#include #include #include #include const char* SGarcNameList [] = { "shyguy", "iron_ball", NULL }; // Shy Guy Settings // // Nybble 5: Shy Guy Types // 0 - Walker // 1 - Pacing Walker // 2 - Sleeper // 3 - Jumper // 4 - Judo Master // 5 - Spike Thrower // 6 - Ballooneer Horizontal // 7 - Ballooneer Vertical // 8 - Ballooneer Circular // 9 - Walking Giant // 10 - Pacing Giant // // Nybble 9: Distance Moved // # - Distance for Pacing Walker, Pacing Giants, and Ballooneers // // If I add items in the balloons.... // I_kinoko, I_fireflower, I_propeller_model, I_iceflower, I_star, I_penguin - model names // anmChr - wait2 void shyCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther); void ChucklesAndKnuckles(ActivePhysics *apThis, ActivePhysics *apOther); void balloonSmack(ActivePhysics *apThis, ActivePhysics *apOther); class daShyGuy : public dEn_c { int onCreate(); int onDelete(); int onExecute(); int onDraw(); mHeapAllocator_c allocator; nw4r::g3d::ResFile resFile; nw4r::g3d::ResFile anmFile; nw4r::g3d::ResFile balloonFile; // nw4r::g3d::ResFile carryFile; m3d::mdl_c bodyModel; m3d::mdl_c balloonModel; m3d::mdl_c balloonModelB; // m3d::mdl_c carryModel; m3d::anmChr_c chrAnimation; // m3d::anmChr_c carryAnm; mEf::es2 effect; int timer; int jumpCounter; int baln; float dying; float Baseline; char damage; char isDown; char renderBalloon; Vec initialPos; int distance; float XSpeed; u32 cmgr_returnValue; bool isBouncing; float balloonSize; char backFire; char spikeTurn; int directionStore; dStageActor_c *spikeA; dStageActor_c *spikeB; bool stillFalling; StandOnTopCollider giantRider; ActivePhysics Chuckles; ActivePhysics Knuckles; ActivePhysics balloonPhysics; static daShyGuy *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); bool collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther); bool collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther); void _vf148(); void _vf14C(); bool CreateIceActors(); USING_STATES(daShyGuy); DECLARE_STATE(Walk); DECLARE_STATE(Turn); DECLARE_STATE(RealWalk); DECLARE_STATE(RealTurn); DECLARE_STATE(Jump); DECLARE_STATE(Sleep); DECLARE_STATE(Balloon_H); DECLARE_STATE(Balloon_V); DECLARE_STATE(Balloon_C); DECLARE_STATE(Judo); DECLARE_STATE(Spike); DECLARE_STATE(GoDizzy); DECLARE_STATE(BalloonDrop); DECLARE_STATE(FireKnockBack); DECLARE_STATE(FlameHit); DECLARE_STATE(Recover); DECLARE_STATE(Die); public: void popBalloon(); int type; }; daShyGuy *daShyGuy::build() { void *buffer = AllocFromGameHeap1(sizeof(daShyGuy)); return new(buffer) daShyGuy; } /////////////////////// // Externs and States /////////////////////// extern "C" bool SpawnEffect(const char*, int, Vec*, S16Vec*, Vec*); //FIXME make this dEn_c->used... extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1); extern "C" int SomeStrangeModification(dStageActor_c* actor); extern "C" void DoStuffAndMarkDead(dStageActor_c *actor, Vec vector, float unk); extern "C" int SmoothRotation(short* rot, u16 amt, int unk2); // extern "C" void addToList(StandOnTopCollider *self); extern "C" bool HandlesEdgeTurns(dEn_c* actor); CREATE_STATE(daShyGuy, Walk); CREATE_STATE(daShyGuy, Turn); CREATE_STATE(daShyGuy, RealWalk); CREATE_STATE(daShyGuy, RealTurn); CREATE_STATE(daShyGuy, Jump); CREATE_STATE(daShyGuy, Sleep); CREATE_STATE(daShyGuy, Balloon_H); CREATE_STATE(daShyGuy, Balloon_V); CREATE_STATE(daShyGuy, Balloon_C); CREATE_STATE(daShyGuy, Judo); CREATE_STATE(daShyGuy, Spike); CREATE_STATE(daShyGuy, GoDizzy); CREATE_STATE(daShyGuy, BalloonDrop); CREATE_STATE(daShyGuy, FireKnockBack); CREATE_STATE(daShyGuy, FlameHit); CREATE_STATE(daShyGuy, Recover); CREATE_STATE(daShyGuy, Die); //////////////////////// // Collision Functions //////////////////////// bool actorCanPopBalloon(dStageActor_c *ac) { int n = ac->name; return n == PLAYER || n == YOSHI || n == PL_FIREBALL || n == ICEBALL || n == YOSHI_FIRE || n == HAMMER; } // Collision callback to help shy guy not die at inappropriate times and ruin the dinner void shyCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther) { int t = ((daShyGuy*)apThis->owner)->type; if (t == 6 || t == 7 || t == 8) { // Should I do something about ice blocks here? if (actorCanPopBalloon(apOther->owner)) ((daShyGuy*)apThis->owner)->popBalloon(); } if ((apOther->owner->name == 89) && (t == 5)) { return; } dEn_c::collisionCallback(apThis, apOther); } void ChucklesAndKnuckles(ActivePhysics *apThis, ActivePhysics *apOther) { if (apOther->owner->name != PLAYER) { return; } ((dEn_c*)apThis->owner)->_vf220(apOther->owner); } void balloonSmack(ActivePhysics *apThis, ActivePhysics *apOther) { if (((daShyGuy*)apThis->owner)->frzMgr._mstate == 0) { if (actorCanPopBalloon(apOther->owner)) ((daShyGuy*)apThis->owner)->popBalloon(); } } void daShyGuy::spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) { if (acState.getCurrentState() == &StateID_RealWalk) { pos.x = direction ? pos.x + 1.5 : pos.x - 1.5; doStateChange(&StateID_RealTurn); } if (acState.getCurrentState() == &StateID_FireKnockBack) { float distance = pos.x - ((dEn_c*)apOther->owner)->pos.x; pos.x = pos.x + (distance / 4.0); } dEn_c::spriteCollision(apThis, apOther); } void daShyGuy::popBalloon() { doStateChange(&StateID_BalloonDrop); } void daShyGuy::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { dStateBase_c *stateVar; dStateBase_c *deathState; char hitType; if (this->type < 6) { // Regular Shy Guys stateVar = &StateID_GoDizzy; deathState = &StateID_Die; } else { // Ballooneers stateVar = &StateID_BalloonDrop; deathState = &StateID_Die; } if (this->isDown == 0) { hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 2); } else { // Shy Guy is in downed mode hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0); } if(hitType == 1) { // regular jump apOther->someFlagByte |= 2; if (this->isDown == 0) { this->playEnemyDownSound1(); if (damage >= 1) { doStateChange(deathState); } else { doStateChange(stateVar); } damage++; } else { // Shy Guy is in downed mode - kill it with fire this->playEnemyDownSound1(); doStateChange(deathState); } } else if(hitType == 3) { // spinning jump or whatever? apOther->someFlagByte |= 2; if (this->isDown == 0) { this->playEnemyDownSound1(); if (damage >= 1) { doStateChange(deathState); } else { doStateChange(stateVar); } damage++; } else { // Shy Guy is in downed mode - kill it with fire this->playEnemyDownSound1(); doStateChange(deathState); } } else if(hitType == 0) { this->dEn_c::playerCollision(apThis, apOther); this->_vf220(apOther->owner); } // else if(hitType == 2) { \\ Minimario? } } void daShyGuy::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { this->playerCollision(apThis, apOther); } bool daShyGuy::collisionCatD_Drill(ActivePhysics *apThis, ActivePhysics *apOther) { PlaySound(this, SE_EMY_DOWN); SpawnEffect("Wm_mr_hardhit", 0, &pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); //addScoreWhenHit accepts a player parameter. //DON'T DO THIS: // this->addScoreWhenHit(this); doStateChange(&StateID_Die); return true; } bool daShyGuy::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { return this->collisionCatD_Drill(apThis, apOther); } bool daShyGuy::collisionCat7_GroundPoundYoshi(ActivePhysics *apThis, ActivePhysics *apOther) { return this->collisionCatD_Drill(apThis, apOther); } bool daShyGuy::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { return this->collisionCatD_Drill(apThis, apOther); } bool daShyGuy::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther){ return this->collisionCatD_Drill(apThis, apOther); } bool daShyGuy::collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther){ return this->collisionCatD_Drill(apThis, apOther); } bool daShyGuy::collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther){ return this->collisionCatD_Drill(apThis, apOther); } bool daShyGuy::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { StageE4::instance->spawnCoinJump(pos, 0, 2, 0); return this->collisionCatD_Drill(apThis, apOther); } bool daShyGuy::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){ bool wut = dEn_c::collisionCat3_StarPower(apThis, apOther); doStateChange(&StateID_Die); return wut; } bool daShyGuy::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){ doStateChange(&StateID_DieSmoke); return true; } bool daShyGuy::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { this->damage += 1; dStateBase_c *stateVar; stateVar = &StateID_DieSmoke; if (this->type < 6) { // Regular Shy Guys Except Jumper backFire = apOther->owner->direction ^ 1; if (this->isDown == 0) { stateVar = &StateID_FireKnockBack; } else { StageE4::instance->spawnCoinJump(pos, 0, 1, 0); doStateChange(&StateID_DieSmoke); } } else { // Ballooneers stateVar = &StateID_FlameHit; } if (this->damage > 1) { nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_EMY_DOWN, 1); StageE4::instance->spawnCoinJump(pos, 0, 1, 0); doStateChange(&StateID_DieSmoke); } else { nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_EMY_KURIBO_L_DAMAGE_01, 1); doStateChange(stateVar); } return true; } // void daShyGuy::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { // doStateChange(&StateID_DieFall); // } // These handle the ice crap void daShyGuy::_vf148() { dEn_c::_vf148(); doStateChange(&StateID_Die); } void daShyGuy::_vf14C() { dEn_c::_vf14C(); doStateChange(&StateID_Die); } extern "C" void sub_80024C20(void); extern "C" void __destroy_arr(void*, void(*)(void), int, int); //extern "C" __destroy_arr(struct DoSomethingCool, void(*)(void), int cnt, int bar); bool daShyGuy::CreateIceActors() { struct DoSomethingCool my_struct = { 0, this->pos, {1.2, 1.5, 1.5}, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; this->frzMgr.Create_ICEACTORs( (void*)&my_struct, 1 ); __destroy_arr( (void*)&my_struct, sub_80024C20, 0x3C, 1 ); chrAnimation.setUpdateRate(0.0f); return true; } bool daShyGuy::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 daShyGuy::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 daShyGuy::onCreate() { this->type = this->settings >> 28 & 0xF; int baln = this->settings >> 24 & 0xF; // this->distance = this->settings >> 12 & 0xF; stillFalling = 0; allocator.link(-1, GameHeaps[0], 0, 0x20); this->deleteForever = 1; // Balloon Specifics if (type == 6 || type == 7 || type == 8) { this->renderBalloon = 1; this->balloonFile.data = getResource("shyguy", "g3d/balloon.brres"); nw4r::g3d::ResMdl mdlB = this->balloonFile.GetResMdl("ballon"); balloonModel.setup(mdlB, &allocator, 0x224, 1, 0); balloonModelB.setup(mdlB, &allocator, 0x224, 1, 0); ActivePhysics::Info iballoonPhysics; iballoonPhysics.xDistToCenter = 0.0; iballoonPhysics.yDistToCenter = -18.0; iballoonPhysics.xDistToEdge = 13.0; iballoonPhysics.yDistToEdge = 12.0; iballoonPhysics.category1 = 0x3; iballoonPhysics.category2 = 0x0; iballoonPhysics.bitfield1 = 0x4f; iballoonPhysics.bitfield2 = 0xffbafffe; iballoonPhysics.unkShort1C = 0x0; iballoonPhysics.callback = balloonSmack; balloonPhysics.initWithStruct(this, &iballoonPhysics); balloonPhysics.addToList(); // if (baln != 0) { // char *itemArc; // char *itemBrres; // char *itemMdl; // if (baln == 1) { // itemArc = "I_kinoko"; // itemBrres = "g3d/I_kinoko.brres"; // itemMdl = "I_kinoko"; // } // else if (baln == 2) { // itemArc = "I_fireflower"; // itemBrres = "g3d/I_fireflower.brres"; // itemMdl = "I_fireflower"; // } // else if (baln == 3) { // itemArc = "I_propeller"; // itemBrres = "g3d/I_propeller.brres"; // itemMdl = "I_propeller_model"; // } // else if (baln == 4) { // itemArc = "I_iceflower"; // itemBrres = "g3d/I_iceflower.brres"; // itemMdl = "I_iceflower"; // } // else if (baln == 5) { // itemArc = "I_star"; // itemBrres = "g3d/I_star.brres"; // itemMdl = "I_star"; // } // else if (baln == 6) { // itemArc = "I_penguin"; // itemBrres = "g3d/I_penguin.brres"; // itemMdl = "I_penguin"; // } // this->carryFile.data = getResource(itemArc, itemBrres); // nw4r::g3d::ResMdl mdlC = this->carryFile.GetResMdl(itemMdl); // carryModel.setup(mdlC, &allocator, 0x224, 1, 0); // nw4r::g3d::ResAnmChr anmChrC = this->carryFile.GetResAnmChr("wait2"); // this->carryAnm.setup(mdlC, anmChrC, &this->allocator, 0); // this->carryAnm.bind(&this->carryModel, anmChrC, 1); // this->carryModel.bindAnim(&this->carryAnm, 0.0); // this->carryAnm.setUpdateRate(1.0); // } } else {this->renderBalloon = 0;} // Shy Guy Colours if (type == 1 || type == 8 || type == 10) { this->resFile.data = getResource("shyguy", "g3d/ShyGuyBlue.brres"); distance = 1; } else if (type == 5) { this->resFile.data = getResource("shyguy", "g3d/ShyGuyGreen.brres"); } else if (type == 3) { this->resFile.data = getResource("shyguy", "g3d/ShyGuyCyan.brres"); } else if (type == 4) { this->resFile.data = getResource("shyguy", "g3d/ShyGuyPurple.brres"); } else { this->resFile.data = getResource("shyguy", "g3d/ShyGuyRed.brres"); } nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("body_h"); bodyModel.setup(mdl, &allocator, 0x224, 1, 0); // Animations start here this->anmFile.data = getResource("shyguy", "g3d/ShyGuyAnimations.brres"); nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr("c18_IDLE_R"); this->chrAnimation.setup(mdl, anmChr, &this->allocator, 0); allocator.unlink(); // Stuff I do understand this->scale = (Vec){20.0, 20.0, 20.0}; this->pos.y += 36.0; 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 = 0.6; this->x_speed_inc = 0.2; this->Baseline = this->pos.y; this->XSpeed = 0.6; this->balloonSize = 1.5; ActivePhysics::Info HitMeBaby; // Note: if this gets changed, also change the point where the default // values are assigned after de-ballooning HitMeBaby.xDistToCenter = 0.0; HitMeBaby.yDistToCenter = 12.0; HitMeBaby.xDistToEdge = 8.0; HitMeBaby.yDistToEdge = 12.0; if (renderBalloon) { HitMeBaby.yDistToCenter = 9.0f; HitMeBaby.yDistToEdge = 9.0f; } HitMeBaby.category1 = 0x3; HitMeBaby.category2 = 0x0; HitMeBaby.bitfield1 = 0x6F; HitMeBaby.bitfield2 = 0xffbafffe; HitMeBaby.unkShort1C = 0; HitMeBaby.callback = ­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(-0<<12, 0<<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 if (type == 0) { bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5); doStateChange(&StateID_RealWalk); } else if (type == 1) { bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5); doStateChange(&StateID_RealWalk); } else if (type == 2) { doStateChange(&StateID_Sleep); } else if (type == 3) { doStateChange(&StateID_Jump); } else if (type == 4) { // Chuckles is left, Knuckles is Right ActivePhysics::Info iChuckles; ActivePhysics::Info iKnuckles; iChuckles.xDistToCenter = -27.0; iChuckles.yDistToCenter = 12.0; iChuckles.xDistToEdge = 27.0; iChuckles.yDistToEdge = 10.0; iKnuckles.xDistToCenter = 27.0; iKnuckles.yDistToCenter = 12.0; iKnuckles.xDistToEdge = 27.0; iKnuckles.yDistToEdge = 10.0; iKnuckles.category1 = iChuckles.category1 = 0x3; iKnuckles.category2 = iChuckles.category2 = 0x0; iKnuckles.bitfield1 = iChuckles.bitfield1 = 0x4F; iKnuckles.bitfield2 = iChuckles.bitfield2 = 0x0; iKnuckles.unkShort1C = iChuckles.unkShort1C = 0x0; iKnuckles.callback = iChuckles.callback = ChucklesAndKnuckles; Chuckles.initWithStruct(this, &iChuckles); Knuckles.initWithStruct(this, &iKnuckles); doStateChange(&StateID_Judo); } else if (type == 5) { doStateChange(&StateID_Spike); } else if (type == 6) { doStateChange(&StateID_Balloon_H); } else if (type == 7) { doStateChange(&StateID_Balloon_V); } else if (type == 8) { doStateChange(&StateID_Balloon_C); } this->onExecute(); return true; } int daShyGuy::onDelete() { return true; } int daShyGuy::onExecute() { acState.execute(); updateModelMatrices(); bodyModel._vf1C(); return true; } int daShyGuy::onDraw() { bodyModel.scheduleForDrawing(); if (this->renderBalloon == 1) { balloonModel.scheduleForDrawing(); balloonModelB.scheduleForDrawing(); } // if (this->baln > 0) { // carryModel.scheduleForDrawing(); // carryModel._vf1C(); // if(this->carryAnm.isAnimationDone()) // this->carryAnm.setCurrentFrame(0.0); // } return true; } void daShyGuy::updateModelMatrices() { // This won't work with wrap because I'm lazy. 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); if (this->renderBalloon == 1) { matrix.translation(pos.x, pos.y - 32.0, pos.z); balloonModel.setDrawMatrix(matrix); balloonModel.setScale(balloonSize, balloonSize, balloonSize); balloonModel.calcWorld(false); balloonModelB.setDrawMatrix(matrix); balloonModelB.setScale(balloonSize, balloonSize, balloonSize); balloonModelB.calcWorld(false); } // if (this->baln > 0) { // matrix.applyRotationYXZ(0,0,0); // matrix.translation(pos.x+40.0, pos.y - 28.0, pos.z + 1000.0); // carryModel.setDrawMatrix(matrix); // carryModel.setScale(21.0, 21.0, 21.0); // carryModel.calcWorld(false); // } } /////////////// // Walk State /////////////// void daShyGuy::beginState_Walk() { this->timer = 0; this->rot.y = (direction) ? 0xD800 : 0x2800; this->max_speed.x = 0.0; this->speed.x = 0.0; this->x_speed_inc = 0.0; } void daShyGuy::executeState_Walk() { chrAnimation.setUpdateRate(1.5f); this->pos.x += (direction) ? -0.4 : 0.4; if (this->timer > (this->distance * 32)) { doStateChange(&StateID_Turn); } if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); this->timer = this->timer + 1; } void daShyGuy::endState_Walk() { } /////////////// // Turn State /////////////// void daShyGuy::beginState_Turn() { // bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0); this->direction ^= 1; this->speed.x = 0.0; } void daShyGuy::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 daShyGuy::endState_Turn() { } /////////////// // Jump State /////////////// void daShyGuy::beginState_Jump() { this->max_speed.x = 0.0; this->speed.x = 0.0; this->x_speed_inc = 0.0; this->timer = 0; this->jumpCounter = 0; } void daShyGuy::executeState_Jump() { // Always face Mario u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos); if (facing != this->direction) { this->direction = facing; this->rot.y = (direction) ? 0xD800 : 0x2800; } // Shy Guy is on ground if (this->pos.y < this->Baseline) { bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0); this->timer = this->timer + 1; // Make him wait for 0.5 seconds if (this->timer > 30) { if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); this->speed.x = 0; this->speed.y = 0; } // Then Jump! else { if (this->jumpCounter == 3) { this->jumpCounter = 0; } this->pos.y = this->Baseline + 1; this->timer = 0; this->jumpCounter = this->jumpCounter + 1; if (this->jumpCounter == 3) { bindAnimChr_and_setUpdateRate("c18_NORMAL_STEAL_R", 1, 0.0, 1.0); this->speed.y = 8.0; PlaySoundAsync(this, SE_PLY_JUMPDAI_HIGH); } else { bindAnimChr_and_setUpdateRate("c18_EV_WIN_1_R", 1, 0.0, 1.0); this->speed.y = 6.0; PlaySoundAsync(this, SE_PLY_JUMPDAI); } } } // While he's jumping, it's time for gravity. else { this->speed.y = this->speed.y - 0.15; if (this->jumpCounter == 3) { if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } else { if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } } this->HandleXSpeed(); this->HandleYSpeed(); this->UpdateObjectPosBasedOnSpeedValuesReal(); } void daShyGuy::endState_Jump() { } /////////////// // Sleep State /////////////// void daShyGuy::beginState_Sleep() { bindAnimChr_and_setUpdateRate("c18_EV_LOSE_2_R", 1, 0.0, 1.0); this->rot.y = 0x0000; } void daShyGuy::executeState_Sleep() { if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } void daShyGuy::endState_Sleep() { } /////////////// // Balloon H State /////////////// void daShyGuy::beginState_Balloon_H() { bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0); this->timer = 0; this->initialPos = this->pos; this->rot.x = 0xFE00; this->rot.y = 0; } void daShyGuy::executeState_Balloon_H() { // Makes him bob up and down this->pos.y = this->initialPos.y + ( sin(this->timer * 3.14 / 60.0) * 6.0 ); // Makes him move side to side this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0); this->timer = this->timer + 1; if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } void daShyGuy::endState_Balloon_H() { } /////////////// // Balloon V State /////////////// void daShyGuy::beginState_Balloon_V() { bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0); this->timer = 0; this->initialPos = this->pos; this->rot.x = 0xFE00; this->rot.y = 0; } void daShyGuy::executeState_Balloon_V() { // Makes him bob up and down this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 60.0) * 6.0 ); // Makes him move side to side this->pos.y = this->initialPos.y + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 ); this->timer = this->timer + 1; if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } void daShyGuy::endState_Balloon_V() { } /////////////// // Balloon C State /////////////// void daShyGuy::beginState_Balloon_C() { bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0); this->timer = 0; this->initialPos = this->pos; this->rot.x = 0xFE00; this->rot.y = 0; } void daShyGuy::executeState_Balloon_C() { // Makes him bob up and down this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 ); // Makes him move side to side this->pos.y = this->initialPos.y + ( cos(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 ); this->timer = this->timer + 1; if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } void daShyGuy::endState_Balloon_C() { } /////////////// // Judo State /////////////// void daShyGuy::beginState_Judo() { this->timer = 0; } void daShyGuy::executeState_Judo() { // chargin 476? 673? 760? 768? 808? 966? if (this->timer == 0) { bindAnimChr_and_setUpdateRate("c18_OB_IDLE_R", 1, 0.0, 1.0); } this->timer = this->timer + 1; if (this->timer == 80) { if (this->direction == 1) { SpawnEffect("Wm_ob_keyget02_lighit", 0, &(Vec){this->pos.x + 7.0, this->pos.y + 14.0, this->pos.z - 5500.0}, &(S16Vec){0,0,0}, &(Vec){0.8, 0.8, 0.8}); } else { SpawnEffect("Wm_ob_keyget02_lighit", 0, &(Vec){this->pos.x - 7.0, this->pos.y + 14.0, this->pos.z + 5500.0}, &(S16Vec){0,0,0}, &(Vec){0.8, 0.8, 0.8}); } } if (this->timer < 120) { // Always face Mario u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos); if (facing != this->direction) { this->direction = facing; if (this->direction == 1) { this->rot.y = 0xD800; } else { this->rot.y = 0x2800; } } if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } else if (this->timer == 120) { bindAnimChr_and_setUpdateRate("c18_H_CUT_R", 1, 0.0, 1.0); } else if (this->timer == 132) { PlaySoundAsync(this, SE_EMY_CRASHER_PUNCH); if (this->direction == 1) { SpawnEffect("Wm_mr_wallkick_b_l", 0, &(Vec){this->pos.x - 18.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}); Chuckles.addToList(); } else { SpawnEffect("Wm_mr_wallkick_s_r", 0, &(Vec){this->pos.x + 18.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}); Knuckles.addToList(); } } else { if(this->chrAnimation.isAnimationDone()) { if (this->direction == 1) { SpawnEffect("Wm_mr_wirehit_hit", 0, &(Vec){this->pos.x - 38.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); Chuckles.removeFromList(); } else { SpawnEffect("Wm_mr_wirehit_hit", 0, &(Vec){this->pos.x + 38.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); Knuckles.removeFromList(); } this->timer = 0; PlaySoundAsync(this, SE_EMY_BIG_PAKKUN_DAMAGE_1); } } } void daShyGuy::endState_Judo() { } /////////////// // Spike State /////////////// void daShyGuy::beginState_Spike() { this->timer = 80; spikeTurn = 0; } void daShyGuy::executeState_Spike() { if (this->timer == 0) { bindAnimChr_and_setUpdateRate("c18_OB_IDLE_R", 1, 0.0, 1.0); } if (this->timer < 120) { // Always face Mario u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos); if (facing != this->direction) { this->direction = facing; if (this->direction == 1) { this->rot.y = 0xD800; } else { this->rot.y = 0x2800; } } if(this->chrAnimation.isAnimationDone()) this->chrAnimation.setCurrentFrame(0.0); } else if (this->timer == 120) { bindAnimChr_and_setUpdateRate("c18_H_SHOT_R", 1, 0.0, 1.0); } else if (this->timer == 160) { PlaySound(this, SE_EMY_KANIBO_THROW); Vec pos; pos.x = this->pos.x; pos.y = this->pos.y; pos.z = this->pos.z; dStageActor_c *spawned; if (this->direction == 1) { spawned = CreateActor(89, 0x2, pos, 0, 0); spawned->scale.x = 0.9; spawned->scale.y = 0.9; spawned->scale.z = 0.9; spawned->speed.x = -2.0; spawned->speed.y = 2.0; } else { spawned = CreateActor(89, 0x12, pos, 0, 0); spawned->scale.x = 0.9; spawned->scale.y = 0.9; spawned->scale.z = 0.9; spawned->speed.x = 2.0; spawned->speed.y = 2.0; } // if (spikeTurn == 0) { // if (this->spikeA != 0) { // PlaySound(spikeA, SE_OBJ_ROCK_S_CRASH); // CreateEffect(&(Vec){this->spikeA->pos.x, this->spikeA->pos.y, 5500.0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 9); // this->spikeA->Delete(this->spikeA->deleteForever); // } // this->spikeA = spawned; // spikeTurn = 1; // } // else { // if (this->spikeB != 0) { // PlaySound(spikeB, SE_OBJ_ROCK_S_CRASH); // CreateEffect(&(Vec){this->spikeB->pos.x, this->spikeB->pos.y, 5500.0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 9); // this->spikeB->Delete(this->spikeB->deleteForever); // } // this->spikeB = spawned; // spikeTurn = 0; // } // spawned->_320 = 0.0f; // spawned->_324 = 8.0f; // spawned->spriteSomeRectX = 8.0f; // spawned->spriteSomeRectY = 8.0f; // spawned->_338 = 128.0f; // spawned->_33C = 128.0f; // spawned->_340 = 128.0f + 40.0f; // spawned->_344 = 128.0f + 40.0f; // spawned->aPhysics.info.xDistToCenter = spawned->aPhysics.info.xDistToCenter / 2.0; // spawned->aPhysics.info.yDistToCenter = spawned->aPhysics.info.yDistToCenter / 2.0; // spawned->aPhysics.info.xDistToEdge = spawned->aPhysics.info.xDistToEdge / 2.0; // spawned->aPhysics.info.yDistToEdge = spawned->aPhysics.info.yDistToEdge / 2.0; // static const u8 one[16] = { // 0x01,0x80,0x41,0x01, 0xFF,0xFF,0x80,0x00, 0x00,0x00,0x70,0x00, 0x00,0x00,0xF0,0x00 // }; // static const u8 two[16] = { // 0x00,0x00,0x00,0x01, 0xFF,0xFF,0x80,0x00, 0x00,0x00,0x70,0x00, 0xFF,0xFF,0x10,0x00 // }; // static const u8 three[16] = { // 0x01,0x80,0x41,0x01, 0xFF,0xFF,0x90,0x00, 0x00,0x00,0x80,0x00, 0x00,0x00,0xEF0,0x00 // }; // spawned->collMgr.init(spawned, two, one, three); } else { if(this->chrAnimation.isAnimationDone()) { this->timer = 0; } } this->timer = this->timer + 1; } void daShyGuy::endState_Spike() { } /////////////// // Real Walk State /////////////// void daShyGuy::beginState_RealWalk() { //inline this piece of code this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed; this->speed.x = (direction) ? -0.6f : 0.6f; this->max_speed.y = -4.0; this->speed.y = -4.0; this->y_speed_inc = -0.1875; } void daShyGuy::executeState_RealWalk() { chrAnimation.setUpdateRate(1.5f); if (distance) { bool turn = collMgr.isOnTopOfTile(); if (!turn) { if (!stillFalling) { stillFalling = 1; pos.x = direction ? pos.x + 1.5 : pos.x - 1.5; doStateChange(&StateID_RealTurn); } } else { stillFalling = 0; } } bool ret = calculateTileCollisions(); if (ret) { doStateChange(&StateID_RealTurn); } if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } } void daShyGuy::endState_RealWalk() { } /////////////// // Real Turn State /////////////// void daShyGuy::beginState_RealTurn() { this->direction ^= 1; this->speed.x = 0.0; } void daShyGuy::executeState_RealTurn() { 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_RealWalk); } } void daShyGuy::endState_RealTurn() { } /////////////// // GoDizzy State /////////////// void daShyGuy::beginState_GoDizzy() { bindAnimChr_and_setUpdateRate("c18_L_DMG_F_1_R", 1, 0.0, 1.0); // SpawnEffect("Wm_en_spindamage", 0, &(Vec){this->pos.x, this->pos.y + 24.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); this->max_speed.x = 0; this->speed.x = 0; this->x_speed_inc = 0; this->max_speed.y = -4.0; this->speed.y = -4.0; this->y_speed_inc = -0.1875; this->timer = 0; this->jumpCounter = 0; this->isDown = 1; } void daShyGuy::executeState_GoDizzy() { calculateTileCollisions(); effect.spawn("Wm_en_spindamage", 0, &(Vec){this->pos.x, this->pos.y + 24.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); if (this->jumpCounter == 0) { if(this->chrAnimation.isAnimationDone()) { this->jumpCounter = 1; bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0); } } else { if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } if (this->timer > 600) { doStateChange(&StateID_Recover); damage = 0; } this->timer += 1; } } void daShyGuy::endState_GoDizzy() {} /////////////// // BalloonDrop State /////////////// void daShyGuy::beginState_BalloonDrop() { bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 2.0); this->max_speed.x = 0.0; this->speed.x = 0.0; this->x_speed_inc = 0.0; this->max_speed.y = -2.0; this->speed.y = -2.0; this->y_speed_inc = -0.1875; this->isDown = 1; this->renderBalloon = 0; // char powerup; // if (baln == 1) { // powerup = 0x0B000007; // } // else if (baln == 2) { // powerup = 0x0B000009; // } // else if (baln == 3) { // powerup = 0x0B000001; // } // else if (baln == 4) { // powerup = 0x0C00000E; // } // else if (baln == 5) { // powerup = 0x0C000015; // } // else if (baln == 6) { // powerup = 0x0C000011; // } // CreateActor(60, powerup, (Vec){pos.x, pos.y - 28.0, pos.z}, 0, 0); // this->baln = 0; balloonPhysics.removeFromList(); SpawnEffect("Wm_en_explosion_ln", 0, &(Vec){this->pos.x, this->pos.y - 32.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); PlaySound(this, SE_PLY_BALLOON_BRAKE); type = 0; } void daShyGuy::executeState_BalloonDrop() { if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } bool ret = calculateTileCollisions(); if (speed.y == 0.0) { SpawnEffect("Wm_en_sndlandsmk_s", 0, &(Vec){this->pos.x, this->pos.y, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); doStateChange(&StateID_GoDizzy); aPhysics.info.yDistToCenter = 12.0f; aPhysics.info.yDistToEdge = 12.0f; } } void daShyGuy::endState_BalloonDrop() { } /////////////// // FireKnockBack State /////////////// void daShyGuy::beginState_FireKnockBack() { bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 1.0); // Backfire 0 == Fireball to the right // Backfire 1 == Fireball to the left directionStore = this->direction; speed.x = (this->backFire) ? this->XSpeed : -this->XSpeed; speed.x *= 1.2f; max_speed.x = speed.x; x_speed_inc = 0.0f; } void daShyGuy::executeState_FireKnockBack() { calculateTileCollisions(); // move backwards here this->speed.x = this->speed.x / 1.02f; if(this->chrAnimation.isAnimationDone()) { if (aPhysics.result1 == 0 && aPhysics.result2 == 0 && aPhysics.result3 == 0) { bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5); doStateChange(&StateID_RealWalk); } } } void daShyGuy::endState_FireKnockBack() { this->direction = directionStore; } /////////////// // FlameHit State /////////////// void daShyGuy::beginState_FlameHit() { bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 1.0); } void daShyGuy::executeState_FlameHit() { if(this->chrAnimation.isAnimationDone()) { if (type == 6) { doStateChange(&StateID_Balloon_H); } else if (type == 7) { doStateChange(&StateID_Balloon_V); } else if (type == 8) { doStateChange(&StateID_Balloon_C); } } } void daShyGuy::endState_FlameHit() {} /////////////// // Recover State /////////////// void daShyGuy::beginState_Recover() { bindAnimChr_and_setUpdateRate("c18_L_DMG_F_4_R", 1, 0.0, 1.0); } void daShyGuy::executeState_Recover() { calculateTileCollisions(); if(this->chrAnimation.isAnimationDone()) { if (type == 3) { doStateChange(&StateID_Jump); } else { bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5); doStateChange(&StateID_RealWalk); } } } void daShyGuy::endState_Recover() { this->isDown = 0; this->rot.y = (direction) ? 0xD800 : 0x2800; } /////////////// // Die State /////////////// void daShyGuy::beginState_Die() { // dEn_c::dieFall_Begin(); this->removeMyActivePhysics(); bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 2.0); this->timer = 0; this->dying = -10.0; this->Baseline = this->pos.y; this->rot.y = 0; this->rot.x = 0; if (type > 5 && type < 9) { this->renderBalloon = 0; SpawnEffect("Wm_en_explosion_ln", 0, &(Vec){this->pos.x, this->pos.y - 32.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); } } void daShyGuy::executeState_Die() { if(this->chrAnimation.isAnimationDone()) { this->chrAnimation.setCurrentFrame(0.0); } this->timer += 1; // this->pos.x += 0.5; this->pos.y = Baseline + (-0.2 * dying * dying) + 20.0; this->dying += 0.5; if (this->timer > 450) { OSReport("Killing"); this->kill(); this->Delete(this->deleteForever); } // dEn_c::dieFall_Execute(); } void daShyGuy::endState_Die() { }