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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include "player.h"
class daMegaGoomba_c : public dEn_c {
int onCreate();
int onDelete();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
float timer;
float dying;
HermiteKey keysX[0x10];
unsigned int Xkey_count;
HermiteKey keysY[0x10];
unsigned int Ykey_count;
// HermiteKey keysZ[0x10];
// unsigned int Zkey_count;
char life;
//TODO use these for MegaGecko testing of params
u32 marker1_start;
nw4r::ut::Rect Bounding;
u32 marker1_end;
u32 marker2_start;
int pickedChoice;
u32 marker2_end;
u32 marker3_start;
float XSpeed;
u32 marker3_end;
u32 marker4_start;
float JumpHeight;
u32 marker4_end;
u32 marker5_start;
float JumpDist;
u32 marker5_end;
u32 marker6_start;
float JumpTime;
u32 marker6_end;
u32 marker7_start;
int playIt;
u32 marker7_end;
u32 marker8_start;
int toPlay;
u32 marker8_end;
u32 marker9_start;
u32 marker9_end;
bool takeHit(char count);
void dieFall_Execute();
static daMegaGoomba_c *build();
void updateModelMatrices();
// bool preSpriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// bool prePlayerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// bool preYoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// bool stageActorCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
void _vf120(ActivePhysics *apThis, ActivePhysics *apOther);
void _vf110(ActivePhysics *apThis, ActivePhysics *apOther);
void _vf108(ActivePhysics *apThis, ActivePhysics *apOther);
USING_STATES(daMegaGoomba_c);
DECLARE_STATE(Grow);
DECLARE_STATE(Shrink);
DECLARE_STATE(Walk);
DECLARE_STATE(Jump);
DECLARE_STATE(Launch);
};
//extern void * HandleXSpeed(daMegaGoomba_c*);
//extern void * HandleYSpeed(daMegaGoomba_c*);
daMegaGoomba_c *daMegaGoomba_c::build() {
void *buffer = AllocFromGameHeap1(sizeof(daMegaGoomba_c));
return new(buffer) daMegaGoomba_c;
}
extern "C" void *HandleXSpeed(daMegaGoomba_c *);
extern "C" void *HandleYSpeed(daMegaGoomba_c *);
extern "C" void *UpdateObjectPosBasedOnSpeedValues_real(daMegaGoomba_c *);
extern "C" u32 GenerateRandomNumber(int max);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daMegaGoomba_c *, Vec pos);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
CREATE_STATE(daMegaGoomba_c, Grow);
CREATE_STATE(daMegaGoomba_c, Shrink);
CREATE_STATE(daMegaGoomba_c, Walk);
CREATE_STATE(daMegaGoomba_c, Jump);
CREATE_STATE(daMegaGoomba_c, Launch);
//TODO better fix for possible bug with sign (ex. life=120; count=-9;)
bool daMegaGoomba_c::takeHit(char count) {
int c = count;
int l = this->life;
if(l - c > 127) {
c = 127 - l;
}
this->life -= c;
doStateChange(&StateID_Shrink);
setNewActivePhysicsRect(this, &this->scale);
return (life <= 0) ? true : false;
}
#define ACTIVATE 1
#define DEACTIVATE 0
//bool daMegaGoomba_c::preSpriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("preSpriteCollision\n"); return false; }
//bool daMegaGoomba_c::prePlayerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("prePlayerCollision\n"); return false; }
//bool daMegaGoomba_c::preYoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("preYoshiCollision\n"); return false; }
//bool daMegaGoomba_c::stageActorCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("stageActorCollision\n"); return true; }
//void daMegaGoomba_c::spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("spriteCollision\n"); }
/*void daMegaGoomba_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
this->_vf220(apOther->owner);
OSReport("I hit Mario.\n");
}*/
//void daMegaGoomba_c::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("yoshiCollision\n"); }
void daMegaGoomba_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Fireball\n"); }
bool daMegaGoomba_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball\n"); return false; }
void daMegaGoomba_c::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit StarMario\n"); }
void daMegaGoomba_c::collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("MarioHit\n"); }
void daMegaGoomba_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Rolling Object\n");
if(this->takeHit(1))
doStateChange(&StateID_DieFall);
}
void daMegaGoomba_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Penguin Attack\n"); }
void daMegaGoomba_c::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Groundpound\n"); }
void daMegaGoomba_c::collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("PipeCannon Hit\n"); }
void daMegaGoomba_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Hammer\n");
if(this->takeHit(1))
doStateChange(&StateID_DieFall);
}
void daMegaGoomba_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Yoshi Fire\n");
if(this->takeHit(1))
doStateChange(&StateID_DieFall);
}
void daMegaGoomba_c::_vf120(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("_vf120:\n"); }
void daMegaGoomba_c::_vf110(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("_vf110:\n"); }
void daMegaGoomba_c::_vf108(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("_vf108:\n"); }
//TODO make this real perty like
void daMegaGoomba_c::dieFall_Execute() {
this->timer = this->timer + 1.0;
this->dying = this->dying + 0.15;
this->pos.x = this->pos.x + 0.15;
this->pos.y = this->pos.y + ((-0.2 * (this->dying*this->dying)) + 5);
this->dEn_c::dieFall_Execute();
}
int daMegaGoomba_c::onCreate() {
OSReport("Creating the MegaGoomba Model\n");
allocator.link(-1, GameHeaps[0], 0, 0x20);
nw4r::g3d::ResFile rf(getResource("kuribo", "g3d/t02.brres"));
bodyModel.setup(rf.GetResMdl("kuribo"), &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&bodyModel, 0);
allocator.unlink();
OSReport("Creating MegaGoomba's Physics Struct\n");
// Keeping naming
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 18.0;
HitMeBaby.xDistToEdge = 24.0;
HitMeBaby.yDistToEdge = 24.0;
//TODO find data for a fun, yet challenging, battle
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x4f;
HitMeBaby.bitfield2 = 0xffba7ffe;
HitMeBaby.unkShort1C = 0;
HitMeBaby.callback = &dEn_c::collisionCallback;
OSReport("Making the Physics Class and adding to the list\n");
this->aPhysics.initWithStruct(this, &HitMeBaby);
this->aPhysics.addToList();
pos.y -= 16.0;
pos.z = 3000.0;
rot.x = rot.y = rot.z = speed.x = dying = 0.0;
direction = 0;
life = 3;
//TODO 1) allow setting bounding rect with settings
//TODO 2) don't use bounding rect. use wall/floor/ceiling detection
Bounding.left = pos.x - 212.0;
Bounding.top = pos.y + 500.0;
Bounding.right = pos.x + 212.0;
Bounding.bottom = pos.y;
//TODO for tests
this->marker1_start = 0xaabbcc11;
this->marker1_end = 0xaabbff11;
this->marker2_start = 0xaabbcc12;
this->marker2_end = 0xaabbff12;
this->marker3_start = 0xaabbcc13;
this->marker3_end = 0xaabbff13;
this->marker4_start = 0xaabbcc14;
this->marker4_end = 0xaabbff14;
this->marker5_start = 0xaabbcc15;
this->marker5_end = 0xaabbff15;
this->marker6_start = 0xaabbcc16;
this->marker6_end = 0xaabbff16;
this->marker7_start = 0xaabbcc17;
this->marker7_end = 0xaabbff17;
this->marker8_start = 0xaabbcc18;
this->marker8_end = 0xaabbff18;
this->marker9_start = 0xaabbcc19;
this->marker9_end = 0xaabbff19;
this->pickedChoice = -1;
this->XSpeed = 2.0; // GOOD FOR FINAL SPEED?
this->JumpHeight = 48.0;
this->JumpDist = 64.0;
this->JumpTime = 50.0;
this->playIt = 0;
this->toPlay = 0;
OSReport("Setting MegaGoomba's State\n");
doStateChange(&StateID_Grow);
OSReport("Going to Execute MegaGoomba\n");
this->onExecute();
return true;
}
int daMegaGoomba_c::onDelete() {
return true;
}
int daMegaGoomba_c::onExecute() {
acState.execute();
updateModelMatrices();
if (this->aPhysics.result1 == 1) {
char PlayerID = NearestPlayer(this);
if(PlayerID > 0) {
dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
this->_vf220(Player);
}
}
return true;
}
int daMegaGoomba_c::onDraw() {
bodyModel.scheduleForDrawing();
return true;
}
void daMegaGoomba_c::updateModelMatrices() {
// Bounds checking
// TODO possibly change to a state change
if(this->life > 0) {
if(this->pos.x < this->Bounding.left) {
this->direction = !this->direction;
this->speed.x = -this->speed.x;
this->pos.x = this->Bounding.left;
} else if (this->pos.x > this->Bounding.right) {
this->direction = !this->direction;
this->speed.x = -this->speed.x;
this->pos.x = this->Bounding.right;
}
if(this->pos.y < this->Bounding.bottom) {
this->speed.y = 0.0;
this->pos.y = this->Bounding.bottom;
} else if (this->pos.y > this->Bounding.top) {
this->speed.y = 0.0;
this->pos.y = this->Bounding.bottom;
}
}
// 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 daMegaGoomba_c::beginState_Grow() {
this->timer = 1.0;
float start, end, shift1, shift2;
start = 59.0;
shift1 = 90.0;
shift2 = 120.0;
end = 139.0;
/* keysX[i] = { frame, value, slope }; */
Xkey_count = 7;
keysX[0] = (HermiteKey){ start, 1.0, 1.0 };
keysX[1] = (HermiteKey){ (start+shift1)/2, 2.0, 1.0 };
keysX[2] = (HermiteKey){ shift1, 4.0, 1.0 };
keysX[3] = (HermiteKey){ (shift1+shift2)/2, 3.0, 1.0 };
keysX[3] = (HermiteKey){ shift2, 6.0, 1.0 };
keysX[3] = (HermiteKey){ (shift2+end)/2, 5.0, 1.0 };
keysX[6] = (HermiteKey){ end, 7.0, 1.0 };
}
void daMegaGoomba_c::executeState_Grow() {
this->timer += 1.0;
if ((this->timer > 60.0) && (this->timer < 140.0)) {
float modifier = GetHermiteCurveValue(this->timer, this->keysX, Xkey_count);
this->scale = (Vec){modifier, modifier, modifier};
setNewActivePhysicsRect(this, &this->scale);
}
//TODO grow sound
//if(this->timer == 60.0)
// playSound(SE_GROW);
if (this->timer > 170.0) { doStateChange(&StateID_Walk); }
}
void daMegaGoomba_c::endState_Grow() { }
// Shrink State
void daMegaGoomba_c::beginState_Shrink() {
this->timer = 1.0;
Xkey_count = 4;
keysX[0] = (HermiteKey){ 0.0, this->scale.x, 1.0 };
keysX[1] = (HermiteKey){ 20.0, this->scale.x - 2.0, 1.0 };
keysX[2] = (HermiteKey){ 40.0, this->scale.x, 1.0 };
keysX[3] = (HermiteKey){ 59.0, this->scale.x - 2.0, 1.0 };
}
void daMegaGoomba_c::executeState_Shrink() {
this->timer += 1.0;
float modifier = GetHermiteCurveValue(this->timer, this->keysX, Xkey_count);
this->scale = (Vec){modifier, modifier, modifier};
setNewActivePhysicsRect(this, &this->scale);
//TODO shrink sound
//if(this->timer == 2.0)
// playSound(SE_SHRINK);
if (this->timer > 60.0) { doStateChange(&StateID_Walk); }
}
void daMegaGoomba_c::endState_Shrink() { }
// Launch State - Launches some small goombas up in arcs
void daMegaGoomba_c::beginState_Launch() {
this->timer = 0.0;
}
void daMegaGoomba_c::executeState_Launch() {
if (this->timer < 120.0) {
// 3 shakes per second, exactly 24 shakes overall
this->rot.y = sin(this->timer * 3.14 / 5) * 4000;
dStageActor_c *spawner = NULL;
// 120ticks / 80numbers * 4cases = 6avg kuribo
int randChoice = GenerateRandomNumber(80);
int randChoiceX = GenerateRandomNumber(12);
int randChoiceY = GenerateRandomNumber(7);
switch(randChoice) {
case 0:
case 1:
spawner = CreateActor(EN_KURIBO, 0, this->pos, 0, 0);
spawner->speed.x = randChoiceX - 6.0;
spawner->speed.y = randChoiceY + 3.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
break;
case 2:
spawner = CreateActor(EN_BEANS_KURIBO, 0, this->pos, 0, 0);
spawner->speed.x = randChoiceX - 6.0;
spawner->speed.y = randChoiceY + 3.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
break;
case 3:
spawner = CreateActor(EN_PATA_KURIBO, 0, this->pos, 0, 0);
spawner->speed.x = randChoiceX - 6.0;
spawner->speed.y = randChoiceY + 3.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
break;
case 4:
spawner = CreateActor(EN_MAME_KURIBO, 0, this->pos, 0, 0);
spawner->speed.x = randChoiceX - 6.0;
spawner->speed.y = randChoiceY + 3.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
break;
default:
break;
};
}
if (this->timer > 150.0) { doStateChange(&StateID_Walk); }
this->timer = this->timer + 1.0;
}
void daMegaGoomba_c::endState_Launch() {
this->rot.y = 0;
}
// Jump State
void daMegaGoomba_c::beginState_Jump() {
this->timer = 1.0;
//Variables for choosing a curve
float jump_height = this->JumpHeight;
float delta = (this->direction) ? -JumpDist : JumpDist;
float fullTime = this->JumpTime;
//Key count
Xkey_count = 2;
Ykey_count = 3;
//Initial Position
keysX[0] = (HermiteKey){ 0.0, this->pos.x, 0.0 };
keysY[0] = (HermiteKey){ 0.0, this->pos.y, 0.8 };
//Middle Position
keysY[1] = (HermiteKey){ (fullTime/2.0), this->pos.y + jump_height, 0.0 };
//End Position
keysX[1] = (HermiteKey){ fullTime, this->pos.x + delta, 0.0 };
keysY[2] = (HermiteKey){ fullTime, this->pos.y, 0.8 };
}
void daMegaGoomba_c::executeState_Jump() {
this->pos.x = GetHermiteCurveValue(this->timer, this->keysX, Xkey_count);
this->pos.y = GetHermiteCurveValue(this->timer, this->keysY, Ykey_count);
float TimerMax = JumpTime + 1.0;
if (this->timer > TimerMax) {
doStateChange(&StateID_Walk);
}
this->timer = this->timer + 1.0;
}
void daMegaGoomba_c::endState_Jump() { }
// Walk State
void daMegaGoomba_c::beginState_Walk() {
this->timer = 1.0;
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
//TODO add rot.changing on switching directions until animations added
}
void daMegaGoomba_c::executeState_Walk() {
float delta = (this->direction) ? -this->XSpeed : this->XSpeed;
this->pos.x += delta;
int Choice;
float TimerMax = 150.0;
if (this->timer > TimerMax) {
if(this->pickedChoice != -1) {
Choice = this->pickedChoice;
/*
if(this->playIt = 1) {
playSound(this->toPlay);
this->playIt = 0;
}
*/
} else {
Choice = GenerateRandomNumber(4);
}
switch(Choice) {
case 0:
doStateChange(&StateID_Jump);
break;
case 1:
doStateChange(&StateID_Launch);
break;
case 2:
break;
//FIXME test case for sound effects
//case 3:
// break;
default:
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, pos);
this->timer = 0;
break;
};
}
this->timer = this->timer + 1.0;
}
void daMegaGoomba_c::endState_Walk() { }
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