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3187564f5b
* Pause Warp Enhancement
This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu.
- Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature.
- Implement IsStateValid function for state validation.
- Implement ResetStateFlags function to reset all state flags to default values.
- Add InitiateWarp function to handle the initiation of warp sequences.
- Implement HandleWarpConfirmation function to confirm and execute warp actions.
- Implement HandleCooldowns function to manage various cooldown timers.
- Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality.
- Map warp song messages to in-game text messages.
* Warp Song Check
-Now if you do not have a warp song you won't be able to select the empty slot and still teleport.
* Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE
-When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel.
-Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state.
* Feedback Update
-A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open
-Moved pauswarp.c to the Enhancements folder
-Removed from graph.c
PR Change:
Changing to the main branch instead of sulu
* Feedback Update #2
-Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame
-Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function
-Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function
-Refactored the code some
* Linux Compile Issue
-Added a missing header that was causing a compile issue for linux
-Hopefully, it won't crash
* Minor Bug Fix
-Now link won't get soft locked when warping to the same location twice
* Update libultraship
* Revert "Update libultraship"
This reverts commit 746fc23479
.
* Bug Fix
-Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory.
* WIP
* Done unless I'm missing headers
* now we done
* clean up, these arn't needed anymore
* Rename OnPauseMenu to OnKaleidoUpdate
93 lines
2.8 KiB
C
93 lines
2.8 KiB
C
#include "custom-message/CustomMessageTypes.h"
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#include "global.h"
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#include "z64.h"
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#include "game-interactor/GameInteractor.h"
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static const int songMessageMap[] = {
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TEXT_WARP_MINUET_OF_FOREST,
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TEXT_WARP_BOLERO_OF_FIRE,
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TEXT_WARP_SERENADE_OF_WATER,
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TEXT_WARP_REQUIEM_OF_SPIRIT,
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TEXT_WARP_NOCTURNE_OF_SHADOW,
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TEXT_WARP_PRELUDE_OF_LIGHT
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};
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static const int ocarinaSongMap[] = {
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OCARINA_SONG_MINUET,
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OCARINA_SONG_BOLERO,
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OCARINA_SONG_SERENADE,
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OCARINA_SONG_REQUIEM,
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OCARINA_SONG_NOCTURNE,
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OCARINA_SONG_PRELUDE
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};
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static const int entranceIndexMap[] = {
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ENTR_SACRED_FOREST_MEADOW_2, // Minuet
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ENTR_DEATH_MOUNTAIN_CRATER_4, // Bolero
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ENTR_LAKE_HYLIA_8, // Serenade
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ENTR_DESERT_COLOSSUS_5, // Requiem
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ENTR_GRAVEYARD_7, // Nocturne
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ENTR_TEMPLE_OF_TIME_7 // Prelude
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};
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static const int songAudioMap[] = {
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NA_BGM_OCA_MINUET,
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NA_BGM_OCA_BOLERO,
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NA_BGM_OCA_SERENADE,
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NA_BGM_OCA_REQUIEM,
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NA_BGM_OCA_NOCTURNE,
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NA_BGM_OCA_LIGHT
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};
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static bool isWarpActive = false;
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void PauseWarp_Execute() {
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if (!isWarpActive || gPlayState->msgCtx.msgMode != MSGMODE_NONE) {
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return;
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}
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isWarpActive = false;
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GET_PLAYER(gPlayState)->stateFlags1 &= ~PLAYER_STATE1_IN_CUTSCENE;
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if (gPlayState->msgCtx.choiceIndex != 0) {
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return;
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}
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if (IS_RANDO) {
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Entrance_SetWarpSongEntrance();
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return;
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}
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gPlayState->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
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for (int i = 0; i < ARRAY_COUNT(ocarinaSongMap); i++) {
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if (gPlayState->msgCtx.lastPlayedSong == ocarinaSongMap[i]) {
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gPlayState->nextEntranceIndex = entranceIndexMap[i];
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return;
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}
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}
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gPlayState->transitionTrigger = TRANS_TRIGGER_OFF;
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}
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void ActivateWarp(PauseContext* pauseCtx, int song) {
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Audio_OcaSetInstrument(0);
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Interface_SetDoAction(gPlayState, DO_ACTION_NONE);
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pauseCtx->state = 0x12;
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WREG(2) = -6240;
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func_800F64E0(0);
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pauseCtx->unk_1E4 = 0;
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int idx = song - QUEST_SONG_MINUET;
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gPlayState->msgCtx.lastPlayedSong = ocarinaSongMap[idx];
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Audio_SetSoundBanksMute(0x20);
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Audio_PlayFanfare(songAudioMap[idx]);
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Message_StartTextbox(gPlayState, songMessageMap[idx], NULL);
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GET_PLAYER(gPlayState)->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE;
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isWarpActive = true;
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}
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void PauseWarp_HandleSelection() {
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if (gSaveContext.inventory.items[SLOT_OCARINA] != ITEM_NONE) {
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int aButtonPressed = CHECK_BTN_ALL(gPlayState->state.input->press.button, BTN_A);
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int song = gPlayState->pauseCtx.cursorPoint[PAUSE_QUEST];
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if (aButtonPressed && CHECK_QUEST_ITEM(song) && song >= QUEST_SONG_MINUET && song <= QUEST_SONG_PRELUDE) {
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ActivateWarp(&gPlayState->pauseCtx, song);
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}
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}
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}
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