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path: root/src/bossRamboo.cpp
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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "boss.h"
#include "player.h"

class daRamboo_c : public daBoss {
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	mHeapAllocator_c allocator;
	m3d::mdl_c bodyModel;
	m3d::mdl_c hideModel;
	m3d::mdl_c fogModel;

	nw4r::g3d::ResFile resFile;
	m3d::anmChr_c anmFog;
	m3d::anmChr_c anmWaitA;
	m3d::anmChr_c anmShayA;
	m3d::anmChr_c anmWaitB;
	m3d::anmChr_c anmShayB;

	nw4r::g3d::ResAnmTexSrt resTexSrt;
	m3d::anmTexSrt_c fogSrt;

	int timer;
	int ytimer;
	char Hiding;
	char dying;
	float Baseline;

	u64 eventFlag;

	static daRamboo_c *build();

	void bindAnimChr_and_setUpdateRates(const char* name, m3d::anmChr_c animationChr, m3d::mdl_c model, float rate);
	void setupModels();
	void updateModelMatrices();

	void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);


	USING_STATES(daRamboo_c);
	DECLARE_STATE(Grow);
	DECLARE_STATE(Advance);
	DECLARE_STATE(Wait);
	DECLARE_STATE(Flee);
	DECLARE_STATE(Outro);
};

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


CREATE_STATE(daRamboo_c, Grow);
CREATE_STATE(daRamboo_c, Advance);
CREATE_STATE(daRamboo_c, Wait);
CREATE_STATE(daRamboo_c, Flee);
CREATE_STATE(daRamboo_c, Outro);

extern "C" void *EN_LandbarrelPlayerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther);

void daRamboo_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { 
	EN_LandbarrelPlayerCollision(this, apThis, apOther);
	DamagePlayer(this, apThis, apOther); 
}
bool daRamboo_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { 
	SpawnEffect("Wm_en_obakedoor_sm", 0, &apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5});
	this->pos.x += 6.0;
	return true;
}
bool daRamboo_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) {
	return false;
}
bool daRamboo_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { 
	
	if (apOther->owner->name == 412) { // Check if it's a glow block
		SpawnEffect("Wm_en_obakedoor_sm", 0, &apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
		SpawnEffect("Wm_mr_yoshistep", 0, &apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});

		doStateChange(&StateID_Flee);		
		//FIXME changed to dStageActor_c::Delete(u8) from fBase_c::Delete(void)
		apOther->owner->Delete(1);
		return true;
	}
	return false;
}
bool daRamboo_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
	return true;
}
bool daRamboo_c::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
	DamagePlayer(this, apThis, apOther);
	return true;
}
bool daRamboo_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) {
	DamagePlayer(this, apThis, apOther);
	return true;
}




void daRamboo_c::bindAnimChr_and_setUpdateRates(const char* name, m3d::anmChr_c animationChr, m3d::mdl_c model, float rate) {
	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr(name);
	animationChr.bind(&model, anmChr, 1);
	model.bindAnim(&animationChr, 0.0);
	animationChr.setUpdateRate(rate);
}


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

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

	nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("fog");
	this->fogModel.setup(mdl, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&this->fogModel, 0);

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("fog");
	ret = this->anmFog.setup(mdl, anmChr, &this->allocator, 0);


	nw4r::g3d::ResMdl mdlB = this->resFile.GetResMdl("teresaA");
	this->bodyModel.setup(mdlB, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&this->bodyModel, 0);

	nw4r::g3d::ResAnmChr anmChrC = this->resFile.GetResAnmChr("shay_teresaA");
	ret = this->anmShayA.setup(mdlB, anmChrC, &this->allocator, 0);

	nw4r::g3d::ResAnmChr anmChrD = this->resFile.GetResAnmChr("wait");
	ret = this->anmWaitA.setup(mdlB, anmChrD, &this->allocator, 0);


	nw4r::g3d::ResMdl mdlC = this->resFile.GetResMdl("teresaB");
	this->hideModel.setup(mdlC, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&this->hideModel, 0);

	nw4r::g3d::ResAnmChr anmChrE = this->resFile.GetResAnmChr("shay_teresaB");
	ret = this->anmShayB.setup(mdlC, anmChrE, &this->allocator, 0);

	nw4r::g3d::ResAnmChr anmChrF = this->resFile.GetResAnmChr("shay_teresaB_wait");
	ret = this->anmWaitB.setup(mdlC, anmChrF, &this->allocator, 0);

	nw4r::g3d::ResAnmTexSrt anmSrt = this->resFile.GetResAnmTexSrt("fog");
	this->resTexSrt = anmSrt;
	//setup(ResMdl mdl, ResAnmTexSrt anmSrt, mAllocator* allocator, void* NULL, int count);
	ret = this->fogSrt.setup(mdl, anmSrt, &this->allocator, 0, 1);
	//setEntryByte34(char toSet, int which);
	this->fogSrt.setEntryByte34(0, 0);

	allocator.unlink();
}



int daRamboo_c::onCreate() {

	setupModels();


	this->scale = (Vec){2.0, 2.0, 2.0};

	this->aPhysics.collisionCheckType = 1;

	ActivePhysics::Info HitMeBaby;
	HitMeBaby.xDistToCenter = 160.0;
	HitMeBaby.yDistToCenter = 80.0;

	HitMeBaby.xDistToEdge = 132.0;
	HitMeBaby.yDistToEdge = 132.0;

	HitMeBaby.category1 = 0x3;
	HitMeBaby.category2 = 0x0;
	HitMeBaby.bitfield1 = 0x4F;
	HitMeBaby.bitfield2 = 0x222;
	HitMeBaby.unkShort1C = 0;
	HitMeBaby.callback = &dEn_c::collisionCallback;


	this->aPhysics.initWithStruct(this, &HitMeBaby);
	this->aPhysics.addToList();
	
	this->Baseline = this->pos.y;
	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->direction = 0; // Heading left.
	this->Hiding = 0;
	this->dying = 0;
	
	this->speed.x = 0.0;
	this->ytimer = 0;

	char eventNum	= (this->settings >> 16) & 0xFF;

	this->eventFlag = (u64)1 << (eventNum - 1);
		
	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("fog");
	this->anmFog.bind(&this->fogModel, anmChr, 1);
	this->fogModel.bindAnim(&this->anmFog, 0.0);
	this->anmFog.setUpdateRate(1.0);

	nw4r::g3d::ResAnmTexSrt anmSrt = this->resFile.GetResAnmTexSrt("fog");
	//bindEntry(mdl_c* model, ResAnmTexSrt anmSrt, int which, int playState?);
	this->fogSrt.bindEntry(&this->fogModel, anmSrt, 0, 1);
	this->fogModel.bindAnim(&this->fogSrt, 1.0);
	//setFrameForEntry(float frame, int which);
	this->fogSrt.setFrameForEntry(1.0, 0);
	//setUpdateRateForEntry(float rate, int which);
	this->fogSrt.setUpdateRateForEntry(1.0, 0);

	doStateChange(&StateID_Grow);

	this->onExecute();
	return true;
}

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

int daRamboo_c::onExecute() {
	acState.execute();
	updateModelMatrices();

	this->fogModel._vf1C();

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

	this->fogSrt.process();
	if(this->fogSrt.isEntryAnimationDone(0))
		this->fogSrt.setFrameForEntry(1.0, 0);
	
	if (dFlagMgr_c::instance->flags & this->eventFlag) {
		dFlagMgr_c::instance->flags = dFlagMgr_c::instance->flags && this->eventFlag;
		doStateChange(&StateID_Outro);
	}

	return true;
}

int daRamboo_c::onDraw() {
	fogModel.scheduleForDrawing();
	
	if (this->Hiding == 0) {
		bodyModel.scheduleForDrawing(); }
	else {
		hideModel.scheduleForDrawing(); }
	return true;
}


void daRamboo_c::updateModelMatrices() {
	// This won't work with wrap because I'm lazy.
	matrix.translation(pos.x + 160.0, pos.y + (scale.x * 12.0) - 80.0, pos.z);

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

	matrix.translation(pos.x + 160.0, pos.y - 80.0, pos.z + 200.0);
	matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);

	if (this->Hiding == 0) {
		bodyModel.setDrawMatrix(matrix);
		bodyModel.setScale(&scale);
		bodyModel.calcWorld(false); }
	else {
		hideModel.setDrawMatrix(matrix);
		hideModel.setScale(&scale);
		hideModel.calcWorld(false); }
}


// Grow State

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

	SetupKameck(this, Kameck);
}

void daRamboo_c::executeState_Grow() { 
	this->timer += 1;

	bool ret;
	ret = GrowBoss(this, Kameck, 1.0, 15.0, 0, this->timer);

	if (ret) { 	
		PlaySound(this, SE_EMY_CS_TERESA_BRING_IT);
		doStateChange(&StateID_Advance); 
	}	
}
void daRamboo_c::endState_Grow() { 
	this->Baseline = this->pos.y;

	CleanupKameck(this, Kameck);
}



float RightmostPlayerPos() {
	dStageActor_c* current;
	current->pos.x = 0.0;

	for(char ii = 0; ii < 4; ii++) {
		dStageActor_c* player = GetSpecificPlayerActor(ii);
		if(!player) {
			continue;
		}
				// actor->pos.x, actor->pos.y, actor->pos.z,
				// player->pos.x, player->pos.y, player->pos.z);
		if(player->pos.x > current->pos.x) {
			current = player;
		}
	}
	return current->pos.x;
}


// Advance State

void daRamboo_c::beginState_Advance() { 
	this->speed.y = 0;
	this->speed.z = 0;
	this->timer = 0;

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("wait");
	this->anmWaitA.bind(&this->bodyModel, anmChr, 1);
	this->bodyModel.bindAnim(&this->anmWaitA, 0.0);
	this->anmWaitA.setUpdateRate(1.0);

}
void daRamboo_c::executeState_Advance() { 

	this->bodyModel._vf1C();

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

	float px = RightmostPlayerPos();

	if ((px - 132.0) < this->pos.x) {
		this->pos.x -= this->timer / 28.0; }
	else {
		this->pos.x = (px - 132.0); }

	this->pos.y = this->Baseline + sin(this->ytimer * 3.14 / 192) * 36;
	
		
	if (this->timer >= 32) { this->timer = 31; }
	if (this->ytimer >= 384) { this->ytimer = 0; }
	
	PlaySound(this, SE_EMY_TERESA);
	
	this->timer += 1;
	this->ytimer += 1;
}

void daRamboo_c::endState_Advance() {  }





// Wait State

void daRamboo_c::beginState_Wait() { 

	this->timer = 0;
	PlaySound(this, SE_EMY_TERESA_STOP);

}
void daRamboo_c::executeState_Wait() { 

	if (this->timer < 90) {
		this->hideModel._vf1C(); }

	if (this->timer > 55) {
		this->bodyModel._vf1C(); }
	
	
	if (this->timer == 70)  {
		this->Hiding = 0;
	
		nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("shay_teresaA");
		this->anmShayA.bind(&this->bodyModel, anmChr, 1);
		this->bodyModel.bindAnim(&this->anmShayA, 0.0);
		this->anmShayA.setUpdateRate(1.0);
	}
			

	if (this->timer == 55)  {
		nw4r::g3d::ResAnmChr anmChrB = this->resFile.GetResAnmChr("shay_teresaB");
		this->anmShayB.bind(&this->hideModel, anmChrB, 1);
		this->hideModel.bindAnim(&this->anmShayB, 0.0);
		this->anmShayB.setUpdateRate(1.0);
	}		



	if (this->anmShayB.isAnimationDone()) { 
		PlaySound(this, SE_EMY_CS_TERESA_BEAT_YOU);
		doStateChange(&StateID_Advance); 
	}

	this->timer += 1;

}

void daRamboo_c::endState_Wait() { 
	
	this->Hiding = 0;

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("shay_teresaA");
	this->anmShayA.bind(&this->bodyModel, anmChr, 1);
	this->bodyModel.bindAnim(&this->anmShayA, 0.0);
	this->anmShayA.setUpdateRate(1.0);
}





// Flee State

void daRamboo_c::beginState_Flee() { 

	this->timer = 0;

}
void daRamboo_c::executeState_Flee() { 
	
	this->hideModel._vf1C(); 

	if (this->timer == 10) {
		this->Hiding = 1;
	
		nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("shay_teresaB_wait");
		this->anmWaitB.bind(&this->hideModel, anmChr, 1);
		this->hideModel.bindAnim(&this->anmWaitB, 0.0);
		this->anmWaitB.setUpdateRate(1.0);
	}
	
	this->pos.x += (60 - this->timer) / 8;
	

	if ((this->timer > 60) && (this->anmWaitB.isAnimationDone())) { 
		doStateChange(&StateID_Wait); 
	}
	
	this->timer += 1;
}

void daRamboo_c::endState_Flee() { 
}




void daRamboo_c::beginState_Outro() { 

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("shay_teresaB_wait");
	this->anmWaitB.bind(&this->hideModel, anmChr, 1);
	this->hideModel.bindAnim(&this->anmWaitB, 0.0);
	this->anmWaitB.setUpdateRate(1.0);

	this->timer = 0;
	this->rot.x = 0x0; // X is vertical axis
	this->rot.y = 0xE000; // Y is horizontal axis
	this->rot.z = 0x0; // Z is ... an axis >.>

	OutroSetup(this);
}
void daRamboo_c::executeState_Outro() {
	if (this->anmWaitB.isAnimationDone())
		this->anmWaitB.setCurrentFrame(0.0);

	if (this->dying == 1) { 
		if (this->timer > 180) {
			ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE);
		}
		
		if (this->timer == 60) {
			PlayerVictoryCries(this);
		}	
		
		this->timer = timer + 1;
		return; 
	}	

	bool ret;
	Vec tempPos = (Vec){this->pos.x + 160.0, this->pos.y - 80.0, 5500.0};
	ret = ShrinkBoss(this, &tempPos, 15.0, this->timer);
	pos.y -= 2.0;

	if (ret) 	{ 
		BossExplode(this, &tempPos); 
		this->dying = 1;
		this->timer = 0;	
	}
	else {
		PlaySound(this, SE_EMY_BIG_TERESA_DEAD);
	}

	timer = timer + 1;
	OSReport("Timer: %d", timer);
}
void daRamboo_c::endState_Outro() { }