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/*
* Much of the code here was borrowed from https : //github.com/gamestabled/OoT3D_Randomizer/blob/main/code/src/entrance.c
* It ' s been adapted for SoH to use our gPlayState vs their gGlobalContext with slightly different named properties , and our enums for some scenes / entrances .
*
* Unlike 3 DS rando , we need to be able to support the user loading up vanilla and rando saves , so the logic around
* modifying the entrance table requires that we save the original table and reset whenever loading a vanilla save .
* A modified dynamicExitList is manually included since we can ' t read it from addressing like 3 ds rando .
*/
# include "randomizer_entrance.h"
# include "randomizer_grotto.h"
# include <string.h>
# include "global.h"
extern PlayState * gPlayState ;
//Overwrite the dynamic exit for the OGC Fairy Fountain to be 0x3E8 instead
//of 0x340 (0x340 will stay as the exit for the HC Fairy Fountain -> Castle Grounds)
s16 dynamicExitList [ ] = { 0x045B , 0x0482 , 0x03E8 , 0x044B , 0x02A2 , 0x0201 , 0x03B8 , 0x04EE , 0x03C0 , 0x0463 , 0x01CD , 0x0394 , 0x0340 , 0x057C } ;
// OGC Fairy HC Fairy
// Warp Song indices array : 0x53C33C = { 0x0600, 0x04F6, 0x0604, 0x01F1, 0x0568, 0x05F4 }
// Owl Flights : 0x492064 and 0x492080
static s16 entranceOverrideTable [ ENTRANCE_TABLE_SIZE ] = { 0 } ;
EntranceInfo originalEntranceTable [ 1556 ] = { 0 } ;
//These variables store the new entrance indices for dungeons so that
//savewarping and game overs respawn players at the proper entrance.
//By default, these will be their vanilla values.
static s16 newDekuTreeEntrance = DEKU_TREE_ENTRANCE ;
static s16 newDodongosCavernEntrance = DODONGOS_CAVERN_ENTRANCE ;
static s16 newJabuJabusBellyEntrance = JABU_JABUS_BELLY_ENTRANCE ;
static s16 newForestTempleEntrance = FOREST_TEMPLE_ENTRANCE ;
static s16 newFireTempleEntrance = FIRE_TEMPLE_ENTRANCE ;
static s16 newWaterTempleEntrance = WATER_TEMPLE_ENTRANCE ;
static s16 newSpiritTempleEntrance = SPIRIT_TEMPLE_ENTRANCE ;
static s16 newShadowTempleEntrance = SHADOW_TEMPLE_ENTRANCE ;
static s16 newBottomOfTheWellEntrance = BOTTOM_OF_THE_WELL_ENTRANCE ;
static s16 newGerudoTrainingGroundsEntrance = GERUDO_TRAINING_GROUNDS_ENTRANCE ;
static s16 newIceCavernEntrance = ICE_CAVERN_ENTRANCE ;
static s8 hasCopiedEntranceTable = 0 ;
static s8 hasModifiedEntranceTable = 0 ;
u8 Entrance_EntranceIsNull ( EntranceOverride * entranceOverride ) {
return entranceOverride - > index = = 0 & & entranceOverride - > destination = = 0 & & entranceOverride - > blueWarp = = 0
& & entranceOverride - > override = = 0 & & entranceOverride - > overrideDestination = = 0 ;
}
static void Entrance_SeparateOGCFairyFountainExit ( void ) {
//Overwrite unused entrance 0x03E8 with values from 0x0340 to use it as the
//exit from OGC Great Fairy Fountain -> Castle Grounds
for ( size_t i = 0 ; i < 4 ; + + i ) {
gEntranceTable [ 0x3E8 + i ] = gEntranceTable [ 0x340 + i ] ;
}
}
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static void Entrance_SeparateAdultSpawnAndPrelude ( ) {
// Overwrite unused entrance 0x0282 with values from 0x05F4 to use it as the
// Adult Spawn index and separate it from Prelude of Light
for ( size_t i = 0 ; i < 4 ; + + i ) {
gEntranceTable [ 0x282 + i ] = gEntranceTable [ 0x5F4 + i ] ;
}
}
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void Entrance_CopyOriginalEntranceTable ( void ) {
if ( ! hasCopiedEntranceTable ) {
memcpy ( originalEntranceTable , gEntranceTable , sizeof ( EntranceInfo ) * 1556 ) ;
hasCopiedEntranceTable = 1 ;
}
}
void Entrance_ResetEntranceTable ( void ) {
if ( hasCopiedEntranceTable & & hasModifiedEntranceTable ) {
memcpy ( gEntranceTable , originalEntranceTable , sizeof ( EntranceInfo ) * 1556 ) ;
hasModifiedEntranceTable = 0 ;
}
}
void Entrance_Init ( void ) {
s32 index ;
Entrance_CopyOriginalEntranceTable ( ) ;
// Skip Child Stealth if given by settings
if ( Randomizer_GetSettingValue ( RSK_SKIP_CHILD_STEALTH ) ) {
gEntranceTable [ 0x07A ] . scene = 0x4A ;
gEntranceTable [ 0x07A ] . spawn = 0x00 ;
gEntranceTable [ 0x07A ] . field = 0x0183 ;
}
// Delete the title card and add a fade in for Hyrule Field from Ocarina of Time cutscene
for ( index = 0x50F ; index < 0x513 ; + + index ) {
gEntranceTable [ index ] . field = 0x010B ;
}
Entrance_SeparateOGCFairyFountainExit ( ) ;
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Entrance_SeparateAdultSpawnAndPrelude ( ) ;
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// Initialize the entrance override table with each index leading to itself. An
// index referring to itself means that the entrance is not currently shuffled.
for ( s16 i = 0 ; i < ENTRANCE_TABLE_SIZE ; i + + ) {
entranceOverrideTable [ i ] = i ;
}
// Initialize the grotto exit and load lists
Grotto_InitExitAndLoadLists ( ) ;
// Then overwrite the indices which are shuffled
for ( size_t i = 0 ; i < ENTRANCE_OVERRIDES_MAX_COUNT ; i + + ) {
if ( Entrance_EntranceIsNull ( & gSaveContext . entranceOverrides [ i ] ) ) {
break ;
}
s16 originalIndex = gSaveContext . entranceOverrides [ i ] . index ;
s16 blueWarpIndex = gSaveContext . entranceOverrides [ i ] . blueWarp ;
s16 overrideIndex = gSaveContext . entranceOverrides [ i ] . override ;
//Overwrite grotto related indices
if ( originalIndex > = 0x0800 ) {
Grotto_SetExitOverride ( originalIndex , overrideIndex ) ;
continue ;
}
if ( originalIndex > = 0x0700 & & originalIndex < 0x0800 ) {
Grotto_SetLoadOverride ( originalIndex , overrideIndex ) ;
continue ;
}
// Overwrite the indices which we want to shuffle, leaving the rest as they are
entranceOverrideTable [ originalIndex ] = overrideIndex ;
if ( blueWarpIndex ! = 0 ) {
entranceOverrideTable [ blueWarpIndex ] = overrideIndex ;
}
//Override both land and water entrances for Hyrule Field -> ZR Front and vice versa
if ( originalIndex = = 0x00EA ) { //Hyrule Field -> ZR Front land entrance
entranceOverrideTable [ 0x01D9 ] = overrideIndex ;
} else if ( originalIndex = = 0x0181 ) { //ZR Front -> Hyrule Field land entrance
entranceOverrideTable [ 0x0311 ] = overrideIndex ;
}
}
// Stop playing background music during shuffled entrance transitions
// so that we don't get duplicated or overlapping music tracks
if ( Randomizer_GetSettingValue ( RSK_SHUFFLE_OVERWORLD_ENTRANCES ) ) {
s16 indicesToSilenceBackgroundMusic [ 2 ] = {
// The lost woods music playing near the GC Woods Warp keeps playing
// in the next area if the bvackground music is allowed to keep playing
entranceOverrideTable [ 0x04D6 ] , // Goron City -> Lost Woods override
// If Malon is singing at night, then her singing will be transferred
// to the next area if it allows the background music to keep playing
entranceOverrideTable [ 0x025A ] , // Castle Grounds -> Market override
} ;
for ( size_t j = 0 ; j < sizeof ( indicesToSilenceBackgroundMusic ) / sizeof ( s16 ) ; j + + ) {
s16 override = indicesToSilenceBackgroundMusic [ j ] ;
for ( s16 i = 0 ; i < 4 ; i + + ) {
// Zero out the bit in the field which tells the game to keep playing
// background music for all four scene setups at each index
gEntranceTable [ override + i ] . field & = ~ 0x8000 ;
}
}
}
hasModifiedEntranceTable = 1 ;
}
s16 Entrance_GetOverride ( s16 index ) {
// The game sometimes uses special indices from 0x7FF9 -> 0x7FFF for exiting
// grottos and fairy fountains. These aren't handled here since the game
// naturally handles them later.
if ( index > = ENTRANCE_TABLE_SIZE ) {
return index ;
}
return entranceOverrideTable [ index ] ;
}
s16 Entrance_OverrideNextIndex ( s16 nextEntranceIndex ) {
// When entering Spirit Temple, clear temp flags so they don't carry over to the randomized dungeon
if ( nextEntranceIndex = = 0x0082 & & Entrance_GetOverride ( nextEntranceIndex ) ! = nextEntranceIndex & &
gPlayState ! = NULL ) {
gPlayState - > actorCtx . flags . tempSwch = 0 ;
gPlayState - > actorCtx . flags . tempCollect = 0 ;
}
// Exiting through the crawl space from Hyrule Castle courtyard is the same exit as leaving Ganon's castle
// If we came from the Castle courtyard, then don't override the entrance to keep Link in Hyrule Castle area
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if ( gPlayState ! = NULL & & gPlayState - > sceneNum = = 69 & & nextEntranceIndex = = 0x023D ) {
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return nextEntranceIndex ;
}
return Grotto_OverrideSpecialEntrance ( Entrance_GetOverride ( nextEntranceIndex ) ) ;
}
s16 Entrance_OverrideDynamicExit ( s16 dynamicExitIndex ) {
return Grotto_OverrideSpecialEntrance ( Entrance_GetOverride ( dynamicExitList [ dynamicExitIndex ] ) ) ;
}
u32 Entrance_SceneAndSpawnAre ( u8 scene , u8 spawn ) {
EntranceInfo currentEntrance = gEntranceTable [ gSaveContext . entranceIndex ] ;
return currentEntrance . scene = = scene & & currentEntrance . spawn = = spawn ;
}
//Properly respawn the player after a game over, accounding for dungeon entrance
//randomizer. It's easier to rewrite this entirely compared to performing an ASM
//dance for just the boss rooms. Entrance Indexes can be found here:
//https://wiki.cloudmodding.com/oot/Entrance_Table_(Data)
void Entrance_SetGameOverEntrance ( void ) {
//Set the current entrance depending on which entrance the player last came through
switch ( gSaveContext . entranceIndex ) {
case 0x040F : //Deku Tree Boss Room
gSaveContext . entranceIndex = newDekuTreeEntrance ;
return ;
case 0x040B : //Dodongos Cavern Boss Room
gSaveContext . entranceIndex = newDodongosCavernEntrance ;
return ;
case 0x0301 : //Jabu Jabus Belly Boss Room
gSaveContext . entranceIndex = newJabuJabusBellyEntrance ;
return ;
case 0x000C : //Forest Temple Boss Room
gSaveContext . entranceIndex = newForestTempleEntrance ;
return ;
case 0x0305 : //Fire Temple Boss Room
gSaveContext . entranceIndex = newFireTempleEntrance ;
return ;
case 0x0417 : //Water Temple Boss Room
gSaveContext . entranceIndex = newWaterTempleEntrance ;
return ;
case 0x008D : //Spirit Temple Boss Room
gSaveContext . entranceIndex = newSpiritTempleEntrance ;
return ;
case 0x0413 : //Shadow Temple Boss Room
gSaveContext . entranceIndex = newShadowTempleEntrance ;
return ;
case 0x041F : //Ganondorf Boss Room
gSaveContext . entranceIndex = 0x041B ; // Inside Ganon's Castle -> Ganon's Tower Climb
return ;
}
}
//Properly savewarp the player accounting for dungeon entrance randomizer.
//It's easier to rewrite this entirely compared to performing an ASM
//dance for just the boss rooms.
//https://wiki.cloudmodding.com/oot/Entrance_Table_(Data)
void Entrance_SetSavewarpEntrance ( void ) {
s16 scene = gSaveContext . savedSceneNum ;
if ( scene = = SCENE_YDAN | | scene = = SCENE_YDAN_BOSS ) {
gSaveContext . entranceIndex = newDekuTreeEntrance ;
} else if ( scene = = SCENE_DDAN | | scene = = SCENE_DDAN_BOSS ) {
gSaveContext . entranceIndex = newDodongosCavernEntrance ;
} else if ( scene = = SCENE_BDAN | | scene = = SCENE_BDAN_BOSS ) {
gSaveContext . entranceIndex = newJabuJabusBellyEntrance ;
} else if ( scene = = SCENE_BMORI1 | | scene = = SCENE_MORIBOSSROOM ) { //Forest Temple Boss Room
gSaveContext . entranceIndex = newForestTempleEntrance ;
} else if ( scene = = SCENE_HIDAN | | scene = = SCENE_FIRE_BS ) { //Fire Temple Boss Room
gSaveContext . entranceIndex = newFireTempleEntrance ;
} else if ( scene = = SCENE_MIZUSIN | | scene = = SCENE_MIZUSIN_BS ) { //Water Temple Boss Room
gSaveContext . entranceIndex = newWaterTempleEntrance ;
} else if ( scene = = SCENE_JYASINZOU | | scene = = SCENE_JYASINBOSS ) { //Spirit Temple Boss Room
gSaveContext . entranceIndex = newSpiritTempleEntrance ;
} else if ( scene = = SCENE_HAKADAN | | scene = = SCENE_HAKADAN_BS ) { //Shadow Temple Boss Room
gSaveContext . entranceIndex = newShadowTempleEntrance ;
} else if ( scene = = SCENE_HAKADANCH ) { // BOTW
gSaveContext . entranceIndex = newBottomOfTheWellEntrance ;
} else if ( scene = = SCENE_MEN ) { // GTG
gSaveContext . entranceIndex = newGerudoTrainingGroundsEntrance ;
} else if ( scene = = SCENE_ICE_DOUKUTO ) { // Ice cavern
gSaveContext . entranceIndex = newIceCavernEntrance ;
} else if ( scene = = SCENE_GANONTIKA ) {
gSaveContext . entranceIndex = GANONS_CASTLE_ENTRANCE ;
} else if ( scene = = SCENE_GANON | | scene = = SCENE_GANONTIKA_SONOGO | | scene = = SCENE_GANON_SONOGO | | scene = = SCENE_GANON_DEMO | | scene = = SCENE_GANON_FINAL ) {
gSaveContext . entranceIndex = 0x041B ; // Inside Ganon's Castle -> Ganon's Tower Climb
} else if ( scene = = SCENE_GERUDOWAY ) { // Theives hideout
gSaveContext . entranceIndex = 0x0486 ; // Gerudo Fortress -> Thieve's Hideout spawn 0
} else if ( scene = = SCENE_LINK_HOME ) {
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gSaveContext . entranceIndex = Entrance_OverrideNextIndex ( LINK_HOUSE_SAVEWARP_ENTRANCE ) ;
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} else if ( LINK_IS_CHILD ) {
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gSaveContext . entranceIndex = Entrance_OverrideNextIndex ( LINK_HOUSE_SAVEWARP_ENTRANCE ) ; // Child Overworld Spawn
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} else {
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gSaveContext . entranceIndex = Entrance_OverrideNextIndex ( 0x0282 ) ; // Adult Overworld Spawn (Normally 0x5F4, but 0x282 has been repurposed to differentiate from Prelude which also uses 0x5F4)
}
}
void Entrance_SetWarpSongEntrance ( void ) {
gPlayState - > sceneLoadFlag = 0x14 ;
gPlayState - > fadeTransition = 5 ;
switch ( gPlayState - > msgCtx . lastPlayedSong ) {
case 0 :
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0600 ) ; // Minuet
break ;
case 1 :
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x04F6 ) ; // Bolero
break ;
case 2 :
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0604 ) ; // Serenade
break ;
case 3 :
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x01F1 ) ; // Requiem
break ;
case 4 :
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0568 ) ; // Nocturne
break ;
case 5 :
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x05F4 ) ; // Prelude
break ;
default :
gPlayState - > sceneLoadFlag = 0 ; // if something goes wrong, the animation plays normally
}
// If one of the warp songs happens to lead to a grotto return, then we
// have to force the grotto return afterwards
Grotto_ForceGrottoReturnOnSpecialEntrance ( ) ;
if ( gSaveContext . gameMode ! = 0 ) {
// During DHWW the cutscene must play at the destination
gSaveContext . respawnFlag = - 3 ;
} else if ( gSaveContext . respawnFlag = = - 3 ) {
// Unset Zoneout Type -3 to avoid cutscene at destination (technically it's not needed)
gSaveContext . respawnFlag = 0 ;
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}
}
void Entrance_OverrideBlueWarp ( void ) {
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// Set nextEntranceIndex as a flag so that Grotto_CheckSpecialEntrance
// won't return index 0x7FFF, which can't work to override blue warps.
gPlayState - > nextEntranceIndex = 0 ;
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switch ( gPlayState - > sceneNum ) {
case SCENE_YDAN_BOSS : // Ghoma boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0457 ) ;
return ;
case SCENE_DDAN_BOSS : // King Dodongo boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x047A ) ;
return ;
case SCENE_BDAN_BOSS : // Barinade boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x010E ) ;
return ;
case SCENE_MORIBOSSROOM : // Phantom Ganon boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0608 ) ;
return ;
case SCENE_FIRE_BS : // Volvagia boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0564 ) ;
return ;
case SCENE_MIZUSIN_BS : // Morpha boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x060C ) ;
return ;
case SCENE_JYASINBOSS : // Bongo-Bongo boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0610 ) ;
return ;
case SCENE_HAKADAN_BS : // Twinrova boss room
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( 0x0580 ) ;
return ;
}
}
void Entrance_OverrideCutsceneEntrance ( u16 cutsceneCmd ) {
switch ( cutsceneCmd ) {
case 24 : // Dropping a fish for Jabu Jabu
gPlayState - > nextEntranceIndex = Entrance_OverrideNextIndex ( newJabuJabusBellyEntrance ) ;
gPlayState - > sceneLoadFlag = 0x14 ;
gPlayState - > fadeTransition = 2 ;
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// In case Jabu's mouth leads to a grotto return
Grotto_ForceGrottoReturnOnSpecialEntrance ( ) ;
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break ;
}
}
void Entrance_EnableFW ( void ) {
Player * player = GET_PLAYER ( gPlayState ) ;
// Leave restriction in Tower Collapse Interior, Castle Collapse, Treasure Box Shop, Tower Collapse Exterior,
// Grottos area, Fishing Pond, Ganon Battle and for states that disable buttons.
if ( ! false /* farores wind anywhere */ | |
gPlayState - > sceneNum = = 14 | | gPlayState - > sceneNum = = 15 | | ( gPlayState - > sceneNum = = 16 & & ! false /* shuffled chest mini game */ ) | |
gPlayState - > sceneNum = = 26 | | gPlayState - > sceneNum = = 62 | | gPlayState - > sceneNum = = 73 | |
gPlayState - > sceneNum = = 79 | |
gSaveContext . eventInf [ 0 ] & 0x1 | | // Ingo's Minigame state
player - > stateFlags1 & 0x08A02000 | | // Swimming, riding horse, Down A, hanging from a ledge
player - > stateFlags2 & 0x00040000 // Blank A
// Shielding, spinning and getting skull tokens still disable buttons automatically
) {
return ;
}
for ( int i = 1 ; i < 5 ; i + + ) {
if ( gSaveContext . equips . buttonItems [ i ] = = 13 ) {
gSaveContext . buttonStatus [ i ] = BTN_ENABLED ;
}
}
}
// Check if Link should still be riding epona after changing entrances
void Entrance_HandleEponaState ( void ) {
s32 entrance = gPlayState - > nextEntranceIndex ;
Player * player = GET_PLAYER ( gPlayState ) ;
//If Link is riding Epona but he's about to go through an entrance where she can't spawn,
//unset the Epona flag to avoid Master glitch, and restore temp B.
if ( Randomizer_GetSettingValue ( RSK_SHUFFLE_OVERWORLD_ENTRANCES ) & & ( player - > stateFlags1 & PLAYER_STATE1_23 ) ) {
static const s16 validEponaEntrances [ ] = {
0x0102 , // Hyrule Field -> Lake Hylia
0x0189 , // Lake Hylia -> Hyrule Field
0x0309 , // LH Fishing Hole -> LH Fishing Island
0x03CC , // LH Lab -> Lake Hylia
0x0117 , // Hyrule Field -> Gerudo Valley
0x018D , // Gerudo Valley -> Hyrule Field
0x0157 , // Hyrule Field -> Lon Lon Ranch
0x01F9 , // Lon Lon Ranch -> Hyrule Field
0x01FD , // Market Entrance -> Hyrule Field
0x00EA , // ZR Front -> Hyrule Field
0x0181 , // LW Bridge -> Hyrule Field
0x0129 , // GV Fortress Side -> Gerudo Fortress
0x022D , // Gerudo Fortress -> GV Fortress Side
0x03D0 , // GV Carpenter Tent -> GV Fortress Side
0x0496 , // Gerudo Fortress -> Thieves Hideout
0x042F , // LLR Stables -> Lon Lon Ranch
0x05D4 , // LLR Tower -> Lon Lon Ranch
0x0378 , // LLR Talons House -> Lon Lon Ranch
0x028A , // LLR Southern Fence Jump
0x028E , // LLR Western Fence Jump
0x0292 , // LLR Eastern Fence Jump
0x0476 , // LLR Front Gate Jump
// The following indices currently aren't randomized, but we'll list
// them in case they ever are. They're all Theives Hideout -> Gerudo Fortress
0x231 ,
0x235 ,
0x239 ,
0x2BA ,
} ;
for ( size_t i = 0 ; i < ARRAY_COUNT ( validEponaEntrances ) ; i + + ) {
// If the entrance is equal to any of the valid ones, return and
// don't change anything
if ( entrance = = validEponaEntrances [ i ] ) {
return ;
}
}
// Update Link's status to no longer be riding epona so that the next time link
// enters an epona supported area, he isn't automatically placed on epona
player - > stateFlags1 & = ~ PLAYER_STATE1_23 ;
player - > actor . parent = NULL ;
AREG ( 6 ) = 0 ;
gSaveContext . equips . buttonItems [ 0 ] = gSaveContext . buttonStatus [ 0 ] ; //"temp B"
}
}
// Certain weather states don't clear normally in entrance rando, so we need to reset and re-apply
// the correct weather state based on the current entrance and scene
void Entrance_OverrideWeatherState ( ) {
gWeatherMode = 0 ;
gPlayState - > envCtx . gloomySkyMode = 0 ;
// Weather only applyies to adult link
if ( LINK_IS_CHILD | | gSaveContext . sceneSetupIndex > = 4 ) {
return ;
}
// Hyrule Market
if ( gSaveContext . entranceIndex = = 0x01FD ) { // Hyrule Field by Market Entrance
gWeatherMode = 1 ;
return ;
}
// Lon Lon Ranch (No Epona)
if ( ! Flags_GetEventChkInf ( 0x18 ) ) { // if you don't have Epona
switch ( gSaveContext . entranceIndex ) {
case 0x0157 : // Lon Lon Ranch from HF
case 0x01F9 : // Hyrule Field from LLR
gWeatherMode = 2 ;
return ;
}
}
// Water Temple
if ( ! ( gSaveContext . eventChkInf [ 4 ] & 0x0400 ) ) { // have not beaten Water Temple
switch ( gSaveContext . entranceIndex ) {
case 0x019D : // Zora River from behind waterfall
case 0x01DD : // Zora River from LW water shortcut
case 0x04DA : // Lost Woods water shortcut from ZR
gWeatherMode = 3 ;
return ;
}
switch ( gPlayState - > sceneNum ) {
case 88 : // Zora's Domain
case 89 : // Zora's Fountain
gWeatherMode = 3 ;
return ;
}
}
// Kakariko Thunderstorm
if ( ( ( gSaveContext . inventory . questItems & 0x7 ) = = 0x7 ) & & // Have forest, fire, and water medallion
! ( gSaveContext . sceneFlags [ 24 ] . clear & 0x02 ) ) { // have not beaten Bongo Bongo
switch ( gPlayState - > sceneNum ) {
case 82 : // Kakariko
case 83 : // Graveyard
gPlayState - > envCtx . gloomySkyMode = 2 ;
switch ( gSaveContext . entranceIndex ) {
case 0x00DB : // Kakariko from HF
case 0x0191 : // Kakariko from Death Mountain Trail
case 0x0205 : // Graveyard from Shadow Temple
break ;
default :
gWeatherMode = 5 ;
return ;
}
}
}
// Death Mountain Cloudy
if ( ! ( gSaveContext . eventChkInf [ 4 ] & 0x0200 ) ) { // have not beaten Fire Temple
if ( gPlayState - > nextEntranceIndex = = 0x04D6 ) { // Lost Woods Goron City Shortcut
gWeatherMode = 2 ;
return ;
}
switch ( gPlayState - > sceneNum ) {
case 82 : // Kakariko
case 83 : // Graveyard
case 96 : // Death Mountain Trail
case 97 : // Death Mountain Crater
if ( ! gPlayState - > envCtx . gloomySkyMode ) {
gPlayState - > envCtx . gloomySkyMode = 1 ;
}
switch ( gSaveContext . entranceIndex ) {
case 0x00DB : // Kakariko from HF
case 0x0195 : // Kakariko from Graveyard
break ;
default :
gWeatherMode = 2 ;
return ;
}
}
}
}
// Rectify the "Getting Caught By Gerudo" entrance index if necessary, based on the age and current scene
// In ER, Adult should be placed at the fortress entrance when getting caught in the fortress without a hookshot, instead of being thrown in the valley
// Child should always be thrown in the stream when caught in the valley, and placed at the fortress entrance from valley when caught in the fortress
void Entrance_OverrideGeurdoGuardCapture ( void ) {
if ( LINK_IS_CHILD ) {
gPlayState - > nextEntranceIndex = 0x1A5 ;
}
if ( ( LINK_IS_CHILD | | Randomizer_GetSettingValue ( RSK_SHUFFLE_OVERWORLD_ENTRANCES ) ) & &
gPlayState - > nextEntranceIndex = = 0x1A5 ) { // Geurdo Valley thrown out
if ( gPlayState - > sceneNum ! = 0x5A ) { // Geurdo Valley
gPlayState - > nextEntranceIndex = 0x129 ; // Gerudo Fortress
}
}
}
void Entrance_OverrideSpawnScene ( s32 sceneNum , s32 spawn ) {
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if ( Randomizer_GetSettingValue ( RSK_SHUFFLE_DUNGEON_ENTRANCES ) = = RO_DUNGEON_ENTRANCE_SHUFFLE_ON_PLUS_GANON ) {
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// Move Hyrule's Castle Courtyard exit spawn to be before the crates so players don't skip Talon
if ( sceneNum = = 95 & & spawn = = 1 ) {
gPlayState - > linkActorEntry - > pos . x = 0x033A ;
gPlayState - > linkActorEntry - > pos . y = 0x0623 ;
gPlayState - > linkActorEntry - > pos . z = 0xFF22 ;
}
// Move Ganon's Castle exit spawn to be on the small ledge near the castle and not over the void
if ( sceneNum = = 100 & & spawn = = 1 ) {
gPlayState - > linkActorEntry - > pos . x = 0xFEA8 ;
gPlayState - > linkActorEntry - > pos . y = 0x065C ;
gPlayState - > linkActorEntry - > pos . z = 0x0290 ;
gPlayState - > linkActorEntry - > rot . y = 0x0700 ;
gPlayState - > linkActorEntry - > params = 0x0DFF ; // stationary spawn
}
}
}