fix big fairy items

This commit is contained in:
Demur Rumed 2025-06-15 00:28:39 +00:00
commit 2c9169afc2

View file

@ -67,11 +67,11 @@ FairyIdentity ShuffleFairies_GetFairyIdentity(int32_t params) {
return fairyIdentity;
}
bool ShuffleFairies_SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params) {
static bool SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params, FairyType fairyType) {
FairyIdentity fairyIdentity = ShuffleFairies_GetFairyIdentity(params);
if (!Flags_GetRandomizerInf(fairyIdentity.randomizerInf)) {
EnElf* fairy = (EnElf*)Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_ELF, posX, posY - 30.0f, posZ, 0,
0, 0, FAIRY_HEAL, true);
0, 0, fairyType, true);
fairy->sohFairyIdentity = fairyIdentity;
fairy->actor.draw = (ActorFunc)ShuffleFairies_DrawRandomizedItem;
return true;
@ -97,7 +97,7 @@ void RegisterShuffleFairies() {
s16 grottoId = (gPlayState->sceneNum == SCENE_FAIRYS_FOUNTAIN) ? Grotto_CurrentGrotto() : 0;
for (s16 index = 0; index < 8; index++) {
int32_t params = (grottoId << 8) | index;
if (ShuffleFairies_SpawnFairy(actor->world.pos.x, actor->world.pos.y, actor->world.pos.z, params)) {
if (SpawnFairy(actor->world.pos.x, actor->world.pos.y, actor->world.pos.z, params, FAIRY_HEAL)) {
fairySpawned = true;
}
}
@ -112,8 +112,8 @@ void RegisterShuffleFairies() {
bool fairySpawned = false;
for (s16 index = 0; index < 3; index++) {
int32_t params = ((objBean->dyna.actor.params & 0x3F) << 8) | index;
if (ShuffleFairies_SpawnFairy(objBean->dyna.actor.world.pos.x, objBean->dyna.actor.world.pos.y,
objBean->dyna.actor.world.pos.z, params)) {
if (SpawnFairy(objBean->dyna.actor.world.pos.x, objBean->dyna.actor.world.pos.y,
objBean->dyna.actor.world.pos.z, params, FAIRY_HEAL)) {
fairySpawned = true;
}
}
@ -125,9 +125,8 @@ void RegisterShuffleFairies() {
// Spawn a fairy from a ShotSun when playing the right song near it
COND_VB_SHOULD(VB_SPAWN_SONG_FAIRY, shouldRegister, {
ShotSun* shotSun = va_arg(args, ShotSun*);
if (ShuffleFairies_SpawnFairy(shotSun->actor.world.pos.x, shotSun->actor.world.pos.y,
shotSun->actor.world.pos.z,
TWO_ACTOR_PARAMS(0x1000, (int32_t)shotSun->actor.world.pos.z))) {
if (SpawnFairy(shotSun->actor.world.pos.x, shotSun->actor.world.pos.y, shotSun->actor.world.pos.z,
TWO_ACTOR_PARAMS(0x1000, (int32_t)shotSun->actor.world.pos.z), FAIRY_HEAL_BIG)) {
*should = false;
}
});
@ -135,6 +134,7 @@ void RegisterShuffleFairies() {
// Handle playing both misc songs and song of storms in front of a gossip stone.
COND_VB_SHOULD(VB_SPAWN_GOSSIP_STONE_FAIRY, shouldRegister, {
EnGs* gossipStone = va_arg(args, EnGs*);
FairyType fairyType = FAIRY_HEAL;
// Mimic vanilla behaviour, only go into this path if song played is one of the ones normally spawning a fairy.
// Otherwise fall back to vanilla behaviour.
@ -148,6 +148,7 @@ void RegisterShuffleFairies() {
// Distinguish storms fairies from the normal song fairies
if (gPlayState->msgCtx.unk_E3F2 == OCARINA_SONG_STORMS) {
params |= 0x1000;
fairyType = FAIRY_HEAL_BIG;
}
// Combine actor + song params with position to get the right randomizer check
@ -160,8 +161,8 @@ void RegisterShuffleFairies() {
// collected, the vanilla code will handle that part automatically.
FairyIdentity fairyIdentity = ShuffleFairies_GetFairyIdentity(params);
if (!ShuffleFairies_FairyExists(fairyIdentity)) {
if (ShuffleFairies_SpawnFairy(gossipStone->actor.world.pos.x, gossipStone->actor.world.pos.y,
gossipStone->actor.world.pos.z, params)) {
if (SpawnFairy(gossipStone->actor.world.pos.x, gossipStone->actor.world.pos.y,
gossipStone->actor.world.pos.z, params, fairyType)) {
Audio_PlayActorSound2(&gossipStone->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
// Set vanilla check for fairy spawned so it doesn't spawn the vanilla fairy afterwards as well.
gossipStone->unk_19D = 0;