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enums for rainbow bridge (#2052)
* enums for rainbow bridge * reorder enum Co-authored-by: briaguya <briaguya@alice>
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@ -561,7 +561,7 @@ const std::vector<PresetEntry> s6PresetEntries = {
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PRESET_ENTRY_S32("gRandomizeKakarikoGate", RO_KAK_GATE_OPEN),
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PRESET_ENTRY_S32("gRandomizeMedallionCount", 6),
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PRESET_ENTRY_S32("gRandomizeMqDungeons", 0),
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PRESET_ENTRY_S32("gRandomizeRainbowBridge", 3),
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PRESET_ENTRY_S32("gRandomizeRainbowBridge", RO_BRIDGE_MEDALLIONS),
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PRESET_ENTRY_S32("gRandomizeShuffleAdultTrade", 1),
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PRESET_ENTRY_S32("gRandomizeShuffleDungeonReward", RO_DUNGEON_REWARDS_END_OF_DUNGEON),
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PRESET_ENTRY_S32("gRandomizeShuffleGanonBossKey", RO_GANON_BOSS_KEY_STARTWITH),
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@ -601,7 +601,7 @@ const std::vector<PresetEntry> hellModePresetEntries = {
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PRESET_ENTRY_S32("gRandomizeKeysanity", RO_DUNGEON_ITEM_LOC_ANYWHERE),
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PRESET_ENTRY_S32("gRandomizeLinksPocket", RO_LINKS_POCKET_NOTHING),
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PRESET_ENTRY_S32("gRandomizeMqDungeons", 2),
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PRESET_ENTRY_S32("gRandomizeRainbowBridge", 4),
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PRESET_ENTRY_S32("gRandomizeRainbowBridge", RO_BRIDGE_DUNGEON_REWARDS),
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PRESET_ENTRY_S32("gRandomizeShopsanity", 5),
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PRESET_ENTRY_S32("gRandomizeShuffleAdultTrade", 1),
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PRESET_ENTRY_S32("gRandomizeShuffleBeans", 1),
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@ -2568,7 +2568,7 @@ void GenerateRandomizerImgui() {
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cvarSettings[RSK_ZORAS_FOUNTAIN] = CVar_GetS32("gRandomizeZorasFountain", 0);
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cvarSettings[RSK_STARTING_AGE] = CVar_GetS32("gRandomizeStartingAge", 0);
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cvarSettings[RSK_GERUDO_FORTRESS] = CVar_GetS32("gRandomizeGerudoFortress", RO_GF_NORMAL);
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cvarSettings[RSK_RAINBOW_BRIDGE] = CVar_GetS32("gRandomizeRainbowBridge", 0);
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cvarSettings[RSK_RAINBOW_BRIDGE] = CVar_GetS32("gRandomizeRainbowBridge", RO_BRIDGE_VANILLA);
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cvarSettings[RSK_RAINBOW_BRIDGE_STONE_COUNT] = CVar_GetS32("gRandomizeStoneCount", 3);
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cvarSettings[RSK_RAINBOW_BRIDGE_MEDALLION_COUNT] = CVar_GetS32("gRandomizeMedallionCount", 6);
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cvarSettings[RSK_RAINBOW_BRIDGE_REWARD_COUNT] = CVar_GetS32("gRandomizeRewardCount", 9);
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@ -2960,32 +2960,32 @@ void DrawRandoEditor(bool& open) {
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UIWidgets::EnhancementCombobox("gRandomizeRainbowBridge", randoRainbowBridge, 7, RO_BRIDGE_VANILLA);
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ImGui::PopItemWidth();
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switch (CVar_GetS32("gRandomizeRainbowBridge", 0)) {
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case 0:
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switch (CVar_GetS32("gRandomizeRainbowBridge", RO_BRIDGE_VANILLA)) {
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case RO_BRIDGE_ALWAYS_OPEN:
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break;
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case 1:
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case RO_BRIDGE_VANILLA:
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break;
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case 2:
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case RO_BRIDGE_STONES:
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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UIWidgets::EnhancementSliderInt("Stone Count: %d", "##RandoStoneCount",
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"gRandomizeStoneCount", 1, 3, "", 3, true);
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break;
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case 3:
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case RO_BRIDGE_MEDALLIONS:
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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UIWidgets::EnhancementSliderInt("Medallion Count: %d", "##RandoMedallionCount",
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"gRandomizeMedallionCount", 1, 6, "", 6, true);
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break;
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case 4:
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case RO_BRIDGE_DUNGEON_REWARDS:
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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UIWidgets::EnhancementSliderInt("Reward Count: %d", "##RandoRewardCount",
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"gRandomizeRewardCount", 1, 9, "", 9, true);
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break;
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case 5:
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case RO_BRIDGE_DUNGEONS:
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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UIWidgets::EnhancementSliderInt("Dungeon Count: %d", "##RandoDungeonCount",
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"gRandomizeDungeonCount", 1, 8, "", 8, true);
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break;
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case 6:
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case RO_BRIDGE_TOKENS:
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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UIWidgets::EnhancementSliderInt("Token Count: %d", "##RandoTokenCount",
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"gRandomizeTokenCount", 1, 100, "", 100, true);
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@ -1109,9 +1109,9 @@ typedef enum RandoOption {
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RO_KAK_GATE_CLOSED = 0,
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RO_KAK_GATE_OPEN,
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//Rainbow Bridge settings (always open, vanilla, stones, medallions, dungeon rewards, dungeons, tokens)
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RO_BRIDGE_ALWAYS_OPEN = 0,
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RO_BRIDGE_VANILLA,
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//Rainbow Bridge settings (vanilla, always open, stones, medallions, dungeon rewards, dungeons, tokens)
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RO_BRIDGE_VANILLA = 0,
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RO_BRIDGE_ALWAYS_OPEN,
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RO_BRIDGE_STONES,
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RO_BRIDGE_MEDALLIONS,
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RO_BRIDGE_DUNGEON_REWARDS,
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@ -51,7 +51,7 @@ void BgGjyoBridge_Init(Actor* thisx, PlayState* play) {
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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int bridge = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE);
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if (gSaveContext.eventChkInf[4] & 0x2000 || (gSaveContext.n64ddFlag && bridge == 0)) {
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if (gSaveContext.eventChkInf[4] & 0x2000 || (gSaveContext.n64ddFlag && bridge == RO_BRIDGE_ALWAYS_OPEN)) {
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this->actionFunc = func_808787A4;
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} else {
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this->dyna.actor.draw = NULL;
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@ -98,38 +98,38 @@ void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, PlayState* play) {
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int bridgeTokenCount = Randomizer_GetSettingValue(RSK_RAINBOW_BRIDGE_TOKEN_COUNT);
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switch (bridge) {
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case 1:
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case RO_BRIDGE_VANILLA:
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if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
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(INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT)) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case 2:
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case RO_BRIDGE_STONES:
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if (CheckStoneCount() >= bridgeStoneCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case 3:
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case RO_BRIDGE_MEDALLIONS:
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if (CheckMedallionCount() >= bridgeMedallionCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case 4:
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case RO_BRIDGE_DUNGEON_REWARDS:
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if ((CheckMedallionCount() + CheckStoneCount()) >= bridgeRewardCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case 5:
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case RO_BRIDGE_DUNGEONS:
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if (CheckDungeonCount() >= bridgeDungeonCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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}
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break;
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case 6:
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case RO_BRIDGE_TOKENS:
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if (gSaveContext.inventory.gsTokens >= bridgeTokenCount) {
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this->actionFunc = BgGjyoBridge_SpawnBridge;
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func_800F595C(NA_BGM_BRIDGE_TO_GANONS);
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