|
| 1 | +#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" |
| 2 | +#include "soh/ShipInit.hpp" |
| 3 | +#include <spdlog/spdlog.h> |
| 4 | +#include <vector> |
| 5 | + |
| 6 | +extern "C" { |
| 7 | +#include "functions.h" |
| 8 | +#include "macros.h" |
| 9 | +#include "src/overlays/actors/ovl_En_Sw/z_en_sw.h" |
| 10 | + |
| 11 | +extern PlayState* gPlayState; |
| 12 | +} |
| 13 | + |
| 14 | +static constexpr int32_t CVAR_GSTARGETABLE_DEFAULT = 0; |
| 15 | +#define CVAR_GSTARGETABLE_NAME CVAR_CHEAT("GSTargetable") |
| 16 | +#define CVAR_GSTARGETABLE_VALUE CVarGetInteger(CVAR_GSTARGETABLE_NAME, CVAR_GSTARGETABLE_DEFAULT) |
| 17 | + |
| 18 | +static void OnActorInitGSTargetable(void* refActor) { |
| 19 | + EnSw* enSw = reinterpret_cast<EnSw*>(refActor); |
| 20 | + |
| 21 | + if (enSw->actor.naviEnemyId == 0x20) { |
| 22 | + // Enable Targeting this Gold Skulltula, if visible by default |
| 23 | + if (enSw->actor.scale.x >= 0.0139999995f) { |
| 24 | + enSw->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; |
| 25 | + } |
| 26 | + |
| 27 | + // By default Gold Skulltulas are categorized as NPCs (blue cursor) which feels wrong. |
| 28 | + // Change the category to Misc (green cursor) instead. |
| 29 | + // It might be possible to change the category to Enemy but doing so will likely affect Clear Rooms. |
| 30 | + Actor_ChangeCategory(gPlayState, &gPlayState->actorCtx, &enSw->actor, ACTORCAT_MISC); |
| 31 | + } |
| 32 | +} |
| 33 | + |
| 34 | +static void OnEnemyDefeatGSTargetable(void* refActor) { |
| 35 | + EnSw* enSw = reinterpret_cast<EnSw*>(refActor); |
| 36 | + |
| 37 | + if (enSw->actor.naviEnemyId == 0x20) { |
| 38 | + // Disable Targeting immediately when the Gold Skulltula is defeated (like regular Skullwalltulas) |
| 39 | + enSw->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; |
| 40 | + } |
| 41 | +} |
| 42 | + |
| 43 | +static void OnActorUpdateGSTargetable(void* refActor) { |
| 44 | + EnSw* enSw = reinterpret_cast<EnSw*>(refActor); |
| 45 | + |
| 46 | + // Handle Night GS Spawning/Despawning |
| 47 | + if ((enSw->actor.naviEnemyId == 0x20) && (((enSw->actor.params & 0xE000) >> 0xD) == 2) && |
| 48 | + (enSw->actor.colChkInfo.health > 0)) { |
| 49 | + if (enSw->actor.scale.x < 0.0139999995f) { |
| 50 | + // Night GS Despawn |
| 51 | + enSw->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; |
| 52 | + } |
| 53 | + if (enSw->actor.scale.x >= 0.0139999995f) { |
| 54 | + // Night GS Spawn |
| 55 | + enSw->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; |
| 56 | + } |
| 57 | + } |
| 58 | +} |
| 59 | + |
| 60 | +static void UpdateGSTargetable() { |
| 61 | + if (gPlayState != nullptr) { |
| 62 | + if (CVAR_GSTARGETABLE_VALUE) { |
| 63 | + SPDLOG_DEBUG("GSTargetable has been toggled on"); |
| 64 | + |
| 65 | + // Find all Gold Skulltulas that are in NPC category |
| 66 | + std::vector<Actor*> goldSkulltulasInNPCCategory; |
| 67 | + |
| 68 | + Actor* actorNPC = gPlayState->actorCtx.actorLists[ACTORCAT_NPC].head; |
| 69 | + while (actorNPC != nullptr) { |
| 70 | + if ((actorNPC->id == ACTOR_EN_SW) && (actorNPC->naviEnemyId == 0x20)) { |
| 71 | + goldSkulltulasInNPCCategory.push_back(actorNPC); |
| 72 | + } |
| 73 | + actorNPC = actorNPC->next; |
| 74 | + } |
| 75 | + |
| 76 | + // Move all NPC Gold Skulltulas to Misc category |
| 77 | + for (auto& actor : goldSkulltulasInNPCCategory) { |
| 78 | + Actor_ChangeCategory(gPlayState, &gPlayState->actorCtx, actor, ACTORCAT_MISC); |
| 79 | + } |
| 80 | + |
| 81 | + // Make all Gold Skulltulas in Misc category targetable, if visible |
| 82 | + Actor* actorMisc = gPlayState->actorCtx.actorLists[ACTORCAT_MISC].head; |
| 83 | + while (actorMisc != nullptr) { |
| 84 | + if ((actorMisc->id == ACTOR_EN_SW) && (actorMisc->naviEnemyId == 0x20) && |
| 85 | + (actorMisc->scale.x >= 0.0139999995f)) { |
| 86 | + actorMisc->flags |= ACTOR_FLAG_ATTENTION_ENABLED; |
| 87 | + } |
| 88 | + actorMisc = actorMisc->next; |
| 89 | + } |
| 90 | + } else { |
| 91 | + SPDLOG_DEBUG("GSTargetable has been toggled off"); |
| 92 | + |
| 93 | + // Make all Gold Skulltulas in NPC category not targetable |
| 94 | + Actor* actorNPC = gPlayState->actorCtx.actorLists[ACTORCAT_NPC].head; |
| 95 | + while (actorNPC != nullptr) { |
| 96 | + if ((actorNPC->id == ACTOR_EN_SW) && (actorNPC->naviEnemyId == 0x20)) { |
| 97 | + actorNPC->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; |
| 98 | + } |
| 99 | + actorNPC = actorNPC->next; |
| 100 | + } |
| 101 | + |
| 102 | + // Make all Gold Skulltulas in Misc category not targetable |
| 103 | + Actor* actorMisc = gPlayState->actorCtx.actorLists[ACTORCAT_MISC].head; |
| 104 | + while (actorMisc != nullptr) { |
| 105 | + if ((actorMisc->id == ACTOR_EN_SW) && (actorMisc->naviEnemyId == 0x20)) { |
| 106 | + actorMisc->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; |
| 107 | + } |
| 108 | + actorMisc = actorMisc->next; |
| 109 | + } |
| 110 | + } |
| 111 | + } |
| 112 | +} |
| 113 | + |
| 114 | +static void RegisterGSTargetable() { |
| 115 | + UpdateGSTargetable(); |
| 116 | + |
| 117 | + COND_ID_HOOK(OnActorInit, ACTOR_EN_SW, CVAR_GSTARGETABLE_VALUE, OnActorInitGSTargetable); |
| 118 | + COND_ID_HOOK(OnEnemyDefeat, ACTOR_EN_SW, CVAR_GSTARGETABLE_VALUE, OnEnemyDefeatGSTargetable); |
| 119 | + COND_ID_HOOK(OnActorUpdate, ACTOR_EN_SW, CVAR_GSTARGETABLE_VALUE, OnActorUpdateGSTargetable); |
| 120 | +} |
| 121 | + |
| 122 | +static RegisterShipInitFunc initFunc(RegisterGSTargetable, { CVAR_GSTARGETABLE_NAME }); |
0 commit comments