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#include <game.h>
#include <sfx.h>
const char *ChestnutFileList[] = {"chestnut", 0};
class daEnChestnut_c : public dEn_c {
public:
static daEnChestnut_c *build();
mHeapAllocator_c allocator;
nw4r::g3d::ResFile resFile;
m3d::mdl_c model;
m3d::anmChr_c animation;
void playAnimation(const char *name, bool loop = false);
void playLoopedAnimation(const char *name) {
playAnimation(name, true);
}
int objNumber;
int starCoinNumber;
bool ignorePlayers;
bool breaksBlocks;
float shakeWindow, fallWindow;
int timeSpentExploding;
lineSensor_s belowSensor;
float nearestPlayerDistance();
int onCreate();
int onDelete();
int onExecute();
int onDraw();
void spawnObject();
bool collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
bool CreateIceActors();
u32 canBePowed();
void powBlockActivated(bool isNotMPGP);
USING_STATES(daEnChestnut_c);
DECLARE_STATE(Idle);
DECLARE_STATE(Shake);
DECLARE_STATE(Fall);
DECLARE_STATE(Explode);
};
CREATE_STATE(daEnChestnut_c, Idle);
CREATE_STATE(daEnChestnut_c, Shake);
CREATE_STATE(daEnChestnut_c, Fall);
CREATE_STATE(daEnChestnut_c, Explode);
daEnChestnut_c *daEnChestnut_c::build() {
void *buf = AllocFromGameHeap1(sizeof(daEnChestnut_c));
return new(buf) daEnChestnut_c;
}
int daEnChestnut_c::onCreate() {
// Get settings
int texNum = settings & 0xF;
int rawScale = (settings & 0xF0) >> 4;
starCoinNumber = (settings & 0xF00) >> 8;
ignorePlayers = ((settings & 0x1000) != 0);
breaksBlocks = ((settings & 0x2000) != 0);
objNumber = (settings & 0xF0000) >> 16;
if ((settings & 0x4000) != 0) {
shakeWindow = 96.0f;
fallWindow = 64.0f;
} else {
shakeWindow = 64.0f;
fallWindow = 32.0f;
}
// Set up models
allocator.link(-1, GameHeaps[0], 0, 0x20);
char rfName[64];
sprintf(rfName, "g3d/t%02d.brres", texNum);
resFile.data = getResource("chestnut", rfName);
nw4r::g3d::ResMdl resMdl = resFile.GetResMdl("kuribo_iga");
nw4r::g3d::ResAnmChr resAnm = resFile.GetResAnmChr("wait");
model.setup(resMdl, &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&model, 0);
animation.setup(resMdl, resAnm, &allocator, 0);
allocator.unlink();
// Scale us
scale.x = scale.y = scale.z = (1.0f + (float(rawScale) * 0.5f));
// Physics and crap
ActivePhysics::Info ccInfo;
ccInfo.xDistToCenter = 0.0f;
ccInfo.xDistToEdge = 12.0f * scale.x;
ccInfo.yDistToCenter = 1.0f + (12.0f * scale.y);
ccInfo.yDistToEdge = 12.0f * scale.y;
ccInfo.category1 = 3;
ccInfo.category2 = 0;
ccInfo.bitfield1 = 0x6F;
ccInfo.bitfield2 = 0xFFBAFFFE;
ccInfo.unkShort1C = 0;
ccInfo.callback = &dEn_c::collisionCallback;
aPhysics.initWithStruct(this, &ccInfo);
aPhysics.addToList();
// WE'RE READY
doStateChange(&StateID_Idle);
return true;
}
void daEnChestnut_c::playAnimation(const char *name, bool loop) {
animation.bind(&model, resFile.GetResAnmChr(name), !loop);
model.bindAnim(&animation, 0.0f);
animation.setUpdateRate(1.0f);
}
int daEnChestnut_c::onDelete() {
aPhysics.removeFromList();
return true;
}
int daEnChestnut_c::onExecute() {
acState.execute();
matrix.translation(pos.x, pos.y, pos.z);
model.setDrawMatrix(matrix);
model.setScale(&scale);
model.calcWorld(false);
model._vf1C();
return true;
}
int daEnChestnut_c::onDraw() {
model.scheduleForDrawing();
return true;
}
float daEnChestnut_c::nearestPlayerDistance() {
float bestSoFar = 10000.0f;
for (int i = 0; i < 4; i++) {
if (dAcPy_c *player = dAcPy_c::findByID(i)) {
if (strcmp(player->states2.getCurrentState()->getName(), "dAcPy_c::StateID_Balloon")) {
float thisDist = abs(player->pos.x - pos.x);
if (thisDist < bestSoFar)
bestSoFar = thisDist;
}
}
}
return bestSoFar;
}
void daEnChestnut_c::beginState_Idle() {
playLoopedAnimation("wait");
}
void daEnChestnut_c::endState_Idle() { }
void daEnChestnut_c::executeState_Idle() {
if (ignorePlayers)
return;
float dist = nearestPlayerDistance();
if (dist < fallWindow)
doStateChange(&StateID_Fall);
else if (dist < shakeWindow)
doStateChange(&StateID_Shake);
}
void daEnChestnut_c::beginState_Shake() {
playLoopedAnimation("shake");
animation.setUpdateRate(2.0f);
nw4r::snd::SoundHandle handle;
PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_PLY_CLIMB_KUSARI, 1);
}
void daEnChestnut_c::endState_Shake() { }
void daEnChestnut_c::executeState_Shake() {
float dist = nearestPlayerDistance();
if (dist >= shakeWindow)
doStateChange(&StateID_Idle);
else if (dist < fallWindow)
doStateChange(&StateID_Fall);
}
void daEnChestnut_c::beginState_Fall() {
animation.setUpdateRate(0.0f); // stop animation
int size = 12*scale.x;
belowSensor.flags = SENSOR_LINE;
if (breaksBlocks)
belowSensor.flags |= SENSOR_10000000 | SENSOR_BREAK_BLOCK | SENSOR_BREAK_BRICK;
// 10000000 makes it pass through bricks
belowSensor.lineA = -size << 12;
belowSensor.lineB = size << 12;
belowSensor.distanceFromCenter = 0;
collMgr.init(this, &belowSensor, 0, 0);
speed.y = 0.0f;
y_speed_inc = -0.1875f;
max_speed.y = -4.0f;
nw4r::snd::SoundHandle handle;
PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_DEMO_OP_PRESENT_THROW_2308f, 1);
}
void daEnChestnut_c::endState_Fall() { }
void daEnChestnut_c::executeState_Fall() {
HandleYSpeed();
doSpriteMovement();
UpdateObjectPosBasedOnSpeedValuesReal();
if (collMgr.calculateBelowCollision() & (~0x400000)) {
doStateChange(&StateID_Explode);
}
}
void daEnChestnut_c::beginState_Explode() {
OSReport("Entering Explode\n");
playAnimation("break");
animation.setUpdateRate(2.0f);
nw4r::snd::SoundHandle handle;
PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_DEMO_OP_LAND_JR_0983f, 1);
timeSpentExploding = 0;
}
void daEnChestnut_c::endState_Explode() { }
void daEnChestnut_c::executeState_Explode() {
timeSpentExploding++;
if (timeSpentExploding == 10) {
S16Vec efRot = {0,0,0};
SpawnEffect("Wm_en_burst_ss", 0, &pos, &efRot, &scale);
spawnObject();
}
if (animation.isAnimationDone()) {
Delete(1);
}
}
bool daEnChestnut_c::CreateIceActors() {
animation.setUpdateRate(0.0f);
IceActorSpawnInfo info;
info.flags = 0;
info.pos = pos;
info.pos.y -= (6.0f * info.scale.y);
info.scale.x = info.scale.y = info.scale.z = scale.x * 1.35f;
for (int i = 0; i < 8; i++)
info.what[0] = 0.0f;
return frzMgr.Create_ICEACTORs(&info, 1);
}
u32 daEnChestnut_c::canBePowed() {
return true;
}
void daEnChestnut_c::powBlockActivated(bool isNotMPGP) {
if (!isNotMPGP)
return;
dStateBase_c *state = acState.getCurrentState();
if (state == &StateID_Idle || state == &StateID_Shake)
doStateChange(&StateID_Fall);
}
bool daEnChestnut_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
SpawnEffect("Wm_en_igafirehit", 0, &pos, &rot, &scale);
if (acState.getCurrentState() != &StateID_Explode)
doStateChange(&StateID_Explode);
return true;
}
bool daEnChestnut_c::collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther) {
this->_vf220(apOther->owner);
return true;
}
void daEnChestnut_c::spawnObject() {
VEC3 acPos = pos;
static const u32 things[] = {
EN_KURIBO, 0,
EN_TOGEZO, 0,
EN_COIN_JUMP, 0,
EN_ITEM, 0x05000009,
EN_STAR_COIN, 0x10000000,
};
u32 acSettings = things[objNumber*2+1];
if (objNumber == 4) {
acSettings |= (starCoinNumber << 8);
acPos.x -= 12.0f;
acPos.y += 32.0f;
}
aPhysics.removeFromList();
OSReport("Crap %d, %d, %08x\n", objNumber, things[objNumber*2], acSettings);
dStageActor_c *ac =
dStageActor_c::create((Actors)things[objNumber*2], acSettings, &acPos, 0, currentLayerID);
S16Vec efRot = {0,0,0};
SpawnEffect("Wm_ob_itemsndlandsmk", 0, &pos, &efRot, &scale);
if (objNumber == 0) {
dEn_c *en = (dEn_c*)ac;
en->direction = 1;
en->rot.y = -8192;
}
}
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