mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 03:55:11 +00:00
Synchronized Bowser 1
This commit is contained in:
parent
10bdd1e1fe
commit
483694d6b3
8 changed files with 228 additions and 53 deletions
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@ -2116,6 +2116,7 @@ const BehaviorScript bhvBowserTailAnchor[] = {
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SET_HITBOX_WITH_OFFSET(/*Radius*/ 100, /*Height*/ 50, /*Downwards offset*/ -50),
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SET_INT(oIntangibleTimer, 0),
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DISABLE_RENDERING(),
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CALL_NATIVE(bhv_bowser_tail_anchor_init),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_bowser_tail_anchor_loop),
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END_LOOP(),
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@ -2152,6 +2153,7 @@ const BehaviorScript bhvBowserBodyAnchor[] = {
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DISABLE_RENDERING(),
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SET_INT(oDamageOrCoinValue, 2),
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SET_INT(oIntangibleTimer, 0),
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CALL_NATIVE(bhv_bowser_body_anchor_init),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_bowser_body_anchor_loop),
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END_LOOP(),
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@ -148,9 +148,11 @@ void bhv_alpha_boo_key_loop(void);
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void bhv_bullet_bill_init(void);
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void bhv_bullet_bill_loop(void);
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void bhv_white_puff_smoke_init(void);
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void bhv_bowser_tail_anchor_init(void);
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void bhv_bowser_tail_anchor_loop(void);
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void bhv_bowser_init(void);
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void bhv_bowser_loop(void);
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void bhv_bowser_body_anchor_init(void);
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void bhv_bowser_body_anchor_loop(void);
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void bhv_bowser_flame_spawn_loop(void);
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void bhv_falling_bowser_platform_loop(void);
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@ -1,12 +1,14 @@
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// bowser.c.inc
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static u32 networkBowserAnimationIndex = 0;
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void bowser_tail_anchor_act_0(void) {
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struct Object *bowser = o->parentObj;
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struct Object* bowser = o->parentObj;
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struct Object* player = nearest_player_to_object(o);
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cur_obj_become_tangible();
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cur_obj_scale(1.0f);
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if (bowser->oAction == 19)
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bowser->oIntangibleTimer = -1;
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else if (obj_check_if_collided_with_object(o, gMarioObject)) {
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else if (obj_check_if_collided_with_object(o, player)) {
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bowser->oIntangibleTimer = 0;
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o->oAction = 2;
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} else
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@ -37,6 +39,17 @@ s16 D_8032F520[][3] = { { 1, 10, 40 }, { 0, 0, 74 }, { -1, -10, 114 }, { 1
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{ -1, 20, 154 }, { 1, 40, 164 }, { -1, -40, 174 }, { 1, -80, 179 },
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{ -1, 80, 184 }, { 1, 160, 186 }, { -1, -160, 186 }, { 1, 0, 0 }, };
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void bhv_bowser_tail_anchor_init(void) {
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network_init_object_field(o->parentObj, &o->oAction);
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network_init_object_field(o->parentObj, &o->oPrevAction);
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network_init_object_field(o->parentObj, &o->oTimer);
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network_init_object_field(o->parentObj, &o->oIntangibleTimer);
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network_init_object_field(o->parentObj, &o->oInteractStatus);
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network_init_object_field(o->parentObj, &o->header.gfx.scale[0]);
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network_init_object_field(o->parentObj, &o->header.gfx.scale[1]);
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network_init_object_field(o->parentObj, &o->header.gfx.scale[2]);
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}
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void bhv_bowser_tail_anchor_loop(void) {
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cur_obj_call_action_function(sBowserTailAnchorActions);
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o->oParentRelativePosX = 90.0f;
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@ -46,6 +59,9 @@ void bhv_bowser_tail_anchor_loop(void) {
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}
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void bhv_bowser_flame_spawn_loop(void) {
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if (!network_sync_object_initialized(o)) {
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network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS);
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}
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struct Object *bowser = o->parentObj;
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s32 sp30;
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f32 sp2C;
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@ -66,12 +82,27 @@ void bhv_bowser_flame_spawn_loop(void) {
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o->oPosZ = bowser->oPosZ + (sp28 * sp24 - sp2C * sp20);
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o->oMoveAnglePitch = sp1C[5 * sp30 + 4] + 0xC00;
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o->oMoveAngleYaw = sp1C[5 * sp30 + 3] + (s16) bowser->oMoveAngleYaw;
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if (!(sp30 & 1))
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spawn_object(o, MODEL_RED_FLAME, bhvFlameMovingForwardGrowing);
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if (!(sp30 & 1)) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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if (marioState->playerIndex == 0) {
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struct Object* flame = spawn_object(o, MODEL_RED_FLAME, bhvFlameMovingForwardGrowing);
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struct Object* spawn_objects[] = { flame };
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u32 models[] = { MODEL_RED_FLAME };
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network_send_spawn_objects(spawn_objects, models, 1);
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}
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}
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}
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}
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}
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void bhv_bowser_body_anchor_init(void) {
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network_init_object_field(o->parentObj, &o->oInteractType);
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network_init_object_field(o->parentObj, &o->oInteractStatus);
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network_init_object_field(o->parentObj, &o->oIntangibleTimer);
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network_init_object_field(o->parentObj, &o->oDamageOrCoinValue);
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}
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void bhv_bowser_body_anchor_loop(void) {
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obj_copy_pos_and_angle(o, o->parentObj);
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if (o->parentObj->oAction == 4) {
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@ -98,8 +129,15 @@ void bhv_bowser_body_anchor_loop(void) {
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s32 bowser_spawn_shockwave(void) {
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struct Object *wave;
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if (o->oBehParams2ndByte == 2) {
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wave = spawn_object(o, MODEL_BOWSER_WAVE, bhvBowserShockWave);
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wave->oPosY = o->oFloorHeight;
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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if (marioState->playerIndex == 0) {
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wave = spawn_object(o, MODEL_BOWSER_WAVE, bhvBowserShockWave);
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wave->oPosY = o->oFloorHeight;
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struct Object* spawn_objects[] = { wave };
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u32 models[] = { MODEL_BOWSER_WAVE };
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network_send_spawn_objects(spawn_objects, models, 1);
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}
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return 1;
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}
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return 0;
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@ -190,10 +228,15 @@ static void bowser_debug_actions(void) // unused
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}
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void bowser_bitdw_act_controller(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState->marioObj;
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int distanceToPlayer = dist_between_objects(o, player);
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if (marioState->playerIndex != 0) { return; }
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f32 rand = random_float();
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if (o->oBowserUnk110 == 0) {
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if (o->oBowserUnkF4 & 2) {
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if (o->oDistanceToMario < 1500.0f)
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if (distanceToPlayer < 1500.0f)
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o->oAction = 15; // nearby
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else
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o->oAction = 17; // far away
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@ -203,7 +246,7 @@ void bowser_bitdw_act_controller(void) {
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} else {
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o->oBowserUnk110 = 0;
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#ifndef VERSION_JP
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if (!gCurrDemoInput) {
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if (!gCurrDemoInput && marioState->playerIndex == 0) {
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if (rand < 0.1)
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o->oAction = 3; // rare 1/10 chance
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else
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@ -218,13 +261,19 @@ void bowser_bitdw_act_controller(void) {
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o->oAction = 14; // common
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#endif
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}
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network_send_object(o);
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}
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void bowser_bitfs_act_controller(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState->marioObj;
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int distanceToPlayer = dist_between_objects(o, player);
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if (marioState->playerIndex != 0) { return; }
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f32 rand = random_float();
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if (o->oBowserUnk110 == 0) {
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if (o->oBowserUnkF4 & 2) {
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if (o->oDistanceToMario < 1300.0f) // nearby
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if (distanceToPlayer < 1300.0f) // nearby
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{
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if (rand < 0.5) // 50/50
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o->oAction = 16;
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@ -244,12 +293,18 @@ void bowser_bitfs_act_controller(void) {
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o->oBowserUnk110 = 0;
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o->oAction = 14;
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}
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network_send_object(o);
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}
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void bowser_general_bits_act_controller(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState->marioObj;
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int distanceToPlayer = dist_between_objects(o, player);
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if (marioState->playerIndex != 0) { return; }
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f32 rand = random_float();
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if (o->oBowserUnkF4 & 2) {
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if (o->oDistanceToMario < 1000.0f) {
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if (distanceToPlayer < 1000.0f) {
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if (rand < 0.4)
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o->oAction = 9;
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else if (rand < 0.8)
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@ -262,6 +317,7 @@ void bowser_general_bits_act_controller(void) {
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o->oAction = 7;
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} else
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o->oAction = 14;
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network_send_object(o);
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}
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void bowser_set_act_jump(void) {
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@ -269,6 +325,8 @@ void bowser_set_act_jump(void) {
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}
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void bowser_bits_act_controller(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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if (marioState->playerIndex != 0) { return; }
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switch (o->oBowserUnk110) {
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case 0:
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if (o->oBowserUnk106 == 0)
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@ -282,6 +340,7 @@ void bowser_bits_act_controller(void) {
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o->oAction = 14;
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break;
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}
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network_send_object(o);
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}
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#ifndef VERSION_JP
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@ -328,9 +387,12 @@ void bowser_act_breath_fire(void) {
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void bowser_act_walk_to_mario(void) // turn towards Mario
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{
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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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UNUSED s32 facing; // is Bowser facing Mario?
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s16 turnSpeed;
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s16 angleFromMario = abs_angle_diff(o->oMoveAngleYaw, o->oAngleToMario);
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s16 angleFromMario = abs_angle_diff(o->oMoveAngleYaw, angleToPlayer);
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if (BITFS)
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turnSpeed = 0x400;
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else if (o->oHealth > 2)
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@ -339,7 +401,7 @@ void bowser_act_walk_to_mario(void) // turn towards Mario
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turnSpeed = 0x300;
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else
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turnSpeed = 0x200;
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facing = cur_obj_rotate_yaw_toward(o->oAngleToMario, turnSpeed);
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facing = cur_obj_rotate_yaw_toward(angleToPlayer, turnSpeed);
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if (o->oSubAction == 0) {
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o->oBowserUnkF8 = 0;
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if (bowser_set_anim_look_up_and_walk())
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@ -358,6 +420,10 @@ void bowser_act_walk_to_mario(void) // turn towards Mario
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}
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void bowser_act_teleport(void) {
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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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switch (o->oSubAction) {
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case 0:
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cur_obj_become_intangible();
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@ -367,7 +433,7 @@ void bowser_act_teleport(void) {
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cur_obj_play_sound_2(SOUND_OBJ2_BOWSER_TELEPORT);
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if (o->oOpacity == 0) {
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o->oSubAction++;
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o->oMoveAngleYaw = o->oAngleToMario;
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o->oMoveAngleYaw = angleToPlayer;
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}
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break;
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case 1:
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@ -375,12 +441,12 @@ void bowser_act_teleport(void) {
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o->oForwardVel = 100.0f;
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else {
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o->oSubAction = 2;
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o->oMoveAngleYaw = o->oAngleToMario;
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o->oMoveAngleYaw = angleToPlayer;
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}
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if (abs_angle_diff(o->oMoveAngleYaw, o->oAngleToMario) > 0x4000)
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if (o->oDistanceToMario > 500.0f) {
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if (abs_angle_diff(o->oMoveAngleYaw, angleToPlayer) > 0x4000)
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if (distanceToPlayer > 500.0f) {
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o->oSubAction = 2;
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o->oMoveAngleYaw = o->oAngleToMario; // large change in angle?
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o->oMoveAngleYaw = angleToPlayer; // large change in angle?
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cur_obj_play_sound_2(SOUND_OBJ2_BOWSER_TELEPORT);
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}
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break;
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@ -401,10 +467,20 @@ void bowser_act_spit_fire_into_sky(void) // only in sky
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frame = o->header.gfx.unk38.animFrame;
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if (frame > 24 && frame < 36) {
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cur_obj_play_sound_1(SOUND_AIR_BOWSER_SPIT_FIRE);
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if (frame == 35)
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spawn_object_relative(1, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
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else
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spawn_object_relative(0, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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if (marioState->playerIndex == 0) {
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struct Object* flame = NULL;
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if (frame == 35) {
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flame = spawn_object_relative(1, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
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} else {
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flame = spawn_object_relative(0, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
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}
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if (flame != NULL) {
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struct Object* spawn_objects[] = { flame };
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u32 models[] = { MODEL_RED_FLAME };
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network_send_spawn_objects(spawn_objects, models, 1);
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}
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}
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}
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if (cur_obj_check_if_near_animation_end())
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o->oAction = 0;
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@ -453,6 +529,9 @@ s32 bowser_set_anim_in_air(void) {
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}
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s32 bowser_land(void) {
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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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if (o->oMoveFlags & OBJ_MOVE_LANDED) {
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o->oForwardVel = 0;
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o->oVelY = 0;
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@ -461,10 +540,10 @@ s32 bowser_land(void) {
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o->header.gfx.unk38.animFrame = 0;
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cur_obj_start_cam_event(o, CAM_EVENT_BOWSER_JUMP);
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if (BITDW) {
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if (o->oDistanceToMario < 850.0f)
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gMarioObject->oInteractStatus |= INT_STATUS_MARIO_UNK1;
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if (distanceToPlayer < 850.0f)
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player->oInteractStatus |= INT_STATUS_MARIO_UNK1;
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else
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gMarioObject->oInteractStatus |= INT_STATUS_HOOT_GRABBED_BY_MARIO; // hmm...
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player->oInteractStatus |= INT_STATUS_HOOT_GRABBED_BY_MARIO; // hmm...
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}
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return 1;
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} else
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@ -581,6 +660,9 @@ void bowser_act_turn_from_edge(void) {
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}
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void bowser_act_charge_mario(void) {
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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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s32 sp34;
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if (o->oTimer == 0)
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o->oForwardVel = 0.0f;
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@ -597,10 +679,10 @@ void bowser_act_charge_mario(void) {
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if (o->oBowserUnkF8 >= 6)
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o->oSubAction = 3;
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if (o->oBowserUnkF8 >= 2)
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if (abs_angle_diff(o->oAngleToMario, o->oMoveAngleYaw) > 0x2000)
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if (abs_angle_diff(angleToPlayer, o->oMoveAngleYaw) > 0x2000)
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o->oSubAction = 3;
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}
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cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x200);
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cur_obj_rotate_yaw_toward(angleToPlayer, 0x200);
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break;
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case 3:
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o->oBowserUnkF8 = 0;
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@ -756,11 +838,24 @@ void bowser_act_dance(void) {
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}
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void bowser_spawn_grand_star_key(void) {
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if (BITS)
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gSecondCameraFocus = spawn_object(o, MODEL_STAR, bhvGrandStar);
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else {
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gSecondCameraFocus = spawn_object(o, MODEL_BOWSER_KEY, bhvBowserKey);
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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if (marioState->playerIndex != 0) { return; }
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struct Object* reward = NULL;
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if (BITS) {
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reward = spawn_object(o, MODEL_STAR, bhvGrandStar);
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gSecondCameraFocus = reward;
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struct Object* spawn_objects[] = { reward };
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u32 models[] = { MODEL_STAR };
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network_send_spawn_objects(spawn_objects, models, 1);
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} else {
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reward = spawn_object(o, MODEL_BOWSER_KEY, bhvBowserKey);
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gSecondCameraFocus = reward;
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cur_obj_play_sound_2(SOUND_GENERAL2_BOWSER_KEY);
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struct Object* spawn_objects[] = { reward };
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u32 models[] = { MODEL_BOWSER_KEY };
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network_send_spawn_objects(spawn_objects, models, 1);
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}
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gSecondCameraFocus->oAngleVelYaw = o->oAngleVelYaw;
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}
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@ -789,10 +884,14 @@ void bowser_dead_bounce(void) {
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}
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|
||||
s32 bowser_dead_wait_for_mario(void) {
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
int distanceToPlayer = dist_between_objects(o, player);
|
||||
int angleToPlayer = obj_angle_to_object(o, player);
|
||||
|
||||
s32 ret = 0;
|
||||
cur_obj_become_intangible();
|
||||
if (cur_obj_init_animation_and_check_if_near_end(17) && o->oDistanceToMario < 700.0f
|
||||
&& abs_angle_diff(gMarioObject->oMoveAngleYaw, o->oAngleToMario) > 0x6000)
|
||||
if (cur_obj_init_animation_and_check_if_near_end(17) && distanceToPlayer < 700.0f
|
||||
&& abs_angle_diff(player->oMoveAngleYaw, angleToPlayer) > 0x6000)
|
||||
ret = 1;
|
||||
cur_obj_extend_animation_if_at_end();
|
||||
o->oBowserUnkF8 = 0;
|
||||
|
@ -827,13 +926,15 @@ void bowser_dead_hide(void) {
|
|||
}
|
||||
|
||||
s32 bowser_dead_not_bits_end(void) {
|
||||
struct MarioState* marioState = nearest_mario_state_to_object(o);
|
||||
|
||||
s32 ret = 0;
|
||||
if (o->oBowserUnkF8 < 2) {
|
||||
if (o->oBowserUnkF8 == 0) {
|
||||
func_8031FFB4(SEQ_PLAYER_LEVEL, 60, 40);
|
||||
o->oBowserUnkF8++;
|
||||
}
|
||||
if (cur_obj_update_dialog(&gMarioStates[0], 2, 18, sBowserDefeatedDialogText[o->oBehParams2ndByte], 0)) {
|
||||
if (marioState->playerIndex == 0 && cur_obj_update_dialog(marioState, 2, 18, sBowserDefeatedDialogText[o->oBehParams2ndByte], 0)) {
|
||||
o->oBowserUnkF8++;
|
||||
cur_obj_play_sound_2(SOUND_GENERAL2_BOWSER_EXPLODE);
|
||||
sequence_player_unlower(SEQ_PLAYER_LEVEL, 60);
|
||||
|
@ -843,13 +944,14 @@ s32 bowser_dead_not_bits_end(void) {
|
|||
bowser_dead_hide();
|
||||
spawn_triangle_break_particles(20, 116, 1.0f, 0);
|
||||
bowser_spawn_grand_star_key();
|
||||
set_mario_npc_dialog(&gMarioStates[0], 0);
|
||||
if (marioState->playerIndex) { set_mario_npc_dialog(marioState, 0); }
|
||||
ret = 1;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
s32 bowser_dead_bits_end(void) {
|
||||
struct MarioState* marioState = nearest_mario_state_to_object(o);
|
||||
UNUSED s32 unused;
|
||||
s32 ret = 0;
|
||||
s32 dialogID;
|
||||
|
@ -862,7 +964,7 @@ s32 bowser_dead_bits_end(void) {
|
|||
func_8031FFB4(SEQ_PLAYER_LEVEL, 60, 40);
|
||||
o->oBowserUnkF8++;
|
||||
}
|
||||
if (cur_obj_update_dialog(&gMarioStates[0], 2, 18, dialogID, 0)) {
|
||||
if (marioState->playerIndex == 0 && cur_obj_update_dialog(marioState, 2, 18, dialogID, 0)) {
|
||||
cur_obj_set_model(MODEL_BOWSER2);
|
||||
sequence_player_unlower(SEQ_PLAYER_LEVEL, 60);
|
||||
sequence_player_fade_out(0, 1);
|
||||
|
@ -1035,6 +1137,7 @@ void bowser_free_update(void) {
|
|||
if ((platform = o->platform) != NULL)
|
||||
apply_platform_displacement((u32)-1, platform);
|
||||
o->oBowserUnk10E = 0;
|
||||
|
||||
cur_obj_update_floor_and_walls();
|
||||
cur_obj_call_action_function(sBowserActions);
|
||||
cur_obj_move_standard(-78);
|
||||
|
@ -1049,8 +1152,17 @@ void bowser_free_update(void) {
|
|||
}
|
||||
|
||||
void bowser_held_update(void) {
|
||||
struct MarioState* marioState = &gMarioStates[o->heldByPlayerIndex];
|
||||
struct Object* player = marioState->marioObj;
|
||||
|
||||
if (marioState->heldObj != o) {
|
||||
o->oHeldState = HELD_FREE;
|
||||
return;
|
||||
}
|
||||
|
||||
o->oBowserUnkF4 &= ~0x20000;
|
||||
cur_obj_become_intangible();
|
||||
|
||||
switch (o->oBowserUnk10E) {
|
||||
case 0:
|
||||
cur_obj_play_sound_2(SOUND_OBJ_BOWSER_TAIL_PICKUP);
|
||||
|
@ -1067,12 +1179,13 @@ void bowser_held_update(void) {
|
|||
break;
|
||||
}
|
||||
o->oMoveFlags = 0;
|
||||
o->oBowserHeldAnglePitch = gMarioObject->oMoveAnglePitch;
|
||||
o->oBowserHeldAngleVelYaw = gMarioObject->oAngleVelYaw;
|
||||
o->oMoveAngleYaw = gMarioObject->oMoveAngleYaw;
|
||||
o->oBowserHeldAnglePitch = player->oMoveAnglePitch;
|
||||
o->oBowserHeldAngleVelYaw = player->oAngleVelYaw;
|
||||
o->oMoveAngleYaw = player->oMoveAngleYaw;
|
||||
}
|
||||
|
||||
void bowser_thrown_dropped_update(void) {
|
||||
u8 needsSync = (o->oSubAction != 0 || o->oBowserUnk10E != 0);
|
||||
f32 sp1C;
|
||||
o->oBowserUnk10E = 0;
|
||||
cur_obj_get_thrown_or_placed(1.0f, 1.0f, 1);
|
||||
|
@ -1089,15 +1202,29 @@ void bowser_thrown_dropped_update(void) {
|
|||
o->prevObj->oSubAction = 0;
|
||||
o->oTimer = 0;
|
||||
o->oSubAction = 0;
|
||||
|
||||
if (needsSync) {
|
||||
network_send_object(o);
|
||||
}
|
||||
}
|
||||
|
||||
void bhv_bowser_loop(void) {
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
int distanceToPlayer = dist_between_objects(o, player);
|
||||
int angleToPlayer = obj_angle_to_object(o, player);
|
||||
|
||||
// look for animation difference and override
|
||||
struct Animation* anim = o->oAnimations[networkBowserAnimationIndex];
|
||||
if (anim != NULL &&o->header.gfx.unk38.curAnim != anim) {
|
||||
geo_obj_init_animation(&o->header.gfx, &anim);
|
||||
}
|
||||
|
||||
s16 angleToMario; // AngleToMario from Bowser's perspective
|
||||
s16 angleToCentre; // AngleToCentre from Bowser's perspective
|
||||
|
||||
o->oBowserDistToCentre = sqrtf(o->oPosX * o->oPosX + o->oPosZ * o->oPosZ);
|
||||
o->oBowserAngleToCentre = atan2s(0.0f - o->oPosZ, 0.0f - o->oPosX);
|
||||
angleToMario = abs_angle_diff(o->oMoveAngleYaw, o->oAngleToMario);
|
||||
angleToMario = abs_angle_diff(o->oMoveAngleYaw, angleToPlayer);
|
||||
angleToCentre = abs_angle_diff(o->oMoveAngleYaw, o->oBowserAngleToCentre);
|
||||
o->oBowserUnkF4 &= ~0xFF;
|
||||
if (angleToMario < 0x2000)
|
||||
|
@ -1106,7 +1233,7 @@ void bhv_bowser_loop(void) {
|
|||
o->oBowserUnkF4 |= 4;
|
||||
if (o->oBowserDistToCentre < 1000.0f)
|
||||
o->oBowserUnkF4 |= 0x10;
|
||||
if (o->oDistanceToMario < 850.0f)
|
||||
if (distanceToPlayer < 850.0f)
|
||||
o->oBowserUnkF4 |= 8;
|
||||
switch (o->oHeldState) {
|
||||
case HELD_FREE:
|
||||
|
@ -1135,6 +1262,16 @@ void bhv_bowser_loop(void) {
|
|||
o->oOpacity = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// update animation index
|
||||
anim = o->oAnimations[networkBowserAnimationIndex];
|
||||
if (o->header.gfx.unk38.curAnim != anim) {
|
||||
for (int i = 0; i < 32; i++) {
|
||||
if (o->header.gfx.unk38.curAnim == o->oAnimations[i]) {
|
||||
networkBowserAnimationIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void bhv_bowser_init(void) {
|
||||
|
@ -1155,6 +1292,12 @@ void bhv_bowser_init(void) {
|
|||
o->oAction = 5;
|
||||
o->oBowserUnk1AE = 0;
|
||||
o->oBowserEyesShut = 0;
|
||||
|
||||
struct SyncObject* so = network_init_object(o, 8000.0f);
|
||||
so->fullObjectSync = TRUE;
|
||||
network_init_object_field(o, &o->header.gfx.node.flags);
|
||||
network_init_object_field(o, &networkBowserAnimationIndex);
|
||||
network_init_object_field(o, &o->header.gfx.unk38.animFrame);
|
||||
}
|
||||
|
||||
#undef BITDW
|
||||
|
@ -1177,9 +1320,12 @@ Gfx *geo_update_body_rot_from_parent(s32 run, UNUSED struct GraphNode *node, Mat
|
|||
}
|
||||
|
||||
void bowser_open_eye_switch(struct Object *a0, struct GraphNodeSwitchCase *switchCase) {
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
int angleToPlayer = obj_angle_to_object(o, player);
|
||||
|
||||
s32 sp1C;
|
||||
s16 sp1A;
|
||||
sp1A = abs_angle_diff(a0->oMoveAngleYaw, a0->oAngleToMario);
|
||||
sp1A = abs_angle_diff(a0->oMoveAngleYaw, angleToPlayer);
|
||||
sp1C = switchCase->selectedCase;
|
||||
switch (sp1C) {
|
||||
case 0:
|
||||
|
@ -1375,8 +1521,9 @@ void bhv_falling_bowser_platform_loop(void) {
|
|||
void bowser_flame_despawn(void) {
|
||||
obj_mark_for_deletion(o);
|
||||
spawn_object_with_scale(o, MODEL_NONE, bhvBlackSmokeUpward, 1.0f);
|
||||
if (random_float() < 0.1)
|
||||
if (random_float() < 0.1) {
|
||||
spawn_object(o, MODEL_YELLOW_COIN, bhvTemporaryYellowCoin);
|
||||
}
|
||||
}
|
||||
|
||||
s32 bowser_flame_should_despawn(s32 maxTime) {
|
||||
|
@ -1566,10 +1713,11 @@ void bhv_flame_bouncing_loop(void) {
|
|||
}
|
||||
|
||||
void bhv_blue_flames_group_loop(void) {
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
struct Object *flame;
|
||||
s32 i;
|
||||
if (o->oTimer == 0) {
|
||||
o->oMoveAngleYaw = obj_angle_to_object(o, gMarioObject);
|
||||
o->oMoveAngleYaw = obj_angle_to_object(o, player);
|
||||
o->oBlueFlameUnkF8 = 5.0f;
|
||||
}
|
||||
if (o->oTimer < 16) {
|
||||
|
|
|
@ -1541,6 +1541,9 @@ s32 stomach_slide_action(struct MarioState *m, u32 stopAction, u32 airAction, s3
|
|||
}
|
||||
|
||||
if (update_sliding(m, 4.0f)) {
|
||||
if (m->playerIndex != 0) {
|
||||
m->input &= ~INPUT_ABOVE_SLIDE;
|
||||
}
|
||||
return set_mario_action(m, stopAction, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
#include "audio_defines.h"
|
||||
#include "engine/math_util.h"
|
||||
#include "thread6.h"
|
||||
#include "behavior_data.h"
|
||||
|
||||
/**
|
||||
* Used by act_punching() to determine Mario's forward velocity during each
|
||||
|
@ -320,6 +321,9 @@ s32 act_stomach_slide_stop(struct MarioState *m) {
|
|||
}
|
||||
|
||||
s32 act_picking_up_bowser(struct MarioState *m) {
|
||||
if (m->playerIndex != 0) {
|
||||
m->usedObj = cur_obj_nearest_object_with_behavior(bhvBowser);
|
||||
}
|
||||
if (m->actionState == 0) {
|
||||
m->actionState = 1;
|
||||
m->angleVel[1] = 0;
|
||||
|
@ -328,6 +332,9 @@ s32 act_picking_up_bowser(struct MarioState *m) {
|
|||
if (m->heldObj != NULL) {
|
||||
queue_rumble_data_mario(m, 5, 80);
|
||||
play_sound(SOUND_MARIO_HRMM, m->marioObj->header.gfx.cameraToObject);
|
||||
if (m->playerIndex == 0) {
|
||||
network_send_object(m->heldObj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -341,9 +348,23 @@ s32 act_picking_up_bowser(struct MarioState *m) {
|
|||
}
|
||||
|
||||
s32 act_holding_bowser(struct MarioState *m) {
|
||||
if (m->playerIndex != 0) {
|
||||
if (m->marioBodyState->grabPos != GRAB_POS_BOWSER) {
|
||||
m->usedObj = cur_obj_nearest_object_with_behavior(bhvBowser);
|
||||
m->actionState = 1;
|
||||
m->angleVel[1] = 0;
|
||||
m->marioBodyState->grabPos = GRAB_POS_BOWSER;
|
||||
mario_grab_used_object(m);
|
||||
if (m->heldObj != NULL) {
|
||||
queue_rumble_data_mario(m, 5, 80);
|
||||
play_sound(SOUND_MARIO_HRMM, m->marioObj->header.gfx.cameraToObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
s16 spin;
|
||||
|
||||
if (m->input & INPUT_B_PRESSED) {
|
||||
if (m->playerIndex == 0 && m->input & INPUT_B_PRESSED) {
|
||||
#ifndef VERSION_JP
|
||||
if (m->angleVel[1] <= -0xE00 || m->angleVel[1] >= 0xE00) {
|
||||
play_sound(SOUND_MARIO_SO_LONGA_BOWSER, m->marioObj->header.gfx.cameraToObject);
|
||||
|
@ -356,7 +377,7 @@ s32 act_holding_bowser(struct MarioState *m) {
|
|||
return set_mario_action(m, ACT_RELEASING_BOWSER, 0);
|
||||
}
|
||||
|
||||
if (m->angleVel[1] == 0) {
|
||||
if (m->playerIndex == 0 && m->angleVel[1] == 0) {
|
||||
if (m->actionTimer++ > 120) {
|
||||
return set_mario_action(m, ACT_RELEASING_BOWSER, 1);
|
||||
}
|
||||
|
@ -422,7 +443,7 @@ s32 act_holding_bowser(struct MarioState *m) {
|
|||
}
|
||||
|
||||
s32 act_releasing_bowser(struct MarioState *m) {
|
||||
if (++m->actionTimer == 1) {
|
||||
if (++m->actionTimer == 1 && m->playerIndex == 0) {
|
||||
if (m->actionArg == 0) {
|
||||
queue_rumble_data_mario(m, 4, 50);
|
||||
mario_throw_held_object(m);
|
||||
|
|
|
@ -276,10 +276,12 @@ void obj_set_held_state(struct Object *obj, const BehaviorScript *heldBehavior)
|
|||
|
||||
if (heldBehavior == bhvCarrySomething5) {
|
||||
obj->oHeldState = HELD_THROWN;
|
||||
obj->heldByPlayerIndex = 0;
|
||||
}
|
||||
|
||||
if (heldBehavior == bhvCarrySomething4) {
|
||||
obj->oHeldState = HELD_DROPPED;
|
||||
obj->heldByPlayerIndex = 0;
|
||||
}
|
||||
} else {
|
||||
obj->curBhvCommand = segmented_to_virtual(heldBehavior);
|
||||
|
|
|
@ -211,7 +211,6 @@ static void packet_read_object_standard_fields(struct Packet* p, struct Object*
|
|||
|
||||
static void packet_write_object_extra_fields(struct Packet* p, struct Object* o) {
|
||||
struct SyncObject* so = &syncObjects[o->oSyncID];
|
||||
if (so->fullObjectSync) { return; }
|
||||
if (so->maxSyncDistance == SYNC_DISTANCE_ONLY_DEATH) { return; }
|
||||
|
||||
// write the count
|
||||
|
@ -226,7 +225,6 @@ static void packet_write_object_extra_fields(struct Packet* p, struct Object* o)
|
|||
|
||||
static void packet_read_object_extra_fields(struct Packet* p, struct Object* o) {
|
||||
struct SyncObject* so = &syncObjects[o->oSyncID];
|
||||
if (so->fullObjectSync) { return; }
|
||||
if (so->maxSyncDistance == SYNC_DISTANCE_ONLY_DEATH) { return; }
|
||||
|
||||
// read the count and sanity check
|
||||
|
|
|
@ -57,11 +57,10 @@ void network_receive_player(struct Packet* p) {
|
|||
|
||||
if (heldSyncID != NULL && syncObjects[heldSyncID].o != NULL) {
|
||||
// TODO: do we have to move graphics nodes around to make this visible?
|
||||
gMarioStates[1].heldObj = syncObjects[heldSyncID].o;
|
||||
if (gMarioStates[1].heldObj != NULL) {
|
||||
gMarioStates[1].heldObj->oHeldState = HELD_HELD;
|
||||
gMarioStates[1].heldObj->heldByPlayerIndex = 1;
|
||||
}
|
||||
struct Object* heldObj = syncObjects[heldSyncID].o;
|
||||
gMarioStates[1].heldObj = heldObj;
|
||||
heldObj->oHeldState = HELD_HELD;
|
||||
heldObj->heldByPlayerIndex = 1;
|
||||
} else {
|
||||
gMarioStates[1].heldObj = NULL;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue