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https://github.com/HarbourMasters/Shipwright
synced 2026-08-14 04:52:19 -04:00
Add 2nd water control switch and sync floating key (#6568)
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@@ -6,7 +6,6 @@
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#include "z_bg_spot06_objects.h"
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#include "objects/object_spot06_objects/object_spot06_objects.h"
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#include "soh/Enhancements/custom-message/CustomMessageTypes.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR
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@@ -49,8 +48,6 @@ void BgSpot06Objects_WaterPlaneCutsceneWait(BgSpot06Objects* this, PlayState* pl
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void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* play);
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void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* play);
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s32 Object_Spawn(ObjectContext* objectCtx, s16 objectId);
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const ActorInit Bg_Spot06_Objects_InitVars = {
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ACTOR_BG_SPOT06_OBJECTS,
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ACTORCAT_PROP,
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@@ -194,12 +191,6 @@ void BgSpot06Objects_Init(Actor* thisx, PlayState* play) {
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}
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}
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static u8 actionCounter = 0; // Used to perform some actions on subsequent frames
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static s8 waterMovement = 0; // Used to control the water change direction
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static u8 switchPressed = 0; // Used to track when the water fill switch is pressed/depressed
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static u8 prevSwitchState = 0; // Used to track the previous state of the water fill switch
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static Actor* lakeControlFloorSwitch;
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void BgSpot06Objects_Destroy(Actor* thisx, PlayState* play) {
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BgSpot06Objects* this = (BgSpot06Objects*)thisx;
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@@ -217,17 +208,6 @@ void BgSpot06Objects_Destroy(Actor* thisx, PlayState* play) {
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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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play->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin = WATER_LEVEL_RIVER_LOWER_Z;
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if (IS_RANDO && Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
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// For randomizer when leaving lake hylia while the water level is lowered,
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// reset the "raise lake hylia water" flag back to on if the water temple is cleared
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Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
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}
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actionCounter = 0;
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waterMovement = 0;
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switchPressed = 0;
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prevSwitchState = 0;
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}
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/**
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@@ -450,72 +430,6 @@ void BgSpot06Objects_Update(Actor* thisx, PlayState* play) {
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if (thisx->params == LHO_WATER_TEMPLE_ENTRANCE_LOCK) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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}
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// Bail early for water control system for child or non-rando
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if (LINK_IS_CHILD || !IS_RANDO) {
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return;
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}
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// Begin setup for Lake Hylia water control system
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if (actionCounter == 0) {
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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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s16 switchParams;
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if (Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
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// Toggle-able floor switch,
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// linked to temp_switch 0x1E (room temporary, cleared when room unloads)
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switchParams = 0x3E10;
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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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}
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// Spawn a floor switch
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lakeControlFloorSwitch =
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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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// Spawn a Navi check spot when Water Temple isn't cleared
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if (!Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
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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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actionCounter++;
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return;
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} else if (actionCounter == 1) {
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if (!Flags_GetEventChkInf(EVENTCHKINF_USED_WATER_TEMPLE_BLUE_WARP)) {
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// Remove the link to ice block so melting it doesn't set the flag
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lakeControlFloorSwitch->params = 0x3E01;
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}
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actionCounter++;
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return;
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}
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// Detect when the switch is pressed
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if (prevSwitchState != (Flags_GetSwitch(play, 0x3E) != 0)) {
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prevSwitchState = !prevSwitchState;
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switchPressed = 1;
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}
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// When pressed, assign the corresponding action func to the water plane and water movement direction
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if (switchPressed == 1 && thisx->params == LHO_WATER_PLANE) {
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// Lower water
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if (waterMovement >= 0) {
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waterMovement = -1;
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this->actionFunc = BgSpot06Objects_WaterPlaneCutsceneLower;
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// Raise water
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} else {
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waterMovement = 1;
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this->actionFunc = BgSpot06Objects_WaterPlaneCutsceneRise;
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}
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switchPressed = 0;
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}
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}
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/**
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