diff options
author | Treeki <treeki@gmail.com> | 2011-07-23 23:55:14 +0200 |
---|---|---|
committer | Treeki <treeki@gmail.com> | 2011-07-23 23:55:14 +0200 |
commit | 803c43cce9a5494d842856dd2e2aeb40666fe48a (patch) | |
tree | 14ced075735b06eb5768302602d92c1f01891b25 /src/worldmap.cpp | |
parent | 77d7cadea5d8762a0e2a7d9a1a40f314748a6dcf (diff) | |
parent | 693dc221a8af9a90754a3e500f459c4a9517b439 (diff) | |
download | kamek-803c43cce9a5494d842856dd2e2aeb40666fe48a.tar.gz kamek-803c43cce9a5494d842856dd2e2aeb40666fe48a.zip |
merged
Diffstat (limited to 'src/worldmap.cpp')
-rw-r--r-- | src/worldmap.cpp | 2128 |
1 files changed, 1064 insertions, 1064 deletions
diff --git a/src/worldmap.cpp b/src/worldmap.cpp index d7f73d0..d650fce 100644 --- a/src/worldmap.cpp +++ b/src/worldmap.cpp @@ -1,1064 +1,1064 @@ -#include "worldmap.h"
-
-extern "C" void LoadMapScene();
-
-dScNewerWorldMap_c *dScNewerWorldMap_c::instance = 0;
-
-
-dScNewerWorldMap_c *dScNewerWorldMap_c::build() {
- // return new dScNewerWorldMap_c;
- OSReport("Creating WorldMap\n");
-
- void *buffer = AllocFromGameHeap1(sizeof(dScNewerWorldMap_c));
- dScNewerWorldMap_c *c = new(buffer) dScNewerWorldMap_c;
-
- OSReport("Created WorldMap @ %p\n", c);
-
- instance = c;
- return c;
-}
-
-
-#define SELC_SETUP_DONE(sc) (*((bool*)(((u32)(sc))+0xD38)))
-
-#define EASYP_SETUP_DONE(ep) (*((bool*)(((u32)(ep))+0x278)))
-#define EASYP_ACTIVE(ep) (*((bool*)(((u32)(ep))+0x279)))
-
-#define CSMENU_SETUP_DONE(csm) (*((bool*)(((u32)(csm))+0x270)))
-#define CSMENU_ACTIVE(csm) (*((bool*)(((u32)(csm))+0x271)))
-#define CSMENU_CHOICE_OK(csm) (*((bool*)(((u32)(csm))+0x272)))
-#define CSMENU_UNK(csm) (*((bool*)(((u32)(csm))+0x273)))
-#define CSMENU_CURRENT(csm) (*((int*)(((u32)(csm))+0x268)))
-
-#define YESNO_SETUP_DONE(ynw) (*((bool*)(((u32)(ynw))+0x294)))
-#define YESNO_VISIBLE(ynw) (*((bool*)(((u32)(ynw))+0x295)))
-#define YESNO_CLOSE(ynw) (*((bool*)(((u32)(ynw))+0x296)))
-#define YESNO_OPENING(ynw) (*((bool*)(((u32)(ynw))+0x297)))
-#define YESNO_REFUSED(ynw) (*((bool*)(((u32)(ynw))+0x298)))
-#define YESNO_CANCELLED(ynw) (*((bool*)(((u32)(ynw))+0x299)))
-#define YESNO_CANCELLED2(ynw) (*((bool*)(((u32)(ynw))+0x29A)))
-#define YESNO_CURRENT(ynw) (*((int*)(((u32)(ynw))+0x284)))
-#define YESNO_TYPE(ynw) (*((int*)(((u32)(ynw))+0x28C)))
-
-#define NPCHG_SETUP_DONE(npc) (*((bool*)(((u32)(npc))+0x67C)))
-#define NPCHG_ACTIVE(npc) (*((bool*)(((u32)(npc))+0x67E)))
-#define NPCHG_HIDE_FOR_EASYP(npc) (*((bool*)(((u32)(npc))+0x67F)))
-#define NPCHG_READY(npc) (*((bool*)(((u32)(npc))+0x680)))
-#define NPCHG_CCSB(npc,idx) (((void**)(((u32)(npc))+0x74))[(idx)])
-#define NPCHG_CCSC(npc,idx) (((void**)(((u32)(npc))+0x84))[(idx)])
-#define NPCHG_CCSA(npc,idx) (((void**)(((u32)(npc))+0x94))[(idx)])
-#define NPCHG_CCI(npc,idx) (((void**)(((u32)(npc))+0xA4))[(idx)])
-#define NPCHG_2DPLAYER(npc,idx) (((void**)(((u32)(npc))+0x64C))[(idx)])
-
-#define STKI_SETUP_DONE(si) (*((bool*)(((u32)(si))+0x310)))
-#define STKI_SHADOW(si) (*((void**)(((u32)(si))+0x310)))
-#define STKI_2DPLAYER(si,idx) (((void**)(((u32)(si))+0x2E4))[(idx)])
-#define STKI_ITEM(si,idx) (((void**)(((u32)(si))+0x2F4))[(idx)])
-#define STKI_SHOW(si) (*((bool*)(((u32)(si))+0x8DD)))
-
-#define SIS_SETUP_DONE(sis) (*((bool*)(((u32)(sis))+0x260)))
-
-#define CCSB_ACTIVE(ccsb) (*((bool*)(((u32)(ccsb))+0x29C)))
-
-#define CCSC_ACTIVE(ccsc) (*((bool*)(((u32)(ccsc))+0x2A1)))
-
-#define PLAYER2D_SHOW_EASY_PAIRING(p2d) (*((bool*)(((u32)(p2d))+0x264)))
-
-#define CONT_LIVES(cont,idx) (((int*)(((u32)(cont))+0x2B8))[(idx)])
-#define CONT_SETUP_DONE(cont) (*((bool*)(((u32)(cont))+0x2D4)))
-#define CONT_UNK1(cont) (*((bool*)(((u32)(cont))+0x2D5)))
-#define CONT_UNK2(cont) (*((bool*)(((u32)(cont))+0x2D6)))
-#define CONT_DONE(cont) (*((bool*)(((u32)(cont))+0x2D7)))
-#define CONT_UNK3(cont) (*((bool*)(((u32)(cont))+0x2E0)))
-
-inline u8 GetSwitchStatus() {
- return *((u8*)(((u32)GameMgr)+0x380));
-}
-
-inline void SetSwitchStatus(u8 stat) {
- *((u8*)(((u32)GameMgr)+0x380)) = stat;
-}
-
-#define STATE_START_DVD 0
-#define STATE_LOAD_RES 1
-#define STATE_END_DVD 2
-#define STATE_SETUP_WAIT 3
-#define STATE_LIMBO 4
-#define STATE_CONTINUE_WAIT 5
-#define STATE_NORMAL 6
-#define STATE_OPT_CHANGE_WAIT 7
-#define STATE_CSMENU 8
-#define STATE_TITLE_CONFIRM_OPEN_WAIT 9
-#define STATE_TITLE_CONFIRM_SELECT 10
-#define STATE_TITLE_CONFIRM_HIT_WAIT 11
-#define STATE_PLAYER_CHANGE_WAIT 12
-#define STATE_EASY_PAIRING_WAIT 13
-#define STATE_POWERUPS_WAIT 14
-#define STATE_SAVE_OPEN 15
-#define STATE_SAVE_SELECT 16
-#define STATE_SAVE_WINDOW_CLOSE 17
-#define STATE_SAVE_DO 18
-#define STATE_SAVE_END_WINDOW 19
-#define STATE_SAVE_END_CLOSE_WAIT 20
-#define STATE_QUICKSAVE_OPEN 21
-#define STATE_QUICKSAVE_SELECT 22
-#define STATE_QUICKSAVE_WINDOW_CLOSE 23
-#define STATE_QUICKSAVE_DO 24
-#define STATE_QUICKSAVE_END_WINDOW 25
-#define STATE_QUICKSAVE_END_CLOSE_WAIT 26
-#define STATE_SAVE_ERROR 27
-
-#define MENU_HEIGHT 15
-
-const char *anim1 = "optionActivated.brlan";
-const char *anim2 = "optionDeactivated.brlan";
-
-const char *group1 = "G_opt00";
-const char *group2 = "G_opt01";
-const char *group3 = "G_opt02";
-const char *group4 = "G_opt03";
-const char *group5 = "G_opt04";
-const char *group6 = "G_opt05";
-const char *group7 = "G_opt06";
-const char *group8 = "G_opt07";
-const char *group9 = "G_opt08";
-const char *group10 = "G_opt09";
-const char *group11 = "G_opt10";
-const char *group12 = "G_opt11";
-const char *group13 = "G_opt12";
-const char *group14 = "G_opt13";
-const char *group15 = "G_opt14";
-
-
-void dScNewerWorldMap_c::StartLevel() {
- LevelInfo_Entry *level = LevelInfo_GetLevels(this->levelInfo, this->currentPage);
- level += this->selections[this->currentPage];
- StartLevel(level);
-}
-
-void dScNewerWorldMap_c::StartLevel(LevelInfo_Entry *entry) {
- for (int i = 0; i < 4; i++) {
- bool isThere = QueryPlayerAvailability(i);
- int id = Player_ID[i];
- Player_Active[i] = isThere ? 1 : 0;
- if (!isThere) Player_Flags[i] = 0;
- }
-
- StartLevelInfo sl;
- sl.unk1 = 0;
- sl.unk2 = 0xFF;
- sl.unk3 = 0;
- sl.unk4 = 0;
- sl.purpose = 0;
-
- sl.world1 = entry->world;
- sl.world2 = entry->world;
- sl.level1 = entry->level;
- sl.level2 = entry->level;
-
- // hopefully this will fix the Star Coin issues
- SetSomeConditionShit(entry->world, entry->level, 2);
-
- ActivateWipe(WIPE_MARIO);
-
- DoStartLevel(GetGameMgr(), &sl);
-}
-
-void dScNewerWorldMap_c::SetTitle(const char *text) {
- unsigned short conv_buf[0x200];
- int length = strlen(text);
- if (length > 0x1FF)
- length = 0x1FF;
-
- for (int i = 0; i < length; i++) {
- conv_buf[i] = text[i];
- }
- conv_buf[length] = 0;
-
- void *textBox = EmbeddedLayout_FindTextBoxByName(this->layout, "ScreenTitle");
- TextBox_SetString(textBox, conv_buf, 0);
-}
-
-void dScNewerWorldMap_c::GenSBTitle() {
- char buf[0x100];
- sprintf(buf, "Switches: R:%s; G:%s; Y:%s; B:%s",
- ((GetSwitchStatus() & 1) != 0) ? "On" : "Off",
- ((GetSwitchStatus() & 2) != 0) ? "On" : "Off",
- ((GetSwitchStatus() & 4) != 0) ? "On" : "Off",
- ((GetSwitchStatus() & 8) != 0) ? "On" : "Off");
- this->SetTitle(buf);
-}
-
-void dScNewerWorldMap_c::GenText() {
- char buf[0x1FF];
- char paneNameBuf[0x20];
- char textBoxNameBuf[0x20];
- unsigned short wchars[0x1FF];
-
- SaveBlock *save = GetSaveFile()->GetBlock(-1);
-
- LevelInfo_Section *section = LevelInfo_GetSection(this->levelInfo, this->currentPage);
- LevelInfo_Entry *levels = LevelInfo_GetLevels(this->levelInfo, section);
-
- int count = section->levelCount;
-
- for (int i = 0; i < MENU_HEIGHT; i++) {
- sprintf(paneNameBuf, "Opt%02d", i);
- sprintf(textBoxNameBuf, "OptText%02d", i);
- void *pane = EmbeddedLayout_FindPaneByName(this->layout, paneNameBuf);
- void *textBox = EmbeddedLayout_FindTextBoxByName(this->layout, textBoxNameBuf);
-
- if (i < count) {
- // valid level
- PANE_FLAGS(pane) |= 1;
-
- u32 conds = save->GetLevelCondition(levels[i].world, levels[i].level);
-
- char cond1, cond2, cond3, cond4, cond5;
- cond1 = (conds & COND_NORMAL ? 'x' : '.');
- cond2 = (conds & COND_SECRET ? 'x' : '.');
- cond3 = (conds & COND_COIN1 ? 'x' : '.');
- cond4 = (conds & COND_COIN2 ? 'x' : '.');
- cond5 = (conds & COND_COIN3 ? 'x' : '.');
-
- sprintf(buf, "%s %c%c %c%c%c", LevelInfo_GetName(this->levelInfo, &levels[i]), cond1, cond2, cond3, cond4, cond5);
-
- for (int i = 0; i < 0x1FF; i++) {
- wchars[i] = buf[i];
- if (buf[i] == 0) break;
- }
-
- TextBox_SetString(textBox, wchars, 0);
- } else {
- // invalid, hide the pane
- PANE_FLAGS(pane) &= ~1;
- }
- }
-}
-
-int dScNewerWorldMap_c::onCreate() {
- OSReport("1:Loading scene\n");
-
- LoadMapScene();
- OSReport("2:Loading scene\n");
- GameSetup__LoadScene(0); // lol, stolen from GAME_SETUP
-
- OSReport("3:Layout alloc\n");
- this->layout = (Layout*)AllocFromGameHeap1(sizeof(Layout));
- if (!this->layout) {
- OSReport("memalloc fail\n");
- InfiniteLoop;
- }
-
- OSReport("4:Layout ctor\n");
- EmbeddedLayout_ctor(this->layout);
- OSReport("5:Layout load arc\n");
- EmbeddedLayout_LoadArc(this->layout, "NewerRes/wmap.arc");
-
- OSReport("6:Layout build\n");
- if (!EmbeddedLayout_Build(this->layout, "levelSelect.brlyt", 0)) {
- OSReport("build fail\n");
- InfiniteLoop;
- }
-
-
- OSReport("7:Layout load brlan\n");
- const char *anims[2] = {anim1, anim2};
- EmbeddedLayout_LoadBrlans(this->layout, anims, 2);
-
- const char *groups[30] = {
- group1, group2, group3, group4, group5,
- group6, group7, group8, group9, group10,
- group11, group12, group13, group14, group15,
- group1, group2, group3, group4, group5,
- group6, group7, group8, group9, group10,
- group11, group12, group13, group14, group15,
- };
-
- int mappings[30] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
- OSReport("8:Layout load group\n");
- EmbeddedLayout_LoadGroups(this->layout, groups, mappings, 30);
-
- OSReport("9:Layout reset anims\n");
- EmbeddedLayout_DisableAllAnims(this->layout);
-
- for (int i = 0; i < 15; i++) {
- EmbeddedLayout_ResetAnimToInitialState(this->layout, i, false);
- }
-
-
- OSReport("10:Item 1\n");
- this->selectCursor = CreateParentedObject(SELECT_CURSOR, this, 0, 0);
- OSReport("11:Item 2\n");
- this->csMenu = CreateParentedObject(COURSE_SELECT_MENU, this, 0, 0);
- OSReport("12:Item 3\n");
- this->yesNoWindow = CreateParentedObject(YES_NO_WINDOW, this, 0, 0);
- OSReport("13:Item 4\n");
- this->numPeopleChange = CreateParentedObject(NUMBER_OF_PEOPLE_CHANGE, this, 0, 0);
-
- for (int i = 0; i < 4; i++) {
- OSReport("14:Character change select %d\n", i);
- void *ccsb = CreateParentedObject(CHARACTER_CHANGE_SELECT_BASE, this, i, 0);
- void *ccsc = CreateParentedObject(CHARACTER_CHANGE_SELECT_CONTENTS, this, i, 0);
- void *ccsa = CreateParentedObject(CHARACTER_CHANGE_SELECT_ARROW, this, i, 0);
- void *cci = CreateParentedObject(CHARACTER_CHANGE_INDICATOR, this, i, 0);
-
- NPCHG_CCSB(this->numPeopleChange, i) = ccsb;
- NPCHG_CCSC(this->numPeopleChange, i) = ccsc;
- NPCHG_CCSA(this->numPeopleChange, i) = ccsa;
- NPCHG_CCI(this->numPeopleChange, i) = cci;
- }
-
- OSReport("15:Item 5\n");
- this->continueObj = CreateParentedObject(CONTINUE, this, 0, 0);
-
- OSReport("16:Item 6\n");
- this->stockItem = CreateParentedObject(STOCK_ITEM, this, 0, 0);
- OSReport("17:Item 7\n");
- this->stockItemShadow = CreateParentedObject(STOCK_ITEM_SHADOW, this, 0, 0);
- STKI_SHADOW(this->stockItem) = this->stockItemShadow;
-
- OSReport("18:Item 8\n");
- this->easyPairing = CreateParentedObject(EASY_PAIRING, this, 0, 0);
-
- this->state = STATE_START_DVD;
-
- this->layout->drawOrder = 0;
-
- *CurrentDrawFunc = NewerMapDrawFunc;
-
- // level info
- OSReport("19:Load level info\n");
- this->levelInfo = LoadFile(&this->levelInfoFH, "/NewerRes/LevelInfo.bin");
- OSReport("20:Prepare level info\n");
- LevelInfo_Prepare(&this->levelInfoFH);
-
- // load the menu info
- OSReport("21:Load save info\n");
- SaveBlock *save = GetSaveFile()->GetBlock(-1);
-
- this->currentPage = save->current_world;
-
- // bounds check
- if (save->current_path_node >= 15)
- save->current_path_node = 0;
-
- int sCount = LevelInfo_GetSectionCount(this->levelInfo);
- this->selections = (int*)AllocFromGameHeap1(sizeof(int) * sCount);
-
- for (int i = 0; i < sCount; i++) {
- this->selections[i] = 0;
- }
-
- this->selections[this->currentPage] = save->current_path_node;
-
- // show button anim
- OSReport("22:Enable anim\n");
- EmbeddedLayout_EnableNonLoopAnim(this->layout, save->current_path_node, false);
-
- OSReport("23:Make text\n");
- this->GenText();
- this->GenSBTitle();
-
- OSReport("24:onCreate complete\n");
- return true;
-}
-
-int dScNewerWorldMap_c::onDelete() {
- EmbeddedLayout_FreeArc(this->layout);
- EmbeddedLayout_Free(this->layout);
- EmbeddedLayout_dtor(this->layout, false);
- FreeFromGameHeap1(this->layout);
-
- FreeFromGameHeap1(this->selections);
-
- FreeFile(&this->levelInfoFH);
-
- FreeScene(0);
- FreeScene(1);
-
- DVD_FreeFile(GetDVDClass2(), "SI_kinoko");
- DVD_FreeFile(GetDVDClass2(), "SI_fireflower");
- DVD_FreeFile(GetDVDClass2(), "SI_iceflower");
- DVD_FreeFile(GetDVDClass2(), "SI_penguin");
- DVD_FreeFile(GetDVDClass2(), "SI_propeller");
- DVD_FreeFile(GetDVDClass2(), "SI_star");
-
- return true;
-}
-
-int dScNewerWorldMap_c::onExecute() {
-
- if (QueryGlobal5758(0xFFFFFFFF)) return true;
- if (CheckIfWeCantDoStuff()) return true;
-
- /**************************************************************************/
- // Read Wiimote Buttons
-
- int heldButtons = Remocon_GetButtons(GetActiveRemocon());
- int nowPressed = Remocon_GetPressed(GetActiveRemocon());
-
- /**************************************************************************/
- // State Specific
-
- switch (this->state) {
- /**********************************************************************/
- // STATE_START_DVD : Set up DVD
- case STATE_START_DVD:
-
- DVD_Start();
- this->state = STATE_LOAD_RES;
-
- break;
-
- /**********************************************************************/
- // STATE_LOAD_RES : Load extra stuff we need
- case STATE_LOAD_RES:
-
- DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_kinoko", 0);
- DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_fireflower", 0);
- DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_iceflower", 0);
- DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_penguin", 0);
- DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_propeller", 0);
- DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_star", 0);
- //DVD_LoadFile(GetDVDClass(), "Object", "fruits_kusa_gake", 0);
-
- this->state = STATE_END_DVD;
-
- break;
-
- /**********************************************************************/
- // STATE_END_DVD : Wait for files to load, end DVD
- case STATE_END_DVD:
-
- if (!DVD_StillLoading(GetDVDClass2())) {
- if (DVD_End()) {
- this->state = STATE_SETUP_WAIT;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_SETUP_WAIT : Waiting for the world map managers to be set up
- case STATE_SETUP_WAIT: {
-
- bool success = true;
-
- success &= CSMENU_SETUP_DONE(this->csMenu);
- success &= SELC_SETUP_DONE(this->selectCursor);
- success &= NPCHG_SETUP_DONE(this->numPeopleChange);
- success &= YESNO_SETUP_DONE(this->yesNoWindow);
- success &= CONT_SETUP_DONE(this->continueObj);
- success &= STKI_SETUP_DONE(this->stockItem);
- success &= SIS_SETUP_DONE(this->stockItemShadow);
- success &= EASYP_SETUP_DONE(this->easyPairing);
-
- if (success) {
- // ok, now we can set up other required shit
-
- // first up: player models for Stocked Items
- for (int i = 0; i < 4; i++) {
- void *obj = CreateChildObject(WM_2D_PLAYER, this, i, 0, 0);
- STKI_2DPLAYER(this->stockItem,i) = obj;
- NPCHG_2DPLAYER(this->numPeopleChange,i) = obj;
- }
-
- // next: items for the Powerup screen
- for (int i = 0; i < 7; i++) {
- void *obj = CreateChildObject(WM_ITEM, this, i, 0, 0);
- STKI_ITEM(this->stockItem,i) = obj;
- }
-
- // now, check if we need to handle Continue
- if (CheckIfContinueShouldBeActivated()) {
- this->state = STATE_CONTINUE_WAIT;
- CONT_UNK1(this->continueObj) = true;
- CONT_UNK2(this->continueObj) = true;
- CONT_UNK3(this->continueObj) = false;
- } else {
- this->state = STATE_OPT_CHANGE_WAIT;
- }
- }
-
- } break;
-
- /**********************************************************************/
- // STATE_CONTINUE_WAIT : Waiting for the Continue anim to finish
- case STATE_CONTINUE_WAIT:
-
- if (CONT_DONE(this->continueObj)) {
- CONT_UNK1(this->continueObj) = 0;
- CONT_UNK2(this->continueObj) = 0;
- CONT_UNK3(this->continueObj) = 0;
-
- for (int i = 0; i < 4; i++) {
- int idx = SearchForIndexOfPlayerID(i);
- Player_Lives[Player_ID[idx]] = CONT_LIVES(this->continueObj, i);
- }
-
- this->state = STATE_OPT_CHANGE_WAIT;
- }
-
- break;
-
- /**********************************************************************/
- // STATE_NORMAL : Nothing related to the menu is going on
- case STATE_NORMAL: {
-
- int currentPage = this->currentPage;
- int currentSelection = this->selections[currentPage];
- int newPage = currentPage;
- int newSelection = currentSelection;
-
- // Activate the menu
- if (nowPressed & WPAD_PLUS) {
- CSMENU_ACTIVE(this->csMenu) = true;
- this->state = STATE_CSMENU;
- }
-
- if (nowPressed & WPAD_B) {
- SetSwitchStatus((GetSwitchStatus() + 1) & 15);
- this->GenSBTitle();
- }
-
- // Change the current level
- if ((nowPressed & WPAD_UP) && currentSelection > 0) {
- newSelection = currentSelection - 1;
- }
-
- if ((nowPressed & WPAD_DOWN) && currentSelection < (LevelInfo_GetSection(this->levelInfo, currentPage)->levelCount - 1)) {
- newSelection = currentSelection + 1;
- }
-
- // Change the current world
- if ((nowPressed & WPAD_LEFT) && currentPage > 0) {
- newPage = currentPage - 1;
- }
-
- if ((nowPressed & WPAD_RIGHT) && currentPage < (LevelInfo_GetSectionCount(this->levelInfo) - 1)) {
- newPage = currentPage + 1;
- }
-
-
- if (newPage != currentPage) {
- this->currentPage = newPage;
- this->GenText();
-
- // do this to let the rest of the code handle animations
- newSelection = this->selections[newPage];
- }
-
- if (newSelection != currentSelection) {
- EmbeddedLayout_DisableAllAnims(this->layout);
-
- // enable On animation
- EmbeddedLayout_EnableNonLoopAnim(this->layout, newSelection, false);
-
- // enable Off animation
- EmbeddedLayout_EnableNonLoopAnim(this->layout, currentSelection+15, false);
-
- this->selections[newPage] = newSelection;
- this->state = STATE_OPT_CHANGE_WAIT;
- }
-
-
- // save the info to the file
- if (currentSelection != newSelection || currentPage != newPage) {
- SaveBlock *save = GetSaveFile()->GetBlock(-1);
- save->current_world = newPage;
- save->current_path_node = newSelection;
- }
-
-
- // Enter the current level
- if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
- this->StartLevel();
- this->state = STATE_LIMBO; // just in case
- }
-
- if (nowPressed & WPAD_ONE) {
- STKI_SHOW(this->stockItem) = true;
- this->state = STATE_POWERUPS_WAIT;
- }
- } break;
-
- /**********************************************************************/
- // STATE_OPT_CHANGE_WAIT : Waiting for the option change animation to
- // finish playing
- case STATE_OPT_CHANGE_WAIT:
-
- if (!EmbeddedLayout_CheckIfAnimationIsOn(this->layout, -1)) {
- this->state = STATE_NORMAL;
- }
-
- break;
- /**********************************************************************/
- // STATE_CSMENU : The course select menu is currently being shown
- case STATE_CSMENU:
-
- // First off, check to see if it's been hidden
- if (!CSMENU_ACTIVE(this->csMenu)) {
- // That means something happened
- if (CSMENU_CHOICE_OK(this->csMenu)) {
- // Player pressed a button
-
- switch (CSMENU_CURRENT(this->csMenu)) {
- case 0:
- // Star Coins
- //OSReport("Star Coins was pressed\n");
- this->state = STATE_NORMAL;
- break;
-
- case 1:
- // Add/Drop Players
- //OSReport("Add/Drop Players was pressed\n");
- this->state = STATE_PLAYER_CHANGE_WAIT;
- NPCHG_ACTIVE(this->numPeopleChange) = true;
- WpadShit(10);
-
- break;
-
- case 2:
- // Save or Quick Save
- //OSReport("Save or Quick Save was pressed\n");
- if (GetSaveFile()->GetBlock(-1)->bitfield & 2) {
- this->state = STATE_SAVE_OPEN;
- YESNO_TYPE(this->yesNoWindow) = 1;
- YESNO_VISIBLE(this->yesNoWindow) = 1;
-
- } else {
- this->state = STATE_QUICKSAVE_OPEN;
- YESNO_TYPE(this->yesNoWindow) = 15;
- YESNO_VISIBLE(this->yesNoWindow) = 1;
-
- }
-
- break;
-
- case 3:
- // Title Screen
- //OSReport("Title Screen was pressed\n");
- this->state = STATE_TITLE_CONFIRM_OPEN_WAIT;
- YESNO_VISIBLE(this->yesNoWindow) = true;
- YESNO_TYPE(this->yesNoWindow) = 10;
- break;
- }
-
- } else {
- // Ok, change back to STATE_NORMAL
- this->state = STATE_NORMAL;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_TITLE_CONFIRM_OPEN_WAIT : Waiting for the "Go to Title Screen"
- // YesNoWindow to finish opening
- case STATE_TITLE_CONFIRM_OPEN_WAIT:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- this->state = STATE_TITLE_CONFIRM_SELECT;
- }
-
- break;
-
- /**********************************************************************/
- // STATE_TITLE_CONFIRM_SELECT : Let the user choose an option on the
- // "Go to Title Screen" YesNoWindow.
- case STATE_TITLE_CONFIRM_SELECT:
-
- if (nowPressed & WPAD_LEFT) {
- // Select "OK!"
- YESNO_CURRENT(this->yesNoWindow) = 1;
-
- } else if (nowPressed & WPAD_RIGHT) {
- // Select "Cancel"
- YESNO_CURRENT(this->yesNoWindow) = 0;
-
- } else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
- // Pick the current option
- YESNO_CLOSE(this->yesNoWindow) = true;
- if (YESNO_CURRENT(this->yesNoWindow) != 1)
- YESNO_REFUSED(this->yesNoWindow) = true;
- this->state = STATE_TITLE_CONFIRM_HIT_WAIT;
-
- } else {
- // Cancel using B or 1
- if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
- YESNO_CANCELLED(this->yesNoWindow) = true;
- YESNO_CURRENT(this->yesNoWindow) = true;
- this->state = STATE_TITLE_CONFIRM_HIT_WAIT;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_TITLE_CONFIRM_HIT_WAIT : Process the user's chosen option on
- // the "Go to Title Screen" YesNoWindow. Also, wait for the
- // animation to be complete.
- case STATE_TITLE_CONFIRM_HIT_WAIT:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- if (YESNO_CURRENT(this->yesNoWindow) == 1) {
- this->state = STATE_NORMAL;
- } else {
- this->state = STATE_LIMBO;
- StartTitleScreenStage(false, 0);
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_PLAYER_CHANGE_WAIT : Wait for the user to do something on the
- // Add/Drop Players screen.
- case STATE_PLAYER_CHANGE_WAIT:
-
- if (NPCHG_READY(this->numPeopleChange)) {
- if (nowPressed & WPAD_PLUS) {
- // activate easy pairing. FUN !!
- NPCHG_HIDE_FOR_EASYP(this->numPeopleChange) = 1;
-
- for (int i = 0; i < 4; i++) {
- void *obj = NPCHG_2DPLAYER(this->numPeopleChange, i);
- void *ccsb = NPCHG_CCSB(this->numPeopleChange, i);
- void *ccsc = NPCHG_CCSC(this->numPeopleChange, i);
-
- PLAYER2D_SHOW_EASY_PAIRING(obj) = 1;
- CCSB_ACTIVE(ccsb) = 1;
- CCSC_ACTIVE(ccsc) = 1;
- }
-
- EASYP_ACTIVE(this->easyPairing) = 1;
- this->state = STATE_EASY_PAIRING_WAIT;
- }
- } else {
- if (!NPCHG_ACTIVE(this->numPeopleChange)) {
- this->state = STATE_NORMAL;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_EASY_PAIRING_WAIT : Wait for the user to exit Easy Pairing.
- case STATE_EASY_PAIRING_WAIT:
-
- if (!EASYP_ACTIVE(this->easyPairing)) {
- NPCHG_HIDE_FOR_EASYP(this->numPeopleChange) = 0;
-
- for (int i = 0; i < 4; i++) {
- void *obj = NPCHG_2DPLAYER(this->numPeopleChange, i);
- void *ccsb = NPCHG_CCSB(this->numPeopleChange, i);
- void *ccsc = NPCHG_CCSC(this->numPeopleChange, i);
-
- PLAYER2D_SHOW_EASY_PAIRING(obj) = 0;
- CCSB_ACTIVE(ccsb) = 0;
- CCSC_ACTIVE(ccsc) = 0;
- }
-
- this->state = STATE_PLAYER_CHANGE_WAIT;
- WpadShit(10);
- }
-
- break;
-
- /**********************************************************************/
- // STATE_POWERUPS_WAIT : Wait for the user to exit the Powerups screen.
- case STATE_POWERUPS_WAIT:
-
- if (!STKI_SHOW(this->stockItem)) {
- this->state = STATE_NORMAL;
- }
-
- break;
-
- /**********************************************************************/
- // STATE_SAVE_OPEN : Waiting for the "Save?" YesNoWindow to open
- case STATE_SAVE_OPEN:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- this->state = STATE_SAVE_SELECT;
- }
-
- break;
-
- /**********************************************************************/
- // STATE_SAVE_SELECT : Let the user choose an option on the
- // "Save?" YesNoWindow.
- case STATE_SAVE_SELECT:
-
- if (nowPressed & WPAD_LEFT) {
- // Select "OK!"
- YESNO_CURRENT(this->yesNoWindow) = 1;
-
- } else if (nowPressed & WPAD_RIGHT) {
- // Select "Cancel"
- YESNO_CURRENT(this->yesNoWindow) = 0;
-
- } else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
- // Pick the current option
- YESNO_CLOSE(this->yesNoWindow) = true;
-
- if (YESNO_CURRENT(this->yesNoWindow) != 1)
- YESNO_CANCELLED2(this->yesNoWindow) = true;
- this->state = STATE_SAVE_WINDOW_CLOSE;
-
- } else {
- // Cancel using B or 1
- if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
- YESNO_CANCELLED(this->yesNoWindow) = true;
- YESNO_CURRENT(this->yesNoWindow) = 1;
- this->state = STATE_SAVE_WINDOW_CLOSE;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_SAVE_WINDOW_CLOSE : Process the user's chosen option on the
- // "Save?" YesNoWindow. Also, wait for the animation to be complete.
- case STATE_SAVE_WINDOW_CLOSE:
-
- if (!YESNO_VISIBLE(this->yesNoWindow)) {
- if (YESNO_CURRENT(this->yesNoWindow) == 1) {
- this->state = STATE_NORMAL;
- } else {
- this->state = STATE_SAVE_DO;
- SaveGame(0, false);
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_SAVE_DO : Save the game.
- case STATE_SAVE_DO:
-
- if (!GetSaveFile()->CheckIfWriting()) {
- if (GetSaveHandler()->CurrentError == 0) {
- YESNO_TYPE(this->yesNoWindow) = 2;
- YESNO_VISIBLE(this->yesNoWindow) = true;
- this->state = STATE_SAVE_END_WINDOW;
- } else {
- this->state = STATE_SAVE_ERROR;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_SAVE_END_WINDOW : Handle the Save End window.
- case STATE_SAVE_END_WINDOW:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
- YESNO_CLOSE(this->yesNoWindow) = true;
- this->state = STATE_SAVE_END_CLOSE_WAIT;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_SAVE_END_CLOSE_WAIT : Wait for the Save End window to close.
- case STATE_SAVE_END_CLOSE_WAIT:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- this->state = STATE_NORMAL;
- }
-
- break;
-
- /**********************************************************************/
- // STATE_QUICKSAVE_OPEN : Waiting for the "Save?" YesNoWindow to open
- case STATE_QUICKSAVE_OPEN:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- this->state = STATE_QUICKSAVE_SELECT;
- }
-
- break;
-
- /**********************************************************************/
- // STATE_QUICKSAVE_SELECT : Let the user choose an option on the
- // "Save?" YesNoWindow.
- case STATE_QUICKSAVE_SELECT:
-
- if (nowPressed & WPAD_LEFT) {
- // Select "OK!"
- YESNO_CURRENT(this->yesNoWindow) = 1;
-
- } else if (nowPressed & WPAD_RIGHT) {
- // Select "Cancel"
- YESNO_CURRENT(this->yesNoWindow) = 0;
-
- } else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
- // Pick the current option
- YESNO_CLOSE(this->yesNoWindow) = true;
-
- if (YESNO_CURRENT(this->yesNoWindow) != 1)
- YESNO_CANCELLED2(this->yesNoWindow) = true;
- this->state = STATE_QUICKSAVE_WINDOW_CLOSE;
-
- } else {
- // Cancel using B or 1
- if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
- YESNO_CANCELLED(this->yesNoWindow) = true;
- YESNO_CURRENT(this->yesNoWindow) = 1;
- this->state = STATE_QUICKSAVE_WINDOW_CLOSE;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_QUICKSAVE_WINDOW_CLOSE : Process the user's chosen option on
- // the "Save?" YesNoWindow. Also, wait for the animation to be complete
- case STATE_QUICKSAVE_WINDOW_CLOSE:
-
- if (!YESNO_VISIBLE(this->yesNoWindow)) {
- if (YESNO_CURRENT(this->yesNoWindow) == 1) {
- this->state = STATE_NORMAL;
- } else {
- this->state = STATE_QUICKSAVE_DO;
- SaveGame(0, true);
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_QUICKSAVE_DO : Save the game.
- case STATE_QUICKSAVE_DO:
-
- if (!GetSaveFile()->CheckIfWriting()) {
- if (GetSaveHandler()->CurrentError == 0) {
- YESNO_TYPE(this->yesNoWindow) = 16;
- YESNO_VISIBLE(this->yesNoWindow) = true;
- this->state = STATE_QUICKSAVE_END_WINDOW;
- } else {
- this->state = STATE_SAVE_ERROR;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_QUICKSAVE_END_WINDOW : Handle the Save End window.
- case STATE_QUICKSAVE_END_WINDOW:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
- YESNO_CLOSE(this->yesNoWindow) = true;
- YESNO_REFUSED(this->yesNoWindow) = true;
- this->state = STATE_QUICKSAVE_END_CLOSE_WAIT;
- }
- }
-
- break;
-
- /**********************************************************************/
- // STATE_QUICKSAVE_END_CLOSE_WAIT : Wait for Save End window to close
- case STATE_QUICKSAVE_END_CLOSE_WAIT:
-
- if (!YESNO_OPENING(this->yesNoWindow)) {
- if (YESNO_CURRENT(this->yesNoWindow) == 1) {
- this->state = STATE_NORMAL;
- } else {
- this->state = STATE_LIMBO;
- StartTitleScreenStage(false, 0);
- }
- }
-
- break;
-
- }
-
- if (this->state >= STATE_NORMAL) {
- EmbeddedLayout_Process(this->layout);
- EmbeddedLayout_UpdateMatrix(this->layout);
- }
-
- return true;
-}
-
-int dScNewerWorldMap_c::onDraw() {
- EmbeddedLayout_AddToDrawList(this->layout);
-
- return true;
-}
-
-
-
-void NewerMapDrawFunc() {
- int keepCamera = GetCurrentCameraID();
-
- // All drawing uses scene 1, since that's the only one loaded by GAME_SETUP.
- // Todo: Newer-specific scenes?
-
- // Stage 1
- SetupLYTDrawing();
- DrawAllLayoutsBeforeX(129);
- GXDrawDone(); // is all GXDrawDone really needed..?
-
- // Stage 2
- Reset3DState();
- SetCurrentCameraID(0);
- LinkScene(0);
- SceneCalcWorld(0);
- SceneCameraStuff(0);
- ChangeAlphaUpdate(false);
- CalcMaterial();
- DrawOpa();
- DrawXlu();
- UnlinkScene(0);
- GXDrawDone();
-
- //Reset3DState();
- //T3D::DrawQueue();
-
- // Stage 3
- Reset3DState();
- SetupLYTDrawing();
- DrawAllLayoutsAfterXandBeforeY(128, 146);
- GXDrawDone();
-
- // Stage 4
- RemoveAllFromScnRoot();
- Reset3DState();
- SetCurrentCameraID(1);
-
- DoSpecialDrawing1();
- LinkScene(1);
- SceneCalcWorld(1);
- SceneCameraStuff(1);
- CalcMaterial();
- DrawOpa();
- DrawXlu();
-
- // Stage 5
- if (GAMEMGR_GET_AFC(GameMgr)) {
- for (int i = 0; i < 4; i++) {
- RenderEffects(0, 11+i);
- }
-
- for (int i = 0; i < 4; i++) {
- RenderEffects(0, 7+i);
- }
- }
-
- RenderEffects(0, 2); // need to investigate how this thing works
-
- DrawAllLayoutsAfterX(145);
- ClearLayoutDrawList(); // this is REALLY IMPORTANT!
-
- UnlinkScene(1);
-
- // End
- SetCurrentCameraID(0);
-}
-
+#include "worldmap.h" + +extern "C" void LoadMapScene(); + +dScNewerWorldMap_c *dScNewerWorldMap_c::instance = 0; + + +dScNewerWorldMap_c *dScNewerWorldMap_c::build() { + // return new dScNewerWorldMap_c; + OSReport("Creating WorldMap\n"); + + void *buffer = AllocFromGameHeap1(sizeof(dScNewerWorldMap_c)); + dScNewerWorldMap_c *c = new(buffer) dScNewerWorldMap_c; + + OSReport("Created WorldMap @ %p\n", c); + + instance = c; + return c; +} + + +#define SELC_SETUP_DONE(sc) (*((bool*)(((u32)(sc))+0xD38))) + +#define EASYP_SETUP_DONE(ep) (*((bool*)(((u32)(ep))+0x278))) +#define EASYP_ACTIVE(ep) (*((bool*)(((u32)(ep))+0x279))) + +#define CSMENU_SETUP_DONE(csm) (*((bool*)(((u32)(csm))+0x270))) +#define CSMENU_ACTIVE(csm) (*((bool*)(((u32)(csm))+0x271))) +#define CSMENU_CHOICE_OK(csm) (*((bool*)(((u32)(csm))+0x272))) +#define CSMENU_UNK(csm) (*((bool*)(((u32)(csm))+0x273))) +#define CSMENU_CURRENT(csm) (*((int*)(((u32)(csm))+0x268))) + +#define YESNO_SETUP_DONE(ynw) (*((bool*)(((u32)(ynw))+0x294))) +#define YESNO_VISIBLE(ynw) (*((bool*)(((u32)(ynw))+0x295))) +#define YESNO_CLOSE(ynw) (*((bool*)(((u32)(ynw))+0x296))) +#define YESNO_OPENING(ynw) (*((bool*)(((u32)(ynw))+0x297))) +#define YESNO_REFUSED(ynw) (*((bool*)(((u32)(ynw))+0x298))) +#define YESNO_CANCELLED(ynw) (*((bool*)(((u32)(ynw))+0x299))) +#define YESNO_CANCELLED2(ynw) (*((bool*)(((u32)(ynw))+0x29A))) +#define YESNO_CURRENT(ynw) (*((int*)(((u32)(ynw))+0x284))) +#define YESNO_TYPE(ynw) (*((int*)(((u32)(ynw))+0x28C))) + +#define NPCHG_SETUP_DONE(npc) (*((bool*)(((u32)(npc))+0x67C))) +#define NPCHG_ACTIVE(npc) (*((bool*)(((u32)(npc))+0x67E))) +#define NPCHG_HIDE_FOR_EASYP(npc) (*((bool*)(((u32)(npc))+0x67F))) +#define NPCHG_READY(npc) (*((bool*)(((u32)(npc))+0x680))) +#define NPCHG_CCSB(npc,idx) (((void**)(((u32)(npc))+0x74))[(idx)]) +#define NPCHG_CCSC(npc,idx) (((void**)(((u32)(npc))+0x84))[(idx)]) +#define NPCHG_CCSA(npc,idx) (((void**)(((u32)(npc))+0x94))[(idx)]) +#define NPCHG_CCI(npc,idx) (((void**)(((u32)(npc))+0xA4))[(idx)]) +#define NPCHG_2DPLAYER(npc,idx) (((void**)(((u32)(npc))+0x64C))[(idx)]) + +#define STKI_SETUP_DONE(si) (*((bool*)(((u32)(si))+0x310))) +#define STKI_SHADOW(si) (*((void**)(((u32)(si))+0x310))) +#define STKI_2DPLAYER(si,idx) (((void**)(((u32)(si))+0x2E4))[(idx)]) +#define STKI_ITEM(si,idx) (((void**)(((u32)(si))+0x2F4))[(idx)]) +#define STKI_SHOW(si) (*((bool*)(((u32)(si))+0x8DD))) + +#define SIS_SETUP_DONE(sis) (*((bool*)(((u32)(sis))+0x260))) + +#define CCSB_ACTIVE(ccsb) (*((bool*)(((u32)(ccsb))+0x29C))) + +#define CCSC_ACTIVE(ccsc) (*((bool*)(((u32)(ccsc))+0x2A1))) + +#define PLAYER2D_SHOW_EASY_PAIRING(p2d) (*((bool*)(((u32)(p2d))+0x264))) + +#define CONT_LIVES(cont,idx) (((int*)(((u32)(cont))+0x2B8))[(idx)]) +#define CONT_SETUP_DONE(cont) (*((bool*)(((u32)(cont))+0x2D4))) +#define CONT_UNK1(cont) (*((bool*)(((u32)(cont))+0x2D5))) +#define CONT_UNK2(cont) (*((bool*)(((u32)(cont))+0x2D6))) +#define CONT_DONE(cont) (*((bool*)(((u32)(cont))+0x2D7))) +#define CONT_UNK3(cont) (*((bool*)(((u32)(cont))+0x2E0))) + +inline u8 GetSwitchStatus() { + return *((u8*)(((u32)GameMgr)+0x380)); +} + +inline void SetSwitchStatus(u8 stat) { + *((u8*)(((u32)GameMgr)+0x380)) = stat; +} + +#define STATE_START_DVD 0 +#define STATE_LOAD_RES 1 +#define STATE_END_DVD 2 +#define STATE_SETUP_WAIT 3 +#define STATE_LIMBO 4 +#define STATE_CONTINUE_WAIT 5 +#define STATE_NORMAL 6 +#define STATE_OPT_CHANGE_WAIT 7 +#define STATE_CSMENU 8 +#define STATE_TITLE_CONFIRM_OPEN_WAIT 9 +#define STATE_TITLE_CONFIRM_SELECT 10 +#define STATE_TITLE_CONFIRM_HIT_WAIT 11 +#define STATE_PLAYER_CHANGE_WAIT 12 +#define STATE_EASY_PAIRING_WAIT 13 +#define STATE_POWERUPS_WAIT 14 +#define STATE_SAVE_OPEN 15 +#define STATE_SAVE_SELECT 16 +#define STATE_SAVE_WINDOW_CLOSE 17 +#define STATE_SAVE_DO 18 +#define STATE_SAVE_END_WINDOW 19 +#define STATE_SAVE_END_CLOSE_WAIT 20 +#define STATE_QUICKSAVE_OPEN 21 +#define STATE_QUICKSAVE_SELECT 22 +#define STATE_QUICKSAVE_WINDOW_CLOSE 23 +#define STATE_QUICKSAVE_DO 24 +#define STATE_QUICKSAVE_END_WINDOW 25 +#define STATE_QUICKSAVE_END_CLOSE_WAIT 26 +#define STATE_SAVE_ERROR 27 + +#define MENU_HEIGHT 15 + +const char *anim1 = "optionActivated.brlan"; +const char *anim2 = "optionDeactivated.brlan"; + +const char *group1 = "G_opt00"; +const char *group2 = "G_opt01"; +const char *group3 = "G_opt02"; +const char *group4 = "G_opt03"; +const char *group5 = "G_opt04"; +const char *group6 = "G_opt05"; +const char *group7 = "G_opt06"; +const char *group8 = "G_opt07"; +const char *group9 = "G_opt08"; +const char *group10 = "G_opt09"; +const char *group11 = "G_opt10"; +const char *group12 = "G_opt11"; +const char *group13 = "G_opt12"; +const char *group14 = "G_opt13"; +const char *group15 = "G_opt14"; + + +void dScNewerWorldMap_c::StartLevel() { + LevelInfo_Entry *level = LevelInfo_GetLevels(this->levelInfo, this->currentPage); + level += this->selections[this->currentPage]; + StartLevel(level); +} + +void dScNewerWorldMap_c::StartLevel(LevelInfo_Entry *entry) { + for (int i = 0; i < 4; i++) { + bool isThere = QueryPlayerAvailability(i); + int id = Player_ID[i]; + Player_Active[i] = isThere ? 1 : 0; + if (!isThere) Player_Flags[i] = 0; + } + + StartLevelInfo sl; + sl.unk1 = 0; + sl.unk2 = 0xFF; + sl.unk3 = 0; + sl.unk4 = 0; + sl.purpose = 0; + + sl.world1 = entry->world; + sl.world2 = entry->world; + sl.level1 = entry->level; + sl.level2 = entry->level; + + // hopefully this will fix the Star Coin issues + SetSomeConditionShit(entry->world, entry->level, 2); + + ActivateWipe(WIPE_MARIO); + + DoStartLevel(GetGameMgr(), &sl); +} + +void dScNewerWorldMap_c::SetTitle(const char *text) { + unsigned short conv_buf[0x200]; + int length = strlen(text); + if (length > 0x1FF) + length = 0x1FF; + + for (int i = 0; i < length; i++) { + conv_buf[i] = text[i]; + } + conv_buf[length] = 0; + + void *textBox = EmbeddedLayout_FindTextBoxByName(this->layout, "ScreenTitle"); + TextBox_SetString(textBox, conv_buf, 0); +} + +void dScNewerWorldMap_c::GenSBTitle() { + char buf[0x100]; + sprintf(buf, "Switches: R:%s; G:%s; Y:%s; B:%s", + ((GetSwitchStatus() & 1) != 0) ? "On" : "Off", + ((GetSwitchStatus() & 2) != 0) ? "On" : "Off", + ((GetSwitchStatus() & 4) != 0) ? "On" : "Off", + ((GetSwitchStatus() & 8) != 0) ? "On" : "Off"); + this->SetTitle(buf); +} + +void dScNewerWorldMap_c::GenText() { + char buf[0x1FF]; + char paneNameBuf[0x20]; + char textBoxNameBuf[0x20]; + unsigned short wchars[0x1FF]; + + SaveBlock *save = GetSaveFile()->GetBlock(-1); + + LevelInfo_Section *section = LevelInfo_GetSection(this->levelInfo, this->currentPage); + LevelInfo_Entry *levels = LevelInfo_GetLevels(this->levelInfo, section); + + int count = section->levelCount; + + for (int i = 0; i < MENU_HEIGHT; i++) { + sprintf(paneNameBuf, "Opt%02d", i); + sprintf(textBoxNameBuf, "OptText%02d", i); + void *pane = EmbeddedLayout_FindPaneByName(this->layout, paneNameBuf); + void *textBox = EmbeddedLayout_FindTextBoxByName(this->layout, textBoxNameBuf); + + if (i < count) { + // valid level + PANE_FLAGS(pane) |= 1; + + u32 conds = save->GetLevelCondition(levels[i].world, levels[i].level); + + char cond1, cond2, cond3, cond4, cond5; + cond1 = (conds & COND_NORMAL ? 'x' : '.'); + cond2 = (conds & COND_SECRET ? 'x' : '.'); + cond3 = (conds & COND_COIN1 ? 'x' : '.'); + cond4 = (conds & COND_COIN2 ? 'x' : '.'); + cond5 = (conds & COND_COIN3 ? 'x' : '.'); + + sprintf(buf, "%s %c%c %c%c%c", LevelInfo_GetName(this->levelInfo, &levels[i]), cond1, cond2, cond3, cond4, cond5); + + for (int i = 0; i < 0x1FF; i++) { + wchars[i] = buf[i]; + if (buf[i] == 0) break; + } + + TextBox_SetString(textBox, wchars, 0); + } else { + // invalid, hide the pane + PANE_FLAGS(pane) &= ~1; + } + } +} + +int dScNewerWorldMap_c::onCreate() { + OSReport("1:Loading scene\n"); + + LoadMapScene(); + OSReport("2:Loading scene\n"); + GameSetup__LoadScene(0); // lol, stolen from GAME_SETUP + + OSReport("3:Layout alloc\n"); + this->layout = (Layout*)AllocFromGameHeap1(sizeof(Layout)); + if (!this->layout) { + OSReport("memalloc fail\n"); + InfiniteLoop; + } + + OSReport("4:Layout ctor\n"); + EmbeddedLayout_ctor(this->layout); + OSReport("5:Layout load arc\n"); + EmbeddedLayout_LoadArc(this->layout, "NewerRes/wmap.arc"); + + OSReport("6:Layout build\n"); + if (!EmbeddedLayout_Build(this->layout, "levelSelect.brlyt", 0)) { + OSReport("build fail\n"); + InfiniteLoop; + } + + + OSReport("7:Layout load brlan\n"); + const char *anims[2] = {anim1, anim2}; + EmbeddedLayout_LoadBrlans(this->layout, anims, 2); + + const char *groups[30] = { + group1, group2, group3, group4, group5, + group6, group7, group8, group9, group10, + group11, group12, group13, group14, group15, + group1, group2, group3, group4, group5, + group6, group7, group8, group9, group10, + group11, group12, group13, group14, group15, + }; + + int mappings[30] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}; + OSReport("8:Layout load group\n"); + EmbeddedLayout_LoadGroups(this->layout, groups, mappings, 30); + + OSReport("9:Layout reset anims\n"); + EmbeddedLayout_DisableAllAnims(this->layout); + + for (int i = 0; i < 15; i++) { + EmbeddedLayout_ResetAnimToInitialState(this->layout, i, false); + } + + + OSReport("10:Item 1\n"); + this->selectCursor = CreateParentedObject(SELECT_CURSOR, this, 0, 0); + OSReport("11:Item 2\n"); + this->csMenu = CreateParentedObject(COURSE_SELECT_MENU, this, 0, 0); + OSReport("12:Item 3\n"); + this->yesNoWindow = CreateParentedObject(YES_NO_WINDOW, this, 0, 0); + OSReport("13:Item 4\n"); + this->numPeopleChange = CreateParentedObject(NUMBER_OF_PEOPLE_CHANGE, this, 0, 0); + + for (int i = 0; i < 4; i++) { + OSReport("14:Character change select %d\n", i); + void *ccsb = CreateParentedObject(CHARACTER_CHANGE_SELECT_BASE, this, i, 0); + void *ccsc = CreateParentedObject(CHARACTER_CHANGE_SELECT_CONTENTS, this, i, 0); + void *ccsa = CreateParentedObject(CHARACTER_CHANGE_SELECT_ARROW, this, i, 0); + void *cci = CreateParentedObject(CHARACTER_CHANGE_INDICATOR, this, i, 0); + + NPCHG_CCSB(this->numPeopleChange, i) = ccsb; + NPCHG_CCSC(this->numPeopleChange, i) = ccsc; + NPCHG_CCSA(this->numPeopleChange, i) = ccsa; + NPCHG_CCI(this->numPeopleChange, i) = cci; + } + + OSReport("15:Item 5\n"); + this->continueObj = CreateParentedObject(CONTINUE, this, 0, 0); + + OSReport("16:Item 6\n"); + this->stockItem = CreateParentedObject(STOCK_ITEM, this, 0, 0); + OSReport("17:Item 7\n"); + this->stockItemShadow = CreateParentedObject(STOCK_ITEM_SHADOW, this, 0, 0); + STKI_SHADOW(this->stockItem) = this->stockItemShadow; + + OSReport("18:Item 8\n"); + this->easyPairing = CreateParentedObject(EASY_PAIRING, this, 0, 0); + + this->state = STATE_START_DVD; + + this->layout->drawOrder = 0; + + *CurrentDrawFunc = NewerMapDrawFunc; + + // level info + OSReport("19:Load level info\n"); + this->levelInfo = LoadFile(&this->levelInfoFH, "/NewerRes/LevelInfo.bin"); + OSReport("20:Prepare level info\n"); + LevelInfo_Prepare(&this->levelInfoFH); + + // load the menu info + OSReport("21:Load save info\n"); + SaveBlock *save = GetSaveFile()->GetBlock(-1); + + this->currentPage = save->current_world; + + // bounds check + if (save->current_path_node >= 15) + save->current_path_node = 0; + + int sCount = LevelInfo_GetSectionCount(this->levelInfo); + this->selections = (int*)AllocFromGameHeap1(sizeof(int) * sCount); + + for (int i = 0; i < sCount; i++) { + this->selections[i] = 0; + } + + this->selections[this->currentPage] = save->current_path_node; + + // show button anim + OSReport("22:Enable anim\n"); + EmbeddedLayout_EnableNonLoopAnim(this->layout, save->current_path_node, false); + + OSReport("23:Make text\n"); + this->GenText(); + this->GenSBTitle(); + + OSReport("24:onCreate complete\n"); + return true; +} + +int dScNewerWorldMap_c::onDelete() { + EmbeddedLayout_FreeArc(this->layout); + EmbeddedLayout_Free(this->layout); + EmbeddedLayout_dtor(this->layout, false); + FreeFromGameHeap1(this->layout); + + FreeFromGameHeap1(this->selections); + + FreeFile(&this->levelInfoFH); + + FreeScene(0); + FreeScene(1); + + DVD_FreeFile(GetDVDClass2(), "SI_kinoko"); + DVD_FreeFile(GetDVDClass2(), "SI_fireflower"); + DVD_FreeFile(GetDVDClass2(), "SI_iceflower"); + DVD_FreeFile(GetDVDClass2(), "SI_penguin"); + DVD_FreeFile(GetDVDClass2(), "SI_propeller"); + DVD_FreeFile(GetDVDClass2(), "SI_star"); + + return true; +} + +int dScNewerWorldMap_c::onExecute() { + + if (QueryGlobal5758(0xFFFFFFFF)) return true; + if (CheckIfWeCantDoStuff()) return true; + + /**************************************************************************/ + // Read Wiimote Buttons + + int heldButtons = Remocon_GetButtons(GetActiveRemocon()); + int nowPressed = Remocon_GetPressed(GetActiveRemocon()); + + /**************************************************************************/ + // State Specific + + switch (this->state) { + /**********************************************************************/ + // STATE_START_DVD : Set up DVD + case STATE_START_DVD: + + DVD_Start(); + this->state = STATE_LOAD_RES; + + break; + + /**********************************************************************/ + // STATE_LOAD_RES : Load extra stuff we need + case STATE_LOAD_RES: + + DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_kinoko", 0); + DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_fireflower", 0); + DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_iceflower", 0); + DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_penguin", 0); + DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_propeller", 0); + DVD_LoadFile(GetDVDClass(), "WorldMap", "SI_star", 0); + //DVD_LoadFile(GetDVDClass(), "Object", "fruits_kusa_gake", 0); + + this->state = STATE_END_DVD; + + break; + + /**********************************************************************/ + // STATE_END_DVD : Wait for files to load, end DVD + case STATE_END_DVD: + + if (!DVD_StillLoading(GetDVDClass2())) { + if (DVD_End()) { + this->state = STATE_SETUP_WAIT; + } + } + + break; + + /**********************************************************************/ + // STATE_SETUP_WAIT : Waiting for the world map managers to be set up + case STATE_SETUP_WAIT: { + + bool success = true; + + success &= CSMENU_SETUP_DONE(this->csMenu); + success &= SELC_SETUP_DONE(this->selectCursor); + success &= NPCHG_SETUP_DONE(this->numPeopleChange); + success &= YESNO_SETUP_DONE(this->yesNoWindow); + success &= CONT_SETUP_DONE(this->continueObj); + success &= STKI_SETUP_DONE(this->stockItem); + success &= SIS_SETUP_DONE(this->stockItemShadow); + success &= EASYP_SETUP_DONE(this->easyPairing); + + if (success) { + // ok, now we can set up other required shit + + // first up: player models for Stocked Items + for (int i = 0; i < 4; i++) { + void *obj = CreateChildObject(WM_2D_PLAYER, this, i, 0, 0); + STKI_2DPLAYER(this->stockItem,i) = obj; + NPCHG_2DPLAYER(this->numPeopleChange,i) = obj; + } + + // next: items for the Powerup screen + for (int i = 0; i < 7; i++) { + void *obj = CreateChildObject(WM_ITEM, this, i, 0, 0); + STKI_ITEM(this->stockItem,i) = obj; + } + + // now, check if we need to handle Continue + if (CheckIfContinueShouldBeActivated()) { + this->state = STATE_CONTINUE_WAIT; + CONT_UNK1(this->continueObj) = true; + CONT_UNK2(this->continueObj) = true; + CONT_UNK3(this->continueObj) = false; + } else { + this->state = STATE_OPT_CHANGE_WAIT; + } + } + + } break; + + /**********************************************************************/ + // STATE_CONTINUE_WAIT : Waiting for the Continue anim to finish + case STATE_CONTINUE_WAIT: + + if (CONT_DONE(this->continueObj)) { + CONT_UNK1(this->continueObj) = 0; + CONT_UNK2(this->continueObj) = 0; + CONT_UNK3(this->continueObj) = 0; + + for (int i = 0; i < 4; i++) { + int idx = SearchForIndexOfPlayerID(i); + Player_Lives[Player_ID[idx]] = CONT_LIVES(this->continueObj, i); + } + + this->state = STATE_OPT_CHANGE_WAIT; + } + + break; + + /**********************************************************************/ + // STATE_NORMAL : Nothing related to the menu is going on + case STATE_NORMAL: { + + int currentPage = this->currentPage; + int currentSelection = this->selections[currentPage]; + int newPage = currentPage; + int newSelection = currentSelection; + + // Activate the menu + if (nowPressed & WPAD_PLUS) { + CSMENU_ACTIVE(this->csMenu) = true; + this->state = STATE_CSMENU; + } + + if (nowPressed & WPAD_B) { + SetSwitchStatus((GetSwitchStatus() + 1) & 15); + this->GenSBTitle(); + } + + // Change the current level + if ((nowPressed & WPAD_UP) && currentSelection > 0) { + newSelection = currentSelection - 1; + } + + if ((nowPressed & WPAD_DOWN) && currentSelection < (LevelInfo_GetSection(this->levelInfo, currentPage)->levelCount - 1)) { + newSelection = currentSelection + 1; + } + + // Change the current world + if ((nowPressed & WPAD_LEFT) && currentPage > 0) { + newPage = currentPage - 1; + } + + if ((nowPressed & WPAD_RIGHT) && currentPage < (LevelInfo_GetSectionCount(this->levelInfo) - 1)) { + newPage = currentPage + 1; + } + + + if (newPage != currentPage) { + this->currentPage = newPage; + this->GenText(); + + // do this to let the rest of the code handle animations + newSelection = this->selections[newPage]; + } + + if (newSelection != currentSelection) { + EmbeddedLayout_DisableAllAnims(this->layout); + + // enable On animation + EmbeddedLayout_EnableNonLoopAnim(this->layout, newSelection, false); + + // enable Off animation + EmbeddedLayout_EnableNonLoopAnim(this->layout, currentSelection+15, false); + + this->selections[newPage] = newSelection; + this->state = STATE_OPT_CHANGE_WAIT; + } + + + // save the info to the file + if (currentSelection != newSelection || currentPage != newPage) { + SaveBlock *save = GetSaveFile()->GetBlock(-1); + save->current_world = newPage; + save->current_path_node = newSelection; + } + + + // Enter the current level + if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) { + this->StartLevel(); + this->state = STATE_LIMBO; // just in case + } + + if (nowPressed & WPAD_ONE) { + STKI_SHOW(this->stockItem) = true; + this->state = STATE_POWERUPS_WAIT; + } + } break; + + /**********************************************************************/ + // STATE_OPT_CHANGE_WAIT : Waiting for the option change animation to + // finish playing + case STATE_OPT_CHANGE_WAIT: + + if (!EmbeddedLayout_CheckIfAnimationIsOn(this->layout, -1)) { + this->state = STATE_NORMAL; + } + + break; + /**********************************************************************/ + // STATE_CSMENU : The course select menu is currently being shown + case STATE_CSMENU: + + // First off, check to see if it's been hidden + if (!CSMENU_ACTIVE(this->csMenu)) { + // That means something happened + if (CSMENU_CHOICE_OK(this->csMenu)) { + // Player pressed a button + + switch (CSMENU_CURRENT(this->csMenu)) { + case 0: + // Star Coins + //OSReport("Star Coins was pressed\n"); + this->state = STATE_NORMAL; + break; + + case 1: + // Add/Drop Players + //OSReport("Add/Drop Players was pressed\n"); + this->state = STATE_PLAYER_CHANGE_WAIT; + NPCHG_ACTIVE(this->numPeopleChange) = true; + WpadShit(10); + + break; + + case 2: + // Save or Quick Save + //OSReport("Save or Quick Save was pressed\n"); + if (GetSaveFile()->GetBlock(-1)->bitfield & 2) { + this->state = STATE_SAVE_OPEN; + YESNO_TYPE(this->yesNoWindow) = 1; + YESNO_VISIBLE(this->yesNoWindow) = 1; + + } else { + this->state = STATE_QUICKSAVE_OPEN; + YESNO_TYPE(this->yesNoWindow) = 15; + YESNO_VISIBLE(this->yesNoWindow) = 1; + + } + + break; + + case 3: + // Title Screen + //OSReport("Title Screen was pressed\n"); + this->state = STATE_TITLE_CONFIRM_OPEN_WAIT; + YESNO_VISIBLE(this->yesNoWindow) = true; + YESNO_TYPE(this->yesNoWindow) = 10; + break; + } + + } else { + // Ok, change back to STATE_NORMAL + this->state = STATE_NORMAL; + } + } + + break; + + /**********************************************************************/ + // STATE_TITLE_CONFIRM_OPEN_WAIT : Waiting for the "Go to Title Screen" + // YesNoWindow to finish opening + case STATE_TITLE_CONFIRM_OPEN_WAIT: + + if (!YESNO_OPENING(this->yesNoWindow)) { + this->state = STATE_TITLE_CONFIRM_SELECT; + } + + break; + + /**********************************************************************/ + // STATE_TITLE_CONFIRM_SELECT : Let the user choose an option on the + // "Go to Title Screen" YesNoWindow. + case STATE_TITLE_CONFIRM_SELECT: + + if (nowPressed & WPAD_LEFT) { + // Select "OK!" + YESNO_CURRENT(this->yesNoWindow) = 1; + + } else if (nowPressed & WPAD_RIGHT) { + // Select "Cancel" + YESNO_CURRENT(this->yesNoWindow) = 0; + + } else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) { + // Pick the current option + YESNO_CLOSE(this->yesNoWindow) = true; + if (YESNO_CURRENT(this->yesNoWindow) != 1) + YESNO_REFUSED(this->yesNoWindow) = true; + this->state = STATE_TITLE_CONFIRM_HIT_WAIT; + + } else { + // Cancel using B or 1 + if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) { + YESNO_CANCELLED(this->yesNoWindow) = true; + YESNO_CURRENT(this->yesNoWindow) = true; + this->state = STATE_TITLE_CONFIRM_HIT_WAIT; + } + } + + break; + + /**********************************************************************/ + // STATE_TITLE_CONFIRM_HIT_WAIT : Process the user's chosen option on + // the "Go to Title Screen" YesNoWindow. Also, wait for the + // animation to be complete. + case STATE_TITLE_CONFIRM_HIT_WAIT: + + if (!YESNO_OPENING(this->yesNoWindow)) { + if (YESNO_CURRENT(this->yesNoWindow) == 1) { + this->state = STATE_NORMAL; + } else { + this->state = STATE_LIMBO; + StartTitleScreenStage(false, 0); + } + } + + break; + + /**********************************************************************/ + // STATE_PLAYER_CHANGE_WAIT : Wait for the user to do something on the + // Add/Drop Players screen. + case STATE_PLAYER_CHANGE_WAIT: + + if (NPCHG_READY(this->numPeopleChange)) { + if (nowPressed & WPAD_PLUS) { + // activate easy pairing. FUN !! + NPCHG_HIDE_FOR_EASYP(this->numPeopleChange) = 1; + + for (int i = 0; i < 4; i++) { + void *obj = NPCHG_2DPLAYER(this->numPeopleChange, i); + void *ccsb = NPCHG_CCSB(this->numPeopleChange, i); + void *ccsc = NPCHG_CCSC(this->numPeopleChange, i); + + PLAYER2D_SHOW_EASY_PAIRING(obj) = 1; + CCSB_ACTIVE(ccsb) = 1; + CCSC_ACTIVE(ccsc) = 1; + } + + EASYP_ACTIVE(this->easyPairing) = 1; + this->state = STATE_EASY_PAIRING_WAIT; + } + } else { + if (!NPCHG_ACTIVE(this->numPeopleChange)) { + this->state = STATE_NORMAL; + } + } + + break; + + /**********************************************************************/ + // STATE_EASY_PAIRING_WAIT : Wait for the user to exit Easy Pairing. + case STATE_EASY_PAIRING_WAIT: + + if (!EASYP_ACTIVE(this->easyPairing)) { + NPCHG_HIDE_FOR_EASYP(this->numPeopleChange) = 0; + + for (int i = 0; i < 4; i++) { + void *obj = NPCHG_2DPLAYER(this->numPeopleChange, i); + void *ccsb = NPCHG_CCSB(this->numPeopleChange, i); + void *ccsc = NPCHG_CCSC(this->numPeopleChange, i); + + PLAYER2D_SHOW_EASY_PAIRING(obj) = 0; + CCSB_ACTIVE(ccsb) = 0; + CCSC_ACTIVE(ccsc) = 0; + } + + this->state = STATE_PLAYER_CHANGE_WAIT; + WpadShit(10); + } + + break; + + /**********************************************************************/ + // STATE_POWERUPS_WAIT : Wait for the user to exit the Powerups screen. + case STATE_POWERUPS_WAIT: + + if (!STKI_SHOW(this->stockItem)) { + this->state = STATE_NORMAL; + } + + break; + + /**********************************************************************/ + // STATE_SAVE_OPEN : Waiting for the "Save?" YesNoWindow to open + case STATE_SAVE_OPEN: + + if (!YESNO_OPENING(this->yesNoWindow)) { + this->state = STATE_SAVE_SELECT; + } + + break; + + /**********************************************************************/ + // STATE_SAVE_SELECT : Let the user choose an option on the + // "Save?" YesNoWindow. + case STATE_SAVE_SELECT: + + if (nowPressed & WPAD_LEFT) { + // Select "OK!" + YESNO_CURRENT(this->yesNoWindow) = 1; + + } else if (nowPressed & WPAD_RIGHT) { + // Select "Cancel" + YESNO_CURRENT(this->yesNoWindow) = 0; + + } else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) { + // Pick the current option + YESNO_CLOSE(this->yesNoWindow) = true; + + if (YESNO_CURRENT(this->yesNoWindow) != 1) + YESNO_CANCELLED2(this->yesNoWindow) = true; + this->state = STATE_SAVE_WINDOW_CLOSE; + + } else { + // Cancel using B or 1 + if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) { + YESNO_CANCELLED(this->yesNoWindow) = true; + YESNO_CURRENT(this->yesNoWindow) = 1; + this->state = STATE_SAVE_WINDOW_CLOSE; + } + } + + break; + + /**********************************************************************/ + // STATE_SAVE_WINDOW_CLOSE : Process the user's chosen option on the + // "Save?" YesNoWindow. Also, wait for the animation to be complete. + case STATE_SAVE_WINDOW_CLOSE: + + if (!YESNO_VISIBLE(this->yesNoWindow)) { + if (YESNO_CURRENT(this->yesNoWindow) == 1) { + this->state = STATE_NORMAL; + } else { + this->state = STATE_SAVE_DO; + SaveGame(0, false); + } + } + + break; + + /**********************************************************************/ + // STATE_SAVE_DO : Save the game. + case STATE_SAVE_DO: + + if (!GetSaveFile()->CheckIfWriting()) { + if (GetSaveHandler()->CurrentError == 0) { + YESNO_TYPE(this->yesNoWindow) = 2; + YESNO_VISIBLE(this->yesNoWindow) = true; + this->state = STATE_SAVE_END_WINDOW; + } else { + this->state = STATE_SAVE_ERROR; + } + } + + break; + + /**********************************************************************/ + // STATE_SAVE_END_WINDOW : Handle the Save End window. + case STATE_SAVE_END_WINDOW: + + if (!YESNO_OPENING(this->yesNoWindow)) { + if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) { + YESNO_CLOSE(this->yesNoWindow) = true; + this->state = STATE_SAVE_END_CLOSE_WAIT; + } + } + + break; + + /**********************************************************************/ + // STATE_SAVE_END_CLOSE_WAIT : Wait for the Save End window to close. + case STATE_SAVE_END_CLOSE_WAIT: + + if (!YESNO_OPENING(this->yesNoWindow)) { + this->state = STATE_NORMAL; + } + + break; + + /**********************************************************************/ + // STATE_QUICKSAVE_OPEN : Waiting for the "Save?" YesNoWindow to open + case STATE_QUICKSAVE_OPEN: + + if (!YESNO_OPENING(this->yesNoWindow)) { + this->state = STATE_QUICKSAVE_SELECT; + } + + break; + + /**********************************************************************/ + // STATE_QUICKSAVE_SELECT : Let the user choose an option on the + // "Save?" YesNoWindow. + case STATE_QUICKSAVE_SELECT: + + if (nowPressed & WPAD_LEFT) { + // Select "OK!" + YESNO_CURRENT(this->yesNoWindow) = 1; + + } else if (nowPressed & WPAD_RIGHT) { + // Select "Cancel" + YESNO_CURRENT(this->yesNoWindow) = 0; + + } else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) { + // Pick the current option + YESNO_CLOSE(this->yesNoWindow) = true; + + if (YESNO_CURRENT(this->yesNoWindow) != 1) + YESNO_CANCELLED2(this->yesNoWindow) = true; + this->state = STATE_QUICKSAVE_WINDOW_CLOSE; + + } else { + // Cancel using B or 1 + if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) { + YESNO_CANCELLED(this->yesNoWindow) = true; + YESNO_CURRENT(this->yesNoWindow) = 1; + this->state = STATE_QUICKSAVE_WINDOW_CLOSE; + } + } + + break; + + /**********************************************************************/ + // STATE_QUICKSAVE_WINDOW_CLOSE : Process the user's chosen option on + // the "Save?" YesNoWindow. Also, wait for the animation to be complete + case STATE_QUICKSAVE_WINDOW_CLOSE: + + if (!YESNO_VISIBLE(this->yesNoWindow)) { + if (YESNO_CURRENT(this->yesNoWindow) == 1) { + this->state = STATE_NORMAL; + } else { + this->state = STATE_QUICKSAVE_DO; + SaveGame(0, true); + } + } + + break; + + /**********************************************************************/ + // STATE_QUICKSAVE_DO : Save the game. + case STATE_QUICKSAVE_DO: + + if (!GetSaveFile()->CheckIfWriting()) { + if (GetSaveHandler()->CurrentError == 0) { + YESNO_TYPE(this->yesNoWindow) = 16; + YESNO_VISIBLE(this->yesNoWindow) = true; + this->state = STATE_QUICKSAVE_END_WINDOW; + } else { + this->state = STATE_SAVE_ERROR; + } + } + + break; + + /**********************************************************************/ + // STATE_QUICKSAVE_END_WINDOW : Handle the Save End window. + case STATE_QUICKSAVE_END_WINDOW: + + if (!YESNO_OPENING(this->yesNoWindow)) { + if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) { + YESNO_CLOSE(this->yesNoWindow) = true; + YESNO_REFUSED(this->yesNoWindow) = true; + this->state = STATE_QUICKSAVE_END_CLOSE_WAIT; + } + } + + break; + + /**********************************************************************/ + // STATE_QUICKSAVE_END_CLOSE_WAIT : Wait for Save End window to close + case STATE_QUICKSAVE_END_CLOSE_WAIT: + + if (!YESNO_OPENING(this->yesNoWindow)) { + if (YESNO_CURRENT(this->yesNoWindow) == 1) { + this->state = STATE_NORMAL; + } else { + this->state = STATE_LIMBO; + StartTitleScreenStage(false, 0); + } + } + + break; + + } + + if (this->state >= STATE_NORMAL) { + EmbeddedLayout_Process(this->layout); + EmbeddedLayout_UpdateMatrix(this->layout); + } + + return true; +} + +int dScNewerWorldMap_c::onDraw() { + EmbeddedLayout_AddToDrawList(this->layout); + + return true; +} + + + +void NewerMapDrawFunc() { + int keepCamera = GetCurrentCameraID(); + + // All drawing uses scene 1, since that's the only one loaded by GAME_SETUP. + // Todo: Newer-specific scenes? + + // Stage 1 + SetupLYTDrawing(); + DrawAllLayoutsBeforeX(129); + GXDrawDone(); // is all GXDrawDone really needed..? + + // Stage 2 + Reset3DState(); + SetCurrentCameraID(0); + LinkScene(0); + SceneCalcWorld(0); + SceneCameraStuff(0); + ChangeAlphaUpdate(false); + CalcMaterial(); + DrawOpa(); + DrawXlu(); + UnlinkScene(0); + GXDrawDone(); + + //Reset3DState(); + //T3D::DrawQueue(); + + // Stage 3 + Reset3DState(); + SetupLYTDrawing(); + DrawAllLayoutsAfterXandBeforeY(128, 146); + GXDrawDone(); + + // Stage 4 + RemoveAllFromScnRoot(); + Reset3DState(); + SetCurrentCameraID(1); + + DoSpecialDrawing1(); + LinkScene(1); + SceneCalcWorld(1); + SceneCameraStuff(1); + CalcMaterial(); + DrawOpa(); + DrawXlu(); + + // Stage 5 + if (GAMEMGR_GET_AFC(GameMgr)) { + for (int i = 0; i < 4; i++) { + RenderEffects(0, 11+i); + } + + for (int i = 0; i < 4; i++) { + RenderEffects(0, 7+i); + } + } + + RenderEffects(0, 2); // need to investigate how this thing works + + DrawAllLayoutsAfterX(145); + ClearLayoutDrawList(); // this is REALLY IMPORTANT! + + UnlinkScene(1); + + // End + SetCurrentCameraID(0); +} + |