#include #include #include #include #include class daPengi : public dEn_c { int onCreate(); int onDelete(); int onExecute(); int onDraw(); mHeapAllocator_c allocator; nw4r::g3d::ResFile resFile; nw4r::g3d::ResFile anmFile; m3d::mdl_c bodyModel; m3d::anmChr_c chrAnimation; int timer; char damage; char isDown; float XSpeed; u32 cmgr_returnValue; bool isBouncing; static daPengi *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); void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther); // bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther); void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther); void _vf148(); void _vf14C(); USING_STATES(daPengi); DECLARE_STATE(Walk); DECLARE_STATE(Turn); DECLARE_STATE(Die); }; daPengi *daPengi::build() { void *buffer = AllocFromGameHeap1(sizeof(daPengi)); return new(buffer) daPengi; } /////////////////////// // Externs and States /////////////////////// //FIXME make this dEn_c->used... extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1); extern "C" int SmoothRotation(short* rot, u16 amt, int unk2); CREATE_STATE(daPengi, Walk); CREATE_STATE(daPengi, Turn); CREATE_STATE(daPengi, Die); //////////////////////// // Collision Functions //////////////////////// // Collision callback to help shy guy not die at inappropriate times and ruin the dinner void daPengi::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { char hitType; hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0); if(hitType == 1) { // regular jump apOther->someFlagByte |= 2; doStateChange(&StateID_Die); } else if(hitType == 3) { // spinning jump or whatever? apOther->someFlagByte |= 2; doStateChange(&StateID_Die); } else if(hitType == 0) { this->dEn_c::playerCollision(apThis, apOther); this->_vf220(apOther->owner); } // fix multiple player collisions via megazig this->isDead = 0; this->flags_4FC |= (1<<(31-7)); if(apOther->owner->which_player < 4) { this->counter_504[apOther->owner->which_player] = 0; } } void daPengi::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { this->playerCollision(apThis, apOther); } void daPengi::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { doStateChange(&StateID_Die); } void daPengi::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) { doStateChange(&StateID_Die); } void daPengi::collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther) { doStateChange(&StateID_Die); } void daPengi::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { doStateChange(&StateID_Die); } void daPengi::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){ doStateChange(&StateID_Die); } void daPengi::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther){ doStateChange(&StateID_Die); } void daPengi::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){ doStateChange(&StateID_DieSmoke); } void daPengi::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { doStateChange(&StateID_DieSmoke); } // void daPengi::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { // doStateChange(&StateID_DieFall); // } // These handle the ice crap void daPengi::_vf148() { dEn_c::_vf148(); doStateChange(&StateID_Die); } void daPengi::_vf14C() { dEn_c::_vf14C(); doStateChange(&StateID_Die); } void daPengi::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { doStateChange(&StateID_Die); } bool daPengi::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 daPengi::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) { nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr(name); this->chrAnimation.bind(&this->bodyModel, anmChr, unk); this->bodyModel.bindAnim(&this->chrAnimation, unk2); this->chrAnimation.setUpdateRate(rate); } int daPengi::onCreate() { // Model creation allocator.link(-1, GameHeaps[0], 0, 0x20); this->resFile.data = getResource("penguin2", "g3d/finalpenguin.brres"); nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("npc011_m1"); bodyModel.setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_Enemy(&bodyModel, 0); // Animations start here this->anmFile.data = getResource("penguin2", "g3d/pengiAnm.brres"); nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr("npc011_idle"); this->chrAnimation.setup(mdl, anmChr, &this->allocator, 0); allocator.unlink(); // Stuff I do understand this->scale = (Vec){2.0, 2.0, 2.0}; // 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 = 0.8; this->x_speed_inc = 0.2; this->XSpeed = 0.8; ActivePhysics::Info HitMeBaby; HitMeBaby.xDistToCenter = 0.0; HitMeBaby.yDistToCenter = 12.0; HitMeBaby.xDistToEdge = 14.0; HitMeBaby.yDistToEdge = 12.0; 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 doStateChange(&StateID_Walk); this->onExecute(); return true; } int daPengi::onDelete() { return true; } int daPengi::onExecute() { acState.execute(); updateModelMatrices(); return true; } int daPengi::onDraw() { bodyModel.scheduleForDrawing(); bodyModel._vf1C(); return true; } void daPengi::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); } /////////////// // Walk State /////////////// void daPengi::beginState_Walk() { //inline this piece of code bindAnimChr_and_setUpdateRate("npc011_walk", 1, 0.0, 1.5); this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed; this->speed.x = (direction) ? -0.8f : 0.8f; this->max_speed.y = -4.0; this->speed.y = -4.0; this->y_speed_inc = -0.1875; } void daPengi::executeState_Walk() { bool ret = calculateTileCollisions(); if (ret) { doStateChange(&StateID_Turn); } if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } } void daPengi::endState_Walk() { } /////////////// // Turn State /////////////// void daPengi::beginState_Turn() { bindAnimChr_and_setUpdateRate("npc011_turn", 1, 0.0, 1.0); this->direction ^= 1; this->speed.x = 0.0; } void daPengi::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) { this->doStateChange(&StateID_Walk); } } void daPengi::endState_Turn() { } /////////////// // Die State /////////////// void daPengi::beginState_Die() { dEn_c::dieFall_Begin(); bindAnimChr_and_setUpdateRate("npc011_damage", 1, 0.0, 1.0); this->timer = 0; } void daPengi::executeState_Die() { if(this->chrAnimation.isAnimationDone()) { this->kill(); this->Delete(1); } } void daPengi::endState_Die() { }