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Diffstat (limited to '')
-rw-r--r-- | src/makeYourOwnModelSprite.cpp | 300 |
1 files changed, 300 insertions, 0 deletions
diff --git a/src/makeYourOwnModelSprite.cpp b/src/makeYourOwnModelSprite.cpp new file mode 100644 index 0000000..d607f78 --- /dev/null +++ b/src/makeYourOwnModelSprite.cpp @@ -0,0 +1,300 @@ +#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; + char 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("arrow", "g3d/bre0.brres", "ballon_red"); // 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("arrow", "g3d/bre1.brres", "ballon_green"); // 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 2, it'll load this model + + setupModel("arrow", "g3d/bre2.brres", "mario_ts"); // arc name (no .arc), brres name, model name + SetupTextures_Player(&bodyModel, 0); + this->pos.z = -3000.0; + + setupAnim("anim02", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 3: // If nyb 12 is 0, it'll load this model + + setupModel("arrow", "g3d/bre3.brres", "peach_ts"); // arc name (no .arc), brres name, model name + SetupTextures_Enemy(&bodyModel, 0); + this->pos.z = -3000.0; + + setupAnim("anim03", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 4: // If nyb 12 is 0, it'll load this model + + setupModel("arrow", "g3d/bre4.brres", "luigi_ts"); // arc name (no .arc), brres name, model name + SetupTextures_Player(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim04", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 5: // If nyb 12 is 0, it'll load this model + + setupModel("arrow", "g3d/bre5.brres", "toady_ts"); // arc name (no .arc), brres name, model name + SetupTextures_Player(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim05", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 6: // If nyb 12 is 0, it'll load this model + + setupModel("arrow", "g3d/bre6.brres", "toadb_ts"); // arc name (no .arc), brres name, model name + SetupTextures_Player(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim06", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 7: // If nyb 12 is 0, it'll load this model + + setupModel("block_arrow", "g3d/bre7.brres", "clowncar_mario"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&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 0, it'll load this model + + setupModel("block_arrow", "g3d/bre8.brres", "clowncar_luigi"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&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 0, it'll load this model + + setupModel("block_arrow", "g3d/bre9.brres", "clowncar_toady"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&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 0, it'll load this model + + setupModel("block_arrow", "g3d/bre10.brres", "clowncar_toadb"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3300.0; + + setupAnim("anim10", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 11: // If nyb 12 is 0, it'll load this model + + setupModel("block_arrow", "g3d/bre11.brres", "clowncar_peach"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3300.0; + + setupAnim("anim11", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 12: // If nyb 12 is 0, it'll load this model + + setupModel("block_arrow", "g3d/bre12.brres", "mario_end"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim12", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 13: // If nyb 12 is 0, it'll load this model + + setupModel("block_arrow", "g3d/bre13.brres", "luigi_end"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim13", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 14: // If nyb 12 is 0, it'll load this model + + setupModel("block_arrow", "g3d/bre14.brres", "toady_end"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim14", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 15: // If nyb 12 is 0, it'll load this model + + setupModel("block_arrow", "g3d/bre15.brres", "toadb_end"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim15", 1.0); // AnmChr name, animation speed + break; // ends the case + + case 16: // If nyb 12 is 0, it'll load this model + + setupModel("block_arrow", "g3d/bre16.brres", "peach_end"); // arc name (no .arc), brres name, model name + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("anim16", 1.0); // AnmChr name, animation speed + break; // ends the case + + // COPY the entire case here, and then change the number + // + //case 2: + //case 3: + //etc, etc... + } + + 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; +} |