216 lines
7.2 KiB
C
216 lines
7.2 KiB
C
/**
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* Behavior file for bhvSnufit and bhvSnufitBalls.
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* Snufits are present in HMC and CotMC, and are the fly guy
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* like enemies that shoot bullets. The balls are the little pellets
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* the snufit shoots at Mario.
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*/
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struct ObjectHitbox sSnufitHitbox = {
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/* interactType: */ INTERACT_HIT_FROM_BELOW,
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/* downOffset: */ 0,
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/* damageOrCoinValue: */ 2,
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/* health: */ 0,
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/* numLootCoins: */ 2,
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/* radius: */ 100,
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/* height: */ 60,
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/* hurtboxRadius: */ 70,
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/* hurtboxHeight: */ 50,
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};
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struct ObjectHitbox sSnufitBulletHitbox = {
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/* interactType: */ INTERACT_SNUFIT_BULLET,
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/* downOffset: */ 50,
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/* damageOrCoinValue: */ 1,
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/* health: */ 0,
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/* numLootCoins: */ 0,
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/* radius: */ 100,
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/* height: */ 50,
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/* hurtboxRadius: */ 100,
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/* hurtboxHeight: */ 50,
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};
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/**
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* This geo function shifts snufit's mask when it shrinks down,
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* since the parts move independently.
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*/
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Gfx *geo_snufit_move_mask(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct Object *obj;
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struct GraphNodeTranslationRotation *transNode;
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if (callContext == GEO_CONTEXT_RENDER) {
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obj = (struct Object *) gCurGraphNodeObject;
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transNode = (struct GraphNodeTranslationRotation *) node->next;
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transNode->translation[0] = obj->oSnufitXOffset;
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transNode->translation[1] = obj->oSnufitYOffset;
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transNode->translation[2] = obj->oSnufitZOffset;
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}
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return NULL;
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}
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/**
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* This function scales the body of snufit, which needs done seperately from its mask.
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*/
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Gfx *geo_snufit_scale_body(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct Object *obj;
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struct GraphNodeScale *scaleNode;
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if (callContext == GEO_CONTEXT_RENDER) {
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obj = (struct Object *) gCurGraphNodeObject;
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scaleNode = (struct GraphNodeScale *) node->next;
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scaleNode->scale = obj->oSnufitBodyScale / 1000.0f;
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}
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return NULL;
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}
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/**
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* Snufit's idle action. It rotates in a circle until Mario is near,
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* then prepares to shoot after a period.
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*/
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void snufit_act_idle(void) {
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s32 marioDist;
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// This line would could cause a crash in certain PU situations,
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// if the game would not have already crashed.
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marioDist = (s32)(o->oDistanceToMario / 10.0f);
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if (o->oTimer > marioDist && o->oDistanceToMario < 800.0f) {
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// Controls an alternating scaling factor in a cos.
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o->oSnufitBodyScalePeriod
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= approach_s16_symmetric(o->oSnufitBodyScalePeriod, 0, 1500);
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o->oSnufitBodyBaseScale
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= approach_s16_symmetric(o->oSnufitBodyBaseScale, 600, 15);
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if ((s16) o->oSnufitBodyScalePeriod == 0 && o->oSnufitBodyBaseScale == 600) {
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o->oAction = SNUFIT_ACT_SHOOT;
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o->oSnufitBullets = 0;
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}
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} else {
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o->oSnufitCircularPeriod += 400;
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}
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}
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/**
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* Controls the literal shooting action, spawning three bhvSnufitBalls.
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*/
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void snufit_act_shoot(void) {
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o->oSnufitBodyScalePeriod
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= approach_s16_symmetric(o->oSnufitBodyScalePeriod, -0x8000, 3000);
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o->oSnufitBodyBaseScale
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= approach_s16_symmetric(o->oSnufitBodyBaseScale, 167, 20);
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if ((u16) o->oSnufitBodyScalePeriod == 0x8000 && o->oSnufitBodyBaseScale == 167) {
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o->oAction = SNUFIT_ACT_IDLE;
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} else if (o->oSnufitBullets < 3 && o->oTimer >= 3) {
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o->oSnufitBullets += 1;
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cur_obj_play_sound_2(SOUND_OBJ_SNUFIT_SHOOT);
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spawn_object_relative(0, 0, -20, 40, o, MODEL_BOWLING_BALL, bhvSnufitBalls);
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o->oSnufitRecoil = -30;
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o->oTimer = 0;
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}
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}
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/**
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* Primary loop behavior for snufit. Controls some generic movement
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* and the action brain of the object.
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*/
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void bhv_snufit_loop(void) {
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// Only update if Mario is in the current room.
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if (!(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)) {
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o->oDeathSound = SOUND_OBJ_SNUFIT_SKEETER_DEATH;
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// Face Mario if he is within range.
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if (o->oDistanceToMario < 800.0f) {
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obj_turn_pitch_toward_mario(120.0f, 2000);
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if ((s16) o->oMoveAnglePitch > 0x2000) {
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o->oMoveAnglePitch = 0x2000;
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} else if ((s16) o->oMoveAnglePitch < -0x2000) {
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o->oMoveAnglePitch = -0x2000;
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}
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cur_obj_rotate_yaw_toward(o->oAngleToMario, 2000);
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} else {
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obj_move_pitch_approach(0, 0x200);
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o->oMoveAngleYaw += 200;
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}
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o->oFaceAnglePitch = o->oMoveAnglePitch;
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switch (o->oAction) {
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case SNUFIT_ACT_IDLE:
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snufit_act_idle();
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break;
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case SNUFIT_ACT_SHOOT:
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snufit_act_shoot();
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break;
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}
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// Snufit orbits in a circular motion depending on an internal timer
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// and vertically off the global timer. The vertical position can be
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// manipulated using pauses since it uses the global timer.
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o->oPosX = o->oHomeX + 100.0f * coss(o->oSnufitCircularPeriod);
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o->oPosY = o->oHomeY + 8.0f * coss(4000 * gGlobalTimer);
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o->oPosZ = o->oHomeZ + 100.0f * sins(o->oSnufitCircularPeriod);
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o->oSnufitYOffset = -0x20;
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o->oSnufitZOffset = o->oSnufitRecoil + 180;
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o->oSnufitBodyScale
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= (s16)(o->oSnufitBodyBaseScale + 666
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+ o->oSnufitBodyBaseScale * coss(o->oSnufitBodyScalePeriod));
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if (o->oSnufitBodyScale > 1000) {
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o->oSnufitScale = (o->oSnufitBodyScale - 1000) / 1000.0f + 1.0f;
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o->oSnufitBodyScale = 1000;
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} else {
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o->oSnufitScale = 1.0f;
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}
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cur_obj_scale(o->oSnufitScale);
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obj_check_attacks(&sSnufitHitbox, o->oAction);
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}
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}
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/**
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* Snufit bullets live to run into stuff and die when they do.
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*/
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void bhv_snufit_balls_loop(void) {
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// If far from Mario or in a different room, despawn.
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if ((o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)
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|| (o->oTimer != 0 && o->oDistanceToMario > 1500.0f)) {
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obj_mark_for_deletion(o);
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}
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// Gravity =/= 0 after it has hit Mario while metal.
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if (o->oGravity == 0.0f) {
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cur_obj_update_floor_and_walls();
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obj_compute_vel_from_move_pitch(40.0f);
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if (obj_check_attacks(&sSnufitBulletHitbox, 1)) {
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// We hit Mario while he is metal!
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// Bounce off, and fall until the first check is true.
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o->oMoveAngleYaw += 0x8000;
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o->oForwardVel *= 0.05f;
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o->oVelY = 30.0f;
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o->oGravity = -4.0f;
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cur_obj_become_intangible();
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} else if (o->oAction == 1
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|| (o->oMoveFlags & (OBJ_MOVE_MASK_ON_GROUND | OBJ_MOVE_HIT_WALL))) {
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// The Snufit shot Mario and has fulfilled its lonely existance.
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//! The above check could theoretically be avoided by finding a geometric
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//! situation that does not trigger those flags (Water?). If found,
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//! this would be a route to hang the game via too many snufit bullets.
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o->oDeathSound = -1;
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obj_die_if_health_non_positive();
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}
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cur_obj_move_standard(78);
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} else {
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cur_obj_move_using_fvel_and_gravity();
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}
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}
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