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#include <libultraship/bridge/consolevariablebridge.h>
#include "2s2h/GameInteractor/GameInteractor.h"
#include "2s2h/ShipInit.hpp"
extern "C" {
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
}
#define CVAR_NAME "gEnhancements.Cycle.TingleAlwaysInClockTown"
#define CVAR CVarGetInteger(CVAR_NAME, 0)
static ActorEntry originalTingle;
static ActorEntry* GetTingleActorEntry() {
ActorEntry* entry = gPlayState->setupActorList;
for (size_t i = 0; i < gPlayState->numSetupActors; i++, entry++) {
if (entry->id == ACTOR_EN_BAL) {
return entry;
}
}
return NULL;
}
// This hook modifies Tingle's actor entry so he'll always appear in Clock Town, regardless of the time.
// This modification is permanent, which is why we also need the other hook to revert it.
static void SetTingleAlwaysInClockTown(s16 sceneId, s8 roomNum) {
if (sceneId != SCENE_BACKTOWN) {
return;
}
ActorEntry* tingleEntry = GetTingleActorEntry();
if (tingleEntry == NULL) {
return;
}
// Copy original entry so we can revert it later
originalTingle = *tingleEntry;
// Set half-day flags all to on so he'll spawn regardless of the time of day
tingleEntry->rot.x |= 0x7;
tingleEntry->rot.z |= 0x7F;
}
static void ResetTingleActorEntry(Actor* actor) {
if (gPlayState->sceneId != SCENE_BACKTOWN) {
return;
}
if (originalTingle.id != ACTOR_EN_BAL) {
// ActorEntry data hasn't been copied, so there's nothing to revert
return;
}
ActorEntry* tingleEntry = GetTingleActorEntry();
if (tingleEntry == NULL) {
return;
}
*tingleEntry = originalTingle;
}
static void SpawnTingle() {
Actor* tingle = SubS_FindActor(gPlayState, NULL, ACTORCAT_NPC, ACTOR_EN_BAL);
if (tingle != NULL) {
// Tingle already spawned, do not spawn a second one
return;
}
ActorEntry* tingleEntry = GetTingleActorEntry();
if (tingleEntry == NULL) {
return;
}
Actor_SpawnEntry(&gPlayState->actorCtx, tingleEntry, gPlayState);
}
static void DestroyTingle() {
Actor* tingle = SubS_FindActor(gPlayState, NULL, ACTORCAT_NPC, ACTOR_EN_BAL);
if (tingle == NULL) {
// Tingle not present, nothing to destroy
return;
}
Actor_Kill(tingle);
}
static void RegisterTingleAlwaysInClockTown() {
if (gPlayState != NULL && gPlayState->sceneId == SCENE_BACKTOWN &&
(HALFDAYBIT_NIGHTS & gPlayState->actorCtx.halfDaysBit)) {
if (CVAR) {
SpawnTingle();
} else {
DestroyTingle();
}
}
COND_HOOK(AfterRoomSceneCommands, CVAR, SetTingleAlwaysInClockTown);
COND_ID_HOOK(OnActorInit, ACTOR_EN_BAL, CVAR, ResetTingleActorEntry);
}
static RegisterShipInitFunc initFunc(RegisterTingleAlwaysInClockTown, { CVAR_NAME });
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