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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 == 255 ) {
actor->counter_504[0] = 0;
actor->counter_504[1] = 0;
actor->counter_504[2] = 0;
actor->counter_504[3] = 0;
}
else {
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
actor->Kameck = (daKameckDemo*)actor->createChild(KAMECK_FOR_CASTLE_DEMO, (dStageActor_c*)actor, 0, &pos, &rot, 0);
actor->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();
actor->Kameck->Delete(1);
}
bool GrowBoss(daBoss *actor, daKameckDemo *Kameck, float initialScale, float endScale, float yPosModifier, int timer) {
if (timer == 130) { actor->Kameck->doStateChange(&daKameckDemo::StateID_DemoSt); }
if (timer == 400) { actor->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; }
else { 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); }
}
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