mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 20:15:17 +00:00
More Lua improvements
Added Lua wrapper functions for mario_actions_moving.c, mario_step.h, mario_actions_airborne.c, camera.h, mario_actions_stationary.h Extended Moveset Mod: Started porting spin jump from extended moveset Added act_ground_pound_jump, act_spin_pound, act_spin_pound_land,
This commit is contained in:
parent
f631f4d62f
commit
8aa9a95d5b
6 changed files with 2087 additions and 122 deletions
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@ -1155,3 +1155,12 @@ MARIO_ANIM_STAR_DANCE = 205
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MARIO_ANIM_RETURN_FROM_STAR_DANCE = 206
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MARIO_ANIM_RETURN_FROM_STAR_DANCE = 206
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MARIO_ANIM_FORWARD_SPINNING_FLIP = 207
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MARIO_ANIM_FORWARD_SPINNING_FLIP = 207
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MARIO_ANIM_TRIPLE_JUMP_FLY = 208
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MARIO_ANIM_TRIPLE_JUMP_FLY = 208
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SHAKE_ATTACK = 1
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SHAKE_GROUND_POUND = 2
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SHAKE_SMALL_DAMAGE = 3
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SHAKE_MED_DAMAGE = 4
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SHAKE_LARGE_DAMAGE = 5
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SHAKE_HIT_FROM_BELOW = 8
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SHAKE_FALL_DAMAGE = 9
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SHAKE_SHOCK = 10
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@ -6,53 +6,49 @@ number_types = ["f32", "float"]
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cobject_types = ["struct MarioState*", "Vec3s", "Vec3f"]
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cobject_types = ["struct MarioState*", "Vec3s", "Vec3f"]
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cobject_lot_types = ["LOT_MARIO_STATE", "LOT_VEC3S", "LOT_VEC3F"]
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cobject_lot_types = ["LOT_MARIO_STATE", "LOT_VEC3S", "LOT_VEC3F"]
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do_extern = False
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header_h = """
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header_h = """
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s32 is_anim_at_end(struct MarioState *m);
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s32 check_common_idle_cancels(struct MarioState *m);
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s32 is_anim_past_end(struct MarioState *m);
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s32 check_common_hold_idle_cancels(struct MarioState *m);
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s16 set_mario_animation(struct MarioState *m, s32 targetAnimID);
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s32 act_idle(struct MarioState *m);
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s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);
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void play_anim_sound(struct MarioState *m, u32 actionState, s32 animFrame, u32 sound);
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void set_anim_to_frame(struct MarioState *m, s16 animFrame);
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s32 act_start_sleeping(struct MarioState *m);
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s32 is_anim_past_frame(struct MarioState *m, s16 animFrame);
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s32 act_sleeping(struct MarioState *m);
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s16 find_mario_anim_flags_and_translation(struct Object *o, s32 yaw, Vec3s translation);
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s32 act_waking_up(struct MarioState *m);
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void update_mario_pos_for_anim(struct MarioState *m);
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s32 act_shivering(struct MarioState *m);
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s16 return_mario_anim_y_translation(struct MarioState *m);
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s32 act_coughing(struct MarioState *m);
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void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags);
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s32 act_standing_against_wall(struct MarioState *m);
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void play_mario_jump_sound(struct MarioState *m);
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s32 act_in_quicksand(struct MarioState *m);
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void adjust_sound_for_speed(struct MarioState *m);
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s32 act_crouching(struct MarioState *m);
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void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType);
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s32 act_panting(struct MarioState *m);
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void play_mario_action_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType);
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void stopping_step(struct MarioState *m, s32 animID, u32 action);
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void play_mario_landing_sound(struct MarioState *m, u32 soundBits);
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s32 act_braking_stop(struct MarioState *m);
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void play_mario_landing_sound_once(struct MarioState *m, u32 soundBits);
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s32 act_butt_slide_stop(struct MarioState *m);
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void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits);
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s32 act_hold_butt_slide_stop(struct MarioState *m);
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void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits);
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s32 act_slide_kick_slide_stop(struct MarioState *m);
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void play_mario_sound(struct MarioState *m, s32 primarySoundBits, s32 scondarySoundBits);
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s32 act_start_crouching(struct MarioState *m);
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void mario_set_bubbled(struct MarioState* m);
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s32 act_stop_crouching(struct MarioState *m);
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void mario_set_forward_vel(struct MarioState *m, f32 speed);
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s32 act_start_crawling(struct MarioState *m);
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s32 mario_get_floor_class(struct MarioState *m);
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s32 act_stop_crawling(struct MarioState *m);
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u32 mario_get_terrain_sound_addend(struct MarioState *m);
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s32 act_shockwave_bounce(struct MarioState *m);
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struct Surface *resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius);
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s32 landing_step(struct MarioState *m, s32 arg1, u32 action);
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f32 vec3f_find_ceil(Vec3f pos, f32 height, struct Surface **ceil);
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s32 check_common_landing_cancels(struct MarioState *m, u32 action);
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s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw);
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s32 act_jump_land_stop(struct MarioState *m);
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u32 mario_floor_is_slippery(struct MarioState *m);
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s32 act_double_jump_land_stop(struct MarioState *m);
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s32 mario_floor_is_slope(struct MarioState *m);
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s32 act_side_flip_land_stop(struct MarioState *m);
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s32 mario_floor_is_steep(struct MarioState *m);
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s32 act_freefall_land_stop(struct MarioState *m);
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f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario);
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s32 act_triple_jump_land_stop(struct MarioState *m);
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s16 find_floor_slope(struct MarioState *m, s16 yawOffset);
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s32 act_backflip_land_stop(struct MarioState *m);
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void update_mario_sound_and_camera(struct MarioState *m);
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s32 act_lava_boost_land(struct MarioState *m);
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void set_steep_jump_action(struct MarioState *m);
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s32 act_long_jump_land_stop(struct MarioState *m);
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u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
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s32 act_hold_jump_land_stop(struct MarioState *m);
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s32 set_jump_from_landing(struct MarioState *m);
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s32 act_hold_freefall_land_stop(struct MarioState *m);
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s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg);
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s32 act_air_throw_land(struct MarioState *m);
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s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
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s32 act_twirl_land(struct MarioState *m);
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s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter);
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s32 act_ground_pound_land(struct MarioState *m);
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s32 check_common_action_exits(struct MarioState *m);
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s32 act_first_person(struct MarioState *m);
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s32 check_common_hold_action_exits(struct MarioState *m);
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s32 check_common_stationary_cancels(struct MarioState *m);
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s32 transition_submerged_to_walking(struct MarioState *m);
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s32 mario_execute_stationary_action(struct MarioState *m);
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s32 set_water_plunge_action(struct MarioState *m);
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s32 execute_mario_action(UNUSED struct Object *o);
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s32 force_idle_state(struct MarioState* m);
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void init_mario(void);
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void init_mario_from_save_file(void);
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"""
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"""
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functions = []
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functions = []
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@ -91,13 +87,19 @@ def process_line(line):
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if len(params_str) == 0 or params_str == 'void':
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if len(params_str) == 0 or params_str == 'void':
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pass
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pass
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else:
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else:
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param_index = 0
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for param_str in params_str.split(','):
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for param_str in params_str.split(','):
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param = {}
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param = {}
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param_str = param_str.strip()
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param_str = param_str.strip()
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if param_str.endswith('*') or ' ' not in param_str:
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param['type'] = normalize_type(param_str)
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param['identifier'] = 'arg%d' % param_index
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else:
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match = re.search('[a-zA-Z0-9_]+$', param_str)
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match = re.search('[a-zA-Z0-9_]+$', param_str)
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param['type'] = normalize_type(param_str[0:match.span()[0]])
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param['type'] = normalize_type(param_str[0:match.span()[0]])
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param['identifier'] = match.group()
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param['identifier'] = match.group()
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function['params'].append(param)
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function['params'].append(param)
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param_index += 1
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functions.append(function)
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functions.append(function)
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@ -150,6 +152,9 @@ def build_function(function):
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i += 1
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i += 1
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s += '\n'
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s += '\n'
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if do_extern:
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s += ' extern %s\n' % function['line']
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s += build_return(function)
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s += build_return(function)
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s += ' return 1;\n}\n'
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s += ' return 1;\n}\n'
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369
mods/test.lua
369
mods/test.lua
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@ -19,11 +19,23 @@ ACT_WATER_GROUND_POUND_JUMP = (0x0CC | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | A
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-- initialize extra fields --
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-- initialize extra fields --
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-----------------------------
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-----------------------------
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ANGLE_QUEUE_SIZE = 9
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SPIN_TIMER_SUCCESSFUL_INPUT = 4
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gMarioStateExtras = {}
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gMarioStateExtras = {}
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for i=0,(MAX_PLAYERS-1) do
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for i=0,(MAX_PLAYERS-1) do
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gMarioStateExtras[i] = {}
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gMarioStateExtras[i] = {}
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gMarioStateExtras[i].rotAngle = 0
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local e = gMarioStateExtras[i]
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gMarioStateExtras[i].boostTimer = 0
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e.angleDeltaQueue = {}
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for j=0,(ANGLE_QUEUE_SIZE-1) do e.angleDeltaQueue[j] = 0 end
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e.rotAngle = 0
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e.boostTimer = 0
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e.stickLastAngle = 0
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e.spinDirection = 0
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e.spinBufferTimer = 0
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e.spinInput = 0
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e.actionLastFrame = gMarioStates[i].action
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e.lastIntendedMag = 0
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end
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end
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---------------
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---------------
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@ -239,6 +251,42 @@ function act_roll_air(m)
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return false
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return false
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end
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end
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function act_ground_pound_jump(m)
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local e = gMarioStateExtras[m.playerIndex]
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if check_kick_or_dive_in_air(m) ~= 0 then
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-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
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return 1
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end
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
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return set_mario_action(m, ACT_GROUND_POUND, 0)
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end
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if e.spinInput ~= 0 then
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return set_mario_action(m, ACT_SPIN_JUMP, 1)
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end
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if m.actionTimer == 0 then
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e.rotAngle = 0
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elseif m.actionTimer == 1 then
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local cx, cy, cz = get_camera_position()
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play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
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end
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, SOUND_MARIO_YAHOO)
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common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_SINGLE_JUMP,
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AIR_STEP_CHECK_LEDGE_GRAB | AIR_STEP_CHECK_HANG)
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e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
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-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y - e.rotAngle
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m.actionTimer = m.actionTimer + 1
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return 0
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end
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function update_roll(m)
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function update_roll(m)
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if m.action == ACT_DIVE_SLIDE then
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if m.action == ACT_DIVE_SLIDE then
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if (m.input & INPUT_ABOVE_SLIDE) == 0 then
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if (m.input & INPUT_ABOVE_SLIDE) == 0 then
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@ -298,12 +346,291 @@ function update_roll(m)
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end
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end
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end
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end
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----------
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-- spin --
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----------
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function mario_update_spin_input(m)
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local e = gMarioStateExtras[m.playerIndex]
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local rawAngle = atan2s(-m.controller.stickY, m.controller.stickX)
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e.spinInput = 0
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-- prevent issues due to the frame going out of the dead zone registering the last angle as 0
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if e.lastIntendedMag > 0.5 and m.intendedMag > 0.5 then
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local angleOverFrames = 0
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local thisFrameDelta = 0
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local i = 0
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local newDirection = e.spinDirection
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local signedOverflow = 0
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if rawAngle < e.stickLastAngle then
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if (e.stickLastAngle - rawAngle) > 0x8000 then
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signedOverflow = 1
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end
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if signedOverflow ~= 0 then
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newDirection = 1
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else
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newDirection = -1
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end
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elseif rawAngle > e.stickLastAngle then
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if (rawAngle - e.stickLastAngle) > 0x8000 then
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signedOverflow = 1
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end
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if signedOverflow ~= 0 then
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newDirection = -1
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else
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newDirection = 1
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end
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end
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if e.spinDirection ~= newDirection then
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for i=0,(ANGLE_QUEUE_SIZE-1) do
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e.angleDeltaQueue[i] = 0
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end
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e.spinDirection = newDirection
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else
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for i=(ANGLE_QUEUE_SIZE-1),1,-1 do
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e.angleDeltaQueue[i] = e.angleDeltaQueue[i-1]
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angleOverFrames = angleOverFrames + e.angleDeltaQueue[i]
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end
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end
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if e.spinDirection < 0 then
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if signedOverflow ~= 0 then
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thisFrameDelta = math.floor((1.0*e.stickLastAngle + 0x10000) - rawAngle)
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else
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thisFrameDelta = e.stickLastAngle - rawAngle
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end
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elseif e.spinDirection > 0 then
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if signedOverflow ~= 0 then
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thisFrameDelta = math.floor(1.0*rawAngle + 0x10000 - e.stickLastAngle)
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else
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thisFrameDelta = rawAngle - e.stickLastAngle
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end
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end
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e.angleDeltaQueue[0] = thisFrameDelta
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angleOverFrames = angleOverFrames + thisFrameDelta
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if angleOverFrames >= 0xA000 then
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e.spinBufferTimer = SPIN_TIMER_SUCCESSFUL_INPUT
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end
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-- allow a buffer after a successful input so that you can switch directions
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if e.spinBufferTimer > 0 then
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e.spinInput = 1
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e.spinBufferTimer = e.spinBufferTimer - 1
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end
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else
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e.spinDirection = 0
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e.spinBufferTimer = 0
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end
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e.stickLastAngle = rawAngle
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e.lastIntendedMag = m.intendedMag
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end
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function act_spin_jump(m)
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local e = gMarioStateExtras[m.playerIndex]
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if m.actionTimer == 0 then
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-- determine clockwise/counter-clockwise spin
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if e.spinDirection < 0 then
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m.actionState = 1
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end
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elseif m.actionTimer == 1 or m.actionTimer == 4 then
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local cx, cy, cz = get_camera_position()
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play_sound(SOUND_ACTION_TWIRL, cx, cy, cz)
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end
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local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
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if m.actionState == 1 then
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spinDirFactor = -1
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end
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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return set_mario_action(m, ACT_DIVE, 0)
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end
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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local cx, cy, cz = get_camera_position()
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play_sound(SOUND_ACTION_TWIRL, cx, cy, cz)
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m.vel.y = -50.0
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mario_set_forward_vel(m, 0.0)
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-- choose which direction to be facing on land (practically random if no input)
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if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then
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m.faceAngle.y = m.intendedYaw
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else
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m.faceAngle.y = e.rotAngle
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end
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||||||
|
return set_mario_action(m, ACT_SPIN_POUND, m.actionState)
|
||||||
|
end
|
||||||
|
|
||||||
|
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, SOUND_MARIO_YAHOO)
|
||||||
|
|
||||||
|
common_air_action_step(m, ACT_DOUBLE_JUMP_LAND, MARIO_ANIM_TWIRL,
|
||||||
|
AIR_STEP_CHECK_HANG)
|
||||||
|
|
||||||
|
e.rotAngle = e.rotAngle + 0x2867
|
||||||
|
if (e.rotAngle > 0x10000) then e.rotAngle = e.rotAngle - 0x10000 end
|
||||||
|
if (e.rotAngle < -0x10000) then e.rotAngle = e.rotAngle + 0x10000 end
|
||||||
|
-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + (s16) (e.rotAngle * spinDirFactor)
|
||||||
|
|
||||||
|
-- gravity
|
||||||
|
m.vel.y = m.vel.y + 2
|
||||||
|
if (m.flags & MARIO_WING_CAP) ~= 0 and m.vel.y < 0.0 and (m.input & INPUT_A_DOWN) ~= 0 then
|
||||||
|
-- TODO: m.marioBodyState.wingFlutter = 1
|
||||||
|
m.vel.y = m.vel.y - 0.7
|
||||||
|
if m.vel.y < -37.5 then
|
||||||
|
m.vel.y = m.vel.y + 1.4
|
||||||
|
if m.vel.y > -37.5 then
|
||||||
|
m.vel.y = -37.5
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
if m.vel.y > 0 then
|
||||||
|
m.vel.y = m.vel.y - 4
|
||||||
|
else
|
||||||
|
m.vel.y = m.vel.y + 1.4
|
||||||
|
end
|
||||||
|
|
||||||
|
if m.vel.y < -75.0 then
|
||||||
|
m.vel.y = -75.5
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
m.actionTimer = m.actionTimer + 1
|
||||||
|
|
||||||
|
return false
|
||||||
|
end
|
||||||
|
|
||||||
|
function act_spin_pound(m)
|
||||||
|
local e = gMarioStateExtras[m.playerIndex]
|
||||||
|
if m.actionTimer == 0 then
|
||||||
|
m.actionState = m.actionArg
|
||||||
|
end
|
||||||
|
|
||||||
|
local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
|
||||||
|
if m.actionState == 1 then spinDirFactor = -1 end
|
||||||
|
|
||||||
|
set_mario_animation(m, MARIO_ANIM_TWIRL)
|
||||||
|
|
||||||
|
if (m.input & INPUT_B_PRESSED) ~= 0 then
|
||||||
|
mario_set_forward_vel(m, 10.0)
|
||||||
|
m.vel.y = 35
|
||||||
|
set_mario_action(m, ACT_DIVE, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
local stepResult = perform_air_step(m, 0)
|
||||||
|
if stepResult == AIR_STEP_LANDED then
|
||||||
|
if should_get_stuck_in_ground(m) ~= 0 then
|
||||||
|
local cx, cy, cz = get_camera_position()
|
||||||
|
play_sound(SOUND_MARIO_OOOF2, cx, cy, cz)
|
||||||
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
|
||||||
|
set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
|
||||||
|
else
|
||||||
|
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
|
||||||
|
if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
|
||||||
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
|
||||||
|
set_mario_action(m, ACT_SPIN_POUND_LAND, 0)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
set_camera_shake_from_hit(SHAKE_GROUND_POUND)
|
||||||
|
elseif stepResult == AIR_STEP_HIT_WALL then
|
||||||
|
mario_set_forward_vel(m, -16.0)
|
||||||
|
if m.vel.y > 0.0 then
|
||||||
|
m.vel.y = 0.0
|
||||||
|
end
|
||||||
|
|
||||||
|
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
|
||||||
|
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
e.rotAngle = e.rotAngle + 0x3053
|
||||||
|
if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
|
||||||
|
if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
|
||||||
|
-- TODO: m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor
|
||||||
|
|
||||||
|
m.actionTimer = m.actionTimer + 1
|
||||||
|
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
|
function act_spin_pound_land(m)
|
||||||
|
m.actionState = 1
|
||||||
|
|
||||||
|
if m.actionTimer <= 8 then
|
||||||
|
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
|
||||||
|
return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
if (m.input & INPUT_OFF_FLOOR) ~= 0 then
|
||||||
|
return set_mario_action(m, ACT_FREEFALL, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
if (m.input & INPUT_ABOVE_SLIDE) ~= 0 then
|
||||||
|
return set_mario_action(m, ACT_BUTT_SLIDE, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
||||||
|
m.vel.y = 65.0
|
||||||
|
return set_jumping_action(m, ACT_GROUND_POUND_JUMP, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
if (m.controller.buttonPressed & R_TRIG) ~= 0 then
|
||||||
|
mario_set_forward_vel(m, 60)
|
||||||
|
|
||||||
|
local cx, cy, cz = get_camera_position()
|
||||||
|
play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
|
||||||
|
return set_mario_action(m, ACT_ROLL, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
stationary_ground_step(m)
|
||||||
|
set_mario_animation(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP)
|
||||||
|
else
|
||||||
|
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
|
||||||
|
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
if (m.input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE)) ~= 0 then
|
||||||
|
return check_common_action_exits(m)
|
||||||
|
end
|
||||||
|
|
||||||
|
stopping_step(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_IDLE)
|
||||||
|
end
|
||||||
|
|
||||||
|
m.actionTimer = m.actionTimer + 1
|
||||||
|
|
||||||
|
return 0
|
||||||
|
end
|
||||||
|
|
||||||
---------------------------------------------------------
|
---------------------------------------------------------
|
||||||
|
|
||||||
function update()
|
function mario_action_on_change(m)
|
||||||
|
local e = gMarioStateExtras[m.playerIndex]
|
||||||
|
if e.spinInput ~= 0 then
|
||||||
|
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR then
|
||||||
|
set_mario_action(m, ACT_SPIN_JUMP, 1)
|
||||||
|
m.vel.y = 65.0
|
||||||
|
m.faceAngle.y = m.intendedYaw
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if m.action == ACT_GROUND_POUND_JUMP then
|
||||||
|
m.vel.y = 65.0
|
||||||
|
elseif m.action == ACT_WALL_SLIDE then
|
||||||
|
m.vel.y = 0.0
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function mario_update(m)
|
function mario_update(m)
|
||||||
|
local e = gMarioStateExtras[m.playerIndex]
|
||||||
|
|
||||||
|
mario_update_spin_input(m)
|
||||||
update_roll(m)
|
update_roll(m)
|
||||||
|
|
||||||
-- dive hop
|
-- dive hop
|
||||||
|
@ -315,9 +642,45 @@ function mario_update(m)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- dive out of ACT_GROUND_POUND
|
||||||
|
if m.action == ACT_GROUND_POUND and (m.input & INPUT_B_PRESSED) ~= 0 then
|
||||||
|
mario_set_forward_vel(m, 10.0)
|
||||||
|
m.vel.y = 35.0
|
||||||
|
set_mario_action(m, ACT_DIVE, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- spin
|
||||||
|
if e.actionLastFrame == m.action and (m.action == ACT_JUMP or m.action == ACT_WALL_KICK_AIR) and e.spinInput ~= 0 then
|
||||||
|
set_mario_action(m, ACT_SPIN_JUMP, 1)
|
||||||
|
e.spinInput = 0
|
||||||
|
end
|
||||||
|
|
||||||
|
-- twirl pound
|
||||||
|
if m.action == ACT_TWIRLING and (m.input & INPUT_Z_PRESSED) ~= 0 then
|
||||||
|
set_mario_action(m, ACT_SPIN_POUND, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- ground pound jump
|
||||||
|
if m.action == ACT_GROUND_POUND_LAND and (m.input & INPUT_A_PRESSED) ~= 0 then
|
||||||
|
set_mario_action(m, ACT_GROUND_POUND_JUMP, 0)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- action change event
|
||||||
|
if e.actionLastFrame ~= m.action then
|
||||||
|
mario_action_on_change(m)
|
||||||
|
end
|
||||||
|
e.actionLastFrame = m.action
|
||||||
|
|
||||||
|
end
|
||||||
|
|
||||||
|
function update()
|
||||||
end
|
end
|
||||||
|
|
||||||
hook_event(HOOK_UPDATE, update)
|
hook_event(HOOK_UPDATE, update)
|
||||||
hook_event(HOOK_MARIO_UPDATE, mario_update)
|
hook_event(HOOK_MARIO_UPDATE, mario_update)
|
||||||
hook_mario_action(ACT_ROLL, act_roll)
|
hook_mario_action(ACT_ROLL, act_roll)
|
||||||
hook_mario_action(ACT_ROLL_AIR, act_roll_air)
|
hook_mario_action(ACT_ROLL_AIR, act_roll_air)
|
||||||
|
hook_mario_action(ACT_SPIN_JUMP, act_spin_jump)
|
||||||
|
hook_mario_action(ACT_SPIN_POUND, act_spin_pound)
|
||||||
|
hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land)
|
||||||
|
hook_mario_action(ACT_GROUND_POUND_JUMP, act_ground_pound_jump)
|
||||||
|
|
|
@ -260,8 +260,6 @@ s32 update_sliding(struct MarioState *m, f32 stopSpeed) {
|
||||||
lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.92f;
|
lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.92f;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
accel = 4.0f;
|
|
||||||
lossFactor = 0.994f;
|
|
||||||
|
|
||||||
oldSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
|
oldSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
|
||||||
|
|
||||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -7,11 +7,25 @@ void smlua_bind_function(lua_State* L, const char* name, void* func) {
|
||||||
lua_setglobal(L, name);
|
lua_setglobal(L, name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void smlua_logline(void) {
|
||||||
|
lua_State* L = gLuaState;
|
||||||
|
lua_Debug info;
|
||||||
|
int level = 0;
|
||||||
|
while (lua_getstack(L, level, &info)) {
|
||||||
|
lua_getinfo(L, "nSl", &info);
|
||||||
|
LOG_INFO(" [%d] %s:%d -- %s [%s]\n",
|
||||||
|
level, info.short_src, info.currentline,
|
||||||
|
(info.name ? info.name : "<unknown>"), info.what);
|
||||||
|
++level;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//////////////////////////////////////////////
|
//////////////////////////////////////////////
|
||||||
|
|
||||||
lua_Integer smlua_to_integer(lua_State* L, int index) {
|
lua_Integer smlua_to_integer(lua_State* L, int index) {
|
||||||
if (lua_type(L, index) != LUA_TNUMBER) {
|
if (lua_type(L, index) != LUA_TNUMBER) {
|
||||||
LOG_LUA("LUA: smlua_to_integer received improper type '%d'", lua_type(L, index));
|
LOG_LUA("LUA: smlua_to_integer received improper type '%d'", lua_type(L, index));
|
||||||
|
smlua_logline();
|
||||||
gSmLuaConvertSuccess = false;
|
gSmLuaConvertSuccess = false;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -23,6 +37,7 @@ lua_Integer smlua_to_integer(lua_State* L, int index) {
|
||||||
lua_Number smlua_to_number(lua_State* L, int index) {
|
lua_Number smlua_to_number(lua_State* L, int index) {
|
||||||
if (lua_type(L, index) != LUA_TNUMBER) {
|
if (lua_type(L, index) != LUA_TNUMBER) {
|
||||||
LOG_LUA("LUA: smlua_to_number received improper type '%d'", lua_type(L, index));
|
LOG_LUA("LUA: smlua_to_number received improper type '%d'", lua_type(L, index));
|
||||||
|
smlua_logline();
|
||||||
gSmLuaConvertSuccess = false;
|
gSmLuaConvertSuccess = false;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -33,6 +48,7 @@ lua_Number smlua_to_number(lua_State* L, int index) {
|
||||||
void* smlua_to_cobject(lua_State* L, int index, enum LuaObjectType lot) {
|
void* smlua_to_cobject(lua_State* L, int index, enum LuaObjectType lot) {
|
||||||
if (lua_type(L, index) != LUA_TTABLE) {
|
if (lua_type(L, index) != LUA_TTABLE) {
|
||||||
LOG_LUA("LUA: smlua_to_cobject received improper type '%d'", lua_type(L, index));
|
LOG_LUA("LUA: smlua_to_cobject received improper type '%d'", lua_type(L, index));
|
||||||
|
smlua_logline();
|
||||||
gSmLuaConvertSuccess = false;
|
gSmLuaConvertSuccess = false;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -44,6 +60,7 @@ void* smlua_to_cobject(lua_State* L, int index, enum LuaObjectType lot) {
|
||||||
|
|
||||||
if (lot != objLot) {
|
if (lot != objLot) {
|
||||||
LOG_LUA("LUA: smlua_to_cobject received improper LOT. Expected '%d', received '%d'", lot, objLot);
|
LOG_LUA("LUA: smlua_to_cobject received improper LOT. Expected '%d', received '%d'", lot, objLot);
|
||||||
|
smlua_logline();
|
||||||
gSmLuaConvertSuccess = false;
|
gSmLuaConvertSuccess = false;
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
@ -56,6 +73,7 @@ void* smlua_to_cobject(lua_State* L, int index, enum LuaObjectType lot) {
|
||||||
|
|
||||||
if (pointer == NULL) {
|
if (pointer == NULL) {
|
||||||
LOG_LUA("LUA: smlua_to_cobject received null pointer.");
|
LOG_LUA("LUA: smlua_to_cobject received null pointer.");
|
||||||
|
smlua_logline();
|
||||||
gSmLuaConvertSuccess = false;
|
gSmLuaConvertSuccess = false;
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue