Shipwright/soh/soh/Enhancements/randomizer/randomizer_entrance.c

795 lines
35 KiB
C

/*
* Much of the code here was borrowed from https://github.com/gamestabled/OoT3D_Randomizer/blob/main/code/src/entrance.c
* It's been adapted for SoH to use our gPlayState vs their gGlobalContext with slightly different named properties, and our enums for some scenes/entrances.
*
* Unlike 3DS rando, we need to be able to support the user loading up vanilla and rando saves, so the logic around
* modifying the entrance table requires that we save the original table and reset whenever loading a vanilla save.
* A modified dynamicExitList is manually included since we can't read it from addressing like 3ds rando.
*/
#include "randomizer_entrance.h"
#include "randomizer_grotto.h"
#include <string.h>
#include "global.h"
extern PlayState* gPlayState;
//Overwrite the dynamic exit for the OGC Fairy Fountain to be 0x3E8 instead
//of 0x340 (0x340 will stay as the exit for the HC Fairy Fountain -> Castle Grounds)
s16 dynamicExitList[] = { 0x045B, 0x0482, 0x03E8, 0x044B, 0x02A2, 0x0201, 0x03B8, 0x04EE, 0x03C0, 0x0463, 0x01CD, 0x0394, 0x0340, 0x057C };
// OGC Fairy HC Fairy
// Warp Song indices array : 0x53C33C = { 0x0600, 0x04F6, 0x0604, 0x01F1, 0x0568, 0x05F4 }
// Owl Flights : 0x492064 and 0x492080
static s16 entranceOverrideTable[ENTRANCE_TABLE_SIZE] = {0};
// Boss scenes (normalize boss scene range to 0 on lookup) to the replaced dungeon scene it is connected to
static s16 dungeonBossSceneOverrides[SHUFFLEABLE_BOSS_COUNT] = {0};
static ActorEntry modifiedLinkActorEntry = {0};
EntranceInfo originalEntranceTable[ENTRANCE_TABLE_SIZE] = {0};
typedef struct {
s16 blueWarp;
s16 destination;
} BlueWarpReplacement;
typedef struct {
s16 entryway;
s16 exit;
s16 bossDoor;
s16 bossDoorReverse;
s16 blueWarp;
s16 scene;
s16 bossScene;
} DungeonEntranceInfo;
static DungeonEntranceInfo dungeons[] = {
//entryway exit, boss, reverse,bluewarp,dungeon scene, boss scene
{ DEKU_TREE_ENTRANCE, 0x0209, 0x040F, 0x0252, 0x0457, SCENE_YDAN, SCENE_YDAN_BOSS },
{ DODONGOS_CAVERN_ENTRANCE, 0x0242, 0x040B, 0x00C5, 0x047A, SCENE_DDAN, SCENE_DDAN_BOSS },
{ JABU_JABUS_BELLY_ENTRANCE, 0x0221, 0x0301, 0x0407, 0x010E, SCENE_BDAN, SCENE_BDAN_BOSS },
{ FOREST_TEMPLE_ENTRANCE, 0x0215, 0x000C, 0x024E, 0x0608, SCENE_BMORI1, SCENE_MORIBOSSROOM },
{ FIRE_TEMPLE_ENTRANCE, 0x024A, 0x0305, 0x0175, 0x0564, SCENE_HIDAN, SCENE_FIRE_BS },
{ WATER_TEMPLE_ENTRANCE, 0x021D, 0x0417, 0x0423, 0x060C, SCENE_MIZUSIN, SCENE_MIZUSIN_BS },
{ SPIRIT_TEMPLE_ENTRANCE, 0x01E1, 0x008D, 0x02F5, 0x0610, SCENE_JYASINZOU, SCENE_JYASINBOSS },
{ SHADOW_TEMPLE_ENTRANCE, 0x0205, 0x0413, 0x02B2, 0x0580, SCENE_HAKADAN, SCENE_HAKADAN_BS },
};
//These variables store the new entrance indices for dungeons so that
//savewarping and game overs respawn players at the proper entrance.
//By default, these will be their vanilla values.
static s16 newDekuTreeEntrance = DEKU_TREE_ENTRANCE;
static s16 newDodongosCavernEntrance = DODONGOS_CAVERN_ENTRANCE;
static s16 newJabuJabusBellyEntrance = JABU_JABUS_BELLY_ENTRANCE;
static s16 newForestTempleEntrance = FOREST_TEMPLE_ENTRANCE;
static s16 newFireTempleEntrance = FIRE_TEMPLE_ENTRANCE;
static s16 newWaterTempleEntrance = WATER_TEMPLE_ENTRANCE;
static s16 newSpiritTempleEntrance = SPIRIT_TEMPLE_ENTRANCE;
static s16 newShadowTempleEntrance = SHADOW_TEMPLE_ENTRANCE;
static s16 newBottomOfTheWellEntrance = BOTTOM_OF_THE_WELL_ENTRANCE;
static s16 newGerudoTrainingGroundsEntrance = GERUDO_TRAINING_GROUNDS_ENTRANCE;
static s16 newIceCavernEntrance = ICE_CAVERN_ENTRANCE;
static s8 hasCopiedEntranceTable = 0;
static s8 hasModifiedEntranceTable = 0;
void Entrance_SetEntranceDiscovered(u16 entranceIndex);
u8 Entrance_EntranceIsNull(EntranceOverride* entranceOverride) {
return entranceOverride->index == 0 && entranceOverride->destination == 0 && entranceOverride->blueWarp == 0
&& entranceOverride->override == 0 && entranceOverride->overrideDestination == 0;
}
static void Entrance_SeparateOGCFairyFountainExit(void) {
//Overwrite unused entrance 0x03E8 with values from 0x0340 to use it as the
//exit from OGC Great Fairy Fountain -> Castle Grounds
for (size_t i = 0; i < 4; ++i) {
gEntranceTable[0x3E8 + i] = gEntranceTable[0x340 + i];
}
}
static void Entrance_SeparateAdultSpawnAndPrelude() {
// Overwrite unused entrance 0x0282 with values from 0x05F4 to use it as the
// Adult Spawn index and separate it from Prelude of Light
for (size_t i = 0; i < 4; ++i) {
gEntranceTable[0x282 + i] = gEntranceTable[0x5F4 + i];
}
}
void Entrance_CopyOriginalEntranceTable(void) {
if (!hasCopiedEntranceTable) {
memcpy(originalEntranceTable, gEntranceTable, sizeof(EntranceInfo) * ENTRANCE_TABLE_SIZE);
hasCopiedEntranceTable = 1;
}
}
void Entrance_ResetEntranceTable(void) {
if (hasCopiedEntranceTable && hasModifiedEntranceTable) {
memcpy(gEntranceTable, originalEntranceTable, sizeof(EntranceInfo) * ENTRANCE_TABLE_SIZE);
hasModifiedEntranceTable = 0;
}
}
void Entrance_Init(void) {
s32 index;
size_t blueWarpRemapIdx = 0;
BlueWarpReplacement bluewarps[SHUFFLEABLE_BOSS_COUNT] = {0};
Entrance_CopyOriginalEntranceTable();
// Skip Child Stealth if given by settings
if (Randomizer_GetSettingValue(RSK_SKIP_CHILD_STEALTH)) {
gEntranceTable[0x07A].scene = 0x4A;
gEntranceTable[0x07A].spawn = 0x00;
gEntranceTable[0x07A].field = 0x0183;
}
// Delete the title card and add a fade in for Hyrule Field from Ocarina of Time cutscene
for (index = 0x50F; index < 0x513; ++index) {
gEntranceTable[index].field = 0x010B;
}
Entrance_SeparateOGCFairyFountainExit();
Entrance_SeparateAdultSpawnAndPrelude();
// Initialize the entrance override table with each index leading to itself. An
// index referring to itself means that the entrance is not currently shuffled.
for (s16 i = 0; i < ENTRANCE_TABLE_SIZE; i++) {
entranceOverrideTable[i] = i;
}
// Initialize all boss rooms connected to their vanilla dungeon
for (s16 i = 1; i < SHUFFLEABLE_BOSS_COUNT; i++) {
dungeonBossSceneOverrides[i] = i;
}
// Initialize the grotto exit and load lists
Grotto_InitExitAndLoadLists();
// Then overwrite the indices which are shuffled
for (size_t i = 0; i < ENTRANCE_OVERRIDES_MAX_COUNT; i++) {
if (Entrance_EntranceIsNull(&gSaveContext.entranceOverrides[i])) {
break;
}
s16 originalIndex = gSaveContext.entranceOverrides[i].index;
s16 blueWarpIndex = gSaveContext.entranceOverrides[i].blueWarp;
s16 overrideIndex = gSaveContext.entranceOverrides[i].override;
//Overwrite grotto related indices
if (originalIndex >= ENTRANCE_RANDO_GROTTO_EXIT_START) {
Grotto_SetExitOverride(originalIndex, overrideIndex);
continue;
}
if (originalIndex >= ENTRANCE_RANDO_GROTTO_LOAD_START && originalIndex < ENTRANCE_RANDO_GROTTO_EXIT_START) {
Grotto_SetLoadOverride(originalIndex, overrideIndex);
continue;
}
// Overwrite the indices which we want to shuffle, leaving the rest as they are
entranceOverrideTable[originalIndex] = overrideIndex;
if (blueWarpIndex != 0) {
// When boss shuffle is enabled, we need to know what dungeon the boss room is connected to for
// death/save warping, and for the blue warp
if (Randomizer_GetSettingValue(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF) {
s16 bossScene = -1;
s16 replacedDungeonScene = -1;
s16 replacedDungeonExit = -1;
// Search for the boss scene and replaced blue warp exits
for (s16 j = 0; j <= SHUFFLEABLE_BOSS_COUNT; j++) {
if (blueWarpIndex == dungeons[j].blueWarp) {
bossScene = dungeons[j].bossScene;
}
if (overrideIndex == dungeons[j].bossDoorReverse) {
replacedDungeonScene = dungeons[j].scene;
replacedDungeonExit = dungeons[j].exit;
}
}
// assign the boss scene override
if (bossScene != -1 && replacedDungeonScene != -1 && replacedDungeonExit != -1) {
dungeonBossSceneOverrides[bossScene - SCENE_YDAN_BOSS] = replacedDungeonScene;
bluewarps[blueWarpRemapIdx].blueWarp = blueWarpIndex;
bluewarps[blueWarpRemapIdx].destination = replacedDungeonExit;
blueWarpRemapIdx++;
}
} else {
entranceOverrideTable[blueWarpIndex] = overrideIndex;
}
}
//Override both land and water entrances for Hyrule Field -> ZR Front and vice versa
if (originalIndex == 0x00EA) { //Hyrule Field -> ZR Front land entrance
entranceOverrideTable[0x01D9] = overrideIndex;
} else if (originalIndex == 0x0181) { //ZR Front -> Hyrule Field land entrance
entranceOverrideTable[0x0311] = overrideIndex;
}
}
// If we have remapped blue warps from boss shuffle, handle setting those and grabbing the override for
// the replaced dungeons exit in the event that dungeon shuffle is also turned on
for (size_t i = 0; i < ARRAY_COUNT(bluewarps); i++) {
if (bluewarps[i].blueWarp != 0 && bluewarps[i].destination != 0) {
entranceOverrideTable[bluewarps[i].blueWarp] = Entrance_GetOverride(bluewarps[i].destination);
}
}
// Stop playing background music during shuffled entrance transitions
// so that we don't get duplicated or overlapping music tracks
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) {
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
entranceOverrideTable[0x04D6], // Goron City -> Lost Woods override
// If Malon is singing at night, then her singing will be transferred
// to the next area if it allows the background music to keep playing
entranceOverrideTable[0x025A], // Castle Grounds -> Market override
};
for (size_t j = 0; j < sizeof(indicesToSilenceBackgroundMusic) / sizeof(s16); j++) {
s16 override = indicesToSilenceBackgroundMusic[j];
for (s16 i = 0; i < 4; i++) {
// Zero out the bit in the field which tells the game to keep playing
// background music for all four scene setups at each index
gEntranceTable[override + i].field &= ~0x8000;
}
}
}
hasModifiedEntranceTable = 1;
}
s16 Entrance_GetOverride(s16 index) {
// The game sometimes uses special indices from 0x7FF9 -> 0x7FFF for exiting
// grottos and fairy fountains. These aren't handled here since the game
// naturally handles them later.
if (index >= ENTRANCE_TABLE_SIZE) {
return index;
}
return entranceOverrideTable[index];
}
s16 Entrance_OverrideNextIndex(s16 nextEntranceIndex) {
// When entering Spirit Temple, clear temp flags so they don't carry over to the randomized dungeon
if (nextEntranceIndex == 0x0082 && Entrance_GetOverride(nextEntranceIndex) != nextEntranceIndex &&
gPlayState != NULL) {
gPlayState->actorCtx.flags.tempSwch = 0;
gPlayState->actorCtx.flags.tempCollect = 0;
}
// Exiting through the crawl space from Hyrule Castle courtyard is the same exit as leaving Ganon's castle
// Don't override the entrance if we came from the Castle courtyard (day and night scenes)
if (gPlayState != NULL && (gPlayState->sceneNum == 69 || gPlayState->sceneNum == 70) && nextEntranceIndex == 0x023D) {
return nextEntranceIndex;
}
Entrance_SetEntranceDiscovered(nextEntranceIndex);
EntranceTracker_SetLastEntranceOverride(nextEntranceIndex);
return Grotto_OverrideSpecialEntrance(Entrance_GetOverride(nextEntranceIndex));
}
s16 Entrance_OverrideDynamicExit(s16 dynamicExitIndex) {
Entrance_SetEntranceDiscovered(dynamicExitList[dynamicExitIndex]);
EntranceTracker_SetLastEntranceOverride(dynamicExitList[dynamicExitIndex]);
return Grotto_OverrideSpecialEntrance(Entrance_GetOverride(dynamicExitList[dynamicExitIndex]));
}
u32 Entrance_SceneAndSpawnAre(u8 scene, u8 spawn) {
s16 computedEntranceIndex;
// Adjust the entrance to acount for the exact scene/spawn combination for child/adult and day/night
if (!IS_DAY) {
if (!LINK_IS_ADULT) {
computedEntranceIndex = gSaveContext.entranceIndex + 1;
} else {
computedEntranceIndex = gSaveContext.entranceIndex + 3;
}
} else {
if (!LINK_IS_ADULT) {
computedEntranceIndex = gSaveContext.entranceIndex;
} else {
computedEntranceIndex = gSaveContext.entranceIndex + 2;
}
}
EntranceInfo currentEntrance = gEntranceTable[computedEntranceIndex];
return currentEntrance.scene == scene && currentEntrance.spawn == spawn;
}
// Properly respawn the player after a game over, accounting for dungeon entrance randomizer
void Entrance_SetGameOverEntrance(void) {
s16 scene = gPlayState->sceneNum;
// When in a boss room and boss shuffle is on, get the connected dungeon's original boss room entrance
// then run the normal game over overrides on it
if (Randomizer_GetSettingValue(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF &&
scene >= SCENE_YDAN_BOSS && scene <= SCENE_HAKADAN_BS) {
// Normalize boss scene range to 0 on lookup
scene = dungeonBossSceneOverrides[scene - SCENE_YDAN_BOSS];
gSaveContext.entranceIndex = dungeons[scene].bossDoor;
}
//Set the current entrance depending on which entrance the player last came through
switch (gSaveContext.entranceIndex) {
case 0x040F : //Deku Tree Boss Room
gSaveContext.entranceIndex = newDekuTreeEntrance;
return;
case 0x040B : //Dodongos Cavern Boss Room
gSaveContext.entranceIndex = newDodongosCavernEntrance;
return;
case 0x0301 : //Jabu Jabus Belly Boss Room
gSaveContext.entranceIndex = newJabuJabusBellyEntrance;
return;
case 0x000C : //Forest Temple Boss Room
gSaveContext.entranceIndex = newForestTempleEntrance;
return;
case 0x0305 : //Fire Temple Boss Room
gSaveContext.entranceIndex = newFireTempleEntrance;
return;
case 0x0417 : //Water Temple Boss Room
gSaveContext.entranceIndex = newWaterTempleEntrance;
return;
case 0x008D : //Spirit Temple Boss Room
gSaveContext.entranceIndex = newSpiritTempleEntrance;
return;
case 0x0413 : //Shadow Temple Boss Room
gSaveContext.entranceIndex = newShadowTempleEntrance;
return;
case 0x041F : //Ganondorf Boss Room
gSaveContext.entranceIndex = 0x041B; // Inside Ganon's Castle -> Ganon's Tower Climb
return;
}
}
// Properly savewarp the player accounting for dungeon entrance randomizer.
void Entrance_SetSavewarpEntrance(void) {
s16 scene = gSaveContext.savedSceneNum;
// When in a boss room and boss shuffle is on, use the boss scene override to remap to its
// connected dungeon and use that for the final entrance
if (Randomizer_GetSettingValue(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF &&
scene >= SCENE_YDAN_BOSS && scene <= SCENE_HAKADAN_BS) {
// Normalize boss scene range to 0 on lookup
scene = dungeonBossSceneOverrides[scene - SCENE_YDAN_BOSS];
}
if (scene == SCENE_YDAN || scene == SCENE_YDAN_BOSS) {
gSaveContext.entranceIndex = newDekuTreeEntrance;
} else if (scene == SCENE_DDAN || scene == SCENE_DDAN_BOSS) {
gSaveContext.entranceIndex = newDodongosCavernEntrance;
} else if (scene == SCENE_BDAN || scene == SCENE_BDAN_BOSS) {
gSaveContext.entranceIndex = newJabuJabusBellyEntrance;
} else if (scene == SCENE_BMORI1 || scene == SCENE_MORIBOSSROOM) { //Forest Temple Boss Room
gSaveContext.entranceIndex = newForestTempleEntrance;
} else if (scene == SCENE_HIDAN || scene == SCENE_FIRE_BS) { //Fire Temple Boss Room
gSaveContext.entranceIndex = newFireTempleEntrance;
} else if (scene == SCENE_MIZUSIN || scene == SCENE_MIZUSIN_BS) { //Water Temple Boss Room
gSaveContext.entranceIndex = newWaterTempleEntrance;
} else if (scene == SCENE_JYASINZOU || scene == SCENE_JYASINBOSS) { //Spirit Temple Boss Room
gSaveContext.entranceIndex = newSpiritTempleEntrance;
} else if (scene == SCENE_HAKADAN || scene == SCENE_HAKADAN_BS) { //Shadow Temple Boss Room
gSaveContext.entranceIndex = newShadowTempleEntrance;
} else if (scene == SCENE_HAKADANCH) { // BOTW
gSaveContext.entranceIndex = newBottomOfTheWellEntrance;
} else if (scene == SCENE_MEN) { // GTG
gSaveContext.entranceIndex = newGerudoTrainingGroundsEntrance;
} else if (scene == SCENE_ICE_DOUKUTO) { // Ice cavern
gSaveContext.entranceIndex = newIceCavernEntrance;
} else if (scene == SCENE_GANONTIKA) {
gSaveContext.entranceIndex = GANONS_CASTLE_ENTRANCE;
} else if (scene == SCENE_GANON || scene == SCENE_GANONTIKA_SONOGO || scene == SCENE_GANON_SONOGO || scene == SCENE_GANON_DEMO || scene == SCENE_GANON_FINAL) {
gSaveContext.entranceIndex = 0x041B; // Inside Ganon's Castle -> Ganon's Tower Climb
} else if (scene == SCENE_GERUDOWAY) { // Theives hideout
gSaveContext.entranceIndex = 0x0486; // Gerudo Fortress -> Thieve's Hideout spawn 0
} else if (scene == SCENE_LINK_HOME) {
gSaveContext.entranceIndex = Entrance_OverrideNextIndex(LINK_HOUSE_SAVEWARP_ENTRANCE);
} else if (LINK_IS_CHILD) {
gSaveContext.entranceIndex = Entrance_OverrideNextIndex(LINK_HOUSE_SAVEWARP_ENTRANCE); // Child Overworld Spawn
} else {
gSaveContext.entranceIndex = Entrance_OverrideNextIndex(0x0282); // Adult Overworld Spawn (Normally 0x5F4, but 0x282 has been repurposed to differentiate from Prelude which also uses 0x5F4)
}
}
void Entrance_SetWarpSongEntrance(void) {
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 5;
switch (gPlayState->msgCtx.lastPlayedSong) {
case 0:
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0600); // Minuet
break;
case 1:
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x04F6); // Bolero
break;
case 2:
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0604); // Serenade
break;
case 3:
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x01F1); // Requiem
break;
case 4:
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0568); // Nocturne
break;
case 5:
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x05F4); // Prelude
break;
default:
gPlayState->sceneLoadFlag = 0; // if something goes wrong, the animation plays normally
}
// If one of the warp songs happens to lead to a grotto return, then we
// have to force the grotto return afterwards
Grotto_ForceGrottoReturnOnSpecialEntrance();
if (gSaveContext.gameMode != 0) {
// During DHWW the cutscene must play at the destination
gSaveContext.respawnFlag = -3;
} else if (gSaveContext.respawnFlag == -3) {
// Unset Zoneout Type -3 to avoid cutscene at destination (technically it's not needed)
gSaveContext.respawnFlag = 0;
}
}
void Entrance_OverrideBlueWarp(void) {
// Set nextEntranceIndex as a flag so that Grotto_CheckSpecialEntrance
// won't return index 0x7FFF, which can't work to override blue warps.
gPlayState->nextEntranceIndex = 0;
switch (gPlayState->sceneNum) {
case SCENE_YDAN_BOSS: // Ghoma boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0457);
return;
case SCENE_DDAN_BOSS: // King Dodongo boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x047A);
return;
case SCENE_BDAN_BOSS: // Barinade boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x010E);
return;
case SCENE_MORIBOSSROOM: // Phantom Ganon boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0608);
return;
case SCENE_FIRE_BS: // Volvagia boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0564);
return;
case SCENE_MIZUSIN_BS: // Morpha boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x060C);
return;
case SCENE_JYASINBOSS: // Bongo-Bongo boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0610);
return;
case SCENE_HAKADAN_BS: // Twinrova boss room
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(0x0580);
return;
}
}
void Entrance_OverrideCutsceneEntrance(u16 cutsceneCmd) {
switch (cutsceneCmd) {
case 24: // Dropping a fish for Jabu Jabu
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(newJabuJabusBellyEntrance);
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 2;
// In case Jabu's mouth leads to a grotto return
Grotto_ForceGrottoReturnOnSpecialEntrance();
break;
}
}
void Entrance_EnableFW(void) {
Player* player = GET_PLAYER(gPlayState);
// Leave restriction in Tower Collapse Interior, Castle Collapse, Treasure Box Shop, Tower Collapse Exterior,
// Grottos area, Fishing Pond, Ganon Battle and for states that disable buttons.
if (!false /* farores wind anywhere */ ||
gPlayState->sceneNum == 14 || gPlayState->sceneNum == 15 || (gPlayState->sceneNum == 16 && !false /* shuffled chest mini game */) ||
gPlayState->sceneNum == 26 || gPlayState->sceneNum == 62 || gPlayState->sceneNum == 73 ||
gPlayState->sceneNum == 79 ||
gSaveContext.eventInf[0] & 0x1 || // Ingo's Minigame state
player->stateFlags1 & 0x08A02000 || // Swimming, riding horse, Down A, hanging from a ledge
player->stateFlags2 & 0x00040000 // Blank A
// Shielding, spinning and getting skull tokens still disable buttons automatically
) {
return;
}
for (int i = 1; i < 5; i++) {
if (gSaveContext.equips.buttonItems[i] == 13) {
gSaveContext.buttonStatus[i] = BTN_ENABLED;
}
}
}
// Check if Link should still be riding epona after changing entrances
void Entrance_HandleEponaState(void) {
s32 entrance = gPlayState->nextEntranceIndex;
Player* player = GET_PLAYER(gPlayState);
//If Link is riding Epona but he's about to go through an entrance where she can't spawn,
//unset the Epona flag to avoid Master glitch, and restore temp B.
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES) && (player->stateFlags1 & PLAYER_STATE1_23)) {
// Allow Master glitch to be performed on the Thieves Hideout entrance
if (entrance == Entrance_GetOverride(0x0496)) { // Gerudo Fortress -> Theives Hideout
return;
}
static const s16 validEponaEntrances[] = {
0x0102, // Hyrule Field -> Lake Hylia
0x0189, // Lake Hylia -> Hyrule Field
0x0309, // LH Fishing Hole -> LH Fishing Island
0x03CC, // LH Lab -> Lake Hylia
0x0117, // Hyrule Field -> Gerudo Valley
0x018D, // Gerudo Valley -> Hyrule Field
0x0157, // Hyrule Field -> Lon Lon Ranch
0x01F9, // Lon Lon Ranch -> Hyrule Field
0x01FD, // Market Entrance -> Hyrule Field
0x0181, // ZR Front -> Hyrule Field
0x0185, // LW Bridge -> Hyrule Field
0x0129, // GV Fortress Side -> Gerudo Fortress
0x022D, // Gerudo Fortress -> GV Fortress Side
0x03D0, // GV Carpenter Tent -> GV Fortress Side
0x042F, // LLR Stables -> Lon Lon Ranch
0x05D4, // LLR Tower -> Lon Lon Ranch
0x0378, // LLR Talons House -> Lon Lon Ranch
0x028A, // LLR Southern Fence Jump
0x028E, // LLR Western Fence Jump
0x0292, // LLR Eastern Fence Jump
0x0476, // LLR Front Gate Jump
// The following indices currently aren't randomized, but we'll list
// them in case they ever are. They're all Theives Hideout -> Gerudo Fortress
0x231,
0x235,
0x239,
0x2BA,
};
for (size_t i = 0; i < ARRAY_COUNT(validEponaEntrances); i++) {
// If the entrance is equal to any of the valid ones, return and
// don't change anything
if (entrance == validEponaEntrances[i]) {
return;
}
}
// Update Link's status to no longer be riding epona so that the next time link
// enters an epona supported area, he isn't automatically placed on epona
player->stateFlags1 &= ~PLAYER_STATE1_23;
player->actor.parent = NULL;
AREG(6) = 0;
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; //"temp B"
}
}
// Certain weather states don't clear normally in entrance rando, so we need to reset and re-apply
// the correct weather state based on the current entrance and scene
void Entrance_OverrideWeatherState() {
gWeatherMode = 0;
gPlayState->envCtx.gloomySkyMode = 0;
// Weather only applyies to adult link
if (LINK_IS_CHILD || gSaveContext.sceneSetupIndex >= 4) {
return;
}
// Hyrule Market
if (gSaveContext.entranceIndex == 0x01FD) { // Hyrule Field by Market Entrance
gWeatherMode = 1;
return;
}
// Lon Lon Ranch (No Epona)
if (!Flags_GetEventChkInf(0x18)){ // if you don't have Epona
switch (gSaveContext.entranceIndex) {
case 0x0157: // Lon Lon Ranch from HF
case 0x01F9: // Hyrule Field from LLR
gWeatherMode = 2;
return;
}
}
// Water Temple
if (!(gSaveContext.eventChkInf[4] & 0x0400)) { // have not beaten Water Temple
switch (gSaveContext.entranceIndex) {
case 0x019D: // Zora River from behind waterfall
case 0x01DD: // Zora River from LW water shortcut
case 0x04DA: // Lost Woods water shortcut from ZR
gWeatherMode = 3;
return;
}
switch (gPlayState->sceneNum) {
case 88: // Zora's Domain
case 89: // Zora's Fountain
gWeatherMode = 3;
return;
}
}
// Kakariko Thunderstorm
if (((gSaveContext.inventory.questItems & 0x7) == 0x7) && // Have forest, fire, and water medallion
!(gSaveContext.sceneFlags[24].clear & 0x02)) { // have not beaten Bongo Bongo
switch (gPlayState->sceneNum) {
case 82: // Kakariko
case 83: // Graveyard
gPlayState->envCtx.gloomySkyMode = 2;
switch (gSaveContext.entranceIndex) {
case 0x00DB: // Kakariko from HF
case 0x0191: // Kakariko from Death Mountain Trail
case 0x0205: // Graveyard from Shadow Temple
break;
default:
gWeatherMode = 5;
return;
}
}
}
// Death Mountain Cloudy
if (!(gSaveContext.eventChkInf[4] & 0x0200)) { // have not beaten Fire Temple
if (gPlayState->nextEntranceIndex == 0x04D6) { // Lost Woods Goron City Shortcut
gWeatherMode = 2;
return;
}
switch (gPlayState->sceneNum) {
case 82: // Kakariko
case 83: // Graveyard
case 96: // Death Mountain Trail
case 97: // Death Mountain Crater
if (!gPlayState->envCtx.gloomySkyMode) {
gPlayState->envCtx.gloomySkyMode = 1;
}
switch (gSaveContext.entranceIndex) {
case 0x00DB: // Kakariko from HF
case 0x0195: // Kakariko from Graveyard
break;
default:
gWeatherMode = 2;
return;
}
}
}
}
// Rectify the "Getting Caught By Gerudo" entrance index if necessary, based on the age and current scene
// In ER, Adult should be placed at the fortress entrance when getting caught in the fortress without a hookshot, instead of being thrown in the valley
// Child should always be thrown in the stream when caught in the valley, and placed at the fortress entrance from valley when caught in the fortress
void Entrance_OverrideGeurdoGuardCapture(void) {
if (LINK_IS_CHILD) {
gPlayState->nextEntranceIndex = 0x1A5; // Geurdo Valley thrown out
}
if ((LINK_IS_CHILD || Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES)) &&
gPlayState->nextEntranceIndex == 0x1A5) { // Geurdo Valley thrown out
if (gPlayState->sceneNum != 0x5A) { // Geurdo Valley
gPlayState->nextEntranceIndex = 0x129; // Gerudo Fortress
}
}
}
void Entrance_OverrideSpawnScene(s32 sceneNum, s32 spawn) {
// Copy the actorEntry properties to avoid modifying the original cached pointer
// Then assign a pointer of our modified actoreEntry back
modifiedLinkActorEntry.id = gPlayState->linkActorEntry->id;
modifiedLinkActorEntry.pos = gPlayState->linkActorEntry->pos;
modifiedLinkActorEntry.rot = gPlayState->linkActorEntry->rot;
modifiedLinkActorEntry.params = gPlayState->linkActorEntry->params;
if (Randomizer_GetSettingValue(RSK_SHUFFLE_DUNGEON_ENTRANCES) == RO_DUNGEON_ENTRANCE_SHUFFLE_ON_PLUS_GANON) {
// Move Hyrule's Castle Courtyard exit spawn to be before the crates so players don't skip Talon
if (sceneNum == 95 && spawn == 1) {
modifiedLinkActorEntry.pos.x = 0x033A;
modifiedLinkActorEntry.pos.y = 0x0623;
modifiedLinkActorEntry.pos.z = 0xFF22;
gPlayState->linkActorEntry = &modifiedLinkActorEntry;
}
// Move Ganon's Castle exit spawn to be on the small ledge near the castle and not over the void
// to prevent Link from falling if the bridge isn't spawned
if (sceneNum == 100 && spawn == 1) {
modifiedLinkActorEntry.pos.x = 0xFEA8;
modifiedLinkActorEntry.pos.y = 0x065C;
modifiedLinkActorEntry.pos.z = 0x0290;
modifiedLinkActorEntry.rot.y = 0x0700;
modifiedLinkActorEntry.params = 0x0DFF; // stationary spawn
gPlayState->linkActorEntry = &modifiedLinkActorEntry;
}
}
if (Randomizer_GetSettingValue(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF) {
// Repair the authentically bugged entrance when leaving Barniades boss room -> JabuJabu's belly
// Link's position needs to be adjusted to prevent him from falling through the floor
if (sceneNum == SCENE_BDAN && spawn == 1) {
modifiedLinkActorEntry.pos.z = 0xF7F4;
gPlayState->linkActorEntry = &modifiedLinkActorEntry;
}
// Repair the authentically bugged entrance when leaving Morpha's boass room -> Water Temple
// Link's position was at the start of the Water Temple entrance
// This updates it to place him in the hallway outside of Morpha's boss room.
if (sceneNum == SCENE_MIZUSIN && spawn == 1) {
modifiedLinkActorEntry.pos.x = 0xFF4C;
modifiedLinkActorEntry.pos.y = 0x0406;
modifiedLinkActorEntry.pos.z = 0xF828;
modifiedLinkActorEntry.rot.y = 0x0;
gPlayState->linkActorEntry = &modifiedLinkActorEntry;
}
}
}
s32 Entrance_OverrideSpawnSceneRoom(s32 sceneNum, s32 spawn, s32 roomNum) {
if (Randomizer_GetSettingValue(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF) {
// Repair the authentically bugged scene/spawn info for leaving Barinade's boss room -> JabuJabu's belly
// to load the correct room outside Barniade's boss room
if (sceneNum == SCENE_BDAN && spawn == 1) {
return 5;
}
// Repair the authentically bugged scene/spawn info for leaving Morhpa's boss room -> Water Temple
// to load the correct room for the hallway before Morpha's boss room
if (sceneNum == SCENE_MIZUSIN && spawn == 1) {
return 11;
}
}
return roomNum;
}
u8 Entrance_GetIsSceneDiscovered(u8 sceneNum) {
u16 bitsPerIndex = sizeof(u32) * 8;
u32 idx = sceneNum / bitsPerIndex;
if (idx < SAVEFILE_SCENES_DISCOVERED_IDX_COUNT) {
u32 sceneBit = 1 << (sceneNum - (idx * bitsPerIndex));
return (gSaveContext.sohStats.scenesDiscovered[idx] & sceneBit) != 0;
}
return 0;
}
void Entrance_SetSceneDiscovered(u8 sceneNum) {
if (Entrance_GetIsSceneDiscovered(sceneNum)) {
return;
}
u16 bitsPerIndex = sizeof(u32) * 8;
u32 idx = sceneNum / bitsPerIndex;
if (idx < SAVEFILE_SCENES_DISCOVERED_IDX_COUNT) {
u32 sceneBit = 1 << (sceneNum - (idx * bitsPerIndex));
gSaveContext.sohStats.scenesDiscovered[idx] |= sceneBit;
}
}
u8 Entrance_GetIsEntranceDiscovered(u16 entranceIndex) {
u16 bitsPerIndex = sizeof(u32) * 8;
u32 idx = entranceIndex / bitsPerIndex;
if (idx < SAVEFILE_ENTRANCES_DISCOVERED_IDX_COUNT) {
u32 entranceBit = 1 << (entranceIndex - (idx * bitsPerIndex));
return (gSaveContext.sohStats.entrancesDiscovered[idx] & entranceBit) != 0;
}
return 0;
}
void Entrance_SetEntranceDiscovered(u16 entranceIndex) {
// Skip if already set to save time from setting the connected entrance or
// if this entrance is outside of the randomized entrance range (i.e. is a dynamic entrance)
if (entranceIndex > MAX_ENTRANCE_RANDO_USED_INDEX || Entrance_GetIsEntranceDiscovered(entranceIndex)) {
return;
}
u16 bitsPerIndex = sizeof(u32) * 8;
u32 idx = entranceIndex / bitsPerIndex;
if (idx < SAVEFILE_ENTRANCES_DISCOVERED_IDX_COUNT) {
u32 entranceBit = 1 << (entranceIndex - (idx * bitsPerIndex));
gSaveContext.sohStats.entrancesDiscovered[idx] |= entranceBit;
// Set connected
for (size_t i = 0; i < ENTRANCE_OVERRIDES_MAX_COUNT; i++) {
if (entranceIndex == gSaveContext.entranceOverrides[i].index) {
Entrance_SetEntranceDiscovered(gSaveContext.entranceOverrides[i].overrideDestination);
break;
}
}
}
}