mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 12:05:11 +00:00
498 lines
No EOL
16 KiB
Lua
498 lines
No EOL
16 KiB
Lua
----------------------
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-- bullet functions --
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----------------------
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--- @param obj Object
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--- @return nil
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function bullet_ricochet(obj)
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if obj == nil then return end
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-- ricochet
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obj.oAction = 1
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if obj.oVelY == 0 then
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obj.oForwardVel = -obj.oForwardVel
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else
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obj.oVelX = -obj.oVelX
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obj.oVelY = -obj.oVelY
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obj.oVelZ = -obj.oVelZ
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end
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obj.oPosX = obj.header.gfx.prevPos.x
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obj.oPosY = obj.header.gfx.prevPos.y
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obj.oPosZ = obj.header.gfx.prevPos.z
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audio_sample_play(SOUND_CUSTOM_RICOCHET, { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }, 1)
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end
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--- @param obj Object
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local function bullet_hit(obj)
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spawn_mist_particles()
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--[[if obj_count_objects_with_behavior_id(id_bhvBulletHole) < 100 then
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local raycast = collision_find_surface_on_ray(obj.header.gfx.prevPos.x, obj.header.gfx.prevPos.y, obj.header.gfx.prevPos.z, obj.oVelX, obj.oVelY, obj.oVelZ)
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if raycast.surface ~= nil and (cur_obj_detect_steep_floor(89) == 0 or cur_obj_detect_steep_floor(-89)) then
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spawn_non_sync_object(
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id_bhvBulletHole,
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E_MODEL_BULLET_HOLE,
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raycast.hitPos.x, raycast.hitPos.y, raycast.hitPos.z,
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--- @param o Object
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function(o)
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o.parentObj = raycast.surface.object
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end
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)
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end
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end]]
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obj_mark_for_deletion(obj)
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end
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---------------------------
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-- hitbox hurt functions --
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---------------------------
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_player(obj, bulletObj)
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local m = gMarioStates[network_local_index_from_global(obj.globalPlayerIndex)]
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if (m.flags & MARIO_METAL_CAP) ~= 0 then
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bullet_ricochet(bulletObj)
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play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
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return false
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elseif (m.flags & MARIO_VANISH_CAP) ~= 0 or m.invincTimer > 0 or (m.action & ACT_FLAG_INTANGIBLE) ~= 0 then
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return false
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else
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packet_send(true, PACKET_ATTACK, { globalIndex = obj.globalPlayerIndex, weaponId = obj_get_weapon_id(bulletObj), yoshi = bulletObj.oAction == 2 })
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end
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return true
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end
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--- @param bulletObj Object
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function hurt_star(_, bulletObj)
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bullet_ricochet(bulletObj)
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return false
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_sign(obj, bulletObj)
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if obj.oGmHealth <= 0 or gWeaponTable[obj_get_weapon_id(bulletObj)].strong then
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obj.oFaceAnglePitch = -0x4000
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obj.oInteractType = 0
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obj.hitboxRadius = 0
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obj.hitboxHeight = 0
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network_send_object(obj, false)
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end
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return true
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end
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--- @param obj Object
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function hurt_toad(obj)
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obj_spawn_yellow_coins(obj, 1)
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obj_mark_for_deletion(obj)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_exclamation_box(obj)
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if obj.oAction < 4 then
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obj.oAction = 4
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network_send_object(obj, true)
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end
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return true
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end
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--- @param obj Object
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function hurt_breakable_box(obj)
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if obj.oGmHealth <= 0 then
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obj.oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED
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network_send_object(obj, false)
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end
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return true
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end
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--- @param obj Object
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function hurt_breakable_box_small(obj)
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obj.oInteractStatus = ATTACK_KICK_OR_TRIP | INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | INT_STATUS_STOP_RIDING
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_bowling_ball(obj, bulletObj)
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if obj.oGmHealth <= 0 or gWeaponTable[obj_get_weapon_id(bulletObj)].strong then
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play_sound(SOUND_GENERAL_BREAK_BOX, obj.header.gfx.cameraToObject)
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spawn_triangle_break_particles(30, 138, 3, 4)
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obj_mark_for_deletion(obj)
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end
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return true
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end
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--- @param obj Object
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function hurt_water_bomb(obj)
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play_sound(SOUND_OBJ_DIVING_IN_WATER, obj.header.gfx.cameraToObject)
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set_camera_shake_from_point(SHAKE_POS_SMALL, obj.oPosX, obj.oPosY, obj.oPosZ)
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obj.oAction = WATER_BOMB_ACT_EXPLODE
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return true
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_tree(obj, bulletObj)
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for _ = 1, 10 do
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spawn_non_sync_object(
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id_bhvLeafParticleSpawner,
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E_MODEL_NONE,
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bulletObj.oPosX, bulletObj.oPosY, bulletObj.oPosZ,
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nil
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)
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end
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play_sound(SOUND_ACTION_CLIMB_UP_TREE, obj.header.gfx.cameraToObject)
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return false
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_chain_chomp(obj, bulletObj)
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if gWeaponTable[obj_get_weapon_id(bulletObj)].strong then
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for _ = 1, 5 do
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spawn_non_sync_object(
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id_bhvExplosion,
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E_MODEL_EXPLOSION,
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obj.oPosX + math.random(-200, 200), obj.oPosY + 90 + math.random(-200, 200), obj.oPosZ + math.random(-200, 200),
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nil
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)
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end
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obj_mark_for_deletion(obj)
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else
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obj.oForwardVel = obj.oForwardVel - 5
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obj.oVelY = -20
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obj.oGravity = -4
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end
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network_send_object(obj, false)
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play_sound(SOUND_GENERAL_CHAIN_CHOMP1, obj.header.gfx.cameraToObject)
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return true
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_goomba(obj, bulletObj)
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if gWeaponTable[obj_get_weapon_id(bulletObj)].strong then
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obj.oInteractStatus = ATTACK_GROUND_POUND_OR_TWIRL | INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED
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else
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obj.oInteractStatus = ATTACK_KICK_OR_TRIP | INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED
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end
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_bobomb(obj)
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if obj.oAction ~= BOBOMB_ACT_EXPLODE then
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obj.oAction = BOBOMB_ACT_LAUNCHED
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end
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_amp(obj, bulletObj)
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if gWeaponTable[obj_get_weapon_id(bulletObj)].strong then
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play_sound(SOUND_GENERAL_BREAK_BOX, obj.header.gfx.cameraToObject)
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spawn_triangle_break_particles(30, 138, 3, 4)
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obj_mark_for_deletion(obj)
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network_send_object(obj, false)
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return true
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else
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bullet_ricochet(bulletObj)
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play_sound(SOUND_ACTION_METAL_BONK, obj.header.gfx.cameraToObject)
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end
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return false
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end
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--- @param obj Object
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function hurt_koopa(obj)
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if obj.oKoopaMovementType == KOOPA_BP_UNSHELLED or obj.oKoopaMovementType == KOOPA_BP_NORMAL then
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obj.oInteractStatus = ATTACK_KICK_OR_TRIP + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED)
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network_send_object(obj, false)
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end
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return true
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end
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--- @param obj Object
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function hurt_snufit(obj)
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obj.oInteractStatus = ATTACK_PUNCH + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_chuckya(obj)
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obj_spawn_loot_yellow_coins(obj, 5, 20)
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play_sound(SOUND_OBJ_CHUCKYA_DEATH, obj.header.gfx.cameraToObject)
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obj_mark_for_deletion(obj)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_piranha_plant(obj)
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obj.oAction = PIRANHA_PLANT_ACT_ATTACKED
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stop_secondary_music(50)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_spindrift(obj)
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obj.oInteractStatus = ATTACK_PUNCH + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | INT_ATTACK_NOT_FROM_BELOW)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_mr_blizzard(obj)
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play_sound(SOUND_OBJ_SNOWMAN_EXPLODE, obj.header.gfx.cameraToObject)
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obj_mark_for_deletion(obj)
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obj_spawn_loot_yellow_coins(obj, obj.oNumLootCoins, 20)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_scuttlebug(obj)
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play_sound(SOUND_OBJ_DYING_ENEMY1, obj.header.gfx.cameraToObject)
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obj_spawn_loot_yellow_coins(obj, obj.oNumLootCoins, 20)
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obj_mark_for_deletion(obj)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_pokey(obj)
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obj.oInteractStatus = ATTACK_PUNCH + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED)
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return true
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end
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--- @param obj Object
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function hurt_mr_i(obj)
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obj.oAction = 3
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_bully(obj, bulletObj)
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obj.oAction = BULLY_ACT_KNOCKBACK
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obj.oMoveAngleYaw = gMarioStates[network_local_index_from_global(obj_get_weapon_owner(bulletObj))].faceAngle.y
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obj.oVelY = 30
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obj.oForwardVel = if_then_else(gWeaponTable[obj_get_weapon_id(bulletObj)].strong, 30, 10)
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obj.oInteractStatus = ATTACK_PUNCH + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | INT_ATTACK_NOT_FROM_BELOW)
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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function hurt_moneybag(obj)
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obj.oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | INT_ATTACK_NOT_FROM_BELOW
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network_send_object(obj, false)
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return true
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end
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--- @param obj Object
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--- @param bulletObj Object
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function hurt_king_bobomb(obj, bulletObj)
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if (obj.oGmHealth <= 0 or gWeaponTable[obj_get_weapon_id(bulletObj)].strong) and obj.oHealth > 0 then
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obj.oGmHealth = HEALTH_KING_BOBOMB
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obj.oMoveFlags = obj.oMoveFlags | OBJ_MOVE_LANDED
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obj.oAction = 4
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network_send_object(obj, true)
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end
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return true
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end
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--- @param obj Object
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function hurt_bowser(obj)
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if obj.oGmHealth <= 0 and obj.oHealth > 0 then
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obj.oGmHealth = HEALTH_BOWSER
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obj.oHealth = obj.oHealth - 1
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if obj.oHealth <= 0 then
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obj.oAction = 4
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else
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obj.oAction = 12
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end
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network_send_object(obj, true)
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end
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return true
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end
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--- @param bulletObj Object
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function hurt_yoshi(_, bulletObj)
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bullet_ricochet(bulletObj)
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bulletObj.oAction = 2
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djui_chat_message_create("\\#a0ffa0\\Yoshi\\#dcdcdc\\: no lol")
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play_sound(SOUND_MENU_MESSAGE_APPEAR, gGlobalSoundSource)
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return false
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end
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-------------
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-- objects --
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-------------
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--- @param o Object
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local function bhv_debug_indicator_init(o)
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o.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj_set_billboard(o)
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cur_obj_scale(0.5)
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end
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local function bhv_debug_indicator_loop(o)
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if o.oTimer > 90 then obj_mark_for_deletion(o) end
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end
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id_bhvDebugIndicator = hook_behavior(nil, OBJ_LIST_UNIMPORTANT, true, bhv_debug_indicator_init, bhv_debug_indicator_loop)
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--- @param o Object
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local function bhv_bullet_init(o)
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o.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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o.oGraphYOffset = if_then_else(obj_has_model_extended(o, E_MODEL_YELLOW_COIN) ~= 0, -5, 0)
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o.hitboxRadius = 20
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o.hitboxHeight = 20
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o.hitboxDownOffset = 10
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o.oWallHitboxRadius = 30
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o.oIntangibleTimer = 0
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vec3f_set(o.header.gfx.pos, o.oPosX, o.oPosY, o.oPosZ)
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obj_set_billboard(o)
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cur_obj_scale(gWeaponTable[obj_get_weapon_id(o)].bulletScale)
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cur_obj_hide()
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network_init_object(o, true, {})
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end
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--- @param o Object
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local function bhv_bullet_loop(o)
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if o.oTimer > 150 then
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obj_mark_for_deletion(o)
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return
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end
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if o.oTimer == 1 then cur_obj_unhide() end
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local prevPos = { x = o.oPosX, y = o.oPosY, z = o.oPosZ }
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if o.oVelY == 0 then
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cur_obj_move_xz_using_fvel_and_yaw()
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else
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cur_obj_move_using_vel()
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end
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cur_obj_update_floor_and_resolve_wall_collisions(0)
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local marioObj = gMarioStates[network_local_index_from_global(obj_get_weapon_owner(o))].marioObj
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local shootableHitboxes = gShootableHitboxes -- localizing saves microseconds
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-- loop through every shootable behavior
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for behavior, hurt in pairs(shootableHitboxes) do
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-- get the nearest object with the current shootable behavior
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local target = obj_get_nearest_object_with_behavior_id(o, behavior)
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if target ~= nil then
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-- check if the bullet (o) intersects with the target object (target)
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local shot = obj_check_hitbox_overlap(target, o)
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-- if not, begin using the substep system to see if hitboxes overlap then
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local weapon = gWeaponTable[obj_get_weapon_id(o)]
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if not shot then
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local bulletSteps = weapon.bulletSteps
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for i = 0, bulletSteps do
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local step = i / bulletSteps
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-- go from the previous position of the bullet to the current one over bullet steps
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local x = lerp(prevPos.x, o.oPosX, step)
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local y = lerp(prevPos.y, o.oPosY, step)
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local z = lerp(prevPos.z, o.oPosZ, step)
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-- spawn_non_sync_object(id_bhvDebugIndicator, E_MODEL_RED_COIN_NO_SHADOW, x, y, z, nil)
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-- check if the bullet (o) now intersects with target object (target)
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shot = obj_check_hitbox_overlap_xyz(target, o, x, y, z)
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-- hit target and break out of loop if so, otherwise continue
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if shot and (marioObj._pointer ~= target._pointer or o.oAction > 0) then
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target.oGmHealth = target.oGmHealth - weapon.damage
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if hurt ~= nil and hurt(target, o) then
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bullet_hit(o)
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return
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end
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break
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end
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end
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elseif marioObj._pointer ~= target._pointer or o.oAction > 0 then
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target.oGmHealth = target.oGmHealth - weapon.damage
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if hurt ~= nil and hurt(target, o) then
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bullet_hit(o)
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return
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end
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break
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end
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end
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end
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-- spawn_non_sync_object(id_bhvDebugIndicator, E_MODEL_YELLOW_COIN_NO_SHADOW, prevPos.x, prevPos.y, prevPos.z, nil)
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-- spawn_non_sync_object(id_bhvDebugIndicator, E_MODEL_YELLOW_COIN_NO_SHADOW, o.oPosX, o.oPosY, o.oPosZ, nil)
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local raycast = collision_find_surface_on_ray(prevPos.x, prevPos.y, prevPos.z, o.oPosX - prevPos.x, o.oPosY - prevPos.y, o.oPosZ - prevPos.z)
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if raycast.surface ~= nil or (o.oMoveFlags & OBJ_MOVE_HIT_WALL) ~= 0 then
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vec3f_to_object_pos(o, raycast.hitPos)
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bullet_hit(o)
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end
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end
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id_bhvBullet = hook_behavior(nil, OBJ_LIST_UNIMPORTANT, true, bhv_bullet_init, bhv_bullet_loop, "bhvGmBullet")
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--- @param o Object
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local function bhv_bullet_hole_init(o)
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o.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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end
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--- @param o Object
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local function bhv_bullet_hole_loop(o)
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cur_obj_align_gfx_with_floor()
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if o.oTimer == 450 then obj_mark_for_deletion(o) end
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end
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id_bhvBulletHole = hook_behavior(nil, OBJ_LIST_UNIMPORTANT, true, bhv_bullet_hole_init, bhv_bullet_hole_loop, "bhvGmBulletHole")
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function spawn_bullets_player(x, y, z, count)
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local weapon = cur_weapon()
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if weapon == nil then return end
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|
--- @type MarioState
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|
local m = gMarioStates[0]
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|
|
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for _ = 1, count do
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local spread = math.random() * weapon.spread
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|
spawn_sync_object(
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|
id_bhvBullet,
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|
weapon.bulletModel,
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|
x + spread, y + spread, z + spread,
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|
--- @param o Object
|
|
function(o)
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|
obj_set_weapon_params(o, gNetworkPlayers[0].globalIndex, weapon.id, 0, 0)
|
|
local enabled = get_first_person_enabled()
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|
o.oFaceAngleYaw = if_then_else(enabled, m.area.camera.yaw + 0x8000, m.faceAngle.y)
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|
o.oForwardVel = weapon.bulletSpeed
|
|
|
|
if enabled or (m.input & INPUT_FIRST_PERSON) ~= 0 then
|
|
-- thanks Peachy
|
|
local dx = m.area.camera.focus.x - m.area.camera.pos.x
|
|
local dy = m.area.camera.focus.y - m.area.camera.pos.y
|
|
local dz = m.area.camera.focus.z - m.area.camera.pos.z
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|
local dv = math.sqrt(dx * dx + dy * dy + dz * dz)
|
|
o.oVelX = weapon.bulletSpeed * (dx / dv)
|
|
o.oVelY = weapon.bulletSpeed * (dy / dv)
|
|
o.oVelZ = weapon.bulletSpeed * (dz / dv)
|
|
end
|
|
end
|
|
)
|
|
end
|
|
end |