diff --git a/.gitattributes b/.gitattributes index d66b590e..e0b19036 100644 --- a/.gitattributes +++ b/.gitattributes @@ -1,9 +1,6 @@ # Set the default behavior, in case people don't have core.autocrlf set. * text=auto -# Fix line endings -*.* text eol=lf - # List text files in case git doesn't characterize correctly *.c text *.h text diff --git a/mods/char-select-cjes-and-vl/textures/luigi-icon.tex b/mods/char-select-cjes-and-vl/textures/luigi-icon.tex index 441b1ba3..ccf90885 100644 Binary files a/mods/char-select-cjes-and-vl/textures/luigi-icon.tex and b/mods/char-select-cjes-and-vl/textures/luigi-icon.tex differ diff --git a/mods/character-select-coop/z-dev-32.lua b/mods/character-select-coop/z-dev-32.lua index b69a01d3..37f02d16 100644 Binary files a/mods/character-select-coop/z-dev-32.lua and b/mods/character-select-coop/z-dev-32.lua differ diff --git a/mods/character-select-coop/z-dev-64.lua b/mods/character-select-coop/z-dev-64.lua index 292b9203..6485acdf 100644 Binary files a/mods/character-select-coop/z-dev-64.lua and b/mods/character-select-coop/z-dev-64.lua differ diff --git a/mods/hide-and-seek.lua b/mods/hide-and-seek.lua new file mode 100644 index 00000000..2bc16c90 --- /dev/null +++ b/mods/hide-and-seek.lua @@ -0,0 +1,566 @@ +-- name: Hide and Seek +-- incompatible: gamemode +-- description: A simple hide-and-seek gamemode for\nCo-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh + +-- constants +local ROUND_STATE_WAIT = 0 +local ROUND_STATE_ACTIVE = 1 +local ROUND_STATE_SEEKERS_WIN = 2 +local ROUND_STATE_HIDERS_WIN = 3 +local ROUND_STATE_UNKNOWN_END = 4 + +-- globals +gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state +gGlobalSyncTable.touchTag = false +gGlobalSyncTable.hiderCaps = false +gGlobalSyncTable.seekerCaps = false +gGlobalSyncTable.banKoopaShell = true +gGlobalSyncTable.disableBLJ = true +gGlobalSyncTable.displayTimer = 0 -- the displayed timer + +-- variables +local sRoundTimer = 0 -- the server's round timer +local sRoundStartTimeout = 15 * 30 -- fifteen seconds +local sRoundEndTimeout = 3 * 60 * 30 -- three minutes +local pauseExitTimer = 0 +local canLeave = false +local sFlashingIndex = 0 +local puX = 0 +local puZ = 0 +local np = gNetworkPlayers[0] +local cannonTimer = 0 + +-- server settings +gServerSettings.bubbleDeath = 0 + +--localize functions to improve performance +local +hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server, +hook_event, djui_popup_create, network_get_player_text_color_string, play_sound, +play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font, +djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height, +djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects, +math_floor, math_ceil, table_insert, set_camera_mode += +hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server, +hook_event, djui_popup_create, network_get_player_text_color_string, play_sound, +play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font, +djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height, +djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects, +math.floor, math.ceil, table.insert, set_camera_mode + +local function on_or_off(value) + if value then return "enabled" end + return "disabled" +end + +local function server_update() + -- increment timer + sRoundTimer = sRoundTimer + 1 + gGlobalSyncTable.displayTimer = math_floor(sRoundTimer / 30) + + -- figure out state of the game + local hasSeeker = false + local hasHider = false + local activePlayers = {} + local connectedCount = 0 + for i = 0, (MAX_PLAYERS-1) do + if gNetworkPlayers[i].connected then + connectedCount = connectedCount + 1 + table_insert(activePlayers, gPlayerSyncTable[i]) + if gPlayerSyncTable[i].seeking then + hasSeeker = true + else + hasHider = true + end + end + end + + -- only change state if there are 2+ players + if connectedCount < 2 then + gGlobalSyncTable.roundState = ROUND_STATE_WAIT + return + elseif gGlobalSyncTable.roundState == ROUND_STATE_WAIT then + gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END + sRoundTimer = 0 + gGlobalSyncTable.displayTimer = 0 + end + + -- check to see if the round should end + if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then + if not hasHider or not hasSeeker or sRoundTimer > sRoundEndTimeout then + if not hasHider then + gGlobalSyncTable.roundState = ROUND_STATE_SEEKERS_WIN + elseif sRoundTimer > sRoundEndTimeout then + gGlobalSyncTable.roundState = ROUND_STATE_HIDERS_WIN + else + gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END + end + sRoundTimer = 0 + gGlobalSyncTable.displayTimer = 0 + else + return + end + end + + -- start round + if sRoundTimer >= sRoundStartTimeout then + -- reset seekers + for i=0,(MAX_PLAYERS-1) do + gPlayerSyncTable[i].seeking = false + end + hasSeeker = false + + -- pick random seeker + if not hasSeeker then + local randNum = math.random(#activePlayers) + local s = activePlayers[randNum] + s.seeking = true + end + + -- set round state + gGlobalSyncTable.roundState = ROUND_STATE_ACTIVE + sRoundTimer = 0 + gGlobalSyncTable.displayTimer = 0 + + end +end + +local function update() + pauseExitTimer = pauseExitTimer + 1 + + if pauseExitTimer >= 900 and not canLeave then + canLeave = true + end + -- only allow the server to figure out the seeker + if network_is_server() then + server_update() + end +end + +local function screen_transition(trans) + -- if the local player died next to a seeker, make them a seeker + local s = gPlayerSyncTable[0] + if not s.seeking then + for i=1,(MAX_PLAYERS-1) do + if gNetworkPlayers[i].connected and gNetworkPlayers[i].currLevelNum == np.currLevelNum and + gNetworkPlayers[i].currActNum == np.currActNum and gNetworkPlayers[i].currAreaIndex == np.currAreaIndex + and gPlayerSyncTable[i].seeking then + + local m = gMarioStates[0] + local a = gMarioStates[i] + + if trans == WARP_TRANSITION_FADE_INTO_BOWSER or (m.floor.type == SURFACE_DEATH_PLANE and m.pos.y <= m.floorHeight + 2048) then + if dist_between_objects(m.marioObj, a.marioObj) <= 4000 and m.playerIndex == 0 then + s.seeking = true + end + end + end + end + end +end + +--- @param m MarioState +local function mario_update(m) + if (m.flags & MARIO_VANISH_CAP) ~= 0 then + m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap + stop_cap_music() + end + + if gGlobalSyncTable.disableBLJ and m.forwardVel <= -55 then + m.forwardVel = -55 + end + + -- this code runs for all players + local s = gPlayerSyncTable[m.playerIndex] + + if m.playerIndex == 0 and m.action == ACT_IN_CANNON and m.actionState == 2 then + cannonTimer = cannonTimer + 1 + if cannonTimer >= 150 then -- 150 is 5 seconds + m.forwardVel = 100 * coss(m.faceAngle.x) + + m.vel.y = 100 * sins(m.faceAngle.x) + + m.pos.x = m.pos.x + 120 * coss(m.faceAngle.x) * sins(m.faceAngle.y) + m.pos.y = m.pos.y + 120 * sins(m.faceAngle.x) + m.pos.z = m.pos.z + 120 * coss(m.faceAngle.x) * coss(m.faceAngle.y) + + play_sound(SOUND_ACTION_FLYING_FAST, m.marioObj.header.gfx.cameraToObject) + play_sound(SOUND_OBJ_POUNDING_CANNON, m.marioObj.header.gfx.cameraToObject) + + m.marioObj.header.gfx.node.flags = m.marioObj.header.gfx.node.flags | GRAPH_RENDER_ACTIVE + set_camera_mode(m.area.camera, m.area.camera.defMode, 1) + + set_mario_action(m, ACT_SHOT_FROM_CANNON, 0) + queue_rumble_data_mario(m, 60, 70) + m.usedObj.oAction = 2 + cannonTimer = 0 + end + end + + -- remove caps + if m.playerIndex == 0 or gGlobalSyncTable.roundState ~= ROUND_STATE_ACTIVE then + if gGlobalSyncTable.seekerCaps and gPlayerSyncTable[m.playerIndex].seeking then + m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if seeking + m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if seeking + stop_cap_music() + m.capTimer = 0 + elseif gGlobalSyncTable.hiderCaps and not gPlayerSyncTable[m.playerIndex].seeking then + m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if hiding + m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if hiding + stop_cap_music() + m.capTimer = 0 + end + end + + -- warp to the beninging + if m.playerIndex == 0 then + if gPlayerSyncTable[m.playerIndex].seeking and gGlobalSyncTable.displayTimer == 0 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then + warp_to_start_level() + end + end + + -- display all seekers as metal + if s.seeking then + m.marioBodyState.modelState = m.marioBodyState.modelState | MODEL_STATE_METAL + end + + -- pu prevention + if m.pos.x >= 0 then + puX = math_floor((8192 + m.pos.x) / 65536) + else + puX = math_ceil((-8192 + m.pos.x) / 65536) + end + if m.pos.z >= 0 then + puZ = math_floor((8192 + m.pos.z) / 65536) + else + puZ = math_ceil((-8192 + m.pos.z) / 65536) + end + if puX ~= 0 or puZ ~= 0 then + s.seeking = true + warp_restart_level() + end +end + +---@param m MarioState +---@param action integer +local function before_set_mario_action(m, action) + if m.playerIndex == 0 then + if action == ACT_WAITING_FOR_DIALOG or action == ACT_READING_SIGN or action == ACT_READING_NPC_DIALOG or action == ACT_JUMBO_STAR_CUTSCENE then + return 1 + elseif action == ACT_READING_AUTOMATIC_DIALOG and get_id_from_behavior(m.interactObj.behavior) ~= id_bhvDoor and get_id_from_behavior(m.interactObj.behavior) ~= id_bhvStarDoor then + return 1 + elseif action == ACT_EXIT_LAND_SAVE_DIALOG then + set_camera_mode(m.area.camera, m.area.camera.defMode, 1) + return ACT_IDLE + end + end +end + +--- @param m MarioState +local function before_phys_step(m) + -- prevent physics from being altered when bubbled + local s = gPlayerSyncTable[m.playerIndex] + + if m.action == ACT_BUBBLED or s.seeking then return end + + -- only make seekers faster + + local hScale = 1.0 + local vScale = 1.0 + + -- make swimming seekers 5% faster + if (m.action & ACT_FLAG_SWIMMING) ~= 0 then + hScale = hScale * 1.05 + if m.action ~= ACT_WATER_PLUNGE then + vScale = vScale * 1.05 + end + end +end + +local function on_pvp_attack(attacker, victim) + -- this code runs when a player attacks another player + local sAttacker = gPlayerSyncTable[attacker.playerIndex] + local sVictim = gPlayerSyncTable[victim.playerIndex] + + -- only consider local player + if victim.playerIndex ~= 0 then + return + end + + -- make victim a seeker + if sAttacker.seeking and not sVictim.seeking then + sVictim.seeking = true + end +end + +--- @param m MarioState +local function on_player_connected(m) + -- start out as a seeker + local s = gPlayerSyncTable[m.playerIndex] + s.seeking = true + network_player_set_description(gNetworkPlayers[m.playerIndex], "seeker", 255, 64, 64, 255) +end + +local function hud_top_render() + local seconds = 0 + local text = "" + + if gGlobalSyncTable.roundState == ROUND_STATE_WAIT then + seconds = 60 + text = "waiting for players" + elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then + seconds = math_floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer) + if seconds < 0 then seconds = 0 end + text = "seekers have " .. seconds .. " seconds" + else + seconds = math_floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer) + if seconds < 0 then seconds = 0 end + text = "next round in " .. seconds .. " seconds" + end + + local scale = 0.5 + + -- get width of screen and text + local screenWidth = djui_hud_get_screen_width() + local width = djui_hud_measure_text(text) * scale + + local x = (screenWidth - width) * 0.5 + local y = 0 + + local background = 0.0 + if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then + background = (math.sin(sFlashingIndex * 0.1) * 0.5 + 0.5) * 1 + background = background * background + background = background * background + end + + -- render top + djui_hud_set_color(255 * background, 0, 0, 128) + djui_hud_render_rect(x - 6, y, width + 12, 16) + + djui_hud_set_color(255, 255, 255, 255) + djui_hud_print_text(text, x, y, scale) +end + +local function hud_center_render() + if gGlobalSyncTable.displayTimer > 3 then return end + + -- set text + local text = "" + if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then + text = "Seekers Win!" + elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then + text = "Hiders Win!" + elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then + text = "Go!" + else + return + end + + -- set scale + local scale = 1 + + -- get width of screen and text + local screenWidth = djui_hud_get_screen_width() + local screenHeight = djui_hud_get_screen_height() + local width = djui_hud_measure_text(text) * scale + local height = 32 * scale + + local x = (screenWidth - width) * 0.5 + local y = (screenHeight - height) * 0.5 + + -- render + djui_hud_set_color(0, 0, 0, 128) + djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height) + + djui_hud_set_color(255, 255, 255, 255) + djui_hud_print_text(text, x, y, scale) +end + +local function on_hud_render() + -- render to N64 screen space, with the HUD font + djui_hud_set_resolution(RESOLUTION_N64) + djui_hud_set_font(FONT_NORMAL) + + hud_top_render() + hud_center_render() + + sFlashingIndex = sFlashingIndex + 1 +end + +local function on_touch_tag_command() + gGlobalSyncTable.touchTag = not gGlobalSyncTable.touchTag + djui_chat_message_create("Touch tag: " .. on_or_off(gGlobalSyncTable.touchTag)) + return true +end + +local function on_hider_cap_command() + gGlobalSyncTable.hiderCaps = not gGlobalSyncTable.hiderCaps + djui_chat_message_create("Hider Caps: " .. on_or_off(gGlobalSyncTable.hiderCaps)) + return true +end + +local function on_seeker_cap_command() + gGlobalSyncTable.seekerCaps = not gGlobalSyncTable.seekerCaps + djui_chat_message_create("Seeker Caps: " .. on_or_off(gGlobalSyncTable.seekerCaps)) + return true +end + +local function on_koopa_shell_command() + gGlobalSyncTable.banKoopaShell = not gGlobalSyncTable.banKoopaShell + djui_chat_message_create("Koopa Shells: " .. on_or_off(not gGlobalSyncTable.banKoopaShell)) + return true +end + +local function on_blj_command() + gGlobalSyncTable.disableBLJ = not gGlobalSyncTable.disableBLJ + djui_chat_message_create("BLJS: " .. on_or_off(not gGlobalSyncTable.disableBLJ)) + return true +end + + +local function level_init() + local s = gPlayerSyncTable[0] + + pauseExitTimer = 0 + canLeave = false + + if s.seeking then canLeave = true end +end + +local function on_pause_exit() + local s = gPlayerSyncTable[0] + + if not canLeave and not s.seeking then + djui_popup_create(tostring(math_floor(30 - pauseExitTimer / 30)).." Seconds until you can leave!", 2) + return false + end +end + +----------------------- +-- network callbacks -- +----------------------- + +local function on_round_state_changed() + local rs = gGlobalSyncTable.roundState + + if rs == ROUND_STATE_ACTIVE then + play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO) + elseif rs == ROUND_STATE_SEEKERS_WIN then + play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject) + elseif rs == ROUND_STATE_HIDERS_WIN then + play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject) + end +end + +local function on_seeking_changed(tag, oldVal, newVal) + local m = gMarioStates[tag] + local npT = gNetworkPlayers[tag] + + -- play sound and create popup if became a seeker + if newVal and not oldVal then + play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject) + playerColor = network_get_player_text_color_string(m.playerIndex) + djui_popup_create(playerColor .. npT.name .. "\\#ffa0a0\\ is now a seeker", 2) + sRoundTimer = 32 + end + + if newVal then + network_player_set_description(npT, "seeker", 255, 64, 64, 255) + else + network_player_set_description(npT, "hider", 128, 128, 128, 255) + end +end + +local function check_touch_tag_allowed(i) + if gMarioStates[i].action ~= ACT_TELEPORT_FADE_IN and gMarioStates[i].action ~= ACT_TELEPORT_FADE_OUT and gMarioStates[i].action ~= ACT_PULLING_DOOR and gMarioStates[i].action ~= ACT_PUSHING_DOOR and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN and gMarioStates[i].action ~= ACT_ENTERING_STAR_DOOR and gMarioStates[i].action ~= ACT_STAR_DANCE_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_NO_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_WATER and gMarioStates[i].action ~= ACT_PANTING and gMarioStates[i].action ~= ACT_UNINITIALIZED and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN then + return true + end + + return false +end + +local function on_interact(m, obj, intee) + if intee == INTERACT_PLAYER then + + if not gGlobalSyncTable.touchTag then + return + end + + if m ~= gMarioStates[0] then + for i=0,(MAX_PLAYERS-1) do + if gNetworkPlayers[i].connected and gNetworkPlayers[i].currAreaSyncValid then + if gPlayerSyncTable[m.playerIndex].seeking and not gPlayerSyncTable[i].seeking and obj == gMarioStates[i].marioObj and check_touch_tag_allowed(i) then + gPlayerSyncTable[i].seeking = true + + network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255) + end + end + end + end + end +end + +local function allow_interact(_, _, intee) + if intee == INTERACT_KOOPA_SHELL and gGlobalSyncTable.banKoopaShell then + return false + end +end + +function allow_pvp_attack(m1, m2) + local s1 = gPlayerSyncTable[m1.playerIndex] + local s2 = gPlayerSyncTable[m2.playerIndex] + if s1.seeking == s2.seeking then + return false + end + return true +end + +gLevelValues.disableActs = true + +----------- +-- hooks -- +----------- + +hook_event(HOOK_UPDATE, update) +hook_event(HOOK_ON_SCREEN_TRANSITION, screen_transition) +hook_event(HOOK_BEFORE_SET_MARIO_ACTION, before_set_mario_action) +hook_event(HOOK_MARIO_UPDATE, mario_update) +hook_event(HOOK_BEFORE_PHYS_STEP, before_phys_step) +hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack) +hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack) +hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected) +hook_event(HOOK_ON_HUD_RENDER, on_hud_render) +hook_event(HOOK_ON_LEVEL_INIT, level_init) +hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit) -- timer +hook_event(HOOK_ON_INTERACT, on_interact) +hook_event(HOOK_ALLOW_INTERACT, allow_interact) +hook_event(HOOK_USE_ACT_SELECT, function () return false end) + +if network_is_server() then + hook_chat_command("touch-to-tag", "Turn touch tag on or off", on_touch_tag_command) + hook_chat_command("hiders-caps", "Turn caps for hiders on or off", on_hider_cap_command) + hook_chat_command("seekers-caps", "Turn caps for seekers on or off", on_seeker_cap_command) + hook_chat_command("koopa-shell", "Turn the koopa shell on or off", on_koopa_shell_command) + hook_chat_command("bljs", "Turn bljs on or off", on_blj_command) +end + +-- call functions when certain sync table values change +hook_on_sync_table_change(gGlobalSyncTable, "roundState", 0, on_round_state_changed) + +for i = 0, (MAX_PLAYERS - 1) do + gPlayerSyncTable[i].seeking = true + hook_on_sync_table_change(gPlayerSyncTable[i], "seeking", i, on_seeking_changed) + network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255) +end + +_G.HideAndSeek = { + is_player_seeker = function (playerIndex) + return gPlayerSyncTable[playerIndex].seeking + end, + + set_player_seeker = function (playerIndex, seeking) + gPlayerSyncTable[playerIndex].seeking = seeking + end, +} diff --git a/mods/sex-in-minecraft/sound/funnyjoel.mp3 b/mods/sex-in-minecraft/sound/funnyjoel.mp3 index 7cd7737d..e16e9fe3 100644 Binary files a/mods/sex-in-minecraft/sound/funnyjoel.mp3 and b/mods/sex-in-minecraft/sound/funnyjoel.mp3 differ diff --git a/mods/sex-in-minecraft/textures/grandma.tex b/mods/sex-in-minecraft/textures/grandma.tex index a88c5ba3..fcf3fd93 100644 Binary files a/mods/sex-in-minecraft/textures/grandma.tex and b/mods/sex-in-minecraft/textures/grandma.tex differ diff --git a/res/icon.ico b/res/icon.ico index 54e586ef..35d3bd32 100644 Binary files a/res/icon.ico and b/res/icon.ico differ