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#include <game.h>
#include <g3dhax.h>
class BasicCollider {
public:
BasicCollider();
virtual ~BasicCollider();
virtual void update();
virtual void _vf10();
virtual void _vf14();
void clear();
void addToList();
void removeFromList();
dStageActor_c *owner;
BasicCollider *prev, *next;
/* dRSomething */ void *ptrToRSomething;
float rightX, rightY, leftX, leftY;
float xDiff, yDiff;
float lastLeftX, lastLeftY;
float lineLength;
float leftXDeltaSinceLastCalculation;
u32 flags;
s16 rotation;
u8 type;
u8 _43;
u8 isInList;
u8 _45, _46, _47, _48, _49, _4A;
};
class StandOnTopCollider : public BasicCollider {
public:
StandOnTopCollider();
void update();
void init(dStageActor_c *owner,
float _4C, float _50, float topYOffset,
float rightSize, float leftSize,
s16 rotation, u8 unk_45, Vec2 *scale = 0);
void init(dStageActor_c *owner,
Vec2 *fields4C_50, float topYOffset,
float rightSize, float leftSize,
s16 rotation, u8 unk_45, Vec2 *scale = 0);
void setLeftAndRight(float left, float right);
void setLeftAndRightScaled(float left, float right, float scaleFactor);
// 4C and 50 might be X/Y offset. Not affected by rotation
float _4C, _50, topYOffset, rightSize, leftSize;
};
class SomethingAboutShrooms {
public:
m3d::mdl_c models[3];
float scale, _C4, offsetToEdge;
m3d::anmTexPat_c animations[3];
struct info_s {
const char *leftName;
const char *middleName;
const char *rightName;
float size; // 8 for small, 16 for big
const char *lrName;
const char *middleNameAgain;
};
void setup(mAllocator_c *allocator,
nw4r::g3d::ResFile *resFile, info_s *info,
float length, float colour, float scale);
// plus more methods I don't know
void drawWithMatrix(float yOffset, mMtx *matrix);
};
class dRotatorThing_c {
public:
s16 _p5, output, _p1, _p2, _p3;
s16 _p6, _p7, _p0;
u32 someBool;
void setup(s16 a, s16 b, s16 c, s16 d, s16 initialRotation, s16 f, s16 g, s16 h);
s16 execute();
};
class daObjKinoko_c : public dStageActor_c {
public:
mHeapAllocator_c allocator;
nw4r::g3d::ResFile resFile;
SomethingAboutShrooms renderer;
StandOnTopCollider colliders[3];
dRotatorThing_c xRotator;
dRotatorThing_c zRotator;
u8 thickness, touchCompare;
void loadModels(int thickness, float length, float colour, float scale);
void addAllColliders();
void updateAllColliders();
void removeAllColliders();
u8 checkIfTouchingObject();
int onCreate();
int onExecute();
int onDraw();
int onDelete();
int creationHook();
int drawHook();
int original_onCreate();
~daObjKinoko_c();
};
// This will replace Nintendo's onCreate
int daObjKinoko_c::creationHook() {
original_onCreate();
// if rotation is off, do nothing else
if (!((settings >> 28) & 1))
return 1;
// OK, figure out the rotation
u8 sourceRotation = (settings >> 24) & 0xF;
// 0 is up. -0x4000 is right, 0x4000 is left ...
s16 rotation;
// We'll flip it later.
// Thus: 0..7 rotates left (in increments of 0x800),
// 8..15 rotates right (in increments of 0x800 too).
// To specify facing up, well.. just use 0.
if (sourceRotation < 8)
rotation = (sourceRotation * 0x800) - 0x4000;
else
rotation = (sourceRotation * 0x800) - 0x3800;
rotation = -rotation;
rot.z = rotation;
/* Original code: */
int lengthInTiles = settings & 0xF;
float sizeMult = (thickness == 1) ? 1.0f : 0.5f;
float length = sizeMult * ((32.0f + (lengthInTiles * 16.0f)) - 16.0f);
float topPos = (sizeMult * 16.0f);
float cosThing = nw4r::math::CosFIdx((lengthInTiles * 16.0f) / 256.0f);
float anotherThing = (4.0f + topPos) / cosThing;
// Middle Collider
colliders[0].init(this,
/*xOffset=*/0.0f, /*yOffset=*/0.0f,
/*topYOffset=*/topPos,
/*rightSize=*/length, /*leftSize=*/-length,
/*rotation=*/rotation, /*_45=*/1
);
colliders[0]._47 = 0xA;
colliders[0].flags = 0x80180 | 0xC00;
// Now get the info to move the colliders by ....
float rotFIdx = ((float)rotation) / 256.0f;
float sinRot, cosRot;
nw4r::math::SinCosFIdx(&sinRot, &cosRot, rotFIdx);
//OSReport("Rotation is %d, so rotFIdx is %f\n", rotation, rotFIdx);
//OSReport("Sin: %f, Cos: %f\n", sinRot, cosRot);
float leftXOffs = (cosRot * -length) - (sinRot * topPos);
float leftYOffs = (sinRot * -length) + (cosRot * topPos);
float rightXOffs = (cosRot * length) - (sinRot * topPos);
float rightYOffs = (sinRot * length) + (cosRot * topPos);
//OSReport("leftXOffs: %f, leftYOffs: %f\n", leftXOffs, leftYOffs);
//OSReport("rightXOffs: %f, rightYOffs: %f\n", rightXOffs, rightYOffs);
// Right Collider
colliders[1].init(this,
/*xOffset=*/rightXOffs, /*yOffset=*/rightYOffs,
/*topYOffset=*/0.0f,
/*rightSize=*/anotherThing, /*leftSize=*/0.0f,
/*rotation=*/rotation - 0x2000, /*_45=*/1
);
colliders[1]._47 = 0xA;
colliders[1].flags = 0x80100 | 0x800;
// Left Collider
colliders[2].init(this,
/*xOffset=*/leftXOffs, /*yOffset=*/leftYOffs,
/*topYOffset=*/0.0f,
/*rightSize=*/0.0f, /*leftSize=*/-anotherThing,
/*rotation=*/rotation + 0x2000, /*_45=*/1
);
colliders[2]._47 = 0xA;
colliders[2].flags = 0x80080 | 0x400;
return 1;
}
// This will replace Nintendo's onDraw
int daObjKinoko_c::drawHook() {
matrix.translation(pos.x, pos.y, pos.z);
matrix.applyRotationZ(&rot.z);
matrix.applyRotationX(&xRotator.output);
matrix.applyRotationZ(&zRotator.output);
renderer.drawWithMatrix(0.0f, &matrix);
return 1;
}
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