#include "koopatlas/starcoin.h" #include dWMStarCoin_c *dWMStarCoin_c::instance = 0; dWMStarCoin_c *dWMStarCoin_c::build() { void *buffer = AllocFromGameHeap1(sizeof(dWMStarCoin_c)); dWMStarCoin_c *c = new(buffer) dWMStarCoin_c; instance = c; return c; } dWMStarCoin_c::dWMStarCoin_c() : state(this) { layoutLoaded = false; visible = false; state.setState(&StateID_Hidden); } CREATE_STATE(dWMStarCoin_c, Hidden); CREATE_STATE(dWMStarCoin_c, ShowWait); CREATE_STATE(dWMStarCoin_c, ShowSectionWait); CREATE_STATE(dWMStarCoin_c, Wait); CREATE_STATE(dWMStarCoin_c, HideSectionWait); CREATE_STATE(dWMStarCoin_c, HideWait); int dWMStarCoin_c::onCreate() { if (!layoutLoaded) { bool gotFile = layout.loadArc("StarCoins.arc", false); if (!gotFile) return false; bool output = layout.build("StarCoins.brlyt"); layout.layout.rootPane->trans.x = -112.0f; if (IsWideScreen()) { layout.layout.rootPane->scale.x = 0.735f; } else { layout.clippingEnabled = true; layout.clipX = 0; layout.clipY = 52; layout.clipWidth = 640; layout.clipHeight = 352; layout.layout.rootPane->scale.x = 0.731f; layout.layout.rootPane->scale.y = 0.7711f; } static const char *brlanNames[] = { "StarCoins_Show.brlan", "StarCoins_ShowSection.brlan", "StarCoins_HideSection.brlan", "StarCoins_ShowArrow.brlan", "StarCoins_HideArrow.brlan", }; static const char *groupNames[] = { "base", "section", "section", "leftArrow", "leftArrow", "rightArrow", "rightArrow" }; layout.loadAnimations(brlanNames, 5); layout.loadGroups(groupNames, (int[7]){0, 1, 2, 3, 4, 3, 4}, 7); layout.disableAllAnimations(); layout.drawOrder = 1; for (int col = 0; col < COLUMN_COUNT; col++) { for (int shine = 0; shine < SHINE_COUNT; shine++) { char name[8]; sprintf(name, "Shine%d%d", col, shine); Shine[col][shine] = layout.findPictureByName(name); } for (int row = 0; row < ROW_COUNT; row++) { char lname[12]; sprintf(lname, "LevelName%d%d", col, row); LevelName[col][row] = layout.findTextBoxByName(lname); char coname[16], cname[8]; for (int i = 0; i < 3; i++) { sprintf(coname, "CoinOutline%d%d%d", col, row, i); CoinOutline[col][row][i] = layout.findPictureByName(coname); sprintf(cname, "Coin%d%d%d", col, row, i); Coin[col][row][i] = layout.findPictureByName(cname); } } } static const char *tbNames[] = { "LeftTitle", "RightTitle", "TotalCoinCount", "UnspentCoinCount", "EarnedCoinCount", "EarnedCoinMax", "BtnBackText", }; layout.getTextBoxes(tbNames, &LeftTitle, 7); static const char *picNames[] = { "DPadLeft", "DPadRight", }; layout.getPictures(picNames, &DPadLeft, 2); DPadLeft->SetVisible(false); DPadRight->SetVisible(false); layoutLoaded = true; } return true; } int dWMStarCoin_c::onDelete() { return layout.free(); } void dWMStarCoin_c::show() { if (state.getCurrentState() == &StateID_Hidden) state.setState(&StateID_ShowWait); } int dWMStarCoin_c::onExecute() { state.execute(); if (visible) { layout.execAnimations(); layout.update(); } return true; } int dWMStarCoin_c::onDraw() { if (visible) layout.scheduleForDrawing(); return true; } void dWMStarCoin_c::showLeftArrow() { if (!isLeftArrowVisible) { isLeftArrowVisible = true; layout.enableNonLoopAnim(SHOW_LEFT_ARROW); DPadLeft->SetVisible(true); } } void dWMStarCoin_c::showRightArrow() { if (!isRightArrowVisible) { isRightArrowVisible = true; layout.enableNonLoopAnim(SHOW_RIGHT_ARROW); DPadRight->SetVisible(true); } } void dWMStarCoin_c::hideLeftArrow() { if (isLeftArrowVisible) { isLeftArrowVisible = false; layout.enableNonLoopAnim(HIDE_LEFT_ARROW); DPadLeft->SetVisible(false); } } void dWMStarCoin_c::hideRightArrow() { if (isRightArrowVisible) { isRightArrowVisible = false; layout.enableNonLoopAnim(HIDE_RIGHT_ARROW); DPadRight->SetVisible(false); } } void dWMStarCoin_c::setLeftArrowVisible(bool value) { if (value) showLeftArrow(); else hideLeftArrow(); } void dWMStarCoin_c::setRightArrowVisible(bool value) { if (value) showRightArrow(); else hideRightArrow(); } bool dWMStarCoin_c::canScrollLeft() const { return (currentSectionIndex > 0); } bool dWMStarCoin_c::canScrollRight() const { return (currentSectionIndex < (availableSectionCount - 1)); } void dWMStarCoin_c::loadInfo() { WriteBMGToTextBox(BtnBackText, GetBMG(), 3, 1, 0); int unspentCoins = getUnspentStarCoinCount(); int coins = getStarCoinCount(); WriteNumberToTextBox(&unspentCoins, UnspentCoinCount, false); WriteNumberToTextBox(&coins, TotalCoinCount, false); currentSection = -1; currentSectionIndex = -1; availableSectionCount = 0; SaveBlock *save = GetSaveFile()->GetBlock(-1); int wantedSection = save->newerWorldID; // figure out which sections should be available for (int i = 0; i < dLevelInfo_c::s_info.sectionCount(); i++) { dLevelInfo_c::section_s *section = dLevelInfo_c::s_info.getSectionByIndex(i); bool haveLevels = false; for (int j = 0; j < section->levelCount; j++) { dLevelInfo_c::entry_s *l = §ion->levels[j]; if (l->flags & 2) { if (save->GetLevelCondition(l->worldSlot, l->levelSlot) & COND_UNLOCKED) { haveLevels = true; break; } } } if (haveLevels) { if (i == wantedSection) { currentSection = wantedSection; currentSectionIndex = availableSectionCount; } sectionIndices[availableSectionCount++] = i; } } // if we didn't find the wanted one, use the first one available if (currentSectionIndex == -1) { currentSectionIndex = 0; currentSection = sectionIndices[0]; } } void dWMStarCoin_c::loadSectionInfo() { dLevelInfo_c::entry_s *visibleLevels[COLUMN_COUNT][ROW_COUNT]; // reset everything... everything for (int i = 0; i < COLUMN_COUNT; i++) { for (int j = 0; j < SHINE_COUNT; j++) Shine[i][j]->SetVisible(false); for (int j = 0; j < ROW_COUNT; j++) { visibleLevels[i][j] = 0; LevelName[i][j]->SetVisible(false); for (int k = 0; k < 3; k++) { CoinOutline[i][j][k]->SetVisible(false); Coin[i][j][k]->SetVisible(false); } } } // get everything we'll need SaveBlock *save = GetSaveFile()->GetBlock(-1); dLevelInfo_c *linfo = &dLevelInfo_c::s_info; dLevelInfo_c::entry_s *names[COLUMN_COUNT]; for (int i = 0; i < COLUMN_COUNT; i++) names[i] = linfo->searchByDisplayNum(currentSection, 100+i); bool useSubworlds = (COLUMN_COUNT > 1) && names[1]; int currentPosition[COLUMN_COUNT]; int currentColumn = 0; // only incremented in single-subworld mode for (int i = 0; i < COLUMN_COUNT; i++) currentPosition[i] = 0; dLevelInfo_c::section_s *section = linfo->getSectionByIndex(currentSection); int earnedCoins = 0, earnableCoins = 0; // earnedCoins is calculated later for (int i = 0; i < section->levelCount; i++) { dLevelInfo_c::entry_s *level = §ion->levels[i]; // only pay attention to real levels if (!(level->flags & 2)) continue; earnableCoins += 3; // is this level unlocked? u32 conds = save->GetLevelCondition(level->worldSlot, level->levelSlot); if (!(conds & COND_UNLOCKED)) continue; // well, let's give it a slot if (useSubworlds) { currentColumn = (level->flags & 0x400) ? 1 : 0; } else { if (currentPosition[currentColumn] >= ROW_COUNT) currentColumn++; } visibleLevels[currentColumn][currentPosition[currentColumn]++] = level; } // if the first column is empty, then move the second one over if (currentPosition[0] == 0 && useSubworlds) { for (int i = 0; i < currentPosition[1]; i++) { visibleLevels[0][i] = visibleLevels[1][i]; visibleLevels[1][i] = 0; } names[0] = names[1]; names[1] = 0; } // if the second column is empty, remove its name if (currentPosition[1] == 0 && useSubworlds) names[1] = 0; // work out the names WriteAsciiToTextBox(LeftTitle, linfo->getNameForLevel(names[0])); if (names[1]) WriteAsciiToTextBox(RightTitle, linfo->getNameForLevel(names[1])); RightTitle->SetVisible(names[1] != 0); // load all level info for (int col = 0; col < COLUMN_COUNT; col++) { for (int row = 0; row < ROW_COUNT; row++) { dLevelInfo_c::entry_s *level = visibleLevels[col][row]; if (!level) continue; u32 conds = save->GetLevelCondition(level->worldSlot, level->levelSlot); if (!(row & 1)) { int shineID = row / 2; if (shineID < SHINE_COUNT) Shine[col][shineID]->SetVisible(true); } for (int coin = 0; coin < 3; coin++) { CoinOutline[col][row][coin]->SetVisible(true); if (conds & (COND_COIN1 << coin)) { Coin[col][row][coin]->SetVisible(true); earnedCoins++; } } LevelName[col][row]->SetVisible(true); WriteAsciiToTextBox(LevelName[col][row], linfo->getNameForLevel(level)); } } // set up coin things WriteNumberToTextBox(&earnedCoins, EarnedCoinCount, false); WriteNumberToTextBox(&earnableCoins, EarnedCoinMax, false); } void dWMStarCoin_c::beginState_Hidden() { } void dWMStarCoin_c::executeState_Hidden() { } void dWMStarCoin_c::endState_Hidden() { } static const int secretCode[] = { WPAD_UP,WPAD_UP,WPAD_DOWN,WPAD_DOWN, WPAD_LEFT,WPAD_RIGHT,WPAD_LEFT,WPAD_RIGHT, WPAD_ONE,WPAD_TWO,0 }; static const int secretCodeButtons = WPAD_UP|WPAD_DOWN|WPAD_LEFT|WPAD_RIGHT|WPAD_ONE|WPAD_TWO; static int secretCodeIndex = 0; static int minusCount = 0; extern bool enableDebugMode; extern u8 isReplayEnabled; void dWMStarCoin_c::beginState_ShowWait() { visible = true; loadInfo(); layout.enableNonLoopAnim(SHOW_ALL); secretCodeIndex = 0; minusCount = 0; } void dWMStarCoin_c::executeState_ShowWait() { if (!layout.isAnimOn(SHOW_ALL)) state.setState(&StateID_ShowSectionWait); } void dWMStarCoin_c::endState_ShowWait() { } void dWMStarCoin_c::beginState_ShowSectionWait() { loadSectionInfo(); layout.enableNonLoopAnim(SHOW_SECTION); if (canScrollLeft()) showLeftArrow(); if (canScrollRight()) showRightArrow(); } void dWMStarCoin_c::executeState_ShowSectionWait() { if (!layout.isAnimOn(SHOW_SECTION)) state.setState(&StateID_Wait); } void dWMStarCoin_c::endState_ShowSectionWait() { } void dWMStarCoin_c::showSecretMessage(const wchar_t *title, const wchar_t **body, int lineCount, const wchar_t **body2, int lineCount2) { LeftTitle->SetVisible(true); LeftTitle->SetString(title); RightTitle->SetVisible(false); for (int c = 0; c < COLUMN_COUNT; c++) { for (int i = 0; i < SHINE_COUNT; i++) Shine[c][i]->SetVisible(false); for (int r = 0; r < ROW_COUNT; r++) { LevelName[c][r]->SetVisible(false); for (int i = 0; i < 3; i++) { CoinOutline[c][r][i]->SetVisible(false); Coin[c][r][i]->SetVisible(false); } } } for (int i = 0; i < lineCount; i++) { LevelName[0][i]->SetVisible(true); LevelName[0][i]->SetString(body[i]); } if (body2) { for (int i = 0; i < lineCount2; i++) { LevelName[1][i]->SetVisible(true); LevelName[1][i]->SetString(body2[i]); } } } void dWMStarCoin_c::beginState_Wait() { } void dWMStarCoin_c::executeState_Wait() { int nowPressed = Remocon_GetPressed(GetActiveRemocon()); if (nowPressed & secretCodeButtons) { int nextKey = secretCode[secretCodeIndex]; if (nowPressed & nextKey) { secretCodeIndex++; if (secretCode[secretCodeIndex] == 0) { secretCodeIndex = 0; MapSoundPlayer(SoundRelatedClass, SE_VOC_MA_THANK_YOU, 1); //enableDebugMode = !enableDebugMode; //OSReport("Debug mode toggled!\n"); const int lineCountOn = 9, lineCountOff = 2; static const wchar_t *linesOn[lineCountOn] = { L"The experimental Replay", L"Recording feature has", L"been enabled. Enjoy!", L"You'll find your Replays", L"on your SD or USB, depending", L"on where Newer's files are.", L"It might not work, so", L"save your game before you", L"play a level!", }; static const wchar_t *linesOff[lineCountOff] = { L"Replay Recording", L"turned off.", }; if (isReplayEnabled != 100) { isReplayEnabled = 100; OSReport("Replay Recording enabled!\n"); showSecretMessage(L"Nice!", linesOn, lineCountOn); } else { isReplayEnabled = 0; OSReport("Replay Recording disabled!\n"); showSecretMessage(L"Nice!", linesOff, lineCountOff); } } return; } else { secretCodeIndex = 0; } } if (nowPressed & WPAD_MINUS) { minusCount++; if (minusCount >= 16) { minusCount = 0; enableDebugMode = !enableDebugMode; if (enableDebugMode) { const int msgCount = 9; static const wchar_t *msg[msgCount] = { L"You've found the Totally", L"Secret Collision Debug Mode.", L"We used this to make the", L"hitboxes on our custom sprites", L"and bosses suck less. Awesome,", L"right?!", L"(Actually, I did it just to waste", L"some time, but it ended up being", L"pretty useful!)", }; const int msgCount2 = 9; static const wchar_t *msg2[msgCount2] = { L"And yes, I know it doesn't show", L"some stuff properly, like rotated", L"objects. And it totally ignores", L"some types of collisions, like", L"platforms and mushrooms", L"and so on. Can't have it all, can", L"you? Wonder if Nintendo had", L"something like this...", L" Treeki, 9th February 2013", }; showSecretMessage(L"Groovy!", msg, msgCount, msg2, msgCount2); } else { const int msgCount = 6; static const wchar_t *msg[msgCount] = { L"You've turned off the Totally", L"Secret Collision Debug Mode.", L"", L"... and no, I'm not going to write", L"another ridiculously long", L"message to go here. Sorry!", }; static const wchar_t *hiddenMsg[] = { L"If you found these messages by", L"looking through strings in the DLCode", L"file, then... that's kind of cheating.", L"Though I can't say I wouldn't do the", L"same!", L"You won't actually see this in game", L"btw :p So why am I bothering with linebreaks anyway? I dunno. Oh well.", L"Also, don't put this message on TCRF. Or do! Whatever. :(", }; showSecretMessage(L"Groovy!", msg, msgCount, hiddenMsg, 0); } } } else if (nowPressed & WPAD_ONE) { MapSoundPlayer(SoundRelatedClass, SE_SYS_DIALOGUE_OUT_AUTO, 1); willExit = true; state.setState(&StateID_HideSectionWait); } else if ((nowPressed & WPAD_LEFT) && canScrollLeft()) { currentSection = sectionIndices[--currentSectionIndex]; willExit = false; state.setState(&StateID_HideSectionWait); } else if ((nowPressed & WPAD_RIGHT) && canScrollRight()) { currentSection = sectionIndices[++currentSectionIndex]; willExit = false; state.setState(&StateID_HideSectionWait); } } void dWMStarCoin_c::endState_Wait() { } void dWMStarCoin_c::beginState_HideSectionWait() { layout.enableNonLoopAnim(HIDE_SECTION); if (willExit) { hideLeftArrow(); hideRightArrow(); } else { setLeftArrowVisible(canScrollLeft()); setRightArrowVisible(canScrollRight()); } } void dWMStarCoin_c::executeState_HideSectionWait() { if (!layout.isAnimOn(HIDE_SECTION)) { if (willExit) state.setState(&StateID_HideWait); else state.setState(&StateID_ShowSectionWait); } } void dWMStarCoin_c::endState_HideSectionWait() { } void dWMStarCoin_c::beginState_HideWait() { layout.enableNonLoopAnim(SHOW_ALL, true); layout.grpHandlers[SHOW_ALL].frameCtrl.flags = 3; // NO_LOOP | REVERSE } void dWMStarCoin_c::executeState_HideWait() { if (!layout.isAnimOn(SHOW_ALL)) state.setState(&StateID_Hidden); } void dWMStarCoin_c::endState_HideWait() { visible = false; }