Zelda64Recomp/patches/input.c

134 lines
3.4 KiB
C

#include "patches.h"
#include "input.h"
u32 sPlayerItemButtons[] = {
BTN_B,
BTN_CLEFT,
BTN_CDOWN,
BTN_CRIGHT,
};
u32 prev_item_buttons = 0;
u32 cur_item_buttons = 0;
u32 pressed_item_buttons = 0;
u32 released_item_buttons = 0;
typedef enum {
EQUIP_SLOT_EX_DEKU = -2,
EQUIP_SLOT_EX_GORON = -3,
EQUIP_SLOT_EX_ZORA = -4,
EQUIP_SLOT_EX_OCARINA = -5
} EquipSlotEx;
void GameState_GetInput(GameState* gameState) {
PadMgr_GetInput(gameState->input, true);
prev_item_buttons = cur_item_buttons;
recomp_get_item_inputs(&cur_item_buttons);
u32 button_diff = prev_item_buttons ^ cur_item_buttons;
pressed_item_buttons = cur_item_buttons & button_diff;
released_item_buttons = prev_item_buttons & button_diff;
}
struct SlotMap {
u32 button;
EquipSlotEx slot;
};
struct SlotMap exSlotMapping[] = {
{BTN_DLEFT, EQUIP_SLOT_EX_GORON},
{BTN_DRIGHT, EQUIP_SLOT_EX_ZORA},
{BTN_DUP, EQUIP_SLOT_EX_DEKU},
{BTN_DDOWN, EQUIP_SLOT_EX_OCARINA},
};
// D-Pad items
// TODO restore this once UI is made
// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
/*
EquipSlot func_8082FDC4(void) {
EquipSlot i;
for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) {
if (pressed_item_buttons & exSlotMapping[mapping_index].button) {
return (EquipSlot)exSlotMapping[mapping_index].slot;
}
}
for (i = 0; i < ARRAY_COUNT(sPlayerItemButtons); i++) {
if (CHECK_BTN_ALL(pressed_item_buttons, sPlayerItemButtons[i])) {
break;
}
}
return i;
}
ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
if (slot >= EQUIP_SLOT_A) {
return ITEM_NONE;
}
if (slot <= EQUIP_SLOT_EX_DEKU) {
ItemId dpad_item = ITEM_NONE;
switch ((EquipSlotEx)slot) {
case EQUIP_SLOT_EX_DEKU:
dpad_item = ITEM_MASK_DEKU;
break;
case EQUIP_SLOT_EX_GORON:
dpad_item = ITEM_MASK_GORON;
break;
case EQUIP_SLOT_EX_ZORA:
dpad_item = ITEM_MASK_ZORA;
break;
case EQUIP_SLOT_EX_OCARINA:
dpad_item = ITEM_OCARINA_OF_TIME;
break;
}
if ((dpad_item != ITEM_NONE) && (INV_CONTENT(dpad_item) == dpad_item)) {
recomp_printf("Used dpad item %d\n", dpad_item);
return dpad_item;
}
else {
return ITEM_NONE;
}
}
if (slot == EQUIP_SLOT_B) {
ItemId item = Inventory_GetBtnBItem(play);
if (item >= ITEM_FD) {
return item;
}
if ((player->currentMask == PLAYER_MASK_BLAST) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_EXPLODE)) {
return ITEM_F0;
}
if ((player->currentMask == PLAYER_MASK_BREMEN) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_MARCH)) {
return ITEM_F1;
}
if ((player->currentMask == PLAYER_MASK_KAMARO) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_DANCE)) {
return ITEM_F2;
}
return item;
}
if (slot == EQUIP_SLOT_C_LEFT) {
return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
}
if (slot == EQUIP_SLOT_C_DOWN) {
return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
}
// EQUIP_SLOT_C_RIGHT
return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
}
*/