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https://github.com/HarbourMasters/Shipwright.git
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Fix Bluewarp handling with entrance rando (#4517)
* force bluewarp skips on when entrance rando is enabled * Fix second visits and other issues with lingering bluewarp state
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@ -3,35 +3,43 @@
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#include "soh/OTRGlobals.h"
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extern "C" {
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#include "macros.h"
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#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
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#include "z64save.h"
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#include "functions.h"
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#include "variables.h"
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#include "macros.h"
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#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
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#include "z64save.h"
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#include "functions.h"
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#include "variables.h"
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}
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#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetSelectedOptionIndex()
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static bool sEnteredBlueWarp = false;
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/**
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* This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
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* set the entrance index to where you would normally end up after the blue warp cutscene. This
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* should also account for the difference between your first and following visits to the blue warp.
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*/
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void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
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uint8_t isBlueWarpCutscene = 0;
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bool overrideBlueWarpDestinations =
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IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF ||
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RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF);
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// Force blue warp skip on when ER needs to place Link somewhere else.
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// This is preferred over having story cutscenes play in the overworld and then reloading Link somewhere else after.
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) || overrideBlueWarpDestinations) {
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bool isBlueWarpCutscene = false;
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// Deku Tree Blue warp
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if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
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gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP;
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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// Dodongo's Cavern Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT && gSaveContext.cutsceneIndex == 0xFFF1) {
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gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP;
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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// Jabu Jabu's Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP && gSaveContext.cutsceneIndex == 0xFFF0) {
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gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP;
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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// Forest Temple Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
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// Normally set in the blue warp cutscene
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@ -43,14 +51,14 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
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gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
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}
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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// Fire Temple Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_FRONT_GATE && gSaveContext.cutsceneIndex == 0xFFF3) {
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// Normally set in the blue warp cutscene
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Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
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gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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// Water Temple Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
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// Normally set in the blue warp cutscene
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@ -58,15 +66,15 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
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Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
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gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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// Spirit Temple Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
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gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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// Shadow Temple Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
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gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
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isBlueWarpCutscene = 1;
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isBlueWarpCutscene = true;
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}
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if (isBlueWarpCutscene) {
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@ -80,10 +88,20 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
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}
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// This is outside the above condition because we want to handle both first and following visits to the blue warp
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if (IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF || RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF)) {
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if (sEnteredBlueWarp && overrideBlueWarpDestinations) {
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Entrance_OverrideBlueWarp();
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}
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}
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sEnteredBlueWarp = false;
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}
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/**
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* Using this hook to simply observe that Link has entered a bluewarp
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* This way we know to allow entrance rando overrides to be processed on the next tranisition hook
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*/
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void SkipBlueWarp_ShouldPlayBlueWarpCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
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sEnteredBlueWarp = true;
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}
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/**
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@ -143,6 +161,7 @@ void SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished(GIVanillaBehavior _,
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void SkipBlueWarp_Register() {
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GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorUpdate>(ACTOR_EN_KO, SkipBlueWarp_OnActorUpdate);
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GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_TRANSITION_CS, SkipBlueWarp_ShouldPlayTransitionCS);
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GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_BLUE_WARP_CS, SkipBlueWarp_ShouldPlayBlueWarpCS);
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GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED, SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished);
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GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_GIVE_ITEM_FROM_BLUE_WARP, SkipBlueWarp_ShouldGiveItem);
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}
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@ -198,7 +198,7 @@ void Entrance_Init(void) {
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bossSceneSaveDeathWarps[bossScene - SCENE_DEKU_TREE_BOSS] = saveWarpEntrance;
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}
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//Overwrite grotto related indices
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// Overwrite grotto related indices
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if (originalIndex >= ENTRANCE_GROTTO_EXIT_START) {
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Grotto_SetExitOverride(originalIndex, overrideIndex);
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continue;
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@ -226,7 +226,7 @@ void Entrance_Init(void) {
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s16 indicesToSilenceBackgroundMusic[2] = {
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// The lost woods music playing near the GC Woods Warp keeps playing
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// in the next area if the bvackground music is allowed to keep playing
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// in the next area if the background music is allowed to keep playing
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entranceOverrideTable[ENTR_LOST_WOODS_TUNNEL_SHORTCUT], // Goron City -> Lost Woods override
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// If Malon is singing at night, then her singing will be transferred
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@ -452,7 +452,19 @@ void Entrance_SetWarpSongEntrance(void) {
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}
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void Entrance_OverrideBlueWarp(void) {
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// Handles first time entering bluewarp (with item give)
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// Remap child 2nd visits in adult dungeons for warp pad -> bluewarp
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if (gSaveContext.entranceIndex == ENTR_SACRED_FOREST_MEADOW_WARP_PAD) {
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gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP;
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} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_CRATER_WARP_PAD) {
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gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
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} else if (gSaveContext.entranceIndex == ENTR_LAKE_HYLIA_WARP_PAD) {
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gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
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} else if (gSaveContext.entranceIndex == ENTR_DESERT_COLOSSUS_WARP_PAD) {
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gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
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} else if (gSaveContext.entranceIndex == ENTR_GRAVEYARD_WARP_PAD) {
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gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
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}
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switch (gSaveContext.entranceIndex) {
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case ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP: // Gohma blue warp
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case ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP: // KD blue warp
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@ -465,20 +477,6 @@ void Entrance_OverrideBlueWarp(void) {
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gSaveContext.entranceIndex = Entrance_OverrideNextIndex(gSaveContext.entranceIndex);
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return;
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}
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// Handles second+ times entering bluewarp
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switch (gPlayState->nextEntranceIndex) {
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case ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP: // Gohma blue warp
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case ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP: // KD blue warp
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case ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP: // Barinade blue warp
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case ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP: // Phantom Ganon blue warp
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case ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP: // Volvagia blue warp
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case ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP: // Morpha blue warp
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case ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP: // Bongo-Bongo blue warp
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case ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP: // Twinrova blue warp
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gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(gPlayState->nextEntranceIndex);
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return;
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}
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}
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void Entrance_EnableFW(void) {
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@ -99,6 +99,10 @@ void Grotto_InitExitAndLoadLists(void) {
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grottoLoadList[i] = ENTRANCE_GROTTO_LOAD_START + i;
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grottoExitList[i] = ENTRANCE_GROTTO_EXIT_START + i;
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}
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grottoId = 0xFF;
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lastEntranceType = NOT_GROTTO;
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overridingNextEntrance = false;
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}
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void Grotto_SetExitOverride(s16 originalIndex, s16 overrideIndex) {
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