mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-13 21:15:12 -05:00
Merge pull request #1449 from HarbourMasters/develop-zhora
zhora -> rando-next
This commit is contained in:
commit
19b8e12933
@ -186,9 +186,9 @@ cmake --build build-cmake --target ExtractAssets
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# Setup cmake project for building for Wii U
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cmake -H. -Bbuild-wiiu -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/WiiU.cmake # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
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# Build project and generate rpx
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cmake --build build-wiiu --target soh
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cmake --build build-wiiu --target soh # --target soh_wuhb (for building .wuhb)
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# Now you can run the executable in ./build-wiiu/soh/soh.rpx
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# Now you can run the executable in ./build-wiiu/soh/soh.rpx or the Wii U Homebrew Bundle in ./build-wiiu/soh/soh.wuhb
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# To develop the project open the repository in VSCode (or your preferred editor)
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```
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3
Jenkinsfile
vendored
3
Jenkinsfile
vendored
@ -206,9 +206,10 @@ pipeline {
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docker exec sohwiiucont scripts/wiiu/build.sh
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mv build-wiiu/soh/*.rpx soh.rpx
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mv build-wiiu/soh/*.wuhb soh.wuhb
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mv README.md readme.txt
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7z a soh-wiiu.7z soh.rpx readme.txt
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7z a soh-wiiu.7z soh.rpx soh.wuhb readme.txt
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'''
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}
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@ -12,6 +12,7 @@ extern "C" void DeinitOTR(void);
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#include <dlfcn.h> // for dladdr
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#include <execinfo.h>
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#include <unistd.h>
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#include <SDL.h>
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@ -135,9 +136,11 @@ static void ErrorHandler(int sig, siginfo_t* sigInfo, void* data) {
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SPDLOG_CRITICAL("{} {}", i, functionName.c_str());
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}
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "SoH has crashed", "SoH Has crashed. Please upload the logs to the support channel in discord.", nullptr);
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free(symbols);
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DeinitOTR();
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Ship::Window::GetInstance()->GetLogger()->flush();
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spdlog::shutdown();
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exit(1);
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}
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@ -139,7 +139,7 @@ namespace Ship {
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ToLoad->resource = Res;
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ResourceCache[Res->file->path] = Res;
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SPDLOG_DEBUG("Loaded Resource {} on ResourceMgr thread", ToLoad->file->path);
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SPDLOG_TRACE("Loaded Resource {} on ResourceMgr thread", ToLoad->file->path);
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Res->file = nullptr;
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} else {
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@ -540,13 +540,12 @@ namespace Ship {
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if (!ResMan->DidLoadSuccessfully())
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{
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#ifdef _WIN32
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MessageBox(nullptr, L"Main OTR file not found!", L"Uh oh", MB_OK);
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#elif defined(__SWITCH__)
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#if defined(__SWITCH__)
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printf("Main OTR file not found!\n");
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#elif defined(__WIIU__)
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Ship::WiiU::ThrowMissingOTR(MainPath.c_str());
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#else
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "OTR file not found", "Main OTR file not found. Please generate one", nullptr);
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SPDLOG_ERROR("Main OTR file not found!");
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#endif
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exit(1);
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@ -1,4 +1,4 @@
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#!/bin/bash
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cmake -H. -Bbuild-wiiu -GNinja -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/WiiU.cmake -DCMAKE_BUILD_TYPE:STRING=Release
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cmake --build build-wiiu --target soh --config Release
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cmake --build build-wiiu --target soh_wuhb --config Release
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@ -2040,6 +2040,13 @@ elseif(CMAKE_SYSTEM_NAME MATCHES "CafeOS")
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wut_create_rpx(${PROJECT_NAME})
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INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/soh.rpx DESTINATION . COMPONENT ship)
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wut_create_wuhb(${PROJECT_NAME}
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NAME "Ship of Harkinian"
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SHORTNAME "SoH"
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AUTHOR "Harbour Masters"
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ICON ${CMAKE_CURRENT_SOURCE_DIR}/icon.jpg
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)
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INSTALL(FILES ${CMAKE_CURRENT_BINARY_DIR}/soh.rpx ${CMAKE_CURRENT_BINARY_DIR}/soh.wuhb DESTINATION . COMPONENT ship)
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endif()
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@ -238,6 +238,10 @@ namespace GameMenuBar {
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CVar_SetS32("gInjectSkulltulaCount", 0);
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// Pull grave during the day
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CVar_SetS32("gDayGravePull", 0);
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// Blue Fire Arrows
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CVar_SetS32("gBlueFireArrows", 0);
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// Sunlight Arrows
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CVar_SetS32("gSunlightArrows", 0);
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// Rotate link (0 to 2)
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CVar_SetS32("gPauseLiveLinkRotation", 0);
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@ -655,8 +659,6 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Allows the D-pad to be used as extra C buttons");
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UIWidgets::PaddedEnhancementCheckbox("Allow the cursor to be on any slot", "gPauseAnyCursor", true, false);
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UIWidgets::Tooltip("Allows the cursor on the pause menu to be over any slot\nSimilar to Rando and Spaceworld 97");
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UIWidgets::PaddedEnhancementCheckbox("Prevent Dropped Ocarina Inputs", "gDpadNoDropOcarinaInput", true, false);
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UIWidgets::Tooltip("Prevent dropping inputs when playing the ocarina quickly");
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UIWidgets::PaddedEnhancementCheckbox("Answer Navi Prompt with L Button", "gNaviOnL", true, false);
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UIWidgets::Tooltip("Speak to Navi with L but enter first-person camera with C-Up");
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ImGui::EndMenu();
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@ -680,8 +682,6 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Prevent forced Navi conversations");
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UIWidgets::PaddedEnhancementCheckbox("No Skulltula Freeze", "gSkulltulaFreeze", true, false);
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UIWidgets::Tooltip("Stops the game from freezing the player when picking up Gold Skulltulas");
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UIWidgets::PaddedEnhancementCheckbox("MM Bunny Hood", "gMMBunnyHood", true, false);
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UIWidgets::Tooltip("Wearing the Bunny Hood grants a speed increase like in Majora's Mask");
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UIWidgets::PaddedEnhancementCheckbox("Fast Chests", "gFastChests", true, false);
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UIWidgets::Tooltip("Kick open every chest");
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UIWidgets::PaddedEnhancementCheckbox("Skip Pickup Messages", "gFastDrops", true, false);
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@ -697,15 +697,26 @@ namespace GameMenuBar {
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UIWidgets::PaddedEnhancementCheckbox("Skip Scarecrow Song", "gSkipScarecrow", true, false,
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forceSkipScarecrow, forceSkipScarecrowText, UIWidgets::CheckboxGraphics::Checkmark);
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UIWidgets::Tooltip("Pierre appears when Ocarina is pulled out. Requires learning scarecrow song.");
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UIWidgets::PaddedEnhancementCheckbox("Remember Save Location", "gRememberSaveLocation", true, false);
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UIWidgets::Tooltip("When loading a save, places Link at the last entrance he went through.\n"
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"This doesn't work if the save was made in a grotto.");
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ImGui::EndMenu();
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}
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UIWidgets::Spacer(0);
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if (ImGui::BeginMenu("Items"))
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{
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UIWidgets::PaddedEnhancementCheckbox("Instant Putaway", "gInstantPutaway", true, false);
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UIWidgets::Tooltip("Allow Link to put items away without having to wait around");
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UIWidgets::PaddedEnhancementCheckbox("Instant Boomerang Recall", "gFastBoomerang", true, false);
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UIWidgets::Tooltip("Instantly return the boomerang to Link by pressing its item button while it's in the air");
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UIWidgets::PaddedEnhancementCheckbox("Prevent Dropped Ocarina Inputs", "gDpadNoDropOcarinaInput", true, false);
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UIWidgets::Tooltip("Prevent dropping inputs when playing the ocarina quickly");
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UIWidgets::PaddedEnhancementCheckbox("MM Bunny Hood", "gMMBunnyHood", true, false);
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UIWidgets::Tooltip("Wearing the Bunny Hood grants a speed increase like in Majora's Mask");
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UIWidgets::PaddedEnhancementCheckbox("Mask Select in Inventory", "gMaskSelect", true, false);
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UIWidgets::Tooltip("After completing the mask trading sub-quest, press A and any direction on the mask slot to change masks");
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UIWidgets::PaddedEnhancementCheckbox("Remember Save Location", "gRememberSaveLocation", true, false);
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UIWidgets::Tooltip("When loading a save, places Link at the last entrance he went through.\n"
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"This doesn't work if the save was made in a grotto.");
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ImGui::EndMenu();
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}
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@ -884,6 +895,10 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Injects Golden Skulltula total count in pickup messages");
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UIWidgets::PaddedEnhancementCheckbox("Pull grave during the day", "gDayGravePull", true, false);
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UIWidgets::Tooltip("Allows graves to be pulled when child during the day");
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UIWidgets::PaddedEnhancementCheckbox("Blue Fire Arrows", "gBlueFireArrows", true, false);
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UIWidgets::Tooltip("Allows Ice Arrows to melt red ice.\nMay require a room reload if toggled during gameplay.");
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UIWidgets::PaddedEnhancementCheckbox("Sunlight Arrows", "gSunlightArrows", true, false);
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UIWidgets::Tooltip("Allows Light Arrows to activate sun switches.\nMay require a room reload if toggled during gameplay.");
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ImGui::EndMenu();
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}
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@ -1,4 +1,4 @@
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const char gBuildVersion[] = "ZHORA ALFA (3.1.0)";
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const char gBuildVersion[] = "ZHORA ALFA (4.0.0)";
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const char gBuildTeam[] = "github.com/harbourmasters";
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const char gBuildDate[] = __DATE__ " " __TIME__;
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const char gBuildMakeOption[] = "";
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@ -218,7 +218,8 @@ void GivePlayerRandoRewardNocturne(GlobalContext* globalCtx, RandomizerCheck che
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!Player_InBlockingCsMode(globalCtx, player) && !Flags_GetEventChkInf(0xAA)) {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_NOCTURNE_OF_SHADOW);
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GiveItemEntryWithoutActor(globalCtx, getItemEntry);
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Flags_SetEventChkInf(0xAA);
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player->pendingFlag.flagID = 0xAA;
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player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
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}
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}
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@ -230,7 +231,8 @@ void GivePlayerRandoRewardRequiem(GlobalContext* globalCtx, RandomizerCheck chec
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!Player_InBlockingCsMode(globalCtx, player)) {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
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GiveItemEntryWithoutActor(globalCtx, getItemEntry);
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Flags_SetEventChkInf(0xAC);
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player->pendingFlag.flagID = 0xAC;
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player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
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}
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}
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}
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@ -59,6 +59,27 @@ static ColliderQuadInit sQuadInit = {
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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// Replacement quad used for "Blue Fire Arrows" enhancement
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static ColliderQuadInit sIceArrowQuadInit = {
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{
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COLTYPE_NONE,
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AT_NONE,
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AC_ON | AC_TYPE_PLAYER | AC_TYPE_OTHER,
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OC1_NONE,
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OC2_TYPE_2,
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COLSHAPE_QUAD,
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},
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{
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ELEMTYPE_UNK0,
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{ 0x00000048, 0x00, 0x00 },
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{ 0x00001048, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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static BombableWallInfo sBombableWallInfo[] = {
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{ &object_bwall_Col_000118, object_bwall_DL_000040, 0 },
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{ &object_bwall_Col_000118, object_bwall_DL_000040, 0 },
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@ -73,6 +94,8 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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};
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bool blueFireArrowsEnabledOnMudwallLoad = false;
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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@ -82,6 +105,9 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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// Initialize this with the mud wall, so it can't be affected by toggling while the actor is loaded
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blueFireArrowsEnabledOnMudwallLoad = (CVar_GetS32("gBlueFireArrows", 0));
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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this->bombableWallDList = sBombableWallInfo[wallType].dList;
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@ -98,8 +124,15 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit);
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// If "Blue Fire Arrows" are enabled, set up this collider for them
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if (blueFireArrowsEnabledOnMudwallLoad) {
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sIceArrowQuadInit);
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} else {
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit);
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}
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} else {
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this->dyna.actor.world.pos.y -= 40.0f;
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}
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@ -227,7 +260,21 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
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* despawn itself.
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*/
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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if (this->collider.base.acFlags & 2) {
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bool blueFireArrowHit = false;
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// If "Blue Fire Arrows" enabled, check this collider for a hit
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if (blueFireArrowsEnabledOnMudwallLoad) {
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if (this->collider.base.acFlags & AC_HIT) {
|
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if ((this->collider.base.ac != NULL) && (this->collider.base.ac->id == ACTOR_EN_ARROW)) {
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|
||||
if (this->collider.base.ac->child != NULL &&
|
||||
this->collider.base.ac->child->id == ACTOR_ARROW_ICE) {
|
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blueFireArrowHit = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this->collider.base.acFlags & 2 || blueFireArrowHit) {
|
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Vec3f effectPos;
|
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
|
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|
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|
@ -14,6 +14,9 @@ void func_808911BC(BgIceShelter* this);
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void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx);
|
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void func_808911D4(BgIceShelter* this, GlobalContext* globalCtx);
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|
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// For "Blue Fire Arrows" enhancement
|
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void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx);
|
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|
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const ActorInit Bg_Ice_Shelter_InitVars = {
|
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ACTOR_BG_ICE_SHELTER,
|
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ACTORCAT_BG,
|
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@ -32,7 +35,7 @@ static f32 sScales[] = { 0.1f, 0.06f, 0.1f, 0.1f, 0.25f };
|
||||
static Color_RGBA8 sDustPrimColor = { 250, 250, 250, 255 };
|
||||
static Color_RGBA8 sDustEnvColor = { 180, 180, 180, 255 };
|
||||
|
||||
static ColliderCylinderInit D_8089170C = {
|
||||
static ColliderCylinderInit sCylinder1Init = {
|
||||
{
|
||||
COLTYPE_NONE,
|
||||
AT_NONE,
|
||||
@ -52,7 +55,7 @@ static ColliderCylinderInit D_8089170C = {
|
||||
{ 0, 0, 0, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
static ColliderCylinderInit D_80891738 = {
|
||||
static ColliderCylinderInit sCylinder2Init = {
|
||||
{
|
||||
COLTYPE_HARD,
|
||||
AT_NONE,
|
||||
@ -72,14 +75,45 @@ static ColliderCylinderInit D_80891738 = {
|
||||
{ 0, 0, 0, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
// This cylinder only used for "Blue Fire Arrows" enhancement
|
||||
static ColliderCylinderInit sIceArrowCylinderInit = {
|
||||
{
|
||||
COLTYPE_NONE,
|
||||
AT_NONE,
|
||||
AC_ON | AC_TYPE_OTHER | AC_TYPE_PLAYER,
|
||||
OC1_ON | OC1_TYPE_ALL,
|
||||
OC2_TYPE_2,
|
||||
COLSHAPE_CYLINDER,
|
||||
},
|
||||
{
|
||||
ELEMTYPE_UNK0,
|
||||
{ 0x00000000, 0x00, 0x00 },
|
||||
{ 0xFFCFFFFF, 0x00, 0x00 },
|
||||
TOUCH_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 0, 0, 0, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
bool blueFireArrowsEnabledOnRedIceLoad = false;
|
||||
|
||||
void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
|
||||
static s16 cylinderRadii[] = { 47, 33, 44, 41, 100 };
|
||||
static s16 cylinderHeights[] = { 80, 54, 90, 60, 200 };
|
||||
s32 pad;
|
||||
s32 type = (this->dyna.actor.params >> 8) & 7;
|
||||
|
||||
// Initialize this with the red ice, so it can't be affected by toggling while the actor is loaded
|
||||
blueFireArrowsEnabledOnRedIceLoad = (CVar_GetS32("gBlueFireArrows", 0));
|
||||
|
||||
Collider_InitCylinder(globalCtx, &this->cylinder1);
|
||||
Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &D_8089170C);
|
||||
// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
|
||||
if (blueFireArrowsEnabledOnRedIceLoad) {
|
||||
Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sIceArrowCylinderInit);
|
||||
} else {
|
||||
Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
|
||||
}
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->cylinder1);
|
||||
|
||||
this->cylinder1.dim.radius = cylinderRadii[type];
|
||||
@ -87,7 +121,7 @@ void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
|
||||
|
||||
if (type == 0 || type == 1 || type == 4) {
|
||||
Collider_InitCylinder(globalCtx, &this->cylinder2);
|
||||
Collider_SetCylinder(globalCtx, &this->cylinder2, &this->dyna.actor, &D_80891738);
|
||||
Collider_SetCylinder(globalCtx, &this->cylinder2, &this->dyna.actor, &sCylinder2Init);
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->cylinder2);
|
||||
this->cylinder2.dim.radius = cylinderRadii[type];
|
||||
this->cylinder2.dim.height = cylinderHeights[type];
|
||||
@ -292,7 +326,12 @@ void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx) {
|
||||
this->dyna.actor.parent->freezeTimer = 10000;
|
||||
}
|
||||
}
|
||||
|
||||
// If we have "Blue Fire Arrows" enabled, check both cylinders for a hit
|
||||
if (blueFireArrowsEnabledOnRedIceLoad) {
|
||||
MeltOnIceArrowHit(this, this->cylinder1, type, globalCtx);
|
||||
MeltOnIceArrowHit(this, this->cylinder2, type, globalCtx);
|
||||
}
|
||||
// Default blue fire check
|
||||
if (this->cylinder1.base.acFlags & AC_HIT) {
|
||||
this->cylinder1.base.acFlags &= ~AC_HIT;
|
||||
|
||||
@ -320,6 +359,24 @@ void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->cylinder1.base);
|
||||
}
|
||||
|
||||
// For "Blue Fire Arrows" enhancement: If hit by an Ice Arrow, melt the red ice (copied from the default blue fire function above).
|
||||
void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx) {
|
||||
if (cylinder.base.acFlags & AC_HIT) {
|
||||
cylinder.base.acFlags &= ~AC_HIT;
|
||||
if ((cylinder.base.ac != NULL) && (cylinder.base.ac->id == ACTOR_EN_ARROW)) {
|
||||
if (cylinder.base.ac->child != NULL && cylinder.base.ac->child->id == ACTOR_ARROW_ICE) {
|
||||
if (type == 4) {
|
||||
if (this->dyna.actor.parent != NULL) {
|
||||
this->dyna.actor.parent->freezeTimer = 50;
|
||||
}
|
||||
}
|
||||
func_808911BC(this);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ICE_MELT);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_808911BC(BgIceShelter* this) {
|
||||
this->actionFunc = func_808911D4;
|
||||
this->alpha = 255;
|
||||
|
@ -96,7 +96,15 @@ void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx) {
|
||||
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
|
||||
this->moveDelay++;
|
||||
if (this->moveDelay >= 20) {
|
||||
OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
|
||||
// The cutscene of the platform lowering will show the central room in an unloaded state if
|
||||
// Link is not standing on the platform as it lowers. Therefore check for the Sunlight arrows
|
||||
// enhancement and if it's enabled, check that Link is on the platform. Otherwise skip it.
|
||||
if (!CVar_GetS32("gSunlightArrows", 0) || (GET_PLAYER(globalCtx)->actor.world.pos.x > -19.0f &&
|
||||
GET_PLAYER(globalCtx)->actor.world.pos.x < 139.0f &&
|
||||
GET_PLAYER(globalCtx)->actor.world.pos.z > -1172.0f &&
|
||||
GET_PLAYER(globalCtx)->actor.world.pos.z < -1009.0f)) {
|
||||
OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
|
||||
}
|
||||
BgJyaLift_SetupMove(this);
|
||||
}
|
||||
}
|
||||
|
@ -73,6 +73,36 @@ static ColliderJntSphInit sColliderJntSphInit = {
|
||||
1,
|
||||
sColliderJntSphElementInit,
|
||||
};
|
||||
// Collider info used for "Sunlight Arrows"
|
||||
static ColliderJntSphElementInit sColliderLightArrowElementInit[] = {
|
||||
{
|
||||
{
|
||||
ELEMTYPE_UNK0,
|
||||
{ 0x00000000, 0x00, 0x00 },
|
||||
{ 0x00202000, 0x00, 0x00 },
|
||||
TOUCH_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 0, { { 0, 0, 0 }, 19 }, 100 },
|
||||
},
|
||||
};
|
||||
// Sphere collider used for "Sunlight Arrows"
|
||||
static ColliderJntSphInit sColliderLightArrowInit = {
|
||||
{
|
||||
COLTYPE_NONE,
|
||||
AT_NONE,
|
||||
AC_ON | AC_TYPE_PLAYER,
|
||||
OC1_ON | OC1_TYPE_ALL,
|
||||
OC2_TYPE_2,
|
||||
COLSHAPE_JNTSPH,
|
||||
},
|
||||
1,
|
||||
sColliderLightArrowElementInit,
|
||||
};
|
||||
|
||||
bool sunSwitchActivatedByLightArrow = false;
|
||||
bool sunLightArrowsEnabledOnSunSwitchLoad = false;
|
||||
|
||||
static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
|
||||
|
||||
@ -92,8 +122,16 @@ static InitChainEntry sInitChain[] = {
|
||||
void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
|
||||
s32 pad;
|
||||
|
||||
// Initialize this with the sun switch, so it can't be affected by toggling while the actor is loaded
|
||||
sunLightArrowsEnabledOnSunSwitchLoad = (CVar_GetS32("gSunlightArrows", 0));
|
||||
|
||||
Collider_InitJntSph(globalCtx, &this->collider);
|
||||
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderItems);
|
||||
// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits
|
||||
if (sunLightArrowsEnabledOnSunSwitchLoad) {
|
||||
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderLightArrowInit, this->colliderItems);
|
||||
} else {
|
||||
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderItems);
|
||||
}
|
||||
Matrix_SetTranslateRotateYXZ(this->actor.world.pos.x,
|
||||
this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y),
|
||||
this->actor.world.pos.z, &this->actor.shape.rot);
|
||||
@ -211,6 +249,26 @@ void ObjLightswitch_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
|
||||
GlobalContext* globalCtx = globalCtx2;
|
||||
ObjLightswitch* this = (ObjLightswitch*)thisx;
|
||||
|
||||
// Unset the switch flag on room exit to prevent the rock in the wall from
|
||||
// vanishing on its own after activating the sun switch by Light Arrow
|
||||
// Also prevents the cobra mirror from rotating to face the sun on its own
|
||||
// Makes sun switches temporary when activated by Light Arrows (will turn off on room exit)
|
||||
if (sunSwitchActivatedByLightArrow) {
|
||||
switch (this->actor.params >> 4 & 3) {
|
||||
case OBJLIGHTSWITCH_TYPE_STAY_ON:
|
||||
case OBJLIGHTSWITCH_TYPE_2:
|
||||
case OBJLIGHTSWITCH_TYPE_1:
|
||||
// Except for this one, because we want the chain platform to stay down for good
|
||||
if (this->actor.room != 25) {
|
||||
Flags_UnsetSwitch(globalCtx, this->actor.params >> 8 & 0x3F);
|
||||
}
|
||||
sunSwitchActivatedByLightArrow = false;
|
||||
break;
|
||||
case OBJLIGHTSWITCH_TYPE_BURN:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Collider_DestroyJntSph(globalCtx, &this->collider);
|
||||
}
|
||||
|
||||
@ -221,8 +279,11 @@ void ObjLightswitch_SetupOff(ObjLightswitch* this) {
|
||||
this->color[1] = 125 << 6;
|
||||
this->color[2] = 255 << 6;
|
||||
this->alpha = 255 << 6;
|
||||
if (sunLightArrowsEnabledOnSunSwitchLoad) {
|
||||
sunSwitchActivatedByLightArrow = false;
|
||||
}
|
||||
}
|
||||
|
||||
// A Sun Switch that is currently turned off
|
||||
void ObjLightswitch_Off(ObjLightswitch* this, GlobalContext* globalCtx) {
|
||||
switch (this->actor.params >> 4 & 3) {
|
||||
case OBJLIGHTSWITCH_TYPE_STAY_ON:
|
||||
@ -230,6 +291,13 @@ void ObjLightswitch_Off(ObjLightswitch* this, GlobalContext* globalCtx) {
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
ObjLightswitch_SetupTurnOn(this);
|
||||
ObjLightswitch_SetSwitchFlag(this, globalCtx);
|
||||
// Remember if we've been activated by a Light Arrow, so we can
|
||||
// prevent the switch from immediately turning back off
|
||||
if (sunLightArrowsEnabledOnSunSwitchLoad) {
|
||||
if (this->collider.base.ac != NULL && this->collider.base.ac->id == ACTOR_EN_ARROW) {
|
||||
sunSwitchActivatedByLightArrow = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case OBJLIGHTSWITCH_TYPE_1:
|
||||
@ -289,13 +357,19 @@ void ObjLightswitch_SetupOn(ObjLightswitch* this) {
|
||||
this->flameRingRotSpeed = -0xAA;
|
||||
this->timer = 0;
|
||||
}
|
||||
|
||||
// A Sun Switch that is currently turned on
|
||||
void ObjLightswitch_On(ObjLightswitch* this, GlobalContext* globalCtx) {
|
||||
switch (this->actor.params >> 4 & 3) {
|
||||
case OBJLIGHTSWITCH_TYPE_STAY_ON:
|
||||
if (!Flags_GetSwitch(globalCtx, this->actor.params >> 8 & 0x3F)) {
|
||||
ObjLightswitch_SetupTurnOff(this);
|
||||
}
|
||||
// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
|
||||
if (sunLightArrowsEnabledOnSunSwitchLoad && (this->collider.base.acFlags & AC_HIT)) {
|
||||
if (this->collider.base.ac != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
|
||||
sunSwitchActivatedByLightArrow = false;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case OBJLIGHTSWITCH_TYPE_1:
|
||||
if (this->collider.base.acFlags & AC_HIT && !(this->prevFrameACflags & AC_HIT)) {
|
||||
@ -304,10 +378,19 @@ void ObjLightswitch_On(ObjLightswitch* this, GlobalContext* globalCtx) {
|
||||
}
|
||||
break;
|
||||
case OBJLIGHTSWITCH_TYPE_2:
|
||||
// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
|
||||
if (sunLightArrowsEnabledOnSunSwitchLoad && (this->collider.base.acFlags & AC_HIT)) {
|
||||
if (this->collider.base.ac != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
|
||||
sunSwitchActivatedByLightArrow = false;
|
||||
}
|
||||
}
|
||||
if (!(this->collider.base.acFlags & AC_HIT)) {
|
||||
if (this->timer >= 7) {
|
||||
ObjLightswitch_SetupTurnOff(this);
|
||||
ObjLightswitch_ClearSwitchFlag(this, globalCtx);
|
||||
// If we aren't using Enhanced Light Arrows, let the switch turn off normally
|
||||
if (!sunSwitchActivatedByLightArrow) {
|
||||
ObjLightswitch_SetupTurnOff(this);
|
||||
ObjLightswitch_ClearSwitchFlag(this, globalCtx);
|
||||
}
|
||||
} else {
|
||||
this->timer++;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user