Columns in childs & code style changes

This commit is contained in:
aMannus 2022-08-26 09:56:34 +02:00
parent 31c4b683d1
commit b43f77caba

View File

@ -3185,7 +3185,7 @@ void DrawRandoEditor(bool& open) {
"Timer",
"Zelda Gasp (Adult)" };
ImGui::SetNextWindowSize(ImVec2(830, 600), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(920, 563), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Randomizer Editor", &open, ImGuiWindowFlags_NoFocusOnAppearing)) {
ImGui::End();
return;
@ -3232,294 +3232,339 @@ void DrawRandoEditor(bool& open) {
// COLUMN 1 - OPEN SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildOpenSettings", ImVec2(0, -8));
ImGui::PushItemWidth(-FLT_MIN);
if (CVar_GetS32("gRandomizeAllOpenSettings", 0) != 1) {
// Forest
ImGui::Text(Settings::OpenForest.GetName().c_str());
InsertHelpHoverText("Closed - Kokiri sword & shield are required to access "
"the Deku Tree, and completing the Deku Tree is required to "
"access the Hyrule Field exit.\n"
"\n"
"Closed Deku - Kokiri boy no longer blocks the path to Hyrule "
"Field but Mido still requires the Kokiri sword and Deku shield "
"to access the tree.\n"
"\n"
"Open - Mido no longer blocks the path to the Deku Tree. Kokiri "
"boy no longer blocks the path out of the forest.");
SohImGui::EnhancementCombobox("gRandomizeForest", randoForest, 3, 0);
PaddedSeparator();
// Kakariko Gate
ImGui::Text(Settings::OpenKakariko.GetName().c_str());
InsertHelpHoverText("Closed - The gate will remain closed until Zelda's letter "
"is shown to the guard.\n"
"\n"
"Open - The gate is always open. The happy mask shop "
"will open immediately after obtaining Zelda's letter.");
SohImGui::EnhancementCombobox("gRandomizeKakarikoGate", randoKakarikoGate, 2, 0);
PaddedSeparator();
// Forest
ImGui::Text(Settings::OpenForest.GetName().c_str());
InsertHelpHoverText(
"Closed - Kokiri sword & shield are required to access "
"the Deku Tree, and completing the Deku Tree is required to "
"access the Hyrule Field exit.\n"
"\n"
"Closed Deku - Kokiri boy no longer blocks the path to Hyrule "
"Field but Mido still requires the Kokiri sword and Deku shield "
"to access the tree.\n"
"\n"
"Open - Mido no longer blocks the path to the Deku Tree. Kokiri "
"boy no longer blocks the path out of the forest."
);
SohImGui::EnhancementCombobox("gRandomizeForest", randoForest, 3, 0);
// Door of Time
ImGui::Text(Settings::OpenDoorOfTime.GetName().c_str());
InsertHelpHoverText("Closed - The Ocarina of Time, the Song of Time and all "
"three spiritual stones are required to open the Door of Time.\n"
"\n"
"Song only - Play the Song of Time in front of the Door of "
"Time to open it.\n"
"\n"
"Open - The Door of Time is permanently open with no requirements.");
SohImGui::EnhancementCombobox("gRandomizeDoorOfTime", randoDoorOfTime, 3, 0);
PaddedSeparator();
PaddedSeparator();
// Zora's Fountain
ImGui::Text(Settings::ZorasFountain.GetName().c_str());
InsertHelpHoverText("Closed - King Zora obstructs the way to Zora's Fountain. "
"Ruto's letter must be shown as child Link in order to move "
"him in both time periods.\n"
"\n"
"Closed as child - Ruto's Letter is only required to move King Zora "
"as child Link. Zora's Fountain starts open as adult.\n"
"\n"
"Open - King Zora has already mweeped out of the way in both "
"time periods. Ruto's Letter is removed from the item pool.");
SohImGui::EnhancementCombobox("gRandomizeZorasFountain", randoZorasFountain, 3, 0);
PaddedSeparator();
// Kakariko Gate
ImGui::Text(Settings::OpenKakariko.GetName().c_str());
InsertHelpHoverText(
"Closed - The gate will remain closed until Zelda's letter "
"is shown to the guard.\n"
"\n"
"Open - The gate is always open. The happy mask shop "
"will open immediately after obtaining Zelda's letter."
);
SohImGui::EnhancementCombobox("gRandomizeKakarikoGate", randoKakarikoGate, 2, 0);
// Gerudo Fortress
ImGui::Text(Settings::GerudoFortress.GetName().c_str());
InsertHelpHoverText("Sets the amount of carpenters required to repair the bridge "
"in Gerudo Valley.\n"
"\n"
"Normal - All 4 carpenters are required to be saved.\n"
"\n"
"Fast - Only the bottom left carpenter requires rescuing.\n"
"\n"
"Open - The bridge is repaired from the start.");
SohImGui::EnhancementCombobox("gRandomizeGerudoFortress", randoGerudoFortress, 3, 0);
PaddedSeparator();
PaddedSeparator();
// Rainbow Bridge
ImGui::Text(Settings::Bridge.GetName().c_str());
InsertHelpHoverText("Alters the requirements to open the bridge to Ganon's Castle.\n"
"\n"
"Vanilla - Obtain the Shadow Medallion, Spirit Medallion and Light Arrows.\n"
"\n"
"Always open - No requirements.\n"
"\n"
"Stones - Obtain the specified amount of spiritual stones.\n"
"\n"
"Medallions - Obtain the specified amount of medallions.\n"
"\n"
"Dungeon rewards - Obtain the specified total sum of spiritual "
"stones or medallions.\n"
"\n"
"Dungeons - Complete the specified amount of dungeons. Dungeons "
"are considered complete after stepping in to the blue warp after "
"the boss.\n"
"\n"
"Tokens - Obtain the specified amount of Skulltula tokens.");
SohImGui::EnhancementCombobox("gRandomizeRainbowBridge", randoRainbowBridge, 7, 0);
ImGui::PopItemWidth();
switch (CVar_GetS32("gRandomizeRainbowBridge", 0)) {
case 0:
break;
case 1:
break;
case 2:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Stone Count: %d", "##RandoStoneCount",
"gRandomizeStoneCount", 1, 3, "", 3, true);
break;
case 3:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Medallion Count: %d", "##RandoMedallionCount",
"gRandomizeMedallionCount", 1, 6, "", 6, true);
break;
case 4:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Reward Count: %d", "##RandoRewardCount",
"gRandomizeRewardCount", 1, 9, "", 9, true);
break;
case 5:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Dungeon Count: %d", "##RandoDungeonCount",
"gRandomizeDungeonCount", 1, 8, "", 8, true);
break;
case 6:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Token Count: %d", "##RandoTokenCount",
"gRandomizeTokenCount", 1, 100, "", 100, true);
break;
}
PaddedSeparator();
// Door of Time
ImGui::Text(Settings::OpenDoorOfTime.GetName().c_str());
InsertHelpHoverText(
"Closed - The Ocarina of Time, the Song of Time and all "
"three spiritual stones are required to open the Door of Time.\n"
"\n"
"Song only - Play the Song of Time in front of the Door of "
"Time to open it.\n"
"\n"
"Open - The Door of Time is permanently open with no requirements."
);
SohImGui::EnhancementCombobox("gRandomizeDoorOfTime", randoDoorOfTime, 3, 0);
// Random Ganon's Trials
/*
ImGui::Text("Random Ganon's Trials");
InsertHelpHoverText("Sets a random number or required trials to enter\nGanon's Tower.");
SohImGui::EnhancementCombobox("gRandomizeGanonTrial", randoGanonsTrial, 2, 0);
if (CVar_GetS32("gRandomizeGanonTrial", 0) == 0) {
ImGui::PopItemWidth();
SohImGui::EnhancementSliderInt("Ganon's Trial Count: %d", "##RandoTrialCount",
"gRandomizeGanonTrialCount", 0, 6, "", 6);
InsertHelpHoverText("Set the number of trials required to enter Ganon's Tower.");
RANDTODO: Switch back to slider when pre-completing some of Ganon's Trials is properly implemnted.
}
*/
SohImGui::EnhancementCheckbox("Skip Ganon's Trials", "gRandomizeGanonTrialCount");
InsertHelpHoverText(
"Sets whether or not Ganon's Castle Trials are required to enter Ganon's Tower.");
PaddedSeparator();
// Zora's Fountain
ImGui::Text(Settings::ZorasFountain.GetName().c_str());
InsertHelpHoverText(
"Closed - King Zora obstructs the way to Zora's Fountain. "
"Ruto's letter must be shown as child Link in order to move "
"him in both time periods.\n"
"\n"
"Closed as child - Ruto's Letter is only required to move King Zora "
"as child Link. Zora's Fountain starts open as adult.\n"
"\n"
"Open - King Zora has already mweeped out of the way in both "
"time periods. Ruto's Letter is removed from the item pool."
);
SohImGui::EnhancementCombobox("gRandomizeZorasFountain", randoZorasFountain, 3, 0);
PaddedSeparator();
// Gerudo Fortress
ImGui::Text(Settings::GerudoFortress.GetName().c_str());
InsertHelpHoverText(
"Sets the amount of carpenters required to repair the bridge "
"in Gerudo Valley.\n"
"\n"
"Normal - All 4 carpenters are required to be saved.\n"
"\n"
"Fast - Only the bottom left carpenter requires rescuing.\n"
"\n"
"Open - The bridge is repaired from the start."
);
SohImGui::EnhancementCombobox("gRandomizeGerudoFortress", randoGerudoFortress, 3, 0);
PaddedSeparator();
// Rainbow Bridge
ImGui::Text(Settings::Bridge.GetName().c_str());
InsertHelpHoverText(
"Alters the requirements to open the bridge to Ganon's Castle.\n"
"\n"
"Vanilla - Obtain the Shadow Medallion, Spirit Medallion and Light Arrows.\n"
"\n"
"Always open - No requirements.\n"
"\n"
"Stones - Obtain the specified amount of spiritual stones.\n"
"\n"
"Medallions - Obtain the specified amount of medallions.\n"
"\n"
"Dungeon rewards - Obtain the specified total sum of spiritual "
"stones or medallions.\n"
"\n"
"Dungeons - Complete the specified amount of dungeons. Dungeons "
"are considered complete after stepping in to the blue warp after "
"the boss.\n"
"\n"
"Tokens - Obtain the specified amount of Skulltula tokens."
);
SohImGui::EnhancementCombobox("gRandomizeRainbowBridge", randoRainbowBridge, 7, 0);
ImGui::PopItemWidth();
switch (CVar_GetS32("gRandomizeRainbowBridge", 0)) {
case 0:
break;
case 1:
break;
case 2:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Stone Count: %d", "##RandoStoneCount",
"gRandomizeStoneCount", 1, 3, "", 3, true);
break;
case 3:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Medallion Count: %d", "##RandoMedallionCount",
"gRandomizeMedallionCount", 1, 6, "", 6, true);
break;
case 4:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Reward Count: %d", "##RandoRewardCount",
"gRandomizeRewardCount", 1, 9, "", 9, true);
break;
case 5:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Dungeon Count: %d", "##RandoDungeonCount",
"gRandomizeDungeonCount", 1, 8, "", 8, true);
break;
case 6:
ImGui::Dummy(ImVec2(0.0f, 0.0f));
SohImGui::EnhancementSliderInt("Token Count: %d", "##RandoTokenCount",
"gRandomizeTokenCount", 1, 100, "", 100, true);
break;
}
PaddedSeparator();
// Random Ganon's Trials
/*
ImGui::Text("Random Ganon's Trials");
InsertHelpHoverText("Sets a random number or required trials to enter\nGanon's Tower.");
SohImGui::EnhancementCombobox("gRandomizeGanonTrial", randoGanonsTrial, 2, 0);
if (CVar_GetS32("gRandomizeGanonTrial", 0) == 0) {
ImGui::PopItemWidth();
SohImGui::EnhancementSliderInt("Ganon's Trial Count: %d", "##RandoTrialCount",
"gRandomizeGanonTrialCount", 0, 6, "", 6);
InsertHelpHoverText("Set the number of trials required to enter Ganon's Tower.");
RANDTODO: Switch back to slider when pre-completing some of Ganon's Trials is properly implemnted.
}
*/
SohImGui::EnhancementCheckbox("Skip Ganon's Trials", "gRandomizeGanonTrialCount");
InsertHelpHoverText(
"Sets whether or not Ganon's Castle Trials are required to enter Ganon's Tower."
);
ImGui::EndChild();
// COLUMN 2 - Shuffle Settings
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildShuffleSettings", ImVec2(0,-8));
ImGui::PushItemWidth(-FLT_MIN);
if (CVar_GetS32("gRandomizeAllShuffleSettings", 0) != 1) {
// Shuffle Songs
ImGui::Text(Settings::ShuffleSongs.GetName().c_str());
// Shuffle Songs
ImGui::Text(Settings::ShuffleSongs.GetName().c_str());
InsertHelpHoverText(
"Song locations - Songs will only appear at locations that normally teach songs.\n"
"\n"
"Dungeon rewards - Songs appear after beating a major dungeon boss.\n"
"The 4 remaining songs are located at:\n"
" - Zelda's lullaby location\n"
" - Ice Cavern's Serenade of Water location\n"
" - Bottom of the Well Lens of Truth location\n"
" - Gerudo Training Ground's Ice Arrows location\n"
"\n"
"Anywhere - Songs can appear at any location.");
SohImGui::EnhancementCombobox("gRandomizeShuffleSongs", randoShuffleSongs, 3, 0);
PaddedSeparator();
// Shuffle Scrubs
ImGui::Text(Settings::Scrubsanity.GetName().c_str());
InsertHelpHoverText(
"Off - Scrubs will not be shuffled. The 3 Scrubs that give one-time items in the vanilla game (PoH, Deku Nut capacity, and Deku Stick capacity) will have random items.\n"
"\n"
"Affordable - Scrubs will be shuffled and their item will cost 10 rupees.\n"
"\n"
"Expensive - Scrubs will be shuffled and their item will cost the vanilla price.\n"
"\n"
"Random - Scrubs will be shuffled and their item will cost will be between 0-95 rupees.\n"
);
SohImGui::EnhancementCombobox("gRandomizeShuffleScrubs", randoShuffleScrubs, 4, 0);
PaddedSeparator();
// Shuffle Tokens
ImGui::Text(Settings::Tokensanity.GetName().c_str());
InsertHelpHoverText(
"Shuffles Golden Skulltula Tokens into the item pool. This means "
"Golden Skulltulas can contain other items as well.\n"
"\n"
"Off - GS tokens will not be shuffled.\n"
"\n"
"Dungeons - Only shuffle GS tokens that are within dungeons.\n"
"\n"
"Overworld - Only shuffle GS tokens that are outside of dungeons.\n"
"\n"
"All Tokens - Shuffle all 100 GS tokens."
);
SohImGui::EnhancementCombobox("gRandomizeShuffleTokens", randoShuffleTokens, 4, 0);
PaddedSeparator();
SohImGui::EnhancementCheckbox("Nighttime GS expect Sun's Song", "gRandomizeGsExpectSunsSong");
InsertHelpHoverText(
"All Golden Skulltulas that require nighttime to appear will only be "
"expected to be collected after getting Sun's Song."
);
PaddedSeparator();
// Shuffle Cows
SohImGui::EnhancementCheckbox(Settings::ShuffleCows.GetName().c_str(), "gRandomizeShuffleCows");
InsertHelpHoverText("Cows give a randomized item from the pool upon performing Epona's Song in front of them.");
PaddedSeparator();
// Shuffle Adult Trade Quest
SohImGui::EnhancementCheckbox(Settings::ShuffleAdultTradeQuest.GetName().c_str(),
"gRandomizeShuffleAdultTrade");
InsertHelpHoverText(
"Adds all of the adult trade quest items into the pool, each of which "
"can be traded for a unique reward.\n"
"\n"
"You will be able to choose which of your owned adult trade items is visible "
"in the inventory by selecting the item with A and using the control stick or "
"D-pad.\n"
"\n"
"If disabled, only the Claim Check will be found in the pool."
);
PaddedSeparator();
if (CVar_GetS32("gRandomizeStartingKokiriSword", 0) == 0) {
// Shuffle Kokiri Sword
SohImGui::EnhancementCheckbox(Settings::ShuffleKokiriSword.GetName().c_str(),
"gRandomizeShuffleKokiriSword");
InsertHelpHoverText(
"Song locations - Songs will only appear at locations that normally teach songs.\n"
"Shuffles the Kokiri Sword into the item pool.\n"
"\n"
"Dungeon rewards - Songs appear after beating a major dungeon boss.\n"
"The 4 remaining songs are located at:\n"
" - Zelda's lullaby location\n"
" - Ice Cavern's Serenade of Water location\n"
" - Bottom of the Well Lens of Truth location\n"
" - Gerudo Training Ground's Ice Arrows location\n"
"\n"
"Anywhere - Songs can appear at any location.");
SohImGui::EnhancementCombobox("gRandomizeShuffleSongs", randoShuffleSongs, 3, 0);
PaddedSeparator();
// Shuffle Scrubs
ImGui::Text(Settings::Scrubsanity.GetName().c_str());
InsertHelpHoverText(
"Off - Scrubs will not be shuffled. The 3 Scrubs that give one-time items in the vanilla game (PoH, Deku Nut capacity, and Deku Stick capacity) will have random items.\n"
"\n"
"Affordable - Scrubs will be shuffled and their item will cost 10 rupees.\n"
"\n"
"Expensive - Scrubs will be shuffled and their item will cost the vanilla price.\n"
"\n"
"Random - Scrubs will be shuffled and their item will cost will be between 0-95 rupees.\n"
"This will require the use of sticks until the Kokiri Sword is found."
);
SohImGui::EnhancementCombobox("gRandomizeShuffleScrubs", randoShuffleScrubs, 4, 0);
PaddedSeparator();
// Shuffle Tokens
ImGui::Text(Settings::Tokensanity.GetName().c_str());
InsertHelpHoverText("Shuffles Golden Skulltula Tokens into the item pool. This means "
"Golden Skulltulas can contain other items as well.\n"
"\n"
"Off - GS tokens will not be shuffled.\n"
"\n"
"Dungeons - Only shuffle GS tokens that are within dungeons.\n"
"\n"
"Overworld - Only shuffle GS tokens that are outside of dungeons.\n"
"\n"
"All Tokens - Shuffle all 100 GS tokens.");
SohImGui::EnhancementCombobox("gRandomizeShuffleTokens", randoShuffleTokens, 4, 0);
PaddedSeparator();
SohImGui::EnhancementCheckbox("Nighttime GS expect Sun's Song", "gRandomizeGsExpectSunsSong");
InsertHelpHoverText("All Golden Skulltulas that require nighttime to appear will only be "
"expected to be collected after getting Sun's Song.");
PaddedSeparator();
// Shuffle Cows
SohImGui::EnhancementCheckbox(Settings::ShuffleCows.GetName().c_str(), "gRandomizeShuffleCows");
InsertHelpHoverText("Cows give a randomized item from the pool upon performing Epona's Song in front of them.");
PaddedSeparator();
// Shuffle Adult Trade Quest
SohImGui::EnhancementCheckbox(Settings::ShuffleAdultTradeQuest.GetName().c_str(),
"gRandomizeShuffleAdultTrade");
InsertHelpHoverText("Adds all of the adult trade quest items into the pool, each of which "
"can be traded for a unique reward.\n"
"\n"
"You will be able to choose which of your owned adult trade items is visible "
"in the inventory by selecting the item with A and using the control stick or "
"D-pad.\n"
"\n"
"If disabled, only the Claim Check will be found in the pool.");
PaddedSeparator();
if (CVar_GetS32("gRandomizeStartingKokiriSword", 0) == 0) {
// Shuffle Kokiri Sword
SohImGui::EnhancementCheckbox(Settings::ShuffleKokiriSword.GetName().c_str(),
"gRandomizeShuffleKokiriSword");
InsertHelpHoverText("Shuffles the Kokiri Sword into the item pool.\n"
"\n"
"This will require the use of sticks until the Kokiri Sword is found.");
PaddedSeparator();
}
if (CVar_GetS32("gRandomizeStartingOcarina", 0) == 0) {
// Shuffle Ocarinas
SohImGui::EnhancementCheckbox(Settings::ShuffleOcarinas.GetName().c_str(),
"gRandomizeShuffleOcarinas");
InsertHelpHoverText(
"Enabling this shuffles the Fairy Ocarina and the Ocarina of Time into the item pool.\n"
"\n"
"This will require finding an Ocarina before being able to play songs.");
PaddedSeparator();
}
// Shuffle Weird Egg
// Disabled when Skip Child Zelda is active
if (!disableEditingRandoSettings) {
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, CVar_GetS32("gRandomizeSkipChildZelda", 0));
ImGui::PushStyleVar(ImGuiStyleVar_Alpha,
ImGui::GetStyle().Alpha *
(CVar_GetS32("gRandomizeSkipChildZelda", 0) ? 0.5f : 1.0f));
}
SohImGui::EnhancementCheckbox(Settings::ShuffleWeirdEgg.GetName().c_str(),
"gRandomizeShuffleWeirdEgg");
if (!disableEditingRandoSettings) {
ImGui::PopStyleVar();
if (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled) &&
CVar_GetS32("gRandomizeSkipChildZelda", 0)) {
ImGui::SetTooltip("%s", "This option is disabled because \"Skip Child Zelda\" is enabled");
}
ImGui::PopItemFlag();
}
InsertHelpHoverText("Shuffles the Weird Egg from Malon in to the item pool. Enabling "
"\"Skip Child Zelda\" disables this feature.\n"
"\n"
"The Weird Egg is required to unlock several events:\n"
" - Zelda's Lullaby from Impa\n"
" - Saria's song in Sacred Forest Meadow\n"
" - Epona's song and chicken minigame at Lon Lon Ranch\n"
" - Zelda's letter for Kakariko gate (if set to closed)\n"
" - Happy Mask Shop sidequest\n");
PaddedSeparator();
// Shuffle Gerudo Membership Card
SohImGui::EnhancementCheckbox(Settings::ShuffleGerudoToken.GetName().c_str(),
"gRandomizeShuffleGerudoToken");
InsertHelpHoverText("Shuffles the Gerudo Membership Card into the item pool.\n"
"\n"
"The Gerudo Card is required to enter the Gerudo Training Grounds, opening "
"the gate to Haunted Wasteland and the Horseback Archery minigame.");
PaddedSeparator();
// Shuffle Frog Song Rupees
SohImGui::EnhancementCheckbox(Settings::ShuffleFrogSongRupees.GetName().c_str(),
"gRandomizeShuffleFrogSongRupees");
InsertHelpHoverText("Shuffles 5 Purple Rupees into to the item pool, and allows\n"
"you to earn items by playing songs at the Frog Choir.\n"
"\n"
"This setting does not effect the item earned from playing\n"
"the Song of Storms and the frog song minigame.");
}
if (CVar_GetS32("gRandomizeStartingOcarina", 0) == 0) {
// Shuffle Ocarinas
SohImGui::EnhancementCheckbox(Settings::ShuffleOcarinas.GetName().c_str(),
"gRandomizeShuffleOcarinas");
InsertHelpHoverText(
"Enabling this shuffles the Fairy Ocarina and the Ocarina of Time into the item pool.\n"
"\n"
"This will require finding an Ocarina before being able to play songs.");
PaddedSeparator();
}
// Shuffle Weird Egg
// Disabled when Skip Child Zelda is active
if (!disableEditingRandoSettings) {
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, CVar_GetS32("gRandomizeSkipChildZelda", 0));
ImGui::PushStyleVar(ImGuiStyleVar_Alpha,
ImGui::GetStyle().Alpha *
(CVar_GetS32("gRandomizeSkipChildZelda", 0) ? 0.5f : 1.0f));
}
SohImGui::EnhancementCheckbox(Settings::ShuffleWeirdEgg.GetName().c_str(),
"gRandomizeShuffleWeirdEgg");
if (!disableEditingRandoSettings) {
ImGui::PopStyleVar();
if (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled) &&
CVar_GetS32("gRandomizeSkipChildZelda", 0)) {
ImGui::SetTooltip("%s", "This option is disabled because \"Skip Child Zelda\" is enabled");
}
ImGui::PopItemFlag();
}
InsertHelpHoverText(
"Shuffles the Weird Egg from Malon in to the item pool. Enabling "
"\"Skip Child Zelda\" disables this feature.\n"
"\n"
"The Weird Egg is required to unlock several events:\n"
" - Zelda's Lullaby from Impa\n"
" - Saria's song in Sacred Forest Meadow\n"
" - Epona's song and chicken minigame at Lon Lon Ranch\n"
" - Zelda's letter for Kakariko gate (if set to closed)\n"
" - Happy Mask Shop sidequest\n"
);
PaddedSeparator();
// Shuffle Gerudo Membership Card
SohImGui::EnhancementCheckbox(Settings::ShuffleGerudoToken.GetName().c_str(),
"gRandomizeShuffleGerudoToken");
InsertHelpHoverText(
"Shuffles the Gerudo Membership Card into the item pool.\n"
"\n"
"The Gerudo Card is required to enter the Gerudo Training Grounds, opening "
"the gate to Haunted Wasteland and the Horseback Archery minigame."
);
PaddedSeparator();
// Shuffle Frog Song Rupees
SohImGui::EnhancementCheckbox(Settings::ShuffleFrogSongRupees.GetName().c_str(),
"gRandomizeShuffleFrogSongRupees");
InsertHelpHoverText(
"Shuffles 5 Purple Rupees into to the item pool, and allows\n"
"you to earn items by playing songs at the Frog Choir.\n"
"\n"
"This setting does not effect the item earned from playing\n"
"the Song of Storms and the frog song minigame."
);
ImGui::PopItemWidth();
ImGui::EndChild();
// COLUMN 3 - Shuffle Dungeon Items
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildShuffleDungeonItems", ImVec2(0, -8));
ImGui::PushItemWidth(-FLT_MIN);
// Shuffle Dungeon Rewards
@ -3536,84 +3581,100 @@ void DrawRandoEditor(bool& open) {
"\n"
"Anywhere - Spiritual stones and medallions can appear anywhere.");
SohImGui::EnhancementCombobox("gRandomizeShuffleDungeonReward", randoShuffleDungeonRewards, 4, 0);
PaddedSeparator();
// Maps & Compasses
ImGui::Text(Settings::MapsAndCompasses.GetName().c_str());
InsertHelpHoverText("Start with - You will start with Maps & Compasses from all dungeons.\n"
"\n"
"Vanilla - Maps & Compasses will appear in their vanilla locations.\n"
"\n"
"Own dungeon - Maps & Compasses can only appear in their respective dungeon.\n"
"\n"
"Any dungeon - Maps & Compasses can only appear inside of any dungon.\n"
"\n"
"Overworld - Maps & Compasses can only appear outside of dungeons.\n"
"\n"
"Anywhere - Maps & Compasses can appear anywhere in the world.");
InsertHelpHoverText(
"Start with - You will start with Maps & Compasses from all dungeons.\n"
"\n"
"Vanilla - Maps & Compasses will appear in their vanilla locations.\n"
"\n"
"Own dungeon - Maps & Compasses can only appear in their respective dungeon.\n"
"\n"
"Any dungeon - Maps & Compasses can only appear inside of any dungon.\n"
"\n"
"Overworld - Maps & Compasses can only appear outside of dungeons.\n"
"\n"
"Anywhere - Maps & Compasses can appear anywhere in the world."
);
SohImGui::EnhancementCombobox("gRandomizeStartingMapsCompasses", randoShuffleMapsAndCompasses, 6, 2);
PaddedSeparator();
// Keysanity
ImGui::Text(Settings::Keysanity.GetName().c_str());
InsertHelpHoverText("Start with - You will start with all Small Keys from all dungeons.\n"
"\n"
"Vanilla - Small Keys will appear in their vanilla locations.\n"
"\n"
"Own dungeon - Small Keys can only appear in their respective dungeon.\n"
"\n"
"Any dungeon - Small Keys can only appear inside of any dungon.\n"
"\n"
"Overworld - Small Keys can only appear outside of dungeons.\n"
"\n"
"Anywhere - Small Keys can appear anywhere in the world.");
InsertHelpHoverText(
"Start with - You will start with all Small Keys from all dungeons.\n"
"\n"
"Vanilla - Small Keys will appear in their vanilla locations.\n"
"\n"
"Own dungeon - Small Keys can only appear in their respective dungeon.\n"
"\n"
"Any dungeon - Small Keys can only appear inside of any dungon.\n"
"\n"
"Overworld - Small Keys can only appear outside of dungeons.\n"
"\n"
"Anywhere - Small Keys can appear anywhere in the world."
);
SohImGui::EnhancementCombobox("gRandomizeKeysanity", randoShuffleSmallKeys, 6, 2);
PaddedSeparator();
// Gerudo Keys
ImGui::Text(Settings::GerudoKeys.GetName().c_str());
InsertHelpHoverText("Vanilla - Thieve's Hideout Keys will appear in their vanilla locations.\n"
"\n"
"Any dungeon - Thieve's Hideout Keys can only appear inside of any dungon.\n"
"\n"
"Overworld - Thieve's Hideout Keys can only appear outside of dungeons.\n"
"\n"
"Anywhere - Thieve's Hideout Keys can appear anywhere in the world.");
InsertHelpHoverText(
"Vanilla - Thieve's Hideout Keys will appear in their vanilla locations.\n"
"\n"
"Any dungeon - Thieve's Hideout Keys can only appear inside of any dungon.\n"
"\n"
"Overworld - Thieve's Hideout Keys can only appear outside of dungeons.\n"
"\n"
"Anywhere - Thieve's Hideout Keys can appear anywhere in the world."
);
SohImGui::EnhancementCombobox("gRandomizeGerudoKeys", randoShuffleGerudoFortressKeys, 4, 0);
PaddedSeparator();
// Boss Keysanity
ImGui::Text(Settings::BossKeysanity.GetName().c_str());
InsertHelpHoverText("Start with - You will start with Boss keys from all dungeons.\n"
"\n"
"Vanilla - Boss Keys will appear in their vanilla locations.\n"
"\n"
"Own dungeon - Boss Keys can only appear in their respective dungeon.\n"
"\n"
"Any dungeon - Boss Keys can only appear inside of any dungon.\n"
"\n"
"Overworld - Boss Keys can only appear outside of dungeons.\n"
"\n"
"Anywhere - Boss Keys can appear anywhere in the world.");
InsertHelpHoverText(
"Start with - You will start with Boss keys from all dungeons.\n"
"\n"
"Vanilla - Boss Keys will appear in their vanilla locations.\n"
"\n"
"Own dungeon - Boss Keys can only appear in their respective dungeon.\n"
"\n"
"Any dungeon - Boss Keys can only appear inside of any dungon.\n"
"\n"
"Overworld - Boss Keys can only appear outside of dungeons.\n"
"\n"
"Anywhere - Boss Keys can appear anywhere in the world."
);
SohImGui::EnhancementCombobox("gRandomizeBossKeysanity", randoShuffleBossKeys, 6, 2);
PaddedSeparator();
// Ganon's Boss Key
ImGui::Text(Settings::GanonsBossKey.GetName().c_str());
InsertHelpHoverText("Vanilla - Ganon's Boss Key will appear in the vanilla location.\n"
"\n"
"Own dungeon - Ganon's Boss Key can appear anywhere inside Ganon's Castle.\n"
"\n"
"Start with - Places Ganon's Boss Key in your starting inventory."
"\n"
"Any dungeon - Ganon's Boss Key Key can only appear inside of any dungon.\n"
"\n"
"Overworld - Ganon's Boss Key Key can only appear outside of dungeons.\n"
"\n"
"Anywhere - Ganon's Boss Key Key can appear anywhere in the world.");
InsertHelpHoverText(
"Vanilla - Ganon's Boss Key will appear in the vanilla location.\n"
"\n"
"Own dungeon - Ganon's Boss Key can appear anywhere inside Ganon's Castle.\n"
"\n"
"Start with - Places Ganon's Boss Key in your starting inventory."
"\n"
"Any dungeon - Ganon's Boss Key Key can only appear inside of any dungon.\n"
"\n"
"Overworld - Ganon's Boss Key Key can only appear outside of dungeons.\n"
"\n"
"Anywhere - Ganon's Boss Key Key can appear anywhere in the world."
);
SohImGui::EnhancementCombobox("gRandomizeShuffleGanonBossKey", randoShuffleGanonsBossKey, 6, 1);
ImGui::PopItemWidth();
ImGui::EndChild();
ImGui::EndTable();
}
ImGui::PopStyleVar(1);
@ -3634,17 +3695,20 @@ void DrawRandoEditor(bool& open) {
// COLUMN 1 - TIME SAVERS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildTimeSavers", ImVec2(0, -8));
// Cuccos to return
SohImGui::EnhancementSliderInt("Cuccos to return: %d", "##RandoCuccosToReturn",
"gRandomizeCuccosToReturn", 0, 7, "", 7, true);
InsertHelpHoverText("The amount of cuccos needed to claim the reward from Anju the cucco lady");
PaddedSeparator();
// Big Poe Target Count
SohImGui::EnhancementSliderInt("Big Poe Target Count: %d", "##RandoBigPoeTargetCount",
"gRandomizeBigPoeTargetCount", 1, 10, "", 10, true);
InsertHelpHoverText("The Poe collector will give a reward for turning in this many Big Poes.");
PaddedSeparator();
// Skip child stealth
@ -3697,17 +3761,23 @@ void DrawRandoEditor(bool& open) {
"The cutscenes of the Poes in Forest Temple and Darunia in Fire Temple will not be skipped. "
"These cutscenes are only useful for glitched gameplay and can be safely skipped otherwise.");
ImGui::EndChild();
// COLUMN 2 - WORLD SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildWorldSettings", ImVec2(0, -8));
ImGui::PushItemWidth(-FLT_MIN);
ImGui::Text("Coming soon");
ImGui::PopItemWidth();
ImGui::EndChild();
// COLUMN 3 - ITEM POOL & HINT SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildItemPoolHintSettings", ImVec2(0, -8));
ImGui::PushItemWidth(-FLT_MIN);
ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
@ -3791,6 +3861,7 @@ void DrawRandoEditor(bool& open) {
}
ImGui::PopItemWidth();
ImGui::EndChild();
ImGui::EndTable();
}
ImGui::PopStyleVar(1);
@ -3924,31 +3995,40 @@ void DrawRandoEditor(bool& open) {
ImGui::TableNextColumn();
ImGui::PushItemWidth(170.0);
ImGui::Text("Logic Rules");
InsertHelpHoverText("Glitchless - No glitches are required, but may require some minor tricks.\n"
"\n"
"No logic - Item placement is completely random. MAY BE IMPOSSIBLE TO BEAT.");
InsertHelpHoverText(
"Glitchless - No glitches are required, but may require some minor tricks.\n"
"\n"
"No logic - Item placement is completely random. MAY BE IMPOSSIBLE TO BEAT."
);
SohImGui::EnhancementCombobox("gRandomizeLogicRules", randoLogicRules, 2, 0);
ImGui::PopItemWidth();
ImGui::EndTable();
}
if (ImGui::BeginTable("tableRandoTricksGlitches", 2, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
ImGui::TableSetupColumn("Enable Tricks", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Enable Glitches", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Disabled", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Enabled", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImGui::TableHeadersRow();
ImGui::PopItemFlag();
ImGui::TableNextRow();
// COLUMN 1 - ENABLE TRICKS
// COLUMN 1 - DISABLED TRICKS AND GLITCHES
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildTricksGlitchesDisabled", ImVec2(0, -8));
ImGui::Text("Coming soon");
// COLUMN 2 - ENABLE GLITCHES
ImGui::EndChild();
// COLUMN 2 - ENABLED TRICKS AND GLITCHES
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildTricksGlitchesEnabled", ImVec2(0, -8));
ImGui::Text("Coming soon");
ImGui::EndChild();
ImGui::EndTable();
}
ImGui::PopStyleVar(1);
@ -3970,15 +4050,21 @@ void DrawRandoEditor(bool& open) {
// COLUMN 1 - STARTING EQUIPMENT
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildStartingEquipment", ImVec2(0, -8));
SohImGui::EnhancementCheckbox(Settings::StartingKokiriSword.GetName().c_str(),
"gRandomizeStartingKokiriSword");
PaddedSeparator();
SohImGui::EnhancementCheckbox(Settings::StartingDekuShield.GetName().c_str(),
"gRandomizeStartingDekuShield");
ImGui::EndChild();
// COLUMN 2 - STARTING ITEMS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildStartingItems", ImVec2(0, -8));
SohImGui::EnhancementCheckbox(Settings::StartingOcarina.GetName().c_str(), "gRandomizeStartingOcarina");
PaddedSeparator();
SohImGui::EnhancementCheckbox(Settings::StartingConsumables.GetName().c_str(),
@ -3987,11 +4073,16 @@ void DrawRandoEditor(bool& open) {
SohImGui::EnhancementCheckbox("Full Wallets", "gRandomizeFullWallets");
InsertHelpHoverText("Start with a full wallet. All wallet upgrades come filled with rupees.");
ImGui::EndChild();
// COLUMN 3 - STARTING SONGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildStartingSongs", ImVec2(0, -8));
ImGui::Text("Coming soon");
ImGui::EndChild();
ImGui::EndTable();
}
ImGui::PopStyleVar(1);