sm64pc/src/game/behaviors/spawn_star.inc.c

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// spawn_default_star.c.inc
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static struct ObjectHitbox sCollectStarHitbox = {
/* interactType: */ INTERACT_STAR_OR_KEY,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 0,
/* health: */ 0,
/* numLootCoins: */ 0,
/* radius: */ 80,
/* height: */ 50,
/* hurtboxRadius: */ 0,
/* hurtboxHeight: */ 0,
};
void bhv_collect_star_init(void) {
s8 sp1F;
u8 sp1E;
sp1F = (o->oBehParams >> 24) & 0xFF;
sp1E = save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1);
if (sp1E & (1 << sp1F)) {
o->header.gfx.sharedChild = gLoadedGraphNodes[MODEL_TRANSPARENT_STAR];
} else {
o->header.gfx.sharedChild = gLoadedGraphNodes[MODEL_STAR];
}
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obj_set_hitbox(o, &sCollectStarHitbox);
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}
void bhv_collect_star_loop(void) {
o->oFaceAngleYaw += 0x800;
if (o->oInteractStatus & INT_STATUS_INTERACTED) {
mark_obj_for_deletion(o);
o->oInteractStatus = 0;
}
}
void bhv_star_spawn_init(void) {
o->oMoveAngleYaw = atan2s(o->oHomeZ - o->oPosZ, o->oHomeX - o->oPosX);
o->oStarSpawnDisFromHome = sqrtf(sqr(o->oHomeX - o->oPosX) + sqr(o->oHomeZ - o->oPosZ));
o->oVelY = (o->oHomeY - o->oPosY) / 30.0f;
o->oForwardVel = o->oStarSpawnDisFromHome / 30.0f;
o->oStarSpawnUnkFC = o->oPosY;
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if (o->oBehParams2ndByte == 0 || gCurrCourseNum == COURSE_BBH)
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cutscene_object(CUTSCENE_STAR_SPAWN, o);
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else
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cutscene_object(CUTSCENE_RED_COIN_STAR_SPAWN, o);
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set_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
o->activeFlags |= 0x20;
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cur_obj_become_intangible();
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}
void bhv_star_spawn_loop(void) {
switch (o->oAction) {
case 0:
o->oFaceAngleYaw += 0x1000;
if (o->oTimer > 20)
o->oAction = 1;
break;
case 1:
obj_move_xyz_using_fvel_and_yaw(o);
o->oStarSpawnUnkFC += o->oVelY;
o->oPosY = o->oStarSpawnUnkFC + sins((o->oTimer * 0x8000) / 30) * 400.0f;
o->oFaceAngleYaw += 0x1000;
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
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cur_obj_play_sound_1(SOUND_ENV_STAR);
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if (o->oTimer == 30) {
o->oAction = 2;
o->oForwardVel = 0;
play_power_star_jingle(TRUE);
}
break;
case 2:
if (o->oTimer < 20)
o->oVelY = 20 - o->oTimer;
else
o->oVelY = -10.0f;
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
obj_move_xyz_using_fvel_and_yaw(o);
o->oFaceAngleYaw = o->oFaceAngleYaw - o->oTimer * 0x10 + 0x1000;
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cur_obj_play_sound_1(SOUND_ENV_STAR);
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if (o->oPosY < o->oHomeY) {
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cur_obj_play_sound_2(SOUND_GENERAL_STAR_APPEARS);
cur_obj_become_tangible();
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o->oPosY = o->oHomeY;
o->oAction = 3;
}
break;
case 3:
o->oFaceAngleYaw += 0x800;
if (o->oTimer == 20) {
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gObjCutsceneDone = TRUE;
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clear_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
o->activeFlags &= ~0x20;
}
if (o->oInteractStatus & INT_STATUS_INTERACTED) {
mark_obj_for_deletion(o);
o->oInteractStatus = 0;
}
break;
}
}
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struct Object *spawn_star(struct Object *sp30, f32 sp34, f32 sp38, f32 sp3C) {
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sp30 = spawn_object_abs_with_rot(o, 0, MODEL_STAR, bhvStarSpawnCoordinates, o->oPosX, o->oPosY,
o->oPosZ, 0, 0, 0);
sp30->oBehParams = o->oBehParams;
sp30->oHomeX = sp34;
sp30->oHomeY = sp38;
sp30->oHomeZ = sp3C;
sp30->oFaceAnglePitch = 0;
sp30->oFaceAngleRoll = 0;
return sp30;
}
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void spawn_default_star(f32 sp20, f32 sp24, f32 sp28) {
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struct Object *sp1C;
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sp1C = spawn_star(sp1C, sp20, sp24, sp28);
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sp1C->oBehParams2ndByte = 0;
}
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void spawn_red_coin_cutscene_star(f32 sp20, f32 sp24, f32 sp28) {
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struct Object *sp1C;
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sp1C = spawn_star(sp1C, sp20, sp24, sp28);
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sp1C->oBehParams2ndByte = 1;
}
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void spawn_no_exit_star(f32 sp20, f32 sp24, f32 sp28) {
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struct Object *sp1C;
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sp1C = spawn_star(sp1C, sp20, sp24, sp28);
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sp1C->oBehParams2ndByte = 1;
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sp1C->oInteractionSubtype |= INT_SUBTYPE_NO_EXIT;
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}
void bhv_hidden_red_coin_star_init(void) {
s16 sp36;
struct Object *sp30;
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if (gCurrCourseNum != COURSE_JRB)
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spawn_object(o, MODEL_TRANSPARENT_STAR, bhvRedCoinStarMarker);
sp36 = count_objects_with_behavior(bhvRedCoin);
if (sp36 == 0) {
sp30 =
spawn_object_abs_with_rot(o, 0, MODEL_STAR, bhvStar, o->oPosX, o->oPosY, o->oPosZ, 0, 0, 0);
sp30->oBehParams = o->oBehParams;
o->activeFlags = 0;
}
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o->oHiddenStarTriggerCounter = 8 - sp36;
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}
void bhv_hidden_red_coin_star_loop(void) {
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gRedCoinsCollected = o->oHiddenStarTriggerCounter;
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switch (o->oAction) {
case 0:
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if (o->oHiddenStarTriggerCounter == 8)
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o->oAction = 1;
break;
case 1:
if (o->oTimer > 2) {
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spawn_red_coin_cutscene_star(o->oPosX, o->oPosY, o->oPosZ);
spawn_mist_particles();
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o->activeFlags = 0;
}
break;
}
}