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#include <common.h>
#include <game.h>
struct LevelSpecial {
u32 id; // 0x00
u32 settings; // 0x04
u16 name; // 0x08
u8 _0A[6]; // 0x0A
u8 _10[0x9C]; // 0x10
float x; // 0xAC
float y; // 0xB0
float z; // 0xB4
u8 _B8[0x318]; // 0xB8
// Any variables you add to the class go here; starting at offset 0x3D0
u64 eventFlag; // 0x3D0
u8 type; // 0x3D4
u8 effect; // 0x3D5
u8 lastEvState; // 0x3D6
u8 func; // 0x3D7
u32 keepTime;
u32 setTime;
};
extern u16 TimeStopFlag;
extern u32 AlwaysDrawFlag;
extern u32 AlwaysDrawBranch;
extern float MarioDescentRate;
extern float MarioJumpMax;
extern float MarioJumpArc;
extern float MiniMarioJumpArc;
// extern float MarioSize;
extern float GlobalSpriteSize;
extern float GlobalSpriteSpeed;
extern float GlobalRiderSize;
extern char SizerOn;
extern char ZOrderOn;
extern int GlobalStarsCollected;
extern u32 GameTimer;
#define time *(u32*)((GameTimer) + 0x4)
float GlobalSizeFloatModifications [] = {1, 0.25, 0.5, 0.75, 1.25, 1.5, 1.75, 2, 2.5, 3, 4, 5, 6, 7, 8, 10 };
float GlobalRiderFloatModifications [] = {1, 0.6, 0.7, 0.9, 1, 1, 1, 1.1, 1.25, 1.5, 2, 2.5, 3, 3.5, 4, 5};
void LevelSpecial_Update(LevelSpecial *self);
bool ResetAfterLevel();
#define ACTIVATE 1
#define DEACTIVATE 0
fBase_c *FindActorByID(u32 id);
bool ResetAfterLevel(void) {
// TimeStopFlag = 0;
MarioDescentRate = -4;
MarioJumpMax = 3.628;
MarioJumpArc = 2.5;
MiniMarioJumpArc = 2.5;
// MarioSize = 1.0;
GlobalSpriteSize = 1.0;
GlobalSpriteSpeed = 1.0;
GlobalRiderSize = 1.0;
SizerOn = 0;
AlwaysDrawFlag = 0x9421FFF0;
AlwaysDrawBranch = 0x7C0802A6;
ZOrderOn = 0;
GlobalStarsCollected = 0;
return true;
}
bool LevelSpecial_Create(LevelSpecial *self) {
char eventNum = (self->settings >> 24) & 0xFF;
self->eventFlag = (u64)1 << (eventNum - 1);
self->keepTime = 0;
self->type = (self->settings) & 15;
self->effect = (self->settings >> 4) & 15;
self->setTime = (self->settings >> 8) & 0xFFFF;
self->lastEvState = 0xFF;
LevelSpecial_Update(self);
return true;
}
bool LevelSpecial_Execute(LevelSpecial *self) {
if (self->keepTime > 0) {
time = self->keepTime; }
LevelSpecial_Update(self);
return true;
}
void LevelSpecial_Update(LevelSpecial *self) {
u8 newEvState = 0;
if (dFlagMgr_c::instance->flags & self->eventFlag)
newEvState = 1;
if (newEvState == self->lastEvState)
return;
u8 offState;
if (newEvState == ACTIVATE)
{
offState = (newEvState == 1) ? 1 : 0;
switch (self->type) {
// case 1: // Time Freeze
// TimeStopFlag = self->effect * 0x100;
// break;
case 2: // Stop Timer
self->keepTime = time;
break;
case 3: // Mario Gravity
if (self->effect == 0)
{ //Low grav
MarioDescentRate = -2;
MarioJumpArc = 0.5;
MiniMarioJumpArc = 0.5;
MarioJumpMax = 4.5;
}
else
{ //Anti-grav
MarioDescentRate = 0.5;
MarioJumpArc = 4.0;
MiniMarioJumpArc = 4.0;
MarioJumpMax = 0.0;
}
break;
case 4: // Set Time
time = (self->setTime << 0xC) - 1; // Possibly - 0xFFF?
break;
case 5: // Global Enemy Size
SizerOn = 3;
GlobalSpriteSize = GlobalSizeFloatModifications[self->effect];
GlobalRiderSize = GlobalRiderFloatModifications[self->effect];
GlobalSpriteSpeed = GlobalRiderFloatModifications[self->effect];
AlwaysDrawFlag = 0x38600001;
AlwaysDrawBranch = 0x4E800020;
break;
case 6: // Individual Enemy Size
AlwaysDrawFlag = 0x38600001;
AlwaysDrawBranch = 0x4E800020;
if (self->effect == 0)
{
SizerOn = 1; // Nyb 5
}
else
{
SizerOn = 2; // Nyb 7
}
break;
case 7: // Z Order Hack
ZOrderOn = 1;
break;
default:
break;
}
}
else
{
offState = (newEvState == 1) ? 0 : 1;
switch (self->type) {
// case 1: // Time Freeze
// TimeStopFlag = 0;
// break;
case 2: // Stop Timer
self->keepTime = 0;
break;
case 3: // Mario Gravity
MarioDescentRate = -4;
MarioJumpArc = 2.5;
MiniMarioJumpArc = 2.5;
MarioJumpMax = 3.628;
break;
case 4: // Mario Size
break;
case 5: // Global Enemy Size
SizerOn = 0;
GlobalSpriteSize = 1.0;
GlobalRiderSize = 1.0;
GlobalSpriteSpeed = 1.0;
AlwaysDrawFlag = 0x9421FFF0;
AlwaysDrawBranch = 0x7C0802A6;
break;
case 6: // Individual Enemy Size
SizerOn = 0;
AlwaysDrawFlag = 0x9421FFF0;
AlwaysDrawBranch = 0x7C0802A6;
break;
case 7: // Z Order Hack
ZOrderOn = 0;
break;
default:
break;
}
}
self->lastEvState = newEvState;
}
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