Flag tracker (#3447)
* Hook into flagset hooks for processing check tracking. Has some manual workarounds (some breaks still need to be found). Remove areaChecks and looping functionality as redundant. * Additional vanilla handling. * Fix tracker not showing MQ checks in MQ non-rando. Fix tracker marking non-MQ variants of dungeon checks (e.g. map chest, etc) when collecting in MQ. * Set all areas to spoiled if not rando. * Revert attempt to spoil in randomizer based on MQ dungeon count as I don't know how that works at the moment. * Restore and update spoiling based on MQ dungeon settings (none, selection, or count of 12). Fix Anju As Adult check. * Remove Anchor-specific code :baguette: * Use `ClearAreaTotals()` in `Teardown()` instead of the duplicate code there. * Update to `ClearAreaChecksAndTotals()` with `vec.clear()` added. * Fix type spoiling again. Now spoils on 0 MQ dungeons, not rando, if the option is enabled in check tracker settings, selection, or set number of 12. Fix vanilla checks being marked collected in MQ dungeons. * Fix 100 GS check. * ACTUALLY fix 100 GS: change flag type to `RandomizerInf()` in `item_location.cpp`, add RC to RandoInf for it to the table. Also don't send GI for flag if father, falsely triggers ZR frogs minigame. * Fix gravedigging tour tracking. * Fix membership card check tracking. Change scene and flag values to any existing enums. Clarifying formatting for the checking loop vOrMQ conditions. * Fix Gravedigging Tour tracking. Simplify Always Win Gravedigging Tour and Fix Gravedigging Tour Glitch applications. Modified all necessary paths to use vanilla GDT PoH collection flag instead of randomizer variant. * Fix Kak Potion Shop being "seen" when entering as child.
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@@ -3384,7 +3384,7 @@ void Message_Update(PlayState* play) {
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}
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sLastPlayedSong = 0xFF;
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osSyncPrintf("OCARINA_MODE=%d chk_ocarina_no=%d\n", play->msgCtx.ocarinaMode, msgCtx->unk_E3F2);
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CheckTracker_OnMessageClose();
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// TODO: OnMessageClose hook
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break;
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case MSGMODE_PAUSED:
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break;
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@@ -313,7 +313,9 @@ void EnSth_GiveReward(EnSth* this, PlayState* play) {
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this->actor.parent = NULL;
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EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
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gSaveContext.eventChkInf[EVENTCHKINF_SKULLTULA_REWARD_INDEX] |= this->eventFlag;
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GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_SKULLTULA_REWARD_INDEX << 4) + sEventFlagsShift[this->actor.params]);
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if (this->eventFlag != 0) {
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GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_SKULLTULA_REWARD_INDEX << 4) + sEventFlagsShift[this->actor.params]);
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}
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} else {
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EnSth_GivePlayerItem(this, play);
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}
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@@ -408,7 +408,7 @@ s32 EnTk_ChooseReward(EnTk* this) {
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f32 luck;
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s32 reward;
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if ((IS_RANDO || CVarGetInteger("gDampeWin", 0)) && !Flags_GetCollectible(gPlayState, 0x1F) && this->heartPieceSpawned == 0) {
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if ((IS_RANDO || CVarGetInteger("gDampeWin", 0)) && !Flags_GetCollectible(gPlayState, COLLECTFLAG_GRAVEDIGGING_HEART_PIECE) && this->heartPieceSpawned == 0) {
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return 3;
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}
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@@ -624,10 +624,8 @@ void EnTk_Dig(EnTk* this, PlayState* play) {
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this->currentReward = EnTk_ChooseReward(this);
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// merging in dampe tour fix seems messy, so i'm just wrapping this whole thing
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// in an n64dd check for now
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if (IS_RANDO || CVarGetInteger("gDampeWin", 0)) {
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if (this->currentReward == 3) {
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if (this->currentReward == 3) {
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if (IS_RANDO || CVarGetInteger("gDampeWin", 0)) {
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/*
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* Upgrade the purple rupee reward to the heart piece if this
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* is the first grand prize dig.
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@@ -635,37 +633,31 @@ void EnTk_Dig(EnTk* this, PlayState* play) {
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if (!Flags_GetItemGetInf(ITEMGETINF_1C) && !(IS_RANDO || CVarGetInteger("gDampeWin", 0))) {
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Flags_SetItemGetInf(ITEMGETINF_1C);
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this->currentReward = 4;
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} else if ((IS_RANDO || CVarGetInteger("gDampeWin", 0)) && !Flags_GetCollectible(gPlayState, 0x1F) && this->heartPieceSpawned == 0) {
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} else if ((IS_RANDO || CVarGetInteger("gDampeWin", 0)) && !Flags_GetCollectible(gPlayState, COLLECTFLAG_GRAVEDIGGING_HEART_PIECE) && this->heartPieceSpawned == 0) {
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this->currentReward = 4;
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}
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}
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if ((IS_RANDO || CVarGetInteger("gDampeWin", 0)) && this->currentReward == 4) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, rewardPos.x, rewardPos.y, rewardPos.z, 0,
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0, 0, 0x1F06, true);
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this->heartPieceSpawned = 1;
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} else {
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Item_DropCollectible(play, &rewardPos, rewardParams[this->currentReward]);
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/*
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* Upgrade the purple rupee reward to the heart piece if this
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* is the first grand prize dig.
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*/
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// If vanilla itemGetInf flag is not set, it's impossible for the new flag to be set, so return true.
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// Otherwise if the gGravediggingTourFix is enabled and the new flag hasn't been set, return true.
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// If true, spawn the heart piece and set the vanilla itemGetInf flag and new temp clear flag.
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if (!heartPieceSpawned &&
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(!(gSaveContext.itemGetInf[1] & ITEMGETINFFLAG_GRAVEDIGGING_HEART_PIECE) ||
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CVarGetInteger("gGravediggingTourFix", 0) &&
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!Flags_GetCollectible(play, COLLECTFLAG_GRAVEDIGGING_HEART_PIECE))) {
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this->currentReward = 4;
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gSaveContext.itemGetInf[1] |= ITEMGETINFFLAG_GRAVEDIGGING_HEART_PIECE;
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heartPieceSpawned = true;
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}
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}
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if (IS_RANDO && this->currentReward == 4) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, rewardPos.x, rewardPos.y, rewardPos.z, 0, 0, 0, 0x1906, true);
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this->heartPieceSpawned = 1;
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} else {
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if (this->currentReward == 3) {
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/*
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* Upgrade the purple rupee reward to the heart piece if this
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* is the first grand prize dig.
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*/
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// If vanilla itemGetInf flag is not set, it's impossible for the new flag to be set, so return true.
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// Otherwise if the gGravediggingTourFix is enabled and the new flag hasn't been set, return true.
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// If true, spawn the heart piece and set the vanilla itemGetInf flag and new temp clear flag.
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if (!heartPieceSpawned &&
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(!(gSaveContext.itemGetInf[1] & ITEMGETINFFLAG_GRAVEDIGGING_HEART_PIECE) ||
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CVarGetInteger("gGravediggingTourFix", 0) &&
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!Flags_GetCollectible(play, COLLECTFLAG_GRAVEDIGGING_HEART_PIECE))) {
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this->currentReward = 4;
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gSaveContext.itemGetInf[1] |= ITEMGETINFFLAG_GRAVEDIGGING_HEART_PIECE;
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heartPieceSpawned = true;
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}
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}
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EnItem00* reward = Item_DropCollectible(play, &rewardPos, rewardParams[this->currentReward]);
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if (this->currentReward == 4) {
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reward->collectibleFlag = COLLECTFLAG_GRAVEDIGGING_HEART_PIECE;
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