Files
Shiip-of-Hakinian-Espanol/soh/soh/Enhancements/randomizer/LockOverworldDoors.cpp
2025-06-04 17:08:27 -07:00

133 lines
7.4 KiB
C++

#include <libultraship/libultraship.h>
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
extern "C" {
extern PlayState* gPlayState;
#include "macros.h"
#include "src/overlays/actors/ovl_En_Door/z_en_door.h"
}
using SceneDoorParamsPair = std::pair<int, int>;
std::map<SceneDoorParamsPair, RandomizerInf> lookupTable = {
// clang-format off
{{ SCENE_MARKET_ENTRANCE_DAY, 447 }, RAND_INF_GUARD_HOUSE_UNLOCKED },
{{ SCENE_MARKET_ENTRANCE_NIGHT, 447 }, RAND_INF_GUARD_HOUSE_UNLOCKED },
{{ SCENE_MARKET_ENTRANCE_RUINS, 447 }, RAND_INF_GUARD_HOUSE_UNLOCKED },
{{ SCENE_MARKET_DAY, 4543 }, RAND_INF_MARKET_BAZAAR_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 4753 }, RAND_INF_MARKET_BAZAAR_UNLOCKED },
{{ SCENE_MARKET_DAY, 1471 }, RAND_INF_MARKET_POTION_SHOP_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 1678 }, RAND_INF_MARKET_POTION_SHOP_UNLOCKED },
{{ SCENE_MARKET_DAY, 3519 }, RAND_INF_MASK_SHOP_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 3728 }, RAND_INF_MASK_SHOP_UNLOCKED },
{{ SCENE_MARKET_DAY, 2495 }, RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 2703 }, RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED },
{{ SCENE_MARKET_DAY, 5567 }, RAND_INF_BOMBCHU_BOWLING_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 5567 }, RAND_INF_BOMBCHU_BOWLING_UNLOCKED },
{{ SCENE_MARKET_DAY, 653 }, RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 447 }, RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED },
{{ SCENE_BACK_ALLEY_DAY, 2689 }, RAND_INF_BOMBCHU_SHOP_UNLOCKED },
{{ SCENE_BACK_ALLEY_NIGHT, 2495 }, RAND_INF_BOMBCHU_SHOP_UNLOCKED },
{{ SCENE_BACK_ALLEY_DAY, 447 }, RAND_INF_RICHARDS_HOUSE_UNLOCKED },
{{ SCENE_BACK_ALLEY_NIGHT, 447 }, RAND_INF_RICHARDS_HOUSE_UNLOCKED },
{{ SCENE_BACK_ALLEY_DAY, 1665 }, RAND_INF_ALLEY_HOUSE_UNLOCKED },
{{ SCENE_BACK_ALLEY_NIGHT, 1471 }, RAND_INF_ALLEY_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 6801 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Adult Night
{{ SCENE_KAKARIKO_VILLAGE, 6591 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Adult Day
{{ SCENE_KAKARIKO_VILLAGE, 6813 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Child Day
{{ SCENE_KAKARIKO_VILLAGE, 6814 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Child Night
{{ SCENE_KAKARIKO_VILLAGE, 8871 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Child Day/Night Rear
{{ SCENE_KAKARIKO_VILLAGE, 8846 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Adult Night Rear
{{ SCENE_KAKARIKO_VILLAGE, 8639 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Adult Day Rear
{{ SCENE_KAKARIKO_VILLAGE, 7822 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Adult Night
{{ SCENE_KAKARIKO_VILLAGE, 7615 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Child Day/Night and Adult Day
{{ SCENE_KAKARIKO_VILLAGE, 2495 }, RAND_INF_BOSS_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 3750 }, RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED }, // Child
{{ SCENE_KAKARIKO_VILLAGE, 3519 }, RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED }, // Adult
{{ SCENE_KAKARIKO_VILLAGE, 5567 }, RAND_INF_SKULLTULA_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 1471 }, RAND_INF_IMPAS_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 447 }, RAND_INF_WINDMILL_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 4543 }, RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED }, // Day
{{ SCENE_KAKARIKO_VILLAGE, 4751 }, RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED }, // Night
{{ SCENE_GRAVEYARD, 645 }, RAND_INF_DAMPES_HUT_UNLOCKED }, // Child Day
{{ SCENE_GRAVEYARD, 447 }, RAND_INF_DAMPES_HUT_UNLOCKED }, // Child Evening & Adult
{{ SCENE_GRAVEYARD, 774 }, RAND_INF_DAMPES_HUT_UNLOCKED }, // Child Night (After Dampes Tour)
{{ SCENE_LON_LON_RANCH, 2495 }, RAND_INF_TALONS_HOUSE_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 2473 }, RAND_INF_TALONS_HOUSE_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 2729 }, RAND_INF_TALONS_HOUSE_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 1471 }, RAND_INF_STABLES_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 447 }, RAND_INF_BACK_TOWER_UNLOCKED },
{{ SCENE_LAKE_HYLIA, 447 }, RAND_INF_HYLIA_LAB_UNLOCKED },
{{ SCENE_LAKE_HYLIA, 1471 }, RAND_INF_FISHING_HOLE_UNLOCKED },
// clang-format on
};
static void OnDoorInit(void* actorRef) {
EnDoor* enDoor = static_cast<EnDoor*>(actorRef);
enDoor->randomizerInf = RAND_INF_MAX;
auto it = lookupTable.find({ gPlayState->sceneNum, enDoor->actor.params });
if (it != lookupTable.end()) {
enDoor->randomizerInf = it->second;
if (!Flags_GetRandomizerInf(enDoor->randomizerInf)) {
// We don't want to override checkable doors, we still want those to not be openable even if they have a key
if (((enDoor->actor.params >> 7) & 7) != DOOR_CHECKABLE) {
enDoor->actor.params = (enDoor->actor.params & ~0x380) | (DOOR_LOCKED << 7);
enDoor->actionFunc = EnDoor_SetupType;
} else {
enDoor->lockTimer = 10;
}
}
}
}
void RegisterLockOverworldDoors() {
bool shouldRegister = IS_RANDO && RAND_GET_OPTION(RSK_LOCK_OVERWORLD_DOORS);
COND_ID_HOOK(OnActorInit, ACTOR_EN_DOOR, shouldRegister, OnDoorInit);
COND_VB_SHOULD(VB_CONSUME_SMALL_KEY, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (enDoor->randomizerInf >= RAND_INF_GUARD_HOUSE_UNLOCKED &&
enDoor->randomizerInf <= RAND_INF_FISHING_HOLE_KEY_OBTAINED) {
Flags_SetRandomizerInf(enDoor->randomizerInf);
*should = false;
}
});
COND_VB_SHOULD(VB_NOT_HAVE_SMALL_KEY, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (enDoor->randomizerInf >= RAND_INF_GUARD_HOUSE_UNLOCKED &&
enDoor->randomizerInf <= RAND_INF_FISHING_HOLE_KEY_OBTAINED) {
*should = !Flags_GetRandomizerInf((RandomizerInf)(enDoor->randomizerInf + 1));
}
});
COND_VB_SHOULD(VB_DOOR_BE_LOCKED, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (enDoor->randomizerInf >= RAND_INF_GUARD_HOUSE_UNLOCKED &&
enDoor->randomizerInf <= RAND_INF_FISHING_HOLE_KEY_OBTAINED) {
*should = !Flags_GetRandomizerInf(enDoor->randomizerInf);
}
});
// The door actor uses the same param to indicate if a door should be locked or be a scene transition, so it cannot
// be both. Here we're overriding the check for scene transition to also check if the door is being unlocked and
// should be a scene transition.
COND_VB_SHOULD(VB_DOOR_PLAY_SCENE_TRANSITION, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (!*should && (enDoor->actor.id == ACTOR_EN_DOOR && ((enDoor->actor.params >> 7) & 7) == 1 &&
enDoor->randomizerInf != RAND_INF_MAX)) {
*should = true;
}
});
}
static RegisterShipInitFunc initFunc(RegisterLockOverworldDoors, { "IS_RANDO" });