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Rando: Master Sword Shuffle (#2981)
* The mother of all commits * Removed `GI_SWORD_MASTER`; "Master Sword" Items now actually give MS * Removed dupe MS entries in item pool; updated GIMESSAGE (should stop crashing on non-Windows); re-added MS in item list * Give Adult Link a freebie with shuffle MS on; cihld -> adult no longer gives MS; ToT Master Sword now gives correct item * add master sword GI draw func based on ToT MS object * Force `MasterSword` logic var to only update upon getting MS * Dorf funny line now activates with LA and MS in inv * Apply suggestions * Updated RAND_INF; Check Tracker changes; Gave RAND_INF and ice trap logic to ToT MS check; Fixed swordless behavior for HBA/fishing * ToT MS Check now works in check tracker; Visual bug where box hovers over non-existent MS gone; Fixed RAND_INF check with ToT MS pedestal; Ganon no longer gives free MS * adult equips no longer reset in MS shuffle * Apply (most) locacc review suggestions Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> * Reorganized swordless check for interface to fit edge cases; getting master sword no longer highlights box * Edge case for BGS but no bow * Fix implicit declaration error for GI hooks (#9) * Adjusted `CanAdultAttack/Damage`; applied logic suggestions * Fixed build errors (hopefully) * Cleanup merge * get shit working again * Tidied up remaining uses of DD flag as rando indicator * make master sword invisible and fix ms flag (#10) * Add text to sheik if go mode is obtained but barrier is still up * overhaul swordless behavior in `func_80083108` * reworked ToT MS Check to have an actual GI * suggestions * Apply suggestions * Better swordless handling with temp B (#11) * better swordless handling with temp B * prevent auto save in fishing pond * prevent auto save during bombchu bowling * enum fix --------- Co-authored-by: Adam Bird <archez39@me.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
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57 changed files with 558 additions and 310 deletions
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@ -811,6 +811,20 @@ void func_80082850(PlayState* play, s16 maxAlpha) {
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}
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}
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// buttonStatus[0] is used to represent if the B button is disabled, but also tracks
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// the last active B button item during mini-games/epona (temp B)
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// Since ITEM_NONE is the same as BTN_DISABLED (255), we need a different value to help us track
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// that the player was swordless before like ITEM_NONE_FE (254)
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#define SWORDLESS_STATUS ITEM_NONE_FE
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// Restores swordless state when using the custom value for temp B and then clears temp B
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void Interface_RandoRestoreSwordless(void) {
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if (IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS) {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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gSaveContext.buttonStatus[0] = BTN_ENABLED;
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}
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}
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void func_80083108(PlayState* play) {
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MessageContext* msgCtx = &play->msgCtx;
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Player* player = GET_PLAYER(play);
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@ -818,13 +832,20 @@ void func_80083108(PlayState* play) {
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s16 i;
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s16 sp28 = 0;
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// Check for the player being swordless in rando (no item on B and swordless flag set)
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// Child is always assumed due to not finding kokiri sword yet. Adult is only checked with MS shuffle on.
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u8 randoIsSwordless = IS_RANDO && (LINK_IS_CHILD || Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) &&
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gSaveContext.equips.buttonItems[0] == ITEM_NONE && Flags_GetInfTable(INFTABLE_SWORDLESS);
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u8 randoWasSwordlessBefore = IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS;
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u8 randoCanTrackSwordless = randoIsSwordless && !randoWasSwordlessBefore;
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if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
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((play->sceneNum == SCENE_LON_LON_RANCH) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
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gSaveContext.unk_13E7 = 0;
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if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) ||
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if ((player->stateFlags1 & PLAYER_STATE1_ON_HORSE) || (play->shootingGalleryStatus > 1) ||
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((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless) {
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gSaveContext.unk_13E7 = 1;
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if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
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@ -837,9 +858,14 @@ void func_80083108(PlayState* play) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_SLINGSHOT) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_BOW) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_BOMBCHU) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_NONE)) {
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(gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless)) {
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gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
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// Track swordless status for restoration later
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if (randoCanTrackSwordless) {
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gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
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}
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if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
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gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
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Interface_LoadItemIcon1(play, 0);
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@ -875,11 +901,11 @@ void func_80083108(PlayState* play) {
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Interface_ChangeAlpha(8);
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} else if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
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Interface_ChangeAlpha(8);
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} else if (player->stateFlags1 & 0x00800000) {
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} else if (player->stateFlags1 & PLAYER_STATE1_ON_HORSE) {
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Interface_ChangeAlpha(12);
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}
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} else {
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if (player->stateFlags1 & 0x00800000) {
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if (player->stateFlags1 & PLAYER_STATE1_ON_HORSE) {
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Interface_ChangeAlpha(12);
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}
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}
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@ -891,6 +917,12 @@ void func_80083108(PlayState* play) {
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if (play->interfaceCtx.unk_260 != 0) {
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if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) {
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gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
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// Track swordless status for restoration later
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if (randoCanTrackSwordless) {
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gSaveContext.buttonStatus[0] = SWORDLESS_STATUS;
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}
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gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
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gSaveContext.unk_13EA = 0;
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Interface_LoadItemIcon1(play, 0);
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@ -904,6 +936,8 @@ void func_80083108(PlayState* play) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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gSaveContext.unk_13EA = 0;
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Interface_RandoRestoreSwordless();
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
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Interface_LoadItemIcon1(play, 0);
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}
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@ -974,7 +1008,7 @@ void func_80083108(PlayState* play) {
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}
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Interface_ChangeAlpha(50);
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} else if ((player->stateFlags1 & 0x00200000) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
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} else if ((player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
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if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
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gSaveContext.buttonStatus[0] = BTN_DISABLED;
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gSaveContext.buttonStatus[1] = BTN_DISABLED;
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@ -988,7 +1022,7 @@ void func_80083108(PlayState* play) {
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Interface_ChangeAlpha(50);
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}
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} else if ((gSaveContext.eventInf[0] & 0xF) == 1) {
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if (player->stateFlags1 & 0x00800000) {
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if (player->stateFlags1 & PLAYER_STATE1_ON_HORSE) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_BOW)) {
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if (gSaveContext.inventory.items[SLOT_BOW] == ITEM_NONE) {
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@ -1009,6 +1043,8 @@ void func_80083108(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS) &&
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(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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} else {
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gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
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}
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@ -1048,8 +1084,12 @@ void func_80083108(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) ||
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randoWasSwordlessBefore) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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sp28 = 1;
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
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@ -1071,8 +1111,12 @@ void func_80083108(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] == ITEM_BOW) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_NONE)) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) ||
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randoWasSwordlessBefore) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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sp28 = 1;
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
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@ -1412,15 +1456,20 @@ void Inventory_SwapAgeEquipment(void) {
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}
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// When becoming adult, remove swordless flag since we'll get master sword
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// (Unless Master Sword is shuffled)
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// Only in rando to keep swordless link bugs in vanilla
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if (IS_RANDO) {
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if (IS_RANDO && !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) {
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Flags_UnsetInfTable(INFTABLE_SWORDLESS);
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}
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gSaveContext.childEquips.equipment = gSaveContext.equips.equipment;
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if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE) {
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
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if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE && !(IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) && gSaveContext.adultEquips.equipment)) {
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if (!IS_RANDO || !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) {
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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}
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if (gSaveContext.inventory.items[SLOT_NUT] != ITEM_NONE) {
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gSaveContext.equips.buttonItems[1] = ITEM_NUT;
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@ -1433,7 +1482,9 @@ void Inventory_SwapAgeEquipment(void) {
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gSaveContext.equips.buttonItems[3] = gSaveContext.inventory.items[SLOT_OCARINA];
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gSaveContext.equips.cButtonSlots[1] = SLOT_BOMB;
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gSaveContext.equips.cButtonSlots[2] = SLOT_OCARINA;
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gSaveContext.equips.equipment = 0x1122;
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gSaveContext.equips.equipment = (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) &&
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gSaveContext.equips.buttonItems[0] == ITEM_NONE) ? 0x1120 :0x1122;
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// Set the dpad to nothing
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gSaveContext.equips.buttonItems[4] = ITEM_NONE;
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@ -1626,11 +1677,13 @@ void func_80084BF4(PlayState* play, u16 flag) {
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(gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) ||
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(gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE)) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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Interface_LoadItemIcon1(play, 0);
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}
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} else if (gSaveContext.equips.buttonItems[0] == ITEM_NONE) {
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if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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Interface_LoadItemIcon1(play, 0);
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}
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}
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@ -2556,6 +2609,13 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
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return Return_Item_Entry(giEntry, RG_NONE);
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}
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if (item == RG_MASTER_SWORD) {
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if (!CHECK_OWNED_EQUIP(EQUIP_SWORD, 1)) {
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gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_SWORD];
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}
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return Return_Item_Entry(giEntry, RG_NONE);
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}
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temp = gSaveContext.inventory.items[slot];
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osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp);
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INV_CONTENT(item) = item;
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@ -5723,6 +5783,7 @@ void Interface_Draw(PlayState* play) {
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(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) {
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if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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}
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