Feature: Crowd Control Integration (#1568)

* Start effects

* Disable input to game when typing in console

* Add gravity support

* noUI placeholder

* Add rest of effects to console

* Remove z_play code

* Add rupee modification

* Add OneHit KO (#27)

* few fix and paper Link

* Better method and now use the reset flag

* Revert "Better method and now use the reset flag"

This reverts commit 2aafcc1df2.

* Revert "few fix and paper Link"

This reverts commit 65e76dcfee.

* Paper Link & few fixes (#28)

* Implement pacifist mode (#30)

* Implement cucco storm (#31)

* Add no UI functionality (#32)

* Enable CrowdControl on windows (#33)

* Use std::format and implement wallmaster

* Implement defense modifier

* Implement no_z and clean up

* Implement reverse controls

* Some fixes while testing CC connection

* Implement speed modifier and fix defese modifier

* Fail magic effects if magic is not acquired

* Fix queue system

* Implement rainstorm

* Some cleanup

* Use IS_ZERO to handle very low near zero values

* Split some effects

* Fix emptying magic

* Don’t run cucco on pre-rendered backgrounds

* Use correct method for updating ruppees

* Fix decreasing speed

* Remove old SDL stuff

* Remove old fixes

* Enable Crowd Control for both debug and release

* Add missing returns

* Cleanup event firing

* Further clean up on event firing

* Fix some bugs

* CC fixes and enemy spawning (#35)

* Fix icetraps

* Fix title screen

* Fix pause screen

* Fix death screen timer & Code cleanup

* Fix timer during textboxes

* Code cleanup

* Add: Multiple enemy spawning

* More enemies + more code cleanup (#36)

* Enums for returning effect states

* Add more enemies

* Update CrowdControl.cpp

* Remove enums from enemies

* Fix up flow for events (#37)

# Conflicts:
#	soh/soh/Enhancements/crowd-control/CrowdControl.cpp

* Fix spawn position of likelike

* CC temp enemy fixes (#38)

* Check for pause in pacifist and allow button presses (#39)

* Fix Pacifist mode (#41)

* First attempt pacifier fix

* Real fix for pacifist mode

* Comment

* Remove cutscene and long delay from cucco_storm (#40)

* Some PR Fixes

* Use standard types

* Handle JSON parsing error and free memory

* Add CC configuration file

* Add: Giving deku shield option. Fix: Giant Lonk (#42)

* Small stalfos fix (#43)

* Syntax Improvements (#44)

* Revert bools to uint32_t

* Add comment about bools

* Fix cucco storm, fix empty heart (#45)

* Protect commands vector with mutex

* prefix effects with chaosEffect (#46)

Co-authored-by: briaguya <briaguya@alice>

Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
This commit is contained in:
David Chavez 2022-09-28 04:41:17 +02:00 committed by GitHub
parent 87125ae334
commit 083ceb4423
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
18 changed files with 1531 additions and 47 deletions

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@ -1076,6 +1076,8 @@ void Interface_SetDoAction(GlobalContext* globalCtx, u16 action);
void Interface_SetNaviCall(GlobalContext* globalCtx, u16 naviCallState);
void Interface_LoadActionLabelB(GlobalContext* globalCtx, u16 action);
s32 Health_ChangeBy(GlobalContext* globalCtx, s16 healthChange);
void Health_GiveHearts(s16 hearts);
void Health_RemoveHearts(s16 hearts);
void Rupees_ChangeBy(s16 rupeeChange);
void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
void Magic_Fill(GlobalContext* globalCtx);
@ -1091,6 +1093,7 @@ f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
void Path_CopyLastPoint(Path* path, Vec3f* dest);
void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
u8 PlayerGrounded(Player* player);
void Player_SetBootData(GlobalContext* globalCtx, Player* player);
s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* player);
s32 Player_InCsMode(GlobalContext* globalCtx);
@ -1103,6 +1106,7 @@ void Player_SetModelGroup(Player* player, s32 modelGroup);
void func_8008EC70(Player* player);
void Player_SetEquipmentData(GlobalContext* globalCtx, Player* player);
void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* player, s32 item, s32 actionParam);
void func_80837C0C(GlobalContext* globalCtx, Player* this, s32 arg2, f32 arg3, f32 arg4, s16 arg5, s32 arg6);
void func_8008EDF0(Player* player);
void func_8008EE08(Player* player);
void func_8008EEAC(GlobalContext* globalCtx, Actor* actor);