#include "dynos.cpp.h" extern "C" { #include "sm64.h" #include "seq_ids.h" #include "course_table.h" #include "audio/external.h" #include "engine/surface_collision.h" #include "game/mario.h" #include "game/ingame_menu.h" #include "game/level_update.h" #include "game/sound_init.h" #include "game/object_list_processor.h" #include "pc/network/packets/packet.h" #include "pc/lua/smlua_hooks.h" extern s8 gDialogBoxState; extern s16 gMenuMode; extern s32 gWdwWaterLevelSet; extern u8 sSpawnTypeFromWarpBhv[]; extern void set_mario_initial_action(struct MarioState *, u32, u32); extern void set_play_mode(s16); } // // Data // s32 gDDDBowsersSub = -1; s32 gDDDPoles = -1; static s32 sDynosWarpLevelNum = -1; static s32 sDynosWarpAreaNum = -1; static s32 sDynosWarpActNum = -1; static s32 sDynosWarpNodeNum = -1; static s32 sDynosExitLevelNum = -1; static s32 sDynosExitAreaNum = -1; // // Specific Warp Node // bool DynOS_Warp_ToWarpNode(s32 aLevel, s32 aArea, s32 aAct, s32 aWarpId) { if (!DynOS_Level_GetWarp(aLevel, aArea, aWarpId)) { return false; } if (aLevel != gCurrLevelNum) { // stop music play_music(SEQ_PLAYER_LEVEL, 0, 0); } sDynosWarpLevelNum = aLevel; sDynosWarpAreaNum = aArea; sDynosWarpActNum = aAct; sDynosWarpNodeNum = aWarpId; return true; } // // Level Entry // bool DynOS_Warp_ToLevel(s32 aLevel, s32 aArea, s32 aAct) { if (!DynOS_Level_GetWarpEntry(aLevel, aArea)) { return false; } // stop music play_music(SEQ_PLAYER_LEVEL, 0, 0); sDynosWarpLevelNum = aLevel; sDynosWarpAreaNum = aArea; sDynosWarpActNum = aAct; return true; } bool DynOS_Warp_RestartLevel() { return DynOS_Warp_ToLevel(gCurrLevelNum, 1, gCurrActNum); } // // Level Exit // bool DynOS_Warp_ExitLevel(s32 aDelay) { if (DynOS_Level_GetCourse(gCurrLevelNum) == COURSE_NONE || !DynOS_Level_GetWarpDeath(gCurrLevelNum, gCurrAreaIndex)) { return false; } // Close the pause menu if it was open level_set_transition(0, NULL); gDialogBoxState = 0; gMenuMode = -1; // Cancel out every music/sound/sequence for (u16 seqid = 0; seqid != SEQ_COUNT; ++seqid) { stop_background_music(seqid); } play_shell_music(); stop_shell_music(); stop_cap_music(); stop_secondary_music(0); fadeout_music(0); fadeout_level_music(0); // Play Mario head transition, and change play mode to avoid getting stuck on the pause menu aDelay = MAX(1, aDelay); gMarioState->invincTimer = -1; play_transition(WARP_TRANSITION_FADE_INTO_COLOR, aDelay, 0x00, 0x00, 0x00); set_play_mode(0); sDynosExitLevelNum = gCurrLevelNum; sDynosExitAreaNum = gCurrAreaIndex; return true; } bool DynOS_Warp_ToCastle(s32 aLevel) { if (DynOS_Level_GetCourse(aLevel) == COURSE_NONE || !DynOS_Level_GetWarpDeath(aLevel, 1)) { return false; } // Close the pause menu if it was open level_set_transition(0, NULL); gDialogBoxState = 0; gMenuMode = -1; // Cancel out every music/sound/sequence for (u16 seqid = 0; seqid != SEQ_COUNT; ++seqid) { stop_background_music(seqid); } play_shell_music(); stop_shell_music(); stop_cap_music(); stop_secondary_music(0); fadeout_music(0); fadeout_level_music(0); // Change play mode to avoid getting stuck on the pause menu set_play_mode(0); sDynosExitLevelNum = aLevel; sDynosExitAreaNum = 1; return true; } // // Update // static void *DynOS_Warp_UpdateWarp(void *aCmd, bool aIsLevelInitDone) { static s32 sDynosWarpTargetArea = -1; // Phase 1 - Clear the previous level and set up the new level if (sDynosWarpTargetArea == -1) { // Close the pause menu if it was open level_set_transition(0, NULL); gDialogBoxState = 0; gMenuMode = -1; // Cancel out every music/sound/sequence for (u16 seqid = 0; seqid != SEQ_COUNT; ++seqid) { stop_background_music(seqid); } play_shell_music(); stop_shell_music(); stop_cap_music(); stop_secondary_music(0); fadeout_music(0); fadeout_level_music(0); // Free everything from the current level clear_objects(); clear_area_graph_nodes(); clear_areas(); // Reset Mario's state gMarioState->healCounter = 0; gMarioState->hurtCounter = 0; gMarioState->numCoins = 0; gMarioState->input = 0; gMarioState->controller->buttonPressed = 0; gMarioState->controller->buttonReleased = 0; gHudDisplay.coins = 0; // Set up new level values gCurrLevelNum = sDynosWarpLevelNum; gCurrCourseNum = DynOS_Level_GetCourse(gCurrLevelNum); gSavedCourseNum = gCurrCourseNum; gCurrActNum = MAX(0, sDynosWarpActNum * (gCurrCourseNum <= COURSE_STAGES_MAX)); gDialogCourseActNum = gCurrActNum; gCurrAreaIndex = sDynosWarpAreaNum; gCurrActStarNum = sDynosWarpActNum; sDynosWarpTargetArea = gCurrAreaIndex; // Set up new level script sWarpDest.type = 0; sWarpDest.levelNum = 0; sWarpDest.areaIdx = gCurrAreaIndex; sWarpDest.nodeId = 0; sWarpDest.arg = 0; return (void *) DynOS_Level_GetScript(gCurrLevelNum); } else { // Phase 2 - Set Mario spawn info after the MARIO_POS command if (*((u8 *) aCmd) == 0x2B) { gMarioSpawnInfo->areaIndex = sDynosWarpTargetArea; gCurrAreaIndex = sDynosWarpTargetArea; } // Phase 3 - End level initialization if (aIsLevelInitDone && gMarioObjects[0]) { // Get Warp s16 *_Warp; if (sDynosWarpNodeNum == -1) { _Warp = DynOS_Level_GetWarpEntry(gCurrLevelNum, gCurrAreaIndex); } else { _Warp = DynOS_Level_GetWarp(gCurrLevelNum, gCurrAreaIndex, sDynosWarpNodeNum); } s16 sDynosWarpSpawnType = sSpawnTypeFromWarpBhv[_Warp[2]]; // Init Mario gMarioSpawnInfo->startPos[0] = _Warp[3] + (sDynosWarpSpawnType == MARIO_SPAWN_DOOR_WARP) * 300.0f * sins(_Warp[6]); gMarioSpawnInfo->startPos[1] = _Warp[4]; gMarioSpawnInfo->startPos[2] = _Warp[5] + (sDynosWarpSpawnType == MARIO_SPAWN_DOOR_WARP) * 300.0f * coss(_Warp[6]); gMarioSpawnInfo->startAngle[0] = 0; gMarioSpawnInfo->startAngle[1] = _Warp[6] + (gCurrLevelNum == LEVEL_CASTLE_GROUNDS && DynOS_Level_IsVanillaLevel(LEVEL_CASTLE_GROUNDS) ? 0x8000 : 0); gMarioSpawnInfo->startAngle[2] = 0; gMarioSpawnInfo->areaIndex = gCurrAreaIndex; init_mario(); set_mario_initial_action(gMarioState, sDynosWarpSpawnType, 0); // Init transition if (gCurrentArea != NULL) { reset_camera(gCurrentArea->camera); init_camera(gCurrentArea->camera); } sDelayedWarpOp = WARP_OP_NONE; switch (sDynosWarpSpawnType) { case MARIO_SPAWN_UNKNOWN_03: play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0x00, 0x00, 0x00); break; case MARIO_SPAWN_DOOR_WARP: play_transition(WARP_TRANSITION_FADE_FROM_CIRCLE, 0x10, 0x00, 0x00, 0x00); break; case MARIO_SPAWN_TELEPORT: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x14, 0xFF, 0xFF, 0xFF); break; case MARIO_SPAWN_SPIN_AIRBORNE: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x1A, 0xFF, 0xFF, 0xFF); break; case MARIO_SPAWN_SPIN_AIRBORNE_CIRCLE: play_transition(WARP_TRANSITION_FADE_FROM_CIRCLE, 0x10, 0x00, 0x00, 0x00); break; case MARIO_SPAWN_UNKNOWN_27: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x10, 0x00, 0x00, 0x00); break; default: play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0x00, 0x00, 0x00); break; } // Set music if (sWarpDest.type != WARP_TYPE_SAME_AREA && sWarpDest.type != WARP_TYPE_NOT_WARPING) { if (gCurrentArea != NULL) { set_background_music(gCurrentArea->musicParam, gCurrentArea->musicParam2, 0); } if (gMarioState->flags & MARIO_METAL_CAP) play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_METAL_CAP)); if (gMarioState->flags & MARIO_VANISH_CAP) play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP)); if (gMarioState->flags & MARIO_WING_CAP) play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP)); if (gCurrLevelNum == LEVEL_BOWSER_1 || gCurrLevelNum == LEVEL_BOWSER_2 || gCurrLevelNum == LEVEL_BOWSER_3) { sound_banks_enable(0, 0xFFFF); // Bowser levels sound fix } } // lua hooks smlua_call_event_hooks(HOOK_ON_WARP); // Reset values sDynosWarpTargetArea = -1; sDynosWarpLevelNum = -1; sDynosWarpAreaNum = -1; sDynosWarpActNum = -1; sDynosWarpNodeNum = -1; } } // Reset DDD settings to default if (gCurrCourseNum == COURSE_NONE) { gDDDBowsersSub = -1; gDDDPoles = -1; } return NULL; } static void DynOS_Warp_FindExitPosition(s16 &aPosX, s16 &aPosY, s16 &aPosZ, s16 aFYaw, f32 aDist) { for (f32 _Dist = aDist; _Dist > 0.f; _Dist -= 10.f) { f32 _PosX = (f32) aPosX + _Dist * sins(aFYaw + 0x8000); f32 _PosZ = (f32) aPosZ + _Dist * coss(aFYaw + 0x8000); for (f32 _DeltaY = 0.f; _DeltaY <= 5000.f; _DeltaY += 100.f) { f32 _PosY = (f32) aPosY + _DeltaY; struct Surface *_Floor; f32 _FloorY = find_floor(_PosX, _PosY, _PosZ, &_Floor); if (_Floor && _Floor->type != SURFACE_WARP && _Floor->type != SURFACE_BURNING && _Floor->type != SURFACE_DEATH_PLANE && _Floor->type != SURFACE_VERTICAL_WIND && _Floor->type != SURFACE_DEEP_QUICKSAND && _Floor->type != SURFACE_INSTANT_QUICKSAND && _Floor->type != SURFACE_INSTANT_MOVING_QUICKSAND) { aPosX = _PosX; aPosY = _FloorY; aPosZ = _PosZ; return; } } } } static void *DynOS_Warp_UpdateExit(void *aCmd, bool aIsLevelInitDone) { static s32 sDynosExitTargetArea = -1; static s16 *sDynosExitTargetWarp = NULL; // Phase 0 - Wait for the Mario head transition to end if (sDynosExitTargetArea == -1 && DynOS_IsTransitionActive()) { return NULL; } // Phase 1 - Clear the previous level and set up the new level if (sDynosExitTargetArea == -1) { // Bowser levels if (sDynosExitLevelNum == LEVEL_BOWSER_1) sDynosExitLevelNum = LEVEL_BITDW; if (sDynosExitLevelNum == LEVEL_BOWSER_2) sDynosExitLevelNum = LEVEL_BITFS; if (sDynosExitLevelNum == LEVEL_BOWSER_3) sDynosExitLevelNum = LEVEL_BITS; // Exit warp to Castle warp // Uses the death warp, as it's the only warp that exists for every stage in the game s16 *_ExitWarp = DynOS_Level_GetWarpDeath(sDynosExitLevelNum, sDynosExitAreaNum); sDynosExitTargetWarp = DynOS_Level_GetWarp(_ExitWarp[7], _ExitWarp[8], _ExitWarp[9]); // Free everything from the current level clear_objects(); clear_area_graph_nodes(); clear_areas(); // Reset Mario's state gMarioState->healCounter = 0; gMarioState->hurtCounter = 0; gMarioState->numCoins = 0; gMarioState->input = 0; gMarioState->controller->buttonPressed = 0; gMarioState->controller->buttonReleased = 0; gHudDisplay.coins = 0; // Set up new level values gCurrLevelNum = _ExitWarp[7]; gCurrCourseNum = DynOS_Level_GetCourse(gCurrLevelNum); gSavedCourseNum = gCurrCourseNum; gDialogCourseActNum = gCurrActNum; gCurrAreaIndex = _ExitWarp[8]; sDynosExitTargetArea = _ExitWarp[8]; // Set up new level script sWarpDest.type = 0; sWarpDest.levelNum = 0; sWarpDest.areaIdx = gCurrAreaIndex; sWarpDest.nodeId = 0; sWarpDest.arg = 0; return (void *) DynOS_Level_GetScript(gCurrLevelNum); } else { // Phase 2 - Set Mario spawn info after the MARIO_POS command if (*((u8 *) aCmd) == 0x2B) { gMarioSpawnInfo->areaIndex = sDynosExitTargetArea; gCurrAreaIndex = sDynosExitTargetArea; } // Phase 3 - End level initialization if (sDynosExitTargetWarp && aIsLevelInitDone && gMarioObjects[0]) { // Find target position // Because of course, every hack has its own warp distances and orientations... s16 _TargetPosX = sDynosExitTargetWarp[3]; s16 _TargetPosY = sDynosExitTargetWarp[4]; s16 _TargetPosZ = sDynosExitTargetWarp[5]; s16 _TargetFYaw = sDynosExitTargetWarp[6]; s16 _TargetDYaw = 0; f32 _TargetDist = 500.f; DynOS_Warp_FindExitPosition(_TargetPosX, _TargetPosY, _TargetPosZ, _TargetFYaw + _TargetDYaw, _TargetDist); // Init Mario gMarioSpawnInfo->startPos[0] = _TargetPosX; gMarioSpawnInfo->startPos[1] = _TargetPosY; gMarioSpawnInfo->startPos[2] = _TargetPosZ; gMarioSpawnInfo->startAngle[0] = 0; gMarioSpawnInfo->startAngle[1] = _TargetFYaw + _TargetDYaw; gMarioSpawnInfo->startAngle[2] = 0; gMarioSpawnInfo->areaIndex = gCurrAreaIndex; init_mario(); set_mario_initial_action(gMarioState, MARIO_SPAWN_UNKNOWN_02, 0); // Init transition if (gCurrentArea != NULL) { reset_camera(gCurrentArea->camera); init_camera(gCurrentArea->camera); } sDelayedWarpOp = WARP_OP_NONE; play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0x00, 0x00, 0x00); play_sound(SOUND_MENU_MARIO_CASTLE_WARP, gGlobalSoundSource); // Set music if (gCurrentArea != NULL) { set_background_music(gCurrentArea->musicParam, gCurrentArea->musicParam2, 0); } sDynosExitTargetWarp = NULL; // lua hooks smlua_call_event_hooks(HOOK_ON_WARP); } // Phase 4 - Unlock Mario as soon as the second transition is ended if (!sDynosExitTargetWarp && !DynOS_IsTransitionActive()) { sDynosExitTargetArea = -1; sDynosExitLevelNum = -1; sDynosExitAreaNum = -1; } } return NULL; } void *DynOS_Warp_Update(void *aCmd, bool aIsLevelInitDone) { // Level Exit if (sDynosExitLevelNum != -1 && sDynosExitAreaNum != -1) { return DynOS_Warp_UpdateExit(aCmd, aIsLevelInitDone); } // Level Warp if (sDynosWarpLevelNum != -1 && sDynosWarpAreaNum != -1 && sDynosWarpActNum != -1) { return DynOS_Warp_UpdateWarp(aCmd, aIsLevelInitDone); } return NULL; }