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

71 lines
2.2 KiB
C

/**
* Behaviors for bhvFerrisWheelAxle and bhvFerrisWheelPlatform.
* These are the revolving sets of four platforms in BitDW and BitS.
* The axle spawns the four platforms.
*/
/**
* Properties for the ferris wheel axle and platforms.
*/
struct FerrisWheelProperties {
void *axleCollision;
void *platformCollision;
s16 platformModel;
};
/**
* Properties for the ferris wheels in BitS and BitDW, respectively.
*/
static struct FerrisWheelProperties sFerrisWheelProperties[] = {
{ bits_seg7_collision_0701ACAC, bits_seg7_collision_0701AC28, MODEL_BITS_BLUE_PLATFORM },
{ bitdw_seg7_collision_0700F7F0, bitdw_seg7_collision_0700F898, MODEL_BITDW_BLUE_PLATFORM },
};
/**
* Init function for bhvFerrisWheelAxle.
* It doesn't have an update function, but it increments its roll in its
* behavior script.
*/
void bhv_ferris_wheel_axle_init(void) {
struct Object *platform;
s32 i;
o->collisionData = segmented_to_virtual(sFerrisWheelProperties[o->oBehParams2ndByte].axleCollision);
for (i = 0; i < 4; i++) {
platform = spawn_object_relative(i, 0, 0, 0, o,
sFerrisWheelProperties[o->oBehParams2ndByte].platformModel,
bhvFerrisWheelPlatform);
if (platform != NULL) {
platform->collisionData =
segmented_to_virtual(sFerrisWheelProperties[o->oBehParams2ndByte].platformCollision);
}
}
}
/**
* Update function for bhvFerrisWheelPlatform.
* Position self relative to parent using the parent's roll.
*/
void bhv_ferris_wheel_platform_update(void) {
f32 offsetXZ;
s16 offsetAngle;
obj_perform_position_op(POS_OP_SAVE_POSITION);
offsetAngle = o->parentObj->oFaceAngleRoll + o->oBehParams2ndByte * 0x4000;
offsetXZ = 400.0f * coss(offsetAngle);
o->oPosX = o->parentObj->oPosX + offsetXZ * sins(o->parentObj->oMoveAngleYaw)
+ 300.0f * coss(o->parentObj->oMoveAngleYaw);
o->oPosY = o->parentObj->oPosY + 400.0f * sins(offsetAngle);
o->oPosZ = o->parentObj->oPosZ + offsetXZ * coss(o->parentObj->oMoveAngleYaw)
+ 300.0f * sins(o->parentObj->oMoveAngleYaw);
obj_perform_position_op(POS_OP_COMPUTE_VELOCITY);
}