Files
BanjoRecomp/patches/jinjo_saving.c
T
wedarobi 0e89ee2fe2 Add jinjo saving support (finished) (#240)
* Add jinjo saving support

* Cleanup

* jinjo saving: Improve jiggy position lock, and update static vars on level change

* jinjo saving: Check if jiggy during actor search

* jinjo saving: Remove redundant var

* jinjo saving: Address an uncommon logic scenario that could confuse players, plus some cleanup

* jinjo saving: Cleanup

* jinjo saving: Account for the case where a save file already has the jinjo jiggy collected

Thanks iCloudius for pointing this out

Co-authored-by: iCloudius <102083937+Cloudydude@users.noreply.github.com>

* jinjo saving: Update UI for the same case

Co-authored-by: iCloudius <102083937+Cloudydude@users.noreply.github.com>

* jinjo saving: Extend "note saving" option in settings menu to control jinjo saving

* jinjo saving: Cleanup

* jinjo saving: Fix accidental regression preventing jiggy respawn

Thanks iCloudius for tracking it down.

Co-authored-by: iCloudius <102083937+Cloudydude@users.noreply.github.com>

* jinjo saving: Add bounds checks for jinjoIdx

And remove some old declarations that went unused after removing the patch for chjiggy_update

* jinjo saving: Add support for mods that save jinjos in Grunty's Lair, like Jiggies of Time

Thanks iCloudius for the suggestion

* jinjo saving: Prevent conflicts with Furnace Fun and credits when saving lair jinjos

* jinjo saving: Fix missing jinjo sfx

Thanks BoozemanDoorslam for the report! A bit surprised this wasn't picked up on sooner

---------

Co-authored-by: iCloudius <102083937+Cloudydude@users.noreply.github.com>
2026-07-23 23:17:09 -03:00

881 lines
31 KiB
C

#include "patches.h"
#include "bk_api.h"
#include "misc_funcs.h"
#include "save_extension.h"
#include "jinjo_saving.h"
#include "functions.h"
#include "prop.h"
#include "core2/timedfunc.h"
#include "core2/commonParticle.h"
/*********************** Declarations */
void codeABC00_spawnJiggyAtLocation(enum jiggy_e, f32[3]);
u32 jiggyscore_isCollected(enum jiggy_e jiggy_id);
s32 func_80329904(ActorMarker *, s32, f32 *);
typedef s32 (*FuncUnk40)(ActorMarker *, s32, f32[3]);
void commonParticle_add(s32 actorMarker, s32 arg1, FuncUnk40 arg2);
int commonParticle_new(enum common_particle_e particle_id, int arg1);
enum jiggy_e getJiggyId(Actor *this);
enum jiggy_e chjiggy_getJiggyId(Actor *this);
void chJinjo_update(Actor *this);
f32 func_80309B24(f32[3]);
void __chJinjo_802CDD3C(Actor * this);
void func_8028E964(f32 pos[3]);
void player_getVelocity(f32 dst[3]);
void __chJinjo_802CDC9C(Actor *this, s16 arg1);
void func_802F9EC4(s32 arg0, s32 arg1, s32 arg2, s32 arg3);
void func_802FA0B0(s32 arg0, s32 arg1);
void func_8025AABC(enum comusic_e);
void func_8032BB88(Actor *, s32, s32);
void func_802F9D38(s32 arg0);
void func_8025A7DC(enum comusic_e track_id);
int gcdialog_hasCurrentTextId(void);
void __chJinjo_802CDBA8(ActorMarker *this, ActorMarker *other);
enum level_e level_get(void);
enum map_e map_get(void);
typedef struct chjiggy_s
{
bool isHidden;
u32 id;
} ActorLocal_Jiggy;
extern s32 D_80385F30[0x2C];
extern u32 gGlobalTimer;
extern ActorArray *suBaddieActorArray;
extern ActorAnimationInfo chJinjoAnimations[10];
/*********************** Declarations (recomp) */
bool recomp_in_demo_playback_game_mode();
/*********************** Statics */
#define SAVEDJINJO_NUM_BITS_PER_LEVEL (6)
#define SAVEDJINJO_IDX_ALL_COLLECTED (SAVEDJINJO_NUM_BITS_PER_LEVEL - 1)
static vec3f sJinjoJiggySpawnPosition = {0};
static bool sJinjoJiggySpawnedOnMapEnter = FALSE;
// Jinjo saving can only safely be changed while in the lair, so this value is only updated when in the lair.
bool jinjo_saving_enabled_cached = FALSE;
// Override for allowing mods to disable jinjo saving.
bool jinjo_saving_override_disabled = FALSE;
static struct
{
enum map_e map;
enum level_e level;
u32 counter;
} sMapInitialVars = {0};
/*********************** Exports */
RECOMP_EXPORT void bkrecomp_jinjosaving_force_disabled(bool disabled)
{
jinjo_saving_override_disabled = disabled;
}
// Jinjos are always saved, but this function controls whether to use the saved data to prevent them from spawning and adjust the jinjo count.
RECOMP_EXPORT s32 bkrecomp_jinjo_saving_enabled()
{
return recomp_get_jinjo_saving_enabled();
}
RECOMP_EXPORT s32 bkrecomp_jinjo_saving_active()
{
return jinjo_saving_enabled_cached;
}
/*********************** Misc helpers */
static f32 clamp_f32(f32 val, f32 min, f32 max)
{
if (val < min) val = min;
if (val > max) val = max;
return val;
}
static u32 get_global_timer(void)
{
return gGlobalTimer;
}
static u32 get_curr_vanilla_jinjobits(void)
{
return D_80385F30[ITEM_12_JINJOS];
}
static u32 get_jiggy_idx_for_jinjo_jiggy(u32 levelIdx)
{
// The jinjo jiggy is the first jiggy in each level's list of jiggy IDs
return ((levelIdx - 1) * 10) + 1;
}
/*********************** Main functions */
/**
* jinjodata
*
* Needs "9 * (5 + 1)" bits; 9 worlds, 5 bits (one for each jinjo), plus one to
* say "all collected", while leaving the final collected jinjo bit 0, so we
* can tell which jinjo to spawn the jiggy at, if not collected yet
*
* nbits: 9*(5+1) = 54
* when grouped to nearest group of 8 bits: 7 bytes => 56 bits.
*/
static u8 jinjodata_get_byte(u32 idx)
{
return loaded_file_extension_data.jinjo_data[idx];
}
static void jinjodata_set_byte(u32 idx, u8 value)
{
loaded_file_extension_data.jinjo_data[idx] = value;
}
/**
* We want to have a tightly packed jinjo bitfield, where all bits
* used are from levels that exist.
*
* Previously, we wanted to skip Grunty's Lair's level idx, since
* it's right between other levels in the list, and we "shifted"
* the idx of the ones that appear after it so we wouldn't needlessly
* allocate bits for the lair.
*
* But some mods have jinjos in the lair (like Jiggies of Time),
* so it's been moved back to the middle of the list.
*
* We also return -1 for levels that shouldn't have jinjos, so we can
* easily bail in those same functions.
*/
static s32 jinjo_get_level_lookup_subtract_amount(u32 levelIdx)
{
switch (levelIdx)
{
case LEVEL_1_MUMBOS_MOUNTAIN:
case LEVEL_2_TREASURE_TROVE_COVE:
case LEVEL_3_CLANKERS_CAVERN:
case LEVEL_4_BUBBLEGLOOP_SWAMP:
case LEVEL_5_FREEZEEZY_PEAK:
// Some mods (like Jiggies of Time) have jinjos in Grunty's Lair. Save them too.
case LEVEL_6_LAIR:
case LEVEL_7_GOBIS_VALLEY:
case LEVEL_8_CLICK_CLOCK_WOOD:
case LEVEL_9_RUSTY_BUCKET_BAY:
case LEVEL_A_MAD_MONSTER_MANSION:
// Map to zero-indexed
return 1;
case LEVEL_B_SPIRAL_MOUNTAIN:
case LEVEL_C_BOSS:
case LEVEL_D_CUTSCENE:
default:
// No jinjos on these levels
return -1;
}
}
static bool jinjo_saving_is_allowed_by_volatileFlags(void)
{
bool toPrevent =
// FF picture question
volatileFlag_get(VOLATILE_FLAG_1)
// FF minigame
|| volatileFlag_get(VOLATILE_FLAG_2_FF_IN_MINIGAME)
// Credits
|| volatileFlag_get(VOLATILE_FLAG_1F_IN_CHARACTER_PARADE);
return !toPrevent;
}
static bool jinjo_bit_idx_is_valid(s32 jinjoIdx)
{
// Includes all jinjo indices, plus extra bits
return jinjoIdx >= 0 && jinjoIdx < SAVEDJINJO_NUM_BITS_PER_LEVEL;
}
static s32 jinjodata_get_bit_idx(u32 levelIdx, s32 jinjoIdx)
{
if (!jinjo_bit_idx_is_valid(jinjoIdx))
return -1;
s32 levelSubtract = jinjo_get_level_lookup_subtract_amount(levelIdx);
if (levelSubtract < 0)
return -1;
levelIdx -= levelSubtract;
return (levelIdx * SAVEDJINJO_NUM_BITS_PER_LEVEL) + jinjoIdx;
}
static s32 jinjo_get_jinjoidx_by_actorId(u32 actorId)
{
switch (actorId)
{
// ordered by their marker idx
case ACTOR_60_JINJO_BLUE: return 0;
case ACTOR_62_JINJO_GREEN: return 1;
case ACTOR_5F_JINJO_ORANGE: return 2;
case ACTOR_61_JINJO_PINK: return 3;
case ACTOR_5E_JINJO_YELLOW: return 4;
default:
return -1;
}
}
/**
* Returns raw bit, so will not return proper individualised results if all jinjos are collected.
*
* Pass `SAVEDJINJO_IDX_ALL_COLLECTED` for jinjoIdx to get the final "all collected" flag
*/
static bool SavedJinjo_get_collected_raw_bit(u32 levelIdx, s32 jinjoIdx)
{
s32 bitIdx = jinjodata_get_bit_idx(levelIdx, jinjoIdx);
if (bitIdx < 0)
return FALSE;
u32 byte = bitIdx >> 3;
u32 bit = bitIdx & 7;
return (jinjodata_get_byte(byte) & (1 << bit)) != 0;
}
/**
* Use if we just want to "copy" the jinjobits from the saved jinjo bitfield.
* Even if the final jinjo is collected, the bit for it should be 0.
*/
static u32 SavedJinjo_get_raw_jinjobits(u32 levelIdx)
{
u32 jinjobits = 0;
for (u32 i = 0; i < 5; i++)
if (SavedJinjo_get_collected_raw_bit(levelIdx, i))
jinjobits |= (1 << i);
return jinjobits;
}
/**
* Can clear each bit individually, but won't _enable_ the fifth collected
* jinjo's bit.
*
* i.e. Automatically handles setting the final "all collected" flag if
* appropriate, but does not automatically clear it.
*/
static void SavedJinjo_set_collected(u32 levelIdx, s32 jinjoIdx, bool collected)
{
if (!jinjo_bit_idx_is_valid(jinjoIdx))
return;
// Check to see if getting this jinjo would give us all five.
// If so, just set the "all collected" flag instead.
// (this block is only relevant when collecting a jinjo, not clearing it)
if (collected)
{
u32 jinjobits = SavedJinjo_get_raw_jinjobits(levelIdx);
jinjobits |= 1 << jinjoIdx;
if (jinjobits == 0b11111)
// Swap out idx to use.
// This retains the final collected jinjo bit as 0
jinjoIdx = SAVEDJINJO_IDX_ALL_COLLECTED;
}
s32 bitIdx = jinjodata_get_bit_idx(levelIdx, jinjoIdx);
if (bitIdx < 0)
return;
u32 byte = bitIdx >> 3;
u32 bit = bitIdx & 7;
jinjodata_set_byte(
byte,
collected
? jinjodata_get_byte(byte) | (1 << bit)
: jinjodata_get_byte(byte) & ~(1 << bit)
);
}
static bool SavedJinjo_is_jinjo_collected(u32 levelIdx, s32 jinjoIdx)
{
return SavedJinjo_get_collected_raw_bit(levelIdx, SAVEDJINJO_IDX_ALL_COLLECTED)
|| SavedJinjo_get_collected_raw_bit(levelIdx, jinjoIdx);
}
/**
* Mark all jinjos as collected. This is "safe" to re-run even if they are
* already marked as collected, as `SavedJinjo_set_collected` will leave
* at least one jinjo bit as 0.
*/
static void SavedJinjo_ensure_all_marked_collected_for_level(u32 levelIdx)
{
for (u32 i = 0; i < SAVEDJINJO_NUM_BITS_PER_LEVEL - 1; i++)
SavedJinjo_set_collected(levelIdx, i, TRUE);
}
static void SavedJinjo_clear_all_for_level(u32 levelIdx)
{
for (u32 i = 0; i < SAVEDJINJO_NUM_BITS_PER_LEVEL; i++)
SavedJinjo_set_collected(levelIdx, i, FALSE);
}
/**
* Returns the jinjo idx at which the spawned jiggy should be restored.
* Returns -1 if there's no spawned jiggy to restore.
*/
static s32 SavedJinjo_restore_spawned_jiggy_at_given_jinjo_idx(u32 levelIdx)
{
if (jiggyscore_isCollected(get_jiggy_idx_for_jinjo_jiggy(levelIdx)))
// Jinjo jiggy collected, no need to spawn
return -1;
// Check if the "all collected" flag is set
if (!SavedJinjo_get_collected_raw_bit(levelIdx, SAVEDJINJO_IDX_ALL_COLLECTED))
// Not set, no need to restore
return -1;
// Flag set, we need to restore the jiggy. Get the idx
for (u32 i = 0; i < 5; i++)
if (!SavedJinjo_get_collected_raw_bit(levelIdx, i))
// Found one of the jinjo flags set to 0
// This denotes the idx of the jinjo at which to spawn the jiggy
return i;
// Shouldn't happen, but just default to not spawning the jiggy
return -1;
}
/*********************** Hooks */
/***** Hook jinjo collision
* Mark as permanently collected in the saved jinjo data
*/
static void jinjo_collision(ActorMarker *this, ActorMarker *other)
{
Actor *actor = marker_getActor(this);
if (actor->state < 5)
{
// Make sure we're not in a demo before we change any saved jinjo data
if (!recomp_in_demo_playback_game_mode() && jinjo_saving_is_allowed_by_volatileFlags())
{
/**
* If this is the first jinjo collected in the level, reset saved jinjos.
*
* This addresses a situation where a user may toggle jinjo saving on and
* off a few times, where the saved jinjo state may not correlate with what
* the user last remembers.
*
* _______________________________________________________________________
* | An example of the inconsistency at play:
* | Step 1: jinjo saving disabled
* | Step 2: enter level (run 1)
* | Step 3: collect jinjos P then Y then B (not G or O)
* | Step 4: leave level
* | Step 5: enter level (run 2)
* | Step 6: collect jinjos P then G then O (not Y or B)
* | Step 7: leave level
* | Step 8: jinjo saving enabled
* | Step 9: enter level (run 3)
* | Result: All jinjos gone, jiggy is at jinjo O (orange)!
* |
* | The jiggy spawning at the orange jinjo would be surprising to a player
* | since on their most recent run, they left behind Y and B. They would
* | expect the jiggy to be at Y or B, if they expected a jiggy at all.
* |
* | But internally, this behaviour is consistent! They have _at some point_
* | collected all five jinjos, with orange being the 5th they ever collected
* | for this level on this file.
* |
* | This confusion should only take place when the following occurs:
* | - a version of BanjoRecompiled with jinjo saving is used, then:
* | - user collects jinjos on this level (and on this file) at least once
* | (with or without jinjo saving enabled)
* | - user leaves (exits game, leaves level, etc)
* | - user turns off jinjo saving, and collects >= 1 jinjo again in the
* | same level at least once, but in a different order to their previous
* | playthrough
* | - user leaves
* | - user turns on jinjo saving and enters that level again
* |
* | Solution:
* | This code resets jinjos on run 2 and leaves jinjos Y and B uncollected
* | for run 3, with the jiggy spawning once those are both collected.
* | This behaviour would feel the most natural for the player.
* |_______________________________________________________________________
*/
{
// Since we run this before the vanilla collision function, we check for a score of 0.
// This should work regardless of jinjo saving's enabled state.
if (get_curr_vanilla_jinjobits() == 0)
SavedJinjo_clear_all_for_level(level_get());
}
/**
* Now save collected status.
*
* Don't check whether jinjo saving is enabled, collected jinjos should always save.
* Only _restoring_ them is conditional.
*/
SavedJinjo_set_collected(level_get(), jinjo_get_jinjoidx_by_actorId(actor->modelCacheIndex), TRUE);
}
}
// Vanilla
__chJinjo_802CDBA8(this, other);
}
/***** Hook jinjo update
* 1. Despawn if already collected
* 2. Spawn the jiggy if it wasn't collected
* 3. Replace the collision pointer
*/
RECOMP_PATCH
void chJinjo_update(Actor *this)
{
if (!this->initialized && jinjo_saving_enabled_cached && jinjo_saving_is_allowed_by_volatileFlags())
{
// Check if this jinjo has already been marked as collected before even being born (loaded)
u32 levelIdx = level_get();
s32 currJinjoIdx = jinjo_get_jinjoidx_by_actorId(this->modelCacheIndex);
u32 jinjoJiggyIdx = get_jiggy_idx_for_jinjo_jiggy(levelIdx);
if (jinjo_bit_idx_is_valid(currJinjoIdx) && SavedJinjo_is_jinjo_collected(levelIdx, currJinjoIdx))
{
// Check if we need to respawn the jiggy in its place
if (currJinjoIdx == SavedJinjo_restore_spawned_jiggy_at_given_jinjo_idx(levelIdx))
{
// We need to spawn the jiggy at this jinjo's position
vec3f jiggypos = *(vec3f *)&this->position;
// Spawn jiggy silently, and start higher
{
sJinjoJiggySpawnPosition = jiggypos;
jiggypos.y += 50;
// Check if we've just entered the map.
sJinjoJiggySpawnedOnMapEnter = get_global_timer() <= sMapInitialVars.counter + 5;
codeABC00_spawnJiggyAtLocation(jinjoJiggyIdx, (f32 *)&jiggypos);
}
}
}
else if (jiggyscore_isCollected(jinjoJiggyIdx))
{
/**
* Odd. The jiggy is collected, but we have an uncollected jinjo.
* Mark all jinjos as collected, and remember them.
*
* --------------------------------------------------------------
*
* This is a failsafe that restores the collected jinjos if the
* jinjo jiggy was previously collected using a build that didn't
* include jinjo saving.
*
* Running this unconditionally for all mods would also show all
* jinjos collected for mods that DON'T have jinjos in the lair,
* but have that same jiggy collected.
*
* So we need to conditionally run this only if we know there are
* jinjos in the level. We ensure this by only running inside the
* jinjo update function.
*
* This can cause a potential issue where the collected jinjos
* aren't shown in the pause menu until a map in the level that
* contains at least one jinjo is entered. But since this failsafe
* only needs to happen once per-level per-file, and that most
* entrance maps for levels should contain a jinjo (except e.g. CCW),
* this should be acceptable.
*
* The item count restore in particular (to D_80385F30) is necessary
* for the first time this failsafe is triggered, to show the jinjos
* correctly on pause. From the next level enter, it should be
* auto-restored with the standard saved jinjo data.
*/
SavedJinjo_ensure_all_marked_collected_for_level(levelIdx);
D_80385F30[ITEM_12_JINJOS] = 0b11111;
}
else
{
// This jinjo should stay, skip despawn. Proceed as normal
goto vanilla_update;
}
// Don't init
this->initialized = TRUE;
// Despawn, and don't proceed to vanilla update
return marker_despawn(this->marker);
}
// Vanilla update body
vanilla_update:
{
f32 sp7C[3];
f32 sp70[3];
f32 sp6C;
f32 sp68; //unused??
s16 sp66;
s16 sp64;
s32 sp60;
// f32 sp5C;
ActorLocal_Jinjo *local; //= &this->jinjo; //sp34
f32 sp58 = time_getDelta();
s32 i;
int sp50;
f32 *sp30;
//f32 sp4C; //unused
f32 sp40[3];
//s32 sp3C;
//s32 sp38;
f32 tmp_f0;
local = &this->jinjo;
if(!this->initialized){
this->initialized = TRUE;
local->unk0 = 1;
local->unk4 = 0;
local->unk8 = (this->position_y < func_80309B24(this->position));
// @recomp Replace jinjo collision function too
this->marker->collisionFunc = jinjo_collision;
// this->marker->collisionFunc = __chJinjo_802CDBA8;
marker_setFreeMethod(this->marker, __chJinjo_802CDD3C);
if(volatileFlag_get(VOLATILE_FLAG_C1_IN_FINAL_CHARACTER_PARADE)){
marker_despawn(this->marker);
}
}//L802CDE24
sp30 = this->position;
func_8028E964(sp7C);
func_80257F18(sp30, sp7C, &sp6C);
sp64 = (this->yaw * 182.04444);
// sp66 = sp64 - (s32)(sp6C*182.04444);
sp66 = (s32) (sp6C * 182.04444);
sp66 = sp64 - sp66;
sp60 = func_8028AED4(sp30, 55.0f);
switch(this->state){
case 1:
if(randf() < 0.015){
if(sp60){
subaddie_set_state_with_direction(this, 3, 0.0f, -1);
}else{
subaddie_set_state_with_direction(this, 2, 0.0f, -1);
}
actor_playAnimationOnce(this);
}//L802CDF24
break;
case 2: /* 46FA0 802CDF30 3C053F7D */
case 3:
if(actor_animationIsAt(this, 0.99f)){
subaddie_set_state_with_direction(this, 1, 0.0f, -1);
}
break;
case 4: /* 46FD8 802CDF68 3C053F7D */
if(actor_animationIsAt(this, 0.99f)){
subaddie_set_state_with_direction(this, 1, 0.0f, -1);
}else{//L802CDF9C
tmp_f0 = this->yaw;
if(sp66 >= 0){
tmp_f0 -= 80.0f * sp58;
}
else{//L802CDFBC
tmp_f0 += 80.0f * sp58;
}//L802CDFD0
if(tmp_f0 >= 360.0f)
tmp_f0 -= 360.0f;
else if(tmp_f0 < 0.0f)
tmp_f0 += 360.0f;
this->yaw = tmp_f0;
}//L802CE018
break;
case 6:/* 47094 802CE024 02002025 */
__chJinjo_802CDC9C(this, sp66);
if(actor_animationIsAt(this, 0.0f) && --(local->unk0) == 0){
subaddie_set_state_with_direction(this, 7, 0.0f, -1);
actor_playAnimationOnce(this);
if(local->unk4){
sp40[0] = this->position_x;
sp40[1] = this->position_y;
sp40[2] = this->position_z;
sp40[1] += 50.0f;
jiggy_spawn(10*level_get()-9, sp40);
}//L802CE0CC
core1_ce60_incOrDecCounter(FALSE);
func_8032BB88(this, 0, 4000);
if(local->unk4){
coMusicPlayer_playMusic(COMUSIC_30_5TH_JINJO_COLLECTED, 28000);
}else{
coMusicPlayer_playMusic(COMUSIC_A_JINJO_COLLECTED, 28000);
}
}//L802CE114
break;
case 7:
case 8:
sp50 = this->state == 7;
if(!sp50 || 0.1 < anctrl_getAnimTimer(this->anctrl)){//L802CE158
player_getVelocity(sp70);
sp70[0] *= sp58*6.0f;\
sp70[1] *= sp58*6.0f;\
sp70[2] *= sp58*6.0f;
sp70[0] = sp70[0] + sp7C[0];\
sp70[1] = sp70[1] + sp7C[1];\
sp70[2] = sp70[2] + sp7C[2];
sp70[0] -= this->position_x;\
sp70[1] -= this->position_y;\
sp70[2] -= this->position_z;
sp70[0] *= sp58*3.0f;
sp70[1] *= sp58*3.0f;
sp70[2] *= sp58*3.0f;
this->position_x = this->position_x + sp70[0];
this->position_y = this->position_y + sp70[1];
this->position_z = this->position_z + sp70[2];
if(sp50 || anctrl_getAnimTimer(this->anctrl) < 0.8){
for(i = 0; i < 4; i++){
if(randf() < 0.3){
commonParticle_add((s32)this->marker, i + 5, func_80329904);
commonParticle_new(8, this->marker->unk14_21);
} //L802CE2C4
}
}//L802CE2D0
}
if(sp50){
if(anctrl_getAnimTimer(this->anctrl) < 0.2)
__chJinjo_802CDC9C(this, sp66);
if(actor_animationIsAt(this, 0.1f)){
local->unkC = func_802F9AA8(SFX_18_BIGBUTT_SLIDE);
func_802F9EC4(local->unkC, (s32)sp30, 500, 2000);
func_802F9F80(local->unkC, 0.0f, 9e+09, 0.0f);
func_802FA0B0(local->unkC, 0);
coMusicPlayer_playMusic(COMUSIC_43_ENTER_LEVEL_GLITTER, 0x7FFF);
func_8025AABC(COMUSIC_43_ENTER_LEVEL_GLITTER);
func_8030E9C4(SFX_C7_SHWOOP, 0.8f, 0x7FFF, sp30, 300.0f, 2000.0f);
}//L802CE3C4
if(actor_animationIsAt(this, 0.434f)){
func_8030E9C4(SFX_C7_SHWOOP, 0.9f, 0x7fff, sp30, 300.0f, 2000.0f);
}//L802CE408
if(actor_animationIsAt(this, 0.811f)){
func_8030E9C4(SFX_C7_SHWOOP, 1.0f, 0x7fff, sp30, 300.0f, 2000.0f);
}
}else{//L802CE450
if(actor_animationIsAt(this,0.214f)){
func_8030E9C4(SFX_C7_SHWOOP, 1.1f, 0x7fff, sp30, 300.0f, 2000.0f);
}//L802CE490
if(actor_animationIsAt(this,0.55f)){
func_8030E9C4(SFX_53_BANJO_HUIII, 1.5f, 0x7fff, sp30, 300.0f, 2000.0f);
}//L802CE4D0
if(actor_animationIsAt(this,0.75f)){
func_80326310(this);
if(local->unk4 == 0){
func_8032BB88(this, -1, 4000);
core1_ce60_incOrDecCounter(TRUE);
}
}//L802CE518
if(actor_animationIsAt(this,0.85f)){
if(local->unkC){
func_802F9D38(local->unkC);
local->unkC = 0;
}
func_8030E4E4(SFX_19_BANJO_LANDING_08);
func_8025A7DC(COMUSIC_43_ENTER_LEVEL_GLITTER);
}//L802CE558
if(local->unk4 && actor_animationIsAt(this,0.95f)){
func_8032BB88(this, -1, 4000);
core1_ce60_incOrDecCounter(TRUE);
}
}//L802CE598
if(sp50){
if(actor_animationIsAt(this, 0.96f) || actor_animationIsAt(this, 0.99f)){
subaddie_set_state_with_direction(this, 8, 0.0f, -1);
actor_playAnimationOnce(this);
}
}
break;
}//L802CE5F0
if(this->state < 4 && !(((sp66 >= 0)? sp66: -sp66) <= 0x1000)){
subaddie_set_state_with_direction(this, 4, 0.0f, -1);
actor_playAnimationOnce(this);
}//L802CE630
if(!gcdialog_hasCurrentTextId()){
switch(chJinjoAnimations[this->state].index){
case ASSET_31_ANIM_JINJO_JUMP:
if(actor_animationIsAt(this, 0.6f)){
if(local->unk8){
func_8030E988(SFX_8_BANJO_LANDING_04, 1.8f, 18000, sp30, 120.0f, 1200.0f);
}else{
sfx_playFadeShorthandDefault(SFX_8_BANJO_LANDING_04, 1.8f, 18000, sp30, 120, 1200);
}
}
break;
case ASSET_2D_ANIM_JINJO_IDLE: //L802CE6F4
if(actor_animationIsAt(this, 0.2f)){
if(local->unk8){
func_8030E988(SFX_17_JINJO_WHISTLE, 1.0f, 22000, sp30, 120.0f, 1200.0f);
}else{
sfx_playFadeShorthandDefault(SFX_17_JINJO_WHISTLE, 1.0f, 22000, sp30, 120, 1200);
}
}
break;
case ASSET_2F_ANIM_JINJO_HELP: //L802CE760
if(actor_animationIsAt(this, 0.2f)){
if(local->unk8){
func_8030E988(SFX_27_JINJO_HI, 1.0f, 22000, sp30, 120.0f, 1200.0f);
}else{
sfx_playFadeShorthandDefault(SFX_27_JINJO_HI, 1.0f, 22000, sp30, 120, 1200);
}
}
break;
default: //L802CE7C8
break;
}
}//L802CE7CC
}
}
/**
* Unlike the note saving setting, which can instantly update while
* the player is in the lair, we support saving jinjos in the lair
* itself. So we can't cache the setting there either.
*
* We need to do it IN-BETWEEN levels.
*/
static void jinjo_saving_enabled_update(void)
{
jinjo_saving_enabled_cached = jinjo_saving_override_disabled
? FALSE
: bkrecomp_jinjo_saving_enabled();
}
/**
* Used when restoring jinjo count on level entry
*/
static u32 jinjo_saving_get_counters(enum level_e level)
{
u32 jinjobits = 0;
if (jinjo_get_level_lookup_subtract_amount(level) < 0)
{
// No jinjos, clear all
jinjobits = 0b00000;
}
else if (SavedJinjo_get_collected_raw_bit(level, SAVEDJINJO_IDX_ALL_COLLECTED))
{
// Set all in a single assignment
// Looping over as in the below loop WON'T work, due to how we save the index of the final collected jinjo
jinjobits = 0b11111;
}
else
{
// Loop over the jinjos and get each individually
// Note that this doesn't work if all 5 are set. That's what the above branch is for
jinjobits = SavedJinjo_get_raw_jinjobits(level);
}
return jinjobits;
}
/**
* This item reset happens before <jinjo_saving_on_map_load>,
* on each new level.
*
* So we update enabled state here.
*/
void jinjo_saving_on_item_reset(enum level_e level)
{
// Update enabled state before checking if we should restore jinjo counts
jinjo_saving_enabled_update();
if (jinjo_saving_enabled_cached)
D_80385F30[ITEM_12_JINJOS] = jinjo_saving_get_counters(level);
}
void jinjo_saving_on_map_load(void)
{
if (map_get() != sMapInitialVars.map)
{
if (level_get() != sMapInitialVars.level)
// Reset on new level
sJinjoJiggySpawnedOnMapEnter = FALSE;
sMapInitialVars.map = map_get();
sMapInitialVars.level = level_get();
sMapInitialVars.counter = get_global_timer();
}
}
void jinjo_saving_update(void)
{
// Iterate over all active objects and clamp the jinjo jiggy's position if required
if (jinjo_saving_enabled_cached && sJinjoJiggySpawnedOnMapEnter)
{
if (suBaddieActorArray != NULL)
{
for (s32 i = 0; i < suBaddieActorArray->cnt; i++)
{
Actor *this = &suBaddieActorArray->data[i];
if (this->modelCacheIndex == ACTOR_46_JIGGY)
{
u32 jinjoJiggyIdx = get_jiggy_idx_for_jinjo_jiggy(level_get());
u32 jiggyId = chjiggy_getJiggyId(this);
// Check if this is the jinjo jiggy for this level
if (jiggyId == jinjoJiggyIdx)
{
/**
* So now we know that this is the jinjo jiggy for this level,
* and that it was restored by us.
* Restored jinjo jiggies can clip through the floor if out of view
* of the camera. This is a bug also present on XBLA.
*
* Assume that any jinjo jiggy that spawns at the time of us entering
* the map can potentially clip out of bounds. Keep it in place.
*/
this->position[0] = sJinjoJiggySpawnPosition.x;
this->position[1] = clamp_f32(this->position[1], sJinjoJiggySpawnPosition.y, sJinjoJiggySpawnPosition.y + 20.f);
this->position[2] = sJinjoJiggySpawnPosition.z;
}
}
}
}
}
}