Use the same nested struct pattern as TP in dVibration_c

This commit is contained in:
Erilea
2024-07-25 18:53:07 +02:00
parent 202fce5fa7
commit 6520e28b7e
2 changed files with 149 additions and 147 deletions
+23 -21
View File
@@ -28,29 +28,31 @@ public:
static const struct vib_pattern MQ_patt[12];
static const struct vib_pattern CQ_patt[12];
struct camera_rumble{
int mPatternIdx;
u32 mPattern;
s32 mLength;
s32 mRounds;
s32 mFlags;
cXyz mCoord;
s32 mCurrentFrame;
}; // Size: 0x24
struct {
struct {
/* 0x00 */ int mPatternIdx;
/* 0x04 */ u32 mPattern;
/* 0x08 */ s32 mLength;
/* 0x0C */ s32 mRounds;
/* 0x10 */ s32 mFlags;
/* 0x14 */ cXyz mCoord;
/* 0x20 */ s32 mCurrentFrame;
} /* 0x00 */ mShock,
/* 0x24 */ mQuake;
} /* 0x00 */ mCamera;
struct motor_rumble{
int mPatternIdx;
u32 mPattern;
s32 mLength;
s32 mRounds;
s32 mCurrentFrame;
s32 mStopFrame; /* different from length for looping rumble */
}; // Size: 0x12
struct {
struct {
/* 0x00 */ int mPatternIdx;
/* 0x04 */ u32 mPattern;
/* 0x08 */ s32 mLength;
/* 0x0C */ s32 mRounds;
/* 0x10 */ s32 mCurrentFrame;
/* 0x14 */ s32 mStopFrame; /* different from length for looping rumble */
} /* 0x00 */ mShock,
/* 0x18 */ mQuake;
} /* 0x48 */ mMotor;
/* 0x0 */ struct camera_rumble mCameraShock;
/* 0x24 */ struct camera_rumble mCameraQuake;
/* 0x48 */ struct motor_rumble mMotorShock;
/* 0x60 */ struct motor_rumble mMotorQuake;
/* 0x78 */ s32 mFrameIdx;
/* 0x7C */ int mRumbleState;
/* 0x80 */ /* vtable */
+126 -126
View File
@@ -65,68 +65,68 @@ namespace {
int dVibration_c::Run() {
mRumbleState = RUMBLE_STATE_RUNNING;
if (dComIfGs_checkOptVibration() != 1U){
mMotorShock.mPatternIdx = mMotorQuake.mPatternIdx = PATTERN_OFF;
mMotorShock.mCurrentFrame = mMotorQuake.mCurrentFrame = RESET_FRAME;
mMotor.mShock.mPatternIdx = mMotor.mQuake.mPatternIdx = PATTERN_OFF;
mMotor.mShock.mCurrentFrame = mMotor.mQuake.mCurrentFrame = RESET_FRAME;
}
if (mCameraShock.mCurrentFrame == 0 || mCameraQuake.mCurrentFrame == 0){
if (mCamera.mShock.mCurrentFrame == 0 || mCamera.mQuake.mCurrentFrame == 0){
u32 rumble = 0;
if (mCameraShock.mPatternIdx == PATTERN_OFF){
mCameraShock.mCurrentFrame = RESET_FRAME;
} else if (mCameraShock.mCurrentFrame >= 0) {
if (mCamera.mShock.mPatternIdx == PATTERN_OFF){
mCamera.mShock.mCurrentFrame = RESET_FRAME;
} else if (mCamera.mShock.mCurrentFrame >= 0) {
rumble |= RUMBLE_SHOCK;
}
if (mCameraQuake.mPatternIdx == PATTERN_OFF) {
mCameraQuake.mCurrentFrame = RESET_FRAME;
} else if (mCameraQuake.mCurrentFrame >= 0){
if (mCamera.mQuake.mPatternIdx == PATTERN_OFF) {
mCamera.mQuake.mCurrentFrame = RESET_FRAME;
} else if (mCamera.mQuake.mCurrentFrame >= 0){
rumble |= RUMBLE_QUAKE;
}
s32 length, pattern, bits;
switch (rumble) {
case RUMBLE_SHOCK: /* branch e0 */
length = mCameraShock.mLength;
pattern = mCameraShock.mPattern;
pattern |= randombit(mCameraShock.mRounds, length);
dCam_getBody()->StartShake(length, (u8*)(&pattern), mCameraShock.mFlags, mCameraShock.mCoord.norm());
length = mCamera.mShock.mLength;
pattern = mCamera.mShock.mPattern;
pattern |= randombit(mCamera.mShock.mRounds, length);
dCam_getBody()->StartShake(length, (u8*)(&pattern), mCamera.mShock.mFlags, mCamera.mShock.mCoord.norm());
break;
case RUMBLE_QUAKE: /* branch 12c */
length = mCameraQuake.mLength;
pattern = rollshift(mCameraQuake.mPattern, length, mFrameIdx);
pattern |= randombit(mCameraQuake.mRounds, length);
dCam_getBody()->StartShake(length, (u8*)(&pattern), mCameraQuake.mFlags, mCameraQuake.mCoord.norm());
length = mCamera.mQuake.mLength;
pattern = rollshift(mCamera.mQuake.mPattern, length, mFrameIdx);
pattern |= randombit(mCamera.mQuake.mRounds, length);
dCam_getBody()->StartShake(length, (u8*)(&pattern), mCamera.mQuake.mFlags, mCamera.mQuake.mCoord.norm());
break;
case RUMBLE_SHOCK | RUMBLE_QUAKE: /* branch 184 */
pattern = mCameraShock.mPattern << mCameraShock.mCurrentFrame;
length = mCameraShock.mLength - mCameraShock.mCurrentFrame;
bits = makebits(mCameraQuake.mPattern, mCameraQuake.mLength, length);
pattern = mCamera.mShock.mPattern << mCamera.mShock.mCurrentFrame;
length = mCamera.mShock.mLength - mCamera.mShock.mCurrentFrame;
bits = makebits(mCamera.mQuake.mPattern, mCamera.mQuake.mLength, length);
pattern |= rollshift(bits, length, mFrameIdx);
pattern |= randombit((mCameraShock.mRounds > mCameraQuake.mRounds)? mCameraShock.mRounds : mCameraQuake.mRounds, length);
pattern |= randombit((mCamera.mShock.mRounds > mCamera.mQuake.mRounds)? mCamera.mShock.mRounds : mCamera.mQuake.mRounds, length);
dCam_getBody()->StartShake(length, (u8*)(&pattern), mCameraShock.mFlags|mCameraQuake.mFlags,
cXyz(mCameraShock.mCoord + mCameraQuake.mCoord).norm());
mCameraShock.mCurrentFrame = mCameraQuake.mCurrentFrame = 0;
dCam_getBody()->StartShake(length, (u8*)(&pattern), mCamera.mShock.mFlags|mCamera.mQuake.mFlags,
cXyz(mCamera.mShock.mCoord + mCamera.mQuake.mCoord).norm());
mCamera.mShock.mCurrentFrame = mCamera.mQuake.mCurrentFrame = 0;
break;
default: /* branch 254 */
dCam_getBody()->StopShake();
break;
}
}
if (mMotorQuake.mCurrentFrame >= MAX_MOTOR_QUAKE_FRAME){
if (mMotor.mQuake.mCurrentFrame >= MAX_MOTOR_QUAKE_FRAME){
g_mDoCPd_gamePad[0]->stopMotorWave();
g_mDoCPd_gamePad[0]->stopMotor();
mMotorQuake.mCurrentFrame = -1;
mMotor.mQuake.mCurrentFrame = -1;
}
if (mMotorShock.mCurrentFrame == 0 || mMotorQuake.mCurrentFrame == 0){
if (mMotor.mShock.mCurrentFrame == 0 || mMotor.mQuake.mCurrentFrame == 0){
u32 rumble = 0;
if (mMotorShock.mPatternIdx == PATTERN_OFF){
mMotorShock.mCurrentFrame = RESET_FRAME;
} else if (mMotorShock.mCurrentFrame >= 0){
if (mMotor.mShock.mPatternIdx == PATTERN_OFF){
mMotor.mShock.mCurrentFrame = RESET_FRAME;
} else if (mMotor.mShock.mCurrentFrame >= 0){
rumble |= RUMBLE_SHOCK;
}
if (mMotorQuake.mPatternIdx == PATTERN_OFF){
mMotorQuake.mCurrentFrame = RESET_FRAME;
} else if (mMotorQuake.mCurrentFrame >= 0){
if (mMotor.mQuake.mPatternIdx == PATTERN_OFF){
mMotor.mQuake.mCurrentFrame = RESET_FRAME;
} else if (mMotor.mQuake.mCurrentFrame >= 0){
rumble |= RUMBLE_QUAKE;
}
@@ -135,31 +135,31 @@ int dVibration_c::Run() {
s32 pattern, loopLen, bits;
switch (rumble) {
case RUMBLE_SHOCK: /* branch 324 */
loopLen = mMotorShock.mLength;
pattern = mMotorShock.mPattern;
pattern |= randombit(mMotorShock.mRounds, loopLen);
mMotorShock.mStopFrame = loopLen;
loopLen = mMotor.mShock.mLength;
pattern = mMotor.mShock.mPattern;
pattern |= randombit(mMotor.mShock.mRounds, loopLen);
mMotor.mShock.mStopFrame = loopLen;
pBuf = makedata(data, pattern, loopLen);
g_mDoCPd_gamePad[0]->startMotorWave(pBuf, JUTGamePad::CRumble::LOOP_ONCE, 60);
break;
case RUMBLE_QUAKE: /* branch 374 */
loopLen = mMotorQuake.mLength;
pattern = rollshift(mMotorQuake.mPattern, loopLen, mFrameIdx);
pattern |= randombit(mMotorQuake.mRounds, loopLen);
mMotorQuake.mStopFrame = INT32_MAX;
loopLen = mMotor.mQuake.mLength;
pattern = rollshift(mMotor.mQuake.mPattern, loopLen, mFrameIdx);
pattern |= randombit(mMotor.mQuake.mRounds, loopLen);
mMotor.mQuake.mStopFrame = INT32_MAX;
pBuf = makedata(data, pattern, loopLen);
g_mDoCPd_gamePad[0]->startMotorWave(pBuf, JUTGamePad::CRumble::LOOP_FOREVER, 60);
break;
case RUMBLE_SHOCK | RUMBLE_QUAKE: /* branch 3d8 */
pattern = mMotorShock.mPattern << mMotorShock.mCurrentFrame;
loopLen = mMotorShock.mLength - mMotorShock.mCurrentFrame;
pattern = mMotor.mShock.mPattern << mMotor.mShock.mCurrentFrame;
loopLen = mMotor.mShock.mLength - mMotor.mShock.mCurrentFrame;
bits = makebits(mMotorQuake.mPattern, mMotorQuake.mLength, loopLen);
bits = makebits(mMotor.mQuake.mPattern, mMotor.mQuake.mLength, loopLen);
pattern |= rollshift(bits, loopLen, mFrameIdx);
pattern |= randombit((mMotorShock.mRounds > mMotorQuake.mRounds)? mMotorShock.mRounds : mMotorQuake.mRounds, loopLen);
pattern |= randombit((mMotor.mShock.mRounds > mMotor.mQuake.mRounds)? mMotor.mShock.mRounds : mMotor.mQuake.mRounds, loopLen);
mMotorShock.mStopFrame = mMotorQuake.mStopFrame = loopLen;
mMotorShock.mCurrentFrame = mMotorQuake.mCurrentFrame = 0;
mMotor.mShock.mStopFrame = mMotor.mQuake.mStopFrame = loopLen;
mMotor.mShock.mCurrentFrame = mMotor.mQuake.mCurrentFrame = 0;
pBuf = makedata(data, pattern, loopLen);
g_mDoCPd_gamePad[0]->startMotorWave(pBuf, JUTGamePad::CRumble::LOOP_ONCE, 60);
@@ -167,35 +167,35 @@ int dVibration_c::Run() {
default: /* branch 474 */
g_mDoCPd_gamePad[0]->stopMotorWave();
g_mDoCPd_gamePad[0]->stopMotor();
mMotorShock.mStopFrame = mMotorQuake.mStopFrame = RESET_FRAME;
mMotor.mShock.mStopFrame = mMotor.mQuake.mStopFrame = RESET_FRAME;
break;
}
}
if (mCameraShock.mCurrentFrame >= -1){
mCameraShock.mCurrentFrame += 1;
if (mCameraShock.mCurrentFrame > mCameraShock.mLength){
mCameraShock.mCurrentFrame = 0;
mCameraShock.mPatternIdx = PATTERN_OFF;
if (mCamera.mShock.mCurrentFrame >= -1){
mCamera.mShock.mCurrentFrame += 1;
if (mCamera.mShock.mCurrentFrame > mCamera.mShock.mLength){
mCamera.mShock.mCurrentFrame = 0;
mCamera.mShock.mPatternIdx = PATTERN_OFF;
}
}
if (mMotorShock.mCurrentFrame >= -1){
mMotorShock.mCurrentFrame += 1;
if (mMotorShock.mCurrentFrame > mMotorShock.mStopFrame){
mMotorShock.mCurrentFrame = 0;
mMotorShock.mPatternIdx = PATTERN_OFF;
if (mMotor.mShock.mCurrentFrame >= -1){
mMotor.mShock.mCurrentFrame += 1;
if (mMotor.mShock.mCurrentFrame > mMotor.mShock.mStopFrame){
mMotor.mShock.mCurrentFrame = 0;
mMotor.mShock.mPatternIdx = PATTERN_OFF;
}
}
if (mCameraQuake.mCurrentFrame >= -1){
mCameraQuake.mCurrentFrame += 1;
if (mCameraQuake.mCurrentFrame > mCameraQuake.mLength){
mCameraQuake.mCurrentFrame = 0;
if (mCamera.mQuake.mCurrentFrame >= -1){
mCamera.mQuake.mCurrentFrame += 1;
if (mCamera.mQuake.mCurrentFrame > mCamera.mQuake.mLength){
mCamera.mQuake.mCurrentFrame = 0;
}
}
if (mMotorQuake.mCurrentFrame >= -1){
mMotorQuake.mCurrentFrame += 1;
if (mMotorQuake.mCurrentFrame > mMotorQuake.mStopFrame){
mMotorQuake.mCurrentFrame = 0;
if (mMotor.mQuake.mCurrentFrame >= -1){
mMotor.mQuake.mCurrentFrame += 1;
if (mMotor.mQuake.mCurrentFrame > mMotor.mQuake.mStopFrame){
mMotor.mQuake.mCurrentFrame = 0;
}
}
mFrameIdx += 1;
@@ -208,23 +208,23 @@ bool dVibration_c::StartShock(int patt_idx, int flags, cXyz coord) {
bool ret = false;
if (flags & MASK_CAMERA_SHAKE){
mCameraShock.mPatternIdx = patt_idx;
mCameraShock.mCurrentFrame = 0;
mCameraShock.mFlags = flags;
mCameraShock.mCoord = coord;
mCamera.mShock.mPatternIdx = patt_idx;
mCamera.mShock.mCurrentFrame = 0;
mCamera.mShock.mFlags = flags;
mCamera.mShock.mCoord = coord;
mCameraShock.mPattern = CS_patt[patt_idx].pattern;
mCameraShock.mLength = CS_patt[patt_idx].length;
mCameraShock.mRounds = CS_patt[patt_idx].rounds;
mCamera.mShock.mPattern = CS_patt[patt_idx].pattern;
mCamera.mShock.mLength = CS_patt[patt_idx].length;
mCamera.mShock.mRounds = CS_patt[patt_idx].rounds;
ret = true;
}
if (flags & FLAG_MOTOR_SHAKE){
mMotorShock.mPatternIdx = patt_idx;
mMotorShock.mCurrentFrame = 0;
mMotor.mShock.mPatternIdx = patt_idx;
mMotor.mShock.mCurrentFrame = 0;
mMotorShock.mPattern = MS_patt[patt_idx].pattern;
mMotorShock.mLength = MS_patt[patt_idx].length;
mMotor.mShock.mPattern = MS_patt[patt_idx].pattern;
mMotor.mShock.mLength = MS_patt[patt_idx].length;
ret = true;
}
@@ -238,24 +238,24 @@ bool dVibration_c::StartQuake(int patt_idx, int flags, cXyz coord) {
bool ret = false;
if (flags & MASK_CAMERA_SHAKE){
mCameraQuake.mPatternIdx = patt_idx;
mCameraQuake.mCurrentFrame = 0;
mCameraQuake.mFlags = flags;
mCameraQuake.mCoord = coord;
mCamera.mQuake.mPatternIdx = patt_idx;
mCamera.mQuake.mCurrentFrame = 0;
mCamera.mQuake.mFlags = flags;
mCamera.mQuake.mCoord = coord;
mCameraQuake.mPattern = CQ_patt[patt_idx].pattern;
mCameraQuake.mLength = CQ_patt[patt_idx].length;
mCameraQuake.mRounds = CQ_patt[patt_idx].rounds;
mCamera.mQuake.mPattern = CQ_patt[patt_idx].pattern;
mCamera.mQuake.mLength = CQ_patt[patt_idx].length;
mCamera.mQuake.mRounds = CQ_patt[patt_idx].rounds;
ret = true;
}
if (flags & FLAG_MOTOR_SHAKE){
mMotorQuake.mPatternIdx = patt_idx;
mMotorQuake.mCurrentFrame = 0;
mMotor.mQuake.mPatternIdx = patt_idx;
mMotor.mQuake.mCurrentFrame = 0;
mMotorQuake.mPattern = MQ_patt[patt_idx].pattern;
mMotorQuake.mLength = MQ_patt[patt_idx].length;
mMotorQuake.mRounds = CQ_patt[patt_idx].rounds;
mMotor.mQuake.mPattern = MQ_patt[patt_idx].pattern;
mMotor.mQuake.mLength = MQ_patt[patt_idx].length;
mMotor.mQuake.mRounds = CQ_patt[patt_idx].rounds;
ret = true;
}
@@ -277,24 +277,24 @@ bool dVibration_c::StartQuake(u8 const *pattern, int rounds, int flags, cXyz coo
if (flags & MASK_CAMERA_SHAKE){
mCameraQuake.mPatternIdx = 0;
mCameraQuake.mCurrentFrame = 0;
mCameraQuake.mFlags = flags;
mCameraQuake.mCoord = coord;
mCamera.mQuake.mPatternIdx = 0;
mCamera.mQuake.mCurrentFrame = 0;
mCamera.mQuake.mFlags = flags;
mCamera.mQuake.mCoord = coord;
mCameraQuake.mPattern = makebits(bits, pattern[1], 32);
mCameraQuake.mLength = 32;
mCameraQuake.mRounds = rounds;
mCamera.mQuake.mPattern = makebits(bits, pattern[1], 32);
mCamera.mQuake.mLength = 32;
mCamera.mQuake.mRounds = rounds;
ret = true;
}
if (flags & FLAG_MOTOR_SHAKE){
mMotorQuake.mPatternIdx = 0;
mMotorQuake.mCurrentFrame = 0;
mMotor.mQuake.mPatternIdx = 0;
mMotor.mQuake.mCurrentFrame = 0;
mMotorQuake.mPattern = makebits(bits, pattern[1], 32);
mMotorQuake.mLength = 32;
mMotorQuake.mRounds = rounds;
mMotor.mQuake.mPattern = makebits(bits, pattern[1], 32);
mMotor.mQuake.mLength = 32;
mMotor.mQuake.mRounds = rounds;
ret = true;
}
@@ -306,16 +306,16 @@ bool dVibration_c::StartQuake(u8 const *pattern, int rounds, int flags, cXyz coo
int dVibration_c::StopQuake(int flags) {
int ret = FALSE;
if (flags & MASK_CAMERA_SHAKE) {
mCameraQuake.mFlags &= ~flags;
if (mCameraQuake.mFlags == 0) {
mCameraQuake.mPatternIdx = PATTERN_OFF;
mCamera.mQuake.mFlags &= ~flags;
if (mCamera.mQuake.mFlags == 0) {
mCamera.mQuake.mPatternIdx = PATTERN_OFF;
}
mCameraQuake.mCurrentFrame = 0;
mCamera.mQuake.mCurrentFrame = 0;
ret = TRUE;
}
if ((flags & FLAG_MOTOR_SHAKE) && mMotorQuake.mPatternIdx != PATTERN_OFF) {
mMotorQuake.mPatternIdx = PATTERN_OFF;
mMotorQuake.mCurrentFrame = 0;
if ((flags & FLAG_MOTOR_SHAKE) && mMotor.mQuake.mPatternIdx != PATTERN_OFF) {
mMotor.mQuake.mPatternIdx = PATTERN_OFF;
mMotor.mQuake.mCurrentFrame = 0;
ret = TRUE;
}
return ret;
@@ -330,21 +330,21 @@ void dVibration_c::Kill() {
/* 8009D044-8009D06C .text CheckQuake__12dVibration_cFv */
bool dVibration_c::CheckQuake() {
return mCameraQuake.mPatternIdx != PATTERN_OFF || mMotorQuake.mPatternIdx != PATTERN_OFF;
return mCamera.mQuake.mPatternIdx != PATTERN_OFF || mMotor.mQuake.mPatternIdx != PATTERN_OFF;
}
/* 8009D06C-8009D0AC .text setDefault__12dVibration_cFv */
void dVibration_c::setDefault() {
mMotorShock.mPatternIdx = PATTERN_OFF;
mCameraShock.mPatternIdx = PATTERN_OFF;
mMotorQuake.mPatternIdx = PATTERN_OFF;
mCameraQuake.mPatternIdx = PATTERN_OFF;
mMotorShock.mCurrentFrame = RESET_FRAME;
mCameraShock.mCurrentFrame = RESET_FRAME;
mMotorQuake.mCurrentFrame = RESET_FRAME;
mCameraQuake.mCurrentFrame = RESET_FRAME;
mMotorQuake.mStopFrame = RESET_FRAME;
mMotorShock.mStopFrame = RESET_FRAME;
mMotor.mShock.mPatternIdx = PATTERN_OFF;
mCamera.mShock.mPatternIdx = PATTERN_OFF;
mMotor.mQuake.mPatternIdx = PATTERN_OFF;
mCamera.mQuake.mPatternIdx = PATTERN_OFF;
mMotor.mShock.mCurrentFrame = RESET_FRAME;
mCamera.mShock.mCurrentFrame = RESET_FRAME;
mMotor.mQuake.mCurrentFrame = RESET_FRAME;
mCamera.mQuake.mCurrentFrame = RESET_FRAME;
mMotor.mQuake.mStopFrame = RESET_FRAME;
mMotor.mShock.mStopFrame = RESET_FRAME;
mRumbleState = RUMBLE_STATE_WAITING;
mFrameIdx = 0;
}
@@ -359,17 +359,17 @@ void dVibration_c::Pause() {
if (mRumbleState == RUMBLE_STATE_PAUSED){
return;
}
if (mMotorShock.mPatternIdx != PATTERN_OFF || mMotorQuake.mPatternIdx != PATTERN_OFF){
if (mMotor.mShock.mPatternIdx != PATTERN_OFF || mMotor.mQuake.mPatternIdx != PATTERN_OFF){
g_mDoCPd_gamePad[0]->stopMotorWaveHard();
g_mDoCPd_gamePad[0]->stopMotorHard();
}
mCameraShock.mPatternIdx = mMotorShock.mPatternIdx = PATTERN_OFF;
mCameraShock.mCurrentFrame = mMotorShock.mCurrentFrame = RESET_FRAME;
if (mCameraQuake.mPatternIdx != PATTERN_OFF){
mCameraQuake.mCurrentFrame = 0;
mCamera.mShock.mPatternIdx = mMotor.mShock.mPatternIdx = PATTERN_OFF;
mCamera.mShock.mCurrentFrame = mMotor.mShock.mCurrentFrame = RESET_FRAME;
if (mCamera.mQuake.mPatternIdx != PATTERN_OFF){
mCamera.mQuake.mCurrentFrame = 0;
}
if (mMotorQuake.mPatternIdx != PATTERN_OFF){
mMotorQuake.mCurrentFrame = 0;
if (mMotor.mQuake.mPatternIdx != PATTERN_OFF){
mMotor.mQuake.mCurrentFrame = 0;
}
mRumbleState = RUMBLE_STATE_PAUSED;
}