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

175 lines
6.8 KiB
C

/**
* Behavior for bhvAlphaBooKey and bhvBetaBooKey.
* They were apparently intended to be a key that would be contained in boos
* and would fall out, like coins do. There is a model, MODEL_BETA_BOO_KEY, that
* is loaded in script_func_global_10, which contains boo-themed models used in
* BBH and the castle courtyard. It is used in a macro preset with bhvAlphaBooKey,
* which is also grouped near other boo/BBH-related macros. This is evidence that
* bhvAlphaBooKey was supposed to be a key. bhvBetaBooKey has code similar to
* bhvAlphaBooKey's for rotation and collection, and functions correctly when
* spawned as a child of a boo (it checks the death status of the boo to know when
* to drop, so this is almost definitely what was intended). It appears that
* bhvAlphaBooKey was abandoned for reasons unknown and replaced with bhvBetaBooKey.
*/
/**
* Update function for bhvAlphaBooKey.
* It rotates the key, and deletes it when collected.
* The code in this function is similar to that found in
* bhvBetaBooKey code, which implies that these are 2 versions
* of the same object. It is a less developed version of
* bhvBetaBooKey, hence the "alpha" moniker.
*/
void bhv_alpha_boo_key_loop(void) {
// Rotate the key
o->oFaceAngleRoll += 0x200;
o->oFaceAngleYaw += 0x200;
if (obj_check_if_collided_with_object(o, gMarioObject)) {
// This line makes the object inside the key's parent boo drop.
// Was this intended to make the boo die when the key is collected?
// Boos don't read from oBooDeathStatus, they only set it to let the
// objects inside them know when to drop.
// Due to this line, the key will cause the game to crash if collected
// when its parent object is NULL.
// Another theory is that the boo key was intended to be spawned by a
// spawner that used object field 0x00 for something else. This
// is elaborated on more in beta_boo_key_dropped_loop.
o->parentObj->oBooDeathStatus = BOO_DEATH_STATUS_DYING;
// Delete the object and spawn sparkles
obj_mark_for_deletion(o);
spawn_object(o, MODEL_SPARKLES, bhvGoldenCoinSparkles);
}
}
// For some reason, the action functions for the beta boo key
// are written in reverse order.
/**
* Continue to make the key fall, and handle collection.
*/
static void beta_boo_key_dropped_loop(void) {
// Apply standard physics to the key
cur_obj_update_floor_and_walls();
cur_obj_move_standard(78);
// Slowly increase the Y offset to make the model aligned correctly.
// This is spread out over 13 frames so that it's not noticable.
if (o->oGraphYOffset < 26.0f) {
o->oGraphYOffset += 2.0f;
}
// Transition from rotating in both the yaw and the roll axes
// to just in the yaw axis. This is done by truncating the key's roll
// to the nearest multiple of 0x800, then continuously adding 0x800
// until it reaches a multiple of 0x10000, at which point &-ing with
// 0xFFFF returns 0 and the key stops rotating in the roll direction.
if (o->oFaceAngleRoll & 0xFFFF) {
o->oFaceAngleRoll &= 0xF800;
o->oFaceAngleRoll += 0x800;
}
// Once the key stops bouncing, stop its horizontal movement on the ground.
if (o->oMoveFlags & OBJ_MOVE_ON_GROUND) {
o->oVelX = 0.0f;
o->oVelZ = 0.0f;
}
// Rotate the key
o->oFaceAngleYaw += 0x800;
// If the key hits the floor or 90 frames have elapsed since it was dropped,
// become tangible and handle collision.
if (o->oTimer > 90 || o->oMoveFlags & OBJ_MOVE_LANDED) {
cur_obj_become_tangible();
if (obj_check_if_collided_with_object(o, gMarioObject)) {
// This interaction status is 0x01, the first interaction status flag.
// It was only used for Hoot in the final game, but it seems it could've
// done something else or held some special meaning in beta.
// Earlier, in beta_boo_key_drop (called when the parent boo is killed),
// o->parentObj is set to the parent boo's parentObj. This means that
// here, the parentObj is actually the parent of the old parent boo.
// One theory about this code is that there was a boo spawner, which
// spawned "false" boos and one "true" boo with the key, and the player
// was intended to find the one with the key to progress.
o->parentObj->oInteractStatus = INT_STATUS_HOOT_GRABBED_BY_MARIO;
// Delete the object and spawn sparkles
obj_mark_for_deletion(o);
spawn_object(o, MODEL_SPARKLES, bhvGoldenCoinSparkles);
}
}
}
/**
* Drop the key. This function is run once, the frame after the boo dies;
* It immediately sets the action to BETA_BOO_KEY_ACT_DROPPED.
*/
static void beta_boo_key_drop(void) {
s16 velocityDirection;
f32 velocityMagnitude;
// Update the key to be inside the boo
struct Object *parent = o->parentObj;
obj_copy_pos(o, parent);
// This if statement to only run this code on the first frame
// is redundant, since it instantly sets the action to BETA_BOO_KEY_ACT_DROPPED
// which stops this function from running again.
if (o->oTimer == 0) {
// Separate from the parent boo
o->parentObj = parent->parentObj;
o->oAction = BETA_BOO_KEY_ACT_DROPPED;
// Make the key move laterally away from Mario at 3 units/frame
// (as if he transferred kinetic energy to it)
velocityDirection = gMarioObject->oMoveAngleYaw;
velocityMagnitude = 3.0f;
o->oVelX = sins(velocityDirection) * velocityMagnitude;
o->oVelZ = coss(velocityDirection) * velocityMagnitude;
// Give it an initial Y velocity of 40 units/frame
o->oVelY = 40.0f;
}
// Rotate the key
o->oFaceAngleYaw += 0x200;
o->oFaceAngleRoll += 0x200;
}
/**
* Update the key to be inside its parent boo, and handle the boo dying.
*/
static void beta_boo_key_inside_boo_loop(void) {
// Update the key to be inside the boo at all times
struct Object *parent = o->parentObj;
obj_copy_pos(o, parent);
// Use a Y offset of 40 to make the key model aligned correctly.
// (Why didn't they use oGraphYOffset?)
o->oPosY += 40.0f;
// If the boo is dying/dead, set the action to BETA_BOO_KEY_ACT_DROPPING.
if (parent->oBooDeathStatus != BOO_DEATH_STATUS_ALIVE) {
o->oAction = BETA_BOO_KEY_ACT_DROPPING;
}
// Rotate the key
o->oFaceAngleRoll += 0x200;
o->oFaceAngleYaw += 0x200;
}
static void (*sBetaBooKeyActions[])(void) = { beta_boo_key_inside_boo_loop, beta_boo_key_drop,
beta_boo_key_dropped_loop };
/**
* Update function for bhvBetaBooKey.
*/
void bhv_beta_boo_key_loop(void) {
cur_obj_call_action_function(sBetaBooKeyActions);
}