mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 15:33:01 +00:00
1470 lines
47 KiB
Lua
1470 lines
47 KiB
Lua
-- name: Extended Moveset
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-- incompatible: moveset
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-- description: Adds various new moves from games like Sunshine and Odyssey without replacing any existing ones.\n\nOriginal author: TheGag96
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------------------------
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-- initialize actions --
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------------------------
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ACT_SPIN_POUND_LAND = allocate_mario_action(ACT_GROUP_STATIONARY | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
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ACT_ROLL = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE)
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ACT_GROUND_POUND_JUMP = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_SPIN_JUMP = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_SPIN_POUND = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
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ACT_LEDGE_PARKOUR = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
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ACT_ROLL_AIR = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_WALL_SLIDE = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_WATER_GROUND_POUND = allocate_mario_action(ACT_GROUP_SUBMERGED | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT | ACT_FLAG_ATTACKING)
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ACT_WATER_GROUND_POUND_LAND = allocate_mario_action(ACT_GROUP_SUBMERGED | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
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ACT_WATER_GROUND_POUND_STROKE = allocate_mario_action(ACT_GROUP_SUBMERGED | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
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ACT_WATER_GROUND_POUND_JUMP = allocate_mario_action(ACT_GROUP_SUBMERGED | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
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-----------------------------
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-- initialize extra fields --
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-----------------------------
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ANGLE_QUEUE_SIZE = 9
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SPIN_TIMER_SUCCESSFUL_INPUT = 4
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gMarioStateExtras = {}
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for i=0,(MAX_PLAYERS-1) do
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gMarioStateExtras[i] = {}
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local m = gMarioStates[i]
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local e = gMarioStateExtras[i]
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e.angleDeltaQueue = {}
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for j=0,(ANGLE_QUEUE_SIZE-1) do e.angleDeltaQueue[j] = 0 end
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e.rotAngle = 0
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e.boostTimer = 0
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e.stickLastAngle = 0
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e.spinDirection = 0
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e.spinBufferTimer = 0
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e.spinInput = 0
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e.lastIntendedMag = 0
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e.lastPos = {}
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e.lastPos.x = m.pos.x
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e.lastPos.y = m.pos.y
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e.lastPos.z = m.pos.z
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e.fakeSavedAction = 0
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e.fakeSavedPrevAction = 0
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e.fakeSavedActionTimer = 0
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e.fakeWroteAction = 0
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e.fakeSaved = false
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e.savedWallSlideHeight = 0
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e.savedWallSlide = false
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end
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function limit_angle(a)
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return (a + 0x8000) % 0x10000 - 0x8000
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end
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----------
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-- roll --
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----------
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function update_roll_sliding_angle(m, accel, lossFactor)
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local floor = m.floor
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local slopeAngle = atan2s(floor.normal.z, floor.normal.x)
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local steepness = math.sqrt(floor.normal.x * floor.normal.x + floor.normal.z * floor.normal.z)
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m.slideVelX = m.slideVelX + accel * steepness * sins(slopeAngle)
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m.slideVelZ = m.slideVelZ + accel * steepness * coss(slopeAngle)
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m.slideVelX = m.slideVelX * lossFactor
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m.slideVelZ = m.slideVelZ * lossFactor
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m.slideYaw = atan2s(m.slideVelZ, m.slideVelX)
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local facingDYaw = limit_angle(m.faceAngle.y - m.slideYaw)
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local newFacingDYaw = facingDYaw
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if newFacingDYaw > 0 and newFacingDYaw <= 0x8000 then
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newFacingDYaw = newFacingDYaw - 0x800
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if newFacingDYaw < 0 then newFacingDYaw = 0 end
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elseif newFacingDYaw >= -0x8000 and newFacingDYaw < 0 then
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newFacingDYaw = newFacingDYaw + 0x800
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if newFacingDYaw > 0 then newFacingDYaw = 0 end
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end
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m.faceAngle.y = limit_angle(m.slideYaw + newFacingDYaw)
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m.vel.x = m.slideVelX
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m.vel.y = 0.0
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m.vel.z = m.slideVelZ
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mario_update_moving_sand(m)
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mario_update_windy_ground(m)
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--! Speed is capped a frame late (butt slide HSG)
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m.forwardVel = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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if m.forwardVel > 100.0 then
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m.slideVelX = m.slideVelX * 100.0 / m.forwardVel
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m.slideVelZ = m.slideVelZ * 100.0 / m.forwardVel
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end
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end
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function update_roll_sliding(m, stopSpeed)
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local stopped = 0
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local intendedDYaw = m.intendedYaw - m.slideYaw
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local forward = coss(intendedDYaw)
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local sideward = sins(intendedDYaw)
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--! 10k glitch
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if forward < 0.0 and m.forwardVel >= 0.0 then
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forward = forward * (0.5 + 0.5 * m.forwardVel / 100.0)
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end
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local accel = 4.0
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local lossFactor = 0.994
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local oldSpeed = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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--! This is uses trig derivatives to rotate Mario's speed.
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-- In vanilla, it was slightly off/asymmetric since it uses the new X speed, but the old
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-- Z speed. I've gone and fixed it here.
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local angleChange = (m.intendedMag / 32.0) * 0.6
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local modSlideVelX = m.slideVelZ * angleChange * sideward * 0.05
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local modSlideVelZ = m.slideVelX * angleChange * sideward * 0.05
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m.slideVelX = m.slideVelX + modSlideVelX
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m.slideVelZ = m.slideVelZ - modSlideVelZ
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local newSpeed = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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if oldSpeed > 0.0 and newSpeed > 0.0 then
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m.slideVelX = m.slideVelX * oldSpeed / newSpeed
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m.slideVelZ = m.slideVelZ * oldSpeed / newSpeed
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end
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update_roll_sliding_angle(m, accel, lossFactor)
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if m.playerIndex == 0 and mario_floor_is_slope(m) == 0 and m.forwardVel * m.forwardVel < stopSpeed * stopSpeed then
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mario_set_forward_vel(m, 0.0)
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stopped = 1
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end
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return stopped
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end
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function act_roll(m)
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local e = gMarioStateExtras[m.playerIndex]
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local MAX_NORMAL_ROLL_SPEED = 50.0
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local ROLL_BOOST_GAIN = 10.0
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local ROLL_CANCEL_LOCKOUT_TIME = 10
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local BOOST_LOCKOUT_TIME = 20
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-- e.rotAngle is used for Mario's rotation angle during the roll (persists when going into ACT_ROLL_AIR and back)
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-- e.boostTimer is used for the boost lockout timer (persists when going into ACT_ROLL_AIR and back)
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-- m.actionTimer is used to lockout walk canceling out of rollout (reset each action switch)
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if m.actionTimer == 0 then
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if m.prevAction ~= ACT_ROLL_AIR then
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e.rotAngle = 0
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e.boostTimer = 0
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end
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elseif m.actionTimer >= ROLL_CANCEL_LOCKOUT_TIME or m.actionArg == 1 then
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if (m.input & INPUT_Z_DOWN) == 0 then
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return set_mario_action(m, ACT_WALKING, 0)
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end
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end
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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queue_rumble_data_mario(m, 5, 80)
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return set_jumping_action(m, ACT_FORWARD_ROLLOUT, 0)
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end
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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return set_jumping_action(m, ACT_LONG_JUMP, 0)
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end
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if (m.controller.buttonPressed & X_BUTTON) ~= 0 and m.actionTimer > 0 then
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m.vel.y = 19.0
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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if e.boostTimer >= BOOST_LOCKOUT_TIME then
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e.boostTimer = 0
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if m.forwardVel < MAX_NORMAL_ROLL_SPEED then
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mario_set_forward_vel(m, math.min(m.forwardVel + ROLL_BOOST_GAIN, MAX_NORMAL_ROLL_SPEED))
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end
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m.particleFlags = m.particleFlags | PARTICLE_HORIZONTAL_STAR
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-- ! playing this after the call to play_mario_sound seems to matter in making this sound play
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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end
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return set_mario_action(m, ACT_ROLL_AIR, m.actionArg)
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end
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set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING)
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if update_roll_sliding(m, 10.0) ~= 0 then
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return set_mario_action(m, ACT_CROUCH_SLIDE, 0)
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end
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common_slide_action(m, ACT_CROUCH_SLIDE, ACT_ROLL_AIR, MARIO_ANIM_FORWARD_SPINNING)
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e.rotAngle = e.rotAngle + (0x80 * m.forwardVel)
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if e.rotAngle > 0x10000 then
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e.rotAngle = e.rotAngle - 0x10000
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end
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set_anim_to_frame(m, 10 * e.rotAngle / 0x10000)
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e.boostTimer = e.boostTimer + 1
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m.actionTimer = m.actionTimer + 1
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return 0
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end
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function act_roll_air(m)
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local e = gMarioStateExtras[m.playerIndex]
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local MAX_NORMAL_ROLL_SPEED = 50.0
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local ROLL_AIR_CANCEL_LOCKOUT_TIME = 15
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if m.actionTimer == 0 then
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if m.prevAction ~= ACT_ROLL then
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e.rotAngle = 0
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e.boostTimer = 0
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end
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end
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if (m.input & INPUT_Z_DOWN) == 0 and m.actionTimer >= ROLL_AIR_CANCEL_LOCKOUT_TIME then
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING)
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local air_step = perform_air_step(m, 0)
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if air_step == AIR_STEP_LANDED then
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if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
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play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STEP, 0)
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return set_mario_action(m, ACT_ROLL, m.actionArg)
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end
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elseif air_step == AIR_STEP_HIT_WALL then
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queue_rumble_data_mario(m, 5, 40)
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mario_bonk_reflection(m, false)
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m.faceAngle.y = m.faceAngle.y + 0x8000
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if m.vel.y > 0.0 then
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m.vel.y = 0.0
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end
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m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
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return set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
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end
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e.rotAngle = e.rotAngle + 0x80 * m.forwardVel
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if e.rotAngle > 0x10000 then
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e.rotAngle = e.rotAngle - 0x10000
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end
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set_anim_to_frame(m, 10 * e.rotAngle / 0x10000)
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e.boostTimer = e.boostTimer + 1
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m.actionTimer = m.actionTimer + 1
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return false
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end
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function update_roll(m)
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if m.action == ACT_DIVE_SLIDE then
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if (m.input & INPUT_ABOVE_SLIDE) == 0 then
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if (m.input & INPUT_Z_DOWN) ~= 0 and m.actionTimer < 2 then
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return set_mario_action(m, ACT_ROLL, 1)
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end
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end
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m.actionTimer = m.actionTimer + 1
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end
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if m.action == ACT_LONG_JUMP_LAND then
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if (m.input & INPUT_Z_DOWN) ~= 0 and m.forwardVel > 15.0 and m.actionTimer < 1 then
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play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING)
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return set_mario_action(m, ACT_ROLL, 1)
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end
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end
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if m.action == ACT_CROUCHING then
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if (m.controller.buttonPressed & X_BUTTON) ~= 0 then
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m.vel.y = 19.0
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mario_set_forward_vel(m, 32.0)
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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return set_mario_action(m, ACT_ROLL_AIR, 0)
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end
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end
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if m.action == ACT_CROUCH_SLIDE then
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if (m.controller.buttonPressed & X_BUTTON) ~= 0 then
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m.vel.y = 19.0
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mario_set_forward_vel(m, math.max(32, m.forwardVel))
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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return set_mario_action(m, ACT_ROLL_AIR, 0)
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end
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end
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if m.action == ACT_GROUND_POUND_LAND then
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if (m.controller.buttonPressed & X_BUTTON) ~= 0 then
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mario_set_forward_vel(m, 60)
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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return set_mario_action(m, ACT_ROLL, 0)
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end
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end
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end
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----------
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-- spin --
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----------
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function mario_update_spin_input(m)
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local e = gMarioStateExtras[m.playerIndex]
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local rawAngle = atan2s(-m.controller.stickY, m.controller.stickX)
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e.spinInput = 0
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-- prevent issues due to the frame going out of the dead zone registering the last angle as 0
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if e.lastIntendedMag > 0.5 and m.intendedMag > 0.5 then
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local angleOverFrames = 0
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local thisFrameDelta = 0
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local i = 0
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local newDirection = e.spinDirection
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local signedOverflow = 0
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if rawAngle < e.stickLastAngle then
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if e.stickLastAngle - rawAngle > 0x8000 then
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signedOverflow = 1
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end
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if signedOverflow ~= 0 then
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newDirection = 1
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else
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newDirection = -1
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end
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elseif rawAngle > e.stickLastAngle then
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if rawAngle - e.stickLastAngle > 0x8000 then
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signedOverflow = 1
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end
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if signedOverflow ~= 0 then
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newDirection = -1
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else
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newDirection = 1
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end
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end
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if e.spinDirection ~= newDirection then
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for i=0,(ANGLE_QUEUE_SIZE-1) do
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e.angleDeltaQueue[i] = 0
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end
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e.spinDirection = newDirection
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else
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for i=(ANGLE_QUEUE_SIZE-1),1,-1 do
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e.angleDeltaQueue[i] = e.angleDeltaQueue[i-1]
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angleOverFrames = angleOverFrames + e.angleDeltaQueue[i]
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end
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end
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if e.spinDirection < 0 then
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if signedOverflow ~= 0 then
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thisFrameDelta = math.floor((1.0*e.stickLastAngle + 0x10000) - rawAngle)
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else
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thisFrameDelta = e.stickLastAngle - rawAngle
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end
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elseif e.spinDirection > 0 then
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if signedOverflow ~= 0 then
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thisFrameDelta = math.floor(1.0*rawAngle + 0x10000 - e.stickLastAngle)
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else
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thisFrameDelta = rawAngle - e.stickLastAngle
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end
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end
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e.angleDeltaQueue[0] = thisFrameDelta
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angleOverFrames = angleOverFrames + thisFrameDelta
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if angleOverFrames >= 0xA000 then
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e.spinBufferTimer = SPIN_TIMER_SUCCESSFUL_INPUT
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end
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-- allow a buffer after a successful input so that you can switch directions
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if e.spinBufferTimer > 0 then
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e.spinInput = 1
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e.spinBufferTimer = e.spinBufferTimer - 1
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end
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else
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e.spinDirection = 0
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e.spinBufferTimer = 0
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end
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e.stickLastAngle = rawAngle
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e.lastIntendedMag = m.intendedMag
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end
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function act_spin_jump(m)
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local e = gMarioStateExtras[m.playerIndex]
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if m.actionTimer == 0 then
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-- determine clockwise/counter-clockwise spin
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if e.spinDirection < 0 then
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m.actionState = 1
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end
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elseif m.actionTimer == 1 or m.actionTimer == 4 then
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play_sound(SOUND_ACTION_TWIRL, m.marioObj.header.gfx.cameraToObject)
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end
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local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
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if m.actionState == 1 then
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spinDirFactor = -1
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end
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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return set_mario_action(m, ACT_DIVE, 0)
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end
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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play_sound(SOUND_ACTION_TWIRL, m.marioObj.header.gfx.cameraToObject)
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m.vel.y = -50.0
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mario_set_forward_vel(m, 0.0)
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-- choose which direction to be facing on land (practically random if no input)
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if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then
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m.faceAngle.y = m.intendedYaw
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else
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m.faceAngle.y = limit_angle(e.rotAngle)
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end
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return set_mario_action(m, ACT_SPIN_POUND, m.actionState)
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end
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, CHAR_SOUND_YAHOO)
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common_air_action_step(m, ACT_DOUBLE_JUMP_LAND, MARIO_ANIM_TWIRL,
|
|
AIR_STEP_CHECK_HANG)
|
|
|
|
e.rotAngle = e.rotAngle + 0x2867
|
|
if (e.rotAngle > 0x10000) then e.rotAngle = e.rotAngle - 0x10000 end
|
|
if (e.rotAngle < -0x10000) then e.rotAngle = e.rotAngle + 0x10000 end
|
|
m.marioObj.header.gfx.angle.y = limit_angle(m.marioObj.header.gfx.angle.y + (e.rotAngle * spinDirFactor))
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return false
|
|
end
|
|
|
|
function act_spin_jump_gravity(m)
|
|
if (m.flags & MARIO_WING_CAP) ~= 0 and m.vel.y < 0.0 and (m.input & INPUT_A_DOWN) ~= 0 then
|
|
m.marioBodyState.wingFlutter = 1
|
|
m.vel.y = m.vel.y - 0.7
|
|
if m.vel.y < -37.5 then
|
|
m.vel.y = m.vel.y + 1.4
|
|
if m.vel.y > -37.5 then
|
|
m.vel.y = -37.5
|
|
end
|
|
end
|
|
else
|
|
if m.vel.y > 0 then
|
|
m.vel.y = m.vel.y - 4
|
|
else
|
|
m.vel.y = m.vel.y - 1.4
|
|
end
|
|
|
|
if m.vel.y < -75.0 then
|
|
m.vel.y = -75.0
|
|
end
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_spin_pound(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
if m.actionTimer == 0 then
|
|
m.actionState = m.actionArg
|
|
end
|
|
|
|
local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
|
|
if m.actionState == 1 then spinDirFactor = -1 end
|
|
|
|
set_mario_animation(m, MARIO_ANIM_TWIRL)
|
|
|
|
if (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, 10.0)
|
|
m.vel.y = 35
|
|
set_mario_action(m, ACT_DIVE, 0)
|
|
end
|
|
|
|
local stepResult = perform_air_step(m, 0)
|
|
if stepResult == AIR_STEP_LANDED then
|
|
if should_get_stuck_in_ground(m) ~= 0 then
|
|
queue_rumble_data_mario(m, 5, 80)
|
|
play_sound(CHAR_SOUND_OOOF2, m.marioObj.header.gfx.cameraToObject)
|
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
|
|
set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
|
|
else
|
|
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
|
|
if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
|
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
|
|
set_mario_action(m, ACT_SPIN_POUND_LAND, 0)
|
|
end
|
|
end
|
|
set_camera_shake_from_hit(SHAKE_GROUND_POUND)
|
|
elseif stepResult == AIR_STEP_HIT_WALL then
|
|
mario_set_forward_vel(m, -16.0)
|
|
if m.vel.y > 0.0 then
|
|
m.vel.y = 0.0
|
|
end
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
|
|
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
|
|
end
|
|
|
|
-- set facing direction
|
|
-- not part of original Extended Moveset
|
|
local yawDiff = m.faceAngle.y - m.intendedYaw
|
|
e.rotAngle = limit_angle(e.rotAngle + yawDiff)
|
|
m.faceAngle.y = m.intendedYaw
|
|
|
|
e.rotAngle = e.rotAngle + 0x3053
|
|
if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
|
|
if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
|
|
m.marioObj.header.gfx.angle.y = limit_angle(m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor)
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_spin_pound_land(m)
|
|
m.actionState = 1
|
|
|
|
if m.actionTimer <= 8 then
|
|
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
|
|
return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_OFF_FLOOR) ~= 0 then
|
|
return set_mario_action(m, ACT_FREEFALL, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_ABOVE_SLIDE) ~= 0 then
|
|
return set_mario_action(m, ACT_BUTT_SLIDE, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
return set_jumping_action(m, ACT_GROUND_POUND_JUMP, 0)
|
|
end
|
|
|
|
if (m.controller.buttonPressed & X_BUTTON) ~= 0 then
|
|
mario_set_forward_vel(m, 60)
|
|
|
|
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
|
|
return set_mario_action(m, ACT_ROLL, 0)
|
|
end
|
|
|
|
stationary_ground_step(m)
|
|
set_mario_animation(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP)
|
|
else
|
|
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
|
|
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
|
|
end
|
|
|
|
if (m.input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE)) ~= 0 then
|
|
return check_common_action_exits(m)
|
|
end
|
|
|
|
stopping_step(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_IDLE)
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
----------------
|
|
-- wall slide --
|
|
----------------
|
|
|
|
function act_wall_slide(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
e.savedWallSlideHeight = m.pos.y
|
|
e.savedWallSlide = true
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
m.vel.y = 52.0
|
|
-- m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000)
|
|
return set_mario_action(m, ACT_WALL_KICK_AIR, 0)
|
|
end
|
|
|
|
-- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
|
|
mario_set_forward_vel(m, -1.0)
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_DUST
|
|
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
|
|
set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
|
|
|
|
if perform_air_step(m, 0) == AIR_STEP_LANDED then
|
|
mario_set_forward_vel(m, 0.0)
|
|
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
|
|
return set_mario_action(m, ACT_FREEFALL_LAND, 0)
|
|
end
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
if m.wall == nil and m.actionTimer > 2 then
|
|
mario_set_forward_vel(m, 0.0)
|
|
return set_mario_action(m, ACT_FREEFALL, 0)
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_wall_slide_gravity(m)
|
|
m.vel.y = m.vel.y - 2
|
|
|
|
if m.vel.y < -15 then
|
|
m.vel.y = -15
|
|
end
|
|
end
|
|
|
|
function act_air_hit_wall(m)
|
|
if m.heldObj ~= 0 then
|
|
mario_drop_held_object(m)
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
if m.actionTimer <= 1 and (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
m.vel.y = 52.0
|
|
m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000)
|
|
return set_mario_action(m, ACT_WALL_KICK_AIR, 0)
|
|
elseif m.forwardVel >= 38.0 then
|
|
m.wallKickTimer = 5
|
|
if m.vel.y > 0.0 then
|
|
m.vel.y = 0.0
|
|
end
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
|
|
return set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
|
|
else
|
|
m.faceAngle.y = limit_angle(m.faceAngle.y + 0x8000)
|
|
return set_mario_action(m, ACT_WALL_SLIDE, 0)
|
|
end
|
|
|
|
--! Missing return statement (in original C code). The returned value is the result of the call
|
|
-- to set_mario_animation. In practice, this value is nonzero.
|
|
-- This results in this action "cancelling" into itself. It is supposed to
|
|
-- execute three times, each on a separate frame, but instead it executes
|
|
-- three times on the same frame.
|
|
-- This results in firsties only being possible for a single frame, instead
|
|
-- of three.
|
|
return set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
|
|
end
|
|
|
|
------------------------
|
|
-- water ground pound --
|
|
------------------------
|
|
|
|
function act_water_ground_pound(m)
|
|
local GROUND_POUND_STROKE_SPEED = 27
|
|
local GROUND_POUND_TIMER = 30
|
|
|
|
local stepResult = 0
|
|
|
|
if m.actionTimer == 0 then
|
|
-- coming into action from normal ground pound
|
|
if m.actionArg == 1 then
|
|
-- copied from water plunge code
|
|
play_sound(SOUND_ACTION_UNKNOWN430, m.marioObj.header.gfx.cameraToObject)
|
|
if m.peakHeight - m.pos.y > 1150.0 then
|
|
play_sound(CHAR_SOUND_HAHA_2, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_WATER_SPLASH
|
|
|
|
if (m.prevAction & ACT_FLAG_AIR) ~= 0 then
|
|
queue_rumble_data_mario(m, 5, 80)
|
|
end
|
|
end
|
|
|
|
m.actionState = m.actionArg
|
|
elseif m.actionTimer == 1 then
|
|
play_sound(SOUND_ACTION_SWIM, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
if m.actionState == 0 then
|
|
if m.actionTimer == 0 then
|
|
m.vel.y = 0.0
|
|
mario_set_forward_vel(m, 0.0)
|
|
end
|
|
|
|
m.faceAngle.x = 0
|
|
m.faceAngle.z = 0
|
|
|
|
set_mario_animation(m, MARIO_ANIM_START_GROUND_POUND)
|
|
if m.actionTimer == 0 then
|
|
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
if (m.actionTimer >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd + 4) then
|
|
-- play_sound(CHAR_SOUND_GROUND_POUND_WAH, m.marioObj.header.gfx.cameraToObject)
|
|
play_sound(SOUND_ACTION_SWIM_FAST, m.marioObj.header.gfx.cameraToObject)
|
|
m.vel.y = -45.0
|
|
m.actionState = 1
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, GROUND_POUND_STROKE_SPEED)
|
|
m.vel.y = 0
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND_STROKE, 0)
|
|
end
|
|
|
|
-- make current apply
|
|
stepResult = perform_water_step(m)
|
|
else
|
|
|
|
set_mario_animation(m, MARIO_ANIM_GROUND_POUND)
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_PLUNGE_BUBBLE
|
|
|
|
local nextPos = {}
|
|
nextPos.x = m.pos.x + m.vel.x
|
|
nextPos.y = m.pos.y + m.vel.y
|
|
nextPos.z = m.pos.z + m.vel.z
|
|
|
|
-- call this one to make current NOT apply
|
|
stepResult = perform_water_full_step(m, nextPos)
|
|
|
|
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
|
|
vec3s_set(m.marioObj.header.gfx.angle, -m.faceAngle.x, m.faceAngle.y, m.faceAngle.z)
|
|
|
|
if stepResult == WATER_STEP_HIT_FLOOR then
|
|
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
|
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
|
|
set_mario_action(m, ACT_WATER_GROUND_POUND_LAND, 0)
|
|
set_camera_shake_from_hit(SHAKE_GROUND_POUND)
|
|
else
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, GROUND_POUND_STROKE_SPEED)
|
|
m.vel.y = 0
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND_STROKE, 0)
|
|
end
|
|
|
|
m.vel.y = approach_f32(m.vel.y, 0, 2.0, 2.0)
|
|
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
if m.actionTimer >= GROUND_POUND_TIMER or m.vel.y >= 0.0 then
|
|
set_mario_action(m, ACT_WATER_ACTION_END, 0)
|
|
end
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_water_ground_pound_land(m)
|
|
local GROUND_POUND_JUMP_VEL = 40.0
|
|
|
|
m.actionState = 1
|
|
|
|
if (m.input & INPUT_OFF_FLOOR) ~= 0 then
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
m.vel.y = GROUND_POUND_JUMP_VEL
|
|
play_sound(SOUND_ACTION_SWIM_FAST, m.marioObj.header.gfx.cameraToObject)
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND_JUMP, 0)
|
|
end
|
|
|
|
m.vel.y = 0.0
|
|
m.pos.y = m.floorHeight
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
|
|
vec3s_set(m.marioObj.header.gfx.angle, 0, m.faceAngle.y, 0)
|
|
|
|
set_mario_animation(m, MARIO_ANIM_GROUND_POUND_LANDING)
|
|
if is_anim_at_end(m) ~= 0 then
|
|
return set_mario_action(m, ACT_SWIMMING_END, 0)
|
|
end
|
|
|
|
perform_water_step(m)
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_water_ground_pound_stroke(m)
|
|
local GROUND_POUND_STROKE_TIMER = 20
|
|
local GROUND_POUND_STROKE_DECAY = 0.3
|
|
local stepResult = 0
|
|
|
|
set_mario_animation(m, MARIO_ANIM_SWIM_PART1)
|
|
|
|
if m.actionTimer == 0 then
|
|
play_sound(SOUND_ACTION_SWIM_FAST, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
stepResult = perform_water_step(m)
|
|
if stepResult == WATER_STEP_HIT_WALL then
|
|
return set_mario_action(m, ACT_BACKWARD_WATER_KB, 0)
|
|
end
|
|
|
|
if m.actionTimer >= GROUND_POUND_STROKE_TIMER then
|
|
if (m.input & INPUT_A_DOWN) ~= 0 then
|
|
return set_mario_action(m, ACT_FLUTTER_KICK, 0)
|
|
else
|
|
return set_mario_action(m, ACT_SWIMMING_END, 0)
|
|
end
|
|
end
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
mario_set_forward_vel(m, approach_f32(m.forwardVel, 0.0, GROUND_POUND_STROKE_DECAY, GROUND_POUND_STROKE_DECAY))
|
|
|
|
float_surface_gfx(m)
|
|
set_swimming_at_surface_particles(m, PARTICLE_WAVE_TRAIL)
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_water_ground_pound_jump(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
local GROUND_POUND_JUMP_TIMER = 20
|
|
local GROUND_POUND_JUMP_DECAY = 1.4
|
|
|
|
-- set_mario_animation(m, MARIO_ANIM_SWIM_PART1)
|
|
set_mario_animation(m, MARIO_ANIM_SINGLE_JUMP)
|
|
m.particleFlags = m.particleFlags | PARTICLE_PLUNGE_BUBBLE
|
|
|
|
if m.actionTimer == 0 then
|
|
e.rotAngle = 0
|
|
end
|
|
|
|
local step = {}
|
|
vec3f_copy(step, m.vel)
|
|
apply_water_current(m, step)
|
|
|
|
local nextPos = {}
|
|
nextPos.x = m.pos.x + step.x
|
|
nextPos.y = m.pos.y + step.y
|
|
nextPos.z = m.pos.z + step.z
|
|
|
|
local stepResult = perform_water_full_step(m, nextPos)
|
|
|
|
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
|
|
vec3s_set(m.marioObj.header.gfx.angle, -m.faceAngle.x, m.faceAngle.y, m.faceAngle.z)
|
|
|
|
if m.pos.y > m.waterLevel - 80 then
|
|
return set_mario_action(m, ACT_WATER_JUMP, 0)
|
|
end
|
|
|
|
if m.actionTimer >= GROUND_POUND_JUMP_TIMER then
|
|
mario_set_forward_vel(m, m.vel.y) -- normal swim routines will use forwardVel to calculate y speed
|
|
m.faceAngle.x = 0x3EFF
|
|
if (m.input & INPUT_A_DOWN) ~= 0 then
|
|
return set_mario_action(m, ACT_FLUTTER_KICK, 0)
|
|
else
|
|
return set_mario_action(m, ACT_SWIMMING_END, 0)
|
|
end
|
|
end
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
m.vel.y = approach_f32(m.vel.y, 0.0, GROUND_POUND_JUMP_DECAY, GROUND_POUND_JUMP_DECAY)
|
|
-- m.faceAngle.x = 0x3EFF
|
|
|
|
float_surface_gfx(m)
|
|
set_swimming_at_surface_particles(m, PARTICLE_WAVE_TRAIL)
|
|
|
|
e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
|
|
m.marioObj.header.gfx.angle.y = limit_angle(m.marioObj.header.gfx.angle.y - e.rotAngle)
|
|
|
|
return 0
|
|
end
|
|
|
|
-------------------
|
|
-- ledge parkour --
|
|
-------------------
|
|
|
|
function act_ledge_parkour(m)
|
|
set_mario_animation(m, MARIO_ANIM_SLIDEFLIP)
|
|
|
|
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
|
|
|
|
if m.actionTimer == 0 then
|
|
play_sound(CHAR_SOUND_HAHA_2, m.marioObj.header.gfx.cameraToObject)
|
|
elseif m.actionTimer == 1 then
|
|
play_sound(SOUND_ACTION_SIDE_FLIP_UNK, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
update_air_without_turn(m)
|
|
|
|
local step = perform_air_step(m, AIR_STEP_CHECK_LEDGE_GRAB)
|
|
if step == AIR_STEP_NONE then
|
|
-- play the side flip animation at double speed for a portion of it
|
|
if animFrame < 15 then
|
|
animFrame = animFrame + 2
|
|
elseif animFrame > 23 then
|
|
animFrame = 23
|
|
else
|
|
animFrame = animFrame + 1
|
|
end
|
|
|
|
set_anim_to_frame(m, animFrame)
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
|
|
elseif step == AIR_STEP_LANDED then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
set_mario_action(m, ACT_FREEFALL_LAND_STOP, 0)
|
|
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING)
|
|
|
|
elseif step == AIR_STEP_HIT_WALL then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
elseif step == AIR_STEP_HIT_LAVA_WALL then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
lava_boost_on_wall(m)
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_ground_pound_jump(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
if check_kick_or_dive_in_air(m) ~= 0 then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
|
|
return 1
|
|
end
|
|
|
|
if (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
|
|
return set_mario_action(m, ACT_GROUND_POUND, 0)
|
|
end
|
|
|
|
if e.spinInput ~= 0 then
|
|
return set_mario_action(m, ACT_SPIN_JUMP, 1)
|
|
end
|
|
|
|
if m.actionTimer == 0 then
|
|
e.rotAngle = 0
|
|
elseif m.actionTimer == 1 then
|
|
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, CHAR_SOUND_YAHOO)
|
|
|
|
common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_SINGLE_JUMP,
|
|
AIR_STEP_CHECK_LEDGE_GRAB | AIR_STEP_CHECK_HANG)
|
|
|
|
e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y - e.rotAngle
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
-------------------------------------
|
|
-- dive slide patched for dive hop --
|
|
-------------------------------------
|
|
|
|
function act_dive_slide(m)
|
|
if (m.input & INPUT_ABOVE_SLIDE) == 0 and (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
queue_rumble_data_mario(m, 5, 80)
|
|
if m.forwardVel > 0 then
|
|
return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
|
|
else
|
|
return set_mario_action(m, ACT_BACKWARD_ROLLOUT, 0)
|
|
end
|
|
end
|
|
|
|
if (m.input & INPUT_ABOVE_SLIDE) == 0 then
|
|
if (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
-- dive hop
|
|
m.vel.y = 21.0
|
|
return set_mario_action(m, ACT_DIVE, 1)
|
|
end
|
|
end
|
|
|
|
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND)
|
|
|
|
--! If the dive slide ends on the same frame that we pick up on object,
|
|
-- Mario will not be in the dive slide action for the call to
|
|
-- mario_check_object_grab, and so will end up in the regular picking action,
|
|
-- rather than the picking up after dive action.
|
|
|
|
if update_sliding(m, 8.0) ~= 0 and is_anim_at_end(m) ~= 0 then
|
|
mario_set_forward_vel(m, 0.0)
|
|
set_mario_action(m, ACT_STOMACH_SLIDE_STOP, 0)
|
|
end
|
|
|
|
if mario_check_object_grab(m) ~= 0 then
|
|
mario_grab_used_object(m)
|
|
if m.heldObj ~= 0 then
|
|
m.marioBodyState.grabPos = GRAB_POS_LIGHT_OBJ
|
|
end
|
|
return true
|
|
end
|
|
|
|
common_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_DIVE)
|
|
return false
|
|
end
|
|
|
|
-------------------------------------------------------
|
|
-- Patched actions using update_walking_speed action --
|
|
-- for Tight Controls and modfied speed caps --
|
|
-------------------------------------------------------
|
|
|
|
function update_walking_speed_extended(m)
|
|
local maxTargetSpeed = 0
|
|
local targetSpeed = 0
|
|
local firmSpeedCap = 0
|
|
local hardSpeedCap = 105.0
|
|
|
|
if m.prevAction == ACT_ROLL then
|
|
firmSpeedCap = 60.0
|
|
else
|
|
firmSpeedCap = 48.0
|
|
end
|
|
|
|
if m.floor ~= 0 and m.floor.type == SURFACE_SLOW then
|
|
maxTargetSpeed = 24.0
|
|
else
|
|
maxTargetSpeed = 32.0
|
|
end
|
|
|
|
if m.intendedMag < maxTargetSpeed then
|
|
targetSpeed = m.intendedMag
|
|
else
|
|
targetSpeed = maxTargetSpeed
|
|
end
|
|
|
|
if m.quicksandDepth > 10.0 then
|
|
targetSpeed = targetSpeed * (6.25 / m.quicksandDepth)
|
|
end
|
|
|
|
if m.forwardVel <= 8.0 then
|
|
m.forwardVel = math.min(m.intendedMag, 8.0) -- Same fix as Melee dashback (by Kaze)
|
|
end
|
|
|
|
-- instead of a hard walk speed cap, going over this new firm speed cap makes you slow down to it twice as fast
|
|
local decayFactor = 0
|
|
if m.forwardVel > firmSpeedCap then
|
|
decayFactor = 2.0
|
|
else
|
|
decayFactor = 1.0
|
|
end
|
|
|
|
if m.forwardVel <= 0.0 then
|
|
m.forwardVel = m.forwardVel + 1.1
|
|
elseif m.forwardVel <= targetSpeed then
|
|
m.forwardVel = m.forwardVel + (1.1 - m.forwardVel / 43.0)
|
|
elseif m.floor ~= 0 and m.floor.normal.y >= 0.95 then
|
|
m.forwardVel = m.forwardVel - decayFactor
|
|
else
|
|
-- reintroduce the old hardcap for the weird slopes where you kind of just maintain your speed
|
|
if (m.forwardVel > firmSpeedCap) then
|
|
m.forwardVel = firmSpeedCap;
|
|
end
|
|
end
|
|
|
|
if m.forwardVel > hardSpeedCap then
|
|
m.forwardVel = hardSpeedCap
|
|
end
|
|
|
|
if analog_stick_held_back(m) ~= 0 then
|
|
m.faceAngle.y = m.intendedYaw;
|
|
|
|
if m.forwardVel < 0 then
|
|
mario_set_forward_vel(m, -m.forwardVel);
|
|
end
|
|
else
|
|
m.faceAngle.y = m.intendedYaw - approach_s32(limit_angle(m.intendedYaw - m.faceAngle.y), 0, 0xC00, 0xC00);
|
|
end
|
|
|
|
apply_slope_accel(m)
|
|
end
|
|
|
|
function act_walking(m)
|
|
local startPos = m.pos
|
|
local startYaw = m.faceAngle.y
|
|
|
|
mario_drop_held_object(m)
|
|
|
|
if should_begin_sliding(m) ~= 0 then
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_FIRST_PERSON) ~= 0 then
|
|
return begin_braking_action(m)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
return set_jump_from_landing(m)
|
|
end
|
|
|
|
if check_ground_dive_or_punch(m) ~= 0 then
|
|
return true
|
|
end
|
|
|
|
if (m.input & INPUT_ZERO_MOVEMENT) ~= 0 then
|
|
return begin_braking_action(m)
|
|
end
|
|
|
|
if analog_stick_held_back(m) ~= 0 and m.forwardVel >= 12.0 then
|
|
return set_mario_action(m, ACT_TURNING_AROUND, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
return set_mario_action(m, ACT_CROUCH_SLIDE, 0)
|
|
end
|
|
|
|
m.actionState = 0
|
|
|
|
vec3f_copy(startPos, m.pos)
|
|
update_walking_speed_extended(m)
|
|
|
|
local stepResult = perform_ground_step(m)
|
|
if stepResult == GROUND_STEP_LEFT_GROUND then
|
|
set_mario_action(m, ACT_FREEFALL, 0)
|
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL)
|
|
elseif stepResult == GROUND_STEP_NONE then
|
|
anim_and_audio_for_walk(m)
|
|
if (m.intendedMag - m.forwardVel > 16.0) then
|
|
m.particleFlags = m.particleFlags | PARTICLE_DUST
|
|
end
|
|
elseif stepResult == GROUND_STEP_HIT_WALL then
|
|
push_or_sidle_wall(m, startPos)
|
|
m.actionTimer = 0
|
|
end
|
|
|
|
check_ledge_climb_down(m)
|
|
tilt_body_walking(m, startYaw)
|
|
return false
|
|
end
|
|
|
|
function act_hold_walking(m)
|
|
if m.heldObj ~= nil and m.heldObj.behavior == bhvJumpingBox then
|
|
return set_mario_action(m, ACT_CRAZY_BOX_BOUNCE, 0)
|
|
end
|
|
|
|
if (m.marioObj.oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) ~= 0 then
|
|
return drop_and_set_mario_action(m, ACT_WALKING, 0)
|
|
end
|
|
|
|
if should_begin_sliding(m) ~= 0 then
|
|
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
return set_mario_action(m, ACT_THROWING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
return set_jumping_action(m, ACT_HOLD_JUMP, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_ZERO_MOVEMENT) ~= 0 then
|
|
return set_mario_action(m, ACT_HOLD_DECELERATING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
return drop_and_set_mario_action(m, ACT_CROUCH_SLIDE, 0)
|
|
end
|
|
|
|
m.intendedMag = m.intendedMag * 0.4
|
|
|
|
update_walking_speed_extended(m)
|
|
|
|
local stepResult = perform_ground_step(m)
|
|
if stepResult == GROUND_STEP_LEFT_GROUND then
|
|
set_mario_action(m, ACT_HOLD_FREEFALL, 0)
|
|
elseif stepResult == GROUND_STEP_HIT_WALL then
|
|
if m.forwardVel > 16.0 then
|
|
mario_set_forward_vel(m, 16.0)
|
|
end
|
|
end
|
|
|
|
anim_and_audio_for_hold_walk(m)
|
|
|
|
if 0.4 * m.intendedMag - m.forwardVel > 10.0 then
|
|
m.particleFlags = m.particleFlags | PARTICLE_DUST
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function act_hold_heavy_walking(m)
|
|
if (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
return set_mario_action(m, ACT_HEAVY_THROW, 0)
|
|
end
|
|
|
|
if should_begin_sliding(m) ~= 0 then
|
|
return drop_and_set_mario_action(m, ACT_BEGIN_SLIDING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_ZERO_MOVEMENT) ~= 0 then
|
|
return set_mario_action(m, ACT_HOLD_HEAVY_IDLE, 0)
|
|
end
|
|
|
|
m.intendedMag = m.intendedMag * 0.1
|
|
|
|
update_walking_speed_extended(m)
|
|
|
|
local stepResult = perform_ground_step(m)
|
|
if stepResult == GROUND_STEP_LEFT_GROUND then
|
|
drop_and_set_mario_action(m, ACT_FREEFALL, 0)
|
|
elseif stepResult == GROUND_STEP_HIT_WALL then
|
|
if (m.forwardVel > 10.0) then
|
|
mario_set_forward_vel(m, 10.0)
|
|
end
|
|
end
|
|
|
|
anim_and_audio_for_heavy_walk(m)
|
|
return false
|
|
end
|
|
|
|
function act_finish_turning_around(m)
|
|
if (m.input & INPUT_ABOVE_SLIDE) ~= 0 then
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
return set_jumping_action(m, ACT_SIDE_FLIP, 0)
|
|
end
|
|
|
|
update_walking_speed_extended(m)
|
|
set_mario_animation(m, MARIO_ANIM_TURNING_PART2)
|
|
|
|
if perform_ground_step(m) == GROUND_STEP_LEFT_GROUND then
|
|
set_mario_action(m, ACT_FREEFALL, 0)
|
|
end
|
|
|
|
if is_anim_at_end(m) ~= 0 then
|
|
set_mario_action(m, ACT_WALKING, 0)
|
|
end
|
|
|
|
m.marioObj.header.gfx.angle.y = limit_angle(m.marioObj.header.gfx.angle.y + 0x8000)
|
|
return false
|
|
end
|
|
|
|
function act_crawling(m)
|
|
if should_begin_sliding(m) ~= 0 then
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_FIRST_PERSON) ~= 0 then
|
|
return set_mario_action(m, ACT_STOP_CRAWLING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
return set_jumping_action(m, ACT_JUMP, 0)
|
|
end
|
|
|
|
if check_ground_dive_or_punch(m) ~= 0 then
|
|
return true
|
|
end
|
|
|
|
if (m.input & INPUT_ZERO_MOVEMENT) ~= 0 then
|
|
return set_mario_action(m, ACT_STOP_CRAWLING, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_Z_DOWN) == 0 then
|
|
return set_mario_action(m, ACT_STOP_CRAWLING, 0)
|
|
end
|
|
|
|
m.intendedMag = m.intendedMag * 0.1
|
|
|
|
update_walking_speed_extended(m)
|
|
|
|
local stepResult = perform_ground_step(m)
|
|
if stepResult == GROUND_STEP_LEFT_GROUND then
|
|
set_mario_action(m, ACT_FREEFALL, 0)
|
|
elseif stepResult == GROUND_STEP_HIT_WALL then
|
|
if m.forwardVel > 10.0 then
|
|
mario_set_forward_vel(m, 10.0)
|
|
end
|
|
--! Possibly unintended missing break
|
|
align_with_floor(m)
|
|
elseif stepResult == GROUND_STEP_NONE then
|
|
align_with_floor(m)
|
|
end
|
|
|
|
local val04 = (m.intendedMag * 2.0 * 0x10000)
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_CRAWLING, val04)
|
|
play_step_sound(m, 26, 79)
|
|
return false
|
|
end
|
|
|
|
---------------------------------------------------------
|
|
|
|
function mario_on_set_action(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
|
|
if (m.action & ACT_FLAG_MOVING) ~= 0 then
|
|
e.savedWallSlide = false
|
|
end
|
|
|
|
if e.spinInput ~= 0 and (m.input & INPUT_ABOVE_SLIDE) == 0 then
|
|
if m.action == ACT_JUMP or
|
|
m.action == ACT_DOUBLE_JUMP or
|
|
m.action == ACT_TRIPLE_JUMP or
|
|
m.action == ACT_SPECIAL_TRIPLE_JUMP or
|
|
m.action == ACT_SIDE_FLIP or
|
|
m.action == ACT_BACKFLIP then
|
|
set_mario_action(m, ACT_SPIN_JUMP, 1)
|
|
m.vel.y = 65.0
|
|
m.faceAngle.y = m.intendedYaw
|
|
end
|
|
end
|
|
|
|
if m.action == ACT_GROUND_POUND_JUMP then
|
|
m.vel.y = 65.0
|
|
elseif m.action == ACT_WATER_PLUNGE and m.prevAction == ACT_GROUND_POUND then
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND, 1)
|
|
elseif m.action == ACT_WALL_SLIDE then
|
|
m.vel.y = 0.0
|
|
elseif m.action == ACT_GROUND_POUND and m.prevAction == ACT_SIDE_FLIP then
|
|
-- correct animation
|
|
m.marioObj.header.gfx.angle.y = limit_angle(m.marioObj.header.gfx.angle.y - 0x8000)
|
|
elseif m.action == ACT_LEDGE_GRAB then
|
|
e.rotAngle = m.forwardVel
|
|
end
|
|
end
|
|
|
|
function before_mario_update(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
-- revert fake saved action
|
|
if e.fakeSaved == true then
|
|
if m.action == e.fakeWroteAction and m.prevAction == e.fakeSavedPrevAction and m.actionTimer == e.fakeSavedActionTimer then
|
|
m.action = e.fakeSavedAction
|
|
end
|
|
e.fakeSaved = false
|
|
end
|
|
end
|
|
|
|
function after_mario_update(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
-- pretend *_POUND_LAND is ACT_GROUND_POUND_LAND so switches work correctly
|
|
if m.action == ACT_SPIN_POUND_LAND or m.action == ACT_WATER_GROUND_POUND_LAND then
|
|
e.fakeSavedAction = m.action
|
|
e.fakeSavedPrevAction = m.prevAction
|
|
e.fakeSavedActionTimer = m.actionTimer
|
|
|
|
m.action = ACT_GROUND_POUND_LAND
|
|
e.fakeWroteAction = m.action
|
|
e.fakeSaved = true
|
|
end
|
|
end
|
|
|
|
function mario_update(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
|
|
mario_update_spin_input(m)
|
|
update_roll(m)
|
|
|
|
-- dive out of ACT_GROUND_POUND
|
|
if m.action == ACT_GROUND_POUND and (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, 10.0)
|
|
m.vel.y = 35.0
|
|
set_mario_action(m, ACT_DIVE, 0)
|
|
end
|
|
|
|
-- spin
|
|
if (m.action == ACT_JUMP or
|
|
m.action == ACT_WALL_KICK_AIR or
|
|
m.action == ACT_DOUBLE_JUMP or
|
|
m.action == ACT_BACKFLIP or
|
|
m.action == ACT_SIDE_FLIP) and e.spinInput ~= 0 then
|
|
set_mario_action(m, ACT_SPIN_JUMP, 1)
|
|
e.spinInput = 0
|
|
end
|
|
|
|
-- twirl pound
|
|
if m.action == ACT_TWIRLING and (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
set_mario_action(m, ACT_SPIN_POUND, 0)
|
|
end
|
|
|
|
-- ground pound jump
|
|
if m.action == ACT_GROUND_POUND_LAND and (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
set_mario_action(m, ACT_GROUND_POUND_JUMP, 0)
|
|
end
|
|
|
|
-- water ground pound
|
|
if (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
if m.action == ACT_WATER_IDLE or m.action == ACT_WATER_ACTION_END or m.action == ACT_BREASTSTROKE or m.action == ACT_SWIMMING_END or m.action == ACT_FLUTTER_KICK then
|
|
set_mario_action(m, ACT_WATER_GROUND_POUND, 0)
|
|
end
|
|
end
|
|
|
|
-- maintain spinning from water ground pound jump anim
|
|
if m.action == ACT_WATER_JUMP and m.prevAction == ACT_WATER_GROUND_POUND_JUMP then
|
|
e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
|
|
m.marioObj.header.gfx.angle.y = limit_angle(m.marioObj.header.gfx.angle.y - e.rotAngle)
|
|
end
|
|
|
|
-- edge parkour
|
|
if m.action == ACT_LEDGE_GRAB and m.actionTimer < 4 and (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
local hasSpaceForMario = (m.ceilHeight - m.floorHeight >= 160.0)
|
|
if hasSpaceForMario and (e.rotAngle >= 31.0 or m.forwardVel >= 31.0) then
|
|
mario_set_forward_vel(m, e.rotAngle + 5.0)
|
|
m.vel.y = 25.0
|
|
queue_rumble_data_mario(m, 5, 80)
|
|
set_mario_action(m, ACT_LEDGE_PARKOUR, 0)
|
|
end
|
|
end
|
|
|
|
-- save last pos
|
|
e.lastPos.x = m.pos.x
|
|
e.lastPos.y = m.pos.y
|
|
e.lastPos.z = m.pos.z
|
|
|
|
after_mario_update(m)
|
|
end
|
|
|
|
-----------
|
|
-- hooks --
|
|
-----------
|
|
|
|
hook_event(HOOK_BEFORE_MARIO_UPDATE, before_mario_update)
|
|
hook_event(HOOK_MARIO_UPDATE, mario_update)
|
|
hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
|
|
|
|
hook_mario_action(ACT_ROLL, { every_frame = act_roll })
|
|
hook_mario_action(ACT_ROLL_AIR, { every_frame = act_roll_air })
|
|
hook_mario_action(ACT_SPIN_JUMP, { every_frame = act_spin_jump, gravity = act_spin_jump_gravity })
|
|
hook_mario_action(ACT_SPIN_POUND, { every_frame = act_spin_pound })
|
|
hook_mario_action(ACT_SPIN_POUND_LAND, { every_frame = act_spin_pound_land })
|
|
hook_mario_action(ACT_GROUND_POUND_JUMP, { every_frame = act_ground_pound_jump })
|
|
hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide, gravity = act_wall_slide_gravity })
|
|
hook_mario_action(ACT_WATER_GROUND_POUND, { every_frame = act_water_ground_pound })
|
|
hook_mario_action(ACT_WATER_GROUND_POUND_LAND, { every_frame = act_water_ground_pound_land })
|
|
hook_mario_action(ACT_WATER_GROUND_POUND_STROKE, { every_frame = act_water_ground_pound_stroke })
|
|
hook_mario_action(ACT_WATER_GROUND_POUND_JUMP, { every_frame = act_water_ground_pound_jump })
|
|
hook_mario_action(ACT_LEDGE_PARKOUR, { every_frame = act_ledge_parkour })
|
|
hook_mario_action(ACT_DIVE_SLIDE, { every_frame = act_dive_slide })
|
|
hook_mario_action(ACT_WALKING, { every_frame = act_walking })
|
|
hook_mario_action(ACT_HOLD_WALKING, { every_frame = act_hold_walking })
|
|
hook_mario_action(ACT_HOLD_HEAVY_WALKING, { every_frame = act_hold_heavy_walking })
|
|
hook_mario_action(ACT_FINISH_TURNING_AROUND, { every_frame = act_finish_turning_around })
|
|
hook_mario_action(ACT_CRAWLING, { every_frame = act_crawling })
|
|
hook_mario_action(ACT_AIR_HIT_WALL, { every_frame = act_air_hit_wall })
|