#include #include #include #include #include #include "boss.h" #include "player.h" class daRamboo_c : public daBoss { int onCreate(); int onDelete(); int onExecute(); int onDraw(); mHeapAllocator_c allocator; m3d::mdl_c bodyModel; m3d::mdl_c hideModel; m3d::mdl_c fogModel; nw4r::g3d::ResFile resFile; m3d::anmChr_c anmFog; m3d::anmChr_c anmA; m3d::anmChr_c anmB; nw4r::g3d::ResAnmTexSrt resTexSrt; m3d::anmTexSrt_c fogSrt; int timer; int ytimer; char Hiding; char dying; float Baseline; bool fleeFast; u64 eventFlag; static daRamboo_c *build(); void bindAnimChr_and_setUpdateRates(const char* name, m3d::anmChr_c &animationChr, m3d::mdl_c &model, float rate); void setupModels(); void updateModelMatrices(); void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther); USING_STATES(daRamboo_c); DECLARE_STATE(Grow); DECLARE_STATE(Advance); DECLARE_STATE(Wait); DECLARE_STATE(Flee); DECLARE_STATE(Outro); }; daRamboo_c *daRamboo_c::build() { void *buffer = AllocFromGameHeap1(sizeof(daRamboo_c)); return new(buffer) daRamboo_c; } CREATE_STATE(daRamboo_c, Grow); CREATE_STATE(daRamboo_c, Advance); CREATE_STATE(daRamboo_c, Wait); CREATE_STATE(daRamboo_c, Flee); CREATE_STATE(daRamboo_c, Outro); extern "C" void *EN_LandbarrelPlayerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther); void daRamboo_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { EN_LandbarrelPlayerCollision(this, apThis, apOther); DamagePlayer(this, apThis, apOther); fleeFast = false; doStateChange(&StateID_Flee); } bool daRamboo_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { SpawnEffect("Wm_en_obakedoor_sm", 0, &apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5}); return true; } bool daRamboo_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return false; } bool daRamboo_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { if (apOther->owner->name == 412) { // Check if it's a glow block SpawnEffect("Wm_en_obakedoor_sm", 0, &apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); SpawnEffect("Wm_mr_yoshistep", 0, &apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); fleeFast = true; doStateChange(&StateID_Flee); //FIXME changed to dStageActor_c::Delete(u8) from fBase_c::Delete(void) apOther->owner->Delete(1); return true; } return false; } bool daRamboo_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { return collisionCat1_Fireball_E_Explosion(apThis, apOther); } bool daRamboo_c::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); return true; } bool daRamboo_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); return true; } void daRamboo_c::bindAnimChr_and_setUpdateRates(const char* name, m3d::anmChr_c &animationChr, m3d::mdl_c &model, float rate) { nw4r::g3d::ResAnmChr anmChr = resFile.GetResAnmChr(name); animationChr.bind(&model, anmChr, 1); model.bindAnim(&animationChr, 0.0); animationChr.setUpdateRate(rate); } void daRamboo_c::setupModels() { allocator.link(-1, GameHeaps[0], 0, 0x20); this->resFile.data = getResource("teresa", "g3d/teresa.brres"); bool ret; nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("fog"); this->fogModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_Enemy(&this->fogModel, 0); nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("fog"); ret = this->anmFog.setup(mdl, anmChr, &this->allocator, 0); nw4r::g3d::ResMdl mdlB = this->resFile.GetResMdl("teresaA"); this->bodyModel.setup(mdlB, &allocator, 0x224, 1, 0); SetupTextures_Enemy(&this->bodyModel, 0); nw4r::g3d::ResAnmChr anmChrC = this->resFile.GetResAnmChr("shay_teresaA"); ret = this->anmA.setup(mdlB, anmChrC, &this->allocator, 0); nw4r::g3d::ResMdl mdlC = this->resFile.GetResMdl("teresaB"); this->hideModel.setup(mdlC, &allocator, 0x224, 1, 0); SetupTextures_Enemy(&this->hideModel, 0); nw4r::g3d::ResAnmChr anmChrE = this->resFile.GetResAnmChr("shay_teresaB"); ret = this->anmB.setup(mdlC, anmChrE, &this->allocator, 0); nw4r::g3d::ResAnmTexSrt anmSrt = this->resFile.GetResAnmTexSrt("fog"); this->resTexSrt = anmSrt; //setup(ResMdl mdl, ResAnmTexSrt anmSrt, mAllocator* allocator, void* NULL, int count); ret = this->fogSrt.setup(mdl, anmSrt, &this->allocator, 0, 1); //setEntryByte34(char toSet, int which); this->fogSrt.setEntryByte34(0, 0); allocator.unlink(); } int daRamboo_c::onCreate() { setupModels(); this->scale = (Vec){2.0, 2.0, 2.0}; this->aPhysics.collisionCheckType = 1; ActivePhysics::Info HitMeBaby; HitMeBaby.xDistToCenter = 160.0; HitMeBaby.yDistToCenter = 80.0; HitMeBaby.xDistToEdge = 132.0; HitMeBaby.yDistToEdge = 132.0; HitMeBaby.category1 = 0x3; HitMeBaby.category2 = 0x0; HitMeBaby.bitfield1 = 0x4F; HitMeBaby.bitfield2 = 0x80222; HitMeBaby.unkShort1C = 0; HitMeBaby.callback = &dEn_c::collisionCallback; this->aPhysics.initWithStruct(this, &HitMeBaby); this->aPhysics.addToList(); this->Baseline = this->pos.y; this->rot.x = 0; // X is vertical axis this->rot.y = 0xE000; // Y is horizontal axis this->rot.z = 0; // Z is ... an axis >.> this->direction = 0; // Heading left. this->Hiding = 1; this->dying = 0; this->speed.x = 0.0; this->ytimer = 0; char eventNum = (this->settings >> 16) & 0xFF; this->eventFlag = (u64)1 << (eventNum - 1); nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("fog"); this->anmFog.bind(&this->fogModel, anmChr, 1); this->fogModel.bindAnim(&this->anmFog, 0.0); this->anmFog.setUpdateRate(1.0); nw4r::g3d::ResAnmTexSrt anmSrt = this->resFile.GetResAnmTexSrt("fog"); //bindEntry(mdl_c* model, ResAnmTexSrt anmSrt, int which, int playState?); this->fogSrt.bindEntry(&this->fogModel, anmSrt, 0, 1); this->fogModel.bindAnim(&this->fogSrt, 1.0); //setFrameForEntry(float frame, int which); this->fogSrt.setFrameForEntry(1.0, 0); //setUpdateRateForEntry(float rate, int which); this->fogSrt.setUpdateRateForEntry(1.0, 0); doStateChange(&StateID_Grow); this->onExecute(); return true; } int daRamboo_c::onDelete() { return true; } int daRamboo_c::onExecute() { acState.execute(); updateModelMatrices(); this->fogModel._vf1C(); if(this->anmFog.isAnimationDone()) this->anmFog.setCurrentFrame(0.0); this->fogSrt.process(); if(this->fogSrt.isEntryAnimationDone(0)) this->fogSrt.setFrameForEntry(1.0, 0); if (dFlagMgr_c::instance->flags & this->eventFlag) { dFlagMgr_c::instance->flags = dFlagMgr_c::instance->flags && this->eventFlag; doStateChange(&StateID_Outro); } return true; } int daRamboo_c::onDraw() { fogModel.scheduleForDrawing(); if (this->Hiding == 0) { bodyModel.scheduleForDrawing(); } else { hideModel.scheduleForDrawing(); } return true; } void daRamboo_c::updateModelMatrices() { // This won't work with wrap because I'm lazy. matrix.translation(pos.x + 160.0, pos.y + (scale.x * 12.0) - 80.0, pos.z); fogModel.setDrawMatrix(matrix); fogModel.setScale(&scale); fogModel.calcWorld(false); matrix.translation(pos.x + 160.0, pos.y - 80.0, pos.z + 200.0); matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z); if (this->Hiding == 0) { bodyModel.setDrawMatrix(matrix); bodyModel.setScale(&scale); bodyModel.calcWorld(false); } else { hideModel.setDrawMatrix(matrix); hideModel.setScale(&scale); hideModel.calcWorld(false); } } // Grow State void daRamboo_c::beginState_Grow() { this->timer = 0; bindAnimChr_and_setUpdateRates("begin_boss_b", anmB, hideModel, 1.0f); PlaySound(this, SE_EMY_TERESA); SetupKameck(this, Kameck); } void daRamboo_c::executeState_Grow() { this->timer += 1; bool ret; ret = GrowBoss(this, Kameck, 1.0, 15.0, 0, this->timer); if (timer == 450) { Hiding = false; nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_EMY_CS_TERESA_BRING_IT, 1); bindAnimChr_and_setUpdateRates("begin_boss", anmA, bodyModel, 1.0f); } if (Hiding) hideModel._vf1C(); else bodyModel._vf1C(); if (ret && anmA.isAnimationDone()) { Hiding = 0; doStateChange(&StateID_Advance); } } void daRamboo_c::endState_Grow() { this->Baseline = this->pos.y; CleanupKameck(this, Kameck); } float RightmostPlayerPos() { dStageActor_c* current; current->pos.x = 0.0; for(char ii = 0; ii < 4; ii++) { dStageActor_c* player = GetSpecificPlayerActor(ii); if(!player) { continue; } // actor->pos.x, actor->pos.y, actor->pos.z, // player->pos.x, player->pos.y, player->pos.z); if(player->pos.x > current->pos.x) { current = player; } } return current->pos.x; } // Advance State void daRamboo_c::beginState_Advance() { this->speed.y = 0; this->speed.z = 0; this->timer = 0; bindAnimChr_and_setUpdateRates("wait", anmA, bodyModel, 1.0f); } void daRamboo_c::executeState_Advance() { this->bodyModel._vf1C(); if (this->anmA.isAnimationDone()) { this->anmA.setCurrentFrame(0.0); } float px = RightmostPlayerPos(); if ((px - 132.0) < this->pos.x) { this->pos.x -= this->timer / 28.0; } else { this->pos.x = (px - 132.0); } this->pos.y = this->Baseline + sin(this->ytimer * 3.14 / 192) * 36; if (this->timer >= 32) { this->timer = 31; } if (this->ytimer >= 384) { this->ytimer = 0; } PlaySound(this, SE_EMY_TERESA); this->timer += 1; this->ytimer += 1; } void daRamboo_c::endState_Advance() { } // Wait State void daRamboo_c::beginState_Wait() { this->timer = 0; PlaySound(this, SE_EMY_TERESA_STOP); } void daRamboo_c::executeState_Wait() { if (this->timer < 90) { this->hideModel._vf1C(); } if (this->timer > 55) { this->bodyModel._vf1C(); } if (this->timer == 70) { this->Hiding = 0; bindAnimChr_and_setUpdateRates("shay_teresaA", anmA, bodyModel, 1.0f); } if (this->timer == 55) { bindAnimChr_and_setUpdateRates("shay_teresaB", anmB, hideModel, 1.0f); } if (this->anmB.isAnimationDone()) { PlaySound(this, SE_EMY_CS_TERESA_BEAT_YOU); doStateChange(&StateID_Advance); } this->timer += 1; } void daRamboo_c::endState_Wait() { this->Hiding = 0; bindAnimChr_and_setUpdateRates("shay_teresaA", anmA, bodyModel, 1.0f); } // Flee State void daRamboo_c::beginState_Flee() { this->timer = 0; } void daRamboo_c::executeState_Flee() { this->hideModel._vf1C(); if (this->timer == 10) { this->Hiding = 1; bindAnimChr_and_setUpdateRates("shay_teresaB_wait", anmB, hideModel, 1.0f); } this->pos.x += (60 - this->timer) / (fleeFast ? 8 : 25); if ((this->timer > 60) && (this->anmB.isAnimationDone())) { doStateChange(&StateID_Wait); } this->timer += 1; } void daRamboo_c::endState_Flee() { } void daRamboo_c::beginState_Outro() { bindAnimChr_and_setUpdateRates("DEATH", anmB, hideModel, 1.0f); 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 >.> OutroSetup(this); } void daRamboo_c::executeState_Outro() { hideModel._vf1C(); if (this->anmB.isAnimationDone()) this->anmB.setCurrentFrame(0.0); if (this->dying == 1) { if (this->timer > 180) { ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE); } if (this->timer == 60) { PlayerVictoryCries(this); } this->timer = timer + 1; return; } bool ret; Vec tempPos = (Vec){this->pos.x + 160.0, this->pos.y - 80.0, 5500.0}; ret = ShrinkBoss(this, &tempPos, 0.0, this->timer); pos.y -= 2.0; if (timer > 80) { BossExplode(this, &tempPos); this->dying = 1; this->timer = 0; } else if (timer == 20) { nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_EMY_BIG_TERESA_DEAD, 1); } timer = timer + 1; } void daRamboo_c::endState_Outro() { }