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https://github.com/HarbourMasters/Shipwright.git
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Difficulty: SwitchTimerMultiplier (#5555)
* Difficulty: FireTimerMultiplier Introduces slider to adjust timer on fire walls resetting switches * rename, add more timers * also shadow trial, dampe race, deku water * avoid decrementing timer to 0, which with BgMizu can cause timer to go below 0 & break * gtg eye statue * also scale torches * tooltip * Limit difficulty: torches stop at -3 & shadow temple torch puzzle stops at -4 * put timer condition as should when convenient
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12 changed files with 80 additions and 12 deletions
29
soh/soh/Enhancements/SwitchTimerMultiplier.cpp
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29
soh/soh/Enhancements/SwitchTimerMultiplier.cpp
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@ -0,0 +1,29 @@
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/ShipInit.hpp"
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extern "C" {
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extern PlayState* gPlayState;
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}
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void RegisterSwitchTimerMultiplier() {
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COND_VB_SHOULD(VB_SWITCH_TIMER_TICK, CVarGetInteger(CVAR_ENHANCEMENT("SwitchTimerMultiplier"), 0) != 0, {
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int multiplier = CVarGetInteger(CVAR_ENHANCEMENT("SwitchTimerMultiplier"), 0);
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if (multiplier != 0) {
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Actor* actor = va_arg(args, Actor*);
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if (multiplier < -3 && actor->id == ACTOR_OBJ_SYOKUDAI) {
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multiplier = -3;
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} else if (multiplier < -4 && actor->id == ACTOR_BG_GND_DARKMEIRO) {
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multiplier = -4;
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}
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if (multiplier > 0 && gPlayState->gameplayFrames % (multiplier + 1) != 0) {
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*should = false;
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} else if (gPlayState->gameplayFrames % (6 + multiplier) == 0) {
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s16* timer = va_arg(args, s16*);
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*timer -= *timer > 1;
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}
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}
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});
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}
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static RegisterShipInitFunc initFunc(RegisterSwitchTimerMultiplier, { CVAR_ENHANCEMENT("SwitchTimerMultiplier") });
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@ -2000,6 +2000,15 @@ typedef enum {
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// - `*ShotSun`
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VB_SPAWN_SONG_FAIRY,
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// #### `result`
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// ```c
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// varies, never set should to true
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// ```
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// #### `args`
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// - `*Actor`
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// - `*s16` - timer value
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VB_SWITCH_TIMER_TICK,
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// #### `result`
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// ```c
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// (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->heldActor != NULL) &&
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@ -1123,6 +1123,11 @@ void SohMenu::AddMenuEnhancements() {
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.Options(CheckboxOptions().Tooltip("Dying will delete your file.\n\n" ICON_FA_EXCLAMATION_TRIANGLE
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" WARNING " ICON_FA_EXCLAMATION_TRIANGLE
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"\nTHIS IS NOT REVERSIBLE!\nUSE AT YOUR OWN RISK!"));
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AddWidget(path, "Switch Timer Multiplier", WIDGET_CVAR_SLIDER_INT)
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.CVar(CVAR_ENHANCEMENT("SwitchTimerMultiplier"))
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.Options(IntSliderOptions().Min(-5).Max(5).DefaultValue(0).Format("%+d").Tooltip(
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"-5 will be half as much time, +5 will be 6x as much time. Affects timed switches, torches, GTG statue "
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"eyes, & doors in race with Dampe."));
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AddWidget(path, "Always Win Goron Pot", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_ENHANCEMENT("GoronPot"))
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.Options(CheckboxOptions().Tooltip("Always get the Heart Piece/Purple Rupee from the Spinning Goron Pot."));
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@ -6,6 +6,7 @@
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#include "z_bg_gnd_darkmeiro.h"
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#include "objects/object_demo_kekkai/object_demo_kekkai.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@ -115,7 +116,9 @@ void BgGndDarkmeiro_UpdateBlockTimer(BgGndDarkmeiro* this, PlayState* play) {
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if (Flags_GetSwitch(play, ((this->dyna.actor.params >> 8) & 0x3F) + 1)) {
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if (this->actionFlags & 4) {
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if (this->timer1 > 0) {
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this->timer1--;
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, true, this, &this->timer1)) {
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this->timer1--;
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}
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} else {
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Flags_UnsetSwitch(play, ((this->dyna.actor.params >> 8) & 0x3F) + 1);
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this->actionFlags &= ~4;
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@ -131,7 +134,9 @@ void BgGndDarkmeiro_UpdateBlockTimer(BgGndDarkmeiro* this, PlayState* play) {
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if (Flags_GetSwitch(play, ((this->dyna.actor.params >> 8) & 0x3F) + 2)) {
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if (this->actionFlags & 8) {
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if (this->timer2 > 0) {
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this->timer2--;
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, true, &this->timer2)) {
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this->timer2--;
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}
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} else {
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Flags_UnsetSwitch(play, ((this->dyna.actor.params >> 8) & 0x3F) + 2);
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this->actionFlags &= ~8;
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@ -6,6 +6,7 @@
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#include "z_bg_hidan_curtain.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@ -191,7 +192,10 @@ void BgHidanCurtain_TurnOff(BgHidanCurtain* this, PlayState* play) {
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}
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void BgHidanCurtain_WaitForTimer(BgHidanCurtain* this, PlayState* play) {
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DECR(this->timer);
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, true, this, &this->timer)) {
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DECR(this->timer);
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}
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if (this->timer == 0) {
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this->actionFunc = BgHidanCurtain_TurnOn;
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}
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@ -8,6 +8,7 @@
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#include "z_bg_hidan_fwbig.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_hidan_objects/object_hidan_objects.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@ -165,9 +166,10 @@ void BgHidanFwbig_Lower(BgHidanFwbig* this, PlayState* play) {
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}
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void BgHidanFwbig_WaitForTimer(BgHidanFwbig* this, PlayState* play) {
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if (this->timer != 0) {
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->timer != 0, this, &this->timer)) {
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this->timer--;
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}
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if (this->timer == 0) {
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this->actionFunc = BgHidanFwbig_Rise;
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}
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@ -6,6 +6,7 @@
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#include "z_bg_menkuri_eye.h"
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#include "objects/object_menkuri_objects/object_menkuri_objects.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS ACTOR_FLAG_DRAW_CULLING_DISABLED
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@ -90,7 +91,8 @@ void BgMenkuriEye_Update(Actor* thisx, PlayState* play) {
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if (!Flags_GetSwitch(play, this->actor.params)) {
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if (this->framesUntilDisable != -1) {
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if (this->framesUntilDisable != 0) {
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->framesUntilDisable != 0, this,
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&this->framesUntilDisable)) {
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this->framesUntilDisable -= 1;
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}
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if (this->framesUntilDisable == 0) {
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@ -1,5 +1,6 @@
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#include "z_bg_mizu_shutter.h"
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#include "objects/object_mizu_objects/object_mizu_objects.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@ -137,7 +138,9 @@ void BgMizuShutter_Move(BgMizuShutter* this, PlayState* play) {
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void BgMizuShutter_WaitForTimer(BgMizuShutter* this, PlayState* play) {
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if (this->timerMax != 0x3F * 20) {
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this->timer--;
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, true, this, &this->timer)) {
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this->timer--;
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}
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func_8002F994(&this->dyna.actor, this->timer);
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if (this->timer == 0) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_CLOSE);
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@ -6,6 +6,7 @@
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#include "z_bg_relay_objects.h"
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#include "objects/object_relay_objects/object_relay_objects.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@ -133,7 +134,7 @@ void func_808A90F4(BgRelayObjects* this, PlayState* play) {
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void func_808A91AC(BgRelayObjects* this, PlayState* play) {
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if (this->unk_169 != 5) {
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if (this->timer != 0) {
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->timer != 0, this, &this->timer)) {
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this->timer--;
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}
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func_8002F994(&this->dyna.actor, this->timer);
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@ -168,7 +169,7 @@ void BgRelayObjects_DoNothing(BgRelayObjects* this, PlayState* play) {
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}
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void func_808A932C(BgRelayObjects* this, PlayState* play) {
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if (this->timer != 0) {
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->timer != 0, &this->timer)) {
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this->timer--;
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}
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if (this->timer == 0) {
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@ -6,6 +6,7 @@
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#include "z_bg_ydan_hasi.h"
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#include "objects/object_ydan_objects/object_ydan_objects.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@ -126,9 +127,10 @@ void BgYdanHasi_MoveWater(BgYdanHasi* this, PlayState* play) {
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}
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void BgYdanHasi_DecWaterTimer(BgYdanHasi* this, PlayState* play) {
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if (this->timer != 0) {
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->timer != 0, this, &this->timer)) {
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this->timer--;
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}
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func_8002F994(&this->dyna.actor, this->timer);
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if (this->timer == 0) {
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this->actionFunc = BgYdanHasi_MoveWater;
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@ -145,9 +147,10 @@ void BgYdanHasi_SetupThreeBlocks(BgYdanHasi* this, PlayState* play) {
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}
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void BgYdanHasi_UpdateThreeBlocks(BgYdanHasi* this, PlayState* play) {
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if (this->timer != 0) {
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->timer != 0, this, &this->timer)) {
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this->timer--;
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}
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if (this->timer == 0) {
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 3.0f) != 0) {
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Flags_UnsetSwitch(play, this->type);
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@ -6,6 +6,7 @@
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#include "z_en_siofuki.h"
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#include "objects/object_siofuki/object_siofuki.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@ -188,7 +189,10 @@ void func_80AFC218(EnSiofuki* this, PlayState* play) {
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func_80AFBE8C(this, play);
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func_80AFC1D0(this, play);
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this->timer--;
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, true, this, &this->timer)) {
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this->timer--;
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}
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if (this->timer < 0) {
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Flags_UnsetSwitch(play, ((u16)this->dyna.actor.params >> 6) & 0x3F);
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switch (((u16)this->dyna.actor.params >> 0xC) & 0xF) {
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@ -8,6 +8,7 @@
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_syokudai/object_syokudai.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER)
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Collider_UpdateCylinder(&this->actor, &this->colliderFlame);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderFlame.base);
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if (this->litTimer > 0) {
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if (GameInteractor_Should(VB_SWITCH_TIMER_TICK, this->litTimer > 0, this, &this->litTimer)) {
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this->litTimer--;
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if ((this->litTimer == 0) && (torchType != 0)) {
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sLitTorchCount--;
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