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path: root/src/mrsun.cpp
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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;
	int dying;
	char sunDying;

	u64 eventFlag;


	void dieFall_Execute();
	static daMrSun_c *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 collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);

	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);


int NearestPlayer(daMrSun_c *Sprite);
float PlayertoSpriteDistance(Vec sprite, Vec player);

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);

#define ACTIVATE	1
#define DEACTIVATE	0


struct EventTable_t {
	u64 events;
	// ...
};

extern EventTable_t *EventTable;



void daMrSun_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { 
	this->_vf220(apOther->owner);
	OSReport("I hit Mario."); 
}

void daMrSun_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Fireball"); }
bool daMrSun_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { 
	OSReport("Hit Iceball"); 
	
	if (this->settings == 1) {  // It's a moon
		OSReport("What Kind is it?: %d", apOther->owner->name);
		if (apOther->owner->name == 0x76) { // BROS_ICEBALL
			OSReport("No hits 4 u.");
			return true; 
			}
	}
	OSReport("K it hit.");
	return false;
}
void daMrSun_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { 
	OSReport("Hit Rolling Object"); 
	this->timer = 0; 
	doStateChange(&StateID_DieFall); }
void daMrSun_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { 
	OSReport("Hit Hammer");
	this->timer = 0; 
	doStateChange(&StateID_DieFall); }
void daMrSun_c::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther) { 
	OSReport("Hit StarMario");
	this->timer = 0; 
	doStateChange(&StateID_DieFall); }
void daMrSun_c::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Groundpound"); }



void daMrSun_c::dieFall_Execute() {
	
	this->timer = this->timer + 1;
	 
	this->dying = this->dying + 0.15;
	
	this->pos.x = this->pos.x + 0.15;
	this->pos.y = this->pos.y - ((-0.2 * (this->dying*this->dying)) + 5);
	
	this->dEn_c::dieFall_Execute();
	
	
	if (this->timer > 450) {
		dStageActor_c *Player = GetSpecificPlayerActor(0);
		if (Player == 0) { Player = GetSpecificPlayerActor(1); }
		if (Player == 0) { Player = GetSpecificPlayerActor(2); }
		if (Player == 0) { Player = GetSpecificPlayerActor(3); }
		
		Player->pos;
	
		this->pos.x = Player->pos.x - 300;

		if (Player == 0) { 
			this->pos.x = 0;
			doStateChange(&StateID_Follow); }
		this->pos.y = this->Baseline; 
		
		this->aPhysics.addToList();
		doStateChange(&StateID_Follow);
		}
}


int daMrSun_c::onCreate() {
	OSReport("Creating the Mr.Sun Models");
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	if ((this->settings & 0xF) == 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);
	}
	
	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.category1 = 0x3;
	HitMeBaby.category2 = 0x0;
	HitMeBaby.bitfield1 = 0x6F;

	if ((this->settings & 0xF) == 0) { // It's a sun
		HitMeBaby.bitfield2 = 0xffbafffc; 
		HitMeBaby.xDistToEdge = 24.0;
		HitMeBaby.yDistToEdge = 24.0;
	}	
	else { // It's a moon
		HitMeBaby.bitfield2 = 0xffbafffe; 
		HitMeBaby.xDistToEdge = 12.0;
		HitMeBaby.yDistToEdge = 12.0;
	}

	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->dying = -5;
	this->sunDying = 0;
	
	this->pos.z = 3300.00;


	char eventNum	= (this->settings >> 16) & 0xFF;
	OSReport("Event to activate: %d", eventNum);

	this->eventFlag = (u64)1 << (eventNum - 1);


	
	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();
	if (this->aPhysics.result1 == 1) {
		char PlayerID = NearestPlayer(this);
		dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
		
		this->_vf220(Player);
	}
		
	if (EventTable->events & this->eventFlag) {
		this->kill();
		this->pos.y = this->pos.y + 800.0;
	}
		
	return true;
}

int NearestPlayer(daMrSun_c *Sprite) {
	float pfloat[] = { 0.0, 0.0, 0.0, 0.0 };
	float max = 1000000.0;
	char maxPlayer = 5;
	int i;
	OSReport("FINDING NEAREST PLAYER");

	for (i=0; i<4; i++) {
		OSReport("K, let's check out Player %d", i);
		dStageActor_c *Player = GetSpecificPlayerActor(i);
		if (Player != 0) { 	
			OSReport("Player %d exists", i);
			pfloat[i] = PlayertoSpriteDistance(Sprite->pos, Player->pos); 
 
	 		OSReport("if %f > %f", pfloat[i], max);
	     	if (pfloat[i] < max) { 
	      		max = pfloat[i];
	      		maxPlayer = i; 
	      		OSReport("MaxPlayer now %d", i);
    		} 
    	}
	}
	
    OSReport("MaxPlayer finalized at %d", i);

	return maxPlayer;
}

float PlayertoSpriteDistance(Vec sprite, Vec player) {
	float x = sprite.x - player.x;
	float y = sprite.y - player.y;

	float x2 = x * x;
	float y2 = y * y;

	float returnval = x2+y2;

	OSReport("X: (%f - %f)^2 = %f", sprite.x, player.x, x2);
	OSReport("Y: (%f - %f)^2 = %f", sprite.y, player.y, y2);

	
	if (returnval < 0) { returnval = -returnval; }

	OSReport("Return: %f", returnval);
	
	return returnval;
}

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 = 0;
}
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 & 0xF) == 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 & 0xF) == 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 & 0xF) == 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 & 0xF) == 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;
			*((u32 *) (((char *) spawner) + 0x3DC)) = this->id;
			
			spawner = CreateActor(118, 0, this->pos, 0, 0);
			spawner->speed.x = 0.0 * neg;
			spawner->speed.y = -6.0;
			spawner->pos.z = 3350.0;
			*((u32 *) (((char *) spawner) + 0x3DC)) = this->id;
		
			spawner = CreateActor(118, 0, this->pos, 0, 0);
			spawner->speed.x = 3.5 * neg;
			spawner->speed.y = -6.0;
			spawner->pos.z = 3350.0;
			*((u32 *) (((char *) spawner) + 0x3DC)) = this->id;
		} // 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 & 0xF) == 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;
			
			*((u32 *) (((char *) spawner) + 0x3DC)) = this->id;			
		} // 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 & 0xF) == 0) { TimerMax = 20; } // It's a sun
	else { TimerMax = 15; } // It's a moon	
	
	if (this->timer > TimerMax) {

		Choice = GenerateRandomNumber(9);

//		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;
}