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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
#define WM_PATH_MANAGER WM_ANTLION_MNG


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

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

		bool layoutLoaded;
		m2d::EmbedLayout_c layout;

		void updateText();

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


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

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

		dWMPathData_c pathData;

		bool isMoving;
		WMPathPoint *currentPoint;
		WMPathPoint *nextPoint;

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

		void setup();

		void startMovementTo(WMDirection direction);
		void moveToSegment(int id);

		void moveThroughPath();

		void activatePoint();

		static dWMPathManager_c *build();
		static dWMPathManager_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;

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


		void startLevel(LevelInfo::Entry *entry);

		bool canDoStuff();

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

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

#endif