sm64coopdx/mods/mquake/_mquake_c_moveset_functions...

312 lines
11 KiB
Lua

local get_dialog_box_state,get_dialog_id,disable_time_stop,save_file_get_flags,get_id_from_behavior,save_file_get_total_star_count,get_current_save_file_num,max,level_trigger_warp,obj_is_attackable,obj_is_breakable_object,obj_is_bully,obj_is_exclamation_box,bhv_spawn_star_no_level_exit,mario_drop_held_object,absf_2,clampf,set_mario_action,vec3f_add,mario_grab_used_object,mario_throw_held_object,play_character_sound,obj_is_grabbable,play_sound = get_dialog_box_state,get_dialog_id,disable_time_stop,save_file_get_flags,get_id_from_behavior,save_file_get_total_star_count,get_current_save_file_num,max,level_trigger_warp,obj_is_attackable,obj_is_breakable_object,obj_is_bully,obj_is_exclamation_box,bhv_spawn_star_no_level_exit,mario_drop_held_object,absf_2,clampf,set_mario_action,vec3f_add,mario_grab_used_object,mario_throw_held_object,play_character_sound,obj_is_grabbable,play_sound
cutsceneActns = {
[ACT_WAITING_FOR_DIALOG] = 1,
[ACT_READING_AUTOMATIC_DIALOG] = 1,
[ACT_READING_NPC_DIALOG] = 1,
[ACT_READING_SIGN] = 1,
[ACT_INTRO_CUTSCENE] = 1,
[ACT_JUMBO_STAR_CUTSCENE] = 1,
[ACT_CREDITS_CUTSCENE] = 1,
[ACT_END_WAVING_CUTSCENE] = 1,
[ACT_IN_CANNON] = 1,
[ACT_SPAWN_NO_SPIN_AIRBORNE] = 1,
[ACT_SPAWN_SPIN_AIRBORNE] = 1,
[ACT_SHOT_FROM_CANNON] = 1,
[ACT_END_PEACH_CUTSCENE] = 1
}
function obj_activate_door(m,door,bhv)
if (m.action == ACT_DM_WATER_MOVEMENT) then return false end
if door ~= nil then
local flags = save_file_get_flags()
-- local bhv = get_id_from_behavior(door)
if bhv == id_bhvDoor then
local doorStars = door.oBehParams >> 24
if (doorStars <= save_file_get_total_star_count(get_current_save_file_num()-1,0,255)) then
door.oAction = 1
door.header.gfx.animInfo.animFrame = max(door.header.gfx.animInfo.animFrame, 25)
end
return true
elseif bhv == id_bhvDoorWarp then
local wDoorID = door.oBehParams >> 24
if (wDoorID == 1 and (flags & SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR) == 0) then
return true
end
if (wDoorID == 2 and (flags & SAVE_FLAG_UNLOCKED_BASEMENT_DOOR) == 0) then
return true
end
door.oAction = 2
door.header.gfx.animInfo.animFrame = max(door.header.gfx.animInfo.animFrame, 10)
m.interactObj = door
m.usedObj = door
m.actionArg = should_push_or_pull_door(m, door)
level_trigger_warp(m, WARP_OP_WARP_DOOR)
return true
elseif (not obj_is_attackable(door)) and (not obj_is_breakable_object(door)) and (not obj_is_bully(door)) and (not obj_is_exclamation_box(door)) and (not obj_is_attackable(door)) and door.oAction == 0 then
local doorStars = door.oBehParams >> 24
if (doorStars <= save_file_get_total_star_count(get_current_save_file_num()-1,0,255)) then
door.oInteractStatus = 0x00010000
end
end
end
return false
end
function obj_is_toad(m,toad,bhv)
if (m.action == ACT_DM_WATER_MOVEMENT) then return false end
if toad ~= nil and bhv == id_bhvToadMessage then
local stars = save_file_get_total_star_count(get_current_save_file_num()-1,0,255)
if (toad.oToadMessageDialogId == gBehaviorValues.dialogs.ToadStar1Dialog and stars >= gBehaviorValues.ToadStar1Requirement) then
toad.oToadMessageDialogId = gBehaviorValues.dialogs.ToadStar1AfterDialog;
bhv_spawn_star_no_level_exit(m.marioObj, 0, true);
return true
end
if (toad.oToadMessageDialogId == gBehaviorValues.dialogs.ToadStar2Dialog and stars >= gBehaviorValues.ToadStar2Requirement) then
toad.oToadMessageDialogId = gBehaviorValues.dialogs.ToadStar2AfterDialog;
bhv_spawn_star_no_level_exit(m.marioObj, 1, true);
return true
end
if (toad.oToadMessageDialogId == gBehaviorValues.dialogs.ToadStar3Dialog and stars >= gBehaviorValues.ToadStar3Requirement) then
toad.oToadMessageDialogId = gBehaviorValues.dialogs.ToadStar3AfterDialog;
bhv_spawn_star_no_level_exit(m.marioObj, 2, true);
return true
end
return true
end
return false
end
function held_obj_update(m)
local obj = m.heldObj
local bhv = get_id_from_behavior(obj.behavior)
if (bhv == id_bhvBobomb) then
if (obj.oBobombFuseTimer >= 151) then
mario_drop_held_object(m)
end
end
if (bhv == id_bhvKoopaShellUnderwater) then
if (obj.oTimer >= 601 or m.action ~= ACT_DM_WATER_MOVEMENT) then
mario_drop_held_object(m)
end
obj.oTimer = obj.oTimer + 1
end
end
function mario_throw_object_ext(m,ang)
local obj = m.heldObj
local bhv = get_id_from_behavior(obj.behavior)
if (bhv == id_bhvBowser and cl_bowserthrow) then
local curFaceAngle = m.faceAngle.y
m.faceAngle.y = m.area.camera.yaw + 0x8000
mario_drop_held_object(m)
obj.oPosX = m.marioBodyState.heldObjLastPosition.x
obj.oPosY = m.marioBodyState.heldObjLastPosition.y
obj.oPosZ = m.marioBodyState.heldObjLastPosition.z
-- Todo ; How do we fix this shit maintaining the velocity?
m.marioObj.oAngleVelYaw = 0
m.marioObj.oMoveAnglePitch = 0
obj.oForwardVel = 0
obj.oVelY = 0
obj.oBowserHeldAngleVelYaw = clampf(absf_2(s16(cl_bowserthrow_previousYaw-curFaceAngle)),0x10,0x1000)
obj.oBowserHeldAnglePitch = clampf(-absf_2(s16(cl_bowserthrow_previousYaw-curFaceAngle)),-0x1000,-0x400)
network_send_object(obj,true)
return true
end
if (bhv == id_bhvJumpingBox) then
mario_drop_held_object(m)
set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0)
vec3f_add(m.vel,vec3_scale(ang.forward,300))
vec3f_add(m.vel,{x=0,y=500,z=0})
obj.oPosX = m.pos.x
obj.oPosY = m.pos.y
obj.oPosZ = m.pos.z
return true
end
return false
end
function mario_drop_object_ext(m,ang)
local obj = m.heldObj
local bhv = get_id_from_behavior(obj.behavior)
if (bhv == id_bhvJumpingBox) then
return mario_throw_object_ext(m,ang)
end
return false
end
function mario_grab_used_object_ext(m,ang)
local o = m.usedObj
local bhv = get_id_from_behavior(o.behavior)
if (bhv == id_bhvBowser) then
if (not mario_is_within_object_angles(m, o, 0x2000, true)) then return false end
cl_bowserthrow = true
o.oForwardVel = 0
o.oVelY = 0
o.oBowserHeldAngleVelYaw = 0
o.oBowserHeldAnglePitch = 0
o.oMoveAnglePitch = 0
o.oMoveAngleYaw = 0
o.oForwardVelS32 = 0
o.oForwardVel = 0
m.marioObj.oAngleVelYaw = 0
m.marioObj.oMoveAnglePitch = 0
m.marioObj.oMoveAngleYaw = 0
m.marioObj.oForwardVelS32 = 0
m.marioObj.oForwardVel = 0
end
if (bhv == id_bhvKingBobomb) then
if (not mario_is_within_object_angles(m, o, 0x2000, true)) then return false end
mario_grab_used_object(m)
return false
end
if (bhv == id_bhvChuckya) then
if (not mario_is_within_object_angles(m, o, 0x2000, true)) then return false end
mario_grab_used_object(m)
return false
end
if (bhv == id_bhvKoopaShellUnderwater) then
if (m.action ~= ACT_DM_WATER_MOVEMENT) then return false end
o.oTimer = 0 -- ten seconds
end
mario_grab_used_object(m)
return o == m.heldObj
end
function mario_handle_grab_and_punch_custom(m)
if m.heldByObj ~= nil then return end
if m == nil then return end
local pressedB = (m.controller.buttonPressed & B_BUTTON) ~= 0
local pressedZ = (m.controller.buttonPressed & Z_TRIG) ~= 0
local ang = nil
if m.heldObj ~= nil and cutsceneActns[m.action] ~= 1 then
if (ang == nil) then ang = GetAngleVectors(m) end
local obj = m.heldObj
if (cl_bowserthrow) then
m.marioBodyState.heldObjLastPosition.x = m.area.camera.pos.x + (ang.forward.x * (160+(obj.hitboxRadius*0.5)))
m.marioBodyState.heldObjLastPosition.y = m.area.camera.pos.y + (ang.forward.y * (160+(obj.hitboxRadius*0.5))) - (obj.hitboxHeight*0.5) + 64
m.marioBodyState.heldObjLastPosition.z = m.area.camera.pos.z + (ang.forward.z * (160+(obj.hitboxRadius*0.5)))
else
m.marioBodyState.heldObjLastPosition.x = m.area.camera.pos.x + (ang.rawForward.x * (160+(obj.hitboxRadius*0.5))) + (m.vel.x*0.25)
m.marioBodyState.heldObjLastPosition.y = m.area.camera.pos.y + ((ang.rawForward.y * (160+(obj.hitboxRadius*0.5))) + (m.vel.y*0.25)) - (obj.hitboxHeight*0.5)
m.marioBodyState.heldObjLastPosition.z = m.area.camera.pos.z + (ang.rawForward.z * (160+(obj.hitboxRadius*0.5))) + (m.vel.z*0.25)
end
end
m.controller.buttonPressed = m.controller.buttonPressed & ~(B_BUTTON|Z_TRIG)
if (pressedB) then
if (ang == nil) then ang = GetAngleVectors(m) end
if m.heldObj ~= nil then
local bhv = get_id_from_behavior(m.heldObj.behavior)
if (throwOverrides[bhv] ~= nil) then
if (throwOverrides[bhv](m,m.heldObj)) then return end
end
if not mario_throw_object_ext(m,ang) then
local curFaceAngle = m.faceAngle.y
local obj = m.heldObj
m.faceAngle.y = m.area.camera.yaw + 0x8000
mario_throw_held_object(m)
obj.oPosX = m.marioBodyState.heldObjLastPosition.x
obj.oPosY = m.marioBodyState.heldObjLastPosition.y
obj.oPosZ = m.marioBodyState.heldObjLastPosition.z
obj.oVelX = (ang.rawForward.x * 160) + (m.vel.x*sv_scalerate)
obj.oVelY = (ang.rawForward.y * 160) + (m.vel.x*sv_scalerate)
obj.oVelZ = (ang.rawForward.z * 160) + (m.vel.x*sv_scalerate)
obj.oMoveAnglePitch = gLakituState.oldPitch
obj.oMoveAngleYaw = m.faceAngle.y
obj.oMoveAngleRoll = 0
obj.oFaceAnglePitch = 0
obj.oFaceAngleYaw = m.faceAngle.y
obj.oFaceAngleRoll = 0
m.faceAngle.y = curFaceAngle
end
elseif (cl_interacttimer == 0) then
-- play_character_sound(m,CHAR_SOUND_PUNCH_HOO)
-- cl_interacttimer = 5
m.marioBodyState.heldObjLastPosition.x = m.area.camera.pos.x + (ang.rawForward.x * 160)
m.marioBodyState.heldObjLastPosition.y = m.area.camera.pos.y + (ang.rawForward.y * 160)
m.marioBodyState.heldObjLastPosition.z = m.area.camera.pos.z + (ang.rawForward.z * 160)
local target = get_any_object_closest_to_point(m.marioBodyState.heldObjLastPosition)
if (target ~= nil) then
local bhv = get_id_from_behavior(target.behavior)
if (interactOverrides[bhv] ~= nil) then
if (interactOverrides[bhv](m,target)) then return end
end
if (not obj_activate_door(m,target,bhv) and not obj_is_toad(m,target,bhv)) then
if (obj_is_grabbable(target)) then
m.interactObj = target
m.usedObj = target
if (not mario_grab_used_object_ext(m,ang)) then
m.interactObj = nil
m.usedObj = nil
end
elseif (obj_is_attackable(target) or obj_is_exclamation_box(target) or obj_is_bully(target) or obj_is_breakable_object(target)) then
m.interactObj = target
m.usedObj = target
target.oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | ATTACK_PUNCH
play_character_sound(m,CHAR_SOUND_PUNCH_HOO)
end
end
else
play_sound(CAM_SOUND_UNUSED_SELECT_FIXED, m.pos)
end
end
end
if (pressedZ) then
if m.heldObj ~= nil then
local bhv = get_id_from_behavior(m.heldObj.behavior)
if (dropOverrides[bhv] ~= nil) then
if (dropOverrides[bhv](m,m.heldObj)) then return end
end
if (not mario_drop_object_ext(m,ang)) then
local curFaceAngle = m.faceAngle.y
local obj = m.heldObj
m.faceAngle.y = m.area.camera.yaw + 0x8000
mario_drop_held_object(m)
obj.oPosX = m.marioBodyState.heldObjLastPosition.x
obj.oPosY = m.marioBodyState.heldObjLastPosition.y
obj.oPosZ = m.marioBodyState.heldObjLastPosition.z
obj.oMoveAnglePitch = gLakituState.oldPitch
obj.oMoveAngleYaw = m.faceAngle.y
obj.oMoveAngleRoll = 0
obj.oFaceAnglePitch = 0
obj.oFaceAngleYaw = m.faceAngle.y
obj.oFaceAngleRoll = 0
m.faceAngle.y = curFaceAngle
end
end
end
end