/*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 #include "MarioKartGPDXUSA.h" extern int EnableDamper; extern int DamperStrength; 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); } 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; }