sm64coopdx/mods/character-select-coop/main.lua

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-- name: Character Select
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-- description:\\#ffff33\\---- Character Select Coop v1.7 ----\n\n\\#dcdcdc\\A Library / API made to make adding and using Custom Characters as simple as possible!\nUse\\#ffff33\\ /char-select\\#dcdcdc\\ to get started!\n\nCreated by:\\#008800\\ Squishy6094\n\\#dcdcdc\\Concepts by:\\#4496f5\\ AngelicMiracles\n\n\\#AAAAFF\\Updates and Packs can be found on\nCharacter Select's Github:\n\\#6666FF\\Squishy6094/character-select-coop
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-- localize functions to improve performance
local mod_storage_load,tonumber,djui_popup_create,mod_storage_save,tostring,djui_chat_message_create,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,get_id_from_behavior,nearest_player_to_object,math_random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,math_ceil,math_abs,math_sin,min,math_min,minf,djui_hud_set_rotation,djui_hud_is_pause_menu_created,is_game_paused,hud_is_hidden,obj_get_first_with_behavior_id,hud_get_value,hud_set_value,play_sound,string_lower = mod_storage_load,tonumber,djui_popup_create,mod_storage_save,tostring,djui_chat_message_create,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,get_id_from_behavior,nearest_player_to_object,math.random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,math.ceil,math.abs,math.sin,min,math.min,minf,djui_hud_set_rotation,djui_hud_is_pause_menu_created,is_game_paused,hud_is_hidden,obj_get_first_with_behavior_id,hud_get_value,hud_set_value,play_sound,string.lower
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local menu = false
menuAndTransition = false
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options = false
currChar = 1
local currOption = 1
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local menuCrossFade = 7
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local menuCrossFadeCap = menuCrossFade
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local menuCrossFadeMath = 255 / menuCrossFade
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local TEX_HEADER = get_texture_info("char-select-text")
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local TEX_OVERRIDE_HEADER = nil
---@param texture TextureInfo|nil
function header_set_texture(texture)
TEX_OVERRIDE_HEADER = texture
end
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local TEXT_PREF_LOAD = "Default"
--[[
Note: Do NOT add characters via the characterTable below,
We highly reccomend you create your own mod and use the
API to add characters, this ensures your pack is easy
to use for anyone and low on file space!
]]
characterTable = {
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[1] = {
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name = "Default",
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saveName = "Default",
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description = {"The vanilla cast for sm64ex-coop!", "", "These Characters are swappable", "via the default Options Menu"},
credit = "Nintendo / Coop Team",
color = {r = 255, g = 50, b = 50},
model = nil,
forceChar = nil,
lifeIcon = gTextures.mario_head,
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starIcon = gTextures.star,
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camScale = 1.0
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},
}
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characterCaps = {}
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characterCelebrationStar = {}
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optionTableRef = {
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openInputs = 1,
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notification = 2,
menuColor = 3,
anims = 4,
inputLatency = 5,
localModels = 6,
localVoices = 7,
debugInfo = 8,
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resetSaveData = 9
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}
optionTable = {
[optionTableRef.openInputs] = {
name = "Open Binds",
toggle = tonumber(mod_storage_load("MenuInput")),
toggleSaveName = "MenuInput",
toggleDefault = 0,
toggleMax = 2,
toggleNames = {"None", ommActive and "D-pad Down + R" or "D-pad Down", "Z (Pause Menu)"},
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description = {"Sets a Bind to Open the Menu", "rather than using the command."}
},
[optionTableRef.notification] = {
name = "Notifications",
toggle = tonumber(mod_storage_load("notifs")),
toggleSaveName = "notifs",
toggleDefault = 1,
toggleMax = 2,
toggleNames = {"Off", "On", "Pop-ups Only"},
description = {"Toggles wheather Pop-ups and", "Chat Messages display"}
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},
[optionTableRef.menuColor] = {
name = "Menu Color",
toggle = tonumber(mod_storage_load("MenuColor")),
toggleSaveName = "MenuColor",
toggleDefault = 0,
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toggleMax = 10,
toggleNames = {"Auto", "Saved", "Red", "Orange", "Yellow", "Green", "Blue", "Pink", "Purple", "White", "Black"},
description = {"Toggles the Menu Color"}
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},
[optionTableRef.anims] = {
name = "Animations",
toggle = tonumber(mod_storage_load("Anims")),
toggleSaveName = "Anims",
toggleDefault = 1,
toggleMax = 1,
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toggleNames = {"Off", "On"--[[, "On (30 fps)"]]},
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description = {"Toggles Animations In-Menu,", "Turning these off may", "Save Performance"}
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},
[optionTableRef.inputLatency] = {
name = "Scroll Speed",
toggle = tonumber(mod_storage_load("Latency")),
toggleSaveName = "Latency",
toggleDefault = 1,
toggleMax = 2,
toggleNames = {"Slow", "Normal", "Fast"},
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description = {"Sets how fast you scroll", "throughout the Menu"}
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},
[optionTableRef.localModels] = {
name = "Locally Display Models",
toggle = tonumber(mod_storage_load("localModels")),
toggleSaveName = "localModels",
toggleDefault = 1,
toggleMax = 1,
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description = {"Toggles if Custom Models display", "on your client, practically", "disables Character Select if", "Toggled Off"}
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},
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[optionTableRef.localVoices] = {
name = "Custom Voices",
toggle = tonumber(mod_storage_load("localVoices")),
toggleSaveName = "localVoices",
toggleDefault = 1,
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toggleMax = 1,
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description = {"Toggle if Custom Voicelines play", "for Characters who support it"}
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},
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[optionTableRef.debugInfo] = {
name = "Debugging Info",
toggle = tonumber(mod_storage_load("debuginfo")),
toggleSaveName = "debuginfo",
toggleDefault = 0,
toggleMax = 1,
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description = {"Replaces the Character", "Description with Character", "Debugging Information"}
},
[optionTableRef.resetSaveData] = {
name = "Reset Save Data",
toggle = 0,
toggleDefault = 0,
toggleMax = 1,
toggleNames = {"", ""},
description = {"Resets Character Select's", "Save Data"}
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},
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}
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local optionTableCount = #optionTable
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local latencyValueTable = {12, 6, 3}
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local menuColorTable = {
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{ r = 255, g = 50, b = 50 },
{ r = 255, g = 100, b = 50 },
{ r = 255, g = 255, b = 50 },
{ r = 50, g = 255, b = 50 },
{ r = 50, g = 50, b = 255 },
{ r = 251, g = 148, b = 220 },
{ r = 130, g = 25, b = 130 },
{ r = 255, g = 255, b = 255 },
{ r = 50, g = 50, b = 50 }
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}
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-- Default Player Adjustments
local defaultNames = {
[CT_MARIO] = "Mario",
[CT_LUIGI] = "Luigi",
[CT_TOAD] = "Toad",
[CT_WALUIGI] = "Waluigi",
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[CT_WARIO] = "Wario"
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}
local defaultPlayerColors = {
[CT_MARIO] = menuColorTable[1],
[CT_LUIGI] = menuColorTable[4],
[CT_TOAD] = menuColorTable[5],
[CT_WALUIGI] = menuColorTable[7],
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[CT_WARIO] = menuColorTable[3]
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}
local defaultForceChar = {
[CT_MARIO] = "CT_MARIO",
[CT_LUIGI] = "CT_LUIGI",
[CT_TOAD] = "CT_TOAD",
[CT_WALUIGI] = "CT_WALUIGI",
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[CT_WARIO] = "CT_WARIO"
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}
local defaultIcons = {
[CT_MARIO] = gTextures.mario_head,
[CT_LUIGI] = gTextures.luigi_head,
[CT_TOAD] = gTextures.toad_head,
[CT_WALUIGI] = gTextures.waluigi_head,
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[CT_WARIO] = gTextures.wario_head
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}
local defaultCamScales = {
[CT_MARIO] = 1,
[CT_LUIGI] = 1,
[CT_TOAD] = 0.8,
[CT_WALUIGI] = 1.1,
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[CT_WARIO] = 1
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}
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---@param m MarioState
local function nullify_inputs(m)
local c = m.controller
_G.charSelect.controller = {
buttonDown = c.buttonDown,
buttonPressed = c.buttonPressed & ~_G.charSelect.controller.buttonDown,
extStickX = c.extStickX,
extStickY = c.extStickY,
rawStickX = c.rawStickX,
rawStickY = c.rawStickY,
stickMag = c.stickMag,
stickX = c.stickX,
stickY = c.stickY
}
c.buttonDown = 0
c.buttonPressed = 0
c.extStickX = 0
c.extStickY = 0
c.rawStickX = 0
c.rawStickY = 0
c.stickMag = 0
c.stickX = 0
c.stickY = 0
end
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local prefCharColor = defaultPlayerColors[CT_MARIO]
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local function load_preferred_char()
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local savedChar = mod_storage_load("PrefChar")
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if savedChar == nil or savedChar == "" then
mod_storage_save("PrefChar", "Default")
savedChar = "Default"
end
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if savedChar ~= nil and savedChar ~= "Default" then
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for i = 2, #characterTable do
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if characterTable[i].saveName == savedChar then
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currChar = i
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if optionTable[optionTableRef.localModels].toggle == 1 then
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if optionTable[optionTableRef.notification].toggle > 0 then
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djui_popup_create('Character Select:\nYour Preferred Character\n"' .. string_underscore_to_space(characterTable[i].name) .. '"\nwas applied successfully!', 4)
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end
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end
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break
end
end
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end
local savedCharColors = mod_storage_load("PrefCharColor")
if savedCharColors ~= nil and savedCharColors ~= "" then
local savedCharColorsTable = string_split(string_underscore_to_space(savedCharColors))
prefCharColor = {
r = tonumber(savedCharColorsTable[1]),
g = tonumber(savedCharColorsTable[2]),
b = tonumber(savedCharColorsTable[3])
}
else
mod_storage_save("PrefCharColor", "255_50_50")
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end
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if #characterTable == 1 then
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if optionTable[optionTableRef.notification].toggle > 0 then
djui_popup_create("Character Select:\nNo Characters were Found", 2)
end
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end
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return savedChar
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end
local function mod_storage_save_pref_char(charTable)
mod_storage_save("PrefChar", charTable.saveName)
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mod_storage_save("PrefCharColor", tostring(charTable.color.r) .. "_" .. tostring(charTable.color.g) .. "_" .. tostring(charTable.color.b))
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TEXT_PREF_LOAD = charTable.saveName
prefCharColor = charTable.color
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end
local function failsafe_options()
for i = 1, #optionTable do
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if optionTable[i].toggle == nil or optionTable[i].toggle == "" then
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optionTable[i].toggle = optionTable[i].toggleDefault
if optionTable[i].toggleSaveName ~= nil then
mod_storage_save(optionTable[i].toggleSaveName, tostring(optionTable[i].toggle))
end
end
if optionTable[i].toggleNames == nil then
optionTable[i].toggleNames = {"Off", "On"}
end
end
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if optionTable[optionTableRef.openInputs].toggle > 0 and ommActive then
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djui_popup_create('Character Select:\nYour Open bind has changed to:\nD-pad Down + R\nDue to OMM Rebirth being active!', 4)
end
end
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local promptedAreYouSure = false
local function reset_options(wasChatTriggered)
if not promptedAreYouSure then
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djui_chat_message_create("\\#ffdcdc\\Are you sure you want to reset your Save Data for Character Select, including your Preferred Character\nand Settings?\n" .. (wasChatTriggered and "Type \\#ff3333\\/char-select reset\\#ffdcdc\\ to confirm." or "Press the \\#ff3333\\" .. optionTable[optionTableRef.resetSaveData].name .. "\\#ffdcdc\\ Option again to confirm." ))
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promptedAreYouSure = true
else
djui_chat_message_create("\\#ff3333\\Character Select Save Data Reset!")
djui_chat_message_create("Note: If your issue has not been resolved, you may need to manually delete your save data via the directory below:\n\\#dcdcFF\\sm64ex-coop/sav/character-select-coop.sav")
for i = 1, #optionTable do
optionTable[i].toggle = optionTable[i].toggleDefault
if optionTable[i].toggleSaveName ~= nil then
mod_storage_save(optionTable[i].toggleSaveName, tostring(optionTable[i].toggle))
end
if optionTable[i].toggleNames == nil then
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optionTable[i].toggleNames = { "Off", "On" }
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end
end
mod_storage_save_pref_char(characterTable[1])
promptedAreYouSure = false
end
end
local function boot_note()
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if #characterTable > 1 then
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djui_chat_message_create("Character Select has " .. (#characterTable - 1) .. " character" .. (#characterTable > 2 and "s" or "") .. " available!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!")
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else
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djui_chat_message_create("Character Select is active!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!")
end
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if not IS_COOPDX then
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djui_chat_message_create("\\#FFAAAA\\Note: Although not required, we highly reccomend\nusing SM64CoopDX when playing Character Select!\n\\#6666FF\\https://sm64coopdx.com")
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end
end
-------------------
-- Model Handler --
-------------------
local stallFrame = 0
local noLoop = false
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local CUTSCENE_CS_MENU = 0xFA
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local ignoredSurfaces = {
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SURFACE_BURNING, SURFACE_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_INSTANT_MOVING_QUICKSAND, SURFACE_DEEP_MOVING_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_DEEP_QUICKSAND, SURFACE_SHALLOW_MOVING_QUICKSAND,
SURFACE_SHALLOW_QUICKSAND, SURFACE_WARP, SURFACE_LOOK_UP_WARP, SURFACE_WOBBLING_WARP, SURFACE_INSTANT_WARP_1B, SURFACE_INSTANT_WARP_1C, SURFACE_INSTANT_WARP_1D, SURFACE_INSTANT_WARP_1E
}
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local menuActBlacklist = {
-- Star Acts
[ACT_FALL_AFTER_STAR_GRAB] = true,
[ACT_STAR_DANCE_EXIT] = true,
[ACT_STAR_DANCE_NO_EXIT] = true,
[ACT_STAR_DANCE_WATER] = true,
-- Key Acts
[ACT_UNLOCKING_KEY_DOOR] = true,
[ACT_UNLOCKING_STAR_DOOR] = true,
-- Cutscene Acts
[ACT_INTRO_CUTSCENE] = true,
[ACT_CREDITS_CUTSCENE] = true,
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[ACT_WARP_DOOR_SPAWN] = true,
[ACT_PULLING_DOOR] = true,
[ACT_PUSHING_DOOR] = true,
[ACT_UNLOCKING_KEY_DOOR] = true,
[ACT_UNLOCKING_STAR_DOOR] = true,
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-- Dialog Acts
[ACT_READING_NPC_DIALOG] = true,
[ACT_WAITING_FOR_DIALOG] = true,
[ACT_EXIT_LAND_SAVE_DIALOG] = true,
[ACT_READING_AUTOMATIC_DIALOG] = true,
}
local faceAngle = 0
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--- @param m MarioState
local function mario_update(m)
if stallFrame == 1 then
failsafe_options()
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TEXT_PREF_LOAD = load_preferred_char()
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if optionTable[optionTableRef.notification].toggle == 1 then
boot_note()
end
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end
if stallFrame < 2 then
stallFrame = stallFrame + 1
end
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if m.playerIndex == 0 and stallFrame > 1 then
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local modelIndex = gNetworkPlayers[m.playerIndex].modelIndex
characterTable[1].forceChar = modelIndex
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characterTable[1].name = defaultNames[modelIndex]
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if currChar == 1 then
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characterTable[1].color = defaultPlayerColors[modelIndex]
characterTable[1].lifeIcon = defaultIcons[modelIndex]
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characterTable[1].camScale = defaultCamScales[modelIndex]
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end
if optionTable[optionTableRef.localModels].toggle > 0 then
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gPlayerSyncTable[m.playerIndex].modelId = characterTable[currChar].model
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if characterTable[currChar].forceChar ~= nil then
gNetworkPlayers[m.playerIndex].overrideModelIndex = characterTable[currChar].forceChar
end
else
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gPlayerSyncTable[m.playerIndex].modelId = nil
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gNetworkPlayers[m.playerIndex].overrideModelIndex = characterTable[1].forceChar
end
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if menuAndTransition then
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for _, func in pairs(allowMenu) do
if not func() then
menu = false
return
end
end
camera_freeze()
hud_hide()
if _G.PersonalStarCounter then
_G.PersonalStarCounter.hide_star_counters(true)
end
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if m.area.camera.cutscene == 0 then
m.area.camera.cutscene = CUTSCENE_CS_MENU
end
local camScale = characterTable[currChar].camScale
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local focusPos = {
x = m.pos.x,
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y = m.pos.y + 120 * camScale,
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z = m.pos.z,
}
vec3f_copy(gLakituState.focus, focusPos)
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gLakituState.pos.x = m.pos.x + sins(faceAngle) * 500 * camScale
gLakituState.pos.y = m.pos.y + 100 * camScale
gLakituState.pos.z = m.pos.z + coss(faceAngle) * 500 * camScale
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if m.forwardVel == 0 and m.pos.y == m.floorHeight and not ignoredSurfaces[m.floor.type] and m.health > 255 and not menuActBlacklist[m.action] then
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set_mario_action(m, ACT_IDLE, 0)
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set_mario_animation(m, MARIO_ANIM_FIRST_PERSON)
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end
noLoop = false
elseif not noLoop then
camera_unfreeze()
hud_show()
if _G.PersonalStarCounter then
_G.PersonalStarCounter.hide_star_counters(false)
end
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if m.area.camera.cutscene == CUTSCENE_CS_MENU then
m.area.camera.cutscene = CUTSCENE_STOP
end
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noLoop = true
end
end
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--Reset Save Data Check
if optionTable[optionTableRef.resetSaveData].toggle > 0 then
reset_options(false)
optionTable[optionTableRef.resetSaveData].toggle = 0
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end
end
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local sCapBhvs = {
[id_bhvWingCap] = true,
[id_bhvVanishCap] = true,
[id_bhvMetalCap] = true
}
--- @param o Object
--- @param model integer
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function set_model(o, model)
if obj_has_behavior_id(o, id_bhvMario) ~= 0 then
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local i = network_local_index_from_global(o.globalPlayerIndex)
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if gPlayerSyncTable[i].modelId ~= nil and obj_has_model_extended(o, gPlayerSyncTable[i].modelId) == 0 then
obj_set_model_extended(o, gPlayerSyncTable[i].modelId)
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end
return
end
if obj_has_behavior_id(o, id_bhvCelebrationStar) ~= 0 and o.parentObj ~= nil then
local i = network_local_index_from_global(o.parentObj.globalPlayerIndex)
local starModel = characterCelebrationStar[gPlayerSyncTable[i].modelId]
if gPlayerSyncTable[i].modelId ~= nil and starModel ~= nil and obj_has_model_extended(o, starModel) == 0 then
obj_set_model_extended(o, starModel)
end
return
end
if sCapBhvs[get_id_from_behavior(o.behavior)] then
o.globalPlayerIndex = nearest_player_to_object(o.parentObj).globalPlayerIndex
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end
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local i = network_local_index_from_global(o.globalPlayerIndex)
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local c = gMarioStates[i].character
if model == c.capModelId or
model == c.capWingModelId or
model == c.capMetalModelId or
model == c.capMetalWingModelId then
local capModels = characterCaps[gPlayerSyncTable[i].modelId]
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if capModels ~= nil then
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local capModel = E_MODEL_NONE
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if model == c.capModelId then
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capModel = capModels.normal
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elseif model == c.capWingModelId then
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capModel = capModels.wing
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elseif model == c.capMetalModelId then
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capModel = capModels.metal
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elseif model == c.capMetalWingModelId then
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capModel = capModels.metalWing
end
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if capModel ~= E_MODEL_NONE then
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obj_set_model_extended(o, capModel)
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end
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end
end
end
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_OBJECT_SET_MODEL, set_model)
------------------
-- Menu Handler --
------------------
local buttonAnimTimer = 0
local buttonScroll = 0
local buttonScrollCap = 30
local optionAnimTimer = -200
local optionAnimTimerCap = optionAnimTimer
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local inputStallTimerButton = 0
local inputStallTimerDirectional = 0
local inputStallToDirectional = 12
local inputStallToButton = 10
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-- Font Consistency between sm64ex-coop and sm64coopdx
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local FONT_CS_NORMAL = IS_COOPDX and FONT_ALIASED or FONT_NORMAL
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--Basic Menu Text
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local TEXT_OPTIONS_HEADER = "Menu Options"
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local TEXT_VERSION = "Version: " .. MOD_VERSION .. (IS_COOPDX and " | sm64coopdx" or " | sm64ex-coop")
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local TEXT_RATIO_UNSUPPORTED = "Your Current Aspect-Ratio isn't Supported!"
local TEXT_DESCRIPTION = "Character Description:"
local TEXT_PREF_SAVE = "Press A to Set as Preferred Character"
local TEXT_PAUSE_Z_OPEN = "Z Button - Character Select"
local TEXT_PAUSE_CURR_CHAR = "Current Character: "
if math_random(100) == 64 then -- Easter Egg if you get lucky loading the mod >v<
TEXT_PAUSE_Z_OPEN = "Z - DynOS" -- Referencing the original sm64ex DynOS options
TEXT_PAUSE_CURR_CHAR = "Model: "
end
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--Debug Text
local TEXT_DEBUGGING = "Character Debug"
local TEXT_DESCRIPTION_SHORT = "Description:"
local TEXT_LIFE_ICON = "Life Icon:"
local TEXT_FORCED_CHAR = "Forced: "
local TEXT_TABLE_POS = "Table Position: "
--Options Text
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local TEXT_OPTIONS_OPEN = "Press START to open Options"
local TEXT_MENU_CLOSE = "Press B to Exit Menu"
local TEXT_OPTIONS_SELECT = "A - Select | B - Exit "
local TEXT_LOCAL_MODEL_OFF = "Locally Display Models is Off"
local TEXT_LOCAL_MODEL_OFF_OPTIONS = "You can turn it back on in the Options Menu"
local menuColor = characterTable[currChar].color
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local MATH_DIVIDE_THREE_HUNDRED_TWENTY = 1/320
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local MATH_DIVIDE_THIRTY_TWO = 1/32
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local function on_hud_render()
djui_hud_set_resolution(RESOLUTION_N64)
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djui_hud_set_font(FONT_CS_NORMAL)
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local width = djui_hud_get_screen_width() + 1.4
local height = 240
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local widthHalf = width * 0.5
local heightHalf = height * 0.5
local widthScale = maxf(width, 321.4) * MATH_DIVIDE_THREE_HUNDRED_TWENTY
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if menuAndTransition then
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if optionTable[optionTableRef.menuColor].toggle > 1 then
menuColor = menuColorTable[optionTable[optionTableRef.menuColor].toggle - 1]
elseif optionTable[optionTableRef.menuColor].toggle == 1 then
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optionTable[optionTableRef.menuColor].toggleNames[2] = string_underscore_to_space(TEXT_PREF_LOAD) .. " (Pref)"
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menuColor = prefCharColor
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else
menuColor = characterTable[currChar].color
end
if optionTable[optionTableRef.localModels].toggle == 0 then
djui_hud_set_color(0, 0, 0, 200)
djui_hud_render_rect(0, 0, width, height)
djui_hud_set_color(255, 255, 255, 255)
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djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF) * 0.15 * widthScale, heightHalf, 0.3 * widthScale)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF_OPTIONS, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF_OPTIONS) * 0.1 * widthScale, heightHalf + 10 * widthScale, 0.2 * widthScale)
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end
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local x = 135 * widthScale * 0.8
--Character Description
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width - x, 0, x, height)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(width - x + 2, 2, x - 4, height - 4)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_set_font(FONT_CS_NORMAL)
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local character = characterTable[currChar]
if optionTable[optionTableRef.debugInfo].toggle == 0 then -- Actual Description
local TEXT_NAME = string_underscore_to_space(character.name)
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local TEXT_CREDIT = "Credit: " .. character.credit
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local TEXT_DESCRIPTION_TABLE = character.description
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local TEXT_PREF = "Preferred Character:"
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local TEXT_PREF_LOAD = string_underscore_to_space(TEXT_PREF_LOAD)
if djui_hud_measure_text(TEXT_PREF_LOAD) / widthScale > 110 then
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TEXT_PREF = "Preferred Char:"
end
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if djui_hud_measure_text(TEXT_PREF_LOAD) / widthScale > 164 then
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TEXT_PREF = "Pref Char:"
end
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TEXT_PREF = TEXT_PREF .. ' "' .. TEXT_PREF_LOAD .. '"'
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local textX = x * 0.5
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djui_hud_print_text(TEXT_NAME, width - textX - djui_hud_measure_text(TEXT_NAME) * 0.3, 55, 0.6)
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djui_hud_set_font(FONT_TINY)
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djui_hud_print_text(TEXT_CREDIT, width - textX - djui_hud_measure_text(TEXT_CREDIT) * 0.3, 74, 0.6)
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djui_hud_set_font(FONT_CS_NORMAL)
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djui_hud_print_text(TEXT_DESCRIPTION, width - textX - djui_hud_measure_text(TEXT_DESCRIPTION) * 0.2, 85, 0.4)
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if widthScale < 1.65 then
for i = 1, #TEXT_DESCRIPTION_TABLE do
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djui_hud_print_text(TEXT_DESCRIPTION_TABLE[i], width - textX - djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i]) * 0.15, 90 + i * 9, 0.3)
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end
else
for i = 1, math_ceil(#TEXT_DESCRIPTION_TABLE*0.5) do
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local tablePos = (i * 2) - 1
if TEXT_DESCRIPTION_TABLE[tablePos] and TEXT_DESCRIPTION_TABLE[tablePos + 1] then
local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos] .. " " .. TEXT_DESCRIPTION_TABLE[tablePos + 1]
djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3)
elseif TEXT_DESCRIPTION_TABLE[tablePos] then
local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos]
djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3)
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end
end
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end
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djui_hud_print_text(TEXT_PREF, width - textX - djui_hud_measure_text(TEXT_PREF) * 0.15, height - 22, 0.3)
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_PREF_SAVE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE) * 0.25, height - 13, 0.5)
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else -- Debugging Info
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local TEXT_NAME = "Name: " .. character.name
local TEXT_SAVE_NAME = "Save Name: " .. character.saveName
local TEXT_CREDIT = "Credit: " .. character.credit
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local TEXT_DESCRIPTION_TABLE = character.description
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local TEXT_COLOR = "Color: R-" .. character.color.r ..", G-" ..character.color.g ..", B-"..character.color.b
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local TEX_ICON = character.lifeIcon
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local TEXT_ICON_DEFAULT = "?"
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local TEXT_SCALE = "Camera Scale: " .. character.camScale
local TEXT_PREF = "Preferred: " .. TEXT_PREF_LOAD
local TEXT_PREF_COLOR = "Pref Color: R-" .. prefCharColor.r .. ", G-" .. prefCharColor.g .. ", B-" .. prefCharColor.b
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local textX = x * 0.5
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djui_hud_print_text(TEXT_DEBUGGING, width - textX - djui_hud_measure_text(TEXT_DEBUGGING) * 0.3, 55, 0.6)
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djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_NAME, width - x + 8, 72, 0.6)
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djui_hud_print_text(TEXT_SAVE_NAME, width - x + 8, 81, 0.6)
djui_hud_print_text(TEXT_CREDIT, width - x + 8, 90, 0.6)
djui_hud_print_text(TEXT_DESCRIPTION_SHORT, width - x + 8, 99, 0.6)
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local removeLine = 0
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for i = 1, #TEXT_DESCRIPTION_TABLE do
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if TEXT_DESCRIPTION_TABLE[i] ~= "" then
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djui_hud_set_font(FONT_CS_NORMAL)
local TEXT_DESCRIPTION_LINE = TEXT_DESCRIPTION_TABLE[i]
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if (djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i]) * 0.3 > 100) then
TEXT_DESCRIPTION_LINE = "(!) " .. TEXT_DESCRIPTION_LINE
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else
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TEXT_DESCRIPTION_LINE = " " .. TEXT_DESCRIPTION_LINE
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end
djui_hud_set_font(FONT_TINY)
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djui_hud_print_text(TEXT_DESCRIPTION_LINE, width - x + 5, 101 + (i-removeLine) * 7, 0.5)
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else
removeLine = removeLine + 1
end
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end
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local descriptionOffset = (#TEXT_DESCRIPTION_TABLE - removeLine) * 7
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djui_hud_print_text(TEXT_COLOR, width - x + 8, 109 + descriptionOffset, 0.6)
if TEX_ICON ~= nil then
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djui_hud_print_text(TEXT_LIFE_ICON .. " (" .. TEX_ICON.width .. "x" .. TEX_ICON.height .. ")", width - x + 8, 118 + descriptionOffset, 0.6)
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djui_hud_set_color(255, 255, 255, 255)
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djui_hud_render_texture(TEX_ICON, width - x + 38, 119 + descriptionOffset, 0.5 / (TEX_ICON.width / 16), 0.5 / (TEX_ICON.height / 16))
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else
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djui_hud_print_text(TEXT_LIFE_ICON .. " (?x?)", width - x + 8, 118 + descriptionOffset, 0.6)
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djui_hud_set_font(FONT_HUD)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_ICON_DEFAULT, width - x + 38, 119 + descriptionOffset, 0.5)
djui_hud_set_font(FONT_TINY)
end
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djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_print_text(TEXT_FORCED_CHAR .. defaultForceChar[character.forceChar], width - x + 8, 127 + descriptionOffset, 0.6)
djui_hud_print_text(TEXT_TABLE_POS .. currChar, width - x + 8, 136 + descriptionOffset, 0.6)
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djui_hud_print_text(TEXT_SCALE, width - x + 8, 145 + descriptionOffset, 0.6)
djui_hud_print_text(TEXT_PREF, width - x + 8, height - 27, 0.6)
djui_hud_print_text(TEXT_PREF_COLOR, width - x + 8, height - 18, 0.6)
end
--Character Buttons
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, 0, x, height)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(2, 2, x - 4, height - 4)
if optionTable[optionTableRef.anims].toggle > 0 then
buttonAnimTimer = buttonAnimTimer + 1
end
if optionTable[optionTableRef.anims].toggle == 0 then
buttonScroll = 0
elseif math_abs(buttonScroll) > 0.1 then
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buttonScroll = buttonScroll * 0.03 * inputStallToDirectional
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end
local buttonColor = {}
for i = -1, 4 do
if characterTable[i + currChar] ~= nil then
buttonColor = characterTable[i + currChar].color
djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
local buttonX = 20 * widthScale
if i == 0 then
if optionTable[optionTableRef.anims].toggle > 0 then
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buttonX = buttonX + math_sin(buttonAnimTimer * 0.05) * 2.5 + 5
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else
buttonX = buttonX + 10
end
end
local y = (i + 3) * 30 + buttonScroll
djui_hud_render_rect(buttonX, y, 70, 20)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(buttonX + 1, y + 1, 68, 18)
djui_hud_set_font(FONT_TINY)
djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
djui_hud_print_text(string_underscore_to_space(characterTable[currChar + i].name), buttonX + 5, y + 5, 0.6)
end
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end
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djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, height-2, x, 2)
-- Scroll Bar
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(7 * widthScale, 55, 7, 170)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(7 * widthScale + 1, 56, 5, 168)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_render_rect(7 * widthScale + 2, 57 + 166 * ((currChar - 1) / #characterTable) - (buttonScroll * 0.03333333333) * (166 / #characterTable), 3, 166 / #characterTable)
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djui_hud_set_font(FONT_TINY)
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local TEXT_CHAR_COUNT = currChar .. "/" .. #characterTable
djui_hud_print_text(TEXT_CHAR_COUNT, (11 - djui_hud_measure_text(TEXT_CHAR_COUNT) * 0.2) * widthScale, height - 12, 0.4)
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--Character Select Header
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, 0, width, 50)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(2, 2, width - 4, 46)
djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
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if TEX_OVERRIDE_HEADER then -- Render Override Header
djui_hud_render_texture(TEX_OVERRIDE_HEADER, widthHalf - 128, 10, 1/(TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_THIRTY_TWO), 1/(TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_THIRTY_TWO))
else
djui_hud_render_texture(TEX_HEADER, widthHalf - 128, 10, 1, 1)
end
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djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_font(FONT_TINY)
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djui_hud_print_text(TEXT_VERSION, 5, 3, 0.5)
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--Unsupported Res Warning
if width < 321.2 or width > 575 then
djui_hud_print_text(TEXT_RATIO_UNSUPPORTED, 5, 39, 0.5)
end
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-- API Rendering
if #renderInMenuTable > 0 then
for i = 1, #renderInMenuTable do
renderInMenuTable[i]()
end
end
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--Options display
if options or optionAnimTimer > optionAnimTimerCap then
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djui_hud_set_color(menuColor.r * 0.25, menuColor.g * 0.25, menuColor.b * 0.25, 205 + maxf(-200, optionAnimTimer))
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djui_hud_render_rect(0, 0, width, height)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_render_rect(width * 0.5 - 50 * widthScale, minf(55 - optionAnimTimer, height - 25 * widthScale), 100 * widthScale, 200)
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djui_hud_set_color(0, 0, 0, 255)
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djui_hud_render_rect(width * 0.5 - 50 * widthScale + 2, minf(55 - optionAnimTimer + 2, height - 25 * widthScale + 2), 100 * widthScale - 4, 196)
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djui_hud_set_font(FONT_CS_NORMAL)
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djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
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djui_hud_print_text(TEXT_OPTIONS_HEADER, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_HEADER) * 0.3 * minf(widthScale, 1.5), 65 + optionAnimTimer * -1, 0.6 * minf(widthScale, 1.5))
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local widthScaleLimited = minf(widthScale, 1.5)
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-- Up Arrow
if currOption > 3 then
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_rotation(0x2000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 3 * widthScaleLimited, 95 - optionAnimTimer, 5 * widthScaleLimited, 5 * widthScaleLimited)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_set_rotation(0x0000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 4 * widthScaleLimited, 95 - optionAnimTimer + 2 * widthScaleLimited, 8 * widthScaleLimited, 10)
end
-- Down Arrow
if currOption < optionTableCount - 2 then
local yOffset = 90 - optionAnimTimer + 45 * widthScaleLimited
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_rotation(0x2000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 3 * widthScaleLimited, yOffset + 10, 5 * widthScaleLimited, 5 * widthScaleLimited)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_set_rotation(0x0000, 0.5, 0.5)
djui_hud_render_rect(widthHalf - 4 * widthScaleLimited, yOffset + 10 - 2 * widthScaleLimited, 8 * widthScaleLimited, 5 * widthScaleLimited)
end
-- Options
for i = currOption - 2, currOption + 2 do
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if not (i < 1 or i > optionTableCount) then
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local toggleName = optionTable[i].name
local scale = 0.5
local yOffset = 100 - optionAnimTimer + (i - currOption + 2) * 9 * widthScaleLimited
if i == currOption then
djui_hud_set_font(FONT_CS_NORMAL)
scale = 0.3
yOffset = yOffset - 1
if optionTable[i].toggleNames[optionTable[i].toggle + 1] ~= "" then
toggleName = toggleName .. " - " .. optionTable[i].toggleNames[optionTable[i].toggle + 1]
else
toggleName = toggleName
end
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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else
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djui_hud_set_font(FONT_TINY)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 150)
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end
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scale = scale * widthScaleLimited
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djui_hud_print_text(toggleName, widthHalf - djui_hud_measure_text(toggleName) * scale * 0.5, yOffset, scale)
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end
end
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-- Description
if optionTable[currOption].description ~= nil then
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
for i = 1, #optionTable[currOption].description do
djui_hud_set_font(FONT_CS_NORMAL)
local line = optionTable[currOption].description[i]
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djui_hud_print_text(line, widthHalf - djui_hud_measure_text(line) * 0.15, 180 - optionAnimTimer + 15 * widthScaleLimited + 8 * i - 8 * #optionTable[currOption].description, 0.3)
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end
end
-- Footer
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djui_hud_set_font(FONT_TINY)
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djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_print_text(TEXT_OPTIONS_SELECT, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_SELECT) * 0.3, height - 20 - optionAnimTimer, 0.6)
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djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_render_rect(width * 0.5 - 50 * widthScale, height - 2, 100 * widthScale, 2)
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else
-- How to open options display
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local widthScaleLimited = minf(widthScale, 1.42)
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djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_render_rect(widthHalf - 50 * widthScale, height - 25 * widthScaleLimited, 100 * widthScale, 26 * widthScaleLimited)
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djui_hud_set_color(0, 0, 0, 255)
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djui_hud_render_rect(widthHalf - 50 * widthScale + 2, height - 25 * widthScaleLimited + 2, 100 * widthScale - 4, 22 * widthScaleLimited)
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djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
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djui_hud_render_rect(widthHalf - 50 * widthScale, height - 2, 100 * widthScale, 2)
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djui_hud_set_font(FONT_CS_NORMAL)
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djui_hud_print_text(TEXT_OPTIONS_OPEN, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_OPEN) * 0.175 * widthScaleLimited, height - 23 * widthScaleLimited + optionAnimTimer + 202, 0.35 * widthScaleLimited)
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djui_hud_set_font(FONT_TINY)
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djui_hud_print_text(TEXT_MENU_CLOSE, widthHalf - djui_hud_measure_text(TEXT_MENU_CLOSE) * 0.25 * widthScaleLimited, height - 13 * widthScaleLimited + optionAnimTimer + 202, 0.5 * widthScaleLimited)
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end
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-- Anim logic
if options then
if optionTable[optionTableRef.anims].toggle > 0 then
if optionAnimTimer < -1 then
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optionAnimTimer = optionAnimTimer / 1.1
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end
else
optionAnimTimer = -1
end
else
if optionTable[optionTableRef.anims].toggle > 0 then
if optionAnimTimer > optionAnimTimerCap then
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optionAnimTimer = optionAnimTimer * 1.3
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end
else
optionAnimTimer = optionAnimTimerCap
end
end
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optionAnimTimer = maxf(optionAnimTimer, -200)
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else
options = false
optionAnimTimer = optionAnimTimerCap
end
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-- Cross fade
if optionTable[optionTableRef.anims].toggle == 1 then
if menu and menuCrossFade > -menuCrossFadeCap then
menuCrossFade = menuCrossFade - 1
if menuCrossFade == 0 then menuCrossFade = menuCrossFade - 1 end
end
if not menu and menuCrossFade < menuCrossFadeCap then
menuCrossFade = menuCrossFade + 1
if menuCrossFade == 0 then menuCrossFade = menuCrossFade + 1 end
end
if menuCrossFade < 0 then
menuAndTransition = true
else
menuAndTransition = false
end
else
if menu then
menuCrossFade = -menuCrossFadeCap
else
menuCrossFade = menuCrossFadeCap
end
menuAndTransition = menu
end
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_color(0, 0, 0, (math_abs(menuCrossFade)) * -menuCrossFadeMath)
djui_hud_render_rect(0, 0, width, height)
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-- Info / Z Open Bind on Pause Menu
if is_game_paused() and not djui_hud_is_pause_menu_created() and gMarioStates[0].action ~= ACT_EXIT_LAND_SAVE_DIALOG then
local currCharY = 0
djui_hud_set_resolution(RESOLUTION_DJUI)
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djui_hud_set_font(FONT_NORMAL)
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if optionTable[optionTableRef.openInputs].toggle == 2 then
currCharY = 27
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width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_Z_OPEN)
if not IS_COOPDX then -- Done to match DX not having dropshadow on the "R Button - Options" thingy
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djui_hud_set_color(0, 0, 0, 255)
djui_hud_print_text(TEXT_PAUSE_Z_OPEN, width - 19, 17, 1)
end
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djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_PAUSE_Z_OPEN, width - 20, 16, 1)
end
if optionTable[optionTableRef.localModels].toggle == 1 then
local charName = string_underscore_to_space(characterTable[currChar].name)
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local TEXT_PAUSE_CURR_CHAR_WITH_NAME = TEXT_PAUSE_CURR_CHAR .. charName
width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME)
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local charColor = characterTable[currChar].color
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if not IS_COOPDX then
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djui_hud_set_color(0, 0, 0, 255)
djui_hud_print_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME, width - 19, 17 + currCharY, 1)
end
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djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_PAUSE_CURR_CHAR, width - 20, 16 + currCharY, 1)
djui_hud_set_color(charColor.r, charColor.g, charColor.b, 255)
djui_hud_print_text(charName, djui_hud_get_screen_width() - djui_hud_measure_text(charName) - 20, 16 + currCharY, 1)
else
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width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF)
if not IS_COOPDX then
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djui_hud_set_color(0, 0, 0, 255)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 19, 17 + currCharY, 1)
end
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djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 20, 16 + currCharY, 1)
end
end
end
local function before_mario_update(m)
if m.playerIndex ~= 0 then return end
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if inputStallTimerButton > 0 then inputStallTimerButton = inputStallTimerButton - 1 end
if inputStallTimerDirectional > 0 then inputStallTimerDirectional = inputStallTimerDirectional - 1 end
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if menu and inputStallToDirectional ~= latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1] then
inputStallToDirectional = latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1]
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end
-- Menu Inputs
if not menu and (m.controller.buttonDown & D_JPAD) ~= 0 and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and optionTable[optionTableRef.openInputs].toggle == 1 then
if ommActive then
if (m.controller.buttonDown & R_TRIG) ~= 0 then
menu = true
end
else
menu = true
end
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inputStallTimerDirectional = inputStallToDirectional
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end
if is_game_paused() and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and (m.controller.buttonPressed & Z_TRIG) ~= 0 and optionTable[optionTableRef.openInputs].toggle == 2 then
menu = true
end
local cameraToObject = gMarioStates[0].marioObj.header.gfx.cameraToObject
-- C-up Failsafe (Camera Softlocks)
if m.action == ACT_FIRST_PERSON or (m.prevAction == ACT_FIRST_PERSON and is_game_paused()) then
menu = false
elseif m.prevAction == ACT_FIRST_PERSON and not is_game_paused() then
m.prevAction = ACT_WALKING
end
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if gNetworkPlayers[0].currActNum == 99 then menu = false end
if m.action == ACT_INTRO_CUTSCENE then menu = false end
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if menuAndTransition and not options then
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if menu then
if inputStallTimerDirectional == 0 then
if (m.controller.buttonPressed & D_JPAD) ~= 0 or (m.controller.buttonPressed & D_CBUTTONS) ~= 0 or m.controller.stickY < -60 then
currChar = currChar + 1
if (m.controller.buttonPressed & D_CBUTTONS) == 0 then
inputStallTimerDirectional = inputStallToDirectional
else
inputStallTimerDirectional = 3 -- C-Scrolling
end
buttonScroll = buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & U_JPAD) ~= 0 or (m.controller.buttonPressed & U_CBUTTONS) ~= 0 or m.controller.stickY > 60 then
currChar = currChar - 1
if (m.controller.buttonPressed & U_CBUTTONS) == 0 then
inputStallTimerDirectional = inputStallToDirectional
else
inputStallTimerDirectional = 3 -- C-Scrolling
end
buttonScroll = -buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
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end
end
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if inputStallTimerButton == 0 then
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
if characterTable[currChar] ~= nil then
mod_storage_save_pref_char(characterTable[currChar])
inputStallTimerButton = inputStallToButton
play_sound(SOUND_MENU_CLICK_FILE_SELECT, cameraToObject)
else
play_sound(SOUND_MENU_CAMERA_BUZZ, cameraToObject)
end
end
if (m.controller.buttonPressed & B_BUTTON) ~= 0 then
menu = false
end
if (m.controller.buttonPressed & START_BUTTON) ~= 0 then
options = true
end
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end
end
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-- Wraping Menu
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if currChar > #characterTable then currChar = 1 end
if currChar < 1 then currChar = #characterTable end
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-- Handles Camera Posistioning
faceAngle = m.faceAngle.y
if m.controller.buttonPressed & R_CBUTTONS ~= 0 then faceAngle = faceAngle + 0x1000 end
if m.controller.buttonPressed & L_CBUTTONS ~= 0 then faceAngle = faceAngle - 0x1000 end
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nullify_inputs(m)
if is_game_paused() then
m.controller.buttonPressed = START_BUTTON
end
end
if options then
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if inputStallTimerDirectional == 0 then
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if (m.controller.buttonPressed & D_JPAD) ~= 0 then
currOption = currOption + 1
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inputStallTimerDirectional = inputStallToDirectional
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play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & U_JPAD) ~= 0 then
currOption = currOption - 1
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inputStallTimerDirectional = inputStallToDirectional
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play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY < -60 then
currOption = currOption + 1
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inputStallTimerDirectional = inputStallToDirectional
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play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY > 60 then
currOption = currOption - 1
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inputStallTimerDirectional = inputStallToDirectional
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play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
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end
if inputStallTimerButton == 0 then
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if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
optionTable[currOption].toggle = optionTable[currOption].toggle + 1
if optionTable[currOption].toggle > optionTable[currOption].toggleMax then optionTable[currOption].toggle = 0 end
if optionTable[currOption].toggleSaveName ~= nil then
mod_storage_save(optionTable[currOption].toggleSaveName, tostring(optionTable[currOption].toggle))
end
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inputStallTimerButton = inputStallToButton
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play_sound(SOUND_MENU_CHANGE_SELECT, cameraToObject)
end
if (m.controller.buttonPressed & B_BUTTON) ~= 0 then
options = false
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inputStallTimerButton = inputStallToButton
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end
end
if currOption > #optionTable then currOption = 1 end
if currOption < 1 then currOption = #optionTable end
nullify_inputs(m)
end
end
hook_event(HOOK_BEFORE_MARIO_UPDATE, before_mario_update)
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
--------------
-- Commands --
--------------
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promptedAreYouSure = false
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local function chat_command(msg)
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msg = string_lower(msg)
-- Open Menu Check
if msg == "" or msg == "menu" then
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menu = not menu
return true
end
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-- Help Prompt Check
if msg == "?" or msg == "help" then
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djui_chat_message_create("Character Select's Avalible Commands:" ..
"\n\\#ffff33\\/char-select help\\#ffffff\\ - Returns Avalible Commands" ..
"\n\\#ffff33\\/char-select menu\\#ffffff\\ - Opens the Menu" ..
"\n\\#ffff33\\/char-select [name/num]\\#ffffff\\ - Switches to Character" ..
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"\n\\#ff3333\\/char-select reset\\#ffffff\\ - Resets your Save Data")
return true
end
-- Reset Save Data Check
if msg == "reset" or (msg == "confirm" and promptedAreYouSure) then
reset_options(true)
return true
end
-- Name Check
for i = 1, #characterTable do
if msg == string_lower(characterTable[i].name) or msg == string_underscore_to_space(string_lower(characterTable[i].saveName)) then
currChar = i
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djui_chat_message_create('Character set to "' .. characterTable[i].name .. '" Successfully!')
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return true
end
end
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-- Number Check
if tonumber(msg) then
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msg = tonumber(msg)
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if msg > 0 and msg <= #characterTable then
currChar = msg
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djui_chat_message_create('Character set to "' .. characterTable[msg].name .. '" Successfully!')
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return true
end
end
djui_chat_message_create("Character Not Found")
return true
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end
hook_chat_command("char-select", "- Opens the Character Select Menu", chat_command)