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path: root/src/boss.cpp
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#include "boss.h"



void DamagePlayer(dEn_c *actor, ActivePhysics *apThis, ActivePhysics *apOther) {
	actor->dEn_c::playerCollision(apThis, apOther);
	actor->_vf220(apOther->owner);

	// fix multiple player collisions via megazig
	actor->isDead = 0;
	actor->flags_4FC |= (1<<(31-7));
	if(apOther->owner->which_player < 4) {
		actor->counter_504[apOther->owner->which_player] = 0;
	}	
}


void SetupKameck(daBoss *actor, daKameckDemo *Kameck) {
	// Stop the BGM Music
	StopBGMMusic();

	// Set the necessary Flags and make Mario enter Demo Mode
	dStage32C_c::instance->freezeMarioBossFlag = 1;
	WLClass::instance->_4 = 4;
	WLClass::instance->_8 = 0;

	MakeMarioEnterDemoMode();

	// Make sure to use the correct position
	Vec pos = (Vec){actor->pos.x - 124.0, actor->pos.y + 104.0, 3564.0};
	S16Vec rot = (S16Vec){0, 0, 0};

	// Create And use Kameck
	Kameck = (daKameckDemo*)actor->createChild(KAMECK_FOR_CASTLE_DEMO, (dStageActor_c*)actor, 0, &pos, &rot, 0);
	Kameck->doStateChange(&daKameckDemo::StateID_DemoWait);	
}


void CleanupKameck(daBoss *actor, daKameckDemo *Kameck) {
		// Clean up the flags and Kameck
		dStage32C_c::instance->freezeMarioBossFlag = 0;
		WLClass::instance->_8 = 1;

		MakeMarioExitDemoMode();
		StartBGMMusic();

		Kameck->Delete(1);
}


bool GrowBoss(daBoss *actor, daKameckDemo *Kameck, float initialScale, float endScale, float yPosModifier, int timer) {
	if (timer == 130) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt); }
	if (timer == 400) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt2); }

	float scaleSpeed, yPosScaling;

	if (timer == 150) { PlaySound(actor, SE_BOSS_IGGY_WANWAN_TO_L); }
	
	if ((timer > 150) && (timer < 230)) {
		scaleSpeed = (endScale -initialScale) / 80.0;
	
		float modifier;

		modifier = initialScale + ((timer - 150) * scaleSpeed);
		
		actor->scale = (Vec){modifier, modifier, modifier};
		actor->pos.y = actor->pos.y + (yPosModifier/80.0);
	}

	if (timer == 360) { 
		Vec tempPos = (Vec){actor->pos.x - 40.0, actor->pos.y + 120.0, 3564.0};
		SpawnEffect("Wm_ob_greencoinkira", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
		SpawnEffect("Wm_mr_yoshiicehit_a", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
		SpawnEffect("Wm_mr_yoshiicehit_b", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
		SpawnEffect("Wm_ob_redringget", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
		SpawnEffect("Wm_ob_keyget01", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
		SpawnEffect("Wm_ob_greencoinkira_a", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
		SpawnEffect("Wm_ob_keyget01_c", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
	}

	if (timer > 420) { return true; }
	return false;
}


void OutroSetup(daBoss *actor) {
	actor->removeMyActivePhysics();

	StopBGMMusic();

	WLClass::instance->_4 = 5;
	WLClass::instance->_8 = 0;
	dStage32C_c::instance->freezeMarioBossFlag = 1;
}


bool ShrinkBoss(daBoss *actor, Vec *pos, float scale, int timer) {
	PlaySound(actor, SE_BOSS_CMN_DAMAGE_LAST);

	// Adjust actor to equal the scale of your boss / 80.
	actor->scale.x -= scale / 80.0;
	actor->scale.y -= scale / 80.0;
	actor->scale.z -= scale / 80.0;

	actor->pos.y += 2.0;
	

	if (actor->timer == 30) {  
		SpawnEffect("Wm_ob_starcoinget_gl", 0, pos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0});
		SpawnEffect("Wm_mr_vshipattack_hosi", 0, pos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0});
		SpawnEffect("Wm_ob_keyget01_b", 0, pos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0});
		actor->timer = 0;
	}

	if (actor->scale.x < 0) { return true; }
	return false;
}


void BossExplode(daBoss *actor, Vec *pos) {
	actor->scale.x = 0.0;
	actor->scale.y = 0.0;
	actor->scale.z = 0.0;
	
	SpawnEffect("Wm_ob_keyget02", 0, pos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0});
	actor->dying = 1;
	actor->timer = 0;

	PlaySound(actor, STRM_BGM_SHIRO_BOSS_CLEAR);
	MakeMarioEnterDemoMode();
}


void PlayerVictoryCries(daBoss *actor) {
	UpdateGameMgr();
	if (GetSpecificPlayerActor(0) != 0) { PlaySound(actor, SE_VOC_MA_CLEAR_BOSS); }
	if (GetSpecificPlayerActor(1) != 0) { PlaySound(actor, SE_VOC_LU_CLEAR_BOSS); }
	if (GetSpecificPlayerActor(2) != 0) { PlaySound(actor, SE_VOC_KO_CLEAR_BOSS); }
	if (GetSpecificPlayerActor(3) != 0) { PlaySound(actor, SE_VOC_KO2_CLEAR_BOSS); }
}