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UltimateTrainingModpack/source/main.c

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#include <switch.h>
#include <string.h>
#include <stdio.h>
#include <dirent.h>
#include <sys/iosupport.h>
#include <sys/reent.h>
#include <switch/kernel/ipc.h>
#include "useful.h"
#include "saltysd_core.h"
#include "saltysd_ipc.h"
#include "saltysd_dynamic.h"
#include "lua/lua.h"
#include "lua/lstate.h"
#include "l2c.h"
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#include "saltysd_helper.h"
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#include "l2c_imports.h"
#include "acmd_imports.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;
void (*AttackModule_set_attack_lua_state)(__int64_t, __int64_t);
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void (*AttackModule_clear_all_orig)(__int64_t);
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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];
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fake_heap_end = &g_heap[sizeof g_heap];
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orig_ctx = ctx;
orig_main_thread = main_thread;
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orig_saved_lr = saved_lr;
// Call constructors.
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void
__libc_init_array(void);
__libc_init_array();
}
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void __attribute__((weak)) NORETURN __libnx_exit(int rc)
{
// Call destructors.
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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);
}
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 uint64_t _ZN3app9smashball16is_training_modeEv(void) LINKABLE;
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void AttackModule_clear_all_replace(__int64_t attack_module)
{
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AttackModule_clear_all_orig(attack_module);
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if (is_training_mode())
{
__int64_t battle_module_object_accessor = *(__int64_t *)(attack_module + 0x8);
// Clear graphics every time we clear all hitboxes.
__int64_t effect_module = *(__int64_t *)(battle_module_object_accessor + 0x140);
void (*EffectModule_kill_kind)(__int64_t, __int64_t, __int64_t,
__int64_t) =
(void (*)(__int64_t, __int64_t, __int64_t, __int64_t))(*(__int64_t *)(*(__int64_t *)(effect_module) + 0xE0LL));
Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
EffectModule_kill_kind(effect_module, shieldEffectHash.hash, 0, 1);
}
}
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void lib_L2CAgent_push_color(__int64_t *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);
}
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void app_sv_animcmd_ATTACK_replace(__int64_t a1)
{
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SaltySD_printf("In attack code with lua_state ptr: %llx\n", a1);
__int64_t v1; // x19
uint64_t v2; // x9
uint64_t 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);
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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(*(__int64_t *)(*(__int64_t *)(a1 - 8) + 416LL), a1);
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if (is_training_mode())
{
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// Replace AttackModule::clear_all()
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__int64_t battle_module_object_accessor = *(__int64_t *)(*(__int64_t *)(a1 - 8) + 416LL);
__int64_t attack_module = *(__int64_t *)(battle_module_object_accessor + 0xA0);
__int64_t attack_module_clear_all = *(__int64_t *)(attack_module) + 0x50LL;
if (AttackModule_clear_all_orig == 0)
{
AttackModule_clear_all_orig = (void (*)(__int64_t))(*(__int64_t *)(attack_module_clear_all));
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}
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*(__int64_t *)(attack_module_clear_all) = AttackModule_clear_all_replace;
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// Generate hitbox effect
// EFFECT_FOLLOW_COLOR(Graphic, Bone, Z, Y, X, ZRot, YRot, XRot, Size, unknown=0x1, Red, Green, Blue)
float sizeMult = 19.0 / 200.0;
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Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
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L2CValue shieldEffect = {.raw = shieldEffectHash.hash, .type = L2C_hash};
L2CValue xRot = {.raw_float = (float)0.0, .type = L2C_number};
L2CValue yRot = {.raw_float = (float)0.0, .type = L2C_number};
L2CValue zRot = {.raw_float = (float)0.0, .type = L2C_number};
L2CValue terminate = {.raw = (int)1, .type = L2C_integer};
L2CValue attribute = {.raw = 0x101C000, .type = L2C_integer}; // for EFFECT_ATTR
L2CValue l2c_true = {.raw = (bool)1, .type = L2C_bool};
L2CValue l2c_false = {.raw = (bool)0, .type = L2C_bool};
L2CValue effectSize = {.raw_float = (float)size.raw_float * sizeMult, .type = L2C_number};
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L2CValue rate = {.raw_float = 8.0f, .type = L2C_number};
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// Extended Hitboxes if x2, y2, z2 are not L2CValue::nil
int num_effects;
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if (x2.type != L2C_void && y2.type != L2C_void && z2.type != L2C_void)
{
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num_effects = 4;
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}
else
{
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x2 = x;
y2 = y;
z2 = z;
num_effects = 1;
}
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for (int i = 0; i < num_effects; i++)
{
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L2CValue currX =
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{.raw_float = (float)x.raw_float + ((x2.raw_float - x.raw_float) / 3 * i), .type = L2C_number};
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L2CValue currY =
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{.raw_float = (float)y.raw_float + ((y2.raw_float - y.raw_float) / 3 * i), .type = L2C_number};
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L2CValue currZ =
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{.raw_float = (float)z.raw_float + ((z2.raw_float - z.raw_float) / 3 * i), .type = L2C_number};
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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);
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// Set to hitbox ID color
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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
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);
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}
}
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// original code: clear_lua_stack section
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v2 = *(__int64_t *)(v1 + 16);
for (i = **(__int64_t **)(v1 + 32) + 16LL; v2 < i; v2 = *(__int64_t *)(v1 + 16))
{
*(__int64_t *)(v1 + 16) = v2 + 16;
*(__int32_t *)(v2 + 8) = 0;
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}
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*(__int64_t *)(v1 + 16) = i;
}
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int main(int argc, char *argv[])
{
SaltySD_printf("SaltySD Plugin: alive\n");
// Get anchor for imports
ANCHOR_ABS = SaltySDCore_getCodeStart();
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char *ver = "Ver. %d.%d.%d";
u64 dst_3 = SaltySDCore_findCode(ver, strlen(ver));
if (dst_3)
{
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SaltySD_Memcpy(dst_3, "Noice v%d%d%d", 13);
}
AttackModule_set_attack_lua_state = SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") + 0xD0 - 0x70;
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// Install animCMD function replacement
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SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State",
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&app_sv_animcmd_ATTACK_replace);
__libnx_exit(0);
}