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|
#include "koopatlas/core.h"
#include "koopatlas/camera.h"
#include "koopatlas/player.h"
#include "music.h"
extern "C" void LoadMapScene();
dScKoopatlas_c *dScKoopatlas_c::instance = 0;
CREATE_STATE_E(dScKoopatlas_c, Limbo);
CREATE_STATE(dScKoopatlas_c, ContinueWait);
CREATE_STATE_E(dScKoopatlas_c, Normal);
CREATE_STATE(dScKoopatlas_c, CompletionMsg);
CREATE_STATE_E(dScKoopatlas_c, CompletionMsgHideWait);
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, ShopWait);
CREATE_STATE_E(dScKoopatlas_c, CoinsWait);
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);
#ifdef QUICK_SAVE
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);
#endif
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_LoadStaticFiles(void*);
bool StockWMInit_LoadEffects(void*);
bool WMInit_LoadSIAnims(void*);
bool WMInit_EndLoading(void*);
bool WMInit_LoadResources1(void*);
bool WMInit_LoadResources2(void*);
bool WMInit_SetupWait(void*);
bool WMInit_SetupExtra(void*);
bool WMInit_SetupWipe(void*);
ChainedFunc initFunctions[] = {
WMInit_StartLoading,
WMInit_LoadStaticFiles,
StockWMInit_LoadEffects,
WMInit_LoadSIAnims,
WMInit_EndLoading,
WMInit_LoadResources1,
WMInit_LoadResources2,
WMInit_SetupWait,
WMInit_SetupExtra,
WMInit_SetupWipe
};
dScKoopatlas_c::dScKoopatlas_c() : state(this) {
initChain.setup(initFunctions, 9);
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 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 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_LoadStaticFiles(void *ptr) {
return dKPMusic::loadInfo();
}
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);
DVD_LoadFile(GetDVDClass(), "Maps", "SI_hammer", 0);
DVD_LoadFile(GetDVDClass(), "Object", "cobCourse", 0);
DVD_LoadFile(GetDVDClass(), "Object", "I_kinoko_bundle", 0);
DVD_LoadFile(GetDVDClass(), "Object", "lakitu", 0);
DVD_LoadFile(GetDVDClass(), "Object", "star_coin", 0);
DVD_LoadFile(GetDVDClass(), "Object", "StarRing", 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_LoadResources1(void *ptr) {
SpammyReport("WMInit_LoadResources1 returning true\n");
dScKoopatlas_c *wm = (dScKoopatlas_c*)ptr;
return wm->mapListLoader.load("/Maps/List.txt");
}
bool WMInit_LoadResources2(void *ptr) {
SpammyReport("WMInit_LoadResources2 returning true\n");
dScKoopatlas_c *wm = (dScKoopatlas_c*)ptr;
if (wm->mapPath == 0) {
wm->mapPath = wm->getMapNameForIndex(wm->currentMapID);
if (wm->mapPath == 0)
wm->mapPath = wm->getMapNameForIndex(0);
if (!strcmp(wm->mapPath, "/Maps/WSEL.kpbin"))
wm->warpZoneHacks = true;
else
wm->warpZoneHacks = false;
OSReport("Load map: %s\n", wm->mapPath);
}
if (wm->mapData.load(wm->mapPath)) {
return true;
} else
return false;
}
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 &= wm->yesNoWindow->layoutLoaded;
success &= CONT_SETUP_DONE(wm->continueObj);
success &= wm->stockItem->layoutLoaded;
success &= wm->stockItemShadow->layoutLoaded;
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;
// check if we need to handle Continue
if (CheckIfContinueShouldBeActivated()) {
SpammyReport("continue is activated\n");
wm->state.setState(&wm->StateID_ContinueWait);
} else {
SpammyReport("continue is not activated\n");
wm->state.setState(&wm->StateID_Normal);
}
// first up: player models for Stocked Items
for (int i = 0; i < 4; i++) {
void *obj = CreateChildObject(WM_2D_PLAYER, wm, i, 0, 0);
wm->stockItem->player2d[i] = obj;
NPCHG_2DPLAYER(wm->numPeopleChange,i) = obj;
}
// next: items for the Powerup screen
for (int i = 0; i < 8; i++) {
void *obj = CreateChildObject(WM_ITEM, wm, i, 0, 0);
wm->stockItem->newItemPtr[i] = obj;
}
// need Player before we can set up paths
SpammyReport("creating player\n");
wm->player = (daWMPlayer_c*)CreateParentedObject(WM_PLAYER, wm, 0, 2);
wm->player->modelHandler->mdlClass->setPowerup(Player_Powerup[0]);
wm->player->bindPats();
wm->player->modelHandler->mdlClass->startAnimation(0, 1.2f, 10.0f, 0.0f);
// since we've got all the resources, set up the path data too
SpammyReport("preparing path manager\n");
wm->pathManager.setup();
// and put the player into position
dKPNode_s *cNode = wm->pathManager.currentNode;
wm->player->pos = (Vec){cNode->x, -cNode->y, wm->player->pos.z};
// is last param correct? must check :/
SpammyReport("creating MAP\n");
wm->map = (dWMMap_c*)CreateParentedObject(WM_MAP, wm, 0, 0);
SpammyReport("creating HUD\n");
wm->hud = (dWMHud_c*)CreateParentedObject(WM_HUD, wm, 0, 0);
// note: world_camera is not created here
// because we require it earlier
// it is created in dScKoopatlas_c::onCreate
SpammyReport("creating SHOP\n");
wm->shop = (dWMShop_c*)CreateParentedObject(WM_SHOP, wm, 0, 2);
SpammyReport("creating Star Coin Menu\n");
wm->coins = (dWMStarCoin_c*)CreateParentedObject(WM_STARCOIN, wm, 0, 0);
SpammyReport("SetupExtra done\n");
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");
#ifdef WM_SPAMMY_DEBUGGING
fBase_c *p = wm->findNextUninitialisedProcess();
SpammyReport("Not done yet: %p [%d]\n", p, p->name);
#endif
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);
}*/
void dScKoopatlas_c::startMusic() {
dKPMusic::play(GetSaveFile()->GetBlock(-1)->currentMapMusic);
}
int dScKoopatlas_c::onCreate() {
OSReport("KP scene settings: %08x\n", settings);
SpammyReport("onCreate() called\n");
SpammyReport("LoadMapScene()\n");
LoadMapScene();
SpammyReport("GameSetup__LoadScene(0)\n");
GameSetup__LoadScene(0); // lol, stolen from GAME_SETUP
SpammyReport("Setting Active Players\n");
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;
}
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 = (dYesNoWindow_c*)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);
SpammyReport("stock item\n");
this->stockItem = (dStockItem_c*)CreateParentedObject(STOCK_ITEM, this, 0, 0);
SpammyReport("stock item shadow\n");
this->stockItemShadow = (dStockItemShadow_c*)CreateParentedObject(STOCK_ITEM_SHADOW, this, 0, 0);
stockItem->shadow = stockItemShadow;
SpammyReport("easy pairing\n");
this->easyPairing = CreateParentedObject(EASY_PAIRING, this, 0, 0);
SpammyReport("world camera\n");
CreateParentedObject(WORLD_CAMERA, this, 0, 0);
SpammyReport("setting NewerMapDrawFunc\n");
*CurrentDrawFunc = NewerMapDrawFunc;
SpammyReport("onCreate() completed\n");
// Prepare this first
SaveBlock *save = GetSaveFile()->GetBlock(-1);
currentMapID = save->current_world;
isFirstPlay = (currentMapID == 0) && (settings & 0x80000000);
// Are we coming from Kamek cutscene? If so, then do.. some stuff!
isAfterKamekCutscene = (settings & 0x40000000);
if (isAfterKamekCutscene) {
currentMapID = 6; // KoopaPlanet
save->current_world = 6;
}
if (MaybeFinishingLevel[0] == 7 && MaybeFinishingLevel[1] == 24) {
currentMapID = 7; // KoopaPlanetUnd
save->current_world = 7;
isAfter8Castle = true;
}
isEndingScene = (settings & 0x20000000);
if (isEndingScene) {
currentMapID = 0;
save->current_world = 0;
save->current_path_node = 0;
}
somethingAboutSound(_8042A788);
return true;
}
extern "C" void PlaySoundWithFunctionB4(void *spc, nw4r::snd::SoundHandle *handle, int id, int unk);
int dScKoopatlas_c::onDelete() {
if (!keepMusicPlaying)
dKPMusic::stop();
FreeScene(0);
FreeScene(1);
CleanUpEffectThings();
FreeEffects(1);
FreeBreff(1);
FreeBreft(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");
DVD_FreeFile(GetDVDClass2(), "SI_hammer");
DVD_FreeFile(GetDVDClass2(), "cobCourse");
DVD_FreeFile(GetDVDClass2(), "I_kinoko_bundle");
DVD_FreeFile(GetDVDClass2(), "lakitu");
DVD_FreeFile(GetDVDClass2(), "star_coin");
DVD_FreeFile(GetDVDClass2(), "StarRing");
mapListLoader.unload();
CleanUpEffectThings();
return true;
}
bool dScKoopatlas_c::canDoStuff() {
if (QueryGlobal5758(0xFFFFFFFF)) return false;
if (CheckIfWeCantDoStuff()) return false;
if (state.getCurrentState() == &StateID_Limbo) return false;
return true;
}
bool dScKoopatlas_c::mapIsRunning() {
if (QueryGlobal5758(0xFFFFFFFF)) return false;
if (CheckIfWeCantDoStuff()) return false;
if (state.getCurrentState() != &StateID_Normal) return false;
return true;
}
int dScKoopatlas_c::onExecute() {
dKPMusic::execute();
if (!canDoStuff()) return true;
//SpammyReport("Executing state: %s\n", state.getCurrentState()->getName());
state.execute();
return true;
}
void dScKoopatlas_c::executeState_Limbo() { }
void dScKoopatlas_c::beginState_ContinueWait() {
GameMgrP->_AFC = 1;
CONT_UNK1(this->continueObj) = true;
CONT_UNK2(this->continueObj) = true;
CONT_UNK3(this->continueObj) = false;
}
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;
static const int things[] = {0,1,3,2,4};
for (int i = 0; i < 4; i++) {
int idx = SearchForIndexOfPlayerID(things[i]);
Player_Lives[Player_ID[idx]] = CONT_LIVES(this->continueObj, i);
}
state.setState(&StateID_Normal);
}
}
void dScKoopatlas_c::endState_ContinueWait() {
GameMgrP->_AFC = 0;
}
void dScKoopatlas_c::executeState_Normal() {
if (pathManager.completionMessagePending) {
OSReport("Going to set CompletionMsg\n");
state.setState(&StateID_CompletionMsg);
return;
}
if (pathManager.doingThings())
return;
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
// Nothing related to the menu is going on
if (nowPressed & WPAD_ONE) {
stockItem->show = true;
state.setState(&StateID_PowerupsWait);
hud->hideAll();
} else if (nowPressed & WPAD_PLUS) {
CSMENU_ACTIVE(this->csMenu) = true;
state.setState(&StateID_CSMenu);
hud->hideAll();
#ifdef NEWER_DEBUG
} else if (nowPressed & WPAD_MINUS) {
pathManager.unlockAllPaths(2);
} else if (nowPressed & WPAD_A) {
pathManager.unlockAllPaths(0);
SaveBlock *save = GetSaveFile()->GetBlock(-1);
for (int w = 0; w < 6; w++)
for (int l = 0; l < 6; l++)
save->SetLevelCondition(w, l, COND_COIN_ALL);
#endif
}
}
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
SaveBlock *save = GetSaveFile()->GetBlock(-1);
switch (CSMENU_CURRENT(this->csMenu)) {
case 0:
// Star Coins
coins->show();
state.setState(&StateID_CoinsWait);
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");
#ifdef QUICK_SAVE
if (GetSaveFile()->GetBlock(-1)->bitfield & 2) {
#endif
state.setState(&StateID_SaveOpen);
yesNoWindow->type = 1;
yesNoWindow->visible = true;
#ifdef QUICK_SAVE
} else {
state.setState(&StateID_QuickSaveOpen);
yesNoWindow->type = 15;
yesNoWindow->visible = 1;
}
#endif
break;
case 3:
// Title Screen
MapReport("Title Screen was pressed\n");
state.setState(&StateID_TitleConfirmOpenWait);
yesNoWindow->visible = true;
yesNoWindow->type = 10;
break;
}
} else {
// Ok, change back to STATE_Normal
hud->unhideAll();
state.setState(&StateID_Normal);
}
}
}
void dScKoopatlas_c::executeState_TitleConfirmOpenWait() {
// Waiting for the "Go to Title Screen" YesNoWindow to finish opening
if (!yesNoWindow->animationActive) {
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!"
yesNoWindow->current = 1;
} else if (nowPressed & WPAD_RIGHT) {
// Select "Cancel"
yesNoWindow->current = 0;
} else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
// Pick the current option
yesNoWindow->close = true;
if (yesNoWindow->current != 1)
yesNoWindow->keepOpen = true;
state.setState(&StateID_TitleConfirmHitWait);
} else {
// Cancel using B or 1
if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
yesNoWindow->cancelled = true;
yesNoWindow->current = 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 (!yesNoWindow->animationActive) {
if (yesNoWindow->current == 1) {
state.setState(&StateID_Normal);
hud->unhideAll();
} 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)) {
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;
}
state.setState(&StateID_Normal);
hud->unhideAll();
}
}
}
/**********************************************************************/
// 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 (!stockItem->show) {
player->modelHandler->mdlClass->setPowerup(Player_Powerup[0]);
player->bindPats();
state.setState(&StateID_Normal);
hud->unhideAll();
}
}
/**********************************************************************/
// STATE_ShopWait : Wait for the user to exit the Shop screen.
void dScKoopatlas_c::executeState_ShopWait() {
if (!shop->visible) {
state.setState(&StateID_Normal);
hud->unhideAll();
}
}
/**********************************************************************/
// STATE_StarCoin : Wait for the user to exit the Star Coin screen.
void dScKoopatlas_c::executeState_CoinsWait() {
if (!coins->visible) {
state.setState(&StateID_Normal);
hud->unhideAll();
}
}
/**********************************************************************/
// STATE_SaveOpen : Waiting for the "Save?" YesNoWindow to open
void dScKoopatlas_c::executeState_SaveOpen() {
if (!yesNoWindow->animationActive) {
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!"
yesNoWindow->current = 1;
} else if (nowPressed & WPAD_RIGHT) {
// Select "Cancel"
yesNoWindow->current = 0;
} else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
// Pick the current option
yesNoWindow->close = true;
if (yesNoWindow->current != 1)
yesNoWindow->hasBG = true;
state.setState(&StateID_SaveWindowClose);
} else {
// Cancel using B or 1
if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
yesNoWindow->cancelled = true;
yesNoWindow->current = 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 (!yesNoWindow->visible) {
if (yesNoWindow->current == 1) {
state.setState(&StateID_Normal);
hud->unhideAll();
} 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) {
yesNoWindow->type = 2;
yesNoWindow->visible = true;
state.setState(&StateID_SaveEndWindow);
} else {
state.setState(&StateID_SaveError);
}
}
}
/**********************************************************************/
// STATE_SaveEndWindow : Handle the Save End window.
void dScKoopatlas_c::executeState_SaveEndWindow() {
if (!yesNoWindow->animationActive) {
if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
yesNoWindow->close = true;
state.setState(&StateID_SaveEndCloseWait);
}
}
}
/**********************************************************************/
// STATE_SaveEndCloseWait : Wait for the Save End window to close.
void dScKoopatlas_c::executeState_SaveEndCloseWait() {
if (!yesNoWindow->animationActive) {
state.setState(&StateID_Normal);
hud->unhideAll();
}
}
#ifdef QUICK_SAVE
/**********************************************************************/
// STATE_QuickSaveOpen : Waiting for the "Save?" YesNoWindow to open
void dScKoopatlas_c::executeState_QuickSaveOpen() {
if (!yesNoWindow->animationActive) {
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!"
yesNoWindow->current = 1;
} else if (nowPressed & WPAD_RIGHT) {
// Select "Cancel"
yesNoWindow->current = 0;
} else if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
// Pick the current option
yesNoWindow->close = true;
if (yesNoWindow->current != 1)
yesNoWindow->hasBG = true;
state.setState(&StateID_QuickSaveWindowClose);
} else {
// Cancel using B or 1
if (CheckIfMenuShouldBeCancelledForSpecifiedWiimote(0)) {
yesNoWindow->cancelled = true;
yesNoWindow->current = 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 (!yesNoWindow->visible) {
if (yesNoWindow->current == 1) {
state.setState(&StateID_Normal);
hud->unhideAll();
} 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) {
yesNoWindow->type = 16;
yesNoWindow->visible = true;
state.setState(&StateID_QuickSaveEndWindow);
} else {
state.setState(&StateID_SaveError);
}
}
}
// STATE_QuickSaveEndWindow : Handle the Save End window.
void dScKoopatlas_c::executeState_QuickSaveEndWindow() {
if (!yesNoWindow->animationActive) {
if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
yesNoWindow->close = true;
yesNoWindow->keepOpen = true;
state.setState(&StateID_QuickSaveEndCloseWait);
}
}
}
void dScKoopatlas_c::executeState_QuickSaveEndCloseWait() {
// Wait for Save End window to close
if (!yesNoWindow->animationActive) {
if (yesNoWindow->current == 1) {
state.setState(&StateID_Normal);
hud->unhideAll();
} else {
state.setState(&StateID_Limbo);
StartTitleScreenStage(false, 0);
}
}
}
#endif
void dScKoopatlas_c::executeState_SaveError() { }
void dScKoopatlas_c::startLevel(dLevelInfo_c::entry_s *entry) {
StartLevelInfo sl;
sl.replayTypeMaybe = 0;
sl.entrance = 0xFF;
sl.areaMaybe = 0;
sl.unk4 = 0;
sl.purpose = 0;
sl.world1 = entry->worldSlot;
sl.world2 = entry->worldSlot;
sl.level1 = entry->levelSlot;
sl.level2 = entry->levelSlot;
ActivateWipe(WIPE_MARIO);
DoStartLevel(GetGameMgr(), &sl);
}
u32 dScKoopatlas_c::iterateMapList(u32(*callback)(u32,const char *,int,int), u32 userData, int *ptrIndex) {
u8 *ptr = (u8*)mapListLoader.buffer;
u8 *strStart = ptr;
u8 *end = ptr + mapListLoader.size;
int index = 0;
while (true) {
u8 chr = *ptr;
if (chr == 13) {
*ptr = 0;
++ptr;
continue;
}
if (chr == 10 || chr == 0 || ptr >= end) {
if (strStart == ptr) {
// Blank string, ignore
++strStart;
++ptr;
continue;
}
// Change the linefeed to a NUL so we can use the line as a C string later
if (ptr < end)
*ptr = 0;
u32 ret = callback(userData, (const char*)strStart, ptr - strStart, index);
if (ptrIndex)
*ptrIndex = index;
if (ret > 0)
return ret;
strStart = ++ptr;
++index;
if (ptr >= end)
break;
} else {
++ptr;
}
}
return 0;
}
static u32 _cb_getIndex(u32 userData, const char *str, int size, int index) {
if (index == userData)
return (u32)str;
else
return 0;
}
static u32 _cb_searchName(u32 userData, const char *str, int size, int index) {
if (strncmp(str, (const char*)userData, size) == 0)
return (u32)(index+1);
else
return 0;
}
const char *dScKoopatlas_c::getMapNameForIndex(int index) {
return (const char *)iterateMapList(&_cb_getIndex, (u32)index, 0);
}
int dScKoopatlas_c::getIndexForMapName(const char *name) {
return ((int)iterateMapList(&_cb_searchName, (u32)name, 0)) - 1;
}
void dScKoopatlas_c::showSaveWindow() {
hud->hideAll();
state.setState(&StateID_SaveOpen);
yesNoWindow->type = 1;
yesNoWindow->visible = true;
}
static const wchar_t *completionMsgs[] = {
L"butts",
L"You've collected all of\nthe \x0B\x014F\xBEEF Star Coins in",
L"You have gotten every \x0B\x013B\xBEEF exit\nin",
L"You have gotten everything\nin",
L"You have collected all the\nnecessary \x0B\x014F\xBEEF coins to enter\nthe Special World!",
L"You have collected all the \x0B\x014F\xBEEF Star\nCoins in the game!",
L"You've found every \x0B\x013B\xBEEF exit in the\ngame!",
L"You've completed everything in\nNEWER SUPER MARIO BROS. Wii!"
};
void dScKoopatlas_c::beginState_CompletionMsg() {
OSReport("CompletionMsg beginning with type %d\n", pathManager.completionMessageType);
static const int ynTypes[8] = {
/*NULL*/ -1,
/*COINS*/ 14,
/*EXITS*/ 7,
/*WORLD*/ 8,
/*COINS EXC W9*/ 9,
/*GLOBAL COINS*/ 11,
/*GLOBAL EXITS*/ 27,
/*EVERYTHING*/ 21
};
yesNoWindow->type = ynTypes[pathManager.completionMessageType];
yesNoWindow->visible = true;
mustFixYesNoText = 10; // hacky shit
}
void dScKoopatlas_c::endState_CompletionMsg() {
pathManager.completionMessagePending = false;
pathManager.completionMessageType = 0;
}
void dScKoopatlas_c::executeState_CompletionMsg() {
// hacky shit
if (mustFixYesNoText > 0) {
mustFixYesNoText--;
int type = pathManager.completionMessageType;
const wchar_t *baseText = completionMsgs[type];
// Used when we assemble a dynamic message
wchar_t text[512];
if (type >= CMP_MSG_COINS && type <= CMP_MSG_WORLD) {
// title
int w = pathManager.completionMessageWorldNum;
int l = ((w == 5) || (w == 7)) ? 101 : 100;
dLevelInfo_c::entry_s *titleEntry = dLevelInfo_c::s_info.searchByDisplayNum(w, l);
const char *title = dLevelInfo_c::s_info.getNameForLevel(titleEntry);
// assemble the string
wcscpy(text, baseText);
int pos = wcslen(text);
text[pos++] = ' ';
while (*title) {
char chr = *(title++);
if (chr != '-')
text[pos++] = chr;
}
text[pos++] = '!';
text[pos++] = 0;
baseText = text;
}
yesNoWindow->T_question_00->SetString(baseText);
yesNoWindow->T_questionS_00->SetString(baseText);
}
if (!yesNoWindow->animationActive) {
if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
yesNoWindow->close = true;
state.setState(&StateID_CompletionMsgHideWait);
}
}
}
void dScKoopatlas_c::executeState_CompletionMsgHideWait() {
if (!yesNoWindow->visible)
state.setState(&StateID_Normal);
}
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);
SetCurrentCameraID(0);
for (int i = 0; i < 4; i++)
RenderEffects(0, 0xB+i);
for (int i = 0; i < 4; i++)
RenderEffects(0, 7+i);
GXDrawDone();
// Leaving out some stuff here
DrawAllLayoutsAfterX(0x80);
ClearLayoutDrawList();
SetCurrentCameraID(0);
}
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