mirror of
https://github.com/HarbourMasters/Shipwright.git
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Merge pull request #4122 from Archez/merge-macready-may6
Merge macready -> develop
This commit is contained in:
commit
a860a7ea39
@ -46,10 +46,18 @@ template<> struct is_char_type<std::byte>: public boost::true_type {};
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#endif // #if !BOOST_VERSION_HAS_HASH_RANGE
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#if BOOST_USE_STD_TYPES
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#define BOOST_ENABLE_IF std::enable_if
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#define BOOST_IS_SAME std::is_same
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#else
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#define BOOST_ENABLE_IF boost::enable_if_
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#define BOOST_IS_SAME is_same
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#endif
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template<class It>
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inline typename boost::enable_if_<
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inline typename BOOST_ENABLE_IF<
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is_char_type<typename std::iterator_traits<It>::value_type>::value &&
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is_same<typename std::iterator_traits<It>::iterator_category, std::random_access_iterator_tag>::value,
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BOOST_IS_SAME<typename std::iterator_traits<It>::iterator_category, std::random_access_iterator_tag>::value,
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std::size_t>::type
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hash_range_32( uint32_t seed, It first, It last )
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{
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@ -114,4 +122,7 @@ std::size_t>::type
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} // namespace hash_detail
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} // namespace boost
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#undef BOOST_ENABLE_IF
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#undef BOOST_IS_SAME
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#endif // #ifndef BOOST_HASH_DETAIL_HASH_RANGE_32_HPP
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@ -23,6 +23,18 @@
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#endif // #if !BOOST_VERSION_HAS_HASH_RANGE
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#if BOOST_USE_STD_TYPES
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#define BOOST_ENABLE_IF std::enable_if
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#define BOOST_IS_INTEGRAL hash_detail::is_integral
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#define BOOST_IS_UNSIGNED is_unsigned
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#define BOOST_MAKE_UNSIGNED make_unsigned
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#else
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#define BOOST_ENABLE_IF boost::enable_if_
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#define BOOST_IS_INTEGRAL boost::is_integral
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#define BOOST_IS_UNSIGNED boost::is_unsigned
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#define BOOST_MAKE_UNSIGNED boost::make_unsigned
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#endif
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namespace boost
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{
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@ -36,7 +48,7 @@ namespace boost
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{
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template<class T,
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bool bigger_than_size_t = (sizeof(T) > sizeof(uint32_t)),
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bool is_unsigned = boost::is_unsigned<T>::value,
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bool is_unsigned = BOOST_IS_UNSIGNED<T>::value,
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std::size_t size_t_bits = sizeof(uint32_t) * CHAR_BIT,
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std::size_t type_bits = sizeof(T) * CHAR_BIT>
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struct hash_integral_impl_32;
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@ -53,7 +65,7 @@ namespace boost
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{
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static uint32_t fn( T v )
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{
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typedef typename boost::make_unsigned<T>::type U;
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typedef typename BOOST_MAKE_UNSIGNED<T>::type U;
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if( v >= 0 )
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{
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@ -97,7 +109,7 @@ namespace boost
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} // namespace hash_detail
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template <typename T>
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typename boost::enable_if_<boost::is_integral<T>::value, uint32_t>::type
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typename BOOST_ENABLE_IF<BOOST_IS_INTEGRAL<T>::value, uint32_t>::type
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hash_value_32( T v )
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{
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return hash_detail::hash_integral_impl_32<T>::fn( v );
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@ -106,7 +118,7 @@ namespace boost
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// contiguous ranges (string, vector, array)
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#if BOOST_VERSION_HAS_HASH_RANGE
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template <typename T>
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typename boost::enable_if_<container_hash::is_contiguous_range<T>::value, uint32_t>::type
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typename BOOST_ENABLE_IF<container_hash::is_contiguous_range<T>::value, uint32_t>::type
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hash_value_32( T const& v )
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{
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return boost::hash_range_32( v.data(), v.data() + v.size() );
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@ -168,5 +180,9 @@ namespace boost
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} // namespace boost
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#undef BOOST_HASH_CHAR_TRAITS
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#undef BOOST_ENABLE_IF
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#undef BOOST_IS_INTEGRAL
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#undef BOOST_IS_UNSIGNED
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#undef BOOST_MAKE_UNSIGNED
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#endif // #ifndef BOOST_FUNCTIONAL_HASH_HASH_32_HPP
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@ -6,4 +6,6 @@
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#define BOOST_VERSION_HAS_HASH_RANGE ((BOOST_VERSION / 100 % 1000) >= 81)
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#define BOOST_USE_STD_TYPES ((BOOST_VERSION / 100 % 1000) >= 84)
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#endif // #ifndef BOOST_CONTAINER_HASH_VERSION_HPP
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@ -1436,64 +1436,62 @@ Gfx* Gfx_TextureI8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 te
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return displayListHead;
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}
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void Inventory_SwapAgeEquipment(void) {
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void Rando_Inventory_SwapAgeEquipment(void) {
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s16 i;
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u16 shieldEquipValue;
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if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
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if (i != 0) {
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gSaveContext.childEquips.buttonItems[i] = gSaveContext.equips.buttonItems[i];
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gSaveContext.childEquips.buttonItems[i] =
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gSaveContext.equips.buttonItems[i];
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} else {
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gSaveContext.childEquips.buttonItems[i] = ITEM_SWORD_KOKIRI;
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}
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if (i != 0) {
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gSaveContext.childEquips.cButtonSlots[i - 1] = gSaveContext.equips.cButtonSlots[i - 1];
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gSaveContext.childEquips.cButtonSlots[i - 1] =
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gSaveContext.equips.cButtonSlots[i - 1];
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}
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}
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// When becoming adult, remove swordless flag since we'll get master sword
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// (Unless Master Sword is shuffled)
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// Only in rando to keep swordless link bugs in vanilla
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if (IS_RANDO && !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) {
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Flags_UnsetInfTable(INFTABLE_SWORDLESS);
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}
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gSaveContext.childEquips.equipment = gSaveContext.equips.equipment;
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if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE && !(IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) && gSaveContext.adultEquips.equipment)) {
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if (!IS_RANDO || !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) {
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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// When becoming adult, remove swordless flag since we'll get master sword
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// This gets set back appropriately later in the case of master sword shuffle
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Flags_UnsetInfTable(INFTABLE_SWORDLESS);
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// This section sets up the equipment on the first time going adult.
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// On master sword shuffle the check for the B button is insufficient, and so checking the equipment is completely zero-ed is needed
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// (Could just always use `gSaveContext.adultEquips.equipment == 0` for rando?)
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if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE && ((IS_RANDO && !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) || (gSaveContext.adultEquips.equipment == 0))) {
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
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if (gSaveContext.inventory.items[SLOT_NUT] != ITEM_NONE) {
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gSaveContext.equips.buttonItems[1] = ITEM_NUT;
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gSaveContext.equips.cButtonSlots[0] = SLOT_NUT;
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} else {
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gSaveContext.equips.buttonItems[1] = gSaveContext.equips.cButtonSlots[0] = ITEM_NONE;
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gSaveContext.equips.buttonItems[1] = gSaveContext.equips.cButtonSlots[0] =
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ITEM_NONE;
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}
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gSaveContext.equips.buttonItems[2] = ITEM_BOMB;
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gSaveContext.equips.buttonItems[3] = gSaveContext.inventory.items[SLOT_OCARINA];
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gSaveContext.equips.cButtonSlots[1] = SLOT_BOMB;
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gSaveContext.equips.cButtonSlots[2] = SLOT_OCARINA;
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gSaveContext.equips.equipment = (EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4)) |
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(EQUIP_VALUE_SHIELD_HYLIAN << (EQUIP_TYPE_SHIELD * 4)) |
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(EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) |
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(EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4));
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(EQUIP_VALUE_SHIELD_HYLIAN << (EQUIP_TYPE_SHIELD * 4)) |
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(EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) |
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(EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4));
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// In Master Sword Shuffle we want to override the equip of the master sword from the vanilla code
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// First check we have the Master sword in our inventory, and if not, then unequip
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) &&
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gSaveContext.equips.buttonItems[0] == ITEM_NONE) {
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!CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER)) {
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gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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// Set the dpad to nothing
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gSaveContext.equips.buttonItems[4] = ITEM_NONE;
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gSaveContext.equips.buttonItems[5] = ITEM_NONE;
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@ -1505,25 +1503,25 @@ void Inventory_SwapAgeEquipment(void) {
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gSaveContext.equips.cButtonSlots[6] = SLOT_NONE;
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} else {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
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gSaveContext.equips.buttonItems[i] = gSaveContext.adultEquips.buttonItems[i];
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.adultEquips.buttonItems[i];
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if (i != 0) {
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gSaveContext.equips.cButtonSlots[i - 1] = gSaveContext.adultEquips.cButtonSlots[i - 1];
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gSaveContext.equips.cButtonSlots[i - 1] =
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gSaveContext.adultEquips.cButtonSlots[i - 1];
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}
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if (((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
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(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
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((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
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(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
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osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
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}
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}
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// In Rando, when switching to adult for the second+ time, if a sword was not previously
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// equiped in MS shuffle, then we need to set the swordless flag again
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) &&
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// In Master Sword Shuffle we want to set the swordless flag if no item is on the B button
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) &&
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gSaveContext.equips.buttonItems[0] == ITEM_NONE) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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@ -1531,90 +1529,43 @@ void Inventory_SwapAgeEquipment(void) {
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gSaveContext.equips.equipment = gSaveContext.adultEquips.equipment;
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}
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} else {
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// When becoming child, set swordless flag if player doesn't have kokiri sword
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// Only in rando to keep swordless link bugs in vanilla
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if (IS_RANDO && CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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// When using enhancements, set swordless flag if player doesn't have kokiri sword or hasn't equipped a sword yet.
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// Then set the child equips button items to item none to ensure kokiri sword is not equipped
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if ((CVarGetInteger(CVAR_GENERAL("SwitchAge"), 0) || CVarGetInteger(CVAR_GENERAL("SwitchTimeline"), 0)) && (CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0 || Flags_GetInfTable(INFTABLE_SWORDLESS))) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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gSaveContext.childEquips.buttonItems[0] = ITEM_NONE;
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}
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
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gSaveContext.adultEquips.buttonItems[i] = gSaveContext.equips.buttonItems[i];
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if (i != 0) {
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gSaveContext.adultEquips.cButtonSlots[i - 1] = gSaveContext.equips.cButtonSlots[i - 1];
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gSaveContext.adultEquips.cButtonSlots[i - 1] =
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gSaveContext.equips.cButtonSlots[i - 1];
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}
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}
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gSaveContext.adultEquips.equipment = gSaveContext.equips.equipment;
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// Switching age using enhancements separated out to make vanilla flow clear
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if (CVarGetInteger(CVAR_GENERAL("SwitchAge"), 0) || CVarGetInteger(CVAR_GENERAL("SwitchTimeline"), 0)) {
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if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE) {
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
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gSaveContext.equips.buttonItems[i] = gSaveContext.childEquips.buttonItems[i];
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.childEquips.buttonItems[i];
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if (i != 0) {
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gSaveContext.equips.cButtonSlots[i - 1] = gSaveContext.childEquips.cButtonSlots[i - 1];
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gSaveContext.equips.cButtonSlots[i - 1] =
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gSaveContext.childEquips.cButtonSlots[i - 1];
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}
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if (((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
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(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
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((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
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(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
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osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
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}
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}
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gSaveContext.equips.equipment = gSaveContext.childEquips.equipment;
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gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
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// Equips kokiri sword in the inventory screen only if kokiri sword exists in inventory and a sword has been equipped already
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if (!(CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) && !Flags_GetInfTable(INFTABLE_SWORDLESS)) {
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gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4);
|
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}
|
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} else if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE) {
|
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for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
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gSaveContext.equips.buttonItems[i] = gSaveContext.childEquips.buttonItems[i];
|
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|
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if (i != 0) {
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gSaveContext.equips.cButtonSlots[i - 1] = gSaveContext.childEquips.cButtonSlots[i - 1];
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}
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if (((gSaveContext.equips.buttonItems[i] >= ITEM_BOTTLE) &&
|
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(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
|
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((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
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(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
|
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osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
|
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gSaveContext.equips.buttonItems[i] =
|
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
|
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}
|
||||
}
|
||||
|
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// In Rando, when switching to child from a swordless adult, and child Link previously had a
|
||||
// sword equiped, then we need to unset the swordless flag to match
|
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) &&
|
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gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
|
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Flags_UnsetInfTable(INFTABLE_SWORDLESS);
|
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}
|
||||
|
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gSaveContext.equips.equipment = gSaveContext.childEquips.equipment;
|
||||
gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
|
||||
gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4);
|
||||
} else if (IS_RANDO && Randomizer_GetSettingValue(RSK_STARTING_AGE) == RO_AGE_ADULT) {
|
||||
/*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 (CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) {
|
||||
Flags_SetInfTable(INFTABLE_SWORDLESS);
|
||||
}
|
||||
}
|
||||
// In Rando we need an extra case to handle starting as adult. We can use the fact that the childEquips will be uninitialised (i.e. 0) at this point
|
||||
else if (gSaveContext.childEquips.equipment == 0) {
|
||||
|
||||
//zero out items
|
||||
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
||||
@ -1629,20 +1580,147 @@ void Inventory_SwapAgeEquipment(void) {
|
||||
(EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4));
|
||||
}
|
||||
|
||||
if ((CVarGetInteger(CVAR_GENERAL("SwitchAge"), 0) || CVarGetInteger(CVAR_GENERAL("SwitchTimeline"), 0)) &&
|
||||
(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
|
||||
// When becoming child in rando, set swordless flag and clear B button if player doesn't have kokiri sword
|
||||
// Otherwise, equip sword and unset flag
|
||||
if (!CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI)) {
|
||||
gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
|
||||
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
|
||||
Flags_SetInfTable(INFTABLE_SWORDLESS);
|
||||
if (gSaveContext.childEquips.equipment == 0) {
|
||||
// force equip kokiri tunic and boots in scenario gSaveContext.childEquips.equipment is uninitialized
|
||||
gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
|
||||
gSaveContext.equips.equipment |= (EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) |
|
||||
(EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4));
|
||||
}
|
||||
} else {
|
||||
gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
|
||||
gSaveContext.equips.equipment |= (EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4));
|
||||
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
|
||||
Flags_UnsetInfTable(INFTABLE_SWORDLESS);
|
||||
}
|
||||
}
|
||||
CVarSetInteger(CVAR_GENERAL("SwitchTimeline"), 0);
|
||||
|
||||
shieldEquipValue = gEquipMasks[EQUIP_TYPE_SHIELD] & gSaveContext.equips.equipment;
|
||||
if (shieldEquipValue != 0) {
|
||||
if (shieldEquipValue) {
|
||||
shieldEquipValue >>= gEquipShifts[EQUIP_TYPE_SHIELD];
|
||||
if (!CHECK_OWNED_EQUIP_ALT(EQUIP_TYPE_SHIELD, shieldEquipValue - 1)) {
|
||||
gSaveContext.equips.equipment &= gEquipNegMasks[EQUIP_TYPE_SHIELD];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Inventory_SwapAgeEquipment(void) {
|
||||
s16 i;
|
||||
u16 shieldEquipValue;
|
||||
|
||||
// Mod Enhancments can utilise the rando flow path
|
||||
if (IS_RANDO || CVarGetInteger(CVAR_GENERAL("SwitchAge"), 0) || CVarGetInteger(CVAR_GENERAL("SwitchTimeline"), 0)) {
|
||||
Rando_Inventory_SwapAgeEquipment();
|
||||
CVarSetInteger(CVAR_GENERAL("SwitchTimeline"), 0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
|
||||
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
||||
if (i != 0) {
|
||||
gSaveContext.childEquips.buttonItems[i] =
|
||||
gSaveContext.equips.buttonItems[i];
|
||||
} else {
|
||||
gSaveContext.childEquips.buttonItems[i] = ITEM_SWORD_KOKIRI;
|
||||
}
|
||||
|
||||
if (i != 0) {
|
||||
gSaveContext.childEquips.cButtonSlots[i - 1] =
|
||||
gSaveContext.equips.cButtonSlots[i - 1];
|
||||
}
|
||||
}
|
||||
|
||||
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 = (EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4)) |
|
||||
(EQUIP_VALUE_SHIELD_HYLIAN << (EQUIP_TYPE_SHIELD * 4)) |
|
||||
(EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) |
|
||||
(EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4));
|
||||
// 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;
|
||||
} else {
|
||||
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
||||
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 {
|
||||
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
||||
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;
|
||||
|
||||
if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE) {
|
||||
for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
||||
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 &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
|
||||
gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4);
|
||||
}
|
||||
}
|
||||
|
||||
shieldEquipValue = gEquipMasks[EQUIP_TYPE_SHIELD] & gSaveContext.equips.equipment;
|
||||
if (shieldEquipValue) {
|
||||
shieldEquipValue >>= gEquipShifts[EQUIP_TYPE_SHIELD];
|
||||
if (!CHECK_OWNED_EQUIP_ALT(EQUIP_TYPE_SHIELD, shieldEquipValue - 1)) {
|
||||
gSaveContext.equips.equipment &= gEquipNegMasks[EQUIP_TYPE_SHIELD];
|
||||
|
Loading…
Reference in New Issue
Block a user