sm64coopdx/mods/arena/arena-player.lua

592 lines
19 KiB
Lua

------------
-- tables --
------------
gMarioStateExtras = {}
for i = 0, (MAX_PLAYERS - 1) do
local np = gNetworkPlayers[i]
gMarioStateExtras[i] = {}
local e = gMarioStateExtras[i]
e.rotAngle = 0
e.rotFrames = 0
e.lastDamagedByGlobal = np.globalIndex
e.attackCooldown = 0
e.prevHurtCounter = 0
e.levelTimer = 0
e.levelTimerLevel = 0
e.springing = 0
local s = gPlayerSyncTable[i]
s.item = ITEM_NONE
s.ammo = 0
s.kills = 0
s.deaths = 0
s.score = 0
s.team = 0
s.charging = 0
s.metal = false
s.rank = 0
end
local sKnockbackActions = {
ACT_SOFT_FORWARD_GROUND_KB, ACT_FORWARD_GROUND_KB, ACT_HARD_FORWARD_GROUND_KB,
ACT_FORWARD_AIR_KB, ACT_FORWARD_AIR_KB, ACT_HARD_FORWARD_AIR_KB,
ACT_FORWARD_WATER_KB, ACT_FORWARD_WATER_KB, ACT_FORWARD_WATER_KB,
ACT_SOFT_BACKWARD_GROUND_KB, ACT_BACKWARD_GROUND_KB, ACT_HARD_BACKWARD_GROUND_KB,
ACT_BACKWARD_AIR_KB, ACT_BACKWARD_AIR_KB, ACT_HARD_BACKWARD_AIR_KB,
ACT_BACKWARD_WATER_KB, ACT_BACKWARD_WATER_KB, ACT_BACKWARD_WATER_KB,
ACT_LEDGE_GRAB, ACT_LEDGE_CLIMB_SLOW_1, ACT_LEDGE_CLIMB_SLOW_2, ACT_LEDGE_CLIMB_DOWN, ACT_LEDGE_CLIMB_FAST,
ACT_GROUND_BONK, ACT_SOFT_BONK,
ACT_STOP_CROUCHING, ACT_STOMACH_SLIDE_STOP,
}
------------
-- hammer --
------------
function mario_hammer_is_attack(action)
if action == ACT_PUNCHING then return true end
if action == ACT_MOVE_PUNCHING then return true end
if action == ACT_JUMP_KICK then return true end
if action == ACT_DIVE then return true end
if action == ACT_GROUND_POUND then return true end
return false
end
function mario_hammer_position(m)
local held = gItemHeld[m.playerIndex]
if held == nil then
return { x = m.pos.x, y = m.pos.y, z = m.pos.z }
end
local origin = { x = held.oPosX, y = held.oPosY, z = held.oPosZ }
return set_dist_and_angle(origin, 100, 0x4000 + -held.oFaceAnglePitch, held.oFaceAngleYaw)
end
function mario_hammer_pound(m)
local v = {
x = m.pos.x + sins(m.faceAngle.y) * 200,
y = m.pos.y,
z = m.pos.z + coss(m.faceAngle.y) * 200,
}
spawn_horizontal_stars(v.x, v.y, v.z)
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
cur_obj_shake_screen(SHAKE_POS_MEDIUM)
end
function mario_hammer_on_set_action(m)
if m.action == ACT_PUNCHING or m.action == ACT_MOVE_PUNCHING or m.action == ACT_JUMP_KICK then
play_sound(SOUND_ACTION_TWIRL, m.marioObj.header.gfx.cameraToObject)
elseif m.action == ACT_DIVE_SLIDE or m.action == ACT_GROUND_POUND_LAND then
mario_hammer_pound(m)
end
end
function mario_hammer_update(m)
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
-- override dive animation
if m.action == ACT_DIVE then
set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING)
e.rotFrames = e.rotFrames + 1
if (e.rotFrames) % 7 == 0 then
play_sound(SOUND_ACTION_TWIRL, m.marioObj.header.gfx.cameraToObject)
end
e.rotAngle = e.rotAngle + (0x80 * 60)
if e.rotAngle > 0x10000 then
e.rotAngle = e.rotAngle - 0x10000
end
set_anim_to_frame(m, 10 * e.rotAngle / 0x10000)
elseif m.action == ACT_PUNCHING or m.action == ACT_MOVE_PUNCHING then
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
if animFrame == -1 and m.actionArg > 1 then
mario_hammer_pound(m)
end
if m.actionArg > 2 then m.actionArg = 0 end
end
end
function mario_local_hammer_check(m)
local np = gNetworkPlayers[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
local savedKb = m.knockbackTimer
m.knockbackTimer = 0
-- check for hammer attacks
for i = 1, (MAX_PLAYERS - 1) do
local mattacker = gMarioStates[i]
local npattacker = gNetworkPlayers[i]
local sattacker = gPlayerSyncTable[i]
local cmvictim = lag_compensation_get_local_state(npattacker)
if sattacker.item == ITEM_HAMMER and mario_hammer_is_attack(mattacker.action) and passes_pvp_interaction_checks(mattacker, cmvictim) ~= 0 and passes_pvp_interaction_checks(mattacker, m) ~= 0 and global_index_hurts_mario_state(npattacker.globalIndex, m) then
local pos = mario_hammer_position(mattacker)
local dist = vec3f_dist(pos, cmvictim.pos)
if dist <= 200 then
local yOffset = 0.6
if mattacker.action == ACT_JUMP_KICK then
yOffset = 1.0
end
local vel = {
x = sins(mattacker.faceAngle.y),
y = yOffset,
z = coss(mattacker.faceAngle.y),
}
vec3f_normalize(vel)
vec3f_mul(vel, 80 + 10 * (1 - mario_health_float(cmvictim)))
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
m.invincTimer = 20
m.knockbackTimer = 10
m.vel.x = vel.x
m.vel.y = vel.y
m.vel.z = vel.z
m.faceAngle.y = atan2s(vel.z, vel.x) + 0x8000
m.forwardVel = 0
sattacker.ammo = sattacker.ammo - 1
send_arena_hammer_hit(np.globalIndex, npattacker.globalIndex)
e.lastDamagedByGlobal = npattacker.globalIndex
if mattacker.action == ACT_JUMP_KICK or mattacker.action == ACT_DIVE then
m.hurtCounter = 10
else
m.hurtCounter = 15
end
end
end
end
if savedKb > m.knockbackTimer then
m.knockbackTimer = savedKb
end
end
-----------------
-- fire flower --
-----------------
function mario_fire_flower_use(m)
local np = gNetworkPlayers[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
spawn_sync_object(id_bhvArenaFlame, E_MODEL_RED_FLAME, m.pos.x, m.pos.y, m.pos.z,
function (obj)
obj.oArenaFlameGlobalOwner = np.globalIndex
obj.oVelY = m.vel.y + 25
obj.oMoveAngleYaw = m.faceAngle.y
obj.oForwardVel = m.forwardVel + 70
end)
if (m.action & ACT_FLAG_INVULNERABLE) ~= 0 or (m.action & ACT_FLAG_INTANGIBLE) ~= 0 then
-- nothing
elseif (m.action == ACT_SHOT_FROM_CANNON) then
-- nothing
elseif (m.action & ACT_FLAG_SWIMMING) ~= 0 then
set_mario_action(m, ACT_WATER_PUNCH, 0)
elseif (m.action & ACT_FLAG_MOVING) ~= 0 then
set_mario_action(m, ACT_MOVE_PUNCHING, 0)
elseif (m.action & ACT_FLAG_AIR) ~= 0 then
set_mario_action(m, ACT_DIVE, 0)
elseif (m.action & ACT_FLAG_STATIONARY) ~= 0 then
set_mario_action(m, ACT_PUNCHING, 0)
end
e.attackCooldown = 20
s.ammo = s.ammo - 1
end
------------
-- bobomb --
------------
function mario_bobomb_use(m)
local np = gNetworkPlayers[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
spawn_sync_object(id_bhvArenaBobomb, E_MODEL_BLACK_BOBOMB, m.pos.x, m.pos.y + 50, m.pos.z,
function (obj)
obj.oArenaBobombGlobalOwner = np.globalIndex
obj.oMoveAngleYaw = m.faceAngle.y
obj.oForwardVel = m.forwardVel + 50
end)
if (m.action & ACT_FLAG_INVULNERABLE) ~= 0 or (m.action & ACT_FLAG_INTANGIBLE) ~= 0 then
-- nothing
elseif (m.action == ACT_SHOT_FROM_CANNON) then
-- nothing
elseif (m.action & ACT_FLAG_SWIMMING) ~= 0 then
set_mario_action(m, ACT_WATER_PUNCH, 0)
elseif (m.action & ACT_FLAG_MOVING) ~= 0 then
set_mario_action(m, ACT_MOVE_PUNCHING, 0)
elseif (m.action & ACT_FLAG_AIR) ~= 0 then
set_mario_action(m, ACT_DIVE, 0)
elseif (m.action & ACT_FLAG_STATIONARY) ~= 0 then
set_mario_action(m, ACT_PUNCHING, 0)
end
e.attackCooldown = 20
s.ammo = s.ammo - 1
end
----------------
-- cannon box --
----------------
function mario_cannon_box_update(m)
local np = gNetworkPlayers[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
if m.playerIndex == 0 and (m.controller.buttonPressed & Y_BUTTON) ~= 0 then
s.charging = get_network_area_timer()
end
if (m.controller.buttonDown & Y_BUTTON) ~= 0 and s.charging > 0 then
local cannonBallSize = clamp((get_network_area_timer() - s.charging) / (30 * 5) + 0.1, 0, 1)
local held = gItemHeld[m.playerIndex]
if held ~= nil then
for i = 0, 2 do
spawn_non_sync_object(id_bhvArenaSparkle, E_MODEL_SPARKLES_ANIMATION,
held.oPosX, held.oPosY, held.oPosZ,
function (obj)
obj.oArenaSparkleOwner = m.playerIndex
obj.oArenaSparkleSize = cannonBallSize
end)
end
end
elseif m.playerIndex == 0 and s.charging > 0 then
local cannonBallSize = clamp((get_network_area_timer() - s.charging) / (30 * 5) + 0.1, 0, 1)
s.charging = 0
spawn_sync_object(id_bhvArenaCannonBall, E_MODEL_CANNON_BALL, m.pos.x, m.pos.y + 150, m.pos.z,
function (obj)
obj.oArenaCannonBallGlobalOwner = np.globalIndex
obj.oArenaCannonBallSize = cannonBallSize
obj.oMoveAngleYaw = m.faceAngle.y
obj.oForwardVel = m.forwardVel + 150
end)
s.ammo = s.ammo - 1
end
end
-----------
-- hooks --
-----------
function allow_pvp_attack(attacker, victim)
local npAttacker = gNetworkPlayers[attacker.playerIndex]
local sAttacker = gPlayerSyncTable[attacker.playerIndex]
-- hammer attacks are custom
if sAttacker.item == ITEM_HAMMER and mario_hammer_is_attack(attacker.action) then
return false
end
-- check teams
return global_index_hurts_mario_state(npAttacker.globalIndex, victim)
end
function on_pvp_attack(attacker, victim)
if victim.playerIndex == 0 then
local e = gMarioStateExtras[victim.playerIndex]
local npAttacker = gNetworkPlayers[attacker.playerIndex]
e.lastDamagedByGlobal = npAttacker.globalIndex
end
end
function on_interact(interactor, interactee, interactType, interactValue)
if interactor.playerIndex ~= 0 then return end
local bhvId = get_id_from_behavior(interactee.behavior)
if bhvId ~= id_bhvArenaFlame and bhvId ~= id_bhvArenaChildFlame then return end
local e = gMarioStateExtras[interactor.playerIndex]
e.lastDamagedByGlobal = interactee.oArenaFlameGlobalOwner
end
function on_set_mario_action(m)
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
if m.action == ACT_DIVE then
e.rotAngle = 0
e.rotFrames = 0
end
if m.playerIndex == 0 and is_player_active(m) ~= 0 then
if (m.action & ACT_FLAG_AIR) == 0 then
if e.springing == 1 then
e.springing = 0
end
end
end
if s.item == ITEM_HAMMER then
mario_hammer_on_set_action(m)
end
end
function mario_local_update(m)
local np = gNetworkPlayers[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
-- decrease cooldown
if e.attackCooldown > 0 then
e.attackCooldown = e.attackCooldown - 1
end
-- use the hammer
mario_local_hammer_check(m)
-- use the fire flower
if e.attackCooldown <= 0 and s.item == ITEM_FIRE_FLOWER and (m.controller.buttonPressed & Y_BUTTON) ~= 0 then
mario_fire_flower_use(m)
end
-- use the bobomb
if e.attackCooldown <= 0 and s.item == ITEM_BOBOMB and (m.controller.buttonPressed & Y_BUTTON) ~= 0 then
mario_bobomb_use(m)
end
-- break out of shot from cannon
if (m.action == ACT_SHOT_FROM_CANNON) then
if (m.input & INPUT_B_PRESSED) ~= 0 then
return set_mario_action(m, ACT_DIVE, 0)
elseif (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_GROUND_POUND, 0)
end
end
-- set metal
s.metal = (m.capTimer > 0)
-- increase damage when holding flag
if is_holding_flag(m) then
if m.hurtCounter > e.prevHurtCounter then
m.hurtCounter = m.hurtCounter * 2
end
end
-- reduce damage when metal
if s.metal then
if m.hurtCounter > e.prevHurtCounter then
m.hurtCounter = m.hurtCounter / 2
end
end
-- discard current item
if s.item ~= ITEM_NONE and (s.ammo <= 0 or (m.controller.buttonPressed & L_TRIG) ~= 0) then
s.item = ITEM_NONE
if gItemHeld[m.playerIndex] ~= nil then
spawn_triangles(gItemHeld[m.playerIndex])
end
play_sound(SOUND_GENERAL_BREAK_BOX, m.marioObj.header.gfx.cameraToObject)
end
-- prevent water heal
if m.health >= 0x100 then
if m.healCounter == 0 and m.hurtCounter == 0 then
if ((m.action & ACT_FLAG_SWIMMING ~= 0) and (m.action & ACT_FLAG_INTANGIBLE == 0)) then
if ((m.pos.y >= (m.waterLevel - 140)) and not (m.area.terrainType & TERRAIN_SNOW ~= 0)) then
m.health = m.health - 0x1A
end
end
end
end
e.prevHurtCounter = m.hurtCounter
end
function mario_update(m)
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
local np = gNetworkPlayers[m.playerIndex]
if not np.connected then return end
-- increase knockback animations
local animInfo = nil
if m.marioObj ~= nil then
animInfo = m.marioObj.header.gfx.animInfo
end
for i, value in ipairs(sKnockbackActions) do
if m.action == value then
local frame = animInfo.animFrame
local loopEnd = frame
if animInfo.curAnim ~= nil then
loopEnd = animInfo.curAnim.loopEnd
end
if frame < loopEnd - 2 then
frame = frame + 1
end
animInfo.animFrame = frame
end
end
-- clear invincibilities
m.invincTimer = 0
if m.knockbackTimer > 5 then
m.knockbackTimer = 5
end
-- update the local player
if m.playerIndex == 0 then
mario_local_update(m)
end
-- update palette
if s.team == 1 then
network_player_set_override_palette_color(np, PANTS, { r = 225, g = 5, b = 49 })
network_player_set_override_palette_color(np, SHIRT, { r = 40, g = 10, b = 10 })
network_player_set_override_palette_color(np, GLOVES, network_player_get_palette_color(np, GLOVES))
network_player_set_override_palette_color(np, SHOES, network_player_get_palette_color(np, SHOES))
network_player_set_override_palette_color(np, HAIR, network_player_get_palette_color(np, HAIR))
network_player_set_override_palette_color(np, SKIN, network_player_get_palette_color(np, SKIN))
network_player_set_override_palette_color(np, CAP, { r = 40, g = 10, b = 10 })
network_player_set_override_palette_color(np, EMBLEM, network_player_get_palette_color(np, EMBLEM))
elseif s.team == 2 then
network_player_set_override_palette_color(np, PANTS, { r = 63, g = 63, b = 255 })
network_player_set_override_palette_color(np, SHIRT, { r = 10, g = 10, b = 40 })
network_player_set_override_palette_color(np, GLOVES, network_player_get_palette_color(np, GLOVES))
network_player_set_override_palette_color(np, SHOES, network_player_get_palette_color(np, SHOES))
network_player_set_override_palette_color(np, HAIR, network_player_get_palette_color(np, HAIR))
network_player_set_override_palette_color(np, SKIN, network_player_get_palette_color(np, SKIN))
network_player_set_override_palette_color(np, CAP, { r = 10, g = 10, b = 40 })
network_player_set_override_palette_color(np, EMBLEM, network_player_get_palette_color(np, EMBLEM))
else
network_player_reset_override_palette_color(np)
end
-- set metal
if s.metal then
m.marioBodyState.modelState = MODEL_STATE_METAL
end
-- allow yaw change on springing
if e.springing == 1 then
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x400, 0x400)
end
-- update player items
if s.item == ITEM_HAMMER then
mario_hammer_update(m)
elseif s.item == ITEM_CANNON_BOX then
mario_cannon_box_update(m)
end
-- update level timer
if e.levelTimerLevel ~= np.currLevelNum then
e.levelTimer = 0
e.levelTimerLevel = np.currLevelNum
else
e.levelTimer = e.levelTimer + 1
end
end
function player_reset_sync_table(m)
local s = gPlayerSyncTable[m.playerIndex]
s.item = ITEM_NONE
s.ammo = 0
s.kills = 0
s.deaths = 0
s.score = 0
s.charging = 0
s.metal = false
s.rank = 0
s.team = pick_team_on_join(m)
end
function player_respawn(m)
local np = gNetworkPlayers[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
-- reset most variables
init_single_mario(m)
-- spawn location/angle
spawn = find_spawn_point()
if spawn ~= nil then
m.pos.x = spawn.pos.x
m.pos.y = spawn.pos.y
m.pos.z = spawn.pos.z
m.faceAngle.y = spawn.yaw
else
m.pos.x = 0
m.pos.y = 0
m.pos.z = 0
end
-- reset the rest of the variables
m.capTimer = 0
m.health = 0x880
soft_reset_camera(m.area.camera)
s.ammo = 0
s.item = ITEM_NONE
e.lastDamagedByGlobal = np.globalIndex
stop_cap_music()
end
function on_death(m)
if m.playerIndex ~= 0 then return end
local np = gNetworkPlayers[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
-- inform of death
send_arena_death(np.globalIndex, e.lastDamagedByGlobal)
-- respawn
player_respawn(m)
return false
end
function on_player_connected(m)
local np = gNetworkPlayers[m.playerIndex]
local e = gMarioStateExtras[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
if network_is_server() then
player_reset_sync_table(m)
end
if m.playerIndex == 0 then
e.lastDamagedByGlobal = np.globalIndex
end
end
function on_player_disconnected(m)
local s = gPlayerSyncTable[m.playerIndex]
if network_is_server() then
player_reset_sync_table(m)
end
end
function before_phys_step(m)
local hScale = 1.0
if is_holding_flag(m) and m.action ~= ACT_SHOT_FROM_CANNON then
hScale = 0.9
end
m.vel.x = m.vel.x * hScale
m.vel.z = m.vel.z * hScale
end
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
hook_event(HOOK_ON_INTERACT, on_interact)
hook_event(HOOK_ON_SET_MARIO_ACTION, on_set_mario_action)
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_ON_DEATH, on_death)
hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
hook_event(HOOK_ON_PLAYER_DISCONNECTED, on_player_disconnected)
hook_event(HOOK_BEFORE_PHYS_STEP, before_phys_step)