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https://github.com/HarbourMasters/Shipwright.git
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VBify pots progress
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@ -242,6 +242,9 @@ typedef enum {
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```
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*/
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VB_DRAW_AMMO_COUNT,
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// Opt: *ObjTsubo
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VB_POT_DRAW,
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VB_POT_DROP_ITEM,
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/*** Play Cutscenes ***/
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@ -64,6 +64,9 @@ void GameInteractor_RegisterOnAssetAltChange(void (*fn)(void));
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//Mark: - Pause Menu
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void GameInteractor_ExecuteOnKaleidoUpdate();
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//Mark - Randomizer options spawning EnItem00 actors
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void EnItem00_DrawRandomizedItem(EnItem00* enItem00, PlayState* play);
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#ifdef __cplusplus
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}
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#endif
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@ -14,6 +14,7 @@
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#include "soh/Enhancements/TimeSavers/TimeSavers.h"
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#include "soh/Enhancements/cheat_hook_handlers.h"
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#include "soh/Enhancements/randomizer/hook_handlers.h"
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#include "soh/Enhancements/randomizer/ShufflePots.h"
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#include "objects/object_gi_compass/object_gi_compass.h"
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#include "src/overlays/actors/ovl_En_Bb/z_en_bb.h"
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@ -1822,4 +1823,5 @@ void InitMods() {
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RegisterHurtContainerModeHandler();
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RegisterPauseMenuHooks();
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RegisterSkeletonKey();
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RegisterShufflePots();
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}
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126
soh/soh/Enhancements/randomizer/ShufflePots.cpp
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126
soh/soh/Enhancements/randomizer/ShufflePots.cpp
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@ -0,0 +1,126 @@
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#include "ShufflePots.h"
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#include "soh_assets.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/OTRGlobals.h"
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extern "C" {
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#include "overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.h"
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#include "variables.h"
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u8 Randomizer_GetSettingValue(RandomizerSettingKey randoSettingKey);
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GetItemEntry Randomizer_GetItemFromKnownCheck(RandomizerCheck randomizerCheck, GetItemID ogId);
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PotIdentity Randomizer_IdentifyPot(s32 sceneNum, s32 posX, s32 posZ);
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extern PlayState* gPlayState;
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}
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extern "C" void ObjTsubo_RandomizerDraw(Actor* thisx, PlayState* play) {
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float potSize = 1.0f;
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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Matrix_Scale(potSize, potSize, potSize, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gRandoPotDL);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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uint8_t ObjTsubo_RandomizerHoldsItem(ObjTsubo* potActor, PlayState* play) {
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uint8_t isDungeon =
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play->sceneNum < SCENE_GANONS_TOWER_COLLAPSE_INTERIOR ||
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(play->sceneNum > SCENE_TREASURE_BOX_SHOP && play->sceneNum < SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR);
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uint8_t potSetting = Randomizer_GetSettingValue(RSK_SHUFFLE_POTS);
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// Don't pull randomized item if pot isn't randomized or is already checked
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if (!IS_RANDO || (potSetting == RO_SHUFFLE_POTS_OVERWORLD && isDungeon) ||
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(potSetting == RO_SHUFFLE_POTS_DUNGEONS && !isDungeon) ||
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Flags_GetRandomizerInf(potActor->potIdentity.randomizerInf) ||
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potActor->potIdentity.randomizerCheck == RC_UNKNOWN_CHECK) {
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return false;
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} else {
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return true;
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}
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}
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uint8_t ObjTsubo_RandomizerSkipItemCutscene(ObjTsubo* potActor) {
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/*return
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potActor->actor.params == ITEM00_SMALL_KEY && giEntry.modIndex == MOD_NONE &&
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((giEntry.itemId >= ITEM_RUPEE_GREEN && giEntry.itemId <= ITEM_RUPEE_RED) || giEntry.itemId == ITEM_HEART ||
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(giEntry.itemId >= ITEM_NUTS_5 && giEntry.itemId <= ITEM_SEEDS_30) || giEntry.itemId == ITEM_MAGIC_SMALL ||
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giEntry.itemId == ITEM_MAGIC_LARGE);*/
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}
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void ObjTsubo_RandomizerSpawnCollectible(ObjTsubo* potActor) {
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EnItem00* item00 =
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(EnItem00*)Item_DropCollectible2(gPlayState, &potActor->actor.world.pos, ITEM00_SOH_GIVE_ITEM_ENTRY);
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item00->randoInf = potActor->potIdentity.randomizerInf;
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item00->itemEntry =
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OTRGlobals::Instance->gRandomizer->GetItemFromKnownCheck(potActor->potIdentity.randomizerCheck, GI_NONE);
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item00->actor.draw = (ActorFunc)EnItem00_DrawRandomizedItem;
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item00->actor.velocity.y = 8.0f;
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item00->actor.speedXZ = 2.0f;
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item00->actor.gravity = -0.9f;
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item00->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
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}
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void ObjTsubo_RandomizerInit(void* actorRef) {
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Actor* actor = static_cast<Actor*>(actorRef);
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if (actor->id != ACTOR_OBJ_TSUBO) return;
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ObjTsubo* potActor = static_cast<ObjTsubo*>(actorRef);
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potActor->potIdentity =
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Randomizer_IdentifyPot(gPlayState->sceneNum, (s16)actor->world.pos.x, (s16)actor->world.pos.z);
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if (ObjTsubo_RandomizerHoldsItem(potActor, gPlayState)) {
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potActor->potIdentity.isShuffled = true;
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} else {
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potActor->potIdentity.isShuffled = false;
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}
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}
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void PotOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void* optionalArg) {
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ObjTsubo* potActor = static_cast<ObjTsubo*>(optionalArg);
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switch (id) {
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case VB_POT_DRAW: {
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if (potActor->potIdentity.isShuffled) {
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*should = false;
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potActor->actor.draw = (ActorFunc)ObjTsubo_RandomizerDraw;
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}
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break;
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}
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case VB_POT_DROP_ITEM: {
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if (potActor->potIdentity.isShuffled) {
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*should = false;
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ObjTsubo_RandomizerSpawnCollectible(potActor);
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}
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break;
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}
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}
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}
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void RegisterShufflePots() {
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static uint32_t onActorInitHook = 0;
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static uint32_t onVanillaBehaviorHook = 0;
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnLoadGame>([](int32_t fileNum) {
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorInit>(onActorInitHook);
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GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnVanillaBehavior>(onVanillaBehaviorHook);
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onActorInitHook = 0;
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onVanillaBehaviorHook = 0;
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if (!IS_RANDO) return;
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if (!Randomizer_GetSettingValue(RSK_SHUFFLE_POTS)) return;
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onActorInitHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorInit>(ObjTsubo_RandomizerInit);
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onVanillaBehaviorHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnVanillaBehavior>(PotOnVanillaBehaviorHandler);
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});
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}
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15
soh/soh/Enhancements/randomizer/ShufflePots.h
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15
soh/soh/Enhancements/randomizer/ShufflePots.h
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@ -0,0 +1,15 @@
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#ifndef SHUFFLEPOTS_H
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#define SHUFFLEPOTS_H
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#include "z64.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void ObjTsubo_RandomizerDraw(Actor* potActor, PlayState* play);
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void RegisterShufflePots();
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#ifdef __cplusplus
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};
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#endif
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#endif //SHUFFLEPOTS_H
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@ -4899,6 +4899,7 @@ typedef struct CowIdentity {
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typedef struct PotIdentity {
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RandomizerInf randomizerInf;
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RandomizerCheck randomizerCheck;
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uint8_t isShuffled;
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} PotIdentity;
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typedef struct FishIdentity {
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@ -8,7 +8,7 @@
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#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "objects/object_tsubo/object_tsubo.h"
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#include "soh_assets.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_ALWAYS_THROWN)
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@ -84,43 +84,11 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 800, ICHAIN_STOP),
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};
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s8 ObjTsubo_HoldsRandomizedItem(ObjTsubo* this, PlayState* play) {
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uint8_t isDungeon = play->sceneNum < SCENE_GANONS_TOWER_COLLAPSE_INTERIOR ||
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(play->sceneNum > SCENE_TREASURE_BOX_SHOP && play->sceneNum < SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR);
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uint8_t potSetting = Randomizer_GetSettingValue(RSK_SHUFFLE_POTS);
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// Don't pull randomized item if pot isn't randomized or is already checked
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if (!IS_RANDO || !potSetting ||
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(potSetting == RO_SHUFFLE_POTS_OVERWORLD && isDungeon) ||
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(potSetting == RO_SHUFFLE_POTS_DUNGEONS && !isDungeon) ||
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Flags_GetRandomizerInf(this->potIdentity.randomizerInf) ||
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this->potIdentity.randomizerCheck == RC_UNKNOWN_CHECK) {
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return false;
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} else {
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return true;
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}
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}
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void ObjTsubo_SpawnCollectible(ObjTsubo* this, PlayState* play) {
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if (IS_RANDO && ObjTsubo_HoldsRandomizedItem(this, play)) {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(this->potIdentity.randomizerCheck, GI_NONE);
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EnItem00* actor = (EnItem00*)Item_DropCollectible2(play, &this->actor.world.pos, ITEM00_SMALL_KEY);
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actor->randoCheck = this->potIdentity.randomizerCheck;
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actor->randoGiEntry = getItemEntry;
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actor->randoGiEntry.getItemFrom = ITEM_FROM_FREESTANDING;
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actor->randoInf = this->potIdentity.randomizerInf;
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actor->actor.velocity.y = 8.0f;
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actor->actor.speedXZ = 2.0f;
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actor->actor.gravity = -0.9f;
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actor->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
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return;
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}
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s16 dropParams = this->actor.params & 0x1F;
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if ((dropParams >= ITEM00_RUPEE_GREEN) && (dropParams <= ITEM00_BOMBS_SPECIAL)) {
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if ((dropParams >= ITEM00_RUPEE_GREEN) && (dropParams <= ITEM00_BOMBS_SPECIAL) &&
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GameInteractor_Should(VB_POT_DROP_ITEM, true, this)) {
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Item_DropCollectible(play, &this->actor.world.pos,
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(dropParams | (((this->actor.params >> 9) & 0x3F) << 8)));
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}
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@ -179,9 +147,6 @@ void ObjTsubo_Init(Actor* thisx, PlayState* play) {
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ObjTsubo_SetupWaitForObject(this);
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osSyncPrintf("(dungeon keep 壷)(arg_data 0x%04x)\n", this->actor.params);
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}
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_POTS)) {
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this->potIdentity = Randomizer_IdentifyPot(play->sceneNum, (s16)this->actor.world.pos.x, (s16)this->actor.world.pos.z);
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}
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}
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void ObjTsubo_Destroy(Actor* thisx, PlayState* play2) {
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@ -268,7 +233,9 @@ void ObjTsubo_SetupWaitForObject(ObjTsubo* this) {
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void ObjTsubo_WaitForObject(ObjTsubo* this, PlayState* play) {
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if (Object_IsLoaded(&play->objectCtx, this->objTsuboBankIndex)) {
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this->actor.draw = ObjTsubo_Draw;
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if (GameInteractor_Should(VB_POT_DRAW, true, this)) {
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this->actor.draw = ObjTsubo_Draw;
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}
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this->actor.objBankIndex = this->objTsuboBankIndex;
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ObjTsubo_SetupIdle(this);
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this->actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
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@ -381,18 +348,5 @@ void ObjTsubo_Update(Actor* thisx, PlayState* play) {
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void ObjTsubo_Draw(Actor* thisx, PlayState* play) {
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ObjTsubo* this = (ObjTsubo*)thisx;
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if (IS_RANDO && ObjTsubo_HoldsRandomizedItem(this, play)) {
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float potSize = 1.0f;
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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Matrix_Scale(potSize, potSize, potSize, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gRandoPotDL);
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CLOSE_DISPS(play->state.gfxCtx);
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} else {
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Gfx_DrawDListOpa(play, D_80BA1B84[(thisx->params >> 8) & 1]);
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}
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Gfx_DrawDListOpa(play, D_80BA1B84[(thisx->params >> 8) & 1]);
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}
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@ -6821,16 +6821,8 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
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// this specifically for items coming from bushes/rocks/enemies when the player has already picked that item up.
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uint8_t skipItemCutsceneRando = IS_RANDO && Item_CheckObtainability(giEntry.itemId) != ITEM_NONE && isDropToSkip;
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// Automatically skip the pickup messages for very frequent items coming from pots with "Shuffle Pots" on.
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uint8_t isPotItemToSkip = interactedActor->id == ACTOR_EN_ITEM00 &&
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interactedActor->params == ITEM00_SMALL_KEY && giEntry.modIndex == MOD_NONE &&
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((giEntry.itemId >= ITEM_RUPEE_GREEN && giEntry.itemId <= ITEM_RUPEE_RED) ||
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giEntry.itemId == ITEM_HEART ||
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(giEntry.itemId >= ITEM_NUTS_5 && giEntry.itemId <= ITEM_SEEDS_30) ||
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giEntry.itemId == ITEM_MAGIC_SMALL || giEntry.itemId == ITEM_MAGIC_LARGE);
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// Show cutscene when picking up a item.
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if (showItemCutscene && !skipItemCutscene && !skipItemCutsceneRando && !isPotItemToSkip) {
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if (showItemCutscene && !skipItemCutscene && !skipItemCutsceneRando) {
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Player_DetachHeldActor(play, this);
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func_8083AE40(this, giEntry.objectId);
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