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#include <game.h>
#include <dCourse.h>
class daEnMagicPlatform_c : public dEn_c {
public:
static daEnMagicPlatform_c *build();
int onCreate();
int onExecute();
int onDelete();
enum CollisionType {
Solid = 0,
SolidOnTop = 1,
None = 2
};
// Settings
CollisionType collisionType;
u8 rectID, moveSpeed, moveDirection, moveLength;
u8 moveDelay, currentMoveDelay;
bool doesMoveInfinitely;
float moveMin, moveMax, moveDelta, moveBaseDelta;
float *moveTarget;
bool isMoving;
void setupMovement();
void handleMovement();
Physics physics;
StandOnTopCollider sotCollider;
TileRenderer *renderers;
int rendererCount;
void findSourceArea();
void createTiles();
void deleteTiles();
void updateTilePositions();
void checkVisibility();
void setVisible(bool shown);
bool isVisible;
int srcX, srcY;
int width, height;
};
/*****************************************************************************/
// Glue Code
daEnMagicPlatform_c *daEnMagicPlatform_c::build() {
void *buffer = AllocFromGameHeap1(sizeof(daEnMagicPlatform_c));
daEnMagicPlatform_c *c = new(buffer) daEnMagicPlatform_c;
return c;
}
extern "C" void HurtMarioBecauseOfBeingSquashed(void *mario, dStageActor_c *squasher, int type);
static void PhysCB1(daEnMagicPlatform_c *one, dStageActor_c *two) {
if (two->stageActorType != 1)
return;
// if left/right
if (one->moveDirection <= 1)
return;
if (one->pos_delta.y > 0.0f)
HurtMarioBecauseOfBeingSquashed(two, one, 1);
else
HurtMarioBecauseOfBeingSquashed(two, one, 9);
}
static void PhysCB2(daEnMagicPlatform_c *one, dStageActor_c *two) {
if (two->stageActorType != 1)
return;
// if left/right
if (one->moveDirection <= 1)
return;
if (one->pos_delta.y < 0.0f)
HurtMarioBecauseOfBeingSquashed(two, one, 2);
else
HurtMarioBecauseOfBeingSquashed(two, one, 10);
}
static void PhysCB3(daEnMagicPlatform_c *one, dStageActor_c *two, bool unkMaybeNotBool) {
if (two->stageActorType != 1)
return;
// if up/down
if (one->moveDirection > 1)
return;
if (unkMaybeNotBool) {
if (one->pos_delta.x > 0.0f)
HurtMarioBecauseOfBeingSquashed(two, one, 6);
else
HurtMarioBecauseOfBeingSquashed(two, one, 12);
} else {
if (one->pos_delta.x < 0.0f)
HurtMarioBecauseOfBeingSquashed(two, one, 5);
else
HurtMarioBecauseOfBeingSquashed(two, one, 11);
}
}
static bool PhysCB4(daEnMagicPlatform_c *one, dStageActor_c *two) {
return (one->pos_delta.y > 0.0f);
}
static bool PhysCB5(daEnMagicPlatform_c *one, dStageActor_c *two) {
return (one->pos_delta.y < 0.0f);
}
static bool PhysCB6(daEnMagicPlatform_c *one, dStageActor_c *two, bool unkMaybeNotBool) {
if (unkMaybeNotBool) {
if (one->pos_delta.x > 0.0f)
return true;
} else {
if (one->pos_delta.x < 0.0f)
return true;
}
return false;
}
int daEnMagicPlatform_c::onCreate() {
rectID = settings & 0xFF;
moveSpeed = (settings & 0xF00) >> 8;
moveDirection = (settings & 0x3000) >> 12;
moveLength = ((settings & 0xF0000) >> 16) + 1;
moveDelay = ((settings & 0xF00000) >> 20) * 6;
collisionType = (CollisionType)((settings & 0x3000000) >> 24);
doesMoveInfinitely = (settings & 0x10000000);
if (settings & 0xE0000000) {
int putItBehind = settings >> 29;
pos.z = -3600.0f - (putItBehind * 16);
}
setupMovement();
findSourceArea();
createTiles();
float fWidth = width * 16.0f;
float fHeight = height * 16.0f;
switch (collisionType) {
case Solid:
physics.setup(this,
0.0f, 0.0f, fWidth, -fHeight,
&PhysCB1, &PhysCB2, &PhysCB3, 1, 0, 0);
physics.callback1 = &PhysCB4;
physics.callback2 = &PhysCB5;
physics.callback3 = &PhysCB6;
physics.addToList();
break;
case SolidOnTop:
sotCollider.init(this,
/*xOffset=*/0.0f, /*yOffset=*/0.0f,
/*topYOffset=*/0,
/*rightSize=*/fWidth, /*leftSize=*/0,
/*rotation=*/0, /*_45=*/1
);
// What is this for. I dunno
sotCollider._47 = 0xA;
sotCollider.flags = 0x80180 | 0xC00;
sotCollider.addToList();
break;
}
return 1;
}
int daEnMagicPlatform_c::onDelete() {
deleteTiles();
switch (collisionType) {
case Solid: physics.removeFromList(); break;
}
return 1;
}
int daEnMagicPlatform_c::onExecute() {
handleMovement();
checkVisibility();
updateTilePositions();
switch (collisionType) {
case Solid: physics.update(); break;
case SolidOnTop: sotCollider.update(); break;
}
return 1;
}
/*****************************************************************************/
// Movement
void daEnMagicPlatform_c::setupMovement() {
float fMoveLength = 16.0f * moveLength;
float fMoveSpeed = 0.2f * moveSpeed;
switch (moveDirection) {
case 0: // RIGHT
moveTarget = &pos.x;
moveMin = pos.x;
moveMax = pos.x + fMoveLength;
moveBaseDelta = fMoveSpeed;
break;
case 1: // LEFT
moveTarget = &pos.x;
moveMin = pos.x - fMoveLength;
moveMax = pos.x;
moveBaseDelta = -fMoveSpeed;
break;
case 2: // UP
moveTarget = &pos.y;
moveMin = pos.y;
moveMax = pos.y + fMoveLength;
moveBaseDelta = fMoveSpeed;
break;
case 3: // DOWN
moveTarget = &pos.y;
moveMin = pos.y - fMoveLength;
moveMax = pos.y;
moveBaseDelta = -fMoveSpeed;
break;
}
if (spriteFlagNum == 0) {
isMoving = (moveSpeed > 0);
moveDelta = moveBaseDelta;
} else {
isMoving = false;
}
currentMoveDelay = 0;
}
void daEnMagicPlatform_c::handleMovement() {
if (spriteFlagNum > 0) {
// Do event checks
bool flagOn = ((dFlagMgr_c::instance->flags & spriteFlagMask) != 0);
if (isMoving) {
if (!flagOn) {
// Flag was turned off while moving, so go back
moveDelta = -moveBaseDelta;
} else {
moveDelta = moveBaseDelta;
}
} else {
if (flagOn) {
// Flag was turned on, so start moving
moveDelta = moveBaseDelta;
isMoving = true;
}
}
}
if (!isMoving)
return;
if (currentMoveDelay > 0) {
currentMoveDelay--;
return;
}
// Do it
bool goesForward = (moveDelta > 0.0f);
bool reachedEnd = false;
*moveTarget += moveDelta;
// if we're set to move infinitely, never stop
if (doesMoveInfinitely)
return;
if (goesForward) {
if (*moveTarget >= moveMax) {
*moveTarget = moveMax;
reachedEnd = true;
}
} else {
if (*moveTarget <= moveMin) {
*moveTarget = moveMin;
reachedEnd = true;
}
}
if (reachedEnd) {
if (spriteFlagNum > 0) {
// If event, just do nothing.. depending on what side we are on
if ((moveDelta > 0.0f && moveBaseDelta > 0.0f) || (moveDelta < 0.0f && moveBaseDelta < 0.0f)) {
// We reached the end, so keep isMoving on for when we need to reverse
} else {
// We're back at the start, so turn it off
isMoving = false;
}
} else {
// Otherwise, reverse
moveDelta = -moveDelta;
currentMoveDelay = moveDelay;
}
}
}
/*****************************************************************************/
// Tile Renderers
void daEnMagicPlatform_c::findSourceArea() {
mRect rect;
dCourseFull_c::instance->get(GetAreaNum())->getRectByID(rectID, &rect);
// Round the positions down/up to get the rectangle
int left = rect.x;
int right = left + rect.width;
int top = -rect.y;
int bottom = top + rect.height;
left &= 0xFFF0;
right = (right + 15) & 0xFFF0;
top &= 0xFFF0;
bottom = (bottom + 15) & 0xFFF0;
// Calculate the actual stuff
srcX = left >> 4;
srcY = top >> 4;
width = (right - left) >> 4;
height = (bottom - top) >> 4;
//OSReport("Area: %f, %f ; %f x %f\n", rect.x, rect.y, rect.width, rect.height);
//OSReport("Source: %d, %d ; Size: %d x %d\n", srcX, srcY, width, height);
}
void daEnMagicPlatform_c::createTiles() {
rendererCount = width * height;
renderers = new TileRenderer[rendererCount];
// copy all the fuckers over
int baseWorldX = srcX << 4, worldY = srcY << 4, rendererID = 0;
for (int y = 0; y < height; y++) {
int worldX = baseWorldX;
for (int x = 0; x < width; x++) {
u16 *pExistingTile = dBgGm_c::instance->getPointerToTile(worldX, worldY, 0);
if (*pExistingTile > 0) {
TileRenderer *r = &renderers[rendererID];
r->tileNumber = *pExistingTile;
r->z = pos.z;
}
worldX += 16;
rendererID++;
}
worldY += 16;
}
}
void daEnMagicPlatform_c::deleteTiles() {
if (renderers != 0) {
setVisible(false);
delete[] renderers;
renderers = 0;
}
}
void daEnMagicPlatform_c::updateTilePositions() {
float baseX = pos.x;
float y = -pos.y;
int rendererID = 0;
for (int yIdx = 0; yIdx < height; yIdx++) {
float x = baseX;
for (int xIdx = 0; xIdx < width; xIdx++) {
TileRenderer *r = &renderers[rendererID];
r->x = x;
r->y = y;
x += 16.0f;
rendererID++;
}
y += 16.0f;
}
}
void daEnMagicPlatform_c::checkVisibility() {
float effectiveLeft = pos.x, effectiveRight = pos.x + (width * 16.0f);
float effectiveBottom = pos.y - (height * 16.0f), effectiveTop = pos.y;
ClassWithCameraInfo *cwci = ClassWithCameraInfo::instance;
float screenRight = cwci->screenLeft + cwci->screenWidth;
float screenBottom = cwci->screenTop - cwci->screenHeight;
bool isOut = (effectiveLeft > screenRight) ||
(effectiveRight < cwci->screenLeft) ||
(effectiveTop < screenBottom) ||
(effectiveBottom > cwci->screenTop);
setVisible(!isOut);
}
void daEnMagicPlatform_c::setVisible(bool shown) {
if (isVisible == shown)
return;
isVisible = shown;
TileRenderer::List *list = dBgGm_c::instance->getTileRendererList(0);
for (int i = 0; i < rendererCount; i++) {
if (renderers[i].tileNumber > 0) {
if (shown) {
list->add(&renderers[i]);
} else {
list->remove(&renderers[i]);
}
}
}
}
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