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-rw-r--r--src/bossCaptainBowser.cpp14
-rw-r--r--src/summermodel.cpp286
2 files changed, 293 insertions, 7 deletions
diff --git a/src/bossCaptainBowser.cpp b/src/bossCaptainBowser.cpp
index c894ecd..a8602c2 100644
--- a/src/bossCaptainBowser.cpp
+++ b/src/bossCaptainBowser.cpp
@@ -7,7 +7,7 @@
extern "C" void *BowserExitDemoState(void *, unsigned int);
extern "C" void *ForceMarioExitDemoMode(void *, unsigned int);
-extern "C" void *ShakeScreen(void *, unsigned int, unsigned int, unsigned int);
+extern "C" void *ShakeScreen(void *, unsigned int, unsigned int, unsigned int, unsigned int);
extern "C" void *StageScreen;
@@ -419,16 +419,15 @@ int daCaptainBowser::onDraw() {
this->chrAnimation.setCurrentFrame(0.0); }
// Screen Rumble
- // if ((this->timer > 180) && (this->timer < 420)) {
- if (this->timer == 180) {
+ if ((this->timer > 180) && (this->timer < 420)) {
+ // if (this->timer == 180) {
// Do Rumbly - 807CD3AC
pos.x = ClassWithCameraInfo::instance->screenCentreX;
pos.y = ClassWithCameraInfo::instance->screenCentreY;
- ShakeScreen(StageScreen, 5, 1, 0);
- OSReport("Shit Happens");
- PlaySound(this, SE_BOSS_KOOPA_RUMBLE1); // 0x5D4
+ ShakeScreen(StageScreen, 2, 1, 0, 0);
+ PlaySoundAsync(this, SE_BOSS_KOOPA_RUMBLE1); // 0x5D4
// Stage80::instance->ShakeScreen(self, 5, 1, 0);
}
@@ -451,7 +450,8 @@ int daCaptainBowser::onDraw() {
}
if (this->chrAnimation.getCurrentFrame() > 53.0) {
- effect.spawn("Wm_ko_shout", 0, &(Vec){pos.x-186.0, pos.y+144.0, pos.z}, &(S16Vec){0,0,0x7000}, &(Vec){1.0, 1.0, 1.0});
+ ShakeScreen(StageScreen, 2, 2, 0, 0);
+ effect.spawn("Wm_ko_shout", 0, &(Vec){pos.x-182.0, pos.y+132.0, pos.z}, &(S16Vec){0,0,0x7000}, &(Vec){1.0, 1.0, 1.0});
}
}
diff --git a/src/summermodel.cpp b/src/summermodel.cpp
new file mode 100644
index 0000000..ddbc2e5
--- /dev/null
+++ b/src/summermodel.cpp
@@ -0,0 +1,286 @@
+#include <common.h>
+#include <game.h>
+#include <g3dhax.h>
+
+
+//////////////////////////////////////////////////////////
+//
+// How it works:
+//
+// 1) Skip down to line 70 - read the comments along the way if you like
+// 2) Change the stuff inside " " to be what you want.
+// 3) Copy paste an entire 'case' section of code, and change the number to change the setting it uses
+// 4) give it back to Tempus to compile in
+//
+
+
+
+// This is the class allocator, you don't need to touch this
+class dMakeYourOwn : public dStageActor_c {
+ // Let's give ourselves a few functions
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int onDraw();
+
+ static dMakeYourOwn *build();
+
+ // And a model and an anmChr
+ mHeapAllocator_c allocator;
+ m3d::mdl_c bodyModel;
+ nw4r::g3d::ResFile resFile;
+ m3d::anmChr_c chrAnimation;
+
+ nw4r::g3d::ResMdl mdl;
+
+ // Some variables to use
+ int model;
+ bool isAnimating;
+ float size;
+
+ void setupAnim(const char* name, float rate);
+ void setupModel(const char* arcName, const char* brresName, const char* mdlName);
+};
+
+// This sets up how much space we have in memory
+dMakeYourOwn *dMakeYourOwn::build() {
+ void *buffer = AllocFromGameHeap1(sizeof(dMakeYourOwn));
+ return new(buffer) dMakeYourOwn;
+}
+
+
+// Saves space when we do it like this
+void dMakeYourOwn::setupAnim(const char* name, float rate) {
+ if (isAnimating) {
+ nw4r::g3d::ResAnmChr anmChr;
+
+ anmChr = this->resFile.GetResAnmChr(name);
+ this->chrAnimation.setup(this->mdl, anmChr, &this->allocator, 0);
+ this->chrAnimation.bind(&this->bodyModel, anmChr, 1);
+ this->bodyModel.bindAnim(&this->chrAnimation, 0.0);
+ this->chrAnimation.setUpdateRate(rate);
+ }
+}
+
+void dMakeYourOwn::setupModel(const char* arcName, const char* brresName, const char* mdlName) {
+ this->resFile.data = getResource(arcName, brresName);
+ this->mdl = this->resFile.GetResMdl(mdlName);
+
+ bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
+}
+
+
+// This gets run when the sprite spawns!
+int dMakeYourOwn::onCreate() {
+
+ // Settings for your sprite!
+
+ this->model = this->settings & 0xFF; // Sets nubble 12 to choose the model you want
+ this->isAnimating = this->settings & 0x100; // Sets nybble 11 to a checkbox for whether or not the model has an anmChr to use
+ this->size = (float)((this->settings >> 24) & 0xFF) / 4.0; // Sets nybbles 5-6 to size. Size equals value / 4.
+
+ // Setup the models inside an allocator
+ allocator.link(-1, GameHeaps[0], 0, 0x20);
+
+
+ // Makes the code shorter and clearer to put these up here
+
+ // A switch case, add extra models in here
+ switch (this->model) {
+
+ // COPY FROM BELOW HERE
+
+ case 0: // If nyb 12 is 0, it'll load this model
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = -3300.0;
+
+ setupAnim("anim00", 1.0); // AnmChr name, animation speed
+
+ break; // ends the case
+
+ // TO HERE
+ // That is a 'block' of case code, which will run depending on your sprite setting
+
+ case 1: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim01", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 2: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim02", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 3: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim03", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 4: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim04", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 5: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim05", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 6: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim06", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 7: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim07", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 8: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim08", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 9: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim09", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 10: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim10", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 11: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim11", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 12: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim12", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 13: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim13", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 14: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim14", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ case 15: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
+
+ setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
+ SetupTextures_Item(&bodyModel, 0);
+ this->pos.z = 3300.0;
+
+ setupAnim("anim15", 1.0); // AnmChr name, animation speed
+ break; // ends the case
+
+ }
+
+ allocator.unlink();
+
+ if (size == 0.0) { // If the person has the size nybble at zero, make it normal sized
+ this->scale = (Vec){1.0,1.0,1.0};
+ }
+ else { // Else, use our size
+ this->scale = (Vec){size,size,size};
+ }
+
+ this->onExecute();
+ return true;
+}
+
+
+// YOU'RE DONE, no need to do anything below here.
+
+
+int dMakeYourOwn::onDelete() {
+ return true;
+}
+
+int dMakeYourOwn::onExecute() {
+ if (isAnimating) {
+ bodyModel._vf1C(); // Advances the animation one update
+
+ if(this->chrAnimation.isAnimationDone()) {
+ this->chrAnimation.setCurrentFrame(0.0); // Resets the animation when it's done
+ }
+ }
+
+ return true;
+}
+
+int dMakeYourOwn::onDraw() {
+ matrix.translation(pos.x, pos.y, pos.z - 6500.0); // Set where to draw the model : -5500.0 is the official behind layer 2, while 5500.0 is in front of layer 0.
+ matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z); // Set how to rotate the drawn model
+
+ bodyModel.setDrawMatrix(matrix); // Apply matrix
+ bodyModel.setScale(&scale); // Apply scale
+ bodyModel.calcWorld(false); // Do some shit
+
+ bodyModel.scheduleForDrawing(); // Add it to the draw list for the game
+ return true;
+}