summaryrefslogtreecommitdiff
path: root/src/koopatlas/player.cpp
blob: 3a736b4d92bbfcc90bb84b811aef08f68d1aa9b1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
#include "koopatlas/player.h"
#include "koopatlas/subplayer.h"

daWMPlayer_c *daWMPlayer_c::instance;

int daWMPlayer_c::onCreate() {

	this->modelHandler = new dPlayerModelHandler_c(0);
	// loadModel(u8 player_id, int powerup_id, int unk);
	this->modelHandler->loadModel(0, 3, 2);
	this->modelHandler->mdlClass->startAnimation(0, 1.2, 10.0, 0.0);
	this->modelHandler->setSRT((Vec){0.0,100.0,-100.0}, (S16Vec){0,0,0}, (Vec){2.0,2.0,2.0});
	this->modelHandler->draw();

	hammerSuit.setup(this->modelHandler);

	pos = (Vec){0.0f,0.0f,3000.0f};
	rot = (S16Vec){0x1800,0,0};
	scale = (Vec){1.6f,1.6f,1.6f};

	hasEffect = false;
	hasSound = false;
	step = false;
	effectName = "";
	soundName = 0;
	timer = 0;
	jumpOffset = 0.0;

	return true;
}

int daWMPlayer_c::onDelete() {
	delete modelHandler;

	return true;
}


int daWMPlayer_c::onExecute() {
	if (!dScKoopatlas_c::instance->mapIsRunning())
		return true;

	dScKoopatlas_c::instance->pathManager.execute();

	// work out the Z positions first of all
	struct ySortThing_s {
		float y; int id;
	};
	ySortThing_s sorts[4];
	sorts[0].y = pos.y;
	sorts[0].id = 0;
	for (int i = 1; i < 4; i++) {
		sorts[i].y = stateHistory[i * SUBPLAYER_DISTANCE].pos.y;
		sorts[i].id = i;
	}

	// bubble sort it with an algorithm from wikipedia
	bool swapped;
	do {
		swapped = false;
		for (int i = 1; i < 4; i++) {
			if (sorts[i-1].y > sorts[i].y) {
				ySortThing_s forSwap = sorts[i-1];
				sorts[i-1] = sorts[i];
				sorts[i] = forSwap;
				swapped = true;
			}
		}
	} while (swapped);

	// then put together the positions
	float chosenZPositions[4];
	for (int i = 0; i < 4; i++)
		chosenZPositions[sorts[i].id] = 3100.0f - (i * 25.0f);
	pos.z = chosenZPositions[0];

	this->modelHandler->update();

	mMtx myMatrix;
	myMatrix.scale(scale.x, scale.y, scale.z);
	myMatrix.applyTranslation(pos.x, pos.y + jumpOffset, pos.z);
	myMatrix.applyRotationX(&rot.x);
	myMatrix.applyRotationY(&rot.y);
	// Z is unused for now
	modelHandler->setMatrix(myMatrix);

	if (hasEffect) { 
		Vec effPos = {pos.x, pos.y, 3300.0f};
		effect.spawn(effectName, 0, &effPos, &rot, &scale);
	}

	if (hasSound) {
		timer++;

		if (timer == 12) {
			if (step) { MapSoundPlayer(SoundRelatedClass, soundName, 1); step = false; }
			else { MapSoundPlayer(SoundRelatedClass, soundName+1, 1); step = true; }
			timer = 0;
		}

		if (timer > 12) { timer = 0; }
	}

	if (stateHistoryBuilt) {
		for (int i = STATE_COUNT - 1; i >= 1; i--)
			stateHistory[i] = stateHistory[i - 1];
	}

	state_s *st = &stateHistory[0];
	st->pos = pos;
	st->scale = scale;
	st->rot = rot;
	st->repeatedEffect = (hasEffect ? effectName : 0);
	st->nowEffect = nextNowEffect;
	st->repeatedSound = (hasSound ? soundName : 0);
	st->nowSound = nextNowSound;
	st->jumpOffset = jumpOffset;
	st->anim = currentAnim;
	st->animFrame = currentFrame;
	st->animUnk = currentUnk;
	st->animUpdateRate = currentUpdateRate;

	if (!stateHistoryBuilt) {
		for (int i = 1; i < STATE_COUNT; i++)
			stateHistory[i] = stateHistory[0];
		stateHistoryBuilt = true;
	}

	nextNowEffect = 0;
	nextNowSound = 0;

	for (int i = 0; i < 3; i++) {
		daWMSubPlayer_c *sp = dScKoopatlas_c::instance->subPlayer[i];

		state_s *st = &stateHistory[(i+1) * SUBPLAYER_DISTANCE];
		st->pos.z = chosenZPositions[i+1];
		sp->update(st);
	}

	return true;
}

int daWMPlayer_c::onDraw() {
	if (!visible)
		return true;

	this->modelHandler->draw();
	hammerSuit.draw();

	return true;
}


void daWMPlayer_c::startAnimation(int id, float frame, float unk, float updateRate) {
	if (id == currentAnim && frame == currentFrame && unk == currentUnk && updateRate == currentUpdateRate)
		return;

	currentAnim = id;
	currentFrame = frame;
	currentUnk = unk;
	currentUpdateRate = updateRate;
	this->modelHandler->mdlClass->startAnimation(id, frame, unk, updateRate);
}



daWMPlayer_c *daWMPlayer_c::build() {

	void *buffer = AllocFromGameHeap1(sizeof(daWMPlayer_c));
	daWMPlayer_c *c = new(buffer) daWMPlayer_c;


	instance = c;
	return c;
}