sm64coopdx/src/game/behaviors/treasure_chest.inc.c

336 lines
No EOL
13 KiB
C

// treasure_chest.c.inc
#include "pc/network/network_player.h"
/**
* Hitbox for treasure chest bottom.
*/
static struct ObjectHitbox sTreasureChestBottomHitbox = {
/* interactType: */ INTERACT_SHOCK,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 1,
/* health: */ 0,
/* numLootCoins: */ 0,
/* radius: */ 300,
/* height: */ 300,
/* hurtboxRadius: */ 310,
/* hurtboxHeight: */ 310,
};
void bhv_treasure_chest_top_loop(void) {
struct Object *rootParent = o->parentObj->parentObj;
switch (o->oAction) {
case 0:
if (o->parentObj->oAction == 1) {
o->oAction = 1;
}
break;
case 1:
if (o->oTimer == 0) {
if (rootParent->oTreasureChestIsAboveWater == 0) {
spawn_object_relative(0, 0, -80, 120, o, MODEL_BUBBLE, bhvWaterAirBubble);
play_sound(SOUND_GENERAL_CLAM_SHELL1, o->header.gfx.cameraToObject);
} else {
play_sound(SOUND_GENERAL_OPEN_CHEST, o->header.gfx.cameraToObject);
}
}
o->oFaceAnglePitch += -0x200;
if (o->oFaceAnglePitch < -0x4000) {
o->oFaceAnglePitch = -0x4000;
o->oAction++;
if (o->parentObj->oBehParams2ndByte != 4) {
spawn_orange_number(o->parentObj->oBehParams2ndByte, 0, -40, 0);
}
}
break;
case 2:
if (o->parentObj->oAction == 0) {
o->oAction = 3;
}
break;
case 3:
o->oFaceAnglePitch += 0x800;
if (o->oFaceAnglePitch > 0) {
o->oFaceAnglePitch = 0;
o->oAction = 0;
}
}
}
void bhv_treasure_chest_bottom_init(void) {
spawn_object_relative(0, 0, 102, -77, o, MODEL_TREASURE_CHEST_LID, bhvTreasureChestTop);
obj_set_hitbox(o, &sTreasureChestBottomHitbox);
}
void bhv_treasure_chest_bottom_loop(void) {
if (o->parentObj != NULL && o->parentObj->oTreasureChestSound != 0) {
switch (o->parentObj->oTreasureChestSound) {
case 1: play_sound(SOUND_GENERAL2_RIGHT_ANSWER, gGlobalSoundSource); break;
case 2: play_sound(SOUND_MENU_CAMERA_BUZZ, gGlobalSoundSource); break;
case 3: play_puzzle_jingle(); fade_volume_scale(0, 127, 1000); break;
case 4: play_puzzle_jingle(); break;
}
o->parentObj->oTreasureChestSound = 0;
}
struct MarioState *player = nearest_mario_state_to_object(o);
switch (o->oAction) {
case 0:
if (player && network_owns_object(o->parentObj) && obj_check_if_facing_toward_angle(o->oMoveAngleYaw, player->marioObj->header.gfx.angle[1] + 0x8000, 0x3000)) {
if (is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 150)) {
if (!o->parentObj->oTreasureChestIsLastInteractionIncorrect) {
if (o->parentObj->oTreasureChestCurrentAnswer == o->oBehParams2ndByte) {
play_sound(SOUND_GENERAL2_RIGHT_ANSWER, gGlobalSoundSource);
o->parentObj->oTreasureChestCurrentAnswer++;
o->oAction = 1;
o->parentObj->oTreasureChestSound = 1;
} else {
o->parentObj->oTreasureChestCurrentAnswer = 1;
o->parentObj->oTreasureChestIsLastInteractionIncorrect = 1;
o->oAction = 2;
cur_obj_become_tangible();
play_sound(SOUND_MENU_CAMERA_BUZZ, gGlobalSoundSource);
o->parentObj->oTreasureChestSound = 2;
}
o->parentObj->oTreasureChestLastNetworkPlayerIndex = gNetworkPlayers[player->playerIndex].globalIndex;
network_send_object(o->parentObj);
o->parentObj->oTreasureChestSound = 0;
}
}
}
break;
case 1:
if (o->parentObj->oTreasureChestIsLastInteractionIncorrect == 1) {
o->oAction = 0;
}
break;
case 2:
cur_obj_become_intangible();
if (!is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 500)) {
o->parentObj->oTreasureChestIsLastInteractionIncorrect = 0;
o->oAction = 0;
}
}
cur_obj_push_mario_away_from_cylinder(150.0f, 150.0f);
o->oInteractStatus = 0;
}
struct Object* spawn_treasure_chest(s8 index, s32 x, s32 y, s32 z, s16 r) {
struct Object *obj = spawn_object_abs_with_rot(o, 0, MODEL_TREASURE_CHEST_BASE, bhvTreasureChestBottom, x, y, z, 0, r, 0);
if (obj != NULL) { obj->oBehParams2ndByte = index; }
return obj;
}
void bhv_treasure_chest_ship_init(void) {
struct Object *chests[4] = { 0 };
chests[0] = spawn_treasure_chest(1, 400, -350, -2700, 0);
chests[1] = spawn_treasure_chest(2, 650, -350, -940, -0x6001);
chests[2] = spawn_treasure_chest(3, -550, -350, -770, 0x5FFF);
chests[3] = spawn_treasure_chest(4, 100, -350, -1700, 0);
o->oTreasureChestCurrentAnswer = 1;
o->oTreasureChestIsAboveWater = 0;
// We haven't interacted with a player yet.
// We also don't sync this as not only is it not required
// but it also is only set for an interaction.
// Therefore this object must already be loaded for it to be set
// and if it wasn't. You couldn't of possibly been the one
// who last interacted to begin with.
o->oTreasureChestLastNetworkPlayerIndex = UNKNOWN_GLOBAL_INDEX;
if (!network_sync_object_initialized(o)) {
struct SyncObject *so = network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS);
if (so) {
network_init_object_field(o, &o->oAction);
network_init_object_field(o, &o->oPrevAction);
network_init_object_field(o, &o->oTimer);
network_init_object_field(o, &o->oTreasureChestCurrentAnswer);
network_init_object_field(o, &o->oTreasureChestIsLastInteractionIncorrect);
network_init_object_field(o, &o->oTreasureChestIsAboveWater);
network_init_object_field(o, &o->oTreasureChestSound);
network_init_object_field(o, &o->oTreasureChestLastNetworkPlayerIndex);
for (s32 i = 0; i < 4; i++) {
struct Object *chest = chests[i];
network_init_object_field(o, &chest->oAction);
network_init_object_field(o, &chest->oPrevAction);
network_init_object_field(o, &chest->oTimer);
network_init_object_field(o, &chest->oIntangibleTimer);
}
}
}
}
void bhv_treasure_chest_ship_loop(void) {
switch (o->oAction) {
case 0:
if (network_owns_object(o) && o->oTreasureChestCurrentAnswer == 5) {
play_puzzle_jingle();
fade_volume_scale(0, 127, 1000);
o->oAction = 1;
o->oTreasureChestSound = 3;
network_send_object(o);
o->oTreasureChestSound = 0;
}
break;
case 1:
if (gEnvironmentRegions != NULL) {
gEnvironmentRegions[6] += -5;
play_sound(SOUND_ENV_WATER_DRAIN, gGlobalSoundSource);
set_environmental_camera_shake(SHAKE_ENV_JRB_SHIP_DRAIN);
if (gEnvironmentRegions[6] < -335) {
gEnvironmentRegions[6] = -335;
o->activeFlags = 0;
}
#ifdef VERSION_SH
reset_rumble_timers_2(2);
#endif
}
break;
}
}
void bhv_treasure_chest_jrb_init(void) {
struct Object *chests[4] = { 0 };
chests[0] = spawn_treasure_chest(1, -1700, -2812, -1150, 0x7FFF);
chests[1] = spawn_treasure_chest(2, -1150, -2812, -1550, 0x7FFF);
chests[2] = spawn_treasure_chest(3, -2400, -2812, -1800, 0x7FFF);
chests[3] = spawn_treasure_chest(4, -1800, -2812, -2100, 0x7FFF);
o->oTreasureChestCurrentAnswer = 1;
o->oTreasureChestIsAboveWater = 1;
// We haven't interacted with a player yet.
// We also don't sync this as not only is it not required
// but it also is only set for an interaction.
// Therefore this object must already be loaded for it to be set
// and if it wasn't. You couldn't of possibly been the one
// who last interacted to begin with.
o->oTreasureChestLastNetworkPlayerIndex = UNKNOWN_GLOBAL_INDEX;
if (!network_sync_object_initialized(o)) {
struct SyncObject *so = network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS);
if (so) {
network_init_object_field(o, &o->oAction);
network_init_object_field(o, &o->oPrevAction);
network_init_object_field(o, &o->oTimer);
network_init_object_field(o, &o->oTreasureChestCurrentAnswer);
network_init_object_field(o, &o->oTreasureChestIsLastInteractionIncorrect);
network_init_object_field(o, &o->oTreasureChestIsAboveWater);
network_init_object_field(o, &o->oTreasureChestSound);
network_init_object_field(o, &o->oTreasureChestLastNetworkPlayerIndex);
for (s32 i = 0; i < 4; i++) {
struct Object *chest = chests[i];
network_init_object_field(o, &chest->oAction);
network_init_object_field(o, &chest->oPrevAction);
network_init_object_field(o, &chest->oTimer);
network_init_object_field(o, &chest->oIntangibleTimer);
}
}
}
}
void bhv_treasure_chest_jrb_loop(void) {
switch (o->oAction) {
case 0:
if (network_owns_object(o) && o->oTreasureChestCurrentAnswer == 5) {
play_puzzle_jingle();
o->oAction = 1;
o->oTreasureChestSound = 4;
network_send_object(o);
o->oTreasureChestSound = 0;
}
break;
case 1:
if (o->oTimer == 60) {
spawn_mist_particles();
f32* starPos = gStarPositions.TreasureJrbStarPos;
spawn_networked_default_star(starPos[0], starPos[1], starPos[2], o->oTreasureChestLastNetworkPlayerIndex);
o->oAction = 2;
}
break;
case 2:
break;
}
}
void bhv_treasure_chest_init(void) {
struct Object *chests[4] = { 0 };
chests[0] = spawn_treasure_chest(1, -4500, -5119, 1300, -0x6001);
chests[1] = spawn_treasure_chest(2, -1800, -5119, 1050, 0x1FFF);
chests[2] = spawn_treasure_chest(3, -4500, -5119, -1100, 9102);
chests[3] = spawn_treasure_chest(4, -2400, -4607, 125, 16019);
o->oTreasureChestCurrentAnswer = 1;
o->oTreasureChestIsAboveWater = 0;
// We haven't interacted with a player yet.
// We also don't sync this as not only is it not required
// but it also is only set for an interaction.
// Therefore this object must already be loaded for it to be set
// and if it wasn't. You couldn't of possibly been the one
// who last interacted to begin with.
o->oTreasureChestLastNetworkPlayerIndex = UNKNOWN_GLOBAL_INDEX;
if (!network_sync_object_initialized(o)) {
struct SyncObject *so = network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS);
if (so) {
network_init_object_field(o, &o->oAction);
network_init_object_field(o, &o->oPrevAction);
network_init_object_field(o, &o->oTimer);
network_init_object_field(o, &o->oTreasureChestCurrentAnswer);
network_init_object_field(o, &o->oTreasureChestIsLastInteractionIncorrect);
network_init_object_field(o, &o->oTreasureChestIsAboveWater);
network_init_object_field(o, &o->oTreasureChestSound);
network_init_object_field(o, &o->oTreasureChestLastNetworkPlayerIndex);
for (s32 i = 0; i < 4; i++) {
struct Object *chest = chests[i];
network_init_object_field(o, &chest->oAction);
network_init_object_field(o, &chest->oPrevAction);
network_init_object_field(o, &chest->oTimer);
network_init_object_field(o, &chest->oIntangibleTimer);
}
}
}
}
void bhv_treasure_chest_loop(void) {
switch (o->oAction) {
case 0:
if (network_owns_object(o) && o->oTreasureChestCurrentAnswer == 5) {
play_puzzle_jingle();
o->oAction = 1;
o->oTreasureChestSound = 4;
network_send_object(o);
o->oTreasureChestSound = 0;
}
break;
case 1:
if (o->oTimer == 60) {
spawn_mist_particles();
f32* starPos = gStarPositions.TreasureJrbStarPos;
spawn_networked_default_star(starPos[0], starPos[1], starPos[2], o->oTreasureChestLastNetworkPlayerIndex);
o->oAction = 2;
}
break;
case 2:
break;
}
}