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authorColin Noga <Tempus@Spectrum-Song.local>2011-11-05 04:33:49 -0500
committerColin Noga <Tempus@Spectrum-Song.local>2011-11-05 04:33:49 -0500
commit681bc9516533561fc0d07f80f1b1a2df16e79060 (patch)
treee526328523c2ac7699bcbb4a6b79c70d826ad589 /src/bossBalboaWrench.cpp
parentc274d2173da36069855b191b93c831c1ad9bcb2b (diff)
downloadkamek-681bc9516533561fc0d07f80f1b1a2df16e79060.tar.gz
kamek-681bc9516533561fc0d07f80f1b1a2df16e79060.zip
changes and junk
Diffstat (limited to '')
-rw-r--r--src/bossBalboaWrench.cpp96
1 files changed, 70 insertions, 26 deletions
diff --git a/src/bossBalboaWrench.cpp b/src/bossBalboaWrench.cpp
index 703123d..acdbb44 100644
--- a/src/bossBalboaWrench.cpp
+++ b/src/bossBalboaWrench.cpp
@@ -30,6 +30,7 @@ class daBalboa_c : public dEn_c {
m3d::anmChr_c anmThrow_5;
int timer;
+ int damage;
float Baseline;
float dying;
Vec PopUp [4];
@@ -44,6 +45,7 @@ class daBalboa_c : public dEn_c {
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
@@ -72,6 +74,7 @@ extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char r
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daBalboa_c *, Vec pos);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
extern "C" void *PlaySound(daBalboa_c *, int soundID);
+extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1);
CREATE_STATE(daBalboa_c, Grow);
@@ -86,26 +89,65 @@ CREATE_STATE(daBalboa_c, Outro);
void daBalboa_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
- this->_vf220(apOther->owner);
- OSReport("I hit Mario.");
+
+ char ret = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);
+
+ if(ret == 1) { // regular jump
+
+ apOther->someFlagByte |= 2;
+ OSReport("ret == 1; regular jump;\n");
+
+ } else if(ret == 3) { // spinning
+
+ apOther->someFlagByte |= 2;
+ OSReport("ret == 3; spinning collision;\n");
+
+ } else if(ret == 0) {
+
+ OSReport("calling dEn_c::playerCollsiion(apThis, apOther);\n");
+ this->dEn_c::playerCollision(apThis, apOther);
+ this->_vf220(apOther->owner);
+
+ } else if(ret == 2) {
+ OSReport("Y U USIN' MINIMARIO?\n");
+ this->dEn_c::playerCollision(apThis, apOther);
+ this->_vf220(apOther->owner);
+
+ } else {
+ OSReport("usedForDeter...() returned %d\n", ret);
+ }
+
+ //FIXME hack to make multiple playerCollisions work
+ this->isDead = 0;
+ this->flags_4FC |= (1<<(31-7));
+ if(apOther->owner->_38D > 3) {
+ OSReport("!!!ATTENTION!!!\napOther->owner->_38D > 3\n");
+ }else{
+ this->counter_504[apOther->owner->_38D] = 0;
+ }
}
+
void daBalboa_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
- OSReport("Hit Fireball");
- CreateEffect(378, &apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5});
- this->pos.x += 6.0;
}
+
bool daBalboa_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); return false; }
-void daBalboa_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
- OSReport("Hit Rolling Object");
+
+void daBalboa_c::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->damage -= 1;
+
+ apOther->someFlagByte |= 2;
- if (apOther->owner->name == 412) { // Check if it's a glow block
- CreateEffect(378, &apOther->owner->pos);
- CreateEffect(380, &apOther->owner->pos);
+ // Create a huge hit effect and play a nice sound
+ // goto a get hurt state where he does his dance and then retreats underground
+
+ // Prevent him from getting hurt during his dancing
+
+ if (this->damage == 0) { doStateChange(&StateID_Outro); }
- apOther->owner->Delete();
- doStateChange(&StateID_Outro);
- }
}
+
+
+void daBalboa_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { }
void daBalboa_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Hammer"); }
@@ -217,6 +259,7 @@ int daBalboa_c::onCreate() {
this->direction = 0; // Heading left.
this->pos.z = -800.0;
this->pos.y -= 8.0;
+ this->damage = 3;
this->PopUp[0] = (Vec){this->pos.x, this->pos.y - 72.0, this->pos.z};
this->PopUp[1] = (Vec){this->pos.x - 224.0, this->pos.y - 72.0, this->pos.z};
@@ -240,13 +283,6 @@ int daBalboa_c::onDelete() {
int daBalboa_c::onExecute() {
acState.execute();
updateModelMatrices();
-
- if (this->aPhysics.result1 == 1) {
- char PlayerID = NearestPlayer(this);
- dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
-
- this->_vf220(Player);
- }
return true;
}
@@ -490,8 +526,12 @@ void daBalboa_c::beginState_ThrowHoming() {
u32 settings;
+ char dir;
- settings = (this->direction) | (this->upsideDown << 1);
+ if (this->direction) { dir = 0; }
+ else { dir = 1; }
+
+ settings = (dir) | (this->upsideDown << 1);
settings = settings | 0x10;
CreateActor(544, settings, this->pos, 0, 0);
@@ -518,6 +558,7 @@ void daBalboa_c::endState_ThrowHoming() { }
void daBalboa_c::beginState_ThrowWrench() {
+ this->throwCount = 0;
this->timer = 0;
}
@@ -525,7 +566,7 @@ void daBalboa_c::executeState_ThrowWrench() {
- if (this->timer == 60) {
+ if (this->timer > 60) {
if (this->throwCount & 1) {
nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_left_hand");
@@ -544,25 +585,28 @@ void daBalboa_c::executeState_ThrowWrench() {
u32 settings;
u8 up = this->upsideDown;
u8 throwc = this->throwCount;
- u8 dir = this->direction;
+ u8 dir;
+ if (this->direction) { dir = 0; }
+ else { dir = 1; }
+
settings = (dir) | (up << 1);
settings = settings | (throwc & 1 << 8);
CreateActor(544, settings, this->pos, 0, 0);
- this->timer = 0;
this->throwCount += 1;
+ this->timer = 0;
}
- if (this->throwCount == 5) {
+ if (this->throwCount > 4) {
doStateChange(&StateID_BackDown); }
this->timer += 1;
this->bodyModel._vf1C();
}
-void daBalboa_c::endState_ThrowWrench() { this->throwCount = 0; }
+void daBalboa_c::endState_ThrowWrench() { }