Files
Henrique Gemignani Passos Lima 0e3b9ebae6 Echoes Quickplay and Prime API 2 (#1)
* Replace submodule

* Add CMakeLists.txt

* Fixes for PrimeAPI2

* Echoes things.

* Finalize?

* Improve docs

* Add entry in README about devkitPro

* Add GitHub Actions CI

* Add secrets

* Add devkitPro

* CI workflow cleanup

Co-authored-by: Luke Street <luke.street@encounterpc.com>
2021-05-12 14:59:43 -04:00

236 lines
8.0 KiB
C++

#include <PrimeAPI.h>
#include <prime/CArchitectureQueue.hpp>
#include <prime/CMainFlow.hpp>
#include <prime/CGameArea.hpp>
#include <prime/CGameState.hpp>
#include <prime/CPlayerState.hpp>
#include <prime/CStateManager.hpp>
#include <prime/CWorldState.hpp>
#include <prime/CPlayer.hpp>
#include <prime/CWorld.hpp>
#include <dvd.h>
#include <os.h>
extern "C" {
void *memcpy(void *dest, const void *src, size_t count);
__attribute__((visibility("default"))) extern void __rel_prolog();
}
// IMPORTANT NOTE: Most of the values, enums & structs declared here
// are mirrored in Prime World Editor NDolphinIntegration.h.
// Debug config file magic
const uint32 gkDebugConfigMagic = 0x00BADB01;
// Current quickplay version
// This should match EQuickplayVersion::Current in Prime World Editor
const uint32 gkQuickplayVersion = 2;
// Feature mask enum
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,
/** Give the player all items on spawn */
kQF_GiveAllItems = 0x00000004,
};
// Contains debug parameters for quickplay from the editor
// This is a mix of user-selected options and context from the current editor state
struct SQuickplayParms
{
uint32 Magic;
uint32 Version;
uint32 FeatureFlags;
uint32 BootWorldAssetID;
uint32 BootAreaAssetID;
uint32 __PADDING; // Explicit align to 64 bits
uint64 BootAreaLayerFlags;
CTransform4f SpawnTransform;
};
SQuickplayParms gQuickplayParms;
constexpr const size_t QUICKPLAY_BUFFER_SIZE = ((sizeof(SQuickplayParms) + 31) & ~31);
// Forward decls
void LoadDebugParamsFromDisc();
// Module init
__attribute__((visibility("default"))) void __rel_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<SQuickplayParms*>(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() == EClientFlowStates::PreFrontEnd)
{
sHasDoneInitialBoot = true;
g_GameState->SetCurrentWorldId( gQuickplayParms.BootWorldAssetID );
g_GameState->CurrentWorldState().SetDesiredAreaAssetId( gQuickplayParms.BootAreaAssetID );
pMainFlow->SetGameState(EClientFlowStates::Game, Queue);
return;
}
else
{
pMainFlow->AdvanceGameState(Queue);
}
}
void Hook_CStateManager_InitializeState(CStateManager& StateMgr, uint WorldAssetId, TAreaId AreaId, uint AreaAssetId)
{
// This function runs when a world is being initialized for gameplay.
static bool sDoneFirstInit = false;
// Allow the original function to run first before we execute custom logic
StateMgr.InitializeState(WorldAssetId, AreaId, AreaAssetId);
CStateManager::EInitPhase Phase = StateMgr.GetInitPhase();
if (!sDoneFirstInit && Phase == CStateManager::EInitPhase::Done)
{
sDoneFirstInit = true;
// Spawn the player in the location specified by SpawnTransform.
// This feature doesn't make much sense without JumpToArea, so we require that flag to be on too.
if ( (gQuickplayParms.FeatureFlags & kQF_JumpToArea) &&
(gQuickplayParms.FeatureFlags & kQF_SetSpawnPosition) )
{
StateMgr.GetPlayer()->Teleport(gQuickplayParms.SpawnTransform, StateMgr, true);
}
// Fill out all inventory values to capacity.
if (gQuickplayParms.FeatureFlags & kQF_GiveAllItems)
{
CPlayerState* pPlayerState = StateMgr.GetPlayerState();
size_t lastIndex = static_cast<size_t>(CPlayerState::EItemType::Max);
for (size_t itemIdx = 0; itemIdx < lastIndex; itemIdx++)
{
auto item = static_cast<CPlayerState::EItemType>(itemIdx);
#if PRIME > 1
if (gkPowerUpShouldPersist[itemIdx] == 0)
continue;
#endif
uint32 Max = gkPowerUpMaxValues[itemIdx];
pPlayerState->ReInitializePowerUp(item, Max);
pPlayerState->IncrPickUp(item, Max);
}
}
}
}
void Hook_CGameArea_StartStreamIn(CGameArea* pArea, CStateManager& StateMgr)
{
static bool sFirstLoad = false;
// Hook into the first time StartStreamIn is called to make sure that
// all layer flags we want enabled are set.
// This feature also requires JumpToArea enabled.
if (!sFirstLoad &&
(gQuickplayParms.FeatureFlags & kQF_JumpToArea))
{
sFirstLoad = true;
CWorld* world = StateMgr.GetWorld();
TAreaId areaId = world->GetAreaId(gQuickplayParms.BootAreaAssetID);
auto& layerState = g_GameState->CurrentWorldState().layerState;
layerState->areaLayers[areaId.id].m_layerBits = gQuickplayParms.BootAreaLayerFlags;
}
pArea->StartStreamIn(StateMgr);
}