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authorColin Noga <Tempus@chronometry.ca>2013-04-19 12:52:07 -0500
committerColin Noga <Tempus@chronometry.ca>2013-04-19 12:52:07 -0500
commit8c8705cc19e6422b125f2c0bd3c4f0d26f1297a0 (patch)
tree448a249c7a17a4f34f7c43debd1e6dd212134588 /src/bonusRoom.cpp
parente995db7180b91d2cf1c74b7a678e36679faac09c (diff)
downloadkamek-8c8705cc19e6422b125f2c0bd3c4f0d26f1297a0.tar.gz
kamek-8c8705cc19e6422b125f2c0bd3c4f0d26f1297a0.zip
Song house timing and ending touch ups
Diffstat (limited to 'src/bonusRoom.cpp')
-rw-r--r--src/bonusRoom.cpp203
1 files changed, 134 insertions, 69 deletions
diff --git a/src/bonusRoom.cpp b/src/bonusRoom.cpp
index 3da91fd..61bea87 100644
--- a/src/bonusRoom.cpp
+++ b/src/bonusRoom.cpp
@@ -149,7 +149,7 @@ int Songs[16][4][16][3] = {
{{5,14,0},{4,13,10},{6,16,12},{5,14,14},{3,9,16},{1,6,26},{2,7,28},{3,9,30},{3,9,32},{2,7,38},{0,0,0}},
{{6,16,0},{5,15,10},{7,18,12},{6,16,14},{4,14,16},{3,13,22},{2,11,26},{3,13,30},{2,11,32},{1,9,38},{0,0,0}},
{{6,21,0},{5,20,10},{7,23,12},{6,21,14},{4,19,16},{3,18,22},{4,19,32},{3,18,42},{6,21,44},{4,19,46},{3,18,48},{1,16,54},{0,0,0}},
- {{5,18,0},{4,17,10},{6,19,12},{5,18,14},{4,16,16},{3,15,22},{5,18,26},{4,16,30},{2,14,32},{1,13,38},{2,14,48},{4,16,54},{0,0,0}}
+ {{5,18,0},{4,17,10},{6,19,12},{5,18,14},{4,16,16},{3,15,22},{5,18,26},{4,16,30},{2,14,32},{1,13,38},{2,14,44},{4,16,48},{0,0,0}}
},
{ // Song 16 - Overworld or Cave
@@ -523,6 +523,7 @@ class dSingAlong : public dStageActor_c {
int counter;
int Powerups[10];
int isResponding;
+ int success;
dStateWrapper_c<dSingAlong> state;
@@ -534,6 +535,7 @@ class dSingAlong : public dStageActor_c {
DECLARE_STATE(Prize);
DECLARE_STATE(Failure);
DECLARE_STATE(Win);
+ DECLARE_STATE(Mistake);
};
dSingAlong *dSingAlong::instance = 0;
@@ -561,6 +563,7 @@ int dSingAlong::onCreate() {
this->prize[3] = (this->settings >> 16) & 0xF;
this->chorus = -1;
this->currentNote = 0;
+ this->success = 0;
this->Powerups[0] = 0; // Mushroom
this->Powerups[1] = 0; // Fireflower
@@ -615,6 +618,8 @@ void dSingAlong::RegisterNote(int note) {
OSReport("Register Note begins: %d", note);
OSReport("Responding is: %d", isResponding);
+ nw4r::snd::SoundHandle handle;
+
if (isResponding == 1) {
OSReport("State was checked");
@@ -625,11 +630,10 @@ void dSingAlong::RegisterNote(int note) {
currentNote += 1;
}
else {
- OSReport("Player failed");
- nw4r::snd::SoundHandle handle;
+ OSReport("Player made a mistake");
PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_CMN_WIN_CLOSE, 1);
isResponding = 0;
- state.setState(&StateID_Failure);
+ state.setState(&StateID_Mistake);
}
}
}
@@ -767,19 +771,21 @@ void dSingAlong::executeState_Response() {
isResponding = 0;
OSReport("Switching to some other mode: %d", isResponding);
MakeMarioEnterDemoMode();
- state.setState(&StateID_Prize);
+ this->success = this->success + 1;
+ if (success == 4)
+ state.setState(&StateID_Failure);
+ else
+ state.setState(&StateID_Prize);
}
}
void dSingAlong::endState_Response() {}
-/*****************************************************************************/
-// Failure
-CREATE_STATE(dSingAlong, Failure);
-
-void dSingAlong::beginState_Failure() {
- this->timer = 0;
+//*****************************************************************************/
+// Prize
+CREATE_STATE(dSingAlong, Mistake);
+void dSingAlong::beginState_Mistake() {
SBa->unglow();
SBb->unglow();
SBc->unglow();
@@ -789,92 +795,144 @@ void dSingAlong::beginState_Failure() {
SBg->unglow();
MakeMarioEnterDemoMode();
+ this->timer = 120;
+ chorus += 1;
}
-void dSingAlong::executeState_Failure() {
- if (timer == 5 && chorus == 0)
- for (int i = 0; i < 4; i++)
- if (dAcPy_c *player = dAcPy_c::findByID(i))
- player->setAnimePlayWithAnimID(dm_surprise);
+void dSingAlong::executeState_Mistake() {
- // Play a success/failure sound
- if (timer == 20) {
+ // if (timer == 145)
+ // for (int i = 0; i < 4; i++)
+ // if (dAcPy_c *player = dAcPy_c::findByID(i))
+ // player->setAnimePlayWithAnimID(dm_surprise);
+
+ if (timer == 60) {
nw4r::snd::SoundHandle handle;
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_BAD, 1);
- StopBGMMusic();
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_IH_NOPAIR_NG, 1);
+
+ SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5});
+ PrizeModel->Delete(1);
}
- if (timer == 260 && chorus > 0) {
- nw4r::snd::SoundHandle handle;
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_GOOD, 1);
- for (int i = 0; i < 4; i++)
- if (dAcPy_c *player = dAcPy_c::findByID(i)) {
- player->setAnimePlayWithAnimID(dm_glad);
- player->setFlag(0x24);
- }
+ if (chorus == 3 && timer == 15) {
+ state.setState(&StateID_Failure);
+ return;
}
- // Delete the big powerup with a poof if it's fail
- if (timer == 30*1) {
+ if (timer == 0) {
SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5});
nw4r::snd::SoundHandle handle;
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_IH_NOPAIR_OK, 1);
- PrizeModel->Delete(1);
- if (chorus == 0)
- timer += 140;
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_APPEAR, 1);
+
+ OSReport("Making the prize model");
+ PrizeModel = (dSongPrize*)create(WM_SINKSHIP, chorus + (prize[chorus] << 16), &pos, &rot, 0);
+ OSReport("Prize Model Made");
}
- // Make the banked powerups do a little dance/effect
- // Play a sound for each powerup gained
- if (timer == 30*9) {
- if (chorus >= 1) {
- Pa->doStateChange(&dSongPrize::StateID_Spin);
- nw4r::snd::SoundHandle handle;
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1);
- }
- else {
- timer += 29;
- }
+ if (timer == -90) {
+ state.setState(&StateID_Call);
}
- if (timer == 30*10) {
- if (chorus >= 2) {
- Pb->doStateChange(&dSongPrize::StateID_Spin);
- nw4r::snd::SoundHandle handle;
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1);
+ timer -= 1;
+}
+void dSingAlong::endState_Mistake() {
+
+ if (chorus != 3) {
+ SBa->isDead = 0;
+ SBb->isDead = 0;
+ SBc->isDead = 0;
+ SBd->isDead = 0;
+ SBe->isDead = 0;
+ SBf->isDead = 0;
+ SBg->isDead = 0;
+ }
+}
+
+/*****************************************************************************/
+// Failure
+CREATE_STATE(dSingAlong, Failure);
+
+void dSingAlong::beginState_Failure() {
+ this->timer = 0;
+
+ MakeMarioEnterDemoMode();
+}
+void dSingAlong::executeState_Failure() {
+ if (timer == 5) {
+ if (success == 0) {
+ for (int i = 0; i < 4; i++)
+ if (dAcPy_c *player = dAcPy_c::findByID(i))
+ player->setAnimePlayWithAnimID(dm_surprise);
}
else {
- timer += 29;
+ for (int i = 0; i < 4; i++)
+ if (dAcPy_c *player = dAcPy_c::findByID(i)) {
+ player->setAnimePlayWithAnimID(dm_glad);
+ player->setFlag(0x24);
+ }
}
}
- if (timer == 30*11) {
- if (chorus >= 3) {
- Pc->doStateChange(&dSongPrize::StateID_Spin);
+ // Play a success/failure sound
+ if (timer == 20) {
+ StopBGMMusic();
+ nw4r::snd::SoundHandle handle;
+
+ if (success == 0)
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_BAD, 1);
+ else
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_GOOD, 1);
+ }
+
+ // Delete the big powerup with a poof if it's fail
+ // if (timer == 30*1) {
+ // SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5});
+ // nw4r::snd::SoundHandle handle;
+ // PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_IH_NOPAIR_OK, 1);
+ // PrizeModel->Delete(1);
+ // if (chorus == 0)
+ // timer += 140;
+ // }
+
+ // Make the banked powerups do a little dance/effect
+ // Play a sound for each powerup gained
+ if (timer == 30*2 || timer == 30*3 || timer == 30*4 || timer == 30*5) {
+ dSongPrize *dancer = 0;
+ if (timer == 30*2)
+ dancer = Pa;
+ else if (timer == 30*3)
+ dancer = Pb;
+ else if (timer == 30*4)
+ dancer = Pc;
+ else if (timer == 30*5)
+ dancer = Pd;
+
+ if (dancer) {
+ dancer->doStateChange(&dSongPrize::StateID_Spin);
nw4r::snd::SoundHandle handle;
PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1);
}
else {
timer += 29;
- }
+ }
}
// If victory, make mario do a little dance/sound
- if (timer == 30*13) {
+ if (timer == 30*7) {
nw4r::snd::SoundHandle handle1, handle2, handle3, handle4;
if (GetSpecificPlayerActor(0) != 0)
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, (chorus == 0) ? SE_VOC_MA_CS_COURSE_MISS : SE_VOC_MA_CLEAR_MULTI, 1);
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, (success == 0) ? SE_VOC_MA_CS_COURSE_MISS : SE_VOC_MA_CLEAR_MULTI, 1);
if (GetSpecificPlayerActor(1) != 0)
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle2, (chorus == 0) ? SE_VOC_LU_CS_COURSE_MISS : SE_VOC_LU_CLEAR_MULTI, 1);
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle2, (success == 0) ? SE_VOC_LU_CS_COURSE_MISS : SE_VOC_LU_CLEAR_MULTI, 1);
if (GetSpecificPlayerActor(2) != 0)
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle3, (chorus == 0) ? SE_VOC_KO_CS_COURSE_MISS : SE_VOC_KO_CLEAR_MULTI, 1);
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle3, (success == 0) ? SE_VOC_KO_CS_COURSE_MISS : SE_VOC_KO_CLEAR_MULTI, 1);
if (GetSpecificPlayerActor(3) != 0)
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle4, (chorus == 0) ? SE_VOC_KO2_CS_COURSE_MISS : SE_VOC_KO2_CLEAR_MULTI, 1);
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle4, (success == 0) ? SE_VOC_KO2_CS_COURSE_MISS : SE_VOC_KO2_CLEAR_MULTI, 1);
}
// Add the powerups and exit the stage
- if (timer == 30*15) {
+ if (timer == 30*9) {
this->addPowerups();
ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE);
}
@@ -909,18 +967,24 @@ void dSingAlong::executeState_Win() {
// Make the banked powerups do a little dance/effect
// Play a sound for each powerup gained
if (timer == 30*3 || timer == 30*4 || timer == 30*5 || timer == 30*6) {
- dSongPrize *bullshit = 0;
+ dSongPrize *dancer = 0;
if (timer == 30*3)
- bullshit = Pa;
+ dancer = Pa;
else if (timer == 30*4)
- bullshit = Pb;
+ dancer = Pb;
else if (timer == 30*5)
- bullshit = Pc;
+ dancer = Pc;
else if (timer == 30*6)
- bullshit = Pd;
- bullshit->doStateChange(&dSongPrize::StateID_Spin);
- nw4r::snd::SoundHandle handle;
- PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1);
+ dancer = Pd;
+
+ if (dancer) {
+ dancer->doStateChange(&dSongPrize::StateID_Spin);
+ nw4r::snd::SoundHandle handle;
+ PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1);
+ }
+ else {
+ timer += 29;
+ }
}
// If victory, make mario do a little dance/sound
@@ -1201,6 +1265,7 @@ void dSongBlock::calledWhenDownMoveExecutes() {
void dSongBlock::glow() {
isGlowing = 1;
+ isDead = 0;
glowTimer = 15;
}