mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-06-14 22:29:42 -04:00
rando: option to allow swordless epona items (#6727)
This commit is contained in:
@@ -2459,7 +2459,6 @@ void Font_LoadOrderedFontNTSC(Font* font);
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// #endregion
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// #region SOH [General]
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void Interface_RandoRestoreSwordless(void);
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s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW, bool* shouldDraw,
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bool* shouldUpdate);
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@@ -3016,6 +3016,49 @@ typedef enum {
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// - `*EnPeehat`
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// - `*PlayState`
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VB_PEEHAT_SPAWN_LARVAS,
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// #### `result`
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// ```c
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// gSaveContext.equips.buttonItems[0] != ITEM_NONE
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// ```
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// Whether the B button slot should be treated as holding an item when entering the
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// horseback/minigame "temporary B" force path. Rando returns `true` for a swordless
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// player so the swordless-on-Epona item glitch can be blocked.
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// #### `args`
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// - `*PlayState`
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VB_TEMP_B_TREAT_AS_OCCUPIED,
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// #### `result`
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// ```c
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// true
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// ```
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// Side-effect hook (return value ignored): fired right after the vanilla
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// `buttonStatus[0] = buttonItems[0]` stash so rando can relocate it to its swordless
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// sentinel for later restoration.
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// #### `args`
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// - `*PlayState`
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VB_TEMP_B_STASH_SWORDLESS,
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// #### `result`
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// ```c
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// (gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)
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// ```
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// Whether the "temporary B" item should be restored to the B button. Rando also returns
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// `true` when it had stashed a swordless sentinel.
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// #### `args`
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// - None
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VB_TEMP_B_SHOULD_RESTORE,
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// #### `result`
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// ```c
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// true
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// ```
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// Side-effect hook (return value ignored): fired right after the vanilla
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// `buttonItems[0] = buttonStatus[0]` restore so rando can convert its swordless sentinel
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// back into an empty (swordless) B button.
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// #### `args`
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// - None
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VB_TEMP_B_RESTORE_SWORDLESS,
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} GIVanillaBehavior;
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#endif
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@@ -962,6 +962,22 @@ static ScrubIdentity IdentifyScrub(s32 sceneNum, s32 actorParams, s32 respawnDat
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return scrubIdentity;
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}
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// buttonStatus[0] doubles as "B disabled" (BTN_DISABLED == 255 == ITEM_NONE) and as temp-B
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// storage during minigames/Epona. We use ITEM_NONE_FE (254) as a sentinel so a swordless rando
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// player can be funneled through that same temp-B machinery and restored to an empty B later.
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#define SWORDLESS_STATUS ITEM_NONE_FE
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// true when a swordless player should be funneled through temporary-B force path
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// (so their empty B is treated as "occupied", blocking swordless-on-Epona item glitch).
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static bool RandoCanTrackSwordless(PlayState* play) {
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Player* player = GET_PLAYER(play);
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// Child is always assumed swordless until the Kokiri Sword is found; adult only with MS shuffle.
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bool isSwordless = (LINK_IS_CHILD || RAND_GET_OPTION(RSK_SHUFFLE_MASTER_SWORD)) &&
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gSaveContext.equips.buttonItems[0] == ITEM_NONE && Flags_GetInfTable(INFTABLE_SWORDLESS);
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bool wasSwordlessBefore = gSaveContext.buttonStatus[0] == SWORDLESS_STATUS;
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return isSwordless && !wasSwordlessBefore && !RAND_GET_OPTION(RSK_SWORDLESS_EPONA_ITEMS);
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}
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void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs) {
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va_list args;
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va_copy(args, originalArgs);
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@@ -1469,6 +1485,27 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
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}
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break;
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}
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case VB_TEMP_B_TREAT_AS_OCCUPIED:
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// Treat a swordless player's empty B as occupied so they enter the temp-B force path.
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*should = *should || RandoCanTrackSwordless(va_arg(args, PlayState*));
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break;
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case VB_TEMP_B_STASH_SWORDLESS:
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// Relocate the just-stashed temp-B to the swordless sentinel for later restoration.
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if (RandoCanTrackSwordless(va_arg(args, PlayState*))) {
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gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
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}
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break;
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case VB_TEMP_B_SHOULD_RESTORE:
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// Also restore the B button when a swordless sentinel was stashed.
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*should = *should || gSaveContext.buttonStatus[0] == SWORDLESS_STATUS;
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break;
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case VB_TEMP_B_RESTORE_SWORDLESS:
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// Convert the swordless sentinel back into an empty (swordless) B button.
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if (gSaveContext.buttonStatus[0] == SWORDLESS_STATUS) {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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gSaveContext.buttonStatus[0] = BTN_ENABLED;
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}
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break;
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case VB_TRADE_POCKET_CUCCO: {
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EnNiwLady* enNiwLady = va_arg(args, EnNiwLady*);
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Flags_UnsetRandomizerInf(RAND_INF_ADULT_TRADES_HAS_POCKET_CUCCO);
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@@ -243,6 +243,12 @@ void Settings::CreateOptionDescriptions() {
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"\n"
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"Adult Link will start with a second free item instead of the Master Sword.\n"
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"If you haven't found the Master Sword before facing Ganon, you won't receive it during the fight.";
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mOptionDescriptions[RSK_SWORDLESS_EPONA_ITEMS] =
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"Restores the vanilla glitch that lets a swordless player use C-button items (bottles, bombs, "
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"magic, etc.) while riding Epona.\n"
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"\n"
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"When disabled, the B button is forced to the bow and the C buttons are disabled while swordless "
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"on Epona, blocking the glitch.";
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mOptionDescriptions[RSK_SHUFFLE_CHILD_WALLET] = "Enabling this shuffles the Child's Wallet into the item pool.\n"
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"\n"
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"You will not be able to carry any rupees until you find a wallet.";
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@@ -59,6 +59,7 @@ RANDO_ENUM_ITEM(RSK_STARTING_NOCTURNE_OF_SHADOW)
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RANDO_ENUM_ITEM(RSK_STARTING_PRELUDE_OF_LIGHT)
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RANDO_ENUM_ITEM(RSK_SHUFFLE_KOKIRI_SWORD)
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RANDO_ENUM_ITEM(RSK_SHUFFLE_MASTER_SWORD)
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RANDO_ENUM_ITEM(RSK_SWORDLESS_EPONA_ITEMS)
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RANDO_ENUM_ITEM(RSK_SHUFFLE_CHILD_WALLET)
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RANDO_ENUM_ITEM(RSK_INCLUDE_TYCOON_WALLET)
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RANDO_ENUM_ITEM(RSK_SHUFFLE_DUNGEON_REWARDS)
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@@ -579,7 +579,7 @@ void Entrance_HandleEponaState(void) {
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player->actor.parent = NULL;
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AREG(6) = 0;
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; //"temp B"
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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}
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}
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@@ -830,6 +830,7 @@ void Settings::CreateOptions() {
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});
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OPT_BOOL(RSK_SHUFFLE_KOKIRI_SWORD, "Shuffle Kokiri Sword", CVAR_RANDOMIZER_SETTING("ShuffleKokiriSword"), mOptionDescriptions[RSK_SHUFFLE_KOKIRI_SWORD]);
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OPT_BOOL(RSK_SHUFFLE_MASTER_SWORD, "Shuffle Master Sword", CVAR_RANDOMIZER_SETTING("ShuffleMasterSword"), mOptionDescriptions[RSK_SHUFFLE_MASTER_SWORD]);
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OPT_BOOL(RSK_SWORDLESS_EPONA_ITEMS, "Swordless Epona Items", CVAR_RANDOMIZER_SETTING("SwordlessEponaItems"), mOptionDescriptions[RSK_SWORDLESS_EPONA_ITEMS]);
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OPT_BOOL(RSK_SHUFFLE_CHILD_WALLET, "Shuffle Child's Wallet", CVAR_RANDOMIZER_SETTING("ShuffleChildWallet"), mOptionDescriptions[RSK_SHUFFLE_CHILD_WALLET], IMFLAG_NONE);
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OPT_BOOL(RSK_INCLUDE_TYCOON_WALLET, "Include Tycoon Wallet", CVAR_RANDOMIZER_SETTING("IncludeTycoonWallet"), mOptionDescriptions[RSK_INCLUDE_TYCOON_WALLET]);
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OPT_BOOL(RSK_SHUFFLE_OCARINA, "Shuffle Ocarinas", CVAR_RANDOMIZER_SETTING("ShuffleOcarinas"), mOptionDescriptions[RSK_SHUFFLE_OCARINA]);
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@@ -1750,6 +1751,7 @@ void Settings::CreateOptions() {
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&mOptions[RSK_SUNLIGHT_ARROWS],
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&mOptions[RSK_FULL_WALLETS],
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&mOptions[RSK_SLINGBOW_BREAK_BEEHIVES],
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&mOptions[RSK_SWORDLESS_EPONA_ITEMS],
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&mOptions[RSK_SKIP_CHILD_ZELDA],
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&mOptions[RSK_MASK_QUEST],
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&mOptions[RSK_SKIP_CHILD_STEALTH],
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@@ -60,7 +60,7 @@ void GameOver_Update(PlayState* play) {
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if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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}
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+19
-45
@@ -796,20 +796,6 @@ void func_80082850(PlayState* play, s16 maxAlpha) {
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}
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}
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// buttonStatus[0] is used to represent if the B button is disabled, but also tracks
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// the last active B button item during mini-games/epona (temp B)
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// Since ITEM_NONE is the same as BTN_DISABLED (255), we need a different value to help us track
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// that the player was swordless before like ITEM_NONE_FE (254)
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#define SWORDLESS_STATUS ITEM_NONE_FE
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// Restores swordless state when using the custom value for temp B and then clears temp B
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void Interface_RandoRestoreSwordless(void) {
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if (IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS) {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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gSaveContext.buttonStatus[0] = BTN_ENABLED;
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}
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}
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void func_80083108(PlayState* play) {
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MessageContext* msgCtx = &play->msgCtx;
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Player* player = GET_PLAYER(play);
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@@ -817,20 +803,14 @@ void func_80083108(PlayState* play) {
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s16 i;
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s16 sp28 = 0;
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// Check for the player being swordless in rando (no item on B and swordless flag set)
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// Child is always assumed due to not finding kokiri sword yet. Adult is only checked with MS shuffle on.
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u8 randoIsSwordless = IS_RANDO && (LINK_IS_CHILD || Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) &&
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gSaveContext.equips.buttonItems[0] == ITEM_NONE && Flags_GetInfTable(INFTABLE_SWORDLESS);
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u8 randoWasSwordlessBefore = IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS;
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u8 randoCanTrackSwordless = randoIsSwordless && !randoWasSwordlessBefore;
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if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
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((play->sceneNum == SCENE_LON_LON_RANCH) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
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gSaveContext.forceRisingButtonAlphas = 0;
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if ((player->stateFlags1 & PLAYER_STATE1_ON_HORSE) || (play->shootingGalleryStatus > 1) ||
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((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless) {
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if (GameInteractor_Should(VB_TEMP_B_TREAT_AS_OCCUPIED, gSaveContext.equips.buttonItems[0] != ITEM_NONE,
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play)) {
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gSaveContext.forceRisingButtonAlphas = 1;
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if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
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@@ -843,13 +823,10 @@ void func_80083108(PlayState* play) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_SLINGSHOT) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_BOW) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_BOMBCHU) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless)) {
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GameInteractor_Should(VB_TEMP_B_TREAT_AS_OCCUPIED, gSaveContext.equips.buttonItems[0] != ITEM_NONE,
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play)) {
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gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
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// Track swordless status for restoration later
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if (randoCanTrackSwordless) {
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gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
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}
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GameInteractor_Should(VB_TEMP_B_STASH_SWORDLESS, true, play);
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if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
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gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
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@@ -902,12 +879,7 @@ void func_80083108(PlayState* play) {
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if (play->interfaceCtx.unk_260 != 0) {
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if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) {
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gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
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// Track swordless status for restoration later
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if (randoCanTrackSwordless) {
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gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
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}
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GameInteractor_Should(VB_TEMP_B_STASH_SWORDLESS, true, play);
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gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
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gSaveContext.unk_13EA = 0;
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Interface_LoadItemIcon1(play, 0);
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@@ -921,7 +893,7 @@ void func_80083108(PlayState* play) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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gSaveContext.unk_13EA = 0;
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
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Interface_LoadItemIcon1(play, 0);
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@@ -1030,7 +1002,7 @@ void func_80083108(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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} else {
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gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
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}
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@@ -1070,11 +1042,12 @@ void func_80083108(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) ||
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randoWasSwordlessBefore) {
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if (GameInteractor_Should(VB_TEMP_B_SHOULD_RESTORE,
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(gSaveContext.equips.buttonItems[0] != ITEM_NONE) ||
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(gSaveContext.infTable[29] == 0))) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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sp28 = 1;
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@@ -1097,11 +1070,12 @@ void func_80083108(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) ||
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randoWasSwordlessBefore) {
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if (GameInteractor_Should(VB_TEMP_B_SHOULD_RESTORE,
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(gSaveContext.equips.buttonItems[0] != ITEM_NONE) ||
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(gSaveContext.infTable[29] == 0))) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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sp28 = 1;
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@@ -1762,13 +1736,13 @@ void func_80084BF4(PlayState* play, u16 flag) {
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(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE)) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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Interface_LoadItemIcon1(play, 0);
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}
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} else if (gSaveContext.equips.buttonItems[0] == ITEM_NONE) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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Interface_LoadItemIcon1(play, 0);
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}
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}
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@@ -5924,7 +5898,7 @@ void Interface_Draw(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
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if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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}
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@@ -2225,7 +2225,7 @@ void Play_PerformSave(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] == ITEM_NONE && !Flags_GetInfTable(INFTABLE_SWORDLESS))) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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}
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Save_SaveFile();
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@@ -4866,7 +4866,7 @@ void KaleidoScope_Update(PlayState* play) {
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}
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||||
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||||
// Used to clear swordless temp B after unpause so minigame/epona handling restarts
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Interface_RandoRestoreSwordless();
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GameInteractor_Should(VB_TEMP_B_RESTORE_SWORDLESS, true);
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|
||||
interfaceCtx->unk_1FA = interfaceCtx->unk_1FC = 0;
|
||||
osSyncPrintf(VT_FGCOL(YELLOW));
|
||||
|
||||
Reference in New Issue
Block a user