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fix mido spawn for dungeon entrance rando (#2384)
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@ -345,9 +345,9 @@ typedef enum {
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#define EVENTCHKINF_02 0x02
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#define EVENTCHKINF_02 0x02
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#define EVENTCHKINF_03 0x03
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#define EVENTCHKINF_03 0x03
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#define EVENTCHKINF_04 0x04
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#define EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD 0x04
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#define EVENTCHKINF_05 0x05
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#define EVENTCHKINF_05 0x05
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#define EVENTCHKINF_07 0x07
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#define EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD 0x07
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#define EVENTCHKINF_09 0x09
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#define EVENTCHKINF_09 0x09
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#define EVENTCHKINF_0A 0x0A
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#define EVENTCHKINF_0A 0x0A
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#define EVENTCHKINF_0B 0x0B
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#define EVENTCHKINF_0B 0x0B
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@ -392,7 +392,7 @@ typedef enum {
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#define EVENTCHKINF_40_MASK (1 << EVENTCHKINF_40_SHIFT)
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#define EVENTCHKINF_40_MASK (1 << EVENTCHKINF_40_SHIFT)
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#define EVENTCHKINF_40 ((EVENTCHKINF_40_INDEX << 4) | EVENTCHKINF_40_SHIFT)
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#define EVENTCHKINF_40 ((EVENTCHKINF_40_INDEX << 4) | EVENTCHKINF_40_SHIFT)
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#define EVENTCHKINF_41 0x41
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#define EVENTCHKINF_OBTAINED_ZELDAS_LETTER 0x41
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#define EVENTCHKINF_42 0x42
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#define EVENTCHKINF_42 0x42
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#define EVENTCHKINF_43 0x43
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#define EVENTCHKINF_43 0x43
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#define EVENTCHKINF_45 0x45
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#define EVENTCHKINF_45 0x45
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@ -366,11 +366,11 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
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case RO_FOREST_CLOSED:
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case RO_FOREST_CLOSED:
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break;
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break;
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case RO_FOREST_CLOSED_DEKU:
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case RO_FOREST_CLOSED_DEKU:
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Flags_SetEventChkInf(7);
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Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD);
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break;
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break;
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case RO_FOREST_OPEN:
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case RO_FOREST_OPEN:
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Flags_SetEventChkInf(7);
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Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD);
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gSaveContext.eventChkInf[0] |= 0x10;
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Flags_SetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD);
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break;
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break;
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}
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}
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@ -469,7 +469,7 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
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gSaveContext.eventChkInf[1] |= (1 << 4);
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gSaveContext.eventChkInf[1] |= (1 << 4);
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// Set "Got Zelda's Letter" flag. Also ensures Saria is back at SFM. TODO: Is this flag used for anything else?
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// Set "Got Zelda's Letter" flag. Also ensures Saria is back at SFM. TODO: Is this flag used for anything else?
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gSaveContext.eventChkInf[4] |= 1;
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Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER);
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// Got item from impa
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// Got item from impa
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gSaveContext.eventChkInf[5] |= 0x200;
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gSaveContext.eventChkInf[5] |= 0x200;
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@ -74,10 +74,10 @@ void BgTreemouth_Init(Actor* thisx, PlayState* play) {
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if ((gSaveContext.sceneSetupIndex < 4) && !LINK_IS_ADULT) {
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if ((gSaveContext.sceneSetupIndex < 4) && !LINK_IS_ADULT) {
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BgTreemouth_SetupAction(this, func_808BC8B8);
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BgTreemouth_SetupAction(this, func_808BC8B8);
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// If dungeon entrance randomizer is on, keep the tree mouth open
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// If dungeon entrance randomizer is on, keep the tree mouth open
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// when Link is adult and sword & shield have been shown to mido
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// when Link is adult and sword & shield have been shown to Mido
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} else if ((LINK_IS_ADULT && (!gSaveContext.n64ddFlag ||
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} else if ((LINK_IS_ADULT && (!gSaveContext.n64ddFlag ||
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Randomizer_GetSettingValue(RSK_SHUFFLE_DUNGEON_ENTRANCES) == RO_DUNGEON_ENTRANCE_SHUFFLE_OFF) ||
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Randomizer_GetSettingValue(RSK_SHUFFLE_DUNGEON_ENTRANCES) == RO_DUNGEON_ENTRANCE_SHUFFLE_OFF) ||
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!Flags_GetEventChkInf(0x4)) || (gSaveContext.sceneSetupIndex == 7)) {
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!Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD)) || (gSaveContext.sceneSetupIndex == 7)) {
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this->unk_168 = 0.0f;
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this->unk_168 = 0.0f;
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BgTreemouth_SetupAction(this, BgTreemouth_DoNothing);
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BgTreemouth_SetupAction(this, BgTreemouth_DoNothing);
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} else {
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} else {
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@ -372,8 +372,8 @@ u16 EnMd_GetTextKokiriForest(PlayState* play, EnMd* this) {
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this->unk_208 = 0;
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this->unk_208 = 0;
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this->unk_209 = TEXT_STATE_NONE;
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this->unk_209 = TEXT_STATE_NONE;
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if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) ||
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// In rando, skip talking about the tree being dead so we can have the prompt sword and shield instead
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(gSaveContext.n64ddFlag && Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_DEKU_TREE))) {
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if (!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) {
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return 0x1045;
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return 0x1045;
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}
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}
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@ -482,17 +482,25 @@ s16 func_80AAAF04(PlayState* play, Actor* thisx) {
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}
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}
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u8 EnMd_ShouldSpawn(EnMd* this, PlayState* play) {
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u8 EnMd_ShouldSpawn(EnMd* this, PlayState* play) {
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if (play->sceneNum == SCENE_SPOT04) {
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// In rando, Mido's spawn logic is adjusted to support closed deku/forest options
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// He will spawn in the forest if you haven't showed the sword and shield, and will remain
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// in the forest until you've obtained Zelda's letter or Deku Tree dies
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// This is to ensure Deku Tree can still be opened in dungeon entrance rando even if Ghoma is defeated
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if (gSaveContext.n64ddFlag) {
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if (gSaveContext.n64ddFlag) {
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// if we have beaten deku tree or have open forest turned on
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if (play->sceneNum == SCENE_SPOT10) {
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// or have already shown mido we have an equipped sword/shield
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if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_DEKU_TREE) ||
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gSaveContext.eventChkInf[0] & 0x10) {
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return 0;
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}
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return 1;
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return 1;
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}
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}
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if (Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD) &&
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(Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER) ||
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Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD))) {
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return play->sceneNum == SCENE_KOKIRI_HOME4 && !LINK_IS_ADULT;
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}
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return play->sceneNum == SCENE_SPOT04;
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}
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if (play->sceneNum == SCENE_SPOT04) {
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if (!(gSaveContext.eventChkInf[1] & 0x1000) && !(gSaveContext.eventChkInf[4] & 1)) {
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if (!(gSaveContext.eventChkInf[1] & 0x1000) && !(gSaveContext.eventChkInf[4] & 1)) {
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return 1;
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return 1;
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}
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}
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