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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briaguya 2025-02-04 01:44:02 -08:00 committed by GitHub
parent 8ae8770db8
commit 11e07a8f9d
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3 changed files with 122 additions and 47 deletions

View file

@ -0,0 +1,114 @@
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "macros.h"
#include "variables.h"
extern s32 Player_GetItemOnButton(PlayState*, s32);
extern void Inventory_ChangeEquipment(s16, u16);
extern void Player_SetEquipmentData(PlayState*, Player*);
extern void func_808328EC(Player*, u16);
extern PlayState* gPlayState;
}
static u16 sItemButtons[] = { BTN_B, BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT, BTN_DUP, BTN_DDOWN, BTN_DLEFT, BTN_DRIGHT };
void UseTunicBoots(Player* player, PlayState* play, Input* input) {
// Boots and tunics equip despite state
if (
player->stateFlags1 & (PLAYER_STATE1_INPUT_DISABLED | PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE | PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD) ||
player->stateFlags2 & PLAYER_STATE2_OCARINA_PLAYING
) {
return;
}
s32 item = ITEM_NONE;
for (s32 i = 0; i < ARRAY_COUNT(sItemButtons); i++) {
if (CHECK_BTN_ALL(input->press.button, sItemButtons[i])) {
item = Player_GetItemOnButton(play, i);
break;
}
}
if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
if (item >= ITEM_BOOTS_KOKIRI) {
u16 bootsValue = item - ITEM_BOOTS_KOKIRI + 1;
if (CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == bootsValue) {
Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_KOKIRI);
} else {
Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, bootsValue);
}
Player_SetEquipmentData(play, player);
func_808328EC(player, CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == EQUIP_VALUE_BOOTS_IRON ? NA_SE_PL_WALK_HEAVYBOOTS : NA_SE_PL_CHANGE_ARMS);
} else {
u16 tunicValue = item - ITEM_TUNIC_KOKIRI + 1;
if (CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC) == tunicValue) {
Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_KOKIRI);
} else {
Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, tunicValue);
}
Player_SetEquipmentData(play, player);
func_808328EC(player, NA_SE_PL_CHANGE_ARMS);
}
}
}
void ClearAssignedTunicsBoots(int32_t unused = 0) {
for (int32_t buttonIndex = 0; buttonIndex < 8; buttonIndex++) {
int32_t item = gSaveContext.equips.buttonItems[buttonIndex];
if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
gSaveContext.equips.buttonItems[buttonIndex] = ITEM_NONE;
}
}
}
#define CVAR_TUNICBOOTS_NAME CVAR_ENHANCEMENT("AssignableTunicsAndBoots")
#define CVAR_TUNICBOOTS_DEFAULT 0
#define CVAR_TUNICBOOTS_VALUE CVarGetInteger(CVAR_TUNICBOOTS_NAME, CVAR_TUNICBOOTS_DEFAULT)
void RegisterAssignableTunicsBoots() {
// make sure we don't change our held/equipped item when changing tunics/boots
COND_VB_SHOULD(VB_CHANGE_HELD_ITEM_AND_USE_ITEM, CVAR_TUNICBOOTS_VALUE != CVAR_TUNICBOOTS_DEFAULT, {
int32_t item = va_arg(args, int32_t);
if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
*should = false;
}
});
// make sure we don't crash because tunics/boots don't have assoicated item actions
COND_VB_SHOULD(VB_ITEM_ACTION_BE_NONE, CVAR_TUNICBOOTS_VALUE != CVAR_TUNICBOOTS_DEFAULT, {
int32_t item = va_arg(args, int32_t);
if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
*should = true;
}
});
// do something when the player presses a button to use the tunics/boots
COND_VB_SHOULD(VB_EXECUTE_PLAYER_ACTION_FUNC, CVAR_TUNICBOOTS_VALUE != CVAR_TUNICBOOTS_DEFAULT, {
// if the vanilla condition doesn't want us to run the actionFunc, don't do any of this
if (!*should) {
return;
}
Input* input = va_arg(args, Input*);
Player* player = GET_PLAYER(gPlayState);
*should = false;
player->actionFunc(player, gPlayState);
UseTunicBoots(player, gPlayState, input);
});
// clear out assigned tunics/boots when the enhancement is toggled off
if (GameInteractor::IsSaveLoaded(true) && CVAR_TUNICBOOTS_VALUE == CVAR_TUNICBOOTS_DEFAULT) {
ClearAssignedTunicsBoots();
}
// clear out assigned tunics/boots when loading a save with enhancement turned off
COND_HOOK(OnLoadGame, CVAR_TUNICBOOTS_VALUE == CVAR_TUNICBOOTS_DEFAULT, ClearAssignedTunicsBoots);
}
static RegisterShipInitFunc initFunc(RegisterAssignableTunicsBoots, { CVAR_TUNICBOOTS_NAME });

View file

@ -532,6 +532,11 @@ typedef enum {
VB_SPAWN_SONG_FAIRY,
// Opt: *EnGs
VB_SPAWN_GOSSIP_STONE_FAIRY,
/*** Equippable tunics and boots ***/
VB_CHANGE_HELD_ITEM_AND_USE_ITEM,
VB_ITEM_ACTION_BE_NONE,
VB_EXECUTE_PLAYER_ACTION_FUNC,
} GIVanillaBehavior;
#ifdef __cplusplus

View file

@ -2244,16 +2244,12 @@ void Player_InitItemActionWithAnim(PlayState* play, Player* this, s8 itemAction)
}
s8 Player_ItemToItemAction(s32 item) {
if (item >= ITEM_NONE_FE) {
if (GameInteractor_Should(VB_ITEM_ACTION_BE_NONE, item >= ITEM_NONE_FE, item)) {
return PLAYER_IA_NONE;
} else if (item == ITEM_LAST_USED) {
return PLAYER_IA_SWORD_CS;
} else if (item == ITEM_FISHING_POLE) {
return PLAYER_IA_FISHING_POLE;
// #region SOH [Enhancement] Added to prevent crashes with assignable equipment
} else if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
return PLAYER_IA_NONE;
// #endregion
} else {
return sItemActions[item];
}
@ -2572,7 +2568,7 @@ void Player_ProcessItemButtons(Player* this, PlayState* play) {
if ((item < ITEM_NONE_FE) && (Player_ItemToItemAction(item) == this->heldItemAction)) {
sHeldItemButtonIsHeldDown = true;
}
} else {
} else if (GameInteractor_Should(VB_CHANGE_HELD_ITEM_AND_USE_ITEM, true, item)) {
this->heldItemButton = i;
Player_UseItem(play, this, item);
}
@ -11883,45 +11879,6 @@ static Vec3f D_80854814 = { 0.0f, 0.0f, 200.0f };
static f32 sWaterConveyorSpeeds[] = { 2.0f, 4.0f, 7.0f };
static f32 sFloorConveyorSpeeds[] = { 0.5f, 1.0f, 3.0f };
void Player_UseTunicBoots(Player* this, PlayState* play) {
// Boots and tunics equip despite state
if (
this->stateFlags1 & (PLAYER_STATE1_INPUT_DISABLED | PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE | PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD) ||
this->stateFlags2 & PLAYER_STATE2_OCARINA_PLAYING
) {
return;
}
s32 i;
for (i = 0; i < ARRAY_COUNT(sItemButtons); i++) {
if (CHECK_BTN_ALL(sControlInput->press.button, sItemButtons[i])) {
break;
}
}
s32 item = Player_GetItemOnButton(play, i);
if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) {
if (item >= ITEM_BOOTS_KOKIRI) {
u16 bootsValue = item - ITEM_BOOTS_KOKIRI + 1;
if (CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == bootsValue) {
Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_KOKIRI);
} else {
Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, bootsValue);
}
Player_SetEquipmentData(play, this);
func_808328EC(this, CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == EQUIP_VALUE_BOOTS_IRON ? NA_SE_PL_WALK_HEAVYBOOTS : NA_SE_PL_CHANGE_ARMS);
} else {
u16 tunicValue = item - ITEM_TUNIC_KOKIRI + 1;
if (CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC) == tunicValue) {
Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_KOKIRI);
} else {
Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, tunicValue);
}
Player_SetEquipmentData(play, this);
func_808328EC(this, NA_SE_PL_CHANGE_ARMS);
}
}
}
void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
s32 pad;
@ -12218,9 +12175,8 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
sUseHeldItem = sHeldItemButtonIsHeldDown = 0;
sSavedCurrentMask = this->currentMask;
if (!(this->stateFlags3 & PLAYER_STATE3_PAUSE_ACTION_FUNC)) {
if (GameInteractor_Should(VB_EXECUTE_PLAYER_ACTION_FUNC, !(this->stateFlags3 & PLAYER_STATE3_PAUSE_ACTION_FUNC), input)) {
this->actionFunc(this, play);
Player_UseTunicBoots(this, play);
}
Player_UpdateCamAndSeqModes(play, this);