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

132 lines
3.6 KiB
C

// door.c.inc
s32 D_8032F300[][2] = { { 0x40000, 3 }, { 0x80000, 4 }, { 0x10000, 1 }, { 0x20000, 2 }, { -1, 0 }, };
s32 D_8032F328[] = { SOUND_GENERAL_OPEN_WOOD_DOOR, SOUND_GENERAL_OPEN_IRON_DOOR };
s32 D_8032F330[] = { SOUND_GENERAL_CLOSE_WOOD_DOOR, SOUND_GENERAL_CLOSE_IRON_DOOR };
void func_802AC070(s32 sp18) {
set_obj_animation_and_sound_state(sp18);
if (func_8029F788())
o->oAction = 0;
}
void func_802AC0B8(void) {
if (segmented_to_virtual(bhvDoor) == o->behavior)
gPlayerCameraState->cameraEvent = CAM_EVENT_DOOR;
else
gPlayerCameraState->cameraEvent = CAM_EVENT_DOOR_WARP;
gPlayerCameraState->usedObj = o;
}
void func_802AC130(void) {
s32 sp1C = obj_has_model(MODEL_HMC_METAL_DOOR);
if (o->oTimer == 0) {
PlaySound2(D_8032F328[sp1C]);
gTimeStopState |= TIME_STOP_MARIO_OPENED_DOOR;
}
if (o->oTimer == 70) {
PlaySound2(D_8032F330[sp1C]);
}
}
void func_802AC1CC(void) {
s32 sp1C = obj_has_model(MODEL_HMC_METAL_DOOR);
if (o->oTimer == 30)
PlaySound2(D_8032F330[sp1C]);
}
void bhv_door_loop(void) {
s32 sp1C = 0;
while (D_8032F300[sp1C][0] != -1) {
if (obj_clear_interact_status_flag(D_8032F300[sp1C][0])) {
func_802AC0B8();
obj_change_action(D_8032F300[sp1C][1]);
}
sp1C++;
}
switch (o->oAction) {
case 0:
set_obj_animation_and_sound_state(0);
break;
case 1:
func_802AC070(1);
func_802AC130();
break;
case 2:
func_802AC070(2);
func_802AC130();
break;
case 3:
func_802AC070(3);
func_802AC1CC();
break;
case 4:
func_802AC070(4);
func_802AC1CC();
break;
}
if (o->oAction == 0)
load_object_collision_model();
bhv_star_door_loop_2();
}
void bhv_door_init(void) {
f32 x = o->oPosX;
f32 z = o->oPosZ;
struct Surface *floor;
find_floor(x, o->oPosY, z, &floor);
if (floor != NULL) {
o->oDoorUnkF8 = floor->room;
}
x = o->oPosX + sins(o->oMoveAngleYaw) * 200.0f;
z = o->oPosZ + coss(o->oMoveAngleYaw) * 200.0f;
find_floor(x, o->oPosY, z, &floor);
if (floor != NULL) {
o->oDoorUnkFC = floor->room;
}
x = o->oPosX + sins(o->oMoveAngleYaw) * -200.0f;
z = o->oPosZ + coss(o->oMoveAngleYaw) * -200.0f;
find_floor(x, o->oPosY, z, &floor);
if (floor != NULL) {
o->oDoorUnk100 = floor->room;
}
if (o->oDoorUnkF8 > 0 && o->oDoorUnkF8 < 60) {
gDoorAdjacentRooms[o->oDoorUnkF8][0] = o->oDoorUnkFC;
gDoorAdjacentRooms[o->oDoorUnkF8][1] = o->oDoorUnk100;
}
}
void bhv_star_door_loop_2(void) {
s32 sp4 = 0;
if (gMarioCurrentRoom != 0) {
if (o->oDoorUnkF8 == gMarioCurrentRoom)
sp4 = 1;
else if (gMarioCurrentRoom == o->oDoorUnkFC)
sp4 = 1;
else if (gMarioCurrentRoom == o->oDoorUnk100)
sp4 = 1;
else if (gDoorAdjacentRooms[gMarioCurrentRoom][0] == o->oDoorUnkFC)
sp4 = 1;
else if (gDoorAdjacentRooms[gMarioCurrentRoom][0] == o->oDoorUnk100)
sp4 = 1;
else if (gDoorAdjacentRooms[gMarioCurrentRoom][1] == o->oDoorUnkFC)
sp4 = 1;
else if (gDoorAdjacentRooms[gMarioCurrentRoom][1] == o->oDoorUnk100)
sp4 = 1;
} else
sp4 = 1;
if (sp4 == 1) {
o->header.gfx.node.flags |= 1;
D_8035FEE4++;
}
if (sp4 == 0) {
o->header.gfx.node.flags &= ~1;
}
o->oDoorUnk88 = sp4;
}