sm64ex-coop/mods/star-road/bhv_dupes.lua

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-- We use this instead of o->oHiddenStarLastInteractedObject.
oHiddenStarLastInteractedPlayer = nil
function bhv_custom_hidden_star_trigger_init(obj)
network_init_object(obj, true, { 'activeFlags', 'oInteractStatus' })
end
function bhv_custom_hidden_star_trigger_loop(obj)
if not ((obj.oInteractStatus & INT_STATUS_INTERACTED) == 0) or obj_check_if_collided_with_object(obj, gMarioStates[0].marioObj) == 1 then
local hiddenStar = obj_get_nearest_object_with_behavior_id(obj, bhvSMSRHiddenStar)
if not (hiddenStar == nil) then
local count = (obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger) - 1)
hiddenStar.oHiddenStarTriggerCounter = 5 - count
if not (hiddenStar.oHiddenStarTriggerCounter == 5) then
spawn_orange_number(hiddenStar.oHiddenStarTriggerCounter, 0, 0, 0)
end
-- Set the last person who interacted with a secret to the
-- parent so only they get the star cutscene.
player = nearest_mario_state_to_object(obj)
if not (player == nil) then
oHiddenStarLastInteractedPlayer = player
end
cur_obj_play_sound_2(SOUND_MENU_COLLECT_SECRET + ((hiddenStar.oHiddenStarTriggerCounter - 1) << 16))
end
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
end
--------------
function bhv_custom_hidden_star_init(obj)
local count = obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger)
if count == 0 then
local star = spawn_object_abs_with_rot(obj, 0, E_MODEL_STAR, id_bhvStar, obj.oPosX, obj.oPosY, obj.oPosZ, 0, 0, 0)
if not (star == nil) then
star.oBehParams = obj.oBehParams
end
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
obj.oHiddenStarTriggerCounter = 5 - count
-- We haven't interacted with a player yet.
-- We also don't sync this as not only is it not required
-- but it also is only set for an interaction.
-- Therefore this object must already be loaded for it to be set
-- and if it wasn't. You couldn't of possibly been the one
-- who last interacted to begin with.
oHiddenStarLastInteractedPlayer = nil
network_init_object(obj, false, { 'oAction', 'oHiddenStarTriggerCounter', 'oPosX', 'oPosY', 'oPosZ', 'oTimer' })
end
function bhv_custom_hidden_star_loop(obj)
switch(obj.oAction, {
[0] = function() -- for case 0
if obj.oHiddenStarTriggerCounter == 5 then
obj.oAction = 1
end
end,
[1] = function() -- for case 1
if obj.oTimer > 2 then
star = spawn_red_coin_cutscene_star(obj.oPosX, obj.oPosY, obj.oPosZ)
if not (star == nil) then
if oHiddenStarLastInteractedPlayer == gMarioStates[0] then
star.oStarSpawnExtCutsceneFlags = 1
else
star.oStarSpawnExtCutsceneFlags = 0
end
spawn_mist_particles()
end
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
end,
})
end
--------------
function bhv_breakable_rock_init(obj)
network_init_object(obj, false, nil)
end
--------------
function bhv_breakable_window_init(obj)
obj.collisionData = smlua_collision_util_get("wf_seg7_collision_small_bomp")
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network_init_object(obj, false, { 'oFlags', 'oInteractStatus' });
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end
function bhv_breakable_window_loop(obj)
if not (obj.oInteractStatus & INT_STATUS_INTERACTED) or not (obj.oInteractStatus & INT_STATUS_WAS_ATTACKED) then
return
end
if not (check_local_mario_attacking(obj) == 0) then
obj_explode_and_spawn_coins(80, 0)
create_sound_spawner(obj, SOUND_GENERAL_WALL_EXPLOSION)
obj.oInteractStatus = 0;
end
end
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function bhv_star_replica_init(obj)
despawn_if_stars_below_count(obj, 121) -- 121 star check
end
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function bhv_red_sinking_platform_init(obj)
cur_obj_set_home_once()
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
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function bhv_star_door_wall_loop(obj)
if get_star_count() >= 30 then
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
end
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function bhv_special_breakable_box_init(obj)
despawn_if_stars_below_count(obj, 121) -- 121 star check
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network_init_object(obj, false, nil);
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end
--------------
function bhv_piranha_plant_wild_loop(obj)
end
--------------
function bhv_big_leaves_init(obj)
end
--------------
function bhv_lily_pad_init(obj)
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
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function bhv_tambourine_init(obj)
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network_init_object(obj, false, nil);
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end
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function bhv_small_bee_init(obj)
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network_init_object(obj, false, nil);
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end
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function bhv_star_moving_init(obj)
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network_init_object(obj, false, nil);
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end
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function bhv_falling_domino_init(obj)
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network_init_object(obj, false, nil);
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end
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function bhv_lava_lift_init(obj)
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network_init_object(obj, false, nil);
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end
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function bhv_rotating_lava_platform_init(obj)
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network_init_object(obj, false, nil);
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end
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function bhv_sinking_donut_init(obj)
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
function bhv_sinking_donut_loop(obj)
sinking_perform_sink_check(obj)
sinking_perform_sink_check(obj) -- called twice
end
--------------
function bhv_floating_thwomp_init(obj)
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network_init_object(obj, true, { 'oHomeX', 'oHomeY', 'oHomeZ', 'oAction', 'oPosX', 'oPosY', 'oPosZ', 'oVelX', 'oVelY', 'oVelZ' })
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end
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function bhv_toxic_waste_platform_init(obj)
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
function bhv_toxic_waste_platform_loop(obj)
sinking_perform_sink_check(obj)
end
--------------
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function bhv_pushable_tomb_init(obj)
network_init_object(obj, true, { 'oPosX', 'oPosY', 'oPosZ' })
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end
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E_MODEL_VCUTM_LIGHT = smlua_model_util_get_id("vcutm_light_geo")
function bhv_lights_on_switch_init(obj)
obj.parentObj = cur_obj_nearest_object_with_behavior(get_behavior_from_id(id_bhvFloorSwitchAnimatesObject));
obj_set_model_extended(obj, E_MODEL_VCUTM_LIGHT)
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network_init_object(obj, true, { 'oFloorSwitchPressAnimationUnkF4', 'oFloorSwitchPressAnimationUnkF8', 'oFloorSwitchPressAnimationUnkFC' })
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end
function bhv_lights_on_switch_loop(obj)
if obj.oFloorSwitchPressAnimationUnk100 ~= 0 then
if obj.parentObj ~= nil and obj.parentObj.oAction ~= 2 then
obj.oFloorSwitchPressAnimationUnk100 = 0
end
if obj.oFloorSwitchPressAnimationUnkFC ~= 0 then
if obj.oBehParams2ndByte >= 0 and obj.oBehParams2ndByte <= 2 then
obj.oFloorSwitchPressAnimationUnkF4 = 200
end
else
obj.oFloorSwitchPressAnimationUnkF4 = 0
end
elseif obj.parentObj ~= nil and obj.parentObj.oAction == 2 then
obj.oFloorSwitchPressAnimationUnkFC = obj.oFloorSwitchPressAnimationUnkFC ~ 1
obj.oFloorSwitchPressAnimationUnk100 = 1
end
if obj.oFloorSwitchPressAnimationUnkF4 ~= 0 then
if obj.oFloorSwitchPressAnimationUnkF4 < 60 then
cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_SLOW)
else
cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_FAST)
end
obj.oFloorSwitchPressAnimationUnkF4 = obj.oFloorSwitchPressAnimationUnkF4 - 1
if obj.oFloorSwitchPressAnimationUnkF4 == 0 then
obj.oFloorSwitchPressAnimationUnkFC = 0
end
if obj.oFloorSwitchPressAnimationUnkF8 < 9 then
obj.oFloorSwitchPressAnimationUnkF8 = obj.oFloorSwitchPressAnimationUnkF8 + 1
end
else
obj.oFloorSwitchPressAnimationUnkF8 = obj.oFloorSwitchPressAnimationUnkF8 - 2
if obj.oFloorSwitchPressAnimationUnkF8 < 0 then
obj.oFloorSwitchPressAnimationUnkF8 = 0
obj.oFloorSwitchPressAnimationUnkFC = 1
end
end
local fType = math.floor(obj.oFloorSwitchPressAnimationUnkF8 / 2)
if fType == 0 then
cur_obj_hide()
else
cur_obj_unhide()
end
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end