Add exports for fd anywhere and epona fix patches (#494)

* add exports for fd anywhere and epona fix patches

* use better logic for restoreHudVisibility

* cleanup

* fix a couple edge cases (being sent the bow while riding Epona)
This commit is contained in:
LittleCube 2024-10-13 00:02:08 -04:00 committed by Mr-Wiseguy
parent 8c8f5b889f
commit 21ca074bf7
1 changed files with 78 additions and 17 deletions

View File

@ -534,6 +534,13 @@ RECOMP_PATCH void Player_Action_86(Player *this, PlayState *play) {
func_808550D0(play, this, this->unk_B10[4], this->unk_B10[5], (this->transformation == PLAYER_FORM_HUMAN) ? 0 : 1); func_808550D0(play, this, this->unk_B10[4], this->unk_B10[5], (this->transformation == PLAYER_FORM_HUMAN) ? 0 : 1);
} }
bool no_bow_epona_fix = false;
// @recomp_export void recomp_set_no_bow_epona_fix(bool new_val): Set whether to enable the fix for getting on Epona without a bow.
RECOMP_EXPORT void recomp_set_no_bow_epona_fix(bool new_val) {
no_bow_epona_fix = new_val;
}
extern s16 sPictoState; extern s16 sPictoState;
extern s16 sPictoPhotoBeingTaken; extern s16 sPictoPhotoBeingTaken;
extern void* gWorkBuffer; extern void* gWorkBuffer;
@ -603,16 +610,33 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
set_extra_item_slot_status(BTN_DISABLED); set_extra_item_slot_status(BTN_DISABLED);
} else { } else {
// @recomp_use_export_var no_bow_epona_fix: Part of the no bow Epona fix.
if (no_bow_epona_fix) {
if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_BOW) {
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW; BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW;
BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED;
}
} else {
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW;
}
if (play->unk_1887C >= 2) { if (play->unk_1887C >= 2) {
Interface_LoadItemIconImpl(play, EQUIP_SLOT_B); Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
} else if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_NONE) { } else if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_NONE) {
// @recomp_use_export_var no_bow_epona_fix: Part of the no bow Epona fix.
if (no_bow_epona_fix) {
gSaveContext.buttonStatus[EQUIP_SLOT_B] = BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B);
BUTTON_STATUS(EQUIP_SLOT_B) = BTN_DISABLED;
} else {
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_NONE; BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_NONE;
}
} else { } else {
Interface_LoadItemIconImpl(play, EQUIP_SLOT_B); Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
} }
// @recomp_use_export_var no_bow_epona_fix: If the B button does not contain a sword, don't disable the UI.
if (!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) < ITEM_SWORD_KOKIRI ||
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) > ITEM_SWORD_GILDED) {
BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
@ -620,6 +644,11 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
Interface_SetHudVisibility(HUD_VISIBILITY_A_HEARTS_MAGIC_MINIMAP_WITH_OVERWRITE); Interface_SetHudVisibility(HUD_VISIBILITY_A_HEARTS_MAGIC_MINIMAP_WITH_OVERWRITE);
} }
} }
}
if (BUTTON_STATUS(EQUIP_SLOT_B) == BTN_DISABLED && BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) {
BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED;
}
if (play->transitionMode != TRANS_MODE_OFF) { if (play->transitionMode != TRANS_MODE_OFF) {
Interface_SetHudVisibility(HUD_VISIBILITY_NONE); Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
@ -662,27 +691,51 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
set_extra_item_slot_status(BTN_DISABLED); set_extra_item_slot_status(BTN_DISABLED);
} else { } else {
// @recomp_use_export_var no_bow_epona_fix: Part of the no bow Epona fix.
if (no_bow_epona_fix) {
if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_BOW) {
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW; BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW;
BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED;
}
} else {
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW;
}
} }
if (play->unk_1887C >= 2) { if (play->unk_1887C >= 2) {
Interface_LoadItemIconImpl(play, EQUIP_SLOT_B); Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
} else if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_NONE) { } else if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_NONE) {
// @recomp_use_export_var no_bow_epona_fix: Part of the no bow Epona fix.
if (no_bow_epona_fix) {
gSaveContext.buttonStatus[EQUIP_SLOT_B] = BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B);
BUTTON_STATUS(EQUIP_SLOT_B) = BTN_DISABLED;
} else {
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_NONE; BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_NONE;
}
} else { } else {
Interface_LoadItemIconImpl(play, EQUIP_SLOT_B); Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
} }
if (BUTTON_STATUS(EQUIP_SLOT_B) == BTN_DISABLED) { if (BUTTON_STATUS(EQUIP_SLOT_B) == BTN_DISABLED) {
// @recomp_use_export_var no_bow_epona_fix: Don't enable the B button unless it is being used for the bow.
if (!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) {
BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED; BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED;
restoreHudVisibility = true;
} }
// @recomp_use_export_var no_bow_epona_fix: Don't restore hud visibility from Epona without a sword.
if (!no_bow_epona_fix || (player->stateFlags1 & PLAYER_STATE1_800000) == 0) {
restoreHudVisibility = true;
}
}
// @recomp_use_export_var no_bow_epona_fix: If the B button does not contain the bow, don't disable the UI.
if (!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) {
BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
set_extra_item_slot_status(BTN_DISABLED); set_extra_item_slot_status(BTN_DISABLED);
Interface_SetHudVisibility(HUD_VISIBILITY_A_HEARTS_MAGIC_MINIMAP_WITH_OVERWRITE); Interface_SetHudVisibility(HUD_VISIBILITY_A_HEARTS_MAGIC_MINIMAP_WITH_OVERWRITE);
}
if (play->transitionMode != TRANS_MODE_OFF) { if (play->transitionMode != TRANS_MODE_OFF) {
Interface_SetHudVisibility(HUD_VISIBILITY_NONE); Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
@ -802,6 +855,13 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
} }
} }
bool fd_anywhere = false;
// @recomp_export void recomp_set_fd_anywhere(bool new_val): Set whether the Fierce Deity's Mask has scene restrictions.
RECOMP_EXPORT void recomp_set_fd_anywhere(bool new_val) {
fd_anywhere = new_val;
}
/** /**
* A continuation of the if-else chain from Interface_UpdateButtonsPart1 * A continuation of the if-else chain from Interface_UpdateButtonsPart1
* Also used directly when opening the pause menu i.e. skips part 1 * Also used directly when opening the pause menu i.e. skips part 1
@ -1181,7 +1241,8 @@ RECOMP_PATCH void Interface_UpdateButtonsPart2(PlayState* play) {
} }
} else if (GET_CUR_FORM_BTN_ITEM(i) == ITEM_MASK_FIERCE_DEITY) { } else if (GET_CUR_FORM_BTN_ITEM(i) == ITEM_MASK_FIERCE_DEITY) {
// Fierce Deity's Mask is equipped // Fierce Deity's Mask is equipped
if ((play->sceneId != SCENE_MITURIN_BS) && (play->sceneId != SCENE_HAKUGIN_BS) && // @recomp_use_export_var fd_anywhere: Allow the player to use the Fierce Deity's Mask anywhere if mods enable it.
if (!fd_anywhere && (play->sceneId != SCENE_MITURIN_BS) && (play->sceneId != SCENE_HAKUGIN_BS) &&
(play->sceneId != SCENE_SEA_BS) && (play->sceneId != SCENE_INISIE_BS) && (play->sceneId != SCENE_SEA_BS) && (play->sceneId != SCENE_INISIE_BS) &&
(play->sceneId != SCENE_LAST_BS)) { (play->sceneId != SCENE_LAST_BS)) {
if (BUTTON_STATUS(i) != BTN_DISABLED) { if (BUTTON_STATUS(i) != BTN_DISABLED) {