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

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/**
* Behavior for MIPS (everyone's favorite yellow rabbit).
*/
/**
* Initializes MIPS' physics parameters and checks if he should be active,
* hiding him if necessary.
*/
void bhv_mips_init(void) {
// Retrieve star flags for Castle Secret Stars on current save file.
u8 starFlags;
starFlags = save_file_get_star_flags(gCurrSaveFileNum - 1, -1);
// If the player has >= 15 stars and hasn't collected first MIPS star...
if (save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 24) >= 15 && (starFlags & 0x08) == 0) {
o->oBehParams2ndByte = 0;
#ifndef VERSION_JP
o->oMipsForwardVelocity = 40.0f;
#endif
}
// If the player has >= 50 stars and hasn't collected second MIPS star...
else if (save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 24) >= 50
&& (starFlags & 0x10) == 0) {
o->oBehParams2ndByte = 1;
#ifndef VERSION_JP
o->oMipsForwardVelocity = 45.0f;
#endif
} else {
// No MIPS stars are available, hide MIPS.
o->activeFlags = 0;
}
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o->oInteractionSubtype = INT_SUBTYPE_HOLDABLE_NPC;
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#ifndef VERSION_JP
o->oGravity = 15.0f;
#else
o->oGravity = 2.5f;
#endif
o->oFriction = 0.89f;
o->oBuoyancy = 1.2f;
SetObjAnimation(0);
}
/**
* Helper function that finds the waypoint that is both within 800 units of MIPS
* and furthest from Mario's current location.
*/
s16 bhv_mips_find_furthest_waypoint_to_mario(void) {
s8 i;
s16 x, y, z;
s16 furthestWaypointIndex = -1;
f32 furthestWaypointDistance = -10000.0f;
f32 distanceToMario;
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struct Waypoint **pathBase;
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struct Waypoint *waypoint;
pathBase = segmented_to_virtual(&inside_castle_seg7_trajectory_mips);
// For each waypoint in MIPS path...
for (i = 0; i < 10; i++) {
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waypoint = segmented_to_virtual(*(pathBase + i));
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x = waypoint->pos[0];
y = waypoint->pos[1];
z = waypoint->pos[2];
// Is the waypoint within 800 units of MIPS?
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if (is_point_close_to_object(o, x, y, z, 800)) {
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// Is this further from Mario than the last waypoint?
distanceToMario =
sqr(x - gMarioObject->header.gfx.pos[0]) + sqr(z - gMarioObject->header.gfx.pos[2]);
if (furthestWaypointDistance < distanceToMario) {
furthestWaypointIndex = i;
furthestWaypointDistance = distanceToMario;
}
}
}
// Set MIPS' next waypoint to be the closest waypoint to Mario.
o->oMipsStartWaypointIndex = furthestWaypointIndex;
return (s16) o->oMipsStartWaypointIndex;
}
/**
* Wait until Mario comes close, then resume following our path.
*/
void bhv_mips_act_wait_for_nearby_mario(void) {
UNUSED s16 collisionFlags = 0;
o->oForwardVel = 0.0f;
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collisionFlags = object_step();
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// If Mario is within 500 units...
if (is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 500)) {
// If we fail to find a suitable waypoint...
if (bhv_mips_find_furthest_waypoint_to_mario() == -1) {
// Call it quits.
o->oAction = MIPS_ACT_WAIT_FOR_ANIMATION_DONE;
} else {
// Resume path following.
SetObjAnimation(1);
o->oAction = MIPS_ACT_FOLLOW_PATH;
}
}
}
/**
* Continue to follow our path around the basement area.
*/
void bhv_mips_act_follow_path(void) {
s16 collisionFlags = 0;
s32 followStatus;
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struct Waypoint **pathBase;
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struct Waypoint *waypoint;
// Retrieve current waypoint.
pathBase = segmented_to_virtual(&inside_castle_seg7_trajectory_mips);
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waypoint = segmented_to_virtual(*(pathBase + o->oMipsStartWaypointIndex));
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// Set start waypoint and follow the path from there.
o->oPathedStartWaypoint = waypoint;
followStatus = obj_follow_path(followStatus);
// Update velocity and angle and do movement.
#ifndef VERSION_JP
o->oForwardVel = o->oMipsForwardVelocity;
#else
o->oForwardVel = 45.0f;
#endif
o->oMoveAngleYaw = o->oPathedTargetYaw;
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collisionFlags = object_step();
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// If we are at the end of the path, do idle animation and wait for Mario.
if (followStatus == PATH_REACHED_END) {
SetObjAnimation(0);
o->oAction = MIPS_ACT_WAIT_FOR_NEARBY_MARIO;
}
// Play sounds during walk animation.
if (func_8029F788() == 1 && (collisionFlags & OBJ_COL_FLAG_UNDERWATER)) {
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PlaySound2(SOUND_OBJ_MIPS_RABBIT_WATER);
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spawn_object(o, MODEL_NONE, bhvSurfaceWaveShrinking);
} else if (func_8029F788() == 1) {
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PlaySound2(SOUND_OBJ_MIPS_RABBIT);
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}
}
/**
* Seems to wait until the current animation is done, then go idle.
*/
void bhv_mips_act_wait_for_animation_done(void) {
if (func_8029F788() == 1) {
SetObjAnimation(0);
o->oAction = MIPS_ACT_IDLE;
}
}
/**
* Handles MIPS falling down after being thrown.
*/
void bhv_mips_act_fall_down(void) {
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#ifdef VERSION_EU
s32 collisionFlags = 0;
#else
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s16 collisionFlags = 0;
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#endif
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collisionFlags = object_step();
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o->header.gfx.unk38.animFrame = 0;
if ((collisionFlags & OBJ_COL_FLAG_GROUNDED) == 1) {
o->oAction = MIPS_ACT_WAIT_FOR_ANIMATION_DONE;
o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
o->oMoveAngleYaw = o->oFaceAngleYaw;
if (collisionFlags & OBJ_COL_FLAG_UNDERWATER)
spawn_object(o, MODEL_NONE, bhvSurfaceWaveShrinking);
}
}
/**
* Idle loop, after you catch MIPS and put him down.
*/
void bhv_mips_act_idle(void) {
UNUSED s16 collisionFlags = 0;
o->oForwardVel = 0;
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collisionFlags = object_step();
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// Spawn a star if he was just picked up for the first time.
if (o->oMipsStarStatus == MIPS_STAR_STATUS_SHOULD_SPAWN_STAR) {
bhv_spawn_star_objects(o->oBehParams2ndByte + 3);
o->oMipsStarStatus = MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR;
}
}
/**
* Handles all the actions MIPS does when he is not held.
*/
void bhv_mips_free(void) {
switch (o->oAction) {
case MIPS_ACT_WAIT_FOR_NEARBY_MARIO:
bhv_mips_act_wait_for_nearby_mario();
break;
case MIPS_ACT_FOLLOW_PATH:
bhv_mips_act_follow_path();
break;
case MIPS_ACT_WAIT_FOR_ANIMATION_DONE:
bhv_mips_act_wait_for_animation_done();
break;
case MIPS_ACT_FALL_DOWN:
bhv_mips_act_fall_down();
break;
case MIPS_ACT_IDLE:
bhv_mips_act_idle();
break;
}
}
/**
* Handles MIPS being held by Mario.
*/
void bhv_mips_held(void) {
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s16 dialogID;
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o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
SetObjAnimation(4); // Held animation.
obj_set_pos_relative(gMarioObject, 0, 60.0f, 100.0f);
obj_become_intangible();
// If MIPS hasn't spawned his star yet...
if (o->oMipsStarStatus == MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR) {
// Choose dialog based on which MIPS encounter this is.
if (o->oBehParams2ndByte == 0)
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dialogID = DIALOG_084;
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else
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dialogID = DIALOG_162;
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if (set_mario_npc_dialog(1) == 2) {
o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP;
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if (cutscene_object_with_dialog(CUTSCENE_DIALOG_1, o, dialogID)) {
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o->oInteractionSubtype |= INT_SUBTYPE_DROP_IMMEDIATELY;
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o->activeFlags &= ~ACTIVE_FLAG_INITIATED_TIME_STOP;
o->oMipsStarStatus = MIPS_STAR_STATUS_SHOULD_SPAWN_STAR;
set_mario_npc_dialog(0);
}
}
}
}
/**
* Handles MIPS being dropped by Mario.
*/
void bhv_mips_dropped(void) {
obj_get_dropped();
o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
SetObjAnimation(0);
o->oHeldState = HELD_FREE;
obj_become_tangible();
o->oForwardVel = 3.0f;
o->oAction = MIPS_ACT_IDLE;
}
/**
* Handles MIPS being thrown by Mario.
*/
void bhv_mips_thrown(void) {
obj_enable_rendering_2();
o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
o->oHeldState = HELD_FREE;
o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
SetObjAnimation(2);
obj_become_tangible();
o->oForwardVel = 25.0f;
o->oVelY = 20.0f;
o->oAction = MIPS_ACT_FALL_DOWN;
}
/**
* MIPS' main loop.
*/
void bhv_mips_loop(void) {
// Determine what to do based on MIPS' held status.
switch (o->oHeldState) {
case HELD_FREE:
bhv_mips_free();
break;
case HELD_HELD:
bhv_mips_held();
break;
case HELD_THROWN:
bhv_mips_thrown();
break;
case HELD_DROPPED:
bhv_mips_dropped();
break;
}
}