Synchronized Bowser 1

This commit is contained in:
MysterD 2020-08-29 12:59:07 -07:00
parent 10bdd1e1fe
commit 483694d6b3
8 changed files with 228 additions and 53 deletions

View file

@ -2116,6 +2116,7 @@ const BehaviorScript bhvBowserTailAnchor[] = {
SET_HITBOX_WITH_OFFSET(/*Radius*/ 100, /*Height*/ 50, /*Downwards offset*/ -50),
SET_INT(oIntangibleTimer, 0),
DISABLE_RENDERING(),
CALL_NATIVE(bhv_bowser_tail_anchor_init),
BEGIN_LOOP(),
CALL_NATIVE(bhv_bowser_tail_anchor_loop),
END_LOOP(),
@ -2152,6 +2153,7 @@ const BehaviorScript bhvBowserBodyAnchor[] = {
DISABLE_RENDERING(),
SET_INT(oDamageOrCoinValue, 2),
SET_INT(oIntangibleTimer, 0),
CALL_NATIVE(bhv_bowser_body_anchor_init),
BEGIN_LOOP(),
CALL_NATIVE(bhv_bowser_body_anchor_loop),
END_LOOP(),

View file

@ -148,9 +148,11 @@ void bhv_alpha_boo_key_loop(void);
void bhv_bullet_bill_init(void);
void bhv_bullet_bill_loop(void);
void bhv_white_puff_smoke_init(void);
void bhv_bowser_tail_anchor_init(void);
void bhv_bowser_tail_anchor_loop(void);
void bhv_bowser_init(void);
void bhv_bowser_loop(void);
void bhv_bowser_body_anchor_init(void);
void bhv_bowser_body_anchor_loop(void);
void bhv_bowser_flame_spawn_loop(void);
void bhv_falling_bowser_platform_loop(void);

View file

@ -1,12 +1,14 @@
// bowser.c.inc
static u32 networkBowserAnimationIndex = 0;
void bowser_tail_anchor_act_0(void) {
struct Object *bowser = o->parentObj;
struct Object* bowser = o->parentObj;
struct Object* player = nearest_player_to_object(o);
cur_obj_become_tangible();
cur_obj_scale(1.0f);
if (bowser->oAction == 19)
bowser->oIntangibleTimer = -1;
else if (obj_check_if_collided_with_object(o, gMarioObject)) {
else if (obj_check_if_collided_with_object(o, player)) {
bowser->oIntangibleTimer = 0;
o->oAction = 2;
} else
@ -37,6 +39,17 @@ s16 D_8032F520[][3] = { { 1, 10, 40 }, { 0, 0, 74 }, { -1, -10, 114 }, { 1
{ -1, 20, 154 }, { 1, 40, 164 }, { -1, -40, 174 }, { 1, -80, 179 },
{ -1, 80, 184 }, { 1, 160, 186 }, { -1, -160, 186 }, { 1, 0, 0 }, };
void bhv_bowser_tail_anchor_init(void) {
network_init_object_field(o->parentObj, &o->oAction);
network_init_object_field(o->parentObj, &o->oPrevAction);
network_init_object_field(o->parentObj, &o->oTimer);
network_init_object_field(o->parentObj, &o->oIntangibleTimer);
network_init_object_field(o->parentObj, &o->oInteractStatus);
network_init_object_field(o->parentObj, &o->header.gfx.scale[0]);
network_init_object_field(o->parentObj, &o->header.gfx.scale[1]);
network_init_object_field(o->parentObj, &o->header.gfx.scale[2]);
}
void bhv_bowser_tail_anchor_loop(void) {
cur_obj_call_action_function(sBowserTailAnchorActions);
o->oParentRelativePosX = 90.0f;
@ -46,6 +59,9 @@ void bhv_bowser_tail_anchor_loop(void) {
}
void bhv_bowser_flame_spawn_loop(void) {
if (!network_sync_object_initialized(o)) {
network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS);
}
struct Object *bowser = o->parentObj;
s32 sp30;
f32 sp2C;
@ -66,10 +82,25 @@ void bhv_bowser_flame_spawn_loop(void) {
o->oPosZ = bowser->oPosZ + (sp28 * sp24 - sp2C * sp20);
o->oMoveAnglePitch = sp1C[5 * sp30 + 4] + 0xC00;
o->oMoveAngleYaw = sp1C[5 * sp30 + 3] + (s16) bowser->oMoveAngleYaw;
if (!(sp30 & 1))
spawn_object(o, MODEL_RED_FLAME, bhvFlameMovingForwardGrowing);
if (!(sp30 & 1)) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
if (marioState->playerIndex == 0) {
struct Object* flame = spawn_object(o, MODEL_RED_FLAME, bhvFlameMovingForwardGrowing);
struct Object* spawn_objects[] = { flame };
u32 models[] = { MODEL_RED_FLAME };
network_send_spawn_objects(spawn_objects, models, 1);
}
}
}
}
}
void bhv_bowser_body_anchor_init(void) {
network_init_object_field(o->parentObj, &o->oInteractType);
network_init_object_field(o->parentObj, &o->oInteractStatus);
network_init_object_field(o->parentObj, &o->oIntangibleTimer);
network_init_object_field(o->parentObj, &o->oDamageOrCoinValue);
}
void bhv_bowser_body_anchor_loop(void) {
@ -98,8 +129,15 @@ void bhv_bowser_body_anchor_loop(void) {
s32 bowser_spawn_shockwave(void) {
struct Object *wave;
if (o->oBehParams2ndByte == 2) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
if (marioState->playerIndex == 0) {
wave = spawn_object(o, MODEL_BOWSER_WAVE, bhvBowserShockWave);
wave->oPosY = o->oFloorHeight;
struct Object* spawn_objects[] = { wave };
u32 models[] = { MODEL_BOWSER_WAVE };
network_send_spawn_objects(spawn_objects, models, 1);
}
return 1;
}
return 0;
@ -190,10 +228,15 @@ static void bowser_debug_actions(void) // unused
}
void bowser_bitdw_act_controller(void) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
struct Object* player = marioState->marioObj;
int distanceToPlayer = dist_between_objects(o, player);
if (marioState->playerIndex != 0) { return; }
f32 rand = random_float();
if (o->oBowserUnk110 == 0) {
if (o->oBowserUnkF4 & 2) {
if (o->oDistanceToMario < 1500.0f)
if (distanceToPlayer < 1500.0f)
o->oAction = 15; // nearby
else
o->oAction = 17; // far away
@ -203,7 +246,7 @@ void bowser_bitdw_act_controller(void) {
} else {
o->oBowserUnk110 = 0;
#ifndef VERSION_JP
if (!gCurrDemoInput) {
if (!gCurrDemoInput && marioState->playerIndex == 0) {
if (rand < 0.1)
o->oAction = 3; // rare 1/10 chance
else
@ -218,13 +261,19 @@ void bowser_bitdw_act_controller(void) {
o->oAction = 14; // common
#endif
}
network_send_object(o);
}
void bowser_bitfs_act_controller(void) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
struct Object* player = marioState->marioObj;
int distanceToPlayer = dist_between_objects(o, player);
if (marioState->playerIndex != 0) { return; }
f32 rand = random_float();
if (o->oBowserUnk110 == 0) {
if (o->oBowserUnkF4 & 2) {
if (o->oDistanceToMario < 1300.0f) // nearby
if (distanceToPlayer < 1300.0f) // nearby
{
if (rand < 0.5) // 50/50
o->oAction = 16;
@ -244,12 +293,18 @@ void bowser_bitfs_act_controller(void) {
o->oBowserUnk110 = 0;
o->oAction = 14;
}
network_send_object(o);
}
void bowser_general_bits_act_controller(void) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
struct Object* player = marioState->marioObj;
int distanceToPlayer = dist_between_objects(o, player);
if (marioState->playerIndex != 0) { return; }
f32 rand = random_float();
if (o->oBowserUnkF4 & 2) {
if (o->oDistanceToMario < 1000.0f) {
if (distanceToPlayer < 1000.0f) {
if (rand < 0.4)
o->oAction = 9;
else if (rand < 0.8)
@ -262,6 +317,7 @@ void bowser_general_bits_act_controller(void) {
o->oAction = 7;
} else
o->oAction = 14;
network_send_object(o);
}
void bowser_set_act_jump(void) {
@ -269,6 +325,8 @@ void bowser_set_act_jump(void) {
}
void bowser_bits_act_controller(void) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
if (marioState->playerIndex != 0) { return; }
switch (o->oBowserUnk110) {
case 0:
if (o->oBowserUnk106 == 0)
@ -282,6 +340,7 @@ void bowser_bits_act_controller(void) {
o->oAction = 14;
break;
}
network_send_object(o);
}
#ifndef VERSION_JP
@ -328,9 +387,12 @@ void bowser_act_breath_fire(void) {
void bowser_act_walk_to_mario(void) // turn towards Mario
{
struct Object* player = nearest_player_to_object(o);
int angleToPlayer = obj_angle_to_object(o, player);
UNUSED s32 facing; // is Bowser facing Mario?
s16 turnSpeed;
s16 angleFromMario = abs_angle_diff(o->oMoveAngleYaw, o->oAngleToMario);
s16 angleFromMario = abs_angle_diff(o->oMoveAngleYaw, angleToPlayer);
if (BITFS)
turnSpeed = 0x400;
else if (o->oHealth > 2)
@ -339,7 +401,7 @@ void bowser_act_walk_to_mario(void) // turn towards Mario
turnSpeed = 0x300;
else
turnSpeed = 0x200;
facing = cur_obj_rotate_yaw_toward(o->oAngleToMario, turnSpeed);
facing = cur_obj_rotate_yaw_toward(angleToPlayer, turnSpeed);
if (o->oSubAction == 0) {
o->oBowserUnkF8 = 0;
if (bowser_set_anim_look_up_and_walk())
@ -358,6 +420,10 @@ void bowser_act_walk_to_mario(void) // turn towards Mario
}
void bowser_act_teleport(void) {
struct Object* player = nearest_player_to_object(o);
int distanceToPlayer = dist_between_objects(o, player);
int angleToPlayer = obj_angle_to_object(o, player);
switch (o->oSubAction) {
case 0:
cur_obj_become_intangible();
@ -367,7 +433,7 @@ void bowser_act_teleport(void) {
cur_obj_play_sound_2(SOUND_OBJ2_BOWSER_TELEPORT);
if (o->oOpacity == 0) {
o->oSubAction++;
o->oMoveAngleYaw = o->oAngleToMario;
o->oMoveAngleYaw = angleToPlayer;
}
break;
case 1:
@ -375,12 +441,12 @@ void bowser_act_teleport(void) {
o->oForwardVel = 100.0f;
else {
o->oSubAction = 2;
o->oMoveAngleYaw = o->oAngleToMario;
o->oMoveAngleYaw = angleToPlayer;
}
if (abs_angle_diff(o->oMoveAngleYaw, o->oAngleToMario) > 0x4000)
if (o->oDistanceToMario > 500.0f) {
if (abs_angle_diff(o->oMoveAngleYaw, angleToPlayer) > 0x4000)
if (distanceToPlayer > 500.0f) {
o->oSubAction = 2;
o->oMoveAngleYaw = o->oAngleToMario; // large change in angle?
o->oMoveAngleYaw = angleToPlayer; // large change in angle?
cur_obj_play_sound_2(SOUND_OBJ2_BOWSER_TELEPORT);
}
break;
@ -401,10 +467,20 @@ void bowser_act_spit_fire_into_sky(void) // only in sky
frame = o->header.gfx.unk38.animFrame;
if (frame > 24 && frame < 36) {
cur_obj_play_sound_1(SOUND_AIR_BOWSER_SPIT_FIRE);
if (frame == 35)
spawn_object_relative(1, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
else
spawn_object_relative(0, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
struct MarioState* marioState = nearest_mario_state_to_object(o);
if (marioState->playerIndex == 0) {
struct Object* flame = NULL;
if (frame == 35) {
flame = spawn_object_relative(1, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
} else {
flame = spawn_object_relative(0, 0, 0x190, 0x64, o, MODEL_RED_FLAME, bhvBlueBowserFlame);
}
if (flame != NULL) {
struct Object* spawn_objects[] = { flame };
u32 models[] = { MODEL_RED_FLAME };
network_send_spawn_objects(spawn_objects, models, 1);
}
}
}
if (cur_obj_check_if_near_animation_end())
o->oAction = 0;
@ -453,6 +529,9 @@ s32 bowser_set_anim_in_air(void) {
}
s32 bowser_land(void) {
struct Object* player = nearest_player_to_object(o);
int distanceToPlayer = dist_between_objects(o, player);
if (o->oMoveFlags & OBJ_MOVE_LANDED) {
o->oForwardVel = 0;
o->oVelY = 0;
@ -461,10 +540,10 @@ s32 bowser_land(void) {
o->header.gfx.unk38.animFrame = 0;
cur_obj_start_cam_event(o, CAM_EVENT_BOWSER_JUMP);
if (BITDW) {
if (o->oDistanceToMario < 850.0f)
gMarioObject->oInteractStatus |= INT_STATUS_MARIO_UNK1;
if (distanceToPlayer < 850.0f)
player->oInteractStatus |= INT_STATUS_MARIO_UNK1;
else
gMarioObject->oInteractStatus |= INT_STATUS_HOOT_GRABBED_BY_MARIO; // hmm...
player->oInteractStatus |= INT_STATUS_HOOT_GRABBED_BY_MARIO; // hmm...
}
return 1;
} else
@ -581,6 +660,9 @@ void bowser_act_turn_from_edge(void) {
}
void bowser_act_charge_mario(void) {
struct Object* player = nearest_player_to_object(o);
int angleToPlayer = obj_angle_to_object(o, player);
s32 sp34;
if (o->oTimer == 0)
o->oForwardVel = 0.0f;
@ -597,10 +679,10 @@ void bowser_act_charge_mario(void) {
if (o->oBowserUnkF8 >= 6)
o->oSubAction = 3;
if (o->oBowserUnkF8 >= 2)
if (abs_angle_diff(o->oAngleToMario, o->oMoveAngleYaw) > 0x2000)
if (abs_angle_diff(angleToPlayer, o->oMoveAngleYaw) > 0x2000)
o->oSubAction = 3;
}
cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x200);
cur_obj_rotate_yaw_toward(angleToPlayer, 0x200);
break;
case 3:
o->oBowserUnkF8 = 0;
@ -756,11 +838,24 @@ void bowser_act_dance(void) {
}
void bowser_spawn_grand_star_key(void) {
if (BITS)
gSecondCameraFocus = spawn_object(o, MODEL_STAR, bhvGrandStar);
else {
gSecondCameraFocus = spawn_object(o, MODEL_BOWSER_KEY, bhvBowserKey);
struct MarioState* marioState = nearest_mario_state_to_object(o);
if (marioState->playerIndex != 0) { return; }
struct Object* reward = NULL;
if (BITS) {
reward = spawn_object(o, MODEL_STAR, bhvGrandStar);
gSecondCameraFocus = reward;
struct Object* spawn_objects[] = { reward };
u32 models[] = { MODEL_STAR };
network_send_spawn_objects(spawn_objects, models, 1);
} else {
reward = spawn_object(o, MODEL_BOWSER_KEY, bhvBowserKey);
gSecondCameraFocus = reward;
cur_obj_play_sound_2(SOUND_GENERAL2_BOWSER_KEY);
struct Object* spawn_objects[] = { reward };
u32 models[] = { MODEL_BOWSER_KEY };
network_send_spawn_objects(spawn_objects, models, 1);
}
gSecondCameraFocus->oAngleVelYaw = o->oAngleVelYaw;
}
@ -789,10 +884,14 @@ void bowser_dead_bounce(void) {
}
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) {

View file

@ -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);
}

View file

@ -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);

View file

@ -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);

View file

@ -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

View file

@ -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;
}