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path: root/src/koopatlas/shop.cpp
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#include "koopatlas/shop.h"

CREATE_STATE(dWMShop_c, Hidden);
CREATE_STATE(dWMShop_c, ShowWait);
CREATE_STATE(dWMShop_c, ButtonActivateWait);
CREATE_STATE(dWMShop_c, Wait);
CREATE_STATE(dWMShop_c, HideWait);

void dWMShop_c::ShopModel_c::setupItem(float x, float y, ItemTypes type) {
	static const char* Produce[ITEM_TYPE_COUNT][4] = { 
		{ "I_kinoko", 		"g3d/I_kinoko.brres", 			"I_kinoko", 			"wait2" },
		{ "I_fireflower", 	"g3d/I_fireflower.brres", 		"I_fireflower", 		"wait2" },
		{ "I_iceflower", 	"g3d/I_iceflower.brres", 		"I_iceflower", 			"wait2" },
		{ "I_penguin", 		"g3d/I_penguin.brres", 			"I_penguin", 			"wait2" },
		{ "I_propeller", 	"g3d/I_propeller.brres", 		"I_propeller_model", 	"wait2" },
		{ "I_kinoko_bundle","g3d/I_mini_kinoko.brres", 		"I_mini_kinoko", 		"wait2" },
		{ "I_star", 		"g3d/I_star.brres", 			"I_star", 				"wait2" },
		{ "I_hammer", 		"g3d/I_hammer.brres", 			"I_hammer", 			"wait2" },
		{ "I_kinoko_bundle","g3d/I_life_kinoko.brres", 		"I_life_kinoko", 		"wait2" },
		{ "obj_coin", 		"g3d/obj_coin.brres", 			"obj_coin", 			"wait2" }
	};

	this->x = x;
	this->y = y;

	int id = (int)type;

	allocator.link(-1, GameHeaps[0], 0, 0x20);

	res.data = getResource(Produce[id][0], Produce[id][1]);
	nw4r::g3d::ResMdl mdlRes = res.GetResMdl(Produce[id][2]);
	model.setup(mdlRes, &allocator, ANM_VTX, 1, 0);
	SetupTextures_Item(&model, 1);

	nw4r::g3d::ResAnmChr anmChr = res.GetResAnmChr(Produce[id][3]);
	animation.setup(mdlRes, anmChr, &allocator, 0);
	playAnim(Produce[id][3], 1.0f);

	allocator.unlink();
}

void dWMShop_c::ShopModel_c::setupLakitu(int id) {
	static const char* models[10] = { 
		"g3d/yoshi.brres", "g3d/desert.brres", "g3d/mountain.brres", "g3d/sakura.brres", "g3d/santa.brres", 
		"g3d/ghost.brres", "g3d/space.brres", "g3d/koopa.brres", "g3d/sewer.brres", "g3d/goldwood.brres" 
	};

	allocator.link(-1, GameHeaps[0], 0, 0x20);

	res.data = getResource("lakitu", models[id]);
	nw4r::g3d::ResMdl mdlRes = res.GetResMdl("lakitu");
	model.setup(mdlRes, &allocator, ANM_VTX, 1, 0);
	SetupTextures_Item(&model, 1);

	nw4r::g3d::ResAnmChr anmChr = res.GetResAnmChr("idle");
	animation.setup(mdlRes, anmChr, &allocator, 0);

	playAnim("idle", 1.0f);

	allocator.unlink();
}

void dWMShop_c::ShopModel_c::playAnim(const char *name, float rate) {
	nw4r::g3d::ResAnmChr anmChr = res.GetResAnmChr(name);
	animation.bind(&model, anmChr, 1);
	model.bindAnim(&animation, 0.0f);
	animation.setUpdateRate(rate);
}

void dWMShop_c::ShopModel_c::execute() {
	model._vf1C();
}

void dWMShop_c::ShopModel_c::draw() {
	mMtx mtx;
	Vec pos = {250.0f, 170.0f, 3000.0f};
	Vec scale = {1.0f, 1.0f, 1.0f};
	mtx.translation(pos.x, pos.y, pos.z);

	model.setDrawMatrix(mtx);
	model.setScale(&scale);
	model.calcWorld(false);
	model.scheduleForDrawing();
}



dWMShop_c *dWMShop_c::instance = 0;

dWMShop_c *dWMShop_c::build() {
	void *buffer = AllocFromGameHeap1(sizeof(dWMShop_c));
	dWMShop_c *c = new(buffer) dWMShop_c;

	instance = c;
	return c;
}

dWMShop_c::dWMShop_c() : state(this, &StateID_Hidden) {
	layoutLoaded = false;
	visible = false;
}

int dWMShop_c::onCreate() {
	if (!layoutLoaded) {
		bool gotFile = layout.loadArc("shop.arc", false);
		if (!gotFile)
			return false;

		selected = 0;
		lastTopRowChoice = 0;

		layout.build("shop.brlyt");

		layout.layout.rootPane->trans.x = -112.0f;
		if (IsWideScreen()) {
			layout.layout.rootPane->scale.x = 0.735f;
		} else {
			layout.clippingEnabled = true;
			layout.clipX = 0;
			layout.clipY = 52;
			layout.clipWidth = 640;
			layout.clipHeight = 352;
			layout.layout.rootPane->scale.x = 0.7711f;
			layout.layout.rootPane->scale.y = 0.7711f;
		}

		static const char *brlanNames[] = {
			"shop_Show.brlan",
			"shop_Hide.brlan",
			"shop_ActivateButton.brlan",
			"shop_DeactivateButton.brlan"
		};
		static const char *groupNames[] = {
			"BaseGroup", "BaseGroup",
			"GBtn00", "GBtn01", "GBtn02", "GBtn03", "GBtn1", "GBtn2",
			"GBtn00", "GBtn01", "GBtn02", "GBtn03", "GBtn1", "GBtn2",
		};
		static const int brlanIDs[] = {
			0, 1,
			2, 2, 2, 2, 2, 2,
			3, 3, 3, 3, 3, 3,
		};

		layout.loadAnimations(brlanNames, 4);
		layout.loadGroups(groupNames, brlanIDs, 14);
		layout.disableAllAnimations();

		layout.drawOrder = 1;

		static const char *tbNames[] = {
			"Title", "TitleShadow",
			"CoinCount", "CoinCountShadow",
			"BackText", "BuyText",
		};
		layout.getTextBoxes(tbNames, &Title, 6);

		layoutLoaded = true;
	}

	return true;
}


int dWMShop_c::onDelete() {
	deleteModels();
	return layout.free();
}


int dWMShop_c::onExecute() {
	state.execute();

	if (visible) {
		layout.execAnimations();
		layout.update();

		lakituModel->execute();

		for (int i = 0; i < 12; i++)
			itemModels[i].execute();
	}

	layout.execAnimations();
	layout.update();

	return true;
}

int dWMShop_c::onDraw() {
	if (visible)
		layout.scheduleForDrawing();

	return true;
}

void dWMShop_c::specialDraw1() {
	if (visible) {
		lakituModel->draw();
		for (int i = 0; i < 12; i++)
			itemModels[i].draw();

//		if (wasOff) { effect.spawn("Wm_ob_greencoinkira", 0, &pos, &rot, &scale); wasOff = false; }

//		if(this->ska.isAnimationDone())
//			this->ska.setCurrentFrame(0.0);
	}
}


void dWMShop_c::show(int shopNumber) {
	shopKind = shopNumber;
	state.setState(&StateID_ShowWait);
}


// Hidden
void dWMShop_c::beginState_Hidden() { }
void dWMShop_c::executeState_Hidden() { }
void dWMShop_c::endState_Hidden() { }

// ShowWait
void dWMShop_c::beginState_ShowWait() {
	MapSoundPlayer(SoundRelatedClass, SE_SYS_DIALOGUE_IN, 1);

	layout.disableAllAnimations();
	layout.enableNonLoopAnim(SHOW_ALL);
	visible = true;

	loadModels();
}
void dWMShop_c::executeState_ShowWait() {
	if (!layout.isAnimOn(SHOW_ALL)) {
		selected = 0;
		layout.enableNonLoopAnim(ACTIVATE_BUTTON);
		state.setState(&StateID_ButtonActivateWait);
	}
}
void dWMShop_c::endState_ShowWait() { }

// ButtonActivateWait
void dWMShop_c::beginState_ButtonActivateWait() { }
void dWMShop_c::executeState_ButtonActivateWait() {
	if (!layout.isAnyAnimOn())
		state.setState(&StateID_Wait);
}
void dWMShop_c::endState_ButtonActivateWait() { }

// Wait
void dWMShop_c::beginState_Wait() { }
void dWMShop_c::executeState_Wait() {
	int nowPressed = Remocon_GetPressed(GetActiveRemocon());

	int newSelection = -1;

	if (nowPressed & WPAD_ONE) {
		// Hide the thing
		state.setState(&StateID_HideWait);

	} else if (nowPressed & WPAD_UP) {
		// Move up
		if (selected == 4)
			newSelection = lastTopRowChoice;
		else if (selected == 5)
			newSelection = 4;

	} else if (nowPressed & WPAD_DOWN) {
		// Move down
		if (selected <= 3)
			newSelection = 4;
		else if (selected == 4)
			newSelection = 5;

	} else if (nowPressed & WPAD_LEFT) {
		// Just use the previous choice
		if (selected > 0)
			newSelection = selected - 1;

	} else if (nowPressed & WPAD_RIGHT) {
		// Just use the next choice
		if (selected < 5)
			newSelection = selected + 1;

	} else if (nowPressed & WPAD_TWO) {
		buyItem(selected);
	}

	if (newSelection > -1) {
		MapSoundPlayer(SoundRelatedClass, SE_SYS_CURSOR, 1);

		layout.enableNonLoopAnim(DEACTIVATE_BUTTON+selected);
		layout.enableNonLoopAnim(ACTIVATE_BUTTON+newSelection);

		selected = newSelection;
		if (newSelection <= 3)
			lastTopRowChoice = newSelection;
	}
}
void dWMShop_c::endState_Wait() { }

// HideWait
void dWMShop_c::beginState_HideWait() {
	MapSoundPlayer(SoundRelatedClass, SE_SYS_DIALOGUE_OUT_AUTO, 1);
	layout.enableNonLoopAnim(HIDE_ALL);
}
void dWMShop_c::executeState_HideWait() {
	if (!layout.isAnimOn(HIDE_ALL))
		state.setState(&StateID_Hidden);
}
void dWMShop_c::endState_HideWait() {
	visible = false;
}


// Powerup Listing:
// 0 = Mushroom		- 1
	// 1 = Fireflower	- 2
	// 2 = Iceflower	- 2
		// 3 = Penguin		- 3
		// 4 = Propeller	- 3
	// 5 = MiniShroom	- 2
	// 6 = Starman		- 2
		// 7 = Hammer		- 3
	// 8 = 1-ups		- 2
// 9 = Coins		- 1
//
// Format: 1coin, 1coin, 2coins, 3coins, 5coins[3] (Value 6-9), 8coins[5] (Value 10-15)
//
// Possible 5 coin combos =  2,2,2  /  1,2,3  /  2,3,2  /  3,2,3  /  3,3,3
// Possible 8 coin combos =  1,1,2,3,3  /  1,2,2,3,3  /  1,2,3,3,3  /  2,2,2,3,3  /  2,2,3,3,3  /  1,3,3,3,3  /  2,3,3,3,3  /  3,3,3,3,3

const dWMShop_c::ItemTypes dWMShop_c::Inventory[10][12] = { 
	{ // Yoshi's Island
		COINS, MUSHROOM, FIRE_FLOWER, PROPELLER,
		FIRE_FLOWER, ICE_FLOWER, FIRE_FLOWER,
		MUSHROOM, MUSHROOM, ONE_UP, PROPELLER, PROPELLER
	},
	{ // Desert
		COINS, MUSHROOM, FIRE_FLOWER, PROPELLER,
		FIRE_FLOWER, STARMAN, FIRE_FLOWER,
		MUSHROOM, FIRE_FLOWER, FIRE_FLOWER, PROPELLER, PROPELLER
	},
	{ // Mountain
		COINS, MUSHROOM, MINI_SHROOM, PROPELLER,
		MUSHROOM, MINI_SHROOM, PROPELLER,
		MUSHROOM, MINI_SHROOM, PROPELLER, PROPELLER, HAMMER
	},
	{ // Japan
		COINS, MUSHROOM, ONE_UP, HAMMER,
		ONE_UP, ONE_UP, ONE_UP,
		PROPELLER, ICE_FLOWER, ONE_UP, FIRE_FLOWER, PROPELLER
	},
	{ // FreezeFlame
		COINS, MUSHROOM, ICE_FLOWER, PENGUIN,
		ICE_FLOWER, PENGUIN, ICE_FLOWER,
		ICE_FLOWER, PENGUIN, PENGUIN, PENGUIN, ICE_FLOWER
	},
	{ // Ghost
		COINS, MUSHROOM, STARMAN, PROPELLER,
		MINI_SHROOM, PROPELLER, MINI_SHROOM,
		PROPELLER, PROPELLER, COINS, PROPELLER, PROPELLER
	},
	{ // Space
		COINS, MUSHROOM, STARMAN, HAMMER,
		STARMAN, STARMAN, STARMAN,
		HAMMER, HAMMER, ONE_UP, HAMMER, HAMMER
	},
	{ // Koopa
		MUSHROOM, ONE_UP, PROPELLER, HAMMER,
		HAMMER, PROPELLER, HAMMER,
		PROPELLER, HAMMER, PROPELLER, HAMMER, PROPELLER
	},
	{ // Unknown
		COINS, MUSHROOM, FIRE_FLOWER, PENGUIN,
		MUSHROOM, MUSHROOM, MUSHROOM,
		MUSHROOM, MUSHROOM, MUSHROOM, MUSHROOM, MUSHROOM
	},
	{ // Goldwood
		MUSHROOM, ONE_UP, FIRE_FLOWER, MINI_SHROOM,
		FIRE_FLOWER, PROPELLER, FIRE_FLOWER,
		FIRE_FLOWER, FIRE_FLOWER, STARMAN, FIRE_FLOWER, FIRE_FLOWER
	}
};

void dWMShop_c::loadModels() {
	lakituModel = new ShopModel_c;
	lakituModel->setupLakitu(shopKind);

	itemModels = new ShopModel_c[ITEM_COUNT];
	for (int i = 0; i < ITEM_COUNT; i++)
		itemModels[i].setupItem(0.0f, 0.0f, Inventory[shopKind][i]);
}
void dWMShop_c::deleteModels() {
	if (lakituModel)
		delete lakituModel;
	lakituModel = 0;

	if (itemModels)
		delete[] itemModels;
	itemModels = 0;
}


void dWMShop_c::buyItem(int item) {
	static int itemDefs[6][3] = {
		// Cost, Start Index, Count
		{1, 0, 1}, {1, 1, 1}, {2, 2, 1}, {3, 3, 1},
		{5, 4, 3}, {8, 7, 5}
	};

	int cost = itemDefs[item][0], cash = getStarCoinCount();

	if (cost > cash) {
		lakituModel->playAnim("notenough", 1.0f);
		MapSoundPlayer(SoundRelatedClass, SE_SYS_INVALID, 1);
		return;
	}

	MapSoundPlayer(SoundRelatedClass, SE_SYS_DECIDE, 1);


	SaveFile *file = GetSaveFile();
	SaveBlock *block = file->GetBlock(file->header.current_file);

	block->spentStarCoins += cost;

	// Work out what we need to apply
	int appliedItems[ITEM_TYPE_COUNT];
	for (int i = 0; i < ITEM_TYPE_COUNT; i++)
		appliedItems[i] = 0;

	int invStartIndex = itemDefs[item][1], invCount = itemDefs[item][2];
	for (int i = 0; i < invCount; i++)
		appliedItems[(int)Inventory[shopKind][invStartIndex]]++;

	// TODO: Make this work with hammers
	for (int i = 0; i < 7; i++) {
		block->powerups_available[i] += appliedItems[i];

		if (block->powerups_available[i] > 99)
			block->powerups_available[i] = 99;
	}

	// Apply coins and lives to everyone
	for (int i = 0; i < 4; i++) {
		block->player_coins[i] += (appliedItems[(int)COINS] * 50);

		while (block->player_coins[i] >= 100) {
			block->player_coins[i] -= 100;
			block->player_lives[i]++;
		}

		block->player_lives[i] += appliedItems[(int)ONE_UP];
		if (block->player_lives[i] > 99)
			block->player_lives[i] = 99;
	}

	state.setState(&StateID_HideWait);
}