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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "boss.h"
const char* effects_name_list [] = {
"Wm_jr_electricline", // cool
"Wm_jr_fireattack", // cool
"Wm_jr_firehit", // cool
"Wm_jr_fireplace", // cool
"Wm_jr_fireplace_ind", // cool
"Wm_jr_shot",
"Wm_jr_sweat",
"Wm_ko_fireattack", // cool
"Wm_ko_firehit", // cool
"Wm_ko_firehitdie01", // cool
"Wm_ko_firehitdie02", // cool
"Wm_ko_firehitdie03", // cool
"Wm_ko_magmapocha",
"Wm_ko_magmapochabig",
"Wm_ko_shout", // cool
"Wm_ko_shout02", // cool
"Wm_seacloudout", // cool
};
class daCaptainBowser : public daBoss {
public:
int onCreate();
int onDelete();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
nw4r::g3d::ResFile resFile;
nw4r::g3d::ResFile shipFile;
m3d::mdl_c bodyModel;
m3d::mdl_c shipModel;
m3d::anmChr_c chrAnimation;
m3d::anmChr_c shipAnm;
Physics ShipPhysics;
ActivePhysics Roar;
mEf::es2 effect;
char isAngry;
char isInvulnerable;
float scaleIncreaser;
// int isInvulnerableCountdown;
// int isTurningCountdown;
// char charging;
// int flashing;
static daCaptainBowser *build();
void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void addScoreWhenHit(void *other);
USING_STATES(daCaptainBowser);
DECLARE_STATE(Wait);
DECLARE_STATE(Throw);
DECLARE_STATE(Fire);
DECLARE_STATE(Roar);
DECLARE_STATE(Damage);
DECLARE_STATE(Intro);
DECLARE_STATE(Outro);
};
daCaptainBowser *daCaptainBowser::build() {
void *buffer = AllocFromGameHeap1(sizeof(daCaptainBowser));
return new(buffer) daCaptainBowser;
}
void ShipPhysicsCallback(daCaptainBowser *self, dStageActor_c *other) {
if (other->name == 657) {
OSReport("CANNON COLLISION");
if (self->isInvulnerable) {
return;
}
self->damage += 1;
if (self->damage == 10) { self->doStateChange(&daCaptainBowser::StateID_Roar); }
else if (self->damage > 20) { self->doStateChange(&daCaptainBowser::StateID_Outro); }
else { self->doStateChange(&daCaptainBowser::StateID_Damage); }
}
}
///////////////////////
// Externs and States
///////////////////////
CREATE_STATE(daCaptainBowser, Wait);
CREATE_STATE(daCaptainBowser, Throw);
CREATE_STATE(daCaptainBowser, Fire);
CREATE_STATE(daCaptainBowser, Roar);
CREATE_STATE(daCaptainBowser, Damage);
CREATE_STATE(daCaptainBowser, Intro);
CREATE_STATE(daCaptainBowser, Outro);
////////////////////////
// Collision Functions
////////////////////////
void daCaptainBowser::addScoreWhenHit(void *other) { };
void daCaptainBowser::spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
if (apOther->owner->name == 657) { //time to get hurt
if (this->isInvulnerable) {
return;
}
this->damage += 1;
if (this->damage == 10) { doStateChange(&StateID_Roar); }
else if (this->damage > 20) { doStateChange(&StateID_Outro); }
else { doStateChange(&StateID_Damage); }
}
}
void daCaptainBowser::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
DamagePlayer(this, apThis, apOther);
}
void daCaptainBowser::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr(name);
this->chrAnimation.bind(&this->bodyModel, anmChr, unk);
this->bodyModel.bindAnim(&this->chrAnimation, unk2);
this->chrAnimation.setUpdateRate(rate);
}
int daCaptainBowser::onCreate() {
// Model creation
allocator.link(-1, GameHeaps[0], 0, 0x20);
// B-b-b-bad boy Bowsaa
this->resFile.data = getResource("koopa", "g3d/koopa.brres");
nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("koopa");
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
SetupTextures_Boss(&bodyModel, 0);
nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("kp_wait");
this->chrAnimation.setup(mdl, anmChr, &this->allocator, 0);
// A ship off the ol' block
this->shipFile.data = getResource("KoopaShip", "g3d/KoopaShip.brres");
nw4r::g3d::ResMdl mdlShip = this->shipFile.GetResMdl("KoopaShip");
shipModel.setup(mdlShip, &allocator, 0x224, 1, 0);
// SetupTextures_MapObj(&shipModel, 0);
nw4r::g3d::ResAnmChr anmChrShip = this->shipFile.GetResAnmChr("KoopaShip");
this->shipAnm.setup(mdlShip, anmChrShip, &this->allocator, 0);
this->shipAnm.bind(&this->shipModel, anmChrShip, 1);
this->shipModel.bindAnim(&this->shipAnm, 0.0);
this->shipAnm.setUpdateRate(1.0);
allocator.unlink();
// Prep the goods
this->scale = (Vec){0.57, 0.57, 0.57};
// Ship Physics!
// Normal rects are { left, top, right, bottom }
// Callbacks are Touching upwards, Touching Downwards, and unknown
ShipPhysics.baseSetup(this, &ShipPhysicsCallback, 0, 0, 1, 0);
ShipPhysics.x = 8.0;
ShipPhysics.y = 20.0;
ShipPhysics.diameter = 12.0 * 16.0;
ShipPhysics.isRound = 1;
this->ShipPhysics.addToList();
// Bowser Physics!
ActivePhysics::Info BowserPhysics;
BowserPhysics.xDistToCenter = -152.0;
BowserPhysics.yDistToCenter = 152.0;
BowserPhysics.xDistToEdge = 38.0;
BowserPhysics.yDistToEdge = 38.0;
BowserPhysics.category1 = 0x3;
BowserPhysics.category2 = 0x0;
BowserPhysics.bitfield1 = 0x4F;
BowserPhysics.bitfield2 = 0x8028E;
BowserPhysics.unkShort1C = 0;
BowserPhysics.callback = &dEn_c::collisionCallback;
this->aPhysics.initWithStruct(this, &BowserPhysics);
this->aPhysics.addToList();
// Roar Physics!
ActivePhysics::Info RoarStruct;
RoarStruct.xDistToCenter = -186.0;
RoarStruct.yDistToCenter = 138.0;
RoarStruct.xDistToEdge = 20.0;
RoarStruct.yDistToEdge = 20.0;
RoarStruct.category1 = 0x3;
RoarStruct.category2 = 0x0;
RoarStruct.bitfield1 = 0x4F;
RoarStruct.bitfield2 = 0x8028E;
RoarStruct.unkShort1C = 0;
RoarStruct.callback = &dEn_c::collisionCallback;
this->Roar.initWithStruct(this, &RoarStruct);
// State Changers
doStateChange(&StateID_Wait);
return true;
}
int daCaptainBowser::onDelete() {
return true;
}
int daCaptainBowser::onExecute() {
acState.execute();
this->ShipPhysics.update();
PlaySound(this, SE_BOSS_SHIP_PRPL);
bodyModel._vf1C();
shipModel._vf1C();
if(this->shipAnm.isAnimationDone()) {
this->shipAnm.setCurrentFrame(0.0);
}
return true;
}
int daCaptainBowser::onDraw() {
matrix.translation(pos.x-146.0, pos.y+122.0, pos.z-200.0); // 136.0 is the bottom of the platform footing
short newrot = rot.y + 0xD800;
matrix.applyRotationYXZ(&rot.x, &newrot, &rot.z);
bodyModel.setDrawMatrix(matrix);
bodyModel.setScale(&(Vec){1.0, 1.0, 1.0});
bodyModel.calcWorld(false);
bodyModel.scheduleForDrawing();
matrix.translation(pos.x, pos.y, pos.z);
newrot = rot.y + 0x4000;
matrix.applyRotationYXZ(&rot.x, &newrot, &rot.z);
shipModel.setDrawMatrix(matrix);
shipModel.setScale(&scale);
shipModel.calcWorld(false);
shipModel.scheduleForDrawing();
return true;
}
//////////////////
// State Intro
//////////////////
void daCaptainBowser::beginState_Intro() {
}
void daCaptainBowser::executeState_Intro() {
}
void daCaptainBowser::endState_Intro() { }
//////////////////
// State Wait
//////////////////
void daCaptainBowser::beginState_Wait() {
if (this->isAngry == 0) {
bindAnimChr_and_setUpdateRate("kp_wait", 1, 0.0, 1.5);
}
else {
bindAnimChr_and_setUpdateRate("kp_wait", 1, 0.0, 2.0);
}
}
void daCaptainBowser::executeState_Wait() {
if (this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
int num = GenerateRandomNumber(4);
if (num == 0) {
doStateChange(&StateID_Fire);
}
else{
doStateChange(&StateID_Throw);
}
}
}
void daCaptainBowser::endState_Wait() { }
//////////////////
// State Throw
//////////////////
void daCaptainBowser::beginState_Throw() {
bindAnimChr_and_setUpdateRate("break", 1, 0.0, 1.0);
this->timer = 0;
}
void daCaptainBowser::executeState_Throw() {
if (this->chrAnimation.getCurrentFrame() == 60.0) { // throw back
int num = GenerateRandomNumber(5);
CreateActor(0x29F, 0x101 + ((num + 1) * 0x10), (Vec){pos.x-146.0, pos.y+122.0, pos.z}, 0, 0);
}
if (this->chrAnimation.getCurrentFrame() == 126.0) { // throw front
int num = GenerateRandomNumber(4);
CreateActor(0x29F, ((num + 1) * 0x10) + 1, (Vec){pos.x-146.0, pos.y+122.0, pos.z}, 0, 0);
}
if (this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
if (this->isAngry == 1) {
if (this->timer == 1) {
doStateChange(&StateID_Wait);
}
}
else {
doStateChange(&StateID_Wait);
}
this->timer++;
}
}
void daCaptainBowser::endState_Throw() { }
//////////////////
// State Fire
//////////////////
void daCaptainBowser::beginState_Fire() {
bindAnimChr_and_setUpdateRate("fire1", 1, 0.0, 1.5);
this->timer = 0;
}
void daCaptainBowser::executeState_Fire() {
if (this->chrAnimation.getCurrentFrame() == 70.5) { // spit fire
PlaySound(this, SE_BOSS_KOOPA_L_FIRE_SHOT);
CreateActor(WM_ANTLION, 0, (Vec){pos.x-172.0, pos.y+152.0, pos.z}, 0, 0);
}
if (this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
if (this->isAngry == 1) {
if (this->timer == 1) {
doStateChange(&StateID_Wait);
}
}
else {
doStateChange(&StateID_Wait);
}
this->timer++;
}
}
void daCaptainBowser::endState_Fire() { }
//////////////////
// State Roar
//////////////////
void daCaptainBowser::beginState_Roar() {
bindAnimChr_and_setUpdateRate("kp_roar3", 1, 0.0, 1.0);
this->isInvulnerable = 1;
this->timer = 0;
this->scaleIncreaser = 0.5;
this->Roar.info.xDistToEdge = 70.0 * scaleIncreaser;
this->Roar.info.yDistToEdge = 70.0 * scaleIncreaser;
this->Roar.addToList();
}
void daCaptainBowser::executeState_Roar() {
if (this->chrAnimation.getCurrentFrame() == 53.0) { // This is where the smackdown starts
PlaySound(this, SE_VOC_KP_L_SHOUT);
}
if (this->chrAnimation.getCurrentFrame() > 53.0) { // This is where the smackdown starts
scaleIncreaser += 0.014285;
effect.spawn("Wm_ko_shout", 0, &(Vec){pos.x-186.0+(scaleIncreaser*16.0), pos.y+138.0+(scaleIncreaser*16.0), pos.z}, &(S16Vec){0,0,0x7000}, &(Vec){scaleIncreaser, scaleIncreaser, scaleIncreaser});
this->Roar.info.xDistToEdge = 70.0 * scaleIncreaser;
this->Roar.info.yDistToEdge = 70.0 * scaleIncreaser;
}
if (this->chrAnimation.getCurrentFrame() == 197.0) { // This is where the smackdown ends
this->Roar.removeFromList();
}
if (this->chrAnimation.isAnimationDone()) {
doStateChange(&StateID_Wait);
}
}
void daCaptainBowser::endState_Roar() {
this->isInvulnerable = 0;
this->isAngry = 1;
}
//////////////////
// State Damage
//////////////////
void daCaptainBowser::beginState_Damage() {
bindAnimChr_and_setUpdateRate("grow_big", 1, 0.0, 1.0);
this->isInvulnerable = 1;
this->chrAnimation.setCurrentFrame(9.0);
PlaySound(this, SE_VOC_KP_DAMAGE_HPDP);
}
void daCaptainBowser::executeState_Damage() {
if (this->chrAnimation.getCurrentFrame() == 65.0) { // stop it here before it's too late
doStateChange(&StateID_Wait);
}
}
void daCaptainBowser::endState_Damage() { this->isInvulnerable = 0; }
//////////////////
// State Outro
//////////////////
void daCaptainBowser::beginState_Outro() {
}
void daCaptainBowser::executeState_Outro() {
}
void daCaptainBowser::endState_Outro() { }
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