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|
#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "effects.h"
#include "player.h"
// Shy Guy Settings
//
// Nybble 5: Shy Guy Types
// 0 - Walker
// 1 - Pacing Walker
// 2 - Sleeper
// 3 - Jumper
// 4 - Judo Master
// 5 - Spike Thrower
// 6 - Ballooneer Horizontal
// 7 - Ballooneer Vertical
// 8 - Ballooneer Circular
// 9 - Walking Giant
// 10 - Pacing Giant
//
// Nybble 6: Colour
// 0 - Red
// 1 - Blue
// 2 - Green
// 3 - Cyan
// 4 - Purple
//
// Nybble 7: Balloon Colour
// 0 - Red
// 1 - Blue (not working)
//
// Nybble 8: Ballooneer Carries
// 0 - Nothing
// 1 - ???
//
// Nybble 9: Distance Moved
// # - Distance for Pacing Walker, Pacing Giants, and Ballooneers
//
// I_kinoko, I_fireflower, I_propeller_model, I_iceflower, I_star, I_penguin - model names
// anmChr - wait2
void shyCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther);
class daShyGuy : public dEn_c {
int onCreate();
int onDelete();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
nw4r::g3d::ResFile resFile;
nw4r::g3d::ResFile anmFile;
nw4r::g3d::ResFile balloonFile;
m3d::mdl_c bodyModel;
m3d::mdl_c balloonModel;
m3d::mdl_c balloonModelB;
m3d::anmChr_c chrAnimation;
int type;
int timer;
int jumpCounter;
float dying;
float Baseline;
char damage;
char isDown;
char renderBalloon;
Vec initialPos;
int distance;
float XSpeed;
u32 cmgr_returnValue;
bool isBouncing;
float balloonSize;
RideableActorCollider giantRider;
static daShyGuy *build();
void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
void updateModelMatrices();
bool calculateTileCollisions();
// void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat9_RollingObject(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);
USING_STATES(daShyGuy);
DECLARE_STATE(Walk);
DECLARE_STATE(Turn);
DECLARE_STATE(RealWalk);
DECLARE_STATE(RealTurn);
DECLARE_STATE(Jump);
DECLARE_STATE(Sleep);
DECLARE_STATE(Balloon_H);
DECLARE_STATE(Balloon_V);
DECLARE_STATE(Balloon_C);
DECLARE_STATE(Judo);
DECLARE_STATE(Spike);
DECLARE_STATE(GoDizzy);
DECLARE_STATE(BalloonDrop);
DECLARE_STATE(FireKnockBack);
DECLARE_STATE(FlameHit);
DECLARE_STATE(Recover);
DECLARE_STATE(Die);
};
daShyGuy *daShyGuy::build() {
void *buffer = AllocFromGameHeap1(sizeof(daShyGuy));
return new(buffer) daShyGuy;
}
///////////////////////
// Externs and States
///////////////////////
extern "C" void *PlaySound(daShyGuy *, int soundID);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daShyGuy *, Vec pos);
//FIXME make this dEn_c->used...
extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1);
extern "C" int SomeStrangeModification(dStageActor_c* actor);
extern "C" void DoStuffAndMarkDead(dStageActor_c *actor, Vec vector, float unk);
extern "C" int SmoothRotation(short* rot, u16 amt, int unk2);
extern "C" void addToList(RideableActorCollider *self);
CREATE_STATE(daShyGuy, Walk);
CREATE_STATE(daShyGuy, Turn);
CREATE_STATE(daShyGuy, RealWalk);
CREATE_STATE(daShyGuy, RealTurn);
CREATE_STATE(daShyGuy, Jump);
CREATE_STATE(daShyGuy, Sleep);
CREATE_STATE(daShyGuy, Balloon_H);
CREATE_STATE(daShyGuy, Balloon_V);
CREATE_STATE(daShyGuy, Balloon_C);
CREATE_STATE(daShyGuy, Judo);
CREATE_STATE(daShyGuy, Spike);
CREATE_STATE(daShyGuy, GoDizzy);
CREATE_STATE(daShyGuy, BalloonDrop);
CREATE_STATE(daShyGuy, FireKnockBack);
CREATE_STATE(daShyGuy, FlameHit);
CREATE_STATE(daShyGuy, Recover);
CREATE_STATE(daShyGuy, Die);
////////////////////////
// Collision Functions
////////////////////////
// Collision callback to help shy guy not die at inappropriate times and ruin the dinner
void shyCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther) {
if (apOther->owner->name != 89) {
dEn_c::collisionCallback(apThis, apOther);
}
}
// spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
// if (apThis->owner->shyGuyState == #notPickupable) { Do Normal Things; }
// else { Shy Guy is in throwy mode, and should kill enemies instead; }
// }
void daShyGuy::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
dStateBase_c *stateVar;
dStateBase_c *deathState;
if (this->type < 6) { // Regular Shy Guys
stateVar = &StateID_GoDizzy;
deathState = &StateID_Die;
}
else if (this->type > 8) { // Giants
return;
}
else { // Ballooneers
stateVar = &StateID_BalloonDrop;
deathState = &StateID_Die;
}
char hitType;
if (this->isDown == 0) {
hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 2);
}
else { // Shy Guy is in throwy mode
hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);
}
if(hitType == 1) { // regular jump
apOther->someFlagByte |= 2;
if (this->isDown == 0) {
doStateChange(stateVar);
}
else { // Shy Guy is in throwy mode - kill it with fire
doStateChange(deathState);
}
}
else if(hitType == 3) { // spinning jump or whatever?
apOther->someFlagByte |= 2;
if (this->isDown == 0) {
doStateChange(stateVar);
}
else { // Shy Guy is in throwy mode - kill it with fire
doStateChange(deathState);
}
}
else if(hitType == 0) {
this->dEn_c::playerCollision(apThis, apOther);
this->_vf220(apOther->owner);
}
// else if(hitType == 2) { \\ Minimario? }
// fix multiple player collisions via megazig
this->isDead = 0;
this->flags_4FC |= (1<<(31-7));
if(apOther->owner->which_player > 3) {
OSReport("!!!ATTENTION!!!\napOther->owner->which_player > 3\n");
}else{
this->counter_504[apOther->owner->which_player] = 0;
}
}
void daShyGuy::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
this->playerCollision(apThis, apOther);
}
void daShyGuy::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
doStateChange(&StateID_Die);
}
void daShyGuy::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) {
doStateChange(&StateID_Die);
}
void daShyGuy::collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther) {
doStateChange(&StateID_Die);
}
void daShyGuy::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
doStateChange(&StateID_Die);
}
void daShyGuy::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){
doStateChange(&StateID_Die);
}
void daShyGuy::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){
doStateChange(&StateID_DieSmoke);
}
void daShyGuy::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
this->damage += 1;
dStateBase_c *stateVar;
if (this->type < 6) { // Regular Shy Guys Except Jumper
stateVar = &StateID_FireKnockBack;
}
else if (this->type > 8) { // Giants
return;
}
else { // Ballooneers
stateVar = &StateID_FlameHit;
}
if (this->damage > 2) {
doStateChange(&StateID_DieSmoke);
this._vf14C();
}
else {
doStateChange(stateVar);
}
}
// void daShyGuy::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) {
// doStateChange(&StateID_DieFall);
// }
void daShyGuy::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
doStateChange(&StateID_Die);
}
bool daShyGuy::calculateTileCollisions() {
// Returns true if sprite should turn, false if not.
HandleXSpeed();
HandleYSpeed();
doSpriteMovement();
cmgr_returnValue = collMgr.CollidedWithTile();
collMgr.execute();
if (isBouncing) {
stuffRelatingToCollisions(0.1875f, 1.0f, 0.5f);
if (speed.y != 0.0f)
isBouncing = false;
}
float xDelta = pos.x - last_pos.x;
if (xDelta >= 0.0f)
direction = 0;
else
direction = 1;
if (collMgr.CollidedWithTile()) {
// Walking into a tile branch
if (cmgr_returnValue == 0)
isBouncing = true;
if (speed.x != 0.0f) {
//playWmEnIronEffect();
}
speed.y = 0.0f;
// u32 blah = collMgr.s_80070760();
// u8 one = (blah & 0xFF);
// static const float incs[5] = {0.00390625f, 0.0078125f, 0.015625f, 0.0234375f, 0.03125f};
// x_speed_inc = incs[one];
max_speed.x = (direction == 1) ? -1.0f : 1.0f;
} else {
x_speed_inc = 0.0f;
}
// Bouncing checks
if (_34A & 4) {
Vec v = (Vec){0.0f, 1.0f, 0.0f};
collMgr.parent_speed_ptr = &v;
if (collMgr.SomethingSemiImportant(collMgr.bitfield_for_checks))
speed.y = 0.0f;
collMgr.parent_speed_ptr = &speed;
} else {
if (collMgr.SomethingSemiImportant(collMgr.bitfield_for_checks))
speed.y = 0.0f;
}
collMgr.s_8006FA40(0);
// Switch Direction
if (collMgr.bitfield_for_checks & (0x15 << direction)) {
if (collMgr.CollidedWithTile()) {
isBouncing = true;
}
return true;
}
return false;
}
void daShyGuy::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr(name);
this->chrAnimation.bind(&this->bodyModel, anmChr, unk);
this->bodyModel.bindAnim(&this->chrAnimation, unk2);
this->chrAnimation.setUpdateRate(rate);
}
int daShyGuy::onCreate() {
this->type = this->settings >> 28 & 0xF;
int anim = this->settings >> 24 & 0xF;
int baln = this->settings >> 20 & 0xF;
this->distance = this->settings >> 12 & 0xF;
if (type == 6) {this->renderBalloon = 1;}
else if (type == 7) {this->renderBalloon = 1;}
else if (type == 8) {this->renderBalloon = 1;}
else {this->renderBalloon = 0;}
OSReport("Creating the ShyGuy Model\n");
allocator.link(-1, GameHeaps[0], 0, 0x20);
// Shy Guy Colours
if (anim == 0) {
this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyRed.brres");
}
else if (anim == 1) {
this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyBlue.brres");
}
else if (anim == 2) {
this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyGreen.brres");
}
else if (anim == 3) {
this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyCyan.brres");
}
else if (anim == 4) {
this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyPurple.brres");
}
nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("body_h");
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
// Balloon Model
this->balloonFile.data = getResource("lemmy_ball", "g3d/balloon.brres");
nw4r::g3d::ResMdl mdlB = this->balloonFile.GetResMdl("ballon");
balloonModel.setup(mdlB, &allocator, 0x224, 1, 0);
balloonModelB.setup(mdlB, &allocator, 0x224, 1, 0);
// Animations start here
this->anmFile.data = getResource("lemmy_ball", "g3d/ShyGuyAnimations.brres");
nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr("c18_IDLE_R");
this->chrAnimation.setup(mdl, anmChr, &this->allocator, 0);
allocator.unlink();
// Stuff I do understand
OSReport("Setting up ShyGuy's Box of Goodies\n");
OSReport("Setting ShyGuy's Size to 1.0\n");
this->scale = (Vec){20.0, 20.0, 20.0};
this->pos.y = this->pos.y + 30.0; // X is vertical axis
this->rot.x = 0; // X is vertical axis
this->rot.y = 0xD800; // Y is horizontal axis
this->rot.z = 0; // Z is ... an axis >.>
this->direction = 1; // Heading left.
this->speed.x = 0.0;
this->speed.y = 0.0;
this->max_speed.x = 0.8;
this->x_speed_inc = 0.2;
this->Baseline = this->pos.y;
this->XSpeed = 0.8;
this->balloonSize = 1.5;
OSReport("Creating ShyGuy's Physics Struct\n");
ActivePhysics::Info HitMeBaby;
if (type > 8) {
this->scale = (Vec){40.0f, 40.0f, 40.0f};
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 24.0;
HitMeBaby.xDistToEdge = 28.0;
HitMeBaby.yDistToEdge = 24.0;
giantRider.init(this, -19.5f, 18.0f, 19.5f, 18.0f);
addToList(&giantRider);
giantRider.update();
}
else {
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 12.0;
HitMeBaby.xDistToEdge = 14.0;
HitMeBaby.yDistToEdge = 12.0;
}
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x4F;
HitMeBaby.bitfield2 = 0x8828E;
HitMeBaby.unkShort1C = 0;
HitMeBaby.callback = ­CollisionCallback;
OSReport("Making the Physics Class and adding to the list\n");
this->aPhysics.initWithStruct(this, &HitMeBaby);
this->aPhysics.addToList();
// Tile collider
OSReport("Making the Tile collider Class\n");
// These fucking rects do something for the tile rect
spriteSomeRectX = 28.0f;
spriteSomeRectY = 32.0f;
_320 = 0.0f;
_324 = 16.0f;
// These structs tell stupid collider what to collide with - these are from koopa troopa
static const u8 one[16] = {0,0,0,1, 0,0,0xC0,0, 0,0,0x40,0, 0,0,0,0};
static const u8 two[12] = {0,0,0,0, 0,0,0,0, 0,0,0xC0,0};
static const u8 three[16] = {0,0,0,1, 0,0,0x60,0, 0,0,0x90,0, 0,0,0x60,0};
collMgr.Init(this, one, two, three);
collMgr.execute();
cmgr_returnValue = collMgr.CollidedWithTile();
if (collMgr.CollidedWithTile())
isBouncing = false;
else
isBouncing = true;
// State Changers
if (type == 0) {
doStateChange(&StateID_RealWalk);
}
else if (type == 1) {
doStateChange(&StateID_Walk);
}
else if (type == 2) {
doStateChange(&StateID_Sleep);
}
else if (type == 3) {
doStateChange(&StateID_Jump);
}
else if (type == 4) {
doStateChange(&StateID_Judo);
}
else if (type == 5) {
doStateChange(&StateID_Spike);
}
else if (type == 6) {
doStateChange(&StateID_Balloon_H);
}
else if (type == 7) {
doStateChange(&StateID_Balloon_V);
}
else if (type == 8) {
doStateChange(&StateID_Balloon_C);
}
else if (type == 9) {
doStateChange(&StateID_RealWalk);
}
else if (type == 10) {
doStateChange(&StateID_Walk);
}
OSReport("Going to Execute ShyGuy\n");
this->onExecute();
return true;
}
int daShyGuy::onDelete() {
return true;
}
int daShyGuy::onExecute() {
acState.execute();
updateModelMatrices();
// if (this->aPhysics.result1 == 1) {
// char PlayerID = NearestPlayer(this);
// dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
// this->_vf220(Player);
// }
return true;
}
int daShyGuy::onDraw() {
bodyModel.scheduleForDrawing();
bodyModel._vf1C();
if (this->renderBalloon == 1) {
balloonModel.scheduleForDrawing();
balloonModelB.scheduleForDrawing();
}
if (type > 8) {
giantRider.update();
}
return true;
}
void daShyGuy::updateModelMatrices() {
// This won't work with wrap because I'm lazy.
matrix.translation(pos.x, pos.y - 2.0, pos.z);
matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);
bodyModel.setDrawMatrix(matrix);
bodyModel.setScale(&scale);
bodyModel.calcWorld(false);
if (this->renderBalloon == 1) {
matrix.translation(pos.x, pos.y - 32.0, pos.z);
balloonModel.setDrawMatrix(matrix);
balloonModel.setScale(balloonSize, balloonSize, balloonSize);
balloonModel.calcWorld(false);
balloonModelB.setDrawMatrix(matrix);
balloonModelB.setScale(balloonSize, balloonSize, balloonSize);
balloonModelB.calcWorld(false);
}
}
///////////////
// Walk State
///////////////
void daShyGuy::beginState_Walk() {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
this->timer = 0;
this->rot.y = (direction) ? 0xD800 : 0x2800;
this->max_speed.x = 0.0;
this->speed.x = 0.0;
this->x_speed_inc = 0.0;
}
void daShyGuy::executeState_Walk() {
this->pos.x += (direction) ? -0.5 : 0.5;
if(this->chrAnimation.isAnimationDone())
if (this->timer > (this->distance * 32)) {
doStateChange(&StateID_Turn);
}
else {
this->chrAnimation.setCurrentFrame(0.0);
}
this->timer = this->timer + 1;
}
void daShyGuy::endState_Walk() {
}
///////////////
// Turn State
///////////////
void daShyGuy::beginState_Turn() {
bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0);
this->direction ^= 1;
this->speed.x = 0.0;
}
void daShyGuy::executeState_Turn() {
u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
int done = SmoothRotation(&this->rot.y, amt, 0x800);
if(done) {
this->doStateChange(&StateID_RealWalk);
}
}
void daShyGuy::endState_Turn() {
}
///////////////
// Jump State
///////////////
void daShyGuy::beginState_Jump() {
this->max_speed.x = 0.0;
this->speed.x = 0.0;
this->x_speed_inc = 0.0;
this->timer = 0;
this->jumpCounter = 0;
}
void daShyGuy::executeState_Jump() {
// Always face Mario
u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (facing != this->direction) {
this->direction = facing;
this->rot.y = (direction) ? 0xD800 : 0x2800;
}
// Shy Guy is on ground
if (this->pos.y < this->Baseline) {
bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0);
this->timer = this->timer + 1;
// Make him wait for 0.5 seconds
if (this->timer > 30) {
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
this->speed.x = 0;
this->speed.y = 0;
}
// Then Jump!
else {
if (this->jumpCounter == 3) { this->jumpCounter = 0; }
this->pos.y = this->Baseline + 1;
this->timer = 0;
this->jumpCounter = this->jumpCounter + 1;
if (this->jumpCounter == 3) {
bindAnimChr_and_setUpdateRate("c18_NORMAL_STEAL_R", 1, 0.0, 1.0);
this->speed.y = 8.0;
PlaySound(this, SE_PLY_JUMPDAI_HIGH);
}
else {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_1_R", 1, 0.0, 1.0);
this->speed.y = 6.0;
PlaySound(this, SE_PLY_JUMPDAI);
}
OSReport("Takeoff Initiated");
}
}
// While he's jumping, it's time for gravity.
else {
this->speed.y = this->speed.y - 0.15;
if (this->jumpCounter == 3) {
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
else {
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
}
this->HandleXSpeed();
this->HandleYSpeed();
this->UpdateObjectPosBasedOnSpeedValuesReal();
}
void daShyGuy::endState_Jump() {
}
///////////////
// Sleep State
///////////////
void daShyGuy::beginState_Sleep() {
bindAnimChr_and_setUpdateRate("c18_EV_LOSE_2_R", 1, 0.0, 1.0);
this->rot.y = 0x0000;
}
void daShyGuy::executeState_Sleep() {
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
void daShyGuy::endState_Sleep() {
}
///////////////
// Balloon H State
///////////////
void daShyGuy::beginState_Balloon_H() {
bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0);
this->timer = 0;
this->initialPos = this->pos;
this->rot.x = 0xFE00;
this->rot.y = 0;
}
void daShyGuy::executeState_Balloon_H() {
// Makes him bob up and down
this->pos.y = this->initialPos.y + ( sin(this->timer * 3.14 / 60.0) * 6.0 );
// Makes him move side to side
this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0);
this->timer = this->timer + 1;
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
void daShyGuy::endState_Balloon_H() {
}
///////////////
// Balloon V State
///////////////
void daShyGuy::beginState_Balloon_V() {
bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0);
this->timer = 0;
this->initialPos = this->pos;
this->rot.x = 0xFE00;
this->rot.y = 0;
}
void daShyGuy::executeState_Balloon_V() {
// Makes him bob up and down
this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 60.0) * 6.0 );
// Makes him move side to side
this->pos.y = this->initialPos.y + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 );
this->timer = this->timer + 1;
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
void daShyGuy::endState_Balloon_V() {
}
///////////////
// Balloon C State
///////////////
void daShyGuy::beginState_Balloon_C() {
bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0);
this->timer = 0;
this->initialPos = this->pos;
this->rot.x = 0xFE00;
this->rot.y = 0;
}
void daShyGuy::executeState_Balloon_C() {
// Makes him bob up and down
this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 );
// Makes him move side to side
this->pos.y = this->initialPos.y + ( cos(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 );
this->timer = this->timer + 1;
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
void daShyGuy::endState_Balloon_C() {
}
///////////////
// Judo State
///////////////
void daShyGuy::beginState_Judo() {
this->timer = 0;
}
void daShyGuy::executeState_Judo() {
// chargin 476? 673? 760? 768? 808? 966?
if (this->timer == 0) { bindAnimChr_and_setUpdateRate("c18_OB_IDLE_R", 1, 0.0, 1.0); }
this->timer = this->timer + 1;
if (this->timer == 80) {
if (this->direction == 1) {
CreateEffect(&(Vec){this->pos.x + 7.0, this->pos.y + 14.0, this->pos.z - 5500.0}, &(S16Vec){0,0,0}, &(Vec){0.8, 0.8, 0.8}, 966);
}
else {
CreateEffect(&(Vec){this->pos.x - 7.0, this->pos.y + 14.0, this->pos.z + 5500.0}, &(S16Vec){0,0,0}, &(Vec){0.8, 0.8, 0.8}, 966);
}
}
if (this->timer < 120) {
// Always face Mario
u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (facing != this->direction) {
this->direction = facing;
if (this->direction == 1) {
this->rot.y = 0xD800;
}
else {
this->rot.y = 0x2800;
}
}
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
else if (this->timer == 120) {
bindAnimChr_and_setUpdateRate("c18_H_CUT_R", 1, 0.0, 1.0);
}
else if (this->timer == 132) {
PlaySound(this, SE_EMY_CRASHER_PUNCH);
if (this->direction == 1) {
CreateEffect(&(Vec){this->pos.x - 18.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}, 123);
changeActivePhysicsRect(this, 0.0, 12.0, 54.0, 12.0);
}
else {
CreateEffect(&(Vec){this->pos.x + 18.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}, 124);
changeActivePhysicsRect(this, 20.0, 12.0, 34.0, 12.0);
}
}
else {
if(this->chrAnimation.isAnimationDone()) {
if (this->direction == 1) {
CreateEffect(&(Vec){this->pos.x - 38.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 171);
}
else {
CreateEffect(&(Vec){this->pos.x + 38.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 171);
}
this->timer = 0;
PlaySound(this, SE_EMY_BIG_PAKKUN_DAMAGE_1);
changeActivePhysicsRect(this, 0.0, 12.0, 14.0, 12.0);
}
}
}
void daShyGuy::endState_Judo() {
}
///////////////
// Spike State
///////////////
void daShyGuy::beginState_Spike() {
this->timer = 0;
}
void daShyGuy::executeState_Spike() {
if (this->timer == 0) { bindAnimChr_and_setUpdateRate("c18_OB_IDLE_R", 1, 0.0, 1.0); }
this->timer = this->timer + 1;
if (this->timer < 120) {
// Always face Mario
u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (facing != this->direction) {
this->direction = facing;
if (this->direction == 1) {
this->rot.y = 0xD800;
}
else {
this->rot.y = 0x2800;
}
}
if(this->chrAnimation.isAnimationDone())
this->chrAnimation.setCurrentFrame(0.0);
}
else if (this->timer == 120) {
bindAnimChr_and_setUpdateRate("c18_H_SHOT_R", 1, 0.0, 1.0);
}
else if (this->timer == 160) {
PlaySound(this, SE_EMY_KANIBO_THROW);
Vec pos;
pos.x = this->pos.x;
pos.y = this->pos.y;
pos.z = this->pos.z;
if (this->direction == 1) {
dStageActor_c *spawned = CreateActor(89, 0x2, pos, 0, 0);
spawned->scale.x = 0.5;
spawned->scale.y = 0.5;
spawned->scale.z = 0.5;
spawned->speed.x = -2.0;
spawned->speed.y = 2.0;
}
else {
dStageActor_c *spawned = CreateActor(89, 0x12, pos, 0, 0);
spawned->scale.x = 0.5;
spawned->scale.y = 0.5;
spawned->scale.z = 0.5;
spawned->speed.x = 2.0;
spawned->speed.y = 2.0;
}
spawned->_320 = 0.0f;
spawned->_324 = 8.0f;
spawned->spriteSomeRectX = 8.0f;
spawned->spriteSomeRectY = 8.0f;
// TODO: Figure these out
spawned->_338 = 128.0f;
spawned->_33C = 128.0f;
spawned->_340 = 128.0f + 40.0f;
spawned->_344 = 128.0f + 40.0f;
}
else {
if(this->chrAnimation.isAnimationDone()) {
this->timer = 0;
}
}
}
void daShyGuy::endState_Spike() {
}
///////////////
// Real Walk State
///////////////
void daShyGuy::beginState_RealWalk() {
//inline this piece of code
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
this->speed.x = (direction) ? -0.8f : 0.8f;
this->max_speed.y = -4.0;
this->speed.y = -4.0;
this->y_speed_inc = -0.1875;
}
void daShyGuy::executeState_RealWalk() {
bool ret = calculateTileCollisions();
if (ret) {
doStateChange(&StateID_RealTurn);
}
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
}
void daShyGuy::endState_RealWalk() { }
///////////////
// Real Turn State
///////////////
void daShyGuy::beginState_RealTurn() {
bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0);
this->direction ^= 1;
this->speed.x = 0.0;
}
void daShyGuy::executeState_RealTurn() {
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
int done = SmoothRotation(&this->rot.y, amt, 0x800);
if(done) {
this->doStateChange(&StateID_RealWalk);
}
}
void daShyGuy::endState_RealTurn() {
}
///////////////
// GoDizzy State
///////////////
void daShyGuy::beginState_GoDizzy() {
bindAnimChr_and_setUpdateRate("c18_L_DMG_F_1_R", 1, 0.0, 1.0);
CreateEffect(318, &(Vec){this->pos.x, this->pos.y + 24.0, 0}, 0);
this->max_speed.x = 0;
this->speed.x = 0;
this->x_speed_inc = 0;
this->max_speed.y = -2.0;
this->speed.y = -2.0;
this->y_speed_inc = -0.1875;
this->timer = 0;
this->jumpCounter = 0;
this->isDown = 1;
}
void daShyGuy::executeState_GoDizzy() {
calculateTileCollisions();
// Needs tile collision shit here, because jumpers can get hit and fall downwards.
if (this->jumpCounter == 0) {
if(this->chrAnimation.isAnimationDone()) {
this->jumpCounter = 1;
bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0);
}
}
else {
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
if (this->timer > 600) {
doStateChange(&StateID_Recover);
}
this->timer += 1;
}
}
void daShyGuy::endState_GoDizzy() {}
///////////////
// BalloonDrop State
///////////////
void daShyGuy::beginState_BalloonDrop() {
bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 2.0);
this->max_speed.x = 0.0;
this->speed.x = 0.0;
this->x_speed_inc = 0.0;
this->max_speed.y = -2.0;
this->speed.y = -2.0;
this->y_speed_inc = -0.1875;
this->isDown = 1;
this->renderBalloon = 0;
CreateEffect(&(Vec){this->pos.x, this->pos.y - 32.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 337);
type = 0;
}
void daShyGuy::executeState_BalloonDrop() {
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
bool ret = calculateTileCollisions();
if (speed.y == 0.0) {
CreateEffect(&(Vec){this->pos.x, this->pos.y, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 6);
doStateChange(&StateID_GoDizzy);
}
}
void daShyGuy::endState_BalloonDrop() {
}
///////////////
// FireKnockBack State
///////////////
void daShyGuy::beginState_FireKnockBack() {
bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 1.0);
this->direction ^= 1;
this->speed.x = (this->direction) ? -this->XSpeed / 6.0f : this->XSpeed / 6.0f;
}
void daShyGuy::executeState_FireKnockBack() {
calculateTileCollisions();
// move backwards here
if(this->chrAnimation.isAnimationDone()) {
if (type == 0) {
doStateChange(&StateID_RealWalk);
}
else if (type == 1) {
doStateChange(&StateID_Walk);
}
else if (type == 2) {
doStateChange(&StateID_RealWalk);
}
else if (type == 3) {
doStateChange(&StateID_Jump);
}
else if (type == 4) {
doStateChange(&StateID_Judo);
}
else if (type == 5) {
doStateChange(&StateID_Spike);
}
else {
doStateChange(&StateID_RealWalk);
}
}
}
void daShyGuy::endState_FireKnockBack() {
this->direction ^= 1;
speed.x = (direction) ? -1.0f : 1.0f;
this->max_speed.x = (direction) ? -this->XSpeed : this->XSpeed;
}
///////////////
// FlameHit State
///////////////
void daShyGuy::beginState_FlameHit() {
bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 1.0);
}
void daShyGuy::executeState_FlameHit() {
if(this->chrAnimation.isAnimationDone()) {
if (type == 6) {
doStateChange(&StateID_Balloon_H);
}
else if (type == 7) {
doStateChange(&StateID_Balloon_V);
}
else if (type == 8) {
doStateChange(&StateID_Balloon_C);
}
}
}
void daShyGuy::endState_FlameHit() {}
///////////////
// Recover State
///////////////
void daShyGuy::beginState_Recover() {
bindAnimChr_and_setUpdateRate("c18_L_DMG_F_4_R", 1, 0.0, 1.0);
}
void daShyGuy::executeState_Recover() {
calculateTileCollisions();
if(this->chrAnimation.isAnimationDone()) {
if (type == 0) {
doStateChange(&StateID_RealWalk);
}
else if (type == 1) {
doStateChange(&StateID_Walk);
}
else if (type == 2) {
doStateChange(&StateID_RealWalk);
}
else if (type == 3) {
doStateChange(&StateID_Jump);
}
else if (type == 4) {
doStateChange(&StateID_Judo);
}
else if (type == 5) {
doStateChange(&StateID_Spike);
}
else {
doStateChange(&StateID_RealWalk);
}
}
}
void daShyGuy::endState_Recover() {
this->isDown = 0;
this->rot.y = (direction) ? 0xD800 : 0x2800;
}
///////////////
// Die State
///////////////
void daShyGuy::beginState_Die() {
dEn_c::dieFall_Begin();
bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 2.0);
this->timer = 0;
this->dying = -10.0;
this->Baseline = this->pos.y;
this->rot.y = 0;
this->rot.x = 0;
if (type > 5 && type < 9) {
this->renderBalloon = 0;
CreateEffect(&(Vec){this->pos.x, this->pos.y - 32.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 337);
}
}
void daShyGuy::executeState_Die() {
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
this->timer += 1;
// this->pos.x += 0.5;
this->pos.y = Baseline + (-0.2 * dying * dying) + 20.0;
this->dying += 0.5;
if (this->timer > 450) {
this->kill();
return;
}
// dEn_c::dieFall_Execute();
}
void daShyGuy::endState_Die() {
}
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