Added support for X and Y buttons; Re-mapped B button to the actual B button for controllers; Moved particleFlags code so lua scripts can spawn Mario particles with 'before Mario update' and 'after Mario update' hooks (#5)
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02b3e19e12
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0c42836b81
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@ -1769,6 +1769,8 @@
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- CONT_TYPE_NORMAL
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- CONT_TYPE_VOICE
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- CONT_UP
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- CONT_X
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- CONT_Y
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- D_CBUTTONS
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- D_JPAD
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- L_CBUTTONS
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@ -1780,6 +1782,8 @@
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- START_BUTTON
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- U_CBUTTONS
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- U_JPAD
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- X_BUTTON
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- Y_BUTTON
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- Z_TRIG
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<br />
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@ -123,6 +123,8 @@ typedef struct {
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#define CONT_A 0x8000
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#define CONT_B 0x4000
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#define CONT_X 0x0040
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#define CONT_Y 0x0080
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#define CONT_G 0x2000
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#define CONT_START 0x1000
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#define CONT_UP 0x0800
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@ -140,6 +142,8 @@ typedef struct {
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#define A_BUTTON CONT_A
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#define B_BUTTON CONT_B
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#define X_BUTTON CONT_X
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#define Y_BUTTON CONT_Y
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#define L_TRIG CONT_L
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#define R_TRIG CONT_R
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#define Z_TRIG CONT_G
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@ -428,7 +428,7 @@
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#define VALID_BUTTONS (A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON | \
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U_JPAD | D_JPAD | L_JPAD | R_JPAD | \
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L_TRIG | R_TRIG | \
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L_TRIG | R_TRIG | X_BUTTON | Y_BUTTON | \
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U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )
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#define C_BUTTONS (U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )
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@ -1467,7 +1467,6 @@ copyPlayerGoto:;
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* Handles Mario's input flags as well as a couple timers.
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*/
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void update_mario_inputs(struct MarioState *m) {
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m->particleFlags = 0;
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if (m->playerIndex == 0) { m->input = 0; }
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u8 localIsPaused = (m->playerIndex == 0) && (sCurrPlayMode == PLAY_MODE_PAUSED || m->freeze > 0);
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@ -282,14 +282,16 @@ void bhv_mario_update(void) {
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vec3f_copy(gMarioState->marioBodyState->torsoPos, gMarioState->pos);
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}
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gMarioState->particleFlags = 0;
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smlua_call_event_hooks_mario_param(HOOK_BEFORE_MARIO_UPDATE, gMarioState);
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u32 particleFlags = 0;
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s32 i;
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particleFlags = execute_mario_action(gCurrentObject);
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gCurrentObject->oMarioParticleFlags = particleFlags;
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smlua_call_event_hooks_mario_param(HOOK_MARIO_UPDATE, gMarioState);
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particleFlags |= gMarioState->particleFlags;
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gCurrentObject->oMarioParticleFlags = particleFlags;
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// Mario code updates MarioState's versions of position etc, so we need
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// to sync it with the Mario object
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@ -62,7 +62,9 @@ unsigned int configEnvVolume = MAX_VOLUME;
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// Keyboard mappings (VK_ values, by default keyboard/gamepad/mouse)
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unsigned int configKeyA[MAX_BINDS] = { 0x0026, 0x1000, 0x1103 };
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unsigned int configKeyB[MAX_BINDS] = { 0x0033, 0x1002, 0x1101 };
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unsigned int configKeyB[MAX_BINDS] = { 0x0033, 0x1001, 0x1101 };
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unsigned int configKeyX[MAX_BINDS] = { 0x0025, 0x1002, VK_INVALID };
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unsigned int configKeyY[MAX_BINDS] = { 0x0032, 0x1003, VK_INVALID };
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unsigned int configKeyStart[MAX_BINDS] = { 0x0039, 0x1006, VK_INVALID };
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unsigned int configKeyL[MAX_BINDS] = { 0x002A, 0x1009, 0x1104 };
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unsigned int configKeyR[MAX_BINDS] = { 0x0036, 0x100A, 0x101B };
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@ -137,6 +139,8 @@ static const struct ConfigOption options[] = {
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{.name = "env_volume", .type = CONFIG_TYPE_UINT, .uintValue = &configEnvVolume},
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{.name = "key_a", .type = CONFIG_TYPE_BIND, .uintValue = configKeyA},
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{.name = "key_b", .type = CONFIG_TYPE_BIND, .uintValue = configKeyB},
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{.name = "key_x", .type = CONFIG_TYPE_BIND, .uintValue = configKeyX},
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{.name = "key_y", .type = CONFIG_TYPE_BIND, .uintValue = configKeyY},
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{.name = "key_start", .type = CONFIG_TYPE_BIND, .uintValue = configKeyStart},
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{.name = "key_l", .type = CONFIG_TYPE_BIND, .uintValue = configKeyL},
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{.name = "key_r", .type = CONFIG_TYPE_BIND, .uintValue = configKeyR},
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@ -30,6 +30,8 @@ extern unsigned int configSfxVolume;
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extern unsigned int configEnvVolume;
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extern unsigned int configKeyA[];
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extern unsigned int configKeyB[];
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extern unsigned int configKeyX[];
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extern unsigned int configKeyY[];
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extern unsigned int configKeyStart[];
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extern unsigned int configKeyL[];
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extern unsigned int configKeyR[];
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@ -92,6 +92,8 @@ static void keyboard_bindkeys(void) {
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keyboard_add_binds(STICK_RIGHT, configKeyStickRight);
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keyboard_add_binds(A_BUTTON, configKeyA);
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keyboard_add_binds(B_BUTTON, configKeyB);
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keyboard_add_binds(X_BUTTON, configKeyX);
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keyboard_add_binds(Y_BUTTON, configKeyY);
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keyboard_add_binds(Z_TRIG, configKeyZ);
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keyboard_add_binds(U_CBUTTONS, configKeyCUp);
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keyboard_add_binds(L_CBUTTONS, configKeyCLeft);
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@ -88,6 +88,8 @@ static void controller_sdl_bind(void) {
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controller_add_binds(A_BUTTON, configKeyA);
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controller_add_binds(B_BUTTON, configKeyB);
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controller_add_binds(X_BUTTON, configKeyX);
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controller_add_binds(Y_BUTTON, configKeyY);
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controller_add_binds(Z_TRIG, configKeyZ);
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controller_add_binds(STICK_UP, configKeyStickUp);
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controller_add_binds(STICK_LEFT, configKeyStickLeft);
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@ -75,6 +75,8 @@ static void controller_sdl_bind(void) {
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controller_add_binds(A_BUTTON, configKeyA);
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controller_add_binds(B_BUTTON, configKeyB);
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controller_add_binds(X_BUTTON, configKeyX);
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controller_add_binds(Y_BUTTON, configKeyY);
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controller_add_binds(Z_TRIG, configKeyZ);
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controller_add_binds(STICK_UP, configKeyStickUp);
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controller_add_binds(STICK_LEFT, configKeyStickLeft);
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@ -21,6 +21,8 @@ void djui_panel_controls_n64_create(struct DjuiBase* caller) {
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djui_bind_create(&bindBody->base, "Right", configKeyStickRight);
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djui_bind_create(&bindBody->base, "A", configKeyA);
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djui_bind_create(&bindBody->base, "B", configKeyB);
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djui_bind_create(&bindBody->base, "X", configKeyX);
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djui_bind_create(&bindBody->base, "Y", configKeyY);
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djui_bind_create(&bindBody->base, "Start", configKeyStart);
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djui_bind_create(&bindBody->base, "L", configKeyL);
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djui_bind_create(&bindBody->base, "R", configKeyR);
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@ -1766,6 +1766,8 @@ char gSmluaConstants[] = ""
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"CONT_EEPROM_BUSY = 0x80\n"
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"CONT_A = 0x8000\n"
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"CONT_B = 0x4000\n"
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"CONT_X = 0x0040\n"
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"CONT_Y = 0x0080\n"
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"CONT_G = 0x2000\n"
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"CONT_START = 0x1000\n"
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"CONT_UP = 0x0800\n"
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@ -1780,6 +1782,8 @@ char gSmluaConstants[] = ""
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"CONT_F = 0x0001\n"
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"A_BUTTON = CONT_A\n"
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"B_BUTTON = CONT_B\n"
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"X_BUTTON = CONT_X\n"
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"Y_BUTTON = CONT_Y\n"
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"L_TRIG = CONT_L\n"
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"R_TRIG = CONT_R\n"
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"Z_TRIG = CONT_G\n"
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@ -2143,7 +2147,7 @@ char gSmluaConstants[] = ""
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"ACT_HOLDING_BOWSER = 0x00000391\n"
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"ACT_RELEASING_BOWSER = 0x00000392\n"
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"END_DEMO = (1 << 7)\n"
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"VALID_BUTTONS = (A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON | U_JPAD | D_JPAD | L_JPAD | R_JPAD | L_TRIG | R_TRIG | U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )\n"
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"VALID_BUTTONS = (A_BUTTON | B_BUTTON | X_BUTTON | Y_BUTTON | Z_TRIG | START_BUTTON | U_JPAD | D_JPAD | L_JPAD | R_JPAD | L_TRIG | R_TRIG | U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )\n"
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"C_BUTTONS = (U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )\n"
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"HOOK_UPDATE = 0\n"
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"HOOK_MARIO_UPDATE = 1\n"
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