#include #include #include #include #include #include "boss.h" class daDreidel : public daBoss { public: int onCreate(); int onDelete(); int onExecute(); int onDraw(); mHeapAllocator_c allocator; nw4r::g3d::ResFile resFile; m3d::mdl_c bodyModel; m3d::anmChr_c chrAnimation; char isDown; float XSpeed; u32 cmgr_returnValue; bool isBouncing; char isInSpace; char fromBehind; char isInvulnerable; int isInvulnerableCountdown; int isTurningCountdown; char charging; int flashing; float dying; static daDreidel *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); bool collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCatD_Drill(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat7_GroundPoundYoshi(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther); void addScoreWhenHit(void *other); USING_STATES(daDreidel); DECLARE_STATE(Walk); DECLARE_STATE(Turn); DECLARE_STATE(KnockBack); DECLARE_STATE(ChargePrep); DECLARE_STATE(Charge); DECLARE_STATE(ChargeRecover); DECLARE_STATE(Damage); DECLARE_STATE(Grow); DECLARE_STATE(Outro); }; daDreidel *daDreidel::build() { void *buffer = AllocFromGameHeap1(sizeof(daDreidel)); return new(buffer) daDreidel; } /////////////////////// // Externs and States /////////////////////// extern "C" void *EN_LandbarrelPlayerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther); // CalculateDistanceFromActorsNextPosToFurthestPlayer??? extern "C" int SmoothRotation(short* rot, u16 amt, int unk2); CREATE_STATE(daDreidel, Walk); CREATE_STATE(daDreidel, Turn); CREATE_STATE(daDreidel, KnockBack); CREATE_STATE(daDreidel, ChargePrep); CREATE_STATE(daDreidel, Charge); CREATE_STATE(daDreidel, ChargeRecover); CREATE_STATE(daDreidel, Damage); CREATE_STATE(daDreidel, Grow); CREATE_STATE(daDreidel, Outro); // begoman_attack2" // wobble back and forth tilted forwards // begoman_attack3" // Leaned forward, antennae extended // begoman_damage" // Bounces back slightly // begoman_damage2" // Stops spinning and wobbles to the ground like a top // begoman_stand" // Stands still, waiting // begoman_wait" // Dizzily Wobbles // begoman_wait2" // spins around just slightly // begoman_attack" // Rocks backwards, and then attacks to an upright position, pulsing out his antennae //////////////////////// // Collision Functions //////////////////////// // void topCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther); // void topCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther) { // OSReport("Collided with %d", apOther->owner->name); // if (apOther->owner->name != 041) { // dEn_c::collisionCallback(apThis, apOther); // } // else { // daDreidel *actor = (daDreidel*)apThis->owner; // actor->damage += 1; // actor->doStateChange(&daDreidel::StateID_Damage); // if (actor->damage > 2) { actor->doStateChange(&daDreidel::StateID_Outro); } // } // } void daDreidel::addScoreWhenHit(void *other) { }; void daDreidel::spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) { if (apOther->owner->name == 390) { //time to get hurt if (this->isInvulnerable) { return; } this->damage += 1; doStateChange(&StateID_Damage); if (this->damage == 3) { doStateChange(&StateID_Outro); } } else { dEn_c::spriteCollision(apThis, apOther); } } void daDreidel::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { char hitType; hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0); if(hitType == 1) { // regular jump this->_vf220(apOther->owner); this->counter_504[apOther->owner->which_player] = 0; } else if(hitType == 3) { // spinning jump or whatever? this->_vf220(apOther->owner); this->counter_504[apOther->owner->which_player] = 0; } else if(hitType == 0) { if (this->charging == 1) { char MarioPos; if (this->pos.x < apOther->owner->pos.x) { MarioPos = 0; } // Mario is to the right else { MarioPos = 1; } // Mario is to the left if (this->direction != MarioPos) { // Mario is stnading behind the boss EN_LandbarrelPlayerCollision(this, apThis, apOther); if (MarioPos == 1) { this->direction = 1; } else { this->direction = 0; } doStateChange(&StateID_KnockBack); } else { // Mario is standing in front of the boss this->_vf220(apOther->owner); EN_LandbarrelPlayerCollision(this, apThis, apOther); } } else if (this->isInvulnerable == 0) { if (this->pos.x > apOther->owner->pos.x) { this->direction = 1; } else { this->direction = 0; } this->counter_504[apOther->owner->which_player] = 0; EN_LandbarrelPlayerCollision(this, apThis, apOther); doStateChange(&StateID_KnockBack); } else { this->counter_504[apOther->owner->which_player] = 0; EN_LandbarrelPlayerCollision(this, apThis, apOther); } } deathInfo.isDead = 0; this->flags_4FC |= (1<<(31-7)); } void daDreidel::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { this->playerCollision(apThis, apOther); } bool daDreidel::collisionCatD_Drill(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); return true; } bool daDreidel::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); return true; } bool daDreidel::collisionCat7_GroundPoundYoshi(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); return true; } bool daDreidel::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { if (this->isInvulnerable == 0) { doStateChange(&StateID_KnockBack); } return true; } bool daDreidel::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther){ if (this->isInvulnerable == 0) { doStateChange(&StateID_KnockBack); } return true; } bool daDreidel::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){ return true; } bool daDreidel::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { return true; } bool daDreidel::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){ return true; } bool daDreidel::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { return true; } bool daDreidel::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return true; } bool daDreidel::calculateTileCollisions() { // Returns true if sprite should turn, false if not. HandleXSpeed(); HandleYSpeed(); doSpriteMovement(); cmgr_returnValue = collMgr.isOnTopOfTile(); collMgr.calculateBelowCollisionWithSmokeEffect(); 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.isOnTopOfTile()) { // 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.pSpeed = &v; if (collMgr.calculateAboveCollision(collMgr.outputMaybe)) speed.y = 0.0f; collMgr.pSpeed = &speed; } else { if (collMgr.calculateAboveCollision(collMgr.outputMaybe)) speed.y = 0.0f; } collMgr.calculateAdjacentCollision(0); // Switch Direction if (collMgr.outputMaybe & (0x15 << direction)) { if (collMgr.isOnTopOfTile()) { isBouncing = true; } return true; } return false; } void daDreidel::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) { nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr(name); this->chrAnimation.bind(&this->bodyModel, anmChr, unk); this->bodyModel.bindAnim(&this->chrAnimation, unk2); this->chrAnimation.setUpdateRate(rate); } int daDreidel::onCreate() { // Model creation allocator.link(-1, GameHeaps[0], 0, 0x20); this->resFile.data = getResource("topman", "g3d/begoman_spike.brres"); nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("begoman"); bodyModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_Map(&bodyModel, 0); // Animations start here nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("begoman_wait"); this->chrAnimation.setup(mdl, anmChr, &this->allocator, 0); allocator.unlink(); // Stuff I do understand this->scale = (Vec){0.2, 0.2, 0.2}; // 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 = 1.1; this->x_speed_inc = 0.0; this->XSpeed = 1.1; this->isInSpace = this->settings & 0xF; this->fromBehind = 0; this->flashing = 0; ActivePhysics::Info HitMeBaby; HitMeBaby.xDistToCenter = 0.0; HitMeBaby.yDistToCenter = 24.0; HitMeBaby.xDistToEdge = 28.0; HitMeBaby.yDistToEdge = 24.0; HitMeBaby.category1 = 0x3; HitMeBaby.category2 = 0x0; HitMeBaby.bitfield1 = 0x4F; HitMeBaby.bitfield2 = 0xffbafffe; HitMeBaby.unkShort1C = 0; HitMeBaby.callback = &dEn_c::collisionCallback; this->aPhysics.initWithStruct(this, &HitMeBaby); this->aPhysics.addToList(); // Tile collider // 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 lineSensor_s below(12<<12, 4<<12, 0<<12); static const pointSensor_s above(0<<12, 12<<12); static const lineSensor_s adjacent(6<<12, 9<<12, 6<<12); collMgr.init(this, &below, &above, &adjacent); collMgr.calculateBelowCollisionWithSmokeEffect(); cmgr_returnValue = collMgr.isOnTopOfTile(); if (collMgr.isOnTopOfTile()) isBouncing = false; else isBouncing = true; // State Changers bindAnimChr_and_setUpdateRate("begoman_wait2", 1, 0.0, 1.0); doStateChange(&StateID_Grow); this->onExecute(); return true; } int daDreidel::onDelete() { return true; } int daDreidel::onExecute() { acState.execute(); updateModelMatrices(); return true; } int daDreidel::onDraw() { if (this->isInvulnerable == 1) { this->flashing++; } if (this->flashing < 5) { bodyModel.scheduleForDrawing(); } bodyModel._vf1C(); if (this->flashing > 8) { this->flashing = 0; } return true; } void daDreidel::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); } /////////////// // Grow State /////////////// void daDreidel::beginState_Grow() { bindAnimChr_and_setUpdateRate("begoman_wait2", 1, 0.0, 0.75); this->timer = 0; SetupKameck(this, Kameck); } void daDreidel::executeState_Grow() { if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } this->timer += 1; bool ret; ret = GrowBoss(this, Kameck, 0.2, 0.4, 0, this->timer); if (ret) { PlaySound(this, SE_EMY_MECHAKOOPA_BOUND); doStateChange(&StateID_Walk); } } void daDreidel::endState_Grow() { this->chrAnimation.setUpdateRate(1.0); CleanupKameck(this, Kameck); } /////////////// // Walk State /////////////// void daDreidel::beginState_Walk() { this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed; this->speed.x = (direction) ? -1.2f : 1.2f; this->max_speed.y = (this->isInSpace) ? -2.0 : -4.0; this->speed.y = (this->isInSpace) ? -2.0 : -4.0; this->y_speed_inc = (this->isInSpace) ? -0.09375 : -0.1875; this->isTurningCountdown = 0; } void daDreidel::executeState_Walk() { if (this->isInvulnerableCountdown > 0) { this->isInvulnerableCountdown--; } else { this->isInvulnerable = 0; this->flashing = 0; } PlaySound(this, SE_BOSS_JR_CROWN_JR_RIDE); // 5 bool ret = calculateTileCollisions(); if (ret) { doStateChange(&StateID_Turn); } u8 dir = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos); if (dir != this->direction) { this->isTurningCountdown++; } if (this->isTurningCountdown > 60) { doStateChange(&StateID_Turn); } if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } } void daDreidel::endState_Walk() { this->timer += 1; } /////////////// // Turn State /////////////// void daDreidel::beginState_Turn() { this->direction ^= 1; this->speed.x = 0.0; } void daDreidel::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) { if (this->damage > 1) { doStateChange(&StateID_ChargePrep); } else { doStateChange(&StateID_Walk); } } } void daDreidel::endState_Turn() { this->rot.y = (this->direction) ? 0xD800 : 0x2800; } /////////////// // Knockback State /////////////// void daDreidel::beginState_KnockBack() { bindAnimChr_and_setUpdateRate("begoman_damage", 1, 0.0, 0.65); this->max_speed.x = (this->direction) ? 6.5f : -6.5f; this->speed.x = (this->direction) ? 6.5f : -6.5f; } void daDreidel::executeState_KnockBack() { bool ret = calculateTileCollisions(); if (ret) { this->max_speed.x = -this->max_speed.x; this->speed.x = -this->speed.x; } this->speed.x = this->speed.x / 1.08; bodyModel._vf1C(); if(this->chrAnimation.isAnimationDone()) { if (this->damage > 1) { doStateChange(&StateID_ChargePrep); } else { doStateChange(&StateID_Walk); } } } void daDreidel::endState_KnockBack() { if (this->rot.y == 0x2800) { // CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 175); this->direction = 0; } else { // CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 192); this->direction = 1; } // this->direction ^= 1; bindAnimChr_and_setUpdateRate("begoman_wait2", 1, 0.0, 1.0); } /////////////// // ChargePrep State /////////////// void daDreidel::beginState_ChargePrep() { bindAnimChr_and_setUpdateRate("begoman_attack", 1, 0.0, 0.9); } void daDreidel::executeState_ChargePrep() { if(this->chrAnimation.isAnimationDone()) { doStateChange(&StateID_Charge); } } void daDreidel::endState_ChargePrep() { } /////////////// // Charge State /////////////// void daDreidel::beginState_Charge() { bindAnimChr_and_setUpdateRate("begoman_attack3", 1, 0.0, 1.0); this->timer = 0; this->isTurningCountdown = 0; this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed; this->speed.x = (direction) ? -2.6f : 2.6f; this->max_speed.y = (this->isInSpace) ? -2.0 : -4.0; this->speed.y = (this->isInSpace) ? -2.0 : -4.0; this->y_speed_inc = (this->isInSpace) ? -0.09375 : -0.1875; this->charging = 1; } void daDreidel::executeState_Charge() { if (this->isInvulnerableCountdown > 0) { this->isInvulnerableCountdown--; } else { this->isInvulnerable = 0; this->flashing = 0; } if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } bool ret = calculateTileCollisions(); if (ret) { doStateChange(&StateID_ChargeRecover); } u8 dir = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos); if (dir != this->direction) { this->isTurningCountdown++; this->speed.x = this->speed.x / 1.04; } if (this->isTurningCountdown > 90) { doStateChange(&StateID_Turn); } } void daDreidel::endState_Charge() { this->charging = 0; this->counter_504[0] = 0; this->counter_504[1] = 0; this->counter_504[2] = 0; this->counter_504[3] = 0; } /////////////// // ChargeRecover State /////////////// void daDreidel::beginState_ChargeRecover() { bindAnimChr_and_setUpdateRate("begoman_stand", 1, 0.0, 0.5); } void daDreidel::executeState_ChargeRecover() { if(this->chrAnimation.isAnimationDone()) { doStateChange(&StateID_Turn); } } void daDreidel::endState_ChargeRecover() { } /////////////// // Damage State /////////////// void daDreidel::beginState_Damage() { this->isInvulnerable = 1; bindAnimChr_and_setUpdateRate("begoman_wait", 1, 0.0, 0.75); this->timer = 0; PlaySound(this, SE_PLY_TOUCH_BIRI); PlaySound(this, SE_BOSS_JR_ELEC_SPARK); PlaySound(this, SE_EMY_BIRIKYU_SPARK); Vec front = {this->pos.x-4.0, this->pos.y+8.0, 5500.0}; Vec back = {this->pos.x-4.0, this->pos.y+8.0, -5500.0}; SpawnEffect("Wm_ob_cmnspark", 0, &front, 0, &(Vec){2.5, 2.5, 1.5}); SpawnEffect("Wm_mr_wirehit_line", 0, &front, 0, &(Vec){1.5, 1.5, 1.5}); SpawnEffect("Wm_mr_kick_grain", 0, &front, 0, &(Vec){1.5, 1.5, 1.5}); SpawnEffect("Wm_mr_wirehit_glow", 0, &back, 0, &(Vec){2.5, 2.5, 2.5}); } void daDreidel::executeState_Damage() { if(this->chrAnimation.isAnimationDone()) { this->timer += 1; if (this->timer == 1) { u8 dir = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos); if (dir != this->direction) { doStateChange(&StateID_Turn); } else { if (this->damage > 1) { doStateChange(&StateID_ChargePrep); } else { doStateChange(&StateID_Walk); } } } else { } this->chrAnimation.setCurrentFrame(0.0); } } void daDreidel::endState_Damage() { bindAnimChr_and_setUpdateRate("begoman_wait2", 1, 0.0, 1.0); this->isInvulnerableCountdown = 90; } /////////////// // Outro State /////////////// void daDreidel::beginState_Outro() { OutroSetup(this); } void daDreidel::executeState_Outro() { if (this->dying == 1) { if (this->timer > 180) { ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE); } if (this->timer == 60) { PlayerVictoryCries(this); } this->timer += 1; return; } bool ret; ret = ShrinkBoss(this, &this->pos, 0.5, this->timer); if (ret == true) { BossExplode(this, &this->pos); this->dying = 1; this->timer = 0; } else { PlaySound(this, SE_EMY_BUBBLE_EXTINCT); } this->timer += 1; } void daDreidel::endState_Outro() { }