add honey and darling no sword fixes

This commit is contained in:
LittleCube 2024-10-18 17:25:43 -04:00
parent 1ba9c43f2e
commit e6abf56437
1 changed files with 18 additions and 2 deletions

View File

@ -541,6 +541,13 @@ RECOMP_EXPORT void recomp_set_no_bow_epona_fix(bool new_val) {
no_bow_epona_fix = new_val;
}
bool h_and_d_no_sword_fix = false;
// @recomp_export void recomp_set_h_and_d_no_sword_fix(bool new_val): Set whether to enable the fix for playing Honey and Darling without a sword.
RECOMP_EXPORT void recomp_set_h_and_d_no_sword_fix(bool new_val) {
h_and_d_no_sword_fix = new_val;
}
extern s16 sPictoState;
extern s16 sPictoPhotoBeingTaken;
extern void* gWorkBuffer;
@ -549,6 +556,9 @@ u16 func_801A5100(void);
#define ON_EPONA (player->stateFlags1 & PLAYER_STATE1_800000)
#define EPONA_FIX_ACTIVE (no_bow_epona_fix && ON_EPONA)
#define AT_H_AND_D (play->sceneId == SCENE_BOWLING)
#define H_AND_D_FIX_ACTIVE (h_and_d_no_sword_fix && AT_H_AND_D)
// @recomp Patched to update status of extra buttons via set_extra_item_slot_status.
RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
@ -689,6 +699,9 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
} else {
BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW;
}
if (h_and_d_no_sword_fix) {
BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED;
}
BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
@ -707,7 +720,7 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
if (play->unk_1887C >= 2) {
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 && !H_AND_D_FIX_ACTIVE) {
// @recomp_use_export_var no_bow_epona_fix: Part of the no bow Epona fix.
if (EPONA_FIX_ACTIVE) {
gSaveContext.buttonStatus[EQUIP_SLOT_B] = BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B);
@ -732,7 +745,7 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
}
// @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) {
if ((!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) && !H_AND_D_FIX_ACTIVE) {
BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
@ -758,6 +771,9 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
Interface_SetHudVisibility(HUD_VISIBILITY_A_B_MINIMAP);
} else if (ON_EPONA) {
Interface_SetHudVisibility(HUD_VISIBILITY_A_B_MINIMAP);
} else if (H_AND_D_FIX_ACTIVE) {
Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
Interface_SetHudVisibility(HUD_VISIBILITY_B);
}
}
} else if (sPictoState != PICTO_BOX_STATE_OFF) {