Account for tokensanity

Added changes to restore small item fanfares to rupees, heart containers, and items when picked up from skulltulas in tokensanity.
This commit is contained in:
Sarge-117 2022-07-23 23:25:35 -07:00
parent 5505d0d284
commit 068f3426d7
2 changed files with 65 additions and 15 deletions

View File

@ -115,7 +115,50 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
player->actor.freezeTimer = 20; player->actor.freezeTimer = 20;
} }
Message_StartTextbox(globalCtx, textId, NULL); Message_StartTextbox(globalCtx, textId, NULL);
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
// Restore appropriate item fanfares in rando when we're obtaining items outside of their
// normal contexts (this code more or less copied from z_player.c)
if (gSaveContext.n64ddFlag) {
s32 temp1;
if (((getItemId >= GI_RUPEE_GREEN) && (getItemId <= GI_RUPEE_RED)) ||
((getItemId >= GI_RUPEE_PURPLE) && (getItemId <= GI_RUPEE_GOLD)) ||
((getItemId >= GI_RUPEE_GREEN_LOSE) && (getItemId <= GI_RUPEE_PURPLE_LOSE)) ||
(getItemId == GI_HEART)) {
Audio_PlaySoundGeneral(NA_SE_SY_GET_BOXITEM, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else {
if ((getItemId == GI_HEART_CONTAINER_2) || (getItemId == GI_HEART_CONTAINER) ||
((getItemId == GI_HEART_PIECE) &&
((gSaveContext.inventory.questItems & 0xF0000000) == 0x40000000))) {
temp1 = NA_BGM_HEART_GET | 0x900;
} else {
temp1 = (getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900;
}
// If we get a skulltula token, play "get small item"
if (getItemId == GI_SKULL_TOKEN) {
temp1 = NA_BGM_SMALL_ITEM_GET | 0x900;
}
// If the setting is toggled on and we get special quest items (longer fanfares):
if (CVar_GetS32("gRandoFanfareByItemType", 0) != 0) {
// If we get a medallion, play the "get a medallion" fanfare
if ((getItemId >= GI_MEDALLION_LIGHT) && (getItemId <= GI_MEDALLION_SPIRIT)) {
temp1 = NA_BGM_MEDALLION_GET | 0x900;
}
// If it's a Spiritual Stone, play the "get a spiritual stone" fanfare
if ((getItemId >= GI_STONE_KOKIRI) && (getItemId <= GI_STONE_ZORA)) {
temp1 = NA_BGM_SPIRITUAL_STONE | 0x900;
}
// If the item we're getting is a song, play the "learned a song" fanfare
if ((getItemId >= GI_ZELDAS_LULLABY) && (getItemId <= GI_PRELUDE_OF_LIGHT)) {
temp1 = NA_BGM_OCA_FAIRY_GET | 0x900;
}
}
Audio_PlayFanfare(temp1);
}// *********************************************
} else {
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
this->actionFunc = func_80AFB950; this->actionFunc = func_80AFB950;
} else { } else {
Collider_UpdateCylinder(&this->actor, &this->collider); Collider_UpdateCylinder(&this->actor, &this->collider);

View File

@ -12700,21 +12700,28 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
temp1 = temp2 = (this->getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900; temp1 = temp2 = (this->getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900;
} }
// In Rando, if we get special quest items (medallions/stones/songs), play their respective unique fanfares // Restore appropriate item fanfares in rando when we're obtaining items outside of their normal contexts
// instead of the default "get item" fanfare (if we have the setting toggled on) if (gSaveContext.n64ddFlag) {
if (gSaveContext.n64ddFlag && CVar_GetS32("gRandoFanfareByItemType", 0) != 0) { // If we get a skulltula token, play "get small item" (for tokensanity)
if ((this->getItemId >= GI_MEDALLION_LIGHT) && (this->getItemId <= GI_MEDALLION_SPIRIT)) { if (this->getItemId == GI_SKULL_TOKEN) {
temp1 = NA_BGM_MEDALLION_GET | 0x900; temp1 = NA_BGM_SMALL_ITEM_GET | 0x900;
}
// If the setting is toggled on and we get special quest items (longer fanfares):
if (CVar_GetS32("gRandoFanfareByItemType", 0) != 0) {
// If we get a medallion, play the "get a medallion" fanfare
if ((this->getItemId >= GI_MEDALLION_LIGHT) && (this->getItemId <= GI_MEDALLION_SPIRIT)) {
temp1 = NA_BGM_MEDALLION_GET | 0x900;
}
// If it's a Spiritual Stone, play the "get a spiritual stone" fanfare
if ((this->getItemId >= GI_STONE_KOKIRI) && (this->getItemId <= GI_STONE_ZORA)) {
temp1 = NA_BGM_SPIRITUAL_STONE | 0x900;
}
// If the item we're getting is a song, play the "learned a song" fanfare
if ((this->getItemId >= GI_ZELDAS_LULLABY) && (this->getItemId <= GI_PRELUDE_OF_LIGHT)) {
temp1 = NA_BGM_OCA_FAIRY_GET | 0x900;
}
} }
// If it's a Spiritual Stone, play the "get a spiritual stone" fanfare }// ***************************************************************************************
if ((this->getItemId >= GI_STONE_KOKIRI) && (this->getItemId <= GI_STONE_ZORA)) {
temp1 = NA_BGM_SPIRITUAL_STONE | 0x900;
}
// If the item we're getting is a song, play the "learned a song" fanfare
if ((this->getItemId >= GI_ZELDAS_LULLABY) && (this->getItemId <= GI_PRELUDE_OF_LIGHT)) {
temp1 = NA_BGM_OCA_FAIRY_GET | 0x900;
}
} // ***************************************************************************************
Audio_PlayFanfare(temp1); Audio_PlayFanfare(temp1);
} }