#include #include #include ////////////////////////////////////////////////////////// // // 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/model0.brres", "model0"); // arc name (no .arc), brres name, model name SetupTextures_Item(&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 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("anim11", 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/model0.brres", "model0"); // arc name (no .arc), brres name, model name SetupTextures_Item(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim12", 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/model0.brres", "model0"); // arc name (no .arc), brres name, model name SetupTextures_Item(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim13", 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/model0.brres", "model0"); // arc name (no .arc), brres name, model name SetupTextures_Item(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim14", 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/model0.brres", "model0"); // arc name (no .arc), brres name, model name SetupTextures_Item(&bodyModel, 0); this->pos.z = 3300.0; setupAnim("anim15", 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; }