sm64pc/src/game/behaviors/tuxie.inc.c

328 lines
11 KiB
C

// tuxie.c.inc
s32 func_802BE2E8(s16 a0, s16 a1, s32 a2) {
f32 sp1C;
if ((sp1C = o->header.gfx.unk38.animAccel / (f32) 0x10000) == 0)
sp1C = 1.0f;
if (obj_check_anim_frame_in_range(a0, sp1C) || obj_check_anim_frame_in_range(a1, sp1C)) {
PlaySound2(a2);
return 1;
}
return 0;
}
void play_penguin_walking_sound(s32 walk) {
s32 sound;
if (o->oSoundStateID == 0) {
if (walk == PENGUIN_WALK_BABY)
sound = SOUND_OBJ_BABY_PENGUIN_WALK;
else // PENGUIN_WALK_BIG
sound = SOUND_OBJ_BIG_PENGUIN_WALK;
func_802BE2E8(1, 11, sound);
}
}
void ActionTuxiesMother2(void) {
f32 sp24;
UNUSED s32 unused;
struct Object *sp1C = obj_find_nearest_object_with_behavior(bhvSmallPenguin, &sp24);
UNUSED s32 unused2;
if (obj_find_nearby_held_actor(bhvUnused20E0, 1000.0f) != NULL) {
if (o->oSubAction == 0) {
set_obj_animation_and_sound_state(0);
o->oForwardVel = 10.0f;
if (800.0f < obj_lateral_dist_from_mario_to_home())
o->oSubAction = 1;
obj_rotate_yaw_toward(o->oAngleToMario, 0x400);
} else {
o->oForwardVel = 0.0f;
set_obj_animation_and_sound_state(3);
if (obj_lateral_dist_from_mario_to_home() < 700.0f)
o->oSubAction = 0;
}
} else {
o->oForwardVel = 0.0f;
set_obj_animation_and_sound_state(3);
}
if (sp1C != NULL && sp24 < 300.0f && sp1C->oHeldState != HELD_FREE) {
o->oAction = 1;
sp1C->oSmallPenguinUnk88 = 1;
o->prevObj = sp1C;
}
}
void ActionTuxiesMother1(void) {
s32 sp2C;
s32 sp28;
s32 dialogID;
switch (o->oSubAction) {
case 0:
set_obj_animation_and_sound_state(3);
if (!obj_is_mario_on_platform()) {
sp2C = (o->oBehParams >> 0x10) & 0xFF;
sp28 = (o->prevObj->oBehParams >> 0x10) & 0xFF;
if (sp2C == sp28)
dialogID = DIALOG_058;
else
dialogID = DIALOG_059;
if (obj_update_dialog_with_cutscene(2, 1, CUTSCENE_DIALOG, dialogID)) {
if (dialogID == DIALOG_058)
o->oSubAction = 1;
else
o->oSubAction = 2;
o->prevObj->oInteractionSubtype |= INT_SUBTYPE_DROP_IMMEDIATELY;
}
} else
set_obj_animation_and_sound_state(0);
break;
case 1:
if (o->prevObj->oHeldState == HELD_FREE) {
//! This line is was almost certainly supposed to be something
// like o->prevObj->oInteractionSubtype &= ~INT_SUBTYPE_DROP_IMMEDIATELY;
// however, this code uses the value of o->oInteractionSubtype
// rather than its offset to rawData. For this object,
// o->oInteractionSubtype is always 0, so the result is this:
// o->prevObj->oUnknownUnk88 &= ~INT_SUBTYPE_DROP_IMMEDIATELY
// which has no effect as o->prevObj->oUnknownUnk88 is always 0
// or 1, which is not affected by the bitwise AND.
o->prevObj->OBJECT_FIELD_S32(o->oInteractionSubtype) &= ~INT_SUBTYPE_DROP_IMMEDIATELY;
set_object_behavior(o->prevObj, bhvUnused20E0);
#ifndef VERSION_JP
obj_spawn_star_at_y_offset(3167.0f, -4300.0f, 5108.0f, 200.0f);
#else
create_star(3500.0f, -4300.0f, 4650.0f);
#endif
o->oAction = 2;
}
break;
case 2:
if (o->prevObj->oHeldState == HELD_FREE) {
//! Same bug as above
o->prevObj->OBJECT_FIELD_S32(o->oInteractionSubtype) &= ~INT_SUBTYPE_DROP_IMMEDIATELY;
set_object_behavior(o->prevObj, bhvPenguinBaby);
o->oAction = 2;
}
break;
}
}
void ActionTuxiesMother0(void) {
s32 sp2C;
f32 sp28;
struct Object *sp24;
sp2C = 0;
sp24 = obj_find_nearest_object_with_behavior(bhvSmallPenguin, &sp28);
obj_scale(4.0f);
set_obj_animation_and_sound_state(3);
if (sp28 < 500.0f)
sp2C = 1;
if (sp24 != NULL && sp28 < 300.0f && sp24->oHeldState != HELD_FREE) {
o->oAction = 1;
sp24->oSmallPenguinUnk88 = 1;
o->prevObj = sp24;
} else {
switch (o->oSubAction) {
case 0:
if (obj_is_mario_in_range_and_ready_to_speak(300.0f, 100.0f))
if (sp2C == 0)
o->oSubAction++;
break;
case 1:
if (obj_update_dialog_with_cutscene(2, 1, CUTSCENE_DIALOG, DIALOG_057))
o->oSubAction++;
break;
case 2:
if (o->oDistanceToMario > 450.0f)
o->oSubAction = 0;
break;
}
}
if (obj_check_anim_frame(1))
PlaySound2(SOUND_OBJ_BIG_PENGUIN_YELL);
}
void (*sTuxiesMotherActions[])(void) = { ActionTuxiesMother0, ActionTuxiesMother1,
ActionTuxiesMother2 };
void bhv_tuxies_mother_loop(void) {
o->activeFlags |= 0x400;
obj_update_floor_and_walls();
obj_call_action_function(sTuxiesMotherActions);
obj_move_standard(-78);
play_penguin_walking_sound(PENGUIN_WALK_BIG);
o->oInteractStatus = 0;
}
void func_802BEA58(void) {
if (mario_is_dive_sliding()) {
o->oSmallPenguinUnk100 = o->oAction;
o->oAction = 3;
}
}
void ActionSmallPenguin2(void) {
s32 sp1C = 0;
if (o->oTimer == 0)
if (obj_dist_to_nearest_object_with_behavior(bhvTuxiesMother) < 1000.0f)
sp1C = 1;
set_obj_animation_and_sound_state(0);
o->oForwardVel = o->oSmallPenguinUnk104 + 3.0f;
obj_rotate_yaw_toward(o->oAngleToMario + 0x8000, o->oSmallPenguinUnk110 + 0x600);
if (o->oDistanceToMario > o->oSmallPenguinUnk108 + 500.0f)
o->oAction = 0;
func_802BEA58();
if (sp1C)
o->oAction = 5;
}
void ActionSmallPenguin1(void) {
set_obj_animation_and_sound_state(0);
o->oForwardVel = o->oSmallPenguinUnk104 + 3.0f;
obj_rotate_yaw_toward(o->oAngleToMario, o->oSmallPenguinUnk110 + 0x600);
if (o->oDistanceToMario < o->oSmallPenguinUnk108 + 300.0f)
o->oAction = 0;
if (o->oDistanceToMario > 1100.0f)
o->oAction = 0;
func_802BEA58();
}
void ActionSmallPenguin3(void) {
if (o->oTimer > 5) {
if (o->oTimer == 6)
PlaySound2(SOUND_OBJ_BABY_PENGUIN_DIVE);
set_obj_animation_and_sound_state(1);
if (o->oTimer > 25)
if (!mario_is_dive_sliding())
o->oAction = 4;
}
}
void ActionSmallPenguin4(void) {
if (o->oTimer > 20) {
o->oForwardVel = 0.0f;
set_obj_animation_and_sound_state(2);
if (o->oTimer > 40)
o->oAction = o->oSmallPenguinUnk100;
}
}
void ActionSmallPenguin0(void) {
s32 sp1C;
sp1C = 0;
set_obj_animation_and_sound_state(3);
if (o->oTimer == 0) {
o->oSmallPenguinUnk110 = (s32)(RandomFloat() * 0x400);
o->oSmallPenguinUnk108 = RandomFloat() * 100.0f;
o->oSmallPenguinUnk104 = RandomFloat();
o->oForwardVel = 0.0f;
if (obj_dist_to_nearest_object_with_behavior(bhvTuxiesMother) < 1000.0f)
sp1C = 1;
}
if (o->oDistanceToMario < 1000.0f && o->oSmallPenguinUnk108 + 600.0f < o->oDistanceToMario)
o->oAction = 1;
else if (o->oDistanceToMario < o->oSmallPenguinUnk108 + 300.0f)
o->oAction = 2;
if (sp1C)
o->oAction = 5;
if (obj_mario_far_away())
obj_set_pos_to_home();
}
void ActionSmallPenguin5(void) {
f32 sp24;
s16 sp22;
struct Object *sp1C = obj_nearest_object_with_behavior(bhvTuxiesMother);
if (sp1C != NULL) {
if (o->oDistanceToMario < 1000.0f)
o->oForwardVel = 2.0f;
else
o->oForwardVel = 0.0f;
sp24 = dist_between_objects(o, sp1C);
sp22 = angle_to_object(o, sp1C);
if (sp24 > 200.0f)
obj_rotate_yaw_toward(sp22, 0x400);
else
obj_rotate_yaw_toward(sp22 + 0x8000, 0x400);
set_obj_animation_and_sound_state(0);
}
func_802BEA58();
}
void (*sSmallPenguinActions[])(void) = {
ActionSmallPenguin0, ActionSmallPenguin1, ActionSmallPenguin2,
ActionSmallPenguin3, ActionSmallPenguin4, ActionSmallPenguin5
};
void func_802BF048(void) {
if (o->oSmallPenguinUnk88 != 0) {
o->oAction = 5;
o->oSmallPenguinUnk88 = 0;
}
obj_update_floor_and_walls();
obj_call_action_function(sSmallPenguinActions);
obj_move_standard(-78);
play_penguin_walking_sound(PENGUIN_WALK_BABY);
}
void bhv_small_penguin_loop(void) {
switch (o->oHeldState) {
case HELD_FREE:
func_802BF048();
break;
case HELD_HELD:
func_8029FA5C(0, 0);
if (obj_has_behavior(bhvPenguinBaby))
set_object_behavior(o, bhvSmallPenguin);
copy_object_pos(o, gMarioObject);
if (gGlobalTimer % 30 == 0)
#ifndef VERSION_JP
play_sound(SOUND_OBJ2_BABY_PENGUIN_YELL, gMarioObject->header.gfx.cameraToObject);
#else
play_sound(SOUND_OBJ2_BABY_PENGUIN_YELL, o->header.gfx.cameraToObject);
#endif
break;
case HELD_THROWN:
obj_get_thrown_or_placed(0, 0, 0);
break;
case HELD_DROPPED:
obj_get_dropped();
break;
}
}
/** Geo switch logic for Tuxie's mother's eyes. Cases 0-4. Interestingly, case
* 4 is unused, and is the eye state seen in Shoshinkai 1995 footage.
*/
Gfx *geo_switch_tuxie_mother_eyes(s32 run, struct GraphNode *node, UNUSED Mat4 *mtx) {
struct Object *obj;
struct GraphNodeSwitchCase *switchCase;
s32 timer;
if (run == TRUE) {
obj = (struct Object *) gCurGraphNodeObject;
switchCase = (struct GraphNodeSwitchCase *) node;
switchCase->selectedCase = 0;
// timer logic for blinking. uses cases 0-2.
timer = gGlobalTimer % 50;
if (timer < 43)
switchCase->selectedCase = 0;
else if (timer < 45)
switchCase->selectedCase = 1;
else if (timer < 47)
switchCase->selectedCase = 2;
else
switchCase->selectedCase = 1;
/** make Tuxie's Mother have angry eyes if Mario takes the correct baby
* after giving it back. The easiest way to check this is to see if she's
* moving, since she only does when she's chasing Mario.
*/
if (segmented_to_virtual(bhvTuxiesMother) == obj->behavior)
if (obj->oForwardVel > 5.0f)
switchCase->selectedCase = 3;
}
return NULL;
}