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https://github.com/HarbourMasters/Shipwright.git
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rework assignable tunic/boots to use shipinit and hooks (#4978)
* don't put away items when equipping tunics/boots * vb * don't need that return * ok i guess i'm going down the rabbit hole * more rabbit hole * shipinit and more hooks * clean up * use fewer params, add a missing condition * make the loops make sense
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3 changed files with 122 additions and 47 deletions
114
soh/soh/Enhancements/AssignableTunicsAndBoots.cpp
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114
soh/soh/Enhancements/AssignableTunicsAndBoots.cpp
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@ -0,0 +1,114 @@
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/ShipInit.hpp"
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extern "C" {
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#include "macros.h"
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#include "variables.h"
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extern s32 Player_GetItemOnButton(PlayState*, s32);
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extern void Inventory_ChangeEquipment(s16, u16);
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extern void Player_SetEquipmentData(PlayState*, Player*);
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extern void func_808328EC(Player*, u16);
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extern PlayState* gPlayState;
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}
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static u16 sItemButtons[] = { BTN_B, BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT, BTN_DUP, BTN_DDOWN, BTN_DLEFT, BTN_DRIGHT };
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void UseTunicBoots(Player* player, PlayState* play, Input* input) {
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// Boots and tunics equip despite state
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if (
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player->stateFlags1 & (PLAYER_STATE1_INPUT_DISABLED | PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE | PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD) ||
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player->stateFlags2 & PLAYER_STATE2_OCARINA_PLAYING
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) {
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return;
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}
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s32 item = ITEM_NONE;
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for (s32 i = 0; i < ARRAY_COUNT(sItemButtons); i++) {
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if (CHECK_BTN_ALL(input->press.button, sItemButtons[i])) {
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item = Player_GetItemOnButton(play, i);
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break;
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}
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}
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if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
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if (item >= ITEM_BOOTS_KOKIRI) {
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u16 bootsValue = item - ITEM_BOOTS_KOKIRI + 1;
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if (CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == bootsValue) {
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Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_KOKIRI);
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} else {
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Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, bootsValue);
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}
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Player_SetEquipmentData(play, player);
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func_808328EC(player, CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == EQUIP_VALUE_BOOTS_IRON ? NA_SE_PL_WALK_HEAVYBOOTS : NA_SE_PL_CHANGE_ARMS);
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} else {
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u16 tunicValue = item - ITEM_TUNIC_KOKIRI + 1;
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if (CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC) == tunicValue) {
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Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_KOKIRI);
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} else {
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Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, tunicValue);
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}
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Player_SetEquipmentData(play, player);
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func_808328EC(player, NA_SE_PL_CHANGE_ARMS);
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}
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}
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}
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void ClearAssignedTunicsBoots(int32_t unused = 0) {
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for (int32_t buttonIndex = 0; buttonIndex < 8; buttonIndex++) {
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int32_t item = gSaveContext.equips.buttonItems[buttonIndex];
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if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
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gSaveContext.equips.buttonItems[buttonIndex] = ITEM_NONE;
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}
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}
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}
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#define CVAR_TUNICBOOTS_NAME CVAR_ENHANCEMENT("AssignableTunicsAndBoots")
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#define CVAR_TUNICBOOTS_DEFAULT 0
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#define CVAR_TUNICBOOTS_VALUE CVarGetInteger(CVAR_TUNICBOOTS_NAME, CVAR_TUNICBOOTS_DEFAULT)
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void RegisterAssignableTunicsBoots() {
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// make sure we don't change our held/equipped item when changing tunics/boots
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COND_VB_SHOULD(VB_CHANGE_HELD_ITEM_AND_USE_ITEM, CVAR_TUNICBOOTS_VALUE != CVAR_TUNICBOOTS_DEFAULT, {
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int32_t item = va_arg(args, int32_t);
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if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
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*should = false;
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}
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});
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// make sure we don't crash because tunics/boots don't have assoicated item actions
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COND_VB_SHOULD(VB_ITEM_ACTION_BE_NONE, CVAR_TUNICBOOTS_VALUE != CVAR_TUNICBOOTS_DEFAULT, {
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int32_t item = va_arg(args, int32_t);
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if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
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*should = true;
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}
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});
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// do something when the player presses a button to use the tunics/boots
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COND_VB_SHOULD(VB_EXECUTE_PLAYER_ACTION_FUNC, CVAR_TUNICBOOTS_VALUE != CVAR_TUNICBOOTS_DEFAULT, {
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// if the vanilla condition doesn't want us to run the actionFunc, don't do any of this
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if (!*should) {
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return;
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}
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Input* input = va_arg(args, Input*);
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Player* player = GET_PLAYER(gPlayState);
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*should = false;
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player->actionFunc(player, gPlayState);
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UseTunicBoots(player, gPlayState, input);
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});
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// clear out assigned tunics/boots when the enhancement is toggled off
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if (GameInteractor::IsSaveLoaded(true) && CVAR_TUNICBOOTS_VALUE == CVAR_TUNICBOOTS_DEFAULT) {
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ClearAssignedTunicsBoots();
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}
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// clear out assigned tunics/boots when loading a save with enhancement turned off
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COND_HOOK(OnLoadGame, CVAR_TUNICBOOTS_VALUE == CVAR_TUNICBOOTS_DEFAULT, ClearAssignedTunicsBoots);
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}
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static RegisterShipInitFunc initFunc(RegisterAssignableTunicsBoots, { CVAR_TUNICBOOTS_NAME });
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@ -532,6 +532,11 @@ typedef enum {
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VB_SPAWN_SONG_FAIRY,
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// Opt: *EnGs
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VB_SPAWN_GOSSIP_STONE_FAIRY,
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/*** Equippable tunics and boots ***/
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VB_CHANGE_HELD_ITEM_AND_USE_ITEM,
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VB_ITEM_ACTION_BE_NONE,
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VB_EXECUTE_PLAYER_ACTION_FUNC,
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} GIVanillaBehavior;
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#ifdef __cplusplus
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@ -2244,16 +2244,12 @@ void Player_InitItemActionWithAnim(PlayState* play, Player* this, s8 itemAction)
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}
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s8 Player_ItemToItemAction(s32 item) {
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if (item >= ITEM_NONE_FE) {
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if (GameInteractor_Should(VB_ITEM_ACTION_BE_NONE, item >= ITEM_NONE_FE, item)) {
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return PLAYER_IA_NONE;
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} else if (item == ITEM_LAST_USED) {
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return PLAYER_IA_SWORD_CS;
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} else if (item == ITEM_FISHING_POLE) {
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return PLAYER_IA_FISHING_POLE;
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// #region SOH [Enhancement] Added to prevent crashes with assignable equipment
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} else if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
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return PLAYER_IA_NONE;
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// #endregion
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} else {
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return sItemActions[item];
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}
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@ -2572,7 +2568,7 @@ void Player_ProcessItemButtons(Player* this, PlayState* play) {
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if ((item < ITEM_NONE_FE) && (Player_ItemToItemAction(item) == this->heldItemAction)) {
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sHeldItemButtonIsHeldDown = true;
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}
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} else {
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} else if (GameInteractor_Should(VB_CHANGE_HELD_ITEM_AND_USE_ITEM, true, item)) {
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this->heldItemButton = i;
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Player_UseItem(play, this, item);
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}
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@ -11883,45 +11879,6 @@ static Vec3f D_80854814 = { 0.0f, 0.0f, 200.0f };
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static f32 sWaterConveyorSpeeds[] = { 2.0f, 4.0f, 7.0f };
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static f32 sFloorConveyorSpeeds[] = { 0.5f, 1.0f, 3.0f };
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void Player_UseTunicBoots(Player* this, PlayState* play) {
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// Boots and tunics equip despite state
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if (
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this->stateFlags1 & (PLAYER_STATE1_INPUT_DISABLED | PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE | PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD) ||
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this->stateFlags2 & PLAYER_STATE2_OCARINA_PLAYING
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) {
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return;
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}
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s32 i;
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for (i = 0; i < ARRAY_COUNT(sItemButtons); i++) {
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if (CHECK_BTN_ALL(sControlInput->press.button, sItemButtons[i])) {
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break;
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}
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}
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s32 item = Player_GetItemOnButton(play, i);
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if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
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if (item >= ITEM_BOOTS_KOKIRI) {
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u16 bootsValue = item - ITEM_BOOTS_KOKIRI + 1;
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if (CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == bootsValue) {
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Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_KOKIRI);
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} else {
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Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, bootsValue);
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}
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Player_SetEquipmentData(play, this);
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func_808328EC(this, CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == EQUIP_VALUE_BOOTS_IRON ? NA_SE_PL_WALK_HEAVYBOOTS : NA_SE_PL_CHANGE_ARMS);
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} else {
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u16 tunicValue = item - ITEM_TUNIC_KOKIRI + 1;
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if (CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC) == tunicValue) {
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Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_KOKIRI);
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} else {
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Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, tunicValue);
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}
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Player_SetEquipmentData(play, this);
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func_808328EC(this, NA_SE_PL_CHANGE_ARMS);
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}
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}
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}
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void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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s32 pad;
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sUseHeldItem = sHeldItemButtonIsHeldDown = 0;
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sSavedCurrentMask = this->currentMask;
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if (!(this->stateFlags3 & PLAYER_STATE3_PAUSE_ACTION_FUNC)) {
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if (GameInteractor_Should(VB_EXECUTE_PLAYER_ACTION_FUNC, !(this->stateFlags3 & PLAYER_STATE3_PAUSE_ACTION_FUNC), input)) {
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this->actionFunc(this, play);
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Player_UseTunicBoots(this, play);
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}
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Player_UpdateCamAndSeqModes(play, this);
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