mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2025-01-20 09:20:13 +00:00
298 lines
12 KiB
C++
298 lines
12 KiB
C++
#ifndef HITBOX_VISUALIZER_H
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#define HITBOX_VISUALIZER_H
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#include <math.h>
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#include "useful/useful.h"
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#include "useful/crc32.h"
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#include "hitbox/visual.h"
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#include "acmd_wrapper.h"
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#include "lib/l2c_imports.h"
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#include "saltysd/saltysd_helper.h"
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#include "training/common.hpp"
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#include "useful/const_value_table.h"
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#include "useful/raygun_printer.h"
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using namespace lib;
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using namespace app::lua_bind;
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using namespace app::sv_animcmd;
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u64 effect_manager_addr;
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void (*AttackModule_set_attack_lua_state)(u64, u64);
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u64 Catch_jumpback;
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Vector3f ID_COLORS[8] = {
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// used to tint the hitbox effects -- make sure that at least one component
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// is equal to 1.0
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{1.0f, 0.0f, 0.0f}, // #ff0000 (red)
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{1.0f, 0.4f, 0.0f}, // #ff9900 (orange)
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{0.8f, 1.0f, 0.0f}, // #ccff00 (yellow)
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{0.2f, 1.0f, 0.2f}, // #00ff33 (green)
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{0.0f, 0.8f, 1.0f}, // #00ccff (sky blue)
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{0.4f, 0.4f, 1.0f}, // #6666ff (blue)
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{0.8f, 0.0f, 1.0f}, // #cc00ff (purple)
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{1.0f, 0.2f, 0.8f}, // #ff33cc (pink)
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};
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int MAX_EFFECTS_PER_HITBOX = 16; // max # of circles drawn for an extended hitbox
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namespace app::lua_bind::AttackModule {
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// clear graphics every time we clear all hitboxes
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void clear_all_replace(u64 module_accessor) {
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if (is_training_mode()) {
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// only if we're not shielding
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int status_kind = StatusModule::status_kind(module_accessor);
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if (!(status_kind >= FIGHTER_STATUS_KIND_GUARD_ON &&
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status_kind <= FIGHTER_STATUS_KIND_GUARD_OFF)) {
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EffectModule::kill_kind(module_accessor, hash40("sys_shield"), 0, 1);
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}
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}
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// call original AttackModule::clear_all_impl
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u64 attack_module = load_module(module_accessor, 0xA0);
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void (*clear_all)(u64) =
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(void (*)(u64))(load_module_impl(attack_module, 0x50));
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return clear_all(attack_module);
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}
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} // namespace app::lua_bind::AttackModule
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namespace app::lua_bind::GrabModule {
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// clear graphics every time we clear rebound
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void set_rebound_replace(u64 module_accessor, bool rebound) {
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if (is_training_mode() && rebound == false) {
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// only if we're not shielding
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int status_kind = StatusModule::status_kind(module_accessor);
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if (!(status_kind >= FIGHTER_STATUS_KIND_GUARD_ON &&
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status_kind <= FIGHTER_STATUS_KIND_GUARD_OFF)) {
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EffectModule::kill_kind(module_accessor, hash40("sys_shield"), 0, 1);
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}
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}
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// call original GrabModule::set_rebound_impl
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u64 grab_module = load_module(module_accessor, 0x158);
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void (*set_rebound)(u64, bool) =
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(void (*)(u64, bool))(load_module_impl(grab_module, 0x100));
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return set_rebound(grab_module, rebound);
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}
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} // namespace app::lua_bind::GrabModule
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Vector3f EffectModule_last_get_scale_w(u64 effect_module) {
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Vector3f ret;
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uint handle = *(uint *)(effect_module + 36);
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if (handle && (signed int)handle >= 1) {
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u64 effect = LOAD64(effect_manager_addr) + 768 * (handle >> 24);
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bool is_exist_effect = effect && *(uint *)(effect + 4) == handle;
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if (is_exist_effect) {
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float *scale = (float *)(effect + 256);
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ret.x = *(float *)(scale);
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ret.y = *(float *)(scale + 1);
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ret.z = *(float *)(scale + 2);
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}
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}
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return ret;
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}
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void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *bone,
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L2CValue *size, L2CValue *x, L2CValue *y,
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L2CValue *z, L2CValue *x2, L2CValue *y2,
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L2CValue *z2, Vector3f *color) {
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L2CValue red(color->x);
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L2CValue green(color->y);
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L2CValue blue(color->z);
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float size_mult = 19.0f / 200.0f;
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L2CValue shieldEffect(hash40("sys_shield"));
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L2CValue x_rot(0.0f);
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L2CValue y_rot(0.0f);
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L2CValue z_rot(0.0f);
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L2CValue terminate(true);
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L2CValue effect_size((float)size->raw_float * size_mult);
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L2CValue rate(8.0f);
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float x_dist, y_dist, z_dist;
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int n_effects;
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if (x2->type != L2C_void && y2->type != L2C_void &&
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z2->type != L2C_void) { // extended hitbox
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x_dist = x2->raw_float - x->raw_float;
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y_dist = y2->raw_float - y->raw_float;
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z_dist = z2->raw_float - z->raw_float;
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float dist = sqrtf(x_dist * x_dist + y_dist * y_dist + z_dist * z_dist);
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n_effects = (int)ceilf(dist / (size->raw_float * 1.75f)) + 1; // just enough effects to form a continuous line
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if (n_effects < 2) n_effects = 2;
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if (n_effects > MAX_EFFECTS_PER_HITBOX)
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n_effects = MAX_EFFECTS_PER_HITBOX;
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} else { // non-extended hitbox
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x_dist = y_dist = z_dist = 0;
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n_effects = 1;
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}
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for (int i = 0; i < n_effects; i++) {
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float t = n_effects <= 1 ? 0 : (float)i / (n_effects - 1);
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L2CValue x_curr(x->raw_float + x_dist * t);
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L2CValue y_curr(y->raw_float + y_dist * t);
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L2CValue z_curr(z->raw_float + z_dist * t);
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ACMD acmd("", "", "", "", [] (ACMD*) -> void {});
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acmd.l2c_agent = l2c_agent;
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acmd.wrap(EFFECT_FOLLOW_NO_SCALE,
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{shieldEffect, *bone, x_curr, y_curr, z_curr, x_rot, y_rot,
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z_rot, effect_size, terminate});
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// set to hitbox ID color
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acmd.wrap(LAST_EFFECT_SET_COLOR, {red, green, blue});
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// speed up animation by rate to remove pulsing effect
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acmd.wrap(LAST_EFFECT_SET_RATE, {rate});
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}
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}
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namespace app::sv_animcmd {
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void ATTACK_replace(u64 a1) {
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// instantiate our own L2CAgent with the given lua_State
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L2CAgent l2c_agent;
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l2c_agent.L2CAgent_constr(a1);
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// get all necessary hitbox params
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L2CValue id, bone, damage, angle, kbg, fkb, bkb, size, x, y, z, x2, y2, z2;
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l2c_agent.get_lua_stack(1, &id); // int
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l2c_agent.get_lua_stack(3, &bone); // hash40
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l2c_agent.get_lua_stack(4, &damage); // float
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l2c_agent.get_lua_stack(5, &angle); // int
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l2c_agent.get_lua_stack(6, &kbg); // int
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l2c_agent.get_lua_stack(7, &fkb); // int
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l2c_agent.get_lua_stack(8, &bkb); // int
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l2c_agent.get_lua_stack(9, &size); // float
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l2c_agent.get_lua_stack(10, &x); // float
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l2c_agent.get_lua_stack(11, &y); // float
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l2c_agent.get_lua_stack(12, &z); // float
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l2c_agent.get_lua_stack(13, &x2); // float or void
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l2c_agent.get_lua_stack(14, &y2); // float or void
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l2c_agent.get_lua_stack(15, &z2); // float or void
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// hacky way of forcing no shield damage on all hitboxes
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if (is_training_mode() && menu.SHIELD_STATE == SHIELD_INFINITE) {
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L2CValue hitbox_params[36];
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for (size_t i = 0; i < 36; i++)
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l2c_agent.get_lua_stack(i + 1, &hitbox_params[i]);
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l2c_agent._clear_lua_stack();
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for (size_t i = 0; i < 36; i++) {
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if (i == 20) {
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L2CValue no_shield_damage(-999);
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l2c_agent.push_lua_stack(&no_shield_damage);
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} else
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l2c_agent.push_lua_stack(&hitbox_params[i]);
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}
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}
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// original code: parse lua stack and call AttackModule::set_attack()
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AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
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if (menu.HITBOX_VIS && is_training_mode()) { // generate hitbox effect(s)
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float color_scale;
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if (false) { // color intensity scales with damage
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color_scale = unlerp_bounded(1.0f, 18.0f, damage.raw_float);
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} else { // color intensity scales with total KB
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// calculate the expected KB a character with 95 weight will receive
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// at 80% pre-hit
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float TARGET_PERCENT = 80.0f;
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int TARGET_WEIGHT = 95;
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float percent_component;
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if (fkb.raw > 0) {
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percent_component =
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(10.0f + fkb.raw) * 0.1f * (1.0f + fkb.raw * 0.5f);
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} else {
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percent_component = (TARGET_PERCENT + damage.raw_float) * 0.1f *
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(1.0f + damage.raw_float * 0.5f);
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}
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float weight_component = 200.0f / (TARGET_WEIGHT + 100);
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float kb = (percent_component * weight_component * 1.4f + 18.0f) *
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(kbg.raw * 0.01f) +
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bkb.raw;
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color_scale = unlerp_bounded(50.0f, 200.0f, kb);
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}
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float color_t =
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0.8f +
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0.2f * powf(color_scale, 0.5f); // non-linear scaling to magnify
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// differences at lower values
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Vector3f color = color_lerp({1.0f, 1.0f, 1.0f}, ID_COLORS[id.raw % 8], color_t);
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generate_hitbox_effects(&l2c_agent, &bone, &size, &x, &y, &z, &x2, &y2, &z2, &color);
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}
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l2c_agent._clear_lua_stack();
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}
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void CATCH_replace(u64 a1) {
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L2CAgent l2c_agent;
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l2c_agent.L2CAgent_constr(a1);
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// get all necessary grabbox params
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L2CValue id, joint, size, x, y, z, x2, y2, z2;
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l2c_agent.get_lua_stack(1, &id); // int
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l2c_agent.get_lua_stack(2, &joint); // hash40
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l2c_agent.get_lua_stack(3, &size); // float
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l2c_agent.get_lua_stack(4, &x); // float
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l2c_agent.get_lua_stack(5, &y); // float
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l2c_agent.get_lua_stack(6, &z); // float
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l2c_agent.get_lua_stack(7, &x2); // float or void
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l2c_agent.get_lua_stack(8, &y2); // float or void
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l2c_agent.get_lua_stack(9, &z2); // float or void
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// SaltySD_function_replace_sym works by replacing the
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// first four instructions of a function with instructions
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// to jump to a replacement function like CATCH_replace.
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// if we want to jump back, we just need to reimplement the
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// first four instructions and jump back to the original address
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// + the length of 4 instructions
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// load address, along with lua_state as first arg
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asm("MOV X9, %x0" : : "r"(Catch_jumpback));
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asm("MOV X0, %x0" : : "r"(l2c_agent.lua_state_agent));
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// the first four instructions: they will usually be
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// setting up the stack for local variables
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asm("SUB SP, SP, #0xC0");
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asm("STR X25, [SP, #0x70]");
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asm("STP X24, X23, [SP, #0x80]");
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asm("STP X22, X21, [SP, #0x90]");
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// jump to Catch_jumpback
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asm("BLR X9");
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if (menu.HITBOX_VIS && is_training_mode()) {
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Vector3f color = ID_COLORS[(id.raw + 3) % 8];
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generate_hitbox_effects(&l2c_agent, &joint, &size, &x, &y, &z, &x2, &y2, &z2, &color);
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}
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}
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} // namespace app::sv_animcmd
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void hitbox_vis_main() {
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effect_manager_addr = SaltySDCore_FindSymbol(
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"_ZN3lib9SingletonINS_13EffectManagerEE9instance_E");
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AttackModule_set_attack_lua_state = (void (*)(u64, u64))(SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") +
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0xD0 - 0x70);
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Catch_jumpback = SaltySDCore_FindSymbol("_ZN3app10sv_animcmd5CATCHEP9lua_State") + (4 * 4);
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SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State",
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(u64)&ATTACK_replace);
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SaltySD_function_replace_sym("_ZN3app10sv_animcmd5CATCHEP9lua_State",
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(u64)&CATCH_replace);
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind28AttackModule__clear_all_implEPNS_26BattleObjectModuleAccessorE",
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(u64)&AttackModule::clear_all_replace);
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SaltySD_function_replace_sym(
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"_ZN3app8lua_bind28GrabModule__set_rebound_implEPNS_26BattleObjectModuleAccessorEb",
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(u64)&GrabModule::set_rebound_replace);
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}
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#endif // HITBOX_VISUALIZER_H
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