sm64ex-coop/mods/lakituCam.lua

151 lines
5.9 KiB
Lua

-- name: Visible Lakitu
-- description: You can now see everyone's Lakitu camera like in the Mirror room.\n\nYou may use this code for your own mods.\n\nBy Isaac
-- localized versions of globally defined functions exposed to C (that are used often), for performance
local math_random, is_player_active, network_player_from_global_index, cur_obj_unhide, cur_obj_hide, cur_obj_angle_to_home, atan2s, cur_obj_lateral_dist_to_home, network_send_object =
math.random, is_player_active, network_player_from_global_index, cur_obj_unhide, cur_obj_hide, cur_obj_angle_to_home, atan2s, cur_obj_lateral_dist_to_home, network_send_object
local l = gLakituState
local npl = gNetworkPlayers[0]
-- define our variables to hold the global id of each Lakitu's owner, and its blink timer
define_custom_obj_fields({ oLakituOwner = 'u32', oLakituBlinkTimer = 's32' })
-- for some reason Lua doesn't treat booleans as 1/0 numbers
local boolToNumber = { [true] = 1, [false] = 0 }
local function obj_update_blinking(o, timer, base, range, length)
-- update our timer
if timer > 0 then timer = timer - 1
else timer = base + (range * math_random()) end
-- set Lakitu's blink state depending on what our timer is at
o.oAnimState = boolToNumber[(timer <= length)]
return timer
end
local function is_current_area_sync_valid()
-- check all connected players to see if their area sync is valid
for i = 0, (MAX_PLAYERS - 1) do
local np = gNetworkPlayers[i]
if np ~= nil and np.connected and (not np.currLevelSyncValid or not np.currAreaSyncValid) then
return false
end
end
return true
end
local function active_player(m, np)
-- check if this player is connected and in the same level
if not np.connected or np.currCourseNum ~= gNetworkPlayers[0].currCourseNum or np.currActNum ~= gNetworkPlayers[0].currActNum or np.currLevelNum ~= gNetworkPlayers[0].currLevelNum or
np.currAreaIndex ~= gNetworkPlayers[0].currAreaIndex then
return false
end
return is_player_active(m)
end
local function obj_mark_for_deletion_on_sync(o)
-- delete this Lakitu if the area's sync status is valid
if gNetworkPlayers[0].currAreaSyncValid then obj_mark_for_deletion(o) end
end
local function bhv_custom_lakitu_init(o)
-- set up Lakitu's flags
o.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
-- use the default Lakitu animations
o.oAnimations = gObjectAnimations.lakitu_seg6_anims_060058F8
cur_obj_init_animation(0)
-- spawn Lakitu's cloud if this isn't the local player's Lakitu
if network_local_index_from_global(o.oLakituOwner) ~= 0 then
spawn_non_sync_object(id_bhvCloud, E_MODEL_MIST, o.oPosX, o.oPosY, o.oPosZ,
function(obj)
-- make the cloud a child of Lakitu
obj.parentObj = o
-- sm64 knows this is a Lakitu cloud if oBehParams2ndByte is set to 1
-- if oBehParams2ndByte is 0, the cloud will behave as a Fwoosh
obj.oBehParams2ndByte = 1
-- make the cloud twice the size size of a normal cloud (all Lakitu clouds do this)
obj_scale(obj, 2)
end)
end
-- init the networked Lakitu
network_init_object(o, true, { "oLakituOwner", "oFaceAngleYaw", "oFaceAnglePitch" })
end
local function bhv_custom_lakitu(o)
-- get the gNetworkPlayers table for the player that owns this Lakitu
local np = network_player_from_global_index(o.oLakituOwner)
-- this isn't a valid network player, delete this Lakitu
if np == nil then
obj_mark_for_deletion_on_sync(o)
return
end
-- get the mario state of the player that owns this Lakitu
local m = gMarioStates[np.localIndex]
-- don't update this Lakitu if it isn't our Lakitu
if m.playerIndex ~= 0 then
-- delete this Lakitu if it's owner isn't active
if not active_player(m, np) then
obj_mark_for_deletion_on_sync(o)
return
end
-- show the Lakitu for other players
cur_obj_unhide()
-- determine whether Lakitu should blink
o.oLakituBlinkTimer = obj_update_blinking(o, o.oLakituBlinkTimer, 20, 40, 4)
return
else
-- the local player cannot see it's own Lakitu
cur_obj_hide()
end
-- set the Lakitu position to the camera position of that player
o.oPosX = l.curPos.x
o.oPosY = l.curPos.y
o.oPosZ = l.curPos.z
-- look at Mario
o.oHomeX = l.curFocus.x
o.oHomeZ = l.curFocus.z
o.oFaceAngleYaw = cur_obj_angle_to_home()
o.oFaceAnglePitch = atan2s(cur_obj_lateral_dist_to_home(), o.oPosY - l.curFocus.y)
-- send the current state of our Lakitu to other players if the area sync is valild
if is_current_area_sync_valid() then
network_send_object(o, false)
end
end
local bhvPlayerLakitu = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_custom_lakitu_init, bhv_custom_lakitu)
-- search for a Lakitu with our global index
local function search_for_lakitu(index)
local o = obj_get_first_with_behavior_id(bhvPlayerLakitu)
while o ~= nil do
if o.oLakituOwner == index then
return o
end
o = obj_get_next_with_same_behavior_id(o)
end
return nil
end
-- spawn the local player's Lakitu when the area's sync state is valid (every time the player warps areas)
local function update_lakitu()
-- if a Lakitu that we own already exists, don't spawn a new one
if search_for_lakitu(npl.globalIndex) then return end
-- spawn Lakitu with our custom Lakitu behavior and the default Lakitu model; and mark it as a sync object
spawn_sync_object(bhvPlayerLakitu, E_MODEL_LAKITU, 0, 0, 0, function(o)
-- save the global id of the player that owns this Lakitu
o.oLakituOwner = npl.globalIndex
end)
end
hook_event(HOOK_ON_SYNC_VALID, update_lakitu)