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

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/**
* Behavior for bhvPlatformOnTrack and bhvTrackBall.
* The platform spawns up to 5 track balls at a time, which then despawn
* themselves as the platform moves past them.
*/
/**
* Collision models for the different types of platforms.
*/
static void *sPlatformOnTrackCollisionModels[] = {
/* PLATFORM_ON_TRACK_TYPE_CARPET */ rr_seg7_collision_07029038,
/* PLATFORM_ON_TRACK_TYPE_SKI_LIFT */ ccm_seg7_collision_070163F8,
/* PLATFORM_ON_TRACK_TYPE_CHECKERED */ checkerboard_platform_seg8_collision_0800D710,
/* PLATFORM_ON_TRACK_TYPE_GRATE */ bitfs_seg7_collision_070157E0,
};
/**
* Paths for the different instances of these platforms.
*/
static void *sPlatformOnTrackPaths[] = {
rr_seg7_trajectory_0702EC3C, rr_seg7_trajectory_0702ECC0, ccm_seg7_trajectory_0701669C,
bitfs_seg7_trajectory_070159AC, hmc_seg7_trajectory_0702B86C, lll_seg7_trajectory_0702856C,
lll_seg7_trajectory_07028660, rr_seg7_trajectory_0702ED9C, rr_seg7_trajectory_0702EEE0,
};
/**
* Despawn all track balls and enter the init action.
*/
static void platform_on_track_reset(void) {
o->oAction = PLATFORM_ON_TRACK_ACT_INIT;
// This will cause the track balls to all despawn
o->oPlatformOnTrackBaseBallIndex += 99;
}
/**
* If this platform is the kind that disappears, pause for a while, then
* begin blinking, and finally reset.
*/
static void platform_on_track_mario_not_on_platform(void) {
if (!((u16)(o->oBehParams >> 16) & PLATFORM_ON_TRACK_BP_DONT_DISAPPEAR)) {
// Once oTimer reaches 150, blink 40 times
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if (cur_obj_wait_then_blink(150, 40)) {
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platform_on_track_reset();
o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
}
}
}
/**
* Init function for bhvPlatformOnTrack.
*/
void bhv_platform_on_track_init(void) {
if (!(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)) {
s16 pathIndex = (u16)(o->oBehParams >> 16) & PLATFORM_ON_TRACK_BP_MASK_PATH;
o->oPlatformOnTrackType = ((u16)(o->oBehParams >> 16) & PLATFORM_ON_TRACK_BP_MASK_TYPE) >> 4;
o->oPlatformOnTrackIsNotSkiLift = o->oPlatformOnTrackType - PLATFORM_ON_TRACK_TYPE_SKI_LIFT;
o->collisionData =
segmented_to_virtual(sPlatformOnTrackCollisionModels[o->oPlatformOnTrackType]);
o->oPlatformOnTrackStartWaypoint = segmented_to_virtual(sPlatformOnTrackPaths[pathIndex]);
o->oPlatformOnTrackIsNotHMC = pathIndex - 4;
o->oBehParams2ndByte = o->oMoveAngleYaw; // TODO: Weird?
if (o->oPlatformOnTrackType == PLATFORM_ON_TRACK_TYPE_CHECKERED) {
o->header.gfx.scale[1] = 2.0f;
}
}
}
/**
* Move to the start waypoint, spawn the first track balls, and enter the
* wait for mario action.
*/
static void platform_on_track_act_init(void) {
s32 i;
o->oPlatformOnTrackPrevWaypoint = o->oPlatformOnTrackStartWaypoint;
o->oPlatformOnTrackPrevWaypointFlags = 0;
o->oPlatformOnTrackBaseBallIndex = 0;
o->oPosX = o->oHomeX = o->oPlatformOnTrackStartWaypoint->pos[0];
o->oPosY = o->oHomeY = o->oPlatformOnTrackStartWaypoint->pos[1];
o->oPosZ = o->oHomeZ = o->oPlatformOnTrackStartWaypoint->pos[2];
o->oFaceAngleYaw = o->oBehParams2ndByte;
o->oForwardVel = o->oVelX = o->oVelY = o->oVelZ = o->oPlatformOnTrackDistMovedSinceLastBall = 0.0f;
o->oPlatformOnTrackWasStoodOn = FALSE;
if (o->oPlatformOnTrackIsNotSkiLift) {
o->oFaceAngleRoll = 0;
}
// Spawn track balls
for (i = 1; i < 6; i++) {
platform_on_track_update_pos_or_spawn_ball(i, o->oHomeX, o->oHomeY, o->oHomeZ);
}
o->oAction = PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO;
}
/**
* Wait for mario to stand on the platform for 20 frames, then begin moving.
*/
static void platform_on_track_act_wait_for_mario(void) {
if (gMarioObject->platform == o) {
if (o->oTimer > 20) {
o->oAction = PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK;
}
} else {
if (o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM) {
platform_on_track_reset();
}
o->oTimer = 0;
}
}
/**
* Move along the track. After reaching the end, either start falling,
* return to the init action, or continue moving back to the start waypoint.
*/
static void platform_on_track_act_move_along_track(void) {
s16 initialAngle;
if (!o->oPlatformOnTrackIsNotSkiLift) {
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cur_obj_play_sound_1(SOUND_ENV_ELEVATOR3);
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} else if (!o->oPlatformOnTrackIsNotHMC) {
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cur_obj_play_sound_1(SOUND_ENV_ELEVATOR1);
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}
// Fall after reaching the last waypoint if desired
if (o->oPlatformOnTrackPrevWaypointFlags == WAYPOINT_FLAGS_END
&& !((u16)(o->oBehParams >> 16) & PLATFORM_ON_TRACK_BP_RETURN_TO_START)) {
o->oAction = PLATFORM_ON_TRACK_ACT_FALL;
} else {
// The ski lift should pause or stop after reaching a special waypoint
if (o->oPlatformOnTrackPrevWaypointFlags != 0 && !o->oPlatformOnTrackIsNotSkiLift) {
if (o->oPlatformOnTrackPrevWaypointFlags == WAYPOINT_FLAGS_END
|| o->oPlatformOnTrackPrevWaypointFlags == WAYPOINT_FLAGS_PLATFORM_ON_TRACK_PAUSE) {
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cur_obj_play_sound_2(SOUND_GENERAL_UNKNOWN4_LOWPRIO);
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o->oForwardVel = 0.0f;
if (o->oPlatformOnTrackPrevWaypointFlags == WAYPOINT_FLAGS_END) {
o->oAction = PLATFORM_ON_TRACK_ACT_INIT;
} else {
o->oAction = PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY;
}
}
} else {
// The ski lift accelerates, while the others instantly start
if (!o->oPlatformOnTrackIsNotSkiLift) {
obj_forward_vel_approach(10.0, 0.1f);
} else {
o->oForwardVel = 10.0f;
}
// Spawn a new track ball if necessary
if (approach_f32_ptr(&o->oPlatformOnTrackDistMovedSinceLastBall, 300.0f, o->oForwardVel)) {
o->oPlatformOnTrackDistMovedSinceLastBall -= 300.0f;
o->oHomeX = o->oPosX;
o->oHomeY = o->oPosY;
o->oHomeZ = o->oPosZ;
o->oPlatformOnTrackBaseBallIndex = (u16)(o->oPlatformOnTrackBaseBallIndex + 1);
platform_on_track_update_pos_or_spawn_ball(5, o->oHomeX, o->oHomeY, o->oHomeZ);
}
}
platform_on_track_update_pos_or_spawn_ball(0, o->oPosX, o->oPosY, o->oPosZ);
o->oMoveAnglePitch = o->oPlatformOnTrackPitch;
o->oMoveAngleYaw = o->oPlatformOnTrackYaw;
//! Both oAngleVelYaw and oAngleVelRoll aren't reset until the platform
// starts moving again, resulting in unexpected platform displacement
// after reappearing
// Turn face yaw and compute yaw vel
if (!((u16)(o->oBehParams >> 16) & PLATFORM_ON_TRACK_BP_DONT_TURN_YAW)) {
s16 targetFaceYaw = o->oMoveAngleYaw + 0x4000;
s16 yawSpeed = abs_angle_diff(targetFaceYaw, o->oFaceAngleYaw) / 20;
initialAngle = o->oFaceAngleYaw;
clamp_s16(&yawSpeed, 100, 500);
obj_face_yaw_approach(targetFaceYaw, yawSpeed);
o->oAngleVelYaw = (s16) o->oFaceAngleYaw - initialAngle;
}
// Turn face roll and compute roll vel
if (((u16)(o->oBehParams >> 16) & PLATFORM_ON_TRACK_BP_DONT_TURN_ROLL)) {
s16 rollSpeed = abs_angle_diff(o->oMoveAnglePitch, o->oFaceAngleRoll) / 20;
initialAngle = o->oFaceAngleRoll;
clamp_s16(&rollSpeed, 100, 500);
//! If the platform is moving counterclockwise upward or
// clockwise downward, this will be backward
obj_face_roll_approach(o->oMoveAnglePitch, rollSpeed);
o->oAngleVelRoll = (s16) o->oFaceAngleRoll - initialAngle;
}
}
if (gMarioObject->platform != o) {
platform_on_track_mario_not_on_platform();
} else {
o->oTimer = 0;
o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
}
}
/**
* Wait 20 frames then continue moving.
*/
static void platform_on_track_act_pause_briefly(void) {
if (o->oTimer > 20) {
o->oAction = PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK;
}
}
/**
* Fall downward with no terminal velocity, stopping after reaching y = -12k
* and eventually blinking and disappearing.
*/
static void platform_on_track_act_fall(void) {
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cur_obj_move_using_vel_and_gravity();
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if (gMarioObject->platform != o) {
platform_on_track_mario_not_on_platform();
} else {
o->oTimer = 0;
//! Doesn't ensure visibility
}
}
/**
* Control the rocking of the ski lift.
*/
static void platform_on_track_rock_ski_lift(void) {
s32 targetRoll = 0;
UNUSED s32 initialRoll = o->oFaceAngleRoll;
o->oFaceAngleRoll += (s32) o->oPlatformOnTrackSkiLiftRollVel;
// Tilt away from the moving direction and toward mario
if (gMarioObject->platform == o) {
targetRoll = o->oForwardVel * sins(o->oMoveAngleYaw) * -50.0f
+ (s32)(o->oDistanceToMario * sins(o->oAngleToMario - o->oFaceAngleYaw) * -4.0f);
}
oscillate_toward(
/* value */ &o->oFaceAngleRoll,
/* vel */ &o->oPlatformOnTrackSkiLiftRollVel,
/* target */ targetRoll,
/* velCloseToZero */ 5.0f,
/* accel */ 6.0f,
/* slowdown */ 1.5f);
clamp_f32(&o->oPlatformOnTrackSkiLiftRollVel, -100.0f, 100.0f);
}
/**
* Update function for bhvPlatformOnTrack.
*/
void bhv_platform_on_track_update(void) {
switch (o->oAction) {
case PLATFORM_ON_TRACK_ACT_INIT:
platform_on_track_act_init();
break;
case PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO:
platform_on_track_act_wait_for_mario();
break;
case PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK:
platform_on_track_act_move_along_track();
break;
case PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY:
platform_on_track_act_pause_briefly();
break;
case PLATFORM_ON_TRACK_ACT_FALL:
platform_on_track_act_fall();
break;
}
if (!o->oPlatformOnTrackIsNotSkiLift) {
platform_on_track_rock_ski_lift();
} else if (o->oPlatformOnTrackType == PLATFORM_ON_TRACK_TYPE_CARPET) {
if (!o->oPlatformOnTrackWasStoodOn && gMarioObject->platform == o) {
o->oPlatformOnTrackOffsetY = -8.0f;
o->oPlatformOnTrackWasStoodOn = TRUE;
}
approach_f32_ptr(&o->oPlatformOnTrackOffsetY, 0.0f, 0.5f);
o->oPosY += o->oPlatformOnTrackOffsetY;
}
}
/**
* Update function for bhvTrackBall.
*/
void bhv_track_ball_update(void) {
// Despawn after the elevator passes this ball
s16 relativeIndex =
(s16) o->oBehParams2ndByte - (s16) o->parentObj->oPlatformOnTrackBaseBallIndex - 1;
if (relativeIndex < 1 || relativeIndex > 5) {
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obj_mark_for_deletion(o);
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}
}