mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
Hopefully fix Git corruption and readd Hide and Seek
This commit is contained in:
parent
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commit
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8 changed files with 566 additions and 3 deletions
3
.gitattributes
vendored
3
.gitattributes
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# Set the default behavior, in case people don't have core.autocrlf set.
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* text=auto
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# Fix line endings
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*.* text eol=lf
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# List text files in case git doesn't characterize correctly
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*.c text
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*.h text
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566
mods/hide-and-seek.lua
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566
mods/hide-and-seek.lua
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-- name: Hide and Seek
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-- incompatible: gamemode
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-- description: A simple hide-and-seek gamemode for\nCo-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
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-- constants
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local ROUND_STATE_WAIT = 0
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local ROUND_STATE_ACTIVE = 1
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local ROUND_STATE_SEEKERS_WIN = 2
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local ROUND_STATE_HIDERS_WIN = 3
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local ROUND_STATE_UNKNOWN_END = 4
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-- globals
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state
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gGlobalSyncTable.touchTag = false
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gGlobalSyncTable.hiderCaps = false
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gGlobalSyncTable.seekerCaps = false
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gGlobalSyncTable.banKoopaShell = true
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gGlobalSyncTable.disableBLJ = true
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gGlobalSyncTable.displayTimer = 0 -- the displayed timer
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-- variables
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local sRoundTimer = 0 -- the server's round timer
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local sRoundStartTimeout = 15 * 30 -- fifteen seconds
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local sRoundEndTimeout = 3 * 60 * 30 -- three minutes
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local pauseExitTimer = 0
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local canLeave = false
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local sFlashingIndex = 0
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local puX = 0
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local puZ = 0
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local np = gNetworkPlayers[0]
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local cannonTimer = 0
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-- server settings
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gServerSettings.bubbleDeath = 0
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--localize functions to improve performance
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local
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hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
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hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
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play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
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djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
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djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
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math_floor, math_ceil, table_insert, set_camera_mode
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=
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hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
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hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
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play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
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djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
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djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
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math.floor, math.ceil, table.insert, set_camera_mode
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local function on_or_off(value)
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if value then return "enabled" end
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return "disabled"
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end
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local function server_update()
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-- increment timer
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sRoundTimer = sRoundTimer + 1
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gGlobalSyncTable.displayTimer = math_floor(sRoundTimer / 30)
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-- figure out state of the game
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local hasSeeker = false
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local hasHider = false
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local activePlayers = {}
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local connectedCount = 0
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for i = 0, (MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected then
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connectedCount = connectedCount + 1
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table_insert(activePlayers, gPlayerSyncTable[i])
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if gPlayerSyncTable[i].seeking then
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hasSeeker = true
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else
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hasHider = true
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end
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end
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end
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-- only change state if there are 2+ players
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if connectedCount < 2 then
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT
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return
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elseif gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
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sRoundTimer = 0
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gGlobalSyncTable.displayTimer = 0
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end
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-- check to see if the round should end
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if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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if not hasHider or not hasSeeker or sRoundTimer > sRoundEndTimeout then
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if not hasHider then
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gGlobalSyncTable.roundState = ROUND_STATE_SEEKERS_WIN
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elseif sRoundTimer > sRoundEndTimeout then
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gGlobalSyncTable.roundState = ROUND_STATE_HIDERS_WIN
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else
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gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
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end
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sRoundTimer = 0
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gGlobalSyncTable.displayTimer = 0
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else
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return
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end
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end
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-- start round
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if sRoundTimer >= sRoundStartTimeout then
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-- reset seekers
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for i=0,(MAX_PLAYERS-1) do
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gPlayerSyncTable[i].seeking = false
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end
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hasSeeker = false
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-- pick random seeker
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if not hasSeeker then
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local randNum = math.random(#activePlayers)
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local s = activePlayers[randNum]
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s.seeking = true
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end
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-- set round state
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gGlobalSyncTable.roundState = ROUND_STATE_ACTIVE
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sRoundTimer = 0
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gGlobalSyncTable.displayTimer = 0
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end
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end
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local function update()
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pauseExitTimer = pauseExitTimer + 1
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if pauseExitTimer >= 900 and not canLeave then
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canLeave = true
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end
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-- only allow the server to figure out the seeker
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if network_is_server() then
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server_update()
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end
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end
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local function screen_transition(trans)
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-- if the local player died next to a seeker, make them a seeker
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local s = gPlayerSyncTable[0]
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if not s.seeking then
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for i=1,(MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected and gNetworkPlayers[i].currLevelNum == np.currLevelNum and
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gNetworkPlayers[i].currActNum == np.currActNum and gNetworkPlayers[i].currAreaIndex == np.currAreaIndex
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and gPlayerSyncTable[i].seeking then
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local m = gMarioStates[0]
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local a = gMarioStates[i]
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if trans == WARP_TRANSITION_FADE_INTO_BOWSER or (m.floor.type == SURFACE_DEATH_PLANE and m.pos.y <= m.floorHeight + 2048) then
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if dist_between_objects(m.marioObj, a.marioObj) <= 4000 and m.playerIndex == 0 then
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s.seeking = true
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end
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end
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end
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end
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end
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end
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--- @param m MarioState
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local function mario_update(m)
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if (m.flags & MARIO_VANISH_CAP) ~= 0 then
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m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap
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stop_cap_music()
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end
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if gGlobalSyncTable.disableBLJ and m.forwardVel <= -55 then
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m.forwardVel = -55
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end
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-- this code runs for all players
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local s = gPlayerSyncTable[m.playerIndex]
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if m.playerIndex == 0 and m.action == ACT_IN_CANNON and m.actionState == 2 then
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cannonTimer = cannonTimer + 1
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if cannonTimer >= 150 then -- 150 is 5 seconds
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m.forwardVel = 100 * coss(m.faceAngle.x)
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m.vel.y = 100 * sins(m.faceAngle.x)
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m.pos.x = m.pos.x + 120 * coss(m.faceAngle.x) * sins(m.faceAngle.y)
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m.pos.y = m.pos.y + 120 * sins(m.faceAngle.x)
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m.pos.z = m.pos.z + 120 * coss(m.faceAngle.x) * coss(m.faceAngle.y)
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play_sound(SOUND_ACTION_FLYING_FAST, m.marioObj.header.gfx.cameraToObject)
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play_sound(SOUND_OBJ_POUNDING_CANNON, m.marioObj.header.gfx.cameraToObject)
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m.marioObj.header.gfx.node.flags = m.marioObj.header.gfx.node.flags | GRAPH_RENDER_ACTIVE
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set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
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set_mario_action(m, ACT_SHOT_FROM_CANNON, 0)
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queue_rumble_data_mario(m, 60, 70)
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m.usedObj.oAction = 2
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cannonTimer = 0
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end
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end
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-- remove caps
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if m.playerIndex == 0 or gGlobalSyncTable.roundState ~= ROUND_STATE_ACTIVE then
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if gGlobalSyncTable.seekerCaps and gPlayerSyncTable[m.playerIndex].seeking then
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m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if seeking
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m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if seeking
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stop_cap_music()
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m.capTimer = 0
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elseif gGlobalSyncTable.hiderCaps and not gPlayerSyncTable[m.playerIndex].seeking then
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m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if hiding
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m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if hiding
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stop_cap_music()
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m.capTimer = 0
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end
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end
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-- warp to the beninging
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if m.playerIndex == 0 then
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if gPlayerSyncTable[m.playerIndex].seeking and gGlobalSyncTable.displayTimer == 0 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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warp_to_start_level()
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end
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end
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-- display all seekers as metal
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if s.seeking then
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m.marioBodyState.modelState = m.marioBodyState.modelState | MODEL_STATE_METAL
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end
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-- pu prevention
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if m.pos.x >= 0 then
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puX = math_floor((8192 + m.pos.x) / 65536)
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else
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puX = math_ceil((-8192 + m.pos.x) / 65536)
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end
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if m.pos.z >= 0 then
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puZ = math_floor((8192 + m.pos.z) / 65536)
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else
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puZ = math_ceil((-8192 + m.pos.z) / 65536)
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end
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if puX ~= 0 or puZ ~= 0 then
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s.seeking = true
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warp_restart_level()
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end
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end
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---@param m MarioState
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---@param action integer
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local function before_set_mario_action(m, action)
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if m.playerIndex == 0 then
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if action == ACT_WAITING_FOR_DIALOG or action == ACT_READING_SIGN or action == ACT_READING_NPC_DIALOG or action == ACT_JUMBO_STAR_CUTSCENE then
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return 1
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elseif action == ACT_READING_AUTOMATIC_DIALOG and get_id_from_behavior(m.interactObj.behavior) ~= id_bhvDoor and get_id_from_behavior(m.interactObj.behavior) ~= id_bhvStarDoor then
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return 1
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elseif action == ACT_EXIT_LAND_SAVE_DIALOG then
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set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
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return ACT_IDLE
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end
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end
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end
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--- @param m MarioState
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local function before_phys_step(m)
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-- prevent physics from being altered when bubbled
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local s = gPlayerSyncTable[m.playerIndex]
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if m.action == ACT_BUBBLED or s.seeking then return end
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-- only make seekers faster
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local hScale = 1.0
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local vScale = 1.0
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-- make swimming seekers 5% faster
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if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
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hScale = hScale * 1.05
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if m.action ~= ACT_WATER_PLUNGE then
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vScale = vScale * 1.05
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end
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end
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end
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local function on_pvp_attack(attacker, victim)
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-- this code runs when a player attacks another player
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local sAttacker = gPlayerSyncTable[attacker.playerIndex]
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local sVictim = gPlayerSyncTable[victim.playerIndex]
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-- only consider local player
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if victim.playerIndex ~= 0 then
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return
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end
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-- make victim a seeker
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if sAttacker.seeking and not sVictim.seeking then
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sVictim.seeking = true
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end
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end
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--- @param m MarioState
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local function on_player_connected(m)
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-- start out as a seeker
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local s = gPlayerSyncTable[m.playerIndex]
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s.seeking = true
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network_player_set_description(gNetworkPlayers[m.playerIndex], "seeker", 255, 64, 64, 255)
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end
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local function hud_top_render()
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local seconds = 0
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local text = ""
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if gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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seconds = 60
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text = "waiting for players"
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elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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seconds = math_floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer)
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if seconds < 0 then seconds = 0 end
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text = "seekers have " .. seconds .. " seconds"
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else
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seconds = math_floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer)
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if seconds < 0 then seconds = 0 end
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text = "next round in " .. seconds .. " seconds"
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end
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local scale = 0.5
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-- get width of screen and text
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local screenWidth = djui_hud_get_screen_width()
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local width = djui_hud_measure_text(text) * scale
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local x = (screenWidth - width) * 0.5
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local y = 0
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local background = 0.0
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if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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background = (math.sin(sFlashingIndex * 0.1) * 0.5 + 0.5) * 1
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background = background * background
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background = background * background
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end
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-- render top
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djui_hud_set_color(255 * background, 0, 0, 128)
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djui_hud_render_rect(x - 6, y, width + 12, 16)
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djui_hud_set_color(255, 255, 255, 255)
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djui_hud_print_text(text, x, y, scale)
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end
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local function hud_center_render()
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if gGlobalSyncTable.displayTimer > 3 then return end
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-- set text
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local text = ""
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if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then
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text = "Seekers Win!"
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elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then
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text = "Hiders Win!"
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elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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text = "Go!"
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else
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return
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end
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-- set scale
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local scale = 1
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-- get width of screen and text
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local screenWidth = djui_hud_get_screen_width()
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local screenHeight = djui_hud_get_screen_height()
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local width = djui_hud_measure_text(text) * scale
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local height = 32 * scale
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local x = (screenWidth - width) * 0.5
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local y = (screenHeight - height) * 0.5
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-- render
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djui_hud_set_color(0, 0, 0, 128)
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djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height)
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djui_hud_set_color(255, 255, 255, 255)
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djui_hud_print_text(text, x, y, scale)
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end
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local function on_hud_render()
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-- render to N64 screen space, with the HUD font
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djui_hud_set_resolution(RESOLUTION_N64)
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djui_hud_set_font(FONT_NORMAL)
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hud_top_render()
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hud_center_render()
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sFlashingIndex = sFlashingIndex + 1
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end
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local function on_touch_tag_command()
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gGlobalSyncTable.touchTag = not gGlobalSyncTable.touchTag
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djui_chat_message_create("Touch tag: " .. on_or_off(gGlobalSyncTable.touchTag))
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return true
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end
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local function on_hider_cap_command()
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gGlobalSyncTable.hiderCaps = not gGlobalSyncTable.hiderCaps
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djui_chat_message_create("Hider Caps: " .. on_or_off(gGlobalSyncTable.hiderCaps))
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return true
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end
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local function on_seeker_cap_command()
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gGlobalSyncTable.seekerCaps = not gGlobalSyncTable.seekerCaps
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djui_chat_message_create("Seeker Caps: " .. on_or_off(gGlobalSyncTable.seekerCaps))
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return true
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end
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local function on_koopa_shell_command()
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gGlobalSyncTable.banKoopaShell = not gGlobalSyncTable.banKoopaShell
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djui_chat_message_create("Koopa Shells: " .. on_or_off(not gGlobalSyncTable.banKoopaShell))
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return true
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end
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local function on_blj_command()
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gGlobalSyncTable.disableBLJ = not gGlobalSyncTable.disableBLJ
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djui_chat_message_create("BLJS: " .. on_or_off(not gGlobalSyncTable.disableBLJ))
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return true
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end
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local function level_init()
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local s = gPlayerSyncTable[0]
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pauseExitTimer = 0
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canLeave = false
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if s.seeking then canLeave = true end
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end
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local function on_pause_exit()
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local s = gPlayerSyncTable[0]
|
||||
|
||||
if not canLeave and not s.seeking then
|
||||
djui_popup_create(tostring(math_floor(30 - pauseExitTimer / 30)).." Seconds until you can leave!", 2)
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
-----------------------
|
||||
-- network callbacks --
|
||||
-----------------------
|
||||
|
||||
local function on_round_state_changed()
|
||||
local rs = gGlobalSyncTable.roundState
|
||||
|
||||
if rs == ROUND_STATE_ACTIVE then
|
||||
play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO)
|
||||
elseif rs == ROUND_STATE_SEEKERS_WIN then
|
||||
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
|
||||
elseif rs == ROUND_STATE_HIDERS_WIN then
|
||||
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
|
||||
end
|
||||
end
|
||||
|
||||
local function on_seeking_changed(tag, oldVal, newVal)
|
||||
local m = gMarioStates[tag]
|
||||
local npT = gNetworkPlayers[tag]
|
||||
|
||||
-- play sound and create popup if became a seeker
|
||||
if newVal and not oldVal then
|
||||
play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject)
|
||||
playerColor = network_get_player_text_color_string(m.playerIndex)
|
||||
djui_popup_create(playerColor .. npT.name .. "\\#ffa0a0\\ is now a seeker", 2)
|
||||
sRoundTimer = 32
|
||||
end
|
||||
|
||||
if newVal then
|
||||
network_player_set_description(npT, "seeker", 255, 64, 64, 255)
|
||||
else
|
||||
network_player_set_description(npT, "hider", 128, 128, 128, 255)
|
||||
end
|
||||
end
|
||||
|
||||
local function check_touch_tag_allowed(i)
|
||||
if gMarioStates[i].action ~= ACT_TELEPORT_FADE_IN and gMarioStates[i].action ~= ACT_TELEPORT_FADE_OUT and gMarioStates[i].action ~= ACT_PULLING_DOOR and gMarioStates[i].action ~= ACT_PUSHING_DOOR and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN and gMarioStates[i].action ~= ACT_ENTERING_STAR_DOOR and gMarioStates[i].action ~= ACT_STAR_DANCE_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_NO_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_WATER and gMarioStates[i].action ~= ACT_PANTING and gMarioStates[i].action ~= ACT_UNINITIALIZED and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN then
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local function on_interact(m, obj, intee)
|
||||
if intee == INTERACT_PLAYER then
|
||||
|
||||
if not gGlobalSyncTable.touchTag then
|
||||
return
|
||||
end
|
||||
|
||||
if m ~= gMarioStates[0] then
|
||||
for i=0,(MAX_PLAYERS-1) do
|
||||
if gNetworkPlayers[i].connected and gNetworkPlayers[i].currAreaSyncValid then
|
||||
if gPlayerSyncTable[m.playerIndex].seeking and not gPlayerSyncTable[i].seeking and obj == gMarioStates[i].marioObj and check_touch_tag_allowed(i) then
|
||||
gPlayerSyncTable[i].seeking = true
|
||||
|
||||
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function allow_interact(_, _, intee)
|
||||
if intee == INTERACT_KOOPA_SHELL and gGlobalSyncTable.banKoopaShell then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function allow_pvp_attack(m1, m2)
|
||||
local s1 = gPlayerSyncTable[m1.playerIndex]
|
||||
local s2 = gPlayerSyncTable[m2.playerIndex]
|
||||
if s1.seeking == s2.seeking then
|
||||
return false
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
gLevelValues.disableActs = true
|
||||
|
||||
-----------
|
||||
-- hooks --
|
||||
-----------
|
||||
|
||||
hook_event(HOOK_UPDATE, update)
|
||||
hook_event(HOOK_ON_SCREEN_TRANSITION, screen_transition)
|
||||
hook_event(HOOK_BEFORE_SET_MARIO_ACTION, before_set_mario_action)
|
||||
hook_event(HOOK_MARIO_UPDATE, mario_update)
|
||||
hook_event(HOOK_BEFORE_PHYS_STEP, before_phys_step)
|
||||
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
|
||||
hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
|
||||
hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
|
||||
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
|
||||
hook_event(HOOK_ON_LEVEL_INIT, level_init)
|
||||
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit) -- timer
|
||||
hook_event(HOOK_ON_INTERACT, on_interact)
|
||||
hook_event(HOOK_ALLOW_INTERACT, allow_interact)
|
||||
hook_event(HOOK_USE_ACT_SELECT, function () return false end)
|
||||
|
||||
if network_is_server() then
|
||||
hook_chat_command("touch-to-tag", "Turn touch tag on or off", on_touch_tag_command)
|
||||
hook_chat_command("hiders-caps", "Turn caps for hiders on or off", on_hider_cap_command)
|
||||
hook_chat_command("seekers-caps", "Turn caps for seekers on or off", on_seeker_cap_command)
|
||||
hook_chat_command("koopa-shell", "Turn the koopa shell on or off", on_koopa_shell_command)
|
||||
hook_chat_command("bljs", "Turn bljs on or off", on_blj_command)
|
||||
end
|
||||
|
||||
-- call functions when certain sync table values change
|
||||
hook_on_sync_table_change(gGlobalSyncTable, "roundState", 0, on_round_state_changed)
|
||||
|
||||
for i = 0, (MAX_PLAYERS - 1) do
|
||||
gPlayerSyncTable[i].seeking = true
|
||||
hook_on_sync_table_change(gPlayerSyncTable[i], "seeking", i, on_seeking_changed)
|
||||
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
|
||||
end
|
||||
|
||||
_G.HideAndSeek = {
|
||||
is_player_seeker = function (playerIndex)
|
||||
return gPlayerSyncTable[playerIndex].seeking
|
||||
end,
|
||||
|
||||
set_player_seeker = function (playerIndex, seeking)
|
||||
gPlayerSyncTable[playerIndex].seeking = seeking
|
||||
end,
|
||||
}
|
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Reference in a new issue