mirror of
https://github.com/BanjoRecomp/BanjoRecomp
synced 2026-08-23 06:29:17 -04:00
0e89ee2fe2
* 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>
881 lines
31 KiB
C
881 lines
31 KiB
C
#include "patches.h"
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#include "bk_api.h"
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#include "misc_funcs.h"
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#include "save_extension.h"
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#include "jinjo_saving.h"
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#include "functions.h"
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#include "prop.h"
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#include "core2/timedfunc.h"
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#include "core2/commonParticle.h"
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/*********************** Declarations */
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void codeABC00_spawnJiggyAtLocation(enum jiggy_e, f32[3]);
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u32 jiggyscore_isCollected(enum jiggy_e jiggy_id);
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s32 func_80329904(ActorMarker *, s32, f32 *);
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typedef s32 (*FuncUnk40)(ActorMarker *, s32, f32[3]);
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void commonParticle_add(s32 actorMarker, s32 arg1, FuncUnk40 arg2);
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int commonParticle_new(enum common_particle_e particle_id, int arg1);
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enum jiggy_e getJiggyId(Actor *this);
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enum jiggy_e chjiggy_getJiggyId(Actor *this);
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void chJinjo_update(Actor *this);
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f32 func_80309B24(f32[3]);
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void __chJinjo_802CDD3C(Actor * this);
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void func_8028E964(f32 pos[3]);
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void player_getVelocity(f32 dst[3]);
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void __chJinjo_802CDC9C(Actor *this, s16 arg1);
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void func_802F9EC4(s32 arg0, s32 arg1, s32 arg2, s32 arg3);
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void func_802FA0B0(s32 arg0, s32 arg1);
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void func_8025AABC(enum comusic_e);
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void func_8032BB88(Actor *, s32, s32);
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void func_802F9D38(s32 arg0);
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void func_8025A7DC(enum comusic_e track_id);
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int gcdialog_hasCurrentTextId(void);
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void __chJinjo_802CDBA8(ActorMarker *this, ActorMarker *other);
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enum level_e level_get(void);
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enum map_e map_get(void);
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typedef struct chjiggy_s
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{
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bool isHidden;
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u32 id;
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} ActorLocal_Jiggy;
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extern s32 D_80385F30[0x2C];
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extern u32 gGlobalTimer;
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extern ActorArray *suBaddieActorArray;
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extern ActorAnimationInfo chJinjoAnimations[10];
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/*********************** Declarations (recomp) */
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bool recomp_in_demo_playback_game_mode();
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/*********************** Statics */
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#define SAVEDJINJO_NUM_BITS_PER_LEVEL (6)
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#define SAVEDJINJO_IDX_ALL_COLLECTED (SAVEDJINJO_NUM_BITS_PER_LEVEL - 1)
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static vec3f sJinjoJiggySpawnPosition = {0};
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static bool sJinjoJiggySpawnedOnMapEnter = FALSE;
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// Jinjo saving can only safely be changed while in the lair, so this value is only updated when in the lair.
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bool jinjo_saving_enabled_cached = FALSE;
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// Override for allowing mods to disable jinjo saving.
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bool jinjo_saving_override_disabled = FALSE;
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static struct
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{
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enum map_e map;
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enum level_e level;
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u32 counter;
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} sMapInitialVars = {0};
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/*********************** Exports */
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RECOMP_EXPORT void bkrecomp_jinjosaving_force_disabled(bool disabled)
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{
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jinjo_saving_override_disabled = disabled;
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}
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// Jinjos are always saved, but this function controls whether to use the saved data to prevent them from spawning and adjust the jinjo count.
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RECOMP_EXPORT s32 bkrecomp_jinjo_saving_enabled()
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{
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return recomp_get_jinjo_saving_enabled();
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}
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RECOMP_EXPORT s32 bkrecomp_jinjo_saving_active()
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{
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return jinjo_saving_enabled_cached;
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}
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/*********************** Misc helpers */
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static f32 clamp_f32(f32 val, f32 min, f32 max)
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{
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if (val < min) val = min;
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if (val > max) val = max;
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return val;
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}
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static u32 get_global_timer(void)
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{
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return gGlobalTimer;
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}
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static u32 get_curr_vanilla_jinjobits(void)
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{
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return D_80385F30[ITEM_12_JINJOS];
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}
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static u32 get_jiggy_idx_for_jinjo_jiggy(u32 levelIdx)
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{
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// The jinjo jiggy is the first jiggy in each level's list of jiggy IDs
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return ((levelIdx - 1) * 10) + 1;
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}
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/*********************** Main functions */
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/**
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* jinjodata
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*
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* Needs "9 * (5 + 1)" bits; 9 worlds, 5 bits (one for each jinjo), plus one to
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* say "all collected", while leaving the final collected jinjo bit 0, so we
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* can tell which jinjo to spawn the jiggy at, if not collected yet
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*
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* nbits: 9*(5+1) = 54
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* when grouped to nearest group of 8 bits: 7 bytes => 56 bits.
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*/
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static u8 jinjodata_get_byte(u32 idx)
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{
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return loaded_file_extension_data.jinjo_data[idx];
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}
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static void jinjodata_set_byte(u32 idx, u8 value)
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{
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loaded_file_extension_data.jinjo_data[idx] = value;
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}
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/**
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* We want to have a tightly packed jinjo bitfield, where all bits
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* used are from levels that exist.
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*
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* Previously, we wanted to skip Grunty's Lair's level idx, since
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* it's right between other levels in the list, and we "shifted"
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* the idx of the ones that appear after it so we wouldn't needlessly
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* allocate bits for the lair.
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*
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* But some mods have jinjos in the lair (like Jiggies of Time),
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* so it's been moved back to the middle of the list.
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*
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* We also return -1 for levels that shouldn't have jinjos, so we can
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* easily bail in those same functions.
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*/
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static s32 jinjo_get_level_lookup_subtract_amount(u32 levelIdx)
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{
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switch (levelIdx)
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{
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case LEVEL_1_MUMBOS_MOUNTAIN:
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case LEVEL_2_TREASURE_TROVE_COVE:
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case LEVEL_3_CLANKERS_CAVERN:
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case LEVEL_4_BUBBLEGLOOP_SWAMP:
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case LEVEL_5_FREEZEEZY_PEAK:
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// Some mods (like Jiggies of Time) have jinjos in Grunty's Lair. Save them too.
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case LEVEL_6_LAIR:
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case LEVEL_7_GOBIS_VALLEY:
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case LEVEL_8_CLICK_CLOCK_WOOD:
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case LEVEL_9_RUSTY_BUCKET_BAY:
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case LEVEL_A_MAD_MONSTER_MANSION:
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// Map to zero-indexed
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return 1;
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case LEVEL_B_SPIRAL_MOUNTAIN:
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case LEVEL_C_BOSS:
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case LEVEL_D_CUTSCENE:
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default:
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// No jinjos on these levels
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return -1;
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}
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}
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static bool jinjo_saving_is_allowed_by_volatileFlags(void)
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{
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bool toPrevent =
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// FF picture question
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volatileFlag_get(VOLATILE_FLAG_1)
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// FF minigame
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|| volatileFlag_get(VOLATILE_FLAG_2_FF_IN_MINIGAME)
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// Credits
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|| volatileFlag_get(VOLATILE_FLAG_1F_IN_CHARACTER_PARADE);
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return !toPrevent;
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}
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static bool jinjo_bit_idx_is_valid(s32 jinjoIdx)
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{
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// Includes all jinjo indices, plus extra bits
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return jinjoIdx >= 0 && jinjoIdx < SAVEDJINJO_NUM_BITS_PER_LEVEL;
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}
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static s32 jinjodata_get_bit_idx(u32 levelIdx, s32 jinjoIdx)
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{
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if (!jinjo_bit_idx_is_valid(jinjoIdx))
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return -1;
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s32 levelSubtract = jinjo_get_level_lookup_subtract_amount(levelIdx);
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if (levelSubtract < 0)
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return -1;
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levelIdx -= levelSubtract;
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return (levelIdx * SAVEDJINJO_NUM_BITS_PER_LEVEL) + jinjoIdx;
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}
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static s32 jinjo_get_jinjoidx_by_actorId(u32 actorId)
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{
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switch (actorId)
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{
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// ordered by their marker idx
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case ACTOR_60_JINJO_BLUE: return 0;
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case ACTOR_62_JINJO_GREEN: return 1;
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case ACTOR_5F_JINJO_ORANGE: return 2;
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case ACTOR_61_JINJO_PINK: return 3;
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case ACTOR_5E_JINJO_YELLOW: return 4;
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default:
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return -1;
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}
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}
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/**
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* Returns raw bit, so will not return proper individualised results if all jinjos are collected.
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*
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* Pass `SAVEDJINJO_IDX_ALL_COLLECTED` for jinjoIdx to get the final "all collected" flag
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*/
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static bool SavedJinjo_get_collected_raw_bit(u32 levelIdx, s32 jinjoIdx)
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{
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s32 bitIdx = jinjodata_get_bit_idx(levelIdx, jinjoIdx);
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if (bitIdx < 0)
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return FALSE;
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u32 byte = bitIdx >> 3;
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u32 bit = bitIdx & 7;
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return (jinjodata_get_byte(byte) & (1 << bit)) != 0;
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}
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/**
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* Use if we just want to "copy" the jinjobits from the saved jinjo bitfield.
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* Even if the final jinjo is collected, the bit for it should be 0.
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*/
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static u32 SavedJinjo_get_raw_jinjobits(u32 levelIdx)
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{
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u32 jinjobits = 0;
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for (u32 i = 0; i < 5; i++)
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if (SavedJinjo_get_collected_raw_bit(levelIdx, i))
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jinjobits |= (1 << i);
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return jinjobits;
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}
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/**
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* Can clear each bit individually, but won't _enable_ the fifth collected
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* jinjo's bit.
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*
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* i.e. Automatically handles setting the final "all collected" flag if
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* appropriate, but does not automatically clear it.
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*/
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static void SavedJinjo_set_collected(u32 levelIdx, s32 jinjoIdx, bool collected)
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{
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if (!jinjo_bit_idx_is_valid(jinjoIdx))
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return;
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// Check to see if getting this jinjo would give us all five.
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// If so, just set the "all collected" flag instead.
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// (this block is only relevant when collecting a jinjo, not clearing it)
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if (collected)
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{
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u32 jinjobits = SavedJinjo_get_raw_jinjobits(levelIdx);
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jinjobits |= 1 << jinjoIdx;
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if (jinjobits == 0b11111)
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// Swap out idx to use.
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// This retains the final collected jinjo bit as 0
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jinjoIdx = SAVEDJINJO_IDX_ALL_COLLECTED;
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}
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s32 bitIdx = jinjodata_get_bit_idx(levelIdx, jinjoIdx);
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if (bitIdx < 0)
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return;
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u32 byte = bitIdx >> 3;
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u32 bit = bitIdx & 7;
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jinjodata_set_byte(
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byte,
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collected
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? jinjodata_get_byte(byte) | (1 << bit)
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: jinjodata_get_byte(byte) & ~(1 << bit)
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);
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}
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static bool SavedJinjo_is_jinjo_collected(u32 levelIdx, s32 jinjoIdx)
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{
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return SavedJinjo_get_collected_raw_bit(levelIdx, SAVEDJINJO_IDX_ALL_COLLECTED)
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|| SavedJinjo_get_collected_raw_bit(levelIdx, jinjoIdx);
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}
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/**
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* Mark all jinjos as collected. This is "safe" to re-run even if they are
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* already marked as collected, as `SavedJinjo_set_collected` will leave
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* at least one jinjo bit as 0.
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*/
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static void SavedJinjo_ensure_all_marked_collected_for_level(u32 levelIdx)
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{
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for (u32 i = 0; i < SAVEDJINJO_NUM_BITS_PER_LEVEL - 1; i++)
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SavedJinjo_set_collected(levelIdx, i, TRUE);
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}
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static void SavedJinjo_clear_all_for_level(u32 levelIdx)
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{
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for (u32 i = 0; i < SAVEDJINJO_NUM_BITS_PER_LEVEL; i++)
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SavedJinjo_set_collected(levelIdx, i, FALSE);
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}
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/**
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* Returns the jinjo idx at which the spawned jiggy should be restored.
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* Returns -1 if there's no spawned jiggy to restore.
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*/
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static s32 SavedJinjo_restore_spawned_jiggy_at_given_jinjo_idx(u32 levelIdx)
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{
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if (jiggyscore_isCollected(get_jiggy_idx_for_jinjo_jiggy(levelIdx)))
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// Jinjo jiggy collected, no need to spawn
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return -1;
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// Check if the "all collected" flag is set
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if (!SavedJinjo_get_collected_raw_bit(levelIdx, SAVEDJINJO_IDX_ALL_COLLECTED))
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// Not set, no need to restore
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return -1;
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// Flag set, we need to restore the jiggy. Get the idx
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for (u32 i = 0; i < 5; i++)
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if (!SavedJinjo_get_collected_raw_bit(levelIdx, i))
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// Found one of the jinjo flags set to 0
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// This denotes the idx of the jinjo at which to spawn the jiggy
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return i;
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// Shouldn't happen, but just default to not spawning the jiggy
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return -1;
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}
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/*********************** Hooks */
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/***** Hook jinjo collision
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* Mark as permanently collected in the saved jinjo data
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*/
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static void jinjo_collision(ActorMarker *this, ActorMarker *other)
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{
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Actor *actor = marker_getActor(this);
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if (actor->state < 5)
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{
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// Make sure we're not in a demo before we change any saved jinjo data
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if (!recomp_in_demo_playback_game_mode() && jinjo_saving_is_allowed_by_volatileFlags())
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{
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/**
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* If this is the first jinjo collected in the level, reset saved jinjos.
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*
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* This addresses a situation where a user may toggle jinjo saving on and
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* off a few times, where the saved jinjo state may not correlate with what
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* the user last remembers.
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*
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* _______________________________________________________________________
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* | An example of the inconsistency at play:
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* | Step 1: jinjo saving disabled
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* | Step 2: enter level (run 1)
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* | Step 3: collect jinjos P then Y then B (not G or O)
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* | Step 4: leave level
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* | Step 5: enter level (run 2)
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* | Step 6: collect jinjos P then G then O (not Y or B)
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* | Step 7: leave level
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* | Step 8: jinjo saving enabled
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* | Step 9: enter level (run 3)
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* | Result: All jinjos gone, jiggy is at jinjo O (orange)!
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* |
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* | The jiggy spawning at the orange jinjo would be surprising to a player
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* | since on their most recent run, they left behind Y and B. They would
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* | expect the jiggy to be at Y or B, if they expected a jiggy at all.
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* |
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* | But internally, this behaviour is consistent! They have _at some point_
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* | collected all five jinjos, with orange being the 5th they ever collected
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* | for this level on this file.
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* |
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* | This confusion should only take place when the following occurs:
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* | - a version of BanjoRecompiled with jinjo saving is used, then:
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* | - user collects jinjos on this level (and on this file) at least once
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* | (with or without jinjo saving enabled)
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* | - user leaves (exits game, leaves level, etc)
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* | - user turns off jinjo saving, and collects >= 1 jinjo again in the
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* | same level at least once, but in a different order to their previous
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* | playthrough
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* | - user leaves
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* | - user turns on jinjo saving and enters that level again
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* |
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* | Solution:
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* | This code resets jinjos on run 2 and leaves jinjos Y and B uncollected
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* | for run 3, with the jiggy spawning once those are both collected.
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* | This behaviour would feel the most natural for the player.
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* |_______________________________________________________________________
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*/
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{
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// Since we run this before the vanilla collision function, we check for a score of 0.
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// This should work regardless of jinjo saving's enabled state.
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if (get_curr_vanilla_jinjobits() == 0)
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SavedJinjo_clear_all_for_level(level_get());
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}
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/**
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* Now save collected status.
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*
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* Don't check whether jinjo saving is enabled, collected jinjos should always save.
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* Only _restoring_ them is conditional.
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*/
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SavedJinjo_set_collected(level_get(), jinjo_get_jinjoidx_by_actorId(actor->modelCacheIndex), TRUE);
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}
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}
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// Vanilla
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__chJinjo_802CDBA8(this, other);
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}
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/***** Hook jinjo update
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* 1. Despawn if already collected
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* 2. Spawn the jiggy if it wasn't collected
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* 3. Replace the collision pointer
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*/
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RECOMP_PATCH
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void chJinjo_update(Actor *this)
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{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|