mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-07-31 03:50:37 -07:00
Merge branch 'develop' into merge-develop
# Conflicts: # soh/soh/Enhancements/custom-message/CustomMessageTypes.h # soh/soh/Enhancements/debugger/debugSaveEditor.h # soh/soh/Enhancements/item-tables/ItemTableTypes.h # soh/soh/Enhancements/mods.cpp # soh/soh/Enhancements/randomizer/3drando/entrance.cpp # soh/soh/Enhancements/randomizer/3drando/item_location.cpp # soh/soh/Enhancements/randomizer/3drando/keys.hpp # soh/soh/Enhancements/randomizer/3drando/location_access/locacc_castle_town.cpp # soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ganons_castle.cpp # soh/soh/Enhancements/randomizer/3drando/location_access/locacc_gerudo_training_grounds.cpp # soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ice_cavern.cpp # soh/soh/Enhancements/randomizer/3drando/menu.cpp # soh/soh/Enhancements/randomizer/3drando/playthrough.cpp # soh/soh/Enhancements/randomizer/3drando/settings.cpp # soh/soh/Enhancements/randomizer/3drando/settings.hpp # soh/soh/Enhancements/randomizer/randomizer.cpp # soh/soh/Enhancements/randomizer/randomizerTypes.h # soh/soh/Enhancements/randomizer/randomizer_check_objects.cpp # soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp # soh/soh/Enhancements/randomizer/randomizer_entrance.c # soh/soh/OTRGlobals.cpp # soh/src/code/z_sram.c # soh/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
This commit is contained in:
commit
d58968d196
777 changed files with 25309 additions and 19999 deletions
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@ -893,7 +893,7 @@ void func_80083108(PlayState* play) {
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Interface_ChangeAlpha(6);
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}
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if (play->transitionMode != 0) {
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if (play->transitionMode != TRANS_MODE_OFF) {
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Interface_ChangeAlpha(1);
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} else if (gSaveContext.minigameState == 1) {
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Interface_ChangeAlpha(8);
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@ -1344,7 +1344,7 @@ void func_80083108(PlayState* play) {
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if (sp28) {
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gSaveContext.unk_13EA = 0;
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if ((play->sceneLoadFlag == 0) && (play->transitionMode == 0)) {
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if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
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Interface_ChangeAlpha(50);
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osSyncPrintf("???????? alpha_change( 50 ); ?????\n");
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} else {
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@ -1469,6 +1469,7 @@ void Inventory_SwapAgeEquipment(void) {
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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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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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if (gSaveContext.inventory.items[SLOT_NUT] != ITEM_NONE) {
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@ -1525,13 +1526,13 @@ void Inventory_SwapAgeEquipment(void) {
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} else {
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// When becoming child, set swordless flag if player doesn't have kokiri sword
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// Only in rando to keep swordless link bugs in vanilla
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if (IS_RANDO && (EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0) {
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if (IS_RANDO && CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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// When using enhancements, set swordless flag if player doesn't have kokiri sword or hasn't equipped a sword yet.
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// Then set the child equips button items to item none to ensure kokiri sword is not equipped
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if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) && ((EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0 || Flags_GetInfTable(INFTABLE_SWORDLESS))) {
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if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) && (CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0 || Flags_GetInfTable(INFTABLE_SWORDLESS))) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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gSaveContext.childEquips.buttonItems[0] = ITEM_NONE;
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}
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@ -1567,7 +1568,7 @@ void Inventory_SwapAgeEquipment(void) {
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gSaveContext.equips.equipment = gSaveContext.childEquips.equipment;
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gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
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// Equips kokiri sword in the inventory screen only if kokiri sword exists in inventory and a sword has been equipped already
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if (!((EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0) && !Flags_GetInfTable(INFTABLE_SWORDLESS)) {
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if (!(CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) && !Flags_GetInfTable(INFTABLE_SWORDLESS)) {
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gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4);
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}
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} else if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE) {
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@ -1597,7 +1598,7 @@ void Inventory_SwapAgeEquipment(void) {
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(only kokiri tunic/boots equipped, no sword, no C-button items, no D-Pad items).
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When becoming child, set swordless flag if player doesn't have kokiri sword
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Only in rando to keep swordless link bugs in vanilla*/
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if (EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment == 0) {
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if (CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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@ -1723,7 +1724,7 @@ void GameplayStats_SetTimestamp(PlayState* play, u8 item) {
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}
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// Use ITEM_KEY_BOSS only for Ganon's boss key - not any other boss keys
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if (play != NULL) {
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if (item == ITEM_KEY_BOSS && play->sceneNum != 13 && play->sceneNum != 10) {
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if (item == ITEM_KEY_BOSS && play->sceneNum != SCENE_INSIDE_GANONS_CASTLE && play->sceneNum != SCENE_GANONS_TOWER) {
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return;
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}
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}
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@ -1800,15 +1801,25 @@ u8 Return_Item_Entry(GetItemEntry itemEntry, ItemID returnItem ) {
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u8 Return_Item(u8 itemID, ModIndex modId, ItemID returnItem) {
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// ITEM_SOLD_OUT doesn't have an ItemTable entry, so pass custom entry instead
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if (itemID == ITEM_SOLD_OUT) {
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GetItemEntry gie = { ITEM_SOLD_OUT, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_LESSER, NULL };
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GetItemEntry gie = { ITEM_SOLD_OUT, 0, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_LESSER, NULL };
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return Return_Item_Entry(gie, returnItem);
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}
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int32_t get = GetGIID(itemID);
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if (get == -1) {
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modId = MOD_RANDOMIZER;
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get = itemID;
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GetItemID getItemID = RetrieveGetItemIDFromItemID(itemID);
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if (getItemID != GI_MAX) {
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// Vanilla ItemID with an associated GetItemID
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return Return_Item_Entry(ItemTable_RetrieveEntry(modId, getItemID), returnItem);
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}
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return Return_Item_Entry(ItemTable_RetrieveEntry(modId, get), returnItem);
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RandomizerGet randomizerGet = RetrieveRandomizerGetFromItemID(itemID);
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if (randomizerGet != RG_MAX) {
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// Vanilla ItemID with an associated RandomizerGet (These are items in extendedVanillaGetItemTable)
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return Return_Item_Entry(ItemTable_RetrieveEntry(MOD_RANDOMIZER, randomizerGet), returnItem);
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}
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// All randomizer items should go through Randomizer_Item_Give, so this should never be reached
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// but leaving this here just in case, as it was in the original behavior
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return Return_Item_Entry(ItemTable_RetrieveEntry(MOD_RANDOMIZER, itemID), returnItem);
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}
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/**
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@ -2604,6 +2615,7 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
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if (gSaveContext.triforcePiecesCollected == Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT_PIECES_REQUIRED)) {
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gSaveContext.sohStats.itemTimestamp[TIMESTAMP_TRIFORCE_COMPLETED] = GAMEPLAYSTAT_TOTAL_TIME;
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gSaveContext.sohStats.gameComplete = 1;
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Flags_SetRandomizerInf(RAND_INF_GRANT_GANONS_BOSSKEY);
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Play_PerformSave(play);
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GameInteractor_SetTriforceHuntCreditsWarpActive(true);
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}
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@ -3469,7 +3481,7 @@ void Interface_UpdateMagicBar(PlayState* play) {
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case MAGIC_STATE_CONSUME_LENS:
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->sceneLoadFlag == 0) && (play->transitionMode == 0) && !Play_InCsMode(play)) {
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {
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bool hasLens = false;
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for (int buttonIndex = 1; buttonIndex < (CVarGetInteger("gDpadEquips", 0) != 0) ? ARRAY_COUNT(gSaveContext.equips.buttonItems) : 4; buttonIndex++) {
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if (gSaveContext.equips.buttonItems[buttonIndex] == ITEM_LENS) {
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@ -5077,7 +5089,7 @@ void Interface_Draw(PlayState* play) {
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aButtonColor = (Color_RGB8){ 0, 200, 50 };
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}
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static s16 spoilingItemEntrances[] = { 0x01AD, 0x0153, 0x0153 };
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static s16 spoilingItemEntrances[] = { ENTR_LOST_WOODS_2, ENTR_ZORAS_DOMAIN_3, ENTR_ZORAS_DOMAIN_3 };
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static f32 D_80125B54[] = { -40.0f, -35.0f }; // unused
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static s16 D_80125B5C[] = { 91, 91 }; // unused
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static s16 D_8015FFE0;
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@ -5794,8 +5806,8 @@ void Interface_Draw(PlayState* play) {
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// Trade quest timer reached 0
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D_8015FFE6 = 40;
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gSaveContext.cutsceneIndex = 0;
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play->sceneLoadFlag = 0x14;
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play->fadeTransition = 3;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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gSaveContext.timer2State = 0;
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if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
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@ -5830,8 +5842,8 @@ void Interface_Draw(PlayState* play) {
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
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(play->transitionMode == 0) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
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!(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
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(play->shootingGalleryStatus <= 1) &&
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!((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
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svar6 = 0;
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@ -6522,8 +6534,8 @@ void Interface_Update(PlayState* play) {
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HealthMeter_Update(play);
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if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
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(play->transitionMode == 0) && !Play_InCsMode(play)) {}
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
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if (gSaveContext.rupeeAccumulator != 0) {
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if (gSaveContext.rupeeAccumulator > 0) {
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@ -6561,11 +6573,15 @@ void Interface_Update(PlayState* play) {
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gSaveContext.pendingSale = ITEM_NONE;
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gSaveContext.pendingSaleMod = MOD_NONE;
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if (tempSaleMod == MOD_NONE) {
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s16 giid = GetGIID(tempSaleItem);
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if (giid == -1) {
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tempSaleMod = MOD_RANDOMIZER;
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GetItemID getItemID = RetrieveGetItemIDFromItemID(tempSaleItem);
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RandomizerGet randomizerGet = RetrieveRandomizerGetFromItemID(tempSaleItem);
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if (getItemID != GI_MAX) {
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tempSaleItem = getItemID;
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} else {
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tempSaleItem = giid;
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if (randomizerGet != RG_MAX) {
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tempSaleItem = randomizerGet;
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}
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tempSaleMod = MOD_RANDOMIZER;
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}
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}
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GameInteractor_ExecuteOnSaleEndHooks(ItemTable_RetrieveEntry(tempSaleMod, tempSaleItem));
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@ -6618,8 +6634,8 @@ void Interface_Update(PlayState* play) {
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WREG(7) = interfaceCtx->unk_1F4;
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->sceneLoadFlag == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == TRANS_MODE_OFF) &&
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((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
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if ((gSaveContext.isMagicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
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gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
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@ -6716,19 +6732,19 @@ void Interface_Update(PlayState* play) {
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(interfaceCtx->restrictions.sunsSong != 3)) {
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if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xC001)) {
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gSaveContext.nextDayTime = 0;
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play->fadeTransition = 4;
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gSaveContext.nextTransitionType = 2;
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play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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play->unk_11DE9 = 1;
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} else {
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gSaveContext.nextDayTime = 0x8001;
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play->fadeTransition = 5;
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gSaveContext.nextTransitionType = 3;
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play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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play->unk_11DE9 = 1;
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}
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if (play->sceneNum == SCENE_HAUNTED_WASTELAND) {
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play->fadeTransition = 14;
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gSaveContext.nextTransitionType = 14;
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play->transitionType = TRANS_TYPE_SANDSTORM_PERSIST;
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gSaveContext.nextTransitionType = TRANS_TYPE_SANDSTORM_PERSIST;
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}
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gSaveContext.respawnFlag = -2;
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@ -6739,7 +6755,7 @@ void Interface_Update(PlayState* play) {
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Grotto_ForceGrottoReturn();
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}
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play->sceneLoadFlag = 0x14;
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play->transitionTrigger = TRANS_TRIGGER_START;
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gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
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func_800F6964(30);
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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