vb skull rewards (#101)

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briaguya 2024-04-08 11:55:16 -04:00 committed by GitHub
parent 307e106038
commit 6d77bbd4a9
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4 changed files with 51 additions and 49 deletions

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@ -296,6 +296,8 @@ typedef enum {
GI_VB_GIVE_ITEM_FROM_TALONS_CHICKENS,
// Opt: *EnDivingGame
GI_VB_GIVE_ITEM_FROM_DIVING_MINIGAME,
// Opt: *EnSth
GI_VB_GIVE_ITEM_FROM_SKULLTULA_REWARD,
GI_VB_GIVE_ITEM_FAIRY_OCARINA,
GI_VB_GIVE_ITEM_WEIRD_EGG,

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@ -24,6 +24,7 @@ extern "C" {
#include "src/overlays/actors/ovl_En_Ms/z_en_ms.h"
#include "src/overlays/actors/ovl_En_Fr/z_en_fr.h"
#include "src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.h"
#include "src/overlays/actors/ovl_En_Sth/z_en_sth.h"
#include "adult_trade_shuffle.h"
extern SaveContext gSaveContext;
extern PlayState* gPlayState;
@ -763,6 +764,33 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void
*should = eligible;
break;
}
case GI_VB_GIVE_ITEM_FROM_SKULLTULA_REWARD: {
// In z_en_sth.c the rewards are stored in sGetItemIds, the first entry
// in that array is GI_RUPEE_GOLD, and the reward is picked in EnSth_GivePlayerItem
// via sGetItemIds[this->actor.params]. This means if actor.params == 0 we're looking
// at the 100 GS reward
EnSth* enSth = static_cast<EnSth*>(optionalArg);
if (enSth->actor.params == 0) {
// if nothing is shuffled onto 100 GS,
// or we already got the 100 GS reward,
// let the player farm
if (!RAND_GET_OPTION(RSK_SHUFFLE_100_GS_REWARD) ||
Flags_GetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD)) {
*should = true;
break;
}
// we're giving the 100 GS rando reward! set the rando inf
Flags_SetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD);
// also set the actionfunc so this doesn't immediately get
// called again (and lead to a vanilla+rando item give
// because the flag check will pass next time)
enSth->actionFunc = (EnSthActionFunc)EnSth_RewardObtainedTalk;
}
*should = false;
break;
}
case GI_VB_TRADE_TIMER_ODD_MUSHROOM:
case GI_VB_TRADE_TIMER_EYEDROPS:
case GI_VB_TRADE_TIMER_FROG:

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@ -257,34 +257,7 @@ void EnSth_ParentRewardObtainedWait(EnSth* this, PlayState* play) {
void EnSth_GivePlayerItem(EnSth* this, PlayState* play) {
u16 getItemId = sGetItemIds[this->actor.params];
GetItemEntry getItemEntry = (GetItemEntry)GET_ITEM_NONE;
if (IS_RANDO) {
switch (getItemId) {
case GI_RUPEE_GOLD:
if (!Flags_GetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD)) {
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_100_GOLD_SKULLTULA_REWARD, GI_RUPEE_GOLD);
Flags_SetRandomizerInf(RAND_INF_KAK_100_GOLD_SKULLTULA_REWARD);
}
break;
case GI_WALLET_ADULT:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_10_GOLD_SKULLTULA_REWARD, GI_WALLET_ADULT);
break;
case GI_STONE_OF_AGONY:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_20_GOLD_SKULLTULA_REWARD, GI_STONE_OF_AGONY);
break;
case GI_WALLET_GIANT:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_30_GOLD_SKULLTULA_REWARD, GI_WALLET_GIANT);
break;
case GI_BOMBCHUS_10:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_40_GOLD_SKULLTULA_REWARD, GI_BOMBCHUS_10);
break;
case GI_HEART_PIECE:
getItemEntry = Randomizer_GetItemFromKnownCheck(RC_KAK_50_GOLD_SKULLTULA_REWARD, GI_HEART_PIECE);
break;
}
getItemId = getItemEntry.getItemId;
} else {
switch (this->actor.params) {
case 1:
case 3:
@ -299,24 +272,19 @@ void EnSth_GivePlayerItem(EnSth* this, PlayState* play) {
}
break;
}
}
if (!IS_RANDO || getItemEntry.getItemId == GI_NONE) {
Actor_OfferGetItem(&this->actor, play, getItemId, 10000.0f, 50.0f);
} else {
GiveItemEntryFromActor(&this->actor, play, getItemEntry, 10000.0f, 50.0f);
}
}
void EnSth_GiveReward(EnSth* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
if (Actor_HasParent(&this->actor, play) || !GameInteractor_Should(GI_VB_GIVE_ITEM_FROM_SKULLTULA_REWARD, true, this)) {
this->actor.parent = NULL;
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
gSaveContext.eventChkInf[EVENTCHKINF_SKULLTULA_REWARD_INDEX] |= this->eventFlag;
if (this->eventFlag != 0) {
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_SKULLTULA_REWARD_INDEX << 4) + sEventFlagsShift[this->actor.params]);
}
} else {
} else if (GameInteractor_Should(GI_VB_GIVE_ITEM_FROM_SKULLTULA_REWARD, true, this)) {
EnSth_GivePlayerItem(this, play);
}
EnSth_FacePlayer(this, play);
@ -326,8 +294,10 @@ void EnSth_RewardUnobtainedTalk(EnSth* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
EnSth_SetupAction(this, EnSth_GiveReward);
if (GameInteractor_Should(GI_VB_GIVE_ITEM_FROM_SKULLTULA_REWARD, true, this)) {
EnSth_GivePlayerItem(this, play);
}
}
EnSth_FacePlayer(this, play);
}

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@ -25,4 +25,6 @@ typedef struct EnSth {
/* 0x02B8 */ EnSthActionFunc actionFunc;
} EnSth; // size = 0x02BC
void EnSth_RewardObtainedTalk(EnSth* enSth, PlayState* play);
#endif