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FFBArcadePlugin/Game Files/MarioKartGPDXUSA.cpp

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2021-02-09 05:30:19 +01:00
/*This file is part of FFB Arcade Plugin.
FFB Arcade Plugin is free software : you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
FFB Arcade Plugin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
*/
#include <string>
#include "MarioKartGPDXUSA.h"
extern int EnableDamper;
extern int DamperStrength;
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void MarioKartGPDXUSA::FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers) {
wchar_t *settingsFilename = TEXT(".\\FFBPlugin.ini");
int ConstantEffectForSteering = GetPrivateProfileInt(TEXT("Settings"), TEXT("ConstantEffectForSteering"), 0, settingsFilename);
int ConstantEffectForSteeringStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("ConstantEffectForSteeringStrength"), 0, settingsFilename);
int WeaponRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("WeaponRumble"), 0, settingsFilename);
int WeaponRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("WeaponRumbleStrength"), 0, settingsFilename);
int CoinRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("CoinRumble"), 0, settingsFilename);
int CoinRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("CoinRumbleStrength"), 0, settingsFilename);
int DriftRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("DriftRumble"), 0, settingsFilename);
int DriftRumbleControllerStrengthMultiplier = GetPrivateProfileInt(TEXT("Settings"), TEXT("DriftRumbleControllerStrengthMultiplier"), 0, settingsFilename);
int HitGroundRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("HitGroundRumble"), 0, settingsFilename);
int HitGroundRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("HitGroundRumbleStrength"), 0, settingsFilename);
int BoostRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("BoostRumble"), 0, settingsFilename);
int BoostRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("BoostRumbleStrength"), 0, settingsFilename);
int MainShakeRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("MainShakeRumble"), 0, settingsFilename);
int MainShakeRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("MainShakeRumbleStrength"), 0, settingsFilename);
int DirtRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("DirtRumble"), 0, settingsFilename);
int DirtRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("DirtRumbleStrength"), 0, settingsFilename);
int GrassRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("GrassRumble"), 0, settingsFilename);
int GrassRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("GrassRumbleStrength"), 0, settingsFilename);
int SandRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("SandRumble"), 0, settingsFilename);
int SandRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("SandRumbleStrength"), 0, settingsFilename);
int WaterRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumble"), 0, settingsFilename);
int WaterRumbleWheelStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumbleWheelStrength"), 0, settingsFilename);
int WaterRumbleControllerStrengthMultiplier = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumbleControllerStrengthMultiplier"), 0, settingsFilename);
int TileRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("TileRumble"), 0, settingsFilename);
int TileRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("TileRumbleStrength"), 0, settingsFilename);
int CarpetRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("CarpetRumble"), 0, settingsFilename);
int CarpetRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("CarpetRumbleStrength"), 0, settingsFilename);
int SpeedBumpRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("SmallBumpRumble"), 0, settingsFilename);
int SpeedBumpRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("SmallBumpRumbleStrength"), 0, settingsFilename);
int RoughTrackRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("RoughTrackRumble"), 0, settingsFilename);
int RoughTrackRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("RoughTrackRumbleStrength"), 0, settingsFilename);
int BridgeRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("BridgeRumble"), 0, settingsFilename);
int BridgeRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("BridgeRumbleStrength"), 0, settingsFilename);
INT_PTR ff1 = helpers->ReadIntPtr(0xB96B74, /* isRelativeOffset */ true); //shake
INT_PTR ff2 = helpers->ReadIntPtr(0xB4F324,/* isRelativeOffset */ true);
UINT8 ff3 = helpers->ReadInt32(ff2 + 0x628, /* isRelativeOffset */ false); // terrain data
UINT8 ff5 = helpers->ReadInt32(ff2 + 0x658, /* isRelativeOffset */ false); //kart flying or on ground
INT_PTR ff6 = helpers->ReadIntPtr(0xB486BC,/* isRelativeOffset */ true);
INT_PTR ff7 = helpers->ReadIntPtr(ff6 + 0x2E0, /* isRelativeOffset */ false);
INT_PTR ff8 = helpers->ReadIntPtr(ff7 + 0xAC, /* isRelativeOffset */ false);
INT_PTR ff9 = helpers->ReadIntPtr(ff8 + 0xC, /* isRelativeOffset */ false);
INT_PTR ff10 = helpers->ReadIntPtr(ff9 + 0xC, /* isRelativeOffset */ false);
UINT8 ff11 = helpers->ReadByte(ff10 + 0x330, /* isRelativeOffset */ false); // 1 during race only
float Speed = helpers->ReadFloat32(ff2 + 0x558, /* isRelativeOffset */ false); //Speed of Kart
UINT8 ff13 = helpers->ReadByte(0xB4E330, /* isRelativeOffset */ true); //picking up coins
UINT8 ff14 = helpers->ReadByte(0xB9548D, /* isRelativeOffset */ true); //picking up weapon box
INT_PTR Wheelbase = helpers->ReadIntPtr(0xB4F2E0, /* isRelativeOffset */ true);
UINT8 Wheel = helpers->ReadByte(Wheelbase + 0x125, /* isRelativeOffset */ false); //0-255 steering
INT_PTR ff16 = helpers->ReadIntPtr(0xB441C8, /* isRelativeOffset*/ true);
UINT8 ff17 = helpers->ReadByte(ff2 + 0x674, /* isRelativeOffset */ false); // Drift
UINT8 ff18 = helpers->ReadByte(ff16 + 0x3A4, /* isRelativeOffset */ false); // Boost
int static oldcoins = 0;
int newcoins = ff13;
int static oldweapon = 0;
int newweapon = ff14;
int static oldhitground = 0;
int newhitground = ff5;
if (EnableDamper == 1)
{
triggers->Damper(DamperStrength / 100.0);
}
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if ((ConstantEffectForSteering == 1) && (ff11 == 1))
{
if ((Wheel >= 0) & (Wheel < 128))
{
double percentForce = ((128 - Wheel) / (ConstantEffectForSteeringStrength / 1.0));
double percentLength = 100;
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
}
else if ((Wheel > 127) & (Wheel < 256))
{
double percentForce = ((Wheel - 127) / (ConstantEffectForSteeringStrength / 1.0));
double percentLength = 100;
triggers->LeftRight(0, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
}
}
if ((MainShakeRumble == 1) & (4194308 == ff1) & (ff11 == 1))
{
// Large Shake when hitting walls, other karts or getting hit by items
double percentForce = ((MainShakeRumbleStrength) / 100.0);
double percentLength = (500);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(200, 200, percentForce);
}
else if ((BoostRumble == 1) & (ff18 == 1) & (ff11 == 1))
{
// Shake when Boost
double percentForce = ((BoostRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(60, 60, percentForce);
}
else if ((DriftRumble == 1) & (ff17 == 1) & (Wheel >= 0) & (Wheel < 128) & (ff11 == 1))
{
// Drift Effect including steering left
double percentForce = (((128 - Wheel) / 128.0) * (DriftRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Friction(percentForce);
}
else if ((DriftRumble == 1) & (ff17 == 1) & (Wheel > 127) & (Wheel < 256) & (ff11 == 1))
{
// Drift Effect including steering right
double percentForce = (((Wheel - 127) / 128.0) * (DriftRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Friction(percentForce);
}
else if ((HitGroundRumble == 1) & (oldhitground != newhitground) & (ff5 == 1) & (ff11 == 1))
{
// Shake when hitting ground
double percentForce = ((HitGroundRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
Sleep(50);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
}
else if ((WeaponRumble == 1) & (oldweapon != newweapon) & (ff11 == 1))
{
// Shake when picking up new weapons or using them
double percentForce = ((WeaponRumbleStrength) / 100.0);
double percentLength = (300);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(80, 50, percentForce);
}
else if ((CoinRumble == 1) & (oldcoins != newcoins) & (ff11 == 1))
{
// Shake when picking up coins
double percentForce = ((CoinRumbleStrength) / 100.0);
double percentLength = (200);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(50, 50, percentForce);
}
else if ((DirtRumble == 1) & (3 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// small friction when driving on dirt while moving
double percentForce = ((DirtRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Friction(percentForce);
}
else if ((SpeedBumpRumble == 1) & (10 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// Small constant when hitting bumps
double percentForce = ((SpeedBumpRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
triggers->Constant(constants->DIRECTION_FROM_RIGHT, 0);
}
else if ((GrassRumble == 1) & (4 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// Wheel rumbles while driving on grass
double percentForce = ((GrassRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Sine(50, 50, percentForce);
}
else if ((CarpetRumble == 1) & (9 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
// Wheel rumbles while driving on carpet
double percentForce = ((CarpetRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Sine(50, 50, percentForce);
}
else if ((WaterRumble == 1) & (7 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1) & (Wheel >= 0) & (Wheel < 128))
{
//wheel hard to turn while driving through water
double percentForce = ((WaterRumbleWheelStrength) / 100.0);
double percentForce1 = ((128 - Wheel / 128.0) * (WaterRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(percentForce1, 0, percentLength);
triggers->Friction(percentForce);
}
else if ((WaterRumble == 1) & (7 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1) & (Wheel > 127))
{
double percentForce = ((WaterRumbleWheelStrength) / 100.0);
double percentForce1 = ((Wheel - 127 / 128.0) * (WaterRumbleControllerStrengthMultiplier / 100.0));
double percentLength = (100);
triggers->LeftRight(0, percentForce1, percentLength);
triggers->Friction(percentForce);
}
else if ((TileRumble == 1) & (12 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles lightly when driving over tiles
double percentForce = ((TileRumbleStrength) / 100.0);
double percentLength = (150);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Friction(percentForce);
}
else if ((SandRumble == 1) & (14 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles lightly when driving over sand
double percentForce = ((SandRumbleStrength) / 100.0);
double percentLength = (50);
triggers->LeftRight(percentForce, 0, percentLength);
triggers->Sine(70, 70, percentForce);
}
else if ((RoughTrackRumble == 1) & (11 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles lightly when driving over rough part of track
double percentForce = ((RoughTrackRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(0, percentForce, percentLength);
triggers->Sine(40, 50, percentForce);
}
else if ((BridgeRumble == 1) & (8 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
{
//Wheel rumbles moderately when driving over wooden bridges
double percentForce = ((BridgeRumbleStrength) / 100.0);
double percentLength = (100);
triggers->LeftRight(percentForce, percentForce, percentLength);
triggers->Sine(180, 150, percentForce);
}
oldcoins = newcoins;
oldweapon = newweapon;
oldhitground = newhitground;
}