Added support for spawning Luigi-versions of metal/vanish/wing cap as items

This commit is contained in:
MysterD 2021-08-15 11:46:28 -07:00
parent 1b5ceda89d
commit 43932249c6
8 changed files with 76 additions and 33 deletions

View file

@ -5,6 +5,9 @@
// luigi_cap
extern const GeoLayout luigis_cap_geo[];
extern const GeoLayout luigis_metal_cap_geo[];
extern const GeoLayout luigis_wing_cap_geo[];
extern const GeoLayout luigis_winged_metal_cap_geo[];
extern const Gfx luigi_cap_seg3_dl_03022B30[];
extern const Gfx luigi_cap_seg3_dl_03022B68[];
extern const Gfx luigi_cap_seg3_dl_03022CC8[];

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@ -22,7 +22,6 @@ const GeoLayout luigis_metal_cap_geo[] = {
GEO_OPEN_NODE(),
GEO_SCALE(0x00, 16384),
GEO_OPEN_NODE(),
GEO_ASM(1, geo_mario_set_player_colors),
GEO_ASM(10, geo_update_layer_transparency),
GEO_SWITCH_CASE(2, geo_switch_anim_state),
GEO_OPEN_NODE(),

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@ -18,6 +18,12 @@ static const Lights1 luigi_cap_seg3_lights_0301CF38 = gdSPDefLights1(
0x00, 0x8C, 0x00, 0x28, 0x28, 0x28
);
static const Lights1 luigi_cap_seg3_lights_white = gdSPDefLights1(
0x7f, 0x7f, 0x7f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x0301CF50
ALIGNED8 static const u8 luigi_cap_seg3_texture_0301CF50[] = {
#include "actors/mario_cap/mario_cap_metal.rgba16.inc.c"
@ -285,8 +291,8 @@ const Gfx luigi_cap_seg3_dl_03022FF8[] = {
gsDPSetCombineMode(G_CC_MODULATERGBFADE, G_CC_MODULATERGBFADE),
gsDPLoadTextureBlock(luigi_cap_seg3_texture_0301CF50, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLight(&luigi_cap_seg3_lights_0301CF20.l, 1),
gsSPLight(&luigi_cap_seg3_lights_0301CF20.a, 2),
gsSPLight(&luigi_cap_seg3_lights_white.l, 1),
gsSPLight(&luigi_cap_seg3_lights_white.a, 2),
gsSPDisplayList(luigi_cap_seg3_dl_03022B30),
gsSPDisplayList(luigi_cap_seg3_dl_03022B68),
gsSPDisplayList(luigi_cap_seg3_dl_03022CC8),
@ -385,8 +391,8 @@ const Gfx luigi_cap_seg3_dl_03023298[] = {
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 16, 0, G_TX_RENDERTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, 6, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (64 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPCopyLightEXT(1, 5), //gsSPLight(&luigi_cap_seg3_lights_0301CF20.l, 1),
gsSPCopyLightEXT(2, 6), //gsSPLight(&luigi_cap_seg3_lights_0301CF20.a, 2),
gsSPLight(&luigi_cap_seg3_lights_white.l, 1),
gsSPLight(&luigi_cap_seg3_lights_white.a, 2),
gsSPDisplayList(luigi_cap_seg3_dl_03022B30),
gsSPDisplayList(luigi_cap_seg3_dl_03022B68),
gsSPDisplayList(luigi_cap_seg3_dl_03022CC8),

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@ -24,12 +24,6 @@
/* Global models that are loaded for every level */
#define MODEL_MARIO 0x01 // mario_geo
#define MODEL_LUIGI 0xE2 // luigi_geo
#define MODEL_BUBBLE_PLAYER 0xE3 // water_bomb_geo
/* Additional custom models */
#define MODEL_LUIGIS_CAP 0xE4 // luigis_cap_geo
/* Various static level geometry, the geo layout differs but terrain object presets treat them the same.*/
@ -591,4 +585,14 @@
#define MODEL_VCUTM_WARP_PIPE MODEL_LEVEL_GEOMETRY_16 // warp_pipe_geo
#define MODEL_CASTLE_GROUNDS_WARP_PIPE MODEL_LEVEL_GEOMETRY_16 // warp_pipe_geo
/* Custom coop models */
#define MODEL_BUBBLE_PLAYER 0xE2 // water_bomb_geo
#define MODEL_LUIGI 0xE3 // luigi_geo
#define MODEL_LUIGIS_CAP 0xE4 // luigis_cap_geo
#define MODEL_LUIGIS_METAL_CAP 0xE5 // luigis_metal_cap_geo
#define MODEL_LUIGIS_WING_CAP 0xE6 // luigis_wing_cap_geo
#define MODEL_LUIGIS_WINGED_METAL_CAP 0xE7 // luigis_winged_metal_cap_geo
#endif // MODEL_IDS_H

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@ -68,8 +68,6 @@ const LevelScript level_main_scripts_entry[] = {
LOAD_RAW( /*seg*/ 0x13, _behaviorSegmentRomStart, _behaviorSegmentRomEnd),
ALLOC_LEVEL_POOL(),
LOAD_MODEL_FROM_GEO(MODEL_MARIO, mario_geo),
LOAD_MODEL_FROM_GEO(MODEL_LUIGI, luigi_geo), // custom luigi
LOAD_MODEL_FROM_GEO(MODEL_BUBBLE_PLAYER, water_bomb_geo),
LOAD_MODEL_FROM_GEO(MODEL_SMOKE, smoke_geo),
LOAD_MODEL_FROM_GEO(MODEL_SPARKLES, sparkles_geo),
LOAD_MODEL_FROM_GEO(MODEL_BUBBLE, bubble_geo),
@ -106,7 +104,6 @@ const LevelScript level_main_scripts_entry[] = {
LOAD_MODEL_FROM_GEO(MODEL_MARIOS_WING_CAP, marios_wing_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_MARIOS_CAP, marios_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_MARIOS_CAP, marios_cap_geo), // repeated
LOAD_MODEL_FROM_GEO(MODEL_LUIGIS_CAP, luigis_cap_geo), // custom luigi_cap
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_KEY_CUTSCENE, bowser_key_cutscene_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_KEY, bowser_key_geo),
LOAD_MODEL_FROM_GEO(MODEL_RED_FLAME_SHADOW, red_flame_shadow_geo),
@ -117,6 +114,19 @@ const LevelScript level_main_scripts_entry[] = {
LOAD_MODEL_FROM_GEO(MODEL_EXPLOSION, explosion_geo),
LOAD_MODEL_FROM_GEO(MODEL_DIRT_ANIMATION, dirt_animation_geo),
LOAD_MODEL_FROM_GEO(MODEL_CARTOON_STAR, cartoon_star_geo),
// CUSTOM MODELS BEGIN
LOAD_MODEL_FROM_GEO(MODEL_BUBBLE_PLAYER, water_bomb_geo),
LOAD_MODEL_FROM_GEO(MODEL_LUIGI, luigi_geo),
LOAD_MODEL_FROM_GEO(MODEL_LUIGIS_CAP, luigis_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_LUIGIS_METAL_CAP, luigis_metal_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_LUIGIS_WING_CAP, luigis_wing_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_LUIGIS_WINGED_METAL_CAP, luigis_winged_metal_cap_geo),
// CUSTOM MODELS END
FREE_LEVEL_POOL(),
CALL(/*arg*/ 0, /*func*/ lvl_init_from_save_file),
LOOP_BEGIN(),

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@ -17,8 +17,7 @@ struct Struct802C0DF0 sExclamationBoxContents[] = { { 0, 0, 0, MODEL_MARIOS_WING
{ 1, 0, 0, MODEL_MARIOS_METAL_CAP, bhvMetalCap },
{ 2, 0, 0, MODEL_MARIOS_CAP, bhvVanishCap },
{ 3, 0, 0, MODEL_KOOPA_SHELL, bhvKoopaShell },
{ 4, 0, 0, MODEL_YELLOW_COIN,
bhvSingleCoinGetsSpawned },
{ 4, 0, 0, MODEL_YELLOW_COIN, bhvSingleCoinGetsSpawned },
{ 5, 0, 0, MODEL_NONE, bhvThreeCoinsSpawn },
{ 6, 0, 0, MODEL_NONE, bhvTenCoinsSpawn },
{ 7, 0, 0, MODEL_1UP, bhv1upWalking },
@ -112,8 +111,19 @@ void exclamation_box_act_3(void) {
o->oAction = 4;
}
static s32 exclamation_replace_model(struct MarioState* m, s32 model) {
switch (model) {
case MODEL_MARIOS_CAP: return m->character->capModelId;
case MODEL_MARIOS_METAL_CAP: return m->character->capMetalModelId;
case MODEL_MARIOS_WING_CAP: return m->character->capWingModelId;
case MODEL_MARIOS_WINGED_METAL_CAP: return m->character->capMetalWingModelId;
default: return model;
}
}
void exclamation_box_spawn_contents(struct Struct802C0DF0 *a0, u8 a1) {
struct Object* player = nearest_player_to_object(o);
struct MarioState* m = nearest_mario_state_to_object(o);
struct Object* player = m->marioObj;
struct Object *sp1C = NULL;
if (o->oExclamationBoxForce) {
@ -122,7 +132,9 @@ void exclamation_box_spawn_contents(struct Struct802C0DF0 *a0, u8 a1) {
while (a0->unk0 != 99) {
if (a1 == a0->unk0) {
sp1C = spawn_object(o, a0->model, a0->behavior);
s32 model = exclamation_replace_model(m, a0->model);
sp1C = spawn_object(o, model, a0->behavior);
sp1C->oVelY = 20.0f;
sp1C->oForwardVel = 3.0f;
sp1C->oMoveAngleYaw = player->oMoveAngleYaw;
@ -139,7 +151,7 @@ void exclamation_box_spawn_contents(struct Struct802C0DF0 *a0, u8 a1) {
network_set_sync_id(sp1C);
}
struct Object* spawn_objects[] = { sp1C };
u32 models[] = { a0->model };
u32 models[] = { model };
network_send_spawn_objects(spawn_objects, models, 1);
}
break;

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@ -14,6 +14,9 @@ struct Character gCharacters[CT_MAX] = {
.cameraHudHead = GLYPH_CAM_MARIO_HEAD,
.modelId = MODEL_MARIO,
.capModelId = MODEL_MARIOS_CAP,
.capMetalModelId = MODEL_MARIOS_METAL_CAP,
.capWingModelId = MODEL_MARIOS_WING_CAP,
.capMetalWingModelId = MODEL_MARIOS_WINGED_METAL_CAP,
.capKleptoAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP,
.capUkikiAnimState = UKIKI_ANIM_STATE_HAT_ON,
.soundFreqScale = 1.0f,
@ -67,6 +70,9 @@ struct Character gCharacters[CT_MAX] = {
.cameraHudHead = GLYPH_CAM_LUIGI_HEAD,
.modelId = MODEL_LUIGI,
.capModelId = MODEL_LUIGIS_CAP,
.capMetalModelId = MODEL_LUIGIS_METAL_CAP,
.capWingModelId = MODEL_LUIGIS_WING_CAP,
.capMetalWingModelId = MODEL_LUIGIS_WINGED_METAL_CAP,
.capKleptoAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP_LUIGI,
.capUkikiAnimState = UKIKI_ANIM_STATE_HAT_ON_LUIGI,
.soundFreqScale = 1.0f,

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@ -16,6 +16,9 @@ struct Character {
u32 cameraHudHead;
u32 modelId;
u32 capModelId;
u32 capMetalModelId;
u32 capWingModelId;
u32 capMetalWingModelId;
s32 capKleptoAnimState;
s32 capUkikiAnimState;
f32 soundFreqScale;