Minor enhancement: Allow toggling on equipment screen (#813)

* Allow Equipment Toggle

Allow player to toggle equipment on/off on the equipment subscreen.  For tunics and boots, this will revert them to Kokiri Tunic/Kokiri Boots.  For shields, it will un-equip the shield entirely.  For swords, only BGS/Giant's Knife is affected, and it will revert to Master Sword.

* Set up Cvar and check for MS

Set up the cvar/imgui and add a check that we own the Master Sword (in case we're in the Ganon fight)
This commit is contained in:
Sarge-117 2022-07-31 18:35:05 -07:00 committed by GitHub
parent 582f084973
commit b98c8b4abb
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 40 additions and 1 deletions

View File

@ -1140,6 +1140,8 @@ namespace SohImGui {
Tooltip("Displays an icon and plays a sound when Stone of Agony\nshould be activated, for those without rumble");
EnhancementCheckbox("Assignable Tunics and Boots", "gAssignableTunicsAndBoots");
Tooltip("Allows equipping the tunic and boots to c-buttons");
EnhancementCheckbox("Equipment Toggle", "gEquipmentCanBeRemoved");
Tooltip("Allows equipment to be removed by toggling it off on\nthe equipment subscreen.");
EnhancementCheckbox("Link's Cow in Both Time Periods", "gCowOfTime");
Tooltip("Allows the Lon Lon Ranch obstacle course reward to be\nshared across time periods");
EnhancementCheckbox("Enable visible guard vision", "gGuardVision");

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@ -515,12 +515,49 @@ void KaleidoScope_DrawEquipment(GlobalContext* globalCtx) {
(gEquipAgeReqs[pauseCtx->cursorY[PAUSE_EQUIP]][pauseCtx->cursorX[PAUSE_EQUIP]] ==
((void)0, gSaveContext.linkAge))) {
if (CHECK_BTN_ALL(input->press.button, BTN_A)) {
// Allow Link to remove his equipment from the equipment subscreen by toggling on/off
// Shields will be un-equipped entirely, and tunics/boots will revert to Kokiri Tunic/Kokiri Boots
// Only BGS/Giant's Knife is affected, and it will revert to Master Sword.
// If we have the feature toggled on
if (CVar_GetS32("gEquipmentCanBeRemoved", 0)) {
// If we're on the "swords" section of the equipment screen AND we're on a currently-equipped BGS/Giant's Knife
if (pauseCtx->cursorY[PAUSE_EQUIP] == 0 && pauseCtx->cursorX[PAUSE_EQUIP] == 3
&& CUR_EQUIP_VALUE(EQUIP_SWORD) == 3 && CHECK_OWNED_EQUIP(0,1)){ // And we have the Master Sword
Inventory_ChangeEquipment(EQUIP_SWORD, 2); // "Unequip" it by equipping Master Sword
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
gSaveContext.infTable[29] = 0;
goto RESUME_EQUIPMENT_SWORD; // Skip to here so we don't re-equip it
}
// If we're on the "shields" section of the equipment screen AND we're on a currently-equipped shield
if (pauseCtx->cursorY[PAUSE_EQUIP] == 1 && pauseCtx->cursorX[PAUSE_EQUIP] == CUR_EQUIP_VALUE(EQUIP_SHIELD)) {
Inventory_ChangeEquipment(EQUIP_SHIELD, 0); // Unequip it
goto RESUME_EQUIPMENT; // Skip to here so we don't re-equip it
}
// If we're on the "tunics" section of the equipment screen AND we're on a currently-equipped tunic
if (pauseCtx->cursorY[PAUSE_EQUIP] == 2 && pauseCtx->cursorX[PAUSE_EQUIP] == CUR_EQUIP_VALUE(EQUIP_TUNIC)) {
Inventory_ChangeEquipment(EQUIP_TUNIC, 1); // "Unequip" it (by equipping Kokiri Tunic)
goto RESUME_EQUIPMENT; // Skip to here so we don't re-equip it
}
// If we're on the "boots" section of the equipment screen AND we're on currently-equipped boots
if (pauseCtx->cursorY[PAUSE_EQUIP] == 3 && pauseCtx->cursorX[PAUSE_EQUIP] == CUR_EQUIP_VALUE(EQUIP_BOOTS)) {
Inventory_ChangeEquipment(EQUIP_BOOTS, 1); // "Unequip" it (by equipping Kokiri Boots)
goto RESUME_EQUIPMENT; // Skip to here so we don't re-equip it
}
}
if (CHECK_OWNED_EQUIP(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP] - 1)) {
Inventory_ChangeEquipment(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP]);
} else {
goto EQUIP_FAIL;
}
RESUME_EQUIPMENT:
if (pauseCtx->cursorY[PAUSE_EQUIP] == 0) {
gSaveContext.infTable[29] = 0;
gSaveContext.equips.buttonItems[0] = cursorItem;
@ -537,7 +574,7 @@ void KaleidoScope_DrawEquipment(GlobalContext* globalCtx) {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE;
}
}
RESUME_EQUIPMENT_SWORD:
Interface_LoadItemIcon1(globalCtx, 0);
}