Shipwright/soh/soh/Enhancements/crowd-control/CrowdControl.cpp

828 lines
34 KiB
C++

#ifdef ENABLE_CROWD_CONTROL
#include "CrowdControl.h"
#include "CrowdControlTypes.h"
#include <libultraship/bridge.h>
#include <Console.h>
#include <ImGuiImpl.h>
#include <nlohmann/json.hpp>
#include <spdlog/spdlog.h>
#include <spdlog/fmt/fmt.h>
#include <regex>
extern "C" {
#include <z64.h>
#include "variables.h"
#include "functions.h"
#include "macros.h"
extern PlayState* gPlayState;
}
void CrowdControl::Init() {
SDLNet_Init();
}
void CrowdControl::Shutdown() {
SDLNet_Quit();
}
void CrowdControl::Enable() {
if (isEnabled) {
return;
}
if (SDLNet_ResolveHost(&ip, "127.0.0.1", 43384) == -1) {
SPDLOG_ERROR("[CrowdControl] SDLNet_ResolveHost: {}", SDLNet_GetError());
}
isEnabled = true;
ccThreadReceive = std::thread(&CrowdControl::ListenToServer, this);
ccThreadProcess = std::thread(&CrowdControl::ProcessActiveEffects, this);
}
void CrowdControl::Disable() {
if (!isEnabled) {
return;
}
isEnabled = false;
ccThreadReceive.join();
ccThreadProcess.join();
}
void CrowdControl::ListenToServer() {
while (isEnabled) {
while (!connected && isEnabled) {
SPDLOG_TRACE("[CrowdControl] Attempting to make connection to server...");
tcpsock = SDLNet_TCP_Open(&ip);
if (tcpsock) {
connected = true;
SPDLOG_TRACE("[CrowdControl] Connection to server established!");
break;
}
}
SDLNet_SocketSet socketSet = SDLNet_AllocSocketSet(1);
if (tcpsock) {
SDLNet_TCP_AddSocket(socketSet, tcpsock);
}
// Listen to socket messages
while (connected && tcpsock && isEnabled) {
// we check first if socket has data, to not block in the TCP_Recv
int socketsReady = SDLNet_CheckSockets(socketSet, 0);
if (socketsReady == -1) {
SPDLOG_ERROR("[CrowdControl] SDLNet_CheckSockets: {}", SDLNet_GetError());
break;
}
if (socketsReady == 0) {
continue;
}
int len = SDLNet_TCP_Recv(tcpsock, &received, sizeof(received));
if (!len || !tcpsock || len == -1) {
SPDLOG_ERROR("[CrowdControl] SDLNet_TCP_Recv: {}", SDLNet_GetError());
break;
}
Effect* incomingEffect = ParseMessage(received);
if (!incomingEffect) {
continue;
}
// If effect is not a timed effect, execute and return result.
if (!incomingEffect->timeRemaining) {
EffectResult result = CrowdControl::ExecuteEffect(incomingEffect);
EmitMessage(tcpsock, incomingEffect->id, incomingEffect->timeRemaining, result);
} else {
// If another timed effect is already active that conflicts with the incoming effect.
bool isConflictingEffectActive = false;
for (Effect* effect : activeEffects) {
if (effect != incomingEffect && effect->category == incomingEffect->category && effect->id < incomingEffect->id) {
isConflictingEffectActive = true;
EmitMessage(tcpsock, incomingEffect->id, incomingEffect->timeRemaining, EffectResult::Retry);
break;
}
}
if (!isConflictingEffectActive) {
// Check if effect can be applied, if it can't, let CC know.
EffectResult result = CrowdControl::CanApplyEffect(incomingEffect);
if (result == EffectResult::Retry || result == EffectResult::Failure) {
EmitMessage(tcpsock, incomingEffect->id, incomingEffect->timeRemaining, result);
continue;
}
activeEffectsMutex.lock();
activeEffects.push_back(incomingEffect);
activeEffectsMutex.unlock();
}
}
}
if (connected) {
SDLNet_TCP_Close(tcpsock);
connected = false;
SPDLOG_TRACE("[CrowdControl] Ending Listen thread...");
}
}
}
void CrowdControl::ProcessActiveEffects() {
while (isEnabled) {
// We only want to send events when status changes, on start we send Success.
// If it fails at some point, we send Pause, and when it starts to succeed again we send Success.
// CC uses this to pause the timer on the overlay.
activeEffectsMutex.lock();
auto it = activeEffects.begin();
while (it != activeEffects.end()) {
Effect *effect = *it;
EffectResult result = CrowdControl::ExecuteEffect(effect);
if (result == EffectResult::Success) {
// If time remaining has reached 0, we have finished the effect.
if (effect->timeRemaining <= 0) {
it = activeEffects.erase(std::remove(activeEffects.begin(), activeEffects.end(), effect),
activeEffects.end());
GameInteractor::RemoveEffect(effect->giEffect);
delete effect;
} else {
// If we have a success after previously being paused, tell CC to resume timer.
if (effect->isPaused) {
effect->isPaused = false;
EmitMessage(tcpsock, effect->id, effect->timeRemaining, EffectResult::Resumed);
// If not paused before, subtract time from the timer and send a Success event if
// the result is different from the last time this was ran.
// Timed events are put on a thread that runs once per second.
} else {
effect->timeRemaining -= 1000;
if (result != effect->lastExecutionResult) {
effect->lastExecutionResult = result;
EmitMessage(tcpsock, effect->id, effect->timeRemaining, EffectResult::Success);
}
}
it++;
}
} else { // Timed effects only do Success or Retry
if (!effect->isPaused && effect->timeRemaining > 0) {
effect->isPaused = true;
EmitMessage(tcpsock, effect->id, effect->timeRemaining, EffectResult::Paused);
}
it++;
}
}
activeEffectsMutex.unlock();
std::this_thread::sleep_for(std::chrono::seconds(1));
}
SPDLOG_TRACE("[CrowdControl] Ending Process thread...");
}
void CrowdControl::EmitMessage(TCPsocket socket, uint32_t eventId, long timeRemaining, EffectResult status) {
nlohmann::json payload;
payload["id"] = eventId;
payload["type"] = 0;
payload["timeRemaining"] = timeRemaining;
payload["status"] = status;
std::string jsonPayload = payload.dump();
SDLNet_TCP_Send(socket, jsonPayload.c_str(), jsonPayload.size() + 1);
}
CrowdControl::EffectResult CrowdControl::ExecuteEffect(Effect* effect) {
GameInteractionEffectQueryResult giResult;
if (effect->category == kEffectCatSpawnEnemy) {
giResult = GameInteractor::RawAction::SpawnEnemyWithOffset(effect->spawnParams[0], effect->spawnParams[1]);
} else if (effect->category == kEffectCatSpawnActor) {
giResult = GameInteractor::RawAction::SpawnActor(effect->spawnParams[0], effect->spawnParams[1]);
} else {
giResult = GameInteractor::ApplyEffect(effect->giEffect);
}
return TranslateGiEnum(giResult);
}
/// Checks if effect can be applied -- should not be used to check for spawn enemy effects.
CrowdControl::EffectResult CrowdControl::CanApplyEffect(Effect* effect) {
assert(effect->category != kEffectCatSpawnEnemy || effect->category != kEffectCatSpawnActor);
GameInteractionEffectQueryResult giResult = GameInteractor::CanApplyEffect(effect->giEffect);
return TranslateGiEnum(giResult);
}
CrowdControl::EffectResult CrowdControl::TranslateGiEnum(GameInteractionEffectQueryResult giResult) {
// Translate GameInteractor result into CC's own enums.
EffectResult result;
if (giResult == GameInteractionEffectQueryResult::Possible) {
result = EffectResult::Success;
} else if (giResult == GameInteractionEffectQueryResult::TemporarilyNotPossible) {
result = EffectResult::Retry;
} else {
result = EffectResult::Failure;
}
return result;
}
CrowdControl::Effect* CrowdControl::ParseMessage(char payload[512]) {
nlohmann::json dataReceived = nlohmann::json::parse(payload, nullptr, false);
if (dataReceived.is_discarded()) {
SPDLOG_ERROR("Error parsing JSON");
return nullptr;
}
Effect* effect = new Effect();
effect->lastExecutionResult = EffectResult::Initiate;
effect->id = dataReceived["id"];
auto parameters = dataReceived["parameters"];
uint32_t receivedParameter = 0;
auto effectName = dataReceived["code"].get<std::string>();
if (parameters.size() > 0) {
receivedParameter = dataReceived["parameters"][0];
}
// Assign GameInteractionEffect + values to CC effect.
// Categories are mostly used for checking for conflicting timed effects.
switch (effectStringToEnum[effectName]) {
// Spawn Enemies and Objects
case kEffectSpawnCuccoStorm:
effect->spawnParams[0] = ACTOR_EN_NIW;
effect->category = kEffectCatSpawnActor;
break;
case kEffectSpawnLitBomb:
effect->spawnParams[0] = ACTOR_EN_BOM;
effect->category = kEffectCatSpawnActor;
break;
case kEffectSpawnExplosion:
effect->spawnParams[0] = ACTOR_EN_BOM;
effect->spawnParams[1] = 1;
effect->category = kEffectCatSpawnActor;
break;
case kEffectSpawnArwing:
effect->spawnParams[0] = ACTOR_EN_CLEAR_TAG;
// Parameter for no cutscene Arwing
effect->spawnParams[1] = 1;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnDarklink:
effect->spawnParams[0] = ACTOR_EN_TORCH2;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnIronKnuckle:
effect->spawnParams[0] = ACTOR_EN_IK;
// Parameter for black standing Iron Knuckle
effect->spawnParams[1] = 2;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnStalfos:
effect->spawnParams[0] = ACTOR_EN_TEST;
// Parameter for gravity-obeying Stalfos
effect->spawnParams[1] = 2;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnFreezard:
effect->spawnParams[0] = ACTOR_EN_FZ;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnLikeLike:
effect->spawnParams[0] = ACTOR_EN_RR;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnGibdo:
effect->spawnParams[0] = ACTOR_EN_RD;
// Parameter for Gibdo
effect->spawnParams[1] = 32766;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnKeese:
effect->spawnParams[0] = ACTOR_EN_FIREFLY;
// Parameter for normal keese
effect->spawnParams[1] = 2;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnIceKeese:
effect->spawnParams[0] = ACTOR_EN_FIREFLY;
// Parameter for ice keese
effect->spawnParams[1] = 4;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnFireKeese:
effect->spawnParams[0] = ACTOR_EN_FIREFLY;
// Parameter for fire keese
effect->spawnParams[1] = 1;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnWolfos:
effect->spawnParams[0] = ACTOR_EN_WF;
effect->category = kEffectCatSpawnEnemy;
break;
case kEffectSpawnWallmaster:
effect->spawnParams[0] = ACTOR_EN_WALLMAS;
effect->category = kEffectCatSpawnEnemy;
break;
// Link Modifiers
case kEffectTakeHalfDamage:
effect->category = kEffectCatDamageTaken;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyDefenseModifier();
effect->giEffect->parameters[0] = 2;
break;
case kEffectTakeDoubleDamage:
effect->category = kEffectCatDamageTaken;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyDefenseModifier();
effect->giEffect->parameters[0] = -2;
break;
case kEffectOneHitKo:
effect->category = kEffectCatDamageTaken;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::OneHitKO();
break;
case kEffectInvincibility:
effect->category = kEffectCatDamageTaken;
effect->timeRemaining = 15000;
effect->giEffect = new GameInteractionEffect::PlayerInvincibility();
break;
break;
case kEffectIncreaseSpeed:
effect->category = kEffectCatSpeed;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyRunSpeedModifier();
effect->giEffect->parameters[0] = 2;
break;
case kEffectDecreaseSpeed:
effect->category = kEffectCatSpeed;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyRunSpeedModifier();
effect->giEffect->parameters[0] = -2;
break;
case kEffectLowGravity:
effect->category = kEffectCatGravity;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyGravity();
effect->giEffect->parameters[0] = GI_GRAVITY_LEVEL_LIGHT;
break;
case kEffectHighGravity:
effect->category = kEffectCatGravity;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyGravity();
effect->giEffect->parameters[0] = GI_GRAVITY_LEVEL_HEAVY;
break;
case kEffectForceIronBoots:
effect->category = kEffectCatBoots;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ForceEquipBoots();
effect->giEffect->parameters[0] = PLAYER_BOOTS_IRON;
break;
case kEffectForceHoverBoots:
effect->category = kEffectCatBoots;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ForceEquipBoots();
effect->giEffect->parameters[0] = PLAYER_BOOTS_HOVER;
break;
case kEffectSlipperyFloor:
effect->category = kEffectCatSlipperyFloor;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::SlipperyFloor();
break;
case kEffectNoLedgeGrabs:
effect->category = kEffectCatNoLedgeGrabs;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::DisableLedgeGrabs();
break;
case kEffectRandomWind:
effect->category = kEffectCatRandomWind;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::RandomWind();
break;
case kEffectRandomBonks:
effect->category = kEffectCatRandomBonks;
effect->timeRemaining = 60000;
effect->giEffect = new GameInteractionEffect::RandomBonks();
break;
// Hurt or Heal Link
case kEffectEmptyHeart:
effect->giEffect = new GameInteractionEffect::ModifyHealth();
effect->giEffect->parameters[0] = receivedParameter * -1;
break;
case kEffectFillHeart:
effect->giEffect = new GameInteractionEffect::ModifyHealth();
break;
case kEffectKnockbackLinkWeak:
effect->giEffect = new GameInteractionEffect::KnockbackPlayer();
effect->giEffect->parameters[0] = 1;
break;
case kEffectKnockbackLinkStrong:
effect->giEffect = new GameInteractionEffect::KnockbackPlayer();
effect->giEffect->parameters[0] = 3;
break;
case kEffectKnockbackLinkMega:
effect->giEffect = new GameInteractionEffect::KnockbackPlayer();
effect->giEffect->parameters[0] = 6;
break;
case kEffectBurnLink:
effect->giEffect = new GameInteractionEffect::BurnPlayer();
break;
case kEffectFreezeLink:
effect->giEffect = new GameInteractionEffect::FreezePlayer();
break;
case kEffectElectrocuteLink:
effect->giEffect = new GameInteractionEffect::ElectrocutePlayer();
break;
case kEffectKillLink:
effect->giEffect = new GameInteractionEffect::SetPlayerHealth();
effect->giEffect->parameters[0] = 0;
break;
// Give Items and Consumables
case kEffectAddHeartContainer:
effect->giEffect = new GameInteractionEffect::ModifyHeartContainers();
effect->giEffect->parameters[0] = 1;
break;
case kEffectFillMagic:
effect->giEffect = new GameInteractionEffect::FillMagic();
break;
case kEffectAddRupees:
effect->giEffect = new GameInteractionEffect::ModifyRupees();
break;
case kEffectGiveDekuShield:
effect->giEffect = new GameInteractionEffect::GiveOrTakeShield();
effect->giEffect->parameters[0] = ITEM_SHIELD_DEKU;
break;
case kEffectGiveHylianShield:
effect->giEffect = new GameInteractionEffect::GiveOrTakeShield();
effect->giEffect->parameters[0] = ITEM_SHIELD_HYLIAN;
break;
case kEffectRefillSticks:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[1] = ITEM_STICK;
break;
case kEffectRefillNuts:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[1] = ITEM_NUT;
break;
case kEffectRefillBombs:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[1] = ITEM_BOMB;
break;
case kEffectRefillSeeds:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[1] = ITEM_SLINGSHOT;
break;
case kEffectRefillArrows:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[1] = ITEM_BOW;
break;
case kEffectRefillBombchus:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[1] = ITEM_BOMBCHU;
break;
// Take Items and Consumables
case kEffectRemoveHeartContainer:
effect->giEffect = new GameInteractionEffect::ModifyHeartContainers();
effect->giEffect->parameters[0] = -1;
break;
case kEffectEmptyMagic:
effect->giEffect = new GameInteractionEffect::EmptyMagic();
break;
case kEffectRemoveRupees:
effect->giEffect = new GameInteractionEffect::ModifyRupees();
effect->giEffect->parameters[0] = receivedParameter * -1;
break;
case kEffectTakeDekuShield:
effect->giEffect = new GameInteractionEffect::GiveOrTakeShield();
effect->giEffect->parameters[0] = -ITEM_SHIELD_DEKU;
break;
case kEffectTakeHylianShield:
effect->giEffect = new GameInteractionEffect::GiveOrTakeShield();
effect->giEffect->parameters[0] = -ITEM_SHIELD_HYLIAN;
break;
case kEffectTakeSticks:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[0] = receivedParameter * -1;
effect->giEffect->parameters[1] = ITEM_STICK;
break;
case kEffectTakeNuts:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[0] = receivedParameter * -1;
effect->giEffect->parameters[1] = ITEM_NUT;
break;
case kEffectTakeBombs:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[0] = receivedParameter * -1;
effect->giEffect->parameters[1] = ITEM_BOMB;
break;
case kEffectTakeSeeds:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[0] = receivedParameter * -1;
effect->giEffect->parameters[1] = ITEM_SLINGSHOT;
break;
case kEffectTakeArrows:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[0] = receivedParameter * -1;
effect->giEffect->parameters[1] = ITEM_BOW;
break;
case kEffectTakeBombchus:
effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
effect->giEffect->parameters[0] = receivedParameter * -1;
effect->giEffect->parameters[1] = ITEM_BOMBCHU;
break;
// Link Size Modifiers
case kEffectGiantLink:
effect->category = kEffectCatLinkSize;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyLinkSize();
effect->giEffect->parameters[0] = GI_LINK_SIZE_GIANT;
break;
case kEffectMinishLink:
effect->category = kEffectCatLinkSize;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyLinkSize();
effect->giEffect->parameters[0] = GI_LINK_SIZE_MINISH;
break;
case kEffectPaperLink:
effect->category = kEffectCatLinkSize;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyLinkSize();
effect->giEffect->parameters[0] = GI_LINK_SIZE_PAPER;
break;
case kEffectSquishedLink:
effect->category = kEffectCatLinkSize;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::ModifyLinkSize();
effect->giEffect->parameters[0] = GI_LINK_SIZE_SQUISHED;
break;
case kEffectInvisibleLink:
effect->category = kEffectCatLinkSize;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::InvisibleLink();
break;
// Generic Effects
case kEffectRandomBombTimer:
effect->category = kEffectCatRandomBombFuseTimer;
effect->timeRemaining = 60000;
effect->giEffect = new GameInteractionEffect::RandomBombFuseTimer();
break;
case kEffectSetTimeToDawn:
effect->giEffect = new GameInteractionEffect::SetTimeOfDay();
effect->giEffect->parameters[0] = GI_TIMEOFDAY_DAWN;
break;
case kEffectSetTimeToDusk:
effect->giEffect = new GameInteractionEffect::SetTimeOfDay();
effect->giEffect->parameters[0] = GI_TIMEOFDAY_DUSK;
break;
// Visual Effects
case kEffectNoUi:
effect->category = kEffectCatUi;
effect->timeRemaining = 60000;
effect->giEffect = new GameInteractionEffect::NoUI();
break;
case kEffectRainstorm:
effect->category = kEffectCatWeather;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::WeatherRainstorm();
break;
case kEffectDebugMode:
effect->category = kEffectCatDebugMode;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::SetCollisionViewer();
break;
case kEffectRandomCosmetics:
effect->giEffect = new GameInteractionEffect::RandomizeCosmetics();
break;
// Controls
case kEffectNoZButton:
effect->category = kEffectCatNoZ;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::DisableZTargeting();
break;
case kEffectReverseControls:
effect->category = kEffectCatReverseControls;
effect->timeRemaining = 60000;
effect->giEffect = new GameInteractionEffect::ReverseControls();
break;
case kEffectPacifistMode:
effect->category = kEffectCatPacifist;
effect->timeRemaining = 15000;
effect->giEffect = new GameInteractionEffect::PacifistMode();
break;
case kEffectPressRandomButtons:
effect->category = kEffectCatRandomButtons;
effect->timeRemaining = 30000;
effect->giEffect = new GameInteractionEffect::PressRandomButton();
effect->giEffect->parameters[0] = 30;
break;
case kEffectClearCbuttons:
effect->giEffect = new GameInteractionEffect::ClearAssignedButtons();
effect->giEffect->parameters[0] = GI_BUTTONS_CBUTTONS;
break;
case kEffectClearDpad:
effect->giEffect = new GameInteractionEffect::ClearAssignedButtons();
effect->giEffect->parameters[0] = GI_BUTTONS_DPAD;
break;
// Teleport Player
case kEffectTpLinksHouse:
effect->giEffect = new GameInteractionEffect::TeleportPlayer();
effect->giEffect->parameters[0] = GI_TP_DEST_LINKSHOUSE;
break;
case kEffectTpMinuet:
effect->giEffect = new GameInteractionEffect::TeleportPlayer();
effect->giEffect->parameters[0] = GI_TP_DEST_MINUET;
break;
case kEffectTpBolero:
effect->giEffect = new GameInteractionEffect::TeleportPlayer();
effect->giEffect->parameters[0] = GI_TP_DEST_BOLERO;
break;
case kEffectTpSerenade:
effect->giEffect = new GameInteractionEffect::TeleportPlayer();
effect->giEffect->parameters[0] = GI_TP_DEST_SERENADE;
break;
case kEffectTpRequiem:
effect->giEffect = new GameInteractionEffect::TeleportPlayer();
effect->giEffect->parameters[0] = GI_TP_DEST_REQUIEM;
break;
case kEffectTpNocturne:
effect->giEffect = new GameInteractionEffect::TeleportPlayer();
effect->giEffect->parameters[0] = GI_TP_DEST_NOCTURNE;
break;
case kEffectTpPrelude:
effect->giEffect = new GameInteractionEffect::TeleportPlayer();
effect->giEffect->parameters[0] = GI_TP_DEST_PRELUDE;
break;
// Tunic Color (Bidding War)
case kEffectTunicRed:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_RED;
break;
case kEffectTunicGreen:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_GREEN;
break;
case kEffectTunicBlue:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_BLUE;
break;
case kEffectTunicOrange:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_ORANGE;
break;
case kEffectTunicYellow:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_YELLOW;
break;
case kEffectTunicPurple:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_PURPLE;
break;
case kEffectTunicPink:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_PINK;
break;
case kEffectTunicBrown:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_BROWN;
break;
case kEffectTunicBlack:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_TUNICS;
effect->giEffect->parameters[1] = GI_COLOR_BLACK;
break;
// Navi Color (Bidding War)
case kEffectNaviRed:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_RED;
break;
case kEffectNaviGreen:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_GREEN;
break;
case kEffectNaviBlue:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_BLUE;
break;
case kEffectNaviOrange:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_ORANGE;
break;
case kEffectNaviYellow:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_YELLOW;
break;
case kEffectNaviPurple:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_PURPLE;
break;
case kEffectNaviPink:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_PINK;
break;
case kEffectNaviBrown:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_BROWN;
break;
case kEffectNaviBlack:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_NAVI;
effect->giEffect->parameters[1] = GI_COLOR_BLACK;
break;
// Link's Hair Color (Bidding War)
case kEffectHairRed:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_RED;
break;
case kEffectHairGreen:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_GREEN;
break;
case kEffectHairBlue:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_BLUE;
break;
case kEffectHairOrange:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_ORANGE;
break;
case kEffectHairYellow:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_YELLOW;
break;
case kEffectHairPurple:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_PURPLE;
break;
case kEffectHairPink:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_PINK;
break;
case kEffectHairBrown:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_BROWN;
break;
case kEffectHairBlack:
effect->giEffect = new GameInteractionEffect::SetCosmeticsColor();
effect->giEffect->parameters[0] = GI_COSMETICS_HAIR;
effect->giEffect->parameters[1] = GI_COLOR_BLACK;
break;
default:
break;
}
// If no value is specifically set, default to using whatever CC sends us.
// Values are used for various things depending on the effect, but they
// usually represent the "amount" of an effect. Amount of hearts healed,
// strength of knockback, etc.
if (effect->giEffect != NULL) {
if (!effect->giEffect->parameters[0]) {
effect->giEffect->parameters[0] = receivedParameter;
}
}
return effect;
}
#endif