1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
|
#include "koopatlas/player.h"
#include "koopatlas/subplayer.h"
daWMSubPlayer_c *daWMSubPlayer_c::instance;
int daWMSubPlayer_c::onCreate() {
this->modelHandler = new dPlayerModelHandler_c(settings);
// loadModel(u8 player_id, int powerup_id, int unk);
this->modelHandler->loadModel(settings, 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};
step = false;
timer = 0;
return true;
}
int daWMSubPlayer_c::onDelete() {
delete modelHandler;
return true;
}
void daWMSubPlayer_c::update(daWMPlayer_c::state_s *st) {
this->modelHandler->update();
startAnimation(st->anim, st->animFrame, st->animUnk, st->animUpdateRate);
pos = st->pos;
scale = st->scale;
rot = st->rot;
mMtx myMatrix;
myMatrix.scale(scale.x, scale.y, scale.z);
myMatrix.applyTranslation(pos.x, pos.y + st->jumpOffset, pos.z);
myMatrix.applyRotationX(&rot.x);
myMatrix.applyRotationY(&rot.y);
// Z is unused for now
modelHandler->setMatrix(myMatrix);
if (st->repeatedEffect) {
Vec effPos = {pos.x, pos.y, 3300.0f};
effect.spawn(st->repeatedEffect, 0, &effPos, &rot, &scale);
}
if (st->repeatedSound) {
timer++;
if (timer == 12) {
if (step) { MapSoundPlayer(SoundRelatedClass, st->repeatedSound, 1); step = false; }
else { MapSoundPlayer(SoundRelatedClass, st->repeatedSound+1, 1); step = true; }
timer = 0;
}
if (timer > 12) { timer = 0; }
}
if (st->nowEffect) {
SpawnEffect(st->nowEffect, 0, &pos, 0, &scale);
}
if (st->nowSound != SE_NULL) {
nw4r::snd::SoundHandle something;
PlaySoundWithFunctionB4(SoundRelatedClass, &something, st->nowSound, 1);
if (st->nowSound == SE_PLY_JUMP) {
nw4r::snd::SoundHandle something2;
PlaySoundWithFunctionB4(SoundRelatedClass, &something2, SE_VOC_MA_CS_JUMP, 1);
}
}
}
int daWMSubPlayer_c::onDraw() {
if (!visible)
return true;
this->modelHandler->draw();
hammerSuit.draw();
return true;
}
void daWMSubPlayer_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);
}
daWMSubPlayer_c *daWMSubPlayer_c::build() {
void *buffer = AllocFromGameHeap1(sizeof(daWMSubPlayer_c));
daWMSubPlayer_c *c = new(buffer) daWMSubPlayer_c;
instance = c;
return c;
}
|