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#include "DeveloperTools.h"
#include "BenPort.h"
#include <libultraship/bridge/consolevariablebridge.h>
#include "2s2h/GameInteractor/GameInteractor.h"
#include "2s2h/ShipInit.hpp"
extern "C" {
#include "macros.h"
#include "z64actor.h"
#include "z64save.h"
#include "variables.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "overlays/gamestates/ovl_select/z_select.h"
void Sram_InitDebugSave(void);
void Flags_SetWeekEventReg(s32 flag);
void Inventory_ChangeUpgrade(s16 upgrade, u32 value);
void Inventory_SetWorldMapCloudVisibility(s16 tingleIndex);
extern u16 sPersistentCycleWeekEventRegs[ARRAY_COUNT(gSaveContext.save.saveInfo.weekEventReg)];
}
#define CVAR_DEBUG_MODE_NAME "gDeveloperTools.DebugEnabled"
#define CVAR_DEBUG_MODE CVarGetInteger(CVAR_DEBUG_MODE_NAME, 0)
#define CVAR_SAVE_FILE_MODE_NAME "gDeveloperTools.DebugSaveFileMode"
#define CVAR_SAVE_FILE_MODE CVarGetInteger(CVAR_SAVE_FILE_MODE_NAME, DEBUG_SAVE_INFO_NONE)
void SetSaveFileInfo() {
u8 playerName[8];
// Copy player name and set back after debug save init
memcpy(playerName, gSaveContext.save.saveInfo.playerData.playerName, sizeof(playerName));
Sram_InitDebugSave();
memcpy(gSaveContext.save.saveInfo.playerData.playerName, playerName, sizeof(playerName));
// Place link at entrance from clock tower
gSaveContext.save.entrance = ENTRANCE(SOUTH_CLOCK_TOWN, 0);
gSaveContext.save.cutsceneIndex = 0;
gSaveContext.save.saveInfo.checksum = 1;
// Prevent first Song of Time reset from forcing Deku Link and having to learn Song of Healing
gSaveContext.save.saveInfo.playerData.threeDayResetCount = 1;
if (CVAR_SAVE_FILE_MODE == DEBUG_SAVE_INFO_COMPLETE) {
gSaveContext.save.saveInfo.playerData.doubleDefense = true;
gSaveContext.save.saveInfo.playerData.health = 20 * 0x10;
gSaveContext.save.saveInfo.playerData.healthCapacity = 20 * 0x10;
gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired = true;
gSaveContext.save.saveInfo.playerData.magicLevel = 2;
gSaveContext.save.saveInfo.playerData.magic = MAGIC_DOUBLE_METER;
gSaveContext.save.saveInfo.playerData.owlActivationFlags = (1 << (OWL_WARP_STONE_TOWER + 1)) - 1;
gSaveContext.save.saveInfo.playerData.owlWarpId = OWL_WARP_CLOCK_TOWN;
gSaveContext.save.saveInfo.inventory.defenseHearts = 20;
gSaveContext.save.saveInfo.regionsVisited = (1 << REGION_MAX) - 1;
gSaveContext.magicCapacity = MAGIC_DOUBLE_METER;
Inventory_ChangeUpgrade(UPG_WALLET, 2);
Inventory_ChangeUpgrade(UPG_BOMB_BAG, 3);
Inventory_ChangeUpgrade(UPG_QUIVER, 3);
for (int32_t i = 0; i < TINGLE_MAP_MAX; i++) {
Inventory_SetWorldMapCloudVisibility(i);
}
gSaveContext.save.saveInfo.playerData.rupees = CUR_CAPACITY(UPG_WALLET);
AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
AMMO(ITEM_BOMB) = AMMO(ITEM_BOMBCHU) = CUR_CAPACITY(UPG_BOMB_BAG);
AMMO(ITEM_DEKU_STICK) = CUR_CAPACITY(UPG_DEKU_STICKS);
AMMO(ITEM_DEKU_NUT) = CUR_CAPACITY(UPG_DEKU_NUTS);
AMMO(ITEM_MAGIC_BEANS) = 20;
AMMO(ITEM_POWDER_KEG) = 1;
SET_EQUIP_VALUE(EQUIP_TYPE_SHIELD, EQUIP_VALUE_SHIELD_MIRROR);
SET_EQUIP_VALUE(EQUIP_TYPE_SWORD, EQUIP_VALUE_SWORD_GILDED);
BUTTON_ITEM_EQUIP(0, EQUIP_SLOT_B) = ITEM_SWORD_GILDED;
for (int32_t i = SLOT_BOTTLE_1; i <= SLOT_BOTTLE_6; i++) {
if (gSaveContext.save.saveInfo.inventory.items[i] == ITEM_NONE) {
gSaveContext.save.saveInfo.inventory.items[i] = ITEM_BOTTLE;
}
}
for (int32_t i = QUEST_REMAINS_ODOLWA; i <= QUEST_BOMBERS_NOTEBOOK; i++) {
if (i != QUEST_SHIELD && i != QUEST_SWORD && i != QUEST_SONG_SARIA && i != QUEST_SONG_SUN) {
SET_QUEST_ITEM(i);
}
}
// Use the persistent cycle events to set what a 100% save would normally keep
for (int32_t i = 0; i < ARRAY_COUNT(sPersistentCycleWeekEventRegs); i++) {
u16 isPersistentBits = sPersistentCycleWeekEventRegs[i];
// Force all bits on
gSaveContext.save.saveInfo.weekEventReg[i] = 0xFF;
// Then unset any bits that aren't persistent
for (int32_t j = 0; j < 8; j++) {
if (!(isPersistentBits & 3)) {
gSaveContext.save.saveInfo.weekEventReg[i] =
gSaveContext.save.saveInfo.weekEventReg[i] & (0xFF ^ (1 << j));
}
isPersistentBits >>= 2;
}
}
}
}
void RegisterDebugSaveCreate() {
COND_HOOK(OnSaveInit, CVAR_SAVE_FILE_MODE != DEBUG_SAVE_INFO_NONE && CVAR_DEBUG_MODE,
[](s16 fileNum) { SetSaveFileInfo(); });
}
#define CVAR_PREVENT_ACTOR_UPDATE_NAME "gDeveloperTools.PreventActorUpdate"
#define CVAR_PREVENT_ACTOR_UPDATE CVarGetInteger(CVAR_PREVENT_ACTOR_UPDATE_NAME, 0)
void RegisterPreventActorUpdateHooks() {
COND_HOOK(ShouldActorUpdate, CVAR_PREVENT_ACTOR_UPDATE && CVAR_DEBUG_MODE,
[](Actor* actor, bool* result) { *result = false; });
}
#define CVAR_PREVENT_ACTOR_DRAW_NAME "gDeveloperTools.PreventActorDraw"
#define CVAR_PREVENT_ACTOR_DRAW CVarGetInteger(CVAR_PREVENT_ACTOR_DRAW_NAME, 0)
void RegisterPreventActorDrawHooks() {
COND_HOOK(ShouldActorDraw, CVAR_PREVENT_ACTOR_DRAW && CVAR_DEBUG_MODE,
[](Actor* actor, bool* result) { *result = false; });
}
#define CVAR_PREVENT_ACTOR_INIT_NAME "gDeveloperTools.PreventActorInit"
#define CVAR_PREVENT_ACTOR_INIT CVarGetInteger(CVAR_PREVENT_ACTOR_INIT_NAME, 0)
void RegisterPreventActorInitHooks() {
static HOOK_ID hookId = 0;
if (hookId != 0) {
GameInteractor::Instance->UnregisterGameHookForFilter<GameInteractor::ShouldActorInit>(hookId);
hookId = 0;
}
if (CVAR_PREVENT_ACTOR_INIT && CVAR_DEBUG_MODE) {
hookId = GameInteractor::Instance->RegisterGameHookForFilter<GameInteractor::ShouldActorInit>(
GameInteractor::HookFilter::SActorNotPlayer, [](Actor* actor, bool* result) { *result = false; });
}
}
void RegisterDebugMode() {
// Disable various debug options when toggled off
if (!CVAR_DEBUG_MODE) {
CVarClear(CVAR_SAVE_FILE_MODE_NAME);
CVarClear(CVAR_PREVENT_ACTOR_UPDATE_NAME);
CVarClear(CVAR_PREVENT_ACTOR_DRAW_NAME);
CVarClear(CVAR_PREVENT_ACTOR_INIT_NAME);
CVarClear("gDeveloperTools.DisableObjectDependency");
if (gPlayState != NULL) {
gPlayState->frameAdvCtx.enabled = false;
}
}
COND_HOOK(OnGameStateMainStart, CVAR_DEBUG_MODE, []() {
Input* input = CONTROLLER1(gGameState);
auto mask = CVarGetInteger("gDeveloperTools.MapSelectBtn", BTN_Z | BTN_L | BTN_R);
if (CHECK_BTN_ANY(gGameState->input[0].press.button, mask) &&
CHECK_BTN_ALL(gGameState->input[0].cur.button, mask)) {
STOP_GAMESTATE(gGameState);
gSaveContext.gameMode = GAMEMODE_NORMAL;
gSaveContext.nextDayTime = NEXT_TIME_NONE;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
gSaveContext.prevHudVisibility = HUD_VISIBILITY_ALL;
SET_NEXT_GAMESTATE(gGameState, MapSelect_Init, sizeof(MapSelectState));
}
});
// For lack of a better place, sticking this here now
COND_HOOK(OnGameStateMainStart, true, []() {
Input* input = CONTROLLER1(gGameState);
auto mask = CVarGetInteger("gSettings.ResetBtn", BTN_CUSTOM_MODIFIER2);
if (CHECK_BTN_ANY(gGameState->input[0].press.button, mask) &&
CHECK_BTN_ALL(gGameState->input[0].cur.button, mask)) {
std::reinterpret_pointer_cast<Ship::ConsoleWindow>(
Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGuiWindow("Console"))
->Dispatch("reset");
}
});
}
RegisterShipInitFunc initFuncDebugMode(RegisterDebugMode, { CVAR_DEBUG_MODE_NAME });
RegisterShipInitFunc initFuncSaveFile(RegisterDebugSaveCreate, { CVAR_SAVE_FILE_MODE_NAME, CVAR_DEBUG_MODE_NAME });
RegisterShipInitFunc initFuncActorUpdate(RegisterPreventActorUpdateHooks,
{ CVAR_PREVENT_ACTOR_UPDATE_NAME, CVAR_DEBUG_MODE_NAME });
RegisterShipInitFunc initFuncActorDraw(RegisterPreventActorDrawHooks,
{ CVAR_PREVENT_ACTOR_DRAW_NAME, CVAR_DEBUG_MODE_NAME });
RegisterShipInitFunc initFuncActorInit(RegisterPreventActorInitHooks,
{ CVAR_PREVENT_ACTOR_INIT_NAME, CVAR_DEBUG_MODE_NAME });
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