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path: root/src/koopatlas/pathmanager.cpp
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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, 3.0f);

	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);
	}
}