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path: root/src/shyguyGiants.cpp
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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>


const char* SGGarcNameList [] = {
	"shyguy",
	NULL	
};

// Shy Guy Settings
// 
// Nybble 5: Size
//		0 - Big 	
//		1 - Mega
//		2 - Giga
// 
// Nybble 6: Colour
//		0 - Red 
//		1 - Blue
//		2 - Green
//		3 - Cyan
//		4 - Magenta
//


class daShyGuyGiant : public dEn_c {
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	mHeapAllocator_c allocator;
	nw4r::g3d::ResFile resFile;
	nw4r::g3d::ResFile anmFile;

	m3d::mdl_c bodyModel;
	m3d::anmChr_c chrAnimation;
	mEf::es2 effect;

	int timer;
	int type;
	float dying;
	float Baseline;
	char damage;
	char isDown;
	Vec initialPos;
	int distance;
	float XSpeed;
	u32 cmgr_returnValue;
	bool isBouncing;
	int directionStore;

	static daShyGuyGiant *build();

	void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
	void updateModelMatrices();
	bool calculateTileCollisions();

	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_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat7_GroundPoundYoshi(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);
	void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther);

	void _vf148();
	void _vf14C();
	bool CreateIceActors();
	void addScoreWhenHit(void *other);
	void bouncePlayerWhenJumpedOn(void *player);

	void spawnHitEffectAtPosition(Vec2 pos);
	void doSomethingWithHardHitAndSoftHitEffects(Vec pos);
	void playEnemyDownSound2();
	void playHpdpSound1(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
	void playEnemyDownSound1();
	void playEnemyDownComboSound(void *player); // AcPy_c/daPlBase_c?
	void playHpdpSound2(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
	void _vf260(void *other); // AcPy/PlBase? plays the SE_EMY_FUMU_%d sounds based on some value
	void _vf264(dStageActor_c *other); // if other is player or yoshi, do Wm_en_hit and a few other things
	void _vf268(void *other); // AcPy/PlBase? plays the SE_EMY_DOWN_SPIN_%d sounds based on some value

	USING_STATES(daShyGuyGiant);
	DECLARE_STATE(RealWalk);
	DECLARE_STATE(RealTurn);
	DECLARE_STATE(Die);
};

daShyGuyGiant *daShyGuyGiant::build() {
	void *buffer = AllocFromGameHeap1(sizeof(daShyGuyGiant));
	OSReport("Building Shy Guy");
	return new(buffer) daShyGuyGiant;
}

///////////////////////
// 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);

	// Collision related
	extern "C" void BigHanaPlayer(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther);
	extern "C" void BigHanaYoshi(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther);
	extern "C" void BigHanaWeirdGP(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther);
	extern "C" void BigHanaGroundPound(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther);
	extern "C" void BigHanaFireball(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther);
	extern "C" bool BigHanaIceball(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther);

	extern "C" void dAcPy_vf3F8(void* player, dEn_c* monster, int t);

	CREATE_STATE(daShyGuyGiant, RealWalk);
	CREATE_STATE(daShyGuyGiant, RealTurn);
	CREATE_STATE(daShyGuyGiant, Die);

////////////////////////
// Collision Functions
////////////////////////

	void daShyGuyGiant::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { 
		apOther->someFlagByte |= 2;

		char hitType;
		hitType = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);
		if (hitType == 1) {	// regular jump
			PlaySound(this, SE_EMY_CMN_STEP);
			this->counter_504[apOther->owner->which_player] = 0xA;
		} 
		else if(hitType == 3){
			PlaySound(this, SE_EMY_CMN_STEP);
			this->counter_504[apOther->owner->which_player] = 0xA;
		}
		else if(hitType == 0) {
			this->dEn_c::playerCollision(apThis, apOther);
			this->_vf220(apOther->owner);
		} 
		else { 
			OSReport("Some other hit type");
		}
		return;
	}			

	void daShyGuyGiant::bouncePlayerWhenJumpedOn(void *player) {
		bouncePlayer(player, 5.0f);
	}

	void daShyGuyGiant::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
		this->playerCollision(apThis, apOther);
	}
	void daShyGuyGiant::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
		BigHanaWeirdGP(this, apThis, apOther);
	}
	void daShyGuyGiant::collisionCat7_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) {
		BigHanaGroundPound(this, apThis, apOther);
	}
	void daShyGuyGiant::collisionCat7_GroundPoundYoshi(ActivePhysics *apThis, ActivePhysics *apOther) {
		BigHanaGroundPound(this, apThis, apOther);
	}

	void daShyGuyGiant::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
		apOther->owner->kill();
	}
	void daShyGuyGiant::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther){
		dAcPy_vf3F8(apOther->owner, this, 3);
		this->counter_504[apOther->owner->which_player] = 0xA;
	}
	void daShyGuyGiant::collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther){  }
	void daShyGuyGiant::collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther){  }
	void daShyGuyGiant::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {  }
	void daShyGuyGiant::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther){
		dAcPy_vf3F8(apOther->owner, this, 3);
		this->counter_504[apOther->owner->which_player] = 0xA;
	}

	void daShyGuyGiant::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther){
		BigHanaFireball(this, apThis, apOther);
	}
	void daShyGuyGiant::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
		BigHanaFireball(this, apThis, apOther);
	}
	bool daShyGuyGiant::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) {
		return BigHanaIceball(this, apThis, apOther);
	}

	// These handle the ice crap
	void daShyGuyGiant::_vf148() {
		dEn_c::_vf148();
		doStateChange(&StateID_Die);
	}
	void daShyGuyGiant::_vf14C() {
		dEn_c::_vf14C();
		doStateChange(&StateID_Die);
	}

	extern "C" void sub_80024C20(void);
	extern "C" void __destroy_arr(void*, void(*)(void), int, int);

	bool daShyGuyGiant::CreateIceActors() {
		struct DoSomethingCool my_struct = { 0, this->pos, {2.4, 3.0, 3.0}, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
		if (type == 1) { my_struct.scale = (Vec3){4.8, 6.0, 6.0}; }
		if (type == 2) { my_struct.scale = (Vec3){7.2, 9.0, 9.0}; }
	    this->frzMgr.Create_ICEACTORs( (void*)&my_struct, 1 );
	    __destroy_arr( (void*)&my_struct, sub_80024C20, 0x3C, 1 );
	    return true;
	}

	void daShyGuyGiant::addScoreWhenHit(void *other) { }

	void daShyGuyGiant::spawnHitEffectAtPosition(Vec2 pos) { }
	void daShyGuyGiant::doSomethingWithHardHitAndSoftHitEffects(Vec pos) { }
	void daShyGuyGiant::playEnemyDownSound2() { }
	void daShyGuyGiant::playHpdpSound1() { } // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
	void daShyGuyGiant::playEnemyDownSound1() { }
	void daShyGuyGiant::playEnemyDownComboSound(void *player) { } // AcPy_c/daPlBase_c?
	void daShyGuyGiant::playHpdpSound2() { } // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
	void daShyGuyGiant::_vf260(void *other) { } // AcPy/PlBase? plays the SE_EMY_FUMU_%d sounds based on some value
	void daShyGuyGiant::_vf264(dStageActor_c *other) { } // if other is player or yoshi, do Wm_en_hit and a few other things
	void daShyGuyGiant::_vf268(void *other) { } // AcPy/PlBase? plays the SE_EMY_DOWN_SPIN_%d sounds based on some value


bool daShyGuyGiant::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) ? -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.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 daShyGuyGiant::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 daShyGuyGiant::onCreate() {
	OSReport("Spawning Shy Guy");
	this->type = (this->settings >> 28) & 0xF;

	allocator.link(-1, GameHeaps[0], 0, 0x20);

	u32 colour = (this->settings >> 24) & 0xF;

	// Shy Guy Colours
	if (colour == 1) {
		this->resFile.data = getResource("shyguy", "g3d/ShyGuyBlue.brres");
	}
	else if (colour == 2) {
		this->resFile.data = getResource("shyguy", "g3d/ShyGuyGreen.brres");
	}
	else if (colour == 3) {
		this->resFile.data = getResource("shyguy", "g3d/ShyGuyCyan.brres");
	}
	else if (colour == 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->pos.y += 32.0;
	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->Baseline = this->pos.y;

	ActivePhysics::Info HitMeBaby;
	float anmSpeed;

	if (type == 0) {
		this->scale = (Vec){40.0f, 40.0f, 40.0f};

		HitMeBaby.xDistToCenter = 0.0;
		HitMeBaby.yDistToCenter = 20.0;

		HitMeBaby.xDistToEdge = 14.0;
		HitMeBaby.yDistToEdge = 20.0;

		this->XSpeed = 0.4;
		anmSpeed = 1.0;

		static const lineSensor_s below(12<<12, 4<<12, 0<<12);
		static const lineSensor_s adjacent(14<<12, 9<<12, 14<<12);
		collMgr.init(this, &below, 0, &adjacent);
	}
	else if (type == 1) {
		this->scale = (Vec){80.0f, 80.0f, 80.0f};

		HitMeBaby.xDistToCenter = 0.0;
		HitMeBaby.yDistToCenter = 40.0;

		HitMeBaby.xDistToEdge = 28.0;
		HitMeBaby.yDistToEdge = 40.0;

		this->XSpeed = 0.4;
		anmSpeed = 0.5;

		static const lineSensor_s below(12<<12, 4<<12, 0<<12);
		static const lineSensor_s adjacent(28<<12, 9<<12, 28<<12);
		collMgr.init(this, &below, 0, &adjacent);
	}
	else {
		this->scale = (Vec){120.0f, 120.0f, 120.0f};

		HitMeBaby.xDistToCenter = 0.0;
		HitMeBaby.yDistToCenter = 60.0;

		HitMeBaby.xDistToEdge = 42.0;
		HitMeBaby.yDistToEdge = 60.0;

		this->XSpeed = 0.4;
		anmSpeed = 0.25;	

		static const lineSensor_s below(12<<12, 4<<12, 0<<12);
		static const lineSensor_s adjacent(42<<12, 9<<12, 42<<12);
		collMgr.init(this, &below, 0, &adjacent);
	}

	HitMeBaby.category1 = 0x3;
	HitMeBaby.category2 = 0x9;
	HitMeBaby.bitfield1 = 0x4F;
	HitMeBaby.bitfield2 = 0xffba7ffe;
	HitMeBaby.unkShort1C = 0x20000;
	HitMeBaby.callback = &shyCollisionCallback;

	this->aPhysics.initWithStruct(this, &HitMeBaby);
	this->aPhysics.addToList();

	collMgr.calculateBelowCollisionWithSmokeEffect();

	cmgr_returnValue = collMgr.isOnTopOfTile();

	if (collMgr.isOnTopOfTile())
		isBouncing = false;
	else
		isBouncing = true;

	// State Changer
	bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, anmSpeed); 
	doStateChange(&StateID_RealWalk);

	this->onExecute();
	return true;
}

int daShyGuyGiant::onDelete() {
	return true;
}

int daShyGuyGiant::onExecute() {
	acState.execute();
	updateModelMatrices();

	return true;
}

int daShyGuyGiant::onDraw() {
	bodyModel.scheduleForDrawing();
	return true;
}

void daShyGuyGiant::updateModelMatrices() {
	float yoff;

	if (type == 0) 		{ yoff = -5.0; }
	else if (type == 1) { yoff = -10.0; }
	else 				{ yoff = -15.0; }

	matrix.translation(pos.x, pos.y + yoff, pos.z);
	matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);

	bodyModel.setDrawMatrix(matrix);
	bodyModel.setScale(&scale);
	bodyModel.calcWorld(false);
}


///////////////
// Real Walk State
///////////////
	void daShyGuyGiant::beginState_RealWalk() {
		//inline this piece of code
		this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
		this->speed.x = (direction) ? -this->XSpeed : this->XSpeed;

		this->max_speed.y = -4.0;
		this->speed.y = -4.0;
		this->y_speed_inc = -0.1875;
	}
	void daShyGuyGiant::executeState_RealWalk() { 
		bodyModel._vf1C();

		bool ret = calculateTileCollisions();
		if (ret) {
			doStateChange(&StateID_RealTurn);
		}

		if(this->chrAnimation.isAnimationDone()) {
			this->chrAnimation.setCurrentFrame(0.0);
		}
	}
	void daShyGuyGiant::endState_RealWalk() { }

///////////////
// Real Turn State
///////////////
	void daShyGuyGiant::beginState_RealTurn() {

		this->direction ^= 1;
		this->speed.x = 0.0;
	}
	void daShyGuyGiant::executeState_RealTurn() { 
		bodyModel._vf1C();

		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 daShyGuyGiant::endState_RealTurn() {
	}

///////////////
// Die State
///////////////
	void daShyGuyGiant::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;
	}
	void daShyGuyGiant::executeState_Die() { 
		bodyModel._vf1C();

		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();
			this->Delete(this->deleteForever);
		}

		// dEn_c::dieFall_Execute();

	}
	void daShyGuyGiant::endState_Die() {
	}