sm64coopdx/mods/arena/arena-item-held.lua

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2023-12-16 18:57:24 +00:00
if SM64COOPDX_VERSION == nil then return end
2022-05-22 04:05:41 +00:00
gItemHeld = {}
-- setup held items
for i = 0, (MAX_PLAYERS - 1) do
gItemHeld[i] = nil
end
ATTACH_NONE = 0
ATTACH_HAND = 1
ATTACH_HEAD = 2
------------
------------
define_custom_obj_fields({
oArenaItemHeldType = 'u32',
oArenaItemHeldOwner = 'u32',
})
function bhv_arena_item_held_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.oOpacity = 255
obj.oArenaItemHeldType = ITEM_FIRE_FLOWER
obj.hookRender = 1
obj_scale(obj, 1)
cur_obj_hide()
end
function bhv_arena_item_held_loop(obj)
local m = gMarioStates[obj.oArenaItemHeldOwner]
local s = gPlayerSyncTable[obj.oArenaItemHeldOwner]
local data = gItemHeldData[s.item]
-- check if this should be inactive
if s.item == ITEM_NONE or data == nil or not active_player(m) then
cur_obj_hide()
return
end
-- if the player is off screen, hide the obj
if m.marioBodyState.updateTorsoTime ~= gMarioStates[0].marioBodyState.updateTorsoTime then
cur_obj_hide()
return
end
-- update pallet
local np = gNetworkPlayers[obj.oArenaItemHeldOwner]
if np ~= nil then
obj.globalPlayerIndex = np.globalIndex
end
-- check if this should be activated
if obj_is_hidden(obj) ~= 0 or obj.oArenaItemHeldType ~= s.item then
cur_obj_unhide()
obj_set_model_extended(obj, data.heldModel)
obj_scale(obj, data.scale)
obj.oAnimState = 0
if data.billboard then
obj.header.gfx.node.flags = obj.header.gfx.node.flags | GRAPH_RENDER_BILLBOARD
else
obj.header.gfx.node.flags = obj.header.gfx.node.flags & ~GRAPH_RENDER_BILLBOARD
end
if data.animations ~= nil then
obj.oAnimations = data.animations
cur_obj_init_animation(data.animationIndex)
else
obj.oAnimations = nil
end
end
-- update things
obj.oArenaItemHeldType = s.item
if data.updateAnimState then
obj.oAnimState = obj.oAnimState + 1
end
end
id_bhvArenaItemHeld = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_arena_item_held_init, bhv_arena_item_held_loop)
------------
function on_level_init()
-- initialize all held items
for i = 0, (MAX_PLAYERS - 1) do
gItemHeld[i] = spawn_non_sync_object(id_bhvArenaItemHeld, E_MODEL_NONE, 0, 0, 0,
function(obj)
obj.oArenaItemHeldType = ITEM_NONE
obj.oArenaItemHeldOwner = i
end)
end
end
function dot_along_angle(obj, m, angle)
local v1 = {
x = obj.oPosX - m.pos.x,
y = obj.oPosY - m.pos.y,
z = obj.oPosZ - m.pos.z,
}
vec3f_normalize(v1)
local v2 = {
x = sins(m.faceAngle.y + angle),
y = 0,
z = coss(m.faceAngle.y + angle),
}
return vec3f_dot(v1, v2)
end
function bhv_arena_item_held_hammer_render(obj)
local m = gMarioStates[obj.oArenaItemHeldOwner]
local e = gMarioStateExtras[obj.oArenaItemHeldOwner]
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
if m.action == ACT_DIVE then
obj.oFaceAnglePitch = e.rotAngle
obj.oFaceAngleRoll = 0
elseif m.action == ACT_DIVE_SLIDE then
obj.oFaceAnglePitch = 0x4000
obj.oFaceAngleRoll = 0
elseif m.action == ACT_STOMACH_SLIDE_STOP then
local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
local scalar = 1
if loopEnd == 38 then
scalar = (1 - (animFrame / loopEnd) ^ 2)
end
obj.oFaceAnglePitch = 0x4000 * scalar
obj.oFaceAngleRoll = 0
elseif m.action == ACT_PUNCHING or m.action == ACT_MOVE_PUNCHING then
local scalar = dot_along_angle(obj, m, 0) * 1.5
if scalar > 0.723 then scalar = 0.723 end
obj.oFaceAnglePitch = 0x5000 * scalar + 0x500
obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
elseif m.action == ACT_GROUND_POUND then
local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
if m.actionState == 0 then
obj.oFaceAnglePitch = 0x16000 * animFrame / loopEnd
else
obj.oFaceAnglePitch = 0x4000
end
obj.oFaceAngleRoll = 0
elseif m.action == ACT_GROUND_POUND_LAND then
local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
local scalar = 1
if loopEnd == 6 then
scalar = (1 - (animFrame / loopEnd) ^ 2)
end
obj.oFaceAnglePitch = 0x4000 * scalar
obj.oFaceAngleRoll = 0
elseif m.action == ACT_JUMP_KICK then
local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
local scalar = (animFrame / loopEnd) * 9
if scalar > 4 then scalar = 4 end
obj.oFaceAnglePitch = -0x8000 * scalar
obj.oFaceAngleRoll = 0
elseif m.action == ACT_BACKFLIP then
local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
local scalar = (animFrame / loopEnd) * 4
if scalar > 4 then scalar = 4 end
obj.oFaceAnglePitch = -0x8000 * scalar
obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
elseif m.action == ACT_TRIPLE_JUMP then
local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
local scalar = (animFrame / loopEnd) * 4
if scalar > 4 then scalar = 4 end
obj.oFaceAnglePitch = 0x8000 * scalar
obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
elseif m.action == ACT_SIDE_FLIP then
local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
local scalar = (animFrame / loopEnd) * 2
if scalar > 4 then scalar = 4 end
obj.oFaceAnglePitch = 0x8000 * scalar
obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
else
obj.oFaceAnglePitch = 0x2500 * dot_along_angle(obj, m, 0) + 0x500
obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
end
end
function on_object_render(obj)
if get_id_from_behavior(obj.behavior) ~= id_bhvArenaItemHeld then
return
end
local m = gMarioStates[obj.oArenaItemHeldOwner]
local data = gItemHeldData[obj.oArenaItemHeldType]
if data == nil or not active_player(m) then
return
end
obj.oFaceAngleYaw = m.faceAngle.y + data.yawOffset
obj.oFaceAnglePitch = data.pitchOffset
obj.oFaceAngleRoll = 0
if data.attachment == ATTACH_HAND then
obj.oPosX = get_hand_foot_pos_x(m, 0)
obj.oPosY = get_hand_foot_pos_y(m, 0) + data.yOffset
obj.oPosZ = get_hand_foot_pos_z(m, 0)
elseif data.attachment == ATTACH_HEAD then
obj.oPosX = m.marioBodyState.headPos.x
obj.oPosY = m.marioBodyState.headPos.y + data.yOffset
obj.oPosZ = m.marioBodyState.headPos.z
end
if data.renderAdjust ~= nil then
data.renderAdjust(obj)
end
-- if the player is off screen, move the obj to the player origin
if m.marioBodyState.updateTorsoTime ~= gMarioStates[0].marioBodyState.updateTorsoTime then
obj.oPosX = m.pos.x
obj.oPosY = m.pos.y
obj.oPosZ = m.pos.z
end
if data.forwardOffset > 0 then
obj.oPosX = obj.oPosX + sins(m.faceAngle.y) * data.forwardOffset
obj.oPosZ = obj.oPosZ + coss(m.faceAngle.y) * data.forwardOffset
end
obj.header.gfx.pos.x = obj.oPosX
obj.header.gfx.pos.y = obj.oPosY
obj.header.gfx.pos.z = obj.oPosZ
end
hook_event(HOOK_ON_OBJECT_RENDER, on_object_render)
hook_event(HOOK_ON_LEVEL_INIT, on_level_init)
----
gItemHeldData = {
[ITEM_NONE] = {
heldModel = E_MODEL_NONE,
updateAnimState = false,
billboard = false,
scale = 1,
attachment = ATTACH_NONE,
yawOffset = 0,
pitchOffset = 0,
yOffset = 0,
forwardOffset = 0,
renderAdjust = nil,
},
[ITEM_METAL_CAP] = {
heldModel = E_MODEL_NONE,
updateAnimState = false,
billboard = false,
scale = 1,
attachment = ATTACH_NONE,
yawOffset = 0,
pitchOffset = 0,
yOffset = 0,
forwardOffset = 0,
renderAdjust = nil,
},
[ITEM_HAMMER] = {
heldModel = E_MODEL_HAMMER,
updateAnimState = false,
billboard = false,
scale = 1,
attachment = ATTACH_HAND,
yawOffset = 0,
pitchOffset = 0x1000,
yOffset = 0,
forwardOffset = 10,
renderAdjust = bhv_arena_item_held_hammer_render,
},
[ITEM_FIRE_FLOWER] = {
heldModel = E_MODEL_RED_FLAME,
updateAnimState = true,
billboard = true,
scale = 2,
attachment = ATTACH_HAND,
yawOffset = 0,
pitchOffset = 0,
forwardOffset = 25,
yOffset = 10,
renderAdjust = nil,
},
[ITEM_CANNON_BOX] = {
heldModel = E_MODEL_CANNON_BOX,
updateAnimState = false,
billboard = false,
scale = 0.65,
attachment = ATTACH_HEAD,
yawOffset = -0x4000,
pitchOffset = 0,
yOffset = 50,
forwardOffset = 0,
renderAdjust = nil,
},
[ITEM_BOBOMB] = {
heldModel = E_MODEL_BLACK_BOBOMB,
updateAnimState = false,
billboard = false,
scale = 0.5,
attachment = ATTACH_HAND,
yawOffset = 0,
pitchOffset = 0,
yOffset = -25,
forwardOffset = 25,
animations = gObjectAnimations.bobomb_seg8_anims_0802396C,
animationIndex = 1,
renderAdjust = nil,
},
[ITEM_COIN] = {
heldModel = E_MODEL_NONE,
updateAnimState = false,
billboard = false,
scale = 1,
attachment = ATTACH_NONE,
yawOffset = 0,
pitchOffset = 0,
yOffset = 0,
forwardOffset = 0,
renderAdjust = nil,
},
}