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-rw-r--r--src/bossBalboaWrench.cpp959
-rw-r--r--src/bossFuzzyBear.cpp116
-rw-r--r--src/bossRamboo.cpp121
-rw-r--r--src/bossWrenchThrow.cpp290
-rwxr-xr-xsrc/meteor.cpp11
-rw-r--r--src/penguin.cpp429
-rw-r--r--src/player.cpp22
-rw-r--r--src/shyguy.cpp13
-rw-r--r--src/soundPlayer.S39
9 files changed, 1298 insertions, 702 deletions
diff --git a/src/bossBalboaWrench.cpp b/src/bossBalboaWrench.cpp
index a503876..1b1cf6b 100644
--- a/src/bossBalboaWrench.cpp
+++ b/src/bossBalboaWrench.cpp
@@ -14,52 +14,52 @@ class daBalboa_c : public dEn_c {
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
- m3d::mdl_c manholeModel;
- m3d::mdl_c holeModel;
nw4r::g3d::ResFile resFile;
- m3d::anmChr_c anmDead;
- m3d::anmChr_c anmDead_2;
- m3d::anmChr_c anmGo_out_ed;
- m3d::anmChr_c anmGo_out_st;
- m3d::anmChr_c anmThrow_1;
- m3d::anmChr_c anmThrow_2;
- m3d::anmChr_c anmThrow_3;
- m3d::anmChr_c anmThrow_4Left;
- m3d::anmChr_c anmThrow_4Right;
- m3d::anmChr_c anmThrow_5;
+ m3d::anmChr_c animationChr;
int timer;
int damage;
float Baseline;
float dying;
- Vec PopUp [4];
+ Vec PopUp [3];
char throwCount;
+ char throwMax;
+ float throwRate;
char upsideDown;
+ int isBigBoss;
+ char isRevenging;
+ int spinner;
+
+ dEn_c *Kameck;
static daBalboa_c *build();
void setupModels();
void updateModelMatrices();
+ void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
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);
void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
- // void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
+ void addScoreWhenHit(void *other);
+
USING_STATES(daBalboa_c);
DECLARE_STATE(Grow);
DECLARE_STATE(ManholeUp);
DECLARE_STATE(HeadPoke);
DECLARE_STATE(AllOut);
- DECLARE_STATE(ThrowHoming);
DECLARE_STATE(ThrowWrench);
DECLARE_STATE(BackDown);
DECLARE_STATE(Outro);
+ DECLARE_STATE(Damage);
+ DECLARE_STATE(RevengeUp);
+ DECLARE_STATE(Revenge);
};
daBalboa_c *daBalboa_c::build() {
@@ -67,85 +67,113 @@ daBalboa_c *daBalboa_c::build() {
return new(buffer) daBalboa_c;
}
+// Externs
+ 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(daBalboa_c *, Vec pos);
+ extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
+ extern "C" void *PlaySound(daBalboa_c *, int soundID);
+ extern "C" void *PlaySoundAsync(daBalboa_c *, int soundID);
+ extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1);
+
+ extern "C" void *StopBGMMusic();
+ extern "C" void *StartBGMMusic();
+
+ extern "C" void *MakeMarioEnterDemoMode();
+ extern "C" void *MakeMarioExitDemoMode();
+ extern "C" void *UpdateGameMgr();
+
+
+ CREATE_STATE(daBalboa_c, Grow);
+ CREATE_STATE(daBalboa_c, ManholeUp);
+ CREATE_STATE(daBalboa_c, HeadPoke);
+ CREATE_STATE(daBalboa_c, AllOut);
+ CREATE_STATE(daBalboa_c, ThrowWrench);
+ CREATE_STATE(daBalboa_c, BackDown);
+ CREATE_STATE(daBalboa_c, Outro);
+ CREATE_STATE(daBalboa_c, Damage);
+ CREATE_STATE(daBalboa_c, RevengeUp);
+ CREATE_STATE(daBalboa_c, Revenge);
+
+// Collisions
+ void balbieCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther);
+
+ void balbieCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther) {
+ if (apOther->owner->name != 544) {
+ dEn_c::collisionCallback(apThis, apOther);
+ }
+ }
-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(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);
-CREATE_STATE(daBalboa_c, ManholeUp);
-CREATE_STATE(daBalboa_c, HeadPoke);
-CREATE_STATE(daBalboa_c, AllOut);
-CREATE_STATE(daBalboa_c, ThrowHoming);
-CREATE_STATE(daBalboa_c, ThrowWrench);
-CREATE_STATE(daBalboa_c, BackDown);
-CREATE_STATE(daBalboa_c, Outro);
-
+ void daBalboa_c::addScoreWhenHit(void *other) {}
+ void daBalboa_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
-void daBalboa_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+ char ret = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);
- char ret = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);
+ if(ret == 1) { // regular jump
- if(ret == 1) { // regular jump
+ apOther->someFlagByte |= 0;
- apOther->someFlagByte |= 2;
- OSReport("ret == 1; regular jump;\n");
+ } else if(ret == 3) { // spinning
- } else if(ret == 3) { // spinning
+ apOther->someFlagByte |= 0;
- apOther->someFlagByte |= 2;
- OSReport("ret == 3; spinning collision;\n");
+ } else if(ret == 0) {
- } else if(ret == 0) {
+ this->dEn_c::playerCollision(apThis, apOther);
+ this->_vf220(apOther->owner);
- OSReport("calling dEn_c::playerCollsiion(apThis, apOther);\n");
- this->dEn_c::playerCollision(apThis, apOther);
- this->_vf220(apOther->owner);
+ } else if(ret == 2) { // mini Mario
+ 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 {
+ }
- } 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->which_player < 4) {
+ this->counter_504[apOther->owner->which_player] = 0;
+ }
}
- //FIXME hack to make multiple playerCollisions work
- this->isDead = 0;
- this->flags_4FC |= (1<<(31-7));
- if(apOther->owner->which_player > 3) {
- OSReport("!!!ATTENTION!!!\napOther->owner->which_player > 3\n");
- }else{
- this->counter_504[apOther->owner->which_player] = 0;
- }
-}
+ void daBalboa_c::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
-void daBalboa_c::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
- this->damage -= 1;
-
- apOther->someFlagByte |= 2;
-
- // Create a huge hit effect and play a nice sound
- // goto a get hurt state where he does his dance and then retreats underground
+ dActor_c *block = apOther->owner;
+ dEn_c *mario = (dEn_c*)block;
- // Prevent him from getting hurt during his dancing
+ CreateEffect(mario, 33);
- if (this->damage == 0) { doStateChange(&StateID_Outro); }
+ mario->speed.y = -mario->speed.y;
+ mario->pos.y += mario->speed.y;
-}
+ if (mario->direction == 0) { mario->speed.x = 4.0; }
+ else { mario->speed.x = -4.0; }
+
+ mario->doSpriteMovement();
+ mario->doSpriteMovement();
-void daBalboa_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { }
-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) { }
-void daBalboa_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Hammer"); }
+ if (isRevenging) {
+ return;
+ }
+ else {
+ this->damage -= 1;
+
+ apOther->someFlagByte |= 2;
+
+ PlaySoundAsync(this, SE_EMY_PENGUIN_DAMAGE);
+ doStateChange(&StateID_Damage);
+ }
+
+ }
+ void daBalboa_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { }
+ bool daBalboa_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return false; }
+ void daBalboa_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { }
+ void daBalboa_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { }
+ void daBalboa_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { }
void daBalboa_c::setupModels() {
@@ -156,56 +184,23 @@ void daBalboa_c::setupModels() {
this->resFile.data = getResource("choropoo", "g3d/choropoo.brres");
- mdl = this->resFile.GetResMdl("manhole");
- this->manholeModel.setup(mdl, &allocator, 0x224, 1, 0);
- SetupTextures_Enemy(&this->manholeModel, 0);
-
- mdl = this->resFile.GetResMdl("choropoo_hole");
- this->holeModel.setup(mdl, &allocator, 0x224, 1, 0);
- SetupTextures_Enemy(&this->holeModel, 0);
-
mdl = this->resFile.GetResMdl("choropoo");
this->bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&this->bodyModel, 0);
+ anmChr = this->resFile.GetResAnmChr("throw_1"); // 11
+ this->animationChr.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("dead");
- this->anmDead.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("dead_2");
- this->anmDead_2.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("go_out_ed");
- this->anmGo_out_ed.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("go_out_st");
- this->anmGo_out_st.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("throw_1");
- this->anmThrow_1.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("throw_2");
- this->anmThrow_2.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("throw_3");
- this->anmThrow_3.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("throw_4_left_hand");
- this->anmThrow_4Left.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("throw_4_right_hand");
- this->anmThrow_4Right.setup(mdl, anmChr, &this->allocator, 0);
-
- anmChr = this->resFile.GetResAnmChr("throw_5");
- this->anmThrow_5.setup(mdl, anmChr, &this->allocator, 0);
-
+ // throw_1 // 11
+ // throw_2 // 75
+ // throw_3 // 33
+ // throw_4_left_hand // 87
+ // throw_4_right_hand // 87
+ // throw_5 // 23
allocator.unlink();
}
-
-
// Animation Order...
// AppearLittle - Throw One, sound 0x21F
// Search - Throw two
@@ -214,38 +209,38 @@ void daBalboa_c::setupModels() {
// Disappear - Throw 5
+void daBalboa_c::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
+ nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr(name);
+ this->animationChr.bind(&this->bodyModel, anmChr, unk);
+ this->bodyModel.bindAnim(&this->animationChr, unk2);
+ this->animationChr.setUpdateRate(rate);
+}
int daBalboa_c::onCreate() {
- OSReport("Creating the Balboa Model");
setupModels();
-
- OSReport("Setting Balboa's Size to 4.0");
this->scale = (Vec){1.0, 1.0, 1.0};
-
- OSReport("Creating Balboa's Physics Struct");
+ this->isBigBoss = (this->settings >> 28);
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
- HitMeBaby.yDistToCenter = 36.0;
+ HitMeBaby.yDistToCenter = 27.0;
- HitMeBaby.xDistToEdge = 24.0;
- HitMeBaby.yDistToEdge = 32.0;
+ HitMeBaby.xDistToEdge = 18.0;
+ HitMeBaby.yDistToEdge = 24.0;
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x4F;
HitMeBaby.bitfield2 = 0xFFBAFFFE;
HitMeBaby.unkShort1C = 0;
- HitMeBaby.callback = &dEn_c::collisionCallback;
+ HitMeBaby.callback = &balbieCollisionCallback;
- OSReport("Making the Physics Class and adding to the list");
this->aPhysics.initWithStruct(this, &HitMeBaby);
this->aPhysics.addToList();
- OSReport("Setting up the Box of Goodies");
this->rot.x = 0; // X is vertical axis
this->rot.y = 0xE000; // Y is horizontal axis
@@ -255,18 +250,16 @@ int daBalboa_c::onCreate() {
this->pos.z = -800.0;
this->pos.y -= 8.0;
this->damage = 3;
+ this->isRevenging = 0;
- 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};
- this->PopUp[2] = (Vec){this->pos.x, this->pos.y + 248.0, this->pos.z};
- this->PopUp[3] = (Vec){this->pos.x - 224.0, this->pos.y + 248.0, this->pos.z};
- this->PopUp[4] = (Vec){this->pos.x - 112.0, this->pos.y - 40.0, this->pos.z};
+ this->PopUp[0] = (Vec){this->pos.x, this->pos.y - 54.0, this->pos.z};
+ this->PopUp[1] = (Vec){this->pos.x - 224.0, this->pos.y - 54.0, this->pos.z};
+ this->PopUp[2] = (Vec){this->pos.x - 112.0, this->pos.y - 22.0, this->pos.z};
+ this->PopUp[3] = (Vec){this->pos.x - 112.0, this->pos.y - 22.0, this->pos.z};
- OSReport("Setting the State");
doStateChange(&StateID_Grow);
- OSReport("Going to Execute Balboa");
this->onExecute();
return true;
}
@@ -278,6 +271,8 @@ int daBalboa_c::onDelete() {
int daBalboa_c::onExecute() {
acState.execute();
updateModelMatrices();
+
+ bodyModel._vf1C();
return true;
}
@@ -289,7 +284,6 @@ int daBalboa_c::onDraw() {
return true;
}
-
void daBalboa_c::updateModelMatrices() {
// This won't work with wrap because I'm lazy.
matrix.translation(pos.x, pos.y, pos.z);
@@ -301,429 +295,506 @@ void daBalboa_c::updateModelMatrices() {
}
-
// Grow State
-void daBalboa_c::beginState_Grow() {
- OSReport("Growing when Kameck Tells me to.");
- this->timer = 0;
+ void daBalboa_c::beginState_Grow() {
+ this->timer = 0;
-}
+ // Stop the BGM Music
+ StopBGMMusic();
-void daBalboa_c::executeState_Grow() {
-
- this->timer = this->timer + 1;
-
- float scaleSpeed, yPosScaling;
-
- if (this->timer == 60) { PlaySound(this, SE_BOSS_IGGY_WANWAN_TO_L); }
- if ((this->timer > 60) && (this->timer < 140)) {
- scaleSpeed = 0.025;
-// yPosScaling = 0;
-
- float modifier;
+ // Set the necessary Flags and make Mario enter Demo Mode
+ dStage32C_c::instance->freezeMarioBossFlag = 1;
+ WLClass::instance->_4 = 4;
+ WLClass::instance->_8 = 0;
- modifier = 1.0 + ((this->timer - 60) * scaleSpeed);
-
- this->scale = (Vec){modifier, modifier, modifier};
-// this->pos.y = this->pos.y + (yPosScaling/80);
-
- }
-
- if (this->timer > 170) {
- PlaySound(this, SE_EMY_CHOROPU_BOUND);
- this->upsideDown = 0;
- doStateChange(&StateID_BackDown);
- }
-
-}
-void daBalboa_c::endState_Grow() {
+ MakeMarioEnterDemoMode();
- OSReport("OK. All grown up now.");
-}
+ // Make sure to use the correct position
+ Vec pos = (Vec){this->pos.x - 124.0, this->pos.y + 104.0, 3564.0};
+ S16Vec rot = (S16Vec){0, 0, 0};
+ // Create And use Kameck
+ Kameck = (daKameckDemo*)createChild(KAMECK_FOR_CASTLE_DEMO, (dStageActor_c*)this, 0, &pos, &rot, 0);
+ Kameck->doStateChange(&daKameckDemo::StateID_DemoWait);
+ bindAnimChr_and_setUpdateRate("throw_2", 1, 0.0, 0.6);
+ }
+ void daBalboa_c::executeState_Grow() {
+ if(this->animationChr.isAnimationDone())
+ this->animationChr.setCurrentFrame(0.0);
-// ManholeUp State
+ if (this->timer == 130) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt); }
+ if (this->timer == 400) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt2); }
+
+ this->timer = this->timer + 1;
+
+ float scaleSpeed, yPosScaling;
-void daBalboa_c::beginState_ManholeUp() {
+ if (this->timer == 150) { PlaySound(this, SE_BOSS_IGGY_WANWAN_TO_L); }
+
+ if ((this->timer > 150) && (this->timer < 230)) {
+
+ scaleSpeed = 0.015625;
+
+ float modifier;
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_1");
- this->anmThrow_1.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_1, 0.0);
- this->anmThrow_1.setUpdateRate(1.0);
+ modifier = 1.0 + ((this->timer - 150) * scaleSpeed);
+
+ this->scale = (Vec){modifier, modifier, modifier};
+
+ }
- this->timer = 0;
+ if (this->timer == 360) {
+ Vec tempPos = (Vec){this->pos.x - 40.0, this->pos.y + 120.0, 3564.0};
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 175); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 400); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 401); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 564); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 583); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 754); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 958); // 400 & 401 // 564 // 583 // 754 // 958
+ }
- int randChoice;
- randChoice = GenerateRandomNumber(5);
-
- this->pos = this->PopUp[randChoice];
-
- if (randChoice == 0) { // On the left side!
- this->rot.y = 0xE000;
- this->rot.z = 0;
- this->upsideDown = 0;
- this->direction = 0; }
-
- else if (randChoice == 1) { // On the right side!
- this->rot.y = 0x2000;
- this->rot.z = 0;
- this->upsideDown = 0;
- this->direction = 1; }
-
- else if (randChoice == 2) { // On the right ceiling!
- this->rot.y = 0xE000;
- this->rot.z = 0x8000;
- this->upsideDown = 1;
- this->direction = 0; }
-
- else if (randChoice == 3) { // On the left ceiling!
- this->rot.y = 0x2000;
- this->rot.z = 0x8000;
- this->upsideDown = 1;
- this->direction = 1; }
-
- else if (randChoice == 4) { // In the Center!
- char PlayerID = NearestPlayer(this);
- dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
-
- this->upsideDown = 0;
- this->rot.z = 0;
- if (Player->pos.x < this->pos.x) {
- this->rot.y = 0xE000;
- this->direction = 0; }
- else {
- this->rot.y = 0x2000;
- this->direction = 1; }
+ if (this->timer > 420) {
+ PlaySound(this, SE_EMY_CHOROPU_BOUND);
+ this->upsideDown = 0;
+ doStateChange(&StateID_BackDown);
+ }
}
+ void daBalboa_c::endState_Grow() {
- PlaySound(this, 0x21F);
-}
+ // Clean up the flags and Kameck
+ dStage32C_c::instance->freezeMarioBossFlag = 0;
+ WLClass::instance->_8 = 1;
-void daBalboa_c::executeState_ManholeUp() {
+ MakeMarioExitDemoMode();
+ StartBGMMusic();
- this->bodyModel._vf1C();
-
- if (this->timer < 30) {
- if (this->upsideDown == 0) {
- this->pos.y += 0.6; } // Height is 72 pixels, move up 18 pixels.
- else {
- this->pos.y -= 0.6; } // Height is 72 pixels, move down 18 pixels.
+ Kameck->Delete(1);
}
-
- if (this->timer > 60) {
- doStateChange(&StateID_HeadPoke); }
-
- this->timer += 1;
-}
-void daBalboa_c::endState_ManholeUp() { }
+// ManholeUp State
+ void daBalboa_c::beginState_ManholeUp() {
+ bindAnimChr_and_setUpdateRate("throw_1", 1, 0.0, 1.0);
-// HeadPoke State
+ this->timer = 0;
+
+ int randChoice;
+ randChoice = GenerateRandomNumber(3);
+
+ this->pos = this->PopUp[randChoice];
-void daBalboa_c::beginState_HeadPoke() {
+ OSReport("Rand Choice is: %d\n", randChoice);
+ OSReport("Position is: %f, %f, %f\n\n", pos.x, pos.y, pos.z);
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_2");
- this->anmThrow_2.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_2, 0.0);
- this->anmThrow_2.setUpdateRate(1.0);
+
+ if (randChoice == 0) { // On the left side!
+ this->rot.y = 0xE000;
+ this->rot.z = 0;
+ this->upsideDown = 0;
+ this->direction = 0; }
- this->timer = 0;
-}
+ else if (randChoice == 1) { // On the right side!
+ this->rot.y = 0x2000;
+ this->rot.z = 0;
+ this->upsideDown = 0;
+ this->direction = 1; }
-void daBalboa_c::executeState_HeadPoke() {
+ // else if (randChoice == 2) { // On the right ceiling!
+ // this->rot.y = 0xE000;
+ // this->rot.z = 0x8000;
+ // this->upsideDown = 1;
+ // this->direction = 0; }
+
+ // else if (randChoice == 3) { // On the left ceiling!
+ // this->rot.y = 0x2000;
+ // this->rot.z = 0x8000;
+ // this->upsideDown = 1;
+ // this->direction = 1; }
+
+ else if (randChoice == 2) { // In the Center!
+ char PlayerID = NearestPlayer(this);
+ dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
+
+ this->upsideDown = 0;
+ this->rot.z = 0;
+ if (Player->pos.x < this->pos.x) {
+ this->rot.y = 0xE000;
+ this->direction = 0; }
+ else {
+ this->rot.y = 0x2000;
+ this->direction = 1; }
+ }
- if (this->timer < 30) {
- if (this->upsideDown == 0) {
- this->pos.y += 0.6; } // Height is 72 pixels, move up 20 pixels.
- else {
- this->pos.y -= 0.6; } // Height is 72 pixels, move down 20 pixels.
+ PlaySound(this, 0x21F);
}
-
- if (this->timer > 90) {
- doStateChange(&StateID_AllOut); }
-
- this->timer += 1;
- this->bodyModel._vf1C();
-}
-void daBalboa_c::endState_HeadPoke() { }
+ void daBalboa_c::executeState_ManholeUp() {
+ if (this->timer > 51) {
+ doStateChange(&StateID_HeadPoke);
+ }
+ if (this->timer > 11) { }
+ else {
+ this->pos.y += 0.8182; // Height is 54 pixels, move up 9 pixels.
+ }
+
+ this->timer += 1;
+ }
+ void daBalboa_c::endState_ManholeUp() { }
+// HeadPoke State
+ void daBalboa_c::beginState_HeadPoke() {
-// AllOut State
+ bindAnimChr_and_setUpdateRate("throw_2", 1, 0.0, 1.0);
-void daBalboa_c::beginState_AllOut() {
+ this->timer = 0;
+ }
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_3");
- this->anmThrow_3.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_3, 0.0);
- this->anmThrow_3.setUpdateRate(1.0);
+ void daBalboa_c::executeState_HeadPoke() {
- this->timer = 0;
+ this->pos.y += 0.24; // Height is 54 pixels, move up 18 pixels.
+
+ if(this->animationChr.isAnimationDone()) {
+ doStateChange(&StateID_AllOut); }
- PlaySound(this, 0x220);
-}
+ }
+ void daBalboa_c::endState_HeadPoke() { }
-void daBalboa_c::executeState_AllOut() {
- this->bodyModel._vf1C();
+// AllOut State
- if (this->timer < 30) {
- if (this->upsideDown == 0) {
- this->pos.y += 1.2; } // Height is 72 pixels, move up last 36 pixels.
- else {
- this->pos.y -= 1.2; } // Height is 72 pixels, move down last 36 pixels.
- }
-
- if (this->timer > 45) {
- int randChoice;
- randChoice = GenerateRandomNumber(2);
-
- if (randChoice == 0) {
- doStateChange(&StateID_ThrowHoming); }
- else {
- doStateChange(&StateID_ThrowWrench); }
+ void daBalboa_c::beginState_AllOut() {
+
+ bindAnimChr_and_setUpdateRate("throw_3", 1, 0.0, 1.0);
+
+ this->timer = 0;
+
+ PlaySound(this, 0x220);
}
-
- this->timer += 1;
-}
-void daBalboa_c::endState_AllOut() { }
+ void daBalboa_c::executeState_AllOut() {
+ this->pos.y += 0.8182; // Height is 54 pixels, move up 27 pixels.
+
+ if(this->animationChr.isAnimationDone()) {
+ doStateChange(&StateID_ThrowWrench);
+ }
+ }
+ void daBalboa_c::endState_AllOut() { }
-// ThrowHoming State
+// ThrowWrench State
-void daBalboa_c::beginState_ThrowHoming() {
+ void daBalboa_c::beginState_ThrowWrench() {
- if (this->direction == 0) {
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_left_hand");
- this->anmThrow_4Left.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_4Left, 0.0);
- this->anmThrow_4Left.setUpdateRate(1.0);
- }
- else {
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_right_hand");
- this->anmThrow_4Right.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_4Right, 0.0);
- this->anmThrow_4Right.setUpdateRate(1.0);
+ this->throwCount = 0;
+ if (this->isBigBoss == 1) {
+ throwMax = 6;
+ throwRate = 3.0;
+ }
+ else {
+ throwMax = 4;
+ throwRate = 2.0;
+ }
+ bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate);
}
+ void daBalboa_c::executeState_ThrowWrench() {
- u32 settings;
- char dir;
-
- if (this->direction) { dir = 0; }
- else { dir = 1; }
-
- settings = (dir) | (this->upsideDown << 1);
- settings = settings | 0x10;
+ float frame = this->animationChr.getCurrentFrame();
+ if (frame == 54.0) {
+ u32 settings;
+ u8 up = this->upsideDown;
+ u8 throwc = this->throwCount;
+ u8 dir;
+
+ if (this->direction) { dir = 0; }
+ else { dir = 1; }
- CreateActor(544, settings, this->pos, 0, 0);
+ settings = (dir) | (up << 1);
+ settings = settings | (throwc & 1 << 8);
+ if (this->isBigBoss == 1) { settings = settings | 0x10; }
- this->timer = 0;
-}
+ CreateActor(544, settings, this->pos, 0, 0);
+ }
-void daBalboa_c::executeState_ThrowHoming() {
- this->bodyModel._vf1C();
+ if(this->animationChr.isAnimationDone()) {
+ this->throwCount += 1;
- if (this->timer > 60) {
- doStateChange(&StateID_BackDown); }
+ if (this->throwCount & 1) {
+ bindAnimChr_and_setUpdateRate("throw_4_left_hand", 1, 0.0, throwRate);
+ }
+ else {
+ bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate);
+ }
+ }
- this->timer += 1;
- this->bodyModel._vf1C();
-}
-void daBalboa_c::endState_ThrowHoming() { }
+ if (this->throwCount > throwMax) {
+ doStateChange(&StateID_BackDown); }
+ }
+ void daBalboa_c::endState_ThrowWrench() { }
+// BackDown State
+ void daBalboa_c::beginState_BackDown() {
-// ThrowWrench State
+ bindAnimChr_and_setUpdateRate("throw_5", 1, 0.0, 1.0);
-void daBalboa_c::beginState_ThrowWrench() {
+ this->timer = 0;
- this->throwCount = 0;
- this->timer = 0;
-}
+ PlaySound(this, 0x221);
-void daBalboa_c::executeState_ThrowWrench() {
+ CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 351);
+ CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 352);
+ }
+ void daBalboa_c::executeState_BackDown() {
+ if (this->timer < 60) {
+ this->pos.y -= 2.0; // Height is 54 pixels, move down
+ }
+
+ if (this->timer > 90) {
+ doStateChange(&StateID_ManholeUp); }
+
+ this->timer += 1;
- if (this->timer > 60) {
+ }
+ void daBalboa_c::endState_BackDown() { }
- if (this->throwCount & 1) {
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_left_hand");
- this->anmThrow_4Left.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_4Left, 0.0);
- this->anmThrow_4Left.setUpdateRate(1.0);
- }
- else {
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_right_hand");
- this->anmThrow_4Right.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_4Right, 0.0);
- this->anmThrow_4Right.setUpdateRate(1.0);
- }
+// Outro
- u32 settings;
- u8 up = this->upsideDown;
- u8 throwc = this->throwCount;
- u8 dir;
-
- if (this->direction) { dir = 0; }
- else { dir = 1; }
+ void daBalboa_c::beginState_Outro() {
- settings = (dir) | (up << 1);
- settings = settings | (throwc & 1 << 8);
+ bindAnimChr_and_setUpdateRate("dead", 1, 0.0, 1.0);
- CreateActor(544, settings, this->pos, 0, 0);
+ WLClass::instance->_4 = 5;
+ WLClass::instance->_8 = 0;
+ dStage32C_c::instance->freezeMarioBossFlag = 1;
- this->throwCount += 1;
+ this->removeMyActivePhysics();
this->timer = 0;
- }
-
- if (this->throwCount > 4) {
- doStateChange(&StateID_BackDown); }
+ this->rot.x = 0x0; // X is vertical axis
+ this->rot.z = 0x0; // Z is ... an axis >.>
- this->timer += 1;
- this->bodyModel._vf1C();
-
-}
-void daBalboa_c::endState_ThrowWrench() { }
+ }
+ void daBalboa_c::executeState_Outro() {
+ if(this->animationChr.isAnimationDone())
+ this->animationChr.setCurrentFrame(0.0);
+ if (this->dying == 1) {
+ if (this->timer > 180) {
+ ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE);
+ }
+
+ if (this->timer == 60) {
+
+ if (GetSpecificPlayerActor(0) != 0) {
+ PlaySound(this, SE_VOC_MA_CLEAR_BOSS);
+ // Send PlBase into DemoGoal State here, kthxbai
+ }
+
+ if (GetSpecificPlayerActor(1) != 0) {
+ PlaySound(this, SE_VOC_LU_CLEAR_BOSS);
+ // Send PlBase into DemoGoal State here, kthxbai
+ }
+
+ if (GetSpecificPlayerActor(2) != 0) {
+ PlaySound(this, SE_VOC_KO_CLEAR_BOSS);
+ // Send PlBase into DemoGoal State here, kthxbai
+ }
+
+ if (GetSpecificPlayerActor(3) != 0) {
+ PlaySound(this, SE_VOC_KO2_CLEAR_BOSS);
+ // Send PlBase into DemoGoal State here, kthxbai
+ }
+ }
+
+ this->timer += 1;
+ return;
+ }
-// BackDown State
+ if (this->scale.x > 0.1) {
-void daBalboa_c::beginState_BackDown() {
+ PlaySound(this, SE_BOSS_CMN_DAMAGE_LAST);
+ PlaySound(this, SE_EMY_BIG_TERESA_DEAD);
- nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_5");
- this->anmThrow_5.bind(&this->bodyModel, anmChr, 1);
- this->bodyModel.bindAnim(&this->anmThrow_5, 0.0);
- this->anmThrow_5.setUpdateRate(1.0);
+ // Adjust this to equal the scale of your boss / 80.
+ this->scale.x -= 0.028125;
+ this->scale.y -= 0.028125;
+ this->scale.z -= 0.028125;
- this->timer = 0;
+ this->pos.y -= 0.02;
+
+ if (this->timer == 30) {
+ Vec tempPos = (Vec){this->pos.x + 0.0, this->pos.y - 0.0, 5500.0};
+
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 756);
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 801);
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 957);
+ this->timer = 0;
+ }
+ }
+ else {
+ this->scale.x = 0.0;
+ this->scale.y = 0.0;
+ this->scale.z = 0.0;
+
+ Vec tempPos = (Vec){this->pos.x + 0.0, this->pos.y - 0.0, 5500.0};
- PlaySound(this, 0x221);
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 588);
+ this->dying = 1;
+ this->timer = 0;
- CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 351);
- CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 352);
-}
+ PlaySound(this, STRM_BGM_SHIRO_BOSS_CLEAR);
+ MakeMarioEnterDemoMode();
+ }
-void daBalboa_c::executeState_BackDown() {
+ this->timer += 1;
- if (this->timer < 60) {
- if (this->upsideDown == 0) {
- this->pos.y -= 1.2; } // Height is 72 pixels, move down
- else {
- this->pos.y += 1.2; } // Height is 72 pixels, move up
}
-
- if (this->timer > 90) {
- doStateChange(&StateID_ManholeUp); }
-
- this->timer += 1;
- this->bodyModel._vf1C();
-
-}
-void daBalboa_c::endState_BackDown() { }
+ void daBalboa_c::endState_Outro() { }
+// Damage
+ void daBalboa_c::beginState_Damage() {
+
+ bindAnimChr_and_setUpdateRate("dead", 1, 0.0, 0.5);
-void daBalboa_c::beginState_Outro() {
+ this->timer = 0;
+ this->removeMyActivePhysics();
+ }
+ void daBalboa_c::executeState_Damage() {
- this->removeMyActivePhysics();
- this->timer = 0;
- this->rot.x = 0x0; // X is vertical axis
- this->rot.y = 0xE000; // Y is horizontal axis
- this->rot.z = 0x0; // Z is ... an axis >.>
+ if (this->timer > 6) { doStateChange(&StateID_RevengeUp); }
-}
-void daBalboa_c::executeState_Outro() {
+ if(this->animationChr.isAnimationDone()) {
+ this->animationChr.setCurrentFrame(0.0);
- if (this->dying == 1) {
- if (this->timer > 180) {
- ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE);
+ this->timer += 1;
}
-
- if (this->timer == 60) {
-
- if (GetSpecificPlayerActor(0) != 0) {
- PlaySound(this, SE_VOC_MA_CLEAR_BOSS);
- // Send PlBase into DemoGoal State here, kthxbai
- }
-
- if (GetSpecificPlayerActor(1) != 0) {
- PlaySound(this, SE_VOC_LU_CLEAR_BOSS);
- // Send PlBase into DemoGoal State here, kthxbai
- }
- if (GetSpecificPlayerActor(2) != 0) {
- PlaySound(this, SE_VOC_KO_CLEAR_BOSS);
- // Send PlBase into DemoGoal State here, kthxbai
+ if (this->timer > 3) {
+ this->pos.y -= 5.0; // Height is 54 pixels, move down
+ }
+ else if (this->timer > 2) {
+ if (this->damage == 0) {
+ StopBGMMusic();
+ doStateChange(&StateID_Outro);
}
+ this->pos.y -= 3.5; // Height is 54 pixels, move down
+ }
+ else if (this->timer > 1) {
+ this->pos.y -= 1.0; // Height is 54 pixels, move down
+ }
+ else if (this->timer > 0) {
+ this->pos.y += 1.0; // Height is 54 pixels, move down
+ }
+ else {
+ this->pos.y += 3.5; // Height is 54 pixels, move down
+ }
- if (GetSpecificPlayerActor(3) != 0) {
- PlaySound(this, SE_VOC_KO2_CLEAR_BOSS);
- // Send PlBase into DemoGoal State here, kthxbai
- }
- }
-
- this->timer += 1;
- return;
- }
+ }
+ void daBalboa_c::endState_Damage() {
+ this->addMyActivePhysics();
+ }
- if (this->scale.x > 0.1) {
- PlaySound(this, SE_BOSS_CMN_DAMAGE_LAST);
- PlaySound(this, SE_EMY_BIG_TERESA_DEAD);
+// Revenge Up
- // Adjust this to equal the scale of your boss / 80.
- this->scale.x -= 0.175;
- this->scale.y -= 0.175;
- this->scale.z -= 0.175;
+ void daBalboa_c::beginState_RevengeUp() {
- this->pos.y += 2.0;
+ this->pos = this->PopUp[2];
+ this->rot.y = 0;
- Vec tempPos = (Vec){this->pos.x + 160.0, this->pos.y - 80.0, 5500.0};
+ isRevenging = 1;
+ bindAnimChr_and_setUpdateRate("throw_3", 1, 0.0, 1.0);
- if (this->timer == 30) {
- CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 756);
- CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 801);
- CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 957);
- this->timer = 0;
+ PlaySound(this, 0x220);
+ }
+ void daBalboa_c::executeState_RevengeUp() {
+
+ this->pos.y += 1.6363; // Height is 54 pixels, move up 27 pixels.
+
+ if(this->animationChr.isAnimationDone()) {
+ doStateChange(&StateID_Revenge);
}
+
}
- else {
- this->scale.x = 0.0;
- this->scale.y = 0.0;
- this->scale.z = 0.0;
-
- Vec tempPos = (Vec){this->pos.x + 160.0, this->pos.y - 80.0, 5500.0};
+ void daBalboa_c::endState_RevengeUp() { }
- CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 588);
- this->dying = 1;
- this->timer = 0;
- PlaySound(this, STRM_BGM_SHIRO_BOSS_CLEAR);
+// Revenge
+
+ void daBalboa_c::beginState_Revenge() {
+ spinner = 0;
+
+ this->throwCount = 0;
+ if (this->isBigBoss == 1) {
+ throwMax = 16;
+ throwRate = 5.0;
+ }
+ else {
+ throwMax = 12;
+ throwRate = 3.0;
+ }
+ bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate);
}
+ void daBalboa_c::executeState_Revenge() {
- this->timer += 1;
+ float frame = this->animationChr.getCurrentFrame();
-}
-void daBalboa_c::endState_Outro() { }
+ rot.y = 16384.0 * (frame / 87.0) + (16384.0 * spinner);
+
+ if (frame == 60.0) {
+ u32 settings;
+ u8 up = this->upsideDown;
+ u8 throwc = this->throwCount;
+ u8 dir;
+
+ if (spinner < 2) { dir = 0; }
+ else { dir = 1; }
+
+ settings = (dir) | (up << 1);
+ settings = settings | (throwc & 1 << 8);
+
+ if (this->isBigBoss == 1) { settings = settings | 0x10; }
+
+ CreateActor(544, settings, this->pos, 0, 0);
+ }
+ if(this->animationChr.isAnimationDone()) {
+ this->throwCount += 1;
+ spinner += 1;
+ if (spinner == 4) { spinner = 0; }
+ if (this->throwCount & 1) {
+ bindAnimChr_and_setUpdateRate("throw_4_left_hand", 1, 0.0, throwRate);
+ }
+ else {
+ bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate);
+ }
+ }
+
+ if (this->throwCount > throwMax) {
+ doStateChange(&StateID_BackDown); }
+
+ }
+ void daBalboa_c::endState_Revenge() {
+ isRevenging = 0;
+ }
diff --git a/src/bossFuzzyBear.cpp b/src/bossFuzzyBear.cpp
index b13955c..97fc893 100644
--- a/src/bossFuzzyBear.cpp
+++ b/src/bossFuzzyBear.cpp
@@ -44,13 +44,16 @@ class daFuzzyBear_c : public dEn_c {
void updateModelMatrices();
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
-// void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+ void yoshiCollision(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 collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat7_WMWaggleWaterYoshi(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 collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
USING_STATES(daFuzzyBear_c);
DECLARE_STATE(Grow);
@@ -96,14 +99,22 @@ CREATE_STATE(daFuzzyBear_c, Outro);
void daFuzzyBear_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->dEn_c::playerCollision(apThis, apOther);
this->_vf220(apOther->owner);
- OSReport("I hit Mario.");
+
+ this->isDead = 0;
+ this->flags_4FC |= (1<<(31-7));
+ if(apOther->owner->which_player < 4) {
+ this->counter_504[apOther->owner->which_player] = 0;
+ }
+}
+void daFuzzyBear_c::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->playerCollision(apThis, apOther);
}
void daFuzzyBear_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
if (this->isInvulnerable == 1) { return; }
- OSReport("Hit Fireball");
this->timer = 0;
PlaySound(this, SE_BOSS_KOOPA_FIRE_DISAPP);
@@ -111,14 +122,32 @@ void daFuzzyBear_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, Ac
this->damage++;
if (this->damage > 14) { doStateChange(&StateID_Outro); }
}
-bool daFuzzyBear_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); return false; }
-void daFuzzyBear_c::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Groundpound\n"); }
+void daFuzzyBear_c::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
+ apOther->someFlagByte |= 2;
+
+ dActor_c *block = apOther->owner;
+ dEn_c *mario = (dEn_c*)block;
+
+ mario->speed.y = -mario->speed.y;
+ mario->pos.y += mario->speed.y;
+
+ if (mario->direction == 0) { mario->speed.x = 4.0; }
+ else { mario->speed.x = -4.0; }
+
+ mario->doSpriteMovement();
+ mario->doSpriteMovement();
+}
+void daFuzzyBear_c::collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->collisionCat7_WMWaggleWater(apThis, apOther);
+}
void daFuzzyBear_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
- OSReport("Hit Rolling Object");
dActor_c *block = apOther->owner;
dEn_c *blah = (dEn_c*)block;
+ if (blah->direction == 0) { blah->direction = 1; this->roly = 1; }
+ else { blah->direction = 0; this->roly = 0; }
+
blah->speed.x = -blah->speed.x;
blah->pos.x += blah->speed.x;
@@ -134,10 +163,7 @@ void daFuzzyBear_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhy
else { blah->direction = 0; }
return;
- }
-
- if (blah->direction == 0) { blah->direction = 1; this->roly = 0; }
- else { blah->direction = 0; this->roly = 1; }
+ }
this->pos.x += blah->speed.x;
@@ -155,8 +181,13 @@ void daFuzzyBear_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *
if (this->isInvulnerable == 1) { return; }
+ dActor_c *block = apOther->owner;
+ dEn_c *blah = (dEn_c*)block;
+
+ if (blah->direction == 0) { blah->direction = 1; this->roly = 1; }
+ else { blah->direction = 0; this->roly = 0; }
+
PlaySound(this, SE_EMY_BIG_PAKKUN_DAMAGE_1);
- OSReport("Hit Hammer");
this->timer = 0;
this->damage += 5;
@@ -165,7 +196,10 @@ void daFuzzyBear_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *
if (this->damage > 14) { doStateChange(&StateID_Outro); }
else { doStateChange(&StateID_RolyPoly); }
}
-void daFuzzyBear_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Yoshi Fire"); }
+
+bool daFuzzyBear_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return false; }
+void daFuzzyBear_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) { }
+void daFuzzyBear_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { }
@@ -196,17 +230,12 @@ void daFuzzyBear_c::setupBodyModel() {
int daFuzzyBear_c::onCreate() {
- OSReport("Creating the Fuzzy Bear Model");
setupBodyModel();
this->BigBossFuzzyBear = this->settings >> 28;
-
-
- OSReport("Setting Fuzzy Bear's Size to 1.0");
this->scale = (Vec){1.0, 1.0, 1.0};
- OSReport("Creating Fuzzy Bear's Physics Struct");
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
@@ -227,11 +256,9 @@ int daFuzzyBear_c::onCreate() {
HitMeBaby.callback = &dEn_c::collisionCallback;
- OSReport("Making the Physics Class and adding to the list");
this->aPhysics.initWithStruct(this, &HitMeBaby);
this->aPhysics.addToList();
- OSReport("Setting up Fuzzy Bear's Box of Goodies");
this->pos.y = this->pos.y + 6;
this->rot.x = 0; // X is vertical axis
@@ -253,6 +280,7 @@ int daFuzzyBear_c::onCreate() {
this->damage = 0;
this->isInvulnerable = 0;
this->dying = 0;
+ this->disableEatIn();
bindAnimChr_and_setUpdateRate("run", 1, 0.0, 1.0);
@@ -276,13 +304,6 @@ int daFuzzyBear_c::onExecute() {
if(this->animationChr.isAnimationDone())
this->animationChr.setCurrentFrame(0.0);
-
- if (this->aPhysics.result1 == 1) {
- char PlayerID = NearestPlayer(this);
- dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
-
- this->_vf220(Player);
- }
return true;
}
@@ -309,35 +330,27 @@ void daFuzzyBear_c::updateModelMatrices() {
// Grow State
void daFuzzyBear_c::beginState_Grow() {
- OSReport("Growing when Kameck Tells me to.\n");
this->timer = 0;
- OSReport("Stopping the Music.\n");
+ // Stop the BGM Music
StopBGMMusic();
- OSReport("Setting the boss flag. %p\n", dStage32C_c::instance);
- OSReport("Boss flag is; %d\n", dStage32C_c::instance->freezeMarioBossFlag);
+ // Set the necessary Flags and make Mario enter Demo Mode
dStage32C_c::instance->freezeMarioBossFlag = 1;
-
- MakeMarioEnterDemoMode();
-
- OSReport("WLClass Flags are; %d and %d\n", WLClass::instance->_4, WLClass::instance->_8);
-
WLClass::instance->_4 = 4;
WLClass::instance->_8 = 0;
- OSReport("Creating the Vecs.\n");
+ MakeMarioEnterDemoMode();
+
+ // Make sure to use the correct position
Vec pos = (Vec){this->pos.x - 124.0, this->pos.y + 104.0, 3564.0};
S16Vec rot = (S16Vec){0, 0, 0};
-
- OSReport("Creating Kameck.\n");
+ // Create And use Kameck
Kameck = (daKameckDemo*)createChild(KAMECK_FOR_CASTLE_DEMO, (dStageActor_c*)this, 0, &pos, &rot, 0);
-
- OSReport("Setting Kameck's State.\n");
Kameck->doStateChange(&daKameckDemo::StateID_DemoWait);
- OSReport("Executing the Kamek.\n");
+ this->scale = (Vec){1.0, 1.0, 1.0};
}
void daFuzzyBear_c::executeState_Grow() {
@@ -389,25 +402,18 @@ void daFuzzyBear_c::executeState_Grow() {
void daFuzzyBear_c::endState_Grow() {
this->Baseline = this->pos.y;
- OSReport("Ending boss flag.\n");
+ // Clean up the flags and Kameck
dStage32C_c::instance->freezeMarioBossFlag = 0;
WLClass::instance->_8 = 1;
MakeMarioExitDemoMode();
-
- OSReport("Ending BGMusic.\n");
StartBGMMusic();
- OSReport("Deleting the Kamek.\n");
-
Kameck->Delete(1);
- OSReport("OK. All grown up now.");
}
-
-
// Bounce State
void daFuzzyBear_c::beginState_Bounce() {
@@ -663,8 +669,12 @@ void daFuzzyBear_c::beginState_RolyPoly() {
this->isInvulnerable = 1;
- if (this->roly == 0) { this->speed.x = 12.0; }
- else { this->speed.x = -12.0; }
+ if (this->roly == 1) {
+ this->direction = 1;
+ this->speed.x = 12.0; }
+ else {
+ this->direction = 0;
+ this->speed.x = -12.0; }
this->speed.y = 0;
this->RolyBounces = 0;
@@ -773,8 +783,6 @@ void daFuzzyBear_c::endState_Wait() { }
void daFuzzyBear_c::beginState_Outro() {
- MakeMarioEnterDemoMode();
-
WLClass::instance->_4 = 5;
WLClass::instance->_8 = 0;
diff --git a/src/bossRamboo.cpp b/src/bossRamboo.cpp
index 3ed947d..08a04f7 100644
--- a/src/bossRamboo.cpp
+++ b/src/bossRamboo.cpp
@@ -35,7 +35,8 @@ class daRamboo_c : public dEn_c {
u64 eventFlag;
-
+ dEn_c *Kameck;
+
static daRamboo_c *build();
void bindAnimChr_and_setUpdateRates(const char* name, m3d::anmChr_c animationChr, m3d::mdl_c model, float rate);
@@ -47,6 +48,9 @@ class daRamboo_c : public dEn_c {
bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
+
USING_STATES(daRamboo_c);
DECLARE_STATE(Grow);
@@ -68,6 +72,14 @@ extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daRamboo_c
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
extern "C" void *PlaySound(daRamboo_c *, int soundID);
+extern "C" void *StopBGMMusic();
+extern "C" void *StartBGMMusic();
+
+extern "C" void *MakeMarioEnterDemoMode();
+extern "C" void *MakeMarioExitDemoMode();
+extern "C" void *UpdateGameMgr();
+
+
CREATE_STATE(daRamboo_c, Grow);
CREATE_STATE(daRamboo_c, Advance);
@@ -85,15 +97,21 @@ extern EventTable_t *EventTable;
void daRamboo_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->dEn_c::playerCollision(apThis, apOther);
this->_vf220(apOther->owner);
- OSReport("I hit Mario.");
+
+ this->isDead = 0;
+ this->flags_4FC |= (1<<(31-7));
+ if(apOther->owner->which_player < 4) {
+ this->counter_504[apOther->owner->which_player] = 0;
+ }
}
void daRamboo_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 daRamboo_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); return false; }
+bool daRamboo_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return false; }
void daRamboo_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Rolling Object");
@@ -106,7 +124,10 @@ void daRamboo_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysic
apOther->owner->Delete(apOther->owner->_390);
}
}
-void daRamboo_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Hammer"); }
+void daRamboo_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { }
+void daRamboo_c::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) { }
+void daRamboo_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { }
+
@@ -252,12 +273,12 @@ int daRamboo_c::onExecute() {
if(this->fogSrt.isEntryAnimationDone(0))
this->fogSrt.setFrameForEntry(1.0, 0);
- if (this->aPhysics.result1 == 1) {
- char PlayerID = NearestPlayer(this);
- dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
+ // if (this->aPhysics.result1 == 1) {
+ // char PlayerID = NearestPlayer(this);
+ // dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
- this->_vf220(Player);
- }
+ // this->_vf220(Player);
+ // }
if (EventTable->events & this->eventFlag) {
doStateChange(&StateID_Outro);
@@ -304,41 +325,76 @@ void daRamboo_c::updateModelMatrices() {
void daRamboo_c::beginState_Grow() {
OSReport("Growing when Kameck Tells me to.");
this->timer = 0;
-// PlaySound(this, SE_BOSS_ROY_MAGIC_MAKE_FAST);
+ // Stop the BGM Music
+ StopBGMMusic();
+
+ // Set the necessary Flags and make Mario enter Demo Mode
+ dStage32C_c::instance->freezeMarioBossFlag = 1;
+ WLClass::instance->_4 = 4;
+ WLClass::instance->_8 = 0;
+
+ MakeMarioEnterDemoMode();
+
+ // Make sure to use the correct position
+ Vec pos = (Vec){this->pos.x - 124.0, this->pos.y + 104.0, 3564.0};
+ S16Vec rot = (S16Vec){0, 0, 0};
+
+ // Create And use Kameck
+ Kameck = (daKameckDemo*)createChild(KAMECK_FOR_CASTLE_DEMO, (dStageActor_c*)this, 0, &pos, &rot, 0);
+ Kameck->doStateChange(&daKameckDemo::StateID_DemoWait);
}
void daRamboo_c::executeState_Grow() {
+
+ if (this->timer == 130) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt); }
+ if (this->timer == 400) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt2); }
this->timer = this->timer + 1;
float scaleSpeed, yPosScaling;
+
+ if (this->timer == 150) { PlaySound(this, SE_BOSS_IGGY_WANWAN_TO_L); }
- if (this->timer == 60) { PlaySound(this, SE_BOSS_IGGY_WANWAN_TO_L); }
- if ((this->timer > 60) && (this->timer < 140)) {
+ if ((this->timer > 150) && (this->timer < 230)) {
+
scaleSpeed = 0.175;
-// yPosScaling = 0;
float modifier;
- modifier = 2.0 + ((this->timer - 60) * scaleSpeed);
+ modifier = 1.0 + ((this->timer - 150) * scaleSpeed);
this->scale = (Vec){modifier, modifier, modifier};
-// this->pos.y = this->pos.y + (yPosScaling/80);
}
+
+ if (this->timer == 360) {
+ Vec tempPos = (Vec){this->pos.x - 40.0, this->pos.y + 120.0, 3564.0};
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 175); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 400); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 401); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 564); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 583); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 754); // 400 & 401 // 564 // 583 // 754 // 958
+ CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 958); // 400 & 401 // 564 // 583 // 754 // 958
+ }
- if (this->timer > 170) {
+ if (this->timer > 420) {
PlaySound(this, SE_EMY_CS_TERESA_BRING_IT);
doStateChange(&StateID_Advance);
- }
-
+ }
}
void daRamboo_c::endState_Grow() {
this->Baseline = this->pos.y;
-// StopSound(SE_BOSS_ROY_MAGIC_MAKE_FAST);
- OSReport("OK. All grown up now.");
+ // Clean up the flags and Kameck
+ dStage32C_c::instance->freezeMarioBossFlag = 0;
+ WLClass::instance->_8 = 1;
+
+ MakeMarioExitDemoMode();
+ StartBGMMusic();
+
+ Kameck->Delete(1);
}
@@ -348,7 +404,6 @@ void daRamboo_c::endState_Grow() {
// Advance State
void daRamboo_c::beginState_Advance() {
- OSReport("Charge!");
this->speed.y = 0;
this->speed.z = 0;
this->timer = 0;
@@ -379,7 +434,7 @@ void daRamboo_c::executeState_Advance() {
this->ytimer += 1;
}
-void daRamboo_c::endState_Advance() { OSReport("Ouch. Stop Charging."); }
+void daRamboo_c::endState_Advance() { }
@@ -389,7 +444,6 @@ void daRamboo_c::endState_Advance() { OSReport("Ouch. Stop Charging."); }
void daRamboo_c::beginState_Wait() {
- OSReport("Waiting");
this->timer = 0;
PlaySound(this, SE_EMY_TERESA_STOP);
@@ -439,8 +493,7 @@ void daRamboo_c::endState_Wait() {
this->anmShayA.bind(&this->bodyModel, anmChr, 1);
this->bodyModel.bindAnim(&this->anmShayA, 0.0);
this->anmShayA.setUpdateRate(1.0);
-
- OSReport("No more bouncing."); }
+}
@@ -450,7 +503,6 @@ void daRamboo_c::endState_Wait() {
void daRamboo_c::beginState_Flee() {
- OSReport("Damnit that hurt.");
this->timer = 0;
}
@@ -478,8 +530,6 @@ void daRamboo_c::executeState_Flee() {
}
void daRamboo_c::endState_Flee() {
-
- OSReport("Ugh, so dizzy.");
}
@@ -487,15 +537,29 @@ void daRamboo_c::endState_Flee() {
void daRamboo_c::beginState_Outro() {
+ nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("shay_teresaB_wait");
+ this->anmWaitB.bind(&this->hideModel, anmChr, 1);
+ this->hideModel.bindAnim(&this->anmWaitB, 0.0);
+ this->anmWaitB.setUpdateRate(1.0);
+
this->removeMyActivePhysics();
this->timer = 0;
this->rot.x = 0x0; // X is vertical axis
this->rot.y = 0xE000; // Y is horizontal axis
this->rot.z = 0x0; // Z is ... an axis >.>
+ StopBGMMusic();
+
+ WLClass::instance->_4 = 5;
+ WLClass::instance->_8 = 0;
+ dStage32C_c::instance->freezeMarioBossFlag = 1;
+
}
void daRamboo_c::executeState_Outro() {
+ if (this->anmWaitB.isAnimationDone())
+ this->anmWaitB.setCurrentFrame(0.0);
+
if (this->dying == 1) {
if (this->timer > 180) {
ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE);
@@ -561,6 +625,7 @@ void daRamboo_c::executeState_Outro() {
this->timer = 0;
PlaySound(this, STRM_BGM_SHIRO_BOSS_CLEAR);
+ MakeMarioEnterDemoMode();
}
this->timer += 1;
diff --git a/src/bossWrenchThrow.cpp b/src/bossWrenchThrow.cpp
index 6ce36f6..1abc226 100644
--- a/src/bossWrenchThrow.cpp
+++ b/src/bossWrenchThrow.cpp
@@ -16,11 +16,12 @@ class daWrench : public dEn_c {
m3d::mdl_c bodyModel;
int timer;
- char homing;
+ char Kaboom;
char direction;
char front;
float ymod;
int lifespan;
+ u32 cmgr_returnValue;
static daWrench *build();
@@ -32,34 +33,34 @@ class daWrench : public dEn_c {
void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
USING_STATES(daWrench);
- DECLARE_STATE(HandThrow);
- DECLARE_STATE(Homing);
DECLARE_STATE(Straight);
+ DECLARE_STATE(Kaboom);
};
-CREATE_STATE(daWrench, HandThrow);
-CREATE_STATE(daWrench, Homing);
CREATE_STATE(daWrench, Straight);
-
+CREATE_STATE(daWrench, Kaboom);
extern "C" void *PlaySound(dEn_c *, int soundID);
+extern "C" void *PlaySoundAsync(dEn_c *, int soundID);
+extern "C" void *PlayWrenchSound(dEn_c *);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
+extern "C" u32 GenerateRandomNumber(int max);
void daWrench::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->dEn_c::playerCollision(apThis, apOther);
this->_vf220(apOther->owner);
-
+
this->isDead = 0;
this->flags_4FC |= (1<<(31-7));
- if(apOther->owner->which_player > 3) {
- OSReport("!!!ATTENTION!!!\napOther->owner->which_player > 3\n");
- }else{
+ if(apOther->owner->which_player < 4) {
this->counter_504[apOther->owner->which_player] = 0;
}
}
@@ -72,13 +73,18 @@ void daWrench::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics
void daWrench::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5}, 48);
- PlaySound(this, SE_BOSS_JR_FLOOR_BREAK);
-
- //FIXME changed to dStageActor_c::Delete(u8) from fBase_c(void)
- this->Delete(this->_390);
+ PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
+ this->Delete(1);
}
void daWrench::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) {}
+void daWrench::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->_vf220(apOther->owner);
+ CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5}, 48);
+
+ PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
+ this->Delete(1);
+}
@@ -100,32 +106,31 @@ int daWrench::onCreate() {
this->direction = this->settings & 0xF;
- this->homing = (this->settings >> 4) & 0xF;
+ this->Kaboom = (this->settings >> 4) & 0xF;
this->front = (this->settings >> 8) & 0xF;
-
ActivePhysics::Info HitMeBaby;
- if (this->homing == 0) {
+ if (this->Kaboom == 0) {
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
- HitMeBaby.xDistToEdge = 6.0;
- HitMeBaby.yDistToEdge = 6.0;
+ HitMeBaby.xDistToEdge = 5.0;
+ HitMeBaby.yDistToEdge = 5.0;
- this->scale.x = 1.5;
- this->scale.y = 1.5;
- this->scale.z = 1.5;
+ this->scale.x = 1.25;
+ this->scale.y = 1.25;
+ this->scale.z = 1.25;
}
else {
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
- HitMeBaby.xDistToEdge = 12.0;
- HitMeBaby.yDistToEdge = 12.0;
+ HitMeBaby.xDistToEdge = 8.0;
+ HitMeBaby.yDistToEdge = 8.0;
- this->scale.x = 3.0;
- this->scale.y = 3.0;
- this->scale.z = 3.0;
+ this->scale.x = 2.0;
+ this->scale.y = 2.0;
+ this->scale.z = 2.0;
}
HitMeBaby.category1 = 0x3;
@@ -139,9 +144,40 @@ int daWrench::onCreate() {
this->aPhysics.addToList();
- this->pos.z = 3300.0;
+ spriteSomeRectX = 5.0f;
+ spriteSomeRectY = 5.0f;
+ _320 = 0.0f;
+ _324 = 5.0f;
+
+ // 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};
+
+ collMgr.Init(this, one, two, three);
+ collMgr.execute();
+
+ cmgr_returnValue = collMgr.CollidedWithTile();
+
+
+ if (this->direction == 0) { // Ground Facing Left
+ this->pos.x -= 0.0; // -32 to +32
+ this->pos.y += 36.0;
+ this->rot.z = 0x2000;
+ }
+ else if (this->direction == 1) { // Ground Facing Right
+ this->pos.x += 0.0; // +32 to -32
+ this->pos.y += 36.0;
+ this->rot.z = 0xE000;
+ }
+ if (this->front == 1) { this->pos.z = -1804.0; }
+ else { this->pos.z = 3300.0; }
+
- doStateChange(&StateID_HandThrow);
+ if (this->Kaboom) {
+ doStateChange(&StateID_Kaboom); }
+ else {
+ doStateChange(&StateID_Straight); }
this->onExecute();
return true;
@@ -176,160 +212,110 @@ int daWrench::onExecute() {
}
+void daWrench::beginState_Kaboom() {
+ float rand = (float)GenerateRandomNumber(10) * 0.4;
-void daWrench::beginState_HandThrow() {
-
- if (this->direction == 0) { // Ground Facing Left
- this->pos.x += 32.0;
- this->pos.y += 48.0;
- this->rot.z = 0x4000;
+ if (this->direction == 0) { // directions 1 spins clockwise, fly rightwards
+ speed.x = 1.0 + rand;
}
- else if (this->direction == 1) { // Ground Facing Right
- this->pos.x -= 32.0;
- this->pos.y += 48.0;
- this->rot.z = 0xC000;
+ else { // directions 0 spins anti-clockwise, fly leftwards
+ speed.x = -1.0 - rand;
}
- else if (this->direction == 2) { // Upside Down Facing Left
- this->pos.x += 32.0;
- this->pos.y -= 48.0;
- this->rot.z = 0x4000;
- }
- else if (this->direction == 3) { // Upside Down Facing Right
- this->pos.x -= 32.0;
- this->pos.y -= 48.0;
- this->rot.z = 0xC000;
- }
-
- if (this->front == 1) { this->pos.z = -1804.0; }
-
- this->lifespan = 0;
-}
-void daWrench::executeState_HandThrow() {
-
- if (this->lifespan > 30) {
-
- if (this->homing == 0) {
- doStateChange(&StateID_Straight); }
- else {
- doStateChange(&StateID_Homing); }
- }
-
- this->lifespan += 1;
-
+ speed.y = 6.0;
}
-void daWrench::endState_HandThrow() { }
-
-
-
-void daWrench::beginState_Homing() {
- this->lifespan = 360;
+void daWrench::executeState_Kaboom() {
- Vec tempPos = this->pos;
+ speed.y = speed.y - 0.01875;
- char PlayerID = NearestPlayer(this);
- dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
+ HandleXSpeed();
+ HandleYSpeed();
+ doSpriteMovement();
- if ((Player->pos.y >= tempPos.y - 16.0) && (Player->pos.y <= tempPos.y + 16.0)) {
- this->ymod = 0.0; }
+ cmgr_returnValue = collMgr.CollidedWithTile();
+ collMgr.execute();
- else if ((Player->pos.y >= tempPos.y - 106.0) && (Player->pos.y < tempPos.y - 16.0)) {
- this->ymod = -0.6; }
+ if (collMgr.CollidedWithTile()) {
+ // hit the ground
+ PlaySoundAsync(this, SE_BOSS_JR_BOMB_BURST);
- else if ((Player->pos.y <= tempPos.y + 106.0) && (Player->pos.y > tempPos.y + 16.0)) {
- this->ymod = 0.6; }
-
- else if (Player->pos.y < tempPos.y - 106.0) {
- this->ymod = -1.2; }
-
- else if (Player->pos.y > tempPos.y + 106.0) {
- this->ymod = 1.2; }
-
- else {
- this->ymod = 0.0; }
-
- if (this->direction & 1) { this->speed.x = -1.5; }
- else { this->speed.x = 1.5; }
-
- this->speed.y = 0;
-
-}
-void daWrench::executeState_Homing() {
-
- if (this->direction && 1) { // directions 1 and 3 spin clockwise, fly rightwards
- this->rot.z -= 0x1000; }
- else { // directions 0 and 2 spin anti-clockwise, fly leftwards
- this->rot.z += 0x1000; }
-
- this->pos.y += this->ymod * this->lifespan / 360;
-
- this->UpdateObjectPosBasedOnSpeedValuesReal();
-
- if (this->lifespan < 1) {
-
- PlaySound(this, SE_OBJ_HAMMER_HIT_BOTH);
+ CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}, 9);
+ CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){1.25, 1.25, 1.25}, 167);
+ this->Delete(1);
+ }
+ if (collMgr.bitfield_for_checks & (0x15 << direction)) {
+ // hit the wall
+ PlaySoundAsync(this, SE_BOSS_JR_BOMB_BURST);
+
+ if (this->direction == 0) { // directions 1 spins clockwise, fly rightwards
+ CreateEffect(&this->pos, &(S16Vec){0,0x4000,0}, &(Vec){0.75, 0.75, 0.75}, 9);
+ CreateEffect(&this->pos, &(S16Vec){0,0x4000,0}, &(Vec){1.25, 1.25, 1.25}, 167);
+ }
+ else { // directions 0 spins anti-clockwise, fly leftwards
+ CreateEffect(&this->pos, &(S16Vec){0,0xE000,0}, &(Vec){0.75, 0.75, 0.75}, 9);
+ CreateEffect(&this->pos, &(S16Vec){0,0xE000,0}, &(Vec){1.25, 1.25, 1.25}, 167);
+ }
- CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}, 242);
- //FIXME changed to dStageActor_c::Delete(u8) from fBase_c(void)
- this->Delete(this->_390);
+ this->Delete(1);
}
- PlaySound(this, SE_EMY_CHOROPU_M_SPANNER);
+ if (this->direction == 1) { // directions 1 spins clockwise, fly rightwards
+ this->rot.z -= 0x1000; }
+ else { // directions 0 spins anti-clockwise, fly leftwards
+ this->rot.z += 0x1000; }
- this->lifespan -= 1;
+ PlayWrenchSound(this);
}
-void daWrench::endState_Homing() { }
+void daWrench::endState_Kaboom() { }
void daWrench::beginState_Straight() {
-
- char PlayerID = NearestPlayer(this);
- dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
-
-
- float slope = ( (this->pos.y - Player->pos.y) / (this->pos.x - Player->pos.x) );
+ float rand = (float)GenerateRandomNumber(10) * 0.4;
+ if (this->direction == 0) { // directions 1 spins clockwise, fly rightwards
+ speed.x = 1.0 + rand;
+ }
+ else { // directions 0 spins anti-clockwise, fly leftwards
+ speed.x = -1.0 - rand;
+ }
- Vec tempPos = this->pos;
- if (this->direction & 1) {
- this->speed.x = -2.0;
- this->speed.y = 2.0 * slope;
- }
-
- else {
- this->speed.x = 2.0;
- this->speed.y = 2.0 * slope;
- }
+ speed.y = 6.0;
}
-
void daWrench::executeState_Straight() {
- this->lifespan = 360;
-
- if (this->direction && 1) { // directions 1 and 3 spin clockwise, fly rightwards
- this->rot.z -= 0x1000; }
- else { // directions 0 and 2 spin anti-clockwise, fly leftwards
- this->rot.z += 0x1000; }
-
+ speed.y = speed.y - 0.01875;
- this->UpdateObjectPosBasedOnSpeedValuesReal();
-
- PlaySound(this, SE_EMY_CHOROPU_M_SPANNER);
+ HandleXSpeed();
+ HandleYSpeed();
+ doSpriteMovement();
- if (this->lifespan == (360-45)) { this->pos.z = 3300.0; }
+ cmgr_returnValue = collMgr.CollidedWithTile();
+ collMgr.execute();
- if (this->lifespan < 1) {
-
- PlaySound(this, SE_OBJ_HAMMER_HIT_BOTH);
+ if (collMgr.CollidedWithTile()) {
+ // hit the ground
+ PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
+
+ CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}, 9);
+ this->Delete(1);
+ }
+ if (collMgr.bitfield_for_checks & (0x15 << direction)) {
+ // hit the wall
+ PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
- CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}, 242);
- //FIXME changed to dStageActor_c::Delete(u8) from fBase_c(void)
- this->Delete(this->_390);
+ CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}, 9);
+ this->Delete(1);
}
- this->lifespan -= 1;
+ if (this->direction == 1) { // directions 1 spins clockwise, fly rightwards
+ this->rot.z -= 0x1000; }
+ else { // directions 0 spins anti-clockwise, fly leftwards
+ this->rot.z += 0x1000; }
+
+ PlayWrenchSound(this);
+
}
void daWrench::endState_Straight() { }
diff --git a/src/meteor.cpp b/src/meteor.cpp
index c7d9220..7d3a9bd 100755
--- a/src/meteor.cpp
+++ b/src/meteor.cpp
@@ -31,7 +31,6 @@ dMeteor *dMeteor::build() {
// extern "C" dStageActor_c *GetSpecificPlayerActor(int num);
// extern "C" void *modifyPlayerPropertiesWithRollingObject(dStageActor_c *Player, float _52C);
-extern "C" void *spinningPhysicsCallback();
int dMeteor::onCreate() {
@@ -55,22 +54,22 @@ int dMeteor::onCreate() {
// Other settings
this->spinDir = this->settings & 0x1;
- this->spinSpeed = ((this->settings >> 16) & 0xFF) * 80;
+ this->spinSpeed = ((this->settings >> 16) & 0xFF) * 20;
// Setup Physics
- MakeItRound.baseSetup(this, &spinningPhysicsCallback, 0, 0, 1, 0);
+ MakeItRound.baseSetup(this, 0, 0, 0, 1, 0);
MakeItRound.x = 0.0;
MakeItRound.y = 0.0;
- MakeItRound.diameter = 16.0 * sca;
+ MakeItRound.diameter = 13.0 * sca;
MakeItRound.isRound = 1;
MakeItRound.update();
MakeItRound.addToList();
- this->pos.z = -3458.0;
+ this->pos.z = 3458.0;
this->onExecute();
return true;
@@ -88,8 +87,6 @@ int dMeteor::onExecute() {
MakeItRound.update();
updateModelMatrices();
- // 518 == opposite of direction
-
// for (i=0; i<4; i++) {
// dStageActor_c *player = GetSpecificPlayerActor(i);
// modifyPlayerPropertiesWithRollingObject(player, );
diff --git a/src/penguin.cpp b/src/penguin.cpp
new file mode 100644
index 0000000..82c0091
--- /dev/null
+++ b/src/penguin.cpp
@@ -0,0 +1,429 @@
+#include <common.h>
+#include <game.h>
+#include <g3dhax.h>
+#include <sfx.h>
+#include <stage.h>
+#include "effects.h"
+#include "player.h"
+
+class daPengi : public dEn_c {
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int onDraw();
+
+ mHeapAllocator_c allocator;
+ nw4r::g3d::ResFile resFile;
+ nw4r::g3d::ResFile anmFile;
+
+ m3d::mdl_c bodyModel;
+
+ m3d::anmChr_c chrAnimation;
+
+ int timer;
+ char damage;
+ char isDown;
+ float XSpeed;
+ u32 cmgr_returnValue;
+ bool isBouncing;
+
+ static daPengi *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 collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
+ // bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
+ void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
+
+ void _vf148();
+ void _vf14C();
+
+ USING_STATES(daPengi);
+ DECLARE_STATE(Walk);
+ DECLARE_STATE(Turn);
+ DECLARE_STATE(Die);
+};
+
+daPengi *daPengi::build() {
+ void *buffer = AllocFromGameHeap1(sizeof(daPengi));
+ return new(buffer) daPengi;
+}
+
+///////////////////////
+// Externs and States
+///////////////////////
+ extern "C" void *PlaySound(dStageActor_c *, int soundID);
+
+ extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
+ extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daPengi *, Vec pos);
+
+ //FIXME make this dEn_c->used...
+ extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1);
+ extern "C" int SmoothRotation(short* rot, u16 amt, int unk2);
+
+
+ CREATE_STATE(daPengi, Walk);
+ CREATE_STATE(daPengi, Turn);
+ CREATE_STATE(daPengi, Die);
+
+////////////////////////
+// Collision Functions
+////////////////////////
+
+ // Collision callback to help shy guy not die at inappropriate times and ruin the dinner
+
+ void daPengi::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+
+ char hitType;
+ hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);
+
+ if(hitType == 1) { // regular jump
+ apOther->someFlagByte |= 2;
+ doStateChange(&StateID_Die);
+ }
+ else if(hitType == 3) { // spinning jump or whatever?
+ apOther->someFlagByte |= 2;
+ doStateChange(&StateID_Die);
+ }
+ else if(hitType == 0) {
+ this->dEn_c::playerCollision(apThis, apOther);
+ this->_vf220(apOther->owner);
+ }
+
+ // fix multiple player collisions via megazig
+ this->isDead = 0;
+ this->flags_4FC |= (1<<(31-7));
+ if(apOther->owner->which_player < 4) {
+ this->counter_504[apOther->owner->which_player] = 0;
+ }
+ }
+
+ void daPengi::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
+ this->playerCollision(apThis, apOther);
+ }
+
+ void daPengi::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_Die);
+ }
+
+ void daPengi::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_Die);
+ }
+
+ void daPengi::collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_Die);
+ }
+
+ void daPengi::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_Die);
+ }
+
+ void daPengi::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){
+ doStateChange(&StateID_Die);
+ }
+
+ void daPengi::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther){
+ doStateChange(&StateID_Die);
+ }
+
+ void daPengi::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){
+ doStateChange(&StateID_DieSmoke);
+ }
+
+ void daPengi::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_DieSmoke);
+ }
+
+ // void daPengi::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) {
+ // doStateChange(&StateID_DieFall);
+ // }
+
+ // These handle the ice crap
+ void daPengi::_vf148() {
+ dEn_c::_vf148();
+ doStateChange(&StateID_Die);
+ }
+ void daPengi::_vf14C() {
+ dEn_c::_vf14C();
+ doStateChange(&StateID_Die);
+ }
+
+ void daPengi::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
+ doStateChange(&StateID_Die);
+ }
+
+bool daPengi::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 daPengi::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
+ nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr(name);
+ this->chrAnimation.bind(&this->bodyModel, anmChr, unk);
+ this->bodyModel.bindAnim(&this->chrAnimation, unk2);
+ this->chrAnimation.setUpdateRate(rate);
+}
+
+int daPengi::onCreate() {
+
+ // Model creation
+ allocator.link(-1, GameHeaps[0], 0, 0x20);
+
+ this->resFile.data = getResource("penguin2", "g3d/finalpenguin.brres");
+ nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("npc011_m1");
+ bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
+ SetupTextures_Enemy(&bodyModel, 0);
+
+
+ // Animations start here
+ this->anmFile.data = getResource("penguin2", "g3d/pengiAnm.brres");
+ nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr("npc011_idle");
+ this->chrAnimation.setup(mdl, anmChr, &this->allocator, 0);
+
+ allocator.unlink();
+
+ // Stuff I do understand
+ this->scale = (Vec){2.0, 2.0, 2.0};
+
+ // 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 = 0.8;
+ this->x_speed_inc = 0.2;
+ this->XSpeed = 0.8;
+
+
+
+ ActivePhysics::Info HitMeBaby;
+
+ HitMeBaby.xDistToCenter = 0.0;
+ HitMeBaby.yDistToCenter = 12.0;
+
+ HitMeBaby.xDistToEdge = 14.0;
+ HitMeBaby.yDistToEdge = 12.0;
+
+ HitMeBaby.category1 = 0x3;
+ HitMeBaby.category2 = 0x0;
+ HitMeBaby.bitfield1 = 0x4F;
+ HitMeBaby.bitfield2 = 0xffbafffe;
+ HitMeBaby.unkShort1C = 0;
+ HitMeBaby.callback = &dEn_c::collisionCallback;
+
+ OSReport("Making the Physics Class and adding to the list\n");
+ this->aPhysics.initWithStruct(this, &HitMeBaby);
+ this->aPhysics.addToList();
+
+
+ // 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;
+
+ // 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};
+
+ collMgr.Init(this, one, two, three);
+ collMgr.execute();
+
+ cmgr_returnValue = collMgr.CollidedWithTile();
+
+ if (collMgr.CollidedWithTile())
+ isBouncing = false;
+ else
+ isBouncing = true;
+
+
+ // State Changers
+
+ doStateChange(&StateID_Walk);
+
+ this->onExecute();
+ return true;
+}
+
+int daPengi::onDelete() {
+ return true;
+}
+
+int daPengi::onExecute() {
+ acState.execute();
+ updateModelMatrices();
+
+ return true;
+}
+
+int daPengi::onDraw() {
+ bodyModel.scheduleForDrawing();
+ bodyModel._vf1C();
+
+ return true;
+}
+
+void daPengi::updateModelMatrices() {
+ matrix.translation(pos.x, pos.y - 2.0, pos.z);
+ matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);
+
+ bodyModel.setDrawMatrix(matrix);
+ bodyModel.setScale(&scale);
+ bodyModel.calcWorld(false);
+}
+
+
+///////////////
+// Walk State
+///////////////
+ void daPengi::beginState_Walk() {
+ //inline this piece of code
+ bindAnimChr_and_setUpdateRate("npc011_walk", 1, 0.0, 1.5);
+ this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
+ this->speed.x = (direction) ? -0.8f : 0.8f;
+
+ this->max_speed.y = -4.0;
+ this->speed.y = -4.0;
+ this->y_speed_inc = -0.1875;
+ }
+ void daPengi::executeState_Walk() {
+
+ bool ret = calculateTileCollisions();
+ if (ret) {
+ doStateChange(&StateID_Turn);
+ }
+
+ if(this->chrAnimation.isAnimationDone()) {
+ this->chrAnimation.setCurrentFrame(0.0);
+ }
+ }
+ void daPengi::endState_Walk() { }
+
+///////////////
+// Turn State
+///////////////
+ void daPengi::beginState_Turn() {
+ bindAnimChr_and_setUpdateRate("npc011_turn", 1, 0.0, 1.0);
+
+ this->direction ^= 1;
+ this->speed.x = 0.0;
+ }
+ void daPengi::executeState_Turn() {
+
+ if(this->chrAnimation.isAnimationDone()) {
+ this->chrAnimation.setCurrentFrame(0.0);
+ }
+
+ u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
+ int done = SmoothRotation(&this->rot.y, amt, 0x800);
+
+ if(done) {
+ this->doStateChange(&StateID_Walk);
+ }
+ }
+ void daPengi::endState_Turn() { }
+
+
+
+///////////////
+// Die State
+///////////////
+ void daPengi::beginState_Die() {
+ dEn_c::dieFall_Begin();
+
+ bindAnimChr_and_setUpdateRate("npc011_damage", 1, 0.0, 1.0);
+ this->timer = 0;
+ }
+ void daPengi::executeState_Die() {
+
+ if(this->chrAnimation.isAnimationDone()) {
+ this->kill();
+ this->Delete(1);
+ }
+ }
+ void daPengi::endState_Die() { } \ No newline at end of file
diff --git a/src/player.cpp b/src/player.cpp
index 58960cc..8aa3ca6 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -6,29 +6,29 @@ char NearestPlayer(dStageActor_c* actor) {
char nearest = -1;
float current = 1000000000000000000000000000000.0;
- OSReport("FINDING NEAREST PLAYER\n");
+ // OSReport("FINDING NEAREST PLAYER\n");
for(char ii = 0; ii < 4; ii++) {
- OSReport("K, let's check out Player %d\n", ii);
+ // OSReport("K, let's check out Player %d\n", ii);
dStageActor_c* player = GetSpecificPlayerActor(ii);
if(!player) {
- OSReport("Player %d is NULL\n", ii);
+ // OSReport("Player %d is NULL\n", ii);
continue;
}
- OSReport("Player %d is ok\n", ii);
- OSReport("[%f,%f,%f] - [%f,%f,%f]\n",
- actor->pos.x, actor->pos.y, actor->pos.z,
- player->pos.x, player->pos.y, player->pos.z);
+ // OSReport("Player %d is ok\n", ii);
+ // OSReport("[%f,%f,%f] - [%f,%f,%f]\n",
+ // actor->pos.x, actor->pos.y, actor->pos.z,
+ // player->pos.x, player->pos.y, player->pos.z);
float distance = VECDistance(&actor->pos, &player->pos);
- OSReport("Distance: %f [%f]\n", distance, current);
+ // OSReport("Distance: %f [%f]\n", distance, current);
if(distance < current) {
current = distance;
nearest = ii;
- OSReport("Nearest is now %d\n", ii);
+ // OSReport("Nearest is now %d\n", ii);
}
}
- OSReport("NearestPlayer returning %d\n", nearest);
+ // OSReport("NearestPlayer returning %d\n", nearest);
if(nearest < 0) {
- OSReport("***FIX ME IMMEDIATELY***\n***NEED Z COORDINATES FOR ACTOR***\n");
+ // OSReport("***FIX ME IMMEDIATELY***\n***NEED Z COORDINATES FOR ACTOR***\n");
}
return nearest;
}
diff --git a/src/shyguy.cpp b/src/shyguy.cpp
index 0104f96..bf54c64 100644
--- a/src/shyguy.cpp
+++ b/src/shyguy.cpp
@@ -134,6 +134,7 @@ daShyGuy *daShyGuy::build() {
// Externs and States
///////////////////////
extern "C" void *PlaySound(dStageActor_c *, int soundID);
+ extern "C" void *PlaySoundAsync(dStageActor_c *, int soundID);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daShyGuy *, Vec pos);
@@ -558,7 +559,7 @@ int daShyGuy::onCreate() {
// giantRider.init(this, -19.5f, 18.0f, 19.5f, 18.0f);
- giantRider.init(this, 0.0f, 0.0f, 24.0f, 0.0f, 28.0f, 0, 0);
+ giantRider.init(this, 0.0f, 0.0f, -24.0f, 0.0f, 28.0f, 0, 0);
// addToList(&giantRider);
giantRider.addToList();
@@ -841,12 +842,12 @@ void daShyGuy::updateModelMatrices() {
if (this->jumpCounter == 3) {
bindAnimChr_and_setUpdateRate("c18_NORMAL_STEAL_R", 1, 0.0, 1.0);
this->speed.y = 8.0;
- PlaySound(this, SE_PLY_JUMPDAI_HIGH);
+ PlaySoundAsync(this, SE_PLY_JUMPDAI_HIGH);
}
else {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_1_R", 1, 0.0, 1.0);
this->speed.y = 6.0;
- PlaySound(this, SE_PLY_JUMPDAI);
+ PlaySoundAsync(this, SE_PLY_JUMPDAI);
}
OSReport("Takeoff Initiated");
@@ -1013,7 +1014,7 @@ void daShyGuy::updateModelMatrices() {
}
else if (this->timer == 132) {
- PlaySound(this, SE_EMY_CRASHER_PUNCH);
+ PlaySoundAsync(this, SE_EMY_CRASHER_PUNCH);
if (this->direction == 1) {
CreateEffect(&(Vec){this->pos.x - 18.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}, 123);
@@ -1038,7 +1039,7 @@ void daShyGuy::updateModelMatrices() {
}
this->timer = 0;
- PlaySound(this, SE_EMY_BIG_PAKKUN_DAMAGE_1);
+ PlaySoundAsync(this, SE_EMY_BIG_PAKKUN_DAMAGE_1);
}
}
}
@@ -1460,7 +1461,7 @@ void daShyGuy::updateModelMatrices() {
if (this->timer > 450) {
this->kill();
- return;
+ this->Delete(1);
}
// dEn_c::dieFall_Execute();
diff --git a/src/soundPlayer.S b/src/soundPlayer.S
index e132849..8866460 100644
--- a/src/soundPlayer.S
+++ b/src/soundPlayer.S
@@ -81,6 +81,45 @@ GoAwaySoundGuy:
blr
+
+.global PlaySoundAsync
+PlaySoundAsync:
+ stwu r1, -0x30(r1)
+ mflr r0
+ stw r0, 0x34(r1)
+ stw r31, 0x2C(r1)
+ stw r30, 0x28(r1)
+ mr r30, r4
+
+ # Gets Player Position
+ mr r4, r3 # object
+ addi r3, r1, 0x10 # dest
+ bl Actor_GetVec3WithValuesAdded
+
+ # Gives an accurate position for the sound
+ addi r3, r1, 8
+ addi r4, r1, 0x10
+ bl ConvertStagePositionIntoScreenPosition__Maybe
+
+ # If we're good to go, play the sound!
+ lis r31, SoundClassRelated@h
+ ori r31, r31, SoundClassRelated@l
+ lwz r3, 0(r31)
+ addi r5, r1, 8
+ mr r4, r30
+ li r6, 0
+ bl YetAnotherSoundPlayer
+
+ lwz r30, 0x28(r1)
+ lwz r31, 0x2C(r1)
+ lwz r0, 0x34(r1)
+ mtlr r0
+ addi r1, r1, 0x30
+ blr
+
+
+
+
# StopSound(int soundID)
.global StopSound