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

371 lines
11 KiB
C

// bully.c.inc
static struct ObjectHitbox sSmallBullyHitbox = {
/* interactType: */ INTERACT_BULLY,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 1,
/* health: */ 0,
/* numLootCoins: */ 0,
/* radius: */ 73,
/* height: */ 123,
/* hurtboxRadius: */ 63,
/* hurtboxHeight: */ 113,
};
static struct ObjectHitbox sBigBullyHitbox = {
/* interactType: */ INTERACT_BULLY,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 1,
/* health: */ 0,
/* numLootCoins: */ 0,
/* radius: */ 115,
/* height: */ 235,
/* hurtboxRadius: */ 105,
/* hurtboxHeight: */ 225,
};
void bhv_small_bully_init(void) {
cur_obj_init_animation(0);
o->oHomeX = o->oPosX;
o->oHomeZ = o->oPosZ;
o->oBehParams2ndByte = BULLY_BP_SIZE_SMALL;
o->oGravity = 4.0;
o->oFriction = 0.91;
o->oBuoyancy = 1.3;
obj_set_hitbox(o, &sSmallBullyHitbox);
}
void bhv_big_bully_init(void) {
cur_obj_init_animation(0);
o->oHomeX = o->oPosX;
o->oHomeY = o->oPosY;
o->oHomeZ = o->oPosZ;
o->oBehParams2ndByte = BULLY_BP_SIZE_BIG;
o->oGravity = 5.0;
o->oFriction = 0.93;
o->oBuoyancy = 1.3;
obj_set_hitbox(o, &sBigBullyHitbox);
}
void bully_check_mario_collision(void) {
if (o->oInteractStatus & INT_STATUS_INTERACTED) {
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL)
cur_obj_play_sound_2(SOUND_OBJ2_BULLY_ATTACKED);
else
cur_obj_play_sound_2(SOUND_OBJ2_LARGE_BULLY_ATTACKED);
o->oInteractStatus &= ~INT_STATUS_INTERACTED;
o->oAction = BULLY_ACT_KNOCKBACK;
o->oFlags &= ~0x8; /* bit 3 */
cur_obj_init_animation(3);
o->oBullyMarioCollisionAngle = o->oMoveAngleYaw;
}
}
void bully_act_chase_mario(void) {
f32 homeX = o->oHomeX;
f32 posY = o->oPosY;
f32 homeZ = o->oHomeZ;
if (o->oTimer < 10) {
o->oForwardVel = 3.0;
obj_turn_toward_object(o, gMarioObject, 16, 4096);
} else if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL) {
o->oForwardVel = 20.0;
if (o->oTimer >= 31)
o->oTimer = 0;
} else {
o->oForwardVel = 30.0;
if (o->oTimer >= 36)
o->oTimer = 0;
}
if (!is_point_within_radius_of_mario(homeX, posY, homeZ, 1000)) {
o->oAction = BULLY_ACT_PATROL;
cur_obj_init_animation(0);
}
}
void bully_act_knockback(void) {
if (o->oForwardVel < 10.0 && (s32) o->oVelY == 0) {
o->oForwardVel = 1.0;
o->oBullyKBTimerAndMinionKOCounter++;
o->oFlags |= 0x8; /* bit 3 */
o->oMoveAngleYaw = o->oFaceAngleYaw;
obj_turn_toward_object(o, gMarioObject, 16, 1280);
} else
o->header.gfx.unk38.animFrame = 0;
if (o->oBullyKBTimerAndMinionKOCounter == 18) {
o->oAction = BULLY_ACT_CHASE_MARIO;
o->oBullyKBTimerAndMinionKOCounter = 0;
cur_obj_init_animation(1);
}
}
void bully_act_back_up(void) {
if (o->oTimer == 0) {
o->oFlags &= ~0x8; /* bit 3 */
o->oMoveAngleYaw += 0x8000;
}
o->oForwardVel = 5.0;
//! bully_backup_check() happens after this function, and has the potential to reset
// the bully's action to BULLY_ACT_BACK_UP. Because the back up action is only
// set to end when the timer EQUALS 15, if this happens on that frame, the bully
// will be stuck in BULLY_ACT_BACK_UP forever until Mario hits it or its death
// conditions are activated. However because its angle is set to its facing angle,
// it will walk forward instead of backing up.
if (o->oTimer == 15) {
o->oMoveAngleYaw = o->oFaceAngleYaw;
o->oFlags |= 0x8; /* bit 3 */
o->oAction = BULLY_ACT_PATROL;
}
}
void bully_backup_check(s16 collisionFlags) {
if (!(collisionFlags & 0x8) && o->oAction != BULLY_ACT_KNOCKBACK) /* bit 3 */
{
o->oPosX = o->oBullyPrevX;
o->oPosZ = o->oBullyPrevZ;
o->oAction = BULLY_ACT_BACK_UP;
}
}
void bully_play_stomping_sound(void) {
s16 sp26 = o->header.gfx.unk38.animFrame;
switch (o->oAction) {
case BULLY_ACT_PATROL:
if (sp26 == 0 || sp26 == 12) {
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL)
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK);
else
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALKING);
}
break;
case BULLY_ACT_CHASE_MARIO:
case BULLY_ACT_BACK_UP:
if (sp26 == 0 || sp26 == 5) {
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL)
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALK);
else
cur_obj_play_sound_2(SOUND_OBJ_BULLY_WALKING);
}
break;
}
}
void bully_step(void) {
s16 collisionFlags = 0;
collisionFlags = object_step();
bully_backup_check(collisionFlags);
bully_play_stomping_sound();
obj_check_floor_death(collisionFlags, sObjFloor);
if (o->oBullySubtype & BULLY_STYPE_CHILL) {
if (o->oPosY < 1030.0f)
o->oAction = BULLY_ACT_LAVA_DEATH;
}
}
void bully_spawn_coin(void) {
struct Object *coin = spawn_object(o, MODEL_YELLOW_COIN, bhvMovingYellowCoin);
#ifdef VERSION_JP //TODO: maybe move this ifdef logic to the header?
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT);
#elif VERSION_EU
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_EU);
#else
cur_obj_play_sound_2(SOUND_GENERAL_COIN_SPURT_2);
#endif
coin->oForwardVel = 10.0f;
coin->oVelY = 100.0f;
coin->oPosY = o->oPosY + 310.0f;
coin->oMoveAngleYaw = (f32)(o->oBullyMarioCollisionAngle + 0x8000) + random_float() * 1024.0f;
}
void bully_act_level_death(void) {
if (obj_lava_death() == 1) {
if (o->oBehParams2ndByte == BULLY_BP_SIZE_SMALL) {
if (o->oBullySubtype == BULLY_STYPE_MINION)
o->parentObj->oBullyKBTimerAndMinionKOCounter++;
bully_spawn_coin();
} else {
spawn_mist_particles();
if (o->oBullySubtype == BULLY_STYPE_CHILL)
spawn_default_star(130.0f, 1600.0f, -4335.0f);
else {
spawn_default_star(0, 950.0f, -6800.0f);
spawn_object_abs_with_rot(o, 0, MODEL_NONE, bhvLllTumblingBridge, 0, 154, -5631, 0, 0,
0);
}
}
}
}
void bhv_bully_loop(void) {
o->oBullyPrevX = o->oPosX;
o->oBullyPrevY = o->oPosY;
o->oBullyPrevZ = o->oPosZ;
//! Because this function runs no matter what, Mario is able to interrupt the bully's
// death action by colliding with it. Since the bully hitbox is tall enough to collide
// with Mario even when it is under a lava floor, this can get the bully stuck OOB
// if there is nothing under the lava floor.
bully_check_mario_collision();
switch (o->oAction) {
case BULLY_ACT_PATROL:
o->oForwardVel = 5.0;
if (obj_return_home_if_safe(o, o->oHomeX, o->oPosY, o->oHomeZ, 800) == 1) {
o->oAction = BULLY_ACT_CHASE_MARIO;
cur_obj_init_animation(1);
}
bully_step();
break;
case BULLY_ACT_CHASE_MARIO:
bully_act_chase_mario();
bully_step();
break;
case BULLY_ACT_KNOCKBACK:
bully_act_knockback();
bully_step();
break;
case BULLY_ACT_BACK_UP:
bully_act_back_up();
bully_step();
break;
case BULLY_ACT_LAVA_DEATH:
bully_act_level_death();
break;
case BULLY_ACT_DEATH_PLANE_DEATH:
o->activeFlags = 0;
break;
}
set_object_visibility(o, 3000);
}
// sp38 = arg0
// sp3c = arg1
// sp40 = arg2
// sp44 = arg3
void big_bully_spawn_minion(s32 arg0, s32 arg1, s32 arg2, s16 arg3) {
struct Object *bully =
spawn_object_abs_with_rot(o, 0, MODEL_BULLY, bhvSmallBully, arg0, arg1, arg2, 0, arg3, 00);
bully->oBullySubtype = BULLY_STYPE_MINION;
bully->oBehParams2ndByte = BULLY_BP_SIZE_SMALL;
}
void bhv_big_bully_with_minions_init(void) {
big_bully_spawn_minion(4454, 307, -5426, 0);
big_bully_spawn_minion(3840, 307, -6041, 0);
big_bully_spawn_minion(3226, 307, -5426, 0);
o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
cur_obj_become_intangible();
o->oAction = BULLY_ACT_INACTIVE;
}
void big_bully_spawn_star(void) {
if (obj_lava_death() == 1) {
spawn_mist_particles();
spawn_default_star(3700.0f, 600.0f, -5500.0f);
}
}
void bhv_big_bully_with_minions_loop(void) {
#ifdef VERSION_EU
s32 collisionFlags;
#else
s16 collisionFlags;
#endif
o->oBullyPrevX = o->oPosX;
o->oBullyPrevY = o->oPosY;
o->oBullyPrevZ = o->oPosZ;
bully_check_mario_collision();
switch (o->oAction) {
case BULLY_ACT_PATROL:
o->oForwardVel = 5.0;
if (obj_return_home_if_safe(o, o->oHomeX, o->oPosY, o->oHomeZ, 1000) == 1) {
o->oAction = BULLY_ACT_CHASE_MARIO;
cur_obj_init_animation(1);
}
bully_step();
break;
case BULLY_ACT_CHASE_MARIO:
bully_act_chase_mario();
bully_step();
break;
case BULLY_ACT_KNOCKBACK:
bully_act_knockback();
bully_step();
break;
case BULLY_ACT_BACK_UP:
bully_act_back_up();
bully_step();
break;
case BULLY_ACT_INACTIVE:
//! The Big Bully that spawns from killing its 3 minions uses the knockback timer
// for counting the number of dead minions. This means that when it activates,
// the knockback timer is at 3 instead of 0. So the bully knockback time will
// be reduced by 3 frames (16.67%) on the first hit.
if (o->oBullyKBTimerAndMinionKOCounter == 3) {
play_puzzle_jingle();
if (o->oTimer >= 91)
o->oAction = BULLY_ACT_ACTIVATE_AND_FALL;
}
break;
case BULLY_ACT_ACTIVATE_AND_FALL:
collisionFlags = object_step();
if ((collisionFlags & 0x9) == 0x9) /* bits 0 and 3 */
o->oAction = BULLY_ACT_PATROL;
if (collisionFlags == 1) {
cur_obj_play_sound_2(SOUND_OBJ_THWOMP);
set_camera_shake_from_point(SHAKE_POS_SMALL, o->oPosX, o->oPosY, o->oPosZ);
spawn_mist_particles();
}
o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
cur_obj_become_tangible();
break;
case BULLY_ACT_LAVA_DEATH:
big_bully_spawn_star();
break;
case BULLY_ACT_DEATH_PLANE_DEATH:
o->activeFlags = 0;
break;
}
}