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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "boss.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);
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_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
void 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);
void daRamboo_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); }
void 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;
}
bool daRamboo_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { return false; }
void 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);
}
}
void daRamboo_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { }
void daRamboo_c::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); }
void daRamboo_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); }
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};
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 160.0;
HitMeBaby.yDistToCenter = 80.0;
HitMeBaby.xDistToEdge = 148.0;
HitMeBaby.yDistToEdge = 148.0;
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.collisionCheckType = 2;
this->aPhysics._8 = 48.0;
this->aPhysics._C = 48.0;
this->aPhysics._18 = 48.0;
this->aPhysics.trpValue0 = 48.0;
this->aPhysics.trpValue1 = 48.0;
this->aPhysics.trpValue2 = 48.0;
this->aPhysics.trpValue3 = 48.0;
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) {
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);
}
// 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); }
this->pos.x -= this->timer / 48.0;
this->pos.y = this->Baseline + sin(this->ytimer * 3.14 / 192) * 36;
if (this->timer >= 48) { this->timer = 47; }
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) / 6;
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 += 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);
if (ret == true) {
BossExplode(this, &tempPos);
this->dying = 1;
this->timer = 0;
}
else {
PlaySound(this, SE_EMY_BIG_TERESA_DEAD);
}
this->timer += 1;
}
void daRamboo_c::endState_Outro() { }
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