allocate_mario_action fix and improvement (#453)
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@ -7597,6 +7597,9 @@ ACT_IDLE = 0x0C400201
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--- @type integer
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ACT_ID_MASK = 0x000001FF
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--- @type integer
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ACT_INDEX_MASK = (ACT_ID_MASK & ~ACT_GROUP_MASK)
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--- @type integer
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ACT_INTRO_CUTSCENE = 0x04001301
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@ -7672,6 +7675,12 @@ ACT_METAL_WATER_WALKING = 0x000044F2
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--- @type integer
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ACT_MOVE_PUNCHING = 0x00800457
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--- @type integer
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ACT_NUM_ACTIONS_PER_GROUP = (ACT_INDEX_MASK + 1)
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--- @type integer
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ACT_NUM_GROUPS = ((ACT_GROUP_MASK >> 6) + 1)
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--- @type integer
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ACT_PANTING = 0x0C400205
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@ -2714,6 +2714,7 @@
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- ACT_HOLD_WATER_JUMP
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- ACT_IDLE
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- ACT_ID_MASK
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- ACT_INDEX_MASK
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- ACT_INTRO_CUTSCENE
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- ACT_IN_CANNON
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- ACT_IN_QUICKSAND
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@ -2739,6 +2740,8 @@
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- ACT_METAL_WATER_STANDING
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- ACT_METAL_WATER_WALKING
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- ACT_MOVE_PUNCHING
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- ACT_NUM_ACTIONS_PER_GROUP
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- ACT_NUM_GROUPS
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- ACT_PANTING
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- ACT_PICKING_UP
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- ACT_PICKING_UP_BOWSER
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@ -151,6 +151,10 @@
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#define ACT_GROUP_AUTOMATIC /* 0x00000140 */ (5 << 6)
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#define ACT_GROUP_OBJECT /* 0x00000180 */ (6 << 6)
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#define ACT_INDEX_MASK (ACT_ID_MASK & ~ACT_GROUP_MASK)
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#define ACT_NUM_GROUPS ((ACT_GROUP_MASK >> 6) + 1)
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#define ACT_NUM_ACTIONS_PER_GROUP (ACT_INDEX_MASK + 1)
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#define ACT_FLAG_STATIONARY /* 0x00000200 */ (1 << 9)
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#define ACT_FLAG_MOVING /* 0x00000400 */ (1 << 10)
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#define ACT_FLAG_AIR /* 0x00000800 */ (1 << 11)
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@ -2678,6 +2678,9 @@ char gSmluaConstants[] = ""
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"ACT_GROUP_CUTSCENE = (4 << 6)\n"
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"ACT_GROUP_AUTOMATIC = (5 << 6)\n"
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"ACT_GROUP_OBJECT = (6 << 6)\n"
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"ACT_INDEX_MASK = (ACT_ID_MASK & ~ACT_GROUP_MASK)\n"
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"ACT_NUM_GROUPS = ((ACT_GROUP_MASK >> 6) + 1)\n"
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"ACT_NUM_ACTIONS_PER_GROUP = (ACT_INDEX_MASK + 1)\n"
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"ACT_FLAG_STATIONARY = (1 << 9)\n"
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"ACT_FLAG_MOVING = (1 << 10)\n"
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"ACT_FLAG_AIR = (1 << 11)\n"
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@ -1,4 +1,5 @@
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#include "smlua.h"
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#include "sm64.h"
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#include "behavior_commands.h"
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#include "pc/mods/mod.h"
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#include "src/game/object_list_processor.h"
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@ -851,11 +852,11 @@ struct LuaHookedMarioAction {
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struct Mod* mod;
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};
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#define MAX_HOOKED_ACTIONS 128
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#define MAX_HOOKED_ACTIONS (ACT_NUM_GROUPS * ACT_NUM_ACTIONS_PER_GROUP)
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static struct LuaHookedMarioAction sHookedMarioActions[MAX_HOOKED_ACTIONS] = { 0 };
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static int sHookedMarioActionsCount = 0;
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u32 gLuaMarioActionIndex = 0;
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u32 gLuaMarioActionIndex[ACT_NUM_GROUPS] = { 0 };
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int smlua_hook_mario_action(lua_State* L) {
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if (L == NULL) { return 0; }
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@ -1564,7 +1565,7 @@ void smlua_clear_hooks(void) {
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hooked->mod = NULL;
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}
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sHookedBehaviorsCount = 0;
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gLuaMarioActionIndex = 0;
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memset(gLuaMarioActionIndex, 0, sizeof(gLuaMarioActionIndex));
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}
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void smlua_bind_hooks(void) {
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@ -98,7 +98,7 @@ static const char* LuaActionHookTypeArgName[] = {
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"max (dummy)",
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};
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extern u32 gLuaMarioActionIndex;
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extern u32 gLuaMarioActionIndex[];
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int smlua_hook_custom_bhv(BehaviorScript *bhvScript, const char *bhvName);
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@ -441,8 +441,13 @@ bool is_transition_playing(void) {
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///
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u32 allocate_mario_action(u32 actFlags) {
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actFlags = actFlags & (~((u32)0x3F));
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return actFlags | ACT_FLAG_CUSTOM_ACTION | gLuaMarioActionIndex++;
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u32 actGroup = ((actFlags & ACT_GROUP_MASK) >> 6);
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u32 actIndex = gLuaMarioActionIndex[actGroup]++;
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if (actIndex >= ACT_NUM_ACTIONS_PER_GROUP) {
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LOG_LUA("Cannot allocate more actions for group %u", actGroup);
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return 0;
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}
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return (actFlags & ~ACT_INDEX_MASK) | ACT_FLAG_CUSTOM_ACTION | actIndex;
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}
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///
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