sm64coopdx/mods/shell-rush/utils.lua

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2022-03-31 03:15:17 +00:00
function clamp(v, min, max)
if v < min then return min end
if v > max then return max end
return v
end
function convert_s16(num)
local min = -32768
local max = 32767
while (num < min) do
num = max + (num - min)
end
while (num > max) do
num = min + (num - max)
end
return num
end
function active_player(m)
local np = gNetworkPlayers[m.playerIndex]
if m.playerIndex == 0 then
return true
end
if not np.connected then
return false
end
return is_player_active(m)
end
function vec3f_tween(a, b, mult)
if mult < 0 then mult = 0 end
if mult > 1 then mult = 1 end
local amult = 1 - mult
return {
x = a.x * amult + b.x * mult,
y = a.y * amult + b.y * mult,
z = a.z * amult + b.z * mult,
}
end
function obj_set_vec3f(obj, v)
if obj == nil or v == nil then return end
obj.oPosX = v.x
obj.oPosY = v.y
obj.oPosZ = v.z
end
function get_last_waypoint_index()
local index = 1
while gLevelData.waypoints[index + 1] ~= nil do
index = index + 1
end
return index
end
function get_waypoint(i)
return gLevelData.waypoints[get_waypoint_index(i)]
end
function get_waypoint_index(i)
local lastIndex = get_last_waypoint_index()
i = ((i - 1) % lastIndex) + 1
if gLevelData.waypoints[i] == nil then
return 1
end
return i
end
function vec3f_non_nan(v)
if v.x ~= v.x then v.x = 0 end
if v.y ~= v.y then v.y = 0 end
if v.z ~= v.z then v.z = 0 end
end
function vec3f_angle_between(a, b)
return math.acos(vec3f_dot(a, b) / (vec3f_length(a) * vec3f_length(b)))
end
function is_riding(m)
return (m.action == ACT_RIDING_SHELL_GROUND) or (m.action == ACT_RIDING_SHELL_FALL) or (m.action == ACT_RIDING_SHELL_JUMP)
end
function is_in_local_area(m)
local np1 = gNetworkPlayers[0]
local np2 = gNetworkPlayers[m.playerIndex]
return (np1.currCourseNum == np2.currCourseNum) and (np1.currLevelNum == np2.currLevelNum) and (np1.currAreaIndex == np2.currAreaIndex) and (np1.currActNum == np2.currActNum)
end
function spawn_mist(obj)
local spi = obj_get_temp_spawn_particles_info(E_MODEL_MIST)
if spi == nil then
return nil
end
spi.behParam = 3
spi.count = 5
spi.offsetY = 25
spi.forwardVelBase = 6
spi.forwardVelRange = -6
spi.velYBase = 6
spi.velYRange = -6
spi.gravity = 0
spi.dragStrength = 5
spi.sizeBase = 10
spi.sizeRange = 16
cur_obj_spawn_particles(spi)
end
function spawn_triangles(obj)
spawn_non_sync_object(id_bhvTriangleParticleSpawner, E_MODEL_NONE,
obj.oPosX,
obj.oPosY,
obj.oPosZ,
nil)
end
function spawn_sparkles(obj)
for i = 0, 5 do
spawn_non_sync_object(id_bhvSparkleSpawn, E_MODEL_NONE,
obj.oPosX + math.random(-100, 100),
obj.oPosY + math.random(-100, 100),
obj.oPosZ + math.random(-100, 100),
nil)
end
end