You've already forked PWEQuickplayPatch
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https://github.com/AxioDL/PWEQuickplayPatch.git
synced 2026-03-30 11:48:16 -07:00
182 lines
5.5 KiB
C++
182 lines
5.5 KiB
C++
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#include <PrimeAPI.h>
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#include <Runtime/CArchitectureQueue.hpp>
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#include <Runtime/CMainFlow.hpp>
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#include <Runtime/CGameState.hpp>
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#include <Runtime/CStateManager.hpp>
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#include <Runtime/CWorldState.hpp>
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#include <Runtime/World/CPlayer.hpp>
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#include <Math/CVector3f.hpp>
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#include <Math/CTransform4f.hpp>
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#include <dolphin/dvd.h>
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#include <dolphin/os.h>
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// Debug config file magic
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const uint32 gkDebugConfigMagic = 0x00BADB01;
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// Current quickplay version
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// Important note: This should match EQuickplayVersion::Current in Prime World Editor NDolphinIntegration.h
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const uint32 gkQuickplayVersion = 1;
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// Feature mask enum
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// Important note: This enum is mirrored in Prime World Editor NDolphinIntegration.h
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enum EQuickplayFeature
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{
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/** On boot, automatically load the area specified by WorldID and AreaID */
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kQF_JumpToArea = 0x00000001,
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/** Spawn the player in the location specified by SpawnTransform */
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kQF_SetSpawnPosition = 0x00000002,
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};
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// Contains debug parameters for quickplay from the editor
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// This is a mix of user-selected options and context from the current editor state
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// Important note: This struct is mirrored in Prime World Editor NDolphinIntegration.h
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struct SQuickplayParms
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{
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uint32 Magic;
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uint32 Version;
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uint32 FeatureFlags;
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uint32 BootWorldAssetID;
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uint32 BootAreaAssetID;
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CTransform4f SpawnTransform;
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};
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SQuickplayParms gQuickplayParms;
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#define QUICKPLAY_BUFFER_SIZE ((sizeof(SQuickplayParms) + 31) & ~31)
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// Patches
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PATCH_SYMBOL(CMainFlow::AdvanceGameState(CArchitectureQueue&), Hook_CMainFlow_AdvanceGameState(CMainFlow*, CArchitectureQueue&));
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PATCH_SYMBOL(CPlayer::Teleport(const CTransform4f&, CStateManager&, bool), Hook_CPlayer_Teleport(CPlayer*, const CTransform4f&, CStateManager&, bool));
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// Forward decls
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void LoadDebugParamsFromDisc();
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// Module init
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void _prolog()
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{
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MODULE_INIT;
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OSReport("Quickplay module loaded\n");
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LoadDebugParamsFromDisc();
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}
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// This callback workaround is needed because the game doesn't have any synchronous
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// DVD reading functions linked into the DOL, so we have to use the async one
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volatile s32 gDvdBytesRead = -1;
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void DvdLoadFinishedCallback(s32 Result, DVDFileInfo* pFileInfo)
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{
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gDvdBytesRead = Result;
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}
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void LoadDebugParamsFromDisc()
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{
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DVDFileInfo File;
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const char* pkFailReason = NULL;
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// Debug config is stored in the "dbgconfig" file in the filesystem root
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if (DVDOpen("dbgconfig", &File))
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{
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int RawLength = DVDGetLength(&File);
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int Length = OSRoundUp32B(RawLength);
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if (RawLength >= sizeof(SQuickplayParms))
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{
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// The DVD read buffer must be aligned to 32 bytes.
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// Since we can't control the alignment of stack variables, supply
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// an extra 32 bytes to the array so we can ensure proper alignment.
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int Length = OSRoundUp32B(DVDGetLength(&File));
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int AllocSize = Length + 32;
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uint8 Buffer[QUICKPLAY_BUFFER_SIZE + 32];
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void* pAlignedBuffer = (void*) OSRoundUp32B(&Buffer[0]);
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if (DVDReadAsyncPrio(&File, pAlignedBuffer, Length, 0, DvdLoadFinishedCallback, 0))
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{
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while (gDvdBytesRead < 0) {}
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// DVD load complete - parse data
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SQuickplayParms* pParms = static_cast<SQuickplayParms*>(pAlignedBuffer);
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if (gDvdBytesRead < sizeof(SQuickplayParms))
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{
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pkFailReason = "Failed to read enough data from dbgconfig file.";
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}
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else if (pParms->Magic != gkDebugConfigMagic)
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{
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pkFailReason = "Invalid dbgconfig magic.";
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}
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else if (pParms->Version != gkQuickplayVersion)
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{
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pkFailReason = "Invalid quickplay version.";
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}
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else
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{
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OSReport("Quickplay parameters loaded successfully!\n");
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memcpy(&gQuickplayParms, pParms, sizeof(SQuickplayParms));
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}
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}
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else
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{
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pkFailReason = "Failed to read dbgconfig file.";
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}
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}
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else
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{
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pkFailReason = "dbgconfig file is too small.";
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}
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DVDClose(&File);
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}
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else
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{
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pkFailReason = "Failed to open dbgconfig file.";
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}
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if (pkFailReason != NULL)
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{
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OSReport("%s Quickplay debug features will not be enabled.\n", pkFailReason);
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gQuickplayParms.FeatureFlags = 0;
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}
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}
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// Hooks
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void Hook_CMainFlow_AdvanceGameState(CMainFlow* pMainFlow, CArchitectureQueue& Queue)
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{
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// Hook into CMainFlow::AdvanceGameState(). When this function is called with
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// the game state set to PreFrontEnd, that indicates that engine initialization
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// is complete and the game is proceeding to the main menu. We hook in here to
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// bypass the main menu and boot directly into the game.
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static bool sHasDoneInitialBoot = false;
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// Make sure the patch does not run twice if the player quits out to main menu
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if (!sHasDoneInitialBoot &&
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(gQuickplayParms.FeatureFlags & kQF_JumpToArea) &&
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pMainFlow->GetGameState() == kCFS_PreFrontEnd)
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{
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sHasDoneInitialBoot = true;
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gpGameState->SetCurrentWorldId( gQuickplayParms.BootWorldAssetID );
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gpGameState->CurrentWorldState()->SetDesiredAreaAssetId( gQuickplayParms.BootAreaAssetID );
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pMainFlow->SetGameState(kCFS_Game, Queue);
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return;
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}
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else
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{
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pMainFlow->AdvanceGameState(Queue);
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}
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}
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void Hook_CPlayer_Teleport(CPlayer* pPlayer, const CTransform4f& Transform, CStateManager& StateMgr, bool ResetBallCam)
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{
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static bool sHasDoneInitialTeleport = false;
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// Hook into CPlayer::Teleport() so we can initially spawn the player in an arbitrary location.
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// The first time this function is called is from CStateManager::InitializeState().
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if (!sHasDoneInitialTeleport &&
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(gQuickplayParms.FeatureFlags && kQF_SetSpawnPosition))
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{
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sHasDoneInitialTeleport = true;
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pPlayer->Teleport(gQuickplayParms.SpawnTransform, StateMgr, ResetBallCam);
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}
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else
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{
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pPlayer->Teleport(Transform, StateMgr, ResetBallCam);
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}
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}
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