#include #include "sm64.h" #include "obj_behaviors.h" #include "rendering_graph_node.h" #include "memory.h" #include "engine/behavior_script.h" #include "engine/surface_collision.h" #include "engine/math_util.h" #include "object_helpers.h" #include "behavior_data.h" #include "mario.h" #include "game_init.h" #include "camera.h" #include "mario_actions_cutscene.h" #include "object_list_processor.h" #include "save_file.h" #include "area.h" #include "mario_misc.h" #include "level_update.h" #include "audio/external.h" #include "behavior_actions.h" #include "spawn_object.h" #include "spawn_sound.h" #include "envfx_bubbles.h" #include "ingame_menu.h" #include "interaction.h" #include "level_table.h" #include "dialog_ids.h" #include "course_table.h" /** * @file obj_behaviors.c * This file contains a portion of the obj behaviors and many helper functions for those * specific behaviors. Few functions besides the bhv_ functions are used elsewhere in the repo. */ #define o gCurrentObject #define OBJ_COL_FLAG_GROUNDED (1 << 0) #define OBJ_COL_FLAG_HIT_WALL (1 << 1) #define OBJ_COL_FLAG_UNDERWATER (1 << 2) #define OBJ_COL_FLAG_NO_Y_VEL (1 << 3) #define OBJ_COL_FLAGS_LANDED (OBJ_COL_FLAG_GROUNDED | OBJ_COL_FLAG_NO_Y_VEL) /** * Current object floor as defined in object_step. */ static struct Surface *sObjFloor; /** * Set to false when an object close to the floor should not be oriented in reference * to it. Happens with boulder, falling pillar, and the rolling snowman body. */ static s8 sOrientObjWithFloor = TRUE; /** * Keeps track of Mario's previous non-zero room. * Helps keep track of room when Mario is over an object. */ s16 sPrevCheckMarioRoom = 0; /** * Tracks whether or not Yoshi has walked/jumped off the roof. */ s8 sYoshiDead = FALSE; extern void *ccm_seg7_trajectory_snowman; extern void *inside_castle_seg7_trajectory_mips; /** * Resets yoshi as spawned/despawned upon new file select. * Possibly a function with stubbed code. */ void set_yoshi_as_not_dead(void) { sYoshiDead = FALSE; } /** * An unused geo function. Bears strong similarity to geo_bits_bowser_coloring, and relates something * of the opacity of an object to something else. Perhaps like, giving a parent object the same * opacity? */ Gfx UNUSED *geo_obj_transparency_something(s32 callContext, struct GraphNode *node, UNUSED Mat4 *mtx) { Gfx *gfxHead; Gfx *gfx; struct Object *heldObject; struct Object *obj; UNUSED struct Object *unusedObject; UNUSED s32 pad; gfxHead = NULL; if (callContext == GEO_CONTEXT_RENDER) { heldObject = (struct Object *) gCurGraphNodeObject; obj = (struct Object *) node; unusedObject = (struct Object *) node; if (gCurGraphNodeHeldObject != NULL) { heldObject = gCurGraphNodeHeldObject->objNode; } gfxHead = alloc_display_list(3 * sizeof(Gfx)); gfx = gfxHead; obj->header.gfx.node.flags = (obj->header.gfx.node.flags & 0xFF) | (GRAPH_NODE_TYPE_FUNCTIONAL | GRAPH_NODE_TYPE_400); // sets bits 8, 10 and zeros upper byte gDPSetEnvColor(gfx++, 255, 255, 255, heldObject->oOpacity); gSPEndDisplayList(gfx); } return gfxHead; } /** * An absolute value function. */ f32 absf_2(f32 f) { if (f < 0) { f *= -1.0f; } return f; } /** * Turns an object away from floors/walls that it runs into. */ void turn_obj_away_from_surface(f32 velX, f32 velZ, f32 nX, UNUSED f32 nY, f32 nZ, f32 *objYawX, f32 *objYawZ) { *objYawX = (nZ * nZ - nX * nX) * velX / (nX * nX + nZ * nZ) - 2 * velZ * (nX * nZ) / (nX * nX + nZ * nZ); *objYawZ = (nX * nX - nZ * nZ) * velZ / (nX * nX + nZ * nZ) - 2 * velX * (nX * nZ) / (nX * nX + nZ * nZ); } /** * Finds any wall collisions, applies them, and turns away from the surface. */ s32 obj_find_wall(f32 objNewX, f32 objY, f32 objNewZ, f32 objVelX, f32 objVelZ) { struct WallCollisionData hitbox; f32 wall_nX, wall_nY, wall_nZ, objVelXCopy, objVelZCopy, objYawX, objYawZ; hitbox.x = objNewX; hitbox.y = objY; hitbox.z = objNewZ; hitbox.offsetY = o->hitboxHeight / 2; hitbox.radius = o->hitboxRadius; if (find_wall_collisions(&hitbox) != 0) { o->oPosX = hitbox.x; o->oPosY = hitbox.y; o->oPosZ = hitbox.z; wall_nX = hitbox.walls[0]->normal.x; wall_nY = hitbox.walls[0]->normal.y; wall_nZ = hitbox.walls[0]->normal.z; objVelXCopy = objVelX; objVelZCopy = objVelZ; // Turns away from the first wall only. turn_obj_away_from_surface(objVelXCopy, objVelZCopy, wall_nX, wall_nY, wall_nZ, &objYawX, &objYawZ); o->oMoveAngleYaw = atan2s(objYawZ, objYawX); return FALSE; } return TRUE; } /** * Turns an object away from steep floors, similarly to walls. */ s32 turn_obj_away_from_steep_floor(struct Surface *objFloor, f32 floorY, f32 objVelX, f32 objVelZ) { f32 floor_nX, floor_nY, floor_nZ, objVelXCopy, objVelZCopy, objYawX, objYawZ; if (objFloor == NULL) { //! (OOB Object Crash) TRUNC overflow exception after 36 minutes o->oMoveAngleYaw += 32767.999200000002; /* ¯\_(ツ)_/¯ */ return FALSE; } floor_nX = objFloor->normal.x; floor_nY = objFloor->normal.y; floor_nZ = objFloor->normal.z; // If the floor is steep and we are below it (i.e. walking into it), turn away from the floor. if (floor_nY < 0.5 && floorY > o->oPosY) { objVelXCopy = objVelX; objVelZCopy = objVelZ; turn_obj_away_from_surface(objVelXCopy, objVelZCopy, floor_nX, floor_nY, floor_nZ, &objYawX, &objYawZ); o->oMoveAngleYaw = atan2s(objYawZ, objYawX); return FALSE; } return TRUE; } /** * Orients an object with the given normals, typically the surface under the object. */ void obj_orient_graph(struct Object *obj, f32 normalX, f32 normalY, f32 normalZ) { Vec3f objVisualPosition, surfaceNormals; Mat4 *throwMatrix; // Passes on orienting certain objects that shouldn't be oriented, like boulders. if (sOrientObjWithFloor == FALSE) { return; } // Passes on orienting billboard objects, i.e. coins, trees, etc. if ((obj->header.gfx.node.flags & GRAPH_RENDER_BILLBOARD) != 0) { return; } throwMatrix = alloc_display_list(sizeof(*throwMatrix)); // If out of memory, fail to try orienting the object. if (throwMatrix == NULL) { return; } objVisualPosition[0] = obj->oPosX; objVisualPosition[1] = obj->oPosY + obj->oGraphYOffset; objVisualPosition[2] = obj->oPosZ; surfaceNormals[0] = normalX; surfaceNormals[1] = normalY; surfaceNormals[2] = normalZ; mtxf_align_terrain_normal(*throwMatrix, surfaceNormals, objVisualPosition, obj->oFaceAngleYaw); obj->header.gfx.throwMatrix = (void *) throwMatrix; } /** * Determines an object's forward speed multiplier. */ void calc_obj_friction(f32 *objFriction, f32 floor_nY) { if (floor_nY < 0.2 && o->oFriction < 0.9999) { *objFriction = 0; } else { *objFriction = o->oFriction; } } /** * Updates an objects speed for gravity and updates Y position. */ void calc_new_obj_vel_and_pos_y(struct Surface *objFloor, f32 objFloorY, f32 objVelX, f32 objVelZ) { f32 floor_nX = objFloor->normal.x; f32 floor_nY = objFloor->normal.y; f32 floor_nZ = objFloor->normal.z; f32 objFriction; // Caps vertical speed with a "terminal velocity". o->oVelY -= o->oGravity; if (o->oVelY > 75.0) { o->oVelY = 75.0; } if (o->oVelY < -75.0) { o->oVelY = -75.0; } o->oPosY += o->oVelY; //Snap the object up to the floor. if (o->oPosY < objFloorY) { o->oPosY = objFloorY; // Bounces an object if the ground is hit fast enough. if (o->oVelY < -17.5) { o->oVelY = -(o->oVelY / 2); } else { o->oVelY = 0; } } //! (Obj Position Crash) If you got an object with height past 2^31, the game would crash. if ((s32) o->oPosY >= (s32) objFloorY && (s32) o->oPosY < (s32) objFloorY + 37) { obj_orient_graph(o, floor_nX, floor_nY, floor_nZ); // Adds horizontal component of gravity for horizontal speed. objVelX += floor_nX * (floor_nX * floor_nX + floor_nZ * floor_nZ) / (floor_nX * floor_nX + floor_nY * floor_nY + floor_nZ * floor_nZ) * o->oGravity * 2; objVelZ += floor_nZ * (floor_nX * floor_nX + floor_nZ * floor_nZ) / (floor_nX * floor_nX + floor_nY * floor_nY + floor_nZ * floor_nZ) * o->oGravity * 2; if (objVelX < 0.000001 && objVelX > -0.000001) { objVelX = 0; } if (objVelZ < 0.000001 && objVelZ > -0.000001) { objVelZ = 0; } if (objVelX != 0 || objVelZ != 0) { o->oMoveAngleYaw = atan2s(objVelZ, objVelX); } calc_obj_friction(&objFriction, floor_nY); o->oForwardVel = sqrtf(objVelX * objVelX + objVelZ * objVelZ) * objFriction; } } void calc_new_obj_vel_and_pos_y_underwater(struct Surface *objFloor, f32 floorY, f32 objVelX, f32 objVelZ, f32 waterY) { f32 floor_nX = objFloor->normal.x; f32 floor_nY = objFloor->normal.y; f32 floor_nZ = objFloor->normal.z; f32 netYAccel = (1.0f - o->oBuoyancy) * (-1.0f * o->oGravity); o->oVelY -= netYAccel; // Caps vertical speed with a "terminal velocity". if (o->oVelY > 75.0) { o->oVelY = 75.0; } if (o->oVelY < -75.0) { o->oVelY = -75.0; } o->oPosY += o->oVelY; //Snap the object up to the floor. if (o->oPosY < floorY) { o->oPosY = floorY; // Bounces an object if the ground is hit fast enough. if (o->oVelY < -17.5) { o->oVelY = -(o->oVelY / 2); } else { o->oVelY = 0; } } // If moving fast near the surface of the water, flip vertical speed? To emulate skipping? if (o->oForwardVel > 12.5 && (waterY + 30.0f) > o->oPosY && (waterY - 30.0f) < o->oPosY) { o->oVelY = -o->oVelY; } if ((s32) o->oPosY >= (s32) floorY && (s32) o->oPosY < (s32) floorY + 37) { obj_orient_graph(o, floor_nX, floor_nY, floor_nZ); // Adds horizontal component of gravity for horizontal speed. objVelX += floor_nX * (floor_nX * floor_nX + floor_nZ * floor_nZ) / (floor_nX * floor_nX + floor_nY * floor_nY + floor_nZ * floor_nZ) * netYAccel * 2; objVelZ += floor_nZ * (floor_nX * floor_nX + floor_nZ * floor_nZ) / (floor_nX * floor_nX + floor_nY * floor_nY + floor_nZ * floor_nZ) * netYAccel * 2; } if (objVelX < 0.000001 && objVelX > -0.000001) { objVelX = 0; } if (objVelZ < 0.000001 && objVelZ > -0.000001) { objVelZ = 0; } if (o->oVelY < 0.000001 && o->oVelY > -0.000001) { o->oVelY = 0; } if (objVelX != 0 || objVelZ != 0) { o->oMoveAngleYaw = atan2s(objVelZ, objVelX); } // Decreases both vertical velocity and forward velocity. Likely so that skips above // don't loop infinitely. o->oForwardVel = sqrtf(objVelX * objVelX + objVelZ * objVelZ) * 0.8; o->oVelY *= 0.8; } /** * Updates an objects position from oForwardVel and oMoveAngleYaw. */ void obj_update_pos_vel_xz(void) { f32 xVel = o->oForwardVel * sins(o->oMoveAngleYaw); f32 zVel = o->oForwardVel * coss(o->oMoveAngleYaw); o->oPosX += xVel; o->oPosZ += zVel; } /** * Generates splashes if at surface of water, entering water, or bubbles * if underwater. */ void obj_splash(s32 waterY, s32 objY) { u32 globalTimer = gGlobalTimer; // Spawns waves if near surface of water and plays a noise if entering. if ((f32)(waterY + 30) > o->oPosY && o->oPosY > (f32)(waterY - 30)) { spawn_object(o, MODEL_IDLE_WATER_WAVE, bhvObjectWaterWave); if (o->oVelY < -20.0f) { cur_obj_play_sound_2(SOUND_OBJ_DIVING_INTO_WATER); } } // Spawns bubbles if underwater. if ((objY + 50) < waterY && (globalTimer & 0x1F) == 0) { spawn_object(o, MODEL_WHITE_PARTICLE_SMALL, bhvObjectBubble); } } /** * Generic object move function. Handles walls, water, floors, and gravity. * Returns flags for certain interactions. */ s16 object_step(void) { f32 objX = o->oPosX; f32 objY = o->oPosY; f32 objZ = o->oPosZ; f32 floorY; f32 waterY = -10000.0; f32 objVelX = o->oForwardVel * sins(o->oMoveAngleYaw); f32 objVelZ = o->oForwardVel * coss(o->oMoveAngleYaw); s16 collisionFlags = 0; // Find any wall collisions, receive the push, and set the flag. if (obj_find_wall(objX + objVelX, objY, objZ + objVelZ, objVelX, objVelZ) == 0) { collisionFlags += OBJ_COL_FLAG_HIT_WALL; } floorY = find_floor(objX + objVelX, objY, objZ + objVelZ, &sObjFloor); if (turn_obj_away_from_steep_floor(sObjFloor, floorY, objVelX, objVelZ) == 1) { waterY = find_water_level(objX + objVelX, objZ + objVelZ); if (waterY > objY) { calc_new_obj_vel_and_pos_y_underwater(sObjFloor, floorY, objVelX, objVelZ, waterY); collisionFlags += OBJ_COL_FLAG_UNDERWATER; } else { calc_new_obj_vel_and_pos_y(sObjFloor, floorY, objVelX, objVelZ); } } else { // Treat any awkward floors similar to a wall. collisionFlags += ((collisionFlags & OBJ_COL_FLAG_HIT_WALL) ^ OBJ_COL_FLAG_HIT_WALL); } obj_update_pos_vel_xz(); if ((s32) o->oPosY == (s32) floorY) { collisionFlags += OBJ_COL_FLAG_GROUNDED; } if ((s32) o->oVelY == 0) { collisionFlags += OBJ_COL_FLAG_NO_Y_VEL; } // Generate a splash if in water. obj_splash((s32) waterY, (s32) o->oPosY); return collisionFlags; } /** * Takes an object step but does not orient with the object's floor. * Used for boulders, falling pillars, and the rolling snowman body. */ s16 object_step_without_floor_orient(void) { s16 collisionFlags = 0; sOrientObjWithFloor = FALSE; collisionFlags = object_step(); sOrientObjWithFloor = TRUE; return collisionFlags; } /** * Uses an object's forward velocity and yaw to move its X, Y, and Z positions. * This does accept an object as an argument, though it is always called with `o`. * If it wasn't called with `o`, it would modify `o`'s X and Z velocities based on * `obj`'s forward velocity and yaw instead of `o`'s, and wouldn't update `o`'s * position. */ void obj_move_xyz_using_fvel_and_yaw(struct Object *obj) { o->oVelX = obj->oForwardVel * sins(obj->oMoveAngleYaw); o->oVelZ = obj->oForwardVel * coss(obj->oMoveAngleYaw); obj->oPosX += o->oVelX; obj->oPosY += obj->oVelY; obj->oPosZ += o->oVelZ; } /** * Checks if a point is within distance from Mario's graphical position. Test is exclusive. */ s32 is_point_within_radius_of_mario(f32 x, f32 y, f32 z, s32 dist) { f32 mGfxX = gMarioObject->header.gfx.pos[0]; f32 mGfxY = gMarioObject->header.gfx.pos[1]; f32 mGfxZ = gMarioObject->header.gfx.pos[2]; if ((x - mGfxX) * (x - mGfxX) + (y - mGfxY) * (y - mGfxY) + (z - mGfxZ) * (z - mGfxZ) < (f32)(dist * dist)) { return TRUE; } return FALSE; } /** * Checks whether a point is within distance of a given point. Test is exclusive. */ s32 is_point_close_to_object(struct Object *obj, f32 x, f32 y, f32 z, s32 dist) { f32 objX = obj->oPosX; f32 objY = obj->oPosY; f32 objZ = obj->oPosZ; if ((x - objX) * (x - objX) + (y - objY) * (y - objY) + (z - objZ) * (z - objZ) < (f32)(dist * dist)) { return TRUE; } return FALSE; } /** * Sets an object as visible if within a certain distance of Mario's graphical position. */ void set_object_visibility(struct Object *obj, s32 dist) { f32 objX = obj->oPosX; f32 objY = obj->oPosY; f32 objZ = obj->oPosZ; if (is_point_within_radius_of_mario(objX, objY, objZ, dist) == TRUE) { obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; } else { obj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE; } } /** * Turns an object towards home if Mario is not near to it. */ s32 obj_return_home_if_safe(struct Object *obj, f32 homeX, f32 y, f32 homeZ, s32 dist) { f32 homeDistX = homeX - obj->oPosX; f32 homeDistZ = homeZ - obj->oPosZ; s16 angleTowardsHome = atan2s(homeDistZ, homeDistX); if (is_point_within_radius_of_mario(homeX, y, homeZ, dist) == TRUE) { return TRUE; } else { obj->oMoveAngleYaw = approach_s16_symmetric(obj->oMoveAngleYaw, angleTowardsHome, 320); } return FALSE; } /** * Randomly displaces an objects home if RNG says to, and turns the object towards its home. */ void obj_return_and_displace_home(struct Object *obj, f32 homeX, UNUSED f32 homeY, f32 homeZ, s32 baseDisp) { s16 angleToNewHome; f32 homeDistX, homeDistZ; if ((s32)(random_float() * 50.0f) == 0) { obj->oHomeX = (f32)(baseDisp * 2) * random_float() - (f32) baseDisp + homeX; obj->oHomeZ = (f32)(baseDisp * 2) * random_float() - (f32) baseDisp + homeZ; } homeDistX = obj->oHomeX - obj->oPosX; homeDistZ = obj->oHomeZ - obj->oPosZ; angleToNewHome = atan2s(homeDistZ, homeDistX); obj->oMoveAngleYaw = approach_s16_symmetric(obj->oMoveAngleYaw, angleToNewHome, 320); } /** * A series of checks using sin and cos to see if a given angle is facing in the same direction * of a given angle, within a certain range. */ s32 obj_check_if_facing_toward_angle(u32 base, u32 goal, s16 range) { s16 dAngle = (u16) goal - (u16) base; if (((f32) sins(-range) < (f32) sins(dAngle)) && ((f32) sins(dAngle) < (f32) sins(range)) && (coss(dAngle) > 0)) { return TRUE; } return FALSE; } /** * Finds any wall collisions and returns what the displacement vector would be. */ s32 obj_find_wall_displacement(Vec3f dist, f32 x, f32 y, f32 z, f32 radius) { struct WallCollisionData hitbox; UNUSED u8 filler[0x20]; hitbox.x = x; hitbox.y = y; hitbox.z = z; hitbox.offsetY = 10.0f; hitbox.radius = radius; if (find_wall_collisions(&hitbox) != 0) { dist[0] = hitbox.x - x; dist[1] = hitbox.y - y; dist[2] = hitbox.z - z; return TRUE; } else { return FALSE; } } /** * Spawns a number of coins at the location of an object * with a random forward velocity, y velocity, and direction. */ void obj_spawn_yellow_coins(struct Object *obj, s8 nCoins) { struct Object *coin; s8 count; for (count = 0; count < nCoins; count++) { coin = spawn_object(obj, MODEL_YELLOW_COIN, bhvMovingYellowCoin); coin->oForwardVel = random_float() * 20; coin->oVelY = random_float() * 40 + 20; coin->oMoveAngleYaw = random_u16(); } } /** * Controls whether certain objects should flicker/when to despawn. */ s32 obj_flicker_and_disappear(struct Object *obj, s16 lifeSpan) { if (obj->oTimer < lifeSpan) { return FALSE; } if (obj->oTimer < lifeSpan + 40) { if (obj->oTimer % 2 != 0) { obj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE; } else { obj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; } } else { obj->activeFlags = 0; return TRUE; } return FALSE; } /** * Checks if a given room is Mario's current room, even if on an object. */ s8 current_mario_room_check(s16 room) { s16 result; // Since object surfaces have room 0, this tests if the surface is an // object first and uses the last room if so. if (gMarioCurrentRoom == 0) { if (room == sPrevCheckMarioRoom) { return TRUE; } else { return FALSE; } } else { if (room == gMarioCurrentRoom) { result = TRUE; } else { result = FALSE; } sPrevCheckMarioRoom = gMarioCurrentRoom; } return result; } /** * Triggers dialog when Mario is facing an object and controls it while in the dialog. */ s16 trigger_obj_dialog_when_facing(s32 *inDialog, s16 dialogID, f32 dist, s32 actionArg) { s16 dialogueResponse; if ((is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, (s32) dist) == 1 && obj_check_if_facing_toward_angle(o->oFaceAngleYaw, gMarioObject->header.gfx.angle[1] + 0x8000, 0x1000) == 1 && obj_check_if_facing_toward_angle(o->oMoveAngleYaw, o->oAngleToMario, 0x1000) == 1) || (*inDialog == 1)) { *inDialog = 1; if (set_mario_npc_dialog(actionArg) == 2) { //If Mario is speaking. dialogueResponse = cutscene_object_with_dialog(CUTSCENE_DIALOG, o, dialogID); if (dialogueResponse != 0) { set_mario_npc_dialog(0); *inDialog = 0; return dialogueResponse; } return 0; } } return 0; } /** *Checks if a floor is one that should cause an object to "die". */ void obj_check_floor_death(s16 collisionFlags, struct Surface *floor) { if (floor == NULL) { return; } if ((collisionFlags & OBJ_COL_FLAG_GROUNDED) == 1) { switch (floor->type) { case SURFACE_BURNING: o->oAction = OBJ_ACT_LAVA_DEATH; break; //! @BUG Doesn't check for the vertical wind death floor. case SURFACE_DEATH_PLANE: o->oAction = OBJ_ACT_DEATH_PLANE_DEATH; break; default: break; } } } /** * Controls an object dying in lava by creating smoke, sinking the object, playing * audio, and eventually despawning it. Returns TRUE when the obj is dead. */ s32 obj_lava_death(void) { struct Object *deathSmoke; if (o->oTimer >= 31) { o->activeFlags = 0; return TRUE; } else { // Sinking effect o->oPosY -= 10.0f; } if ((o->oTimer % 8) == 0) { cur_obj_play_sound_2(SOUND_OBJ_BULLY_EXPLODE_2); deathSmoke = spawn_object(o, MODEL_SMOKE, bhvBobombBullyDeathSmoke); deathSmoke->oPosX += random_float() * 20.0f; deathSmoke->oPosY += random_float() * 20.0f; deathSmoke->oPosZ += random_float() * 20.0f; deathSmoke->oForwardVel = random_float() * 10.0f; } return FALSE; } /** * Spawns an orange number object relatively, such as those that count up for secrets. */ void spawn_orange_number(s8 behParam, s16 relX, s16 relY, s16 relZ) { struct Object *orangeNumber; if (behParam >= 10) { return; } orangeNumber = spawn_object_relative(behParam, relX, relY, relZ, o, MODEL_NUMBER, bhvOrangeNumber); orangeNumber->oPosY += 25.0f; } /** * Unused variables for debug_sequence_tracker. */ s8 sDebugSequenceTracker = 0; s8 sDebugTimer = 0; /** * Unused presumably debug function that tracks for a sequence of inputs, * perhaps for the Konami code sequence of inputs. */ s32 UNUSED debug_sequence_tracker(s16 debugInputSequence[]) { // If end of sequence reached, return true. if (debugInputSequence[sDebugSequenceTracker] == 0) { sDebugSequenceTracker = 0; return TRUE; } // If the third controller button pressed is next in sequence, reset timer and progress to next value. if ((debugInputSequence[sDebugSequenceTracker] & gPlayer3Controller->buttonPressed) != 0) { sDebugSequenceTracker++; sDebugTimer = 0; // If wrong input or timer reaches 10, reset sequence progress. } else if (sDebugTimer == 10 || gPlayer3Controller->buttonPressed != 0) { sDebugSequenceTracker = 0; sDebugTimer = 0; return FALSE; } sDebugTimer++; return FALSE; } #include "behaviors/moving_coin.inc.c" #include "behaviors/seaweed.inc.c" #include "behaviors/bobomb.inc.c" #include "behaviors/cannon_door.inc.c" #include "behaviors/whirlpool.inc.c" #include "behaviors/amp.inc.c" #include "behaviors/butterfly.inc.c" #include "behaviors/hoot.inc.c" #include "behaviors/beta_holdable_object.inc.c" #include "behaviors/bubble.inc.c" #include "behaviors/water_wave.inc.c" #include "behaviors/explosion.inc.c" #include "behaviors/corkbox.inc.c" #include "behaviors/bully.inc.c" #include "behaviors/water_ring.inc.c" #include "behaviors/bowser_bomb.inc.c" #include "behaviors/celebration_star.inc.c" #include "behaviors/drawbridge.inc.c" #include "behaviors/bomp.inc.c" #include "behaviors/sliding_platform.inc.c" #include "behaviors/moneybag.inc.c" #include "behaviors/bowling_ball.inc.c" #include "behaviors/cruiser.inc.c" #include "behaviors/spindel.inc.c" #include "behaviors/pyramid_wall.inc.c" #include "behaviors/pyramid_elevator.inc.c" #include "behaviors/pyramid_top.inc.c" #include "behaviors/sound_waterfall.inc.c" #include "behaviors/sound_volcano.inc.c" #include "behaviors/castle_flag.inc.c" #include "behaviors/sound_birds.inc.c" #include "behaviors/sound_ambient.inc.c" #include "behaviors/sound_sand.inc.c" #include "behaviors/castle_cannon_grate.inc.c" #include "behaviors/snowman.inc.c" #include "behaviors/boulder.inc.c" #include "behaviors/cap.inc.c" #include "behaviors/spawn_star.inc.c" #include "behaviors/red_coin.inc.c" #include "behaviors/hidden_star.inc.c" #include "behaviors/rolling_log.inc.c" #include "behaviors/mushroom_1up.inc.c" #include "behaviors/controllable_platform.inc.c" #include "behaviors/breakable_box_small.inc.c" #include "behaviors/snow_mound.inc.c" #include "behaviors/floating_platform.inc.c" #include "behaviors/arrow_lift.inc.c" #include "behaviors/orange_number.inc.c" #include "behaviors/manta_ray.inc.c" #include "behaviors/falling_pillar.inc.c" #include "behaviors/floating_box.inc.c" #include "behaviors/decorative_pendulum.inc.c" #include "behaviors/treasure_chest.inc.c" #include "behaviors/mips.inc.c" #include "behaviors/yoshi.inc.c"