Files
Shipwright/soh/soh/Enhancements/ArrowCycle.cpp
T
Philip Dubé 25eb09180d Revise Arrow Cycling (#6490)
1. simplify UI, flashing buttons are unnecessary
2. change arrow without drawing a new arrow
2026-04-12 23:03:46 +00:00

210 lines
7.0 KiB
C++

#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "macros.h"
#include "variables.h"
#include "functions.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
s32 func_808351D4(Player* thisx, PlayState* play); // Arrow nocked
void EnArrow_Init(Actor* thisx, PlayState* play);
extern PlayState* gPlayState;
}
#define CVAR_ARROW_CYCLE_NAME CVAR_ENHANCEMENT("BowArrowCycle")
#define CVAR_ARROW_CYCLE_DEFAULT 0
#define CVAR_ARROW_CYCLE_VALUE CVarGetInteger(CVAR_ARROW_CYCLE_NAME, CVAR_ARROW_CYCLE_DEFAULT)
static const s16 sMagicArrowCosts[] = { 4, 4, 8 };
static const PlayerItemAction sArrowCycleOrder[] = {
PLAYER_IA_BOW,
PLAYER_IA_BOW_FIRE,
PLAYER_IA_BOW_ICE,
PLAYER_IA_BOW_LIGHT,
};
static bool IsHoldingBow(Player* player) {
return player->heldItemAction >= PLAYER_IA_BOW && player->heldItemAction <= PLAYER_IA_BOW_LIGHT;
}
static bool IsHoldingMagicBow(Player* player) {
return player->heldItemAction >= PLAYER_IA_BOW_FIRE && player->heldItemAction <= PLAYER_IA_BOW_LIGHT;
}
static bool IsAimingBow(Player* player) {
return IsHoldingBow(player) && ((player->unk_6AD == 2) || (player->upperActionFunc == func_808351D4));
}
static bool HasArrowType(PlayerItemAction itemAction) {
switch (itemAction) {
case PLAYER_IA_BOW:
return true;
case PLAYER_IA_BOW_FIRE:
return INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE;
case PLAYER_IA_BOW_ICE:
return INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE;
case PLAYER_IA_BOW_LIGHT:
return INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT;
default:
return false;
}
}
static s32 GetBowItemForArrow(PlayerItemAction itemAction) {
switch (itemAction) {
case PLAYER_IA_BOW_FIRE:
return ITEM_BOW_ARROW_FIRE;
case PLAYER_IA_BOW_ICE:
return ITEM_BOW_ARROW_ICE;
case PLAYER_IA_BOW_LIGHT:
return ITEM_BOW_ARROW_LIGHT;
default:
return ITEM_BOW;
}
}
static ArrowType GetArrowTypeForArrow(s8 itemAction) {
switch (itemAction) {
case PLAYER_IA_BOW_FIRE:
return ARROW_FIRE;
case PLAYER_IA_BOW_ICE:
return ARROW_ICE;
case PLAYER_IA_BOW_LIGHT:
return ARROW_LIGHT;
default:
return ARROW_NORMAL;
}
}
static bool CanCycleArrows() {
Player* player = GET_PLAYER(gPlayState);
return LINK_IS_ADULT && !gSaveContext.minigameState && gPlayState->sceneNum != SCENE_SHOOTING_GALLERY &&
!(player->stateFlags1 & PLAYER_STATE1_ON_HORSE) && player->rideActor == NULL &&
INV_CONTENT(SLOT_BOW) == ITEM_BOW &&
(INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_ARROW_FIRE || INV_CONTENT(ITEM_ARROW_ICE) == ITEM_ARROW_ICE ||
INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT);
}
static s8 GetNextArrowType(s8 currentArrowType) {
int currentIndex = 0;
for (int i = 0; i < (int)ARRAY_COUNT(sArrowCycleOrder); i++) {
if (sArrowCycleOrder[i] == currentArrowType) {
currentIndex = i;
break;
}
}
for (int offset = 1; offset <= (int)ARRAY_COUNT(sArrowCycleOrder); offset++) {
int nextIndex = (currentIndex + offset) % ARRAY_COUNT(sArrowCycleOrder);
if (HasArrowType(sArrowCycleOrder[nextIndex])) {
return sArrowCycleOrder[nextIndex];
}
}
return PLAYER_IA_BOW;
}
static void UpdateButtonAlpha(s16 flashAlpha, bool isButtonBow, u16* buttonAlpha) {
if (isButtonBow) {
*buttonAlpha = flashAlpha;
}
}
static void UpdateEquippedBow(PlayState* play, s8 arrowType) {
s32 bowItem = GetBowItemForArrow((PlayerItemAction)arrowType);
bool dpadEnabled = CVarGetInteger(CVAR_ENHANCEMENT("DpadEquips"), 0);
s32 maxButton = dpadEnabled ? 7 : 3;
for (s32 i = 1; i <= maxButton; i++) {
if ((gSaveContext.equips.buttonItems[i] == ITEM_BOW) ||
(gSaveContext.equips.buttonItems[i] >= ITEM_BOW_ARROW_FIRE &&
gSaveContext.equips.buttonItems[i] <= ITEM_BOW_ARROW_LIGHT)) {
gSaveContext.equips.buttonItems[i] = bowItem;
gSaveContext.equips.cButtonSlots[i - 1] = SLOT_BOW;
if (i <= 3) {
Interface_LoadItemIcon1(play, i);
}
gSaveContext.buttonStatus[i] = BTN_ENABLED;
}
}
}
bool ArrowCycleMain() {
if (gPlayState == nullptr || !CanCycleArrows()) {
return false;
}
Player* player = GET_PLAYER(gPlayState);
if (player->heldActor != NULL && player->heldActor->id == ACTOR_EN_ARROW) {
if (IsHoldingMagicBow(player) && gSaveContext.magicState != MAGIC_STATE_IDLE && player->heldActor == NULL) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
return true;
}
// reset magic state to IDLE before cycling to prevent error sound
gSaveContext.magicState = MAGIC_STATE_IDLE;
s8 nextArrow = GetNextArrowType(player->heldItemAction);
player->heldItemAction = nextArrow;
player->itemAction = nextArrow;
Actor* arrow = player->heldActor;
if (arrow->child != NULL) {
Actor_Kill(arrow->child);
arrow->child = NULL;
}
arrow->params = GetArrowTypeForArrow(nextArrow);
EnArrow_Init(arrow, gPlayState);
UpdateEquippedBow(gPlayState, nextArrow);
return true;
}
return false;
}
void RegisterArrowCycle() {
// suppress shield input when R is held while aiming to allow arrow cycling
COND_VB_SHOULD(VB_EXECUTE_PLAYER_ACTION_FUNC, CVAR_ARROW_CYCLE_VALUE, {
Player* player = (Player*)va_arg(args, void*);
Input* input = (Input*)va_arg(args, void*);
if (IsAimingBow(player) && CHECK_BTN_ANY(input->press.button, BTN_R)) {
if (ArrowCycleMain()) {
input->cur.button &= ~BTN_R;
input->press.button &= ~BTN_R;
}
}
});
// don't consume magic on draw, but check if we have enough to fire
COND_VB_SHOULD(VB_PLAYER_ARROW_MAGIC_CONSUMPTION, CVAR_ARROW_CYCLE_VALUE, {
Player* player = va_arg(args, Player*);
int32_t magicArrowType = va_arg(args, int32_t);
int32_t* arrowType = va_arg(args, int32_t*);
if (gSaveContext.magic < sMagicArrowCosts[magicArrowType]) {
*arrowType = ARROW_NORMAL;
} else {
*should = false;
}
});
COND_VB_SHOULD(VB_EN_ARROW_MAGIC_CONSUMPTION, CVAR_ARROW_CYCLE_VALUE, {
EnArrow* arrow = va_arg(args, EnArrow*);
if (arrow->actor.params < ARROW_FIRE || arrow->actor.params > ARROW_LIGHT) {
return;
}
int32_t magicArrowType = arrow->actor.params - ARROW_FIRE;
Magic_RequestChange(gPlayState, sMagicArrowCosts[magicArrowType], MAGIC_CONSUME_NOW);
});
}
static RegisterShipInitFunc initFunc(RegisterArrowCycle, { CVAR_ARROW_CYCLE_NAME });