diff options
| author | Garrett Cox <garrettjcox@gmail.com> | 2023-11-05 07:43:24 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-11-05 07:43:24 -0600 |
| commit | 20bb36c16419fb2811ea68583ba00a53abe739e6 (patch) | |
| tree | 0463b2f6b8362905cbcf2cdd4e9d889b5098bcac /soh/src/code | |
| parent | 051314e8b1f452cbfa62abe7decac73b8b5ae071 (diff) | |
| parent | 129f410aba106b10b72e79a0d075464e95021db4 (diff) | |
Merge pull request #3352 from Archez/mergeDevelopIntoRando4
Merge develop into develop-rando
Diffstat (limited to 'soh/src/code')
| -rw-r--r-- | soh/src/code/code_80097A00.c | 18 | ||||
| -rw-r--r-- | soh/src/code/game.c | 2 | ||||
| -rw-r--r-- | soh/src/code/main.c | 5 | ||||
| -rw-r--r-- | soh/src/code/z_actor.c | 2 | ||||
| -rw-r--r-- | soh/src/code/z_camera.c | 11 | ||||
| -rw-r--r-- | soh/src/code/z_debug.c | 35 | ||||
| -rw-r--r-- | soh/src/code/z_demo.c | 4 | ||||
| -rw-r--r-- | soh/src/code/z_elf_message.c | 4 | ||||
| -rw-r--r-- | soh/src/code/z_game_over.c | 1 | ||||
| -rw-r--r-- | soh/src/code/z_kaleido_setup.c | 2 | ||||
| -rw-r--r-- | soh/src/code/z_message_PAL.c | 2 | ||||
| -rw-r--r-- | soh/src/code/z_parameter.c | 331 | ||||
| -rw-r--r-- | soh/src/code/z_play.c | 36 | ||||
| -rw-r--r-- | soh/src/code/z_player_lib.c | 421 | ||||
| -rw-r--r-- | soh/src/code/z_sram.c | 13 |
15 files changed, 628 insertions, 259 deletions
diff --git a/soh/src/code/code_80097A00.c b/soh/src/code/code_80097A00.c index e2c8a61ef..9e20d66aa 100644 --- a/soh/src/code/code_80097A00.c +++ b/soh/src/code/code_80097A00.c @@ -191,22 +191,22 @@ void Inventory_ChangeEquipment(s16 equipment, u16 value) { u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment) { Player* player = GET_PLAYER(play); s32 pad; - u16 sp26 = gSaveContext.equips.equipment & gEquipMasks[equipment]; + u16 equipValue = gSaveContext.equips.equipment & gEquipMasks[equipment]; // "Erasing equipment item = %d zzz=%d" - osSyncPrintf("装備アイテム抹消 = %d zzz=%d\n", equipment, sp26); + osSyncPrintf("装備アイテム抹消 = %d zzz=%d\n", equipment, equipValue); - if (sp26) { - sp26 >>= gEquipShifts[equipment]; + if (equipValue) { + equipValue >>= gEquipShifts[equipment]; gSaveContext.equips.equipment &= gEquipNegMasks[equipment]; - gSaveContext.inventory.equipment ^= gBitFlags[sp26 - 1] << gEquipShifts[equipment]; + gSaveContext.inventory.equipment ^= OWNED_EQUIP_FLAG(equipment, equipValue - 1); - if (equipment == EQUIP_TUNIC) { - gSaveContext.equips.equipment |= 0x0100; + if (equipment == EQUIP_TYPE_TUNIC) { + gSaveContext.equips.equipment |= EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4); } - if (equipment == EQUIP_SWORD) { + if (equipment == EQUIP_TYPE_SWORD) { gSaveContext.equips.buttonItems[0] = ITEM_NONE; gSaveContext.infTable[29] = 1; } @@ -215,7 +215,7 @@ u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment) { play->pauseCtx.cursorSpecialPos = PAUSE_CURSOR_PAGE_LEFT; } - return sp26; + return equipValue; } void Inventory_ChangeUpgrade(s16 upgrade, s16 value) { diff --git a/soh/src/code/game.c b/soh/src/code/game.c index 4167a5a96..b46aa4ebd 100644 --- a/soh/src/code/game.c +++ b/soh/src/code/game.c @@ -93,7 +93,7 @@ void func_800C4344(GameState* gameState) { HREG(95) = CHECK_BTN_ALL(selectedInput->press.button, hReg82); } - if (gIsCtrlr2Valid) { + if (CVarGetInteger("gRegEditEnabled", 0) || gIsCtrlr2Valid) { func_8006390C(&gameState->input[1]); } diff --git a/soh/src/code/main.c b/soh/src/code/main.c index b59a825c1..9d52833fd 100644 --- a/soh/src/code/main.c +++ b/soh/src/code/main.c @@ -65,8 +65,10 @@ int main(int argc, char** argv) CrashHandlerRegisterCallback(CrashHandler_PrintSohData); BootCommands_Init(); + Heaps_Alloc(); Main(0); DeinitOTR(); + Heaps_Free(); return 0; } @@ -87,7 +89,6 @@ void Main(void* arg) { PreNmiBuff_Init(gAppNmiBufferPtr); Fault_Init(); SysCfb_Init(0); - Heaps_Alloc(); sysHeap = (uintptr_t)gSystemHeap; fb = SysCfb_GetFbPtr(0); gSystemHeapSize = 1024 * 1024 * 4; @@ -156,6 +157,4 @@ void Main(void* arg) { osDestroyThread(&sGraphThread); func_800FBFD8(); osSyncPrintf("mainproc 実行終了\n"); // "End of execution" - - Heaps_Free(); } diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index 1a122cc9b..79a3c8ace 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -2451,7 +2451,7 @@ void func_80030488(PlayState* play) { void Actor_DisableLens(PlayState* play) { if (play->actorCtx.lensActive) { play->actorCtx.lensActive = false; - func_800876C8(play); + Magic_Reset(play); } } diff --git a/soh/src/code/z_camera.c b/soh/src/code/z_camera.c index 783731506..a177e29e7 100644 --- a/soh/src/code/z_camera.c +++ b/soh/src/code/z_camera.c @@ -2138,8 +2138,6 @@ s32 Camera_Parallel1(Camera* camera) { OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye); OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext); - camera->play->manualCamera = false; - switch (camera->animState) { case 0: case 0xA: @@ -7888,6 +7886,15 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags) { break; } } + + // Clear free camera if an action is performed that would move the camera (targeting, first person, talking) + if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1 && + ((mode >= CAM_MODE_TARGET && mode <= CAM_MODE_BATTLE) || + (mode >= CAM_MODE_FIRSTPERSON && mode <= CAM_MODE_CLIMBZ) || mode == CAM_MODE_HANGZ || + mode == CAM_MODE_FOLLOWBOOMERANG)) { + camera->play->manualCamera = false; + } + func_8005A02C(camera); camera->mode = mode; return 0x80000000 | mode; diff --git a/soh/src/code/z_debug.c b/soh/src/code/z_debug.c index 8eb9de5a8..267846eb4 100644 --- a/soh/src/code/z_debug.c +++ b/soh/src/code/z_debug.c @@ -24,12 +24,35 @@ Color_RGBA8 printTextColors[] = { }; InputCombo inputCombos[REG_GROUPS] = { - { BTN_L, BTN_CUP }, { BTN_L, BTN_CLEFT }, { BTN_L, BTN_CDOWN }, { BTN_L, BTN_A }, { BTN_R, BTN_CDOWN }, - { BTN_L, BTN_CRIGHT }, { BTN_L, BTN_R }, { BTN_L, BTN_DLEFT }, { BTN_L, BTN_DRIGHT }, { BTN_L, BTN_DUP }, - { BTN_L, BTN_B }, { BTN_L, BTN_Z }, { BTN_L, BTN_DDOWN }, { BTN_R, BTN_A }, { BTN_R, BTN_B }, - { BTN_R, BTN_Z }, { BTN_R, BTN_L }, { BTN_R, BTN_CUP }, { BTN_R, BTN_CRIGHT }, { BTN_R, BTN_DLEFT }, - { BTN_R, BTN_CLEFT }, { BTN_R, BTN_START }, { BTN_L, BTN_START }, { BTN_R, BTN_DRIGHT }, { BTN_R, BTN_DUP }, - { BTN_START, BTN_R }, { BTN_START, BTN_A }, { BTN_START, BTN_B }, { BTN_START, BTN_CRIGHT }, + { BTN_L, BTN_CUP }, //REG + { BTN_L, BTN_CLEFT }, //SREG + { BTN_L, BTN_CDOWN }, //OREG + { BTN_L, BTN_A }, //PREG + { BTN_R, BTN_CDOWN }, //QREG + { BTN_L, BTN_CRIGHT }, //MREG + { BTN_L, BTN_R }, //YREG + { BTN_L, BTN_DLEFT }, //DREG + { BTN_L, BTN_DRIGHT }, //UREG + { BTN_L, BTN_DUP }, //IREG + { BTN_L, BTN_B }, //ZREG + { BTN_L, BTN_Z }, //CREG + { BTN_L, BTN_DDOWN }, //NREG + { BTN_R, BTN_A }, //KREG + { BTN_R, BTN_B }, //XREG + { BTN_R, BTN_Z }, //cREG + { BTN_R, BTN_L }, //sREG + { BTN_R, BTN_CUP }, //iREG + { BTN_R, BTN_CRIGHT }, //WREG + { BTN_R, BTN_DLEFT }, //AREG + { BTN_R, BTN_CLEFT }, //VREG + { BTN_R, BTN_START }, //HREG + { BTN_L, BTN_START }, //GREG + { BTN_R, BTN_DRIGHT }, //mREG + { BTN_R, BTN_DUP }, //nREG + { BTN_START, BTN_R }, //BREG + { BTN_START, BTN_A }, //dREG + { BTN_START, BTN_B }, //kREG + { BTN_START, BTN_CRIGHT }, //bREG }; char regChar[] = " SOPQMYDUIZCNKXcsiWAVHGmnBdkb"; diff --git a/soh/src/code/z_demo.c b/soh/src/code/z_demo.c index e0b17fe72..1955a9235 100644 --- a/soh/src/code/z_demo.c +++ b/soh/src/code/z_demo.c @@ -994,9 +994,9 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB gSaveContext.nextTransitionType = 2; break; case 71: - gSaveContext.equips.equipment |= 0x0100; + gSaveContext.equips.equipment |= EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4); Player_SetEquipmentData(play, player); - gSaveContext.equips.equipment |= 0x1000; + gSaveContext.equips.equipment |= EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4); Player_SetEquipmentData(play, player); play->linkAgeOnLoad = 1; play->nextEntranceIndex = 0x0053; diff --git a/soh/src/code/z_elf_message.c b/soh/src/code/z_elf_message.c index 6c5558faf..e586c1bcc 100644 --- a/soh/src/code/z_elf_message.c +++ b/soh/src/code/z_elf_message.c @@ -46,8 +46,8 @@ u32 ElfMessage_CheckCondition(ElfMessage* msg) { return ((msg->byte0 & 1) == 1) == ((msg->byte1 & 0x0F) == CUR_UPG_VALUE(UPG_STRENGTH)); case (ELF_MSG_CONDITION_BOOTS << 4): return ((msg->byte0 & 1) == 1) == - (((gBitFlags[msg->byte3 - ITEM_BOOTS_KOKIRI] << gEquipShifts[EQUIP_BOOTS]) & - gSaveContext.inventory.equipment) != 0); + (CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, + msg->byte3 - ITEM_BOOTS_KOKIRI + EQUIP_INV_BOOTS_KOKIRI) != 0); case (ELF_MSG_CONDITION_SONG << 4): return ((msg->byte0 & 1) == 1) == (CHECK_QUEST_ITEM(msg->byte3 - ITEM_SONG_MINUET + QUEST_SONG_MINUET) != 0); diff --git a/soh/src/code/z_game_over.c b/soh/src/code/z_game_over.c index 4b10cb5e2..2d46a1899 100644 --- a/soh/src/code/z_game_over.c +++ b/soh/src/code/z_game_over.c @@ -57,6 +57,7 @@ void GameOver_Update(PlayState* play) { if (gSaveContext.buttonStatus[0] != BTN_ENABLED) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; + Interface_RandoRestoreSwordless(); } else { gSaveContext.equips.buttonItems[0] = ITEM_NONE; } diff --git a/soh/src/code/z_kaleido_setup.c b/soh/src/code/z_kaleido_setup.c index e9f097a45..77cc43e99 100644 --- a/soh/src/code/z_kaleido_setup.c +++ b/soh/src/code/z_kaleido_setup.c @@ -15,7 +15,7 @@ void KaleidoSetup_Update(PlayState* play) { if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && play->gameOverCtx.state == GAMEOVER_INACTIVE && play->sceneLoadFlag == 0 && play->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(play) && - play->shootingGalleryStatus <= 1 && gSaveContext.magicState != 8 && gSaveContext.magicState != 9 && + play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL && (play->sceneNum != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) { u8 easyPauseBufferEnabled = CVarGetInteger("gCheatEasyPauseBufferEnabled", 0); diff --git a/soh/src/code/z_message_PAL.c b/soh/src/code/z_message_PAL.c index 78eac4ece..da0f5f55f 100644 --- a/soh/src/code/z_message_PAL.c +++ b/soh/src/code/z_message_PAL.c @@ -1617,7 +1617,7 @@ void Message_OpenText(PlayState* play, u16 textId) { // Increments text id based on piece of heart count, assumes the piece of heart text is all // in order and that you don't have more than the intended amount of heart pieces. textId += (gSaveContext.inventory.questItems & 0xF0000000 & 0xF0000000) >> 0x1C; - } else if (!IS_RANDO && (msgCtx->textId == 0xC && CHECK_OWNED_EQUIP(EQUIP_SWORD, 2))) { + } else if (!IS_RANDO && (msgCtx->textId == 0xC && CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_BIGGORON))) { textId = 0xB; // Traded Giant's Knife for Biggoron Sword } else if (!IS_RANDO && (msgCtx->textId == 0xB4 && (Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_CURSED_MAN_IN_SKULL_HOUSE)))) { textId = 0xB5; // Destroyed Gold Skulltula diff --git a/soh/src/code/z_parameter.c b/soh/src/code/z_parameter.c index 75c85e3e4..ec25d2062 100644 --- a/soh/src/code/z_parameter.c +++ b/soh/src/code/z_parameter.c @@ -811,6 +811,20 @@ void func_80082850(PlayState* play, s16 maxAlpha) { } } +// buttonStatus[0] is used to represent if the B button is disabled, but also tracks +// the last active B button item during mini-games/epona (temp B) +// Since ITEM_NONE is the same as BTN_DISABLED (255), we need a different value to help us track +// that the player was swordless before like ITEM_NONE_FE (254) +#define SWORDLESS_STATUS ITEM_NONE_FE + +// Restores swordless state when using the custom value for temp B and then clears temp B +void Interface_RandoRestoreSwordless(void) { + if (IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS) { + gSaveContext.equips.buttonItems[0] = ITEM_NONE; + gSaveContext.buttonStatus[0] = BTN_ENABLED; + } +} + void func_80083108(PlayState* play) { MessageContext* msgCtx = &play->msgCtx; Player* player = GET_PLAYER(play); @@ -818,13 +832,20 @@ void func_80083108(PlayState* play) { s16 i; s16 sp28 = 0; + // Check for the player being swordless in rando (no item on B and swordless flag set) + // Child is always assumed due to not finding kokiri sword yet. Adult is only checked with MS shuffle on. + u8 randoIsSwordless = IS_RANDO && (LINK_IS_CHILD || Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) && + gSaveContext.equips.buttonItems[0] == ITEM_NONE && Flags_GetInfTable(INFTABLE_SWORDLESS); + u8 randoWasSwordlessBefore = IS_RANDO && gSaveContext.buttonStatus[0] == SWORDLESS_STATUS; + u8 randoCanTrackSwordless = randoIsSwordless && !randoWasSwordlessBefore; + if ((gSaveContext.cutsceneIndex < 0xFFF0) || ((play->sceneNum == SCENE_LON_LON_RANCH) && (gSaveContext.cutsceneIndex == 0xFFF0))) { gSaveContext.unk_13E7 = 0; - if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) || + if ((player->stateFlags1 & PLAYER_STATE1_ON_HORSE) || (play->shootingGalleryStatus > 1) || ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) { - if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) { + if (gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless) { gSaveContext.unk_13E7 = 1; if (gSaveContext.buttonStatus[0] == BTN_DISABLED) { @@ -837,9 +858,14 @@ void func_80083108(PlayState* play) { if ((gSaveContext.equips.buttonItems[0] != ITEM_SLINGSHOT) && (gSaveContext.equips.buttonItems[0] != ITEM_BOW) && (gSaveContext.equips.buttonItems[0] != ITEM_BOMBCHU) && - (gSaveContext.equips.buttonItems[0] != ITEM_NONE)) { + (gSaveContext.equips.buttonItems[0] != ITEM_NONE || randoCanTrackSwordless)) { gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0]; + // Track swordless status for restoration later + if (randoCanTrackSwordless) { + gSaveContext.buttonStatus[0] = SWORDLESS_STATUS; + } + if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) { gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU; Interface_LoadItemIcon1(play, 0); @@ -875,11 +901,11 @@ void func_80083108(PlayState* play) { Interface_ChangeAlpha(8); } else if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) { Interface_ChangeAlpha(8); - } else if (player->stateFlags1 & 0x00800000) { + } else if (player->stateFlags1 & PLAYER_STATE1_ON_HORSE) { Interface_ChangeAlpha(12); } } else { - if (player->stateFlags1 & 0x00800000) { + if (player->stateFlags1 & PLAYER_STATE1_ON_HORSE) { Interface_ChangeAlpha(12); } } @@ -891,6 +917,12 @@ void func_80083108(PlayState* play) { if (play->interfaceCtx.unk_260 != 0) { if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) { gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0]; + + // Track swordless status for restoration later + if (randoCanTrackSwordless) { + gSaveContext.buttonStatus[0] = SWORDLESS_STATUS; + } + gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE; gSaveContext.unk_13EA = 0; Interface_LoadItemIcon1(play, 0); @@ -904,6 +936,8 @@ void func_80083108(PlayState* play) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; gSaveContext.unk_13EA = 0; + Interface_RandoRestoreSwordless(); + if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) { Interface_LoadItemIcon1(play, 0); } @@ -974,7 +1008,7 @@ void func_80083108(PlayState* play) { } Interface_ChangeAlpha(50); - } else if ((player->stateFlags1 & 0x00200000) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) { + } else if ((player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) { if (gSaveContext.buttonStatus[0] != BTN_DISABLED) { gSaveContext.buttonStatus[0] = BTN_DISABLED; gSaveContext.buttonStatus[1] = BTN_DISABLED; @@ -988,7 +1022,7 @@ void func_80083108(PlayState* play) { Interface_ChangeAlpha(50); } } else if ((gSaveContext.eventInf[0] & 0xF) == 1) { - if (player->stateFlags1 & 0x00800000) { + if (player->stateFlags1 & PLAYER_STATE1_ON_HORSE) { if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) && (gSaveContext.equips.buttonItems[0] != ITEM_BOW)) { if (gSaveContext.inventory.items[SLOT_BOW] == ITEM_NONE) { @@ -1009,6 +1043,8 @@ void func_80083108(PlayState* play) { (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; + + Interface_RandoRestoreSwordless(); } else { gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0]; } @@ -1048,8 +1084,12 @@ void func_80083108(PlayState* play) { (gSaveContext.equips.buttonItems[0] == ITEM_BOW) || (gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) || (gSaveContext.equips.buttonItems[0] == ITEM_NONE)) { - if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) { + if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) || + randoWasSwordlessBefore) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; + + Interface_RandoRestoreSwordless(); + sp28 = 1; if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) { @@ -1071,8 +1111,12 @@ void func_80083108(PlayState* play) { (gSaveContext.equips.buttonItems[0] == ITEM_BOW) || (gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) || (gSaveContext.equips.buttonItems[0] == ITEM_NONE)) { - if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) { + if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0) || + randoWasSwordlessBefore) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; + + Interface_RandoRestoreSwordless(); + sp28 = 1; if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) { @@ -1394,7 +1438,7 @@ Gfx* Gfx_TextureI8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 te void Inventory_SwapAgeEquipment(void) { s16 i; - u16 temp; + u16 shieldEquipValue; if (LINK_AGE_IN_YEARS == YEARS_CHILD) { @@ -1412,15 +1456,20 @@ void Inventory_SwapAgeEquipment(void) { } // When becoming adult, remove swordless flag since we'll get master sword + // (Unless Master Sword is shuffled) // Only in rando to keep swordless link bugs in vanilla - if (IS_RANDO) { + if (IS_RANDO && !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) { Flags_UnsetInfTable(INFTABLE_SWORDLESS); } gSaveContext.childEquips.equipment = gSaveContext.equips.equipment; - if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE) { - gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER; + if (gSaveContext.adultEquips.buttonItems[0] == ITEM_NONE && !(IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) && gSaveContext.adultEquips.equipment)) { + if (!IS_RANDO || !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) { + gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER; + } else { + gSaveContext.equips.buttonItems[0] = ITEM_NONE; + } if (gSaveContext.inventory.items[SLOT_NUT] != ITEM_NONE) { gSaveContext.equips.buttonItems[1] = ITEM_NUT; @@ -1433,7 +1482,16 @@ void Inventory_SwapAgeEquipment(void) { gSaveContext.equips.buttonItems[3] = gSaveContext.inventory.items[SLOT_OCARINA]; gSaveContext.equips.cButtonSlots[1] = SLOT_BOMB; gSaveContext.equips.cButtonSlots[2] = SLOT_OCARINA; - gSaveContext.equips.equipment = 0x1122; + + gSaveContext.equips.equipment = (EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4)) | + (EQUIP_VALUE_SHIELD_HYLIAN << (EQUIP_TYPE_SHIELD * 4)) | + (EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) | + (EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4)); + + if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) && + gSaveContext.equips.buttonItems[0] == ITEM_NONE) { + gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4)); + } // Set the dpad to nothing gSaveContext.equips.buttonItems[4] = ITEM_NONE; @@ -1467,13 +1525,13 @@ void Inventory_SwapAgeEquipment(void) { } else { // When becoming child, set swordless flag if player doesn't have kokiri sword // Only in rando to keep swordless link bugs in vanilla - if (IS_RANDO && (1 << 0 & gSaveContext.inventory.equipment) == 0) { + if (IS_RANDO && (EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0) { Flags_SetInfTable(INFTABLE_SWORDLESS); } // When using enhancements, set swordless flag if player doesn't have kokiri sword or hasn't equipped a sword yet. // Then set the child equips button items to item none to ensure kokiri sword is not equipped - if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) && ((1 << 0 & gSaveContext.inventory.equipment) == 0 || Flags_GetInfTable(INFTABLE_SWORDLESS))) { + if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) && ((EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0 || Flags_GetInfTable(INFTABLE_SWORDLESS))) { Flags_SetInfTable(INFTABLE_SWORDLESS); gSaveContext.childEquips.buttonItems[0] = ITEM_NONE; } @@ -1507,10 +1565,10 @@ void Inventory_SwapAgeEquipment(void) { } gSaveContext.equips.equipment = gSaveContext.childEquips.equipment; - gSaveContext.equips.equipment &= 0xFFF0; + gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4)); // Equips kokiri sword in the inventory screen only if kokiri sword exists in inventory and a sword has been equipped already - if (!((1 << 0 & gSaveContext.inventory.equipment) == 0) && !Flags_GetInfTable(INFTABLE_SWORDLESS)) { - gSaveContext.equips.equipment |= 0x0001; + if (!((EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0) && !Flags_GetInfTable(INFTABLE_SWORDLESS)) { + gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4); } } else if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE) { for (i = 0; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) { @@ -1531,15 +1589,15 @@ void Inventory_SwapAgeEquipment(void) { } gSaveContext.equips.equipment = gSaveContext.childEquips.equipment; - gSaveContext.equips.equipment &= 0xFFF0; - gSaveContext.equips.equipment |= 0x0001; + gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4)); + gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4); } else if (IS_RANDO && Randomizer_GetSettingValue(RSK_STARTING_AGE) == RO_AGE_ADULT) { /*If in rando and starting age is adult, childEquips is not initialized and buttonItems[0] will be ITEM_NONE. When changing age from adult -> child, reset equips to "default" (only kokiri tunic/boots equipped, no sword, no C-button items, no D-Pad items). When becoming child, set swordless flag if player doesn't have kokiri sword Only in rando to keep swordless link bugs in vanilla*/ - if (1 << 0 & gSaveContext.inventory.equipment == 0) { + if (EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment == 0) { Flags_SetInfTable(INFTABLE_SWORDLESS); } @@ -1550,7 +1608,10 @@ void Inventory_SwapAgeEquipment(void) { gSaveContext.equips.cButtonSlots[i-1] = ITEM_NONE; } } - gSaveContext.equips.equipment = 0x1111; + gSaveContext.equips.equipment = (EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4)) | + (EQUIP_VALUE_SHIELD_DEKU << (EQUIP_TYPE_SHIELD * 4)) | + (EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) | + (EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4)); } if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) && @@ -1558,17 +1619,18 @@ void Inventory_SwapAgeEquipment(void) { Flags_SetInfTable(INFTABLE_SWORDLESS); if (gSaveContext.childEquips.equipment == 0) { // force equip kokiri tunic and boots in scenario gSaveContext.childEquips.equipment is uninitialized - gSaveContext.equips.equipment &= 0xFFF0; - gSaveContext.equips.equipment |= 0x1100; + gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4)); + gSaveContext.equips.equipment |= (EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) | + (EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4)); } } } CVarSetInteger("gSwitchTimeline", 0); - temp = gEquipMasks[EQUIP_SHIELD] & gSaveContext.equips.equipment; - if (temp != 0) { - temp >>= gEquipShifts[EQUIP_SHIELD]; - if (!(gBitFlags[temp + 3] & gSaveContext.inventory.equipment)) { - gSaveContext.equips.equipment &= gEquipNegMasks[EQUIP_SHIELD]; + shieldEquipValue = gEquipMasks[EQUIP_TYPE_SHIELD] & gSaveContext.equips.equipment; + if (shieldEquipValue != 0) { + shieldEquipValue >>= gEquipShifts[EQUIP_TYPE_SHIELD]; + if (!CHECK_OWNED_EQUIP_ALT(EQUIP_TYPE_SHIELD, shieldEquipValue - 1)) { + gSaveContext.equips.equipment &= gEquipNegMasks[EQUIP_TYPE_SHIELD]; } } } @@ -1583,10 +1645,10 @@ void Interface_InitHorsebackArchery(PlayState* play) { } void func_800849EC(PlayState* play) { - gSaveContext.inventory.equipment |= gBitFlags[2] << gEquipShifts[EQUIP_SWORD]; - gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD]; + gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_BIGGORON); + gSaveContext.inventory.equipment ^= OWNED_EQUIP_FLAG_ALT(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_BROKENGIANTKNIFE); - if (gBitFlags[3] & gSaveContext.inventory.equipment) { + if (CHECK_OWNED_EQUIP_ALT(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_BROKENGIANTKNIFE)) { gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE; } else { gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS; @@ -1626,11 +1688,13 @@ void func_80084BF4(PlayState* play, u16 flag) { (gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU) || (gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE)) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; + Interface_RandoRestoreSwordless(); Interface_LoadItemIcon1(play, 0); } } else if (gSaveContext.equips.buttonItems[0] == ITEM_NONE) { if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) || (gSaveContext.infTable[29] == 0)) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; + Interface_RandoRestoreSwordless(); Interface_LoadItemIcon1(play, 0); } } @@ -1829,17 +1893,21 @@ u8 Item_Give(PlayState* play, u8 item) { return Return_Item(item, MOD_NONE, ITEM_NONE); } else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) { - gSaveContext.inventory.equipment |= gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD]; + gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_SWORD, item - ITEM_SWORD_KOKIRI + EQUIP_INV_SWORD_KOKIRI); // Both Giant's Knife and Biggoron Sword have the same Item ID, so this part handles both of them if (item == ITEM_SWORD_BGS) { gSaveContext.swordHealth = 8; // In rando, when buying Giant's Knife, also check - // for 0xE in case we don't have Kokiri Sword - if (ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xF || (IS_RANDO && ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xE)) { + // without the Koriri Sword in case we don't have it + if (ALL_EQUIP_VALUE(EQUIP_TYPE_SWORD) == + ((1 << EQUIP_INV_SWORD_KOKIRI) | (1 << EQUIP_INV_SWORD_MASTER) | (1 << EQUIP_INV_SWORD_BIGGORON) | + (1 << EQUIP_INV_SWORD_BROKENGIANTKNIFE)) || + (IS_RANDO && ALL_EQUIP_VALUE(EQUIP_TYPE_SWORD) == + ((1 << EQUIP_INV_SWORD_MASTER) | (1 << EQUIP_INV_SWORD_BIGGORON) | (1 << EQUIP_INV_SWORD_BROKENGIANTKNIFE)))) { - gSaveContext.inventory.equipment ^= 8 << gEquipShifts[EQUIP_SWORD]; + gSaveContext.inventory.equipment ^= OWNED_EQUIP_FLAG_ALT(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_BROKENGIANTKNIFE); if (gSaveContext.equips.buttonItems[0] == ITEM_SWORD_KNIFE) { gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS; @@ -1851,8 +1919,8 @@ u8 Item_Give(PlayState* play, u8 item) { } else if (item == ITEM_SWORD_MASTER) { gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER; - gSaveContext.equips.equipment &= 0xFFF0; - gSaveContext.equips.equipment |= 0x0002; + gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4)); + gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4); if (play != NULL) { Interface_LoadItemIcon1(play, 0); } @@ -1860,13 +1928,13 @@ u8 Item_Give(PlayState* play, u8 item) { return Return_Item(item, MOD_NONE, ITEM_NONE); } else if ((item >= ITEM_SHIELD_DEKU) && (item <= ITEM_SHIELD_MIRROR)) { - gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_SHIELD_DEKU] << gEquipShifts[EQUIP_SHIELD]); + gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_SHIELD, item - ITEM_SHIELD_DEKU); return Return_Item(item, MOD_NONE, ITEM_NONE); } else if ((item >= ITEM_TUNIC_KOKIRI) && (item <= ITEM_TUNIC_ZORA)) { - gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_TUNIC_KOKIRI] << gEquipShifts[EQUIP_TUNIC]); + gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_TUNIC, item - ITEM_TUNIC_KOKIRI); return Return_Item(item, MOD_NONE, ITEM_NONE); } else if ((item >= ITEM_BOOTS_KOKIRI) && (item <= ITEM_BOOTS_HOVER)) { - gSaveContext.inventory.equipment |= (gBitFlags[item - ITEM_BOOTS_KOKIRI] << gEquipShifts[EQUIP_BOOTS]); + gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_BOOTS, item - ITEM_BOOTS_KOKIRI); return Return_Item(item, MOD_NONE, ITEM_NONE); } else if ((item == ITEM_KEY_BOSS) || (item == ITEM_COMPASS) || (item == ITEM_DUNGEON_MAP)) { gSaveContext.inventory.dungeonItems[gSaveContext.mapIndex] |= gBitFlags[item - ITEM_KEY_BOSS]; @@ -2196,14 +2264,14 @@ u8 Item_Give(PlayState* play, u8 item) { } return Return_Item(item, MOD_NONE, item); } else if (item == ITEM_MAGIC_SMALL) { - if (gSaveContext.magicState != 10) { + if (gSaveContext.magicState != MAGIC_STATE_ADD) { if (play != NULL) { Magic_Fill(play); } } if (play != NULL) { - func_80087708(play, 12, 5); + Magic_RequestChange(play, 12, MAGIC_ADD); } if (!Flags_GetInfTable(INFTABLE_198)) { @@ -2213,13 +2281,13 @@ u8 Item_Give(PlayState* play, u8 item) { return Return_Item(item, MOD_NONE, item); } else if (item == ITEM_MAGIC_LARGE) { - if (gSaveContext.magicState != 10) { + if (gSaveContext.magicState != MAGIC_STATE_ADD) { if (play != NULL) { Magic_Fill(play); } } if (play != NULL) { - func_80087708(play, 24, 5); + Magic_RequestChange(play, 24, MAGIC_ADD); } if (!Flags_GetInfTable(INFTABLE_198)) { @@ -2328,7 +2396,7 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) { slot = SLOT(item); if (item == RG_MAGIC_SINGLE) { gSaveContext.isMagicAcquired = true; - gSaveContext.magicFillTarget = 0x30; + gSaveContext.magicFillTarget = MAGIC_NORMAL_METER; Magic_Fill(play); return Return_Item_Entry(giEntry, RG_NONE); } else if (item == RG_MAGIC_DOUBLE) { @@ -2336,7 +2404,7 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) { gSaveContext.isMagicAcquired = true; } gSaveContext.isDoubleMagicAcquired = true; - gSaveContext.magicFillTarget = 0x60; + gSaveContext.magicFillTarget = MAGIC_DOUBLE_METER; gSaveContext.magicLevel = 0; Magic_Fill(play); return Return_Item_Entry(giEntry, RG_NONE); @@ -2556,6 +2624,13 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) { return Return_Item_Entry(giEntry, RG_NONE); } + if (item == RG_MASTER_SWORD) { + if (!CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER)) { + gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_TYPE_SWORD]; + } + return Return_Item_Entry(giEntry, RG_NONE); + } + temp = gSaveContext.inventory.items[slot]; osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp); INV_CONTENT(item) = item; @@ -2591,26 +2666,25 @@ u8 Item_CheckObtainability(u8 item) { } else if ((item >= ITEM_SWORD_KOKIRI) && (item <= ITEM_SWORD_BGS)) { if (item == ITEM_SWORD_BGS) { return ITEM_NONE; - } else if ((gBitFlags[item - ITEM_SWORD_KOKIRI] << gEquipShifts[EQUIP_SWORD]) & - gSaveContext.inventory.equipment) { + } else if (CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, item - ITEM_SWORD_KOKIRI + EQUIP_INV_SWORD_KOKIRI)) { return IS_RANDO ? ITEM_NONE : item; } else { return ITEM_NONE; } } else if ((item >= ITEM_SHIELD_DEKU) && (item <= ITEM_SHIELD_MIRROR)) { - if ((gBitFlags[item - ITEM_SHIELD_DEKU] << gEquipShifts[EQUIP_SHIELD]) & gSaveContext.inventory.equipment) { + if (CHECK_OWNED_EQUIP(EQUIP_TYPE_SHIELD, item - ITEM_SHIELD_DEKU + EQUIP_INV_SHIELD_DEKU)) { return IS_RANDO ? ITEM_NONE : item; } else { return ITEM_NONE; } } else if ((item >= ITEM_TUNIC_KOKIRI) && (item <= ITEM_TUNIC_ZORA)) { - if ((gBitFlags[item - ITEM_TUNIC_KOKIRI] << gEquipShifts[EQUIP_TUNIC]) & gSaveContext.inventory.equipment) { + if (CHECK_OWNED_EQUIP(EQUIP_TYPE_TUNIC, item - ITEM_TUNIC_KOKIRI + EQUIP_INV_TUNIC_KOKIRI)) { return IS_RANDO ? ITEM_NONE : item; } else { return ITEM_NONE; } } else if ((item >= ITEM_BOOTS_KOKIRI) && (item <= ITEM_BOOTS_HOVER)) { - if ((gBitFlags[item - ITEM_BOOTS_KOKIRI] << gEquipShifts[EQUIP_BOOTS]) & gSaveContext.inventory.equipment) { + if (CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, item - ITEM_BOOTS_KOKIRI + EQUIP_INV_BOOTS_KOKIRI)) { return IS_RANDO ? ITEM_NONE : item; } else { return ITEM_NONE; @@ -2782,6 +2856,13 @@ s32 Inventory_HasSpecificBottle(u8 bottleItem) { } } +void byteSwapInventory() { + gSaveContext.inventory.equipment = BE16SWAP(gSaveContext.inventory.equipment); + gSaveContext.inventory.upgrades = BE32SWAP(gSaveContext.inventory.upgrades); + gSaveContext.inventory.questItems = BE32SWAP(gSaveContext.inventory.questItems); + gSaveContext.inventory.gsTokens = BE16SWAP(gSaveContext.inventory.gsTokens); +} + void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 button) { osSyncPrintf("item_no=%x, c_no=%x, Pt=%x Item_Register=%x\n", item, button, gSaveContext.equips.cButtonSlots[button - 1], @@ -2793,7 +2874,14 @@ void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 button) { item = ITEM_MILK_HALF; } - gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item; + if (CVarGetInteger("gRestoreRBAValues",0)) { + byteSwapInventory(); + gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item; + byteSwapInventory(); + } else { + gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item; + } + gSaveContext.equips.buttonItems[button] = item; Interface_LoadItemIcon1(play, button); @@ -3126,96 +3214,96 @@ void Inventory_ChangeAmmo(s16 item, s16 ammoChange) { void Magic_Fill(PlayState* play) { if (gSaveContext.isMagicAcquired) { gSaveContext.prevMagicState = gSaveContext.magicState; - gSaveContext.magicFillTarget = (gSaveContext.isDoubleMagicAcquired + 1) * 0x30; - gSaveContext.magicState = 9; + gSaveContext.magicFillTarget = (gSaveContext.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER; + gSaveContext.magicState = MAGIC_STATE_FILL; } } -void func_800876C8(PlayState* play) { - if ((gSaveContext.magicState != 8) && (gSaveContext.magicState != 9)) { - if (gSaveContext.magicState == 10) { +void Magic_Reset(PlayState* play) { + if ((gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY) && (gSaveContext.magicState != MAGIC_STATE_FILL)) { + if (gSaveContext.magicState == MAGIC_STATE_ADD) { gSaveContext.prevMagicState = gSaveContext.magicState; } - gSaveContext.magicState = 5; + gSaveContext.magicState = MAGIC_STATE_RESET; } } -s32 func_80087708(PlayState* play, s16 arg1, s16 arg2) { +s32 Magic_RequestChange(PlayState* play, s16 amount, s16 type) { if (!gSaveContext.isMagicAcquired) { - return 0; + return false; } - if ((arg2 != 5) && (gSaveContext.magic - arg1) < 0) { + if ((type != 5) && (gSaveContext.magic - amount) < 0) { if (gSaveContext.magicCapacity != 0) { Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); } - return 0; + return false; } - switch (arg2) { - case 0: - case 2: - if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) { - if (gSaveContext.magicState == 7) { + switch (type) { + case MAGIC_CONSUME_NOW: + case MAGIC_CONSUME_NOW_ALT: + if ((gSaveContext.magicState == MAGIC_STATE_IDLE) || (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS)) { + if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) { play->actorCtx.lensActive = false; } - gSaveContext.magicTarget = gSaveContext.magic - arg1; - gSaveContext.magicState = 1; + gSaveContext.magicTarget = gSaveContext.magic - amount; + gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP; return 1; } else { Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); - return 0; + return false; } - case 1: - if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) { - if (gSaveContext.magicState == 7) { + case MAGIC_CONSUME_WAIT_NO_PREVIEW: + if ((gSaveContext.magicState == MAGIC_STATE_IDLE) || (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS)) { + if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) { play->actorCtx.lensActive = false; } - gSaveContext.magicTarget = gSaveContext.magic - arg1; - gSaveContext.magicState = 6; - return 1; + gSaveContext.magicTarget = gSaveContext.magic - amount; + gSaveContext.magicState = MAGIC_STATE_METER_FLASH_3; + return true; } else { Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); - return 0; + return false; } - case 3: - if (gSaveContext.magicState == 0) { + case MAGIC_CONSUME_LENS: + if (gSaveContext.magicState == MAGIC_STATE_IDLE) { if (gSaveContext.magic != 0) { play->interfaceCtx.unk_230 = 80; - gSaveContext.magicState = 7; - return 1; + gSaveContext.magicState = MAGIC_STATE_CONSUME_LENS; + return true; } else { - return 0; + return false; } } else { - if (gSaveContext.magicState == 7) { - return 1; + if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) { + return true; } else { - return 0; + return false; } } - case 4: - if ((gSaveContext.magicState == 0) || (gSaveContext.magicState == 7)) { - if (gSaveContext.magicState == 7) { + case MAGIC_CONSUME_WAIT_PREVIEW: + if ((gSaveContext.magicState == MAGIC_STATE_IDLE) || (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS)) { + if (gSaveContext.magicState == MAGIC_STATE_CONSUME_LENS) { play->actorCtx.lensActive = false; } - gSaveContext.magicTarget = gSaveContext.magic - arg1; - gSaveContext.magicState = 4; - return 1; + gSaveContext.magicTarget = gSaveContext.magic - amount; + gSaveContext.magicState = MAGIC_STATE_METER_FLASH_2; + return true; } else { Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); - return 0; + return false; } - case 5: + case MAGIC_ADD: if (gSaveContext.magicCapacity >= gSaveContext.magic) { - gSaveContext.magicTarget = gSaveContext.magic + arg1; + gSaveContext.magicTarget = gSaveContext.magic + amount; if (gSaveContext.magicTarget >= gSaveContext.magicCapacity) { gSaveContext.magicTarget = gSaveContext.magicCapacity; } - gSaveContext.magicState = 10; - return 1; + gSaveContext.magicState = MAGIC_STATE_ADD; + return true; } break; } @@ -3264,8 +3352,8 @@ void Interface_UpdateMagicBar(PlayState* play) { s16 temp; switch (gSaveContext.magicState) { - case 8: - temp = gSaveContext.magicLevel * 0x30; + case MAGIC_STATE_STEP_CAPACITY: + temp = gSaveContext.magicLevel * MAGIC_NORMAL_METER; if (gSaveContext.magicCapacity != temp) { if (gSaveContext.magicCapacity < temp) { gSaveContext.magicCapacity += 8; @@ -3279,11 +3367,11 @@ void Interface_UpdateMagicBar(PlayState* play) { } } } else { - gSaveContext.magicState = 9; + gSaveContext.magicState = MAGIC_STATE_FILL; } break; - case 9: + case MAGIC_STATE_FILL: gSaveContext.magic += 4; if (gSaveContext.gameMode == 0 && gSaveContext.sceneSetupIndex < 4) { @@ -3300,32 +3388,32 @@ void Interface_UpdateMagicBar(PlayState* play) { } break; - case 1: + case MAGIC_STATE_CONSUME_SETUP: sMagicBorderRatio = 2; - gSaveContext.magicState = 2; + gSaveContext.magicState = MAGIC_STATE_CONSUME; break; - case 2: + case MAGIC_STATE_CONSUME: gSaveContext.magic -= 2; if (gSaveContext.magic <= 0) { gSaveContext.magic = 0; - gSaveContext.magicState = 3; + gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1; if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) { sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori); } else { sMagicBorder = sMagicBorder_ori; } } else if (gSaveContext.magic == gSaveContext.magicTarget) { - gSaveContext.magicState = 3; + gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1; if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) { sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori); } else { sMagicBorder = sMagicBorder_ori; } } - case 3: - case 4: - case 6: + case MAGIC_STATE_METER_FLASH_1: + case MAGIC_STATE_METER_FLASH_2: + case MAGIC_STATE_METER_FLASH_3: temp = sMagicBorderIndexes[sMagicBorderStep]; borderChangeR = ABS(sMagicBorder.r - sMagicBorderColors[temp][0]) / sMagicBorderRatio; borderChangeG = ABS(sMagicBorder.g - sMagicBorderColors[temp][1]) / sMagicBorderRatio; @@ -3362,16 +3450,16 @@ void Interface_UpdateMagicBar(PlayState* play) { } break; - case 5: + case MAGIC_STATE_RESET: if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) { sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori); } else { sMagicBorder = sMagicBorder_ori; } - gSaveContext.magicState = 0; + gSaveContext.magicState = MAGIC_STATE_IDLE; break; - case 7: + case MAGIC_STATE_CONSUME_LENS: if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->sceneLoadFlag == 0) && (play->transitionMode == 0) && !Play_InCsMode(play)) { @@ -3388,7 +3476,7 @@ void Interface_UpdateMagicBar(PlayState* play) { play->actorCtx.lensActive = false; Audio_PlaySoundGeneral(NA_SE_SY_GLASSMODE_OFF, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); - gSaveContext.magicState = 0; + gSaveContext.magicState = MAGIC_STATE_IDLE; if (CVarGetInteger("gCosmetics.Consumable_MagicBorder.Changed", 0)) { sMagicBorder = CVarGetColor24("gCosmetics.Consumable_MagicBorder.Value", sMagicBorder_ori); } else { @@ -3440,7 +3528,7 @@ void Interface_UpdateMagicBar(PlayState* play) { } break; - case 10: + case MAGIC_STATE_ADD: gSaveContext.magic += 4; Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); if (gSaveContext.magic >= gSaveContext.magicTarget) { @@ -3451,7 +3539,7 @@ void Interface_UpdateMagicBar(PlayState* play) { break; default: - gSaveContext.magicState = 0; + gSaveContext.magicState = MAGIC_STATE_IDLE; break; } } @@ -3584,7 +3672,7 @@ void Interface_DrawMagicBar(PlayState* play) { ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE); gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255); - if (gSaveContext.magicState == 4) { + if (gSaveContext.magicState == MAGIC_STATE_METER_FLASH_2) { // Yellow part of the bar indicating the amount of magic to be subtracted gDPSetPrimColor(OVERLAY_DISP++, 0, 0, magicbar_yellow.r, magicbar_yellow.g, magicbar_yellow.b, interfaceCtx->magicAlpha); @@ -5231,7 +5319,7 @@ void Interface_Draw(PlayState* play) { Interface_DrawLineupTick(play); } - if (fullUi || gSaveContext.magicState > 0) { + if (fullUi || gSaveContext.magicState > MAGIC_STATE_IDLE) { Interface_DrawMagicBar(play); } @@ -5709,6 +5797,7 @@ void Interface_Draw(PlayState* play) { (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE)) { if (gSaveContext.buttonStatus[0] != BTN_ENABLED) { gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0]; + Interface_RandoRestoreSwordless(); } else { gSaveContext.equips.buttonItems[0] = ITEM_NONE; } @@ -6414,11 +6503,11 @@ void Interface_Update(PlayState* play) { D_80125A58 = Player_GetEnvironmentalHazard(play); if (D_80125A58 == 1) { - if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 2 || CVarGetInteger("gSuperTunic", 0) != 0) { + if (CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC) == EQUIP_VALUE_TUNIC_GORON || CVarGetInteger("gSuperTunic", 0) != 0) { D_80125A58 = 0; } } else if ((Player_GetEnvironmentalHazard(play) >= 2) && (Player_GetEnvironmentalHazard(play) < 5)) { - if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 3 || CVarGetInteger("gSuperTunic", 0) != 0) { + if (CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC) == EQUIP_VALUE_TUNIC_ZORA || CVarGetInteger("gSuperTunic", 0) != 0) { D_80125A58 = 0; } } @@ -6527,7 +6616,7 @@ void Interface_Update(PlayState* play) { ((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) { if ((gSaveContext.isMagicAcquired != 0) && (gSaveContext.magicLevel == 0)) { gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1; - gSaveContext.magicState = 8; + gSaveContext.magicState = MAGIC_STATE_STEP_CAPACITY; osSyncPrintf(VT_FGCOL(YELLOW)); osSyncPrintf("魔法スター─────ト!!!!!!!!!\n"); // "Magic Start!!!!!!!!!" osSyncPrintf("MAGIC_MAX=%d\n", gSaveContext.magicLevel); diff --git a/soh/src/code/z_play.c b/soh/src/code/z_play.c index fb4628834..112a71888 100644 --- a/soh/src/code/z_play.c +++ b/soh/src/code/z_play.c @@ -9,6 +9,7 @@ #include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/randomizer/randomizer_entrance.h" #include <overlays/actors/ovl_En_Niw/z_en_niw.h> +#include <overlays/misc/ovl_kaleido_scope/z_kaleido_scope.h> #include "soh/Enhancements/enhancementTypes.h" #include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" @@ -264,6 +265,19 @@ void GivePlayerRandoRewardRequiem(PlayState* play, RandomizerCheck check) { } } +void GivePlayerRandoRewardMasterSword(PlayState* play, RandomizerCheck check) { + Player* player = GET_PLAYER(play); + + if (gSaveContext.entranceIndex == 0x02CA && LINK_IS_ADULT && player != NULL && + !Player_InBlockingCsMode(play, player) && Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD) && + !Flags_GetRandomizerInf(RAND_INF_TOT_MASTER_SWORD)) { + GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_MASTER_SWORD); + GiveItemEntryWithoutActor(play, getItemEntry); + player->pendingFlag.flagID = RAND_INF_TOT_MASTER_SWORD; + player->pendingFlag.flagType = FLAG_RANDOMIZER_INF; + } +} + u8 CheckStoneCount() { u8 stoneCount = 0; @@ -545,7 +559,7 @@ void Play_Init(GameState* thisx) { if (gSaveContext.gameMode != 0 || gSaveContext.cutsceneIndex >= 0xFFF0) { gSaveContext.nayrusLoveTimer = 0; - func_800876C8(play); + Magic_Reset(play); gSaveContext.sceneSetupIndex = (gSaveContext.cutsceneIndex & 0xF) + 4; } else if (!LINK_IS_ADULT && IS_DAY) { gSaveContext.sceneSetupIndex = 0; @@ -654,12 +668,12 @@ void Play_Init(GameState* thisx) { Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL); // In order to keep bunny hood equipped on first load, we need to pre-set the age reqs for the item and slot if ((CVarGetInteger("gMMBunnyHood", BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA && CVarGetInteger("gAdultBunnyHood", 0)) || CVarGetInteger("gTimelessEquipment", 0)) { - gItemAgeReqs[ITEM_MASK_BUNNY] = 9; + gItemAgeReqs[ITEM_MASK_BUNNY] = AGE_REQ_NONE; if(INV_CONTENT(ITEM_TRADE_CHILD) == ITEM_MASK_BUNNY) - gSlotAgeReqs[SLOT_TRADE_CHILD] = 9; + gSlotAgeReqs[SLOT_TRADE_CHILD] = AGE_REQ_NONE; } else { - gItemAgeReqs[ITEM_MASK_BUNNY] = gSlotAgeReqs[SLOT_TRADE_CHILD] = 1; + gItemAgeReqs[ITEM_MASK_BUNNY] = gSlotAgeReqs[SLOT_TRADE_CHILD] = AGE_REQ_CHILD; } func_800304DC(play, &play->actorCtx, play->linkActorEntry); @@ -1432,6 +1446,7 @@ skip: GivePlayerRandoRewardZeldaLightArrowsGift(play, RC_TOT_LIGHT_ARROWS_CUTSCENE); GivePlayerRandoRewardNocturne(play, RC_SHEIK_IN_KAKARIKO); GivePlayerRandoRewardRequiem(play, RC_SHEIK_AT_COLOSSUS); + GivePlayerRandoRewardMasterSword(play, RC_TOT_MASTER_SWORD); } } @@ -2314,17 +2329,8 @@ void Play_PerformSave(PlayState* play) { if (play != NULL && gSaveContext.fileNum != 0xFF) { Play_SaveSceneFlags(play); gSaveContext.savedSceneNum = play->sceneNum; - if (gSaveContext.temporaryWeapon) { - gSaveContext.equips.buttonItems[0] = ITEM_NONE; - GET_PLAYER(play)->currentSwordItemId = ITEM_NONE; - Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE); - Save_SaveFile(); - gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI; - GET_PLAYER(play)->currentSwordItemId = ITEM_SWORD_KOKIRI; - Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI); - } else { - Save_SaveFile(); - } + Save_SaveFile(); + uint8_t triforceHuntCompleted = IS_RANDO && gSaveContext.triforcePiecesCollected == Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT_PIECES_REQUIRED) && diff --git a/soh/src/code/z_player_lib.c b/soh/src/code/z_player_lib.c index 32a3e6e48..820f2c672 100644 --- a/soh/src/code/z_player_lib.c +++ b/soh/src/code/z_player_lib.c @@ -34,9 +34,82 @@ s16 sBootData[PLAYER_BOOTS_MAX][17] = { // Used to map action params to model groups u8 sActionModelGroups[] = { - 3, 15, 10, 2, 2, 5, 10, 11, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 7, 7, 8, 3, 3, 6, 3, 3, 3, 3, 12, 13, 14, 14, 14, 14, - 14, 14, 14, 14, 14, 14, 14, 14, 14, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, - 3, 3, 3, 3, 3, 3, 3, 3 + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE + PLAYER_MODELGROUP_15, // PLAYER_IA_LAST_USED + PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE + PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_MASTER + PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_KOKIRI + PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON + PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK + PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT + PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT + PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT + PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB + PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU + PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15 + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16 + PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17 + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT + PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY + PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF + PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_DEKU + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_HYLIAN + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_MIRROR + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_KOKIRI + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_GORON + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_ZORA + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_KOKIRI + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_IRON + PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_HOVER }; TextTriggerEntry sTextTriggers[] = { @@ -47,68 +120,208 @@ TextTriggerEntry sTextTriggers[] = { }; // Used to map model groups to model types for [animation, left hand, right hand, sheath, waist] -u8 gPlayerModelTypes[][5] = { - { 2, 0, 10, 16, 20 }, { 1, 2, 9, 19, 20 }, { 1, 2, 10, 17, 20 }, { 0, 0, 8, 18, 20 }, - { 0, 0, 8, 18, 20 }, { 3, 4, 9, 19, 20 }, { 4, 1, 11, 18, 20 }, { 5, 0, 8, 18, 20 }, - { 0, 6, 8, 18, 20 }, { 4, 0, 15, 18, 20 }, { 3, 1, 9, 18, 20 }, { 3, 5, 9, 18, 20 }, - { 0, 0, 13, 18, 20 }, { 0, 0, 14, 18, 20 }, { 0, 7, 8, 18, 20 }, { 0, 2, 8, 19, 20 }, +u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = { + /* PLAYER_MODELGROUP_0 */ + { + PLAYER_ANIMTYPE_2, + PLAYER_MODELTYPE_LH_OPEN, + PLAYER_MODELTYPE_RH_SHIELD, + PLAYER_MODELTYPE_SHEATH_16, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD */ + { + PLAYER_ANIMTYPE_1, + PLAYER_MODELTYPE_LH_SWORD, + PLAYER_MODELTYPE_RH_CLOSED, + PLAYER_MODELTYPE_SHEATH_19, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_SWORD */ + { + PLAYER_ANIMTYPE_1, + PLAYER_MODELTYPE_LH_SWORD, + PLAYER_MODELTYPE_RH_SHIELD, + PLAYER_MODELTYPE_SHEATH_17, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_DEFAULT */ + { + PLAYER_ANIMTYPE_0, + PLAYER_MODELTYPE_LH_OPEN, + PLAYER_MODELTYPE_RH_OPEN, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_4 */ + { + PLAYER_ANIMTYPE_0, + PLAYER_MODELTYPE_LH_OPEN, + PLAYER_MODELTYPE_RH_OPEN, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_BGS */ + { + PLAYER_ANIMTYPE_3, + PLAYER_MODELTYPE_LH_BGS, + PLAYER_MODELTYPE_RH_CLOSED, + PLAYER_MODELTYPE_SHEATH_19, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_BOW_SLINGSHOT */ + { + PLAYER_ANIMTYPE_4, + PLAYER_MODELTYPE_LH_CLOSED, + PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_EXPLOSIVES */ + { + PLAYER_ANIMTYPE_5, + PLAYER_MODELTYPE_LH_OPEN, + PLAYER_MODELTYPE_RH_OPEN, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_BOOMERANG */ + { + PLAYER_ANIMTYPE_0, + PLAYER_MODELTYPE_LH_BOOMERANG, + PLAYER_MODELTYPE_RH_OPEN, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_HOOKSHOT */ + { + PLAYER_ANIMTYPE_4, + PLAYER_MODELTYPE_LH_OPEN, + PLAYER_MODELTYPE_RH_HOOKSHOT, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_10 */ + { + PLAYER_ANIMTYPE_3, + PLAYER_MODELTYPE_LH_CLOSED, + PLAYER_MODELTYPE_RH_CLOSED, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_HAMMER */ + { + PLAYER_ANIMTYPE_3, + PLAYER_MODELTYPE_LH_HAMMER, + PLAYER_MODELTYPE_RH_CLOSED, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_OCARINA */ + { + PLAYER_ANIMTYPE_0, + PLAYER_MODELTYPE_LH_OPEN, + PLAYER_MODELTYPE_RH_OCARINA, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_OOT */ + { + PLAYER_ANIMTYPE_0, + PLAYER_MODELTYPE_LH_OPEN, + PLAYER_MODELTYPE_RH_OOT, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_BOTTLE */ + { + PLAYER_ANIMTYPE_0, + PLAYER_MODELTYPE_LH_BOTTLE, + PLAYER_MODELTYPE_RH_OPEN, + PLAYER_MODELTYPE_SHEATH_18, + PLAYER_MODELTYPE_WAIST + }, + /* PLAYER_MODELGROUP_15 */ + { + PLAYER_ANIMTYPE_0, + PLAYER_MODELTYPE_LH_SWORD, + PLAYER_MODELTYPE_RH_OPEN, + PLAYER_MODELTYPE_SHEATH_19, + PLAYER_MODELTYPE_WAIST + }, }; -Gfx* sPlayerRightHandShieldDLs[] = { +Gfx* sPlayerRightHandShieldDLs[PLAYER_SHIELD_MAX * 4] = { + // PLAYER_SHIELD_NONE gLinkAdultRightHandClosedNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandClosedFarDL, gLinkChildRightHandClosedFarDL, + // PLAYER_SHIELD_DEKU gLinkAdultRightHandClosedNearDL, gLinkChildRightFistAndDekuShieldNearDL, gLinkAdultRightHandClosedFarDL, gLinkChildRightFistAndDekuShieldFarDL, + // PLAYER_SHIELD_HYLIAN gLinkAdultRightHandHoldingHylianShieldNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandHoldingHylianShieldFarDL, gLinkChildRightHandClosedFarDL, + // PLAYER_SHIELD_MIRROR gLinkAdultRightHandHoldingMirrorShieldNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandHoldingMirrorShieldFarDL, gLinkChildRightHandClosedFarDL, }; -Gfx* sSheathWithSwordDLs[] = { +Gfx* sSheathWithSwordDLs[(PLAYER_SHIELD_MAX + 2) * 4] = { + // PLAYER_SHIELD_NONE gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL, gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL, + // PLAYER_SHIELD_DEKU gLinkAdultMasterSwordAndSheathNearDL, gLinkChildDekuShieldSwordAndSheathNearDL, gLinkAdultMasterSwordAndSheathFarDL, gLinkChildDekuShieldSwordAndSheathFarDL, + // PLAYER_SHIELD_HYLIAN gLinkAdultHylianShieldSwordAndSheathNearDL, gLinkChildHylianShieldSwordAndSheathNearDL, gLinkAdultHylianShieldSwordAndSheathFarDL, gLinkChildHylianShieldSwordAndSheathFarDL, + // PLAYER_SHIELD_MIRROR gLinkAdultMirrorShieldSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL, gLinkAdultMirrorShieldSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL, + // PLAYER_SHIELD_NONE (child, no sword) NULL, NULL, NULL, NULL, + // PLAYER_SHIELD_DEKU (child, no sword) NULL, gLinkChildDekuShieldWithMatrixDL, NULL, gLinkChildDekuShieldWithMatrixDL, }; -Gfx* sSheathWithoutSwordDLs[] = { +Gfx* sSheathWithoutSwordDLs[(PLAYER_SHIELD_MAX + 2) * 4] = { + // PLAYER_SHIELD_NONE gLinkAdultSheathNearDL, gLinkChildSheathNearDL, gLinkAdultSheathFarDL, gLinkChildSheathFarDL, + // PLAYER_SHIELD_DEKU gLinkAdultSheathNearDL, gLinkChildDekuShieldAndSheathNearDL, gLinkAdultSheathFarDL, gLinkChildDekuShieldAndSheathFarDL, + // PLAYER_SHIELD_HYLIAN gLinkAdultHylianShieldAndSheathNearDL, gLinkChildHylianShieldAndSheathNearDL, gLinkAdultHylianShieldAndSheathFarDL, gLinkChildHylianShieldAndSheathFarDL, + // PLAYER_SHIELD_MIRROR gLinkAdultMirrorShieldAndSheathNearDL, gLinkChildSheathNearDL, gLinkAdultMirrorShieldAndSheathFarDL, gLinkChildSheathFarDL, + // PLAYER_SHIELD_NONE (child, no sword) NULL, NULL, NULL, NULL, + // PLAYER_SHIELD_DEKU (child, no sword) gLinkAdultSheathNearDL, gLinkChildDekuShieldWithMatrixDL, gLinkAdultSheathNearDL, @@ -116,8 +329,10 @@ Gfx* sSheathWithoutSwordDLs[] = { }; Gfx* gPlayerLeftHandBgsDLs[] = { + // Biggoron Sword gLinkAdultLeftHandHoldingBgsNearDL, gLinkChildLeftHandHoldingMasterSwordDL, gLinkAdultLeftHandHoldingBgsFarDL, gLinkChildLeftHandHoldingMasterSwordDL, + // Broken Giant's Knife gLinkAdultHandHoldingBrokenGiantsKnifeDL, gLinkChildLeftHandHoldingMasterSwordDL, gLinkAdultHandHoldingBrokenGiantsKnifeFarDL, gLinkChildLeftHandHoldingMasterSwordDL, }; @@ -267,10 +482,28 @@ Gfx* sFirstPersonRightHandHoldingWeaponDLs[] = { }; // Indexed by model types (left hand, right hand, sheath or waist) -Gfx** sPlayerDListGroups[] = { - gPlayerLeftHandOpenDLs, gPlayerLeftHandClosedDLs, sPlayerLeftHandSwordDLs, sPlayerLeftHandSwordDLs2, gPlayerLeftHandBgsDLs, sPlayerLeftHandHammerDLs, gPlayerLeftHandBoomerangDLs, - sPlayerLeftHandBottleDLs, sPlayerRightHandOpenDLs, sPlayerRightHandClosedDLs, sPlayerRightHandShieldDLs, sPlayerRightHandBowSlingshotDLs, sPlayerRightHandBowSlingshotDLs2, sPlayerRightHandOcarinaDLs, - sPlayerRightHandOotDLs, sPlayerRightHandHookshotDLs, sSwordAndSheathDLs, sSheathDLs, sSheathWithSwordDLs, sSheathWithoutSwordDLs, sPlayerWaistDLs, +Gfx** sPlayerDListGroups[PLAYER_MODELTYPE_MAX] = { + gPlayerLeftHandOpenDLs, // PLAYER_MODELTYPE_LH_OPEN + gPlayerLeftHandClosedDLs, // PLAYER_MODELTYPE_LH_CLOSED + sPlayerLeftHandSwordDLs, // PLAYER_MODELTYPE_LH_SWORD + sPlayerLeftHandSwordDLs2, // PLAYER_MODELTYPE_LH_SWORD_2 + gPlayerLeftHandBgsDLs, // PLAYER_MODELTYPE_LH_BGS + sPlayerLeftHandHammerDLs, // PLAYER_MODELTYPE_LH_HAMMER + gPlayerLeftHandBoomerangDLs, // PLAYER_MODELTYPE_LH_BOOMERANG + sPlayerLeftHandBottleDLs, // PLAYER_MODELTYPE_LH_BOTTLE + sPlayerRightHandOpenDLs, // PLAYER_MODELTYPE_RH_OPEN + sPlayerRightHandClosedDLs, // PLAYER_MODELTYPE_RH_CLOSED + sPlayerRightHandShieldDLs, // PLAYER_MODELTYPE_RH_SHIELD + sPlayerRightHandBowSlingshotDLs, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT + sPlayerRightHandBowSlingshotDLs2, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2 + sPlayerRightHandOcarinaDLs, // PLAYER_MODELTYPE_RH_OCARINA + sPlayerRightHandOotDLs, // PLAYER_MODELTYPE_RH_OOT + sPlayerRightHandHookshotDLs, // PLAYER_MODELTYPE_RH_HOOKSHOT + sSwordAndSheathDLs, // PLAYER_MODELTYPE_SHEATH_16 + sSheathDLs, // PLAYER_MODELTYPE_SHEATH_17 + sSheathWithSwordDLs, // PLAYER_MODELTYPE_SHEATH_18 + sSheathWithoutSwordDLs, // PLAYER_MODELTYPE_SHEATH_19 + sPlayerWaistDLs, // PLAYER_MODELTYPE_WAIST }; Gfx gCullBackDList[] = { @@ -342,7 +575,7 @@ uint8_t Player_IsCustomLinkModel() { s32 Player_InBlockingCsMode(PlayState* play, Player* this) { return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->sceneLoadFlag == 0x14) || (this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) || - ((gSaveContext.magicState != 0) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0)); + ((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0)); } s32 Player_InCsMode(PlayState* play) { @@ -362,8 +595,9 @@ s32 Player_IsChildWithHylianShield(Player* this) { s32 Player_ActionToModelGroup(Player* this, s32 actionParam) { s32 modelGroup = sActionModelGroups[actionParam]; - if ((modelGroup == 2) && Player_IsChildWithHylianShield(this)) { - return 1; + if ((modelGroup == PLAYER_MODELGROUP_SWORD) && Player_IsChildWithHylianShield(this)) { + // child, using kokiri sword with hylian shield equipped + return PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD; } else { return modelGroup; } @@ -374,15 +608,15 @@ void Player_SetModelsForHoldingShield(Player* this) { ((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) { if ((CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_DEKU_STICK) || !Player_HoldsTwoHandedWeapon(this)) && !Player_IsChildWithHylianShield(this)) { - this->rightHandType = 10; - this->rightHandDLists = &sPlayerDListGroups[10][gSaveContext.linkAge]; - if (this->sheathType == 18) { - this->sheathType = 16; - } else if (this->sheathType == 19) { - this->sheathType = 17; + this->rightHandType = PLAYER_MODELTYPE_RH_SHIELD; + this->rightHandDLists = &sPlayerDListGroups[PLAYER_MODELTYPE_RH_SHIELD][gSaveContext.linkAge]; + if (this->sheathType == PLAYER_MODELTYPE_SHEATH_18) { + this->sheathType = PLAYER_MODELTYPE_SHEATH_16; + } else if (this->sheathType == PLAYER_MODELTYPE_SHEATH_19) { + this->sheathType = PLAYER_MODELTYPE_SHEATH_17; } this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge]; - this->modelAnimType = 2; + this->modelAnimType = PLAYER_ANIMTYPE_2; this->itemAction = -1; } } @@ -390,11 +624,11 @@ void Player_SetModelsForHoldingShield(Player* this) { void Player_SetModels(Player* this, s32 modelGroup) { // Left hand - this->leftHandType = gPlayerModelTypes[modelGroup][1]; + this->leftHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND]; this->leftHandDLists = &sPlayerDListGroups[this->leftHandType][gSaveContext.linkAge]; // Right hand - this->rightHandType = gPlayerModelTypes[modelGroup][2]; + this->rightHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND]; this->rightHandDLists = &sPlayerDListGroups[this->rightHandType][gSaveContext.linkAge]; if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && this->rightHandType == 11) { // If holding Bow/Slingshot @@ -402,7 +636,7 @@ void Player_SetModels(Player* this, s32 modelGroup) { } // Sheath - this->sheathType = gPlayerModelTypes[modelGroup][3]; + this->sheathType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH]; this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge]; // Waist @@ -414,14 +648,14 @@ void Player_SetModels(Player* this, s32 modelGroup) { void Player_SetModelGroup(Player* this, s32 modelGroup) { this->modelGroup = modelGroup; - if (modelGroup == 1) { - this->modelAnimType = 0; + if (modelGroup == PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD) { + this->modelAnimType = PLAYER_ANIMTYPE_0; } else { - this->modelAnimType = gPlayerModelTypes[modelGroup][0]; + this->modelAnimType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_ANIM]; } - if ((this->modelAnimType < 3) && (this->currentShield == PLAYER_SHIELD_NONE)) { - this->modelAnimType = 0; + if ((this->modelAnimType < PLAYER_ANIMTYPE_3) && (this->currentShield == PLAYER_SHIELD_NONE)) { + this->modelAnimType = PLAYER_ANIMTYPE_0; } Player_SetModels(this, modelGroup); @@ -435,9 +669,9 @@ void func_8008EC70(Player* this) { void Player_SetEquipmentData(PlayState* play, Player* this) { if (this->csMode != 0x56) { - this->currentShield = CUR_EQUIP_VALUE(EQUIP_SHIELD); - this->currentTunic = CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1; - this->currentBoots = CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1; + this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD)); + this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC)); + this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS)); this->currentSwordItemId = B_BTN_ITEM; Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction)); Player_SetBootData(play, this); @@ -541,7 +775,7 @@ s32 Player_HasMirrorShieldEquipped(PlayState* play) { s32 Player_HasMirrorShieldSetToDraw(PlayState* play) { Player* this = GET_PLAYER(play); - return (this->rightHandType == 10) && (this->currentShield == PLAYER_SHIELD_MIRROR); + return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR); } s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) { @@ -744,8 +978,8 @@ Color_RGB8 sGauntletColors[] = { }; Gfx* sBootDListGroups[][2] = { - { gLinkAdultLeftIronBootDL, gLinkAdultRightIronBootDL }, - { gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL }, + { gLinkAdultLeftIronBootDL, gLinkAdultRightIronBootDL }, // PLAYER_BOOTS_IRON + { gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL }, // PLAYER_BOOTS_HOVER }; void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, @@ -828,9 +1062,9 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL gSPDisplayList(POLY_OPA_DISP++, gLinkAdultLeftGauntletPlate1DL); gSPDisplayList(POLY_OPA_DISP++, gLinkAdultRightGauntletPlate1DL); gSPDisplayList(POLY_OPA_DISP++, - (sLeftHandType == 0) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL); + (sLeftHandType == PLAYER_MODELTYPE_LH_OPEN) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL); gSPDisplayList(POLY_OPA_DISP++, - (sRightHandType == 8) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL); + (sRightHandType == PLAYER_MODELTYPE_RH_OPEN) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL); } if (boots != 0) { @@ -1045,40 +1279,40 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** if (limbIndex == PLAYER_LIMB_L_HAND) { Gfx** dLists = this->leftHandDLists; - if ((sLeftHandType == 4) && (gSaveContext.swordHealth <= 0.0f)) { + if ((sLeftHandType == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) { dLists += 4; - } else if ((sLeftHandType == 6) && (this->stateFlags1 & 0x2000000)) { + } else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & 0x2000000)) { dLists = &gPlayerLeftHandOpenDLs[gSaveContext.linkAge]; sLeftHandType = 0; - } else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { + } else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { dLists = &gPlayerLeftHandClosedDLs[gSaveContext.linkAge]; - sLeftHandType = 1; + sLeftHandType = PLAYER_MODELTYPE_LH_CLOSED; } *dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]); } else if (limbIndex == PLAYER_LIMB_R_HAND) { Gfx** dLists = this->rightHandDLists; - if (sRightHandType == 10) { + if (sRightHandType == PLAYER_MODELTYPE_RH_SHIELD) { dLists += this->currentShield * 4; - } else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { + } else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { dLists = &sPlayerRightHandClosedDLs[gSaveContext.linkAge]; - sRightHandType = 9; + sRightHandType = PLAYER_MODELTYPE_RH_CLOSED; } *dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]); } else if (limbIndex == PLAYER_LIMB_SHEATH) { Gfx** dLists = this->sheathDLists; - if ((this->sheathType == 18) || (this->sheathType == 19)) { + if ((this->sheathType == PLAYER_MODELTYPE_SHEATH_18) || (this->sheathType == PLAYER_MODELTYPE_SHEATH_19)) { dLists += this->currentShield * 4; if (!LINK_IS_ADULT && (this->currentShield < PLAYER_SHIELD_HYLIAN) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) { - dLists += 16; + dLists += PLAYER_SHIELD_MAX * 4; } - } else if (!LINK_IS_ADULT && ((this->sheathType == 16) || (this->sheathType == 17)) && + } else if (!LINK_IS_ADULT && ((this->sheathType == PLAYER_MODELTYPE_SHEATH_16) || (this->sheathType == PLAYER_MODELTYPE_SHEATH_17)) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) { - dLists = &sSheathWithSwordDLs[16]; + dLists = &sSheathWithSwordDLs[PLAYER_SHIELD_MAX * 4]; } if (dLists[sDListsLodOffset] != NULL) { @@ -1481,7 +1715,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve func_80090A28(this, spE4); func_800906D4(play, this, spE4); - } else if ((*dList != NULL) && (this->leftHandType == 7)) { + } else if ((*dList != NULL) && (this->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE)) { Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemAction)]; OPEN_DISPS(play->state.gfxCtx); @@ -1522,9 +1756,9 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve } else if (limbIndex == PLAYER_LIMB_R_HAND) { Actor* heldActor = this->heldActor; - if (this->rightHandType == 0xFF) { + if (this->rightHandType == PLAYER_MODELTYPE_RH_FF) { Matrix_Get(&this->shieldMf); - } else if ((this->rightHandType == 11) || (this->rightHandType == 12)) { + } else if ((this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT) || (this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2)) { s32 stringModelToUse = gSaveContext.linkAge; if(CVarGetInteger("gBowSlingShotAmmoFix", 0)){ stringModelToUse = Player_HoldsSlingshot(this); @@ -1569,7 +1803,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve Matrix_Pop(); CLOSE_DISPS(play->state.gfxCtx); - } else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == 10)) { + } else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD)) { Matrix_Get(&this->shieldMf); Player_UpdateShieldCollider(play, this, &this->shieldQuad, sRightHandLimbModelShieldQuadVertices); } @@ -1631,7 +1865,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve } } else if (this->actor.scale.y >= 0.0f) { if (limbIndex == PLAYER_LIMB_SHEATH) { - if ((this->rightHandType != 10) && (this->rightHandType != 0xFF)) { + if ((this->rightHandType != PLAYER_MODELTYPE_RH_SHIELD) && (this->rightHandType != PLAYER_MODELTYPE_RH_FF)) { if (Player_IsChildWithHylianShield(this)) { Player_UpdateShieldCollider(play, this, &this->shieldQuad, sSheathLimbModelShieldQuadVertices); } @@ -1673,46 +1907,55 @@ u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) { return size + 0x8800 + 0x90; } -u8 sPauseModelGroupBySword[] = { 2, 2, 5 }; +u8 sPauseModelGroupBySword[] = { + PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_KOKIRI + PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_MASTER + PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON +}; s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) { - u8* ptr = arg; - u8 modelGroup = sPauseModelGroupBySword[ptr[0] > 0 ? ptr[0] - 1 : 0]; + u8* playerSwordAndShield = arg; + // SOH: Ensure positive value from playerSwordAndShield[] to avoid OOB array access. + // This can occur in the case where playerSwordAndShield[0] is PLAYER_SWORD_NONE + u8 modelGroup = sPauseModelGroupBySword[playerSwordAndShield[0] > 0 ? playerSwordAndShield[0] - PLAYER_SWORD_KOKIRI : 0]; s32 type; s32 dListOffset = 0; Gfx** dLists; size_t ptrSize = sizeof(uint32_t); - if ((modelGroup == 2) && !LINK_IS_ADULT && (ptr[1] == 2)) { - modelGroup = 1; + if ((modelGroup == PLAYER_MODELGROUP_SWORD) && !LINK_IS_ADULT && (playerSwordAndShield[1] == PLAYER_SHIELD_HYLIAN)) { + modelGroup = PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD; } if (limbIndex == PLAYER_LIMB_L_HAND) { - type = gPlayerModelTypes[modelGroup][1]; + type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND]; sLeftHandType = type; - if (ptr[0] == 0) - type = 0; + // SOH: Handle unexpected swordless case. Previously OOB array access is avoided, but we want the + // hand model-type to be set to open (otherwise it is set to holding sword model-type) + if (playerSwordAndShield[0] == PLAYER_SWORD_NONE) { + type = PLAYER_MODELTYPE_LH_OPEN; + } - if ((type == 4) && (gSaveContext.swordHealth <= 0.0f)) { + if ((type == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) { dListOffset = 4; } } else if (limbIndex == PLAYER_LIMB_R_HAND) { - type = gPlayerModelTypes[modelGroup][2]; + type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND]; sRightHandType = type; - if (type == 10) { - dListOffset = ptr[1] * ptrSize; + if (type == PLAYER_MODELTYPE_RH_SHIELD) { + dListOffset = playerSwordAndShield[1] * ptrSize; } } else if (limbIndex == PLAYER_LIMB_SHEATH) { - type = gPlayerModelTypes[modelGroup][3]; - if ((type == 18) || (type == 19)) { - dListOffset = ptr[1] * ptrSize; - } else if (type == 16 && CVarGetInteger("gPauseLiveLink", 0)) { - //if (ptr[0] == 1) + type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH]; + if ((type == PLAYER_MODELTYPE_SHEATH_18) || (type == PLAYER_MODELTYPE_SHEATH_19)) { + dListOffset = playerSwordAndShield[1] * ptrSize; + } else if (type == PLAYER_MODELTYPE_SHEATH_16 && CVarGetInteger("gPauseLiveLink", 0)) { + //if (playerSwordAndShield[0] == 1) //dListOffset = 4; } } else if (limbIndex == PLAYER_LIMB_WAIST) { - type = gPlayerModelTypes[modelGroup][4]; + type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_WAIST]; if (Player_IsCustomLinkModel()) { return 0; @@ -1750,7 +1993,7 @@ void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime* static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 }; static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172); static Vec3f lightDir = { 89.8f, 0.0f, 89.8f }; - u8 sp12C[2]; + u8 playerSwordAndShield[2]; Gfx* opaRef; Gfx* xluRef; Gfx* kalRef; @@ -1788,8 +2031,8 @@ void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime* gSPMatrix(POLY_OPA_DISP++, lookAtMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); - sp12C[0] = sword; - sp12C[1] = shield; + playerSwordAndShield[0] = sword; + playerSwordAndShield[1] = shield; Matrix_SetTranslateRotateYXZ(pos->x - ((CVarGetInteger("gPauseLiveLink", 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0), pos->y - (CVarGetInteger("gPauseTriforce", 0) ? 16 : 0), pos->z, rot); @@ -1809,7 +2052,7 @@ void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime* gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList); Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0, - Player_OverrideLimbDrawPause, NULL, &sp12C); + Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield); if (CVarGetInteger("gPauseTriforce", 0)) { @@ -1874,11 +2117,11 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* if (CVarGetInteger("gPauseLiveLink", 0) || CVarGetInteger("gPauseTriforce", 0)) { uintptr_t anim = 0; // Initialise anim - if (CUR_EQUIP_VALUE(EQUIP_SWORD) >= 3) { + if (CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) >= EQUIP_VALUE_SWORD_BIGGORON) { EquipedStance = 1; - } else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 0) { + } else if (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SWORD_NONE) { EquipedStance = 2; - } else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 2 && LINK_AGE_IN_YEARS == YEARS_CHILD) { + } else if (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SWORD_MASTER && LINK_AGE_IN_YEARS == YEARS_CHILD) { EquipedStance = 3; } else { // Link is idle so revert to 0 @@ -1949,8 +2192,8 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* if (FrameCountSinceLastAnim >= SwitchAtFrame) { LastAnim = SelectedAnim; if (LastAnim==1) { - if ((CUR_EQUIP_VALUE(EQUIP_SWORD)!=PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!= PLAYER_SHIELD_NONE)) { // if the player has a sword and shield equipped - if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_SHIELD_DEKU)) { // if he's an adult or a kid with the deku shield + if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword and shield equipped + if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) { // if he's an adult or a kid with the deku shield SelectedAnim = (rand() % (6 - 2 + 1)) + 2; // select any 5 animations that aren't the default standing anim } else { //else if he's a child with a shield that isn't the deku shield s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations @@ -1960,15 +2203,15 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* SelectedAnim=randval; } } - } else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) != PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_SHIELD_NONE)) { // if the player has a sword equipped but no shield + } else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword equipped but no shield s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations if (randval==4) { //if its the shield anim SelectedAnim==6; // set to yawn anim } else { SelectedAnim=randval; } - } else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!=PLAYER_SHIELD_NONE)) { //if the player has a shield equipped but no sword - if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_SHIELD_DEKU)) {// if he's an adult or a kid with the deku shield + } else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { //if the player has a shield equipped but no sword + if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) {// if he's an adult or a kid with the deku shield s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations if (randval==5) { //if its the sword anim SelectedAnim==6; // set to yawn anim @@ -1983,7 +2226,7 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* SelectedAnim=randval; } } - } else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_SHIELD_NONE)) { // if the player has no sword or shield equipped + } else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has no sword or shield equipped s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations if (randval==4) { //if its the shield anim SelectedAnim==6; // set to yawn anim @@ -2054,7 +2297,7 @@ void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* srcTable = gLinkPauseChildJointTable; } } else { - if (sword == 3) { + if (sword == PLAYER_SWORD_BIGGORON) { srcTable = gLinkPauseAdultBgsJointTable; } else if (shield != PLAYER_SHIELD_NONE) { srcTable = gLinkPauseAdultShieldJointTable; diff --git a/soh/src/code/z_sram.c b/soh/src/code/z_sram.c index 1612c0fdc..057460b62 100644 --- a/soh/src/code/z_sram.c +++ b/soh/src/code/z_sram.c @@ -168,12 +168,13 @@ void Sram_OpenSave() { } } - // check for owning kokiri sword.. to restore master sword? bug or debug feature? - if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_SWORD, 1)) { - gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_SWORD]; - gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER; - gSaveContext.equips.equipment &= ~0xF; - gSaveContext.equips.equipment |= 2; + if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER)) { + if (!IS_RANDO || !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) { + gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER); + gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER; + gSaveContext.equips.equipment &= ~(0xF << (EQUIP_TYPE_SWORD * 4)); + gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4); + } } if (!(IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE))) { |
