[GameInteractor] Introduce GameFrameUpdate Hook and Migrate Cheats (#2554)

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David Chavez 2023-02-28 11:20:43 +01:00 committed by GitHub
commit c91a044d46
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 184 additions and 137 deletions

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@ -1,6 +1,7 @@
#include <string.h>
#include "global.h"
#include "vt.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
SpeedMeter D_801664D0;
struct_801664F0 D_801664F0;
@ -9,10 +10,6 @@ VisMono sMonoColors;
ViMode sViMode;
FaultClient sGameFaultClient;
u16 sLastButtonPressed;
int32_t warpTime = 0;
bool warped = false;
Vec3f playerPos;
int16_t playerYaw;
// Forward declared, because this in a C++ header.
int gfx_create_framebuffer(uint32_t width, uint32_t height);
@ -328,138 +325,9 @@ void GameState_Update(GameState* gameState) {
func_800C49F4(gfxCtx);
}
// -----------------------
// Cheats hooks
// -----------------------
// Inf Money
if (CVarGetInteger("gInfiniteMoney", 0) != 0) {
if (gSaveContext.rupees < CUR_CAPACITY(UPG_WALLET)) {
gSaveContext.rupees = CUR_CAPACITY(UPG_WALLET);
}
}
// Inf Health
if (CVarGetInteger("gInfiniteHealth", 0) != 0) {
if (gSaveContext.health < gSaveContext.healthCapacity) {
gSaveContext.health = gSaveContext.healthCapacity;
}
}
// Inf Ammo
if (CVarGetInteger("gInfiniteAmmo", 0) != 0) {
// Deku Sticks
if (AMMO(ITEM_STICK) < CUR_CAPACITY(UPG_STICKS)) {
AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
}
// Deku Nuts
if (AMMO(ITEM_NUT) < CUR_CAPACITY(UPG_NUTS)) {
AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
}
// Bombs
if (AMMO(ITEM_BOMB) < CUR_CAPACITY(UPG_BOMB_BAG)) {
AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
}
// Fairy Bow (Ammo)
if (AMMO(ITEM_BOW) < CUR_CAPACITY(UPG_QUIVER)) {
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
}
// Fairy Slingshot (Ammo)
if (AMMO(ITEM_SLINGSHOT) < CUR_CAPACITY(UPG_BULLET_BAG)) {
AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
}
// Bombchus (max: 50, no upgrades)
if (INV_CONTENT(ITEM_BOMBCHU) == ITEM_BOMBCHU && AMMO(ITEM_BOMBCHU) < 50) {
AMMO(ITEM_BOMBCHU) = 50;
}
}
// Inf Magic
if (CVarGetInteger("gInfiniteMagic", 0) != 0) {
if (gSaveContext.isMagicAcquired && gSaveContext.magic != (gSaveContext.isDoubleMagicAcquired + 1) * 0x30) {
gSaveContext.magic = (gSaveContext.isDoubleMagicAcquired + 1) * 0x30;
}
}
// Inf Nayru's Love Timer
if (CVarGetInteger("gInfiniteNayru", 0) != 0) {
gSaveContext.nayrusLoveTimer = 0x44B;
}
// Moon Jump On L
if (CVarGetInteger("gMoonJumpOnL", 0) != 0) {
if (gPlayState) {
Player* player = GET_PLAYER(gPlayState);
if (CHECK_BTN_ANY(gPlayState->state.input[0].cur.button, BTN_L)) {
player->actor.velocity.y = 6.34375f;
}
}
}
// Permanent infinite sword glitch (ISG)
if (CVarGetInteger("gEzISG", 0) != 0) {
if (gPlayState) {
Player* player = GET_PLAYER(gPlayState);
player->swordState = 1;
}
}
// Unrestricted Items
if (CVarGetInteger("gNoRestrictItems", 0) != 0) {
if (gPlayState) {
u8 sunsBackup = gPlayState->interfaceCtx.restrictions.sunsSong;
memset(&gPlayState->interfaceCtx.restrictions, 0, sizeof(gPlayState->interfaceCtx.restrictions));
gPlayState->interfaceCtx.restrictions.sunsSong = sunsBackup;
}
}
// Freeze Time
if (CVarGetInteger("gFreezeTime", 0) != 0) {
if (CVarGetInteger("gPrevTime", -1) == -1) {
CVarSetInteger("gPrevTime", gSaveContext.dayTime);
}
int32_t prevTime = CVarGetInteger("gPrevTime", gSaveContext.dayTime);
gSaveContext.dayTime = prevTime;
} else {
CVarSetInteger("gPrevTime", -1);
}
//Switches Link's age and respawns him at the last entrance he entered.
if (CVarGetInteger("gSwitchAge", 0) != 0) {
CVarSetInteger("gSwitchAge", 0);
if (gPlayState) {
playerPos = GET_PLAYER(gPlayState)->actor.world.pos;
playerYaw = GET_PLAYER(gPlayState)->actor.shape.rot.y;
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 11;
gSaveContext.nextTransitionType = 11;
warped = true;
if (gPlayState->linkAgeOnLoad == 1) {
gPlayState->linkAgeOnLoad = 0;
} else {
gPlayState->linkAgeOnLoad = 1;
}
}
}
if (gPlayState) {
if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransitionType == 255) {
GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
warped = false;
}
}
gSaveContext.language = CVarGetInteger("gLanguages", LANGUAGE_ENG);
GameInteractor_ExecuteOnGameFrameUpdate();
gameState->frames++;
}