#include #include "sm64.h" #include "types.h" #include "behavior_actions.h" #include "game_init.h" #include "main.h" #include "mario.h" #include "engine/behavior_script.h" #include "engine/math_util.h" #include "object_helpers.h" #include "behavior_data.h" #include "obj_behaviors.h" #include "engine/surface_collision.h" #include "engine/surface_load.h" #include "level_update.h" #include "audio/external.h" #include "seq_ids.h" #include "dialog_ids.h" #include "save_file.h" #include "area.h" #include "engine/graph_node.h" #include "camera.h" #include "spawn_object.h" #include "mario_actions_cutscene.h" #include "object_list_processor.h" #include "spawn_sound.h" #include "debug.h" #include "object_constants.h" #include "mario_step.h" #include "obj_behaviors_2.h" #include "paintings.h" #include "platform_displacement.h" #include "interaction.h" #include "ingame_menu.h" #include "rendering_graph_node.h" #include "level_table.h" #include "thread6.h" #define o gCurrentObject // BSS s16 D_8035FF10; struct WFRotatingPlatformData { s16 pad; s16 scale; const Collision *collisionData; s16 collisionDistance; }; struct Struct8032F34C { s16 numBridgeSections; s16 bridgeRelativeStartingXorZ; s16 platformWidth; s16 model; const void *segAddr; }; struct Struct8032F698 { void *unk0; s16 unk1; s16 unk2; s16 unk3; s16 unk4; }; struct Struct802C0DF0 { u8 unk0; u8 unk1; u8 unk2; u8 model; const BehaviorScript *behavior; }; struct Struct8032F754 { s32 unk0; Vec3f unk1; f32 unk2; }; struct Struct8032FCE8 { s16 unk0; s16 unk1; void *unk2; }; extern void bhv_pole_base_loop(); extern s16 gDebugInfo[][8]; extern s8 gDoorAdjacentRooms[][2]; extern u8 inside_castle_seg7_collision_ddd_warp_2[]; extern u8 inside_castle_seg7_collision_ddd_warp[]; extern s32 gDialogResponse; extern s32 gObjCutsceneDone; extern u8 gRecentCutscene; extern s8 *D_8032F96C[]; extern s16 bowser_seg6_unkmoveshorts_060576FC[]; extern struct Animation *blue_fish_seg3_anims_0301C2B0[]; extern struct Animation *cyan_fish_seg6_anims_0600E264[]; extern struct Animation *blue_fish_seg3_anims_0301C2B0[]; void common_anchor_mario_behavior(f32, f32, s32); s32 mario_moving_fast_enough_to_make_piranha_plant_bite(void); void obj_set_secondary_camera_focus(void); s32 D_8032F0C0[] = { SAVE_FLAG_HAVE_WING_CAP, SAVE_FLAG_HAVE_METAL_CAP, SAVE_FLAG_HAVE_VANISH_CAP }; // Boo Roll s16 D_8032F0CC[] = { 6047, 5664, 5292, 4934, 4587, 4254, 3933, 3624, 3329, 3046, 2775, 2517, 2271, 2039, 1818, 1611, 1416, 1233, 1063, 906, 761, 629, 509, 402, 308, 226, 157, 100, 56, 25, 4, 0 }; #include "behaviors/star_door.inc.c" #include "behaviors/mr_i.inc.c" #include "behaviors/pole.inc.c" #include "behaviors/thi_top.inc.c" #include "behaviors/capswitch.inc.c" #include "behaviors/king_bobomb.inc.c" #include "behaviors/beta_chest.inc.c" #include "behaviors/water_objs.inc.c" #include "behaviors/cannon.inc.c" #include "behaviors/chuckya.inc.c" #include "behaviors/breakable_wall.inc.c" #include "behaviors/kickable_board.inc.c" #include "behaviors/tower_door.inc.c" #include "behaviors/rotating_platform.inc.c" #include "behaviors/koopa_shell_underwater.inc.c" #include "behaviors/warp.inc.c" #include "behaviors/white_puff_explode.inc.c" // not in behavior file struct SpawnParticlesInfo D_8032F270 = { 2, 20, MODEL_MIST, 0, 40, 5, 30, 20, 252, 30, 330.0f, 10.0f }; // generate_wind_puffs/dust (something like that) void spawn_mist_particles_variable(s32 sp18, s32 sp1C, f32 sp20) { D_8032F270.sizeBase = sp20; D_8032F270.sizeRange = sp20 / 20.0; D_8032F270.offsetY = sp1C; if (sp18 == 0) { D_8032F270.count = 20; } else if (sp18 > 20) { D_8032F270.count = sp18; } else { D_8032F270.count = 4; } cur_obj_spawn_particles(&D_8032F270); } #include "behaviors/sparkle_spawn_star.inc.c" #include "behaviors/coin.inc.c" #include "behaviors/collide_particles.inc.c" #include "behaviors/door.inc.c" #include "behaviors/thwomp.inc.c" #include "behaviors/tumbling_bridge.inc.c" #include "behaviors/elevator.inc.c" #include "behaviors/water_mist_particle.inc.c" #include "behaviors/break_particles.inc.c" #include "behaviors/water_mist.inc.c" #include "behaviors/ground_particles.inc.c" #include "behaviors/wind.inc.c" #include "behaviors/unused_particle_spawn.inc.c" #include "behaviors/ukiki_cage.inc.c" #include "behaviors/falling_rising_platform.inc.c" #include "behaviors/fishing_boo.inc.c" #include "behaviors/flamethrower.inc.c" #include "behaviors/bouncing_fireball.inc.c" #include "behaviors/shock_wave.inc.c" #include "behaviors/flame_mario.inc.c" #include "behaviors/beta_fish_splash_spawner.inc.c" #include "behaviors/spindrift.inc.c" #include "behaviors/tower_platform.inc.c" #include "behaviors/tree_particles.inc.c" #include "behaviors/square_platform_cycle.inc.c" #include "behaviors/piranha_bubbles.inc.c" #include "behaviors/purple_switch.inc.c" #include "behaviors/metal_box.inc.c" #include "behaviors/switch_hidden_objects.inc.c" #include "behaviors/breakable_box.inc.c" // not sure what this is doing here. not in a behavior file. Gfx *geo_move_mario_part_from_parent(s32 run, UNUSED struct GraphNode *node, Mat4 mtx) { Mat4 sp20; struct Object *sp1C; if (run == TRUE) { sp1C = (struct Object *) gCurGraphNodeObject; if (sp1C == gMarioObject && sp1C->prevObj != NULL) { create_transformation_from_matrices(sp20, mtx, gCurGraphNodeCamera->matrixPtr); obj_update_pos_from_parent_transformation(sp20, sp1C->prevObj); obj_set_gfx_pos_from_pos(sp1C->prevObj); } } return NULL; } #include "behaviors/heave_ho.inc.c" #include "behaviors/spawn_star_exit.inc.c" #include "behaviors/unused_poundable_platform.inc.c" #include "behaviors/beta_trampoline.inc.c" #include "behaviors/jumping_box.inc.c" #include "behaviors/boo_cage.inc.c" // not in behavior file // n is the number of objects to spawn, r if the rate of change of phase (frequency?) void spawn_sparkle_particles(s32 n, s32 a1, s32 a2, s32 r) { s32 i; s16 separation = 0x10000 / n; // Evenly spread around a circle for (i = 0; i < n; i++) { spawn_object_relative(0, sins(D_8035FF10 + i * separation) * a1, (i + 1) * a2, coss(D_8035FF10 + i * separation) * a1, o, MODEL_NONE, bhvSparkleSpawn); } if (1) { } D_8035FF10 += r * 0x100; } #include "behaviors/beta_boo_key.inc.c" #include "behaviors/grand_star.inc.c" #include "behaviors/bowser_key.inc.c" #include "behaviors/bullet_bill.inc.c" #include "behaviors/bowser.inc.c" #include "behaviors/blue_fish.inc.c" // Not in behavior file, duplicate of vec3f_copy except without bad return. // Used in a few behavior files. void vec3f_copy_2(Vec3f dest, Vec3f src) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } #include "behaviors/checkerboard_platform.inc.c" #include "behaviors/ddd_warp.inc.c" #include "behaviors/water_pillar.inc.c" #include "behaviors/moat_drainer.inc.c" #include "behaviors/bowser_key_cutscene.inc.c" #include "behaviors/moat_grill.inc.c" #include "behaviors/clock_arm.inc.c" #include "behaviors/ukiki.inc.c" #include "behaviors/lll_octagonal_rotating_mesh.inc.c" #include "behaviors/lll_sinking_rock_block.inc.c" #include "behaviors/lll_rotating_hex_flame.inc.c" #include "behaviors/lll_floating_wood_piece.inc.c" #include "behaviors/lll_volcano_flames.inc.c" #include "behaviors/lll_hexagonal_ring.inc.c" #include "behaviors/lll_sinking_rectangle.inc.c" #include "behaviors/tilting_inverted_pyramid.inc.c" #include "behaviors/koopa_shell.inc.c" #include "behaviors/tox_box.inc.c" #include "behaviors/piranha_plant.inc.c" #include "behaviors/bowser_puzzle_piece.inc.c" s32 set_obj_anim_with_accel_and_sound(s16 a0, s16 a1, s32 a2) { f32 sp1C; if ((sp1C = o->header.gfx.unk38.animAccel / (f32) 0x10000) == 0) sp1C = 1.0f; if (cur_obj_check_anim_frame_in_range(a0, sp1C) || cur_obj_check_anim_frame_in_range(a1, sp1C)) { cur_obj_play_sound_2(a2); return 1; } return 0; } #include "behaviors/tuxie.inc.c" #include "behaviors/fish.inc.c" #include "behaviors/express_elevator.inc.c" #include "behaviors/bub.inc.c" #include "behaviors/exclamation_box.inc.c" #include "behaviors/sound_spawner.inc.c" #include "behaviors/ddd_sub.inc.c" #include "behaviors/sushi.inc.c" #include "behaviors/jrb_ship.inc.c" #include "behaviors/white_puff.inc.c" #include "behaviors/blue_coin.inc.c" #include "behaviors/grill_door.inc.c" #include "behaviors/wdw_water_level.inc.c" #include "behaviors/tweester.inc.c" #include "behaviors/boo.inc.c" #include "behaviors/bbh_tilting_trap.inc.c" #include "behaviors/bbh_haunted_bookshelf.inc.c" #include "behaviors/bbh_merry_go_round.inc.c" #include "behaviors/static_checkered_platform.inc.c" #include "behaviors/beta_bowser_anchor.inc.c" #ifndef VERSION_JP #include "behaviors/music_touch.inc.c" #endif #include "behaviors/castle_floor_trap.inc.c" #include "behaviors/pole_base.inc.c" #include "behaviors/sparkle_spawn.inc.c" #include "behaviors/scuttlebug.inc.c" // :scuttleeyes: #include "behaviors/whomp.inc.c" #include "behaviors/water_splashes_and_waves.inc.c" #include "behaviors/strong_wind_particle.inc.c" #include "behaviors/sl_snowman_wind.inc.c" #include "behaviors/sl_walking_penguin.inc.c"