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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 - Pacing Walker
// 1 - Sleeper
// 2 - Jumper
// 3 - Ballooneer Horizontal
// 4 - Ballooneer Vertical
// 5 - Ballooneer Circular
// 6 - Judo Master
// 7 - Spike Thrower
// 8 - 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
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 timer;
int jumpCounter;
float Baseline;
char damage;
char renderBalloon;
Vec initialPos;
int distance;
float XSpeed;
static daShyGuy *build();
void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
void updateModelMatrices();
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);
};
daShyGuy *daShyGuy::build() {
void *buffer = AllocFromGameHeap1(sizeof(daShyGuy));
return new(buffer) daShyGuy;
}
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);
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);
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() {
int 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 == 3) {this->renderBalloon = 1;}
else if (type == 4) {this->renderBalloon = 1;}
else if (type == 5) {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();
OSReport("Setting ShyGuy's Size to 1.0\n");
this->scale = (Vec){20.0, 20.0, 20.0};
OSReport("Creating ShyGuy's Physics Struct\n");
ActivePhysics::Info HitMeBaby;
if (type == 8 || type == 10) {
this->scale = (Vec){40.0, 40.0, 40.0};
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 24.0;
HitMeBaby.xDistToEdge = 28.0;
HitMeBaby.yDistToEdge = 24.0;
}
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 = &dEn_c::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");
u8 struct_1[] = { 0, 0, 0, 1, 0xff, 0xff, 0x40, 0, 0, 0, 0xc0, 0, 0, 0, 0, 0 };
u8 struct_3[] = { 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0x3f, 0x2a, 0x7e, 0xfa };
this->collMgr.Init(this, struct_1, 0, struct_3);
// // A bunch of things that I don't understand? Megazig used em. None seem to do anything
// char foo = this->_391;
// this->pos_delta2.x = 0.0;
// this->pos_delta2.y = 16.0;
// this->pos_delta2.z = 0.0;
// this->spriteSomeRectX = 32.0;
// this->spriteSomeRectY = 32.0;
// this->_320 = 0.0;
// this->_324 = 16.0;
// this->_328 = 80.0;
// this->_32C = 256.0;
// this->pos.z = (foo == 0) ? 1500.0 : -2500.0;
// this->_518 = 2;
// this->_120 |= 0x200;
// this->_36D = 0;
// this->_518 = 2;
// Stuff I do understand
OSReport("Setting up ShyGuy's Box of Goodies\n");
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;
this->speed.y = 0.0;
this->x_speed_inc = 0.1;
this->Baseline = this->pos.y;
this->XSpeed = 1.0;
if (type == 0) {
doStateChange(&StateID_Walk);
}
else if (type == 1) {
doStateChange(&StateID_Sleep);
}
else if (type == 2) {
doStateChange(&StateID_Jump);
}
else if (type == 3) {
doStateChange(&StateID_Balloon_H);
}
else if (type == 4) {
doStateChange(&StateID_Balloon_V);
}
else if (type == 5) {
doStateChange(&StateID_Balloon_C);
}
else if (type == 6) {
doStateChange(&StateID_Judo);
}
else if (type == 7) {
doStateChange(&StateID_Spike);
}
else if (type == 8) {
doStateChange(&StateID_Walk);
}
else if (type == 9) {
doStateChange(&StateID_RealWalk);
}
else if (type == 10) {
doStateChange(&StateID_RealWalk);
}
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();
balloonModel.scheduleForDrawing();
balloonModelB.scheduleForDrawing();
return true;
}
void daShyGuy::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 (this->renderBalloon == 1) {
matrix.translation(pos.x, pos.y - 30.0, pos.z);
balloonModel.setDrawMatrix(matrix);
balloonModel.setScale(1.5, 1.5, 1.5);
balloonModel.calcWorld(false);
balloonModelB.setDrawMatrix(matrix);
balloonModelB.setScale(1.5, 1.5, 1.5);
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;
if (this->direction == 1) { this->rot.y = 0xD800; }
else { this->rot.y = 0x2800; }
}
void daShyGuy::executeState_Walk() {
if (this->direction == 1) { this->pos.x -= 0.5; }
else { this->pos.x += 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->timer = 0;
}
void daShyGuy::executeState_Turn() {
int modifier = sin(this->timer * 3.14 / 30.0) * 0x5000;
if (this->direction == 1) { this->rot.y = 0xD800 + modifier; }
else { this->rot.y = 0x2800 - modifier; }
if (this->timer >= 15) {
doStateChange(&StateID_Walk);
}
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
this->timer += 1;
}
void daShyGuy::endState_Turn() {
if (this->direction == 1) { this->direction = 0; }
else { this->direction = 1; }
}
///////////////
// Jump State
///////////////
void daShyGuy::beginState_Jump() {
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;
if (this->direction == 1) {
this->rot.y = 0xD800;
}
else {
this->rot.y = 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 + 5600.0}, &(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}, &(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;
}
}
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.y = -4.0;
this->speed.x = this->speed.z = 0.0;
this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
this->speed.y = -4.0;
this->y_speed_inc = -0.1875;
}
void daShyGuy::executeState_RealWalk() {
this->HandleXSpeed();
this->HandleYSpeed();
this->doSpriteMovement();
u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
SmoothRotation(&this->rot.y, amt, 0x200);
int ret = SomeStrangeModification(this);
if(ret & 1)
this->speed.y = 0.0;
u32 bitfield = this->collMgr.bitfield_for_checks;
if(bitfield & (0x15<<this->direction)) {
this->pos.x = this->last_pos.x;
this->doStateChange(&StateID_RealTurn);
}
// collisionMgr_c ??? Seems like a useful function, not sure if it's mapped in game.h as something else, though
u32 bitfield2 = this->collMgr.directional_bitfields[this->direction];
if(bitfield2) {
this->doStateChange(&StateID_RealTurn);
}
DoStuffAndMarkDead(this, this->pos, 1.0);
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);
}
this->HandleYSpeed();
this->doSpriteMovement();
int ret = SomeStrangeModification(this);
if(ret & 1)
this->speed.y = 0.0;
if(ret & 4)
this->pos.x = this->last_pos.x;
DoStuffAndMarkDead(this, this->pos, 1.0);
u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
int done = SmoothRotation(&this->rot.y, amt, 0x200);
if(done) {
this->doStateChange(&StateID_RealWalk);
}
}
void daShyGuy::endState_RealTurn() {
this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
}
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