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UltimateTrainingModpack/source/hitbox_visualizer.hpp
2019-10-26 14:09:18 -07:00

298 lines
12 KiB
C++

#ifndef HITBOX_VISUALIZER_H
#define HITBOX_VISUALIZER_H
#include <math.h>
#include "useful/useful.h"
#include "useful/crc32.h"
#include "hitbox/visual.h"
#include "acmd_wrapper.h"
#include "lib/l2c_imports.h"
#include "saltysd/saltysd_helper.h"
#include "training/common.hpp"
#include "useful/const_value_table.h"
#include "useful/raygun_printer.h"
using namespace lib;
using namespace app::lua_bind;
using namespace app::sv_animcmd;
u64 effect_manager_addr;
void (*AttackModule_set_attack_lua_state)(u64, u64);
u64 Catch_jumpback;
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)) {
EffectModule::kill_kind(module_accessor, hash40("sys_shield"), 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);
}
} // namespace app::lua_bind::AttackModule
namespace app::lua_bind::GrabModule {
// clear graphics every time we clear rebound
void set_rebound_replace(u64 module_accessor, bool rebound) {
if (is_training_mode() && rebound == false) {
// 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)) {
EffectModule::kill_kind(module_accessor, hash40("sys_shield"), 0, 1);
}
}
// call original GrabModule::set_rebound_impl
u64 grab_module = load_module(module_accessor, 0x158);
void (*set_rebound)(u64, bool) =
(void (*)(u64, bool))(load_module_impl(grab_module, 0x100));
return set_rebound(grab_module, rebound);
}
} // namespace app::lua_bind::GrabModule
Vector3f EffectModule_last_get_scale_w(u64 effect_module) {
Vector3f ret;
uint handle = *(uint *)(effect_module + 36);
if (handle && (signed int)handle >= 1) {
u64 effect = LOAD64(effect_manager_addr) + 768 * (handle >> 24);
bool is_exist_effect = effect && *(uint *)(effect + 4) == handle;
if (is_exist_effect) {
float *scale = (float *)(effect + 256);
ret.x = *(float *)(scale);
ret.y = *(float *)(scale + 1);
ret.z = *(float *)(scale + 2);
}
}
return ret;
}
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;
L2CValue shieldEffect(hash40("sys_shield"));
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("", "", "", "", [] (ACMD*) -> void {});
acmd.l2c_agent = 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
// hacky way of forcing no shield damage on all hitboxes
if (is_training_mode() && menu.SHIELD_STATE == SHIELD_INFINITE) {
L2CValue hitbox_params[36];
for (size_t i = 0; i < 36; i++)
l2c_agent.get_lua_stack(i + 1, &hitbox_params[i]);
l2c_agent._clear_lua_stack();
for (size_t i = 0; i < 36; i++) {
if (i == 20) {
L2CValue no_shield_damage(-999);
l2c_agent.push_lua_stack(&no_shield_damage);
} else
l2c_agent.push_lua_stack(&hitbox_params[i]);
}
}
// original code: parse lua stack and call AttackModule::set_attack()
AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
if (menu.HITBOX_VIS && is_training_mode()) { // generate hitbox effect(s)
float color_scale;
if (false) { // color intensity scales with damage
color_scale = unlerp_bounded(1.0f, 18.0f, damage.raw_float);
} 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_scale = unlerp_bounded(50.0f, 200.0f, kb);
}
float color_t =
0.8f +
0.2f * powf(color_scale, 0.5f); // non-linear scaling to magnify
// differences at lower values
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);
}
l2c_agent._clear_lua_stack();
}
void CATCH_replace(u64 a1) {
L2CAgent l2c_agent;
l2c_agent.L2CAgent_constr(a1);
// get all necessary grabbox params
L2CValue id, joint, size, x, y, z, x2, y2, z2;
l2c_agent.get_lua_stack(1, &id); // int
l2c_agent.get_lua_stack(2, &joint); // hash40
l2c_agent.get_lua_stack(3, &size); // float
l2c_agent.get_lua_stack(4, &x); // float
l2c_agent.get_lua_stack(5, &y); // float
l2c_agent.get_lua_stack(6, &z); // float
l2c_agent.get_lua_stack(7, &x2); // float or void
l2c_agent.get_lua_stack(8, &y2); // float or void
l2c_agent.get_lua_stack(9, &z2); // float or void
// SaltySD_function_replace_sym works by replacing the
// first four instructions of a function with instructions
// to jump to a replacement function like CATCH_replace.
// if we want to jump back, we just need to reimplement the
// first four instructions and jump back to the original address
// + the length of 4 instructions
// load address, along with lua_state as first arg
asm("MOV X9, %x0" : : "r"(Catch_jumpback));
asm("MOV X0, %x0" : : "r"(l2c_agent.lua_state_agent));
// the first four instructions: they will usually be
// setting up the stack for local variables
asm("SUB SP, SP, #0xC0");
asm("STR X25, [SP, #0x70]");
asm("STP X24, X23, [SP, #0x80]");
asm("STP X22, X21, [SP, #0x90]");
// jump to Catch_jumpback
asm("BLR X9");
if (menu.HITBOX_VIS && is_training_mode()) {
Vector3f color = ID_COLORS[(id.raw + 3) % 8];
generate_hitbox_effects(&l2c_agent, &joint, &size, &x, &y, &z, &x2, &y2, &z2, &color);
}
}
} // namespace app::sv_animcmd
void hitbox_vis_main() {
effect_manager_addr = SaltySDCore_FindSymbol(
"_ZN3lib9SingletonINS_13EffectManagerEE9instance_E");
AttackModule_set_attack_lua_state = (void (*)(u64, u64))(SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") +
0xD0 - 0x70);
Catch_jumpback = SaltySDCore_FindSymbol("_ZN3app10sv_animcmd5CATCHEP9lua_State") + (4 * 4);
SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State",
(u64)&ATTACK_replace);
SaltySD_function_replace_sym("_ZN3app10sv_animcmd5CATCHEP9lua_State",
(u64)&CATCH_replace);
SaltySD_function_replace_sym(
"_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE",
(u64)&AttackModule::clear_all_replace);
SaltySD_function_replace_sym(
"_ZN3app8lua_bind28GrabModule__set_rebound_implEPNS_26BattleObjectModuleAccessorEb",
(u64)&GrabModule::set_rebound_replace);
}
#endif // HITBOX_VISUALIZER_H