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https://github.com/HarbourMasters/Shipwright.git
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10b6f8cf80
macready -> develop
306 lines
12 KiB
C++
306 lines
12 KiB
C++
#pragma once
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#ifndef GameInteractor_h
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#define GameInteractor_h
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#include "GameInteractionEffect.h"
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#include "soh/Enhancements/item-tables/ItemTableTypes.h"
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#include <z64.h>
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typedef enum {
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GI_SCHEME_SAIL,
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GI_SCHEME_CROWD_CONTROL,
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} GIScheme;
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typedef enum {
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/* 0x00 */ GI_LINK_SIZE_NORMAL,
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/* 0x01 */ GI_LINK_SIZE_GIANT,
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/* 0x02 */ GI_LINK_SIZE_MINISH,
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/* 0x03 */ GI_LINK_SIZE_PAPER,
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/* 0x03 */ GI_LINK_SIZE_SQUISHED,
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/* 0x04 */ GI_LINK_SIZE_RESET
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} GILinkSize;
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typedef enum {
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/* 0x00 */ GI_GRAVITY_LEVEL_LIGHT,
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/* 0x01 */ GI_GRAVITY_LEVEL_NORMAL,
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/* 0x02 */ GI_GRAVITY_LEVEL_HEAVY,
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} GIGravityLevel;
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typedef enum {
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/* 0x00 */ GI_BUTTONS_CBUTTONS,
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/* 0x01 */ GI_BUTTONS_DPAD,
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} GIButtonSet;
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typedef enum {
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/* */ GI_TIMEOFDAY_DAWN = 32768,
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/* */ GI_TIMEOFDAY_NOON = 49152,
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/* */ GI_TIMEOFDAY_DUSK = 0,
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/* */ GI_TIMEOFDAY_MIDNIGHT = 16384,
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} GITimeOfDay;
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typedef enum {
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/* 0x00 */ GI_COSMETICS_TUNICS,
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/* 0x01 */ GI_COSMETICS_NAVI,
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/* 0x02 */ GI_COSMETICS_HAIR,
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} GICosmeticCategories;
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typedef enum {
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/* 0x00 */ GI_COLOR_RED,
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/* 0x01 */ GI_COLOR_GREEN,
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/* 0x02 */ GI_COLOR_BLUE,
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/* 0x03 */ GI_COLOR_ORANGE,
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/* 0x04 */ GI_COLOR_YELLOW,
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/* 0x05 */ GI_COLOR_PURPLE,
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/* 0x06 */ GI_COLOR_PINK,
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/* 0x07 */ GI_COLOR_BROWN,
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/* 0x08 */ GI_COLOR_BLACK,
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} GIColors;
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typedef enum {
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/* */ GI_TP_DEST_LINKSHOUSE = ENTR_LINKS_HOUSE_0,
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/* */ GI_TP_DEST_MINUET = ENTR_SACRED_FOREST_MEADOW_2,
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/* */ GI_TP_DEST_BOLERO = ENTR_DEATH_MOUNTAIN_CRATER_4,
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/* */ GI_TP_DEST_SERENADE = ENTR_LAKE_HYLIA_8,
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/* */ GI_TP_DEST_REQUIEM = ENTR_DESERT_COLOSSUS_5,
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/* */ GI_TP_DEST_NOCTURNE = ENTR_GRAVEYARD_7,
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/* */ GI_TP_DEST_PRELUDE = ENTR_TEMPLE_OF_TIME_7,
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} GITeleportDestinations;
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#ifdef __cplusplus
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extern "C" {
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#endif
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uint8_t GameInteractor_NoUIActive();
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GILinkSize GameInteractor_GetLinkSize();
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void GameInteractor_SetLinkSize(GILinkSize size);
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uint8_t GameInteractor_InvisibleLinkActive();
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uint8_t GameInteractor_OneHitKOActive();
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uint8_t GameInteractor_PacifistModeActive();
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uint8_t GameInteractor_DisableZTargetingActive();
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uint8_t GameInteractor_ReverseControlsActive();
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int32_t GameInteractor_DefenseModifier();
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int32_t GameInteractor_RunSpeedModifier();
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GIGravityLevel GameInteractor_GravityLevel();
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uint32_t GameInteractor_GetEmulatedButtons();
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void GameInteractor_SetEmulatedButtons(uint32_t buttons);
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uint8_t GameInteractor_GetRandomBombFuseTimerActive();
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uint8_t GameInteractor_GetDisableLedgeGrabsActive();
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uint8_t GameInteractor_GetRandomWindActive();
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uint8_t GameInteractor_GetRandomBonksActive();
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uint8_t GameInteractor_GetSlipperyFloorActive();
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uint8_t GameInteractor_SecondCollisionUpdate();
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void GameInteractor_SetTriforceHuntPieceGiven(uint8_t state);
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void GameInteractor_SetTriforceHuntCreditsWarpActive(uint8_t state);
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#ifdef __cplusplus
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}
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#endif
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#ifdef __cplusplus
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#include <thread>
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#include <vector>
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#include <functional>
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#include <string>
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#ifdef ENABLE_REMOTE_CONTROL
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#include <SDL2/SDL_net.h>
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#include <nlohmann/json.hpp>
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#endif
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#define DEFINE_HOOK(name, type) \
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struct name { \
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typedef std::function<type> fn; \
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}
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class GameInteractor {
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public:
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static GameInteractor* Instance;
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// Gsme State
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class State {
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public:
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static bool NoUIActive;
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static GILinkSize LinkSize;
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static bool InvisibleLinkActive;
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static bool OneHitKOActive;
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static bool PacifistModeActive;
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static bool DisableZTargetingActive;
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static bool ReverseControlsActive;
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static int32_t DefenseModifier;
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static int32_t RunSpeedModifier;
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static GIGravityLevel GravityLevel;
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static uint32_t EmulatedButtons;
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static uint8_t RandomBombFuseTimerActive;
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static uint8_t DisableLedgeGrabsActive;
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static uint8_t RandomWindActive;
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static uint8_t RandomWindSecondsSinceLastDirectionChange;
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static uint8_t RandomBonksActive;
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static uint8_t SlipperyFloorActive;
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static uint8_t SecondCollisionUpdate;
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static uint8_t TriforceHuntPieceGiven;
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static uint8_t TriforceHuntCreditsWarpActive;
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static void SetPacifistMode(bool active);
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};
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#ifdef ENABLE_REMOTE_CONTROL
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bool isRemoteInteractorEnabled;
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bool isRemoteInteractorConnected;
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void EnableRemoteInteractor();
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void DisableRemoteInteractor();
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void RegisterRemoteDataHandler(std::function<void(char payload[512])> method);
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void RegisterRemoteJsonHandler(std::function<void(nlohmann::json)> method);
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void RegisterRemoteConnectedHandler(std::function<void()> method);
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void RegisterRemoteDisconnectedHandler(std::function<void()> method);
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void TransmitDataToRemote(const char* payload);
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void TransmitJsonToRemote(nlohmann::json packet);
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#endif
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// Effects
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static GameInteractionEffectQueryResult CanApplyEffect(GameInteractionEffectBase* effect);
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static GameInteractionEffectQueryResult ApplyEffect(GameInteractionEffectBase* effect);
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static GameInteractionEffectQueryResult RemoveEffect(RemovableGameInteractionEffect* effect);
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// Game Hooks
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uint32_t nextHookId = 1;
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template <typename H> struct RegisteredGameHooks { inline static std::unordered_map<uint32_t, typename H::fn> functions; };
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template <typename H> struct HooksToUnregister { inline static std::vector<uint32_t> hooks; };
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template <typename H> uint32_t RegisterGameHook(typename H::fn h) {
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// Ensure hook id is unique and not 0, which is reserved for invalid hooks
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if (this->nextHookId == 0 || this->nextHookId >= UINT32_MAX) this->nextHookId = 1;
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while (RegisteredGameHooks<H>::functions.find(this->nextHookId) != RegisteredGameHooks<H>::functions.end()) {
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this->nextHookId++;
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}
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RegisteredGameHooks<H>::functions[this->nextHookId] = h;
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return this->nextHookId++;
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}
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template <typename H> void UnregisterGameHook(uint32_t id) {
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HooksToUnregister<H>::hooks.push_back(id);
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}
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template <typename H, typename... Args> void ExecuteHooks(Args&&... args) {
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for (auto& hookId : HooksToUnregister<H>::hooks) {
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RegisteredGameHooks<H>::functions.erase(hookId);
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}
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HooksToUnregister<H>::hooks.clear();
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for (auto& hook : RegisteredGameHooks<H>::functions) {
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hook.second(std::forward<Args>(args)...);
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}
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}
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DEFINE_HOOK(OnLoadGame, void(int32_t fileNum));
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DEFINE_HOOK(OnExitGame, void(int32_t fileNum));
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DEFINE_HOOK(OnGameFrameUpdate, void());
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DEFINE_HOOK(OnItemReceive, void(GetItemEntry itemEntry));
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DEFINE_HOOK(OnSaleEnd, void(GetItemEntry itemEntry));
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DEFINE_HOOK(OnTransitionEnd, void(int16_t sceneNum));
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DEFINE_HOOK(OnSceneInit, void(int16_t sceneNum));
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DEFINE_HOOK(OnSceneFlagSet, void(int16_t sceneNum, int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnSceneFlagUnset, void(int16_t sceneNum, int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnFlagSet, void(int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnFlagUnset, void(int16_t flagType, int16_t flag));
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DEFINE_HOOK(OnSceneSpawnActors, void());
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DEFINE_HOOK(OnPlayerUpdate, void());
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DEFINE_HOOK(OnOcarinaSongAction, void());
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DEFINE_HOOK(OnShopSlotChange, void(uint8_t cursorIndex, int16_t price));
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DEFINE_HOOK(OnActorInit, void(void* actor));
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DEFINE_HOOK(OnActorUpdate, void(void* actor));
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DEFINE_HOOK(OnActorKill, void(void* actor));
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DEFINE_HOOK(OnEnemyDefeat, void(void* actor));
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DEFINE_HOOK(OnPlayerBonk, void());
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DEFINE_HOOK(OnPlayDestroy, void());
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DEFINE_HOOK(OnPlayDrawEnd, void());
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DEFINE_HOOK(OnSaveFile, void(int32_t fileNum));
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DEFINE_HOOK(OnLoadFile, void(int32_t fileNum));
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DEFINE_HOOK(OnDeleteFile, void(int32_t fileNum));
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DEFINE_HOOK(OnDialogMessage, void());
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DEFINE_HOOK(OnPresentTitleCard, void());
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DEFINE_HOOK(OnInterfaceUpdate, void());
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DEFINE_HOOK(OnKaleidoscopeUpdate, void(int16_t inDungeonScene));
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DEFINE_HOOK(OnPresentFileSelect, void());
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DEFINE_HOOK(OnUpdateFileSelectSelection, void(uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileSelectConfirmationSelection, void(uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileCopySelection, void(uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileCopyConfirmationSelection, void(uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileEraseSelection, void(uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileEraseConfirmationSelection, void(uint16_t optionIndex));
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DEFINE_HOOK(OnUpdateFileAudioSelection, void(uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileTargetSelection, void(uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileLanguageSelection, void(uint8_t optionIndex));
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DEFINE_HOOK(OnUpdateFileQuestSelection, void(uint8_t questIndex));
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DEFINE_HOOK(OnUpdateFileBossRushOptionSelection, void(uint8_t optionIndex, uint8_t optionValue));
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DEFINE_HOOK(OnUpdateFileNameSelection, void(int16_t charCode));
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DEFINE_HOOK(OnSetGameLanguage, void());
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DEFINE_HOOK(OnFileDropped, void(std::string filePath));
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DEFINE_HOOK(OnAssetAltChange, void());
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DEFINE_HOOK(OnKaleidoUpdate, void());
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// Helpers
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static bool IsSaveLoaded(bool allowDbgSave = false);
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static bool IsGameplayPaused();
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static bool CanSpawnActor();
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static bool CanAddOrTakeAmmo(int16_t amount, int16_t item);
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class RawAction {
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public:
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static void SetSceneFlag(int16_t sceneNum, int16_t flagType, int16_t flag);
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static void UnsetSceneFlag(int16_t sceneNum, int16_t flagType, int16_t flag);
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static void SetFlag(int16_t flagType, int16_t chestNum);
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static void UnsetFlag(int16_t flagType, int16_t chestNum);
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static void AddOrRemoveHealthContainers(int16_t amount);
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static void AddOrRemoveMagic(int8_t amount);
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static void HealOrDamagePlayer(int16_t hearts);
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static void SetPlayerHealth(int16_t hearts);
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static void SetLinkInvisibility(bool active);
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static void SetWeatherStorm(bool active);
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static void ForceEquipBoots(int8_t boots);
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static void FreezePlayer();
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static void BurnPlayer();
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static void ElectrocutePlayer();
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static void KnockbackPlayer(float strength);
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static void GiveOrTakeShield(int32_t shield);
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static void ForceInterfaceUpdate();
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static void UpdateActor(void* refActor);
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static void TeleportPlayer(int32_t nextEntrance);
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static void ClearAssignedButtons(uint8_t buttonSet);
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static void SetTimeOfDay(uint32_t time);
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static void SetCollisionViewer(bool active);
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static void SetCosmeticsColor(uint8_t cosmeticCategory, uint8_t colorValue);
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static void RandomizeCosmeticsColors(bool excludeBiddingWarColors);
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static void EmulateButtonPress(int32_t button);
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static void AddOrTakeAmmo(int16_t amount, int16_t item);
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static void EmulateRandomButtonPress(uint32_t chancePercentage = 100);
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static void SetRandomWind(bool active);
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static void SetPlayerInvincibility(bool active);
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static void ClearCutscenePointer();
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static GameInteractionEffectQueryResult SpawnEnemyWithOffset(uint32_t enemyId, int32_t enemyParams);
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static GameInteractionEffectQueryResult SpawnActor(uint32_t actorId, int32_t actorParams);
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};
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private:
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#ifdef ENABLE_REMOTE_CONTROL
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IPaddress remoteIP;
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TCPsocket remoteSocket;
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std::thread remoteThreadReceive;
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std::function<void(char payload[512])> remoteDataHandler;
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std::function<void(nlohmann::json)> remoteJsonHandler;
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std::function<void()> remoteConnectedHandler;
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std::function<void()> remoteDisconnectedHandler;
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void ReceiveFromServer();
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void HandleRemoteData(char payload[512]);
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void HandleRemoteJson(std::string payload);
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#endif
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};
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#endif /* __cplusplus */
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#endif /* GameInteractor_h */
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