diff --git a/soh/soh/GameMenuBar.cpp b/soh/soh/GameMenuBar.cpp index 321f65693..f1c044f2e 100644 --- a/soh/soh/GameMenuBar.cpp +++ b/soh/soh/GameMenuBar.cpp @@ -237,6 +237,10 @@ namespace GameMenuBar { CVar_SetS32("gInjectSkulltulaCount", 0); // Pull grave during the day CVar_SetS32("gDayGravePull", 0); + // Blue Fire Arrows + CVar_SetS32("gBlueFireArrows", 0); + // Sunlight Arrows + CVar_SetS32("gSunlightArrows", 0); // Rotate link (0 to 2) CVar_SetS32("gPauseLiveLinkRotation", 0); @@ -880,6 +884,10 @@ namespace GameMenuBar { UIWidgets::Tooltip("Injects Golden Skulltula total count in pickup messages"); UIWidgets::PaddedEnhancementCheckbox("Pull grave during the day", "gDayGravePull", true, false); UIWidgets::Tooltip("Allows graves to be pulled when child during the day"); + UIWidgets::PaddedEnhancementCheckbox("Blue Fire Arrows", "gBlueFireArrows", true, false); + UIWidgets::Tooltip("Allows Ice Arrows to melt red ice.\nMay require a room reload if toggled during gameplay."); + UIWidgets::PaddedEnhancementCheckbox("Sunlight Arrows", "gSunlightArrows", true, false); + UIWidgets::Tooltip("Allows Light Arrows to activate sun switches.\nMay require a room reload if toggled during gameplay."); ImGui::EndMenu(); } diff --git a/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c b/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c index 4951fb9a9..a034938b0 100644 --- a/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c +++ b/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c @@ -59,6 +59,27 @@ static ColliderQuadInit sQuadInit = { { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, }; +// Replacement quad used for "Blue Fire Arrows" enhancement +static ColliderQuadInit sIceArrowQuadInit = { + { + COLTYPE_NONE, + AT_NONE, + AC_ON | AC_TYPE_PLAYER | AC_TYPE_OTHER, + OC1_NONE, + OC2_TYPE_2, + COLSHAPE_QUAD, + }, + { + ELEMTYPE_UNK0, + { 0x00000048, 0x00, 0x00 }, + { 0x00001048, 0x00, 0x00 }, + TOUCH_NONE, + BUMP_ON, + OCELEM_NONE, + }, + { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, +}; + static BombableWallInfo sBombableWallInfo[] = { { &object_bwall_Col_000118, object_bwall_DL_000040, 0 }, { &object_bwall_Col_000118, object_bwall_DL_000040, 0 }, @@ -73,6 +94,8 @@ static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP), }; +bool blueFireArrowsEnabledOnMudwallLoad = false; + void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) { this->actionFunc = actionFunc; } @@ -82,6 +105,9 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF; + // Initialize this with the mud wall, so it can't be affected by toggling while the actor is loaded + blueFireArrowsEnabledOnMudwallLoad = (CVar_GetS32("gBlueFireArrows", 0)); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); DynaPolyActor_Init(&this->dyna, DPM_UNK); this->bombableWallDList = sBombableWallInfo[wallType].dList; @@ -98,8 +124,15 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) { } ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f); - Collider_InitQuad(globalCtx, &this->collider); - Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit); + + // If "Blue Fire Arrows" are enabled, set up this collider for them + if (blueFireArrowsEnabledOnMudwallLoad) { + Collider_InitQuad(globalCtx, &this->collider); + Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sIceArrowQuadInit); + } else { + Collider_InitQuad(globalCtx, &this->collider); + Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit); + } } else { this->dyna.actor.world.pos.y -= 40.0f; } @@ -227,7 +260,21 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) { * despawn itself. */ void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) { - if (this->collider.base.acFlags & 2) { + bool blueFireArrowHit = false; + // If "Blue Fire Arrows" enabled, check this collider for a hit + if (blueFireArrowsEnabledOnMudwallLoad) { + if (this->collider.base.acFlags & AC_HIT) { + if ((this->collider.base.ac != NULL) && (this->collider.base.ac->id == ACTOR_EN_ARROW)) { + + if (this->collider.base.ac->child != NULL && + this->collider.base.ac->child->id == ACTOR_ARROW_ICE) { + blueFireArrowHit = true; + } + } + } + } + + if (this->collider.base.acFlags & 2 || blueFireArrowHit) { Vec3f effectPos; s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF; diff --git a/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c b/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c index 70a1ea1a6..70390bfa2 100644 --- a/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c +++ b/soh/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c @@ -14,6 +14,9 @@ void func_808911BC(BgIceShelter* this); void func_8089107C(BgIceShelter* this, GlobalContext* globalCtx); void func_808911D4(BgIceShelter* this, GlobalContext* globalCtx); +// For "Blue Fire Arrows" enhancement +void MeltOnIceArrowHit(BgIceShelter* this, ColliderCylinder cylinder, s16 type, GlobalContext* globalCtx); + const ActorInit Bg_Ice_Shelter_InitVars = { ACTOR_BG_ICE_SHELTER, ACTORCAT_BG, @@ -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; diff --git a/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c b/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c index 57c7ac413..631f0293f 100644 --- a/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c +++ b/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c @@ -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); } } diff --git a/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c b/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c index 459f20218..1345dd0c7 100644 --- a/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c +++ b/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c @@ -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++; }