mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-02-22 05:31:54 -05:00
Merge pull request #1330 from leggettc18/malon-missed-check
Changes Malon's behavior to so she won't leave Hyrule Castle until you've obtained her item.
This commit is contained in:
commit
c9755cd05e
@ -90,7 +90,16 @@ static void* sEyeTextures[] = {
|
||||
gMalonChildEyeClosedTex,
|
||||
};
|
||||
|
||||
bool Randomizer_ObtainedMalonHCReward() {
|
||||
return Flags_GetEventChkInf(0x12);
|
||||
}
|
||||
|
||||
u16 EnMa1_GetText(GlobalContext* globalCtx, Actor* thisx) {
|
||||
// Special case for Malon Hyrule Castle Text. Placing it here at the beginning
|
||||
// has the added benefit of circumventing mask text if wearing bunny hood.
|
||||
if (gSaveContext.n64ddFlag && globalCtx->sceneNum == SCENE_SPOT15) {
|
||||
return Randomizer_ObtainedMalonHCReward() ? 0x2044 : 0x2043;
|
||||
}
|
||||
u16 faceReaction = Text_GetFaceReaction(globalCtx, 0x17);
|
||||
|
||||
if (faceReaction != 0) {
|
||||
@ -191,25 +200,34 @@ s32 func_80AA08C4(EnMa1* this, GlobalContext* globalCtx) {
|
||||
if (!LINK_IS_CHILD) {
|
||||
return 0;
|
||||
}
|
||||
// Causes Malon to appear in the market if you haven't met her yet.
|
||||
if (((globalCtx->sceneNum == SCENE_MARKET_NIGHT) || (globalCtx->sceneNum == SCENE_MARKET_DAY)) &&
|
||||
!(gSaveContext.eventChkInf[1] & 0x10) && !(gSaveContext.infTable[8] & 0x800)) {
|
||||
return 1;
|
||||
}
|
||||
if ((globalCtx->sceneNum == SCENE_SPOT15) && !(gSaveContext.eventChkInf[1] & 0x10)) {
|
||||
if (gSaveContext.infTable[8] & 0x800) {
|
||||
return 1;
|
||||
} else {
|
||||
gSaveContext.infTable[8] |= 0x800;
|
||||
return 0;
|
||||
if ((globalCtx->sceneNum == SCENE_SPOT15) && // if we're at hyrule castle
|
||||
(!(gSaveContext.eventChkInf[1] & 0x10) || // and talon hasn't left
|
||||
(gSaveContext.n64ddFlag &&
|
||||
!Randomizer_ObtainedMalonHCReward()))) { // or we're rando'd and haven't gotten malon's HC check
|
||||
if (gSaveContext.infTable[8] & 0x800) { // if we've met malon
|
||||
return 1; // make her appear at the castle
|
||||
} else { // if we haven't met malon
|
||||
gSaveContext.infTable[8] |= 0x800; // set the flag for meeting malon
|
||||
return 0; // don't make her appear at the castle
|
||||
}
|
||||
}
|
||||
// Malon asleep in her bed if Talon has left Hyrule Castle and it is nighttime.
|
||||
if ((globalCtx->sceneNum == SCENE_SOUKO) && IS_NIGHT && (gSaveContext.eventChkInf[1] & 0x10)) {
|
||||
return 1;
|
||||
}
|
||||
// Don't spawn Malon if none of the above are true and we are not in Lon Lon Ranch.
|
||||
if (globalCtx->sceneNum != SCENE_SPOT20) {
|
||||
return 0;
|
||||
}
|
||||
if ((this->actor.shape.rot.z == 3) && IS_DAY && (gSaveContext.eventChkInf[1] & 0x10)) {
|
||||
// If we've gotten this far, we're in Lon Lon Ranch. Spawn Malon if it is daytime, Talon has left Hyrule Castle, and
|
||||
// either we are not randomized, or we are and we have received Malon's item at Hyrule Castle.
|
||||
if ((this->actor.shape.rot.z == 3) && IS_DAY && (gSaveContext.eventChkInf[1] & 0x10) &&
|
||||
((gSaveContext.n64ddFlag && Randomizer_ObtainedMalonHCReward()) || !gSaveContext.n64ddFlag)) {
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
@ -290,10 +308,16 @@ void EnMa1_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
this->actor.targetMode = 6;
|
||||
this->unk_1E8.unk_00 = 0;
|
||||
|
||||
if (!(gSaveContext.eventChkInf[1] & 0x10) || (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && !gSaveContext.n64ddFlag) ||
|
||||
// To avoid missing a check, we want Malon to have the actionFunc for singing, but not reacting to Ocarina, if any of
|
||||
// the following are true.
|
||||
// 1. Talon has not left Hyrule Castle.
|
||||
// 2. We are Randomized and have not obtained Malon's Weird Egg Check.
|
||||
// 3. We are not Randomized and have obtained Epona's Song
|
||||
if (!(gSaveContext.eventChkInf[1] & 0x10) || (gSaveContext.n64ddFlag && !Randomizer_ObtainedMalonHCReward()) || (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && !gSaveContext.n64ddFlag) ||
|
||||
(gSaveContext.n64ddFlag && Flags_GetTreasure(globalCtx, 0x1F))) {
|
||||
this->actionFunc = func_80AA0D88;
|
||||
EnMa1_ChangeAnim(this, ENMA1_ANIM_2);
|
||||
// If none of the above conditions were true, set Malon up to teach Epona's Song.
|
||||
} else {
|
||||
if (gSaveContext.n64ddFlag) { // Skip straight to "let's sing it together" textbox in the ranch
|
||||
gSaveContext.eventChkInf[1] |= 0x40;
|
||||
@ -322,9 +346,16 @@ void func_80AA0D88(EnMa1* this, GlobalContext* globalCtx) {
|
||||
}
|
||||
}
|
||||
|
||||
if ((globalCtx->sceneNum == SCENE_SPOT15) && (gSaveContext.eventChkInf[1] & 0x10)) {
|
||||
// We want to Kill Malon's Actor outside of randomizer when Talon is freed. In Randomizer we don't kill Malon's
|
||||
// Actor here, otherwise if we wake up Talon first and then get her check she will spontaneously
|
||||
// disappear.
|
||||
if ((globalCtx->sceneNum == SCENE_SPOT15) && (!gSaveContext.n64ddFlag && gSaveContext.eventChkInf[1] & 0x10)) {
|
||||
Actor_Kill(&this->actor);
|
||||
} else if (!(gSaveContext.eventChkInf[1] & 0x10) || (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && !gSaveContext.n64ddFlag)) {
|
||||
// We want Malon to give the Weird Egg Check (see function below) in the following situations:
|
||||
// 1. Talon as not left Hyrule Castle (Vanilla) OR
|
||||
// 2. We haven't obtained Malon's Weird Egg Check (Randomizer only) OR
|
||||
// 3. We have Epona's Song? (Vanilla only, not sure why it's here but I didn't write that one)
|
||||
} else if ((!(gSaveContext.eventChkInf[1] & 0x10) || (gSaveContext.n64ddFlag && !Randomizer_ObtainedMalonHCReward())) || (CHECK_QUEST_ITEM(QUEST_SONG_EPONA) && !gSaveContext.n64ddFlag)) {
|
||||
if (this->unk_1E8.unk_00 == 2) {
|
||||
this->actionFunc = func_80AA0EA0;
|
||||
globalCtx->msgCtx.stateTimer = 4;
|
||||
|
Loading…
x
Reference in New Issue
Block a user