Update Character Select related mods

This commit is contained in:
Agent X 2024-07-01 18:31:14 -04:00
parent 8bc345d856
commit 7f40b39694
5 changed files with 159 additions and 147 deletions

View file

@ -33,10 +33,10 @@ VOICETABLE_TOADETTE = {
[CHAR_SOUND_MAMA_MIA] = "toadette_ooh.ogg",
[CHAR_SOUND_DOH] = "toadette_oof.ogg",
[CHAR_SOUND_HRMM] = "toadette_pickup.ogg",
[CHAR_SOUND_PANTING] = "toadette_pant",
[CHAR_SOUND_UH] = "toadette_oof_3.ogg",
[CHAR_SOUND_UH2] = "toadette_oof_4.ogg",
[CHAR_SOUND_UH2_2] = "toadette_oof_5.ogg"
[CHAR_SOUND_PANTING] = "toadette_pant.ogg",
[CHAR_SOUND_UH] = "toadette_oof2.ogg",
[CHAR_SOUND_UH2] = "toadette_oof2.ogg",
[CHAR_SOUND_UH2_2] = "toadette_oof2.ogg"
}
--MAKING VOICE CLIPS FOR ATM. USE PLACEHOLDER VOICE CLIPS!

View file

@ -52,7 +52,7 @@ VOICETABLE_YOSHI = {
[CHAR_SOUND_OOOF] = "yoshi_oof.ogg",
[CHAR_SOUND_OOOF2] = "yoshi_oof2.ogg",
[CHAR_SOUND_PANTING] = "yoshi_pant.ogg",
[CHAR_SOUND_PANTING_COLD] = "yoshi_pant_cold.ogg",
[CHAR_SOUND_PANTING_COLD] = "yoshi_pant.ogg",
[CHAR_SOUND_SNORING1] = "yoshi_snore1.ogg",
[CHAR_SOUND_SNORING2] = "yoshi_snore2.ogg",
[CHAR_SOUND_SNORING3] = {"yoshi_snore1.ogg", "yoshi_snore2.ogg", "yoshi_snore3.ogg"},

View file

@ -48,6 +48,8 @@ characterTable = {
},
}
gPlayerSyncTable[0].offset = 0
characterCaps = {}
characterCelebrationStar = {}
characterColorPresets = {}
@ -387,6 +389,14 @@ local menuActBlacklist = {
}
local faceAngle = 0
local altOffsetActs = {
[ACT_CROUCH_SLIDE] = true,
[ACT_READING_AUTOMATIC_DIALOG] = true,
[ACT_DEATH_EXIT_LAND] = true,
[ACT_SLIDE_KICK] = false,
[ACT_SLIDE_KICK_SLIDE] = false,
[ACT_GROUND_POUND] = true,
}
--- @param m MarioState
local function mario_update(m)
@ -429,6 +439,13 @@ local function mario_update(m)
currChar = 1
end
gPlayerSyncTable[0].offset = characterTable[currChar].offset
--[[
for i = 0, MAX_PLAYERS-1 do
local m = gMarioStates[i]
end
]]
if menuAndTransition then
camera_freeze()
hud_hide()
@ -476,29 +493,11 @@ local function mario_update(m)
optionTable[i].optionBeingSet = false
end
end
end
local altOffsetActs = {
[ACT_CROUCH_SLIDE] = true,
[ACT_READING_AUTOMATIC_DIALOG] = true,
[ACT_DEATH_EXIT_LAND] = true,
[ACT_SLIDE_KICK] = false,
[ACT_SLIDE_KICK_SLIDE] = false,
[ACT_GROUND_POUND] = true,
}
-- Vertical Offsets
local function on_object_render(obj)
if get_id_from_behavior(obj.behavior) ~= id_bhvMario then
return
end
for i=0, MAX_PLAYERS-1 do
local m = gMarioStates[i]
if characterTable[currChar].offset ~= 0 then
if altOffsetActs[m.action] ~= false then
m.marioObj.header.gfx.pos.y = (altOffsetActs[m.action] and m.pos.y or m.marioObj.header.gfx.pos.y) + characterTable[currChar].offset
end
local offset = gPlayerSyncTable[m.playerIndex].offset
if offset ~= 0 and offset ~= nil then
if altOffsetActs[m.action] ~= false then
m.marioObj.header.gfx.pos.y = (altOffsetActs[m.action] and m.pos.y or m.marioObj.header.gfx.pos.y) + offset
end
end
end
@ -560,7 +559,6 @@ end
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_OBJECT_SET_MODEL, set_model)
hook_event(HOOK_ON_OBJECT_RENDER, on_object_render)
------------------
-- Menu Handler --
@ -1312,4 +1310,14 @@ local function chat_command(msg)
return true
end
hook_chat_command("char-select", "- Opens the Character Select Menu", chat_command)
hook_chat_command("char-select", "- Opens the Character Select Menu", chat_command)
--------------
-- Mod Menu --
--------------
local function open_cs_menu()
menu = true
end
hook_mod_menu_button("Open Menu", open_cs_menu)

View file

@ -214,7 +214,7 @@ local function character_get_number_from_string(name)
end
---@param m MarioState
local function character_get_voice(m)
function character_get_voice(m)
return characterVoices[gPlayerSyncTable[m.playerIndex].modelId]
end

View file

@ -1,132 +1,144 @@
if incompatibleClient then return end
if incompatibleClient then return 0 end
-- rewritten custom voice system for Character Select
-- by Agent X
local voiceTimeout = false
-- will need some revising in the future, but this will do for now.
local SLEEP_TALK_SNORES = 8
gCustomVoiceSamples = {}
gCustomVoiceStream = nil
-- localize functions to improve performance
local audio_sample_stop,audio_sample_destroy,type,math_random,audio_stream_stop,audio_stream_destroy,audio_stream_load,audio_stream_play,audio_sample_load,audio_sample_play,is_game_paused,play_character_sound = audio_sample_stop,audio_sample_destroy,type,math.random,audio_stream_stop,audio_stream_destroy,audio_stream_load,audio_stream_play,audio_sample_load,audio_sample_play,is_game_paused,play_character_sound
--- @param m MarioState
function stop_custom_character_sound(m, sound)
local voice_sample = gCustomVoiceSamples[m.playerIndex]
if voice_sample == nil or not voice_sample.loaded or voice_sample.isStream then
return nil
end
audio_sample_stop(voice_sample)
if voice_sample.file.relativePath:match('^.+/(.+)$') == sound then
return voice_sample
end
audio_sample_destroy(voice_sample)
gCustomVoiceSamples[m.playerIndex] = nil -- prevent this from pointing to another sample or possibly garbage data
return nil
end
--- @param m MarioState
function play_custom_character_sound(m, voice)
if voiceTimeout then return 0 end
local sound
if type(voice) == "table" then
sound = voice[math_random(#voice)]
else
sound = voice
end
if sound == nil then return 0 end
--Get current sample and stop it
local voice_sample = stop_custom_character_sound(m, sound)
if type(sound) ~= "string" then
return sound
end
if (m.area == nil or m.area.camera == nil) and m.playerIndex == 0 then
if gCustomVoiceStream ~= nil then
audio_stream_stop(gCustomVoiceStream)
audio_stream_destroy(gCustomVoiceStream)
end
gCustomVoiceStream = audio_stream_load(sound)
audio_stream_play(gCustomVoiceStream, true, 1)
else
if voice_sample == nil then
voice_sample = audio_sample_load(sound)
local lagTimer = 0
repeat
lagTimer = lagTimer + 1
if lagTimer > 500 then
voiceTimeout = true
if optionTable[optionTableRef.notification].toggle == 1 then
djui_chat_message_create("\\#FFAAAA\\Note: Custom Character Voices are unavalible due to\ninability to load audio, This is most likely because\nyour client does not support custom audio functionality.")
elseif optionTable[optionTableRef.notification].toggle == 2 then
djui_popup_create('Character Select:\nCustom Character Voices\nare unavalible due to\ninability to load audio!', 4)
end
break
end
until voice_sample.loaded
end
audio_sample_play(voice_sample, m.pos, 1)
gCustomVoiceSamples[m.playerIndex] = voice_sample
end
return 0
end
--- @param m MarioState
local function custom_character_sound(m, characterSound)
if is_game_paused() or voiceTimeout or optionTable[optionTableRef.localVoices].toggle == 0 then return 0 end
if characterSound == CHAR_SOUND_SNORING3 then return 0 end
if characterSound == CHAR_SOUND_HAHA and m.hurtCounter > 0 then return 0 end
local voice = _G.charSelect.character_get_voice(m)[characterSound]
if voice ~= nil then
return play_custom_character_sound(m, voice)
end
return 0
end
local STARTING_SNORE = 46
local SLEEP_TALK_START = STARTING_SNORE + 49
local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES
local function stop_all_custom_character_sounds()
-- run through each player
for i = 0, MAX_PLAYERS - 1 do
local m = gMarioStates[i]
-- get the voice table, if there is one
local voiceTable = character_get_voice(m)
if voiceTable ~= nil then
-- run through each sample
for sound in pairs(voiceTable) do
-- if the sample is found, try to stop it
if voiceTable[sound] ~= nil and type(voiceTable[sound]) ~= "string" then
-- if there's no pointer then it must be a sound clip table
if voiceTable[sound]._pointer == nil then
for voice in pairs(voiceTable[sound]) do
if type(voiceTable[sound][voice]) == "string" then
break
end
audio_sample_stop(voiceTable[sound][voice])
end
else
audio_sample_stop(voiceTable[sound])
end
end
end
end
end
end
--[[local function stop_custom_character_sound(m, sound)
local voiceTable = character_get_voice(m)
-- if there's no pointer then it must be a sound clip table
if type(voiceTable[sound]) == "string" then return end
if voiceTable[sound]._pointer == nil then
for voice in pairs(voiceTable[sound]) do
if type(voiceTable[voice]) == "string" then
break
end
audio_sample_stop(voiceTable[sound][voice])
end
else
audio_sample_stop(voiceTable[sound])
end
end]]
--- @param m MarioState
--- @param sound CharacterSound
local function custom_character_sound(m, sound)
if optionTable[optionTableRef.localVoices].toggle == 0 then return NO_SOUND end
-- get the voice table
local voiceTable = character_get_voice(m)
-- load samples that haven't been loaded
for voice, name in pairs(voiceTable) do
if type(voiceTable[voice]) == "string" then
voiceTable[voice] = audio_sample_load(name)
end
end
-- get the sample to play
local voice = voiceTable[sound]
if voice == nil then return NO_SOUND end
local sample = voice
-- if there's no pointer then it must be a sound clip table
if voice._pointer == nil then
-- run through each sample and load in any samples that haven't been loaded
for i, name in pairs(voice) do
if type(voice[i]) == "string" then
voice[i] = audio_sample_load(name)
end
end
-- choose a random sample
sample = voice[math.random(#voice)]
end
-- play the sample
-- audio_sample_stop(sample) -- doesn't seem to do anything?
if sound == CHAR_SOUND_SNORING1 or sound == CHAR_SOUND_SNORING2 or sound == CHAR_SOUND_SNORING3 then
audio_sample_play(sample, m.pos, 0.5)
else
audio_sample_play(sample, m.pos, 1.0)
end
return NO_SOUND
end
--- @param m MarioState
local function custom_character_snore(m)
if is_game_paused() or voiceTimeout or optionTable[optionTableRef.localVoices].toggle == 0 then return end
local SNORE3_TABLE = _G.charSelect.character_get_voice(m)[CHAR_SOUND_SNORING3]
if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 then return end
if m.action ~= ACT_SLEEPING then
if m.isSnoring > 0 then
stop_custom_character_sound(m)
end
-- if m.isSnoring ~= 0 then
-- stop_custom_character_sound(m, CHAR_SOUND_SNORING1)
-- stop_custom_character_sound(m, CHAR_SOUND_SNORING2)
-- stop_custom_character_sound(m, CHAR_SOUND_SNORING3)
-- end
return
elseif not (m.actionState == 2 and (m.flags & MARIO_MARIO_SOUND_PLAYED) ~= 0) then
elseif m.actionState ~= 2 or (m.flags & MARIO_MARIO_SOUND_PLAYED) == 0 then
return
end
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
local voice = character_get_voice(m)
local snoreTable = voice[CHAR_SOUND_SNORING3]
-- for some reason CS seemed to originally expect snoring to all be under SNORING3 for some reason???
-- if there's a pointer then it can't be a sound clip table
if snoreTable == nil or snoreTable._pointer ~= nil then
snoreTable = {}
for i = CHAR_SOUND_SNORING1, CHAR_SOUND_SNORING3 do
if voice[i] ~= nil then
table.insert(snoreTable, voice[i])
end
end
end
if SNORE3_TABLE ~= nil and #SNORE3_TABLE >= 2 then
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
if snoreTable ~= nil and #snoreTable >= 2 then
if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[2])
play_custom_character_sound(m, snoreTable[2])
elseif animFrame == 25 then
if #SNORE3_TABLE >= 3 then
if #snoreTable >= 3 then
m.actionTimer = m.actionTimer + 1
if m.actionTimer >= SLEEP_TALK_END then
m.actionTimer = STARTING_SNORE
end
if m.actionTimer == SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[3])
play_character_sound(m, CHAR_SOUND_SNORING3)
elseif m.actionTimer < SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[1])
play_character_sound(m, CHAR_SOUND_SNORING1)
end
else
play_custom_character_sound(m, SNORE3_TABLE[1])
play_character_sound(m, CHAR_SOUND_SNORING1)
end
end
elseif animFrame == 2 then
@ -137,24 +149,16 @@ local function custom_character_snore(m)
end
end
function stop_all_character_sounds()
if gCustomVoiceStream then
audio_stream_stop(gCustomVoiceStream)
audio_stream_destroy(gCustomVoiceStream)
gCustomVoiceStream = nil
end
for i = 0, MAX_PLAYERS-1 do
stop_custom_character_sound(gMarioStates[i])
local function update()
if is_game_paused() then
stop_all_custom_character_sounds()
end
end
hook_event(HOOK_ON_WARP, stop_all_character_sounds)
hook_event(HOOK_UPDATE, function ()
if is_game_paused() then
stop_all_character_sounds()
end
end)
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_ON_LEVEL_INIT, stop_all_custom_character_sounds)
_G.charSelect.voice = {
sound = custom_character_sound,
snore = custom_character_snore,
}
}