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Check Tracker - Collecting a compass now spoils the area
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@ -20,6 +20,7 @@ extern "C" uint32_t ResourceMgr_IsSceneMasterQuest(s16 sceneNum);
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void Teardown();
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void InitializeChecks();
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void UpdateChecks();
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void UpdateInventoryChecks();
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void DrawLocation(RandomizerCheckObject rcObj, RandomizerCheckShow* thisCheckStatus);
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void BeginFloatWindows(std::string UniqueName, ImGuiWindowFlags flags = 0);
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void EndFloatWindows();
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@ -142,6 +143,7 @@ void DrawCheckTracker(bool& open) {
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//Only update the checks if something has changed
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if (ShouldUpdateChecks()) {
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UpdateChecks();
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UpdateInventoryChecks();
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UpdateOrdering();
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}
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@ -384,6 +386,7 @@ void InitializeChecks() {
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//showVOrMQ = (OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_RANDOM_MQ_DUNGEONS) != RO_GENERIC_OFF);
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UpdateChecks();
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UpdateInventoryChecks();
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UpdateOrdering(true);
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doInitialize = false;
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initialized = true;
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@ -435,6 +438,13 @@ bool ShouldUpdateChecks() {
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return true;
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}
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void UpdateInventoryChecks() {
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//For all the areas with compasses, if you have one, spoil the area
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for (u8 i = RCAREA_DEKU_TREE; i <= RCAREA_ICE_CAVERN; i++)
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if (gSaveContext.inventory.dungeonItems[i - RCAREA_DEKU_TREE] & 0x02)
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areasSpoiled |= (1 << i);
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}
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void UpdateChecks() {
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int idx = 0;
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RandomizerCheckObject* lastCheck;
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@ -460,7 +470,6 @@ void UpdateChecks() {
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areasSpoiled |= (1 << rcObj.rcArea);
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}
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lastCheck = &rcObj;
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idx++;
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