sm64coopdx/mods/char-select-extra-chars-plus/moveset-birdo.lua
Yuyake 1cb8cb8e5e
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Extra Characters PLUS v1.0 (#1076)
* Replaces Extra Characters

* Folder inside another folder fix
2026-01-11 02:20:45 +01:00

843 lines
No EOL
31 KiB
Lua

-------------------
-- Birdo Moveset --
-------------------
if not charSelect then return end
local SOUND_SPIT = audio_sample_load("z_sfx_birdo_spit.ogg") -- Load audio sample
---------------
-- Birdo Egg --
---------------
_G.ACT_BIRDO_HOLD_WALKING = allocate_mario_action(ACT_FLAG_MOVING | ACT_GROUP_OBJECT)
_G.ACT_SPIT_EGG = allocate_mario_action(ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
_G.ACT_SPIT_EGG_WALK = allocate_mario_action(ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
_G.ACT_SPIT_EGG_AIR = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
--- @param m MarioState
local function act_birdo_hold_walking(m)
local startYaw = m.faceAngle.y
if m.heldObj and m.heldObj.behavior == get_behavior_from_id(id_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
update_walking_speed(m) -- normal walking speed
local result = perform_ground_step(m)
if result == GROUND_STEP_LEFT_GROUND then
set_mario_action(m, ACT_HOLD_FREEFALL, 0)
elseif result == GROUND_STEP_HIT_WALL then
if (m.forwardVel > 16) then
mario_set_forward_vel(m, 16)
end
end
-- for the animation, temporarily read birdo's speed as lower so it looks less goofy
local prevForwardVel = m.forwardVel
local prevMag = m.intendedMag
m.forwardVel = m.forwardVel * 0.6
m.intendedMag = m.intendedMag * 0.6
anim_and_audio_for_hold_walk(m)
m.forwardVel = prevForwardVel
m.intendedMag = prevMag
-- tilt body
local dYaw = m.faceAngle.y - startYaw
local val02 = -(dYaw * m.forwardVel / 12)
local val00 = (m.forwardVel * 170)
val02 = math.clamp(val02, -0x1555, 0x1555)
val00 = math.clamp(val00, 0x0, 0x1555)
m.marioBodyState.allowPartRotation = true
m.marioBodyState.torsoAngle.z = approach_s32(m.marioBodyState.torsoAngle.z, val02, 0x400, 0x400)
m.marioBodyState.torsoAngle.x = approach_s32(m.marioBodyState.torsoAngle.x, val00, 0x400, 0x400)
if (0.4 * m.intendedMag - m.forwardVel > 10) then
set_mario_particle_flags(m, PARTICLE_DUST, 0)
end
return 0
end
--- @param m MarioState
local function act_spit_egg(m)
local e = gCharacterStates[m.playerIndex]
if (m.quicksandDepth > 30) then
return set_mario_action(m, ACT_IN_QUICKSAND, 0)
end
if m.actionState == 0 then
play_custom_anim(m, "BIRDO_ANIM_IDLE_TO_AIM_IDLE")
if is_anim_past_end(m) ~= 0 then
m.actionState = 1
end
elseif e.birdo.flameCharge == 0 and e.birdo.framesSinceShoot > 10 then
play_custom_anim(m, "BIRDO_ANIM_AIM_IDLE_TO_IDLE")
if is_anim_past_end(m) ~= 0 then
return set_mario_action(m, ACT_IDLE, 0)
end
else
play_custom_anim(m, "BIRDO_ANIM_AIM_IDLE")
end
mario_drop_held_object(m)
m.actionTimer = m.actionTimer + 1
local oldActTimer = m.actionTimer
if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then
mario_set_forward_vel(m, 0)
local result = set_mario_action(m, ACT_SPIT_EGG_WALK, 0)
m.actionTimer = oldActTimer
return result
elseif (check_common_idle_cancels(m) ~= 0) then
if m.action & ACT_FLAG_AIR ~= 0 then
mario_set_forward_vel(m, 0)
set_mario_action(m, ACT_SPIT_EGG_AIR, 1)
if m.vel.y <= 0 then
m.actionArg = 0
end
m.actionTimer = oldActTimer
end
return 1
end
mario_set_forward_vel(m, 0)
perform_ground_step(m)
return 0
end
--- @param m MarioState
local function act_spit_egg_walk(m)
local e = gCharacterStates[m.playerIndex]
local mBody = m.marioBodyState
mario_drop_held_object(m)
m.actionTimer = m.actionTimer + 1
if e.birdo.flameCharge == 0 and e.birdo.framesSinceShoot > 10 then
if m.forwardVel < 0 then
m.forwardVel = m.intendedMag
m.faceAngle.y = m.intendedYaw
return set_mario_action(m, ACT_FINISH_TURNING_AROUND, 0)
end
m.forwardVel = m.intendedMag
m.faceAngle.y = m.intendedYaw
return set_mario_action(m, ACT_WALKING, 0)
end
if mario_floor_is_slippery(m) ~= 0 then
return set_mario_action(m, ACT_WALKING, 0)
end
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
m.intendedMag = 0
if m.slideVelX == 0 and m.slideVelZ == 0 then
return begin_braking_action(m)
end
end
if (m.input & INPUT_ZERO_MOVEMENT) ~= 0 and m.slideVelX == 0 and m.slideVelZ == 0 then
local oldActTimer = m.actionTimer
local result = set_mario_action(m, ACT_SPIT_EGG, 0)
m.actionTimer = oldActTimer
return result
end
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_CROUCH_SLIDE, 0)
end
-- strafe movement
local newVelX = sins(m.intendedYaw) * m.intendedMag
local newVelZ = coss(m.intendedYaw) * m.intendedMag
m.slideVelX = approach_f32(m.slideVelX, newVelX, 4, 4)
m.slideVelZ = approach_f32(m.slideVelZ, newVelZ, 4, 4)
m.vel.x, m.vel.z = m.slideVelX, m.slideVelZ
m.forwardVel = math.sqrt(m.vel.x ^ 2 + m.vel.z ^ 2)
if (m.input & INPUT_A_PRESSED) ~= 0 then
set_mario_y_vel_based_on_fspeed(m, 42, 0.25)
m.slideVelX = m.slideVelX * 0.8
m.slideVelZ = m.slideVelZ * 0.8
m.vel.x, m.vel.z = m.slideVelX, m.slideVelZ
m.forwardVel = m.forwardVel * 0.8
local oldActTimer = m.actionTimer
local result = set_mario_action(m, ACT_SPIT_EGG_AIR, 1)
m.actionTimer = oldActTimer
return result
end
local result = (perform_ground_step(m))
if result == GROUND_STEP_LEFT_GROUND then
m.vel.y = 0
local oldActTimer = m.actionTimer
set_mario_action(m, ACT_SPIT_EGG_AIR, 0)
m.actionTimer = oldActTimer
--set_character_animation(m, CHAR_ANIM_GENERAL_FALL)
elseif result == GROUND_STEP_NONE then
--anim_and_audio_for_walk(m)
play_step_sound(m, 10, 49)
local dYaw = math.s16(m.faceAngle.y - m.intendedYaw)
play_custom_anim(m, "BIRDO_ANIM_AIM_WALK", m.forwardVel / 4 * 0x10000)
mBody.allowPartRotation = true
m.marioObj.header.gfx.angle.y = m.intendedYaw
local marioAnimInfo = m.marioObj.header.gfx.animInfo
if math.abs(dYaw) > 0x4000 then
m.marioObj.header.gfx.angle.y = m.intendedYaw - 0x8000
marioAnimInfo.animAccel = -math.abs(marioAnimInfo.animAccel)
else
marioAnimInfo.animAccel = math.abs(marioAnimInfo.animAccel)
end
-- Handle manually the loop points of the animation if moving backwards
if marioAnimInfo.animAccel < 0 and marioAnimInfo.animFrame <= marioAnimInfo.curAnim.loopStart then
marioAnimInfo.animFrame = marioAnimInfo.curAnim.loopEnd
marioAnimInfo.animFrameAccelAssist = marioAnimInfo.animFrame << 16
end
mBody.torsoAngle.y = math.s16(m.faceAngle.y - m.marioObj.header.gfx.angle.y) * 0.4
mBody.headAngle.y = m.faceAngle.y - m.marioObj.header.gfx.angle.y - mBody.torsoAngle.y
if m.intendedMag - m.forwardVel > 16 then
set_mario_particle_flags(m, PARTICLE_DUST, 0)
end
end
check_ledge_climb_down(m)
return 0
end
---@param m MarioState
local function act_spit_egg_air(m)
local e = gCharacterStates[m.playerIndex]
play_custom_anim(m, "BIRDO_ANIM_AIM_JUMP")
if m.actionArg ~= 1 then
set_anim_to_frame(m, m.marioObj.header.gfx.animInfo.curAnim.loopEnd)
else
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
end
m.actionTimer = m.actionTimer + 1
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_GROUND_POUND, 0)
end
-- air strafe
local newVelX = sins(m.intendedYaw) * m.intendedMag
local newVelZ = coss(m.intendedYaw) * m.intendedMag
m.slideVelX = approach_f32(m.slideVelX, newVelX, 1, 1)
m.slideVelZ = approach_f32(m.slideVelZ, newVelZ, 1, 1)
m.vel.x, m.vel.z = m.slideVelX, m.slideVelZ
m.forwardVel = m.slideVelX * sins(m.faceAngle.y) + m.slideVelZ * coss(m.faceAngle.y)
--local absSpeed = math.max(math.abs(m.slideVelX), math.abs(m.slideVelZ))
local result = (perform_air_step(m, 0))
if result == AIR_STEP_LANDED then
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) ~= 0 then
return 1
elseif e.birdo.flameCharge == 0 and e.birdo.framesSinceShoot > 10 then
set_mario_action(m, ACT_FREEFALL_LAND, 0)
else
local oldActTimer = m.actionTimer
set_mario_action(m, ACT_SPIT_EGG_WALK, 0)
m.actionTimer = oldActTimer
end
return 1
elseif result == AIR_STEP_HIT_WALL then
mario_set_forward_vel(m, 0)
elseif result == AIR_STEP_HIT_LAVA_WALL then
lava_boost_on_wall(m)
end
return 0
end
-- Egg
local eggIntObjLists = {
OBJ_LIST_GENACTOR,
OBJ_LIST_PUSHABLE,
OBJ_LIST_SURFACE,
OBJ_LIST_PLAYER,
}
E_MODEL_EGG = smlua_model_util_get_id("egg_geo")
---@param o Object
function bhv_birdo_egg_init(o)
o.oFlags = (OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO)
o.oFaceAngleRoll = 0
o.oMoveAngleRoll = 0
o.oGravity = 0
o.oBounciness = 0
o.oFriction = 1
o.oDragStrength = 0
o.oBuoyancy = 0
o.oWallHitboxRadius = 60
o.oVelY = 0
o.collisionData = smlua_collision_util_get("egg_collision")
local hitbox = get_temp_object_hitbox()
hitbox.interactType = INTERACT_DAMAGE
hitbox.hurtboxRadius = 60
hitbox.hurtboxHeight = 80
hitbox.downOffset = 80
hitbox.radius = 60
hitbox.height = 80
hitbox.damageOrCoinValue = 1
if o.oBehParams ~= 0 then
-- similar hitbox to fire spitter flames
hitbox.interactType = INTERACT_FLAME
hitbox.radius = 10
hitbox.height = 40
hitbox.hurtboxRadius = 10
hitbox.hurtboxHeight = 40
hitbox.downOffset = 30
obj_set_billboard(o)
o.header.gfx.scale.x = 3
o.header.gfx.scale.y = 3
o.header.gfx.scale.z = 3
end
obj_set_hitbox(o, hitbox)
o.oIntangibleTimer = 10
-- do manual shadow, otherwise the shadow renders on top of itself
o.header.gfx.disableAutomaticShadowPos = true
o.header.gfx.shadowPos.x = o.oPosX
o.header.gfx.shadowPos.y = o.oPosY - 50
o.header.gfx.shadowPos.z = o.oPosZ
network_init_object(o, true, { 'globalPlayerIndex' })
end
---@param o Object
function bhv_birdo_egg_loop(o)
if o.oBehParams ~= 0 then
o.oAnimState = o.oAnimState + 1
end
if o.oHeldState == HELD_FREE then
cur_obj_enable_rendering()
if o.oAction == 0 then
o.oGravity = 0
else
o.oMoveAnglePitch = 0
o.oFaceAnglePitch = 0
o.oGravity = -2
end
cur_obj_update_floor_and_walls()
local oldForwardVel = o.oForwardVel
if o.oAction == 0 then
obj_compute_vel_from_move_pitch(o.oForwardVel)
end
cur_obj_move_standard(60)
o.oForwardVel = oldForwardVel
local defaultVel = 20
if o.oBehParams ~= 0 then
defaultVel = 40
end
if o.oAction == 0 and o.oForwardVel > defaultVel then
o.oForwardVel = approach_f32(o.oForwardVel, defaultVel, 3, 3)
end
-- manual object collision
local dieFromCollision = false
o.numCollidedObjs = obj_attack_collided_from_other_object(o)
if o.numCollidedObjs ~= 0 and o.oBehParams == 0 then
dieFromCollision = true
end
if o.oDistanceToMario < 2000 then
for _, list in ipairs(eggIntObjLists) do
local o2 = obj_get_first(list)
while o2 and o.numCollidedObjs < 4 do
if o ~= o2 then
if list ~= OBJ_LIST_PLAYER and o2.oHeldState == HELD_FREE and detect_object_hitbox_overlap(o, o2) ~= 0 then
o2.numCollidedObjs = o2.numCollidedObjs - 1 -- prevent game crash
local doEggInteract = birdo_egg_interaction(o2, o)
if o.oBehParams == 0 or doEggInteract then
dieFromCollision = true
end
if doEggInteract or o2.oInteractType == INTERACT_BREAKABLE or obj_is_attackable(o2) then
if obj_has_behavior_id(o2, id_bhvBowser) == 0 then
o2.oInteractStatus = o2.oInteractStatus | ATTACK_PUNCH | INT_STATUS_WAS_ATTACKED |
INT_STATUS_INTERACTED | INT_STATUS_TOUCHED_BOB_OMB
end
end
elseif o.oBehParams ~= 0 and birdo_fire_is_targettable(o2, o) and dist_between_objects(o2, o) <= 700 then
local angleToObject = obj_angle_to_object(o, o2)
if abs_angle_diff(o.oMoveAngleYaw, angleToObject) <= 0x4000 then
cur_obj_rotate_yaw_toward(angleToObject, 0x200)
end
end
end
o2 = obj_get_next(o2)
end
if o.numCollidedObjs >= 4 then break end
end
end
-- surface collision
if o.oAction == 0 and o.oBehParams == 0 and o.oMoveFlags & OBJ_MOVE_MASK_IN_WATER == 0 then
local m0 = gMarioStates[0]
load_object_collision_model()
if cur_obj_is_mario_on_platform() ~= 0 then
if (m0.action == ACT_PUNCHING or m0.action == ACT_MOVE_PUNCHING) then
-- pick up egg
m0.heldObj = o
m0.marioBodyState.grabPos = GRAB_POS_LIGHT_OBJ
o.heldByPlayerIndex = 0
o.oHeldState = HELD_HELD
set_mario_action(m0, ACT_HOLD_FREEFALL, 0)
if (o.oSyncID ~= 0) then network_send_object(o, false) end
elseif (m0.prevAction & ACT_FLAG_AIR) ~= 0 then -- prevent falling off of egg easily
m0.pos.x = o.oPosX
m0.pos.z = o.oPosZ
end
end
end
if dieFromCollision or o.oMoveFlags & (OBJ_MOVE_HIT_WALL | OBJ_MOVE_UNDERWATER_ON_GROUND | OBJ_MOVE_MASK_ON_GROUND) ~= 0 or o.oTimer > 120 then
o.numCollidedObjs = 0
spawn_mist_particles()
obj_mark_for_deletion(o)
end
o.oInteractStatus = 0
o.numCollidedObjs = 0
elseif o.oHeldState == HELD_HELD then
o.oFaceAnglePitch = 0
o.oMoveAnglePitch = 0
o.oInteractType = INTERACT_GRABBABLE
cur_obj_disable_rendering_and_become_intangible(o)
elseif o.oHeldState == HELD_THROWN then
o.oFaceAnglePitch = 0
o.oMoveAnglePitch = 0
o.oInteractType = INTERACT_DAMAGE
cur_obj_enable_rendering_and_become_tangible(o)
cur_obj_change_action(1)
local m = gMarioStates[o.heldByPlayerIndex]
o.oForwardVel = math.max(m.forwardVel + 15, 40)
o.oVelY = 10
o.oTimer = 0
o.oHeldState = HELD_FREE
o.oIntangibleTimer = 10
elseif o.oHeldState == HELD_DROPPED then
spawn_mist_particles()
obj_mark_for_deletion(o)
end
-- do manual shadow, otherwise the shadow renders on top of itself
if o.activeFlags ~= ACTIVE_FLAG_DEACTIVATED then
o.header.gfx.disableAutomaticShadowPos = true
o.header.gfx.shadowPos.x = o.oPosX
o.header.gfx.shadowPos.y = o.oPosY - 50
o.header.gfx.shadowPos.z = o.oPosZ
else
o.header.gfx.disableAutomaticShadowPos = false
end
end
-- lua recreation
---@param a Object
---@param b Object
function detect_object_hitbox_overlap(a, b)
if not (a and b) then return 0 end
local sp3C = a.oPosY - a.hitboxDownOffset
local sp38 = b.oPosY - b.hitboxDownOffset
local dx = a.oPosX - b.oPosX
local dz = a.oPosZ - b.oPosZ
local collisionRadius = a.hitboxRadius + b.hitboxRadius
local distance = math.floor(math.sqrt(dx * dx + dz * dz))
-- do not check for player interactions here
if ((a.oInteractType & INTERACT_PLAYER) ~= 0 and (b.oInteractType & INTERACT_PLAYER) ~= 0) then
return 0
end
if (collisionRadius > distance) then
local sp20 = a.hitboxHeight + sp3C
local sp1C = b.hitboxHeight + sp38
if (sp3C > sp1C) then
return 0
end
if (sp20 < sp38) then
return 0
end
if (a.numCollidedObjs >= 4) then
return 0
end
if (b.numCollidedObjs >= 4) then
return 0
end
-- can't reference these fields in lua
--a.collidedObjs[a.numCollidedObjs] = b
--b.collidedObjs[b.numCollidedObjs] = a
a.collidedObjInteractTypes = a.collidedObjInteractTypes | b.oInteractType
b.collidedObjInteractTypes = b.collidedObjInteractTypes | a.oInteractType
a.numCollidedObjs = a.numCollidedObjs + 1
b.numCollidedObjs = b.numCollidedObjs + 1
return 1
end
return 0
end
id_bhvBirdoEgg = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_birdo_egg_init, bhv_birdo_egg_loop, "bhvBirdoEgg")
---@param m MarioState
function birdo_update(m)
-- spit egg
local e = gCharacterStates[m.playerIndex]
local inSpitAction = (m.action == ACT_SPIT_EGG or m.action == ACT_SPIT_EGG_WALK or m.action == ACT_SPIT_EGG_AIR or m.action == ACT_FIRST_PERSON or m.action == ACT_WATER_PUNCH or m.action == ACT_FLYING)
local headRot = m.marioBodyState.headAngle
if m.controller.buttonPressed & B_BUTTON ~= 0 and inSpitAction then
-- when mashing B, stay in spit action
e.birdo.framesSinceShoot = 0
if e.birdo.spitTimer == 0 then
e.birdo.flameCharge = 0
end
else
-- handle shooting repeatedly/charging
if e.birdo.framesSinceShoot ~= 255 then
e.birdo.framesSinceShoot = e.birdo.framesSinceShoot + 1
end
if m.controller.buttonDown & B_BUTTON ~= 0 then
if inSpitAction then
e.birdo.flameCharge = e.birdo.flameCharge + 1
end
elseif e.birdo.spitTimer < 25 then
if e.birdo.flameCharge >= 30 then
e.birdo.framesSinceShoot = 0 -- shoot fireball
else
e.birdo.flameCharge = 0
end
end
end
if (e.birdo.framesSinceShoot <= 10 or e.birdo.flameCharge ~= 0) and not m.heldObj and inSpitAction then
local canShoot = true
local eggCount = 0
local gIndex = network_global_index_from_local(m.playerIndex)
local egg = obj_get_first_with_behavior_id(id_bhvBirdoEgg)
while egg do
if egg.oAction == 0 and egg.oHeldState == HELD_FREE and egg.globalPlayerIndex == gIndex then
eggCount = eggCount + 1
if eggCount >= 3 then -- max of 3 eggs/fireballs per player
canShoot = false
break
end
end
egg = obj_get_next_with_same_behavior_id(egg)
end
if e.birdo.spitTimer ~= 0 then
e.birdo.spitTimer = e.birdo.spitTimer - 1
m.marioBodyState.allowPartRotation = true
if e.birdo.spitTimer > 24 then
headRot.x = approach_f32(headRot.x, degrees_to_sm64(-30), degrees_to_sm64(10), degrees_to_sm64(10))
else
headRot.x = approach_f32(headRot.x, degrees_to_sm64(0), degrees_to_sm64(3.5), degrees_to_sm64(3.5))
end
end
if e.birdo.spitTimer == 0 and canShoot and e.birdo.framesSinceShoot <= 10 then
m.actionTimer = 0
m.actionArg = 0
end
local mouthPos = gVec3fZero()
local yaw = m.faceAngle.y
local pitch = 0
if canShoot then
-- when swimming, flying, or in first person, allow shooting in any direction
if m.action == ACT_FIRST_PERSON then
yaw = m.statusForCamera.headRotation.y + yaw
pitch = m.statusForCamera.headRotation.x
mouthPos.x = m.pos.x + sins(yaw) * 60 * coss(pitch)
mouthPos.y = m.pos.y + 120 - sins(pitch) * 120
mouthPos.z = m.pos.z + coss(yaw) * 60 * coss(pitch)
elseif m.action & ACT_FLAG_SWIMMING_OR_FLYING ~= 0 then
pitch = -m.faceAngle.x
if pitch < 0 then
mouthPos.x = m.pos.x + sins(yaw) * 80 * coss(pitch)
mouthPos.y = m.pos.y + 120
mouthPos.z = m.pos.z + coss(yaw) * 80 * coss(pitch)
else
mouthPos.x = m.pos.x + sins(yaw) * 80
mouthPos.y = m.pos.y + 120 - sins(pitch) * 150
mouthPos.z = m.pos.z + coss(yaw) * 80
end
else
mouthPos.x = m.marioBodyState.headPos.x + sins(yaw + m.marioBodyState.headAngle.y) * 60
mouthPos.y = m.marioBodyState.headPos.y + 20
mouthPos.z = m.marioBodyState.headPos.z + coss(yaw + m.marioBodyState.headAngle.y) * 60
end
end
if canShoot and e.birdo.spitTimer == 0 and e.birdo.flameCharge >= 30 and m.action & ACT_FLAG_SWIMMING == 0 then
spawn_non_sync_object(id_bhvKoopaShellFlame, E_MODEL_RED_FLAME,
mouthPos.x,
mouthPos.y,
mouthPos.z,
function(o)
o.oKoopaShellFlameUnkF8 = 2
o.oMoveAngleYaw = math.random(0, 0xFFFF)
o.oVelY = math.random(10)
o.oAnimState = math.random(10)
o.oGravity = -4.0
o.oTimer = 1
o.oForwardVel = math.random(10)
end)
play_sound(SOUND_AIR_BLOW_FIRE, m.marioObj.header.gfx.cameraToObject)
end
if canShoot and e.birdo.spitTimer == 0 and e.birdo.framesSinceShoot <= 10 then
e.birdo.spitTimer = 30
elseif e.birdo.spitTimer == 25 then
local model = E_MODEL_EGG
local isFireball = (e.birdo.flameCharge >= 30)
if isFireball then
model = E_MODEL_RED_FLAME
e.birdo.flameCharge = 0
end
if not isFireball then
audio_sample_play(SOUND_SPIT, m.pos, 1) -- Play audio sample
else
play_sound(SOUND_AIR_BOWSER_SPIT_FIRE, m.marioObj.header.gfx.cameraToObject)
end
if m.playerIndex == 0 then
local eggVel = m.forwardVel * 2 + 25
-- add double floor velocity to prevent being able to platform on eggs forever
if m.floor and m.floor.object and m.floor.object.oForwardVel ~= 0 then
eggVel = eggVel + m.floor.object.oForwardVel * 2
end
spawn_sync_object(id_bhvBirdoEgg, model, mouthPos.x + sins(yaw) * 40 * coss(pitch), mouthPos.y,
mouthPos.z + coss(yaw) * 40 * coss(pitch), function(o)
o.oForwardVel = math.max(eggVel, 40)
o.oMoveAngleYaw = yaw
o.oFaceAnglePitch = pitch
o.oMoveAnglePitch = pitch
o.oIntangibleTimer = 100
o.globalPlayerIndex = gIndex
o.oBehParams = (isFireball and 1) or 0
spawn_mist_particles_variable(20, 120, 5)
end)
end
end
elseif e.birdo.spitTimer ~= 0 then
e.birdo.spitTimer = e.birdo.spitTimer - 1
m.marioBodyState.allowPartRotation = true
if e.birdo.spitTimer > 24 then
headRot.x = approach_f32(headRot.x, degrees_to_sm64(-30), degrees_to_sm64(10), degrees_to_sm64(10))
else
headRot.x = approach_f32(headRot.x, degrees_to_sm64(0), degrees_to_sm64(3.5), degrees_to_sm64(3.5))
end
end
-- throw objects instantly
if m.action == ACT_THROWING then
if m.actionTimer < 6 then
m.actionTimer = 6
set_anim_to_frame(m, 6)
end
elseif m.action == ACT_AIR_THROW or m.action == ACT_AIR_THROW_LAND then
if m.actionTimer < 3 then
m.actionTimer = 3
set_anim_to_frame(m, 3)
end
end
end
function birdo_on_set_action(m)
if m.action ~= ACT_SPIT_EGG and m.action ~= ACT_SPIT_EGG_WALK and m.action ~= ACT_SPIT_EGG_AIR then
gCharacterStates[m.playerIndex].birdo.spitTimer = 0
end
if m.action == ACT_HOLD_WALKING then -- switch to custom hold action
set_mario_action(m, ACT_BIRDO_HOLD_WALKING, 0)
end
end
local shootActs = {
[ACT_PUNCHING] = ACT_SPIT_EGG,
[ACT_MOVE_PUNCHING] = ACT_SPIT_EGG_WALK,
[ACT_JUMP_KICK] = ACT_SPIT_EGG_AIR,
}
function birdo_before_action(m, action, actionArg)
if m.playerIndex ~= 0 then return end
if shootActs[action] and m.controller.buttonDown & A_BUTTON == 0 then
if action == ACT_PUNCHING and actionArg == 9 then return end
local e = gCharacterStates[m.playerIndex]
e.birdo.framesSinceShoot = 0
if e.birdo.spitTimer == 0 then
e.birdo.flameCharge = 0
end
local canShoot = true
local eggCount = 0
local gIndex = network_global_index_from_local(m.playerIndex)
local egg = obj_get_first_with_behavior_id(id_bhvBirdoEgg)
while egg do
if egg.oAction == 0 and egg.oHeldState == HELD_FREE and egg.globalPlayerIndex == gIndex then
eggCount = eggCount + 1
if eggCount >= 3 then -- max of 3 eggs/fireballs per player
canShoot = false
break
end
end
egg = obj_get_next_with_same_behavior_id(egg)
end
if m.action ~= ACT_SPIT_EGG or e.birdo.spitTimer == 0 or canShoot then
m.marioObj.header.gfx.animInfo.animFrame = 0
return shootActs[action]
end
end
end
function birdo_on_interact(m, o, intType)
local e = gCharacterStates[m.playerIndex]
if intType == INTERACT_GRABBABLE and e.birdo.framesSinceShoot == 0 and e.birdo.flameCharge == 0 and (m.action == ACT_SPIT_EGG or m.action == ACT_SPIT_EGG_WALK) and o.oInteractionSubtype & INT_SUBTYPE_NOT_GRABBABLE == 0 then
set_mario_action(m, ACT_MOVE_PUNCHING, 1)
return
end
end
function birdo_before_phys_step(m)
local hScale = 1.0
local vScale = 1.0
-- faster ground movement and slower, floaty air movement
if (m.action & ACT_FLAG_MOVING) ~= 0 and m.action ~= ACT_BUBBLED then
hScale = hScale * 1.12 -- not as fast as toad
elseif m.action & ACT_FLAG_AIR ~= 0 then
hScale = hScale * 0.94
if m.vel.y < 0 then
vScale = vScale * 0.98
end
end
m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale
m.vel.z = m.vel.z * hScale
end
-- allow shooting in first person
function birdo_before_update(m)
if m.action == ACT_FIRST_PERSON and m.controller.buttonPressed & B_BUTTON ~= 0 then
local e = gCharacterStates[m.playerIndex]
e.birdo.framesSinceShoot = 0
if e.birdo.spitTimer == 0 then
e.birdo.flameCharge = 0
end
m.controller.buttonPressed = m.controller.buttonPressed & ~B_BUTTON
end
end
-- interactions for birdo's egg/fireball
function birdo_egg_interaction(o, egg)
if egg.oBehParams ~= 0 and obj_has_behavior_id(o, id_bhvMrBlizzard) ~= 0 then
o.oFaceAngleRoll = 0x3000
o.oMrBlizzardHeldObj = nil
o.prevObj = o.oMrBlizzardHeldObj
o.oAction = MR_BLIZZARD_ACT_DEATH
o.oMrBlizzardDizziness = 0
o.oMrBlizzardChangeInDizziness = 0
o.oTimer = 30
return true
end
if egg.oBehParams ~= 0 and obj_has_behavior_id(o, id_bhvBowser) ~= 0 then
if o.oAction ~= 4 and o.oAction ~= 5 and o.oAction ~= 6 and o.oAction ~= 12 and o.oAction ~= 19 and o.oAction ~= 20 and math.abs(o.oVelY) <= 2 then
o.oAction = 1
end
return true
end
if o.oInteractType == INTERACT_BULLY then
o.oBullyLastNetworkPlayerIndex = egg.globalPlayerIndex
o.oForwardVel = (egg.oBehParams ~= 0 and 50) or 25
o.oMoveAngleYaw = egg.oMoveAngleYaw
return true
end
end
-- prevent player interaction with Birdo's egg if player interaction is not pvp (owner still interacts)
---@param m MarioState
---@param o Object
---@param type integer
function player_egg_allow_interact(m, o, type)
if obj_has_behavior_id(o, id_bhvBirdoEgg) ~= 0 then
local m2 = gMarioStates[network_local_index_from_global(o.globalPlayerIndex)]
if m.playerIndex ~= m2.playerIndex and gServerSettings.playerInteractions ~= PLAYER_INTERACTIONS_PVP then
return false
end
end
end
hook_event(HOOK_ALLOW_INTERACT, player_egg_allow_interact)
-- returns true if this object can be hit by birdo's fireball
function birdo_fire_is_targettable(o, egg)
if o.oInteractType == INTERACT_PLAYER then
local m = gMarioStates[o.oBehParams - 1]
if (not m) or is_player_active(m) == 0 then return false end
local gIndex = network_global_index_from_local(m.playerIndex)
return (gServerSettings.playerInteractions == PLAYER_INTERACTIONS_PVP) and (egg.globalPlayerIndex ~= gIndex)
end
return (obj_has_behavior_id(o, id_bhvMrBlizzard) ~= 0 or obj_has_behavior_id(o, id_bhvBowser) ~= 0
or o.oInteractType == INTERACT_BULLY or o.oInteractType == INTERACT_BREAKABLE or obj_is_attackable(o))
end
hook_mario_action(ACT_BIRDO_HOLD_WALKING, act_birdo_hold_walking)
hook_mario_action(ACT_SPIT_EGG, act_spit_egg)
hook_mario_action(ACT_SPIT_EGG_AIR, act_spit_egg_air)
hook_mario_action(ACT_SPIT_EGG_WALK, act_spit_egg_walk)
-- Fix object shadows getting messed up. Base coop bug
---@param o Object
function on_obj_load(o)
o.header.gfx.disableAutomaticShadowPos = false
o.header.gfx.shadowInvisible = false
end
hook_event(HOOK_ON_OBJECT_LOAD, on_obj_load)