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!main_mops.lua
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!main_mops.lua
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----------------
-----Models-----
----------------
-- If any of these are needed in another file, like the exclamation box, just make models you need global
local E_MODEL_FLIPSWITCH_PANEL = smlua_model_util_get_id("Flipswitch_Panel_MOP")
local E_MODEL_FLIPSWAP_PLATFORM = smlua_model_util_get_id("Flipswap_Platform_MOP")
local E_MODEL_FLIPSWAP_PLATFORM_BORDER = smlua_model_util_get_id("Flipswap_Platform_Border_MOP")
local E_MODEL_FLIPBLOCK = smlua_model_util_get_id("FlipBlock_MOP")
local E_MODEL_NOTEBLOCK = smlua_model_util_get_id("Noteblock_MOP")
local E_MODEL_SANDBLOCK = smlua_model_util_get_id("SandBlock_MOP")
local E_MODEL_SHELL_1 = smlua_model_util_get_id("Shell_1_MOP")
local E_MODEL_SHELL_2 = smlua_model_util_get_id("Shell_2_MOP")
local E_MODEL_SHRINK_PLATFORM = smlua_model_util_get_id("Shrink_Platform_MOP")
local E_MODEL_SHRINK_PLATFORM_BORDER = smlua_model_util_get_id("Shrink_Platform_Border_MOP")
local E_MODEL_SWITCHBLOCK = smlua_model_util_get_id("Switchblock_MOP")
local E_MODEL_SWITCHBLOCK_SWITCH = smlua_model_util_get_id("Switchblock_Switch_MOP")
local E_MODEL_SPRING = smlua_model_util_get_id("Spring_MOP")
local E_MODEL_CHECKPOINT = smlua_model_util_get_id("Checkpoint_Flag_MOP")
local E_MODEL_GREEN_SWITCHBOARD = smlua_model_util_get_id("Green_Switchboard_MOP")
local E_MODEL_GREEN_SWITCHBOARD_GEARS = smlua_model_util_get_id("Green_Switchboard_Gears_MOP")
local E_MODEL_MOVING_ROATING_BLOCK = smlua_model_util_get_id("Moving_Rotating_Block_MOP")
E_MODEL_BLARGG = smlua_model_util_get_id("blargg_geo")
E_MODEL_FRIENDLY_BLARGG = smlua_model_util_get_id("friendly_blargg_geo")
--------------------
-----Collisions-----
--------------------
--[[
local COL_FLIPBLOCK_MOP = smlua_collision_util_get("col_FlipBlock_MOP_0x7d1a98")
local COL_NOTEBLOCK_MOP = smlua_collision_util_get("col_Noteblock_MOP_0xaa6444")
local COL_SANDBLOCK_MOP = smlua_collision_util_get("col_Sandblock_MOP_0xaa6444")
local COL_FLIPSWAP_PLATFORM_MOP = smlua_collision_util_get("col_Flipswap_Platform_MOP_0x7d9d88")
local COL_FLIPSWITCH_PANEL_MOP = smlua_collision_util_get("col_Flipswitch_Panel_MOP_0x7daf78")
local COL_GREEN_SWITCHBOARD_MOP = smlua_collision_util_get("col_Green_Switchboard_MOP_0x7ddc38")
local COL_SHRINK_PLATFORM = smlua_collision_util_get("col_Shrink_Platform_MOP_0xad3720")
local COL_SWITCHBLOCK_MOP = smlua_collision_util_get("col_Switchblock_MOP_0x7d3058")
local COL_SWITCHBLOCK_SWITCH_MOP = smlua_collision_util_get("col_Switchblock_Switch_MOP_0x7d7348")
local COL_MOVING_ROTATING_BLOCK_MOP = smlua_collision_util_get("col_Moving_Rotating_Block_MOP_0x7e3ea0")
]]
-----------------
-----Actions-----
-----------------
local SPRING_ACT_IDLE = 0
local SPRING_ACT_INACTIVE = 1
local FLIP_BLOCK_ACT_INACTIVE = 0
local FLIP_BLOCK_ACT_IDLE = 1
local FLIP_BLOCK_ACT_FLIPPING = 2
local NOTEBLOCK_ACT_IDLE = 0
local NOTEBLOCK_ACT_BOUNCE = 1
local SANDBLOCK_ACT_IDLE = 0
local SANDBLOCK_ACT_DISAPPEARING = 1
local SANDBLOCK_ACT_DISAPPEARED = 2
local FLIPSWAP_PLATFORM_ACT_IDLE = 0
local FLIPSWAP_PLATFORM_ACT_FLIPPING = 1
local CHECKPOINT_FLAG_ACT_IDLE = 0
local CHECKPOINT_FLAG_ACT_SAVED = 1
local GREEN_SWITCHBOARD_ACT_IDLE = 0
local GREEN_SWITCHBOARD_ACT_MOVING = 1
local SHRINK_PLATFORM_ACT_IDLE = 0
local SHRINK_PLATFORM_ACT_DISAPPEARING = 1
local SHRINK_PLATFORM_ACT_DISAPPEARED = 2
local FLIPSWITCH_PANEL_ACT_IDLE = 0
local FLIPSWITCH_PANEL_ACT_ACTIVE = 1
local SWITCHBLOCK_ACT_ACTIVE = 0
local SWITCHBLOCK_ACT_INACTIVE = 1
local BLARGG_ACT_SWIM = 0
local BLARGG_ACT_CHASE = 1
local BLARGG_ACT_KNOCKBACK = 2
local BLARGG_ACT_BACKUP = 3
local FRIENDLY_BLARGG_ACT_IDLE = 0
local FRIENDLY_BLARGG_ACT_BEING_RIDDEN = 1
-----------------------------
-----Localized Functions-----
-----------------------------
local play_sound = play_sound
local spawn_non_sync_object = spawn_non_sync_object
local obj_copy_pos_and_angle = obj_copy_pos_and_angle
local obj_set_model_extended = obj_set_model_extended
local network_init_object = network_init_object
local network_send_object = network_send_object
local obj_check_if_collided_with_object = obj_check_if_collided_with_object
local set_mario_action = set_mario_action
local get_temp_object_hitbox = get_temp_object_hitbox
--local obj_set_hitbox = obj_set_hitbox
local cur_obj_was_attacked_or_ground_pounded = cur_obj_was_attacked_or_ground_pounded
local load_object_collision_model = load_object_collision_model
local cur_obj_is_mario_on_platform = cur_obj_is_mario_on_platform
local spawn_mist_particles = spawn_mist_particles
local cur_obj_play_sound_1 = cur_obj_play_sound_1
local cur_obj_hide = cur_obj_hide
local cur_obj_unhide = cur_obj_unhide
local vec3f_copy = vec3f_copy
local soft_reset_camera = soft_reset_camera
--local obj_count_objects_with_behavior_id = obj_count_objects_with_behavior_id
local dist_between_objects = dist_between_objects
local obj_set_gfx_scale = obj_set_gfx_scale
--local obj_get_first_with_behavior_id = obj_get_first_with_behavior_id
local obj_get_next = obj_get_next
local nearest_mario_state_to_object = nearest_mario_state_to_object
local coss = coss
local sins = sins
local obj_copy_pos = obj_copy_pos
--local math_abs = math.abs
local cur_obj_rotate_face_angle_using_vel = cur_obj_rotate_face_angle_using_vel
local cur_obj_move_using_vel = cur_obj_move_using_vel
--local obj_get_nearest_object_with_behavior_id = obj_get_nearest_object_with_behavior_id
local nearest_player_to_object = nearest_player_to_object
local spawn_red_coin_cutscene_star = spawn_red_coin_cutscene_star
local find_floor_height = find_floor_height
local obj_set_pos = obj_set_pos
local obj_set_angle = obj_set_angle
--local get_behavior_from_id = get_behavior_from_id
local cur_obj_play_sound_2 = cur_obj_play_sound_2
local cur_obj_init_animation = cur_obj_init_animation
local obj_return_home_if_safe = obj_return_home_if_safe
local obj_turn_toward_object = obj_turn_toward_object
local is_point_within_radius_of_mario = is_point_within_radius_of_mario
local object_step = object_step
local obj_scale = obj_scale
local set_object_visibility = set_object_visibility
local cur_obj_scale = cur_obj_scale
local cur_obj_update_floor_and_walls = cur_obj_update_floor_and_walls
local cur_obj_if_hit_wall_bounce_away = cur_obj_if_hit_wall_bounce_away
local cur_obj_move_standard = cur_obj_move_standard
local cur_obj_update_floor_height_and_get_floor = cur_obj_update_floor_height_and_get_floor
local count_objects_with_behavior = count_objects_with_behavior
local find_object_with_behavior = find_object_with_behavior
local cur_obj_nearest_object_with_behavior = cur_obj_nearest_object_with_behavior
local string_pack = string.pack
local string_unpack = string.unpack
---@param value number
---@param pack_fmt string
---@param unpack_fmt string
local repack = function (value, pack_fmt, unpack_fmt)
return string_unpack(unpack_fmt, string_pack(pack_fmt, value))
end
--------------------------
-----Helper Variables-----
--------------------------
local id_bhvFlipswap_Platform_Border_MOP = id_bhvUnused05A8
local id_bhvShrink_Platform_Border_MOP = id_bhvUnused05A8
local id_bhvGreen_Switchboard_Gears_MOP = id_bhvUnused05A8
--------------------------
-----Helper Functions-----
--------------------------
---@param param any
---@param case_table table
---@return function | nil
local function switch(param, case_table)
local case = case_table[param]
if case then return case() end
local def = case_table['default']
return def and def() or nil
end
--- Moves Mario to the top of the object, then sets his Y speed and resets his fall.
---@param m MarioState
---@param obj Object
---@param vel_y integer
local function bounce_off_object(m, obj, vel_y)
m.pos.y = obj.oPosY + obj.hitboxHeight
m.vel.y = vel_y
-- MARIO_UNKNOWN_8 is the flag that controls Mario's screaming when he falls from a high place
-- This removes the flag so he can scream again
m.flags = m.flags & ~MARIO_UNKNOWN_08
play_sound(SOUND_ACTION_BOUNCE_OFF_OBJECT, m.marioObj.header.gfx.cameraToObject)
end
--- Gets closer to a goal value by the increment when ran
---@param goal integer
---@param src integer
---@param inc integer
local function approach_by_increment(goal, src, inc)
local diff = goal - src
if diff > inc then
return src + inc
elseif diff < -inc then
return src - inc
else
return goal
end
end
---@param obj Object
---@param obj_encompassed Object
---@param rectangle_size number
---@return boolean
local function obj_is_object_in_encompassing_rectangle(obj, obj_encompassed, rectangle_size)
if obj_encompassed.oPosX - rectangle_size < obj.oPosX and
obj_encompassed.oPosX + rectangle_size > obj.oPosX and
obj_encompassed.oPosY - rectangle_size < obj.oPosY and
obj_encompassed.oPosY + rectangle_size > obj.oPosY and
obj_encompassed.oPosZ - rectangle_size < obj.oPosZ and
obj_encompassed.oPosZ + rectangle_size > obj.oPosZ then
return true
end
return false
end
---@param m MarioState
---@return boolean
local function is_bubbled(m)
return m.action == ACT_BUBBLED
end
---@param parent Object
---@param model ModelExtendedId
---@param behaviorId BehaviorId
local function spawn_object_attached_to_parent(parent, model, behaviorId)
local obj = spawn_non_sync_object(behaviorId, model, 0, 0, 0, nil)
if not obj then return nil end
obj_copy_pos_and_angle(obj, parent)
return obj
end
---@return boolean
local function is_current_area_sync_valid()
local np = gNetworkPlayers
for i = 0, MAX_PLAYERS - 1, 1 do
if np[i] and np[i].connected and (not np[i].currLevelSyncValid or not np[i].currAreaSyncValid) then
return false
end
end
return true
end
---@param num number
local function is_floating_point_number(num)
return num % 1 ~= 0
end
---@param num number
---@return number
local function convert_s16(num)
if is_floating_point_number(num) then
num = repack(num, "f", "H")
end
num = num & 0xFFFF
return ((num >= 0x7FFF) and (num - 0x10000) or num)
end
---@param num number
---@return number
local function convert_s32(num)
if is_floating_point_number(num) then
num = repack(num, "f", "L")
end
num = num & 0xFFFFFFFF
return ((num >= 0x7FFFFFFF) and (num - 0x100000000) or num)
end
---@param start_point number
---@param end_point number
---@param time number
---@return number
local function lerp(start_point, end_point, time)
return start_point * (1 - time) + end_point * time
end
--- @param obj Object
--- @param hitbox ObjectHitbox
local function obj_set_hitbox(obj, hitbox)
if not obj or not hitbox then return end
-- As far as I can tell, this is used to
-- force the hitboxes to be set only once
if (obj.oFlags & OBJ_FLAG_30) == 0 then
obj.oFlags = obj.oFlags | OBJ_FLAG_30
obj.oInteractType = hitbox.interactType
obj.oDamageOrCoinValue = hitbox.damageOrCoinValue
obj.oHealth = hitbox.health
obj.oNumLootCoins = hitbox.numLootCoins
cur_obj_become_tangible()
end
obj.hitboxRadius = obj.header.gfx.scale.x * hitbox.radius
obj.hitboxHeight = obj.header.gfx.scale.y * hitbox.height
obj.hurtboxRadius = obj.header.gfx.scale.x * hitbox.hurtboxRadius
obj.hurtboxHeight = obj.header.gfx.scale.y * hitbox.hurtboxHeight
obj.hitboxDownOffset = obj.header.gfx.scale.y * hitbox.downOffset
end
-------------------
-----Functions-----
-------------------
------ Spring ------
-- Upon touching the spring, get launched in a set direction with a set speed, both horizontal and vertical.
---@param obj Object
function bhv_Spring_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.hitboxRadius = 160
--obj.hitboxHeight = 160
--obj.oInteractType = INTERACT_COIN
--obj.oIntangibleTimer = 0
end
---@param obj Object
function bhv_Spring_loop(obj)
obj_set_model_extended(obj, E_MODEL_SPRING)
local m = gMarioStates[0]
if is_bubbled(m) then return end
local Yspd = 56.0
local y_vel = nil
local forward_vel = nil
if obj.oAction == SPRING_ACT_IDLE then
if obj_check_if_collided_with_object(obj, m.marioObj) ~= 0 then
set_mario_action(m, ACT_DOUBLE_JUMP, 0)
-- m.actionTimer = 1000 --Really doubt this is necessary
m.faceAngle.y = obj.oFaceAngleYaw
y_vel = repack(Yspd, "f", "I")
-- Calculates how fast Mario should go using oBehParams2ndByte
forward_vel = repack(y_vel + (obj.oBehParams & 0x00FF0000), "I", "f")
m.forwardVel = forward_vel
-- Calculates how high Mario should go using the 1st byte
y_vel = y_vel + (((obj.oBehParams >> 24) & 0xFF) << 16)
bounce_off_object(m, obj, repack(y_vel, "I", "f"))
-- Prevent interaction for some time
obj.oAction = SPRING_ACT_INACTIVE
end
else
-- Prevent interaction until half a second later
if obj.oTimer == 15 then
obj.oAction = SPRING_ACT_IDLE
end
end
end
--id_bhvSpring_MOP = hook_behavior(nil, OBJ_LIST_LEVEL, false, bhv_Spring_init, bhv_Spring_loop, "bhvSpring_MOP")
------ Flipblock ------
-- Hitting this block will cause it to spin, losing its collision until it stops spinning.
local FLIP_TIMER = 210
---@param obj Object
function bhv_flip_block_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.oAction = 0
--obj.oCollisionDistance = 500
--obj.collisionData = COL_FLIPBLOCK_MOP
--[[network_init_object(obj, false, {
"oAction"
})]]
end
---@param obj Object
function bhv_flip_block_loop(obj)
obj_set_model_extended(obj, E_MODEL_FLIPBLOCK)
-- Setting a temporary hitbox allows this object to not have collision for some time
local oHitbox = get_temp_object_hitbox()
oHitbox.interactType = INTERACT_BREAKABLE
oHitbox.downOffset = 0
oHitbox.damageOrCoinValue = 0
oHitbox.health = 0
oHitbox.numLootCoins = 0
oHitbox.radius = 64
oHitbox.height = 64
oHitbox.hurtboxHeight = 0
oHitbox.hurtboxRadius = 0
obj.oInteractStatus = 0
if obj.oTimer == 0 and obj.oAction == FLIP_BLOCK_ACT_INACTIVE then
obj_set_hitbox(obj, oHitbox)
obj.oAction = FLIP_BLOCK_ACT_IDLE
end
-- Do things if it starts flipping
if obj.oAction == FLIP_BLOCK_ACT_FLIPPING then
obj.header.gfx.scale.y = 0.1
-- Stop flipping and prepare it for next time
if obj.oTimer == FLIP_TIMER then
obj.oAction = FLIP_BLOCK_ACT_IDLE
obj.oSubAction = 0
-- Reset size
obj.header.gfx.scale.y = 1
end
-- Flips the block
obj.oFaceAnglePitch = obj.oFaceAnglePitch + (FLIP_TIMER - obj.oTimer) * 16
if ((obj.oFaceAnglePitch / 0x8000) - obj.oSubAction) > 0 then
cur_obj_play_sound_1(SOUND_GENERAL_SWISH_WATER)
-- The subaction is basically used as a timer so the condition will eventually fail
obj.oSubAction = obj.oSubAction + 1
end
else
---@type MarioState
local m = gMarioStates[0]
-- Flip whenever it becomes attacked
if cur_obj_was_attacked_or_ground_pounded() ~= 0
-- This condition is a hacky fix for not being able to interact with underwater flipblocks
or (m.flags & MARIO_METAL_CAP ~= 0 and obj_is_object_in_encompassing_rectangle(m.marioObj, obj, 300)) then
obj.oAction = FLIP_BLOCK_ACT_FLIPPING
--[[if is_current_area_sync_valid() then
network_send_object(obj, false)
end]]
obj.oIntangibleTimer = FLIP_TIMER
cur_obj_play_sound_1(SOUND_GENERAL_SWISH_WATER)
else
obj.oFaceAnglePitch = 0
obj.header.gfx.scale.y = 1
load_object_collision_model()
end
end
end
--id_bhvFlipBlock_MOP = hook_behavior(nil, OBJ_LIST_SURFACE, false, bhv_flip_block_init, bhv_flip_block_loop, "bhvFlipBlock_MOP")
------ Noteblock ------
-- Jumping onto this block will cause Mario to jump higher.
---@param obj Object
function bhv_noteblock_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.collisionData = COL_NOTEBLOCK_MOP
--obj.oHomeX = obj.oPosX
--obj.oHomeY = obj.oPosY
--obj.oHomeZ = obj.oPosZ
-- I guess it's slightly larger than intended
cur_obj_scale(0.64)
end
---@param obj Object
function bhv_noteblock_loop(obj)
obj_set_model_extended(obj, E_MODEL_NOTEBLOCK)
load_object_collision_model()
local m = gMarioStates[0]
local y_spd = 64
if cur_obj_is_mario_on_platform() == 1 and not is_bubbled(m) then
--this is awful -- It really is -Sunk
-- Jump. If A is pressed during the jump, increase y_spd.
if m.controller.buttonPressed & A_BUTTON ~= 0 then
y_spd = y_spd + 12
spawn_mist_particles()
end
set_mario_action(m, ACT_DOUBLE_JUMP, 0)
-- Calculates y speed
calc_speed = repack(y_spd, "f", "I")
calc_speed = calc_speed + (obj.oBehParams2ndByte << 16)
y_spd = repack(calc_speed, "I", "f")
m.vel.y = y_spd
obj.oAction = NOTEBLOCK_ACT_BOUNCE
-- do_fall_damage = true
end
if obj.oAction == NOTEBLOCK_ACT_BOUNCE then
if obj.oTimer == 4 then
obj.oAction = NOTEBLOCK_ACT_IDLE
obj.oPosY = obj.oHomeY
else
-- Moves the noteblock slightly up and down, to give it a "bounce"
if obj.oTimer > 2 then
obj.oPosY = obj.oHomeY + (obj.oTimer % 3) * 6
else
obj.oPosY = obj.oHomeY - obj.oTimer * 6
end
end
end
end
--id_bhvNoteblock_MOP = hook_behavior(nil, OBJ_LIST_SURFACE, false, bhv_noteblock_init, bhv_noteblock_loop, "bhvNoteblock_MOP")
------ Sandblock ------
-- Standing on this block causes it to slowly fall to pieces, eventually no longer becoming a platform.
---@param obj Object
function bhv_sandblock_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.collisionData = COL_SANDBLOCK_MOP
--obj.oHomeX = obj.oPosX
--obj.oHomeY = obj.oPosY
--obj.oHomeZ = obj.oPosZ
--[[network_init_object(obj, false, {
"oAction"
})]]
end
---@param obj Object
function bhv_sandblock_loop(obj)
obj_set_model_extended(obj, E_MODEL_SANDBLOCK)
-- Only activate collision if the sandblock has not disappeared
if obj.oAction < SANDBLOCK_ACT_DISAPPEARED then
load_object_collision_model()
end
-- Disappearing
switch(obj.oAction, {
[SANDBLOCK_ACT_DISAPPEARING] = function()
if obj.oTimer == 300 then
obj.oAction = SANDBLOCK_ACT_DISAPPEARED
end
-- Causes the sandblock to become smaller and smaller on the y axis
obj.header.gfx.scale.y = ((300 - obj.oTimer) / 300.0)
-- Makes the sandblock not move the player vertically as it's breaking
obj.oPosY = obj.oPosY + 1.025
-- Spawn effects
spawn_non_sync_object(id_bhvDirtParticleSpawner, E_MODEL_NONE, obj.oPosX, obj.oPosY, obj.oPosZ, nil)
cur_obj_play_sound_1(SOUND_ENV_MOVINGSAND)
end,
-- Respawns the block after it disappears
[SANDBLOCK_ACT_DISAPPEARED] = function()
cur_obj_hide()
if obj.oTimer == 301 then
obj.oPosY = obj.oHomeY
obj.oAction = SANDBLOCK_ACT_IDLE
obj.header.gfx.scale.y = 1.0
cur_obj_unhide()
end
end
})
if cur_obj_is_mario_on_platform() == 1 and obj.oAction == SANDBLOCK_ACT_IDLE and not is_bubbled(gMarioStates[0]) then
obj.oAction = SANDBLOCK_ACT_DISAPPEARING
--[[if is_current_area_sync_valid() then
network_send_object(obj, false)
end]]
end
end
--id_bhvSandBlock_MOP = hook_behavior(nil, OBJ_LIST_SURFACE, false, bhv_sandblock_init, bhv_sandblock_loop, "bhvSandBlock_MOP")
------ Flipswap platform ------
-- Jumping will cause this platform to spin, moving the land somewhere else.
local FLIP_SPEED_MULTIPLIER = 1
---@param obj Object
function bhv_flipswap_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.oFaceAngleRoll = 0
--obj.collisionData = COL_FLIPSWAP_PLATFORM_MOP
-- Spawns the border
local childObj = spawn_non_sync_object(id_bhvFlipswap_Platform_Border_MOP, E_MODEL_FLIPSWAP_PLATFORM_BORDER, obj.oPosX, obj.oPosY, obj.oPosZ,
---@param o Object
function (o)
-- Probably overdone but just to make sure the angles are set correctly
o.oFaceAngleYaw = obj.oFaceAngleYaw
o.oFaceAnglePitch = obj.oFaceAnglePitch
o.oFaceAngleRoll = obj.oFaceAngleRoll
o.oMoveAngleYaw = obj.oMoveAngleYaw
o.oMoveAnglePitch = obj.oMoveAnglePitch
o.oMoveAngleRoll = obj.oMoveAngleRoll
end)
childObj.parentObj = obj
--[[network_init_object(obj, false, {
"oAction",
"oMoveAngleRoll"
})]]
end
---@param obj Object
function bhv_flipswap_loop(obj)
obj_set_model_extended(obj, E_MODEL_FLIPSWAP_PLATFORM)
load_object_collision_model()
local m = gMarioStates[0]
switch(obj.oAction, {
[FLIPSWAP_PLATFORM_ACT_IDLE] = function ()
-- If Mario enters an air action, start flipping
if m.prevAction & ACT_GROUP_MASK ~= ACT_GROUP_AIRBORNE and m.action & ACT_GROUP_MASK == ACT_GROUP_AIRBORNE then
--sloth brain it
if obj.oFaceAngleRoll == 0 then
obj.oMoveAngleRoll = -2048 * FLIP_SPEED_MULTIPLIER
else
obj.oMoveAngleRoll = 2048 * FLIP_SPEED_MULTIPLIER
end
obj.oAction = FLIPSWAP_PLATFORM_ACT_FLIPPING
-- Not syncing it so people can have their own platforms
end
end,
[FLIPSWAP_PLATFORM_ACT_FLIPPING] = function ()
-- Flip the platform
if obj.oTimer < 16 * FLIP_SPEED_MULTIPLIER ^ -1 then
obj.oFaceAngleRoll = obj.oFaceAngleRoll + obj.oMoveAngleRoll
-- Disallow flipping again until Mario lands
elseif m.action & ACT_GROUP_MASK ~= ACT_GROUP_AIRBORNE then
obj.oAction = FLIPSWAP_PLATFORM_ACT_IDLE
end
end
})
end
--id_bhvFlipswap_Platform_MOP = hook_behavior(nil, OBJ_LIST_SURFACE, false, bhv_flipswap_init, bhv_flipswap_loop, "bhvFlipswap_Platform_MOP")
------ Checkpoint flag ------
-- Dying will cause the player to respawn at this point
---@type Pointer_BehaviorScript
local checkpoint_flag_bhv = nil
local checkpoint = {
x = 0,
y = 0,
z = 0
}
---@param m MarioState
local function checkpoint_save(m)
vec3f_copy(checkpoint, m.pos)
end
---@param m MarioState
local function checkpoint_load(m)
vec3f_copy(m.pos, checkpoint)
end
---@param m MarioState
local function reset_player(m)
set_mario_action(m, ACT_IDLE, 0)
soft_reset_camera(m.area.camera)
m.area.camera.cutscene = 0
m.health = 0x880
end
---@param obj Object
function bhv_checkpoint_flag_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO
--obj.oInteractType = INTERACT_POLE
--obj.hitboxRadius = 64
--obj.hitboxHeight = 650
--obj.oIntangibleTimer = -1
checkpoint_flag_bhv = obj.behavior
end
---@param obj Object
function bhv_checkpoint_flag_loop(obj)
obj_set_model_extended(obj, E_MODEL_CHECKPOINT)
if not checkpoint_flag_bhv then
checkpoint_flag_bhv = obj.behavior
return
end
local obj_count = count_objects_with_behavior(checkpoint_flag_bhv)
---@type MarioState
local m = gMarioStates[0]
if is_bubbled(m) then return end
if dist_between_objects(obj, m.marioObj) < 150 then
if obj.oAction == CHECKPOINT_FLAG_ACT_IDLE then
checkpoint_save(m)
obj.oAction = CHECKPOINT_FLAG_ACT_SAVED
local sparkle = spawn_object_attached_to_parent(obj, E_MODEL_SPARKLES, id_bhvSparkle)
if sparkle then obj_set_gfx_scale(sparkle, 5, 5, 5) end
play_sound(SOUND_MENU_CHANGE_SELECT + (1 << 16), {x = 0, y = 0, z = 0})
local amount_of_other_flags = obj_count - 1
if amount_of_other_flags == 0 then return end
-- Disables all other checkpoints once this checkpoint is gotten
local o = find_object_with_behavior(checkpoint_flag_bhv)
while o do
if obj ~= o then
o.oAction = CHECKPOINT_FLAG_ACT_IDLE
end
o = obj_get_next(o)
end
end
end
end
---@param m MarioState
hook_event(HOOK_ON_DEATH, function (m)
if not checkpoint_flag_bhv then return true end
local obj = find_object_with_behavior(checkpoint_flag_bhv)
if not obj then return true end
-- Upon dying, restart at the last saved checkpoint
if gServerSettings.bubbleDeath == 1 and m.numLives > 0 then
return true
end
while obj do
if obj.oAction == CHECKPOINT_FLAG_ACT_SAVED then
checkpoint_load(m)
reset_player(m)
return false
end
obj = obj_get_next(obj)
end
return true
end)
--id_bhvCheckpoint_Flag_MOP = hook_behavior(nil, OBJ_LIST_GENACTOR, false, bhv_checkpoint_flag_init, bhv_checkpoint_flag_loop, "bhvCheckpoint_Flag_MOP")
------ Green switchboard ------
-- The platform moves depending on where the player is on it. Similar to the rolling log.
-- ! Prone to desyncs
---@param obj Object
function bhv_green_switchboard_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_MOVE_XZ_USING_FVEL
--obj.collisionData = COL_GREEN_SWITCHBOARD_MOP
-- Spawns gears
-- Don't know why it uses intro lakitu cloud
obj.oIntroLakituCloud = spawn_object_attached_to_parent(obj, E_MODEL_GREEN_SWITCHBOARD_GEARS, id_bhvGreen_Switchboard_Gears_MOP)
--cur_obj_set_home_once()
--[[network_init_object(obj, false, {
"oAction",
})]]
end
---@param obj Object
function bhv_green_switchboard_loop(obj)
obj_set_model_extended(obj, E_MODEL_GREEN_SWITCHBOARD)
load_object_collision_model()
local MAX_SPEED = 20.0
local SPEED_INC = 2.0
local child = obj.oIntroLakituCloud
local dot = 0
local dotH = 0
switch(obj.oAction, {
[GREEN_SWITCHBOARD_ACT_MOVING] = function ()
-- Hopefully makes sure the Mario the object is referencing is the Mario that's on
local m = nearest_mario_state_to_object(obj)
local dx = m.pos.x - obj.oPosX
local dz = m.pos.z - obj.oPosZ
local dHx = obj.oPosX - obj.oHomeX
local dHz = obj.oPosZ - obj.oHomeZ
local facingZ = coss(obj.oFaceAngleYaw)
local facingX = sins(obj.oFaceAngleYaw)
--if dot is positive, mario is on front arrow
dot = facingZ * dz + facingX * dx
dotH = facingZ * dHz + facingX * dHx
if dot > 0 then
-- 1st byte determines how far the switchboard can go forwards
if dotH < ((obj.oBehParams >> 24) & 0xFF) * 16 then
obj.oForwardVel = approach_by_increment(MAX_SPEED, obj.oForwardVel, SPEED_INC)
else
obj.oForwardVel = 0
end
obj.oFaceAnglePitch = approach_by_increment(2048.0, obj.oFaceAnglePitch, 128.0)
else
-- 2nd byte determines how far the switchboard can go backwards
if dotH > obj.oBehParams2ndByte * -16 then
obj.oForwardVel = approach_by_increment(-MAX_SPEED, obj.oForwardVel, SPEED_INC)
else
obj.oForwardVel = 0
end
--this function doesn't work well with negatives thanks nintendo
if (obj.oFaceAnglePitch > -2048) then
obj.oFaceAnglePitch = approach_by_increment( -2048.0, obj.oFaceAnglePitch, 128.0)
end
end
if m.marioObj.platform ~= obj then
obj.oAction = GREEN_SWITCHBOARD_ACT_IDLE
end
end,
[GREEN_SWITCHBOARD_ACT_IDLE] = function ()
-- Slowly resets the pitch and speed back to 0
obj.oForwardVel = approach_by_increment(0.0, obj.oForwardVel, SPEED_INC)
obj.oFaceAnglePitch = approach_by_increment(0.0, obj.oFaceAnglePitch, 128.0)
end
})
-- Moves the gears along with the platform
child.oFaceAnglePitch = child.oFaceAnglePitch + (obj.oForwardVel * 200)
obj_copy_pos(child, obj)
-- Using actions to make syncing faster
if cur_obj_is_mario_on_platform() == 1 and not is_bubbled(gMarioStates[0]) then
obj.oAction = GREEN_SWITCHBOARD_ACT_MOVING
--[[if is_current_area_sync_valid() then
network_send_object(obj, false)
end]]
end
end
--id_bhvGreen_Switchboard_MOP = hook_behavior(nil, OBJ_LIST_SURFACE, false, bhv_green_switchboard_init, bhv_green_switchboard_loop, "bhvGreen_Switchboard_MOP")
------ Shrink platform ------
-- Upon being stood on, shrinks platform over time until it no longer exists.
local SHRINK_TIME = 150
---@param obj Object
function bhv_shrinkplatform_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.collisionData = COL_SHRINK_PLATFORM
-- Spawns border
local childObj = spawn_non_sync_object(id_bhvShrink_Platform_Border_MOP, E_MODEL_SHRINK_PLATFORM_BORDER, obj.oPosX, obj.oPosY, obj.oPosZ,
---@param o Object
function (o)
-- Overdone like the flipswap platform and for the same reason
o.oFaceAngleYaw = obj.oFaceAngleYaw
o.oFaceAnglePitch = obj.oFaceAnglePitch
o.oFaceAngleRoll = obj.oFaceAngleRoll
o.oMoveAngleYaw = obj.oMoveAngleYaw
o.oMoveAnglePitch = obj.oMoveAnglePitch
o.oMoveAngleRoll = obj.oMoveAngleRoll
end)
childObj.parentObj = obj
--[[network_init_object(obj, false, {
"oAction"
})]]
end
---@param obj Object
function bhv_shrinkplatform_loop(obj)
obj_set_model_extended(obj, E_MODEL_SHRINK_PLATFORM)
-- Only activate collision if the model is still visible
if obj.oAction < SHRINK_PLATFORM_ACT_DISAPPEARED then
load_object_collision_model()
end
switch(obj.oAction, {
--disappearing
[SHRINK_PLATFORM_ACT_DISAPPEARING] = function()
if obj.oTimer == SHRINK_TIME then
obj.oAction = SHRINK_PLATFORM_ACT_DISAPPEARED
end
-- Slowly shrinks the size of the platform horizontally
obj.header.gfx.scale.x = (SHRINK_TIME - obj.oTimer) / SHRINK_TIME
obj.header.gfx.scale.z = (SHRINK_TIME - obj.oTimer) / SHRINK_TIME
end,
[SHRINK_PLATFORM_ACT_DISAPPEARED] = function()
-- Reset after the platform has fully disappeared
cur_obj_hide()
if obj.oTimer == SHRINK_TIME + 1 then
obj.oAction = SHRINK_PLATFORM_ACT_IDLE
obj.header.gfx.scale.x = 1.0
obj.header.gfx.scale.z = 1.0
cur_obj_unhide()
end
end
})
-- Start disappearing once Mario gets on it
if cur_obj_is_mario_on_platform() == 1 and obj.oAction == SHRINK_PLATFORM_ACT_IDLE and not is_bubbled(gMarioStates[0]) then
obj.oAction = SHRINK_PLATFORM_ACT_DISAPPEARING
cur_obj_play_sound_1(SOUND_OBJ_UNK23)
--[[if is_current_area_sync_valid() then
network_send_object(obj, false)
end]]
end
end
--id_bhvShrink_Platform_MOP = hook_behavior(nil, OBJ_LIST_SURFACE, false, bhv_shrinkplatform_init, bhv_shrinkplatform_loop, "bhvShrink_Platform_MOP")
------ Flipswitch panel ------
-- Jumping onto a panel activates it. Activating all panels spawns a star. Jumping onto a panel while it's activated with deactivate it.
local StarSpawned = false
---@type Pointer_BehaviorScript
local flipswitch_panel_bhv = nil
---@type Pointer_BehaviorScript
local flipswitch_panel_starspawn_bhv = nil
hook_event(HOOK_ON_LEVEL_INIT, function ()
if not flipswitch_panel_starspawn_bhv then return end
if count_objects_with_behavior(flipswitch_panel_starspawn_bhv) == 0 then
StarSpawned = false
end
end)
---@param obj Object
function bhv_flipswitch_panel_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.collisionData = COL_FLIPSWITCH_PANEL_MOP
--obj.oCollisionDistance = 1024
flipswitch_panel_bhv = obj.behavior
network_init_object(obj, false, {
"oAction",
"oAnimState"
})
end
---@param obj Object
function bhv_flipswitch_panel_loop(obj)
if not flipswitch_panel_bhv or not flipswitch_panel_starspawn_bhv then
flipswitch_panel_bhv = obj.behavior
return
end
obj_set_model_extended(obj, E_MODEL_FLIPSWITCH_PANEL)
load_object_collision_model()
-- Always checks for the starspawn mop
local starspawn_obj = cur_obj_nearest_object_with_behavior(flipswitch_panel_starspawn_bhv)
if obj.parentObj ~= starspawn_obj then
obj.parentObj = starspawn_obj
if not obj.parentObj then
return
end
end
-- Turn green and don't allow further change
if StarSpawned then
obj.oAnimState = 2
else
switch(obj.oAction, {
[FLIPSWITCH_PANEL_ACT_IDLE] = function()
if cur_obj_is_mario_on_platform() == 1 and not is_bubbled(gMarioStates[0]) then
-- Causes the panel to change colors upon being pressed multiple times
obj.parentObj.oHiddenStarTriggerCounter = obj.parentObj.oHiddenStarTriggerCounter + 1 - (2 * obj.oAnimState)
obj.oAnimState = obj.oAnimState ~ 1
cur_obj_play_sound_1(SOUND_GENERAL_BIG_CLOCK)
obj.oAction = FLIPSWITCH_PANEL_ACT_ACTIVE
if is_current_area_sync_valid() then
network_send_object(obj, false)
end
end
end,
[FLIPSWITCH_PANEL_ACT_ACTIVE] = function()
local closest_player = nearest_player_to_object(obj)
if cur_obj_is_mario_on_platform() == 0 and closest_player and closest_player.platform ~= obj then
obj.oAction = FLIPSWITCH_PANEL_ACT_IDLE
end
end
})
end
end
--id_bhvFlipswitch_Panel_MOP = hook_behavior(nil, OBJ_LIST_SURFACE, false, bhv_flipswitch_panel_init, bhv_flipswitch_panel_loop, "bhvFlipswitch_Panel_MOP")
---@param obj Object
function bhv_flipswitch_panel_starspawn_init(obj)
obj.oHealth = 0
flipswitch_panel_starspawn_bhv = obj.behavior
network_init_object(obj, false, {
"oHiddenStarTriggerCounter"
})
end
---@param obj Object
function bhv_flipswitch_panel_starspawn_loop(obj)
if not flipswitch_panel_bhv or not flipswitch_panel_starspawn_bhv then
flipswitch_panel_starspawn_bhv = obj.behavior
return
end
local amount_of_panels = count_objects_with_behavior(flipswitch_panel_bhv)
-- Prevents the starspawn mop from prematurely assume all panels have been pressed
if amount_of_panels > obj.oHealth or obj.oHealth == 0 then
obj.oHealth = amount_of_panels
return
end
if obj.oHealth == obj.oHiddenStarTriggerCounter and not StarSpawned then
spawn_red_coin_cutscene_star(obj.oPosX, obj.oPosY, obj.oPosZ)