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Colored Compasses (#3883)
* Colored Compasses * Rename cvar & add explicit rando check
This commit is contained in:
parent
a7726653e5
commit
8525f71c57
@ -10,6 +10,7 @@
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#include "soh/Enhancements/cosmetics/authenticGfxPatches.h"
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#include "soh/Enhancements/cosmetics/authenticGfxPatches.h"
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#include <soh/Enhancements/item-tables/ItemTableManager.h>
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#include <soh/Enhancements/item-tables/ItemTableManager.h>
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#include "soh/Enhancements/nametag.h"
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#include "soh/Enhancements/nametag.h"
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#include "objects/object_gi_compass/object_gi_compass.h"
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#include "src/overlays/actors/ovl_En_Bb/z_en_bb.h"
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#include "src/overlays/actors/ovl_En_Bb/z_en_bb.h"
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#include "src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.h"
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#include "src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.h"
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@ -1595,6 +1596,26 @@ void RegisterFishsanity() {
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});
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});
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}
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}
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extern "C" u8 Randomizer_GetSettingValue(RandomizerSettingKey randoSettingKey);
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void PatchCompasses() {
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s8 compassesCanBeOutsideDungeon = IS_RANDO && DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON(RSK_SHUFFLE_MAPANDCOMPASS);
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s8 isColoredCompassesEnabled = compassesCanBeOutsideDungeon && CVarGetInteger("gRandoEnhancement.MatchCompassColors", 1);
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if (isColoredCompassesEnabled) {
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ResourceMgr_PatchGfxByName(gGiCompassDL, "Compass_PrimColor", 5, gsDPNoOp());
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ResourceMgr_PatchGfxByName(gGiCompassDL, "Compass_EnvColor", 6, gsDPNoOp());
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} else {
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ResourceMgr_UnpatchGfxByName(gGiCompassDL, "Compass_PrimColor");
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ResourceMgr_UnpatchGfxByName(gGiCompassDL, "Compass_EnvColor");
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}
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}
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void RegisterRandomizerCompasses() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnLoadFile>([](int32_t _unused) {
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PatchCompasses();
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});
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}
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void InitMods() {
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void InitMods() {
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RegisterTTS();
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RegisterTTS();
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RegisterInfiniteMoney();
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RegisterInfiniteMoney();
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@ -1632,6 +1653,7 @@ void InitMods() {
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RegisterNoSwim();
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RegisterNoSwim();
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RegisterNoWallet();
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RegisterNoWallet();
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RegisterFishsanity();
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RegisterFishsanity();
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RegisterRandomizerCompasses();
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NameTag_RegisterHooks();
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NameTag_RegisterHooks();
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RegisterPatchHandHandler();
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RegisterPatchHandHandler();
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RegisterHurtContainerModeHandler();
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RegisterHurtContainerModeHandler();
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@ -11,6 +11,7 @@ void UpdateDirtPathFixState(int32_t sceneNum);
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void UpdateMirrorModeState(int32_t sceneNum);
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void UpdateMirrorModeState(int32_t sceneNum);
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void UpdateHurtContainerModeState(bool newState);
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void UpdateHurtContainerModeState(bool newState);
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void PatchToTMedallions();
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void PatchToTMedallions();
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void PatchCompasses();
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void UpdatePermanentHeartLossState();
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void UpdatePermanentHeartLossState();
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void InitMods();
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void InitMods();
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void UpdatePatchHand();
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void UpdatePatchHand();
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@ -9,6 +9,7 @@
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#include <array>
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#include <array>
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#include "objects/object_gi_key/object_gi_key.h"
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#include "objects/object_gi_key/object_gi_key.h"
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#include "objects/object_gi_bosskey/object_gi_bosskey.h"
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#include "objects/object_gi_bosskey/object_gi_bosskey.h"
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#include "objects/object_gi_compass/object_gi_compass.h"
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#include "objects/object_gi_hearts/object_gi_hearts.h"
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#include "objects/object_gi_hearts/object_gi_hearts.h"
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#include "objects/object_gi_scale/object_gi_scale.h"
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#include "objects/object_gi_scale/object_gi_scale.h"
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#include "objects/object_gi_fire/object_gi_fire.h"
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#include "objects/object_gi_fire/object_gi_fire.h"
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@ -63,6 +64,49 @@ extern "C" void Randomizer_DrawSmallKey(PlayState* play, GetItemEntry* getItemEn
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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extern "C" {
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void GetItem_DrawCompass(PlayState* play, s16 drawId);
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void ResourceMgr_PatchGfxByName(const char* path, const char* patchName, int index, Gfx instruction);
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void ResourceMgr_UnpatchGfxByName(const char* path, const char* patchName);
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}
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extern "C" void Randomizer_DrawCompass(PlayState* play, GetItemEntry* getItemEntry) {
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s16 color_slot = getItemEntry->getItemId - RG_DEKU_TREE_COMPASS;
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s16 colors[12][3] = {
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{ 4, 100, 46 }, // Deku Tree
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{ 140, 30, 30 }, // Dodongo's Cavern
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{ 30, 60, 255 }, // Jabu Jabu's Belly
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{ 4, 195, 46 }, // Forest Temple
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{ 237, 95, 95 }, // Fire Temple
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{ 85, 180, 223 }, // Water Temple
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{ 222, 158, 47 }, // Spirit Temple
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{ 126, 16, 177 }, // Shadow Temple
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{ 227, 110, 255 }, // Bottom of the Well
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{ 221, 212, 60 }, // Gerudo Training Grounds
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{ 255, 255, 255 }, // Thieves' Hideout
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{ 80, 80, 80 } // Ganon's Castle
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};
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, colors[color_slot][0], colors[color_slot][1], colors[color_slot][2], 255);
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gDPSetEnvColor(POLY_OPA_DISP++, colors[color_slot][0] / 2, colors[color_slot][1] / 2, colors[color_slot][2] / 2, 255);
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gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gGiCompassDL);
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 5);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, (Gfx*)gGiCompassGlassDL);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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extern "C" void Randomizer_DrawBossKey(PlayState* play, GetItemEntry* getItemEntry) {
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extern "C" void Randomizer_DrawBossKey(PlayState* play, GetItemEntry* getItemEntry) {
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s8 keysCanBeOutsideDungeon = getItemEntry->getItemId == RG_GANONS_CASTLE_BOSS_KEY ?
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s8 keysCanBeOutsideDungeon = getItemEntry->getItemId == RG_GANONS_CASTLE_BOSS_KEY ?
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DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON(RSK_GANONS_BOSS_KEY) :
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DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON(RSK_GANONS_BOSS_KEY) :
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@ -10,6 +10,7 @@ typedef struct PlayState PlayState;
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extern "C" {
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extern "C" {
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#endif
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#endif
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void Randomizer_DrawSmallKey(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawSmallKey(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawCompass(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawKeyRing(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawKeyRing(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawBossKey(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawBossKey(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawBossSoul(PlayState* play, GetItemEntry* getItemEntry);
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void Randomizer_DrawBossSoul(PlayState* play, GetItemEntry* getItemEntry);
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@ -107,15 +107,25 @@ void Rando::StaticData::InitItemTable() {
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itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, &logic->noVariable, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, &logic->noVariable, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, &logic->noVariable, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, &logic->noVariable, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, &logic->noVariable, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, &logic->noVariable, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_DEKU_TREE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, &logic->noVariable, RHT_DODONGOS_CAVERN_COMPASS,RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, &logic->noVariable, RHT_DODONGOS_CAVERN_COMPASS,RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_DODONGOS_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, &logic->noVariable, RHT_JABU_JABUS_BELLY_COMPASS,RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, &logic->noVariable, RHT_JABU_JABUS_BELLY_COMPASS,RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_JABU_JABUS_BELLY_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, &logic->noVariable, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, &logic->noVariable, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_FOREST_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, &logic->noVariable, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, &logic->noVariable, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_FIRE_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, &logic->noVariable, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, &logic->noVariable, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_WATER_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, &logic->noVariable, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, &logic->noVariable, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_SPIRIT_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, &logic->noVariable, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, &logic->noVariable, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_SHADOW_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, &logic->noVariable, RHT_BOTTOM_OF_THE_WELL_COMPASS,RG_BOTTOM_OF_THE_WELL_COMPASS,OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, &logic->noVariable, RHT_BOTTOM_OF_THE_WELL_COMPASS,RG_BOTTOM_OF_THE_WELL_COMPASS,OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
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itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, &logic->noVariable, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
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itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, &logic->noVariable, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
|
itemTable[RG_ICE_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
|
||||||
// Boss Keys
|
// Boss Keys
|
||||||
itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, &logic->BossKeyForestTemple, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
|
itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, &logic->BossKeyForestTemple, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
|
itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
|
||||||
|
@ -10,6 +10,7 @@
|
|||||||
#include "include/z64audio.h"
|
#include "include/z64audio.h"
|
||||||
#include "OTRGlobals.h"
|
#include "OTRGlobals.h"
|
||||||
#include "z64.h"
|
#include "z64.h"
|
||||||
|
#include "macros.h"
|
||||||
#include "Enhancements/game-interactor/GameInteractor.h"
|
#include "Enhancements/game-interactor/GameInteractor.h"
|
||||||
#include "soh/Enhancements/presets.h"
|
#include "soh/Enhancements/presets.h"
|
||||||
#include "soh/Enhancements/mods.h"
|
#include "soh/Enhancements/mods.h"
|
||||||
@ -1826,6 +1827,7 @@ extern std::shared_ptr<ItemTrackerSettingsWindow> mItemTrackerSettingsWindow;
|
|||||||
extern std::shared_ptr<EntranceTrackerWindow> mEntranceTrackerWindow;
|
extern std::shared_ptr<EntranceTrackerWindow> mEntranceTrackerWindow;
|
||||||
extern std::shared_ptr<CheckTracker::CheckTrackerWindow> mCheckTrackerWindow;
|
extern std::shared_ptr<CheckTracker::CheckTrackerWindow> mCheckTrackerWindow;
|
||||||
extern std::shared_ptr<CheckTracker::CheckTrackerSettingsWindow> mCheckTrackerSettingsWindow;
|
extern std::shared_ptr<CheckTracker::CheckTrackerSettingsWindow> mCheckTrackerSettingsWindow;
|
||||||
|
extern "C" u8 Randomizer_GetSettingValue(RandomizerSettingKey randoSettingKey);
|
||||||
|
|
||||||
void DrawRandomizerMenu() {
|
void DrawRandomizerMenu() {
|
||||||
if (ImGui::BeginMenu("Randomizer")) {
|
if (ImGui::BeginMenu("Randomizer")) {
|
||||||
@ -1925,7 +1927,23 @@ void DrawRandomizerMenu() {
|
|||||||
UIWidgets::Tooltip(
|
UIWidgets::Tooltip(
|
||||||
"Matches the color of small keys and boss keys to the dungeon they belong to. "
|
"Matches the color of small keys and boss keys to the dungeon they belong to. "
|
||||||
"This helps identify keys from afar and adds a little bit of flair.\n\nThis only "
|
"This helps identify keys from afar and adds a little bit of flair.\n\nThis only "
|
||||||
"applies to seeds with keys and boss keys shuffled to Any Dungeon, Overworld, or Anywhere.");
|
"applies to seeds with keys and boss keys shuffled to \"Any Dungeon\", \"Overworld\", or \"Anywhere\".");
|
||||||
|
|
||||||
|
bool disableCompassColors = !DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON(RSK_SHUFFLE_MAPANDCOMPASS);
|
||||||
|
|
||||||
|
static const char* disableCompassColorsText =
|
||||||
|
"This setting is disabled because a savefile is loaded without the compass\n"
|
||||||
|
"shuffle settings set to \"Any Dungeon\", \"Overworld\" or \"Anywhere\"";
|
||||||
|
|
||||||
|
if (UIWidgets::PaddedEnhancementCheckbox("Compass Colors Match Dungeon", "gRandoEnhancement.MatchCompassColors", true, false,
|
||||||
|
disableCompassColors, disableCompassColorsText, UIWidgets::CheckboxGraphics::Cross, true)) {
|
||||||
|
PatchCompasses();
|
||||||
|
}
|
||||||
|
UIWidgets::Tooltip(
|
||||||
|
"Matches the color of compasses to the dungeon they belong to. "
|
||||||
|
"This helps identify compasses from afar and adds a little bit of flair.\n\nThis only "
|
||||||
|
"applies to seeds with compasses shuffled to \"Any Dungeon\", \"Overworld\", or \"Anywhere\".");
|
||||||
|
|
||||||
UIWidgets::PaddedEnhancementCheckbox("Quest Item Fanfares", "gRandoQuestItemFanfares", true, false);
|
UIWidgets::PaddedEnhancementCheckbox("Quest Item Fanfares", "gRandoQuestItemFanfares", true, false);
|
||||||
UIWidgets::Tooltip(
|
UIWidgets::Tooltip(
|
||||||
"Play unique fanfares when obtaining quest items "
|
"Play unique fanfares when obtaining quest items "
|
||||||
|
Loading…
Reference in New Issue
Block a user