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#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);
bool playerOverlaps();
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 = 7;
physics.removeFromList();
}
void daEnFlipBlock_c::executeState_Flipping() {
if (isGroundPound)
rot.x += 0x800;
else
rot.x -= 0x800;
if (rot.x == 0) {
flipsRemaining--;
if (flipsRemaining <= 0) {
if (!playerOverlaps())
doStateChange(&StateID_Wait);
}
}
}
void daEnFlipBlock_c::endState_Flipping() {
physics.setup(this, &physicsInfo, 3, currentLayerID);
physics.addToList();
}
bool daEnFlipBlock_c::playerOverlaps() {
dStageActor_c *player = 0;
Vec myBL = {pos.x - 8.0f, pos.y - 8.0f, 0.0f};
Vec myTR = {pos.x + 8.0f, pos.y + 8.0f, 0.0f};
while ((player = (dStageActor_c*)fBase_c::search(PLAYER, player)) != 0) {
float centerX = player->pos.x + player->aPhysics.info.xDistToCenter;
float centerY = player->pos.y + player->aPhysics.info.yDistToCenter;
float left = centerX - player->aPhysics.info.xDistToEdge;
float right = centerX + player->aPhysics.info.xDistToEdge;
float top = centerY + player->aPhysics.info.yDistToEdge;
float bottom = centerY - player->aPhysics.info.yDistToEdge;
Vec playerBL = {left, bottom + 0.1f, 0.0f};
Vec playerTR = {right, top - 0.1f, 0.0f};
if (RectanglesOverlap(&playerBL, &playerTR, &myBL, &myTR))
return true;
}
return false;
}
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