sm64coopdx/mods/character-select-coop/main.lua

1315 lines
58 KiB
Lua

-- name: Character Select
-- description:\\#ffff33\\--- Character Select Coop v1.9.1 ---\n\n\\#dcdcdc\\A Library / API made to make adding and using Custom Characters as simple as possible!\nUse\\#ffff33\\ /char-select\\#dcdcdc\\ to get started!\n\nCreated by:\\#008800\\ Squishy6094\n\\#dcdcdc\\Concepts by:\\#4496f5\\ AngelicMiracles\n\n\\#AAAAFF\\Updates can be found on\nCharacter Select's Github:\n\\#6666FF\\Squishy6094/character-select-coop
-- pausable: false
if incompatibleClient then return 0 end
-- localize functions to improve performance
local mod_storage_load,tonumber,djui_popup_create,mod_storage_save,tostring,djui_chat_message_create,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,get_id_from_behavior,nearest_player_to_object,math_random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,math_ceil,math_abs,math_sin,min,math_min,minf,djui_hud_set_rotation,djui_hud_is_pause_menu_created,is_game_paused,hud_is_hidden,obj_get_first_with_behavior_id,hud_get_value,hud_set_value,play_sound,string_lower = mod_storage_load,tonumber,djui_popup_create,mod_storage_save,tostring,djui_chat_message_create,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,get_id_from_behavior,nearest_player_to_object,math.random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,math.ceil,math.abs,math.sin,min,math.min,minf,djui_hud_set_rotation,djui_hud_is_pause_menu_created,is_game_paused,hud_is_hidden,obj_get_first_with_behavior_id,hud_get_value,hud_set_value,play_sound,string.lower
menu = false
menuAndTransition = false
options = false
currChar = 1
local currOption = 1
local menuCrossFade = 7
local menuCrossFadeCap = menuCrossFade
local menuCrossFadeMath = 255 / menuCrossFade
local TEX_HEADER = get_texture_info("char-select-text")
local TEX_OVERRIDE_HEADER = nil
---@param texture TextureInfo|nil
function header_set_texture(texture)
TEX_OVERRIDE_HEADER = texture
end
local TEXT_PREF_LOAD = "Default"
--[[
Note: Do NOT add characters via the characterTable below,
We highly recommend you create your own mod and use the
API to add characters, this ensures your pack is easy
to use for anyone and low on file space!
]]
characterTable = {
[1] = {
name = "Default",
saveName = "Default",
description = {"The vanilla cast for sm64coopdx!", "", "These Characters are swappable", "via the default Options Menu"},
credit = "Nintendo / Coop Team",
color = {r = 255, g = 50, b = 50},
model = nil,
offset = 0,
forceChar = nil, -- Legacy Functionality
lifeIcon = gTextures.mario_head,
starIcon = gTextures.star,
camScale = 1.0
},
}
gPlayerSyncTable[0].offset = 0
characterCaps = {}
characterCelebrationStar = {}
characterColorPresets = {}
optionTableRef = {
openInputs = 1,
notification = 2,
menuColor = 3,
anims = 4,
inputLatency = 5,
autoPalette = 6,
localModels = 7,
localVoices = 8,
debugInfo = 9,
resetSaveData = 10
}
optionTable = {
[optionTableRef.openInputs] = {
name = "Open Binds",
toggle = tonumber(mod_storage_load("MenuInput")),
toggleSaveName = "MenuInput",
toggleDefault = 1,
toggleMax = 2,
toggleNames = {"None", "Z (Pause Menu)", ommActive and "D-pad Down + R" or "D-pad Down"},
description = {"Sets a Bind to Open the Menu", "rather than using the command."}
},
[optionTableRef.notification] = {
name = "Notifications",
toggle = tonumber(mod_storage_load("notifs")),
toggleSaveName = "notifs",
toggleDefault = 1,
toggleMax = 2,
toggleNames = {"Off", "On", "Pop-ups Only"},
description = {"Toggles wheather Pop-ups and", "Chat Messages display"}
},
[optionTableRef.menuColor] = {
name = "Menu Color",
toggle = tonumber(mod_storage_load("MenuColor")),
toggleSaveName = "MenuColor",
toggleDefault = 0,
toggleMax = 10,
toggleNames = {"Auto", "Saved", "Red", "Orange", "Yellow", "Green", "Blue", "Pink", "Purple", "White", "Black"},
description = {"Toggles the Menu Color"}
},
[optionTableRef.anims] = {
name = "Animations",
toggle = tonumber(mod_storage_load("Anims")),
toggleSaveName = "Anims",
toggleDefault = 1,
toggleMax = 1,
toggleNames = {"Off", "On"--[[, "On (30 fps)"]]},
description = {"Toggles Animations In-Menu,", "Turning these off may", "Save Performance"}
},
[optionTableRef.inputLatency] = {
name = "Scroll Speed",
toggle = tonumber(mod_storage_load("Latency")),
toggleSaveName = "Latency",
toggleDefault = 1,
toggleMax = 2,
toggleNames = {"Slow", "Normal", "Fast"},
description = {"Sets how fast you scroll", "throughout the Menu"}
},
[optionTableRef.autoPalette] = {
name = "Auto-Apply Palette",
toggle = tonumber(mod_storage_load("autoPalette")),
toggleSaveName = "autoPalette",
toggleDefault = 1,
toggleMax = 1,
description = {"If On, Automatically", "sets your palette to the", "Character's Preset if avalible"}
},
[optionTableRef.localModels] = {
name = "Locally Display Models",
toggle = tonumber(mod_storage_load("localModels")),
toggleSaveName = "localModels",
toggleDefault = 1,
toggleMax = 1,
description = {"Toggles if Custom Models display", "on your client, practically", "disables Character Select if", "Toggled Off"}
},
[optionTableRef.localVoices] = {
name = "Custom Voices",
toggle = tonumber(mod_storage_load("localVoices")),
toggleSaveName = "localVoices",
toggleDefault = 1,
toggleMax = 1,
description = {"Toggle if Custom Voicelines play", "for Characters who support it"}
},
[optionTableRef.debugInfo] = {
name = "Debugging Info",
toggle = tonumber(mod_storage_load("debuginfo")),
toggleSaveName = "debuginfo",
toggleDefault = 0,
toggleMax = 1,
description = {"Replaces the Character", "Description with Character", "Debugging Information"}
},
[optionTableRef.resetSaveData] = {
name = "Reset Save Data",
toggle = 0,
toggleDefault = 0,
toggleMax = 1,
toggleNames = {"", ""},
description = {"Resets Character Select's", "Save Data"}
},
}
local defaultOptionCount = #optionTable
local latencyValueTable = {12, 6, 3}
local menuColorTable = {
{ r = 255, g = 50, b = 50 },
{ r = 255, g = 100, b = 50 },
{ r = 255, g = 255, b = 50 },
{ r = 50, g = 255, b = 50 },
{ r = 50, g = 50, b = 255 },
{ r = 251, g = 148, b = 220 },
{ r = 130, g = 25, b = 130 },
{ r = 255, g = 255, b = 255 },
{ r = 50, g = 50, b = 50 }
}
-- Default Player Adjustments
local defaultNames = {
[CT_MARIO] = "Mario",
[CT_LUIGI] = "Luigi",
[CT_TOAD] = "Toad",
[CT_WALUIGI] = "Waluigi",
[CT_WARIO] = "Wario"
}
local defaultMenuColors = {
[CT_MARIO] = menuColorTable[1],
[CT_LUIGI] = menuColorTable[4],
[CT_TOAD] = menuColorTable[5],
[CT_WALUIGI] = menuColorTable[7],
[CT_WARIO] = menuColorTable[3]
}
local defaultForceChar = {
[CT_MARIO] = "CT_MARIO",
[CT_LUIGI] = "CT_LUIGI",
[CT_TOAD] = "CT_TOAD",
[CT_WALUIGI] = "CT_WALUIGI",
[CT_WARIO] = "CT_WARIO"
}
local defaultIcons = {
[CT_MARIO] = gTextures.mario_head,
[CT_LUIGI] = gTextures.luigi_head,
[CT_TOAD] = gTextures.toad_head,
[CT_WALUIGI] = gTextures.waluigi_head,
[CT_WARIO] = gTextures.wario_head
}
local defaultCamScales = {
[CT_MARIO] = 1,
[CT_LUIGI] = 1,
[CT_TOAD] = 0.8,
[CT_WALUIGI] = 1.1,
[CT_WARIO] = 1
}
local defaultModels = {
[CT_MARIO] = E_MODEL_MARIO,
[CT_LUIGI] = E_MODEL_LUIGI,
[CT_TOAD] = E_MODEL_TOAD_PLAYER,
[CT_WALUIGI] = E_MODEL_WALUIGI,
[CT_WARIO] = E_MODEL_WARIO
}
---@param m MarioState
local function nullify_inputs(m)
local c = m.controller
_G.charSelect.controller = {
buttonDown = c.buttonDown,
buttonPressed = c.buttonPressed & ~_G.charSelect.controller.buttonDown,
extStickX = c.extStickX,
extStickY = c.extStickY,
rawStickX = c.rawStickX,
rawStickY = c.rawStickY,
stickMag = c.stickMag,
stickX = c.stickX,
stickY = c.stickY
}
c.buttonDown = 0
c.buttonPressed = 0
c.extStickX = 0
c.extStickY = 0
c.rawStickX = 0
c.rawStickY = 0
c.stickMag = 0
c.stickX = 0
c.stickY = 0
end
local prefCharColor = defaultMenuColors[CT_MARIO]
local function load_preferred_char()
local savedChar = mod_storage_load("PrefChar")
if savedChar == nil or savedChar == "" then
mod_storage_save("PrefChar", "Default")
savedChar = "Default"
end
if savedChar ~= nil and savedChar ~= "Default" then
for i = 2, #characterTable do
if characterTable[i].saveName == savedChar then
currChar = i
if optionTable[optionTableRef.localModels].toggle == 1 then
if optionTable[optionTableRef.notification].toggle > 0 then
djui_popup_create('Character Select:\nYour Preferred Character\n"' .. string_underscore_to_space(characterTable[i].name) .. '"\nwas applied successfully!', 4)
end
end
break
end
end
end
local savedCharColors = mod_storage_load("PrefCharColor")
if savedCharColors ~= nil and savedCharColors ~= "" then
local savedCharColorsTable = string_split(string_underscore_to_space(savedCharColors))
prefCharColor = {
r = tonumber(savedCharColorsTable[1]),
g = tonumber(savedCharColorsTable[2]),
b = tonumber(savedCharColorsTable[3])
}
else
mod_storage_save("PrefCharColor", "255_50_50")
end
if #characterTable == 1 then
if optionTable[optionTableRef.notification].toggle > 0 then
djui_popup_create("Character Select:\nNo Characters were Found", 2)
end
end
return savedChar
end
local function mod_storage_save_pref_char(charTable)
mod_storage_save("PrefChar", charTable.saveName)
mod_storage_save("PrefCharColor", tostring(charTable.color.r) .. "_" .. tostring(charTable.color.g) .. "_" .. tostring(charTable.color.b))
TEXT_PREF_LOAD = charTable.saveName
prefCharColor = charTable.color
end
function failsafe_options()
for i = 1, #optionTable do
if optionTable[i].toggle == nil or optionTable[i].toggle == "" then
local load = optionTable[i].toggleSaveName and mod_storage_load(optionTable[i].toggleSaveName) or nil
if load == "" then
load = nil
end
optionTable[i].toggle = load and tonumber(load) or optionTable[i].toggleDefault
if optionTable[i].toggleSaveName ~= nil then
mod_storage_save(optionTable[i].toggleSaveName, tostring(optionTable[i].toggle))
end
end
if optionTable[i].toggleNames == nil then
optionTable[i].toggleNames = {"Off", "On"}
end
end
if optionTable[optionTableRef.openInputs].toggle == 2 and ommActive then
djui_popup_create('Character Select:\nYour Open bind has changed to:\nD-pad Down + R\nDue to OMM Rebirth being active!', 4)
end
end
local promptedAreYouSure = false
local function reset_options(wasChatTriggered)
if not promptedAreYouSure then
djui_chat_message_create("\\#ffdcdc\\Are you sure you want to reset your Save Data for Character Select, including your Preferred Character\nand Settings?\n" .. (wasChatTriggered and "Type \\#ff3333\\/char-select reset\\#ffdcdc\\ to confirm." or "Press the \\#ff3333\\" .. optionTable[optionTableRef.resetSaveData].name .. "\\#ffdcdc\\ Option again to confirm." ))
promptedAreYouSure = true
else
djui_chat_message_create("\\#ff3333\\Character Select Save Data Reset!")
djui_chat_message_create("Note: If your issue has not been resolved, you may need to manually delete your save data via the directory below:\n\\#dcdcFF\\sm64ex-coop/sav/character-select-coop.sav")
for i = 1, #optionTable do
optionTable[i].toggle = optionTable[i].toggleDefault
if optionTable[i].toggleSaveName ~= nil then
mod_storage_save(optionTable[i].toggleSaveName, tostring(optionTable[i].toggle))
end
if optionTable[i].toggleNames == nil then
optionTable[i].toggleNames = { "Off", "On" }
end
end
mod_storage_save_pref_char(characterTable[1])
promptedAreYouSure = false
end
end
local function boot_note()
if #characterTable > 1 then
djui_chat_message_create("Character Select has " .. (#characterTable - 1) .. " character" .. (#characterTable > 2 and "s" or "") .. " available!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!")
else
djui_chat_message_create("Character Select is active!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!")
end
end
local function menu_is_allowed()
for _, func in pairs(allowMenu) do
if not func() then
return false
end
end
return true
end
-------------------
-- Model Handler --
-------------------
local stallFrame = 0
local noLoop = false
local CUTSCENE_CS_MENU = 0xFA
local ignoredSurfaces = {
SURFACE_BURNING, SURFACE_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_INSTANT_MOVING_QUICKSAND, SURFACE_DEEP_MOVING_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_DEEP_QUICKSAND, SURFACE_SHALLOW_MOVING_QUICKSAND,
SURFACE_SHALLOW_QUICKSAND, SURFACE_WARP, SURFACE_LOOK_UP_WARP, SURFACE_WOBBLING_WARP, SURFACE_INSTANT_WARP_1B, SURFACE_INSTANT_WARP_1C, SURFACE_INSTANT_WARP_1D, SURFACE_INSTANT_WARP_1E
}
local menuActBlacklist = {
-- Star Acts
[ACT_FALL_AFTER_STAR_GRAB] = true,
[ACT_STAR_DANCE_EXIT] = true,
[ACT_STAR_DANCE_NO_EXIT] = true,
[ACT_STAR_DANCE_WATER] = true,
-- Key Acts
[ACT_UNLOCKING_KEY_DOOR] = true,
[ACT_UNLOCKING_STAR_DOOR] = true,
-- Cutscene Acts
[ACT_INTRO_CUTSCENE] = true,
[ACT_CREDITS_CUTSCENE] = true,
[ACT_WARP_DOOR_SPAWN] = true,
[ACT_PULLING_DOOR] = true,
[ACT_PUSHING_DOOR] = true,
[ACT_UNLOCKING_KEY_DOOR] = true,
[ACT_UNLOCKING_STAR_DOOR] = true,
-- Dialog Acts
[ACT_READING_NPC_DIALOG] = true,
[ACT_WAITING_FOR_DIALOG] = true,
[ACT_EXIT_LAND_SAVE_DIALOG] = true,
[ACT_READING_AUTOMATIC_DIALOG] = true,
}
local faceAngle = 0
local altOffsetActs = {
[ACT_CROUCH_SLIDE] = true,
[ACT_READING_AUTOMATIC_DIALOG] = true,
[ACT_DEATH_EXIT_LAND] = true,
[ACT_SLIDE_KICK] = false,
[ACT_SLIDE_KICK_SLIDE] = false,
[ACT_GROUND_POUND] = true,
}
--- @param m MarioState
local function mario_update(m)
if stallFrame == 1 or queueStorageFailsafe then
failsafe_options()
if not queueStorageFailsafe then
TEXT_PREF_LOAD = load_preferred_char()
if optionTable[optionTableRef.notification].toggle == 1 then
boot_note()
end
end
queueStorageFailsafe = false
end
if stallFrame < 2 then
stallFrame = stallFrame + 1
end
if m.playerIndex == 0 and stallFrame > 1 then
local modelIndex = gNetworkPlayers[0].modelIndex
characterTable[1].forceChar = modelIndex
characterTable[1].name = defaultNames[modelIndex]
characterTable[1].color = defaultMenuColors[modelIndex]
if currChar == 1 then
characterTable[1].lifeIcon = defaultIcons[modelIndex]
characterTable[1].camScale = defaultCamScales[modelIndex]
gNetworkPlayers[0].overrideModelIndex = modelIndex
else
gNetworkPlayers[0].overrideModelIndex = CT_MARIO
end
if optionTable[optionTableRef.localModels].toggle > 0 then
gPlayerSyncTable[0].modelId = characterTable[currChar].model
if characterTable[currChar].forceChar ~= nil then
gNetworkPlayers[0].overrideModelIndex = characterTable[currChar].forceChar
end
m.marioObj.hookRender = 1
else
gPlayerSyncTable[0].modelId = nil
gNetworkPlayers[0].overrideModelIndex = characterTable[1].forceChar
currChar = 1
end
gPlayerSyncTable[0].offset = characterTable[currChar].offset
--[[
for i = 0, MAX_PLAYERS-1 do
local m = gMarioStates[i]
end
]]
if menuAndTransition then
camera_freeze()
hud_hide()
if _G.PersonalStarCounter then
_G.PersonalStarCounter.hide_star_counters(true)
end
if m.area.camera.cutscene == 0 then
m.area.camera.cutscene = CUTSCENE_CS_MENU
end
local camScale = characterTable[currChar].camScale
local focusPos = {
x = m.pos.x,
y = m.pos.y + 120 * camScale,
z = m.pos.z,
}
vec3f_copy(gLakituState.focus, focusPos)
gLakituState.pos.x = m.pos.x + sins(faceAngle) * 500 * camScale
gLakituState.pos.y = m.pos.y + 100 * camScale
gLakituState.pos.z = m.pos.z + coss(faceAngle) * 500 * camScale
if m.forwardVel == 0 and m.pos.y == m.floorHeight and not ignoredSurfaces[m.floor.type] and m.health > 255 and not menuActBlacklist[m.action] then
set_mario_action(m, ACT_IDLE, 0)
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON)
end
noLoop = false
elseif not noLoop then
camera_unfreeze()
hud_show()
if _G.PersonalStarCounter then
_G.PersonalStarCounter.hide_star_counters(false)
end
if m.area.camera.cutscene == CUTSCENE_CS_MENU then
m.area.camera.cutscene = CUTSCENE_STOP
end
noLoop = true
end
--Reset Save Data Check
if optionTable[optionTableRef.resetSaveData].toggle > 0 then
reset_options(false)
optionTable[optionTableRef.resetSaveData].toggle = 0
end
charBeingSet = false
for i = 1, #optionTable do
optionTable[i].optionBeingSet = false
end
end
local offset = gPlayerSyncTable[m.playerIndex].offset
if offset ~= 0 and offset ~= nil then
if altOffsetActs[m.action] ~= false then
m.marioObj.header.gfx.pos.y = (altOffsetActs[m.action] and m.pos.y or m.marioObj.header.gfx.pos.y) + offset
end
end
end
local sCapBhvs = {
[id_bhvWingCap] = true,
[id_bhvVanishCap] = true,
[id_bhvMetalCap] = true
}
--- @param o Object
--- @param model integer
function set_model(o, model)
if optionTable[optionTableRef.localModels].toggle == 0 then return end
if obj_has_behavior_id(o, id_bhvMario) ~= 0 then
local i = network_local_index_from_global(o.globalPlayerIndex)
if gPlayerSyncTable[i].modelId ~= nil and obj_has_model_extended(o, gPlayerSyncTable[i].modelId) == 0 then
obj_set_model_extended(o, gPlayerSyncTable[i].modelId)
end
return
end
if obj_has_behavior_id(o, id_bhvCelebrationStar) ~= 0 and o.parentObj ~= nil then
local i = network_local_index_from_global(o.parentObj.globalPlayerIndex)
local starModel = characterCelebrationStar[gPlayerSyncTable[i].modelId]
if gPlayerSyncTable[i].modelId ~= nil and starModel ~= nil and obj_has_model_extended(o, starModel) == 0 then
obj_set_model_extended(o, starModel)
end
return
end
if sCapBhvs[get_id_from_behavior(o.behavior)] then
o.globalPlayerIndex = nearest_player_to_object(o.parentObj).globalPlayerIndex
end
local i = network_local_index_from_global(o.globalPlayerIndex)
local c = gMarioStates[i].character
if model == c.capModelId or
model == c.capWingModelId or
model == c.capMetalModelId or
model == c.capMetalWingModelId then
local capModels = characterCaps[gPlayerSyncTable[i].modelId]
if capModels ~= nil then
local capModel = E_MODEL_NONE
if model == c.capModelId then
capModel = capModels.normal
elseif model == c.capWingModelId then
capModel = capModels.wing
elseif model == c.capMetalModelId then
capModel = capModels.metal
elseif model == c.capMetalWingModelId then
capModel = capModels.metalWing
end
if capModel ~= E_MODEL_NONE and capModel ~= E_MODEL_ERROR_MODEL and capModel ~= nil then
obj_set_model_extended(o, capModel)
end
end
end
end
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_OBJECT_SET_MODEL, set_model)
------------------
-- Menu Handler --
------------------
local buttonAnimTimer = 0
local buttonScroll = 0
local buttonScrollCap = 30
local optionAnimTimer = -200
local optionAnimTimerCap = optionAnimTimer
local inputStallTimerButton = 0
local inputStallTimerDirectional = 0
local inputStallToDirectional = 12
local inputStallToButton = 10
--Basic Menu Text
local TEXT_OPTIONS_HEADER = "Menu Options"
local TEXT_OPTIONS_HEADER_API = "API Options"
local TEXT_VERSION = "Version: " .. MOD_VERSION .. " | sm64coopdx"
local TEXT_RATIO_UNSUPPORTED = "Your Current Aspect-Ratio isn't Supported!"
local TEXT_DESCRIPTION = "Character Description:"
local TEXT_PREF_SAVE = "Press A to Set as Preferred Character"
local TEXT_PREF_SAVE_AND_PALETTE = "A - Set Preference | Y - Toggle Palette"
local TEXT_PAUSE_Z_OPEN = "Z Button - Character Select"
local TEXT_PAUSE_UNAVALIBLE = "Character Select is Unavalible"
local TEXT_PAUSE_CURR_CHAR = "Current Character: "
if math_random(100) == 64 then
-- Easter Egg if you get lucky loading the mod Referencing the original sm64ex DynOS options by PeachyPeach >v<
TEXT_PAUSE_Z_OPEN = "Z - DynOS"
TEXT_PAUSE_CURR_CHAR = "Model: "
end
--Debug Text
local TEXT_DEBUGGING = "Character Debug"
local TEXT_DESCRIPTION_SHORT = "Description:"
local TEXT_LIFE_ICON = "Life Icon:"
local TEXT_STAR_ICON = "Star Icon:"
local TEXT_FORCED_CHAR = "Forced: "
local TEXT_OFFSET = "Offset: "
local TEXT_TABLE_POS = "Table Position: "
local TEXT_PALETTE = "Palette: "
--Options Text
local TEXT_OPTIONS_OPEN = "Press START to open Options"
local TEXT_MENU_CLOSE = "Press B to Exit Menu"
local TEXT_OPTIONS_SELECT = "A - Select | B - Exit "
local TEXT_LOCAL_MODEL_OFF = "Locally Display Models is Off"
local TEXT_LOCAL_MODEL_OFF_OPTIONS = "You can turn it back on in the Options Menu"
menuColor = characterTable[currChar].color
local MATH_DIVIDE_320 = 1/320
local MATH_DIVIDE_32 = 1/32
local MATH_DIVIDE_30 = 1/30
local MATH_DIVIDE_16 = 1/16
function update_menu_color()
if optionTable[optionTableRef.menuColor].toggle > 1 then
menuColor = menuColorTable[optionTable[optionTableRef.menuColor].toggle - 1]
elseif optionTable[optionTableRef.menuColor].toggle == 1 then
optionTable[optionTableRef.menuColor].toggleNames[2] = string_underscore_to_space(TEXT_PREF_LOAD) .. " (Pref)"
menuColor = prefCharColor
else
menuColor = characterTable[currChar].color
end
return menuColor
end
local function on_hud_render()
local FONT_USER = djui_menu_get_font()
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_font(FONT_ALIASED)
local width = djui_hud_get_screen_width() + 1.4
local height = 240
local widthHalf = width * 0.5
local heightHalf = height * 0.5
local widthScale = maxf(width, 321.4) * MATH_DIVIDE_320
if menuAndTransition then
update_menu_color()
if optionTable[optionTableRef.localModels].toggle == 0 then
djui_hud_set_color(0, 0, 0, 200)
djui_hud_render_rect(0, 0, width, height)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF) * 0.15 * widthScale, heightHalf, 0.3 * widthScale)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF_OPTIONS, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF_OPTIONS) * 0.1 * widthScale, heightHalf + 10 * widthScale, 0.2 * widthScale)
end
local x = 135 * widthScale * 0.8
-- Render All Black Squares Behind Below API
-- Description
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(width - x + 2, 2, x - 4, height - 4)
-- Buttons
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(2, 2, x - 4, height - 4)
-- Header
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(2, 2, width - 4, 46)
-- API Rendering (Below Text)
if #renderInMenuTable.back > 0 then
for i = 1, #renderInMenuTable.back do
renderInMenuTable.back[i]()
end
end
--Character Description
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width - x, 50, 2, height - 50)
djui_hud_render_rect(width - x, height - 2, x, 2)
djui_hud_render_rect(width - 2, 50, 2, height - 50)
djui_hud_set_font(FONT_ALIASED)
local character = characterTable[currChar]
if optionTable[optionTableRef.debugInfo].toggle == 0 then -- Actual Description
local TEXT_NAME = string_underscore_to_space(character.name)
local TEXT_CREDIT = "Credit: " .. character.credit
local TEXT_DESCRIPTION_TABLE = character.description
local TEXT_PRESET = "Preset Character Palette: "..(gPlayerSyncTable[0].presetPalette and "On" or "Off")
local TEXT_PREF = "Preferred Character:"
local TEXT_PREF_LOAD = string_underscore_to_space(TEXT_PREF_LOAD)
if djui_hud_measure_text(TEXT_PREF_LOAD) / widthScale > 110 then
TEXT_PREF = "Preferred Char:"
end
if djui_hud_measure_text(TEXT_PREF_LOAD) / widthScale > 164 then
TEXT_PREF = "Pref Char:"
end
TEXT_PREF = TEXT_PREF .. ' "' .. TEXT_PREF_LOAD .. '"'
local textX = x * 0.5
djui_hud_print_text(TEXT_NAME, width - textX - djui_hud_measure_text(TEXT_NAME) * 0.3, 55, 0.6)
djui_hud_set_font(FONT_TINY)
local creditScale = 0.6
creditScale = math.min(creditScale, 100/djui_hud_measure_text(TEXT_CREDIT))
djui_hud_print_text(TEXT_CREDIT, width - textX - djui_hud_measure_text(TEXT_CREDIT) * creditScale *0.5, 74, creditScale)
djui_hud_set_font(FONT_ALIASED)
djui_hud_print_text(TEXT_DESCRIPTION, width - textX - djui_hud_measure_text(TEXT_DESCRIPTION) * 0.2, 85, 0.4)
if widthScale < 1.65 then
for i = 1, #TEXT_DESCRIPTION_TABLE do
djui_hud_print_text(TEXT_DESCRIPTION_TABLE[i], width - textX - djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i]) * 0.15, 90 + i * 9, 0.3)
end
else
for i = 1, math_ceil(#TEXT_DESCRIPTION_TABLE*0.5) do
local tablePos = (i * 2) - 1
if TEXT_DESCRIPTION_TABLE[tablePos] and TEXT_DESCRIPTION_TABLE[tablePos + 1] then
local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos] .. " " .. TEXT_DESCRIPTION_TABLE[tablePos + 1]
djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3)
elseif TEXT_DESCRIPTION_TABLE[tablePos] then
local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos]
djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3)
end
end
end
local modelId = gPlayerSyncTable[0].modelId and gPlayerSyncTable[0].modelId or defaultModels[gMarioStates[0].character.type]
djui_hud_print_text(TEXT_PREF, width - textX - djui_hud_measure_text(TEXT_PREF) * 0.15, height - 22, 0.3)
if characterColorPresets[modelId] and not stopPalettes then
djui_hud_print_text(TEXT_PRESET, width - textX - djui_hud_measure_text(TEXT_PRESET) * 0.15, height - 31, 0.3)
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_PREF_SAVE_AND_PALETTE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE_AND_PALETTE) * 0.25, height - 13, 0.5)
else
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_PREF_SAVE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE) * 0.25, height - 13, 0.5)
end
else -- Debugging Info
local TEXT_NAME = "Name: " .. character.name
local TEXT_SAVE_NAME = "Save Name: " .. character.saveName
local TEXT_CREDIT = "Credit: " .. character.credit
local TEXT_DESCRIPTION_TABLE = character.description
local TEXT_COLOR = "Color: R-" .. character.color.r ..", G-" ..character.color.g ..", B-"..character.color.b
local TEX_LIFE_ICON = character.lifeIcon
local TEX_STAR_ICON = character.starIcon
local TEXT_ICON_DEFAULT = "?"
local TEXT_SCALE = "Camera Scale: " .. character.camScale
local TEXT_PRESET = "Preset Palette: "..(gPlayerSyncTable[0].presetPalette and "On" or "Off")
local TEXT_PREF = "Preferred: " .. TEXT_PREF_LOAD
local TEXT_PREF_COLOR = "Pref Color: R-" .. prefCharColor.r .. ", G-" .. prefCharColor.g .. ", B-" .. prefCharColor.b
local textX = x * 0.5
djui_hud_print_text(TEXT_DEBUGGING, width - textX - djui_hud_measure_text(TEXT_DEBUGGING) * 0.3, 55, 0.6)
djui_hud_set_font(FONT_TINY)
local y = 72
djui_hud_print_text(TEXT_NAME, width - x + 8, y, 0.5)
y = y + 7
djui_hud_print_text(TEXT_SAVE_NAME, width - x + 8, y, 0.5)
y = y + 7
djui_hud_print_text(TEXT_CREDIT, width - x + 8, y, 0.5)
y = y + 7
if TEXT_DESCRIPTION_TABLE[1] ~= "No description has been provided" then
djui_hud_print_text(TEXT_DESCRIPTION_SHORT, width - x + 8, y, 0.5)
y = y + 2
local removeLine = 0
for i = 1, #TEXT_DESCRIPTION_TABLE do
if TEXT_DESCRIPTION_TABLE[i] ~= "" then
djui_hud_set_font(FONT_ALIASED)
local TEXT_DESCRIPTION_LINE = TEXT_DESCRIPTION_TABLE[i]
if (djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i]) * 0.3 > 100) then
TEXT_DESCRIPTION_LINE = "(!) " .. TEXT_DESCRIPTION_LINE
else
TEXT_DESCRIPTION_LINE = " " .. TEXT_DESCRIPTION_LINE
end
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_DESCRIPTION_LINE, width - x + 5, y + (i-removeLine) * 5, 0.4)
else
removeLine = removeLine + 1
end
end
local descriptionOffset = (#TEXT_DESCRIPTION_TABLE - removeLine) * 5
y = y + 5 + descriptionOffset
end
djui_hud_set_color(character.color.r, character.color.g, character.color.b, 255)
djui_hud_print_text(TEXT_COLOR, width - x + 8, y, 0.5)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
y = y + 7
if TEX_LIFE_ICON ~= nil then
djui_hud_print_text(TEXT_LIFE_ICON .. " (" .. TEX_LIFE_ICON.width .. "x" .. TEX_LIFE_ICON.height .. ")", width - x + 8, y, 0.5)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_render_texture(TEX_LIFE_ICON, width - x + 33, y + 1, 0.4 / (TEX_LIFE_ICON.width * MATH_DIVIDE_16), 0.4 / (TEX_LIFE_ICON.height * MATH_DIVIDE_16))
else
djui_hud_print_text(TEXT_LIFE_ICON .. " (?x?)", width - x + 8, y, 0.5)
djui_hud_set_font(FONT_HUD)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_ICON_DEFAULT, width - x + 33, y + 1, 0.5)
djui_hud_set_font(FONT_TINY)
end
y = y + 7
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_print_text(TEXT_STAR_ICON .. " (" .. TEX_STAR_ICON.width .. "x" .. TEX_STAR_ICON.height .. ")", width - x + 8, y, 0.5)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_render_texture(TEX_STAR_ICON, width - x + 35, y + 1, 0.4 / (TEX_STAR_ICON.width * MATH_DIVIDE_16), 0.4 / (TEX_STAR_ICON.height * MATH_DIVIDE_16))
y = y + 7
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_print_text(TEXT_FORCED_CHAR .. defaultForceChar[character.forceChar], width - x + 8, y, 0.5)
y = y + 7
djui_hud_print_text(TEXT_OFFSET .. character.offset, width - x + 8, y, 0.5)
y = y + 7
djui_hud_print_text(TEXT_TABLE_POS .. currChar, width - x + 8, y, 0.5)
y = y + 7
djui_hud_print_text(TEXT_SCALE, width - x + 8, y, 0.5)
local modelId = gPlayerSyncTable[0].modelId and gPlayerSyncTable[0].modelId or defaultModels[gMarioStates[0].character.type]
if characterColorPresets[modelId] ~= nil then
y = y + 7
djui_hud_print_text(TEXT_PALETTE, width - x + 8, y, 0.5)
local x = x - djui_hud_measure_text(TEXT_PALETTE)*0.5
for i = 0, #characterColorPresets[modelId] do
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width - x + 6.5 + (6.5 * i), y + 1.5, 6, 6)
djui_hud_set_color(characterColorPresets[modelId][i].r, characterColorPresets[modelId][i].g, characterColorPresets[modelId][i].g, 255)
djui_hud_render_rect(width - x + 7 + (6.5 * i), y + 2, 5, 5)
end
end
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_print_text(TEXT_PRESET, width - x + 8, height - 29, 0.5)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_print_text(TEXT_PREF, width - x + 8, height - 22, 0.5)
djui_hud_set_color(prefCharColor.r, prefCharColor.g, prefCharColor.b, 255)
djui_hud_print_text(TEXT_PREF_COLOR, width - x + 8, height - 15, 0.5)
end
--Character Buttons
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, 50, 2, height - 50)
djui_hud_render_rect(x - 2, 50, 2, height - 50)
djui_hud_render_rect(0, height - 2, x, 2)
if optionTable[optionTableRef.anims].toggle > 0 then
buttonAnimTimer = buttonAnimTimer + 1
end
if optionTable[optionTableRef.anims].toggle == 0 then
buttonScroll = 0
elseif math_abs(buttonScroll) > 0.1 then
buttonScroll = buttonScroll * 0.05 * inputStallToDirectional
end
local buttonColor = {}
local buttonX = 20 * widthScale
local buttonAnimX = buttonX + math_sin(buttonAnimTimer * 0.05) * 2.5 + 5
for i = -1, 4 do
if characterTable[i + currChar] ~= nil then
buttonColor = characterTable[i + currChar].color
djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
local x = buttonX
if i == 0 then
if optionTable[optionTableRef.anims].toggle > 0 then
x = buttonAnimX
else
x = buttonX + 10
end
end
local y = (i + 3) * 30 + buttonScroll
djui_hud_render_rect(x, y, 1, 20)
djui_hud_render_rect(x, y, 70, 1)
djui_hud_render_rect(x + 69, y, 1, 20)
djui_hud_render_rect(x, y + 19, 70, 1)
djui_hud_set_color(0, 0, 0, 200)
djui_hud_render_rect(x + 1, y + 1, 68, 18)
djui_hud_set_font(FONT_TINY)
djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
djui_hud_print_text(characterTable[currChar + i].name, x + 5, y + 5, 0.6)
end
end
-- Scroll Bar
local MATH_DIVIDE_CHARACTERS = 1/#characterTable
local MATH_7_WIDTHSCALE = 7 * widthScale
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(MATH_7_WIDTHSCALE, 55, 1, 170)
djui_hud_render_rect(MATH_7_WIDTHSCALE, 55, 7, 1)
djui_hud_render_rect(MATH_7_WIDTHSCALE + 6, 55, 1, 170)
djui_hud_render_rect(MATH_7_WIDTHSCALE, 224, 7, 1)
djui_hud_render_rect(MATH_7_WIDTHSCALE + 2, 57 + 166 * ((currChar - 1) * MATH_DIVIDE_CHARACTERS) - (buttonScroll * MATH_DIVIDE_30) * (166 * MATH_DIVIDE_CHARACTERS), 3, 166 * MATH_DIVIDE_CHARACTERS)
djui_hud_set_font(FONT_TINY)
local TEXT_CHAR_COUNT = currChar .. "/" .. #characterTable
djui_hud_print_text(TEXT_CHAR_COUNT, (11 - djui_hud_measure_text(TEXT_CHAR_COUNT) * 0.2) * widthScale, height - 12, 0.4)
--Character Select Header
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, 0, width, 2)
djui_hud_render_rect(0, 0, 2, 50)
djui_hud_render_rect(0, 48, width, 2)
djui_hud_render_rect(width - 2, 0, 2, 50)
djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
if TEX_OVERRIDE_HEADER then -- Render Override Header
djui_hud_render_texture(TEX_OVERRIDE_HEADER, widthHalf - 128, 10, 1 / (TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_32), 1 / (TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_32))
else
djui_hud_render_texture(TEX_HEADER, widthHalf - 128, 10, 1, 1)
end
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_VERSION, 5, 3, 0.5)
--Unsupported Res Warning
if width < 321.2 or width > 575 then
djui_hud_print_text(TEXT_RATIO_UNSUPPORTED, 5, 39, 0.5)
end
-- API Rendering (Above Text)
if #renderInMenuTable.front > 0 then
for i = 1, #renderInMenuTable.front do
renderInMenuTable.front[i]()
end
end
--Options display
local optionTableCount = #optionTable
if options or optionAnimTimer > optionAnimTimerCap then
djui_hud_set_color(menuColor.r * 0.25, menuColor.g * 0.25, menuColor.b * 0.25, 205 + maxf(-200, optionAnimTimer))
djui_hud_render_rect(0, 0, width, height)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width * 0.5 - 50 * widthScale, minf(55 - optionAnimTimer, height - 25 * widthScale), 100 * widthScale, 200)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(width * 0.5 - 50 * widthScale + 2, minf(55 - optionAnimTimer + 2, height - 25 * widthScale + 2), 100 * widthScale - 4, 196)
djui_hud_set_font(FONT_ALIASED)
djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
local text = TEXT_OPTIONS_HEADER
if currOption > defaultOptionCount then
text = TEXT_OPTIONS_HEADER_API
end
djui_hud_print_text(text, widthHalf - djui_hud_measure_text(text) * 0.3 * minf(widthScale, 1.5), 65 + optionAnimTimer * -1, 0.6 * minf(widthScale, 1.5))
local widthScaleLimited = minf(widthScale, 1.5)
-- Up Arrow
if currOption > 3 then
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_rotation(0x2000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 3 * widthScaleLimited, 95 - optionAnimTimer, 5 * widthScaleLimited, 5 * widthScaleLimited)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_set_rotation(0x0000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 4 * widthScaleLimited, 95 - optionAnimTimer + 2 * widthScaleLimited, 8 * widthScaleLimited, 10)
end
-- Down Arrow
if currOption < optionTableCount - 2 then
local yOffset = 90 - optionAnimTimer + 45 * widthScaleLimited
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_rotation(0x2000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 3 * widthScaleLimited, yOffset + 10, 5 * widthScaleLimited, 5 * widthScaleLimited)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_set_rotation(0x0000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 4 * widthScaleLimited, yOffset + 10 - 2 * widthScaleLimited, 8 * widthScaleLimited, 5 * widthScaleLimited)
end
-- Options
for i = currOption - 2, currOption + 2 do
if not (i < 1 or i > optionTableCount) then
local toggleName = optionTable[i].name
local scale = 0.5
local yOffset = 100 - optionAnimTimer + (i - currOption + 2) * 9 * widthScaleLimited
if i == currOption then
djui_hud_set_font(FONT_ALIASED)
scale = 0.3
yOffset = yOffset - 1
local currToggleName = optionTable[i].toggleNames[optionTable[i].toggle + 1]
currToggleName = currToggleName and currToggleName or "???"
if currToggleName ~= "" then
toggleName = toggleName .. " - " .. currToggleName
else
toggleName = toggleName
end
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
else
djui_hud_set_font(FONT_TINY)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 150)
end
scale = scale * widthScaleLimited
djui_hud_print_text(toggleName, widthHalf - djui_hud_measure_text(toggleName) * scale * 0.5, yOffset, scale)
end
end
-- Description
if optionTable[currOption].description ~= nil then
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
for i = 1, #optionTable[currOption].description do
djui_hud_set_font(FONT_ALIASED)
local line = optionTable[currOption].description[i]
djui_hud_print_text(line, widthHalf - djui_hud_measure_text(line) * 0.15, 180 - optionAnimTimer + 15 * widthScaleLimited + 8 * i - 8 * #optionTable[currOption].description, 0.3)
end
end
-- Footer
djui_hud_set_font(FONT_TINY)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_print_text(TEXT_OPTIONS_SELECT, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_SELECT) * 0.3, height - 20 - optionAnimTimer, 0.6)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width * 0.5 - 50 * widthScale, height - 2, 100 * widthScale, 2)
else
-- How to open options display
local widthScaleLimited = minf(widthScale, 1.42)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(widthHalf - 50 * widthScale, height - 25 * widthScaleLimited, 100 * widthScale, 26 * widthScaleLimited)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(widthHalf - 50 * widthScale + 2, height - 25 * widthScaleLimited + 2, 100 * widthScale - 4, 22 * widthScaleLimited)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(widthHalf - 50 * widthScale, height - 2, 100 * widthScale, 2)
djui_hud_set_font(FONT_ALIASED)
djui_hud_print_text(TEXT_OPTIONS_OPEN, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_OPEN) * 0.175 * widthScaleLimited, height - 23 * widthScaleLimited + optionAnimTimer + 202, 0.35 * widthScaleLimited)
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_MENU_CLOSE, widthHalf - djui_hud_measure_text(TEXT_MENU_CLOSE) * 0.25 * widthScaleLimited, height - 13 * widthScaleLimited + optionAnimTimer + 202, 0.5 * widthScaleLimited)
end
-- Anim logic
if options then
if optionTable[optionTableRef.anims].toggle > 0 then
if optionAnimTimer < -1 then
optionAnimTimer = optionAnimTimer * 0.9
end
else
optionAnimTimer = -1
end
else
if optionTable[optionTableRef.anims].toggle > 0 then
if optionAnimTimer > optionAnimTimerCap then
optionAnimTimer = optionAnimTimer * 1.3
end
else
optionAnimTimer = optionAnimTimerCap
end
end
optionAnimTimer = maxf(optionAnimTimer, -200)
else
options = false
optionAnimTimer = optionAnimTimerCap
end
-- Cross fade
if optionTable[optionTableRef.anims].toggle == 1 then
if menu and menuCrossFade > -menuCrossFadeCap then
menuCrossFade = menuCrossFade - 1
if menuCrossFade == 0 then menuCrossFade = menuCrossFade - 1 end
end
if not menu and menuCrossFade < menuCrossFadeCap then
menuCrossFade = menuCrossFade + 1
if menuCrossFade == 0 then menuCrossFade = menuCrossFade + 1 end
end
if menuCrossFade < 0 then
menuAndTransition = true
else
menuAndTransition = false
end
else
if menu then
menuCrossFade = -menuCrossFadeCap
else
menuCrossFade = menuCrossFadeCap
end
menuAndTransition = menu
end
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_color(0, 0, 0, (math_abs(menuCrossFade)) * -menuCrossFadeMath)
djui_hud_render_rect(0, 0, width, height)
-- Info / Z Open Bind on Pause Menu
if is_game_paused() and not djui_hud_is_pause_menu_created() and gMarioStates[0].action ~= ACT_EXIT_LAND_SAVE_DIALOG then
local currCharY = 0
djui_hud_set_resolution(RESOLUTION_DJUI)
djui_hud_set_font(FONT_USER)
if optionTable[optionTableRef.openInputs].toggle == 1 then
currCharY = 27
local text = menu_is_allowed() and TEXT_PAUSE_Z_OPEN or TEXT_PAUSE_UNAVALIBLE
width = djui_hud_get_screen_width() - djui_hud_measure_text(text)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(text, width - 20, 16, 1)
end
if optionTable[optionTableRef.localModels].toggle == 1 then
local charName = string_underscore_to_space(characterTable[currChar].name)
local TEXT_PAUSE_CURR_CHAR_WITH_NAME = TEXT_PAUSE_CURR_CHAR .. charName
width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME)
local charColor = characterTable[currChar].color
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_PAUSE_CURR_CHAR, width - 20, 16 + currCharY, 1)
djui_hud_set_color(charColor.r, charColor.g, charColor.b, 255)
djui_hud_print_text(charName, djui_hud_get_screen_width() - djui_hud_measure_text(charName) - 20, 16 + currCharY, 1)
else
width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 20, 16 + currCharY, 1)
end
end
end
local function before_mario_update(m)
if m.playerIndex ~= 0 then return end
if inputStallTimerButton > 0 then inputStallTimerButton = inputStallTimerButton - 1 end
if inputStallTimerDirectional > 0 then inputStallTimerDirectional = inputStallTimerDirectional - 1 end
if menu and inputStallToDirectional ~= latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1] then
inputStallToDirectional = latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1]
end
-- Menu Inputs
if is_game_paused() and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and (m.controller.buttonPressed & Z_TRIG) ~= 0 and optionTable[optionTableRef.openInputs].toggle == 1 then
menu = true
end
if not menu and (m.controller.buttonDown & D_JPAD) ~= 0 and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and optionTable[optionTableRef.openInputs].toggle == 2 then
if (m.controller.buttonDown & R_TRIG) ~= 0 or not ommActive then
menu = true
end
inputStallTimerDirectional = inputStallToDirectional
end
if not menu_is_allowed() then
menu = false
return
end
local cameraToObject = gMarioStates[0].marioObj.header.gfx.cameraToObject
-- C-up Failsafe (Camera Softlocks)
if m.action == ACT_FIRST_PERSON or (m.prevAction == ACT_FIRST_PERSON and is_game_paused()) then
menu = false
elseif m.prevAction == ACT_FIRST_PERSON and not is_game_paused() then
m.prevAction = ACT_WALKING
end
if gNetworkPlayers[0].currActNum == 99 then menu = false end
if m.action == ACT_INTRO_CUTSCENE then menu = false end
if menuAndTransition and not options then
if menu then
if inputStallTimerDirectional == 0 and optionTable[optionTableRef.localModels].toggle ~= 0 and not charBeingSet then
if (m.controller.buttonPressed & D_JPAD) ~= 0 or (m.controller.buttonPressed & D_CBUTTONS) ~= 0 or m.controller.stickY < -60 then
currChar = currChar + 1
if (m.controller.buttonPressed & D_CBUTTONS) == 0 then
inputStallTimerDirectional = inputStallToDirectional
else
inputStallTimerDirectional = 3 -- C-Scrolling
end
if currChar > #characterTable then
buttonScroll = -buttonScrollCap * #characterTable
else
buttonScroll = buttonScrollCap
end
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
gPlayerSyncTable[0].presetPalette = false
end
if (m.controller.buttonPressed & U_JPAD) ~= 0 or (m.controller.buttonPressed & U_CBUTTONS) ~= 0 or m.controller.stickY > 60 then
currChar = currChar - 1
if (m.controller.buttonPressed & U_CBUTTONS) == 0 then
inputStallTimerDirectional = inputStallToDirectional
else
inputStallTimerDirectional = 3 -- C-Scrolling
end
if currChar < 1 then
buttonScroll = buttonScrollCap * (#characterTable - 1)
else
buttonScroll = -buttonScrollCap
end
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
gPlayerSyncTable[0].presetPalette = false
end
end
if inputStallTimerButton == 0 then
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
if characterTable[currChar] ~= nil then
mod_storage_save_pref_char(characterTable[currChar])
inputStallTimerButton = inputStallToButton
play_sound(SOUND_MENU_CLICK_FILE_SELECT, cameraToObject)
else
play_sound(SOUND_MENU_CAMERA_BUZZ, cameraToObject)
end
end
if (m.controller.buttonPressed & B_BUTTON) ~= 0 then
menu = false
end
if (m.controller.buttonPressed & START_BUTTON) ~= 0 then
options = true
end
local modelId = gPlayerSyncTable[0].modelId and gPlayerSyncTable[0].modelId or defaultModels[m.character.type]
if (m.controller.buttonPressed & Y_BUTTON) ~= 0 then
if characterColorPresets[modelId] and optionTable[optionTableRef.localModels].toggle > 0 and not stopPalettes then
play_sound(SOUND_MENU_CLICK_FILE_SELECT, cameraToObject)
gPlayerSyncTable[0].presetPalette = not gPlayerSyncTable[0].presetPalette
inputStallTimerButton = inputStallToButton
else
play_sound(SOUND_MENU_CAMERA_BUZZ, cameraToObject)
inputStallTimerButton = inputStallToButton
end
end
end
end
-- Wraping Menu
if currChar > #characterTable then currChar = 1 end
if currChar < 1 then currChar = #characterTable end
-- Handles Camera Posistioning
faceAngle = m.faceAngle.y
if m.controller.buttonPressed & R_CBUTTONS ~= 0 then faceAngle = faceAngle + 0x1000 end
if m.controller.buttonPressed & L_CBUTTONS ~= 0 then faceAngle = faceAngle - 0x1000 end
nullify_inputs(m)
if is_game_paused() then
m.controller.buttonPressed = START_BUTTON
end
end
if options then
if inputStallTimerDirectional == 0 then
if (m.controller.buttonPressed & D_JPAD) ~= 0 then
currOption = currOption + 1
inputStallTimerDirectional = inputStallToDirectional
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & U_JPAD) ~= 0 then
currOption = currOption - 1
inputStallTimerDirectional = inputStallToDirectional
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY < -60 then
currOption = currOption + 1
inputStallTimerDirectional = inputStallToDirectional
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY > 60 then
currOption = currOption - 1
inputStallTimerDirectional = inputStallToDirectional
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
end
if inputStallTimerButton == 0 then
if (m.controller.buttonPressed & A_BUTTON) ~= 0 and not optionTable[currOption].optionBeingSet then
optionTable[currOption].toggle = optionTable[currOption].toggle + 1
if optionTable[currOption].toggle > optionTable[currOption].toggleMax then optionTable[currOption].toggle = 0 end
if optionTable[currOption].toggleSaveName ~= nil then
mod_storage_save(optionTable[currOption].toggleSaveName, tostring(optionTable[currOption].toggle))
end
inputStallTimerButton = inputStallToButton
play_sound(SOUND_MENU_CHANGE_SELECT, cameraToObject)
end
if (m.controller.buttonPressed & B_BUTTON) ~= 0 then
options = false
inputStallTimerButton = inputStallToButton
end
end
if currOption > #optionTable then currOption = 1 end
if currOption < 1 then currOption = #optionTable end
nullify_inputs(m)
end
end
hook_event(HOOK_BEFORE_MARIO_UPDATE, before_mario_update)
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
--------------
-- Commands --
--------------
promptedAreYouSure = false
local function chat_command(msg)
msg = string_lower(msg)
-- Open Menu Check
if msg == "" or msg == "menu" then
menu = not menu
return true
end
-- Help Prompt Check
if msg == "?" or msg == "help" then
djui_chat_message_create("Character Select's Avalible Commands:" ..
"\n\\#ffff33\\/char-select help\\#ffffff\\ - Returns Avalible Commands" ..
"\n\\#ffff33\\/char-select menu\\#ffffff\\ - Opens the Menu" ..
"\n\\#ffff33\\/char-select [name/num]\\#ffffff\\ - Switches to Character" ..
"\n\\#ff3333\\/char-select reset\\#ffffff\\ - Resets your Save Data")
return true
end
-- Reset Save Data Check
if msg == "reset" or (msg == "confirm" and promptedAreYouSure) then
reset_options(true)
return true
end
-- Stop Character checks if API disallows it
if not menu_is_allowed() or charBeingSet then
djui_chat_message_create("Character Cannot be Changed")
return true
end
-- Name Check
for i = 1, #characterTable do
if msg == string_lower(characterTable[i].name) or msg == string_underscore_to_space(string_lower(characterTable[i].saveName)) then
currChar = i
djui_chat_message_create('Character set to "' .. characterTable[i].name .. '" Successfully!')
return true
end
end
-- Number Check
if tonumber(msg) then
msg = tonumber(msg)
if msg > 0 and msg <= #characterTable then
currChar = msg
djui_chat_message_create('Character set to "' .. characterTable[msg].name .. '" Successfully!')
return true
end
end
djui_chat_message_create("Character Not Found")
return true
end
hook_chat_command("char-select", "- Opens the Character Select Menu", chat_command)