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https://github.com/coop-deluxe/sm64coopdx.git
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146 lines
6.8 KiB
C
146 lines
6.8 KiB
C
/**
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* Behavior for bhvActivatedBackAndForthPlatform.
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* There are only 2 of these in the game; the BitFS gray elevator
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* and the BitS arrow platform.
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* Note: The filename is abbreviated to avoid compiler seg fault on long paths
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*/
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/**
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* Table of activated back-and-forth platform collision models.
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* The second entry is unused. It corresponds to the mesh platform
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* at the beginning of BitFS. In the game, it's a bhvPlatformOnTrack,
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* which allows for more complex movement; its path is mostly a straight line
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* except for where it dips into the lava. It seems the programmers
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* had it as a bhvActivatedBackAndForthPlatform initially, which moves
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* in a straight line, and wanted it to dip into the lava to make Mario have to
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* move off of it. To do this, they changed it to a bhvPlatformOnTrack, but
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* forgot to remove its entry in this table.
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*/
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static void const *sActivatedBackAndForthPlatformCollisionModels[] = {
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/* ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT */ bits_seg7_collision_0701AD54,
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/* ACTIVATED_BF_PLAT_TYPE_BITFS_MESH_PLAT */ bitfs_seg7_collision_070157E0,
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/* ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR */ bitfs_seg7_collision_07015124
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};
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/**
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* Activated back-and-forth platform initialization function.
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*/
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void bhv_activated_back_and_forth_platform_init(void) {
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// Equivalent to the first behavior param byte & 3 (last 2 bits of the byte).
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s32 platformType = ((u16)(o->oBehParams >> 16) & 0x0300) >> 8;
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// The BitS arrow platform should flip 180º (0x8000 angle units), but
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// there is no reason for the other platforms to flip.
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if (platformType != ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT) {
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o->oActivatedBackAndForthPlatformFlipRotation = 0;
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} else {
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o->oActivatedBackAndForthPlatformFlipRotation = 0x8000;
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}
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o->collisionData =
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segmented_to_virtual(sActivatedBackAndForthPlatformCollisionModels[platformType]);
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// Max distance the platform should move.
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// Equivalent to 50 * (oBehParams2ndByte & 0x7F), i.e. 50 * (oBehParams2ndByte % 128).
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// The maximum possible value of this is 50 * 127 = 6350.
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// It's 50 * 97 = 4850 in BitS and 50 * 31 = 1550 in BitFS.
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o->oActivatedBackAndForthPlatformMaxOffset = 50.0f * ((u16)(o->oBehParams >> 16) & 0x007F);
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if (platformType == ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR) {
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o->oActivatedBackAndForthPlatformMaxOffset -= 12.0f;
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}
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// Truthy/falsy value that determines the direction of movement.
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// Equivalent to oBehParams2ndByte & 0x80, i.e. the most significant bit of oBehParams2ndByte.
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o->oActivatedBackAndForthPlatformVertical = (u16)(o->oBehParams >> 16) & 0x0080;
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o->oActivatedBackAndForthPlatformStartYaw = o->oFaceAngleYaw;
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}
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/**
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* Activated back-and-forth platform update function.
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*/
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void bhv_activated_back_and_forth_platform_update(void) {
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UNUSED s32 unused[3];
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// oVelY is used for vertical platforms' movement and also for
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// horizontal platforms' dipping up/down when Mario gets on/off them
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if (gMarioObject->platform == o) {
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o->oVelY = -6.0f;
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} else {
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o->oVelY = 6.0f;
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}
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// If the platform's velocity is set...
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if (o->oActivatedBackAndForthPlatformVel != 0.0f) {
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// ...wait until the countdown is 0 before moving.
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// Since there's a 1 frame "lag" after the countdown is set to 20,
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// and one more frame of "lag" after it finally reaches 0 here,
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// Mario actually has to wait 22 frames before the platform starts moving.
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if (o->oActivatedBackAndForthPlatformCountdown != 0) {
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o->oActivatedBackAndForthPlatformCountdown -= 1;
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} else {
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// After the wait period is over, we start moving, by adding the velocity
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// to the positional offset.
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o->oActivatedBackAndForthPlatformOffset += o->oActivatedBackAndForthPlatformVel;
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// clamp_f32 returns whether the value needed to be clamped.
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// So if the offset got out of bounds (i.e. platform has reached an end of its path),
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// or Mario is over 3000 units away, the platform will reset the wait timer and flip around.
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if (clamp_f32(&o->oActivatedBackAndForthPlatformOffset, 0.0f,
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o->oActivatedBackAndForthPlatformMaxOffset)
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||
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// The platform will not reset if Mario goes far away and it's travelling backwards
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(o->oActivatedBackAndForthPlatformVel > 0.0f && o->oDistanceToMario > 3000.0f)) {
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// Reset the wait timer
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o->oActivatedBackAndForthPlatformCountdown = 20;
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// oVelY is only negative if Mario is on the platform,
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// so if Mario is on the platform or the platform is going forwards when it resets,
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// the platform will reverse directions. Otherwise, it will stop.
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// This means that if Mario touches the platform initially, then gets off,
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// it will do a full round trip then stop (assuming Mario stays within 3000 units).
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if (o->oVelY < 0.0f || o->oActivatedBackAndForthPlatformVel > 0.0f) {
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o->oActivatedBackAndForthPlatformVel = -o->oActivatedBackAndForthPlatformVel;
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} else {
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o->oActivatedBackAndForthPlatformVel = 0.0f;
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}
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// Make the platform face the opposite way if it should.
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// This is for the BitS arrow platform, which has an indicated direction.
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o->oFaceAngleYaw += o->oActivatedBackAndForthPlatformFlipRotation;
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}
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}
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} else {
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// oVelY is only negative if Mario is on the platform
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if (o->oVelY < 0.0f) {
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o->oActivatedBackAndForthPlatformVel = 10.0f;
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}
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// Set waiting countdown to 20 frames
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o->oActivatedBackAndForthPlatformCountdown = 20;
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}
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// Save the object's current position to a safe location.
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obj_perform_position_op(POS_OP_SAVE_POSITION);
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// Update the object's position.
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// If the platform moves vertically...
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if (o->oActivatedBackAndForthPlatformVertical != FALSE) {
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// ...set its position to its original position + the offset.
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o->oPosY = o->oHomeY + o->oActivatedBackAndForthPlatformOffset;
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} else {
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// Otherwise, dip down 20 units if Mario gets on the horizontal platform, and undo if he gets
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// off.
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o->oPosY += o->oVelY;
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clamp_f32(&o->oPosY, o->oHomeY - 20.0f, o->oHomeY);
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// Update the position using the object's home (original position), facing angle, and offset.
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// This has to be done manually when the platform is vertical because only the yaw is used
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// by this function; it doesn't update the Y position.
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obj_set_dist_from_home(-o->oActivatedBackAndForthPlatformOffset);
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}
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// Compute the object's velocity using the old saved position.
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obj_perform_position_op(POS_OP_COMPUTE_VELOCITY);
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}
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