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#include <common.h>
#include <game.h>
#include <g3dhax.h>
class daMrSun_c : public dEn_c {
int onCreate();
int onDelete();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
m3d::mdl_c glowModel;
bool hasGlow;
float Baseline;
float SwoopSlope;
float SpiralLoop;
float yThreshold;
float yAccel;
Vec swoopTarget;
u32 timer;
float xSpiralOffset;
float ySpiralOffset;
float swoopA;
float swoopB;
float swoopC;
float swoopSpeed;
float glowPos;
short spinReduceZ;
short spinReduceY;
float spinStateOn;
static daMrSun_c *build();
void updateModelMatrices();
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void dieFumi_Begin();
void dieFumi_Execute();
void dieFumi_End();
USING_STATES(daMrSun_c);
DECLARE_STATE(Follow);
DECLARE_STATE(Swoop);
DECLARE_STATE(Spiral);
DECLARE_STATE(Spit);
DECLARE_STATE(Spin);
DECLARE_STATE(Wait);
// DECLARE_STATE(dieFumi);
};
daMrSun_c *daMrSun_c::build() {
void *buffer = AllocFromGameHeap1(sizeof(daMrSun_c));
return new(buffer) daMrSun_c;
}
extern "C" void *HandleXSpeed(daMrSun_c *);
extern "C" void *HandleYSpeed(daMrSun_c *);
extern "C" void *UpdateObjectPosBasedOnSpeedValues_real(daMrSun_c *);
extern "C" u32 GenerateRandomNumber(int max);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daMrSun_c *, Vec pos);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
CREATE_STATE(daMrSun_c, Follow);
CREATE_STATE(daMrSun_c, Swoop);
CREATE_STATE(daMrSun_c, Spiral);
CREATE_STATE(daMrSun_c, Spit);
CREATE_STATE(daMrSun_c, Spin);
CREATE_STATE(daMrSun_c, Wait);
//CREATE_STATE(daMrSun_c, dieFumi);
#define ACTIVATE 1
#define DEACTIVATE 0
void daMrSun_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Player"); }
void daMrSun_c::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Yoshi"); }
void daMrSun_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Fireball"); }
void daMrSun_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); }
void daMrSun_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Rolling Object"); doStateChange(&StateID_Wait); }
void daMrSun_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Hammer");
doStateChange(&StateID_Wait);
}
void daMrSun_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Yoshi Fire"); }
void daMrSun_c::dieFumi_Begin() { this->dieFall_Begin(); }
void daMrSun_c::dieFumi_Execute() { this->dieFall_Execute(); }
void daMrSun_c::dieFumi_End() { this->dieFall_End(); }
int daMrSun_c::onCreate() {
OSReport("Creating the Mr.Sun Models");
allocator.link(-1, GameHeaps[0], 0, 0x20);
if (this->settings == 0) { // It's a sun
hasGlow = true;
nw4r::g3d::ResFile rf(getResource("bilikyu", "g3d/sun.brres"));
bodyModel.setup(rf.GetResMdl("Sun"), &allocator, 0x224, 1, 0);
SetupTextures_Map(&bodyModel, 0);
glowModel.setup(rf.GetResMdl("SunGlow"), &allocator, 0x224, 1, 0);
SetupTextures_Map(&glowModel, 0);
}
else { // It's a moon
hasGlow = false;
nw4r::g3d::ResFile rf(getResource("bilikyu", "g3d/moon.brres"));
bodyModel.setup(rf.GetResMdl("Moon"), &allocator, 0x224, 1, 0);
SetupTextures_Map(&bodyModel, 0);
// glowModel.setup(rf.GetResMdl("MoonGlow"), &allocator, 0x224, 1, 0);
// SetupTextures_Map(&glowModel, 0);
}
allocator.unlink();
OSReport("Setting Mr.Sun's Size to 4.0");
this->scale = (Vec){0.5, 0.5, 0.5};
OSReport("Creating Mr.Sun's Physics Struct");
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
HitMeBaby.xDistToEdge = 16.0;
HitMeBaby.yDistToEdge = 16.0;
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x4F;
if (this->settings == 0) { // It's a sun
HitMeBaby.bitfield2 = 0x3E020C; // Can be hit by iceballs of all kinds, shells and rollies, pipe cannons, and star power
}
else { // It's a moon
HitMeBaby.bitfield2 = 0x3E0200; // Can be hit by fireballs of all kinds, shells and rollies, pipe cannons, and star power
}
HitMeBaby.unkShort1C = 0;
HitMeBaby.callback = &dEn_c::collisionCallback;
OSReport("Making the Physics Class and adding to the list");
this->aPhysics.initWithStruct(this, &HitMeBaby);
this->aPhysics.addToList();
OSReport("Setting up Mr.Sun's Box of Goodies");
this->Baseline = this->pos.y;
this->SwoopSlope = 0.0;
this->SpiralLoop = 0;
this->yThreshold = 15.0;
this->yAccel = 0.2;
this->timer = 0;
this->xSpiralOffset = 0.0;
this->ySpiralOffset = 0.0;
this->pos.z = 3300.00;
OSReport("Setting Mr.Sun's State");
doStateChange(&StateID_Follow);
OSReport("Going to Execute Mr.Sun");
this->onExecute();
return true;
}
int daMrSun_c::onDelete() {
return true;
}
int daMrSun_c::onExecute() {
//OSReport("Oh Mr.Sun, Sun, Mr.Golden Sun");
acState.execute();
updateModelMatrices();
return true;
}
int daMrSun_c::onDraw() {
bodyModel.scheduleForDrawing();
if (hasGlow)
glowModel.scheduleForDrawing();
return true;
}
void daMrSun_c::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);
if (hasGlow) {
mMtx glowMatrix;
short rotY;
glowPos += 0.01666666666666;
if (glowPos > 1) { glowPos = 0; }
rotY = (1000 * sin(glowPos * 3.14)) + 500;
glowMatrix.translation(pos.x, pos.y, pos.z);
glowMatrix.applyRotationX(&rot.x);
glowMatrix.applyRotationY(&rotY);
glowModel.setDrawMatrix(glowMatrix);
glowModel.setScale(&scale);
glowModel.calcWorld(false);
}
}
// Follow State
void daMrSun_c::beginState_Follow() {
OSReport("Mr.Sun is following youuuuu.");
this->timer = 0;
this->rot.x = 18000;
this->rot.y = 0;
// this->rot.z = 18000;
}
void daMrSun_c::executeState_Follow() {
if (this->timer > 200) { this->doStateChange(&StateID_Wait); }
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
float speedDelta;
if (this->settings == 0) { speedDelta = 0.1; } // It's a sun
else { speedDelta = 0.15; } // It's a moon
OSReport("Speed: %f", this->speed.x);
if (this->direction == 0) {
this->speed.x = this->speed.x + speedDelta;
if (this->speed.x < 0) { this->speed.x = this->speed.x + (speedDelta / 2); }
if (this->speed.x < 6.0) { this->speed.x = this->speed.x + (speedDelta); }
}
else {
this->speed.x = this->speed.x - speedDelta;
if (this->speed.x > 0) { this->speed.x = this->speed.x - (speedDelta / 2); }
if (this->speed.x > 6.0) { this->speed.x = this->speed.x - (speedDelta); }
}
HandleXSpeed(this);
float yDiff;
yDiff = (this->Baseline - this->pos.y) / 8;
this->speed.y = yDiff;
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
this->timer = this->timer + 1;
}
void daMrSun_c::endState_Follow() {
OSReport("Mr.Sun is coming for you.");
this->speed.y = 0;
}
// Swoop State
void daMrSun_c::beginState_Swoop() {
OSReport("Swooping down from above, Mr.Sun falls down.");
// Not enough space to swoop, spit instead.
if (this->swoopTarget.y < (this->pos.y - 50)) { doStateChange(&StateID_Spit); }
if (((this->pos.x - 96) < this->swoopTarget.x) && (this->swoopTarget.x < (this->pos.x + 96))) { doStateChange(&StateID_Spit); }
if (this->settings == 0) {
this->swoopTarget.y = this->swoopTarget.y - 16;
} // It's a sun
else {
this->swoopTarget.y = this->swoopTarget.y - 4;
} // It's a moon
float x1, x2, x3, y1, y2, y3;
x1 = this->pos.x - this->swoopTarget.x;
x2 = 0;
x3 = -x1;
y1 = this->pos.y - this->swoopTarget.y;
y2 = 0;
y3 = y1;
float denominator = (x1 - x2) * (x1 - x3) * (x2 - x3);
this->swoopA = (x3 * (y2 - y1) + x2 * (y1 - y3) + x1 * (y3 - y2)) / denominator;
this->swoopB = (x3*x3 * (y1 - y2) + x2*x2 * (y3 - y1) + x1*x1 * (y2 - y3)) / denominator;
this->swoopC = (x2 * x3 * (x2 - x3) * y1 + x3 * x1 * (x3 - x1) * y2 + x1 * x2 * (x1 - x2) * y3) / denominator;
this->swoopSpeed = x3 * 2 / 75;
}
void daMrSun_c::executeState_Swoop() {
// Everything is calculated up top, just need to modify it.
this->pos.x = this->pos.x + this->swoopSpeed;
this->pos.y = ( this->swoopA*(this->pos.x - this->swoopTarget.x)*(this->pos.x - this->swoopTarget.x) + this->swoopB*(this->pos.x - this->swoopTarget.x) + this->swoopC ) + this->swoopTarget.y;
if (this->pos.y > this->Baseline) { doStateChange(&StateID_Follow); }
}
void daMrSun_c::endState_Swoop() {
OSReport("Returning to the sky, Mr.Sun flies into the sunset.");
this->speed.y = 0;
}
// Spiral State
void daMrSun_c::beginState_Spiral() {
OSReport("Super Spiral Sunspot!");
this->SpiralLoop = 0;
this->xSpiralOffset = this->pos.x;
this->ySpiralOffset = this->pos.y;
}
void daMrSun_c::executeState_Spiral() {
float Loops;
float Magnitude;
float Period;
Loops = 6.0;
Magnitude = 11.0;
// Use a period of 0.1 for the moon
if (this->settings == 0) { Period = 0.1; } // It's a sun
else { Period = 0.125; } // It's a moon
this->pos.x = this->xSpiralOffset + Magnitude*((this->SpiralLoop * cos(this->SpiralLoop)));
this->pos.y = this->ySpiralOffset + Magnitude*((this->SpiralLoop * sin(this->SpiralLoop)));
this->SpiralLoop = this->SpiralLoop + Period;
if (this->SpiralLoop > (3.14 * Loops)) { doStateChange(&StateID_Follow); }
}
void daMrSun_c::endState_Spiral() { OSReport("Nightmare Spiral Attack Ends!"); }
// Spit State
void daMrSun_c::beginState_Spit() {
OSReport("Goodness Gracious Great Balls of Fire!");
this->timer = 0;
this->spinStateOn = 1;
}
void daMrSun_c::executeState_Spit() {
if (this->timer == 10) {
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
float neg = -1.0;
if (this->direction == 0) { neg = 1.0; }
if (this->settings == 0) {
dStageActor_c *spawner = CreateActor(106, 0, this->pos, 0, 0);
spawner->speed.x = 6.0 * neg;
spawner->speed.y = -2.5;
spawner->pos.z = 3350.0;
spawner = CreateActor(106, 0, this->pos, 0, 0);
spawner->speed.x = 0.0 * neg;
spawner->speed.y = -6.0;
spawner->pos.z = 3350.0;
spawner = CreateActor(106, 0, this->pos, 0, 0);
spawner->speed.x = 3.5 * neg;
spawner->speed.y = -6.0;
spawner->pos.z = 3350.0;
} // It's a sun
else {
dStageActor_c *spawner = CreateActor(118, 0, this->pos, 0, 0);
spawner->speed.x = 6.0 * neg;
spawner->speed.y = -2.5;
spawner->pos.z = 3350.0;
spawner = CreateActor(118, 0, this->pos, 0, 0);
spawner->speed.x = 0.0 * neg;
spawner->speed.y = -6.0;
spawner->pos.z = 3350.0;
spawner = CreateActor(118, 0, this->pos, 0, 0);
spawner->speed.x = 3.5 * neg;
spawner->speed.y = -6.0;
spawner->pos.z = 3350.0;
} // It's a moon
}
this->timer = this->timer + 1;
if (this->timer > 30) { doStateChange(&StateID_Follow); }
}
void daMrSun_c::endState_Spit() {
this->spinStateOn = 0;
OSReport("Armageddon complete.");
}
// Spin State
void daMrSun_c::beginState_Spin() {
OSReport("Hoola hoola hoola hoop.");
this->spinReduceZ = 0;
this->spinReduceY = 0;
}
void daMrSun_c::executeState_Spin() {
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (this->direction == 0) {
this->speed.x = this->speed.x + 0.2;
if (this->speed.x < 0) { this->speed.x = this->speed.x + (0.2 / 2); }
if (this->speed.x < 80.0) { this->speed.x = this->speed.x + (0.2 * 2); }
}
else {
this->speed.x = this->speed.x - 0.2;
if (this->speed.x > 0) { this->speed.x = this->speed.x - (0.2 / 2); }
if (this->speed.x > 80.0) { this->speed.x = this->speed.x - (0.2 * 2); }
}
HandleXSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
this->timer = this->timer + 1;
short rotBonus;
if (this->timer < 60) { rotBonus = this->timer; }
else { rotBonus = 120 - this->timer; }
// 1-59 + 60-1 = 3542
// if (this->timer > 100) {
// if (this->spinReduceZ = 0) {
// this->spinReduceZ = this->rot.z / 20; }
// if (this->spinReduceY = 0) {
// this->spinReduceY = this->rot.y / 20; }
//
// this->rot.z = this->rot.z - this->spinReduceZ;
// this->rot.y = this->rot.y - this->spinReduceY; }
//
// else {
this->rot.z = this->rot.z + (55.1 * rotBonus);
this->rot.y = this->rot.y + (18.4 * rotBonus); //}
int randomBall;
randomBall = GenerateRandomNumber(6);
if (randomBall == 1) {
int direction;
direction = GenerateRandomNumber(8);
float xlaunch;
float ylaunch;
if (direction == 0) {
xlaunch = 5.0;
ylaunch = 0.0; }
else if (direction == 1) { // SE
xlaunch = 5.0;
ylaunch = 5.0; }
else if (direction == 2) { // S
xlaunch = 0.0;
ylaunch = 5.0; }
else if (direction == 3) { // SW
xlaunch = -5.0;
ylaunch = 5.0; }
else if (direction == 4) { // W
xlaunch = -5.0;
ylaunch = 0.0; }
else if (direction == 5) { // NW
xlaunch = -5.0;
ylaunch = -5.0; }
else if (direction == 6) { // N
xlaunch = 0.0;
ylaunch = -5.0; }
else if (direction == 7) { // NE
xlaunch = 5.0;
ylaunch = -5.0; }
if (this->settings == 0) {
dStageActor_c *spawner = CreateActor(106, 0, this->pos, 0, 0);
spawner->speed.x = xlaunch;
spawner->speed.y = ylaunch;
spawner->pos.z = 3350.0;
} // It's a sun
else {
dStageActor_c *spawner = CreateActor(118, 0, this->pos, 0, 0);
spawner->speed.x = xlaunch;
spawner->speed.y = ylaunch;
spawner->pos.z = 3350.0;
} // It's a moon
}
if (this->timer > 120) { this->doStateChange(&StateID_Follow); }
}
void daMrSun_c::endState_Spin() {
OSReport("K, I is dizzy now.");
this->rot.x = 18000;
this->rot.y = 0;
this->rot.z = 0;
this->speed.x = 0;
}
// Wait State
void daMrSun_c::beginState_Wait() {
OSReport("Preparing an attack!");
this->timer = 0;
this->speed.x = 0.0;
dStageActor_c *Player = GetSpecificPlayerActor(0);
if (Player == 0) { Player = GetSpecificPlayerActor(1); }
if (Player == 0) { Player = GetSpecificPlayerActor(2); }
if (Player == 0) { Player = GetSpecificPlayerActor(3); }
if (Player == 0) { doStateChange(&StateID_Follow); }
this->swoopTarget = Player->pos;
}
void daMrSun_c::executeState_Wait() {
int Choice;
int TimerMax;
if (this->settings == 0) { TimerMax = 20; } // It's a sun
else { TimerMax = 15; } // It's a moon
if (this->timer > TimerMax) {
// doStateChange(&StateID_Spit);
Choice = GenerateRandomNumber(7);
OSReport("Choice: %d", Choice);
if (Choice == 0) { doStateChange(&StateID_Spit); }
else if (Choice == 1) { doStateChange(&StateID_Spit); }
else if (Choice == 2) { doStateChange(&StateID_Spin); }
else if (Choice == 3) { doStateChange(&StateID_Spiral); }
else { doStateChange(&StateID_Swoop); }
}
this->timer = this->timer + 1;
}
void daMrSun_c::endState_Wait() {
OSReport("Mr.Sun Cometh!");
this->timer = 0;
}
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