#include #include const char *ChestnutFileList[] = {"chestnut", 0}; class daEnChestnut_c : public dEn_c { public: static daEnChestnut_c *build(); mHeapAllocator_c allocator; nw4r::g3d::ResFile resFile; m3d::mdl_c model; m3d::anmChr_c animation; void playAnimation(const char *name, bool loop = false); void playLoopedAnimation(const char *name) { playAnimation(name, true); } int objNumber; int starCoinNumber; bool ignorePlayers; bool breaksBlocks; float shakeWindow, fallWindow; int timeSpentExploding; lineSensor_s belowSensor; float nearestPlayerDistance(); int onCreate(); int onDelete(); int onExecute(); int onDraw(); void spawnObject(); bool collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther); bool CreateIceActors(); u32 canBePowed(); void powBlockActivated(bool isNotMPGP); USING_STATES(daEnChestnut_c); DECLARE_STATE(Idle); DECLARE_STATE(Shake); DECLARE_STATE(Fall); DECLARE_STATE(Explode); }; CREATE_STATE(daEnChestnut_c, Idle); CREATE_STATE(daEnChestnut_c, Shake); CREATE_STATE(daEnChestnut_c, Fall); CREATE_STATE(daEnChestnut_c, Explode); daEnChestnut_c *daEnChestnut_c::build() { void *buf = AllocFromGameHeap1(sizeof(daEnChestnut_c)); return new(buf) daEnChestnut_c; } int daEnChestnut_c::onCreate() { // Get settings int texNum = settings & 0xF; int rawScale = (settings & 0xF0) >> 4; starCoinNumber = (settings & 0xF00) >> 8; ignorePlayers = ((settings & 0x1000) != 0); breaksBlocks = ((settings & 0x2000) != 0); objNumber = (settings & 0xF0000) >> 16; if ((settings & 0x4000) != 0) { shakeWindow = 96.0f; fallWindow = 64.0f; } else { shakeWindow = 64.0f; fallWindow = 32.0f; } // Set up models allocator.link(-1, GameHeaps[0], 0, 0x20); char rfName[64]; sprintf(rfName, "g3d/t%02d.brres", texNum); resFile.data = getResource("chestnut", rfName); nw4r::g3d::ResMdl resMdl = resFile.GetResMdl("kuribo_iga"); nw4r::g3d::ResAnmChr resAnm = resFile.GetResAnmChr("wait"); model.setup(resMdl, &allocator, 0x224, 1, 0); SetupTextures_Enemy(&model, 0); animation.setup(resMdl, resAnm, &allocator, 0); allocator.unlink(); // Scale us scale.x = scale.y = scale.z = (1.0f + (float(rawScale) * 0.5f)); // Physics and crap ActivePhysics::Info ccInfo; ccInfo.xDistToCenter = 0.0f; ccInfo.xDistToEdge = 12.0f * scale.x; ccInfo.yDistToCenter = 1.0f + (12.0f * scale.y); ccInfo.yDistToEdge = 12.0f * scale.y; ccInfo.category1 = 3; ccInfo.category2 = 0; ccInfo.bitfield1 = 0x6F; ccInfo.bitfield2 = 0xFFBAFFFE; ccInfo.unkShort1C = 0; ccInfo.callback = &dEn_c::collisionCallback; aPhysics.initWithStruct(this, &ccInfo); aPhysics.addToList(); // WE'RE READY doStateChange(&StateID_Idle); return true; } void daEnChestnut_c::playAnimation(const char *name, bool loop) { animation.bind(&model, resFile.GetResAnmChr(name), !loop); model.bindAnim(&animation, 0.0f); animation.setUpdateRate(1.0f); } int daEnChestnut_c::onDelete() { aPhysics.removeFromList(); return true; } int daEnChestnut_c::onExecute() { acState.execute(); matrix.translation(pos.x, pos.y, pos.z); model.setDrawMatrix(matrix); model.setScale(&scale); model.calcWorld(false); model._vf1C(); return true; } int daEnChestnut_c::onDraw() { model.scheduleForDrawing(); return true; } float daEnChestnut_c::nearestPlayerDistance() { float bestSoFar = 10000.0f; for (int i = 0; i < 4; i++) { if (dAcPy_c *player = dAcPy_c::findByID(i)) { if (strcmp(player->states2.getCurrentState()->getName(), "dAcPy_c::StateID_Balloon")) { float thisDist = abs(player->pos.x - pos.x); if (thisDist < bestSoFar) bestSoFar = thisDist; } } } return bestSoFar; } void daEnChestnut_c::beginState_Idle() { playLoopedAnimation("wait"); } void daEnChestnut_c::endState_Idle() { } void daEnChestnut_c::executeState_Idle() { if (ignorePlayers) return; float dist = nearestPlayerDistance(); if (dist < fallWindow) doStateChange(&StateID_Fall); else if (dist < shakeWindow) doStateChange(&StateID_Shake); } void daEnChestnut_c::beginState_Shake() { playLoopedAnimation("shake"); animation.setUpdateRate(2.0f); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_PLY_CLIMB_KUSARI, 1); } void daEnChestnut_c::endState_Shake() { } void daEnChestnut_c::executeState_Shake() { float dist = nearestPlayerDistance(); if (dist >= shakeWindow) doStateChange(&StateID_Idle); else if (dist < fallWindow) doStateChange(&StateID_Fall); } void daEnChestnut_c::beginState_Fall() { animation.setUpdateRate(0.0f); // stop animation int size = 12*scale.x; belowSensor.flags = SENSOR_LINE; if (breaksBlocks) belowSensor.flags |= SENSOR_10000000 | SENSOR_BREAK_BLOCK | SENSOR_BREAK_BRICK; // 10000000 makes it pass through bricks belowSensor.lineA = -size << 12; belowSensor.lineB = size << 12; belowSensor.distanceFromCenter = 0; collMgr.init(this, &belowSensor, 0, 0); speed.y = 0.0f; y_speed_inc = -0.1875f; max_speed.y = -4.0f; nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_DEMO_OP_PRESENT_THROW_2308f, 1); } void daEnChestnut_c::endState_Fall() { } void daEnChestnut_c::executeState_Fall() { HandleYSpeed(); doSpriteMovement(); UpdateObjectPosBasedOnSpeedValuesReal(); if (collMgr.calculateBelowCollision() & (~0x400000)) { doStateChange(&StateID_Explode); } } void daEnChestnut_c::beginState_Explode() { OSReport("Entering Explode\n"); playAnimation("break"); animation.setUpdateRate(2.0f); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_DEMO_OP_LAND_JR_0983f, 1); timeSpentExploding = 0; } void daEnChestnut_c::endState_Explode() { } void daEnChestnut_c::executeState_Explode() { timeSpentExploding++; if (timeSpentExploding == 10) { S16Vec efRot = {0,0,0}; SpawnEffect("Wm_en_burst_ss", 0, &pos, &efRot, &scale); spawnObject(); } if (animation.isAnimationDone()) { Delete(1); } } bool daEnChestnut_c::CreateIceActors() { animation.setUpdateRate(0.0f); IceActorSpawnInfo info; info.flags = 0; info.pos = pos; info.pos.y -= (6.0f * info.scale.y); info.scale.x = info.scale.y = info.scale.z = scale.x * 1.35f; for (int i = 0; i < 8; i++) info.what[0] = 0.0f; return frzMgr.Create_ICEACTORs(&info, 1); } u32 daEnChestnut_c::canBePowed() { return true; } void daEnChestnut_c::powBlockActivated(bool isNotMPGP) { if (!isNotMPGP) return; dStateBase_c *state = acState.getCurrentState(); if (state == &StateID_Idle || state == &StateID_Shake) doStateChange(&StateID_Fall); } bool daEnChestnut_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { SpawnEffect("Wm_en_igafirehit", 0, &pos, &rot, &scale); if (acState.getCurrentState() != &StateID_Explode) doStateChange(&StateID_Explode); return true; } void daEnChestnut_c::spawnObject() { VEC3 acPos = pos; static const u32 things[] = { EN_KURIBO, 0, EN_TOGEZO, 0, EN_COIN_JUMP, 0, EN_ITEM, 0x05000009, EN_STAR_COIN, 0x10000000, }; u32 acSettings = things[objNumber*2+1]; if (objNumber == 4) { acSettings |= (starCoinNumber << 8); acPos.x -= 12.0f; acPos.y += 32.0f; } aPhysics.removeFromList(); OSReport("Crap %d, %d, %08x\n", objNumber, things[objNumber*2], acSettings); dStageActor_c *ac = dStageActor_c::create((Actors)things[objNumber*2], acSettings, &acPos, 0, currentLayerID); S16Vec efRot = {0,0,0}; SpawnEffect("Wm_ob_itemsndlandsmk", 0, &pos, &efRot, &scale); if (objNumber == 0) { dEn_c *en = (dEn_c*)ac; en->direction = 1; en->rot.y = -8192; } }