chore: move rando savefile setup and document flags (#2697)

* remove rando save init from sram

* move rando savefile init logic and set more flags

* document flags for rando save creation
This commit is contained in:
Adam Bird 2023-04-11 18:27:51 -04:00 committed by GitHub
parent 82b6c48497
commit 059df8187e
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 518 additions and 442 deletions

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@ -2,10 +2,8 @@
#include "vt.h"
#include <string.h>
#include <soh/Enhancements/randomizer/randomizerTypes.h>
#include <soh/Enhancements/randomizer/randomizer_inf.h>
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
#include "soh/Enhancements/randomizer/adult_trade_shuffle.h"
#include "soh/Enhancements/randomizer/savefile.h"
#define NUM_DUNGEONS 8
#define NUM_COWS 10
@ -31,91 +29,6 @@ void Sram_InitDebugSave(void) {
Save_InitFile(true);
}
// RANDOTODO replace most of these GiveLink functions with calls to
// Item_Give in z_parameter, we'll need to update Item_Give to ensure
// nothing breaks when calling it without a valid play first
void GiveLinkRupees(int numOfRupees) {
int maxRupeeCount;
if (CUR_UPG_VALUE(UPG_WALLET) == 0) {
maxRupeeCount = 99;
} else if (CUR_UPG_VALUE(UPG_WALLET) == 1) {
maxRupeeCount = 200;
} else if (CUR_UPG_VALUE(UPG_WALLET) == 2) {
maxRupeeCount = 500;
}
int newRupeeCount = gSaveContext.rupees;
newRupeeCount += numOfRupees;
if (newRupeeCount > maxRupeeCount) {
gSaveContext.rupees = maxRupeeCount;
} else {
gSaveContext.rupees = newRupeeCount;
}
}
void GiveLinkDekuSticks(int howManySticks) {
int maxStickCount;
if (CUR_UPG_VALUE(UPG_STICKS) == 0) {
INV_CONTENT(ITEM_STICK) = ITEM_STICK;
Inventory_ChangeUpgrade(UPG_STICKS, 1);
maxStickCount = 10;
} else if (CUR_UPG_VALUE(UPG_STICKS) == 1) {
maxStickCount = 10;
} else if (CUR_UPG_VALUE(UPG_STICKS) == 2) {
maxStickCount = 20;
} else if (CUR_UPG_VALUE(UPG_STICKS) == 3) {
maxStickCount = 30;
}
if ((AMMO(ITEM_STICK) + howManySticks) > maxStickCount) {
AMMO(ITEM_STICK) = maxStickCount;
} else {
AMMO(ITEM_STICK) += howManySticks;
}
}
void GiveLinkDekuNuts(int howManyNuts) {
int maxNutCount;
if (CUR_UPG_VALUE(UPG_NUTS) == 0) {
INV_CONTENT(ITEM_NUT) = ITEM_NUT;
Inventory_ChangeUpgrade(UPG_NUTS, 1);
maxNutCount = 20;
} else if (CUR_UPG_VALUE(UPG_NUTS) == 1) {
maxNutCount = 20;
} else if (CUR_UPG_VALUE(UPG_NUTS) == 2) {
maxNutCount = 30;
} else if (CUR_UPG_VALUE(UPG_NUTS) == 3) {
maxNutCount = 40;
}
if ((AMMO(ITEM_NUT) + howManyNuts) > maxNutCount) {
AMMO(ITEM_NUT) = maxNutCount;
} else {
AMMO(ITEM_NUT) += howManyNuts;
}
}
void GiveLinksPocketItem() {
if (Randomizer_GetSettingValue(RSK_LINKS_POCKET) != RO_LINKS_POCKET_NOTHING) {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_LINKS_POCKET, RG_NONE);
if (getItemEntry.modIndex == MOD_NONE) {
if (getItemEntry.getItemId == GI_SWORD_BGS) {
gSaveContext.bgsFlag = true;
}
Item_Give(NULL, getItemEntry.itemId);
} else if (getItemEntry.modIndex == MOD_RANDOMIZER) {
if (getItemEntry.getItemId == RG_ICE_TRAP) {
gSaveContext.pendingIceTrapCount++;
GameInteractor_ExecuteOnItemReceiveHooks(getItemEntry);
} else {
Randomizer_Item_Give(NULL, getItemEntry);
}
}
}
}
/**
* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
* This includes:
@ -305,299 +218,7 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
fileChooseCtx->n64ddFlag = 1;
gSaveContext.n64ddFlag = 1;
// Sets all rando flags to false
for (s32 i = 0; i < ARRAY_COUNT(gSaveContext.randomizerInf); i++) {
gSaveContext.randomizerInf[i] = 0;
}
// If any trials aren't required, set them as completed
for (u16 i = RAND_INF_TRIALS_DONE_LIGHT_TRIAL; i <= RAND_INF_TRIALS_DONE_SHADOW_TRIAL; i++) {
if (!Randomizer_IsTrialRequired(i)) {
Flags_SetRandomizerInf(i);
}
}
// Set Cutscene flags to skip them
gSaveContext.eventChkInf[0xC] |= 0x10; // returned to tot with medallions
gSaveContext.eventChkInf[0xC] |= 0x20; //sheik at tot pedestal
gSaveContext.eventChkInf[4] |= 0x20; // master sword pulled
gSaveContext.eventChkInf[4] |= 0x8000; // entered master sword chamber
gSaveContext.infTable[0] |= 1;
if (!Randomizer_GetSettingValue(RSK_ENABLE_GLITCH_CUTSCENES)) {
gSaveContext.infTable[17] |= 0x400; // Darunia in Fire Temple
}
gSaveContext.cutsceneIndex = 0;
Flags_SetEventChkInf(5);
// Skip boss cutscenes
gSaveContext.eventChkInf[7] |= 1; // gohma
gSaveContext.eventChkInf[7] |= 2; // dodongo
gSaveContext.eventChkInf[7] |= 4; // phantom ganon
gSaveContext.eventChkInf[7] |= 8; // volvagia
gSaveContext.eventChkInf[7] |= 0x10; // morpha
gSaveContext.eventChkInf[7] |= 0x20; // twinrova
gSaveContext.eventChkInf[7] |= 0x40; // barinade
gSaveContext.eventChkInf[7] |= 0x80; // bongo bongo
// Skip cutscene before Nabooru fight
gSaveContext.eventChkInf[3] |= 0x800;
gSaveContext.eventChkInf[12] |= 1;
// shuffle adult trade quest
if (Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE)) {
gSaveContext.adultTradeItems = 0;
}
// Starts pending ice traps out at 0 before potentially incrementing them down the line.
gSaveContext.pendingIceTrapCount = 0;
// Give Link's pocket item
GiveLinksPocketItem();
int openForest = Randomizer_GetSettingValue(RSK_FOREST);
switch (openForest) {
case RO_FOREST_CLOSED:
break;
case RO_FOREST_CLOSED_DEKU:
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD);
break;
case RO_FOREST_OPEN:
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD);
Flags_SetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD);
break;
}
int startingAge = Randomizer_GetSettingValue(RSK_STARTING_AGE);
switch (startingAge) {
case RO_AGE_ADULT: //Adult
gSaveContext.linkAge = 0;
gSaveContext.entranceIndex = 0x5F4;
gSaveContext.savedSceneNum = SCENE_SPOT20; //Set scene num manually to ToT
break;
case RO_AGE_CHILD: //Child
gSaveContext.linkAge = 1;
gSaveContext.savedSceneNum = -1;
break;
default:
break;
}
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS)) {
// Override the spawn entrance so entrance rando can take control,
// and to prevent remember save location from breaking inital spawn
gSaveContext.entranceIndex = -1;
}
int doorOfTime = Randomizer_GetSettingValue(RSK_DOOR_OF_TIME);
switch (doorOfTime) {
case RO_DOOROFTIME_OPEN:
gSaveContext.eventChkInf[4] |= 0x800;
break;
}
if (Randomizer_GetSettingValue(RSK_KAK_GATE) == RO_KAK_GATE_OPEN) {
gSaveContext.infTable[7] |= 0x40;
}
if(Randomizer_GetSettingValue(RSK_STARTING_KOKIRI_SWORD)) Item_Give(NULL, ITEM_SWORD_KOKIRI);
if(Randomizer_GetSettingValue(RSK_STARTING_DEKU_SHIELD)) Item_Give(NULL, ITEM_SHIELD_DEKU);
if (Randomizer_GetSettingValue(RSK_STARTING_ZELDAS_LULLABY)) Item_Give(NULL, ITEM_SONG_LULLABY);
if (Randomizer_GetSettingValue(RSK_STARTING_EPONAS_SONG)) Item_Give(NULL, ITEM_SONG_EPONA);
if (Randomizer_GetSettingValue(RSK_STARTING_SARIAS_SONG)) Item_Give(NULL, ITEM_SONG_SARIA);
if (Randomizer_GetSettingValue(RSK_STARTING_SUNS_SONG)) Item_Give(NULL, ITEM_SONG_SUN);
if (Randomizer_GetSettingValue(RSK_STARTING_SONG_OF_TIME)) Item_Give(NULL, ITEM_SONG_TIME);
if (Randomizer_GetSettingValue(RSK_STARTING_SONG_OF_STORMS)) Item_Give(NULL, ITEM_SONG_STORMS);
if (Randomizer_GetSettingValue(RSK_STARTING_MINUET_OF_FOREST)) Item_Give(NULL, ITEM_SONG_MINUET);
if (Randomizer_GetSettingValue(RSK_STARTING_BOLERO_OF_FIRE)) Item_Give(NULL, ITEM_SONG_BOLERO);
if (Randomizer_GetSettingValue(RSK_STARTING_SERENADE_OF_WATER)) Item_Give(NULL, ITEM_SONG_SERENADE);
if (Randomizer_GetSettingValue(RSK_STARTING_REQUIEM_OF_SPIRIT)) Item_Give(NULL, ITEM_SONG_REQUIEM);
if (Randomizer_GetSettingValue(RSK_STARTING_NOCTURNE_OF_SHADOW)) Item_Give(NULL, ITEM_SONG_NOCTURNE);
if (Randomizer_GetSettingValue(RSK_STARTING_PRELUDE_OF_LIGHT)) Item_Give(NULL, ITEM_SONG_PRELUDE);
if(Randomizer_GetSettingValue(RSK_STARTING_SKULLTULA_TOKEN)) {
gSaveContext.inventory.questItems |= gBitFlags[QUEST_SKULL_TOKEN];
gSaveContext.inventory.gsTokens = Randomizer_GetSettingValue(RSK_STARTING_SKULLTULA_TOKEN);
}
if(Randomizer_GetSettingValue(RSK_STARTING_OCARINA)) {
INV_CONTENT(ITEM_OCARINA_FAIRY) = ITEM_OCARINA_FAIRY;
}
if(Randomizer_GetSettingValue(RSK_STARTING_MAPS_COMPASSES) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
uint32_t mapBitMask = 1 << 1;
uint32_t compassBitMask = 1 << 2;
uint32_t startingDungeonItemsBitMask = mapBitMask | compassBitMask;
for(int scene = SCENE_YDAN; scene <= SCENE_ICE_DOUKUTO; scene++) {
gSaveContext.inventory.dungeonItems[scene] |= startingDungeonItemsBitMask;
}
}
if (Randomizer_GetSettingValue(RSK_STARTING_CONSUMABLES)) {
GiveLinkDekuSticks(10);
GiveLinkDekuNuts(20);
}
if(Randomizer_GetSettingValue(RSK_SKIP_CHILD_ZELDA)) {
GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(RC_SONG_FROM_IMPA, RG_ZELDAS_LULLABY);
s32 giid = getItem.getItemId;
if (getItem.modIndex == MOD_NONE) {
if (getItem.getItemId == GI_SWORD_BGS) {
gSaveContext.bgsFlag = true;
}
Item_Give(NULL, getItem.itemId);
} else if (getItem.modIndex == MOD_RANDOMIZER) {
if (getItem.getItemId == RG_ICE_TRAP) {
gSaveContext.pendingIceTrapCount++;
GameInteractor_ExecuteOnItemReceiveHooks(getItem);
} else {
Randomizer_Item_Give(NULL, getItem);
}
}
// malon/talon back at ranch
gSaveContext.eventChkInf[1] |= (1 << 0);
gSaveContext.eventChkInf[1] |= (1 << 2);
gSaveContext.eventChkInf[1] |= (1 << 3);
gSaveContext.eventChkInf[1] |= (1 << 4);
// Set "Got Zelda's Letter" flag. Also ensures Saria is back at SFM. TODO: Is this flag used for anything else?
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER);
// Got item from impa
gSaveContext.eventChkInf[5] |= 0x200;
// set this at the end to ensure we always start with the letter
// this is for the off chance we got the weird egg from impa (which should never happen)
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_LETTER_ZELDA;
}
if (Randomizer_GetSettingValue(RSK_FULL_WALLETS)) {
GiveLinkRupees(9001);
}
if (Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
gSaveContext.inventory.dungeonKeys[SCENE_BMORI1] = FOREST_TEMPLE_SMALL_KEY_MAX; // Forest
gSaveContext.sohStats.dungeonKeys[SCENE_BMORI1] = FOREST_TEMPLE_SMALL_KEY_MAX; // Forest
gSaveContext.inventory.dungeonKeys[SCENE_HIDAN] = FIRE_TEMPLE_SMALL_KEY_MAX; // Fire
gSaveContext.sohStats.dungeonKeys[SCENE_HIDAN] = FIRE_TEMPLE_SMALL_KEY_MAX; // Fire
gSaveContext.inventory.dungeonKeys[SCENE_MIZUSIN] = WATER_TEMPLE_SMALL_KEY_MAX; // Water
gSaveContext.sohStats.dungeonKeys[SCENE_MIZUSIN] = WATER_TEMPLE_SMALL_KEY_MAX; // Water
gSaveContext.inventory.dungeonKeys[SCENE_JYASINZOU] = SPIRIT_TEMPLE_SMALL_KEY_MAX; // Spirit
gSaveContext.sohStats.dungeonKeys[SCENE_JYASINZOU] = SPIRIT_TEMPLE_SMALL_KEY_MAX; // Spirit
gSaveContext.inventory.dungeonKeys[SCENE_HAKADAN] = SHADOW_TEMPLE_SMALL_KEY_MAX; // Shadow
gSaveContext.sohStats.dungeonKeys[SCENE_HAKADAN] = SHADOW_TEMPLE_SMALL_KEY_MAX; // Shadow
gSaveContext.inventory.dungeonKeys[SCENE_HAKADANCH] = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX; // BotW
gSaveContext.sohStats.dungeonKeys[SCENE_HAKADANCH] = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX; // BotW
gSaveContext.inventory.dungeonKeys[SCENE_MEN] = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX; // GTG
gSaveContext.sohStats.dungeonKeys[SCENE_MEN] = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX; // GTG
gSaveContext.inventory.dungeonKeys[SCENE_GANONTIKA] = GANONS_CASTLE_SMALL_KEY_MAX; // Ganon
gSaveContext.sohStats.dungeonKeys[SCENE_GANONTIKA] = GANONS_CASTLE_SMALL_KEY_MAX; // Ganon
} else if (Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_VANILLA) {
// Logic cannot handle vanilla key layout in some dungeons
// this is because vanilla expects the dungeon major item to be
// locked behind the keys, which is not always true in rando.
// We can resolve this by starting with some extra keys
if (ResourceMgr_IsSceneMasterQuest(SCENE_JYASINZOU)) {
// MQ Spirit needs 3 keys
gSaveContext.inventory.dungeonKeys[SCENE_JYASINZOU] = 3;
gSaveContext.sohStats.dungeonKeys[SCENE_JYASINZOU] = 3;
}
}
if(Randomizer_GetSettingValue(RSK_BOSS_KEYSANITY) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
gSaveContext.inventory.dungeonItems[SCENE_BMORI1] |= 1; // Forest
gSaveContext.inventory.dungeonItems[SCENE_HIDAN] |= 1; // Fire
gSaveContext.inventory.dungeonItems[SCENE_MIZUSIN] |= 1; // Water
gSaveContext.inventory.dungeonItems[SCENE_JYASINZOU] |= 1; // Spirit
gSaveContext.inventory.dungeonItems[SCENE_HAKADAN] |= 1; // Shadow
}
if(Randomizer_GetSettingValue(RSK_GANONS_BOSS_KEY) == RO_GANON_BOSS_KEY_STARTWITH) {
gSaveContext.inventory.dungeonItems[SCENE_GANON] |= 1;
}
HIGH_SCORE(HS_POE_POINTS) = 1000 - (100 * Randomizer_GetSettingValue(RSK_BIG_POE_COUNT));
if(Randomizer_GetSettingValue(RSK_SKIP_EPONA_RACE)) {
gSaveContext.eventChkInf[1] |= (1 << 8);
}
// skip the z target talk instructions by the kokiri shop
gSaveContext.sceneFlags[85].swch |= (1 << 0x1F);
//Ruto already met in jabu and spawns down the hole immediately
gSaveContext.infTable[20] |= 2;
gSaveContext.infTable[20] |= 4;
// Go away ruto (water temple first cutscene)
gSaveContext.sceneFlags[SCENE_MIZUSIN].swch |= (1 << 0x10);
// Open lowest Vanilla Fire Temple locked door (to prevent key logic lockouts)
// Not done on keysanity since this lockout is a non issue when Fire keys can be found outside the temple
u8 keysanity = Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANYWHERE ||
Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_OVERWORLD ||
Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANY_DUNGEON;
if (!ResourceMgr_IsSceneMasterQuest(SCENE_HIDAN) && !keysanity) {
gSaveContext.sceneFlags[SCENE_HIDAN].swch |= (1 << 0x17);
}
// Opens locked Water Temple door in vanilla to prevent softlocks
// West door on the middle level that leads to the water raising thing
// Happens in 3DS rando and N64 rando as well
if (!ResourceMgr_IsSceneMasterQuest(SCENE_MIZUSIN)) {
gSaveContext.sceneFlags[SCENE_MIZUSIN].swch |= (1 << 0x15);
}
// Skip intro cutscene when bombing mud wall in Dodongo's cavern
// this also makes the lower jaw render, and the eyes react to explosives
Flags_SetEventChkInf(0xB0);
// skip verbose lake owl, skip to "i'm on my way back to the castle"
gSaveContext.infTable[25] |= 0x20;
if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_FAST ||
Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_OPEN) {
gSaveContext.eventChkInf[9] |= 2;
gSaveContext.eventChkInf[9] |= 4;
gSaveContext.eventChkInf[9] |= 8;
gSaveContext.sceneFlags[12].swch |= (1 << 0x02);
gSaveContext.sceneFlags[12].swch |= (1 << 0x03);
gSaveContext.sceneFlags[12].swch |= (1 << 0x04);
gSaveContext.sceneFlags[12].swch |= (1 << 0x06);
gSaveContext.sceneFlags[12].swch |= (1 << 0x07);
gSaveContext.sceneFlags[12].swch |= (1 << 0x08);
gSaveContext.sceneFlags[12].swch |= (1 << 0x10);
gSaveContext.sceneFlags[12].swch |= (1 << 0x12);
gSaveContext.sceneFlags[12].swch |= (1 << 0x13);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0A);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0E);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0F);
}
if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_OPEN) {
gSaveContext.eventChkInf[9] |= 1;
gSaveContext.sceneFlags[12].swch |= (1 << 0x01);
gSaveContext.sceneFlags[12].swch |= (1 << 0x05);
gSaveContext.sceneFlags[12].swch |= (1 << 0x11);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0C);
if (!Randomizer_GetSettingValue(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD)) {
Item_Give(NULL, ITEM_GERUDO_CARD);
}
}
// complete mask quest
if (Randomizer_GetSettingValue(RSK_COMPLETE_MASK_QUEST)) {
gSaveContext.infTable[7] |= 0x80; // Soldier Wears Keaton Mask
gSaveContext.itemGetInf[3] |= 0x100; // Sold Keaton Mask
gSaveContext.itemGetInf[3] |= 0x200; // Sold Skull Mask
gSaveContext.itemGetInf[3] |= 0x400; // Sold Spooky Mask
gSaveContext.itemGetInf[3] |= 0x800; // bunny hood related
gSaveContext.itemGetInf[3] |= 0x8000; // Obtained Mask of Truth
gSaveContext.eventChkInf[8] |= 0x8000; // sold all masks
}
Randomizer_InitSaveFile();
}
Save_SaveFile();