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#include "koopatlas/pathmanager.h"
#include "koopatlas/core.h"
#include "koopatlas/hud.h"
#include "koopatlas/player.h"
void dWMPathManager_c::setup() {
isMoving = false;
currentPath = 0;
reverseThroughPath = false;
pathLayer = dScKoopatlas_c::instance->mapData.pathLayer;
SaveBlock *save = GetSaveFile()->GetBlock(-1);
if (save->current_path_node >= pathLayer->nodeCount) {
currentNode = pathLayer->nodes[0];
} else {
currentNode = pathLayer->nodes[save->current_path_node];
}
// unlock all needed paths
for (int i = 0; i < pathLayer->pathCount; i++) {
dKPPath_s *path = pathLayer->paths[i];
if (path->unlockType > 0) {
u32 conds = save->GetLevelCondition(path->unlockLevelNumber[0] - 1, path->unlockLevelNumber[1] - 1);
if (path->unlockType == 1 && (conds & COND_NORMAL))
path->isAvailable = true;
else if (path->unlockType == 2 && (conds & COND_SECRET))
path->isAvailable = true;
}
}
}
void dWMPathManager_c::execute() {
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
if (isMoving) {
moveThroughPath();
} else {
if (nowPressed & WPAD_LEFT && canUseExit(currentNode->leftExit))
startMovementTo(currentNode->leftExit);
else if (nowPressed & WPAD_RIGHT && canUseExit(currentNode->rightExit))
startMovementTo(currentNode->rightExit);
else if (nowPressed & WPAD_UP && canUseExit(currentNode->upExit))
startMovementTo(currentNode->upExit);
else if (nowPressed & WPAD_DOWN && canUseExit(currentNode->downExit))
startMovementTo(currentNode->downExit);
else if (nowPressed & WPAD_TWO)
activatePoint();
}
}
void dWMPathManager_c::startMovementTo(dKPPath_s *path) {
dWMHud_c::instance->hidePointBar();
isMoving = true;
reverseThroughPath = (path->end == currentNode);
currentPath = path;
// calculate direction of the path
short deltaX = path->end->x - path->start->x;
short deltaY = path->end->y - path->start->y;
u16 direction = (u16)(atan2(deltaX, deltaY) / ((M_PI * 2) / 65536.0));
if (reverseThroughPath) {
direction += 0x8000;
}
daWMPlayer_c *player = daWMPlayer_c::instance;
player->startAnimation(2, 2.0, 10.0, 0.0);
player->rot.y = direction;
}
void dWMPathManager_c::moveThroughPath() {
dKPNode_s *from, *to;
from = reverseThroughPath ? currentPath->end : currentPath->start;
to = reverseThroughPath ? currentPath->start : currentPath->end;
Vec move = (Vec){to->x - from->x, to->y - from->y, 0};
VECNormalize(&move, &move);
VECScale(&move, &move, 1.5);
daWMPlayer_c *player = daWMPlayer_c::instance;
player->pos.x += move.x;
player->pos.y -= move.y;
// Check if we've reached the end yet
if (
((move.x > 0) ? (player->pos.x >= to->x) : (player->pos.x <= to->x)) &&
((move.y > 0) ? (-player->pos.y >= to->y) : (-player->pos.y <= to->y))
) {
currentNode = to;
player->pos.x = to->x;
player->pos.y = -to->y;
if (to->type != dKPNode_s::PASS_THROUGH) {
// Stop here
player->startAnimation(0, 1.2, 10.0, 0.0);
isMoving = false;
SaveBlock *save = GetSaveFile()->GetBlock(-1);
save->current_path_node = pathLayer->findNodeID(to);
dWMHud_c::instance->showPointBar();
} else {
startMovementTo(to->getOppositeExitTo(currentPath));
}
}
}
void dWMPathManager_c::activatePoint() {
if (currentNode->type == dKPNode_s::LEVEL) {
daWMPlayer_c::instance->startAnimation(170, 1.2, 10.0, 0.0);
int w = currentNode->levelNumber[0] - 1;
int l = currentNode->levelNumber[1] - 1;
dLevelInfo_c::entry_s *level = dScKoopatlas_c::instance->levelInfo.search(w, l);
dScKoopatlas_c::instance->startLevel(level);
}
}
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