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path: root/src/koopatlas/player.cpp
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#include "koopatlas/player.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);
	// Unk is some kind of mode: 0=in-game, 1=map, 2=2D
	this->modelHandler->loadModel(0, 3, 1);
	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 (Player_Flags[0] & 1) {
		modelHandler->mdlClass->enableStarColours();
		modelHandler->mdlClass->enableStarEffects();
		dKPMusic::playStarMusic();
	}

	if (!dScKoopatlas_c::instance->mapIsRunning())
		return true;

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

	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; }
	}

	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;
}