/** * Behavior for bhvMontyMole, bhvMontyMoleHole, and bhvMontyMoleRock. * The monty mole holes are placed statically. The monty moles repeatedly * search for an available hole to pop out of. */ /** * The particles that pop out of the ground when a monty mole rises from a hole. */ static struct SpawnParticlesInfo sMontyMoleRiseFromGroundParticles = { /* behParam: */ 0, /* count: */ 3, /* model: */ MODEL_SAND_DUST, /* offsetY: */ 0, /* forwardVelBase: */ 4, /* forwardVelRange: */ 4, /* velYBase: */ 10, /* velYRange: */ 15, /* gravity: */ -4, /* dragStrength: */ 0, /* sizeBase: */ 10.0f, /* sizeRange: */ 7.0f, }; /** * Hitbox for monty mole. */ static struct ObjectHitbox sMontyMoleHitbox = { /* interactType: */ INTERACT_BOUNCE_TOP, /* downOffset: */ 0, /* damageOrCoinValue: */ 2, /* health: */ -1, /* numLootCoins: */ 0, /* radius: */ 70, /* height: */ 50, /* hurtboxRadius: */ 30, /* hurtboxHeight: */ 40, }; /** * Hitbox for monty mole rock. */ static struct ObjectHitbox sMontyMoleRockHitbox = { /* interactType: */ INTERACT_MR_BLIZZARD, /* downOffset: */ 15, /* damageOrCoinValue: */ 1, /* health: */ 99, /* numLootCoins: */ 0, /* radius: */ 30, /* height: */ 15, /* hurtboxRadius: */ 30, /* hurtboxHeight: */ 15, }; /** * The particles that spawn when a monty mole rock breaks. */ static struct SpawnParticlesInfo sMontyMoleRockBreakParticles = { /* behParam: */ 0, /* count: */ 2, /* model: */ MODEL_PEBBLE, /* offsetY: */ 10, /* forwardVelBase: */ 4, /* forwardVelRange: */ 4, /* velYBase: */ 10, /* velYRange: */ 15, /* gravity: */ -4, /* dragStrength: */ 0, /* sizeBase: */ 8.0f, /* sizeRange: */ 4.0f, }; // TODO: bss /** * The first hole in the list of monty mole holes. The list is a singly linked * list using the parentObj field. */ struct Object *sMontyMoleHoleList; /** * The number of nearby monty moles that have been killed in a row. */ s32 sMontyMoleKillStreak; /** * The position of the last killed monty mole, used for determining whether * the next killed monty mole is nearby. */ f32 sMontyMoleLastKilledPosX; f32 sMontyMoleLastKilledPosY; f32 sMontyMoleLastKilledPosZ; /** * Link all objects with the given behavior using parentObj. * The result is a singly linked list in reverse processing order. Return the * start of this list. */ static struct Object *link_objects_with_behavior(const BehaviorScript *behavior) { const BehaviorScript *behaviorAddr; struct Object *obj; struct Object *lastObject; struct ObjectNode *listHead; behaviorAddr = segmented_to_virtual(behavior); lastObject = NULL; listHead = &gObjectLists[get_object_list_from_behavior(behaviorAddr)]; obj = (struct Object *) listHead->next; while (obj != (struct Object *) listHead) { if (obj->behavior == behaviorAddr && obj->activeFlags != ACTIVE_FLAGS_DEACTIVATED) { obj->parentObj = lastObject; lastObject = obj; } obj = (struct Object *) obj->header.next; } return lastObject; } /** * Select a random hole that is within minDistToMario and 1500 of mario, and * whose cooldown is zero. Return NULL if no hole is available. */ static struct Object *monty_mole_select_available_hole(f32 minDistToMario) { struct Object *hole = sMontyMoleHoleList; s32 numAvailableHoles = 0; while (hole != NULL) { if (hole->oMontyMoleHoleCooldown == 0) { if (hole->oDistanceToMario < 1500.0f && hole->oDistanceToMario > minDistToMario) { numAvailableHoles++; } } hole = hole->parentObj; } if (numAvailableHoles != 0) { s32 selectedHole = (s32)(RandomFloat() * numAvailableHoles); hole = sMontyMoleHoleList; numAvailableHoles = 0; while (hole != NULL) { if (hole->oMontyMoleHoleCooldown == 0) { if (hole->oDistanceToMario < 1500.0f && hole->oDistanceToMario > minDistToMario) { if (numAvailableHoles == selectedHole) { return hole; } numAvailableHoles++; } } hole = hole->parentObj; } } return NULL; } /** * Update function for bhvMontyMoleHole. */ void bhv_monty_mole_hole_update(void) { // If hole list hasn't been constructed yet, construct it if (o->parentObj == o) { sMontyMoleHoleList = link_objects_with_behavior(bhvMontyMoleHole); sMontyMoleKillStreak = 0; } else if (o->oMontyMoleHoleCooldown > 0) { o->oMontyMoleHoleCooldown -= 1; } } /** * Spawn dirt particles when rising out of the ground. * * TODO: (Scrub C) monty_mole_spawn_dirt_particles, water_bomb_spawn_explode_particles, and * func_80306ED4 all have similar issues with their functions, none of which match legitimately. */ void monty_mole_spawn_dirt_particles(s8 offsetY, s8 velYBase) { #if defined(VERSION_JP) || defined(VERSION_US) sMontyMoleRiseFromGroundParticles.offsetY = offsetY; sMontyMoleRiseFromGroundParticles.velYBase = velYBase; cur_obj_spawn_particles(&sMontyMoleRiseFromGroundParticles); #else s8 tempVelYBase = velYBase; s8 tempOffsetY = offsetY; do { sMontyMoleRiseFromGroundParticles.offsetY = tempOffsetY; sMontyMoleRiseFromGroundParticles.velYBase = tempVelYBase; cur_obj_spawn_particles(&sMontyMoleRiseFromGroundParticles); } while (0); #endif } /** * Init function for bhvMontyMole. */ void bhv_monty_mole_init(void) { o->oMontyMoleCurrentHole = NULL; } /** * Search for an available hole. Once one is available, claim it and enter * either the rise from hole or jump out of hole action. */ static void monty_mole_act_select_hole(void) { f32 minDistToMario; if (o->oBehParams2ndByte != MONTY_MOLE_BP_NO_ROCK) { minDistToMario = 200.0f; } else if (gMarioStates[0].forwardVel < 8.0f) { minDistToMario = 100.0f; } else { minDistToMario = 500.0f; } // Select a hole to pop out of if ((o->oMontyMoleCurrentHole = monty_mole_select_available_hole(minDistToMario)) != NULL) { cur_obj_play_sound_2(SOUND_OBJ2_MONTY_MOLE_APPEAR); // Mark hole as unavailable o->oMontyMoleCurrentHole->oMontyMoleHoleCooldown = -1; // Position at hole o->oPosX = o->oMontyMoleCurrentHole->oPosX; o->oPosY = o->oFloorHeight = o->oMontyMoleCurrentHole->oPosY; o->oPosZ = o->oMontyMoleCurrentHole->oPosZ; o->oFaceAnglePitch = 0; o->oMoveAngleYaw = o->oMontyMoleCurrentHole->oAngleToMario; if (o->oDistanceToMario > 500.0f || minDistToMario > 100.0f || RandomSign() < 0) { o->oAction = MONTY_MOLE_ACT_RISE_FROM_HOLE; o->oVelY = 3.0f; o->oGravity = 0.0f; monty_mole_spawn_dirt_particles(0, 10); } else { o->oAction = MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE; o->oVelY = 50.0f; o->oGravity = -4.0f; monty_mole_spawn_dirt_particles(0, 20); } cur_obj_unhide(); cur_obj_become_tangible(); } } /** * Move upward until high enough, then enter the spawn rock action. */ static void monty_mole_act_rise_from_hole(void) { cur_obj_init_animation_with_sound(1); if (o->oMontyMoleHeightRelativeToFloor >= 49.0f) { o->oPosY = o->oFloorHeight + 50.0f; o->oVelY = 0.0f; if (cur_obj_check_if_near_animation_end()) { o->oAction = MONTY_MOLE_ACT_SPAWN_ROCK; } } } /** * If mario is close enough, then spawn a rock and enter the throw rock action. * Otherwise, enter the begin jump into hole action. */ static void monty_mole_act_spawn_rock(void) { struct Object *rock; if (func_802F92B0(2)) { if (o->oBehParams2ndByte != MONTY_MOLE_BP_NO_ROCK && abs_angle_diff(o->oAngleToMario, o->oMoveAngleYaw) < 0x4000 && (rock = spawn_object(o, MODEL_PEBBLE, bhvMontyMoleRock)) != NULL) { o->prevObj = rock; o->oAction = MONTY_MOLE_ACT_THROW_ROCK; } else { o->oAction = MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE; } } } /** * Wait until mario is relatively close, then set vely to 40 and enter the jump * into hole action. */ static void monty_mole_act_begin_jump_into_hole(void) { if (func_802F92B0(3) || obj_is_near_to_and_facing_mario(1000.0f, 0x4000)) { o->oAction = MONTY_MOLE_ACT_JUMP_INTO_HOLE; o->oVelY = 40.0f; o->oGravity = -6.0f; } } /** * Throw the held rock, then enter the begin jump into hole action. */ static void monty_mole_act_throw_rock(void) { if (func_802F92EC(8, 10)) { cur_obj_play_sound_2(SOUND_OBJ_MONTY_MOLE_ATTACK); o->prevObj = NULL; } if (cur_obj_check_if_near_animation_end()) { o->oAction = MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE; } } /** * Tilt downward and wait until close to landing, then enter the hide action. */ static void monty_mole_act_jump_into_hole(void) { func_802F927C(0); o->oFaceAnglePitch = -atan2s(o->oVelY, -4.0f); if (o->oVelY < 0.0f && o->oMontyMoleHeightRelativeToFloor < 120.0f) { o->oAction = MONTY_MOLE_ACT_HIDE; o->oGravity = 0.0f; monty_mole_spawn_dirt_particles(-80, 15); } } /** * Become intangible and enter the select hole action. */ static void monty_mole_hide_in_hole(void) { o->oMontyMoleCurrentHole->oMontyMoleHoleCooldown = 30; o->oAction = MONTY_MOLE_ACT_SELECT_HOLE; o->oVelY = 0.0f; //! Even though the object becomes intangible here, it is still possible // for a bob-omb to interact with it later in the frame (since bob-ombs // come after monty moles in processing order). // This means that the monty mole can be attacked while in the select hole // action. If no hole is available (e.g. because mario is too far away), // the game will crash because of the line above that accesses // oMontyMoleCurrentHole. cur_obj_become_intangible(); } /** * Wait to land on the floor, then hide. */ static void monty_mole_act_hide(void) { cur_obj_init_animation_with_sound(1); if (o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND) { cur_obj_hide(); monty_mole_hide_in_hole(); } else { approach_f32_ptr(&o->oVelY, -4.0f, 0.5f); } } /** * Jump upward and then fall back down. Then enter the begin jump into hole * action. */ static void monty_mole_act_jump_out_of_hole(void) { if (o->oVelY > 0.0f) { cur_obj_init_animation_with_sound(9); } else { func_802F927C(4); if (o->oMontyMoleHeightRelativeToFloor < 50.0f) { o->oPosY = o->oFloorHeight + 50.0f; o->oAction = MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE; o->oVelY = o->oGravity = 0.0f; } } } /** * Update function for bhvMontyMole. */ void bhv_monty_mole_update(void) { // PARTIAL_UPDATE o->oDeathSound = SOUND_OBJ_DYING_ENEMY1; cur_obj_update_floor_and_walls(); o->oMontyMoleHeightRelativeToFloor = o->oPosY - o->oFloorHeight; switch (o->oAction) { case MONTY_MOLE_ACT_SELECT_HOLE: monty_mole_act_select_hole(); break; case MONTY_MOLE_ACT_RISE_FROM_HOLE: monty_mole_act_rise_from_hole(); break; case MONTY_MOLE_ACT_SPAWN_ROCK: monty_mole_act_spawn_rock(); break; case MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE: monty_mole_act_begin_jump_into_hole(); break; case MONTY_MOLE_ACT_THROW_ROCK: monty_mole_act_throw_rock(); break; case MONTY_MOLE_ACT_JUMP_INTO_HOLE: monty_mole_act_jump_into_hole(); break; case MONTY_MOLE_ACT_HIDE: monty_mole_act_hide(); break; case MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE: monty_mole_act_jump_out_of_hole(); break; } // Spawn a 1-up if you kill 8 monty moles if (obj_check_attacks(&sMontyMoleHitbox, o->oAction)) { if (sMontyMoleKillStreak != 0) { f32 dx = o->oPosX - sMontyMoleLastKilledPosX; f32 dy = o->oPosY - sMontyMoleLastKilledPosY; f32 dz = o->oPosZ - sMontyMoleLastKilledPosZ; f32 distToLastKill = sqrtf(dx * dx + dy * dy + dz * dz); //! The two farthest holes on the bottom level of TTM are more than // 1500 units away from each other, so the counter resets if you // attack moles in these holes consecutively. if (distToLastKill < 1500.0f) { if (sMontyMoleKillStreak == 7) { play_puzzle_jingle(); spawn_object(o, MODEL_1UP, bhv1upWalking); } } else { sMontyMoleKillStreak = 0; } } //! No overflow check sMontyMoleKillStreak += 1; sMontyMoleLastKilledPosX = o->oPosX; sMontyMoleLastKilledPosY = o->oPosY; sMontyMoleLastKilledPosZ = o->oPosZ; monty_mole_hide_in_hole(); // Throw rock if holding one o->prevObj = NULL; } cur_obj_move_standard(78); } /** * Wait for monty mole to throw the rock, then enter the move action. */ static void monty_mole_rock_act_held(void) { // The position is offset since the monty mole is throwing it with its hand o->oParentRelativePosX = 80.0f; o->oParentRelativePosY = -50.0f; o->oParentRelativePosZ = 0.0f; if (o->parentObj->prevObj == NULL) { f32 distToMario = o->oDistanceToMario; if (distToMario > 600.0f) { distToMario = 600.0f; } o->oAction = MONTY_MOLE_ROCK_ACT_MOVE; // The angle is adjusted to compensate for the start position offset o->oMoveAngleYaw = (s32)(o->parentObj->oMoveAngleYaw + 0x1F4 - distToMario * 0.1f); o->oForwardVel = 40.0f; o->oVelY = distToMario * 0.08f + 8.0f; o->oMoveFlags = 0; } } /** * Move, then despawn after hitting the ground or water. */ static void monty_mole_rock_act_move(void) { cur_obj_update_floor_and_walls(); if (o->oMoveFlags & (OBJ_MOVE_MASK_ON_GROUND | OBJ_MOVE_ENTERED_WATER)) { cur_obj_spawn_particles(&sMontyMoleRockBreakParticles); obj_mark_for_deletion(o); } cur_obj_move_standard(78); } /** * Update function for bhvMontyMoleRock. */ void bhv_monty_mole_rock_update(void) { // PARTIAL_UPDATE //! Since we can prevent them from despawning using partial updates, we // can fill up object slots to crash the game. obj_check_attacks(&sMontyMoleRockHitbox, o->oAction); switch (o->oAction) { case MONTY_MOLE_ROCK_ACT_HELD: monty_mole_rock_act_held(); break; case MONTY_MOLE_ROCK_ACT_MOVE: monty_mole_rock_act_move(); break; } }