Move some boss rush stuff from z_file_choose.c

This commit is contained in:
Pepe20129 2025-07-05 19:15:06 +02:00
parent 39b7f3af21
commit b529bb93c9
4 changed files with 186 additions and 166 deletions

View file

@ -1522,7 +1522,7 @@ typedef struct {
/* 0x34 */ s32 isEnabled;
} StickDirectionPrompt;
typedef struct {
typedef struct FileChooseContext {
/* 0x00000 */ GameState state;
/* 0x000A4 */ Vtx* windowVtx;
/* 0x000A8 */ u8* staticSegment;

View file

@ -2,6 +2,8 @@
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh_assets.h"
#include "soh/frame_interpolation.h"
#include <array>
#include <string>
@ -14,12 +16,17 @@ extern "C" {
#include "src/overlays/actors/ovl_Boss_Goma/z_boss_goma.h"
#include "src/overlays/actors/ovl_Boss_Mo/z_boss_mo.h"
#include "src/overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
extern PlayState* gPlayState;
Gfx* KaleidoScope_QuadTextureIA8(Gfx* gfx, void* texture, s16 width, s16 height, u16 point);
#include "src/overlays/gamestates/ovl_file_choose/file_choose.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "textures/icon_item_nes_static/icon_item_nes_static.h"
#include "textures/icon_item_ger_static/icon_item_ger_static.h"
#include "textures/icon_item_fra_static/icon_item_fra_static.h"
extern PlayState* gPlayState;
Gfx* KaleidoScope_QuadTextureIA8(Gfx* gfx, void* texture, s16 width, s16 height, u16 point);
void FileChoose_UpdateStickDirectionPromptAnim(GameState* thisx);
void FileChoose_DrawTextRec(GraphicsContext* gfxCtx, s32 r, s32 g, s32 b, s32 a, f32 x, f32 y, f32 z, s32 s, s32 t, f32 dx, f32 dy);
}
typedef enum {
@ -181,6 +188,174 @@ u8 BossRush_GetSettingOptionsAmount(u8 optionIndex) {
return static_cast<u8>(BossRushOptions[optionIndex].choices.size());
}
void FileChoose_UpdateBossRushMenu(GameState* gameState) {
static s8 sLastBossRushOptionIndex = -1;
static s8 sLastBossRushOptionValue = -1;
FileChoose_UpdateStickDirectionPromptAnim(gameState);
FileChooseContext* fileChooseContext = (FileChooseContext*)gameState;
Input* input = &fileChooseContext->state.input[0];
bool dpad = CVarGetInteger(CVAR_SETTING("DpadInText"), 0);
// Fade in elements after opening Boss Rush options menu
fileChooseContext->bossRushUIAlpha += 25;
if (fileChooseContext->bossRushUIAlpha > 255) {
fileChooseContext->bossRushUIAlpha = 255;
}
// Animate up/down arrows.
fileChooseContext->bossRushArrowOffset += 1;
if (fileChooseContext->bossRushArrowOffset >= 30) {
fileChooseContext->bossRushArrowOffset = 0;
}
// Move menu selection up or down.
if (ABS(fileChooseContext->stickRelY) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN | BTN_DUP))) {
// Move down
if (fileChooseContext->stickRelY < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN))) {
// When selecting past the last option, cycle back to the first option.
if ((fileChooseContext->bossRushIndex + 1) > BR_OPTIONS_MAX - 1) {
fileChooseContext->bossRushIndex = 0;
fileChooseContext->bossRushOffset = 0;
} else {
fileChooseContext->bossRushIndex++;
// When last visible option is selected when moving down, offset the list down by one.
if (fileChooseContext->bossRushIndex - fileChooseContext->bossRushOffset > BOSSRUSH_MAX_OPTIONS_ON_SCREEN - 1) {
fileChooseContext->bossRushOffset++;
}
}
} else if (fileChooseContext->stickRelY > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DUP))) {
// When selecting past the first option, cycle back to the last option and offset the list to view it
// properly.
if ((fileChooseContext->bossRushIndex - 1) < 0) {
fileChooseContext->bossRushIndex = BR_OPTIONS_MAX - 1;
fileChooseContext->bossRushOffset = fileChooseContext->bossRushIndex - BOSSRUSH_MAX_OPTIONS_ON_SCREEN + 1;
} else {
// When first visible option is selected when moving up, offset the list up by one.
if (fileChooseContext->bossRushIndex - fileChooseContext->bossRushOffset == 0) {
fileChooseContext->bossRushOffset--;
}
fileChooseContext->bossRushIndex--;
}
}
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
// Cycle through choices for currently selected option.
if (ABS(fileChooseContext->stickRelX) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT | BTN_DRIGHT))) {
if (fileChooseContext->stickRelX > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DRIGHT))) {
// If exceeding the amount of choices for the selected option, cycle back to the first.
if ((gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex] + 1) ==
BossRush_GetSettingOptionsAmount(fileChooseContext->bossRushIndex)) {
gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex] = 0;
} else {
gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex]++;
}
} else if (fileChooseContext->stickRelX < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT))) {
// If cycling back when already at the first choice for the selected option, cycle back to the last choice.
if ((gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex] - 1) < 0) {
gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex] =
BossRush_GetSettingOptionsAmount(fileChooseContext->bossRushIndex) - 1;
} else {
gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex]--;
}
}
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
if (sLastBossRushOptionIndex != fileChooseContext->bossRushIndex ||
sLastBossRushOptionValue != gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex]) {
GameInteractor_ExecuteOnUpdateFileBossRushOptionSelection(
fileChooseContext->bossRushIndex, gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex]);
sLastBossRushOptionIndex = fileChooseContext->bossRushIndex;
sLastBossRushOptionValue = gSaveContext.ship.quest.data.bossRush.options[fileChooseContext->bossRushIndex];
}
if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
fileChooseContext->configMode = CM_BOSS_RUSH_TO_QUEST;
return;
}
// Load into the game.
if (CHECK_BTN_ALL(input->press.button, BTN_START) || CHECK_BTN_ALL(input->press.button, BTN_A)) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
fileChooseContext->buttonIndex = 0xFE;
fileChooseContext->menuMode = FS_MENU_MODE_SELECT;
fileChooseContext->selectMode = SM_FADE_OUT;
fileChooseContext->prevConfigMode = fileChooseContext->configMode;
return;
}
}
void FileChoose_DrawBossRushMenuWindowContents(FileChooseContext* fileChooseContext) {
OPEN_DISPS(fileChooseContext->state.gfxCtx);
uint8_t language = (gSaveContext.language == LANGUAGE_JPN) ? LANGUAGE_ENG : gSaveContext.language;
uint8_t listOffset = fileChooseContext->bossRushOffset;
uint8_t textAlpha = fileChooseContext->bossRushUIAlpha;
// Draw arrows to indicate that the list can scroll up or down.
// Arrow up
if (listOffset > 0) {
uint16_t arrowUpX = 140;
uint16_t arrowUpY = 76 - (fileChooseContext->bossRushArrowOffset / 10);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowUpTex, G_IM_FMT_IA, G_IM_SIZ_16b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(POLY_OPA_DISP++, arrowUpX << 2, arrowUpY << 2, (arrowUpX + 8) << 2,
(arrowUpY + 8) << 2, G_TX_RENDERTILE, 0, 0, (1 << 11), (1 << 11));
}
// Arrow down
if (BR_OPTIONS_MAX - listOffset > BOSSRUSH_MAX_OPTIONS_ON_SCREEN) {
uint16_t arrowDownX = 140;
uint16_t arrowDownY = 181 + (fileChooseContext->bossRushArrowOffset / 10);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowDownTex, G_IM_FMT_IA, G_IM_SIZ_16b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(POLY_OPA_DISP++, arrowDownX << 2, arrowDownY << 2, (arrowDownX + 8) << 2,
(arrowDownY + 8) << 2, G_TX_RENDERTILE, 0, 0, (1 << 11), (1 << 11));
}
// Draw options. There's more options than what fits on the screen, so the visible options
// depend on the current offset of the list. Currently selected option pulses in
// color and has arrows surrounding the option.
for (uint8_t i = listOffset; i - listOffset < BOSSRUSH_MAX_OPTIONS_ON_SCREEN; i++) {
uint16_t textYOffset = (i - listOffset) * 16;
// Option name.
Interface_DrawTextLine(fileChooseContext->state.gfxCtx, (char*)BossRush_GetSettingName(i, language), 65, (87 + textYOffset),
255, 255, 80, textAlpha, 0.8f, true);
// Selected choice for option.
uint16_t finalKerning = Interface_DrawTextLine(
fileChooseContext->state.gfxCtx,
(char*)BossRush_GetSettingChoiceName(i, gSaveContext.ship.quest.data.bossRush.options[i], language), 165,
(87 + textYOffset), 255, 255, 255, textAlpha, 0.8f, true);
// Draw arrows around selected option.
if (fileChooseContext->bossRushIndex == i) {
Gfx_SetupDL_39Opa(fileChooseContext->state.gfxCtx);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowCursorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 24, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 4, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
FileChoose_DrawTextRec(fileChooseContext->state.gfxCtx, fileChooseContext->stickLeftPrompt.arrowColorR,
fileChooseContext->stickLeftPrompt.arrowColorG, fileChooseContext->stickLeftPrompt.arrowColorB, textAlpha,
160, (92 + textYOffset), 0.42f, 0, 0, -1.0f, 1.0f);
FileChoose_DrawTextRec(fileChooseContext->state.gfxCtx, fileChooseContext->stickRightPrompt.arrowColorR,
fileChooseContext->stickRightPrompt.arrowColorG, fileChooseContext->stickRightPrompt.arrowColorB,
textAlpha, (171 + finalKerning), (92 + textYOffset), 0.42f, 0, 0, 1.0f, 1.0f);
}
}
CLOSE_DISPS(fileChooseContext->state.gfxCtx);
}
void BossRush_SpawnBlueWarps(PlayState* play) {
// Spawn blue warps in Chamber of Sages based on what bosses have been defeated.
@ -383,7 +558,7 @@ void BossRush_HandleCompleteBoss(PlayState* play) {
}
}
void BossRush_InitSave() {
extern "C" void BossRush_InitSave() {
// Set player name to Lonk for the few textboxes that show up during Boss Rush. Player can't input their own name.
std::array<char, 8> brPlayerName = { 21, 50, 49, 46, 62, 62, 62, 62 };

View file

@ -5,6 +5,11 @@
#ifdef __cplusplus
extern "C" {
#endif
struct GameState;
struct FileChooseContext;
void FileChoose_UpdateBossRushMenu(struct GameState* gameState);
void FileChoose_DrawBossRushMenuWindowContents(struct FileChooseContext* fileChooseContext);
const char* BossRush_GetSettingName(u8 optionIndex, u8 language);
const char* BossRush_GetSettingChoiceName(u8 optionIndex, u8 choiceIndex, u8 language);
u8 BossRush_GetSettingOptionsAmount(u8 optionIndex);

View file

@ -1398,110 +1398,6 @@ void FileChoose_UpdateQuestMenu(GameState* thisx) {
}
}
static s8 sLastBossRushOptionIndex = -1;
static s8 sLastBossRushOptionValue = -1;
void FileChoose_UpdateBossRushMenu(GameState* thisx) {
FileChoose_UpdateStickDirectionPromptAnim(thisx);
FileChooseContext* this = (FileChooseContext*)thisx;
Input* input = &this->state.input[0];
bool dpad = CVarGetInteger(CVAR_SETTING("DpadInText"), 0);
// Fade in elements after opening Boss Rush options menu
this->bossRushUIAlpha += 25;
if (this->bossRushUIAlpha > 255) {
this->bossRushUIAlpha = 255;
}
// Animate up/down arrows.
this->bossRushArrowOffset += 1;
if (this->bossRushArrowOffset >= 30) {
this->bossRushArrowOffset = 0;
}
// Move menu selection up or down.
if (ABS(this->stickRelY) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN | BTN_DUP))) {
// Move down
if (this->stickRelY < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN))) {
// When selecting past the last option, cycle back to the first option.
if ((this->bossRushIndex + 1) > BR_OPTIONS_MAX - 1) {
this->bossRushIndex = 0;
this->bossRushOffset = 0;
} else {
this->bossRushIndex++;
// When last visible option is selected when moving down, offset the list down by one.
if (this->bossRushIndex - this->bossRushOffset > BOSSRUSH_MAX_OPTIONS_ON_SCREEN - 1) {
this->bossRushOffset++;
}
}
} else if (this->stickRelY > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DUP))) {
// When selecting past the first option, cycle back to the last option and offset the list to view it
// properly.
if ((this->bossRushIndex - 1) < 0) {
this->bossRushIndex = BR_OPTIONS_MAX - 1;
this->bossRushOffset = this->bossRushIndex - BOSSRUSH_MAX_OPTIONS_ON_SCREEN + 1;
} else {
// When first visible option is selected when moving up, offset the list up by one.
if (this->bossRushIndex - this->bossRushOffset == 0) {
this->bossRushOffset--;
}
this->bossRushIndex--;
}
}
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
// Cycle through choices for currently selected option.
if (ABS(this->stickRelX) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT | BTN_DRIGHT))) {
if (this->stickRelX > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DRIGHT))) {
// If exceeding the amount of choices for the selected option, cycle back to the first.
if ((gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex] + 1) ==
BossRush_GetSettingOptionsAmount(this->bossRushIndex)) {
gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex] = 0;
} else {
gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex]++;
}
} else if (this->stickRelX < -30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT))) {
// If cycling back when already at the first choice for the selected option, cycle back to the last choice.
if ((gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex] - 1) < 0) {
gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex] =
BossRush_GetSettingOptionsAmount(this->bossRushIndex) - 1;
} else {
gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex]--;
}
}
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
if (sLastBossRushOptionIndex != this->bossRushIndex ||
sLastBossRushOptionValue != gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex]) {
GameInteractor_ExecuteOnUpdateFileBossRushOptionSelection(
this->bossRushIndex, gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex]);
sLastBossRushOptionIndex = this->bossRushIndex;
sLastBossRushOptionValue = gSaveContext.ship.quest.data.bossRush.options[this->bossRushIndex];
}
if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
this->configMode = CM_BOSS_RUSH_TO_QUEST;
return;
}
// Load into the game.
if (CHECK_BTN_ALL(input->press.button, BTN_START) || CHECK_BTN_ALL(input->press.button, BTN_A)) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->buttonIndex = 0xFE;
this->menuMode = FS_MENU_MODE_SELECT;
this->selectMode = SM_FADE_OUT;
this->prevConfigMode = this->configMode;
return;
}
}
void FileChoose_UpdateRandomizerMenu(GameState* thisx) {
FileChoose_UpdateStickDirectionPromptAnim(thisx);
FileChooseContext* this = (FileChooseContext*)thisx;
@ -2590,63 +2486,7 @@ void FileChoose_DrawWindowContents(GameState* thisx) {
break;
}
} else if (this->configMode == CM_BOSS_RUSH_MENU) {
uint8_t language = (gSaveContext.language == LANGUAGE_JPN) ? LANGUAGE_ENG : gSaveContext.language;
uint8_t listOffset = this->bossRushOffset;
uint8_t textAlpha = this->bossRushUIAlpha;
// Draw arrows to indicate that the list can scroll up or down.
// Arrow up
if (listOffset > 0) {
uint16_t arrowUpX = 140;
uint16_t arrowUpY = 76 - (this->bossRushArrowOffset / 10);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowUpTex, G_IM_FMT_IA, G_IM_SIZ_16b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(POLY_OPA_DISP++, arrowUpX << 2, arrowUpY << 2, (arrowUpX + 8) << 2,
(arrowUpY + 8) << 2, G_TX_RENDERTILE, 0, 0, (1 << 11), (1 << 11));
}
// Arrow down
if (BR_OPTIONS_MAX - listOffset > BOSSRUSH_MAX_OPTIONS_ON_SCREEN) {
uint16_t arrowDownX = 140;
uint16_t arrowDownY = 181 + (this->bossRushArrowOffset / 10);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowDownTex, G_IM_FMT_IA, G_IM_SIZ_16b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(POLY_OPA_DISP++, arrowDownX << 2, arrowDownY << 2, (arrowDownX + 8) << 2,
(arrowDownY + 8) << 2, G_TX_RENDERTILE, 0, 0, (1 << 11), (1 << 11));
}
// Draw options. There's more options than what fits on the screen, so the visible options
// depend on the current offset of the list. Currently selected option pulses in
// color and has arrows surrounding the option.
for (uint8_t i = listOffset; i - listOffset < BOSSRUSH_MAX_OPTIONS_ON_SCREEN; i++) {
uint16_t textYOffset = (i - listOffset) * 16;
// Option name.
Interface_DrawTextLine(this->state.gfxCtx, BossRush_GetSettingName(i, language), 65, (87 + textYOffset),
255, 255, 80, textAlpha, 0.8f, true);
// Selected choice for option.
uint16_t finalKerning = Interface_DrawTextLine(
this->state.gfxCtx,
BossRush_GetSettingChoiceName(i, gSaveContext.ship.quest.data.bossRush.options[i], language), 165,
(87 + textYOffset), 255, 255, 255, textAlpha, 0.8f, true);
// Draw arrows around selected option.
if (this->bossRushIndex == i) {
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPLoadTextureBlock(POLY_OPA_DISP++, gArrowCursorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 24, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 4, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickLeftPrompt.arrowColorR,
this->stickLeftPrompt.arrowColorG, this->stickLeftPrompt.arrowColorB, textAlpha,
160, (92 + textYOffset), 0.42f, 0, 0, -1.0f, 1.0f);
FileChoose_DrawTextRec(this->state.gfxCtx, this->stickRightPrompt.arrowColorR,
this->stickRightPrompt.arrowColorG, this->stickRightPrompt.arrowColorB,
textAlpha, (171 + finalKerning), (92 + textYOffset), 0.42f, 0, 0, 1.0f, 1.0f);
}
}
FileChoose_DrawBossRushMenuWindowContents(this);
} else if (this->configMode == CM_RANDOMIZER_SETTINGS_MENU) {
uint8_t language = (gSaveContext.language == LANGUAGE_JPN) ? LANGUAGE_ENG : gSaveContext.language;
uint8_t textAlpha = this->randomizerUIAlpha;