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/*
 * Newer Super Mario Bros. Wii
 * World Maps
 *
 * Wish me luck. That's all I'm saying. --Treeki
 * Started: 03/06/2010; 11:52pm
 */

// TODO: add Save Error state

#ifndef __NEWER_WORLDMAP_H
#define __NEWER_WORLDMAP_H

#define WM_DEBUGGING
#define WM_SPAMMY_DEBUGGING

#include <common.h>
#include <game.h>
#include <g3dhax.h>

#include "fileload.h"
#include "levelinfo.h"
#include "worldmapdata.h"
#include "wmresourcemng.h"
#include "wm_map.h"

enum WMDirection {
	LEFT,
	RIGHT,
	UP,
	DOWN
};

#ifdef WM_DEBUGGING
#define MapReport OSReport
#else
inline void MapReport(const char *str, ...) { }
#endif

#ifdef WM_SPAMMY_DEBUGGING
#define SpammyReport OSReport
#else
inline void SpammyReport(const char *str, ...) { }
#endif

void NewerMapDrawFunc();


// Replacing some process IDs
#define WM_HUD WM_ANTLION


class dWMHud_c : public dBase_c {
public:
	dWMHud_c();

	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	bool layoutLoaded;
	m2d::EmbedLayout_c layout;

	static dWMHud_c *build();
	static dWMHud_c *instance;
};


class dWorldCamera_c : public dBase_c {
public:
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	Point3d camPos;
	Vec camRotate;

	float camDist;
	float targetDist;
	float camY;
	float targetY;

	static dWorldCamera_c *build();
	static dWorldCamera_c *instance;
};


class daWMPlayer_c : public dActor_c {
public:
	dPlayerModelHandler_c *modelHandler;

	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	int current_param;

	int currentAnim;
	float currentFrame;
	float currentUnk;
	float currentUpdateRate;

	void startAnimation(int id, float frame, float unk, float updateRate);

	static daWMPlayer_c *build();
	static daWMPlayer_c *instance;
};

// WORLD MAP CLASS LAYOUT
class dScNewerWorldMap_c : public dScene_c {
public:
	dScNewerWorldMap_c();

	FunctionChain initChain;

	int state;
	void *csMenu;
	void *selectCursor;
	void *numPeopleChange;
	void *yesNoWindow;
	void *continueObj;
	void *stockItem;
	void *stockItemShadow;
	void *easyPairing;

	File levelInfoFile;
	LevelInfo levelInfo;

	dWMResourceMng_c resMng;
	dWMPathData_c pathData;

	daWMPlayer_c *player;
	dWMMap_c *map;
	dWMHud_c *hud;

	bool isMoving;
	WMPathPoint *currentPoint;
	WMPathPoint *nextPoint;

	WMPathDef *currentPath;
	WMPathSegment *currentSegment;
	int currentSegmentID;
	bool reverseThroughPath; // direction we are going through the path

	void HandleMovement();

	void StartMovementTo(WMDirection direction);
	void MoveToSegment(int id);

	void MoveThroughPath();

	void ActivatePoint();

	void StartLevel(LevelInfo::Entry *entry);

	int onCreate();
	int onDelete();
	int onExecute();

	static dScNewerWorldMap_c *build();
	static dScNewerWorldMap_c *instance;
};

#endif