summaryrefslogtreecommitdiff
path: root/include/game.h
blob: cca0fac6bc4b0b02aecf0adde46277c4e869222b (plain)
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#ifndef __KAMEK_GAME_H
#define __KAMEK_GAME_H

//#define offsetof(type, member)	((__std(size_t)) &(((type *) 0)->member))

#include <common.h>
#include <rvl/mtx.h>
#include <rvl/GXEnum.h>
#include <rvl/vifuncs.h>
#include <rvl/arc.h>
#define offsetof(type, member)	((u32) &(((type *) 0)->member))


template <typename T>
inline T min(T one, T two) { return (one < two) ? one : two; }
template <typename T>
inline T max(T one, T two) { return (one > two) ? one : two; }
template <typename T>
inline T clamp(T value, T one, T two) { return (value < one) ? one : ((value > two) ? two : value); }

#define M_PI 3.14159265358979323846
#define M_PI_2 (M_PI / 2)

extern "C" {
int strlen(const char *str);
char *strcpy(char *dest, const char *src);
int strncmp(const char *str1, const char *str2, int num);

float atan(float x);
float atan2(float y, float x);

float cos(float x);
float sin(float x);
float ceil(float x);
float floor(float x);
}

bool DVD_Start();
bool DVD_End();
bool DVD_StillLoading(void *dvdclass2);
void DVD_LoadFile(void *dvdclass, char *folder, char *file, void *callbackData);
void DVD_FreeFile(void *dvdclass2, char *file);

extern void *DVDClass;

inline void *GetDVDClass() {
	return DVDClass;
}

inline void *GetDVDClass2() {
	return (void*)(((u32)GetDVDClass())+4);
}

void *DVD_GetFile(void *dvdclass2, const char *arc, const char *file);
void *DVD_GetFile(void *dvdclass2, const char *arc, const char *file, u32 *length);

int MakeRandomNumber(int count);
int MakeRandomNumberForTiles(int count);


extern int Player_Active[4];
extern int Player_ID[4];
extern int Player_Powerup[4];
extern int Player_Flags[4];
extern int Player_Lives[4];
extern int Player_Coins[4];

struct StartLevelInfo {
	int maybeUnused;
	unsigned char unk1; // 0x04
	unsigned char unk2; // 0x05
	unsigned char unk3; // 0x06
	unsigned char unk4; // 0x07
	unsigned int purpose; // 0x08
	unsigned char world1; // 0x0C
	unsigned char level1; // 0x0D
	unsigned char world2; // 0x0E
	unsigned char level2; // 0x0F
};

extern void *GameMgr;
inline void *GetGameMgr() {
	return GameMgr;
}

bool QueryPlayerAvailability(int id);
void DoStartLevel(void *gameMgr, StartLevelInfo *sl);
void SetSomeConditionShit(int world, int level, unsigned int bits);

bool IsWideScreen();

#define GAMEMGR_GET_AFC(gmgr) (*((bool*)(((u32)(gmgr))+0xAFC)))

#define COND_COIN1 1
#define COND_COIN2 2
#define COND_COIN3 4
#define COND_NORMAL 0x10
#define COND_SECRET 0x20
#define COND_SGNORMAL 0x80
#define COND_SGSECRET 0x100

class SaveFirstBlock {
public:
	char titleID[4];			// 0x00
	u8 field_00;				// 0x04
	u8 field_01;				// 0x05
	u8 current_file;			// 0x06
	u8 field_03;				// 0x07
	u16 freemode_fav[10][0x2A];	// 0x08
	u16 coinbtl_fav[10][0x2A];	// 0x350
	u16 bitfield;				// 0x698
	u16 field_69A;				// 0x69A
	u32 checksum;				// 0x69C
};

class SaveBlock {
public:
	u8 field_00;				// 0x00
	u8 field_01;				// 0x01
	u8 bitfield;				// 0x02
	u8 current_world;			// 0x03
	u8 field_04;				// 0x04
	u8 current_path_node;		// 0x05
	u8 field_06;				// 0x06
	u8 switch_on;				// 0x07
	u8 field_08;				// 0x08
	u8 powerups_available[7];	// 0x09
	u8 toad_level_idx[10];		// 0x10
	u8 player_continues[4];		// 0x1A
	u8 player_coins[4];			// 0x1E
	u8 player_lives[4];			// 0x22
	u8 player_flags[4];			// 0x26
	u8 player_type[4];			// 0x2A
	u8 player_powerup[4];		// 0x2E
	u8 worlds_available[10];	// 0x32
	u32 ambush_countdown[10];	// 0x3C
	u16 field_64;				// 0x64
	u16 credits_hiscore;		// 0x66
	u16 score;					// 0x68
	u32 completions[10][0x2A];	// 0x6C
	u8 hint_movie_bought[70];	// 0x6FC
	u8 toad_location[10];		// 0x742
	u8 field_74C[10][4];		// 0x74C
	u8 field_774[10][4];		// 0x774
	u8 field_79C[10][4];		// 0x79C
	u8 death_counts[10][0x2A];	// 0x7C4
	u8 death_count_3_4_switch;	// 0x968
	u8 pad[0x13];				// 0x969
	u32 checksum;				// 0x97C

	u32 GetLevelCondition(int world, int level);
	bool CheckLevelCondition(int world, int level, int cond);
	bool CheckIfCoinCollected(int world, int level, int num);
};

class SaveFile {
public:
	u32 field_00;
	u32 field_04;
	u32 field_08;
	u32 field_0C;
	u32 field_10;
	u32 field_14;
	u32 field_18;
	u32 field_1C;

	// Real Savefile starts here
	SaveFirstBlock header;
	SaveBlock blocks[3];
	SaveBlock quickSave[3];

	SaveBlock *GetBlock(int id);
	SaveBlock *GetQSBlock(int id);

	bool CheckIfWriting(); // 0x800E0540
};

class SaveHandler {
public:
	u8 unknown[0x70];
	u32 CurrentState;
	u32 CurrentError;
	u32 field_7C;
};

extern SaveFile *SaveFileInstance;
extern SaveHandler *SaveHandlerInstance;

inline SaveFile *GetSaveFile() {
	return SaveFileInstance;
}

inline SaveHandler *GetSaveHandler() {
	return SaveHandlerInstance;
}

#define WPAD_DOWN	0x0001 // Actually Left, but rotated
#define WPAD_UP		0x0002 // Actually Right, but rotated
#define WPAD_RIGHT	0x0004 // Actually Down, but rotated
#define WPAD_LEFT	0x0008 // Actually Up, but rotated
#define WPAD_PLUS	0x0010
#define WPAD_TWO	0x0100
#define WPAD_ONE	0x0200
#define WPAD_B		0x0400
#define WPAD_A		0x0800
#define WPAD_MINUS	0x1000
#define WPAD_HOME	0x8000

struct RemoconMngClass {
	void *vtable;
	void *controllers[4];
};

/*
 * Ok, here's how the remocon/wiimote shit works:
 * Remocon is a NSMB-specific class, it handles the different control methods
 * and D-pad directions and such automatically.
 *
 * Wiimote is a generic class (part of EGG) -- well it's not actually called
 * that, but who cares. It handles different types of controllers. Only
 * query it if whatever you're accessing is control type dependent.
 */

extern RemoconMngClass *RemoconMng;
extern int ActiveWiimoteID;
extern void *ActiveWiimote;

inline RemoconMngClass *GetRemoconMng() {
	return RemoconMng;
}

inline int GetActiveWiimoteID() {
	return ActiveWiimoteID;
}

inline void *GetActiveRemocon() {
	return GetRemoconMng()->controllers[GetActiveWiimoteID()];
}

inline void *GetActiveWiimote() {
	return ActiveWiimote;
}

inline unsigned int Remocon_GetButtons(void *self) {
	return *((unsigned int*)((u32)self+0x18));
}

inline unsigned int Remocon_GetPressed(void *self) {
	return *((unsigned int*)((u32)self+0x1C));
}

typedef bool (*__Wiimote_TestButtons_type)(void*, unsigned int);
inline bool Wiimote_TestButtons(void *self, unsigned int btns) {
	VF_BEGIN(__Wiimote_TestButtons_type, self, 8, 0)
		return VF_CALL(self, btns);
	VF_END;
}

int SearchForIndexOfPlayerID(int id);

bool CheckIfContinueShouldBeActivated();

bool CheckIfMenuShouldBeCancelledForSpecifiedWiimote(int num);

void StartTitleScreenStage(bool realDemo, int sceneParam);

bool CheckIfWeCantDoStuff();

u32 QueryGlobal5758(u32 check);

void SaveGame(void *classDoesntMatter, bool isQuick);

#include <actors.h>
void *CreateParentedObject(short classID, void *parent, int settings, char something);
void *CreateChildObject(short classID, void *parent, int settings, int unk1, int unk2);


#define WIPE_FADE 0
#define WIPE_CIRCLE 1
#define WIPE_BOWSER 2
#define WIPE_WAVY 3
#define WIPE_MARIO 4
#define WIPE_CIRCLE_s 5

void ActivateWipe(int type);

typedef void (*ScreenDrawFunc)();

extern ScreenDrawFunc *CurrentDrawFunc;
void WorldMapDrawFunc();
void GameSetupDrawFunc();

void GameSetup__LoadScene(void *self); // 0x80919560
void FreeScene(int id);

void WpadShit(int unk); // 0x8016F780

void *BgTexMng__LoadAnimTile(void *self, int tileset, short tile, char *name, char *delays, char reverse); // 0x80087B60

extern void *GameHeaps[];


class dFlagMgr_c {
public:
	dFlagMgr_c();

	enum ActionFlag {
		ACTIVATE = 1,
		TICKS = 2
	};

	u64 flags;
	float _8[64], _108[64];
	u8 _208[64];
	u64 _248[64];
	u8 _448[64];

	u32 ticksRemainingForAction[64];
	u8 actionFlag[64];
	u32 _5C8[64]; // somehow sound related?! assigned by last param to set(); only checked for == 0
	u8 _6C8; // assigned -1 by FlagMgr, and other values by the Switch object, nothing else though

	void setup(bool isNewLevel);
	void applyAndClearAllTimedActions(); // only used when setup(true) is called
	void execute();

	void set(u8 number, int delay, bool activate, bool reverseEffect, bool makeNoise, u32 unknown=0);

	u8 findLowestFlagInSet(u32 unk, u64 set);

	void setSpecial(u8 number, float to8, float to108, u8 to208, u32 unk, u64 to248);
	float get8(u8 number);
	float get108(u8 number);
	u8 get208(u8 number);
	u64 get248(u8 number);
	u8 get448(u8 number);

	// convenience inline functions which may or may not actually exist in Nintendo's original code
	u64 mask(u8 number) { return (u64)1 << number; }
	bool active(u8 number) { return (flags & mask(number)) != 0; }
	bool inactive(u8 number) { return (flags & mask(number)) == 0; }

	static dFlagMgr_c *instance;
};


class dStage32C_c {
public:
	dStage32C_c();

	u32 bulletData1;
	u32 bulletData2;
	u8 enemyCombos;
	u32 somethingAboutHatenaBalloons;
	u8 redCoinCount;
	u32 _124[4];
	u32 greenCoinsCollected;
	u32 hasKilledEnemyThisTick_maybe;
	u16 booID;
	u16 _13E;
	u32 _bigBooID;
	u16 bulletBillCount;
	u16 _14A;
	u32 bombCount;
	u32 goombaCount;
	u32 enemyKillCounter;
	u32 another_counter;
	u32 freezeMarioBossFlag;
	u32 aboutMortonBigPile;
	u32 somethingAboutPunchingChainlink;
	u32 currentBigHanaMgr;
	u32 _16C;
	u8 penguinCount;
	u8 _171[3];
	u32 pokeyTimer;

	void setup();

	static dStage32C_c *instance;
};




// No idea if these actually exist or not
class mRect {
	public:
		float x, y, width, height;
};

class mRect16 {
	public:
		short x, y, width, height;
};


class mMtx {
	Mtx data;

	public:
	mMtx() { }

	mMtx(float _00, float _01, float _02, float _03,
			float _10, float _11, float _12, float _13,
			float _20, float _21, float _22, float _23);

	float* operator[](int row) { return data[row]; }

	operator MtxPtr() const { return (MtxPtr)this; }

	/* Create New Ones */
	void zero();
	void identity() { MTXIdentity(data); }

	void translation(float x, float y, float z) { MTXTrans(data, x, y, z); }
	void scale(float x, float y, float z) { MTXScale(data, x, y, z); }

	void rotationX(s16 *amount);
	void rotationY(s16 *amount);
	void rotationZ(s16 *amount);

	/* Applied Manipulations */
	void applyTranslation(float x, float y, float z) { MTXTransApply(data, data, x, y, z); }
	void applyScale(float x, float y, float z) { MTXScaleApply(data, data, x, y, z); }

	void applyRotationX(s16 *amount);
	void applyRotationY(s16 *amount);
	void applyRotationZ(s16 *amount);

	void applyRotationYXZ(s16 *x, s16 *y, s16 *z);
	void applyRotationZYX(s16 *x, s16 *y, s16 *z);

	/* Get Stuff */
	void getTranslation(Vec *target);

	void getUnknown(S16Vec *target);
};



namespace nw4r {
	namespace math {
		float CosFIdx(float);
		float SinFIdx(float);
		void SinCosFIdx(float *s, float *c, float);
	}

namespace ut {
	// this isn't 100% accurate because it doesn't use templates
	// or detail::LinkListImpl, but oh well
	// I don't need the methods anyway.

	class LinkListNode {
	public:
		LinkListNode *next;
		LinkListNode *prev;
	};

	class LinkList {
	public:
		int count;
		LinkListNode initialNode;
	};

	class Color : public GXColor { };

	class Rect {
	public:
		f32 left;
		f32 top;
		f32 right;
		f32 bottom;
	};

	template <class T>
	class TagProcessorBase { };
}

namespace lyt {
	class Pane; // forward declaration
	class DrawInfo;

	class AnimTransform; // I'll do these later
	class AnimResource;
	class AnimationLink;
	class ResourceAccessor;
	class GroupContainer;

	class Layout {
	public:
		Layout();
		virtual ~Layout();

		virtual bool Build(const void *data, ResourceAccessor *resAcc);

		virtual AnimTransform *CreateAnimTransform();
		virtual AnimTransform *CreateAnimTransform(const void *data, ResourceAccessor *resAcc);
		virtual AnimTransform *CreateAnimTransform(const AnimResource &res, ResourceAccessor *resAcc);

		virtual void BindAnimation(AnimTransform *anim);
		virtual void UnbindAnimation(AnimTransform *anim);
		virtual void UnbindAllAnimation();
		virtual bool BindAnimationAuto(const AnimResource &res, ResourceAccessor *resAcc);

		virtual void SetAnimationEnable(AnimTransform *anim, bool unk);

		virtual void CalculateMtx(const DrawInfo &info);

		virtual void/*?*/ Draw(const DrawInfo &info);
		virtual void/*?*/ Animate(ulong flag);

		virtual void/*?*/ SetTagProcessor(ut::TagProcessorBase<wchar_t> *tagProc);

		ut::LinkList animations;

		Pane *rootPane;
		GroupContainer *groupContainer;

		float width;
		float height;
	};


	class DrawInfo {
	public:
		DrawInfo();
		virtual ~DrawInfo();

		Mtx matrix;
		float left;
		float top;
		float right;
		float bottom;
		float scaleX;
		float scaleY;
		float alpha;
		u8 _50; // this is actually a bitfield. todo: investigate how CW handles bitfields, and so on
	};


	class Material {
	public:
		// ...
	};

	class Pane {
	public:
		//Pane(nw4r::lyt::res::Pane const *); // todo: this struct
		Pane(void *);
		virtual ~Pane();

		virtual void *GetRuntimeTypeInfo() const;
		virtual void CalculateMtx(const DrawInfo &info);

		virtual void Draw(const DrawInfo &info);
		virtual void DrawSelf(const DrawInfo &info);
		virtual void Animate(ulong flag);
		virtual void AnimateSelf(ulong flag);

		virtual ut::Color GetVtxColor(ulong id) const;
		virtual void SetVtxColor(ulong id, ut::Color color);
		virtual uchar GetColorElement(ulong id) const;
		virtual void SetColorElement(ulong id, uchar value);
		virtual uchar GetVtxColorElement(ulong id) const;
		virtual void SetVtxColorElement(ulong id, uchar value);

		virtual Pane *FindPaneByName(const char *name, bool recursive);
		virtual Material *FindMaterialByName(const char *name, bool recursive);

		virtual void/*?*/ BindAnimation(AnimTransform *anim, bool unk1, bool unk2);
		virtual void UnbindAnimation(AnimTransform *anim, bool unk);
		virtual void UnbindAllAnimation(bool unk);
		virtual void UnbindAnimationSelf(AnimTransform *anim);

		virtual ut::LinkListNode *FindAnimationLinkSelf(AnimTransform *anim);
		virtual ut::LinkListNode *FindAnimationLinkSelf(const AnimResource &anim);

		virtual void SetAnimationEnable(AnimTransform *anim, bool unk1, bool unk2);
		virtual void SetAnimationEnable(const AnimResource &anim, bool unk1, bool unk2);

		virtual ulong GetMaterialNum() const;
		virtual Material *GetMaterial() const;
		virtual Material *GetMaterial(ulong id) const;

		virtual void LoadMtx(const DrawInfo &info);

		void AppendChild(Pane *child);

		ut::Rect GetPaneRect(const DrawInfo &info) const;

		ut::LinkListNode *AddAnimationLink(AnimationLink *link);

		Vec2 GetVtxPos() const;


		ut::LinkListNode parentLink;
		Pane *parent;

		ut::LinkList children;
		ut::LinkList animations;

		Material *material;

		Vec trans;
		Vec rotate;
		Vec2 scale;
		Vec2 size;

		Mtx calcMtx;
		Mtx effectiveMtx;

		float _B4;

		u8 alpha;
		u8 effectiveAlpha;
		u8 origin;
		u8 flag;

		char name[0x11];
		char userdata[8];

		u8 _D5;
		u8 paneIsOwnedBySomeoneElse;
		u8 _D7;
	};

	class TextBox : public Pane {
	public:
		TextBox(void *, void *); // todo: TextBox((res::TextBox const *,ResBlockSet const &))
		~TextBox();

		void *GetRuntimeTypeInfo() const;

		void DrawSelf(const DrawInfo &info);

		ut::Color GetVtxColor(ulong id) const;
		void SetVtxColor(ulong id, ut::Color color);
		uchar GetVtxColorElement(ulong id) const;
		void SetVtxColorElement(ulong id, uchar value);

		virtual void LoadMtx(const DrawInfo &info);

		virtual void AllocStringBuffer(u16 size);
		virtual void FreeStringBuffer();

		virtual u16 SetString(const wchar_t *str, u16 destOffset = 0);
		virtual u16 SetString(const wchar_t *str, u16 destOffset, u16 length);

		wchar_t *stringBuf;

		ut::Color colour1, colour2;
		void *font; // actually a ut::ResFont or whatever

		float fontSizeX, fontSizeY;
		float lineSpace, charSpace;

		void *tagProc; // actually a TagProcessor

		u16 bufferLength;
		u16 stringLength;

		u8 alignment;
		u8 flags;
	};
}



namespace g3d {
struct CameraData
{
enum Flag
    {
FLAG_CAMERA_LOOKAT          = 0x00000001,
FLAG_CAMERA_ROTATE = 0x00000002,
FLAG_CAMERA_AIM    = 0x00000004,
MASK_CAMERA        = 0x00000007,

FLAG_CMTX_VALID    = 0x00000008,

FLAG_PROJ_FLUSTUM  = 0x00000010,
FLAG_PROJ_PERSP    = 0x00000020,
FLAG_PROJ_ORTHO    = 0x00000040,
MASK_PROJ          = 0x00000070,

FLAG_PMTX_VALID             = 0x00000080,

FLAG_VIEWPORT_JITTER_ABOVE  = 0x00000100
    };

Mtx  cameraMtx;
Mtx44  projMtx;

u32 flags;

VEC3   cameraPos;
VEC3   cameraUp;
VEC3   cameraTarget;
VEC3   cameraRotate;
f32    cameraTwist;

GXProjectionType    projType;
f32                 projFovy;
f32                 projAspect;
f32                 projNear;
f32                 projFar;
f32                 projTop;
f32                 projBottom;
f32                 projLeft;
f32                 projRight;

f32                 lightScaleS;
f32                 lightScaleT;
f32                 lightTransS;
f32                 lightTransT;

VEC2   viewportOrigin;
VEC2   viewportSize;
f32    viewportNear;
f32    viewportFar;

u32    scissorX;
u32    scissorY;
u32    scissorWidth;
u32    scissorHeight;

s32    scissorOffsetX;
s32    scissorOffsetY;
};

/* Correct camera
cameraMtx:
1.0 0.0 0.0 -0.0
0.0 1.0 0.0 -0.0
0.0 0.0 1.0 -6000.0

projMtx:
0.002345 0.000000  0.000000 -1.000000
0.000000 0.004386  0.000000 -1.000000
0.000000 0.000000 -0.000005 -0.500000
0.000000 0.000000  0.000000  1.000000

flags: 000000C9 : FLAG_CAMERA_LOOKAT | FLAG_CMTX_VALID | FLAG_PROJ_ORTHO | FLAG_PMTX_VALID

cameraPos: {0, 0, 15}
cameraUp: {0, 1, 0}
cameraTarget: {0, 0, 0}
cameraRotate: {0, 0, 0}
cameraTwist: 0

projType: 1
projFovy: 60
projAspect: 1.333333
projNear: -100000
projFar: 100000
projTop: 456
projBottom: 0
projLeft: 0
projRight: 853

lightScaleS: 0.5
lightScaleT: 0.5
lightTransS: 0.5
lightTransT: 0.5

viewportOrigin: {0,0}
viewportSize: {640,456}
viewportNear: 0
viewportFar: 1

scissorX: 0
scissorY: 0
scissorWidth: 0x280
scissorHeight: 0x1C8

scissorOffsetX: 0
scissorOffsetY: 0
*/

class Camera {
public:
	enum PostureType { POSTURE_LOOKAT, POSTURE_ROTATE, POSTURE_AIM };
	struct PostureInfo
	{
	PostureType tp;
	VEC3   cameraUp;
	VEC3   cameraTarget;
	VEC3   cameraRotate;
	f32         cameraTwist;
	};
private:
	CameraData *data;
public:
	Camera(CameraData *pCamera);
	void Init();
	void Init(u16 efbWidth, u16 efbHeight, u16 xfbWidth, u16 xfbHeight, u16 viWidth, u16 viHeight);
	//void SetPosition(f32 x, f32 y, f32 z);
	void SetPosition(const VEC3 &pos);
	//void GetPosition(f32 *px, f32 *py, f32 *pz) const;
	void GetPosition(VEC3 *pPos) const;
	void SetPosture(const PostureInfo &info);
	//void GetPosture(PostureInfo *info) const;
	void SetCameraMtxDirectly(const Mtx &mtx);
	void GetCameraMtx(Mtx *pMtx) const;
	void SetOrtho(f32 top, f32 bottom, f32 left, f32 right, f32 near, f32 far);
	//void SetFrustum(f32 top, f32 bottom, f32 left, f32 right, f32 near, f32 far);
	void SetPerspective(f32 fovy, f32 aspect, f32 near, f32 far);
	void SetProjectionMtxDirectly(const Mtx44 *pMtx);
	void GetProjectionMtx(Mtx44 *pMtx) const;
	//GXProjectionType GetProjectionType() const;
	void SetScissor(u32 xOrigin, u32 yOrigin, u32 width, u32 height);
	void SetScissorBoxOffset(s32 xOffset, s32 yOffset);
	//void GetScissor(u32 *xOrigin, u32 *yOrigin, u32 *width, u32 *height);
	void SetViewport(f32 xOrigin, f32 yOrigin, f32 width, f32 height);
	//void SetViewport(f32 xOrigin, f32 yOrigin, f32 width, f32 height, f32 near, f32 far);
	void SetViewportZRange(f32 near, f32 far);
	void SetViewportJitter(u32 field);
	//void SetViewportJitter(f32 xOrigin, f32 yOrigin, f32 width, f32 height, f32 near, f32 far, u32 field);
	void GetViewport(f32 *xOrigin, f32 *yOrigin, f32 *width, f32 *height, f32 *near, f32 *far) const;
	void GXSetViewport() const;
	void GXSetProjection() const;
	void GXSetScissor() const;
	void GXSetScissorBoxOffset() const;
};

namespace G3DState {
	GXRenderModeObj *GetRenderModeObj();
}
}
}


VEC2 GetSomeSizeRelatedBULLSHIT();
Vec CalculateSomethingAboutRatio(float, float, float, float);
float CalculateSomethingElseAboutRatio();

nw4r::g3d::CameraData *GetCameraByID(int id);

namespace EGG { class Screen; };
void DoSomethingCameraRelatedWithEGGScreen(int id, EGG::Screen *screen);

int GetCurrentCameraID(); // 80164C80
void SetCurrentCameraID(int id); // 80164C90

void LinkScene(int id); // 80164D50
void UnlinkScene(int id); // 80164CD0

void SceneCalcWorld(int sceneID); // 80164E10
void SceneCameraStuff(int sceneID); // 80164EA0

void CalcMaterial(); // 80164E90
void DrawOpa(); // 80164F70
void DrawXlu(); // 80164F80

bool ChangeAlphaUpdate(bool enable); // 802D3270
bool ChangeColorUpdate(bool enable); // 802D3210

void DoSpecialDrawing1(); // 8006CAE0
void DoSpecialDrawing2(); // 8006CB40

void SetupLYTDrawing(); // 80163360
void ClearLayoutDrawList(); // 801632B0

void RenderAllLayouts(); // 800067A0
void DrawAllLayoutsBeforeX(int x); // 80163440
void DrawAllLayoutsAfterX(int x); // 801634D0
void DrawAllLayoutsAfterXandBeforeY(int x, int y); // 80163560

void RenderEffects(int v1, int v2); // 80093F10

void RemoveAllFromScnRoot(); // 80164FB0
void Reset3DState(); // 80165000

extern "C" void GXDrawDone(); // 801C4FE0



namespace m2d {
	class Base_c /*: public nw4r::ut::Link what's this? */ {
	public:
		u32 _00;
		u32 _04;

		Base_c();
		virtual ~Base_c();
		virtual void draw(); // don't call this directly

		void scheduleForDrawing();

		u8 drawOrder;
	};

	class Simple_c : public Base_c {
	public:
		nw4r::lyt::Layout layout;
		nw4r::lyt::DrawInfo drawInfo;

		u32 _84;
		float _88;
		float _8C;
		float _90;
		u32 _94;

		Simple_c();
		~Simple_c();

		void draw();
		virtual void _vf10();
		virtual void _vf14();
	};
}



namespace EGG {
	class Frustum {
	public:
		int projType; // 0 = ortho, 1 = perspective.. who needs GXEnum.h anyway
		int isCentered;
		float width;
		float height;
		float fovy;
		float dunno;
		float near;
		float far;
		float center_x_maybe;
		float center_y_maybe;
		float horizontalMultiplier;
		float verticalMultiplier;
		float unk3;
		short some_flag_bit;


		// isCentered might actually be isNotCentered, dunno
		Frustum(GXProjectionType projType, Vec2 size, bool isCentered, float near, float far); // 802C6D20
		Frustum(Frustum &f); // 802C6D90
		virtual ~Frustum(); // 802C75F0

		virtual void loadDirectly(); // 802C7050
		virtual void loadIntoCamera(nw4r::g3d::Camera cam); // 802C7070

		void setOrtho(float top, float bottom, float left, float right, float near, float far); // 802C6DD0

		void setFovy(float newFovy); // 802C6F60

		void getCenterPointsBasedOnPos(float x, float y, float *destX, float *destY); // 802C6FD0

		// no idea what this does
		float getSomethingForPerspective(float blah); // 802C7020


	protected:
		// not all of these might be protected, dunno

		void copyAllFields(Frustum &f); // 802C6EE0

		static void saveSomething(float f1, float f2, float f3, float f4); // 802C70C0
		static void restoreSomething(float *f1, float *f2, float *f3, float *f4); // 802C70E0

		void loadPerspective(); // 802C7110
		void loadOrtho(); // 802C7140

		void setCameraPerspective(nw4r::g3d::Camera cam); // 802C7170
		void setCameraOrtho(nw4r::g3d::Camera cam); // 802C71E0

		void getPerspectiveProjMtx(Mtx44 *mtx); // 802C7250
		void getPerspectiveProjv(float *ptr); // 802C72E0
		void getOrthoProjv(float *ptr); // 802C73A0

		void getOrthoVars(float *top, float *bottom, float *left, float *right); // 802C7480
	};


	class Screen : public Frustum {
		public:
			struct Info {
				float viewportX, viewportY, viewportWidth, viewportHeight;
				float viewportNearZ, viewportFarZ;

				int scissorX, scissorY, scissorWidth, scissorHeight;
				int scissorOffsetX, scissorOffsetY;
			};

			Screen(); // 802D0FB0; creates perspective screen with basic settings
			Screen(Screen *pParent, bool isCentered, float m40, float m44, float width, float height); // 802D1080
			Screen(Screen &s); // 802D1140

			~Screen(); // not called by the retail game.. dunno how to make CodeWarrior do this, who gives a fuck

			void loadDirectly();
			void loadIntoCamera(nw4r::g3d::Camera cam);

			void setSomeVars(bool isCentered, float m40, float m44, float width, float height); // 802D1500

			Info *getStructContainingInfo(); // 802D1AB0

			void doSomethingWithAPassedMatrix(Mtx m, float f1, float f2, float f3, float f4); // 802D1B40

		//protected:
			void copyAllFields(Screen &s); // 802D1430
			void setParent(Screen *pParent = 0); // 802D1540

			void useScreenWidth640(); // 802D15A0
			void calculateCrap(); // 802D15D0

			bool checkIfFlag1IsSet(); // 802D1B10


			Screen *parent; // I think it's the parent screen, anyway ...
			float _40, _44, _48, _4C, _50, _54;
			Info info;
	};


	class LookAtCamera /* : public BaseCamera */ {
		public:
			virtual Mtx *getMatrix();
			virtual Mtx *getMatrixAgain();
			virtual void callCalculateMatrix();
			virtual void calculateMatrix();
			virtual void loadMatricesIntoGX();
			virtual void _vf1C(); // null
			virtual Vec getCamPos();
			virtual void doStuffInvolvingVfsAndOtherObject(void *unkType);
			virtual void _vf28(); // null
			virtual Mtx *getPreviousMatrix();

			void assignToNW4RCamera(nw4r::g3d::Camera &cam); // 802BEB70
			Vec getStuffFromMatrix(); // 802BEBC0
			Vec getMoreStuffFromMatrix(); // 802BEC20
			Vec getEvenMoreStuffFromMatrix(); // 802BEC80

		private:
			Mtx matrix;
			Mtx previousMatrix;

		public:
			Vec camPos, target, camUp;
	};

	class ProjectOrtho /* : public something? */ {
		public:
			virtual GXProjectionType getProjectionType();
			virtual void setGXProjection();
			virtual void _vf10(); // null
			virtual VEC2 _vf14(VEC2 *something);
			virtual Vec _vf18(float something, /*BaseCamera?*/ LookAtCamera *camera);
			virtual Vec _vf1C(float something, /*BaseCamera?*/ LookAtCamera *camera);
			virtual Vec _vf20(VEC2 *something);
			virtual void _vf24();
			virtual void setOrthoOntoCamera(nw4r::g3d::Camera &cam);
			virtual void _vf2C(); // null
			virtual void setGXProjectionUnscaled(); // does not take aspect ratio into account

			ProjectOrtho(); // 802BF6C0
			void setVolume(float top, float bottom, float left, float right); // 802BF710
			void setDefaults(); // I think? 802BF830

			Mtx44 matrix; // unused? dunno
			void *_44; // dunno type
			float near, far, top, bottom, left, right;
	};
}


class TileRenderer {
public:
	TileRenderer();
	~TileRenderer();

	TileRenderer *list1, *list2;
	u16 tileNumber;
	u8 unkFlag, someBool;
	float x, y, z;
	float scale;
	s16 rotation;
	u8 unkByte;

	u16 getTileNum();
	bool getSomeBool();
	void setSomeBool(u8 value);
	
	float getX();
	float getY();
	float getZ();
	void setPosition(float x, float y);
	void setPosition(float x, float y, float z);

	u8 getUnkFlag();

	void setVars(float scale); // sets unkFlag=1, rotation=0, unkByte=0
	void setVars(float scale, s16 rotation); // sets unkFlag=2, unkByte=0
	
	float getScale();
	float getRotationFloat();
	s16 getRotation();

	u8 getUnkByte();

	bool isInList() { return (list1 != 0); }

	class List {
	public:
		u32 count;
		TileRenderer *first, *last; // order?

		void add(TileRenderer *r);
		void remove(TileRenderer *r);
		void removeAll();

		List();
		~List();
	};
};

class dActor_c; // forward declaration
class dStageActor_c; // forward declaration

class Physics {
public:
	struct Unknown {
		Unknown();
		~Unknown();

		float x, y;
	};

	struct Info {
		float x1, y1, x2, y2; // Might be distance to center/edge like APhysics
		void *otherCallback1, *otherCallback2, *otherCallback3;
	};

	Physics();
	~Physics();

	dActor_c *owner;
	Physics *next, *prev;
	u32 _C, _10, _14, _18, _1C, _20, _24, _28, _2C, _30, _34;
	void *somePlayer;
	u32 _3C;
	void *otherCallback1, *otherCallback2, *otherCallback3;
	void *callback1, *callback2, *callback3;
	float lastX, lastY;
	Unknown unkArray[4];
	float x, y;
	float _88, _8C, _90;
	Vec lastActorPosition;
	float _A0, _A4, last_A0, last_A4, _B0, _B4;
	u32 _B8;
	s16 *ptrToRotationShort;
	s16 currentRotation;
	s16 rotDiff;
	s16 rotDiffAlt;
	u32 isRound;
	u32 _CC;
	// Flag 4 is icy
	u32 flagsMaybe;
	u32 _D4, _D8;
	u8 isAddedToList, _DD, layer;
	u32 id;

	void addToList();
	void removeFromList();

	void baseSetup(dActor_c *actor, u32 t_40, u32 t_44, u32 t_48, u8 t_DD, u8 layer);

	// note: Scale can be a null pointer (in that case, it'll use 1.0)
	void setup(dActor_c *actor,
			float x1, float y1, float x2, float y2,
			void *otherCB1, void *otherCB2, void *otherCB3,
			u8 t_DD, u8 layer, Vec2 *scale = 0);

	void setup(dActor_c *actor,
			Vec2 *p1, Vec2 *p2,
			void *otherCB1, void *otherCB2, void *otherCB3,
			u8 t_DD, u8 layer, Vec2 *scale = 0);

	void setup(dActor_c *actor, Info *pInfo, u8 t_DD, u8 layer, Vec2 *scale = 0);

	// radius might be diameter? dunno
	void setupRound(dActor_c *actor,
			float x, float y, float radius,
			void *otherCB1, void *otherCB2, void *otherCB3,
			u8 t_DD, u8 layer);

	void setRect(float x1, float y1, float x2, float y2, Vec2 *scale = 0);
	void setRect(Vec2 *p1, Vec2 *p2, Vec2 *scale = 0);

	void setX(float value);
	void setY(float value);
	void setWidth(float value);
	void setHeight(float value);
	
	void setPtrToRotation(s16 *ptr);

	void update();
	
	// todo: more stuff that might not be relevant atm
};


class ActivePhysics {
public:
	struct Info; // forward declaration
	typedef void (*Callback)(ActivePhysics *self, ActivePhysics *other);

	struct Info {
		float xDistToCenter;
		float yDistToCenter;
		float xDistToEdge;
		float yDistToEdge;
		u8 category1;
		u8 category2;
		u32 bitfield1;
		u32 bitfield2;
		u16 unkShort1C;
		Callback callback;
	};

	ActivePhysics();
	virtual ~ActivePhysics();

	dStageActor_c *owner;
	u32 _8;
	u32 _C;
	ActivePhysics *listPrev, *listNext;
	u32 _18;
	Info info;
	u32 _40, _44, _48, _4C;
	float firstFloatArray[8];
	float secondFloatArray[8];
	Vec2 positionOfLastCollision;
	u16 result1;
	u16 result2;
	u16 result3;
	u8 collisionCheckType;
	u8 chainlinkMode;
	u8 layer;
	u8 someFlagByte;
	u8 isLinkedIntoList;

	void clear();
	void addToList();
	void removeFromList();

	void initWithStruct(dActor_c *owner, const Info *info);
	void initWithStruct(dActor_c *owner, const Info *info, u8 clMode);

	u16 checkResult1(u16 param);
	u16 checkResult3(u16 param);

	float top();
	float bottom();
	float yCenter();
	float right();
	float left();
	float xCenter();

	// Plus more stuff that isn't needed in the public API, I'm pretty sure.
};


#include <statelib.h>

class dActorState_c;
class dActorMultiState_c;


template <class TOwner>
class dStateWrapperBase_c {
public:
	dStateWrapperBase_c(TOwner *pOwner) :
		manager(&pointless, &executor, &dStateBase_c::mNoState), executor(pOwner) { }

	dStateWrapperBase_c(TOwner *pOwner, dState_c<TOwner> *pInitState) :
		manager(&pointless, &executor, pInitState), executor(pOwner) { }

	virtual ~dStateWrapperBase_c() { }

	dStatePointless_c pointless;
	dStateExecutor_c<TOwner> executor;

	dStateMgr_c manager;

	// All these are passed straight through to the manager
	virtual void ensureStateHasBegun() { manager.ensureStateHasBegun(); }
	virtual void execute() { manager.execute(); }
	virtual void endCurrentState() { manager.endCurrentState(); }
	virtual void setState(dStateBase_c *pNewState) { manager.setState(pNewState); }
	virtual void executeNextStateThisTick() { manager.executeNextStateThisTick(); }
	virtual dStateMethodExecutorBase_c *getCurrentStateMethodExecutor() { return manager.getCurrentStateMethodExecutor(); }
	virtual dStateBase_c *getNextState() { return manager.getNextState(); }
	virtual dStateBase_c *getCurrentState() { return manager.getCurrentState(); }
	virtual dStateBase_c *getPreviousState() { return manager.getPreviousState(); }
};

template <class TOwner>
class dStateWrapper_c : public dStateWrapperBase_c<TOwner> {
public:
	dStateWrapper_c(TOwner *pOwner) :
		dStateWrapperBase_c(pOwner) { }

	dStateWrapper_c(TOwner *pOwner, dState_c<TOwner> *pInitState) :
		dStateWrapperBase_c(pOwner, pInitState) { }

	~dStateWrapper_c() { }
};

class MultiStateMgrBase {
public:
	virtual ~MultiStateMgrBase();

	dStateWrapper_c<dActorMultiState_c> s1, s2;
	dStateWrapper_c<dActorMultiState_c> *ptrToStateMgr;

	virtual void ensureStateHasBegun(); // calls vfC on ptrToStateMgr
	virtual void execute(); // calls vf10 on ptrToStateMgr
	virtual void endCurrentState(); // if (isSecondStateMgr()) { disableSecond(); } else { ptrToStateMgr->_vf14(); }
	virtual void setState(dStateBase_c *state); // calls vf18 on ptrToStateMgr
	virtual void executeNextStateThisTick(); // calls vf1C on ptrToStateMgr
	virtual dStateMethodExecutorBase_c *getCurrentStateMethodExecutor(); // calls vf20 on ptrToStateMgr
	virtual dStateBase_c *getNextState(); // calls vf24 on ptrToStateMgr
	virtual dStateBase_c *getCurrentState(); // calls vf28 on ptrToStateMgr
	virtual dStateBase_c *getPreviousState(); // calls vf2C on ptrToStateMgr
	virtual void enableSecondWithState(dStateBase_c *state); // sets ptrToStateMgr to s2, calls vf18 on it
	virtual void disableSecond(); // if (isSecondStateMgr()) { ptrToStateMgr->vf14(); ptrToStateMgr = &s1; }
	virtual bool isSecondStateMgr();
	virtual dStateBase_c *getCurrentStateFromFirst(); // calls vf28 on s1
};

class MultiStateMgr : public MultiStateMgrBase {
public:
	// what the fuck does this do
	~MultiStateMgr();
};

#define REF_NINTENDO_STATE(NAME) \
	static State StateID_##NAME;

#define DECLARE_STATE(NAME) \
	static State StateID_##NAME; \
	void beginState_##NAME(); \
	void executeState_##NAME(); \
	void endState_##NAME();

#define CREATE_STATE(CLASS, NAME) \
	CLASS::State CLASS::StateID_##NAME \
		(#CLASS "::StateID_" #NAME, \
		&CLASS::beginState_##NAME, \
		&CLASS::executeState_##NAME, \
		&CLASS::endState_##NAME);

#define CREATE_STATE_E(CLASS, NAME) \
	CREATE_STATE(CLASS, NAME) \
	void CLASS::beginState_##NAME() { } \
	void CLASS::endState_##NAME() { }

#define USING_STATES(CLASS) \
	typedef dState_c<CLASS> State;


struct LinkListEntry {
	LinkListEntry *prev;
	LinkListEntry *next;
	void *owned_obj;
};


struct LinkList {
	LinkListEntry *first;
	LinkListEntry *last;
	// PTMF goes here, but I don't know how to represent it
};


struct OrderedLinkListEntry : LinkListEntry {
	u16 order;
	u16 _;
};


struct TreeNode {
	TreeNode *parent;
	TreeNode *child;
	TreeNode *prev;
	TreeNode *next;
	void *owned_obj;
};


struct Tree {
	TreeNode *firstNode;
	// PTMF goes here, but I don't know how to represent it
};


typedef bool (*ChainedFunc)(void*);

class FunctionChain {
public:
	ChainedFunc *functions;
	u16 count;
	u16 current;

	void setup(ChainedFunc *functions, u16 count); // 8015F740
};


class dStageActor_c;	// forward declaration
class collisionMgr_c {
public:
	collisionMgr_c();
	virtual ~collisionMgr_c();

	//FIXME params and returns and add more
	void Clear1();
	void Clear2();
	void Init(dStageActor_c*,const u8*,const u8*,const u8*);

	void Clear3();
	bool CollidedWithTile();
	int SomethingSemiImportant(u32);
	u32 execute();

	u32 s_8006FA40(void *);
	u32 s_80070760();
	bool s_800707E0();

	dStageActor_c* owner;
	void* struct1_ptr;
	void* struct2_ptr;
	void* some_ptr;
	Vec3* parent_pos_ptr;
	Vec3* parent_last_pos_ptr;
	Vec3* parent_speed_ptr;
	Vec3 someVelocityThing;
	float xDeltaMaybe;
	float yDeltaMaybe;
	u8 _34[24];				//FIXME
	float someFloat;
	void* class2DC_ptr;		//FIXME
	void* another_ptr;
	void* ptr_to_ptr_to_underneath_actor;
	u8 _5C[44];				//FIXME
	u32 bitfield_for_checks;
	u32 bitfield_backup;
	u32 _90, _94;
	u8 which_player_of_parent;
	u8 which_controller;
	u16 _9A, _9C;
	u8 _9E[2];				//FIXME
	u32 another_bitfield;
	u8 _A4;
	u8 _A5[3];				//FIXME
	u32 yet_another_bitfield;
	u8 _AC;
	u8 _AD[3];				//FIXME
	u32 directional_bitfields[2];	// left right
	u8 flagsB8;
	u8 flagsB9;
	u8 _BA[2];				//FIXME
	u8 _BC, _BD;
	u16 _BE;
	u8 _C0, _C1;
	u16 _C2;
	u8 _C4[4];				//FIXME
	u16 _C8;
	u8 _CA[22];				//FIXME
	u8 _E0, _E1, _E2;
	u8 _E3;					//FIXME
	u8 _E4, _E5;
	u8 _E6[2];				//FIXME
	u32 current_layer_ptr;
	u8 current_layer;
	u8 _ED[3];				//FIXME
};

class BasicCollider {
	public:
		BasicCollider();

		virtual ~BasicCollider();
		virtual void update();
		virtual void _vf10();
		virtual void _vf14();

		void clear();
		void addToList();
		void removeFromList();


		dStageActor_c *owner;
		BasicCollider *prev, *next;
		/* dRSomething */ void *ptrToRSomething;

		float rightX, rightY, leftX, leftY;
		float xDiff, yDiff;
		float lastLeftX, lastLeftY;
		float lineLength;
		float leftXDeltaSinceLastCalculation;

		u32 flags;
		s16 rotation;
		u8 type;
		u8 _43;
		u8 isInList;
		u8 _45, _46, _47, _48, _49, _4A;
};

class StandOnTopCollider : public BasicCollider {
	public:
		StandOnTopCollider();

		void update();

		void init(dStageActor_c *owner,
				float _4C, float _50, float topYOffset,
				float rightSize, float leftSize,
				s16 rotation, u8 unk_45, Vec2 *scale = 0);

		void init(dStageActor_c *owner,
				Vec2 *fields4C_50, float topYOffset,
				float rightSize, float leftSize,
				s16 rotation, u8 unk_45, Vec2 *scale = 0);

		void setLeftAndRight(float left, float right);
		void setLeftAndRightScaled(float left, float right, float scaleFactor);

		// 4C and 50 might be X/Y offset. Not affected by rotation
		float _4C, _50, topYOffset, rightSize, leftSize;
};

class RideableActorCollider : public BasicCollider {
	public:
		RideableActorCollider();

		void update();

		void init(dStageActor_c *owner, Vec2 *one, Vec2 *two); // 800DB590
		void init(dStageActor_c *owner, float x1, float x2, float y1, float y2); // 800DB620

		void setPosition(Vec2 *one, Vec2 *two); // 800DB680
		void setPosition(float x1, float x2, float y1, float y2); // 800DB6E0

		Vec2 left, right;
};


class freezeMgr_c {
public:
	u32 some_count;
	u32 ice_timer1;
	u32 ice_timer2;
	u32 _mstate;				//0=not,1=frozen,3=die_coin
	u32 _10;
	u32 _nstate;				//1=countdown,2=meltedNormal
	u32 spawns_coin;			//1=delete,3=coin
	u32 _1C_timerLenType;
	u32 _20_defaultTimerLenType;
	u32 _24;
	u32 _28;
	u32 perm_freeze;
	u32 _30;
	u32 actorIds[12];
	void* owner;		// _64

	freezeMgr_c();
	~freezeMgr_c();
	//FIXME add params and returns
	void doSomethingCool1();
	void doSomethingCool2();
	void setSomething(u32,u32,u32);
	void Create_ICEACTORs(void*,int);
	void Delete_ICEACTORs();
	void SetIceTimer_pt1();
	void SetIceTimer_pt2();
	void CheckIceTimer_lte_Value();
	void doSomethingCool3();
	void doSomethingCool4();
	void doSomethingCool5();
	void doSomethingCool6();
	void DoMeltNormal();
	void doSomethingCool7();
	void CheckCountdownTimer();
};

class fBase_c {
public:
	u32 id;
	u32 settings;
	u16 name;
	u8 _A;
	u8 _B;
	u8 _C;
	u8 _D;
	u8 base_type;
	u8 _F;
	TreeNode link_connect;
	OrderedLinkListEntry link_execute;
	OrderedLinkListEntry link_draw;
	LinkListEntry link_IDlookup;
	u32 _50;
	u32 _54;
	u32 _58;
	u32 heap;

	fBase_c();

	virtual int onCreate();
	virtual int beforeCreate();
	virtual int afterCreate(int);

	virtual int onDelete();
	virtual int beforeDelete();
	virtual int afterDelete(int);

	virtual int onExecute();
	virtual int beforeExecute();
	virtual int afterExecute(int);

	virtual int onDraw();
	virtual int beforeDraw();
	virtual int afterDraw(int);

	virtual void willBeDeleted();

	virtual bool moreHeapShit(u32 size, void *parentHeap);
	virtual bool createHeap(u32 size, void *parentHeap);
	virtual void heapCreated();

	virtual ~fBase_c();

	void Delete();

	fBase_c *GetParent();
	fBase_c *GetChild();
	fBase_c *GetNext();

	bool hasUninitialisedProcesses();	// 80162B60
};

class dBase_c : public fBase_c {
public:
	u32 _64;
	const char *explanation_string;
	const char *name_string;

	dBase_c();

	int beforeCreate();
	int afterCreate(int);
	int beforeDelete();
	int afterDelete(int);
	int beforeExecute();
	int afterExecute(int);
	int beforeDraw();
	int afterDraw(int);

	~dBase_c();

	virtual const char *GetExplanationString();
};

class dScene_c : public dBase_c {
public:
	FunctionChain *ptrToInitChain;

	dScene_c();

	int beforeCreate();
	int afterCreate(int);
	int beforeDelete();
	int afterDelete(int);
	int beforeExecute();
	int afterExecute(int);
	int beforeDraw();
	int afterDraw(int);

	~dScene_c();


	void setInitChain(FunctionChain &initChain) {
		ptrToInitChain = &initChain;
	}
};

class dActor_c : public dBase_c {
public:
	LinkListEntry link_actor;
	mMtx matrix;
	Vec pos;
	Vec last_pos;
	Vec pos_delta;
	Vec pos_delta2;
	Vec scale;
	Vec speed;
	Vec max_speed;
	S16Vec rot;
	S16Vec _106;
	u32 _10C;
	u32 _110;
	float y_speed_inc;
	u32 _118;
	float x_speed_inc;
	u32 _120;
	bool visible;

	dActor_c();

	virtual void specialDraw1();
	virtual void specialDraw2();
	virtual int _vf58();
	virtual void _vf5C();

	~dActor_c();

	void UpdateObjectPosBasedOnSpeedValuesReal();
	void HandleXSpeed();
	void HandleYSpeed();
};

class dStageActor_c : public dActor_c {
public:
	enum StageActorType {
		NormalType, PlayerType, YoshiType, EntityType
	};

	u8 _125;
	u32 _128, _12C, _130, _134, _138, _13C;
	float _140;
	u32 _144;
	ActivePhysics aPhysics;
	collisionMgr_c collMgr;
	u8 classAt2DC[0x34];
	float _310, _314;
	float spriteSomeRectX, spriteSomeRectY;
	float _320, _324, _328, _32C, _330, _334, _338, _33C, _340, _344;
	u8 direction;
	u8 currentZoneID;
	u8 _34A, _34B;
	u8 *spriteByteStorage;
	u16 *spriteShortStorage;
	u16 spriteFlagNum;
	u64 spriteFlagMask;
	u32 _360;
	u16 spriteSomeFlag;
	u8 _366, _367;
	u32 _368;
	u8 eatenState;	// 0=normal,2=eaten
	u8 _36D;
	Vec somethingRelatedToScale;
	u32 _37C, _380, _384, _388;
	u8 stageActorType;
	u8 which_player;		// _38D
	u8 enableFlag, currentLayerID;
	u8 _390, _391, _392, _padding;

	dStageActor_c();

	int beforeCreate();
	int afterCreate(int);
	int beforeDelete();
	int afterDelete(int);
	int beforeExecute();
	int afterExecute(int);
	int beforeDraw();
	int afterDraw(int);

	const char *GetExplanationString();

	virtual bool _vf60(); // does stuff with BG_GM
	virtual void kill(); // nullsub here, defined in StageActor. probably no params
	virtual int _vf68(); // params unknown. return (1) might be bool
	virtual u8 *_vf6C(); // returns byte 0x38D
	virtual Vec2 _vf70(); // returns Vec Actor.pos + Vec Actor.field_D0
	virtual int _vf74(); // params unknown. return (1) might be bool
	virtual void _vf78(); // params unknown. nullsub
	virtual void _vf7C(); // params unknown. nullsub
	virtual void eatIn(); // copies Actor.scale into StageActor.somethingRelatedToScale
	virtual void disableEatIn(); // params unknown. nullsub
	virtual void _vf88(); // params unknown. nullsub
	virtual bool _vf8C(void *other); // dAcPy_c/daPlBase_c? return (1) is probably bool. seems related to EatOut. uses vfA4
	virtual bool _vf90(dStageActor_c *other); // does something with scores
	virtual void _vf94(void *other); // dAcPy_c/daPlBase_c? modifies This's position
	virtual void removeMyActivePhysics();
	virtual void addMyActivePhysics();
	virtual void returnRegularScale(); // the reverse of vf80, yay
	virtual void _vfA4(void *other); // AcPy/PlBase? similar to vf94 but not quite the same
	virtual float _vfA8(void *other); // AcPy/PlBase? what DOES this do...? does a bit of float math
	virtual void _vfAC(void *other); // copies somethingRelatedToScale into scale, then multiplies scale by vfA8's return
	virtual void killedByLevelClear(); // plays Wm_en_burst_s at actor position
	virtual void _vfB4(); // params unknown. nullsub
	virtual void _vfB8(); // params unknown. nullsub
	virtual void _vfBC(); // params unknown. nullsub
	virtual void _vfC0(); // params unknown. nullsub
	virtual void _vfC4(); // params unknown. nullsub
	virtual void _vfC8(Vec2 *p, float f); // does stuff including effects and playing PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH
	virtual void _vfCC(Vec2 *p, float f); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_LAVA
	virtual void _vfD0(Vec2 *p, float f); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_POISON

	// I'll add methods as I need them
	int outOfZone(Vec3 pos, float* rect, u8 zone);
	bool checkZoneBoundaries(u32 flags); // I think this method is for that, anyway
	void Delete(u8 param1);				// fBase_c::Delete(void);

	~dStageActor_c();


	static void create(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer);
	static dStageActor_c *createChild(Actors type, dStageActor_c *parent, u32 settings, Vec *pos, S16Vec *rot, u8 layer);

	// these are valid while in onCreate
	static u8 *creatingByteStorage; // 0x80429FF4
	static u16 creatingFlagID; // 0x80429FF8
	static u64 creatingFlagMask; // 0x8042A000
	static u8 creatingLayerID; // 0x8042A000
};


class dAc_Py_c : public dStageActor_c {
public:
	u8 data[0x1164 - 0x394];
	ActivePhysics bPhysics;
	ActivePhysics cPhysics;
	ActivePhysics dPhysics;
	ActivePhysics ePhysics;
	
	dAc_Py_c();
	
	int beforeCreate();
	int afterCreate(int);
	int beforeDelete();
	int afterDelete(int);
	int beforeExecute();
	int afterExecute(int);
	int beforeDraw();
	int afterDraw(int);
	
	~dAc_Py_c();
};


/* TODO
class dActorState_c : public dStageActor_c {
public:
	~dActorState_c();

	virtual void _vfD4();
	virtual void _vfD8();
	virtual void _vfDC();
};
*/


class dActorMultiState_c : public dStageActor_c {
public:
	~dActorMultiState_c();

	MultiStateMgr acState;

	virtual void doStateChange(dStateBase_c *state); // might return bool? overridden by dEn_c
	virtual void _vfD8(); // nullsub ??
	virtual void _vfDC(); // nullsub ??
	virtual void _vfE0(); // nullsub ??
};


class dEn_c : public dActorMultiState_c {
public:
	float _414, _418, _41C, _420;
	void *nextState;
	u32 _428, _42C;
	u8 _430, _431, isDead;
	u32 _434;
	u16 _438;
	u32 _43C;
	Vec velocity1, velocity2;
	u8 _458, _459, _45A, _45B, _45C, _45D, _45E;
	u32 _460;
	Vec initialScale;
	float _470;
	u32 _474, _478;
	dEn_c *_47C;
	u32 _480;
	//FIXME verify that size fits
	//u8 classAt484[0x4EC - 0x484];
	freezeMgr_c frzMgr;
	u32 _4EC;
	float _4F0, _4F4, _4F8;
	u32 flags_4FC;
	u16 counter_500, counter_502;
	u16 counter_504[4];
	u16 counter_50C;
	u32 _510, _514, _518;
	void *_51C;
	dEn_c *_520;

	dEn_c();

	int afterCreate(int);
	int beforeExecute(int);
	int afterExecute(int);
	int beforeDraw(int);

	void kill();

	void eatIn();
	void disableEatIn();
	bool _vf8C(void *other); // AcPy/PlBase?
	void _vfAC();
	void _vfCC(Vec2 *p, float f);
	void _vfD0(Vec2 *p, float f);

	void doStateChange(dStateBase_c *state); // might return bool, dunno

	// Now here's where the fun starts.
	
	virtual bool preSpriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual bool prePlayerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual bool preYoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);

	virtual bool stageActorCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	
	virtual void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);

	// WHAT A MESS
	virtual void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void _vf108(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void _vf110(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat8_FencePunch(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void _vf120(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
	virtual void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);

	virtual void _vf140(dStageActor_c *actor);
	virtual void _vf144(int something);
	virtual void _vf148(); // deletes actors held by Class484 and other stuff
	virtual void _vf14C(); // deletes actors held by Class484 and makes an En Coin Jump
	virtual u32 _vf150(); // reads some bits from a value in Class1EC
	virtual void eatenByYoshiProbably(); // nullsub, params unknown
	virtual void playHpdpSound1(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
	virtual void playEnemyDownSound1();
	virtual void playEnemyDownComboSound(void *player); // AcPy_c/daPlBase_c?
	virtual void playHpdpSound2(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
	virtual void _vf168(); // nullsub, params unknown

	// State Functions
	virtual void dieFumi_Begin(); // does something involving looping thruogh players
	virtual void dieFumi_Execute(); // does movement and some other stuff
	virtual void dieFumi_End(); // nullsub
	virtual void dieFall_Begin(); // does something involving looping thruogh players
	virtual void dieFall_Execute(); // does movement and some other stuff
	virtual void dieFall_End(); // nullsub
	virtual void dieBigFall_Begin(); // calls vf178 [dieFall_Begin]
	virtual void dieBigFall_Execute(); // does movement and some other stuff (but less than 170 and 17C)
	virtual void dieBigFall_End(); // calls vf180 [dieFall_End]
	virtual void dieSmoke_Begin(); // spawns Wm_en_burst_m effect and then removeMyActivePhysics
	virtual void dieSmoke_Execute(); // deletes actor with r4=1
	virtual void dieSmoke_End(); // nullsub
	virtual void dieYoshiFumi_Begin(); // spawns Wm_mr_yoshistep effect and then removeMyActivePhysics
	virtual void dieYoshiFumi_Execute(); // deletes actor with r4=1
	virtual void dieYoshiFumi_End(); // nullsub
	virtual void dieIceVanish_Begin(); // lots of weird stuff
	virtual void dieIceVanish_Execute(); // deletes actor with r4=1
	virtual void dieIceVanish_End(); // nullsub
	virtual void dieGoal_Begin(); // nullsub
	virtual void dieGoal_Execute(); // nullsub
	virtual void dieGoal_End(); // nullsub
	virtual void dieOther_Begin(); // deletes actor with r4=1
	virtual void dieOther_Execute(); // nullsub
	virtual void dieOther_End(); // nullsub
	virtual void eatIn_Begin(); // nullsub
	virtual void eatIn_Execute(); // changes to EatNow on one condition, otherwise calls vfAC
	virtual void eatIn_End(); // nullsub
	virtual void eatNow_Begin(); // nullsub
	virtual void eatNow_Execute(); // nullsub
	virtual void eatNow_End(); // nullsub
	virtual void eatOut_Begin(); // nullsub
	virtual void eatOut_Execute(); // nullsub
	virtual void eatOut_End(); // nullsub
	virtual void hitSpin_Begin(); // nullsub
	virtual void hitSpin_Execute(); // nullsub
	virtual void hitSpin_End(); // nullsub
	virtual void ice_Begin(); // does stuff with Class484 and lots of vf's
	virtual void ice_Execute(); // tons of stuff with Class484
	virtual void ice_End(); // sets a field in Class484 to 0

	virtual void spawnHitEffectAtPosition(Vec2 pos);
	virtual void doSomethingWithHardHitAndSoftHitEffects(Vec pos);
	virtual void playEnemyDownSound2();
	virtual void add2ToYSpeed();
	virtual bool _vf218(); // stuff with floats and camera
	virtual void _vf21C(); // does stuff with the speeds
	virtual void _vf220(void *other); // some type of actor, PlBase? calls vf3F4 on other with r4=this, r5=0
	virtual void _vf224(); // stores a couple of values into the struct at 464
	virtual void _vf228(); // more fun stuff with 464 and floats
	virtual bool CreateIceActors(); // does stuff involving ICE_ACTORs and arrays
	virtual void _vf230(); // "relatedToPlayerOrYoshiCollision" apparently. nullsub, params unknown for now.
	virtual void _vf234(); // nullsub, params unknown
	virtual void _vf238(); // calls vf34 on class394, params unknown
	virtual void _vf23C(); // nullsub, params unknown
	virtual void _vf240(); // nullsub, params unknown
	virtual int _vf244(); // returns 0. might be bool. params unknown
	virtual int _vf248(int something); // does some math involving field510 and [7,7,4,0] and param
	virtual void _vf24C(void *other); // deals with something in the class involving the bahp flag
	virtual void _vf250(void *other);
	virtual void _vf254(void *other);
	virtual void _vf258(void *other);
	virtual void _vf25C(void *other); // calls vf250
	virtual void _vf260(void *other); // AcPy/PlBase? plays the SE_EMY_FUMU_%d sounds based on some value
	virtual void _vf264(dStageActor_c *other); // if other is player or yoshi, do Wm_en_hit and a few other things
	virtual void _vf268(void *other); // AcPy/PlBase? plays the SE_EMY_DOWN_SPIN_%d sounds based on some value
	virtual void spawnHitEffectAtPositionAgain(Vec2 pos);
	virtual void playMameStepSound(); // SE_EMY_MAME_STEP at actor position
	virtual void _vf274(); // nullsub, params unknown
	virtual void _vf278(void *other); // AcPy/PlBase? plays the SE_EMY_YOSHI_FUMU_%d sounds based on some value
	virtual void _vf27C(); // nullsub, params unknown

	~dEn_c();

	static void collisionCallback(ActivePhysics *one, ActivePhysics *two);

	void doSpriteMovement();
	bool CheckIfPlayerBelow(float,float);

	void stuffRelatingToCollisions(float, float, float);

	void checkLiquidImmersionAndKillIfTouchingLava(Vec *pos, float effectScale);

	// States
	USING_STATES(dEn_c);
	REF_NINTENDO_STATE(DieFumi);
	REF_NINTENDO_STATE(DieFall);
	REF_NINTENDO_STATE(DieBigFall);
	REF_NINTENDO_STATE(DieSmoke);
	REF_NINTENDO_STATE(DieIceVanish);
	REF_NINTENDO_STATE(DieYoshiFumi);
	REF_NINTENDO_STATE(DieGoal);
	REF_NINTENDO_STATE(DieOther);
};


class daEnBlockMain_c : public dEn_c {
public:
	u32 _534, _528, _52C, _530;
	Physics physics;
	float _618, _61C, _620;
	u32 _624, _628, _62C;
	float initialY;
	float _634, _638, _63C, _640;
	u32 countdown, _648, _64C;
	u32 _650, _654, _658, _65C;
	u16 _660;
	u8 _662, _663, _664, _665, _666, _667;
	u8 _668, _669, _66A, _66B, _66C, _66D, _66E, _66F;
	u8 _670, _671, _672, _673;
	u8 _674;
	u8 _675, _676, _677, _678, _679, _67A, _67B, _67C;
	u8 _67D, _67E, _67F, _680;
	u32 _684;
	u8 _688, isGroundPound, anotherFlag, _68B, _68C, _68D, _68E, _68F;
	u32 _690;
	u8 _694;

	// Regular methods
	void blockInit(float initialY);
	void blockUpdate();
	u8 blockResult();

	virtual void calledWhenUpMoveBegins();
	virtual void calledWhenDownMoveBegins();

	virtual void calledWhenUpMoveExecutes();
	virtual void calledWhenUpMoveDiffExecutes();
	virtual void calledWhenDownMoveExecutes();
	virtual void calledWhenDownMoveEndExecutes();
	virtual void calledWhenDownMoveDiffExecutes();
	virtual void calledWhenDownMoveDiffEndExecutes();

	virtual void updateScale(bool movingDown);

	// State functions
	virtual void upMove_Begin();
	virtual void upMove_Execute();
	virtual void upMove_End();
	virtual void downMove_Begin();
	virtual void downMove_Execute();
	virtual void downMove_End();
	virtual void downMoveEnd_Begin();
	virtual void downMoveEnd_Execute();
	virtual void downMoveEnd_End();
	virtual void upMove_Diff_Begin();
	virtual void upMove_Diff_Execute();
	virtual void upMove_Diff_End();
	virtual void downMove_Diff_Begin();
	virtual void downMove_Diff_Execute();
	virtual void downMove_Diff_End();
	virtual void downMove_DiffEnd_Begin();
	virtual void downMove_DiffEnd_Execute();
	virtual void downMove_DiffEnd_End();

	static void *PhysicsCallback1;
	static void *PhysicsCallback2;
	static void *PhysicsCallback3;
	static void *OPhysicsCallback1;
	static void *OPhysicsCallback2;
	static void *OPhysicsCallback3;

	USING_STATES(daEnBlockMain_c);
	REF_NINTENDO_STATE(UpMove);
	REF_NINTENDO_STATE(DownMove);
	REF_NINTENDO_STATE(DownMoveEnd);
	REF_NINTENDO_STATE(UpMove_Diff);
	REF_NINTENDO_STATE(DownMove_Diff);
	REF_NINTENDO_STATE(DownMove_DiffEnd);

	~daEnBlockMain_c();
};


class BgGmBase : public dBase_c {
public:
	// TODO, a lot

	u16 *getPointerToTile(int x, int y, int layer, int *pBlockNum = 0, bool unused = false);

	// Note: these tile numbers are kinda weird and involve GetTileFromTileTable
	void placeTile(u16 x, u16 y, int layer, int tile);
};


class dBgGm_c : public BgGmBase {
public:
	// TODO TODO TODO TODO TODO
	static dBgGm_c *instance;

	TileRenderer::List *getTileRendererList(int index);
};


class dPlayerModelBase_c {
	// dunno what's public and what's private here
	// don't really care
public:
	dPlayerModelBase_c(u8 player_id);		// 800D5420
	virtual ~dPlayerModelBase_c();			// 800D55D0

	char allocator[28]; // actually a mHeapAllocatorSubclass but I don't have that
	u32 _20;
	u32 _24;
	char someAnimation[2][0x38]; // actually PlayerAnim's
	char yetAnotherAnimation[40]; // actually m3d::banm_c afaics -- is it even 40 bytes?
	Vec someVector[2]; // maybe not an array
	Vec headOffs;
	Vec scale;
	u8 player_id_1;
	u8 player_id_2;
	u8 powerup_id;
	u8 powerup_tex;
	int current_anim;
	int last_anim_maybe;
	u32 _15C;
	int someFlags;
	u32 _164;
	u32 _168; // related to jump_strings
	u32 _16C;
	u32 _170;
	u32 _174;
	u8 _178;
	char padding[3]; // not needed?
	u32 model_visibility_flags_maybe;
	u32 mode_maybe;
	float _184;
	float _188;
	u32 _18C;
	char someArray[6][12]; // some unknown class/struct
	char _1D8[0x24];
	short _1FC;
	short _1FE;
	short _200;
	char padding_[2]; // not needed?
	u32 _204;
	u32 _208;

	virtual int _vf0C();						// 800D6DA0
	virtual void prepare();					// 800D5720
	virtual void finaliseModel();				// 800D5740
	virtual void update();						// 800D5750
	virtual void update3DStuff();				// 800D5760
	virtual void _vf20();						// 800D6D90
	virtual void draw();						// 800D5C70
	virtual int getCurrentModel();				// 800D5870
	virtual int getCurrentResFile();			// 800D62D0
	virtual void setPowerup(u8 powerup_id);	// 800D5730
	virtual void setPowerupTexture();			// 800D5CC0
	virtual void _vf38();						// 800D6D80
	virtual void _vf3C();						// 800BD750
	virtual void _vf40();						// 800D6D70
	virtual void _vf44();						// 800D6D60
	virtual void _vf48();						// 800BD740
	virtual void _vf4C();						// 800BD730
	virtual void getModelMatrix(u32 unk, MtxPtr dest);	// 800D5820
	virtual int _vf54();						// 80318D0C
	virtual bool _vf58(int type, char *buf, bool unk); // 800D6930
	virtual void startAnimation(int id, float frame, float unk, float updateRate);	// 800D5EC0
	virtual int _vf60();						// 800D6920
	virtual void _vf64(int id, float unk1, float unk2, float unk3); // 800D62F0
	virtual void _vf68(int id, float unk);		// 800D63E0
	virtual void _vf6C();						// 800D62E0
	virtual void _vf70();						// 800D6690
	virtual void _vf74();						// 800D66A0
	virtual void _vf78();						// 800D66B0
	virtual void SomethingRelatedToPenguinAnims();	// 800D66C0
	virtual void _vf80();						// 800D6A20
	virtual void _vf84(float frame);			// 800D5D00
	virtual void _vf88(float frame);			// 800D5D70
	virtual void _vf8C(float updateRate);		// 800D5D80
	virtual void setUpdateRateForAnim1(float updateRate);	// 800D5DF0
	virtual void _vf94();						// 800D6D40
	virtual int _vf98();						// 800D6D30
	virtual void _vf9C();						// 800D6D20
	virtual int _vfA0();						// 800D6D10
	virtual void _vfA4();						// 800D6D00
	virtual int _vfA8();						// 800D6CF0
	virtual void _vfAC(bool blah);						// 800BD720

	// I won't even bother with non-virtual functions....
};


class dPlayerModelHandler_c {
public:
	dPlayerModelHandler_c(u8 player_id);	// 800D6DB0
	virtual ~dPlayerModelHandler_c();		// 800D6EF0

	dPlayerModelBase_c *mdlClass;	// might be dPlayerModel_c ?

	int loadModel(u8 player_id, int powerup_id, int unk);	// 800D6EE0
	void update();											// 800D6F80
	void setMatrix(Mtx matrix);								// 800D6FA0
	void setSRT(Vec position, S16Vec rotation, Vec scale);	// 800D7030
	void callVF20();										// 800D70F0
	void draw();											// 800D7110

private:
	int hasMatrix;	// might be bool ?

	void allocPlayerClass(u8 player_id);					// 800D6E00
};


class mTexture_c {
public:
	mTexture_c();	// 802C0D20
	mTexture_c(u16 width, u16 height, GXTexFmt format);	// 802C0D70

	// vtable is at 80350450
	virtual ~mTexture_c();	// 802C0DB0
	virtual void setFlagTo1();	// 802C0E20

	void setImageBuffer(void *buffer);	// 802C0E30
	void load(GXTexMapID id);			// 802C0E50
	void makeTexObj(GXTexObj *obj);		// 802C0E90
	void flushDC();						// 802C0F10

	void makeRadialGradient();			// 802C0F60 parameters unknown yet
	void makeLinearGradient(int type, char size, u16 startPos, u16 endPos,
			GXColor begin, GXColor end, bool startAtCenter);	// 802C1120
	// "type" should be enum once I figure it out
	// reverse might not be accurate

	void allocateBuffer(/* EGG::Heap */void *heap = 0);	// 802C14D0

	void plotPixel(u16 x, u16 y, GXColor pixel);	// 802C1570


	u16 width;
	u16 height;
	u8 flags;
	u8 format;
	u8 wrapS;
	u8 wrapT;
	u8 minFilter;
	u8 magFilter;

private:
	void *buffer;
	void *myBuffer;
};


class dDvdLoader_c {
public:
	dDvdLoader_c();				// 8008F140
	virtual ~dDvdLoader_c();	// 8008F170

	void *load(const char *filename, u8 unk = 0, void *heap = 0);	// 8008F1B0

	bool close();	// 8008F2B0 -- Frees command, DON'T USE THIS unless you free the buffer yourself
	bool unload();	// 8008F310 -- Frees command and buffer, USE THIS

	int size;
	void *command;	// really mDvd_toMainRam_c
	void *heap;		// really EGG::Heap
	void *buffer;

private:
	virtual void freeBuffer();	// 8008F380
	void freeCommand();			// 8008F3F0
};



namespace nw4r {
	namespace ut {
		class CharWriter {
			public:
				CharWriter();
				~CharWriter();

				void SetupGX();

				void SetFontSize(float w, float h);
				void SetFontSize(float v);
				float GetFontWidth() const;
				float GetFontHeight() const;
				float GetFontAscent() const;
				float GetFontDescent() const;

				// returns width
				float Print(ushort character);

				void PrintGlyph(float, float, float, /* nw4r::ut::Glyph const & */ void*);

				void UpdateVertexColor();

			private:
				void SetupGXWithColorMapping(Color c1, Color c2);

			public:
				Color colors[8]; // todo: document
				u32 modeOfSomeKind;
				float scaleX;
				float scaleY;
				float posX;
				float posY;
				float posZ;
				GXTexFilter minFilt;
				GXTexFilter magFilt;
				u16 completelyUnknown;
				u8 alpha;
				u8 isFixedWidth;
				float fixedWidthValue;
				/* ResFont* */ void *font;
		};

		// actually TextWriterBase<w>, but ...
		class TextWriter : public CharWriter {
			public:
				TextWriter();
				~TextWriter();

				float GetLineHeight() const;

				// left out most of these to avoid all the format string vararg bullshit
				float CalcStringWidth(wchar_t const *string, int length) const;

				float Print(wchar_t const *string, int length);
				
				float CalcLineWidth(wchar_t const *string, int length);

				float GetLineSpace() const;

				bool IsDrawFlagSet(ulong, ulong) const;

				float _4C;
				float charSpace;
				float somethingRelatedToLineHeight;
				u32 _58;
				u32 drawFlag;
				void *tagProcessorMaybe;
		};
	}
}

// More layout crap
// This file REALLY needs to be reorganised.

namespace nw4r {
namespace lyt {

	class ResourceAccessor {
	public:
		ResourceAccessor();
		virtual ~ResourceAccessor();

		virtual void *GetResource(u32 dirKey, const char *filename, u32 *sizePtr) = 0;
		virtual void *GetFont(const char *name);
	};

	class ArcResourceAccessor : public ResourceAccessor {
	public:
		ArcResourceAccessor();
		~ArcResourceAccessor();

		bool Attach(void *data, const char *rootDirName);
		void *GetResource(u32 dirKey, const char *filename, u32 *sizePtr);
		void *GetFont(const char *name);

		ARCHandle arc;
		u32 unk_20;
		ut::LinkList list; // 0x24
		char rootDirName[0x80]; // 0x30
		// class ends at 0xB0
	};

}
}

namespace m2d {
	class ResAcc_c {
	public:
		ResAcc_c();
		virtual ~ResAcc_c();
		virtual void initialSetup();

		nw4r::lyt::ResourceAccessor *resAccPtr; // 0x04
		u32 unk_08; // 0x08
		nw4r::lyt::ArcResourceAccessor resAcc; // 0x0C
		// class ends at 0xBC
	};

	class ResAccLoader_c : public ResAcc_c {
	public:
		ResAccLoader_c();
		~ResAccLoader_c();

		void *buffer;
		dDvdLoader_c loader; // 0xC0
		// ends at 0xD4

		bool loadArc(const char *path);
		bool loadArc(const char *path, u8 unk);
		void free();
	};

	class EmbedLayoutBase_c : public Base_c {
	public:
		EmbedLayoutBase_c();
		~EmbedLayoutBase_c();

		void draw(); // don't call this directly

		virtual void update();
		virtual bool build(const char *brlytPath, ResAcc_c *resAcc = 0);

		nw4r::lyt::Pane *getRootPane();
		nw4r::lyt::Pane *findPaneByName(const char *name) const;
		nw4r::lyt::TextBox *findTextBoxByName(const char *name) const;
		nw4r::lyt::Pane *findPictureByName(const char *name) const; // TODO: change to others
		nw4r::lyt::Pane *findWindowByName(const char *name) const;

		void animate();
		void calculateMtx();

		nw4r::lyt::Layout layout; // 0x10 -- actually m2d::Layout_c but I'll add that later
		nw4r::lyt::DrawInfo drawInfo; // 0x30
		void *unk_84; // 0x84 -- a ResAcc? referenced in Build()
		float posX; // 0x88
		float posY; // 0x8C
		float clipX; // 0x90
		float clipY; // 0x94
		float clipWidth; // 0x98
		float clipHeight; // 0x9C
		bool clippingEnabled; // 0xA0
		u32 hasAnimations; // 0xA4
		u32 unk_A8; // 0xA8
	};

	class EmbedLayout_c : public EmbedLayoutBase_c {
	public:
		EmbedLayout_c();
		~EmbedLayout_c();

		bool build(const char *brlytPath, ResAcc_c *resAcc = 0);

		bool loadArc(const char *name, bool isLangSpecific);
		bool loadArc(const char *name, u8 unk, bool isLangSpecific);

		bool loadArcForRegion(const char *name); // uses EU/Layout/$name

		// there's also a NedEU one, but should it really be listed here...?

		bool free();

		// does NSMBW even use consts? I have no idea. maybe not

		void getPanes(const char **names, nw4r::lyt::Pane *output, int count) const;
		void getWindows(const char **names, nw4r::lyt::Pane *output, int count) const; // TODO: change to others
		void getPictures(const char **names, nw4r::lyt::Pane *output, int count) const;
		void getTextBoxes(const char **names, nw4r::lyt::TextBox *output, int count) const;

		void setLangStrings(const char **names, const int *msgIDs, int category, int count);

		void loadAnimations(const char **names, int count);
		void loadGroups(const char **names, int *animLinkIDs, int count);

		void enableNonLoopAnim(int num, bool goToLastFrame = false);
		void enableLoopAnim(int num);
		void resetAnim(int num, bool goToLastFrame = false);
		void disableAnim(int num);
		void disableAllAnimations();

		bool isAnimOn(int num = -1);
		bool isAnyAnimOn();

		void execAnimations();

		ResAccLoader_c loader; // 0xAC
		void *brlanHandlers; // 0x180
		void *grpHandlers; // 0x184
		bool *animsEnabled; // 0x188
		int brlanCount; // 0x18C
		int grpCount; // 0x190
		int lastAnimTouched; // 0x194

	private:
		void fixTextBoxesRecursively(nw4r::lyt::Pane *pane);
	};
}


extern "C" float fmod(float, float);
bool RectanglesOverlap(Vec *bl1, Vec *tr1, Vec *bl2, Vec *tr2);


/* Tilemap related stuff */
class TilemapClass {
	public:
		virtual ~TilemapClass();

		u16 *allocatedBlocks[256];
		u32 _404;

		u8 blockLookup[2048];
		
		u16 blockCount;

		u32 _C0C;
		u32 ts1ID, ts2ID, ts3ID, layerID, areaID, frmHeap, is2Castle;

		// Only the public API is listed
		u16 *getPointerToTile(int x, int y, u32 *blockNum = 0, bool unkBool = 0);
		// TODO: more?
};

class BGDatClass {
	public:
		BGDatClass();
		virtual ~BGDatClass();

		u8 *bgData[4][3];
		TilemapClass *tilemaps[4][3];
		u8 *tsObjIndexData[4][4];
		u8 *tsObjData[4][4];
		char tsNames[4][4][0x20];
		// this is fucked up!
		// the parent heap is frmHeaps[0][0]
		// each tileset's heap is frmHeaps[AREA][LAYER+1]
		void *frmHeaps[4][4];

		static BGDatClass *instance; // 8042A0D0

		// I've only listed the public API because other stuff isn't really needed atm.
		const char *getTilesetName(int area, int number);
		// TODO: more?
};

struct BGRender {
	u8 unk[0xC00];
	u8 *objectData;
	u8 _C04, _C05;
	u16 _C06, _C08;
	u16 blockNumber;
	u16 curX, curY;
	u16 tileToPlace;
	u16 objDataOffset, objType, objX, objY, objWidth, objHeight;
	u16 tileNumberWithinBlock, areaID;
};

// A HACK
extern void *DVDClass;
extern "C" u8 *GetRes(void *Something, const char *arcname, const char *filename);

// Use THESE instead, until I write something up for dRes or dRes_c or whatever the fuck it's called

inline u8 *getResource(const char *arcName, const char *fileName) {
	return GetRes((void*)(((u8*)DVDClass)+4), arcName, fileName);
}

inline void scaleDown(Vec* scale, float amt) { scale->x -= amt; scale->y -= amt; scale->z -= amt; }
inline void scaleUp(Vec* scale, float amt) { scale->x -= amt; scale->y -= amt; scale->z -= amt; }


void ConvertStagePositionToScreenPosition(Vec2 *screen, Vec *stage);


class SoundPlayingClass /* : public something */ {
public:
	// Size: 0x17C
	
	void PlaySoundAtPosition(int id, Vec2 *pos, u32 flags); // 80198D70
	
	static SoundPlayingClass *instance1; // 8042A03C
	static SoundPlayingClass *instance2; // 8042A03C
	static SoundPlayingClass *instance3; // 8042A03C
};


class dEffectBreakBase_c {
	// TODO (not really needed, though)
};

class dEffectBreakMgr_c {
	public:
		static dEffectBreakMgr_c *instance;

		dEffectBreakMgr_c();
		~dEffectBreakMgr_c();

		void execute();
		void draw();

		bool spawnTile(Vec *position, u32 settings, char param);
		// Settings:
		// (BlockType << 8) | (HalfSpeedFlag << 4) | (VelocityChange & 3)
		// 
		// Types:
		// 0=Brick, 1=Stone, 2=Wood, 3=Question, 4=Used
		// 5=Red, 6=Used, 7=Unused, 8=Final Battle

		bool spawnIcePiece(Vec *position, u32 settings, char param);

		// Three more still need to be REed

	private:
		bool prepare(dEffectBreakBase_c *ef, Vec *pos, u32 settings, u8 param);
		void cleanup();
		void cleanupAll();
};


struct SSM { short width, height; float xScale, yScale; };
extern SSM ScreenSizesAndMultipliers[3];
extern int currentScreenSizeID;

extern float GlobalScreenWidth, GlobalScreenHeight;

void DoSceneChange(u16 name, u32 sceneSettings, u32 unk);

extern u32 GlobalTickCount;

// A hack, imported from tilesetfixer.cpp
extern void *BGDatClass, *StagePtr;
inline int GetAreaNum() {
	char *st = (char*)StagePtr;
	return st[0x120E];
}



#endif