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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
#include "2s2h/CustomItem/CustomItem.h"
#include "2s2h/Rando/Rando.h"
#include "2s2h/ShipInit.hpp"
#include "2s2h/ObjectExtension/ActorListIndex.h"
#include "2s2h/ObjectExtension/ObjectExtension.h"
#include "2s2h/Enhancements/FrameInterpolation/FrameInterpolation.h"
#include "assets/2s2h_assets.h"
#include "assets/overlays/ovl_Obj_Grass/ovl_Obj_Grass.h"
extern "C" {
#include "variables.h"
#include "overlays/actors/ovl_Obj_Grass/z_obj_grass.h"
#include "overlays/actors/ovl_En_Kusa/z_en_kusa.h"
#include "overlays/actors/ovl_Obj_Grass_Carry/z_obj_grass_carry.h"
#include "overlays/actors/ovl_Obj_Mure2/z_obj_mure2.h"
void ObjGrass_OverrideMatrixCurrent(MtxF* matrix);
extern ObjGrass* sGrassManager;
}
// clang-format off
// For large swathes of grass that share a singular actor
std::map<std::tuple<s16, u8>, std::tuple<s16, RandoCheckId>> grassObjMap = {
{ { SCENE_00KEIKOKU, 0 }, { 18, RC_TERMINA_FIELD_GRASS_01 } },
{ { SCENE_F01, 0 }, { 5, RC_ROMANI_RANCH_GRASS_01 } },
{ { SCENE_20SICHITAI2, 0 }, { 1, RC_SOUTHERN_SWAMP_CLEARED_GRASS_01 } },
{ { SCENE_20SICHITAI2, 2 }, { 1, RC_SOUTHERN_SWAMP_CLEARED_GRASS_13 } },
{ { SCENE_20SICHITAI, 0 }, { 1, RC_SOUTHERN_SWAMP_POISON_GRASS_01 } },
{ { SCENE_20SICHITAI, 2 }, { 1, RC_SOUTHERN_SWAMP_POISON_GRASS_13 } },
{ { SCENE_24KEMONOMITI, 0 }, { 2, RC_ROAD_TO_SOUTHERN_SWAMP_GRASS_03 } },
{ { SCENE_17SETUGEN2, 0 }, { 1, RC_TWIN_ISLANDS_SPRING_GRASS_01 } },
{ { SCENE_KOEPONARACE, 0 }, { 2, RC_GORMAN_TRACK_GRASS_01 } },
{ { SCENE_KAKUSIANA, 5 }, { 2, RC_LONE_PEAK_SHRINE_GRASS_01 } },
{ { SCENE_KAKUSIANA, 12 }, { 1, RC_DEKU_PALACE_BEAN_SALESMAN_GROTTO_GRASS_01 } },
{ { SCENE_KAKUSIANA, 13 }, { 1, RC_TERMINA_FIELD_PEAHAT_GROTTO_GRASS_01 } },
};
std::map<s8, std::tuple<s16, RandoCheckId>> cowGrottoMap = {
{ -1, { 6, RC_GREAT_BAY_COAST_COW_GROTTO_GRASS_01 } },
{ 31, { 6, RC_TERMINA_FIELD_COW_GROTTO_GRASS_01 } },
};
// For lone grass actors spawned directly by the scene
std::map<std::tuple<s16, s16, s16>, RandoCheckId> enKusaMap = {
// Great Bay Coast (pre-temple clear)
{ { SCENE_30GYOSON, 0, 110 }, RC_GREAT_BAY_COAST_GRASS_01 },
{ { SCENE_30GYOSON, 0, 111 }, RC_GREAT_BAY_COAST_GRASS_02 },
{ { SCENE_30GYOSON, 0, 112 }, RC_GREAT_BAY_COAST_GRASS_03 },
{ { SCENE_30GYOSON, 0, 113 }, RC_GREAT_BAY_COAST_GRASS_04 },
// Great Bay Coast (post-temple clear)
{ { SCENE_30GYOSON, 0, 117 }, RC_GREAT_BAY_COAST_GRASS_01 },
{ { SCENE_30GYOSON, 0, 115 }, RC_GREAT_BAY_COAST_GRASS_02 },
{ { SCENE_30GYOSON, 0, 118 }, RC_GREAT_BAY_COAST_GRASS_03 },
{ { SCENE_30GYOSON, 0, 116 }, RC_GREAT_BAY_COAST_GRASS_04 },
{ { SCENE_30GYOSON, 0, 114 }, RC_GREAT_BAY_COAST_GRASS_05 }, // Exists in both states
// Laundry Pool
{ { SCENE_ALLEY, 0, 13 }, RC_CLOCK_TOWN_LAUNDRY_POOL_GRASS_01 },
{ { SCENE_ALLEY, 0, 14 }, RC_CLOCK_TOWN_LAUNDRY_POOL_GRASS_02 },
{ { SCENE_ALLEY, 0, 15 }, RC_CLOCK_TOWN_LAUNDRY_POOL_GRASS_03 },
// Road to Southern Swamp
{ { SCENE_24KEMONOMITI, 0, 47 }, RC_ROAD_TO_SOUTHERN_SWAMP_GRASS_01 },
{ { SCENE_24KEMONOMITI, 0, 48 }, RC_ROAD_TO_SOUTHERN_SWAMP_GRASS_02 },
// Mountain Village (spring)
{ { SCENE_10YUKIYAMANOMURA2, 0, 26 }, RC_MOUNTAIN_VILLAGE_SPRING_GRASS_01 },
{ { SCENE_10YUKIYAMANOMURA2, 0, 27 }, RC_MOUNTAIN_VILLAGE_SPRING_GRASS_02 },
{ { SCENE_10YUKIYAMANOMURA2, 0, 28 }, RC_MOUNTAIN_VILLAGE_SPRING_GRASS_03 },
// Woods of Mystery
{ { SCENE_26SARUNOMORI, 1, 3 }, RC_WOODS_OF_MYSTERY_GRASS_01 },
{ { SCENE_26SARUNOMORI, 1, 4 }, RC_WOODS_OF_MYSTERY_GRASS_02 },
{ { SCENE_26SARUNOMORI, 1, 5 }, RC_WOODS_OF_MYSTERY_GRASS_03 },
{ { SCENE_26SARUNOMORI, 0, 0 }, RC_WOODS_OF_MYSTERY_GRASS_04 },
{ { SCENE_26SARUNOMORI, 0, 1 }, RC_WOODS_OF_MYSTERY_GRASS_05 },
{ { SCENE_26SARUNOMORI, 3, 7 }, RC_WOODS_OF_MYSTERY_GRASS_06 },
{ { SCENE_26SARUNOMORI, 3, 8 }, RC_WOODS_OF_MYSTERY_GRASS_07 },
{ { SCENE_26SARUNOMORI, 4, 6 }, RC_WOODS_OF_MYSTERY_GRASS_08 },
{ { SCENE_26SARUNOMORI, 4, 7 }, RC_WOODS_OF_MYSTERY_GRASS_09 },
{ { SCENE_26SARUNOMORI, 4, 8 }, RC_WOODS_OF_MYSTERY_GRASS_10 },
{ { SCENE_26SARUNOMORI, 4, 9 }, RC_WOODS_OF_MYSTERY_GRASS_11 },
{ { SCENE_26SARUNOMORI, 5, 7 }, RC_WOODS_OF_MYSTERY_GRASS_12 },
{ { SCENE_26SARUNOMORI, 5, 8 }, RC_WOODS_OF_MYSTERY_GRASS_13 },
{ { SCENE_26SARUNOMORI, 8, 1 }, RC_WOODS_OF_MYSTERY_GRASS_14 },
{ { SCENE_26SARUNOMORI, 8, 2 }, RC_WOODS_OF_MYSTERY_GRASS_15 },
{ { SCENE_26SARUNOMORI, 8, 3 }, RC_WOODS_OF_MYSTERY_GRASS_16 },
{ { SCENE_26SARUNOMORI, 8, 4 }, RC_WOODS_OF_MYSTERY_GRASS_17 },
{ { SCENE_26SARUNOMORI, 8, 6 }, RC_WOODS_OF_MYSTERY_GRASS_18 },
{ { SCENE_26SARUNOMORI, 7, 7 }, RC_WOODS_OF_MYSTERY_GRASS_19 },
{ { SCENE_26SARUNOMORI, 7, 8 }, RC_WOODS_OF_MYSTERY_GRASS_20 },
{ { SCENE_26SARUNOMORI, 2, 1 }, RC_WOODS_OF_MYSTERY_GRASS_21 },
{ { SCENE_26SARUNOMORI, 6, 1 }, RC_WOODS_OF_MYSTERY_GRASS_22 },
{ { SCENE_26SARUNOMORI, 6, 2 }, RC_WOODS_OF_MYSTERY_GRASS_23 },
// Woodfall
{ { SCENE_21MITURINMAE, 0, 18 }, RC_WOODFALL_GRASS_01 },
{ { SCENE_21MITURINMAE, 0, 17 }, RC_WOODFALL_GRASS_02 },
{ { SCENE_21MITURINMAE, 0, 19 }, RC_WOODFALL_GRASS_03 },
{ { SCENE_21MITURINMAE, 0, 22 }, RC_WOODFALL_GRASS_04 },
{ { SCENE_21MITURINMAE, 0, 21 }, RC_WOODFALL_GRASS_05 },
{ { SCENE_21MITURINMAE, 0, 20 }, RC_WOODFALL_GRASS_06 },
// Woodfall (Clear)
{ { SCENE_21MITURINMAE, 0, 10 }, RC_WOODFALL_GRASS_01 },
{ { SCENE_21MITURINMAE, 0, 9 }, RC_WOODFALL_GRASS_02 },
{ { SCENE_21MITURINMAE, 0, 11 }, RC_WOODFALL_GRASS_03 },
{ { SCENE_21MITURINMAE, 0, 14 }, RC_WOODFALL_GRASS_04 },
{ { SCENE_21MITURINMAE, 0, 13 }, RC_WOODFALL_GRASS_05 },
{ { SCENE_21MITURINMAE, 0, 12 }, RC_WOODFALL_GRASS_06 },
// Grottos (unique)
{ { SCENE_KAKUSIANA, 0, 1 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_3_GRASS_01 },
{ { SCENE_KAKUSIANA, 0, 4 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_3_GRASS_02 },
{ { SCENE_KAKUSIANA, 0, 6 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_3_GRASS_03 },
{ { SCENE_KAKUSIANA, 0, 7 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_3_GRASS_04 },
{ { SCENE_KAKUSIANA, 0, 8 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_3_GRASS_05 },
{ { SCENE_KAKUSIANA, 2, 0 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_4_GRASS_01 },
{ { SCENE_KAKUSIANA, 2, 1 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_4_GRASS_02 },
{ { SCENE_KAKUSIANA, 2, 2 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_4_GRASS_03 },
{ { SCENE_KAKUSIANA, 2, 3 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_4_GRASS_04 },
{ { SCENE_KAKUSIANA, 2, 4 }, RC_TERMINA_FIELD_GOSSIP_STONE_GROTTO_4_GRASS_05 },
{ { SCENE_KAKUSIANA, 11, 0 }, RC_TERMINA_FIELD_BIO_BABA_GROTTO_GRASS_01 },
{ { SCENE_KAKUSIANA, 11, 3 }, RC_TERMINA_FIELD_BIO_BABA_GROTTO_GRASS_02 },
};
// For lone grass actors spawned in chest grottos
std::map<s8, RandoCheckId> chestGrottoMap = {
{ 51, RC_PATH_TO_SNOWHEAD_GROTTO_GRASS_01 },
{ 55, RC_GREAT_BAY_COAST_FISHERMAN_GROTTO_GRASS_01 },
{ 59, RC_MOUNTAIN_VILLAGE_TUNNEL_GROTTO_GRASS_01 },
{ 61, RC_SOUTHERN_SWAMP_GROTTO_GRASS_01 },
{ 62, RC_ROAD_TO_SOUTHERN_SWAMP_GROTTO_GRASS_01 },
{ 63, RC_TERMINA_FIELD_TALL_GRASS_GROTTO_GRASS_01 },
{ -72, RC_IKANA_GRAVEYARD_GROTTO_GRASS_01 },
{ -76, RC_IKANA_CANYON_GROTTO_GRASS_01 },
{ 92, RC_WOODS_OF_MYSTERY_GROTTO_GRASS_01 },
{ -102, RC_TERMINA_FIELD_PILLAR_GROTTO_GRASS_01 },
{ -103, RC_TWIN_ISLANDS_RAMP_GROTTO_GRASS_01 },
{ -106, RC_ROAD_TO_IKANA_GROTTO_GRASS_01 },
{ -107, RC_ZORA_CAPE_GROTTO_GRASS_01 },
};
constexpr s8 chestGrottoActorIdsToBaseRc[20] = { 0, 1, 2, 3, -1, 4, 5, -1, -1, -1, 6, 7, 8, -1, 9, -1, 10, 11, 12, 13 };
// For batches of grass spawned by Obj_Mure2
std::map<std::tuple<u16, u8, s16>, RandoCheckId> objMure2GrassMap = {
{ { SCENE_10YUKIYAMANOMURA2, 0, 29 }, RC_MOUNTAIN_VILLAGE_SPRING_GRASS_04 },
{ { SCENE_10YUKIYAMANOMURA2, 0, 30 }, RC_MOUNTAIN_VILLAGE_SPRING_GRASS_13 },
{ { SCENE_10YUKIYAMANOMURA2, 0, 31 }, RC_MOUNTAIN_VILLAGE_SPRING_GRASS_22 },
{ { SCENE_BOTI, 1, 47 }, RC_IKANA_GRAVEYARD_GRASS_01 },
};
// clang-format on
void SpawnGrassDrop(Vec3f pos, RandoCheckId randoCheckId) {
CustomItem::Spawn(
pos.x, pos.y, pos.z, 0, CustomItem::KILL_ON_TOUCH | CustomItem::TOSS_ON_SPAWN | CustomItem::ABLE_TO_ZORA_RANG,
randoCheckId,
[](Actor* actor, PlayState* play) {
RandoSaveCheck& randoSaveCheck = RANDO_SAVE_CHECKS[CUSTOM_ITEM_PARAM];
randoSaveCheck.eligible = true;
},
[](Actor* actor, PlayState* play) {
auto& randoSaveCheck = RANDO_SAVE_CHECKS[CUSTOM_ITEM_PARAM];
RandoItemId randoItemId = Rando::ConvertItem(randoSaveCheck.randoItemId);
Matrix_Scale(30.0f, 30.0f, 30.0f, MTXMODE_APPLY);
Rando::DrawItem(Rando::ConvertItem(randoSaveCheck.randoItemId, (RandoCheckId)CUSTOM_ITEM_PARAM),
(RandoCheckId)CUSTOM_ITEM_PARAM, actor);
});
}
void EnKusaBush_RandoDraw(Actor* actor, PlayState* play) {
if (!CVarGetInteger("gRando.CSMC", 0)) {
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushDL);
return;
}
RandoCheckId randoCheckId = Rando::ActorBehavior::GetObjectRandoCheckId(actor);
RandoItemId randoItemId = Rando::ConvertItem(RANDO_SAVE_CHECKS[randoCheckId].randoItemId, randoCheckId);
RandoItemType randoItemType = Rando::StaticData::Items[randoItemId].randoItemType;
switch (randoItemType) {
case RITYPE_BOSS_KEY:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushBossKeyDL);
break;
case RITYPE_HEALTH:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushHeartDL);
break;
case RITYPE_LESSER:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushMinorDL);
break;
case RITYPE_MAJOR:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushMajorDL);
break;
case RITYPE_MASK:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushMaskDL);
break;
case RITYPE_SKULLTULA_TOKEN:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushTokenDL);
break;
case RITYPE_SMALL_KEY:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushSmallKeyDL);
break;
case RITYPE_STRAY_FAIRY:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushFairyDL);
break;
case RITYPE_JUNK:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushJunkDL);
break;
default:
Gfx_DrawDListOpa(play, (Gfx*)gRandoBushDL);
break;
}
}
Gfx* GetObjGrassDList(RandoCheckId randoCheckId) {
if (!CVarGetInteger("gRando.CSMC", 0)) {
return (Gfx*)gRandoBushDL;
}
RandoItemId randoItemId = Rando::ConvertItem(RANDO_SAVE_CHECKS[randoCheckId].randoItemId, randoCheckId);
RandoItemType randoItemType = Rando::StaticData::Items[randoItemId].randoItemType;
switch (randoItemType) {
case RITYPE_BOSS_KEY:
return (Gfx*)gRandoBushBossKeyDL;
break;
case RITYPE_HEALTH:
return (Gfx*)gRandoBushHeartDL;
break;
case RITYPE_LESSER:
return (Gfx*)gRandoBushMinorDL;
break;
case RITYPE_MAJOR:
return (Gfx*)gRandoBushMajorDL;
break;
case RITYPE_MASK:
return (Gfx*)gRandoBushMaskDL;
break;
case RITYPE_SKULLTULA_TOKEN:
return (Gfx*)gRandoBushTokenDL;
break;
case RITYPE_SMALL_KEY:
return (Gfx*)gRandoBushSmallKeyDL;
break;
case RITYPE_STRAY_FAIRY:
return (Gfx*)gRandoBushFairyDL;
break;
case RITYPE_JUNK:
return (Gfx*)gRandoBushJunkDL;
break;
default:
return (Gfx*)gRandoBushDL;
break;
}
}
Gfx* GetObjGrassXluDList(RandoCheckId randoCheckId) {
if (!CVarGetInteger("gRando.CSMC", 0)) {
return (Gfx*)gRandoBushXluDL;
}
RandoItemId randoItemId = Rando::ConvertItem(RANDO_SAVE_CHECKS[randoCheckId].randoItemId, randoCheckId);
RandoItemType randoItemType = Rando::StaticData::Items[randoItemId].randoItemType;
switch (randoItemType) {
case RITYPE_BOSS_KEY:
return (Gfx*)gRandoBushBossKeyXluDL;
break;
case RITYPE_HEALTH:
return (Gfx*)gRandoBushHeartXluDL;
break;
case RITYPE_LESSER:
return (Gfx*)gRandoBushMinorXluDL;
break;
case RITYPE_MAJOR:
return (Gfx*)gRandoBushMajorXluDL;
break;
case RITYPE_MASK:
return (Gfx*)gRandoBushMaskXluDL;
break;
case RITYPE_SKULLTULA_TOKEN:
return (Gfx*)gRandoBushTokenXluDL;
break;
case RITYPE_SMALL_KEY:
return (Gfx*)gRandoBushSmallKeyXluDL;
break;
case RITYPE_STRAY_FAIRY:
return (Gfx*)gRandoBushFairyXluDL;
break;
case RITYPE_JUNK:
return (Gfx*)gRandoBushJunkXluDL;
break;
default:
return (Gfx*)gRandoBushXluDL;
break;
}
}
void ObjGrass_RandoDrawOpa(ObjGrass* objGrass, ObjGrassElement* grassElem, s32 j, RandoCheckId randoCheckId) {
Vec3s rot = { 0, 0, 0 };
OPEN_DISPS(gPlayState->state.gfxCtx);
rot.y = grassElem->rotY;
Matrix_SetTranslateRotateYXZ(grassElem->pos.x, grassElem->pos.y, grassElem->pos.z, &rot);
Matrix_Scale(objGrass->actor.scale.x, objGrass->actor.scale.y, objGrass->actor.scale.z, MTXMODE_APPLY);
if (grassElem->flags & OBJ_GRASS_ELEM_ANIM) {
ObjGrass_OverrideMatrixCurrent(&objGrass->distortionMtx[j]);
}
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, gPlayState->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, GetObjGrassDList(randoCheckId));
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gObjGrass_D_809AA9F0);
CLOSE_DISPS(gPlayState->state.gfxCtx);
}
void ObjGrass_RandoDrawXlu(ObjGrass* objGrass, ObjGrassElement* grassElem, RandoCheckId randoCheckId) {
Vec3s rot = { 0, 0, 0 };
OPEN_DISPS(gPlayState->state.gfxCtx);
rot.y = grassElem->rotY;
Matrix_SetTranslateRotateYXZ(grassElem->pos.x, grassElem->pos.y, grassElem->pos.z, &rot);
Matrix_Scale(objGrass->actor.scale.x, objGrass->actor.scale.y, objGrass->actor.scale.z, MTXMODE_APPLY);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gPlayState->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, grassElem->alpha);
gSPDisplayList(POLY_XLU_DISP++, GetObjGrassXluDList(randoCheckId));
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)gObjGrass_D_809AAA68);
CLOSE_DISPS(gPlayState->state.gfxCtx);
}
void Rando::ActorBehavior::InitObjGrassBehavior() {
/*
* Identify directly spawned actor grass by scene ID, room, and actor list index. If this is a common chest grotto,
* use respawn data to retrieve the base RC. The grass actors and RCs are both in contiguous order, so the base RC
* can be incremented to get each grass actor's target RC value.
*/
COND_ID_HOOK(OnActorInit, ACTOR_EN_KUSA, IS_RANDO, [](Actor* actor) {
s16 actorListIndex = GetActorListIndex(actor);
if (actorListIndex < 0) { // This grass was placed by a spawner, not scene data
return;
}
RandoCheckId randoCheckId = RC_UNKNOWN;
if (gPlayState->sceneId == SCENE_KAKUSIANA && actor->room == 4) { // Common chest grotto
auto it = chestGrottoMap.find(gSaveContext.respawn[RESPAWN_MODE_UNK_3].data);
if (it != chestGrottoMap.end()) {
randoCheckId = static_cast<RandoCheckId>(it->second + chestGrottoActorIdsToBaseRc[actorListIndex]);
}
} else {
auto it = enKusaMap.find({ gPlayState->sceneId, actor->room, actorListIndex });
if (it != enKusaMap.end()) {
randoCheckId = it->second;
}
}
if (randoCheckId == RC_UNKNOWN) {
return;
}
if (!RANDO_SAVE_CHECKS[randoCheckId].shuffled || RANDO_SAVE_CHECKS[randoCheckId].cycleObtained) {
return;
}
SetObjectRandoCheckId(actor, randoCheckId);
});
/*
* Identify actor grass that was spawned by a spawner actor, by scene ID, room, and the spawner's actor list index.
* The RCs and child grass are contiguous, so they can increment the base value to get their target RC.
*/
COND_VB_SHOULD(VB_OBJ_MURE2_SET_CHILD_ROOM, IS_RANDO, {
Actor* actor = va_arg(args, Actor*);
ObjMure2* objMure2 = (ObjMure2*)actor;
s32 i = va_arg(args, s32);
Actor* child = objMure2->actors[i];
if (child != nullptr && child->id == ACTOR_EN_KUSA) {
auto it = objMure2GrassMap.find({ gPlayState->sceneId, actor->room, GetActorListIndex(actor) });
if (it != objMure2GrassMap.end()) {
RandoCheckId randoCheckId = static_cast<RandoCheckId>(it->second + i);
if (!RANDO_SAVE_CHECKS[randoCheckId].shuffled || RANDO_SAVE_CHECKS[randoCheckId].cycleObtained) {
return;
}
SetObjectRandoCheckId(child, randoCheckId);
}
}
});
/*
* This handles non-actor grass, which can be complicated to follow. Scenes define Obj_Grass_Unit, which itself has
* multiple grass children elements. Once a grass unit is done initializing, its child elements get added to a
* singleton ObjGrass manager to handle all the grass elements in the scene and room. The grass unit itself gets
* killed.
*
* This hook checks that, upon killing a grass object, whether it is the last one for the scene. If it is, it then
* consults the ObjGrass manager singleton to iterate its children and grandchildren for each ObjGrassElement to
* assign its respective RC. RCs are derived from the scene ID and room, as there is only one ObjGrass manager per
* scene. Cow grottos use respawn data instead. The order that grass elements are processed is deterministic each
* load and contiguous, so we can just increment the base RC like always.
*/
COND_ID_HOOK(OnActorKill, ACTOR_OBJ_GRASS_UNIT, IS_RANDO, [](Actor* actor) {
s16 maxActiveGrassGroups = 0;
RandoCheckId baseCheckId;
if (gPlayState->sceneId == SCENE_KAKUSIANA && actor->room == 10) { // Cow grottos
auto it = cowGrottoMap.find(gSaveContext.respawn[RESPAWN_MODE_UNK_3].data);
if (it == cowGrottoMap.end()) {
return;
}
maxActiveGrassGroups = std::get<s16>(it->second);
baseCheckId = std::get<RandoCheckId>(it->second);
} else {
auto it = grassObjMap.find({ gPlayState->sceneId, actor->room });
if (it == grassObjMap.end()) {
return;
}
maxActiveGrassGroups = std::get<s16>(it->second);
baseCheckId = std::get<RandoCheckId>(it->second);
}
if (sGrassManager->activeGrassGroups < maxActiveGrassGroups) {
return;
}
ObjGrassGroup* grassGroup;
int grassIndex = 0;
for (int i = 0; i < sGrassManager->activeGrassGroups; i++) {
grassGroup = &sGrassManager->grassGroups[i];
for (int j = 0; j < grassGroup->count; j++) {
RandoCheckId randoCheckId = RandoCheckId(baseCheckId + grassIndex++);
if (!RANDO_SAVE_CHECKS[randoCheckId].shuffled || RANDO_SAVE_CHECKS[randoCheckId].cycleObtained) {
continue;
}
SetObjectRandoCheckId(&grassGroup->elements[j], randoCheckId);
}
}
});
// If actor grass was not spawned directly in the scene, we must manually free the extension RC.
COND_ID_HOOK(OnActorDestroy, ACTOR_EN_KUSA, IS_RANDO, [](Actor* actor) {
if (GetActorListIndex(actor) < 0) {
ObjectExtension_Free(actor);
}
});
// There should only be one of this actor active at any time. Iterate its grandchildren and free the extension.
COND_ID_HOOK(OnActorDestroy, ACTOR_OBJ_GRASS, IS_RANDO, [](Actor* actor) {
ObjGrassGroup* grassGroup;
ObjGrass* objGrass = (ObjGrass*)actor;
for (int i = 0; i < objGrass->activeGrassGroups; i++) {
grassGroup = &objGrass->grassGroups[i];
for (int j = 0; j < grassGroup->count; j++) {
ObjectExtension_Free(&grassGroup->elements[j]);
}
}
});
COND_VB_SHOULD(VB_KUSA_BUSH_DRAW_BE_OVERRIDDEN, IS_RANDO, {
Actor* actor = va_arg(args, Actor*);
RandoCheckId randoCheckId = GetObjectRandoCheckId(actor);
if (randoCheckId != RC_UNKNOWN && !RANDO_SAVE_CHECKS[randoCheckId].obtained) {
*should = false;
actor->draw = EnKusaBush_RandoDraw;
}
});
COND_VB_SHOULD(VB_OBJGRASS_OPA_DRAW_BE_OVERRIDDEN, IS_RANDO, {
ObjGrass* objGrass = va_arg(args, ObjGrass*);
ObjGrassElement* grassElem = va_arg(args, ObjGrassElement*);
s32 j = va_arg(args, s32);
RandoCheckId randoCheckId = GetObjectRandoCheckId(grassElem);
if (randoCheckId != RC_UNKNOWN && !RANDO_SAVE_CHECKS[randoCheckId].obtained) {
*should = false;
ObjGrass_RandoDrawOpa(objGrass, grassElem, j, randoCheckId);
}
});
COND_VB_SHOULD(VB_OBJGRASS_XLU_DRAW_BE_OVERRIDDEN, IS_RANDO, {
ObjGrass* objGrass = va_arg(args, ObjGrass*);
ObjGrassElement* grassElem = va_arg(args, ObjGrassElement*);
RandoCheckId randoCheckId = GetObjectRandoCheckId(grassElem);
if (randoCheckId != RC_UNKNOWN && !RANDO_SAVE_CHECKS[randoCheckId].obtained) {
*should = false;
ObjGrass_RandoDrawXlu(objGrass, grassElem, randoCheckId);
}
});
COND_VB_SHOULD(VB_CARRY_GRASS_DRAW_BE_OVERRIDDEN, IS_RANDO, {
ObjGrassCarry* grassCarryActor = va_arg(args, ObjGrassCarry*);
Actor* actor = &grassCarryActor->actor;
RandoCheckId randoCheckId = GetObjectRandoCheckId(grassCarryActor->grassElem);
SetObjectRandoCheckId(actor, randoCheckId);
if (randoCheckId != RC_UNKNOWN) {
*should = false;
grassCarryActor->actor.draw = EnKusaBush_RandoDraw;
}
});
// The grass has been destroyed, so spawn a collectible item based on the grass's RC value.
COND_VB_SHOULD(VB_GRASS_DROP_COLLECTIBLE, IS_RANDO, {
auto actorId = static_cast<ActorId>(va_arg(args, int32_t));
Vec3f collectiblePos = gZeroVec3f;
RandoCheckId randoCheckId;
if (actorId == ACTOR_OBJ_GRASS) {
ObjGrassElement* grassElemActor = va_arg(args, ObjGrassElement*);
collectiblePos = grassElemActor->pos;
randoCheckId = GetObjectRandoCheckId(grassElemActor);
} else if (actorId == ACTOR_EN_KUSA) {
EnKusa* kusaActor = va_arg(args, EnKusa*);
collectiblePos = kusaActor->actor.world.pos;
randoCheckId = GetObjectRandoCheckId(kusaActor);
} else if (actorId == ACTOR_OBJ_GRASS_CARRY) {
ObjGrassCarry* grassCarryActor = va_arg(args, ObjGrassCarry*);
collectiblePos = grassCarryActor->actor.world.pos;
randoCheckId = GetObjectRandoCheckId(grassCarryActor);
}
if (randoCheckId == RC_UNKNOWN) {
return;
}
SpawnGrassDrop(collectiblePos, randoCheckId);
*should = false;
});
}
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