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#include <common.h>
#include <game.h>
#include <g3dhax.h>

class daMrSun_c : public dEn_c {
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	mHeapAllocator_c allocator;
	m3d::mdl_c model;

	static daMrSun_c *build();

	USING_STATES(daMrSun_c);
	DECLARE_STATE(Follow);
	DECLARE_STATE(Swoop);
	DECLARE_STATE(Spiral);
	DECLARE_STATE(Spit);
	DECLARE_STATE(Spin);
};

daMrSun_c *daMrSun_c::build() {
	void *buffer = AllocFromGameHeap1(sizeof(daMrSun_c));
	return new(buffer) daMrSun_c;
}

CREATE_STATE(daMrSun_c, Follow);
CREATE_STATE(daMrSun_c, Swoop);
CREATE_STATE(daMrSun_c, Spiral);
CREATE_STATE(daMrSun_c, Spit);
CREATE_STATE(daMrSun_c, Spin);

#define ACTIVATE	1
#define DEACTIVATE	0

int daMrSun_c::onCreate() {
	OSReport("Creating the Mr.Sun Model");
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	nw4r::g3d::ResFile rf(getResource("g3d/bubble.brres", "bubble"));
	model.setup(rf.GetResMdl("bubble"), &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&model, 0);

	allocator.unlink();

	OSReport("Setting Mr.Sun's Size to 4.0");
	this->scale = (Vec){4.0, 4.0, 4.0};

	OSReport("Creating Mr.Sun's Physics Struct");

	ActivePhysics::Info HitMeBaby;
	HitMeBaby.xDistToCenter = 0.0;
	HitMeBaby.yDistToCenter = 0.0;
	HitMeBaby.xDistToEdge = 8.0;
	HitMeBaby.yDistToEdge = 8.0;
	HitMeBaby.category1 = 0x3;
	HitMeBaby.category2 = 0x0;
	HitMeBaby.bitfield1 = 0x4F;
	HitMeBaby.bitfield2 = 0x820C;
	HitMeBaby.unkShort1C = 0;
	HitMeBaby.callback = &dEn_c::collisionCallback;


	OSReport("Making the Physics Class and adding to the list");
	this->aPhysics.initWithStruct(this, &HitMeBaby);
	this->aPhysics.addToList();

	doStateChange(&StateID_Follow);

	OSReport("Going to Execute Mr.Sun");
	this->onExecute();
	return true;
}

int daMrSun_c::onDelete() {
	return true;
}

int daMrSun_c::onExecute() {
	OSReport("Oh Mr.Sun, Sun, Mr.Golden Sun");
	return true;
}

int daMrSun_c::onDraw() {
	model.scheduleForDrawing();
	return true;
}



void daMrSun_c::beginState_Follow() { }
void daMrSun_c::executeState_Follow() { }
void daMrSun_c::endState_Follow() { }

void daMrSun_c::beginState_Swoop() { }
void daMrSun_c::executeState_Swoop() { }
void daMrSun_c::endState_Swoop() { }

void daMrSun_c::beginState_Spiral() { }
void daMrSun_c::executeState_Spiral() { }
void daMrSun_c::endState_Spiral() { }

void daMrSun_c::beginState_Spit() { }
void daMrSun_c::executeState_Spit() { }
void daMrSun_c::endState_Spit() { }

void daMrSun_c::beginState_Spin() { }
void daMrSun_c::executeState_Spin() { }
void daMrSun_c::endState_Spin() { }