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|
#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
const char* SGarcNameList [] = {
"shyguy",
"iron_ball",
NULL
};
// 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 9: Distance Moved
// # - Distance for Pacing Walker, Pacing Giants, and Ballooneers
//
// If I add items in the balloons....
// I_kinoko, I_fireflower, I_propeller_model, I_iceflower, I_star, I_penguin - model names
// anmChr - wait2
void shyCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther);
void ChucklesAndKnuckles(ActivePhysics *apThis, ActivePhysics *apOther);
void balloonSmack(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;
// nw4r::g3d::ResFile carryFile;
m3d::mdl_c bodyModel;
m3d::mdl_c balloonModel;
m3d::mdl_c balloonModelB;
// m3d::mdl_c carryModel;
m3d::anmChr_c chrAnimation;
// m3d::anmChr_c carryAnm;
mEf::es2 effect;
int timer;
int jumpCounter;
int baln;
float dying;
float Baseline;
char damage;
char isDown;
char renderBalloon;
Vec initialPos;
int distance;
float XSpeed;
u32 cmgr_returnValue;
bool isBouncing;
float balloonSize;
char backFire;
char spikeTurn;
int directionStore;
dStageActor_c *spikeA;
dStageActor_c *spikeB;
bool stillFalling;
StandOnTopCollider giantRider;
ActivePhysics Chuckles;
ActivePhysics Knuckles;
ActivePhysics balloonPhysics;
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);
bool collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCatD_Drill(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat7_GroundPoundYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
// bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther);
void _vf148();
void _vf14C();
bool CreateIceActors();
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);
public: void popBalloon();
int type;
};
daShyGuy *daShyGuy::build() {
void *buffer = AllocFromGameHeap1(sizeof(daShyGuy));
return new(buffer) daShyGuy;
}
///////////////////////
// Externs and States
///////////////////////
extern "C" bool SpawnEffect(const char*, int, Vec*, S16Vec*, Vec*);
//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(StandOnTopCollider *self);
extern "C" bool HandlesEdgeTurns(dEn_c* actor);
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
////////////////////////
bool actorCanPopBalloon(dStageActor_c *ac) {
int n = ac->name;
return n == PLAYER || n == YOSHI ||
n == PL_FIREBALL || n == ICEBALL ||
n == YOSHI_FIRE || n == HAMMER;
}
// Collision callback to help shy guy not die at inappropriate times and ruin the dinner
void shyCollisionCallback(ActivePhysics *apThis, ActivePhysics *apOther) {
int t = ((daShyGuy*)apThis->owner)->type;
if (t == 6 || t == 7 || t == 8) {
// Should I do something about ice blocks here?
if (actorCanPopBalloon(apOther->owner))
((daShyGuy*)apThis->owner)->popBalloon();
}
if ((apOther->owner->name == 89) && (t == 5)) { return; }
dEn_c::collisionCallback(apThis, apOther);
}
void ChucklesAndKnuckles(ActivePhysics *apThis, ActivePhysics *apOther) {
if (apOther->owner->name != PLAYER) { return; }
((dEn_c*)apThis->owner)->_vf220(apOther->owner);
}
void balloonSmack(ActivePhysics *apThis, ActivePhysics *apOther) {
if (((daShyGuy*)apThis->owner)->frzMgr._mstate == 0) {
if (actorCanPopBalloon(apOther->owner))
((daShyGuy*)apThis->owner)->popBalloon();
}
}
void daShyGuy::spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
if (acState.getCurrentState() == &StateID_RealWalk) {
pos.x = ((pos.x - ((dEn_c*)apOther->owner)->pos.x) > 0) ? pos.x + 1.5 : pos.x - 1.5;
// pos.x = direction ? pos.x + 1.5 : pos.x - 1.5;
doStateChange(&StateID_RealTurn); }
if (acState.getCurrentState() == &StateID_FireKnockBack) {
float distance = pos.x - ((dEn_c*)apOther->owner)->pos.x;
pos.x = pos.x + (distance / 4.0);
}
dEn_c::spriteCollision(apThis, apOther);
}
void daShyGuy::popBalloon() {
doStateChange(&StateID_BalloonDrop);
}
void daShyGuy::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
dStateBase_c *stateVar;
dStateBase_c *deathState;
char hitType;
if (this->type < 6) { // Regular Shy Guys
stateVar = &StateID_GoDizzy;
deathState = &StateID_Die;
}
else { // Ballooneers
stateVar = &StateID_BalloonDrop;
deathState = &StateID_Die;
}
if (this->isDown == 0) {
hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 2);
}
else { // Shy Guy is in downed mode
hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);
}
if(hitType == 1) { // regular jump
apOther->someFlagByte |= 2;
if (this->isDown == 0) {
this->playEnemyDownSound1();
if (damage >= 1) {
doStateChange(deathState); }
else {
doStateChange(stateVar); }
damage++;
}
else { // Shy Guy is in downed mode - kill it with fire
this->playEnemyDownSound1();
doStateChange(deathState);
}
}
else if(hitType == 3) { // spinning jump or whatever?
apOther->someFlagByte |= 2;
if (this->isDown == 0) {
this->playEnemyDownSound1();
if (damage >= 1) {
doStateChange(deathState); }
else {
doStateChange(stateVar); }
damage++;
}
else { // Shy Guy is in downed mode - kill it with fire
this->playEnemyDownSound1();
doStateChange(deathState);
}
}
else if(hitType == 0) {
this->dEn_c::playerCollision(apThis, apOther);
this->_vf220(apOther->owner);
}
// else if(hitType == 2) { \\ Minimario? }
}
void daShyGuy::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
this->playerCollision(apThis, apOther);
}
bool daShyGuy::collisionCatD_Drill(ActivePhysics *apThis, ActivePhysics *apOther) {
PlaySound(this, SE_EMY_DOWN);
SpawnEffect("Wm_mr_hardhit", 0, &pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
//addScoreWhenHit accepts a player parameter.
//DON'T DO THIS:
// this->addScoreWhenHit(this);
doStateChange(&StateID_Die);
return true;
}
bool daShyGuy::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
return this->collisionCatD_Drill(apThis, apOther);
}
bool daShyGuy::collisionCat7_GroundPoundYoshi(ActivePhysics *apThis, ActivePhysics *apOther) {
return this->collisionCatD_Drill(apThis, apOther);
}
bool daShyGuy::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
return this->collisionCatD_Drill(apThis, apOther);
}
bool daShyGuy::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther){
return this->collisionCatD_Drill(apThis, apOther);
}
bool daShyGuy::collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther){
return this->collisionCatD_Drill(apThis, apOther);
}
bool daShyGuy::collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther){
return this->collisionCatD_Drill(apThis, apOther);
}
bool daShyGuy::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
StageE4::instance->spawnCoinJump(pos, 0, 2, 0);
return this->collisionCatD_Drill(apThis, apOther);
}
bool daShyGuy::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){
bool wut = dEn_c::collisionCat3_StarPower(apThis, apOther);
doStateChange(&StateID_Die);
return wut;
}
bool daShyGuy::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){
doStateChange(&StateID_DieSmoke);
return true;
}
bool daShyGuy::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
this->damage += 1;
dStateBase_c *stateVar;
stateVar = &StateID_DieSmoke;
if (this->type < 6) { // Regular Shy Guys Except Jumper
backFire = apOther->owner->direction ^ 1;
if (this->isDown == 0) {
stateVar = &StateID_FireKnockBack;
}
else {
StageE4::instance->spawnCoinJump(pos, 0, 1, 0);
doStateChange(&StateID_DieSmoke);
}
}
else { // Ballooneers
stateVar = &StateID_FlameHit;
}
if (this->damage > 1) {
nw4r::snd::SoundHandle handle;
PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_EMY_DOWN, 1);
StageE4::instance->spawnCoinJump(pos, 0, 1, 0);
doStateChange(&StateID_DieSmoke);
}
else {
nw4r::snd::SoundHandle handle;
PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_EMY_KURIBO_L_DAMAGE_01, 1);
doStateChange(stateVar);
}
return true;
}
// void daShyGuy::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) {
// doStateChange(&StateID_DieFall);
// }
// These handle the ice crap
void daShyGuy::_vf148() {
dEn_c::_vf148();
doStateChange(&StateID_Die);
}
void daShyGuy::_vf14C() {
dEn_c::_vf14C();
doStateChange(&StateID_Die);
}
extern "C" void sub_80024C20(void);
extern "C" void __destroy_arr(void*, void(*)(void), int, int);
//extern "C" __destroy_arr(struct DoSomethingCool, void(*)(void), int cnt, int bar);
bool daShyGuy::CreateIceActors() {
struct DoSomethingCool my_struct = { 0, this->pos, {1.2, 1.5, 1.5}, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
this->frzMgr.Create_ICEACTORs( (void*)&my_struct, 1 );
__destroy_arr( (void*)&my_struct, sub_80024C20, 0x3C, 1 );
chrAnimation.setUpdateRate(0.0f);
return true;
}
bool daShyGuy::calculateTileCollisions() {
// Returns true if sprite should turn, false if not.
HandleXSpeed();
HandleYSpeed();
doSpriteMovement();
cmgr_returnValue = collMgr.isOnTopOfTile();
collMgr.calculateBelowCollisionWithSmokeEffect();
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.isOnTopOfTile()) {
// 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) ? -XSpeed : XSpeed;
} else {
x_speed_inc = 0.0f;
}
// Bouncing checks
if (_34A & 4) {
Vec v = (Vec){0.0f, 1.0f, 0.0f};
collMgr.pSpeed = &v;
if (collMgr.calculateAboveCollision(collMgr.outputMaybe))
speed.y = 0.0f;
collMgr.pSpeed = &speed;
} else {
if (collMgr.calculateAboveCollision(collMgr.outputMaybe))
speed.y = 0.0f;
}
collMgr.calculateAdjacentCollision(0);
// Switch Direction
if (collMgr.outputMaybe & (0x15 << direction)) {
if (collMgr.isOnTopOfTile()) {
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 baln = this->settings >> 24 & 0xF;
// this->distance = this->settings >> 12 & 0xF;
stillFalling = 0;
allocator.link(-1, GameHeaps[0], 0, 0x20);
this->deleteForever = 1;
// Balloon Specifics
if (type == 6 || type == 7 || type == 8) {
this->renderBalloon = 1;
this->balloonFile.data = getResource("shyguy", "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);
ActivePhysics::Info iballoonPhysics;
iballoonPhysics.xDistToCenter = 0.0;
iballoonPhysics.yDistToCenter = -18.0;
iballoonPhysics.xDistToEdge = 13.0;
iballoonPhysics.yDistToEdge = 12.0;
iballoonPhysics.category1 = 0x3;
iballoonPhysics.category2 = 0x0;
iballoonPhysics.bitfield1 = 0x4f;
iballoonPhysics.bitfield2 = 0xffbafffe;
iballoonPhysics.unkShort1C = 0x0;
iballoonPhysics.callback = balloonSmack;
balloonPhysics.initWithStruct(this, &iballoonPhysics);
balloonPhysics.addToList();
// if (baln != 0) {
// char *itemArc;
// char *itemBrres;
// char *itemMdl;
// if (baln == 1) {
// itemArc = "I_kinoko";
// itemBrres = "g3d/I_kinoko.brres";
// itemMdl = "I_kinoko";
// }
// else if (baln == 2) {
// itemArc = "I_fireflower";
// itemBrres = "g3d/I_fireflower.brres";
// itemMdl = "I_fireflower";
// }
// else if (baln == 3) {
// itemArc = "I_propeller";
// itemBrres = "g3d/I_propeller.brres";
// itemMdl = "I_propeller_model";
// }
// else if (baln == 4) {
// itemArc = "I_iceflower";
// itemBrres = "g3d/I_iceflower.brres";
// itemMdl = "I_iceflower";
// }
// else if (baln == 5) {
// itemArc = "I_star";
// itemBrres = "g3d/I_star.brres";
// itemMdl = "I_star";
// }
// else if (baln == 6) {
// itemArc = "I_penguin";
// itemBrres = "g3d/I_penguin.brres";
// itemMdl = "I_penguin";
// }
// this->carryFile.data = getResource(itemArc, itemBrres);
// nw4r::g3d::ResMdl mdlC = this->carryFile.GetResMdl(itemMdl);
// carryModel.setup(mdlC, &allocator, 0x224, 1, 0);
// nw4r::g3d::ResAnmChr anmChrC = this->carryFile.GetResAnmChr("wait2");
// this->carryAnm.setup(mdlC, anmChrC, &this->allocator, 0);
// this->carryAnm.bind(&this->carryModel, anmChrC, 1);
// this->carryModel.bindAnim(&this->carryAnm, 0.0);
// this->carryAnm.setUpdateRate(1.0);
// }
}
else {this->renderBalloon = 0;}
// Shy Guy Colours
if (type == 1 || type == 8 || type == 10) {
this->resFile.data = getResource("shyguy", "g3d/ShyGuyBlue.brres");
distance = 1;
}
else if (type == 5) {
this->resFile.data = getResource("shyguy", "g3d/ShyGuyGreen.brres");
}
else if (type == 3) {
this->resFile.data = getResource("shyguy", "g3d/ShyGuyCyan.brres");
}
else if (type == 4) {
this->resFile.data = getResource("shyguy", "g3d/ShyGuyPurple.brres");
}
else {
this->resFile.data = getResource("shyguy", "g3d/ShyGuyRed.brres");
}
nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("body_h");
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
// Animations start here
this->anmFile.data = getResource("shyguy", "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
this->scale = (Vec){20.0, 20.0, 20.0};
this->pos.y += 36.0;
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 = 0.6;
this->x_speed_inc = 0.15;
this->Baseline = this->pos.y;
this->XSpeed = 0.6;
this->balloonSize = 1.5;
ActivePhysics::Info HitMeBaby;
// Note: if this gets changed, also change the point where the default
// values are assigned after de-ballooning
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 12.0;
HitMeBaby.xDistToEdge = 8.0;
HitMeBaby.yDistToEdge = 12.0;
if (renderBalloon) {
HitMeBaby.yDistToCenter = 9.0f;
HitMeBaby.yDistToEdge = 9.0f;
}
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x6F;
HitMeBaby.bitfield2 = 0xffbafffe;
HitMeBaby.unkShort1C = 0;
HitMeBaby.callback = ­CollisionCallback;
this->aPhysics.initWithStruct(this, &HitMeBaby);
this->aPhysics.addToList();
// Tile collider
// 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 lineSensor_s below(-0<<12, 0<<12, 0<<12);
static const pointSensor_s above(0<<12, 12<<12);
static const lineSensor_s adjacent(6<<12, 9<<12, 6<<12);
collMgr.init(this, &below, &above, &adjacent);
collMgr.calculateBelowCollisionWithSmokeEffect();
cmgr_returnValue = collMgr.isOnTopOfTile();
if (collMgr.isOnTopOfTile())
isBouncing = false;
else
isBouncing = true;
// State Changers
if (type == 0) {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
doStateChange(&StateID_RealWalk);
}
else if (type == 1) {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
doStateChange(&StateID_RealWalk);
}
else if (type == 2) {
doStateChange(&StateID_Sleep);
}
else if (type == 3) {
doStateChange(&StateID_Jump);
}
else if (type == 4) {
// Chuckles is left, Knuckles is Right
ActivePhysics::Info iChuckles;
ActivePhysics::Info iKnuckles;
iChuckles.xDistToCenter = -27.0;
iChuckles.yDistToCenter = 12.0;
iChuckles.xDistToEdge = 27.0;
iChuckles.yDistToEdge = 10.0;
iKnuckles.xDistToCenter = 27.0;
iKnuckles.yDistToCenter = 12.0;
iKnuckles.xDistToEdge = 27.0;
iKnuckles.yDistToEdge = 10.0;
iKnuckles.category1 = iChuckles.category1 = 0x3;
iKnuckles.category2 = iChuckles.category2 = 0x0;
iKnuckles.bitfield1 = iChuckles.bitfield1 = 0x4F;
iKnuckles.bitfield2 = iChuckles.bitfield2 = 0x0;
iKnuckles.unkShort1C = iChuckles.unkShort1C = 0x0;
iKnuckles.callback = iChuckles.callback = ChucklesAndKnuckles;
Chuckles.initWithStruct(this, &iChuckles);
Knuckles.initWithStruct(this, &iKnuckles);
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);
}
this->onExecute();
return true;
}
int daShyGuy::onDelete() {
return true;
}
int daShyGuy::onExecute() {
acState.execute();
updateModelMatrices();
bodyModel._vf1C();
return true;
}
int daShyGuy::onDraw() {
bodyModel.scheduleForDrawing();
if (this->renderBalloon == 1) {
balloonModel.scheduleForDrawing();
balloonModelB.scheduleForDrawing();
}
// if (this->baln > 0) {
// carryModel.scheduleForDrawing();
// carryModel._vf1C();
// if(this->carryAnm.isAnimationDone())
// this->carryAnm.setCurrentFrame(0.0);
// }
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);
}
// if (this->baln > 0) {
// matrix.applyRotationYXZ(0,0,0);
// matrix.translation(pos.x+40.0, pos.y - 28.0, pos.z + 1000.0);
// carryModel.setDrawMatrix(matrix);
// carryModel.setScale(21.0, 21.0, 21.0);
// carryModel.calcWorld(false);
// }
}
///////////////
// Walk State
///////////////
void daShyGuy::beginState_Walk() {
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() {
chrAnimation.setUpdateRate(1.5f);
this->pos.x += (direction) ? -0.4 : 0.4;
if (this->timer > (this->distance * 32)) {
doStateChange(&StateID_Turn);
}
if(this->chrAnimation.isAnimationDone())
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() {
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_Walk);
}
}
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;
PlaySoundAsync(this, SE_PLY_JUMPDAI_HIGH);
}
else {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_1_R", 1, 0.0, 1.0);
this->speed.y = 6.0;
PlaySoundAsync(this, SE_PLY_JUMPDAI);
}
}
}
// 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() {
calculateTileCollisions();
// 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) {
SpawnEffect("Wm_ob_keyget02_lighit", 0, &(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});
}
else {
SpawnEffect("Wm_ob_keyget02_lighit", 0, &(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});
}
}
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) {
PlaySoundAsync(this, SE_EMY_CRASHER_PUNCH);
if (this->direction == 1) {
SpawnEffect("Wm_mr_wallkick_b_l", 0, &(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});
Chuckles.addToList();
}
else {
SpawnEffect("Wm_mr_wallkick_s_r", 0, &(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});
Knuckles.addToList();
}
}
else {
if(this->chrAnimation.isAnimationDone()) {
if (this->direction == 1) {
SpawnEffect("Wm_mr_wirehit_hit", 0, &(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});
Chuckles.removeFromList();
}
else {
SpawnEffect("Wm_mr_wirehit_hit", 0, &(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});
Knuckles.removeFromList();
}
this->timer = 0;
PlaySoundAsync(this, SE_EMY_BIG_PAKKUN_DAMAGE_1);
}
}
}
void daShyGuy::endState_Judo() {
}
///////////////
// Spike State
///////////////
void daShyGuy::beginState_Spike() {
this->timer = 80;
spikeTurn = 0;
}
void daShyGuy::executeState_Spike() {
calculateTileCollisions();
if (this->timer == 0) { bindAnimChr_and_setUpdateRate("c18_OB_IDLE_R", 1, 0.0, 1.0); }
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;
dStageActor_c *spawned;
if (this->direction == 1) {
spawned = CreateActor(89, 0x2, pos, 0, 0);
spawned->scale.x = 0.9;
spawned->scale.y = 0.9;
spawned->scale.z = 0.9;
spawned->speed.x = -2.0;
spawned->speed.y = 2.0;
}
else {
spawned = CreateActor(89, 0x12, pos, 0, 0);
spawned->scale.x = 0.9;
spawned->scale.y = 0.9;
spawned->scale.z = 0.9;
spawned->speed.x = 2.0;
spawned->speed.y = 2.0;
}
// if (spikeTurn == 0) {
// if (this->spikeA != 0) {
// PlaySound(spikeA, SE_OBJ_ROCK_S_CRASH);
// CreateEffect(&(Vec){this->spikeA->pos.x, this->spikeA->pos.y, 5500.0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 9);
// this->spikeA->Delete(this->spikeA->deleteForever);
// }
// this->spikeA = spawned;
// spikeTurn = 1;
// }
// else {
// if (this->spikeB != 0) {
// PlaySound(spikeB, SE_OBJ_ROCK_S_CRASH);
// CreateEffect(&(Vec){this->spikeB->pos.x, this->spikeB->pos.y, 5500.0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 9);
// this->spikeB->Delete(this->spikeB->deleteForever);
// }
// this->spikeB = spawned;
// spikeTurn = 0;
// }
// spawned->_320 = 0.0f;
// spawned->_324 = 8.0f;
// spawned->spriteSomeRectX = 8.0f;
// spawned->spriteSomeRectY = 8.0f;
// spawned->_338 = 128.0f;
// spawned->_33C = 128.0f;
// spawned->_340 = 128.0f + 40.0f;
// spawned->_344 = 128.0f + 40.0f;
// spawned->aPhysics.info.xDistToCenter = spawned->aPhysics.info.xDistToCenter / 2.0;
// spawned->aPhysics.info.yDistToCenter = spawned->aPhysics.info.yDistToCenter / 2.0;
// spawned->aPhysics.info.xDistToEdge = spawned->aPhysics.info.xDistToEdge / 2.0;
// spawned->aPhysics.info.yDistToEdge = spawned->aPhysics.info.yDistToEdge / 2.0;
// static const u8 one[16] = {
// 0x01,0x80,0x41,0x01, 0xFF,0xFF,0x80,0x00, 0x00,0x00,0x70,0x00, 0x00,0x00,0xF0,0x00
// };
// static const u8 two[16] = {
// 0x00,0x00,0x00,0x01, 0xFF,0xFF,0x80,0x00, 0x00,0x00,0x70,0x00, 0xFF,0xFF,0x10,0x00
// };
// static const u8 three[16] = {
// 0x01,0x80,0x41,0x01, 0xFF,0xFF,0x90,0x00, 0x00,0x00,0x80,0x00, 0x00,0x00,0xEF0,0x00
// };
// spawned->collMgr.init(spawned, two, one, three);
}
else {
if(this->chrAnimation.isAnimationDone()) {
this->timer = 0;
}
}
this->timer = this->timer + 1;
}
void daShyGuy::endState_Spike() {
}
///////////////
// Real Walk State
///////////////
void daShyGuy::beginState_RealWalk() {
//inline this piece of code
this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
this->speed.x = (direction) ? -0.6f : 0.6f;
this->max_speed.y = -4.0;
this->speed.y = -4.0;
this->y_speed_inc = -0.1875;
}
void daShyGuy::executeState_RealWalk() {
chrAnimation.setUpdateRate(1.5f);
if (distance) {
bool turn = collMgr.isOnTopOfTile();
if (!turn) {
if (!stillFalling) {
stillFalling = 1;
pos.x = direction ? pos.x + 1.5 : pos.x - 1.5;
doStateChange(&StateID_RealTurn); }
}
else { stillFalling = 0; }
}
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() {
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);
// SpawnEffect("Wm_en_spindamage", 0, &(Vec){this->pos.x, this->pos.y + 24.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
this->max_speed.x = 0;
this->speed.x = 0;
this->x_speed_inc = 0;
this->max_speed.y = -4.0;
this->speed.y = -4.0;
this->y_speed_inc = -0.1875;
this->timer = 0;
this->jumpCounter = 0;
this->isDown = 1;
}
void daShyGuy::executeState_GoDizzy() {
calculateTileCollisions();
effect.spawn("Wm_en_spindamage", 0, &(Vec){this->pos.x, this->pos.y + 24.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
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);
damage = 0;
}
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;
// char powerup;
// if (baln == 1) {
// powerup = 0x0B000007;
// }
// else if (baln == 2) {
// powerup = 0x0B000009;
// }
// else if (baln == 3) {
// powerup = 0x0B000001;
// }
// else if (baln == 4) {
// powerup = 0x0C00000E;
// }
// else if (baln == 5) {
// powerup = 0x0C000015;
// }
// else if (baln == 6) {
// powerup = 0x0C000011;
// }
// CreateActor(60, powerup, (Vec){pos.x, pos.y - 28.0, pos.z}, 0, 0);
// this->baln = 0;
balloonPhysics.removeFromList();
SpawnEffect("Wm_en_explosion_ln", 0, &(Vec){this->pos.x, this->pos.y - 32.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
PlaySound(this, SE_PLY_BALLOON_BRAKE);
type = 0;
}
void daShyGuy::executeState_BalloonDrop() {
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0);
}
bool ret = calculateTileCollisions();
if (speed.y == 0.0) {
SpawnEffect("Wm_en_sndlandsmk_s", 0, &(Vec){this->pos.x, this->pos.y, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
doStateChange(&StateID_GoDizzy);
aPhysics.info.yDistToCenter = 12.0f;
aPhysics.info.yDistToEdge = 12.0f;
}
}
void daShyGuy::endState_BalloonDrop() {
}
///////////////
// FireKnockBack State
///////////////
void daShyGuy::beginState_FireKnockBack() {
bindAnimChr_and_setUpdateRate("c18_C_BLOCK_BREAK_R", 1, 0.0, 1.0);
// Backfire 0 == Fireball to the right
// Backfire 1 == Fireball to the left
directionStore = this->direction;
speed.x = (this->backFire) ? this->XSpeed : -this->XSpeed;
speed.x *= 1.2f;
max_speed.x = speed.x;
x_speed_inc = 0.0f;
}
void daShyGuy::executeState_FireKnockBack() {
calculateTileCollisions();
// move backwards here
this->speed.x = this->speed.x / 1.02f;
if(this->chrAnimation.isAnimationDone()) {
if (aPhysics.result1 == 0 && aPhysics.result2 == 0 && aPhysics.result3 == 0) {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
doStateChange(&StateID_RealWalk);
}
}
}
void daShyGuy::endState_FireKnockBack() {
this->direction = directionStore;
}
///////////////
// 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 == 3) {
doStateChange(&StateID_Jump);
}
else {
bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5);
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();
this->removeMyActivePhysics();
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;
SpawnEffect("Wm_en_explosion_ln", 0, &(Vec){this->pos.x, this->pos.y - 32.0, 0}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0});
}
}
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) {
OSReport("Killing");
this->kill();
this->Delete(this->deleteForever);
}
// dEn_c::dieFall_Execute();
}
void daShyGuy::endState_Die() {
}
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