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			565 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			565 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- name: Hide and Seek
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-- incompatible: gamemode
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-- description: A simple hide-and-seek gamemode for\nCo-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
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-- pausable: false
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-- constants
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local ROUND_STATE_WAIT        = 0
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local ROUND_STATE_ACTIVE      = 1
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local ROUND_STATE_SEEKERS_WIN = 2
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local ROUND_STATE_HIDERS_WIN  = 3
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local ROUND_STATE_UNKNOWN_END = 4
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-- globals
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gGlobalSyncTable.roundState   = ROUND_STATE_WAIT -- current round state
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gGlobalSyncTable.touchTag = false
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gGlobalSyncTable.hiderCaps = false
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gGlobalSyncTable.seekerCaps = false
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gGlobalSyncTable.banKoopaShell = true
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gGlobalSyncTable.disableBLJ = true
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gGlobalSyncTable.displayTimer = 0 -- the displayed timer
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-- variables
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local sRoundTimer        = 0            -- the server's round timer
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local sRoundStartTimeout = 15 * 30      -- fifteen seconds
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local sRoundEndTimeout   = 3 * 60 * 30  -- three minutes
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local pauseExitTimer = 0
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local canLeave = false
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local sFlashingIndex = 0
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local np = gNetworkPlayers[0]
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local cannonTimer = 0
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-- server settings
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gServerSettings.bubbleDeath = 0
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gServerSettings.nametags = false
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--localize functions to improve performance
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local
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hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
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hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
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play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
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djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
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djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
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math_floor, math_ceil, table_insert, set_camera_mode
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=
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hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
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hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
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play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
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djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
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djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
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math.floor, math.ceil, table.insert, set_camera_mode
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local function on_or_off(value)
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    if value then return "enabled" end
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    return "disabled"
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end
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local function server_update()
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    -- increment timer
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    sRoundTimer = sRoundTimer + 1
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    gGlobalSyncTable.displayTimer = math_floor(sRoundTimer / 30)
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    -- figure out state of the game
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    local hasSeeker = false
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    local hasHider = false
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    local activePlayers = {}
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    local connectedCount = 0
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    for i = 0, (MAX_PLAYERS-1) do
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        if gNetworkPlayers[i].connected then
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            connectedCount = connectedCount + 1
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            table_insert(activePlayers, gPlayerSyncTable[i])
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            if gPlayerSyncTable[i].seeking then
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                hasSeeker = true
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            else
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                hasHider = true
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            end
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        end
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    end
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    -- only change state if there are 2+ players
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    if connectedCount < 2 then
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        gGlobalSyncTable.roundState = ROUND_STATE_WAIT
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        return
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    elseif gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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        gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
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        sRoundTimer = 0
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        gGlobalSyncTable.displayTimer = 0
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    end
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    -- check to see if the round should end
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    if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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        if not hasHider or not hasSeeker or sRoundTimer > sRoundEndTimeout then
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            if not hasHider then
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                gGlobalSyncTable.roundState = ROUND_STATE_SEEKERS_WIN
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            elseif sRoundTimer > sRoundEndTimeout then
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                gGlobalSyncTable.roundState = ROUND_STATE_HIDERS_WIN
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            else
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                gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
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            end
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            sRoundTimer = 0
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            gGlobalSyncTable.displayTimer = 0
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        else
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            return
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        end
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    end
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    -- start round
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    if sRoundTimer >= sRoundStartTimeout then
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        -- reset seekers
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        for i=0,(MAX_PLAYERS-1) do
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            gPlayerSyncTable[i].seeking = false
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        end
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        hasSeeker = false
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        -- pick random seeker
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        if not hasSeeker then
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            local randNum = math.random(#activePlayers)
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            local s = activePlayers[randNum]
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            s.seeking = true
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        end
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        -- set round state
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        gGlobalSyncTable.roundState = ROUND_STATE_ACTIVE
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        sRoundTimer = 0
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        gGlobalSyncTable.displayTimer = 0
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    end
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end
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local function update()
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    pauseExitTimer = pauseExitTimer + 1
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    if pauseExitTimer >= 900 and not canLeave then
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        canLeave = true
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    end
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    -- only allow the server to figure out the seeker
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    if network_is_server() then
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        server_update()
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    end
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    -- Force several camera configs
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    camera_config_enable_collisions(true)
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    rom_hack_cam_set_collisions(1)
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    camera_romhack_set_zoomed_in_dist(900)
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    camera_romhack_set_zoomed_out_dist(1400)
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    camera_romhack_set_zoomed_in_height(300)
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    camera_romhack_set_zoomed_out_height(450)
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end
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local function screen_transition(trans)
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    -- if the local player died next to a seeker, make them a seeker
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    local s = gPlayerSyncTable[0]
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    if not s.seeking then
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        for i=1,(MAX_PLAYERS-1) do
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            if gNetworkPlayers[i].connected and gNetworkPlayers[i].currLevelNum == np.currLevelNum and
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                gNetworkPlayers[i].currActNum == np.currActNum and gNetworkPlayers[i].currAreaIndex == np.currAreaIndex
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                and gPlayerSyncTable[i].seeking then
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                local m = gMarioStates[0]
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                local a = gMarioStates[i]
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                if trans == WARP_TRANSITION_FADE_INTO_BOWSER or (m.floor.type == SURFACE_DEATH_PLANE and m.pos.y <= m.floorHeight + 2048) then
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                    if dist_between_objects(m.marioObj, a.marioObj) <= 4000 and m.playerIndex == 0 then
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                        s.seeking = true
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                    end
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                end
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            end
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        end
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    end
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end
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--- @param m MarioState
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local function mario_update(m)
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    if (m.flags & MARIO_VANISH_CAP) ~= 0 then
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        m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap
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        stop_cap_music()
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    end
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    if gGlobalSyncTable.disableBLJ and m.forwardVel <= -55 then
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        m.forwardVel = -55
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    end
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    -- this code runs for all players
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    local s = gPlayerSyncTable[m.playerIndex]
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    if m.playerIndex == 0 and m.action == ACT_IN_CANNON and m.actionState == 2 then
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        cannonTimer = cannonTimer + 1
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        if cannonTimer >= 150 then -- 150 is 5 seconds
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            m.forwardVel = 100 * coss(m.faceAngle.x)
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            m.vel.y = 100 * sins(m.faceAngle.x)
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            m.pos.x = m.pos.x + 120 * coss(m.faceAngle.x) * sins(m.faceAngle.y)
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            m.pos.y = m.pos.y + 120 * sins(m.faceAngle.x)
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            m.pos.z = m.pos.z + 120 * coss(m.faceAngle.x) * coss(m.faceAngle.y)
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            play_sound(SOUND_ACTION_FLYING_FAST, m.marioObj.header.gfx.cameraToObject)
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            play_sound(SOUND_OBJ_POUNDING_CANNON, m.marioObj.header.gfx.cameraToObject)
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            m.marioObj.header.gfx.node.flags = m.marioObj.header.gfx.node.flags | GRAPH_RENDER_ACTIVE
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            set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
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            set_mario_action(m, ACT_SHOT_FROM_CANNON, 0)
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            queue_rumble_data_mario(m, 60, 70)
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            m.usedObj.oAction = 2
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            cannonTimer = 0
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        end
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    end
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    -- remove caps
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    if m.playerIndex == 0 or gGlobalSyncTable.roundState ~= ROUND_STATE_ACTIVE then
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        if gGlobalSyncTable.seekerCaps and gPlayerSyncTable[m.playerIndex].seeking then
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            m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if seeking
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            m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if seeking
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            stop_cap_music()
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            m.capTimer = 0
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        elseif gGlobalSyncTable.hiderCaps and not gPlayerSyncTable[m.playerIndex].seeking then
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            m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if hiding
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            m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if hiding
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            stop_cap_music()
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            m.capTimer = 0
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        end
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    end
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    -- warp to the beninging
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    if m.playerIndex == 0 then
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        if gPlayerSyncTable[m.playerIndex].seeking and gGlobalSyncTable.displayTimer == 0 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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            warp_to_start_level()
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        end
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    end
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    -- display all seekers as metal
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    if s.seeking then
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        m.marioBodyState.modelState = m.marioBodyState.modelState | MODEL_STATE_METAL
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    end
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    -- pu prevention
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    if m.playerIndex == 0 and (m.pos.x > 0x7FFF or m.pos.x < -0x8000 or m.pos.z > 0x7FFF or m.pos.z < -0x8000) then
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        s.seeking = true
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        warp_restart_level()
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    end
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end
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---@param m MarioState
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---@param action integer
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local function before_set_mario_action(m, action)
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    if m.playerIndex == 0 then
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        if action == ACT_WAITING_FOR_DIALOG or action == ACT_READING_SIGN or action == ACT_READING_NPC_DIALOG or action == ACT_JUMBO_STAR_CUTSCENE then
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            return 1
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        elseif action == ACT_READING_AUTOMATIC_DIALOG and get_id_from_behavior(m.interactObj.behavior) ~= id_bhvDoor and get_id_from_behavior(m.interactObj.behavior) ~= id_bhvStarDoor then
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            return 1
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        elseif action == ACT_EXIT_LAND_SAVE_DIALOG then
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            set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
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            return ACT_IDLE
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        end
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    end
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end
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--- @param m MarioState
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local function before_phys_step(m)
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    -- prevent physics from being altered when bubbled
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    local s = gPlayerSyncTable[m.playerIndex]
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    if m.action == ACT_BUBBLED or s.seeking then return end
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    -- only make seekers faster
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    local hScale = 1.0
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    local vScale = 1.0
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    -- make swimming seekers 5% faster
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    if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
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        hScale = hScale * 1.05
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        if m.action ~= ACT_WATER_PLUNGE then
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            vScale = vScale * 1.05
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        end
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    end
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end
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local function on_pvp_attack(attacker, victim)
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    -- this code runs when a player attacks another player
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    local sAttacker = gPlayerSyncTable[attacker.playerIndex]
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    local sVictim = gPlayerSyncTable[victim.playerIndex]
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    -- only consider local player
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    if victim.playerIndex ~= 0 then
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        return
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    end
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    -- make victim a seeker
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    if sAttacker.seeking and not sVictim.seeking then
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        sVictim.seeking = true
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    end
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end
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--- @param m MarioState
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local function on_player_connected(m)
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    -- start out as a seeker
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    local s = gPlayerSyncTable[m.playerIndex]
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    s.seeking = true
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    network_player_set_description(gNetworkPlayers[m.playerIndex], "seeker", 255, 64, 64, 255)
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end
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local function hud_top_render()
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    local seconds = 0
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    local text = ""
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    if gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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        seconds = 60
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        text = "waiting for players"
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    elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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        seconds = math_floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer)
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        if seconds < 0 then seconds = 0 end
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        text = "seekers have " .. seconds .. " seconds"
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    else
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        seconds = math_floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer)
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        if seconds < 0 then seconds = 0 end
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        text = "next round in " .. seconds .. " seconds"
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    end
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    local scale = 0.5
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    -- get width of screen and text
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    local screenWidth = djui_hud_get_screen_width()
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    local width = djui_hud_measure_text(text) * scale
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    local x = (screenWidth - width) * 0.5
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    local y = 0
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    local background = 0.0
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    if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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        background = (math.sin(sFlashingIndex * 0.1) * 0.5 + 0.5) * 1
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        background = background * background
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        background = background * background
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    end
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    -- render top
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    djui_hud_set_color(255 * background, 0, 0, 128)
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    djui_hud_render_rect(x - 6, y, width + 12, 16)
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    djui_hud_set_color(255, 255, 255, 255)
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    djui_hud_print_text(text, x, y, scale)
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end
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local function hud_center_render()
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    if gGlobalSyncTable.displayTimer > 3 then return end
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    -- set text
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    local text = ""
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    if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then
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        text = "Seekers Win!"
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    elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then
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        text = "Hiders Win!"
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    elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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        text = "Go!"
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    else
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        return
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    end
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    -- set scale
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    local scale = 1
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    -- get width of screen and text
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    local screenWidth = djui_hud_get_screen_width()
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    local screenHeight = djui_hud_get_screen_height()
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    local width = djui_hud_measure_text(text) * scale
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    local height = 32 * scale
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    local x = (screenWidth - width) * 0.5
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    local y = (screenHeight - height) * 0.5
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    -- render
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    djui_hud_set_color(0, 0, 0, 128)
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    djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height)
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    djui_hud_set_color(255, 255, 255, 255)
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    djui_hud_print_text(text, x, y, scale)
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end
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local function on_hud_render()
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    -- render to N64 screen space, with the HUD font
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    djui_hud_set_resolution(RESOLUTION_N64)
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    djui_hud_set_font(FONT_NORMAL)
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    hud_top_render()
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    hud_center_render()
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    sFlashingIndex = sFlashingIndex + 1
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end
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local function on_touch_tag_command()
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    gGlobalSyncTable.touchTag = not gGlobalSyncTable.touchTag
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    djui_chat_message_create("Touch tag: " .. on_or_off(gGlobalSyncTable.touchTag))
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    return true
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end
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local function on_hider_cap_command()
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    gGlobalSyncTable.hiderCaps = not gGlobalSyncTable.hiderCaps
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    djui_chat_message_create("Hider Caps: " .. on_or_off(gGlobalSyncTable.hiderCaps))
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    return true
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end
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local function on_seeker_cap_command()
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    gGlobalSyncTable.seekerCaps = not gGlobalSyncTable.seekerCaps
 | 
						|
    djui_chat_message_create("Seeker Caps: " .. on_or_off(gGlobalSyncTable.seekerCaps))
 | 
						|
    return true
 | 
						|
end
 | 
						|
 | 
						|
local function on_koopa_shell_command()
 | 
						|
    gGlobalSyncTable.banKoopaShell = not gGlobalSyncTable.banKoopaShell
 | 
						|
    djui_chat_message_create("Koopa Shells: " .. on_or_off(not gGlobalSyncTable.banKoopaShell))
 | 
						|
    return true
 | 
						|
end
 | 
						|
 | 
						|
local function on_blj_command()
 | 
						|
    gGlobalSyncTable.disableBLJ = not gGlobalSyncTable.disableBLJ
 | 
						|
    djui_chat_message_create("BLJS: " .. on_or_off(not gGlobalSyncTable.disableBLJ))
 | 
						|
    return true
 | 
						|
end
 | 
						|
 | 
						|
 | 
						|
local function level_init()
 | 
						|
    local s = gPlayerSyncTable[0]
 | 
						|
 | 
						|
    pauseExitTimer = 0
 | 
						|
    canLeave = false
 | 
						|
 | 
						|
    if s.seeking then canLeave = true end
 | 
						|
end
 | 
						|
 | 
						|
local function on_pause_exit()
 | 
						|
    local s = gPlayerSyncTable[0]
 | 
						|
 | 
						|
    if not canLeave and not s.seeking then
 | 
						|
        djui_popup_create(tostring(math_floor(30 - pauseExitTimer / 30)).." Seconds until you can leave!", 2)
 | 
						|
        return false
 | 
						|
    end
 | 
						|
end
 | 
						|
 | 
						|
-----------------------
 | 
						|
-- network callbacks --
 | 
						|
-----------------------
 | 
						|
 | 
						|
local function on_round_state_changed()
 | 
						|
    local rs = gGlobalSyncTable.roundState
 | 
						|
 | 
						|
    if rs == ROUND_STATE_ACTIVE then
 | 
						|
        play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO)
 | 
						|
    elseif rs == ROUND_STATE_SEEKERS_WIN then
 | 
						|
        play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
 | 
						|
    elseif rs == ROUND_STATE_HIDERS_WIN then
 | 
						|
        play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
 | 
						|
    end
 | 
						|
end
 | 
						|
 | 
						|
local function on_seeking_changed(tag, oldVal, newVal)
 | 
						|
    local m = gMarioStates[tag]
 | 
						|
    local npT = gNetworkPlayers[tag]
 | 
						|
 | 
						|
    -- play sound and create popup if became a seeker
 | 
						|
    if newVal and not oldVal then
 | 
						|
        play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject)
 | 
						|
        playerColor = network_get_player_text_color_string(m.playerIndex)
 | 
						|
        djui_popup_create(playerColor .. npT.name .. "\\#ffa0a0\\ is now a seeker", 2)
 | 
						|
        sRoundTimer = 32
 | 
						|
    end
 | 
						|
 | 
						|
    if newVal then
 | 
						|
        network_player_set_description(npT, "seeker", 255, 64, 64, 255)
 | 
						|
    else
 | 
						|
        network_player_set_description(npT, "hider", 128, 128, 128, 255)
 | 
						|
    end
 | 
						|
end
 | 
						|
 | 
						|
local function check_touch_tag_allowed(i)
 | 
						|
    if gMarioStates[i].action ~= ACT_TELEPORT_FADE_IN and gMarioStates[i].action ~= ACT_TELEPORT_FADE_OUT and gMarioStates[i].action ~= ACT_PULLING_DOOR and gMarioStates[i].action ~= ACT_PUSHING_DOOR and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN and gMarioStates[i].action ~= ACT_ENTERING_STAR_DOOR and gMarioStates[i].action ~= ACT_STAR_DANCE_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_NO_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_WATER and gMarioStates[i].action ~= ACT_PANTING and gMarioStates[i].action ~= ACT_UNINITIALIZED and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN then
 | 
						|
        return true
 | 
						|
    end
 | 
						|
 | 
						|
    return false
 | 
						|
end
 | 
						|
 | 
						|
local function on_interact(m, obj, intee)
 | 
						|
    if intee == INTERACT_PLAYER then
 | 
						|
 | 
						|
        if not gGlobalSyncTable.touchTag then
 | 
						|
            return
 | 
						|
        end
 | 
						|
 | 
						|
        if m ~= gMarioStates[0] then
 | 
						|
            for i=0,(MAX_PLAYERS-1) do
 | 
						|
                if gNetworkPlayers[i].connected and gNetworkPlayers[i].currAreaSyncValid then
 | 
						|
                    if gPlayerSyncTable[m.playerIndex].seeking and not gPlayerSyncTable[i].seeking and obj == gMarioStates[i].marioObj and check_touch_tag_allowed(i)  then
 | 
						|
                        gPlayerSyncTable[i].seeking = true
 | 
						|
 | 
						|
                        network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
 | 
						|
                    end
 | 
						|
                end
 | 
						|
            end
 | 
						|
        end
 | 
						|
    end
 | 
						|
end
 | 
						|
 | 
						|
local function allow_interact(_, _, intee)
 | 
						|
    if intee == INTERACT_KOOPA_SHELL and gGlobalSyncTable.banKoopaShell then
 | 
						|
        return false
 | 
						|
    end
 | 
						|
end
 | 
						|
 | 
						|
function allow_pvp_attack(m1, m2)
 | 
						|
    local s1 = gPlayerSyncTable[m1.playerIndex]
 | 
						|
    local s2 = gPlayerSyncTable[m2.playerIndex]
 | 
						|
    if s1.seeking == s2.seeking then
 | 
						|
        return false
 | 
						|
    end
 | 
						|
    return true
 | 
						|
end
 | 
						|
 | 
						|
gLevelValues.disableActs = true
 | 
						|
gLevelValues.zoomOutCameraOnPause = false
 | 
						|
 | 
						|
-----------
 | 
						|
-- hooks --
 | 
						|
-----------
 | 
						|
 | 
						|
hook_event(HOOK_UPDATE, update)
 | 
						|
hook_event(HOOK_ON_SCREEN_TRANSITION, screen_transition)
 | 
						|
hook_event(HOOK_BEFORE_SET_MARIO_ACTION, before_set_mario_action)
 | 
						|
hook_event(HOOK_MARIO_UPDATE, mario_update)
 | 
						|
hook_event(HOOK_BEFORE_PHYS_STEP, before_phys_step)
 | 
						|
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
 | 
						|
hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
 | 
						|
hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
 | 
						|
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
 | 
						|
hook_event(HOOK_ON_LEVEL_INIT, level_init)
 | 
						|
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit) -- timer
 | 
						|
hook_event(HOOK_ON_INTERACT, on_interact)
 | 
						|
hook_event(HOOK_ALLOW_INTERACT, allow_interact)
 | 
						|
hook_event(HOOK_USE_ACT_SELECT, function () return false end)
 | 
						|
 | 
						|
if network_is_server() then
 | 
						|
   hook_chat_command("touch-to-tag", "Turn touch tag on or off", on_touch_tag_command)
 | 
						|
   hook_chat_command("hiders-caps", "Turn caps for hiders on or off", on_hider_cap_command)
 | 
						|
   hook_chat_command("seekers-caps", "Turn caps for seekers on or off", on_seeker_cap_command)
 | 
						|
   hook_chat_command("koopa-shell", "Turn the koopa shell on or off", on_koopa_shell_command)
 | 
						|
   hook_chat_command("bljs", "Turn bljs on or off", on_blj_command)
 | 
						|
end
 | 
						|
 | 
						|
-- call functions when certain sync table values change
 | 
						|
hook_on_sync_table_change(gGlobalSyncTable, "roundState", 0, on_round_state_changed)
 | 
						|
 | 
						|
for i = 0, (MAX_PLAYERS - 1) do
 | 
						|
    gPlayerSyncTable[i].seeking = true
 | 
						|
    hook_on_sync_table_change(gPlayerSyncTable[i], "seeking", i, on_seeking_changed)
 | 
						|
    network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
 | 
						|
end
 | 
						|
 | 
						|
_G.HideAndSeek = {
 | 
						|
    is_player_seeker = function (playerIndex)
 | 
						|
        return gPlayerSyncTable[playerIndex].seeking
 | 
						|
    end,
 | 
						|
 | 
						|
    set_player_seeker = function (playerIndex, seeking)
 | 
						|
        gPlayerSyncTable[playerIndex].seeking = seeking
 | 
						|
    end,
 | 
						|
}
 |