2022-03-21 21:51:23 -04:00
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#include "global.h"
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#include "vt.h"
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#include "textures/parameter_static/parameter_static.h"
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#include "textures/do_action_static/do_action_static.h"
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#include "textures/icon_item_static/icon_item_static.h"
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2023-05-03 20:58:41 -04:00
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#include "soh_assets.h"
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Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
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#include "soh/Enhancements/randomizer/adult_trade_shuffle.h"
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2022-11-14 06:13:21 -05:00
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#include "soh/Enhancements/randomizer/randomizer_entrance.h"
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2023-01-17 00:17:49 -05:00
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#include "libultraship/bridge.h"
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2022-03-21 21:51:23 -04:00
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#ifdef _MSC_VER
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#endif
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2023-01-25 18:13:33 -05:00
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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2023-05-20 09:24:02 -04:00
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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2022-09-27 22:41:17 -04:00
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2022-07-31 21:32:40 -04:00
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2023-04-27 19:20:41 -04:00
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#define DO_ACTION_TEX_WIDTH() 48
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#define DO_ACTION_TEX_HEIGHT() 16
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#define DO_ACTION_TEX_SIZE() ((DO_ACTION_TEX_WIDTH() * DO_ACTION_TEX_HEIGHT()) / 2)
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2022-03-21 21:51:23 -04:00
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2022-06-22 22:24:20 -04:00
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// The button statuses include the A button when most things are only the equip item buttons
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// So, when indexing into it with a item button index, we need to adjust
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#define BUTTON_STATUS_INDEX(button) ((button) >= 4) ? ((button) + 1) : (button)
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2022-05-21 13:16:28 -04:00
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s16 Top_HUD_Margin = 0;
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s16 Left_HUD_Margin = 0;
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s16 Right_HUD_Margin = 0;
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s16 Bottom_HUD_Margin = 0;
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2022-03-21 21:51:23 -04:00
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typedef struct {
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/* 0x00 */ u8 scene;
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/* 0x01 */ u8 flags1;
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/* 0x02 */ u8 flags2;
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/* 0x03 */ u8 flags3;
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} RestrictionFlags;
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static RestrictionFlags sRestrictionFlags[] = {
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{ SCENE_SPOT00, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT01, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT02, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT03, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT04, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT05, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT06, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT07, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT08, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT09, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT10, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT11, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT12, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT13, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT15, 0x00, 0x00, 0x10 },
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{ SCENE_GANON_TOU, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT16, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT17, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT18, 0x00, 0x00, 0x10 },
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{ SCENE_SPOT20, 0x00, 0x00, 0x10 },
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{ SCENE_TOKINOMA, 0x00, 0x10, 0x15 },
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{ SCENE_KENJYANOMA, 0xA2, 0xAA, 0xAA },
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{ SCENE_SYATEKIJYOU, 0x11, 0x55, 0x55 },
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{ SCENE_HAIRAL_NIWA, 0x11, 0x55, 0x55 },
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{ SCENE_HAIRAL_NIWA_N, 0x11, 0x55, 0x55 },
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{ SCENE_HAKAANA, 0x00, 0x00, 0xD0 },
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{ SCENE_HAKAANA2, 0x00, 0x00, 0xD0 },
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{ SCENE_HAKAANA_OUKE, 0x00, 0x00, 0xD0 },
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{ SCENE_DAIYOUSEI_IZUMI, 0x00, 0x00, 0x10 },
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{ SCENE_YOUSEI_IZUMI_TATE, 0x00, 0x00, 0xD0 },
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{ SCENE_YOUSEI_IZUMI_YOKO, 0x00, 0x00, 0x10 },
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{ SCENE_GANON_FINAL, 0x00, 0x05, 0x50 },
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{ SCENE_NAKANIWA, 0x00, 0x05, 0x54 },
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{ SCENE_TURIBORI, 0x11, 0x55, 0x55 },
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{ SCENE_BOWLING, 0x11, 0x55, 0x55 },
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{ SCENE_SOUKO, 0x00, 0x10, 0x15 },
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{ SCENE_MIHARIGOYA, 0x00, 0x10, 0x14 },
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{ SCENE_MAHOUYA, 0x10, 0x15, 0x55 },
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{ SCENE_TAKARAYA, 0x10, 0x15, 0x55 },
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{ SCENE_KINSUTA, 0x00, 0x10, 0x15 },
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{ SCENE_ENTRA, 0x00, 0x10, 0x15 },
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{ SCENE_ENTRA_N, 0x00, 0x10, 0x15 },
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{ SCENE_ENRUI, 0x00, 0x10, 0xD5 },
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{ SCENE_MARKET_DAY, 0x00, 0x10, 0x15 },
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{ SCENE_MARKET_NIGHT, 0x00, 0x10, 0x15 },
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{ SCENE_MARKET_RUINS, 0x00, 0x10, 0xD5 },
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{ SCENE_MARKET_ALLEY, 0x00, 0x10, 0x15 },
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{ SCENE_MARKET_ALLEY_N, 0x00, 0x10, 0x15 },
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{ SCENE_SHRINE, 0x00, 0x10, 0x15 },
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{ SCENE_SHRINE_N, 0x00, 0x10, 0x15 },
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{ SCENE_SHRINE_R, 0x00, 0x10, 0xD5 },
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{ SCENE_LINK_HOME, 0x10, 0x10, 0x15 },
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{ SCENE_KAKARIKO, 0x10, 0x10, 0x15 },
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{ SCENE_KAKARIKO3, 0x10, 0x10, 0x15 },
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{ SCENE_KOKIRI_HOME, 0x10, 0x10, 0x15 },
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{ SCENE_KOKIRI_HOME3, 0x10, 0x10, 0x15 },
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{ SCENE_KOKIRI_HOME4, 0x10, 0x10, 0x15 },
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{ SCENE_KOKIRI_HOME5, 0x10, 0x10, 0x15 },
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{ SCENE_MALON_STABLE, 0x10, 0x10, 0x15 },
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{ SCENE_HUT, 0x10, 0x10, 0x15 },
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{ SCENE_IMPA, 0x10, 0x10, 0x15 },
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{ SCENE_LABO, 0x10, 0x10, 0x15 },
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{ SCENE_HYLIA_LABO, 0x00, 0x10, 0x15 },
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{ SCENE_TENT, 0x10, 0x10, 0x15 },
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{ SCENE_SHOP1, 0x10, 0x10, 0x15 },
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{ SCENE_KOKIRI_SHOP, 0x10, 0x10, 0x15 },
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{ SCENE_GOLON, 0x10, 0x10, 0x15 },
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{ SCENE_ZOORA, 0x10, 0x10, 0x15 },
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{ SCENE_DRAG, 0x10, 0x10, 0x15 },
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{ SCENE_ALLEY_SHOP, 0x10, 0x10, 0x15 },
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{ SCENE_NIGHT_SHOP, 0x10, 0x10, 0x15 },
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{ SCENE_FACE_SHOP, 0x10, 0x10, 0x15 },
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{ SCENE_MEN, 0x00, 0x03, 0x10 },
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{ SCENE_YDAN, 0x00, 0x00, 0x00 },
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{ SCENE_YDAN_BOSS, 0x00, 0x45, 0x50 },
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{ SCENE_DDAN, 0x00, 0x00, 0x00 },
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{ SCENE_DDAN_BOSS, 0x00, 0x45, 0x50 },
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{ SCENE_BDAN, 0x00, 0x00, 0x00 },
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{ SCENE_BDAN_BOSS, 0x00, 0x45, 0x50 },
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{ SCENE_BMORI1, 0x00, 0x00, 0x00 },
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{ SCENE_MORIBOSSROOM, 0x00, 0x45, 0x50 },
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{ SCENE_HAKADANCH, 0x00, 0x00, 0x00 },
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{ SCENE_HAKADAN, 0x00, 0x00, 0x00 },
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{ SCENE_HAKADAN_BS, 0x00, 0x45, 0x50 },
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{ SCENE_HIDAN, 0x00, 0x00, 0x00 },
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{ SCENE_FIRE_BS, 0x00, 0x45, 0x50 },
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{ SCENE_MIZUSIN, 0x00, 0x00, 0x00 },
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{ SCENE_MIZUSIN_BS, 0x00, 0x45, 0x50 },
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{ SCENE_JYASINZOU, 0x00, 0x00, 0x00 },
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{ SCENE_JYASINBOSS, 0x00, 0x45, 0x50 },
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{ SCENE_GANON, 0x00, 0x00, 0x00 },
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{ SCENE_GANON_BOSS, 0x00, 0x45, 0x50 },
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{ SCENE_ICE_DOUKUTO, 0x00, 0x00, 0xC0 },
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{ SCENE_HAKASITARELAY, 0x00, 0x03, 0x14 },
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{ SCENE_GANONTIKA, 0x00, 0x03, 0x10 },
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{ SCENE_GANON_DEMO, 0x00, 0x45, 0x50 },
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{ SCENE_GANON_SONOGO, 0x00, 0x05, 0x50 },
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{ SCENE_GANONTIKA_SONOGO, 0x00, 0x05, 0x50 },
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{ SCENE_GERUDOWAY, 0x00, 0x00, 0x10 },
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{ SCENE_KAKUSIANA, 0x00, 0x00, 0xD0 },
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{ 0xFF, 0x00, 0x00, 0x00 },
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};
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static s16 sHBAScoreTier = 0;
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static u16 sHBAScoreDigits[] = { 0, 0, 0, 0 };
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static u16 sCUpInvisible = 0;
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static u16 sCUpTimer = 0;
|
|
|
|
|
|
|
|
|
|
s16 gSpoilingItems[] = { ITEM_ODD_MUSHROOM, ITEM_FROG, ITEM_EYEDROPS };
|
|
|
|
|
s16 gSpoilingItemReverts[] = { ITEM_COJIRO, ITEM_PRESCRIPTION, ITEM_PRESCRIPTION };
|
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
static Color_RGB8 sMagicBorder = {255,255,255};
|
|
|
|
|
static Color_RGB8 sMagicBorder_ori = {255,255,255};
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
static s16 sExtraItemBases[] = {
|
|
|
|
|
ITEM_STICK, ITEM_STICK, ITEM_NUT, ITEM_NUT, ITEM_BOMB, ITEM_BOMB, ITEM_BOMB, ITEM_BOMB, ITEM_BOW,
|
|
|
|
|
ITEM_BOW, ITEM_BOW, ITEM_SEEDS, ITEM_BOMBCHU, ITEM_BOMBCHU, ITEM_STICK, ITEM_STICK, ITEM_NUT, ITEM_NUT,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static s16 D_80125A58 = 0;
|
|
|
|
|
static s16 D_80125A5C = 0;
|
|
|
|
|
|
|
|
|
|
static Gfx sSetupDL_80125A60[] = {
|
|
|
|
|
gsDPPipeSync(),
|
|
|
|
|
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN |
|
|
|
|
|
G_TEXTURE_GEN_LINEAR | G_SHADING_SMOOTH | G_LOD),
|
|
|
|
|
gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
|
|
|
|
|
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_1PRIMITIVE,
|
|
|
|
|
G_AC_NONE | G_ZS_PIXEL | G_RM_CLD_SURF | G_RM_CLD_SURF2),
|
|
|
|
|
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
|
|
|
|
|
gsSPEndDisplayList(),
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static const char* actionsTbl[] =
|
|
|
|
|
{
|
|
|
|
|
gAttackDoActionENGTex,
|
|
|
|
|
gCheckDoActionENGTex,
|
|
|
|
|
gEnterDoActionENGTex,
|
|
|
|
|
gReturnDoActionENGTex,
|
|
|
|
|
gOpenDoActionENGTex,
|
|
|
|
|
gJumpDoActionENGTex,
|
|
|
|
|
gDecideDoActionENGTex,
|
|
|
|
|
gDiveDoActionENGTex,
|
|
|
|
|
gFasterDoActionENGTex,
|
|
|
|
|
gThrowDoActionENGTex,
|
|
|
|
|
gUnusedNaviDoActionENGTex,
|
|
|
|
|
gClimbDoActionENGTex,
|
|
|
|
|
gDropDoActionENGTex,
|
|
|
|
|
gDownDoActionENGTex,
|
|
|
|
|
gSaveDoActionENGTex,
|
|
|
|
|
gSpeakDoActionENGTex,
|
|
|
|
|
gNextDoActionENGTex,
|
|
|
|
|
gGrabDoActionENGTex,
|
|
|
|
|
gStopDoActionENGTex,
|
|
|
|
|
gPutAwayDoActionENGTex,
|
|
|
|
|
gReelDoActionENGTex,
|
|
|
|
|
gNum1DoActionENGTex,
|
|
|
|
|
gNum2DoActionENGTex,
|
|
|
|
|
gNum3DoActionENGTex,
|
|
|
|
|
gNum4DoActionENGTex,
|
|
|
|
|
gNum5DoActionENGTex,
|
|
|
|
|
gNum6DoActionENGTex,
|
|
|
|
|
gNum7DoActionENGTex,
|
|
|
|
|
gNum8DoActionENGTex,
|
|
|
|
|
};
|
|
|
|
|
|
2023-04-27 19:20:41 -04:00
|
|
|
|
static const char gDoEmptyTexture[] = "__OTR__textures/virtual/gEmptyTexture";
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// original name: "alpha_change"
|
|
|
|
|
void Interface_ChangeAlpha(u16 alphaType) {
|
|
|
|
|
if (alphaType != gSaveContext.unk_13EA) {
|
|
|
|
|
osSyncPrintf("ALPHAーTYPE=%d LAST_TIME_TYPE=%d\n", alphaType, gSaveContext.unk_13EE);
|
|
|
|
|
gSaveContext.unk_13EA = gSaveContext.unk_13E8 = alphaType;
|
|
|
|
|
gSaveContext.unk_13EC = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_80082644(PlayState* play, s16 alpha) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->bAlpha != 70) {
|
|
|
|
|
interfaceCtx->bAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->bAlpha != 255) {
|
|
|
|
|
interfaceCtx->bAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[1] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->cLeftAlpha != 70) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->cLeftAlpha != 255) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[2] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->cDownAlpha != 70) {
|
|
|
|
|
interfaceCtx->cDownAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->cDownAlpha != 255) {
|
|
|
|
|
interfaceCtx->cDownAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[3] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->cRightAlpha != 70) {
|
|
|
|
|
interfaceCtx->cRightAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->cRightAlpha != 255) {
|
|
|
|
|
interfaceCtx->cRightAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[4] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->aAlpha != 70) {
|
|
|
|
|
interfaceCtx->aAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->aAlpha != 255) {
|
|
|
|
|
interfaceCtx->aAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-06-22 22:24:20 -04:00
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[5] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->dpadUpAlpha != 70) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->dpadUpAlpha != 255) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[6] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->dpadDownAlpha != 70) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->dpadDownAlpha != 255) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[7] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->dpadLeftAlpha != 70) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->dpadLeftAlpha != 255) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[8] == BTN_DISABLED) {
|
|
|
|
|
if (interfaceCtx->dpadRightAlpha != 70) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = 70;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->dpadRightAlpha != 255) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_8008277C(PlayState* play, s16 maxAlpha, s16 alpha) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (gSaveContext.unk_13E7 != 0) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_80082644(play, alpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->bAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cRightAlpha = maxAlpha;
|
|
|
|
|
}
|
2022-06-22 22:24:20 -04:00
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = maxAlpha;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_80082850(PlayState* play, s16 maxAlpha) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 alpha = 255 - maxAlpha;
|
|
|
|
|
|
|
|
|
|
switch (gSaveContext.unk_13E8) {
|
|
|
|
|
case 1:
|
|
|
|
|
case 2:
|
|
|
|
|
case 8:
|
|
|
|
|
osSyncPrintf("a_alpha=%d, c_alpha=%d → ", interfaceCtx->aAlpha, interfaceCtx->cLeftAlpha);
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.unk_13E8 == 8) {
|
|
|
|
|
if (interfaceCtx->bAlpha != 255) {
|
|
|
|
|
interfaceCtx->bAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->bAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->healthAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->magicAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osSyncPrintf("a_alpha=%d, c_alpha=%d\n", interfaceCtx->aAlpha, interfaceCtx->cLeftAlpha);
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_8008277C(play, maxAlpha, alpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->magicAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 4:
|
|
|
|
|
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->bAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->healthAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->magicAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->aAlpha != 255) {
|
|
|
|
|
interfaceCtx->aAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 5:
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_8008277C(play, maxAlpha, alpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->aAlpha != 255) {
|
|
|
|
|
interfaceCtx->aAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->magicAlpha != 255) {
|
|
|
|
|
interfaceCtx->magicAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 6:
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_8008277C(play, maxAlpha, alpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (interfaceCtx->aAlpha != 255) {
|
|
|
|
|
interfaceCtx->aAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->magicAlpha != 255) {
|
|
|
|
|
interfaceCtx->magicAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
switch (play->sceneNum) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
case SCENE_SPOT00:
|
|
|
|
|
case SCENE_SPOT01:
|
|
|
|
|
case SCENE_SPOT02:
|
|
|
|
|
case SCENE_SPOT03:
|
|
|
|
|
case SCENE_SPOT04:
|
|
|
|
|
case SCENE_SPOT05:
|
|
|
|
|
case SCENE_SPOT06:
|
|
|
|
|
case SCENE_SPOT07:
|
|
|
|
|
case SCENE_SPOT08:
|
|
|
|
|
case SCENE_SPOT09:
|
|
|
|
|
case SCENE_SPOT10:
|
|
|
|
|
case SCENE_SPOT11:
|
|
|
|
|
case SCENE_SPOT12:
|
|
|
|
|
case SCENE_SPOT13:
|
|
|
|
|
case SCENE_SPOT15:
|
|
|
|
|
case SCENE_SPOT16:
|
|
|
|
|
case SCENE_SPOT17:
|
|
|
|
|
case SCENE_SPOT18:
|
|
|
|
|
case SCENE_SPOT20:
|
|
|
|
|
case SCENE_GANON_TOU:
|
|
|
|
|
if (interfaceCtx->minimapAlpha < 170) {
|
|
|
|
|
interfaceCtx->minimapAlpha = alpha;
|
|
|
|
|
} else {
|
|
|
|
|
interfaceCtx->minimapAlpha = 170;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
if (interfaceCtx->minimapAlpha != 255) {
|
|
|
|
|
interfaceCtx->minimapAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 7:
|
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_80082644(play, alpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->magicAlpha != 255) {
|
|
|
|
|
interfaceCtx->magicAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 9:
|
|
|
|
|
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->bAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->magicAlpha != 255) {
|
|
|
|
|
interfaceCtx->magicAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 10:
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->healthAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->magicAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->bAlpha != 255) {
|
|
|
|
|
interfaceCtx->bAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 11:
|
|
|
|
|
if ((interfaceCtx->bAlpha != 0) && (interfaceCtx->bAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->bAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->magicAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 12:
|
|
|
|
|
if (interfaceCtx->aAlpha != 255) {
|
|
|
|
|
interfaceCtx->aAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->bAlpha != 255) {
|
|
|
|
|
interfaceCtx->bAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->minimapAlpha != 255) {
|
|
|
|
|
interfaceCtx->minimapAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cLeftAlpha != 0) && (interfaceCtx->cLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cDownAlpha != 0) && (interfaceCtx->cDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->cRightAlpha != 0) && (interfaceCtx->cRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->cRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if ((interfaceCtx->dpadUpAlpha != 0) && (interfaceCtx->dpadUpAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadUpAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadDownAlpha != 0) && (interfaceCtx->dpadDownAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadDownAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadLeftAlpha != 0) && (interfaceCtx->dpadLeftAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadLeftAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->dpadRightAlpha != 0) && (interfaceCtx->dpadRightAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->dpadRightAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((interfaceCtx->magicAlpha != 0) && (interfaceCtx->magicAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->magicAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->healthAlpha != 0) && (interfaceCtx->healthAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->healthAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 13:
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_8008277C(play, maxAlpha, alpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->minimapAlpha != 0) && (interfaceCtx->minimapAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->minimapAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->aAlpha != 0) && (interfaceCtx->aAlpha > maxAlpha)) {
|
|
|
|
|
interfaceCtx->aAlpha = maxAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->magicAlpha != 255) {
|
|
|
|
|
interfaceCtx->magicAlpha = alpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) && (interfaceCtx->minimapAlpha >= 255)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
interfaceCtx->minimapAlpha = 255;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_80083108(PlayState* play) {
|
|
|
|
|
MessageContext* msgCtx = &play->msgCtx;
|
|
|
|
|
Player* player = GET_PLAYER(play);
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 i;
|
|
|
|
|
s16 sp28 = 0;
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
|
2022-11-06 03:24:34 -05:00
|
|
|
|
((play->sceneNum == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.unk_13E7 = 0;
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) ||
|
|
|
|
|
((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
|
|
|
|
|
gSaveContext.unk_13E7 = 1;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
|
|
|
|
gSaveContext.buttonStatus[3] = BTN_ENABLED;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
|
|
|
|
|
gSaveContext.buttonStatus[8] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] != ITEM_SLINGSHOT) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_BOW) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_BOMBCHU) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_NONE)) {
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_BOW;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play->shootingGalleryStatus > 1) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_SLINGSHOT;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
if (gSaveContext.inventory.items[SLOT_BOW] == ITEM_NONE) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
|
|
|
|
|
} else {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] = gSaveContext.buttonStatus[3] =
|
|
|
|
|
BTN_DISABLED;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
|
|
|
|
|
gSaveContext.buttonStatus[8] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(6);
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play->transitionMode != 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(1);
|
|
|
|
|
} else if (gSaveContext.minigameState == 1) {
|
|
|
|
|
Interface_ChangeAlpha(8);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if (play->shootingGalleryStatus > 1) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(8);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if ((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(8);
|
|
|
|
|
} else if (player->stateFlags1 & 0x00800000) {
|
|
|
|
|
Interface_ChangeAlpha(12);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (player->stateFlags1 & 0x00800000) {
|
|
|
|
|
Interface_ChangeAlpha(12);
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if (play->sceneNum == SCENE_KENJYANOMA) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(1);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if (play->sceneNum == SCENE_TURIBORI) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.unk_13E7 = 2;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play->interfaceCtx.unk_260 != 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) {
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
|
|
|
|
|
gSaveContext.unk_13EA = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(12);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.unk_13EA != 12) {
|
|
|
|
|
Interface_ChangeAlpha(12);
|
|
|
|
|
}
|
|
|
|
|
} else if (gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
|
|
|
|
|
gSaveContext.unk_13EA = 0;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
|
|
|
|
gSaveContext.buttonStatus[3] = BTN_DISABLED;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
|
|
|
|
|
gSaveContext.buttonStatus[8] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(50);
|
|
|
|
|
} else {
|
|
|
|
|
if (gSaveContext.buttonStatus[0] == BTN_ENABLED) {
|
|
|
|
|
gSaveContext.unk_13EA = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
|
|
|
|
gSaveContext.buttonStatus[3] = BTN_DISABLED;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
|
|
|
|
|
gSaveContext.buttonStatus[8] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(50);
|
|
|
|
|
}
|
|
|
|
|
} else if (msgCtx->msgMode == MSGMODE_NONE) {
|
2023-01-25 18:13:33 -05:00
|
|
|
|
if (GameInteractor_PacifistModeActive()) {
|
2022-09-27 22:41:17 -04:00
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
|
|
|
|
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] =
|
|
|
|
|
gSaveContext.buttonStatus[7] = gSaveContext.buttonStatus[8] = BTN_DISABLED;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if ((func_8008F2F8(play) >= 2) && (func_8008F2F8(play) < 5)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[0] = BTN_DISABLED;
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-10-20 18:14:20 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] >= ITEM_SHIELD_DEKU) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_BOOTS_HOVER)) {
|
|
|
|
|
// Equipment on c-buttons is always enabled
|
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if (func_8008F2F8(play) == 2) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] != ITEM_HOOKSHOT) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_LONGSHOT)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
} else {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sp28) {
|
|
|
|
|
gSaveContext.unk_13EA = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Interface_ChangeAlpha(50);
|
2022-11-29 18:28:57 -05:00
|
|
|
|
} else if ((player->stateFlags1 & 0x00200000) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
|
|
|
|
|
gSaveContext.buttonStatus[0] = BTN_DISABLED;
|
|
|
|
|
gSaveContext.buttonStatus[1] = BTN_DISABLED;
|
|
|
|
|
gSaveContext.buttonStatus[2] = BTN_DISABLED;
|
|
|
|
|
gSaveContext.buttonStatus[3] = BTN_DISABLED;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[5] = BTN_DISABLED;
|
|
|
|
|
gSaveContext.buttonStatus[6] = BTN_DISABLED;
|
|
|
|
|
gSaveContext.buttonStatus[7] = BTN_DISABLED;
|
|
|
|
|
gSaveContext.buttonStatus[8] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.unk_13EA = 0;
|
|
|
|
|
Interface_ChangeAlpha(50);
|
|
|
|
|
}
|
|
|
|
|
} else if ((gSaveContext.eventInf[0] & 0xF) == 1) {
|
|
|
|
|
if (player->stateFlags1 & 0x00800000) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_BOW)) {
|
|
|
|
|
if (gSaveContext.inventory.items[SLOT_BOW] == ITEM_NONE) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_BOW;
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] == ITEM_NONE) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOW)) {
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sp28) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 0;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_FAIRY) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_TIME)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sp28) {
|
|
|
|
|
gSaveContext.unk_13EA = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Interface_ChangeAlpha(50);
|
|
|
|
|
} else {
|
|
|
|
|
if (interfaceCtx->restrictions.bButton == 0) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if ((gSaveContext.buttonStatus[0] & 0xFF) == BTN_DISABLED) {
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
|
|
|
|
|
if (((gSaveContext.buttonStatus[0] & 0xFF) == BTN_DISABLED) ||
|
|
|
|
|
((gSaveContext.buttonStatus[0] & 0xFF) == BTN_ENABLED)) {
|
|
|
|
|
gSaveContext.buttonStatus[0] = BTN_ENABLED;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0] & 0xFF;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.bButton == 1) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (gSaveContext.buttonStatus[0] == BTN_ENABLED) {
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[0] = BTN_DISABLED;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-19 21:51:42 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] >= ITEM_SHIELD_DEKU) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_BOOTS_HOVER)) {
|
|
|
|
|
// Equipment on c-buttons is always enabled
|
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (interfaceCtx->restrictions.bottles != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.bottles == 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->restrictions.tradeItems != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if ((CVarGetInteger("gMMBunnyHood", 0) != 0)
|
2022-04-17 11:26:49 -04:00
|
|
|
|
&& (gSaveContext.equips.buttonItems[i] >= ITEM_MASK_KEATON)
|
|
|
|
|
&& (gSaveContext.equips.buttonItems[i] <= ITEM_MASK_TRUTH)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-04-17 11:26:49 -04:00
|
|
|
|
} else if ((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
2022-03-21 21:51:23 -04:00
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.tradeItems == 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->restrictions.hookshot != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] == ITEM_HOOKSHOT) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] == ITEM_LONGSHOT)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.hookshot == 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] == ITEM_HOOKSHOT) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] == ITEM_LONGSHOT)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->restrictions.ocarina != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_FAIRY) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_TIME)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.ocarina == 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_FAIRY) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_TIME)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->restrictions.farores != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[i] == ITEM_FARORES_WIND) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
osSyncPrintf("***(i=%d)*** ", i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.farores == 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[i] == ITEM_FARORES_WIND) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->restrictions.dinsNayrus != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] == ITEM_DINS_FIRE) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] == ITEM_NAYRUS_LOVE)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.dinsNayrus == 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] == ITEM_DINS_FIRE) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] == ITEM_NAYRUS_LOVE)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->restrictions.all != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_FAIRY) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_TIME) &&
|
|
|
|
|
!((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) &&
|
2022-10-19 21:51:42 -04:00
|
|
|
|
!((gSaveContext.equips.buttonItems[i] >= ITEM_SHIELD_DEKU) && // Never disable equipment
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_BOOTS_HOVER)) && // (tunics/boots) on C-buttons
|
2022-03-21 21:51:23 -04:00
|
|
|
|
!((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->sceneNum != SCENE_TAKARAYA) ||
|
2022-03-21 21:51:23 -04:00
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_LENS)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_DISABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (interfaceCtx->restrictions.all == 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.equips.buttonItems[i] != ITEM_DINS_FIRE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_HOOKSHOT) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_LONGSHOT) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_FARORES_WIND) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_NAYRUS_LOVE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_FAIRY) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] != ITEM_OCARINA_TIME) &&
|
|
|
|
|
!((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) &&
|
|
|
|
|
!((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_DISABLED) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sp28 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sp28) {
|
|
|
|
|
gSaveContext.unk_13EA = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->sceneLoadFlag == 0) && (play->transitionMode == 0)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(50);
|
|
|
|
|
osSyncPrintf("???????? alpha_change( 50 ); ?????\n");
|
|
|
|
|
} else {
|
|
|
|
|
osSyncPrintf("game_play->fade_direction || game_play->fbdemo_wipe_modem");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_SetSceneRestrictions(PlayState* play) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 i;
|
|
|
|
|
u8 currentScene;
|
|
|
|
|
|
|
|
|
|
// clang-format off
|
|
|
|
|
interfaceCtx->restrictions.hGauge = interfaceCtx->restrictions.bButton =
|
|
|
|
|
interfaceCtx->restrictions.aButton = interfaceCtx->restrictions.bottles =
|
|
|
|
|
interfaceCtx->restrictions.tradeItems = interfaceCtx->restrictions.hookshot =
|
|
|
|
|
interfaceCtx->restrictions.ocarina = interfaceCtx->restrictions.warpSongs =
|
|
|
|
|
interfaceCtx->restrictions.sunsSong = interfaceCtx->restrictions.farores =
|
|
|
|
|
interfaceCtx->restrictions.dinsNayrus = interfaceCtx->restrictions.all = 0;
|
|
|
|
|
// clang-format on
|
|
|
|
|
|
|
|
|
|
i = 0;
|
|
|
|
|
|
|
|
|
|
// "Data settings related to button display scene_data_ID=%d\n"
|
2022-11-06 03:24:34 -05:00
|
|
|
|
osSyncPrintf("ボタン表示関係データ設定 scene_data_ID=%d\n", play->sceneNum);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
do {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
currentScene = (u8)play->sceneNum;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (sRestrictionFlags[i].scene == currentScene) {
|
|
|
|
|
interfaceCtx->restrictions.hGauge = (sRestrictionFlags[i].flags1 & 0xC0) >> 6;
|
|
|
|
|
interfaceCtx->restrictions.bButton = (sRestrictionFlags[i].flags1 & 0x30) >> 4;
|
|
|
|
|
interfaceCtx->restrictions.aButton = (sRestrictionFlags[i].flags1 & 0x0C) >> 2;
|
|
|
|
|
interfaceCtx->restrictions.bottles = (sRestrictionFlags[i].flags1 & 0x03) >> 0;
|
|
|
|
|
interfaceCtx->restrictions.tradeItems = (sRestrictionFlags[i].flags2 & 0xC0) >> 6;
|
|
|
|
|
interfaceCtx->restrictions.hookshot = (sRestrictionFlags[i].flags2 & 0x30) >> 4;
|
|
|
|
|
interfaceCtx->restrictions.ocarina = (sRestrictionFlags[i].flags2 & 0x0C) >> 2;
|
|
|
|
|
interfaceCtx->restrictions.warpSongs = (sRestrictionFlags[i].flags2 & 0x03) >> 0;
|
|
|
|
|
interfaceCtx->restrictions.sunsSong = (sRestrictionFlags[i].flags3 & 0xC0) >> 6;
|
|
|
|
|
interfaceCtx->restrictions.farores = (sRestrictionFlags[i].flags3 & 0x30) >> 4;
|
|
|
|
|
interfaceCtx->restrictions.dinsNayrus = (sRestrictionFlags[i].flags3 & 0x0C) >> 2;
|
|
|
|
|
interfaceCtx->restrictions.all = (sRestrictionFlags[i].flags3 & 0x03) >> 0;
|
|
|
|
|
|
|
|
|
|
osSyncPrintf(VT_FGCOL(YELLOW));
|
|
|
|
|
osSyncPrintf("parameter->button_status = %x,%x,%x\n", sRestrictionFlags[i].flags1,
|
|
|
|
|
sRestrictionFlags[i].flags2, sRestrictionFlags[i].flags3);
|
|
|
|
|
osSyncPrintf("h_gage=%d, b_button=%d, a_button=%d, c_bottle=%d\n", interfaceCtx->restrictions.hGauge,
|
|
|
|
|
interfaceCtx->restrictions.bButton, interfaceCtx->restrictions.aButton,
|
|
|
|
|
interfaceCtx->restrictions.bottles);
|
|
|
|
|
osSyncPrintf("c_warasibe=%d, c_hook=%d, c_ocarina=%d, c_warp=%d\n", interfaceCtx->restrictions.tradeItems,
|
|
|
|
|
interfaceCtx->restrictions.hookshot, interfaceCtx->restrictions.ocarina,
|
|
|
|
|
interfaceCtx->restrictions.warpSongs);
|
|
|
|
|
osSyncPrintf("c_sunmoon=%d, m_wind=%d, m_magic=%d, another=%d\n", interfaceCtx->restrictions.sunsSong,
|
|
|
|
|
interfaceCtx->restrictions.farores, interfaceCtx->restrictions.dinsNayrus,
|
|
|
|
|
interfaceCtx->restrictions.all);
|
|
|
|
|
osSyncPrintf(VT_RST);
|
2023-01-25 14:32:21 -05:00
|
|
|
|
if (CVarGetInteger("gBetterFW", 0)) {
|
|
|
|
|
if (currentScene == SCENE_MEN || currentScene == SCENE_GANONTIKA) {
|
|
|
|
|
interfaceCtx->restrictions.farores = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
i++;
|
|
|
|
|
} while (sRestrictionFlags[i].scene != 0xFF);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Gfx* Gfx_TextureIA8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop,
|
|
|
|
|
s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy) {
|
|
|
|
|
gDPLoadTextureBlock(displayListHead++, texture, G_IM_FMT_IA, G_IM_SIZ_8b, textureWidth, textureHeight, 0,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
|
|
|
|
G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
gSPWideTextureRectangle(displayListHead++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2,
|
|
|
|
|
(rectTop + rectHeight) << 2, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
|
|
|
|
|
|
|
|
|
|
return displayListHead;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Gfx* Gfx_TextureI8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop,
|
|
|
|
|
s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy) {
|
|
|
|
|
gDPLoadTextureBlock(displayListHead++, texture, G_IM_FMT_I, G_IM_SIZ_8b, textureWidth, textureHeight, 0,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
|
|
|
|
G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
gSPWideTextureRectangle(displayListHead++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2,
|
|
|
|
|
(rectTop + rectHeight) << 2, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
|
|
|
|
|
|
|
|
|
|
return displayListHead;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Inventory_SwapAgeEquipment(void) {
|
|
|
|
|
s16 i;
|
|
|
|
|
u16 temp;
|
|
|
|
|
|
|
|
|
|
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
|
2023-04-07 17:05:12 -04:00
|
|
|
|
|
2022-08-02 23:46:39 -04:00
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (i != 0) {
|
|
|
|
|
gSaveContext.childEquips.buttonItems[i] = gSaveContext.equips.buttonItems[i];
|
|
|
|
|
} else {
|
2023-04-20 21:53:56 -04:00
|
|
|
|
if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) &&
|
2023-04-07 17:05:12 -04:00
|
|
|
|
(gSaveContext.infTable[29] & 1)) {
|
|
|
|
|
gSaveContext.childEquips.buttonItems[i] = ITEM_NONE;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.childEquips.buttonItems[i] = ITEM_SWORD_KOKIRI;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (i != 0) {
|
|
|
|
|
gSaveContext.childEquips.cButtonSlots[i - 1] = gSaveContext.equips.cButtonSlots[i - 1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-04-07 17:05:12 -04:00
|
|
|
|
// When becoming adult, remove swordless flag since we'll get master sword
|
|
|
|
|
// Only in rando to keep swordless link bugs in vanilla
|
|
|
|
|
if (gSaveContext.n64ddFlag) {
|
|
|
|
|
gSaveContext.infTable[29] &= ~1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.childEquips.equipment = gSaveContext.equips.equipment;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.inventory.items[SLOT_NUT] != ITEM_NONE) {
|
|
|
|
|
gSaveContext.equips.buttonItems[1] = ITEM_NUT;
|
|
|
|
|
gSaveContext.equips.cButtonSlots[0] = SLOT_NUT;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.equips.buttonItems[1] = gSaveContext.equips.cButtonSlots[0] = ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.equips.buttonItems[2] = ITEM_BOMB;
|
|
|
|
|
gSaveContext.equips.buttonItems[3] = gSaveContext.inventory.items[SLOT_OCARINA];
|
|
|
|
|
gSaveContext.equips.cButtonSlots[1] = SLOT_BOMB;
|
|
|
|
|
gSaveContext.equips.cButtonSlots[2] = SLOT_OCARINA;
|
|
|
|
|
gSaveContext.equips.equipment = 0x1122;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
|
|
|
|
|
// Set the dpad to nothing
|
|
|
|
|
gSaveContext.equips.buttonItems[4] = ITEM_NONE;
|
|
|
|
|
gSaveContext.equips.buttonItems[5] = ITEM_NONE;
|
|
|
|
|
gSaveContext.equips.buttonItems[6] = ITEM_NONE;
|
|
|
|
|
gSaveContext.equips.buttonItems[7] = ITEM_NONE;
|
|
|
|
|
gSaveContext.equips.cButtonSlots[3] = SLOT_NONE;
|
|
|
|
|
gSaveContext.equips.cButtonSlots[4] = SLOT_NONE;
|
|
|
|
|
gSaveContext.equips.cButtonSlots[5] = SLOT_NONE;
|
|
|
|
|
gSaveContext.equips.cButtonSlots[6] = SLOT_NONE;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.equips.buttonItems[i] = gSaveContext.adultEquips.buttonItems[i];
|
|
|
|
|
|
|
|
|
|
if (i != 0) {
|
|
|
|
|
gSaveContext.equips.cButtonSlots[i - 1] = gSaveContext.adultEquips.cButtonSlots[i - 1];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
|
|
|
|
|
((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
|
|
|
|
|
osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
|
|
|
|
|
gSaveContext.equips.buttonItems[i] =
|
|
|
|
|
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.equips.equipment = gSaveContext.adultEquips.equipment;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
2022-08-02 23:46:39 -04:00
|
|
|
|
// When becoming child, set swordless flag if player doesn't have kokiri sword
|
|
|
|
|
// Only in rando to keep swordless link bugs in vanilla
|
|
|
|
|
if (gSaveContext.n64ddFlag && (1 << 0 & gSaveContext.inventory.equipment) == 0) {
|
|
|
|
|
gSaveContext.infTable[29] |= 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.adultEquips.buttonItems[i] = gSaveContext.equips.buttonItems[i];
|
|
|
|
|
|
|
|
|
|
if (i != 0) {
|
|
|
|
|
gSaveContext.adultEquips.cButtonSlots[i - 1] = gSaveContext.equips.cButtonSlots[i - 1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.adultEquips.equipment = gSaveContext.equips.equipment;
|
|
|
|
|
|
2023-04-07 17:05:12 -04:00
|
|
|
|
if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE ||
|
2023-04-20 21:53:56 -04:00
|
|
|
|
CVarGetInteger("gSwitchAge", 0) ||
|
|
|
|
|
CVarGetInteger("gSwitchTimeline", 0)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.equips.buttonItems[i] = gSaveContext.childEquips.buttonItems[i];
|
|
|
|
|
|
|
|
|
|
if (i != 0) {
|
|
|
|
|
gSaveContext.equips.cButtonSlots[i - 1] = gSaveContext.childEquips.cButtonSlots[i - 1];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
|
|
|
|
|
((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
|
|
|
|
|
osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
|
|
|
|
|
gSaveContext.equips.buttonItems[i] =
|
|
|
|
|
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.equips.equipment = gSaveContext.childEquips.equipment;
|
|
|
|
|
gSaveContext.equips.equipment &= 0xFFF0;
|
|
|
|
|
gSaveContext.equips.equipment |= 0x0001;
|
2022-12-06 00:34:30 -05:00
|
|
|
|
} else if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_STARTING_AGE) == RO_AGE_ADULT) {
|
2022-10-09 02:37:22 -04:00
|
|
|
|
/*If in rando and starting age is adult, childEquips is not initialized and buttonItems[0]
|
|
|
|
|
will be ITEM_NONE. When changing age from adult -> child, reset equips to "default"
|
|
|
|
|
(only kokiri tunic/boots equipped, no sword, no C-button items, no D-Pad items).
|
|
|
|
|
When becoming child, set swordless flag if player doesn't have kokiri sword
|
|
|
|
|
Only in rando to keep swordless link bugs in vanilla*/
|
|
|
|
|
if (1 << 0 & gSaveContext.inventory.equipment == 0) {
|
|
|
|
|
gSaveContext.infTable[29] |= 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//zero out items
|
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
|
|
|
|
gSaveContext.equips.buttonItems[i] = ITEM_NONE;
|
|
|
|
|
if (i != 0) {
|
|
|
|
|
gSaveContext.equips.cButtonSlots[i-1] = ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
gSaveContext.equips.equipment = 0x1111;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2023-04-07 17:05:12 -04:00
|
|
|
|
|
2023-04-20 21:53:56 -04:00
|
|
|
|
if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) &&
|
2023-04-07 17:05:12 -04:00
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
|
|
|
|
|
gSaveContext.infTable[29] |= 1;
|
|
|
|
|
if (gSaveContext.childEquips.equipment == 0) {
|
|
|
|
|
// force equip kokiri tunic and boots in scenario gSaveContext.childEquips.equipment is uninitialized
|
|
|
|
|
gSaveContext.equips.equipment &= 0xFFF0;
|
|
|
|
|
gSaveContext.equips.equipment |= 0x1100;
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2023-04-20 21:53:56 -04:00
|
|
|
|
CVarSetInteger("gSwitchTimeline", 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
temp = gEquipMasks[EQUIP_SHIELD] & gSaveContext.equips.equipment;
|
|
|
|
|
if (temp != 0) {
|
|
|
|
|
temp >>= gEquipShifts[EQUIP_SHIELD];
|
|
|
|
|
if (!(gBitFlags[temp + 3] & gSaveContext.inventory.equipment)) {
|
|
|
|
|
gSaveContext.equips.equipment &= gEquipNegMasks[EQUIP_SHIELD];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_InitHorsebackArchery(PlayState* play) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
gSaveContext.minigameState = 1;
|
|
|
|
|
interfaceCtx->unk_23C = interfaceCtx->unk_240 = interfaceCtx->unk_242 = 0;
|
|
|
|
|
gSaveContext.minigameScore = sHBAScoreTier = 0;
|
|
|
|
|
interfaceCtx->hbaAmmo = 20;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_800849EC(PlayState* play) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.inventory.equipment |= gBitFlags[2] << gEquipShifts[EQUIP_SWORD];
|
|
|
|
|
gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD];
|
|
|
|
|
|
|
|
|
|
if (gBitFlags[3] & gSaveContext.inventory.equipment) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_LoadItemIcon1(PlayState* play, u16 button) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, OS_MESG_BLOCK);
|
|
|
|
|
DmaMgr_SendRequest2(&interfaceCtx->dmaRequest_160, interfaceCtx->iconItemSegment + button * 0x1000,
|
|
|
|
|
(uintptr_t)_icon_item_staticSegmentRomStart + (gSaveContext.equips.buttonItems[button] * 0x1000),
|
2022-07-05 19:29:34 -04:00
|
|
|
|
0x1000, 0, &interfaceCtx->loadQueue, OS_MESG_PTR(NULL), __FILE__, __LINE__);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_LoadItemIcon2(PlayState* play, u16 button) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, OS_MESG_BLOCK);
|
|
|
|
|
DmaMgr_SendRequest2(&interfaceCtx->dmaRequest_180, interfaceCtx->iconItemSegment + button * 0x1000,
|
|
|
|
|
(uintptr_t)_icon_item_staticSegmentRomStart + (gSaveContext.equips.buttonItems[button] * 0x1000),
|
2022-07-05 19:29:34 -04:00
|
|
|
|
0x1000, 0, &interfaceCtx->loadQueue, OS_MESG_PTR(NULL), __FILE__, __LINE__);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_80084BF4(PlayState* play, u16 flag) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (flag) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) || (gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE) ||
|
|
|
|
|
(gSaveContext.buttonStatus[0] == BTN_DISABLED)) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE)) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
} else if (gSaveContext.equips.buttonItems[0] == ITEM_NONE) {
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
|
|
|
|
gSaveContext.buttonStatus[3] = BTN_ENABLED;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
|
|
|
|
|
gSaveContext.buttonStatus[8] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Interface_ChangeAlpha(7);
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
|
|
|
|
|
gSaveContext.buttonStatus[3] = BTN_ENABLED;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] =
|
|
|
|
|
gSaveContext.buttonStatus[8] = BTN_ENABLED;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_80083108(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-22 20:04:40 -05:00
|
|
|
|
// Gameplay stat tracking: Update time the item was acquired
|
|
|
|
|
// (special cases for some duplicate items)
|
2022-12-10 15:37:33 -05:00
|
|
|
|
void GameplayStats_SetTimestamp(PlayState* play, u8 item) {
|
2022-11-22 20:04:40 -05:00
|
|
|
|
|
2022-12-10 15:37:33 -05:00
|
|
|
|
// If we already have a timestamp for this item, do nothing
|
2023-04-03 00:06:55 -04:00
|
|
|
|
if (gSaveContext.sohStats.itemTimestamp[item] != 0){
|
2022-11-22 20:04:40 -05:00
|
|
|
|
return;
|
|
|
|
|
}
|
2022-12-10 15:37:33 -05:00
|
|
|
|
// Use ITEM_KEY_BOSS only for Ganon's boss key - not any other boss keys
|
|
|
|
|
if (play != NULL) {
|
|
|
|
|
if (item == ITEM_KEY_BOSS && play->sceneNum != 13 && play->sceneNum != 10) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-22 20:04:40 -05:00
|
|
|
|
|
|
|
|
|
u32 time = GAMEPLAYSTAT_TOTAL_TIME;
|
|
|
|
|
|
|
|
|
|
// Have items in Link's pocket shown as being obtained at 0.1 seconds
|
|
|
|
|
if (time == 0) {
|
|
|
|
|
time = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Count any bottled item as a bottle
|
|
|
|
|
if (item >= ITEM_BOTTLE && item <= ITEM_POE) {
|
2023-04-03 00:06:55 -04:00
|
|
|
|
if (gSaveContext.sohStats.itemTimestamp[ITEM_BOTTLE] == 0) {
|
|
|
|
|
gSaveContext.sohStats.itemTimestamp[ITEM_BOTTLE] = time;
|
2022-11-22 20:04:40 -05:00
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// Count any bombchu pack as bombchus
|
|
|
|
|
if (item == ITEM_BOMBCHU || (item >= ITEM_BOMBCHUS_5 && item <= ITEM_BOMBCHUS_20)) {
|
2023-04-03 00:06:55 -04:00
|
|
|
|
if (gSaveContext.sohStats.itemTimestamp[ITEM_BOMBCHU] == 0) {
|
|
|
|
|
gSaveContext.sohStats.itemTimestamp[ITEM_BOMBCHU] = time;
|
2022-11-22 20:04:40 -05:00
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2023-04-03 00:06:55 -04:00
|
|
|
|
gSaveContext.sohStats.itemTimestamp[item] = time;
|
2022-11-22 20:04:40 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Gameplay stat tracking: Update time the item was acquired
|
|
|
|
|
// (special cases for rando items)
|
|
|
|
|
void Randomizer_GameplayStats_SetTimestamp(uint16_t item) {
|
|
|
|
|
|
|
|
|
|
u32 time = GAMEPLAYSTAT_TOTAL_TIME;
|
|
|
|
|
|
|
|
|
|
// Have items in Link's pocket shown as being obtained at 0.1 seconds
|
|
|
|
|
if (time == 0) {
|
|
|
|
|
time = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-12-10 15:37:33 -05:00
|
|
|
|
// Use ITEM_KEY_BOSS to timestamp Ganon's boss key
|
|
|
|
|
if (item == RG_GANONS_CASTLE_BOSS_KEY) {
|
2023-04-03 00:06:55 -04:00
|
|
|
|
gSaveContext.sohStats.itemTimestamp[ITEM_KEY_BOSS] = time;
|
2022-12-10 15:37:33 -05:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-22 20:04:40 -05:00
|
|
|
|
// Count any bottled item as a bottle
|
|
|
|
|
if (item >= RG_EMPTY_BOTTLE && item <= RG_BOTTLE_WITH_BIG_POE) {
|
2023-04-03 00:06:55 -04:00
|
|
|
|
if (gSaveContext.sohStats.itemTimestamp[ITEM_BOTTLE] == 0) {
|
|
|
|
|
gSaveContext.sohStats.itemTimestamp[ITEM_BOTTLE] = time;
|
2022-11-22 20:04:40 -05:00
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// Count any bombchu pack as bombchus
|
2023-04-21 19:01:19 -04:00
|
|
|
|
if ((item >= RG_BOMBCHU_5 && item <= RG_BOMBCHU_DROP) || item == RG_PROGRESSIVE_BOMBCHUS) {
|
2023-04-03 00:06:55 -04:00
|
|
|
|
if (gSaveContext.sohStats.itemTimestamp[ITEM_BOMBCHU] = 0) {
|
|
|
|
|
gSaveContext.sohStats.itemTimestamp[ITEM_BOMBCHU] = time;
|
2022-11-22 20:04:40 -05:00
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (item == RG_MAGIC_SINGLE) {
|
2023-04-03 00:06:55 -04:00
|
|
|
|
gSaveContext.sohStats.itemTimestamp[ITEM_SINGLE_MAGIC] = time;
|
2022-11-22 20:04:40 -05:00
|
|
|
|
}
|
|
|
|
|
if (item == RG_DOUBLE_DEFENSE) {
|
2023-04-03 00:06:55 -04:00
|
|
|
|
gSaveContext.sohStats.itemTimestamp[ITEM_DOUBLE_DEFENSE] = time;
|
2022-11-22 20:04:40 -05:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
u8 Return_Item_Entry(GetItemEntry itemEntry, ItemID returnItem ) {
|
|
|
|
|
GameInteractor_ExecuteOnItemReceiveHooks(itemEntry);
|
|
|
|
|
return returnItem;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Processes Item_Give returns
|
2023-04-02 04:47:23 -04:00
|
|
|
|
u8 Return_Item(u8 itemID, ModIndex modId, ItemID returnItem) {
|
2023-05-20 12:05:47 -04:00
|
|
|
|
// ITEM_SOLD_OUT doesn't have an ItemTable entry, so pass custom entry instead
|
|
|
|
|
if (itemID == ITEM_SOLD_OUT) {
|
|
|
|
|
GetItemEntry gie = { ITEM_SOLD_OUT, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_LESSER, NULL };
|
|
|
|
|
return Return_Item_Entry(gie, returnItem);
|
|
|
|
|
}
|
2023-05-20 09:24:02 -04:00
|
|
|
|
int32_t get = GetGIID(itemID);
|
2023-04-02 04:47:23 -04:00
|
|
|
|
if (get == -1) {
|
|
|
|
|
modId = MOD_RANDOMIZER;
|
|
|
|
|
get = itemID;
|
|
|
|
|
}
|
|
|
|
|
return Return_Item_Entry(ItemTable_RetrieveEntry(modId, get), returnItem);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
}
|
|
|
|
|
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
/**
|
|
|
|
|
* @brief Adds the given item to Link's inventory.
|
|
|
|
|
*
|
2022-11-06 03:24:34 -05:00
|
|
|
|
* NOTE: This function has been edited to be safe to use with a NULL play.
|
|
|
|
|
* If you need to add to this function, be sure you check if the play is not
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
* NULL before doing any operations requiring it.
|
|
|
|
|
*
|
2022-11-06 03:24:34 -05:00
|
|
|
|
* @param play
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
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* @param item
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* @return u8
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*/
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2022-11-06 03:24:34 -05:00
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u8 Item_Give(PlayState* play, u8 item) {
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2022-03-21 21:51:23 -04:00
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static s16 sAmmoRefillCounts[] = { 5, 10, 20, 30, 5, 10, 30, 0, 5, 20, 1, 5, 20, 50, 200, 10 };
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s16 i;
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s16 slot;
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s16 temp;
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2023-03-12 03:00:03 -04:00
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GetItemID returnItem = ITEM_NONE;
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2022-11-22 20:04:40 -05:00
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// Gameplay stats: Update the time the item was obtained
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2022-12-10 15:37:33 -05:00
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GameplayStats_SetTimestamp(play, item);
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2022-11-22 20:04:40 -05:00
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2022-03-21 21:51:23 -04:00
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slot = SLOT(item);
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if (item >= ITEM_STICKS_5) {
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slot = SLOT(sExtraItemBases[item - ITEM_STICKS_5]);
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}
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osSyncPrintf(VT_FGCOL(YELLOW));
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osSyncPrintf("item_get_setting=%d pt=%d z=%x\n", item, slot, gSaveContext.inventory.items[slot]);
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osSyncPrintf(VT_RST);
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if ((item >= ITEM_MEDALLION_FOREST) && (item <= ITEM_MEDALLION_LIGHT)) {
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gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_MEDALLION_FOREST + QUEST_MEDALLION_FOREST];
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osSyncPrintf(VT_FGCOL(YELLOW));
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osSyncPrintf("封印 = %x\n", gSaveContext.inventory.questItems); // "Seals = %x"
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osSyncPrintf(VT_RST);
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if (item == ITEM_MEDALLION_WATER) {
|
2022-11-06 03:24:34 -05:00
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func_8006D0AC(play);
|
2022-03-21 21:51:23 -04:00
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|
}
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2023-03-12 03:00:03 -04:00
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return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
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|
} else if ((item >= ITEM_SONG_MINUET) && (item <= ITEM_SONG_STORMS)) {
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|
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_SONG_MINUET + QUEST_SONG_MINUET];
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osSyncPrintf(VT_FGCOL(YELLOW));
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osSyncPrintf("楽譜 = %x\n", gSaveContext.inventory.questItems); // "Musical scores = %x"
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// "Musical scores = %x (%x) (%x)"
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osSyncPrintf("楽譜 = %x (%x) (%x)\n", gSaveContext.inventory.questItems,
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gBitFlags[item - ITEM_SONG_MINUET + QUEST_SONG_MINUET], gBitFlags[item - ITEM_SONG_MINUET]);
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|
osSyncPrintf(VT_RST);
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|
2023-03-12 03:00:03 -04:00
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|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
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|
|
} else if ((item >= ITEM_KOKIRI_EMERALD) && (item <= ITEM_ZORA_SAPPHIRE)) {
|
|
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|
|
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_KOKIRI_EMERALD + QUEST_KOKIRI_EMERALD];
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osSyncPrintf(VT_FGCOL(YELLOW));
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|
osSyncPrintf("精霊石 = %x\n", gSaveContext.inventory.questItems); // "Spiritual Stones = %x"
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osSyncPrintf(VT_RST);
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2023-03-12 03:00:03 -04:00
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return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
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|
|
} else if ((item == ITEM_STONE_OF_AGONY) || (item == ITEM_GERUDO_CARD)) {
|
|
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|
|
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_STONE_OF_AGONY + QUEST_STONE_OF_AGONY];
|
|
|
|
|
|
|
|
|
|
osSyncPrintf(VT_FGCOL(YELLOW));
|
|
|
|
|
osSyncPrintf("アイテム = %x\n", gSaveContext.inventory.questItems); // "Items = %x"
|
|
|
|
|
osSyncPrintf(VT_RST);
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
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|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
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|
|
} else if (item == ITEM_SKULL_TOKEN) {
|
|
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|
|
gSaveContext.inventory.questItems |= gBitFlags[item - ITEM_SKULL_TOKEN + QUEST_SKULL_TOKEN];
|
|
|
|
|
gSaveContext.inventory.gsTokens++;
|
|
|
|
|
|
|
|
|
|
osSyncPrintf(VT_FGCOL(YELLOW));
|
|
|
|
|
// "N Coins = %x(%d)"
|
|
|
|
|
osSyncPrintf("Nコイン = %x(%d)\n", gSaveContext.inventory.questItems, gSaveContext.inventory.gsTokens);
|
|
|
|
|
osSyncPrintf(VT_RST);
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
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|
|
} else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) {
|
|
|
|
|
gSaveContext.inventory.equipment |= gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD];
|
|
|
|
|
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
// Both Giant's Knife and Biggoron Sword have the same Item ID, so this part handles both of them
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (item == ITEM_SWORD_BGS) {
|
|
|
|
|
gSaveContext.swordHealth = 8;
|
|
|
|
|
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
// In rando, when buying Giant's Knife, also check
|
|
|
|
|
// for 0xE in case we don't have Kokiri Sword
|
|
|
|
|
if (ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xF || (gSaveContext.n64ddFlag && ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xE)) {
|
|
|
|
|
|
|
|
|
|
gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD];
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
2022-07-21 18:39:04 -04:00
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_SWORD_MASTER) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
|
|
|
|
|
gSaveContext.equips.equipment &= 0xFFF0;
|
|
|
|
|
gSaveContext.equips.equipment |= 0x0002;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon1(play, 0);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item >= ITEM_SHIELD_DEKU) && (item <= ITEM_SHIELD_MIRROR)) {
|
|
|
|
|
gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_SHIELD_DEKU] << gEquipShifts[EQUIP_SHIELD]);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item >= ITEM_TUNIC_KOKIRI) && (item <= ITEM_TUNIC_ZORA)) {
|
|
|
|
|
gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_TUNIC_KOKIRI] << gEquipShifts[EQUIP_TUNIC]);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item >= ITEM_BOOTS_KOKIRI) && (item <= ITEM_BOOTS_HOVER)) {
|
|
|
|
|
gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_BOOTS_KOKIRI] << gEquipShifts[EQUIP_BOOTS]);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item == ITEM_KEY_BOSS) || (item == ITEM_COMPASS) || (item == ITEM_DUNGEON_MAP)) {
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
// Boss Key, Compass, and Dungeon Map exceptions for rando.
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
// Rando should never be able to get here for Link's Pocket unless something goes wrong,
|
2022-11-06 03:24:34 -05:00
|
|
|
|
// but we check for a play here so the game won't crash if we do somehow get here.
|
|
|
|
|
if (gSaveContext.n64ddFlag && play != NULL) {
|
|
|
|
|
if (play->sceneNum == 13) { // ganon's castle -> ganon's tower
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
gSaveContext.inventory.dungeonItems[10] |= 1;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if (play->sceneNum == 92) { // Desert Colossus -> Spirit Temple.
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
gSaveContext.inventory.dungeonItems[6] |= gBitFlags[item - ITEM_KEY_BOSS];
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.inventory.dungeonItems[gSaveContext.mapIndex] |= gBitFlags[item - ITEM_KEY_BOSS];
|
|
|
|
|
}
|
2022-07-13 19:38:25 -04:00
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.inventory.dungeonItems[gSaveContext.mapIndex] |= gBitFlags[item - ITEM_KEY_BOSS];
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_KEY_SMALL) {
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
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// Small key exceptions for rando with keysanity off.
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// Rando should never be able to get here for Link's Pocket unless something goes wrong,
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2022-11-06 03:24:34 -05:00
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// but we check for a play here so the game won't crash if we do somehow get here.
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if (gSaveContext.n64ddFlag && play != NULL) {
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if (play->sceneNum == 10) { // ganon's tower -> ganon's castle
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2022-11-02 14:09:25 -04:00
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gSaveContext.sohStats.dungeonKeys[13]++;
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
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if (gSaveContext.inventory.dungeonKeys[13] < 0) {
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gSaveContext.inventory.dungeonKeys[13] = 1;
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} else {
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gSaveContext.inventory.dungeonKeys[13]++;
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}
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2023-03-12 03:00:03 -04:00
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return Return_Item(item, MOD_NONE, ITEM_NONE);
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play->sceneNum == 92) { // Desert Colossus -> Spirit Temple.
|
2022-11-02 14:09:25 -04:00
|
|
|
|
gSaveContext.sohStats.dungeonKeys[6]++;
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
if (gSaveContext.inventory.dungeonKeys[6] < 0) {
|
|
|
|
|
gSaveContext.inventory.dungeonKeys[6] = 1;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.inventory.dungeonKeys[6]++;
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-02 14:09:25 -04:00
|
|
|
|
gSaveContext.sohStats.dungeonKeys[gSaveContext.mapIndex]++;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] < 0) {
|
|
|
|
|
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] = 1;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]++;
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item == ITEM_QUIVER_30) || (item == ITEM_BOW)) {
|
|
|
|
|
if (CUR_UPG_VALUE(UPG_QUIVER) == 0) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_QUIVER, 1);
|
|
|
|
|
INV_CONTENT(ITEM_BOW) = ITEM_BOW;
|
|
|
|
|
AMMO(ITEM_BOW) = CAPACITY(UPG_QUIVER, 1);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_BOW)++;
|
|
|
|
|
if (AMMO(ITEM_BOW) > CUR_CAPACITY(UPG_QUIVER)) {
|
|
|
|
|
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_QUIVER_40) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_QUIVER, 2);
|
|
|
|
|
AMMO(ITEM_BOW) = CAPACITY(UPG_QUIVER, 2);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_QUIVER_50) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_QUIVER, 3);
|
|
|
|
|
AMMO(ITEM_BOW) = CAPACITY(UPG_QUIVER, 3);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BULLET_BAG_40) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_BULLET_BAG, 2);
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) = CAPACITY(UPG_BULLET_BAG, 2);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BULLET_BAG_50) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_BULLET_BAG, 3);
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) = CAPACITY(UPG_BULLET_BAG, 3);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BOMB_BAG_20) {
|
|
|
|
|
if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 0) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_BOMB_BAG, 1);
|
|
|
|
|
INV_CONTENT(ITEM_BOMB) = ITEM_BOMB;
|
|
|
|
|
AMMO(ITEM_BOMB) = CAPACITY(UPG_BOMB_BAG, 1);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_BOMB)++;
|
|
|
|
|
if (AMMO(ITEM_BOMB) > CUR_CAPACITY(UPG_BOMB_BAG)) {
|
|
|
|
|
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_BOMB_BAG_30) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_BOMB_BAG, 2);
|
|
|
|
|
AMMO(ITEM_BOMB) = CAPACITY(UPG_BOMB_BAG, 2);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BOMB_BAG_40) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_BOMB_BAG, 3);
|
|
|
|
|
AMMO(ITEM_BOMB) = CAPACITY(UPG_BOMB_BAG, 3);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BRACELET) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_STRENGTH, 1);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_GAUNTLETS_SILVER) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_STRENGTH, 2);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_GAUNTLETS_GOLD) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_STRENGTH, 3);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_SCALE_SILVER) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_SCALE, 1);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_SCALE_GOLDEN) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_SCALE, 2);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_WALLET_ADULT) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_WALLET, 1);
|
2022-07-18 19:20:07 -04:00
|
|
|
|
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_FULL_WALLETS)) {
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
Rupees_ChangeBy(200);
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_WALLET_GIANT) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_WALLET, 2);
|
2022-07-18 19:20:07 -04:00
|
|
|
|
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_FULL_WALLETS)) {
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
Rupees_ChangeBy(500);
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_STICK_UPGRADE_20) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_STICK) = ITEM_STICK;
|
|
|
|
|
}
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_STICKS, 2);
|
|
|
|
|
AMMO(ITEM_STICK) = CAPACITY(UPG_STICKS, 2);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_STICK_UPGRADE_30) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_STICK) = ITEM_STICK;
|
|
|
|
|
}
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_STICKS, 3);
|
|
|
|
|
AMMO(ITEM_STICK) = CAPACITY(UPG_STICKS, 3);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_NUT_UPGRADE_30) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_NUT) = ITEM_NUT;
|
|
|
|
|
}
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_NUTS, 2);
|
|
|
|
|
AMMO(ITEM_NUT) = CAPACITY(UPG_NUTS, 2);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_NUT_UPGRADE_40) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_NUT) = ITEM_NUT;
|
|
|
|
|
}
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_NUTS, 3);
|
|
|
|
|
AMMO(ITEM_NUT) = CAPACITY(UPG_NUTS, 3);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_LONGSHOT) {
|
|
|
|
|
INV_CONTENT(item) = item;
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
// always update "equips" as this is what is currently on the c-buttons
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[i] == ITEM_HOOKSHOT) {
|
|
|
|
|
gSaveContext.equips.buttonItems[i] = ITEM_LONGSHOT;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon1(play, i);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
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// update the adult/child equips when rando'd (accounting for equp swapped hookshot as child)
|
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if (gSaveContext.n64ddFlag && LINK_IS_CHILD) {
|
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|
for (i = 1; i < ARRAY_COUNT(gSaveContext.adultEquips.buttonItems); i++) {
|
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|
if (gSaveContext.adultEquips.buttonItems[i] == ITEM_HOOKSHOT) {
|
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|
gSaveContext.adultEquips.buttonItems[i] = ITEM_LONGSHOT;
|
2022-11-06 03:24:34 -05:00
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if (play != NULL) {
|
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Interface_LoadItemIcon1(play, i);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (gSaveContext.n64ddFlag && LINK_IS_ADULT) {
|
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.childEquips.buttonItems); i++) {
|
|
|
|
|
if (gSaveContext.childEquips.buttonItems[i] == ITEM_HOOKSHOT) {
|
|
|
|
|
gSaveContext.childEquips.buttonItems[i] = ITEM_LONGSHOT;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon1(play, i);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_STICK) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_STICKS, 1);
|
|
|
|
|
AMMO(ITEM_STICK) = 1;
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_STICK)++;
|
|
|
|
|
if (AMMO(ITEM_STICK) > CUR_CAPACITY(UPG_STICKS)) {
|
|
|
|
|
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if ((item == ITEM_STICKS_5) || (item == ITEM_STICKS_10)) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_STICKS, 1);
|
|
|
|
|
AMMO(ITEM_STICK) = sAmmoRefillCounts[item - ITEM_STICKS_5];
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_STICK) += sAmmoRefillCounts[item - ITEM_STICKS_5];
|
|
|
|
|
if (AMMO(ITEM_STICK) > CUR_CAPACITY(UPG_STICKS)) {
|
|
|
|
|
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
item = ITEM_STICK;
|
|
|
|
|
} else if (item == ITEM_NUT) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_NUTS, 1);
|
|
|
|
|
AMMO(ITEM_NUT) = ITEM_NUT;
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_NUT)++;
|
|
|
|
|
if (AMMO(ITEM_NUT) > CUR_CAPACITY(UPG_NUTS)) {
|
|
|
|
|
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if ((item == ITEM_NUTS_5) || (item == ITEM_NUTS_10)) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_NUTS, 1);
|
|
|
|
|
AMMO(ITEM_NUT) += sAmmoRefillCounts[item - ITEM_NUTS_5];
|
|
|
|
|
// "Deku Nuts %d(%d)=%d BS_count=%d"
|
|
|
|
|
osSyncPrintf("デクの実 %d(%d)=%d BS_count=%d\n", item, ITEM_NUTS_5, item - ITEM_NUTS_5,
|
|
|
|
|
sAmmoRefillCounts[item - ITEM_NUTS_5]);
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_NUT) += sAmmoRefillCounts[item - ITEM_NUTS_5];
|
|
|
|
|
if (AMMO(ITEM_NUT) > CUR_CAPACITY(UPG_NUTS)) {
|
|
|
|
|
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
item = ITEM_NUT;
|
|
|
|
|
} else if (item == ITEM_BOMB) {
|
|
|
|
|
// "Bomb Bomb Bomb Bomb Bomb Bomb Bomb"
|
|
|
|
|
osSyncPrintf(" 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 \n");
|
|
|
|
|
if ((AMMO(ITEM_BOMB) += 1) > CUR_CAPACITY(UPG_BOMB_BAG)) {
|
|
|
|
|
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item >= ITEM_BOMBS_5) && (item <= ITEM_BOMBS_30)) {
|
|
|
|
|
if ((AMMO(ITEM_BOMB) += sAmmoRefillCounts[item - ITEM_BOMBS_5]) > CUR_CAPACITY(UPG_BOMB_BAG)) {
|
|
|
|
|
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BOMBCHU) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU;
|
|
|
|
|
AMMO(ITEM_BOMBCHU) = 10;
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) += 10;
|
|
|
|
|
if (AMMO(ITEM_BOMBCHU) > 50) {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) = 50;
|
|
|
|
|
}
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item == ITEM_BOMBCHUS_5) || (item == ITEM_BOMBCHUS_20)) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU;
|
|
|
|
|
AMMO(ITEM_BOMBCHU) += sAmmoRefillCounts[item - ITEM_BOMBCHUS_5 + 8];
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) += sAmmoRefillCounts[item - ITEM_BOMBCHUS_5 + 8];
|
|
|
|
|
if (AMMO(ITEM_BOMBCHU) > 50) {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) = 50;
|
|
|
|
|
}
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item >= ITEM_ARROWS_SMALL) && (item <= ITEM_ARROWS_LARGE)) {
|
|
|
|
|
AMMO(ITEM_BOW) += sAmmoRefillCounts[item - ITEM_ARROWS_SMALL + 4];
|
|
|
|
|
|
|
|
|
|
if ((AMMO(ITEM_BOW) >= CUR_CAPACITY(UPG_QUIVER)) || (AMMO(ITEM_BOW) < 0)) {
|
|
|
|
|
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osSyncPrintf("%d本 Item_MaxGet=%d\n", AMMO(ITEM_BOW), CUR_CAPACITY(UPG_QUIVER));
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_BOW);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_SLINGSHOT) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_BULLET_BAG, 1);
|
|
|
|
|
INV_CONTENT(ITEM_SLINGSHOT) = ITEM_SLINGSHOT;
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) = 30;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_SEEDS) {
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) += 5;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_SLINGSHOT) >= CUR_CAPACITY(UPG_BULLET_BAG)) {
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!(gSaveContext.itemGetInf[1] & 8)) {
|
|
|
|
|
gSaveContext.itemGetInf[1] |= 8;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_SEEDS);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_SEEDS_30) {
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) += 30;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_SLINGSHOT) >= CUR_CAPACITY(UPG_BULLET_BAG)) {
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!(gSaveContext.itemGetInf[1] & 8)) {
|
|
|
|
|
gSaveContext.itemGetInf[1] |= 8;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_SEEDS);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_OCARINA_FAIRY) {
|
|
|
|
|
INV_CONTENT(ITEM_OCARINA_FAIRY) = ITEM_OCARINA_FAIRY;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_OCARINA_TIME) {
|
|
|
|
|
INV_CONTENT(ITEM_OCARINA_TIME) = ITEM_OCARINA_TIME;
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
// always update "equips" as this is what is currently on the c-buttons
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[i] == ITEM_OCARINA_FAIRY) {
|
|
|
|
|
gSaveContext.equips.buttonItems[i] = ITEM_OCARINA_TIME;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, i);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
|
|
|
|
|
// update the adult/child equips when rando'd
|
|
|
|
|
if (gSaveContext.n64ddFlag && LINK_IS_CHILD) {
|
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.adultEquips.buttonItems); i++) {
|
|
|
|
|
if (gSaveContext.adultEquips.buttonItems[i] == ITEM_OCARINA_FAIRY) {
|
|
|
|
|
gSaveContext.adultEquips.buttonItems[i] = ITEM_OCARINA_TIME;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon1(play, i);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (gSaveContext.n64ddFlag && LINK_IS_ADULT) {
|
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.childEquips.buttonItems); i++) {
|
|
|
|
|
if (gSaveContext.childEquips.buttonItems[i] == ITEM_OCARINA_FAIRY) {
|
|
|
|
|
gSaveContext.childEquips.buttonItems[i] = ITEM_OCARINA_TIME;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon1(play, i);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BEAN) {
|
|
|
|
|
if (gSaveContext.inventory.items[slot] == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(item) = item;
|
|
|
|
|
AMMO(ITEM_BEAN) = 1;
|
|
|
|
|
BEANS_BOUGHT = 1;
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_BEAN)++;
|
|
|
|
|
BEANS_BOUGHT++;
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item == ITEM_HEART_PIECE_2) || (item == ITEM_HEART_PIECE)) {
|
|
|
|
|
gSaveContext.inventory.questItems += 1 << (QUEST_HEART_PIECE + 4);
|
2022-11-02 14:09:25 -04:00
|
|
|
|
gSaveContext.sohStats.heartPieces++;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_HEART_CONTAINER) {
|
|
|
|
|
gSaveContext.healthCapacity += 0x10;
|
|
|
|
|
gSaveContext.health += 0x10;
|
2022-11-02 14:09:25 -04:00
|
|
|
|
gSaveContext.sohStats.heartContainers++;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_HEART) {
|
|
|
|
|
osSyncPrintf("回復ハート回復ハート回復ハート\n"); // "Recovery Heart"
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Health_ChangeBy(play, 0x10);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, item);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_MAGIC_SMALL) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicState != 10) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Magic_Fill(play);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
func_80087708(play, 12, 5);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (!(gSaveContext.infTable[25] & 0x100)) {
|
|
|
|
|
gSaveContext.infTable[25] |= 0x100;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, item);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_MAGIC_LARGE) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicState != 10) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Magic_Fill(play);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
func_80087708(play, 24, 5);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!(gSaveContext.infTable[25] & 0x100)) {
|
|
|
|
|
gSaveContext.infTable[25] |= 0x100;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, item);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item >= ITEM_RUPEE_GREEN) && (item <= ITEM_INVALID_8)) {
|
|
|
|
|
Rupees_ChangeBy(sAmmoRefillCounts[item - ITEM_RUPEE_GREEN + 10]);
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (item == ITEM_BOTTLE) {
|
|
|
|
|
temp = SLOT(item);
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[temp + i] == ITEM_NONE) {
|
|
|
|
|
gSaveContext.inventory.items[temp + i] = item;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (((item >= ITEM_POTION_RED) && (item <= ITEM_POE)) || (item == ITEM_MILK)) {
|
|
|
|
|
temp = SLOT(item);
|
|
|
|
|
|
|
|
|
|
if ((item != ITEM_MILK_BOTTLE) && (item != ITEM_LETTER_RUTO)) {
|
|
|
|
|
if (item == ITEM_MILK) {
|
|
|
|
|
item = ITEM_MILK_BOTTLE;
|
|
|
|
|
temp = SLOT(item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[temp + i] == ITEM_BOTTLE) {
|
|
|
|
|
// "Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d Empty Bottle=%d Content=%d"
|
|
|
|
|
osSyncPrintf("Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d 空瓶=%d 中味=%d\n",
|
|
|
|
|
gSaveContext.equips.cButtonSlots[0], gSaveContext.equips.cButtonSlots[1],
|
|
|
|
|
gSaveContext.equips.cButtonSlots[2], temp + i, item);
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (int buttonIndex = 1; buttonIndex < ARRAY_COUNT(gSaveContext.equips.buttonItems); buttonIndex++) {
|
|
|
|
|
if ((temp + i) == gSaveContext.equips.cButtonSlots[buttonIndex - 1]) {
|
|
|
|
|
gSaveContext.equips.buttonItems[buttonIndex] = item;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon2(play, buttonIndex);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(buttonIndex)] = BTN_ENABLED;
|
|
|
|
|
break;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.inventory.items[temp + i] = item;
|
2023-05-03 21:26:03 -04:00
|
|
|
|
break;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[temp + i] == ITEM_NONE) {
|
|
|
|
|
gSaveContext.inventory.items[temp + i] = item;
|
2023-03-15 13:25:24 -04:00
|
|
|
|
break;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if ((item >= ITEM_WEIRD_EGG) && (item <= ITEM_CLAIM_CHECK)) {
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if ((item == ITEM_SAW) && CVarGetInteger("gDekuNutUpgradeFix", 0) == 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.itemGetInf[1] |= 0x8000;
|
|
|
|
|
}
|
|
|
|
|
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
if (item >= ITEM_POCKET_EGG) {
|
|
|
|
|
gSaveContext.adultTradeItems |= ADULT_TRADE_FLAG(item);
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
temp = INV_CONTENT(item);
|
|
|
|
|
INV_CONTENT(item) = item;
|
|
|
|
|
|
|
|
|
|
if (temp != ITEM_NONE) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (temp == gSaveContext.equips.buttonItems[i]) {
|
|
|
|
|
if (item != ITEM_SOLD_OUT) {
|
|
|
|
|
gSaveContext.equips.buttonItems[i] = item;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play != NULL) {
|
|
|
|
|
Interface_LoadItemIcon1(play, i);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.equips.buttonItems[i] = ITEM_NONE;
|
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, ITEM_NONE);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2023-03-12 03:00:03 -04:00
|
|
|
|
returnItem = gSaveContext.inventory.items[slot];
|
|
|
|
|
osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, returnItem);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
INV_CONTENT(item) = item;
|
2023-03-12 03:00:03 -04:00
|
|
|
|
return Return_Item(item, MOD_NONE, returnItem);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
|
2023-04-02 04:47:23 -04:00
|
|
|
|
uint16_t item = giEntry.getItemId;
|
2022-08-23 20:11:38 -04:00
|
|
|
|
uint16_t temp;
|
|
|
|
|
uint16_t i;
|
|
|
|
|
uint16_t slot;
|
|
|
|
|
|
2022-11-22 20:04:40 -05:00
|
|
|
|
// Gameplay stats: Update the time the item was obtained
|
|
|
|
|
Randomizer_GameplayStats_SetTimestamp(item);
|
|
|
|
|
|
2022-08-23 20:11:38 -04:00
|
|
|
|
slot = SLOT(item);
|
|
|
|
|
if (item == RG_MAGIC_SINGLE) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.isMagicAcquired = true;
|
|
|
|
|
gSaveContext.magicFillTarget = 0x30;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Magic_Fill(play);
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
2022-08-23 20:11:38 -04:00
|
|
|
|
} else if (item == RG_MAGIC_DOUBLE) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (!gSaveContext.isMagicAcquired) {
|
|
|
|
|
gSaveContext.isMagicAcquired = true;
|
2022-08-23 20:11:38 -04:00
|
|
|
|
}
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.isDoubleMagicAcquired = true;
|
|
|
|
|
gSaveContext.magicFillTarget = 0x60;
|
2022-08-23 20:11:38 -04:00
|
|
|
|
gSaveContext.magicLevel = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Magic_Fill(play);
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
2022-08-23 20:11:38 -04:00
|
|
|
|
}
|
|
|
|
|
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
if (item == RG_MAGIC_BEAN_PACK) {
|
|
|
|
|
if (INV_CONTENT(ITEM_BEAN) == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_BEAN) = ITEM_BEAN;
|
|
|
|
|
AMMO(ITEM_BEAN) = 10;
|
|
|
|
|
}
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-08-23 20:11:38 -04:00
|
|
|
|
if (item == RG_DOUBLE_DEFENSE) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.isDoubleDefenseAcquired = true;
|
2022-08-23 20:11:38 -04:00
|
|
|
|
gSaveContext.inventory.defenseHearts = 20;
|
|
|
|
|
gSaveContext.healthAccumulator = 0x140;
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
2022-08-23 20:11:38 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item >= RG_BOTTLE_WITH_RED_POTION && item <= RG_BOTTLE_WITH_BIG_POE) {
|
|
|
|
|
temp = SLOT(ITEM_BOTTLE);
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[temp + i] == ITEM_NONE) {
|
|
|
|
|
switch (item) {
|
|
|
|
|
case RG_BOTTLE_WITH_RED_POTION:
|
|
|
|
|
item = ITEM_POTION_RED;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_GREEN_POTION:
|
|
|
|
|
item = ITEM_POTION_GREEN;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_BLUE_POTION:
|
|
|
|
|
item = ITEM_POTION_BLUE;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_FAIRY:
|
|
|
|
|
item = ITEM_FAIRY;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_FISH:
|
|
|
|
|
item = ITEM_FISH;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_BLUE_FIRE:
|
|
|
|
|
item = ITEM_BLUE_FIRE;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_BUGS:
|
|
|
|
|
item = ITEM_BUG;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_POE:
|
|
|
|
|
item = ITEM_POE;
|
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTLE_WITH_BIG_POE:
|
|
|
|
|
item = ITEM_BIG_POE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.inventory.items[temp + i] = item;
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
2022-08-23 20:11:38 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
} else if ((item >= RG_FOREST_TEMPLE_SMALL_KEY && item <= RG_GANONS_CASTLE_SMALL_KEY) ||
|
2022-11-02 11:36:02 -04:00
|
|
|
|
(item >= RG_FOREST_TEMPLE_KEY_RING && item <= RG_GANONS_CASTLE_KEY_RING) ||
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
(item >= RG_FOREST_TEMPLE_BOSS_KEY && item <= RG_GANONS_CASTLE_BOSS_KEY) ||
|
|
|
|
|
(item >= RG_DEKU_TREE_MAP && item <= RG_ICE_CAVERN_MAP) ||
|
|
|
|
|
(item >= RG_DEKU_TREE_COMPASS && item <= RG_ICE_CAVERN_COMPASS)) {
|
|
|
|
|
int mapIndex = gSaveContext.mapIndex;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
int numOfKeysOnKeyring = 0;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
switch (item) {
|
|
|
|
|
case RG_DEKU_TREE_MAP:
|
|
|
|
|
case RG_DEKU_TREE_COMPASS:
|
|
|
|
|
mapIndex = SCENE_YDAN;
|
|
|
|
|
break;
|
|
|
|
|
case RG_DODONGOS_CAVERN_MAP:
|
|
|
|
|
case RG_DODONGOS_CAVERN_COMPASS:
|
|
|
|
|
mapIndex = SCENE_DDAN;
|
|
|
|
|
break;
|
|
|
|
|
case RG_JABU_JABUS_BELLY_MAP:
|
|
|
|
|
case RG_JABU_JABUS_BELLY_COMPASS:
|
|
|
|
|
mapIndex = SCENE_BDAN;
|
|
|
|
|
break;
|
|
|
|
|
case RG_FOREST_TEMPLE_MAP:
|
|
|
|
|
case RG_FOREST_TEMPLE_COMPASS:
|
|
|
|
|
case RG_FOREST_TEMPLE_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_FOREST_TEMPLE_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
case RG_FOREST_TEMPLE_BOSS_KEY:
|
|
|
|
|
mapIndex = SCENE_BMORI1;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = FOREST_TEMPLE_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_FIRE_TEMPLE_MAP:
|
|
|
|
|
case RG_FIRE_TEMPLE_COMPASS:
|
|
|
|
|
case RG_FIRE_TEMPLE_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_FIRE_TEMPLE_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
case RG_FIRE_TEMPLE_BOSS_KEY:
|
|
|
|
|
mapIndex = SCENE_HIDAN;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = FIRE_TEMPLE_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_WATER_TEMPLE_MAP:
|
|
|
|
|
case RG_WATER_TEMPLE_COMPASS:
|
|
|
|
|
case RG_WATER_TEMPLE_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_WATER_TEMPLE_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
case RG_WATER_TEMPLE_BOSS_KEY:
|
|
|
|
|
mapIndex = SCENE_MIZUSIN;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = WATER_TEMPLE_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_SPIRIT_TEMPLE_MAP:
|
|
|
|
|
case RG_SPIRIT_TEMPLE_COMPASS:
|
|
|
|
|
case RG_SPIRIT_TEMPLE_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_SPIRIT_TEMPLE_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
case RG_SPIRIT_TEMPLE_BOSS_KEY:
|
|
|
|
|
mapIndex = SCENE_JYASINZOU;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = SPIRIT_TEMPLE_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_SHADOW_TEMPLE_MAP:
|
|
|
|
|
case RG_SHADOW_TEMPLE_COMPASS:
|
|
|
|
|
case RG_SHADOW_TEMPLE_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_SHADOW_TEMPLE_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
case RG_SHADOW_TEMPLE_BOSS_KEY:
|
|
|
|
|
mapIndex = SCENE_HAKADAN;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = SHADOW_TEMPLE_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_BOTTOM_OF_THE_WELL_MAP:
|
|
|
|
|
case RG_BOTTOM_OF_THE_WELL_COMPASS:
|
|
|
|
|
case RG_BOTTOM_OF_THE_WELL_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_BOTTOM_OF_THE_WELL_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
mapIndex = SCENE_HAKADANCH;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_ICE_CAVERN_MAP:
|
|
|
|
|
case RG_ICE_CAVERN_COMPASS:
|
|
|
|
|
mapIndex = SCENE_ICE_DOUKUTO;
|
|
|
|
|
break;
|
|
|
|
|
case RG_GANONS_CASTLE_BOSS_KEY:
|
|
|
|
|
mapIndex = SCENE_GANON;
|
|
|
|
|
break;
|
|
|
|
|
case RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_GERUDO_TRAINING_GROUNDS_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
mapIndex = SCENE_MEN;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_GERUDO_FORTRESS_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_GERUDO_FORTRESS_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
mapIndex = SCENE_GERUDOWAY;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
numOfKeysOnKeyring = GERUDO_FORTRESS_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
case RG_GANONS_CASTLE_SMALL_KEY:
|
2022-11-02 11:36:02 -04:00
|
|
|
|
case RG_GANONS_CASTLE_KEY_RING:
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
mapIndex = SCENE_GANONTIKA;
|
2022-11-05 03:00:34 -04:00
|
|
|
|
numOfKeysOnKeyring = GANONS_CASTLE_SMALL_KEY_MAX;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((item >= RG_FOREST_TEMPLE_SMALL_KEY) && (item <= RG_GANONS_CASTLE_SMALL_KEY)) {
|
2022-11-02 14:09:25 -04:00
|
|
|
|
gSaveContext.sohStats.dungeonKeys[mapIndex]++;
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
if (gSaveContext.inventory.dungeonKeys[mapIndex] < 0) {
|
|
|
|
|
gSaveContext.inventory.dungeonKeys[mapIndex] = 1;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.inventory.dungeonKeys[mapIndex]++;
|
|
|
|
|
}
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
2022-11-02 11:36:02 -04:00
|
|
|
|
} else if ((item >= RG_FOREST_TEMPLE_KEY_RING) && (item <= RG_GANONS_CASTLE_KEY_RING)) {
|
2022-11-04 21:37:16 -04:00
|
|
|
|
gSaveContext.sohStats.dungeonKeys[mapIndex] = numOfKeysOnKeyring;
|
2022-11-02 11:36:02 -04:00
|
|
|
|
gSaveContext.inventory.dungeonKeys[mapIndex] = numOfKeysOnKeyring;
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
} else {
|
|
|
|
|
int bitmask;
|
|
|
|
|
if ((item >= RG_DEKU_TREE_MAP) && (item <= RG_ICE_CAVERN_MAP)) {
|
|
|
|
|
bitmask = gBitFlags[2];
|
|
|
|
|
} else if ((item >= RG_DEKU_TREE_COMPASS) && (item <= RG_ICE_CAVERN_COMPASS)) {
|
|
|
|
|
bitmask = gBitFlags[1];
|
|
|
|
|
} else {
|
|
|
|
|
bitmask = gBitFlags[0];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.inventory.dungeonItems[mapIndex] |= bitmask;
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item == RG_TYCOON_WALLET) {
|
|
|
|
|
Inventory_ChangeUpgrade(UPG_WALLET, 3);
|
|
|
|
|
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_FULL_WALLETS)) {
|
|
|
|
|
Rupees_ChangeBy(999);
|
|
|
|
|
}
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
2022-08-23 20:11:38 -04:00
|
|
|
|
}
|
|
|
|
|
|
2023-02-16 20:10:31 -05:00
|
|
|
|
if (item == RG_GREG_RUPEE) {
|
|
|
|
|
Rupees_ChangeBy(1);
|
|
|
|
|
Flags_SetRandomizerInf(RAND_INF_GREG_FOUND);
|
2023-04-03 00:06:55 -04:00
|
|
|
|
gSaveContext.sohStats.itemTimestamp[TIMESTAMP_FOUND_GREG] = GAMEPLAYSTAT_TOTAL_TIME;
|
2023-03-14 05:46:33 -04:00
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
2023-02-16 20:10:31 -05:00
|
|
|
|
}
|
|
|
|
|
|
2023-04-21 19:01:19 -04:00
|
|
|
|
if (item == RG_PROGRESSIVE_BOMBCHUS) {
|
|
|
|
|
if (INV_CONTENT(ITEM_BOMBCHU) == ITEM_NONE) {
|
|
|
|
|
INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU;
|
|
|
|
|
AMMO(ITEM_BOMBCHU) = 20;
|
|
|
|
|
} else {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) += AMMO(ITEM_BOMBCHU) < 5 ? 10 : 5;
|
|
|
|
|
if (AMMO(ITEM_BOMBCHU) > 50) {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) = 50;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return Return_Item_Entry(giEntry, RG_NONE);
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-23 20:11:38 -04:00
|
|
|
|
temp = gSaveContext.inventory.items[slot];
|
|
|
|
|
osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp);
|
|
|
|
|
INV_CONTENT(item) = item;
|
|
|
|
|
|
|
|
|
|
return temp;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
u8 Item_CheckObtainability(u8 item) {
|
|
|
|
|
s16 i;
|
|
|
|
|
s16 slot = SLOT(item);
|
|
|
|
|
s32 temp;
|
|
|
|
|
|
|
|
|
|
if (item >= ITEM_STICKS_5) {
|
|
|
|
|
slot = SLOT(sExtraItemBases[item - ITEM_STICKS_5]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osSyncPrintf(VT_FGCOL(GREEN));
|
|
|
|
|
osSyncPrintf("item_get_non_setting=%d pt=%d z=%x\n", item, slot, gSaveContext.inventory.items[slot]);
|
|
|
|
|
osSyncPrintf(VT_RST);
|
|
|
|
|
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
if (gSaveContext.n64ddFlag) {
|
|
|
|
|
if (item == ITEM_SINGLE_MAGIC || item == ITEM_DOUBLE_MAGIC || item == ITEM_DOUBLE_DEFENSE) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((item >= ITEM_SONG_MINUET) && (item <= ITEM_SONG_STORMS)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item >= ITEM_MEDALLION_FOREST) && (item <= ITEM_MEDALLION_LIGHT)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item >= ITEM_KOKIRI_EMERALD) && (item <= ITEM_SKULL_TOKEN)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) {
|
|
|
|
|
if (item == ITEM_SWORD_BGS) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD]) &
|
|
|
|
|
gSaveContext.inventory.equipment) {
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
return gSaveContext.n64ddFlag ? ITEM_NONE : item;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item >= ITEM_SHIELD_DEKU) && (item <= ITEM_SHIELD_MIRROR)) {
|
|
|
|
|
if ((gBitFlags[item - ITEM_SHIELD_DEKU] << gEquipShifts[EQUIP_SHIELD]) & gSaveContext.inventory.equipment) {
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
return gSaveContext.n64ddFlag ? ITEM_NONE : item;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item >= ITEM_TUNIC_KOKIRI) && (item <= ITEM_TUNIC_ZORA)) {
|
|
|
|
|
if ((gBitFlags[item - ITEM_TUNIC_KOKIRI] << gEquipShifts[EQUIP_TUNIC]) & gSaveContext.inventory.equipment) {
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
return gSaveContext.n64ddFlag ? ITEM_NONE : item;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item >= ITEM_BOOTS_KOKIRI) && (item <= ITEM_BOOTS_HOVER)) {
|
|
|
|
|
if ((gBitFlags[item - ITEM_BOOTS_KOKIRI] << gEquipShifts[EQUIP_BOOTS]) & gSaveContext.inventory.equipment) {
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
return gSaveContext.n64ddFlag ? ITEM_NONE : item;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item == ITEM_KEY_BOSS) || (item == ITEM_COMPASS) || (item == ITEM_DUNGEON_MAP)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if (item == ITEM_KEY_SMALL) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item >= ITEM_SLINGSHOT) && (item <= ITEM_BOMBCHU)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item == ITEM_BOMBCHUS_5) || (item == ITEM_BOMBCHUS_20)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item == ITEM_QUIVER_30) || (item == ITEM_BOW)) {
|
|
|
|
|
if (CUR_UPG_VALUE(UPG_QUIVER) == 0) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item == ITEM_QUIVER_40) || (item == ITEM_QUIVER_50)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item == ITEM_BULLET_BAG_40) || (item == ITEM_BULLET_BAG_50)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item == ITEM_BOMB_BAG_20) || (item == ITEM_BOMB)) {
|
|
|
|
|
if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 0) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item >= ITEM_STICK_UPGRADE_20) && (item <= ITEM_NUT_UPGRADE_40)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item >= ITEM_BOMB_BAG_30) && (item <= ITEM_WALLET_GIANT)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if (item == ITEM_LONGSHOT) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item == ITEM_SEEDS) || (item == ITEM_SEEDS_30)) {
|
|
|
|
|
if (!(gSaveContext.itemGetInf[1] & 0x8)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else {
|
|
|
|
|
return ITEM_SEEDS;
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_BEAN) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if ((item == ITEM_HEART_PIECE_2) || (item == ITEM_HEART_PIECE)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if (item == ITEM_HEART_CONTAINER) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if (item == ITEM_HEART) {
|
|
|
|
|
return ITEM_HEART;
|
|
|
|
|
} else if ((item == ITEM_MAGIC_SMALL) || (item == ITEM_MAGIC_LARGE)) {
|
|
|
|
|
// "Magic Pot Get_Inf_Table( 25, 0x0100)=%d"
|
|
|
|
|
osSyncPrintf("魔法の壷 Get_Inf_Table( 25, 0x0100)=%d\n", gSaveContext.infTable[25] & 0x100);
|
|
|
|
|
if (!(gSaveContext.infTable[25] & 0x100)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else {
|
|
|
|
|
return item;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item >= ITEM_RUPEE_GREEN) && (item <= ITEM_INVALID_8)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if (item == ITEM_BOTTLE) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
} else if (((item >= ITEM_POTION_RED) && (item <= ITEM_POE)) || (item == ITEM_MILK)) {
|
|
|
|
|
temp = SLOT(item);
|
|
|
|
|
|
|
|
|
|
if ((item != ITEM_MILK_BOTTLE) && (item != ITEM_LETTER_RUTO)) {
|
|
|
|
|
if (item == ITEM_MILK) {
|
|
|
|
|
item = ITEM_MILK_BOTTLE;
|
|
|
|
|
temp = SLOT(item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[temp + i] == ITEM_BOTTLE) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[temp + i] == ITEM_NONE) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if ((item >= ITEM_WEIRD_EGG) && (item <= ITEM_CLAIM_CHECK)) {
|
|
|
|
|
return ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return gSaveContext.inventory.items[slot];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Inventory_DeleteItem(u16 item, u16 invSlot) {
|
|
|
|
|
s16 i;
|
|
|
|
|
|
|
|
|
|
if (item == ITEM_BEAN) {
|
|
|
|
|
BEANS_BOUGHT = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.inventory.items[invSlot] = ITEM_NONE;
|
|
|
|
|
|
|
|
|
|
osSyncPrintf("\nItem_Register(%d)\n", invSlot, gSaveContext.inventory.items[invSlot]);
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[i] == item) {
|
|
|
|
|
gSaveContext.equips.buttonItems[i] = ITEM_NONE;
|
|
|
|
|
gSaveContext.equips.cButtonSlots[i - 1] = SLOT_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
s32 Inventory_ReplaceItem(PlayState* play, u16 oldItem, u16 newItem) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 i;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < ARRAY_COUNT(gSaveContext.inventory.items); i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[i] == oldItem) {
|
|
|
|
|
gSaveContext.inventory.items[i] = newItem;
|
|
|
|
|
osSyncPrintf("アイテム消去(%d)\n", i); // "Item Purge (%d)"
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[i] == oldItem) {
|
|
|
|
|
gSaveContext.equips.buttonItems[i] = newItem;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, i);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s32 Inventory_HasEmptyBottle(void) {
|
|
|
|
|
u8* items = gSaveContext.inventory.items;
|
|
|
|
|
|
|
|
|
|
if (items[SLOT_BOTTLE_1] == ITEM_BOTTLE) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (items[SLOT_BOTTLE_2] == ITEM_BOTTLE) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (items[SLOT_BOTTLE_3] == ITEM_BOTTLE) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (items[SLOT_BOTTLE_4] == ITEM_BOTTLE) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
bool Inventory_HasEmptyBottleSlot(void) {
|
|
|
|
|
u8* items = gSaveContext.inventory.items;
|
|
|
|
|
|
|
|
|
|
return (
|
|
|
|
|
items[SLOT_BOTTLE_1] == ITEM_NONE ||
|
|
|
|
|
items[SLOT_BOTTLE_2] == ITEM_NONE ||
|
|
|
|
|
items[SLOT_BOTTLE_3] == ITEM_NONE ||
|
|
|
|
|
items[SLOT_BOTTLE_4] == ITEM_NONE
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s32 Inventory_HasSpecificBottle(u8 bottleItem) {
|
|
|
|
|
u8* items = gSaveContext.inventory.items;
|
|
|
|
|
|
|
|
|
|
if (items[SLOT_BOTTLE_1] == bottleItem) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (items[SLOT_BOTTLE_2] == bottleItem) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (items[SLOT_BOTTLE_3] == bottleItem) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (items[SLOT_BOTTLE_4] == bottleItem) {
|
|
|
|
|
return 1;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 button) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
osSyncPrintf("item_no=%x, c_no=%x, Pt=%x Item_Register=%x\n", item, button,
|
|
|
|
|
gSaveContext.equips.cButtonSlots[button - 1],
|
|
|
|
|
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]]);
|
|
|
|
|
|
|
|
|
|
// Special case to only empty half of a Lon Lon Milk Bottle
|
|
|
|
|
if ((gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] == ITEM_MILK_BOTTLE) &&
|
|
|
|
|
(item == ITEM_BOTTLE)) {
|
|
|
|
|
item = ITEM_MILK_HALF;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item;
|
|
|
|
|
gSaveContext.equips.buttonItems[button] = item;
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, button);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->pauseCtx.cursorItem[PAUSE_ITEM] = item;
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(button)] = BTN_ENABLED;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
s32 Inventory_ConsumeFairy(PlayState* play) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s32 bottleSlot = SLOT(ITEM_FAIRY);
|
|
|
|
|
s16 i;
|
|
|
|
|
s16 j;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
|
if (gSaveContext.inventory.items[bottleSlot + i] == ITEM_FAIRY) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[j] == ITEM_FAIRY) {
|
|
|
|
|
gSaveContext.equips.buttonItems[j] = ITEM_BOTTLE;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, j);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
i = 0;
|
|
|
|
|
bottleSlot = gSaveContext.equips.cButtonSlots[j - 1];
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
osSyncPrintf("妖精使用=%d\n", bottleSlot); // "Fairy Usage=%d"
|
|
|
|
|
gSaveContext.inventory.items[bottleSlot + i] = ITEM_BOTTLE;
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
bool Inventory_HatchPocketCucco(PlayState* play) {
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
if (!gSaveContext.n64ddFlag) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
return Inventory_ReplaceItem(play, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!PLAYER_HAS_SHUFFLED_ADULT_TRADE_ITEM(ITEM_POCKET_EGG)) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.adultTradeItems &= ~ADULT_TRADE_FLAG(ITEM_POCKET_EGG);
|
|
|
|
|
gSaveContext.adultTradeItems |= ADULT_TRADE_FLAG(ITEM_POCKET_CUCCO);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Inventory_ReplaceItem(play, ITEM_POCKET_EGG, ITEM_POCKET_CUCCO);
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
void func_80086D5C(s32* buf, u16 size) {
|
2023-04-27 19:20:41 -04:00
|
|
|
|
for (u16 i = 0; i < size; i++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
buf[i] = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Interface_LoadActionLabel(InterfaceContext* interfaceCtx, u16 action, s16 loadOffset) {
|
|
|
|
|
static void* sDoActionTextures[] = { gAttackDoActionENGTex, gCheckDoActionENGTex };
|
|
|
|
|
if (action >= DO_ACTION_MAX) {
|
|
|
|
|
action = DO_ACTION_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char* doAction = actionsTbl[action];
|
|
|
|
|
|
2023-04-27 19:20:41 -04:00
|
|
|
|
static char newName[4][512];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.language != LANGUAGE_ENG) {
|
|
|
|
|
size_t length = strlen(doAction);
|
2023-04-27 19:20:41 -04:00
|
|
|
|
strcpy(newName[loadOffset], doAction);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.language == LANGUAGE_FRA) {
|
2023-04-27 19:20:41 -04:00
|
|
|
|
newName[loadOffset][length - 6] = 'F';
|
|
|
|
|
newName[loadOffset][length - 5] = 'R';
|
|
|
|
|
newName[loadOffset][length - 4] = 'A';
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (gSaveContext.language == LANGUAGE_GER) {
|
2023-04-27 19:20:41 -04:00
|
|
|
|
newName[loadOffset][length - 6] = 'G';
|
|
|
|
|
newName[loadOffset][length - 5] = 'E';
|
|
|
|
|
newName[loadOffset][length - 4] = 'R';
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2023-04-27 19:20:41 -04:00
|
|
|
|
doAction = newName[loadOffset];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2023-04-27 19:20:41 -04:00
|
|
|
|
|
|
|
|
|
char* segment = interfaceCtx->doActionSegment[loadOffset];
|
|
|
|
|
interfaceCtx->doActionSegment[loadOffset] = action != DO_ACTION_NONE ? doAction : gDoEmptyTexture;
|
|
|
|
|
gSegments[7] = interfaceCtx->doActionSegment[loadOffset];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_SetDoAction(PlayState* play, u16 action) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
|
|
|
|
PauseContext* pauseCtx = &play->pauseCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (interfaceCtx->unk_1F0 != action) {
|
|
|
|
|
interfaceCtx->unk_1F0 = action;
|
|
|
|
|
interfaceCtx->unk_1EC = 1;
|
|
|
|
|
interfaceCtx->unk_1F4 = 0.0f;
|
|
|
|
|
Interface_LoadActionLabel(interfaceCtx, action, 1);
|
|
|
|
|
if (pauseCtx->state != 0) {
|
|
|
|
|
interfaceCtx->unk_1EC = 3;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_SetNaviCall(PlayState* play, u16 naviCallState) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (((naviCallState == 0x1D) || (naviCallState == 0x1E)) && !interfaceCtx->naviCalling &&
|
2022-11-06 03:24:34 -05:00
|
|
|
|
(play->csCtx.state == CS_STATE_IDLE)) {
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (!CVarGetInteger("gDisableNaviCallAudio", 0)) {
|
2022-05-21 13:16:48 -04:00
|
|
|
|
// clang-format off
|
|
|
|
|
if (naviCallState == 0x1E) { Audio_PlaySoundGeneral(NA_SE_VO_NAVY_CALL, &D_801333D4, 4,
|
|
|
|
|
&D_801333E0, &D_801333E0, &D_801333E8); }
|
|
|
|
|
// clang-format on
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-05-21 13:16:48 -04:00
|
|
|
|
if (naviCallState == 0x1D) {
|
|
|
|
|
func_800F4524(&D_801333D4, NA_SE_VO_NA_HELLO_2, 32);
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
interfaceCtx->naviCalling = 1;
|
|
|
|
|
sCUpInvisible = 0;
|
|
|
|
|
sCUpTimer = 10;
|
|
|
|
|
} else if ((naviCallState == 0x1F) && interfaceCtx->naviCalling) {
|
|
|
|
|
interfaceCtx->naviCalling = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_LoadActionLabelB(PlayState* play, u16 action) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
char* doAction = actionsTbl[action];
|
2023-04-27 19:20:41 -04:00
|
|
|
|
static char newName[512];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (gSaveContext.language != LANGUAGE_ENG) {
|
|
|
|
|
size_t length = strlen(doAction);
|
|
|
|
|
strcpy(newName, doAction);
|
|
|
|
|
if (gSaveContext.language == LANGUAGE_FRA) {
|
|
|
|
|
newName[length - 6] = 'F';
|
|
|
|
|
newName[length - 5] = 'R';
|
|
|
|
|
newName[length - 4] = 'A';
|
|
|
|
|
} else if (gSaveContext.language == LANGUAGE_GER) {
|
|
|
|
|
newName[length - 6] = 'G';
|
|
|
|
|
newName[length - 5] = 'E';
|
|
|
|
|
newName[length - 4] = 'R';
|
|
|
|
|
}
|
|
|
|
|
doAction = newName;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
interfaceCtx->unk_1FC = action;
|
2023-04-27 19:20:41 -04:00
|
|
|
|
|
|
|
|
|
char* segment = interfaceCtx->doActionSegment[1];
|
|
|
|
|
interfaceCtx->doActionSegment[1] = action != DO_ACTION_NONE ? doAction : gDoEmptyTexture;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
|
|
|
|
|
|
|
|
|
|
interfaceCtx->unk_1FA = 1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
u16 heartCount;
|
|
|
|
|
u16 healthLevel;
|
|
|
|
|
|
|
|
|
|
// "***** Fluctuation=%d (now=%d, max=%d) ***"
|
|
|
|
|
osSyncPrintf("***** 増減=%d (now=%d, max=%d) ***", healthChange, gSaveContext.health,
|
|
|
|
|
gSaveContext.healthCapacity);
|
|
|
|
|
|
2022-11-22 20:04:40 -05:00
|
|
|
|
if (healthChange < 0) {
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_DAMAGE_TAKEN] += -healthChange;
|
|
|
|
|
}
|
|
|
|
|
|
2022-09-27 22:41:17 -04:00
|
|
|
|
// If one-hit ko mode is on, any damage kills you and you cannot gain health.
|
2023-01-25 18:13:33 -05:00
|
|
|
|
if (GameInteractor_OneHitKOActive()) {
|
2022-09-27 22:41:17 -04:00
|
|
|
|
if (healthChange < 0) {
|
|
|
|
|
gSaveContext.health = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// clang-format off
|
|
|
|
|
if (healthChange > 0) { Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &D_801333D4, 4,
|
|
|
|
|
&D_801333E0, &D_801333E0, &D_801333E8);
|
2022-11-29 18:28:57 -05:00
|
|
|
|
} else if ((gSaveContext.isDoubleDefenseAcquired != 0) && (healthChange < 0)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
healthChange >>= 1;
|
|
|
|
|
osSyncPrintf("ハート減少半分!!=%d\n", healthChange); // "Heart decrease halved!!=%d"
|
|
|
|
|
}
|
|
|
|
|
// clang-format on
|
|
|
|
|
|
2023-01-25 18:13:33 -05:00
|
|
|
|
int32_t giDefenseModifier = GameInteractor_DefenseModifier();
|
|
|
|
|
if (giDefenseModifier != 0 && healthChange < 0) {
|
|
|
|
|
if (giDefenseModifier > 0) {
|
|
|
|
|
healthChange /= giDefenseModifier;
|
2022-09-27 22:41:17 -04:00
|
|
|
|
} else {
|
2023-01-25 18:13:33 -05:00
|
|
|
|
healthChange *= abs(giDefenseModifier);
|
2022-09-27 22:41:17 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.health += healthChange;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.health > gSaveContext.healthCapacity) {
|
|
|
|
|
gSaveContext.health = gSaveContext.healthCapacity;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
heartCount = gSaveContext.health % 0x10;
|
|
|
|
|
|
|
|
|
|
healthLevel = heartCount;
|
|
|
|
|
if (heartCount != 0) {
|
|
|
|
|
if (heartCount > 10) {
|
|
|
|
|
healthLevel = 3;
|
|
|
|
|
} else if (heartCount > 5) {
|
|
|
|
|
healthLevel = 2;
|
|
|
|
|
} else {
|
|
|
|
|
healthLevel = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// "Life=%d *** %d ******"
|
|
|
|
|
osSyncPrintf(" ライフ=%d *** %d ******\n", gSaveContext.health, healthLevel);
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.health <= 0) {
|
|
|
|
|
gSaveContext.health = 0;
|
|
|
|
|
return 0;
|
|
|
|
|
} else {
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Rupees_ChangeBy(s16 rupeeChange) {
|
2023-03-22 20:59:08 -04:00
|
|
|
|
if (gPlayState == NULL) {
|
|
|
|
|
gSaveContext.rupees += rupeeChange;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.rupeeAccumulator += rupeeChange;
|
|
|
|
|
}
|
2022-11-22 20:04:40 -05:00
|
|
|
|
|
|
|
|
|
if (rupeeChange > 0) {
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_RUPEES_COLLECTED] += rupeeChange;
|
|
|
|
|
}
|
|
|
|
|
if (rupeeChange < 0) {
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_RUPEES_SPENT] += -rupeeChange;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GameplayStats_UpdateAmmoUsed(s16 item, s16 ammoUsed) {
|
|
|
|
|
|
|
|
|
|
switch (item) {
|
|
|
|
|
case ITEM_STICK:
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_AMMO_USED_STICK] += ammoUsed;
|
|
|
|
|
break;
|
|
|
|
|
case ITEM_NUT:
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_AMMO_USED_NUT] += ammoUsed;
|
|
|
|
|
break;
|
|
|
|
|
case ITEM_BOMB:
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_AMMO_USED_BOMB] += ammoUsed;
|
|
|
|
|
break;
|
|
|
|
|
case ITEM_BOW:
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_AMMO_USED_ARROW] += ammoUsed;
|
|
|
|
|
break;
|
|
|
|
|
case ITEM_SLINGSHOT:
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_AMMO_USED_SEED] += ammoUsed;
|
|
|
|
|
break;
|
|
|
|
|
case ITEM_BOMBCHU:
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_AMMO_USED_BOMBCHU] += ammoUsed;
|
|
|
|
|
break;
|
|
|
|
|
case ITEM_BEAN:
|
|
|
|
|
gSaveContext.sohStats.count[COUNT_AMMO_USED_BEAN] += ammoUsed;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
return;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Inventory_ChangeAmmo(s16 item, s16 ammoChange) {
|
|
|
|
|
// "Item = (%d) Amount = (%d + %d)"
|
|
|
|
|
osSyncPrintf("アイテム = (%d) 数 = (%d + %d) ", item, AMMO(item), ammoChange);
|
|
|
|
|
|
|
|
|
|
if (item == ITEM_STICK) {
|
|
|
|
|
AMMO(ITEM_STICK) += ammoChange;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_STICK) >= CUR_CAPACITY(UPG_STICKS)) {
|
|
|
|
|
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
|
|
|
|
|
} else if (AMMO(ITEM_STICK) < 0) {
|
|
|
|
|
AMMO(ITEM_STICK) = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_NUT) {
|
|
|
|
|
AMMO(ITEM_NUT) += ammoChange;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_NUT) >= CUR_CAPACITY(UPG_NUTS)) {
|
|
|
|
|
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
|
|
|
|
|
} else if (AMMO(ITEM_NUT) < 0) {
|
|
|
|
|
AMMO(ITEM_NUT) = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_BOMBCHU) {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) += ammoChange;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_BOMBCHU) >= 50) {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) = 50;
|
|
|
|
|
} else if (AMMO(ITEM_BOMBCHU) < 0) {
|
|
|
|
|
AMMO(ITEM_BOMBCHU) = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_BOW) {
|
|
|
|
|
AMMO(ITEM_BOW) += ammoChange;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_BOW) >= CUR_CAPACITY(UPG_QUIVER)) {
|
|
|
|
|
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
|
|
|
|
|
} else if (AMMO(ITEM_BOW) < 0) {
|
|
|
|
|
AMMO(ITEM_BOW) = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if ((item == ITEM_SLINGSHOT) || (item == ITEM_SEEDS)) {
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) += ammoChange;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_SLINGSHOT) >= CUR_CAPACITY(UPG_BULLET_BAG)) {
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
|
|
|
|
|
} else if (AMMO(ITEM_SLINGSHOT) < 0) {
|
|
|
|
|
AMMO(ITEM_SLINGSHOT) = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_BOMB) {
|
|
|
|
|
AMMO(ITEM_BOMB) += ammoChange;
|
|
|
|
|
|
|
|
|
|
if (AMMO(ITEM_BOMB) >= CUR_CAPACITY(UPG_BOMB_BAG)) {
|
|
|
|
|
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
|
|
|
|
|
} else if (AMMO(ITEM_BOMB) < 0) {
|
|
|
|
|
AMMO(ITEM_BOMB) = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (item == ITEM_BEAN) {
|
|
|
|
|
AMMO(ITEM_BEAN) += ammoChange;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osSyncPrintf("合計 = (%d)\n", AMMO(item)); // "Total = (%d)"
|
2022-11-22 20:04:40 -05:00
|
|
|
|
|
|
|
|
|
if (ammoChange < 0) {
|
|
|
|
|
GameplayStats_UpdateAmmoUsed(item, -ammoChange);
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Magic_Fill(PlayState* play) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.isMagicAcquired) {
|
|
|
|
|
gSaveContext.prevMagicState = gSaveContext.magicState;
|
|
|
|
|
gSaveContext.magicFillTarget = (gSaveContext.isDoubleMagicAcquired + 1) * 0x30;
|
|
|
|
|
gSaveContext.magicState = 9;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_800876C8(PlayState* play) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if ((gSaveContext.magicState != 8) && (gSaveContext.magicState != 9)) {
|
|
|
|
|
if (gSaveContext.magicState == 10) {
|
|
|
|
|
gSaveContext.prevMagicState = gSaveContext.magicState;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 5;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
s32 func_80087708(PlayState* play, s16 arg1, s16 arg2) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (!gSaveContext.isMagicAcquired) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((arg2 != 5) && (gSaveContext.magic - arg1) < 0) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicCapacity != 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (arg2) {
|
|
|
|
|
case 0:
|
|
|
|
|
case 2:
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) {
|
|
|
|
|
if (gSaveContext.magicState == 7) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->actorCtx.lensActive = false;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicTarget = gSaveContext.magic - arg1;
|
|
|
|
|
gSaveContext.magicState = 1;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return 1;
|
|
|
|
|
} else {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
case 1:
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) {
|
|
|
|
|
if (gSaveContext.magicState == 7) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->actorCtx.lensActive = false;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicTarget = gSaveContext.magic - arg1;
|
|
|
|
|
gSaveContext.magicState = 6;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return 1;
|
|
|
|
|
} else {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
case 3:
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicState == 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.magic != 0) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->interfaceCtx.unk_230 = 80;
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 7;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return 1;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicState == 7) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return 1;
|
|
|
|
|
} else {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
case 4:
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) {
|
|
|
|
|
if (gSaveContext.magicState == 7) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->actorCtx.lensActive = false;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicTarget = gSaveContext.magic - arg1;
|
|
|
|
|
gSaveContext.magicState = 4;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return 1;
|
|
|
|
|
} else {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
case 5:
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicCapacity >= gSaveContext.magic) {
|
|
|
|
|
gSaveContext.magicTarget = gSaveContext.magic + arg1;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicTarget >= gSaveContext.magicCapacity) {
|
|
|
|
|
gSaveContext.magicTarget = gSaveContext.magicCapacity;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 10;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_UpdateMagicBar(PlayState* play) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
static s16 sMagicBorderColors[][3] = {
|
|
|
|
|
{ 255, 255, 255 },
|
|
|
|
|
{ 150, 150, 150 },
|
|
|
|
|
{ 255, 255, 150 },
|
|
|
|
|
{ 255, 255, 50 },
|
|
|
|
|
};
|
2022-08-23 20:20:56 -04:00
|
|
|
|
Color_RGB8 MagicBorder_0 = { 255, 255, 255 };
|
|
|
|
|
Color_RGB8 MagicBorder_1 = { 150, 150, 150 };
|
|
|
|
|
Color_RGB8 MagicBorder_2 = { 255, 255, 150 };
|
|
|
|
|
Color_RGB8 MagicBorder_3 = { 255, 255, 50 };
|
2022-05-21 13:16:28 -04:00
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_MagicBorderActive.Changed", 0)) { //This will make custom color based on users selected colors.
|
|
|
|
|
sMagicBorderColors[0][0] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_0).r;
|
|
|
|
|
sMagicBorderColors[0][1] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_0).g;
|
|
|
|
|
sMagicBorderColors[0][2] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_0).b;
|
2022-05-21 13:16:28 -04:00
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
sMagicBorderColors[1][0] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_1).r/2;
|
|
|
|
|
sMagicBorderColors[1][1] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_1).g/2;
|
|
|
|
|
sMagicBorderColors[1][2] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_1).b/2;
|
2022-05-21 13:16:28 -04:00
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
sMagicBorderColors[2][0] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_2).r/2.5;
|
|
|
|
|
sMagicBorderColors[2][1] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_2).g/2.5;
|
|
|
|
|
sMagicBorderColors[2][2] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_2).b/2.5;
|
2022-05-21 13:16:28 -04:00
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
sMagicBorderColors[3][0] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_3).r/3;
|
|
|
|
|
sMagicBorderColors[3][1] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_3).g/3;
|
|
|
|
|
sMagicBorderColors[3][2] = CVarGetColor24("gCosmetics.Consumable_MagicBorderActive.Value", MagicBorder_3).b/3;
|
2022-05-21 13:16:28 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
static s16 sMagicBorderIndexes[] = { 0, 1, 1, 0 };
|
|
|
|
|
static s16 sMagicBorderRatio = 2;
|
|
|
|
|
static s16 sMagicBorderStep = 1;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
MessageContext* msgCtx = &play->msgCtx;
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 borderChangeR;
|
|
|
|
|
s16 borderChangeG;
|
|
|
|
|
s16 borderChangeB;
|
|
|
|
|
s16 temp;
|
|
|
|
|
|
2022-11-29 18:28:57 -05:00
|
|
|
|
switch (gSaveContext.magicState) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
case 8:
|
|
|
|
|
temp = gSaveContext.magicLevel * 0x30;
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicCapacity != temp) {
|
|
|
|
|
if (gSaveContext.magicCapacity < temp) {
|
|
|
|
|
gSaveContext.magicCapacity += 8;
|
|
|
|
|
if (gSaveContext.magicCapacity > temp) {
|
|
|
|
|
gSaveContext.magicCapacity = temp;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
} else {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicCapacity -= 8;
|
|
|
|
|
if (gSaveContext.magicCapacity <= temp) {
|
|
|
|
|
gSaveContext.magicCapacity = temp;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 9;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 9:
|
|
|
|
|
gSaveContext.magic += 4;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.gameMode == 0 && gSaveContext.sceneSetupIndex < 4) {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0,
|
|
|
|
|
&D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// "Storage MAGIC_NOW=%d (%d)"
|
2022-11-29 18:28:57 -05:00
|
|
|
|
osSyncPrintf("蓄電 MAGIC_NOW=%d (%d)\n", gSaveContext.magic, gSaveContext.magicFillTarget);
|
|
|
|
|
if (gSaveContext.magic >= gSaveContext.magicFillTarget) {
|
|
|
|
|
gSaveContext.magic = gSaveContext.magicFillTarget;
|
|
|
|
|
gSaveContext.magicState = gSaveContext.prevMagicState;
|
|
|
|
|
gSaveContext.prevMagicState = 0;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 1:
|
|
|
|
|
sMagicBorderRatio = 2;
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 2;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
|
gSaveContext.magic -= 2;
|
|
|
|
|
if (gSaveContext.magic <= 0) {
|
|
|
|
|
gSaveContext.magic = 0;
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 3;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) {
|
|
|
|
|
sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder = sMagicBorder_ori;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
}
|
2022-11-29 18:28:57 -05:00
|
|
|
|
} else if (gSaveContext.magic == gSaveContext.magicTarget) {
|
|
|
|
|
gSaveContext.magicState = 3;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) {
|
|
|
|
|
sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder = sMagicBorder_ori;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
case 3:
|
|
|
|
|
case 4:
|
|
|
|
|
case 6:
|
|
|
|
|
temp = sMagicBorderIndexes[sMagicBorderStep];
|
2022-08-23 20:20:56 -04:00
|
|
|
|
borderChangeR = ABS(sMagicBorder.r - sMagicBorderColors[temp][0]) / sMagicBorderRatio;
|
|
|
|
|
borderChangeG = ABS(sMagicBorder.g - sMagicBorderColors[temp][1]) / sMagicBorderRatio;
|
|
|
|
|
borderChangeB = ABS(sMagicBorder.b - sMagicBorderColors[temp][2]) / sMagicBorderRatio;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
if (sMagicBorder.r >= sMagicBorderColors[temp][0]) {
|
|
|
|
|
sMagicBorder.r -= borderChangeR;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.r += borderChangeR;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
if (sMagicBorder.g >= sMagicBorderColors[temp][1]) {
|
|
|
|
|
sMagicBorder.g -= borderChangeG;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.g += borderChangeG;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
if (sMagicBorder.b >= sMagicBorderColors[temp][2]) {
|
|
|
|
|
sMagicBorder.b -= borderChangeB;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.b += borderChangeB;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sMagicBorderRatio--;
|
|
|
|
|
if (sMagicBorderRatio == 0) {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.r = sMagicBorderColors[temp][0];
|
|
|
|
|
sMagicBorder.g = sMagicBorderColors[temp][1];
|
|
|
|
|
sMagicBorder.b = sMagicBorderColors[temp][2];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sMagicBorderRatio = YREG(40 + sMagicBorderStep);
|
|
|
|
|
sMagicBorderStep++;
|
|
|
|
|
if (sMagicBorderStep >= 4) {
|
|
|
|
|
sMagicBorderStep = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 5:
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) {
|
|
|
|
|
sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder = sMagicBorder_ori;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
}
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 0;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 7:
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
|
|
|
|
(msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
|
|
|
|
|
(play->sceneLoadFlag == 0) && (play->transitionMode == 0) && !Play_InCsMode(play)) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
bool hasLens = false;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
for (int buttonIndex = 1; buttonIndex < (CVarGetInteger("gDpadEquips", 0) != 0) ? ARRAY_COUNT(gSaveContext.equips.buttonItems) : 4; buttonIndex++) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[buttonIndex] == ITEM_LENS) {
|
|
|
|
|
hasLens = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((gSaveContext.magic == 0) || ((func_8008F2F8(play) >= 2) && (func_8008F2F8(play) < 5)) ||
|
2022-06-22 22:24:20 -04:00
|
|
|
|
!hasLens ||
|
2022-11-06 03:24:34 -05:00
|
|
|
|
!play->actorCtx.lensActive) {
|
|
|
|
|
play->actorCtx.lensActive = false;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_GLASSMODE_OFF, &D_801333D4, 4, &D_801333E0, &D_801333E0,
|
|
|
|
|
&D_801333E8);
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 0;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) {
|
|
|
|
|
sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder = sMagicBorder_ori;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
interfaceCtx->unk_230--;
|
|
|
|
|
if (interfaceCtx->unk_230 == 0) {
|
|
|
|
|
gSaveContext.magic--;
|
|
|
|
|
interfaceCtx->unk_230 = 80;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
temp = sMagicBorderIndexes[sMagicBorderStep];
|
2022-08-23 20:20:56 -04:00
|
|
|
|
borderChangeR = ABS(sMagicBorder.r - sMagicBorderColors[temp][0]) / sMagicBorderRatio;
|
|
|
|
|
borderChangeG = ABS(sMagicBorder.g - sMagicBorderColors[temp][1]) / sMagicBorderRatio;
|
|
|
|
|
borderChangeB = ABS(sMagicBorder.b - sMagicBorderColors[temp][2]) / sMagicBorderRatio;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
if (sMagicBorder.r >= sMagicBorderColors[temp][0]) {
|
|
|
|
|
sMagicBorder.r -= borderChangeR;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.r += borderChangeR;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
if (sMagicBorder.g >= sMagicBorderColors[temp][1]) {
|
|
|
|
|
sMagicBorder.g -= borderChangeG;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.g += borderChangeG;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
if (sMagicBorder.b >= sMagicBorderColors[temp][2]) {
|
|
|
|
|
sMagicBorder.b -= borderChangeB;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.b += borderChangeB;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sMagicBorderRatio--;
|
|
|
|
|
if (sMagicBorderRatio == 0) {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
sMagicBorder.r = sMagicBorderColors[temp][0];
|
|
|
|
|
sMagicBorder.g = sMagicBorderColors[temp][1];
|
|
|
|
|
sMagicBorder.b = sMagicBorderColors[temp][2];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
sMagicBorderRatio = YREG(40 + sMagicBorderStep);
|
|
|
|
|
sMagicBorderStep++;
|
|
|
|
|
if (sMagicBorderStep >= 4) {
|
|
|
|
|
sMagicBorderStep = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 10:
|
|
|
|
|
gSaveContext.magic += 4;
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magic >= gSaveContext.magicTarget) {
|
|
|
|
|
gSaveContext.magic = gSaveContext.magicTarget;
|
|
|
|
|
gSaveContext.magicState = gSaveContext.prevMagicState;
|
|
|
|
|
gSaveContext.prevMagicState = 0;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.magicState = 0;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_DrawLineupTick(PlayState* play) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-11-02 22:07:10 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
2022-11-02 22:07:10 -04:00
|
|
|
|
|
2022-11-29 18:29:36 -05:00
|
|
|
|
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
2022-11-02 22:07:10 -04:00
|
|
|
|
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 255, 255, 255, 255);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
s16 width = 32;
|
|
|
|
|
s16 height = 32;
|
|
|
|
|
s16 x = -8 + (SCREEN_WIDTH / 2);
|
2023-01-17 00:17:49 -05:00
|
|
|
|
s16 y = CVarGetInteger("gOpenMenuBar", 0) ? -4 : -6;
|
2022-11-02 22:07:10 -04:00
|
|
|
|
|
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gEmptyCDownArrowTex, width, height, x, y, width, height, 2 << 10, 2 << 10);
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
2022-11-02 22:07:10 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_DrawMagicBar(PlayState* play) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-10-03 03:05:29 -04:00
|
|
|
|
s16 magicDrop = R_MAGIC_BAR_LARGE_Y-R_MAGIC_BAR_SMALL_Y+2;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 magicBarY;
|
2022-08-23 20:20:56 -04:00
|
|
|
|
Color_RGB8 magicbar_yellow = {250,250,0}; //Magic bar being used
|
|
|
|
|
Color_RGB8 magicbar_green = {R_MAGIC_FILL_COLOR(0),R_MAGIC_FILL_COLOR(1),R_MAGIC_FILL_COLOR(2)}; //Magic bar fill
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_MagicActive.Changed", 0)) {
|
|
|
|
|
magicbar_yellow = CVarGetColor24("gCosmetics.Consumable_MagicActive.Value", magicbar_yellow);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_Magic.Changed", 0)) {
|
|
|
|
|
magicbar_green = CVarGetColor24("gCosmetics.Consumable_Magic.Value", magicbar_green);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (gSaveContext.magicLevel != 0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 X_Margins;
|
|
|
|
|
s16 Y_Margins;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gMagicBarUseMargins", 0) != 0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
X_Margins = Left_HUD_Margin;
|
|
|
|
|
Y_Margins = (Top_HUD_Margin*-1);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
X_Margins = 0;
|
|
|
|
|
Y_Margins = 0;
|
|
|
|
|
}
|
|
|
|
|
const s16 magicBarY_original_l = R_MAGIC_BAR_LARGE_Y + Y_Margins;
|
|
|
|
|
const s16 magicBarY_original_s = R_MAGIC_BAR_SMALL_Y + Y_Margins;
|
|
|
|
|
const s16 PosX_Start_original = OTRGetRectDimensionFromLeftEdge(R_MAGIC_BAR_X + X_Margins);
|
|
|
|
|
const s16 PosX_MidEnd_original = OTRGetRectDimensionFromLeftEdge(R_MAGIC_BAR_X + X_Margins+8);
|
|
|
|
|
const s16 rMagicBarX_original = OTRGetRectDimensionFromLeftEdge(R_MAGIC_BAR_X + X_Margins);
|
|
|
|
|
const s16 rMagicFillX_original = OTRGetRectDimensionFromLeftEdge(R_MAGIC_FILL_X + X_Margins);
|
|
|
|
|
s16 PosX_Start;
|
|
|
|
|
s16 magicBarY;
|
|
|
|
|
s16 rMagicBarX;
|
|
|
|
|
s16 PosX_MidEnd;
|
|
|
|
|
s16 rMagicFillX;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
s32 lineLength = CVarGetInteger("gHeartsLineLength", 10);
|
|
|
|
|
if (CVarGetInteger("gMagicBarPosType", 0) != 0) {
|
|
|
|
|
magicBarY = CVarGetInteger("gMagicBarPosY", 0)+Y_Margins;
|
|
|
|
|
if (CVarGetInteger("gMagicBarPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gMagicBarUseMargins", 0) != 0) {X_Margins = Left_HUD_Margin;};
|
|
|
|
|
PosX_Start = OTRGetDimensionFromLeftEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins);
|
|
|
|
|
rMagicBarX = OTRGetDimensionFromLeftEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins);
|
|
|
|
|
PosX_MidEnd = OTRGetDimensionFromLeftEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins+8);
|
|
|
|
|
rMagicFillX = OTRGetDimensionFromLeftEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins+8);
|
|
|
|
|
} else if (CVarGetInteger("gMagicBarPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gMagicBarUseMargins", 0) != 0) {X_Margins = Right_HUD_Margin;};
|
|
|
|
|
PosX_Start = OTRGetDimensionFromRightEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins);
|
|
|
|
|
rMagicBarX = OTRGetDimensionFromRightEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins);
|
|
|
|
|
PosX_MidEnd = OTRGetDimensionFromRightEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins+8);
|
|
|
|
|
rMagicFillX = OTRGetDimensionFromRightEdge(CVarGetInteger("gMagicBarPosX", 0)+X_Margins+8);
|
|
|
|
|
} else if (CVarGetInteger("gMagicBarPosType", 0) == 3) {//Anchor None
|
|
|
|
|
PosX_Start = CVarGetInteger("gMagicBarPosX", 0)+X_Margins;
|
|
|
|
|
rMagicBarX = CVarGetInteger("gMagicBarPosX", 0)+X_Margins;
|
|
|
|
|
PosX_MidEnd = CVarGetInteger("gMagicBarPosX", 0)+X_Margins+8;
|
|
|
|
|
rMagicFillX = CVarGetInteger("gMagicBarPosX", 0)+X_Margins+8;
|
|
|
|
|
} else if (CVarGetInteger("gMagicBarPosType", 0) == 4) {//hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosX_Start = -9999;
|
|
|
|
|
rMagicBarX = -9999;
|
|
|
|
|
PosX_MidEnd = -9999;
|
|
|
|
|
rMagicFillX = -9999;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
} else if (CVarGetInteger("gMagicBarPosType", 0) == 5) {//Anchor To life meter
|
2022-10-03 03:05:29 -04:00
|
|
|
|
magicBarY = R_MAGIC_BAR_SMALL_Y-2 +
|
|
|
|
|
magicDrop*(lineLength == 0 ? 0 : (gSaveContext.healthCapacity-1)/(0x10*lineLength)) +
|
2023-01-17 00:17:49 -05:00
|
|
|
|
CVarGetInteger("gMagicBarPosY", 0) + getHealthMeterYOffset();
|
|
|
|
|
s16 xPushover = CVarGetInteger("gMagicBarPosX", 0) + getHealthMeterXOffset() + R_MAGIC_BAR_X-1;
|
2022-10-03 03:05:29 -04:00
|
|
|
|
PosX_Start = xPushover;
|
|
|
|
|
rMagicBarX = xPushover;
|
|
|
|
|
PosX_MidEnd = xPushover+8;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
rMagicFillX = CVarGetInteger("gMagicBarPosX", 0) + getHealthMeterXOffset() + R_MAGIC_FILL_X-1;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
}
|
|
|
|
|
} else {
|
2022-10-03 03:05:29 -04:00
|
|
|
|
if ((gSaveContext.healthCapacity-1)/0x10 >= lineLength && lineLength != 0) {
|
|
|
|
|
magicBarY = magicBarY_original_l +
|
|
|
|
|
magicDrop*(lineLength == 0 ? 0 : ((gSaveContext.healthCapacity-1)/(0x10*lineLength) - 1));
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
|
|
|
|
magicBarY = magicBarY_original_s;
|
|
|
|
|
}
|
|
|
|
|
PosX_Start = PosX_Start_original;
|
|
|
|
|
rMagicBarX = rMagicBarX_original;
|
|
|
|
|
PosX_MidEnd = PosX_MidEnd_original;
|
|
|
|
|
rMagicFillX = rMagicFillX_original;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-29 18:29:36 -05:00
|
|
|
|
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sMagicBorder.r, sMagicBorder.g, sMagicBorder.b, interfaceCtx->magicAlpha);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 100, 50, 50, 255);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-09-18 23:29:24 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicMeterEndTex, 8, 16, PosX_Start, magicBarY, 8, 16, 1 << 10, 1 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-29 18:28:57 -05:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gMagicMeterMidTex, 24, 16, PosX_MidEnd, magicBarY, gSaveContext.magicCapacity, 16, 1 << 10, 1 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-09-18 23:29:24 -04:00
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, 8, 16, 0,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, ((rMagicBarX + gSaveContext.magicCapacity) + 8) << 2, magicBarY << 2,
|
|
|
|
|
((rMagicBarX + gSaveContext.magicCapacity) + 16) << 2, (magicBarY + 16) << 2, G_TX_RENDERTILE,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
256, 0, 1 << 10, 1 << 10);
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE, PRIMITIVE,
|
|
|
|
|
ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
|
|
|
|
|
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (gSaveContext.magicState == 4) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// Yellow part of the bar indicating the amount of magic to be subtracted
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, magicbar_yellow.r, magicbar_yellow.g, magicbar_yellow.b, interfaceCtx->magicAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-09-18 23:29:24 -04:00
|
|
|
|
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
|
|
|
|
G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, rMagicFillX << 2, (magicBarY + 3) << 2,
|
|
|
|
|
(rMagicFillX + gSaveContext.magic) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE, 0,
|
|
|
|
|
0, 1 << 10, 1 << 10);
|
|
|
|
|
|
|
|
|
|
// Fill the rest of the bar with the normal magic color
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, magicbar_green.r, magicbar_green.g, magicbar_green.b, interfaceCtx->magicAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, rMagicFillX << 2, (magicBarY + 3) << 2,
|
2022-11-29 18:28:57 -05:00
|
|
|
|
(rMagicFillX + gSaveContext.magicTarget) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
0, 0, 1 << 10, 1 << 10);
|
|
|
|
|
} else {
|
|
|
|
|
// Fill the whole bar with the normal magic color
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, magicbar_green.r, magicbar_green.g, magicbar_green.b, interfaceCtx->magicAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-09-18 23:29:24 -04:00
|
|
|
|
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
|
|
|
|
G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, rMagicFillX << 2, (magicBarY + 3) << 2,
|
|
|
|
|
(rMagicFillX + gSaveContext.magic) << 2, (magicBarY + 10) << 2, G_TX_RENDERTILE, 0,
|
|
|
|
|
0, 1 << 10, 1 << 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void func_80088AA0(s16 arg0) {
|
|
|
|
|
gSaveContext.timerX[1] = 140;
|
|
|
|
|
gSaveContext.timerY[1] = 80;
|
|
|
|
|
D_80125A5C = 0;
|
|
|
|
|
gSaveContext.timer2Value = arg0;
|
|
|
|
|
|
|
|
|
|
if (arg0 != 0) {
|
|
|
|
|
gSaveContext.timer2State = 1;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer2State = 7;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_80088AF0(PlayState* play) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.timer2State != 0) {
|
|
|
|
|
if (gSaveContext.eventInf[1] & 1) {
|
|
|
|
|
gSaveContext.timer2Value = 239;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer2Value = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void func_80088B34(s16 arg0) {
|
|
|
|
|
gSaveContext.timerX[0] = 140;
|
|
|
|
|
gSaveContext.timerY[0] = 80;
|
|
|
|
|
D_80125A5C = 0;
|
|
|
|
|
gSaveContext.timer1Value = arg0;
|
|
|
|
|
|
|
|
|
|
if (arg0 != 0) {
|
|
|
|
|
gSaveContext.timer1State = 5;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer1State = 11;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Interface_DrawActionLabel(GraphicsContext* gfxCtx, void* texture) {
|
2022-07-05 19:29:34 -04:00
|
|
|
|
OPEN_DISPS(gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-07-31 21:32:40 -04:00
|
|
|
|
gDPLoadTextureBlock_4b(OVERLAY_DISP++, texture, G_IM_FMT_IA, DO_ACTION_TEX_WIDTH(), DO_ACTION_TEX_HEIGHT(), 0,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
|
|
|
|
G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
|
|
|
|
|
|
2022-07-05 19:29:34 -04:00
|
|
|
|
CLOSE_DISPS(gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_DrawItemButtons(PlayState* play) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
static void* cUpLabelTextures[] = { gNaviCUpENGTex, gNaviCUpENGTex, gNaviCUpENGTex };
|
|
|
|
|
static s16 startButtonLeftPos[] = { 132, 130, 130 };
|
2022-11-06 03:24:34 -05:00
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
|
|
|
|
Player* player = GET_PLAYER(play);
|
|
|
|
|
PauseContext* pauseCtx = &play->pauseCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 temp; // Used as both an alpha value and a button index
|
|
|
|
|
s16 dxdy;
|
|
|
|
|
s16 width;
|
|
|
|
|
s16 height;
|
2022-12-08 23:24:39 -05:00
|
|
|
|
|
|
|
|
|
Color_RGB8 bButtonColor = { 0, 150, 0 };
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_BButton.Changed", 0)) {
|
|
|
|
|
bButtonColor = CVarGetColor24("gCosmetics.Hud_BButton.Value", bButtonColor);
|
|
|
|
|
} else if (CVarGetInteger("gCosmetics.DefaultColorScheme", 0)) {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
bButtonColor = (Color_RGB8){ 255, 30, 30 };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Color_RGB8 cButtonsColor = { 255, 160, 0 };
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_CButtons.Changed", 0)) {
|
|
|
|
|
cButtonsColor = CVarGetColor24("gCosmetics.Hud_CButtons.Value", cButtonsColor);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
Color_RGB8 cUpButtonColor = cButtonsColor;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_CUpButton.Changed", 0)) {
|
|
|
|
|
cUpButtonColor = CVarGetColor24("gCosmetics.Hud_CUpButton.Value", cUpButtonColor);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
Color_RGB8 cDownButtonColor = cButtonsColor;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_CDownButton.Changed", 0)) {
|
|
|
|
|
cDownButtonColor = CVarGetColor24("gCosmetics.Hud_CDownButton.Value", cDownButtonColor);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
Color_RGB8 cLeftButtonColor = cButtonsColor;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_CLeftButton.Changed", 0)) {
|
|
|
|
|
cLeftButtonColor = CVarGetColor24("gCosmetics.Hud_CLeftButton.Value", cLeftButtonColor);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
Color_RGB8 cRightButtonColor = cButtonsColor;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_CRightButton.Changed", 0)) {
|
|
|
|
|
cRightButtonColor = CVarGetColor24("gCosmetics.Hud_CRightButton.Value", cRightButtonColor);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Color_RGB8 startButtonColor = { 200, 0, 0 };
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_StartButton.Changed", 0)) {
|
|
|
|
|
startButtonColor = CVarGetColor24("gCosmetics.Hud_StartButton.Value", startButtonColor);
|
|
|
|
|
} else if (CVarGetInteger("gCosmetics.DefaultColorScheme", 0)) {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
startButtonColor = (Color_RGB8){ 120, 120, 120 };
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
//B Button
|
|
|
|
|
s16 X_Margins_BtnB;
|
|
|
|
|
s16 Y_Margins_BtnB;
|
2022-08-23 20:20:56 -04:00
|
|
|
|
s16 BBtn_Size = 32;
|
|
|
|
|
int BBtnScaled = BBtn_Size * 0.95f;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) != 0) {
|
|
|
|
|
BBtnScaled = BBtn_Size * CVarGetFloat("gBBtnScale", 0.95f);
|
2022-08-23 20:20:56 -04:00
|
|
|
|
}
|
|
|
|
|
int BBtn_factor = (1 << 10) * BBtn_Size / BBtnScaled;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 0) {X_Margins_BtnB = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_BtnB = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_BtnB = 0;
|
|
|
|
|
Y_Margins_BtnB = 0;
|
|
|
|
|
}
|
|
|
|
|
s16 PosX_BtnB_ori = OTRGetRectDimensionFromRightEdge(R_ITEM_BTN_X(0)+X_Margins_BtnB);
|
|
|
|
|
s16 PosY_BtnB_ori = R_ITEM_BTN_Y(0)+Y_Margins_BtnB;
|
|
|
|
|
s16 PosX_BtnB;
|
|
|
|
|
s16 PosY_BtnB;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) != 0) {
|
|
|
|
|
PosY_BtnB = CVarGetInteger("gBBtnPosY", 0)+Y_Margins_BtnB;
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB = Left_HUD_Margin;};
|
|
|
|
|
PosX_BtnB = OTRGetDimensionFromLeftEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB = Right_HUD_Margin;};
|
|
|
|
|
PosX_BtnB = OTRGetDimensionFromRightEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 3) {//Anchor None
|
|
|
|
|
PosX_BtnB = CVarGetInteger("gBBtnPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosX_BtnB = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
PosY_BtnB = PosY_BtnB_ori;
|
|
|
|
|
PosX_BtnB = PosX_BtnB_ori;
|
|
|
|
|
}
|
|
|
|
|
//Start Button
|
|
|
|
|
s16 X_Margins_StartBtn;
|
|
|
|
|
s16 Y_Margins_StartBtn;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gStartBtnUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gStartBtnPosType", 0) == 0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
X_Margins_StartBtn = Right_HUD_Margin;
|
|
|
|
|
};
|
|
|
|
|
Y_Margins_StartBtn = Top_HUD_Margin*-1;
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_StartBtn = 0;
|
|
|
|
|
Y_Margins_StartBtn = 0;
|
|
|
|
|
}
|
|
|
|
|
s16 StartBtn_Icon_H = 32;
|
|
|
|
|
s16 StartBtn_Icon_W = 32;
|
2022-08-23 20:20:56 -04:00
|
|
|
|
float Start_BTN_Scale = 0.75f;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gStartBtnPosType", 0) != 0) {
|
|
|
|
|
Start_BTN_Scale = CVarGetFloat("gStartBtnScale", 0.75f);
|
2022-08-23 20:20:56 -04:00
|
|
|
|
}
|
|
|
|
|
int StartBTN_H_Scaled = StartBtn_Icon_H * Start_BTN_Scale;
|
|
|
|
|
int StartBTN_W_Scaled = StartBtn_Icon_W * Start_BTN_Scale;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
int StartBTN_W_factor = (1 << 10) * StartBtn_Icon_W / StartBTN_W_Scaled;
|
|
|
|
|
int StartBTN_H_factor = (1 << 10) * StartBtn_Icon_H / StartBTN_H_Scaled;
|
|
|
|
|
const s16 PosX_StartBtn_ori = OTRGetRectDimensionFromRightEdge(startButtonLeftPos[gSaveContext.language]+X_Margins_StartBtn);
|
|
|
|
|
const s16 PosY_StartBtn_ori = 16+Y_Margins_StartBtn;
|
2022-07-31 21:32:40 -04:00
|
|
|
|
s16 StartBTN_Label_W = DO_ACTION_TEX_WIDTH();
|
|
|
|
|
s16 StartBTN_Label_H = DO_ACTION_TEX_HEIGHT();
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 PosX_StartBtn;
|
|
|
|
|
s16 PosY_StartBtn;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gStartBtnPosType", 0) != 0) {
|
|
|
|
|
PosY_StartBtn = CVarGetInteger("gStartBtnPosY", 0)-(Start_BTN_Scale*13)+Y_Margins_StartBtn;
|
|
|
|
|
if (CVarGetInteger("gStartBtnPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gStartBtnUseMargins", 0) != 0) {X_Margins_StartBtn = Left_HUD_Margin;};
|
|
|
|
|
PosX_StartBtn = OTRGetDimensionFromLeftEdge(CVarGetInteger("gStartBtnPosX", 0)-(Start_BTN_Scale*13)+X_Margins_StartBtn);
|
|
|
|
|
} else if (CVarGetInteger("gStartBtnPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gStartBtnUseMargins", 0) != 0) {X_Margins_StartBtn = Right_HUD_Margin;};
|
|
|
|
|
PosX_StartBtn = OTRGetDimensionFromRightEdge(CVarGetInteger("gStartBtnPosX", 0)-(Start_BTN_Scale*13)+X_Margins_StartBtn);
|
|
|
|
|
} else if (CVarGetInteger("gStartBtnPosType", 0) == 3) {//Anchor None
|
|
|
|
|
PosX_StartBtn = CVarGetInteger("gStartBtnPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gStartBtnPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosX_StartBtn = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
StartBTN_H_Scaled = StartBtn_Icon_H * 0.75f;
|
|
|
|
|
StartBTN_W_Scaled = StartBtn_Icon_W * 0.75f;
|
|
|
|
|
StartBTN_W_factor = (1 << 10) * StartBtn_Icon_W / StartBTN_W_Scaled;
|
|
|
|
|
StartBTN_H_factor = (1 << 10) * StartBtn_Icon_H / StartBTN_H_Scaled;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosY_StartBtn = PosY_StartBtn_ori;
|
|
|
|
|
PosX_StartBtn = PosX_StartBtn_ori;
|
|
|
|
|
}
|
|
|
|
|
//C Buttons position
|
|
|
|
|
s16 X_Margins_CL;
|
|
|
|
|
s16 X_Margins_CR;
|
|
|
|
|
s16 X_Margins_CU;
|
|
|
|
|
s16 X_Margins_CD;
|
|
|
|
|
s16 Y_Margins_CL;
|
|
|
|
|
s16 Y_Margins_CR;
|
|
|
|
|
s16 Y_Margins_CU;
|
|
|
|
|
s16 Y_Margins_CD;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 0) {X_Margins_CL = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CL = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CL = 0;
|
|
|
|
|
Y_Margins_CL = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 0) {X_Margins_CR = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CR = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CR = 0;
|
|
|
|
|
Y_Margins_CR = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnUUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnUPosType", 0) == 0) {X_Margins_CU = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CU = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CU = 0;
|
|
|
|
|
Y_Margins_CU = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 0) {X_Margins_CD = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CD = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CD = 0;
|
|
|
|
|
Y_Margins_CD = 0;
|
|
|
|
|
}
|
|
|
|
|
const s16 C_Left_BTN_Pos_ori[] = { C_LEFT_BUTTON_X+X_Margins_CL, C_LEFT_BUTTON_Y+Y_Margins_CL }; //(X,Y)
|
|
|
|
|
const s16 C_Right_BTN_Pos_ori[] = { C_RIGHT_BUTTON_X+X_Margins_CR, C_RIGHT_BUTTON_Y+Y_Margins_CR };
|
|
|
|
|
const s16 C_Up_BTN_Pos_ori[] = { C_UP_BUTTON_X+X_Margins_CU, C_UP_BUTTON_Y+Y_Margins_CU };
|
|
|
|
|
const s16 C_Down_BTN_Pos_ori[] = { C_DOWN_BUTTON_X+X_Margins_CD, C_DOWN_BUTTON_Y+Y_Margins_CD };
|
2023-01-17 00:17:49 -05:00
|
|
|
|
s16 LabelX_Navi=7 + !!CVarGetInteger("gNaviTextFix", 0);
|
2022-08-03 22:47:54 -04:00
|
|
|
|
s16 LabelY_Navi=4;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 C_Left_BTN_Pos[2]; //(X,Y)
|
|
|
|
|
s16 C_Right_BTN_Pos[2];
|
|
|
|
|
s16 C_Up_BTN_Pos[2];
|
|
|
|
|
s16 C_Down_BTN_Pos[2];
|
|
|
|
|
//C button Left
|
2022-08-23 20:20:56 -04:00
|
|
|
|
s16 C_Left_BTN_Size = 32;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
float CLeftScale = CVarGetFloat("gCBtnLScale", 0.87f);
|
2022-08-23 20:20:56 -04:00
|
|
|
|
int CLeftScaled = C_Left_BTN_Size * 0.87f;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) != 0) {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
CLeftScaled = C_Left_BTN_Size * CLeftScale;
|
|
|
|
|
}
|
|
|
|
|
int CLeft_factor = (1 << 10) * C_Left_BTN_Size / CLeftScaled;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) != 0) {
|
|
|
|
|
C_Left_BTN_Pos[1] = CVarGetInteger("gCBtnLPosY", 0)+Y_Margins_CL;
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Left_HUD_Margin;};
|
|
|
|
|
C_Left_BTN_Pos[0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Right_HUD_Margin;};
|
|
|
|
|
C_Left_BTN_Pos[0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 3) {//Anchor None
|
|
|
|
|
C_Left_BTN_Pos[0] = CVarGetInteger("gCBtnLPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
C_Left_BTN_Pos[0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
C_Left_BTN_Pos[1] = C_Left_BTN_Pos_ori[1];
|
|
|
|
|
C_Left_BTN_Pos[0] = OTRGetRectDimensionFromRightEdge(C_Left_BTN_Pos_ori[0]);
|
|
|
|
|
}
|
|
|
|
|
//C button Right
|
2022-08-23 20:20:56 -04:00
|
|
|
|
s16 C_Right_BTN_Size = 32;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
float CRightScale = CVarGetFloat("gCBtnRScale", 0.87f);
|
2022-08-23 20:20:56 -04:00
|
|
|
|
int CRightScaled = C_Right_BTN_Size * 0.87f;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) != 0) {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
CRightScaled = C_Right_BTN_Size * CRightScale;
|
|
|
|
|
}
|
|
|
|
|
int CRight_factor = (1 << 10) * C_Right_BTN_Size / CRightScaled;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) != 0) {
|
|
|
|
|
C_Right_BTN_Pos[1] = CVarGetInteger("gCBtnRPosY", 0)+Y_Margins_CR;
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Left_HUD_Margin;};
|
|
|
|
|
C_Right_BTN_Pos[0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Right_HUD_Margin;};
|
|
|
|
|
C_Right_BTN_Pos[0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 3) {//Anchor None
|
|
|
|
|
C_Right_BTN_Pos[0] = CVarGetInteger("gCBtnRPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
C_Right_BTN_Pos[0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
C_Right_BTN_Pos[1] = C_Right_BTN_Pos_ori[1];
|
|
|
|
|
C_Right_BTN_Pos[0] = OTRGetRectDimensionFromRightEdge(C_Right_BTN_Pos_ori[0]);
|
|
|
|
|
}
|
|
|
|
|
//C Button Up
|
2022-08-23 20:20:56 -04:00
|
|
|
|
s16 C_Up_BTN_Size = 32;
|
|
|
|
|
int CUpScaled = C_Up_BTN_Size * 0.5f;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
float CUpScale = CVarGetFloat("gCBtnUScale", 0.5f);
|
|
|
|
|
if (CVarGetInteger("gCBtnUPosType", 0) != 0) {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
CUpScaled = C_Up_BTN_Size * CUpScale;
|
|
|
|
|
}
|
|
|
|
|
int CUp_factor = (1 << 10) * C_Up_BTN_Size / CUpScaled;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnUPosType", 0) != 0) {
|
|
|
|
|
C_Up_BTN_Pos[1] = CVarGetInteger("gCBtnUPosY", 0)+Y_Margins_CU;
|
|
|
|
|
if (CVarGetInteger("gCBtnUPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnUUseMargins", 0) != 0) {X_Margins_CU = Left_HUD_Margin;};
|
|
|
|
|
C_Up_BTN_Pos[0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnUPosX", 0)+X_Margins_CU);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnUPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnUUseMargins", 0) != 0) {X_Margins_CU = Right_HUD_Margin;};
|
|
|
|
|
C_Up_BTN_Pos[0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnUPosX", 0)+X_Margins_CU);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnUPosType", 0) == 3) {//Anchor None
|
|
|
|
|
C_Up_BTN_Pos[0] = CVarGetInteger("gCBtnUPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnUPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
C_Up_BTN_Pos[0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
C_Up_BTN_Pos[1] = C_Up_BTN_Pos_ori[1];
|
|
|
|
|
C_Up_BTN_Pos[0] = OTRGetRectDimensionFromRightEdge(C_Up_BTN_Pos_ori[0]);
|
|
|
|
|
}
|
|
|
|
|
//C Button down
|
2022-08-23 20:20:56 -04:00
|
|
|
|
s16 C_Down_BTN_Size = 32;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
float CDownScale = CVarGetFloat("gCBtnDScale", 0.87f);
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 0) {
|
2022-08-23 20:20:56 -04:00
|
|
|
|
CDownScale = 0.87f;
|
|
|
|
|
}
|
|
|
|
|
int CDownScaled = C_Down_BTN_Size * CDownScale;
|
|
|
|
|
int CDown_factor = (1 << 10) * C_Down_BTN_Size / CDownScaled;
|
|
|
|
|
int PositionAdjustment = CDownScaled/2;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) != 0) {
|
|
|
|
|
C_Down_BTN_Pos[1] = CVarGetInteger("gCBtnDPosY", 0)+Y_Margins_CD;
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Left_HUD_Margin;};
|
|
|
|
|
C_Down_BTN_Pos[0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Right_HUD_Margin;};
|
|
|
|
|
C_Down_BTN_Pos[0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 3) {//Anchor None
|
|
|
|
|
C_Down_BTN_Pos[0] = CVarGetInteger("gCBtnDPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
C_Down_BTN_Pos[0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
C_Down_BTN_Pos[1] = C_Down_BTN_Pos_ori[1];
|
|
|
|
|
C_Down_BTN_Pos[0] = OTRGetRectDimensionFromRightEdge(C_Down_BTN_Pos_ori[0]);
|
|
|
|
|
}
|
2022-05-21 13:16:28 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
// B Button Color & Texture
|
|
|
|
|
// Also loads the Item Button Texture reused by other buttons afterwards
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, bButtonColor.r,bButtonColor.g,bButtonColor.b, interfaceCtx->bAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
|
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gButtonBackgroundTex, BBtn_Size, BBtn_Size, PosX_BtnB, PosY_BtnB, BBtnScaled, BBtnScaled, BBtn_factor, BBtn_factor);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
// C-Left Button Color & Texture
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, cLeftButtonColor.r, cLeftButtonColor.g, cLeftButtonColor.b, interfaceCtx->cLeftAlpha);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, C_Left_BTN_Pos[0] << 2, C_Left_BTN_Pos[1] << 2,
|
2022-08-24 19:28:27 -04:00
|
|
|
|
(C_Left_BTN_Pos[0] + R_ITEM_BTN_WIDTH(1)) << 2,
|
|
|
|
|
(C_Left_BTN_Pos[1] + R_ITEM_BTN_WIDTH(1)) << 2,
|
|
|
|
|
G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(1) << 1, R_ITEM_BTN_DD(1) << 1);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
// C-Down Button Color & Texture
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, cDownButtonColor.r, cDownButtonColor.g, cDownButtonColor.b, interfaceCtx->cDownAlpha);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, C_Down_BTN_Pos[0] << 2, C_Down_BTN_Pos[1] << 2,
|
2022-08-24 19:28:27 -04:00
|
|
|
|
(C_Down_BTN_Pos[0] + R_ITEM_BTN_WIDTH(2)) << 2,
|
|
|
|
|
(C_Down_BTN_Pos[1] + R_ITEM_BTN_WIDTH(2)) << 2,
|
|
|
|
|
G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(2) << 1, R_ITEM_BTN_DD(2) << 1);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
// C-Right Button Color & Texture
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, cRightButtonColor.r, cRightButtonColor.g, cRightButtonColor.b, interfaceCtx->cRightAlpha);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, C_Right_BTN_Pos[0] << 2, C_Right_BTN_Pos[1] << 2,
|
2022-08-24 19:28:27 -04:00
|
|
|
|
(C_Right_BTN_Pos[0] + R_ITEM_BTN_WIDTH(3)) << 2,
|
|
|
|
|
(C_Right_BTN_Pos[1] + R_ITEM_BTN_WIDTH(3)) << 2,
|
|
|
|
|
G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(3) << 1, R_ITEM_BTN_DD(3) << 1);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if ((pauseCtx->state < 8) || (pauseCtx->state >= 18)) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->pauseCtx.state != 0) || (play->pauseCtx.debugState != 0)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// Start Button Texture, Color & Label
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
|
|
|
|
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, startButtonColor.r, startButtonColor.g, startButtonColor.b, interfaceCtx->startAlpha);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, PosX_StartBtn << 2, PosY_StartBtn << 2,
|
|
|
|
|
(PosX_StartBtn + StartBTN_W_Scaled) << 2, (PosY_StartBtn + StartBTN_H_Scaled) << 2,
|
|
|
|
|
G_TX_RENDERTILE, 0, 0, StartBTN_W_factor, StartBTN_H_factor);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->startAlpha);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2023-04-27 19:20:41 -04:00
|
|
|
|
Interface_LoadActionLabel(interfaceCtx, 3, 2);
|
|
|
|
|
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->doActionSegment[2], G_IM_FMT_IA,
|
2022-07-31 21:32:40 -04:00
|
|
|
|
DO_ACTION_TEX_WIDTH(), DO_ACTION_TEX_HEIGHT(), 0, G_TX_NOMIRROR | G_TX_WRAP,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
2022-08-23 20:20:56 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gSPSetGeometryMode(OVERLAY_DISP++, G_CULL_BACK);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->startAlpha);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
|
|
|
|
|
Matrix_Translate(PosX_StartBtn-160+((Start_BTN_Scale+Start_BTN_Scale/3)*11.5f), (PosY_StartBtn-120+((Start_BTN_Scale+Start_BTN_Scale/3)*11.5f)) * -1, 1.0f, MTXMODE_NEW);
|
|
|
|
|
Matrix_Scale(Start_BTN_Scale+(Start_BTN_Scale/3), Start_BTN_Scale+(Start_BTN_Scale/3), Start_BTN_Scale+(Start_BTN_Scale/3), MTXMODE_APPLY);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
2022-08-23 20:20:56 -04:00
|
|
|
|
G_MTX_MODELVIEW | G_MTX_LOAD);
|
|
|
|
|
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[4], 4, 0);
|
2023-04-27 19:20:41 -04:00
|
|
|
|
Interface_DrawActionLabel(play->state.gfxCtx, interfaceCtx->doActionSegment[2]);
|
2022-08-23 20:20:56 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (interfaceCtx->naviCalling && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
|
|
|
|
(play->csCtx.state == CS_STATE_IDLE)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (!sCUpInvisible) {
|
|
|
|
|
// C-Up Button Texture, Color & Label (Navi Text)
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
|
|
|
|
|
temp = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if ((player->stateFlags1 & 0x00200000) || (func_8008F2F8(play) == 4) ||
|
2022-11-29 18:28:57 -05:00
|
|
|
|
(player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
temp = 70;
|
|
|
|
|
} else {
|
|
|
|
|
temp = interfaceCtx->healthAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, cUpButtonColor.r, cUpButtonColor.g, cUpButtonColor.b, temp);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, C_Up_BTN_Pos[0] << 2, C_Up_BTN_Pos[1] << 2, (C_Up_BTN_Pos[0] + 16) << 2,
|
|
|
|
|
(C_Up_BTN_Pos[1] + 16) << 2, G_TX_RENDERTILE, 0, 0, 2 << 10, 2 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, temp);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
|
|
|
|
|
|
|
|
|
gDPLoadTextureBlock_4b(OVERLAY_DISP++, cUpLabelTextures[gSaveContext.language], G_IM_FMT_IA, 32, 8, 0,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
|
|
|
|
G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, C_Up_BTN_Pos[0]-LabelX_Navi << 2, C_Up_BTN_Pos[1]+LabelY_Navi << 2,
|
|
|
|
|
(C_Up_BTN_Pos[0]-LabelX_Navi + 32) << 2, (C_Up_BTN_Pos[1]+LabelY_Navi + 8) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sCUpTimer--;
|
|
|
|
|
if (sCUpTimer == 0) {
|
|
|
|
|
sCUpInvisible ^= 1;
|
|
|
|
|
sCUpTimer = 10;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
|
|
|
|
// Empty C Button Arrows
|
|
|
|
|
for (temp = 1; temp < 4; temp++) {
|
|
|
|
|
if (gSaveContext.equips.buttonItems[temp] > 0xF0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 X_Margins_CL;
|
|
|
|
|
s16 X_Margins_CR;
|
|
|
|
|
s16 X_Margins_CD;
|
|
|
|
|
s16 Y_Margins_CL;
|
|
|
|
|
s16 Y_Margins_CR;
|
|
|
|
|
s16 Y_Margins_CD;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 0) {X_Margins_CL = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CL = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CL = 0;
|
|
|
|
|
Y_Margins_CL = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 0) {X_Margins_CR = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CR = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CR = 0;
|
|
|
|
|
Y_Margins_CR = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 0) {X_Margins_CD = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CD = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CD = 0;
|
|
|
|
|
Y_Margins_CD = 0;
|
|
|
|
|
}
|
2022-08-23 20:20:56 -04:00
|
|
|
|
const s16 ItemIconWidthFactor[3][2] = {
|
|
|
|
|
{ CLeftScaled, CLeft_factor },
|
|
|
|
|
{ CDownScaled, CDown_factor },
|
|
|
|
|
{ CRightScaled, CRight_factor },
|
|
|
|
|
};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
const s16 ItemIconPos_ori[3][2] = {
|
|
|
|
|
{ R_ITEM_ICON_X(1)+X_Margins_CL, R_ITEM_ICON_Y(1)+Y_Margins_CL },
|
|
|
|
|
{ R_ITEM_ICON_X(2)+X_Margins_CD, R_ITEM_ICON_Y(2)+Y_Margins_CD },
|
|
|
|
|
{ R_ITEM_ICON_X(3)+X_Margins_CR, R_ITEM_ICON_Y(3)+Y_Margins_CR },
|
|
|
|
|
};
|
|
|
|
|
s16 ItemIconPos[3][2]; //(X,Y)
|
|
|
|
|
//C button Left
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[0][1] = CVarGetInteger("gCBtnLPosY", 0)+Y_Margins_CL;
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[0][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[0][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[0][0] = CVarGetInteger("gCBtnLPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[0][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[0][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[0][0]);
|
|
|
|
|
ItemIconPos[0][1] = ItemIconPos_ori[0][1];
|
|
|
|
|
}
|
|
|
|
|
//C Button down
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[1][1] = CVarGetInteger("gCBtnDPosY", 0)+Y_Margins_CD;
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[1][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[1][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[1][0] = CVarGetInteger("gCBtnDPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[1][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[1][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[1][0]);
|
|
|
|
|
ItemIconPos[1][1] = ItemIconPos_ori[1][1];
|
|
|
|
|
}
|
|
|
|
|
//C button Right
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[2][1] = CVarGetInteger("gCBtnRPosY", 0)+Y_Margins_CR;
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[2][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[2][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[2][0] = CVarGetInteger("gCBtnRPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[2][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[2][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[2][0]);
|
|
|
|
|
ItemIconPos[2][1] = ItemIconPos_ori[2][1];
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (temp == 1) {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, cLeftButtonColor.r, cLeftButtonColor.g, cLeftButtonColor.b, interfaceCtx->cLeftAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else if (temp == 2) {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, cDownButtonColor.r, cDownButtonColor.g, cDownButtonColor.b, interfaceCtx->cDownAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, cRightButtonColor.r, cRightButtonColor.g, cRightButtonColor.b, interfaceCtx->cRightAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, ((u8*)gButtonBackgroundTex), 32, 32,
|
2022-08-23 20:20:56 -04:00
|
|
|
|
ItemIconPos[temp-1][0], ItemIconPos[temp-1][1], ItemIconWidthFactor[temp-1][0],
|
|
|
|
|
ItemIconWidthFactor[temp-1][0], ItemIconWidthFactor[temp-1][1], ItemIconWidthFactor[temp-1][1]);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
const char* cButtonIcons[] = { gButtonBackgroundTex, gEquippedItemOutlineTex, gEmptyCLeftArrowTex,
|
|
|
|
|
gEmptyCDownArrowTex, gEmptyCRightArrowTex
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, cButtonIcons[(temp + 1)], 32, 32,
|
2022-08-23 20:20:56 -04:00
|
|
|
|
ItemIconPos[temp-1][0], ItemIconPos[temp-1][1], ItemIconWidthFactor[temp-1][0],
|
|
|
|
|
ItemIconWidthFactor[temp-1][0], ItemIconWidthFactor[temp-1][1], ItemIconWidthFactor[temp-1][1]);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:52:38 -04:00
|
|
|
|
int16_t gItemIconWidth[] = { 30, 24, 24, 24, 16, 16, 16, 16 };
|
|
|
|
|
int16_t gItemIconDD[] = { 550, 680, 680, 680, 1024, 1024, 1024, 1024 };
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_DrawItemIconTexture(PlayState* play, void* texture, s16 button) {
|
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
|
|
|
|
GraphicsContext* gfxCtx = play->state.gfxCtx;
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 X_Margins_CL;
|
|
|
|
|
s16 X_Margins_CR;
|
|
|
|
|
s16 X_Margins_CD;
|
|
|
|
|
s16 Y_Margins_CL;
|
|
|
|
|
s16 Y_Margins_CR;
|
|
|
|
|
s16 Y_Margins_CD;
|
|
|
|
|
s16 X_Margins_BtnB;
|
|
|
|
|
s16 Y_Margins_BtnB;
|
|
|
|
|
s16 X_Margins_DPad_Items;
|
|
|
|
|
s16 Y_Margins_DPad_Items;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 0) {X_Margins_BtnB = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_BtnB = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_BtnB = 0;
|
|
|
|
|
Y_Margins_BtnB = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 0) {X_Margins_CL = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CL = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CL = 0;
|
|
|
|
|
Y_Margins_CL = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 0) {X_Margins_CR = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CR = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CR = 0;
|
|
|
|
|
Y_Margins_CR = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 0) {X_Margins_CD = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CD = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CD = 0;
|
|
|
|
|
Y_Margins_CD = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) == 0) {X_Margins_DPad_Items = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_DPad_Items = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_DPad_Items = 0;
|
|
|
|
|
Y_Margins_DPad_Items = 0;
|
|
|
|
|
}
|
|
|
|
|
const s16 ItemIconPos_ori[8][2] = {
|
2022-08-24 19:28:27 -04:00
|
|
|
|
{ B_BUTTON_X+X_Margins_BtnB, B_BUTTON_Y+Y_Margins_BtnB },
|
|
|
|
|
{ C_LEFT_BUTTON_X+X_Margins_CL, C_LEFT_BUTTON_Y+Y_Margins_CL },
|
|
|
|
|
{ C_DOWN_BUTTON_X+X_Margins_CD, C_DOWN_BUTTON_Y+Y_Margins_CD },
|
|
|
|
|
{ C_RIGHT_BUTTON_X+X_Margins_CR, C_RIGHT_BUTTON_Y+Y_Margins_CR },
|
|
|
|
|
{ DPAD_UP_X+X_Margins_DPad_Items, DPAD_UP_Y+Y_Margins_DPad_Items },
|
|
|
|
|
{ DPAD_DOWN_X+X_Margins_DPad_Items, DPAD_DOWN_Y+Y_Margins_DPad_Items },
|
|
|
|
|
{ DPAD_LEFT_X+X_Margins_DPad_Items, DPAD_LEFT_Y+Y_Margins_DPad_Items },
|
|
|
|
|
{ DPAD_RIGHT_X+X_Margins_DPad_Items, DPAD_RIGHT_Y+Y_Margins_DPad_Items }
|
2022-08-23 20:20:56 -04:00
|
|
|
|
};
|
|
|
|
|
u16 ItemsSlotsAlpha[8] = {
|
|
|
|
|
interfaceCtx->bAlpha,
|
|
|
|
|
interfaceCtx->cLeftAlpha,
|
|
|
|
|
interfaceCtx->cRightAlpha,
|
|
|
|
|
interfaceCtx->cDownAlpha,
|
|
|
|
|
interfaceCtx->dpadUpAlpha,
|
|
|
|
|
interfaceCtx->dpadDownAlpha,
|
|
|
|
|
interfaceCtx->dpadLeftAlpha,
|
|
|
|
|
interfaceCtx->dpadRightAlpha
|
2022-07-05 20:52:01 -04:00
|
|
|
|
};
|
|
|
|
|
s16 DPad_ItemsOffset[4][2] = {
|
|
|
|
|
{ 7,-8},//Up
|
|
|
|
|
{ 7,24},//Down
|
|
|
|
|
{-9, 8},//Left
|
|
|
|
|
{23, 8},//Right
|
|
|
|
|
}; //(X,Y) Used with custom position to place it properly.
|
|
|
|
|
s16 ItemIconPos[8][2]; //(X,Y)
|
|
|
|
|
//DPadItems
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[4][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[0][1];//Up
|
|
|
|
|
ItemIconPos[5][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[1][1];//Down
|
|
|
|
|
ItemIconPos[6][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[2][1];//Left
|
|
|
|
|
ItemIconPos[7][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[3][1];//Right
|
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {X_Margins_DPad_Items = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[4][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[0][0]);
|
|
|
|
|
ItemIconPos[5][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[1][0]);
|
|
|
|
|
ItemIconPos[6][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[2][0]);
|
|
|
|
|
ItemIconPos[7][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[3][0]);
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {X_Margins_DPad_Items = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[4][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[0][0]);
|
|
|
|
|
ItemIconPos[5][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[1][0]);
|
|
|
|
|
ItemIconPos[6][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[2][0]);
|
|
|
|
|
ItemIconPos[7][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[3][0]);
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[4][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[0][0];
|
|
|
|
|
ItemIconPos[5][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[1][0];
|
|
|
|
|
ItemIconPos[6][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[2][0];
|
|
|
|
|
ItemIconPos[7][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[3][0];
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[4][0] = -9999;
|
|
|
|
|
ItemIconPos[5][0] = -9999;
|
|
|
|
|
ItemIconPos[6][0] = -9999;
|
|
|
|
|
ItemIconPos[7][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[4][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[4][0]);
|
|
|
|
|
ItemIconPos[5][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[5][0]);
|
|
|
|
|
ItemIconPos[6][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[6][0]);
|
|
|
|
|
ItemIconPos[7][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[7][0]);
|
|
|
|
|
ItemIconPos[4][1] = ItemIconPos_ori[4][1];
|
|
|
|
|
ItemIconPos[5][1] = ItemIconPos_ori[5][1];
|
|
|
|
|
ItemIconPos[6][1] = ItemIconPos_ori[6][1];
|
|
|
|
|
ItemIconPos[7][1] = ItemIconPos_ori[7][1];
|
|
|
|
|
}
|
|
|
|
|
//B Button
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[0][1] = CVarGetInteger("gBBtnPosY", 0)+Y_Margins_BtnB;
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[0][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[0][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[0][0] = CVarGetInteger("gBBtnPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[0][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[0][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[0][0]);
|
|
|
|
|
ItemIconPos[0][1] = ItemIconPos_ori[0][1];
|
|
|
|
|
}
|
|
|
|
|
//C button Left
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[1][1] = CVarGetInteger("gCBtnLPosY", 0)+Y_Margins_CL;
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[1][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[1][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[1][0] = CVarGetInteger("gCBtnLPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[1][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[1][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[1][0]);
|
|
|
|
|
ItemIconPos[1][1] = ItemIconPos_ori[1][1];
|
|
|
|
|
}
|
|
|
|
|
//C Button down
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[2][1] = CVarGetInteger("gCBtnDPosY", 0)+Y_Margins_CD;
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[2][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[2][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[2][0] = CVarGetInteger("gCBtnDPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[2][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[2][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[2][0]);
|
|
|
|
|
ItemIconPos[2][1] = ItemIconPos_ori[2][1];
|
|
|
|
|
}
|
|
|
|
|
//C button Right
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[3][1] = CVarGetInteger("gCBtnRPosY", 0)+Y_Margins_CR;
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[3][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[3][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[3][0] = CVarGetInteger("gCBtnRPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[3][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[3][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[3][0]);
|
|
|
|
|
ItemIconPos[3][1] = ItemIconPos_ori[3][1];
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, texture, G_IM_FMT_RGBA, G_IM_SIZ_32b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
2022-08-24 19:28:27 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, ItemIconPos[button][0] << 2, ItemIconPos[button][1] << 2,
|
|
|
|
|
(ItemIconPos[button][0] + gItemIconWidth[button]) << 2,
|
|
|
|
|
(ItemIconPos[button][1] + gItemIconWidth[button]) << 2, G_TX_RENDERTILE, 0, 0,
|
|
|
|
|
gItemIconDD[button] << 1, gItemIconDD[button] << 1);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const char* _gAmmoDigit0Tex[] =
|
|
|
|
|
{
|
|
|
|
|
gAmmoDigit0Tex, gAmmoDigit1Tex, gAmmoDigit2Tex, gAmmoDigit3Tex, gAmmoDigit4Tex,
|
|
|
|
|
gAmmoDigit5Tex, gAmmoDigit6Tex, gAmmoDigit7Tex, gAmmoDigit8Tex, gAmmoDigit9Tex,
|
2022-06-22 22:52:38 -04:00
|
|
|
|
gUnusedAmmoDigitHalfTex };
|
|
|
|
|
|
|
|
|
|
static int16_t gItemAmmoX[] = { B_BUTTON_X + 2, C_LEFT_BUTTON_X + 1, C_DOWN_BUTTON_X + 1, C_RIGHT_BUTTON_X + 1,
|
|
|
|
|
DPAD_UP_X, DPAD_DOWN_X, DPAD_LEFT_X, DPAD_RIGHT_X };
|
|
|
|
|
static int16_t gItemAmmoY[] = { B_BUTTON_Y + 18, C_LEFT_BUTTON_Y + 17, C_DOWN_BUTTON_Y + 17, C_RIGHT_BUTTON_Y + 17,
|
|
|
|
|
DPAD_UP_Y + 11, DPAD_DOWN_Y + 11, DPAD_LEFT_Y + 11, DPAD_RIGHT_Y + 11 };
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_DrawAmmoCount(PlayState* play, s16 button, s16 alpha) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 i;
|
|
|
|
|
s16 ammo;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 X_Margins_CL;
|
|
|
|
|
s16 X_Margins_CR;
|
|
|
|
|
s16 X_Margins_CD;
|
|
|
|
|
s16 Y_Margins_CL;
|
|
|
|
|
s16 Y_Margins_CR;
|
|
|
|
|
s16 Y_Margins_CD;
|
|
|
|
|
s16 X_Margins_BtnB;
|
|
|
|
|
s16 Y_Margins_BtnB;
|
|
|
|
|
s16 X_Margins_DPad_Items;
|
|
|
|
|
s16 Y_Margins_DPad_Items;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 0) {X_Margins_BtnB = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_BtnB = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_BtnB = 0;
|
|
|
|
|
Y_Margins_BtnB = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 0) {X_Margins_CL = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CL = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CL = 0;
|
|
|
|
|
Y_Margins_CL = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 0) {X_Margins_CR = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CR = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CR = 0;
|
|
|
|
|
Y_Margins_CR = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 0) {X_Margins_CD = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_CD = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_CD = 0;
|
|
|
|
|
Y_Margins_CD = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) == 0) {X_Margins_DPad_Items = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_DPad_Items = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_DPad_Items = 0;
|
|
|
|
|
Y_Margins_DPad_Items = 0;
|
|
|
|
|
}
|
|
|
|
|
const s16 ItemIconPos_ori[8][2] = {
|
|
|
|
|
{ R_ITEM_AMMO_X(0)+X_Margins_BtnB, R_ITEM_AMMO_Y(0)+Y_Margins_BtnB }, //Bow on Epona?
|
|
|
|
|
{ R_ITEM_AMMO_X(1)+X_Margins_CL, R_ITEM_AMMO_Y(1)+Y_Margins_CL },
|
|
|
|
|
{ R_ITEM_AMMO_X(2)+X_Margins_CD, R_ITEM_AMMO_Y(2)+Y_Margins_CD },
|
|
|
|
|
{ R_ITEM_AMMO_X(3)+X_Margins_CR, R_ITEM_AMMO_Y(3)+Y_Margins_CR },
|
|
|
|
|
{ DPAD_UP_X+X_Margins_DPad_Items, DPAD_UP_Y + 11 + Y_Margins_DPad_Items },
|
|
|
|
|
{ DPAD_DOWN_X+X_Margins_DPad_Items, DPAD_DOWN_Y + 11 + Y_Margins_DPad_Items },
|
|
|
|
|
{ DPAD_LEFT_X+X_Margins_DPad_Items, DPAD_LEFT_Y + 11 + Y_Margins_DPad_Items },
|
|
|
|
|
{ DPAD_RIGHT_X+X_Margins_DPad_Items, DPAD_RIGHT_Y + 11 + Y_Margins_DPad_Items }
|
|
|
|
|
};
|
|
|
|
|
s16 ItemIconPos[8][2]; //(X,Y)
|
|
|
|
|
s16 DPad_ItemsOffset[4][2] = {
|
|
|
|
|
{ 7, 3},//Up
|
|
|
|
|
{ 7,35},//Down
|
|
|
|
|
{-9,19},//Left
|
|
|
|
|
{23,19},//Right
|
|
|
|
|
}; //(X,Y) Used with custom position to place it properly.
|
|
|
|
|
//DPadItems
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[4][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[0][1];//Up
|
|
|
|
|
ItemIconPos[5][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[1][1];//Down
|
|
|
|
|
ItemIconPos[6][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[2][1];//Left
|
|
|
|
|
ItemIconPos[7][1] = CVarGetInteger("gDPadPosY", 0)+Y_Margins_DPad_Items+DPad_ItemsOffset[3][1];//Right
|
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {X_Margins_DPad_Items = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[4][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[0][0]);
|
|
|
|
|
ItemIconPos[5][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[1][0]);
|
|
|
|
|
ItemIconPos[6][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[2][0]);
|
|
|
|
|
ItemIconPos[7][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[3][0]);
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {X_Margins_DPad_Items = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[4][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[0][0]);
|
|
|
|
|
ItemIconPos[5][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[1][0]);
|
|
|
|
|
ItemIconPos[6][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[2][0]);
|
|
|
|
|
ItemIconPos[7][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_DPad_Items+DPad_ItemsOffset[3][0]);
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[4][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[0][0];
|
|
|
|
|
ItemIconPos[5][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[1][0];
|
|
|
|
|
ItemIconPos[6][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[2][0];
|
|
|
|
|
ItemIconPos[7][0] = CVarGetInteger("gDPadPosX", 0)+DPad_ItemsOffset[3][0];
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[4][0] = -9999;
|
|
|
|
|
ItemIconPos[5][0] = -9999;
|
|
|
|
|
ItemIconPos[6][0] = -9999;
|
|
|
|
|
ItemIconPos[7][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[4][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[4][0]);
|
|
|
|
|
ItemIconPos[5][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[5][0]);
|
|
|
|
|
ItemIconPos[6][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[6][0]);
|
|
|
|
|
ItemIconPos[7][0] = OTRGetDimensionFromRightEdge(ItemIconPos_ori[7][0]);
|
|
|
|
|
ItemIconPos[4][1] = ItemIconPos_ori[4][1];
|
|
|
|
|
ItemIconPos[5][1] = ItemIconPos_ori[5][1];
|
|
|
|
|
ItemIconPos[6][1] = ItemIconPos_ori[6][1];
|
|
|
|
|
ItemIconPos[7][1] = ItemIconPos_ori[7][1];
|
|
|
|
|
}
|
|
|
|
|
//B Button
|
|
|
|
|
s16 PosX_adjust = 1;
|
|
|
|
|
s16 PosY_adjust = 17;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[0][1] = CVarGetInteger("gBBtnPosY", 0)+Y_Margins_BtnB+PosY_adjust;
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[0][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[0][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[0][0] = CVarGetInteger("gBBtnPosX", 0)+PosX_adjust;
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[0][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[0][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[0][0]);
|
|
|
|
|
ItemIconPos[0][1] = ItemIconPos_ori[0][1];
|
|
|
|
|
}
|
|
|
|
|
//C button Left
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[1][1] = CVarGetInteger("gCBtnLPosY", 0)+Y_Margins_CL+PosY_adjust;
|
|
|
|
|
if (CVarGetInteger("gCBtnLPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[1][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnLUseMargins", 0) != 0) {X_Margins_CL = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[1][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnLPosX", 0)+X_Margins_CL+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[1][0] = CVarGetInteger("gCBtnLPosX", 0)+PosX_adjust;
|
|
|
|
|
} else if (CVarGetInteger("gCBtnLPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[1][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[1][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[1][0]);
|
|
|
|
|
ItemIconPos[1][1] = ItemIconPos_ori[1][1];
|
|
|
|
|
}
|
|
|
|
|
//C Button down
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[2][1] = CVarGetInteger("gCBtnDPosY", 0)+Y_Margins_CD+PosY_adjust;
|
|
|
|
|
if (CVarGetInteger("gCBtnDPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[2][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnDUseMargins", 0) != 0) {X_Margins_CD = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[2][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnDPosX", 0)+X_Margins_CD+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[2][0] = CVarGetInteger("gCBtnDPosX", 0)+PosX_adjust;
|
|
|
|
|
} else if (CVarGetInteger("gCBtnDPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[2][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[2][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[2][0]);
|
|
|
|
|
ItemIconPos[2][1] = ItemIconPos_ori[2][1];
|
|
|
|
|
}
|
|
|
|
|
//C button Right
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) != 0) {
|
|
|
|
|
ItemIconPos[3][1] = CVarGetInteger("gCBtnRPosY", 0)+Y_Margins_CR+PosY_adjust;
|
|
|
|
|
if (CVarGetInteger("gCBtnRPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Left_HUD_Margin;};
|
|
|
|
|
ItemIconPos[3][0] = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCBtnRUseMargins", 0) != 0) {X_Margins_CR = Right_HUD_Margin;};
|
|
|
|
|
ItemIconPos[3][0] = OTRGetDimensionFromRightEdge(CVarGetInteger("gCBtnRPosX", 0)+X_Margins_CR+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ItemIconPos[3][0] = CVarGetInteger("gCBtnRPosX", 0)+PosX_adjust;
|
|
|
|
|
} else if (CVarGetInteger("gCBtnRPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ItemIconPos[3][0] = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ItemIconPos[3][0] = OTRGetRectDimensionFromRightEdge(ItemIconPos_ori[3][0]);
|
|
|
|
|
ItemIconPos[3][1] = ItemIconPos_ori[3][1];
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
i = gSaveContext.equips.buttonItems[button];
|
|
|
|
|
|
|
|
|
|
if ((i == ITEM_STICK) || (i == ITEM_NUT) || (i == ITEM_BOMB) || (i == ITEM_BOW) ||
|
|
|
|
|
((i >= ITEM_BOW_ARROW_FIRE) && (i <= ITEM_BOW_ARROW_LIGHT)) || (i == ITEM_SLINGSHOT) || (i == ITEM_BOMBCHU) ||
|
|
|
|
|
(i == ITEM_BEAN)) {
|
|
|
|
|
|
|
|
|
|
if ((i >= ITEM_BOW_ARROW_FIRE) && (i <= ITEM_BOW_ARROW_LIGHT)) {
|
|
|
|
|
i = ITEM_BOW;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ammo = AMMO(i);
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
|
|
|
|
if ((button == 0) && (gSaveContext.minigameState == 1)) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
ammo = play->interfaceCtx.hbaAmmo;
|
|
|
|
|
} else if ((button == 0) && (play->shootingGalleryStatus > 1)) {
|
|
|
|
|
ammo = play->shootingGalleryStatus - 1;
|
|
|
|
|
} else if ((button == 0) && (play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
|
|
|
|
|
ammo = play->bombchuBowlingStatus;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (ammo < 0) {
|
|
|
|
|
ammo = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (((i == ITEM_BOW) && (AMMO(i) == CUR_CAPACITY(UPG_QUIVER))) ||
|
|
|
|
|
((i == ITEM_BOMB) && (AMMO(i) == CUR_CAPACITY(UPG_BOMB_BAG))) ||
|
|
|
|
|
((i == ITEM_SLINGSHOT) && (AMMO(i) == CUR_CAPACITY(UPG_BULLET_BAG))) ||
|
|
|
|
|
((i == ITEM_STICK) && (AMMO(i) == CUR_CAPACITY(UPG_STICKS))) ||
|
|
|
|
|
((i == ITEM_NUT) && (AMMO(i) == CUR_CAPACITY(UPG_NUTS))) || ((i == ITEM_BOMBCHU) && (ammo == 50)) ||
|
|
|
|
|
((i == ITEM_BEAN) && (ammo == 15))) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 255, 0, alpha);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ammo == 0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 100, 100, alpha);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (i = 0; ammo >= 10; i++) {
|
|
|
|
|
ammo -= 10;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (i != 0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, (u8*)_gAmmoDigit0Tex[i], 8, 8,
|
|
|
|
|
ItemIconPos[button][0], ItemIconPos[button][1], 8, 8, 1 << 10, 1 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, (u8*)_gAmmoDigit0Tex[ammo], 8, 8,
|
|
|
|
|
ItemIconPos[button][0] + 6, ItemIconPos[button][1], 8, 8, 1 << 10, 1 << 10);
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_DrawActionButton(PlayState* play, f32 x, f32 y) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
Matrix_Translate(-137.0f + x, 97.0f - y, XREG(18) / 10.0f, MTXMODE_NEW);
|
|
|
|
|
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
|
|
|
|
|
Matrix_RotateX(interfaceCtx->unk_1F4 / 10000.0f, MTXMODE_APPLY);
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_MTX_MODELVIEW | G_MTX_LOAD);
|
|
|
|
|
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[0], 4, 0);
|
|
|
|
|
|
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, gButtonBackgroundTex, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
|
|
|
|
G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_InitVertices(PlayState* play) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 i;
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
interfaceCtx->actionVtx = Graph_Alloc(play->state.gfxCtx, 8 * sizeof(Vtx));
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
// clang-format off
|
|
|
|
|
interfaceCtx->actionVtx[0].v.ob[0] =
|
|
|
|
|
interfaceCtx->actionVtx[2].v.ob[0] = -15;
|
|
|
|
|
interfaceCtx->actionVtx[1].v.ob[0] =
|
|
|
|
|
interfaceCtx->actionVtx[3].v.ob[0] = interfaceCtx->actionVtx[0].v.ob[0] + 29;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[0].v.ob[1] =
|
|
|
|
|
interfaceCtx->actionVtx[1].v.ob[1] = 15;
|
|
|
|
|
interfaceCtx->actionVtx[2].v.ob[1] =
|
|
|
|
|
interfaceCtx->actionVtx[3].v.ob[1] = interfaceCtx->actionVtx[0].v.ob[1] - 29;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[4].v.ob[0] =
|
|
|
|
|
interfaceCtx->actionVtx[6].v.ob[0] = -((XREG(21) + 1) / 2);
|
|
|
|
|
interfaceCtx->actionVtx[5].v.ob[0] =
|
|
|
|
|
interfaceCtx->actionVtx[7].v.ob[0] = interfaceCtx->actionVtx[4].v.ob[0] + (XREG(21) + 1);
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[4].v.ob[1] =
|
|
|
|
|
interfaceCtx->actionVtx[5].v.ob[1] = XREG(28) / 2;
|
|
|
|
|
interfaceCtx->actionVtx[6].v.ob[1] =
|
|
|
|
|
interfaceCtx->actionVtx[7].v.ob[1] = interfaceCtx->actionVtx[4].v.ob[1] - XREG(28);
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < 8; i += 4) {
|
|
|
|
|
interfaceCtx->actionVtx[i].v.ob[2] = interfaceCtx->actionVtx[i+1].v.ob[2] =
|
|
|
|
|
interfaceCtx->actionVtx[i+2].v.ob[2] = interfaceCtx->actionVtx[i+3].v.ob[2] = 0;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[i].v.flag = interfaceCtx->actionVtx[i+1].v.flag =
|
|
|
|
|
interfaceCtx->actionVtx[i+2].v.flag = interfaceCtx->actionVtx[i+3].v.flag = 0;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[i].v.tc[0] = interfaceCtx->actionVtx[i].v.tc[1] =
|
|
|
|
|
interfaceCtx->actionVtx[i+1].v.tc[1] = interfaceCtx->actionVtx[i+2].v.tc[0] = -16;
|
|
|
|
|
interfaceCtx->actionVtx[i+1].v.tc[0] = interfaceCtx->actionVtx[i+2].v.tc[1] =
|
|
|
|
|
interfaceCtx->actionVtx[i+3].v.tc[0] = interfaceCtx->actionVtx[i+3].v.tc[1] = 1024 - 16;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[i].v.cn[0] = interfaceCtx->actionVtx[i+1].v.cn[0] =
|
|
|
|
|
interfaceCtx->actionVtx[i+2].v.cn[0] = interfaceCtx->actionVtx[i+3].v.cn[0] =
|
|
|
|
|
interfaceCtx->actionVtx[i].v.cn[1] = interfaceCtx->actionVtx[i+1].v.cn[1] =
|
|
|
|
|
interfaceCtx->actionVtx[i+2].v.cn[1] = interfaceCtx->actionVtx[i+3].v.cn[1] =
|
|
|
|
|
interfaceCtx->actionVtx[i].v.cn[2] = interfaceCtx->actionVtx[i+1].v.cn[2] =
|
|
|
|
|
interfaceCtx->actionVtx[i+2].v.cn[2] = interfaceCtx->actionVtx[i+3].v.cn[2] = 255;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[i].v.cn[3] = interfaceCtx->actionVtx[i+1].v.cn[3] =
|
|
|
|
|
interfaceCtx->actionVtx[i+2].v.cn[3] = interfaceCtx->actionVtx[i+3].v.cn[3] = 255;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
interfaceCtx->actionVtx[5].v.tc[0] = interfaceCtx->actionVtx[7].v.tc[0] = 1536;
|
|
|
|
|
interfaceCtx->actionVtx[6].v.tc[1] = interfaceCtx->actionVtx[7].v.tc[1] = 512;
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
interfaceCtx->beatingHeartVtx = Graph_Alloc(play->state.gfxCtx, 4 * sizeof(Vtx));
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.ob[0] = interfaceCtx->beatingHeartVtx[2].v.ob[0] = -8;
|
|
|
|
|
interfaceCtx->beatingHeartVtx[1].v.ob[0] = interfaceCtx->beatingHeartVtx[3].v.ob[0] = 8;
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.ob[1] = interfaceCtx->beatingHeartVtx[1].v.ob[1] = 8;
|
|
|
|
|
interfaceCtx->beatingHeartVtx[2].v.ob[1] = interfaceCtx->beatingHeartVtx[3].v.ob[1] = -8;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.ob[2] = interfaceCtx->beatingHeartVtx[1].v.ob[2] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[2].v.ob[2] = interfaceCtx->beatingHeartVtx[3].v.ob[2] = 0;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.flag = interfaceCtx->beatingHeartVtx[1].v.flag =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[2].v.flag = interfaceCtx->beatingHeartVtx[3].v.flag = 0;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.tc[0] = interfaceCtx->beatingHeartVtx[0].v.tc[1] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[1].v.tc[1] = interfaceCtx->beatingHeartVtx[2].v.tc[0] = 0;
|
|
|
|
|
interfaceCtx->beatingHeartVtx[1].v.tc[0] = interfaceCtx->beatingHeartVtx[2].v.tc[1] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[3].v.tc[0] = interfaceCtx->beatingHeartVtx[3].v.tc[1] = 512;
|
|
|
|
|
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.cn[0] = interfaceCtx->beatingHeartVtx[1].v.cn[0] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[2].v.cn[0] = interfaceCtx->beatingHeartVtx[3].v.cn[0] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.cn[1] = interfaceCtx->beatingHeartVtx[1].v.cn[1] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[2].v.cn[1] = interfaceCtx->beatingHeartVtx[3].v.cn[1] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.cn[2] = interfaceCtx->beatingHeartVtx[1].v.cn[2] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[2].v.cn[2] = interfaceCtx->beatingHeartVtx[3].v.cn[2] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[0].v.cn[3] = interfaceCtx->beatingHeartVtx[1].v.cn[3] =
|
|
|
|
|
interfaceCtx->beatingHeartVtx[2].v.cn[3] = interfaceCtx->beatingHeartVtx[3].v.cn[3] = 255;
|
|
|
|
|
// clang-format on
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void func_8008A8B8(PlayState* play, s32 topY, s32 bottomY, s32 leftX, s32 rightX) {
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Vec3f eye;
|
|
|
|
|
Vec3f lookAt;
|
|
|
|
|
Vec3f up;
|
|
|
|
|
|
|
|
|
|
eye.x = eye.y = eye.z = 0.0f;
|
|
|
|
|
lookAt.x = lookAt.y = 0.0f;
|
|
|
|
|
lookAt.z = -1.0f;
|
|
|
|
|
up.x = up.z = 0.0f;
|
|
|
|
|
up.y = 1.0f;
|
|
|
|
|
|
|
|
|
|
func_800AA358(&interfaceCtx->view, &eye, &lookAt, &up);
|
|
|
|
|
|
|
|
|
|
interfaceCtx->viewport.topY = topY;
|
|
|
|
|
interfaceCtx->viewport.bottomY = bottomY;
|
|
|
|
|
interfaceCtx->viewport.leftX = leftX;
|
|
|
|
|
interfaceCtx->viewport.rightX = rightX;
|
|
|
|
|
View_SetViewport(&interfaceCtx->view, &interfaceCtx->viewport);
|
|
|
|
|
|
|
|
|
|
func_800AA460(&interfaceCtx->view, 60.0f, 10.0f, 60.0f);
|
|
|
|
|
func_800AB560(&interfaceCtx->view);
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
void func_8008A994(InterfaceContext* interfaceCtx) {
|
|
|
|
|
SET_FULLSCREEN_VIEWPORT(&interfaceCtx->view);
|
|
|
|
|
func_800AB2C4(&interfaceCtx->view);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const char* digitTextures[] =
|
|
|
|
|
{
|
|
|
|
|
gCounterDigit0Tex, gCounterDigit1Tex, gCounterDigit2Tex, gCounterDigit3Tex,
|
|
|
|
|
gCounterDigit4Tex, gCounterDigit5Tex, gCounterDigit6Tex, gCounterDigit7Tex, gCounterDigit8Tex,
|
|
|
|
|
gCounterDigit9Tex, gCounterColonTex, gCounterDigit1Tex, gCounterDigit2Tex, gCounterDigit3Tex,
|
|
|
|
|
gCounterDigit4Tex, gCounterDigit5Tex, gCounterDigit6Tex, gCounterDigit7Tex, gCounterDigit8Tex
|
|
|
|
|
};
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_Draw(PlayState* play) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
static s16 magicArrowEffectsR[] = { 255, 100, 255 };
|
|
|
|
|
static s16 magicArrowEffectsG[] = { 0, 100, 255 };
|
|
|
|
|
static s16 magicArrowEffectsB[] = { 0, 255, 100 };
|
|
|
|
|
static s16 timerDigitLeftPos[] = { 16, 25, 34, 42, 51 };
|
|
|
|
|
static s16 digitWidth[] = { 9, 9, 8, 9, 9 };
|
|
|
|
|
// unused, most likely colors
|
|
|
|
|
static s16 D_80125B1C[][3] = {
|
|
|
|
|
{ 0, 150, 0 }, { 100, 255, 0 }, { 255, 255, 255 }, { 0, 0, 0 }, { 255, 255, 255 },
|
|
|
|
|
};
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
static s16 rupeeDigitsFirst[] = { 1, 0, 0, 0 };
|
|
|
|
|
static s16 rupeeDigitsCount[] = { 2, 3, 3, 3 };
|
2022-04-21 18:33:05 -04:00
|
|
|
|
|
|
|
|
|
// courtesy of https://github.com/TestRunnerSRL/OoT-Randomizer/blob/Dev/ASM/c/hud_colors.c
|
2022-12-08 23:24:39 -05:00
|
|
|
|
static Color_RGB8 rupeeWalletColors[4] = {
|
2022-04-21 18:33:05 -04:00
|
|
|
|
{ 0xC8, 0xFF, 0x64 }, // Base Wallet (Green)
|
|
|
|
|
{ 0x82, 0x82, 0xFF }, // Adult's Wallet (Blue)
|
|
|
|
|
{ 0xFF, 0x64, 0x64 }, // Giant's Wallet (Red)
|
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
|
|
|
|
{ 0xFF, 0x5A, 0xFF }, // Tycoon's Wallet (Purple). Only used in rando shopsanity.
|
2022-04-21 18:33:05 -04:00
|
|
|
|
};
|
2022-08-23 20:20:56 -04:00
|
|
|
|
Color_RGB8 rColor;
|
2022-12-08 23:24:39 -05:00
|
|
|
|
|
|
|
|
|
Color_RGB8 keyCountColor = { 200, 230, 255 };
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_KeyCount.Changed", 0)) {
|
|
|
|
|
keyCountColor = CVarGetColor24("gCosmetics.Hud_KeyCount.Value", keyCountColor);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Color_RGB8 dPadColor = { 255, 255, 255 };
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_Dpad.Changed", 0)) {
|
|
|
|
|
dPadColor = CVarGetColor24("gCosmetics.Hud_Dpad.Value", dPadColor);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Color_RGB8 aButtonColor = { 90, 90, 255 };
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Hud_AButton.Changed", 0)) {
|
|
|
|
|
aButtonColor = CVarGetColor24("gCosmetics.Hud_AButton.Value", aButtonColor);
|
|
|
|
|
} else if (CVarGetInteger("gCosmetics.DefaultColorScheme", 0)) {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
aButtonColor = (Color_RGB8){ 0, 200, 50 };
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
static s16 spoilingItemEntrances[] = { 0x01AD, 0x0153, 0x0153 };
|
|
|
|
|
static f32 D_80125B54[] = { -40.0f, -35.0f }; // unused
|
|
|
|
|
static s16 D_80125B5C[] = { 91, 91 }; // unused
|
|
|
|
|
static s16 D_8015FFE0;
|
|
|
|
|
static s16 D_8015FFE2;
|
|
|
|
|
static s16 D_8015FFE4;
|
|
|
|
|
static s16 D_8015FFE6;
|
|
|
|
|
static s16 timerDigits[5];
|
2022-11-06 03:24:34 -05:00
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
|
|
|
|
PauseContext* pauseCtx = &play->pauseCtx;
|
|
|
|
|
MessageContext* msgCtx = &play->msgCtx;
|
|
|
|
|
Player* player = GET_PLAYER(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 svar1;
|
|
|
|
|
s16 svar2;
|
|
|
|
|
s16 svar3;
|
|
|
|
|
s16 svar4;
|
|
|
|
|
s16 svar5;
|
|
|
|
|
s16 svar6;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
bool fullUi = !CVarGetInteger("gMinimalUI", 0) || !R_MINIMAP_DISABLED || play->pauseCtx.state != 0;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2023-01-25 18:13:33 -05:00
|
|
|
|
if (GameInteractor_NoUIActive()) {
|
2022-09-27 22:41:17 -04:00
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
OPEN_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
gSPSegment(OVERLAY_DISP++, 0x02, interfaceCtx->parameterSegment);
|
|
|
|
|
gSPSegment(OVERLAY_DISP++, 0x07, interfaceCtx->doActionSegment);
|
|
|
|
|
gSPSegment(OVERLAY_DISP++, 0x08, interfaceCtx->iconItemSegment);
|
|
|
|
|
gSPSegment(OVERLAY_DISP++, 0x0B, interfaceCtx->mapSegment);
|
|
|
|
|
|
|
|
|
|
if (pauseCtx->debugState == 0) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_InitVertices(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
func_8008A994(interfaceCtx);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (fullUi || gSaveContext.health != gSaveContext.healthCapacity) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
HealthMeter_Draw(play);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-29 18:29:36 -05:00
|
|
|
|
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (fullUi) {
|
|
|
|
|
// Rupee Icon
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDynamicWalletIcon", 0)) {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
switch (CUR_UPG_VALUE(UPG_WALLET)) {
|
|
|
|
|
case 0:
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_GreenRupee.Changed", 0)) {
|
|
|
|
|
rColor = CVarGetColor24("gCosmetics.Consumable_GreenRupee.Value", rupeeWalletColors[0]);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
} else {
|
|
|
|
|
rColor = rupeeWalletColors[0];
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_BlueRupee.Changed", 0)) {
|
|
|
|
|
rColor = CVarGetColor24("gCosmetics.Consumable_BlueRupee.Value", rupeeWalletColors[1]);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
} else {
|
|
|
|
|
rColor = rupeeWalletColors[1];
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_RedRupee.Changed", 0)) {
|
|
|
|
|
rColor = CVarGetColor24("gCosmetics.Consumable_RedRupee.Value", rupeeWalletColors[2]);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
} else {
|
|
|
|
|
rColor = rupeeWalletColors[2];
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_PurpleRupee.Changed", 0)) {
|
|
|
|
|
rColor = CVarGetColor24("gCosmetics.Consumable_PurpleRupee.Value", rupeeWalletColors[3]);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
} else {
|
|
|
|
|
rColor = rupeeWalletColors[3];
|
|
|
|
|
}
|
|
|
|
|
break;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
}
|
2022-04-21 18:33:05 -04:00
|
|
|
|
} else {
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCosmetics.Consumable_GreenRupee.Changed", rupeeWalletColors)) {
|
|
|
|
|
rColor = CVarGetColor24("gCosmetics.Consumable_GreenRupee.Value", rupeeWalletColors[0]);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
2022-12-08 23:24:39 -05:00
|
|
|
|
rColor = rupeeWalletColors[0];
|
2022-07-05 20:52:01 -04:00
|
|
|
|
}
|
2022-04-21 18:33:05 -04:00
|
|
|
|
}
|
2022-12-08 23:24:39 -05:00
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
//Rupee icon & counter
|
|
|
|
|
s16 X_Margins_RC;
|
|
|
|
|
s16 Y_Margins_RC;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gRCUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gRCPosType", 0) == 0) {X_Margins_RC = Left_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_RC = Bottom_HUD_Margin;
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_RC = 0;
|
|
|
|
|
Y_Margins_RC = 0;
|
|
|
|
|
}
|
|
|
|
|
s16 PosX_RC_ori = OTRGetRectDimensionFromLeftEdge(26+X_Margins_RC);
|
|
|
|
|
s16 PosY_RC_ori = 206+Y_Margins_RC;
|
|
|
|
|
s16 PosX_RC;
|
|
|
|
|
s16 PosY_RC;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gRCPosType", 0) != 0) {
|
|
|
|
|
PosY_RC = CVarGetInteger("gRCPosY", 0)+Y_Margins_RC;
|
|
|
|
|
if (CVarGetInteger("gRCPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gRCUseMargins", 0) != 0) {X_Margins_RC = Left_HUD_Margin;};
|
|
|
|
|
PosX_RC = OTRGetDimensionFromLeftEdge(CVarGetInteger("gRCPosX", 0)+X_Margins_RC);
|
|
|
|
|
} else if (CVarGetInteger("gRCPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gRCUseMargins", 0) != 0) {X_Margins_RC = Right_HUD_Margin;};
|
|
|
|
|
PosX_RC = OTRGetDimensionFromRightEdge(CVarGetInteger("gRCPosX", 0)+X_Margins_RC);
|
|
|
|
|
} else if (CVarGetInteger("gRCPosType", 0) == 3) {//Anchor None
|
|
|
|
|
PosX_RC = CVarGetInteger("gRCPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gRCPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosX_RC = -9999;
|
|
|
|
|
}
|
2022-05-21 13:16:28 -04:00
|
|
|
|
} else {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosY_RC = PosY_RC_ori;
|
|
|
|
|
PosX_RC = PosX_RC_ori;
|
2022-05-21 13:16:28 -04:00
|
|
|
|
}
|
2022-08-23 20:20:56 -04:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, rColor.r, rColor.g, rColor.b, interfaceCtx->magicAlpha);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gRupeeCounterIconTex, 16, 16, PosX_RC, PosY_RC, 16, 16, 1 << 10, 1 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
switch (play->sceneNum) {
|
2022-03-31 18:32:32 -04:00
|
|
|
|
case SCENE_BMORI1:
|
|
|
|
|
case SCENE_HIDAN:
|
|
|
|
|
case SCENE_MIZUSIN:
|
|
|
|
|
case SCENE_JYASINZOU:
|
|
|
|
|
case SCENE_HAKADAN:
|
|
|
|
|
case SCENE_HAKADANCH:
|
|
|
|
|
case SCENE_ICE_DOUKUTO:
|
|
|
|
|
case SCENE_GANON:
|
|
|
|
|
case SCENE_MEN:
|
|
|
|
|
case SCENE_GERUDOWAY:
|
|
|
|
|
case SCENE_GANONTIKA:
|
|
|
|
|
case SCENE_GANON_SONOGO:
|
|
|
|
|
case SCENE_GANONTIKA_SONOGO:
|
|
|
|
|
case SCENE_TAKARAYA:
|
|
|
|
|
if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] >= 0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 X_Margins_SKC;
|
|
|
|
|
s16 Y_Margins_SKC;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gSKCUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gSKCPosType", 0) == 0) {X_Margins_SKC = Left_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_SKC = Bottom_HUD_Margin;
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_SKC = 0;
|
|
|
|
|
Y_Margins_SKC = 0;
|
|
|
|
|
}
|
|
|
|
|
s16 PosX_SKC_ori = OTRGetRectDimensionFromLeftEdge(26+X_Margins_SKC);
|
|
|
|
|
s16 PosY_SKC_ori = 190+Y_Margins_SKC;
|
|
|
|
|
s16 PosX_SKC;
|
|
|
|
|
s16 PosY_SKC;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gSKCPosType", 0) != 0) {
|
|
|
|
|
PosY_SKC = CVarGetInteger("gSKCPosY", 0)+Y_Margins_SKC;
|
|
|
|
|
if (CVarGetInteger("gSKCPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gSKCUseMargins", 0) != 0) {X_Margins_SKC = Left_HUD_Margin;};
|
|
|
|
|
PosX_SKC = OTRGetDimensionFromLeftEdge(CVarGetInteger("gSKCPosX", 0)+X_Margins_SKC);
|
|
|
|
|
} else if (CVarGetInteger("gSKCPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gSKCUseMargins", 0) != 0) {X_Margins_SKC = Right_HUD_Margin;};
|
|
|
|
|
PosX_SKC = OTRGetDimensionFromRightEdge(CVarGetInteger("gSKCPosX", 0)+X_Margins_SKC);
|
|
|
|
|
} else if (CVarGetInteger("gSKCPosType", 0) == 3) {//Anchor None
|
|
|
|
|
PosX_SKC = CVarGetInteger("gSKCPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gSKCPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosX_SKC = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
PosY_SKC = PosY_SKC_ori;
|
|
|
|
|
PosX_SKC = PosX_SKC_ori;
|
|
|
|
|
}
|
2022-03-31 18:32:32 -04:00
|
|
|
|
// Small Key Icon
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
2022-05-21 13:16:28 -04:00
|
|
|
|
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, keyCountColor.r,keyCountColor.g,keyCountColor.b, interfaceCtx->magicAlpha);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 20, 255); //We reset this here so it match user color :)
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gSmallKeyCounterIconTex, 16, 16, PosX_SKC, PosY_SKC, 16, 16,
|
2022-03-31 18:32:32 -04:00
|
|
|
|
1 << 10, 1 << 10);
|
|
|
|
|
|
|
|
|
|
// Small Key Counter
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
|
|
|
|
|
TEXEL0, 0, PRIMITIVE, 0);
|
|
|
|
|
|
|
|
|
|
interfaceCtx->counterDigits[2] = 0;
|
|
|
|
|
interfaceCtx->counterDigits[3] = gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex];
|
|
|
|
|
|
|
|
|
|
while (interfaceCtx->counterDigits[3] >= 10) {
|
|
|
|
|
interfaceCtx->counterDigits[2]++;
|
|
|
|
|
interfaceCtx->counterDigits[3] -= 10;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (interfaceCtx->counterDigits[2] != 0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureI8(OVERLAY_DISP, ((u8*)((u8*)digitTextures[interfaceCtx->counterDigits[2]])), 8, 16, PosX_SKC+8, PosY_SKC, 8, 16, 1 << 10, 1 << 10);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureI8(OVERLAY_DISP, ((u8*)digitTextures[interfaceCtx->counterDigits[3]]), 8, 16, PosX_SKC+16, PosY_SKC, 8, 16, 1 << 10, 1 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2022-03-31 18:32:32 -04:00
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
// Rupee Counter
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (gSaveContext.rupees == CUR_CAPACITY(UPG_WALLET)) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 255, 0, interfaceCtx->magicAlpha);
|
|
|
|
|
} else if (gSaveContext.rupees != 0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
|
|
|
|
|
} else {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 100, 100, interfaceCtx->magicAlpha);
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0,
|
|
|
|
|
PRIMITIVE, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
interfaceCtx->counterDigits[0] = interfaceCtx->counterDigits[1] = 0;
|
|
|
|
|
interfaceCtx->counterDigits[2] = gSaveContext.rupees;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if ((interfaceCtx->counterDigits[2] > 9999) || (interfaceCtx->counterDigits[2] < 0)) {
|
|
|
|
|
interfaceCtx->counterDigits[2] &= 0xDDD;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
while (interfaceCtx->counterDigits[2] >= 100) {
|
|
|
|
|
interfaceCtx->counterDigits[0]++;
|
|
|
|
|
interfaceCtx->counterDigits[2] -= 100;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
while (interfaceCtx->counterDigits[2] >= 10) {
|
|
|
|
|
interfaceCtx->counterDigits[1]++;
|
|
|
|
|
interfaceCtx->counterDigits[2] -= 10;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
svar2 = rupeeDigitsFirst[CUR_UPG_VALUE(UPG_WALLET)];
|
|
|
|
|
svar5 = rupeeDigitsCount[CUR_UPG_VALUE(UPG_WALLET)];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
for (svar1 = 0, svar3 = 16; svar1 < svar5; svar1++, svar2++, svar3 += 8) {
|
2022-03-31 18:32:32 -04:00
|
|
|
|
OVERLAY_DISP =
|
|
|
|
|
Gfx_TextureI8(OVERLAY_DISP, ((u8*)digitTextures[interfaceCtx->counterDigits[svar2]]), 8, 16,
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosX_RC+svar3, PosY_RC, 8, 16, 1 << 10, 1 << 10);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
}
|
2022-04-21 18:33:05 -04:00
|
|
|
|
}
|
2022-03-31 18:32:32 -04:00
|
|
|
|
else {
|
|
|
|
|
// Make sure item counts have black backgrounds
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDrawLineupTick", 0)) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawLineupTick(play);
|
2022-11-02 22:07:10 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if (fullUi || gSaveContext.magicState > 0) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawMagicBar(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Minimap_Draw(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if ((R_PAUSE_MENU_MODE != 2) && (R_PAUSE_MENU_MODE != 3)) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_8002C124(&play->actorCtx.targetCtx, play); // Draw Z-Target
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-29 18:29:36 -05:00
|
|
|
|
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (fullUi) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemButtons(play);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
|
|
|
|
|
|
|
|
|
if (!(interfaceCtx->unk_1FA)) {
|
|
|
|
|
// B Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE)
|
|
|
|
|
{
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (fullUi) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[0]], 0);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) ||
|
|
|
|
|
((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
|
2022-06-04 05:56:31 -04:00
|
|
|
|
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (!fullUi) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[0]], 0);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
}
|
2022-06-04 05:56:31 -04:00
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
|
|
|
|
|
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 0, interfaceCtx->bAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// B Button Do Action Label
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 PosX_adjust;
|
|
|
|
|
s16 PosY_adjust;
|
|
|
|
|
if (gSaveContext.language == 2) {
|
|
|
|
|
PosX_adjust = -12;
|
|
|
|
|
PosY_adjust = 5;
|
|
|
|
|
} else if (gSaveContext.language == 1) { //ger
|
|
|
|
|
PosY_adjust = 6;
|
|
|
|
|
PosX_adjust = -9;
|
|
|
|
|
} else {
|
|
|
|
|
PosY_adjust = 6;
|
|
|
|
|
PosX_adjust = -10;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s16 BbtnPosX;
|
|
|
|
|
s16 BbtnPosY;
|
|
|
|
|
s16 X_Margins_BtnB_label;
|
|
|
|
|
s16 Y_Margins_BtnB_label;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 0) {X_Margins_BtnB_label = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_BtnB_label = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_BtnB_label = 0;
|
|
|
|
|
Y_Margins_BtnB_label = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) != 0) {
|
|
|
|
|
BbtnPosY = CVarGetInteger("gBBtnPosY", 0)+Y_Margins_BtnB_label+PosY_adjust;
|
|
|
|
|
if (CVarGetInteger("gBBtnPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB_label = Left_HUD_Margin;};
|
|
|
|
|
BbtnPosX = OTRGetDimensionFromLeftEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB_label+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gBBtnUseMargins", 0) != 0) {X_Margins_BtnB_label = Right_HUD_Margin;};
|
|
|
|
|
BbtnPosX = OTRGetDimensionFromRightEdge(CVarGetInteger("gBBtnPosX", 0)+X_Margins_BtnB_label+PosX_adjust);
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 3) {//Anchor None
|
|
|
|
|
BbtnPosX = CVarGetInteger("gBBtnPosX", 0)+PosX_adjust;
|
|
|
|
|
} else if (CVarGetInteger("gBBtnPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
BbtnPosX = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
BbtnPosX = OTRGetRectDimensionFromRightEdge(R_B_LABEL_X(gSaveContext.language)+X_Margins_BtnB_label);
|
|
|
|
|
BbtnPosY = R_B_LABEL_Y(gSaveContext.language)+Y_Margins_BtnB_label;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
|
|
|
|
|
|
2023-04-27 19:20:41 -04:00
|
|
|
|
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->doActionSegment[1], G_IM_FMT_IA,
|
2022-07-31 21:32:40 -04:00
|
|
|
|
DO_ACTION_TEX_WIDTH(), DO_ACTION_TEX_HEIGHT(), 0, G_TX_NOMIRROR | G_TX_WRAP,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
R_B_LABEL_DD = (1 << 10) / (WREG(37 + gSaveContext.language) / 100.0f);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, BbtnPosX << 2, BbtnPosY << 2,
|
2022-07-31 21:32:40 -04:00
|
|
|
|
(BbtnPosX + DO_ACTION_TEX_WIDTH()) << 2,
|
|
|
|
|
(BbtnPosY + DO_ACTION_TEX_HEIGHT()) << 2, G_TX_RENDERTILE, 0, 0,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
R_B_LABEL_DD, R_B_LABEL_DD);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
|
|
|
|
// C-Left Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[1] < 0xF0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->cLeftAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[1]], 1);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 1, interfaceCtx->cLeftAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
|
|
|
|
// C-Down Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[2] < 0xF0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->cDownAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[2]], 2);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 2, interfaceCtx->cDownAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
|
|
|
|
// C-Right Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[3] < 0xF0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->cRightAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[3]], 3);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 3, interfaceCtx->cRightAlpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDpadEquips", 0) != 0) {
|
2022-06-22 22:24:20 -04:00
|
|
|
|
// DPad is only greyed-out when all 4 DPad directions are too
|
|
|
|
|
uint16_t dpadAlpha =
|
|
|
|
|
MAX(MAX(MAX(interfaceCtx->dpadUpAlpha, interfaceCtx->dpadDownAlpha), interfaceCtx->dpadLeftAlpha),
|
|
|
|
|
interfaceCtx->dpadRightAlpha);
|
|
|
|
|
|
|
|
|
|
// Draw DPad
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 DpadPosX;
|
|
|
|
|
s16 DpadPosY;
|
|
|
|
|
s16 X_Margins_Dpad;
|
|
|
|
|
s16 Y_Margins_Dpad;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) == 0) {X_Margins_Dpad = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Y_Margins_Dpad = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
Y_Margins_Dpad = 0;
|
|
|
|
|
X_Margins_Dpad = 0;
|
|
|
|
|
}
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) != 0) {
|
|
|
|
|
DpadPosY = CVarGetInteger("gDPadPosY", 0)+Y_Margins_Dpad;
|
|
|
|
|
if (CVarGetInteger("gDPadPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {X_Margins_Dpad = Left_HUD_Margin;};
|
|
|
|
|
DpadPosX = OTRGetDimensionFromLeftEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_Dpad);
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gDPadUseMargins", 0) != 0) {X_Margins_Dpad = Right_HUD_Margin;};
|
|
|
|
|
DpadPosX = OTRGetDimensionFromRightEdge(CVarGetInteger("gDPadPosX", 0)+X_Margins_Dpad);
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 3) {//Anchor None
|
|
|
|
|
DpadPosX = CVarGetInteger("gDPadPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gDPadPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
DpadPosX = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
DpadPosX = OTRGetRectDimensionFromRightEdge(DPAD_X+X_Margins_Dpad);
|
|
|
|
|
DpadPosY = DPAD_Y+Y_Margins_Dpad;
|
|
|
|
|
}
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, dPadColor.r, dPadColor.g, dPadColor.b, dpadAlpha);
|
2022-07-31 21:51:36 -04:00
|
|
|
|
if (fullUi) {
|
2023-05-03 20:58:41 -04:00
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, gDPadTex,
|
2022-07-31 21:51:36 -04:00
|
|
|
|
G_IM_FMT_IA, G_IM_SIZ_16b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, DpadPosX << 2, DpadPosY << 2,
|
|
|
|
|
(DpadPosX + 32) << 2, (DpadPosY + 32) << 2,
|
|
|
|
|
G_TX_RENDERTILE, 0, 0, (1 << 10), (1 << 10));
|
|
|
|
|
}
|
2022-06-22 22:24:20 -04:00
|
|
|
|
|
|
|
|
|
// DPad-Up Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[4] < 0xF0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadUpAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[4]], 4);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 4, interfaceCtx->dpadUpAlpha);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// DPad-Down Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[5] < 0xF0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadDownAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[5]], 5);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 5, interfaceCtx->dpadDownAlpha);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// DPad-Left Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[6] < 0xF0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadLeftAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[6]], 6);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 6, interfaceCtx->dpadLeftAlpha);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// DPad-Right Button Icon & Ammo Count
|
|
|
|
|
if (gSaveContext.equips.buttonItems[7] < 0xF0) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->dpadRightAlpha);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[7]], 7);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawAmmoCount(play, 7, interfaceCtx->dpadRightAlpha);
|
2022-06-22 22:24:20 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// A Button
|
2022-11-29 18:29:36 -05:00
|
|
|
|
Gfx_SetupDL_42Overlay(play->state.gfxCtx);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 X_Margins_BtnA;
|
|
|
|
|
s16 Y_Margins_BtnA;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gABtnUseMargins", 0) != 0) {
|
2022-07-05 20:52:01 -04:00
|
|
|
|
X_Margins_BtnA = Right_HUD_Margin;
|
|
|
|
|
Y_Margins_BtnA = (Top_HUD_Margin*-1);
|
|
|
|
|
} else {
|
|
|
|
|
X_Margins_BtnA = 0;
|
|
|
|
|
Y_Margins_BtnA = 0;
|
|
|
|
|
}
|
|
|
|
|
s16 PosX_BtnA_ori = OTRGetDimensionFromRightEdge(R_A_BTN_X+X_Margins_BtnA);
|
|
|
|
|
s16 PosY_BtnA_ori = R_A_BTN_Y+Y_Margins_BtnA;
|
|
|
|
|
const f32 rAIconX_ori = OTRGetDimensionFromRightEdge(R_A_ICON_X+X_Margins_BtnA);
|
|
|
|
|
const f32 rAIconY_ori = 98.0f - (R_A_ICON_Y+Y_Margins_BtnA);
|
|
|
|
|
s16 PosX_BtnA;
|
|
|
|
|
s16 PosY_BtnA;
|
|
|
|
|
s16 rAIconX;
|
|
|
|
|
s16 rAIconY;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gABtnPosType", 0) != 0) {
|
|
|
|
|
PosY_BtnA = CVarGetInteger("gABtnPosY", 0)+Y_Margins_BtnA;
|
2022-07-05 20:52:01 -04:00
|
|
|
|
rAIconY = 98.0f - PosY_BtnA;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gABtnPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gABtnUseMargins", 0) != 0) {X_Margins_BtnA = Left_HUD_Margin;};
|
|
|
|
|
PosX_BtnA = OTRGetDimensionFromLeftEdge(CVarGetInteger("gABtnPosX", 0)+X_Margins_BtnA);
|
|
|
|
|
rAIconX = OTRGetDimensionFromLeftEdge(CVarGetInteger("gABtnPosX", 0)+X_Margins_BtnA);
|
|
|
|
|
} else if (CVarGetInteger("gABtnPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gABtnUseMargins", 0) != 0) {X_Margins_BtnA = Right_HUD_Margin;};
|
|
|
|
|
PosX_BtnA = OTRGetDimensionFromRightEdge(CVarGetInteger("gABtnPosX", 0)+X_Margins_BtnA);
|
|
|
|
|
rAIconX= OTRGetDimensionFromRightEdge(CVarGetInteger("gABtnPosX", 0)+X_Margins_BtnA);
|
|
|
|
|
} else if (CVarGetInteger("gABtnPosType", 0) == 3) {//Anchor None
|
|
|
|
|
PosX_BtnA = CVarGetInteger("gABtnPosX", 0);
|
|
|
|
|
rAIconX = CVarGetInteger("gABtnPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gABtnPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
PosX_BtnA = -9999;
|
|
|
|
|
rAIconX = -9999;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
PosY_BtnA = PosY_BtnA_ori;
|
|
|
|
|
PosX_BtnA = PosX_BtnA_ori;
|
|
|
|
|
rAIconY = rAIconY_ori;
|
|
|
|
|
rAIconX = rAIconX_ori;
|
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSPClearGeometryMode(OVERLAY_DISP++, G_CULL_BOTH);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
|
2022-12-08 23:24:39 -05:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, aButtonColor.r, aButtonColor.g, aButtonColor.b, interfaceCtx->aAlpha);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
if (fullUi) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_DrawActionButton(play, PosX_BtnA, PosY_BtnA);
|
2022-03-31 18:32:32 -04:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gSPSetGeometryMode(OVERLAY_DISP++, G_CULL_BACK);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
|
|
|
|
|
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->aAlpha);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
Matrix_Translate(-138.0f + rAIconX, rAIconY, WREG(46 + gSaveContext.language) / 10.0f, MTXMODE_NEW);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
|
|
|
|
|
Matrix_RotateX(interfaceCtx->unk_1F4 / 10000.0f, MTXMODE_APPLY);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
|
2022-03-21 21:51:23 -04:00
|
|
|
|
G_MTX_MODELVIEW | G_MTX_LOAD);
|
|
|
|
|
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[4], 4, 0);
|
|
|
|
|
|
|
|
|
|
if ((interfaceCtx->unk_1EC < 2) || (interfaceCtx->unk_1EC == 3)) {
|
2023-04-27 19:20:41 -04:00
|
|
|
|
Interface_DrawActionLabel(play->state.gfxCtx, interfaceCtx->doActionSegment[0]);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
2023-04-27 19:20:41 -04:00
|
|
|
|
Interface_DrawActionLabel(play->state.gfxCtx, interfaceCtx->doActionSegment[1]);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
|
|
|
|
|
func_8008A994(interfaceCtx);
|
|
|
|
|
svar3 = 16;
|
|
|
|
|
|
|
|
|
|
if ((pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 3)) {
|
|
|
|
|
// Inventory Equip Effects
|
|
|
|
|
gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment);
|
2022-11-29 18:29:36 -05:00
|
|
|
|
Gfx_SetupDL_42Overlay(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
|
|
|
|
gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
|
|
|
|
|
|
|
|
|
|
pauseCtx->cursorVtx[svar3].v.ob[0] = pauseCtx->cursorVtx[18].v.ob[0] = svar2 = pauseCtx->equipAnimX / 10;
|
|
|
|
|
pauseCtx->cursorVtx[17].v.ob[0] = pauseCtx->cursorVtx[19].v.ob[0] = svar2 =
|
|
|
|
|
pauseCtx->cursorVtx[svar3].v.ob[0] + WREG(90) / 10;
|
|
|
|
|
pauseCtx->cursorVtx[svar3].v.ob[1] = pauseCtx->cursorVtx[17].v.ob[1] = svar2 = pauseCtx->equipAnimY / 10;
|
|
|
|
|
pauseCtx->cursorVtx[18].v.ob[1] = pauseCtx->cursorVtx[19].v.ob[1] = svar2 =
|
|
|
|
|
pauseCtx->cursorVtx[svar3].v.ob[1] - WREG(90) / 10;
|
|
|
|
|
|
|
|
|
|
if (pauseCtx->equipTargetItem < 0xBF) {
|
|
|
|
|
// Normal Equip (icon goes from the inventory slot to the C button when equipping it)
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, pauseCtx->equipAnimAlpha);
|
|
|
|
|
gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[16], 4, 0);
|
|
|
|
|
|
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, gItemIcons[pauseCtx->equipTargetItem], G_IM_FMT_RGBA, G_IM_SIZ_32b,
|
|
|
|
|
32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
|
|
|
|
|
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
} else {
|
|
|
|
|
// Magic Arrow Equip Effect
|
|
|
|
|
svar1 = pauseCtx->equipTargetItem - 0xBF;
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, magicArrowEffectsR[svar1], magicArrowEffectsG[svar1],
|
|
|
|
|
magicArrowEffectsB[svar1], pauseCtx->equipAnimAlpha);
|
|
|
|
|
|
|
|
|
|
if ((pauseCtx->equipAnimAlpha > 0) && (pauseCtx->equipAnimAlpha < 255)) {
|
|
|
|
|
svar1 = (pauseCtx->equipAnimAlpha / 8) / 2;
|
|
|
|
|
pauseCtx->cursorVtx[16].v.ob[0] = pauseCtx->cursorVtx[18].v.ob[0] = svar2 =
|
|
|
|
|
pauseCtx->cursorVtx[16].v.ob[0] - svar1;
|
|
|
|
|
pauseCtx->cursorVtx[17].v.ob[0] = pauseCtx->cursorVtx[19].v.ob[0] = svar2 =
|
|
|
|
|
pauseCtx->cursorVtx[16].v.ob[0] + svar1 * 2 + 32;
|
|
|
|
|
pauseCtx->cursorVtx[16].v.ob[1] = pauseCtx->cursorVtx[17].v.ob[1] = svar2 =
|
|
|
|
|
pauseCtx->cursorVtx[16].v.ob[1] + svar1;
|
|
|
|
|
pauseCtx->cursorVtx[18].v.ob[1] = pauseCtx->cursorVtx[19].v.ob[1] = svar2 =
|
|
|
|
|
pauseCtx->cursorVtx[16].v.ob[1] - svar1 * 2 - 32;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[16], 4, 0);
|
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicArrowEquipEffectTex, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
|
|
|
|
G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-29 18:29:36 -05:00
|
|
|
|
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.minigameState != 1) {
|
|
|
|
|
// Carrots rendering if the action corresponds to riding a horse
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (interfaceCtx->unk_1EE == 8 && !CVarGetInteger("gInfiniteEpona", 0)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// Load Carrot Icon
|
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, gCarrotIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 16, 16, 0,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
|
|
|
|
G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
|
|
|
|
// Draw 6 carrots
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s16 CarrotsPosX = ZREG(14);
|
|
|
|
|
s16 CarrotsPosY = ZREG(15);
|
|
|
|
|
s16 CarrotsMargins_X = 0;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gCarrotsPosType", 0) != 0) {
|
|
|
|
|
CarrotsPosY = CVarGetInteger("gCarrotsPosY", 0);
|
|
|
|
|
if (CVarGetInteger("gCarrotsPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gCarrotsUseMargins", 0) != 0) {CarrotsMargins_X = Left_HUD_Margin;};
|
|
|
|
|
CarrotsPosX = OTRGetDimensionFromLeftEdge(CVarGetInteger("gCarrotsPosX", 0)+CarrotsMargins_X);
|
|
|
|
|
} else if (CVarGetInteger("gCarrotsPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gCarrotsUseMargins", 0) != 0) {CarrotsMargins_X = Right_HUD_Margin;};
|
|
|
|
|
CarrotsPosX = OTRGetDimensionFromRightEdge(CVarGetInteger("gCarrotsPosX", 0)+CarrotsMargins_X);
|
|
|
|
|
} else if (CVarGetInteger("gCarrotsPosType", 0) == 3) {//Anchor None
|
|
|
|
|
CarrotsPosX = CVarGetInteger("gCarrotsPosX", 0);
|
|
|
|
|
} else if (CVarGetInteger("gCarrotsPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
CarrotsPosX = -9999;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (svar1 = 1, svar5 = CarrotsPosX; svar1 < 7; svar1++, svar5 += 16) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// Carrot Color (based on availability)
|
|
|
|
|
if ((interfaceCtx->numHorseBoosts == 0) || (interfaceCtx->numHorseBoosts < svar1)) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 150, 255, interfaceCtx->aAlpha);
|
|
|
|
|
} else {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->aAlpha);
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, svar5 << 2, CarrotsPosY << 2, (svar5 + 16) << 2,
|
|
|
|
|
(CarrotsPosY + 16) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Score for the Horseback Archery
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s32 X_Margins_Archery;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gASUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gASPosType", 0) == 0) {X_Margins_Archery = Right_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
|
|
|
|
X_Margins_Archery = 0;
|
|
|
|
|
}
|
|
|
|
|
s16 ArcheryPos_Y = ZREG(15);
|
|
|
|
|
s16 ArcheryPos_X = OTRGetRectDimensionFromRightEdge(WREG(32)+X_Margins_Archery);
|
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gASPosType", 0) != 0) {
|
|
|
|
|
ArcheryPos_Y = CVarGetInteger("gASPosY", 0);
|
|
|
|
|
if (CVarGetInteger("gASPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gASUseMargins", 0) != 0) {X_Margins_Archery = Left_HUD_Margin;};
|
|
|
|
|
ArcheryPos_X = OTRGetRectDimensionFromLeftEdge(CVarGetInteger("gASPosX", 0)+X_Margins_Archery);
|
|
|
|
|
} else if (CVarGetInteger("gASPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gASUseMargins", 0) != 0) {X_Margins_Archery = Right_HUD_Margin;};
|
|
|
|
|
ArcheryPos_X = OTRGetRectDimensionFromRightEdge(CVarGetInteger("gASPosX", 0)+X_Margins_Archery);
|
|
|
|
|
} else if (CVarGetInteger("gASPosType", 0) == 3) {//Anchor None
|
|
|
|
|
ArcheryPos_X = CVarGetInteger("gASPosX", 0)+204+X_Margins_Archery;
|
|
|
|
|
} else if (CVarGetInteger("gASPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ArcheryPos_X = -9999;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
|
|
|
|
|
|
|
|
|
|
// Target Icon
|
|
|
|
|
gDPLoadTextureBlock(OVERLAY_DISP++, gArcheryScoreIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 24, 16, 0,
|
|
|
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
|
|
|
|
G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
gSPWideTextureRectangle(OVERLAY_DISP++, (ArcheryPos_X + 28) << 2, ArcheryPos_Y << 2, (ArcheryPos_X + 52) << 2,
|
|
|
|
|
(ArcheryPos_Y + 16) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
// Score Counter
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
|
|
|
|
|
TEXEL0, 0, PRIMITIVE, 0);
|
|
|
|
|
|
2022-07-05 20:52:01 -04:00
|
|
|
|
ArcheryPos_X = ArcheryPos_X + 6 * 9;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
for (svar1 = svar2 = 0; svar1 < 4; svar1++) {
|
|
|
|
|
if (sHBAScoreDigits[svar1] != 0 || (svar2 != 0) || (svar1 >= 3)) {
|
|
|
|
|
OVERLAY_DISP = Gfx_TextureI8(
|
2022-07-05 20:52:01 -04:00
|
|
|
|
OVERLAY_DISP, digitTextures[sHBAScoreDigits[svar1]], 8, 16, ArcheryPos_X,
|
|
|
|
|
(ArcheryPos_Y - 2), digitWidth[0], VREG(42), VREG(43) << 1, VREG(43) << 1);
|
|
|
|
|
ArcheryPos_X += 9;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
svar2++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((gSaveContext.timer2State == 5) && (Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
// Trade quest timer reached 0
|
|
|
|
|
D_8015FFE6 = 40;
|
|
|
|
|
gSaveContext.cutsceneIndex = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->sceneLoadFlag = 0x14;
|
|
|
|
|
play->fadeTransition = 3;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.timer2State = 0;
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS) &&
|
|
|
|
|
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
|
|
|
|
|
if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Revert any spoiling trade quest items
|
|
|
|
|
for (svar1 = 0; svar1 < ARRAY_COUNT(gSpoilingItems); svar1++) {
|
|
|
|
|
if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[svar1]) {
|
|
|
|
|
gSaveContext.eventInf[0] &= 0x7F80;
|
|
|
|
|
osSyncPrintf("EVENT_INF=%x\n", gSaveContext.eventInf[0]);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->nextEntranceIndex = spoilingItemEntrances[svar1];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
INV_CONTENT(gSpoilingItemReverts[svar1]) = gSpoilingItemReverts[svar1];
|
|
|
|
|
|
2022-06-22 22:24:20 -04:00
|
|
|
|
for (svar2 = 1; svar2 < ARRAY_COUNT(gSaveContext.equips.buttonItems); svar2++) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.equips.buttonItems[svar2] == gSpoilingItems[svar1]) {
|
|
|
|
|
gSaveContext.equips.buttonItems[svar2] = gSpoilingItemReverts[svar1];
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_LoadItemIcon1(play, svar2);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
|
|
|
|
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
|
|
|
|
|
!(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
|
|
|
|
|
(play->transitionMode == 0) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
|
|
|
|
|
(play->shootingGalleryStatus <= 1) &&
|
|
|
|
|
!((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
svar6 = 0;
|
|
|
|
|
switch (gSaveContext.timer1State) {
|
|
|
|
|
case 1:
|
|
|
|
|
D_8015FFE2 = 20;
|
|
|
|
|
D_8015FFE0 = 20;
|
|
|
|
|
gSaveContext.timer1Value = gSaveContext.health >> 1;
|
|
|
|
|
gSaveContext.timer1State = 2;
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
D_8015FFE2--;
|
|
|
|
|
if (D_8015FFE2 == 0) {
|
|
|
|
|
D_8015FFE2 = 20;
|
|
|
|
|
gSaveContext.timer1State = 3;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 5:
|
|
|
|
|
case 11:
|
|
|
|
|
D_8015FFE2 = 20;
|
|
|
|
|
D_8015FFE0 = 20;
|
|
|
|
|
if (gSaveContext.timer1State == 5) {
|
|
|
|
|
gSaveContext.timer1State = 6;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer1State = 12;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 6:
|
|
|
|
|
case 12:
|
|
|
|
|
D_8015FFE2--;
|
|
|
|
|
if (D_8015FFE2 == 0) {
|
|
|
|
|
D_8015FFE2 = 20;
|
|
|
|
|
if (gSaveContext.timer1State == 6) {
|
|
|
|
|
gSaveContext.timer1State = 7;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer1State = 13;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
case 7:
|
|
|
|
|
svar1 = (gSaveContext.timerX[0] - 26) / D_8015FFE2;
|
|
|
|
|
gSaveContext.timerX[0] -= svar1;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
svar1 = (gSaveContext.timerY[0] - 54) / D_8015FFE2;
|
|
|
|
|
} else {
|
|
|
|
|
svar1 = (gSaveContext.timerY[0] - 46) / D_8015FFE2;
|
|
|
|
|
}
|
|
|
|
|
gSaveContext.timerY[0] -= svar1;
|
|
|
|
|
|
|
|
|
|
D_8015FFE2--;
|
|
|
|
|
if (D_8015FFE2 == 0) {
|
|
|
|
|
D_8015FFE2 = 20;
|
|
|
|
|
gSaveContext.timerX[0] = 26;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
gSaveContext.timerY[0] = 54;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timerY[0] = 46;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer1State == 3) {
|
|
|
|
|
gSaveContext.timer1State = 4;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer1State = 8;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
case 4:
|
|
|
|
|
case 8:
|
|
|
|
|
if ((gSaveContext.timer1State == 4) || (gSaveContext.timer1State == 8)) {
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
gSaveContext.timerY[0] = 54;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timerY[0] = 46;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.timer1State >= 3) && (msgCtx->msgLength == 0)) {
|
|
|
|
|
D_8015FFE0--;
|
|
|
|
|
if (D_8015FFE0 == 0) {
|
|
|
|
|
if (gSaveContext.timer1Value != 0) {
|
|
|
|
|
gSaveContext.timer1Value--;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
D_8015FFE0 = 20;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer1Value == 0) {
|
|
|
|
|
gSaveContext.timer1State = 10;
|
|
|
|
|
if (D_80125A5C != 0) {
|
|
|
|
|
gSaveContext.health = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->damagePlayer(play, -(gSaveContext.health + 2));
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
D_80125A5C = 0;
|
|
|
|
|
} else if (gSaveContext.timer1Value > 60) {
|
|
|
|
|
if (timerDigits[4] == 1) {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_MESSAGE_WOMAN, &D_801333D4, 4, &D_801333E0,
|
|
|
|
|
&D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
} else if (gSaveContext.timer1Value >= 11) {
|
|
|
|
|
if (timerDigits[4] & 1) {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4, &D_801333E0,
|
|
|
|
|
&D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_E, &D_801333D4, 4, &D_801333E0,
|
|
|
|
|
&D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 13:
|
|
|
|
|
svar1 = (gSaveContext.timerX[0] - 26) / D_8015FFE2;
|
|
|
|
|
gSaveContext.timerX[0] -= svar1;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
svar1 = (gSaveContext.timerY[0] - 54) / D_8015FFE2;
|
|
|
|
|
} else {
|
|
|
|
|
svar1 = (gSaveContext.timerY[0] - 46) / D_8015FFE2;
|
|
|
|
|
}
|
|
|
|
|
gSaveContext.timerY[0] -= svar1;
|
|
|
|
|
|
|
|
|
|
D_8015FFE2--;
|
|
|
|
|
if (D_8015FFE2 == 0) {
|
|
|
|
|
D_8015FFE2 = 20;
|
|
|
|
|
gSaveContext.timerX[0] = 26;
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
gSaveContext.timerY[0] = 54;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timerY[0] = 46;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.timer1State = 14;
|
|
|
|
|
}
|
|
|
|
|
case 14:
|
|
|
|
|
if (gSaveContext.timer1State == 14) {
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
gSaveContext.timerY[0] = 54;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timerY[0] = 46;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer1State >= 3) {
|
|
|
|
|
D_8015FFE0--;
|
|
|
|
|
if (D_8015FFE0 == 0) {
|
|
|
|
|
gSaveContext.timer1Value++;
|
|
|
|
|
D_8015FFE0 = 20;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer1Value == 3599) {
|
|
|
|
|
D_8015FFE2 = 40;
|
|
|
|
|
gSaveContext.timer1State = 15;
|
|
|
|
|
} else {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4, &D_801333E0,
|
|
|
|
|
&D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 10:
|
|
|
|
|
if (gSaveContext.timer2State != 0) {
|
|
|
|
|
D_8015FFE6 = 20;
|
|
|
|
|
D_8015FFE4 = 20;
|
|
|
|
|
gSaveContext.timerX[1] = 140;
|
|
|
|
|
gSaveContext.timerY[1] = 80;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer2State < 7) {
|
|
|
|
|
gSaveContext.timer2State = 2;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer2State = 8;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.timer1State = 0;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer1State = 0;
|
|
|
|
|
}
|
|
|
|
|
case 15:
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
svar6 = 1;
|
|
|
|
|
switch (gSaveContext.timer2State) {
|
|
|
|
|
case 1:
|
|
|
|
|
case 7:
|
|
|
|
|
D_8015FFE6 = 20;
|
|
|
|
|
D_8015FFE4 = 20;
|
|
|
|
|
gSaveContext.timerX[1] = 140;
|
|
|
|
|
gSaveContext.timerY[1] = 80;
|
|
|
|
|
if (gSaveContext.timer2State == 1) {
|
|
|
|
|
gSaveContext.timer2State = 2;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer2State = 8;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
case 8:
|
|
|
|
|
D_8015FFE6--;
|
|
|
|
|
if (D_8015FFE6 == 0) {
|
|
|
|
|
D_8015FFE6 = 20;
|
|
|
|
|
if (gSaveContext.timer2State == 2) {
|
|
|
|
|
gSaveContext.timer2State = 3;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer2State = 9;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
case 9:
|
|
|
|
|
osSyncPrintf("event_xp[1]=%d, event_yp[1]=%d TOTAL_EVENT_TM=%d\n",
|
|
|
|
|
svar5 = gSaveContext.timerX[1], svar2 = gSaveContext.timerY[1],
|
|
|
|
|
gSaveContext.timer2Value);
|
|
|
|
|
svar1 = (gSaveContext.timerX[1] - 26) / D_8015FFE6;
|
|
|
|
|
gSaveContext.timerX[1] -= svar1;
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
svar1 = (gSaveContext.timerY[1] - 54) / D_8015FFE6;
|
|
|
|
|
} else {
|
|
|
|
|
svar1 = (gSaveContext.timerY[1] - 46) / D_8015FFE6;
|
|
|
|
|
}
|
|
|
|
|
gSaveContext.timerY[1] -= svar1;
|
|
|
|
|
|
|
|
|
|
D_8015FFE6--;
|
|
|
|
|
if (D_8015FFE6 == 0) {
|
|
|
|
|
D_8015FFE6 = 20;
|
|
|
|
|
gSaveContext.timerX[1] = 26;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
gSaveContext.timerY[1] = 54;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timerY[1] = 46;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer2State == 3) {
|
|
|
|
|
gSaveContext.timer2State = 4;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer2State = 10;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
case 4:
|
|
|
|
|
case 10:
|
|
|
|
|
if ((gSaveContext.timer2State == 4) || (gSaveContext.timer2State == 10)) {
|
|
|
|
|
if (gSaveContext.healthCapacity > 0xA0) {
|
|
|
|
|
gSaveContext.timerY[1] = 54;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timerY[1] = 46;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer2State >= 3) {
|
|
|
|
|
D_8015FFE4--;
|
|
|
|
|
if (D_8015FFE4 == 0) {
|
|
|
|
|
D_8015FFE4 = 20;
|
|
|
|
|
if (gSaveContext.timer2State == 4) {
|
|
|
|
|
gSaveContext.timer2Value--;
|
|
|
|
|
osSyncPrintf("TOTAL_EVENT_TM=%d\n", gSaveContext.timer2Value);
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer2Value <= 0) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (!Flags_GetSwitch(play, 0x37) ||
|
|
|
|
|
((play->sceneNum != SCENE_GANON_DEMO) &&
|
|
|
|
|
(play->sceneNum != SCENE_GANON_FINAL) &&
|
|
|
|
|
(play->sceneNum != SCENE_GANON_SONOGO) &&
|
|
|
|
|
(play->sceneNum != SCENE_GANONTIKA_SONOGO))) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
D_8015FFE6 = 40;
|
|
|
|
|
gSaveContext.timer2State = 5;
|
|
|
|
|
gSaveContext.cutsceneIndex = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Message_StartTextbox(play, 0x71B0, NULL);
|
|
|
|
|
func_8002DF54(play, NULL, 8);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
D_8015FFE6 = 40;
|
|
|
|
|
gSaveContext.timer2State = 6;
|
|
|
|
|
}
|
|
|
|
|
} else if (gSaveContext.timer2Value > 60) {
|
|
|
|
|
if (timerDigits[4] == 1) {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_MESSAGE_WOMAN, &D_801333D4, 4,
|
|
|
|
|
&D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
} else if (gSaveContext.timer2Value > 10) {
|
|
|
|
|
if ((timerDigits[4] & 1)) {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4,
|
|
|
|
|
&D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_E, &D_801333D4, 4,
|
|
|
|
|
&D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.timer2Value++;
|
|
|
|
|
if (gSaveContext.eventInf[1] & 1) {
|
|
|
|
|
if (gSaveContext.timer2Value == 240) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Message_StartTextbox(play, 0x6083, NULL);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.eventInf[1] &= ~1;
|
|
|
|
|
gSaveContext.timer2State = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.timer2Value % 60) == 0) {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &D_801333D4, 4, &D_801333E0,
|
|
|
|
|
&D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 6:
|
|
|
|
|
D_8015FFE6--;
|
|
|
|
|
if (D_8015FFE6 == 0) {
|
|
|
|
|
gSaveContext.timer2State = 0;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (((gSaveContext.timer1State != 0) && (gSaveContext.timer1State != 10)) ||
|
|
|
|
|
(gSaveContext.timer2State != 0)) {
|
|
|
|
|
timerDigits[0] = timerDigits[1] = svar2 = timerDigits[3] = 0;
|
|
|
|
|
timerDigits[2] = 10; // digit 10 is used as ':' (colon)
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer1State != 0) {
|
|
|
|
|
timerDigits[4] = gSaveContext.timer1Value;
|
|
|
|
|
} else {
|
|
|
|
|
timerDigits[4] = gSaveContext.timer2Value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (timerDigits[4] >= 60) {
|
|
|
|
|
timerDigits[1]++;
|
|
|
|
|
if (timerDigits[1] >= 10) {
|
|
|
|
|
timerDigits[0]++;
|
|
|
|
|
timerDigits[1] -= 10;
|
|
|
|
|
}
|
|
|
|
|
timerDigits[4] -= 60;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (timerDigits[4] >= 10) {
|
|
|
|
|
timerDigits[3]++;
|
|
|
|
|
timerDigits[4] -= 10;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clock Icon
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
|
|
|
|
|
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
|
2022-07-05 20:52:01 -04:00
|
|
|
|
s32 X_Margins_Timer;
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gTimersUseMargins", 0) != 0) {
|
|
|
|
|
if (CVarGetInteger("gTimersPosType", 0) == 0) {X_Margins_Timer = Left_HUD_Margin;};
|
2022-07-05 20:52:01 -04:00
|
|
|
|
} else {
|
|
|
|
|
X_Margins_Timer = 0;
|
|
|
|
|
}
|
|
|
|
|
svar5 = OTRGetRectDimensionFromLeftEdge(gSaveContext.timerX[svar6]+X_Margins_Timer);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
svar2 = gSaveContext.timerY[svar6];
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CVarGetInteger("gTimersPosType", 0) != 0) {
|
|
|
|
|
svar2 = (CVarGetInteger("gTimersPosY", 0));
|
|
|
|
|
if (CVarGetInteger("gTimersPosType", 0) == 1) {//Anchor Left
|
|
|
|
|
if (CVarGetInteger("gTimersUseMargins", 0) != 0) {X_Margins_Timer = Left_HUD_Margin;};
|
|
|
|
|
svar5 = OTRGetRectDimensionFromLeftEdge(CVarGetInteger("gTimersPosX", 0)+X_Margins_Timer);
|
|
|
|
|
} else if (CVarGetInteger("gTimersPosType", 0) == 2) {//Anchor Right
|
|
|
|
|
if (CVarGetInteger("gTimersUseMargins", 0) != 0) {X_Margins_Timer = Right_HUD_Margin;};
|
|
|
|
|
svar5 = OTRGetRectDimensionFromRightEdge(CVarGetInteger("gTimersPosX", 0)+X_Margins_Timer);
|
|
|
|
|
} else if (CVarGetInteger("gTimersPosType", 0) == 3) {//Anchor None
|
|
|
|
|
svar5 = CVarGetInteger("gTimersPosX", 0)+204+X_Margins_Timer;
|
|
|
|
|
} else if (CVarGetInteger("gTimersPosType", 0) == 4) {//Hidden
|
2022-07-05 20:52:01 -04:00
|
|
|
|
svar5 = -9999;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
OVERLAY_DISP =
|
|
|
|
|
Gfx_TextureIA8(OVERLAY_DISP, gClockIconTex, 16, 16, svar5, svar2 + 2, 16, 16, 1 << 10, 1 << 10);
|
|
|
|
|
|
|
|
|
|
// Timer Counter
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
|
|
|
|
|
TEXEL0, 0, PRIMITIVE, 0);
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer1State != 0) {
|
|
|
|
|
if ((gSaveContext.timer1Value < 10) && (gSaveContext.timer1State < 11)) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 50, 0, 255);
|
|
|
|
|
} else {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if ((gSaveContext.timer2Value < 10) && (gSaveContext.timer2State < 6)) {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 50, 0, 255);
|
|
|
|
|
} else {
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 0, 255);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (svar1 = 0; svar1 < 5; svar1++) {
|
|
|
|
|
// clang-format off
|
2022-07-05 20:52:01 -04:00
|
|
|
|
//svar5 = svar5 + 8;
|
|
|
|
|
//svar5 = OTRGetRectDimensionFromLeftEdge(gSaveContext.timerX[svar6]);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
OVERLAY_DISP = Gfx_TextureI8(OVERLAY_DISP, digitTextures[timerDigits[svar1]], 8, 16,
|
|
|
|
|
svar5 + timerDigitLeftPos[svar1],
|
2022-07-05 20:52:01 -04:00
|
|
|
|
svar2, digitWidth[svar1], VREG(42), VREG(43) << 1,
|
2022-03-21 21:51:23 -04:00
|
|
|
|
VREG(43) << 1);
|
|
|
|
|
// clang-format on
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pauseCtx->debugState == 3) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
FlagSet_Update(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->unk_244 != 0) {
|
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
|
gSPDisplayList(OVERLAY_DISP++, sSetupDL_80125A60);
|
|
|
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->unk_244);
|
|
|
|
|
gDPFillRectangle(OVERLAY_DISP++, 0, 0, gScreenWidth - 1, gScreenHeight - 1);
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
void Interface_Update(PlayState* play) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
static u8 D_80125B60 = 0;
|
|
|
|
|
static s16 sPrevTimeIncrement = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
MessageContext* msgCtx = &play->msgCtx;
|
|
|
|
|
InterfaceContext* interfaceCtx = &play->interfaceCtx;
|
|
|
|
|
Player* player = GET_PLAYER(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
s16 alpha;
|
|
|
|
|
s16 alpha1;
|
|
|
|
|
u16 action;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Input* debugInput = &play->state.input[2];
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2023-01-17 00:17:49 -05:00
|
|
|
|
Top_HUD_Margin = CVarGetInteger("gHUDMargin_T", 0);
|
|
|
|
|
Left_HUD_Margin = CVarGetInteger("gHUDMargin_L", 0);
|
|
|
|
|
Right_HUD_Margin = CVarGetInteger("gHUDMargin_R", 0);
|
|
|
|
|
Bottom_HUD_Margin = CVarGetInteger("gHUDMargin_B", 0);
|
2023-03-02 03:27:28 -05:00
|
|
|
|
|
|
|
|
|
GameInteractor_ExecuteOnInterfaceUpdate();
|
2022-05-21 13:16:28 -04:00
|
|
|
|
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (CHECK_BTN_ALL(debugInput->press.button, BTN_DLEFT)) {
|
|
|
|
|
gSaveContext.language = LANGUAGE_ENG;
|
|
|
|
|
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
|
|
|
|
|
} else if (CHECK_BTN_ALL(debugInput->press.button, BTN_DUP)) {
|
|
|
|
|
gSaveContext.language = LANGUAGE_GER;
|
|
|
|
|
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
|
|
|
|
|
} else if (CHECK_BTN_ALL(debugInput->press.button, BTN_DRIGHT)) {
|
|
|
|
|
gSaveContext.language = LANGUAGE_FRA;
|
|
|
|
|
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.minigameState == 1) || (gSaveContext.sceneSetupIndex < 4) ||
|
2022-11-06 03:24:34 -05:00
|
|
|
|
((play->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneSetupIndex == 4))) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((msgCtx->msgMode == MSGMODE_NONE) ||
|
2022-11-06 03:24:34 -05:00
|
|
|
|
((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneNum == SCENE_BOWLING))) {
|
|
|
|
|
if (play->gameOverCtx.state == GAMEOVER_INACTIVE) {
|
|
|
|
|
func_80083108(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (gSaveContext.unk_13E8) {
|
|
|
|
|
case 1:
|
|
|
|
|
case 2:
|
|
|
|
|
case 3:
|
|
|
|
|
case 4:
|
|
|
|
|
case 5:
|
|
|
|
|
case 6:
|
|
|
|
|
case 7:
|
|
|
|
|
case 8:
|
|
|
|
|
case 9:
|
|
|
|
|
case 10:
|
|
|
|
|
case 11:
|
|
|
|
|
case 12:
|
|
|
|
|
case 13:
|
|
|
|
|
alpha = 255 - (gSaveContext.unk_13EC << 5);
|
|
|
|
|
if (alpha < 0) {
|
|
|
|
|
alpha = 0;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_80082850(play, alpha);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.unk_13EC++;
|
|
|
|
|
|
|
|
|
|
if (alpha == 0) {
|
|
|
|
|
gSaveContext.unk_13E8 = 0;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 50:
|
|
|
|
|
alpha = 255 - (gSaveContext.unk_13EC << 5);
|
|
|
|
|
if (alpha < 0) {
|
|
|
|
|
alpha = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
alpha1 = 0xFF - alpha;
|
|
|
|
|
if (alpha1 >= 0xFF) {
|
|
|
|
|
alpha1 = 0xFF;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osSyncPrintf("case 50 : alpha=%d alpha1=%d\n", alpha, alpha1);
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_80082644(play, alpha1);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (interfaceCtx->healthAlpha != 255) {
|
|
|
|
|
interfaceCtx->healthAlpha = alpha1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (interfaceCtx->magicAlpha != 255) {
|
|
|
|
|
interfaceCtx->magicAlpha = alpha1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
switch (play->sceneNum) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
case SCENE_SPOT00:
|
|
|
|
|
case SCENE_SPOT01:
|
|
|
|
|
case SCENE_SPOT02:
|
|
|
|
|
case SCENE_SPOT03:
|
|
|
|
|
case SCENE_SPOT04:
|
|
|
|
|
case SCENE_SPOT05:
|
|
|
|
|
case SCENE_SPOT06:
|
|
|
|
|
case SCENE_SPOT07:
|
|
|
|
|
case SCENE_SPOT08:
|
|
|
|
|
case SCENE_SPOT09:
|
|
|
|
|
case SCENE_SPOT10:
|
|
|
|
|
case SCENE_SPOT11:
|
|
|
|
|
case SCENE_SPOT12:
|
|
|
|
|
case SCENE_SPOT13:
|
|
|
|
|
case SCENE_SPOT15:
|
|
|
|
|
case SCENE_SPOT16:
|
|
|
|
|
case SCENE_SPOT17:
|
|
|
|
|
case SCENE_SPOT18:
|
|
|
|
|
case SCENE_SPOT20:
|
|
|
|
|
case SCENE_GANON_TOU:
|
|
|
|
|
if (interfaceCtx->minimapAlpha < 170) {
|
|
|
|
|
interfaceCtx->minimapAlpha = alpha1;
|
|
|
|
|
} else {
|
|
|
|
|
interfaceCtx->minimapAlpha = 170;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
if (interfaceCtx->minimapAlpha != 255) {
|
|
|
|
|
interfaceCtx->minimapAlpha = alpha1;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.unk_13EC++;
|
|
|
|
|
if (alpha1 == 0xFF) {
|
|
|
|
|
gSaveContext.unk_13E8 = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case 52:
|
|
|
|
|
gSaveContext.unk_13E8 = 1;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
func_80082850(play, 0);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.unk_13E8 = 0;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Map_Update(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (gSaveContext.healthAccumulator != 0) {
|
|
|
|
|
gSaveContext.healthAccumulator -= 4;
|
|
|
|
|
gSaveContext.health += 4;
|
|
|
|
|
|
|
|
|
|
if ((gSaveContext.health & 0xF) < 4) {
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_HP_RECOVER, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osSyncPrintf("now_life=%d max_life=%d\n", gSaveContext.health, gSaveContext.healthCapacity);
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.health >= gSaveContext.healthCapacity) {
|
|
|
|
|
gSaveContext.health = gSaveContext.healthCapacity;
|
|
|
|
|
osSyncPrintf("S_Private.now_life=%d S_Private.max_life=%d\n", gSaveContext.health,
|
|
|
|
|
gSaveContext.healthCapacity);
|
|
|
|
|
gSaveContext.healthAccumulator = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
HealthMeter_HandleCriticalAlarm(play);
|
|
|
|
|
D_80125A58 = func_8008F2F8(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (D_80125A58 == 1) {
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 2 || CVarGetInteger("gSuperTunic", 0) != 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
D_80125A58 = 0;
|
|
|
|
|
}
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if ((func_8008F2F8(play) >= 2) && (func_8008F2F8(play) < 5)) {
|
2023-01-17 00:17:49 -05:00
|
|
|
|
if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 3 || CVarGetInteger("gSuperTunic", 0) != 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
D_80125A58 = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
HealthMeter_Update(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
|
|
|
|
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
|
|
|
|
|
(play->transitionMode == 0) && !Play_InCsMode(play)) {}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
|
|
|
|
|
if (gSaveContext.rupeeAccumulator != 0) {
|
|
|
|
|
if (gSaveContext.rupeeAccumulator > 0) {
|
|
|
|
|
if (gSaveContext.rupees < CUR_CAPACITY(UPG_WALLET)) {
|
|
|
|
|
gSaveContext.rupeeAccumulator--;
|
|
|
|
|
gSaveContext.rupees++;
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_RUPY_COUNT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
} else {
|
|
|
|
|
// "Rupee Amount MAX = %d"
|
|
|
|
|
osSyncPrintf("ルピー数MAX = %d\n", CUR_CAPACITY(UPG_WALLET));
|
|
|
|
|
gSaveContext.rupees = CUR_CAPACITY(UPG_WALLET);
|
|
|
|
|
gSaveContext.rupeeAccumulator = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (gSaveContext.rupees != 0) {
|
|
|
|
|
if (gSaveContext.rupeeAccumulator <= -50) {
|
|
|
|
|
gSaveContext.rupeeAccumulator += 10;
|
|
|
|
|
gSaveContext.rupees -= 10;
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.rupees < 0) {
|
|
|
|
|
gSaveContext.rupees = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_RUPY_COUNT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.rupeeAccumulator++;
|
|
|
|
|
gSaveContext.rupees--;
|
|
|
|
|
Audio_PlaySoundGeneral(NA_SE_SY_RUPY_COUNT, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
|
|
|
|
}
|
2022-12-10 15:39:26 -05:00
|
|
|
|
if (gSaveContext.rupeeAccumulator == 0) {
|
2023-04-02 04:47:23 -04:00
|
|
|
|
if (gSaveContext.pendingSale != ITEM_NONE) {
|
|
|
|
|
u16 tempSaleItem = gSaveContext.pendingSale;
|
|
|
|
|
u16 tempSaleMod = gSaveContext.pendingSaleMod;
|
|
|
|
|
gSaveContext.pendingSale = ITEM_NONE;
|
|
|
|
|
gSaveContext.pendingSaleMod = MOD_NONE;
|
2023-05-20 09:24:02 -04:00
|
|
|
|
if (tempSaleMod == MOD_NONE) {
|
|
|
|
|
s16 giid = GetGIID(tempSaleItem);
|
|
|
|
|
if (giid == -1) {
|
|
|
|
|
tempSaleMod = MOD_RANDOMIZER;
|
|
|
|
|
} else {
|
|
|
|
|
tempSaleItem = giid;
|
|
|
|
|
}
|
2023-04-02 04:47:23 -04:00
|
|
|
|
}
|
|
|
|
|
GameInteractor_ExecuteOnSaleEndHooks(ItemTable_RetrieveEntry(tempSaleMod, tempSaleItem));
|
|
|
|
|
}
|
2022-12-10 15:39:26 -05:00
|
|
|
|
}
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.rupeeAccumulator = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (interfaceCtx->unk_1EC) {
|
|
|
|
|
case 1:
|
|
|
|
|
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
|
|
|
|
|
if (interfaceCtx->unk_1F4 >= 15700.0f) {
|
|
|
|
|
interfaceCtx->unk_1F4 = -15700.0f;
|
|
|
|
|
interfaceCtx->unk_1EC = 2;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
|
|
|
|
|
if (interfaceCtx->unk_1F4 >= 0.0f) {
|
|
|
|
|
interfaceCtx->unk_1F4 = 0.0f;
|
|
|
|
|
interfaceCtx->unk_1EC = 0;
|
|
|
|
|
interfaceCtx->unk_1EE = interfaceCtx->unk_1F0;
|
|
|
|
|
action = interfaceCtx->unk_1EE;
|
|
|
|
|
if ((action == DO_ACTION_MAX) || (action == DO_ACTION_MAX + 1)) {
|
|
|
|
|
action = DO_ACTION_NONE;
|
|
|
|
|
}
|
|
|
|
|
Interface_LoadActionLabel(interfaceCtx, action, 0);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
|
|
|
|
|
if (interfaceCtx->unk_1F4 >= 15700.0f) {
|
|
|
|
|
interfaceCtx->unk_1F4 = -15700.0f;
|
|
|
|
|
interfaceCtx->unk_1EC = 2;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 4:
|
|
|
|
|
interfaceCtx->unk_1F4 += 31400.0f / WREG(5);
|
|
|
|
|
if (interfaceCtx->unk_1F4 >= 0.0f) {
|
|
|
|
|
interfaceCtx->unk_1F4 = 0.0f;
|
|
|
|
|
interfaceCtx->unk_1EC = 0;
|
|
|
|
|
interfaceCtx->unk_1EE = interfaceCtx->unk_1F0;
|
|
|
|
|
action = interfaceCtx->unk_1EE;
|
|
|
|
|
if ((action == DO_ACTION_MAX) || (action == DO_ACTION_MAX + 1)) {
|
|
|
|
|
action = DO_ACTION_NONE;
|
|
|
|
|
}
|
|
|
|
|
Interface_LoadActionLabel(interfaceCtx, action, 0);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
WREG(7) = interfaceCtx->unk_1F4;
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
|
|
|
|
|
(msgCtx->msgMode == MSGMODE_NONE) && (play->sceneLoadFlag == 0) &&
|
|
|
|
|
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == 0) &&
|
|
|
|
|
((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
|
2022-11-29 18:28:57 -05:00
|
|
|
|
if ((gSaveContext.isMagicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
|
|
|
|
|
gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
|
|
|
|
|
gSaveContext.magicState = 8;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
osSyncPrintf(VT_FGCOL(YELLOW));
|
|
|
|
|
osSyncPrintf("魔法スター─────ト!!!!!!!!!\n"); // "Magic Start!!!!!!!!!"
|
|
|
|
|
osSyncPrintf("MAGIC_MAX=%d\n", gSaveContext.magicLevel);
|
|
|
|
|
osSyncPrintf("MAGIC_NOW=%d\n", gSaveContext.magic);
|
2022-11-29 18:28:57 -05:00
|
|
|
|
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.magicFillTarget);
|
|
|
|
|
osSyncPrintf("Z_MAGIC_NOW_MAX=%d\n", gSaveContext.magicCapacity);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
osSyncPrintf(VT_RST);
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
Interface_UpdateMagicBar(play);
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.timer1State == 0) {
|
|
|
|
|
if (((D_80125A58 == 1) || (D_80125A58 == 2) || (D_80125A58 == 4)) && ((gSaveContext.health >> 1) != 0)) {
|
|
|
|
|
gSaveContext.timer1State = 1;
|
|
|
|
|
gSaveContext.timerX[0] = 140;
|
|
|
|
|
gSaveContext.timerY[0] = 80;
|
|
|
|
|
D_80125A5C = 1;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (((D_80125A58 == 0) || (D_80125A58 == 3)) && (gSaveContext.timer1State < 5)) {
|
|
|
|
|
gSaveContext.timer1State = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.minigameState == 1) {
|
|
|
|
|
gSaveContext.minigameScore += interfaceCtx->unk_23C;
|
|
|
|
|
interfaceCtx->unk_23C = 0;
|
|
|
|
|
|
|
|
|
|
if (sHBAScoreTier == 0) {
|
|
|
|
|
if (gSaveContext.minigameScore >= 1000) {
|
|
|
|
|
sHBAScoreTier++;
|
|
|
|
|
}
|
|
|
|
|
} else if (sHBAScoreTier == 1) {
|
|
|
|
|
if (gSaveContext.minigameScore >= 1500) {
|
|
|
|
|
sHBAScoreTier++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sHBAScoreDigits[0] = sHBAScoreDigits[1] = 0;
|
|
|
|
|
sHBAScoreDigits[2] = 0;
|
|
|
|
|
sHBAScoreDigits[3] = gSaveContext.minigameScore;
|
|
|
|
|
|
|
|
|
|
while (sHBAScoreDigits[3] >= 1000) {
|
|
|
|
|
sHBAScoreDigits[0]++;
|
|
|
|
|
sHBAScoreDigits[3] -= 1000;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (sHBAScoreDigits[3] >= 100) {
|
|
|
|
|
sHBAScoreDigits[1]++;
|
|
|
|
|
sHBAScoreDigits[3] -= 100;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (sHBAScoreDigits[3] >= 10) {
|
|
|
|
|
sHBAScoreDigits[2]++;
|
|
|
|
|
sHBAScoreDigits[3] -= 10;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE) {
|
|
|
|
|
// exit out of ocarina mode after suns song finishes playing
|
|
|
|
|
if ((msgCtx->ocarinaAction != OCARINA_ACTION_CHECK_NOWARP_DONE) &&
|
|
|
|
|
(gSaveContext.sunsSongState == SUNSSONG_START)) {
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// handle suns song in areas where time moves
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play->envCtx.timeIncrement != 0) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if (gSaveContext.sunsSongState != SUNSSONG_SPEED_TIME) {
|
|
|
|
|
D_80125B60 = 0;
|
|
|
|
|
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime <= 0xC001)) {
|
|
|
|
|
D_80125B60 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.sunsSongState = SUNSSONG_SPEED_TIME;
|
|
|
|
|
sPrevTimeIncrement = gTimeIncrement;
|
|
|
|
|
gTimeIncrement = 400;
|
|
|
|
|
} else if (D_80125B60 == 0) {
|
|
|
|
|
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime <= 0xC001)) {
|
|
|
|
|
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
|
|
|
|
|
gTimeIncrement = sPrevTimeIncrement;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
} else if (gSaveContext.dayTime > 0xC001) {
|
|
|
|
|
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
|
|
|
|
|
gTimeIncrement = sPrevTimeIncrement;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
2022-11-06 03:24:34 -05:00
|
|
|
|
} else if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_1) &&
|
2022-08-16 21:53:28 -04:00
|
|
|
|
(interfaceCtx->restrictions.sunsSong != 3)) {
|
2022-03-21 21:51:23 -04:00
|
|
|
|
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xC001)) {
|
|
|
|
|
gSaveContext.nextDayTime = 0;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->fadeTransition = 4;
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.nextTransitionType = 2;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->unk_11DE9 = 1;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.nextDayTime = 0x8001;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->fadeTransition = 5;
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.nextTransitionType = 3;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->unk_11DE9 = 1;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
if (play->sceneNum == SCENE_SPOT13) {
|
|
|
|
|
play->fadeTransition = 14;
|
2022-11-29 18:28:57 -05:00
|
|
|
|
gSaveContext.nextTransitionType = 14;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
gSaveContext.respawnFlag = -2;
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->nextEntranceIndex = gSaveContext.entranceIndex;
|
2022-11-14 06:13:21 -05:00
|
|
|
|
|
|
|
|
|
// In ER, handle sun song respawn from last entrance from grottos
|
|
|
|
|
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
|
|
|
|
|
Grotto_ForceGrottoReturn();
|
|
|
|
|
}
|
|
|
|
|
|
2022-11-06 03:24:34 -05:00
|
|
|
|
play->sceneLoadFlag = 0x14;
|
2022-03-21 21:51:23 -04:00
|
|
|
|
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
|
|
|
|
|
func_800F6964(30);
|
|
|
|
|
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
|
|
|
|
|
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
|
|
|
|
|
} else {
|
|
|
|
|
gSaveContext.sunsSongState = SUNSSONG_SPECIAL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|