mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 13:35:12 +00:00
Made Goomba Luigi-aware, fixed Mario's hurtboxes
This commit is contained in:
parent
c437e075ff
commit
4351a6345a
10 changed files with 59 additions and 46 deletions
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@ -91,6 +91,7 @@ static const LevelScript script_func_local_4[] = {
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OBJECT(/*model*/ MODEL_YOSHI, /*pos*/ 0, 3174, -5625, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvYoshi),
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// TESTING BELOW
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OBJECT(/*model*/ MODEL_BLACK_BOBOMB, /*pos*/ -2028, 260, 4664, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBobomb),
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OBJECT(/*model*/ MODEL_GOOMBA, /*pos*/ -2028, 260, 3264, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvGoomba),
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RETURN(),
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};
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@ -15,7 +15,7 @@
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static void bird_act_inactive(void) {
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// Start flying if the object is a spawned bird or if it's a spawner bird
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// and Mario is within 2000 units.
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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if (o->oBehParams2ndByte == BIRD_BP_SPAWNED || dist_between_objects(o, player) < 2000.0f) {
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// If the object is a spawner bird, play the sound of birds flying away,
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// and spawn 6 spawned birds (which will start flying on the next frame).
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@ -48,7 +48,7 @@ void bobomb_check_interactions(void) {
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{
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if ((o->oInteractStatus & INT_STATUS_MARIO_UNK1) != 0)
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{
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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o->oMoveAngleYaw = player->header.gfx.angle[1];
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o->oForwardVel = 25.0;
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o->oVelY = 30.0;
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@ -74,7 +74,7 @@ void bobomb_act_patrol(void) {
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o->oForwardVel = 5.0;
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collisionFlags = object_step();
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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if ((obj_return_home_if_safe(o, o->oHomeX, o->oHomeY, o->oHomeZ, 400) == 1)
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&& (obj_check_if_facing_toward_angle(o->oMoveAngleYaw, obj_angle_to_object(o, player), 0x2000) == 1)) {
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o->oBobombFuseLit = 1;
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@ -95,7 +95,7 @@ void bobomb_act_chase_mario(void) {
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if (sp1a == 5 || sp1a == 16)
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cur_obj_play_sound_2(SOUND_OBJ_BOBOMB_WALK);
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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obj_turn_toward_object(o, player, 16, 0x800);
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obj_check_floor_death(collisionFlags, sObjFloor);
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}
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@ -179,7 +179,7 @@ void bobomb_free_loop(void) {
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void bobomb_held_loop(void) {
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o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
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cur_obj_init_animation(1);
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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cur_obj_set_pos_relative(player, 0, 60.0f, 100.0);
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o->oBobombFuseLit = 1;
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@ -302,7 +302,7 @@ void bobomb_buddy_act_idle(void) {
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if ((sp1a == 5) || (sp1a == 16))
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cur_obj_play_sound_2(SOUND_OBJ_BOBOMB_WALK);
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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if (dist_between_objects(o, player) < 1000.0f)
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o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, obj_angle_to_object(o, player), 0x140);
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@ -392,7 +392,7 @@ void bobomb_buddy_act_turn_to_talk(void) {
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if ((sp1e == 5) || (sp1e == 16))
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cur_obj_play_sound_2(SOUND_OBJ_BOBOMB_WALK);
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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int angleToPlayer = obj_angle_to_object(o, player);
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o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, angleToPlayer, 0x1000);
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if ((s16) o->oMoveAngleYaw == (s16) angleToPlayer)
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@ -42,7 +42,7 @@ void butterfly_step(s32 speed) {
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}
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void butterfly_calculate_angle(void) {
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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player->oPosX += 5 * o->oButterflyYPhase / 4;
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player->oPosZ += 5 * o->oButterflyYPhase / 4;
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obj_turn_toward_object(o, player, 16, 0x300);
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@ -59,7 +59,7 @@ void butterfly_act_rest(void) {
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cur_obj_init_animation(0);
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o->oAction = BUTTERFLY_ACT_FOLLOW_MARIO;
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struct Object* player = nearest_player_object(o->oPosX, o->oPosY, o->oPosZ);
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struct Object* player = nearest_player_to_object(o);
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o->oMoveAngleYaw = player->header.gfx.angle[1];
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}
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}
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@ -74,12 +74,13 @@ void bhv_goomba_triplet_spawner_update(void) {
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s32 dAngle;
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s16 dx;
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s16 dz;
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struct Object* player = nearest_player_to_object(o);
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// If mario is close enough and the goombas aren't currently loaded, then
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// spawn them
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if (o->oAction == GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED) {
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 3000.0f) {
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if (dist_between_objects(o, player) < 3000.0f) {
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#endif
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// The spawner is capable of spawning more than 3 goombas, but this
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// is not used in the game
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@ -102,7 +103,7 @@ void bhv_goomba_triplet_spawner_update(void) {
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o->oAction += 1;
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#ifndef NODRAWINGDISTANCE
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}
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} else if (o->oDistanceToMario > 4000.0f) {
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} else if (dist_between_objects(o, player) > 4000.0f) {
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// If mario is too far away, enter the unloaded action. The goombas
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// will detect this and unload themselves
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o->oAction = GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED;
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@ -176,15 +177,18 @@ static void goomba_act_walk(void) {
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if (o->oGoombaTurningAwayFromWall) {
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o->oGoombaTurningAwayFromWall = obj_resolve_collisions_and_turn(o->oGoombaTargetYaw, 0x200);
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} else {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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// If far from home, walk toward home.
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if (o->oDistanceToMario >= 25000.0f) {
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o->oGoombaTargetYaw = o->oAngleToMario;
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if (distanceToPlayer >= 25000.0f) {
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o->oGoombaTargetYaw = angleToPlayer;
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o->oGoombaWalkTimer = random_linear_offset(20, 30);
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}
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if (!(o->oGoombaTurningAwayFromWall =
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obj_bounce_off_walls_edges_objects(&o->oGoombaTargetYaw))) {
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if (o->oDistanceToMario < 500.0f) {
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if (distanceToPlayer < 500.0f) {
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// If close to mario, begin chasing him. If not already chasing
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// him, jump first
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@ -192,7 +196,7 @@ static void goomba_act_walk(void) {
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goomba_begin_jump();
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}
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o->oGoombaTargetYaw = o->oAngleToMario;
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o->oGoombaTargetYaw = angleToPlayer;
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o->oGoombaRelativeSpeed = 20.0f;
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} else {
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// If mario is far away, walk at a normal pace, turning randomly
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@ -229,8 +233,10 @@ static void goomba_act_attacked_mario(void) {
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} else {
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//! This can happen even when the goomba is already in the air. It's
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// hard to chain these in practice
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struct Object* player = nearest_player_to_object(o);
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int angleToPlayer = obj_angle_to_object(o, player);
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goomba_begin_jump();
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o->oGoombaTargetYaw = o->oAngleToMario;
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o->oGoombaTargetYaw = angleToPlayer;
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o->oGoombaTurningAwayFromWall = FALSE;
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}
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}
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@ -703,11 +703,17 @@ u32 take_damage_from_interact_object(struct MarioState *m) {
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return damage;
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}
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int get_invincibility_flag(struct MarioState *m) {
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return (m == &gMarioStates[0])
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? INT_SUBTYPE_DELAY_INVINCIBILITY
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: INT_SUBTYPE_DELAY_INVINCIBILITY_LUIGI;
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}
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u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o) {
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u32 damage;
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if (!sInvulnerable && !(m->flags & MARIO_VANISH_CAP)
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&& !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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&& !(o->oInteractionSubtype & get_invincibility_flag(m))) {
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o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO;
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m->interactObj = o;
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@ -1143,7 +1149,7 @@ u32 interact_flame(struct MarioState *m, UNUSED u32 interactType, struct Object
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u32 burningAction = ACT_BURNING_JUMP;
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if (!sInvulnerable && !(m->flags & MARIO_METAL_CAP) && !(m->flags & MARIO_VANISH_CAP)
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&& !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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&& !(o->oInteractionSubtype & get_invincibility_flag(m))) {
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queue_rumble_data(5, 80);
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o->oInteractStatus = INT_STATUS_INTERACTED;
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@ -1186,7 +1192,7 @@ u32 interact_snufit_bullet(struct MarioState *m, UNUSED u32 interactType, struct
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}
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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@ -1202,7 +1208,7 @@ u32 interact_clam_or_bubba(struct MarioState *m, UNUSED u32 interactType, struct
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return TRUE;
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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return TRUE;
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@ -1234,7 +1240,7 @@ u32 interact_bully(struct MarioState *m, UNUSED u32 interactType, struct Object
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}
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else if (!sInvulnerable && !(m->flags & MARIO_VANISH_CAP)
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&& !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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&& !(o->oInteractionSubtype & get_invincibility_flag(m))) {
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o->oInteractStatus = INT_STATUS_INTERACTED;
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m->invincTimer = 2;
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@ -1254,7 +1260,7 @@ u32 interact_bully(struct MarioState *m, UNUSED u32 interactType, struct Object
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u32 interact_shock(struct MarioState *m, UNUSED u32 interactType, struct Object *o) {
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if (!sInvulnerable && !(m->flags & MARIO_VANISH_CAP)
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&& !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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&& !(o->oInteractionSubtype & get_invincibility_flag(m))) {
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u32 actionArg = (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) == 0;
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o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO;
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@ -1272,14 +1278,14 @@ u32 interact_shock(struct MarioState *m, UNUSED u32 interactType, struct Object
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}
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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return FALSE;
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}
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static u32 interact_stub(UNUSED struct MarioState *m, UNUSED u32 interactType, struct Object *o) {
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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return FALSE;
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@ -1290,7 +1296,7 @@ u32 interact_mr_blizzard(struct MarioState *m, UNUSED u32 interactType, struct O
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return TRUE;
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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@ -1332,7 +1338,7 @@ u32 interact_hit_from_below(struct MarioState *m, UNUSED u32 interactType, struc
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return TRUE;
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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return FALSE;
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@ -1367,7 +1373,7 @@ u32 interact_bounce_top(struct MarioState *m, UNUSED u32 interactType, struct Ob
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return TRUE;
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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return FALSE;
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@ -1383,7 +1389,7 @@ u32 interact_unknown_08(struct MarioState *m, UNUSED u32 interactType, struct Ob
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return TRUE;
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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return FALSE;
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@ -1394,7 +1400,7 @@ u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object
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return TRUE;
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}
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if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
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if (!(o->oInteractionSubtype & get_invincibility_flag(m))) {
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sDelayInvincTimer = TRUE;
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}
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return FALSE;
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@ -44,6 +44,7 @@
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// Damaging interactions
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#define INT_SUBTYPE_DELAY_INVINCIBILITY 0x00000002
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#define INT_SUBTYPE_DELAY_INVINCIBILITY_LUIGI 0x00008000
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#define INT_SUBTYPE_BIG_KNOCKBACK 0x00000008 /* Used by Bowser, sets Mario's forward velocity to 40 on hit */
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// INTERACT_GRABBABLE
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@ -517,17 +517,17 @@ s32 is_point_within_radius_of_mario(f32 x, f32 y, f32 z, s32 dist) {
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/**
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* Returns either gMarioObject or gLuigiObject depending on what is closer
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*/
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struct Object* nearest_player_object(f32 x, f32 y, f32 z) {
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f32 mx = gMarioObject->header.gfx.pos[0] - x;
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f32 my = gMarioObject->header.gfx.pos[1] - y;
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f32 mz = gMarioObject->header.gfx.pos[2] - z;
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struct Object* nearest_player_to_object(struct Object *obj) {
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f32 mx = gMarioObject->header.gfx.pos[0] - obj->oPosX;
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f32 my = gMarioObject->header.gfx.pos[1] - obj->oPosY;
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f32 mz = gMarioObject->header.gfx.pos[2] - obj->oPosZ;
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mx *= mx;
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my *= my;
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mz *= mz;
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f32 lx = gLuigiObject->header.gfx.pos[0] - x;
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f32 ly = gLuigiObject->header.gfx.pos[1] - y;
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f32 lz = gLuigiObject->header.gfx.pos[2] - z;
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f32 lx = gLuigiObject->header.gfx.pos[0] - obj->oPosX;
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f32 ly = gLuigiObject->header.gfx.pos[1] - obj->oPosY;
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f32 lz = gLuigiObject->header.gfx.pos[2] - obj->oPosZ;
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lx *= lx;
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ly *= ly;
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lz *= lz;
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@ -882,9 +882,10 @@ static void treat_far_home_as_mario(f32 threshold) {
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o->oAngleToMario = atan2s(dz, dx);
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o->oDistanceToMario = 25000.0f;
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} else {
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dx = o->oHomeX - gMarioObject->oPosX;
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dy = o->oHomeY - gMarioObject->oPosY;
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dz = o->oHomeZ - gMarioObject->oPosZ;
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struct Object* player = nearest_player_to_object(o);
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dx = o->oHomeX - player->oPosX;
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dy = o->oHomeY - player->oPosY;
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dz = o->oHomeZ - player->oPosZ;
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distance = sqrtf(dx * dx + dy * dy + dz * dz);
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if (distance > threshold) {
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@ -68,9 +68,8 @@ int detect_object_hurtbox_overlap(struct Object *a, struct Object *b) {
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f32 sp28 = a->hurtboxRadius + b->hurtboxRadius;
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f32 sp24 = sqrtf(sp34 * sp34 + sp2C * sp2C);
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if (a == gMarioObject || a == gLuigiObject) {
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b->oInteractionSubtype |= INT_SUBTYPE_DELAY_INVINCIBILITY;
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}
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if (a == gMarioObject) { b->oInteractionSubtype |= INT_SUBTYPE_DELAY_INVINCIBILITY; }
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if (a == gLuigiObject) { b->oInteractionSubtype |= INT_SUBTYPE_DELAY_INVINCIBILITY_LUIGI; }
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if (sp28 > sp24) {
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f32 sp20 = a->hitboxHeight + sp3C;
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@ -82,9 +81,8 @@ int detect_object_hurtbox_overlap(struct Object *a, struct Object *b) {
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if (sp20 < sp38) {
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return 0;
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}
|
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if (a == gMarioObject || a == gLuigiObject) {
|
||||
b->oInteractionSubtype &= ~INT_SUBTYPE_DELAY_INVINCIBILITY;
|
||||
}
|
||||
if (a == gMarioObject) { b->oInteractionSubtype &= ~INT_SUBTYPE_DELAY_INVINCIBILITY; }
|
||||
if (a == gLuigiObject) { b->oInteractionSubtype &= ~INT_SUBTYPE_DELAY_INVINCIBILITY_LUIGI; }
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue