Shipwright/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c

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#include "z_en_go2.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_oF1d_map/object_oF1d_map.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
/*
FLAGS
gSaveContext.eventChkInf[2] & 0x8 - DC entrance boulder blown up as child
InfTable
gSaveContext.infTable[11] & 0x10
gSaveContext.infTable[14] & 0x1 - Talked to DMT Goron at DC entrance (Before DC is opened as child)
gSaveContext.infTable[14] & 0x8 - Talked to GC Goron in bottom level stairwell
gSaveContext.infTable[14] & 0x40 - Talked to GC Goron at LW entrance (Before LW shortcut is opened)
gSaveContext.infTable[14] & 0x800 - Talked to DMT Goron at Bomb Flower with goron bracelet
gSaveContext.infTable[15] & 0x1 - Talked to Goron at GC Entrance (Before goron ruby is obtained)
gSaveContext.infTable[15] & 0x10 - Talked to Goron at GC Island (Before goron ruby is obtained)
gSaveContext.infTable[15] & 0x100 - (not on cloud modding) Talked to GC Goron outside Darunias door (after opening door,
before getting goron bracelet) gSaveContext.infTable[16] & 0x200 - Obtained Fire Tunic from Goron Link
gSaveContext.infTable[16] & 0x400 - (not on cloud modding)
gSaveContext.infTable[16] & 0x800 - Spoke to Goron Link About Volvagia
gSaveContext.infTable[16] & 0x1000 - Stopped Goron Link's Rolling
gSaveContext.infTable[16] & 0x2000 - EnGo Exclusive
gSaveContext.infTable[16] & 0x4000 - Spoke to Goron Link
gSaveContext.infTable[16] & 0x8000 - (not on cloud modding)
gSaveContext.infTable[17] & 0x4000 - Bomb bag upgrade obtained from rolling Goron
EnGo
pathIndex: this->actor.params & 0xF
Goron: this->actor.params & 0xF0
EnGo2
(this->actor.params & 0x3E0) >> 5
(this->actor.params & 0xFC00) >> 0xA - Gorons in Fire Temple
this->actor.params & 0x1F
Gorons only move when this->unk_194.unk_00 == 0
*/
void EnGo2_Init(Actor* thisx, GlobalContext* globalCtx);
void EnGo2_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnGo2_Update(Actor* thisx, GlobalContext* globalCtx);
void EnGo2_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnGo2_StopRolling(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_CurledUp(EnGo2* this, GlobalContext* globalCtx);
void func_80A46B40(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_GoronDmtBombFlowerAnimation(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_GoronRollingBigContinueRolling(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_ContinueRolling(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_SlowRolling(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_GroundRolling(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_ReverseRolling(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_SetupGetItem(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_SetGetItem(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_BiggoronEyedrops(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_GoronLinkStopRolling(EnGo2* this, GlobalContext* globalCtx);
void EnGo2_GoronFireGenericAction(EnGo2* this, GlobalContext* globalCtx);
static void* sDustTex[] = { gDust8Tex, gDust7Tex, gDust6Tex, gDust5Tex, gDust4Tex, gDust3Tex, gDust2Tex, gDust1Tex };
static Vec3f sPos = { 0.0f, 0.0f, 0.0f };
static Vec3f sVelocity = { 0.0f, 0.0f, 0.0f };
static Vec3f sAccel = { 0.0f, 0.3f, 0.0f };
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_NONE,
OCELEM_ON,
},
{ 40, 65, 0, { 0, 0, 0 } },
};
static CollisionCheckInfoInit2 sColChkInfoInit = {
0, 0, 0, 0, MASS_IMMOVABLE,
};
const ActorInit En_Go2_InitVars = {
ACTOR_EN_GO2,
ACTORCAT_NPC,
FLAGS,
OBJECT_OF1D_MAP,
sizeof(EnGo2),
(ActorFunc)EnGo2_Init,
(ActorFunc)EnGo2_Destroy,
(ActorFunc)EnGo2_Update,
(ActorFunc)EnGo2_Draw,
NULL,
};
static EnGo2DataStruct1 D_80A4816C[14] = {
{ 0, 0, 0, 68, 148 }, { 0, 0, 0, 24, 52 }, { 0, 320, 380, 400, 120 }, { 0, 0, 0, 30, 68 }, { 0, 0, 0, 46, 90 },
{ 0, 0, 0, 30, 68 }, { 0, 0, 0, 30, 68 }, { 0, 0, 0, 30, 68 }, { 0, 0, 0, 30, 68 }, { 0, 0, 0, 30, 68 },
{ 0, 0, 0, 30, 68 }, { 0, 0, 0, 30, 68 }, { 0, 0, 0, 30, 68 }, { 0, 0, 0, 30, 68 },
};
static EnGo2DataStruct2 D_80A481F8[14] = {
{ 30.0f, 0.026f, 6, 60.0f }, { 24.0f, 0.008f, 6, 30.0f }, { 28.0f, 0.16f, 5, 380.0f }, { 28.0f, 0.01f, 7, 40.0f },
{ 30.0f, 0.015f, 6, 30.0f }, { 28.0f, 0.01f, 6, 30.0f }, { 28.0f, 0.01f, 6, 30.0f }, { 28.0f, 0.01f, 6, 30.0f },
{ 28.0f, 0.01f, 6, 30.0f }, { 28.0f, 0.01f, 6, 30.0f }, { 28.0f, 0.01f, 6, 30.0f }, { 28.0f, 0.01f, 6, 30.0f },
{ 28.0f, 0.01f, 6, 30.0f }, { 28.0f, 0.01f, 6, 30.0f },
};
static f32 D_80A482D8[14][2] = {
{ 80.0f, 80.0f }, { -10.0f, -10.0f }, { 800.0f, 800.0f }, { 0.0f, 0.0f }, { 20.0f, 40.0f },
{ 20.0f, 20.0f }, { 20.0f, 20.0f }, { 20.0f, 20.0f }, { 20.0f, 20.0f }, { 20.0f, 20.0f },
{ 20.0f, 20.0f }, { 20.0f, 20.0f }, { 20.0f, 20.0f }, { 20.0f, 20.0f },
};
typedef enum {
/* 0 */ ENGO2_ANIM_0,
/* 1 */ ENGO2_ANIM_1,
/* 2 */ ENGO2_ANIM_2,
/* 3 */ ENGO2_ANIM_3,
/* 4 */ ENGO2_ANIM_4,
/* 5 */ ENGO2_ANIM_5,
/* 6 */ ENGO2_ANIM_6,
/* 7 */ ENGO2_ANIM_7,
/* 8 */ ENGO2_ANIM_8,
/* 9 */ ENGO2_ANIM_9,
/* 10 */ ENGO2_ANIM_10,
/* 11 */ ENGO2_ANIM_11,
/* 12 */ ENGO2_ANIM_12,
} EnGo2Animation;
static AnimationInfo sAnimationInfo[] = {
{ &gGoronAnim_004930, 0.0f, 0.0f, -1.0f, 0x00, 0.0f }, { &gGoronAnim_004930, 0.0f, 0.0f, -1.0f, 0x00, -8.0f },
{ &gGoronAnim_0029A8, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_010590, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
{ &gGoronAnim_003768, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_0038E4, 1.0f, 0.0f, -1.0f, 0x02, -8.0f },
{ &gGoronAnim_002D80, 1.0f, 0.0f, -1.0f, 0x02, -8.0f }, { &gGoronAnim_00161C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
{ &gGoronAnim_001A00, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_0021D0, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
{ &gGoronAnim_004930, 0.0f, 0.0f, -1.0f, 0x01, -8.0f }, { &gGoronAnim_000750, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
{ &gGoronAnim_000D5C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f },
};
static EnGo2DustEffectData sDustEffectData[2][4] = {
{
{ 12, 0.2f, 0.2f, 1, 18.0f, 0.0f },
{ 12, 0.1f, 0.2f, 12, 26.0f, 0.0f },
{ 12, 0.1f, 0.3f, 4, 10.0f, 0.0f },
{ 12, 0.2f, 0.2f, 1, 18.0f, 0.0f },
},
{
{ 12, 0.5f, 0.4f, 3, 42.0f, 0.0f },
{ 12, 0.5f, 0.4f, 3, 42.0f, 0.0f },
{ 12, 0.5f, 0.4f, 3, 42.0f, 0.0f },
{ 12, 0.5f, 0.4f, 3, 42.0f, 0.0f },
},
};
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
void EnGo2_AddDust(EnGo2* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u8 initialTimer, f32 scale, f32 scaleStep) {
EnGoEffect* dustEffect = this->dustEffects;
s16 i;
s16 timer;
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
if (dustEffect->type != 1) {
dustEffect->scale = scale;
dustEffect->scaleStep = scaleStep;
timer = initialTimer;
dustEffect->timer = timer;
dustEffect->type = 1;
dustEffect->initialTimer = initialTimer;
dustEffect->pos = *pos;
dustEffect->accel = *accel;
dustEffect->velocity = *velocity;
return;
}
}
}
void EnGo2_UpdateDust(EnGo2* this) {
EnGoEffect* dustEffect = this->dustEffects;
f32 randomNumber;
s16 i;
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
if (dustEffect->type) {
dustEffect->timer--;
if (dustEffect->timer == 0) {
dustEffect->type = 0;
}
dustEffect->accel.x = (Rand_ZeroOne() * 0.4f) - 0.2f;
randomNumber = Rand_ZeroOne() * 0.4f;
dustEffect->accel.z = randomNumber - 0.2f;
dustEffect->pos.x += dustEffect->velocity.x;
dustEffect->pos.y += dustEffect->velocity.y;
dustEffect->pos.z += dustEffect->velocity.z;
dustEffect->velocity.x += dustEffect->accel.x;
dustEffect->velocity.y += dustEffect->accel.y;
dustEffect->velocity.z += randomNumber - 0.2f;
dustEffect->scale += dustEffect->scaleStep;
}
}
}
void EnGo2_DrawDust(EnGo2* this, GlobalContext* globalCtx) {
EnGoEffect* dustEffect = this->dustEffects;
s16 alpha;
s16 firstDone;
s16 index;
s16 i;
OPEN_DISPS(globalCtx->state.gfxCtx);
firstDone = false;
func_80093D84(globalCtx->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->dustEffects); i++, dustEffect++) {
if (dustEffect->type) {
if (!firstDone) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gGoronDL_00FD40);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 60, 20, 0);
firstDone = true;
}
alpha = dustEffect->timer * (255.0f / dustEffect->initialTimer);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 170, 130, 90, alpha);
gDPPipeSync(POLY_XLU_DISP++);
Matrix_Translate(dustEffect->pos.x, dustEffect->pos.y, dustEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&globalCtx->billboardMtxF);
Matrix_Scale(dustEffect->scale, dustEffect->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
index = dustEffect->timer * (8.0f / dustEffect->initialTimer);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sDustTex[index]));
gSPDisplayList(POLY_XLU_DISP++, gGoronDL_00FD50);
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
s32 EnGo2_SpawnDust(EnGo2* this, u8 initialTimer, f32 scale, f32 scaleStep, s32 numDustEffects, f32 radius,
f32 yAccel) {
Vec3f pos = sPos;
Vec3f velocity = sVelocity;
Vec3f accel = sAccel;
s32 i;
s16 angle;
pos = this->actor.world.pos; // overwrites sPos data
pos.y = this->actor.floorHeight;
angle = (Rand_ZeroOne() - 0.5f) * 0x10000;
i = numDustEffects;
while (i >= 0) {
accel.y += Rand_ZeroOne() * yAccel;
pos.x = (Math_SinS(angle) * radius) + this->actor.world.pos.x;
pos.z = (Math_CosS(angle) * radius) + this->actor.world.pos.z;
EnGo2_AddDust(this, &pos, &velocity, &accel, initialTimer, scale, scaleStep);
angle += (s16)(0x10000 / numDustEffects);
i--;
}
return 0;
}
void EnGo2_GetItem(EnGo2* this, GlobalContext* globalCtx, s32 getItemId) {
this->getItemId = getItemId;
func_8002F434(&this->actor, globalCtx, getItemId, this->actor.xzDistToPlayer + 1.0f,
fabsf(this->actor.yDistToPlayer) + 1.0f);
}
s32 EnGo2_GetDialogState(EnGo2* this, GlobalContext* globalCtx) {
s16 dialogState = Message_GetState(&globalCtx->msgCtx);
if ((this->dialogState == TEXT_STATE_AWAITING_NEXT) || (this->dialogState == TEXT_STATE_EVENT) ||
(this->dialogState == TEXT_STATE_CLOSING) || (this->dialogState == TEXT_STATE_DONE_HAS_NEXT)) {
if (dialogState != this->dialogState) {
this->unk_20C++;
}
}
this->dialogState = dialogState;
return dialogState;
}
u16 EnGo2_GoronFireGenericGetTextId(EnGo2* this) {
switch ((this->actor.params & 0xFC00) >> 0xA) {
case 3:
return 0x3069;
case 5:
return 0x306A;
case 4:
return 0x306B;
case 2:
return 0x306C;
case 10:
return 0x306D;
case 8:
return 0x306E;
case 11:
return 0x306F;
case 1:
return 0x3070;
default:
return 0x3052;
}
}
u16 EnGo2_GetTextIdGoronCityRollingBig(GlobalContext* globalCtx, EnGo2* this) {
if (gSaveContext.infTable[17] & 0x4000) {
return 0x3013;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
} else if ((CUR_CAPACITY(UPG_BOMB_BAG) >= 20 || gSaveContext.n64ddFlag) && this->waypoint > 7 && this->waypoint < 12) {
return 0x3012;
} else {
return 0x3011;
}
}
s16 EnGo2_GetStateGoronCityRollingBig(GlobalContext* globalCtx, EnGo2* this) {
s32 bombBagUpgrade;
switch (Message_GetState(&globalCtx->msgCtx)) {
case TEXT_STATE_CLOSING:
return 2;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(globalCtx)) {
if (this->actor.textId == 0x3012) {
this->actionFunc = EnGo2_SetupGetItem;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if(!gSaveContext.n64ddFlag) {
bombBagUpgrade = CUR_CAPACITY(UPG_BOMB_BAG) == 30 ? GI_BOMB_BAG_40 : GI_BOMB_BAG_30;
} else {
bombBagUpgrade = Randomizer_GetItemIdFromKnownCheck(RC_GC_ROLLING_GORON_AS_CHILD, GI_BOMB_BAG_40);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
EnGo2_GetItem(this, globalCtx, bombBagUpgrade);
Message_CloseTextbox(globalCtx);
gSaveContext.infTable[17] |= 0x4000;
return 2;
} else {
return 2;
}
}
default:
return 1;
}
}
u16 EnGo2_GetTextIdGoronDmtBombFlower(GlobalContext* globalCtx, EnGo2* this) {
return CHECK_QUEST_ITEM(QUEST_GORON_RUBY) ? 0x3027 : 0x300A;
}
// DMT Goron by Bomb Flower Choice
s16 EnGo2_GetStateGoronDmtBombFlower(GlobalContext* globalCtx, EnGo2* this) {
switch (Message_GetState(&globalCtx->msgCtx)) {
case TEXT_STATE_CLOSING:
if ((this->actor.textId == 0x300B) && (gSaveContext.infTable[14] & 0x800) == 0) {
gSaveContext.infTable[14] |= 0x800;
return 2;
} else {
return 0;
}
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(globalCtx)) {
// Ask question to DMT Goron by bomb flower
if (this->actor.textId == 0x300A) {
if (globalCtx->msgCtx.choiceIndex == 0) {
this->actor.textId = CUR_UPG_VALUE(UPG_STRENGTH) != 0 ? 0x300B : 0x300C;
} else {
this->actor.textId = 0x300D;
}
Message_ContinueTextbox(globalCtx, this->actor.textId);
}
return 1;
}
default:
return 1;
}
}
u16 EnGo2_GetTextIdGoronDmtRollingSmall(GlobalContext* globalCtx, EnGo2* this) {
if (CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
return 0x3027;
} else {
return (gSaveContext.eventChkInf[2] & 0x8) ? 0x3026 : 0x3009;
}
}
s16 EnGo2_GetStateGoronDmtRollingSmall(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
return 0;
} else {
return 1;
}
}
u16 EnGo2_GetTextIdGoronDmtDcEntrance(GlobalContext* globalCtx, EnGo2* this) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[4])) && LINK_IS_ADULT) {
return 0x3043;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
} else if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[0])) {
return 0x3027;
} else {
return gSaveContext.eventChkInf[2] & 0x8 ? 0x3021 : gSaveContext.infTable[14] & 0x1 ? 0x302A : 0x3008;
}
}
s16 EnGo2_GetStateGoronDmtDcEntrance(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3008) {
gSaveContext.infTable[14] |= 0x1;
}
return 0;
} else {
return 1;
}
}
u16 EnGo2_GetTextIdGoronCityEntrance(GlobalContext* globalCtx, EnGo2* this) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[4])) && LINK_IS_ADULT) {
return 0x3043;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
} else if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[0])) {
return 0x3027;
} else {
return gSaveContext.infTable[15] & 0x1 ? 0x3015 : 0x3014;
}
}
s16 EnGo2_GetStateGoronCityEntrance(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3014) {
gSaveContext.infTable[15] |= 0x1;
}
return 0;
} else {
return 1;
}
}
u16 EnGo2_GetTextIdGoronCityIsland(GlobalContext* globalCtx, EnGo2* this) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[4])) && LINK_IS_ADULT) {
return 0x3043;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
} else if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[0])) {
return 0x3027;
} else {
return gSaveContext.infTable[15] & 0x10 ? 0x3017 : 0x3016;
}
}
s16 EnGo2_GetStateGoronCityIsland(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3016) {
gSaveContext.infTable[15] |= 0x10;
}
return 0;
} else {
return 1;
}
}
u16 EnGo2_GetTextIdGoronCityLowestFloor(GlobalContext* globalCtx, EnGo2* this) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[4])) && LINK_IS_ADULT) {
return 0x3043;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
} else if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) ||
(gSaveContext.n64ddFlag && gSaveContext.dungeonsDone[0])) {
return 0x3027;
} else {
return CUR_UPG_VALUE(UPG_STRENGTH) != 0 ? 0x302C
: !Flags_GetSwitch(globalCtx, 0x1B) ? 0x3017
: gSaveContext.infTable[15] & 0x100 ? 0x3019
: 0x3018;
}
}
s16 EnGo2_GetStateGoronCityLowestFloor(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3018) {
gSaveContext.infTable[15] |= 0x100;
}
return 0;
} else {
return 1;
}
}
u16 EnGo2_GetTextIdGoronCityLink(GlobalContext* globalCtx, EnGo2* this) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if(gSaveContext.n64ddFlag) {
return 0x3036;
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) {
return gSaveContext.infTable[16] & 0x8000 ? 0x3042 : 0x3041;
} else if (CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
return gSaveContext.infTable[16] & 0x4000 ? 0x3038 : 0x3037;
} else if (gSaveContext.infTable[16] & 0x1000) {
this->unk_20C = 0;
this->dialogState = TEXT_STATE_NONE;
return gSaveContext.infTable[16] & 0x400 ? 0x3033 : 0x3032;
} else {
return 0x3030;
}
}
s16 EnGo2_GetStateGoronCityLink(GlobalContext* globalCtx, EnGo2* this) {
switch (EnGo2_GetDialogState(this, globalCtx)) {
case TEXT_STATE_CLOSING:
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if(!gSaveContext.n64ddFlag) {
switch (this->actor.textId) {
case 0x3036:
EnGo2_GetItem(this, globalCtx, GI_TUNIC_GORON);
this->actionFunc = EnGo2_SetupGetItem;
return 2;
case 0x3037:
gSaveContext.infTable[16] |= 0x4000;
default:
return 0;
}
} else {
if (Flags_GetTreasure(globalCtx, 0x1F)) {
return 0;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
}
gSaveContext.infTable[16] |= 0x200;
EnGo2_GetItem(this, globalCtx, Randomizer_GetItemIdFromKnownCheck(RC_GC_ROLLING_GORON_AS_ADULT, GI_TUNIC_GORON));
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
this->actionFunc = EnGo2_SetupGetItem;
Flags_SetTreasure(globalCtx, 0x1F);
return 2;
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(globalCtx)) {
if (this->actor.textId == 0x3034) {
if (globalCtx->msgCtx.choiceIndex == 0) {
this->actor.textId = gSaveContext.infTable[16] & 0x800 ? 0x3033 : 0x3035;
if (this->actor.textId == 0x3035) {
Audio_StopSfxById(NA_SE_EN_GOLON_CRY);
}
} else {
this->actor.textId = gSaveContext.infTable[16] & 0x800 ? 0x3036 : 0x3033;
if (this->actor.textId == 0x3036) {
Audio_StopSfxById(NA_SE_EN_GOLON_CRY);
}
}
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->unk_20C = 0;
}
} else {
break;
}
return 1;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(globalCtx)) {
switch (this->actor.textId) {
case 0x3035:
gSaveContext.infTable[16] |= 0x800;
case 0x3032:
case 0x3033:
this->actor.textId = 0x3034;
Message_ContinueTextbox(globalCtx, this->actor.textId);
return 1;
default:
return 2;
}
}
}
return 1;
}
u16 EnGo2_GetTextIdGoronDmtBiggoron(GlobalContext* globalCtx, EnGo2* this) {
Player* player = GET_PLAYER(globalCtx);
if (gSaveContext.bgsFlag) {
player->exchangeItemId = EXCH_ITEM_CLAIM_CHECK;
return 0x305E;
} else if (INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_CLAIM_CHECK) {
player->exchangeItemId = EXCH_ITEM_CLAIM_CHECK;
return 0x305E;
} else if (INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_PRESCRIPTION) {
player->exchangeItemId = EXCH_ITEM_EYEDROPS;
return 0x3058;
} else {
player->exchangeItemId = EXCH_ITEM_SWORD_BROKEN;
return 0x3053;
}
}
s16 EnGo2_GetStateGoronDmtBiggoron(GlobalContext* globalCtx, EnGo2* this) {
s32 unusedPad;
u8 dialogState = this->dialogState;
switch (EnGo2_GetDialogState(this, globalCtx)) {
case TEXT_STATE_DONE:
if (this->actor.textId == 0x305E) {
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if((!gSaveContext.n64ddFlag && gSaveContext.bgsFlag) || (gSaveContext.n64ddFlag && Flags_GetTreasure(globalCtx, 0x1F))) {
return 0;
}
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if(gSaveContext.n64ddFlag) {
if (INV_CONTENT(ITEM_CLAIM_CHECK) != ITEM_CLAIM_CHECK) {
return 0;
}
EnGo2_GetItem(this, globalCtx, Randomizer_GetItemIdFromKnownCheck(RC_DMT_TRADE_CLAIM_CHECK, GI_SWORD_BGS));
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
Flags_SetTreasure(globalCtx, 0x1F);
} else {
EnGo2_GetItem(this, globalCtx, GI_SWORD_BGS);
}
this->actionFunc = EnGo2_SetupGetItem;
return 2;
} else {
return 0;
}
case TEXT_STATE_DONE_FADING:
switch (this->actor.textId) {
case 0x305E:
if (func_8002F368(globalCtx) != EXCH_ITEM_CLAIM_CHECK) {
break;
}
case 0x3059:
if (dialogState == TEXT_STATE_NONE) {
func_800F4524(&D_801333D4, NA_SE_EN_GOLON_WAKE_UP, 60);
}
case 0x3054:
if (dialogState == TEXT_STATE_NONE) {
Audio_PlaySoundGeneral(NA_SE_SY_TRE_BOX_APPEAR, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
}
return 1;
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(globalCtx)) {
if ((this->actor.textId == 0x3054) || (this->actor.textId == 0x3055)) {
if (globalCtx->msgCtx.choiceIndex == 0) {
EnGo2_GetItem(this, globalCtx, GI_PRESCRIPTION);
this->actionFunc = EnGo2_SetupGetItem;
return 2;
}
this->actor.textId = 0x3056;
Message_ContinueTextbox(globalCtx, this->actor.textId);
}
return 1;
}
break;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(globalCtx)) {
if (this->actor.textId == 0x3059) {
globalCtx->msgCtx.msgMode = MSGMODE_PAUSED;
this->actionFunc = EnGo2_BiggoronEyedrops;
}
return 2;
}
}
return 1;
}
u16 EnGo2_GetTextIdGoronFireGeneric(GlobalContext* globalCtx, EnGo2* this) {
if (Flags_GetSwitch(globalCtx, (this->actor.params & 0xFC00) >> 0xA)) {
return 0x3071;
} else {
return 0x3051;
}
}
s16 EnGo2_GetStateGoronFireGeneric(GlobalContext* globalCtx, EnGo2* this) {
switch (Message_GetState(&globalCtx->msgCtx)) {
case TEXT_STATE_CLOSING:
return 0;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(globalCtx)) {
if (this->actor.textId == 0x3071) {
this->actor.textId = EnGo2_GoronFireGenericGetTextId(this);
Message_ContinueTextbox(globalCtx, this->actor.textId);
}
return 1;
}
default:
return 1;
}
}
u16 EnGo2_GetTextIdGoronCityStairwell(GlobalContext* globalCtx, EnGo2* this) {
return !LINK_IS_ADULT ? gSaveContext.infTable[14] & 0x8 ? 0x3022 : 0x300E : 0x3043;
}
s16 EnGo2_GetStateGoronCityStairwell(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x300E) {
gSaveContext.infTable[14] |= 0x8;
}
return 0;
} else {
return 1;
}
}
// Goron in child market bazaar after obtaining Goron Ruby
u16 EnGo2_GetTextIdGoronMarketBazaar(GlobalContext* globalCtx, EnGo2* this) {
return 0x7122;
}
s16 EnGo2_GetStateGoronMarketBazaar(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
return 0;
} else {
return 1;
}
}
u16 EnGo2_GetTextIdGoronCityLostWoods(GlobalContext* globalCtx, EnGo2* this) {
if (!LINK_IS_ADULT) {
if (Flags_GetSwitch(globalCtx, 0x1C)) {
return 0x302F;
} else {
return gSaveContext.infTable[14] & 0x40 ? 0x3025 : 0x3024;
}
} else {
return 0x3043;
}
}
s16 EnGo2_GetStateGoronCityLostWoods(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
if (this->actor.textId == 0x3024) {
gSaveContext.infTable[14] |= 0x40;
}
return 0;
} else {
return 1;
}
}
// Goron at base of DMT summit
u16 EnGo2_GetTextIdGoronDmtFairyHint(GlobalContext* globalCtx, EnGo2* this) {
if (!LINK_IS_ADULT) {
return CHECK_QUEST_ITEM(QUEST_GORON_RUBY) ? 0x3065 : 0x3064;
} else {
return 0x3043;
}
}
s16 EnGo2_GetStateGoronDmtFairyHint(GlobalContext* globalCtx, EnGo2* this) {
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
return 0;
} else {
return 1;
}
}
u16 EnGo2_GetTextId(GlobalContext* globalCtx, Actor* thisx) {
EnGo2* this = (EnGo2*)thisx;
u16 faceReaction = Text_GetFaceReaction(globalCtx, 0x20);
if (faceReaction) {
return faceReaction;
} else {
switch (this->actor.params & 0x1F) {
case GORON_CITY_ROLLING_BIG:
return EnGo2_GetTextIdGoronCityRollingBig(globalCtx, this);
case GORON_CITY_LINK:
return EnGo2_GetTextIdGoronCityLink(globalCtx, this);
case GORON_DMT_BIGGORON:
return EnGo2_GetTextIdGoronDmtBiggoron(globalCtx, this);
case GORON_FIRE_GENERIC:
return EnGo2_GetTextIdGoronFireGeneric(globalCtx, this);
case GORON_DMT_BOMB_FLOWER:
return EnGo2_GetTextIdGoronDmtBombFlower(globalCtx, this);
case GORON_DMT_ROLLING_SMALL:
return EnGo2_GetTextIdGoronDmtRollingSmall(globalCtx, this);
case GORON_DMT_DC_ENTRANCE:
return EnGo2_GetTextIdGoronDmtDcEntrance(globalCtx, this);
case GORON_CITY_ENTRANCE:
return EnGo2_GetTextIdGoronCityEntrance(globalCtx, this);
case GORON_CITY_ISLAND:
return EnGo2_GetTextIdGoronCityIsland(globalCtx, this);
case GORON_CITY_LOWEST_FLOOR:
return EnGo2_GetTextIdGoronCityLowestFloor(globalCtx, this);
case GORON_CITY_STAIRWELL:
return EnGo2_GetTextIdGoronCityStairwell(globalCtx, this);
case GORON_CITY_LOST_WOODS:
return EnGo2_GetTextIdGoronCityLostWoods(globalCtx, this);
case GORON_DMT_FAIRY_HINT:
return EnGo2_GetTextIdGoronDmtFairyHint(globalCtx, this);
case GORON_MARKET_BAZAAR:
return EnGo2_GetTextIdGoronMarketBazaar(globalCtx, this);
}
}
}
s16 EnGo2_GetState(GlobalContext* globalCtx, Actor* thisx) {
EnGo2* this = (EnGo2*)thisx;
switch (this->actor.params & 0x1F) {
case GORON_CITY_ROLLING_BIG:
return EnGo2_GetStateGoronCityRollingBig(globalCtx, this);
case GORON_CITY_LINK:
return EnGo2_GetStateGoronCityLink(globalCtx, this);
case GORON_DMT_BIGGORON:
return EnGo2_GetStateGoronDmtBiggoron(globalCtx, this);
case GORON_FIRE_GENERIC:
return EnGo2_GetStateGoronFireGeneric(globalCtx, this);
case GORON_DMT_BOMB_FLOWER:
return EnGo2_GetStateGoronDmtBombFlower(globalCtx, this);
case GORON_DMT_ROLLING_SMALL:
return EnGo2_GetStateGoronDmtRollingSmall(globalCtx, this);
case GORON_DMT_DC_ENTRANCE:
return EnGo2_GetStateGoronDmtDcEntrance(globalCtx, this);
case GORON_CITY_ENTRANCE:
return EnGo2_GetStateGoronCityEntrance(globalCtx, this);
case GORON_CITY_ISLAND:
return EnGo2_GetStateGoronCityIsland(globalCtx, this);
case GORON_CITY_LOWEST_FLOOR:
return EnGo2_GetStateGoronCityLowestFloor(globalCtx, this);
case GORON_CITY_STAIRWELL:
return EnGo2_GetStateGoronCityStairwell(globalCtx, this);
case GORON_CITY_LOST_WOODS:
return EnGo2_GetStateGoronCityLostWoods(globalCtx, this);
case GORON_DMT_FAIRY_HINT:
return EnGo2_GetStateGoronDmtFairyHint(globalCtx, this);
case GORON_MARKET_BAZAAR:
return EnGo2_GetStateGoronMarketBazaar(globalCtx, this);
}
}
s32 func_80A44790(EnGo2* this, GlobalContext* globalCtx) {
if ((this->actor.params & 0x1F) != GORON_DMT_BIGGORON && (this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG) {
return func_800343CC(globalCtx, &this->actor, &this->unk_194.unk_00, this->unk_218, EnGo2_GetTextId,
EnGo2_GetState);
} else if (((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) && ((this->collider.base.ocFlags2 & 1) == 0)) {
return false;
} else {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
this->unk_194.unk_00 = 1;
return true;
} else if (this->unk_194.unk_00 != 0) {
this->unk_194.unk_00 = EnGo2_GetState(globalCtx, &this->actor);
return false;
} else if (func_8002F2CC(&this->actor, globalCtx, this->unk_218)) {
this->actor.textId = EnGo2_GetTextId(globalCtx, &this->actor);
}
return false;
}
}
void EnGo2_SetColliderDim(EnGo2* this) {
u8 index = this->actor.params & 0x1F;
this->collider.dim.radius = D_80A4816C[index].radius;
this->collider.dim.height = D_80A4816C[index].height;
}
void EnGo2_SetShape(EnGo2* this) {
u8 index = this->actor.params & 0x1F;
this->actor.shape.shadowScale = D_80A481F8[index].shape_unk_10;
Actor_SetScale(&this->actor, D_80A481F8[index].scale);
this->actor.targetMode = D_80A481F8[index].actor_unk_1F;
this->unk_218 = D_80A481F8[index].unk_218;
this->unk_218 += this->collider.dim.radius;
}
void EnGo2_CheckCollision(EnGo2* this, GlobalContext* globalCtx) {
Vec3s pos;
f32 xzDist;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y;
pos.z = this->actor.world.pos.z;
xzDist = D_80A4816C[this->actor.params & 0x1F].xzDist;
pos.x += (s16)(xzDist * Math_SinS(this->actor.shape.rot.y));
pos.z += (s16)(xzDist * Math_CosS(this->actor.shape.rot.y));
pos.y += D_80A4816C[this->actor.params & 0x1F].yDist;
this->collider.dim.pos = pos;
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
void EnGo2_SwapInitialFrameAnimFrameCount(EnGo2* this) {
f32 initialFrame;
initialFrame = this->skelAnime.startFrame;
this->skelAnime.startFrame = this->skelAnime.endFrame;
this->skelAnime.endFrame = initialFrame;
}
s32 func_80A44AB0(EnGo2* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 arg2;
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
return false;
} else {
if ((this->actionFunc != EnGo2_SlowRolling) && (this->actionFunc != EnGo2_ReverseRolling) &&
(this->actionFunc != EnGo2_ContinueRolling)) {
return false;
} else {
if (this->collider.base.acFlags & 2) {
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->actor.flags &= ~ACTOR_FLAG_24;
this->collider.base.acFlags &= ~0x2;
EnGo2_StopRolling(this, globalCtx);
return true;
}
if (player->invincibilityTimer <= 0) {
this->collider.base.ocFlags1 |= 8;
} else {
return false;
}
if (this->collider.base.ocFlags2 & 1) {
this->collider.base.ocFlags2 &= ~1;
arg2 = this->actionFunc == EnGo2_ContinueRolling ? 1.5f : this->actor.speedXZ * 1.5f;
globalCtx->damagePlayer(globalCtx, -4);
func_8002F71C(globalCtx, &this->actor, arg2, this->actor.yawTowardsPlayer, 6.0f);
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);
this->collider.base.ocFlags1 &= ~0x8;
}
}
}
return false;
}
s32 EnGo2_UpdateWaypoint(EnGo2* this, GlobalContext* globalCtx) {
s32 change;
if (this->path == NULL) {
return 0;
}
change = (u8)(this->path->count - 1);
if (this->reverse) {
this->waypoint--;
if (this->waypoint < 0) {
this->waypoint = change - 1;
}
} else {
this->waypoint++;
if (this->waypoint >= change) {
this->waypoint = 0;
}
}
return 1;
}
s32 EnGo2_Orient(EnGo2* this, GlobalContext* globalCtx) {
s16 targetYaw;
f32 waypointDistSq = Path_OrientAndGetDistSq(&this->actor, this->path, this->waypoint, &targetYaw);
Math_SmoothStepToS(&this->actor.world.rot.y, targetYaw, 6, 4000, 1);
if (waypointDistSq > 0.0f && waypointDistSq < SQ(30.0f)) {
return EnGo2_UpdateWaypoint(this, globalCtx);
} else {
return 0;
}
}
s32 func_80A44D84(EnGo2* this) {
s16 targetYaw;
Path_OrientAndGetDistSq(&this->actor, this->path, this->waypoint, &targetYaw);
this->actor.world.rot.y = targetYaw;
return 1;
}
s32 EnGo2_IsWakingUp(EnGo2* this) {
s16 yawDiff;
f32 xyzDist = (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ? 800.0f : 200.0f;
f32 yDist = (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ? 400.0f : 60.0f;
s16 yawDiffAbs;
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
if ((this->collider.base.ocFlags2 & 1) == 0) {
this->actor.flags &= ~ACTOR_FLAG_0;
return false;
} else {
this->actor.flags |= ACTOR_FLAG_0;
return true;
}
}
xyzDist = SQ(xyzDist);
yawDiff = (f32)this->actor.yawTowardsPlayer - (f32)this->actor.shape.rot.y;
yawDiffAbs = ABS(yawDiff);
if (this->actor.xyzDistToPlayerSq <= xyzDist && fabsf(this->actor.yDistToPlayer) < yDist && yawDiffAbs < 0x2AA8) {
return true;
} else {
return false;
}
}
s32 EnGo2_IsRollingOnGround(EnGo2* this, s16 arg1, f32 arg2, s16 arg3) {
if ((this->actor.bgCheckFlags & 1) == 0 || this->actor.velocity.y > 0.0f) {
return false;
}
if (DECR(this->unk_590)) {
if (!arg3) {
return true;
} else {
this->actor.world.pos.y =
(this->unk_590 & 1) ? this->actor.world.pos.y + 1.5f : this->actor.world.pos.y - 1.5f;
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BIGBALL_ROLL - SFX_FLAG);
return true;
}
}
if (this->unk_59C >= 2) {
Audio_PlayActorSound2(&this->actor, (this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG
? NA_SE_EN_GOLON_LAND_BIG
: NA_SE_EN_DODO_M_GND);
}
this->unk_59C--;
if (this->unk_59C <= 0) {
if (this->unk_59C == 0) {
this->unk_590 = Rand_S16Offset(60, 30);
this->unk_59C = 0;
this->actor.velocity.y = 0.0f;
return true;
} else {
this->unk_59C = arg1;
}
}
this->actor.velocity.y = ((f32)this->unk_59C / (f32)arg1) * arg2;
return true;
}
void EnGo2_BiggoronSetTextId(EnGo2* this, GlobalContext* globalCtx, Player* player) {
u16 textId;
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
if (gSaveContext.bgsFlag) {
if (func_8002F368(globalCtx) == EXCH_ITEM_CLAIM_CHECK) {
this->actor.textId = 0x3003;
} else {
this->actor.textId = 0x305E;
}
player->actor.textId = this->actor.textId;
} else if (!gSaveContext.bgsFlag && (INV_CONTENT(ITEM_TRADE_ADULT) == ITEM_CLAIM_CHECK)) {
if (func_8002F368(globalCtx) == EXCH_ITEM_CLAIM_CHECK) {
2022-06-09 06:48:26 -04:00
if (Environment_GetBgsDayCount() >= CVar_GetS32("gForgeTime", 3)) {
textId = 0x305E;
} else {
textId = 0x305D;
}
this->actor.textId = textId;
} else {
2022-06-09 06:48:26 -04:00
if (Environment_GetBgsDayCount() >= CVar_GetS32("gForgeTime", 3)) {
textId = 0x3002;
} else {
textId = 0x305D;
}
this->actor.textId = textId;
}
player->actor.textId = this->actor.textId;
} else if ((INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_PRESCRIPTION) &&
(INV_CONTENT(ITEM_TRADE_ADULT) <= ITEM_CLAIM_CHECK)) {
if (func_8002F368(globalCtx) == EXCH_ITEM_EYEDROPS) {
this->actor.textId = 0x3059;
} else {
this->actor.textId = 0x3058;
}
if (this->actor.textId == 0x3059) {
gSaveContext.timer2State = 0;
}
player->actor.textId = this->actor.textId;
} else if (INV_CONTENT(ITEM_TRADE_ADULT) <= ITEM_SWORD_BROKEN) {
if (func_8002F368(globalCtx) == EXCH_ITEM_SWORD_BROKEN) {
if (gSaveContext.infTable[11] & 0x10) {
textId = 0x3055;
} else {
textId = 0x3054;
}
this->actor.textId = textId;
} else {
this->actor.textId = 0x3053;
}
player->actor.textId = this->actor.textId;
} else {
this->actor.textId = 0x3053;
player->actor.textId = this->actor.textId;
}
}
}
void func_80A45288(EnGo2* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 linkAge;
if (this->actionFunc != EnGo2_GoronFireGenericAction) {
this->unk_194.unk_18 = player->actor.world.pos;
linkAge = gSaveContext.linkAge;
this->unk_194.unk_14 = D_80A482D8[this->actor.params & 0x1F][linkAge];
func_80034A14(&this->actor, &this->unk_194, 4, this->unk_26E);
}
if ((this->actionFunc != EnGo2_SetGetItem) && (this->isAwake == true)) {
if (func_80A44790(this, globalCtx)) {
EnGo2_BiggoronSetTextId(this, globalCtx, player);
}
}
}
void func_80A45360(EnGo2* this, f32* alpha) {
f32 alphaTarget =
(this->skelAnime.animation == &gGoronAnim_004930) && (this->skelAnime.curFrame <= 32.0f) ? 0.0f : 255.0f;
Math_ApproachF(alpha, alphaTarget, 0.4f, 100.0f);
this->actor.shape.shadowAlpha = (u8)(u32)*alpha;
}
void EnGo2_RollForward(EnGo2* this) {
f32 speedXZ = this->actor.speedXZ;
if (this->unk_194.unk_00 != 0) {
this->actor.speedXZ = 0.0f;
}
if (this->actionFunc != EnGo2_ContinueRolling) {
Actor_MoveForward(&this->actor);
}
this->actor.speedXZ = speedXZ;
}
void func_80A454CC(EnGo2* this) {
switch (this->actor.params & 0x1F) {
case GORON_CITY_ROLLING_BIG:
case GORON_DMT_DC_ENTRANCE:
case GORON_CITY_ENTRANCE:
case GORON_CITY_STAIRWELL:
case GORON_DMT_FAIRY_HINT:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_9);
break;
case GORON_DMT_BIGGORON:
if (INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_SWORD_BROKEN && INV_CONTENT(ITEM_TRADE_ADULT) <= ITEM_EYEDROPS) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_4);
break;
}
default:
this->skelAnime.playSpeed = 0.0f;
break;
}
}
f32 EnGo2_GetTargetXZSpeed(EnGo2* this) {
f32 yDist = (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ? 400.0f : 60.0f;
s32 index = this->actor.params & 0x1F;
if (index == GORON_CITY_LINK && (fabsf(this->actor.yDistToPlayer) < yDist) &&
(this->actor.xzDistToPlayer < 400.0f)) {
return 9.0f;
} else {
return index == GORON_CITY_ROLLING_BIG ? 3.6000001f : 6.0f;
}
}
s32 EnGo2_IsCameraModified(EnGo2* this, GlobalContext* globalCtx) {
Camera* camera = globalCtx->cameraPtrs[MAIN_CAM];
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
if (EnGo2_IsWakingUp(this)) {
Camera_ChangeSetting(camera, CAM_SET_DIRECTED_YAW);
func_8005AD1C(camera, 4);
} else if (!EnGo2_IsWakingUp(this) && (camera->setting == CAM_SET_DIRECTED_YAW)) {
Camera_ChangeSetting(camera, CAM_SET_DUNGEON1);
func_8005ACFC(camera, 4);
}
}
if ((this->actor.params & 0x1F) == GORON_FIRE_GENERIC || (this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG ||
(this->actor.params & 0x1F) == GORON_CITY_STAIRWELL || (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ||
(this->actor.params & 0x1F) == GORON_MARKET_BAZAAR) {
return true;
} else if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
return true;
} else {
return false;
}
}
void EnGo2_DefaultWakingUp(EnGo2* this) {
if (EnGo2_IsWakingUp(this)) {
this->unk_26E = 2;
} else {
this->unk_26E = 1;
}
if (this->unk_194.unk_00 != 0) {
this->unk_26E = 4;
}
this->isAwake = true;
}
void EnGo2_WakingUp(EnGo2* this) {
f32 xyzDist = (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ? 800.0f : 200.0f;
s32 isTrue = true;
xyzDist = SQ(xyzDist);
this->unk_26E = 1;
if ((this->actor.xyzDistToPlayerSq <= xyzDist) || (this->unk_194.unk_00 != 0)) {
this->unk_26E = 4;
}
this->isAwake = isTrue;
}
void EnGo2_BiggoronWakingUp(EnGo2* this) {
if (EnGo2_IsWakingUp(this) || this->unk_194.unk_00 != 0) {
this->unk_26E = 2;
this->isAwake = true;
} else {
this->unk_26E = 1;
this->isAwake = false;
}
}
void EnGo2_SelectGoronWakingUp(EnGo2* this) {
switch (this->actor.params & 0x1F) {
case GORON_DMT_BOMB_FLOWER:
this->isAwake = true;
this->unk_26E = EnGo2_IsWakingUp(this) ? 2 : 1;
break;
case GORON_FIRE_GENERIC:
EnGo2_WakingUp(this);
break;
case GORON_DMT_BIGGORON:
EnGo2_BiggoronWakingUp(this);
break;
case GORON_CITY_LINK:
if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
EnGo2_WakingUp(this);
break;
}
default:
EnGo2_DefaultWakingUp(this);
}
}
void EnGo2_EyeMouthTexState(EnGo2* this) {
switch (this->eyeMouthTexState) {
case 1:
this->blinkTimer = 0;
this->eyeTexIndex = 0;
this->mouthTexIndex = 0;
break;
case 2:
this->blinkTimer = 0;
this->eyeTexIndex = 1;
this->mouthTexIndex = 0;
break;
// case 3 only when biggoron is given eyedrops. Biggoron smiles. (only use of second mouth texture)
case 3:
this->blinkTimer = 0;
this->eyeTexIndex = 0;
this->mouthTexIndex = 1;
break;
default:
if (DECR(this->blinkTimer) == 0) {
this->eyeTexIndex++;
if (this->eyeTexIndex >= 4) {
this->blinkTimer = Rand_S16Offset(30, 30);
this->eyeTexIndex = 1;
}
}
}
}
void EnGo2_SitDownAnimation(EnGo2* this) {
if ((this->skelAnime.playSpeed != 0.0f) && (this->skelAnime.animation == &gGoronAnim_004930)) {
if (this->skelAnime.playSpeed > 0.0f && this->skelAnime.curFrame == 14.0f) {
if ((this->actor.params & 0x1F) != GORON_DMT_BIGGORON) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_SIT_DOWN);
} else {
func_800F4524(&D_801333D4, NA_SE_EN_GOLON_SIT_DOWN, 60);
}
}
if (this->skelAnime.playSpeed < 0.0f) {
if (this->skelAnime.curFrame == 1.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
}
if (this->skelAnime.curFrame == 40.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_SIT_DOWN);
}
}
}
}
void EnGo2_GetDustData(EnGo2* this, s32 index2) {
s32 index1 = (this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG ? 1 : 0;
EnGo2DustEffectData* dustEffectData = &sDustEffectData[index1][index2];
EnGo2_SpawnDust(this, dustEffectData->initialTimer, dustEffectData->scale, dustEffectData->scaleStep,
dustEffectData->numDustEffects, dustEffectData->radius, dustEffectData->yAccel);
}
void EnGo2_RollingAnimation(EnGo2* this, GlobalContext* globalCtx) {
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
this->actor.flags &= ~ACTOR_FLAG_0;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_10);
this->skelAnime.playSpeed = -0.5f;
} else {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1);
this->skelAnime.playSpeed = -1.0f;
}
EnGo2_SwapInitialFrameAnimFrameCount(this);
this->unk_26E = 1;
this->unk_211 = false;
this->isAwake = false;
this->actionFunc = EnGo2_CurledUp;
}
void EnGo2_WakeUp(EnGo2* this, GlobalContext* globalCtx) {
if (this->skelAnime.playSpeed == 0.0f) {
if ((this->actor.params & 0x1F) != GORON_DMT_BIGGORON) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_WAKE_UP);
} else {
func_800F4524(&D_801333D4, NA_SE_EN_GOLON_WAKE_UP, 60);
}
}
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
OnePointCutscene_Init(globalCtx, 4200, -99, &this->actor, MAIN_CAM);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_10);
this->skelAnime.playSpeed = 0.5f;
} else {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1);
this->skelAnime.playSpeed = 1.0f;
}
this->actionFunc = func_80A46B40;
}
void EnGo2_GetItemAnimation(EnGo2* this, GlobalContext* globalCtx) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1);
this->unk_211 = true;
this->actionFunc = func_80A46B40;
this->skelAnime.playSpeed = 0.0f;
this->actor.speedXZ = 0.0f;
this->skelAnime.curFrame = this->skelAnime.endFrame;
}
void EnGo2_SetupRolling(EnGo2* this, GlobalContext* globalCtx) {
if ((this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG || (this->actor.params & 0x1F) == GORON_CITY_LINK) {
this->collider.info.bumperFlags = 1;
this->actor.speedXZ = gSaveContext.infTable[17] & 0x4000 ? 6.0f : 3.6000001f;
} else {
this->actor.speedXZ = 6.0f;
}
this->actor.flags |= ACTOR_FLAG_24;
this->animTimer = 10;
this->actor.shape.yOffset = 1800.0f;
this->actor.speedXZ += this->actor.speedXZ; // Speeding up
this->actionFunc = EnGo2_ContinueRolling;
}
void EnGo2_StopRolling(EnGo2* this, GlobalContext* globalCtx) {
EnBom* bomb;
if (((this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG) && ((this->actor.params & 0x1F) != GORON_CITY_LINK)) {
if ((this->actor.params & 0x1F) == GORON_DMT_ROLLING_SMALL) {
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
if (bomb != NULL) {
bomb->timer = 0;
}
}
} else {
this->collider.info.bumperFlags = 0;
}
this->actor.shape.rot = this->actor.world.rot;
this->unk_59C = 0;
this->unk_590 = 0;
this->actionFunc = EnGo2_GroundRolling;
this->actor.shape.yOffset = 0.0f;
this->actor.speedXZ = 0.0f;
}
s32 EnGo2_IsFreeingGoronInFire(EnGo2* this, GlobalContext* globalCtx) {
if ((this->actor.params & 0x1F) != GORON_FIRE_GENERIC) {
return false;
}
// shaking curled up
this->actor.world.pos.x += (globalCtx->state.frames & 1) ? 1.0f : -1.0f;
if (Flags_GetSwitch(globalCtx, (this->actor.params & 0xFC00) >> 0xA)) {
return true;
}
return false;
}
s32 EnGo2_IsGoronDmtBombFlower(EnGo2* this) {
if ((this->actor.params & 0x1F) != GORON_DMT_BOMB_FLOWER || this->unk_194.unk_00 != 2) {
return false;
}
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_3);
this->unk_194.unk_00 = 0;
this->isAwake = false;
this->unk_26E = 1;
this->actionFunc = EnGo2_GoronDmtBombFlowerAnimation;
return true;
}
s32 EnGo2_IsGoronRollingBig(EnGo2* this, GlobalContext* globalCtx) {
if ((this->actor.params & 0x1F) != GORON_CITY_ROLLING_BIG || (this->unk_194.unk_00 != 2)) {
return false;
}
this->unk_194.unk_00 = 0;
EnGo2_RollingAnimation(this, globalCtx);
this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
return true;
}
s32 EnGo2_IsGoronFireGeneric(EnGo2* this) {
if ((this->actor.params & 0x1F) != GORON_FIRE_GENERIC || this->unk_194.unk_00 == 0) {
return false;
}
this->actionFunc = EnGo2_GoronFireGenericAction;
return true;
}
s32 EnGo2_IsGoronLinkReversing(EnGo2* this) {
if ((this->actor.params & 0x1F) != GORON_CITY_LINK || (this->waypoint >= this->unk_216) ||
!EnGo2_IsWakingUp(this)) {
return false;
}
return true;
}
s32 EnGo2_IsRolling(EnGo2* this) {
if (this->unk_194.unk_00 == 0 || this->actor.speedXZ < 1.0f) {
return false;
}
if (EnGo2_IsRollingOnGround(this, 2, 20.0 / 3.0f, 0)) {
if ((this->unk_590 >= 9) && (this->unk_59C == 0)) {
this->unk_590 = 8;
}
EnGo2_GetDustData(this, 0);
}
return true;
}
void EnGo2_GoronLinkAnimation(EnGo2* this, GlobalContext* globalCtx) {
s32 animation = ARRAY_COUNT(sAnimationInfo);
if ((this->actor.params & 0x1F) == GORON_CITY_LINK) {
if ((this->actor.textId == 0x3035 && this->unk_20C == 0) ||
(this->actor.textId == 0x3036 && this->unk_20C == 0)) {
if (this->skelAnime.animation != &gGoronAnim_000D5C) {
animation = ENGO2_ANIM_12;
this->eyeMouthTexState = 0;
}
}
if ((this->actor.textId == 0x3032 && this->unk_20C == 12) || (this->actor.textId == 0x3033) ||
(this->actor.textId == 0x3035 && this->unk_20C == 6)) {
if (this->skelAnime.animation != &gGoronAnim_000750) {
animation = ENGO2_ANIM_11;
this->eyeMouthTexState = 1;
}
}
if (this->skelAnime.animation == &gGoronAnim_000750) {
if (this->skelAnime.curFrame == 20.0f) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOLON_CRY);
}
}
if (animation != ARRAY_COUNT(sAnimationInfo)) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, animation);
}
}
}
void EnGo2_GoronFireCamera(EnGo2* this, GlobalContext* globalCtx) {
s16 yaw;
this->camId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->camId, CAM_STAT_ACTIVE);
Path_CopyLastPoint(this->path, &this->at);
yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->at) + 0xE38;
this->eye.x = Math_SinS(yaw) * 100.0f + this->actor.world.pos.x;
this->eye.z = Math_CosS(yaw) * 100.0f + this->actor.world.pos.z;
this->eye.y = this->actor.world.pos.y + 20.0f;
this->at.x = this->actor.world.pos.x;
this->at.y = this->actor.world.pos.y + 40.0f;
this->at.z = this->actor.world.pos.z;
Gameplay_CameraSetAtEye(globalCtx, this->camId, &this->at, &this->eye);
}
void EnGo2_GoronFireClearCamera(EnGo2* this, GlobalContext* globalCtx) {
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, this->camId);
}
void EnGo2_BiggoronAnimation(EnGo2* this) {
if (INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_SWORD_BROKEN && INV_CONTENT(ITEM_TRADE_ADULT) <= ITEM_EYEDROPS &&
(this->actor.params & 0x1F) == GORON_DMT_BIGGORON && this->unk_194.unk_00 == 0) {
if (DECR(this->animTimer) == 0) {
this->animTimer = Rand_S16Offset(30, 30);
func_800F4524(&D_801333D4, NA_SE_EN_GOLON_EYE_BIG, 60);
}
}
}
void EnGo2_Init(Actor* thisx, GlobalContext* globalCtx) {
EnGo2* this = (EnGo2*)thisx;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 28.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGoronSkel, NULL, this->jointTable, this->morphTable, 18);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
// Not GORON_CITY_ROLLING_BIG, GORON_CITY_LINK, GORON_DMT_BIGGORON
switch (this->actor.params & 0x1F) {
case GORON_FIRE_GENERIC:
case GORON_DMT_BOMB_FLOWER:
case GORON_DMT_ROLLING_SMALL:
case GORON_DMT_DC_ENTRANCE:
case GORON_CITY_ENTRANCE:
case GORON_CITY_ISLAND:
case GORON_CITY_LOWEST_FLOOR:
case GORON_CITY_STAIRWELL:
case GORON_CITY_LOST_WOODS:
case GORON_DMT_FAIRY_HINT:
case GORON_MARKET_BAZAAR:
this->actor.flags &= ~ACTOR_FLAG_4;
this->actor.flags &= ~ACTOR_FLAG_5;
}
EnGo2_SetColliderDim(this);
EnGo2_SetShape(this);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_0);
this->actor.gravity = -1.0f;
this->alpha = this->actor.shape.shadowAlpha = 0;
this->reverse = 0;
this->isAwake = false;
this->unk_211 = false;
this->goronState = 0;
this->waypoint = 0;
this->unk_216 = this->actor.shape.rot.z;
this->unk_26E = 1;
this->path = Path_GetByIndex(globalCtx, (this->actor.params & 0x3E0) >> 5, 0x1F);
switch (this->actor.params & 0x1F) {
case GORON_CITY_ENTRANCE:
case GORON_CITY_ISLAND:
case GORON_CITY_LOWEST_FLOOR:
case GORON_CITY_STAIRWELL:
case GORON_CITY_LOST_WOODS:
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && !gSaveContext.dungeonsDone[4])) && LINK_IS_ADULT) {
Actor_Kill(&this->actor);
}
this->actionFunc = EnGo2_CurledUp;
break;
case GORON_MARKET_BAZAAR:
if ((LINK_IS_ADULT) || !CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
Actor_Kill(&this->actor);
}
EnGo2_GetItemAnimation(this, globalCtx);
break;
case GORON_CITY_LINK:
if ((gSaveContext.infTable[16] & 0x200)) {
Path_CopyLastPoint(this->path, &this->actor.world.pos);
this->actor.home.pos = this->actor.world.pos;
if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
EnGo2_GetItemAnimation(this, globalCtx);
} else {
this->actionFunc = EnGo2_CurledUp;
}
} else {
gSaveContext.infTable[16] &= ~0x1000;
this->collider.dim.height = (D_80A4816C[this->actor.params & 0x1F].height * 0.6f);
EnGo2_SetupRolling(this, globalCtx);
this->isAwake = true;
}
break;
case GORON_CITY_ROLLING_BIG:
case GORON_DMT_ROLLING_SMALL:
this->collider.dim.height = (D_80A4816C[this->actor.params & 0x1F].height * 0.6f);
EnGo2_SetupRolling(this, globalCtx);
break;
case GORON_FIRE_GENERIC:
if (Flags_GetSwitch(globalCtx, (this->actor.params & 0xFC00) >> 0xA)) {
Actor_Kill(&this->actor);
} else {
this->isAwake = true;
this->actionFunc = EnGo2_CurledUp;
}
break;
case GORON_DMT_BIGGORON:
this->actor.shape.shadowDraw = NULL;
this->actor.flags &= ~ACTOR_FLAG_0;
if ((INV_CONTENT(ITEM_TRADE_ADULT) >= ITEM_SWORD_BROKEN) &&
(INV_CONTENT(ITEM_TRADE_ADULT) <= ITEM_EYEDROPS)) {
this->eyeMouthTexState = 1;
}
this->collider.base.acFlags = 0;
this->collider.base.ocFlags1 = 0xD; // OC_PLAYER | OC_NO_PUSH | OC_ON
this->actionFunc = EnGo2_CurledUp;
break;
case GORON_DMT_BOMB_FLOWER:
if (gSaveContext.infTable[14] & 0x800) {
Path_CopyLastPoint(this->path, &this->actor.world.pos);
this->actor.home.pos = this->actor.world.pos;
}
case GORON_DMT_DC_ENTRANCE:
case GORON_DMT_FAIRY_HINT:
default:
this->actionFunc = EnGo2_CurledUp;
}
}
void EnGo2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnGo2_CurledUp(EnGo2* this, GlobalContext* globalCtx) {
u8 index = this->actor.params & 0x1F;
s16 height;
s32 quake;
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
quake = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
Quake_SetSpeed(quake, -0x3CB0);
Quake_SetQuakeValues(quake, 8, 0, 0, 0);
Quake_SetCountdown(quake, 16);
} else {
EnGo2_GetDustData(this, 1);
}
this->skelAnime.playSpeed = 0.0f;
}
if ((s32)this->skelAnime.curFrame == 0) {
this->collider.dim.height = (D_80A4816C[index].height * 0.6f);
} else {
height = D_80A4816C[index].height;
this->collider.dim.height =
((D_80A4816C[index].height * 0.4f * (this->skelAnime.curFrame / this->skelAnime.startFrame)) +
(height * 0.6f));
}
if (EnGo2_IsFreeingGoronInFire(this, globalCtx)) {
this->isAwake = false;
EnGo2_WakeUp(this, globalCtx);
}
if (((this->actor.params & 0x1F) != GORON_FIRE_GENERIC) && EnGo2_IsWakingUp(this)) {
EnGo2_WakeUp(this, globalCtx);
}
}
void func_80A46B40(EnGo2* this, GlobalContext* globalCtx) {
u8 index = (this->actor.params & 0x1F);
f32 height;
if (this->unk_211 == true) {
EnGo2_BiggoronAnimation(this);
EnGo2_GoronLinkAnimation(this, globalCtx);
EnGo2_SelectGoronWakingUp(this);
if (!EnGo2_IsGoronRollingBig(this, globalCtx) && !EnGo2_IsGoronFireGeneric(this)) {
if (EnGo2_IsGoronDmtBombFlower(this)) {
return;
}
} else {
return;
}
} else {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
this->actor.flags |= ACTOR_FLAG_0;
}
func_80A454CC(this);
this->unk_211 = true;
this->collider.dim.height = D_80A4816C[index].height;
} else {
height = D_80A4816C[index].height;
this->collider.dim.height =
(s16)((height * 0.4f * (this->skelAnime.curFrame / this->skelAnime.endFrame)) + (height * 0.6f));
}
}
if ((!EnGo2_IsCameraModified(this, globalCtx)) && (!EnGo2_IsWakingUp(this))) {
EnGo2_RollingAnimation(this, globalCtx);
}
}
void EnGo2_GoronDmtBombFlowerAnimation(EnGo2* this, GlobalContext* globalCtx) {
f32 float1 = this->skelAnime.endFrame;
f32 float2 = this->skelAnime.curFrame * ((f32)0x8000 / float1);
this->actor.speedXZ = Math_SinS(float2);
if ((EnGo2_Orient(this, globalCtx)) && (this->waypoint == 0)) {
EnGo2_GetItemAnimation(this, globalCtx);
}
}
void EnGo2_GoronRollingBigContinueRolling(EnGo2* this, GlobalContext* globalCtx) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
EnGo2_GetDustData(this, 1);
this->skelAnime.playSpeed = 0.0f;
EnGo2_SetupRolling(this, globalCtx);
}
}
void EnGo2_ContinueRolling(EnGo2* this, GlobalContext* globalCtx) {
f32 float1 = 1000.0f;
if (((this->actor.params & 0x1F) != GORON_DMT_ROLLING_SMALL || !(this->actor.xyzDistToPlayerSq > SQ(float1))) &&
DECR(this->animTimer) == 0) {
this->actionFunc = EnGo2_SlowRolling;
this->actor.speedXZ *= 0.5f; // slowdown
}
EnGo2_GetDustData(this, 2);
}
void EnGo2_SlowRolling(EnGo2* this, GlobalContext* globalCtx) {
s32 orientation;
s32 index;
if (!EnGo2_IsRolling(this)) {
if (EnGo2_IsRollingOnGround(this, 4, 8.0f, 1) == true) {
if (EnGo2_IsGoronLinkReversing(this)) {
this->actionFunc = EnGo2_ReverseRolling;
return;
}
EnGo2_GetDustData(this, 3);
}
orientation = EnGo2_Orient(this, globalCtx);
index = this->actor.params & 0x1F;
if (index != GORON_CITY_LINK) {
if ((index == GORON_DMT_ROLLING_SMALL) && (orientation == 1) && (this->waypoint == 0)) {
EnGo2_StopRolling(this, globalCtx);
return;
}
} else if ((orientation == 2) && (this->waypoint == 1)) {
EnGo2_StopRolling(this, globalCtx);
return;
}
Math_ApproachF(&this->actor.speedXZ, EnGo2_GetTargetXZSpeed(this), 0.4f, 0.6f);
this->actor.shape.rot = this->actor.world.rot;
}
}
void EnGo2_GroundRolling(EnGo2* this, GlobalContext* globalCtx) {
if (EnGo2_IsRollingOnGround(this, 4, 8.0f, 0)) {
EnGo2_GetDustData(this, 0);
if (this->unk_59C == 0) {
switch (this->actor.params & 0x1F) {
case GORON_CITY_LINK:
this->goronState = 0;
this->actionFunc = EnGo2_GoronLinkStopRolling;
break;
case GORON_CITY_ROLLING_BIG:
EnGo2_WakeUp(this, globalCtx);
break;
default:
this->actionFunc = EnGo2_CurledUp;
}
}
}
}
void EnGo2_ReverseRolling(EnGo2* this, GlobalContext* globalCtx) {
if (!EnGo2_IsRolling(this)) {
Math_ApproachF(&this->actor.speedXZ, 0.0f, 0.6f, 0.8f);
if (this->actor.speedXZ >= 1.0f) {
EnGo2_GetDustData(this, 3);
}
if ((s32)this->actor.speedXZ == 0) {
this->actor.world.rot.y ^= 0x8000;
this->actor.shape.rot.y = this->actor.world.rot.y;
this->reverse ^= 1;
EnGo2_UpdateWaypoint(this, globalCtx);
EnGo2_SetupRolling(this, globalCtx);
}
}
}
void EnGo2_SetupGetItem(EnGo2* this, GlobalContext* globalCtx) {
if (Actor_HasParent(&this->actor, globalCtx)) {
this->actor.parent = NULL;
this->actionFunc = EnGo2_SetGetItem;
} else {
func_8002F434(&this->actor, globalCtx, this->getItemId, this->actor.xzDistToPlayer + 1.0f,
fabsf(this->actor.yDistToPlayer) + 1.0f);
}
}
void EnGo2_SetGetItem(EnGo2* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(globalCtx)) {
this->unk_194.unk_00 = 0;
switch (this->getItemId) {
case GI_CLAIM_CHECK:
Environment_ClearBgsDayCount();
EnGo2_GetItemAnimation(this, globalCtx);
return;
case GI_TUNIC_GORON:
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
if (!gSaveContext.n64ddFlag) {
gSaveContext.infTable[16] |= 0x200;
}
EnGo2_GetItemAnimation(this, globalCtx);
return;
case GI_SWORD_BGS:
gSaveContext.bgsFlag = true;
break;
case GI_BOMB_BAG_30:
case GI_BOMB_BAG_40:
EnGo2_RollingAnimation(this, globalCtx);
this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
return;
}
this->actionFunc = func_80A46B40;
}
}
void EnGo2_BiggoronEyedrops(EnGo2* this, GlobalContext* globalCtx) {
switch (this->goronState) {
case 0:
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_5);
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.shape.rot.y += 0x5B0;
this->unk_26E = 1;
this->animTimer = this->skelAnime.endFrame + 60.0f + 60.0f; // eyeDrops animation timer
this->eyeMouthTexState = 2;
this->unk_20C = 0;
this->goronState++;
func_800F483C(0x28, 5);
OnePointCutscene_Init(globalCtx, 4190, -99, &this->actor, MAIN_CAM);
break;
case 1:
if (DECR(this->animTimer)) {
if (this->animTimer == 60 || this->animTimer == 120) {
func_8005B1A4(GET_ACTIVE_CAM(globalCtx));
func_800F4524(&D_801333D4, NA_SE_EV_GORON_WATER_DROP, 60);
}
} else {
func_800F4524(&D_801333D4, NA_SE_EN_GOLON_GOOD_BIG, 60);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_6);
Message_ContinueTextbox(globalCtx, 0x305A);
this->eyeMouthTexState = 3;
this->goronState++;
func_800F483C(0x7F, 5);
}
break;
case 2:
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
this->eyeMouthTexState = 0;
}
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1);
this->actor.flags |= ACTOR_FLAG_0;
this->unk_26E = 2;
this->skelAnime.playSpeed = 0.0f;
this->skelAnime.curFrame = this->skelAnime.endFrame;
EnGo2_GetItem(this, globalCtx, GI_CLAIM_CHECK);
this->actionFunc = EnGo2_SetupGetItem;
this->goronState = 0;
}
break;
}
}
void EnGo2_GoronLinkStopRolling(EnGo2* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
switch (this->goronState) {
case 0:
if (Message_GetState(&globalCtx->msgCtx) != TEXT_STATE_NONE) {
return;
} else {
Message_StartTextbox(globalCtx, 0x3031, NULL);
player->actor.freezeTimer = 10;
this->goronState++;
}
case 1:
break;
default:
return;
}
if (Message_GetState(&globalCtx->msgCtx) != TEXT_STATE_CLOSING) {
player->actor.freezeTimer = 10;
} else {
gSaveContext.infTable[16] |= 0x1000;
this->unk_26E = 1;
this->unk_211 = false;
this->isAwake = false;
this->actionFunc = EnGo2_CurledUp;
}
}
void EnGo2_GoronFireGenericAction(EnGo2* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
Vec3s D_80A4854C = { 0x00, 0x00, 0x00 };
switch (this->goronState) {
case 0: // Wake up
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
EnGo2_GoronFireCamera(this, globalCtx);
globalCtx->msgCtx.msgMode = MSGMODE_PAUSED;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_2);
this->waypoint = 1;
this->skelAnime.playSpeed = 2.0f;
func_80A44D84(this);
this->actor.shape.rot = this->actor.world.rot;
this->animTimer = 60;
this->actor.gravity = 0.0f;
this->actor.speedXZ = 2.0f;
this->unk_194.unk_08 = D_80A4854C;
this->unk_194.unk_0E = D_80A4854C;
this->goronState++;
this->goronState++;
player->actor.world.rot.y = this->actor.world.rot.y;
player->actor.shape.rot.y = this->actor.world.rot.y;
player->actor.world.pos.x =
(f32)((Math_SinS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.x);
player->actor.world.pos.z =
(f32)((Math_CosS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.z);
func_8002DF54(globalCtx, &this->actor, 8);
Audio_PlayFanfare(NA_BGM_APPEAR);
}
break;
case 2: // Walking away
if (DECR(this->animTimer)) {
if (!(this->animTimer % 8)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
}
Actor_MoveForward(&this->actor);
} else {
this->animTimer = 0;
this->actor.speedXZ = 0.0f;
if ((((this->actor.params & 0xFC00) >> 0xA) != 1) && (((this->actor.params & 0xFC00) >> 0xA) != 2) &&
(((this->actor.params & 0xFC00) >> 0xA) != 4) && (((this->actor.params & 0xFC00) >> 0xA) != 5) &&
(((this->actor.params & 0xFC00) >> 0xA) != 9) && (((this->actor.params & 0xFC00) >> 0xA) != 11)) {
this->goronState++;
}
this->goronState++;
}
break;
case 3: // Walking away
this->animTimer++;
if (!(this->animTimer % 8) && (this->animTimer < 10)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
}
if (this->animTimer == 10) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_IRON_DOOR_OPEN);
}
if (this->animTimer > 44) {
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_IRON_DOOR_CLOSE);
} else {
break;
}
case 4: // Finalize walking away
Message_CloseTextbox(globalCtx);
EnGo2_GoronFireClearCamera(this, globalCtx);
func_8002DF54(globalCtx, &this->actor, 7);
Actor_Kill(&this->actor);
break;
case 1:
break;
}
}
void EnGo2_Update(Actor* thisx, GlobalContext* globalCtx) {
EnGo2* this = (EnGo2*)thisx;
func_80A45360(this, &this->alpha);
EnGo2_SitDownAnimation(this);
SkelAnime_Update(&this->skelAnime);
EnGo2_RollForward(this);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, (f32)this->collider.dim.height * 0.5f,
(f32)this->collider.dim.radius * 0.6f, 0.0f, 5);
if (this->unk_194.unk_00 == 0) {
func_80A44AB0(this, globalCtx);
}
this->actionFunc(this, globalCtx);
if (this->unk_211 == true) {
func_80034F54(globalCtx, this->unk_226, this->unk_24A, 18);
}
func_80A45288(this, globalCtx);
EnGo2_EyeMouthTexState(this);
EnGo2_CheckCollision(this, globalCtx);
}
s32 EnGo2_DrawCurledUp(EnGo2* this, GlobalContext* globalCtx) {
Vec3f D_80A48554 = { 0.0f, 0.0f, 0.0f };
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoronDL_00BD80);
CLOSE_DISPS(globalCtx->state.gfxCtx);
Matrix_MultVec3f(&D_80A48554, &this->actor.focus.pos);
return 1;
}
s32 EnGo2_DrawRolling(EnGo2* this, GlobalContext* globalCtx) {
s32 pad;
Vec3f D_80A48560 = { 0.0f, 0.0f, 0.0f };
f32 speedXZ;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
speedXZ = this->actionFunc == EnGo2_ReverseRolling ? 0.0f : this->actor.speedXZ;
Matrix_RotateZYX((globalCtx->state.frames * ((s16)speedXZ * 1400)), 0, this->actor.shape.rot.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoronDL_00C140);
CLOSE_DISPS(globalCtx->state.gfxCtx);
Matrix_MultVec3f(&D_80A48560, &this->actor.focus.pos);
return 1;
}
s32 EnGo2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnGo2* this = (EnGo2*)thisx;
Vec3s vec1;
f32 float1;
if (limb == 17) {
Matrix_Translate(2800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
vec1 = this->unk_194.unk_08;
float1 = (vec1.y / (f32)0x8000) * M_PI;
Matrix_RotateX(float1, MTXMODE_APPLY);
float1 = (vec1.x / (f32)0x8000) * M_PI;
Matrix_RotateZ(float1, MTXMODE_APPLY);
Matrix_Translate(-2800.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
if (limb == 10) {
vec1 = this->unk_194.unk_0E;
float1 = (vec1.y / (f32)0x8000) * M_PI;
Matrix_RotateY(float1, MTXMODE_APPLY);
float1 = (vec1.x / (f32)0x8000) * M_PI;
Matrix_RotateX(float1, MTXMODE_APPLY);
}
if ((limb == 10) || (limb == 11) || (limb == 14)) {
float1 = Math_SinS(this->unk_226[limb]);
rot->y += float1 * 200.0f;
float1 = Math_CosS(this->unk_24A[limb]);
rot->z += float1 * 200.0f;
}
return 0;
}
void EnGo2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnGo2* this = (EnGo2*)thisx;
Vec3f D_80A4856C = { 600.0f, 0.0f, 0.0f };
if (limbIndex == 17) {
Matrix_MultVec3f(&D_80A4856C, &this->actor.focus.pos);
}
}
void EnGo2_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnGo2* this = (EnGo2*)thisx;
void* eyeTextures[] = { gGoronCsEyeClosed2Tex, gGoronCsEyeOpenTex, gGoronCsEyeHalfTex, gGoronCsEyeClosedTex };
void* mouthTextures[] = { gGoronCsMouthNeutralTex, gGoronCsMouthSmileTex };
EnGo2_UpdateDust(this);
Matrix_Push();
EnGo2_DrawDust(this, globalCtx);
Matrix_Pop();
if ((this->actionFunc == EnGo2_CurledUp) && (this->skelAnime.playSpeed == 0.0f) &&
(this->skelAnime.curFrame == 0.0f)) {
EnGo2_DrawCurledUp(this, globalCtx);
} else if (this->actionFunc == EnGo2_SlowRolling || this->actionFunc == EnGo2_ReverseRolling ||
this->actionFunc == EnGo2_ContinueRolling) {
EnGo2_DrawRolling(this, globalCtx);
} else {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeTexIndex]));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(mouthTextures[this->mouthTexIndex]));
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, EnGo2_OverrideLimbDraw, EnGo2_PostLimbDraw, this);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
2022-06-09 06:48:26 -04:00
}