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-rw-r--r--src/bossFuzzyBear.cpp391
1 files changed, 361 insertions, 30 deletions
diff --git a/src/bossFuzzyBear.cpp b/src/bossFuzzyBear.cpp
index b206299..6b0fab0 100644
--- a/src/bossFuzzyBear.cpp
+++ b/src/bossFuzzyBear.cpp
@@ -12,30 +12,40 @@ class daFuzzyBear_c : public dEn_c {
m3d::mdl_c bodyModel;
int timer;
+ char BigBossFuzzyBear;
float Baseline;
float AreaWidthLeft;
float AreaWidthRight;
float LaunchSpeedShort;
float LaunchSpeedHigh;
float dying;
+ float storeSpeed;
Vec initialPos;
+ char RolyBounces;
+ Vec RolyPos;
+ char falldown;
+ char damage;
+ char fireballs;
void dieBigFall_Execute();
static daFuzzyBear_c *build();
void updateModelMatrices();
-// void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+ void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
- void collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
+ bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
- void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
USING_STATES(daFuzzyBear_c);
DECLARE_STATE(Grow);
DECLARE_STATE(Bounce);
+ DECLARE_STATE(Needles);
+ DECLARE_STATE(Spray);
+ DECLARE_STATE(RolyPoly);
};
daFuzzyBear_c *daFuzzyBear_c::build() {
@@ -48,29 +58,47 @@ extern "C" void *HandleXSpeed(daFuzzyBear_c *);
extern "C" void *HandleYSpeed(daFuzzyBear_c *);
extern "C" void *UpdateObjectPosBasedOnSpeedValues_real(daFuzzyBear_c *);
extern "C" u32 GenerateRandomNumber(int max);
+extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daFuzzyBear_c *, Vec pos);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
+int NearestPlayerF(daFuzzyBear_c *Sprite);
+float PlayertoSpriteDistanceF(Vec sprite, Vec player);
CREATE_STATE(daFuzzyBear_c, Grow);
CREATE_STATE(daFuzzyBear_c, Bounce);
+CREATE_STATE(daFuzzyBear_c, Needles);
+CREATE_STATE(daFuzzyBear_c, Spray);
+CREATE_STATE(daFuzzyBear_c, RolyPoly);
#define ACTIVATE 1
#define DEACTIVATE 0
-void daFuzzyBear_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Fireball"); }
-void daFuzzyBear_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); }
+void daFuzzyBear_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->_vf220(apOther->owner);
+ OSReport("I hit Mario.");
+}
+void daFuzzyBear_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
+ OSReport("Hit Fireball");
+ this->timer = 0;
+ this->fireballs = this->fireballs + 1;
+ if (this->fireballs > 4) { this->damage = this->damage + 1; }
+ if (this->damage > 2) { doStateChange(&StateID_DieBigFall); }
+}
+bool daFuzzyBear_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); return false; }
void daFuzzyBear_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Rolling Object");
this->timer = 0;
- doStateChange(&StateID_DieBigFall); }
+ this->damage = this->damage + 1;
+ if (this->damage > 2) { doStateChange(&StateID_DieBigFall); } }
void daFuzzyBear_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Hammer");
this->timer = 0;
- doStateChange(&StateID_DieBigFall); }
+ this->damage = this->damage + 1;
+ if (this->damage > 2) { doStateChange(&StateID_DieBigFall); } }
void daFuzzyBear_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Yoshi Fire"); }
@@ -98,6 +126,9 @@ int daFuzzyBear_c::onCreate() {
allocator.unlink();
+ this->BigBossFuzzyBear = this->settings >> 28;
+
+
OSReport("Setting Fuzzy Bear's Size to 1.0");
this->scale = (Vec){1.0, 1.0, 1.0};
@@ -106,12 +137,20 @@ int daFuzzyBear_c::onCreate() {
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
- HitMeBaby.xDistToEdge = 38.0;
- HitMeBaby.yDistToEdge = 38.0;
- HitMeBaby.category1 = 0x3;
+
+ if (BigBossFuzzyBear == 0) {
+ HitMeBaby.xDistToEdge = 38.0;
+ HitMeBaby.yDistToEdge = 38.0; }
+ else {
+ HitMeBaby.xDistToEdge = 50.0;
+ HitMeBaby.yDistToEdge = 50.0; }
+
+ HitMeBaby.category1 = 0x7;
HitMeBaby.category2 = 0x0;
- HitMeBaby.bitfield1 = 0x4F;
- HitMeBaby.bitfield2 = 0x828E;
+ HitMeBaby.bitfield1 = 0x0;
+ HitMeBaby.bitfield2 = 0x0;
+// HitMeBaby.bitfield1 = 0x4F;
+// HitMeBaby.bitfield2 = 0x828E;
HitMeBaby.unkShort1C = 0;
HitMeBaby.callback = &dEn_c::collisionCallback;
@@ -136,6 +175,10 @@ int daFuzzyBear_c::onCreate() {
this->AreaWidthLeft = (this->settings >> 8) && 0xFF;
this->initialPos = this->pos;
+ this->storeSpeed = 0;
+ this->falldown = 0;
+ this->fireballs = 0;
+ this->damage = 0;
OSReport("Setting Fuzzy Bear's State");
doStateChange(&StateID_Grow);
@@ -153,12 +196,67 @@ int daFuzzyBear_c::onExecute() {
// OSReport("Fuzzy Bear was Executed.");
acState.execute();
updateModelMatrices();
-
-// this->speed.y = this->speed.y - 0.2; // Gravity
+ if (this->aPhysics.result1 == 1) {
+ char PlayerID = NearestPlayerF(this);
+ dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
+
+ this->_vf220(Player);
+ }
+
return true;
}
+int NearestPlayerF(daFuzzyBear_c *Sprite) {
+ float pfloat[] = { 0.0, 0.0, 0.0, 0.0 };
+ float max = 1000000.0;
+ char maxPlayer = 5;
+ int i;
+ OSReport("FINDING NEAREST PLAYER");
+
+ for (i=0; i<4; i++) {
+ OSReport("K, let's check out Player %d", i);
+ dStageActor_c *Player = GetSpecificPlayerActor(i);
+ if (Player != 0) {
+ OSReport("Player %d exists", i);
+ pfloat[i] = PlayertoSpriteDistanceF(Sprite->pos, Player->pos);
+
+ OSReport("if %f > %f", pfloat[i], max);
+ if (pfloat[i] < max) {
+ max = pfloat[i];
+ maxPlayer = i;
+ OSReport("MaxPlayer now %d", i);
+ }
+ }
+ }
+
+ OSReport("MaxPlayer finalized at %d", maxPlayer);
+
+ return maxPlayer;
+}
+
+float PlayertoSpriteDistanceF(Vec sprite, Vec player) {
+ float x = sprite.x - player.x;
+ float y = sprite.y - player.y;
+
+ float x2 = x * x;
+ float y2 = y * y;
+
+ float returnval = x2+y2;
+
+ OSReport("X: (%f - %f)^2 = %f", sprite.x, player.x, x2);
+ OSReport("Y: (%f - %f)^2 = %f", sprite.y, player.y, y2);
+
+
+ if (returnval < 0) { returnval = -returnval; }
+
+ OSReport("Return: %f", returnval);
+
+ return returnval;
+}
+
+
+
int daFuzzyBear_c::onDraw() {
bodyModel.scheduleForDrawing();
return true;
@@ -187,13 +285,22 @@ void daFuzzyBear_c::executeState_Grow() {
this->timer = this->timer + 1;
+ float scaleSpeed, yPosScaling;
+
if ((this->timer > 60) && (this->timer < 140)) {
+ if (BigBossFuzzyBear == 0) {
+ scaleSpeed = 0.025;
+ yPosScaling = 25; }
+ else {
+ scaleSpeed = 0.0375;
+ yPosScaling = 33; }
float modifier;
- modifier = 1.0 + ((this->timer - 60) * 0.025);
+
+ modifier = 1.0 + ((this->timer - 60) * scaleSpeed);
this->scale = (Vec){modifier, modifier, modifier};
- this->pos.y = this->pos.y + (25/80);
+ this->pos.y = this->pos.y + (yPosScaling/80);
}
if (this->timer > 170) { doStateChange(&StateID_Bounce); }
@@ -212,25 +319,45 @@ void daFuzzyBear_c::endState_Grow() {
void daFuzzyBear_c::beginState_Bounce() {
+ OSReport("Begin Bouncing");
if (this->direction = 0) { this->speed.x = ((this->settings >> 16) && 0xF) * 0.5; }
else { this->speed.x = ((this->settings >> 16) && 0xF) * -0.5; }
- this->pos.y = this->Baseline - 1.0;
+ if (this->storeSpeed != 0) { this->speed.x = this->storeSpeed; }
this->timer = 20;
}
void daFuzzyBear_c::executeState_Bounce() {
+
+ float wallDistance, scaleDown, scaleUp, scaleBase;
+
+ if (BigBossFuzzyBear == 0) {
+ wallDistance = 38.0;
+ scaleDown = 3.0;
+ scaleUp = 12.0;
+ scaleBase = 3.0;
+ }
+ else {
+ wallDistance = 50.0;
+ scaleDown = 4.0;
+ scaleUp = 16.0;
+ scaleBase = 4.0;
+ }
+
+
+ if (this->falldown == 1) { this->speed.x = 0; this->timer = 0; }
+
// Check for walls
- if (this->pos.x <= this->initialPos.x - ((AreaWidthLeft * 24.0) + 38.0)) { // Hit left wall, head right.
+ if (this->pos.x <= this->initialPos.x - ((AreaWidthLeft * 24.0) + wallDistance)) { // Hit left wall, head right.
this->speed.x = -this->speed.x;
- this->direction = 0;
+ this->direction = 1;
this->pos.x = this->pos.x + 1.0; }
- if (this->pos.x >= this->initialPos.x + ((AreaWidthRight * 24.0) - 38.0)) { // Hit right wall, head left.
+ if (this->pos.x >= this->initialPos.x + ((AreaWidthRight * 24.0) - wallDistance)) { // Hit right wall, head left.
this->speed.x = -this->speed.x;
- this->direction = 1;
+ this->direction = 0;
this->pos.x = this->pos.x - 1.0; }
@@ -238,32 +365,49 @@ void daFuzzyBear_c::executeState_Bounce() {
if (this->pos.y < this->Baseline) {
- OSReport("Prepare for Landing.");
+ this->falldown = 0;
this->timer = this->timer + 1;
+ if (this->speed.x != 0) {
+ this->storeSpeed = this->speed.x; }
this->speed.x = 0;
this->speed.y = 0;
if (this->timer < 10) {
float modifier;
- modifier = 3.0 - (this->timer * 0.05);
+ modifier = scaleBase - (this->timer * 0.1);
this->scale.y = modifier;
- this->pos.y = this->pos.y + (6/15);
+ this->pos.y = this->pos.y + (scaleDown/10.0);
if (this->pos.y > this->Baseline) { this->pos.y = this->Baseline - 1.0; }
}
else {
float modifier;
- modifier = 2.0 + ((this->timer - 20) * 0.05);
+ modifier = (scaleBase - 1.0) + ((this->timer - 10) * 0.1);
this->scale.y = modifier;
- this->pos.y = this->pos.y + (24/15);
+ this->pos.y = this->pos.y + (scaleUp/10.0);
if (this->pos.y > this->Baseline) { this->pos.y = this->Baseline - 1.0; }
}
if (this->timer >= 20) {
+
int randChoice;
+
+ if (BigBossFuzzyBear == 1) {
+ randChoice = GenerateRandomNumber(5);
+
+ if (randChoice == 0) { doStateChange(&StateID_Spray); }
+ else if (randChoice == 1) { doStateChange(&StateID_Needles); }
+ else if (randChoice == 2) { doStateChange(&StateID_RolyPoly); }
+
+ }
+ else {
+ randChoice = GenerateRandomNumber(2);
+ if (randChoice == 0) { doStateChange(&StateID_RolyPoly); }
+ }
+
randChoice = GenerateRandomNumber(5);
if (randChoice == 0) { this->speed.y = LaunchSpeedHigh; }
@@ -272,15 +416,91 @@ void daFuzzyBear_c::executeState_Bounce() {
this->timer = 0;
this->pos.y = this->Baseline + 1;
OSReport("Takeoff Initiated");
-
- if (this->direction = 0) { this->speed.x = ((this->settings >> 16) && 0xF) * 0.5; }
- else { this->speed.x = ((this->settings >> 16) && 0xF) * -0.5; }
+
+ this->speed.x = this->storeSpeed;
}
}
else { this->speed.y = this->speed.y - 0.1; } // Gravity
+ HandleXSpeed(this);
+ HandleYSpeed(this);
+
+ UpdateObjectPosBasedOnSpeedValues_real(this);
+
+}
+
+void daFuzzyBear_c::endState_Bounce() { OSReport("No more bouncing."); }
+
+
+
+
+
+// Needles State - shoots out some black icicles
+
+void daFuzzyBear_c::beginState_Needles() {
+ this->timer = 0;
+ this->speed.y = 0;
+ this->speed.x = 0;
+ OSReport("Fuzzy Needle State Begin");
+}
+void daFuzzyBear_c::executeState_Needles() {
+ float origScale;
+
+ this->speed.y = 0;
+ this->speed.x = 0;
+
+ if (BigBossFuzzyBear == 0) {
+ origScale = 3.0;
+ }
+ else {
+ origScale = 4.0;
+ }
+
+ this->timer = this->timer + 1;
+ OSReport("Needle Timer: %d", this->timer);
+
+ if (this->timer < 120) {
+ this->scale.y = (sin(this->timer * 3.14 / 5.0) / 2.0) + origScale; // 3 shakes per second, exactly 24 shakes overall
+ this->scale.x = (sin(this->timer * 3.14 / 5.0) / 2.0) + origScale; // 3 shakes per second, exactly 24 shakes overall
+
+ if (this->timer == 30) {
+ dStageActor_c *spawner = CreateActor(511, 0, this->pos, 0, 0);
+ spawner->speed.x = -6.0;
+ spawner->speed.y = 0.0;
+ spawner->scale = (Vec){1.0, 1.0, 1.0};
+ }
+
+ if (this->timer == 45) {
+ dStageActor_c *spawner = CreateActor(511, 0, this->pos, 0, 0);
+ spawner->speed.x = 6.0;
+ spawner->speed.y = 6.0;
+ spawner->scale = (Vec){1.0, 1.0, 1.0};
+ }
+
+ if (this->timer == 60) {
+ dStageActor_c *spawner = CreateActor(511, 0, this->pos, 0, 0);
+ spawner->speed.x = 0.0;
+ spawner->speed.y = 6.0;
+ spawner->scale = (Vec){1.0, 1.0, 1.0};
+ }
+
+ if (this->timer == 75) {
+ dStageActor_c *spawner = CreateActor(511, 0, this->pos, 0, 0);
+ spawner->speed.x = -6.0;
+ spawner->speed.y = 6.0;
+ spawner->scale = (Vec){1.0, 1.0, 1.0};
+ }
+
+ if (this->timer == 90) {
+ dStageActor_c *spawner = CreateActor(511, 0, this->pos, 0, 0);
+ spawner->speed.x = -6.0;
+ spawner->speed.y = 0.0;
+ spawner->scale = (Vec){1.0, 1.0, 1.0};
+ }
+ }
+ else { doStateChange(&StateID_Bounce); }
HandleXSpeed(this);
HandleYSpeed(this);
@@ -288,10 +508,121 @@ void daFuzzyBear_c::executeState_Bounce() {
UpdateObjectPosBasedOnSpeedValues_real(this);
}
+void daFuzzyBear_c::endState_Needles() { OSReport("Fuzzy Needle State End"); }
-void daFuzzyBear_c::endState_Bounce() {
+// Spray State - jumps in the air and shakes out some small fuzzies
+
+void daFuzzyBear_c::beginState_Spray() {
+ this->timer = 0;
+ this->speed.y = 7.0;
+ this->speed.x = 0.0;
+ OSReport("Fuzzy Spray State Begin");
}
+void daFuzzyBear_c::executeState_Spray() {
+
+ this->speed.x = 0.0;
+ OSReport("Fuzzy Spray State Execute");
+ if (this->speed.y < 1.0) {
+ this->speed.y = 0;
+
+ if (this->timer < 120) {
+
+ this->rot.y = sin(this->timer * 3.14 / 5) * 4000; // 3 shakes per second, exactly 24 shakes overall
+ int randChoice;
+ randChoice = GenerateRandomNumber(20); // 1.3 Fuzzies per second, 6 fuzzies overall
+
+ if (randChoice == 0) {
+ int randChoiceX, randChoiceY;
+ randChoiceX = GenerateRandomNumber(24);
+ randChoiceY = GenerateRandomNumber(16);
+
+ dStageActor_c *spawner = CreateActor(144, 0, this->pos, 0, 0);
+ spawner->speed.x = randChoiceX - 12.0;
+ spawner->speed.y = randChoiceY * 1.0;
+ spawner->scale = (Vec){1.0, 1.0, 1.0};
+ } }
+
+ else { doStateChange(&StateID_Bounce); }
+ this->timer = this->timer + 1;
+
+ }
+
+ else { this->speed.y = this->speed.y - 0.1; } // Gravity
+
+
+ HandleXSpeed(this);
+ HandleYSpeed(this);
+
+ UpdateObjectPosBasedOnSpeedValues_real(this);
+
+}
+void daFuzzyBear_c::endState_Spray() {
+ this->rot.y = 0;
+ this->timer = 20;
+ this->falldown = 1;
+ OSReport("Fuzzy Spray State End");
+}
+
+
+// Roly Poly State - Rolls from left to right, bounces off both walls, and returns to original position.
+
+void daFuzzyBear_c::beginState_RolyPoly() {
+ this->speed.x = this->storeSpeed;
+ this->speed.y = 0;
+ this->RolyBounces = 0;
+ this->RolyPos = this->pos;
+ OSReport("Fuzzy Roly State Begin");
+}
+void daFuzzyBear_c::executeState_RolyPoly() {
+ OSReport("Fuzzy Roly State Execute");
+ float wallDistance, scaleDown, scaleUp;
+
+ if (BigBossFuzzyBear == 0) {
+ wallDistance = 38.0;
+ }
+ else {
+ wallDistance = 50.0;
+ }
+
+ this->speed.y = 0;
+
+ if (this->pos.x <= this->initialPos.x - ((AreaWidthLeft * 24.0) + wallDistance)) { // Hit left wall, head right.
+ this->speed.x = -this->speed.x;
+ this->direction = 1;
+ this->pos.x = this->pos.x + 1.0;
+ this->RolyBounces = this->RolyBounces + 1;
+ }
+
+ if (this->pos.x >= this->initialPos.x + ((AreaWidthRight * 24.0) - wallDistance)) { // Hit right wall, head left.
+ this->speed.x = -this->speed.x;
+ this->direction = 0;
+ this->pos.x = this->pos.x - 1.0;
+ this->RolyBounces = this->RolyBounces + 1;
+ }
+
+
+ if (this->direction == 1) { this->rot.z = this->rot.z + 0x1000; }
+ else { this->rot.z = this->rot.z - 0x1000; }
+
+ if (this->RolyBounces == 2) {
+ if (this->direction == 1) {
+ if (this->pos.x > this->RolyPos.x) {
+ this->speed.x = 0;
+ if (this->rot.z == 0) { doStateChange(&StateID_Bounce); } } }
+ else {
+ if (this->pos.x < this->RolyPos.x) {
+ this->speed.x = 0;
+ if (this->rot.z == 0) { doStateChange(&StateID_Bounce); } } }
+ }
+
+ HandleXSpeed(this);
+ HandleYSpeed(this);
+
+ UpdateObjectPosBasedOnSpeedValues_real(this);
+
+ }
+void daFuzzyBear_c::endState_RolyPoly() { this->rot.z = 0; OSReport("Fuzzy Roly State End"); }