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https://github.com/HarbourMasters/Shipwright.git
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Merge pull request #2207 from HarbourMasters/develop-bradley
bradley -> dev
This commit is contained in:
commit
a95b1067b4
@ -49,8 +49,8 @@ endif()
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# Global configuration types
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################################################################################
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if (CMAKE_SYSTEM_NAME STREQUAL "NintendoSwitch")
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set(CMAKE_C_FLAGS_DEBUG "-O3 -ffast-math")
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set(CMAKE_CXX_FLAGS_DEBUG "-O3 -ffast-math")
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set(CMAKE_C_FLAGS_DEBUG "-g -ffast-math -DDEBUG")
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set(CMAKE_CXX_FLAGS_DEBUG "-g -ffast-math -DDEBUG")
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set(CMAKE_C_FLAGS_RELEASE "-O3 -ffast-math -DNDEBUG")
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set(CMAKE_CXX_FLAGS_RELEASE "-O3 -ffast-math -DNDEBUG")
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else()
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@ -1,7 +1,7 @@
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<Root>
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<File Name="object_d_hsblock" Segment="6">
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<Collision Name="gHookshotPostCol" Offset="0x578"/>
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<Collision Name="gHookshotTargetCol" Offset="0x730"/>
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<Collision Name="gHookshotTargetCol" Offset="0x578"/>
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<Collision Name="gHookshotPostCol" Offset="0x730"/>
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<DList Name="gHookshotPostDL" Offset="0x210"/>
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<DList Name="gHookshotTargetDL" Offset="0x470"/>
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<Texture Name="gHookshotTargetTex" OutName="hookshot_target" Format="i4" Width="64" Height="64" Offset="0x760"/>
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@ -21,7 +21,7 @@
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<Array Name="ovl_Boss_Ganon2_Vtx_00CC98" Count="4" Offset="0x00C958">
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<Vtx/>
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</Array>
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<DList Name="ovl_Boss_Ganon2_DL_00CCD8" Offset="0x00CA98"/>
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<DList Name="ovl_Boss_Ganon2_DL_00CCD8" Offset="0x00C998"/>
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<Texture Name="ovl_Boss_Ganon2_Tex_00CD58" OutName="tex_0000CD58" Format="i4" Width="32" Height="160" Offset="0x00CA18"/>
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<Array Name="ovl_Boss_Ganon2_Vtx_00D758" Count="4" Offset="0x00D418">
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<Vtx/>
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@ -909,6 +909,9 @@ void VanillaFill() {
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CreateItemOverrides();
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CreateEntranceOverrides();
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CreateAlwaysIncludedMessages();
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if (ShuffleWarpSongs) {
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CreateWarpSongTexts();
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}
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}
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void ClearProgress() {
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@ -1071,6 +1074,9 @@ int Fill() {
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if (ShuffleMerchants.Is(SHUFFLEMERCHANTS_HINTS)) {
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CreateMerchantsHints();
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}
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if (ShuffleWarpSongs) {
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CreateWarpSongTexts();
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}
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return 1;
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}
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//Unsuccessful placement
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@ -779,7 +779,6 @@ void CreateAllHints() {
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CreateGanonText();
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CreateAltarText();
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CreateWarpSongTexts();
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SPDLOG_DEBUG("\nNOW CREATING HINTS\n");
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const HintSetting& hintSetting = hintSettingTable[Settings::HintDistribution.Value<uint8_t>()];
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@ -220,6 +220,7 @@ extern std::array<ConditionalAlwaysHint, 9> conditionalAlwaysHints;
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extern uint32_t GetHintRegionHintKey(const uint32_t area);
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extern void CreateAllHints();
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extern void CreateMerchantsHints();
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extern void CreateWarpSongTexts();
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Text& GetChildAltarText();
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Text& GetAdultAltarText();
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@ -342,20 +342,20 @@ void Randomizer::LoadHintLocations(const char* spoilerFileName) {
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CustomMessageManager::Instance->CreateMessage(Randomizer::hintMessageTableID, TEXT_WARP_RANDOM_REPLACED_TEXT,
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{ TEXTBOX_TYPE_BLACK, TEXTBOX_POS_BOTTOM,
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"Warp to&{{location}}?\x1B&%gOK&No%w\x02",
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"Warp to&{{location}}?\x1B&%gOK&No%w\x02", // TODO: German translation
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"Zu {{location}}?\x1B&%gOK&No%w\x02",
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"Se téléporter vers&{{location}}?\x1B&%gOK!&Non%w\x02" });
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CustomMessageManager::Instance->CreateMessage(Randomizer::hintMessageTableID, TEXT_LAKE_HYLIA_WATER_SWITCH_SIGN,
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{ TEXTBOX_TYPE_WOODEN, TEXTBOX_POS_BOTTOM,
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"Water level control system.&Keep away!",
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"Wasserstand Kontrollsystem&Finger weg!",
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"Contrôle du niveau de l'eau.&Ne pas toucher!"
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"Système de contrôle du niveau&d'eau.&Ne pas toucher!"
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});
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CustomMessageManager::Instance->CreateMessage(Randomizer::hintMessageTableID, TEXT_LAKE_HYLIA_WATER_SWITCH_NAVI,
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{ TEXTBOX_TYPE_BLACK, TEXTBOX_POS_BOTTOM,
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"This switch is rustier than you think.^Something must be wrong with the&pipe system in the Water Temple.",
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"Dieser Schalter scheint rostiger zu&sein als er aussieht.^Etwas muss mit dem Leitungssystem&im Wassertempel nicht stimmen.",
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"Cet interrupteur est très rouillé.^Quelque chose ne va pas avec&la tuyauterie du Temple de l'Eau."
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{ TEXTBOX_TYPE_BLUE, TEXTBOX_POS_BOTTOM,
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"%cThis switch is rustier than you think.^%cSomething must be wrong with the&pipe system in the %bWater Temple%c.",
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"%cDieser Schalter scheint rostiger zu&sein als er aussieht.^%cEtwas muss mit dem Leitungssystem&im %bWassertempel%c nicht stimmen.",
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"%cCet interrupteur est très rouillé.^%cIl doit y avoir un problème avec&la tuyauterie du %bTemple de l'Eau%c."
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});
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}
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@ -471,9 +471,9 @@ void Randomizer::LoadMerchantMessages(const char* spoilerFileName) {
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{
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TEXTBOX_TYPE_BLACK,
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TEXTBOX_POS_TOP,
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"Finally! Now I can go back to being &an %rarms dealer!%w",
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"Finally! Now I can go back to being &an %rarms dealer%w!",
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"Endlich! Schon bald kann ich wieder &%rKrabbelminen-Händler%w sein!",
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"Squalala! Je vais enfin pouvoir &%rprendre des vacances!%w"
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"Squalala! Je vais enfin pouvoir &%rprendre des vacances%w!"
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}
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);
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@ -4203,7 +4203,7 @@ CustomMessageEntry Randomizer::GetWarpSongMessage(u16 textId, bool mysterious) {
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if (mysterious) {
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std::vector<std::string> locationName ={
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"a mysterious place",
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"a mysterious place", // TODO: German translation
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"ein mysteriöser Ort",
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"un endroit mystérieux",
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};
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@ -297,19 +297,17 @@ void Draw_SfxTab(const std::string& tabId, const std::map<u16, std::tuple<std::s
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ImGui::SameLine();
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ImGui::PushItemWidth(-FLT_MIN);
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if (ImGui::Button(randomizeButton.c_str())) {
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bool valid = false;
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uint32_t value;
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while (!valid) {
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value = Random(2, map.size());
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if (map.contains(value)) {
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auto [name, sfxKey, seqType] = map.at(value);
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if (seqType & type) {
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valid = true;
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}
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while (true) {
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auto it = map.begin();
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std::advance(it, rand() % map.size());
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const auto& [value, seqData] = *it;
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const auto& [name, sfxKey, seqType] = seqData;
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if (seqType & type) {
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CVar_SetS32(cvarKey.c_str(), value);
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SohImGui::RequestCvarSaveOnNextTick();
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break;
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}
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}
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CVar_SetS32(cvarKey.c_str(), value);
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SohImGui::RequestCvarSaveOnNextTick();
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}
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}
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ImGui::EndTable();
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@ -355,7 +353,7 @@ void DrawSfxEditor(bool& open) {
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CVar_SetS32("gSfxEditor", 0);
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return;
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}
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ImGui::SetNextWindowSize(ImVec2(465, 630), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(900, 630), ImGuiCond_FirstUseEver);
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if (!ImGui::Begin("SFX Editor", &open)) {
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ImGui::End();
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return;
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@ -95,7 +95,7 @@ extern "C" void OTRMessage_Init()
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{
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TEXTBOX_TYPE_BLUE, TEXTBOX_POS_BOTTOM,
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"You got a %rGold Skulltula Token%w!&You've collected %r{{gsCount}}%w tokens&in total!\x0E\x3C",
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"Du erhälst ein %rGoldene&Skulltula-Symbol%w! Du hast&insgesamt %r{{gsCount}}%w symbol gesammelt!\x0E\x3C",
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"Ein %rGoldenes Skulltula-Symbol%w!&Du hast nun insgesamt %r{{gsCount}}%w Golende&Skulltula-Symbole gesammelt!\x0E\x3C",
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"Vous obtenez un %rSymbole de&Skulltula d'or%w! Vous avez&collecté %r{{gsCount}}%w symboles en tout!\x0E\x3C"
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}
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);
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@ -104,7 +104,7 @@ extern "C" void OTRMessage_Init()
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{
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TEXTBOX_TYPE_BLUE, TEXTBOX_POS_BOTTOM,
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"You got a %rGold Skulltula Token%w!&You've collected %r{{gsCount}}%w tokens&in total!",
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"Du erhälst ein %rGoldene&Skulltula-Symbol%w! Du hast&insgesamt %r{{gsCount}}%w symbol gesammelt!",
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"Ein %rGoldenes Skulltula-Symbol%w!&Du hast nun insgesamt %r{{gsCount}}%w Golende&Skulltula-Symbole gesammelt!",
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"Vous obtenez un %rSymbole de&Skulltula d'or%w! Vous avez&collecté %r{{gsCount}}%w symboles en tout!"
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}
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);
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@ -131,7 +131,7 @@ extern "C" void OTRMessage_Init()
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{
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TEXTBOX_TYPE_BLUE, TEXTBOX_POS_BOTTOM,
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"You got a %rHeart Container%w!&You've collected %r{{heartContainerCount}}%w containers&in total!",
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"Du erhältst ein %rHerzgefäß%w! Du&hast insgesamt %r{{heartContainerCount}}%w Gefäße&gesammelt!",
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"Ein %rHerzcontainer%w!&Du hast nun insgesamt %r{{heartContainerCount}}%w&Herzcontainer gesammelt!",
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"Vous obtenez un %rCoeur&d'Energie%w! Vous en avez&collecté %r{{heartContainerCount}}%w en tout!"
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}
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);
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@ -140,7 +140,7 @@ extern "C" void OTRMessage_Init()
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{
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TEXTBOX_TYPE_BLUE, TEXTBOX_POS_BOTTOM,
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"You got a %rHeart Piece%w!&You've collected %r{{heartPieceCount}}%w pieces&in total!",
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"Du erhältst ein %rHerzteil%w! Du hast&insgesamt %r{{heartPieceCount}}%w Teile&gesammelt!",
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"Ein %rHerzteil%w!&Du hast nun insgesamt %r{{heartPieceCount}}%w&Herteile gesammelt!",
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"Vous obtenez un %rQuart de&Coeur%w! Vous en avez collecté&%r{{heartPieceCount}}%w en tout!"
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}
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);
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@ -149,8 +149,8 @@ extern "C" void OTRMessage_Init()
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{
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TEXTBOX_TYPE_BLACK, TEXTBOX_POS_BOTTOM,
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"You look bored. Wanna go out for a&walk?\x1B&%gYes&No%w",
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"Du siehst gelangweilt aus.&Willst du einen Spaziergang machen?\x1B&%gJa&Nein%w", //TODO: AI translated, replace with actual translation
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"Tu as l'air de t'ennuyer. Tu veux&aller faire une promenade?\x1B&%gOui&Non%w", //TODO: AI translated, replace with actual translation
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"Du siehst gelangweilt aus.&Willst du einen Spaziergang machen?\x1B&%gJa&Nein%w",
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"Tu as l'air de t'ennuyer. Tu veux&aller faire un tour?\x1B&%gOui&Non%w",
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}
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);
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}
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@ -93,13 +93,13 @@ void EnGm_Destroy(Actor* thisx, PlayState* play) {
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s32 func_80A3D7C8(void) {
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if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
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return 0;
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} else if (!(gBitFlags[2] & gSaveContext.inventory.equipment)) {
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return 1;
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} else if (gBitFlags[3] & gSaveContext.inventory.equipment) {
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return 2;
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} else if ((gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_MERCHANTS) != RO_SHUFFLE_MERCHANTS_OFF) &&
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(gBitFlags[2] & gSaveContext.inventory.equipment)) {
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!Flags_GetRandomizerInf(RAND_INF_MERCHANTS_MEDIGORON)) {
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return 1;
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} else if (!(gBitFlags[2] & gSaveContext.inventory.equipment)) { // Don't have giant's knife
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return 1;
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} else if (gBitFlags[3] & gSaveContext.inventory.equipment) { // Have broken giant's knife
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return 2;
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} else {
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return 3;
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}
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@ -256,7 +256,6 @@ void EnGm_ProcessChoiceIndex(EnGm* this, PlayState* play) {
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GetItemEntry itemEntry = Randomizer_GetItemFromKnownCheck(RC_GC_MEDIGORON, GI_SWORD_KNIFE);
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gSaveContext.pendingSale = itemEntry.itemId;
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GiveItemEntryFromActor(&this->actor, play, itemEntry, 415.0f, 10.0f);
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Flags_SetRandomizerInf(RAND_INF_MERCHANTS_MEDIGORON);
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gSaveContext.infTable[11] |= 2;
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this->actionFunc = func_80A3DF00;
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} else {
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@ -276,6 +275,11 @@ void EnGm_ProcessChoiceIndex(EnGm* this, PlayState* play) {
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void func_80A3DF00(EnGm* this, PlayState* play) {
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if (Actor_HasParent(&this->actor, play)) {
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if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_MERCHANTS) != RO_SHUFFLE_MERCHANTS_OFF &&
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!Flags_GetRandomizerInf(RAND_INF_MERCHANTS_MEDIGORON)) {
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Flags_SetRandomizerInf(RAND_INF_MERCHANTS_MEDIGORON);
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}
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this->actor.parent = NULL;
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this->actionFunc = func_80A3DF60;
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} else {
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@ -284,14 +288,12 @@ void func_80A3DF00(EnGm* this, PlayState* play) {
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GetItemEntry itemEntry = Randomizer_GetItemFromKnownCheck(RC_GC_MEDIGORON, GI_SWORD_KNIFE);
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gSaveContext.pendingSale = itemEntry.itemId;
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GiveItemEntryFromActor(&this->actor, play, itemEntry, 415.0f, 10.0f);
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Flags_SetRandomizerInf(RAND_INF_MERCHANTS_MEDIGORON);
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gSaveContext.infTable[11] |= 2;
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}
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else {
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gSaveContext.pendingSale = ItemTable_Retrieve(GI_SWORD_KNIFE).itemId;
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func_8002F434(&this->actor, play, GI_SWORD_KNIFE, 415.0f, 10.0f);
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}
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}
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}
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