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https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-22 09:22:18 -05:00
Fix: Goron Link's text in randomizer and have Big rolling goron continue rolling (#2670)
* fix link the gorons text ids in rando * document goron link flags * check for fire temple clear instead of medallion for link goron * stop goron link from shivering after opening doors and have big rolling goron resume rolling after giving check * remove unneeded rando check * add comments
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@ -682,12 +682,12 @@ typedef enum {
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#define INFTABLE_F4 0xF4
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#define INFTABLE_F8 0xF8
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#define INFTABLE_FC 0xFC
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#define INFTABLE_109 0x109
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#define INFTABLE_GORON_CITY_DOORS_UNLOCKED 0x109
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#define INFTABLE_10A 0x10A
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#define INFTABLE_10B 0x10B
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#define INFTABLE_10C 0x10C
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#define INFTABLE_STOPPED_GORON_LINKS_ROLLING 0x10C
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#define INFTABLE_10D 0x10D
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#define INFTABLE_10E 0x10E
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#define INFTABLE_SPOKE_TO_GORON_LINK 0x10E
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#define INFTABLE_10F 0x10F
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#define INFTABLE_113 0x113
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#define INFTABLE_11A 0x11A
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@ -511,8 +511,18 @@ s16 EnGo2_UpdateTalkStateGoronCityLowestFloor(PlayState* play, EnGo2* this) {
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}
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u16 EnGo2_GetTextIdGoronCityLink(PlayState* play, EnGo2* this) {
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if(gSaveContext.n64ddFlag) {
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return 0x3036;
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// For rando, prioritize opening the doors in GC when Link the goron has been stopped when
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// the doors are not opened, otherwise let him talk about the DMC exit or that gorons are saved
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if (gSaveContext.n64ddFlag) {
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if (!Flags_GetInfTable(INFTABLE_STOPPED_GORON_LINKS_ROLLING)) {
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return 0x3030;
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} else if (!Flags_GetInfTable(INFTABLE_GORON_CITY_DOORS_UNLOCKED)) {
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return 0x3036;
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} else if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE)) {
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return 0x3041;
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} else {
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return Flags_GetInfTable(INFTABLE_SPOKE_TO_GORON_LINK) ? 0x3038 : 0x3037;
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}
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}
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) {
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@ -531,29 +541,28 @@ u16 EnGo2_GetTextIdGoronCityLink(PlayState* play, EnGo2* this) {
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s16 EnGo2_UpdateTalkStateGoronCityLink(PlayState* play, EnGo2* this) {
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switch (EnGo2_GetDialogState(this, play)) {
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case TEXT_STATE_CLOSING:
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if(!gSaveContext.n64ddFlag) {
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switch (this->actor.textId) {
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case 0x3036:
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switch (this->actor.textId) {
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case 0x3036:
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if (!gSaveContext.n64ddFlag) {
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EnGo2_GetItem(this, play, GI_TUNIC_GORON);
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this->actionFunc = EnGo2_SetupGetItem;
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return NPC_TALK_STATE_ACTION;
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case 0x3037:
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gSaveContext.infTable[16] |= 0x4000;
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default:
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return NPC_TALK_STATE_IDLE;
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}
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} else {
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if (Flags_GetTreasure(play, 0x1F)) {
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return NPC_TALK_STATE_IDLE;
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}
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gSaveContext.infTable[16] |= 0x200;
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EnGo2_GetItemEntry(this, play, Randomizer_GetItemFromKnownCheck(RC_GC_ROLLING_GORON_AS_ADULT, GI_TUNIC_GORON));
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this->actionFunc = EnGo2_SetupGetItem;
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Flags_SetTreasure(play, 0x1F);
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return NPC_TALK_STATE_ACTION;
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}
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} else {
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if (Flags_GetTreasure(play, 0x1F)) {
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return NPC_TALK_STATE_IDLE;
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}
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Flags_SetInfTable(INFTABLE_GORON_CITY_DOORS_UNLOCKED);
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EnGo2_GetItemEntry(this, play, Randomizer_GetItemFromKnownCheck(RC_GC_ROLLING_GORON_AS_ADULT, GI_TUNIC_GORON));
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this->actionFunc = EnGo2_SetupGetItem;
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Flags_SetTreasure(play, 0x1F);
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return NPC_TALK_STATE_ACTION;
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}
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case 0x3037:
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gSaveContext.infTable[16] |= 0x4000;
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default:
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return NPC_TALK_STATE_IDLE;
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}
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case TEXT_STATE_CHOICE:
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if (Message_ShouldAdvance(play)) {
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if (this->actor.textId == 0x3034) {
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@ -1210,7 +1219,9 @@ s32 EnGo2_IsCameraModified(EnGo2* this, PlayState* play) {
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(this->actor.params & 0x1F) == GORON_CITY_STAIRWELL || (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ||
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(this->actor.params & 0x1F) == GORON_MARKET_BAZAAR) {
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return true;
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} else if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
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} else if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
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(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
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CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
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return true;
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} else {
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return false;
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@ -1267,7 +1278,9 @@ void EnGo2_SelectGoronWakingUp(EnGo2* this) {
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EnGo2_BiggoronWakingUp(this);
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break;
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case GORON_CITY_LINK:
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if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
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if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
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(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
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CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
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EnGo2_WakingUp(this);
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break;
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}
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@ -1627,7 +1640,9 @@ void EnGo2_Init(Actor* thisx, PlayState* play) {
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if ((gSaveContext.infTable[16] & 0x200)) {
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Path_CopyLastPoint(this->path, &this->actor.world.pos);
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this->actor.home.pos = this->actor.world.pos;
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if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
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if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
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(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
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CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
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EnGo2_GetItemAnimation(this, play);
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} else {
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this->actionFunc = EnGo2_CurledUp;
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@ -1855,15 +1870,36 @@ void EnGo2_SetupGetItem(EnGo2* this, PlayState* play) {
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void EnGo2_SetGetItem(EnGo2* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
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this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
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// For randomizer, handle updating the states for the gorons after receiving the item based on
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// the goron type rather then the item being received
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if (gSaveContext.n64ddFlag) {
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switch (this->actor.params & 0x1F) {
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case GORON_DMT_BIGGORON:
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// Resolves #1301. unk_13EE is used to set the opacity of the HUD. The trade sequence discussion with Biggoron
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// sets the HUD to transparent, and it is restored at z_message_PAL:3549, but by specifically watching for
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// trade sequence items, this leaves it transparent for non-trade sequence items (in rando) so we fix that here
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gSaveContext.unk_13EE = 0x32;
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return;
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case GORON_CITY_LINK:
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EnGo2_GetItemAnimation(this, play);
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return;
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case GORON_CITY_ROLLING_BIG:
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EnGo2_RollingAnimation(this, play);
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this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
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return;
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}
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this->actionFunc = func_80A46B40;
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return;
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}
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switch (this->getItemId) {
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case GI_CLAIM_CHECK:
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Environment_ClearBgsDayCount();
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EnGo2_GetItemAnimation(this, play);
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return;
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case GI_TUNIC_GORON:
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if (!gSaveContext.n64ddFlag) {
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gSaveContext.infTable[16] |= 0x200;
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}
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gSaveContext.infTable[16] |= 0x200;
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EnGo2_GetItemAnimation(this, play);
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return;
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case GI_SWORD_BGS:
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@ -1875,13 +1911,6 @@ void EnGo2_SetGetItem(EnGo2* this, PlayState* play) {
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this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
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return;
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}
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if (gSaveContext.n64ddFlag) {
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// Resolves #1301. unk_13EE is used to set the opacity of the HUD. The trade sequence discussion with Biggoron
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// sets the HUD to transparent, and it is restored at z_message_PAL:3549, but by specifically watching for
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// trade sequence items, this leaves it transparent for non-trade sequence items (in rando) so we fix that here
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gSaveContext.unk_13EE = 0x32;
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}
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this->actionFunc = func_80A46B40;
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}
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}
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