Add support for warp points in the dev tools, as well as a boot to warp point option (#6037)

This commit is contained in:
Garrett Cox
2025-12-31 17:31:55 -06:00
committed by GitHub
parent bc47a9ec6f
commit 2e5a985745
4 changed files with 253 additions and 64 deletions

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@@ -1,46 +0,0 @@
#include <libultraship/bridge.h>
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/ShipInit.hpp"
#include "functions.h"
extern "C" {
#include "z64.h"
#include "overlays/gamestates/ovl_file_choose/file_choose.h"
}
static constexpr int32_t CVAR_DEBUG_ENABLED_DEFAULT = 0;
#define CVAR_DEBUG_ENABLED_NAME CVAR_DEVELOPER_TOOLS("DebugEnabled")
#define CVAR_DEBUG_ENABLED_VALUE CVarGetInteger(CVAR_DEBUG_ENABLED_NAME, CVAR_DEBUG_ENABLED_DEFAULT)
static constexpr int32_t CVAR_BOOT_TO_DEBUG_WARP_SCREEN_DEFAULT = 0;
#define CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME CVAR_DEVELOPER_TOOLS("BootToDebugWarpScreen")
#define CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE \
CVarGetInteger(CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME, CVAR_BOOT_TO_DEBUG_WARP_SCREEN_DEFAULT)
void OnFileChooseMainBootToDebugWarpScreen(void* gameState) {
FileChooseContext* fileChooseContext = (FileChooseContext*)gameState;
fileChooseContext->buttonIndex = 0xFF;
fileChooseContext->menuMode = FS_MENU_MODE_SELECT;
fileChooseContext->selectMode = SM_LOAD_GAME;
}
void OnZTitleUpdateBootToDebugWarpScreen(void* gameState) {
TitleContext* titleContext = (TitleContext*)gameState;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = 0xFF;
gSaveContext.gameMode = GAMEMODE_FILE_SELECT;
titleContext->state.running = false;
SET_NEXT_GAMESTATE(&titleContext->state, FileChoose_Init, FileChooseContext);
}
void RegisterBootToDebugWarpScreen() {
COND_HOOK(OnFileChooseMain, CVAR_DEBUG_ENABLED_VALUE && CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE,
OnFileChooseMainBootToDebugWarpScreen);
COND_HOOK(OnZTitleUpdate, CVAR_DEBUG_ENABLED_VALUE && CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE,
OnZTitleUpdateBootToDebugWarpScreen);
}
static RegisterShipInitFunc initFunc(RegisterBootToDebugWarpScreen,
{ CVAR_DEBUG_ENABLED_NAME, CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME });

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@@ -0,0 +1,207 @@
#include <libultraship/bridge.h>
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
#include "functions.h"
#include "soh/SohGui/MenuTypes.h"
#include "soh/util.h"
extern "C" {
#include "z64.h"
#include "overlays/gamestates/ovl_file_choose/file_choose.h"
void Sram_InitDebugSave(void);
void Select_LoadGame(SelectContext* selectContext, s32 entranceIndex);
}
static constexpr int32_t CVAR_DEBUG_ENABLED_DEFAULT = 0;
#define CVAR_DEBUG_ENABLED_NAME CVAR_DEVELOPER_TOOLS("DebugEnabled")
#define CVAR_DEBUG_ENABLED_VALUE CVarGetInteger(CVAR_DEBUG_ENABLED_NAME, CVAR_DEBUG_ENABLED_DEFAULT)
static constexpr int32_t CVAR_BOOT_TO_DEBUG_WARP_SCREEN_DEFAULT = 0;
#define CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME CVAR_DEVELOPER_TOOLS("BootToDebugWarpScreen")
#define CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE \
CVarGetInteger(CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME, CVAR_BOOT_TO_DEBUG_WARP_SCREEN_DEFAULT)
typedef struct WarpPoint {
s32 entranceId;
s8 roomNum;
Vec3f pos;
s16 rotY;
bool bootToPoint;
} WarpPoint;
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(Vec3f, x, y, z)
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(WarpPoint, entranceId, roomNum, pos, rotY, bootToPoint)
std::map<std::string, WarpPoint> warpPoints;
void LoadConfig() {
auto allConfig = Ship::Context::GetInstance()->GetConfig()->GetNestedJson();
if (allConfig.find("WarpPoints") == allConfig.end() || !allConfig["WarpPoints"].is_object()) {
allConfig["WarpPoints"] = nlohmann::json::object();
}
warpPoints = allConfig["WarpPoints"];
}
void SaveConfig() {
auto allConfig = Ship::Context::GetInstance()->GetConfig()->GetNestedJson();
allConfig["WarpPoints"] = warpPoints;
Ship::Context::GetInstance()->GetConfig()->SetBlock("WarpPoints", warpPoints);
Ship::Context::GetInstance()->GetConfig()->Save();
}
void Warp(WarpPoint& warpPoint) {
SPDLOG_INFO("PLAYSTATE IS NULL: {}", gPlayState == NULL);
if (gPlayState == NULL) {
// If gPlayState is NULL, it means the the user opted into BootToWarpPoint and the game is starting up.
gSaveContext.gameMode = GAMEMODE_NORMAL;
gSaveContext.fileNum = 0xFE; // temporary file so that this will respect debug save file option
Sram_InitDebugSave();
gSaveContext.fileNum = 0xFF;
gSaveContext.sceneSetupIndex = 0;
gSaveContext.cutsceneIndex = 0;
// Copied from Select_LoadGame
for (int buttonIndex = 0; buttonIndex < ARRAY_COUNT(gSaveContext.buttonStatus); buttonIndex++) {
gSaveContext.buttonStatus[buttonIndex] = BTN_ENABLED;
}
gSaveContext.forceRisingButtonAlphas = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC =
0;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
gSaveContext.entranceIndex = warpPoint.entranceId;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = 0xFF;
gSaveContext.showTitleCard = true;
gWeatherMode = 0;
gGameState->running = false;
SET_NEXT_GAMESTATE(gGameState, Play_Init, PlayState);
GameInteractor_ExecuteOnLoadGame(gSaveContext.fileNum);
} else {
gPlayState->nextEntranceIndex = warpPoint.entranceId;
gPlayState->transitionTrigger = TRANS_TRIGGER_START;
gPlayState->transitionType = TRANS_TYPE_INSTANT;
}
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = warpPoint.entranceId;
gSaveContext.respawn[RESPAWN_MODE_DOWN].roomIndex = warpPoint.roomNum;
gSaveContext.respawn[RESPAWN_MODE_DOWN].pos = warpPoint.pos;
gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw = warpPoint.rotY;
gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams = 0xDFF;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK_FAST;
gSaveContext.respawnFlag = 1;
static HOOK_ID hookId = 0;
hookId = REGISTER_VB_SHOULD(VB_INFLICT_VOID_DAMAGE, {
*should = false;
GameInteractor::Instance->UnregisterGameHookForID<GameInteractor::OnVanillaBehavior>(hookId);
});
}
static std::string warpNameInput = "";
void WarpPointsWidget(WidgetInfo& info) {
ImGui::SeparatorText("Warp Points");
if (gPlayState != NULL && GET_PLAYER(gPlayState) != NULL) {
UIWidgets::InputString("##WarpPointNameInput", &warpNameInput,
{
.size = ImVec2(ImGui::GetContentRegionAvail().x - 50.0f, 0.0f),
.placeholder = "Enter warp point name...",
});
ImGui::SameLine();
bool isEmpty = warpNameInput.empty();
if (isEmpty) {
ImGui::BeginDisabled();
}
if (UIWidgets::Button(ICON_FA_PLUS)) {
Player* player = GET_PLAYER(gPlayState);
std::string warpName = SohUtils::GetSceneName(gPlayState->sceneNum);
if (gPlayState->roomCtx.curRoom.num != 0) {
warpName += " (" + std::to_string(gPlayState->roomCtx.curRoom.num) + ")";
}
warpPoints[warpNameInput] = WarpPoint{
.entranceId = gSaveContext.entranceIndex,
.roomNum = gPlayState->roomCtx.curRoom.num,
.pos = player->actor.world.pos,
.rotY = player->actor.shape.rot.y,
};
SaveConfig();
warpNameInput = "";
}
if (isEmpty) {
ImGui::EndDisabled();
}
}
// List of warp points, showing just their name, a button to warp and a button to delete
for (auto it = warpPoints.begin(); it != warpPoints.end();) {
ImGui::PushID(it->first.c_str());
ImGui::AlignTextToFramePadding();
ImGui::Text("%s", it->first.c_str());
if (it->second.bootToPoint) {
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.85f, 0.55f, 0.0f, 1.0f), "[Boot]");
}
ImGui::SameLine(ImGui::GetContentRegionAvail().x - 115.0f);
if (gPlayState == NULL)
ImGui::BeginDisabled();
if (UIWidgets::Button(ICON_FA_PLANE, { .size = UIWidgets::Sizes::Inline })) {
// Warp to this point
Warp(it->second);
}
if (gPlayState == NULL)
ImGui::EndDisabled();
ImGui::SameLine();
if (UIWidgets::Button(ICON_FA_REFRESH,
{ .size = UIWidgets::Sizes::Inline, .color = UIWidgets::Colors::Orange })) {
for (auto& wp : warpPoints) {
wp.second.bootToPoint = false;
}
it->second.bootToPoint = true;
SaveConfig();
}
ImGui::SameLine();
if (UIWidgets::Button(ICON_FA_TRASH, { .size = UIWidgets::Sizes::Inline, .color = UIWidgets::Colors::Red })) {
it = warpPoints.erase(it);
SaveConfig();
ImGui::PopID();
continue;
;
}
ImGui::PopID();
++it;
}
}
void RegisterWarping() {
static bool loadedConfig = false;
if (!loadedConfig) {
LoadConfig();
loadedConfig = true;
}
COND_HOOK(OnZTitleUpdate, CVAR_DEBUG_ENABLED_VALUE && CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE == 1,
[](void* gameState) {
TitleContext* titleContext = (TitleContext*)gameState;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = 0xFF;
gSaveContext.gameMode = GAMEMODE_NORMAL;
titleContext->state.running = false;
SET_NEXT_GAMESTATE(&titleContext->state, Select_Init, SelectContext);
});
COND_HOOK(OnZTitleUpdate, CVAR_DEBUG_ENABLED_VALUE && CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE == 2,
[](void* gameState) {
for (auto& wp : warpPoints) {
if (wp.second.bootToPoint) {
Warp(wp.second);
break;
}
}
});
}
static RegisterShipInitFunc initFunc(RegisterWarping, { CVAR_DEBUG_ENABLED_NAME, CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME });

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@@ -213,10 +213,15 @@ void OnZTitleUpdateSkipToFileSelect(void* gameState) {
}
void RegisterCustomLogoTitleBootsequence() {
COND_HOOK(OnZTitleUpdate, CVAR_BOOTSEQUENCE_VALUE == BOOTSEQUENCE_FILESELECT, OnZTitleUpdateSkipToFileSelect);
COND_HOOK(OnZTitleUpdate,
CVAR_BOOTSEQUENCE_VALUE == BOOTSEQUENCE_FILESELECT &&
CVarGetInteger(CVAR_DEVELOPER_TOOLS("BootToDebugWarpScreen"), 0) == 0,
OnZTitleUpdateSkipToFileSelect);
}
static RegisterShipInitFunc registerTitleBootSequence(RegisterCustomLogoTitleBootsequence, { CVAR_BOOTSEQUENCE_NAME });
static RegisterShipInitFunc registerTitleBootSequence(RegisterCustomLogoTitleBootsequence,
{ CVAR_BOOTSEQUENCE_NAME,
CVAR_DEVELOPER_TOOLS("BootToDebugWarpScreen") });
// // // // // //
// Let it Snow

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@@ -1,4 +1,7 @@
#include "SohMenu.h"
#include "SohGui.hpp"
void WarpPointsWidget(WidgetInfo& info);
namespace SohGui {
@@ -10,6 +13,11 @@ static const std::unordered_map<int32_t, const char*> logLevels = {
{ DEBUG_LOG_WARN, "Warn" }, { DEBUG_LOG_ERROR, "Error" }, { DEBUG_LOG_CRITICAL, "Critical" },
{ DEBUG_LOG_OFF, "Off" },
};
static std::unordered_map<int32_t, const char*> bootToOptions = {
{ 0, "Disabled" },
{ 1, "Debug Warp Screen" },
{ 2, "Warp Point" },
};
#ifdef _DEBUG
DebugLogOption defaultLogLevel = DEBUG_LOG_TRACE;
@@ -39,12 +47,6 @@ void SohMenu::AddMenuDevTools() {
.Options(
CheckboxOptions().Tooltip("Enables Debug Mode, allowing you to select maps with L + R + Z, noclip "
"with L + D-pad Right, and open the debug menu with L on the pause screen."));
AddWidget(path, "Boot To Debug Warp Screen", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("BootToDebugWarpScreen"))
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
.Options(
CheckboxOptions().Tooltip("Automatically shows Debug Warp Screen when starting or resetting the game.\n"
"This option takes precedence over \"Boot Sequence\" option."));
AddWidget(path, "OoT Registry Editor", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("RegEditEnabled"))
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
@@ -61,19 +63,10 @@ void SohMenu::AddMenuDevTools() {
.ComboMap(debugSaveFileModes));
AddWidget(path, "OoT Skulltula Debug", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("SkulltulaDebugEnabled"))
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
.Options(CheckboxOptions().Tooltip("Enables Skulltula Debug, when moving the cursor in the menu above various "
"map icons (boss key, compass, map screen locations, etc.) will set the GS "
"bits in that area.\nUSE WITH CAUTION AS IT DOES NOT UPDATE THE GS COUNT!"));
AddWidget(path, "Better Debug Warp Screen", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("BetterDebugWarpScreen"))
.Options(CheckboxOptions()
.Tooltip("Optimized Debug Warp Screen, with the added ability to chose entrances and time of day.")
.DefaultValue(true));
AddWidget(path, "Debug Warp Screen Translation", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("DebugWarpScreenTranslation"))
.Options(CheckboxOptions()
.Tooltip("Translate the Debug Warp Screen based on the game language.")
.DefaultValue(true));
AddWidget(path, "Resource logging", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("ResourceLogging"))
.Options(CheckboxOptions().Tooltip("Logs some resources as XML when they're loaded in binary format."));
@@ -124,6 +117,36 @@ void SohMenu::AddMenuDevTools() {
})
.PreFunc([](WidgetInfo& info) { info.isHidden = mSohMenu->disabledMap.at(DISABLE_FOR_DEBUG_MODE_OFF).active; });
path.column = SECTION_COLUMN_2;
AddWidget(path, "Warping", WIDGET_SEPARATOR_TEXT).PreFunc([](WidgetInfo& info) {
info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0);
});
AddWidget(path, "Better Debug Warp Screen", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("BetterDebugWarpScreen"))
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
.Options(CheckboxOptions()
.Tooltip("Optimized Debug Warp Screen, with the added ability to chose entrances and time of day.")
.DefaultValue(true));
AddWidget(path, "Debug Warp Screen Translation", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_DEVELOPER_TOOLS("DebugWarpScreenTranslation"))
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
.Options(CheckboxOptions()
.Tooltip("Translate the Debug Warp Screen based on the game language.")
.DefaultValue(true));
AddWidget(path, "Boot To:", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_DEVELOPER_TOOLS("BootToDebugWarpScreen"))
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
.Options(ComboboxOptions()
.DefaultIndex(0)
.ComponentAlignment(ComponentAlignments::Right)
.LabelPosition(LabelPositions::Far)
.Color(THEME_COLOR)
.ComboMap(bootToOptions)
.Tooltip("Automatically boots to Debug Warp Screen or custom Warp Point when starting or "
"resetting the game.\n"
"This option takes precedence over \"Boot Sequence\" option."));
AddWidget(path, "Warp Points", WIDGET_CUSTOM).CustomFunction(WarpPointsWidget).HideInSearch(true);
// Stats
path.sidebarName = "Stats";
AddSidebarEntry("Dev Tools", path.sidebarName, 1);