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

123 lines
3.8 KiB
C

/**
* Behavior for bhvSwoop.
* Has a native room.
*/
/**
* Hitbox for swoop.
*/
static struct ObjectHitbox sSwoopHitbox = {
/* interactType: */ INTERACT_HIT_FROM_BELOW,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 1,
/* health: */ 0,
/* numLootCoins: */ 1,
/* radius: */ 100,
/* height: */ 80,
/* hurtboxRadius: */ 70,
/* hurtboxHeight: */ 70,
};
/**
* If necessary, grow to full size. Wait for mario to enter range, then turn
* toward him and enter the move action.
*/
static void swoop_act_idle(void) {
cur_obj_init_animation_with_sound(1);
if (approach_f32_ptr(&o->header.gfx.scale[0], 1.0f, 0.05f) && o->oDistanceToMario < 1500.0f) {
if (cur_obj_rotate_yaw_toward(o->oAngleToMario, 800)) {
cur_obj_play_sound_2(SOUND_OBJ2_SWOOP);
o->oAction = SWOOP_ACT_MOVE;
o->oVelY = -12.0f;
}
}
o->oFaceAngleRoll = 0x8000;
}
/**
* Swoop downward toward mario. Stop moving downward and speed up after reaching
* him. Return to home once mario is far away.
*/
static void swoop_act_move(void) {
cur_obj_init_animation_with_accel_and_sound(0, 2.0f);
if (cur_obj_check_if_near_animation_end()) {
cur_obj_play_sound_2(SOUND_OBJ_UNKNOWN6);
}
if (o->oForwardVel == 0.0f) {
// If we haven't started moving yet, begin swooping
if (obj_face_roll_approach(0, 2500)) {
o->oForwardVel = 10.0f;
o->oVelY = -10.0f;
}
} else if (cur_obj_mario_far_away()) {
// If mario far away, reset
o->oAction = SWOOP_ACT_IDLE;
cur_obj_set_pos_to_home();
o->header.gfx.scale[0] = o->oForwardVel = o->oVelY = 0.0f;
o->oFaceAngleRoll = 0;
} else {
if (o->oSwoopBonkCountdown != 0) {
o->oSwoopBonkCountdown -= 1;
} else if (o->oVelY != 0.0f) {
// If we're not done swooping, turn toward mario. When between
// 0 and 200 units above mario, increase speed and stop swooping
o->oSwoopTargetYaw = o->oAngleToMario;
if (o->oPosY < gMarioObject->oPosY + 200.0f) {
if (obj_y_vel_approach(0.0f, 0.5f)) {
o->oForwardVel *= 2.0f;
}
} else {
obj_y_vel_approach(-10.0f, 0.5f);
}
} else if (o->oMoveFlags & OBJ_MOVE_HIT_WALL) {
// Bounce off a wall and don't bounce again for 30 frames.
o->oSwoopTargetYaw = cur_obj_reflect_move_angle_off_wall();
o->oSwoopBonkCountdown = 30;
}
// Tilt upward when approaching mario
if ((o->oSwoopTargetPitch = obj_get_pitch_from_vel()) == 0) {
o->oSwoopTargetPitch += o->oForwardVel * 500;
}
obj_move_pitch_approach(o->oSwoopTargetPitch, 140);
// Jitter yaw a bit
cur_obj_rotate_yaw_toward(o->oSwoopTargetYaw + (s32)(3000 * coss(4000 * gGlobalTimer)), 1200);
obj_roll_to_match_yaw_turn(o->oSwoopTargetYaw, 0x3000, 500);
// Jitter roll a bit
o->oFaceAngleRoll += (s32)(1000 * coss(20000 * gGlobalTimer));
}
}
/**
* Update function for swoop.
*/
void bhv_swoop_update(void) {
// No partial update (only appears in roomed levels)
if (!(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)) {
o->oDeathSound = SOUND_OBJ_SWOOP_DEATH;
cur_obj_update_floor_and_walls();
switch (o->oAction) {
case SWOOP_ACT_IDLE:
swoop_act_idle();
break;
case SWOOP_ACT_MOVE:
swoop_act_move();
break;
}
cur_obj_scale(o->header.gfx.scale[0]);
cur_obj_move_standard(78);
obj_check_attacks(&sSwoopHitbox, o->oAction);
}
}