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authorColin Noga <Tempus@chronometry.ca>2012-02-23 21:53:39 -0600
committerColin Noga <Tempus@chronometry.ca>2012-02-23 21:53:39 -0600
commitbc5140686e182ea63ee569ef29fe5a2de9f38578 (patch)
tree0bff0b3544aaf56ec14c7f425415dfab91fbb423
parentfc6395da2787175e1daf55771975ac0af9d2bd9e (diff)
downloadkamek-bc5140686e182ea63ee569ef29fe5a2de9f38578.tar.gz
kamek-bc5140686e182ea63ee569ef29fe5a2de9f38578.zip
Shy Guy and some other changes
Diffstat (limited to '')
-rwxr-xr-xinclude/game.h1
-rw-r--r--kamek_pal.x2
-rw-r--r--src/effects.cpp17
-rw-r--r--src/effects.h1
-rw-r--r--src/shyguy.cpp467
5 files changed, 336 insertions, 152 deletions
diff --git a/include/game.h b/include/game.h
index ccc8fee..99a064a 100755
--- a/include/game.h
+++ b/include/game.h
@@ -1436,6 +1436,7 @@ public:
u8 _ED[3]; //FIXME
};
+
class freezeMgr_c {
public:
u32 some_count;
diff --git a/kamek_pal.x b/kamek_pal.x
index dc2e301..8074add 100644
--- a/kamek_pal.x
+++ b/kamek_pal.x
@@ -278,7 +278,7 @@ SECTIONS {
_vfCC__5dEn_cFP7Point2df = 0x800973F0;
_vfD0__5dEn_cFP7Point2df = 0x800974F0;
doStateChange__5dEn_cFP12dStateBase_c = 0x800A7DF0;
- collisionCallback__5dEn_cFPQ213ActivePhysics4InfoPQ213ActivePhysics4Info = 0x80095950;
+ collisionCallback__5dEn_cFP13ActivePhysicsP13ActivePhysics = 0x80095950;
preSpriteCollision__5dEn_cFP13ActivePhysicsP13ActivePhysics = 0x80095CE0;
prePlayerCollision__5dEn_cFP13ActivePhysicsP13ActivePhysics = 0x80095D30;
preYoshiCollision__5dEn_cFP13ActivePhysicsP13ActivePhysics = 0x80095F50;
diff --git a/src/effects.cpp b/src/effects.cpp
index 3b2d5c7..c54678c 100644
--- a/src/effects.cpp
+++ b/src/effects.cpp
@@ -1012,7 +1012,7 @@ bool CreateEffect(dEn_c* enemy, int effect_num) {
return false;
if (effect_num < 0)
return false;
- Vec tempVec = (Vec){ enemy->pos.x, enemy->pos.y, 5500.0 };
+ Vec tempVec = (Vec){ enemy->pos.x, enemy->pos.y, enemy->pos.z };
const char* effect_name = effects_name_list[effect_num];
return SpawnEffect(effect_name, 0, &tempVec, 0, 0);
}
@@ -1022,7 +1022,7 @@ bool CreateEffect(Vec* pos, S16Vec* rot, Vec* scale, int effect_num) {
return false;
if (effect_num < 0)
return false;
- Vec tempVec = (Vec){ pos->x, pos->y, 5500.0 };
+ Vec tempVec = (Vec){ pos->x, pos->y, pos->z };
const char* effect_name = effects_name_list[effect_num];
return SpawnEffect(effect_name, 0, &tempVec, rot, scale);
}
@@ -1041,6 +1041,19 @@ bool CreateEffect(const char* name, Vec* pos) {
return SpawnEffect(name, 0, pos, 0, 0);
}
+bool CreateEffect(int effect_num, Vec* pos, int leng) {
+ //check effects name list
+ bool exists = false;
+ if (effect_num > 1000)
+ return false;
+ if (effect_num < 0)
+ return false;
+
+ const char* effect_name = effects_name_list[effect_num];
+
+ return SpawnEffect(effect_name, leng, pos, 0, 0);
+}
+
bool CreateEffect(int effect_num, Vec* pos, S16Vec* rot, Vec* scale) {
if (effect_num > 1000)
return false;
diff --git a/src/effects.h b/src/effects.h
index ceda53f..744bef1 100644
--- a/src/effects.h
+++ b/src/effects.h
@@ -12,6 +12,7 @@ Vec* tScale = &(Vec){0.0, 0.0, 0.0};
bool CreateEffect(dEn_c* enemy, int effect_num);
bool CreateEffect(Vec* pos, S16Vec* rot, Vec* scale, int effect_num);
bool CreateEffect(Vec* pos, S16Vec* rot, Vec* scale, int effect_num);
+bool CreateEffect(int effect_num, Vec* pos, int leng);
bool CreateEffect(int effect_num, Vec* pos, S16Vec* rot = 0, Vec* scale = 0);
// Actually will return an EGG::Effect instance
diff --git a/src/shyguy.cpp b/src/shyguy.cpp
index 89f92d0..15bf0d6 100644
--- a/src/shyguy.cpp
+++ b/src/shyguy.cpp
@@ -10,17 +10,17 @@
// Shy Guy Settings
//
// Nybble 5: Shy Guy Types
-// 9 - Walker
-// 0 - Pacing Walker
-// 1 - Sleeper
-// 2 - Jumper
-// 6 - Judo Master
-// 7 - Spike Thrower
-// 3 - Ballooneer Horizontal
-// 4 - Ballooneer Vertical
-// 5 - Ballooneer Circular
-// 10 - Walking Giatn
-// 8 - Pacing Giant
+// 0 - Walker
+// 1 - Pacing Walker
+// 2 - Sleeper
+// 3 - Jumper
+// 4 - Judo Master
+// 5 - Spike Thrower
+// 6 - Ballooneer Horizontal
+// 7 - Ballooneer Vertical
+// 8 - Ballooneer Circular
+// 9 - Walking Giant
+// 10 - Pacing Giant
//
// Nybble 6: Colour
// 0 - Red
@@ -65,6 +65,7 @@ class daShyGuy : public dEn_c {
int type;
int timer;
int jumpCounter;
+ float dying;
float Baseline;
char damage;
char isDown;
@@ -74,21 +75,23 @@ class daShyGuy : public dEn_c {
float XSpeed;
u32 cmgr_returnValue;
bool isBouncing;
+ float balloonSize;
static daShyGuy *build();
void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
void updateModelMatrices();
-
-
+ bool calculateTileCollisions();
// void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
- // void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
- // void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
// bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
@@ -113,6 +116,8 @@ class daShyGuy : public dEn_c {
DECLARE_STATE(FireKnockBack);
DECLARE_STATE(FlameHit);
DECLARE_STATE(Recover);
+
+ DECLARE_STATE(Die);
};
daShyGuy *daShyGuy::build() {
@@ -153,6 +158,8 @@ daShyGuy *daShyGuy::build() {
CREATE_STATE(daShyGuy, FlameHit);
CREATE_STATE(daShyGuy, Recover);
+ CREATE_STATE(daShyGuy, Die);
+
////////////////////////
// Collision Functions
////////////////////////
@@ -161,7 +168,7 @@ daShyGuy *daShyGuy::build() {
void shyCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther) {
if (apOther->owner->name != 89) {
- apThis->owner->collisionCallback(apThis, apOther);
+ dEn_c::collisionCallback(apThis, apOther);
}
}
@@ -177,15 +184,14 @@ daShyGuy *daShyGuy::build() {
if (this->type < 6) { // Regular Shy Guys
stateVar = &StateID_GoDizzy;
- deathState = &StateID_DieFall;
+ deathState = &StateID_Die;
}
else if (this->type > 8) { // Giants
- stateVar = &StateID_DieFall;
- deathState = &StateID_DieFall;
+ return;
}
else { // Ballooneers
stateVar = &StateID_BalloonDrop;
- deathState = &StateID_DieFumi;
+ deathState = &StateID_Die;
}
char hitType;
@@ -236,11 +242,27 @@ daShyGuy *daShyGuy::build() {
}
void daShyGuy::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
- doStateChange(&StateID_DieFall);
+ doStateChange(&StateID_Die);
+ }
+
+ void daShyGuy::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_Die);
+ }
+
+ void daShyGuy::collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_Die);
}
void daShyGuy::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
- doStateChange(&StateID_DieFall);
+ doStateChange(&StateID_Die);
+ }
+
+ void daShyGuy::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){
+ doStateChange(&StateID_Die);
+ }
+
+ void daShyGuy::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){
+ doStateChange(&StateID_DieSmoke);
}
void daShyGuy::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
@@ -248,10 +270,7 @@ daShyGuy *daShyGuy::build() {
dStateBase_c *stateVar;
- if (this->type > 3) { // Jumpers
- stateVar = &StateID_DieSmoke;
- }
- else if (this->type < 6) { // Regular Shy Guys Except Jumper
+ if (this->type < 6) { // Regular Shy Guys Except Jumper
stateVar = &StateID_FireKnockBack;
}
else if (this->type > 8) { // Giants
@@ -274,9 +293,80 @@ daShyGuy *daShyGuy::build() {
// }
void daShyGuy::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
- doStateChange(&StateID_DieFall);
+ doStateChange(&StateID_Die);
+ }
+
+bool daShyGuy::calculateTileCollisions() {
+ // Returns true if sprite should turn, false if not.
+
+ HandleXSpeed();
+ HandleYSpeed();
+ doSpriteMovement();
+
+ cmgr_returnValue = collMgr.CollidedWithTile();
+ collMgr.execute();
+
+ if (isBouncing) {
+ stuffRelatingToCollisions(0.1875f, 1.0f, 0.5f);
+ if (speed.y != 0.0f)
+ isBouncing = false;
+ }
+
+ float xDelta = pos.x - last_pos.x;
+ if (xDelta >= 0.0f)
+ direction = 0;
+ else
+ direction = 1;
+
+ if (collMgr.CollidedWithTile()) {
+ // Walking into a tile branch
+
+ if (cmgr_returnValue == 0)
+ isBouncing = true;
+
+ if (speed.x != 0.0f) {
+ //playWmEnIronEffect();
+ }
+
+ speed.y = 0.0f;
+
+ // u32 blah = collMgr.s_80070760();
+ // u8 one = (blah & 0xFF);
+ // static const float incs[5] = {0.00390625f, 0.0078125f, 0.015625f, 0.0234375f, 0.03125f};
+ // x_speed_inc = incs[one];
+ max_speed.x = (direction == 1) ? -1.0f : 1.0f;
+ } else {
+ x_speed_inc = 0.0f;
+ }
+
+ // Bouncing checks
+ if (_34A & 4) {
+ Vec v = (Vec){0.0f, 1.0f, 0.0f};
+ collMgr.parent_speed_ptr = &v;
+
+ if (collMgr.SomethingSemiImportant(collMgr.bitfield_for_checks))
+ speed.y = 0.0f;
+
+ collMgr.parent_speed_ptr = &speed;
+
+ } else {
+ if (collMgr.SomethingSemiImportant(collMgr.bitfield_for_checks))
+ speed.y = 0.0f;
}
+ collMgr.s_8006FA40(0);
+
+ // Switch Direction
+ if (collMgr.bitfield_for_checks & (0x15 << direction)) {
+ if (collMgr.CollidedWithTile()) {
+ isBouncing = true;
+ }
+ return true;
+ }
+ return false;
+}
+
+
void daShyGuy::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr(name);
@@ -292,9 +382,9 @@ int daShyGuy::onCreate() {
int baln = this->settings >> 20 & 0xF;
this->distance = this->settings >> 12 & 0xF;
- if (type == 3) {this->renderBalloon = 1;}
- else if (type == 4) {this->renderBalloon = 1;}
- else if (type == 5) {this->renderBalloon = 1;}
+ if (type == 6) {this->renderBalloon = 1;}
+ else if (type == 7) {this->renderBalloon = 1;}
+ else if (type == 8) {this->renderBalloon = 1;}
else {this->renderBalloon = 0;}
OSReport("Creating the ShyGuy Model\n");
@@ -333,14 +423,31 @@ int daShyGuy::onCreate() {
allocator.unlink();
+ // Stuff I do understand
+ OSReport("Setting up ShyGuy's Box of Goodies\n");
+
OSReport("Setting ShyGuy's Size to 1.0\n");
this->scale = (Vec){20.0, 20.0, 20.0};
+ this->pos.y = this->pos.y + 30.0; // X is vertical axis
+ this->rot.x = 0; // X is vertical axis
+ this->rot.y = 0xD800; // Y is horizontal axis
+ this->rot.z = 0; // Z is ... an axis >.>
+ this->direction = 1; // Heading left.
+
+ this->speed.x = 0.0;
+ this->speed.y = 0.0;
+ this->max_speed.x = 1.0;
+ this->x_speed_inc = 0.2;
+ this->Baseline = this->pos.y;
+ this->XSpeed = 1.0;
+ this->balloonSize = 1.5;
+
OSReport("Creating ShyGuy's Physics Struct\n");
ActivePhysics::Info HitMeBaby;
- if (type == 8 || type == 10) {
+ if (type > 8) {
this->scale = (Vec){40.0, 40.0, 40.0};
HitMeBaby.xDistToCenter = 0.0;
@@ -372,22 +479,18 @@ int daShyGuy::onCreate() {
// Tile collider
OSReport("Making the Tile collider Class\n");
+ // These fucking rects do something for the tile rect
+ spriteSomeRectX = 28.0f;
+ spriteSomeRectY = 32.0f;
_320 = 0.0f;
_324 = 16.0f;
- spriteSomeRectX = 16.0f;
- spriteSomeRectY = 16.0f;
-
- _338 = 256.0f;
- _33C = 256.0f;
- _340 = 256.0f + 80.0f;
- _344 = 256.0f + 80.0f;
+ // These structs tell stupid collider what to collide with - these are from koopa troopa
+ static const u8 one[16] = {0,0,0,1, 0,0,0xC0,0, 0,0,0x40,0, 0,0,0,0};
+ static const u8 two[12] = {0,0,0,0, 0,0,0,0, 0,0,0xC0,0};
+ static const u8 three[16] = {0,0,0,1, 0,0,0x60,0, 0,0,0x90,0, 0,0,0x60,0};
- static const u8 one[16] = {0x01,0x80,0x41,0x01, 0xFF,0xFF,0x80,0x00, 0x00,0x00,0x70,0x00, 0x00,0x00,0xE0,0x00};
- static const u8 two[16] = {0x00,0x00,0x00,0x01, 0xFF,0xFF,0x80,0x00, 0x00,0x00,0x70,0x00, 0xFF,0xFF,0x20,0x00};
- static const u8 three[16] = {0x01,0x80,0x41,0x01, 0xFF,0xFF,0x90,0x00, 0x00,0x00,0x80,0x00, 0x00,0x00,0xE0,0x00};
-
- collMgr.Init(this, two, one, three);
+ collMgr.Init(this, one, two, three);
collMgr.execute();
cmgr_returnValue = collMgr.CollidedWithTile();
@@ -398,53 +501,40 @@ int daShyGuy::onCreate() {
isBouncing = true;
- // Stuff I do understand
- OSReport("Setting up ShyGuy's Box of Goodies\n");
- this->pos.y = this->pos.y + 30.0; // X is vertical axis
- this->rot.x = 0; // X is vertical axis
- this->rot.y = 0xD800; // Y is horizontal axis
- this->rot.z = 0; // Z is ... an axis >.>
- this->direction = 1; // Heading left.
-
- this->speed.x = 0;
- this->speed.y = 0.0;
- this->x_speed_inc = 0.1;
- this->Baseline = this->pos.y;
- this->XSpeed = 1.0;
-
+ // State Changers
if (type == 0) {
- doStateChange(&StateID_Walk);
+ doStateChange(&StateID_RealWalk);
}
else if (type == 1) {
- doStateChange(&StateID_Sleep);
+ doStateChange(&StateID_Walk);
}
else if (type == 2) {
- doStateChange(&StateID_Jump);
+ doStateChange(&StateID_Sleep);
}
else if (type == 3) {
- doStateChange(&StateID_Balloon_H);
+ doStateChange(&StateID_Jump);
}
else if (type == 4) {
- doStateChange(&StateID_Balloon_V);
+ doStateChange(&StateID_Judo);
}
else if (type == 5) {
- doStateChange(&StateID_Balloon_C);
+ doStateChange(&StateID_Spike);
}
else if (type == 6) {
- doStateChange(&StateID_Judo);
+ doStateChange(&StateID_Balloon_H);
}
else if (type == 7) {
- doStateChange(&StateID_Spike);
+ doStateChange(&StateID_Balloon_V);
}
else if (type == 8) {
- doStateChange(&StateID_Walk);
+ doStateChange(&StateID_Balloon_C);
}
else if (type == 9) {
doStateChange(&StateID_RealWalk);
}
else if (type == 10) {
- doStateChange(&StateID_RealWalk);
+ doStateChange(&StateID_Walk);
}
OSReport("Going to Execute ShyGuy\n");
@@ -474,15 +564,17 @@ int daShyGuy::onDraw() {
bodyModel.scheduleForDrawing();
bodyModel._vf1C();
- balloonModel.scheduleForDrawing();
- balloonModelB.scheduleForDrawing();
+ if (this->renderBalloon == 1) {
+ balloonModel.scheduleForDrawing();
+ balloonModelB.scheduleForDrawing();
+ }
return true;
}
void daShyGuy::updateModelMatrices() {
// This won't work with wrap because I'm lazy.
- matrix.translation(pos.x, pos.y, pos.z);
+ matrix.translation(pos.x, pos.y - 2.0, pos.z);
matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);
bodyModel.setDrawMatrix(matrix);
@@ -490,16 +582,15 @@ void daShyGuy::updateModelMatrices() {
bodyModel.calcWorld(false);
if (this->renderBalloon == 1) {
- matrix.translation(pos.x, pos.y - 30.0, pos.z);
+ matrix.translation(pos.x, pos.y - 32.0, pos.z);
balloonModel.setDrawMatrix(matrix);
- balloonModel.setScale(1.5, 1.5, 1.5);
+ balloonModel.setScale(balloonSize, balloonSize, balloonSize);
balloonModel.calcWorld(false);
balloonModelB.setDrawMatrix(matrix);
- balloonModelB.setScale(1.5, 1.5, 1.5);
+ balloonModelB.setScale(balloonSize, balloonSize, balloonSize);
balloonModelB.calcWorld(false);
-
}
}
@@ -509,13 +600,11 @@ void daShyGuy::updateModelMatrices() {
void daShyGuy::beginState_Walk() {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
this->timer = 0;
- if (this->direction == 1) { this->rot.y = 0xD800; }
- else { this->rot.y = 0x2800; }
+ this->rot.y = (direction) ? 0xD800 : 0x2800;
}
void daShyGuy::executeState_Walk() {
- if (this->direction == 1) { this->pos.x -= 0.5; }
- else { this->pos.x += 0.5; }
+ this->pos.x += (direction) ? -0.5 : 0.5;
if(this->chrAnimation.isAnimationDone())
if (this->timer > (this->distance * 32)) {
@@ -535,34 +624,29 @@ void daShyGuy::updateModelMatrices() {
///////////////
void daShyGuy::beginState_Turn() {
bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0);
- this->timer = 0;
+ this->direction ^= 1;
+ this->speed.x = 0.0;
}
void daShyGuy::executeState_Turn() {
- int modifier = sin(this->timer * 3.14 / 30.0) * 0x5000;
-
- if (this->direction == 1) { this->rot.y = 0xD800 + modifier; }
- else { this->rot.y = 0x2800 - modifier; }
-
- if (this->timer >= 15) {
- doStateChange(&StateID_Walk);
- }
+ u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
+ int done = SmoothRotation(&this->rot.y, amt, 0x800);
- if(this->chrAnimation.isAnimationDone()) {
- this->chrAnimation.setCurrentFrame(0.0);
+ if(done) {
+ this->doStateChange(&StateID_RealWalk);
}
-
- this->timer += 1;
}
void daShyGuy::endState_Turn() {
- if (this->direction == 1) { this->direction = 0; }
- else { this->direction = 1; }
}
///////////////
// Jump State
///////////////
void daShyGuy::beginState_Jump() {
+ this->max_speed.x = 0.0;
+ this->speed.x = 0.0;
+ this->x_speed_inc = 0.0;
+
this->timer = 0;
this->jumpCounter = 0;
}
@@ -573,12 +657,7 @@ void daShyGuy::updateModelMatrices() {
if (facing != this->direction) {
this->direction = facing;
- if (this->direction == 1) {
- this->rot.y = 0xD800;
- }
- else {
- this->rot.y = 0x2800;
- }
+ this->rot.y = (direction) ? 0xD800 : 0x2800;
}
// Shy Guy is on ground
@@ -892,39 +971,20 @@ void daShyGuy::updateModelMatrices() {
void daShyGuy::beginState_RealWalk() {
//inline this piece of code
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
- this->max_speed.y = -4.0;
- this->speed.x = this->speed.z = 0.0;
this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
+ this->speed.x = (direction) ? -1.0f : 1.0f;
+
+ this->max_speed.y = -4.0;
this->speed.y = -4.0;
this->y_speed_inc = -0.1875;
}
void daShyGuy::executeState_RealWalk() {
- this->HandleXSpeed();
- this->HandleYSpeed();
- this->doSpriteMovement();
- u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
- SmoothRotation(&this->rot.y, amt, 0x200);
-
- int ret = SomeStrangeModification(this);
- if(ret & 1)
- this->speed.y = 0.0;
-
- u32 bitfield = this->collMgr.bitfield_for_checks;
- if(bitfield & (0x15<<this->direction)) {
- this->pos.x = this->last_pos.x;
- this->doStateChange(&StateID_RealTurn);
- }
-
- // collisionMgr_c ??? Seems like a useful function, not sure if it's mapped in game.h as something else, though
-
- u32 bitfield2 = this->collMgr.directional_bitfields[this->direction];
- if(bitfield2) {
- this->doStateChange(&StateID_RealTurn);
+ bool ret = calculateTileCollisions();
+ if (ret) {
+ doStateChange(&StateID_RealTurn);
}
- DoStuffAndMarkDead(this, this->pos, 1.0);
-
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
@@ -946,26 +1006,14 @@ void daShyGuy::updateModelMatrices() {
this->chrAnimation.setCurrentFrame(0.0);
}
- this->HandleYSpeed();
- this->doSpriteMovement();
-
- int ret = SomeStrangeModification(this);
-
- if(ret & 1)
- this->speed.y = 0.0;
- if(ret & 4)
- this->pos.x = this->last_pos.x;
- DoStuffAndMarkDead(this, this->pos, 1.0);
-
u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
- int done = SmoothRotation(&this->rot.y, amt, 0x200);
+ int done = SmoothRotation(&this->rot.y, amt, 0x800);
if(done) {
this->doStateChange(&StateID_RealWalk);
}
}
void daShyGuy::endState_RealTurn() {
- this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
}
///////////////
@@ -974,9 +1022,11 @@ void daShyGuy::updateModelMatrices() {
void daShyGuy::beginState_GoDizzy() {
bindAnimChr_and_setUpdateRate("c18_L_DMG_F_1_R", 1, 0.0, 1.0);
- this->max_speed.y = -4.0;
+ CreateEffect(318, &(Vec){this->pos.x, this->pos.y + 24.0, 0}, 0);
+
+ this->max_speed.y = -2.0;
this->speed.x = 0;
- this->speed.y = -4.0;
+ this->speed.y = -2.0;
this->y_speed_inc = -0.1875;
this->timer = 0;
@@ -984,8 +1034,7 @@ void daShyGuy::updateModelMatrices() {
this->isDown = 1;
}
void daShyGuy::executeState_GoDizzy() {
- this->HandleYSpeed();
- this->doSpriteMovement();
+ calculateTileCollisions();
// Needs tile collision shit here, because jumpers can get hit and fall downwards.
@@ -1014,38 +1063,99 @@ void daShyGuy::updateModelMatrices() {
// BalloonDrop State
///////////////
void daShyGuy::beginState_BalloonDrop() {
+ bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 2.0);
+
+ this->max_speed.x = 0.0;
+ this->speed.x = 0.0;
+ this->x_speed_inc = 0.0;
+
+ this->max_speed.y = -2.0;
+ this->speed.y = -2.0;
+ this->y_speed_inc = -0.1875;
+
this->isDown = 1;
+ this->renderBalloon = 0;
+ CreateEffect(&(Vec){this->pos.x, this->pos.y - 32.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 337);
+
+ type = 0;
}
void daShyGuy::executeState_BalloonDrop() {
+ if(this->chrAnimation.isAnimationDone()) {
+ this->chrAnimation.setCurrentFrame(0.0);
+ }
+
+ bool ret = calculateTileCollisions();
+
+ if (speed.y == 0.0) {
+ CreateEffect(&(Vec){this->pos.x, this->pos.y, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 6);
+ doStateChange(&StateID_GoDizzy);
+ }
+ }
+ void daShyGuy::endState_BalloonDrop() {
}
- void daShyGuy::endState_BalloonDrop() {}
///////////////
// FireKnockBack State
///////////////
void daShyGuy::beginState_FireKnockBack() {
bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 1.0);
- // this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
+ this->direction ^= 1;
+ this->speed.x = (this->direction) ? -this->XSpeed / 6.0f : this->XSpeed / 6.0f;
}
void daShyGuy::executeState_FireKnockBack() {
+
+ calculateTileCollisions();
// move backwards here
if(this->chrAnimation.isAnimationDone()) {
- // set state according to type
+ if (type == 0) {
+ doStateChange(&StateID_RealWalk);
+ }
+ else if (type == 1) {
+ doStateChange(&StateID_Walk);
+ }
+ else if (type == 2) {
+ doStateChange(&StateID_RealWalk);
+ }
+ else if (type == 3) {
+ doStateChange(&StateID_Jump);
+ }
+ else if (type == 4) {
+ doStateChange(&StateID_Judo);
+ }
+ else if (type == 5) {
+ doStateChange(&StateID_Spike);
+ }
+ else {
+ doStateChange(&StateID_RealWalk);
+ }
}
}
- void daShyGuy::endState_FireKnockBack() {}
+ void daShyGuy::endState_FireKnockBack() {
+ this->direction ^= 1;
+ speed.x = (direction) ? -1.0f : 1.0f;
+ this->max_speed.x = (direction) ? -this->XSpeed : this->XSpeed;
+ }
///////////////
// FlameHit State
///////////////
void daShyGuy::beginState_FlameHit() {
- bindAnimChr_and_setUpdateRate("c18_L_DMG_F_4_R", 1, 0.0, 1.0);
+ bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 1.0);
}
void daShyGuy::executeState_FlameHit() {
+
if(this->chrAnimation.isAnimationDone()) {
- // set state according to type
+ if (type == 6) {
+ doStateChange(&StateID_Balloon_H);
+ }
+ else if (type == 7) {
+ doStateChange(&StateID_Balloon_V);
+ }
+ else if (type == 8) {
+ doStateChange(&StateID_Balloon_C);
+ }
}
}
void daShyGuy::endState_FlameHit() {}
@@ -1058,13 +1168,72 @@ void daShyGuy::updateModelMatrices() {
}
void daShyGuy::executeState_Recover() {
- // Don't forget the tile collision shiz
+ calculateTileCollisions();
if(this->chrAnimation.isAnimationDone()) {
- // set state according to type
+ if (type == 0) {
+ doStateChange(&StateID_RealWalk);
+ }
+ else if (type == 1) {
+ doStateChange(&StateID_Walk);
+ }
+ else if (type == 2) {
+ doStateChange(&StateID_RealWalk);
+ }
+ else if (type == 3) {
+ doStateChange(&StateID_Jump);
+ }
+ else if (type == 4) {
+ doStateChange(&StateID_Judo);
+ }
+ else if (type == 5) {
+ doStateChange(&StateID_Spike);
+ }
+ else {
+ doStateChange(&StateID_RealWalk);
+ }
}
}
void daShyGuy::endState_Recover() {
this->isDown = 0;
+ this->rot.y = (direction) ? 0xD800 : 0x2800;
+ }
+
+///////////////
+// Die State
+///////////////
+ void daShyGuy::beginState_Die() {
+ dEn_c::dieFall_Begin();
+
+ bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 2.0);
+ this->timer = 0;
+ this->dying = -10.0;
+ this->Baseline = this->pos.y;
+ }
+ void daShyGuy::executeState_Die() {
+
+ if(this->chrAnimation.isAnimationDone()) {
+ this->chrAnimation.setCurrentFrame(0.0);
+ }
+
+ this->timer += 1;
+
+ this->pos.x += 0.5;
+ this->pos.y = Baseline + (-0.2 * dying * dying) + 20.0;
+
+ this->dying += 0.5;
+
+ this->dEn_c::dieFall_Execute();
+
+ if (this->timer > 450) {
+ this->kill();
+ return;
+ }
+
+ dEn_c::dieFall_Execute();
+
+ }
+ void daShyGuy::endState_Die() {
+ dEn_c::dieFall_End();
}