Files
Shiip-of-Hakinian-Espanol/soh/src/code/z_sram.c
Ralphie Morell 2eaed8d81e Rando: Master Sword Shuffle (#2981)
* The mother of all commits

* Removed `GI_SWORD_MASTER`;
"Master Sword" Items now actually give MS

* Removed dupe MS entries in item pool;
updated GIMESSAGE (should stop crashing on non-Windows);
re-added MS in item list

* Give Adult Link a freebie with shuffle MS on;
cihld -> adult no longer gives MS;
ToT Master Sword now gives correct item

* add master sword GI draw func based on ToT MS object

* Force `MasterSword` logic var to only update upon getting MS

* Dorf funny line now activates with LA and MS in inv

* Apply suggestions

* Updated RAND_INF;
Check Tracker changes;
Gave RAND_INF and ice trap logic to ToT MS check;
Fixed swordless behavior for HBA/fishing

* ToT MS Check now works in check tracker;
Visual bug where box hovers over non-existent MS gone;
Fixed RAND_INF check with ToT MS pedestal;
Ganon no longer gives free MS

* adult equips no longer reset in MS shuffle

* Apply (most) locacc review suggestions

Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>

* Reorganized swordless check for interface to fit edge cases;
getting master sword no longer highlights box

* Edge case for BGS but no bow

* Fix implicit declaration error for GI hooks (#9)

* Adjusted `CanAdultAttack/Damage`; applied logic suggestions

* Fixed build errors (hopefully)

* Cleanup merge

* get shit working again

* Tidied up remaining uses of DD flag as rando indicator

* make master sword invisible and fix ms flag (#10)

* Add text to sheik if go mode is obtained but barrier is still up

* overhaul swordless behavior in `func_80083108`

* reworked ToT MS Check to have an actual GI

* suggestions

* Apply suggestions

* Better swordless handling with temp B (#11)

* better swordless handling with temp B

* prevent auto save in fishing pond

* prevent auto save during bombchu bowling

* enum fix

---------

Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-10-21 20:51:37 -05:00

245 lines
8.6 KiB
C

#include "global.h"
#include "vt.h"
#include <string.h>
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
#include "soh/Enhancements/randomizer/savefile.h"
#define NUM_DUNGEONS 8
#define NUM_COWS 10
void Save_LoadFile(void);
/**
* Initialize new save.
* This save has an empty inventory with 3 hearts and single magic.
*/
void Sram_InitNewSave(void) {
Save_InitFile(false);
}
/**
* Initialize debug save. This is also used on the Title Screen
* This save has a mostly full inventory with 10 hearts and single magic.
*
* Some noteable flags that are set:
* Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened,
* used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched,
* and set water level in Water Temple to lowest level.
*/
void Sram_InitDebugSave(void) {
Save_InitFile(true);
}
void Sram_InitBossRushSave(void) {
Save_InitFile(false);
}
/**
* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
* This includes:
* - Set proper entrance depending on where the game was saved
* - If health is less than 3 hearts, give 3 hearts
* - If either scarecrow song is set, copy them from save context to the proper location
* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
* - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?)
* - Revert any trade items that spoil
*/
void Sram_OpenSave() {
static s16 dungeonEntrances[] = {
0x0000, 0x0004, 0x0028, 0x0169, 0x0165, 0x0010, 0x0082, 0x0037,
0x0098, 0x0088, 0x041B, 0x0008, 0x0486, 0x0467, 0x0179, 0x056C,
};
u16 i;
u16 j;
u8* ptr;
Save_LoadFile();
if (!CVarGetInteger("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_FAIRYS_FOUNTAIN ||
gSaveContext.savedSceneNum == SCENE_GROTTOS) {
switch (gSaveContext.savedSceneNum) {
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum];
break;
case SCENE_DEKU_TREE_BOSS:
gSaveContext.entranceIndex = 0;
break;
case SCENE_DODONGOS_CAVERN_BOSS:
gSaveContext.entranceIndex = 4;
break;
case SCENE_JABU_JABU_BOSS:
gSaveContext.entranceIndex = 0x28;
break;
case SCENE_FOREST_TEMPLE_BOSS:
gSaveContext.entranceIndex = 0x169;
break;
case SCENE_FIRE_TEMPLE_BOSS:
gSaveContext.entranceIndex = 0x165;
break;
case SCENE_WATER_TEMPLE_BOSS:
gSaveContext.entranceIndex = 0x10;
break;
case SCENE_SPIRIT_TEMPLE_BOSS:
gSaveContext.entranceIndex = 0x82;
break;
case SCENE_SHADOW_TEMPLE_BOSS:
gSaveContext.entranceIndex = 0x37;
break;
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_GANONDORF_BOSS:
case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
case SCENE_GANON_BOSS:
gSaveContext.entranceIndex = 0x41B;
break;
default:
if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4;
} else {
gSaveContext.entranceIndex = 0xBB;
}
break;
}
}
osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
osSyncPrintf(VT_RST);
if (gSaveContext.health < 0x30) {
gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
}
if (gSaveContext.scarecrowLongSongSet) {
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong));
ptr = (u8*)gScarecrowCustomSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
if (gSaveContext.scarecrowSpawnSongSet) {
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong));
ptr = gScarecrowSpawnSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
// if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter
if ((Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER)) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) && !IS_RANDO) {
i = gSaveContext.eventChkInf[4] & ~1;
gSaveContext.eventChkInf[4] = i;
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN;
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) {
gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN;
}
}
}
// check for owning kokiri sword.. to restore master sword? bug or debug feature?
if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_SWORD, 1)) {
if (!IS_RANDO || !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) {
gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_SWORD];
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
gSaveContext.equips.equipment &= ~0xF;
gSaveContext.equips.equipment |= 2;
}
}
if (!(IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE))) {
for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) {
INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
}
}
}
}
}
gSaveContext.magicLevel = 0;
}
void Sram_InitSave(FileChooseContext* fileChooseCtx) {
u16 offset;
u16 j;
u16* ptr;
u16 checksum;
if (fileChooseCtx->buttonIndex != 0 || !CVarGetInteger("gDebugEnabled", 0)) {
Sram_InitNewSave();
} else {
Sram_InitDebugSave();
}
gSaveContext.entranceIndex = 0xBB;
gSaveContext.linkAge = 1;
gSaveContext.dayTime = 0x6AAB;
gSaveContext.cutsceneIndex = 0xFFF1;
if ((fileChooseCtx->buttonIndex == 0 && CVarGetInteger("gDebugEnabled", 0)) || CVarGetInteger("gNaviSkipCutscene", 0)) {
gSaveContext.cutsceneIndex = 0;
}
for (offset = 0; offset < 8; offset++) {
gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset];
}
gSaveContext.n64ddFlag = fileChooseCtx->n64ddFlag;
if (fileChooseCtx->questType[fileChooseCtx->buttonIndex] == QUEST_RANDOMIZER &&
strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) {
gSaveContext.questId = QUEST_RANDOMIZER;
Randomizer_InitSaveFile();
}
Save_SaveFile();
SaveManager_ThreadPoolWait();
}
void Sram_InitSram(GameState* gameState) {
Save_Init();
func_800F6700(gSaveContext.audioSetting);
// When going from a rando save to a vanilla save within the same game instance
// we need to reset the entrance table back to its vanilla state
Entrance_ResetEntranceTable();
}