summaryrefslogtreecommitdiff
path: root/src/worldmap_new.cpp
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/worldmap_new.cpp1358
1 files changed, 1358 insertions, 0 deletions
diff --git a/src/worldmap_new.cpp b/src/worldmap_new.cpp
new file mode 100644
index 0000000..2db382a
--- /dev/null
+++ b/src/worldmap_new.cpp
@@ -0,0 +1,1358 @@
+#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)))
+
+#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 *EGG__Heap__alloc(unsigned long size, int unk, void *heap);
+
+#ifdef LEVEL_MENU
+void dScNewerWorldMap_c::StartLevel() {
+ LevelInfo_Entry *level = LevelInfo_GetLevels(this->levelInfo, this->currentPage);
+ level += this->selections[this->currentPage];
+ StartLevel(level);
+}
+#endif
+
+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);
+}
+
+#ifdef LEVEL_MENU
+void dScNewerWorldMap_c::SetTitle(const char *text) {
+ unsigned short conv_buf[0x1FF];
+ int length = strlen(text);
+ if (length > 0x1FF)
+ length = 0x1FF;
+
+ for (int i = 0; i < length; i++) {
+ conv_buf[i] = text[i];
+ }
+
+ void *textBox = EmbeddedLayout_FindTextBoxByName(this->layout, "ScreenTitle");
+ TextBox_SetString(textBox, conv_buf, 0);
+}
+
+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;
+ }
+ }
+}
+#endif
+
+int dScNewerWorldMap_c::onCreate() {
+ LoadMapScene();
+ GameSetup__LoadScene(0); // lol, stolen from GAME_SETUP
+
+ #ifdef LEVEL_MENU
+ this->layout = (Layout*)AllocFromGameHeap1(sizeof(Layout));
+ if (!this->layout) {
+ OSReport("memalloc fail\n");
+ InfiniteLoop;
+ }
+
+ EmbeddedLayout_ctor(this->layout);
+ EmbeddedLayout_LoadArc(this->layout, "NewerRes/wmap.arc");
+
+ if (!EmbeddedLayout_Build(this->layout, "levelSelect.brlyt", 0)) {
+ OSReport("build fail\n");
+ InfiniteLoop;
+ }
+
+
+ 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};
+ EmbeddedLayout_LoadGroups(this->layout, groups, mappings, 30);
+
+ EmbeddedLayout_DisableAllAnims(this->layout);
+
+ for (int i = 0; i < 15; i++) {
+ EmbeddedLayout_ResetAnimToInitialState(this->layout, i, false);
+ }
+ #endif
+
+
+ this->selectCursor = CreateParentedObject(SELECT_CURSOR, this, 0, 0);
+ this->csMenu = CreateParentedObject(COURSE_SELECT_MENU, this, 0, 0);
+ this->yesNoWindow = CreateParentedObject(YES_NO_WINDOW, this, 0, 0);
+ this->numPeopleChange = CreateParentedObject(NUMBER_OF_PEOPLE_CHANGE, this, 0, 0);
+
+ for (int i = 0; i < 4; 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;
+ }
+
+ this->continueObj = CreateParentedObject(CONTINUE, this, 0, 0);
+
+ this->stockItem = CreateParentedObject(STOCK_ITEM, this, 0, 0);
+ this->stockItemShadow = CreateParentedObject(STOCK_ITEM_SHADOW, this, 0, 0);
+ STKI_SHADOW(this->stockItem) = this->stockItemShadow;
+
+ this->easyPairing = CreateParentedObject(EASY_PAIRING, this, 0, 0);
+
+ //this->player = (daWMPlayer_c*)CreateParentedObject(WM_PLAYER, this, 0, 2);
+
+ CreateParentedObject(WORLD_CAMERA, this, 0, 0);
+
+ this->state = STATE_START_DVD;
+
+ #ifdef LEVEL_MENU
+ this->layout->drawOrder = 0;
+ #endif
+
+ *CurrentDrawFunc = NewerMapDrawFunc;
+
+ // level info
+ this->levelInfo = LoadFile(&this->levelInfoFH, "/NewerRes/LevelInfo.bin");
+ LevelInfo_Prepare(&this->levelInfoFH);
+
+ // load the menu info
+ SaveBlock *save = GetSaveFile()->GetBlock(-1);
+
+ #ifdef LEVEL_MENU
+ 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
+ EmbeddedLayout_EnableNonLoopAnim(this->layout, save->current_path_node, false);
+ #endif
+
+ LoadModel();
+
+ wmData.load("/NewerRes/TestMap.wm");
+
+
+ WMDataHeader *hdr = (WMDataHeader*)wmData.fh.filePtr;
+ if (save->current_path_node >= hdr->pointCount) {
+ this->currentPoint = wmData.getPath(0)->startPoint;
+ } else {
+ this->currentPoint = hdr->pointList[save->current_path_node];
+ }
+
+ #ifdef LEVEL_MENU
+ this->GenText();
+ #endif
+
+
+ return true;
+}
+
+int dScNewerWorldMap_c::onDelete() {
+ #ifdef LEVEL_MENU
+ EmbeddedLayout_FreeArc(this->layout);
+ EmbeddedLayout_Free(this->layout);
+ EmbeddedLayout_dtor(this->layout, false);
+ FreeFromGameHeap1(this->layout);
+
+ FreeFromGameHeap1(this->selections);
+ #endif
+
+ 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 {
+ #ifdef LEVEL_MENU
+ this->state = STATE_OPT_CHANGE_WAIT;
+ #else
+ this->state = STATE_NORMAL;
+ #endif
+ }
+
+ // and now Player setup
+ #ifndef LEVEL_MENU
+ this->player = (daWMPlayer_c*)CreateParentedObject(WM_PLAYER, this, 0, 2);
+ this->player->modelHandler->mdlClass->setPowerup(2);
+ this->player->modelHandler->mdlClass->startAnimation(0, 1.2f, 10.0f, 0.0f);
+ this->player->pos = this->currentPoint->position;
+ #endif
+ }
+
+ } 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: {
+
+ #ifndef LEVEL_MENU
+ HandleMovement();
+ #endif
+
+#ifdef LEVEL_MENU
+ 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;
+ }
+
+
+ // 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;
+ }
+#endif
+
+
+ // Enter the current level
+#ifndef MARIO_OPTIONS
+#ifdef LEVEL_MENU
+ if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
+ this->StartLevel();
+ this->state = STATE_LIMBO; // just in case
+ }
+#endif
+
+ if (nowPressed & WPAD_ONE) {
+ STKI_SHOW(this->stockItem) = true;
+ this->state = STATE_POWERUPS_WAIT;
+ }
+#endif
+ } break;
+
+ /**********************************************************************/
+ // STATE_OPT_CHANGE_WAIT : Waiting for the option change animation to
+ // finish playing
+ #ifdef LEVEL_MENU
+ case STATE_OPT_CHANGE_WAIT:
+
+ if (!EmbeddedLayout_CheckIfAnimationIsOn(this->layout, -1)) {
+ this->state = STATE_NORMAL;
+ }
+
+ break;
+ #endif
+ /**********************************************************************/
+ // 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;
+
+ }
+
+ #ifdef LEVEL_MENU
+ if (this->state >= STATE_NORMAL) {
+ EmbeddedLayout_Process(this->layout);
+ EmbeddedLayout_UpdateMatrix(this->layout);
+ }
+ #endif
+
+ return true;
+}
+
+int dScNewerWorldMap_c::onDraw() {
+#ifdef LEVEL_MENU
+ EmbeddedLayout_AddToDrawList(this->layout);
+#endif
+
+#ifndef LEVEL_MENU
+ this->model.scheduleForDrawing();
+
+ //Mtx matrix;
+ //MTXIdentity(matrix);
+
+ //this->testModel.addToDrawList(matrix);
+#endif
+
+ return true;
+}
+
+
+
+#ifndef LEVEL_MENU
+// Todo: move to .LZ files and dDvd::loader_c
+
+void dScNewerWorldMap_c::LoadModel() {
+ OSReport("Loading Goldwood model...\n");
+ modelFile.openCompressed("/NewerRes/Maps/SMGoldwood.brres");
+
+ //LoadFile(&this->modelFH, "/Object/GoldwoodBase.arc");
+ //LoadFile(&this->modelFH, "/WorldMap/CS_W1.arc");
+
+ /*ARCHandle arc;
+ ARCFileInfo keyinfo;
+ ARCInitHandle(this->modelFH.filePtr, &arc);
+ ARCOpen(&arc, "g3d/GoldwoodBase.brres", &keyinfo);
+ //ARCOpen(&arc, "g3d/model.brres", &keyinfo);
+
+ nw4r::g3d::ResFile resfile(ARCGetStartAddrInMem(&keyinfo));*/
+
+ nw4r::g3d::ResFile resfile(modelFile.ptr());
+
+ if (!resfile.CheckRevision())
+ OSReport("Warning: Revision check failed!\n");
+
+ resfile.Init();
+
+ if (!resfile.Bind(resfile))
+ OSReport("Warning: ResFile bind failed!\n");
+
+ void *mdl = resfile.GetResMdl("GoldwoodBase");
+ //void *mdl = resfile.GetResMdl("CS_W1");
+ OSReport("Obtained ResMdl: %p\n", mdl);
+
+ OSReport(this->allocator.link(-1, GameHeaps[0], 0, 0x20) ? "Success\n" : "Fail\n");
+ OSReport(this->model.setup(&mdl, &this->allocator, 0, 1, 0) ? "Success\n" : "Fail\n");
+
+ SetupTextures_Map(&model, 1);
+
+ //this->nw4rMdl.sub_80064BF0();
+ //this->nw4rMdl.oneSetupType();
+
+ this->allocator.unlink();
+ OSReport("Done loading model!\n");
+
+ Mtx asdf;
+ //MTXScale(asdf, 0.1, 0.1, 0.1);
+ MTXIdentity(asdf);
+ this->model.setDrawMatrix(asdf);
+
+ //ARCClose(&keyinfo);
+}
+
+
+void dScNewerWorldMap_c::HandleMovement() {
+ int heldButtons = Remocon_GetButtons(GetActiveRemocon());
+ int nowPressed = Remocon_GetPressed(GetActiveRemocon());
+
+ if (isMoving) {
+ MoveThroughPath();
+ } else {
+ if (nowPressed & WPAD_LEFT && currentPoint->exits.asDirection.left.isValid())
+ StartMovementTo(LEFT);
+ else if (nowPressed & WPAD_RIGHT && currentPoint->exits.asDirection.right.isValid())
+ StartMovementTo(RIGHT);
+ else if (nowPressed & WPAD_UP && currentPoint->exits.asDirection.up.isValid())
+ StartMovementTo(UP);
+ else if (nowPressed & WPAD_DOWN && currentPoint->exits.asDirection.down.isValid())
+ StartMovementTo(DOWN);
+
+ if (nowPressed & WPAD_TWO)
+ ActivatePoint();
+ }
+}
+
+void dScNewerWorldMap_c::MoveThroughPath() {
+ // figure out how much to move on each step
+ Vec from, to;
+ if (this->reverseThroughPath) {
+ from = this->currentSegment->end;
+ to = this->currentSegment->start;
+ } else {
+ from = this->currentSegment->start;
+ to = this->currentSegment->end;
+ }
+
+ //float xMove = this->currentSegment->stepsPerFrame * cos(this->movementAngle);
+ //float zMove = this->currentSegment->stepsPerFrame * sin(this->movementAngle);
+ Vec move;
+ move.x = to.x - from.x;
+ move.y = to.y - from.y;
+ move.z = to.z - from.z;
+
+ VECNormalize(&move, &move);
+ VECScale(&move, &move, this->currentSegment->stepsPerFrame);
+
+ this->player->pos.x += move.x;
+ this->player->pos.y += move.y;
+ this->player->pos.z += move.z;
+
+ // have we reached the end?
+ bool xAtEnd = false;
+ bool yAtEnd = false;
+ bool zAtEnd = false;
+
+ if (move.x > 0) {
+ xAtEnd = (this->player->pos.x >= to.x);
+ } else {
+ xAtEnd = (this->player->pos.x <= to.x);
+ }
+
+ if (move.y > 0) {
+ yAtEnd = (this->player->pos.y >= to.y);
+ } else {
+ yAtEnd = (this->player->pos.y <= to.y);
+ }
+
+ if (move.z > 0) {
+ zAtEnd = (this->player->pos.z >= to.z);
+ } else {
+ zAtEnd = (this->player->pos.z <= to.z);
+ }
+
+ if (xAtEnd && yAtEnd && zAtEnd) {
+ MapReport("reached end of segment %d\n", this->currentSegmentID);
+
+ int nextSegment = this->currentSegmentID + (this->reverseThroughPath ? -1 : 1);
+ if (nextSegment == -1 || nextSegment == this->currentPath->segCount) {
+ MapReport("reached end of path\n");
+ this->currentPoint = this->nextPoint;
+ this->player->pos = this->currentPoint->position;
+ this->player->startAnimation(0, 1.2, 10.0, 0.0);
+ this->isMoving = false;
+
+ SaveBlock *save = GetSaveFile()->GetBlock(-1);
+ //save->current_world = newPage; ?
+ save->current_path_node = wmData.getPointID(this->currentPoint);
+ } else {
+ this->MoveToSegment(nextSegment);
+ }
+ }
+}
+
+void dScNewerWorldMap_c::StartMovementTo(WMDirection direction) {
+ this->isMoving = true;
+
+ WMPathEntrance *thisExit = &currentPoint->exits.asArray[direction];
+ MapReport("Using an exit in direction %d\n", direction);
+
+ this->currentPath = thisExit->path;
+ if (thisExit->isEndSide) {
+ this->nextPoint = thisExit->path->startPoint;
+ this->reverseThroughPath = true;
+ this->MoveToSegment(thisExit->path->segCount - 1);
+ } else {
+ this->nextPoint = thisExit->path->endPoint;
+ this->reverseThroughPath = false;
+ this->MoveToSegment(0);
+ }
+}
+
+void dScNewerWorldMap_c::MoveToSegment(int id) {
+ MapReport("Moving to segment %d\n", id);
+
+ this->currentSegmentID = id;
+ this->currentSegment = this->currentPath->segments[id];
+
+ // calculate rotation
+ Vec from, to;
+ if (this->reverseThroughPath) {
+ from = this->currentSegment->end;
+ to = this->currentSegment->start;
+ } else {
+ from = this->currentSegment->start;
+ to = this->currentSegment->end;
+ }
+
+ MapReport("From: %f,%f,%f To: %f,%f,%f\n", from.x, from.y, from.z, to.x, to.y, to.z);
+
+ /*float xDiff = to.x - from.x;
+ float zDiff = to.z - from.z;
+ this->movementAngle = atan2(zDiff, xDiff);
+ float rotValue = ((int)(90.0f - MTXRadToDeg(this->movementAngle)) % 360);
+
+ MapReport("Calculated rotation value: %f\n", rotValue);*/
+
+ this->player->pos = from;
+
+ // update rotation
+ if (!this->currentSegment->useLastDir) {
+ this->player->rot.x = 0;
+ this->player->rot.y = this->currentSegment->direction;
+ this->player->rot.z = 0;
+
+ if (this->reverseThroughPath && !this->currentSegment->alwaysSameDir) {
+ this->player->rot.y = ((this->currentSegment->direction) + 0x8000) & 0xFFFF;
+ }
+ }
+
+ this->player->startAnimation(this->currentSegment->animationType, this->currentSegment->animationSpeed, 10.0, 0.0);
+}
+
+void dScNewerWorldMap_c::ActivatePoint() {
+ MapReport("Point activated!\n");
+ this->player->startAnimation(170, 1.2, 10.0, 0.0);
+
+ if (this->currentPoint->type == WMPathPoint::LEVEL_TYPE) {
+ int w = this->currentPoint->params[0] - 1;
+ int l = this->currentPoint->params[1] - 1;
+ LevelInfo_Entry *level = LevelInfo_Search(this->levelInfo, w, l);
+ StartLevel(level);
+ }
+}
+#endif
+
+
+void NewerMapDrawFunc() {
+ int keepCamera = GetCurrentCameraID();
+
+ /*// Based off WorldMapDrawFunc.
+
+ LinkScene(1);
+ SceneCalcWorld(1);
+ SceneCameraStuff(1);
+ ChangeAlphaUpdate(false);
+ DrawOpa();
+ DrawXlu();
+ UnlinkScene(0);
+
+ SetupLYTDrawing();
+ DrawAllLayoutsBeforeX(129);
+ RenderEffects(0, 3);
+ RenderEffects(0, 2);
+ GXDrawDone();
+
+ RemoveAllFromScnRoot();
+ Reset3DState();
+ SetCurrentCameraID(1);
+ DoSpecialDrawing1();
+ LinkScene(1);
+ SceneCalcWorld(1);
+ SceneCameraStuff(1);
+ CalcMaterial();
+ DrawOpa();
+ DrawXlu();
+ UnlinkScene(1);
+ GXDrawDone();
+
+ RemoveAllFromScnRoot();
+ Reset3DState();
+ GXSetZMode(0, GX_ALWAYS, 0);
+ DrawAllLayoutsAfterXandBeforeY(128, 146);
+ SetCurrentCameraID(1);
+ DoSpecialDrawing2();
+ LinkScene(1);
+ SceneCalcWorld(1);
+ SceneCameraStuff(1);
+ CalcMaterial();
+ DrawOpa();
+ DrawXlu();
+ UnlinkScene(1);
+
+ 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);
+ }
+ }
+
+ GXDrawDone();
+ RemoveAllFromScnRoot();
+ Reset3DState();
+ DrawAllLayoutsAfterX(145);
+ ClearLayoutDrawList();
+ SetCurrentCameraID(0);*/
+
+
+ // 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);
+}
+