Merge branch 'main' of https://github.com/TwilitRealm/dusk into randomizer

This commit is contained in:
gymnast86
2026-04-17 18:02:14 -07:00
16 changed files with 112 additions and 20 deletions
+1
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@@ -1334,6 +1334,7 @@ set(DUSK_FILES
include/dusk/endian_gx.hpp
include/dusk/config.hpp
include/dusk/dvd_asset.hpp
include/dusk/scope_guard.hpp
src/dusk/dvd_asset.cpp
src/d/actor/d_a_alink_dusk.cpp
src/dusk/asserts.cpp
+1 -1
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@@ -4551,7 +4551,7 @@ public:
#if TARGET_PC
void handleWolfHowl();
void handleQuickTransform();
bool checkGyroAimItemContext();
bool checkGyroAimContext();
#endif
}; // Size: 0x385C
+1 -1
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@@ -4,7 +4,7 @@
namespace dusk::gyro {
void read(float dt);
void getAimDeltas(float& out_yaw, float& out_pitch);
bool queryGyroAimItemContext();
bool queryGyroAimContext();
void rollgoalTick(bool play_active, s16 camera_yaw);
void rollgoalTableOffset(s16& out_ax, s16& out_az);
+20
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@@ -0,0 +1,20 @@
#ifndef DUSK_SCOPE_GUARD_HPP
#define DUSK_SCOPE_GUARD_HPP
#include <functional>
class SimpleScopeGuard {
public:
// Store the function in the constructor
explicit SimpleScopeGuard(const std::function<void()>& func) : m_func(func) {}
// Run the function when the object goes out of scope
~SimpleScopeGuard() {
if (m_func) m_func();
}
private:
std::function<void()> m_func;
};
#endif //DUSK_SCOPE_GUARD_HPP
+1
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@@ -61,6 +61,7 @@ struct UserSettings {
ConfigVar<bool> noMissClimbing;
ConfigVar<bool> fastTears;
ConfigVar<bool> instantSaves;
ConfigVar<bool> instantText;
ConfigVar<bool> sunsSong;
// Preferences
+7 -5
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@@ -143,12 +143,14 @@ void daAlink_c::handleQuickTransform() {
procCoMetamorphoseInit();
}
bool daAlink_c::checkGyroAimItemContext() {
if (checkWolf()) {
return false;
}
bool daAlink_c::checkGyroAimContext() {
switch (mProcID) {
case PROC_SUBJECTIVITY:
case PROC_SWIM_SUBJECTIVITY:
case PROC_HORSE_SUBJECTIVITY:
case PROC_CANOE_SUBJECTIVITY:
case PROC_BOARD_SUBJECTIVITY:
case PROC_WOLF_ROPE_SUBJECTIVITY:
case PROC_BOW_SUBJECT:
case PROC_BOOMERANG_SUBJECT:
case PROC_COPY_ROD_SUBJECT:
+1 -1
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@@ -130,7 +130,7 @@ BOOL daAlink_c::setBodyAngleToCamera() {
}
#if TARGET_PC
if (dusk::getSettings().game.enableGyroAim && checkGyroAimItemContext()) {
if (dusk::getSettings().game.enableGyroAim && checkGyroAimContext()) {
f32 gyro_scale = 1.0f;
if (checkWolfEyeUp()) {
gyro_scale *= 0.6f;
+4
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@@ -110,6 +110,10 @@ static int daNpc_Inko_Execute(npc_inko_class* i_this) {
}
f32 var_f31;
#if AVOID_UB
var_f31 = 0.0f;
#endif
if (i_this->field_0x598 == 0) {
if (i_this->field_0x59c[1] == 0) {
i_this->field_0x59c[1] = 30.0f + cM_rndF(70.0f);
+21
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@@ -12,6 +12,10 @@
#include "d/d_lib.h"
#include "JSystem/JUtility/JUTFont.h"
#if TARGET_PC
#include "dusk/scope_guard.hpp"
#endif
#if REGION_JPN
#define CHAR_CODE_MALE_ICON 0x8189
#define CHAR_CODE_FEMALE_ICON 0x818A
@@ -1918,6 +1922,11 @@ void jmessage_tSequenceProcessor::do_begin(void const* pEntry, char const* pszTe
pReference->resetReference();
field_0xb5 = 0;
#if TARGET_PC
if (dusk::getSettings().game.instantText && mDoCPd_c::getHoldB(0)) {
field_0xb2 = 1;
}
#endif
}
void jmessage_tSequenceProcessor::do_end() {
@@ -2154,6 +2163,18 @@ void jmessage_tSequenceProcessor::do_character(int iCharacter) {
bool jmessage_tSequenceProcessor::do_tag(u32 i_tag, void const* i_data, u32 i_size) {
jmessage_tReference* pReference = (jmessage_tReference*)getReference();
#if TARGET_PC
// This class runs the lambda function when it goes out of scope. We want to run
// this code after the switch statement and this saves us from having to litter
// the switch statement with IF_DUSK before every return.
auto instantTextRun = SimpleScopeGuard([&]() {
if (dusk::getSettings().game.instantText && mDoCPd_c::getHoldB(0)) {
field_0xb2 = 1;
pReference->setSendTimer(0);
}
});
#endif
switch (i_tag & 0xFF0000) {
case MSGTAG_GROUP(1): {
cXyz pos = pReference->getActorPos();
+10 -3
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@@ -28,6 +28,10 @@
#include "m_Do/m_Do_lib.h"
#include "JSystem/JKernel/JKRExpHeap.h"
#if TARGET_PC
#include "dusk/settings.h"
#endif
static void dMsgObject_addFundRaising(s16 param_0);
static void dMsgObject_addTotalPayment(s16 param_0);
@@ -1566,7 +1570,8 @@ u8 dMsgObject_c::isSend() {
if (pRef->getSendFlag() == 5) {
if (getStatusLocal() == 21) {
setButtonStatusLocal();
if (mDoCPd_c::getTrigA(0) != 0 || mDoCPd_c::getTrigB(0) != 0) {
if (IF_DUSK((dusk::getSettings().game.instantText && mDoCPd_c::getHoldB(0)) ||)
mDoCPd_c::getTrigA(0) != 0 || mDoCPd_c::getTrigB(0) != 0) {
return 2;
}
return 0;
@@ -1585,7 +1590,8 @@ u8 dMsgObject_c::isSend() {
}
if (pRef->getSendFlag() == 2) {
setButtonStatusLocal();
if (mDoCPd_c::getTrigA(0) != 0 || mDoCPd_c::getTrigB(0) != 0) {
if (IF_DUSK((dusk::getSettings().game.instantText && mDoCPd_c::getHoldB(0)) ||)
mDoCPd_c::getTrigA(0) != 0 || mDoCPd_c::getTrigB(0) != 0) {
return 2;
}
}
@@ -1598,7 +1604,8 @@ u8 dMsgObject_c::isSend() {
return 2;
}
} else {
if (mDoCPd_c::getTrigA(0) != 0 || mDoCPd_c::getTrigB(0) != 0) {
if (IF_DUSK((dusk::getSettings().game.instantText && mDoCPd_c::getHoldB(0)) ||)
mDoCPd_c::getTrigA(0) != 0 || mDoCPd_c::getTrigB(0) != 0) {
return 2;
}
if (mesgCancelButton) {
+19
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@@ -2,6 +2,7 @@
#include <memory>
#include "f_op/f_op_camera_mng.h"
#include "m_Do/m_Do_graphic.h"
namespace {
enum class Op : uint8_t {
@@ -84,6 +85,7 @@ struct CameraSnapshot {
f32 aspect{};
f32 near_{};
f32 far_{};
bool wideZoom{};
bool valid{};
};
@@ -347,6 +349,9 @@ void begin_record() {
return;
} else {
copy_view_to_snap(&s_cam_prev, cam->view);
#if WIDESCREEN_SUPPORT
s_cam_prev.wideZoom = s_cam_curr.valid ? s_cam_curr.wideZoom : false;
#endif
}
}
@@ -502,6 +507,9 @@ void record_camera(::camera_process_class* cam, int camera_id) {
return;
}
copy_view_to_snap(&s_cam_curr, cam->view);
#if WIDESCREEN_SUPPORT
s_cam_curr.wideZoom = mDoGph_gInf_c::isWideZoom();
#endif
}
void begin_presentation_camera() {
@@ -545,6 +553,13 @@ void begin_presentation_camera() {
view->near_ = s_cam_prev.near_ + (s_cam_curr.near_ - s_cam_prev.near_) * step;
view->far_ = s_cam_prev.far_ + (s_cam_curr.far_ - s_cam_prev.far_) * step;
// FRAME INTERP TODO: It might be better if I rewired the game to not clear this flag until the next sim frame, but I don't care enough to right now
#if WIDESCREEN_SUPPORT
if (mDoGph_gInf_c::isWide() && !mDoGph_gInf_c::isWideZoom() && step >= 0.5f ? s_cam_curr.wideZoom : s_cam_prev.wideZoom) {
mDoGph_gInf_c::onWideZoom();
}
#endif
// FRAME INTERP TODO: Largely copied from d_camera's camera_draw function from this point, got any better ideas?
C_MTXPerspective(view->projMtx, view->fovy, view->aspect, view->near_, view->far_);
mDoMtx_lookAt(view->viewMtx, &view->lookat.eye, &view->lookat.center, &view->lookat.up, view->bank);
@@ -601,6 +616,10 @@ void begin_presentation_camera() {
mDoLib_clipper::setup(view->fovy, view->aspect, view->near_, far_);
#if WIDESCREEN_SUPPORT
mDoGph_gInf_c::offWideZoom();
#endif
s_presentation_depth = 1;
}
+3 -3
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@@ -35,7 +35,7 @@ bool s_sensor_keep_alive = false;
bool get_sensor_keep_alive() { return s_sensor_keep_alive; }
void set_sensor_keep_alive(bool value) { s_sensor_keep_alive = value; }
bool queryGyroAimItemContext() {
bool queryGyroAimContext() {
if (!static_cast<bool>(dusk::getSettings().game.enableGyroAim)) {
return false;
}
@@ -45,11 +45,11 @@ bool queryGyroAimItemContext() {
return false;
}
return link->checkGyroAimItemContext() && dComIfGp_checkCameraAttentionStatus(link->field_0x317c, 0x10);
return link->checkGyroAimContext() && dComIfGp_checkCameraAttentionStatus(link->field_0x317c, 0x10);
}
void read(float dt) {
if (!s_sensor_keep_alive && !(dusk::getSettings().game.enableGyroAim && queryGyroAimItemContext())) {
if (!s_sensor_keep_alive && !queryGyroAimContext()) {
if (s_sensor_enabled) {
PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_GYRO, FALSE);
s_sensor_enabled = false;
+10 -4
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@@ -371,10 +371,16 @@ namespace dusk {
m_menuRandomizer.windowRandoGeneration();
DuskDebugPad(); // temporary, remove later
// Only show cursor when menu or any windows are open
if (showMenu || ImGui::GetIO().MetricsRenderWindows > 0) {
ImGui::GetIO().ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange;
// Imgui will re-show cursor.
// Hide mouse cursor if the F1 menu is not open and the cursor is idle for 3 seconds.
ImGuiIO& io = ImGui::GetIO();
if (showMenu) {
mouseHideTimer = 0.0f;
ImGui::GetIO().ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange; // Imgui will re-show cursor.
} else if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) {
mouseHideTimer = 0.0f;
ImGui::GetIO().ConfigFlags &= ~ImGuiConfigFlags_NoMouseCursorChange; // Imgui will re-show cursor.
} else if (mouseHideTimer <= 3.0f) {
mouseHideTimer += ImGui::GetIO().DeltaTime;
} else {
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
SDL_HideCursor();
+2
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@@ -39,6 +39,8 @@ private:
remain(duration) {}
};
float mouseHideTimer = 0.0f;
bool m_isHidden = true;
bool m_isLaunchInitialized = false;
bool m_touchTapActive = false;
+9 -2
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@@ -65,6 +65,11 @@ namespace dusk {
ImGui::SetTooltip("Skip the delay when writing to the Memory Card.");
}
config::ImGuiCheckbox("Hold B for Instant Text", getSettings().game.instantText);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Make text scroll immediately by holding B.");
}
config::ImGuiCheckbox("No Climbing Miss Animation", getSettings().game.noMissClimbing);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Prevents Link from playing a struggle animation\n"
@@ -144,8 +149,10 @@ namespace dusk {
config::ImGuiCheckbox("Gyro Aim", getSettings().game.enableGyroAim);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Enables the gyroscope on supported controllers while aiming the\n"
"Slingshot, Gale Boomerang, Hero's Bow, Clawshot(s), Ball and Chain, and Dominion Rod.");
ImGui::SetTooltip("Enables the gyroscope on supported controllers\n"
"while in look mode (C-Up) and while aiming the\n"
"Slingshot, Gale Boomerang, Hero's Bow, Clawshot(s),\n"
"Ball and Chain, and Dominion Rod.");
}
config::ImGuiCheckbox("Gyro Rollgoal", getSettings().game.enableGyroRollgoal);
+2
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@@ -35,6 +35,7 @@ UserSettings g_userSettings = {
.noMissClimbing {"game.noMissClimbing", false},
.fastTears {"game.fastTears", false},
.instantSaves {"game.instantSaves", false},
.instantText {"game.instantText", false},
.sunsSong {"game.sunsSong", false},
// Preferences
@@ -120,6 +121,7 @@ void registerSettings() {
Register(g_userSettings.game.fastClimbing);
Register(g_userSettings.game.fastTears);
Register(g_userSettings.game.instantSaves);
Register(g_userSettings.game.instantText);
Register(g_userSettings.game.sunsSong);
Register(g_userSettings.game.enableMirrorMode);
Register(g_userSettings.game.invertCameraXAxis);