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

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/**
* Behavior for bhvPiranhaPlant.
* This controls Piranha Plants, which alternate between sleeping, attacking,
* and dying, primarily depending on Mario's proximity and interaction state.
*/
/**
* Reset the Piranha Plant back to a sleeping animation, no matter what state
* it was in previously, and make it intangible. If Mario is close, transition
* directly to the sleeping state.
*/
void piranha_plant_act_idle(void) {
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cur_obj_become_intangible();
cur_obj_init_animation_with_sound(8);
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#if BUGFIX_PIRANHA_PLANT_STATE_RESET
/**
* This call is necessary because a Piranha Plant may enter this state
* with a scale below 1, which would cause it to appear shrunken. See
* documentation for, and calls to, piranha_plant_reset_when_far().
*/
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cur_obj_scale(1);
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#endif
if (o->oDistanceToMario < 1200.0f) {
o->oAction = PIRANHA_PLANT_ACT_SLEEPING;
}
}
/**
* Check if the player has interacted with the Piranha Plant. If the Piranha
* Plant was attacked, move it to the dying state. If the player interacted
* with it through some other means (e.g. by running into it), move it to the
* woken up state.
*
* @return 1 if the player interacted with the Piranha Plant, 0 otherwise
*/
s32 piranha_plant_check_interactions(void) {
s32 i;
s32 interacted = 1;
if (o->oInteractStatus & INT_STATUS_INTERACTED) {
func_80321080(50);
if (o->oInteractStatus & INT_STATUS_WAS_ATTACKED) {
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cur_obj_play_sound_2(SOUND_OBJ2_PIRANHA_PLANT_DYING);
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// Spawn 20 intangible purple particles that quickly dissipate.
for (i = 0; i < 20; i++) {
spawn_object(o, MODEL_PURPLE_MARBLE, bhvPurpleParticle);
}
o->oAction = PIRANHA_PLANT_ACT_ATTACKED;
} else {
o->oAction = PIRANHA_PLANT_ACT_WOKEN_UP;
}
o->oInteractStatus = 0;
} else {
interacted = 0;
}
return interacted;
}
#define PIRANHA_PLANT_SLEEP_MUSIC_PLAYING 0
/**
* Make the Piranha Plant sleep. If Mario moves too quickly, move the Piranha
* Plant to the woken up state. Otherwise, play the lullaby if Mario is close
* enough. If the player interacts with the Piranha Plant, it will act according
* to piranha_plant_check_interactions().
*/
void piranha_plant_act_sleeping(void) {
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cur_obj_become_tangible();
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o->oInteractType = INTERACT_BOUNCE_TOP;
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cur_obj_init_animation_with_sound(8);
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cur_obj_set_hitbox_radius_and_height(250.0f, 200.0f);
cur_obj_set_hurtbox_radius_and_height(150.0f, 100.0f);
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#if BUGFIX_PIRANHA_PLANT_SLEEP_DAMAGE
/**
* Make Piranha Plants harmless, but tangible, while they sleep.
*/
o->oDamageOrCoinValue = 0;
#elif defined(VERSION_EU)
/**
* Make Piranha Plants harmful when sleeping - but do it explicitly.
*/
o->oDamageOrCoinValue = 3;
#endif
if (o->oDistanceToMario < 400.0f) {
if (mario_moving_fast_enough_to_make_piranha_plant_bite()) {
o->oAction = PIRANHA_PLANT_ACT_WOKEN_UP;
}
} else if (o->oDistanceToMario < 1000.0f) {
play_secondary_music(SEQ_EVENT_PIRANHA_PLANT, 0, 255, 1000);
o->oPiranhaPlantSleepMusicState = PIRANHA_PLANT_SLEEP_MUSIC_PLAYING;
} else if (o->oPiranhaPlantSleepMusicState == PIRANHA_PLANT_SLEEP_MUSIC_PLAYING) {
o->oPiranhaPlantSleepMusicState++;
func_80321080(50);
}
piranha_plant_check_interactions();
}
/**
* Make the Piranha Plant wake up and stop the lullaby. After a few frames, move
* to the biting state.
*/
void piranha_plant_act_woken_up(void) {
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#if BUGFIX_PIRANHA_PLANT_SLEEP_DAMAGE || defined(VERSION_EU)
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/**
* Make Piranha Plants damage the player while awake. This call is only
* necessary in the US version because it is set to 3 by default and is
* never changed in the JP version.
*/
o->oDamageOrCoinValue = 3;
#endif
if (o->oTimer == 0)
func_80321080(50);
if (piranha_plant_check_interactions() == 0)
if (o->oTimer > 10)
o->oAction = PIRANHA_PLANT_ACT_BITING;
}
#if BUGFIX_PIRANHA_PLANT_STATE_RESET
/**
* If the Piranha Plant is far from the player, move it to the idle state.
*
* This fixes an issue where a player where could unload a Piranha Plant
* during another state, then re-enter its activation radius to resume it from
* that state.
*
* For example, if one exits the Piranha Plant's activation radius while it is
* dying:
* - In the JP version, it will continue its animation where it left off,
* leading to a potentially confusing player experience if the player had
* been away for a long time.
* - In the US version, it will respawn intact when you re-enter its
* activation radius. One could then kill it again to receive its blue coin.
*/
void piranha_plant_reset_when_far(void) {
if (o->activeFlags & ACTIVE_FLAG_FAR_AWAY) {
o->oAction = PIRANHA_PLANT_ACT_IDLE;
}
}
#endif
/**
* Make the Piranha Plant play a falling-over animation and move to the dying
* state.
*/
void piranha_plant_attacked(void) {
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cur_obj_become_intangible();
cur_obj_init_animation_with_sound(2);
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o->oInteractStatus = 0;
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if (cur_obj_check_if_near_animation_end())
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o->oAction = PIRANHA_PLANT_ACT_SHRINK_AND_DIE;
#if BUGFIX_PIRANHA_PLANT_STATE_RESET
piranha_plant_reset_when_far(); // see this function's comment
#endif
}
/**
* Make the Piranha Plant play a sound of defeat, shrink, and then spawn a
* blue coin. Then, move it to the waiting state.
*/
void piranha_plant_act_shrink_and_die(void) {
if (o->oTimer == 0) {
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cur_obj_play_sound_2(SOUND_OBJ_ENEMY_DEFEAT_SHRINK);
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o->oPiranhaPlantScale = 1.0f;
}
/**
* Note that this if-statement occurs unconditionally after the above if-
* statement. Since the Piranha Plant's scale is 1.0f by default, perhaps
* this was intentional. However, it is equally plausible that the
* programmers meant to type `else if`.
*/
if (o->oPiranhaPlantScale > 0.0f) {
// Shrink by 0.04 per frame.
o->oPiranhaPlantScale = o->oPiranhaPlantScale - 0.04;
} else {
o->oPiranhaPlantScale = 0.0f;
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cur_obj_spawn_loot_blue_coin();
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o->oAction = PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN;
}
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cur_obj_scale(o->oPiranhaPlantScale);
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#if BUGFIX_PIRANHA_PLANT_STATE_RESET
piranha_plant_reset_when_far(); // see this function's comment
#endif
}
/**
* Wait for Mario to move far away, then respawn the Piranha Plant.
*/
void piranha_plant_act_wait_to_respawn(void) {
if (o->oDistanceToMario > 1200.0f) {
o->oAction = PIRANHA_PLANT_ACT_RESPAWN;
}
}
/**
* Set the Piranha Plant to the sleeping animation and unshrink it. When fully-
* grown, set it to the idle state.
*/
void piranha_plant_act_respawn(void) {
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cur_obj_init_animation_with_sound(8);
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if (o->oTimer == 0) {
o->oPiranhaPlantScale = 0.3f;
}
/**
* This state only occurs after PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN, which
* in turn only occurs after PIRANHA_PLANT_ACT_SHRINK_AND_DIE. The latter
* sets the Piranha Plant's scale to 0, therefore the Piranha Plant will
* grow from the ground unconditionally when in this state.
*/
if (o->oPiranhaPlantScale < 1.0) {
// Grow by 0.02 per frame.
o->oPiranhaPlantScale += 0.02;
} else {
o->oPiranhaPlantScale = 1.0f;
o->oAction = PIRANHA_PLANT_ACT_IDLE;
}
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cur_obj_scale(o->oPiranhaPlantScale);
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}
/**
* The frames of the Piranha Plant's biting animation on which to play a bite
* sound.
*/
static s8 sPiranhaPlantBiteSoundFrames[] = { 12, 28, 50, 64, -1 };
/**
* Make the Piranha Plant bite in the direction of the player. If the player
* moves far away, move it to the stopped biting state. If the player is wearing
* the Metal Cap and touches the Piranha Plant while it is attacking, the
* Piranha Plant will move to the attacked state.
*/
void piranha_plant_act_biting(void) {
s32 frame = o->header.gfx.unk38.animFrame;
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cur_obj_become_tangible();
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o->oInteractType = INTERACT_DAMAGE;
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cur_obj_init_animation_with_sound(0);
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cur_obj_set_hitbox_radius_and_height(150.0f, 100.0f);
cur_obj_set_hurtbox_radius_and_height(150.0f, 100.0f);
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// Play a bite sound effect on certain frames.
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if (is_item_in_array(frame, sPiranhaPlantBiteSoundFrames)) {
cur_obj_play_sound_2(SOUND_OBJ2_PIRANHA_PLANT_BITE);
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}
// Move to face the player.
o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, o->oAngleToMario, 0x400);
if (o->oDistanceToMario > 500.0f)
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if (cur_obj_check_if_near_animation_end())
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o->oAction = PIRANHA_PLANT_ACT_STOPPED_BITING;
// If the player is wearing the Metal Cap and interacts with the Piranha
// Plant, the Piranha Plant will die.
if (o->oInteractStatus & INT_STATUS_INTERACTED)
if (gMarioState->flags & MARIO_METAL_CAP)
o->oAction = PIRANHA_PLANT_ACT_ATTACKED;
}
/**
* Check whether the player is moving fast enough to cause the Piranha Plant to
* start biting.
*
* This is called from both the "stopped biting" state and the "sleeping" state.
*/
s32 mario_moving_fast_enough_to_make_piranha_plant_bite(void) {
if (gMarioStates->vel[1] > 10.0f)
return 1;
if (gMarioStates->forwardVel > 10.0f)
return 1;
return 0;
}
/**
* Make the Piranha Plant quickly nod to indicate that it has stopped biting.
* If the player has drawn closer during this short animation, make the Piranha
* Plant start biting again. Otherwise, make it go back to sleep.
*/
void piranha_plant_act_stopped_biting(void) {
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cur_obj_become_intangible();
cur_obj_init_animation_with_sound(6);
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if (cur_obj_check_if_near_animation_end())
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o->oAction = PIRANHA_PLANT_ACT_SLEEPING;
/**
* Note that this state only occurs initially when the player goes further
* than 500.0f units from the Piranha Plant while it is biting. This if-
* statement activates only when the player has drawn within 400.0f units
* of the Piranha Plant during the short time the Piranha Plant's nod
* animation plays.
*/
if (o->oDistanceToMario < 400.0f)
if (mario_moving_fast_enough_to_make_piranha_plant_bite())
o->oAction = PIRANHA_PLANT_ACT_BITING;
}
/**
* Table of functions corresponding to the actions the Piranha Plant can take.
*/
void (*TablePiranhaPlantActions[])(void) = {
piranha_plant_act_idle, // PIRANHA_PLANT_ACT_IDLE,
piranha_plant_act_sleeping, // PIRANHA_PLANT_ACT_SLEEPING,
piranha_plant_act_biting, // PIRANHA_PLANT_ACT_BITING,
piranha_plant_act_woken_up, // PIRANHA_PLANT_ACT_WOKEN_UP,
piranha_plant_act_stopped_biting, // PIRANHA_PLANT_ACT_STOPPED_BITING,
piranha_plant_attacked, // PIRANHA_PLANT_ATTACKED,
piranha_plant_act_shrink_and_die, // PIRANHA_PLANT_ACT_SHRINK_AND_DIE,
piranha_plant_act_wait_to_respawn, // PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN,
piranha_plant_act_respawn // PIRANHA_PLANT_ACT_RESPAWN
};
/**
* Main loop for bhvPiranhaPlant.
*/
void bhv_piranha_plant_loop(void) {
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cur_obj_call_action_function(TablePiranhaPlantActions);
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// In WF, hide all Piranha Plants once high enough up.
if (gCurrLevelNum == LEVEL_WF) {
if (gMarioObject->oPosY > 3400.0f)
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cur_obj_hide();
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else
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cur_obj_unhide();
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}
o->oInteractStatus = 0;
}