305 lines
8.7 KiB
C
305 lines
8.7 KiB
C
/**
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* Behavior for MIPS (everyone's favorite yellow rabbit).
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*/
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/**
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* Initializes MIPS' physics parameters and checks if he should be active,
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* hiding him if necessary.
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*/
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void bhv_mips_init(void) {
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// Retrieve star flags for Castle Secret Stars on current save file.
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u8 starFlags;
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starFlags = save_file_get_star_flags(gCurrSaveFileNum - 1, -1);
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// If the player has >= 15 stars and hasn't collected first MIPS star...
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if (save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 24) >= 15 && (starFlags & 0x08) == 0) {
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o->oBehParams2ndByte = 0;
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#ifndef VERSION_JP
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o->oMipsForwardVelocity = 40.0f;
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#endif
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}
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// If the player has >= 50 stars and hasn't collected second MIPS star...
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else if (save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 24) >= 50
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&& (starFlags & 0x10) == 0) {
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o->oBehParams2ndByte = 1;
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#ifndef VERSION_JP
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o->oMipsForwardVelocity = 45.0f;
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#endif
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} else {
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// No MIPS stars are available, hide MIPS.
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o->activeFlags = 0;
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}
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o->oInteractionSubtype = INT_SUBTYPE_HOLDABLE_NPC;
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#ifndef VERSION_JP
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o->oGravity = 15.0f;
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#else
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o->oGravity = 2.5f;
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#endif
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o->oFriction = 0.89f;
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o->oBuoyancy = 1.2f;
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cur_obj_init_animation(0);
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}
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/**
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* Helper function that finds the waypoint that is both within 800 units of MIPS
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* and furthest from Mario's current location.
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*/
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s16 bhv_mips_find_furthest_waypoint_to_mario(void) {
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s8 i;
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s16 x, y, z;
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s16 furthestWaypointIndex = -1;
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f32 furthestWaypointDistance = -10000.0f;
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f32 distanceToMario;
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struct Waypoint **pathBase;
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struct Waypoint *waypoint;
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pathBase = segmented_to_virtual(&inside_castle_seg7_trajectory_mips);
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// For each waypoint in MIPS path...
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for (i = 0; i < 10; i++) {
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waypoint = segmented_to_virtual(*(pathBase + i));
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x = waypoint->pos[0];
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y = waypoint->pos[1];
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z = waypoint->pos[2];
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// Is the waypoint within 800 units of MIPS?
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if (is_point_close_to_object(o, x, y, z, 800)) {
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// Is this further from Mario than the last waypoint?
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distanceToMario =
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sqr(x - gMarioObject->header.gfx.pos[0]) + sqr(z - gMarioObject->header.gfx.pos[2]);
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if (furthestWaypointDistance < distanceToMario) {
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furthestWaypointIndex = i;
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furthestWaypointDistance = distanceToMario;
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}
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}
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}
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// Set MIPS' next waypoint to be the closest waypoint to Mario.
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o->oMipsStartWaypointIndex = furthestWaypointIndex;
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return (s16) o->oMipsStartWaypointIndex;
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}
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/**
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* Wait until Mario comes close, then resume following our path.
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*/
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void bhv_mips_act_wait_for_nearby_mario(void) {
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UNUSED s16 collisionFlags = 0;
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o->oForwardVel = 0.0f;
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collisionFlags = object_step();
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// If Mario is within 500 units...
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if (is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 500)) {
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// If we fail to find a suitable waypoint...
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if (bhv_mips_find_furthest_waypoint_to_mario() == -1) {
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// Call it quits.
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o->oAction = MIPS_ACT_WAIT_FOR_ANIMATION_DONE;
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} else {
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// Resume path following.
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cur_obj_init_animation(1);
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o->oAction = MIPS_ACT_FOLLOW_PATH;
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}
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}
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}
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/**
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* Continue to follow our path around the basement area.
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*/
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void bhv_mips_act_follow_path(void) {
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s16 collisionFlags = 0;
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s32 followStatus;
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struct Waypoint **pathBase;
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struct Waypoint *waypoint;
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// Retrieve current waypoint.
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pathBase = segmented_to_virtual(&inside_castle_seg7_trajectory_mips);
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waypoint = segmented_to_virtual(*(pathBase + o->oMipsStartWaypointIndex));
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// Set start waypoint and follow the path from there.
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o->oPathedStartWaypoint = waypoint;
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followStatus = cur_obj_follow_path(followStatus);
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// Update velocity and angle and do movement.
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#ifndef VERSION_JP
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o->oForwardVel = o->oMipsForwardVelocity;
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#else
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o->oForwardVel = 45.0f;
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#endif
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o->oMoveAngleYaw = o->oPathedTargetYaw;
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collisionFlags = object_step();
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// If we are at the end of the path, do idle animation and wait for Mario.
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if (followStatus == PATH_REACHED_END) {
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cur_obj_init_animation(0);
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o->oAction = MIPS_ACT_WAIT_FOR_NEARBY_MARIO;
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}
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// Play sounds during walk animation.
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if (cur_obj_check_if_near_animation_end() == 1 && (collisionFlags & OBJ_COL_FLAG_UNDERWATER)) {
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cur_obj_play_sound_2(SOUND_OBJ_MIPS_RABBIT_WATER);
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spawn_object(o, MODEL_NONE, bhvShallowWaterSplash);
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} else if (cur_obj_check_if_near_animation_end() == 1) {
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cur_obj_play_sound_2(SOUND_OBJ_MIPS_RABBIT);
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}
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}
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/**
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* Seems to wait until the current animation is done, then go idle.
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*/
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void bhv_mips_act_wait_for_animation_done(void) {
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if (cur_obj_check_if_near_animation_end() == 1) {
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cur_obj_init_animation(0);
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o->oAction = MIPS_ACT_IDLE;
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}
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}
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/**
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* Handles MIPS falling down after being thrown.
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*/
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void bhv_mips_act_fall_down(void) {
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s16 collisionFlags = 0;
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collisionFlags = object_step();
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o->header.gfx.unk38.animFrame = 0;
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if ((collisionFlags & OBJ_COL_FLAG_GROUNDED) == 1) {
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o->oAction = MIPS_ACT_WAIT_FOR_ANIMATION_DONE;
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o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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o->oMoveAngleYaw = o->oFaceAngleYaw;
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if (collisionFlags & OBJ_COL_FLAG_UNDERWATER)
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spawn_object(o, MODEL_NONE, bhvShallowWaterSplash);
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}
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}
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/**
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* Idle loop, after you catch MIPS and put him down.
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*/
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void bhv_mips_act_idle(void) {
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UNUSED s16 collisionFlags = 0;
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o->oForwardVel = 0;
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collisionFlags = object_step();
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// Spawn a star if he was just picked up for the first time.
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if (o->oMipsStarStatus == MIPS_STAR_STATUS_SHOULD_SPAWN_STAR) {
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bhv_spawn_star_no_level_exit(o->oBehParams2ndByte + 3);
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o->oMipsStarStatus = MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR;
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}
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}
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/**
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* Handles all the actions MIPS does when he is not held.
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*/
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void bhv_mips_free(void) {
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switch (o->oAction) {
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case MIPS_ACT_WAIT_FOR_NEARBY_MARIO:
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bhv_mips_act_wait_for_nearby_mario();
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break;
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case MIPS_ACT_FOLLOW_PATH:
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bhv_mips_act_follow_path();
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break;
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case MIPS_ACT_WAIT_FOR_ANIMATION_DONE:
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bhv_mips_act_wait_for_animation_done();
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break;
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case MIPS_ACT_FALL_DOWN:
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bhv_mips_act_fall_down();
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break;
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case MIPS_ACT_IDLE:
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bhv_mips_act_idle();
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break;
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}
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}
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/**
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* Handles MIPS being held by Mario.
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*/
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void bhv_mips_held(void) {
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s16 dialogID;
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o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
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cur_obj_init_animation(4); // Held animation.
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cur_obj_set_pos_relative(gMarioObject, 0, 60.0f, 100.0f);
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cur_obj_become_intangible();
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// If MIPS hasn't spawned his star yet...
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if (o->oMipsStarStatus == MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR) {
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// Choose dialog based on which MIPS encounter this is.
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if (o->oBehParams2ndByte == 0)
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dialogID = DIALOG_084;
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else
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dialogID = DIALOG_162;
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if (set_mario_npc_dialog(1) == 2) {
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o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP;
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if (cutscene_object_with_dialog(CUTSCENE_DIALOG, o, dialogID)) {
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o->oInteractionSubtype |= INT_SUBTYPE_DROP_IMMEDIATELY;
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o->activeFlags &= ~ACTIVE_FLAG_INITIATED_TIME_STOP;
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o->oMipsStarStatus = MIPS_STAR_STATUS_SHOULD_SPAWN_STAR;
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set_mario_npc_dialog(0);
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}
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}
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}
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}
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/**
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* Handles MIPS being dropped by Mario.
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*/
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void bhv_mips_dropped(void) {
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cur_obj_get_dropped();
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o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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cur_obj_init_animation(0);
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o->oHeldState = HELD_FREE;
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cur_obj_become_tangible();
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o->oForwardVel = 3.0f;
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o->oAction = MIPS_ACT_IDLE;
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}
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/**
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* Handles MIPS being thrown by Mario.
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*/
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void bhv_mips_thrown(void) {
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cur_obj_enable_rendering_2();
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o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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o->oHeldState = HELD_FREE;
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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cur_obj_init_animation(2);
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cur_obj_become_tangible();
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o->oForwardVel = 25.0f;
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o->oVelY = 20.0f;
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o->oAction = MIPS_ACT_FALL_DOWN;
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}
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/**
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* MIPS' main loop.
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*/
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void bhv_mips_loop(void) {
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// Determine what to do based on MIPS' held status.
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switch (o->oHeldState) {
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case HELD_FREE:
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bhv_mips_free();
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break;
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case HELD_HELD:
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bhv_mips_held();
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break;
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case HELD_THROWN:
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bhv_mips_thrown();
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break;
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case HELD_DROPPED:
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bhv_mips_dropped();
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break;
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}
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}
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