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#include "koopatlas/mapdata.h"
// HELPER FUNCTIONS
dKPPath_s *dKPNode_s::getOppositeExitTo(dKPPath_s *path, bool mustBeAvailable) {
for (int i = 0; i < 4; i++) {
dKPPath_s *check = exits[i];
if (check != 0 && check != path) {
if (mustBeAvailable && !check->isAvailable)
continue;
return check;
}
}
return 0;
}
int dKPNode_s::getExitCount(bool mustBeAvailable) {
int ct = 0;
for (int i = 0; i < 4; i++)
if (exits[i] && (mustBeAvailable ? exits[i]->isAvailable : true))
ct++;
return ct;
}
bool dKPNode_s::isUnlocked() {
for (int i = 0; i < 4; i++)
if (exits[i])
if (exits[i]->isAvailable)
return true;
return false;
}
void dKPNode_s::setupNodeExtra() {
int world = this->levelNumber[0];
int level = this->levelNumber[1];
SaveBlock *save = GetSaveFile()->GetBlock(-1);
u32 conds = save->GetLevelCondition(world-1, level-1);
bool isUnlocked = this->isUnlocked();
bool exitComplete = false;
bool secretComplete = false;
if (conds & 0x10)
exitComplete = true;
if (conds & 0x20)
secretComplete = true;
const char *colour;
//OSReport("Level %d-%d, isUnlocked: %d, exitComplete: %d", world, level, isUnlocked, exitComplete);
// default: non-unlocked levels AND completed one-time levels
colour = "g3d/black.brres";
// one-time levels
if ((level >= 30) && (level <= 37)) {
if (isUnlocked && !exitComplete)
colour = "g3d/red.brres";
}
// the shop
else if (level == 99)
colour = "g3d/shop.brres";
else if (isUnlocked) {
if (hasSecret) {
if (exitComplete && secretComplete)
colour = "g3d/blue.brres";
else if (exitComplete || secretComplete)
colour = "g3d/red.brres";
else
colour = "g3d/purple.brres";
} else {
if (exitComplete)
colour = "g3d/blue.brres";
else
colour = "g3d/red.brres";
}
}
// model time
this->extra->mallocator.link(-1, GameHeaps[0], 0, 0x20);
nw4r::g3d::ResFile rg(getResource("cobCourse", colour));
this->extra->model.setup(rg.GetResMdl("cobCourse"), &this->extra->mallocator, 0x224, 1, 0);
this->extra->matrix.identity();
SetupTextures_MapObj(&this->extra->model, 0);
this->extra->mallocator.unlink();
}
void dKPNode_s::setLayerAlpha(u8 alpha) {
if (tileLayer)
tileLayer->alpha = alpha;
if (doodadLayer)
doodadLayer->alpha = alpha;
}
void dKPPath_s::setLayerAlpha(u8 alpha) {
if (tileLayer)
tileLayer->alpha = alpha;
if (doodadLayer)
doodadLayer->alpha = alpha;
}
int dKPLayer_s::findNodeID(dKPNode_s *node) {
for (int i = 0; i < nodeCount; i++)
if (nodes[i] == node)
return i;
return -1;
}
dKPMapData_c::dKPMapData_c() {
data = 0;
fixedUp = false;
levelNodeExtraArray = 0;
tilesetLoaders = 0;
tilesetsLoaded = false;
}
dKPMapData_c::~dKPMapData_c() {
if (levelNodeExtraArray)
delete[] levelNodeExtraArray;
unloadTilesets();
m_fileLoader.unload();
}
bool dKPMapData_c::load(const char *filename) {
data = (dKPMapFile_s*)m_fileLoader.load(filename, 0, mHeap::archiveHeap);
if (data == 0)
return false;
if (!fixedUp)
fixup();
bool didLoadTilesets = loadTilesets();
bool didLoadBG = (bgLoader.load(data->backgroundName) != 0);
return didLoadTilesets && didLoadBG;
}
bool dKPMapData_c::loadTilesets() {
if (tilesetsLoaded)
return true;
if (tilesetLoaders == 0)
tilesetLoaders = new dDvdLoader_c[data->tilesetCount];
bool result = true;
for (int i = 0; i < data->tilesetCount; i++) {
char *filename = ((char*)data) + (data->tilesets[i].dummy[3] - 0x10000000);
void *heap = (i < 9) ? mHeap::gameHeaps[2] : mHeap::archiveHeap;
result &= (tilesetLoaders[i].load(filename, 0, heap) != 0);
}
if (result) {
tilesetsLoaded = true;
for (int i = 0; i < data->tilesetCount; i++) {
data->tilesets[i].dummy[3] = (((u32)tilesetLoaders[i].buffer & ~0xC0000000) >> 5);
}
}
return tilesetsLoaded;
}
void dKPMapData_c::unloadTilesets() {
if (tilesetLoaders != 0) {
for (int i = 0; i < data->tilesetCount; i++) {
tilesetLoaders[i].unload();
}
delete[] tilesetLoaders;
}
bgLoader.unload();
}
void dKPMapData_c::fixup() {
OSReport("Setting up Nodes");
fixedUp = true;
fixRef(data->layers);
fixRef(data->tilesets);
fixRef(data->unlockData);
fixRef(data->sectors);
fixRef(data->backgroundName);
if (data->version >= 2) {
fixRef(data->worlds);
for (int i = 0; i < data->worldCount; i++) {
fixRef(data->worlds[i].name);
}
}
for (int iLayer = 0; iLayer < data->layerCount; iLayer++) {
dKPLayer_s *layer = fixRef(data->layers[iLayer]);
switch (layer->type) {
case dKPLayer_s::OBJECTS:
fixRef(layer->tileset);
break;
case dKPLayer_s::DOODADS:
for (int iDood = 0; iDood < layer->doodadCount; iDood++) {
dKPDoodad_s *doodad = fixRef(layer->doodads[iDood]);
fixRef(doodad->texObj);
fixTexObjSafe(doodad->texObj);
}
break;
case dKPLayer_s::PATHS:
pathLayer = layer;
fixRef(layer->paths);
fixRef(layer->nodes);
for (int iPath = 0; iPath < layer->pathCount; iPath++) {
dKPPath_s *path = fixRef(layer->paths[iPath]);
fixRef(path->start);
fixRef(path->end);
fixRef(path->tileLayer);
fixRef(path->doodadLayer);
}
for (int iNode = 0; iNode < layer->nodeCount; iNode++) {
dKPNode_s *node = fixRef(layer->nodes[iNode]);
for (int i = 0; i < 4; i++)
fixRef(node->exits[i]);
fixRef(node->tileLayer);
fixRef(node->doodadLayer);
if (node->type == dKPNode_s::CHANGE) {
fixRef(node->destMap);
OSReport("Node: %x, %s", node->destMap, node->destMap); }
}
break;
}
}
// before we finish here, create the Node Extra classes
// first off, count how many we need...
int count = 0;
for (int nodeIdx = 0; nodeIdx < pathLayer->nodeCount; nodeIdx++) {
if (pathLayer->nodes[nodeIdx]->type == dKPNode_s::LEVEL)
count++;
}
levelNodeExtraArray = new dKPNodeExtra_c[count];
int extraIdx = 0;
for (int nodeIdx = 0; nodeIdx < pathLayer->nodeCount; nodeIdx++) {
if (pathLayer->nodes[nodeIdx]->type == dKPNode_s::LEVEL) {
pathLayer->nodes[nodeIdx]->extra = &levelNodeExtraArray[extraIdx];
extraIdx++;
}
}
}
const dKPWorldDef_s *dKPMapData_c::findWorldDef(int id) const {
for (int i = 0; i < data->worldCount; i++) {
if (data->worlds[i].key == id)
return &data->worlds[i];
}
return 0;
}
/******************************************************************************
* Generic Layer
******************************************************************************/
/******************************************************************************
* Tile Layer
******************************************************************************/
/******************************************************************************
* Doodad Layer
******************************************************************************/
/******************************************************************************
* Path Layer
******************************************************************************/
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