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authorTreeki <treeki@gmail.com>2012-10-01 23:51:12 +0200
committerTreeki <treeki@gmail.com>2012-10-01 23:51:12 +0200
commitaa0105c53dc74583831c88761e542f1d1baee463 (patch)
tree6c46a0770fdc6243f027f8fb205cb662d4699e03 /src
parentb8b7c83fc30e8436de4138809d5691187c74887e (diff)
downloadkamek-aa0105c53dc74583831c88761e542f1d1baee463.tar.gz
kamek-aa0105c53dc74583831c88761e542f1d1baee463.zip
untested flip block
Diffstat (limited to '')
-rw-r--r--src/flipblock.cpp182
1 files changed, 182 insertions, 0 deletions
diff --git a/src/flipblock.cpp b/src/flipblock.cpp
new file mode 100644
index 0000000..c521e87
--- /dev/null
+++ b/src/flipblock.cpp
@@ -0,0 +1,182 @@
+#include <common.h>
+#include <game.h>
+
+const char *FlipBlockFileList[] = {"block_rotate", 0};
+
+class daEnFlipBlock_c : public daEnBlockMain_c {
+public:
+ Physics::Info physicsInfo;
+
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int onDraw();
+
+ void calledWhenUpMoveExecutes();
+ void calledWhenDownMoveExecutes();
+
+ void blockWasHit(bool isDown);
+
+ mHeapAllocator_c allocator;
+ nw4r::g3d::ResFile resFile;
+ m3d::mdl_c model;
+
+ int flipsRemaining;
+
+ USING_STATES(daEnFlipBlock_c);
+ DECLARE_STATE(Wait);
+ DECLARE_STATE(Flipping);
+
+ static daEnFlipBlock_c *build();
+};
+
+
+CREATE_STATE(daEnFlipBlock_c, Wait);
+CREATE_STATE(daEnFlipBlock_c, Flipping);
+
+
+int daEnFlipBlock_c::onCreate() {
+ allocator.link(-1, GameHeaps[0], 0, 0x20);
+
+ resFile.data = getResource("block_rotate", "g3d/block_rotate.brres");
+ model.setup(resFile.GetResMdl("block_rotate"), &allocator, 0, 1, 0);
+ SetupTextures_MapObj(&model, 0);
+
+ allocator.unlink();
+
+
+
+ blockInit(pos.y);
+
+ physicsInfo.x1 = -8;
+ physicsInfo.y1 = 8;
+ physicsInfo.x2 = 8;
+ physicsInfo.y2 = -8;
+
+ physicsInfo.otherCallback1 = &daEnBlockMain_c::OPhysicsCallback1;
+ physicsInfo.otherCallback2 = &daEnBlockMain_c::OPhysicsCallback2;
+ physicsInfo.otherCallback3 = &daEnBlockMain_c::OPhysicsCallback3;
+
+ physics.setup(this, &physicsInfo, 3, currentLayerID);
+ physics.flagsMaybe = 0x260;
+ physics.callback1 = &daEnBlockMain_c::PhysicsCallback1;
+ physics.callback2 = &daEnBlockMain_c::PhysicsCallback2;
+ physics.callback3 = &daEnBlockMain_c::PhysicsCallback3;
+ physics.addToList();
+
+ doStateChange(&daEnFlipBlock_c::StateID_Wait);
+
+ return true;
+}
+
+
+int daEnFlipBlock_c::onDelete() {
+ physics.removeFromList();
+
+ return true;
+}
+
+
+int daEnFlipBlock_c::onExecute() {
+ acState.execute();
+ physics.update();
+ blockUpdate();
+
+ // now check zone bounds based on state
+ if (acState.getCurrentState()->isEqual(&StateID_Wait)) {
+ checkZoneBoundaries(0);
+ }
+
+ return true;
+}
+
+
+int daEnFlipBlock_c::onDraw() {
+ matrix.translation(pos.x, pos.y, pos.z);
+ matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);
+
+ model.setDrawMatrix(matrix);
+ model.setScale(&scale);
+ model.calcWorld(false);
+ model.scheduleForDrawing();
+
+ return true;
+}
+
+
+daEnFlipBlock_c *daEnFlipBlock_c::build() {
+
+ void *buffer = AllocFromGameHeap1(sizeof(daEnFlipBlock_c));
+ daEnFlipBlock_c *c = new(buffer) daEnFlipBlock_c;
+
+
+ return c;
+}
+
+
+void daEnFlipBlock_c::blockWasHit(bool isDown) {
+ pos.y = initialY;
+
+ doStateChange(&StateID_Flipping);
+}
+
+
+
+void daEnFlipBlock_c::calledWhenUpMoveExecutes() {
+ if (initialY >= pos.y)
+ blockWasHit(false);
+}
+
+void daEnFlipBlock_c::calledWhenDownMoveExecutes() {
+ if (initialY <= pos.y)
+ blockWasHit(true);
+}
+
+
+
+void daEnFlipBlock_c::beginState_Wait() {
+}
+
+void daEnFlipBlock_c::endState_Wait() {
+}
+
+void daEnFlipBlock_c::executeState_Wait() {
+ int result = blockResult();
+
+ if (result == 0)
+ return;
+
+ if (result == 1) {
+ doStateChange(&daEnBlockMain_c::StateID_UpMove);
+ anotherFlag = 2;
+ isGroundPound = false;
+ } else {
+ doStateChange(&daEnBlockMain_c::StateID_DownMove);
+ anotherFlag = 1;
+ isGroundPound = true;
+ }
+}
+
+
+void daEnFlipBlock_c::beginState_Flipping() {
+ flipsRemaining = 5;
+ physics.removeFromList();
+}
+void daEnFlipBlock_c::executeState_Flipping() {
+ if (isGroundPound)
+ rot.x += 0x200;
+ else
+ rot.x -= 0x200;
+
+ if (rot.x == 0) {
+ flipsRemaining--;
+ if (flipsRemaining <= 0) {
+ doStateChange(&StateID_Wait);
+ }
+ }
+}
+void daEnFlipBlock_c::endState_Flipping() {
+ physics.setup(this, &physicsInfo, 3, currentLayerID);
+ physics.addToList();
+}
+