sm64coopdx/src/game/behaviors/bub.inc.c
2023-05-05 23:59:58 -07:00

144 lines
4.6 KiB
C

// bub.c.inc
// NOTE: These first set of functions spawn a school of bub depending on objF4's
// value. The later action functions seem to check Y distance to Mario and proceed
// to do nothing, which indicates this behavior set is incomplete.
// TODO: Rename these. These have nothing to do with birds.
void bub_spawner_act_0(void) {
s32 i;
s32 sp18 = o->oBirdChirpChirpUnkF4;
if (sp18 > 20) { sp18 = 20; }
for (i = 0; i < sp18; i++)
spawn_object(o, MODEL_BUB, bhvBub);
o->oAction = 1;
}
void bub_spawner_act_1(void) {
}
void bub_spawner_act_2(void) {
o->oAction = 3;
}
void bub_spawner_act_3(void) {
o->oAction = 0;
}
void (*sBirdChirpChirpActions[])(void) = { bub_spawner_act_0, bub_spawner_act_1,
bub_spawner_act_2, bub_spawner_act_3 };
void bhv_bub_spawner_loop(void) {
CUR_OBJ_CALL_ACTION_FUNCTION(sBirdChirpChirpActions);
}
void bub_move_vertically(s32 a0) {
f32 sp1C = o->parentObj->oPosY;
if (sp1C - 100.0f - o->oCheepCheepUnk104 < o->oPosY
&& o->oPosY < sp1C + 1000.0f + o->oCheepCheepUnk104)
o->oPosY = approach_f32_symmetric(o->oPosY, o->oCheepCheepUnkF8, a0);
else {
}
}
void bub_act_0(void) {
o->oCheepCheepUnkFC = random_float() * 100.0f;
o->oCheepCheepUnk104 = random_float() * 300.0f;
o->oAction = 1;
}
void bub_act_1(void) {
struct Object* player = nearest_player_to_object(o);
if (!player) { return; }
s32 distanceToPlayer = dist_between_objects(o, player);
s32 angleToPlayer = obj_angle_to_object(o, player);
f32 dy;
if (o->oTimer == 0) {
o->oForwardVel = random_float() * 2 + 2;
o->oCheepCheepUnk108 = random_float();
}
dy = o->oPosY - player->oPosY;
if (o->oPosY < o->oCheepCheepUnkF4 - 50.0f) {
if (dy < 0.0f)
dy = 0.0f - dy;
if (dy < 500.0f)
bub_move_vertically(1);
else
bub_move_vertically(4);
} else {
o->oPosY = o->oCheepCheepUnkF4 - 50.0f;
if (dy > 300.0f)
o->oPosY = o->oPosY - 1.0f;
}
if (800.0f < cur_obj_lateral_dist_from_mario_to_home())
angleToPlayer = cur_obj_angle_to_home();
cur_obj_rotate_yaw_toward(angleToPlayer, 0x100);
if (distanceToPlayer < 200.0f)
if (distanceToPlayer < 0.5)
o->oAction = 2;
if (o->oInteractStatus & INT_STATUS_INTERACTED)
o->oAction = 2;
}
void bub_act_2(void) {
struct Object* player = nearest_player_to_object(o);
if (!player) { return; }
s32 distanceToPlayer = dist_between_objects(o, player);
s32 angleToPlayer = obj_angle_to_object(o, player);
f32 dy;
if (o->oTimer < 20) {
if (o->oInteractStatus & INT_STATUS_INTERACTED)
spawn_object(o, MODEL_WHITE_PARTICLE_SMALL, bhvSmallParticleSnow);
} else
o->oInteractStatus = 0;
if (o->oTimer == 0)
cur_obj_play_sound_2(SOUND_GENERAL_MOVING_WATER);
if (o->oForwardVel == 0.0f)
o->oForwardVel = 6.0f;
dy = o->oPosY - player->oPosY;
if (o->oPosY < o->oCheepCheepUnkF4 - 50.0f) {
if (dy < 0.0f)
dy = 0.0f - dy;
if (dy < 500.0f)
bub_move_vertically(2);
else
bub_move_vertically(4);
} else {
o->oPosY = o->oCheepCheepUnkF4 - 50.0f;
if (dy > 300.0f)
o->oPosY -= 1.0f;
}
if (cur_obj_lateral_dist_from_mario_to_home() > 800.0f)
angleToPlayer = cur_obj_angle_to_home();
cur_obj_rotate_yaw_toward(angleToPlayer + 0x8000, 0x400);
if (o->oTimer > 200 && distanceToPlayer > 600.0f)
o->oAction = 1;
}
void (*sCheepCheepActions[])(void) = { bub_act_0, bub_act_1, bub_act_2 };
void bhv_bub_loop(void) {
if (!sync_object_is_initialized(o->oSyncID)) {
struct SyncObject *so = sync_object_init(o, 4000.0f);
if (so) {
sync_object_init_field(o, &o->oCheepCheepUnkF4);
sync_object_init_field(o, &o->oCheepCheepUnkF8);
sync_object_init_field(o, &o->oCheepCheepUnkFC);
sync_object_init_field(o, &o->oCheepCheepUnk104);
sync_object_init_field(o, &o->oCheepCheepUnk108);
}
}
struct Object* player = nearest_player_to_object(o);
o->oCheepCheepUnkF4 = find_water_level(o->oPosX, o->oPosZ);
if (player) {
o->oCheepCheepUnkF8 = player->oPosY + o->oCheepCheepUnkFC;
}
o->oWallHitboxRadius = 30.0f;
cur_obj_update_floor_and_walls();
CUR_OBJ_CALL_ACTION_FUNCTION(sCheepCheepActions);
cur_obj_move_using_fvel_and_gravity();
if (!o->parentObj || o->parentObj->oAction == 2)
obj_mark_for_deletion(o);
}