summaryrefslogtreecommitdiff
path: root/src/worldmap.h
blob: 5378c737a611aa87bac39016c0df4028a4da7297 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
/*
 * 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

#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

void NewerMapDrawFunc();




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;

	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