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174 lines
6.8 KiB
C
174 lines
6.8 KiB
C
/**
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* Behavior for bhvAlphaBooKey and bhvBetaBooKey.
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* They were apparently intended to be a key that would be contained in boos
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* and would fall out, like coins do. There is a model, MODEL_BETA_BOO_KEY, that
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* is loaded in script_func_global_10, which contains boo-themed models used in
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* BBH and the castle courtyard. It is used in a macro preset with bhvAlphaBooKey,
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* which is also grouped near other boo/BBH-related macros. This is evidence that
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* bhvAlphaBooKey was supposed to be a key. bhvBetaBooKey has code similar to
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* bhvAlphaBooKey's for rotation and collection, and functions correctly when
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* spawned as a child of a boo (it checks the death status of the boo to know when
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* to drop, so this is almost definitely what was intended). It appears that
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* bhvAlphaBooKey was abandoned for reasons unknown and replaced with bhvBetaBooKey.
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*/
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/**
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* Update function for bhvAlphaBooKey.
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* It rotates the key, and deletes it when collected.
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* The code in this function is similar to that found in
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* bhvBetaBooKey code, which implies that these are 2 versions
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* of the same object. It is a less developed version of
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* bhvBetaBooKey, hence the "alpha" moniker.
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*/
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void bhv_alpha_boo_key_loop(void) {
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// Rotate the key
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o->oFaceAngleRoll += 0x200;
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o->oFaceAngleYaw += 0x200;
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if (obj_check_if_collided_with_object(o, gMarioObject)) {
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// This line makes the object inside the key's parent boo drop.
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// Was this intended to make the boo die when the key is collected?
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// Boos don't read from oBooDeathStatus, they only set it to let the
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// objects inside them know when to drop.
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// Due to this line, the key will cause the game to crash if collected
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// when its parent object is NULL.
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// Another theory is that the boo key was intended to be spawned by a
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// spawner that used object field 0x00 for something else. This
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// is elaborated on more in beta_boo_key_dropped_loop.
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o->parentObj->oBooDeathStatus = BOO_DEATH_STATUS_DYING;
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// Delete the object and spawn sparkles
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obj_mark_for_deletion(o);
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spawn_object(o, MODEL_SPARKLES, bhvGoldenCoinSparkles);
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}
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}
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// For some reason, the action functions for the beta boo key
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// are written in reverse order.
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/**
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* Continue to make the key fall, and handle collection.
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*/
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static void beta_boo_key_dropped_loop(void) {
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// Apply standard physics to the key
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cur_obj_update_floor_and_walls();
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cur_obj_move_standard(78);
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// Slowly increase the Y offset to make the model aligned correctly.
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// This is spread out over 13 frames so that it's not noticable.
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if (o->oGraphYOffset < 26.0f) {
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o->oGraphYOffset += 2.0f;
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}
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// Transition from rotating in both the yaw and the roll axes
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// to just in the yaw axis. This is done by truncating the key's roll
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// to the nearest multiple of 0x800, then continuously adding 0x800
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// until it reaches a multiple of 0x10000, at which point &-ing with
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// 0xFFFF returns 0 and the key stops rotating in the roll direction.
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if (o->oFaceAngleRoll & 0xFFFF) {
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o->oFaceAngleRoll &= 0xF800;
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o->oFaceAngleRoll += 0x800;
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}
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// Once the key stops bouncing, stop its horizontal movement on the ground.
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if (o->oMoveFlags & OBJ_MOVE_ON_GROUND) {
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o->oVelX = 0.0f;
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o->oVelZ = 0.0f;
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}
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// Rotate the key
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o->oFaceAngleYaw += 0x800;
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// If the key hits the floor or 90 frames have elapsed since it was dropped,
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// become tangible and handle collision.
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if (o->oTimer > 90 || o->oMoveFlags & OBJ_MOVE_LANDED) {
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cur_obj_become_tangible();
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if (obj_check_if_collided_with_object(o, gMarioObject)) {
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// This interaction status is 0x01, the first interaction status flag.
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// It was only used for Hoot in the final game, but it seems it could've
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// done something else or held some special meaning in beta.
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// Earlier, in beta_boo_key_drop (called when the parent boo is killed),
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// o->parentObj is set to the parent boo's parentObj. This means that
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// here, the parentObj is actually the parent of the old parent boo.
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// One theory about this code is that there was a boo spawner, which
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// spawned "false" boos and one "true" boo with the key, and the player
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// was intended to find the one with the key to progress.
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o->parentObj->oInteractStatus = INT_STATUS_HOOT_GRABBED_BY_MARIO;
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// Delete the object and spawn sparkles
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obj_mark_for_deletion(o);
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spawn_object(o, MODEL_SPARKLES, bhvGoldenCoinSparkles);
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}
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}
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}
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/**
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* Drop the key. This function is run once, the frame after the boo dies;
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* It immediately sets the action to BETA_BOO_KEY_ACT_DROPPED.
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*/
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static void beta_boo_key_drop(void) {
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s16 velocityDirection;
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f32 velocityMagnitude;
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// Update the key to be inside the boo
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struct Object *parent = o->parentObj;
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obj_copy_pos(o, parent);
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// This if statement to only run this code on the first frame
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// is redundant, since it instantly sets the action to BETA_BOO_KEY_ACT_DROPPED
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// which stops this function from running again.
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if (o->oTimer == 0) {
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// Separate from the parent boo
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o->parentObj = parent->parentObj;
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o->oAction = BETA_BOO_KEY_ACT_DROPPED;
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// Make the key move laterally away from Mario at 3 units/frame
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// (as if he transferred kinetic energy to it)
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velocityDirection = gMarioObject->oMoveAngleYaw;
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velocityMagnitude = 3.0f;
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o->oVelX = sins(velocityDirection) * velocityMagnitude;
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o->oVelZ = coss(velocityDirection) * velocityMagnitude;
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// Give it an initial Y velocity of 40 units/frame
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o->oVelY = 40.0f;
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}
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// Rotate the key
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o->oFaceAngleYaw += 0x200;
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o->oFaceAngleRoll += 0x200;
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}
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/**
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* Update the key to be inside its parent boo, and handle the boo dying.
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*/
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static void beta_boo_key_inside_boo_loop(void) {
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// Update the key to be inside the boo at all times
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struct Object *parent = o->parentObj;
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obj_copy_pos(o, parent);
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// Use a Y offset of 40 to make the key model aligned correctly.
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// (Why didn't they use oGraphYOffset?)
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o->oPosY += 40.0f;
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// If the boo is dying/dead, set the action to BETA_BOO_KEY_ACT_DROPPING.
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if (parent->oBooDeathStatus != BOO_DEATH_STATUS_ALIVE) {
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o->oAction = BETA_BOO_KEY_ACT_DROPPING;
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}
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// Rotate the key
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o->oFaceAngleRoll += 0x200;
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o->oFaceAngleYaw += 0x200;
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}
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static void (*sBetaBooKeyActions[])(void) = { beta_boo_key_inside_boo_loop, beta_boo_key_drop,
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beta_boo_key_dropped_loop };
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/**
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* Update function for bhvBetaBooKey.
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*/
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void bhv_beta_boo_key_loop(void) {
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cur_obj_call_action_function(sBetaBooKeyActions);
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}
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