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author | Treeki <treeki@gmail.com> | 2013-02-22 00:24:16 +0100 |
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committer | Treeki <treeki@gmail.com> | 2013-02-22 00:24:16 +0100 |
commit | 1aa3c19834f16d5153fba34c7ef9dc5a66be9466 (patch) | |
tree | 5a6e5a3b248a4f53f6f39aae615ffc689134113c /src | |
parent | 47c6a8826430eb0836cb0ef811f7492cae76e91c (diff) | |
download | kamek-1aa3c19834f16d5153fba34c7ef9dc5a66be9466.tar.gz kamek-1aa3c19834f16d5153fba34c7ef9dc5a66be9466.zip |
add swimming support for maps, FINALLY
Diffstat (limited to 'src')
-rw-r--r-- | src/koopatlas/core.cpp | 2 | ||||
-rw-r--r-- | src/koopatlas/player.cpp | 59 | ||||
-rw-r--r-- | src/koopatlas/player.h | 4 |
3 files changed, 61 insertions, 4 deletions
diff --git a/src/koopatlas/core.cpp b/src/koopatlas/core.cpp index 9a24f82..d4130c4 100644 --- a/src/koopatlas/core.cpp +++ b/src/koopatlas/core.cpp @@ -247,6 +247,7 @@ bool WMInit_SetupExtra(void *ptr) { SpammyReport("creating player\n"); wm->player = (daWMPlayer_c*)CreateParentedObject(WM_PLAYER, wm, 0, 2); wm->player->modelHandler->mdlClass->setPowerup(Player_Powerup[0]); + wm->player->bindPats(); wm->player->modelHandler->mdlClass->startAnimation(0, 1.2f, 10.0f, 0.0f); // since we've got all the resources, set up the path data too @@ -724,6 +725,7 @@ void dScKoopatlas_c::executeState_PowerupsWait() { if (!stockItem->show) { player->modelHandler->mdlClass->setPowerup(Player_Powerup[0]); + player->bindPats(); state.setState(&StateID_Normal); hud->unhideAll(); diff --git a/src/koopatlas/player.cpp b/src/koopatlas/player.cpp index e549871..3edb202 100644 --- a/src/koopatlas/player.cpp +++ b/src/koopatlas/player.cpp @@ -1,16 +1,37 @@ #include "koopatlas/player.h" daWMPlayer_c *daWMPlayer_c::instance; +static const char *mdlNames[] = {"MB_model", "SMB_model", "PLMB_model", "PMB_model"}; +static const char *patNames[] = {"PB_switch_swim", "PB_switch_swim", "PLMB_switch_swim", "PLB_switch_swim"}; 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(); + + // Here we do a bit of a hack + //this->modelHandler->loadModel(0, 3, 1); + dPlayerModel_c *pm = (dPlayerModel_c*)modelHandler->mdlClass; + + pm->mode_maybe = 1; + pm->player_id_1 = 0; + pm->allocator.link(0xC000, GameHeaps[0], 0, 0x20); + pm->prepare(); + + for (int i = 0; i < 4; i++) { + nw4r::g3d::ResMdl mdl = pm->modelResFile.GetResMdl(mdlNames[i]); + nw4r::g3d::ResAnmTexPat pat = pm->modelResFile.GetResAnmTexPat(patNames[i]); + + pats[i].setup(mdl, pat, &pm->allocator, 0, 1); + } + + pm->allocator.unlink(); + pm->setPowerup(3); + pm->finaliseModel(); + + pm->startAnimation(0, 1.2, 10.0, 0.0); + modelHandler->setSRT((Vec){0.0,100.0,-100.0}, (S16Vec){0,0,0}, (Vec){2.0,2.0,2.0}); hammerSuit.setup(this->modelHandler); @@ -26,6 +47,10 @@ int daWMPlayer_c::onCreate() { timer = 0; jumpOffset = 0.0; + // -1 or 0xC000? normally we use -1 but Player uses 0xC000.... + //allocator.link(0xC000, GameHeaps[0], 0, 0x20); + //allocator.unlink(); + return true; } @@ -49,6 +74,7 @@ int daWMPlayer_c::onExecute() { dScKoopatlas_c::instance->pathManager.execute(); this->modelHandler->update(); + pats[((dPlayerModel_c*)modelHandler->mdlClass)->currentPlayerModelID].process(); mMtx myMatrix; myMatrix.scale(scale.x, scale.y, scale.z); @@ -95,13 +121,38 @@ void daWMPlayer_c::startAnimation(int id, float frame, float unk, float updateRa if (id == currentAnim && frame == currentFrame && unk == currentUnk && updateRate == currentUpdateRate) return; + bool isOldSwimming = (currentAnim == swim_wait); + bool isNewSwimming = (id == swim_wait); + currentAnim = id; currentFrame = frame; currentUnk = unk; currentUpdateRate = updateRate; this->modelHandler->mdlClass->startAnimation(id, frame, unk, updateRate); + + if (isOldSwimming != isNewSwimming) + bindPats(); } +void daWMPlayer_c::bindPats() { + dPlayerModel_c *pm = (dPlayerModel_c*)modelHandler->mdlClass; + int id = pm->currentPlayerModelID; + + static const float frames[] = {0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 2.0f, 3.0f}; + float frame = frames[pm->powerup_id]; + if (currentAnim == swim_wait) + frame += (pm->powerup_id == 4 || pm->powerup_id == 5) ? 1.0f : 4.0f; + + nw4r::g3d::ResAnmTexPat pat = pm->modelResFile.GetResAnmTexPat(patNames[id]); + pats[id].bindEntry( + &pm->models[id].body, + &pat, + 0, 4); + pats[id].setUpdateRateForEntry(0.0f, 0); + pats[id].setFrameForEntry(frame, 0); + + pm->models[id].body.bindAnim(&pats[id]); +} daWMPlayer_c *daWMPlayer_c::build() { diff --git a/src/koopatlas/player.h b/src/koopatlas/player.h index db9b16a..074c72d 100644 --- a/src/koopatlas/player.h +++ b/src/koopatlas/player.h @@ -33,6 +33,10 @@ class daWMPlayer_c : public dActor_c { mEf::es2 effect; dHammerSuitRenderer_c hammerSuit; + mHeapAllocator_c allocator; + m3d::anmTexPat_c pats[4]; + void bindPats(); + void startAnimation(int id, float frame, float unk, float updateRate); static daWMPlayer_c *build(); |