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#include "ActorBehavior.h"
#include "Souls.h"
#include <libultraship/bridge/consolevariablebridge.h>
#include "Rando/DrawFuncs.h"
#include "Rando/Logic/Logic.h"
#include "2s2h/Enhancements/FrameInterpolation/FrameInterpolation.h"
extern "C" {
#include "variables.h"
#include "functions.h"
#include "overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.h"
void BossHakugin_DrawIce(BossHakugin*, PlayState*);
extern PlayState* gPlayState;
}
bool shouldMajoraRegister() {
bool registerStatus = false;
if (IS_RANDO) {
if (RANDO_SAVE_OPTIONS[RO_SHUFFLE_BOSS_SOULS] == RO_GENERIC_YES ||
RANDO_SAVE_OPTIONS[RO_SHUFFLE_TRIFORCE_PIECES] == RO_GENERIC_YES) {
registerStatus = true;
}
}
return registerStatus;
}
// clang-format off
std::unordered_map<int16_t, RandoItemId> enemySoulMap = {
// Real Bombchu and Flying Pot souls are excluded, as those actors are programmed to die to any collision, not just
// the damaging type. We don't have a good answer for what behavior those should follow if the hit something.
{ ACTOR_EN_INVADEPOH, RI_SOUL_ENEMY_ALIEN },
{ ACTOR_EN_AM, RI_SOUL_ENEMY_ARMOS },
{ ACTOR_EN_BAT, RI_SOUL_ENEMY_BAD_BAT },
{ ACTOR_EN_VM, RI_SOUL_ENEMY_BEAMOS },
{ ACTOR_EN_BB, RI_SOUL_ENEMY_BUBBLE },
{ ACTOR_EN_BBFALL, RI_SOUL_ENEMY_BUBBLE },
{ ACTOR_EN_MKK, RI_SOUL_ENEMY_BOE },
{ ACTOR_EN_BSB, RI_SOUL_ENEMY_CAPTAIN_KEETA },
{ ACTOR_EN_SLIME, RI_SOUL_ENEMY_CHUCHU },
{ ACTOR_EN_FAMOS, RI_SOUL_ENEMY_DEATH_ARMOS },
{ ACTOR_EN_DRAGON, RI_SOUL_ENEMY_DEEP_PYTHON },
{ ACTOR_EN_DEKUBABA, RI_SOUL_ENEMY_DEKU_BABA },
{ ACTOR_EN_KAREBABA, RI_SOUL_ENEMY_DEKU_BABA },
{ ACTOR_BOSS_05, RI_SOUL_ENEMY_DEKU_BABA },
{ ACTOR_EN_WDHAND, RI_SOUL_ENEMY_DEXIHAND },
{ ACTOR_EN_DINOFOS, RI_SOUL_ENEMY_DINOLFOS },
{ ACTOR_EN_DODONGO, RI_SOUL_ENEMY_DODONGO },
{ ACTOR_EN_GRASSHOPPER, RI_SOUL_ENEMY_DRAGONFLY },
{ ACTOR_EN_SNOWMAN, RI_SOUL_ENEMY_EENO },
{ ACTOR_EN_EGOL, RI_SOUL_ENEMY_EYEGORE },
{ ACTOR_EN_FZ, RI_SOUL_ENEMY_FREEZARD },
{ ACTOR_EN_JSO, RI_SOUL_ENEMY_GARO },
{ ACTOR_EN_JSO2, RI_SOUL_ENEMY_GARO },
{ ACTOR_EN_BIGSLIME, RI_SOUL_ENEMY_GEKKO },
{ ACTOR_EN_PAMETFROG, RI_SOUL_ENEMY_GEKKO },
{ ACTOR_EN_BEE, RI_SOUL_ENEMY_GIANT_BEE },
{ ACTOR_EN_DEATH, RI_SOUL_ENEMY_GOMESS },
{ ACTOR_EN_MINIDEATH, RI_SOUL_ENEMY_GOMESS },
{ ACTOR_EN_CROW, RI_SOUL_ENEMY_GUAY },
{ ACTOR_EN_RUPPECROW, RI_SOUL_ENEMY_GUAY },
{ ACTOR_EN_PP, RI_SOUL_ENEMY_HIPLOOP },
{ ACTOR_EN_KNIGHT, RI_SOUL_ENEMY_IGOS_DU_IKANA },
{ ACTOR_EN_IK, RI_SOUL_ENEMY_IRON_KNUCKLE },
{ ACTOR_EN_FIREFLY, RI_SOUL_ENEMY_KEESE },
{ ACTOR_EN_NEO_REEBA, RI_SOUL_ENEMY_LEEVER },
{ ACTOR_EN_RR, RI_SOUL_ENEMY_LIKE_LIKE },
{ ACTOR_EN_DEKUNUTS, RI_SOUL_ENEMY_MAD_SCRUB },
{ ACTOR_EN_BAGUO, RI_SOUL_ENEMY_NEJIRON },
{ ACTOR_EN_OKUTA, RI_SOUL_ENEMY_OCTOROK },
{ ACTOR_EN_PEEHAT, RI_SOUL_ENEMY_PEAHAT },
{ ACTOR_EN_KAIZOKU, RI_SOUL_ENEMY_PIRATE },
{ ACTOR_EN_BIGPO, RI_SOUL_ENEMY_POE },
{ ACTOR_EN_PO_SISTERS, RI_SOUL_ENEMY_POE },
{ ACTOR_EN_POH, RI_SOUL_ENEMY_POE },
{ ACTOR_EN_RD, RI_SOUL_ENEMY_REDEAD },
{ ACTOR_EN_SB, RI_SOUL_ENEMY_SHELLBLADE },
{ ACTOR_EN_PR, RI_SOUL_ENEMY_SKULLFISH },
{ ACTOR_EN_PR2, RI_SOUL_ENEMY_SKULLFISH },
{ ACTOR_EN_PRZ, RI_SOUL_ENEMY_SKULLFISH },
{ ACTOR_EN_ST, RI_SOUL_ENEMY_SKULLTULA },
{ ACTOR_EN_SW, RI_SOUL_ENEMY_SKULLTULA },
{ ACTOR_EN_BIGPAMET, RI_SOUL_ENEMY_SNAPPER },
{ ACTOR_EN_KAME, RI_SOUL_ENEMY_SNAPPER },
{ ACTOR_EN_HINT_SKB, RI_SOUL_ENEMY_STALCHILD },
{ ACTOR_EN_RAIL_SKB, RI_SOUL_ENEMY_STALCHILD },
{ ACTOR_EN_SKB, RI_SOUL_ENEMY_STALCHILD },
{ ACTOR_EN_THIEFBIRD, RI_SOUL_ENEMY_TAKKURI },
{ ACTOR_EN_TITE, RI_SOUL_ENEMY_TEKTITE },
{ ACTOR_EN_FLOORMAS, RI_SOUL_ENEMY_WALLMASTER },
{ ACTOR_EN_WALLMAS, RI_SOUL_ENEMY_WALLMASTER },
{ ACTOR_BOSS_04, RI_SOUL_ENEMY_WART },
{ ACTOR_EN_TANRON2, RI_SOUL_ENEMY_WART },
{ ACTOR_EN_WIZ, RI_SOUL_ENEMY_WIZROBE },
{ ACTOR_EN_WF, RI_SOUL_ENEMY_WOLFOS },
};
// clang-format on
bool HaveEnemySoul(ActorId enemyId) {
auto findSoulFlag = enemySoulMap.find(enemyId);
if (findSoulFlag != enemySoulMap.end()) {
RandoItemId randoItemId = findSoulFlag->second;
if (randoItemId != RI_UNKNOWN) {
return Flags_GetRandoInf(SOUL_RI_TO_RANDO_INF(randoItemId));
}
}
// Enemy soul does not exist, so act as if it is obtained
return true;
}
void ShouldActorUpdate(Actor* actor, bool* should, RandoInf randoInf) {
if (!Flags_GetRandoInf(randoInf)) {
*should = false;
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
} else if (!actor->flags & ACTOR_FLAG_ATTENTION_ENABLED) {
actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
}
void ShouldActorDraw(Actor* actor, bool* should, RandoInf randoInf) {
if (!Flags_GetRandoInf(randoInf)) {
*should = false;
}
}
void SetEnemyInjureGrayscale(bool enable) {
OPEN_DISPS(gPlayState->state.gfxCtx);
if (enable) {
gDPSetGrayscaleColor(POLY_OPA_DISP++, 70, 70, 70, 255);
gDPSetGrayscaleColor(POLY_XLU_DISP++, 70, 70, 70, 255);
}
gSPGrayscale(POLY_OPA_DISP++, enable);
gSPGrayscale(POLY_XLU_DISP++, enable);
CLOSE_DISPS(gPlayState->state.gfxCtx);
}
void Rando::ActorBehavior::InitSoulsBehavior() {
bool shouldBossRegister = IS_RANDO && RANDO_SAVE_OPTIONS[RO_SHUFFLE_BOSS_SOULS] == RO_GENERIC_YES;
bool shouldEnemyInjure = IS_RANDO && RANDO_SAVE_OPTIONS[RO_SHUFFLE_ENEMY_SOULS] == RO_GENERIC_YES;
COND_VB_SHOULD(VB_PERFORM_AC_COLLISION, shouldEnemyInjure, {
Collider* at = va_arg(args, Collider*);
Collider* ac = va_arg(args, Collider*);
*should = HaveEnemySoul((ActorId)ac->actor->id);
});
// ShouldActorDraw & ShouldActorUpdate for Boss Souls
COND_ID_HOOK(ShouldActorDraw, ACTOR_BOSS_HAKUGIN, shouldBossRegister, [](Actor* actor, bool* should) {
if (!Flags_GetRandoInf(RANDO_INF_OBTAINED_SOUL_OF_BOSS_GOHT)) {
BossHakugin_DrawIce((BossHakugin*)actor, gPlayState);
*should = false;
}
});
COND_VB_SHOULD(VB_GOHT_UNFREEZE, shouldBossRegister, {
if (!Flags_GetRandoInf(RANDO_INF_OBTAINED_SOUL_OF_BOSS_GOHT)) {
*should = false;
}
});
COND_ID_HOOK(ShouldActorDraw, ACTOR_BOSS_03, shouldBossRegister, [](Actor* actor, bool* should) {
ShouldActorDraw(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_GYORG);
});
COND_ID_HOOK(ShouldActorDraw, ACTOR_BOSS_07, shouldMajoraRegister(), [](Actor* actor, bool* should) {
ShouldActorDraw(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_MAJORA);
});
COND_ID_HOOK(ShouldActorDraw, ACTOR_BOSS_01, shouldBossRegister, [](Actor* actor, bool* should) {
ShouldActorDraw(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_ODOLWA);
});
COND_ID_HOOK(ShouldActorDraw, ACTOR_BOSS_02, shouldBossRegister, [](Actor* actor, bool* should) {
ShouldActorDraw(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_TWINMOLD);
});
COND_ID_HOOK(ShouldActorUpdate, ACTOR_BOSS_03, shouldBossRegister, [](Actor* actor, bool* should) {
ShouldActorUpdate(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_GYORG);
});
COND_ID_HOOK(ShouldActorUpdate, ACTOR_BOSS_07, shouldMajoraRegister(), [](Actor* actor, bool* should) {
ShouldActorUpdate(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_MAJORA);
});
COND_ID_HOOK(ShouldActorUpdate, ACTOR_BOSS_01, shouldBossRegister, [](Actor* actor, bool* should) {
ShouldActorUpdate(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_ODOLWA);
});
COND_ID_HOOK(ShouldActorUpdate, ACTOR_BOSS_02, shouldBossRegister, [](Actor* actor, bool* should) {
ShouldActorUpdate(actor, should, RANDO_INF_OBTAINED_SOUL_OF_BOSS_TWINMOLD);
});
/*
* Giant's Mask functionality is handled by two pieces. The scene (Twinmold's Lair) determines whether the mask can
* be used, while the Twinmold actor itself handles the transformation. Boss Souls prevent Twinmold from updating
* unless its soul has been obtained, which results in a softlock. In this case, disable the item.
*/
COND_VB_SHOULD(VB_ITEM_BE_RESTRICTED, shouldBossRegister, {
ItemId itemId = *va_arg(args, ItemId*);
if (itemId == ITEM_MASK_GIANT && gPlayState->sceneId == SCENE_INISIE_BS &&
!Flags_GetRandoInf(RANDO_INF_OBTAINED_SOUL_OF_BOSS_TWINMOLD)) {
*should = true;
}
});
COND_VB_SHOULD(VB_DRAW_LOCK_ON_ARROW, shouldEnemyInjure, {
Actor* refActor = va_arg(args, Actor*);
ActorId actorId = (ActorId)refActor->id;
// ACTOR_EN_INVADEPOH represents multiple actors, including Romani and the dog. The aliens cannot be targeted
// anyway, so just don't draw this arrow if the actor is ACTOR_EN_INVADEPOH.
if (actorId != ACTOR_EN_INVADEPOH && !HaveEnemySoul(actorId)) {
DrawEnLight({ 155, 0, 0 }, { 1.0f, 1.0f, 1.0f });
*should = false;
}
});
COND_HOOK(ShouldActorDraw, shouldEnemyInjure, [](Actor* actor, bool* should) {
ActorId actorId = (ActorId)actor->id;
if (actorId != ACTOR_EN_INVADEPOH && !HaveEnemySoul(actorId)) {
SetEnemyInjureGrayscale(true);
}
});
COND_HOOK(OnActorDraw, shouldEnemyInjure, [](Actor* actor) {
ActorId actorId = (ActorId)actor->id;
if (actorId != ACTOR_EN_INVADEPOH && !HaveEnemySoul(actorId)) {
SetEnemyInjureGrayscale(false);
}
});
}
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