#include #include "levelinfo.h" #include class PregameLytHandler { public: m2d::EmbedLayout_c layout; nw4r::lyt::Pane *rootPane; nw4r::lyt::TextBox *T_minus_00, *T_world_00, *T_worldNum_00, *T_pictureFont_00, *T_corseNum_00, *T_remainder_00, *T_remainder_01, *T_remainder_02, *T_remainder_03, *T_remainder_10, *T_remainder_11, *T_remainder_12, *T_remainder_13, *T_x_00, *T_x_01, *T_x_02, *T_x_03, *T_x_10, *T_x_11, *T_x_12, *T_x_13, *T_x_00_o, *T_x_10_o, *T_otasukePlay_00, *T_otasukePlay_01, *T_recommend_00, *T_remainder_00_o, *T_remainder_10_o; nw4r::lyt::Picture *P_Wx_00[9], *P_coin_00, *P_free_00, *P_batB_0x[4], *P_bat_00, *P_batB_1x[4], *P_bat_01, *P_batB_2x[4], *P_bat_02, *P_batB_3x[4], *P_bat_03, *P_luijiIcon_00_o, *P_luijiIcon_10_o, *P_coinStage_00; nw4r::lyt::Pane *N_mario_00, *N_luiji_00, *N_kinoB_01, *N_kinoY_00, *N_zankiPos_x[4], *N_zanki_00, *Null_battPosxP[4], *N_batt_x[4], *N_batt, *N_otasukePlay_00; u8 layoutLoaded, somethingHasBeenDone, isVisible, hasShownLuigiThing_orSomething; u32 currentStateID; u32 _2E8; u32 countdownToEndabilityCopy, activePlayerCountMultBy4_maybe; u32 batteryLevels[4]; u32 pgCountdown; void hijack_loadLevelNumber(); // replaces 80B6BDD0 }; // Notes: // Deleted; P_coinStage_00, T_recommend_00, T_worldNum_00, // T_-_00, T_pictureFont_00, T_corseNum_00, T_world_00 // P_Wx_00, P_coin_00, P_free_00 extern char CurrentLevel; extern char CurrentWorld; void LoadPregameStyleNameAndNumber(m2d::EmbedLayout_c *layout) { nw4r::lyt::TextBox *LevelNumShadow, *LevelNum, *LevelNameShadow, *LevelName; LevelNumShadow = layout->findTextBoxByName("LevelNumShadow"); LevelNum = layout->findTextBoxByName("LevelNum"); LevelNameShadow = layout->findTextBoxByName("LevelNameShadow"); LevelName = layout->findTextBoxByName("LevelName"); // work out the thing now dLevelInfo_c::entry_s *level = dLevelInfo_c::s_info.searchBySlot(CurrentWorld, CurrentLevel); if (level) { dScript::Res_c *bmg = GetBMG(); Newer_WriteBMGToTextBox(LevelName, bmg, 8000+level->worldSlot+1, level->levelSlot+1, 0); Newer_WriteBMGToTextBox(LevelNameShadow, bmg, 8000+level->worldSlot+1, level->levelSlot+1, 0); wchar_t levelNumber[32]; wcscpy(levelNumber, L"World "); getNewerLevelNumberString(level->displayWorld, level->displayLevel, &levelNumber[6]); LevelNum->SetString(levelNumber); // make the picture shadowy int sidx = 0; while (levelNumber[sidx]) { if (levelNumber[sidx] == 11) { levelNumber[sidx+1] = 0x200 | (levelNumber[sidx+1]&0xFF); sidx += 2; } sidx++; } LevelNumShadow->SetString(levelNumber); } else { LevelNameShadow->SetString(L"Not found in LevelInfo!"); LevelName->SetString(L"Not found in LevelInfo!"); } } #include "fileload.h" void PregameLytHandler::hijack_loadLevelNumber() { LoadPregameStyleNameAndNumber(&layout); nw4r::lyt::Picture *LevelSample; LevelSample = layout.findPictureByName("LevelSample"); // this is not the greatest way to read a file but I suppose it works in a pinch char tplName[64]; sprintf(tplName, "/LevelSamples/%02d-%02d.tpl", CurrentWorld+1, CurrentLevel+1); static File tpl; if (tpl.open(tplName)) { LevelSample->material->texMaps[0].ReplaceImage((TPLPalette*)tpl.ptr(), 0); } }