Tweak: Unique GetItemEntry for Progressive Bombchus with particle effects (#2732)

* give progressive bombchus its own getitementry to allow custom draw effects

* fix timestamp item check
This commit is contained in:
Adam Bird 2023-04-21 19:01:19 -04:00 committed by GitHub
parent 37c0345529
commit 42ff9742ed
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 46 additions and 32 deletions

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@ -2002,14 +2002,6 @@ GetItemID Randomizer::GetItemIdFromRandomizerGet(RandomizerGet randoGet, GetItem
case ITEM_OCARINA_TIME:
return GI_OCARINA_OOT;
}
case RG_PROGRESSIVE_BOMBCHUS:
if (INV_CONTENT(ITEM_BOMBCHU) == ITEM_NONE) {
return GI_BOMBCHUS_20;
}
if (AMMO(ITEM_BOMBCHU) < 5) {
return GI_BOMBCHUS_10;
}
return GI_BOMBCHUS_5;
case RG_BOMBCHU_5:
case RG_BOMBCHU_DROP:
return GI_BOMBCHUS_5;
@ -2318,7 +2310,6 @@ bool Randomizer::IsItemVanilla(RandomizerGet randoGet) {
case RG_PROGRESSIVE_SCALE:
case RG_PROGRESSIVE_NUT_UPGRADE:
case RG_PROGRESSIVE_STICK_UPGRADE:
case RG_PROGRESSIVE_BOMBCHUS:
case RG_PROGRESSIVE_OCARINA:
case RG_PROGRESSIVE_GORONSWORD:
case RG_EMPTY_BOTTLE:
@ -5429,6 +5420,7 @@ void InitRandoItemTable() {
GET_ITEM(RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER, RG_ICE_CAVERN_COMPASS),
GET_ITEM(RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, RG_MAGIC_BEAN_PACK),
GET_ITEM(RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER, RG_TYCOON_WALLET),
GET_ITEM(RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, RG_PROGRESSIVE_BOMBCHUS),
};
ItemTableManager::Instance->AddItemTable(MOD_RANDOMIZER);
for (int i = 0; i < ARRAY_COUNT(extendedVanillaGetItemTable); i++) {

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@ -1307,6 +1307,9 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
case RG_DOUBLE_DEFENSE:
color_slot = 8;
break;
case RG_PROGRESSIVE_BOMBCHUS:
color_slot = 9;
break;
default:
return;
}
@ -1315,34 +1318,40 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
return;
}
s16* colors[9][3] = {
{ 34, 255, 76 }, // Minuet and Magic Upgrades Colors
{ 177, 35, 35 }, // Bolero Colors
{ 115, 251, 253 }, // Serenade Color
{ 177, 122, 35 }, // Requiem Color
{ 177, 28, 212 }, // Nocturne Color
{ 255, 255, 92 }, // Prelude Color
{ 31, 152, 49 }, // Stick Upgrade Color
{ 222, 182, 20 }, // Nut Upgrade Color
{ 255, 255, 255 } // Double Defense Color
// Color of the circle for the particles
static Color_RGBA8 mainColors[10][3] = {
{ 34, 255, 76 }, // Minuet, Bean Pack, and Magic Upgrades
{ 177, 35, 35 }, // Bolero
{ 115, 251, 253 }, // Serenade
{ 177, 122, 35 }, // Requiem
{ 177, 28, 212 }, // Nocturne
{ 255, 255, 92 }, // Prelude
{ 31, 152, 49 }, // Stick Upgrade
{ 222, 182, 20 }, // Nut Upgrade
{ 255, 255, 255 }, // Double Defense
{ 19, 120, 182 } // Progressive Bombchu
};
s16* colorsEnv[9][3] = {
{ 30, 110, 30 }, // Minuet and Magic Upgrades Colors
{ 90, 10, 10 }, // Bolero and Double Defense Colors
{ 35, 35, 177 }, // Serenade Color
{ 70, 20, 10 }, // Requiem Color
{ 100, 20, 140 }, // Nocturne Color
{ 100, 100, 10 }, // Prelude Color
{ 5, 50, 10 }, // Stick Upgrade Color
{ 150, 100, 5 }, // Nut Upgrade Color
{ 154, 154, 154 } // White Color placeholder
// Color of the faded flares stretching off the particles
static Color_RGBA8 flareColors[10][3] = {
{ 30, 110, 30 }, // Minuet, Bean Pack, and Magic Upgrades
{ 90, 10, 10 }, // Bolero
{ 35, 35, 177 }, // Serenade
{ 70, 20, 10 }, // Requiem
{ 100, 20, 140 }, // Nocturne
{ 100, 100, 10 }, // Prelude
{ 5, 50, 10 }, // Stick Upgrade
{ 150, 100, 5 }, // Nut Upgrade
{ 154, 154, 154 }, // Double Defense
{ 204, 102, 0 } // Progressive Bombchu
};
static Vec3f velocity = { 0.0f, 0.0f, 0.0f };
static Vec3f accel = { 0.0f, 0.0f, 0.0f };
Color_RGBA8 primColor = { colors[color_slot][0], colors[color_slot][1], colors[color_slot][2], 0 };
Color_RGBA8 envColor = { colors[color_slot][0], colors[color_slot][1], colors[color_slot][2], 0 };
Color_RGBA8 primColor;
Color_RGBA8 envColor;
Color_RGBA8_Copy(&primColor, &mainColors[color_slot]);
Color_RGBA8_Copy(&envColor, &flareColors[color_slot]);
Vec3f pos;
// Make particles more compact for shop items and use a different height offset for them.

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@ -1703,7 +1703,7 @@ void Randomizer_GameplayStats_SetTimestamp(uint16_t item) {
return;
}
// Count any bombchu pack as bombchus
if (item >= RG_BOMBCHU_5 && item <= RG_BOMBCHU_DROP) {
if ((item >= RG_BOMBCHU_5 && item <= RG_BOMBCHU_DROP) || item == RG_PROGRESSIVE_BOMBCHUS) {
if (gSaveContext.sohStats.itemTimestamp[ITEM_BOMBCHU] = 0) {
gSaveContext.sohStats.itemTimestamp[ITEM_BOMBCHU] = time;
}
@ -2548,6 +2548,19 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
return Return_Item_Entry(giEntry, RG_NONE);
}
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);
}
temp = gSaveContext.inventory.items[slot];
osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp);
INV_CONTENT(item) = item;