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
This commit is contained in:
Adam Bird 2023-04-07 11:21:28 -04:00 committed by GitHub
parent 5f708251a6
commit ad60ad7c2b
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 66 additions and 37 deletions

View File

@ -682,12 +682,12 @@ typedef enum {
#define INFTABLE_F4 0xF4
#define INFTABLE_F8 0xF8
#define INFTABLE_FC 0xFC
#define INFTABLE_109 0x109
#define INFTABLE_GORON_CITY_DOORS_UNLOCKED 0x109
#define INFTABLE_10A 0x10A
#define INFTABLE_10B 0x10B
#define INFTABLE_10C 0x10C
#define INFTABLE_STOPPED_GORON_LINKS_ROLLING 0x10C
#define INFTABLE_10D 0x10D
#define INFTABLE_10E 0x10E
#define INFTABLE_SPOKE_TO_GORON_LINK 0x10E
#define INFTABLE_10F 0x10F
#define INFTABLE_113 0x113
#define INFTABLE_11A 0x11A

View File

@ -511,8 +511,18 @@ s16 EnGo2_UpdateTalkStateGoronCityLowestFloor(PlayState* play, EnGo2* this) {
}
u16 EnGo2_GetTextIdGoronCityLink(PlayState* play, EnGo2* this) {
if(gSaveContext.n64ddFlag) {
// For rando, prioritize opening the doors in GC when Link the goron has been stopped when
// the doors are not opened, otherwise let him talk about the DMC exit or that gorons are saved
if (gSaveContext.n64ddFlag) {
if (!Flags_GetInfTable(INFTABLE_STOPPED_GORON_LINKS_ROLLING)) {
return 0x3030;
} else if (!Flags_GetInfTable(INFTABLE_GORON_CITY_DOORS_UNLOCKED)) {
return 0x3036;
} else if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE)) {
return 0x3041;
} else {
return Flags_GetInfTable(INFTABLE_SPOKE_TO_GORON_LINK) ? 0x3038 : 0x3037;
}
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) {
@ -531,29 +541,28 @@ u16 EnGo2_GetTextIdGoronCityLink(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityLink(PlayState* play, EnGo2* this) {
switch (EnGo2_GetDialogState(this, play)) {
case TEXT_STATE_CLOSING:
if(!gSaveContext.n64ddFlag) {
switch (this->actor.textId) {
case 0x3036:
if (!gSaveContext.n64ddFlag) {
EnGo2_GetItem(this, play, GI_TUNIC_GORON);
this->actionFunc = EnGo2_SetupGetItem;
return NPC_TALK_STATE_ACTION;
case 0x3037:
gSaveContext.infTable[16] |= 0x4000;
default:
return NPC_TALK_STATE_IDLE;
}
} else {
if (Flags_GetTreasure(play, 0x1F)) {
return NPC_TALK_STATE_IDLE;
}
gSaveContext.infTable[16] |= 0x200;
Flags_SetInfTable(INFTABLE_GORON_CITY_DOORS_UNLOCKED);
EnGo2_GetItemEntry(this, play, Randomizer_GetItemFromKnownCheck(RC_GC_ROLLING_GORON_AS_ADULT, GI_TUNIC_GORON));
this->actionFunc = EnGo2_SetupGetItem;
Flags_SetTreasure(play, 0x1F);
return NPC_TALK_STATE_ACTION;
}
case 0x3037:
gSaveContext.infTable[16] |= 0x4000;
default:
return NPC_TALK_STATE_IDLE;
}
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(play)) {
if (this->actor.textId == 0x3034) {
@ -1210,7 +1219,9 @@ s32 EnGo2_IsCameraModified(EnGo2* this, PlayState* play) {
(this->actor.params & 0x1F) == GORON_CITY_STAIRWELL || (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ||
(this->actor.params & 0x1F) == GORON_MARKET_BAZAAR) {
return true;
} else if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
} else if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
return true;
} else {
return false;
@ -1267,7 +1278,9 @@ void EnGo2_SelectGoronWakingUp(EnGo2* this) {
EnGo2_BiggoronWakingUp(this);
break;
case GORON_CITY_LINK:
if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
EnGo2_WakingUp(this);
break;
}
@ -1627,7 +1640,9 @@ void EnGo2_Init(Actor* thisx, PlayState* play) {
if ((gSaveContext.infTable[16] & 0x200)) {
Path_CopyLastPoint(this->path, &this->actor.world.pos);
this->actor.home.pos = this->actor.world.pos;
if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
EnGo2_GetItemAnimation(this, play);
} else {
this->actionFunc = EnGo2_CurledUp;
@ -1855,15 +1870,36 @@ void EnGo2_SetupGetItem(EnGo2* this, PlayState* play) {
void EnGo2_SetGetItem(EnGo2* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
// For randomizer, handle updating the states for the gorons after receiving the item based on
// the goron type rather then the item being received
if (gSaveContext.n64ddFlag) {
switch (this->actor.params & 0x1F) {
case GORON_DMT_BIGGORON:
// Resolves #1301. unk_13EE is used to set the opacity of the HUD. The trade sequence discussion with Biggoron
// sets the HUD to transparent, and it is restored at z_message_PAL:3549, but by specifically watching for
// trade sequence items, this leaves it transparent for non-trade sequence items (in rando) so we fix that here
gSaveContext.unk_13EE = 0x32;
return;
case GORON_CITY_LINK:
EnGo2_GetItemAnimation(this, play);
return;
case GORON_CITY_ROLLING_BIG:
EnGo2_RollingAnimation(this, play);
this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
return;
}
this->actionFunc = func_80A46B40;
return;
}
switch (this->getItemId) {
case GI_CLAIM_CHECK:
Environment_ClearBgsDayCount();
EnGo2_GetItemAnimation(this, play);
return;
case GI_TUNIC_GORON:
if (!gSaveContext.n64ddFlag) {
gSaveContext.infTable[16] |= 0x200;
}
EnGo2_GetItemAnimation(this, play);
return;
case GI_SWORD_BGS:
@ -1875,13 +1911,6 @@ void EnGo2_SetGetItem(EnGo2* this, PlayState* play) {
this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
return;
}
if (gSaveContext.n64ddFlag) {
// Resolves #1301. unk_13EE is used to set the opacity of the HUD. The trade sequence discussion with Biggoron
// sets the HUD to transparent, and it is restored at z_message_PAL:3549, but by specifically watching for
// trade sequence items, this leaves it transparent for non-trade sequence items (in rando) so we fix that here
gSaveContext.unk_13EE = 0x32;
}
this->actionFunc = func_80A46B40;
}
}