mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-07-12 07:39:41 -04:00
Maintenance, edits and addition to Lake Hylia water control (#6884)
This commit is contained in:
@@ -2,6 +2,7 @@
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/ShipInit.hpp"
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#include "soh/Enhancements/custom-message/CustomMessageTypes.h"
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#include <libultraship/bridge/resourcebridge.h>
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extern "C" {
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extern PlayState* gPlayState;
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@@ -9,68 +10,50 @@ extern PlayState* gPlayState;
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#include "functions.h"
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#include "variables.h"
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#include "src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.h"
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#include "textures/map_grand_static/map_grand_static.h"
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extern s32 Object_Spawn(ObjectContext* objectCtx, s16 objectId);
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extern void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects*, PlayState*);
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extern void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects*, PlayState*);
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extern void BgSpot06Objects_LockFloat(BgSpot06Objects*, PlayState*);
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extern void BgSpot06Objects_WaterControl_Lower(BgSpot06Objects*, PlayState*);
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extern void BgSpot06Objects_WaterControl_Raise(BgSpot06Objects*, PlayState*);
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}
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#define WATER_LEVEL_RAISED (-1313)
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// Main water control switch
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static Actor* sSwitchMain = nullptr;
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// Alternate control switch on fishing island
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static Actor* sSwitchIsland = nullptr;
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static Actor* sLock = nullptr;
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static Actor* sSwitchMain = nullptr; // Main water control switch
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static Actor* sSwitchIsland = nullptr; // Alternate control switch on fishing island
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static Actor* sLock = nullptr; // Water Temple hookshot lock
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static u8 sPrevFlagState = 0;
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static void SpawnSwitches(PlayState* play) {
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// Object containing floor switch data (and ice block data)
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Object_Spawn(&play->objectCtx, OBJECT_GAMEPLAY_DANGEON_KEEP);
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bool waterTempleCleared = Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP);
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bool waterLowered = !Flags_GetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
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// Persist the water level across scene reloads.
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if (waterTempleCleared && waterLowered) {
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Flags_SetSwitch(play, 0x3E);
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}
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s16 switchParams;
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if (waterTempleCleared) {
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// Toggle-able floor switch
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switchParams = 0x3E10;
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// If Water Temple cleared, spawn normal switches and sync current water level with switch status.
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// Else, spawn frozen rusty switch that is glitched and can't be pressed + spawn Navi check spots
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if (Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
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// This eventchkinf flag is set and unset on switch press - the permanent flag of water level
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if (!Flags_GetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER)) {
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Flags_SetSwitch(play, 0x3E); // Temp switch flag set = lowered water level
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}
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switchParams = 0x3E10; // Toggle-able floor switch
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} else {
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// Frozen rusty switch, same flag as above. It's glitched and can't be pressed
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switchParams = 0x3E81;
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Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, -896.0f, -1243.0f, 6953.0f, 0, 0, 0,
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0x3D00 | (TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI & 0xFF)); // Navi check main
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Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, 1320.0f, -1218.7f, 4025.0f, 0, 0, 0,
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0x3D00 | (TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI & 0xFF)); // Navi check fishing
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}
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// Spawn floor switch and sign on main island and fishing pond island
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sSwitchMain =
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// Spawn a floor switch
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Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_SWITCH, -896.0f, -1243.0f, 6953.0f, 0, 0, 0, switchParams);
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// Spawn a sign
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_KANBAN, -970.0f, -1242.0f, 6954.0f, 0, 0, 0,
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0x0000 | (TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN & 0xFF));
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if (!waterTempleCleared) {
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// Spawn a Navi check spot when Water Temple isn't cleared
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Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, -896.0f, -1243.0f, 6953.0f, 0, 0, 0,
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0x3D00 | (TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI & 0xFF));
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}
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// Second switch on the fishing pond island. Up against the wall
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sSwitchIsland =
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// Spawn a floor switch
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Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_SWITCH, 1320.0f, -1218.7f, 4025.0f, 0, 0, 0, switchParams);
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// Spawn a sign
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_KANBAN, 1320.0f, -1217.7f, 3951.0f, 0, -0x4000, 0,
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0x0000 | (TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN & 0xFF));
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if (!waterTempleCleared) {
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// Spawn a Navi check spot when Water Temple isn't cleared
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Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, 1320.0f, -1218.7f, 4025.0f, 0, 0, 0,
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0x3D00 | (TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI & 0xFF));
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}
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sPrevFlagState = Flags_GetSwitch(play, 0x3E) != 0;
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sPrevFlagState = (Flags_GetSwitch(play, 0x3E) != 0); // For checking if switch has been pressed
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}
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void RegisterLakeHyliaWaterControl() {
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@@ -112,13 +95,22 @@ void RegisterLakeHyliaWaterControl() {
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}
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}
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u8 flagState = Flags_GetSwitch(gPlayState, 0x3E) != 0;
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if (sPrevFlagState == flagState) {
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return;
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// Check if switch has been pressed
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u8 flagState = (Flags_GetSwitch(gPlayState, 0x3E) != 0);
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if (sPrevFlagState != flagState) {
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sPrevFlagState = flagState;
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if (flagState) {
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waterPlane->actionFunc = BgSpot06Objects_WaterControl_Lower;
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Flags_UnsetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
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gPlayState->interfaceCtx.mapSegment[0] = (char*)ResourceGetDataByName(gDrainedLakeHyliaMinimapTex);
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gPlayState->interfaceCtx.mapSegmentName[0] = (char*)gDrainedLakeHyliaMinimapTex;
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} else {
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waterPlane->actionFunc = BgSpot06Objects_WaterControl_Raise;
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Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
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gPlayState->interfaceCtx.mapSegment[0] = (char*)ResourceGetDataByName(gLakeHyliaMinimapTex);
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gPlayState->interfaceCtx.mapSegmentName[0] = (char*)gLakeHyliaMinimapTex;
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}
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}
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sPrevFlagState = flagState;
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waterPlane->actionFunc =
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flagState ? BgSpot06Objects_WaterPlaneCutsceneLower : BgSpot06Objects_WaterPlaneCutsceneRise;
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});
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// Synchronize pressed states of both main and island switches
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@@ -392,22 +392,22 @@ void Map_InitData(PlayState* play, s16 room) {
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extendedMapIndex = mapIndex;
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if (play->sceneNum == SCENE_GRAVEYARD) {
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if (CHECK_QUEST_ITEM(QUEST_SONG_NOCTURNE)) {
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extendedMapIndex = 0x14;
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extendedMapIndex = 0x14; // Entrance to Shadow Temple visible
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}
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} else if (play->sceneNum == SCENE_LAKE_HYLIA) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) &&
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((!IS_RANDO && !CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) ||
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(IS_RANDO && !Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)))) {
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extendedMapIndex = 0x15;
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(IS_RANDO && !Flags_GetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER)))) {
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extendedMapIndex = 0x15; // Lowered water level
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}
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} else if (play->sceneNum == SCENE_GERUDO_VALLEY) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
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extendedMapIndex = 0x16;
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extendedMapIndex = 0x16; // Bridge not built
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}
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} else if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
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if ((!IS_RANDO && GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) ||
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(IS_RANDO && CHECK_QUEST_ITEM(QUEST_GERUDO_CARD))) {
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extendedMapIndex = 0x17;
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extendedMapIndex = 0x17; // Horseback archery visible
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}
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}
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osSyncPrintf(VT_FGCOL(BLUE));
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@@ -206,8 +206,11 @@ void BgSpot06Objects_Destroy(Actor* thisx, PlayState* play) {
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break;
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}
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// Due to Ships resource caching, the water box collisions for the river have to be manually reset
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// Due to Ships resource caching, the water boxes have to be manually reset
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_RAISED;
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = WATER_LEVEL_RAISED;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = WATER_LEVEL_RAISED;
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}
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/**
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@@ -509,17 +512,8 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
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if (this->lakeHyliaWaterLevel >= 0.0001f) {
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this->dyna.actor.world.pos.y = WATER_LEVEL_RAISED;
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this->actionFunc = BgSpot06Objects_DoNothing;
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// On rando, this is used with the water control system switch to finalize raising the water
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if (IS_RANDO) {
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this->lakeHyliaWaterLevel = 0;
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_RAISED;
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z;
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Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER); // Set the "raise lake hylia water" flag
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play->roomCtx.unk_74[0] = 0; // Apply the moving under water texture to lake hylia ground
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}
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} else {
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Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, IS_RANDO ? 10.0f : 1.0f, 0.001f);
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Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, 1.0f, 0.001f);
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = this->dyna.actor.world.pos.y;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
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@@ -529,32 +523,51 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
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}
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/**
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* Custom action func to lower the Laker Hylia water plane from a switch.
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* SoH: Randomizer, custom action function to raise the Laker Hylia water plane from a switch.
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*/
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void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* play) {
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f32 yPos = this->dyna.actor.world.pos.y = this->lakeHyliaWaterLevel + WATER_LEVEL_RAISED;
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void BgSpot06Objects_WaterControl_Raise(BgSpot06Objects* this, PlayState* play) {
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this->dyna.actor.world.pos.y = this->lakeHyliaWaterLevel + WATER_LEVEL_RAISED;
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// A slightly smaller number thatn -680 (which is when textures change)
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if (this->lakeHyliaWaterLevel >= 0.0001f) {
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this->dyna.actor.world.pos.y = WATER_LEVEL_RAISED;
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this->actionFunc = BgSpot06Objects_DoNothing;
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this->lakeHyliaWaterLevel = 0;
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_RAISED;
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z;
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play->roomCtx.unk_74[0] = 0; // Apply the moving under water texture to Lake Hylia ground
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} else {
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Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, 10.0f, 0.001f);
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = this->dyna.actor.world.pos.y;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
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Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
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}
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}
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/**
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* SoH: Randomizer, custom action function to lower the Laker Hylia water plane from a switch.
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*/
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void BgSpot06Objects_WaterControl_Lower(BgSpot06Objects* this, PlayState* play) {
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f32 yPos = this->dyna.actor.world.pos.y = this->lakeHyliaWaterLevel + WATER_LEVEL_RAISED;
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play->roomCtx.unk_74[0] = 87; // Remove the moving under water texture from Lake Hylia ground
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// A slightly smaller number than -680.0f (which is when surface textures change)
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// Then we change the position since the "low water" texture has a different height
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if (this->lakeHyliaWaterLevel <= -679.9f) {
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this->dyna.actor.world.pos.y = (this->lakeHyliaWaterLevel + 680.0f) + WATER_LEVEL_RAISED;
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}
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Flags_UnsetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER); // Unset the "raised lake hylia water" flag
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play->roomCtx.unk_74[0] = 87; // Remove the moving under water texture from lake hylia ground
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if (this->lakeHyliaWaterLevel <= -681.0f) {
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this->lakeHyliaWaterLevel = -681.0f;
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this->dyna.actor.world.pos.y = WATER_LEVEL_RAISED;
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this->actionFunc = BgSpot06Objects_DoNothing;
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} else {
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// Go slightly beyond -681 so the smoothing doesn't slow down too much (matches the reverse of water rise func)
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// Go slightly beyond -681.0f so the smoothing doesn't slow down too much (matches the reverse of water rise
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// func)
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Math_SmoothStepToF(&this->lakeHyliaWaterLevel, -682.0f, 0.1f, 10.0f, 0.01f);
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z - 50;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = yPos;
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play->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = yPos;
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Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
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}
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Actor_PlaySfx_FlaggedCentered2(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
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}
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