mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-12-22 16:30:23 +00:00
Made fish Luigi-aware
This commit is contained in:
parent
4351a6345a
commit
7accb94398
2 changed files with 25 additions and 14 deletions
|
@ -91,7 +91,7 @@ static const LevelScript script_func_local_4[] = {
|
|||
OBJECT(/*model*/ MODEL_YOSHI, /*pos*/ 0, 3174, -5625, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvYoshi),
|
||||
// TESTING BELOW
|
||||
OBJECT(/*model*/ MODEL_BLACK_BOBOMB, /*pos*/ -2028, 260, 4664, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBobomb),
|
||||
OBJECT(/*model*/ MODEL_GOOMBA, /*pos*/ -2028, 260, 3264, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvGoomba),
|
||||
OBJECT(/*model*/ MODEL_NONE, /*pos*/ -2028, 260, 3264, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvGoombaTripletSpawner),
|
||||
RETURN(),
|
||||
};
|
||||
|
||||
|
|
|
@ -43,7 +43,9 @@ void fish_act_spawn(void) {
|
|||
* Fish moves at random with a max-range of 700.0f.
|
||||
*/
|
||||
#ifndef NODRAWINGDISTANCE
|
||||
if (o->oDistanceToMario < minDistToMario || gCurrLevelNum == LEVEL_SA) {
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
int distanceToPlayer = dist_between_objects(o, player);
|
||||
if (distanceToPlayer < minDistToMario || gCurrLevelNum == LEVEL_SA) {
|
||||
#endif
|
||||
for (i = 0; i < schoolQuantity; i++) {
|
||||
fishObject = spawn_object(o, model, bhvFish);
|
||||
|
@ -64,7 +66,8 @@ void fish_act_spawn(void) {
|
|||
void fish_act_respawn(void) {
|
||||
#ifndef NODRAWINGDISTANCE
|
||||
if (gCurrLevelNum != LEVEL_SA) {
|
||||
if (gMarioObject->oPosY - o->oPosY > 2000.0f) {
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
if (player->oPosY - o->oPosY > 2000.0f) {
|
||||
o->oAction = FISH_ACT_RESPAWN;
|
||||
}
|
||||
}
|
||||
|
@ -116,7 +119,11 @@ void fish_regroup(s32 speed) {
|
|||
* Moves fish forward at a random velocity and sets a random rotation.
|
||||
*/
|
||||
void fish_group_act_rotation(void) {
|
||||
f32 fishY = o->oPosY - gMarioObject->oPosY;
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
int distanceToPlayer = dist_between_objects(o, player);
|
||||
int angleToPlayer = obj_angle_to_object(o, player);
|
||||
|
||||
f32 fishY = o->oPosY - player->oPosY;
|
||||
|
||||
// Alters speed of animation for natural movement.
|
||||
if (o->oTimer < 10) {
|
||||
|
@ -140,8 +147,8 @@ void fish_group_act_rotation(void) {
|
|||
}
|
||||
|
||||
// Interact with Mario through rotating towards him.
|
||||
o->oFishPosY = gMarioObject->oPosY + o->oFishRandomOffset;
|
||||
cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x400);
|
||||
o->oFishPosY = player->oPosY + o->oFishRandomOffset;
|
||||
cur_obj_rotate_yaw_toward(angleToPlayer, 0x400);
|
||||
|
||||
// If fish groups are too close, call fish_regroup()
|
||||
if (o->oPosY < o->oFishWaterLevel - 50.0f) {
|
||||
|
@ -164,7 +171,7 @@ void fish_group_act_rotation(void) {
|
|||
* Delete current fish and create a new one if distance to Mario is
|
||||
* smaller than his distance to oFishRespawnDistance + 150.0f.
|
||||
*/
|
||||
if (o->oDistanceToMario < o->oFishRespawnDistance + 150.0f) {
|
||||
if (distanceToPlayer < o->oFishRespawnDistance + 150.0f) {
|
||||
o->oAction = FISH_ACT_RESPAWN;
|
||||
}
|
||||
}
|
||||
|
@ -173,10 +180,14 @@ void fish_group_act_rotation(void) {
|
|||
* Interactively maneuver fish in relation to its distance from other fish and Mario.
|
||||
*/
|
||||
void fish_group_act_move(void) {
|
||||
f32 fishY = o->oPosY - gMarioObject->oPosY;
|
||||
struct Object* player = nearest_player_to_object(o);
|
||||
int distanceToPlayer = dist_between_objects(o, player);
|
||||
int angleToPlayer = obj_angle_to_object(o, player);
|
||||
|
||||
f32 fishY = o->oPosY - player->oPosY;
|
||||
// Marked unused, but has arithmetic performed on it in a useless manner.
|
||||
UNUSED s32 distance;
|
||||
o->oFishPosY = gMarioObject->oPosY + o->oFishRandomOffset;
|
||||
o->oFishPosY = player->oPosY + o->oFishRandomOffset;
|
||||
/**
|
||||
* Set fish variables to random floats when timer reaches zero and plays sound effect.
|
||||
* This allows fish to move in seemingly natural patterns.
|
||||
|
@ -185,10 +196,10 @@ void fish_group_act_move(void) {
|
|||
o->oFishActiveDistance = random_float() * 300.0f;
|
||||
o->oFishRandomSpeed = random_float() * 1024.0f + 1024.0f;
|
||||
o->oFishRandomVel = random_float() * 4.0f + 8.0f + 5.0f;
|
||||
if (o->oDistanceToMario < 600.0f) {
|
||||
if (distanceToPlayer < 600.0f) {
|
||||
distance = 1;
|
||||
} else {
|
||||
distance = (s32)(1.0 / (o->oDistanceToMario / 600.0));
|
||||
distance = (s32)(1.0 / (distanceToPlayer / 600.0));
|
||||
}
|
||||
distance *= 127;
|
||||
cur_obj_play_sound_2(SOUND_GENERAL_MOVING_WATER);
|
||||
|
@ -203,9 +214,9 @@ void fish_group_act_move(void) {
|
|||
if (o->oForwardVel < o->oFishRandomVel) {
|
||||
o->oForwardVel = o->oForwardVel + 0.5;
|
||||
}
|
||||
o->oFishPosY = gMarioObject->oPosY + o->oFishRandomOffset;
|
||||
o->oFishPosY = player->oPosY + o->oFishRandomOffset;
|
||||
// Rotate fish away from Mario.
|
||||
cur_obj_rotate_yaw_toward(o->oAngleToMario + 0x8000, o->oFishRandomSpeed);
|
||||
cur_obj_rotate_yaw_toward(angleToPlayer + 0x8000, o->oFishRandomSpeed);
|
||||
// If fish groups are too close, call fish_regroup()
|
||||
if (o->oPosY < o->oFishWaterLevel - 50.0f) {
|
||||
if (fishY < 0.0f) {
|
||||
|
@ -223,7 +234,7 @@ void fish_group_act_move(void) {
|
|||
}
|
||||
}
|
||||
// If distance to Mario is too great, then set fish to active.
|
||||
if (o->oDistanceToMario > o->oFishActiveDistance + 500.0f) {
|
||||
if (distanceToPlayer > o->oFishActiveDistance + 500.0f) {
|
||||
o->oAction = FISH_ACT_ACTIVE;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue