added Cheat Sync Time (#957)

* added Cheat Sync Time

This syncs the ingame time with the real world time.
I wasnt quite sure where to put the code so im sorry if this is bad i just wanted to contribute to this project.

* Update soh/src/code/z_play.c

Co-authored-by: Christopher Leggett <chris@leggett.dev>

* Update z_play.c

added suggestions from leggettc18

* Update z_play.c

Co-authored-by: Christopher Leggett <chris@leggett.dev>
This commit is contained in:
Nycz 2022-08-03 05:48:41 +02:00 committed by GitHub
parent 27e0f19dac
commit db33604171
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 31 additions and 0 deletions

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@ -1416,6 +1416,9 @@ namespace SohImGui {
Tooltip("Prevents the Deku Shield from burning on contact with fire");
EnhancementCheckbox("Shield with Two-Handed Weapons", "gShieldTwoHanded");
Tooltip("This allows you to put up your shield with any two-handed weapon in hand except for Deku Sticks");
Tooltip("This allows you to put up your shield with any two-handed weapon in hand\nexcept for Deku Sticks");
EnhancementCheckbox("Time Sync", "gTimeSync");
Tooltip("This syncs the ingame time with the real world time");
{
static int32_t betaQuestEnabled = CVar_GetS32("gEnableBetaQuest", 0);

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@ -7,6 +7,8 @@
#include "../libultraship/ImGuiImpl.h"
#include "soh/frame_interpolation.h"
#include <time.h>
void* D_8012D1F0 = NULL;
//UNK_TYPE D_8012D1F4 = 0; // unused
Input* D_8012D1F8 = NULL;
@ -1444,6 +1446,18 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
CLOSE_DISPS(gfxCtx);
}
time_t Gameplay_GetRealTime() {
time_t t1, t2;
struct tm* tms;
time(&t1);
tms = localtime(&t1);
tms->tm_hour = 0;
tms->tm_min = 0;
tms->tm_sec = 0;
t2 = mktime(tms);
return t1 - t2;
}
void Gameplay_Main(GameState* thisx) {
GlobalContext* globalCtx = (GlobalContext*)thisx;
@ -1487,6 +1501,20 @@ void Gameplay_Main(GameState* thisx) {
if (1 && HREG(63)) {
LOG_NUM("1", 1);
}
if (CVar_GetS32("gTimeSync", 0)) {
const int maxRealDaySeconds = 86400;
const int maxInGameDayTicks = 65536;
int secs = (int)Gameplay_GetRealTime();
float percent = (float)secs / (float)maxRealDaySeconds;
int newIngameTime = maxInGameDayTicks * percent;
gSaveContext.dayTime = newIngameTime;
}
}
// original name: "Game_play_demo_mode_check"