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#ifndef __KOOPATLAS_SHOP_H
#define __KOOPATLAS_SHOP_H
#include "koopatlas/core.h"
#include "texmapcolouriser.h"
class dWMShop_c : public dActor_c {
public:
static dWMShop_c *build();
static dWMShop_c *instance;
dWMShop_c();
int onCreate();
int onDelete();
int onExecute();
int onDraw();
void specialDraw1();
bool layoutLoaded;
m2d::EmbedLayout_c layout;
bool visible;
float scaleEase;
int timer;
int selected, lastTopRowChoice;
int shopKind;
enum Animation {
SHOW_ALL = 0,
HIDE_ALL = 1,
ACTIVATE_BUTTON = 2, // 3, 4, 5, 6, 7
DEACTIVATE_BUTTON = 8, // 9, 10, 11, 12, 13
};
enum ItemTypes {
MUSHROOM = 0,
FIRE_FLOWER,
PROPELLER,
ICE_FLOWER,
PENGUIN,
MINI_SHROOM,
STARMAN,
HAMMER,
ONE_UP,
ITEM_TYPE_COUNT
};
enum _Constants {
ITEM_COUNT = 12,
};
static const ItemTypes Inventory[10][12];
nw4r::lyt::TextBox
*Title, *TitleShadow,
*CoinCount, *CoinCountShadow,
*BackText, *BuyText;
nw4r::lyt::Picture
*BtnLeft[6], *BtnMid[6], *BtnRight[6];
nw4r::lyt::Pane
*Buttons[6], *Btn1Base, *Btn2Base;
dTexMapColouriser_c leftCol, midCol, rightCol;
class ShopModel_c {
public:
mHeapAllocator_c allocator;
nw4r::g3d::ResFile res;
m3d::mdl_c model;
m3d::anmChr_c animation;
float x, y, scaleFactor, scaleEase;
bool isLakitu, playingNotEnough;
void setupItem(float x, float y, ItemTypes type);
void setupLakitu(int id);
void execute();
void draw();
void playAnim(const char *name, float rate, char loop);
};
ShopModel_c *itemModels;
ShopModel_c *lakituModel;
void show(int shopNumber);
void loadInfo();
void loadModels();
void deleteModels();
void buyItem(int item);
dStateWrapper_c<dWMShop_c> state;
USING_STATES(dWMShop_c);
DECLARE_STATE(Hidden);
DECLARE_STATE(ShowWait);
DECLARE_STATE(ButtonActivateWait);
DECLARE_STATE(Wait);
DECLARE_STATE(HideWait);
};
#endif
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