Update CSMC to CMC and update chests to other shuffles (#6085)

This commit is contained in:
Reppan
2026-01-04 14:37:41 +01:00
committed by GitHub
parent 16249f0909
commit a134d2c59a
119 changed files with 4133 additions and 195 deletions
+61 -92
View File
@@ -55,7 +55,7 @@ void EnBox_AppearAnimation(EnBox*, PlayState*);
void EnBox_WaitOpen(EnBox*, PlayState*);
void EnBox_Open(EnBox*, PlayState*);
void EnBox_CreateExtraChestTextures();
void EnBox_UpdateSizeAndTexture(EnBox*, PlayState*);
void EnBox_UpdateTexture(EnBox*, PlayState*);
const ActorInit En_Box_InitVars = {
ACTOR_EN_BOX,
@@ -93,6 +93,16 @@ u8 hasCreatedRandoChestTextures = 0;
u8 hasCustomChestDLs = 0;
u8 hasChristmasChestTexturesAvailable = 0;
static Gfx* EnBox_LoadChestDL(const char* dlName, const char* fallbackName) {
Gfx* dl = ResourceMgr_LoadGfxByName(dlName);
if (dl == NULL && fallbackName != NULL) {
dl = ResourceMgr_LoadGfxByName(fallbackName);
}
return dl;
}
void EnBox_SetupAction(EnBox* this, EnBoxActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
@@ -203,7 +213,7 @@ void EnBox_Init(Actor* thisx, PlayState* play2) {
}
}
EnBox_UpdateSizeAndTexture(this, play);
EnBox_UpdateTexture(this, play);
// For SOH we spawn a chest actor instead of rendering the object from scratch for forest boss
// key chest, and it's up on the wall so disable gravity for it.
if (play->sceneNum == SCENE_FOREST_TEMPLE && this->dyna.actor.params == 10222) {
@@ -542,7 +552,7 @@ void EnBox_SpawnIceSmoke(EnBox* this, PlayState* play) {
void EnBox_Update(Actor* thisx, PlayState* play) {
EnBox* this = (EnBox*)thisx;
EnBox_UpdateSizeAndTexture(this, play);
EnBox_UpdateTexture(this, play);
if (this->movementFlags & ENBOX_MOVE_STICK_TO_GROUND) {
this->movementFlags &= ~ENBOX_MOVE_STICK_TO_GROUND;
@@ -575,102 +585,91 @@ void EnBox_Update(Actor* thisx, PlayState* play) {
}
}
void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
void EnBox_UpdateTexture(EnBox* this, PlayState* play) {
EnBox_CreateExtraChestTextures();
int csmc = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeAndTextureMatchContents"), CSMC_DISABLED);
bool csmc = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeAndTextureMatchContents"), 0);
int requiresStoneAgony = CVarGetInteger(CVAR_ENHANCEMENT("ChestSizeDependsStoneOfAgony"), 0);
GetItemCategory getItemCategory;
GetItemEntry chestItem = this->getItemEntry;
int isVanilla = csmc == CSMC_DISABLED || (requiresStoneAgony && !CHECK_QUEST_ITEM(QUEST_STONE_OF_AGONY)) ||
int isVanilla = !csmc || (requiresStoneAgony && !CHECK_QUEST_ITEM(QUEST_STONE_OF_AGONY)) ||
(play->sceneNum == SCENE_TREASURE_BOX_SHOP &&
this->dyna.actor.room != 6); // Exclude treasure game chests except for the final room
if (!isVanilla) {
GetItemEntry test = this->getItemEntry;
getItemCategory = this->getItemEntry.getItemCategory;
getItemCategory = chestItem.getItemCategory;
// If they have bombchus, don't consider the bombchu item major
if (INV_CONTENT(ITEM_BOMBCHU) == ITEM_BOMBCHU &&
((this->getItemEntry.modIndex == MOD_RANDOMIZER &&
this->getItemEntry.getItemId == RG_PROGRESSIVE_BOMBCHU_BAG) ||
(this->getItemEntry.modIndex == MOD_NONE &&
(this->getItemEntry.getItemId == GI_BOMBCHUS_5 || this->getItemEntry.getItemId == GI_BOMBCHUS_10 ||
this->getItemEntry.getItemId == GI_BOMBCHUS_20)))) {
((chestItem.modIndex == MOD_RANDOMIZER && chestItem.getItemId == RG_PROGRESSIVE_BOMBCHU_BAG) ||
(chestItem.modIndex == MOD_NONE &&
(chestItem.getItemId == GI_BOMBCHUS_5 || chestItem.getItemId == GI_BOMBCHUS_10 ||
chestItem.getItemId == GI_BOMBCHUS_20)))) {
getItemCategory = ITEM_CATEGORY_JUNK;
// If it's a bottle and they already have one, consider the item lesser
} else if ((this->getItemEntry.modIndex == MOD_RANDOMIZER &&
this->getItemEntry.getItemId >= RG_BOTTLE_WITH_RED_POTION &&
this->getItemEntry.getItemId <= RG_BOTTLE_WITH_POE) ||
(this->getItemEntry.modIndex == MOD_NONE &&
(this->getItemEntry.getItemId == GI_BOTTLE || this->getItemEntry.getItemId == GI_MILK_BOTTLE))) {
} else if ((chestItem.modIndex == MOD_RANDOMIZER && chestItem.getItemId >= RG_BOTTLE_WITH_RED_POTION &&
chestItem.getItemId <= RG_BOTTLE_WITH_POE) ||
(chestItem.modIndex == MOD_NONE &&
(chestItem.getItemId == GI_BOTTLE || chestItem.getItemId == GI_MILK_BOTTLE))) {
if (gSaveContext.inventory.items[SLOT_BOTTLE_1] != ITEM_NONE) {
getItemCategory = ITEM_CATEGORY_LESSER;
}
}
}
// Change size
if (!isVanilla && (csmc == CSMC_BOTH || csmc == CSMC_SIZE)) {
switch (getItemCategory) {
case ITEM_CATEGORY_JUNK:
case ITEM_CATEGORY_SMALL_KEY:
case ITEM_CATEGORY_SKULLTULA_TOKEN:
Actor_SetScale(&this->dyna.actor, 0.005f);
Actor_SetFocus(&this->dyna.actor, 20.0f);
break;
default:
Actor_SetScale(&this->dyna.actor, 0.01f);
Actor_SetFocus(&this->dyna.actor, 40.0f);
break;
}
} else {
switch (this->type) {
case ENBOX_TYPE_SMALL:
case ENBOX_TYPE_6:
case ENBOX_TYPE_ROOM_CLEAR_SMALL:
case ENBOX_TYPE_SWITCH_FLAG_FALL_SMALL:
Actor_SetScale(&this->dyna.actor, 0.005f);
Actor_SetFocus(&this->dyna.actor, 20.0f);
break;
default:
Actor_SetScale(&this->dyna.actor, 0.01f);
Actor_SetFocus(&this->dyna.actor, 40.0f);
}
switch (this->type) {
case ENBOX_TYPE_SMALL:
case ENBOX_TYPE_6:
case ENBOX_TYPE_ROOM_CLEAR_SMALL:
case ENBOX_TYPE_SWITCH_FLAG_FALL_SMALL:
Actor_SetScale(&this->dyna.actor, 0.005f);
Actor_SetFocus(&this->dyna.actor, 20.0f);
break;
default:
Actor_SetScale(&this->dyna.actor, 0.01f);
Actor_SetFocus(&this->dyna.actor, 40.0f);
}
// Change texture
if (!isVanilla && hasCreatedRandoChestTextures && !hasCustomChestDLs &&
(csmc == CSMC_BOTH || csmc == CSMC_TEXTURE)) {
// Change model/texture
if (!isVanilla) {
switch (getItemCategory) {
case ITEM_CATEGORY_MAJOR:
this->boxBodyDL = gGoldTreasureChestChestFrontDL;
this->boxLidDL = gGoldTreasureChestChestSideAndLidDL;
this->boxBodyDL = EnBox_LoadChestDL(gChestBodyMajorDL, gTreasureChestChestFrontDL);
this->boxLidDL = EnBox_LoadChestDL(gChestLidMajorDL, gTreasureChestChestSideAndLidDL);
break;
case ITEM_CATEGORY_SKULLTULA_TOKEN:
this->boxBodyDL = gSkullTreasureChestChestFrontDL;
this->boxLidDL = gSkullTreasureChestChestSideAndLidDL;
this->boxBodyDL = EnBox_LoadChestDL(gChestBodyTokenDL, gTreasureChestChestFrontDL);
this->boxLidDL = EnBox_LoadChestDL(gChestLidTokenDL, gTreasureChestChestSideAndLidDL);
break;
case ITEM_CATEGORY_SMALL_KEY:
this->boxBodyDL = gKeyTreasureChestChestFrontDL;
this->boxLidDL = gKeyTreasureChestChestSideAndLidDL;
this->boxBodyDL = EnBox_LoadChestDL(gChestBodySmallKeyDL, gTreasureChestChestFrontDL);
this->boxLidDL = EnBox_LoadChestDL(gChestLidSmallKeyDL, gTreasureChestChestSideAndLidDL);
break;
case ITEM_CATEGORY_BOSS_KEY:
this->boxBodyDL = gTreasureChestBossKeyChestFrontDL;
this->boxLidDL = gTreasureChestBossKeyChestSideAndTopDL;
this->boxBodyDL = EnBox_LoadChestDL(gTreasureChestBossKeyChestFrontDL, gTreasureChestChestFrontDL);
this->boxLidDL =
EnBox_LoadChestDL(gTreasureChestBossKeyChestSideAndTopDL, gTreasureChestChestSideAndLidDL);
break;
case ITEM_CATEGORY_HEALTH:
this->boxBodyDL = EnBox_LoadChestDL(gChestBodyHeartDL, gTreasureChestChestFrontDL);
this->boxLidDL = EnBox_LoadChestDL(gChestLidHeartDL, gTreasureChestChestSideAndLidDL);
break;
case ITEM_CATEGORY_LESSER:
this->boxBodyDL = EnBox_LoadChestDL(gChestBodyMinorDL, gTreasureChestChestFrontDL);
this->boxLidDL = EnBox_LoadChestDL(gChestLidMinorDL, gTreasureChestChestSideAndLidDL);
break;
case ITEM_CATEGORY_JUNK:
default:
this->boxBodyDL = gTreasureChestChestFrontDL;
this->boxLidDL = gTreasureChestChestSideAndLidDL;
this->boxBodyDL = EnBox_LoadChestDL(gChestBodyJunkDL, gTreasureChestChestFrontDL);
this->boxLidDL = EnBox_LoadChestDL(gChestLidJunkDL, gTreasureChestChestSideAndLidDL);
break;
}
} else {
if (this->type != ENBOX_TYPE_DECORATED_BIG) {
this->boxBodyDL = gTreasureChestChestFrontDL;
this->boxLidDL = gTreasureChestChestSideAndLidDL;
this->boxBodyDL = EnBox_LoadChestDL(gTreasureChestChestFrontDL, NULL);
this->boxLidDL = EnBox_LoadChestDL(gTreasureChestChestSideAndLidDL, NULL);
} else {
this->boxBodyDL = gTreasureChestBossKeyChestFrontDL;
this->boxLidDL = gTreasureChestBossKeyChestSideAndTopDL;
this->boxBodyDL = EnBox_LoadChestDL(gTreasureChestBossKeyChestFrontDL, gTreasureChestChestFrontDL);
this->boxLidDL = EnBox_LoadChestDL(gTreasureChestBossKeyChestSideAndTopDL, gTreasureChestChestSideAndLidDL);
}
}
@@ -684,36 +683,6 @@ void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
this->boxLidDL = gChristmasGreenTreasureChestChestSideAndLidDL;
}
}
// Chest Sizes Match Contents can make certain chests unreachable, so nudge
// the ones that cause problems.
// https://github.com/gamestabled/OoT3D_Randomizer/blob/68cf3f190d319e554bdeebc7f16e67578430dbc3/code/src/actors/chest.c#L57
s16 params = this->dyna.actor.params;
s16 sceneNum = play->sceneNum;
s16 room = this->dyna.actor.room;
s16 isLarge = this->dyna.actor.scale.x == 0.01f;
// Make Ganon's Castle Zelda's Lullaby chest reachable when large.
if ((params & 0xF000) == 0x8000 && sceneNum == SCENE_INSIDE_GANONS_CASTLE && room == 9) {
this->dyna.actor.world.pos.z = isLarge ? -962.0f : -952.0f;
}
// Make MQ Deku Tree Song of Time chest reachable when large.
if (params == 0x5AA0 && sceneNum == SCENE_DEKU_TREE && room == 5) {
this->dyna.actor.world.pos.x = isLarge ? -1380.0f : -1376.0f;
}
// Make Ganon's Castle Gold Gauntlets chest reachable with hookshot from the
// switch platform when small.
if (params == 0x36C5 && sceneNum == SCENE_INSIDE_GANONS_CASTLE && room == 12) {
this->dyna.actor.world.pos.x = isLarge ? 1757.0f : 1777.0f;
this->dyna.actor.world.pos.z = isLarge ? -3595.0f : -3626.0f;
}
// Make Spirit Temple Compass Chest reachable with hookshot when small.
if (params == 0x3804 && sceneNum == SCENE_SPIRIT_TEMPLE && room == 14) {
this->dyna.actor.world.pos.x = isLarge ? 358.0f : 400.0f;
}
}
void EnBox_CreateExtraChestTextures() {