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#ifndef __KOOPATLAS_PATH_MANAGER_H
#define __KOOPATLAS_PATH_MANAGER_H
//#define WM_UNLOCK_DEBUGGING
#ifdef WM_UNLOCK_DEBUGGING
#define UnlockCmdReport OSReport
#else
#define UnlockCmdReport(...)
#endif
#include "koopatlas/mapdata.h"
#include "levelinfo.h"
extern "C" void *SoundRelatedClass;
extern "C" void *MapSoundPlayer(void *SoundClass, int soundID, int unk);
extern "C" bool SpawnEffect(const char*, int, Vec*, S16Vec*, Vec*);
enum CompletionMessageType {
CMP_MSG_NULL = 0,
CMP_MSG_COINS = 1,
CMP_MSG_EXITS = 2,
CMP_MSG_WORLD = 3,
CMP_MSG_GLOBAL_COINS_EXC_W9 = 4,
CMP_MSG_GLOBAL_COINS = 5,
CMP_MSG_GLOBAL_EXITS = 6,
CMP_MSG_EVERYTHING = 7
};
class dWMPathManager_c {
public:
void setup();
~dWMPathManager_c();
void execute();
bool canUseExit(dKPPath_s *path) {
OSReport("Checking usability of path %p\n", path);
if (path) OSReport("Availability: %d\n", path->isAvailable);
return (path != 0) && (path->isAvailable);
}
void startMovementTo(dKPPath_s *path);
void moveThroughPath(int pressedDir);
void activatePoint();
void unlockAllPaths(char type);
void copyWorldDefToSave(const dKPWorldDef_s *world);
dKPLayer_s *pathLayer;
bool firstPathDone;
bool isMoving;
dKPNode_s *currentNode;
HermiteKey keysX[2];
HermiteKey keysY[3];
float timer;
bool isJumping;
float moveSpeed;
bool forcedRotation;
int scaleAnimProgress;
bool isScalingUp;
nw4r::snd::SoundHandle penguinSlideSound;
bool swimming;
dKPPath_s *currentPath;
bool reverseThroughPath; // direction we are going through the path
bool mustComplainToMapCreator;
int newlyAvailablePaths;
int newlyAvailableNodes;
bool panningCameraToPaths;
bool panningCameraFromPaths;
int unlockingAlpha; // -1 if not used
int countdownToFadeIn;
int waitAfterUnlock;
int waitBeforePanBack;
private:
void unlockPaths();
void finalisePathUnlocks();
bool evaluateUnlockCondition(u8 *&in, SaveBlock *save, int stack);
int cachedTotalStarCoinCount;
int cachedUnspentStarCoinCount;
public:
bool shouldRequestSave;
bool isEnteringLevel;
bool completionMessagePending;
int dmGladDuration;
int completionAnimDelay;
int completionMessageType;
int completionMessageWorldNum;
bool calledEnteredNode;
int levelStartWait;
int waitAtStart;
bool mustPlayAfterDeathAnim;
bool mustPlayAfterWinAnim;
int waitAfterInitialPlayerAnim;
bool initialLoading;
bool doingThings();
dLevelInfo_c::entry_s *enteredLevel;
private:
int camMinX, camMinY, camMaxX, camMaxY;
int nodeStackLength;
bool camBoundsValid;
void visitNodeForCamCheck(dKPNode_s *node);
void findCameraBoundsForUnlockedPaths();
void addNodeToCameraBounds(dKPNode_s *node);
};
#endif
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