273 lines
7.7 KiB
Lua
273 lines
7.7 KiB
Lua
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POWERUP_NONE = 0
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POWERUP_MUSHROOM = 1
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POWERUP_GREEN_SHELL = 2
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POWERUP_RED_SHELL = 3
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POWERUP_BANANA = 4
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POWERUP_MAX = 5
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define_custom_obj_fields({
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oPowerupType = 'u32',
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oPowerupIndex = 'u32',
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})
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function bhv_powerup_init(obj)
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj.oOpacity = 255
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local m = gMarioStates[obj.heldByPlayerIndex]
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local mTheta = m.faceAngle.y
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local mMag = 0
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if obj.oPowerupType == POWERUP_BANANA then
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mMag = 100 * (obj.oPowerupIndex + 1)
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end
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obj.oPosX = m.pos.x - sins(mTheta) * mMag
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obj.oPosY = m.pos.y
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obj.oPosZ = m.pos.z - coss(mTheta) * mMag
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end
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function bhv_powerup_stale(obj)
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if obj.oPowerupType == POWERUP_MUSHROOM then
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obj.oAction = 1
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obj.oTimer = 0
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else
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obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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end
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function bhv_powerup_spin(obj)
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local m = gMarioStates[obj.heldByPlayerIndex]
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local theta = get_network_area_timer() / 8.0
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theta = theta + (math.pi * 2) * obj.oPowerupIndex / 3.0
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local mag = 120
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if obj.oAction == 1 then
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local scalar = (1 - (obj.oTimer / 5))
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scalar = scalar * scalar
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mag = mag * scalar
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end
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local vec = {
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x = m.pos.x + math.sin(theta) * mag,
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y = m.pos.y + mag,
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z = m.pos.z + math.cos(theta) * mag
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}
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vec.y = find_floor_height(vec.x, vec.y, vec.z) + 50
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if vec.y < m.pos.y + 50 then vec.y = m.pos.y + 50 end
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return vec
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end
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function bhv_powerup_trail(obj)
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local prevObj = gMarioStates[obj.heldByPlayerIndex].marioObj
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local s = gPlayerSyncTable[obj.heldByPlayerIndex]
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for i = 0, 2 do
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if i >= obj.oPowerupIndex then
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break
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end
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if s.powerup[i] == POWERUP_BANANA then
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prevObj = gPowerups[obj.heldByPlayerIndex][i]
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end
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end
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local theta = math.atan2(prevObj.oPosX - obj.oPosX, prevObj.oPosZ - obj.oPosZ)
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if theta ~= theta then theta = 0 end
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local mag = 150
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local newPos = {
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x = prevObj.oPosX - math.sin(theta) * mag,
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y = prevObj.oPosY,
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z = prevObj.oPosZ - math.cos(theta) * mag
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}
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local vec = {
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x = (newPos.x + obj.oPosX) / 2,
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y = (newPos.y + obj.oPosY * 7) / 8,
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z = (newPos.z + obj.oPosZ) / 2
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}
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local floor = find_floor_height(vec.x, vec.y, vec.z) + 25
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if vec.y < floor then vec.y = floor end
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return vec
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end
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function bhv_powerup_loop(obj)
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local m = gMarioStates[obj.heldByPlayerIndex]
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local s = gPlayerSyncTable[obj.heldByPlayerIndex]
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local p = gPowerups[obj.heldByPlayerIndex][obj.oPowerupIndex]
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if obj.oAction == 0 then
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if s.powerup[obj.oPowerupIndex] ~= obj.oPowerupType or p ~= obj then
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bhv_powerup_stale(obj)
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end
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end
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local vec = nil
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if obj.oPowerupType == POWERUP_BANANA then
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vec = bhv_powerup_trail(obj)
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else
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vec = bhv_powerup_spin(obj)
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end
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local theta = get_network_area_timer() / 8.0
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theta = theta + (math.pi * 2) * obj.oPowerupIndex / 3.0
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obj_set_vec3f(obj, vec)
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obj.oFaceAngleYaw = theta * 0x6000
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obj.oFaceAngleRoll = 0
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obj.oFaceAnglePitch = 0
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if obj.oAction == 1 and obj.oTimer > 5 then
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obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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end
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id_bhvPowerup = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_powerup_init, bhv_powerup_loop)
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-----------------
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function use_powerup(m, powerup)
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local s = gPlayerSyncTable[m.playerIndex]
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local theta = m.faceAngle.y
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if powerup == POWERUP_BANANA then
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theta = theta + 0x8000
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end
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local spawnPosition = {
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x = m.pos.x + sins(theta) * 120,
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y = m.pos.y,
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z = m.pos.z + coss(theta) * 120,
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}
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if powerup == POWERUP_MUSHROOM then
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m.forwardVel = 300
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play_character_sound(m, CHAR_SOUND_YAHOO)
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elseif powerup == POWERUP_GREEN_SHELL then
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spawn_sync_object(
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id_bhvWeaponShell,
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E_MODEL_KOOPA_SHELL,
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spawnPosition.x, spawnPosition.y, spawnPosition.z,
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function (obj)
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if UNST22 then
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obj.oFlyGuyIdleTimer = 0
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obj.oFlyGuyOscTimer = gNetworkPlayers[0].globalIndex
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obj.oFlyGuyUnusedJitter = 0
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else
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obj.oWeaponShellType = 0
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obj.oWeaponShellGlobalOwner = gNetworkPlayers[0].globalIndex
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obj.oWeaponShellDeactivate = 0
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end
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obj.oMoveAngleYaw = m.faceAngle.y
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obj.oForwardVel = 85
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obj.oInteractStatus = 0
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end
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)
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elseif powerup == POWERUP_RED_SHELL then
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spawn_sync_object(
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id_bhvWeaponShell,
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E_MODEL_RED_SHELL,
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spawnPosition.x, spawnPosition.y, spawnPosition.z,
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function (obj)
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if UNST22 then
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obj.oFlyGuyIdleTimer = 1
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obj.oFlyGuyOscTimer = gNetworkPlayers[0].globalIndex
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obj.oFlyGuyUnusedJitter = 0
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else
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obj.oWeaponShellType = 1
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obj.oWeaponShellGlobalOwner = gNetworkPlayers[0].globalIndex
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obj.oWeaponShellDeactivate = 0
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end
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obj.oMoveAngleYaw = m.faceAngle.y
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obj.oForwardVel = 85
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obj.oInteractStatus = 0
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end
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)
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elseif powerup == POWERUP_BANANA then
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spawn_sync_object(
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id_bhvWeaponBanana,
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E_MODEL_BANANA,
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spawnPosition.x, spawnPosition.y, spawnPosition.z,
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function (obj)
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obj.oMoveAngleYaw = m.faceAngle.y
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obj.oWeaponBananaGlobalOwner = gNetworkPlayers[0].globalIndex
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end
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)
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end
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end
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function spawn_powerup(m, powerup, index)
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if not is_in_local_area(m) then
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return nil
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end
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if powerup == POWERUP_MUSHROOM then
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return spawn_non_sync_object(
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id_bhvPowerup,
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E_MODEL_1UP,
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0, 0, 0,
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function(obj)
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obj.heldByPlayerIndex = m.playerIndex
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obj.oPowerupType = powerup
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obj.oPowerupIndex = index
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obj_set_billboard(obj)
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obj_scale(obj, 1)
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end
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)
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elseif powerup == POWERUP_GREEN_SHELL then
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return spawn_non_sync_object(
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id_bhvPowerup,
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E_MODEL_KOOPA_SHELL,
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0, 0, 0,
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function(obj)
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obj.heldByPlayerIndex = m.playerIndex
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obj.oPowerupType = powerup
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obj.oPowerupIndex = index
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obj_scale(obj, 0.75)
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end
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)
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elseif powerup == POWERUP_RED_SHELL then
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return spawn_non_sync_object(
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id_bhvPowerup,
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E_MODEL_RED_SHELL,
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0, 0, 0,
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function(obj)
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obj.heldByPlayerIndex = m.playerIndex
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obj.oPowerupType = powerup
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obj.oPowerupIndex = index
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obj_scale(obj, 0.75)
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end
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)
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elseif powerup == POWERUP_BANANA then
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return spawn_non_sync_object(
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id_bhvPowerup,
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E_MODEL_BANANA,
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0, 0, 0,
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function(obj)
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obj.heldByPlayerIndex = m.playerIndex
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obj.oPowerupType = powerup
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obj.oPowerupIndex = index
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obj_scale(obj, 0.75)
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end
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)
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end
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return nil
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end
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function select_powerup()
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local m = gMarioStates[0]
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local s = gPlayerSyncTable[0]
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local pick = math.random(1, POWERUP_MAX-1)
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local luck = math.random() < 0.33
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if luck then
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s.powerup[0] = pick
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s.powerup[1] = pick
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s.powerup[2] = pick
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else
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s.powerup[0] = pick
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s.powerup[1] = POWERUP_NONE
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s.powerup[2] = POWERUP_NONE
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end
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end |