#include #include #include #include #include extern "C" void *MakeMarioEnterDemoMode(); extern "C" void *MakeMarioExitDemoMode(); extern "C" bool SpawnEffect(const char*, int, Vec*, S16Vec*, Vec*); extern "C" void *StopBGMMusic(); extern "C" void *StartBGMMusic(); // extern "C" void *SoundRelatedClass; // THIS IS A DUMB NAME extern bool NoMichaelBuble; // Controls the tempo for the songs. // Lower numbers are faster, by a ratio factor. int Tempo[16] = {13,11,12,12, 8,8,7,15, 15,8,10,16, 12,10,8,8}; int Songs[16][4][16][3] = { // 15 // First number is the block, Second is the note/sfx, Third is timing: 30 is one quarter note at 120 bpm, 0,0 ends the sequence // Some possibles // SMW Donut Plains // SMW Forest of Illusion // Paper Mario Battle Theme // Thwomp Volcano: PiT // SMRPG Forest? // SMRPG Nimbus Land? // Teehee Valley: Superstar Saga // SML Theme // Mario Sunshine Main Theme // Mario Kart DS Theme { // Song 1 - Super Mario Bros Melody |*** | {{3,17,0},{3,17,2},{3,17,6},{1,13,10},{3,17,12},{5,20,16},{0,0,0}}, {{1,13,0},{5,8,3},{3,5,6},{6,10,9},{7,12,11},{6,11,13},{6,10,14},{0,0,0}}, {{1,13,0},{1,13,1},{1,13,3},{1,13,5},{2,15,6},{3,17,8},{1,13,9},{7,10,11},{6,8,12},{0,0,0}}, {{1,13,0},{1,13,1},{1,13,3},{1,13,5},{2,15,6},{3,17,7},{0,0,0}} }, { // Song 2 - Super Mario Bros. Underground |**** | {{7,12,0},{7,24,2},{5,9,4},{5,21,6},{6,10,8},{6,22,10},{0,0,0}}, {{3,5,0},{3,17,2},{1,2,4},{1,14,6},{2,3,8},{2,15,10},{0,0,0}}, {{2,15,0},{1,14,1},{1,13,2},{7,12,3},{2,15,5},{1,14,7},{5,8,9},{4,7,11},{1,13,13},{0,0,0}}, {{7,12,0},{4,18,1},{3,17,2},{2,16,3},{6,22,4},{5,21,5},{4,20,6},{2,15,10},{6,11,12},{6,10,14},{5,9,16},{5,8,18},{0,0,0}} }, { // Song 3 - SMB Starman |** | {{4,6,0},{4,6,2},{4,6,4},{2,3,6},{4,6,7},{4,6,9},{2,3,11},{4,6,12},{2,3,13},{4,6,14},{0,0,0}}, {{3,5,0},{3,5,2},{3,5,4},{1,1,6},{3,5,7},{3,5,9},{1,1,11},{3,5,12},{1,1,13},{3,5,14},{0,0,0}}, {{4,18,0},{4,18,2},{4,18,4},{2,15,6},{4,18,7},{4,18,9},{2,15,11},{4,18,12},{2,15,13},{4,18,14},{0,0,0}}, {{3,17,0},{3,17,2},{3,17,4},{1,13,6},{3,17,7},{3,17,9},{1,13,11},{3,17,12},{1,13,13},{3,17,14},{0,0,0}} }, { // Song 4 - SMB3 Clouds |* | {{1,8,0},{6,20,4},{1,8,12},{2,9,16},{7,21,20},{0,0,0}}, {{6,23,0},{5,20,4},{1,8,8},{3,17,16},{4,18,20},{1,14,24},{6,11,32},{0,0,0}}, {{1,8,0},{6,20,4},{1,8,12},{2,9,16},{7,21,20},{0,0,0}}, {{6,23,0},{5,20,4},{1,8,8},{3,17,16},{4,18,20},{1,14,24},{6,11,32},{0,0,0}} }, { // Song 5 - SMB3 Hammer Bros |*****| {{2,16,0},{3,17,2},{2,16,4},{3,17,6},{2,15,8},{1,13,10},{6,10,12},{1,13,14},{0,0,0}}, {{2,16,0},{3,17,2},{2,16,4},{3,17,6},{2,15,8},{1,13,10},{6,10,12},{1,13,14},{1,13,18},{3,16,20},{2,15,21},{1,13,22},{6,10,26},{1,13,28},{0,0,0}}, {{4,17,0},{4,17,2},{5,19,4},{6,20,6},{7,21,8},{4,17,10},{4,17,14},{3,15,16},{3,15,18},{2,14,20},{3,15,22},{0,0,0}}, {{2,16,0},{3,17,2},{2,16,4},{3,17,6},{2,15,8},{1,13,10},{6,10,12},{1,13,14},{5,17,18},{5,17,20},{5,17,22},{5,17,24},{5,17,26},{5,17,28},{5,17,30},{0,0,0}} }, { // Song 6 - SMB3 Underwater |*** | {{1,8,0},{3,13,2},{6,20,4},{5,19,6},{7,22,10},{0,0,0}}, {{5,19,14},{6,20,16},{4,17,18},{3,13,20},{1,8,22},{2,10,26},{0,0,0}}, {{1,7,0},{2,8,2},{4,13,4},{6,20,6},{5,19,8},{7,22,12},{0,0,0}}, {{5,19,16},{6,20,18},{0,0,0}} // Fuckin' too hard // {{1,8,0},{3,13,2},{6,20,4},{5,19,6},{7,22,10},{5,19,14},{6,20,16},{4,17,18},{3,13,20},{1,8,22},{2,10,26},{0,0,0}}, // {{1,7,0},{2,8,2},{4,13,4},{6,20,6},{5,19,8},{7,22,12},{5,19,16},{6,20,18},{0,0,0}}, // {{2,10,0},{3,13,2},{6,22,4},{5,21,6},{7,24,10},{6,22,14},{4,20,16},{1,8,18},{6,22,20},{4,20,22},{0,0,0}}, // {{1,8,0},{2,11,2},{5,20,4},{4,18,6},{5,20,10},{3,16,14},{6,22,16},{5,20,24},{0,0,0}} }, { // Song 7 - SMW Castle |* | {{5,9,0},{4,6,8},{1,1,12},{2,3,16},{4,6,20},{0,0,0}}, {{1,1,0},{4,6,4},{7,13,8},{5,9,12},{4,8,20},{0,0,0}}, {{3,16,0},{2,15,4},{1,13,8},{2,15,12},{1,10,20},{0,0,0}}, {{2,15,0},{1,13,4},{2,15,8},{3,16,12},{1,15,20},{0,0,0}} }, { // Song 8 - SMW Theme |** | {{6,10,0},{4,6,4},{1,1,7},{2,3,8},{4,6,9},{4,6,11},{0,0,0}}, {{2,3,0},{1,1,1},{4,6,3},{4,6,5},{7,13,7},{6,10,9},{5,8,12},{0,0,0}}, {{6,10,0},{4,6,4},{1,1,7},{2,3,8},{4,6,9},{4,6,11},{5,8,15},{6,10,16},{4,6,17},{1,1,18},{2,3,20},{4,6,23},{0,0,0}}, {{1,13,0},{2,15,2},{1,13,4},{2,15,6},{1,13,8},{1,1,11},{7,11,12},{6,10,13},{5,8,14},{4,6,16},{0,0,0}} }, { // Song 9 - Yoshi Story Theme |* | {{5,17,0},{6,19,4},{5,17,5},{6,19,6},{5,17,8},{0,0,0}}, {{3,14,0},{4,15,4},{3,14,5},{4,15,6},{3,14,8},{0,0,0}}, {{5,17,0},{6,19,4},{5,17,5},{6,19,6},{5,17,8},{0,0,0}}, {{4,15,0},{3,14,1},{4,15,2},{3,14,4},{2,12,8},{1,10,9},{2,12,10},{1,10,12},{0,0,0}} }, { // Song 10 - SM64 Peaches Castle |*** | {{4,8,0},{5,10,6},{4,8,10},{3,7,14},{4,8,16},{6,13,18},{7,17,20},{0,0,0}}, {{3,6,0},{4,8,6},{3,6,10},{2,5,14},{3,6,16},{5,12,18},{6,15,20},{0,0,0}}, {{2,5,0},{3,6,6},{2,5,10},{1,4,14},{2,5,16},{4,10,18},{5,13,20},{0,0,0}}, {{4,10,2},{5,12,4},{6,13,6},{7,15,8},{6,13,10},{7,15,12},{4,10,14},{5,12,18},{4,10,20},{5,12,22},{6,13,24},{6,13,28},{6,13,34},{6,13,36},{6,13,38},{0,0,0}} }, { // Song 11 - SM64 Koopa Road |*** | {{3,6,0},{1,1,10},{3,6,12},{7,16,14},{6,15,16},{5,11,18},{3,6,20},{0,0,0}}, {{3,6,0},{2,4,6},{3,6,10},{5,11,12},{4,9,14},{5,11,16},{0,0,0}}, {{3,6,0},{1,1,10},{3,6,12},{7,16,14},{6,15,16},{5,11,18},{3,6,20},{0,0,0}}, {{1,1,0},{3,6,2},{7,18,4},{6,16,6},{5,15,10},{4,13,20},{5,15,22},{0,0,0}} }, { // Song 12 - Frappe Snowland |*** | {{1,14,2},{2,15,3},{3,17,4},{6,22,5},{3,17,7},{0,0,0}}, {{2,15,0},{1,14,2},{2,15,4},{1,14,5},{6,10,7},{3,5,9},{4,7,10},{3,5,11},{0,0,0}}, {{1,14,2},{2,15,3},{3,17,4},{6,22,5},{3,17,7},{0,0,0}}, {{2,15,0},{1,14,2},{2,15,4},{1,14,5},{6,10,7},{6,10,9},{7,12,10},{6,10,11},{0,0,0}} }, { // Song 13 - Ghost Luigi Mansion theme |**** | {{7,17,2},{7,17,4},{7,17,6},{7,17,8},{4,13,12},{7,17,14},{6,16,16},{3,12,20},{0,0,0}}, {{5,15,2},{5,15,4},{5,15,6},{5,15,8},{3,12,12},{5,15,14},{4,13,16},{2,11,22},{3,12,24},{1,5,28},{0,0,0}}, {{7,17,2},{7,17,4},{7,17,6},{7,17,8},{4,13,12},{7,17,14},{6,16,16},{3,12,20},{0,0,0}}, {{5,15,2},{5,15,4},{5,15,6},{5,15,8},{3,12,12},{5,15,14},{7,17,16},{5,15,18},{4,13,20},{3,12,22},{1,10,24},{0,0,0}} }, { // Song 14 - Desert |** | {{6,9,0},{4,6,4},{3,5,12},{3,5,16},{4,6,18},{0,0,0}}, {{6,9,0},{4,6,4},{3,5,12},{3,5,16},{4,6,18},{0,0,0}}, {{4,13,0},{3,12,20},{5,14,22},{6,17,24},{5,14,26},{4,13,32},{0,0,0}}, {{1,9,0},{2,11,2},{3,12,4},{5,14,8},{4,13,12},{0,0,0}} }, { // Song 15 - Gusty Garden Galaxy |*****| {{5,14,0},{4,13,10},{6,16,12},{5,14,14},{3,9,16},{1,6,26},{2,7,28},{3,9,30},{3,9,32},{2,7,38},{0,0,0}}, {{6,16,0},{5,15,10},{7,18,12},{6,16,14},{4,14,16},{3,13,22},{2,11,26},{3,13,30},{2,11,32},{1,9,38},{0,0,0}}, {{6,21,0},{5,20,10},{7,23,12},{6,21,14},{4,19,16},{3,18,22},{4,19,32},{3,18,42},{6,21,44},{4,19,46},{3,18,48},{1,16,54},{0,0,0}}, {{5,18,0},{4,17,10},{6,19,12},{5,18,14},{4,16,16},{3,15,22},{5,18,26},{4,16,30},{2,14,32},{1,13,38},{2,14,44},{4,16,48},{0,0,0}} }, { // Song 16 - Overworld or Cave {{0,0,0}}, {{0,0,0}}, {{0,0,0}}, {{0,0,0}} } }; const char* Prizes[10][4] = { { "I_kinoko", "g3d/I_kinoko.brres", "I_kinoko", "wait2" }, { "I_fireflower", "g3d/I_fireflower.brres", "I_fireflower", "wait2" }, { "I_propeller", "g3d/I_propeller.brres", "I_propeller_model", "wait2" }, { "I_iceflower", "g3d/I_iceflower.brres", "I_iceflower", "wait2" }, { "I_penguin", "g3d/I_penguin.brres", "I_penguin", "wait2" }, { "I_kinoko_bundle","g3d/I_mini_kinoko.brres", "I_mini_kinoko", "wait2" }, { "I_star", "g3d/I_star.brres", "I_star", "wait2" }, { "I_hammer", "g3d/I_fireflower.brres", "I_fireflower", "wait2" }, { "I_kinoko_bundle","g3d/I_life_kinoko.brres", "I_life_kinoko", "wait2" }, { "obj_coin", "g3d/obj_coin.brres", "obj_coin", "wait2" } }; const char* Notes[24] = { "sfx/3C", "sfx/3C#", "sfx/3D", "sfx/3D#", "sfx/3E", "sfx/3F", "sfx/3F#", "sfx/3G", "sfx/3G#", "sfx/3A", "sfx/3A#", "sfx/3B", "sfx/4C", "sfx/4C#", "sfx/4D", "sfx/4D#", "sfx/4E", "sfx/4F", "sfx/4F#", "sfx/4G", "sfx/4G#", "sfx/4A", "sfx/4A#", "sfx/4B" }; const char* SAarcNameList [] = { "obj_coin", "I_hammer", "I_star", "block_light", "block_light_color", "I_kinoko_bundle", NULL }; /*****************************************************************************/ // Playing frickin' sounds extern "C" void PlaySoundWithFunctionB4(void *spc, nw4r::snd::SoundHandle *handle, int id, int unk); static nw4r::snd::StrmSoundHandle handle; u8 hijackMusicWithSongName(const char *songName, int themeID, bool hasFast, int channelCount, int trackCount, int *wantRealStreamID); void BonusMusicPlayer(int id) { if (handle.Exists()) handle.Stop(0); int sID; hijackMusicWithSongName(Notes[id], -1, false, 2, 1, &sID); PlaySoundWithFunctionB4(SoundRelatedClass, &handle, sID, 1); } /*****************************************************************************/ // The Prize Model class dSongPrize: public dEn_c { public: int onCreate(); int onDelete(); int onExecute(); int beforeDraw(); int onDraw(); void doSpin(); mHeapAllocator_c allocator; nw4r::g3d::ResFile resFile; m3d::mdl_c bodyModel; m3d::anmChr_c aw; int queue; int p; int timer; HermiteKey keysX[0x10]; unsigned int Xkey_count; HermiteKey keysY[0x10]; unsigned int Ykey_count; HermiteKey keysS[0x10]; unsigned int Skey_count; USING_STATES(dSongPrize); DECLARE_STATE(Wait); DECLARE_STATE(Shrink); DECLARE_STATE(Spin); static dSongPrize *build(); }; CREATE_STATE(dSongPrize, Wait); CREATE_STATE(dSongPrize, Shrink); CREATE_STATE(dSongPrize, Spin); dSongPrize *dSongPrize::build() { void *buffer = AllocFromGameHeap1(sizeof(dSongPrize)); return new(buffer) dSongPrize; } int dSongPrize::onCreate() { // Settings queue = this->settings & 0xF; int prize = this->settings >> 16; scale = (Vec){ 3.0, 3.0, 3.0 }; p = prize; // Model creation allocator.link(-1, GameHeaps[0], 0, 0x20); resFile.data = getResource(Prizes[p][0], Prizes[p][1]); nw4r::g3d::ResMdl mdl = resFile.GetResMdl(Prizes[p][2]); bodyModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_Item(&bodyModel, 0); // 800B42B0 // Animation Assignment nw4r::g3d::ResAnmChr anmChr = resFile.GetResAnmChr("wait2"); aw.setup(mdl, anmChr, &allocator, 0); aw.bind(&bodyModel, anmChr, 1); bodyModel.bindAnim(&aw, 0.0); aw.setUpdateRate(1.0); allocator.unlink(); // Change State doStateChange(&dSongPrize::StateID_Wait); return true; } int dSongPrize::onDelete() { return true; } int dSongPrize::onExecute() { acState.execute(); return true; } int dSongPrize::beforeDraw() { return 1; } int dSongPrize::onDraw() { if (p == 9) { matrix.translation(pos.x, pos.y + (8.0 * scale.y), pos.z); } else { matrix.translation(pos.x, pos.y, pos.z); } matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z); bodyModel.setDrawMatrix(matrix); bodyModel.setScale(&scale); bodyModel.calcWorld(false); bodyModel.scheduleForDrawing(); bodyModel._vf1C(); if(this->aw.isAnimationDone()) this->aw.setCurrentFrame(0.0); return true; } void dSongPrize::beginState_Wait() {} void dSongPrize::executeState_Wait() {} void dSongPrize::endState_Wait() {} void dSongPrize::beginState_Shrink() { this->timer = 0; Xkey_count = 2; Ykey_count = 2; Skey_count = 2; // /* keysX[i] = { frame, value, slope }; */ keysX[0] = (HermiteKey){ 0.0, pos.x, 0.8 }; keysY[0] = (HermiteKey){ 0.0, pos.y, 0.8 }; keysS[0] = (HermiteKey){ 0.0, 3.0, -0.8 }; keysX[1] = (HermiteKey){ 60.0, pos.x + (30.0 * queue) - 172.0, 1.0 }; keysY[1] = (HermiteKey){ 60.0, pos.y + 64.0, 1.0 }; keysS[1] = (HermiteKey){ 60.0, 1.0, 0.0 }; } void dSongPrize::executeState_Shrink() { float modX = GetHermiteCurveValue(timer, keysX, Xkey_count); float modY = GetHermiteCurveValue(timer, keysY, Ykey_count); //float modS = GetHermiteCurveValue(timer, keysS, Skey_count); float modS = 3.0f - (timer * (2.0f / 60.0f)); pos = (Vec){ modX, modY, pos.z }; scale = (Vec){ modS, modS, modS }; if (timer == 60) { doStateChange(&StateID_Wait); } timer += 1; } void dSongPrize::endState_Shrink() {} void dSongPrize::beginState_Spin() { this->timer = 0; Xkey_count = 2; keysX[0] = (HermiteKey){ 0.0, 0.0, 0.0 }; keysX[1] = (HermiteKey){ 20.0, 65535.0, 0.0 }; } void dSongPrize::executeState_Spin() { float modX = GetHermiteCurveValue(timer, keysX, Xkey_count); rot.y = (int)modX; if (timer == 20) { SpawnEffect("Wm_ob_flagget", 0, &(Vec){pos.x-10.0, pos.y-2.0, pos.z-100.0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); } if (timer == 30) { doStateChange(&StateID_Wait); } timer += 1; } void dSongPrize::endState_Spin() {} class dSongBlock : public daEnBlockMain_c { public: Physics::Info physicsInfo; int onCreate(); int onDelete(); int onExecute(); int beforeDraw(); int onDraw(); mHeapAllocator_c allocator; nw4r::g3d::ResFile resFile; m3d::mdl_c bodyModel; m3d::mdl_c glowModel; m3d::mdl_c deadModel; m3d::mdl_c deadglowModel; StageActorLight light; mHeapAllocator_c allocatorB; int note; int isGlowing; int glowTimer; int isDead; int standAlone; int item; void calledWhenUpMoveExecutes(); void calledWhenDownMoveExecutes(); void blockWasHit(bool isDown); void glow(); void unglow(); USING_STATES(dSongBlock); DECLARE_STATE(Wait); static dSongBlock *build(); }; /*****************************************************************************/ // Sing Along class dSingAlong : public dStageActor_c { public: static dSingAlong *instance; static dSingAlong *build(); void RegisterNote(int note); void addPowerups(); int onCreate(); int onDelete(); int onExecute(); int onDraw(); //int beforeExecute() { return true; } int afterExecute(int) { return true; } dSingAlong() : state(this, &StateID_Intro) { } mHeapAllocator_c allocator; dSongPrize *PrizeModel; dSongPrize *Pa; dSongPrize *Pb; dSongPrize *Pc; dSongPrize *Pd; dSongBlock *SBa; dSongBlock *SBb; dSongBlock *SBc; dSongBlock *SBd; dSongBlock *SBe; dSongBlock *SBf; dSongBlock *SBg; int song; int prize[4]; int chorus; int currentNote; int endNote; int timer; int counter; int Powerups[10]; int isResponding; int success; dStateWrapper_c state; // Intro, Call, Response, Display Prize, Failure, Win, Collect Prizes USING_STATES(dSingAlong); DECLARE_STATE(Intro); DECLARE_STATE(Call); DECLARE_STATE(Response); DECLARE_STATE(Prize); DECLARE_STATE(Failure); DECLARE_STATE(Win); DECLARE_STATE(Mistake); }; dSingAlong *dSingAlong::instance = 0; dSingAlong *dSingAlong::build() { void *buffer = AllocFromGameHeap1(sizeof(dSingAlong)); dSingAlong *c = new(buffer) dSingAlong; instance = c; return c; } /*****************************************************************************/ // Events int dSingAlong::onCreate() { NoMichaelBuble = true; StageC4::instance->_1D = 1; // enable no-pause // Load in the settings this->song = this->settings & 0xF; this->prize[0] = (this->settings >> 28) & 0xF; this->prize[1] = (this->settings >> 24) & 0xF; this->prize[2] = (this->settings >> 20) & 0xF; this->prize[3] = (this->settings >> 16) & 0xF; this->chorus = -1; this->currentNote = 0; this->success = 0; this->Powerups[0] = 0; // Mushroom this->Powerups[1] = 0; // Fireflower this->Powerups[2] = 0; // Propeller this->Powerups[3] = 0; // Iceflower this->Powerups[4] = 0; // Penguin this->Powerups[5] = 0; // MiniShroom this->Powerups[6] = 0; // Starman this->Powerups[7] = 0; // Hammer this->Powerups[8] = 0; // 1-ups this->Powerups[9] = 0; // Coins // Create and prepare the blocks S16Vec rot = (S16Vec){0,0,0}; float x = pos.x; float y = pos.y - 40.0; float z = pos.z; SBa = (dSongBlock*)create(WM_KILLER, 1, &(Vec){x-96.0+(32.0*0), y, z}, &rot, 0); SBb = (dSongBlock*)create(WM_KILLER, 2, &(Vec){x-96.0+(32.0*1), y, z}, &rot, 0); SBc = (dSongBlock*)create(WM_KILLER, 3, &(Vec){x-96.0+(32.0*2), y, z}, &rot, 0); SBd = (dSongBlock*)create(WM_KILLER, 4, &(Vec){x-96.0+(32.0*3), y, z}, &rot, 0); SBe = (dSongBlock*)create(WM_KILLER, 5, &(Vec){x-96.0+(32.0*4), y, z}, &rot, 0); SBf = (dSongBlock*)create(WM_KILLER, 6, &(Vec){x-96.0+(32.0*5), y, z}, &rot, 0); SBg = (dSongBlock*)create(WM_KILLER, 7, &(Vec){x-96.0+(32.0*6), y, z}, &rot, 0); // // Trigger the intro state state.setState(&StateID_Intro); isResponding = 0; return true; } int dSingAlong::onExecute() { state.execute(); return true; } int dSingAlong::onDraw() { return true; } int dSingAlong::onDelete() { instance = 0; return 1; } /*****************************************************************************/ // Register a Note being played by the players void dSingAlong::RegisterNote(int note) { nw4r::snd::SoundHandle handle; if (isResponding == 1) { if (note == Songs[song][chorus][currentNote][0]) { BonusMusicPlayer(Songs[song][chorus][currentNote][1]-1); // MapSoundPlayer(SoundRelatedClass, Notes[Songs[song][chorus][currentNote][1]-1], 1); currentNote += 1; } else { PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_CMN_WIN_CLOSE, 1); isResponding = 0; state.setState(&StateID_Mistake); } } } /*****************************************************************************/ // Intro CREATE_STATE(dSingAlong, Intro); void dSingAlong::beginState_Intro() {} void dSingAlong::endState_Intro() {} void dSingAlong::executeState_Intro() { MakeMarioEnterDemoMode(); state.setState(&StateID_Prize); } //*****************************************************************************/ // Prize CREATE_STATE(dSingAlong, Prize); void dSingAlong::beginState_Prize() { this->timer = 120; } void dSingAlong::executeState_Prize() { if ((timer == 120) && (chorus >= 0)) { // Play a nice success sound, and wait a second nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_IH_PAIR_OK, 1); //PlaySound(this, SE_MG_IH_PAIR_OK); // SE_MG_IH_NICE or SE_MG_UH_NICE int p; p = prize[chorus]; this->Powerups[p] += 1; } if ((timer == 60) && (chorus >= 0)) { if (chorus == 0) { Pa = PrizeModel; } if (chorus == 1) { Pb = PrizeModel; } if (chorus == 2) { Pc = PrizeModel; } if (chorus == 3) { Pd = PrizeModel; } PrizeModel->doStateChange(&dSongPrize::StateID_Shrink); } if (timer == 0) { chorus += 1; if (chorus == 4) { if (success != 4) state.setState(&StateID_Failure); else state.setState(&StateID_Win); return; } SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_APPEAR, 1); //PlaySound(this, SE_OBJ_ITEM_APPEAR); // SE_OBJ_GOOD_ITEM_APPEAR PrizeModel = (dSongPrize*)create(WM_SINKSHIP, chorus + (prize[chorus] << 16), &pos, &rot, 0); } if (timer == -90) { state.setState(&StateID_Call); } timer -= 1; } void dSingAlong::endState_Prize() {} //*****************************************************************************/ // Call CREATE_STATE(dSingAlong, Call); void dSingAlong::beginState_Call() { timer = 0; currentNote = 0; } void dSingAlong::executeState_Call() { if (timer == (Songs[song][chorus][currentNote][2] * Tempo[song])) { BonusMusicPlayer(Songs[song][chorus][currentNote][1]-1); Vec effPos; if (Songs[song][chorus][currentNote][0] == 1) { SBa->glow(); effPos = SBa->pos; } else if (Songs[song][chorus][currentNote][0] == 2) { SBb->glow(); effPos = SBb->pos; } else if (Songs[song][chorus][currentNote][0] == 3) { SBc->glow(); effPos = SBc->pos; } else if (Songs[song][chorus][currentNote][0] == 4) { SBd->glow(); effPos = SBd->pos; } else if (Songs[song][chorus][currentNote][0] == 5) { SBe->glow(); effPos = SBe->pos; } else if (Songs[song][chorus][currentNote][0] == 6) { SBf->glow(); effPos = SBf->pos; } else if (Songs[song][chorus][currentNote][0] == 7) { SBg->glow(); effPos = SBg->pos; } SpawnEffect("Wm_en_vshit_ring", 0, &(Vec){effPos.x, effPos.y+8.0, effPos.z-100.0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); currentNote += 1; if (Songs[song][chorus][currentNote][0] == 0) { state.setState(&StateID_Response); } } timer += 1; } void dSingAlong::endState_Call() { MakeMarioExitDemoMode(); } /*****************************************************************************/ // Response CREATE_STATE(dSingAlong, Response); void dSingAlong::beginState_Response() { timer = 0; currentNote = 0; isResponding = 1; } void dSingAlong::executeState_Response() { if (Songs[song][chorus][currentNote][0] == 0) { isResponding = 0; MakeMarioEnterDemoMode(); this->success = this->success + 1; state.setState(&StateID_Prize); } } void dSingAlong::endState_Response() {} //*****************************************************************************/ // Prize CREATE_STATE(dSingAlong, Mistake); void dSingAlong::beginState_Mistake() { SBa->unglow(); SBb->unglow(); SBc->unglow(); SBd->unglow(); SBe->unglow(); SBf->unglow(); SBg->unglow(); MakeMarioEnterDemoMode(); this->timer = 120; chorus += 1; } void dSingAlong::executeState_Mistake() { if (timer == 60) { nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_IH_NOPAIR_NG, 1); SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}); PrizeModel->Delete(1); } if (chorus >= 4 && timer == 15) { state.setState(&StateID_Failure); return; } if (timer == 0) { SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_APPEAR, 1); PrizeModel = (dSongPrize*)create(WM_SINKSHIP, chorus + (prize[chorus] << 16), &pos, &rot, 0); } if (timer == -90) { state.setState(&StateID_Call); } timer -= 1; } void dSingAlong::endState_Mistake() { if (chorus != 4) { SBa->isDead = 0; SBb->isDead = 0; SBc->isDead = 0; SBd->isDead = 0; SBe->isDead = 0; SBf->isDead = 0; SBg->isDead = 0; } } /*****************************************************************************/ // Failure CREATE_STATE(dSingAlong, Failure); void dSingAlong::beginState_Failure() { this->timer = 0; MakeMarioEnterDemoMode(); } void dSingAlong::executeState_Failure() { if (timer == 5) { if (success == 0) { for (int i = 0; i < 4; i++) if (dAcPy_c *player = dAcPy_c::findByID(i)) player->setAnimePlayWithAnimID(dm_surprise); } else { for (int i = 0; i < 4; i++) if (dAcPy_c *player = dAcPy_c::findByID(i)) { player->setAnimePlayWithAnimID(dm_glad); player->setFlag(0x24); } } } // Play a success/failure sound if (timer == 20) { StopBGMMusic(); nw4r::snd::SoundHandle handle; if (success == 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_BAD, 1); else PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_GOOD, 1); } // Delete the big powerup with a poof if it's fail // if (timer == 30*1) { // SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}); // nw4r::snd::SoundHandle handle; // PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_IH_NOPAIR_OK, 1); // PrizeModel->Delete(1); // if (chorus == 0) // timer += 140; // } // Make the banked powerups do a little dance/effect // Play a sound for each powerup gained if (timer == 30*2 || timer == 30*3 || timer == 30*4 || timer == 30*5) { dSongPrize *dancer = 0; if (timer == 30*2) dancer = Pa; else if (timer == 30*3) dancer = Pb; else if (timer == 30*4) dancer = Pc; else if (timer == 30*5) dancer = Pd; if (dancer) { dancer->doStateChange(&dSongPrize::StateID_Spin); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1); } else { timer += 29; } } // If victory, make mario do a little dance/sound if (timer == 30*7) { nw4r::snd::SoundHandle handle1, handle2, handle3, handle4; if (GetSpecificPlayerActor(0) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, (success == 0) ? SE_VOC_MA_CS_COURSE_MISS : SE_VOC_MA_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(1) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle2, (success == 0) ? SE_VOC_LU_CS_COURSE_MISS : SE_VOC_LU_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(2) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle3, (success == 0) ? SE_VOC_KO_CS_COURSE_MISS : SE_VOC_KO_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(3) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle4, (success == 0) ? SE_VOC_KO2_CS_COURSE_MISS : SE_VOC_KO2_CLEAR_MULTI, 1); } // Add the powerups and exit the stage if (timer == 30*9) { this->addPowerups(); ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE); } timer += 1; } void dSingAlong::endState_Failure() {} /*****************************************************************************/ // Win CREATE_STATE(dSingAlong, Win); void dSingAlong::beginState_Win() { this->timer = 0; MakeMarioEnterDemoMode(); } void dSingAlong::executeState_Win() { if (timer == 5) for (int i = 0; i < 4; i++) if (dAcPy_c *player = dAcPy_c::findByID(i)) { player->setAnimePlayWithAnimID(dm_glad); player->setFlag(0x24); } // Play a success/failure sound if (timer == 30) { nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_GOOD, 1); StopBGMMusic(); } // Make the banked powerups do a little dance/effect // Play a sound for each powerup gained if (timer == 30*3 || timer == 30*4 || timer == 30*5 || timer == 30*6) { dSongPrize *dancer = 0; if (timer == 30*3) dancer = Pa; else if (timer == 30*4) dancer = Pb; else if (timer == 30*5) dancer = Pc; else if (timer == 30*6) dancer = Pd; if (dancer) { dancer->doStateChange(&dSongPrize::StateID_Spin); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1); } else { timer += 29; } } // If victory, make mario do a little dance/sound if (timer == 30*8) { nw4r::snd::SoundHandle handle1, handle2, handle3, handle4; if (GetSpecificPlayerActor(0) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_MA_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(1) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle2, SE_VOC_LU_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(2) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle3, SE_VOC_KO_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(3) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle4, SE_VOC_KO2_CLEAR_MULTI, 1); SpawnEffect("Wm_ob_fireworks_y", 0, &(Vec){pos.x-80.0, pos.y+20.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}); } if (timer == (int)30*8.5) { SpawnEffect("Wm_ob_fireworks_b", 0, &(Vec){pos.x+108.0, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}); } if (timer == 30*9) { SpawnEffect("Wm_ob_fireworks_g", 0, &(Vec){pos.x, pos.y+50.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}); } // Add the powerups and exit the stage if (timer == 30*11) { this->addPowerups(); ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE); } timer += 1; } void dSingAlong::endState_Win() {} /*****************************************************************************/ // Add Powerups at the End of the Stage void dSingAlong::addPowerups() { SaveFile *file = GetSaveFile(); SaveBlock *block = file->GetBlock(file->header.current_file); for (int i = 0; i < 8; i++) { // Change this to 8 to support hammers block->powerups_available[i] = block->powerups_available[i] + this->Powerups[i]; if (block->powerups_available[i] > 99) { block->powerups_available[i] = 99; } } for (int i = 0; i < 4; i++) { // Make sure all players get the reward! block->player_coins[i] = (this->Powerups[9] * 50) + block->player_coins[i]; for (;block->player_coins[i] < 100; block->player_coins[i] - 100) { block->player_coins[i] = 1 + block->player_coins[i]; } block->player_lives[i] = this->Powerups[8] + block->player_lives[i]; if (block->player_lives[i] > 99) { block->player_lives[i] = 99; } } return; } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ // Replaces: Nothing yet CREATE_STATE(dSongBlock, Wait); dSongBlock *dSongBlock::build() { void *buffer = AllocFromGameHeap1(sizeof(dSongBlock)); return new(buffer) dSongBlock; } int dSongBlock::onCreate() { // Settings this->note = this->settings & 0xF; this->standAlone = (this->settings >> 4) & 0xF; this->item = (this->settings >> 16) & 0xFF; // Model creation allocator.link(-1, GameHeaps[0], 0, 0x20); char modelName [24]; sprintf(modelName, "g3d/block_light_%d.brres", this->note); this->resFile.data = getResource("block_light", modelName); nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("block_light"); bodyModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_MapObj(&bodyModel, 0); // 800B42B0 char glowName [25]; sprintf(glowName, "g3d/block_light_g%d.brres", this->note); this->resFile.data = getResource("block_light", glowName); mdl = this->resFile.GetResMdl("block_light"); glowModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_MapObj(&glowModel, 0); // 800B42B0 // Dead Models this->resFile.data = getResource("block_light", "g3d/block_light_8.brres"); mdl = this->resFile.GetResMdl("block_light"); deadModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_MapObj(&deadModel, 0); // 800B42B0 this->resFile.data = getResource("block_light", "g3d/block_light_g8.brres"); mdl = this->resFile.GetResMdl("block_light"); deadglowModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_MapObj(&deadglowModel, 0); // 800B42B0 allocator.unlink(); // Glow related isGlowing = 0; glowTimer = 0; isDead = 0; light.init(&allocatorB, 2); // Block Physics blockInit(pos.y); physicsInfo.x1 = -8; physicsInfo.y1 = 16; physicsInfo.x2 = 8; physicsInfo.y2 = 0; physicsInfo.otherCallback1 = &daEnBlockMain_c::OPhysicsCallback1; physicsInfo.otherCallback2 = &daEnBlockMain_c::OPhysicsCallback2; physicsInfo.otherCallback3 = &daEnBlockMain_c::OPhysicsCallback3; physics.setup(this, &physicsInfo, 3, currentLayerID); physics.flagsMaybe = 0x260; physics.callback1 = &daEnBlockMain_c::PhysicsCallback1; physics.callback2 = &daEnBlockMain_c::PhysicsCallback2; physics.callback3 = &daEnBlockMain_c::PhysicsCallback3; physics.addToList(); // Change State doStateChange(&dSongBlock::StateID_Wait); return true; } int dSongBlock::onDelete() { physics.removeFromList(); return true; } int dSongBlock::onExecute() { acState.execute(); physics.update(); blockUpdate(); if (glowTimer > 0) { glowTimer--; } else { isGlowing = 0; } light.pos.x = pos.x; light.pos.y = pos.y+8.0; light.pos.z = pos.z; light.size = 226.0; light.update(); // now check zone bounds based on state if (acState.getCurrentState()->isEqual(&StateID_Wait)) { checkZoneBoundaries(0); } return true; } int dSongBlock::beforeDraw() { light.draw(); return dStageActor_c::beforeDraw(); } int dSongBlock::onDraw() { matrix.translation(pos.x, pos.y+8.0, pos.z); matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z); if (isDead == 0) { if (isGlowing == 0) { bodyModel.setDrawMatrix(matrix); bodyModel.setScale(&scale); bodyModel.calcWorld(false); bodyModel.scheduleForDrawing(); } else { glowModel.setDrawMatrix(matrix); glowModel.setScale(&scale); glowModel.calcWorld(false); glowModel.scheduleForDrawing(); } } else { if (isGlowing == 0) { deadModel.setDrawMatrix(matrix); deadModel.setScale(&scale); deadModel.calcWorld(false); deadModel.scheduleForDrawing(); } else { deadglowModel.setDrawMatrix(matrix); deadglowModel.setScale(&scale); deadglowModel.calcWorld(false); deadglowModel.scheduleForDrawing(); } } return true; } void dSongBlock::blockWasHit(bool isDown) { pos.y = initialY; SpawnEffect("Wm_en_vshit_ring", 0, &(Vec){pos.x, pos.y+8.0, pos.z-100.0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); SpawnEffect("Wm_ob_keyget02_lighit", 0, &(Vec){pos.x, pos.y+8.0, pos.z-100.0}, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5}); if (item > 0) { create(EN_ITEM, item, &(Vec){pos.x, pos.y, pos.z}, &rot, 0); } if (standAlone) { int play; // C, C#, D, D#, E, F, F#, G, G#, A, A#, B if (note == 0) { play = 12; } else if (note == 1) { play = 12; } else if (note == 2) { play = 14; } else if (note == 3) { play = 16; } else if (note == 4) { play = 17; } else if (note == 5) { play = 19; } else if (note == 6) { play = 21; } else if (note == 7) { play = 23; } else if (note == 8) { play = 0; } // nw4r::snd::SoundHandle handle; // PlaySoundWithFunctionB4(SoundRelatedClass, &handle, Notes[play], 1); BonusMusicPlayer(play); } else { dSingAlong::instance->RegisterNote(this->note); } physics.setup(this, &physicsInfo, 3, currentLayerID); physics.addToList(); doStateChange(&StateID_Wait); } void dSongBlock::calledWhenUpMoveExecutes() { if (initialY >= pos.y) blockWasHit(false); } void dSongBlock::calledWhenDownMoveExecutes() { if (initialY <= pos.y) blockWasHit(true); } void dSongBlock::glow() { isGlowing = 1; isDead = 0; glowTimer = 15; } void dSongBlock::unglow() { isDead = 1; SpawnEffect("Wm_en_sanbohit_smk", 0, &(Vec){pos.x, pos.y+8.0, pos.z-100.0}, &(S16Vec){0,0,0}, &(Vec){0.4, 0.4, 0.4}); } void dSongBlock::beginState_Wait() {} void dSongBlock::endState_Wait() {} void dSongBlock::executeState_Wait() { int result = blockResult(); if (result == 0) return; if (result == 1) { glow(); doStateChange(&daEnBlockMain_c::StateID_UpMove); anotherFlag = 2; isGroundPound = false; } else { glow(); doStateChange(&daEnBlockMain_c::StateID_DownMove); anotherFlag = 1; isGroundPound = true; } }