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