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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include "boss.h"
class daWrench : public dEn_c {
int onCreate();
int onExecute();
int onDelete();
int onDraw();
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
int timer;
char Kaboom;
char direction;
char front;
float ymod;
int lifespan;
u32 cmgr_returnValue;
static daWrench *build();
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 collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
USING_STATES(daWrench);
DECLARE_STATE(Straight);
DECLARE_STATE(Kaboom);
};
CREATE_STATE(daWrench, Straight);
CREATE_STATE(daWrench, Kaboom);
extern "C" void *PlayWrenchSound(dEn_c *);
void daWrench::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { DamagePlayer(this, apThis, apOther); }
void daWrench::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { }
bool daWrench::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) {
return false;
}
void daWrench::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {}
void daWrench::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
SpawnEffect("Wm_ob_cmnboxgrain", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5});
PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
this->Delete(1);
}
void daWrench::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) {}
void daWrench::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
this->_vf220(apOther->owner);
SpawnEffect("Wm_ob_cmnboxgrain", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){0.5, 0.5, 0.5});
PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
this->Delete(1);
}
daWrench *daWrench::build() {
void *buffer = AllocFromGameHeap1(sizeof(daWrench));
return new(buffer) daWrench;
}
int daWrench::onCreate() {
allocator.link(-1, GameHeaps[0], 0, 0x20);
nw4r::g3d::ResFile rf(getResource("choropoo", "g3d/choropoo.brres"));
bodyModel.setup(rf.GetResMdl("spanner"), &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&bodyModel, 0);
allocator.unlink();
this->direction = this->settings & 0xF;
this->Kaboom = (this->settings >> 4) & 0xF;
this->front = (this->settings >> 8) & 0xF;
ActivePhysics::Info HitMeBaby;
if (this->Kaboom == 0) {
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
HitMeBaby.xDistToEdge = 5.0;
HitMeBaby.yDistToEdge = 5.0;
this->scale.x = 1.25;
this->scale.y = 1.25;
this->scale.z = 1.25;
}
else {
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
HitMeBaby.xDistToEdge = 8.0;
HitMeBaby.yDistToEdge = 8.0;
this->scale.x = 2.0;
this->scale.y = 2.0;
this->scale.z = 2.0;
}
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x47;
HitMeBaby.bitfield2 = 0xFFFFFFFF;
HitMeBaby.unkShort1C = 0;
HitMeBaby.callback = &dEn_c::collisionCallback;
this->aPhysics.initWithStruct(this, &HitMeBaby);
this->aPhysics.addToList();
spriteSomeRectX = 5.0f;
spriteSomeRectY = 5.0f;
_320 = 0.0f;
_324 = 5.0f;
// 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();
cmgr_returnValue = collMgr.CollidedWithTile();
if (this->direction == 0) { // Ground Facing Left
this->pos.x -= 0.0; // -32 to +32
this->pos.y += 36.0;
this->rot.z = 0x2000;
}
else if (this->direction == 1) { // Ground Facing Right
this->pos.x += 0.0; // +32 to -32
this->pos.y += 36.0;
this->rot.z = 0xE000;
}
if (this->front == 1) { this->pos.z = -1804.0; }
else { this->pos.z = 3300.0; }
if (this->Kaboom) {
doStateChange(&StateID_Kaboom); }
else {
doStateChange(&StateID_Straight); }
this->onExecute();
return true;
}
int daWrench::onDelete() {
return true;
}
int daWrench::onDraw() {
bodyModel.scheduleForDrawing();
return true;
}
void daWrench::updateModelMatrices() {
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);
}
int daWrench::onExecute() {
acState.execute();
updateModelMatrices();
return true;
}
void daWrench::beginState_Kaboom() {
float rand = (float)GenerateRandomNumber(10) * 0.4;
if (this->direction == 0) { // directions 1 spins clockwise, fly rightwards
speed.x = 1.0 + rand;
}
else { // directions 0 spins anti-clockwise, fly leftwards
speed.x = -1.0 - rand;
}
speed.y = 6.0;
}
void daWrench::executeState_Kaboom() {
speed.y = speed.y - 0.01875;
HandleXSpeed();
HandleYSpeed();
doSpriteMovement();
cmgr_returnValue = collMgr.CollidedWithTile();
collMgr.execute();
if (collMgr.CollidedWithTile()) {
// hit the ground
PlaySoundAsync(this, SE_BOSS_JR_BOMB_BURST);
SpawnEffect("Wm_en_burst_s", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75});
SpawnEffect("Wm_mr_wirehit", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){1.25, 1.25, 1.25});
this->Delete(1);
}
if (collMgr.bitfield_for_checks & (0x15 << direction)) {
// hit the wall
PlaySoundAsync(this, SE_BOSS_JR_BOMB_BURST);
if (this->direction == 0) { // directions 1 spins clockwise, fly rightwards
SpawnEffect("Wm_en_burst_s", 0, &this->pos, &(S16Vec){0,0x4000,0}, &(Vec){0.75, 0.75, 0.75});
SpawnEffect("Wm_mr_wirehit", 0, &this->pos, &(S16Vec){0,0x4000,0}, &(Vec){1.25, 1.25, 1.25});
}
else { // directions 0 spins anti-clockwise, fly leftwards
SpawnEffect("Wm_en_burst_s", 0, &this->pos, &(S16Vec){0,0xE000,0}, &(Vec){0.75, 0.75, 0.75});
SpawnEffect("Wm_mr_wirehit", 0, &this->pos, &(S16Vec){0,0xE000,0}, &(Vec){1.25, 1.25, 1.25});
}
this->Delete(1);
}
if (this->direction == 1) { // directions 1 spins clockwise, fly rightwards
this->rot.z -= 0x1000; }
else { // directions 0 spins anti-clockwise, fly leftwards
this->rot.z += 0x1000; }
PlayWrenchSound(this);
}
void daWrench::endState_Kaboom() { }
void daWrench::beginState_Straight() {
float rand = (float)GenerateRandomNumber(10) * 0.4;
if (this->direction == 0) { // directions 1 spins clockwise, fly rightwards
speed.x = 1.0 + rand;
}
else { // directions 0 spins anti-clockwise, fly leftwards
speed.x = -1.0 - rand;
}
speed.y = 6.0;
}
void daWrench::executeState_Straight() {
speed.y = speed.y - 0.01875;
HandleXSpeed();
HandleYSpeed();
doSpriteMovement();
cmgr_returnValue = collMgr.CollidedWithTile();
collMgr.execute();
if (collMgr.CollidedWithTile()) {
// hit the ground
PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
SpawnEffect("Wm_en_burst_s", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75});
this->Delete(1);
}
if (collMgr.bitfield_for_checks & (0x15 << direction)) {
// hit the wall
PlaySoundAsync(this, SE_BOSS_JR_FLOOR_BREAK);
SpawnEffect("Wm_en_burst_s", 0, &this->pos, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75});
this->Delete(1);
}
if (this->direction == 1) { // directions 1 spins clockwise, fly rightwards
this->rot.z -= 0x1000; }
else { // directions 0 spins anti-clockwise, fly leftwards
this->rot.z += 0x1000; }
PlayWrenchSound(this);
}
void daWrench::endState_Straight() { }
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