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authorbriaguya <70942617+briaguya-ai@users.noreply.github.com>2025-02-04 01:44:02 -0800
committerGitHub <noreply@github.com>2025-02-04 10:44:02 +0100
commit11e07a8f9d82ff10f5654b1d7b2125870e957040 (patch)
tree4ba73468ccb61196ba1be8fd472508085fdf76ed
parent8ae8770db8f1c3548e1b2da26c5da72a40c32d33 (diff)
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
-rw-r--r--soh/soh/Enhancements/AssignableTunicsAndBoots.cpp114
-rw-r--r--soh/soh/Enhancements/game-interactor/GameInteractor.h5
-rw-r--r--soh/src/overlays/actors/ovl_player_actor/z_player.c50
3 files changed, 122 insertions, 47 deletions
diff --git a/soh/soh/Enhancements/AssignableTunicsAndBoots.cpp b/soh/soh/Enhancements/AssignableTunicsAndBoots.cpp
new file mode 100644
index 000000000..a7e210b95
--- /dev/null
+++ b/soh/soh/Enhancements/AssignableTunicsAndBoots.cpp
@@ -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 });
diff --git a/soh/soh/Enhancements/game-interactor/GameInteractor.h b/soh/soh/Enhancements/game-interactor/GameInteractor.h
index 936a4be99..889ba7f1c 100644
--- a/soh/soh/Enhancements/game-interactor/GameInteractor.h
+++ b/soh/soh/Enhancements/game-interactor/GameInteractor.h
@@ -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
diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c
index 34bee2f6f..77b4a7e27 100644
--- a/soh/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c
@@ -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);