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Fix grotto handling with the skip intro timesaver (#4252)
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c68cecec71
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@ -3,11 +3,11 @@
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#include "soh/OTRGlobals.h"
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extern "C" {
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#include "z64save.h"
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#include "functions.h"
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#include "soh/Enhancements/randomizer/randomizer_grotto.h"
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extern PlayState* gPlayState;
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extern SaveContext gSaveContext;
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#include "z64save.h"
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#include "functions.h"
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#include "soh/Enhancements/randomizer/randomizer_entrance.h"
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extern PlayState* gPlayState;
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extern SaveContext gSaveContext;
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}
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void SkipIntro_Register() {
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@ -15,31 +15,33 @@ void SkipIntro_Register() {
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// If we're playing rando and if starting age is adult and/or overworld spawns are shuffled we need to skip
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// the cutscene regardless of the enhancement being on.
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bool adultStart = gSaveContext.linkAge == LINK_AGE_ADULT;
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bool shuffleOverworldSpawns = OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_OVERWORLD_SPAWNS).Is(true);
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), IS_RANDO) || (IS_RANDO && (adultStart || shuffleOverworldSpawns))) {
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// Calculate spawn location. Start with vanilla, Link's house.
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int32_t spawnEntrance = ENTR_LINKS_HOUSE_0;
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// If we're not in rando, we can skip all of the below.
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if (IS_RANDO) {
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// If starting age is shuffled, use vanilla adult spawn/prelude warp.
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bool shuffleOverworldSpawns =
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OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_OVERWORLD_SPAWNS).Is(true);
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if ((CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), IS_RANDO) ||
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(IS_RANDO && (adultStart || shuffleOverworldSpawns)) && gSaveContext.cutsceneIndex == 0xFFF1)) {
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// Calculate spawn location. Start with vanilla, Link's house.
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int32_t spawnEntrance = ENTR_LINKS_HOUSE_0;
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// If we're not in rando, we can skip all of the below.
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if (IS_RANDO) {
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// If starting age is shuffled, use vanilla adult spawn/prelude warp.
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if (adultStart) {
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spawnEntrance = ENTR_TEMPLE_OF_TIME_7;
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}
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// If we're shuffling overworld spawns we'll need to get the Entrance Override
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if (shuffleOverworldSpawns) {
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// If we're shuffling overworld spawns the adult spawn is ENTR_HYRULE_FIELD_10 instead of
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// ENTR_TEMPLE_OF_TIME_7, so that spawn and Prelude don't share an entrance.
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if (adultStart) {
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spawnEntrance = ENTR_TEMPLE_OF_TIME_7;
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}
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// If we're shuffling overworld spawns we'll need to get the Entrance Override
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if (shuffleOverworldSpawns) {
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// If we're shuffling overworld spawns the adult spawn is ENTR_HYRULE_FIELD_10 instead of
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// ENTR_TEMPLE_OF_TIME_7, so that spawn and Prelude don't share an entrance.
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if (adultStart){
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spawnEntrance = ENTR_HYRULE_FIELD_10;
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}
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spawnEntrance = Grotto_OverrideSpecialEntrance(Entrance_GetOverride(spawnEntrance));
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spawnEntrance = ENTR_HYRULE_FIELD_10;
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}
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spawnEntrance = Entrance_PeekNextIndexOverride(spawnEntrance);
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}
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// Skip the intro cutscene for whatever the spawnEntrance is calculated to be.
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if (gSaveContext.entranceIndex == spawnEntrance) {
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gSaveContext.cutsceneIndex = 0;
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*should = false;
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}
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}
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// Skip the intro cutscene for whatever the spawnEntrance is calculated to be.
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if (gSaveContext.entranceIndex == spawnEntrance) {
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gSaveContext.cutsceneIndex = 0;
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*should = false;
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}
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}
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});
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}
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@ -260,6 +260,10 @@ s16 Entrance_GetOverride(s16 index) {
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return entranceOverrideTable[index];
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}
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s16 Entrance_PeekNextIndexOverride(int16_t nextEntranceIndex) {
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return Grotto_GetEntranceValueHandlingGrottoRando(Entrance_GetOverride(nextEntranceIndex));
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}
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s16 Entrance_OverrideNextIndex(s16 nextEntranceIndex) {
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// When entering Spirit Temple, clear temp flags so they don't carry over to the randomized dungeon
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if (nextEntranceIndex == ENTR_SPIRIT_TEMPLE_0 && Entrance_GetOverride(nextEntranceIndex) != nextEntranceIndex &&
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@ -81,6 +81,7 @@ void Entrance_ResetEntranceTable(void);
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uint8_t Entrance_EntranceIsNull(EntranceOverride* entranceOverride);
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int16_t Entrance_GetOverride(int16_t index);
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int16_t Entrance_OverrideNextIndex(int16_t nextEntranceIndex);
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int16_t Entrance_PeekNextIndexOverride(int16_t nextEntranceIndex);
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int16_t Entrance_OverrideDynamicExit(int16_t dynamicExitIndex);
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uint32_t Entrance_SceneAndSpawnAre(uint8_t scene, uint8_t spawn);
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void Entrance_SetGameOverEntrance(void);
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@ -128,8 +128,49 @@ static void Grotto_SetupReturnInfo(GrottoReturnInfo grotto, RespawnMode respawnM
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}
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}
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// Get the next entrance value while handling conversion of grotto rando IDs to real entrance values.
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// This method doesn't change player respawn data, so only use this if you are querying an entrance index.
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s16 Grotto_GetEntranceValueHandlingGrottoRando(s16 nextEntranceIndex) {
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// Don't change anything unless grotto shuffle has been enabled
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if (!Randomizer_GetSettingValue(RSK_SHUFFLE_GROTTO_ENTRANCES) && !Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS) && !Randomizer_GetSettingValue(RSK_SHUFFLE_WARP_SONGS)) {
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return nextEntranceIndex;
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}
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// If Link hits a grotto exit, load the entrance index from the grotto exit list
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// based on the current grotto ID
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if (nextEntranceIndex == ENTR_RETURN_GROTTO) {
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nextEntranceIndex = grottoExitList[grottoId];
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}
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// Get the new grotto id from the next entrance
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grottoId = nextEntranceIndex & 0x00FF;
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// Grotto Returns
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if (nextEntranceIndex >= ENTRANCE_RANDO_GROTTO_EXIT_START && nextEntranceIndex < ENTRANCE_RANDO_GROTTO_EXIT_START + NUM_GROTTOS) {
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GrottoReturnInfo grotto = grottoReturnTable[grottoId];
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// When the nextEntranceIndex is determined by a dynamic exit,
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// or set by Entrance_OverrideBlueWarp to mark a blue warp entrance,
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// we have to set the respawn information and nextEntranceIndex manually
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if (gPlayState != NULL && gPlayState->nextEntranceIndex != ENTR_LOAD_OPENING) {
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nextEntranceIndex = grotto.entranceIndex;
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} else if (gPlayState == NULL) { // Handle spawn position when loading from a save file
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nextEntranceIndex = grotto.entranceIndex;
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// Otherwise return 0x7FFF (ENTR_RETURN_GROTTO) and let the game handle it
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} else {
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nextEntranceIndex = ENTR_RETURN_GROTTO;
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}
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// Grotto Loads
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} else if (nextEntranceIndex >= ENTRANCE_RANDO_GROTTO_LOAD_START && nextEntranceIndex < ENTRANCE_RANDO_GROTTO_EXIT_START) {
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GrottoLoadInfo grotto = grottoLoadTable[grottoId];
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nextEntranceIndex = grotto.entranceIndex;
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}
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return nextEntranceIndex;
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}
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// Translates and overrides the passed in entrance index if it corresponds to a
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// special grotto entrance (grotto load or returnpoint)
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// special grotto entrance (grotto load or returnpoint) and updates player respawn data correctly.
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s16 Grotto_OverrideSpecialEntrance(s16 nextEntranceIndex) {
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// Don't change anything unless grotto shuffle has been enabled
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@ -24,7 +24,8 @@ typedef struct {
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void Grotto_InitExitAndLoadLists(void);
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void Grotto_SetExitOverride(s16 originalIndex, s16 overrideIndex);
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void Grotto_SetLoadOverride(s16 originalIndex, s16 overrideIndex);
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s16 Grotto_OverrideSpecialEntrance(s16 nextEntranceIndex);
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s16 Grotto_GetEntranceValueHandlingGrottoRando(s16 nextEntranceIndex);
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s16 Grotto_OverrideSpecialEntrance(s16 nextEntranceIndex);
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void Grotto_ForceGrottoReturnOnSpecialEntrance(void);
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void Grotto_ForceGrottoReturn(void);
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void Grotto_ForceRegularVoidOut(void);
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