mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-28 15:03:01 +00:00
c9e4efdb31
clean up custom level code fixed a bug where custom level course numbers weren't used by dynos warps removed a bunch of unused dynos code fix demos triggering incorrectly allowed the right Ctrl key to be used when opening the in game console fixed a softlock that was possible to experience when talking to the snowman in CCM fixed the bug where you can permanently lose your cap (bug created by my own PR from beta 32) fix the moderator feature I made a while back; I am amazed it even worked at all before fixed dynos warp initial actions being skipped (read ec8aabc for explanation) completely changed the way star names and course names work
436 lines
15 KiB
C++
436 lines
15 KiB
C++
#include "dynos.cpp.h"
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extern "C" {
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#include "sm64.h"
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#include "seq_ids.h"
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#include "course_table.h"
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#include "audio/external.h"
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#include "engine/surface_collision.h"
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#include "game/mario.h"
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#include "game/ingame_menu.h"
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#include "game/level_update.h"
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#include "game/sound_init.h"
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#include "game/object_list_processor.h"
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#include "pc/network/packets/packet.h"
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#include "pc/lua/smlua_hooks.h"
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extern s8 gDialogBoxState;
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extern s16 gMenuMode;
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extern s32 gWdwWaterLevelSet;
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extern u8 sSpawnTypeFromWarpBhv[];
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extern void set_mario_initial_action(struct MarioState *, u32, u32);
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extern void set_play_mode(s16);
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}
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//
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// Data
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//
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s32 gDDDBowsersSub = -1;
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s32 gDDDPoles = -1;
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static s32 sDynosWarpLevelNum = -1;
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static s32 sDynosWarpAreaNum = -1;
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static s32 sDynosWarpActNum = -1;
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static s32 sDynosWarpNodeNum = -1;
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static s32 sDynosExitLevelNum = -1;
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static s32 sDynosExitAreaNum = -1;
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//
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// Specific Warp Node
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//
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bool DynOS_Warp_ToWarpNode(s32 aLevel, s32 aArea, s32 aAct, s32 aWarpId) {
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if (!DynOS_Level_GetWarp(aLevel, aArea, aWarpId)) {
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return false;
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}
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if (aLevel != gCurrLevelNum) {
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// stop music
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play_music(SEQ_PLAYER_LEVEL, 0, 0);
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}
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sDynosWarpLevelNum = aLevel;
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sDynosWarpAreaNum = aArea;
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sDynosWarpActNum = aAct;
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sDynosWarpNodeNum = aWarpId;
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return true;
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}
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//
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// Level Entry
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//
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bool DynOS_Warp_ToLevel(s32 aLevel, s32 aArea, s32 aAct) {
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if (!DynOS_Level_GetWarpEntry(aLevel, aArea)) {
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return false;
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}
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// stop music
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play_music(SEQ_PLAYER_LEVEL, 0, 0);
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sDynosWarpLevelNum = aLevel;
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sDynosWarpAreaNum = aArea;
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sDynosWarpActNum = aAct;
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return true;
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}
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bool DynOS_Warp_RestartLevel() {
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return DynOS_Warp_ToLevel(gCurrLevelNum, 1, gCurrActNum);
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}
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//
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// Level Exit
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//
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bool DynOS_Warp_ExitLevel(s32 aDelay) {
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if (DynOS_Level_GetCourse(gCurrLevelNum) == COURSE_NONE || !DynOS_Level_GetWarpDeath(gCurrLevelNum, gCurrAreaIndex)) {
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return false;
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}
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// Close the pause menu if it was open
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level_set_transition(0, NULL);
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gDialogBoxState = 0;
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gMenuMode = -1;
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// Cancel out every music/sound/sequence
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for (u16 seqid = 0; seqid != SEQ_COUNT; ++seqid) {
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stop_background_music(seqid);
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}
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play_shell_music();
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stop_shell_music();
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stop_cap_music();
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stop_secondary_music(0);
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fadeout_music(0);
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fadeout_level_music(0);
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// Play Mario head transition, and change play mode to avoid getting stuck on the pause menu
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aDelay = MAX(1, aDelay);
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gMarioState->invincTimer = -1;
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play_transition(WARP_TRANSITION_FADE_INTO_COLOR, aDelay, 0x00, 0x00, 0x00);
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set_play_mode(0);
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sDynosExitLevelNum = gCurrLevelNum;
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sDynosExitAreaNum = gCurrAreaIndex;
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return true;
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}
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bool DynOS_Warp_ToCastle(s32 aLevel) {
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if (DynOS_Level_GetCourse(aLevel) == COURSE_NONE || !DynOS_Level_GetWarpDeath(aLevel, 1)) {
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return false;
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}
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// Close the pause menu if it was open
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level_set_transition(0, NULL);
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gDialogBoxState = 0;
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gMenuMode = -1;
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// Cancel out every music/sound/sequence
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for (u16 seqid = 0; seqid != SEQ_COUNT; ++seqid) {
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stop_background_music(seqid);
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}
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play_shell_music();
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stop_shell_music();
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stop_cap_music();
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stop_secondary_music(0);
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fadeout_music(0);
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fadeout_level_music(0);
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// Change play mode to avoid getting stuck on the pause menu
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set_play_mode(0);
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sDynosExitLevelNum = aLevel;
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sDynosExitAreaNum = 1;
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return true;
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}
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//
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// Update
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//
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static void *DynOS_Warp_UpdateWarp(void *aCmd, bool aIsLevelInitDone) {
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static s32 sDynosWarpTargetArea = -1;
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// Phase 1 - Clear the previous level and set up the new level
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if (sDynosWarpTargetArea == -1) {
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// Close the pause menu if it was open
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level_set_transition(0, NULL);
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gDialogBoxState = 0;
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gMenuMode = -1;
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// Cancel out every music/sound/sequence
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for (u16 seqid = 0; seqid != SEQ_COUNT; ++seqid) {
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stop_background_music(seqid);
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}
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play_shell_music();
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stop_shell_music();
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stop_cap_music();
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stop_secondary_music(0);
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fadeout_music(0);
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fadeout_level_music(0);
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// Free everything from the current level
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clear_objects();
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clear_area_graph_nodes();
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clear_areas();
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// Reset Mario's state
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gMarioState->healCounter = 0;
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gMarioState->hurtCounter = 0;
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gMarioState->numCoins = 0;
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gMarioState->input = 0;
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gMarioState->controller->buttonPressed = 0;
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gHudDisplay.coins = 0;
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// Set up new level values
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gCurrLevelNum = sDynosWarpLevelNum;
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gCurrCourseNum = DynOS_Level_GetCourse(gCurrLevelNum);
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gSavedCourseNum = gCurrCourseNum;
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gCurrActNum = MAX(0, sDynosWarpActNum * (gCurrCourseNum <= COURSE_STAGES_MAX));
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gDialogCourseActNum = gCurrActNum;
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gCurrAreaIndex = sDynosWarpAreaNum;
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gCurrActStarNum = sDynosWarpActNum;
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sDynosWarpTargetArea = gCurrAreaIndex;
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// Set up new level script
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sWarpDest.type = 0;
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sWarpDest.levelNum = 0;
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sWarpDest.areaIdx = gCurrAreaIndex;
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sWarpDest.nodeId = 0;
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sWarpDest.arg = 0;
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return (void *) DynOS_Level_GetScript(gCurrLevelNum);
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} else {
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// Phase 2 - Set Mario spawn info after the MARIO_POS command
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if (*((u8 *) aCmd) == 0x2B) {
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gMarioSpawnInfo->areaIndex = sDynosWarpTargetArea;
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gCurrAreaIndex = sDynosWarpTargetArea;
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}
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// Phase 3 - End level initialization
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if (aIsLevelInitDone && gMarioObjects[0]) {
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// Get Warp
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s16 *_Warp;
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if (sDynosWarpNodeNum == -1) {
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_Warp = DynOS_Level_GetWarpEntry(gCurrLevelNum, gCurrAreaIndex);
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} else {
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_Warp = DynOS_Level_GetWarp(gCurrLevelNum, gCurrAreaIndex, sDynosWarpNodeNum);
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}
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s16 sDynosWarpSpawnType = sSpawnTypeFromWarpBhv[_Warp[2]];
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// Init Mario
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gMarioSpawnInfo->startPos[0] = _Warp[3] + (sDynosWarpSpawnType == MARIO_SPAWN_DOOR_WARP) * 300.0f * sins(_Warp[6]);
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gMarioSpawnInfo->startPos[1] = _Warp[4];
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gMarioSpawnInfo->startPos[2] = _Warp[5] + (sDynosWarpSpawnType == MARIO_SPAWN_DOOR_WARP) * 300.0f * coss(_Warp[6]);
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gMarioSpawnInfo->startAngle[0] = 0;
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gMarioSpawnInfo->startAngle[1] = _Warp[6];
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gMarioSpawnInfo->startAngle[2] = 0;
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gMarioSpawnInfo->areaIndex = gCurrAreaIndex;
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init_mario();
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set_mario_initial_action(gMarioState, sDynosWarpSpawnType, 0);
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// Init transition
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if (gCurrentArea != NULL) {
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reset_camera(gCurrentArea->camera);
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init_camera(gCurrentArea->camera);
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}
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sDelayedWarpOp = WARP_OP_NONE;
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switch (sDynosWarpSpawnType) {
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case MARIO_SPAWN_UNKNOWN_03: play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0x00, 0x00, 0x00); break;
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case MARIO_SPAWN_DOOR_WARP: play_transition(WARP_TRANSITION_FADE_FROM_CIRCLE, 0x10, 0x00, 0x00, 0x00); break;
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case MARIO_SPAWN_TELEPORT: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x14, 0xFF, 0xFF, 0xFF); break;
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case MARIO_SPAWN_SPIN_AIRBORNE: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x1A, 0xFF, 0xFF, 0xFF); break;
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case MARIO_SPAWN_SPIN_AIRBORNE_CIRCLE: play_transition(WARP_TRANSITION_FADE_FROM_CIRCLE, 0x10, 0x00, 0x00, 0x00); break;
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case MARIO_SPAWN_UNKNOWN_27: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x10, 0x00, 0x00, 0x00); break;
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default: play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0x00, 0x00, 0x00); break;
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}
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// Set music
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if (sWarpDest.type != WARP_TYPE_SAME_AREA && sWarpDest.type != WARP_TYPE_NOT_WARPING) {
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if (gCurrentArea != NULL) {
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set_background_music(gCurrentArea->musicParam, gCurrentArea->musicParam2, 0);
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}
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if (gMarioState->flags & MARIO_METAL_CAP) play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_METAL_CAP));
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if (gMarioState->flags & MARIO_VANISH_CAP) play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP));
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if (gMarioState->flags & MARIO_WING_CAP) play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP));
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if (gCurrLevelNum == LEVEL_BOWSER_1 ||
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gCurrLevelNum == LEVEL_BOWSER_2 ||
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gCurrLevelNum == LEVEL_BOWSER_3) {
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sound_banks_enable(0, 0xFFFF); // Bowser levels sound fix
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}
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}
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// lua hooks
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smlua_call_event_hooks(HOOK_ON_WARP);
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// Reset values
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sDynosWarpTargetArea = -1;
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sDynosWarpLevelNum = -1;
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sDynosWarpAreaNum = -1;
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sDynosWarpActNum = -1;
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sDynosWarpNodeNum = -1;
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}
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}
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// Reset DDD settings to default
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if (gCurrCourseNum == COURSE_NONE) {
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gDDDBowsersSub = -1;
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gDDDPoles = -1;
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}
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return NULL;
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}
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static void DynOS_Warp_FindExitPosition(s16 &aPosX, s16 &aPosY, s16 &aPosZ, s16 aFYaw, f32 aDist) {
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for (f32 _Dist = aDist; _Dist > 0.f; _Dist -= 10.f) {
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f32 _PosX = (f32) aPosX + _Dist * sins(aFYaw + 0x8000);
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f32 _PosZ = (f32) aPosZ + _Dist * coss(aFYaw + 0x8000);
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for (f32 _DeltaY = 0.f; _DeltaY <= 5000.f; _DeltaY += 100.f) {
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f32 _PosY = (f32) aPosY + _DeltaY;
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struct Surface *_Floor;
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f32 _FloorY = find_floor(_PosX, _PosY, _PosZ, &_Floor);
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if (_Floor &&
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_Floor->type != SURFACE_WARP &&
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_Floor->type != SURFACE_BURNING &&
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_Floor->type != SURFACE_DEATH_PLANE &&
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_Floor->type != SURFACE_VERTICAL_WIND &&
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_Floor->type != SURFACE_DEEP_QUICKSAND &&
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_Floor->type != SURFACE_INSTANT_QUICKSAND &&
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_Floor->type != SURFACE_INSTANT_MOVING_QUICKSAND) {
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aPosX = _PosX;
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aPosY = _FloorY;
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aPosZ = _PosZ;
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return;
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}
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}
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}
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}
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static void *DynOS_Warp_UpdateExit(void *aCmd, bool aIsLevelInitDone) {
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static s32 sDynosExitTargetArea = -1;
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static s16 *sDynosExitTargetWarp = NULL;
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// Phase 0 - Wait for the Mario head transition to end
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if (sDynosExitTargetArea == -1 && DynOS_IsTransitionActive()) {
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return NULL;
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}
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// Phase 1 - Clear the previous level and set up the new level
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if (sDynosExitTargetArea == -1) {
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// Bowser levels
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if (sDynosExitLevelNum == LEVEL_BOWSER_1) sDynosExitLevelNum = LEVEL_BITDW;
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if (sDynosExitLevelNum == LEVEL_BOWSER_2) sDynosExitLevelNum = LEVEL_BITFS;
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if (sDynosExitLevelNum == LEVEL_BOWSER_3) sDynosExitLevelNum = LEVEL_BITS;
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// Exit warp to Castle warp
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// Uses the death warp, as it's the only warp that exists for every stage in the game
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s16 *_ExitWarp = DynOS_Level_GetWarpDeath(sDynosExitLevelNum, sDynosExitAreaNum);
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sDynosExitTargetWarp = DynOS_Level_GetWarp(_ExitWarp[7], _ExitWarp[8], _ExitWarp[9]);
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// Free everything from the current level
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clear_objects();
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clear_area_graph_nodes();
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clear_areas();
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// Reset Mario's state
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gMarioState->healCounter = 0;
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gMarioState->hurtCounter = 0;
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gMarioState->numCoins = 0;
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gMarioState->input = 0;
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gMarioState->controller->buttonPressed = 0;
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gHudDisplay.coins = 0;
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// Set up new level values
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gCurrLevelNum = _ExitWarp[7];
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gCurrCourseNum = DynOS_Level_GetCourse(gCurrLevelNum);
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gSavedCourseNum = gCurrCourseNum;
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gDialogCourseActNum = gCurrActNum;
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gCurrAreaIndex = _ExitWarp[8];
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sDynosExitTargetArea = _ExitWarp[8];
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// Set up new level script
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sWarpDest.type = 0;
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sWarpDest.levelNum = 0;
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sWarpDest.areaIdx = gCurrAreaIndex;
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sWarpDest.nodeId = 0;
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sWarpDest.arg = 0;
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return (void *) DynOS_Level_GetScript(gCurrLevelNum);
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} else {
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// Phase 2 - Set Mario spawn info after the MARIO_POS command
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if (*((u8 *) aCmd) == 0x2B) {
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gMarioSpawnInfo->areaIndex = sDynosExitTargetArea;
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gCurrAreaIndex = sDynosExitTargetArea;
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}
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// Phase 3 - End level initialization
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if (sDynosExitTargetWarp && aIsLevelInitDone && gMarioObjects[0]) {
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// Find target position
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// Because of course, every hack has its own warp distances and orientations...
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s16 _TargetPosX = sDynosExitTargetWarp[3];
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s16 _TargetPosY = sDynosExitTargetWarp[4];
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s16 _TargetPosZ = sDynosExitTargetWarp[5];
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s16 _TargetFYaw = sDynosExitTargetWarp[6];
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s16 _TargetDYaw = 0;
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f32 _TargetDist = 500.f;
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DynOS_Warp_FindExitPosition(_TargetPosX, _TargetPosY, _TargetPosZ, _TargetFYaw + _TargetDYaw, _TargetDist);
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// Init Mario
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gMarioSpawnInfo->startPos[0] = _TargetPosX;
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gMarioSpawnInfo->startPos[1] = _TargetPosY;
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gMarioSpawnInfo->startPos[2] = _TargetPosZ;
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gMarioSpawnInfo->startAngle[0] = 0;
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gMarioSpawnInfo->startAngle[1] = _TargetFYaw + _TargetDYaw;
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gMarioSpawnInfo->startAngle[2] = 0;
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gMarioSpawnInfo->areaIndex = gCurrAreaIndex;
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init_mario();
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set_mario_initial_action(gMarioState, MARIO_SPAWN_UNKNOWN_02, 0);
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// Init transition
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if (gCurrentArea != NULL) {
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reset_camera(gCurrentArea->camera);
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init_camera(gCurrentArea->camera);
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}
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sDelayedWarpOp = WARP_OP_NONE;
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play_transition(WARP_TRANSITION_FADE_FROM_STAR, 15, 0x00, 0x00, 0x00);
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play_sound(SOUND_MENU_MARIO_CASTLE_WARP, gGlobalSoundSource);
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// Set music
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if (gCurrentArea != NULL) {
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set_background_music(gCurrentArea->musicParam, gCurrentArea->musicParam2, 0);
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}
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sDynosExitTargetWarp = NULL;
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// lua hooks
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smlua_call_event_hooks(HOOK_ON_WARP);
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}
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// Phase 4 - Unlock Mario as soon as the second transition is ended
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if (!sDynosExitTargetWarp && !DynOS_IsTransitionActive()) {
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sDynosExitTargetArea = -1;
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sDynosExitLevelNum = -1;
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sDynosExitAreaNum = -1;
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}
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}
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return NULL;
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}
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void *DynOS_Warp_Update(void *aCmd, bool aIsLevelInitDone) {
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// Level Exit
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if (sDynosExitLevelNum != -1 &&
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sDynosExitAreaNum != -1) {
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return DynOS_Warp_UpdateExit(aCmd, aIsLevelInitDone);
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}
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// Level Warp
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if (sDynosWarpLevelNum != -1 &&
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sDynosWarpAreaNum != -1 &&
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sDynosWarpActNum != -1) {
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return DynOS_Warp_UpdateWarp(aCmd, aIsLevelInitDone);
|
|
}
|
|
|
|
return NULL;
|
|
}
|