Merge branch 'Blair' into StartingLogic

This commit is contained in:
Pepper0ni 2025-07-10 21:01:49 +01:00
commit 816e4a3c80
20 changed files with 177 additions and 77 deletions

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@ -93,7 +93,7 @@ void SkipChildRutoInteractions_Register() {
if (enRu1->action == 22) {
enRu1->action = 27;
enRu1->drawConfig = 1;
enRu1->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
enRu1->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildSittingAnim, 1.0f, 0.0f,
Animation_GetLastFrame((void*)&gRutoChildSittingAnim), ANIMMODE_LOOP, 0.0f);
}

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@ -1366,10 +1366,10 @@ void SohInputEditorWindow::DrawCameraControlPanel() {
.Color(THEME_COLOR)
.Tooltip("Allows for aiming with the right stick in:\n-First-Person/C-Up view\n-Weapon Aiming"));
if (CVarGetInteger(CVAR_SETTING("Controls.RightStickAim"), 0)) {
CVarCheckbox("Allow moving while in first person mode", CVAR_SETTING("MoveInFirstPerson"),
CVarCheckbox("Allow moving while in first-person mode", CVAR_SETTING("MoveInFirstPerson"),
CheckboxOptions()
.Color(THEME_COLOR)
.Tooltip("Changes the left stick to move the player while in first person mode"));
.Tooltip("Changes the left stick to move the player while in first-person mode"));
}
CVarCheckbox("Invert Aiming X Axis", CVAR_SETTING("Controls.InvertAimingXAxis"),
CheckboxOptions()
@ -1432,7 +1432,9 @@ void SohInputEditorWindow::DrawCameraControlPanel() {
CheckboxOptions()
.Color(THEME_COLOR)
.Tooltip("Enables free look camera control\nNote: You must remap C buttons off of the right stick in the "
"controller config menu, and map the camera stick to the right stick."));
"controller config menu, and map the camera stick to the right stick.\n"
"Doesn't work in areas were the game locks the camera.\n"
"Scene reload may be necessary to enable."));
CVarCheckbox("Invert Camera X Axis", CVAR_SETTING("FreeLook.InvertXAxis"),
CheckboxOptions().Color(THEME_COLOR).Tooltip("Inverts the Camera X Axis in:\n-Free look"));
CVarCheckbox(

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@ -354,7 +354,7 @@ void PlaceJunkInExcludedLocation(const RandomizerCheck il) {
// place a non-advancement item in this location
auto ctx = Rando::Context::GetInstance();
for (size_t i = 0; i < ItemPool.size(); i++) {
if (!Rando::StaticData::RetrieveItem(ItemPool[i]).IsAdvancement()) {
if (Rando::StaticData::RetrieveItem(ItemPool[i]).GetCategory() == ITEM_CATEGORY_JUNK) {
ctx->PlaceItemInLocation(il, ItemPool[i]);
ItemPool.erase(ItemPool.begin() + i);
return;

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@ -21,7 +21,8 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_,
const int16_t chestAnimation_, const GetItemCategory category_, const uint16_t modIndex_,
const bool progressive_, const uint16_t price_)
: randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_),
advancement(advancement_), logicVal(logicVal_), hintKey(hintKey_), progressive(progressive_), price(price_) {
advancement(advancement_), logicVal(logicVal_), hintKey(hintKey_), category(category_), progressive(progressive_),
price(price_) {
if (modIndex_ == MOD_RANDOMIZER || getItemId > 0x7D) {
giEntry = std::make_shared<GetItemEntry>(GetItemEntry{
itemId_, field_, static_cast<int16_t>((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_,
@ -36,10 +37,11 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_,
}
Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_,
const bool advancement_, LogicVal logicVal_, const RandomizerHintTextKey hintKey_, const bool progressive_,
const uint16_t price_)
const bool advancement_, LogicVal logicVal_, const RandomizerHintTextKey hintKey_,
const GetItemCategory category_, const bool progressive_, const uint16_t price_)
: randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_),
advancement(advancement_), logicVal(logicVal_), hintKey(hintKey_), progressive(progressive_), price(price_) {
advancement(advancement_), logicVal(logicVal_), hintKey(hintKey_), category(category_), progressive(progressive_),
price(price_) {
}
Item::~Item() = default;
@ -456,6 +458,10 @@ const HintText& Item::GetHint() const {
return StaticData::hintTextTable[hintKey];
}
GetItemCategory Item::GetCategory() {
return category;
}
bool Item::operator==(const Item& right) const {
return type == right.GetItemType() && getItemId == right.GetItemID();
}

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@ -35,7 +35,8 @@ class Item {
uint16_t textId_, uint16_t field_, int16_t chestAnimation_, GetItemCategory category_, uint16_t modIndex_,
bool progressive_ = false, uint16_t price_ = 0);
Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_,
LogicVal logicVal_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0);
LogicVal logicVal_, RandomizerHintTextKey hintKey_, GetItemCategory category_, bool progressive_ = false,
uint16_t price_ = 0);
~Item();
void ApplyEffect() const;
@ -58,6 +59,7 @@ class Item {
bool IsMajorItem() const;
RandomizerHintTextKey GetHintKey() const;
const HintText& GetHint() const;
GetItemCategory GetCategory();
bool operator==(const Item& right) const;
bool operator!=(const Item& right) const;
@ -69,6 +71,7 @@ class Item {
bool advancement;
LogicVal logicVal;
RandomizerHintTextKey hintKey;
GetItemCategory category;
bool progressive;
uint16_t price;
bool playthrough = false;

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@ -59,19 +59,19 @@ void Rando::StaticData::InitItemTable() {
// Skulltula Token
itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE);
// Progressive Items
itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true);
itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true);
itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true);
itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true);
itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true);
itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Geldbörse" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true);
itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Schuppe" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true);
itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nuß-Kapazität" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true);
itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stab-Kapazität" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true);
itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Krabbelminen" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, true);
itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true);
itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true);
itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronen-Schwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true);
itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Geldbörse" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Schuppe" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nuß-Kapazität" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stab-Kapazität" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Krabbelminen" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, ITEM_CATEGORY_MAJOR, true);
itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronen-Schwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, ITEM_CATEGORY_MAJOR, true);
// Bottles
itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
@ -305,7 +305,7 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_BUY_BOMBCHUS_10] = Item(RG_BUY_BOMBCHUS_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Krabbelminen kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHUS_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99);
itemTable[RG_BUY_BOMBCHUS_20] = Item(RG_BUY_BOMBCHUS_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Krabbelminen kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHUS_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180);
itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, LOGIC_NONE, RHT_NONE, false, 0);
itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, LOGIC_NONE, RHT_NONE, ITEM_CATEGORY_JUNK, false, 0);
itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, LOGIC_BLUE_FIRE_ACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300);
itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
@ -372,8 +372,8 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_DEKU_NUT_BAG] = Item(RG_DEKU_NUT_BAG, Text{ "Deku Nut Bag", "Sac de Noix Mojo", "Deku-Nuß-Tasche" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NONE, RG_DEKU_NUT_BAG, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE);
itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_NONE, RHT_NONE);
itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE, ITEM_CATEGORY_MAJOR);
itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_NONE, RHT_NONE, ITEM_CATEGORY_LESSER);
// Individual stages of progressive items (only here for GetItemEntry purposes, not for use in seed gen)
itemTable[RG_HOOKSHOT] = Item(RG_HOOKSHOT, Text{ "Hookshot", "Grappin", "Fanghaken" }, ITEMTYPE_ITEM, GI_HOOKSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_HOOKSHOT, ITEM_HOOKSHOT, OBJECT_GI_HOOKSHOT, GID_HOOKSHOT, 0x36, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_LONGSHOT] = Item(RG_LONGSHOT, Text{ "Longshot", "Super-Grappin", "Enterhaken" }, ITEMTYPE_ITEM, GI_LONGSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_LONGSHOT, ITEM_LONGSHOT, OBJECT_GI_HOOKSHOT, GID_LONGSHOT, 0x4F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);

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@ -7,9 +7,10 @@ void RegionTable_Init_Graveyard() {
// clang-format off
areaTable[RR_THE_GRAVEYARD] = Region("The Graveyard", "The Graveyard", {RA_THE_GRAVEYARD}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->ButterflyFairy, []{return logic->ButterflyFairy || (logic->CanUse(RG_STICKS) && logic->AtDay);}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugRock, []{return true;}),
EventAccess(&logic->ButterflyFairy, []{return logic->ButterflyFairy || (logic->CanUse(RG_STICKS) && logic->AtDay);}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugRock, []{return true;}),
EventAccess(&logic->BorrowBunnyHood, []{return logic->IsChild && logic->AtDay && logic->BorrowSpookyMask && logic->HasItem(RG_CHILD_WALLET);}),
}, {
//Locations
LOCATION(RC_GRAVEYARD_FREESTANDING_POH, (((logic->IsAdult && CanPlantBean(RR_THE_GRAVEYARD)) || logic->CanUse(RG_LONGSHOT)) && logic->CanBreakCrates()) || (ctx->GetTrickOption(RT_GY_POH) && logic->CanUse(RG_BOOMERANG))),

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@ -7,7 +7,8 @@ void RegionTable_Init_HyruleField() {
// clang-format off
areaTable[RR_HYRULE_FIELD] = Region("Hyrule Field", "Hyrule Field", {RA_HYRULE_FIELD}, DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->BigPoeKill, []{return logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_EPONA) && logic->HasBottle();}),
EventAccess(&logic->BigPoeKill, []{return logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_EPONA) && logic->HasBottle();}),
EventAccess(&logic->BorrowRightMasks, []{return logic->IsChild && logic->BorrowBunnyHood && logic->HasItem(RG_KOKIRI_EMERALD) && logic->HasItem(RG_GORON_RUBY) && logic->HasItem(RG_ZORA_SAPPHIRE) && logic->HasItem(RG_CHILD_WALLET);}),
}, {
//Locations
LOCATION(RC_HF_OCARINA_OF_TIME_ITEM, logic->IsChild && logic->StoneCount() == 3 && logic->HasItem(RG_BRONZE_SCALE)),

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@ -10,6 +10,8 @@ void RegionTable_Init_Kakariko() {
EventAccess(&logic->BugRock, []{return true;}),
//Open Gate setting is applied in RR_ROOT
EventAccess(&logic->KakarikoVillageGateOpen, []{return logic->IsChild && logic->HasItem(RG_ZELDAS_LETTER);}),
//Needs wallet to be able to get another mask after selling Keaton
EventAccess(&logic->BorrowSkullMask, []{return logic->IsChild && logic->CanBorrowMasks && logic->HasItem(RG_CHILD_WALLET);}),
}, {
//Locations
LOCATION(RC_SHEIK_IN_KAKARIKO, logic->IsAdult && logic->HasItem(RG_FOREST_MEDALLION) && logic->HasItem(RG_FIRE_MEDALLION) && logic->HasItem(RG_WATER_MEDALLION)),

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@ -12,9 +12,10 @@ void RegionTable_Init_LostWoods() {
areaTable[RR_THE_LOST_WOODS] = Region("Lost Woods", "Lost Woods", {RA_THE_LOST_WOODS}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugShrub, []{return logic->IsChild && logic->CanCutShrubs();}),
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugShrub, []{return logic->IsChild && logic->CanCutShrubs();}),
EventAccess(&logic->BorrowSpookyMask, []{return logic->IsChild && logic->BorrowSkullMask && logic->CanUse(RG_SARIAS_SONG) && logic->HasItem(RG_CHILD_WALLET);}),
}, {
//Locations
LOCATION(RC_LW_SKULL_KID, logic->IsChild && logic->CanUse(RG_SARIAS_SONG)),
@ -110,8 +111,8 @@ void RegionTable_Init_LostWoods() {
areaTable[RR_DEKU_THEATER] = Region("Deku Theater", "Deku Theater", {}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_DEKU_THEATER_SKULL_MASK, logic->IsChild && logic->SkullMask),
LOCATION(RC_DEKU_THEATER_MASK_OF_TRUTH, logic->IsChild && logic->MaskOfTruth),
LOCATION(RC_DEKU_THEATER_SKULL_MASK, logic->IsChild && logic->BorrowSkullMask),
LOCATION(RC_DEKU_THEATER_MASK_OF_TRUTH, logic->IsChild && logic->BorrowRightMasks),
}, {
//Exits
Entrance(RR_LW_BEYOND_MIDO, []{return true;}),

View file

@ -138,8 +138,14 @@ void RegionTable_Init_Market() {
areaTable[RR_MARKET_MASK_SHOP] = Region("Market Mask Shop", "Market Mask Shop", {}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->SkullMask, []{return logic->SkullMask || (logic->HasItem(RG_ZELDAS_LETTER) && (ctx->GetOption(RSK_COMPLETE_MASK_QUEST) || ChildCanAccess(RR_KAKARIKO_VILLAGE)));}), //RANDOTODO Complete mask quest does not need this location, so should be tied to link's pocket
EventAccess(&logic->MaskOfTruth, []{return logic->MaskOfTruth || (logic->SkullMask && (ctx->GetOption(RSK_COMPLETE_MASK_QUEST) || (ChildCanAccess(RR_THE_LOST_WOODS) && logic->CanUse(RG_SARIAS_SONG) && RegionTable(RR_THE_GRAVEYARD)->childDay && ChildCanAccess(RR_HYRULE_FIELD) && logic->StoneCount() == 3)));}),
//Currently, mask swap in menu doesn't need access to the mask shop
//If it is forced on/a setting, a copy of these events should be added to root
//it also doesn't need you to open kak gate, but that might be best treated as a bug
EventAccess(&logic->CanBorrowMasks, []{return logic->HasItem(RG_ZELDAS_LETTER) && logic->KakarikoVillageGateOpen;}),
EventAccess(&logic->BorrowSkullMask, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}),
EventAccess(&logic->BorrowSpookyMask, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}),
EventAccess(&logic->BorrowBunnyHood, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}),
EventAccess(&logic->BorrowRightMasks, []{return ctx->GetOption(RSK_COMPLETE_MASK_QUEST) && logic->CanBorrowMasks;}),
}, {
//Locations
LOCATION(RC_MASK_SHOP_HINT, true),

View file

@ -2345,9 +2345,12 @@ void Logic::Reset(bool resetSaveContext /*= true*/) {
// AmmoCanDrop = /*AmmoDrops.IsNot(AMMODROPS_NONE)*/ false; TODO: AmmoDrop setting
// Child item logic
SkullMask = false;
MaskOfTruth = false;
// Mask quest
CanBorrowMasks = false;
BorrowSkullMask = false;
BorrowSpookyMask = false;
BorrowBunnyHood = false;
BorrowRightMasks = false;
// Adult logic
FreedEpona = false;

View file

@ -30,9 +30,12 @@ class Logic {
public:
bool noVariable = false;
// Child item logic
bool SkullMask = false;
bool MaskOfTruth = false;
// Mask Quest
bool CanBorrowMasks = false;
bool BorrowSkullMask = false;
bool BorrowSpookyMask = false;
bool BorrowBunnyHood = false;
bool BorrowRightMasks = false;
// Adult logic
bool FreedEpona = false;

View file

@ -359,26 +359,72 @@ std::unordered_map<s16, s16> getItemIdToItemId = {
#pragma GCC push_options
#pragma GCC optimize("O0")
bool Randomizer::SpoilerFileExists(const char* spoilerFileName) {
if (strcmp(spoilerFileName, "") != 0) {
std::ifstream spoilerFileStream(SohUtils::Sanitize(spoilerFileName));
static std::unordered_map<std::string, bool> existsCache;
static std::unordered_map<std::string, std::filesystem::file_time_type> lastModifiedCache;
if (strcmp(spoilerFileName, "") == 0) {
return false;
}
std::string sanitizedFileName = SohUtils::Sanitize(spoilerFileName);
try {
// Check if file exists and get last modified time
std::filesystem::path filePath(sanitizedFileName);
if (!std::filesystem::exists(filePath)) {
// Cache and return false if file doesn't exist
existsCache[sanitizedFileName] = false;
lastModifiedCache.erase(sanitizedFileName);
return false;
}
auto currentLastModified = std::filesystem::last_write_time(filePath);
// Check cache first
auto existsCacheIt = existsCache.find(sanitizedFileName);
auto lastModifiedCacheIt = lastModifiedCache.find(sanitizedFileName);
// If we have a valid cache entry and the file hasn't been modified
if (existsCacheIt != existsCache.end() && lastModifiedCacheIt != lastModifiedCache.end() &&
lastModifiedCacheIt->second == currentLastModified) {
return existsCacheIt->second;
}
// Cache miss or file modified - need to check contents
std::ifstream spoilerFileStream(sanitizedFileName);
if (spoilerFileStream) {
nlohmann::json contents;
spoilerFileStream >> contents;
spoilerFileStream.close();
if (contents.contains("version") &&
strcmp(std::string(contents["version"]).c_str(), (char*)gBuildVersion) == 0) {
return true;
} else {
bool isValid = contents.contains("version") &&
strcmp(std::string(contents["version"]).c_str(), (char*)gBuildVersion) == 0;
if (!isValid) {
SohGui::RegisterPopup(
"Old Spoiler Version",
"The spoiler file located at\n" + std::string(spoilerFileName) +
"\nwas made by a version that doesn't match the currently running version.\n" +
"Loading for this file has been cancelled.");
}
}
}
return false;
// Update cache
existsCache[sanitizedFileName] = isValid;
lastModifiedCache[sanitizedFileName] = currentLastModified;
return isValid;
}
// File couldn't be opened
existsCache[sanitizedFileName] = false;
lastModifiedCache.erase(sanitizedFileName);
return false;
} catch (const std::filesystem::filesystem_error&) {
// Handle filesystem errors by invalidating cache
existsCache[sanitizedFileName] = false;
lastModifiedCache.erase(sanitizedFileName);
return false;
}
}
#pragma GCC pop_options
#pragma optimize("", on)

View file

@ -495,6 +495,9 @@ void SetShopSeen(uint32_t sceneNum, bool prices) {
}
void CheckTrackerLoadGame(int32_t fileNum) {
if (IS_BOSS_RUSH) {
return;
}
LoadSettings();
TrySetAreas();
for (auto& entry : Rando::StaticData::GetLocationTable()) {
@ -587,7 +590,7 @@ void CheckTrackerLoadGame(int32_t fileNum) {
Rando::Context::GetInstance()->GetEntranceShuffler()->ApplyEntranceOverrides();
}
RecalculateAvailableChecks();
recalculateAvailable = true;
}
void CheckTrackerShopSlotChange(uint8_t cursorSlot, int16_t basePrice) {
@ -994,6 +997,11 @@ void CheckTrackerWindow::DrawElement() {
return;
}
if (recalculateAvailable) {
recalculateAvailable = false;
RecalculateAvailableChecks();
}
SceneID sceneId = SCENE_ID_MAX;
if (gPlayState != nullptr) {
sceneId = (SceneID)gPlayState->sceneNum;
@ -1588,10 +1596,11 @@ bool IsCheckShuffled(RandomizerCheck rc) {
bool IsVisibleInCheckTracker(RandomizerCheck rc) {
auto loc = Rando::StaticData::GetLocation(rc);
if (IS_RANDO) {
return IsCheckShuffled(rc) ||
(alwaysShowGS && loc->GetRCType() == RCTYPE_SKULL_TOKEN &&
OTRGlobals::Instance->gRandoContext->IsQuestOfLocationActive(rc)) ||
(loc->GetRCType() == RCTYPE_SHOP && showShops && !hideShopUnshuffledChecks);
return !Rando::Context::GetInstance()->GetItemLocation(rc)->IsExcluded() &&
(IsCheckShuffled(rc) ||
(alwaysShowGS && loc->GetRCType() == RCTYPE_SKULL_TOKEN &&
OTRGlobals::Instance->gRandoContext->IsQuestOfLocationActive(rc)) ||
(loc->GetRCType() == RCTYPE_SHOP && showShops && !hideShopUnshuffledChecks));
} else {
return loc->IsVanillaCompletion() &&
(!loc->IsDungeon() || (loc->IsDungeon() && loc->GetQuest() == gSaveContext.ship.quest.id));
@ -1985,7 +1994,7 @@ void ImGuiDrawTwoColorPickerSection(const char* text, const char* cvarMainName,
}
void RecalculateAvailableChecks(RandomizerRegion startingRegion /* = RR_ROOT */) {
if (!enableAvailableChecks || !GameInteractor::IsSaveLoaded(true)) {
if (!enableAvailableChecks || !GameInteractor::IsSaveLoaded()) {
return;
}
@ -2051,10 +2060,6 @@ static std::unordered_map<int32_t, const char*> buttonStrings = {
};
void CheckTrackerSettingsWindow::DrawElement() {
if (recalculateAvailable) {
recalculateAvailable = false;
RecalculateAvailableChecks();
}
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, { 8.0f, 8.0f });
if (ImGui::BeginTable("CheckTrackerSettingsTable", 2, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
ImGui::TableSetupColumn("General settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);

View file

@ -179,6 +179,9 @@ void SaveManager::LoadRandomizer() {
// all ItemLocations is 0 anyway.
randoContext->GetItemLocation(i)->SetCustomPrice(price);
}
bool excluded = false;
SaveManager::Instance->LoadData("excluded", excluded, false);
randoContext->GetItemLocation(i)->SetExcludedOption(excluded);
});
});
@ -269,6 +272,9 @@ void SaveManager::SaveRandomizer(SaveContext* saveContext, int sectionID, bool f
// TODO: German (trick names don't have german translations yet)
});
}
if (randoContext->GetItemLocation(i)->IsExcluded()) {
SaveManager::Instance->SaveData("excluded", true);
}
if (randoContext->GetItemLocation(i)->HasCustomPrice()) {
SaveManager::Instance->SaveData("price", randoContext->GetItemLocation(i)->GetPrice());
}

View file

@ -353,9 +353,12 @@ void SohMenu::AddMenuEnhancements() {
"Door Switch CS, Water Temple Dragon Switch CS, and the Box Skip One Point in Jabu."));
AddWidget(path, "Text", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Skip Pickup Messages", WIDGET_CVAR_CHECKBOX)
AddWidget(path, "Skip Bottle Pickup Messages", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("FastBottles"))
.Options(CheckboxOptions().Tooltip("Skip Pickup Messages for Bottle Swipes."));
AddWidget(path, "Skip Consumable Item Pickup Messages", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("FastDrops"))
.Options(CheckboxOptions().Tooltip("Skip Pickup Messages for new Consumable Items and Bottle Swipes."));
.Options(CheckboxOptions().Tooltip("Skip Pickup Messages for new Consumable Items."));
AddWidget(path, "Skip Forced Dialog", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_ENHANCEMENT("TimeSavers.SkipForcedDialog"))
.Options(ComboboxOptions()
@ -507,7 +510,7 @@ void SohMenu::AddMenuEnhancements() {
.Options(CheckboxOptions().Tooltip(
"Scales all of the Adult Equipment, as well as moving some a bit, to fit on Child Link better. May "
"not work properly with some mods."));
AddWidget(path, "Show Gauntlets in First Person", WIDGET_CVAR_CHECKBOX)
AddWidget(path, "Show Gauntlets in First-Person", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("FirstPersonGauntlets"))
.RaceDisable(false)
.Options(CheckboxOptions().Tooltip("Renders Gauntlets when using the Bow and Hookshot like in OoT3D."));

View file

@ -813,7 +813,8 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
gSaveContext.nextCutsceneIndex = 0;
}
} else if (play->sceneNum == SCENE_SPIRIT_TEMPLE_BOSS) {
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS, !CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT),
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS,
!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE),
RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE)) {
Flags_SetRandomizerInf(RAND_INF_DUNGEONS_DONE_SPIRIT_TEMPLE);
if (GameInteractor_Should(VB_GIVE_ITEM_FROM_BLUE_WARP, true, ITEM_MEDALLION_SPIRIT)) {
@ -831,7 +832,8 @@ void DoorWarp1_AdultWarpOut(DoorWarp1* this, PlayState* play) {
gSaveContext.nextCutsceneIndex = 0;
}
} else if (play->sceneNum == SCENE_SHADOW_TEMPLE_BOSS) {
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS, !CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW),
if (GameInteractor_Should(VB_PLAY_BLUE_WARP_CS,
!Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE),
RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE)) {
Flags_SetRandomizerInf(RAND_INF_DUNGEONS_DONE_SHADOW_TEMPLE);
if (GameInteractor_Should(VB_GIVE_ITEM_FROM_BLUE_WARP, true, ITEM_MEDALLION_SHADOW)) {

View file

@ -14697,7 +14697,7 @@ void Player_Action_SwingBottle(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->av1.bottleCatchType != BOTTLE_CATCH_NONE) {
if (!this->av2.startedTextbox) {
if (CVarGetInteger(CVAR_ENHANCEMENT("FastDrops"), 0)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("FastBottles"), 0)) {
this->av1.bottleCatchType = BOTTLE_CATCH_NONE;
} else {
// 1 is subtracted because `sBottleCatchInfo` does not have an entry for `BOTTLE_CATCH_NONE`
@ -14740,13 +14740,13 @@ void Player_Action_SwingBottle(Player* this, PlayState* play) {
this->av1.bottleCatchType = i + 1;
this->av2.startedTextbox = false;
if (!CVarGetInteger(CVAR_ENHANCEMENT("FastDrops"), 0)) {
if (!CVarGetInteger(CVAR_ENHANCEMENT("FastBottles"), 0)) {
this->stateFlags1 |= PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE;
}
this->interactRangeActor->parent = &this->actor;
Player_UpdateBottleHeld(play, this, catchInfo->itemId, ABS(catchInfo->itemAction));
if (!CVarGetInteger(CVAR_ENHANCEMENT("FastDrops"), 0)) {
if (!CVarGetInteger(CVAR_ENHANCEMENT("FastBottles"), 0)) {
Player_AnimPlayOnceAdjusted(play, this, swingEntry->catchAnimation);
func_80835EA4(play, 4);
}

View file

@ -124,7 +124,17 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
s16 pad2;
s16 phi_s0_2;
s16 sp208[3];
bool dpad = CVarGetInteger(CVAR_SETTING("DPadOnPause"), 0);
if (CVarGetInteger(CVAR_SETTING("DPadOnPause"), 0)) {
if (CHECK_BTN_ALL(input->press.button, BTN_DLEFT)) {
pauseCtx->stickRelX = -35;
} else if (CHECK_BTN_ALL(input->press.button, BTN_DRIGHT)) {
pauseCtx->stickRelX = 35;
} else if (CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
pauseCtx->stickRelY = -35;
} else if (CHECK_BTN_ALL(input->press.button, BTN_DUP)) {
pauseCtx->stickRelY = 35;
}
}
OPEN_DISPS(gfxCtx);
@ -140,7 +150,7 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
} else {
phi_s3 = pauseCtx->cursorPoint[PAUSE_QUEST];
if ((pauseCtx->stickRelX < -30) || (dpad && CHECK_BTN_ALL(input->press.button, BTN_DLEFT))) {
if ((pauseCtx->stickRelX < -30)) {
phi_s0 = D_8082A1AC[phi_s3][2];
if (phi_s0 == -3) {
KaleidoScope_MoveCursorToSpecialPos(play, PAUSE_CURSOR_PAGE_LEFT);
@ -153,7 +163,7 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
phi_s0 = D_8082A1AC[phi_s0][2];
}
}
} else if ((pauseCtx->stickRelX > 30) || (dpad && CHECK_BTN_ALL(input->press.button, BTN_DRIGHT))) {
} else if ((pauseCtx->stickRelX > 30)) {
phi_s0 = D_8082A1AC[phi_s3][3];
if (phi_s0 == -2) {
KaleidoScope_MoveCursorToSpecialPos(play, PAUSE_CURSOR_PAGE_RIGHT);
@ -168,7 +178,7 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
}
}
if ((pauseCtx->stickRelY < -30) || (dpad && CHECK_BTN_ALL(input->press.button, BTN_DDOWN))) {
if ((pauseCtx->stickRelY < -30)) {
phi_s0 = D_8082A1AC[phi_s3][1];
while (phi_s0 >= 0) {
if ((s16)KaleidoScope_UpdateQuestStatusPoint(pauseCtx, phi_s0) != 0) {
@ -176,7 +186,7 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
}
phi_s0 = D_8082A1AC[phi_s0][1];
}
} else if ((pauseCtx->stickRelY > 30) || (dpad && CHECK_BTN_ALL(input->press.button, BTN_DUP))) {
} else if ((pauseCtx->stickRelY > 30)) {
phi_s0 = D_8082A1AC[phi_s3][0];
while (phi_s0 >= 0) {
if ((s16)KaleidoScope_UpdateQuestStatusPoint(pauseCtx, phi_s0) != 0) {
@ -267,7 +277,7 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
}
}
} else if (pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) {
if ((pauseCtx->stickRelX > 30) || (dpad && CHECK_BTN_ALL(input->press.button, BTN_DRIGHT))) {
if ((pauseCtx->stickRelX > 30)) {
pauseCtx->cursorPoint[PAUSE_QUEST] = 0x15;
pauseCtx->nameDisplayTimer = 0;
pauseCtx->cursorSpecialPos = 0;
@ -285,7 +295,7 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
pauseCtx->cursorSlot[pauseCtx->pageIndex] = sp216;
}
} else {
if ((pauseCtx->stickRelX < -30) || (dpad && CHECK_BTN_ALL(input->press.button, BTN_DLEFT))) {
if ((pauseCtx->stickRelX < -30)) {
pauseCtx->cursorPoint[PAUSE_QUEST] = 0;
pauseCtx->nameDisplayTimer = 0;
pauseCtx->cursorSpecialPos = 0;