summaryrefslogtreecommitdiff
path: root/src/bossBalboaWrench.cpp
blob: 1b1cf6bdb448f763e19c20be0c8afc1185954032 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "effects.h"
#include "player.h"

class daBalboa_c : public dEn_c {
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	mHeapAllocator_c allocator;
	m3d::mdl_c bodyModel;

	nw4r::g3d::ResFile resFile;
	m3d::anmChr_c animationChr;

	int timer;
	int damage;
	float Baseline;
	float dying;
	Vec PopUp [3]; 
	char throwCount;
	char throwMax;
	float throwRate;
	char upsideDown;
	int isBigBoss;
	char isRevenging;
	int spinner;

	dEn_c *Kameck;
	
	static daBalboa_c *build();

	void setupModels();
	void updateModelMatrices();
	void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);

	void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);

	void addScoreWhenHit(void *other);
	
	USING_STATES(daBalboa_c);
	DECLARE_STATE(Grow);
	DECLARE_STATE(ManholeUp);
	DECLARE_STATE(HeadPoke);
	DECLARE_STATE(AllOut);
	DECLARE_STATE(ThrowWrench);
	DECLARE_STATE(BackDown);
	DECLARE_STATE(Outro);
	DECLARE_STATE(Damage);
	DECLARE_STATE(RevengeUp);
	DECLARE_STATE(Revenge);
};

daBalboa_c *daBalboa_c::build() {
	void *buffer = AllocFromGameHeap1(sizeof(daBalboa_c));
	return new(buffer) daBalboa_c;
}

// Externs
	extern "C" u32 GenerateRandomNumber(int max);
	extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
	extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daBalboa_c *, Vec pos);
	extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
	extern "C" void *PlaySound(daBalboa_c *, int soundID);
	extern "C" void *PlaySoundAsync(daBalboa_c *, int soundID);
	extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1);

	extern "C" void *StopBGMMusic();
	extern "C" void *StartBGMMusic();

	extern "C" void *MakeMarioEnterDemoMode();
	extern "C" void *MakeMarioExitDemoMode();
	extern "C" void *UpdateGameMgr();


	CREATE_STATE(daBalboa_c, Grow);
	CREATE_STATE(daBalboa_c, ManholeUp);
	CREATE_STATE(daBalboa_c, HeadPoke);
	CREATE_STATE(daBalboa_c, AllOut);
	CREATE_STATE(daBalboa_c, ThrowWrench);
	CREATE_STATE(daBalboa_c, BackDown);
	CREATE_STATE(daBalboa_c, Outro);
	CREATE_STATE(daBalboa_c, Damage);
	CREATE_STATE(daBalboa_c, RevengeUp);
	CREATE_STATE(daBalboa_c, Revenge);

// Collisions
	void balbieCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther);	

	void balbieCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther) {
		if (apOther->owner->name != 544) { 
			dEn_c::collisionCallback(apThis, apOther); 
		}
	}

	void daBalboa_c::addScoreWhenHit(void *other) {}

	void daBalboa_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { 

		char ret = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);

		if(ret == 1) {	// regular jump

			apOther->someFlagByte |= 0;

		} else if(ret == 3) {	// spinning

			apOther->someFlagByte |= 0;

		} else if(ret == 0) {

			this->dEn_c::playerCollision(apThis, apOther);
			this->_vf220(apOther->owner);

		} else if(ret == 2) { // mini Mario
			this->dEn_c::playerCollision(apThis, apOther);
			this->_vf220(apOther->owner);

		} else {
		}

		//FIXME hack to make multiple playerCollisions work
		this->isDead = 0;
		this->flags_4FC |= (1<<(31-7));
		if(apOther->owner->which_player < 4) {
			this->counter_504[apOther->owner->which_player] = 0;
		}
	}

	void daBalboa_c::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) { 

		dActor_c *block = apOther->owner;
		dEn_c *mario = (dEn_c*)block;

		CreateEffect(mario, 33); 

		mario->speed.y = -mario->speed.y;
		mario->pos.y += mario->speed.y;

		if (mario->direction == 0) { mario->speed.x = 4.0; }
		else					  { mario->speed.x = -4.0; }
		
		mario->doSpriteMovement();
		mario->doSpriteMovement();

		if (isRevenging) { 
			return;
		}
		else {
			this->damage -= 1;
			
			apOther->someFlagByte |= 2;
			
			PlaySoundAsync(this, SE_EMY_PENGUIN_DAMAGE);			

			doStateChange(&StateID_Damage);
		}

	}

	void daBalboa_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { }
	bool daBalboa_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return false; }
	void daBalboa_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { }
	void daBalboa_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { }
	void daBalboa_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { }


void daBalboa_c::setupModels() {
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	nw4r::g3d::ResMdl mdl;
	nw4r::g3d::ResAnmChr anmChr;

	this->resFile.data = getResource("choropoo", "g3d/choropoo.brres");

	mdl = this->resFile.GetResMdl("choropoo");
	this->bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&this->bodyModel, 0);

	anmChr = this->resFile.GetResAnmChr("throw_1"); // 11
	this->animationChr.setup(mdl, anmChr, &this->allocator, 0);

	// throw_1 // 11
	// throw_2 // 75
	// throw_3 // 33
	// throw_4_left_hand // 87
	// throw_4_right_hand // 87
	// throw_5 // 23

	allocator.unlink();
}

// Animation Order... 
// AppearLittle - Throw One, sound 0x21F
// Search - Throw two
// AppearFull - Throw 3 and sound 0x220
// Attack - Throw 4
// Disappear - Throw 5


void daBalboa_c::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr(name);
	this->animationChr.bind(&this->bodyModel, anmChr, unk);
	this->bodyModel.bindAnim(&this->animationChr, unk2);
	this->animationChr.setUpdateRate(rate);
}

int daBalboa_c::onCreate() {

	setupModels();

	this->scale = (Vec){1.0, 1.0, 1.0};
	this->isBigBoss = (this->settings >> 28);

	ActivePhysics::Info HitMeBaby;
	HitMeBaby.xDistToCenter = 0.0;
	HitMeBaby.yDistToCenter = 27.0;

	HitMeBaby.xDistToEdge = 18.0;
	HitMeBaby.yDistToEdge = 24.0;

	HitMeBaby.category1 = 0x3;
	HitMeBaby.category2 = 0x0;
	HitMeBaby.bitfield1 = 0x4F;
	HitMeBaby.bitfield2 = 0xFFBAFFFE;
	HitMeBaby.unkShort1C = 0;
	HitMeBaby.callback = &balbieCollisionCallback;


	this->aPhysics.initWithStruct(this, &HitMeBaby);
	this->aPhysics.addToList();

	
	this->rot.x = 0; // X is vertical axis
	this->rot.y = 0xE000; // Y is horizontal axis
	this->rot.z = 0; // Z is ... an axis >.>
	this->upsideDown = 0;
	this->direction = 0; // Heading left.
	this->pos.z = -800.0;
	this->pos.y -= 8.0;
	this->damage = 3;
	this->isRevenging = 0;

	this->PopUp[0] = (Vec){this->pos.x, this->pos.y - 54.0, this->pos.z};
	this->PopUp[1] = (Vec){this->pos.x - 224.0, this->pos.y - 54.0, this->pos.z};
	this->PopUp[2] = (Vec){this->pos.x - 112.0, this->pos.y - 22.0, this->pos.z};
	this->PopUp[3] = (Vec){this->pos.x - 112.0, this->pos.y - 22.0, this->pos.z};


	doStateChange(&StateID_Grow);

	this->onExecute();
	return true;
}

int daBalboa_c::onDelete() {
	return true;
}

int daBalboa_c::onExecute() {
	acState.execute();
	updateModelMatrices();
	
	bodyModel._vf1C();
		
	return true;
}

int daBalboa_c::onDraw() {
	
	bodyModel.scheduleForDrawing(); 

	return true;
}

void daBalboa_c::updateModelMatrices() {
	// This won't work with wrap because I'm lazy.
	matrix.translation(pos.x, pos.y, pos.z);
	matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);

	bodyModel.setDrawMatrix(matrix);
	bodyModel.setScale(&scale);
	bodyModel.calcWorld(false); 

}

// Grow State

	void daBalboa_c::beginState_Grow() { 
		this->timer = 0;

		// 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){this->pos.x - 124.0, this->pos.y + 104.0, 3564.0};
		S16Vec rot = (S16Vec){0, 0, 0};

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

		bindAnimChr_and_setUpdateRate("throw_2", 1, 0.0, 0.6); 
	}

	void daBalboa_c::executeState_Grow() { 

		if(this->animationChr.isAnimationDone())
			this->animationChr.setCurrentFrame(0.0);

		if (this->timer == 130) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt); }
		if (this->timer == 400) { Kameck->doStateChange(&daKameckDemo::StateID_DemoSt2); }
		
		this->timer = this->timer + 1;
		
		float scaleSpeed, yPosScaling;

		if (this->timer == 150) { PlaySound(this, SE_BOSS_IGGY_WANWAN_TO_L); }
		
		if ((this->timer > 150) && (this->timer < 230)) {

			scaleSpeed = 0.015625;
		
			float modifier;

			modifier = 1.0 + ((this->timer - 150) * scaleSpeed);
			
			this->scale = (Vec){modifier, modifier, modifier};
			
		}

		if (this->timer == 360) { 
			Vec tempPos = (Vec){this->pos.x - 40.0, this->pos.y + 120.0, 3564.0};
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 175);  // 400 & 401 // 564 // 583 // 754 // 958
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 400);  // 400 & 401 // 564 // 583 // 754 // 958
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 401);  // 400 & 401 // 564 // 583 // 754 // 958
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 564);  // 400 & 401 // 564 // 583 // 754 // 958
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 583);  // 400 & 401 // 564 // 583 // 754 // 958
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 754);  // 400 & 401 // 564 // 583 // 754 // 958
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 958);  // 400 & 401 // 564 // 583 // 754 // 958
		}
		
		if (this->timer > 420) { 		
			PlaySound(this, SE_EMY_CHOROPU_BOUND);
			this->upsideDown = 0;
			doStateChange(&StateID_BackDown); 
		}	
	}
	void daBalboa_c::endState_Grow() { 

		// Clean up the flags and Kameck
		dStage32C_c::instance->freezeMarioBossFlag = 0;
		WLClass::instance->_8 = 1;

		MakeMarioExitDemoMode();
		StartBGMMusic();

		Kameck->Delete(1);
	}


// ManholeUp State

	void daBalboa_c::beginState_ManholeUp() { 

		bindAnimChr_and_setUpdateRate("throw_1", 1, 0.0, 1.0); 

		this->timer = 0;
			
		int randChoice;
		randChoice = GenerateRandomNumber(3);
		
		this->pos = this->PopUp[randChoice];

		OSReport("Rand Choice is: %d\n", randChoice);
		OSReport("Position is: %f, %f, %f\n\n", pos.x, pos.y, pos.z);

		
		if 		(randChoice == 0) { // On the left side!
			this->rot.y = 0xE000; 
			this->rot.z = 0;
			this->upsideDown = 0;
			this->direction = 0; }

		else if (randChoice == 1) {	// On the right side!
			this->rot.y = 0x2000; 
			this->rot.z = 0;
			this->upsideDown = 0;
			this->direction = 1; }

		// else if (randChoice == 2) {	// On the right ceiling!
		// 	this->rot.y = 0xE000; 
		// 	this->rot.z = 0x8000;
		// 	this->upsideDown = 1;
		// 	this->direction = 0; }

		// else if (randChoice == 3) {	// On the left ceiling!
		// 	this->rot.y = 0x2000; 
		// 	this->rot.z = 0x8000;
		// 	this->upsideDown = 1;
		// 	this->direction = 1; }

		else if (randChoice == 2) {	// In the Center!
			char PlayerID = NearestPlayer(this);
			dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);

			this->upsideDown = 0;
			this->rot.z = 0;
			if (Player->pos.x < this->pos.x) {
				this->rot.y = 0xE000; 
				this->direction = 0; }
			else {
				this->rot.y = 0x2000; 
				this->direction = 1; }
		}

		PlaySound(this, 0x21F);
	}

	void daBalboa_c::executeState_ManholeUp() { 

		if (this->timer > 51) {
			doStateChange(&StateID_HeadPoke); 
		}
		if (this->timer > 11) { }
		else {	
			this->pos.y += 0.8182; // Height is 54 pixels, move up 9 pixels.
		}
			
		this->timer += 1;		
	}
	void daBalboa_c::endState_ManholeUp() { }


// HeadPoke State

	void daBalboa_c::beginState_HeadPoke() { 

		bindAnimChr_and_setUpdateRate("throw_2", 1, 0.0, 1.0); 

		this->timer = 0;
	}

	void daBalboa_c::executeState_HeadPoke() { 

		this->pos.y += 0.24; // Height is 54 pixels, move up 18 pixels.
				
		if(this->animationChr.isAnimationDone()) {
			doStateChange(&StateID_AllOut); }

	}
	void daBalboa_c::endState_HeadPoke() { }


// AllOut State

	void daBalboa_c::beginState_AllOut() { 

		bindAnimChr_and_setUpdateRate("throw_3", 1, 0.0, 1.0); 

		this->timer = 0;

		PlaySound(this, 0x220);
	}

	void daBalboa_c::executeState_AllOut() { 


		this->pos.y += 0.8182; // Height is 54 pixels, move up 27 pixels.
				
		if(this->animationChr.isAnimationDone()) {
			doStateChange(&StateID_ThrowWrench); 
		}
	}
	void daBalboa_c::endState_AllOut() { }


// ThrowWrench State

	void daBalboa_c::beginState_ThrowWrench() { 

		this->throwCount = 0;
		if (this->isBigBoss == 1) {
			throwMax = 6;
			throwRate = 3.0;
		}
		else {
			throwMax = 4;
			throwRate = 2.0;
		}
		bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate);
	}

	void daBalboa_c::executeState_ThrowWrench() { 

		float frame = this->animationChr.getCurrentFrame();
		if (frame == 54.0) {
			u32 settings;
			u8 up = this->upsideDown;
			u8 throwc = this->throwCount;
			u8 dir;
			
			if (this->direction) { dir = 0; }
			else 				 { dir = 1; }

			settings = (dir) | (up << 1);
			settings = settings | (throwc & 1 << 8);

			if (this->isBigBoss == 1) { settings = settings | 0x10; }

			CreateActor(544, settings, this->pos, 0, 0);
		}

		if(this->animationChr.isAnimationDone()) { 
			this->throwCount += 1;

			if (this->throwCount & 1) {
				bindAnimChr_and_setUpdateRate("throw_4_left_hand", 1, 0.0, throwRate); 
			}
			else {
				bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate); 
			}
		}
		
		if (this->throwCount > throwMax) {
			doStateChange(&StateID_BackDown); }		
	}
	void daBalboa_c::endState_ThrowWrench() { }


// BackDown State

	void daBalboa_c::beginState_BackDown() { 

		bindAnimChr_and_setUpdateRate("throw_5", 1, 0.0, 1.0); 

		this->timer = 0;

		PlaySound(this, 0x221);

		CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 351); 
		CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 352); 
	}

	void daBalboa_c::executeState_BackDown() { 

		if (this->timer < 60) {
			this->pos.y -= 2.0;  // Height is 54 pixels, move down 
		}
			
		if (this->timer > 90) {
			doStateChange(&StateID_ManholeUp); }
			
		this->timer += 1;

	}
	void daBalboa_c::endState_BackDown() { }


// Outro 

	void daBalboa_c::beginState_Outro() { 

		bindAnimChr_and_setUpdateRate("dead", 1, 0.0, 1.0); 

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

		this->removeMyActivePhysics();
		this->timer = 0;
		this->rot.x = 0x0; // X is vertical axis
		this->rot.z = 0x0; // Z is ... an axis >.>

	}
	void daBalboa_c::executeState_Outro() {

		if(this->animationChr.isAnimationDone())
			this->animationChr.setCurrentFrame(0.0);

		if (this->dying == 1) { 
			if (this->timer > 180) {
				ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE);
			}
			
			if (this->timer == 60) {
				
				if (GetSpecificPlayerActor(0) != 0) {
					PlaySound(this, SE_VOC_MA_CLEAR_BOSS);
					// Send PlBase into DemoGoal State here, kthxbai
				}
				
				if (GetSpecificPlayerActor(1) != 0) {
					PlaySound(this, SE_VOC_LU_CLEAR_BOSS);
					// Send PlBase into DemoGoal State here, kthxbai
				}

				if (GetSpecificPlayerActor(2) != 0) {
					PlaySound(this, SE_VOC_KO_CLEAR_BOSS);
					// Send PlBase into DemoGoal State here, kthxbai
				}

				if (GetSpecificPlayerActor(3) != 0) {
					PlaySound(this, SE_VOC_KO2_CLEAR_BOSS);
					// Send PlBase into DemoGoal State here, kthxbai
				}
			}	
			
			this->timer += 1;
			return; 
		}	

		if (this->scale.x > 0.1) {

			PlaySound(this, SE_BOSS_CMN_DAMAGE_LAST);
			PlaySound(this, SE_EMY_BIG_TERESA_DEAD);

			// Adjust this to equal the scale of your boss / 80.
			this->scale.x -= 0.028125;
			this->scale.y -= 0.028125;
			this->scale.z -= 0.028125;

			this->pos.y -= 0.02;
			
			if (this->timer == 30) {  
				Vec tempPos = (Vec){this->pos.x + 0.0, this->pos.y - 0.0, 5500.0};
		
				CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 756); 
				CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 801); 
				CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 957); 
				this->timer = 0;
			}
		}
		else {
			this->scale.x = 0.0;
			this->scale.y = 0.0;
			this->scale.z = 0.0;
			
			Vec tempPos = (Vec){this->pos.x + 0.0, this->pos.y - 0.0, 5500.0};

			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 588);
			this->dying = 1;
			this->timer = 0;

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

		this->timer += 1;

	}
	void daBalboa_c::endState_Outro() { }


// Damage

	void daBalboa_c::beginState_Damage() { 
		
		bindAnimChr_and_setUpdateRate("dead", 1, 0.0, 0.5); 

		this->timer = 0;
		this->removeMyActivePhysics();
	}
	void daBalboa_c::executeState_Damage() {

		if (this->timer > 6) { doStateChange(&StateID_RevengeUp); }

		if(this->animationChr.isAnimationDone()) { 
			this->animationChr.setCurrentFrame(0.0);

			this->timer += 1;
		}

		if (this->timer > 3) {
			this->pos.y -= 5.0; // Height is 54 pixels, move down 
		}
		else if (this->timer > 2) {
			if (this->damage == 0) { 
				StopBGMMusic();
				doStateChange(&StateID_Outro); 
			}
			this->pos.y -= 3.5; // Height is 54 pixels, move down 
		}
		else if (this->timer > 1) {
			this->pos.y -= 1.0; // Height is 54 pixels, move down 
		}
		else if (this->timer > 0) {
			this->pos.y += 1.0; // Height is 54 pixels, move down 
		}
		else {
			this->pos.y += 3.5; // Height is 54 pixels, move down 
		}

	}
	void daBalboa_c::endState_Damage() { 
		this->addMyActivePhysics();
	}


// Revenge Up

	void daBalboa_c::beginState_RevengeUp() { 

		this->pos = this->PopUp[2];
		this->rot.y = 0;
		
		isRevenging = 1;
		bindAnimChr_and_setUpdateRate("throw_3", 1, 0.0, 1.0); 

		PlaySound(this, 0x220);
	}
	void daBalboa_c::executeState_RevengeUp() {

		this->pos.y += 1.6363; // Height is 54 pixels, move up 27 pixels.
				
		if(this->animationChr.isAnimationDone()) {
			doStateChange(&StateID_Revenge); 
		}

	}
	void daBalboa_c::endState_RevengeUp() { }


// Revenge

	void daBalboa_c::beginState_Revenge() { 
		spinner = 0;

		this->throwCount = 0;
		if (this->isBigBoss == 1) {
			throwMax = 16;
			throwRate = 5.0;
		}
		else {
			throwMax = 12;
			throwRate = 3.0;
		}
		bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate);
	}
	void daBalboa_c::executeState_Revenge() {

		float frame = this->animationChr.getCurrentFrame();

		rot.y = 16384.0 * (frame / 87.0) + (16384.0 * spinner);

		if (frame == 60.0) {
			u32 settings;
			u8 up = this->upsideDown;
			u8 throwc = this->throwCount;
			u8 dir;
			
			if (spinner < 2)	 { dir = 0; }
			else 				 { dir = 1; }

			settings = (dir) | (up << 1);
			settings = settings | (throwc & 1 << 8);

			if (this->isBigBoss == 1) { settings = settings | 0x10; }

			CreateActor(544, settings, this->pos, 0, 0);
		}

		if(this->animationChr.isAnimationDone()) { 
			this->throwCount += 1;
			spinner += 1;
			if (spinner == 4) { spinner = 0; }

			if (this->throwCount & 1) {
				bindAnimChr_and_setUpdateRate("throw_4_left_hand", 1, 0.0, throwRate); 
			}
			else {
				bindAnimChr_and_setUpdateRate("throw_4_right_hand", 1, 0.0, throwRate); 
			}
		}
		
		if (this->throwCount > throwMax) {
			doStateChange(&StateID_BackDown); }

	}
	void daBalboa_c::endState_Revenge() { 
			isRevenging = 0;
	}