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UltimateTrainingModpack/source/main.c

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#include <switch.h>
#include <dirent.h>
#include <stdio.h>
#include <string.h>
#include <switch/kernel/ipc.h>
#include <sys/iosupport.h>
#include <sys/reent.h>
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#include <math.h>
#include "crc32.h"
#include "useful.h"
#include "saltysd_core.h"
#include "saltysd_dynamic.h"
#include "saltysd_ipc.h"
#include "lua/lstate.h"
#include "lua/lua.h"
#include "acmd_imports.h"
#include "l2c.h"
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#include "l2c_imports.h"
#include "lua_bind.h"
#include "lua_helper.h"
#include "saltysd_helper.h"
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#include "raygun_printer.h"
#include "taunt_toggles.h"
u32 __nx_applet_type = AppletType_None;
static char g_heap[0x8000];
Handle orig_main_thread;
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void *orig_ctx;
void *orig_saved_lr;
u64 effect_manager_addr;
u64 fighter_manager_addr;
u64 sv_set_function_hash_addr;
void (*AttackModule_set_attack_lua_state)(u64, u64);
void (*AttackModule_clear_all_orig)(u64);
void (*AttackModule_clear_orig)(u64, int);
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#define PI 3.14159265358979323846
void __libnx_init(void *ctx, Handle main_thread, void *saved_lr) {
extern char *fake_heap_start;
extern char *fake_heap_end;
fake_heap_start = &g_heap[0];
fake_heap_end = &g_heap[sizeof g_heap];
orig_ctx = ctx;
orig_main_thread = main_thread;
orig_saved_lr = saved_lr;
// Call constructors.
void __libc_init_array(void);
__libc_init_array();
}
void __attribute__((weak)) NORETURN __libnx_exit(int rc) {
// Call destructors.
void __libc_fini_array(void);
__libc_fini_array();
SaltySD_printf("SaltySD Plugin: jumping to %p\n", orig_saved_lr);
__nx_exit(0, orig_saved_lr);
while (true);
}
Vector3f id_colors[8] = {
{1.0f, 0.0f, 0.0f}, {0.7843f, 0.3529f, 1.0f},
{1.0f, 0.7843f, 0.7843f}, {0.0f, 1.0f, 0.8431f},
{1.0f, 0.4706f, 0.0f}, {0.7843f, 0.7059f, 0.0f},
{0.7843f, 0.0f, 1.0f}, {0.3765f, 0.2863f, 0.5294f},
};
#define is_training_mode _ZN3app9smashball16is_training_modeEv
extern u64 _ZN3app9smashball16is_training_modeEv(void) LINKABLE;
void AttackModule_clear_all_replace(u64 attack_module) {
AttackModule_clear_all_orig(attack_module);
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if (is_training_mode()) {
u64 battle_object_module_accessor = LOAD64(attack_module + 0x8);
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// Clear graphics every time we clear all hitboxes.
u64 effect_module = LOAD64(battle_object_module_accessor + 0x140);
void (*EffectModule_kill_kind)(u64, u64, bool, bool) = (void (*)(
u64, u64, bool, bool))(LOAD64(LOAD64(effect_module) + 0xE0LL));
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Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
EffectModule_kill_kind(effect_module, shieldEffectHash.hash, 0, 1);
}
}
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void AttackModule_clear_replace(u64 attack_module, int id) {
AttackModule_clear_orig(attack_module, id);
// TODO: Kill effect based on hitbox ID
}
void lib_L2CAgent_push_color(L2CAgent *l2c_agent, Vector3f color) {
L2CValue red = {.raw_float = color.x, .type = L2C_number};
L2CValue green = {.raw_float = color.y, .type = L2C_number};
L2CValue blue = {.raw_float = color.z, .type = L2C_number};
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lib_L2CAgent_push_lua_stack(l2c_agent, &red);
lib_L2CAgent_push_lua_stack(l2c_agent, &green);
lib_L2CAgent_push_lua_stack(l2c_agent, &blue);
}
void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *id, L2CValue *bone,
L2CValue *size, L2CValue *x, L2CValue *y,
L2CValue *z, L2CValue *x2, L2CValue *y2,
L2CValue *z2) {
float sizeMult = 19.0 / 200.0;
Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
L2CValue shieldEffect = {.raw = shieldEffectHash.hash, .type = L2C_hash};
L2CValue xRot = {.raw_float = 0.0, .type = L2C_number};
L2CValue yRot = {.raw_float = 0.0, .type = L2C_number};
L2CValue zRot = {.raw_float = 0.0, .type = L2C_number};
L2CValue terminate = {.raw = 1, .type = L2C_bool};
L2CValue effectSize = {.raw_float = (float)size->raw_float * sizeMult,
.type = L2C_number};
L2CValue rate = {.raw_float = 8.0f, .type = L2C_number};
// Extended Hitboxes if x2, y2, z2 are not L2CValue::nil
int num_effects;
if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) {
num_effects = 4;
} else {
*x2 = *x;
*y2 = *y;
*z2 = *z;
num_effects = 1;
}
for (int i = 0; i < num_effects; i++) {
// EFFECT_FOLLOW_NO_SCALE(graphic, bone, x, y, z, xrot, yrot, zrot, size,
// terminate)
L2CValue currX = {
.raw_float = x->raw_float + ((x2->raw_float - x->raw_float) / 3 * i),
.type = L2C_number};
L2CValue currY = {
.raw_float = y->raw_float + ((y2->raw_float - y->raw_float) / 3 * i),
.type = L2C_number};
L2CValue currZ = {
.raw_float = z->raw_float + ((z2->raw_float - z->raw_float) / 3 * i),
.type = L2C_number};
lib_L2CAgent_clear_lua_stack(l2c_agent);
lib_L2CAgent_push_lua_stack(l2c_agent, &shieldEffect);
lib_L2CAgent_push_lua_stack(l2c_agent, bone);
lib_L2CAgent_push_lua_stack(l2c_agent, &currX);
lib_L2CAgent_push_lua_stack(l2c_agent, &currY);
lib_L2CAgent_push_lua_stack(l2c_agent, &currZ);
lib_L2CAgent_push_lua_stack(l2c_agent, &xRot);
lib_L2CAgent_push_lua_stack(l2c_agent, &yRot);
lib_L2CAgent_push_lua_stack(l2c_agent, &zRot);
lib_L2CAgent_push_lua_stack(l2c_agent, &effectSize);
lib_L2CAgent_push_lua_stack(l2c_agent, &terminate);
app_sv_animcmd_EFFECT_FOLLOW_NO_SCALE(l2c_agent->lua_state_agent);
// Set to hitbox ID color
// LAST_EFFECT_SET_COLOR(Red, Green, Blue)
lib_L2CAgent_clear_lua_stack(l2c_agent);
lib_L2CAgent_push_color(l2c_agent, id_colors[id->raw % 8]);
app_sv_animcmd_LAST_EFFECT_SET_COLOR(l2c_agent->lua_state_agent);
// Speed up animation by rate to remove pulsing effect
// LAST_EFFECT_SET_RATE(Rate)
lib_L2CAgent_clear_lua_stack(l2c_agent);
lib_L2CAgent_push_lua_stack(l2c_agent, &rate);
app_sv_animcmd_LAST_EFFECT_SET_RATE(l2c_agent->lua_state_agent);
}
}
void app_sv_animcmd_ATTACK_replace(u64 a1) {
u64 v1; // x19
u64 v2; // x9
u64 i; // x8
// Instantiate our own L2CAgent with the given lua_State
L2CAgent l2c_agent;
lib_L2CAgent(&l2c_agent, a1);
// Get all necessary hitbox params
L2CValue id, bone, damage, angle, kbg, wkb, bkb, size, x, y, z, x2, y2, z2;
get_lua_stack(&l2c_agent, 1, &id);
get_lua_stack(&l2c_agent, 3, &bone);
get_lua_stack(&l2c_agent, 4, &damage);
get_lua_stack(&l2c_agent, 5, &angle);
get_lua_stack(&l2c_agent, 6, &kbg);
get_lua_stack(&l2c_agent, 7, &wkb);
get_lua_stack(&l2c_agent, 8, &bkb);
get_lua_stack(&l2c_agent, 9, &size);
get_lua_stack(&l2c_agent, 10, &x);
get_lua_stack(&l2c_agent, 11, &y);
get_lua_stack(&l2c_agent, 12, &z);
get_lua_stack(&l2c_agent, 13, &x2);
get_lua_stack(&l2c_agent, 14, &y2);
get_lua_stack(&l2c_agent, 15, &z2);
// original code: parse lua stack and call AttackModule::set_attack()
v1 = a1;
AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
if (HITBOX_VIS && is_training_mode()) {
// Replace AttackModule::clear_all() and AttackModule::clear(int)
u64 battle_object_module_accessor = LOAD64(LOAD64(a1 - 8) + 416LL);
u64 attack_module = LOAD64(battle_object_module_accessor + 0xA0);
u64 attack_module_clear_all = LOAD64(attack_module) + 0x50LL;
if (AttackModule_clear_all_orig == 0) {
AttackModule_clear_all_orig =
(void (*)(u64))(LOAD64(attack_module_clear_all));
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}
LOAD64(attack_module_clear_all) = (u64) AttackModule_clear_all_replace;
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u64 attack_module_clear = LOAD64(attack_module) + 0x58LL;
if (AttackModule_clear_orig == 0) {
AttackModule_clear_orig = (void (*)(u64, int))(LOAD64(attack_module_clear));
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}
LOAD64(attack_module_clear) = (u64) AttackModule_clear_replace;
// Generate hitbox effect(s)
generate_hitbox_effects(&l2c_agent, &id, &bone, &size, &x, &y, &z, &x2, &y2,
&z2);
}
// original code: clear_lua_stack section
v2 = LOAD64(v1 + 16);
for (i = **(u64 **)(v1 + 32) + 16LL; v2 < i; v2 = LOAD64(v1 + 16)) {
LOAD64(v1 + 16) = v2 + 16;
*(__int32_t *)(v2 + 8) = 0;
}
LOAD64(v1 + 16) = i;
}
bool is_operation_cpu(u64 battle_object_module_accessor) {
// entry_id_var: 0x10000000;
int entry_id_var;
if (lib_lua_bind_get_value(0xF370199DB936C5ED, &entry_id_var) & 1) {
int entry_id =
WorkModule_get_int(battle_object_module_accessor, entry_id_var);
u64 fighter_information = FighterManager_get_fighter_information(
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LOAD64(fighter_manager_addr), entry_id);
return FighterInformation_is_operation_cpu(fighter_information);
}
return false;
}
u64 WorkModule_enable_transition_term_group_impl_replace(
u64 battle_object_module_accessor, u64 transition_group) {
if (TOGGLE_STATE == MASH_AIRDODGE && is_training_mode()) {
// 0x1F00000D for airdodge
if (transition_group == 0x1F00000D) {
if (is_operation_cpu(battle_object_module_accessor)) {
int status_kind =
StatusModule_status_kind(battle_object_module_accessor);
// Damage -> DamageFall
if (status_kind >= 0x48 && status_kind <= 0x50)
StatusModule_change_status_request_from_script(
battle_object_module_accessor, 0x22, 1);
}
}
}
// call original WorkModule::enable_transition_term_group_impl
u64 work_module = LOAD64(battle_object_module_accessor + 0x50);
u64 enable_transition_term_group_impl = LOAD64(work_module) + 0x140LL;
u64 (*work_module_enable_transition_term_group_impl)(u64, u64) =
(u64(*)(u64, u64))(LOAD64(enable_transition_term_group_impl));
return work_module_enable_transition_term_group_impl(work_module,
transition_group);
}
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void show_angle(u64 battle_object_module_accessor, float y, float x, float zrot) {
Hash40 raygunShot = {.hash = 0x11e470b07fLL};
Hash40 top = {.hash = 0x031ed91fcaLL};
Vector3f pos = {.x = x, .y = y, .z = 0};
Vector3f rot = {.x = 0, .y = 90, .z = zrot};
Vector3f random = {.x = 0, .y = 0, .z = 0};
float size = 0.5;
EffectModule_req_on_joint(battle_object_module_accessor, raygunShot.hash, top.hash,
&pos, &rot, size,
&random, &random,
0, 0, 0, 0);
}
float WorkModule_get_float_replace(u64 battle_object_module_accessor, int var) {
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if (DI_STATE != NONE && is_training_mode()) {
if (is_operation_cpu(battle_object_module_accessor)) {
int status_kind = StatusModule_status_kind(battle_object_module_accessor);
// Damage -> DamageFall
if (status_kind >= 0x48 && status_kind <= 0x50) {
int DI_stick_x_ID;
int DI_stick_y_ID;
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float angle = (DI_STATE - 1) * PI / 4.0;
if (lib_lua_bind_get_value(0xA4D50A730E36970E, &DI_stick_x_ID) &&
var == DI_stick_x_ID)
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return cos(angle);
if (lib_lua_bind_get_value(0xEED4095B229D825B, &DI_stick_y_ID) &&
var == DI_stick_y_ID)
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return sin(angle);
}
}
}
// call original WorkModule::get_float_impl
u64 work_module = LOAD64(battle_object_module_accessor + 0x50);
u64 get_float_impl = LOAD64(work_module) + 0x58LL;
float (*work_module_get_float_impl)(u64, int) =
(float (*)(u64, int))(LOAD64(get_float_impl));
return work_module_get_float_impl(work_module, var);
}
void MotionModule_change_motion_replace(u64 battle_object_module_accessor,
u64 hash, float start_frame,
float frame_speed_mult, bool unk1,
float unk2, bool unk3, bool unk4) {
const char *down_taunt_l = "appeal_lw_l";
const char *down_taunt_r = "appeal_lw_r";
const char *up_taunt_l = "appeal_hi_l";
const char *up_taunt_r = "appeal_hi_r";
const char *side_taunt_l = "appeal_s_l";
const char *side_taunt_r = "appeal_s_r";
// Down Taunt
if (hash == hash40(down_taunt_l) || hash == hash40(down_taunt_r)) {
TOGGLE_STATE = (TOGGLE_STATE + 1) % NUM_TOGGLE_STATES;
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if (TOGGLE_STATE)
print_string(battle_object_module_accessor, "MASH\nAIRDODGE");
else
print_string(battle_object_module_accessor, "NONE");
}
// Up Taunt
else if (hash == hash40(up_taunt_l) || hash == hash40(up_taunt_r)) {
HITBOX_VIS = !HITBOX_VIS;
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if (HITBOX_VIS)
print_string(battle_object_module_accessor, "HITBOX\nVIS");
else
print_string(battle_object_module_accessor, "NO\nHITBOX");
}
// Side Taunt
else if (hash == hash40(side_taunt_l) || hash == hash40(side_taunt_r)) {
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// currently has issues: sometimes crashes. We'll use global parameters instead.
/*
DI_STATE = (DI_STATE + 1) % NUM_DI_STATES;
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if (DI_STATE != NONE) {
float angle = (DI_STATE - 1) * PI / 4.0;
show_angle(battle_object_module_accessor, -10*sin(angle)+10, 10*cos(angle), -1 * angle * 180.0 / PI );
}
*/
}
// call original WorkModule::enable_transition_term_group_impl
u64 motion_module = LOAD64(battle_object_module_accessor + 0x88);
u64 change_motion_impl = LOAD64(motion_module) + 0xD8LL;
void (*motion_module_change_motion_impl)(u64, u64, float, float, bool, float,
bool, bool) =
(void (*)(u64, u64, float, float, bool, float, bool, bool))(
LOAD64(change_motion_impl));
motion_module_change_motion_impl(motion_module, hash, start_frame,
frame_speed_mult, unk1, unk2, unk3, unk4);
}
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int main(int argc, char *argv[]) {
SaltySD_printf("SaltySD Plugin: alive\n");
// Get anchor for imports
ANCHOR_ABS = SaltySDCore_getCodeStart();
const char* ver = "Ver. %d.%d.%d";
u64 dst_3 = SaltySDCore_findCode((u8*)ver, strlen(ver));
if (dst_3) {
SaltySD_Memcpy(dst_3, (u64) "Noice v%d%d%d", 13);
}
effect_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonINS_13EffectManagerEE9instance_E");
fighter_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app14FighterManagerEE9instance_E");
AttackModule_set_attack_lua_state =
(void (*)(u64, u64)) SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") + 0xD0 -
0x70;
// Install animCMD function replacement
SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State",
(u64)&app_sv_animcmd_ATTACK_replace);
SaltySD_function_replace_sym(
"_ZN3app8lua_bind45WorkModule__enable_transition_term_group_implEPNS_26BattleObjectModuleAccessorEi",
(u64)&WorkModule_enable_transition_term_group_impl_replace);
SaltySD_function_replace_sym(
"_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi",
(u64)&WorkModule_get_float_replace);
SaltySD_function_replace_sym(
"_ZN3app8lua_bind32MotionModule__change_motion_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40Effbfbb",
(u64)&MotionModule_change_motion_replace);
__libnx_exit(0);
}