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