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@@ -1,18 +1,19 @@
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#include "ShuffleFairies.h"
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#include "randomizer_grotto.h"
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#include "draw.h"
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#include "src/overlays/actors/ovl_En_Elf/z_en_elf.h"
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#include "src/overlays/actors/ovl_Obj_Bean/z_obj_bean.h"
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#include "src/overlays/actors/ovl_En_Gs/z_en_gs.h"
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#include "src/overlays/actors/ovl_Shot_Sun/z_shot_sun.h"
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#include "../../OTRGlobals.h"
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#include "../../cvar_prefixes.h"
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#include "soh/OTRGlobals.h"
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#include "soh/cvar_prefixes.h"
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#include "soh/Enhancements/item-tables/ItemTableTypes.h"
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#include "static_data.h"
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#define FAIRY_FLAG_TIMED (1 << 8)
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void ShuffleFairies_DrawRandomizedItem(EnElf* enElf, PlayState* play) {
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GetItemEntry randoGetItem = enElf->sohFairyIdentity.itemEntry;
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GetItemEntry randoGetItem =
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Rando::Context::GetInstance()->GetFinalGIEntry(enElf->sohFairyIdentity.randomizerCheck, true, GI_FAIRY);
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if (CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("MysteriousShuffle"), 0)) {
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randoGetItem = GET_ITEM_MYSTERY;
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}
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@@ -60,18 +61,17 @@ FairyIdentity ShuffleFairies_GetFairyIdentity(int32_t params) {
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assert(false);
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} else {
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fairyIdentity.randomizerInf = static_cast<RandomizerInf>(location->GetCollectionCheck().flag);
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fairyIdentity.itemEntry =
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Rando::Context::GetInstance()->GetFinalGIEntry(location->GetRandomizerCheck(), true, GI_FAIRY);
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fairyIdentity.randomizerCheck = location->GetRandomizerCheck();
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}
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return fairyIdentity;
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}
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bool ShuffleFairies_SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params) {
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static bool SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params, FairyType fairyType) {
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FairyIdentity fairyIdentity = ShuffleFairies_GetFairyIdentity(params);
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if (!Flags_GetRandomizerInf(fairyIdentity.randomizerInf)) {
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EnElf* fairy = (EnElf*)Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_ELF, posX, posY - 30.0f, posZ, 0,
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0, 0, FAIRY_HEAL, true);
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0, 0, fairyType, true);
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fairy->sohFairyIdentity = fairyIdentity;
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fairy->actor.draw = (ActorFunc)ShuffleFairies_DrawRandomizedItem;
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return true;
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@@ -79,58 +79,62 @@ bool ShuffleFairies_SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params) {
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return false;
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}
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void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs) {
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va_list args;
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va_copy(args, originalArgs);
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Actor* actor = va_arg(args, Actor*);
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va_end(args);
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void RegisterShuffleFairies() {
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bool shouldRegister = IS_RANDO && RAND_GET_OPTION(RSK_SHUFFLE_FAIRIES);
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// Grant item when picking up fairy.
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if (id == VB_FAIRY_HEAL) {
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EnElf* enElf = (EnElf*)(actor);
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COND_VB_SHOULD(VB_FAIRY_HEAL, shouldRegister, {
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EnElf* enElf = va_arg(args, EnElf*);
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if (enElf->sohFairyIdentity.randomizerInf && enElf->sohFairyIdentity.randomizerInf != RAND_INF_MAX) {
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Flags_SetRandomizerInf(enElf->sohFairyIdentity.randomizerInf);
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}
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// Spawn fairies in fairy fountains
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} else if (id == VB_SPAWN_FOUNTAIN_FAIRIES) {
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});
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// Spawn fairies in fairy fountains
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COND_VB_SHOULD(VB_SPAWN_FOUNTAIN_FAIRIES, shouldRegister, {
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Actor* actor = va_arg(args, Actor*);
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bool fairySpawned = false;
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s16 grottoId = (gPlayState->sceneNum == SCENE_FAIRYS_FOUNTAIN) ? Grotto_CurrentGrotto() : 0;
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for (s16 index = 0; index < 8; index++) {
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int32_t params = (grottoId << 8) | index;
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if (ShuffleFairies_SpawnFairy(actor->world.pos.x, actor->world.pos.y, actor->world.pos.z, params)) {
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if (SpawnFairy(actor->world.pos.x, actor->world.pos.y, actor->world.pos.z, params, FAIRY_HEAL)) {
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fairySpawned = true;
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}
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}
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if (fairySpawned) {
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*should = false;
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}
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// Spawn 3 fairies when playing Song of Storms next to a planted bean
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} else if (id == VB_SPAWN_BEAN_STALK_FAIRIES) {
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ObjBean* objBean = (ObjBean*)(actor);
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});
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// Spawn 3 fairies when playing Song of Storms next to a planted bean
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COND_VB_SHOULD(VB_SPAWN_BEAN_STALK_FAIRIES, shouldRegister, {
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ObjBean* objBean = va_arg(args, ObjBean*);
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bool fairySpawned = false;
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for (s16 index = 0; index < 3; index++) {
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int32_t params = ((objBean->dyna.actor.params & 0x3F) << 8) | index;
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if (ShuffleFairies_SpawnFairy(objBean->dyna.actor.world.pos.x, objBean->dyna.actor.world.pos.y,
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objBean->dyna.actor.world.pos.z, params)) {
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if (SpawnFairy(objBean->dyna.actor.world.pos.x, objBean->dyna.actor.world.pos.y,
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objBean->dyna.actor.world.pos.z, params, FAIRY_HEAL)) {
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fairySpawned = true;
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}
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}
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if (fairySpawned) {
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*should = false;
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}
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// Spawn a fairy from a ShotSun when playing the right song near it
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} else if (id == VB_SPAWN_SONG_FAIRY) {
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ShotSun* shotSun = (ShotSun*)(actor);
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if (ShuffleFairies_SpawnFairy(shotSun->actor.world.pos.x, shotSun->actor.world.pos.y,
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shotSun->actor.world.pos.z,
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TWO_ACTOR_PARAMS(0x1000, (int32_t)shotSun->actor.world.pos.z))) {
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});
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// Spawn a fairy from a ShotSun when playing the right song near it
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COND_VB_SHOULD(VB_SPAWN_SONG_FAIRY, shouldRegister, {
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ShotSun* shotSun = va_arg(args, ShotSun*);
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if (SpawnFairy(shotSun->actor.world.pos.x, shotSun->actor.world.pos.y, shotSun->actor.world.pos.z,
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TWO_ACTOR_PARAMS(0x1000, (int32_t)shotSun->actor.world.pos.z), FAIRY_HEAL_BIG)) {
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*should = false;
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}
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// Handle playing both misc songs and song of storms in front of a gossip stone.
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} else if (id == VB_SPAWN_GOSSIP_STONE_FAIRY) {
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EnGs* gossipStone = (EnGs*)(actor);
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});
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// Handle playing both misc songs and song of storms in front of a gossip stone.
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COND_VB_SHOULD(VB_SPAWN_GOSSIP_STONE_FAIRY, shouldRegister, {
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EnGs* gossipStone = va_arg(args, EnGs*);
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FairyType fairyType = FAIRY_HEAL;
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// Mimic vanilla behaviour, only go into this path if song played is one of the ones normally spawning a fairy.
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// Otherwise fall back to vanilla behaviour.
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@@ -144,6 +148,7 @@ void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should,
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// Distinguish storms fairies from the normal song fairies
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if (gPlayState->msgCtx.unk_E3F2 == OCARINA_SONG_STORMS) {
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params |= 0x1000;
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fairyType = FAIRY_HEAL_BIG;
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}
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// Combine actor + song params with position to get the right randomizer check
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@@ -156,8 +161,8 @@ void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should,
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// collected, the vanilla code will handle that part automatically.
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FairyIdentity fairyIdentity = ShuffleFairies_GetFairyIdentity(params);
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if (!ShuffleFairies_FairyExists(fairyIdentity)) {
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if (ShuffleFairies_SpawnFairy(gossipStone->actor.world.pos.x, gossipStone->actor.world.pos.y,
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gossipStone->actor.world.pos.z, params)) {
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if (SpawnFairy(gossipStone->actor.world.pos.x, gossipStone->actor.world.pos.y,
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gossipStone->actor.world.pos.z, params, fairyType)) {
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Audio_PlayActorSound2(&gossipStone->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
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// Set vanilla check for fairy spawned so it doesn't spawn the vanilla fairy afterwards as well.
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gossipStone->unk_19D = 0;
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@@ -167,20 +172,7 @@ void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should,
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*should = false;
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}
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}
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}
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}
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uint32_t onVanillaBehaviorHook = 0;
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void ShuffleFairies_RegisterHooks() {
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onVanillaBehaviorHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnVanillaBehavior>(
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ShuffleFairies_OnVanillaBehaviorHandler);
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}
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void ShuffleFairies_UnregisterHooks() {
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnVanillaBehavior>(onVanillaBehaviorHook);
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onVanillaBehaviorHook = 0;
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});
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}
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void Rando::StaticData::RegisterFairyLocations() {
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@@ -412,4 +404,5 @@ void Rando::StaticData::RegisterFairyLocations() {
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// clang-format on
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}
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static RegisterShipInitFunc initFunc(Rando::StaticData::RegisterFairyLocations);
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static RegisterShipInitFunc registerShuffleFairies(RegisterShuffleFairies, { "IS_RANDO" });
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static RegisterShipInitFunc registerShuffleFairiesLocations(Rando::StaticData::RegisterFairyLocations);
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