summaryrefslogtreecommitdiff
path: root/src/summermodel.cpp
blob: 5a765495a0140c89484341a5ba945926b61c32f2 (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
#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;

	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.

	// 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) {

		// COPY FROM BELOW HERE

		case 0:		// If nyb 12 is 0, it'll load this model

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = -3300.0;

			setupAnim("anim00", 1.0); // AnmChr name, animation speed

			break;	// ends the case

		// TO HERE
		// That is a 'block' of case code, which will run depending on your sprite setting

		case 1:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim01", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 2:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim02", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 3:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim03", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 4:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim04", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 5:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim05", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 6:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim06", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 7:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim07", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 8:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim08", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 9:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim09", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 10:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim00", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 11:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim01", 1.0); // AnmChr name, animation speed
			break;	// ends the case	

		case 12:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim02", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 13:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim03", 1.0); // AnmChr name, animation speed
			break;	// ends the case

		case 14:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim04", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 15:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim05", 1.0); // AnmChr name, animation speed
			break;	// ends the case
			
		case 16:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim01", 1.0); // AnmChr name, animation speed
			break;	// ends the case	

		case 17:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim02", 1.0); // AnmChr name, animation speed
			break;	// ends the case	

		case 18:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim03", 1.0); // AnmChr name, animation speed
			break;	// ends the case

		case 19:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim04", 1.0); // AnmChr name, animation speed
			break;	// ends the case

		case 20:		// If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!

			setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
			SetupTextures_Item(&bodyModel, 0);
			this->pos.z = 3300.0;

			setupAnim("anim05", 1.0); // AnmChr name, animation speed
			break;	// ends the case			
			
	}

	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() {
	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(false);			// Do some shit

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