Files
EbloandGitHub 64ebfa222e [Enhancement] Two-handed sword spin attacks (#679)
* Enhancement to enable magic for 2-handed swords

Create a new magic charge size for the two-handed swords
Add utility method for determining if the held item's button is being pressed, not just B

* Clean up two-handed sword spin attacks

Add hook for thunder matrix transformation, move that logic into TwoHandedSwordSpinAttack
Move held item button press function into TwoHandedSwordSpinAttack.cpp
Add enhancement to the searchable menu
Clean up logic for magic spin attack form check
Use variadic args for hooks

* Remove redundant includes from TwoHandedSwordSpinAttack.cpp

* Use extern on TwoHandedSwordSpinAttack structs
2024-10-10 14:38:51 -05:00

400 lines
15 KiB
C++

#ifndef GAME_INTERACTOR_H
#define GAME_INTERACTOR_H
#include <stdarg.h>
#ifdef __cplusplus
#include <string>
extern "C" {
#endif
#include "z64.h"
#ifdef __cplusplus
}
#endif
typedef enum {
FLAG_NONE,
FLAG_WEEK_EVENT_REG,
FLAG_EVENT_INF,
FLAG_SCENES_VISIBLE,
FLAG_OWL_ACTIVATION,
FLAG_PERM_SCENE_CHEST,
FLAG_PERM_SCENE_SWITCH,
FLAG_PERM_SCENE_CLEARED_ROOM,
FLAG_PERM_SCENE_COLLECTIBLE,
FLAG_PERM_SCENE_UNK_14,
FLAG_PERM_SCENE_ROOMS,
FLAG_CYCL_SCENE_CHEST,
FLAG_CYCL_SCENE_SWITCH,
FLAG_CYCL_SCENE_CLEARED_ROOM,
FLAG_CYCL_SCENE_COLLECTIBLE,
} FlagType;
typedef enum {
// Vanilla condition: gSaveContext.showTitleCard
VB_SHOW_TITLE_CARD,
VB_PLAY_ENTRANCE_CS,
VB_DISABLE_FD_MASK,
VB_DOGGY_RACE_SET_MAX_SPEED,
VB_LOWER_RAZOR_SWORD_DURABILITY,
VB_SET_BLAST_MASK_COOLDOWN_TIMER,
VB_PATCH_POWER_CROUCH_STAB,
VB_PATCH_SIDEROLL,
VB_TATL_CONVERSATION_AVAILABLE,
VB_PREVENT_MASK_TRANSFORMATION_CS,
VB_RESET_PUTAWAY_TIMER,
VB_SET_CLIMB_SPEED,
VB_PREVENT_CLOCK_DISPLAY,
VB_SONG_AVAILABLE_TO_PLAY,
VB_USE_CUSTOM_CAMERA,
VB_DELETE_OWL_SAVE,
VB_MSG_SCRIPT_DEL_ITEM,
VB_CONSIDER_BUNNY_HOOD_EQUIPPED,
VB_USE_ITEM_EQUIP_MASK,
VB_KALEIDO_DISPLAY_ITEM_TEXT,
VB_USE_ITEM_CONSIDER_LINK_HUMAN,
VB_DRAW_ITEM_EQUIPPED_OUTLINE,
VB_PLAY_TRANSITION_CS,
VB_TATL_INTERUPT_MSG3,
VB_TATL_INTERUPT_MSG6,
VB_ITEM_BE_RESTRICTED,
VB_FLIP_HOP_VARIABLE,
VB_DISABLE_LETTERBOX,
VB_CLOCK_TOWER_OPENING_CONSIDER_THIS_FIRST_CYCLE,
VB_DRAW_SLIME_BODY_ITEM,
VB_ZTARGET_SPEED_CHECK,
VB_THIEF_BIRD_STEAL,
VB_PLAY_CREMIA_HUG_CUTSCENE,
VB_FD_ALWAYS_WIELD_SWORD,
VB_SHOULD_PUTAWAY,
VB_ELEGY_CHECK_SCENE,
VB_NEED_SCARECROW_SONG,
VB_CHECK_HELD_ITEM_BUTTON_PRESS,
VB_MAGIC_SPIN_ATTACK_CHECK_FORM,
VB_TRANSFORM_THUNDER_MATRIX,
} GIVanillaBehavior;
typedef enum {
GI_INVERT_CAMERA_RIGHT_STICK_X,
GI_INVERT_CAMERA_RIGHT_STICK_Y,
GI_INVERT_MOVEMENT_X,
GI_INVERT_SHIELD_X,
GI_INVERT_SHOP_X,
GI_INVERT_HORSE_X,
GI_INVERT_ZORA_SWIM_X,
GI_INVERT_DEBUG_DPAD_X,
GI_INVERT_TELESCOPE_X,
GI_INVERT_FIRST_PERSON_AIM_X,
GI_INVERT_FIRST_PERSON_AIM_Y,
GI_INVERT_FIRST_PERSON_GYRO_X,
GI_INVERT_FIRST_PERSON_GYRO_Y,
GI_INVERT_FIRST_PERSON_RIGHT_STICK_X,
GI_INVERT_FIRST_PERSON_RIGHT_STICK_Y,
GI_INVERT_FIRST_PERSON_MOVING_X,
} GIInvertType;
typedef enum {
GI_DPAD_OCARINA,
GI_DPAD_EQUIP,
} GIDpadType;
#ifdef __cplusplus
#include <vector>
#include <functional>
#include <unordered_map>
#include <cstdint>
#include <algorithm>
typedef uint32_t HOOK_ID;
#define DEFINE_HOOK(name, args) \
struct name { \
typedef std::function<void args> fn; \
typedef std::function<bool args> filter; \
}
class GameInteractor {
public:
static GameInteractor* Instance;
// Game State
class State {};
// Game Hooks
HOOK_ID nextHookId = 1;
template <typename H> struct RegisteredGameHooks {
inline static std::unordered_map<HOOK_ID, typename H::fn> functions;
inline static std::unordered_map<int32_t, std::unordered_map<HOOK_ID, typename H::fn>> functionsForID;
inline static std::unordered_map<uintptr_t, std::unordered_map<HOOK_ID, typename H::fn>> functionsForPtr;
inline static std::unordered_map<HOOK_ID, std::pair<typename H::filter, typename H::fn>> functionsForFilter;
};
template <typename H> struct HooksToUnregister {
inline static std::vector<HOOK_ID> hooks;
inline static std::vector<HOOK_ID> hooksForID;
inline static std::vector<HOOK_ID> hooksForPtr;
inline static std::vector<HOOK_ID> hooksForFilter;
};
// General Hooks
template <typename H> HOOK_ID RegisterGameHook(typename H::fn h) {
if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX)
this->nextHookId = 1;
while (RegisteredGameHooks<H>::functions.find(this->nextHookId) != RegisteredGameHooks<H>::functions.end()) {
this->nextHookId++;
}
RegisteredGameHooks<H>::functions[this->nextHookId] = h;
return this->nextHookId++;
}
template <typename H> void UnregisterGameHook(HOOK_ID hookId) {
if (hookId == 0)
return;
HooksToUnregister<H>::hooks.push_back(hookId);
}
template <typename H, typename... Args> void ExecuteHooks(Args&&... args) {
for (auto& hookId : HooksToUnregister<H>::hooks) {
RegisteredGameHooks<H>::functions.erase(hookId);
}
HooksToUnregister<H>::hooks.clear();
for (auto& hook : RegisteredGameHooks<H>::functions) {
hook.second(std::forward<Args>(args)...);
}
}
// ID based Hooks
template <typename H> HOOK_ID RegisterGameHookForID(int32_t id, typename H::fn h) {
if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX)
this->nextHookId = 1;
while (RegisteredGameHooks<H>::functionsForID[id].find(this->nextHookId) !=
RegisteredGameHooks<H>::functionsForID[id].end()) {
this->nextHookId++;
}
RegisteredGameHooks<H>::functionsForID[id][this->nextHookId] = h;
return this->nextHookId++;
}
template <typename H> void UnregisterGameHookForID(HOOK_ID hookId) {
if (hookId == 0)
return;
HooksToUnregister<H>::hooksForID.push_back(hookId);
}
template <typename H, typename... Args> void ExecuteHooksForID(int32_t id, Args&&... args) {
for (auto& hookId : HooksToUnregister<H>::hooksForID) {
for (auto it = RegisteredGameHooks<H>::functionsForID[id].begin();
it != RegisteredGameHooks<H>::functionsForID[id].end();) {
if (it->first == hookId) {
it = RegisteredGameHooks<H>::functionsForID[id].erase(it);
HooksToUnregister<H>::hooksForID.erase(std::remove(HooksToUnregister<H>::hooksForID.begin(),
HooksToUnregister<H>::hooksForID.end(), hookId),
HooksToUnregister<H>::hooksForID.end());
} else {
++it;
}
}
}
for (auto& hook : RegisteredGameHooks<H>::functionsForID[id]) {
hook.second(std::forward<Args>(args)...);
}
}
// PTR based Hooks
template <typename H> HOOK_ID RegisterGameHookForPtr(uintptr_t ptr, typename H::fn h) {
if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX)
this->nextHookId = 1;
while (RegisteredGameHooks<H>::functionsForPtr[ptr].find(this->nextHookId) !=
RegisteredGameHooks<H>::functionsForPtr[ptr].end()) {
this->nextHookId++;
}
RegisteredGameHooks<H>::functionsForPtr[ptr][this->nextHookId] = h;
return this->nextHookId++;
}
template <typename H> void UnregisterGameHookForPtr(HOOK_ID hookId) {
if (hookId == 0)
return;
HooksToUnregister<H>::hooksForPtr.push_back(hookId);
}
template <typename H, typename... Args> void ExecuteHooksForPtr(uintptr_t ptr, Args&&... args) {
for (auto& hookId : HooksToUnregister<H>::hooksForPtr) {
for (auto it = RegisteredGameHooks<H>::functionsForPtr[ptr].begin();
it != RegisteredGameHooks<H>::functionsForPtr[ptr].end();) {
if (it->first == hookId) {
it = RegisteredGameHooks<H>::functionsForPtr[ptr].erase(it);
HooksToUnregister<H>::hooksForPtr.erase(std::remove(HooksToUnregister<H>::hooksForPtr.begin(),
HooksToUnregister<H>::hooksForPtr.end(),
hookId),
HooksToUnregister<H>::hooksForPtr.end());
} else {
++it;
}
}
}
for (auto& hook : RegisteredGameHooks<H>::functionsForPtr[ptr]) {
hook.second(std::forward<Args>(args)...);
}
}
// Filter based Hooks
template <typename H> HOOK_ID RegisterGameHookForFilter(typename H::filter f, typename H::fn h) {
if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX)
this->nextHookId = 1;
while (RegisteredGameHooks<H>::functionsForFilter.find(this->nextHookId) !=
RegisteredGameHooks<H>::functionsForFilter.end()) {
this->nextHookId++;
}
RegisteredGameHooks<H>::functionsForFilter[this->nextHookId] = std::make_pair(f, h);
return this->nextHookId++;
}
template <typename H> void UnregisterGameHookForFilter(HOOK_ID hookId) {
if (hookId == 0)
return;
HooksToUnregister<H>::hooksForFilter.push_back(hookId);
}
template <typename H, typename... Args> void ExecuteHooksForFilter(Args&&... args) {
for (auto& hookId : HooksToUnregister<H>::hooksForFilter) {
RegisteredGameHooks<H>::functionsForFilter.erase(hookId);
}
HooksToUnregister<H>::hooksForFilter.clear();
for (auto& hook : RegisteredGameHooks<H>::functionsForFilter) {
if (hook.second.first(std::forward<Args>(args)...)) {
hook.second.second(std::forward<Args>(args)...);
}
}
}
class HookFilter {
public:
static auto ActorNotPlayer(Actor* actor) {
return actor->id != ACTOR_PLAYER;
}
// For use with Should hooks
static auto SActorNotPlayer(Actor* actor, bool* result) {
return actor->id != ACTOR_PLAYER;
}
static auto ActorMatchIdAndParams(int16_t id, int16_t params) {
return [id, params](Actor* actor) { return actor->id == id && actor->params == params; };
}
// For use with Should hooks
static auto SActorMatchIdAndParams(int16_t id, int16_t params) {
return [id, params](Actor* actor, bool* result) { return actor->id == id && actor->params == params; };
}
};
DEFINE_HOOK(OnFileDropped, (std::string path));
DEFINE_HOOK(OnGameStateMainFinish, ());
DEFINE_HOOK(OnGameStateDrawFinish, ());
DEFINE_HOOK(OnGameStateUpdate, ());
DEFINE_HOOK(OnConsoleLogoUpdate, ());
DEFINE_HOOK(OnKaleidoUpdate, (PauseContext * pauseCtx));
DEFINE_HOOK(BeforeKaleidoDrawPage, (PauseContext * pauseCtx, u16 pauseIndex));
DEFINE_HOOK(AfterKaleidoDrawPage, (PauseContext * pauseCtx, u16 pauseIndex));
DEFINE_HOOK(OnSaveInit, (s16 fileNum));
DEFINE_HOOK(BeforeEndOfCycleSave, ());
DEFINE_HOOK(AfterEndOfCycleSave, ());
DEFINE_HOOK(BeforeMoonCrashSaveReset, ());
DEFINE_HOOK(OnSceneInit, (s8 sceneId, s8 spawnNum));
DEFINE_HOOK(OnRoomInit, (s8 sceneId, s8 roomNum));
DEFINE_HOOK(AfterRoomSceneCommands, (s8 sceneId, s8 roomNum));
DEFINE_HOOK(OnPlayDrawWorldEnd, ());
DEFINE_HOOK(OnPlayDestroy, ());
DEFINE_HOOK(ShouldActorInit, (Actor * actor, bool* should));
DEFINE_HOOK(OnActorInit, (Actor * actor));
DEFINE_HOOK(ShouldActorUpdate, (Actor * actor, bool* should));
DEFINE_HOOK(OnActorUpdate, (Actor * actor));
DEFINE_HOOK(ShouldActorDraw, (Actor * actor, bool* should));
DEFINE_HOOK(OnActorDraw, (Actor * actor));
DEFINE_HOOK(OnActorKill, (Actor * actor));
DEFINE_HOOK(OnActorDestroy, (Actor * actor));
DEFINE_HOOK(OnPlayerPostLimbDraw, (Player * player, s32 limbIndex));
DEFINE_HOOK(OnSceneFlagSet, (s16 sceneId, FlagType flagType, u32 flag));
DEFINE_HOOK(OnSceneFlagUnset, (s16 sceneId, FlagType flagType, u32 flag));
DEFINE_HOOK(OnFlagSet, (FlagType flagType, u32 flag));
DEFINE_HOOK(OnFlagUnset, (FlagType flagType, u32 flag));
DEFINE_HOOK(AfterCameraUpdate, (Camera * camera));
DEFINE_HOOK(OnCameraChangeModeFlags, (Camera * camera));
DEFINE_HOOK(OnCameraChangeSettingsFlags, (Camera * camera));
DEFINE_HOOK(OnPassPlayerInputs, (Input * input));
DEFINE_HOOK(OnOpenText, (u16 textId));
DEFINE_HOOK(ShouldItemGive, (u8 item, bool* should));
DEFINE_HOOK(OnItemGive, (u8 item));
DEFINE_HOOK(ShouldVanillaBehavior, (GIVanillaBehavior flag, bool* should, va_list originalArgs));
};
extern "C" {
#endif // __cplusplus
void GameInteractor_ExecuteOnGameStateMainFinish();
void GameInteractor_ExecuteOnGameStateDrawFinish();
void GameInteractor_ExecuteOnGameStateUpdate();
void GameInteractor_ExecuteOnConsoleLogoUpdate();
void GameInteractor_ExecuteOnKaleidoUpdate(PauseContext* pauseCtx);
void GameInteractor_ExecuteBeforeKaleidoDrawPage(PauseContext* pauseCtx, u16 pauseIndex);
void GameInteractor_ExecuteAfterKaleidoDrawPage(PauseContext* pauseCtx, u16 pauseIndex);
void GameInteractor_ExecuteOnSaveInit(s16 fileNum);
void GameInteractor_ExecuteBeforeEndOfCycleSave();
void GameInteractor_ExecuteAfterEndOfCycleSave();
void GameInteractor_ExecuteBeforeMoonCrashSaveReset();
void GameInteractor_ExecuteOnSceneInit(s16 sceneId, s8 spawnNum);
void GameInteractor_ExecuteOnRoomInit(s16 sceneId, s8 roomNum);
void GameInteractor_ExecuteAfterRoomSceneCommands(s16 sceneId, s8 roomNum);
void GameInteractor_ExecuteOnPlayDrawWorldEnd();
void GameInteractor_ExecuteOnPlayDestroy();
bool GameInteractor_ShouldActorInit(Actor* actor);
void GameInteractor_ExecuteOnActorInit(Actor* actor);
bool GameInteractor_ShouldActorUpdate(Actor* actor);
void GameInteractor_ExecuteOnActorUpdate(Actor* actor);
bool GameInteractor_ShouldActorDraw(Actor* actor);
void GameInteractor_ExecuteOnActorDraw(Actor* actor);
void GameInteractor_ExecuteOnActorKill(Actor* actor);
void GameInteractor_ExecuteOnActorDestroy(Actor* actor);
void GameInteractor_ExecuteOnPlayerPostLimbDraw(Player* player, s32 limbIndex);
void GameInteractor_ExecuteOnSceneFlagSet(s16 sceneId, FlagType flagType, u32 flag);
void GameInteractor_ExecuteOnSceneFlagUnset(s16 sceneId, FlagType flagType, u32 flag);
void GameInteractor_ExecuteOnFlagSet(FlagType flagType, u32 flag);
void GameInteractor_ExecuteOnFlagUnset(FlagType flagType, u32 flag);
void GameInteractor_ExecuteAfterCameraUpdate(Camera* camera);
void GameInteractor_ExecuteOnCameraChangeModeFlags(Camera* camera);
void GameInteractor_ExecuteOnCameraChangeSettingsFlags(Camera* camera);
void GameInteractor_ExecuteOnPassPlayerInputs(Input* input);
void GameInteractor_ExecuteOnOpenText(u16 textId);
bool GameInteractor_ShouldItemGive(u8 item);
void GameInteractor_ExecuteOnItemGive(u8 item);
bool GameInteractor_Should(GIVanillaBehavior flag, uint32_t result, ...);
#define REGISTER_VB_SHOULD(flag, body) \
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::ShouldVanillaBehavior>( \
flag, [](GIVanillaBehavior _, bool* should, va_list originalArgs) { \
va_list args; \
va_copy(args, originalArgs); \
body; \
va_end(args); \
})
int GameInteractor_InvertControl(GIInvertType type);
uint32_t GameInteractor_Dpad(GIDpadType type, uint32_t buttonCombo);
#ifdef __cplusplus
}
#endif
#endif // GAME_INTERACTOR_H