#include #include #include #include #include "boss.h" const char* BDarcNameList [] = { "koopa_clown_bomb", NULL }; class dDroppedBomb : public dEn_c { int onCreate(); int onExecute(); int onDelete(); int onDraw(); void kill(); mHeapAllocator_c allocator; m3d::mdl_c bodyModel; u32 cmgr_returnValue; static dDroppedBomb *build(); void updateModelMatrices(); void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther); // void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther); }; void dDroppedBomb::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); this->kill(); } dDroppedBomb *dDroppedBomb::build() { void *buffer = AllocFromGameHeap1(sizeof(dDroppedBomb)); return new(buffer) dDroppedBomb; } // void dDroppedBomb::spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) { this->kill(); } void dDroppedBomb::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { } bool dDroppedBomb::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return false; } void dDroppedBomb::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {} void dDroppedBomb::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {} void dDroppedBomb::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) {} void dDroppedBomb::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {} void dDroppedBomb::kill() { PlaySoundAsync(this, SE_BOSS_JR_BOMB_BURST); SpawnEffect("Wm_en_explosion", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); SpawnEffect("Wm_mr_wirehit", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){1.25, 1.25, 1.25}); this->Delete(1); } int dDroppedBomb::onCreate() { allocator.link(-1, GameHeaps[0], 0, 0x20); nw4r::g3d::ResFile rf(getResource("koopa_clown_bomb", "g3d/koopa_clown_bomb.brres")); bodyModel.setup(rf.GetResMdl("koopa_clown_bomb"), &allocator, 0x224, 1, 0); SetupTextures_Enemy(&bodyModel, 0); allocator.unlink(); ActivePhysics::Info KoopaJunk; KoopaJunk.xDistToCenter = -20.0f; KoopaJunk.yDistToCenter = 0.0; KoopaJunk.xDistToEdge = 20.0f; KoopaJunk.yDistToEdge = 20.0f; this->scale.x = 1.0; this->scale.y = 1.0; this->scale.z = 1.0; KoopaJunk.category1 = 0x3; KoopaJunk.category2 = 0x0; KoopaJunk.bitfield1 = 0x4F; KoopaJunk.bitfield2 = 0xFFFFFFFF; KoopaJunk.unkShort1C = 0; KoopaJunk.callback = &dEn_c::collisionCallback; this->aPhysics.initWithStruct(this, &KoopaJunk); this->aPhysics.addToList(); spriteSomeRectX = 20.f; spriteSomeRectY = 20.f; _320 = 0.0f; _324 = 20.f; // 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(); pos.z = 3300.0; speed.y = -1.5f; PlaySound(this, SE_EMY_ELCJ_THROW); return true; } int dDroppedBomb::onDelete() { return true; } int dDroppedBomb::onDraw() { bodyModel.scheduleForDrawing(); return true; } void dDroppedBomb::updateModelMatrices() { 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); } int dDroppedBomb::onExecute() { // acState.execute(); updateModelMatrices(); rot.x += 0x200; rot.y += 0x400; rot.z += 0x600; float rect[] = {this->_320, this->_324, this->spriteSomeRectX, this->spriteSomeRectY}; int ret = this->outOfZone(this->pos, (float*)&rect, this->currentZoneID); if(ret) { this->Delete(1); } speed.y = speed.y - 0.01875; HandleXSpeed(); HandleYSpeed(); doSpriteMovement(); cmgr_returnValue = collMgr.CollidedWithTile(); collMgr.execute(); if (collMgr.CollidedWithTile() || (collMgr.bitfield_for_checks & (0x15 << direction))) { this->kill(); } return true; } // ========================================================================================================= // ================================================ CONTROLLER ============================================= // ========================================================================================================= class dBombDrop : public dStageActor_c { int onCreate(); int onExecute(); int onDelete(); int onDraw(); int timer; dStageActor_c * target; int eventA; int eventB; static dBombDrop *build(); }; dBombDrop *dBombDrop::build() { void *buffer = AllocFromGameHeap1(sizeof(dBombDrop)); return new(buffer) dBombDrop; } int dBombDrop::onCreate() { int t = this->settings & 0xF; this->eventA = ((this->settings >> 24) & 0xFF) - 1; this->eventB = ((this->settings >> 16) & 0xFF) - 1; if (t == 0) { target = (dStageActor_c*)FindActorByType(EN_BOSS_KOOPA, 0); } else { target = GetSpecificPlayerActor(t - 1); } dFlagMgr_c::instance->set(eventA, 0, false, false, false); dFlagMgr_c::instance->set(eventB, 0, false, false, false); return true; } int dBombDrop::onDelete() { return true; } int dBombDrop::onDraw() { return true; } int dBombDrop::onExecute() { pos.x = target->pos.x; bool active; active = dFlagMgr_c::instance->active(eventA); if (active) { create(WM_SMALLCLOUD, 0, &pos , &rot, 0); dFlagMgr_c::instance->set(eventA, 0, false, false, false); dFlagMgr_c::instance->set(eventA+1, 0, true, false, false); } active = dFlagMgr_c::instance->active(eventB); if (active) { create(WM_SMALLCLOUD, 0, &pos, &rot, 0); dFlagMgr_c::instance->set(eventB, 0, false, false, false); dFlagMgr_c::instance->set(eventB+1, 0, true, false, false); } return true; }