mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-05-25 07:32:48 -04:00
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8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7768869251 | |||
| 013244560e | |||
| 9529cc1217 | |||
| 0017bf1fcc | |||
| f6a7f3d13c | |||
| 99367ebb53 | |||
| d215c76eba | |||
| 07bae6b84c |
+2
-2
@@ -7,8 +7,8 @@ set(CMAKE_CXX_STANDARD 20 CACHE STRING "The C++ standard to use")
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set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment version" FORCE)
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project(Ship LANGUAGES C CXX
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VERSION 5.1.2)
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set(PROJECT_BUILD_NAME "BRADLEY CHARLIE" CACHE STRING "")
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VERSION 5.1.3)
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set(PROJECT_BUILD_NAME "BRADLEY DELTA" CACHE STRING "")
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set(PROJECT_TEAM "github.com/harbourmasters" CACHE STRING "")
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set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT soh)
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@@ -259,6 +259,10 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
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// Only randomize the initial deku scrub actor (single and triple attack), not the flower they spawn.
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case ACTOR_EN_DEKUNUTS:
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return (params == -256 || params == 768);
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// Don't randomize the OoB wallmaster in the silver rupee room because it's only there to
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// not trigger unlocking the door after killing the other wallmaster in authentic gameplay.
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case ACTOR_EN_WALLMAS:
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return (!(!isMQ && sceneNum == SCENE_MEN && roomNum == 2 && posX == -2345));
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// Only randomize initial floormaster actor (it can split and does some spawning on init).
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case ACTOR_EN_FLOORMAS:
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return (params == 0 || params == -32768);
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@@ -807,14 +807,14 @@ void LocationTable_Init() {
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locationTable[KF_SHOP_ITEM_7] = ItemLocation::Base(RC_KF_SHOP_ITEM_7, 0x2D, 0x36, "KF Shop Item 7", KF_SHOP_ITEM_7, BUY_ARROWS_30, {Category::cKokiriForest, Category::cForest, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x2D, 6), SpoilerCollectionCheckGroup::GROUP_KOKIRI_FOREST);
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locationTable[KF_SHOP_ITEM_8] = ItemLocation::Base(RC_KF_SHOP_ITEM_8, 0x2D, 0x37, "KF Shop Item 8", KF_SHOP_ITEM_8, BUY_HEART, {Category::cKokiriForest, Category::cForest, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x2D, 7), SpoilerCollectionCheckGroup::GROUP_KOKIRI_FOREST);
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locationTable[KAK_POTION_SHOP_ITEM_1] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_1, 0x30, 0x30, "Kak Potion Shop Item 1", KAK_POTION_SHOP_ITEM_1, BUY_DEKU_NUT_5, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 0), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_2] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_2, 0x30, 0x31, "Kak Potion Shop Item 2", KAK_POTION_SHOP_ITEM_2, BUY_FISH, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 1), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_1] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_1, 0x30, 0x30, "Kak Potion Shop Item 1", KAK_POTION_SHOP_ITEM_1, BUY_GREEN_POTION, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 0), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_2] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_2, 0x30, 0x31, "Kak Potion Shop Item 2", KAK_POTION_SHOP_ITEM_2, BUY_BLUE_FIRE, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 1), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_3] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_3, 0x30, 0x32, "Kak Potion Shop Item 3", KAK_POTION_SHOP_ITEM_3, BUY_RED_POTION_30, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 2), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_4] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_4, 0x30, 0x33, "Kak Potion Shop Item 4", KAK_POTION_SHOP_ITEM_4, BUY_GREEN_POTION, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 3), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_5] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_5, 0x30, 0x34, "Kak Potion Shop Item 5", KAK_POTION_SHOP_ITEM_5, BUY_BLUE_FIRE, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 4), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_4] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_4, 0x30, 0x33, "Kak Potion Shop Item 4", KAK_POTION_SHOP_ITEM_4, BUY_FAIRYS_SPIRIT, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 3), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_5] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_5, 0x30, 0x34, "Kak Potion Shop Item 5", KAK_POTION_SHOP_ITEM_5, BUY_DEKU_NUT_5, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 4), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_6] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_6, 0x30, 0x35, "Kak Potion Shop Item 6", KAK_POTION_SHOP_ITEM_6, BUY_BOTTLE_BUG, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 5), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_7] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_7, 0x30, 0x36, "Kak Potion Shop Item 7", KAK_POTION_SHOP_ITEM_7, BUY_POE, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 6), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_8] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_8, 0x30, 0x37, "Kak Potion Shop Item 8", KAK_POTION_SHOP_ITEM_8, BUY_FAIRYS_SPIRIT, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 7), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[KAK_POTION_SHOP_ITEM_8] = ItemLocation::Base(RC_KAK_POTION_SHOP_ITEM_8, 0x30, 0x37, "Kak Potion Shop Item 8", KAK_POTION_SHOP_ITEM_8, BUY_FISH, {Category::cKakarikoVillage, Category::cKakariko, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x30, 7), SpoilerCollectionCheckGroup::GROUP_KAKARIKO);
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locationTable[MARKET_BOMBCHU_SHOP_ITEM_1] = ItemLocation::Base(RC_MARKET_BOMBCHU_SHOP_ITEM_1, 0x32, 0x30, "MK Bombchu Shop Item 1", MARKET_BOMBCHU_SHOP_ITEM_1, BUY_BOMBCHU_10, {Category::cInnerMarket, Category::cMarket, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x32, 0), SpoilerCollectionCheckGroup::GROUP_HYRULE_CASTLE);
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locationTable[MARKET_BOMBCHU_SHOP_ITEM_2] = ItemLocation::Base(RC_MARKET_BOMBCHU_SHOP_ITEM_2, 0x32, 0x31, "MK Bombchu Shop Item 2", MARKET_BOMBCHU_SHOP_ITEM_2, BUY_BOMBCHU_10, {Category::cInnerMarket, Category::cMarket, Category::cShop}, SpoilerCollectionCheck::ShopItem(0x32, 1), SpoilerCollectionCheckGroup::GROUP_HYRULE_CASTLE);
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@@ -181,6 +181,28 @@ std::map<u16, std::tuple<std::string, std::string, SeqType>> sfxEditorSequenceMa
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{NA_SE_EV_CHICKEN_CRY_A, {"Chicken Cry", "NA_SE_EV_CHICKEN_CRY_A", SEQ_SFX}},
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};
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// Grabs the current BGM sequence ID and replays it
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// which will lookup the proper override, or reset back to vanilla
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void ReplayCurrentBGM() {
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u16 curSeqId = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
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// TODO: replace with Audio_StartSeq when the macro is shared
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// The fade time and audio player flags will always be 0 in the case of replaying the BGM, so they are not set here
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Audio_QueueSeqCmd(0x00000000 | curSeqId);
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}
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// Attempt to update the BGM if it matches the current sequence that is being played
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// The seqKey that is passed in should be the vanilla ID, not the override ID
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void UpdateCurrentBGM(u16 seqKey, SeqType seqType) {
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if (seqType != SEQ_BGM_WORLD) {
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return;
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}
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u16 curSeqId = func_800FA0B4(SEQ_PLAYER_BGM_MAIN);
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if (curSeqId == seqKey) {
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ReplayCurrentBGM();
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}
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}
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void Draw_SfxTab(const std::string& tabId, const std::map<u16, std::tuple<std::string, std::string, SeqType>>& map, SeqType type) {
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const std::string hiddenTabId = "##" + tabId;
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const std::string resetAllButton = "Reset All" + hiddenTabId;
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@@ -198,6 +220,9 @@ void Draw_SfxTab(const std::string& tabId, const std::map<u16, std::tuple<std::s
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}
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}
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SohImGui::RequestCvarSaveOnNextTick();
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if (type == SEQ_BGM_WORLD) {
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ReplayCurrentBGM();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button(randomizeAllButton.c_str())) {
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@@ -222,6 +247,9 @@ void Draw_SfxTab(const std::string& tabId, const std::map<u16, std::tuple<std::s
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}
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}
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SohImGui::RequestCvarSaveOnNextTick();
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if (type == SEQ_BGM_WORLD) {
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ReplayCurrentBGM();
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}
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}
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ImGui::BeginTable(tabId.c_str(), 3, ImGuiTableFlags_SizingFixedFit);
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@@ -263,6 +291,7 @@ void Draw_SfxTab(const std::string& tabId, const std::map<u16, std::tuple<std::s
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if (ImGui::Selectable(std::get<0>(seqData).c_str())) {
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CVar_SetS32(cvarKey.c_str(), value);
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SohImGui::RequestCvarSaveOnNextTick();
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UpdateCurrentBGM(defaultValue, type);
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}
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}
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@@ -299,6 +328,7 @@ void Draw_SfxTab(const std::string& tabId, const std::map<u16, std::tuple<std::s
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if (ImGui::Button(resetButton.c_str())) {
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CVar_SetS32(cvarKey.c_str(), defaultValue);
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SohImGui::RequestCvarSaveOnNextTick();
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UpdateCurrentBGM(defaultValue, seqType);
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}
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ImGui::SameLine();
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ImGui::PushItemWidth(-FLT_MIN);
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@@ -310,6 +340,7 @@ void Draw_SfxTab(const std::string& tabId, const std::map<u16, std::tuple<std::s
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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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UpdateCurrentBGM(defaultValue, type);
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break;
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}
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}
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@@ -3326,6 +3326,15 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
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return NULL;
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}
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// The following enemies break when the parent actor isn't the same as what would happen in authentic gameplay.
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// As such, don't assign a parent to them at all when spawned with Enemy Randomizer.
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// Gohma (z_boss_goma.c), the Stalchildren spawner (z_en_encount1.c) and the falling platform spawning Stalfos in
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// Forest Temple (z_bg_mori_bigst.c) that normally rely on this behaviour are changed when
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// Enemy Rando is on so they still work properly even without assigning a parent.
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if (CVar_GetS32("gRandomizedEnemies", 0) && (spawnedActor->id == ACTOR_EN_FLOORMAS || spawnedActor->id == ACTOR_EN_PEEHAT)) {
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return spawnedActor;
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}
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parent->child = spawnedActor;
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spawnedActor->parent = parent;
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@@ -113,9 +113,17 @@ void func_8087B938(BgHaka* this, PlayState* play) {
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actor = actor->next;
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}
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player->stateFlags2 &= ~0x10;
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if (this->dyna.actor.params == 1) {
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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} else if (play->sceneNum == SCENE_SPOT02 && allPulled) {
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} else if (!IS_DAY && play->sceneNum == SCENE_SPOT02) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x,
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this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0,
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1, true);
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}
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// un tss un tss
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if (play->sceneNum == SCENE_SPOT02 && allPulled) {
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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func_800F5ACC(NA_BGM_STAFF_2);
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Actor* actor2 = play->actorCtx.actorLists[ACTORCAT_BG].head;
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@@ -126,11 +134,8 @@ void func_8087B938(BgHaka* this, PlayState* play) {
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}
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actor2 = actor2->next;
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}
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} else if (!IS_DAY && play->sceneNum == SCENE_SPOT02) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x,
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this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0,
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1, true);
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}
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this->actionFunc = func_8087BAAC;
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}
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func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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@@ -422,10 +422,10 @@ void EnGirlA_InitItem(EnGirlA* this, PlayState* play) {
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objectId = getItemEntry.objectId;
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}
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// Weird edge case here, sold out object reports as loaded for Kokiri shop but doesn't render so we force it to load here
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if (Object_IsLoaded(&play->objectCtx, objectId) && (params != SI_SOLD_OUT && play->sceneNum == SCENE_KOKIRI_SHOP)) {
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this->objBankIndex = Object_GetIndex(&play->objectCtx, objectId);
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} else {
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this->objBankIndex = Object_GetIndex(&play->objectCtx, objectId);
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// If the object isn't normally spawned by the shop scene, then spawn it now
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if (this->objBankIndex < 0) {
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this->objBankIndex = Object_Spawn(&play->objectCtx, objectId);
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}
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}
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@@ -656,7 +656,9 @@ void func_80A75A38(EnIk* this, PlayState* play) {
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}
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if (this->unk_2F9 == 0) {
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xB0);
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if (this->switchFlags != 0xFF) {
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// Don't set flag when Iron Knuckle is spawned by Enemy Rando.
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// Instead Iron Knuckles rely on the "clear room" flag when Enemy Rando is on.
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if (this->switchFlags != 0xFF && !CVar_GetS32("gRandomizedEnemies",0)) {
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Flags_SetSwitch(play, this->switchFlags);
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}
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Actor_Kill(&this->actor);
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@@ -663,7 +663,8 @@ void func_80AE3C98(EnRd* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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if (this->unk_30C == 0) {
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if (!Flags_GetSwitch(play, this->unk_312 & 0x7F)) {
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// Don't set this flag in Enemy Rando as it can overlap with other objects using the same flag.
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if (!Flags_GetSwitch(play, this->unk_312 & 0x7F) && !CVar_GetS32("gRandomizedEnemies", 0)) {
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Flags_SetSwitch(play, this->unk_312 & 0x7F);
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}
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if (this->unk_314 != 0) {
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Reference in New Issue
Block a user