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Force Sleeping Waterfall enhancement in rando mode
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69d8c97602
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@ -43,7 +43,12 @@ void RegionTable_Init_ZorasDomain() {
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Entrance(RR_ZR_FAIRY_GROTTO, {[]{return Here(RR_ZORAS_RIVER, []{return logic->BlastOrSmash();});}}),
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Entrance(RR_THE_LOST_WOODS, {[]{return logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS);}}),
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Entrance(RR_ZR_STORMS_GROTTO, {[]{return logic->CanOpenStormsGrotto();}}),
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Entrance(RR_ZR_BEHIND_WATERFALL, {[]{return ctx->GetOption(RSK_SLEEPING_WATERFALL).Is(RO_WATERFALL_OPEN) || logic->CanUse(RG_ZELDAS_LULLABY) || (logic->IsChild && ctx->GetTrickOption(RT_ZR_CUCCO)) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_ZR_HOVERS));}}),
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Entrance(RR_ZR_BEHIND_WATERFALL, {[]{
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return Here(RR_ZORAS_RIVER, []{return ctx->GetOption(RSK_SLEEPING_WATERFALL).Is(RO_WATERFALL_OPEN);}) ||
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logic->CanUse(RG_ZELDAS_LULLABY) ||
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(logic->IsChild && ctx->GetTrickOption(RT_ZR_CUCCO)) ||
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(logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_ZR_HOVERS));
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}}),
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});
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areaTable[RR_ZR_BEHIND_WATERFALL] = Region("ZR Behind Waterfall", "Zora River", {RA_ZORAS_RIVER}, DAY_NIGHT_CYCLE, {}, {}, {
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@ -34,7 +34,8 @@ void Settings::CreateOptionDescriptions() {
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"Open - King Zora has already mweeped out of the way in both "
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"time periods. Ruto's Letter is removed from the item pool.";
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mOptionDescriptions[RSK_SLEEPING_WATERFALL] = "Closed - Sleeping Waterfall obstructs the entrance to Zora's "
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"Domain. Zelda's Lullaby must be played in order to open it.\n"
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"Domain. Zelda's Lullaby must be played in order to open it "
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"(but only once; then it stays open in both time periods).\n"
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"\n"
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"Open - Sleeping Waterfall is always open. "
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"Link may always enter Zora's Domain.";
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@ -790,45 +790,44 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
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if (actor->id == ACTOR_BG_SPOT03_TAKI) {
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bgSpot03UpdateHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorUpdate>([](void* innerActorRef) mutable {
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Actor* innerActor = static_cast<Actor*>(innerActorRef);
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bool shouldKeepOpen;
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if (innerActor->id != ACTOR_BG_SPOT03_TAKI) {
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shouldKeepOpen = false;
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} else if (IS_RANDO) {
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shouldKeepOpen = RAND_GET_OPTION(RSK_SLEEPING_WATERFALL) == RO_WATERFALL_OPEN;
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} else {
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switch (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SleepingWaterfall"), 0)) {
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case 1:
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shouldKeepOpen = Flags_GetEventChkInf(EVENTCHKINF_OPENED_ZORAS_DOMAIN);
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break;
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case 2:
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shouldKeepOpen = CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) &&
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(INV_CONTENT(ITEM_OCARINA_TIME) == ITEM_OCARINA_TIME ||
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INV_CONTENT(ITEM_OCARINA_FAIRY) == ITEM_OCARINA_FAIRY);
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break;
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default:
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shouldKeepOpen = false;
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break;
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}
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return;
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}
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if (shouldKeepOpen) {
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BgSpot03Taki* bgSpot03 = static_cast<BgSpot03Taki*>(innerActorRef);
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if (bgSpot03->actionFunc == func_808ADEF0) {
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bgSpot03->actionFunc = BgSpot03Taki_KeepOpen;
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bgSpot03->state = WATERFALL_OPENED;
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bgSpot03->openingAlpha = 0.0f;
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Flags_SetSwitch(gPlayState, bgSpot03->switchFlag);
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func_8003EBF8(gPlayState, &gPlayState->colCtx.dyna, bgSpot03->dyna.bgId);
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BgSpot03Taki_ApplyOpeningAlpha(bgSpot03, 0);
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BgSpot03Taki_ApplyOpeningAlpha(bgSpot03, 1);
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bool shouldKeepOpen;
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switch (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SleepingWaterfall"), 0)) {
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case 1:
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shouldKeepOpen = Flags_GetEventChkInf(EVENTCHKINF_OPENED_ZORAS_DOMAIN);
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break;
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case 2:
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shouldKeepOpen = CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) &&
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(INV_CONTENT(ITEM_OCARINA_TIME) == ITEM_OCARINA_TIME ||
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INV_CONTENT(ITEM_OCARINA_FAIRY) == ITEM_OCARINA_FAIRY);
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break;
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default:
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shouldKeepOpen = false;
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break;
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}
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorUpdate>(bgSpot03UpdateHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneInit>(bgSpot03KillHook);
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bgSpot03UpdateHook = 0;
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bgSpot03KillHook = 0;
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}
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if (!shouldKeepOpen) {
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return;
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}
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BgSpot03Taki* bgSpot03 = static_cast<BgSpot03Taki*>(innerActorRef);
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if (bgSpot03->actionFunc == func_808ADEF0) {
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bgSpot03->actionFunc = BgSpot03Taki_KeepOpen;
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bgSpot03->state = WATERFALL_OPENED;
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bgSpot03->openingAlpha = 0.0f;
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Flags_SetSwitch(gPlayState, bgSpot03->switchFlag);
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func_8003EBF8(gPlayState, &gPlayState->colCtx.dyna, bgSpot03->dyna.bgId);
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BgSpot03Taki_ApplyOpeningAlpha(bgSpot03, 0);
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BgSpot03Taki_ApplyOpeningAlpha(bgSpot03, 1);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorUpdate>(bgSpot03UpdateHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneInit>(bgSpot03KillHook);
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bgSpot03UpdateHook = 0;
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bgSpot03KillHook = 0;
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}
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});
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bgSpot03KillHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>([](int16_t sceneNum) mutable {
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@ -795,8 +795,14 @@ void DrawEnhancementsMenu() {
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"- Not within range of Ocarina playing spots");
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UIWidgets::PaddedEnhancementCheckbox("Pause Warp", CVAR_ENHANCEMENT("PauseWarp"), true, false);
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UIWidgets::Tooltip("Selection of warp song in pause menu initiates warp. Disables song playback.");
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uint8_t forceSleepingWaterfallValue =
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OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SLEEPING_WATERFALL) + 1;
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static const char* forceSleepingWaterfallText =
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"This setting is forcefully enabled because you are playing a randomizer.";
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UIWidgets::PaddedText("Play Zelda's Lullaby to open Sleeping Waterfall", true, false);
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UIWidgets::EnhancementCombobox(CVAR_ENHANCEMENT("TimeSavers.SleepingWaterfall"), sleepingWaterfallOptions, 0);
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UIWidgets::EnhancementCombobox(CVAR_ENHANCEMENT("TimeSavers.SleepingWaterfall"),
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sleepingWaterfallOptions, 0, IS_RANDO, forceSleepingWaterfallText, forceSleepingWaterfallValue);
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UIWidgets::Tooltip(
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"Always: Link must always play Zelda's Lullaby to open "
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"the waterfall entrance to Zora's Domain.\n"
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