rando: option to allow swordless epona items (#6727)

This commit is contained in:
Philip Dubé
2026-06-14 14:21:16 +00:00
committed by GitHub
parent 1894ffca46
commit 360f4882d2
11 changed files with 112 additions and 50 deletions
-1
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@@ -2459,7 +2459,6 @@ void Font_LoadOrderedFontNTSC(Font* font);
// #endregion
// #region SOH [General]
void Interface_RandoRestoreSwordless(void);
s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW, bool* shouldDraw,
bool* shouldUpdate);
@@ -3016,6 +3016,49 @@ typedef enum {
// - `*EnPeehat`
// - `*PlayState`
VB_PEEHAT_SPAWN_LARVAS,
// #### `result`
// ```c
// gSaveContext.equips.buttonItems[0] != ITEM_NONE
// ```
// Whether the B button slot should be treated as holding an item when entering the
// horseback/minigame "temporary B" force path. Rando returns `true` for a swordless
// player so the swordless-on-Epona item glitch can be blocked.
// #### `args`
// - `*PlayState`
VB_TEMP_B_TREAT_AS_OCCUPIED,
// #### `result`
// ```c
// true
// ```
// Side-effect hook (return value ignored): fired right after the vanilla
// `buttonStatus[0] = buttonItems[0]` stash so rando can relocate it to its swordless
// sentinel for later restoration.
// #### `args`
// - `*PlayState`
VB_TEMP_B_STASH_SWORDLESS,
// #### `result`
// ```c
// (gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)
// ```
// Whether the "temporary B" item should be restored to the B button. Rando also returns
// `true` when it had stashed a swordless sentinel.
// #### `args`
// - None
VB_TEMP_B_SHOULD_RESTORE,
// #### `result`
// ```c
// true
// ```
// Side-effect hook (return value ignored): fired right after the vanilla
// `buttonItems[0] = buttonStatus[0]` restore so rando can convert its swordless sentinel
// back into an empty (swordless) B button.
// #### `args`
// - None
VB_TEMP_B_RESTORE_SWORDLESS,
} GIVanillaBehavior;
#endif
@@ -962,6 +962,22 @@ static ScrubIdentity IdentifyScrub(s32 sceneNum, s32 actorParams, s32 respawnDat
return scrubIdentity;
}
// buttonStatus[0] doubles as "B disabled" (BTN_DISABLED == 255 == ITEM_NONE) and as temp-B
// storage during minigames/Epona. We use ITEM_NONE_FE (254) as a sentinel so a swordless rando
// player can be funneled through that same temp-B machinery and restored to an empty B later.
#define SWORDLESS_STATUS ITEM_NONE_FE
// true when a swordless player should be funneled through temporary-B force path
// (so their empty B is treated as "occupied", blocking swordless-on-Epona item glitch).
static bool RandoCanTrackSwordless(PlayState* play) {
Player* player = GET_PLAYER(play);
// Child is always assumed swordless until the Kokiri Sword is found; adult only with MS shuffle.
bool isSwordless = (LINK_IS_CHILD || RAND_GET_OPTION(RSK_SHUFFLE_MASTER_SWORD)) &&
gSaveContext.equips.buttonItems[0] == ITEM_NONE && Flags_GetInfTable(INFTABLE_SWORDLESS);
bool wasSwordlessBefore = gSaveContext.buttonStatus[0] == SWORDLESS_STATUS;
return isSwordless && !wasSwordlessBefore && !RAND_GET_OPTION(RSK_SWORDLESS_EPONA_ITEMS);
}
void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs) {
va_list args;
va_copy(args, originalArgs);
@@ -1469,6 +1485,27 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
}
break;
}
case VB_TEMP_B_TREAT_AS_OCCUPIED:
// Treat a swordless player's empty B as occupied so they enter the temp-B force path.
*should = *should || RandoCanTrackSwordless(va_arg(args, PlayState*));
break;
case VB_TEMP_B_STASH_SWORDLESS:
// Relocate the just-stashed temp-B to the swordless sentinel for later restoration.
if (RandoCanTrackSwordless(va_arg(args, PlayState*))) {
gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
}
break;
case VB_TEMP_B_SHOULD_RESTORE:
// Also restore the B button when a swordless sentinel was stashed.
*should = *should || gSaveContext.buttonStatus[0] == SWORDLESS_STATUS;
break;
case VB_TEMP_B_RESTORE_SWORDLESS:
// Convert the swordless sentinel back into an empty (swordless) B button.
if (gSaveContext.buttonStatus[0] == SWORDLESS_STATUS) {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
gSaveContext.buttonStatus[0] = BTN_ENABLED;
}
break;
case VB_TRADE_POCKET_CUCCO: {
EnNiwLady* enNiwLady = va_arg(args, EnNiwLady*);
Flags_UnsetRandomizerInf(RAND_INF_ADULT_TRADES_HAS_POCKET_CUCCO);
@@ -243,6 +243,12 @@ void Settings::CreateOptionDescriptions() {
"\n"
"Adult Link will start with a second free item instead of the Master Sword.\n"
"If you haven't found the Master Sword before facing Ganon, you won't receive it during the fight.";
mOptionDescriptions[RSK_SWORDLESS_EPONA_ITEMS] =
"Restores the vanilla glitch that lets a swordless player use C-button items (bottles, bombs, "
"magic, etc.) while riding Epona.\n"
"\n"
"When disabled, the B button is forced to the bow and the C buttons are disabled while swordless "
"on Epona, blocking the glitch.";
mOptionDescriptions[RSK_SHUFFLE_CHILD_WALLET] = "Enabling this shuffles the Child's Wallet into the item pool.\n"
"\n"
"You will not be able to carry any rupees until you find a wallet.";
@@ -59,6 +59,7 @@ RANDO_ENUM_ITEM(RSK_STARTING_NOCTURNE_OF_SHADOW)
RANDO_ENUM_ITEM(RSK_STARTING_PRELUDE_OF_LIGHT)
RANDO_ENUM_ITEM(RSK_SHUFFLE_KOKIRI_SWORD)
RANDO_ENUM_ITEM(RSK_SHUFFLE_MASTER_SWORD)
RANDO_ENUM_ITEM(RSK_SWORDLESS_EPONA_ITEMS)
RANDO_ENUM_ITEM(RSK_SHUFFLE_CHILD_WALLET)
RANDO_ENUM_ITEM(RSK_INCLUDE_TYCOON_WALLET)
RANDO_ENUM_ITEM(RSK_SHUFFLE_DUNGEON_REWARDS)
@@ -579,7 +579,7 @@ void Entrance_HandleEponaState(void) {
player->actor.parent = NULL;
AREG(6) = 0;
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; //"temp B"
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
}
}
@@ -830,6 +830,7 @@ void Settings::CreateOptions() {
});
OPT_BOOL(RSK_SHUFFLE_KOKIRI_SWORD, "Shuffle Kokiri Sword", CVAR_RANDOMIZER_SETTING("ShuffleKokiriSword"), mOptionDescriptions[RSK_SHUFFLE_KOKIRI_SWORD]);
OPT_BOOL(RSK_SHUFFLE_MASTER_SWORD, "Shuffle Master Sword", CVAR_RANDOMIZER_SETTING("ShuffleMasterSword"), mOptionDescriptions[RSK_SHUFFLE_MASTER_SWORD]);
OPT_BOOL(RSK_SWORDLESS_EPONA_ITEMS, "Swordless Epona Items", CVAR_RANDOMIZER_SETTING("SwordlessEponaItems"), mOptionDescriptions[RSK_SWORDLESS_EPONA_ITEMS]);
OPT_BOOL(RSK_SHUFFLE_CHILD_WALLET, "Shuffle Child's Wallet", CVAR_RANDOMIZER_SETTING("ShuffleChildWallet"), mOptionDescriptions[RSK_SHUFFLE_CHILD_WALLET], IMFLAG_NONE);
OPT_BOOL(RSK_INCLUDE_TYCOON_WALLET, "Include Tycoon Wallet", CVAR_RANDOMIZER_SETTING("IncludeTycoonWallet"), mOptionDescriptions[RSK_INCLUDE_TYCOON_WALLET]);
OPT_BOOL(RSK_SHUFFLE_OCARINA, "Shuffle Ocarinas", CVAR_RANDOMIZER_SETTING("ShuffleOcarinas"), mOptionDescriptions[RSK_SHUFFLE_OCARINA]);
@@ -1750,6 +1751,7 @@ void Settings::CreateOptions() {
&mOptions[RSK_SUNLIGHT_ARROWS],
&mOptions[RSK_FULL_WALLETS],
&mOptions[RSK_SLINGBOW_BREAK_BEEHIVES],
&mOptions[RSK_SWORDLESS_EPONA_ITEMS],
&mOptions[RSK_SKIP_CHILD_ZELDA],
&mOptions[RSK_MASK_QUEST],
&mOptions[RSK_SKIP_CHILD_STEALTH],
+1 -1
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@@ -60,7 +60,7 @@ void GameOver_Update(PlayState* play) {
if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
} else {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
}
+19 -45
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@@ -796,20 +796,6 @@ void func_80082850(PlayState* play, s16 maxAlpha) {
}
}
// buttonStatus[0] is used to represent if the B button is disabled, but also tracks
// the last active B button item during mini-games/epona (temp B)
// Since ITEM_NONE is the same as BTN_DISABLED (255), we need a different value to help us track
// that the player was swordless before like ITEM_NONE_FE (254)
#define SWORDLESS_STATUS ITEM_NONE_FE
// Restores swordless state when using the custom value for temp B and then clears temp B
void Interface_RandoRestoreSwordless(void) {
if (IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS) {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
gSaveContext.buttonStatus[0] = BTN_ENABLED;
}
}
void func_80083108(PlayState* play) {
MessageContext* msgCtx = &play->msgCtx;
Player* player = GET_PLAYER(play);
@@ -817,20 +803,14 @@ void func_80083108(PlayState* play) {
s16 i;
s16 sp28 = 0;
// Check for the player being swordless in rando (no item on B and swordless flag set)
// Child is always assumed due to not finding kokiri sword yet. Adult is only checked with MS shuffle on.
u8 randoIsSwordless = IS_RANDO && (LINK_IS_CHILD || Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) &&
gSaveContext.equips.buttonItems[0] == ITEM_NONE && Flags_GetInfTable(INFTABLE_SWORDLESS);
u8 randoWasSwordlessBefore = IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS;
u8 randoCanTrackSwordless = randoIsSwordless && !randoWasSwordlessBefore;
if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
((play->sceneNum == SCENE_LON_LON_RANCH) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
gSaveContext.forceRisingButtonAlphas = 0;
if ((player->stateFlags1 & PLAYER_STATE1_ON_HORSE) || (play->shootingGalleryStatus > 1) ||
((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless) {
if (GameInteractor_Should(VB_TEMP_B_TREAT_AS_OCCUPIED, gSaveContext.equips.buttonItems[0] != ITEM_NONE,
play)) {
gSaveContext.forceRisingButtonAlphas = 1;
if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
@@ -843,13 +823,10 @@ void func_80083108(PlayState* play) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_SLINGSHOT) &&
(gSaveContext.equips.buttonItems[0] != ITEM_BOW) &&
(gSaveContext.equips.buttonItems[0] != ITEM_BOMBCHU) &&
(gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless)) {
GameInteractor_Should(VB_TEMP_B_TREAT_AS_OCCUPIED, gSaveContext.equips.buttonItems[0] != ITEM_NONE,
play)) {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
// Track swordless status for restoration later
if (randoCanTrackSwordless) {
gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
}
GameInteractor_Should(VB_TEMP_B_STASH_SWORDLESS, true, play);
if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
@@ -902,12 +879,7 @@ void func_80083108(PlayState* play) {
if (play->interfaceCtx.unk_260 != 0) {
if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
// Track swordless status for restoration later
if (randoCanTrackSwordless) {
gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
}
GameInteractor_Should(VB_TEMP_B_STASH_SWORDLESS, true, play);
gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
gSaveContext.unk_13EA = 0;
Interface_LoadItemIcon1(play, 0);
@@ -921,7 +893,7 @@ void func_80083108(PlayState* play) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
gSaveContext.unk_13EA = 0;
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
Interface_LoadItemIcon1(play, 0);
@@ -1030,7 +1002,7 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
} else {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
}
@@ -1070,11 +1042,12 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) ||
randoWasSwordlessBefore) {
if (GameInteractor_Should(VB_TEMP_B_SHOULD_RESTORE,
(gSaveContext.equips.buttonItems[0] != ITEM_NONE) ||
(gSaveContext.infTable[29] == 0))) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
sp28 = 1;
@@ -1097,11 +1070,12 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) ||
randoWasSwordlessBefore) {
if (GameInteractor_Should(VB_TEMP_B_SHOULD_RESTORE,
(gSaveContext.equips.buttonItems[0] != ITEM_NONE) ||
(gSaveContext.infTable[29] == 0))) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
sp28 = 1;
@@ -1762,13 +1736,13 @@ void func_80084BF4(PlayState* play, u16 flag) {
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
(gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
Interface_LoadItemIcon1(play, 0);
}
} else if (gSaveContext.equips.buttonItems[0] == ITEM_NONE) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
Interface_LoadItemIcon1(play, 0);
}
}
@@ -5924,7 +5898,7 @@ void Interface_Draw(PlayState* play) {
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
} else {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
}
+1 -1
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@@ -2225,7 +2225,7 @@ void Play_PerformSave(PlayState* play) {
(gSaveContext.equips.buttonItems[0] == ITEM_NONE && !Flags_GetInfTable(INFTABLE_SWORDLESS))) {
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
}
Save_SaveFile();
@@ -4866,7 +4866,7 @@ void KaleidoScope_Update(PlayState* play) {
}
// Used to clear swordless temp B after unpause so minigame/epona handling restarts
Interface_RandoRestoreSwordless();
GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
interfaceCtx->unk_1FA = interfaceCtx->unk_1FC = 0;
osSyncPrintf(VT_FGCOL(YELLOW));