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

168 lines
5.5 KiB
C

/**
* Behavior for bhvCoffinSpawner and bhvCoffin.
* The coffins are spawned by a singular spawner,
* with half being able to stand up.
* Coffins unload after leaving the room.
*/
/**
* Struct with s16 values for a horizontal position.
*/
struct LateralPosition {
s16 x;
s16 z;
};
/**
* Array of positions for all coffins relative to their spawner.
*/
struct LateralPosition coffinRelativePos[] = {
{ 412, -150 }, { 762, -150 }, { 1112, -150 },
{ 412, 150 }, { 762, 150 }, { 1112, 150 },
};
/**
* Loop behavior for the object that spawns the six coffins in BBH.
* Loads the coffins when in the room, they unload themselves.
*/
void bhv_coffin_spawner_loop(void) {
struct Object *coffin;
s32 i;
s16 relativeZ;
if (o->oAction == COFFIN_SPAWNER_ACT_COFFINS_UNLOADED) {
if (!(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)) {
for (i = 0; i < 6; i++) {
relativeZ = coffinRelativePos[i].z;
// Behavior param of 0 for all even i, 1 for all odd
coffin = spawn_object_relative(i & 1, coffinRelativePos[i].x, 0, relativeZ, o,
MODEL_BBH_WOODEN_TOMB, bhvCoffin);
// Never true, game would enter a while(1) before it could.
// Possible a remnant of days this didn't happen.
if (coffin != NULL) {
// Rotate the coffin 180 degrees if its on the other side of the room.
if (relativeZ > 0) {
coffin->oFaceAngleYaw = 0x8000;
}
}
}
o->oAction += 1;
}
} else if (o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM) {
o->oAction = COFFIN_SPAWNER_ACT_COFFINS_UNLOADED;
}
}
/**
* The main action for the coffins. Coffins with COFFIN_BP_STATIC skip the behavior, while
* the other coffins will enter a standing action when Mario is near.
* Also controls laying the coffin down after it has stood up.
*/
void coffin_act_idle(void) {
f32 yawCos;
f32 yawSin;
f32 dx;
f32 dz;
f32 distForwards;
f32 distSideways;
if (o->oBehParams2ndByte != COFFIN_BP_STATIC) {
// Lay down if standing
if (o->oFaceAnglePitch != 0) {
o->oAngleVelPitch = approach_s16_symmetric(o->oAngleVelPitch, -2000, 200);
// If the coffin landed...
if (obj_face_pitch_approach(0, -o->oAngleVelPitch)) {
cur_obj_play_sound_2(SOUND_GENERAL_ELEVATOR_MOVE_2);
// This bit changes the coffin's position,
// spawns dust there, then resets the position.
obj_perform_position_op(POS_OP_SAVE_POSITION);
o->oMoveAngleYaw = o->oFaceAngleYaw - 0x4000;
obj_set_dist_from_home(200.0f);
spawn_mist_from_global();
obj_perform_position_op(POS_OP_RESTORE_POSITION);
}
o->oTimer = 0;
} else {
// Yaw never changes and is aligned, so yawCos = 1 or -1, yawSin = 0
yawCos = coss(o->oFaceAngleYaw);
yawSin = sins(o->oFaceAngleYaw);
dx = gMarioObject->oPosX - o->oPosX;
dz = gMarioObject->oPosZ - o->oPosZ;
distForwards = dx * yawCos + dz * yawSin;
distSideways = dz * yawCos - dx * yawSin;
// This checks a box around the coffin and if it has been a bit since it stood up.
// It also checks in the case Mario is squished, so he doesn't get permanently squished.
if (o->oTimer > 60
&& (o->oDistanceToMario > 100.0f || gMarioState->action == ACT_SQUISHED)) {
if (gMarioObject->oPosY - o->oPosY < 200.0f && absf(distForwards) < 140.0f) {
if (distSideways < 150.0f && distSideways > -450.0f) {
cur_obj_play_sound_2(SOUND_GENERAL_BUTTON_PRESS_2_LOWPRIO);
o->oAction = COFFIN_ACT_STAND_UP;
}
}
}
o->oAngleVelPitch = 0;
}
}
}
/**
* Stand up the coffin and keep it standing until the timer hits 60.
*/
void coffin_act_stand_up(void) {
// Stand up
if (o->oFaceAnglePitch != 0x4000) {
o->oAngleVelPitch = approach_s16_symmetric(o->oAngleVelPitch, 1000, 200);
obj_face_pitch_approach(0x4000, o->oAngleVelPitch);
} else {
// Stay standing
if (o->oTimer > 60) {
o->oAction = COFFIN_ACT_IDLE;
o->oFaceAngleRoll = 0;
} else if (o->oTimer > 30) {
if (gGlobalTimer % 4 == 0) {
cur_obj_play_sound_2(SOUND_GENERAL_ELEVATOR_MOVE_2);
}
// Shake the coffin while its standing
o->oFaceAngleRoll = 400 * (gGlobalTimer % 2) - 200;
}
o->oAngleVelPitch = 0;
}
}
/**
* Main behavior for each coffin. Unloads the coffin if the spawner enters
* that action.
*/
void bhv_coffin_loop(void) {
// Gotta save those 6 object slots
if (o->parentObj->oAction == COFFIN_SPAWNER_ACT_COFFINS_UNLOADED) {
obj_mark_for_deletion(o);
} else {
// Scale the coffin vertically? Must have thought it was too short?
o->header.gfx.scale[1] = 1.1f;
switch (o->oAction) {
case COFFIN_ACT_IDLE:
coffin_act_idle();
break;
case COFFIN_ACT_STAND_UP:
coffin_act_stand_up();
break;
}
load_object_collision_model();
}
}