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#include "ActorBehavior.h"
#include <libultraship/bridge/consolevariablebridge.h>
#include "2s2h/ObjectExtension/ActorListIndex.h"
#include "2s2h/CustomItem/CustomItem.h"
#include "assets/2s2h_assets.h"
extern "C" {
#include "variables.h"
#include "src/overlays/actors/ovl_Obj_Taru/z_obj_taru.h"
}
std::map<std::tuple<s16, s16, s16>, RandoCheckId> barrelMap = {
// Great Bay Temple //
{ { SCENE_SEA, 13, 0 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_01 },
{ { SCENE_SEA, 13, 1 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_02 },
{ { SCENE_SEA, 13, 2 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_03 },
{ { SCENE_SEA, 13, 3 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_04 },
{ { SCENE_SEA, 13, 4 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_05 },
{ { SCENE_SEA, 13, 5 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_06 },
{ { SCENE_SEA, 13, 6 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_07 },
{ { SCENE_SEA, 13, 7 }, RC_GREAT_BAY_TEMPLE_ENTRANCE_BARREL_08 },
{ { SCENE_SEA, 12, 11 }, RC_GREAT_BAY_TEMPLE_GREEN_PIPE_1_BARREL_01 },
{ { SCENE_SEA, 12, 12 }, RC_GREAT_BAY_TEMPLE_GREEN_PIPE_1_BARREL_02 },
{ { SCENE_SEA, 12, 10 }, RC_GREAT_BAY_TEMPLE_GREEN_PIPE_1_BARREL_03 },
{ { SCENE_SEA, 9, 7 }, RC_GREAT_BAY_TEMPLE_GREEN_PIPE_2_BARREL_01 },
{ { SCENE_SEA, 9, 6 }, RC_GREAT_BAY_TEMPLE_GREEN_PIPE_2_BARREL_02 },
{ { SCENE_SEA, 2, 2 }, RC_GREAT_BAY_TEMPLE_RED_PIPE_SWITCH_ROOM_BARREL_01 },
{ { SCENE_SEA, 2, 5 }, RC_GREAT_BAY_TEMPLE_RED_PIPE_SWITCH_ROOM_BARREL_02 },
{ { SCENE_SEA, 2, 6 }, RC_GREAT_BAY_TEMPLE_RED_PIPE_SWITCH_ROOM_BARREL_03 },
{ { SCENE_SEA, 2, 4 }, RC_GREAT_BAY_TEMPLE_RED_PIPE_SWITCH_ROOM_BARREL_04 },
{ { SCENE_SEA, 2, 3 }, RC_GREAT_BAY_TEMPLE_RED_PIPE_SWITCH_ROOM_BARREL_05 },
// Pirates Fortress //
{ { SCENE_PIRATE, 3, 7 }, RC_PIRATE_FORTRESS_CAPTAIN_ROOM_BARREL_01 },
{ { SCENE_PIRATE, 3, 6 }, RC_PIRATE_FORTRESS_CAPTAIN_ROOM_BARREL_02 },
{ { SCENE_TORIDE, 0, 7 }, RC_PIRATE_FORTRESS_ENTRANCE_BARREL },
{ { SCENE_PIRATE, 13, 1 }, RC_PIRATE_FORTRESS_INTERIOR_GUARDED_BARREL },
{ { SCENE_KAIZOKU, 0, 8 }, RC_PIRATE_FORTRESS_PLAZA_BARREL },
{ { SCENE_PIRATE, 9, 8 }, RC_PIRATE_FORTRESS_SEWERS_END_BARREL_01 },
{ { SCENE_PIRATE, 9, 9 }, RC_PIRATE_FORTRESS_SEWERS_END_BARREL_02 },
{ { SCENE_PIRATE, 9, 7 }, RC_PIRATE_FORTRESS_SEWERS_END_BARREL_03 },
{ { SCENE_PIRATE, 9, 6 }, RC_PIRATE_FORTRESS_SEWERS_END_BARREL_04 },
{ { SCENE_PIRATE, 9, 5 }, RC_PIRATE_FORTRESS_SEWERS_END_BARREL_05 },
{ { SCENE_PIRATE, 11, 21 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_01 },
{ { SCENE_PIRATE, 11, 20 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_02 },
{ { SCENE_PIRATE, 11, 19 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_03 },
{ { SCENE_PIRATE, 11, 18 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_04 },
{ { SCENE_PIRATE, 11, 17 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_05 },
{ { SCENE_PIRATE, 11, 16 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_06 },
{ { SCENE_PIRATE, 11, 12 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_07 },
{ { SCENE_PIRATE, 11, 10 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_08 },
{ { SCENE_PIRATE, 11, 9 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_09 },
{ { SCENE_PIRATE, 11, 15 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_10 },
{ { SCENE_PIRATE, 11, 7 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_11 },
{ { SCENE_PIRATE, 11, 6 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_12 },
{ { SCENE_PIRATE, 11, 11 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_13 },
{ { SCENE_PIRATE, 11, 14 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_14 },
{ { SCENE_PIRATE, 11, 8 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_15 },
{ { SCENE_PIRATE, 11, 13 }, RC_PIRATE_FORTRESS_SEWERS_HEART_PIECE_ROOM_BARREL_16 },
};
void ObjTaru_RandoDraw(Actor* actor, PlayState* play) {
if (!CVarGetInteger("gRando.CSMC", 0)) {
Gfx_DrawDListOpa(play, (Gfx*)gBarrelJunkDL);
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*)gBarrelBossKeyDL);
break;
case RITYPE_HEALTH:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelHeartDL);
break;
case RITYPE_LESSER:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelMinorDL);
break;
case RITYPE_MAJOR:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelMajorDL);
break;
case RITYPE_MASK:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelMaskDL);
break;
case RITYPE_SKULLTULA_TOKEN:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelTokenDL);
break;
case RITYPE_SMALL_KEY:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelSmallKeyDL);
break;
case RITYPE_STRAY_FAIRY:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelFairyDL);
break;
default:
Gfx_DrawDListOpa(play, (Gfx*)gBarrelJunkDL);
break;
}
}
void Rando::ActorBehavior::InitObjTaruBehavior() {
// Identify the barrel based on scene ID, room, and actor list index
COND_ID_HOOK(OnActorInit, ACTOR_OBJ_TARU, IS_RANDO, [](Actor* actor) {
RandoCheckId randoCheckId = RC_UNKNOWN;
s16 actorListIndex = GetActorListIndex(actor);
auto it = barrelMap.find({ gPlayState->sceneId, gPlayState->roomCtx.curRoom.num, actorListIndex });
if (it != barrelMap.end()) {
randoCheckId = it->second;
}
if (!RANDO_SAVE_CHECKS[randoCheckId].shuffled || RANDO_SAVE_CHECKS[randoCheckId].cycleObtained) {
return;
}
Rando::ActorBehavior::SetObjectRandoCheckId(actor, randoCheckId);
if (!RANDO_SAVE_CHECKS[randoCheckId].obtained) {
actor->draw = ObjTaru_RandoDraw;
}
});
COND_VB_SHOULD(VB_BARREL_OR_CRATE_DROP_COLLECTIBLE, IS_RANDO, {
Actor* actor = va_arg(args, Actor*);
RandoCheckId randoCheckId = GetObjectRandoCheckId(actor);
if (actor->id != ACTOR_OBJ_TARU || randoCheckId == RC_UNKNOWN) {
return;
}
*should = false;
EnItem00* spawn = CustomItem::Spawn(
actor->world.pos.x, actor->world.pos.y, actor->world.pos.z, 0,
CustomItem::KILL_ON_TOUCH | CustomItem::TOSS_ON_SPAWN, randoCheckId,
[](Actor* actor, PlayState* play) {
auto& randoStaticCheck = Rando::StaticData::Checks[(RandoCheckId)CUSTOM_ITEM_PARAM];
switch (randoStaticCheck.flagType) {
case FLAG_NONE:
if (RANDO_SAVE_CHECKS[CUSTOM_ITEM_PARAM].shuffled) {
RANDO_SAVE_CHECKS[CUSTOM_ITEM_PARAM].eligible = true;
}
break;
case FLAG_CYCL_SCENE_COLLECTIBLE:
Flags_SetCollectible(play, randoStaticCheck.flag);
break;
default:
break;
}
},
[](Actor* actor, PlayState* play) {
auto& randoSaveCheck = RANDO_SAVE_CHECKS[CUSTOM_ITEM_PARAM];
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);
});
});
}
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