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

115 lines
3.7 KiB
C

// water_objs.c.inc
// TODO: Better name, please
void bhv_water_air_bubble_init(void) {
obj_scale(4.0f);
}
// Fields 0xF4 & 0xF8 seem to be angles for bubble and cannon
void bhv_water_air_bubble_loop(void) {
s32 i;
o->header.gfx.scale[0] = sins(o->oWaterObjUnkF4) * 0.5 + 4.0;
o->header.gfx.scale[1] = -sins(o->oWaterObjUnkF4) * 0.5 + 4.0;
o->oWaterObjUnkF4 += 0x400;
if (o->oTimer < 30) {
obj_become_intangible();
o->oPosY += 3.0f;
} else {
obj_become_tangible();
obj_forward_vel_approach_upward(2.0f, 10.0f);
o->oMoveAngleYaw = angle_to_object(o, gMarioObject);
obj_move_using_fvel_and_gravity();
}
o->oPosX += RandomFloat() * 4.0f - 2.0f;
o->oPosZ += RandomFloat() * 4.0f - 2.0f;
if (o->oInteractStatus & INT_STATUS_INTERACTED || o->oTimer > 200) {
PlaySound2(SOUND_GENERAL_QUIET_BUBBLE);
mark_object_for_deletion(o);
for (i = 0; i < 30; i++)
spawn_object(o, MODEL_BUBBLE, bhvBubbleMaybe);
}
if (find_water_level(o->oPosX, o->oPosZ) < o->oPosY)
mark_object_for_deletion(o);
o->oInteractStatus = 0;
}
void bhv_bubble_wave_init(void) {
o->oWaterObjUnkFC = 0x800 + (s32)(RandomFloat() * 2048.0f);
o->oWaterObjUnk100 = 0x800 + (s32)(RandomFloat() * 2048.0f);
PlaySound2(SOUND_GENERAL_QUIET_BUBBLE);
}
void Unknown802A7E48(void) {
obj_scale(RandomFloat() + 1.0);
}
void bhv_bubble_maybe_loop(void) {
o->oPosY += RandomFloat() * 3.0f + 6.0f;
o->oPosX += RandomFloat() * 10.0f - 5.0f;
o->oPosZ += RandomFloat() * 10.0f - 5.0f;
o->header.gfx.scale[0] = sins(o->oWaterObjUnkF4) * 0.2 + 1.0;
o->oWaterObjUnkF4 += o->oWaterObjUnkFC;
o->header.gfx.scale[1] = sins(o->oWaterObjUnkF8) * 0.2 + 1.0;
o->oWaterObjUnkF8 += o->oWaterObjUnk100;
}
void bhv_small_water_wave_loop(void) {
f32 sp1C = find_water_level(o->oPosX, o->oPosZ);
o->header.gfx.scale[0] = sins(o->oWaterObjUnkF4) * 0.2 + 1.0;
o->oWaterObjUnkF4 += o->oWaterObjUnkFC;
o->header.gfx.scale[1] = sins(o->oWaterObjUnkF8) * 0.2 + 1.0;
o->oWaterObjUnkF8 += o->oWaterObjUnk100;
if (o->oPosY > sp1C) {
o->activeFlags = 0;
o->oPosY += 5.0f;
if (gFreeObjectList.next != NULL)
spawn_object(o, MODEL_SPOT_ON_GROUND, bhvWaterSurfaceWhiteWave2);
}
if (o->oInteractStatus & INT_STATUS_INTERACTED)
mark_object_for_deletion(o);
}
void func_802A81C4(void) {
o->header.gfx.scale[0] = sins(o->oWaterObjUnkF4) * 0.5 + 2.0;
o->oWaterObjUnkF4 += o->oWaterObjUnkFC;
o->header.gfx.scale[1] = sins(o->oWaterObjUnkF8) * 0.5 + 2.0;
o->oWaterObjUnkF8 += o->oWaterObjUnk100;
}
void bhv_particle_init(void) {
scale_object_xyz(o, 2.0f, 2.0f, 1.0f);
o->oWaterObjUnkFC = 0x800 + (s32)(RandomFloat() * 2048.0f);
o->oWaterObjUnk100 = 0x800 + (s32)(RandomFloat() * 2048.0f);
translate_object_xyz_random(o, 100.0f);
}
void bhv_particle_loop() {
f32 sp24 = find_water_level(o->oPosX, o->oPosZ);
o->oPosY += 5.0f;
translate_object_xz_random(o, 4.0f);
func_802A81C4();
if (o->oPosY > sp24 && o->oTimer) {
mark_object_for_deletion(o);
try_to_spawn_object(5, 0, o, MODEL_SPOT_ON_GROUND, bhvWaterSurfaceWhiteWave2);
}
}
void bhv_small_bubbles_loop(void) {
o->oPosY += 5.0f;
translate_object_xz_random(o, 4.0f);
func_802A81C4();
}
void bhv_fish_group_loop(void) {
if (gMarioCurrentRoom == 15 || gMarioCurrentRoom == 7)
if (gGlobalTimer & 1)
spawn_object(o, MODEL_WHITE_PARTICLE_SMALL, bhvSmallParticleBubbles);
}
void bhv_water_waves_init(void) {
s32 sp1C;
for (sp1C = 0; sp1C < 3; sp1C++)
spawn_object(o, MODEL_WHITE_PARTICLE_SMALL, bhvSmallParticle);
}