Forced Hyper Bosses

This commit is contained in:
aMannus 2023-03-28 13:06:03 +02:00
parent dc8374830c
commit eace543250
9 changed files with 116 additions and 4 deletions

View File

@ -34,6 +34,7 @@ uint8_t GameInteractor_ReverseControlsActive();
int32_t GameInteractor_DefenseModifier();
int32_t GameInteractor_RunSpeedModifier();
GIGravityLevel GameInteractor_GravityLevel();
uint8_t GameInteractor_SecondCollisionUpdate();
#ifdef __cplusplus
}
#endif
@ -66,6 +67,7 @@ public:
static int32_t DefenseModifier;
static int32_t RunSpeedModifier;
static GIGravityLevel GravityLevel;
static uint8_t SecondCollisionUpdate;
static void SetPacifistMode(bool active);
};
@ -90,6 +92,7 @@ public:
DEFINE_HOOK(OnReceiveItem, void(u8 item));
DEFINE_HOOK(OnSceneInit, void(s16 sceneNum));
DEFINE_HOOK(OnPlayerUpdate, void());
DEFINE_HOOK(OnActorUpdate, void(void* actor));
DEFINE_HOOK(OnSaveFile, void(int32_t fileNum));
DEFINE_HOOK(OnLoadFile, void(int32_t fileNum));
@ -116,6 +119,7 @@ public:
static void GiveDekuShield();
static void SpawnCuccoStorm();
static void ForceInterfaceUpdate();
static void UpdateActor(void* refActor);
static GameInteractionEffectQueryResult SpawnEnemyWithOffset(uint32_t enemyId, int32_t enemyParams);
};

View File

@ -30,6 +30,10 @@ void GameInteractor_ExecuteOnPlayerUpdate() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerUpdate>();
}
void GameInteractor_ExecuteOnActorUpdate(void* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorUpdate>(actor);
}
// MARK: - Save Files
void GameInteractor_ExecuteOnSaveFile(int32_t fileNum) {

View File

@ -7,6 +7,7 @@ extern "C" void GameInteractor_ExecuteOnGameFrameUpdate();
extern "C" void GameInteractor_ExecuteOnReceiveItemHooks(u8 item);
extern "C" void GameInteractor_ExecuteOnSceneInit(s16 sceneNum);
extern "C" void GameInteractor_ExecuteOnPlayerUpdate();
extern "C" void GameInteractor_ExecuteOnActorUpdate(void* actor);
// MARK: - Save Files
extern "C" void GameInteractor_ExecuteOnSaveFile(int32_t fileNum);

View File

@ -142,6 +142,27 @@ void GameInteractor::RawAction::ForceInterfaceUpdate() {
Interface_Update(gPlayState);
}
void GameInteractor::RawAction::UpdateActor(void* refActor) {
// Update actor again outside of their normal update cycle.
Actor* actor = static_cast<Actor*>(refActor);
// Sometimes the actor is destroyed in the previous Update, so check if the update function still exists.
if (actor->update != NULL) {
// Fix for enemies sometimes taking a "fake" hit, where their invincibility timer is
// reset but damage isn't applied.
if (actor->colorFilterTimer > 0) {
actor->colorFilterTimer--;
}
// This variable is used to not let the collider subscribe a second time when the actor update function
// is ran a second time, incorrectly applying double damage in some cases.
GameInteractor::State::SecondCollisionUpdate = 1;
actor->update(actor, gPlayState);
GameInteractor::State::SecondCollisionUpdate = 0;
}
}
GameInteractionEffectQueryResult GameInteractor::RawAction::SpawnEnemyWithOffset(uint32_t enemyId, int32_t enemyParams) {
if (!GameInteractor::CanSpawnEnemy()) {

View File

@ -12,6 +12,7 @@ bool GameInteractor::State::ReverseControlsActive = 0;
int32_t GameInteractor::State::DefenseModifier = 0;
int32_t GameInteractor::State::RunSpeedModifier = 0;
GIGravityLevel GameInteractor::State::GravityLevel = GI_GRAVITY_LEVEL_NORMAL;
uint8_t GameInteractor::State::SecondCollisionUpdate = 0;
void GameInteractor::State::SetPacifistMode(bool active) {
PacifistModeActive = active;
@ -79,3 +80,8 @@ int32_t GameInteractor_RunSpeedModifier() {
GIGravityLevel GameInteractor_GravityLevel() {
return GameInteractor::State::GravityLevel;
}
// MARK: - GameInteractor::State::SecondCollisionUpdate
uint8_t GameInteractor_SecondCollisionUpdate() {
return GameInteractor::State::SecondCollisionUpdate;
}

View File

@ -6,11 +6,9 @@ extern "C" {
#include <z64.h>
#include "macros.h"
#include "variables.h"
#include "functions.h"
extern SaveContext gSaveContext;
extern PlayState* gPlayState;
extern void Play_PerformSave(PlayState* play);
extern s32 Health_ChangeBy(PlayState* play, s16 healthChange);
extern void Rupees_ChangeBy(s16 rupeeChange);
}
void RegisterInfiniteMoney() {
@ -257,6 +255,46 @@ void RegisterRupeeDash() {
});
}
void RegisterHyperBosses() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorUpdate>([](void* refActor) {
// Run the update function a second time to make bosses move and act twice as fast.
Player* player = GET_PLAYER(gPlayState);
Actor* actor = static_cast<Actor*>(refActor);
uint8_t isBossActor =
actor->id == ACTOR_BOSS_GOMA || // Gohma
actor->id == ACTOR_BOSS_DODONGO || // King Dodongo
actor->id == ACTOR_BOSS_VA || // Barinade
actor->id == ACTOR_BOSS_GANONDROF || // Phantom Ganon
(actor->id == 0 && actor->category == ACTORCAT_BOSS) || // Phantom Ganon/Ganondorf Energy Ball/Thunder
actor->id == ACTOR_EN_FHG || // Phantom Ganon's Horse
actor->id == ACTOR_BOSS_FD || actor->id == ACTOR_BOSS_FD2 || // Volvagia (grounded/flying)
actor->id == ACTOR_BOSS_MO || // Morpha
actor->id == ACTOR_BOSS_SST || // Bongo Bongo
actor->id == ACTOR_BOSS_TW || // Twinrova
actor->id == ACTOR_BOSS_GANON || // Ganondorf
actor->id == ACTOR_BOSS_GANON2; // Ganon
// Don't apply during cutscenes because it causes weird behaviour and/or crashes on some bosses.
if (isBossActor && !Player_InBlockingCsMode(gPlayState, player)) {
// Barinade needs to be updated in sequence to avoid unintended behaviour.
if (actor->id == ACTOR_BOSS_VA) {
// params -1 is BOSSVA_BODY
if (actor->params == -1) {
Actor* actorList = gPlayState->actorCtx.actorLists[ACTORCAT_BOSS].head;
while (actorList != NULL) {
GameInteractor::RawAction::UpdateActor(actorList);
actorList = actorList->next;
}
}
} else {
GameInteractor::RawAction::UpdateActor(actor);
}
}
});
}
void InitMods() {
RegisterInfiniteMoney();
RegisterInfiniteHealth();
@ -270,4 +308,5 @@ void InitMods() {
RegisterSwitchAge();
RegisterRupeeDash();
RegisterAutoSave();
RegisterHyperBosses();
}

View File

@ -8,6 +8,7 @@
#include "objects/object_bdoor/object_bdoor.h"
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/enemyrandomizer.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#if defined(_MSC_VER) || defined(__GNUC__)
#include <string.h>
@ -2595,6 +2596,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
actor->colorFilterTimer--;
}
actor->update(actor, play);
GameInteractor_ExecuteOnActorUpdate(actor, play);
func_8003F8EC(play, &play->colCtx.dyna, actor);
}

View File

@ -1,6 +1,7 @@
#include "global.h"
#include "vt.h"
#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
typedef void (*ColChkBloodFunc)(PlayState*, Collider*, Vec3f*);
@ -1177,6 +1178,10 @@ static ColChkResetFunc sATResetFuncs[] = {
s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
s32 index;
if (GameInteractor_SecondCollisionUpdate()) {
return -1;
}
if (FrameAdvance_IsEnabled(play) == true) {
return -1;
}
@ -1206,9 +1211,15 @@ s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colChkCtx, Coll
s32 CollisionCheck_SetAT_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider,
s32 index) {
ASSERT(collider->shape <= COLSHAPE_QUAD);
if (GameInteractor_SecondCollisionUpdate()) {
return -1;
}
if (FrameAdvance_IsEnabled(play) == true) {
return -1;
}
sATResetFuncs[collider->shape](play, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@ -1246,6 +1257,10 @@ static ColChkResetFunc sACResetFuncs[] = {
s32 CollisionCheck_SetAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
s32 index;
if (GameInteractor_SecondCollisionUpdate()) {
return -1;
}
if (FrameAdvance_IsEnabled(play) == true) {
return -1;
}
@ -1275,9 +1290,15 @@ s32 CollisionCheck_SetAC(PlayState* play, CollisionCheckContext* colChkCtx, Coll
s32 CollisionCheck_SetAC_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider,
s32 index) {
ASSERT(collider->shape <= COLSHAPE_QUAD);
if (GameInteractor_SecondCollisionUpdate()) {
return -1;
}
if (FrameAdvance_IsEnabled(play) == true) {
return -1;
}
sACResetFuncs[collider->shape](play, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@ -1315,6 +1336,10 @@ static ColChkResetFunc sOCResetFuncs[] = {
s32 CollisionCheck_SetOC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
s32 index;
if (GameInteractor_SecondCollisionUpdate()) {
return -1;
}
if (FrameAdvance_IsEnabled(play) == true) {
return -1;
}
@ -1345,9 +1370,15 @@ s32 CollisionCheck_SetOC(PlayState* play, CollisionCheckContext* colChkCtx, Coll
*/
s32 CollisionCheck_SetOC_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider,
s32 index) {
if (GameInteractor_SecondCollisionUpdate()) {
return -1;
}
if (FrameAdvance_IsEnabled(play) == true) {
return -1;
}
ASSERT(collider->shape <= COLSHAPE_QUAD);
sOCResetFuncs[collider->shape](play, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
@ -1380,6 +1411,10 @@ s32 CollisionCheck_SetOC_SAC(PlayState* play, CollisionCheckContext* colChkCtx,
s32 CollisionCheck_SetOCLine(PlayState* play, CollisionCheckContext* colChkCtx, OcLine* collider) {
s32 index;
if (GameInteractor_SecondCollisionUpdate()) {
return -1;
}
if (FrameAdvance_IsEnabled(play) == true) {
return -1;
}

View File

@ -35,7 +35,7 @@ void BossDodongo_DrawEffects(PlayState* play);
void BossDodongo_UpdateEffects(PlayState* play);
const ActorInit Boss_Dodongo_InitVars = {
ACTOR_EN_DODONGO,
ACTOR_BOSS_DODONGO,
ACTORCAT_BOSS,
FLAGS,
OBJECT_KINGDODONGO,