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https://github.com/HarbourMasters/Shipwright
synced 2026-05-25 07:32:48 -04:00
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26 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 5f708251a6 | |||
| 62bd4b0ba7 | |||
| f5bcc6dccf | |||
| f7703e14e8 | |||
| 0c43fe7e48 | |||
| 545bc21fbe | |||
| 21a3bd9f5c | |||
| f682102c96 | |||
| e76b990c8a | |||
| 533ee9379a | |||
| 72b12890fd | |||
| 0ade1aad69 | |||
| 264623f40a | |||
| d9008938f8 | |||
| 1ce9634f65 | |||
| 39acd71fc4 | |||
| 095066ffcd | |||
| 1c00d56053 | |||
| 7c558ae089 | |||
| 60f4f71495 | |||
| 2117d98178 | |||
| 5d32343919 | |||
| ce115272cd | |||
| 0a67e42f6c | |||
| a5bf135541 | |||
| 0d54cb15df |
+2
-2
@@ -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)
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||||
set(PROJECT_BUILD_NAME "KHAN ALFA" CACHE STRING "")
|
||||
project(Ship VERSION 6.1.2 LANGUAGES C CXX)
|
||||
set(PROJECT_BUILD_NAME "KHAN CHARLIE" CACHE STRING "")
|
||||
set(PROJECT_TEAM "github.com/harbourmasters" CACHE STRING "")
|
||||
|
||||
set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT soh)
|
||||
|
||||
+1
-1
Submodule libultraship updated: 805b153861...554078d082
@@ -22,7 +22,8 @@
|
||||
|
||||
#define CALC_RESAMPLE_FREQ(sampleRate) ((float)sampleRate / (s32)gAudioContext.audioBufferParameters.frequency)
|
||||
|
||||
#define MAX_SEQUENCES 0x400
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||||
//#define MAX_SEQUENCES 0x800
|
||||
extern size_t sequenceMapSize;
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||||
|
||||
extern char* fontMap[256];
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||||
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||||
@@ -917,7 +918,7 @@ typedef struct {
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||||
/* 0x342C */ AudioPoolSplit3 temporaryCommonPoolSplit;
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||||
/* 0x3438 */ u8 sampleFontLoadStatus[0x30];
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||||
/* 0x3468 */ u8 fontLoadStatus[0x30];
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||||
/* 0x3498 */ u8 seqLoadStatus[MAX_SEQUENCES];
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||||
/* 0x3498 */ u8* seqLoadStatus;
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||||
/* 0x3518 */ volatile u8 resetStatus;
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/* 0x3519 */ u8 audioResetSpecIdToLoad;
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||||
/* 0x351C */ s32 audioResetFadeOutFramesLeft;
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||||
@@ -369,7 +369,7 @@ typedef enum {
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#define EVENTCHKINF_16 0x16
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#define EVENTCHKINF_EPONA_OBTAINED 0x18
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#define EVENTCHKINF_1B 0x1B
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#define EVENTCHKINF_1C 0x1C
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#define EVENTCHKINF_SPOKE_TO_MIDO_AFTER_DEKU_TREES_DEATH 0x1C
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#define EVENTCHKINF_1D 0x1D
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#define EVENTCHKINF_1E 0x1E
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#define EVENTCHKINF_20 0x20
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@@ -261,6 +261,10 @@ extern "C" void AudioCollection_AddToCollection(char *otrPath, uint16_t seqNum)
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AudioCollection::Instance->AddToCollection(otrPath, seqNum);
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}
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bool AudioCollection::HasSequenceNum(uint16_t seqId) {
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return sequenceMap.contains(seqId);
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}
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const char* AudioCollection::GetSequenceName(uint16_t seqId) {
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auto seqIt = sequenceMap.find(seqId);
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if (seqIt != sequenceMap.end()) {
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@@ -269,6 +273,18 @@ const char* AudioCollection::GetSequenceName(uint16_t seqId) {
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return nullptr;
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}
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size_t AudioCollection::SequenceMapSize() {
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return sequenceMap.size();
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}
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extern "C" const char* AudioCollection_GetSequenceName(uint16_t seqId) {
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return AudioCollection::Instance->GetSequenceName(seqId);
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}
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extern "C" bool AudioCollection_HasSequenceNum(uint16_t seqId) {
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return AudioCollection::Instance->HasSequenceNum(seqId);
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}
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extern "C" size_t AudioCollection_SequenceMapSize() {
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return AudioCollection::Instance->SequenceMapSize();
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}
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@@ -58,8 +58,12 @@ class AudioCollection {
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uint16_t GetReplacementSequence(uint16_t seqId);
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void InitializeShufflePool();
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const char* GetSequenceName(uint16_t seqId);
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bool HasSequenceNum(uint16_t seqId);
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size_t SequenceMapSize();
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};
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#else
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void AudioCollection_AddToCollection(char *otrPath, uint16_t seqNum);
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const char* AudioCollection_GetSequenceName(uint16_t seqId);
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bool AudioCollection_HasSequenceNum(uint16_t seqId);
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||||
size_t AudioCollection_SequenceMapSize();
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||||
#endif
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||||
@@ -319,9 +319,11 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
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// Shell Blade & Spike - Child link can't kill these with sword or deku stick.
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// Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
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// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
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// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
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bool enemiesToExcludeClearRooms = enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB ||
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enemy.id == ACTOR_EN_NY || enemy.id == ACTOR_EN_CLEAR_TAG ||
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enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2;
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enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
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enemy.id == ACTOR_EN_MB;
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||||
|
||||
// Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms.
|
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bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;
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||||
|
||||
@@ -89,13 +89,13 @@ void RegisterInfiniteNayrusLove() {
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||||
|
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void RegisterMoonJumpOnL() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
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if (!gPlayState) return;
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if (CVarGetInteger("gMoonJumpOnL", 0) != 0) {
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if (gPlayState) {
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Player* player = GET_PLAYER(gPlayState);
|
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Player* player = GET_PLAYER(gPlayState);
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if (CHECK_BTN_ANY(gPlayState->state.input[0].cur.button, BTN_L)) {
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player->actor.velocity.y = 6.34375f;
|
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}
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if (CHECK_BTN_ANY(gPlayState->state.input[0].cur.button, BTN_L)) {
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player->actor.velocity.y = 6.34375f;
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||||
}
|
||||
}
|
||||
});
|
||||
@@ -104,23 +104,23 @@ void RegisterMoonJumpOnL() {
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|
||||
void RegisterInfiniteISG() {
|
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
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if (!gPlayState) return;
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if (CVarGetInteger("gEzISG", 0) != 0) {
|
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if (gPlayState) {
|
||||
Player* player = GET_PLAYER(gPlayState);
|
||||
player->swordState = 1;
|
||||
}
|
||||
Player* player = GET_PLAYER(gPlayState);
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player->swordState = 1;
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||||
}
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||||
});
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||||
}
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||||
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||||
void RegisterUnrestrictedItems() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
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||||
if (!gPlayState) return;
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||||
if (CVarGetInteger("gNoRestrictItems", 0) != 0) {
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||||
if (gPlayState) {
|
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u8 sunsBackup = gPlayState->interfaceCtx.restrictions.sunsSong;
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memset(&gPlayState->interfaceCtx.restrictions, 0, sizeof(gPlayState->interfaceCtx.restrictions));
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gPlayState->interfaceCtx.restrictions.sunsSong = sunsBackup;
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}
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u8 sunsBackup = gPlayState->interfaceCtx.restrictions.sunsSong;
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memset(&gPlayState->interfaceCtx.restrictions, 0, sizeof(gPlayState->interfaceCtx.restrictions));
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gPlayState->interfaceCtx.restrictions.sunsSong = sunsBackup;
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}
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});
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}
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@@ -142,35 +142,31 @@ void RegisterFreezeTime() {
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/// Switches Link's age and respawns him at the last entrance he entered.
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void RegisterSwitchAge() {
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bool warped = false;
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Vec3f playerPos;
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int16_t playerYaw;
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([&warped, &playerPos, &playerYaw]() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
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static bool warped = false;
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static Vec3f playerPos;
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static int16_t playerYaw;
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if (!gPlayState) return;
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if (CVarGetInteger("gSwitchAge", 0) != 0) {
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CVarSetInteger("gSwitchAge", 0);
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if (gPlayState) {
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playerPos = GET_PLAYER(gPlayState)->actor.world.pos;
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playerYaw = GET_PLAYER(gPlayState)->actor.shape.rot.y;
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gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 11;
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gSaveContext.nextTransitionType = 11;
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warped = true;
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if (gPlayState->linkAgeOnLoad == 1) {
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gPlayState->linkAgeOnLoad = 0;
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} else {
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gPlayState->linkAgeOnLoad = 1;
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}
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}
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playerPos = GET_PLAYER(gPlayState)->actor.world.pos;
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playerYaw = GET_PLAYER(gPlayState)->actor.shape.rot.y;
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gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
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gPlayState->sceneLoadFlag = 0x14;
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gPlayState->fadeTransition = 11;
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gSaveContext.nextTransitionType = 11;
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gPlayState->linkAgeOnLoad ^= 1;
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warped = true;
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}
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if (gPlayState) {
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if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransitionType == 255) {
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GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
|
||||
GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
|
||||
warped = false;
|
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}
|
||||
|
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if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransitionType == 255) {
|
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GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
|
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GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
|
||||
warped = false;
|
||||
}
|
||||
});
|
||||
}
|
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@@ -233,16 +233,9 @@ void AreaTable_Init_DekuTree() {
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Entrance(DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK, {[]{return (IsChild && CanUse(KOKIRI_SWORD)) || CanUseProjectile || (Nuts && (IsChild && CanUse(STICKS)));}}),
|
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});
|
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areaTable[DEKU_TREE_MQ_BASEMENT_LEDGE] = Area("Deku Tree MQ Basement Ledge", "Deku Tree", DEKU_TREE, NO_DAY_NIGHT_CYCLE, {
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//Events
|
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EventAccess(&DekuTreeClear, {[]{return DekuTreeClear || (Here(DEKU_TREE_MQ_BASEMENT_LEDGE, []{return HasFireSourceWithTorch;}) &&
|
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Here(DEKU_TREE_MQ_BASEMENT_LEDGE, []{return HasShield;}) &&
|
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(IsAdult || KokiriSword || Sticks) && (Nuts || CanUse(SLINGSHOT) || CanUse(BOW) || HookshotOrBoomerang));}}),
|
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}, {
|
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areaTable[DEKU_TREE_MQ_BASEMENT_LEDGE] = Area("Deku Tree MQ Basement Ledge", "Deku Tree", DEKU_TREE, NO_DAY_NIGHT_CYCLE, {}, {
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//Locations
|
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LocationAccess(DEKU_TREE_MQ_DEKU_SCRUB, {[]{return CanStunDeku;}}),
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LocationAccess(DEKU_TREE_QUEEN_GOHMA_HEART, {[]{return HasFireSourceWithTorch && HasShield && (IsAdult || KokiriSword || Sticks) && (Nuts || CanUse(SLINGSHOT) || CanUse(BOW) || HookshotOrBoomerang);}}),
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LocationAccess(QUEEN_GOHMA, {[]{return HasFireSourceWithTorch && HasShield && (IsAdult || KokiriSword || Sticks) && (Nuts || CanUse(SLINGSHOT) || CanUse(BOW) || HookshotOrBoomerang);}}),
|
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LocationAccess(DEKU_TREE_MQ_DEKU_SCRUB, {[]{return CanStunDeku;}}),
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}, {
|
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//Exits
|
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Entrance(DEKU_TREE_MQ_BASEMENT_BACK_ROOM, {[]{return IsChild;}}),
|
||||
|
||||
@@ -291,13 +291,9 @@ void AreaTable_Init_DodongosCavern() {
|
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areaTable[DODONGOS_CAVERN_MQ_BOSS_AREA] = Area("Dodongos Cavern MQ BossArea", "Dodongos Cavern", DODONGOS_CAVERN, NO_DAY_NIGHT_CYCLE, {
|
||||
//Events
|
||||
EventAccess(&FairyPot, {[]{return true;}}),
|
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EventAccess(&DodongosCavernClear, {[]{return DodongosCavernClear || (CanBlastOrSmash && (Bombs || GoronBracelet) && (IsAdult || Sticks || KokiriSword));}}),
|
||||
}, {
|
||||
//Locations
|
||||
LocationAccess(DODONGOS_CAVERN_MQ_UNDER_GRAVE_CHEST, {[]{return true;}}),
|
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LocationAccess(DODONGOS_CAVERN_BOSS_ROOM_CHEST, {[]{return true;}}),
|
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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},
|
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{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 Shopsanity prices aren't Balanced, but Affordable is on, don't GetPriceFromMax
|
||||
if (Settings::ShopsanityPricesAffordable.Is(true) && Settings::ShopsanityPrices.IsNot(RO_SHOPSANITY_PRICE_BALANCED)) {
|
||||
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
@@ -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)");
|
||||
|
||||
|
||||
@@ -518,7 +518,7 @@ extern "C" void VanillaItemTable_Init() {
|
||||
GET_ITEM(ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, GI_POE),
|
||||
GET_ITEM(ITEM_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, 0xF9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, GI_BIG_POE),
|
||||
GET_ITEM(ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY, MOD_NONE, GI_DOOR_KEY),
|
||||
GET_ITEM(ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE, GI_RUPEE_GREEN_LOSE),
|
||||
GET_ITEM(ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_GREEN_LOSE),
|
||||
GET_ITEM(ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xF5, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_BLUE_LOSE),
|
||||
GET_ITEM(ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF6, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_RED_LOSE),
|
||||
GET_ITEM(ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF7, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_PURPLE_LOSE),
|
||||
@@ -1677,8 +1677,11 @@ extern "C" int CustomMessage_RetrieveIfExists(PlayState* play) {
|
||||
} else {
|
||||
textId = TEXT_GS_FREEZE;
|
||||
}
|
||||
// In vanilla, GS token count is incremented prior to the text box displaying
|
||||
// In rando we need to bump the token count by one to show the correct count
|
||||
s16 gsCount = gSaveContext.inventory.gsTokens + (gSaveContext.n64ddFlag ? 1 : 0);
|
||||
messageEntry = CustomMessageManager::Instance->RetrieveMessage(customMessageTableID, textId);
|
||||
CustomMessageManager::ReplaceStringInMessage(messageEntry, "{{gsCount}}", std::to_string(gSaveContext.inventory.gsTokens + 1));
|
||||
CustomMessageManager::ReplaceStringInMessage(messageEntry, "{{gsCount}}", std::to_string(gsCount));
|
||||
}
|
||||
}
|
||||
if (textId == TEXT_HEART_CONTAINER && CVarGetInteger("gInjectItemCounts", 0)) {
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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)(AudioCollection_SequenceMapSize() + customSeqListSize);
|
||||
sequenceMap = malloc(sequenceMapSize * sizeof(char*));
|
||||
gAudioContext.seqLoadStatus = malloc(sequenceMapSize * sizeof(char*));
|
||||
|
||||
for (size_t i = 0; i < seqListSize; i++)
|
||||
{
|
||||
@@ -1357,21 +1363,30 @@ 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);
|
||||
|
||||
// Because AudioCollection's sequenceMap actually has more than sequences (including instruments from 130-135 and sfx in the 2000s, 6000s, 10000s, 14000s, 18000s, and 26000s),
|
||||
// it's better here to keep track of the next empty seqNum in AudioCollection instead of just skipping past the instruments at 130 with a higher MAX_AUTHENTIC_SEQID,
|
||||
// especially if those others could be added to in the future. However, this really needs to be streamlined with specific ranges in AudioCollection for types, or unifying
|
||||
// AudioCollection and the various maps in here
|
||||
int seqNum = startingSeqNum;
|
||||
|
||||
for (size_t i = startingSeqNum; i < startingSeqNum + customSeqListSize; i++) {
|
||||
// ensure that what would be the next sequence number is actually unassigned in AudioCollection
|
||||
while (AudioCollection_HasSequenceNum(seqNum)) {
|
||||
seqNum++;
|
||||
}
|
||||
int j = i - startingSeqNum;
|
||||
AudioCollection_AddToCollection(customSeqList[j], i);
|
||||
AudioCollection_AddToCollection(customSeqList[j], seqNum);
|
||||
SequenceData sDat = ResourceMgr_LoadSeqByName(customSeqList[j]);
|
||||
sDat.seqNumber = i;
|
||||
sDat.seqNumber = seqNum;
|
||||
|
||||
char* str = malloc(strlen(customSeqList[j]) + 1);
|
||||
strcpy(str, customSeqList[j]);
|
||||
|
||||
sequenceMap[sDat.seqNumber] = str;
|
||||
seqNum++;
|
||||
}
|
||||
|
||||
free(customSeqList);
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -3084,7 +3084,11 @@ s32 Health_ChangeBy(PlayState* play, s16 healthChange) {
|
||||
}
|
||||
|
||||
void Rupees_ChangeBy(s16 rupeeChange) {
|
||||
gSaveContext.rupeeAccumulator += rupeeChange;
|
||||
if (gPlayState == NULL) {
|
||||
gSaveContext.rupees += rupeeChange;
|
||||
} else {
|
||||
gSaveContext.rupeeAccumulator += rupeeChange;
|
||||
}
|
||||
|
||||
if (rupeeChange > 0) {
|
||||
gSaveContext.sohStats.count[COUNT_RUPEES_COLLECTED] += rupeeChange;
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -69,7 +69,7 @@ void func_8087B7E8(BgHaka* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (this->dyna.unk_150 != 0.0f) {
|
||||
if (play->sceneNum == SCENE_SPOT02 && !LINK_IS_ADULT && IS_DAY && !gSaveContext.n64ddFlag && !CVarGetInteger("gDayGravePull", 0)) {
|
||||
if (play->sceneNum == SCENE_SPOT02 && !LINK_IS_ADULT && IS_DAY && !CVarGetInteger("gDayGravePull", 0)) {
|
||||
this->dyna.unk_150 = 0.0f;
|
||||
player->stateFlags2 &= ~0x10;
|
||||
if (!Play_InCsMode(play)) {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -568,6 +568,8 @@ void DoorWarp1_ChildWarpOut(DoorWarp1* this, PlayState* play) {
|
||||
if (gSaveContext.n64ddFlag) {
|
||||
play->nextEntranceIndex = 0x0457;
|
||||
gSaveContext.nextCutsceneIndex = 0;
|
||||
// Skip Mido complaining about dead Deku tree
|
||||
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_MIDO_AFTER_DEKU_TREES_DEATH);
|
||||
} else {
|
||||
Item_Give(play, ITEM_KOKIRI_EMERALD);
|
||||
play->nextEntranceIndex = 0xEE;
|
||||
|
||||
@@ -624,12 +624,14 @@ void EnBox_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
|
||||
EnBox_CreateExtraChestTextures();
|
||||
int cvar = CVarGetInteger("gChestSizeAndTextureMatchesContents", 0);
|
||||
int agonyCVar = CVarGetInteger("gChestSizeDependsStoneOfAgony", 0);
|
||||
int stoneCheck = CHECK_QUEST_ITEM(QUEST_STONE_OF_AGONY);
|
||||
int cstmc = CVarGetInteger("gChestSizeAndTextureMatchesContents", 0);
|
||||
int requiresStoneAgony = CVarGetInteger("gChestSizeDependsStoneOfAgony", 0);
|
||||
GetItemCategory getItemCategory;
|
||||
|
||||
if (play->sceneNum != SCENE_TAKARAYA && cvar > 0 && ((agonyCVar > 0 && stoneCheck) | agonyCVar == 0)) {
|
||||
int isVanilla = cstmc == 0 || (requiresStoneAgony && !CHECK_QUEST_ITEM(QUEST_STONE_OF_AGONY)) ||
|
||||
(play->sceneNum == SCENE_TAKARAYA && this->dyna.actor.room != 6); // Exclude treasure game chests except for the final room
|
||||
|
||||
if (!isVanilla) {
|
||||
getItemCategory = this->getItemEntry.getItemCategory;
|
||||
// If they don't have bombchu's yet consider the bombchu item major
|
||||
if (this->getItemEntry.gid == GID_BOMBCHU && INV_CONTENT(ITEM_BOMBCHU) != ITEM_BOMBCHU) {
|
||||
@@ -645,7 +647,8 @@ void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if (play->sceneNum != SCENE_TAKARAYA && (cvar == 1 || cvar == 3) && ((agonyCVar > 0 && stoneCheck) | agonyCVar == 0)) {
|
||||
// Change size
|
||||
if (!isVanilla && (cstmc == 1 || cstmc == 3)) {
|
||||
switch (getItemCategory) {
|
||||
case ITEM_CATEGORY_JUNK:
|
||||
case ITEM_CATEGORY_SMALL_KEY:
|
||||
@@ -673,7 +676,8 @@ void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
if (play->sceneNum != SCENE_TAKARAYA && (cvar == 1 || cvar == 2) && ((agonyCVar > 0 && stoneCheck) | agonyCVar == 0)) {
|
||||
// Change texture
|
||||
if (!isVanilla && (cstmc == 1 || cstmc == 2)) {
|
||||
switch (getItemCategory) {
|
||||
case ITEM_CATEGORY_MAJOR:
|
||||
this->boxBodyDL = gGoldTreasureChestChestFrontDL;
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -136,19 +136,22 @@ void EnDntDemo_Judge(EnDntDemo* this, PlayState* play) {
|
||||
}
|
||||
} else {
|
||||
if (gSaveContext.n64ddFlag) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
switch (Player_GetMask(play)) {
|
||||
case PLAYER_MASK_SKULL:
|
||||
if (!Flags_GetTreasure(play, 0x1F)) {
|
||||
if (!Flags_GetTreasure(play, 0x1F) && !Player_InBlockingCsMode(play, player)) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_DEKU_THEATER_SKULL_MASK, GI_STICK_UPGRADE_30);
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
Flags_SetTreasure(play, 0x1F);
|
||||
player->pendingFlag.flagID = 0x1F;
|
||||
player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
|
||||
}
|
||||
break;
|
||||
case PLAYER_MASK_TRUTH:
|
||||
if (!Flags_GetTreasure(play, 0x1E)) {
|
||||
if (!Flags_GetTreasure(play, 0x1E) && !Player_InBlockingCsMode(play, player)) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_DEKU_THEATER_MASK_OF_TRUTH, GI_NUT_UPGRADE_40);
|
||||
GiveItemEntryWithoutActor(play, getItemEntry);
|
||||
Flags_SetTreasure(play, 0x1E);
|
||||
player->pendingFlag.flagID = 0x1E;
|
||||
player->pendingFlag.flagType = FLAG_SCENE_TREASURE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -372,8 +372,11 @@ u16 EnMd_GetTextKokiriForest(PlayState* play, EnMd* this) {
|
||||
this->unk_208 = 0;
|
||||
this->unk_209 = TEXT_STATE_NONE;
|
||||
|
||||
// In rando, skip talking about the tree being dead so we can have the prompt sword and shield instead
|
||||
if (!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) {
|
||||
// In rando, skip talking about the tree being dead so we can have the prompt for sword and shield instead
|
||||
if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) ||
|
||||
(gSaveContext.n64ddFlag && Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD) &&
|
||||
Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_DEKU_TREE) &&
|
||||
!Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_MIDO_AFTER_DEKU_TREES_DEATH))) {
|
||||
return 0x1045;
|
||||
}
|
||||
|
||||
@@ -492,6 +495,7 @@ u8 EnMd_ShouldSpawn(EnMd* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD) &&
|
||||
Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_MIDO_AFTER_DEKU_TREES_DEATH) &&
|
||||
(Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER) ||
|
||||
Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD))) {
|
||||
return play->sceneNum == SCENE_KOKIRI_HOME4 && !LINK_IS_ADULT;
|
||||
@@ -677,7 +681,8 @@ void EnMd_Init(Actor* thisx, PlayState* play) {
|
||||
|
||||
if (((play->sceneNum == SCENE_SPOT04) && !(gSaveContext.eventChkInf[0] & 0x10)) ||
|
||||
((play->sceneNum == SCENE_SPOT04) && (gSaveContext.eventChkInf[0] & 0x10) &&
|
||||
CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) ||
|
||||
((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)) ||
|
||||
(gSaveContext.n64ddFlag && Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_DEKU_TREE)))) ||
|
||||
((play->sceneNum == SCENE_SPOT10) && !(gSaveContext.eventChkInf[0] & 0x400))) {
|
||||
this->actor.home.pos = this->actor.world.pos;
|
||||
this->actionFunc = func_80AAB948;
|
||||
@@ -738,7 +743,9 @@ void func_80AAB948(EnMd* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
|
||||
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
|
||||
if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) ||
|
||||
gSaveContext.n64ddFlag && Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_DEKU_TREE) &&
|
||||
Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD)) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
|
||||
(play->sceneNum == SCENE_SPOT04)) {
|
||||
play->msgCtx.msgMode = MSGMODE_PAUSED;
|
||||
}
|
||||
@@ -805,7 +812,9 @@ void func_80AABD0C(EnMd* this, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
|
||||
if ((!gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) ||
|
||||
gSaveContext.n64ddFlag && Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_DEKU_TREE) &&
|
||||
Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD)) && !(gSaveContext.eventChkInf[1] & 0x1000) &&
|
||||
(play->sceneNum == SCENE_SPOT04)) {
|
||||
Message_CloseTextbox(play);
|
||||
gSaveContext.eventChkInf[1] |= 0x1000;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -22,6 +22,7 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play);
|
||||
void Fishing_UpdateOwner(Actor* thisx, PlayState* play);
|
||||
void Fishing_DrawFish(Actor* thisx, PlayState* play);
|
||||
void Fishing_DrawOwner(Actor* thisx, PlayState* play);
|
||||
void Fishing_Reset(void);
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ u8 unk_00;
|
||||
@@ -132,7 +133,7 @@ const ActorInit Fishing_InitVars = {
|
||||
(ActorFunc)Fishing_Destroy,
|
||||
(ActorFunc)Fishing_UpdateFish,
|
||||
(ActorFunc)Fishing_DrawFish,
|
||||
NULL,
|
||||
(ActorResetFunc)Fishing_Reset,
|
||||
};
|
||||
|
||||
static f32 D_80B7A650 = 0.0f;
|
||||
@@ -5888,3 +5889,10 @@ void Fishing_DrawOwner(Actor* thisx, PlayState* play) {
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
void Fishing_Reset(void) {
|
||||
// Reset static variables for fishing camera and cinematic state to prevent crashing when dying
|
||||
// or re-entering the scene while the fishing rod was cast
|
||||
sCameraId = 0;
|
||||
D_80B7A6CC = 0;
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user