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author | Treeki <treeki@gmail.com> | 2012-08-30 22:40:32 +0200 |
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committer | Treeki <treeki@gmail.com> | 2012-08-30 22:40:32 +0200 |
commit | 8d0328b0531a5470b9716e7ac8395f2d6f7e341a (patch) | |
tree | 842cae41d073be54deafdbf08552ea4a2ea64215 /src/bonepiece.cpp | |
parent | 2b5bc0f0397e50b7cad585196e403c99d27b6207 (diff) | |
download | kamek-8d0328b0531a5470b9716e7ac8395f2d6f7e341a.tar.gz kamek-8d0328b0531a5470b9716e7ac8395f2d6f7e341a.zip |
bone piece thing
Diffstat (limited to '')
-rw-r--r-- | src/bonepiece.cpp | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/src/bonepiece.cpp b/src/bonepiece.cpp new file mode 100644 index 0000000..57e862e --- /dev/null +++ b/src/bonepiece.cpp @@ -0,0 +1,104 @@ +#include <game.h> + +class daBonePiece_c : public dStageActor_c { + public: + static daBonePiece_c *build(); + + int onCreate(); + int onExecute(); + int onDraw(); + int onDelete(); + + StandOnTopCollider collider; + + nw4r::g3d::ResFile resFile; + mHeapAllocator_c allocator; + m3d::mdl_c model; +}; + +/*****************************************************************************/ +// Glue Code +daBonePiece_c *daBonePiece_c::build() { + void *buffer = AllocFromGameHeap1(sizeof(daBonePiece_c)); + daBonePiece_c *c = new(buffer) daBonePiece_c; + return c; +} + +int daBonePiece_c::onCreate() { + // load the model + allocator.link(-1, GameHeaps[0], 0, 0x20); + + resFile.data = getResource("lift_torokko", "g3d/t00.brres"); + + static char thing[] = "lift_torokko?"; + thing[0xC] = 'A' + (settings & 3); + + nw4r::g3d::ResMdl resmdl = resFile.GetResMdl(thing); + model.setup(resmdl, &allocator, 0, 1, 0); + SetupTextures_MapObj(&model, 0); + + allocator.unlink(); + + // if rotation is off, do nothing else + if ((settings >> 28) & 1) { + // OK, figure out the rotation + u8 sourceRotation = (settings >> 24) & 0xF; + + // 0 is up. -0x4000 is right, 0x4000 is left ... + s16 rotation; + + // We'll flip it later. + // Thus: 0..7 rotates left (in increments of 0x800), + // 8..15 rotates right (in increments of 0x800 too). + // To specify facing up, well.. just use 0. + + if (sourceRotation < 8) + rotation = (sourceRotation * 0x800) - 0x4000; + else + rotation = (sourceRotation * 0x800) - 0x3800; + + rotation = -rotation; + + rot.z = rotation; + } + + collider.init(this, + /*xOffset=*/0.0f, /*yOffset=*/0.0f, + /*topYOffset=*/0, + /*rightSize=*/16.0f, /*leftSize=*/-16.0f, + /*rotation=*/rot.z, /*_45=*/1 + ); + + collider._47 = 0xA; + collider.flags = 0x80180 | 0xC00; + + collider.addToList(); + + return true; +} + +int daBonePiece_c::onDelete() { + return true; +} + +int daBonePiece_c::onExecute() { + matrix.translation(pos.x, pos.y - 8.0f, pos.z); + matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z); + + model.setDrawMatrix(matrix); + model.setScale(&scale); + model.calcWorld(false); + + collider.update(); + + return true; +} + +int daBonePiece_c::onDraw() { + model.scheduleForDrawing(); + + return true; +} + + + |