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-rw-r--r--src/worldmap_new.cpp1358
1 files changed, 0 insertions, 1358 deletions
diff --git a/src/worldmap_new.cpp b/src/worldmap_new.cpp
deleted file mode 100644
index 2db382a..0000000
--- a/src/worldmap_new.cpp
+++ /dev/null
@@ -1,1358 +0,0 @@
-#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)))
-
-#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);
-}
-