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#include "koopatlas/core.h"
#include "koopatlas/camera.h"
#include "koopatlas/player.h"
#include "koopatlas/hud.h"
extern "C" void LoadMapScene();
dScKoopatlas_c *dScKoopatlas_c::instance = 0;
CREATE_STATE_E(dScKoopatlas_c, Limbo);
CREATE_STATE_E(dScKoopatlas_c, ContinueWait);
CREATE_STATE_E(dScKoopatlas_c, Normal);
CREATE_STATE_E(dScKoopatlas_c, CSMenu);
CREATE_STATE_E(dScKoopatlas_c, TitleConfirmOpenWait);
CREATE_STATE_E(dScKoopatlas_c, TitleConfirmSelect);
CREATE_STATE_E(dScKoopatlas_c, TitleConfirmHitWait);
CREATE_STATE_E(dScKoopatlas_c, PlayerChangeWait);
CREATE_STATE_E(dScKoopatlas_c, EasyPairingWait);
CREATE_STATE_E(dScKoopatlas_c, PowerupsWait);
CREATE_STATE_E(dScKoopatlas_c, SaveOpen);
CREATE_STATE_E(dScKoopatlas_c, SaveSelect);
CREATE_STATE_E(dScKoopatlas_c, SaveWindowClose);
CREATE_STATE_E(dScKoopatlas_c, SaveDo);
CREATE_STATE_E(dScKoopatlas_c, SaveEndWindow);
CREATE_STATE_E(dScKoopatlas_c, SaveEndCloseWait);
CREATE_STATE_E(dScKoopatlas_c, QuickSaveOpen);
CREATE_STATE_E(dScKoopatlas_c, QuickSaveSelect);
CREATE_STATE_E(dScKoopatlas_c, QuickSaveWindowClose);
CREATE_STATE_E(dScKoopatlas_c, QuickSaveDo);
CREATE_STATE_E(dScKoopatlas_c, QuickSaveEndWindow);
CREATE_STATE_E(dScKoopatlas_c, QuickSaveEndCloseWait);
CREATE_STATE_E(dScKoopatlas_c, SaveError);
dScKoopatlas_c *dScKoopatlas_c::build() {
// return new dScKoopatlas_c;
MapReport("Creating WorldMap\n");
void *buffer = AllocFromGameHeap1(sizeof(dScKoopatlas_c));
dScKoopatlas_c *c = new(buffer) dScKoopatlas_c;
MapReport("Created WorldMap @ %p\n", c);
instance = c;
return c;
}
bool WMInit_StartLoading(void*);
bool WMInit_LoadSIAnims(void*);
bool WMInit_EndLoading(void*);
bool WMInit_LoadResources(void*);
bool WMInit_SetupWait(void*);
bool WMInit_SetupExtra(void*);
bool WMInit_SetupWipe(void*);
ChainedFunc initFunctions[] = {
WMInit_StartLoading,
WMInit_LoadSIAnims,
WMInit_EndLoading,
WMInit_LoadResources,
WMInit_SetupWait,
WMInit_SetupExtra,
WMInit_SetupWipe
};
dScKoopatlas_c::dScKoopatlas_c() : state(this) {
initChain.setup(initFunctions, 7);
setInitChain(initChain);
}
#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)))
bool WMInit_StartLoading(void *ptr) {
SpammyReport("WMInit_StartLoading called\n");
DVD_Start();
return true;
}
bool WMInit_LoadSIAnims(void *ptr) {
SpammyReport("WMInit_LoadSIAnims called\n");
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);
return true;
}
bool WMInit_EndLoading(void *ptr) {
SpammyReport("WMInit_EndLoading called\n");
if (DVD_StillLoading(GetDVDClass2())) {
SpammyReport("WMInit_EndLoading returning false\n");
return false;
}
DVD_End();
SpammyReport("WMInit_EndLoading returning true\n");
return true;
}
bool WMInit_LoadResources(void *ptr) {
SpammyReport("WMInit_LoadResources returning true\n");
dScKoopatlas_c *wm = (dScKoopatlas_c*)ptr;
return wm->mapData.load("/Maps/yat.kpbin");
//TODO
//return wm->resMng.loadSet("MMFullWorld");
//return true;
}
bool WMInit_SetupWait(void *ptr) {
SpammyReport("WMInit_SetupWait called\n");
dScKoopatlas_c *wm = (dScKoopatlas_c*)ptr;
bool success = true;
success &= CSMENU_SETUP_DONE(wm->csMenu);
success &= SELC_SETUP_DONE(wm->selectCursor);
success &= NPCHG_SETUP_DONE(wm->numPeopleChange);
success &= YESNO_SETUP_DONE(wm->yesNoWindow);
success &= CONT_SETUP_DONE(wm->continueObj);
success &= STKI_SETUP_DONE(wm->stockItem);
success &= SIS_SETUP_DONE(wm->stockItemShadow);
success &= EASYP_SETUP_DONE(wm->easyPairing);
return success;
}
bool WMInit_SetupExtra(void *ptr) {
SpammyReport("WMInit_SetupExtra called\n");
// ok, now we can set up other required shit
dScKoopatlas_c *wm = (dScKoopatlas_c*)ptr;
// first up: player models for Stocked Items
for (int i = 0; i < 4; i++) {
void *obj = CreateChildObject(WM_2D_PLAYER, wm, i, 0, 0);
STKI_2DPLAYER(wm->stockItem,i) = obj;
NPCHG_2DPLAYER(wm->numPeopleChange,i) = obj;
}
// next: items for the Powerup screen
for (int i = 0; i < 7; i++) {
void *obj = CreateChildObject(WM_ITEM, wm, i, 0, 0);
STKI_ITEM(wm->stockItem,i) = obj;
}
// since we've got all the resources, set up the path data too
//wm->pathManager->setup();
//wm->pathManager->computeEvents();
// and now Player setup
wm->player = (daWMPlayer_c*)CreateParentedObject(WM_PLAYER, wm, 0, 2);
wm->player->modelHandler->mdlClass->setPowerup(2);
wm->player->modelHandler->mdlClass->startAnimation(0, 1.2f, 10.0f, 0.0f);
//wm->player->pos = wm->pathManager->currentPoint->position;
// is last param correct? must check :/
wm->map = (dWMMap_c*)CreateParentedObject(WM_MAP, wm, 0, 0);
wm->hud = (dWMHud_c*)CreateParentedObject(WM_HUD, wm, 0, 0);
// note: world_camera and wm_path_manager are not created here
// because we require them earlier
// they are created in dScKoopatlas_c::onCreate
return true;
}
bool WMInit_SetupWipe(void *ptr) {
SpammyReport("WMInit_SetupWipe called\n");
dScKoopatlas_c *wm = (dScKoopatlas_c*)ptr;
if (wm->hasUninitialisedProcesses()) {
SpammyReport("WMInit_SetupWipe returning false\n");
return false;
}
SpammyReport("WMInit_SetupWipe returning true\n");
return true;
}
/*void dScKoopatlas_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);
}*/
int dScKoopatlas_c::onCreate() {
SpammyReport("onCreate() called\n");
SpammyReport("LoadMapScene()\n");
LoadMapScene();
SpammyReport("GameSetup__LoadScene(0)\n");
GameSetup__LoadScene(0); // lol, stolen from GAME_SETUP
SpammyReport("select cursor\n");
this->selectCursor = CreateParentedObject(SELECT_CURSOR, this, 0, 0);
SpammyReport("cs menu\n");
this->csMenu = CreateParentedObject(COURSE_SELECT_MENU, this, 0, 0);
SpammyReport("yes no window\n");
this->yesNoWindow = CreateParentedObject(YES_NO_WINDOW, this, 0, 0);
SpammyReport("number of people change\n");
this->numPeopleChange = CreateParentedObject(NUMBER_OF_PEOPLE_CHANGE, this, 0, 0);
for (int i = 0; i < 4; i++) {
SpammyReport("ccsb %d\n", i);
void *ccsb = CreateParentedObject(CHARACTER_CHANGE_SELECT_BASE, this, i, 0);
SpammyReport("ccsc %d\n", i);
void *ccsc = CreateParentedObject(CHARACTER_CHANGE_SELECT_CONTENTS, this, i, 0);
SpammyReport("ccsa %d\n", i);
void *ccsa = CreateParentedObject(CHARACTER_CHANGE_SELECT_ARROW, this, i, 0);
SpammyReport("ccsi %d\n", i);
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;
}
SpammyReport("continue\n");
this->continueObj = CreateParentedObject(CONTINUE, this, 0, 0);
// check if we need to handle Continue
if (CheckIfContinueShouldBeActivated()) {
SpammyReport("continue is activated\n");
state.setState(&StateID_ContinueWait);
CONT_UNK1(this->continueObj) = true;
CONT_UNK2(this->continueObj) = true;
CONT_UNK3(this->continueObj) = false;
} else {
SpammyReport("continue is not activated\n");
state.setState(&StateID_Normal);
}
SpammyReport("stock item\n");
this->stockItem = CreateParentedObject(STOCK_ITEM, this, 0, 0);
SpammyReport("stock item shadow\n");
this->stockItemShadow = CreateParentedObject(STOCK_ITEM_SHADOW, this, 0, 0);
STKI_SHADOW(this->stockItem) = this->stockItemShadow;
SpammyReport("easy pairing\n");
this->easyPairing = CreateParentedObject(EASY_PAIRING, this, 0, 0);
SpammyReport("world camera\n");
CreateParentedObject(WORLD_CAMERA, this, 0, 0);
/*pathManager = (dWMPathManager_c*)CreateParentedObject(WM_PATH_MANAGER, this, 0, 0);*/
SpammyReport("setting NewerMapDrawFunc\n");
*CurrentDrawFunc = NewerMapDrawFunc;
// level info
/*SpammyReport("loading level info file\n");
levelInfoFile.open("/NewerRes/LevelInfo.bin");
SpammyReport("preparing level info\n");
levelInfo.load(levelInfoFile.ptr());*/
SpammyReport("onCreate() completed\n");
return true;
}
int dScKoopatlas_c::onDelete() {
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;
}
bool dScKoopatlas_c::canDoStuff() {
if (QueryGlobal5758(0xFFFFFFFF)) return false;
if (CheckIfWeCantDoStuff()) return false;
if (state.getCurrentState() == &StateID_Limbo) return false;
return true;
}
int dScKoopatlas_c::onExecute() {
if (!canDoStuff()) return true;
SpammyReport("Executing state: %s\n", state.getCurrentState()->getName());
state.execute();
return true;
}
void dScKoopatlas_c::executeState_Limbo() { }
void dScKoopatlas_c::executeState_ContinueWait() {
// Waiting for the Continue anim to finish
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);
}
state.setState(&StateID_Normal);
}
}
void dScKoopatlas_c::executeState_Normal() {
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
// Nothing related to the menu is going on
if (nowPressed & WPAD_ONE) {
STKI_SHOW(this->stockItem) = true;
state.setState(&StateID_PowerupsWait);
} else if (nowPressed & WPAD_PLUS) {
CSMENU_ACTIVE(this->csMenu) = true;
state.setState(&StateID_CSMenu);
}
}
void dScKoopatlas_c::executeState_CSMenu() {
// The course select menu is currently being shown
// 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
MapReport("Star Coins was pressed\n");
state.setState(&StateID_Normal);
break;
case 1:
// Add/Drop Players
MapReport("Add/Drop Players was pressed\n");
state.setState(&StateID_PlayerChangeWait);
NPCHG_ACTIVE(this->numPeopleChange) = true;
WpadShit(10);
break;
case 2:
// Save or Quick Save
MapReport("Save or Quick Save was pressed\n");
if (GetSaveFile()->GetBlock(-1)->bitfield & 2) {
state.setState(&StateID_SaveOpen);
YESNO_TYPE(this->yesNoWindow) = 1;
YESNO_VISIBLE(this->yesNoWindow) = 1;
} else {
state.setState(&StateID_QuickSaveOpen);
YESNO_TYPE(this->yesNoWindow) = 15;
YESNO_VISIBLE(this->yesNoWindow) = 1;
}
break;
case 3:
// Title Screen
MapReport("Title Screen was pressed\n");
state.setState(&StateID_TitleConfirmOpenWait);
YESNO_VISIBLE(this->yesNoWindow) = true;
YESNO_TYPE(this->yesNoWindow) = 10;
break;
}
} else {
// Ok, change back to STATE_Normal
state.setState(&StateID_Normal);
}
}
}
void dScKoopatlas_c::executeState_TitleConfirmOpenWait() {
// Waiting for the "Go to Title Screen" YesNoWindow to finish opening
if (!YESNO_OPENING(this->yesNoWindow)) {
state.setState(&StateID_TitleConfirmSelect);
}
}
/**********************************************************************/
// STATE_TitleConfirmSelect : Let the user choose an option on the
// "Go to Title Screen" YesNoWindow.
void dScKoopatlas_c::executeState_TitleConfirmSelect() {
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
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;
state.setState(&StateID_TitleConfirmHitWait);
} else {
// Cancel using B or 1
if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
YESNO_CANCELLED(this->yesNoWindow) = true;
YESNO_CURRENT(this->yesNoWindow) = true;
state.setState(&StateID_TitleConfirmHitWait);
}
}
}
/**********************************************************************/
// STATE_TitleConfirmHitWait : Process the user's chosen option on
// the "Go to Title Screen" YesNoWindow. Also, wait for the
// animation to be complete.
void dScKoopatlas_c::executeState_TitleConfirmHitWait() {
if (!YESNO_OPENING(this->yesNoWindow)) {
if (YESNO_CURRENT(this->yesNoWindow) == 1) {
state.setState(&StateID_Normal);
} else {
state.setState(&StateID_Limbo);
StartTitleScreenStage(false, 0);
}
}
}
/**********************************************************************/
// STATE_PlayerChangeWait : Wait for the user to do something on the
// Add/Drop Players screen.
void dScKoopatlas_c::executeState_PlayerChangeWait() {
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
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;
state.setState(&StateID_EasyPairingWait);
}
} else {
if (!NPCHG_ACTIVE(this->numPeopleChange)) {
state.setState(&StateID_Normal);
}
}
}
/**********************************************************************/
// STATE_EasyPairingWait : Wait for the user to exit Easy Pairing.
void dScKoopatlas_c::executeState_EasyPairingWait() {
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;
}
state.setState(&StateID_PlayerChangeWait);
WpadShit(10);
}
}
/**********************************************************************/
// STATE_PowerupsWait : Wait for the user to exit the Powerups screen.
void dScKoopatlas_c::executeState_PowerupsWait() {
if (!STKI_SHOW(this->stockItem)) {
state.setState(&StateID_Normal);
}
}
/**********************************************************************/
// STATE_SaveOpen : Waiting for the "Save?" YesNoWindow to open
void dScKoopatlas_c::executeState_SaveOpen() {
if (!YESNO_OPENING(this->yesNoWindow)) {
state.setState(&StateID_SaveSelect);
}
}
/**********************************************************************/
// STATE_SaveSelect : Let the user choose an option on the
// "Save?" YesNoWindow.
void dScKoopatlas_c::executeState_SaveSelect() {
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
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;
state.setState(&StateID_SaveWindowClose);
} else {
// Cancel using B or 1
if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
YESNO_CANCELLED(this->yesNoWindow) = true;
YESNO_CURRENT(this->yesNoWindow) = 1;
state.setState(&StateID_SaveWindowClose);
}
}
}
/**********************************************************************/
// STATE_SaveWindowClose : Process the user's chosen option on the
// "Save?" YesNoWindow. Also, wait for the animation to be complete.
void dScKoopatlas_c::executeState_SaveWindowClose() {
if (!YESNO_VISIBLE(this->yesNoWindow)) {
if (YESNO_CURRENT(this->yesNoWindow) == 1) {
state.setState(&StateID_Normal);
} else {
state.setState(&StateID_SaveDo);
SaveGame(0, false);
}
}
}
/**********************************************************************/
// STATE_SaveDo : Save the game.
void dScKoopatlas_c::executeState_SaveDo() {
if (!GetSaveFile()->CheckIfWriting()) {
if (GetSaveHandler()->CurrentError == 0) {
YESNO_TYPE(this->yesNoWindow) = 2;
YESNO_VISIBLE(this->yesNoWindow) = true;
state.setState(&StateID_SaveEndWindow);
} else {
state.setState(&StateID_SaveError);
}
}
}
/**********************************************************************/
// STATE_SaveEndWindow : Handle the Save End window.
void dScKoopatlas_c::executeState_SaveEndWindow() {
if (!YESNO_OPENING(this->yesNoWindow)) {
if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
YESNO_CLOSE(this->yesNoWindow) = true;
state.setState(&StateID_SaveEndCloseWait);
}
}
}
/**********************************************************************/
// STATE_SaveEndCloseWait : Wait for the Save End window to close.
void dScKoopatlas_c::executeState_SaveEndCloseWait() {
if (!YESNO_OPENING(this->yesNoWindow)) {
state.setState(&StateID_Normal);
}
}
/**********************************************************************/
// STATE_QuickSaveOpen : Waiting for the "Save?" YesNoWindow to open
void dScKoopatlas_c::executeState_QuickSaveOpen() {
if (!YESNO_OPENING(this->yesNoWindow)) {
state.setState(&StateID_QuickSaveSelect);
}
}
/**********************************************************************/
// STATE_QuickSaveSelect : Let the user choose an option on the
// "Save?" YesNoWindow.
void dScKoopatlas_c::executeState_QuickSaveSelect() {
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
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;
state.setState(&StateID_QuickSaveWindowClose);
} else {
// Cancel using B or 1
if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
YESNO_CANCELLED(this->yesNoWindow) = true;
YESNO_CURRENT(this->yesNoWindow) = 1;
state.setState(&StateID_QuickSaveWindowClose);
}
}
}
/**********************************************************************/
// STATE_QuickSaveWindowClose : Process the user's chosen option on
// the "Save?" YesNoWindow. Also, wait for the animation to be complete
void dScKoopatlas_c::executeState_QuickSaveWindowClose() {
if (!YESNO_VISIBLE(this->yesNoWindow)) {
if (YESNO_CURRENT(this->yesNoWindow) == 1) {
state.setState(&StateID_Normal);
} else {
state.setState(&StateID_QuickSaveDo);
SaveGame(0, true);
}
}
}
/**********************************************************************/
// STATE_QuickSaveDo : Save the game.
void dScKoopatlas_c::executeState_QuickSaveDo() {
if (!GetSaveFile()->CheckIfWriting()) {
if (GetSaveHandler()->CurrentError == 0) {
YESNO_TYPE(this->yesNoWindow) = 16;
YESNO_VISIBLE(this->yesNoWindow) = true;
state.setState(&StateID_QuickSaveEndWindow);
} else {
state.setState(&StateID_SaveError);
}
}
}
// STATE_QuickSaveEndWindow : Handle the Save End window.
void dScKoopatlas_c::executeState_QuickSaveEndWindow() {
if (!YESNO_OPENING(this->yesNoWindow)) {
if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
YESNO_CLOSE(this->yesNoWindow) = true;
YESNO_REFUSED(this->yesNoWindow) = true;
state.setState(&StateID_QuickSaveEndCloseWait);
}
}
}
void dScKoopatlas_c::executeState_QuickSaveEndCloseWait() {
// Wait for Save End window to close
if (!YESNO_OPENING(this->yesNoWindow)) {
if (YESNO_CURRENT(this->yesNoWindow) == 1) {
state.setState(&StateID_Normal);
} else {
state.setState(&StateID_Limbo);
StartTitleScreenStage(false, 0);
}
}
}
void dScKoopatlas_c::executeState_SaveError() { }
/*
// MODELLED ON STAGE
void NewerMapDrawFunc() {
DoSomethingCameraRelatedWithEGGScreen(0, &dWorldCamera_c::instance->screen);
LinkScene(0);
ChangeAlphaUpdate(false);
SceneCalcWorld(0);
SceneCameraStuff(0);
DrawOpa();
DrawXlu();
// Something
nw4r::g3d::Camera camera(GetCameraByID(0));
camera.GXSetViewport();
camera.GXSetScissor();
RenderEffects(0, 6);
SetupLYTDrawing();
DrawAllLayoutsBeforeX(0x81);
RenderEffects(0, 3);
RenderEffects(0, 2);
DrawAllLayoutsAfterX(0x80);
ClearLayoutDrawList();
UnlinkScene(0);
}*/
void NewerMapDrawFunc() {
Reset3DState();
SetCurrentCameraID(0);
DoSomethingCameraRelatedWithEGGScreen(0, &dWorldCamera_c::instance->screen);
LinkScene(0);
SceneCalcWorld(0);
SceneCameraStuff(0);
ChangeAlphaUpdate(false);
DrawOpa();
DrawXlu();
UnlinkScene(0);
// Something
SetupLYTDrawing();
DrawAllLayoutsBeforeX(0x81);
RenderEffects(0, 3);
RenderEffects(0, 2);
GXDrawDone();
RemoveAllFromScnRoot();
Reset3DState();
SetCurrentCameraID(1);
DoSpecialDrawing1();
LinkScene(1);
SceneCalcWorld(1);
SceneCameraStuff(1);
CalcMaterial();
DrawOpa();
DrawXlu();
UnlinkScene(1);
GXDrawDone();
// Leaving out some stuff here
DrawAllLayoutsAfterX(0x80);
ClearLayoutDrawList();
SetCurrentCameraID(0);
}
/*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
// 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();
DrawAllLayoutsBeforeX(146);
//DrawAllLayoutsBeforeX(129);
//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);
}
*/
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