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UltimateTrainingModpack/source/hitbox_visualizer.hpp
Shivam Dutt 216bcbc0c2 Moved Hash40 and Vector3f structs from l2c.cpp to useful.h
Moved LOAD64 macro from l2c_imports.hpp to useful.h
Moved round_to and the various linear interpolation functions from useful.h to useful_visual.h
More formatting fixes
2019-05-28 15:36:33 -05:00

172 lines
6.5 KiB
C++

#include <math.h>
#include "useful.h"
#include "useful_visual.h"
#include "l2c_imports.hpp"
#include "acmd_wrapper.hpp"
#include "saltysd_helper.hpp"
#include "const_value_table.h"
#include "taunt_toggles.h"
using namespace lib;
using namespace app::lua_bind;
using namespace app::sv_animcmd;
void (*AttackModule_set_attack_lua_state)(u64, u64);
Vector3f ID_COLORS[8] = { // used to tint the hitbox effects -- make sure that at least one component is equal to 1.0
{ 1.0f, 0.0f, 0.0f }, // #ff0000 (red)
{ 1.0f, 0.4f, 0.0f }, // #ff9900 (orange)
{ 0.8f, 1.0f, 0.0f }, // #ccff00 (yellow)
{ 0.2f, 1.0f, 0.2f }, // #00ff33 (green)
{ 0.0f, 0.8f, 1.0f }, // #00ccff (sky blue)
{ 0.4f, 0.4f, 1.0f }, // #6666ff (blue)
{ 0.8f, 0.0f, 1.0f }, // #cc00ff (purple)
{ 1.0f, 0.2f, 0.8f }, // #ff33cc (pink)
};
int MAX_EFFECTS_PER_HITBOX = 16; // max # of circles drawn for an extended hitbox
namespace app::lua_bind::AttackModule {
// clear graphics every time we clear all hitboxes
void clear_all_replace(u64 module_accessor) {
if (is_training_mode()) {
// only if we're not shielding
int status_kind = StatusModule::status_kind(module_accessor);
if (!(status_kind >= FIGHTER_STATUS_KIND_GUARD_ON && status_kind <= FIGHTER_STATUS_KIND_GUARD_OFF)) {
Hash40 shieldEffectHash = { .hash = 0xAFAE75F05LL };
EffectModule::kill_kind(module_accessor, shieldEffectHash.hash, 0, 1);
}
}
// call original AttackModule::clear_all_impl
u64 attack_module = load_module(module_accessor, 0xA0);
void (*clear_all)(u64) = (void(*)(u64))(load_module_impl(attack_module, 0x50));
return clear_all(attack_module);
}
}
void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *bone, L2CValue *size,
L2CValue *x, L2CValue *y, L2CValue *z, L2CValue *x2, L2CValue *y2, L2CValue *z2,
Vector3f *color) {
L2CValue red(color->x);
L2CValue green(color->y);
L2CValue blue(color->z);
float size_mult = 19.0f / 200.0f;
Hash40 shield_effect_hash = { .hash = 0xAFAE75F05LL };
L2CValue shieldEffect(shield_effect_hash.hash);
L2CValue x_rot(0.0f);
L2CValue y_rot(0.0f);
L2CValue z_rot(0.0f);
L2CValue terminate(true);
L2CValue effect_size((float)size->raw_float * size_mult);
L2CValue rate(8.0f);
float x_dist, y_dist, z_dist;
int n_effects;
if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) { // extended hitbox
x_dist = x2->raw_float - x->raw_float;
y_dist = y2->raw_float - y->raw_float;
z_dist = z2->raw_float - z->raw_float;
float dist = sqrtf(x_dist * x_dist + y_dist * y_dist + z_dist * z_dist);
n_effects = (int)ceilf(dist / (size->raw_float * 1.75f)) + 1; // just enough effects to form a continuous line
if (n_effects < 2)
n_effects = 2;
if (n_effects > MAX_EFFECTS_PER_HITBOX)
n_effects = MAX_EFFECTS_PER_HITBOX;
} else { // non-extended hitbox
x_dist = y_dist = z_dist = 0;
n_effects = 1;
}
for (int i = 0; i < n_effects; i++) {
float t = n_effects <= 1 ? 0 : (float)i / (n_effects - 1);
L2CValue x_curr(x->raw_float + x_dist * t);
L2CValue y_curr(y->raw_float + y_dist * t);
L2CValue z_curr(z->raw_float + z_dist * t);
ACMD acmd(l2c_agent);
acmd.wrap(EFFECT_FOLLOW_NO_SCALE, { shieldEffect, *bone, x_curr, y_curr, z_curr, x_rot, y_rot, z_rot, effect_size, terminate });
// set to hitbox ID color
acmd.wrap(LAST_EFFECT_SET_COLOR, { red, green, blue });
// speed up animation by rate to remove pulsing effect
acmd.wrap(LAST_EFFECT_SET_RATE, { rate });
}
}
namespace app::sv_animcmd {
void ATTACK_replace(u64 a1) {
// instantiate our own L2CAgent with the given lua_State
L2CAgent l2c_agent;
l2c_agent.L2CAgent_constr(a1);
// get all necessary hitbox params
L2CValue id, bone, damage, angle, kbg, fkb, bkb, size, x, y, z, x2, y2, z2;
l2c_agent.get_lua_stack(1, &id); // int
l2c_agent.get_lua_stack(3, &bone); // hash40
l2c_agent.get_lua_stack(4, &damage); // float
l2c_agent.get_lua_stack(5, &angle); // int
l2c_agent.get_lua_stack(6, &kbg); // int
l2c_agent.get_lua_stack(7, &fkb); // int
l2c_agent.get_lua_stack(8, &bkb); // int
l2c_agent.get_lua_stack(9, &size); // float
l2c_agent.get_lua_stack(10, &x); // float
l2c_agent.get_lua_stack(11, &y); // float
l2c_agent.get_lua_stack(12, &z); // float
l2c_agent.get_lua_stack(13, &x2); // float or void
l2c_agent.get_lua_stack(14, &y2); // float or void
l2c_agent.get_lua_stack(15, &z2); // float or void
// original code: parse lua stack and call AttackModule::set_attack()
AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
if (HITBOX_VIS && is_training_mode()) { // generate hitbox effect(s)
float color_t;
if (false) { // color intensity scales with damage
color_t = 0.5f + 0.5f * powf(unlerp_bounded(1.0f, 18.0f, damage.raw_float), 0.5f); // non-linear scaling to magnify differences at lower damage levels
} else { // color intensity scales with total KB
// calculate the expected KB a character with 95 weight will receive at 80% pre-hit
float TARGET_PERCENT = 80.0f;
int TARGET_WEIGHT = 95;
float percent_component;
if (fkb.raw > 0) {
percent_component = (10.0f + fkb.raw) * 0.1f * (1.0f + fkb.raw * 0.5f);
} else {
percent_component = (TARGET_PERCENT + damage.raw_float) * 0.1f * (1.0f + damage.raw_float * 0.5f);
}
float weight_component = 200.0f / (TARGET_WEIGHT + 100);
float kb = (percent_component * weight_component * 1.4f + 18.0f) * (kbg.raw * 0.01f) + bkb.raw;
color_t = 0.5f + 0.5f * powf(unlerp_bounded(50.0f, 200.0f, kb), 0.5f); // non-linear scaling to magnify differences at lower KB levels
}
Vector3f color = color_lerp({ 1.0f, 1.0f, 1.0f }, ID_COLORS[id.raw % 8], color_t);
generate_hitbox_effects(&l2c_agent, &bone, &size, &x, &y, &z, &x2, &y2, &z2, &color);
}
u64 v1, v2, i;
v1 = a1;
// 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;
}
}
void hitbox_vis_main() {
AttackModule_set_attack_lua_state = (void (*)(u64, u64))SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") + 0xD0 - 0x70;
SaltySD_function_replace_sym(
"_ZN3app10sv_animcmd6ATTACKEP9lua_State",
(u64)&ATTACK_replace);
SaltySD_function_replace_sym(
"_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE",
(u64)&AttackModule::clear_all_replace);
}