Merge branch 'coop' into dev

This commit is contained in:
MysterD 2023-05-03 01:01:18 -07:00
commit 5b108e50e6
24 changed files with 185 additions and 75 deletions

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@ -72,7 +72,7 @@ override_allowed_functions = {
"src/game/object_list_processor.h": [ "set_object_respawn_info_bits" ],
"src/game/mario_misc.h": [ "bhv_toad.*", "bhv_unlock_door.*" ],
"src/pc/utils/misc.h": [ "update_all_mario_stars" ],
"src/game/level_update.h": [ "level_trigger_warp" ],
"src/game/level_update.h": [ "level_trigger_warp", "get_painting_warp_node", "initiate_painting_warp" ],
"src/game/area.h": [ "area_get_warp_node" ],
"src/engine/level_script.h": [ "area_create_warp_node" ]
}

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@ -3745,7 +3745,7 @@ end
--- @param pos Vec3f
--- @param out Vec3f
--- @return nil
--- @return boolean
function djui_hud_world_pos_to_screen_pos(pos, out)
-- ...
end
@ -4101,6 +4101,17 @@ function area_create_warp_node(id, destLevel, destArea, destNode, checkpoint, o)
-- ...
end
--- @return WarpNode
function get_painting_warp_node()
-- ...
end
--- @param paintingIndex integer
--- @return nil
function initiate_painting_warp(paintingIndex)
-- ...
end
--- @param m MarioState
--- @param warpOp integer
--- @return integer

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@ -2426,7 +2426,7 @@
## [djui_hud_world_pos_to_screen_pos](#djui_hud_world_pos_to_screen_pos)
### Lua Example
`djui_hud_world_pos_to_screen_pos(pos, out)`
`local booleanValue = djui_hud_world_pos_to_screen_pos(pos, out)`
### Parameters
| Field | Type |
@ -2435,10 +2435,10 @@
| out | [Vec3f](structs.md#Vec3f) |
### Returns
- None
- `boolean`
### C Prototype
`void djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);`
`bool djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);`
[:arrow_up_small:](#)
@ -3567,6 +3567,44 @@
<br />
## [get_painting_warp_node](#get_painting_warp_node)
### Lua Example
`local WarpNodeValue = get_painting_warp_node()`
### Parameters
- None
### Returns
[WarpNode](structs.md#WarpNode)
### C Prototype
`struct WarpNode *get_painting_warp_node(void);`
[:arrow_up_small:](#)
<br />
## [initiate_painting_warp](#initiate_painting_warp)
### Lua Example
`initiate_painting_warp(paintingIndex)`
### Parameters
| Field | Type |
| ----- | ---- |
| paintingIndex | `integer` |
### Returns
- None
### C Prototype
`void initiate_painting_warp(s16 paintingIndex);`
[:arrow_up_small:](#)
<br />
## [level_trigger_warp](#level_trigger_warp)
### Lua Example

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@ -816,6 +816,8 @@
<br />
- level_update.h
- [get_painting_warp_node](functions-3.md#get_painting_warp_node)
- [initiate_painting_warp](functions-3.md#initiate_painting_warp)
- [level_trigger_warp](functions-3.md#level_trigger_warp)
<br />

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@ -323,6 +323,7 @@ RASPBERRY = "Raspberry"
BUBBLEGUM = "Bubblegum"
ICE_MARIO = "Ice Mario"
ICE_LUIGI = "Ice Luigi"
TOAD = "Toad"
CUSTOM = "Custom"
[PLAYER_LIST]

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@ -323,6 +323,7 @@ RASPBERRY = "Framboise"
BUBBLEGUM = "Bubblegum"
ICE_MARIO = "Mario de glace"
ICE_LUIGI = "Luigi de glace"
TOAD = "Toad"
CUSTOM = "Personnalisée"
[PLAYER_LIST]

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@ -323,6 +323,7 @@ RASPBERRY = "Himbeere"
BUBBLEGUM = "Kaugummi"
ICE_MARIO = "Eis Mario"
ICE_LUIGI = "Eis Luigi"
TOAD = "Toad"
CUSTOM = "Selbstgemacht"
[PLAYER_LIST]

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@ -320,6 +320,7 @@ RASPBERRY = "Mora"
BUBBLEGUM = "Gomma da Masticare"
ICE_MARIO = "Mario Ghiaccio"
ICE_LUIGI = "Luigi Ghiaccio"
TOAD = "Toad"
CUSTOM = "Personalizzato"
[PLAYER_LIST]

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@ -323,6 +323,7 @@ RASPBERRY = "Framboesa"
BUBBLEGUM = "Chiclete"
ICE_MARIO = "Mario de Gelo"
ICE_LUIGI = "Luigi de Gelo"
TOAD = "Toad"
CUSTOM = "Customizado"
[PLAYER_LIST]

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@ -322,6 +322,7 @@ RASPBERRY = "Малина"
BUBBLEGUM = "Жвачка"
ICE_MARIO = "Ледяной Марио"
ICE_LUIGI = "Ледяной Луиджи"
TOAD = "Тоад"s
CUSTOM = "Свой"
[PLAYER_LIST]

View file

@ -323,6 +323,7 @@ RASPBERRY = "Frambuesa"
BUBBLEGUM = "Chicle"
ICE_MARIO = "Mario de Hielo"
ICE_LUIGI = "Luigi de Hielo"
TOAD = "Toad"
CUSTOM = "Personalizada"
[PLAYER_LIST]

View file

@ -626,9 +626,9 @@ static void level_cmd_create_painting_warp_node(void) {
if (sCurrAreaIndex != -1) {
if (gAreas[sCurrAreaIndex].paintingWarpNodes == NULL) {
gAreas[sCurrAreaIndex].paintingWarpNodes =
alloc_only_pool_alloc(sLevelPool, 45 * sizeof(struct WarpNode));
alloc_only_pool_alloc(sLevelPool, MAX_PAINTING_WARP_NODES * sizeof(struct WarpNode));
for (i = 0; i < 45; i++) {
for (i = 0; i < MAX_PAINTING_WARP_NODES; i++) {
gAreas[sCurrAreaIndex].paintingWarpNodes[i].id = 0;
}
}

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@ -3,6 +3,8 @@
#include <PR/ultratypes.h>
#define MAX_PAINTING_WARP_NODES 45
struct LevelCommand;
extern s32 gLevelScriptModIndex;

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@ -115,7 +115,7 @@ s16 sCreditsPlayer2Yaw;
*/
u8 sFramesPaused;
extern struct CameraFOVStatus sFOVState;
extern struct CameraFOVStatus gFOVState;
extern struct TransitionInfo sModeTransition;
extern struct PlayerGeometry sMarioGeometry;
extern s16 unusedFreeRoamWallYaw;
@ -182,7 +182,7 @@ extern struct Camera *gCamera;
* @see LakituState
*/
struct LakituState gLakituState = { 0 };
struct CameraFOVStatus sFOVState = { 0 };
struct CameraFOVStatus gFOVState = { 0 };
struct TransitionInfo sModeTransition = { 0 };
struct PlayerGeometry sMarioGeometry = { 0 };
struct Camera *gCamera;
@ -3359,11 +3359,11 @@ void reset_camera(struct Camera *c) {
gLakituState.lastFrameAction = 0;
set_fov_function(CAM_FOV_DEFAULT);
sFOVState.fov = 45.f;
sFOVState.fovOffset = 0.f;
sFOVState.unusedIsSleeping = 0;
sFOVState.shakeAmplitude = 0.f;
sFOVState.shakePhase = 0;
gFOVState.fov = 45.f;
gFOVState.fovOffset = 0.f;
gFOVState.unusedIsSleeping = 0;
gFOVState.shakeAmplitude = 0.f;
gFOVState.shakePhase = 0;
sObjectCutscene = 0;
gRecentCutscene = 0;
@ -7617,7 +7617,7 @@ BAD_RETURN(s32) cutscene_ending_look_at_sky(struct Camera *c) {
* called, it will stay at about 37.26f
*/
BAD_RETURN(s32) cutscene_ending_zoom_fov(UNUSED struct Camera *c) {
sFOVState.fov = 37.f;
gFOVState.fov = 37.f;
}
/**
@ -8492,7 +8492,7 @@ BAD_RETURN(s32) cutscene_red_coin_star_start(struct Camera *c) {
object_pos_to_vec3f(sCutsceneVars[1].point, gCutsceneFocus);
store_info_star(c);
// Store the default fov for after the cutscene
sCutsceneVars[2].point[2] = sFOVState.fov;
sCutsceneVars[2].point[2] = gFOVState.fov;
}
/**
@ -8544,7 +8544,7 @@ BAD_RETURN(s32) cutscene_red_coin_star_warp(struct Camera *c) {
* Zoom out while looking at the star.
*/
BAD_RETURN(s32) cutscene_red_coin_star_set_fov(UNUSED struct Camera *c) {
sFOVState.fov = 60.f;
gFOVState.fov = 60.f;
}
BAD_RETURN(s32) cutscene_red_coin_star(struct Camera *c) {
@ -8570,7 +8570,7 @@ BAD_RETURN(s32) cutscene_red_coin_star_end(struct Camera *c) {
gCutsceneTimer = CUTSCENE_STOP;
c->cutscene = 0;
// Restore the default fov
sFOVState.fov = sCutsceneVars[2].point[2];
gFOVState.fov = sCutsceneVars[2].point[2];
}
/**
@ -8949,7 +8949,7 @@ BAD_RETURN(s32) cutscene_pyramid_top_explode_warp(struct Camera *c) {
f32 dist;
set_fov_function(CAM_FOV_DEFAULT);
sFOVState.fov = 45.f;
gFOVState.fov = 45.f;
vec3f_copy(sCutsceneVars[4].point, c->pos);
vec3f_copy(sCutsceneVars[5].point, c->focus);
@ -8973,7 +8973,7 @@ BAD_RETURN(s32) cutscene_pyramid_top_explode_closeup(struct Camera *c) {
c->focus[1] += 4.f;
c->pos[1] -= 5.f;
sFOVState.fov = 45.f;
gFOVState.fov = 45.f;
set_handheld_shake(HAND_CAM_SHAKE_CUTSCENE);
}
@ -9739,7 +9739,7 @@ BAD_RETURN(s32) cutscene_intro_peach_clear_cutscene_status(UNUSED struct Camera
* Set fov to 8 degrees, then zoom out to 30.
*/
BAD_RETURN(s32) cutscene_intro_peach_zoom_fov(UNUSED struct Camera *c) {
sFOVState.fov = 8.f;
gFOVState.fov = 8.f;
set_fov_function(CAM_FOV_ZOOM_30);
}
@ -11494,10 +11494,10 @@ s32 cutscene_spawn_obj(u32 obj, s16 frame) {
* calculated from coss(), so this parameter can be thought of as an angular velocity.
*/
void set_fov_shake(s16 amplitude, s16 decay, s16 shakeSpeed) {
if (amplitude > sFOVState.shakeAmplitude) {
sFOVState.shakeAmplitude = amplitude;
sFOVState.decay = decay;
sFOVState.shakeSpeed = shakeSpeed;
if (amplitude > gFOVState.shakeAmplitude) {
gFOVState.shakeAmplitude = amplitude;
gFOVState.decay = decay;
gFOVState.shakeSpeed = shakeSpeed;
}
}
@ -11508,10 +11508,10 @@ void set_fov_shake_from_point(s16 amplitude, s16 decay, s16 shakeSpeed, f32 maxD
amplitude = reduce_by_dist_from_camera(amplitude, maxDist, posX, posY, posZ);
if (amplitude != 0) {
if (amplitude > sFOVState.shakeAmplitude) { // literally use the function above you silly nintendo, smh
sFOVState.shakeAmplitude = amplitude;
sFOVState.decay = decay;
sFOVState.shakeSpeed = shakeSpeed;
if (amplitude > gFOVState.shakeAmplitude) { // literally use the function above you silly nintendo, smh
gFOVState.shakeAmplitude = amplitude;
gFOVState.decay = decay;
gFOVState.shakeSpeed = shakeSpeed;
}
}
}
@ -11520,13 +11520,13 @@ void set_fov_shake_from_point(s16 amplitude, s16 decay, s16 shakeSpeed, f32 maxD
* Add a cyclic offset to the camera's field of view based on a cosine wave
*/
void shake_camera_fov(struct GraphNodePerspective *perspective) {
if (sFOVState.shakeAmplitude != 0.f) {
sFOVState.fovOffset = coss(sFOVState.shakePhase) * sFOVState.shakeAmplitude / 0x100;
sFOVState.shakePhase += sFOVState.shakeSpeed;
camera_approach_f32_symmetric_bool(&sFOVState.shakeAmplitude, 0.f, sFOVState.decay);
perspective->fov += sFOVState.fovOffset;
if (gFOVState.shakeAmplitude != 0.f) {
gFOVState.fovOffset = coss(gFOVState.shakePhase) * gFOVState.shakeAmplitude / 0x100;
gFOVState.shakePhase += gFOVState.shakeSpeed;
camera_approach_f32_symmetric_bool(&gFOVState.shakeAmplitude, 0.f, gFOVState.decay);
perspective->fov += gFOVState.fovOffset;
} else {
sFOVState.shakePhase = 0;
gFOVState.shakePhase = 0;
}
}
@ -11535,25 +11535,25 @@ static UNUSED void unused_deactivate_sleeping_camera(UNUSED struct MarioState *m
}
void set_fov_30(UNUSED struct MarioState *m) {
sFOVState.fov = 30.f;
gFOVState.fov = 30.f;
}
void approach_fov_20(UNUSED struct MarioState *m) {
camera_approach_f32_symmetric_bool(&sFOVState.fov, 20.f, 0.3f);
camera_approach_f32_symmetric_bool(&gFOVState.fov, 20.f, 0.3f);
}
void set_fov_45(UNUSED struct MarioState *m) {
sFOVState.fov = 45.f;
gFOVState.fov = 45.f;
}
void set_fov_29(UNUSED struct MarioState *m) {
sFOVState.fov = 29.f;
gFOVState.fov = 29.f;
}
void zoom_fov_30(UNUSED struct MarioState *m) {
// Pretty sure approach_f32_asymptotic_bool would do a much nicer job here, but you do you,
// Nintendo.
camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, (30.f - sFOVState.fov) / 60.f);
camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, (30.f - gFOVState.fov) / 60.f);
}
/**
@ -11564,32 +11564,32 @@ void fov_default(struct MarioState *m) {
sStatusFlags &= ~CAM_FLAG_SLEEPING;
if ((m->action == ACT_SLEEPING) || (m->action == ACT_START_SLEEPING)) {
camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, (30.f - sFOVState.fov) / 30.f);
camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, (30.f - gFOVState.fov) / 30.f);
sStatusFlags |= CAM_FLAG_SLEEPING;
} else {
camera_approach_f32_symmetric_bool(&sFOVState.fov, 45.f, (45.f - sFOVState.fov) / 30.f);
sFOVState.unusedIsSleeping = 0;
camera_approach_f32_symmetric_bool(&gFOVState.fov, 45.f, (45.f - gFOVState.fov) / 30.f);
gFOVState.unusedIsSleeping = 0;
}
if (m->area->camera->cutscene == CUTSCENE_0F_UNUSED) {
sFOVState.fov = 45.f;
gFOVState.fov = 45.f;
}
}
//??! Literally the exact same as below
static UNUSED void unused_approach_fov_30(UNUSED struct MarioState *m) {
camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, 1.f);
camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, 1.f);
}
void approach_fov_30(UNUSED struct MarioState *m) {
camera_approach_f32_symmetric_bool(&sFOVState.fov, 30.f, 1.f);
camera_approach_f32_symmetric_bool(&gFOVState.fov, 30.f, 1.f);
}
void approach_fov_60(UNUSED struct MarioState *m) {
camera_approach_f32_symmetric_bool(&sFOVState.fov, 60.f, 1.f);
camera_approach_f32_symmetric_bool(&gFOVState.fov, 60.f, 1.f);
}
void approach_fov_45(struct MarioState *m) {
f32 targetFoV = sFOVState.fov;
f32 targetFoV = gFOVState.fov;
if (m->area->camera->mode == CAMERA_MODE_FIXED && m->area->camera->cutscene == 0) {
targetFoV = 45.f;
@ -11597,11 +11597,11 @@ void approach_fov_45(struct MarioState *m) {
targetFoV = 45.f;
}
sFOVState.fov = approach_f32(sFOVState.fov, targetFoV, 2.f, 2.f);
gFOVState.fov = approach_f32(gFOVState.fov, targetFoV, 2.f, 2.f);
}
void approach_fov_80(UNUSED struct MarioState *m) {
camera_approach_f32_symmetric_bool(&sFOVState.fov, 80.f, 3.5f);
camera_approach_f32_symmetric_bool(&gFOVState.fov, 80.f, 3.5f);
}
/**
@ -11609,7 +11609,7 @@ void approach_fov_80(UNUSED struct MarioState *m) {
* If there's a cutscene, sets fov to 45. Otherwise sets fov to 60.
*/
void set_fov_bbh(struct MarioState *m) {
f32 targetFoV = sFOVState.fov;
f32 targetFoV = gFOVState.fov;
if (m->area->camera->mode == CAMERA_MODE_FIXED && m->area->camera->cutscene == 0) {
targetFoV = 60.f;
@ -11617,7 +11617,7 @@ void set_fov_bbh(struct MarioState *m) {
targetFoV = 45.f;
}
sFOVState.fov = approach_f32(sFOVState.fov, targetFoV, 2.f, 2.f);
gFOVState.fov = approach_f32(gFOVState.fov, targetFoV, 2.f, 2.f);
}
/**
@ -11626,7 +11626,7 @@ void set_fov_bbh(struct MarioState *m) {
Gfx *geo_camera_fov(s32 callContext, struct GraphNode *g, UNUSED void *context) {
struct GraphNodePerspective *perspective = (struct GraphNodePerspective *) g;
struct MarioState *marioState = &gMarioStates[0];
u8 fovFunc = sFOVState.fovFunc;
u8 fovFunc = gFOVState.fovFunc;
if (callContext == GEO_CONTEXT_RENDER) {
switch (fovFunc) {
@ -11667,7 +11667,7 @@ Gfx *geo_camera_fov(s32 callContext, struct GraphNode *g, UNUSED void *context)
}
}
perspective->fov = sFOVState.fov;
perspective->fov = gFOVState.fov;
shake_camera_fov(perspective);
return NULL;
}
@ -11678,7 +11678,7 @@ Gfx *geo_camera_fov(s32 callContext, struct GraphNode *g, UNUSED void *context)
* @see geo_camera_fov
*/
void set_fov_function(u8 func) {
sFOVState.fovFunc = func;
gFOVState.fovFunc = func;
}
/**

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@ -678,6 +678,7 @@ extern s32 gObjCutsceneDone;
extern struct Camera *gCamera;
#endif
extern struct CameraFOVStatus gFOVState;
extern u8 gCameraUseCourseSpecificSettings;
extern struct Object *gCutsceneFocus;
extern struct Object *gSecondCameraFocus;

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@ -363,8 +363,8 @@ const struct PlayerPalette gPalettePresets[PALETTE_PRESET_MAX] = {
/* ---- PANTS ----- ---- SHIRT ----- ---- GLOVES ---- ---- SHOES ----- ----- HAIR ----- ----- SKIN ----- ----- CAP ------ */
{{{ 0x00, 0x00, 0xff }, { 0xff, 0x00, 0x00 }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0xff, 0x00, 0x00 }}}, // Mario
{{{ 0x00, 0x00, 0xfe }, { 0x00, 0x98, 0x00 }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x00, 0x98, 0x00 }}}, // Luigi
{{{ 0x2c, 0x26, 0x3f }, { 0x6d, 0x3c, 0x9a }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x6d, 0x3c, 0x9a }}}, // Waluigi
{{{ 0x7f, 0x20, 0x7a }, { 0xf9, 0xeb, 0x30 }, { 0xff, 0xff, 0xff }, { 0x0e, 0x72, 0x1c }, { 0x73, 0x53, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0xf9, 0xeb, 0x30 }}}, // Wario
{{{ 0x2c, 0x26, 0x3f }, { 0x61, 0x26, 0xb0 }, { 0xff, 0xff, 0xff }, { 0xfe, 0x76, 0x00 }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x61, 0x26, 0xb0 }}}, // Waluigi
{{{ 0x7f, 0x20, 0x7a }, { 0xe3, 0xa9, 0x01 }, { 0xff, 0xff, 0xff }, { 0x0e, 0x72, 0x1c }, { 0x73, 0x53, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0xe3, 0xa9, 0x01 }}}, // Wario
{{{ 0xff, 0x00, 0x00 }, { 0x7b, 0x00, 0xde }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x7b, 0x00, 0xde }}}, // Chuckya
{{{ 0xc6, 0xb1, 0x32 }, { 0x95, 0x43, 0x01 }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x95, 0x43, 0x01 }}}, // Goomba
{{{ 0x07, 0x09, 0x07 }, { 0x4c, 0x5f, 0x20 }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x4c, 0x5f, 0x20 }}}, // Clover
@ -393,6 +393,7 @@ const struct PlayerPalette gPalettePresets[PALETTE_PRESET_MAX] = {
{{{ 0xd6, 0x35, 0x4d }, { 0xff, 0x8e, 0xb2 }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0xff, 0x8e, 0xb2 }}}, // Bubblegum
{{{ 0xb2, 0x28, 0x18 }, { 0x47, 0xc5, 0xff }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x47, 0xc5, 0xff }}}, // Ice Mario
{{{ 0x00, 0x98, 0x00 }, { 0x47, 0xc5, 0xff }, { 0xff, 0xff, 0xff }, { 0x72, 0x1c, 0x0e }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xc1, 0x79 }, { 0x47, 0xc5, 0xff }}}, // Ice Luigi
{{{ 0x4c, 0x2c, 0xd3 }, { 0xff, 0xff, 0xff }, { 0xff, 0xff, 0xff }, { 0x68, 0x40, 0x1b }, { 0x73, 0x06, 0x00 }, { 0xfe, 0xd5, 0xa1 }, { 0xff, 0x00, 0x00 }}}, // Toad
};
enum AnimType {

View file

@ -5,7 +5,7 @@
#include "pc/configfile.h"
// NOTE: do not include any additional headers
#define PALETTE_PRESET_MAX 32
#define PALETTE_PRESET_MAX 33
enum PlayerParts {
PANTS, SHIRT, GLOVES, SHOES, HAIR, SKIN, CAP, PLAYER_PART_MAX, METAL = CAP

View file

@ -45,6 +45,8 @@
#include "game/screen_transition.h"
#include "engine/level_script.h"
#define WARP_NODE_F0 0xF0
#define WARP_NODE_DEATH 0xF1
#define WARP_NODE_F2 0xF2
@ -748,6 +750,8 @@ void initiate_warp(s16 destLevel, s16 destArea, s16 destWarpNode, s32 arg3) {
* corresponding warp node.
*/
struct WarpNode *get_painting_warp_node(void) {
if (!gMarioState || !gMarioState->floor || !gCurrentArea || !gCurrentArea->paintingWarpNodes) { return NULL; }
struct WarpNode *warpNode = NULL;
s32 paintingIndex = gMarioState->floor->type - SURFACE_PAINTING_WARP_D3;
@ -783,9 +787,9 @@ static void initiate_painting_warp_node(struct WarpNode *pWarpNode) {
/**
* Check is Mario has entered a painting, and if so, initiate a warp.
*/
void initiate_painting_warp(void) {
if (gCurrentArea != NULL && gCurrentArea->paintingWarpNodes != NULL && gMarioState->floor != NULL) {
struct WarpNode *pWarpNode = get_painting_warp_node();
void initiate_painting_warp(s16 paintingIndex) {
if (gCurrentArea && gCurrentArea->paintingWarpNodes && gMarioState && gMarioState->floor && paintingIndex >= 0 && paintingIndex < MAX_PAINTING_WARP_NODES) {
struct WarpNode *pWarpNode = paintingIndex == -1 ? get_painting_warp_node() : &gCurrentArea->paintingWarpNodes[paintingIndex];
if (pWarpNode != NULL) {
if (gMarioState->action & ACT_FLAG_INTANGIBLE) {
@ -1229,7 +1233,7 @@ s32 play_mode_normal(void) {
update_camera(gCurrentArea->camera);
}
initiate_painting_warp();
initiate_painting_warp(-1);
initiate_delayed_warp();
// If either initiate_painting_warp or initiate_delayed_warp initiated a

View file

@ -151,6 +151,8 @@ u8 level_control_timer_running(void);
u16 level_control_timer(s32 timerOp);
void fade_into_special_warp(u32 arg, u32 color);
void load_level_init_text(u32 arg);
struct WarpNode *get_painting_warp_node(void);
void initiate_painting_warp(s16 paintingIndex);
s16 level_trigger_warp(struct MarioState *m, s32 warpOp);
void level_set_transition(s16 length, void (*updateFunction)(s16 *));

View file

@ -279,7 +279,7 @@ void bhv_mario_update(void) {
// sanity check torsoPos, it isn't updated off-screen otherwise
extern u32 gGlobalTimer;
if (gMarioState->marioBodyState->updateTorsoTime != (gGlobalTimer - 1)) {
if (gMarioState->marioBodyState && gMarioState->marioBodyState->updateTorsoTime != (gGlobalTimer - 1)) {
vec3f_copy(gMarioState->marioBodyState->torsoPos, gMarioState->pos);
}

View file

@ -177,7 +177,7 @@ u32 djui_hud_get_screen_width(void) {
}
return (sResolution == RESOLUTION_N64)
? ((use_forced_4by3() ? (4.0f / 3.0f) : GFX_DIMENSIONS_ASPECT_RATIO) * SCREEN_HEIGHT)
? (use_forced_4by3() ? (4.0f / 3.0f) : (GFX_DIMENSIONS_ASPECT_RATIO * SCREEN_HEIGHT))
: (windowWidth / djui_gfx_get_scale());
}
@ -524,21 +524,28 @@ static void hud_rotate_and_translate_vec3f(Vec3f vec, Mat4* mtx, Vec3f out) {
out[2] += (*mtx)[3][2];
}
void djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out) {
bool djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out) {
hud_rotate_and_translate_vec3f(pos, &gCamera->mtx, out);
if (out[2] > -256.0f) {
return;
if (out[2] >= 0.0f) {
return false;
}
out[0] *= 256.0 / -out[2];
out[1] *= 256.0 / out[2];
// TODO: this is a hack to correct for the FOV. It only sort of works for the default fov
out[0] *= 1.135;
out[1] *= 1.135;
out[0] *= 256.0f / -out[2];
out[1] *= 256.0f / out[2];
// fov of 45.0 is the default fov
f32 fovDefault = tanf(45.0f * ((f32)M_PI / 360.0f));
f32 fovCurrent = tanf((gFOVState.fov + gFOVState.fovOffset) * ((f32)M_PI / 360.0f));
f32 fovDifference = (fovDefault / fovCurrent) * 1.13f;
out[0] *= fovDifference;
out[1] *= fovDifference;
out[0] += djui_hud_get_screen_width() / 2.0f;
out[1] += djui_hud_get_screen_height() / 2.0f;
return true;
}
void djui_hud_set_render_behind_hud(bool enable) {

View file

@ -63,7 +63,7 @@ void djui_hud_render_texture_tile_interpolated(struct TextureInfo* texInfo, f32
void djui_hud_render_rect(f32 x, f32 y, f32 width, f32 height);
void djui_hud_render_rect_interpolated(f32 prevX, f32 prevY, f32 prevWidth, f32 prevHeight, f32 x, f32 y, f32 width, f32 height);
void djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);
bool djui_hud_world_pos_to_screen_pos(Vec3f pos, Vec3f out);
void djui_hud_set_render_behind_hud(bool enable);

View file

@ -298,6 +298,7 @@ void djui_panel_player_create(struct DjuiBase* caller) {
DLANG(PALETTE, BUBBLEGUM),
DLANG(PALETTE, ICE_MARIO),
DLANG(PALETTE, ICE_LUIGI),
DLANG(PALETTE, TOAD),
DLANG(PALETTE, CUSTOM),
};

View file

@ -11861,7 +11861,7 @@ int smlua_func_djui_hud_world_pos_to_screen_pos(lua_State* L) {
out[2] = smlua_get_number_field(2, "z");
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "djui_hud_world_pos_to_screen_pos"); return 0; }
djui_hud_world_pos_to_screen_pos(pos, out);
lua_pushboolean(L, djui_hud_world_pos_to_screen_pos(pos, out));
smlua_push_number_field(1, "x", pos[0]);
smlua_push_number_field(1, "y", pos[1]);
@ -12901,6 +12901,38 @@ int smlua_func_area_create_warp_node(lua_State* L) {
// level_update.h //
////////////////////
int smlua_func_get_painting_warp_node(UNUSED lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 0) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "get_painting_warp_node", 0, top);
return 0;
}
smlua_push_object(L, LOT_WARPNODE, get_painting_warp_node());
return 1;
}
int smlua_func_initiate_painting_warp(lua_State* L) {
if (L == NULL) { return 0; }
int top = lua_gettop(L);
if (top != 1) {
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "initiate_painting_warp", 1, top);
return 0;
}
s16 paintingIndex = smlua_to_integer(L, 1);
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "initiate_painting_warp"); return 0; }
initiate_painting_warp(paintingIndex);
return 1;
}
int smlua_func_level_trigger_warp(lua_State* L) {
if (L == NULL) { return 0; }
@ -30143,6 +30175,8 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "area_create_warp_node", smlua_func_area_create_warp_node);
// level_update.h
smlua_bind_function(L, "get_painting_warp_node", smlua_func_get_painting_warp_node);
smlua_bind_function(L, "initiate_painting_warp", smlua_func_initiate_painting_warp);
smlua_bind_function(L, "level_trigger_warp", smlua_func_level_trigger_warp);
// mario.h