224 lines
6.9 KiB
C++
224 lines
6.9 KiB
C++
#include "pjei.h"
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#include "launcher/launcher.h"
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#include "rawinput/rawinput.h"
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#include "util/utils.h"
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#include "misc/eamuse.h"
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#include "games/we/io.h"
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#include "avs/game.h"
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//using namespace GameAPI;
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// static stuff
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static uint8_t STATUS_BUFFER[40];
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static bool STATUS_BUFFER_FREEZE = false;
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/*
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* Implementations
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*/
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static bool __cdecl ac_io_pjei_current_coinstock(int a1, uint32_t *coinstock) {
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*coinstock = eamuse_coin_get_stock();
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return true;
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}
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static bool __cdecl ac_io_pjei_consume_coinstock(int a1, uint32_t amount) {
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return eamuse_coin_consume(amount);
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}
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static bool __cdecl ac_io_pjei_get_softwareid(char *dst) {
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static char DATA[] = "0140FFFFFFFFFFFFFFFF";
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memcpy(dst, DATA, sizeof(DATA));
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return true;
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}
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static bool __cdecl ac_io_pjei_get_systemid(char *dst) {
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static char DATA[] = "0140FFFFFFFFFFFFFFFF";
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memcpy(dst, DATA, sizeof(DATA));
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return true;
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}
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static bool __cdecl ac_io_pjei_update_control_status_buffer() {
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// check freeze
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if (STATUS_BUFFER_FREEZE) {
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return true;
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}
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// clear buffer
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memset(STATUS_BUFFER, 0, sizeof(STATUS_BUFFER));
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// Winning Eleven
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if (avs::game::is_model({ "KCK", "NCK" })) {
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// get buttons
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auto &buttons = games::we::get_buttons();
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// apply buttons
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::Service])) {
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STATUS_BUFFER[16] |= 0x10;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::Test])) {
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STATUS_BUFFER[16] |= 0x20;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::CoinMech])) {
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STATUS_BUFFER[16] |= 0x04;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::Start])) {
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STATUS_BUFFER[4] |= 0x80;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::Up])) {
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STATUS_BUFFER[4] |= 0x40;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::Down])) {
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STATUS_BUFFER[4] |= 0x20;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::Left])) {
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STATUS_BUFFER[4] |= 0x10;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::Right])) {
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STATUS_BUFFER[4] |= 0x08;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::ButtonA])) {
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STATUS_BUFFER[4] |= 0x04;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::ButtonB])) {
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STATUS_BUFFER[4] |= 0x02;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::ButtonC])) {
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STATUS_BUFFER[4] |= 0x01;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::ButtonD])) {
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STATUS_BUFFER[6] |= 0x80;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::ButtonE])) {
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STATUS_BUFFER[6] |= 0x40;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons[games::we::Buttons::ButtonF])) {
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STATUS_BUFFER[6] |= 0x20;
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}
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}
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// success
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return true;
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}
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static bool ac_io_pjei_get_control_status_buffer(uint8_t *buffer) {
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memcpy(buffer, STATUS_BUFFER, sizeof(STATUS_BUFFER));
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return true;
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}
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static bool __cdecl ac_io_pjei_req_secplug_check() {
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return true;
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}
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static bool __cdecl ac_io_pjei_req_secplug_check_isfinished() {
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return true;
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}
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static bool __cdecl ac_io_pjei_req_secplug_missing_check() {
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return true;
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}
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static bool __cdecl ac_io_pjei_req_secplug_missing_check_isfinished() {
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return true;
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}
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static bool __cdecl ac_io_pjei_lock_coincounter(int a1) {
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eamuse_coin_set_block(true);
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return true;
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}
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static bool __cdecl ac_io_pjei_unlock_coincounter(int a1) {
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eamuse_coin_set_block(false);
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return true;
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}
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static bool __cdecl ac_io_pjei_control_coin_blocker_on(bool a1) {
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eamuse_coin_set_block(true);
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return true;
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}
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static bool __cdecl ac_io_pjei_control_coin_blocker_off(bool a1) {
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eamuse_coin_set_block(false);
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return true;
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}
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/*
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* Helper method for easily setting the light values
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*/
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static void ac_io_pjei_control_lamp_set(uint8_t lamp_bits, uint8_t brightness) {
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auto &lights = games::we::get_lights();
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float value = CLAMP(brightness / 31.f, 0.f, 1.f);
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if (lamp_bits & 0x20) {
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GameAPI::Lights::writeLight(RI_MGR, lights[games::we::Lights::LeftRed], value);
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}
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if (lamp_bits & 0x10) {
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GameAPI::Lights::writeLight(RI_MGR, lights[games::we::Lights::LeftGreen], value);
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}
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if (lamp_bits & 0x08) {
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GameAPI::Lights::writeLight(RI_MGR, lights[games::we::Lights::LeftBlue], value);
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}
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if (lamp_bits & 0x04) {
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GameAPI::Lights::writeLight(RI_MGR, lights[games::we::Lights::RightRed], value);
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}
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if (lamp_bits & 0x02) {
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GameAPI::Lights::writeLight(RI_MGR, lights[games::we::Lights::RightGreen], value);
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}
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if (lamp_bits & 0x01) {
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GameAPI::Lights::writeLight(RI_MGR, lights[games::we::Lights::RightBlue], value);
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}
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}
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static bool __cdecl ac_io_pjei_control_lamp_on(uint8_t lamp_bits) {
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ac_io_pjei_control_lamp_set(lamp_bits, 31);
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return true;
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}
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static bool __cdecl ac_io_pjei_control_lamp_off(uint8_t lamp_bits) {
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ac_io_pjei_control_lamp_set(lamp_bits, 0);
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return true;
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}
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static bool __cdecl ac_io_pjei_control_lamp_bright(uint8_t lamp_bit, uint8_t brightness) {
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ac_io_pjei_control_lamp_set(lamp_bit, brightness);
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return true;
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}
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static bool __cdecl ac_io_pjei_control_lamp_mode(int mode) {
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// mode -> [0,1] (0 is static, 1 is brightness?)
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return true;
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}
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/*
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* Module stuff
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*/
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acio::PJEIModule::PJEIModule(HMODULE module, acio::HookMode hookMode) : ACIOModule("PJEI", module, hookMode) {
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this->status_buffer = STATUS_BUFFER;
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this->status_buffer_size = sizeof(STATUS_BUFFER);
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this->status_buffer_freeze = &STATUS_BUFFER_FREEZE;
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}
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void acio::PJEIModule::attach() {
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ACIOModule::attach();
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// hooks
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ACIO_MODULE_HOOK(ac_io_pjei_current_coinstock);
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ACIO_MODULE_HOOK(ac_io_pjei_consume_coinstock);
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ACIO_MODULE_HOOK(ac_io_pjei_get_softwareid);
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ACIO_MODULE_HOOK(ac_io_pjei_get_systemid);
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ACIO_MODULE_HOOK(ac_io_pjei_update_control_status_buffer);
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ACIO_MODULE_HOOK(ac_io_pjei_get_control_status_buffer);
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ACIO_MODULE_HOOK(ac_io_pjei_req_secplug_check);
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ACIO_MODULE_HOOK(ac_io_pjei_req_secplug_check_isfinished);
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ACIO_MODULE_HOOK(ac_io_pjei_req_secplug_missing_check);
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ACIO_MODULE_HOOK(ac_io_pjei_req_secplug_missing_check_isfinished);
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ACIO_MODULE_HOOK(ac_io_pjei_lock_coincounter);
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ACIO_MODULE_HOOK(ac_io_pjei_unlock_coincounter);
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ACIO_MODULE_HOOK(ac_io_pjei_control_coin_blocker_on);
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ACIO_MODULE_HOOK(ac_io_pjei_control_coin_blocker_off);
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ACIO_MODULE_HOOK(ac_io_pjei_control_lamp_on);
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ACIO_MODULE_HOOK(ac_io_pjei_control_lamp_off);
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ACIO_MODULE_HOOK(ac_io_pjei_control_lamp_bright);
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ACIO_MODULE_HOOK(ac_io_pjei_control_lamp_mode);
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}
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