Merge branch 'rando-next' of https://github.com/HarbourMasters/Shipwright into scrubsanity

This commit is contained in:
Garrett Cox 2022-08-23 19:42:15 -05:00
commit 31e8896856
7 changed files with 56 additions and 15 deletions

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@ -454,6 +454,7 @@ u32 Actor_TextboxIsClosing(Actor* actor, GlobalContext* globalCtx);
s8 func_8002F368(GlobalContext* globalCtx);
void Actor_GetScreenPos(GlobalContext* globalCtx, Actor* actor, s16* x, s16* y);
u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx);
// TODO: Rename the follwing 3 functions using whatever scheme we use when we rename func_8002F434 and func_8002F554.
s32 GiveItemEntryWithoutActor(GlobalContext* globalCtx, GetItemEntry getItemEntry);
s32 GiveItemEntryFromActor(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry, f32 xzRange, f32 yRange);
void GiveItemEntryFromActorWithFixedRange(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry);

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@ -47,7 +47,7 @@ void CustomMessageManager::ReplaceColors(std::string& string) {
}
}
void CustomMessageManager::FormatCustomMessage(std::string& message, uint16_t iid) {
void CustomMessageManager::FormatCustomMessage(std::string& message, ItemID iid) {
message.insert(0, ITEM_OBTAINED(iid));
size_t start_pos = 0;
std::replace(message.begin(), message.end(), '&', NEWLINE()[0]);
@ -81,7 +81,7 @@ bool CustomMessageManager::InsertCustomMessage(std::string tableID, uint16_t tex
return messageInsertResult.second;
}
bool CustomMessageManager::CreateGetItemMessage(std::string tableID, uint16_t giid, uint16_t iid,
bool CustomMessageManager::CreateGetItemMessage(std::string tableID, uint16_t giid, ItemID iid,
CustomMessageEntry messageEntry) {
FormatCustomMessage(messageEntry.english, iid);
FormatCustomMessage(messageEntry.german, iid);

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@ -89,7 +89,7 @@ class CustomMessageManager {
with the provided giid (getItemID) as its key. This function also inserts the icon corresponding to
the provided iid (itemID) at the beginning of each page of the textbox.
*/
bool CreateGetItemMessage(std::string tableID, uint16_t giid, uint16_t iid, CustomMessageEntry messages);
bool CreateGetItemMessage(std::string tableID, uint16_t giid, ItemID iid, CustomMessageEntry messages);
/*
Formats the provided Custom Message Entry and inserts it into the table with the provided tableID,
@ -122,7 +122,7 @@ class CustomMessageManager {
& for newline, ^ for wait-for-input, and @ for the player name,
as well as %<letter> for colors (i.e. %r for red and %w for white).
*/
void FormatCustomMessage(std::string& message, uint16_t iid);
void FormatCustomMessage(std::string& message, ItemID iid);
/*
Replaces special characters and certain symbols with control codes

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@ -18,7 +18,7 @@ typedef enum {
typedef struct {
u16 giid;
u16 iid;
ItemID iid;
std::string english;
std::string german;
std::string french;

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@ -911,15 +911,19 @@ void DrawFlagsTab() {
setMask <<= 1;
}
static bool keepGsCountUpdated = true;
ImGui::Checkbox("Keep GS Count Updated", &keepGsCountUpdated);
InsertHelpHoverText("Automatically adjust the number of gold skulltula tokens acquired based on set flags");
int32_t gsCount = 0;
if (keepGsCountUpdated) {
for (int32_t gsFlagIndex = 0; gsFlagIndex < 6; gsFlagIndex++) {
gsCount += std::popcount(static_cast<uint32_t>(gSaveContext.gsFlags[gsFlagIndex]));
// If playing a Randomizer Save with Shuffle Skull Tokens on anything other than "Off" we don't want to keep
// GS Token Count updated, since Gold Skulltulas killed will not correlate to GS Tokens Collected.
if (!(gSaveContext.n64ddFlag && OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SHUFFLE_TOKENS))) {
static bool keepGsCountUpdated = true;
ImGui::Checkbox("Keep GS Count Updated", &keepGsCountUpdated);
InsertHelpHoverText("Automatically adjust the number of gold skulltula tokens acquired based on set flags.");
int32_t gsCount = 0;
if (keepGsCountUpdated) {
for (int32_t gsFlagIndex = 0; gsFlagIndex < 6; gsFlagIndex++) {
gsCount += std::popcount(static_cast<uint32_t>(gSaveContext.gsFlags[gsFlagIndex]));
}
gSaveContext.inventory.gsTokens = gsCount;
}
gSaveContext.inventory.gsTokens = gsCount;
}
});

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@ -1955,6 +1955,15 @@ u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
}
}
/**
* Uses the given `GetItemEntry` to prepare the player to receive an item via the animation
* where Link holds an item over his head. This function does not require an actor for giving
* the player an item, instead setting the player as their own interactRangeActor and getItemDirection.
*
* \param globalCtx the Global Context
* \param getItemEntry the GetItemEntry for the item you want the player to receive.
* \return true if the player can receive an item, false if not.
*/
s32 GiveItemEntryWithoutActor(GlobalContext* globalCtx, GetItemEntry getItemEntry) {
Player* player = GET_PLAYER(globalCtx);
@ -1979,6 +1988,22 @@ s32 GiveItemEntryWithoutActor(GlobalContext* globalCtx, GetItemEntry getItemEntr
return false;
}
/**
* Uses the given `GetItemEntry` to prepare the player to receive an item via the animation
* where Link holds an item over his head. This uses data from the actor link is receiving
* the item from to set the player's interactRangeActor and getItemDirection. It also checks
* a range from which Link must be from said actor in order to receive the item.
*
* \param actor the actor link is receiving an item from. Will usually be a chest but can also
* be an npc.
* \param globalCtx the Global Context
* \param getItemEntry the GetItemEntry for the item you want the player to receive.
* \param xzRange the distance on the x and z axes that the player can be from the target
* actor to receive the item.
* \param yRange the distance on the y axis that the player can be from the target actor
* to receive the item.
* \return true if the player can receive an item, false if not.
*/
s32 GiveItemEntryFromActor(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(globalCtx);
@ -2005,6 +2030,15 @@ s32 GiveItemEntryFromActor(Actor* actor, GlobalContext* globalCtx, GetItemEntry
return false;
}
/**
* Uses the given `GetItemEntry` to prepare the player to receive an item via the animation
* where Link holds an item over his head. This is a wrapper function around `GiveItemEntryFromActor`
* that supplies a fixed xzRange of 50.0f and a fixed yRange of 10.0f.
*
* \param actor the target actor that link is receiving an item from.
* \param globalCtx the Global Context
* \param getItemEntry the GetItemEntry for the item you want the player to receive.
*/
void GiveItemEntryFromActorWithFixedRange(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry) {
GiveItemEntryFromActor(actor, globalCtx, getItemEntry, 50.0f, 10.0f);
}

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@ -510,8 +510,10 @@ void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx) {
}
if (!Actor_HasParent(&this->actor, globalCtx)) {
if (!gSaveContext.n64ddFlag && getItemId != GI_NONE) {
func_8002F554(&this->actor, globalCtx, getItemId);
if (!gSaveContext.n64ddFlag) {
if (getItemId != GI_NONE) {
func_8002F554(&this->actor, globalCtx, getItemId);
}
} else {
getItem = Randomizer_GetRandomizedItem(getItemId, this->actor.id, this->ogParams, globalCtx->sceneNum);
GiveItemEntryFromActorWithFixedRange(&this->actor, globalCtx, getItem);