Merge branch 'develop-rachael' into rachael-zhora

# Conflicts:
#	libultraship/libultraship/ImGuiImpl.cpp
This commit is contained in:
David Chavez 2022-08-02 20:05:40 +02:00
commit 53229f0905
12 changed files with 178 additions and 104 deletions

View File

@ -897,10 +897,12 @@ namespace SohImGui {
if (ImGui::BeginMenu("Graphics")) if (ImGui::BeginMenu("Graphics"))
{ {
#ifndef __APPLE__
EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f, 2.0f, "", 1.0f, true); EnhancementSliderFloat("Internal Resolution: %d %%", "##IMul", "gInternalResolution", 0.5f, 2.0f, "", 1.0f, true);
Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but effective form of anti-aliasing"); Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but effective form of anti-aliasing");
gfx_current_dimensions.internal_mul = CVar_GetFloat("gInternalResolution", 1); gfx_current_dimensions.internal_mul = CVar_GetFloat("gInternalResolution", 1);
EnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, ""); #endif
EnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, "", 1, true);
Tooltip("Activates multi-sample anti-aliasing when above 1x up to 8x for 8 samples for every pixel"); Tooltip("Activates multi-sample anti-aliasing when above 1x up to 8x for 8 samples for every pixel");
gfx_msaa_level = CVar_GetS32("gMSAAValue", 1); gfx_msaa_level = CVar_GetS32("gMSAAValue", 1);

View File

@ -2651,7 +2651,11 @@ void gfx_init(struct GfxWindowManagerAPI *wapi, struct GfxRenderingAPI *rapi, co
gfx_wapi->init(game_name, start_in_fullscreen, width, height); gfx_wapi->init(game_name, start_in_fullscreen, width, height);
gfx_rapi->init(); gfx_rapi->init();
gfx_rapi->update_framebuffer_parameters(0, width, height, 1, false, true, true, true); gfx_rapi->update_framebuffer_parameters(0, width, height, 1, false, true, true, true);
#ifdef __APPLE__
gfx_current_dimensions.internal_mul = 1;
#else
gfx_current_dimensions.internal_mul = CVar_GetFloat("gInternalResolution", 1); gfx_current_dimensions.internal_mul = CVar_GetFloat("gInternalResolution", 1);
#endif
gfx_msaa_level = CVar_GetS32("gMSAAValue", 1); gfx_msaa_level = CVar_GetS32("gMSAAValue", 1);
gfx_current_dimensions.width = width; gfx_current_dimensions.width = width;
gfx_current_dimensions.height = height; gfx_current_dimensions.height = height;
@ -2870,4 +2874,4 @@ uint16_t gfx_get_pixel_depth(float x, float y) {
get_pixel_depth_pending.clear(); get_pixel_depth_pending.clear();
return get_pixel_depth_cached.find(make_pair(x, y))->second; return get_pixel_depth_cached.find(make_pair(x, y))->second;
} }

View File

@ -356,7 +356,20 @@ typedef struct {
/* 0x00 */ s32 active; /* 0x00 */ s32 active;
/* 0x04 */ Vec3f tip; /* 0x04 */ Vec3f tip;
/* 0x10 */ Vec3f base; /* 0x10 */ Vec3f base;
} WeaponInfo; // size = 0x1C } WeaponInfo; // size = 0x1C\
typedef enum {
FLAG_NONE,
FLAG_SCENE_SWITCH,
FLAG_SCENE_TREASURE,
FLAG_SCENE_CLEAR,
FLAG_SCENE_COLLECTIBLE,
} FlagType;
typedef struct {
/* 0x00 */ s32 flagID; // which flag to set when Player_SetPendingFlag is called
/* 0x04 */ FlagType flagType; // type of flag to set when Player_SetPendingFlag is called
} PendingFlag; // size = 0x06
#define PLAYER_STATE1_0 (1 << 0) #define PLAYER_STATE1_0 (1 << 0)
#define PLAYER_STATE1_1 (1 << 1) #define PLAYER_STATE1_1 (1 << 1)
@ -612,6 +625,7 @@ typedef struct Player {
/* 0x0A86 */ s8 unk_A86; /* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87; /* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position /* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
} Player; // size = 0xA94 /* 0x0A94 */ PendingFlag pendingFlag;
} Player; // size = 0xAA0
#endif #endif

View File

@ -82,6 +82,24 @@
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<UniqueIdentifier>{04fc1c52-49ff-48e2-ae23-2c00867374f8}</UniqueIdentifier> <UniqueIdentifier>{04fc1c52-49ff-48e2-ae23-2c00867374f8}</UniqueIdentifier>
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<ClCompile Include="src\boot\assert.c"> <ClCompile Include="src\boot\assert.c">
@ -2206,172 +2224,172 @@
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<Filter>Source Files</Filter> <Filter>Source Files\soh\Enhancements\randomizer\3drando\hint_list</Filter>
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<ItemGroup> <ItemGroup>
@ -3945,118 +3963,118 @@
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<Filter>Header Files</Filter> <Filter>Header Files\soh\Enhancements\randomizer\3drando</Filter>
</ClInclude> </ClInclude>
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<Filter>Header Files</Filter> <Filter>Header Files\soh\Enhancements\randomizer\3drando</Filter>
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<ClInclude Include="soh\Enhancements\randomizer\3drando\text.hpp"> <ClInclude Include="soh\Enhancements\randomizer\3drando\text.hpp">
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<ClInclude Include="soh\Enhancements\randomizer\3drando\trial.hpp"> <ClInclude Include="soh\Enhancements\randomizer\3drando\trial.hpp">
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<ClInclude Include="soh\Enhancements\randomizer\3drando\utils.hpp"> <ClInclude Include="soh\Enhancements\randomizer\3drando\utils.hpp">
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<ClInclude Include="soh\Enhancements\randomizer\randomizerTypes.h"> <ClInclude Include="soh\Enhancements\randomizer\randomizerTypes.h">
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</ClInclude> </ClInclude>
<ClInclude Include="soh\Enhancements\gfx.h"> <ClInclude Include="soh\Enhancements\gfx.h">
<Filter>Header Files\soh\Enhancements</Filter> <Filter>Header Files\soh\Enhancements</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="soh\Enhancements\randomizer\randomizer_item_tracker.h"> <ClInclude Include="soh\Enhancements\randomizer\randomizer_item_tracker.h">
<Filter>Source Files\src</Filter> <Filter>Header Files\soh\Enhancements\randomizer</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

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@ -2102,7 +2102,7 @@ void HintTable_Init() {
hintTable[GANON_LINE07] = HintText::GanonLine({ hintTable[GANON_LINE07] = HintText::GanonLine({
//obscure text //obscure text
Text{"What about Zelda makes you think she'd be a better ruler than I?^I saved Lon Lon Ranch,&fed the hungry,&and my castle floats.", Text{"What about Zelda makes you think&she'd be a better ruler than I?^I saved Lon Lon Ranch,&fed the hungry,&and my castle floats.",
/*french*/"Zelda ne sera jamais un meilleur monarque que moi!^J'ai un château volant, mes sujets sont des belles amazones... et mes Moblins sont clairement plus puissants que jamais!", /*french*/"Zelda ne sera jamais un meilleur monarque que moi!^J'ai un château volant, mes sujets sont des belles amazones... et mes Moblins sont clairement plus puissants que jamais!",
/*spanish*/"¿Qué te hace pensar que Zelda gobierna mejor que yo?^Yo he salvado el Rancho Lon Lon,&he alimentado a los hambrientos&y hasta hago que mi castillo flote."}, /*spanish*/"¿Qué te hace pensar que Zelda gobierna mejor que yo?^Yo he salvado el Rancho Lon Lon,&he alimentado a los hambrientos&y hasta hago que mi castillo flote."},
}); });

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@ -579,7 +579,7 @@ std::string AutoFormatHintTextString(std::string unformattedHintTextString) {
bool needsAutomaicNewlines = true; bool needsAutomaicNewlines = true;
if (textStr == "Erreur 0x69a504:&Traduction manquante^C'est de la faute à Purple Hato!&J'vous jure!" || if (textStr == "Erreur 0x69a504:&Traduction manquante^C'est de la faute à Purple Hato!&J'vous jure!" ||
textStr == "Mon très cher @:&Viens vite au château, je t'ai préparé&un délicieux gâteau...^À bientôt, Princesse Zelda" || textStr == "Mon très cher @:&Viens vite au château, je t'ai préparé&un délicieux gâteau...^À bientôt, Princesse Zelda" ||
textStr == "What about Zelda makes you think she'd be a better ruler than I?^I saved Lon Lon Ranch,&fed the hungry,&and my castle floats." || textStr == "What about Zelda makes you think&she'd be a better ruler than I?^I saved Lon Lon Ranch,&fed the hungry,&and my castle floats." ||
textStr == "Many tricks are up my sleeve,&to save yourself&you'd better leave!" || textStr == "Many tricks are up my sleeve,&to save yourself&you'd better leave!" ||
textStr == "I've learned this spell,&it's really neat,&I'll keep it later&for your treat!" || textStr == "I've learned this spell,&it's really neat,&I'll keep it later&for your treat!" ||
textStr == "Sale petit garnement,&tu fais erreur!&C'est maintenant que marque&ta dernière heure!" || textStr == "Sale petit garnement,&tu fais erreur!&C'est maintenant que marque&ta dernière heure!" ||

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@ -1514,3 +1514,7 @@ extern "C" s32 Randomizer_GetRandomizedItemId(GetItemID ogId, s16 actorId, s16 a
extern "C" s32 Randomizer_GetItemIdFromKnownCheck(RandomizerCheck randomizerCheck, GetItemID ogId) { extern "C" s32 Randomizer_GetItemIdFromKnownCheck(RandomizerCheck randomizerCheck, GetItemID ogId) {
return OTRGlobals::Instance->gRandomizer->GetRandomizedItemIdFromKnownCheck(randomizerCheck, ogId); return OTRGlobals::Instance->gRandomizer->GetRandomizedItemIdFromKnownCheck(randomizerCheck, ogId);
} }
extern "C" bool Randomizer_ItemIsIceTrap(RandomizerCheck randomizerCheck, GetItemID ogId) {
return gSaveContext.n64ddFlag && Randomizer_GetItemIdFromKnownCheck(randomizerCheck, ogId) == GI_ICE_TRAP;
}

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@ -100,6 +100,7 @@ s16 Randomizer_GetItemModelFromId(s16 itemId);
s32 Randomizer_GetItemIDFromGetItemID(s32 getItemId); s32 Randomizer_GetItemIDFromGetItemID(s32 getItemId);
s32 Randomizer_GetRandomizedItemId(GetItemID ogId, s16 actorId, s16 actorParams, s16 sceneNum); s32 Randomizer_GetRandomizedItemId(GetItemID ogId, s16 actorId, s16 actorParams, s16 sceneNum);
s32 Randomizer_GetItemIdFromKnownCheck(RandomizerCheck randomizerCheck, GetItemID ogId); s32 Randomizer_GetItemIdFromKnownCheck(RandomizerCheck randomizerCheck, GetItemID ogId);
bool Randomizer_ItemIsIceTrap(RandomizerCheck randomizerCheck, GetItemID ogId);
#endif #endif
#endif #endif

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@ -238,10 +238,11 @@ void GivePlayerRandoRewardZeldaLightArrowsGift(GlobalContext* globalCtx, Randomi
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) && LINK_IS_ADULT && if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) && LINK_IS_ADULT &&
(gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TOKINOMA) && (gEntranceTable[((void)0, gSaveContext.entranceIndex)].scene == SCENE_TOKINOMA) &&
!Flags_GetTreasure(globalCtx, 0x1E) && player != NULL && !Player_InBlockingCsMode(globalCtx, player) && !Flags_GetTreasure(globalCtx, 0x1E) && player != NULL && !Player_InBlockingCsMode(globalCtx, player) &&
globalCtx->sceneLoadFlag == 0 && player->getItemId == GI_NONE) { globalCtx->sceneLoadFlag == 0) {
GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_ARROW_LIGHT); GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, GI_ARROW_LIGHT);
GiveItemWithoutActor(globalCtx, getItemId); GiveItemWithoutActor(globalCtx, getItemId);
Flags_SetTreasure(globalCtx, 0x1E); player->pendingFlag.flagID = 0x1E;
player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
} }
} }
@ -1409,7 +1410,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
OVERLAY_DISP = sp70; OVERLAY_DISP = sp70;
globalCtx->unk_121C7 = 2; globalCtx->unk_121C7 = 2;
SREG(33) |= 1; SREG(33) |= 1;
} else { } else if (R_PAUSE_MENU_MODE != 3) {
Gameplay_Draw_DrawOverlayElements: Gameplay_Draw_DrawOverlayElements:
if ((HREG(80) != 10) || (HREG(89) != 0)) { if ((HREG(80) != 10) || (HREG(89) != 0)) {
Gameplay_DrawOverlayElements(globalCtx); Gameplay_DrawOverlayElements(globalCtx);

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@ -1059,7 +1059,7 @@ void EnSkj_SetupPostSariasSong(EnSkj* this) {
} }
void EnSkj_ChangeModeAfterSong(EnSkj* this, GlobalContext* globalCtx) { void EnSkj_ChangeModeAfterSong(EnSkj* this, GlobalContext* globalCtx) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(globalCtx)) { if (((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(globalCtx)) || Randomizer_ItemIsIceTrap(RC_LW_SKULL_KID, GI_HEART_PIECE)) {
gSaveContext.itemGetInf[1] |= 0x40; gSaveContext.itemGetInf[1] |= 0x40;
EnSkj_SetNaviId(this); EnSkj_SetNaviId(this);
EnSkj_SetupWaitInRange(this); EnSkj_SetupWaitInRange(this);

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@ -288,14 +288,16 @@ void func_80B3CA38(EnXc* this, GlobalContext* globalCtx) {
} }
void GivePlayerRandoRewardSheikSong(EnXc* sheik, GlobalContext* globalCtx, RandomizerCheck check, int sheikType, GetItemID ogSongId) { void GivePlayerRandoRewardSheikSong(EnXc* sheik, GlobalContext* globalCtx, RandomizerCheck check, int sheikType, GetItemID ogSongId) {
if (sheik->actor.parent != NULL && sheik->actor.parent->id == GET_PLAYER(globalCtx)->actor.id && Player* player = GET_PLAYER(globalCtx);
if (sheik->actor.parent != NULL && sheik->actor.parent->id == player->actor.id &&
!(gSaveContext.eventChkInf[5] & sheikType)) { !(gSaveContext.eventChkInf[5] & sheikType)) {
gSaveContext.eventChkInf[5] |= sheikType; gSaveContext.eventChkInf[5] |= sheikType;
} else if (!(gSaveContext.eventChkInf[5] & sheikType)) { } else if (!(gSaveContext.eventChkInf[5] & sheikType)) {
GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, ogSongId); GetItemID getItemId = Randomizer_GetItemIdFromKnownCheck(check, ogSongId);
if (check == RC_SHEIK_AT_TEMPLE && !Flags_GetTreasure(globalCtx, 0x1F)) { if (check == RC_SHEIK_AT_TEMPLE && !Flags_GetTreasure(globalCtx, 0x1F)) {
if (func_8002F434(&sheik->actor, globalCtx, getItemId, 10000.0f, 100.0f)) { if (func_8002F434(&sheik->actor, globalCtx, getItemId, 10000.0f, 100.0f)) {
Flags_SetTreasure(globalCtx, 0x1F); player->pendingFlag.flagID = 0x1F;
player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
} }
} else if (check != RC_SHEIK_AT_TEMPLE) { } else if (check != RC_SHEIK_AT_TEMPLE) {
func_8002F434(&sheik->actor, globalCtx, getItemId, 10000.0f, 100.0f); func_8002F434(&sheik->actor, globalCtx, getItemId, 10000.0f, 100.0f);

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@ -167,6 +167,7 @@ void func_8083CA20(GlobalContext* globalCtx, Player* this);
void func_8083CA54(GlobalContext* globalCtx, Player* this); void func_8083CA54(GlobalContext* globalCtx, Player* this);
void func_8083CA9C(GlobalContext* globalCtx, Player* this); void func_8083CA9C(GlobalContext* globalCtx, Player* this);
s32 func_8083E0FC(Player* this, GlobalContext* globalCtx); s32 func_8083E0FC(Player* this, GlobalContext* globalCtx);
void Player_SetPendingFlag(Player* this, GlobalContext* globalCtx);
s32 func_8083E5A8(Player* this, GlobalContext* globalCtx); s32 func_8083E5A8(Player* this, GlobalContext* globalCtx);
s32 func_8083EB44(Player* this, GlobalContext* globalCtx); s32 func_8083EB44(Player* this, GlobalContext* globalCtx);
s32 func_8083F7BC(Player* this, GlobalContext* globalCtx); s32 func_8083F7BC(Player* this, GlobalContext* globalCtx);
@ -6236,6 +6237,30 @@ void func_8083E4C4(GlobalContext* globalCtx, Player* this, GetItemEntry* giEntry
func_80078884((this->getItemId < 0) ? NA_SE_SY_GET_BOXITEM : NA_SE_SY_GET_ITEM); func_80078884((this->getItemId < 0) ? NA_SE_SY_GET_BOXITEM : NA_SE_SY_GET_ITEM);
} }
// Sets a flag according to which type of flag is specified in player->pendingFlag.flagType
// and which flag is specified in player->pendingFlag.flagID.
void Player_SetPendingFlag(Player* this, GlobalContext* globalCtx) {
switch (this->pendingFlag.flagType) {
case FLAG_SCENE_CLEAR:
Flags_SetClear(globalCtx, this->pendingFlag.flagID);
break;
case FLAG_SCENE_COLLECTIBLE:
Flags_SetCollectible(globalCtx, this->pendingFlag.flagID);
break;
case FLAG_SCENE_SWITCH:
Flags_SetSwitch(globalCtx, this->pendingFlag.flagID);
break;
case FLAG_SCENE_TREASURE:
Flags_SetTreasure(globalCtx, this->pendingFlag.flagID);
break;
case FLAG_NONE:
default:
break;
}
this->pendingFlag.flagType = FLAG_NONE;
this->pendingFlag.flagID = 0;
}
s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) { s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
Actor* interactedActor; Actor* interactedActor;
@ -6259,6 +6284,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11); this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
this->actor.colChkInfo.damage = 0; this->actor.colChkInfo.damage = 0;
func_80837C0C(globalCtx, this, 3, 0.0f, 0.0f, 0, 20); func_80837C0C(globalCtx, this, 3, 0.0f, 0.0f, 0, 20);
Player_SetPendingFlag(this, globalCtx);
return; return;
} }
@ -12691,6 +12717,8 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
Message_StartTextbox(globalCtx, giEntry->textId, &this->actor); Message_StartTextbox(globalCtx, giEntry->textId, &this->actor);
Item_Give(globalCtx, giEntry->itemId); Item_Give(globalCtx, giEntry->itemId);
Player_SetPendingFlag(this, globalCtx);
if (((this->getItemId >= GI_RUPEE_GREEN) && (this->getItemId <= GI_RUPEE_RED)) || if (((this->getItemId >= GI_RUPEE_GREEN) && (this->getItemId <= GI_RUPEE_RED)) ||
((this->getItemId >= GI_RUPEE_PURPLE) && (this->getItemId <= GI_RUPEE_GOLD)) || ((this->getItemId >= GI_RUPEE_PURPLE) && (this->getItemId <= GI_RUPEE_GOLD)) ||