Shipwright/soh/soh/Enhancements/game-interactor/GameInteractor.h

141 lines
4.7 KiB
C++

#pragma once
#ifndef GameInteractor_h
#define GameInteractor_h
#include "GameInteractionEffect.h"
typedef enum {
/* 0x00 */ GI_LINK_SIZE_NORMAL,
/* 0x01 */ GI_LINK_SIZE_GIANT,
/* 0x02 */ GI_LINK_SIZE_MINISH,
/* 0x03 */ GI_LINK_SIZE_PAPER,
/* 0x04 */ GI_LINK_SIZE_RESET
} GILinkSize;
typedef enum {
/* 0x00 */ GI_GRAVITY_LEVEL_LIGHT,
/* 0x01 */ GI_GRAVITY_LEVEL_NORMAL,
/* 0x02 */ GI_GRAVITY_LEVEL_HEAVY,
} GIGravityLevel;
#ifdef __cplusplus
extern "C" {
#endif
uint8_t GameInteractor_NoUIActive();
GILinkSize GameInteractor_GetLinkSize();
void GameInteractor_SetLinkSize(GILinkSize size);
uint8_t GameInteractor_InvisibleLinkActive();
uint8_t GameInteractor_OneHitKOActive();
uint8_t GameInteractor_PacifistModeActive();
uint8_t GameInteractor_DisableZTargetingActive();
uint8_t GameInteractor_ReverseControlsActive();
int32_t GameInteractor_DefenseModifier();
int32_t GameInteractor_RunSpeedModifier();
GIGravityLevel GameInteractor_GravityLevel();
#ifdef __cplusplus
}
#endif
#ifdef __cplusplus
#include <vector>
#include <functional>
#define DEFINE_HOOK(name, type) \
struct name { \
typedef std::function<type> fn; \
}
class GameInteractor {
public:
static GameInteractor* Instance;
// Gsme State
class State {
public:
static bool NoUIActive;
static GILinkSize LinkSize;
static bool InvisibleLinkActive;
static bool OneHitKOActive;
static bool PacifistModeActive;
static bool DisableZTargetingActive;
static bool ReverseControlsActive;
static int32_t DefenseModifier;
static int32_t RunSpeedModifier;
static GIGravityLevel GravityLevel;
static void SetPacifistMode(bool active);
};
// Effects
static GameInteractionEffectQueryResult CanApplyEffect(GameInteractionEffectBase* effect);
static GameInteractionEffectQueryResult ApplyEffect(GameInteractionEffectBase* effect);
static GameInteractionEffectQueryResult RemoveEffect(GameInteractionEffectBase* effect);
// Game Hooks
template <typename H> struct RegisteredGameHooks { inline static std::vector<typename H::fn> functions; };
template <typename H> void RegisterGameHook(typename H::fn h) { RegisteredGameHooks<H>::functions.push_back(h); }
template <typename H, typename... Args> void ExecuteHooks(Args&&... args) {
for (auto& fn : RegisteredGameHooks<H>::functions) {
fn(std::forward<Args>(args)...);
}
}
DEFINE_HOOK(OnLoadGame, void(int32_t fileNum));
DEFINE_HOOK(OnExitGame, void(int32_t fileNum));
DEFINE_HOOK(OnGameFrameUpdate, void());
DEFINE_HOOK(OnReceiveItem, void(uint8_t item));
DEFINE_HOOK(OnSceneInit, void(int16_t sceneNum));
DEFINE_HOOK(OnPlayerUpdate, void());
DEFINE_HOOK(OnSaveFile, void(int32_t fileNum));
DEFINE_HOOK(OnLoadFile, void(int32_t fileNum));
DEFINE_HOOK(OnDeleteFile, void(int32_t fileNum));
DEFINE_HOOK(OnDialogMessage, void());
DEFINE_HOOK(OnPresentTitleCard, void());
DEFINE_HOOK(OnInterfaceUpdate, void());
DEFINE_HOOK(OnKaleidoscopeUpdate, void(int16_t inDungeonScene));
DEFINE_HOOK(OnPresentFileSelect, void());
DEFINE_HOOK(OnUpdateFileSelectSelection, void(uint16_t optionIndex));
DEFINE_HOOK(OnUpdateFileCopySelection, void(uint16_t optionIndex));
DEFINE_HOOK(OnUpdateFileCopyConfirmationSelection, void(uint16_t optionIndex));
DEFINE_HOOK(OnUpdateFileEraseSelection, void(uint16_t optionIndex));
DEFINE_HOOK(OnUpdateFileEraseConfirmationSelection, void(uint16_t optionIndex));
DEFINE_HOOK(OnUpdateFileAudioSelection, void(uint8_t optionIndex));
DEFINE_HOOK(OnUpdateFileTargetSelection, void(uint8_t optionIndex));
DEFINE_HOOK(OnSetGameLanguage, void());
// Helpers
static bool IsSaveLoaded();
static bool IsGameplayPaused();
static bool CanSpawnEnemy();
class RawAction {
public:
static void AddOrRemoveHealthContainers(int16_t amount);
static void AddOrRemoveMagic(int8_t amount);
static void HealOrDamagePlayer(int16_t hearts);
static void SetPlayerHealth(int16_t hearts);
static void SetLinkInvisibility(bool active);
static void SetWeatherStorm(bool active);
static void ForceEquipBoots(int8_t boots);
static void FreezePlayer();
static void BurnPlayer();
static void ElectrocutePlayer();
static void KnockbackPlayer(float strength);
static void GiveDekuShield();
static void SpawnCuccoStorm();
static void ForceInterfaceUpdate();
static GameInteractionEffectQueryResult SpawnEnemyWithOffset(uint32_t enemyId, int32_t enemyParams);
};
};
#endif /* __cplusplus */
#endif /* GameInteractor_h */