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

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/**
* Behavior for bhvMerryGoRound.
* This is the merry-go-round in BBH.
*/
/**
* This function handles the merry-go-round's music.
* It starts the music when Mario enters the room around the
* merry-go-round's enclosure, and ends the music when he's neither
* in the enclosure nor in the room around it.
*/
static void handle_merry_go_round_music(void) {
// If the music should play, play it and check whether it still should.
// Otherwise, don't play it and check whether it should.
if (o->oMerryGoRoundMusicShouldPlay == FALSE) {
if (gMarioCurrentRoom == BBH_NEAR_MERRY_GO_ROUND_ROOM) {
// Play the merry-go-round and BBH music at the same time
play_secondary_music(SEQ_EVENT_MERRY_GO_ROUND, 45, 20, 200);
// Set to TRUE
o->oMerryGoRoundMusicShouldPlay++;
}
} else {
// Get Mario's floor and floor surface type
struct Surface *marioFloor;
u16 marioFloorType;
find_floor(gMarioObject->oPosX, gMarioObject->oPosY, gMarioObject->oPosZ, &marioFloor);
if (marioFloor == NULL) {
marioFloorType = 0;
} else {
marioFloorType = marioFloor->type;
}
// All floors in the merry-go-round's enclosure have surface type 0x1A.
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// The cur_obj_is_mario_on_platform check is redundant since the merry-go-round
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// has surface type 0x1A, so Mario cannot be on the merry-go-round
// without being on a floor with surface type 0x1A (SURFACE_MGR_MUSIC).
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if (cur_obj_is_mario_on_platform() || marioFloorType == SURFACE_MGR_MUSIC) {
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// If Mario is in the merry-go-round's enclosure, play only the merry-go-round music.
play_secondary_music(SEQ_EVENT_MERRY_GO_ROUND, 0, 78, 50);
gMarioOnMerryGoRound = TRUE;
} else {
// If Mario is not in the merry-go-round's enclosure,
// i.e. he's around it, play both the merry-go-round music and the BBH music.
play_secondary_music(SEQ_EVENT_MERRY_GO_ROUND, 45, 20, 200);
gMarioOnMerryGoRound = FALSE;
}
// If Mario is not in the merry-go-round's area of the basement anymore,
// stop playing the music.
// If he is, play the creaking sound.
if (
// The merry-go-round is a dynamic surface.
gMarioCurrentRoom != BBH_DYNAMIC_SURFACE_ROOM
&& gMarioCurrentRoom != BBH_NEAR_MERRY_GO_ROUND_ROOM) {
func_80321080(300); // Switch to BBH music? FIXME: Audio needs labelling
o->oMerryGoRoundMusicShouldPlay = FALSE;
} else {
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cur_obj_play_sound_1(SOUND_ENV_MERRY_GO_ROUND_CREAKING);
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}
}
}
/**
* Merry-go-round update function.
*/
void bhv_merry_go_round_loop(void) {
// Surprisingly, the merry-go-round is what's responsible
// for playing the howling wind sound in BBH.
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if (!o->oMerryGoRoundMarioIsOutside) {
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if (gMarioCurrentRoom == BBH_OUTSIDE_ROOM) {
// Set to TRUE
o->oMerryGoRoundMarioIsOutside++;
}
} else {
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play_sound(SOUND_AIR_HOWLING_WIND, gDefaultSoundArgs);
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if (
// There are objects outside BBH, such as corkboxes.
// The howling wind should not stop when Mario stands on a cork box.
//! @bug Interestingly, this means if Mario goes from outside
// to a dynamic surface *inside* the mansion in a single frame,
// the howling wind music will still play.
gMarioCurrentRoom != BBH_OUTSIDE_ROOM && gMarioCurrentRoom != BBH_DYNAMIC_SURFACE_ROOM) {
o->oMerryGoRoundMarioIsOutside = FALSE;
}
}
// Rotate the merry-go-round and play appropriate music if it's not stopped.
if (o->oMerryGoRoundStopped == FALSE) {
o->oAngleVelYaw = 0x80;
o->oMoveAngleYaw += o->oAngleVelYaw;
o->oFaceAngleYaw += o->oAngleVelYaw;
handle_merry_go_round_music();
} else {
o->oAngleVelYaw = 0;
func_80321080(300); // Switch to BBH music? FIXME: Audio needs labelling
}
}