Add flag set/unset hooks and GI actions (#3065)

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Garrett Cox 2023-09-26 08:45:51 -05:00 committed by GitHub
parent bae6cf4203
commit db10864e95
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GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 283 additions and 8 deletions

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@ -409,7 +409,8 @@ typedef enum {
FLAG_ITEM_GET_INF,
FLAG_INF_TABLE,
FLAG_EVENT_INF,
FLAG_RANDOMIZER_INF
FLAG_RANDOMIZER_INF,
FLAG_GS_TOKEN,
} FlagType;
typedef struct {

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@ -578,11 +578,16 @@ typedef enum {
// 0xDA-0xDE
#define EVENTCHKINF_SKULLTULA_REWARD_INDEX 13
#define EVENTCHKINF_SKULLTULA_REWARD_10_MASK (1 << 10)
#define EVENTCHKINF_SKULLTULA_REWARD_20_MASK (1 << 11)
#define EVENTCHKINF_SKULLTULA_REWARD_30_MASK (1 << 12)
#define EVENTCHKINF_SKULLTULA_REWARD_40_MASK (1 << 13)
#define EVENTCHKINF_SKULLTULA_REWARD_50_MASK (1 << 14)
#define EVENTCHKINF_SKULLTULA_REWARD_10_SHIFT 10
#define EVENTCHKINF_SKULLTULA_REWARD_20_SHIFT 11
#define EVENTCHKINF_SKULLTULA_REWARD_30_SHIFT 12
#define EVENTCHKINF_SKULLTULA_REWARD_40_SHIFT 13
#define EVENTCHKINF_SKULLTULA_REWARD_50_SHIFT 14
#define EVENTCHKINF_SKULLTULA_REWARD_10_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_10_SHIFT)
#define EVENTCHKINF_SKULLTULA_REWARD_20_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_20_SHIFT)
#define EVENTCHKINF_SKULLTULA_REWARD_30_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_30_SHIFT)
#define EVENTCHKINF_SKULLTULA_REWARD_40_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_40_SHIFT)
#define EVENTCHKINF_SKULLTULA_REWARD_50_MASK (1 << EVENTCHKINF_SKULLTULA_REWARD_50_SHIFT)
/*

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@ -47,6 +47,55 @@ GameInteractionEffectQueryResult GameInteractionEffectBase::Remove() {
namespace GameInteractionEffect {
// MARK: - Flags
GameInteractionEffectQueryResult SetSceneFlag::CanBeApplied() {
if (!GameInteractor::IsSaveLoaded()) {
return GameInteractionEffectQueryResult::TemporarilyNotPossible;
}
return GameInteractionEffectQueryResult::Possible;
}
void SetSceneFlag::_Apply() {
GameInteractor::RawAction::SetSceneFlag(parameters[0], parameters[1], parameters[2]);
}
GameInteractionEffectQueryResult UnsetSceneFlag::CanBeApplied() {
if (!GameInteractor::IsSaveLoaded()) {
return GameInteractionEffectQueryResult::TemporarilyNotPossible;
}
return GameInteractionEffectQueryResult::Possible;
}
void UnsetSceneFlag::_Apply() {
GameInteractor::RawAction::UnsetSceneFlag(parameters[0], parameters[1], parameters[2]);
}
GameInteractionEffectQueryResult SetFlag::CanBeApplied() {
if (!GameInteractor::IsSaveLoaded()) {
return GameInteractionEffectQueryResult::TemporarilyNotPossible;
}
return GameInteractionEffectQueryResult::Possible;
}
void SetFlag::_Apply() {
GameInteractor::RawAction::SetFlag(parameters[0], parameters[1]);
}
GameInteractionEffectQueryResult UnsetFlag::CanBeApplied() {
if (!GameInteractor::IsSaveLoaded()) {
return GameInteractionEffectQueryResult::TemporarilyNotPossible;
}
return GameInteractionEffectQueryResult::Possible;
}
void UnsetFlag::_Apply() {
GameInteractor::RawAction::UnsetFlag(parameters[0], parameters[1]);
}
// MARK: - ModifyHeartContainers
GameInteractionEffectQueryResult ModifyHeartContainers::CanBeApplied() {
if (!GameInteractor::IsSaveLoaded()) {

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@ -18,7 +18,7 @@ public:
virtual GameInteractionEffectQueryResult CanBeRemoved();
GameInteractionEffectQueryResult Apply();
GameInteractionEffectQueryResult Remove();
int32_t parameters[2];
int32_t parameters[3];
protected:
virtual void _Apply() = 0;
@ -26,6 +26,26 @@ public:
};
namespace GameInteractionEffect {
class SetSceneFlag: public GameInteractionEffectBase {
GameInteractionEffectQueryResult CanBeApplied() override;
void _Apply() override;
};
class UnsetSceneFlag: public GameInteractionEffectBase {
GameInteractionEffectQueryResult CanBeApplied() override;
void _Apply() override;
};
class SetFlag: public GameInteractionEffectBase {
GameInteractionEffectQueryResult CanBeApplied() override;
void _Apply() override;
};
class UnsetFlag: public GameInteractionEffectBase {
GameInteractionEffectQueryResult CanBeApplied() override;
void _Apply() override;
};
class ModifyHeartContainers: public GameInteractionEffectBase {
GameInteractionEffectQueryResult CanBeApplied() override;
void _Apply() override;

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@ -152,6 +152,10 @@ public:
DEFINE_HOOK(OnSaleEnd, void(GetItemEntry itemEntry));
DEFINE_HOOK(OnTransitionEnd, void(int16_t sceneNum));
DEFINE_HOOK(OnSceneInit, void(int16_t sceneNum));
DEFINE_HOOK(OnSceneFlagSet, void(int16_t sceneNum, int16_t flagType, int16_t flag));
DEFINE_HOOK(OnSceneFlagUnset, void(int16_t sceneNum, int16_t flagType, int16_t flag));
DEFINE_HOOK(OnFlagSet, void(int16_t flagType, int16_t flag));
DEFINE_HOOK(OnFlagUnset, void(int16_t flagType, int16_t flag));
DEFINE_HOOK(OnSceneSpawnActors, void());
DEFINE_HOOK(OnPlayerUpdate, void());
DEFINE_HOOK(OnOcarinaSongAction, void());
@ -196,6 +200,10 @@ public:
class RawAction {
public:
static void SetSceneFlag(int16_t sceneNum, int16_t flagType, int16_t flag);
static void UnsetSceneFlag(int16_t sceneNum, int16_t flagType, int16_t flag);
static void SetFlag(int16_t flagType, int16_t chestNum);
static void UnsetFlag(int16_t flagType, int16_t chestNum);
static void AddOrRemoveHealthContainers(int16_t amount);
static void AddOrRemoveMagic(int8_t amount);
static void HealOrDamagePlayer(int16_t hearts);

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@ -30,6 +30,22 @@ void GameInteractor_ExecuteOnSceneInitHooks(int16_t sceneNum) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(sceneNum);
}
void GameInteractor_ExecuteOnSceneFlagSet(int16_t sceneNum, int16_t flagType, int16_t flag) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagSet>(sceneNum, flagType, flag);
}
void GameInteractor_ExecuteOnSceneFlagUnset(int16_t sceneNum, int16_t flagType, int16_t flag) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagUnset>(sceneNum, flagType, flag);
}
void GameInteractor_ExecuteOnFlagSet(int16_t flagType, int16_t flag) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagSet>(flagType, flag);
}
void GameInteractor_ExecuteOnFlagUnset(int16_t flagType, int16_t flag) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagUnset>(flagType, flag);
}
void GameInteractor_ExecuteOnSceneSpawnActors() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneSpawnActors>();
}

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@ -11,6 +11,10 @@ void GameInteractor_ExecuteOnItemReceiveHooks(GetItemEntry itemEntry);
void GameInteractor_ExecuteOnSaleEndHooks(GetItemEntry itemEntry);
void GameInteractor_ExecuteOnTransitionEndHooks(int16_t sceneNum);
void GameInteractor_ExecuteOnSceneInit(int16_t sceneNum);
void GameInteractor_ExecuteOnSceneFlagSet(int16_t sceneNum, int16_t flagType, int16_t flag);
void GameInteractor_ExecuteOnSceneFlagUnset(int16_t sceneNum, int16_t flagType, int16_t flag);
void GameInteractor_ExecuteOnFlagSet(int16_t flagType, int16_t flag);
void GameInteractor_ExecuteOnFlagUnset(int16_t flagType, int16_t flag);
void GameInteractor_ExecuteOnSceneSpawnActors();
void GameInteractor_ExecuteOnPlayerUpdate();
void GameInteractor_ExecuteOnOcarinaSongAction();

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@ -127,6 +127,127 @@ void GameInteractor::RawAction::KnockbackPlayer(float strength) {
func_8002F71C(gPlayState, &player->actor, strength * 5, player->actor.world.rot.y + 0x8000, strength * 5);
}
void GameInteractor::RawAction::SetSceneFlag(int16_t sceneNum, int16_t flagType, int16_t flag) {
switch (flagType) {
case FlagType::FLAG_SCENE_SWITCH:
if (sceneNum == gPlayState->sceneNum) {
if (flag < 0x20) {
gPlayState->actorCtx.flags.swch |= (1 << flag);
} else {
gPlayState->actorCtx.flags.tempSwch |= (1 << (flag - 0x20));
}
}
if (flag < 0x20) {
gSaveContext.sceneFlags[sceneNum].swch |= (1 << flag);
}
break;
case FlagType::FLAG_SCENE_CLEAR:
if (sceneNum == gPlayState->sceneNum) gPlayState->actorCtx.flags.clear |= (1 << flag);
gSaveContext.sceneFlags[sceneNum].clear |= (1 << flag);
break;
case FlagType::FLAG_SCENE_TREASURE:
if (sceneNum == gPlayState->sceneNum) gPlayState->actorCtx.flags.chest |= (1 << flag);
gSaveContext.sceneFlags[sceneNum].chest |= (1 << flag);
break;
case FlagType::FLAG_SCENE_COLLECTIBLE:
if (sceneNum == gPlayState->sceneNum) {
if (flag != 0) {
if (flag < 0x20) {
gPlayState->actorCtx.flags.collect |= (1 << flag);
} else {
gPlayState->actorCtx.flags.tempCollect |= (1 << (flag - 0x20));
}
}
}
if (flag != 0 && flag < 0x20) {
gSaveContext.sceneFlags[sceneNum].collect |= (1 << flag);
}
break;
}
};
void GameInteractor::RawAction::UnsetSceneFlag(int16_t sceneNum, int16_t flagType, int16_t flag) {
switch (flagType) {
case FlagType::FLAG_SCENE_SWITCH:
if (sceneNum == gPlayState->sceneNum) {
if (flag < 0x20) {
gPlayState->actorCtx.flags.swch &= ~(1 << flag);
} else {
gPlayState->actorCtx.flags.tempSwch &= ~(1 << (flag - 0x20));
}
}
if (flag < 0x20) {
gSaveContext.sceneFlags[sceneNum].swch &= ~(1 << flag);
}
break;
case FlagType::FLAG_SCENE_CLEAR:
if (sceneNum == gPlayState->sceneNum) gPlayState->actorCtx.flags.clear &= ~(1 << flag);
gSaveContext.sceneFlags[sceneNum].clear &= ~(1 << flag);
break;
case FlagType::FLAG_SCENE_TREASURE:
if (sceneNum == gPlayState->sceneNum) gPlayState->actorCtx.flags.chest &= ~(1 << flag);
gSaveContext.sceneFlags[sceneNum].chest &= ~(1 << flag);
break;
case FlagType::FLAG_SCENE_COLLECTIBLE:
if (sceneNum == gPlayState->sceneNum) {
if (flag != 0) {
if (flag < 0x20) {
gPlayState->actorCtx.flags.collect &= ~(1 << flag);
} else {
gPlayState->actorCtx.flags.tempCollect &= ~(1 << (flag - 0x20));
}
}
}
if (flag != 0 && flag < 0x20) {
gSaveContext.sceneFlags[sceneNum].collect &= ~(1 << flag);
}
break;
}
};
void GameInteractor::RawAction::SetFlag(int16_t flagType, int16_t flag) {
switch (flagType) {
case FlagType::FLAG_EVENT_CHECK_INF:
gSaveContext.eventChkInf[flag >> 4] |= (1 << (flag & 0xF));
break;
case FlagType::FLAG_ITEM_GET_INF:
gSaveContext.itemGetInf[flag >> 4] |= (1 << (flag & 0xF));
break;
case FlagType::FLAG_INF_TABLE:
gSaveContext.infTable[flag >> 4] |= (1 << (flag & 0xF));
break;
case FlagType::FLAG_EVENT_INF:
gSaveContext.eventInf[flag >> 4] |= (1 << (flag & 0xF));
break;
case FlagType::FLAG_RANDOMIZER_INF:
gSaveContext.randomizerInf[flag >> 4] |= (1 << (flag & 0xF));
break;
case FlagType::FLAG_GS_TOKEN:
SET_GS_FLAGS((flag & 0x1F00) >> 8, flag & 0xFF);
break;
}
};
void GameInteractor::RawAction::UnsetFlag(int16_t flagType, int16_t flag) {
switch (flagType) {
case FlagType::FLAG_EVENT_CHECK_INF:
gSaveContext.eventChkInf[flag >> 4] &= ~(1 << (flag & 0xF));
break;
case FlagType::FLAG_ITEM_GET_INF:
gSaveContext.itemGetInf[flag >> 4] &= ~(1 << (flag & 0xF));
break;
case FlagType::FLAG_INF_TABLE:
gSaveContext.infTable[flag >> 4] &= ~(1 << (flag & 0xF));
break;
case FlagType::FLAG_EVENT_INF:
gSaveContext.eventInf[flag >> 4] &= ~(1 << (flag & 0xF));
break;
case FlagType::FLAG_RANDOMIZER_INF:
gSaveContext.randomizerInf[flag >> 4] &= ~(1 << (flag & 0xF));
break;
}
};
void GameInteractor::RawAction::GiveOrTakeShield(int32_t shield) {
// When taking a shield, make sure it is unequipped as well.
// When giving a shield and the player isn't wearing one yet,

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@ -668,6 +668,7 @@ void Flags_SetSwitch(PlayState* play, s32 flag) {
} else {
play->actorCtx.flags.tempSwch |= (1 << (flag - 0x20));
}
GameInteractor_ExecuteOnSceneFlagSet(play->sceneNum, FLAG_SCENE_SWITCH, flag);
}
/**
@ -680,6 +681,7 @@ void Flags_UnsetSwitch(PlayState* play, s32 flag) {
} else {
play->actorCtx.flags.tempSwch &= ~(1 << (flag - 0x20));
}
GameInteractor_ExecuteOnSceneFlagUnset(play->sceneNum, FLAG_SCENE_SWITCH, flag);
}
/**
@ -728,6 +730,7 @@ s32 Flags_GetTreasure(PlayState* play, s32 flag) {
void Flags_SetTreasure(PlayState* play, s32 flag) {
lusprintf(__FILE__, __LINE__, 2, "Treasure Flag Set - %#x", flag);
play->actorCtx.flags.chest |= (1 << flag);
GameInteractor_ExecuteOnSceneFlagSet(play->sceneNum, FLAG_SCENE_TREASURE, flag);
}
/**
@ -742,6 +745,7 @@ s32 Flags_GetClear(PlayState* play, s32 flag) {
*/
void Flags_SetClear(PlayState* play, s32 flag) {
play->actorCtx.flags.clear |= (1 << flag);
GameInteractor_ExecuteOnSceneFlagSet(play->sceneNum, FLAG_SCENE_CLEAR, flag);
}
/**
@ -749,6 +753,7 @@ void Flags_SetClear(PlayState* play, s32 flag) {
*/
void Flags_UnsetClear(PlayState* play, s32 flag) {
play->actorCtx.flags.clear &= ~(1 << flag);
GameInteractor_ExecuteOnSceneFlagUnset(play->sceneNum, FLAG_SCENE_CLEAR, flag);
}
/**
@ -795,6 +800,7 @@ void Flags_SetCollectible(PlayState* play, s32 flag) {
play->actorCtx.flags.tempCollect |= (1 << (flag - 0x20));
}
}
GameInteractor_ExecuteOnSceneFlagSet(play->sceneNum, FLAG_SCENE_COLLECTIBLE, flag);
}
void func_8002CDE4(PlayState* play, TitleCardContext* titleCtx) {
@ -4718,6 +4724,7 @@ s32 Flags_GetEventChkInf(s32 flag) {
*/
void Flags_SetEventChkInf(s32 flag) {
gSaveContext.eventChkInf[flag >> 4] |= (1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, flag);
}
/**
@ -4725,6 +4732,7 @@ void Flags_SetEventChkInf(s32 flag) {
*/
void Flags_UnsetEventChkInf(s32 flag) {
gSaveContext.eventChkInf[flag >> 4] &= ~(1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagUnset(FLAG_EVENT_CHECK_INF, flag);
}
/**
@ -4739,6 +4747,7 @@ s32 Flags_GetItemGetInf(s32 flag) {
*/
void Flags_SetItemGetInf(s32 flag) {
gSaveContext.itemGetInf[flag >> 4] |= (1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagSet(FLAG_ITEM_GET_INF, flag);
}
/**
@ -4746,6 +4755,7 @@ void Flags_SetItemGetInf(s32 flag) {
*/
void Flags_UnsetItemGetInf(s32 flag) {
gSaveContext.itemGetInf[flag >> 4] &= ~(1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagUnset(FLAG_ITEM_GET_INF, flag);
}
/**
@ -4760,6 +4770,7 @@ s32 Flags_GetInfTable(s32 flag) {
*/
void Flags_SetInfTable(s32 flag) {
gSaveContext.infTable[flag >> 4] |= (1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagSet(FLAG_INF_TABLE, flag);
}
/**
@ -4767,6 +4778,7 @@ void Flags_SetInfTable(s32 flag) {
*/
void Flags_UnsetInfTable(s32 flag) {
gSaveContext.infTable[flag >> 4] &= ~(1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagUnset(FLAG_INF_TABLE, flag);
}
/**
@ -4781,6 +4793,7 @@ s32 Flags_GetEventInf(s32 flag) {
*/
void Flags_SetEventInf(s32 flag) {
gSaveContext.eventInf[flag >> 4] |= (1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_INF, flag);
}
/**
@ -4788,6 +4801,7 @@ void Flags_SetEventInf(s32 flag) {
*/
void Flags_UnsetEventInf(s32 flag) {
gSaveContext.eventInf[flag >> 4] &= ~(1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagUnset(FLAG_EVENT_INF, flag);
}
/**
@ -4802,6 +4816,7 @@ s32 Flags_GetRandomizerInf(RandomizerInf flag) {
*/
void Flags_SetRandomizerInf(RandomizerInf flag) {
gSaveContext.randomizerInf[flag >> 4] |= (1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagSet(FLAG_RANDOMIZER_INF, flag);
}
/**
@ -4809,6 +4824,7 @@ void Flags_SetRandomizerInf(RandomizerInf flag) {
*/
void Flags_UnsetRandomizerInf(RandomizerInf flag) {
gSaveContext.randomizerInf[flag >> 4] &= ~(1 << (flag & 0xF));
GameInteractor_ExecuteOnFlagUnset(FLAG_RANDOMIZER_INF, flag);
}
u32 func_80035BFC(PlayState* play, s16 arg1) {

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@ -1,6 +1,7 @@
#include "z_en_daiku.h"
#include "overlays/actors/ovl_En_GeldB/z_en_geldb.h"
#include "objects/object_daiku/object_daiku.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_UPDATE_WHILE_CULLED)
@ -403,6 +404,7 @@ void EnDaiku_InitEscape(EnDaiku* this, PlayState* play) {
this->stateFlags &= ~(ENDAIKU_STATEFLAG_1 | ENDAIKU_STATEFLAG_2);
gSaveContext.eventChkInf[EVENTCHKINF_CARPENTERS_FREE_INDEX] |= EVENTCHKINF_CARPENTERS_FREE_MASK(this->actor.params & 3);
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_CARPENTERS_FREE_INDEX << 4) + (this->actor.params & 3));
this->actor.gravity = -1.0f;
this->escapeSubCamTimer = sEscapeSubCamParams[this->actor.params & 3].maxFramesActive;

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@ -3,6 +3,7 @@
#include "vt.h"
#include "objects/object_fr/object_fr.h"
#include <assert.h>
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_NO_FREEZE_OCARINA)
@ -103,6 +104,17 @@ static u16 sSongIndex[] = {
0x0002, 0x0004, 0x0010, 0x0008, 0x0020, 0x0040, 0x0001, 0x0000,
};
static u16 sSongIndexShift[] = {
EVENTCHKINF_SONGS_FOR_FROGS_ZL_SHIFT,
EVENTCHKINF_SONGS_FOR_FROGS_EPONA_SHIFT,
EVENTCHKINF_SONGS_FOR_FROGS_SARIA_SHIFT,
EVENTCHKINF_SONGS_FOR_FROGS_SUNS_SHIFT,
EVENTCHKINF_SONGS_FOR_FROGS_SOT_SHIFT,
EVENTCHKINF_SONGS_FOR_FROGS_STORMS_SHIFT,
EVENTCHKINF_SONGS_FOR_FROGS_CHOIR_SHIFT,
0x0, // FROG_NO_SONG
};
// Frog to Index for Song Flag (sSongIndex) Mapping
static u8 sFrogToSongIndex[] = {
FROG_SARIA, FROG_SUNS, FROG_SOT, FROG_ZL, FROG_EPONA,
@ -955,6 +967,7 @@ void EnFr_SetReward(EnFr* this, PlayState* play) {
if ((songIndex >= FROG_ZL) && (songIndex <= FROG_SOT)) {
if (!(gSaveContext.eventChkInf[13] & sSongIndex[songIndex])) {
gSaveContext.eventChkInf[13] |= sSongIndex[songIndex];
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) + sSongIndexShift[songIndex]);
if (!gSaveContext.n64ddFlag) {
this->reward = GI_RUPEE_PURPLE;
} else {
@ -967,6 +980,7 @@ void EnFr_SetReward(EnFr* this, PlayState* play) {
} else if (songIndex == FROG_STORMS) {
if (!(gSaveContext.eventChkInf[13] & sSongIndex[songIndex])) {
gSaveContext.eventChkInf[13] |= sSongIndex[songIndex];
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) + sSongIndexShift[songIndex]);
if (!gSaveContext.n64ddFlag) {
this->reward = GI_HEART_PIECE;
} else {
@ -979,6 +993,7 @@ void EnFr_SetReward(EnFr* this, PlayState* play) {
} else if (songIndex == FROG_CHOIR_SONG) {
if (!(gSaveContext.eventChkInf[13] & sSongIndex[songIndex])) {
gSaveContext.eventChkInf[13] |= sSongIndex[songIndex];
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_SONGS_FOR_FROGS_INDEX << 4) + sSongIndexShift[songIndex]);
if (!gSaveContext.n64ddFlag) {
this->reward = GI_HEART_PIECE;
} else {

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@ -5,6 +5,7 @@
*/
#include "z_en_si.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
extern void func_8083C148(Player*, PlayState*);
extern void func_80078884(uint16_t);
@ -183,6 +184,7 @@ void func_80AFB950(EnSi* this, PlayState* play) {
player->actor.freezeTimer = 10;
} else {
SET_GS_FLAGS((this->actor.params & 0x1F00) >> 8, this->actor.params & 0xFF);
GameInteractor_ExecuteOnFlagSet(FLAG_GS_TOKEN, this->actor.params);
Actor_Kill(&this->actor);
if (gSaveContext.pendingIceTrapCount > 0 && player->heldItemId == 11) {
player->actor.freezeTimer = 0;

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@ -9,6 +9,7 @@
#include "objects/object_ahg/object_ahg.h"
#include "objects/object_boj/object_boj.h"
#include <assert.h>
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_UPDATE_WHILE_CULLED)
@ -81,7 +82,21 @@ static EnSthActionFunc sRewardObtainedWaitActions[6] = {
};
static u16 sEventFlags[6] = {
0, EVENTCHKINF_SKULLTULA_REWARD_10_MASK, EVENTCHKINF_SKULLTULA_REWARD_20_MASK, EVENTCHKINF_SKULLTULA_REWARD_30_MASK, EVENTCHKINF_SKULLTULA_REWARD_40_MASK, EVENTCHKINF_SKULLTULA_REWARD_50_MASK,
0,
EVENTCHKINF_SKULLTULA_REWARD_10_MASK,
EVENTCHKINF_SKULLTULA_REWARD_20_MASK,
EVENTCHKINF_SKULLTULA_REWARD_30_MASK,
EVENTCHKINF_SKULLTULA_REWARD_40_MASK,
EVENTCHKINF_SKULLTULA_REWARD_50_MASK,
};
static u16 sEventFlagsShift[6] = {
0,
EVENTCHKINF_SKULLTULA_REWARD_10_SHIFT,
EVENTCHKINF_SKULLTULA_REWARD_20_SHIFT,
EVENTCHKINF_SKULLTULA_REWARD_30_SHIFT,
EVENTCHKINF_SKULLTULA_REWARD_40_SHIFT,
EVENTCHKINF_SKULLTULA_REWARD_50_SHIFT,
};
static s16 sGetItemIds[6] = {
@ -298,6 +313,7 @@ void EnSth_GiveReward(EnSth* this, PlayState* play) {
this->actor.parent = NULL;
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
gSaveContext.eventChkInf[EVENTCHKINF_SKULLTULA_REWARD_INDEX] |= this->eventFlag;
GameInteractor_ExecuteOnFlagSet(FLAG_EVENT_CHECK_INF, (EVENTCHKINF_SKULLTULA_REWARD_INDEX << 4) + sEventFlagsShift[this->actor.params]);
} else {
EnSth_GivePlayerItem(this, play);
}