mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
bae6cf4203
* Initial work to make triforce pieces their own rando item * Disable triforce greyscaling * Better triforce model, finish adding triforce pieces to logic * Triforce model is now a shard * Credits warp + start of item tracker * Initial item tracker stuff * Completed triangle on triforce completion * Completed triforce model on GI done * Multiple triforce piece models * Triforce pieces in save editor & fix build * Finish item tracker * Gameplaystats timestamp * Revert parts of logic * More reverting * Start of making Triforce Hunt the win condition * Bit of cleanup * Triforce pieces can show up as icetraps * Grant GBK to player after hunt is completed * Better text boxes * Disable GBK option in ImGui with Triforce Hunt on * Clean-up * Forced save on completion improvements * Update Item Tracker Settings initial size * Small ImGui adjustments * French translation and update defaults * Finish translations * Fix timer completion & 50+ triforce pieces * Remove GI_ and ITEM_ enum usage, add french ice trap names * Fix build & small fixes * Review comments * Comment clarification
142 lines
4.9 KiB
C++
142 lines
4.9 KiB
C++
#include "GameInteractor.h"
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// MARK: - State Definitions
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bool GameInteractor::State::NoUIActive = 0;
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GILinkSize GameInteractor::State::LinkSize = GI_LINK_SIZE_NORMAL;
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bool GameInteractor::State::InvisibleLinkActive = 0;
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bool GameInteractor::State::OneHitKOActive = 0;
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bool GameInteractor::State::PacifistModeActive = 0;
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bool GameInteractor::State::DisableZTargetingActive = 0;
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bool GameInteractor::State::ReverseControlsActive = 0;
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int32_t GameInteractor::State::DefenseModifier = 0;
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int32_t GameInteractor::State::RunSpeedModifier = 0;
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GIGravityLevel GameInteractor::State::GravityLevel = GI_GRAVITY_LEVEL_NORMAL;
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uint32_t GameInteractor::State::EmulatedButtons = 0;
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uint8_t GameInteractor::State::RandomBombFuseTimerActive = 0;
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uint8_t GameInteractor::State::DisableLedgeGrabsActive = 0;
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uint8_t GameInteractor::State::RandomWindActive = 0;
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uint8_t GameInteractor::State::RandomWindSecondsSinceLastDirectionChange = 0;
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uint8_t GameInteractor::State::RandomBonksActive = 0;
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uint8_t GameInteractor::State::SlipperyFloorActive = 0;
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uint8_t GameInteractor::State::SecondCollisionUpdate = 0;
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uint8_t GameInteractor::State::TriforceHuntPieceGiven = 0;
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uint8_t GameInteractor::State::TriforceHuntCreditsWarpActive = 0;
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void GameInteractor::State::SetPacifistMode(bool active) {
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PacifistModeActive = active;
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// Force interface update to update the button's transparency.
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GameInteractor::RawAction::ForceInterfaceUpdate();
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}
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// MARK: C - Bridge
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// MARK: - GameInteractor::State::NoUIActive
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uint8_t GameInteractor_NoUIActive() {
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return GameInteractor::State::NoUIActive;
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}
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// MARK: - GameInteractor::State::LinkSize
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GILinkSize GameInteractor_GetLinkSize() {
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return GameInteractor::State::LinkSize;
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}
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// MARK: - GameInteractor::State::LinkSize
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void GameInteractor_SetLinkSize(GILinkSize size) {
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GameInteractor::State::LinkSize = size;
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}
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// MARK: - GameInteractor::State::InvisibleLinkActive
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uint8_t GameInteractor_InvisibleLinkActive() {
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return GameInteractor::State::InvisibleLinkActive;
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}
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void GameInteractor_SetInvisibleLinkActive(uint8_t active) {
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GameInteractor::State::InvisibleLinkActive = active;
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}
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// MARK: - GameInteractor::State::OneHitKOActive
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uint8_t GameInteractor_OneHitKOActive() {
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return GameInteractor::State::OneHitKOActive;
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}
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// MARK: - GameInteractor::State::PacifistModeActive
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uint8_t GameInteractor_PacifistModeActive() {
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return GameInteractor::State::PacifistModeActive;
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}
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// MARK: - GameInteractor::State::DisableZTargetingActive
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uint8_t GameInteractor_DisableZTargetingActive() {
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return GameInteractor::State::DisableZTargetingActive;
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}
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// MARK: - GameInteractor::State::DisableCameraRotationActive
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uint8_t GameInteractor_ReverseControlsActive() {
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return GameInteractor::State::ReverseControlsActive;
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}
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// MARK: - GameInteractor::State::DisableCameraRotationActive
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int32_t GameInteractor_DefenseModifier() {
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return GameInteractor::State::DefenseModifier;
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}
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// MARK: - GameInteractor::State::DisableCameraRotationActive
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int32_t GameInteractor_RunSpeedModifier() {
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return GameInteractor::State::RunSpeedModifier;
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}
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// MARK: - GameInteractor::State::DisableCameraRotationActive
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GIGravityLevel GameInteractor_GravityLevel() {
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return GameInteractor::State::GravityLevel;
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}
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// MARK: - GameInteractor::State::GetEmulatedButtons
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uint32_t GameInteractor_GetEmulatedButtons() {
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return GameInteractor::State::EmulatedButtons;
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}
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// MARK: - GameInteractor::State::SetEmulatedButtons
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void GameInteractor_SetEmulatedButtons(uint32_t buttons) {
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GameInteractor::State::EmulatedButtons = buttons;
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}
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// MARK: - GameInteractor::State::GetRandomBombFuseTimerActive
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uint8_t GameInteractor_GetRandomBombFuseTimerActive() {
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return GameInteractor::State::RandomBombFuseTimerActive;
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}
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// MARK: - GameInteractor::State::GetDisableLedgeGrabsActive
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uint8_t GameInteractor_GetDisableLedgeGrabsActive() {
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return GameInteractor::State::DisableLedgeGrabsActive;
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}
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// MARK: - GameInteractor::State::GetRandomWindActive
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uint8_t GameInteractor_GetRandomWindActive() {
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return GameInteractor::State::RandomWindActive;
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}
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// MARK: - GameInteractor::State::GetRandomBonksActive
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uint8_t GameInteractor_GetRandomBonksActive() {
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return GameInteractor::State::RandomBonksActive;
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}
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// MARK: - GameInteractor::State::GetSlipperyFloorActive
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uint8_t GameInteractor_GetSlipperyFloorActive() {
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return GameInteractor::State::SlipperyFloorActive;
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}
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// MARK: - GameInteractor::State::SecondCollisionUpdate
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uint8_t GameInteractor_SecondCollisionUpdate() {
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return GameInteractor::State::SecondCollisionUpdate;
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}
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// MARK: - GameInteractor::State::TriforceHuntPieceGiven
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void GameInteractor_SetTriforceHuntPieceGiven(uint8_t state) {
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GameInteractor::State::TriforceHuntPieceGiven = state;
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}
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// MARK: - GameInteractor::State::TriforceHuntCreditsWarpActive
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void GameInteractor_SetTriforceHuntCreditsWarpActive(uint8_t state) {
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GameInteractor::State::TriforceHuntCreditsWarpActive = state;
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}
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