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-rw-r--r--src/wm_path_manager.cpp211
-rw-r--r--src/worldmap.cpp187
-rw-r--r--src/worldmap.h184
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 = &currentPoint->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 = &currentPoint->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