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path: root/src/worldmap.cpp
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#include "worldmap.h"

extern "C" void LoadMapScene();

dScNewerWorldMap_c *dScNewerWorldMap_c::instance = 0;


dScNewerWorldMap_c *dScNewerWorldMap_c::build() {
	// return new dScNewerWorldMap_c;
	MapReport("Creating WorldMap\n");

	void *buffer = AllocFromGameHeap1(sizeof(dScNewerWorldMap_c));
	dScNewerWorldMap_c *c = new(buffer) dScNewerWorldMap_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
};

dScNewerWorldMap_c::dScNewerWorldMap_c() {
	initChain.setup(initFunctions, 6);

	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) {
	DVD_Start();
	return true;
}

bool WMInit_LoadSIAnims(void *ptr) {
	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) {
	if (DVD_StillLoading(GetDVDClass2()))
		return false;

	DVD_End();
	return true;
}

bool WMInit_LoadResources(void *ptr) {
	dScNewerWorldMap_c *wm = (dScNewerWorldMap_c*)ptr;
	return wm->resMng.loadSet("MMFullWorld");
}

bool WMInit_SetupWait(void *ptr) {
	dScNewerWorldMap_c *wm = (dScNewerWorldMap_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) {
	// ok, now we can set up other required shit
	dScNewerWorldMap_c *wm = (dScNewerWorldMap_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->pathData.load(wm->resMng['PATH']);

	SaveBlock *save = GetSaveFile()->GetBlock(-1);
	if (save->current_path_node >= wm->pathData.pointCount()) {
		wm->currentPoint = wm->pathData.getPath(0)->startPoint;
	} else {
		wm->currentPoint = wm->pathData.getPoint(save->current_path_node);
	}

	// 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->currentPoint->position;

	// is last param correct? must check :/
	wm->map = (dWMMap_c*)CreateParentedObject(WM_MAP, wm, 0, 0);

	return true;
}

bool WMInit_SetupWipe(void *ptr) {
	dScNewerWorldMap_c *wm = (dScNewerWorldMap_c*)ptr;

	if (wm->hasUninitialisedProcesses())
		return false;

	return true;
}





// Todo: remove level menu related states from here

/*#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
// Empty slot: 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


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);
}


int dScNewerWorldMap_c::onCreate() {
	LoadMapScene();
	GameSetup__LoadScene(0); // lol, stolen from GAME_SETUP


	this->selectCursor = CreateParentedObject(SELECT_CURSOR, this, 0, 0);
	this->csMenu = CreateParentedObject(COURSE_SELECT_MENU, this, 0, 0);
	this->yesNoWindow = CreateParentedObject(YES_NO_WINDOW, this, 0, 0);
	this->numPeopleChange = CreateParentedObject(NUMBER_OF_PEOPLE_CHANGE, this, 0, 0);

	for (int i = 0; i < 4; i++) {
		void *ccsb = CreateParentedObject(CHARACTER_CHANGE_SELECT_BASE, this, i, 0);
		void *ccsc = CreateParentedObject(CHARACTER_CHANGE_SELECT_CONTENTS, this, i, 0);
		void *ccsa = CreateParentedObject(CHARACTER_CHANGE_SELECT_ARROW, this, i, 0);
		void *cci = CreateParentedObject(CHARACTER_CHANGE_INDICATOR, this, i, 0);

		NPCHG_CCSB(this->numPeopleChange, i) = ccsb;
		NPCHG_CCSC(this->numPeopleChange, i) = ccsc;
		NPCHG_CCSA(this->numPeopleChange, i) = ccsa;
		NPCHG_CCI(this->numPeopleChange, i) = cci;
	}

	this->continueObj = CreateParentedObject(CONTINUE, this, 0, 0);

	// 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_NORMAL;
	}

	this->stockItem = CreateParentedObject(STOCK_ITEM, this, 0, 0);
	this->stockItemShadow = CreateParentedObject(STOCK_ITEM_SHADOW, this, 0, 0);
	STKI_SHADOW(this->stockItem) = this->stockItemShadow;

	this->easyPairing = CreateParentedObject(EASY_PAIRING, this, 0, 0);

	CreateParentedObject(WORLD_CAMERA, this, 0, 0);

	*CurrentDrawFunc = NewerMapDrawFunc;

	// level info
	levelInfoFile.open("/NewerRes/LevelInfo.bin");
	levelInfo.load(levelInfoFile.ptr());

	return true;
}

int dScNewerWorldMap_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;
}

int dScNewerWorldMap_c::onExecute() {

	if (QueryGlobal5758(0xFFFFFFFF)) return true;
	if (CheckIfWeCantDoStuff()) return true;
	if (this->state == STATE_LIMBO) return true;

	/**************************************************************************/
	// Read Wiimote Buttons

	int heldButtons = Remocon_GetButtons(GetActiveRemocon());
	int nowPressed = Remocon_GetPressed(GetActiveRemocon());

	/**************************************************************************/
	// State Specific

	switch (this->state) {
		/**********************************************************************/
		// 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_NORMAL;
			}

			break;

		/**********************************************************************/
		// STATE_NORMAL : Nothing related to the menu is going on
		case STATE_NORMAL: {

			HandleMovement();

			if (nowPressed & WPAD_ONE) {
				STKI_SHOW(this->stockItem) = true;
				this->state = STATE_POWERUPS_WAIT;
			}
		} 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
							MapReport("Star Coins was pressed\n");
							this->state = STATE_NORMAL;
							break;

						case 1:
							// Add/Drop Players
							MapReport("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
							MapReport("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
							MapReport("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;

	}

	return true;
}




void dScNewerWorldMap_c::HandleMovement() {
	int heldButtons = Remocon_GetButtons(GetActiveRemocon());
	int nowPressed = Remocon_GetPressed(GetActiveRemocon());

	if (isMoving) {
		MoveThroughPath();
	} else {
		if (nowPressed & WPAD_LEFT && currentPoint->exits.asDirection.left.isValid())
			StartMovementTo(LEFT);
		else if (nowPressed & WPAD_RIGHT && currentPoint->exits.asDirection.right.isValid())
			StartMovementTo(RIGHT);
		else if (nowPressed & WPAD_UP && currentPoint->exits.asDirection.up.isValid())
			StartMovementTo(UP);
		else if (nowPressed & WPAD_DOWN && currentPoint->exits.asDirection.down.isValid())
			StartMovementTo(DOWN);


		if (nowPressed & WPAD_TWO)
			ActivatePoint();
	}
}

void dScNewerWorldMap_c::MoveThroughPath() {
	// figure out how much to move on each step
	Vec from, to;
	if (this->reverseThroughPath) {
		from = this->currentSegment->end;
		to = this->currentSegment->start;
	} else {
		from = this->currentSegment->start;
		to = this->currentSegment->end;
	}

	Vec move;
	move.x = to.x - from.x;
	move.y = to.y - from.y;
	move.z = to.z - from.z;

	VECNormalize(&move, &move);
	VECScale(&move, &move, this->currentSegment->stepsPerFrame);

	this->player->pos.x += move.x;
	this->player->pos.y += move.y;
	this->player->pos.z += move.z;

	// have we reached the end?
	bool xAtEnd = false;
	bool yAtEnd = false;
	bool zAtEnd = false;

	if (move.x > 0) {
		xAtEnd = (this->player->pos.x >= to.x);
	} else {
		xAtEnd = (this->player->pos.x <= to.x);
	}

	if (move.y > 0) {
		yAtEnd = (this->player->pos.y >= to.y);
	} else {
		yAtEnd = (this->player->pos.y <= to.y);
	}

	if (move.z > 0) {
		zAtEnd = (this->player->pos.z >= to.z);
	} else {
		zAtEnd = (this->player->pos.z <= to.z);
	}

	if (xAtEnd && yAtEnd && zAtEnd) {
		MapReport("reached end of segment %d\n", this->currentSegmentID);

		int nextSegment = this->currentSegmentID + (this->reverseThroughPath ? -1 : 1);
		if (nextSegment == -1 || nextSegment == this->currentPath->segCount) {
			MapReport("reached end of path\n");
			this->currentPoint = this->nextPoint;
			this->player->pos = this->currentPoint->position;
			this->player->startAnimation(0, 1.2, 10.0, 0.0);
			this->isMoving = false;

			SaveBlock *save = GetSaveFile()->GetBlock(-1);
			//save->current_world = newPage; ?
			save->current_path_node = pathData.getPointID(this->currentPoint);
		} else {
			this->MoveToSegment(nextSegment);
		}
	}
}

void dScNewerWorldMap_c::StartMovementTo(WMDirection direction) {
	this->isMoving = true;

	WMPathEntrance *thisExit = &currentPoint->exits.asArray[direction];
	MapReport("Using an exit in direction %d\n", direction);

	this->currentPath = thisExit->path;
	if (thisExit->isEndSide) {
		this->nextPoint = thisExit->path->startPoint;
		this->reverseThroughPath = true;
		this->MoveToSegment(thisExit->path->segCount - 1);
	} else {
		this->nextPoint = thisExit->path->endPoint;
		this->reverseThroughPath = false;
		this->MoveToSegment(0);
	}
}

void dScNewerWorldMap_c::MoveToSegment(int id) {
	MapReport("Moving to segment %d\n", id);

	this->currentSegmentID = id;
	this->currentSegment = this->currentPath->segments[id];

	// calculate rotation
	Vec from, to;
	if (this->reverseThroughPath) {
		from = this->currentSegment->end;
		to = this->currentSegment->start;
	} else {
		from = this->currentSegment->start;
		to = this->currentSegment->end;
	}

	MapReport("From: %f,%f,%f To: %f,%f,%f\n", from.x, from.y, from.z, to.x, to.y, to.z);

	this->player->pos = from;

	// update rotation
	if (!this->currentSegment->useLastDir) {
		this->player->rot.x = 0;
		this->player->rot.y = this->currentSegment->direction;
		this->player->rot.z = 0;

		if (this->reverseThroughPath && !this->currentSegment->alwaysSameDir) {
			this->player->rot.y = ((this->currentSegment->direction) + 0x8000) & 0xFFFF;
		}
	}

	this->player->startAnimation(this->currentSegment->animationType, this->currentSegment->animationSpeed, 10.0, 0.0);
}

void dScNewerWorldMap_c::ActivatePoint() {
	MapReport("Point activated!\n");
	this->player->startAnimation(170, 1.2, 10.0, 0.0);

	if (this->currentPoint->type == WMPathPoint::LEVEL_TYPE) {
		int w = this->currentPoint->params[0] - 1;
		int l = this->currentPoint->params[1] - 1;
		LevelInfo::Entry *level = this->levelInfo.search(w, l);
		StartLevel(level);
	}
}


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);
}