mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-08-27 00:44:04 -04:00
Hookify masks / timeless equipment (#7088)
This commit is contained in:
@@ -0,0 +1,37 @@
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#include "soh/Enhancements/AdultMasks.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/ShipInit.hpp"
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extern "C" {
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#include "z64.h"
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#include "macros.h"
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#include "variables.h"
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}
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bool Ship_MasksEquippableAsAdult() {
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return CVarGetInteger(CVAR_ADULT_MASKS_NAME, 0) || CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0);
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}
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static bool IsMask(int item) {
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return item >= ITEM_MASK_KEATON && item <= ITEM_MASK_TRUTH;
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}
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static void RegisterAdultMasks() {
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bool adultMasks = CVarGetInteger(CVAR_ADULT_MASKS_NAME, 0);
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// Masks drop their child-only age requirement
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COND_VB_SHOULD(VB_ITEM_MEETS_AGE_REQ, adultMasks, {
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if (IsMask(va_arg(args, int))) {
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*should = true;
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}
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});
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// Same for the child trade slot, but only while it holds a mask
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COND_VB_SHOULD(VB_SLOT_MEETS_AGE_REQ, adultMasks, {
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if (va_arg(args, int) == SLOT_TRADE_CHILD && IsMask(INV_CONTENT(ITEM_TRADE_CHILD))) {
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*should = true;
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}
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});
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}
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static RegisterShipInitFunc initFunc(RegisterAdultMasks, { CVAR_ADULT_MASKS_NAME });
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@@ -0,0 +1,15 @@
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#pragma once
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#include <stdbool.h>
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#include "soh/cvar_prefixes.h"
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#define CVAR_ADULT_MASKS_NAME CVAR_ENHANCEMENT("AdultMasks")
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#ifdef __cplusplus
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extern "C" {
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#endif
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bool Ship_MasksEquippableAsAdult();
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#ifdef __cplusplus
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};
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#endif
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@@ -0,0 +1,69 @@
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/ShipInit.hpp"
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#include "soh/Enhancements/BunnyHood.h"
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#include "soh/Enhancements/gameplaystats.h"
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extern "C" {
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#include "z64.h"
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#include "functions.h"
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#include "macros.h"
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#include "variables.h"
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extern PlayState* gPlayState;
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}
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BunnyHoodMode Ship_GetBunnyHoodMode() {
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return (BunnyHoodMode)CVarGetInteger(CVAR_BUNNY_HOOD_NAME, BUNNY_HOOD_VANILLA);
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}
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float Ship_GetBunnyHoodRunFactor(Player* player) {
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if (Ship_GetBunnyHoodMode() != BUNNY_HOOD_VANILLA && player->currentMask == PLAYER_MASK_BUNNY) {
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return 1.5f;
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}
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return 1.0f;
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}
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float Ship_GetBunnyHoodJumpFactor(Player* player) {
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if (Ship_GetBunnyHoodMode() == BUNNY_HOOD_FAST_AND_JUMP && player->currentMask == PLAYER_MASK_BUNNY) {
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return 1.5f;
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}
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return 1.0f;
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}
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static void RegisterBunnyHood() {
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bool bunnyHoodActive = Ship_GetBunnyHoodMode() != BUNNY_HOOD_VANILLA;
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// Wearing the hood shouldn't lock you out of NPC interactions, so NPCs ignore it
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COND_VB_SHOULD(VB_NPC_REACT_TO_MASK, bunnyHoodActive, {
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u8 currentMask = va_arg(args, int);
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if (currentMask == PLAYER_MASK_BUNNY) {
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*should = false;
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}
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});
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// Masks stay usable where trade items are restricted, so the hood can be equipped there
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COND_VB_SHOULD(VB_DISABLE_TRADE_ITEM_BUTTON, bunnyHoodActive, {
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u8 item = va_arg(args, int);
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if (item >= ITEM_MASK_KEATON && item <= ITEM_MASK_TRUTH) {
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*should = false;
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}
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});
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// Same speed boost as running, for the "Move in first person" setting
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COND_VB_SHOULD(VB_PLAYER_MODIFY_FIRST_PERSON_SPEED, bunnyHoodActive, {
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Player* player = va_arg(args, Player*);
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f32* movementSpeed = va_arg(args, f32*);
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*movementSpeed *= Ship_GetBunnyHoodRunFactor(player);
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});
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// Gameplay stat: time spent wearing the hood
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COND_HOOK(OnPlayerUpdate, bunnyHoodActive, []() {
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if (gSaveContext.ship.stats.gameComplete || (IS_BOSS_RUSH && gSaveContext.ship.quest.data.bossRush.isPaused)) {
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return;
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}
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if (GET_PLAYER(gPlayState)->currentMask == PLAYER_MASK_BUNNY) {
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gSaveContext.ship.stats.count[COUNT_TIME_BUNNY_HOOD]++;
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}
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});
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}
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static RegisterShipInitFunc initFunc(RegisterBunnyHood, { CVAR_BUNNY_HOOD_NAME });
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@@ -0,0 +1,13 @@
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#pragma once
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#include "soh/Enhancements/enhancementTypes.h"
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#include "soh/cvar_prefixes.h"
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typedef struct Player Player;
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#define CVAR_BUNNY_HOOD_NAME CVAR_ENHANCEMENT("MMBunnyHood")
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BunnyHoodMode Ship_GetBunnyHoodMode();
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// Speed multipliers the effect applies to the player, 1.0f when it doesn't.
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float Ship_GetBunnyHoodRunFactor(Player* player);
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float Ship_GetBunnyHoodJumpFactor(Player* player);
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@@ -0,0 +1,15 @@
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/ShipInit.hpp"
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#include "soh/cvar_prefixes.h"
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#define CVAR_TIMELESS_EQUIPMENT_NAME CVAR_CHEAT("TimelessEquipment")
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static void RegisterTimelessEquipment() {
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bool timelessEquipment = CVarGetInteger(CVAR_TIMELESS_EQUIPMENT_NAME, 0);
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COND_VB_SHOULD(VB_PLAYER_MEETS_AGE_REQ, timelessEquipment, { *should = true; });
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COND_VB_SHOULD(VB_ITEM_MEETS_AGE_REQ, timelessEquipment, { *should = true; });
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COND_VB_SHOULD(VB_SLOT_MEETS_AGE_REQ, timelessEquipment, { *should = true; });
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}
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static RegisterShipInitFunc initFunc(RegisterTimelessEquipment, { CVAR_TIMELESS_EQUIPMENT_NAME });
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@@ -0,0 +1,30 @@
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#include "soh/Enhancements/AdultMasks.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/ShipInit.hpp"
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extern "C" {
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#include "z64.h"
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#include "macros.h"
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#include "variables.h"
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}
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#define CVAR_PERSISTENT_MASKS_NAME CVAR_ENHANCEMENT("PersistentMasks")
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static void RegisterPersistentMasks() {
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bool persistentMasks = CVarGetInteger(CVAR_PERSISTENT_MASKS_NAME, 0);
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// A mask normally comes off the moment it leaves the buttons, keep it on instead
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COND_VB_SHOULD(VB_PLAYER_UNEQUIP_MASK_WITHOUT_BUTTON, persistentMasks, { *should = false; });
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// Put the remembered mask back on whenever the player actor is built, so it
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// survives loading zones, deaths and save loads
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COND_ID_HOOK(OnActorInit, ACTOR_PLAYER, persistentMasks, [](void* actorPtr) {
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// Forget the mask if it's gone from the inventory, or if adult can't wear it
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if (INV_CONTENT(ITEM_TRADE_CHILD) == ITEM_SOLD_OUT || (LINK_IS_ADULT && !Ship_MasksEquippableAsAdult())) {
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gSaveContext.ship.maskMemory = PLAYER_MASK_NONE;
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}
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((Player*)actorPtr)->currentMask = gSaveContext.ship.maskMemory;
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});
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}
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static RegisterShipInitFunc initFunc(RegisterPersistentMasks, { CVAR_PERSISTENT_MASKS_NAME });
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@@ -1,7 +1,7 @@
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/ShipInit.hpp"
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#include "soh/OTRGlobals.h"
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#include "soh/Enhancements/enhancementTypes.h"
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#include "soh/Enhancements/BunnyHood.h"
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extern "C" {
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#include "z64.h"
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@@ -12,7 +12,6 @@ extern PlayState* gPlayState;
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}
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#define CVAR_SPEED_MODIFIER_VALUE_NAME CVAR_CHEAT("SpeedModifier.Value")
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#define CVAR_BUNNY_HOOD_NAME CVAR_ENHANCEMENT("MMBunnyHood")
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static f32 GetSpeedModifierFactor(bool inputAvailable) {
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f32 value = CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f);
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@@ -42,29 +41,13 @@ static f32 GetSpeedModifierJumpFactor() {
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return GetSpeedModifierFactor(true);
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}
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static f32 GetBunnyHoodRunFactor(Player* player) {
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if (CVarGetInteger(CVAR_BUNNY_HOOD_NAME, BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA &&
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player->currentMask == PLAYER_MASK_BUNNY) {
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return 1.5f;
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}
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return 1.0f;
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}
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static f32 GetBunnyHoodJumpFactor(Player* player) {
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if (CVarGetInteger(CVAR_BUNNY_HOOD_NAME, BUNNY_HOOD_VANILLA) == BUNNY_HOOD_FAST_AND_JUMP &&
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player->currentMask == PLAYER_MASK_BUNNY) {
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return 1.5f;
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}
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return 1.0f;
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}
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static bool ShouldAmplifyJump(Player* player) {
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return GetBunnyHoodJumpFactor(player) != 1.0f || GetSpeedModifierJumpFactor() != 1.0f;
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return Ship_GetBunnyHoodJumpFactor(player) != 1.0f || GetSpeedModifierJumpFactor() != 1.0f;
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}
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static void RegisterSpeedModifiers() {
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bool speedModifierActive = CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f) != 1.0f;
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bool bunnyHoodActive = CVarGetInteger(CVAR_BUNNY_HOOD_NAME, BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA;
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bool bunnyHoodActive = Ship_GetBunnyHoodMode() != BUNNY_HOOD_VANILLA;
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// Airborne (jump) velocity. z_player clamps linearVelocity to the vanilla run speed limit when this returns true;
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// skip that clamp so the amplified running velocity carries into the jump.
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@@ -90,7 +73,7 @@ static void RegisterSpeedModifiers() {
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COND_VB_SHOULD(VB_PLAYER_MODIFY_RUN_SPEED, speedModifierActive || bunnyHoodActive, {
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Player* player = va_arg(args, Player*);
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f32* speedTarget = va_arg(args, f32*);
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*speedTarget *= GetBunnyHoodRunFactor(player) * GetSpeedModifierFactor(true);
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*speedTarget *= Ship_GetBunnyHoodRunFactor(player) * GetSpeedModifierFactor(true);
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});
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// Swim speed multiplied in place. Called per speed z_player scales; bunny hood does not apply underwater.
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@@ -1,12 +1,21 @@
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#include <soh/OTRGlobals.h>
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/ShipInit.hpp"
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#include "soh/Enhancements/randomizer/randomizer.h"
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#include "soh/Enhancements/randomizer/randomizer_entrance.h"
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extern "C" {
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#include <functions.h>
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#include <variables.h>
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#include "overlays/actors/ovl_En_Heishi4/z_en_heishi4.h"
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extern PlayState* gPlayState;
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}
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// RANDOTODO: Port the rest of the behavior for this enhancement here.
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// the guard's idle action func, restored once the sneak prompt is answered
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void func_80A56614(EnHeishi4* heishi, PlayState* play);
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u8 Randomizer_GetSettingValue(RandomizerSettingKey randoSettingKey);
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}
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void BuildNightGuardMessage(uint16_t* textId, bool* loadFromMessageTable) {
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// Other guards should not have their text overridden
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@@ -22,9 +31,50 @@ void BuildNightGuardMessage(uint16_t* textId, bool* loadFromMessageTable) {
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*loadFromMessageTable = false;
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}
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// Answers the choice from BuildNightGuardMessage, letting child Link exit from the Market
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// entrance to Hyrule Field at night.
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extern "C" void EnHeishi4_MarketSneak(EnHeishi4* heishi, PlayState* play) {
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if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE && Message_ShouldAdvance(play)) {
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switch (play->msgCtx.choiceIndex) {
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case 0: // yes
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES) != RO_GENERIC_OFF) {
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play->nextEntranceIndex =
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Entrance_OverrideNextIndex(ENTR_HYRULE_FIELD_ON_BRIDGE_SPAWN); // Market Entrance -> HF
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} else {
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play->nextEntranceIndex = ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN; // HF Near bridge (OoT cutscene
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// entrance) to not fall in the water
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}
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
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gSaveContext.nextTransitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
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heishi->actionFunc = func_80A56614;
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break;
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case 1: // no
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heishi->actionFunc = func_80A56614;
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break;
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}
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}
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}
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void MarketSneak_Register() {
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COND_ID_HOOK(OnOpenText, TEXT_MARKET_GUARD_NIGHT, CVarGetInteger(CVAR_ENHANCEMENT("MarketSneak"), 0),
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BuildNightGuardMessage);
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COND_VB_SHOULD(VB_MARKET_NIGHT_GUARD_SET_ACTION_AFTER_TALK, CVarGetInteger(CVAR_ENHANCEMENT("MarketSneak"), 0), {
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EnHeishi4* heishi = va_arg(args, EnHeishi4*);
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PlayState* play = va_arg(args, PlayState*);
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Player* player = GET_PLAYER(play);
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// Only allow sneaking when not wearing a mask as that triggers different dialogue. A mask NPCs
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// don't react to (MM Bunny hood) is fine in that case.
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if (player->currentMask != PLAYER_MASK_NONE &&
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GameInteractor_Should(VB_NPC_REACT_TO_MASK, true, player->currentMask)) {
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return;
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}
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heishi->actionFunc = EnHeishi4_MarketSneak;
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*should = false;
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});
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}
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static RegisterShipInitFunc initFunc(MarketSneak_Register, { CVAR_ENHANCEMENT("MarketSneak") });
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static RegisterShipInitFunc initFunc(MarketSneak_Register, { CVAR_ENHANCEMENT("MarketSneak") });
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@@ -3755,4 +3755,79 @@ typedef enum {
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// #### `args`
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// - `*EnBox`
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VB_CHEST_CONSIDER_CHEST_OPEN,
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// #### `result`
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// ```c
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// true
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// ```
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// Whether NPCs give their mask reaction text for the mask being worn.
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// #### `args`
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// - `u8 currentMask`
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VB_NPC_REACT_TO_MASK,
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// #### `result`
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// ```c
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// true
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// ```
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// Whether a trade item button gets greyed out while trade items are restricted.
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// #### `args`
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// - `u8 item`
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VB_DISABLE_TRADE_ITEM_BUTTON,
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// #### `result`
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// ```c
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// true
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// ```
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// Movement speed for the "Move in first person" setting, multiplied in place.
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// #### `args`
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// - `*Player`
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// - `f32*` movementSpeed
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VB_PLAYER_MODIFY_FIRST_PERSON_SPEED,
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// #### `result`
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// ```c
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// true
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// ```
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// Whether the market night guard goes back to idle once talked to, rather than
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// a hook taking over his action func.
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// #### `args`
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// - `*EnHeishi4`
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// - `*PlayState`
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VB_MARKET_NIGHT_GUARD_SET_ACTION_AFTER_TALK,
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// #### `result`
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// ```c
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// ageReq == AGE_REQ_NONE || ageReq == gSaveContext.linkAge
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// ```
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// Whether the player is the right age for something age gated.
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// #### `args`
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// - `u8 ageReq` an `AGE_REQ_*`, which for adult and child is the matching `LINK_AGE_*`
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VB_PLAYER_MEETS_AGE_REQ,
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// #### `result`
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// ```c
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// gItemAgeReqs[itemIndex] == AGE_REQ_NONE || gItemAgeReqs[itemIndex] == gSaveContext.linkAge
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// ```
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// Whether the player is the right age to hold an item.
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// #### `args`
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// - `u8 itemIndex`
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VB_ITEM_MEETS_AGE_REQ,
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// #### `result`
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// ```c
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// gSlotAgeReqs[slotIndex] == AGE_REQ_NONE || gSlotAgeReqs[slotIndex] == gSaveContext.linkAge
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// ```
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// Whether the player is the right age to use an inventory slot.
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// #### `args`
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// - `u8 slotIndex`
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VB_SLOT_MEETS_AGE_REQ,
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// #### `result`
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// ```c
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// this->currentMask != PLAYER_MASK_NONE
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// ```
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// Whether a worn mask comes off once it's no longer on a button.
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// #### `args`
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// - `*Player`
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VB_PLAYER_UNEQUIP_MASK_WITHOUT_BUTTON,
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} GIVanillaBehavior;
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||||
@@ -10,7 +10,7 @@
|
||||
|
||||
#include <string>
|
||||
#include <spdlog/common.h>
|
||||
#include "soh/Enhancements/enhancementTypes.h"
|
||||
#include "soh/Enhancements/BunnyHood.h"
|
||||
#include "soh/OTRGlobals.h"
|
||||
|
||||
extern "C" {
|
||||
@@ -562,8 +562,7 @@ void DrawGameplayStatsCountsTab() {
|
||||
GameplayStatsRow("Sword Swings:", formatIntGameplayStat(gSaveContext.ship.stats.count[COUNT_SWORD_SWINGS]));
|
||||
GameplayStatsRow("Steps Taken:", formatIntGameplayStat(gSaveContext.ship.stats.count[COUNT_STEPS]));
|
||||
// If using MM Bunny Hood enhancement, show how long it's been equipped (not counting pause time)
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA ||
|
||||
gSaveContext.ship.stats.count[COUNT_TIME_BUNNY_HOOD] > 0) {
|
||||
if (Ship_GetBunnyHoodMode() != BUNNY_HOOD_VANILLA || gSaveContext.ship.stats.count[COUNT_TIME_BUNNY_HOOD] > 0) {
|
||||
GameplayStatsRow("Bunny Hood Time:",
|
||||
formatTimestampGameplayStat(gSaveContext.ship.stats.count[COUNT_TIME_BUNNY_HOOD] / 2));
|
||||
}
|
||||
|
||||
@@ -231,7 +231,7 @@ typedef enum {
|
||||
COUNT_SWORD_SWINGS, // z_player.c
|
||||
COUNT_SIDEHOPS, // z_player.c
|
||||
COUNT_BACKFLIPS, // z_player.c
|
||||
COUNT_TIME_BUNNY_HOOD, // z_play.c
|
||||
COUNT_TIME_BUNNY_HOOD, // BunnyHood.cpp
|
||||
|
||||
COUNT_MAX
|
||||
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#include "SohMenu.h"
|
||||
#include <soh/Enhancements/enhancementTypes.h>
|
||||
#include "soh/Enhancements/SwitchAge.h"
|
||||
#include "soh/Enhancements/AdultMasks.h"
|
||||
#include "soh/Enhancements/BunnyHood.h"
|
||||
#include <soh/Enhancements/game-interactor/GameInteractor.h>
|
||||
#include <soh/OTRGlobals.h>
|
||||
#include <soh/Enhancements/cosmetics/authenticGfxPatches.h>
|
||||
@@ -906,7 +908,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||
|
||||
AddWidget(path, "Masks", WIDGET_SEPARATOR_TEXT);
|
||||
AddWidget(path, "Bunny Hood Effect", WIDGET_CVAR_COMBOBOX)
|
||||
.CVar(CVAR_ENHANCEMENT("MMBunnyHood"))
|
||||
.CVar(CVAR_BUNNY_HOOD_NAME)
|
||||
.Options(ComboboxOptions()
|
||||
.ComboMap(bunnyHoodEffectMap)
|
||||
.Tooltip("Wearing the Bunny Hood grants a speed and jump boost like in Majora's Mask.\n"
|
||||
@@ -914,7 +916,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||
"The effects of either option are not accounted for in Randomizer logic.\n"
|
||||
"Also disables NPC's reactions to wearing the Bunny Hood."));
|
||||
AddWidget(path, "Masks Equippable as Adult", WIDGET_CVAR_CHECKBOX)
|
||||
.CVar(CVAR_ENHANCEMENT("AdultMasks"))
|
||||
.CVar(CVAR_ADULT_MASKS_NAME)
|
||||
.Options(CheckboxOptions().Tooltip("Allows masks to be equipped normally from the pause menu as adult."));
|
||||
AddWidget(path, "Persistent Masks", WIDGET_CVAR_CHECKBOX)
|
||||
.CVar(CVAR_ENHANCEMENT("PersistentMasks"))
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#include "global.h"
|
||||
#include "soh/Enhancements/enhancementTypes.h"
|
||||
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
|
||||
|
||||
u16 sReactionTextIds[][PLAYER_MASK_MAX] = {
|
||||
{ 0x0000, 0x7124, 0x7127, 0x7126, 0x7125, 0x7127, 0x7124, 0x7125, 0x7127 },
|
||||
@@ -67,10 +67,9 @@ u16 sReactionTextIds[][PLAYER_MASK_MAX] = {
|
||||
u16 Text_GetFaceReaction(PlayState* play, u32 reactionSet) {
|
||||
u8 currentMask = Player_GetMask(play);
|
||||
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA &&
|
||||
currentMask == PLAYER_MASK_BUNNY) {
|
||||
if (!GameInteractor_Should(VB_NPC_REACT_TO_MASK, true, currentMask)) {
|
||||
return 0;
|
||||
} else {
|
||||
return sReactionTextIds[reactionSet][currentMask];
|
||||
}
|
||||
|
||||
return sReactionTextIds[reactionSet][currentMask];
|
||||
}
|
||||
|
||||
@@ -2782,10 +2782,10 @@ void Message_OpenText(PlayState* play, u16 textId) {
|
||||
// font->msgOffset), font->msgLength, __FILE__, __LINE__);
|
||||
|
||||
} else if (CVarGetInteger(CVAR_ENHANCEMENT("AskToEquip"), 0) &&
|
||||
(((LINK_IS_ADULT || CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0)) &&
|
||||
((GameInteractor_Should(VB_PLAYER_MEETS_AGE_REQ, LINK_IS_ADULT, LINK_AGE_ADULT) &&
|
||||
// 0C = Biggoron, 4B = Giant's, 4E = Mirror Shield, 50-51 = Tunics
|
||||
(textId == 0x0C || textId == 0x4B || textId == 0x4E || textId == 0x50 || textId == 0x51)) ||
|
||||
((!LINK_IS_ADULT || CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0)) &&
|
||||
(GameInteractor_Should(VB_PLAYER_MEETS_AGE_REQ, !LINK_IS_ADULT, LINK_AGE_CHILD) &&
|
||||
// 4C = Deku Shield, A4 = Kokiri Sword
|
||||
(textId == 0x4C || textId == 0xA4)) ||
|
||||
// 4D == Hylian Shield
|
||||
|
||||
@@ -1143,13 +1143,14 @@ void func_80083108(PlayState* play) {
|
||||
|
||||
if (interfaceCtx->restrictions.tradeItems != 0) {
|
||||
for (i = 1; i < ARRAY_COUNT(gSaveContext.equips.buttonItems); i++) {
|
||||
if ((CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) !=
|
||||
BUNNY_HOOD_VANILLA) &&
|
||||
(gSaveContext.equips.buttonItems[i] >= ITEM_MASK_KEATON) &&
|
||||
(gSaveContext.equips.buttonItems[i] <= ITEM_MASK_TRUTH)) {
|
||||
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
||||
} else if ((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
||||
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK)) {
|
||||
if ((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
|
||||
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK)) {
|
||||
if (!GameInteractor_Should(VB_DISABLE_TRADE_ITEM_BUTTON, true,
|
||||
gSaveContext.equips.buttonItems[i])) {
|
||||
gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
|
||||
sp28 = 1;
|
||||
}
|
||||
|
||||
@@ -559,21 +559,6 @@ void Play_Init(GameState* thisx) {
|
||||
|
||||
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
|
||||
|
||||
// In order to keep masks equipped on first load, we need to pre-set the age reqs for the item and slot
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("AdultMasks"), 0) || CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0)) {
|
||||
for (int i = ITEM_MASK_KEATON; i <= ITEM_MASK_TRUTH; i += 1) {
|
||||
gItemAgeReqs[i] = AGE_REQ_NONE;
|
||||
}
|
||||
if (INV_CONTENT(ITEM_TRADE_CHILD) >= ITEM_MASK_KEATON && INV_CONTENT(ITEM_TRADE_CHILD) <= ITEM_MASK_TRUTH) {
|
||||
gSlotAgeReqs[SLOT_TRADE_CHILD] = AGE_REQ_NONE;
|
||||
}
|
||||
} else {
|
||||
for (int i = ITEM_MASK_KEATON; i <= ITEM_MASK_TRUTH; i += 1) {
|
||||
gItemAgeReqs[i] = AGE_REQ_CHILD;
|
||||
}
|
||||
gSlotAgeReqs[SLOT_TRADE_CHILD] = AGE_REQ_CHILD;
|
||||
}
|
||||
|
||||
// Handle Rocs Feather requirement
|
||||
gItemAgeReqs[ITEM_ROCS_FEATHER] = AGE_REQ_NONE;
|
||||
gSlotAgeReqs[SLOT_NAYRUS_LOVE] = AGE_REQ_NONE;
|
||||
@@ -1150,11 +1135,6 @@ void Play_Update(PlayState* play) {
|
||||
gSaveContext.ship.stats.playTimer++;
|
||||
gSaveContext.ship.stats.sceneTimer++;
|
||||
gSaveContext.ship.stats.roomTimer++;
|
||||
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA &&
|
||||
Player_GetMask(play) == PLAYER_MASK_BUNNY) {
|
||||
gSaveContext.ship.stats.count[COUNT_TIME_BUNNY_HOOD]++;
|
||||
}
|
||||
}
|
||||
|
||||
if (play->actorCtx.freezeFlashTimer && (play->actorCtx.freezeFlashTimer-- < 5)) {
|
||||
|
||||
@@ -782,7 +782,7 @@ s32 Player_GetStrength(void) {
|
||||
return PLAYER_STR_NONE;
|
||||
}
|
||||
|
||||
if (CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0) || LINK_IS_ADULT) {
|
||||
if (GameInteractor_Should(VB_PLAYER_MEETS_AGE_REQ, LINK_IS_ADULT, LINK_AGE_ADULT)) {
|
||||
return strengthUpgrade;
|
||||
} else if (strengthUpgrade != 0) {
|
||||
return PLAYER_STR_BRACELET;
|
||||
|
||||
@@ -143,10 +143,6 @@ void Sram_OpenSave() {
|
||||
break;
|
||||
}
|
||||
|
||||
if (!CVarGetInteger(CVAR_ENHANCEMENT("PersistentMasks"), 0)) {
|
||||
gSaveContext.ship.maskMemory = PLAYER_MASK_NONE;
|
||||
}
|
||||
|
||||
osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
|
||||
osSyncPrintf(VT_RST);
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "z_en_heishi4.h"
|
||||
#include "objects/object_sd/object_sd.h"
|
||||
#include "vt.h"
|
||||
#include "soh/OTRGlobals.h"
|
||||
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
|
||||
|
||||
@@ -21,7 +21,6 @@ void func_80A56900(EnHeishi4* this, PlayState* play);
|
||||
void func_80A56994(EnHeishi4* this, PlayState* play);
|
||||
void func_80A56A50(EnHeishi4* this, PlayState* play);
|
||||
void func_80A56ACC(EnHeishi4* this, PlayState* play);
|
||||
void EnHeishi4_MarketSneak(EnHeishi4* this, PlayState* play);
|
||||
|
||||
const ActorInit En_Heishi4_InitVars = {
|
||||
ACTOR_EN_HEISHI4,
|
||||
@@ -333,14 +332,7 @@ void func_80A56B40(EnHeishi4* this, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
if (this->type == HEISHI4_AT_MARKET_NIGHT) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
// Only allow sneaking when not wearing a mask as that triggers different dialogue. MM Bunny hood disables
|
||||
// these interactions, so bunny hood is fine in that case.
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("MarketSneak"), 0) &&
|
||||
(player->currentMask == PLAYER_MASK_NONE ||
|
||||
(player->currentMask == PLAYER_MASK_BUNNY && CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), 0)))) {
|
||||
this->actionFunc = EnHeishi4_MarketSneak;
|
||||
} else {
|
||||
if (GameInteractor_Should(VB_MARKET_NIGHT_GUARD_SET_ACTION_AFTER_TALK, true, this, play)) {
|
||||
this->actionFunc = func_80A56614;
|
||||
return;
|
||||
}
|
||||
@@ -349,32 +341,6 @@ void func_80A56B40(EnHeishi4* this, PlayState* play) {
|
||||
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
|
||||
}
|
||||
|
||||
/*Function that allows child Link to exit from Market entrance to Hyrule Field
|
||||
at night.
|
||||
*/
|
||||
void EnHeishi4_MarketSneak(EnHeishi4* this, PlayState* play) {
|
||||
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE && Message_ShouldAdvance(play)) {
|
||||
switch (play->msgCtx.choiceIndex) {
|
||||
case 0: // yes
|
||||
if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_ENTRANCES) != RO_GENERIC_OFF) {
|
||||
play->nextEntranceIndex =
|
||||
Entrance_OverrideNextIndex(ENTR_HYRULE_FIELD_ON_BRIDGE_SPAWN); // Market Entrance -> HF
|
||||
} else {
|
||||
play->nextEntranceIndex = ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN; // HF Near bridge (OoT cutscene
|
||||
// entrance) to not fall in the water
|
||||
}
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_CIRCLE(TCA_STARBURST, TCC_WHITE, TCS_FAST);
|
||||
this->actionFunc = func_80A56614;
|
||||
break;
|
||||
case 1: // no
|
||||
this->actionFunc = func_80A56614;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnHeishi4_Update(Actor* thisx, PlayState* play) {
|
||||
EnHeishi4* this = (EnHeishi4*)thisx;
|
||||
s32 pad;
|
||||
|
||||
@@ -2497,7 +2497,7 @@ void Player_ProcessItemButtons(Player* this, PlayState* play) {
|
||||
s32 item;
|
||||
s32 i;
|
||||
|
||||
if (this->currentMask != PLAYER_MASK_NONE && !CVarGetInteger(CVAR_ENHANCEMENT("PersistentMasks"), 0)) {
|
||||
if (GameInteractor_Should(VB_PLAYER_UNEQUIP_MASK_WITHOUT_BUTTON, this->currentMask != PLAYER_MASK_NONE, this)) {
|
||||
maskItemAction = this->currentMask - 1 + PLAYER_IA_MASK_KEATON;
|
||||
|
||||
bool hasOnDpad = false;
|
||||
@@ -5557,10 +5557,6 @@ void func_8083A0F4(PlayState* play, Player* this) {
|
||||
this->interactRangeActor->parent = &this->actor;
|
||||
Player_SetupAction(play, this, Player_Action_WaitForCutscene, 0);
|
||||
this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE;
|
||||
if (!CVarGetInteger(CVAR_ENHANCEMENT("PersistentMasks"), 0) ||
|
||||
!CVarGetInteger(CVAR_ENHANCEMENT("AdultMasks"), 0)) {
|
||||
gSaveContext.ship.maskMemory = PLAYER_MASK_NONE;
|
||||
}
|
||||
} else {
|
||||
LinkAnimationHeader* anim;
|
||||
|
||||
@@ -9507,9 +9503,6 @@ void func_80843AE8(PlayState* play, Player* this) {
|
||||
OnePointCutscene_Init(play, 9908, 125, &this->actor, CAM_ID_MAIN);
|
||||
} else if (play->gameOverCtx.state == GAMEOVER_DEATH_WAIT_GROUND) {
|
||||
play->gameOverCtx.state = GAMEOVER_DEATH_DELAY_MENU;
|
||||
if (!CVarGetInteger(CVAR_ENHANCEMENT("PersistentMasks"), 0)) {
|
||||
gSaveContext.ship.maskMemory = PLAYER_MASK_NONE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10820,13 +10813,6 @@ void Player_Init(Actor* thisx, PlayState* play2) {
|
||||
Player_UseItem(play, this, ITEM_NONE);
|
||||
Player_SetEquipmentData(play, this);
|
||||
this->prevBoots = this->currentBoots;
|
||||
// keep masks thru loading zones
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("PersistentMasks"), 0)) {
|
||||
if (INV_CONTENT(ITEM_TRADE_CHILD) == ITEM_SOLD_OUT) {
|
||||
gSaveContext.ship.maskMemory = PLAYER_MASK_NONE;
|
||||
}
|
||||
this->currentMask = gSaveContext.ship.maskMemory;
|
||||
}
|
||||
Player_InitCommon(this, play, gPlayerSkelHeaders[((void)0, gSaveContext.linkAge)]);
|
||||
// `giObjectSegment` is used for both "get item" objects and title cards. The maximum size for
|
||||
// get item objects is 0x2000 (see the assert in func_8083AE40), and the maximum size for
|
||||
@@ -12674,10 +12660,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
|
||||
if (CVarGetInteger(CVAR_SETTING("MoveInFirstPerson"), 0) &&
|
||||
CVarGetInteger(CVAR_SETTING("Controls.RightStickAim"), 0)) {
|
||||
f32 movementSpeed = LINK_IS_ADULT ? 9.0f : 8.25f;
|
||||
if (CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA &&
|
||||
this->currentMask == PLAYER_MASK_BUNNY) {
|
||||
movementSpeed *= 1.5f;
|
||||
}
|
||||
GameInteractor_Should(VB_PLAYER_MODIFY_FIRST_PERSON_SPEED, true, this, &movementSpeed);
|
||||
|
||||
f32 relX = (sControlInput->rel.stick_x / 10 * -invertXAxisMulti);
|
||||
f32 relY = (sControlInput->rel.stick_y / 10);
|
||||
|
||||
@@ -773,29 +773,27 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
|
||||
|
||||
for (rowStart = 0, j = 0, temp = 0, i = 0; i < 4; i++, rowStart += 4, j += 16) {
|
||||
gSPVertex(POLY_OPA_DISP++, &pauseCtx->equipVtx[j], 16, 0);
|
||||
bool drawGreyItems = !CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0);
|
||||
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
|
||||
point = CUR_UPG_VALUE(sChildUpgrades[i]);
|
||||
if ((point != 0) && (CUR_UPG_VALUE(sChildUpgrades[i]) != 0)) {
|
||||
int upgradeItem = sChildUpgradeItemBases[i] + point - 1;
|
||||
// Grey Out the Gauntlets as Child
|
||||
// Grey Out Strength Upgrades when Disabled and the Toggle Strength Option is on
|
||||
if ((drawGreyItems &&
|
||||
((sChildUpgradeItemBases[i] + CUR_UPG_VALUE(sChildUpgrades[i]) - 1) == ITEM_GAUNTLETS_SILVER ||
|
||||
(sChildUpgradeItemBases[i] + CUR_UPG_VALUE(sChildUpgrades[i]) - 1) == ITEM_GAUNTLETS_GOLD)) ||
|
||||
if (!CHECK_AGE_REQ_ITEM(upgradeItem) ||
|
||||
(CVarGetInteger(CVAR_ENHANCEMENT("ToggleStrength"), 0) &&
|
||||
CVarGetInteger(CVAR_ENHANCEMENT("StrengthDisabled"), 0) && sChildUpgrades[i] == UPG_STRENGTH)) {
|
||||
gDPSetGrayscaleColor(POLY_OPA_DISP++, 109, 109, 109, 255);
|
||||
gSPGrayscale(POLY_OPA_DISP++, true);
|
||||
}
|
||||
KaleidoScope_DrawQuadTextureRGBA32(play->state.gfxCtx,
|
||||
gItemIcons[sChildUpgradeItemBases[i] + point - 1], 32, 32, 0);
|
||||
KaleidoScope_DrawQuadTextureRGBA32(play->state.gfxCtx, gItemIcons[upgradeItem], 32, 32, 0);
|
||||
gSPGrayscale(POLY_OPA_DISP++, false);
|
||||
}
|
||||
} else {
|
||||
if ((i == 0) &&
|
||||
(CUR_UPG_VALUE(sAdultUpgrades[i]) ==
|
||||
0)) { // If the player doesn't have the bow, load the current slingshot ammo upgrade instead.
|
||||
if (drawGreyItems) {
|
||||
// Check the base item, the upgrade level can be 0 here
|
||||
if (!CHECK_AGE_REQ_ITEM(sChildUpgradeItemBases[i])) {
|
||||
gDPSetGrayscaleColor(POLY_OPA_DISP++, 109, 109, 109, 255); // Grey Out Slingshot Bullet Bags
|
||||
gSPGrayscale(POLY_OPA_DISP++, true);
|
||||
}
|
||||
@@ -804,19 +802,18 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
|
||||
32, 32, 0);
|
||||
gSPGrayscale(POLY_OPA_DISP++, false);
|
||||
} else if (CUR_UPG_VALUE(sAdultUpgrades[i]) != 0) {
|
||||
// Grey Out the Goron Bracelet when Not Randomized and Toggle Strength Option is off
|
||||
int upgradeItem = sAdultUpgradeItemBases[i] + CUR_UPG_VALUE(sAdultUpgrades[i]) - 1;
|
||||
// Grey Out upgrades the wrong age, ie the Goron Bracelet as Adult,
|
||||
// unless rando or the Toggle Strength Option still has a use for it
|
||||
// Grey Out Strength Upgrades when Disabled and the Toggle Strength Option is on
|
||||
if ((drawGreyItems &&
|
||||
(((sAdultUpgradeItemBases[i] + CUR_UPG_VALUE(sAdultUpgrades[i]) - 1) == ITEM_BRACELET &&
|
||||
!(IS_RANDO) && !CVarGetInteger(CVAR_ENHANCEMENT("ToggleStrength"), 0)))) ||
|
||||
if ((!CHECK_AGE_REQ_ITEM(upgradeItem) && !(IS_RANDO) &&
|
||||
!CVarGetInteger(CVAR_ENHANCEMENT("ToggleStrength"), 0)) ||
|
||||
(CVarGetInteger(CVAR_ENHANCEMENT("ToggleStrength"), 0) &&
|
||||
CVarGetInteger(CVAR_ENHANCEMENT("StrengthDisabled"), 0) && sAdultUpgrades[i] == UPG_STRENGTH)) {
|
||||
gDPSetGrayscaleColor(POLY_OPA_DISP++, 109, 109, 109, 255);
|
||||
gSPGrayscale(POLY_OPA_DISP++, true);
|
||||
}
|
||||
KaleidoScope_DrawQuadTextureRGBA32(
|
||||
play->state.gfxCtx, gItemIcons[sAdultUpgradeItemBases[i] + CUR_UPG_VALUE(sAdultUpgrades[i]) - 1],
|
||||
32, 32, 0);
|
||||
KaleidoScope_DrawQuadTextureRGBA32(play->state.gfxCtx, gItemIcons[upgradeItem], 32, 32, 0);
|
||||
gSPGrayscale(POLY_OPA_DISP++, false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -355,23 +355,6 @@ void KaleidoScope_HandleItemCycles(PlayState* play) {
|
||||
: INV_CONTENT(ITEM_TRADE_CHILD) + 1),
|
||||
true);
|
||||
|
||||
// the slot age requirement for the child trade slot has to be updated
|
||||
// in case it currently holds a mask
|
||||
// to allow adult link to wear it if the setting is enabled
|
||||
gSlotAgeReqs[SLOT_TRADE_CHILD] =
|
||||
(CVarGetInteger(CVAR_ENHANCEMENT("AdultMasks"), 0) || CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0)) &&
|
||||
INV_CONTENT(ITEM_TRADE_CHILD) >= ITEM_MASK_KEATON && INV_CONTENT(ITEM_TRADE_CHILD) <= ITEM_MASK_TRUTH
|
||||
? AGE_REQ_NONE
|
||||
: AGE_REQ_CHILD;
|
||||
|
||||
// also update the age requirements for the masks itself
|
||||
for (int i = ITEM_MASK_KEATON; i <= ITEM_MASK_TRUTH; i += 1) {
|
||||
gItemAgeReqs[i] =
|
||||
CVarGetInteger(CVAR_ENHANCEMENT("AdultMasks"), 0) || CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0)
|
||||
? AGE_REQ_NONE
|
||||
: AGE_REQ_CHILD;
|
||||
}
|
||||
|
||||
// handle the adult trade select
|
||||
KaleidoScope_HandleItemCycleExtras(play, SLOT_TRADE_ADULT,
|
||||
IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE),
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <libultraship/libultra.h>
|
||||
#include "global.h"
|
||||
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
|
||||
|
||||
extern u8 gAmmoItems[];
|
||||
extern s16 D_8082AAEC[];
|
||||
@@ -20,9 +21,23 @@ extern u8 gAreaGsFlags[];
|
||||
#define AGE_REQ_CHILD LINK_AGE_CHILD
|
||||
#define AGE_REQ_NONE 9
|
||||
|
||||
#define CHECK_AGE_REQ_EQUIP(i, j) (CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0) || (gEquipAgeReqs[i][j] == AGE_REQ_NONE) || (gEquipAgeReqs[i][j] == ((void)0, gSaveContext.linkAge)))
|
||||
#define CHECK_AGE_REQ_SLOT(slotIndex) (CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0) || (gSlotAgeReqs[slotIndex] == AGE_REQ_NONE) || gSlotAgeReqs[slotIndex] == ((void)0, gSaveContext.linkAge))
|
||||
#define CHECK_AGE_REQ_ITEM(itemIndex) (CVarGetInteger(CVAR_CHEAT("TimelessEquipment"), 0) || (gItemAgeReqs[itemIndex] == AGE_REQ_NONE) || (gItemAgeReqs[itemIndex] == gSaveContext.linkAge))
|
||||
#define CHECK_AGE_REQ_EQUIP(i, j) \
|
||||
GameInteractor_Should(VB_PLAYER_MEETS_AGE_REQ, \
|
||||
(gEquipAgeReqs[i][j] == AGE_REQ_NONE) || \
|
||||
(gEquipAgeReqs[i][j] == ((void)0, gSaveContext.linkAge)), \
|
||||
gEquipAgeReqs[i][j])
|
||||
|
||||
#define CHECK_AGE_REQ_SLOT(slotIndex) \
|
||||
GameInteractor_Should(VB_SLOT_MEETS_AGE_REQ, \
|
||||
(gSlotAgeReqs[slotIndex] == AGE_REQ_NONE) || \
|
||||
(gSlotAgeReqs[slotIndex] == ((void)0, gSaveContext.linkAge)), \
|
||||
slotIndex)
|
||||
|
||||
#define CHECK_AGE_REQ_ITEM(itemIndex) \
|
||||
GameInteractor_Should(VB_ITEM_MEETS_AGE_REQ, \
|
||||
(gItemAgeReqs[itemIndex] == AGE_REQ_NONE) || \
|
||||
(gItemAgeReqs[itemIndex] == gSaveContext.linkAge), \
|
||||
itemIndex)
|
||||
|
||||
void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx);
|
||||
s32 KaleidoScope_UpdateQuestStatusPoint(PauseContext* pauseCtx, s32 point);
|
||||
|
||||
Reference in New Issue
Block a user