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
|
#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include "boss.h"
// #define cField(TYPE, OFFSET) (*(TYPE*)(((u32)clown) + (OFFSET)))
// #define cPlayerOccupying cField(dStageActor_c*, 0x738)
// #define cModel cField(m3d::mdl_c*, 0xFEC)
// #define cTimer cField(u32, 0xFEC+sizeof(m3d::mdl_c))
// #define cAllocator cField(mHeapAllocator_c*, 0xFD0)
#define cPlayerOccupying (*(dStageActor_c**)(((u32)(clown)) + 0x738 ))
#define cAllocator ((mHeapAllocator_c*)(((u32)(clown)) + 0xFD0 ))
#define cModel ((m3d::mdl_c*)( ((u32)(clown)) + 0xFEC ))
#define cTimer (*(u32*)((u32)(clown) + sizeof(m3d::mdl_c) + 0xFEC ))
extern "C" int PClownCarExecute(dEn_c *clown);
extern "C" void PClownCarAfterCreate(dEn_c *clown, u32);
extern "C" int PClownCarDraw(dEn_c *clown);
extern "C" void PClownCarMove(dEn_c *clown);
const char* PCCarcNameList [] = {
"koopaJr_clown_ply",
NULL
};
int CConDraw(dEn_c *clown) {
// setup cannon model
clown->matrix.translation(clown->pos.x, clown->pos.y + 8.0, clown->pos.z-100.0);
short newrotz = -0x2000;
short newroty = ((clown->rot.y * 0x4000) / 0x800) - 0x4000;
short newrotx;
if (clown->rot.x < 0x8000) {
newrotx = -clown->rot.x;
}
else {
newrotx = clown->rot.x;
}
// OSReport("Angle?: %x, %x", clown->rot.y, newroty);
clown->matrix.applyRotationYXZ(&clown->rot.x, &newroty, &newrotz);
cModel->setDrawMatrix(clown->matrix);
cModel->setScale(&(Vec){0.25, 0.5, 0.25});
cModel->calcWorld(false);
cModel->scheduleForDrawing();
return PClownCarDraw(clown);
// run normal clown function
}
int CConExecute(dEn_c *clown) {
return PClownCarExecute(clown);
}
void CCafterCreate(dEn_c *clown, u32 param) {
clown->scale.x *= 1.25;
clown->scale.y *= 1.25;
clown->scale.z *= 1.25;
// setup the model
nw4r::g3d::ResFile resFile;
cAllocator->link(-1, GameHeaps[0], 0, 0x20);
resFile.data = getResource("koopaJr_clown_ply", "g3d/cannon.brres");
nw4r::g3d::ResMdl mdl = resFile.GetResMdl("Cannon");
cModel->setup(mdl, cAllocator, 0x224, 1, 0);
SetupTextures_MapObj(cModel, 0);
cAllocator->unlink();
// Original AfterCreate
PClownCarAfterCreate(clown, param);
}
void CConExecuteMove(dEn_c *clown) {
u8 player = cPlayerOccupying->which_player;
// OSReport("Angle = %x, %x, %x", (GetSpecificPlayerActor(player))->rot.y, (GetSpecificPlayerActor(player))->rot.x, (GetSpecificPlayerActor(player))->rot.z);
// OSReport("Clown = %x, %x, %x", (clown)->rot.y, (clown)->rot.x, (clown)->rot.z);
Vec tempPos;
u32 buttonPushed = Remocon_GetPressed(GetRemoconMng()->controllers[0]);
if (buttonPushed & 0x0100) {
if (cTimer > 90) {
if (clown->direction == 0) { // Going right
tempPos = (Vec){clown->pos.x + 32.0, clown->pos.y + 32.0, 3564.0};
dStageActor_c *spawned = CreateActor(657, 0, tempPos, 0, 0);
spawned->speed.x = 5.0;
}
else {
tempPos = (Vec){clown->pos.x - 32.0, clown->pos.y + 32.0, 3564.0};
dStageActor_c *spawned = CreateActor(657, 0, tempPos, 0, 0);
spawned->speed.x = -5.0;
}
SpawnEffect("Wm_en_killervanish", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){0.1, 0.1, 0.1});
PlaySoundAsync(clown, SE_OBJ_HOUDAI_S_SHOT);
cTimer = 0;
}
}
cTimer++;
// run normal move
PClownCarMove(clown);
}
extern "C" m3d::mdl_c *__ct__Q23m3d5mdl_cFv(m3d::mdl_c *mdl);
extern "C" mHeapAllocator_c *__ct__16mHeapAllocator_cFv(mHeapAllocator_c *al);
extern "C" dEn_c *__ct__20daJrClownForPlayer_cFv(dEn_c *clown);
dEn_c *newClownCtor(dEn_c *clown) {
__ct__20daJrClownForPlayer_cFv(clown);
__ct__16mHeapAllocator_cFv(cAllocator);
__ct__Q23m3d5mdl_cFv(cModel);
return clown;
}
extern "C" void __dt__Q23m3d5mdl_cFv(m3d::mdl_c *mdl, u32 willDelete);
extern "C" void __dt__16mHeapAllocator_cFv(mHeapAllocator_c *al, u32 willDelete);
extern "C" void __dt__20daJrClownForPlayer_cFv(dEn_c *clown, u32 willDelete);
extern "C" u32 sAllocatorFunc__FrmHeap;
void newClownDtor(dEn_c *clown, u32 willDelete) {
void **al = (void **)(((u32)clown) + 0x524);
if (*al != &sAllocatorFunc__FrmHeap) {
OSReport("oh no! bad allocator %p\n", *al);
*al = &sAllocatorFunc__FrmHeap;
}
__dt__Q23m3d5mdl_cFv(cModel, 0xFFFFFFFF);
__dt__16mHeapAllocator_cFv(cAllocator, 0xFFFFFFFF);
__dt__20daJrClownForPlayer_cFv(clown, willDelete);
}
// Below is the projectile used byt eh clown car - Replaces WM_PAKKUN
class daClownShot : public dEn_c {
int onCreate();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
nw4r::g3d::ResFile resFile;
m3d::mdl_c bodyModel;
mEf::es2 effect;
static daClownShot *build();
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
};
void daClownShot::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { }
daClownShot *daClownShot::build() {
void *buffer = AllocFromGameHeap1(sizeof(daClownShot));
return new(buffer) daClownShot;
}
int daClownShot::onCreate() {
allocator.link(-1, GameHeaps[0], 0, 0x20);
this->resFile.data = getResource("koopaJr_clown_ply", "g3d/houdai_ball.brres");
nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("houdai_ball");
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
allocator.unlink();
ActivePhysics::Info GreatBalls;
GreatBalls.xDistToCenter = 0.0;
GreatBalls.yDistToCenter = 0.0;
GreatBalls.xDistToEdge = 8.0;
GreatBalls.yDistToEdge = 7.0;
GreatBalls.category1 = 0x3;
GreatBalls.category2 = 0x0;
GreatBalls.bitfield1 = 0x6F;
GreatBalls.bitfield2 = 0xffbafffe;
GreatBalls.unkShort1C = 0;
GreatBalls.callback = &dEn_c::collisionCallback;
this->aPhysics.initWithStruct(this, &GreatBalls);
this->aPhysics.addToList();
// These fucking rects do something for the tile rect
spriteSomeRectX = 8.0f;
spriteSomeRectY = 8.0f;
_320 = 0.0f;
_324 = 0.0f;
// These structs tell stupid collider what to collide with - these are from koopa troopa
static const u8 one[16] = {0,0,0,1, 0,0,0xC0,0, 0,0,0x40,0, 0,0,0,0};
static const u8 two[12] = {0,0,0,0, 0,0,0,0, 0,0,0xC0,0};
static const u8 three[16] = {0,0,0,1, 0,0,0x60,0, 0,0,0x90,0, 0,0,0x60,0};
collMgr.Init(this, one, two, three);
collMgr.execute();
this->speed.y = 4.0;
this->y_speed_inc = -0.1875;
this->onExecute();
return true;
}
int daClownShot::onDraw() {
matrix.translation(this->pos.x, this->pos.y, this->pos.z);
matrix.applyRotationYXZ(&this->rot.x, &this->rot.y, &this->rot.z);
bodyModel.setDrawMatrix(matrix);
bodyModel.setScale(&scale);
bodyModel.calcWorld(true);
bodyModel.scheduleForDrawing();
return true;
}
int daClownShot::onExecute() {
HandleXSpeed();
HandleYSpeed();
doSpriteMovement();
collMgr.execute();
effect.spawn("Wm_en_killersmoke", 0, &(Vec){pos.x, pos.y, pos.z}, &(S16Vec){0,0,0}, &(Vec){0.7, 0.7, 0.7});
float rect[] = {0.0, 0.0, 8.0, 8.0};
int ret = this->outOfZone(this->pos, (float*)&rect, this->currentZoneID);
if(ret) {
this->Delete(1);
}
return true;
}
|