sm64pc/src/game/behaviors/fly_guy.inc.c
2020-04-03 14:57:26 -04:00

215 lines
7.4 KiB
C

/**
* Behavior for bhvFlyGuy.
*/
/**
* Hitbox for fly guy.
*/
static struct ObjectHitbox sFlyGuyHitbox = {
/* interactType: */ INTERACT_BOUNCE_TOP,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 2,
/* health: */ 0,
/* numLootCoins: */ 2,
/* radius: */ 70,
/* height: */ 60,
/* hurtboxRadius: */ 40,
/* hurtboxHeight: */ 50,
};
/**
* Unused jitter amounts.
*/
static s16 sFlyGuyJitterAmounts[] = { 0x1000, -0x2000, 0x2000 };
/**
* Return to regular size. When mario is close enough or home is far enough,
* turn toward mario/home and enter the approach mario action.
*/
static void fly_guy_act_idle(void) {
o->oForwardVel = 0.0f;
if (approach_f32_ptr(&o->header.gfx.scale[0], 1.5f, 0.02f)) {
// If we are >2000 units from home or Mario is <2000 units from us
if (o->oDistanceToMario >= 25000.0f || o->oDistanceToMario < 2000.0f) {
// Turn toward home or Mario
obj_face_yaw_approach(o->oAngleToMario, 0x300);
if (cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x300)) {
o->oAction = FLY_GUY_ACT_APPROACH_MARIO;
}
} else {
// Randomly enter the approach mario action - but this doesn't
// really do anything since we come right back to idle
if (o->oFlyGuyIdleTimer >= 3 || o->oFlyGuyIdleTimer == (random_u16() & 1) + 2) {
o->oFlyGuyIdleTimer = 0;
o->oAction = FLY_GUY_ACT_APPROACH_MARIO;
} else {
o->oFlyGuyUnusedJitter = o->oMoveAngleYaw + sFlyGuyJitterAmounts[o->oFlyGuyIdleTimer];
o->oFlyGuyIdleTimer += 1;
}
}
}
}
/**
* Turn toward mario or home, and when positioned nicely, either lunge or shoot
* fire. If mario is far away, stop and return to the idle action.
*/
static void fly_guy_act_approach_mario(void) {
// If we are >2000 units from home or Mario is <2000 units from us
if (o->oDistanceToMario >= 25000.0f || o->oDistanceToMario < 2000.0f) {
obj_forward_vel_approach(10.0f, 0.5f);
// Turn toward home or Mario
obj_face_yaw_approach(o->oAngleToMario, 0x400);
cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x200);
// If facing toward mario and we are either near mario laterally or
// far above him
if (abs_angle_diff(o->oAngleToMario, o->oFaceAngleYaw) < 0x2000) {
if (o->oPosY - gMarioObject->oPosY > 400.0f || o->oDistanceToMario < 400.0f) {
// Either shoot fire or lunge
if (o->oBehParams2ndByte != 0 && random_u16() % 2) {
o->oAction = FLY_GUY_ACT_SHOOT_FIRE;
o->oFlyGuyScaleVel = 0.06f;
} else {
o->oAction = FLY_GUY_ACT_LUNGE;
o->oFlyGuyLungeTargetPitch = obj_turn_pitch_toward_mario(-200.0f, 0);
o->oForwardVel = 25.0f * coss(o->oFlyGuyLungeTargetPitch);
o->oVelY = 25.0f * -sins(o->oFlyGuyLungeTargetPitch);
o->oFlyGuyLungeYDecel = -o->oVelY / 30.0f;
}
}
}
} else if (obj_forward_vel_approach(0.0f, 0.2f)) {
o->oAction = FLY_GUY_ACT_IDLE;
}
}
/**
* Lunge downward at mario, then twirl back up. Enter the approach mario action
* afterward.
*/
static void fly_guy_act_lunge(void) {
if (o->oVelY < 0.0f) {
// Lunge downward
o->oVelY += o->oFlyGuyLungeYDecel;
cur_obj_rotate_yaw_toward(o->oFaceAngleYaw, 0x800);
obj_face_pitch_approach(o->oFlyGuyLungeTargetPitch, 0x400);
// Range [-0x1000, 0x2000]
o->oFlyGuyTargetRoll = 0x1000 * (s16)(random_float() * 3.0f) - 0x1000;
o->oTimer = 0;
} else {
// Twirl back upward
obj_face_pitch_approach(0, 0x100);
obj_face_roll_approach(o->oFlyGuyTargetRoll, 0x12C);
// Twirl in a spiral with curvature proportional to oFaceAngleRoll
o->oMoveAngleYaw -= o->oFaceAngleRoll / 4;
obj_face_yaw_approach(o->oMoveAngleYaw, 0x800);
// Continue moving upward until at least 200 units above mario
if (o->oPosY < gMarioObject->oPosY + 200.0f) {
obj_y_vel_approach(20.0f, 0.5f);
} else if (obj_y_vel_approach(0.0f, 0.5f)) {
// Wait until roll is zero
if (o->oFaceAngleRoll == 0) {
o->oAction = FLY_GUY_ACT_APPROACH_MARIO;
}
o->oFlyGuyTargetRoll = 0;
}
}
}
/**
* Turn toward mario, then shoot fire. Then enter the idle action.
*/
static void fly_guy_act_shoot_fire(void) {
s32 scaleStatus;
o->oForwardVel = 0.0f;
if (obj_face_yaw_approach(o->oAngleToMario, 0x800)) {
o->oMoveAngleYaw = o->oFaceAngleYaw;
// Increase scale by 0.06, 0.05, ..., -0.03. Then wait ~8 frames, then
// starting moving scale by 0.05 each frame toward 1.1. The first time
// it becomes below 1.2 during this latter portion, shoot fire.
scaleStatus = obj_grow_then_shrink(&o->oFlyGuyScaleVel, 1.2f, 1.1f);
if (scaleStatus != 0) {
if (scaleStatus < 0) {
// We have reached scale 1.1
o->oAction = FLY_GUY_ACT_IDLE;
} else {
// We have reached below scale 1.2 in the shrinking portion
s16 fireMovePitch = obj_turn_pitch_toward_mario(0.0f, 0);
cur_obj_play_sound_2(SOUND_OBJ_FLAME_BLOWN);
clamp_s16(&fireMovePitch, 0x800, 0x3000);
obj_spit_fire(
/*relativePos*/ 0, 38, 20,
/*scale */ 2.5f,
/*model */ MODEL_RED_FLAME_SHADOW,
/*startSpeed */ 25.0f,
/*endSpeed */ 20.0f,
/*movePitch */ fireMovePitch);
}
}
} else {
//! By triggering this repeatedly, we can keep obj_grow_then_shrink
// in the "grow" phase. But because oFlyGuyScaleVel continues decreasing
// past -0.03, the fly guy shrinks more than he is supposed to. We can
// arbitrarily decrease the fly guy's scale in this way.
o->oTimer = 0;
}
}
/**
* Update function for fly guy.
*/
void bhv_fly_guy_update(void) {
// PARTIAL_UPDATE (appears in non-roomed levels)
if (!(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)) {
o->oDeathSound = SOUND_OBJ_KOOPA_FLYGUY_DEATH;
cur_obj_scale(o->header.gfx.scale[0]);
treat_far_home_as_mario(2000.0f);
cur_obj_update_floor_and_walls();
if (o->oMoveFlags & OBJ_MOVE_HIT_WALL) {
o->oMoveAngleYaw = cur_obj_reflect_move_angle_off_wall();
} else if (o->oMoveFlags & OBJ_MOVE_MASK_IN_WATER) {
o->oVelY = 6.0f;
}
// Oscillate up and down
o->oFlyGuyOscTimer += 1;
o->oPosY += coss(0x400 * o->oFlyGuyOscTimer) * 1.5f;
switch (o->oAction) {
case FLY_GUY_ACT_IDLE:
fly_guy_act_idle();
break;
case FLY_GUY_ACT_APPROACH_MARIO:
fly_guy_act_approach_mario();
break;
case FLY_GUY_ACT_LUNGE:
fly_guy_act_lunge();
break;
case FLY_GUY_ACT_SHOOT_FIRE:
fly_guy_act_shoot_fire();
break;
}
cur_obj_move_standard(78);
obj_check_attacks(&sFlyGuyHitbox, o->oAction);
}
}