sm64ex-coop/mods/arena/arena-proj-bobomb.lua

136 lines
4.4 KiB
Lua

define_custom_obj_fields({
oArenaBobombGlobalOwner = 'u32',
})
function bhv_arena_bobomb_init(obj)
obj.oAction = 0
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj_scale(obj, 0.75)
cur_obj_play_sound_2(SOUND_AIR_BOBOMB_LIT_FUSE)
obj.oVelX = sins(obj.oMoveAngleYaw) * obj.oForwardVel
obj.oVelY = 30
obj.oVelZ = coss(obj.oMoveAngleYaw) * obj.oForwardVel
obj.oAnimations = gObjectAnimations.bobomb_seg8_anims_0802396C
cur_obj_init_animation(1)
network_init_object(obj, false, nil)
end
function bhv_arena_bobomb_intersects_player(obj, m, pos, radius)
local ownerNp = network_player_from_global_index(obj.oArenaBobombGlobalOwner)
local cm = m
if m.playerIndex == 0 and ownerNp.localIndex ~= 0 then
cm = lag_compensation_get_local_state(ownerNp)
end
local mPos1 = { x = cm.pos.x, y = cm.pos.y + 50, z = cm.pos.z }
local mPos2 = { x = cm.pos.x, y = cm.pos.y + 150, z = cm.pos.z }
local ret = (vec3f_dist(pos, mPos1) < radius or vec3f_dist(pos, mPos2) < radius)
return ret
end
function bhv_arena_bobomb_expode(obj)
obj.oAction = 1
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj_set_billboard(obj)
obj_scale(obj, 2)
obj.oAnimState = -1
cur_obj_play_sound_2(SOUND_GENERAL2_BOBOMB_EXPLOSION)
set_environmental_camera_shake(SHAKE_ENV_EXPLOSION)
obj.oOpacity = 255
obj_set_model_extended(obj, E_MODEL_EXPLOSION)
local m = gMarioStates[0]
local np = gNetworkPlayers[0]
local e = gMarioStateExtras[0]
local a = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
local validAttack = global_index_hurts_mario_state(obj.oArenaBobombGlobalOwner, m) or np.globalIndex == obj.oArenaBobombGlobalOwner
local radius = 500
if np.globalIndex == obj.oArenaBobombGlobalOwner then radius = 300 end
if validAttack and bhv_arena_bobomb_intersects_player(obj, m, a, radius) and mario_health_float(m) > 0 then
obj.oDamageOrCoinValue = 3
interact_damage(m, INTERACT_DAMAGE, obj)
e.lastDamagedByGlobal = obj.oArenaBobombGlobalOwner
-- knockback
local ownerNp = network_player_from_global_index(obj.oArenaBobombGlobalOwner)
local cm = m
if np.globalIndex ~= obj.oArenaBobombGlobalOwner then
cm = lag_compensation_get_local_state(ownerNp)
end
local vel = {
x = cm.pos.x - obj.oPosX,
y = 0.5,
z = cm.pos.z - obj.oPosZ,
}
vec3f_normalize(vel)
vel.y = 0.5
vec3f_normalize(vel)
vec3f_mul(vel, 40)
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
m.invincTimer = 10
m.knockbackTimer = 10
m.vel.x = vel.x
m.vel.y = vel.y
m.vel.z = vel.z
m.forwardVel = 0
m.faceAngle.y = atan2s(vel.z, vel.x) + 0x8000
end
end
function bhv_arena_bobomb_thrown_loop(obj)
local a = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
local dir = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
obj.oVelY = obj.oVelY - 3
obj.oFaceAnglePitch = obj.oFaceAnglePitch - 0x100
for i = 0, MAX_PLAYERS - 1 do
local m = gMarioStates[i]
if active_player(m) and global_index_hurts_mario_state(obj.oArenaBobombGlobalOwner, m) and not is_invuln_or_intang(m) then
if bhv_arena_bobomb_intersects_player(obj, m, a, 100) then
bhv_arena_bobomb_expode(obj)
return
end
end
end
spawn_mist_advanced(obj, 2, 3, 1, 70)
local info = collision_find_surface_on_ray(
a.x, a.y, a.z,
dir.x, dir.y, dir.z)
local floorHeight = find_floor_height(obj.oPosX, obj.oPosY + 100, obj.oPosZ)
if obj.oTimer > 30 * 1 or info.surface ~= nil or obj.oPosY < floorHeight then
bhv_arena_bobomb_expode(obj)
return
else
obj.oPosX = obj.oPosX + dir.x
obj.oPosY = obj.oPosY + dir.y
obj.oPosZ = obj.oPosZ + dir.z
end
end
function bhv_arena_bobomb_explode_loop(obj)
if obj.oTimer >= 9 then
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
obj.oOpacity = obj.oOpacity - 14
cur_obj_scale((obj.oTimer / 9.0 + 1.0) * 2)
obj.oAnimState = obj.oAnimState + 1
end
function bhv_arena_bobomb_loop(obj)
if obj.oAction == 0 then
bhv_arena_bobomb_thrown_loop(obj)
else
bhv_arena_bobomb_explode_loop(obj)
end
end
id_bhvArenaBobomb = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_arena_bobomb_init, bhv_arena_bobomb_loop)