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#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;
}
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