mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 05:25:14 +00:00
bring back the ability to lose your cap (#229)
* bring back the ability to lose your cap * run autogen and add "cap" to the mario states guide * fix some indentation
This commit is contained in:
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13 changed files with 32 additions and 39 deletions
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@ -708,6 +708,7 @@
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--- @field public animation MarioAnimation
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--- @field public animation MarioAnimation
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--- @field public area Area
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--- @field public area Area
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--- @field public bubbleObj Object
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--- @field public bubbleObj Object
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--- @field public cap integer
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--- @field public capTimer integer
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--- @field public capTimer integer
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--- @field public ceil Surface
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--- @field public ceil Surface
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--- @field public ceilHeight number
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--- @field public ceilHeight number
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@ -86,6 +86,7 @@ The `MarioState` structure contains 76 different variables, this guide will try
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|`knockbackTimer`|`integer`|Used for invincibilty when flying through the air after a bonk or being hit by another player.
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|`knockbackTimer`|`integer`|Used for invincibilty when flying through the air after a bonk or being hit by another player.
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|`specialTripleJump`|`integer`|Can be used as a bool, sets whether or not to use the special triple jump unlocked after talking to Yoshi.
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|`specialTripleJump`|`integer`|Can be used as a bool, sets whether or not to use the special triple jump unlocked after talking to Yoshi.
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|`wallNormal`|`Vec3f`|The angle of the current wall on the x, y, and z axis.
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|`wallNormal`|`Vec3f`|The angle of the current wall on the x, y, and z axis.
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|`cap`|`integer`|Where Mario's cap is meant to be. Can be on Mario's head, the snowman's head in Snowman's Land, held by Klepto, or on Ukiki's head.
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## Section 3: When should I use `gMarioStates`?
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## Section 3: When should I use `gMarioStates`?
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Most of the time you won't be using `gMarioStates[0]` to access your Mario, but rather use a hook. A lot of hooks pass `m` through the function. What does this mean? Well, here is a example with comments to explain it as good as possible:
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Most of the time you won't be using `gMarioStates[0]` to access your Mario, but rather use a hook. A lot of hooks pass `m` through the function. What does this mean? Well, here is a example with comments to explain it as good as possible:
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@ -1034,6 +1034,7 @@
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| animation | [MarioAnimation](structs.md#MarioAnimation) | |
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| animation | [MarioAnimation](structs.md#MarioAnimation) | |
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| area | [Area](structs.md#Area) | |
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| area | [Area](structs.md#Area) | |
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| bubbleObj | [Object](structs.md#Object) | |
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| bubbleObj | [Object](structs.md#Object) | |
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| cap | `integer` | |
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| capTimer | `integer` | |
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| capTimer | `integer` | |
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| ceil | [Surface](structs.md#Surface) | |
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| ceil | [Surface](structs.md#Surface) | |
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| ceilHeight | `number` | |
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| ceilHeight | `number` | |
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@ -397,6 +397,7 @@ struct MarioState
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/*????*/ u8 specialTripleJump;
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/*????*/ u8 specialTripleJump;
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/*????*/ Vec3f wallNormal;
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/*????*/ Vec3f wallNormal;
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/*????*/ u8 visibleToEnemies;
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/*????*/ u8 visibleToEnemies;
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/*????*/ u32 cap;
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};
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};
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struct TextureInfo
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struct TextureInfo
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@ -193,28 +193,22 @@ void bhv_normal_cap_init(void) {
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o->oFriction = 0.89f;
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o->oFriction = 0.89f;
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o->oBuoyancy = 0.9f;
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o->oBuoyancy = 0.9f;
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o->oOpacity = 0xFF;
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o->oOpacity = 0xFF;
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save_file_set_cap_pos(o->oPosX, o->oPosY, o->oPosZ);
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}
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}
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void normal_cap_set_save_flags(void) {
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void normal_cap_set_save_flags(void) {
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save_file_clear_flags(SAVE_FLAG_CAP_ON_GROUND);
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save_file_clear_flags(SAVE_FLAG_CAP_ON_GROUND);
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switch (gCurrCourseNum) {
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switch (gCurrCourseNum) {
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case COURSE_SSL:
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save_file_set_flags(SAVE_FLAG_CAP_ON_KLEPTO);
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break;
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case COURSE_SL:
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case COURSE_SL:
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save_file_set_flags(SAVE_FLAG_CAP_ON_MR_BLIZZARD);
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gMarioStates[0].cap = SAVE_FLAG_CAP_ON_MR_BLIZZARD;
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break;
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break;
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case COURSE_TTM:
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case COURSE_TTM:
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save_file_set_flags(SAVE_FLAG_CAP_ON_UKIKI);
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gMarioStates[0].cap = SAVE_FLAG_CAP_ON_UKIKI;
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break;
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break;
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default:
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default:
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save_file_set_flags(SAVE_FLAG_CAP_ON_KLEPTO);
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gMarioStates[0].cap = SAVE_FLAG_CAP_ON_KLEPTO;
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break;
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break;
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}
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}
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}
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}
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@ -251,9 +245,6 @@ void bhv_normal_cap_loop(void) {
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break;
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break;
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}
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}
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if ((s32) o->oForwardVel != 0)
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save_file_set_cap_pos(o->oPosX, o->oPosY, o->oPosZ);
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if (o->activeFlags == ACTIVE_FLAG_DEACTIVATED)
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if (o->activeFlags == ACTIVE_FLAG_DEACTIVATED)
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normal_cap_set_save_flags();
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normal_cap_set_save_flags();
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@ -97,12 +97,11 @@ void bhv_klepto_init(void) {
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o->oKleptoStartPosY = o->oPosY;
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o->oKleptoStartPosY = o->oPosY;
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o->oKleptoStartPosZ = o->oPosZ;
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o->oKleptoStartPosZ = o->oPosZ;
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// skip hat save flags
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if (gMarioStates[0].cap & SAVE_FLAG_CAP_ON_KLEPTO) {
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//if (save_file_get_flags() & SAVE_FLAG_CAP_ON_KLEPTO) {
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o->oAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP;
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// o->oAnimState = KLEPTO_ANIM_STATE_HOLDING_CAP;
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} else {
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//} else {
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o->oAction = KLEPTO_ACT_WAIT_FOR_MARIO;
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o->oAction = KLEPTO_ACT_WAIT_FOR_MARIO;
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//}
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}
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}
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}
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struct SyncObject* so = sync_object_init(o, 4000.0f);
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struct SyncObject* so = sync_object_init(o, 4000.0f);
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@ -419,7 +418,7 @@ void bhv_klepto_update(void) {
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u8 modelIndex = (np->overrideModelIndex < CT_MAX) ? np->overrideModelIndex : 0;
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u8 modelIndex = (np->overrideModelIndex < CT_MAX) ? np->overrideModelIndex : 0;
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u32 capModel = gCharacters[modelIndex].capModelId;
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u32 capModel = gCharacters[modelIndex].capModelId;
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save_file_clear_flags(SAVE_FLAG_CAP_ON_KLEPTO);
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gMarioStates[0].cap &= ~SAVE_FLAG_CAP_ON_KLEPTO;
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struct Object* cap = spawn_object(o, capModel, bhvNormalCap);
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struct Object* cap = spawn_object(o, capModel, bhvNormalCap);
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if (cap != NULL) {
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if (cap != NULL) {
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@ -60,7 +60,7 @@ void bhv_mr_blizzard_init(void) {
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} else {
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} else {
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if (o->oBehParams2ndByte != MR_BLIZZARD_STYPE_NO_CAP) {
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if (o->oBehParams2ndByte != MR_BLIZZARD_STYPE_NO_CAP) {
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// Cap wearing Mr. Blizzard from SL.
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// Cap wearing Mr. Blizzard from SL.
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if (save_file_get_flags() & SAVE_FLAG_CAP_ON_MR_BLIZZARD) {
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if (gMarioStates[0].cap & SAVE_FLAG_CAP_ON_MR_BLIZZARD) {
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o->oAnimState = 1;
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o->oAnimState = 1;
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}
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}
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}
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}
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@ -244,7 +244,7 @@ static void mr_blizzard_act_death(void) {
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// If Mr. Blizzard is wearing Mario's cap, clear
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// If Mr. Blizzard is wearing Mario's cap, clear
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// the save flag and spawn Mario's cap.
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// the save flag and spawn Mario's cap.
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if (o->oAnimState) {
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if (o->oAnimState) {
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save_file_clear_flags(SAVE_FLAG_CAP_ON_MR_BLIZZARD);
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gMarioStates[0].cap &= ~SAVE_FLAG_CAP_ON_MR_BLIZZARD;
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cap = spawn_object_relative(0, 5, 105, 0, o, MODEL_MARIOS_CAP, bhvNormalCap);
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cap = spawn_object_relative(0, 5, 105, 0, o, MODEL_MARIOS_CAP, bhvNormalCap);
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if (cap != NULL) {
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if (cap != NULL) {
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@ -644,13 +644,12 @@ void cap_ukiki_held_loop(void) {
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* Initializatation for ukiki, determines if it has Mario's cap.
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* Initializatation for ukiki, determines if it has Mario's cap.
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*/
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*/
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void bhv_ukiki_init(void) {
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void bhv_ukiki_init(void) {
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// skip hat save flags
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if (o->oBehParams2ndByte == UKIKI_CAP) {
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//if (o->oBehParams2ndByte == UKIKI_CAP) {
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if (gMarioStates[0].cap & SAVE_FLAG_CAP_ON_UKIKI) {
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// if (save_file_get_flags() & SAVE_FLAG_CAP_ON_UKIKI) {
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o->oUkikiTextState = UKIKI_TEXT_HAS_CAP;
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// o->oUkikiTextState = UKIKI_TEXT_HAS_CAP;
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o->oUkikiHasCap |= UKIKI_CAP_ON;
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// o->oUkikiHasCap |= UKIKI_CAP_ON;
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}
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// }
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}
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//}
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sync_object_init(o, 4000.0f);
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sync_object_init(o, 4000.0f);
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sync_object_init_field(o, &o->oUkikiTauntCounter);
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sync_object_init_field(o, &o->oUkikiTauntCounter);
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@ -394,7 +394,7 @@ void mario_blow_off_cap(struct MarioState *m, f32 capSpeed) {
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struct Object *capObject;
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struct Object *capObject;
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if (does_mario_have_normal_cap_on_head(m)) {
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if (does_mario_have_normal_cap_on_head(m)) {
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save_file_set_cap_pos(m->pos[0], m->pos[1], m->pos[2]);
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m->cap = SAVE_FLAG_CAP_ON_MR_BLIZZARD;
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m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
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m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
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@ -426,7 +426,7 @@ u32 mario_lose_cap_to_enemy(struct MarioState* m, u32 arg) {
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u32 wasWearingCap = FALSE;
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u32 wasWearingCap = FALSE;
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if (does_mario_have_normal_cap_on_head(m)) {
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if (does_mario_have_normal_cap_on_head(m)) {
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save_file_set_flags(arg == 1 ? SAVE_FLAG_CAP_ON_KLEPTO : SAVE_FLAG_CAP_ON_UKIKI);
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gMarioStates[0].cap = (arg == 1 ? SAVE_FLAG_CAP_ON_KLEPTO : SAVE_FLAG_CAP_ON_UKIKI);
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m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
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m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
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wasWearingCap = TRUE;
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wasWearingCap = TRUE;
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}
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}
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@ -2150,12 +2150,11 @@ void init_single_mario(struct MarioState* m) {
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m->invincTimer = 0;
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m->invincTimer = 0;
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m->visibleToEnemies = TRUE;
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m->visibleToEnemies = TRUE;
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// always put the cap on head
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if (m->cap & (SAVE_FLAG_CAP_ON_GROUND | SAVE_FLAG_CAP_ON_KLEPTO | SAVE_FLAG_CAP_ON_UKIKI | SAVE_FLAG_CAP_ON_MR_BLIZZARD)) {
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/*if (save_file_get_flags() & (SAVE_FLAG_CAP_ON_GROUND | SAVE_FLAG_CAP_ON_KLEPTO | SAVE_FLAG_CAP_ON_UKIKI | SAVE_FLAG_CAP_ON_MR_BLIZZARD)) {
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m->flags = 0;
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m->flags = 0;
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} else {*/
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} else {
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m->flags = (MARIO_CAP_ON_HEAD | MARIO_NORMAL_CAP);
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m->flags = (MARIO_CAP_ON_HEAD | MARIO_NORMAL_CAP);
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//}
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}
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m->forwardVel = 0.0f;
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m->forwardVel = 0.0f;
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m->squishTimer = 0;
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m->squishTimer = 0;
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@ -2198,7 +2197,6 @@ void init_single_mario(struct MarioState* m) {
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m->action = (m->pos[1] <= (m->waterLevel - 100)) ? ACT_WATER_IDLE : ACT_IDLE;
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m->action = (m->pos[1] <= (m->waterLevel - 100)) ? ACT_WATER_IDLE : ACT_IDLE;
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mario_reset_bodystate(m);
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update_mario_info_for_cam(m);
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update_mario_info_for_cam(m);
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m->marioBodyState->punchState = 0;
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m->marioBodyState->punchState = 0;
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@ -706,16 +706,16 @@ u16 save_file_get_sound_mode(void) {
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}
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}
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void save_file_move_cap_to_default_location(void) {
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void save_file_move_cap_to_default_location(void) {
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if (save_file_get_flags() & SAVE_FLAG_CAP_ON_GROUND) {
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if (save_file_get_flags() & SAVE_FLAG_CAP_ON_GROUND || gMarioStates[0].cap == SAVE_FLAG_CAP_ON_GROUND) {
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switch (gSaveBuffer.files[gCurrSaveFileNum - 1][gSaveFileUsingBackupSlot].capLevel) {
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switch (gSaveBuffer.files[gCurrSaveFileNum - 1][gSaveFileUsingBackupSlot].capLevel) {
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case LEVEL_SSL:
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case LEVEL_SSL:
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save_file_set_flags(SAVE_FLAG_CAP_ON_KLEPTO);
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gMarioStates[0].cap = SAVE_FLAG_CAP_ON_KLEPTO;
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break;
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break;
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case LEVEL_SL:
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case LEVEL_SL:
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save_file_set_flags(SAVE_FLAG_CAP_ON_MR_BLIZZARD);
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gMarioStates[0].cap = SAVE_FLAG_CAP_ON_MR_BLIZZARD;
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break;
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break;
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case LEVEL_TTM:
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case LEVEL_TTM:
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save_file_set_flags(SAVE_FLAG_CAP_ON_UKIKI);
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gMarioStates[0].cap = SAVE_FLAG_CAP_ON_UKIKI;
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break;
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break;
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}
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}
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save_file_clear_flags(SAVE_FLAG_CAP_ON_GROUND);
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save_file_clear_flags(SAVE_FLAG_CAP_ON_GROUND);
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@ -821,6 +821,7 @@ static struct LuaObjectField sMarioStateFields[LUA_MARIO_STATE_FIELD_COUNT] = {
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{ "animation", LVT_COBJECT_P, offsetof(struct MarioState, animation), false, LOT_MARIOANIMATION },
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{ "animation", LVT_COBJECT_P, offsetof(struct MarioState, animation), false, LOT_MARIOANIMATION },
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{ "area", LVT_COBJECT_P, offsetof(struct MarioState, area), false, LOT_AREA },
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{ "area", LVT_COBJECT_P, offsetof(struct MarioState, area), false, LOT_AREA },
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{ "bubbleObj", LVT_COBJECT_P, offsetof(struct MarioState, bubbleObj), false, LOT_OBJECT },
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{ "bubbleObj", LVT_COBJECT_P, offsetof(struct MarioState, bubbleObj), false, LOT_OBJECT },
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{ "cap", LVT_U32, offsetof(struct MarioState, cap), false, LOT_NONE },
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{ "capTimer", LVT_U16, offsetof(struct MarioState, capTimer), false, LOT_NONE },
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{ "capTimer", LVT_U16, offsetof(struct MarioState, capTimer), false, LOT_NONE },
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{ "ceil", LVT_COBJECT_P, offsetof(struct MarioState, ceil), false, LOT_SURFACE },
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{ "ceil", LVT_COBJECT_P, offsetof(struct MarioState, ceil), false, LOT_SURFACE },
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{ "ceilHeight", LVT_F32, offsetof(struct MarioState, ceilHeight), false, LOT_NONE },
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{ "ceilHeight", LVT_F32, offsetof(struct MarioState, ceilHeight), false, LOT_NONE },
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network_player_init();
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network_player_init();
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camera_set_use_course_specific_settings(true);
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camera_set_use_course_specific_settings(true);
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free_vtx_scroll_targets();
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free_vtx_scroll_targets();
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gMarioStates[0].cap = 0;
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struct Controller* cnt = gMarioStates[0].controller;
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struct Controller* cnt = gMarioStates[0].controller;
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cnt->rawStickX = 0;
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cnt->rawStickX = 0;
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