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Diffstat (limited to 'src/objkinoko.cpp')
-rw-r--r-- | src/objkinoko.cpp | 227 |
1 files changed, 227 insertions, 0 deletions
diff --git a/src/objkinoko.cpp b/src/objkinoko.cpp new file mode 100644 index 0000000..baa069d --- /dev/null +++ b/src/objkinoko.cpp @@ -0,0 +1,227 @@ +#include <game.h> +#include <g3dhax.h> + +class BasicCollider { + public: + BasicCollider(); + + virtual ~BasicCollider(); + virtual void update(); + virtual void _vf10(); + virtual void _vf14(); + + void clear(); + void addToList(); + void removeFromList(); + + + dStageActor_c *owner; + BasicCollider *prev, *next; + /* dRSomething */ void *ptrToRSomething; + + float rightX, rightY, leftX, leftY; + float xDiff, yDiff; + float lastLeftX, lastLeftY; + float lineLength; + float leftXDeltaSinceLastCalculation; + + u32 flags; + s16 rotation; + u8 type; + u8 _43; + u8 isInList; + u8 _45, _46, _47, _48, _49, _4A; +}; + +class StandOnTopCollider : public BasicCollider { + public: + StandOnTopCollider(); + + void update(); + + void init(dStageActor_c *owner, + float _4C, float _50, float topYOffset, + float rightSize, float leftSize, + s16 rotation, u8 unk_45, Vec2 *scale = 0); + + void init(dStageActor_c *owner, + Vec2 *fields4C_50, float topYOffset, + float rightSize, float leftSize, + s16 rotation, u8 unk_45, Vec2 *scale = 0); + + void setLeftAndRight(float left, float right); + void setLeftAndRightScaled(float left, float right, float scaleFactor); + + // 4C and 50 might be X/Y offset. Not affected by rotation + float _4C, _50, topYOffset, rightSize, leftSize; +}; + + +class SomethingAboutShrooms { + public: + m3d::mdl_c models[3]; + float scale, _C4, offsetToEdge; + m3d::anmTexPat_c animations[3]; + + struct info_s { + const char *leftName; + const char *middleName; + const char *rightName; + float size; // 8 for small, 16 for big + const char *lrName; + const char *middleNameAgain; + }; + + void setup(mAllocator_c *allocator, + nw4r::g3d::ResFile *resFile, info_s *info, + float length, float colour, float scale); + + // plus more methods I don't know + + void drawWithMatrix(float yOffset, mMtx *matrix); +}; + + +class dRotatorThing_c { + public: + s16 _p5, output, _p1, _p2, _p3; + s16 _p6, _p7, _p0; + u32 someBool; + + void setup(s16 a, s16 b, s16 c, s16 d, s16 initialRotation, s16 f, s16 g, s16 h); + s16 execute(); +}; + + +class daObjKinoko_c : public dStageActor_c { + public: + mHeapAllocator_c allocator; + nw4r::g3d::ResFile resFile; + SomethingAboutShrooms renderer; + StandOnTopCollider colliders[3]; + dRotatorThing_c xRotator; + dRotatorThing_c zRotator; + u8 thickness, touchCompare; + + void loadModels(int thickness, float length, float colour, float scale); + void addAllColliders(); + void updateAllColliders(); + void removeAllColliders(); + u8 checkIfTouchingObject(); + + int onCreate(); + int onExecute(); + int onDraw(); + int onDelete(); + + int creationHook(); + int drawHook(); + + int original_onCreate(); + + ~daObjKinoko_c(); +}; + + +// This will replace Nintendo's onCreate +int daObjKinoko_c::creationHook() { + original_onCreate(); + + // if rotation is off, do nothing else + if (!((settings >> 28) & 1)) + return 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; + + /* Original code: */ + int lengthInTiles = settings & 0xF; + + float sizeMult = (thickness == 1) ? 1.0f : 0.5f; + float length = sizeMult * ((32.0f + (lengthInTiles * 16.0f)) - 16.0f); + + float topPos = (sizeMult * 16.0f); + + float cosThing = nw4r::math::CosFIdx((lengthInTiles * 16.0f) / 256.0f); + float anotherThing = (4.0f + topPos) / cosThing; + + // Middle Collider + colliders[0].init(this, + /*xOffset=*/0.0f, /*yOffset=*/0.0f, + /*topYOffset=*/topPos, + /*rightSize=*/length, /*leftSize=*/-length, + /*rotation=*/rotation, /*_45=*/1 + ); + + colliders[0]._47 = 0xA; + colliders[0].flags = 0x80180 | 0xC00; + + // Now get the info to move the colliders by .... + float rotFIdx = ((float)rotation) / 256.0f; + float sinRot, cosRot; + nw4r::math::SinCosFIdx(&sinRot, &cosRot, rotFIdx); + //OSReport("Rotation is %d, so rotFIdx is %f\n", rotation, rotFIdx); + //OSReport("Sin: %f, Cos: %f\n", sinRot, cosRot); + + float leftXOffs = (cosRot * -length) - (sinRot * topPos); + float leftYOffs = (sinRot * -length) + (cosRot * topPos); + float rightXOffs = (cosRot * length) - (sinRot * topPos); + float rightYOffs = (sinRot * length) + (cosRot * topPos); + //OSReport("leftXOffs: %f, leftYOffs: %f\n", leftXOffs, leftYOffs); + //OSReport("rightXOffs: %f, rightYOffs: %f\n", rightXOffs, rightYOffs); + + // Right Collider + colliders[1].init(this, + /*xOffset=*/rightXOffs, /*yOffset=*/rightYOffs, + /*topYOffset=*/0.0f, + /*rightSize=*/anotherThing, /*leftSize=*/0.0f, + /*rotation=*/rotation - 0x2000, /*_45=*/1 + ); + + colliders[1]._47 = 0xA; + colliders[1].flags = 0x80100 | 0x800; + + // Left Collider + colliders[2].init(this, + /*xOffset=*/leftXOffs, /*yOffset=*/leftYOffs, + /*topYOffset=*/0.0f, + /*rightSize=*/0.0f, /*leftSize=*/-anotherThing, + /*rotation=*/rotation + 0x2000, /*_45=*/1 + ); + + colliders[2]._47 = 0xA; + colliders[2].flags = 0x80080 | 0x400; + + return 1; +} + + +// This will replace Nintendo's onDraw +int daObjKinoko_c::drawHook() { + matrix.translation(pos.x, pos.y, pos.z); + matrix.applyRotationZ(&rot.z); + matrix.applyRotationX(&xRotator.output); + matrix.applyRotationZ(&zRotator.output); + renderer.drawWithMatrix(0.0f, &matrix); + + return 1; +} + + |