diff --git a/include/d/actor/d_a_obj_master_sword.h b/include/d/actor/d_a_obj_master_sword.h index a971aa335c..fd41a8d079 100644 --- a/include/d/actor/d_a_obj_master_sword.h +++ b/include/d/actor/d_a_obj_master_sword.h @@ -51,7 +51,7 @@ public: static DUSK_GAME_DATA daObjMasterSword_Attr_c const mAttr; static DUSK_GAME_DATA actionFunc ActionTable[]; -private: +// private: /* 0x568 */ J3DModel* mpModel; /* 0x56C */ request_of_phase_process_class mPhase; /* 0x574 */ mDoExt_btkAnm mBtk; diff --git a/mods/randomizer/src/hooks.cpp b/mods/randomizer/src/hooks.cpp index 5437aaa9ef..98788820cd 100644 --- a/mods/randomizer/src/hooks.cpp +++ b/mods/randomizer/src/hooks.cpp @@ -14,12 +14,16 @@ #include "d/actor/d_a_alink.h" #include "d/actor/d_a_b_bq.h" #include "d/actor/d_a_door_shutter.h" +#include "d/actor/d_a_e_md.h" #include "d/actor/d_a_e_mk.h" #include "d/actor/d_a_kytag08.h" #include "d/actor/d_a_npc4.h" #include "d/actor/d_a_npc_bans.h" #include "d/actor/d_a_tag_kmsg.h" #include "d/actor/d_a_npc_fairy.h" +#include "d/actor/d_a_obj_master_sword.h" +#include "d/actor/d_a_npc_shad.h" +#include "d/actor/d_a_npc_yelia.h" #include "d/actor/d_a_npc_ykm.h" #include "d/actor/d_a_npc_ykw.h" #include "d/d_door_param2.h" @@ -29,6 +33,7 @@ #include "d/d_msg_object.h" #include "d/d_save.h" #include "d/d_shop_system.h" +#include "c/c_damagereaction.h" DEFINE_HOOK(&dFile_select_c::selectDataNameMove, dFile_select_c__selectDataNameMove); DEFINE_HOOK(&dFile_select_c::dataSelect, dFile_select_c__dataSelect); @@ -96,9 +101,20 @@ DEFINE_HOOK(&daNpc_Bans_c::isDelete, daNpc_Bans_c__isDelete); DEFINE_HOOK(&daNpc_Fairy_c::AppearDemoCall, daNpc_Fairy_c__AppearDemoCall); +DEFINE_HOOK(&daNpcShad_c::Create, daNpcShad_c__Create); +DEFINE_HOOK(&daNpcShad_c::wait_type1, daNpcShad_c__wait_type1); + +DEFINE_HOOK(&daNpc_Yelia_c::cutTakeWoodStatue, daNpc_Yelia_c__cutTakeWoodStatue); +DEFINE_HOOK(&dSv_player_item_c::setWarashibeItem, dSv_player_item_c__setWarashibeItem); + DEFINE_HOOK(&daNpc_ykM_c::isDelete, daNpc_ykM_c__isDelete); DEFINE_HOOK(&daNpc_ykW_c::isDelete, daNpc_ykW_c__isDelete); +DEFINE_HOOK_SYMBOL("daE_MD_Create", int(fopAc_ac_c*), daE_MD_c__create); + +DEFINE_HOOK(&daObjMasterSword_c::executeWait, daObjMasterSword_c__executeWait); +DEFINE_HOOK_SYMBOL("daObjMasterSword_Execute", int(daObjMasterSword_c*), daObjMasterSword_c__execute); + namespace randomizer::ui { dialogSelectModeState g_dialogSelectModeState = SelectReady; } @@ -1452,6 +1468,25 @@ HookAction hookPreNpcTChkEvtBit(ModContext*, void* args, void* retval, void*) { HookAction hookPreNpcFChkEvtBit(ModContext*, void* args, void* retval, void*) { u32 i_no = mods::arg(args, 0); + // shad handling + if (std::strcmp(dComIfGp_getStartStageName(), "R_SP209") == 0) { + switch (i_no) { + case 0x10B: + // spawn even if vanilla city requirements aren't met + *static_cast(retval) = TRUE; + return HOOK_SKIP_ORIGINAL; + case 0x12E: + case 0x12F: + // skip vanilla cannon spawn failure and move checks + *static_cast(retval) = FALSE; + return HOOK_SKIP_ORIGINAL; + case 0x311: + // despawn after custom flag is set + *static_cast(retval) = dComIfGs_isEventBit(dSv_event_flag_c::saveBitLabels[0x333]); + return HOOK_SKIP_ORIGINAL; + } + } + switch (i_no) { case 0x169: // Checking if Raised Mirror in Mirror Chamber // Only let Auru despawn in randomizer if we already collected his item @@ -1521,6 +1556,144 @@ void hookPostYkWIsDelete(ModContext*, void* args, void* retval, void*) { } } +u8 hookNpcShadWaitType1_patchItemNo = dItemNo_NONE_e; +bool hookNpcShadWaitType1_isPatchItemNo = false; +HookAction hookPreNpcShadWaitType1(ModContext*, void* args, void* retval, void*) { + dEvt_control_c* event = dComIfGp_getEvent(); + hookNpcShadWaitType1_isPatchItemNo = false; + + if (event->mPreItemNo >= dItemNo_Randomizer_ANCIENT_DOCUMENT_e) { + // backup original item no so we can restore it in post hook + hookNpcShadWaitType1_patchItemNo = event->mPreItemNo; + + // force item no so that the dominion rod check is forced regardless + // of which skybook you have + event->mPreItemNo = dItemNo_Randomizer_ANCIENT_DOCUMENT_e; + + hookNpcShadWaitType1_isPatchItemNo = true; + } + + return HOOK_CONTINUE; +} + +void hookPostNpcShadWaitType1(ModContext*, void* args, void* retval, void*) { + if (hookNpcShadWaitType1_isPatchItemNo) { + dComIfGp_getEvent()->mPreItemNo = hookNpcShadWaitType1_patchItemNo; + hookNpcShadWaitType1_isPatchItemNo = false; + } +} + +// kinda ugly way to handle the wood statue. using a flag here to tell when its the right time +// to be overriding the setWarashibeItem call with offWarashibeItem instead. maybe look into +// a better solution later +bool hookYeliaTakeWoodStatue_isOffWarashibeItem = false; +HookAction hookPreNpcYeliaCutTakeWoodStatue(ModContext*, void* args, void*, void*) { + hookYeliaTakeWoodStatue_isOffWarashibeItem = false; + + auto* i_this = mods::arg(args, 0); + const int i_staffId = mods::arg(args, 1); + const int yeliaStaffId = dComIfGp_evmng_getMyStaffId("Yelia", i_this, -1); + if (i_staffId != yeliaStaffId || !dComIfGp_getEventManager().getIsAddvance(i_staffId)) { + return HOOK_CONTINUE; + } + + int* prm = dComIfGp_evmng_getMyIntegerP(i_staffId, "prm"); + if (prm != nullptr && *prm == 99) { + hookYeliaTakeWoodStatue_isOffWarashibeItem = true; + } + + return HOOK_CONTINUE; +} + +void hookPostNpcYeliaCutTakeWoodStatue(ModContext*, void*, void*, void*) { + hookYeliaTakeWoodStatue_isOffWarashibeItem = false; +} + +HookAction hookPreSetWarashibeItem(ModContext*, void* args, void*, void*) { + if (!hookYeliaTakeWoodStatue_isOffWarashibeItem) { + return HOOK_CONTINUE; + } + + const u8 itemNo = mods::arg(args, 1); + if (itemNo == dItemNo_NONE_e) { + offWarashibeItem(dItemNo_Randomizer_WOOD_STATUE_e); + return HOOK_SKIP_ORIGINAL; + } + + return HOOK_CONTINUE; +} + +// kinda hacky, force the SkipInfo check to always fail so that the armor always gets created, +// then restore the original SkipInfo afterward. needed to make the ball and chain check respawn +// if the player leaves the room without grabbing it +daE_MD_c* hookEMdCreate_skipActor = nullptr; +u8 hookEMdCreate_prevSkipInfo = 0; +HookAction hookPreEMdCreate(ModContext*, void* args, void*, void*) { + auto* i_this = mods::arg(args, 0); + if (cDmr_SkipInfo == 0 || i_this->current.pos.z <= -1500.0f) { + return HOOK_CONTINUE; + } + + hookEMdCreate_skipActor = i_this; + hookEMdCreate_prevSkipInfo = cDmr_SkipInfo; + cDmr_SkipInfo = 0; + return HOOK_CONTINUE; +} + +void hookPostEMdCreate(ModContext*, void* args, void*, void*) { + auto* i_this = mods::arg(args, 0); + if (hookEMdCreate_skipActor != i_this) { + return; + } + + cDmr_SkipInfo = hookEMdCreate_prevSkipInfo; + hookEMdCreate_skipActor = nullptr; + hookEMdCreate_prevSkipInfo = 0; +} + +// functions are simple enough that replacing isn't too bad +// todo: item service needs to be properly hooked up to this check i think instead of +// using "randomizer_getItemAtLocation" +void hookReplaceMasterSwordExecuteWait(ModContext*, void* args, void*, void*) { + auto* i_this = mods::arg(args, 0); + + if (daPy_getPlayerActorClass()->checkPriActorOwn(i_this)) { + for (int i = 0; i < dComIfGp_getAttention()->GetActionCount(); i++) { + if (dComIfGp_getAttention()->ActionTarget(i) == i_this) { + if (dComIfGp_getAttention()->getActionBtnB() != NULL && + dComIfGp_getAttention()->getActionBtnB()->mType == fopAc_attn_CARRY_e) + { + dComIfGp_setDoStatusForce(8, 0); + } + } + } + } + + if (fopAcM_checkCarryNow(i_this)) { + u8 itemToGive = randomizer_getItemAtLocation("Sacred Grove Pedestal Master Sword"); + g_randomizerState.addItemToEventQueue(itemToGive); + + itemToGive = randomizer_getItemAtLocation("Sacred Grove Pedestal Shadow Crystal"); + g_randomizerState.addItemToEventQueue(itemToGive); + + dComIfGs_onTmpBit(0x820); + dComIfGs_onEventBit(0x2120); + } +} + +HookAction hookPreMasterSwordExecute(ModContext*, void* args, void* retval, void*) { + auto* i_this = mods::arg(args, 0); + + if (dComIfGs_isTmpBit(dSv_event_tmp_flag_c::tempBitLabels[73])) { + // Don't automatically give the master sword in randomizer + fopAcM_delete(i_this); + *static_cast(retval) = 1; + return HOOK_SKIP_ORIGINAL; + } + + return HOOK_CONTINUE; +} + } ModResult initialize() { @@ -1536,6 +1709,12 @@ ModResult initialize() { return MOD_ERROR; \ } +#define ADD_HOOK_REPLACE(originalFn, hookFn) \ + if (mods::hook::replace(hookFn) != MOD_OK) { \ + mods::log::error("Failed to add replace-hook for " #originalFn); \ + return MOD_ERROR; \ + } + ADD_HOOK_PRE(dFile_select_c__selectDataNameMove, hookPreSelectDataNameMove); ADD_HOOK_PRE(dFile_select_c__dataSelect, hookPreDataSelect); @@ -1599,9 +1778,22 @@ ModResult initialize() { ADD_HOOK_POST(daNpc_Fairy_c__AppearDemoCall, hookPostFairyAppearDemoCall); + ADD_HOOK_PRE(daNpcShad_c__wait_type1, hookPreNpcShadWaitType1); + ADD_HOOK_POST(daNpcShad_c__wait_type1, hookPostNpcShadWaitType1); + + ADD_HOOK_PRE(daNpc_Yelia_c__cutTakeWoodStatue, hookPreNpcYeliaCutTakeWoodStatue); + ADD_HOOK_POST(daNpc_Yelia_c__cutTakeWoodStatue, hookPostNpcYeliaCutTakeWoodStatue); + ADD_HOOK_PRE(dSv_player_item_c__setWarashibeItem, hookPreSetWarashibeItem); + ADD_HOOK_POST(daNpc_ykM_c__isDelete, hookPostYkMIsDelete); ADD_HOOK_POST(daNpc_ykW_c__isDelete, hookPostYkWIsDelete); + ADD_HOOK_PRE(daE_MD_c__create, hookPreEMdCreate); + ADD_HOOK_POST(daE_MD_c__create, hookPostEMdCreate); + + ADD_HOOK_REPLACE(daObjMasterSword_c__executeWait, hookReplaceMasterSwordExecuteWait); + ADD_HOOK_PRE(daObjMasterSword_c__execute, hookPreMasterSwordExecute); + return MOD_OK; } @@ -1669,9 +1861,20 @@ ModResult uninstall() { mods::hook::uninstall(svc_hook); + mods::hook::uninstall(svc_hook); + mods::hook::uninstall(svc_hook); + + mods::hook::uninstall(svc_hook); + mods::hook::uninstall(svc_hook); + mods::hook::uninstall(svc_hook); mods::hook::uninstall(svc_hook); + mods::hook::uninstall(svc_hook); + + mods::hook::uninstall(svc_hook); + mods::hook::uninstall(svc_hook); + return MOD_OK; } -} \ No newline at end of file +}