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

46 lines
1.8 KiB
C

// sl_snowman_wind.c.inc
void bhv_sl_snowman_wind_loop(void) {
UNUSED s32 unusedVar = 0;
s16 marioAngleFromWindSource;
Vec3f tempPos;
if (o->oTimer == 0)
o->oSLSnowmanWindOriginalYaw = o->oMoveAngleYaw;
// Waiting for Mario to approach.
if (o->oSubAction == SL_SNOWMAN_WIND_ACT_IDLE) {
o->oDistanceToMario = 0;
// Check if Mario is within 1000 units of the center of the bridge, and ready to speak.
vec3f_copy_2(tempPos, &o->oPosX);
obj_set_pos(o, 1100, 3328, 1164); // Position is in the middle of the ice bridge
if (cur_obj_can_mario_activate_textbox(1000.0f, 30.0f, 0x7FFF))
o->oSubAction++;
vec3f_copy_2(&o->oPosX, tempPos);
// Mario has come close, begin dialog.
} else if (o->oSubAction == SL_SNOWMAN_WIND_ACT_TALKING) {
if (cur_obj_update_dialog(2, 2, DIALOG_153, 0))
o->oSubAction++;
// Blowing, spawn wind particles (SL_SNOWMAN_WIND_ACT_BLOWING)
} else if (o->oDistanceToMario < 1500.0f && absf(gMarioObject->oPosY - o->oHomeY) < 500.0f) {
// Point towards Mario, but only within 0x1500 angle units of the original angle.
if ((marioAngleFromWindSource = o->oAngleToMario - o->oSLSnowmanWindOriginalYaw) > 0) {
if (marioAngleFromWindSource < 0x1500)
o->oMoveAngleYaw = o->oAngleToMario;
else
o->oMoveAngleYaw = o->oSLSnowmanWindOriginalYaw + 0x1500;
} else {
if (marioAngleFromWindSource > -0x1500)
o->oMoveAngleYaw = o->oAngleToMario;
else
o->oMoveAngleYaw = o->oSLSnowmanWindOriginalYaw - 0x1500;
}
// Spawn wind and play wind sound
cur_obj_spawn_strong_wind_particles(12, 3.0f, 0, 0, 0);
cur_obj_play_sound_1(SOUND_AIR_BLOW_WIND);
}
}