (nlen == 0.0) {
|
||||
painting->paintingMesh[i].norm[0] = 0;
|
||||
painting->paintingMesh[i].norm[1] = 0;
|
||||
painting->paintingMesh[i].norm[2] = 0;
|
||||
painting->ripples.paintingMesh[i].norm[0] = 0;
|
||||
painting->ripples.paintingMesh[i].norm[1] = 0;
|
||||
painting->ripples.paintingMesh[i].norm[2] = 0;
|
||||
} else {
|
||||
painting->paintingMesh[i].norm[0] = normalize_component(nx / nlen);
|
||||
painting->paintingMesh[i].norm[1] = normalize_component(ny / nlen);
|
||||
painting->paintingMesh[i].norm[2] = normalize_component(nz / nlen);
|
||||
painting->ripples.paintingMesh[i].norm[0] = normalize_component(nx / nlen);
|
||||
painting->ripples.paintingMesh[i].norm[1] = normalize_component(ny / nlen);
|
||||
painting->ripples.paintingMesh[i].norm[2] = normalize_component(nz / nlen);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1331,9 +1328,9 @@ Gfx *render_painting(struct Painting *painting, u8 *img, s16 tWidth, s16 tHeight
|
|||
ty = textureMap[mapping * 3 + 3];
|
||||
|
||||
// Map the texture and place it in the verts array
|
||||
make_vertex(verts, group * 15 + map, painting->paintingMesh[meshVtx].pos[0], painting->paintingMesh[meshVtx].pos[1],
|
||||
painting->paintingMesh[meshVtx].pos[2], tx, ty, painting->paintingMesh[meshVtx].norm[0],
|
||||
painting->paintingMesh[meshVtx].norm[1], painting->paintingMesh[meshVtx].norm[2], alpha);
|
||||
make_vertex(verts, group * 15 + map, painting->ripples.paintingMesh[meshVtx].pos[0], painting->ripples.paintingMesh[meshVtx].pos[1],
|
||||
painting->ripples.paintingMesh[meshVtx].pos[2], tx, ty, painting->ripples.paintingMesh[meshVtx].norm[0],
|
||||
painting->ripples.paintingMesh[meshVtx].norm[1], painting->ripples.paintingMesh[meshVtx].norm[2], alpha);
|
||||
}
|
||||
|
||||
// Load the vertices and draw the 5 triangles
|
||||
|
@ -1349,9 +1346,9 @@ Gfx *render_painting(struct Painting *painting, u8 *img, s16 tWidth, s16 tHeight
|
|||
meshVtx = textureMap[mapping * 3 + 1];
|
||||
tx = textureMap[mapping * 3 + 2];
|
||||
ty = textureMap[mapping * 3 + 3];
|
||||
make_vertex(verts, triGroups * 15 + map, painting->paintingMesh[meshVtx].pos[0], painting->paintingMesh[meshVtx].pos[1],
|
||||
painting->paintingMesh[meshVtx].pos[2], tx, ty, painting->paintingMesh[meshVtx].norm[0],
|
||||
painting->paintingMesh[meshVtx].norm[1], painting->paintingMesh[meshVtx].norm[2], alpha);
|
||||
make_vertex(verts, triGroups * 15 + map, painting->ripples.paintingMesh[meshVtx].pos[0], painting->ripples.paintingMesh[meshVtx].pos[1],
|
||||
painting->ripples.paintingMesh[meshVtx].pos[2], tx, ty, painting->ripples.paintingMesh[meshVtx].norm[0],
|
||||
painting->ripples.paintingMesh[meshVtx].norm[1], painting->ripples.paintingMesh[meshVtx].norm[2], alpha);
|
||||
}
|
||||
|
||||
// Draw the triangles individually
|
||||
|
@ -1360,15 +1357,15 @@ Gfx *render_painting(struct Painting *painting, u8 *img, s16 tWidth, s16 tHeight
|
|||
gSP1Triangle(gfx++, group * 3, group * 3 + 1, group * 3 + 2, 0);
|
||||
}
|
||||
|
||||
if (painting->sVerticesCount >= numVtx * 2) {
|
||||
painting->sVerticesCount = 0;
|
||||
if (painting->ripples.sVerticesCount >= numVtx * 2) {
|
||||
painting->ripples.sVerticesCount = 0;
|
||||
}
|
||||
for (map = 0; map < numVtx; map++) {
|
||||
Vtx* v = &verts[map];
|
||||
if (gGlobalTimer == painting->sVerticesPrevTimestamp + 1) {
|
||||
if (gGlobalTimer == painting->ripples.sVerticesPrevTimestamp + 1) {
|
||||
s32 i;
|
||||
Vtx_Interp* vCur = &painting->sVerticesCur[painting->sVerticesCount + map];
|
||||
Vtx_Interp* vPrev = (painting->sVerticesPrev && painting->sVertexSwaps > 2) ? &painting->sVerticesPrev[painting->sVerticesCount + map] : NULL;
|
||||
Vtx_Interp* vCur = &painting->ripples.sVerticesCur[painting->ripples.sVerticesCount + map];
|
||||
Vtx_Interp* vPrev = (painting->ripples.sVerticesPrev && painting->ripples.sVertexSwaps > 2) ? &painting->ripples.sVerticesPrev[painting->ripples.sVerticesCount + map] : NULL;
|
||||
for (i = 0; i < 3; i++) {
|
||||
// save current
|
||||
vCur->ob[i] = v->n.ob[i];
|
||||
|
@ -1383,8 +1380,8 @@ Gfx *render_painting(struct Painting *painting, u8 *img, s16 tWidth, s16 tHeight
|
|||
}
|
||||
}
|
||||
|
||||
painting->sVerticesPtr[painting->sVerticesCount / numVtx] = verts;
|
||||
painting->sVerticesCount += numVtx;
|
||||
painting->ripples.sVerticesPtr[painting->ripples.sVerticesCount / numVtx] = verts;
|
||||
painting->ripples.sVerticesCount += numVtx;
|
||||
|
||||
gSPEndDisplayList(gfx);
|
||||
return dlist;
|
||||
|
@ -1451,7 +1448,7 @@ Gfx *painting_ripple_image(struct Painting *painting) {
|
|||
meshTris = textureMap[meshVerts * 3 + 1];
|
||||
gSPDisplayList(gfx++, render_painting(painting, textures[i], tWidth, tHeight, textureMap, meshVerts, meshTris, painting->alpha));
|
||||
}
|
||||
painting->sVerticesPrevTimestamp = gGlobalTimer;
|
||||
painting->ripples.sVerticesPrevTimestamp = gGlobalTimer;
|
||||
|
||||
// Update the ripple, may automatically reset the painting's state.
|
||||
painting_update_ripple_state(painting);
|
||||
|
@ -1489,7 +1486,7 @@ Gfx *painting_ripple_env_mapped(struct Painting *painting) {
|
|||
meshVerts = textureMap[0];
|
||||
meshTris = textureMap[meshVerts * 3 + 1];
|
||||
gSPDisplayList(gfx++, render_painting(painting, tArray[0], tWidth, tHeight, textureMap, meshVerts, meshTris, painting->alpha));
|
||||
painting->sVerticesPrevTimestamp = gGlobalTimer;
|
||||
painting->ripples.sVerticesPrevTimestamp = gGlobalTimer;
|
||||
|
||||
// Update the ripple, may automatically reset the painting's state.
|
||||
painting_update_ripple_state(painting);
|
||||
|
@ -1527,8 +1524,8 @@ Gfx *display_painting_rippling(struct Painting *painting) {
|
|||
}
|
||||
|
||||
// The mesh data is freed every frame.
|
||||
mem_pool_free(gEffectsMemoryPool, painting->paintingMesh);
|
||||
mem_pool_free(gEffectsMemoryPool, painting->paintingTriNorms);
|
||||
mem_pool_free(gEffectsMemoryPool, painting->ripples.paintingMesh);
|
||||
mem_pool_free(gEffectsMemoryPool, painting->ripples.paintingTriNorms);
|
||||
return dlist;
|
||||
}
|
||||
|
||||
|
@ -1559,13 +1556,13 @@ void reset_painting(struct Painting *painting) {
|
|||
painting->marioWasUnder = 0;
|
||||
painting->marioIsUnder = 0;
|
||||
painting->marioWentUnder = 0;
|
||||
painting->enteredMarioIndex = -1;
|
||||
painting->underMarioIndex = -1;
|
||||
painting->ripples.enteredMarioIndex = -1;
|
||||
painting->ripples.underMarioIndex = -1;
|
||||
for (s32 i = 0; i < MAX_PLAYERS + 1; i++) {
|
||||
painting->lastFloors[i] = 0;
|
||||
painting->currFloors[i] = 0;
|
||||
painting->rippleTimers[i] = -1.0f;
|
||||
painting->currRippleMags[i] = 0;
|
||||
painting->ripples.lastFloors[i] = 0;
|
||||
painting->ripples.currFloors[i] = 0;
|
||||
painting->ripples.rippleTimers[i] = -1.0f;
|
||||
painting->ripples.currRippleMags[i] = 0;
|
||||
}
|
||||
|
||||
if (gRipplingPainting == painting) {
|
||||
|
|
|
@ -132,37 +132,39 @@ struct Painting
|
|||
/// By default a painting is 614.0 x 614.0
|
||||
f32 size;
|
||||
|
||||
/// Index of MarioState who entered the painting this frame
|
||||
s32 enteredMarioIndex;
|
||||
/// Index of MarioState who went under the painting this frame
|
||||
s32 underMarioIndex;
|
||||
struct {
|
||||
/// Index of MarioState who entered the painting this frame
|
||||
s32 enteredMarioIndex;
|
||||
/// Index of MarioState who went under the painting this frame
|
||||
s32 underMarioIndex;
|
||||
|
||||
/// Painting floor and under state information for each Mario
|
||||
s8 lastFloors[MAX_PLAYERS + 1];
|
||||
s8 currFloors[MAX_PLAYERS + 1];
|
||||
s8 floorEntereds[MAX_PLAYERS + 1];
|
||||
s8 wasUnders[MAX_PLAYERS + 1];
|
||||
s8 isUnders[MAX_PLAYERS + 1];
|
||||
s8 wentUnders[MAX_PLAYERS + 1];
|
||||
f32 rippleXs[MAX_PLAYERS + 1];
|
||||
f32 rippleYs[MAX_PLAYERS + 1];
|
||||
f32 rippleTimers[MAX_PLAYERS + 1];
|
||||
f32 currRippleMags[MAX_PLAYERS + 1];
|
||||
f32 rippleDecays[MAX_PLAYERS + 1];
|
||||
f32 rippleRates[MAX_PLAYERS + 1];
|
||||
f32 dispersionFactors[MAX_PLAYERS + 1];
|
||||
/// Painting floor and under state information for each Mario
|
||||
s8 lastFloors[MAX_PLAYERS + 1];
|
||||
s8 currFloors[MAX_PLAYERS + 1];
|
||||
s8 floorEntereds[MAX_PLAYERS + 1];
|
||||
s8 wasUnders[MAX_PLAYERS + 1];
|
||||
s8 isUnders[MAX_PLAYERS + 1];
|
||||
s8 wentUnders[MAX_PLAYERS + 1];
|
||||
f32 rippleXs[MAX_PLAYERS + 1];
|
||||
f32 rippleYs[MAX_PLAYERS + 1];
|
||||
f32 rippleTimers[MAX_PLAYERS + 1];
|
||||
f32 currRippleMags[MAX_PLAYERS + 1];
|
||||
f32 rippleDecays[MAX_PLAYERS + 1];
|
||||
f32 rippleRates[MAX_PLAYERS + 1];
|
||||
f32 dispersionFactors[MAX_PLAYERS + 1];
|
||||
|
||||
struct PaintingMeshVertex *paintingMesh;
|
||||
Vec3f *paintingTriNorms;
|
||||
struct PaintingMeshVertex *paintingMesh;
|
||||
Vec3f *paintingTriNorms;
|
||||
|
||||
Vtx_Interp sVertexBuffers[2][2 * 264 * 3];
|
||||
u8 sVerticesCurIndex;
|
||||
u8 sVertexSwaps;
|
||||
Vtx_Interp* sVerticesCur;
|
||||
Vtx_Interp* sVerticesPrev;
|
||||
u32 sVerticesPrevTimestamp;
|
||||
Vtx *sVerticesPtr[2];
|
||||
s32 sVerticesCount;
|
||||
Vtx_Interp sVertexBuffers[2][2 * 264 * 3];
|
||||
u8 sVerticesCurIndex;
|
||||
u8 sVertexSwaps;
|
||||
Vtx_Interp* sVerticesCur;
|
||||
Vtx_Interp* sVerticesPrev;
|
||||
u32 sVerticesPrevTimestamp;
|
||||
Vtx *sVerticesPtr[2];
|
||||
s32 sVerticesCount;
|
||||
} ripples;
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in New Issue