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

66 lines
3.0 KiB
C

// strong_wind_particle.c.inc
struct ObjectHitbox sStrongWindParticleHitbox = {
/* interactType: */ INTERACT_STRONG_WIND,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 0,
/* health: */ 0,
/* numLootCoins: */ 0,
/* radius: */ 20,
/* height: */ 70,
/* hurtboxRadius: */ 20,
/* hurtboxHeight: */ 70,
};
void bhv_strong_wind_particle_loop(void) {
struct Object *penguinObj;
f32 distanceFromPenguin;
f32 penguinXDist, penguinZDist;
obj_set_hitbox(o, &sStrongWindParticleHitbox);
if (o->oTimer == 0) {
o->oStrongWindParticlePenguinObj = cur_obj_nearest_object_with_behavior(bhvSLWalkingPenguin);
obj_translate_xyz_random(o, 100.0f);
o->oForwardVel = coss(o->oMoveAnglePitch) * 100.0f;
o->oVelY = sins(o->oMoveAnglePitch) * -100.0f;
o->oMoveAngleYaw += random_f32_around_zero(o->oBehParams2ndByte * 500); // Wind spread
o->oOpacity = 100;
}
cur_obj_move_using_fvel_and_gravity();
if (o->oTimer > 15) // Deactivate after 15 frames
obj_mark_for_deletion(o);
// If collided with the SL walking penguin, deactivate.
penguinObj = o->oStrongWindParticlePenguinObj;
if (penguinObj != NULL) {
penguinXDist = penguinObj->oSLWalkingPenguinWindCollisionXPos - o->oPosX;
penguinZDist = penguinObj->oSLWalkingPenguinWindCollisionZPos - o->oPosZ;
distanceFromPenguin = sqrtf(penguinXDist * penguinXDist + penguinZDist * penguinZDist);
if (distanceFromPenguin < 300.0f) {
obj_mark_for_deletion(o);
cur_obj_become_intangible();
}
}
}
// Spawn particles that blow Mario away and knock his cap off from the current object.
// Used for the Snowman in SL and Fwoosh.
void cur_obj_spawn_strong_wind_particles(s32 windSpread, f32 scale, f32 relPosX, f32 relPosY, f32 relPosZ) {
// Alternate between tiny particles and regular particles each frame.
if ((gGlobalTimer & 1) != 0) {
// Because the tiny particles are unimportant objects, invisible wind particles are spawned to provide collision.
// There was absolutely no reason to make the smaller particles unimportant, though...
spawn_object_relative_with_scale(windSpread, relPosX, relPosY, relPosZ, 0.5f, o, MODEL_WHITE_PARTICLE_DL, bhvTinyStrongWindParticle);
spawn_object_relative_with_scale(windSpread, relPosX, relPosY, relPosZ, scale, o, MODEL_NONE, bhvStrongWindParticle);
} else
spawn_object_relative_with_scale(windSpread, relPosX, relPosY, relPosZ, scale, o, MODEL_MIST, bhvStrongWindParticle);
// There is also no need to spawn additional invisible wind particles here.
// If the devs were worried about object overload when making small particles unimportant, why spawn these?
// It isn't to ensure collision, as even 1 particle every 2 frames is enough to ensure this reliably.
spawn_object_relative_with_scale(windSpread, relPosX, relPosY, relPosZ, scale, o, MODEL_NONE, bhvStrongWindParticle);
}