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https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-24 21:15:12 +00:00
Separated animations between players
This commit is contained in:
parent
6b3ab5f115
commit
0737d2e03f
11 changed files with 1906 additions and 19 deletions
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@ -16,6 +16,57 @@ extern const Gfx burn_smoke_seg4_dl_04022028[];
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extern const Gfx burn_smoke_seg4_dl_04022048[];
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extern const Gfx burn_smoke_seg4_dl_04022070[];
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// luigi
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extern const GeoLayout luigi_geo_face_and_wings[];
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extern const GeoLayout luigi_geo_left_hand[];
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extern const GeoLayout luigi_geo_right_hand[];
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extern const GeoLayout luigi_geo_body[];
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extern const GeoLayout luigi_geo_medium_poly_left_hand[];
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extern const GeoLayout luigi_geo_medium_poly_right_hand[];
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extern const GeoLayout luigi_geo_medium_poly_body[];
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extern const GeoLayout luigi_geo_low_poly_face_and_wings[];
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extern const GeoLayout luigi_geo_low_poly_left_hand[];
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extern const GeoLayout luigi_geo_low_poly_right_hand[];
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extern const GeoLayout luigi_geo_low_poly_body[];
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extern const GeoLayout luigi_vanish_geo_face_and_wings[];
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extern const GeoLayout luigi_vanish_geo_left_hand[];
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extern const GeoLayout luigi_vanish_geo_right_hand[];
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extern const GeoLayout luigi_vanish_geo_body[];
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extern const GeoLayout luigi_vanish_geo_medium_poly_left_hand[];
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extern const GeoLayout luigi_vanish_geo_medium_poly_right_hand[];
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extern const GeoLayout luigi_vanish_geo_medium_poly_body[];
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extern const GeoLayout luigi_vanish_geo_low_poly_face_and_wings[];
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extern const GeoLayout luigi_vanish_geo_low_poly_left_hand[];
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extern const GeoLayout luigi_vanish_geo_low_poly_right_hand[];
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extern const GeoLayout luigi_vanish_geo_low_poly_body[];
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extern const GeoLayout luigi_metal_geo_face_and_wings[];
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extern const GeoLayout luigi_metal_geo_left_hand[];
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extern const GeoLayout luigi_metal_geo_right_hand[];
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extern const GeoLayout luigi_metal_geo_body[];
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extern const GeoLayout luigi_metal_geo_medium_poly_left_hand[];
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extern const GeoLayout luigi_metal_geo_medium_poly_right_hand[];
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extern const GeoLayout luigi_metal_geo_medium_poly_body[];
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extern const GeoLayout luigi_metal_geo_low_poly_face_and_wings[];
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extern const GeoLayout luigi_metal_geo_low_poly_left_hand[];
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extern const GeoLayout luigi_metal_geo_low_poly_right_hand[];
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extern const GeoLayout luigi_metal_geo_low_poly_body[];
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extern const GeoLayout luigi_metal_vanish_geo_face_and_wings[];
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extern const GeoLayout luigi_metal_vanish_geo_left_hand[];
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extern const GeoLayout luigi_metal_vanish_geo_right_hand[];
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extern const GeoLayout luigi_metal_vanish_geo_body[];
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extern const GeoLayout luigi_metal_vanish_geo_medium_poly_left_hand[];
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extern const GeoLayout luigi_metal_vanish_geo_medium_poly_right_hand[];
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extern const GeoLayout luigi_metal_vanish_geo_medium_poly_body[];
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extern const GeoLayout luigi_metal_vanish_geo_low_poly_face_and_wings[];
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extern const GeoLayout luigi_metal_vanish_geo_low_poly_left_hand[];
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extern const GeoLayout luigi_metal_vanish_geo_low_poly_right_hand[];
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extern const GeoLayout luigi_metal_vanish_geo_low_poly_body[];
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extern const GeoLayout luigi_geo_load_body[];
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extern const GeoLayout luigi_geo_load_medium_poly_body[];
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extern const GeoLayout luigi_geo_load_low_poly_body[];
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extern const GeoLayout luigi_geo_render_body[];
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extern const GeoLayout luigi_geo[];
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// mario
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extern const GeoLayout mario_geo_face_and_wings[];
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extern const GeoLayout mario_geo_left_hand[];
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@ -16,3 +16,4 @@
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#include "water_splash/geo.inc.c"
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#include "sparkle_animation/geo.inc.c"
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#include "mario/geo.inc.c"
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#include "mario/geo2.inc.c"
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1825
actors/mario/geo2.inc.c
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1825
actors/mario/geo2.inc.c
Normal file
File diff suppressed because it is too large
Load diff
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@ -24,7 +24,7 @@
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/* Global models that are loaded for every level */
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#define MODEL_MARIO 0x01 // mario_geo
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#define MODEL_LUIGI 0x02 // unused
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#define MODEL_LUIGI 0x02 // luigi_geo
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/* Various static level geometry, the geo layout differs but terrain object presets treat them the same.*/
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@ -105,7 +105,7 @@ const LevelScript level_castle_grounds_entry[] = {
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LOAD_RAW( /*seg*/ 0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
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LUIGI(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000002, /*beh*/ bhvLuigi),
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LUIGI(/*model*/ MODEL_LUIGI, /*behParam*/ 0x00000002, /*beh*/ bhvLuigi),
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JUMP_LINK(script_func_global_1),
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JUMP_LINK(script_func_global_11),
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JUMP_LINK(script_func_global_16),
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@ -227,7 +227,7 @@ const LevelScript level_castle_inside_entry[] = {
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LOAD_RAW( /*seg*/ 0x0D, _group15_geoSegmentRomStart, _group15_geoSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
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LUIGI(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000002, /*beh*/ bhvLuigi),
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LUIGI(/*model*/ MODEL_LUIGI, /*behParam*/ 0x00000002, /*beh*/ bhvLuigi),
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JUMP_LINK(script_func_global_16),
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LOAD_MODEL_FROM_GEO(MODEL_CASTLE_BOWSER_TRAP, castle_geo_000F18),
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LOAD_MODEL_FROM_GEO(MODEL_CASTLE_WATER_LEVEL_PILLAR, castle_geo_001940),
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@ -66,6 +66,7 @@ const LevelScript level_main_scripts_entry[] = {
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LOAD_RAW( /*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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LOAD_MODEL_FROM_GEO(MODEL_MARIO, mario_geo),
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LOAD_MODEL_FROM_GEO(MODEL_LUIGI, luigi_geo),
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LOAD_MODEL_FROM_GEO(MODEL_SMOKE, smoke_geo),
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LOAD_MODEL_FROM_GEO(MODEL_SPARKLES, sparkles_geo),
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LOAD_MODEL_FROM_GEO(MODEL_BUBBLE, bubble_geo),
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@ -43,9 +43,9 @@ OSMesg D_80339CD4;
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struct VblankHandler gGameVblankHandler;
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uintptr_t gPhysicalFrameBuffers[3];
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uintptr_t gPhysicalZBuffer;
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void *D_80339CF0;
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void *D_80339CF0[2];
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void *D_80339CF4;
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struct MarioAnimation D_80339D10;
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struct MarioAnimation D_80339D10[2];
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struct MarioAnimation gDemo;
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UNUSED u8 filler80339D30[0x90];
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@ -547,9 +547,11 @@ void setup_game_memory(void) {
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gPhysicalFrameBuffers[0] = VIRTUAL_TO_PHYSICAL(gFrameBuffer0);
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gPhysicalFrameBuffers[1] = VIRTUAL_TO_PHYSICAL(gFrameBuffer1);
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gPhysicalFrameBuffers[2] = VIRTUAL_TO_PHYSICAL(gFrameBuffer2);
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D_80339CF0 = main_pool_alloc(0x4000, MEMORY_POOL_LEFT);
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set_segment_base_addr(17, (void *) D_80339CF0);
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func_80278A78(&D_80339D10, gMarioAnims, D_80339CF0);
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for (int i = 0; i < 2; i++) {
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D_80339CF0[i] = main_pool_alloc(0x4000, MEMORY_POOL_LEFT);
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set_segment_base_addr(17, (void *)D_80339CF0[i]);
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func_80278A78(&D_80339D10[i], gMarioAnims, D_80339CF0[i]);
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}
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D_80339CF4 = main_pool_alloc(2048, MEMORY_POOL_LEFT);
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set_segment_base_addr(24, (void *) D_80339CF4);
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func_80278A78(&gDemo, gDemoInputs, D_80339CF4);
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@ -32,7 +32,7 @@ extern OSMesg D_80339CD4;
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extern struct VblankHandler gGameVblankHandler;
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extern uintptr_t gPhysicalFrameBuffers[3];
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extern uintptr_t gPhysicalZBuffer;
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extern void *D_80339CF0;
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extern void *D_80339CF0[2];
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extern void *D_80339CF4;
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extern struct SPTask *gGfxSPTask;
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extern Gfx *gDisplayListHead;
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@ -51,7 +51,7 @@ extern struct DemoInput gRecordedDemoInput;
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// this area is the demo input + the header. when the demo is loaded in, there is a header the size
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// of a single word next to the input list. this word is the current ID count.
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extern struct MarioAnimation D_80339D10;
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extern struct MarioAnimation D_80339D10[2];
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extern struct MarioAnimation gDemo;
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extern u8 gMarioAnims[];
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@ -1276,6 +1276,9 @@ void debug_print_speed_action_normal(struct MarioState *m) {
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* Update the button inputs for Mario.
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*/
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void update_mario_button_inputs(struct MarioState *m) {
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// disable Luigi inputs
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if (m != &gMarioStates[1]) { return; }
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if (m->controller->buttonPressed & A_BUTTON) {
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m->input |= INPUT_A_PRESSED;
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}
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@ -1316,6 +1319,9 @@ void update_mario_button_inputs(struct MarioState *m) {
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* Updates the joystick intended magnitude.
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*/
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void update_mario_joystick_inputs(struct MarioState *m) {
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// disable Luigi inputs
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if (m != &gMarioStates[1]) { return; }
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struct Controller *controller = m->controller;
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f32 mag = ((controller->stickMag / 64.0f) * (controller->stickMag / 64.0f)) * 64.0f;
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@ -1934,15 +1940,16 @@ skippy:
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}
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void init_mario_from_save_file(void) {
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bool isMario = (gMarioState == &gMarioStates[0]);
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gMarioState->unk00 = 0;
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gMarioState->flags = 0;
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gMarioState->action = 0;
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int i = (gMarioState == &gMarioStates[0]) ? 0 : 1;
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int i = isMario ? 0 : 1;
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gMarioState->spawnInfo = &gPlayerSpawnInfos[i];
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gMarioState->statusForCamera = &gPlayerCameraState[0];
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gMarioState->statusForCamera = &gPlayerCameraState[i];
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gMarioState->marioBodyState = &gBodyStates[i];
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gMarioState->controller = &gControllers[0];
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gMarioState->animation = &D_80339D10;
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gMarioState->animation = &D_80339D10[i];
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gMarioState->numCoins = 0;
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gMarioState->numStars =
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@ -1958,7 +1965,7 @@ void init_mario_from_save_file(void) {
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gHudDisplay.coins = 0;
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gHudDisplay.wedges = 8;
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if (gMarioState == &gMarioStates[0]) {
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if (isMario) {
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gMarioState = &gMarioStates[1];
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init_mario_from_save_file();
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gMarioState = &gMarioStates[0];
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@ -430,14 +430,14 @@ Gfx *geo_mario_head_rotation(s32 callContext, struct GraphNode *node, UNUSED Mat
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*/
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Gfx *geo_switch_mario_hand(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
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struct MarioBodyState *bodyState = &gBodyStates[0];
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struct MarioBodyState *bodyState = &gBodyStates[switchCase->numCases >> 1];
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if (callContext == GEO_CONTEXT_RENDER) {
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if (bodyState->handState == MARIO_HAND_FISTS) {
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// switch between fists (0) and open (1)
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switchCase->selectedCase = ((bodyState->action & ACT_FLAG_SWIMMING_OR_FLYING) != 0);
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} else {
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if (switchCase->numCases == 0) {
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if ((switchCase->numCases & 0x01) == 0) {
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switchCase->selectedCase =
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(bodyState->handState < 5) ? bodyState->handState : MARIO_HAND_OPEN;
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} else {
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@ -461,17 +461,17 @@ Gfx *geo_mario_hand_foot_scaler(s32 callContext, struct GraphNode *node, UNUSED
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static s16 sMarioAttackAnimCounter = 0;
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struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
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struct GraphNodeScale *scaleNode = (struct GraphNodeScale *) node->next;
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struct MarioBodyState *bodyState = &gBodyStates[0];
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struct MarioBodyState *bodyState = &gBodyStates[asGenerated->parameter >> 2];
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if (callContext == GEO_CONTEXT_RENDER) {
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scaleNode->scale = 1.0f;
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if (asGenerated->parameter == bodyState->punchState >> 6) {
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if ((asGenerated->parameter & 0x03) == bodyState->punchState >> 6) {
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if (sMarioAttackAnimCounter != gAreaUpdateCounter && (bodyState->punchState & 0x3F) > 0) {
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bodyState->punchState -= 1;
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sMarioAttackAnimCounter = gAreaUpdateCounter;
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}
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scaleNode->scale =
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gMarioAttackScaleAnimation[asGenerated->parameter * 6 + (bodyState->punchState & 0x3F)]
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gMarioAttackScaleAnimation[(asGenerated->parameter & 0x03) * 6 + (bodyState->punchState & 0x3F)]
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/ 10.0f;
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}
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}
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