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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include "boss.h"
class dMeteor : public dEn_c {
int onCreate();
int onDelete();
int onExecute();
int onDraw();
static dMeteor *build();
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
nw4r::g3d::ResFile resFile;
mEf::es2 effect;
int timer;
int spinSpeed;
char spinDir;
char isElectric;
Physics MakeItRound;
void updateModelMatrices();
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
};
dMeteor *dMeteor::build() {
void *buffer = AllocFromGameHeap1(sizeof(dMeteor));
return new(buffer) dMeteor;
}
const char* MEarcNameList [] = {
"kazan_rock",
NULL
};
// extern "C" dStageActor_c *GetSpecificPlayerActor(int num);
// extern "C" void *modifyPlayerPropertiesWithRollingObject(dStageActor_c *Player, float _52C);
void dMeteor::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
DamagePlayer(this, apThis, apOther);
}
void dMeteor::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
DamagePlayer(this, apThis, apOther);
}
int dMeteor::onCreate() {
// Setup Model
allocator.link(-1, GameHeaps[0], 0, 0x20);
this->resFile.data = getResource("kazan_rock", "g3d/kazan_rock.brres");
nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("kazan_rock");
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&bodyModel, 0);
allocator.unlink();
// Retrieve Scale and set it up
float sca = (float)((this->settings >> 8) & 0xFF);
sca = (sca/5.0) + 0.2;
this->scale = (Vec){sca,sca,sca};
// Other settings
this->spinDir = this->settings & 0x1;
this->spinSpeed = ((this->settings >> 16) & 0xFF) * 20;
this->isElectric = (this->settings >> 4) & 0x1;
// Setup Physics
if (isElectric) {
ActivePhysics::Info elec;
elec.xDistToCenter = 0.0;
elec.yDistToCenter = 0.0;
elec.xDistToEdge = 13.0 * sca;
elec.yDistToEdge = 13.0 * sca;
elec.category1 = 0x3;
elec.category2 = 0x0;
elec.bitfield1 = 0x4F;
elec.bitfield2 = 0x200;
elec.unkShort1C = 0;
elec.callback = &dEn_c::collisionCallback;
this->aPhysics.initWithStruct(this, &elec);
this->aPhysics.addToList();
}
MakeItRound.baseSetup(this, 0, 0, 0, 1, 0);
MakeItRound.x = 0.0;
MakeItRound.y = 0.0;
MakeItRound.diameter = 13.0 * sca;
MakeItRound.isRound = 1;
MakeItRound.update();
MakeItRound.addToList();
this->pos.z = 3458.0;
this->onExecute();
return true;
}
int dMeteor::onDelete() {
return true;
}
int dMeteor::onExecute() {
if (spinDir == 0) { rot.z -= spinSpeed; }
else { rot.z += spinSpeed; }
MakeItRound.update();
updateModelMatrices();
if (isElectric) {
effect.spawn("Wm_en_birikyu_biri", 0, &(Vec){pos.x, pos.y, pos.z+500.0}, &rot, &(Vec){scale.x*0.8, scale.y*0.8, scale.z*0.8});
PlaySound(this, SE_EMY_BIRIKYU_SPARK);
}
// for (i=0; i<4; i++) {
// dStageActor_c *player = GetSpecificPlayerActor(i);
// modifyPlayerPropertiesWithRollingObject(player, );
// }
return true;
}
int dMeteor::onDraw() {
bodyModel.scheduleForDrawing();
bodyModel._vf1C();
return true;
}
void dMeteor::updateModelMatrices() {
// This won't work with wrap because I'm lazy.
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);
}
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