#include #include #include ////////////////////////////////////////////////////////// // // 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; float zOrder; 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. float zLevels[16] = {-6500.0, -5000.0, -4500.0, -2000.0, -1000.0, 300.0, 800.0, 1600.0, 2000.0, 3600.0, 4000.0, 4500.0, 6000.0, 6500.0, 7000.0, 7500.0 }; this->zOrder = zLevels[(this->settings >> 16) & 0xF]; // 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) { // TITLESCREEN STUFF // DEFAULT case 0: //Red ballon, bobs setupModel("arrow", "g3d/bre0.brres", "ballon_red"); SetupTextures_Item(&bodyModel, 0); this->pos.z = -3300.0; setupAnim("anim00", 1.0); break; case 1: //Green ballon, bobs setupModel("arrow", "g3d/bre1.brres", "ballon_green"); SetupTextures_Item(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim01", 1.0); break; case 2: // Mario, using "wait" with mouth open setupModel("arrow", "g3d/bre2.brres", "mario_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = -3000.0; setupAnim("anim02", 1.0); break; case 3: // Peach, custom anim, bobs setupModel("arrow", "g3d/bre3.brres", "peach_ts"); SetupTextures_Enemy(&bodyModel, 0); this->pos.z = -3000.0; setupAnim("anim03", 1.0); break; case 4: // Luigi with mouth open using "wait", bobs setupModel("arrow", "g3d/bre4.brres", "luigi_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim04", 1.0); break; case 5: // Yellow Toad with mouth open, does wait, bobs setupModel("arrow", "g3d/bre5.brres", "toady_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim05", 1.0); break; case 6: // Blue Toad with mouth open, bobs head and himself setupModel("arrow", "g3d/bre6.brres", "toadb_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim06", 1.0); break; // BOWSER BEAT TS case 7: // Mario's clowncar, bobs, animates propeller setupModel("block_arrow", "g3d/bre7.brres", "clowncar_mario"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim07", 1.0); break; case 8: // Weegee clowncar, bobs, animates propeller, spins setupModel("block_arrow", "g3d/bre8.brres", "clowncar_luigi"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim08", 2.0); break; case 9: // Toad Yellow clowncar, bobs, animates propeller setupModel("block_arrow", "g3d/bre9.brres", "clowncar_toady"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim09", 1.0); break; case 10: // Toad Blue, bobs, animates propeller setupModel("block_arrow", "g3d/bre10.brres", "clowncar_toadb"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim10", 1.0); break; case 11: // Peach clowncar, bobs, animates propeller setupModel("block_arrow", "g3d/bre11.brres", "clowncar_peach"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim11", 1.0); break; case 12: // Mario in a clowncar, bobbing, with fist outstretched. setupModel("block_arrow", "g3d/bre12.brres", "mario_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim12", 1.0); break; case 13: // Weegee failing setupModel("block_arrow", "g3d/bre13.brres", "luigi_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim13", 2.0); break; case 14: // Toad Yellow, bobs head, bobs setupModel("block_arrow", "g3d/bre14.brres", "toady_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim14", 1.0); break; case 15: // Blue Toad, bobs head, bobs setupModel("block_arrow", "g3d/bre15.brres", "toadb_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim15", 1.0); break; case 16: // Peach laughing, bobbing setupModel("block_arrow", "g3d/bre16.brres", "peach_end"); SetupTextures_Enemy(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim16", 1.0); break; //PERFECT FILE TS case 17: // This is the peach castle backdrop setupModel("arrow", "g3d/bre17.brres", "ground_perfect"); SetupTextures_Map(&bodyModel, 0); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim17", 1.0); break; case 18: // Mario very small, looking up. setupModel("arrow", "g3d/bre18.brres", "mario_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim18", 1.0); break; case 19: // Weegee very small, looking up. setupModel("arrow", "g3d/bre19.brres", "luigi_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim19", 1.0); break; case 20: // Yellow Toad, very small, looking up. setupModel("arrow", "g3d/bre16.brres", "toady_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim20", 1.0); break; case 21: // Blue Toad, very small, looking up. setupModel("arrow", "g3d/bre16.brres", "toadb_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim21", 1.0); break; case 22: // I don't think this is used, actually :| setupModel("arrow", "g3d/bre22.brres", "peach_perfect"); SetupTextures_Enemy(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim22", 1.0); break; case 23: // I don't think this is used, actually :| setupModel("arrow", "g3d/bre23.brres", "backdrop"); SetupTextures_Map(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("anim23", 1.0); break; // A level thing case 24: // Small cloud, bobs up and down setupModel("arrow", "g3d/bre24.brres", "cloud"); SetupTextures_Item(&bodyModel, 0); this->pos.z = -3300.0; setupAnim("anim24", 1.0); break; // Here begins the ending crap case 25: // Ship fallen, with broken propellers and cannons. setupModel("cage_boss_koopa", "g3d/ShipFallen.brres", "KoopaShip"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("animation", 1.0); break; case 26: // A tree. From the ghost bg. setupModel("cage_boss_koopa", "g3d/tree_end.brres", "tree"); SetupTextures_Map(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("animation", 1.0); break; case 27: // Bowser, laying down, eyes closed. Medic? Medic! setupModel("cage_boss_koopa", "g3d/bowser_dead.brres", "koopa"); SetupTextures_Boss(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("animation", 1.0); break; case 28: // A car. The animation has it tilted slightly. It's a bit darker than usual. setupModel("cage_boss_koopa", "g3d/clown_car_end.brres", "car"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3000.0; setupAnim("animation", 1.0); break; //CREDITS SHIT case 29: // Mario's clowncar, bobs, animates propeller setupModel("kameck_princess", "g3d/bre29.brres", "clowncar_mario"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim29", 1.0); break; case 30: // Weegee clowncar, bobs, animates propeller setupModel("kameck_princess", "g3d/bre30.brres", "clowncar_luigi"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim30", 1.0); break; case 31: // Toad Yellow clowncar, bobs, animates propeller setupModel("kameck_princess", "g3d/bre31.brres", "clowncar_toady"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim31", 1.0); break; case 32: // Toad Blue, bobs, animates propeller setupModel("kameck_princess", "g3d/bre32.brres", "clowncar_toadb"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim32", 1.0); break; case 33: // Peach clowncar, bobs, animates propeller setupModel("kameck_princess", "g3d/bre33.brres", "clowncar_peach"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim33", 1.0); break; case 34: // Mario in a clowncar, bobbing, with fist outstretched. setupModel("kameck_princess", "g3d/bre34.brres", "mario_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 0; setupAnim("anim34", 1.0); break; case 35: // Weegee setupModel("kameck_princess", "g3d/bre35.brres", "luigi_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim35", 1.0); break; case 36: // Toad Yellow, bobs head, bobs setupModel("kameck_princess", "g3d/bre36.brres", "toady_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim36", 1.0); break; case 37: // Blue Toad, bobs head, bobs setupModel("kameck_princess", "g3d/bre37.brres", "toadb_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim37", 1.0); break; case 38: // Peach laughing, bobbing setupModel("kameck_princess", "g3d/bre38.brres", "peach_end"); SetupTextures_Enemy(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim38", 1.0); break; case 39: // PC Backdrop again setupModel("CreditsBG", "g3d/dupa.brres", "ground_perfect"); SetupTextures_Map(&bodyModel, 0); this->pos.z = 0.0; setupAnim("anim38", 1.0); break; case 40: // Chestnut Canopy setupModel("chestnut", "g3d/canopy.brres", "canopy"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; // setupAnim("anim38", 1.0); break; case 41: // Chestnut Canopy setupModel("chestnut", "g3d/canopy_1.brres", "canopy_1"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; // setupAnim("anim38", 1.0); break; case 42: // Chestnut Canopy setupModel("chestnut", "g3d/canopy_2.brres", "canopy_2"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 0.0; // setupAnim("anim38", 1.0); break; } 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() { if pos.z == -6500.0 { matrix.translation(pos.x, pos.y, pos.z + this->zOrder); } // Set where to draw the model : -5500.0 is the official behind layer 2, while 5500.0 is in front of layer 0. else { matrix.translation(pos.x, pos.y, pos.z); } // 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; }