sm64coopdx/mods/test.lua

125 lines
4 KiB
Lua

-- initialize actions
ACT_ROLL = (0x05B | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE)
ACT_ROLL_AIR = (0x0BA | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
-- initialize extra fields
gMarioStateExtras = {}
for i=0,(MAX_PLAYERS-1) do
gMarioStateExtras[i] = {}
gMarioStateExtras[i].spareFloat = 0
gMarioStateExtras[i].spareInt = 0
end
function act_roll(mario_index)
print("rolling!")
local m = gMarioStates[mario_index]
local e = gMarioStateExtras[mario_index]
local MAX_NORMAL_ROLL_SPEED = 50.0
local ROLL_BOOST_GAIN = 10.0
local ROLL_CANCEL_LOCKOUT_TIME = 10
local BOOST_LOCKOUT_TIME = 20
-- e.spareFloat is used for Mario's rotation angle during the roll (persists when going into ACT_ROLL_AIR and back)
-- e.spareInt is used for the boost lockout timer (persists when going into ACT_ROLL_AIR and back)
-- m.actionTimer is used to lockout walk canceling out of rollout (reset each action switch)
if m.actionTimer == 0 then
if m.prevAction ~= ACT_ROLL_AIR then
e.spareFloat = 0
e.spareInt = 0
end
elseif m.actionTimer >= ROLL_CANCEL_LOCKOUT_TIME or m.actionArg == 1 then
if (m.input & INPUT_Z_DOWN) == 0 then
print("rolling -> walking")
return set_mario_action(mario_index, ACT_WALKING, 0);
end
end
if (m.input & INPUT_B_PRESSED) ~= 0 then
print("rolling -> rollout")
return set_jumping_action(mario_index, ACT_FORWARD_ROLLOUT, 0);
end
if (m.input & INPUT_A_PRESSED) ~= 0 then
print("rolling -> long jump")
return set_jumping_action(mario_index, ACT_LONG_JUMP, 0);
end
if (m.controller.buttonPressed & R_TRIG) ~= 0 and m.actionTimer > 0 then
m.vel.y = 19.0;
play_mario_sound(mario_index, SOUND_ACTION_TERRAIN_JUMP, 0);
if e.spareInt >= BOOST_LOCKOUT_TIME then
e.spareInt = 0;
if m.forwardVel < MAX_NORMAL_ROLL_SPEED then
mario_set_forward_vel(mario_index, math.min(m.forwardVel + ROLL_BOOST_GAIN, MAX_NORMAL_ROLL_SPEED));
end
m.particleFlags = m.particleFlags | PARTICLE_HORIZONTAL_STAR;
-- ! playing this after the call to play_mario_sound seems to matter in making this sound play
------ TODO: play_sound(SOUND_ACTION_SPIN, m.marioObj->header.gfx.cameraToObject);
end
print("rolling -> rolling air")
return set_mario_action(mario_index, ACT_ROLL_AIR, m.actionArg);
end
set_mario_animation(mario_index, MARIO_ANIM_FORWARD_SPINNING);
if update_sliding(mario_index, 10.0) ~= 0 then
print("rolling -> crouch slide")
return set_mario_action(mario_index, ACT_CROUCH_SLIDE, 0);
end
common_slide_action(mario_index, ACT_CROUCH_SLIDE, ACT_ROLL_AIR, MARIO_ANIM_FORWARD_SPINNING);
e.spareFloat = e.spareFloat + (0x80 * m.forwardVel);
if e.spareFloat > 0x10000 then
e.spareFloat = e.spareFloat - 0x10000;
end
set_anim_to_frame(mario_index, 10 * e.spareFloat / 0x10000);
e.spareInt = e.spareInt + 1;
m.actionTimer = m.actionTimer + 1;
return 0;
end
function act_roll_air(mario_index)
print("rolling air!")
return set_mario_action(mario_index, ACT_DIVE, 0);
end
function update()
--print("----------")
--print(gMarioStates)
--print(gMarioStates[0])
--print(gMarioStates[0].pos)
--print(gMarioStates[0].pos.x)
--print(gMarioStates[0].pos.y)
--print(gMarioStates[0].pos.z)
end
function mario_update(mario_index)
local m = gMarioStates[mario_index]
-- if m.vel.y > 0 then
-- m.vel.y = m.vel.y + 2
-- end
if m.action == ACT_DIVE_SLIDE then
set_mario_action(mario_index, ACT_ROLL, 0);
end
end
function override_mario_action(mario_index, action)
return (action == ACT_ROLL) or (action == ACT_ROLL_AIR)
end
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_mario_action(ACT_ROLL, act_roll)
hook_mario_action(ACT_ROLL_AIR, act_roll_air)