summaryrefslogtreecommitdiff
path: root/src/makeYourOwnModelSprite.cpp
blob: 82718c764b0e3a39575ce1ab63edbade67057395 (plain)
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
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
#include <common.h>
#include <game.h>
#include <g3dhax.h>


//////////////////////////////////////////////////////////
//
//	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;
	bool customZ;

	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];

	this->customZ = (((this->settings >> 16) & 0xF) != 0);

	// 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;	
		
		case 43:		// BallonR

			setupModel("OpeningScene", "g3d/ballon.brres", "ballon_red"); 
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 0.0;

				setupAnim("anim", 1.0); 
			break;	
			
		case 44:		// BallonG

			setupModel("OpeningScene", "g3d/ballon2.brres", "ballon_green"); 
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 0.0;

				setupAnim("anim", 1.0); 
			break;	
			
		case 45:		// Luigi Opening

			setupModel("OpeningScene", "g3d/weeg.brres", "weeg"); 
			SetupTextures_Player(&bodyModel, 0);
			this->pos.z = 0.0;

				setupAnim("anim", 1.0); 
			break;	
			
		case 46:		// Mario Opening

			setupModel("OpeningScene", "g3d/maleo.brres", "maleo"); 
			SetupTextures_Player(&bodyModel, 0);
			this->pos.z = 0.0;

				setupAnim("anim", 1.0); 
			break;	
			
		case 47:		// ToaB

			setupModel("OpeningScene", "g3d/todb.brres", "todb"); 
			SetupTextures_Player(&bodyModel, 0);
			this->pos.z = 0.0;

				setupAnim("anim", 1.0); 
			break;	

		case 48:		// ToaY

			setupModel("OpeningScene", "g3d/tody.brres", "tody"); 
			SetupTextures_Player(&bodyModel, 0);
			this->pos.z = 0.0;

				setupAnim("anim", 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 (customZ) {
		matrix.translation(pos.x, pos.y, 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 - 6500.0); }	// 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(true);			// Do some shit

	bodyModel.scheduleForDrawing();		// Add it to the draw list for the game
	return true;
}