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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*);
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);
dKPLayer_s *pathLayer;
bool isMoving;
dKPNode_s *currentNode;
HermiteKey keysX[2];
HermiteKey keysY[3];
float timer;
bool isJumping;
float moveSpeed;
bool forcedRotation;
int scaleAnimProgress;
bool isScalingUp;
dKPPath_s *currentPath;
bool reverseThroughPath; // direction we are going through the path
bool mustComplainToMapCreator;
int newlyAvailablePaths;
int newlyAvailableNodes;
int unlockingAlpha; // -1 if not used
int countdownToFadeIn;
int waitAfterUnlock;
private:
void unlockPaths();
bool evaluateUnlockCondition(u8 *&in, SaveBlock *save, int stack);
public:
bool shouldRequestSave;
bool isEnteringLevel;
bool calledEnteredNode;
int levelStartWait;
int waitAtStart;
bool mustPlayAfterDeathAnim;
int waitForAfterDeathAnim;
bool doingThings();
dLevelInfo_c::entry_s *enteredLevel;
};
#endif
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