Rando: Add Lake Hylia water control system (#2108)

* add lake hylia water control system

* fix actor spawn params

* remove non-working switch details

* adjust french translation

* fix object spawn

* use flag funcs

* use renamed eventchk flag for raise lh water
This commit is contained in:
Adam Bird 2022-12-11 01:00:18 -05:00 committed by GitHub
parent 6e70cff145
commit 41db15be48
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5 changed files with 140 additions and 5 deletions

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@ -415,7 +415,7 @@ typedef enum {
#define EVENTCHKINF_65 0x65
#define EVENTCHKINF_67 0x67
#define EVENTCHKINF_68 0x68
#define EVENTCHKINF_69 0x69
#define EVENTCHKINF_RAISED_LAKE_HYLIA_WATER 0x69
#define EVENTCHKINF_TALON_WOKEN_IN_KAKARIKO 0x6A
// 0x6B

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@ -36,6 +36,8 @@ typedef enum {
TEXT_WARP_NOCTURNE_OF_SHADOW = 0x891,
TEXT_WARP_PRELUDE_OF_LIGHT = 0x892,
TEXT_WARP_RANDOM_REPLACED_TEXT = 0x9200,
TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN = 0x346, // 0x3yy for cuttable sign range
TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI = 0x1B3, // 0x1yy for Navi msg range
} TextIDs;
#ifdef __cplusplus

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@ -344,6 +344,19 @@ void Randomizer::LoadHintLocations(const char* spoilerFileName) {
"Warp to&{{location}}?\x1B&%gOK&No%w\x02",
"Warp to&{{location}}?\x1B&%gOK&No%w\x02", // TODO: German translation
"Se téléporter vers&{{location}}?\x1B&%gOK!&Non%w\x02" });
CustomMessageManager::Instance->CreateMessage(Randomizer::hintMessageTableID, TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN,
{ TEXTBOX_TYPE_WOODEN, TEXTBOX_POS_BOTTOM,
"Water level control system.&Keep away!",
"Wasserstand Kontrollsystem&Finger weg!",
"Contrôle du niveau de l'eau.&Ne pas toucher!"
});
CustomMessageManager::Instance->CreateMessage(Randomizer::hintMessageTableID, TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI,
{ TEXTBOX_TYPE_BLACK, TEXTBOX_POS_BOTTOM,
"This switch is rustier than you think.^Something must be wrong with the&pipe system in the Water Temple.",
"Dieser Schalter scheint rostiger zu&sein als er aussieht.^Etwas muss mit dem Leitungssystem&im Wassertempel nicht stimmen.",
"Cet interrupteur est très rouillé.^Quelque chose ne va pas avec&la tuyauterie du Temple de l'Eau."
});
}
// Reference soh/src/overlays/actors/ovl_En_GirlA/z_en_girla.h

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@ -2016,6 +2016,8 @@ extern "C" int CustomMessage_RetrieveIfExists(PlayState* play) {
} else if (Randomizer_GetSettingValue(RSK_SHUFFLE_WARP_SONGS) &&
(textId >= TEXT_WARP_MINUET_OF_FOREST && textId <= TEXT_WARP_PRELUDE_OF_LIGHT)) {
messageEntry = OTRGlobals::Instance->gRandomizer->GetWarpSongMessage(textId, false);
} else if (textId == TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI || textId == TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN) {
messageEntry = CustomMessageManager::Instance->RetrieveMessage(Randomizer::hintMessageTableID, textId);
}
}
if (textId == TEXT_GS_NO_FREEZE || textId == TEXT_GS_FREEZE) {

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@ -6,6 +6,7 @@
#include "z_bg_spot06_objects.h"
#include "objects/object_spot06_objects/object_spot06_objects.h"
#include "soh/Enhancements/custom-message/CustomMessageTypes.h"
#define FLAGS ACTOR_FLAG_9
@ -43,6 +44,7 @@ void BgSpot06Objects_LockSwimToSurface(BgSpot06Objects* this, PlayState* play);
void BgSpot06Objects_LockFloat(BgSpot06Objects* this, PlayState* play);
void BgSpot06Objects_WaterPlaneCutsceneWait(BgSpot06Objects* this, PlayState* play);
void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* play);
void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* play);
const ActorInit Bg_Spot06_Objects_InitVars = {
ACTOR_BG_SPOT06_OBJECTS,
@ -150,9 +152,7 @@ void BgSpot06Objects_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(thisx, sInitChainWaterPlane);
thisx->flags = ACTOR_FLAG_4 | ACTOR_FLAG_5;
if (LINK_IS_ADULT &&
((!gSaveContext.n64ddFlag && !(gSaveContext.eventChkInf[6] & 0x200)) ||
(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_WATER_TEMPLE)))) {
if (LINK_IS_ADULT && !(Flags_GetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER))) {
if (gSaveContext.sceneSetupIndex < 4) {
this->lakeHyliaWaterLevel = -681.0f;
play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface =
@ -189,6 +189,12 @@ void BgSpot06Objects_Init(Actor* thisx, PlayState* play) {
}
}
static u8 actionCounter = 0; // Used to perform some actions on subsequent frames
static s8 waterMovement = 0; // Used to control the water change direction
static u8 switchPressed = 0; // Used to track when the water fill switch is pressed/depressed
static u8 prevSwitchState = 0; // Used to track the previous state of the water fill switch
static Actor* lakeControlFloorSwitch;
void BgSpot06Objects_Destroy(Actor* thisx, PlayState* play) {
BgSpot06Objects* this = (BgSpot06Objects*)thisx;
@ -203,6 +209,17 @@ void BgSpot06Objects_Destroy(Actor* thisx, PlayState* play) {
case LHO_WATER_PLANE:
break;
}
if (gSaveContext.n64ddFlag && Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_WATER_TEMPLE)) {
// For randomizer when leaving lake hylia while the water level is lowered,
// reset the "raise lake hylia water" flag back to on if the water temple is cleared
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
}
actionCounter = 0;
waterMovement = 0;
switchPressed = 0;
prevSwitchState = 0;
}
/**
@ -425,6 +442,71 @@ void BgSpot06Objects_Update(Actor* thisx, PlayState* play) {
if (thisx->params == LHO_WATER_TEMPLE_ENTRANCE_LOCK) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
// Bail early for water control system for child or non-rando
if (LINK_IS_CHILD || !gSaveContext.n64ddFlag) {
return;
}
// Begin setup for Lake Hylia water control system
if (actionCounter == 0) {
// Object containing floor switch data (and ice block data)
Object_Spawn(&play->objectCtx, OBJECT_GAMEPLAY_DANGEON_KEEP);
s16 switchParams;
if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_WATER_TEMPLE)) {
// Toggle-able floor switch,
// linked to temp_switch 0x1E (room temporary, cleared when room unloads)
switchParams = 0x3E10;
} else {
// Frozen rusty switch, same flag as above. It's glitched and can't be pressed
switchParams = 0x3E81;
}
// Spawn a floor switch
lakeControlFloorSwitch = Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_SWITCH, -896.0f, -1243.0f, 6953.0f, 0, 0, 0, switchParams, false);
// Spawn a sign
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_KANBAN, -970.0f, -1242.0f, 6954.0f, 0, 0, 0,
0x0000 | (TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN & 0xFF), false);
// Spawn a Navi check spot when Water Temple isn't cleared
if (!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_WATER_TEMPLE)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, -896.0f, -1243.0f, 6953.0f, 0, 0, 0,
0x3D00 | (TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI & 0xFF), false);
}
actionCounter++;
return;
} else if (actionCounter == 1) {
if (!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_WATER_TEMPLE)) {
// Remove the link to ice block so melting it doesn't set the flag
lakeControlFloorSwitch->params = 0x3E01;
}
actionCounter++;
return;
}
// Detect when the switch is pressed
if (prevSwitchState != (Flags_GetSwitch(play, 0x3E) != 0)) {
prevSwitchState = !prevSwitchState;
switchPressed = 1;
}
// When pressed, assign the corresponding action func to the water plane and water movement direction
if (switchPressed == 1 && thisx->params == LHO_WATER_PLANE) {
// Lower water
if (waterMovement >= 0) {
waterMovement = -1;
this->actionFunc = BgSpot06Objects_WaterPlaneCutsceneLower;
// Raise water
} else {
waterMovement = 1;
this->actionFunc = BgSpot06Objects_WaterPlaneCutsceneRise;
}
switchPressed = 0;
}
}
/**
@ -489,7 +571,7 @@ void BgSpot06Objects_Draw(Actor* thisx, PlayState* play) {
* cleared.
*/
void BgSpot06Objects_WaterPlaneCutsceneWait(BgSpot06Objects* this, PlayState* play) {
if (gSaveContext.eventChkInf[6] & 0x200) {
if (Flags_GetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER)) {
this->actionFunc = BgSpot06Objects_WaterPlaneCutsceneRise;
}
}
@ -505,6 +587,13 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
if (this->lakeHyliaWaterLevel >= 0.0001f) {
this->dyna.actor.world.pos.y = WATER_LEVEL_RAISED;
this->actionFunc = BgSpot06Objects_DoNothing;
// On rando, this is used with the water control system switch to finalize raising the water
if (gSaveContext.n64ddFlag) {
this->lakeHyliaWaterLevel = 0;
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER); // Set the "raise lake hylia water" flag
play->roomCtx.unk_74[0] = 0; // Apply the moving under water texture to lake hylia ground
}
} else {
Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, 1.0f, 0.001f);
play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
@ -514,3 +603,32 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
}
/**
* Custom action func to lower the Laker Hylia water plane from a switch.
*/
void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* play) {
f32 yPos = this->dyna.actor.world.pos.y = this->lakeHyliaWaterLevel + WATER_LEVEL_RAISED;
// A slightly smaller number thatn -680 (which is when textures change)
// Then we change the position since the "low water" texture has a different height
if (this->lakeHyliaWaterLevel <= -679.9f) {
this->dyna.actor.world.pos.y = (this->lakeHyliaWaterLevel + 680.0f) + WATER_LEVEL_RAISED;
}
gSaveContext.eventChkInf[6] &= ~0x200; // Unset the "raised lake hylia water" flag
play->roomCtx.unk_74[0] = 87; // Remove the moving under water texture from lake hylia ground
if (this->lakeHyliaWaterLevel <= -681.0f) {
this->dyna.actor.world.pos.y = WATER_LEVEL_RAISED;
this->actionFunc = BgSpot06Objects_DoNothing;
} else {
// Go slightly beyond -681 so the smoothing doesn't slow down too much (matches the reverse of water rise func)
Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 1.0f, 0.001f);
play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = yPos;
play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = yPos;
}
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
}