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

119 lines
3.6 KiB
C

// sparkle_spawn_star.c.inc
struct ObjectHitbox sSparkleSpawnStarHitbox = {
/* interactType: */ INTERACT_STAR_OR_KEY,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 0,
/* health: */ 0,
/* numLootCoins: */ 0,
/* radius: */ 80,
/* height: */ 50,
/* hurtboxRadius: */ 0,
/* hurtboxHeight: */ 0,
};
void bhv_spawned_star_init(void) {
s32 sp24;
if (!(o->oInteractionSubtype & INT_SUBTYPE_NO_EXIT))
o->oBehParams = o->parentObj->oBehParams;
sp24 = (o->oBehParams >> 24) & 0xFF;
if (bit_shift_left(sp24) & save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1))
cur_obj_set_model(MODEL_TRANSPARENT_STAR);
cur_obj_play_sound_2(SOUND_GENERAL2_STAR_APPEARS);
}
void set_sparkle_spawn_star_hitbox(void) {
obj_set_hitbox(o, &sSparkleSpawnStarHitbox);
if (o->oInteractStatus & INT_STATUS_INTERACTED) {
mark_obj_for_deletion(o);
o->oInteractStatus = 0;
}
}
void set_home_to_mario(void) {
f32 sp1C;
f32 sp18;
o->oHomeX = gMarioObject->oPosX;
o->oHomeZ = gMarioObject->oPosZ;
o->oHomeY = gMarioObject->oPosY;
o->oHomeY += 250.0f;
o->oPosY = o->oHomeY;
sp1C = o->oHomeX - o->oPosX;
sp18 = o->oHomeZ - o->oPosZ;
o->oForwardVel = sqrtf(sp1C * sp1C + sp18 * sp18) / 23.0f;
}
void set_y_home_to_pos(void) {
o->oForwardVel = 0;
o->oHomeY = o->oPosY;
}
void slow_star_rotation(void) {
if (o->oAngleVelYaw > 0x400)
o->oAngleVelYaw -= 0x40;
}
void bhv_spawned_star_loop(void) {
if (o->oAction == 0) {
if (o->oTimer == 0) {
cutscene_object(CUTSCENE_STAR_SPAWN, o);
set_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
o->activeFlags |= 0x20;
o->oAngleVelYaw = 0x800;
if (o->oBehParams2ndByte == 0)
set_home_to_mario();
else
set_y_home_to_pos();
o->oMoveAngleYaw = cur_obj_angle_to_home();
o->oVelY = 50.0f;
o->oGravity = -4.0f;
spawn_mist_particles();
}
cur_obj_play_sound_1(SOUND_ENV_STAR);
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
if (o->oVelY < 0 && o->oPosY < o->oHomeY) {
o->oAction++;
o->oForwardVel = 0;
o->oVelY = 20.0f;
o->oGravity = -1.0f;
if (o->oInteractionSubtype & INT_SUBTYPE_NO_EXIT)
#ifdef VERSION_JP
play_power_star_jingle(FALSE);
#else
play_power_star_jingle(TRUE);
#endif
else
play_power_star_jingle(TRUE);
}
} else if (o->oAction == 1) {
if (o->oVelY < -4.0f)
o->oVelY = -4.0f;
if (o->oVelY < 0 && o->oPosY < o->oHomeY) {
gObjCutsceneDone = TRUE;
o->oVelY = 0;
o->oGravity = 0;
o->oAction++;
}
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
} else if (o->oAction == 2) {
if (gCamera->cutscene == 0 && gRecentCutscene == 0) {
clear_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
o->activeFlags &= ~0x20;
o->oAction++;
}
} else {
set_sparkle_spawn_star_hitbox();
slow_star_rotation();
}
cur_obj_move_using_fvel_and_gravity();
o->oFaceAngleYaw += o->oAngleVelYaw;
o->oInteractStatus = 0;
}
void bhv_spawn_star_no_level_exit(u32 sp20) {
struct Object *sp1C = spawn_object(o, MODEL_STAR, bhvSpawnedStarNoLevelExit);
sp1C->oBehParams = sp20 << 24;
sp1C->oInteractionSubtype = INT_SUBTYPE_NO_EXIT;
obj_set_angle(sp1C, 0, 0, 0);
}