Merge pull request #3302 from inspectredc/toggle-strength

Toggle Strength Option
This commit is contained in:
Garrett Cox 2023-11-24 12:26:34 -06:00 committed by GitHub
commit 1e4784af8f
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 110 additions and 5 deletions

View File

@ -619,6 +619,12 @@ void DrawEnhancementsMenu() {
UIWidgets::Tooltip("Prevent bombchus from forcing the camera into first-person mode when released.");
UIWidgets::PaddedEnhancementCheckbox("Aiming reticle for the bow/slingshot", "gBowReticle", true, false);
UIWidgets::Tooltip("Aiming with a bow or slingshot will display a reticle as with the hookshot when the projectile is ready to fire.");
if (UIWidgets::PaddedEnhancementCheckbox("Allow strength equipment to be toggled", "gToggleStrength", true, false)) {
if (!CVarGetInteger("gToggleStrength", 0)) {
CVarSetInteger("gStrengthDisabled", 0);
}
}
UIWidgets::Tooltip("Allows strength to be toggled on and off by pressing A on the strength upgrade in the equipment subscreen of the pause menu (This allows performing some glitches that require the player to not have strength).");
ImGui::EndMenu();
}

View File

@ -743,6 +743,10 @@ s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 y
s32 Player_GetStrength(void) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (CVarGetInteger("gToggleStrength", 0) && CVarGetInteger("gStrengthDisabled", 0)) {
return PLAYER_STR_NONE;
}
if (CVarGetInteger("gTimelessEquipment", 0) || LINK_IS_ADULT) {
return strengthUpgrade;
} else if (strengthUpgrade != 0) {

View File

@ -1,6 +1,7 @@
#include "z_kaleido_scope.h"
#include "textures/icon_item_static/icon_item_static.h"
#include "textures/parameter_static/parameter_static.h"
#include "soh/Enhancements/cosmetics/cosmeticsTypes.h"
static u8 sChildUpgrades[] = { UPG_BULLET_BAG, UPG_BOMB_BAG, UPG_STRENGTH, UPG_SCALE };
static u8 sAdultUpgrades[] = { UPG_QUIVER, UPG_BOMB_BAG, UPG_STRENGTH, UPG_SCALE };
@ -14,6 +15,15 @@ static u8 sEquipmentItemOffsets[] = {
0x00, 0x00, 0x01, 0x02, 0x00, 0x03, 0x04, 0x05, 0x00, 0x06, 0x07, 0x08, 0x00, 0x09, 0x0A, 0x0B,
};
// Vertices for A button indicator (coordinates 0.75x the texture size)
// pt (-97, -36)
static Vtx sStrengthAButtonVtx[] = {
VTX(-9, 6, 0, 0 << 5, 0 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
VTX( 9, 6, 0, 24 << 5, 0 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
VTX(-9, -6, 0, 0 << 5, 16 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
VTX( 9, -6, 0, 24 << 5, 16 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
};
static s16 sEquipTimer = 0;
void KaleidoScope_DrawEquipmentImage(PlayState* play, void* source, u32 width, u32 height) {
@ -89,6 +99,30 @@ void KaleidoScope_DrawEquipmentImage(PlayState* play, void* source, u32 width, u
CLOSE_DISPS(play->state.gfxCtx);
}
void KaleidoScope_DrawAButton(PlayState* play, Vtx* vtx, int16_t xTranslate, int16_t yTranslate) {
PauseContext* pauseCtx = &play->pauseCtx;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(xTranslate, yTranslate, 0, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Color_RGB8 aButtonColor = { 0, 100, 255 };
if (CVarGetInteger("gCosmetics.Hud_AButton.Changed", 0)) {
aButtonColor = CVarGetColor24("gCosmetics.Hud_AButton.Value", aButtonColor);
} else if (CVarGetInteger("gCosmetics.DefaultColorScheme", COLORSCHEME_N64) == COLORSCHEME_GAMECUBE) {
aButtonColor = (Color_RGB8){ 0, 255, 100 };
}
gSPVertex(POLY_KAL_DISP++, vtx, 4, 0);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, aButtonColor.r, aButtonColor.g, aButtonColor.b, pauseCtx->alpha);
gDPLoadTextureBlock(POLY_KAL_DISP++, gABtnSymbolTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 4, 4, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_KAL_DISP++, 0, 2, 3, 1, 0);
Matrix_Pop();
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
}
Vec3s link_kaleido_rot = { 0, 32300, 0 }; // Default rotation link face us.
void KaleidoScope_DrawPlayerWork(PlayState* play) {
@ -504,6 +538,18 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
KaleidoScope_SetCursorVtx(pauseCtx, cursorSlot * 4, pauseCtx->equipVtx);
// Allow Toggling of Strength when Pressing A on Strength Upgrade Slot
if ((pauseCtx->cursorSpecialPos == 0) && (pauseCtx->state == 6) &&
(pauseCtx->unk_1E4 == 0) && CHECK_BTN_ALL(input->press.button, BTN_A) &&
(pauseCtx->cursorX[PAUSE_EQUIP] == 0) && (pauseCtx->cursorY[PAUSE_EQUIP] == 2) && CVarGetInteger("gToggleStrength", 0)) {
CVarSetInteger("gStrengthDisabled", !CVarGetInteger("gStrengthDisabled", 0));
// Equip success sound
Audio_PlaySoundGeneral(NA_SE_SY_DECIDE, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
// Wait 10 frames before accepting input again
pauseCtx->unk_1E4 = 7;
sEquipTimer = 10;
}
u16 buttonsToCheck = BTN_A | BTN_CLEFT | BTN_CDOWN | BTN_CRIGHT;
if (CVarGetInteger("gDpadEquips", 0) && (!CVarGetInteger("gDpadPause", 0) || CHECK_BTN_ALL(input->cur.button, BTN_CUP))) {
buttonsToCheck |= BTN_DUP | BTN_DDOWN | BTN_DLEFT | BTN_DRIGHT;
@ -640,6 +686,19 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
}
}
// Grey Out Strength Upgrade Name when Disabled
// Do not Grey Out Strength Upgrade Name when Enabled
// This needs to be outside the previous block since otherwise the nameColorSet is cleared to 0 by other menu pages when toggling
if ((pauseCtx->pageIndex == PAUSE_EQUIP) && (pauseCtx->cursorX[PAUSE_EQUIP] == 0) &&
(pauseCtx->cursorY[PAUSE_EQUIP] == 2) && CVarGetInteger("gToggleStrength", 0)) {
if (CVarGetInteger("gStrengthDisabled", 0)) {
pauseCtx->nameColorSet = 1;
} else {
pauseCtx->nameColorSet = 0;
}
}
for (rowStart = 0, i = 0, point = 4; i < 4; i++, rowStart += 4, point += 16) {
for (k = 0, temp = rowStart + 1, bit = rowStart, j = point; k < 3; k++, bit++, j += 4, temp++) {
@ -661,6 +720,22 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
}
}
// Add zoom effect to strength item if cursor is hovering over it when toggle option is on
if ((pauseCtx->cursorX[PAUSE_EQUIP] == 0) && (pauseCtx->cursorY[PAUSE_EQUIP] == 2) &&
CVarGetInteger("gToggleStrength", 0) && pauseCtx->cursorSpecialPos == 0) {
u8 row = 2;
u8 column = 0;
u8 equipVtxIndex = 16 * row + 4 * column;
pauseCtx->equipVtx[equipVtxIndex].v.ob[0] = pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[0] =
pauseCtx->equipVtx[equipVtxIndex].v.ob[0] - 2;
pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[0] = pauseCtx->equipVtx[equipVtxIndex + 3].v.ob[0] =
pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[0] + 4;
pauseCtx->equipVtx[equipVtxIndex].v.ob[1] = pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[1] =
pauseCtx->equipVtx[equipVtxIndex].v.ob[1] + 2;
pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[1] = pauseCtx->equipVtx[equipVtxIndex + 3].v.ob[1] =
pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[1] - 4;
}
Gfx_SetupDL_42Opa(play->state.gfxCtx);
gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
@ -672,9 +747,12 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
point = CUR_UPG_VALUE(sChildUpgrades[i]);
if ((point != 0) && (CUR_UPG_VALUE(sChildUpgrades[i]) != 0)) {
if (drawGreyItems &&
// Grey Out the Gauntlets as Child
// Grey Out Strength Upgrades when Disabled and the Toggle Strength Option is on
if ((drawGreyItems &&
((sChildUpgradeItemBases[i] + CUR_UPG_VALUE(sChildUpgrades[i]) - 1) == ITEM_GAUNTLETS_SILVER ||
(sChildUpgradeItemBases[i] + CUR_UPG_VALUE(sChildUpgrades[i]) - 1) == ITEM_GAUNTLETS_GOLD)) { // Grey Out the Gauntlets
(sChildUpgradeItemBases[i] + CUR_UPG_VALUE(sChildUpgrades[i]) - 1) == ITEM_GAUNTLETS_GOLD)) ||
(CVarGetInteger("gToggleStrength", 0) && CVarGetInteger("gStrengthDisabled", 0) && sChildUpgrades[i] == UPG_STRENGTH)) {
gDPSetGrayscaleColor(POLY_KAL_DISP++, 109, 109, 109, 255);
gSPGrayscale(POLY_KAL_DISP++, true);
}
@ -690,9 +768,12 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
KaleidoScope_DrawQuadTextureRGBA32(play->state.gfxCtx, gItemIcons[sChildUpgradeItemBases[i] + CUR_UPG_VALUE(sChildUpgrades[i]) - 1], 32, 32, 0);
gSPGrayscale(POLY_KAL_DISP++, false);
} else if (CUR_UPG_VALUE(sAdultUpgrades[i]) != 0) {
if (drawGreyItems &&
((sAdultUpgradeItemBases[i] + CUR_UPG_VALUE(sAdultUpgrades[i]) - 1) == ITEM_BRACELET &&
!(IS_RANDO))) { // Grey Out the Goron Bracelet when Not Randomized
// Grey Out the Goron Bracelet when Not Randomized and Toggle Strength Option is off
// Grey Out Strength Upgrades when Disabled and the Toggle Strength Option is on
if ((drawGreyItems &&
(((sAdultUpgradeItemBases[i] + CUR_UPG_VALUE(sAdultUpgrades[i]) - 1) == ITEM_BRACELET &&
!(IS_RANDO) && !CVarGetInteger("gToggleStrength", 0)))) ||
(CVarGetInteger("gToggleStrength", 0) && CVarGetInteger("gStrengthDisabled", 0) && sAdultUpgrades[i] == UPG_STRENGTH)) {
gDPSetGrayscaleColor(POLY_KAL_DISP++, 109, 109, 109, 255);
gSPGrayscale(POLY_KAL_DISP++, true);
}
@ -720,6 +801,20 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
}
}
// Render A button indicator when hovered over strength
if ((pauseCtx->cursorX[PAUSE_EQUIP] == 0) && (pauseCtx->cursorY[PAUSE_EQUIP] == 2) &&
CVarGetInteger("gToggleStrength", 0) && pauseCtx->cursorSpecialPos == 0
&& pauseCtx->unk_1E4 == 0 && pauseCtx->state == 6) {
u8 row = 2;
u8 column = 0;
u8 equipVtxIndex = 16 * row + 4 * column;
// Get Bottom Bisector of the Quad
s16 translateX = (pauseCtx->equipVtx[equipVtxIndex].v.ob[0] + pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[0]) / 2;
// Add 4 since the icon will be zoomed in on
s16 translateY = pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[1] + 4;
KaleidoScope_DrawAButton(play, sStrengthAButtonVtx, translateX, translateY);
}
KaleidoScope_DrawPlayerWork(play);
//if ((pauseCtx->unk_1E4 == 7) && (sEquipTimer == 10)) {