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#include "GameInteractor.h"
#include "spdlog/spdlog.h"
extern "C" {
#include "z64actor.h"
}
#include <libultraship/bridge.h>
void GameInteractor_ExecuteOnGameStateMainFinish() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnGameStateMainFinish>();
}
void GameInteractor_ExecuteOnGameStateDrawFinish() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnGameStateDrawFinish>();
}
void GameInteractor_ExecuteOnGameStateUpdate() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnGameStateUpdate>();
}
void GameInteractor_ExecuteOnConsoleLogoUpdate() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnConsoleLogoUpdate>();
}
void GameInteractor_ExecuteOnKaleidoUpdate(PauseContext* pauseCtx) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnKaleidoUpdate>(pauseCtx);
}
void GameInteractor_ExecuteBeforeKaleidoDrawPage(PauseContext* pauseCtx, u16 pauseIndex) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::BeforeKaleidoDrawPage>(pauseCtx, pauseIndex);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::BeforeKaleidoDrawPage>(pauseIndex, pauseCtx,
pauseIndex);
}
void GameInteractor_ExecuteAfterKaleidoDrawPage(PauseContext* pauseCtx, u16 pauseIndex) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::AfterKaleidoDrawPage>(pauseCtx, pauseIndex);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::AfterKaleidoDrawPage>(pauseIndex, pauseCtx, pauseIndex);
}
void GameInteractor_ExecuteOnSaveInit(s16 fileNum) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSaveInit>(fileNum);
}
void GameInteractor_ExecuteBeforeEndOfCycleSave() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::BeforeEndOfCycleSave>();
}
void GameInteractor_ExecuteAfterEndOfCycleSave() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::AfterEndOfCycleSave>();
}
void GameInteractor_ExecuteBeforeMoonCrashSaveReset() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::BeforeMoonCrashSaveReset>();
}
void GameInteractor_ExecuteOnSceneInit(s16 sceneId, s8 spawnNum) {
SPDLOG_DEBUG("OnSceneInit: sceneId: {}, spawnNum: {}", sceneId, spawnNum);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(sceneId, spawnNum);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnSceneInit>(sceneId, sceneId, spawnNum);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneInit>(sceneId, spawnNum);
}
void GameInteractor_ExecuteOnRoomInit(s16 sceneId, s8 roomNum) {
SPDLOG_DEBUG("OnRoomInit: sceneId: {}, roomNum: {}", sceneId, roomNum);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnRoomInit>(sceneId, roomNum);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnRoomInit>(sceneId, sceneId, roomNum);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnRoomInit>(sceneId, roomNum);
}
void GameInteractor_ExecuteAfterRoomSceneCommands(s16 sceneId, s8 roomNum) {
SPDLOG_DEBUG("AfterRoomSceneCommands: sceneId: {}, roomNum: {}", sceneId, roomNum);
GameInteractor::Instance->ExecuteHooks<GameInteractor::AfterRoomSceneCommands>(sceneId, roomNum);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::AfterRoomSceneCommands>(sceneId, sceneId, roomNum);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::AfterRoomSceneCommands>(sceneId, roomNum);
}
void GameInteractor_ExecuteOnPlayDrawWorldEnd() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayDrawWorldEnd>();
}
void GameInteractor_ExecuteOnPlayDestroy() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayDestroy>();
}
bool GameInteractor_ShouldActorInit(Actor* actor) {
bool result = true;
GameInteractor::Instance->ExecuteHooks<GameInteractor::ShouldActorInit>(actor, &result);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::ShouldActorInit>(actor->id, actor, &result);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::ShouldActorInit>((uintptr_t)actor, actor, &result);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::ShouldActorInit>(actor, &result);
return result;
}
void GameInteractor_ExecuteOnActorInit(Actor* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorInit>(actor);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorInit>(actor->id, actor);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorInit>((uintptr_t)actor, actor);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorInit>(actor);
}
bool GameInteractor_ShouldActorUpdate(Actor* actor) {
bool result = true;
GameInteractor::Instance->ExecuteHooks<GameInteractor::ShouldActorUpdate>(actor, &result);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::ShouldActorUpdate>(actor->id, actor, &result);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::ShouldActorUpdate>((uintptr_t)actor, actor, &result);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::ShouldActorUpdate>(actor, &result);
return result;
}
void GameInteractor_ExecuteOnActorUpdate(Actor* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorUpdate>(actor);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorUpdate>(actor->id, actor);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorUpdate>((uintptr_t)actor, actor);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorUpdate>(actor);
}
bool GameInteractor_ShouldActorDraw(Actor* actor) {
bool result = true;
GameInteractor::Instance->ExecuteHooks<GameInteractor::ShouldActorDraw>(actor, &result);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::ShouldActorDraw>(actor->id, actor, &result);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::ShouldActorDraw>((uintptr_t)actor, actor, &result);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::ShouldActorDraw>(actor, &result);
return result;
}
void GameInteractor_ExecuteOnActorDraw(Actor* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorDraw>(actor);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorDraw>(actor->id, actor);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorDraw>((uintptr_t)actor, actor);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorDraw>(actor);
}
void GameInteractor_ExecuteOnActorKill(Actor* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorKill>(actor);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorKill>(actor->id, actor);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorKill>((uintptr_t)actor, actor);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorKill>(actor);
}
void GameInteractor_ExecuteOnActorDestroy(Actor* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorDestroy>(actor);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnActorDestroy>(actor->id, actor);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnActorDestroy>((uintptr_t)actor, actor);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnActorDestroy>(actor);
}
void GameInteractor_ExecuteOnPlayerPostLimbDraw(Player* player, s32 limbIndex) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerPostLimbDraw>(player, limbIndex);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnPlayerPostLimbDraw>(limbIndex, player, limbIndex);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnPlayerPostLimbDraw>(player, limbIndex);
}
void GameInteractor_ExecuteOnSceneFlagSet(s16 sceneId, FlagType flagType, u32 flag) {
SPDLOG_DEBUG("OnSceneFlagSet: sceneId: {}, flagType: {}, flag: {}", sceneId, (u32)flagType, flag);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagSet>(sceneId, flagType, flag);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneFlagSet>(sceneId, flagType, flag);
}
void GameInteractor_ExecuteOnSceneFlagUnset(s16 sceneId, FlagType flagType, u32 flag) {
SPDLOG_DEBUG("OnSceneFlagUnset: sceneId: {}, flagType: {}, flag: {}", sceneId, (u32)flagType, flag);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagUnset>(sceneId, flagType, flag);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneFlagUnset>(sceneId, flagType, flag);
}
void GameInteractor_ExecuteOnFlagSet(FlagType flagType, u32 flag) {
// This flag in particular is very spammy, so we'll suppress it
if (!(flagType == FLAG_WEEK_EVENT_REG && flag == WEEKEVENTREG_92_80)) {
SPDLOG_DEBUG("OnFlagSet: flagType: {}, flag: {}", (u32)flagType, flag);
}
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagSet>(flagType, flag);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnFlagSet>(flagType, flag);
}
void GameInteractor_ExecuteOnFlagUnset(FlagType flagType, u32 flag) {
// This flag in particular is very spammy, so we'll suppress it
if (!(flagType == FLAG_WEEK_EVENT_REG && flag == WEEKEVENTREG_92_80)) {
SPDLOG_DEBUG("OnFlagUnset: flagType: {}, flag: {}", (u32)flagType, flag);
}
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFlagUnset>(flagType, flag);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnFlagUnset>(flagType, flag);
}
void GameInteractor_ExecuteOnCameraChangeModeFlags(Camera* camera) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnCameraChangeModeFlags>(camera);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnCameraChangeModeFlags>(camera->uid, camera);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnCameraChangeModeFlags>((uintptr_t)camera, camera);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnCameraChangeModeFlags>(camera);
}
void GameInteractor_ExecuteAfterCameraUpdate(Camera* camera) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::AfterCameraUpdate>(camera);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::AfterCameraUpdate>(camera->uid, camera);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::AfterCameraUpdate>((uintptr_t)camera, camera);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::AfterCameraUpdate>(camera);
}
void GameInteractor_ExecuteOnCameraChangeSettingsFlags(Camera* camera) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnCameraChangeSettingsFlags>(camera);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnCameraChangeSettingsFlags>(camera->uid, camera);
GameInteractor::Instance->ExecuteHooksForPtr<GameInteractor::OnCameraChangeSettingsFlags>((uintptr_t)camera,
camera);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnCameraChangeSettingsFlags>(camera);
}
void GameInteractor_ExecuteOnPassPlayerInputs(Input* input) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPassPlayerInputs>(input);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnPassPlayerInputs>(input);
}
void GameInteractor_ExecuteOnOpenText(u16 textId) {
SPDLOG_DEBUG("OnOpenText: textId: {}", textId);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnOpenText>(textId);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnOpenText>(textId, textId);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnOpenText>(textId);
}
bool GameInteractor_ShouldItemGive(u8 item) {
bool result = true;
GameInteractor::Instance->ExecuteHooks<GameInteractor::ShouldItemGive>(item, &result);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::ShouldItemGive>(item, item, &result);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::ShouldItemGive>(item, &result);
return result;
}
void GameInteractor_ExecuteOnItemGive(u8 item) {
SPDLOG_DEBUG("OnItemGive: item: {}", item);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnItemGive>(item);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnItemGive>(item, item);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnItemGive>(item);
}
bool GameInteractor_Should(GIVanillaBehavior flag, uint32_t result, ...) {
// Only the external function can use the Variadic Function syntax
// To pass the va args to the next caller must be done using va_list and reading the args into it
// Because there can be N subscribers registered to each template call, the subscribers will be responsible for
// creating a copy of this va_list to avoid incrementing the original pointer between calls
va_list args;
va_start(args, result);
// Because of default argument promotion, even though our incoming "result" is just a bool, it needs to be typed as
// an int to be permitted to be used in `va_start`, otherwise it is undefined behavior.
// Here we downcast back to a bool for our actual hook handlers
bool boolResult = static_cast<bool>(result);
GameInteractor::Instance->ExecuteHooks<GameInteractor::ShouldVanillaBehavior>(flag, &boolResult, args);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::ShouldVanillaBehavior>(flag, flag, &boolResult, args);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::ShouldVanillaBehavior>(flag, &boolResult, args);
va_end(args);
return boolResult;
}
// Returns 1 or -1 based on a number of factors like CVars or other game states.
int GameInteractor_InvertControl(GIInvertType type) {
int result = 1;
switch (type) {
case GI_INVERT_CAMERA_RIGHT_STICK_X:
if (CVarGetInteger("gEnhancements.Camera.RightStick.InvertXAxis", 0)) {
result *= -1;
}
break;
case GI_INVERT_CAMERA_RIGHT_STICK_Y:
if (CVarGetInteger("gEnhancements.Camera.RightStick.InvertYAxis", 1)) {
result *= -1;
}
break;
case GI_INVERT_FIRST_PERSON_AIM_X:
if (CVarGetInteger("gEnhancements.Camera.FirstPerson.InvertX", 0)) {
result *= -1;
}
break;
case GI_INVERT_FIRST_PERSON_AIM_Y:
if (CVarGetInteger("gEnhancements.Camera.FirstPerson.InvertY", 1)) {
result *= -1;
}
break;
case GI_INVERT_FIRST_PERSON_GYRO_X:
if (CVarGetInteger("gEnhancements.Camera.FirstPerson.GyroInvertX", 0)) {
result *= -1;
}
break;
case GI_INVERT_FIRST_PERSON_GYRO_Y:
if (CVarGetInteger("gEnhancements.Camera.FirstPerson.GyroInvertY", 0)) {
result *= -1;
}
break;
case GI_INVERT_FIRST_PERSON_RIGHT_STICK_X:
if (CVarGetInteger("gEnhancements.Camera.FirstPerson.RightStickInvertX", 0)) {
result *= -1;
}
break;
case GI_INVERT_FIRST_PERSON_RIGHT_STICK_Y:
if (CVarGetInteger("gEnhancements.Camera.FirstPerson.RightStickInvertY", 1)) {
result *= -1;
}
break;
}
// Invert all X axis inputs if the Mirrored World mode is enabled
if (CVarGetInteger("gModes.MirroredWorld.State", 0)) {
switch (type) {
case GI_INVERT_CAMERA_RIGHT_STICK_X:
case GI_INVERT_MOVEMENT_X:
case GI_INVERT_SHIELD_X:
case GI_INVERT_SHOP_X:
case GI_INVERT_HORSE_X:
case GI_INVERT_ZORA_SWIM_X:
case GI_INVERT_DEBUG_DPAD_X:
case GI_INVERT_TELESCOPE_X:
case GI_INVERT_FIRST_PERSON_AIM_X:
case GI_INVERT_FIRST_PERSON_GYRO_X:
case GI_INVERT_FIRST_PERSON_RIGHT_STICK_X:
case GI_INVERT_FIRST_PERSON_MOVING_X:
result *= -1;
break;
default:
break;
}
}
/*
if (CrowdControl::State::InvertedInputs) {
result *= -1;
}
*/
return result;
}
uint32_t GameInteractor_Dpad(GIDpadType type, uint32_t buttonCombo) {
uint32_t result = 0;
switch (type) {
case GI_DPAD_OCARINA:
if (CVarGetInteger("gEnhancements.Playback.DpadOcarina", 0)) {
result = buttonCombo;
}
break;
case GI_DPAD_EQUIP:
if (CVarGetInteger("gEnhancements.Dpad.DpadEquips", 0)) {
result = buttonCombo;
}
break;
}
return result;
}
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