Add no rando generated warning (#3263)

* Add no rando generated warning

* Update texts

* Randomizer warning messages (#4)

* Fix french typo

---------

Co-authored-by: aMannus <mannusmenting@gmail.com>
This commit is contained in:
Pepe20129 2023-10-27 02:37:51 +02:00 committed by GitHub
parent b47164a110
commit c031edae98
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 89 additions and 14 deletions

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@ -1266,18 +1266,14 @@ void FileChoose_UpdateQuestMenu(GameState* thisx) {
if (ABS(this->stickRelX) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT | BTN_DRIGHT))) {
if (this->stickRelX > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DRIGHT))) {
this->questType[this->buttonIndex] += 1;
while ((this->questType[this->buttonIndex] == QUEST_MASTER && !ResourceMgr_GameHasMasterQuest()) ||
(this->questType[this->buttonIndex] == QUEST_RANDOMIZER && !hasRandomizerQuest())) {
// If Master Quest is selected without a Master Quest OTR present or when Randomizer Quest is
// selected without a loaded Randomizer seed, skip past it.
while (this->questType[this->buttonIndex] == QUEST_MASTER && !ResourceMgr_GameHasMasterQuest()) {
// If Master Quest is selected without a Master Quest OTR present, skip past it.
this->questType[this->buttonIndex] += 1;
}
} else if (this->stickRelX < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT))) {
this->questType[this->buttonIndex] -= 1;
while ((this->questType[this->buttonIndex] == QUEST_MASTER && !ResourceMgr_GameHasMasterQuest()) ||
(this->questType[this->buttonIndex] == QUEST_RANDOMIZER && !hasRandomizerQuest())) {
// If Master Quest is selected without a Master Quest OTR present or when Randomizer Quest is
// selected without a loaded Randomizer seed, skip past it.
while (this->questType[this->buttonIndex] == QUEST_MASTER && !ResourceMgr_GameHasMasterQuest()) {
// If Master Quest is selected without a Master Quest OTR present, skip past it.
this->questType[this->buttonIndex] -= 1;
}
}
@ -1304,6 +1300,8 @@ void FileChoose_UpdateQuestMenu(GameState* thisx) {
this->prevConfigMode = this->configMode;
this->configMode = CM_ROTATE_TO_BOSS_RUSH_MENU;
return;
} else if (this->questType[this->buttonIndex] == QUEST_RANDOMIZER && !hasRandomizerQuest()) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
} else {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
osSyncPrintf("Selected Dungeon Quest: %d\n", IS_MASTER_QUEST);
@ -2236,7 +2234,11 @@ void FileChoose_DrawWindowContents(GameState* thisx) {
case QUEST_RANDOMIZER:
DrawSeedHashSprites(this);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->logoAlpha);
if (hasRandomizerQuest()) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->logoAlpha);
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0x40, 0x40, 0x40, this->logoAlpha);
}
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleTheLegendOfTextTex, 72, 8, 156, 108, 72, 8, 1024, 1024);
FileChoose_DrawTextureI8(this->state.gfxCtx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 154, 163, 96, 8, 1024, 1024);
FileChoose_DrawImageRGBA32(this->state.gfxCtx, 160, 135, ResourceMgr_GameHasOriginal() ? gTitleZeldaShieldLogoTex : gTitleZeldaShieldLogoMQTex, 160, 160);
@ -3124,7 +3126,7 @@ static void (*gFileSelectUpdateFuncs[])(GameState*) = {
FileChoose_SelectModeUpdate,
};
static const char* randoWarningText[] = {
static const char* randoVersionWarningText[] = {
// English
"This save was created on a different version of SoH.\nThings may be broken. Play at your own risk.",
// German
@ -3133,7 +3135,7 @@ static const char* randoWarningText[] = {
"Cette sauvegarde a été créée sur une version\ndifférente de SoH.\nCertaines fonctionnalités peuvent être corrompues."
};
void FileChoose_DrawRandoSaveWarning(GameState* thisx) {
void FileChoose_DrawRandoSaveVersionWarning(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
OPEN_DISPS(this->state.gfxCtx);
@ -3170,7 +3172,7 @@ void FileChoose_DrawRandoSaveWarning(GameState* thisx) {
(SCREEN_WIDTH - 32) << 2, (SCREEN_HEIGHT - bottomOffset) << 2, G_TX_RENDERTILE, 0, 0,
1 << 10, texCoordinateHeightScale << 1);
Interface_DrawTextLine(this->state.gfxCtx, randoWarningText[gSaveContext.language], 36,
Interface_DrawTextLine(this->state.gfxCtx, randoVersionWarningText[gSaveContext.language], 36,
SCREEN_HEIGHT - height, 255, 255, 255, textAlpha, 0.8f, 1);
}
}
@ -3178,6 +3180,77 @@ void FileChoose_DrawRandoSaveWarning(GameState* thisx) {
CLOSE_DISPS(this->state.gfxCtx);
}
static const char* noRandoGeneratedText[] = {
// English
"No Randomizer seed currently available.\nGenerate one in the Randomizer Settings"
#if defined(__WIIU__) || defined(__SWITCH__)
".",
#else
",\nor drop a spoiler log on the game window.",
#endif
// German
"No Randomizer seed currently available.\nGenerate one in the Randomizer Settings"
#if defined(__WIIU__) || defined(__SWITCH__)
".",
#else
",\nor drop a spoiler log on the game window.",
#endif
// French
"Aucune Seed de Randomizer actuellement disponible.\nGénérez-en une dans les \"Randomizer Settings\""
#if (defined(__WIIU__) || defined(__SWITCH__))
"."
#else
"\nou glissez un spoilerlog sur la fenêtre du jeu."
#endif
};
void FileChoose_DrawNoRandoGeneratedWarning(GameState* thisx) {
FileChooseContext* this = (FileChooseContext*)thisx;
OPEN_DISPS(this->state.gfxCtx);
// Draw rando seed warning when build version doesn't match for Major or Minor number
if (this->configMode == CM_QUEST_MENU && this->questType[this->buttonIndex] == QUEST_RANDOMIZER && !hasRandomizerQuest()) {
uint8_t textAlpha = 225;
uint8_t textboxAlpha = 170;
float textboxScale = 0.7f;
// float math to get a S5.10 number that will squish the texture
float texCoordinateHeightF = 512 / textboxScale;
uint16_t texCoordinateHeightScale = texCoordinateHeightF + 0.5f;
float texCoordinateWidthF = 512 / textboxScale;
uint16_t texCoordinateWidthScale = texCoordinateWidthF + 0.5f;
uint16_t textboxWidth = 256 * textboxScale;
uint16_t textboxHeight = 64 * textboxScale;
uint8_t leftOffset = 72;
uint8_t bottomOffset = 84;
uint8_t textVerticalOffset;
#if defined(__WIIU__) || defined(__SWITCH__)
textVerticalOffset = 127; // 2 lines
#else
textVerticalOffset = 122; // 3 lines
#endif
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPSetAlphaDither(POLY_OPA_DISP++, G_AD_DISABLE);
gSPClearGeometryMode(POLY_OPA_DISP++, G_SHADE);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0,
0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, textboxAlpha);
gDPLoadTextureBlock_4b(POLY_OPA_DISP++, gDefaultMessageBackgroundTex, G_IM_FMT_I, 128, 64, 0, G_TX_MIRROR,
G_TX_MIRROR, 7, 0, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(POLY_OPA_DISP++, leftOffset << 2, (SCREEN_HEIGHT - bottomOffset - textboxHeight) << 2,
(textboxWidth + leftOffset) << 2, (SCREEN_HEIGHT - bottomOffset) << 2, G_TX_RENDERTILE, 0, 0,
texCoordinateWidthScale << 1, texCoordinateHeightScale << 1);
Interface_DrawTextLine(this->state.gfxCtx, noRandoGeneratedText[gSaveContext.language], 80, textVerticalOffset,
255, 255, 255, textAlpha, 0.6f, 1);
}
CLOSE_DISPS(this->state.gfxCtx);
}
void FileChoose_Main(GameState* thisx) {
static void* controlsTextures[] = {
gFileSelControlsENGTex,
@ -3369,8 +3442,10 @@ void FileChoose_Main(GameState* thisx) {
gSPTextureRectangle(POLY_OPA_DISP++, 0x0168, 0x0330, 0x03A8, 0x0370, G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
}
// Draw rando save warning over the controls text, but before the screen fill fade out
FileChoose_DrawRandoSaveWarning(&this->state);
// Draw rando save version warning over the controls text, but before the screen fill fade out
FileChoose_DrawRandoSaveVersionWarning(&this->state);
FileChoose_DrawNoRandoGeneratedWarning(&this->state);
gDPPipeSync(POLY_OPA_DISP++);
gSPDisplayList(POLY_OPA_DISP++, sScreenFillSetupDL);