243 lines
13 KiB
C++
243 lines
13 KiB
C++
/*This file is part of FFB Arcade Plugin.
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FFB Arcade Plugin is free software : you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFB Arcade Plugin is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include "MarioKartGPDX1.10.h"
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void MarioKartGPDX110::FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers) {
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wchar_t *settingsFilename = TEXT(".\\FFBPlugin.ini");
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int ConstantEffectForSteering = GetPrivateProfileInt(TEXT("Settings"), TEXT("ConstantEffectForSteering"), 0, settingsFilename);
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int ConstantEffectForSteeringStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("ConstantEffectForSteeringStrength"), 0, settingsFilename);
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int WeaponRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("WeaponRumble"), 0, settingsFilename);
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int WeaponRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("WeaponRumbleStrength"), 0, settingsFilename);
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int CoinRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("CoinRumble"), 0, settingsFilename);
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int CoinRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("CoinRumbleStrength"), 0, settingsFilename);
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int DriftRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("DriftRumble"), 0, settingsFilename);
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int DriftRumbleControllerStrengthMultiplier = GetPrivateProfileInt(TEXT("Settings"), TEXT("DriftRumbleControllerStrengthMultiplier"), 0, settingsFilename);
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int HitGroundRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("HitGroundRumble"), 0, settingsFilename);
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int HitGroundRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("HitGroundRumbleStrength"), 0, settingsFilename);
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int BoostRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("BoostRumble"), 0, settingsFilename);
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int BoostRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("BoostRumbleStrength"), 0, settingsFilename);
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int MainShakeRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("MainShakeRumble"), 0, settingsFilename);
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int MainShakeRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("MainShakeRumbleStrength"), 0, settingsFilename);
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int DirtRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("DirtRumble"), 0, settingsFilename);
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int DirtRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("DirtRumbleStrength"), 0, settingsFilename);
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int GrassRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("GrassRumble"), 0, settingsFilename);
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int GrassRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("GrassRumbleStrength"), 0, settingsFilename);
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int SandRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("SandRumble"), 0, settingsFilename);
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int SandRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("SandRumbleStrength"), 0, settingsFilename);
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int WaterRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumble"), 0, settingsFilename);
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int WaterRumbleWheelStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumbleWheelStrength"), 0, settingsFilename);
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int WaterRumbleControllerStrengthMultiplier = GetPrivateProfileInt(TEXT("Settings"), TEXT("WaterRumbleControllerStrengthMultiplier"), 0, settingsFilename);
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int TileRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("TileRumble"), 0, settingsFilename);
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int TileRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("TileRumbleStrength"), 0, settingsFilename);
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int CarpetRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("CarpetRumble"), 0, settingsFilename);
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int CarpetRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("CarpetRumbleStrength"), 0, settingsFilename);
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int SpeedBumpRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("SmallBumpRumble"), 0, settingsFilename);
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int SpeedBumpRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("SmallBumpRumbleStrength"), 0, settingsFilename);
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int RoughTrackRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("RoughTrackRumble"), 0, settingsFilename);
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int RoughTrackRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("RoughTrackRumbleStrength"), 0, settingsFilename);
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int BridgeRumble = GetPrivateProfileInt(TEXT("Settings"), TEXT("BridgeRumble"), 0, settingsFilename);
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int BridgeRumbleStrength = GetPrivateProfileInt(TEXT("Settings"), TEXT("BridgeRumbleStrength"), 0, settingsFilename);
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int ff1 = helpers->ReadInt32(0xA46974, /* isRelativeOffset */ true); //shake
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int ff2 = helpers->ReadInt32(0x00A416E4,/* isRelativeOffset */ true);
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int ff3 = helpers->ReadInt32(ff2 + 0x628, /* isRelativeOffset */ false); // terrain data
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int Gas = helpers->ReadInt32(0xA455C0, /* isRelativeOffset */ true); //0-255 accl
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int ff5 = helpers->ReadInt32(ff2 + 0x658, /* isRelativeOffset */ false); //kart flying or on ground
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int ff6 = helpers->ReadInt32(0x00A309A0,/* isRelativeOffset */ true);
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int ff7 = helpers->ReadInt32(ff6 + 0x304, /* isRelativeOffset */ false);
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int ff8 = helpers->ReadInt32(ff7 + 0xE8, /* isRelativeOffset */ false);
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int ff9 = helpers->ReadInt32(ff8 + 0x64, /* isRelativeOffset */ false);
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int ff10 = helpers->ReadInt32(ff9 + 0x38, /* isRelativeOffset */ false);
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int ff11 = helpers->ReadInt32(ff10 + 0x4C4, /* isRelativeOffset */ false); // 1 during race only
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float Speed = helpers->ReadFloat32(ff2 + 0x558, /* isRelativeOffset */ false); //Speed of Kart
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UINT8 ff13 = helpers->ReadByte(0xA39690, /* isRelativeOffset */ true); //picking up coins
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UINT8 ff14 = helpers->ReadByte(0xA4528D, /* isRelativeOffset */ true); //picking up weapon box
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UINT8 Wheel = helpers->ReadByte(0xA4652D, /* isRelativeOffset */ true); //0-255 steering
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INT_PTR ff16 = helpers->ReadIntPtr(0x00A2E284, /* isRelativeOffset*/ true);
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UINT8 ff17 = helpers->ReadByte(ff2 + 0x674, /* isRelativeOffset */ false); // Drift
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UINT8 ff18 = helpers->ReadByte(ff16 + 0x3A4, /* isRelativeOffset */ false); // Boost
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int static oldcoins = 0;
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int newcoins = ff13;
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int static oldweapon = 0;
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int newweapon = ff14;
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int static oldhitground = 0;
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int newhitground = ff5;
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helpers->log("got value: ");
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std::string ffs = std::to_string(ff1);
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helpers->log((char *)ffs.c_str()); helpers->log("got value: ");
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if ((ConstantEffectForSteering == 1) && (ff11 == 1))
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{
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if ((Wheel >= 0) & (Wheel < 128))
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{
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double percentForce = ((128 - Wheel) / (ConstantEffectForSteeringStrength / 1.0));
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double percentLength = 100;
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triggers->LeftRight(percentForce, 0, percentLength);
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triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
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}
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else if ((Wheel > 127) & (Wheel < 256))
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{
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double percentForce = ((Wheel - 127) / (ConstantEffectForSteeringStrength / 1.0));
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double percentLength = 100;
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triggers->LeftRight(0, percentForce, percentLength);
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triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
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}
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}
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if ((MainShakeRumble == 1) & (4194308 == ff1) & (ff11 == 1))
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{
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// Large Shake when hitting walls, other karts or getting hit by items
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double percentForce = ((MainShakeRumbleStrength) / 100.0);
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double percentLength = (500);
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triggers->LeftRight(percentForce, percentForce, percentLength);
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triggers->Sine(200, 200, percentForce);
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}
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else if ((BoostRumble == 1) & (ff18 == 1) & (ff11 == 1))
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{
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// Shake when Boost
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double percentForce = ((BoostRumbleStrength) / 100.0);
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double percentLength = (100);
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triggers->LeftRight(percentForce, percentForce, percentLength);
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triggers->Sine(60, 60, percentForce);
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}
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else if ((DriftRumble == 1) & (ff17 == 1) & (Wheel >= 0) & (Wheel < 128) & (ff11 == 1))
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{
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// Drift Effect including steering left
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double percentForce = (((128 - Wheel) / 128.0) * (DriftRumbleControllerStrengthMultiplier / 100.0));
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double percentLength = (100);
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triggers->LeftRight(percentForce, 0, percentLength);
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triggers->Friction(percentForce);
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}
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else if ((DriftRumble == 1) & (ff17 == 1) & (Wheel > 127) & (Wheel < 256) & (ff11 == 1))
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{
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// Drift Effect including steering right
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double percentForce = (((Wheel - 127) / 128.0) * (DriftRumbleControllerStrengthMultiplier / 100.0));
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double percentLength = (100);
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triggers->LeftRight(0, percentForce, percentLength);
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triggers->Friction(percentForce);
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}
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else if ((HitGroundRumble == 1) & (oldhitground != newhitground) & (ff5 == 1) & (ff11 == 1))
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{
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// Shake when hitting ground
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double percentForce = ((HitGroundRumbleStrength) / 100.0);
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double percentLength = (100);
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triggers->LeftRight(percentForce, percentForce, percentLength);
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triggers->Constant(constants->DIRECTION_FROM_LEFT, percentForce);
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Sleep(50);
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triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
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}
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else if ((WeaponRumble == 1) & (oldweapon != newweapon) & (ff11 == 1))
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{
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// Shake when picking up new weapons or using them
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double percentForce = ((WeaponRumbleStrength) / 100.0);
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double percentLength = (300);
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triggers->LeftRight(percentForce, percentForce, percentLength);
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triggers->Sine(80, 50, percentForce);
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}
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else if ((CoinRumble == 1) & (oldcoins != newcoins) & (ff11 == 1))
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{
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// Shake when picking up coins
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double percentForce = ((CoinRumbleStrength) / 100);
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double percentLength = (200);
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triggers->LeftRight(percentForce, percentForce, percentLength);
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triggers->Sine(50, 50, percentForce);
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}
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else if ((DirtRumble == 1) & (3 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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// small friction when driving on dirt while moving
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double percentForce = ((DirtRumbleStrength) / 100.0);
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double percentLength = (100);
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triggers->LeftRight(percentForce, 0, percentLength);
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triggers->Friction(percentForce);
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}
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else if ((SpeedBumpRumble == 1) & (10 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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// Small constant when hitting bumps
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double percentForce = ((SpeedBumpRumbleStrength) / 100.0);
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double percentLength = (50);
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triggers->LeftRight(percentForce, percentForce, percentLength);
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triggers->Constant(constants->DIRECTION_FROM_RIGHT, percentForce);
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triggers->Constant(constants->DIRECTION_FROM_RIGHT, 0);
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}
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else if ((GrassRumble == 1) & (4 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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// Wheel rumbles while driving on grass
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double percentForce = ((GrassRumbleStrength) / 100.0);
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double percentLength = (50);
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triggers->LeftRight(0, percentForce, percentLength);
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triggers->Sine(50, 50, percentForce);
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}
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else if ((CarpetRumble == 1) & (9 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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// Wheel rumbles while driving on carpet
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double percentForce = ((CarpetRumbleStrength) / 100.0);
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double percentLength = (50);
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triggers->LeftRight(0, percentForce, percentLength);
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triggers->Sine(50, 50, percentForce);
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}
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else if ((WaterRumble == 1) & (7 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1) & (Wheel >= 0) & (Wheel < 128))
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{
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//wheel hard to turn while driving through water
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double percentForce = ((WaterRumbleWheelStrength) / 100.0);
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double percentForce1 = ((128 - Wheel / 128.0) * (WaterRumbleControllerStrengthMultiplier / 100.0));
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double percentLength = (100);
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triggers->LeftRight(percentForce1, 0, percentLength);
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triggers->Friction(percentForce);
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}
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else if ((WaterRumble == 1) & (7 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1) & (Wheel > 127))
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{
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double percentForce = ((WaterRumbleWheelStrength) / 100.0);
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double percentForce1 = ((Wheel - 127 / 128.0) * (WaterRumbleControllerStrengthMultiplier / 100.0));
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double percentLength = (100);
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triggers->LeftRight(0, percentForce1, percentLength);
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triggers->Friction(percentForce);
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}
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else if ((TileRumble == 1) & (12 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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//Wheel rumbles lightly when driving over tiles
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double percentForce = ((TileRumbleStrength) / 100.0);
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double percentLength = (150);
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triggers->LeftRight(0, percentForce, percentLength);
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triggers->Friction(percentForce);
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}
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else if ((SandRumble == 1) & (14 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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//Wheel rumbles lightly when driving over sand
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double percentForce = ((SandRumbleStrength) / 100.0);
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double percentLength = (50);
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triggers->LeftRight(percentForce, 0, percentLength);
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triggers->Sine(70, 70, percentForce);
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}
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else if ((RoughTrackRumble == 1) & (11 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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//Wheel rumbles lightly when driving over rough part of track
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double percentForce = ((RoughTrackRumbleStrength) / 100.0);
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double percentLength = (100);
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triggers->LeftRight(0, percentForce, percentLength);
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triggers->Sine(40, 50, percentForce);
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}
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else if ((BridgeRumble == 1) & (8 == ff3) & (ff11 == 1) & (ff5 == 1) & (Speed > 0.1))
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{
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//Wheel rumbles moderately when driving over wooden bridges
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double percentForce = ((BridgeRumbleStrength) / 100.0);
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double percentLength = (100);
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triggers->LeftRight(percentForce, percentForce, percentLength);
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triggers->Sine(180, 150, percentForce);
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}
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oldcoins = newcoins;
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oldweapon = newweapon;
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oldhitground = newhitground;
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} |