#include "koopatlas/player.h" daWMPlayer_c *daWMPlayer_c::instance; int daWMPlayer_c::onCreate() { this->modelHandler = new dPlayerModelHandler_c(0); // loadModel(u8 player_id, int powerup_id, int unk); // Unk is some kind of mode: 0=in-game, 1=map, 2=2D this->modelHandler->loadModel(0, 3, 1); this->modelHandler->mdlClass->startAnimation(0, 1.2, 10.0, 0.0); this->modelHandler->setSRT((Vec){0.0,100.0,-100.0}, (S16Vec){0,0,0}, (Vec){2.0,2.0,2.0}); this->modelHandler->draw(); hammerSuit.setup(this->modelHandler); pos = (Vec){0.0f,0.0f,3000.0f}; rot = (S16Vec){0x1800,0,0}; scale = (Vec){1.6f,1.6f,1.6f}; hasEffect = false; hasSound = false; step = false; effectName = ""; soundName = 0; timer = 0; jumpOffset = 0.0; return true; } int daWMPlayer_c::onDelete() { delete modelHandler; return true; } int daWMPlayer_c::onExecute() { if (Player_Flags[0] & 1) { modelHandler->mdlClass->enableStarColours(); modelHandler->mdlClass->enableStarEffects(); dKPMusic::playStarMusic(); } if (!dScKoopatlas_c::instance->mapIsRunning()) return true; dScKoopatlas_c::instance->pathManager.execute(); this->modelHandler->update(); mMtx myMatrix; myMatrix.scale(scale.x, scale.y, scale.z); myMatrix.applyTranslation(pos.x, pos.y + jumpOffset, pos.z); myMatrix.applyRotationX(&rot.x); myMatrix.applyRotationY(&rot.y); // Z is unused for now modelHandler->setMatrix(myMatrix); if (hasEffect) { Vec effPos = {pos.x, pos.y, 3300.0f}; effect.spawn(effectName, 0, &effPos, &rot, &scale); } if (hasSound) { timer++; if (timer == 12) { if (step) { MapSoundPlayer(SoundRelatedClass, soundName, 1); step = false; } else { MapSoundPlayer(SoundRelatedClass, soundName+1, 1); step = true; } timer = 0; } if (timer > 12) { timer = 0; } } return true; } int daWMPlayer_c::onDraw() { if (!visible) return true; this->modelHandler->draw(); hammerSuit.draw(); return true; } void daWMPlayer_c::startAnimation(int id, float frame, float unk, float updateRate) { if (id == currentAnim && frame == currentFrame && unk == currentUnk && updateRate == currentUpdateRate) return; currentAnim = id; currentFrame = frame; currentUnk = unk; currentUpdateRate = updateRate; this->modelHandler->mdlClass->startAnimation(id, frame, unk, updateRate); } daWMPlayer_c *daWMPlayer_c::build() { void *buffer = AllocFromGameHeap1(sizeof(daWMPlayer_c)); daWMPlayer_c *c = new(buffer) daWMPlayer_c; instance = c; return c; }