mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-15 14:05:06 -05:00
Split into two enhancements
"Blue Fire Arrows" and "Sunlight Arrows"
This commit is contained in:
parent
12ae59d133
commit
8e2f035278
@ -2017,10 +2017,13 @@ namespace SohImGui {
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"Play unique fanfares when obtaining quest items "
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"Play unique fanfares when obtaining quest items "
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"(medallions/stones/songs). Note that these fanfares are longer than usual."
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"(medallions/stones/songs). Note that these fanfares are longer than usual."
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);
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);
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PaddedEnhancementCheckbox("Enhanced Magic Arrows", "gEnhancedMagicArrows", true, false);
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PaddedEnhancementCheckbox("Blue Fire Arrows", "gBlueFireArrows", true, false);
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Tooltip(
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Tooltip(
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"Allows Ice Arrows to melt red ice and allows Light Arrows "
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"Allows Ice Arrows to melt red ice and break mud walls"
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"to activate Sun Switches."
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);
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PaddedEnhancementCheckbox("Sunlight Arrows", "gSunLightArrows", true, false);
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Tooltip(
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"Allows Light Arrows to activate Sun Switches"
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);
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);
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -94,7 +94,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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};
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};
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bool enhancedIceArrowDC = false;
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bool blueFireArrowsDC = false;
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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this->actionFunc = actionFunc;
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@ -105,7 +105,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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enhancedIceArrowDC = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0));
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blueFireArrowsDC = (gSaveContext.n64ddFlag && (CVar_GetS32("gBlueFireArrows", 0) != 0));
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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@ -126,7 +126,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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Collider_InitQuad(globalCtx, &this->collider);
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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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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 "Blue Fire Arrows" are enabled, set up this collider for them
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if (enhancedIceArrowDC) {
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if (blueFireArrowsDC) {
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Collider_InitQuad(globalCtx, &this->colliderIceArrow);
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Collider_InitQuad(globalCtx, &this->colliderIceArrow);
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Collider_SetQuad(globalCtx, &this->colliderIceArrow, &this->dyna.actor, &sIceArrowQuadInit);
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Collider_SetQuad(globalCtx, &this->colliderIceArrow, &this->dyna.actor, &sIceArrowQuadInit);
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}
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}
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@ -259,7 +259,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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bool blueFireArrowHit = false;
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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 "Blue Fire Arrows" enabled, check this collider for a hit
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if (enhancedIceArrowDC) {
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if (blueFireArrowsDC) {
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if (this->colliderIceArrow.base.acFlags & AC_HIT) {
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if (this->colliderIceArrow.base.acFlags & AC_HIT) {
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this->colliderIceArrow.base.acFlags &= ~AC_HIT;
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this->colliderIceArrow.base.acFlags &= ~AC_HIT;
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if ((this->colliderIceArrow.base.ac != NULL) && (this->colliderIceArrow.base.ac->id == ACTOR_EN_ARROW)) {
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if ((this->colliderIceArrow.base.ac != NULL) && (this->colliderIceArrow.base.ac->id == ACTOR_EN_ARROW)) {
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@ -358,7 +358,7 @@ void BgBreakwall_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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if (enhancedIceArrowDC) {
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if (blueFireArrowsDC) {
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Collider_SetQuadVertices(&this->colliderIceArrow, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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Collider_SetQuadVertices(&this->colliderIceArrow, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderIceArrow.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderIceArrow.base);
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}
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}
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@ -95,7 +95,7 @@ static ColliderCylinderInit sIceArrowCylinderInit = {
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{ 0, 0, 0, { 0, 0, 0 } },
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{ 0, 0, 0, { 0, 0, 0 } },
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};
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};
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bool enhancedIceArrow = false;
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bool blueFireArrows = false;
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void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
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void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
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static s16 cylinderRadii[] = { 47, 33, 44, 41, 100 };
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static s16 cylinderRadii[] = { 47, 33, 44, 41, 100 };
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@ -103,11 +103,11 @@ void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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s32 type = (this->dyna.actor.params >> 8) & 7;
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s32 type = (this->dyna.actor.params >> 8) & 7;
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enhancedIceArrow = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0));
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blueFireArrows = (gSaveContext.n64ddFlag && (CVar_GetS32("gBlueFireArrows", 0) != 0));
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Collider_InitCylinder(globalCtx, &this->cylinder1);
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Collider_InitCylinder(globalCtx, &this->cylinder1);
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// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
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// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
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if (enhancedIceArrow) {
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if (blueFireArrows) {
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sIceArrowCylinderInit);
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sIceArrowCylinderInit);
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} else {
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} else {
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
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Collider_SetCylinder(globalCtx, &this->cylinder1, &this->dyna.actor, &sCylinder1Init);
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@ -325,7 +325,7 @@ void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx) {
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}
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}
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}
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}
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// If we have "Blue Fire Arrows" enabled, check both cylinders for a hit
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// If we have "Blue Fire Arrows" enabled, check both cylinders for a hit
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if (enhancedIceArrow) {
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if (blueFireArrows) {
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CheckIceArrowHit(this, this->cylinder1, type, globalCtx);
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CheckIceArrowHit(this, this->cylinder1, type, globalCtx);
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CheckIceArrowHit(this, this->cylinder2, type, globalCtx);
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CheckIceArrowHit(this, this->cylinder2, type, globalCtx);
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}
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}
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@ -98,7 +98,7 @@ void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx) {
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if (this->moveDelay >= 20) {
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if (this->moveDelay >= 20) {
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// Skip this cutscene if using Enhanced Arrows, since activating the switch while
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// Skip this cutscene if using Enhanced Arrows, since activating the switch while
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// not standing on the platform will cause the cutscene to show the unloaded room
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// not standing on the platform will cause the cutscene to show the unloaded room
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if (!(gSaveContext.n64ddFlag && CVar_GetS32("gEnhancedMagicArrows", 0) != 0)) {
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if (!(gSaveContext.n64ddFlag && CVar_GetS32("gSunLightArrows", 0) != 0)) {
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OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
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OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
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}
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}
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BgJyaLift_SetupMove(this);
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BgJyaLift_SetupMove(this);
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@ -73,7 +73,7 @@ static ColliderJntSphInit sColliderJntSphInit = {
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1,
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1,
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sColliderJntSphElementInit,
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sColliderJntSphElementInit,
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};
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};
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// Collider info used for "Enhanced Arrows"
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// Collider info used for "Sunlight Arrows"
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static ColliderJntSphElementInit sColliderLightArrowElementInit[] = {
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static ColliderJntSphElementInit sColliderLightArrowElementInit[] = {
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{
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{
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{
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{
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@ -87,7 +87,7 @@ static ColliderJntSphElementInit sColliderLightArrowElementInit[] = {
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{ 0, { { 0, 0, 0 }, 19 }, 100 },
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{ 0, { { 0, 0, 0 }, 19 }, 100 },
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},
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},
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};
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};
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// Sphere collider used for "Enhanced Arrows"
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// Sphere collider used for "Sunlight Arrows"
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static ColliderJntSphInit sColliderLightArrowInit = {
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static ColliderJntSphInit sColliderLightArrowInit = {
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{
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{
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COLTYPE_NONE,
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COLTYPE_NONE,
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@ -102,7 +102,7 @@ static ColliderJntSphInit sColliderLightArrowInit = {
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};
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};
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bool activatedByLightArrow = false;
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bool activatedByLightArrow = false;
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bool enhancedLightArrow = false;
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bool sunLightArrows = false;
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
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static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE };
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@ -121,11 +121,11 @@ static InitChainEntry sInitChain[] = {
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void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
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void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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enhancedLightArrow = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0));
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sunLightArrows = (gSaveContext.n64ddFlag && (CVar_GetS32("gSunLightArrows", 0) != 0));
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_InitJntSph(globalCtx, &this->collider);
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// If "Enhanced Arrows" is enabled, set up the collider to allow Light Arrow hits
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// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits
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if (enhancedLightArrow) {
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if (sunLightArrows) {
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderLightArrowInit, this->colliderItems);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderLightArrowInit, this->colliderItems);
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} else {
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} else {
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderItems);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderItems);
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@ -251,7 +251,7 @@ void ObjLightswitch_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
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// vanishing on its own after activating the sun switch by Light Arrow
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// vanishing on its own after activating the sun switch by Light Arrow
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// Also prevents the cobra mirror from rotating to face the sun on its own
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// Also prevents the cobra mirror from rotating to face the sun on its own
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// Makes sun switches temporary when activated by Light Arrows (will turn off on room exit)
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// Makes sun switches temporary when activated by Light Arrows (will turn off on room exit)
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if (activatedByLightArrow && enhancedLightArrow) {
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if (activatedByLightArrow && sunLightArrows) {
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switch (this->actor.params >> 4 & 3) {
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switch (this->actor.params >> 4 & 3) {
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case OBJLIGHTSWITCH_TYPE_STAY_ON:
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case OBJLIGHTSWITCH_TYPE_STAY_ON:
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case OBJLIGHTSWITCH_TYPE_2:
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case OBJLIGHTSWITCH_TYPE_2:
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@ -277,7 +277,7 @@ void ObjLightswitch_SetupOff(ObjLightswitch* this) {
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this->color[1] = 125 << 6;
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this->color[1] = 125 << 6;
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this->color[2] = 255 << 6;
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this->color[2] = 255 << 6;
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this->alpha = 255 << 6;
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this->alpha = 255 << 6;
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if (enhancedLightArrow) {
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if (sunLightArrows) {
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activatedByLightArrow = false;
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activatedByLightArrow = false;
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}
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}
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}
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}
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@ -291,7 +291,7 @@ void ObjLightswitch_Off(ObjLightswitch* this, GlobalContext* globalCtx) {
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ObjLightswitch_SetSwitchFlag(this, globalCtx);
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ObjLightswitch_SetSwitchFlag(this, globalCtx);
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// Remember if we've been activated by a Light Arrow, so we can
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// Remember if we've been activated by a Light Arrow, so we can
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// prevent the switch from immediately turning back off
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// prevent the switch from immediately turning back off
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if (enhancedLightArrow) {
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if (sunLightArrows) {
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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 != NULL && this->collider.base.ac->id == ACTOR_EN_ARROW) {
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activatedByLightArrow = true;
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activatedByLightArrow = true;
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}
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}
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@ -363,7 +363,7 @@ void ObjLightswitch_On(ObjLightswitch* this, GlobalContext* globalCtx) {
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ObjLightswitch_SetupTurnOff(this);
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ObjLightswitch_SetupTurnOff(this);
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}
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}
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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if (enhancedLightArrow && (this->collider.base.acFlags & AC_HIT)) {
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if (sunLightArrows && (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 != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
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activatedByLightArrow = false;
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activatedByLightArrow = false;
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}
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}
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@ -377,7 +377,7 @@ void ObjLightswitch_On(ObjLightswitch* this, GlobalContext* globalCtx) {
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break;
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break;
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case OBJLIGHTSWITCH_TYPE_2:
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case OBJLIGHTSWITCH_TYPE_2:
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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// If hit by sunlight after already being turned on, then behave as if originally activated by sunlight
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if (enhancedLightArrow && (this->collider.base.acFlags & AC_HIT)) {
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if (sunLightArrows && (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 != NULL && this->collider.base.ac->id != ACTOR_EN_ARROW) {
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activatedByLightArrow = false;
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activatedByLightArrow = false;
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}
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}
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