sm64pc/src/game/behaviors/pyramid_top.inc.c
2020-04-03 14:57:26 -04:00

156 lines
4.9 KiB
C

/**
* Behaviors for bhvPyramidTop, bhvPyramidTopFragment, and
* bhvPyramidPillarTouchDetector.
*
* bhvPyramidTop controls Shifting Sand Land's pyramid's top piece, which
* rotates and explodes when Mario stands on all four pillars.
* bhvPyramidTopFragment controls the shards that the pyramid's top emits when
* it is spinning and exploding.
* bhvPyramidPillarTouchDetector controls the intangible collision boxes that
* Mario touches when on top of each pillar.
*/
/**
* Spawn the four pillars' touch detectors.
*/
void bhv_pyramid_top_init(void) {
spawn_object_abs_with_rot(o, 0, MODEL_NONE, bhvPyramidPillarTouchDetector, 1789, 1024, 764, 0, 0,
0);
spawn_object_abs_with_rot(o, 0, MODEL_NONE, bhvPyramidPillarTouchDetector, 1789, 896, -2579, 0, 0,
0);
spawn_object_abs_with_rot(o, 0, MODEL_NONE, bhvPyramidPillarTouchDetector, -5883, 1024, -2579, 0, 0,
0);
spawn_object_abs_with_rot(o, 0, MODEL_NONE, bhvPyramidPillarTouchDetector, -5883, 1024, 764, 0, 0,
0);
}
/**
* Animate the pyramid top as rising and then spinning. Generate some pyramid
* fragments in the process.
*/
void bhv_pyramid_top_spinning(void) {
struct Object *pyramidFragment;
// (TODO: What is this doing)
o->oPosX = o->oHomeX + sins(o->oTimer * 0x4000) * 40.0f;
// At first, move upward smoothly without rotating.
if (o->oTimer < 60) {
o->oPosY = o->oHomeY + absf_2(sins(o->oTimer * 0x2000) * 10.0f);
} else {
// Then, rotate at an accelerating rate, and move upward at a constant rate.
o->oAngleVelYaw += 0x100;
if (o->oAngleVelYaw > 0x1800) {
o->oAngleVelYaw = 0x1800;
o->oVelY = 5.0f;
}
o->oFaceAngleYaw += o->oAngleVelYaw;
o->oPosY += o->oVelY;
}
// Every frame until 90 frames have passed, generate a pyramid fragment
// with a random velocity and angle.
if (o->oTimer < 90) {
pyramidFragment = spawn_object(o, MODEL_DIRT_ANIMATION, bhvPyramidTopFragment);
pyramidFragment->oForwardVel = random_float() * 10.0f + 20.0f;
pyramidFragment->oMoveAngleYaw = random_u16();
pyramidFragment->oPyramidTopFragmentsScale = 0.8f;
pyramidFragment->oGravity = random_float() + 2.0f;
}
// After enough time, transition to the exploding state.
if (o->oTimer == 150) {
o->oAction = PYRAMID_TOP_ACT_EXPLODE;
}
}
/**
* Explode the pyramid top, generating dust and pyramid fragments.
*/
void bhv_pyramid_top_explode(void) {
struct Object *pyramidFragment;
s16 i;
spawn_mist_particles_variable(0, 0, 690);
// Generate 30 pyramid fragments with random properties.
for (i = 0; i < 30; i++) {
pyramidFragment = spawn_object(
o, MODEL_DIRT_ANIMATION, bhvPyramidTopFragment
);
pyramidFragment->oForwardVel = random_float() * 50 + 80;
pyramidFragment->oVelY = random_float() * 80 + 20;
pyramidFragment->oMoveAngleYaw = random_u16();
pyramidFragment->oPyramidTopFragmentsScale = 3;
pyramidFragment->oGravity = random_float() * 2 + 5;
}
// Deactivate the pyramid top.
o->activeFlags = 0;
}
void bhv_pyramid_top_loop(void) {
switch (o->oAction) {
case PYRAMID_TOP_ACT_CHECK_IF_SOLVED:
if (o->oPyramidTopPillarsTouched == 4) {
play_puzzle_jingle();
o->oAction = PYRAMID_TOP_ACT_SPINNING;
}
break;
case PYRAMID_TOP_ACT_SPINNING:
if (o->oTimer == 0) {
cur_obj_play_sound_2(SOUND_GENERAL2_PYRAMID_TOP_SPIN);
}
bhv_pyramid_top_spinning();
break;
case PYRAMID_TOP_ACT_EXPLODE:
if (o->oTimer == 0) {
create_sound_spawner(SOUND_GENERAL2_PYRAMID_TOP_EXPLOSION);
}
bhv_pyramid_top_explode();
break;
}
}
/**
* Initialize the pyramid fragment.
*/
void bhv_pyramid_top_fragment_init(void) {
o->oFriction = 0.999f;
o->oBuoyancy = 2.0f;
o->oAnimState = 3;
cur_obj_scale(o->oPyramidTopFragmentsScale);
}
/**
* Rotate the pyramid fragment along the yaw and pitch axes. After some time,
* deactivate it.
*/
void bhv_pyramid_top_fragment_loop(void) {
object_step();
o->oFaceAngleYaw += 0x1000;
o->oFaceAnglePitch += 0x1000;
if (o->oTimer == 60) {
o->activeFlags = 0;
}
}
/**
* If Mario touches a pillar's touch detector, count it towards the pyramid
* top's total count of touched detectors, and deactivate the detector.
*/
void bhv_pyramid_pillar_touch_detector_loop(void) {
cur_obj_become_tangible();
if (obj_check_if_collided_with_object(o, gMarioObject) == 1) {
// Increase the pyramid top's count of pillars touched.
o->parentObj->oPyramidTopPillarsTouched++;
o->activeFlags = 0;
}
}