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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 model;

	float Baseline;
	float SwoopSlope;
	float SpiralLoop;
	float yThreshold;
	float yAccel;
	Vec	swoopTarget;
	float slope;
	u32 timer;
	float xSpiralOffset;
	float ySpiralOffset;

	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);
CREATE_STATE(daMrSun_c, Wait);

#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("bilikyu", "g3d/sun.brres"));
	model.setup(rf.GetResMdl("Sun"), &allocator, 0x224, 1, 0);
//	SetupTextures_Enemy(&model, 0);
	SetupTextures_Map(&model, 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;
	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 = 100.0;
	this->yAccel = 0.2;
	this->timer = 0;
	this->xSpiralOffset = 0.0;
	this->ySpiralOffset = 0.0;

	
	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();
	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;
	this->rot.x = 11000;
	this->rot.y = 0;
//	this->rot.z = 11000;
}
void daMrSun_c::executeState_Follow() { 

	if (this->timer > 200) { this->doStateChange(&StateID_Wait); }

	this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
	
	if (this->direction == 0) {
		this->speed.x = this->speed.x + 0.1;
	}
	else {
		this->speed.x = this->speed.x - 0.1;
	}
	
	HandleXSpeed(this);
	
	
	float yDiff;
	yDiff = (this->Baseline - this->pos.y) / 8;
	this->speed.y = yDiff;
	
	
	OSReport("YSpeed = %f", this->speed.y);
	
	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.");
	
	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;
	this->swoopTarget.y = this->swoopTarget.y - 24;

	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->slope < 0.0) {
		this->speed.x = this->speed.x + 0.3;
		this->speed.y = this->speed.y - (0.2 * -slope);
	}

	else if (this->slope > 0.0) {
		this->speed.x = this->speed.x - 0.3;
		this->speed.y = this->speed.y - (0.2 * slope);
	}

	float yDiff;

	if (this->pos.y < this->swoopTarget.y) { 
		this->speed.x = this->speed.x * 0.2; 
		this->speed.y = this->speed.y * 0.2;
	}
	
	HandleXSpeed(this);
	HandleYSpeed(this);
	UpdateObjectPosBasedOnSpeedValues_real(this);

	if (this->pos.y < this->swoopTarget.y) { 
		if (this->speed.y < 0.1) { doStateChange(&StateID_Follow); } }
	
}
void daMrSun_c::endState_Swoop() { 
	OSReport("Returning to the sky, Mr.Sun flies into the sunset.");
}



// 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 Period;
	float Magnitude;

	Loops = 6.0;
	// Use a period of 0.1 for the moon
	Period = 0.075;
	Magnitude = 11.0;

	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;
	
}
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; }
		
		dStageActor_c *spawner = CreateActor(106, 0, this->pos, 0, 0);
		spawner->speed.x = 6.0 * neg;
		spawner->speed.y = -2.5;
		
		spawner = CreateActor(106, 0, this->pos, 0, 0);
		spawner->speed.x = 0.0 * neg;
		spawner->speed.y = -6.0;
	
		spawner = CreateActor(106, 0, this->pos, 0, 0);
		spawner->speed.x = 3.5 * neg;
		spawner->speed.y = -6.0;
	}
	
	this->timer = this->timer + 1;

	if (this->timer > 30) { doStateChange(&StateID_Follow); }

}
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() { 
	
	this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
	
	if (this->direction == 0) {
		this->speed.x = this->speed.x + 0.2;
	}
	else {
		this->speed.x = this->speed.x - 0.2;
	}
	
	HandleXSpeed(this);
	UpdateObjectPosBasedOnSpeedValues_real(this);

	this->timer = this->timer + 1;

	int rotBonus;
	if (this->timer < 60) { rotBonus = this->timer; }
	else { rotBonus = 120 - this->timer; }
	
	this->rot.x = this->rot.x + (50 * rotBonus);
	this->rot.y = this->rot.y + (50 * rotBonus);

	int randomBall;
	randomBall = GenerateRandomNumber(6);
	if (randomBall == 1) {
		int direction;
		direction = GenerateRandomNumber(8);
		
		float xlaunch;
		float ylaunch;
		
		if (direction == 0) { 
			xlaunch = 7.5;
			ylaunch = 0.0; }
		else if (direction == 1) { // SE
			xlaunch = 7.5;
			ylaunch = 7.5; }
		else if (direction == 2) { // S
			xlaunch = 0.0;
			ylaunch = 7.5; }
		else if (direction == 3) { // SW
			xlaunch = -7.5;
			ylaunch = 7.5; }
		else if (direction == 4) {	// W
			xlaunch = -7.5;
			ylaunch = 0.0; }
		else if (direction == 5) {	// NW
			xlaunch = -7.5;
			ylaunch = -7.5; }
		else if (direction == 6) {	// N
			xlaunch = 0.0;
			ylaunch = -7.5; }
		else if (direction == 7) {	// NE
			xlaunch = 7.5;
			ylaunch = -7.5; }
		
		
		dStageActor_c *spawner = CreateActor(106, 0, this->pos, 0, 0);
		spawner->speed.x = xlaunch;
		spawner->speed.y = ylaunch;
	}

	if (this->timer > 120) { 
		this->rot.x = this->rot.x / 2;
		this->rot.y = this->rot.y / 2;
		this->doStateChange(&StateID_Follow); }
	
}
void daMrSun_c::endState_Spin() { 

	OSReport("K, I is dizzy now.");
	this->rot.x = 11000;
	this->rot.y = 0;
//	this->rot.z = 11000;
	
}



// Wait State

void daMrSun_c::beginState_Wait() {

	OSReport("Preparing an attack!");

	this->timer = 0;
	this->speed.x = 0.0;
	this->rot.x = 11000;
	this->rot.y = 0;
//	this->rot.z = 11000;
}
void daMrSun_c::executeState_Wait() { 
	int Choice;

	if (this->timer > 20) {

//		doStateChange(&StateID_Spit);
		Choice = GenerateRandomNumber(1);

		OSReport("Choice: %d", Choice);

		if (Choice == 0) { doStateChange(&StateID_Swoop); }
//		else if (Choice == 1) { doStateChange(&StateID_Spin); }
//		else if (Choice == 2) { doStateChange(&StateID_Swoop); }
//		else if (Choice == 3) { doStateChange(&StateID_Spiral); }
		
	}

	this->timer = this->timer + 1;
}
void daMrSun_c::endState_Wait() {
	OSReport("Mr.Sun Cometh!");
	this->timer = 0;
	this->rot.x = 11000;
	this->rot.y = 0;
//	this->rot.z = 11000;
}