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path: root/src/shyguy.cpp
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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "effects.h"
#include "player.h"


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

	mHeapAllocator_c allocator;
	nw4r::g3d::ResFile resFile;
	nw4r::g3d::ResFile anmFile;

	m3d::mdl_c bodyModel;

	m3d::anmChr_c animationChr;
	
	static daShyGuy *build();

	void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
	void updateModelMatrices();

	// USING_STATES(daShyGuy);
	// DECLARE_STATE(Grow);
};

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


extern "C" void *PlaySound(daShyGuy *, int soundID);
extern "C" void *StopSound(int soundID);

extern "C" u32 GenerateRandomNumber(int max);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daShyGuy *, Vec pos);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);


// CREATE_STATE(daShyGuy, Grow);


void daShyGuy::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
	nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr(name);
	this->animationChr.bind(&this->bodyModel, anmChr, unk);
	this->bodyModel.bindAnim(&this->animationChr, unk2);
	this->animationChr.setUpdateRate(rate);
}


int daShyGuy::onCreate() {

	static const char *anmNames[197] = {"DUMMY_R", "IDLE_R", "NO_SKATE_MOVE_R", "SKATE_R", "R_SKATE_R", "L_SKATE_R", "DASH_LKICK_R", "DASH_RKICK_R", "R_DASH_LKICK_R", "R_DASH_RKICK_R", "L_DASH_LKICK_R", "L_DASH_RKICK_R", "BACK_SKATE_R", "R_BACK_SKATE_R", "L_BACK_SKATE_R", "R180_SKATE_TURN_R", "L180_SKATE_TURN_R", "R_BRAKE_1_R", "R_BRAKE_2_R", "R_BRAKE_3_R", "L_BRAKE_1_R", "L_BRAKE_2_R", "L_BRAKE_3_R", "BACK_BRAKE_1_R", "BACK_BRAKE_2_R", "BACK_BRAKE_3_R", "TACKLE_M_DASH_LKICK_R", "TACKLE_M_DASH_RKICK_R", "TACKLE_M_R_DASH_LKICK_R", "TACKLE_M_R_DASH_RKICK_R", "TACKLE_M_L_DASH_LKICK_R", "TACKLE_M_L_DASH_RKICK_R", "TACKLE_R", "TACKLE_END_R", "TACKLE_STEAL_R", "TACKLE_R_CLASH_R", "TACKLE_L_CLASH_R", "TACKLE_BACK_CLASH_R", "PACK_CATCH_FRONT_R", "PACK_CATCH_RIGHT_R", "PACK_CATCH_LEFT_R", "PACK_CATCH_BACK_R", "NORMAL_STEAL_R", "DIVING_STEAL_R", "DIVING_STEAL_CATCH_R", "DIVING_STEAL_MISS_R", "FACEOFF_SET_START_R", "FACEOFF_SET_IDLE_R", "FACEOFF_R", "FACEOFF_BATTLE_R", "FACEOFF_PUSH_R", "FACEOFF_WIN_R", "FACEOFF_MISS_R", "T_ATK01_START_R", "T_ATK01_END_R", "T_ATK02_START_R", "T_ATK02_END_R", "T_ATK03_START_R", "T_ATK03_LOOP_R", "T_ATK03_END_R", "FIGHTING_R", "OB_IDLE_R", "OB_NO_SKATE_MOVE_R", "OB_SKATE_R", "OB_R_SKATE_R", "OB_L_SKATE_R", "OB_DASH_LKICK_R", "OB_DASH_RKICK_R", "OB_R_DASH_LKICK_R", "OB_R_DASH_RKICK_R", "OB_L_DASH_LKICK_R", "OB_L_DASH_RKICK_R", "OB_BACK_SKATE_R", "OB_R_BACK_SKATE_R", "OB_L_BACK_SKATE_R", "OB_R180_SKATE_TURN_R", "OB_L180_SKATE_TURN_R", "OB_R_BRAKE_1_R", "OB_R_BRAKE_2_R", "OB_R_BRAKE_3_R", "OB_L_BRAKE_1_R", "OB_L_BRAKE_2_R", "OB_L_BRAKE_3_R", "OB_BACK_BRAKE_1_R", "OB_BACK_BRAKE_2_R", "OB_BACK_BRAKE_3_R", "OB_TACKLE_RS_CLASH_R", "OB_TACKLE_LS_CLASH_R", "OB_TACKLE_BACK_CLASH_R", "F_SHOOT_POSE_R", "F_SHOOT_CHARGE_R", "F_SHOOT_R", "F_SHOOT_FEINT_R", "C_SHOOT_POSE_R", "C_SHOOT_LOOP_R", "C_SHOOT_R", "C_SHOOT_FEINT_R", "GUARD_F_START_R", "GUARD_F_IDLE_R", "GUARD_F_THROUGH_R", "GUARD_F_THROUGH_POSE_R", "GUARD_F_THROUGH_MISS_R", "GUARD_B_START_R", "GUARD_B_IDLE_R", "GUARD_B_THROUGH_R", "GUARD_B_THROUGH_POSE_R", "GUARD_B_THROUGH_MISS_R", "OB_R_TRICK_MOVE_1_R", "OB_R_TRICK_MOVE_2_R", "OB_R_TRICK_MOVE_3_R", "OB_R_TRICK_MOVE_4_R", "OB_R_TRICK_MOVE_5_R", "OB_L_TRICK_MOVE_1_R", "OB_L_TRICK_MOVE_2_R", "OB_L_TRICK_MOVE_3_R", "OB_L_TRICK_MOVE_4_R", "OB_L_TRICK_MOVE_5_R", "L_DMG_F_1_R", "L_DMG_F_2_R", "L_DMG_F_3_R", "L_DMG_F_4_R", "M_DMG_F_1_R", "M_DMG_F_2_R", "M_DMG_F_3_R", "M_DMG_F_4_R", "R_HIT_DMG_F_1_R", "R_HIT_DMG_F_2_R", "WALL_HIT_DMG_F_3_R", "WALL_HIT_DMG_F_4_R", "L_HIT_DMG_F_1_R", "L_HIT_DMG_F_2_R", "WALL_HIT_DMG_B_3_R", "WALL_HIT_DMG_B_4_R", "WALL_DMG_F_R", "WALL_DMG_B_R", "FIRE_DMG_1_R", "FIRE_DMG_2_R", "FIRE_DMG_RUN_R", "SPIN_DMG_R", "SPIN_DMG_FRAFRA_R", "MEROMERO_DMG_R", "ONARA_DMG_R", "FRAFRA_DMG_1_R", "BIRIBIRI_DMG_R", "TURUTURU_DMG_R", "TURUTURU_DMG_LOOP_R", "TURUTURU_DMG_UP_R", "OTTOTTO_DMG_R", "TURURIN_DMG_ST_R", "TURURIN_DMG_LOOP_R", "TURURIN_DMG_ED_R", "EV_WIN_1_R", "EV_WIN_2_R", "EV_LOSE_1_R", "EV_LOSE_2_R", "SP_START_R", "SP_1_A_R", "SP_1_B_R", "SP_1_C_R", "SP_1_D_R", "SP_1_E_R", "SP_2_A_R", "SP_2_B_R", "SP_2_C_R", "SP_2_D_R", "SP_2_E_R", "SP_3_R", "SP_LOOP_R", "R_SLIDE_R", "L_SLIDE_R", "R_BLOCK_R", "R_BLOCK_UP_R", "R_BLOCK_BREAK_R", "L_BLOCK_R", "L_BLOCK_UP_R", "L_BLOCK_BREAK_R", "C_BLOCK_R", "C_BLOCK_UP_R", "C_BLOCK_BREAK_R", "H_SHOT_R", "SP_BLOCK_R", "SP_BLOCK_UP_R", "H_CUT_R", "DIVING_STEAL_R_CATCH_R", "DIVING_STEAL_L_CATCH_R", "DOWN_UP_R", "RESULT_R", "DM_IDLE_R", "DM_JUMP_R", "DM_VS_IN_R", "DM_VS_IDLE_R", "DM_CAP_IN_R", "DM_CAP_IDLE_R", "SL_EV_WIN_1_R", "SL_EV_WIN_2_R", "SL_EV_LOSE_1_R", "SL_EV_LOSE_2_R"};
	int anm = this->settings >> 24;

	OSReport("Creating the ShyGuy Model\n");
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyRed.brres");
	nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("body_h");
	bodyModel.setup(mdl, &allocator, 0x224, 1, 0);

	// Animations start here
	bool ret;
	this->anmFile.data = getResource("lemmy_ball", "g3d/ShyGuyAnimations.brres");
	nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr(anmNames[anm]);
	ret = this->animationChr.setup(mdl, anmChr, &this->allocator, 0);

	allocator.unlink();


	OSReport("Setting ShyGuy's Size to 1.0\n");
	this->scale = (Vec){20.0, 20.0, 20.0};

	OSReport("Creating ShyGuy's Physics Struct\n");

	ActivePhysics::Info HitMeBaby;
	HitMeBaby.xDistToCenter = 0.0;
	HitMeBaby.yDistToCenter = 0.0;

	HitMeBaby.xDistToEdge = 32.0;
	HitMeBaby.yDistToEdge = 32.0;

	HitMeBaby.category1 = 0x3;
	HitMeBaby.category2 = 0x0;
	HitMeBaby.bitfield1 = 0x4F;
	HitMeBaby.bitfield2 = 0x8828E;
	HitMeBaby.unkShort1C = 0;
	HitMeBaby.callback = &dEn_c::collisionCallback;

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

	OSReport("Setting up ShyGuy's Box of Goodies\n");
	this->pos.y = 32.0; // X is vertical axis
	this->rot.x = 0; // X is vertical axis
	this->rot.y = 0; // Y is horizontal axis
	this->rot.z = 0; // Z is ... an axis >.>
	this->direction = 0; // Heading left.
	
	this->speed.x = 0;
	
	bindAnimChr_and_setUpdateRate(anmNames[anm], 1, 0.0, 1.0);
		
	// OSReport("Setting ShyGuy's State");
	// doStateChange(&StateID_Grow);

	OSReport("Going to Execute ShyGuy\n");
	this->onExecute();
	return true;
}

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

int daShyGuy::onExecute() {
	updateModelMatrices();

	if(this->animationChr.isAnimationDone())
		this->animationChr.setCurrentFrame(0.0);

	// if (this->aPhysics.result1 == 1) {
	// 	char PlayerID = NearestPlayer(this);
	// 	dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
		
	// 	this->_vf220(Player);
	// }
	
	return true;
}


int daShyGuy::onDraw() {
	bodyModel.scheduleForDrawing();
	bodyModel._vf1C();

	return true;
}

void daShyGuy::updateModelMatrices() {
	// This won't work with wrap because I'm lazy.
	matrix.translation(pos.x, pos.y, pos.z);
	matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);

	bodyModel.setDrawMatrix(matrix);
	bodyModel.setScale(&scale);
	bodyModel.calcWorld(false);
}