Rando: Boss Entrance Shuffle (#2194)

* sync 3ds upstream logic changes for boss rooms

* add boss shuffle settings and handling to 3ds code

* add boss shuffle handling to game code

* repair authentically bugged entrances for boss shuffle

* add boss entrances to the entrance tracker

* unset hint area for boss rooms to fix altar hint

* update boss reward hints to not mention dungeons

* one more boss heart container hint fix

* reorder entrance rando funcs

* support closed forest with boss shuffle and simple boss room entrance pairs in shuffle table

* fix death warp in boss rooms without saving; fix KD boss room in tracker

* remove boss shuffle check from dungeon open checks and some cleanups

* add boss shuffle to preset clear

* remove dungeon entry exit connection from boss rooms

* another no hint fix for boss shuffle

* undo change for exact location hints

* clarify comments
This commit is contained in:
Adam Bird 2023-01-20 01:00:12 -05:00 committed by GitHub
commit 261db2c3e1
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 919 additions and 881 deletions

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@ -1,5 +1,6 @@
#include "global.h"
#include "vt.h"
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
void func_80095AB4(PlayState* play, Room* room, u32 flags);
void func_80095D04(PlayState* play, Room* room, u32 flags);
@ -575,6 +576,12 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
size_t size;
// In ER, override roomNum to load based on scene and spawn
if (gSaveContext.n64ddFlag && gSaveContext.respawnFlag <= 0 &&
Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
roomNum = Entrance_OverrideSpawnSceneRoom(play->sceneNum, play->curSpawn, roomNum);
}
return OTRfunc_8009728C(play, roomCtx, roomNum);
if (roomCtx->status == 0) {