156 lines
4.3 KiB
Lua
156 lines
4.3 KiB
Lua
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gRaceShells = {}
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gLevelData = gLevelDataTable[-1]
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function erase_unwanted_entities(objList)
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local obj = obj_get_first(objList)
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while obj ~= nil do
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local behaviorId = get_id_from_behavior(obj.behavior)
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if gLevelData.erase[behaviorId] ~= nil then
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obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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-- iterate
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obj = obj_get_next(obj)
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end
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end
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function on_level_init()
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-- set level data
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local level = gNetworkPlayers[0].currLevelNum
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if gLevelDataTable[level] ~= nil then
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gLevelData = gLevelDataTable[level]
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else
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gLevelData = gLevelDataTable[-1]
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end
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-- spawn all of the racing shells
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for i = 0, (MAX_PLAYERS - 1) do
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gRaceShells[i] = spawn_non_sync_object(
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id_bhvRaceShell,
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E_MODEL_KOOPA_SHELL,
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0, 0, 0,
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function (obj) obj.heldByPlayerIndex = i end
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)
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end
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-- spawn all of the waypoints
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for i in pairs(gLevelData.waypoints) do
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local waypoint = get_waypoint(i)
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spawn_non_sync_object(
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id_bhvRaceRing,
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E_MODEL_WATER_RING,
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waypoint.x, waypoint.y, waypoint.z,
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function (obj) obj.oWaypointIndex = i end
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)
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end
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-- spawn level-specific platforms
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for i in pairs(gLevelData.platforms) do
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local p = gLevelData.platforms[i]
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spawn_non_sync_object(
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id_bhvStaticCheckeredPlatform,
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E_MODEL_CHECKERBOARD_PLATFORM,
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p.pos.x, p.pos.y, p.pos.z,
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function (obj)
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obj.oOpacity = 255
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obj.oFaceAnglePitch = p.rot.x
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obj.oFaceAngleYaw = p.rot.y
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obj.oFaceAngleRoll = p.rot.z
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obj_scale_xyz(obj, p.scale.x, p.scale.y, p.scale.z)
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end)
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end
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-- reset the local player's data
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local s = gPlayerSyncTable[0]
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s.waypoint = 1
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s.lap = 0
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s.finish = 0
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for i = 0, 2 do
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s.powerup[i] = POWERUP_NONE
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end
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-- reset the custom level objects
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for i in pairs(gLevelData.powerups) do
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gLevelData.powerups[i].obj = nil
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end
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for i = 0, (MAX_PLAYERS - 1) do
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for j = 0, 2 do
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gPowerups[i][j] = nil
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end
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end
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-- erase specified level entities
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erase_unwanted_entities(OBJ_LIST_GENACTOR)
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erase_unwanted_entities(OBJ_LIST_LEVEL)
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erase_unwanted_entities(OBJ_LIST_SURFACE)
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-- reset rankings
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race_clear_rankings()
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end
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function spawn_custom_level_objects()
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-- only handle powerups if we're the server
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if not network_is_server() then
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return
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end
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-- look for existing powerups
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local obj = obj_get_first(OBJ_LIST_LEVEL)
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while obj ~= nil do
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local behaviorId = get_id_from_behavior(obj.behavior)
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if behaviorId == id_bhvItemBox then
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-- find closest position to put it in
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local objPos = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
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for i in pairs(gLevelData.powerups) do
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local powPos = gLevelData.powerups[i].pos
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local tempPos = { x = powPos.x, y = objPos.y, z = powPos.z }
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local dist = vec3f_dist(objPos, tempPos)
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if dist < 5 then
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gLevelData.powerups[i].obj = obj
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end
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end
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end
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-- iterate
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obj = obj_get_next(obj)
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end
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-- spawn missing powerups
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for i in pairs(gLevelData.powerups) do
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if gLevelData.powerups[i].obj == nil then
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local pos = gLevelData.powerups[i].pos
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gLevelData.powerups[i].obj = spawn_sync_object(
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id_bhvItemBox,
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E_MODEL_ITEM_BOX,
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pos.x, pos.y, pos.z,
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function (obj)
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--obj.oMoveAngleYaw = m.faceAngle.y
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end
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)
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end
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end
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end
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function on_object_unload(obj)
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-- react to powerups getting unloaded
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for i = 0, (MAX_PLAYERS - 1) do
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for j = 0, 2 do
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if obj == gPowerups[i][j] then
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gPowerups[i][j] = nil
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end
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end
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end
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-- react to level objects getting unloaded
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for i in pairs(gLevelData.powerups) do
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if gLevelData.powerups[i].obj == obj then
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gLevelData.powerups[i].obj = nil
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end
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end
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end
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hook_event(HOOK_ON_LEVEL_INIT, on_level_init)
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hook_event(HOOK_ON_OBJECT_UNLOAD, on_object_unload)
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