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author | Treeki <treeki@gmail.com> | 2013-04-08 00:31:05 +0200 |
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committer | Treeki <treeki@gmail.com> | 2013-04-08 00:34:36 +0200 |
commit | bb1b94f68f00e7b4ffa7421bfa5e23fe7b750784 (patch) | |
tree | 311567abc75cdd5634e3e3596255b760fc4921e7 /src | |
parent | 19091846e5734faf0b7111d7bcb2856f8d25211c (diff) | |
download | kamek-bb1b94f68f00e7b4ffa7421bfa5e23fe7b750784.tar.gz kamek-bb1b94f68f00e7b4ffa7421bfa5e23fe7b750784.zip |
bonus room fixes
Diffstat (limited to 'src')
-rw-r--r-- | src/bonusRoom.cpp | 81 |
1 files changed, 63 insertions, 18 deletions
diff --git a/src/bonusRoom.cpp b/src/bonusRoom.cpp index 7b795f6..b7fd395 100644 --- a/src/bonusRoom.cpp +++ b/src/bonusRoom.cpp @@ -4,12 +4,16 @@ #include <sfx.h> #include <stage.h> +extern "C" void *MakeMarioEnterDemoMode(); +extern "C" void *MakeMarioExitDemoMode(); extern "C" bool SpawnEffect(const char*, int, Vec*, S16Vec*, Vec*); extern "C" void *StopBGMMusic(); extern "C" void *StartBGMMusic(); extern "C" void *SoundRelatedClass; extern "C" void *MapSoundPlayer(void *SoundClass, int soundID, int unk); +// THIS IS A DUMB NAME +extern bool NoMichaelBuble; int Songs[16][4][16][3] = { @@ -367,18 +371,20 @@ void dSongPrize::beginState_Shrink() { // /* keysX[i] = { frame, value, slope }; */ keysX[0] = (HermiteKey){ 0.0, pos.x, 0.8 }; keysY[0] = (HermiteKey){ 0.0, pos.y, 0.8 }; - keysS[0] = (HermiteKey){ 0.0, 3.0, 0.8 }; + keysS[0] = (HermiteKey){ 0.0, 3.0, -0.8 }; keysX[1] = (HermiteKey){ 60.0, pos.x + (30.0 * queue) - 172.0, 1.0 }; keysY[1] = (HermiteKey){ 60.0, pos.y + 64.0, 1.0 }; - keysS[1] = (HermiteKey){ 60.0, 1.0, 1.0 }; + keysS[1] = (HermiteKey){ 60.0, 1.0, 0.0 }; } void dSongPrize::executeState_Shrink() { float modX = GetHermiteCurveValue(timer, keysX, Xkey_count); float modY = GetHermiteCurveValue(timer, keysY, Ykey_count); - float modS = GetHermiteCurveValue(timer, keysS, Skey_count); + //float modS = GetHermiteCurveValue(timer, keysS, Skey_count); + float modS = 3.0f - (timer * (2.0f / 60.0f)); pos = (Vec){ modX, modY, pos.z }; + //OSReport("Item scale according to Hermite Keys: %f from frame %d\n", modS, timer); scale = (Vec){ modS, modS, modS }; if (timer == 60) { doStateChange(&StateID_Wait); } @@ -462,7 +468,7 @@ class dSingAlong : public dStageActor_c { int onExecute(); int onDraw(); - int beforeExecute() { return true; } + //int beforeExecute() { return true; } int afterExecute(int) { return true; } dSingAlong() : state(this, &StateID_Intro) { } @@ -519,6 +525,7 @@ dSingAlong *dSingAlong::build() { /*****************************************************************************/ // Events int dSingAlong::onCreate() { + NoMichaelBuble = true; OSReport("Creating the Sing Along gang."); // Load in the settings @@ -608,6 +615,7 @@ CREATE_STATE(dSingAlong, Intro); void dSingAlong::beginState_Intro() {} void dSingAlong::endState_Intro() {} void dSingAlong::executeState_Intro() { + MakeMarioEnterDemoMode(); state.setState(&StateID_Prize); } @@ -712,7 +720,9 @@ void dSingAlong::executeState_Call() { timer += 1; } -void dSingAlong::endState_Call() {} +void dSingAlong::endState_Call() { + MakeMarioExitDemoMode(); +} /*****************************************************************************/ @@ -729,6 +739,7 @@ void dSingAlong::executeState_Response() { if (Songs[song][chorus][currentNote][0] == 0) { isResponding = 0; OSReport("Switching to some other mode: %d", isResponding); + MakeMarioEnterDemoMode(); state.setState(&StateID_Prize); } } @@ -750,8 +761,13 @@ void dSingAlong::beginState_Failure() { SBf->unglow(); SBg->unglow(); + MakeMarioEnterDemoMode(); } void dSingAlong::executeState_Failure() { + if (timer == 5 && chorus == 0) + for (int i = 0; i < 4; i++) + if (dAcPy_c *player = dAcPy_c::findByID(i)) + player->setAnimePlayWithAnimID(dm_surprise); // Play a success/failure sound if (timer == 20) { @@ -760,17 +776,29 @@ void dSingAlong::executeState_Failure() { StopBGMMusic(); } + if (timer == 260 && chorus > 0) { + nw4r::snd::SoundHandle handle; + PlaySoundWithFunctionB4(SoundRelatedClass, &handle, STRM_BGM_MINIGAME_FANFARE_GOOD, 1); + for (int i = 0; i < 4; i++) + if (dAcPy_c *player = dAcPy_c::findByID(i)) { + player->setAnimePlayWithAnimID(dm_glad); + player->setFlag(0x24); + } + } + // Delete the big powerup with a poof if it's fail if (timer == 30*1) { SpawnEffect("Wm_en_blockcloud", 0, &(Vec){pos.x, pos.y+32.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_MG_IH_NOPAIR_OK, 1); PrizeModel->Delete(1); + if (chorus == 0) + timer += 140; } // Make the banked powerups do a little dance/effect // Play a sound for each powerup gained - if (timer == 30*5) { + if (timer == 30*9) { if (chorus >= 1) { Pa->doStateChange(&dSongPrize::StateID_Spin); nw4r::snd::SoundHandle handle; @@ -781,7 +809,7 @@ void dSingAlong::executeState_Failure() { } } - if (timer == 30*6) { + if (timer == 30*10) { if (chorus >= 2) { Pb->doStateChange(&dSongPrize::StateID_Spin); nw4r::snd::SoundHandle handle; @@ -792,7 +820,7 @@ void dSingAlong::executeState_Failure() { } } - if (timer == 30*6) { + if (timer == 30*11) { if (chorus >= 3) { Pc->doStateChange(&dSongPrize::StateID_Spin); nw4r::snd::SoundHandle handle; @@ -804,22 +832,22 @@ void dSingAlong::executeState_Failure() { } // If victory, make mario do a little dance/sound - if (timer == 30*8) { + if (timer == 30*13) { nw4r::snd::SoundHandle handle1, handle2, handle3, handle4; if (GetSpecificPlayerActor(0) != 0) - PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_MA_GAME_OVER, 1); + PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, (chorus == 0) ? SE_VOC_MA_CS_COURSE_MISS : SE_VOC_MA_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(1) != 0) - PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_LU_GAME_OVER, 1); + PlaySoundWithFunctionB4(SoundRelatedClass, &handle2, (chorus == 0) ? SE_VOC_LU_CS_COURSE_MISS : SE_VOC_LU_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(2) != 0) - PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_KO_GAME_OVER, 1); + PlaySoundWithFunctionB4(SoundRelatedClass, &handle3, (chorus == 0) ? SE_VOC_KO_CS_COURSE_MISS : SE_VOC_KO_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(3) != 0) - PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_KO2_GAME_OVER, 1); + PlaySoundWithFunctionB4(SoundRelatedClass, &handle4, (chorus == 0) ? SE_VOC_KO2_CS_COURSE_MISS : SE_VOC_KO2_CLEAR_MULTI, 1); } // Add the powerups and exit the stage - if (timer == 30*10) { + if (timer == 30*15) { this->addPowerups(); ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE); } @@ -834,8 +862,16 @@ CREATE_STATE(dSingAlong, Win); void dSingAlong::beginState_Win() { this->timer = 0; + MakeMarioEnterDemoMode(); } void dSingAlong::executeState_Win() { + if (timer == 5) + for (int i = 0; i < 4; i++) + if (dAcPy_c *player = dAcPy_c::findByID(i)) { + player->setAnimePlayWithAnimID(dm_glad); + player->setFlag(0x24); + } + // Play a success/failure sound if (timer == 30) { nw4r::snd::SoundHandle handle; @@ -846,7 +882,16 @@ void dSingAlong::executeState_Win() { // Make the banked powerups do a little dance/effect // Play a sound for each powerup gained if (timer == 30*3 || timer == 30*4 || timer == 30*5 || timer == 30*6) { - Pa->doStateChange(&dSongPrize::StateID_Spin); + dSongPrize *bullshit = 0; + if (timer == 30*3) + bullshit = Pa; + else if (timer == 30*4) + bullshit = Pb; + else if (timer == 30*5) + bullshit = Pc; + else if (timer == 30*6) + bullshit = Pd; + bullshit->doStateChange(&dSongPrize::StateID_Spin); nw4r::snd::SoundHandle handle; PlaySoundWithFunctionB4(SoundRelatedClass, &handle, SE_OBJ_ITEM_FROM_KINOPIO, 1); } @@ -858,11 +903,11 @@ void dSingAlong::executeState_Win() { if (GetSpecificPlayerActor(0) != 0) PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_MA_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(1) != 0) - PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_LU_CLEAR_MULTI, 1); + PlaySoundWithFunctionB4(SoundRelatedClass, &handle2, SE_VOC_LU_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(2) != 0) - PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_KO_CLEAR_MULTI, 1); + PlaySoundWithFunctionB4(SoundRelatedClass, &handle3, SE_VOC_KO_CLEAR_MULTI, 1); if (GetSpecificPlayerActor(3) != 0) - PlaySoundWithFunctionB4(SoundRelatedClass, &handle1, SE_VOC_KO2_CLEAR_MULTI, 1); + PlaySoundWithFunctionB4(SoundRelatedClass, &handle4, SE_VOC_KO2_CLEAR_MULTI, 1); SpawnEffect("Wm_ob_fireworks_y", 0, &(Vec){pos.x-80.0, pos.y+20.0, pos.z+500.0}, &(S16Vec){0,0,0}, &(Vec){0.75, 0.75, 0.75}); } |