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

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// wdw_water_level.c.inc
// called when WDW is loaded.
void bhv_init_changing_water_level_loop(void) {
if (gCurrentObject->oAction == 0) {
if (gEnvironmentRegions != NULL)
gCurrentObject->oAction++;
} else if (gCurrentObject->oTimer < 10)
*gEnvironmentLevels = gEnvironmentRegions[6];
else {
gEnvironmentRegions[6] = *gEnvironmentLevels + sins(o->oWaterLevelTriggerUnkF4) * 20.0f;
gCurrentObject->oWaterLevelTriggerUnkF4 += 0x200;
}
}
void bhv_water_level_diamond_loop(void) {
if (gEnvironmentRegions != NULL) {
switch (o->oAction) {
case WATER_LEVEL_DIAMOND_ACT_INIT:
o->oFaceAngleYaw = 0;
o->oWaterLevelTriggerTargetWaterLevel = (s32) o->oPosY;
if (o->oTimer > 10)
o->oAction++; // Sets to WATER_LEVEL_DIAMOND_ACT_IDLE
break;
case WATER_LEVEL_DIAMOND_ACT_IDLE:
if (are_objects_collided(o, gMarioObject)) {
if (gWDWWaterLevelChanging == 0) {
o->oAction++; // Sets to WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL
gWDWWaterLevelChanging = 1;
}
}
break;
case WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL:
o->oAngleVelYaw = 0;
*gEnvironmentLevels = (s32) approach_f32_symmetric(
(f32) *gEnvironmentLevels, (f32) o->oWaterLevelTriggerTargetWaterLevel, 10.0f);
if (*gEnvironmentLevels == o->oWaterLevelTriggerTargetWaterLevel) {
if ((s16) o->oFaceAngleYaw == 0)
o->oAction++; // Sets to WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING
else
o->oAngleVelYaw = 0x800;
} else {
if (o->oTimer == 0)
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PlaySound2(SOUND_GENERAL_WATER_LEVEL_TRIG);
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else {
if (*gEnvironmentLevels > o->oWaterLevelTriggerTargetWaterLevel)
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PlaySound(SOUND_ENV_WATER_DRAIN);
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else
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PlaySound(SOUND_ENV_WATER_DRAIN); // same as above
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}
o->oAngleVelYaw = 0x800;
}
break;
case WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING:
if (!are_objects_collided(o, gMarioObject)) {
gWDWWaterLevelChanging = 0;
o->oAction = WATER_LEVEL_DIAMOND_ACT_IDLE;
o->oAngleVelYaw = 0;
}
break;
}
o->oFaceAngleYaw += o->oAngleVelYaw;
}
}