diff --git a/soh/soh/Enhancements/enemyrandomizer.cpp b/soh/soh/Enhancements/enemyrandomizer.cpp index bdb259719..682ef026c 100644 --- a/soh/soh/Enhancements/enemyrandomizer.cpp +++ b/soh/soh/Enhancements/enemyrandomizer.cpp @@ -11,8 +11,13 @@ extern "C" { #include +#include "src/overlays/actors/ovl_En_Rr/z_en_rr.h" } +#define CVAR_ENEMY_RANDOMIZER_NAME CVAR_ENHANCEMENT("RandomizedEnemies") +#define CVAR_ENEMY_RANDOMIZER_DEFAULT ENEMY_RANDOMIZER_OFF +#define CVAR_ENEMY_RANDOMIZER_VALUE CVarGetInteger(CVAR_ENEMY_RANDOMIZER_NAME, CVAR_ENEMY_RANDOMIZER_DEFAULT) + const char* enemyCVarList[] = { CVAR_ENHANCEMENT("RandomizedEnemyList.Armos"), CVAR_ENHANCEMENT("RandomizedEnemyList.Arwing"), CVAR_ENHANCEMENT("RandomizedEnemyList.BabyDodongo"), CVAR_ENHANCEMENT("RandomizedEnemyList.Bari"), @@ -339,7 +344,7 @@ EnemyEntry GetRandomizedEnemyEntry(uint32_t seed, PlayState* play) { if (filteredEnemyList.size() == 0) { filteredEnemyList = selectedEnemyList; } - if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), ENEMY_RANDOMIZER_OFF) == ENEMY_RANDOMIZER_RANDOM_SEEDED) { + if (CVAR_ENEMY_RANDOMIZER_VALUE == ENEMY_RANDOMIZER_RANDOM_SEEDED) { uint32_t finalSeed = seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSeed() : gSaveContext.ship.stats.fileCreatedAt); Random_Init(finalSeed); @@ -533,3 +538,45 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) { return 1; } } + +void RegisterEnemyRandomizer() { + // prevent dark link from triggering a voidout + COND_VB_SHOULD(VB_TRIGGER_VOIDOUT, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, { + Actor* actor = va_arg(args, Actor*); + + if (actor->category != ACTORCAT_PLAYER) { + *should = false; + Actor_Kill(actor); + } + }); + + // prevent dark link dealing fall damage to the player + COND_VB_SHOULD(VB_RECIEVE_FALL_DAMAGE, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, { + Actor* actor = va_arg(args, Actor*); + + if (actor->category != ACTORCAT_PLAYER) { + *should = false; + } + }); + + // prevent dark link from interfering with HESS/recoil/etc when at more than 100 away from him + COND_VB_SHOULD(VB_TORCH2_HANDLE_CLANKING, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, { + Actor* darkLink = va_arg(args, Actor*); + + if (darkLink->xzDistToPlayer > 100.0f) { + *should = false; + } + }); + + // prevent dark link from being grabbed by like likes and therefore grabbing the player + COND_VB_SHOULD(VB_LIKE_LIKE_GRAB_PLAYER, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, { + EnRr* likeLike = va_arg(args, EnRr*); + + if (!(likeLike->collider1.base.oc != NULL && likeLike->collider1.base.oc->category == ACTORCAT_PLAYER) && + !(likeLike->collider2.base.oc != NULL && likeLike->collider2.base.oc->category == ACTORCAT_PLAYER)) { + *should = false; + } + }); +} + +static RegisterShipInitFunc initFunc(RegisterEnemyRandomizer, { CVAR_ENEMY_RANDOMIZER_NAME }); \ No newline at end of file diff --git a/soh/soh/Enhancements/game-interactor/vanilla-behavior/GIVanillaBehavior.h b/soh/soh/Enhancements/game-interactor/vanilla-behavior/GIVanillaBehavior.h index 223001711..e624515b4 100644 --- a/soh/soh/Enhancements/game-interactor/vanilla-behavior/GIVanillaBehavior.h +++ b/soh/soh/Enhancements/game-interactor/vanilla-behavior/GIVanillaBehavior.h @@ -2011,6 +2011,38 @@ typedef enum { // #### `args` // - `*EnWonderTalk2` VB_WONDER_TALK, + + // #### `result` + // ```c + // true + // ``` + // #### `args` + // - `*Actor` + VB_TRIGGER_VOIDOUT, + + // #### `result` + // ```c + // true + // ``` + // #### `args` + // - `*Actor` + VB_TORCH2_HANDLE_CLANKING, + + // #### `result` + // ```c + // true + // ``` + // #### `args` + // - `*Actor` + VB_RECIEVE_FALL_DAMAGE, + + // #### `result` + // ```c + // true + // ``` + // #### `args` + // - `*EnRr` + VB_LIKE_LIKE_GRAB_PLAYER, } GIVanillaBehavior; #endif diff --git a/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c index 3797adafe..831e11b8c 100644 --- a/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c +++ b/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c @@ -507,7 +507,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) { this->collider2.base.ocFlags1 &= ~OC1_HIT; // "catch" osSyncPrintf(VT_FGCOL(GREEN) "キャッチ(%d)!!" VT_RST "\n", this->frameCount); - if (play->grabPlayer(play, player)) { + if (GameInteractor_Should(VB_LIKE_LIKE_GRAB_PLAYER, true, this) && play->grabPlayer(play, player)) { player->actor.parent = &this->actor; this->stopScroll = false; EnRr_SetupGrabPlayer(this, player); diff --git a/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index 4925e73cb..ceca597df 100644 --- a/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -706,7 +706,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { sStaggerCount = 0; } } - if (player->linearVelocity == -18.0f) { + if (GameInteractor_Should(VB_TORCH2_HANDLE_CLANKING, player->linearVelocity == -18.0f, this)) { if (this->actor.xzDistToPlayer > 80.0f) { player->linearVelocity = 1.2f; } else if (this->actor.xzDistToPlayer < 70.0f) { diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index 6638893f5..b2ebcbb88 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -4764,7 +4764,9 @@ s32 func_808382DC(Player* this, PlayState* play) { gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw = respawnInfo->yaw; } - Play_TriggerVoidOut(play); + if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) { + Play_TriggerVoidOut(play); + } } Player_PlayVoiceSfx(this, NA_SE_VO_LI_TAKEN_AWAY); @@ -5129,7 +5131,9 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol } if (exitIndex == 0) { - Play_TriggerVoidOut(play); + if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) { + Play_TriggerVoidOut(play); + } Scene_SetTransitionForNextEntrance(play); } else { play->nextEntranceIndex = play->setupExitList[exitIndex - 1]; @@ -5163,7 +5167,9 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol SurfaceType_GetSlope(&play->colCtx, poly, bgId) == 2, play->setupExitList[exitIndex - 1])) { gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = play->nextEntranceIndex; - Play_TriggerVoidOut(play); + if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) { + Play_TriggerVoidOut(play); + } gSaveContext.respawnFlag = -2; } gSaveContext.retainWeatherMode = 1; @@ -5226,7 +5232,7 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol if (this->actor.bgCheckFlags & 1) { if (this->floorProperty == 5) { Play_TriggerRespawn(play); - } else { + } else if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) { Play_TriggerVoidOut(play); } play->transitionType = TRANS_TYPE_FADE_BLACK_FAST; @@ -9613,6 +9619,10 @@ static FallImpactInfo D_80854600[] = { s32 func_80843E64(PlayState* play, Player* this) { s32 sp34; + if (!GameInteractor_Should(VB_RECIEVE_FALL_DAMAGE, true, this)) { + return 0; + } + if ((sFloorType == 6) || (sFloorType == 9)) { sp34 = 0; } else { @@ -15009,7 +15019,7 @@ void Player_Action_8084F88C(Player* this, PlayState* play) { if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) { Grotto_ForceRegularVoidOut(); } - } else { + } else if (GameInteractor_Should(VB_TRIGGER_VOIDOUT, true, this)) { Play_TriggerVoidOut(play); }