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

54 lines
2.0 KiB
C

// intro_peach.inc.c
/**
* Set peach's location relative to the camera focus.
* If nonzero, make peach's opacity approach targetOpacity by increment
*/
void intro_peach_set_pos_and_opacity(struct Object *o, f32 targetOpacity, f32 increment) {
Vec3f newPos;
s16 focusPitch, focusYaw;
f32 UNUSED dist, newOpacity;
vec3f_get_dist_and_angle(gLakituState.pos, gLakituState.focus, &dist, &focusPitch, &focusYaw);
vec3f_set_dist_and_angle(gLakituState.pos, newPos, o->oIntroPeachDistToCamera, o->oIntroPeachPitchFromFocus + focusPitch,
o->oIntroPeachYawFromFocus + focusYaw);
vec3f_to_object_pos(o, newPos);
newOpacity = o->oOpacity;
camera_approach_f32_symmetric_bool(&newOpacity, targetOpacity, increment);
o->oOpacity = newOpacity;
}
void bhv_intro_peach_loop(void) {
switch (gCurrentObject->oAction) {
case 0:
gCurrentObject->oAction += 1;
gCurrentObject->oFaceAnglePitch = 0x400;
gCurrentObject->oFaceAngleYaw = 0x7500;
gCurrentObject->oFaceAngleRoll = -0x3700;
gCurrentObject->oIntroPeachDistToCamera = 186.f;
gCurrentObject->oIntroPeachPitchFromFocus = -9984.f;
gCurrentObject->oIntroPeachYawFromFocus = -768.f;
gCurrentObject->oOpacity = 255;
gCurrentObject->header.gfx.unk38.animFrame = 100;
break;
case 1:
intro_peach_set_pos_and_opacity(gCurrentObject, 0.f, 0.f);
if (gCurrentObject->oTimer > 20)
gCurrentObject->oAction += 1;
break;
case 2:
intro_peach_set_pos_and_opacity(gCurrentObject, 255.f, 3.f);
if ((gCurrentObject->oTimer > 100) && (get_dialog_id() == -1))
gCurrentObject->oAction += 1;
break;
case 3:
intro_peach_set_pos_and_opacity(gCurrentObject, 0.f, 8.f);
if (gCurrentObject->oTimer > 60)
obj_mark_for_deletion(gCurrentObject);
break;
}
}