summaryrefslogtreecommitdiff
path: root/src/worldmap.cpp
blob: d650fce9d74364f5e301f3adcb368283ca0e8b9a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
#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)))

inline u8 GetSwitchStatus() {
	return *((u8*)(((u32)GameMgr)+0x380));
}

inline void SetSwitchStatus(u8 stat) {
	*((u8*)(((u32)GameMgr)+0x380)) = stat;
}

#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 dScNewerWorldMap_c::StartLevel() {
	LevelInfo_Entry *level = LevelInfo_GetLevels(this->levelInfo, this->currentPage);
	level += this->selections[this->currentPage];
	StartLevel(level);
}

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);
}

void dScNewerWorldMap_c::SetTitle(const char *text) {
	unsigned short conv_buf[0x200];
	int length = strlen(text);
	if (length > 0x1FF)
		length = 0x1FF;

	for (int i = 0; i < length; i++) {
		conv_buf[i] = text[i];
	}
	conv_buf[length] = 0;

	void *textBox = EmbeddedLayout_FindTextBoxByName(this->layout, "ScreenTitle");
	TextBox_SetString(textBox, conv_buf, 0);
}

void dScNewerWorldMap_c::GenSBTitle() {
	char buf[0x100];
	sprintf(buf, "Switches: R:%s; G:%s; Y:%s; B:%s",
			((GetSwitchStatus() & 1) != 0) ? "On" : "Off",
			((GetSwitchStatus() & 2) != 0) ? "On" : "Off",
			((GetSwitchStatus() & 4) != 0) ? "On" : "Off",
			((GetSwitchStatus() & 8) != 0) ? "On" : "Off");
	this->SetTitle(buf);
}

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;
		}
	}
}

int dScNewerWorldMap_c::onCreate() {
	OSReport("1:Loading scene\n");

	LoadMapScene();
	OSReport("2:Loading scene\n");
	GameSetup__LoadScene(0); // lol, stolen from GAME_SETUP

	OSReport("3:Layout alloc\n");
	this->layout = (Layout*)AllocFromGameHeap1(sizeof(Layout));
	if (!this->layout) {
		OSReport("memalloc fail\n");
		InfiniteLoop;
	}

	OSReport("4:Layout ctor\n");
	EmbeddedLayout_ctor(this->layout);
	OSReport("5:Layout load arc\n");
	EmbeddedLayout_LoadArc(this->layout, "NewerRes/wmap.arc");

	OSReport("6:Layout build\n");
	if (!EmbeddedLayout_Build(this->layout, "levelSelect.brlyt", 0)) {
		OSReport("build fail\n");
		InfiniteLoop;
	}


	OSReport("7:Layout load brlan\n");
	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};
	OSReport("8:Layout load group\n");
	EmbeddedLayout_LoadGroups(this->layout, groups, mappings, 30);

	OSReport("9:Layout reset anims\n");
	EmbeddedLayout_DisableAllAnims(this->layout);

	for (int i = 0; i < 15; i++) {
		EmbeddedLayout_ResetAnimToInitialState(this->layout, i, false);
	}


	OSReport("10:Item 1\n");
	this->selectCursor = CreateParentedObject(SELECT_CURSOR, this, 0, 0);
	OSReport("11:Item 2\n");
	this->csMenu = CreateParentedObject(COURSE_SELECT_MENU, this, 0, 0);
	OSReport("12:Item 3\n");
	this->yesNoWindow = CreateParentedObject(YES_NO_WINDOW, this, 0, 0);
	OSReport("13:Item 4\n");
	this->numPeopleChange = CreateParentedObject(NUMBER_OF_PEOPLE_CHANGE, this, 0, 0);

	for (int i = 0; i < 4; i++) {
		OSReport("14:Character change select %d\n", 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;
	}

	OSReport("15:Item 5\n");
	this->continueObj = CreateParentedObject(CONTINUE, this, 0, 0);

	OSReport("16:Item 6\n");
	this->stockItem = CreateParentedObject(STOCK_ITEM, this, 0, 0);
	OSReport("17:Item 7\n");
	this->stockItemShadow = CreateParentedObject(STOCK_ITEM_SHADOW, this, 0, 0);
	STKI_SHADOW(this->stockItem) = this->stockItemShadow;

	OSReport("18:Item 8\n");
	this->easyPairing = CreateParentedObject(EASY_PAIRING, this, 0, 0);

	this->state = STATE_START_DVD;

	this->layout->drawOrder = 0;

	*CurrentDrawFunc = NewerMapDrawFunc;

	// level info
	OSReport("19:Load level info\n");
	this->levelInfo = LoadFile(&this->levelInfoFH, "/NewerRes/LevelInfo.bin");
	OSReport("20:Prepare level info\n");
	LevelInfo_Prepare(&this->levelInfoFH);

	// load the menu info
	OSReport("21:Load save info\n");
	SaveBlock *save = GetSaveFile()->GetBlock(-1);

	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
	OSReport("22:Enable anim\n");
	EmbeddedLayout_EnableNonLoopAnim(this->layout, save->current_path_node, false);

	OSReport("23:Make text\n");
	this->GenText();
	this->GenSBTitle();

	OSReport("24:onCreate complete\n");
	return true;
}

int dScNewerWorldMap_c::onDelete() {
	EmbeddedLayout_FreeArc(this->layout);
	EmbeddedLayout_Free(this->layout);
	EmbeddedLayout_dtor(this->layout, false);
	FreeFromGameHeap1(this->layout);

	FreeFromGameHeap1(this->selections);

	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 {
					this->state = STATE_OPT_CHANGE_WAIT;
				}
			}

		} 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: {

			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;
			}

			if (nowPressed & WPAD_B) {
				SetSwitchStatus((GetSwitchStatus() + 1) & 15);
				this->GenSBTitle();
			}

			// 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;
			}


			// Enter the current level
			if (Wiimote_TestButtons(GetActiveWiimote(), WPAD_A | WPAD_TWO)) {
				this->StartLevel();
				this->state = STATE_LIMBO; // just in case
			}

			if (nowPressed & WPAD_ONE) {
				STKI_SHOW(this->stockItem) = true;
				this->state = STATE_POWERUPS_WAIT;
			}
		} break;

		/**********************************************************************/
		// STATE_OPT_CHANGE_WAIT : Waiting for the option change animation to
		//  finish playing
		case STATE_OPT_CHANGE_WAIT:

			if (!EmbeddedLayout_CheckIfAnimationIsOn(this->layout, -1)) {
				this->state = STATE_NORMAL;
			}

			break;
		/**********************************************************************/
		// 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;

	}

	if (this->state >= STATE_NORMAL) {
		EmbeddedLayout_Process(this->layout);
		EmbeddedLayout_UpdateMatrix(this->layout);
	}

	return true;
}

int dScNewerWorldMap_c::onDraw() {
	EmbeddedLayout_AddToDrawList(this->layout);

	return true;
}



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
	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);
}