mirror of
https://github.com/isledecomp/isle.git
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1ae3b07dc2
* First commit of order tool * More flexible match on module name. Bugfix on blank_or_comment * Report inexact offset comments in verbose mode. Bugfix for exact regex * Refactor checkorder into reusable isledecomp module * Find bad comments in one pass, add awareness of TEMPLATE * Refactor of state machine to prepare for reccmp integration * Use isledecomp lib in reccmp * Build isledecomp in GH actions, fix mypy complaint * Ensure unit test cpp files will be ignored by reccmp * Allow multiple offset markers, pep8 cleanup * Remove unused variable * Code style, remove unneeded module and TODO * Final renaming and type hints * Fix checkorder issues, add GH action and enforce (#2) * Fix checkorder issues * Add GH action * Test error case * Works * Fixes --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
224 lines
5.6 KiB
C++
224 lines
5.6 KiB
C++
#include "legonavcontroller.h"
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#include "legoinputmanager.h"
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#include "legoomni.h"
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#include "legoutil.h"
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#include "legovideomanager.h"
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// 0x100f4c28
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int g_mouseDeadzone = 40;
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// 0x100f4c2c
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float g_zeroThreshold = 0.001f;
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// 0x100f4c30
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float g_movementMaxSpeed = 40.0f;
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// 0x100f4c34
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float g_turnMaxSpeed = 20.0f;
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// 0x100f4c38
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float g_movementMaxAccel = 15.0f;
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// 0x100f4c3c
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float g_turnMaxAccel = 30.0f;
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// 0x100f4c40
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float g_movementMinAccel = 4.0f;
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// 0x100f4c44
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float g_turnMinAccel = 15.0f;
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// 0x100f4c48
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float g_movementDecel = 50.0f;
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// 0x100f4c4c
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float g_turnDecel = 50.0f;
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// 0x100f4c50
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float g_turnSensitivity = 0.4f;
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// 0x100f4c54
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MxBool g_turnUseVelocity = FALSE;
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// OFFSET: LEGO1 0x10054ac0
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LegoNavController::LegoNavController()
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{
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ResetToDefault();
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this->unk_18 = 0.0f;
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this->unk_1C = 0.0f;
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this->m_targetMovementSpeed = 0.0f;
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this->m_targetTurnSpeed = 0.0f;
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this->m_movementAccel = 0.0f;
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this->m_turnAccel = 0.0f;
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this->m_trackDefault = FALSE;
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this->m_unk5D = FALSE;
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this->m_unk6C = FALSE;
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this->m_unk64 = 0;
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this->m_unk68 = 0;
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this->m_unk60 = 0;
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MxTimer* timer = Timer();
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this->m_time = timer->GetTime();
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InputManager()->Register(this);
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}
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// OFFSET: LEGO1 0x10054c30
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LegoNavController::~LegoNavController()
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{
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InputManager()->UnRegister(this);
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}
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// OFFSET: LEGO1 0x10054ca0
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void LegoNavController::SetControlMax(int p_hMax, int p_vMax)
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{
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this->m_hMax = p_hMax;
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this->m_vMax = p_vMax;
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if (VideoManager()->GetVideoParam().flags().GetFullScreen()) {
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this->m_hMax = 640;
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this->m_vMax = 480;
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}
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}
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// OFFSET: LEGO1 0x10054cd0
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void LegoNavController::ResetToDefault()
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{
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this->m_mouseDeadzone = g_mouseDeadzone;
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this->m_zeroThreshold = g_zeroThreshold;
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this->m_turnMaxAccel = g_turnMaxAccel;
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this->m_movementMaxAccel = g_movementMaxAccel;
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this->m_turnMinAccel = g_turnMinAccel;
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this->m_movementMinAccel = g_movementMinAccel;
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this->m_turnDecel = g_turnDecel;
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this->m_movementDecel = g_movementDecel;
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this->m_turnMaxSpeed = g_turnMaxSpeed;
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this->m_movementMaxSpeed = g_movementMaxSpeed;
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this->m_turnUseVelocity = g_turnUseVelocity;
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this->m_turnSensitivity = g_turnSensitivity;
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}
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// OFFSET: LEGO1 0x10054d40
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void LegoNavController::GetDefaults(
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int* p_mouseDeadzone,
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float* p_movementMaxSpeed,
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float* p_turnMaxSpeed,
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float* p_movementMaxAccel,
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float* p_turnMaxAccel,
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float* p_movementDecel,
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float* p_turnDecel,
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float* p_movementMinAccel,
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float* p_turnMinAccel,
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float* p_turnSensitivity,
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MxBool* p_turnUseVelocity
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)
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{
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*p_mouseDeadzone = g_mouseDeadzone;
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*p_movementMaxSpeed = g_movementMaxSpeed;
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*p_turnMaxSpeed = g_turnMaxSpeed;
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*p_movementMaxAccel = g_movementMaxAccel;
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*p_turnMaxAccel = g_turnMaxAccel;
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*p_movementDecel = g_movementDecel;
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*p_turnDecel = g_turnDecel;
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*p_movementMinAccel = g_movementMinAccel;
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*p_turnMinAccel = g_turnMinAccel;
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*p_turnSensitivity = g_turnSensitivity;
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*p_turnUseVelocity = g_turnUseVelocity;
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}
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// OFFSET: LEGO1 0x10054dd0
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void LegoNavController::SetDefaults(
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int p_mouseDeadzone,
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float p_movementMaxSpeed,
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float p_turnMaxSpeed,
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float p_movementMaxAccel,
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float p_turnMaxAccel,
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float p_movementDecel,
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float p_turnDecel,
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float p_movementMinAccel,
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float p_turnMinAccel,
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float p_turnSensitivity,
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MxBool p_turnUseVelocity
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)
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{
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g_mouseDeadzone = p_mouseDeadzone;
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g_movementMaxSpeed = p_movementMaxSpeed;
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g_turnMaxSpeed = p_turnMaxSpeed;
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g_movementMaxAccel = p_movementMaxAccel;
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g_turnMaxAccel = p_turnMaxAccel;
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g_movementDecel = p_movementDecel;
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g_turnDecel = p_turnDecel;
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g_movementMinAccel = p_movementMinAccel;
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g_turnMinAccel = p_turnMinAccel;
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g_turnSensitivity = p_turnSensitivity;
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g_turnUseVelocity = p_turnUseVelocity;
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}
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// OFFSET: LEGO1 0x10054e40
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void LegoNavController::SetTargets(int p_hPos, int p_vPos, MxBool p_accel)
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{
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if (this->m_trackDefault != FALSE)
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ResetToDefault();
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if (p_accel != FALSE) {
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this->m_targetTurnSpeed = CalculateNewTargetSpeed(p_hPos, this->m_hMax / 2, this->m_turnMaxSpeed);
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this->m_targetMovementSpeed =
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CalculateNewTargetSpeed(this->m_vMax - p_vPos, this->m_vMax / 2, this->m_movementMaxSpeed);
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this->m_turnAccel =
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CalculateNewAccel(p_hPos, this->m_hMax / 2, this->m_turnMaxAccel, (int) this->m_turnMinAccel);
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this->m_movementAccel = CalculateNewAccel(
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this->m_vMax - p_vPos,
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this->m_vMax / 2,
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this->m_movementMaxAccel,
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(int) this->m_movementMinAccel
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);
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}
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else {
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this->m_targetTurnSpeed = 0.0f;
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this->m_targetMovementSpeed = 0.0f;
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this->m_movementAccel = this->m_movementDecel;
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this->m_turnAccel = this->m_turnDecel;
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}
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}
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// OFFSET: LEGO1 0x10054f10
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float LegoNavController::CalculateNewTargetSpeed(int p_pos, int p_center, float p_maxSpeed)
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{
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float result;
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int diff = p_pos - p_center;
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if (diff > this->m_mouseDeadzone)
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result = (diff - m_mouseDeadzone) * p_maxSpeed / (p_center - m_mouseDeadzone);
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else if (diff < -m_mouseDeadzone)
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result = (diff + m_mouseDeadzone) * p_maxSpeed / (p_center - m_mouseDeadzone);
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else
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result = 0.0f;
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return result;
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}
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// OFFSET: LEGO1 0x10054f90
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float LegoNavController::CalculateNewAccel(int p_pos, int p_center, float p_maxAccel, int p_minAccel)
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{
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float result;
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int diff = p_pos - p_center;
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result = Abs(diff) * p_maxAccel / p_center;
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if (result < p_minAccel)
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result = (float) p_minAccel;
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return result;
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}
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// OFFSET: LEGO1 0x10054fe0
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float LegoNavController::CalculateNewVel(float p_targetVel, float p_currentVel, float p_accel, float p_time)
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{
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float newVel = p_currentVel;
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float velDiff = p_targetVel - p_currentVel;
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int vSign = velDiff > 0 ? 1 : -1;
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if (Abs(velDiff) > this->m_zeroThreshold) {
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float deltaVel = p_accel * p_time;
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newVel = p_currentVel + (deltaVel * vSign);
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if (vSign > 0)
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newVel = Min(newVel, p_targetVel);
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else
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newVel = Max(newVel, p_targetVel);
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}
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return newVel;
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}
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