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[Time Saver Enhancement] Nighttime GS Always Spawn (#2611)
* Nighttime GS Always Spawn * add hook onSceneSpawnActors * implement onSceneSpawnActors hook to spawn GS in various day scenes * handle the kak tree skull during the day * Update mods.cpp * Add the & * Fixes * Update soh/soh/Enhancements/mods.cpp Co-authored-by: Adam Bird <Archez@users.noreply.github.com> --------- Co-authored-by: Adam Bird <archez39@me.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
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@ -148,6 +148,7 @@ public:
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DEFINE_HOOK(OnSaleEnd, void(GetItemEntry itemEntry));
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DEFINE_HOOK(OnTransitionEnd, void(int16_t sceneNum));
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DEFINE_HOOK(OnSceneInit, void(int16_t sceneNum));
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DEFINE_HOOK(OnSceneSpawnActors, void());
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DEFINE_HOOK(OnPlayerUpdate, void());
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DEFINE_HOOK(OnOcarinaSongAction, void());
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@ -30,6 +30,10 @@ void GameInteractor_ExecuteOnSceneInitHooks(int16_t sceneNum) {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(sceneNum);
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}
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void GameInteractor_ExecuteOnSceneSpawnActors() {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneSpawnActors>();
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}
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void GameInteractor_ExecuteOnPlayerUpdate() {
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerUpdate>();
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}
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@ -8,6 +8,7 @@ extern "C" void GameInteractor_ExecuteOnItemReceiveHooks(GetItemEntry itemEntry)
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extern "C" void GameInteractor_ExecuteOnSaleEndHooks(GetItemEntry itemEntry);
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extern "C" void GameInteractor_ExecuteOnTransitionEndHooks(int16_t sceneNum);
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extern "C" void GameInteractor_ExecuteOnSceneInit(int16_t sceneNum);
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extern "C" void GameInteractor_ExecuteOnSceneSpawnActors();
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extern "C" void GameInteractor_ExecuteOnPlayerUpdate();
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extern "C" void GameInteractor_ExecuteOnOcarinaSongAction();
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extern "C" void GameInteractor_ExecuteOnActorUpdate(void* actor);
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@ -14,6 +14,8 @@ extern PlayState* gPlayState;
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extern void Play_PerformSave(PlayState* play);
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extern s32 Health_ChangeBy(PlayState* play, s16 healthChange);
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extern void Rupees_ChangeBy(s16 rupeeChange);
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extern Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ,
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s16 rotX, s16 rotY, s16 rotZ, s16 params, s16 canRandomize);
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extern void Inventory_ChangeEquipment(s16 equipment, u16 value);
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}
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bool performDelayedSave = false;
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@ -350,6 +352,62 @@ void RegisterRupeeDash() {
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});
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}
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struct DayTimeGoldSkulltulas {
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uint16_t scene;
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uint16_t room;
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bool forChild;
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std::vector<ActorEntry> actorEntries;
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};
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using DayTimeGoldSkulltulasList = std::vector<DayTimeGoldSkulltulas>;
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void RegisterDaytimeGoldSkultullas() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneSpawnActors>([]() {
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if (!CVarGetInteger("gNightGSAlwaysSpawn", 0)) {
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return;
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}
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// Gold Skulltulas that are not part of the scene actor list during the day
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// Actor values copied from the night time scene actor list
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static const DayTimeGoldSkulltulasList dayTimeGoldSkulltulas = {
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// Graveyard
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{ SCENE_SPOT02, 1, true, { { ACTOR_EN_SW, { 156, 315, 795 }, { 16384, -32768, 0 }, -20096 } } },
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// ZF
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{ SCENE_SPOT08, 0, true, { { ACTOR_EN_SW, { -1891, 187, 1911 }, { 16384, 18022, 0 }, -19964 } } },
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// GF
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{ SCENE_SPOT12, 0, false, { { ACTOR_EN_SW, { 1598, 999, -2008 }, { 16384, -16384, 0 }, -19198 } } },
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{ SCENE_SPOT12, 1, false, { { ACTOR_EN_SW, { 3377, 1734, -4935 }, { 16384, 0, 0 }, -19199 } } },
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// Kak
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{ SCENE_SPOT01, 0, false, { { ACTOR_EN_SW, { -18, 540, 1800 }, { 0, -32768, 0 }, -20160 } } },
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{ SCENE_SPOT01,
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0,
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true,
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{ { ACTOR_EN_SW, { -465, 377, -888 }, { 0, 28217, 0 }, -20222 },
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{ ACTOR_EN_SW, { 5, 686, -171 }, { 0, -32768, 0 }, -20220 },
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{ ACTOR_EN_SW, { 324, 270, 905 }, { 16384, 0, 0 }, -20216 },
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{ ACTOR_EN_SW, { -602, 120, 1120 }, { 16384, 0, 0 }, -20208 } } },
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// LLR
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{ SCENE_SPOT20,
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0,
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true,
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{ { ACTOR_EN_SW, { -2344, 180, 672 }, { 16384, 22938, 0 }, -29695 },
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{ ACTOR_EN_SW, { 808, 48, 326 }, { 16384, 0, 0 }, -29694 },
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{ ACTOR_EN_SW, { 997, 286, -2698 }, { 16384, -16384, 0 }, -29692 } } },
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};
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for (const auto& dayTimeGS : dayTimeGoldSkulltulas) {
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if (IS_DAY && dayTimeGS.forChild == LINK_IS_CHILD && dayTimeGS.scene == gPlayState->sceneNum &&
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dayTimeGS.room == gPlayState->roomCtx.curRoom.num) {
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for (const auto& actorEntry : dayTimeGS.actorEntries) {
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, actorEntry.id, actorEntry.pos.x, actorEntry.pos.y,
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actorEntry.pos.z, actorEntry.rot.x, actorEntry.rot.y, actorEntry.rot.z,
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actorEntry.params, false);
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}
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}
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}
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});
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}
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void RegisterHyperBosses() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorUpdate>([](void* refActor) {
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// Run the update function a second time to make bosses move and act twice as fast.
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@ -450,6 +508,7 @@ void InitMods() {
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RegisterSwitchAge();
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RegisterOcarinaTimeTravel();
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RegisterAutoSave();
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RegisterDaytimeGoldSkultullas();
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RegisterRupeeDash();
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RegisterHyperBosses();
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RegisterBonkDamage();
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@ -181,6 +181,7 @@ const std::vector<const char*> enhancementsCvars = {
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"gStaticExplosionRadius",
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"gNoInputForCredits",
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"gFastFarores",
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"gNightGSAlwaysSpawn",
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};
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const std::vector<const char*> randomizerCvars = {
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@ -354,6 +354,8 @@ namespace GameMenuBar {
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"to the guard next to the gate.");
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UIWidgets::PaddedEnhancementCheckbox("Faster Farore's Wind", "gFastFarores", true, false);
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UIWidgets::Tooltip("Greatly decreases cast time of Farore's Wind magic spell.");
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UIWidgets::PaddedEnhancementCheckbox("Nighttime GS Always Spawn", "gNightGSAlwaysSpawn", true, false);
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UIWidgets::Tooltip("Nighttime Skulltulas will spawn during both day and night.");
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UIWidgets::PaddedEnhancementCheckbox("Dampe Appears All Night", "gDampeAllNight", true, false);
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UIWidgets::Tooltip("Makes Dampe appear anytime during it's night, not just his usual working hours.");
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UIWidgets::PaddedEnhancementCheckbox("Time Travel with the Song of Time", "gTimeTravel", true, false);
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@ -2516,6 +2516,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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Actor_SpawnEntry(&play->actorCtx, actorEntry++, play);
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}
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play->numSetupActors = 0;
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GameInteractor_ExecuteOnSceneSpawnActors();
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}
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if (actorCtx->unk_02 != 0) {
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@ -550,7 +550,7 @@ void func_80B0D590(EnSw* this, PlayState* play) {
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this->collider.elements[0].info.ocElemFlags = 1;
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}
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Math_ApproachF(&this->actor.scale.x, !IS_DAY ? 0.02f : 0.0f, 0.2f, 0.01f);
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Math_ApproachF(&this->actor.scale.x, !IS_DAY || CVarGetInteger("gNightGSAlwaysSpawn", 0) ? 0.02f : 0.0f, 0.2f, 0.01f);
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Actor_SetScale(&this->actor, this->actor.scale.x);
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}
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@ -173,6 +173,15 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) {
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f32 floorY;
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s16 extraRot;
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// The tree in Kakariko's day scene does not have the same params to spawn the GS
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// as the night scene, For the always spawn GS enhancement we apply the needed
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// params to have the GS drop when bonking
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if ((this->actor.params & 0xFF) == WOOD_TREE_CONICAL_MEDIUM && IS_DAY &&
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play->sceneNum == SCENE_SPOT01 && CVarGetInteger("gNightGSAlwaysSpawn", 0)) {
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this->actor.params = 0x2001;
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this->actor.home.rot.z = 0x71;
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}
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spawnType = WOOD_SPAWN_NORMAL;
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actorScale = 1.0f;
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this->unk_14C = (this->actor.params >> 8) & 0xFF;
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