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UltimateTrainingModpack/source/hitbox_visualizer.hpp
Shivam Dutt 69d35361bb Changed hitbox effect colors to be more distinct and have a more logical sequence
The intensity of the hitbox effect colors now scales with damage
- Added functions to useful.h to assist with this
2019-05-27 21:48:19 -05:00

159 lines
5.6 KiB
C++

#include <math.h>
#include "l2c.hpp"
#include "l2c_imports.hpp"
#include "acmd_wrapper.hpp"
#include "saltysd_helper.hpp"
#include "const_value_table.h"
#include "taunt_toggles.h"
#include "useful.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);
}
}
Vector3f generate_hitbox_effect_color(L2CAgent *l2c_agent, L2CValue *id, L2CValue *damage) {
float t = 0.375f + 0.625f * unlerpBounded(1.0f, 17.0f, damage->raw_float);
Vector3f color = ID_COLORS[id->raw % 8];
return colorLerp({ 1.0f, 1.0f, 1.0f }, color, t, 0.875f);
}
void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *id, L2CValue *bone, L2CValue *damage, L2CValue *size,
L2CValue *x, L2CValue *y, L2CValue *z, L2CValue *x2, L2CValue *y2, L2CValue *z2) {
Vector3f color = generate_hitbox_effect_color(l2c_agent, id, damage);
L2CValue red(color.x);
L2CValue green(color.y);
L2CValue blue(color.z);
float sizeMult = 19.0f / 200.0f;
Hash40 shieldEffectHash = { .hash = 0xAFAE75F05LL };
L2CValue shieldEffect(shieldEffectHash.hash);
L2CValue xRot(0.0f);
L2CValue yRot(0.0f);
L2CValue zRot(0.0f);
L2CValue terminate(true);
L2CValue effectSize((float)size->raw_float * sizeMult);
L2CValue rate(8.0f);
float xDist, yDist, zDist;
int nEffects;
if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) { // extended hitbox
xDist = x2->raw_float - x->raw_float;
yDist = y2->raw_float - y->raw_float;
zDist = z2->raw_float - z->raw_float;
float dist = sqrtf(xDist * xDist + yDist * yDist + zDist * zDist);
nEffects = (int)ceilf(dist / (size->raw_float * 1.875f)) + 1; // just enough effects to form a continuous line
if (nEffects < 2)
nEffects = 2;
if (nEffects > MAX_EFFECTS_PER_HITBOX)
nEffects = MAX_EFFECTS_PER_HITBOX;
} else { // non-extended hitbox
xDist = yDist = zDist = 0;
nEffects = 1;
}
for (int i = 0; i < nEffects; i++) {
float t = nEffects <= 1 ? 0 : (float)i / (nEffects - 1);
L2CValue currX(x->raw_float + xDist * t);
L2CValue currY(y->raw_float + yDist * t);
L2CValue currZ(z->raw_float + zDist * t);
ACMD acmd(l2c_agent);
acmd.wrap(EFFECT_FOLLOW_NO_SCALE, { shieldEffect, *bone, currX, currY, currZ, xRot, yRot, zRot, effectSize, 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, wkb, bkb, size, x, y, z, x2, y2, z2;
l2c_agent.get_lua_stack(1, &id);
l2c_agent.get_lua_stack(3, &bone);
l2c_agent.get_lua_stack(4, &damage);
l2c_agent.get_lua_stack(5, &angle);
l2c_agent.get_lua_stack(6, &kbg);
l2c_agent.get_lua_stack(7, &wkb);
l2c_agent.get_lua_stack(8, &bkb);
l2c_agent.get_lua_stack(9, &size);
l2c_agent.get_lua_stack(10, &x);
l2c_agent.get_lua_stack(11, &y);
l2c_agent.get_lua_stack(12, &z);
l2c_agent.get_lua_stack(13, &x2);
l2c_agent.get_lua_stack(14, &y2);
l2c_agent.get_lua_stack(15, &z2);
// 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_effects(&l2c_agent, &id, &bone, &damage, &size, &x, &y, &z, &x2, &y2, &z2); // generate hitbox effect(s)
}
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);
}