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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 model;
float Baseline;
float SwoopSlope;
float SpiralLoop;
float yThreshold;
float yAccel;
Vec swoopTarget;
float slope;
u32 timer;
static daMrSun_c *build();
void updateModelMatrix();
USING_STATES(daMrSun_c);
DECLARE_STATE(Follow);
DECLARE_STATE(Swoop);
DECLARE_STATE(Spiral);
DECLARE_STATE(Spit);
DECLARE_STATE(Spin);
DECLARE_STATE(Wait);
};
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);
#define ACTIVATE 1
#define DEACTIVATE 0
int daMrSun_c::onCreate() {
OSReport("Creating the Mr.Sun Model");
allocator.link(-1, GameHeaps[0], 0, 0x20);
nw4r::g3d::ResFile rf(getResource("bubble", "g3d/t00.brres"));
model.setup(rf.GetResMdl("bubble"), &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&model, 0);
allocator.unlink();
OSReport("Setting Mr.Sun's Size to 4.0");
this->scale = (Vec){4.0, 4.0, 4.0};
OSReport("Creating Mr.Sun's Physics Struct");
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
HitMeBaby.xDistToEdge = 32.0;
HitMeBaby.yDistToEdge = 32.0;
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x4F;
HitMeBaby.bitfield2 = 0x820C;
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 = 10.0;
this->yAccel = 0.2;
this->timer = 0;
OSReport("Setting Mr.Sun's State");
doStateChange(&StateID_Swoop);
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();
updateModelMatrix();
return true;
}
int daMrSun_c::onDraw() {
model.scheduleForDrawing();
return true;
}
void daMrSun_c::updateModelMatrix() {
// 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);
model.setDrawMatrix(matrix);
model.setScale(&scale);
model.calcWorld(false);
}
// Follow State
void daMrSun_c::beginState_Follow() {
OSReport("Mr.Sun is following youuuuu.");
this->timer = 0;
}
void daMrSun_c::executeState_Follow() {
if (this->timer > 1000)
this->doStateChange(&StateID_Wait);
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (this->direction == 0) {
if (this->speed.x > 10.0)
this->speed.x = this->speed.x + 0.1;
}
else {
if (this->speed.x < -10.0)
this->speed.x = this->speed.x - 0.1;
}
HandleXSpeed(this);
if (this->pos.y > this->Baseline) {
if (this->speed.y > -this->yThreshold)
this->speed.y = this->speed.y - this->yAccel;
}
else if (this->pos.y < this->Baseline) {
if (this->speed.y > -this->yThreshold)
this->speed.y = this->speed.y + this->yAccel;
}
else {
this->pos.y = this->Baseline;
this->speed.y = 0;
}
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
this->timer = this->timer + 1;
}
void daMrSun_c::endState_Follow() { OSReport("Mr.Sun is coming for you."); }
// Swoop State
void daMrSun_c::beginState_Swoop() {
OSReport("Swooping down from above, Mr.Sun falls down.");
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;
float relativeSunX = this->swoopTarget.x - this->pos.x;
float relativeSunY = this->swoopTarget.y - this->pos.y;
this->slope = relativeSunY / relativeSunX;
}
void daMrSun_c::executeState_Swoop() {
if (this->pos.y > this->swoopTarget.y)
doStateChange(&StateID_Follow);
if (this->slope < 0.0)
this->speed.x = this->speed.x + 0.2;
if (this->slope > 0.0)
this->speed.x = this->speed.x - 0.2;
HandleXSpeed(this);
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
}
void daMrSun_c::endState_Swoop() {
OSReport("Returning to the sky, Mr.Sun flies into the sunset.");
this->swoopTarget = (Vec){0.0, 0.0, 0.0};
}
// Spiral State
void daMrSun_c::beginState_Spiral() { OSReport("Super Spiral Sunspot!"); }
void daMrSun_c::executeState_Spiral() {
if (this->SpiralLoop > (6.28 * 5))
doStateChange(&StateID_Follow);
this->pos.x = this->SpiralLoop * cos(this->SpiralLoop);
this->pos.y = this->SpiralLoop * sin(this->SpiralLoop);
this->SpiralLoop = this->SpiralLoop + 0.1;
}
void daMrSun_c::endState_Spiral() { OSReport("Nightmare Spiral Attack Ends!"); }
// Spit State
void daMrSun_c::beginState_Spit() { OSReport("Goodness Gracious Great Balls of Fire!"); }
void daMrSun_c::executeState_Spit() {
if (this->timer > 1000)
doStateChange(&StateID_Follow);
dStageActor_c *spawner = CreateActor(107, 0, this->pos, 0, 0);
spawner->speed.x = 10.0;
spawner->speed.y = 10.0;
spawner = CreateActor(107, 0, this->pos, 0, 0);
spawner->speed.x = 8.0;
spawner->speed.y = 5.0;
spawner = CreateActor(107, 0, this->pos, 0, 0);
spawner->speed.x = 4.0;
spawner->speed.y = 0.0;
this->timer = this->timer + 1;
}
void daMrSun_c::endState_Spit() { OSReport("Armageddon complete."); }
// Spin State
void daMrSun_c::beginState_Spin() { OSReport("Hoola hoola hoola hoop."); }
void daMrSun_c::executeState_Spin() {
if (this->timer > 1000)
this->doStateChange(&StateID_Wait);
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (this->direction == 0) {
if (this->speed.x > 10.0)
this->speed.x = this->speed.x + 0.1;
}
else {
if (this->speed.x < -10.0)
this->speed.x = this->speed.x - 0.1;
}
HandleXSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
this->timer = this->timer + 1;
int direction;
direction = GenerateRandomNumber(8);
float xlaunch;
float ylaunch;
switch (direction) {
case 1: // E
xlaunch = 10.0;
ylaunch = 0.0;
case 2: // SE
xlaunch = 10.0;
ylaunch = 10.0;
case 3: // S
xlaunch = 0.0;
ylaunch = 10.0;
case 4: // SW
xlaunch = -10.0;
ylaunch = 10.0;
case 5: // W
xlaunch = -10.0;
ylaunch = 0.0;
case 6: // NW
xlaunch = -10.0;
ylaunch = -10.0;
case 7: // N
xlaunch = 0.0;
ylaunch = -10.0;
case 8: // NE
xlaunch = 10.0;
ylaunch = -10.0;
default:
xlaunch = 10.0;
ylaunch = -10.0;
}
dStageActor_c *spawner = CreateActor(107, 0, this->pos, 0, 0);
spawner->speed.x = xlaunch;
spawner->speed.y = ylaunch;
}
void daMrSun_c::endState_Spin() { OSReport("K, I is dizzy now."); }
// Wait State
void daMrSun_c::beginState_Wait() {
OSReport("Preparing an attack!");
this->timer = 0;
this->speed.x = 0.0;
}
void daMrSun_c::executeState_Wait() {
int Choice;
if (this->timer > 1000) {
Choice = GenerateRandomNumber(4);
switch (Choice) {
case 1:
doStateChange(&StateID_Swoop);
case 2:
doStateChange(&StateID_Spiral);
case 3:
doStateChange(&StateID_Spit);
case 4:
doStateChange(&StateID_Follow);
default:
doStateChange(&StateID_Follow);
}
}
this->timer = this->timer + 1;
}
void daMrSun_c::endState_Wait() {
OSReport("Mr.Sun Cometh!");
this->timer = 0;
}
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