Fix Entrance Rando weather override behavior (#5403)

* Add AfterSceneCommands hook

* move ER weather override to AfterSceneCommands
This commit is contained in:
Archez 2025-04-14 19:11:36 -04:00 committed by GitHub
parent 5e399fe7a2
commit 5ae8ce4eac
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GPG key ID: B5690EEEBB952194
5 changed files with 24 additions and 7 deletions

View file

@ -15,6 +15,7 @@ DEFINE_HOOK(OnItemReceive, (GetItemEntry itemEntry));
DEFINE_HOOK(OnSaleEnd, (GetItemEntry itemEntry));
DEFINE_HOOK(OnTransitionEnd, (int16_t sceneNum));
DEFINE_HOOK(OnSceneInit, (int16_t sceneNum));
DEFINE_HOOK(AfterSceneCommands, (int16_t sceneNum));
DEFINE_HOOK(OnSceneFlagSet, (int16_t sceneNum, int16_t flagType, int16_t flag));
DEFINE_HOOK(OnSceneFlagUnset, (int16_t sceneNum, int16_t flagType, int16_t flag));
DEFINE_HOOK(OnFlagSet, (int16_t flagType, int16_t flag));

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@ -45,12 +45,18 @@ void GameInteractor_ExecuteOnTransitionEndHooks(int16_t sceneNum) {
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnTransitionEnd>(sceneNum);
}
void GameInteractor_ExecuteOnSceneInitHooks(int16_t sceneNum) {
void GameInteractor_ExecuteOnSceneInit(int16_t sceneNum) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(sceneNum);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::OnSceneInit>(sceneNum, sceneNum);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneInit>(sceneNum);
}
void GameInteractor_ExecuteAfterSceneCommands(int16_t sceneNum) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::AfterSceneCommands>(sceneNum);
GameInteractor::Instance->ExecuteHooksForID<GameInteractor::AfterSceneCommands>(sceneNum, sceneNum);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::AfterSceneCommands>(sceneNum);
}
void GameInteractor_ExecuteOnSceneFlagSet(int16_t sceneNum, int16_t flagType, int16_t flag) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneFlagSet>(sceneNum, flagType, flag);
GameInteractor::Instance->ExecuteHooksForFilter<GameInteractor::OnSceneFlagSet>(sceneNum, flagType, flag);

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@ -18,6 +18,7 @@ void GameInteractor_ExecuteOnItemReceiveHooks(GetItemEntry itemEntry);
void GameInteractor_ExecuteOnSaleEndHooks(GetItemEntry itemEntry);
void GameInteractor_ExecuteOnTransitionEndHooks(int16_t sceneNum);
void GameInteractor_ExecuteOnSceneInit(int16_t sceneNum);
void GameInteractor_ExecuteAfterSceneCommands(int16_t sceneNum);
void GameInteractor_ExecuteOnSceneFlagSet(int16_t sceneNum, int16_t flagType, int16_t flag);
void GameInteractor_ExecuteOnSceneFlagUnset(int16_t sceneNum, int16_t flagType, int16_t flag);
void GameInteractor_ExecuteOnFlagSet(int16_t flagType, int16_t flag);

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@ -1761,10 +1761,6 @@ void RandomizerOnSceneInitHandler(int16_t sceneNum) {
// Handle updated link spawn positions
Entrance_OverrideSpawnScene(sceneNum, gPlayState->curSpawn);
Entrance_OverrideWeatherState();
// Need to reinitialize the environment after replacing the weather mode
Play_InitEnvironment(gPlayState, gPlayState->skyboxId);
}
// LACs & Prelude checks
@ -1803,6 +1799,13 @@ void RandomizerOnSceneInitHandler(int16_t sceneNum) {
});
}
void RandomizerAfterSceneCommandsHandler(int16_t sceneNum) {
// ENTRTODO: Move all entrance rando handling to a dedicated file
if (RAND_GET_OPTION(RSK_SHUFFLE_ENTRANCES)) {
Entrance_OverrideWeatherState();
}
}
void EnSi_DrawRandomizedItem(EnSi* enSi, PlayState* play) {
GetItemEntry randoItem = enSi->sohGetItemEntry;
if (CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("MysteriousShuffle"), 0)) {
@ -2358,6 +2361,7 @@ void RandomizerRegisterHooks() {
static uint32_t onDialogMessageHook = 0;
static uint32_t onVanillaBehaviorHook = 0;
static uint32_t onSceneInitHook = 0;
static uint32_t afterSceneCommandsHook = 0;
static uint32_t onActorInitHook = 0;
static uint32_t onActorUpdateHook = 0;
static uint32_t onPlayerUpdateHook = 0;
@ -2394,6 +2398,7 @@ void RandomizerRegisterHooks() {
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnItemReceive>(onDialogMessageHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnVanillaBehavior>(onVanillaBehaviorHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneInit>(onSceneInitHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::AfterSceneCommands>(afterSceneCommandsHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorInit>(onActorInitHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorUpdate>(onActorUpdateHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnPlayerUpdate>(onPlayerUpdateHook);
@ -2426,6 +2431,7 @@ void RandomizerRegisterHooks() {
onDialogMessageHook = 0;
onVanillaBehaviorHook = 0;
onSceneInitHook = 0;
afterSceneCommandsHook = 0;
onActorInitHook = 0;
onActorUpdateHook = 0;
onPlayerUpdateHook = 0;
@ -2477,6 +2483,8 @@ void RandomizerRegisterHooks() {
RandomizerOnVanillaBehaviorHandler);
onSceneInitHook =
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>(RandomizerOnSceneInitHandler);
afterSceneCommandsHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::AfterSceneCommands>(
RandomizerAfterSceneCommandsHandler);
onActorInitHook =
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorInit>(RandomizerOnActorInitHandler);
onActorUpdateHook =

View file

@ -3,7 +3,7 @@
#include <libultraship/libultraship.h>
#include "soh/resource/type/Scene.h"
#include <utils/StringHelper.h>
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "global.h"
#include "vt.h"
#include <Vertex.h>
@ -59,7 +59,7 @@ extern "C" void OTRPlay_SpawnScene(PlayState* play, s32 sceneId, s32 spawn) {
osSyncPrintf("ROOM SIZE=%fK\n", roomSize / 1024.0f);
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnSceneInit>(play->sceneNum);
GameInteractor_ExecuteOnSceneInit(play->sceneNum);
SPDLOG_INFO("Scene Init - sceneNum: {0:#x}, entranceIndex: {1:#x}", play->sceneNum, gSaveContext.entranceIndex);
}
@ -79,6 +79,7 @@ void OTRPlay_InitScene(PlayState* play, s32 spawn) {
YREG(15) = 0;
gSaveContext.worldMapArea = 0;
OTRScene_ExecuteCommands(play, (SOH::Scene*)play->sceneSegment);
GameInteractor_ExecuteAfterSceneCommands(play->sceneNum);
Play_InitEnvironment(play, play->skyboxId);
/* auto data = static_cast<LUS::Vertex*>(Ship::Context::GetInstance()
->GetResourceManager()