BizHawk/waterbox/dsda/BizhawkInterface.cxx

281 lines
8.0 KiB
C++

#include "BizhawkInterface.hxx"
ECL_EXPORT void dsda_get_audio(int *n, void **buffer)
{
int nSamples = 0;
void* audioBuffer = nullptr;
audioBuffer = I_CaptureAudio(&nSamples);
// printf("audioBuffer: %p - nSamples: %d\n", audioBuffer, nSamples);
if (n)
*n = nSamples;
if (buffer)
*buffer = audioBuffer;
}
ECL_EXPORT void dsda_get_video(int& w, int& h, int& pitch, uint8_t*& buffer, int& paletteSize, uint32_t*& paletteBuffer)
{
buffer = (uint8_t*)headlessGetVideoBuffer();
w = headlessGetVideoWidth();
h = headlessGetVideoHeight();
pitch = headlessGetVideoPitch();
paletteSize = PALETTE_SIZE;
auto palette = headlessGetPallette();
for (size_t i = 0; i < PALETTE_SIZE; i++)
{
uint8_t* srcColor = (uint8_t*)&palette[i];
uint8_t* dstColor = (uint8_t*)&_convertedPaletteBuffer[i];
dstColor[0] = srcColor[2];
dstColor[1] = srcColor[1];
dstColor[2] = srcColor[0];
dstColor[3] = srcColor[3];
}
paletteBuffer = _convertedPaletteBuffer;
}
ECL_EXPORT void dsda_frame_advance(struct PackedPlayerInput *player1Inputs, struct PackedPlayerInput *player2Inputs, struct PackedPlayerInput *player3Inputs, struct PackedPlayerInput *player4Inputs, struct PackedRenderInfo *renderInfo)
{
// Setting inputs
headlessClearTickCommand();
// Setting Player 1 inputs
headlessSetTickCommand
(
0,
player1Inputs->_RunSpeed,
player1Inputs->_StrafingSpeed,
player1Inputs->_TurningSpeed,
player1Inputs->_Fire,
player1Inputs->_Action,
player1Inputs->_WeaponSelect,
player1Inputs->_AltWeapon,
player1Inputs->_Automap,
player1Inputs->_FlyLook,
player1Inputs->_ArtifactUse,
player1Inputs->_Jump,
player1Inputs->_EndPlayer
);
// Setting Player 2 inputs
headlessSetTickCommand
(
1,
player2Inputs->_RunSpeed,
player2Inputs->_StrafingSpeed,
player2Inputs->_TurningSpeed,
player2Inputs->_Fire,
player2Inputs->_Action,
player2Inputs->_WeaponSelect,
player2Inputs->_AltWeapon,
player2Inputs->_Automap,
player2Inputs->_FlyLook,
player2Inputs->_ArtifactUse,
player2Inputs->_Jump,
player2Inputs->_EndPlayer
);
// Setting Player 3 inputs
headlessSetTickCommand
(
2,
player3Inputs->_RunSpeed,
player3Inputs->_StrafingSpeed,
player3Inputs->_TurningSpeed,
player3Inputs->_Fire,
player3Inputs->_Action,
player3Inputs->_WeaponSelect,
player3Inputs->_AltWeapon,
player3Inputs->_Automap,
player3Inputs->_FlyLook,
player3Inputs->_ArtifactUse,
player3Inputs->_Jump,
player3Inputs->_EndPlayer
);
// Setting Player 4 inputs
headlessSetTickCommand
(
3,
player4Inputs->_RunSpeed,
player4Inputs->_StrafingSpeed,
player4Inputs->_TurningSpeed,
player4Inputs->_Fire,
player4Inputs->_Action,
player4Inputs->_WeaponSelect,
player4Inputs->_AltWeapon,
player4Inputs->_Automap,
player4Inputs->_FlyLook,
player4Inputs->_ArtifactUse,
player4Inputs->_Jump,
player4Inputs->_EndPlayer
);
// Enabling/Disabling rendering, as required
if (renderInfo->_RenderVideo == 0) headlessDisableVideoRendering();
if (renderInfo->_RenderVideo == 1) headlessEnableVideoRendering();
if (renderInfo->_RenderAudio == 0) headlessDisableAudioRendering();
if (renderInfo->_RenderAudio == 1) headlessEnableAudioRendering();
// Running a single tick
headlessRunSingleTick();
// Updating video
if (renderInfo->_RenderVideo == 1)
{
displayplayer = consoleplayer = renderInfo->_PlayerPointOfView;
headlessUpdateVideo();
}
}
ECL_ENTRY void (*input_callback_cb)(void);
void real_input_callback(void)
{
if (input_callback_cb)
input_callback_cb();
}
ECL_EXPORT void dsda_set_input_callback(ECL_ENTRY void (*fecb)(void))
{
input_callback_cb = fecb;
}
bool foundIWAD = false;
ECL_EXPORT int dsda_init(InitSettings *settings, int argc, char **argv)
{
printf("Passing arguments: \n");
for (int i = 0; i < argc; i++) printf("%s ", argv[i]);
printf("\n");
// Setting players in game
playeringame[0] = settings->_Player1Present;
playeringame[1] = settings->_Player2Present;
playeringame[2] = settings->_Player3Present;
playeringame[3] = settings->_Player4Present;
// Handle class
PlayerClass[0] = (pclass_t)settings->_Player1Class;
PlayerClass[1] = (pclass_t)settings->_Player2Class;
PlayerClass[2] = (pclass_t)settings->_Player3Class;
PlayerClass[3] = (pclass_t)settings->_Player4Class;
// Initializing DSDA core
headlessMain(argc, argv);
printf("DSDA Initialized\n");
switch(compatibility_level) {
case prboom_6_compatibility:
longtics = 1;
break;
case mbf21_compatibility:
longtics = 1;
shorttics = !dsda_Flag(dsda_arg_longtics);
break;
default:
longtics = dsda_Flag(dsda_arg_longtics);
break;
}
// Initializing audio
I_SetSoundCap();
I_InitSound();
printf("Audio Initialized\n");
// If required, prevent level exit and game end triggers
preventLevelExit = settings->_PreventLevelExit;
preventGameEnd = settings->_PreventGameEnd;
printf("Prevent Level Exit: %d\n", preventLevelExit);
printf("Prevent Game End: %d\n", preventGameEnd);
// Enabling DSDA output, for debugging
enableOutput = 1;
return 1;
}
ECL_EXPORT int dsda_add_wad_file(const char *filename, const int size, ECL_ENTRY int (*feload_archive_cb)(const char *filename, unsigned char *buffer, int maxsize))
{
printf("Loading WAD '%s' of size %d...\n", filename, size);
auto wadFileBuffer = (unsigned char*) alloc_invisible(size);
if (wadFileBuffer == NULL) { fprintf(stderr, "Error creating buffer. Do we have enough memory in the waterbox?\n"); return 0; }
else printf("Created buffer at address: %p\n", wadFileBuffer);
int loadSize = feload_archive_cb(filename, wadFileBuffer, size);
if (loadSize != size) { fprintf(stderr, "Error loading '%s': read %d bytes, but expected %d bytes\n", filename, loadSize, size); return 0; }
// Check size is enough
if (size < 5) { fprintf(stderr, "Error loading '%s': read %d bytes, which is too small\n", filename, size); return 0; }
// Getting wad header
char header[5];
header[0] = wadFileBuffer[0];
header[1] = wadFileBuffer[1];
header[2] = wadFileBuffer[2];
header[3] = wadFileBuffer[3];
header[4] = '\0';
// Getting string
std::string headerString(header);
// Safety checks
bool recognizedFormat = false;
// Loading PWAD
if (headerString == "PWAD")
{
recognizedFormat = true;
// Loading PWAD
D_AddFile(filename, source_pwad, wadFileBuffer, size);
printf("Loaded PWAD '%s' correctly\n", filename);
}
// Loading IWAD
if (headerString == "IWAD")
{
recognizedFormat = true;
// Checking for repeated IWAD
if (foundIWAD == true) { fprintf(stderr, "Error with '%s': an IWAD was already loaded before\n", filename); return 0; }
foundIWAD = true;
// Loading IWAD
printf("Loading IWAD '%s'...\n", filename);
AddIWAD(filename, wadFileBuffer, size);
printf("Loaded IWAD '%s' correctly\n", filename);
}
// Checking for correct header
if (recognizedFormat == false) { fprintf(stderr, "Error with '%s': it contains an unrecognized header '%s'\n", filename, header); return 0; }
// Return 1 for all ok
return 1;
}
// the Doom engine doesn't have traditional memory regions because it's not an emulator
// but there's still useful data in memory that we can expose
// so we turn it into artificial memory domains, one for each entity array
// TODO: expose sectors and linedefs like xdre does (but better)
ECL_EXPORT char dsda_read_memory_array(int type, unsigned int addr)
{
char out_of_bounts = 0xFF;
char null_thing = 0x88;
int padded_size = 512; // sizeof(mobj_t) is 464 but we pad for nice representation
if (addr >= numthings * padded_size) return out_of_bounts;
int index = addr / padded_size;
int offset = addr % padded_size;
mobj_t *mobj = mobj_ptrs[index];
if (mobj == NULL) return null_thing;
char *data = (char *)mobj + offset;
return *data;
}