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16 Commits

Author SHA1 Message Date
briaguya 72b12890fd bump version (#2632) 2023-03-14 09:16:54 -04:00
briaguya 0ade1aad69 use LUS with atmosphere fix (#2629) 2023-03-14 03:56:14 -04:00
Malkierian 264623f40a Shopsanity Affordable Logic Update (#2617)
* Modified Affordable logic to select randomly from 10, 105, 205, and 505 depending on the selected wallet tier. Updated the tooltip to reflect.

* Clarified logic in comments and variable names.

* Streamlined affordable check for starter wallet.

One more function comment.

* More streamlining of affordable price generation, comment clarification.
2023-03-13 17:24:51 -04:00
Christopher Leggett d9008938f8 Makes sequenceMap and seqLoadStatus a dynamic size (#2610)
Refactors to allow the above two arrays to be a dynamic size when the game launches, size is set during the AudioLoad_Init function.
2023-03-12 15:55:25 -04:00
Adam Bird 1ce9634f65 clear bongo bongo static effect on actor reset (#2603) 2023-03-12 08:06:52 +01:00
Adam Bird 39acd71fc4 remove left over boss location logic from mq logic (#2619) 2023-03-12 08:01:18 +01:00
aMannus 095066ffcd Enemy Rando - Arwing range check (Khan Edition) (#2613)
* Arwing range check

* Small code cleanup
2023-03-11 09:47:56 -08:00
aMannus 1c00d56053 Exclude club moblins in clear rooms (#2593) 2023-03-08 13:10:14 -05:00
Adam Bird 7c558ae089 fix rando quest selection falling back to vanilla saves (#2599) 2023-03-08 13:09:22 -05:00
Adam Bird 60f4f71495 fix flag wind speed to use correct uint type (#2600) 2023-03-08 13:08:54 -05:00
Adam Bird 2117d98178 fix skulltula token count message on vanilla (#2597) 2023-03-08 10:18:02 -05:00
Malkierian 5d32343919 Modify cutsceneIndex in scene transition autosave to include use-cases outside of normal vanilla play. (#2588) 2023-03-06 23:17:27 -05:00
Adam Bird ce115272cd fix equip now enhancement running with non-equipment items (#2590) 2023-03-06 23:15:51 -05:00
Adam Bird 0a67e42f6c handle angry happy mask throwing link out in entrance randomizer (#2578) 2023-03-04 00:30:20 -05:00
Adam Bird a5bf135541 fix change age cheat causing link to spawn in the wrong spot (#2573) 2023-03-02 17:12:46 -05:00
Josh Bodner 0d54cb15df Spot fix so autosave dropdown will save immediately (#2568) 2023-03-02 16:57:55 -05:00
24 changed files with 133 additions and 124 deletions
+2 -2
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@@ -5,8 +5,8 @@ set(CMAKE_CXX_STANDARD 20 CACHE STRING "The C++ standard to use")
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment version" FORCE)
project(Ship VERSION 6.1.0 LANGUAGES C CXX)
set(PROJECT_BUILD_NAME "KHAN ALFA" CACHE STRING "")
project(Ship VERSION 6.1.1 LANGUAGES C CXX)
set(PROJECT_BUILD_NAME "KHAN BRAVO" CACHE STRING "")
set(PROJECT_TEAM "github.com/harbourmasters" CACHE STRING "")
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT soh)
+3 -2
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@@ -22,7 +22,8 @@
#define CALC_RESAMPLE_FREQ(sampleRate) ((float)sampleRate / (s32)gAudioContext.audioBufferParameters.frequency)
#define MAX_SEQUENCES 0x400
//#define MAX_SEQUENCES 0x800
extern size_t sequenceMapSize;
extern char* fontMap[256];
@@ -917,7 +918,7 @@ typedef struct {
/* 0x342C */ AudioPoolSplit3 temporaryCommonPoolSplit;
/* 0x3438 */ u8 sampleFontLoadStatus[0x30];
/* 0x3468 */ u8 fontLoadStatus[0x30];
/* 0x3498 */ u8 seqLoadStatus[MAX_SEQUENCES];
/* 0x3498 */ u8* seqLoadStatus;
/* 0x3518 */ volatile u8 resetStatus;
/* 0x3519 */ u8 audioResetSpecIdToLoad;
/* 0x351C */ s32 audioResetFadeOutFramesLeft;
+3 -1
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@@ -319,9 +319,11 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
// Shell Blade & Spike - Child link can't kill these with sword or deku stick.
// Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
bool enemiesToExcludeClearRooms = enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB ||
enemy.id == ACTOR_EN_NY || enemy.id == ACTOR_EN_CLEAR_TAG ||
enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2;
enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
enemy.id == ACTOR_EN_MB;
// Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms.
bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;
+36 -40
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@@ -89,13 +89,13 @@ void RegisterInfiniteNayrusLove() {
void RegisterMoonJumpOnL() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
if (!gPlayState) return;
if (CVarGetInteger("gMoonJumpOnL", 0) != 0) {
if (gPlayState) {
Player* player = GET_PLAYER(gPlayState);
Player* player = GET_PLAYER(gPlayState);
if (CHECK_BTN_ANY(gPlayState->state.input[0].cur.button, BTN_L)) {
player->actor.velocity.y = 6.34375f;
}
if (CHECK_BTN_ANY(gPlayState->state.input[0].cur.button, BTN_L)) {
player->actor.velocity.y = 6.34375f;
}
}
});
@@ -104,23 +104,23 @@ void RegisterMoonJumpOnL() {
void RegisterInfiniteISG() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
if (!gPlayState) return;
if (CVarGetInteger("gEzISG", 0) != 0) {
if (gPlayState) {
Player* player = GET_PLAYER(gPlayState);
player->swordState = 1;
}
Player* player = GET_PLAYER(gPlayState);
player->swordState = 1;
}
});
}
void RegisterUnrestrictedItems() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
if (!gPlayState) return;
if (CVarGetInteger("gNoRestrictItems", 0) != 0) {
if (gPlayState) {
u8 sunsBackup = gPlayState->interfaceCtx.restrictions.sunsSong;
memset(&gPlayState->interfaceCtx.restrictions, 0, sizeof(gPlayState->interfaceCtx.restrictions));
gPlayState->interfaceCtx.restrictions.sunsSong = sunsBackup;
}
u8 sunsBackup = gPlayState->interfaceCtx.restrictions.sunsSong;
memset(&gPlayState->interfaceCtx.restrictions, 0, sizeof(gPlayState->interfaceCtx.restrictions));
gPlayState->interfaceCtx.restrictions.sunsSong = sunsBackup;
}
});
}
@@ -142,35 +142,31 @@ void RegisterFreezeTime() {
/// Switches Link's age and respawns him at the last entrance he entered.
void RegisterSwitchAge() {
bool warped = false;
Vec3f playerPos;
int16_t playerYaw;
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([&warped, &playerPos, &playerYaw]() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
static bool warped = false;
static Vec3f playerPos;
static int16_t playerYaw;
if (!gPlayState) return;
if (CVarGetInteger("gSwitchAge", 0) != 0) {
CVarSetInteger("gSwitchAge", 0);
if (gPlayState) {
playerPos = GET_PLAYER(gPlayState)->actor.world.pos;
playerYaw = GET_PLAYER(gPlayState)->actor.shape.rot.y;
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 11;
gSaveContext.nextTransitionType = 11;
warped = true;
if (gPlayState->linkAgeOnLoad == 1) {
gPlayState->linkAgeOnLoad = 0;
} else {
gPlayState->linkAgeOnLoad = 1;
}
}
playerPos = GET_PLAYER(gPlayState)->actor.world.pos;
playerYaw = GET_PLAYER(gPlayState)->actor.shape.rot.y;
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 11;
gSaveContext.nextTransitionType = 11;
gPlayState->linkAgeOnLoad ^= 1;
warped = true;
}
if (gPlayState) {
if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransitionType == 255) {
GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
warped = false;
}
if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransitionType == 255) {
GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
warped = false;
}
});
}
@@ -233,16 +233,9 @@ void AreaTable_Init_DekuTree() {
Entrance(DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK, {[]{return (IsChild && CanUse(KOKIRI_SWORD)) || CanUseProjectile || (Nuts && (IsChild && CanUse(STICKS)));}}),
});
areaTable[DEKU_TREE_MQ_BASEMENT_LEDGE] = Area("Deku Tree MQ Basement Ledge", "Deku Tree", DEKU_TREE, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&DekuTreeClear, {[]{return DekuTreeClear || (Here(DEKU_TREE_MQ_BASEMENT_LEDGE, []{return HasFireSourceWithTorch;}) &&
Here(DEKU_TREE_MQ_BASEMENT_LEDGE, []{return HasShield;}) &&
(IsAdult || KokiriSword || Sticks) && (Nuts || CanUse(SLINGSHOT) || CanUse(BOW) || HookshotOrBoomerang));}}),
}, {
areaTable[DEKU_TREE_MQ_BASEMENT_LEDGE] = Area("Deku Tree MQ Basement Ledge", "Deku Tree", DEKU_TREE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(DEKU_TREE_MQ_DEKU_SCRUB, {[]{return CanStunDeku;}}),
LocationAccess(DEKU_TREE_QUEEN_GOHMA_HEART, {[]{return HasFireSourceWithTorch && HasShield && (IsAdult || KokiriSword || Sticks) && (Nuts || CanUse(SLINGSHOT) || CanUse(BOW) || HookshotOrBoomerang);}}),
LocationAccess(QUEEN_GOHMA, {[]{return HasFireSourceWithTorch && HasShield && (IsAdult || KokiriSword || Sticks) && (Nuts || CanUse(SLINGSHOT) || CanUse(BOW) || HookshotOrBoomerang);}}),
LocationAccess(DEKU_TREE_MQ_DEKU_SCRUB, {[]{return CanStunDeku;}}),
}, {
//Exits
Entrance(DEKU_TREE_MQ_BASEMENT_BACK_ROOM, {[]{return IsChild;}}),
@@ -291,13 +291,9 @@ void AreaTable_Init_DodongosCavern() {
areaTable[DODONGOS_CAVERN_MQ_BOSS_AREA] = Area("Dodongos Cavern MQ BossArea", "Dodongos Cavern", DODONGOS_CAVERN, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&FairyPot, {[]{return true;}}),
EventAccess(&DodongosCavernClear, {[]{return DodongosCavernClear || (CanBlastOrSmash && (Bombs || GoronBracelet) && (IsAdult || Sticks || KokiriSword));}}),
}, {
//Locations
LocationAccess(DODONGOS_CAVERN_MQ_UNDER_GRAVE_CHEST, {[]{return true;}}),
LocationAccess(DODONGOS_CAVERN_BOSS_ROOM_CHEST, {[]{return true;}}),
LocationAccess(DODONGOS_CAVERN_KING_DODONGO_HEART, {[]{return CanBlastOrSmash && (Bombs || GoronBracelet) && (IsAdult || Sticks || KokiriSword);}}),
LocationAccess(KING_DODONGO, {[]{return CanBlastOrSmash && (Bombs || GoronBracelet) && (IsAdult || Sticks || KokiriSword);}}),
LocationAccess(DODONGOS_CAVERN_MQ_GS_BACK_AREA, {[]{return true;}}),
}, {
//Exits
@@ -128,31 +128,39 @@ static constexpr std::array<double, 60> ShopPriceProbability= {
0.959992180, 0.968187000, 0.975495390, 0.981884488, 0.987344345, 0.991851853, 0.995389113, 0.997937921, 0.999481947, 1.000000000,
};
std::map<uint8_t, int> affordableCaps = {
{RO_SHOPSANITY_PRICE_STARTER, 10},
{RO_SHOPSANITY_PRICE_ADULT, 105},
{RO_SHOPSANITY_PRICE_GIANT, 205},
{RO_SHOPSANITY_PRICE_TYCOON, 505},
};
// If affordable option is on, cap items at affordable price just above the max of the previous wallet tier
int CapPriceAffordable(int value, int cap) {
if (Settings::ShopsanityPricesAffordable.Is(true) && value > cap)
return cap;
return value;
}
// Generate random number from 5 to wallet max
int GetPriceFromMax(int max) {
int temp = Random(1, max) * 5; // random range of 1 - wallet max / 5, where wallet max is the highest it goes as a multiple of 5
return CapPriceAffordable(temp, affordableCaps.find(Settings::ShopsanityPrices.Value<uint8_t>())->second);
return Random(1, max) * 5; // random range of 1 - wallet max / 5, where wallet max is the highest it goes as a multiple of 5
}
// Get random price out of available "affordable prices", or just return 10 if Starter wallet is selected (no need to randomly select
// from a single element)
int GetPriceAffordable() {
if (Settings::ShopsanityPrices.Is(RO_SHOPSANITY_PRICE_STARTER)) {
return 10;
}
static const std::vector<int> affordablePrices = { 10, 105, 205, 505 };
std::vector<int> priceList;
uint8_t maxElements = Settings::ShopsanityPrices.Value<uint8_t>();
for (int i = 0; i < maxElements; i++) {
priceList.push_back(affordablePrices.at(i));
}
return RandomElement(priceList);
}
int GetRandomShopPrice() {
// If Affordable is enabled, no need to set randomizer max price
if (Settings::ShopsanityPricesAffordable.Is(true)) {
return GetPriceAffordable();
}
// max 0 means Balanced is selected, and thus shouldn't trigger GetPriceFromMax
int max = 0;
if(Settings::ShopsanityPrices.Is(RO_SHOPSANITY_PRICE_STARTER)) {// check for xx wallet setting and set max amount as method for
max = 19; // 95/5 // setting true randomization
// check settings for a wallet tier selection and set max amount as method for setting true randomization
if(Settings::ShopsanityPrices.Is(RO_SHOPSANITY_PRICE_STARTER)) {
max = 19; // 95/5
}
else if (Settings::ShopsanityPrices.Is(RO_SHOPSANITY_PRICE_ADULT)) {
max = 40; // 200/5
@@ -3094,7 +3094,7 @@ void DrawRandoEditor(bool& open) {
static const char* randoLinksPocket[4] = { "Dungeon Reward", "Advancement", "Anything", "Nothing" };
static const char* randoShuffleSongs[3] = { "Song Locations", "Dungeon Rewards", "Anywhere" };
static const char* randoShopsanity[7] = { "Off", "0 Items", "1 Item", "2 Items", "3 Items", "4 Items", "Random" };
static const char* randoShopsanityPrices[6] = { "Balanced", "Starter Wallet", "Adult Wallet", "Giant's Wallet", "Tycoon's Wallet", "Affordable" };
static const char* randoShopsanityPrices[5] = { "Balanced", "Starter Wallet", "Adult Wallet", "Giant's Wallet", "Tycoon's Wallet" };
static const char* randoTokensanity[4] = { "Off", "Dungeons", "Overworld", "All Tokens" };
static const char* randoShuffleScrubs[4] = { "Off", "Affordable", "Expensive", "Random Prices" };
static const char* randoShuffleMerchants[3] = { "Off", "On (no hints)", "On (with hints)" };
@@ -3729,8 +3729,8 @@ void DrawRandoEditor(bool& open) {
UIWidgets::EnhancementCheckbox(Settings::ShopsanityPricesAffordable.GetName().c_str(), "gRandomizeShopsanityPricesAffordable",
CVarGetInteger("gRandomizeShopsanityPrices", RO_SHOPSANITY_PRICE_BALANCED) == RO_SHOPSANITY_PRICE_BALANCED,
"This can only apply to a wallet range.");
UIWidgets::InsertHelpHoverText("Cap item prices to a value just above the previous tier wallet's max value.\n"
"Affordable caps: starter = 10, adult = 105, giant = 205, tycoon = 505\n"
UIWidgets::InsertHelpHoverText("Random selection between the selected wallet tier's affordable price and the affordable prices of the preceding wallet tiers.\n\n"
"Affordable prices per tier: starter = 10, adult = 105, giant = 205, tycoon = 505\n\n"
"Use this to enable wallet tier locking, but make shop items not as expensive as they could be.");
}
+2 -11
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@@ -834,18 +834,9 @@ namespace GameMenuBar {
UIWidgets::PaddedSeparator(false, true);
// Autosave enum value of 1 is the default in presets and the old checkbox "on" state for backwards compatibility
const uint16_t selectedAutosaveId = CVarGetInteger("gAutosave", 0);
std::string autosaveLabels[] = { "Off", "New Location + Major Item", "New Location + Any Item", "New Location", "Major Item", "Any Item" };
UIWidgets::PaddedText("Autosave", false, true);
if (ImGui::BeginCombo("##AutosaveComboBox", autosaveLabels[selectedAutosaveId].c_str())) {
for (int index = 0; index < sizeof(autosaveLabels) / sizeof(autosaveLabels[0]); index++) {
if (ImGui::Selectable(autosaveLabels[index].c_str(), index == selectedAutosaveId)) {
CVarSetInteger("gAutosave", index);
}
}
ImGui::EndCombo();
}
const char* autosaveLabels[] = { "Off", "New Location + Major Item", "New Location + Any Item", "New Location", "Major Item", "Any Item" };
UIWidgets::EnhancementCombobox("gAutosave", autosaveLabels, (sizeof(autosaveLabels) / sizeof(autosaveLabels[0])), CVarGetInteger("gAutosave", 0));
UIWidgets::Tooltip("Automatically save the game every time a new area is entered and/or item is obtained\n"
"Major items exclude rupees and health/magic/ammo refills (but include bombchus unless bombchu drops are enabled)");
+1 -1
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@@ -1678,7 +1678,7 @@ extern "C" int CustomMessage_RetrieveIfExists(PlayState* play) {
textId = TEXT_GS_FREEZE;
}
messageEntry = CustomMessageManager::Instance->RetrieveMessage(customMessageTableID, textId);
CustomMessageManager::ReplaceStringInMessage(messageEntry, "{{gsCount}}", std::to_string(gSaveContext.inventory.gsTokens + 1));
CustomMessageManager::ReplaceStringInMessage(messageEntry, "{{gsCount}}", std::to_string(gSaveContext.inventory.gsTokens));
}
}
if (textId == TEXT_HEART_CONTAINER && CVarGetInteger("gInjectItemCounts", 0)) {
+2
View File
@@ -1726,6 +1726,8 @@ void SaveManager::DeleteZeldaFile(int fileNum) {
}
fileMetaInfo[fileNum].valid = false;
fileMetaInfo[fileNum].randoSave = false;
fileMetaInfo[fileNum].requiresMasterQuest = false;
fileMetaInfo[fileNum].requiresOriginal = false;
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnDeleteFile>(fileNum);
}
@@ -37,7 +37,7 @@ void Ship::SetWindSettingsFactoryV0::ParseFileBinary(std::shared_ptr<BinaryReade
setWind->settings.windWest = reader->ReadInt8();
setWind->settings.windVertical = reader->ReadInt8();
setWind->settings.windSouth = reader->ReadInt8();
setWind->settings.windSpeed = reader->ReadInt8();
setWind->settings.windSpeed = reader->ReadUByte();
}
} // namespace Ship
@@ -12,7 +12,7 @@ typedef struct {
int8_t windWest;
int8_t windVertical;
int8_t windSouth;
int8_t windSpeed;
uint8_t windSpeed;
} WindSettings;
class SetWindSettings : public SceneCommand {
+1 -1
View File
@@ -53,7 +53,7 @@ void AudioHeap_ResetLoadStatus(void) {
}
}
for (i = 0; i < MAX_SEQUENCES; i++) {
for (i = 0; i < sequenceMapSize; i++) {
if (gAudioContext.seqLoadStatus[i] != 5) {
gAudioContext.seqLoadStatus[i] = 0;
}
+8 -4
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@@ -77,7 +77,8 @@ void* sUnusedHandler = NULL;
s32 gAudioContextInitalized = false;
char* sequenceMap[MAX_SEQUENCES];
char** sequenceMap;
size_t sequenceMapSize;
// A map of authentic sequence IDs to their cache policies, for use with sequence swapping.
u8 seqCachePolicyMap[MAX_AUTHENTIC_SEQID];
char* fontMap[256];
@@ -488,7 +489,7 @@ u8* AudioLoad_GetFontsForSequence(s32 seqId, u32* outNumFonts) {
return NULL;
u16 newSeqId = AudioEditor_GetReplacementSeq(seqId);
if (newSeqId > MAX_SEQUENCES || !sequenceMap[newSeqId]) {
if (newSeqId > sequenceMapSize || !sequenceMap[newSeqId]) {
return NULL;
}
SequenceData sDat = ResourceMgr_LoadSeqByName(sequenceMap[newSeqId]);
@@ -1342,7 +1343,12 @@ void AudioLoad_Init(void* heap, size_t heapSize) {
AudioHeap_ResetStep();
int seqListSize = 0;
int customSeqListSize = 0;
char** seqList = ResourceMgr_ListFiles("audio/sequences*", &seqListSize);
char** customSeqList = ResourceMgr_ListFiles("custom/music/*", &customSeqListSize);
sequenceMapSize = (size_t)(seqListSize + customSeqListSize);
sequenceMap = malloc(sequenceMapSize * sizeof(char*));
gAudioContext.seqLoadStatus = malloc(sequenceMapSize * sizeof(char*));
for (size_t i = 0; i < seqListSize; i++)
{
@@ -1357,9 +1363,7 @@ void AudioLoad_Init(void* heap, size_t heapSize) {
free(seqList);
int customSeqListSize = 0;
int startingSeqNum = MAX_AUTHENTIC_SEQID; // 109 is the highest vanilla sequence
char** customSeqList = ResourceMgr_ListFiles("custom/music/*", &customSeqListSize);
qsort(customSeqList, customSeqListSize, sizeof(char*), strcmp_sort);
for (size_t i = startingSeqNum; i < startingSeqNum + customSeqListSize; i++) {
+1 -1
View File
@@ -3,7 +3,7 @@
#include <libultraship/libultra.h>
#include "global.h"
extern char* sequenceMap[MAX_SEQUENCES];
extern char** sequenceMap;
#define PORTAMENTO_IS_SPECIAL(x) ((x).mode & 0x80)
#define PORTAMENTO_MODE(x) ((x).mode & ~0x80)
+1 -1
View File
@@ -874,7 +874,7 @@ void Play_Update(PlayState* play) {
// Also don't save when you first load a file to prevent consumables like magic from being lost
// Also don't save if there's a pending shop sale to prevent getting the item for a discount!
if ((CVarGetInteger("gAutosave", 0) >= 1) && (CVarGetInteger("gAutosave", 0) <= 3) &&
(gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) && (gSaveContext.pendingSale == ITEM_NONE) &&
(gSaveContext.cutsceneIndex < 0xFFF0) && (play->gameplayFrames > 60) && (gSaveContext.pendingSale == ITEM_NONE) &&
(play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA) && (play->sceneNum != SCENE_KENJYANOMA)) {
Play_PerformSave(play);
}
+1 -3
View File
@@ -298,9 +298,7 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset];
}
if (fileChooseCtx->questType[fileChooseCtx->buttonIndex] == 2 && strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0 &&
!((Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->requiresMasterQuest && !ResourceMgr_GameHasMasterQuest()) ||
(Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->requiresMasterQuest && !ResourceMgr_GameHasOriginal()))) {
if (fileChooseCtx->questType[fileChooseCtx->buttonIndex] == 2 && strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) {
// Set N64DD Flags for save file
fileChooseCtx->n64ddFlags[fileChooseCtx->buttonIndex] = 1;
fileChooseCtx->n64ddFlag = 1;
@@ -247,7 +247,7 @@ const ActorInit Boss_Sst_InitVars = {
(ActorFunc)BossSst_Destroy,
(ActorFunc)BossSst_UpdateHand,
(ActorFunc)BossSst_DrawHand,
NULL,
(ActorResetFunc)BossSst_Reset,
};
#include "z_boss_sst_colchk.c"
@@ -3268,4 +3268,13 @@ void BossSst_Reset(void) {
sCutsceneCamera= 0;
sBodyStatic = false;
// Reset death colors
sBodyColor.a = 255;
sBodyColor.r = 255;
sBodyColor.g = 255;
sBodyColor.b = 255;
sStaticColor.a = 255;
sStaticColor.r = 0;
sStaticColor.g = 0;
sStaticColor.b = 0;
}
@@ -475,9 +475,13 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
Math_ApproachS(&this->actor.world.rot.z, 0, 15, this->targetDirection.z);
Math_ApproachF(&this->targetDirection.z, 0x500, 1.0f, 0x100);
// Introduce a range requirement in Enemy Rando so Arwings don't shoot the player from
// across the map. Especially noticeable in big maps like Lake Hylia and Hyrule Field.
uint8_t enemyRandoShootLaser = !CVarGetInteger("gRandomizedEnemies", 0) || this->actor.xzDistToPlayer < 1000.0f;
// Check if the Arwing should fire its laser.
if ((this->frameCounter % 4) == 0 && (Rand_ZeroOne() < 0.75f) &&
(this->state == CLEAR_TAG_STATE_TARGET_LOCKED)) {
(this->state == CLEAR_TAG_STATE_TARGET_LOCKED) && enemyRandoShootLaser) {
this->shouldShootLaser = true;
}
} else {
@@ -13,6 +13,7 @@
#include "objects/object_mastergolon/object_mastergolon.h"
#include "objects/object_masterzoora/object_masterzoora.h"
#include "objects/object_masterkokirihead/object_masterkokirihead.h"
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
@@ -934,7 +935,12 @@ void EnOssan_State_StartConversation(EnOssan* this, PlayState* play, Player* pla
EnOssan_TryPaybackMask(this, play);
return;
case OSSAN_HAPPY_STATE_ANGRY:
play->nextEntranceIndex = 0x1D1;
// In ER, handle happy mask throwing link out with not enough rupees
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
play->nextEntranceIndex = Entrance_OverrideNextIndex(0x1D1);
} else {
play->nextEntranceIndex = 0x1D1;
}
play->sceneLoadFlag = 0x14;
play->fadeTransition = 0x2E;
return;
+14 -16
View File
@@ -103,6 +103,11 @@ void func_80AFB768(EnSi* this, PlayState* play) {
if (gSaveContext.n64ddFlag) {
Randomizer_UpdateSkullReward(this, play);
if (getItemId != RG_ICE_TRAP) {
Randomizer_GiveSkullReward(this, play);
} else {
gSaveContext.pendingIceTrapCount++;
}
} else {
Item_Give(play, giveItemId);
}
@@ -117,14 +122,8 @@ void func_80AFB768(EnSi* this, PlayState* play) {
Message_StartTextbox(play, textId, NULL);
if (gSaveContext.n64ddFlag) {
if (getItemId != RG_ICE_TRAP) {
Randomizer_GiveSkullReward(this, play);
Audio_PlayFanfare_Rando(getItem);
} else {
gSaveContext.pendingIceTrapCount++;
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
if (gSaveContext.n64ddFlag && getItemId != RG_ICE_TRAP) {
Audio_PlayFanfare_Rando(getItem);
} else {
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
@@ -149,20 +148,19 @@ void func_80AFB89C(EnSi* this, PlayState* play) {
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
if (gSaveContext.n64ddFlag) {
Randomizer_UpdateSkullReward(this, play);
if (getItemId != RG_ICE_TRAP) {
Randomizer_GiveSkullReward(this, play);
} else {
gSaveContext.pendingIceTrapCount++;
}
} else {
Item_Give(play, giveItemId);
}
Message_StartTextbox(play, textId, NULL);
if (gSaveContext.n64ddFlag) {
if (getItemId != RG_ICE_TRAP) {
Randomizer_GiveSkullReward(this, play);
Audio_PlayFanfare_Rando(getItem);
} else {
gSaveContext.pendingIceTrapCount++;
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
if (gSaveContext.n64ddFlag && getItemId != RG_ICE_TRAP) {
Audio_PlayFanfare_Rando(getItem);
} else {
Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
}
@@ -12604,7 +12604,8 @@ s32 func_8084DFF4(PlayState* play, Player* this) {
}
this->unk_84F = 1;
equipItem = giEntry.itemId;
equipNow = CVarGetInteger("gAskToEquip", 0) && equipItem >= ITEM_SWORD_KOKIRI && equipItem <= ITEM_TUNIC_ZORA &&
equipNow = CVarGetInteger("gAskToEquip", 0) && giEntry.modIndex == MOD_NONE &&
equipItem >= ITEM_SWORD_KOKIRI && equipItem <= ITEM_TUNIC_ZORA &&
((gItemAgeReqs[equipItem] == 9 || gItemAgeReqs[equipItem] == gSaveContext.linkAge) ||
CVarGetInteger("gTimelessEquipment", 0));