mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 13:35:12 +00:00
d87dd73db1
* Allow Lua action hooks to specify custom functions for more behavior ...like gravity, and update all current mods to match. Spin jump and wall slide from the Extended Moveset mod now have gravity code basically matching the original mod. Currently, any place you'd want to use one of these new action hooks still requires an O(n) check through all action hook per call. This should probably be changed. * Fix some remaining issues with Extended Moveset Lua port - Remove divergent spin jump code - Remove divergent roll code - Remap roll button to Y - Reimplement dive slide to make dive hop work like the original - Allow spin from double jump, backflip, side flip * Fix more issues with Extended Moveset Lua port - Reimplement all users of update_walking_speed to incorporate the Tight Controls edits and modified speed caps - Fix instances of angle arithmetic to wrap properly across the mod * Don't chop off group bits of custom action flags; assign missing groups in mods This fixes the Extended Moveset's underwater actions. Chopping off those bits was making the game consider the underwater actions to be a part of the Stationary group, which caused `check_common_stationary_cancels`, which upwarps Mario to the surface. * Tweak roll sliding angle tendency Rolling will now gradually (but fairly quckly) try to tend Mario's facing angle down the slope. This is cleaner than my old method that tries to flip Mario's angle (wrongly) when he begins moving downward, having that logic coexist with the logic for normal sliding actions that can also tend Mario to face backward down the slope. Just looks ugly now by comparison. * Disallow spin jump on slides in Extended Moveset port This matches the original mod * Extended Moveset: Crazy Box Bounce check * Extended Moveset: Fix hugging the wall when spin jumping after wall kick * Extended Moveset: Fix ledge drop snapping up to ground Just reimplement `act_air_hit_wall` ourselves. * Extended Moveset: Add Kaze's walking speed fix * smlua_hooks.c: Restore option to use old API for hook_mario_action The intent is to allow mods outside of this repo to continue working. Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
278 lines
8.4 KiB
Lua
278 lines
8.4 KiB
Lua
gExtraMarioState = { }
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for i = 0, (MAX_PLAYERS - 1) do
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gExtraMarioState[i] = { }
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gExtraMarioState[i].lastY = 0
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end
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function race_get_slope_physics(m)
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local friction = 0.96
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local force = 3
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if mario_floor_is_slope(m) ~= 0 then
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local slopeClass = 0
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if m.action ~= ACT_SOFT_BACKWARD_GROUND_KB and m.action ~= ACT_SOFT_FORWARD_GROUND_KB then
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slopeClass = mario_get_floor_class(m)
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end
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if slopeClass == SURFACE_CLASS_VERY_SLIPPERY then
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friction = 0.98
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force = 3.3
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elseif slopeClass == SURFACE_CLASS_SLIPPERY then
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friction = 0.97
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force = 3.2
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end
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end
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return {
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force = force,
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friction = friction,
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}
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end
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function race_apply_slope_accel(m)
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local physics = race_get_slope_physics(m)
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local floor = m.floor
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local floorNormal = m.floor.normal
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local mTheta = m.faceAngle.y
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local mSpeed = m.forwardVel * 1.5 * gGlobalSyncTable.speed
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if mSpeed > 135 * gGlobalSyncTable.speed then mSpeed = 135 * gGlobalSyncTable.speed end
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local mDir = {
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x = sins(mTheta),
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y = 0,
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z = coss(mTheta)
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}
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m.slideYaw = m.faceAngle.y
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m.slideVelX = 0
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m.slideVelZ = 0
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-- apply direction
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local angle = vec3f_angle_between(m.vel, mDir)
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local parallel = vec3f_project(m.vel, mDir)
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local perpendicular = { x = m.vel.x - parallel.x, y = m.vel.y - parallel.y, z = m.vel.z - parallel.z }
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local parallelMag = vec3f_length(parallel)
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local perpendicularMag = vec3f_length(perpendicular)
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local originalPerpendicularMag = perpendicularMag
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if angle >= math.pi / 2 then
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parallelMag = -1
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elseif parallelMag < mSpeed then
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local lastMag = parallelMag
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parallelMag = parallelMag * 0.85 + mSpeed * 0.15
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perpendicularMag = perpendicularMag - (parallelMag - lastMag) * 0.12
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if perpendicularMag < 0 then perpendicularMag = 0 end
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end
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vec3f_normalize(parallel)
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vec3f_normalize(perpendicular)
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vec3f_non_nan(parallel)
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vec3f_non_nan(perpendicular)
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local combined = {
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x = parallel.x * parallelMag + perpendicular.x * perpendicularMag,
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y = parallel.y * parallelMag + perpendicular.y * perpendicularMag,
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z = parallel.z * parallelMag + perpendicular.z * perpendicularMag,
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}
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m.vel.x = combined.x
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m.vel.z = combined.z
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-- apply friction
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m.vel.x = m.vel.x * physics.friction
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m.vel.z = m.vel.z * physics.friction
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m.vel.y = 0.0
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-- apply slope
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m.vel.x = m.vel.x + physics.force * floorNormal.x
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m.vel.z = m.vel.z + physics.force * floorNormal.z
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-- apply vanilla forces
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local velBeforeVanilla = { x = m.vel.x, y = m.vel.y, z = m.vel.z }
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mario_update_moving_sand(m)
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mario_update_windy_ground(m)
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m.vel.x = m.vel.x * 0.2 + velBeforeVanilla.x * 0.8
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m.vel.y = m.vel.y * 0.2 + velBeforeVanilla.y * 0.8
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m.vel.z = m.vel.z * 0.2 + velBeforeVanilla.z * 0.8
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end
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function update_race_shell_speed(m)
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local maxTargetSpeed = 0
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local targetSpeed = 0
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local startForwardVel = m.forwardVel
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-- brake
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if (m.controller.buttonDown & B_BUTTON) ~= 0 then
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m.forwardVel = m.forwardVel * 0.9
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end
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-- set water level
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if m.floorHeight < m.waterLevel then
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m.floorHeight = m.waterLevel
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m.floor = get_water_surface_pseudo_floor()
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m.floor.originOffset = m.waterLevel -- Negative origin offset
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end
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-- set max target speed
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if m.floor ~= nil and m.floor.type == SURFACE_SLOW then
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maxTargetSpeed = 48.0
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else
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maxTargetSpeed = 64.0
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end
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-- set target speed
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targetSpeed = m.intendedMag * 2.0
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if targetSpeed > maxTargetSpeed then
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targetSpeed = maxTargetSpeed
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end
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if targetSpeed < 18.0 then
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targetSpeed = 18.0
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end
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-- set speed
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if m.forwardVel <= 0.0 then
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m.forwardVel = 1.1
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elseif m.forwardVel <= targetSpeed + 1.1 then
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m.forwardVel = m.forwardVel + 1.1
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elseif m.forwardVel > targetSpeed - 1.5 then
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m.forwardVel = m.forwardVel - 1.5
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elseif m.floor ~= nil and m.floor.normal.y >= 0.95 then
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m.forwardVel = m.forwardVel - 1.1
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end
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if m.forwardVel > 64.0 then
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if m.forwardVel > startForwardVel - 3.0 then
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m.forwardVel = startForwardVel - 3.0
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end
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end
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local turnSpeed = 0x800
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if (m.controller.buttonDown & B_BUTTON) ~= 0 then turnSpeed = 0x650 end
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m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, turnSpeed, turnSpeed)
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race_apply_slope_accel(m)
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end
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function act_race_shell_ground(m)
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if m.actionTimer < 5 then m.actionTimer = m.actionTimer + 1 end
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local startYaw = m.faceAngle.y
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-- enforce min velocities
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if m.forwardVel == 0 then m.forwardVel = 1 end
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if vec3f_length(m.vel) == 0 then m.vel.x = 1 end
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-- jump
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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m.vel.x = m.vel.x * 0.9
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m.vel.z = m.vel.z * 0.9
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return set_mario_action(m, ACT_RIDING_SHELL_JUMP, 0)
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end
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-- update physics
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update_race_shell_speed(m)
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-- set animation
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if m.actionArg == 0 then
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set_mario_animation(m, MARIO_ANIM_START_RIDING_SHELL)
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else
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set_mario_animation(m, MARIO_ANIM_RIDING_SHELL)
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end
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local gs = perform_ground_step(m)
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if gs == GROUND_STEP_LEFT_GROUND then
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m.vel.y = (m.pos.y - gExtraMarioState[m.playerIndex].lastY)
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return set_mario_action(m, ACT_RIDING_SHELL_FALL, 0)
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elseif gs == GROUND_STEP_HIT_WALL then
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-- check if the wall is in the facing direction
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local castDir = {
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x = sins(m.faceAngle.y) * 200,
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y = 0,
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z = coss(m.faceAngle.y) * 200
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}
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local info = collision_find_surface_on_ray(
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m.pos.x, m.pos.y + 100, m.pos.z,
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castDir.x, castDir.y, castDir.z)
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if info.surface ~= nil then
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mario_stop_riding_object(m)
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play_sound(SOUND_ACTION_BONK, m.marioObj.header.gfx.cameraToObject)
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m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
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m.forwardVel = 0
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set_mario_action(m, ACT_BACKWARD_GROUND_KB, 0)
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end
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end
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tilt_body_ground_shell(m, startYaw)
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if m.floor.type == SURFACE_BURNING then
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play_sound(SOUND_MOVING_RIDING_SHELL_LAVA, m.marioObj.header.gfx.cameraToObject)
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else
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play_sound(SOUND_MOVING_TERRAIN_RIDING_SHELL, m.marioObj.header.gfx.cameraToObject)
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end
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adjust_sound_for_speed(m)
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reset_rumble_timers(m)
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gExtraMarioState[m.playerIndex].lastY = m.pos.y
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return 0
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end
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function act_race_shell_air(m)
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if m.actionTimer < 5 then m.actionTimer = m.actionTimer + 1 end
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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set_mario_animation(m, MARIO_ANIM_JUMP_RIDING_SHELL)
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if m.vel.y > 65 then m.vel.y = 65 end
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local mSpeed = m.forwardVel / 128.0 * gGlobalSyncTable.speed
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if mSpeed > 100 * gGlobalSyncTable.speed then mSpeed = 100 * gGlobalSyncTable.speed end
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local mDir = {
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x = sins(m.intendedYaw),
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y = 0,
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z = coss(m.intendedYaw)
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}
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-- apply direction
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local parallel = vec3f_project(mDir, m.vel)
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local perpendicular = { x = mDir.x - parallel.x, y = mDir.y - parallel.y, z = mDir.z - parallel.z }
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local parallelMag = vec3f_length(parallel)
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if parallelMag < mSpeed then parallelMag = mSpeed / parallelMag end
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local combined = {
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x = parallel.x * parallelMag + perpendicular.x * 0.95,
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y = parallel.y * parallelMag + perpendicular.y * 0.95,
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z = parallel.z * parallelMag + perpendicular.z * 0.95,
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}
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m.vel.x = m.vel.x + mSpeed * mDir.x
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m.vel.z = m.vel.z + mSpeed * mDir.z
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-- apply rotation
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m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x300, 0x300)
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local step = perform_air_step(m, 0)
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if step == AIR_STEP_LANDED then
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set_mario_action(m, ACT_RIDING_SHELL_GROUND, 1)
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elseif step == AIR_STEP_HIT_WALL then
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mario_set_forward_vel(m, 0.0)
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elseif step == AIR_STEP_HIT_LAVA_WALL then
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lava_boost_on_wall(m)
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end
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m.marioObj.header.gfx.pos.y = m.marioObj.header.gfx.pos.y + 42.0
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gExtraMarioState[m.playerIndex].lastY = m.pos.y
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return 0
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end
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hook_mario_action(ACT_RIDING_SHELL_GROUND, { every_frame = act_race_shell_ground })
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hook_mario_action(ACT_RIDING_SHELL_JUMP, { every_frame = act_race_shell_air })
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hook_mario_action(ACT_RIDING_SHELL_FALL, { every_frame = act_race_shell_air })
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