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|
#include "koopatlas/pathmanager.h"
#include "koopatlas/core.h"
#include "koopatlas/hud.h"
#include "koopatlas/player.h"
#include <sfx.h>
void dWMPathManager_c::setup() {
isMoving = false;
isJumping = false;
scaleAnimProgress = -1;
timer = 0.0;
currentPath = 0;
reverseThroughPath = false;
pathLayer = dScKoopatlas_c::instance->mapData.pathLayer;
SpammyReport("setting up PathManager\n");
SaveBlock *save = GetSaveFile()->GetBlock(-1);
mustComplainToMapCreator = false;
SpammyReport("Unlocking paths\n");
isEnteringLevel = false;
levelStartWait = -1;
unlockPaths();
SpammyReport("done\n");
// Figure out what path node to start at
if (dScKoopatlas_c::instance->settings & 0x10000000) {
// Start off from a "Change"
u8 changeID = (dScKoopatlas_c::instance->settings >> 20) & 0xFF;
SpammyReport("entering at Change ID %d\n", changeID);
SpammyReport("Path layer: %p\n", pathLayer);
SpammyReport("Node count: %d\n", pathLayer->nodeCount);
bool found = false;
for (int i = 0; i < pathLayer->nodeCount; i++) {
dKPNode_s *node = pathLayer->nodes[i];
SpammyReport("Checking node: %p\n", node);
if (node->type == dKPNode_s::CHANGE && node->thisID == changeID) {
found = true;
currentNode = node;
//OSReport("Found CHANGE node: %d %p\n", changeID, node);
// figure out where we should move to
dKPPath_s *exitTo = 0;
for (int i = 0; i < 4; i++) {
dKPPath_s *candidateExit = node->exits[i];
//OSReport("Candidate exit: %p\n", candidateExit);
if (!candidateExit)
continue;
// find out if this path is a candidate
dKPNode_s *srcNode = node;
dKPPath_s *path = candidateExit;
while (true) {
dKPNode_s *destNode = (path->start == srcNode) ? path->end : path->start;
//OSReport("Path: %p nodes %p to %p\n", path, srcNode, destNode);
int ct = destNode->getAvailableExitCount();
//OSReport("Dest Node available exits: %d; type: %d\n", ct, destNode->type);
if (destNode == node || ct > 2 || destNode->type == dKPNode_s::LEVEL) {
exitTo = candidateExit;
//OSReport("Accepting this node\n");
break;
}
if (ct == 1)
break;
// where to next?
path = destNode->getOppositeAvailableExitTo(path);
srcNode = destNode;
}
if (exitTo)
break;
}
if (!exitTo)
exitTo = node->getAnyExit();
startMovementTo(exitTo);
break;
}
}
if (!found) {
currentNode = pathLayer->nodes[0];
mustComplainToMapCreator = true;
}
} else {
SpammyReport("saved path node: %d\n", save->current_path_node);
if (save->current_path_node >= pathLayer->nodeCount) {
SpammyReport("out of bounds (%d), using node 0\n", pathLayer->nodeCount);
currentNode = pathLayer->nodes[0];
} else {
currentNode = pathLayer->nodes[save->current_path_node];
SpammyReport("OK %p\n", currentNode);
}
}
for (int i = 0; i < pathLayer->nodeCount; i++)
if (pathLayer->nodes[i]->type == dKPNode_s::LEVEL)
pathLayer->nodes[i]->setupNodeExtra();
}
static u8 *PathAvailabilityData = 0;
static u8 *NodeAvailabilityData = 0;
dWMPathManager_c::~dWMPathManager_c() {
if (PathAvailabilityData && !isEnteringLevel) {
delete[] PathAvailabilityData;
PathAvailabilityData = 0;
delete[] NodeAvailabilityData;
NodeAvailabilityData = 0;
}
}
void dWMPathManager_c::unlockPaths() {
u8 *oldPathAvData = PathAvailabilityData;
PathAvailabilityData = new u8[pathLayer->pathCount];
u8 *oldNodeAvData = NodeAvailabilityData;
NodeAvailabilityData = new u8[pathLayer->nodeCount];
SpammyReport("Unlocking paths\n");
// unlock all needed paths
for (int i = 0; i < pathLayer->pathCount; i++) {
dKPPath_s *path = pathLayer->paths[i];
PathAvailabilityData[i] = path->isAvailable;
//SpammyReport("Path %d: %d\n", i, path->isAvailable);
// if this path is not "always available", then nuke its alpha
path->setLayerAlpha((path->isAvailable == dKPPath_s::ALWAYS_AVAILABLE) ? 255 : 0);
}
for (int i = 0; i < pathLayer->nodeCount; i++)
NodeAvailabilityData[i] = pathLayer->nodes[i]->isUnlocked();
SaveBlock *save = GetSaveFile()->GetBlock(-1);
u8 *in = (u8*)dScKoopatlas_c::instance->mapData.data->unlockData;
SpammyReport("UNLOCKING PATHS: Unlock data @ %p\n", in);
int cmdID = 0;
while (*in != 0) {
SpammyReport("[%p] Cmd %d: Evaluating condition\n", in, cmdID);
// begin processing a block
bool value = evaluateUnlockCondition(in, save, 0);
SpammyReport("[%p] Cmd %d: Condition evaluated, result: %d\n", in, cmdID, value);
//SpammyReport("Unlock condition: %d\n", value);
// get what it's supposed to affect
// for now we'll assume that it affects one or more paths
u8 affectedCount = *(in++);
SpammyReport("[%p] Cmd %d: Affects %d path(s)\n", in, cmdID, affectedCount);
for (int i = 0; i < affectedCount; i++) {
u8 one = *(in++);
u8 two = *(in++);
u16 pathID = (one << 8) | two;
SpammyReport("[%p] Cmd %d: Affected %d: PathID: %d\n", in, cmdID, i, pathID);
dKPPath_s *path = pathLayer->paths[pathID];
SpammyReport("[%p] Cmd %d: Affected %d: Path: %p\n", in, cmdID, i, path);
path->isAvailable = value ? dKPPath_s::AVAILABLE : dKPPath_s::NOT_AVAILABLE;
SpammyReport("[%p] Cmd %d: Affected %d: IsAvailable written\n", in, cmdID, i);
PathAvailabilityData[pathID] = value ? dKPPath_s::AVAILABLE : dKPPath_s::NOT_AVAILABLE;
SpammyReport("[%p] Cmd %d: Affected %d: AvailabilityData written\n", in, cmdID, i);
// NEWLY_AVAILABLE is set later, when that stuff is figured out
path->setLayerAlpha(value ? 255 : 0);
SpammyReport("[%p] Cmd %d: Affected %d: Layer alpha applied\n", in, cmdID, i);
}
SpammyReport("[%p] Cmd %d: %d affected path(s) processed\n", in, cmdID, affectedCount);
cmdID++;
}
SpammyReport("UNLOCKING PATHS: All complete @ %p\n", in);
// did anything become newly available?!
newlyAvailablePaths = 0;
newlyAvailableNodes = 0;
if (oldPathAvData) {
for (int i = 0; i < pathLayer->pathCount; i++) {
if ((PathAvailabilityData[i] > 0) && (oldPathAvData[i] == 0)) {
dKPPath_s *path = pathLayer->paths[i];
path->isAvailable = dKPPath_s::NEWLY_AVAILABLE;
newlyAvailablePaths++;
// set this path's alpha to 0, we'll fade it in later
path->setLayerAlpha(0);
}
}
delete[] oldPathAvData;
// check nodes too
for (int i = 0; i < pathLayer->nodeCount; i++) {
if ((NodeAvailabilityData[i] > 0) && (oldNodeAvData[i] == 0)) {
dKPNode_s *node = pathLayer->nodes[i];
node->isNew = true;
newlyAvailableNodes++;
}
}
delete[] oldNodeAvData;
}
// now set all node alphas
for (int i = 0; i < pathLayer->nodeCount; i++) {
dKPNode_s *node = pathLayer->nodes[i];
node->setLayerAlpha((node->isUnlocked() & !node->isNew) ? 255 : 0);
}
// if anything was new, set it as such
if (newlyAvailablePaths || newlyAvailableNodes) {
countdownToFadeIn = 30;
}
unlockingAlpha = -1;
}
bool dWMPathManager_c::evaluateUnlockCondition(u8 *&in, SaveBlock *save, int stack) {
SpammyReport("[%p] CondStk:%d begin\n", in, stack);
u8 controlByte = *(in++);
u8 conditionType = (controlByte >> 6);
SpammyReport("[%p] CondStk:%d control byte: %d; condition type: %d\n", in, stack, controlByte, conditionType);
if (conditionType == 0) {
SpammyReport("[%p] CondStk:%d end, returning CONSTANT 1\n", in, stack);
return true;
}
if (conditionType == 1) {
// Simple level
bool isSecret = (controlByte & 0x10);
u8 worldNumber = controlByte & 0xF;
u8 levelNumber = *(in++);
SpammyReport("[%p] CondStk:%d level, w:%d l:%d secret:%d\n", in, stack, worldNumber, levelNumber, isSecret);
u32 conds = save->GetLevelCondition(worldNumber, levelNumber);
SpammyReport("[%p] CondStk:%d returning for level conditions: %d / %x\n", in, stack, conds, conds);
if (isSecret)
return (conds & COND_SECRET) != 0;
else
return (conds & COND_NORMAL) != 0;
}
// Type: 2 = AND, 3 = OR
bool isAnd = (conditionType == 2);
bool isOr = (conditionType == 3);
bool value = isOr ? false : true;
u8 termCount = (controlByte & 0x3F) + 1;
SpammyReport("[%p] CondStk:%d and:%d or:%d startValue:%d termCount:%d\n", in, stack, isAnd, isOr, value, termCount);
for (int i = 0; i < termCount; i++) {
bool what = evaluateUnlockCondition(in, save, stack+1);
if (isOr)
value |= what;
else
value &= what;
}
SpammyReport("[%p] CondStk:%d end, returning %d\n", in, stack, value);
return value;
}
void dWMPathManager_c::execute() {
if (isEnteringLevel) {
if (levelStartWait > 0) {
levelStartWait--;
if (levelStartWait == 0) {
dScKoopatlas_c::instance->startLevel(enteredLevel);
}
}
return;
}
// handle path fading
if (countdownToFadeIn > 0) {
countdownToFadeIn--;
if (countdownToFadeIn <= 0) {
unlockingAlpha = 0;
MapSoundPlayer(SoundRelatedClass, SE_SYS_NEW_POINT, 1);
} else {
return;
}
}
if (unlockingAlpha != -1) {
unlockingAlpha += 3;
for (int i = 0; i < pathLayer->pathCount; i++) {
dKPPath_s *path = pathLayer->paths[i];
if (path->isAvailable == dKPPath_s::NEWLY_AVAILABLE)
path->setLayerAlpha(unlockingAlpha);
}
for (int i = 0; i < pathLayer->nodeCount; i++) {
dKPNode_s *node = pathLayer->nodes[i];
if (node->isNew)
node->setLayerAlpha(unlockingAlpha);
}
if (unlockingAlpha == 255) {
// we've reached the end
unlockingAlpha = -1;
MapSoundPlayer(SoundRelatedClass, SE_SYS_NEW_POINT_END, 1);
waitAfterUnlock = 15;
}
return;
}
if (waitAfterUnlock > 0) {
waitAfterUnlock--;
return;
}
int nowPressed = Remocon_GetPressed(GetActiveRemocon());
if (isMoving) {
moveThroughPath();
} else {
// Left, right, up, down
int pressedDir = -1;
if (nowPressed & WPAD_LEFT) pressedDir = 0;
else if (nowPressed & WPAD_RIGHT) pressedDir = 1;
else if (nowPressed & WPAD_UP) pressedDir = 2;
else if (nowPressed & WPAD_DOWN) pressedDir = 3;
else if (nowPressed & WPAD_TWO)
activatePoint();
if (pressedDir >= 0) {
if (canUseExit(currentNode->exits[pressedDir])) {
startMovementTo(currentNode->exits[pressedDir]);
} else {
// TODO: maybe remove this? got to see how it looks
static u16 directions[] = {-0x4000,0x4000,-0x7FFF,0};
daWMPlayer_c::instance->rot.y = directions[pressedDir];
}
}
}
}
void dWMPathManager_c::startMovementTo(dKPPath_s *path) {
SpammyReport("moving to path %p\n", path);
dWMHud_c::instance->hidePointBar();
SpammyReport("point bar hidden\n");
if (!path->isAvailable) { return; }
SpammyReport("a\n");
isMoving = true;
reverseThroughPath = (path->end == currentNode);
SpammyReport("b\n");
currentPath = path;
SpammyReport("c\n");
// calculate direction of the path
short deltaX = path->end->x - path->start->x;
short deltaY = path->end->y - path->start->y;
SpammyReport("d\n");
u16 direction = (u16)(atan2(deltaX, deltaY) / ((M_PI * 2) / 65536.0));
SpammyReport("e\n");
if (reverseThroughPath) {
SpammyReport("e2\n");
direction += 0x8000;
}
SpammyReport("f\n");
daWMPlayer_c *player = daWMPlayer_c::instance;
SpammyReport("g %p\n", player);
// Consider adding these as options
// wall_walk_l = 60,
// wall_walk_r = 61,
// hang_walk_l = 65,
// hang_walk_r = 66,
static const struct {
PlayerAnim anim;
float animParam1, animParam2;
s16 forceRotation;
float forceSpeed;
SFX repeatSound, initialSound;
const char *repeatEffect, *initialEffect;
} Animations[] = {
// Walking
{run,2.0f,10.0f, -1,-1.0f, SE_PLY_FOOTNOTE_DIRT,SE_NULL, 0,0},
{run,2.0f,10.0f, -1,-1.0f, SE_PLY_FOOTNOTE_CS_SAND,SE_NULL, "Wm_mr_foot_sand",0},
{run,2.0f,10.0f, -1,-1.0f, SE_PLY_FOOTNOTE_CS_SNOW,SE_NULL, "Wm_mr_foot_snow",0},
{run,2.0f,10.0f, -1,-1.0f, SE_PLY_FOOTNOTE_CS_WATER,SE_NULL, "Wm_mr_foot_water",0},
// Jumping
{jump,1.0f,1.0f, -1,2.5f, SE_NULL,SE_PLY_JUMP, 0,0},
{jump,1.0f,10.0f, -1,2.5f, SE_NULL,SE_PLY_JUMP, 0,0},
{jump,1.0f,10.0f, -1,2.5f, SE_NULL,SE_PLY_JUMP, 0,0},
{jump,1.0f,10.0f, -1,2.5f, SE_NULL,SE_PLY_JUMP, 0,"Wm_mr_waterwave_out"},
// Ladder up, left, right
{pea_plant,1.2f,10.0f, -0x7FFF,1.5f, SE_PLY_FOOTNOTE_CS_ROCK_CLIMB,SE_NULL, 0,0},
{tree_climb,1.2f,10.0f, -0x4000,1.5f, SE_PLY_FOOTNOTE_CS_ROCK_CLIMB,SE_NULL, 0,0},
{tree_climb,1.2f,10.0f, 0x4000,1.5f, SE_PLY_FOOTNOTE_CS_ROCK_CLIMB,SE_NULL, 0,0},
// Fall (default?)
{run,2.0f,10.0f, -1,-1.0f, SE_PLY_FOOTNOTE_DIRT,SE_NULL, 0,0},
// Swim
{swim_wait,1.2f,10.0f, -1,2.0f, SE_PLY_SWIM,SE_NULL, "Wm_mr_waterswim",0},
// Run
{b_dash2,3.0f,10.0f, -1,5.0f, SE_PLY_FOOTNOTE_DIRT,SE_NULL, 0,0},
// Pipe
{wait,2.0f,10.0f, -0x7FFF,1.0f, SE_NULL,SE_PLY_DOKAN_IN_OUT, 0,0},
// Door
{wait,2.0f,10.0f, -0x7FFF,0.2f, SE_NULL,SE_OBJ_DOOR_OPEN, 0,0},
// TJumped
{Tjumped,2.0f,0.0f, -1,-1.0f, SE_NULL,SE_NULL, 0,0},
// Enter cave, this is handled specially
{run,1.0f,10.0f, -1,1.0f, SE_NULL,SE_NULL, 0,0},
{run,1.0f,10.0f, -1,1.0f, SE_NULL,SE_NULL, 0,0},
// Invisible, this is handled specially
{wait,2.0f,10.0f, -1,1.0f, SE_NULL,SE_NULL, 0,0},
};
isJumping = (path->animation >= dKPPath_s::JUMP && path->animation <= dKPPath_s::JUMP_WATER);
if (path->animation == dKPPath_s::ENTER_CAVE_UP) {
scaleAnimProgress = 60;
// what direction does this path go in?
isScalingUp = (deltaY < 0) ^ reverseThroughPath;
if (!isScalingUp)
player->scale = (Vec){0.0f,0.0f,0.0f};
}
player->visible = (path->animation != dKPPath_s::INVISIBLE);
int id = (path->animation >= dKPPath_s::MAX_ANIM) ? 0 : (int)path->animation;
player->startAnimation(Animations[id].anim, Animations[id].animParam1, Animations[id].animParam2, 0.0f);
player->rot.y = (Animations[id].forceRotation != -1) ? Animations[id].forceRotation : direction;
moveSpeed = (Animations[id].forceSpeed >= 0.0f) ? Animations[id].forceSpeed : 3.0f;
if (Animations[id].repeatEffect) {
player->hasEffect = true;
player->effectName = Animations[id].repeatEffect;
} else {
player->hasEffect = false;
}
if (Animations[id].repeatSound != SE_NULL) {
player->hasSound = true;
player->soundName = Animations[id].repeatSound;
} else {
player->hasSound = false;
}
if (Animations[id].initialEffect)
SpawnEffect(Animations[id].initialEffect, 0, &player->pos, 0, &player->scale);
if (Animations[id].initialSound != SE_NULL)
MapSoundPlayer(SoundRelatedClass, Animations[id].initialSound, 1);
}
void dWMPathManager_c::moveThroughPath() {
dKPNode_s *from, *to;
from = reverseThroughPath ? currentPath->end : currentPath->start;
to = reverseThroughPath ? currentPath->start : currentPath->end;
daWMPlayer_c *player = daWMPlayer_c::instance;
if (scaleAnimProgress >= 0) {
float soFar = scaleAnimProgress * (1.6f / 60.0f);
float sc = isScalingUp ? soFar : (1.6f - soFar);
player->scale.x = player->scale.y = player->scale.z = sc;
scaleAnimProgress--;
return;
}
Vec move = (Vec){to->x - from->x, to->y - from->y, 0};
VECNormalize(&move, &move);
VECScale(&move, &move, moveSpeed);
if (isJumping) {
float ys = (float)from->y;
float ye = (float)to->y;
float midpoint = (from->y + to->y) / 2;
float top, len;
if (ys > ye) { len = ys - ye; top = ys - midpoint + 10.0; }
else { len = ye - ys; top = ye - midpoint + 10.0; }
if (len == 0.0) { len = 2.0; }
float a;
if (timer > 0.0) { a = -timer; }
else { a = timer; }
player->jumpOffset = -sin(a * 3.14 / len) * top;
timer -= move.y;
}
player->pos.x += move.x;
player->pos.y -= move.y;
// Check if we've reached the end yet
if (
((move.x > 0) ? (player->pos.x >= to->x) : (player->pos.x <= to->x)) &&
((move.y > 0) ? (-player->pos.y >= to->y) : (-player->pos.y <= to->y))
) {
currentNode = to;
player->pos.x = to->x;
player->pos.y = -to->y;
isJumping = false;
timer = 0.0;
SpammyReport("reached path end (%p)\n", to);
bool reallyStop = false;
if (to->type == dKPNode_s::LEVEL) {
// Always stop on levels
reallyStop = true;
} else if (to->type == dKPNode_s::CHANGE) {
// Never stop on entrances
reallyStop = false;
} else if (to->type == dKPNode_s::PASS_THROUGH) {
// If there's only one exit here, then stop even though
// it's a passthrough node
reallyStop = (to->getAvailableExitCount() == 1);
} else {
// Quick check: do we *actually* need to stop on this node?
// If it's a junction with more than two exits, but only two are open,
// take the opposite open one
if (to->getExitCount() > 2 && to->getAvailableExitCount() == 2)
reallyStop = false;
else
reallyStop = true;
}
if (to->type == dKPNode_s::CHANGE) {
// Go to another map
// should we continue moving?
if (to->getAvailableExitCount() == 1) {
OSReport("Stopping");
isMoving = false;
} else {
OSReport("Continuing");
startMovementTo(to->getOppositeAvailableExitTo(currentPath));
}
SaveBlock *save = GetSaveFile()->GetBlock(-1);
SpammyReport("node: %x, %s", to->destMap, to->destMap);
save->current_world = dScKoopatlas_c::instance->getIndexForMapName(to->destMap);
SpammyReport("Change to map ID %d (%s), entrance ID %d\n", save->current_world, to->destMap, to->foreignID);
DoSceneChange(WORLD_MAP, 0x10000000 | (to->foreignID << 20), 0);
} else if (reallyStop) {
// Stop here
player->startAnimation(0, 1.2, 10.0, 0.0);
player->hasEffect = false;
player->hasSound = false;
SpammyReport("stopping here\n");
isMoving = false;
SaveBlock *save = GetSaveFile()->GetBlock(-1);
save->current_path_node = pathLayer->findNodeID(to);
if (to->type == dKPNode_s::LEVEL) {
NWRWorld nWorld = NewerWorldForLevelID(to->levelNumber[0], to->levelNumber[1]);
if (nWorld != UNKNOWN_WORLD) {
save->currentNewerWorld = (u8)nWorld;
}
}
dWMHud_c::instance->showPointBar();
SpammyReport("Point bar shown\n");
} else {
startMovementTo(to->getOppositeAvailableExitTo(currentPath));
SpammyReport("passthrough node, continuing to next path\n");
}
}
}
void dWMPathManager_c::activatePoint() {
if (levelStartWait >= 0)
return;
if (currentNode->type == dKPNode_s::LEVEL) {
int w = currentNode->levelNumber[0] - 1;
int l = currentNode->levelNumber[1] - 1;
if (l == 40) {
dWMShop_c::instance->LoadShopForWorld(w);
dScKoopatlas_c::instance->state.setState(&dScKoopatlas_c::instance->StateID_ShopWait);
return;
}
if ((l >= 29) && (l <= 36)) {
SaveBlock *save = GetSaveFile()->GetBlock(-1);
u32 conds = save->GetLevelCondition(w, l);
SpammyReport("Toad House Flags: %x", conds);
if (conds & 0xFF0) {
MapSoundPlayer(SoundRelatedClass, SE_SYS_INVALID, 1);
return; }
}
MapSoundPlayer(SoundRelatedClass, SE_SYS_GAME_START, 1);
daWMPlayer_c::instance->startAnimation(170, 1.2, 10.0, 0.0);
daWMPlayer_c::instance->rot.y = 0;
isEnteringLevel = true;
levelStartWait = 40;
enteredLevel = dScKoopatlas_c::instance->levelInfo.search(w, l);
}
}
void dWMPathManager_c::unlockAllPaths(char type) {
// Unlocks ALL paths, regular and secret
if (type == 0) {
for (int i = 0; i < pathLayer->pathCount; i++) {
dKPPath_s *path = pathLayer->paths[i];
path->isAvailable = true;
SaveBlock *save = GetSaveFile()->GetBlock(-1);
for (int j = 0; j < 10; j++) {
for (int h = 0; h < 0x2A; h++) {
save->completions[j][h] = 0x30;
}
}
unlockPaths();
}
}
// Unlocks ALL paths, regular only
if (type == 1) {
for (int i = 0; i < pathLayer->pathCount; i++) {
dKPPath_s *path = pathLayer->paths[i];
path->isAvailable = true;
SaveBlock *save = GetSaveFile()->GetBlock(-1);
for (int j = 0; j < 10; j++) {
for (int h = 0; h < 0x2A; h++) {
save->completions[j][h] = 0x10;
}
}
unlockPaths();
}
}
// Unlocks current path, regular and secret
if (type == 2) {
if (currentNode->type == dKPNode_s::LEVEL) {
int w = currentNode->levelNumber[0] - 1;
int l = currentNode->levelNumber[1] - 1;
SaveBlock *save = GetSaveFile()->GetBlock(-1);
save->completions[w][l] = 0x30;
unlockPaths();
}
}
// Can't change node models - the price we pay for not using anims
// for (int i = 0; i < pathLayer->nodeCount; i++) {
// dKPNode_s *node = pathLayer->nodes[i];
// node->setupNodeExtra();
// }
}
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