diff options
Diffstat (limited to '')
-rw-r--r-- | src/wm_path_manager.cpp | 211 | ||||
-rw-r--r-- | src/worldmap.cpp | 187 | ||||
-rw-r--r-- | src/worldmap.h | 184 |
3 files changed, 330 insertions, 252 deletions
diff --git a/src/wm_path_manager.cpp b/src/wm_path_manager.cpp new file mode 100644 index 0000000..d94e5be --- /dev/null +++ b/src/wm_path_manager.cpp @@ -0,0 +1,211 @@ +#include "worldmap.h" + +dWMPathManager_c *dWMPathManager_c::instance = 0; + +dWMPathManager_c *dWMPathManager_c::build() { + OSReport("Creating WM_PathManager\n"); + + void *buffer = AllocFromGameHeap1(sizeof(dWMPathManager_c)); + dWMPathManager_c *c = new(buffer) dWMPathManager_c; + + OSReport("Created WM_PathManager @ %p\n", c); + + instance = c; + return c; +} + + + +dWMPathManager_c::dWMPathManager_c() { +} + + +int dWMPathManager_c::onCreate() { + return true; +} + + +int dWMPathManager_c::onDelete() { + return true; +} + + +int dWMPathManager_c::onExecute() { + if (!dScNewerWorldMap_c::instance->canDoStuff()) return true; + + int heldButtons = Remocon_GetButtons(GetActiveRemocon()); + int nowPressed = Remocon_GetPressed(GetActiveRemocon()); + + if (isMoving) { + moveThroughPath(); + } else { + if (nowPressed & WPAD_LEFT && currentPoint->exits.asDirection.left.isValid()) + startMovementTo(LEFT); + else if (nowPressed & WPAD_RIGHT && currentPoint->exits.asDirection.right.isValid()) + startMovementTo(RIGHT); + else if (nowPressed & WPAD_UP && currentPoint->exits.asDirection.up.isValid()) + startMovementTo(UP); + else if (nowPressed & WPAD_DOWN && currentPoint->exits.asDirection.down.isValid()) + startMovementTo(DOWN); + else if (nowPressed & WPAD_TWO) + activatePoint(); + } + + return true; +} + + +void dWMPathManager_c::moveThroughPath() { + // figure out how much to move on each step + Vec from, to; + if (reverseThroughPath) { + from = currentSegment->end; + to = currentSegment->start; + } else { + from = currentSegment->start; + to = currentSegment->end; + } + + Vec move; + move.x = to.x - from.x; + move.y = to.y - from.y; + move.z = to.z - from.z; + + VECNormalize(&move, &move); + VECScale(&move, &move, currentSegment->stepsPerFrame); + + daWMPlayer_c *player = daWMPlayer_c::instance; + player->pos.x += move.x; + player->pos.y += move.y; + player->pos.z += move.z; + + // have we reached the end? + bool xAtEnd = false; + bool yAtEnd = false; + bool zAtEnd = false; + + if (move.x > 0) { + xAtEnd = (player->pos.x >= to.x); + } else { + xAtEnd = (player->pos.x <= to.x); + } + + if (move.y > 0) { + yAtEnd = (player->pos.y >= to.y); + } else { + yAtEnd = (player->pos.y <= to.y); + } + + if (move.z > 0) { + zAtEnd = (player->pos.z >= to.z); + } else { + zAtEnd = (player->pos.z <= to.z); + } + + if (xAtEnd && yAtEnd && zAtEnd) { + MapReport("reached end of segment %d\n", currentSegmentID); + + int nextSegment = currentSegmentID + (reverseThroughPath ? -1 : 1); + if (nextSegment == -1 || nextSegment == currentPath->segCount) { + MapReport("reached end of path\n"); + + currentPoint = nextPoint; + player->pos = currentPoint->position; + player->startAnimation(0, 1.2, 10.0, 0.0); + isMoving = false; + + SaveBlock *save = GetSaveFile()->GetBlock(-1); + //save->current_world = newPage; ? + save->current_path_node = pathData.getPointID(currentPoint); + + dWMHud_c::instance->updateText(); + } else { + moveToSegment(nextSegment); + } + } +} + + +void dWMPathManager_c::startMovementTo(WMDirection direction) { + isMoving = true; + + WMPathEntrance *thisExit = ¤tPoint->exits.asArray[direction]; + MapReport("Using an exit in direction %d\n", direction); + + currentPath = thisExit->path; + if (thisExit->isEndSide) { + nextPoint = thisExit->path->startPoint; + reverseThroughPath = true; + moveToSegment(thisExit->path->segCount - 1); + } else { + nextPoint = thisExit->path->endPoint; + reverseThroughPath = false; + moveToSegment(0); + } +} + +void dWMPathManager_c::moveToSegment(int id) { + MapReport("Moving to segment %d\n", id); + + currentSegmentID = id; + currentSegment = currentPath->segments[id]; + + // calculate rotation + Vec from, to; + if (reverseThroughPath) { + from = currentSegment->end; + to = currentSegment->start; + } else { + from = currentSegment->start; + to = currentSegment->end; + } + + MapReport("From: %f,%f,%f To: %f,%f,%f\n", from.x, from.y, from.z, to.x, to.y, to.z); + + daWMPlayer_c *player = daWMPlayer_c::instance; + player->pos = from; + + // update rotation + if (!currentSegment->useLastDir) { + player->rot.x = 0; + player->rot.y = currentSegment->direction; + player->rot.z = 0; + + if (reverseThroughPath && !currentSegment->alwaysSameDir) { + player->rot.y = ((currentSegment->direction) + 0x8000) & 0xFFFF; + } + } + + player->startAnimation(currentSegment->animationType, currentSegment->animationSpeed, 10.0, 0.0); +} + +void dWMPathManager_c::activatePoint() { + MapReport("Point activated!\n"); + daWMPlayer_c::instance->startAnimation(170, 1.2, 10.0, 0.0); + + if (currentPoint->type == WMPathPoint::LEVEL_TYPE) { + int w = currentPoint->params[0] - 1; + int l = currentPoint->params[1] - 1; + LevelInfo::Entry *level = dScNewerWorldMap_c::instance->levelInfo.search(w, l); + dScNewerWorldMap_c::instance->startLevel(level); + } +} + + +int dWMPathManager_c::onDraw() { + return true; +} + + +void dWMPathManager_c::setup() { + pathData.load(dScNewerWorldMap_c::instance->resMng['PATH']); + + SaveBlock *save = GetSaveFile()->GetBlock(-1); + if (save->current_path_node >= pathData.pointCount()) { + currentPoint = pathData.getPath(0)->startPoint; + } else { + currentPoint = pathData.getPoint(save->current_path_node); + } + +} + diff --git a/src/worldmap.cpp b/src/worldmap.cpp index 33bda60..288d2bb 100644 --- a/src/worldmap.cpp +++ b/src/worldmap.cpp @@ -174,24 +174,20 @@ bool WMInit_SetupExtra(void *ptr) { }
// since we've got all the resources, set up the path data too
- wm->pathData.load(wm->resMng['PATH']);
-
- SaveBlock *save = GetSaveFile()->GetBlock(-1);
- if (save->current_path_node >= wm->pathData.pointCount()) {
- wm->currentPoint = wm->pathData.getPath(0)->startPoint;
- } else {
- wm->currentPoint = wm->pathData.getPoint(save->current_path_node);
- }
+ wm->pathManager->setup();
// and now Player setup
wm->player = (daWMPlayer_c*)CreateParentedObject(WM_PLAYER, wm, 0, 2);
wm->player->modelHandler->mdlClass->setPowerup(2);
wm->player->modelHandler->mdlClass->startAnimation(0, 1.2f, 10.0f, 0.0f);
- wm->player->pos = wm->currentPoint->position;
+ wm->player->pos = wm->pathManager->currentPoint->position;
// is last param correct? must check :/
wm->map = (dWMMap_c*)CreateParentedObject(WM_MAP, wm, 0, 0);
wm->hud = (dWMHud_c*)CreateParentedObject(WM_HUD, wm, 0, 0);
+ // note: world_camera and wm_path_manager are not created here
+ // because we require them earlier
+ // they are created in dScNewerWorldMap_c::onCreate
return true;
}
@@ -246,7 +242,7 @@ bool WMInit_SetupWipe(void *ptr) { #define STATE_SAVE_ERROR 27
-void dScNewerWorldMap_c::StartLevel(LevelInfo::Entry *entry) {
+void dScNewerWorldMap_c::startLevel(LevelInfo::Entry *entry) {
for (int i = 0; i < 4; i++) {
bool isThere = QueryPlayerAvailability(i);
int id = Player_ID[i];
@@ -340,6 +336,8 @@ int dScNewerWorldMap_c::onCreate() { SpammyReport("world camera\n");
CreateParentedObject(WORLD_CAMERA, this, 0, 0);
+ pathManager = (dWMPathManager_c*)CreateParentedObject(WM_PATH_MANAGER, this, 0, 0);
+
SpammyReport("setting NewerMapDrawFunc\n");
*CurrentDrawFunc = NewerMapDrawFunc;
@@ -367,11 +365,16 @@ int dScNewerWorldMap_c::onDelete() { return true;
}
-int dScNewerWorldMap_c::onExecute() {
+bool dScNewerWorldMap_c::canDoStuff() {
+ if (QueryGlobal5758(0xFFFFFFFF)) return false;
+ if (CheckIfWeCantDoStuff()) return false;
+ if (this->state == STATE_LIMBO) return false;
+ return true;
+}
+
- if (QueryGlobal5758(0xFFFFFFFF)) return true;
- if (CheckIfWeCantDoStuff()) return true;
- if (this->state == STATE_LIMBO) return true;
+int dScNewerWorldMap_c::onExecute() {
+ if (!canDoStuff()) return true;
/**************************************************************************/
// Read Wiimote Buttons
@@ -406,8 +409,6 @@ int dScNewerWorldMap_c::onExecute() { // STATE_NORMAL : Nothing related to the menu is going on
case STATE_NORMAL: {
- HandleMovement();
-
if (nowPressed & WPAD_ONE) {
STKI_SHOW(this->stockItem) = true;
this->state = STATE_POWERUPS_WAIT;
@@ -805,160 +806,6 @@ int dScNewerWorldMap_c::onExecute() { -void dScNewerWorldMap_c::HandleMovement() {
- int heldButtons = Remocon_GetButtons(GetActiveRemocon());
- int nowPressed = Remocon_GetPressed(GetActiveRemocon());
-
- if (isMoving) {
- MoveThroughPath();
- } else {
- if (nowPressed & WPAD_LEFT && currentPoint->exits.asDirection.left.isValid())
- StartMovementTo(LEFT);
- else if (nowPressed & WPAD_RIGHT && currentPoint->exits.asDirection.right.isValid())
- StartMovementTo(RIGHT);
- else if (nowPressed & WPAD_UP && currentPoint->exits.asDirection.up.isValid())
- StartMovementTo(UP);
- else if (nowPressed & WPAD_DOWN && currentPoint->exits.asDirection.down.isValid())
- StartMovementTo(DOWN);
-
-
- if (nowPressed & WPAD_TWO)
- ActivatePoint();
- }
-}
-
-void dScNewerWorldMap_c::MoveThroughPath() {
- // figure out how much to move on each step
- Vec from, to;
- if (this->reverseThroughPath) {
- from = this->currentSegment->end;
- to = this->currentSegment->start;
- } else {
- from = this->currentSegment->start;
- to = this->currentSegment->end;
- }
-
- Vec move;
- move.x = to.x - from.x;
- move.y = to.y - from.y;
- move.z = to.z - from.z;
-
- VECNormalize(&move, &move);
- VECScale(&move, &move, this->currentSegment->stepsPerFrame);
-
- this->player->pos.x += move.x;
- this->player->pos.y += move.y;
- this->player->pos.z += move.z;
-
- // have we reached the end?
- bool xAtEnd = false;
- bool yAtEnd = false;
- bool zAtEnd = false;
-
- if (move.x > 0) {
- xAtEnd = (this->player->pos.x >= to.x);
- } else {
- xAtEnd = (this->player->pos.x <= to.x);
- }
-
- if (move.y > 0) {
- yAtEnd = (this->player->pos.y >= to.y);
- } else {
- yAtEnd = (this->player->pos.y <= to.y);
- }
-
- if (move.z > 0) {
- zAtEnd = (this->player->pos.z >= to.z);
- } else {
- zAtEnd = (this->player->pos.z <= to.z);
- }
-
- if (xAtEnd && yAtEnd && zAtEnd) {
- MapReport("reached end of segment %d\n", this->currentSegmentID);
-
- int nextSegment = this->currentSegmentID + (this->reverseThroughPath ? -1 : 1);
- if (nextSegment == -1 || nextSegment == this->currentPath->segCount) {
- MapReport("reached end of path\n");
- this->currentPoint = this->nextPoint;
- this->player->pos = this->currentPoint->position;
- this->player->startAnimation(0, 1.2, 10.0, 0.0);
- this->isMoving = false;
-
- SaveBlock *save = GetSaveFile()->GetBlock(-1);
- //save->current_world = newPage; ?
- save->current_path_node = pathData.getPointID(this->currentPoint);
-
- dWMHud_c::instance->updateText();
- } else {
- this->MoveToSegment(nextSegment);
- }
- }
-}
-
-void dScNewerWorldMap_c::StartMovementTo(WMDirection direction) {
- this->isMoving = true;
-
- WMPathEntrance *thisExit = ¤tPoint->exits.asArray[direction];
- MapReport("Using an exit in direction %d\n", direction);
-
- this->currentPath = thisExit->path;
- if (thisExit->isEndSide) {
- this->nextPoint = thisExit->path->startPoint;
- this->reverseThroughPath = true;
- this->MoveToSegment(thisExit->path->segCount - 1);
- } else {
- this->nextPoint = thisExit->path->endPoint;
- this->reverseThroughPath = false;
- this->MoveToSegment(0);
- }
-}
-
-void dScNewerWorldMap_c::MoveToSegment(int id) {
- MapReport("Moving to segment %d\n", id);
-
- this->currentSegmentID = id;
- this->currentSegment = this->currentPath->segments[id];
-
- // calculate rotation
- Vec from, to;
- if (this->reverseThroughPath) {
- from = this->currentSegment->end;
- to = this->currentSegment->start;
- } else {
- from = this->currentSegment->start;
- to = this->currentSegment->end;
- }
-
- MapReport("From: %f,%f,%f To: %f,%f,%f\n", from.x, from.y, from.z, to.x, to.y, to.z);
-
- this->player->pos = from;
-
- // update rotation
- if (!this->currentSegment->useLastDir) {
- this->player->rot.x = 0;
- this->player->rot.y = this->currentSegment->direction;
- this->player->rot.z = 0;
-
- if (this->reverseThroughPath && !this->currentSegment->alwaysSameDir) {
- this->player->rot.y = ((this->currentSegment->direction) + 0x8000) & 0xFFFF;
- }
- }
-
- this->player->startAnimation(this->currentSegment->animationType, this->currentSegment->animationSpeed, 10.0, 0.0);
-}
-
-void dScNewerWorldMap_c::ActivatePoint() {
- MapReport("Point activated!\n");
- this->player->startAnimation(170, 1.2, 10.0, 0.0);
-
- if (this->currentPoint->type == WMPathPoint::LEVEL_TYPE) {
- int w = this->currentPoint->params[0] - 1;
- int l = this->currentPoint->params[1] - 1;
- LevelInfo::Entry *level = this->levelInfo.search(w, l);
- StartLevel(level);
- }
-}
-
void NewerMapDrawFunc() {
int keepCamera = GetCurrentCameraID();
diff --git a/src/worldmap.h b/src/worldmap.h index 038d9c2..ef08b99 100644 --- a/src/worldmap.h +++ b/src/worldmap.h @@ -48,122 +48,142 @@ void NewerMapDrawFunc(); // Replacing some process IDs
#define WM_HUD WM_ANTLION
+#define WM_PATH_MANAGER WM_ANTLION_MNG
class dWMHud_c : public dBase_c {
-public:
- dWMHud_c();
+ public:
+ dWMHud_c();
- int onCreate();
- int onDelete();
- int onExecute();
- int onDraw();
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int onDraw();
- bool layoutLoaded;
- m2d::EmbedLayout_c layout;
+ bool layoutLoaded;
+ m2d::EmbedLayout_c layout;
- void updateText();
+ void updateText();
- static dWMHud_c *build();
- static dWMHud_c *instance;
+ static dWMHud_c *build();
+ static dWMHud_c *instance;
+};
+
+
+class dWMPathManager_c : public dBase_c {
+ public:
+ dWMPathManager_c();
+
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int onDraw();
+
+ dWMPathData_c pathData;
+
+ bool isMoving;
+ WMPathPoint *currentPoint;
+ WMPathPoint *nextPoint;
+
+ WMPathDef *currentPath;
+ WMPathSegment *currentSegment;
+ int currentSegmentID;
+ bool reverseThroughPath; // direction we are going through the path
+
+ void setup();
+
+ void startMovementTo(WMDirection direction);
+ void moveToSegment(int id);
+
+ void moveThroughPath();
+
+ void activatePoint();
+
+ static dWMPathManager_c *build();
+ static dWMPathManager_c *instance;
};
class dWorldCamera_c : public dBase_c {
-public:
- int onCreate();
- int onDelete();
- int onExecute();
- int onDraw();
-
- Point3d camPos;
- Vec camRotate;
-
- float camDist;
- float targetDist;
- float camY;
- float targetY;
-
- static dWorldCamera_c *build();
- static dWorldCamera_c *instance;
+ public:
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int onDraw();
+
+ Point3d camPos;
+ Vec camRotate;
+
+ float camDist;
+ float targetDist;
+ float camY;
+ float targetY;
+
+ static dWorldCamera_c *build();
+ static dWorldCamera_c *instance;
};
class daWMPlayer_c : public dActor_c {
-public:
- dPlayerModelHandler_c *modelHandler;
+ public:
+ dPlayerModelHandler_c *modelHandler;
- int onCreate();
- int onDelete();
- int onExecute();
- int onDraw();
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int onDraw();
- int current_param;
+ int current_param;
- int currentAnim;
- float currentFrame;
- float currentUnk;
- float currentUpdateRate;
+ int currentAnim;
+ float currentFrame;
+ float currentUnk;
+ float currentUpdateRate;
- void startAnimation(int id, float frame, float unk, float updateRate);
+ void startAnimation(int id, float frame, float unk, float updateRate);
- static daWMPlayer_c *build();
- static daWMPlayer_c *instance;
+ static daWMPlayer_c *build();
+ static daWMPlayer_c *instance;
};
// WORLD MAP CLASS LAYOUT
class dScNewerWorldMap_c : public dScene_c {
-public:
- dScNewerWorldMap_c();
-
- FunctionChain initChain;
-
- int state;
- void *csMenu;
- void *selectCursor;
- void *numPeopleChange;
- void *yesNoWindow;
- void *continueObj;
- void *stockItem;
- void *stockItemShadow;
- void *easyPairing;
-
- File levelInfoFile;
- LevelInfo levelInfo;
-
- dWMResourceMng_c resMng;
- dWMPathData_c pathData;
+ public:
+ dScNewerWorldMap_c();
- daWMPlayer_c *player;
- dWMMap_c *map;
- dWMHud_c *hud;
+ FunctionChain initChain;
- bool isMoving;
- WMPathPoint *currentPoint;
- WMPathPoint *nextPoint;
+ int state;
+ void *csMenu;
+ void *selectCursor;
+ void *numPeopleChange;
+ void *yesNoWindow;
+ void *continueObj;
+ void *stockItem;
+ void *stockItemShadow;
+ void *easyPairing;
- WMPathDef *currentPath;
- WMPathSegment *currentSegment;
- int currentSegmentID;
- bool reverseThroughPath; // direction we are going through the path
+ File levelInfoFile;
+ LevelInfo levelInfo;
- void HandleMovement();
+ dWMResourceMng_c resMng;
- void StartMovementTo(WMDirection direction);
- void MoveToSegment(int id);
+ daWMPlayer_c *player;
+ dWMMap_c *map;
+ dWMHud_c *hud;
+ dWMPathManager_c *pathManager;
- void MoveThroughPath();
- void ActivatePoint();
+ void startLevel(LevelInfo::Entry *entry);
- void StartLevel(LevelInfo::Entry *entry);
+ bool canDoStuff();
- int onCreate();
- int onDelete();
- int onExecute();
+ int onCreate();
+ int onDelete();
+ int onExecute();
- static dScNewerWorldMap_c *build();
- static dScNewerWorldMap_c *instance;
+ static dScNewerWorldMap_c *build();
+ static dScNewerWorldMap_c *instance;
};
#endif
|