Vanilla Behavior Overhaul
Co-authored-by: jordanpg <jordanpg@users.noreply.github.com>
This commit is contained in:
@@ -32,6 +32,7 @@
|
||||
#include "scenes/misc/hakaana_ouke/hakaana_ouke_scene.h"
|
||||
|
||||
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
|
||||
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
|
||||
|
||||
u16 D_8011E1C0 = 0;
|
||||
u16 D_8011E1C4 = 0;
|
||||
@@ -485,6 +486,7 @@ void func_80065134(PlayState* play, CutsceneContext* csCtx, CsCmdDayTime* cmd) {
|
||||
|
||||
gSaveContext.dayTime = temp1 + temp2;
|
||||
gSaveContext.skyboxTime = temp1 + temp2;
|
||||
LUSLOG_INFO("SET TIME %d", gSaveContext.dayTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -493,11 +495,16 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 temp = 0;
|
||||
|
||||
// Automatically skip certain cutscenes when in rando
|
||||
// cmd->base == 8: Traveling back/forward in time cutscene
|
||||
// cmd->base == 24: Dropping a fish for Jabu Jabu
|
||||
// cmd->base == 33: Zelda escaping with impa cutscene
|
||||
bool randoCsSkip = (IS_RANDO && (cmd->base == 8 || cmd->base == 24 || cmd->base == 33));
|
||||
bool shouldSkipCommand = false;
|
||||
|
||||
if (cmd->base == 8 && !GameInteractor_Should(GI_VB_PLAY_PULL_MASTER_SWORD_CS, true, NULL)) {
|
||||
shouldSkipCommand = true;
|
||||
}
|
||||
|
||||
if (cmd->base == 24 && !GameInteractor_Should(GI_VB_PLAY_DROP_FISH_FOR_JABU_CS, true, NULL)) {
|
||||
shouldSkipCommand = true;
|
||||
}
|
||||
|
||||
bool debugCsSkip = (CHECK_BTN_ALL(play->state.input[0].press.button, BTN_START) &&
|
||||
(gSaveContext.fileNum != 0xFEDC) && CVarGetInteger("gDebugEnabled", 0));
|
||||
|
||||
@@ -558,7 +565,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
}
|
||||
}
|
||||
|
||||
if (playCutscene || (temp != 0) || ((csCtx->frames > 20) && (randoCsSkip || debugCsSkip))) {
|
||||
if (playCutscene || (temp != 0) || ((csCtx->frames > 20) && (shouldSkipCommand || debugCsSkip))) {
|
||||
|
||||
csCtx->state = CS_STATE_UNSKIPPABLE_EXEC;
|
||||
Audio_SetCutsceneFlag(0);
|
||||
@@ -624,7 +631,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
gSaveContext.fw.set = 0;
|
||||
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0;
|
||||
}
|
||||
if (!Flags_GetEventChkInf(EVENTCHKINF_PULLED_MASTER_SWORD_FROM_PEDESTAL)) {
|
||||
if (GameInteractor_Should(GI_VB_PLAY_PULL_MASTER_SWORD_CS, !Flags_GetEventChkInf(EVENTCHKINF_PULLED_MASTER_SWORD_FROM_PEDESTAL), NULL)) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_PULLED_MASTER_SWORD_FROM_PEDESTAL);
|
||||
play->nextEntranceIndex = ENTR_CUTSCENE_MAP_0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
@@ -716,7 +723,9 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
break;
|
||||
case 22:
|
||||
Item_Give(play, ITEM_SONG_REQUIEM);
|
||||
if (GameInteractor_Should(GI_VB_GIVE_ITEM_REQUIEM_OF_SPIRIT, true, NULL)) {
|
||||
Item_Give(play, ITEM_SONG_REQUIEM);
|
||||
}
|
||||
play->nextEntranceIndex = ENTR_DESERT_COLOSSUS_0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
@@ -768,7 +777,9 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_FADE_WHITE;
|
||||
Item_Give(play, ITEM_MEDALLION_FIRE);
|
||||
if (GameInteractor_Should(GI_VB_GIVE_ITEM_FIRE_MEDALLION, true, NULL)) {
|
||||
Item_Give(play, ITEM_MEDALLION_FIRE);
|
||||
}
|
||||
gSaveContext.chamberCutsceneNum = 1;
|
||||
break;
|
||||
case 31:
|
||||
@@ -848,7 +859,9 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
|
||||
break;
|
||||
case 47:
|
||||
Item_Give(play, ITEM_SONG_NOCTURNE);
|
||||
if (GameInteractor_Should(GI_VB_GIVE_ITEM_NOCTURNE_OF_SHADOW, true, NULL)) {
|
||||
Item_Give(play, ITEM_SONG_NOCTURNE);
|
||||
}
|
||||
Flags_SetEventChkInf(EVENTCHKINF_LEARNED_NOCTURNE_OF_SHADOW);
|
||||
play->nextEntranceIndex = ENTR_KAKARIKO_VILLAGE_0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
@@ -1292,7 +1305,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
|
||||
break;
|
||||
}
|
||||
|
||||
if (randoCsSkip) {
|
||||
if (shouldSkipCommand && IS_RANDO) {
|
||||
Entrance_OverrideCutsceneEntrance(cmd->base);
|
||||
}
|
||||
}
|
||||
@@ -1561,7 +1574,49 @@ void Cutscene_Command_Textbox(PlayState* play, CutsceneContext* csCtx, CsCmdText
|
||||
} else if ((cmd->type == 4) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
|
||||
Message_StartTextbox(play, cmd->textId1, NULL);
|
||||
} else {
|
||||
GetItemEntry getItemEntry = GET_ITEM_NONE;
|
||||
if (IS_RANDO) {
|
||||
switch (cmd->base) {
|
||||
case 0x80:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_QUEEN_GOHMA, RG_KOKIRI_EMERALD);
|
||||
break;
|
||||
case 0x81:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KING_DODONGO, RG_GORON_RUBY);
|
||||
break;
|
||||
case 0x82:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_BARINADE, RG_ZORA_SAPPHIRE);
|
||||
break;
|
||||
case 0x3E:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_PHANTOM_GANON, RG_FOREST_MEDALLION);
|
||||
break;
|
||||
case 0x3C:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_VOLVAGIA, RG_FIRE_MEDALLION);
|
||||
break;
|
||||
case 0x3D:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_MORPHA, RG_WATER_MEDALLION);
|
||||
break;
|
||||
case 0x3F:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_TWINROVA, RG_SPIRIT_MEDALLION);
|
||||
break;
|
||||
case 0x41:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_BONGO_BONGO, RG_SHADOW_MEDALLION);
|
||||
break;
|
||||
case 0x40:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_GIFT_FROM_SAGES, RG_LIGHT_MEDALLION);
|
||||
break;
|
||||
case 0x72:
|
||||
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_TOT_LIGHT_ARROWS_CUTSCENE, RG_LIGHT_ARROWS);
|
||||
break;
|
||||
}
|
||||
if (getItemEntry.getItemId != GI_NONE) {
|
||||
// cmd->base = getItemEntry.textId;
|
||||
// GET_PLAYER(play)->getItemEntry = getItemEntry;
|
||||
}
|
||||
}
|
||||
Message_StartTextbox(play, cmd->base, NULL);
|
||||
if (IS_RANDO && getItemEntry.getItemId != GI_NONE) {
|
||||
// GET_PLAYER(play)->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -1584,12 +1639,14 @@ void Cutscene_Command_Textbox(PlayState* play, CutsceneContext* csCtx, CsCmdText
|
||||
if ((dialogState == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
|
||||
if (play->msgCtx.choiceIndex == 0) {
|
||||
if (cmd->textId1 != 0xFFFF) {
|
||||
// LUSLOG_INFO("Cutscene_Command_Textbox D: base:0x%x textId1:0x%x textId2:0x%x", cmd->base, cmd->textId1, cmd->textId2);
|
||||
Message_ContinueTextbox(play, cmd->textId1);
|
||||
} else {
|
||||
csCtx->frames++;
|
||||
}
|
||||
} else {
|
||||
if (cmd->textId2 != 0xFFFF) {
|
||||
// LUSLOG_INFO("Cutscene_Command_Textbox E: base:0x%x textId1:0x%x textId2:0x%x", cmd->base, cmd->textId1, cmd->textId2);
|
||||
Message_ContinueTextbox(play, cmd->textId2);
|
||||
} else {
|
||||
csCtx->frames++;
|
||||
@@ -1599,6 +1656,7 @@ void Cutscene_Command_Textbox(PlayState* play, CutsceneContext* csCtx, CsCmdText
|
||||
|
||||
if (dialogState == TEXT_STATE_9) {
|
||||
if (cmd->textId1 != 0xFFFF) {
|
||||
// LUSLOG_INFO("Cutscene_Command_Textbox F: base:0x%x textId1:0x%x textId2:0x%x", cmd->base, cmd->textId1, cmd->textId2);
|
||||
Message_ContinueTextbox(play, cmd->textId1);
|
||||
} else {
|
||||
csCtx->frames++;
|
||||
@@ -2113,34 +2171,23 @@ void Cutscene_HandleEntranceTriggers(PlayState* play) {
|
||||
u8 requiredAge;
|
||||
s16 i;
|
||||
|
||||
if (IS_RANDO &&
|
||||
// don't skip epona escape cutscenes
|
||||
gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_11 &&
|
||||
gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_12 &&
|
||||
gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_13 &&
|
||||
gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_15 &&
|
||||
// don't skip nabooru iron knuckle cs
|
||||
gSaveContext.entranceIndex != ENTR_SPIRIT_TEMPLE_BOSS_0) {
|
||||
gSaveContext.showTitleCard = false;
|
||||
return;
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(sEntranceCutsceneTable); i++) {
|
||||
entranceCutscene = &sEntranceCutsceneTable[i];
|
||||
|
||||
requiredAge = entranceCutscene->ageRestriction;
|
||||
if (requiredAge == 2) {
|
||||
requiredAge = gSaveContext.linkAge;
|
||||
}
|
||||
|
||||
if ((gSaveContext.entranceIndex == entranceCutscene->entrance) &&
|
||||
(!Flags_GetEventChkInf(entranceCutscene->flag) || (entranceCutscene->flag == 0x18)) &&
|
||||
(!Flags_GetEventChkInf(entranceCutscene->flag) || (entranceCutscene->flag == EVENTCHKINF_EPONA_OBTAINED)) &&
|
||||
(gSaveContext.cutsceneIndex < 0xFFF0) && ((u8)gSaveContext.linkAge == requiredAge) &&
|
||||
(gSaveContext.respawnFlag <= 0)) {
|
||||
Flags_SetEventChkInf(entranceCutscene->flag);
|
||||
Cutscene_SetSegment(play, entranceCutscene->segAddr);
|
||||
gSaveContext.cutsceneTrigger = 2;
|
||||
gSaveContext.showTitleCard = false;
|
||||
if (GameInteractor_Should(GI_VB_PLAY_ENTRANCE_CS, true, &entranceCutscene->flag)) {
|
||||
Cutscene_SetSegment(play, entranceCutscene->segAddr);
|
||||
gSaveContext.cutsceneTrigger = 2;
|
||||
gSaveContext.showTitleCard = false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -2148,48 +2195,48 @@ void Cutscene_HandleEntranceTriggers(PlayState* play) {
|
||||
|
||||
void Cutscene_HandleConditionalTriggers(PlayState* play) {
|
||||
osSyncPrintf("\ngame_info.mode=[%d] restart_flag", ((void)0, gSaveContext.respawnFlag));
|
||||
LUSLOG_INFO("Cutscene_HandleConditionalTriggers - entranceIndex: %#x cutsceneIndex: %#x", gSaveContext.entranceIndex, gSaveContext.cutsceneIndex);
|
||||
|
||||
if (!GameInteractor_Should(GI_VB_PLAY_TRANSITION_CS, true, NULL)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ((gSaveContext.gameMode == 0) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
|
||||
const bool bShouldTowerRandoSkip =
|
||||
(IS_RANDO && Randomizer_GetSettingValue(RSK_SKIP_TOWER_ESCAPE));
|
||||
if ((gSaveContext.entranceIndex == ENTR_DESERT_COLOSSUS_1) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT)) {
|
||||
if (!IS_RANDO) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT);
|
||||
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
}
|
||||
} else if ((gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_0) && LINK_IS_ADULT && (Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP)) &&
|
||||
(Flags_GetEventChkInf(EVENTCHKINF_USED_FIRE_TEMPLE_BLUE_WARP)) && (Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) &&
|
||||
!Flags_GetEventChkInf(EVENTCHKINF_BONGO_BONGO_ESCAPED_FROM_WELL)) {
|
||||
if (!IS_RANDO) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_BONGO_BONGO_ESCAPED_FROM_WELL);
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
}
|
||||
Flags_SetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT);
|
||||
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
} else if (GameInteractor_Should(GI_VB_BE_ELIGIBLE_FOR_NOCTURNE_OF_SHADOW, (
|
||||
(gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_0) &&
|
||||
LINK_IS_ADULT &&
|
||||
Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP) &&
|
||||
Flags_GetEventChkInf(EVENTCHKINF_USED_FIRE_TEMPLE_BLUE_WARP) &&
|
||||
Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP) &&
|
||||
!Flags_GetEventChkInf(EVENTCHKINF_BONGO_BONGO_ESCAPED_FROM_WELL)
|
||||
), NULL)) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_BONGO_BONGO_ESCAPED_FROM_WELL);
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
} else if ((gSaveContext.entranceIndex == ENTR_LOST_WOODS_9) && !Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE)) {
|
||||
if (!IS_RANDO) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE);
|
||||
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE);
|
||||
if (GameInteractor_Should(GI_VB_GIVE_ITEM_FAIRY_OCARINA, true, NULL)) {
|
||||
Item_Give(play, ITEM_OCARINA_FAIRY);
|
||||
gSaveContext.entranceIndex = ENTR_LOST_WOODS_0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
}
|
||||
} else if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
|
||||
LINK_IS_ADULT && !Flags_GetEventChkInf(EVENTCHKINF_RETURNED_TO_TEMPLE_OF_TIME_WITH_ALL_MEDALLIONS) &&
|
||||
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TEMPLE_OF_TIME)) {
|
||||
if (!IS_RANDO) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_RETURNED_TO_TEMPLE_OF_TIME_WITH_ALL_MEDALLIONS);
|
||||
gSaveContext.entranceIndex = ENTR_TEMPLE_OF_TIME_0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF8;
|
||||
}
|
||||
} else if ((!Flags_GetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO) &&
|
||||
gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_BOSS) ||
|
||||
(bShouldTowerRandoSkip &&
|
||||
gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR)) {
|
||||
gSaveContext.entranceIndex = ENTR_LOST_WOODS_0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
} else if (GameInteractor_Should(GI_VB_BE_ELIGIBLE_FOR_LIGHT_ARROWS, (
|
||||
CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) &&
|
||||
CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
|
||||
LINK_IS_ADULT &&
|
||||
!Flags_GetEventChkInf(EVENTCHKINF_RETURNED_TO_TEMPLE_OF_TIME_WITH_ALL_MEDALLIONS) &&
|
||||
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TEMPLE_OF_TIME)
|
||||
), NULL)) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_RETURNED_TO_TEMPLE_OF_TIME_WITH_ALL_MEDALLIONS);
|
||||
gSaveContext.entranceIndex = ENTR_TEMPLE_OF_TIME_0;
|
||||
gSaveContext.cutsceneIndex = 0xFFF8;
|
||||
} else if (!Flags_GetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO) &&
|
||||
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_GANON_BOSS)) {
|
||||
Flags_SetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO);
|
||||
gSaveContext.entranceIndex = ENTR_GANON_BOSS_0;
|
||||
// In rando, skip the cutscene for the tower falling down after the escape.
|
||||
if (IS_RANDO) {
|
||||
return;
|
||||
}
|
||||
gSaveContext.cutsceneIndex = 0xFFF0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
|
||||
#include "textures/icon_item_static/icon_item_static.h"
|
||||
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
|
||||
|
||||
#define FLAGS 0
|
||||
|
||||
@@ -349,6 +350,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
||||
s32 getItemId = GI_NONE;
|
||||
this->randoGiEntry = (GetItemEntry)GET_ITEM_NONE;
|
||||
this->randoCheck = (RandomizerCheck)RC_UNKNOWN_CHECK;
|
||||
this->itemEntry = (GetItemEntry)GET_ITEM_NONE;
|
||||
s16 spawnParam8000 = this->actor.params & 0x8000;
|
||||
s32 pad1;
|
||||
|
||||
@@ -358,7 +360,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
||||
|
||||
this->actor.params &= 0xFF;
|
||||
|
||||
if (Flags_GetCollectible(play, this->collectibleFlag)) {
|
||||
if (GameInteractor_Should(GI_VB_ITEM00_DESPAWN, Flags_GetCollectible(play, this->collectibleFlag), this)) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
@@ -381,12 +383,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
||||
this->unk_158 = 0;
|
||||
Actor_SetScale(&this->actor, 0.03f);
|
||||
this->scale = 0.03f;
|
||||
// Offset keys in randomizer slightly higher for their GID replacement
|
||||
if (!IS_RANDO) {
|
||||
yOffset = 350.0f;
|
||||
} else {
|
||||
yOffset = 430.0f;
|
||||
}
|
||||
yOffset = 350.0f;
|
||||
break;
|
||||
case ITEM00_HEART_PIECE:
|
||||
this->unk_158 = 0;
|
||||
@@ -479,6 +476,14 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
||||
Actor_SetScale(&this->actor, 0.03f);
|
||||
this->scale = 0.03f;
|
||||
break;
|
||||
case ITEM00_SOH_GIVE_ITEM_ENTRY:
|
||||
case ITEM00_SOH_GIVE_ITEM_ENTRY_GI:
|
||||
case ITEM00_SOH_DUMMY:
|
||||
this->unk_158 = 0;
|
||||
Actor_SetScale(&this->actor, 0.03f);
|
||||
this->scale = 0.03f;
|
||||
yOffset = 430.0f;
|
||||
break;
|
||||
}
|
||||
|
||||
this->unk_156 = 0;
|
||||
@@ -507,6 +512,10 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
||||
this->actor.velocity.y = 0.0f;
|
||||
this->actor.gravity = 0.0f;
|
||||
|
||||
if (!GameInteractor_Should(GI_VB_GIVE_ITEM_FROM_ITEM_00, true, this)) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (this->actor.params) {
|
||||
case ITEM00_RUPEE_GREEN:
|
||||
Item_Give(play, ITEM_RUPEE_GREEN);
|
||||
@@ -576,16 +585,8 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (!Actor_HasParent(&this->actor, play)) {
|
||||
if (getItemId != GI_NONE) {
|
||||
if (!IS_RANDO || this->randoGiEntry.getItemId == GI_NONE) {
|
||||
func_8002F554(&this->actor, play, getItemId);
|
||||
} else {
|
||||
if (GiveItemEntryFromActorWithFixedRange(&this->actor, play, this->randoGiEntry) && this->randoInf != RAND_INF_MAX) {
|
||||
Flags_SetRandomizerInf(this->randoInf);
|
||||
}
|
||||
}
|
||||
}
|
||||
if ((getItemId != GI_NONE) && !Actor_HasParent(&this->actor, play)) {
|
||||
func_8002F554(&this->actor, play, getItemId);
|
||||
}
|
||||
|
||||
EnItem00_SetupAction(this, func_8001E5C8);
|
||||
@@ -603,8 +604,7 @@ void func_8001DFC8(EnItem00* this, PlayState* play) {
|
||||
(this->actor.params == ITEM00_HEART_PIECE)) {
|
||||
this->actor.shape.rot.y += 960;
|
||||
} else {
|
||||
if ((this->actor.params >= ITEM00_SHIELD_DEKU) && (this->actor.params != ITEM00_BOMBS_SPECIAL) &&
|
||||
(this->actor.params != ITEM00_BOMBCHU)) {
|
||||
if ((this->actor.params >= ITEM00_SHIELD_DEKU) && (this->actor.params < ITEM00_BOMBS_SPECIAL)) {
|
||||
if (this->unk_15A == -1) {
|
||||
if (Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x - 0x4000, 2, 3000, 1500) ==
|
||||
0) {
|
||||
@@ -697,8 +697,7 @@ void func_8001E304(EnItem00* this, PlayState* play) {
|
||||
|
||||
if (this->actor.params <= ITEM00_RUPEE_RED) {
|
||||
this->actor.shape.rot.y += 960;
|
||||
} else if ((this->actor.params >= ITEM00_SHIELD_DEKU) && (this->actor.params != ITEM00_BOMBS_SPECIAL) &&
|
||||
(this->actor.params != ITEM00_BOMBCHU)) {
|
||||
} else if ((this->actor.params >= ITEM00_SHIELD_DEKU) && (this->actor.params < ITEM00_BOMBS_SPECIAL)) {
|
||||
this->actor.world.rot.x -= 700;
|
||||
this->actor.shape.rot.y += 400;
|
||||
this->actor.shape.rot.x = this->actor.world.rot.x - 0x4000;
|
||||
@@ -733,13 +732,7 @@ void func_8001E5C8(EnItem00* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
if (this->getItemId != GI_NONE) {
|
||||
if (!Actor_HasParent(&this->actor, play)) {
|
||||
if (!IS_RANDO) {
|
||||
func_8002F434(&this->actor, play, this->getItemId, 50.0f, 80.0f);
|
||||
} else {
|
||||
if (GiveItemEntryFromActor(&this->actor, play, this->randoGiEntry, 50.0f, 80.0f) && this->randoInf != RAND_INF_MAX) {
|
||||
Flags_SetRandomizerInf(this->randoInf);
|
||||
}
|
||||
}
|
||||
func_8002F434(&this->actor, play, this->getItemId, 50.0f, 80.0f);
|
||||
this->unk_15A++;
|
||||
} else {
|
||||
this->getItemId = GI_NONE;
|
||||
@@ -781,13 +774,15 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
|
||||
// Rotate some drops when 3D drops are on, otherwise reset rotation back to 0 for billboard effect
|
||||
if ((this->actor.params == ITEM00_HEART && this->unk_15A >= 0) ||
|
||||
if (
|
||||
(this->actor.params == ITEM00_HEART && this->unk_15A >= 0) ||
|
||||
(this->actor.params >= ITEM00_ARROWS_SMALL && this->actor.params <= ITEM00_SMALL_KEY) ||
|
||||
this->actor.params == ITEM00_BOMBS_A || this->actor.params == ITEM00_ARROWS_SINGLE ||
|
||||
this->actor.params == ITEM00_BOMBS_SPECIAL || this->actor.params == ITEM00_BOMBCHU) {
|
||||
if (CVarGetInteger("gNewDrops", 0) ||
|
||||
// Keys in randomizer need to always rotate for their GID replacement
|
||||
(IS_RANDO && this->actor.params == ITEM00_SMALL_KEY)) {
|
||||
this->actor.params == ITEM00_BOMBS_A ||
|
||||
this->actor.params == ITEM00_ARROWS_SINGLE ||
|
||||
this->actor.params == ITEM00_BOMBS_SPECIAL ||
|
||||
(this->actor.params >= ITEM00_BOMBCHU && this->actor.params <= ITEM00_SOH_GIVE_ITEM_ENTRY_GI)
|
||||
) {
|
||||
if (CVarGetInteger("gNewDrops", 0) || (this->actor.params >= ITEM00_SOH_DUMMY && this->actor.params <= ITEM00_SOH_GIVE_ITEM_ENTRY_GI)) {
|
||||
this->actor.shape.rot.y += 960;
|
||||
} else {
|
||||
this->actor.shape.rot.y = 0;
|
||||
@@ -871,6 +866,10 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!GameInteractor_Should(GI_VB_GIVE_ITEM_FROM_ITEM_00, true, this)) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (this->actor.params) {
|
||||
case ITEM00_RUPEE_GREEN:
|
||||
Item_Give(play, ITEM_RUPEE_GREEN);
|
||||
@@ -955,14 +954,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
|
||||
params = &this->actor.params;
|
||||
|
||||
if ((getItemId != GI_NONE) && !Actor_HasParent(&this->actor, play)) {
|
||||
if (!IS_RANDO || this->randoGiEntry.getItemId == GI_NONE) {
|
||||
func_8002F554(&this->actor, play, getItemId);
|
||||
} else {
|
||||
getItemId = this->randoGiEntry.getItemId;
|
||||
if (GiveItemEntryFromActorWithFixedRange(&this->actor, play, this->randoGiEntry) && this->randoInf != RAND_INF_MAX) {
|
||||
Flags_SetRandomizerInf(this->randoInf);
|
||||
}
|
||||
}
|
||||
func_8002F554(&this->actor, play, getItemId);
|
||||
}
|
||||
|
||||
switch (*params) {
|
||||
@@ -1052,7 +1044,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
break;
|
||||
case ITEM00_HEART_PIECE:
|
||||
if (CVarGetInteger("gNewDrops", 0) && !IS_RANDO) {
|
||||
if (CVarGetInteger("gNewDrops", 0)) {
|
||||
mtxScale = 21.0f;
|
||||
Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
|
||||
GetItem_Draw(play, GID_HEART_PIECE);
|
||||
@@ -1162,7 +1154,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
|
||||
break;
|
||||
}
|
||||
case ITEM00_SMALL_KEY:
|
||||
if (CVarGetInteger("gNewDrops", 0) && !IS_RANDO) {
|
||||
if (CVarGetInteger("gNewDrops", 0)) {
|
||||
mtxScale = 8.0f;
|
||||
Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
|
||||
GetItem_Draw(play, GID_KEY_SMALL);
|
||||
@@ -1368,17 +1360,7 @@ static const Vtx customDropVtx[] = {
|
||||
* Draw Function used for most collectible types of En_Item00 (ammo, bombs, sticks, nuts, magic...).
|
||||
*/
|
||||
void EnItem00_DrawCollectible(EnItem00* this, PlayState* play) {
|
||||
if (IS_RANDO && (this->getItemId != GI_NONE || this->actor.params == ITEM00_SMALL_KEY)) {
|
||||
if (this->randoCheck != RC_UNKNOWN_CHECK) {
|
||||
this->randoGiEntry = Randomizer_GetItemFromKnownCheck(this->randoCheck, GI_NONE);
|
||||
this->randoGiEntry.getItemFrom = ITEM_FROM_FREESTANDING;
|
||||
}
|
||||
|
||||
f32 mtxScale = 10.67f;
|
||||
Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
|
||||
EnItem00_CustomItemsParticles(&this->actor, play, this->randoGiEntry);
|
||||
GetItemEntry_Draw(play, this->randoGiEntry);
|
||||
} else if (this->actor.params == ITEM00_BOMBCHU) {
|
||||
if (this->actor.params == ITEM00_BOMBCHU) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
@@ -1458,29 +1440,17 @@ void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play) {
|
||||
* Draw Function used for the Piece of Heart type of En_Item00.
|
||||
*/
|
||||
void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play) {
|
||||
if (IS_RANDO) {
|
||||
if (this->randoCheck != RC_UNKNOWN_CHECK) {
|
||||
this->randoGiEntry = Randomizer_GetItemFromKnownCheck(this->randoCheck, GI_NONE);
|
||||
this->randoGiEntry.getItemFrom = ITEM_FROM_FREESTANDING;
|
||||
}
|
||||
s32 pad;
|
||||
|
||||
f32 mtxScale = 16.0f;
|
||||
Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
|
||||
EnItem00_CustomItemsParticles(&this->actor, play, this->randoGiEntry);
|
||||
GetItemEntry_Draw(play, this->randoGiEntry);
|
||||
} else {
|
||||
s32 pad;
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
func_8002ED80(&this->actor, play, 0);
|
||||
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
||||
G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gHeartPieceInteriorDL);
|
||||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
func_8002ED80(&this->actor, play, 0);
|
||||
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
||||
G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gHeartPieceInteriorDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -2603,8 +2603,23 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
|
||||
msgCtx->lastPlayedSong = msgCtx->ocarinaStaff->state;
|
||||
msgCtx->msgMode = MSGMODE_SONG_PLAYBACK_SUCCESS;
|
||||
|
||||
if (!IS_RANDO) {
|
||||
Item_Give(play, ITEM_SONG_MINUET + gOcarinaSongItemMap[msgCtx->ocarinaStaff->state]);
|
||||
u8 songItemId = ITEM_SONG_MINUET + gOcarinaSongItemMap[msgCtx->ocarinaStaff->state];
|
||||
|
||||
if (
|
||||
(songItemId == ITEM_SONG_MINUET && GameInteractor_Should(GI_VB_GIVE_ITEM_MINUET_OF_FOREST, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_BOLERO && GameInteractor_Should(GI_VB_GIVE_ITEM_BOLERO_OF_FIRE, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_SERENADE && GameInteractor_Should(GI_VB_GIVE_ITEM_SERENADE_OF_WATER, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_REQUIEM && GameInteractor_Should(GI_VB_GIVE_ITEM_REQUIEM_OF_SPIRIT, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_NOCTURNE && GameInteractor_Should(GI_VB_GIVE_ITEM_NOCTURNE_OF_SHADOW, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_PRELUDE && GameInteractor_Should(GI_VB_GIVE_ITEM_PRELUDE_OF_LIGHT, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_LULLABY && GameInteractor_Should(GI_VB_GIVE_ITEM_ZELDAS_LULLABY, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_EPONA && GameInteractor_Should(GI_VB_GIVE_ITEM_EPONAS_SONG, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_SARIA && GameInteractor_Should(GI_VB_GIVE_ITEM_SARIAS_SONG, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_SUN && GameInteractor_Should(GI_VB_GIVE_ITEM_SUNS_SONG, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_TIME && GameInteractor_Should(GI_VB_GIVE_ITEM_SONG_OF_TIME, true, NULL)) ||
|
||||
(songItemId == ITEM_SONG_STORMS && GameInteractor_Should(GI_VB_GIVE_ITEM_SONG_OF_STORMS, true, NULL))
|
||||
) {
|
||||
Item_Give(play, songItemId);
|
||||
}
|
||||
|
||||
osSyncPrintf(VT_FGCOL(YELLOW));
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "global.h"
|
||||
#include "vt.h"
|
||||
#include "overlays/actors/ovl_En_Sw/z_en_sw.h"
|
||||
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
|
||||
|
||||
static s16 sDisableAttention = false;
|
||||
static s16 sUnused = -1;
|
||||
@@ -810,12 +811,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
|
||||
break;
|
||||
case 4100:
|
||||
csInfo->keyFrames = D_801225D4;
|
||||
// RANDO: Waterfall opening cutscene skips to the end of the cutscene data earlier by doing this
|
||||
if (!(IS_RANDO)) {
|
||||
csInfo->keyFrameCnt = 5;
|
||||
} else {
|
||||
csInfo->keyFrameCnt = 2;
|
||||
}
|
||||
csInfo->keyFrameCnt = ARRAY_COUNT(D_801225D4);
|
||||
|
||||
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = 0x3FFC;
|
||||
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
|
||||
@@ -1176,6 +1172,16 @@ s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s1
|
||||
s16 csCamIdx;
|
||||
Camera* csCam;
|
||||
|
||||
if (actor != NULL && actor->id != ACTOR_PLAYER) {
|
||||
if (!GameInteractor_Should(GI_VB_PLAY_ONEPOINT_ACTOR_CS, true, actor)) {
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if (!GameInteractor_Should(GI_VB_PLAY_ONEPOINT_CS, true, &csId)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (parentCamIdx == SUBCAM_ACTIVE) {
|
||||
parentCamIdx = play->activeCamera;
|
||||
}
|
||||
|
||||
@@ -2128,7 +2128,9 @@ u8 Item_Give(PlayState* play, u8 item) {
|
||||
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
|
||||
}
|
||||
}
|
||||
item = ITEM_STICK;
|
||||
// [SOH] This results in the same behavior as the original code, but also allows us to get an accurate ReceivedItemEntry hook
|
||||
INV_CONTENT(ITEM_STICK) = ITEM_STICK;
|
||||
return Return_Item(item, MOD_NONE, returnItem);
|
||||
} else if (item == ITEM_NUT) {
|
||||
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
||||
Inventory_ChangeUpgrade(UPG_NUTS, 1);
|
||||
@@ -2152,7 +2154,9 @@ u8 Item_Give(PlayState* play, u8 item) {
|
||||
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
|
||||
}
|
||||
}
|
||||
item = ITEM_NUT;
|
||||
// [SOH] This results in the same behavior as the original code, but also allows us to get an accurate ReceivedItemEntry hook
|
||||
INV_CONTENT(ITEM_NUT) = ITEM_NUT;
|
||||
return Return_Item(item, MOD_NONE, returnItem);
|
||||
} else if (item == ITEM_BOMB) {
|
||||
// "Bomb Bomb Bomb Bomb Bomb Bomb Bomb"
|
||||
osSyncPrintf(" 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 \n");
|
||||
|
||||
@@ -226,60 +226,6 @@ void Play_Destroy(GameState* thisx) {
|
||||
gPlayState = NULL;
|
||||
}
|
||||
|
||||
void GivePlayerRandoRewardSongOfTime(PlayState* play, RandomizerCheck check) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_16 && player != NULL && !Player_InBlockingCsMode(play, player) &&
|
||||
!Flags_GetTreasure(play, 0x1F) && gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT && !gSaveContext.pendingIceTrapCount) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
player->pendingFlag.flagID = 0x1F;
|
||||
player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
|
||||
}
|
||||
}
|
||||
|
||||
void GivePlayerRandoRewardNocturne(PlayState* play, RandomizerCheck check) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if ((gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_0 ||
|
||||
gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_1 ||
|
||||
gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_2) && LINK_IS_ADULT && CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST) &&
|
||||
CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER) && player != NULL &&
|
||||
!Player_InBlockingCsMode(play, player) && !Flags_GetEventChkInf(EVENTCHKINF_BONGO_BONGO_ESCAPED_FROM_WELL)) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_NOCTURNE_OF_SHADOW);
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
player->pendingFlag.flagID = 0xAA;
|
||||
player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
|
||||
}
|
||||
}
|
||||
|
||||
void GivePlayerRandoRewardRequiem(PlayState* play, RandomizerCheck check) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if ((gSaveContext.gameMode == 0) && (gSaveContext.respawnFlag <= 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
|
||||
if ((gSaveContext.entranceIndex == ENTR_DESERT_COLOSSUS_1) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT) && player != NULL &&
|
||||
!Player_InBlockingCsMode(play, player)) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
player->pendingFlag.flagID = 0xAC;
|
||||
player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GivePlayerRandoRewardMasterSword(PlayState* play, RandomizerCheck check) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (gSaveContext.entranceIndex == ENTR_TEMPLE_OF_TIME_2 && LINK_IS_ADULT && player != NULL &&
|
||||
!Player_InBlockingCsMode(play, player) && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) &&
|
||||
!Flags_GetRandomizerInf(RAND_INF_TOT_MASTER_SWORD)) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_MASTER_SWORD);
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
player->pendingFlag.flagID = RAND_INF_TOT_MASTER_SWORD;
|
||||
player->pendingFlag.flagType = FLAG_RANDOMIZER_INF;
|
||||
}
|
||||
}
|
||||
|
||||
u8 CheckStoneCount() {
|
||||
u8 stoneCount = 0;
|
||||
|
||||
@@ -402,69 +348,6 @@ u8 CheckLACSRewardCount() {
|
||||
return lacsRewardCount;
|
||||
}
|
||||
|
||||
void GivePlayerRandoRewardZeldaLightArrowsGift(PlayState* play, RandomizerCheck check) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
u8 meetsRequirements = 0;
|
||||
|
||||
switch (Randomizer_GetSettingValue(RSK_GANONS_BOSS_KEY)) {
|
||||
case RO_GANON_BOSS_KEY_LACS_STONES:
|
||||
if ((CheckStoneCount() + CheckLACSRewardCount()) >= Randomizer_GetSettingValue(RSK_LACS_STONE_COUNT)) {
|
||||
meetsRequirements = true;
|
||||
}
|
||||
break;
|
||||
case RO_GANON_BOSS_KEY_LACS_MEDALLIONS:
|
||||
if ((CheckMedallionCount() + CheckLACSRewardCount()) >= Randomizer_GetSettingValue(RSK_LACS_MEDALLION_COUNT)) {
|
||||
meetsRequirements = true;
|
||||
}
|
||||
break;
|
||||
case RO_GANON_BOSS_KEY_LACS_REWARDS:
|
||||
if ((CheckMedallionCount() + CheckStoneCount() + CheckLACSRewardCount()) >= Randomizer_GetSettingValue(RSK_LACS_REWARD_COUNT)) {
|
||||
meetsRequirements = true;
|
||||
}
|
||||
break;
|
||||
case RO_GANON_BOSS_KEY_LACS_DUNGEONS:
|
||||
if ((CheckDungeonCount() + CheckLACSRewardCount()) >= Randomizer_GetSettingValue(RSK_LACS_DUNGEON_COUNT)) {
|
||||
meetsRequirements = true;
|
||||
}
|
||||
break;
|
||||
case RO_GANON_BOSS_KEY_LACS_TOKENS:
|
||||
if (gSaveContext.inventory.gsTokens >= Randomizer_GetSettingValue(RSK_LACS_TOKEN_COUNT)) {
|
||||
meetsRequirements = true;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW)) {
|
||||
meetsRequirements = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (meetsRequirements && LINK_IS_ADULT &&
|
||||
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TEMPLE_OF_TIME) &&
|
||||
!Flags_GetTreasure(play, 0x1E) && player != NULL && !Player_InBlockingCsMode(play, player) &&
|
||||
play->transitionTrigger == TRANS_TRIGGER_OFF) {
|
||||
GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(check, GI_ARROW_LIGHT);
|
||||
if (GiveItemEntryWithoutActor(play, getItem)) {
|
||||
player->pendingFlag.flagID = 0x1E;
|
||||
player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GivePlayerRandoRewardSariaGift(PlayState* play, RandomizerCheck check) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
if (gSaveContext.entranceIndex == ENTR_LOST_WOODS_9) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_ZELDAS_LULLABY);
|
||||
|
||||
if (!Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE) && player != NULL && !Player_InBlockingCsMode(play, player)) {
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
|
||||
player->pendingFlag.flagID = 0xC1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Play_Init(GameState* thisx) {
|
||||
PlayState* play = (PlayState*)thisx;
|
||||
GraphicsContext* gfxCtx = play->state.gfxCtx;
|
||||
@@ -1448,15 +1331,6 @@ skip:
|
||||
|
||||
Environment_Update(play, &play->envCtx, &play->lightCtx, &play->pauseCtx, &play->msgCtx,
|
||||
&play->gameOverCtx, play->state.gfxCtx);
|
||||
|
||||
if (IS_RANDO) {
|
||||
GivePlayerRandoRewardSariaGift(play, RC_LW_GIFT_FROM_SARIA);
|
||||
GivePlayerRandoRewardSongOfTime(play, RC_SONG_FROM_OCARINA_OF_TIME);
|
||||
GivePlayerRandoRewardZeldaLightArrowsGift(play, RC_TOT_LIGHT_ARROWS_CUTSCENE);
|
||||
GivePlayerRandoRewardNocturne(play, RC_SHEIK_IN_KAKARIKO);
|
||||
GivePlayerRandoRewardRequiem(play, RC_SHEIK_AT_COLOSSUS);
|
||||
GivePlayerRandoRewardMasterSword(play, RC_TOT_MASTER_SWORD);
|
||||
}
|
||||
}
|
||||
|
||||
void Play_DrawOverlayElements(PlayState* play) {
|
||||
|
||||
@@ -564,8 +564,8 @@ uint8_t Player_IsCustomLinkModel() {
|
||||
}
|
||||
|
||||
s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
|
||||
return (this->stateFlags1 & 0x20000080) || (this->csAction != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
|
||||
(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
|
||||
return (this->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_IN_CUTSCENE)) || (this->csAction != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
|
||||
(this->stateFlags1 & PLAYER_STATE1_LOADING) || (this->stateFlags3 & PLAYER_STATE3_HOOKSHOT_TRAVELLING) ||
|
||||
((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user