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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Archez 2024-11-04 22:07:21 -05:00 committed by GitHub
parent 20ac33d380
commit d8f8b6e6b9
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3 changed files with 54 additions and 33 deletions

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@ -3,35 +3,43 @@
#include "soh/OTRGlobals.h"
extern "C" {
#include "macros.h"
#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
#include "z64save.h"
#include "functions.h"
#include "variables.h"
#include "macros.h"
#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
#include "z64save.h"
#include "functions.h"
#include "variables.h"
}
#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetSelectedOptionIndex()
static bool sEnteredBlueWarp = false;
/**
* This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
* set the entrance index to where you would normally end up after the blue warp cutscene. This
* should also account for the difference between your first and following visits to the blue warp.
*/
void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
uint8_t isBlueWarpCutscene = 0;
bool overrideBlueWarpDestinations =
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);
// Force blue warp skip on when ER needs to place Link somewhere else.
// This is preferred over having story cutscenes play in the overworld and then reloading Link somewhere else after.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) || overrideBlueWarpDestinations) {
bool isBlueWarpCutscene = false;
// Deku Tree Blue warp
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Dodongo's Cavern Blue warp
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Jabu Jabu's Blue warp
} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP && gSaveContext.cutsceneIndex == 0xFFF0) {
gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Forest Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
// Normally set in the blue warp cutscene
@ -43,14 +51,14 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
}
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Fire Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_FRONT_GATE && gSaveContext.cutsceneIndex == 0xFFF3) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Water Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
// Normally set in the blue warp cutscene
@ -58,15 +66,15 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Spirit Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Shadow Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
}
if (isBlueWarpCutscene) {
@ -80,10 +88,20 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
}
// This is outside the above condition because we want to handle both first and following visits to the blue warp
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)) {
if (sEnteredBlueWarp && overrideBlueWarpDestinations) {
Entrance_OverrideBlueWarp();
}
}
sEnteredBlueWarp = false;
}
/**
* Using this hook to simply observe that Link has entered a bluewarp
* This way we know to allow entrance rando overrides to be processed on the next tranisition hook
*/
void SkipBlueWarp_ShouldPlayBlueWarpCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
sEnteredBlueWarp = true;
}
/**
@ -143,6 +161,7 @@ void SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished(GIVanillaBehavior _,
void SkipBlueWarp_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorUpdate>(ACTOR_EN_KO, SkipBlueWarp_OnActorUpdate);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_TRANSITION_CS, SkipBlueWarp_ShouldPlayTransitionCS);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_BLUE_WARP_CS, SkipBlueWarp_ShouldPlayBlueWarpCS);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED, SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_GIVE_ITEM_FROM_BLUE_WARP, SkipBlueWarp_ShouldGiveItem);
}

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@ -198,7 +198,7 @@ void Entrance_Init(void) {
bossSceneSaveDeathWarps[bossScene - SCENE_DEKU_TREE_BOSS] = saveWarpEntrance;
}
//Overwrite grotto related indices
// Overwrite grotto related indices
if (originalIndex >= ENTRANCE_GROTTO_EXIT_START) {
Grotto_SetExitOverride(originalIndex, overrideIndex);
continue;
@ -226,7 +226,7 @@ void Entrance_Init(void) {
s16 indicesToSilenceBackgroundMusic[2] = {
// The lost woods music playing near the GC Woods Warp keeps playing
// in the next area if the bvackground music is allowed to keep playing
// in the next area if the background music is allowed to keep playing
entranceOverrideTable[ENTR_LOST_WOODS_TUNNEL_SHORTCUT], // Goron City -> Lost Woods override
// If Malon is singing at night, then her singing will be transferred
@ -452,7 +452,19 @@ void Entrance_SetWarpSongEntrance(void) {
}
void Entrance_OverrideBlueWarp(void) {
// Handles first time entering bluewarp (with item give)
// Remap child 2nd visits in adult dungeons for warp pad -> bluewarp
if (gSaveContext.entranceIndex == ENTR_SACRED_FOREST_MEADOW_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_CRATER_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_LAKE_HYLIA_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_DESERT_COLOSSUS_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_GRAVEYARD_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
}
switch (gSaveContext.entranceIndex) {
case ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP: // Gohma blue warp
case ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP: // KD blue warp
@ -465,20 +477,6 @@ void Entrance_OverrideBlueWarp(void) {
gSaveContext.entranceIndex = Entrance_OverrideNextIndex(gSaveContext.entranceIndex);
return;
}
// Handles second+ times entering bluewarp
switch (gPlayState->nextEntranceIndex) {
case ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP: // Gohma blue warp
case ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP: // KD blue warp
case ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP: // Barinade blue warp
case ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP: // Phantom Ganon blue warp
case ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP: // Volvagia blue warp
case ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP: // Morpha blue warp
case ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP: // Bongo-Bongo blue warp
case ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP: // Twinrova blue warp
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(gPlayState->nextEntranceIndex);
return;
}
}
void Entrance_EnableFW(void) {

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@ -99,6 +99,10 @@ void Grotto_InitExitAndLoadLists(void) {
grottoLoadList[i] = ENTRANCE_GROTTO_LOAD_START + i;
grottoExitList[i] = ENTRANCE_GROTTO_EXIT_START + i;
}
grottoId = 0xFF;
lastEntranceType = NOT_GROTTO;
overridingNextEntrance = false;
}
void Grotto_SetExitOverride(s16 originalIndex, s16 overrideIndex) {