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#include "koopatlas/player.h"
#include "koopatlas/subplayer.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);
this->modelHandler->loadModel(0, 3, 2);
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 (!dScKoopatlas_c::instance->mapIsRunning())
return true;
dScKoopatlas_c::instance->pathManager.execute();
// work out the Z positions first of all
struct ySortThing_s {
float y; int id;
};
ySortThing_s sorts[4];
sorts[0].y = pos.y;
sorts[0].id = 0;
for (int i = 1; i < 4; i++) {
sorts[i].y = stateHistory[i * SUBPLAYER_DISTANCE].pos.y;
sorts[i].id = i;
}
// bubble sort it with an algorithm from wikipedia
bool swapped;
do {
swapped = false;
for (int i = 1; i < 4; i++) {
if (sorts[i-1].y > sorts[i].y) {
ySortThing_s forSwap = sorts[i-1];
sorts[i-1] = sorts[i];
sorts[i] = forSwap;
swapped = true;
}
}
} while (swapped);
// then put together the positions
float chosenZPositions[4];
for (int i = 0; i < 4; i++)
chosenZPositions[sorts[i].id] = 3100.0f - (i * 25.0f);
pos.z = chosenZPositions[0];
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; }
}
if (stateHistoryBuilt) {
for (int i = STATE_COUNT - 1; i >= 1; i--)
stateHistory[i] = stateHistory[i - 1];
}
state_s *st = &stateHistory[0];
st->pos = pos;
st->scale = scale;
st->rot = rot;
st->repeatedEffect = (hasEffect ? effectName : 0);
st->nowEffect = nextNowEffect;
st->repeatedSound = (hasSound ? soundName : 0);
st->nowSound = nextNowSound;
st->jumpOffset = jumpOffset;
st->anim = currentAnim;
st->animFrame = currentFrame;
st->animUnk = currentUnk;
st->animUpdateRate = currentUpdateRate;
if (!stateHistoryBuilt) {
for (int i = 1; i < STATE_COUNT; i++)
stateHistory[i] = stateHistory[0];
stateHistoryBuilt = true;
}
nextNowEffect = 0;
nextNowSound = 0;
for (int i = 0; i < 3; i++) {
daWMSubPlayer_c *sp = dScKoopatlas_c::instance->subPlayer[i];
state_s *st = &stateHistory[(i+1) * SUBPLAYER_DISTANCE];
st->pos.z = chosenZPositions[i+1];
sp->update(st);
}
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;
}
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