#include "koopatlas/pathmanager.h" #include "koopatlas/core.h" #include "koopatlas/hud.h" #include "koopatlas/player.h" #include 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 || destNode->type == dKPNode_s::CHANGE) { 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) { UnlockCmdReport("[%p] Cmd %d: Evaluating condition\n", in, cmdID); // begin processing a block bool value = evaluateUnlockCondition(in, save, 0); UnlockCmdReport("[%p] Cmd %d: Condition evaluated, result: %d\n", in, cmdID, value); //UnlockCmdReport("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++); UnlockCmdReport("[%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; UnlockCmdReport("[%p] Cmd %d: Affected %d: PathID: %d\n", in, cmdID, i, pathID); dKPPath_s *path = pathLayer->paths[pathID]; UnlockCmdReport("[%p] Cmd %d: Affected %d: Path: %p\n", in, cmdID, i, path); path->isAvailable = value ? dKPPath_s::AVAILABLE : dKPPath_s::NOT_AVAILABLE; UnlockCmdReport("[%p] Cmd %d: Affected %d: IsAvailable written\n", in, cmdID, i); PathAvailabilityData[pathID] = value ? dKPPath_s::AVAILABLE : dKPPath_s::NOT_AVAILABLE; UnlockCmdReport("[%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); UnlockCmdReport("[%p] Cmd %d: Affected %d: Layer alpha applied\n", in, cmdID, i); } UnlockCmdReport("[%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) { UnlockCmdReport("[%p] CondStk:%d begin\n", in, stack); u8 controlByte = *(in++); u8 conditionType = (controlByte >> 6); UnlockCmdReport("[%p] CondStk:%d control byte: %d; condition type: %d\n", in, stack, controlByte, conditionType); if (conditionType == 0) { UnlockCmdReport("[%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++); UnlockCmdReport("[%p] CondStk:%d level, w:%d l:%d secret:%d\n", in, stack, worldNumber, levelNumber, isSecret); u32 conds = save->GetLevelCondition(worldNumber, levelNumber); UnlockCmdReport("[%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; UnlockCmdReport("[%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; } UnlockCmdReport("[%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) { static u16 xangles[] = {-0,0,0x1800,-0x1800}; daWMPlayer_c::instance->rot.x = xangles[pressedDir]; static u16 zangles[] = {-0x1800,0x1800,0,0}; daWMPlayer_c::instance->rot.z = zangles[pressedDir]; 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 [%d,%d to %d,%d]\n", path, path->start->x, path->start->y, path->end->x, path->end->y); if (!path->isAvailable) { return; } if (currentNode && dWMHud_c::instance) dWMHud_c::instance->leftNode(); calledEnteredNode = false; 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, 0,1.0f, 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); float playerScale = 1.6f; if (path->animation == dKPPath_s::ENTER_CAVE_UP) { scaleAnimProgress = 60; // what direction does this path go in? isScalingUp = (deltaY < 0) ^ reverseThroughPath; if (!isScalingUp) playerScale = 0.0f; } player->visible = (path->animation != dKPPath_s::INVISIBLE); player->scale.x = player->scale.y = player->scale.z = playerScale; 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; OSReport("Rot.y = %08x", player->rot.y); player->rot.x = (player->rot.y < 0) ? -((player->rot.y + 0x4000) * 0x1800 / 0x8000 * 2) : (player->rot.y - 0x4000) * 0x1800 / 0x8000 * 2; player->rot.z = (player->rot.y < 0) ? -((player->rot.y + 0x8000) * 0x1800 / 0x8000 * 2) : (player->rot.y ) * 0x1800 / 0x8000 * 2; 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--; } 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; // what distance is left? if (to->type == dKPNode_s::LEVEL && !calledEnteredNode) { Vec toEndVec = {to->x - player->pos.x, to->y + player->pos.y, 0.0f}; float distToEnd = VECMag(&toEndVec); //OSReport("Distance: %f; To:%d,%d; Player:%f,%f; Diff:%f,%f\n", distToEnd, to->x, to->y, player->pos.x, player->pos.y, toEndVec.x, toEndVec.y); if (distToEnd < 64.0f && dWMHud_c::instance) { calledEnteredNode = true; dWMHud_c::instance->enteredNode(to); } } // 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))) || (from->x == to->x && from->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) with type %d\n", to, to->type); bool reallyStop = false; if (to->type == dKPNode_s::LEVEL) { // Always stop on levels reallyStop = true; } else if (to->type == dKPNode_s::CHANGE || to->type == dKPNode_s::WORLD_CHANGE) { // Never stop on entrances or on world changes 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::WORLD_CHANGE) { // Set the current world info SaveBlock *save = GetSaveFile()->GetBlock(-1); OSReport("Activating world change %d\n", to->worldID); const dKPWorldDef_s *world = dScKoopatlas_c::instance->mapData.findWorldDef(to->worldID); if (world) { if (strncmp(save->newerWorldName, world->name, 36) == 0) { OSReport("Already here\n"); } else { OSReport("Found!\n"); strncpy(save->newerWorldName, world->name, 36); save->newerWorldName[35] = 0; save->currentMapMusic = world->trackID; for (int i = 0; i < 2; i++) { save->fsTextColours[i] = world->fsTextColours[i]; save->fsHintColours[i] = world->fsHintColours[i]; save->hudTextColours[i] = world->hudTextColours[i]; } save->hudHintH = world->hudHintH; save->hudHintS = world->hudHintS; save->hudHintL = world->hudHintL; if (dWMHud_c::instance) dWMHud_c::instance->hideAndShowFooter(); } } else { OSReport("Not found!\n"); } } 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); ActivateWipe(to->transition); 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 (!calledEnteredNode && dWMHud_c::instance) dWMHud_c::instance->enteredNode(); } 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 == 98) { 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; daWMPlayer_c::instance->rot.x = -0x1800; daWMPlayer_c::instance->rot.z = 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(); // } }