metaforce/Runtime/CGameOptions.cpp

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#include "CGameOptions.hpp"
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#include "GameGlobalObjects.hpp"
#include "CMemoryCardSys.hpp"
#include "CSimplePool.hpp"
#include "CSaveWorld.hpp"
#include "CGameHintInfo.hpp"
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#include "GameGlobalObjects.hpp"
#include "CGameState.hpp"
#include "Input/CFinalInput.hpp"
#include "Audio/CSfxManager.hpp"
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#include "Audio/CStreamAudioManager.hpp"
#include "Graphics/CMoviePlayer.hpp"
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#include "CStateManager.hpp"
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namespace urde
{
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static const SGameOption VisorOpts[] =
{
{EGameOption::VisorOpacity, 21, 0.f, 255.f, 1.f, EOptionType::Float},
{EGameOption::HelmetOpacity, 22, 0.f, 255.f, 1.f, EOptionType::Float},
{EGameOption::HUDLag, 23, 0.f, 1.f, 1.f, EOptionType::DoubleEnum},
{EGameOption::HintSystem, 24, 0.f, 1.f, 1.f, EOptionType::DoubleEnum},
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{EGameOption::RestoreDefaults, 35, 0.f, 1.f, 1.f, EOptionType::RestoreDefaults}
};
static const SGameOption DisplayOpts[] =
{
{EGameOption::ScreenBrightness, 25, 0.f, 8.f, 1.f, EOptionType::Float},
{EGameOption::ScreenOffsetX, 26, -30.f, 30.f, 1.f, EOptionType::Float},
{EGameOption::ScreenOffsetY, 27, -30.f, 30.f, 1.f, EOptionType::Float},
{EGameOption::ScreenStretch, 28, -10.f, 10.f, 1.f, EOptionType::Float},
{EGameOption::RestoreDefaults, 35, 0.f, 1.f, 1.f, EOptionType::RestoreDefaults}
};
static const SGameOption SoundOpts[] =
{
{EGameOption::SFXVolume, 29, 0.f, 127.f, 1.f, EOptionType::Float},
{EGameOption::MusicVolume, 30, 0.f, 127.f, 1.f, EOptionType::Float},
{EGameOption::SoundMode, 31, 0.f, 1.f, 1.f, EOptionType::TripleEnum},
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{EGameOption::RestoreDefaults, 35, 0.f, 1.f, 1.f, EOptionType::RestoreDefaults}
};
static const SGameOption ControllerOpts[] =
{
{EGameOption::ReverseYAxis, 32, 0.f, 1.f, 1.f, EOptionType::DoubleEnum},
{EGameOption::Rumble, 33, 0.f, 1.f, 1.f, EOptionType::DoubleEnum},
{EGameOption::SwapBeamControls, 34, 0.f, 1.f, 1.f, EOptionType::DoubleEnum},
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{EGameOption::RestoreDefaults, 35, 0.f, 1.f, 1.f, EOptionType::RestoreDefaults}
};
const std::pair<int, const SGameOption*> GameOptionsRegistry[] =
{
{5, VisorOpts},
{5, DisplayOpts},
{4, SoundOpts},
{4, ControllerOpts}
};
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CPersistentOptions::CPersistentOptions(CBitStreamReader& stream)
{
for (int b=0 ; b<98 ; ++b)
x0_[b] = stream.ReadEncoded(1);
for (int b=0 ; b<64 ; ++b)
x68_[b] = stream.ReadEncoded(1);
xc0_ = stream.ReadEncoded(2);
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xc4_freezeBreakCount = stream.ReadEncoded(2);
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xc8_ = stream.ReadEncoded(1);
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xcc_logScanCount = stream.ReadEncoded(7);
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xd0_24_fusionLinked = stream.ReadEncoded(1);
xd0_25_normalModeBeat = stream.ReadEncoded(1);
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xd0_26_hardModeBeat = stream.ReadEncoded(1);
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xd0_27_fusionBeat = stream.ReadEncoded(1);
xd0_28_fusionSuitActive = stream.ReadEncoded(1);
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xd0_29_allItemsCollected = stream.ReadEncoded(1);
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xbc_ = stream.ReadEncoded(2);
auto& memWorlds = g_MemoryCardSys->GetMemoryWorlds();
size_t cinematicCount = 0;
for (const auto& world : memWorlds)
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{
TLockedToken<CSaveWorld> saveWorld =
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g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), world.second.GetSaveWorldAssetId()});
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cinematicCount += saveWorld->GetCinematicCount();
}
std::vector<bool> cinematicStates;
cinematicStates.reserve(cinematicCount);
for (size_t i=0 ; i<cinematicCount ; ++i)
cinematicStates.push_back(stream.ReadEncoded(1));
for (const auto& world : memWorlds)
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{
TLockedToken<CSaveWorld> saveWorld =
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g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), world.second.GetSaveWorldAssetId()});
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auto stateIt = cinematicStates.cbegin();
for (TEditorId cineId : saveWorld->GetCinematics())
if (*stateIt++)
SetCinematicState(world.first, cineId, true);
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}
}
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void CPersistentOptions::PutTo(CBitStreamWriter& w) const
{
for (int b=0 ; b<98 ; ++b)
w.WriteEncoded(x0_[b], 1);
for (int b=0 ; b<64 ; ++b)
w.WriteEncoded(x68_[b], 1);
w.WriteEncoded(xc0_, 2);
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w.WriteEncoded(xc4_freezeBreakCount, 2);
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w.WriteEncoded(xc8_, 1);
w.WriteEncoded(xcc_logScanCount, 7);
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w.WriteEncoded(xd0_24_fusionLinked, 1);
w.WriteEncoded(xd0_25_normalModeBeat, 1);
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w.WriteEncoded(xd0_26_hardModeBeat, 1);
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w.WriteEncoded(xd0_27_fusionBeat, 1);
w.WriteEncoded(xd0_28_fusionSuitActive, 1);
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w.WriteEncoded(xd0_29_allItemsCollected, 1);
w.WriteEncoded(xbc_, 2);
auto& memWorlds = g_MemoryCardSys->GetMemoryWorlds();
for (const auto& world : memWorlds)
{
TLockedToken<CSaveWorld> saveWorld =
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g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), world.second.GetSaveWorldAssetId()});
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for (TEditorId cineId : saveWorld->GetCinematics())
w.WriteEncoded(GetCinematicState(world.first, cineId), 1);
}
}
bool CPersistentOptions::GetCinematicState(ResId mlvlId, TEditorId cineId) const
{
auto existing = std::find_if(xac_cinematicStates.cbegin(), xac_cinematicStates.cend(),
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[&](const std::pair<ResId, TEditorId>& pair) -> bool
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{
return pair.first == mlvlId && pair.second == cineId;
});
return existing != xac_cinematicStates.cend();
}
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void CPersistentOptions::SetCinematicState(ResId mlvlId, TEditorId cineId, bool state)
{
auto existing = std::find_if(xac_cinematicStates.cbegin(), xac_cinematicStates.cend(),
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[&](const std::pair<ResId, TEditorId>& pair) -> bool
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{
return pair.first == mlvlId && pair.second == cineId;
});
if (state && existing == xac_cinematicStates.cend())
xac_cinematicStates.emplace_back(mlvlId, cineId);
else if (!state && existing != xac_cinematicStates.cend())
xac_cinematicStates.erase(existing);
}
CGameOptions::CGameOptions(CBitStreamReader& stream)
{
for (int b=0 ; b<64 ; ++b)
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x0_[b] = stream.ReadEncoded(8);
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x44_soundMode = CAudioSys::ESurroundModes(stream.ReadEncoded(2));
x48_screenBrightness = stream.ReadEncoded(4);
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x4c_screenXOffset = stream.ReadEncoded(6) - 30;
x50_screenYOffset = stream.ReadEncoded(6) - 30;
x54_screenStretch = stream.ReadEncoded(5) - 10;
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x58_sfxVol = stream.ReadEncoded(7);
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x5c_musicVol = stream.ReadEncoded(7);
x60_hudAlpha = stream.ReadEncoded(8);
x64_helmetAlpha = stream.ReadEncoded(8);
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x68_24_hudLag = stream.ReadEncoded(1);
x68_28_hintSystem = stream.ReadEncoded(1);
x68_25_invertY = stream.ReadEncoded(1);
x68_26_rumble = stream.ReadEncoded(1);
x68_27_swapBeamsControls = stream.ReadEncoded(1);
}
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void CGameOptions::ResetToDefaults()
{
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x48_screenBrightness = 4;
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x4c_screenXOffset = 0;
x50_screenYOffset = 0;
x54_screenStretch = 0;
x58_sfxVol = 0x7f;
x5c_musicVol = 0x7f;
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x44_soundMode = CAudioSys::ESurroundModes::Stereo;
x60_hudAlpha = 0xFF;
x64_helmetAlpha = 0xFF;
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x68_24_hudLag = true;
x68_25_invertY = false;
x68_26_rumble = true;
x68_27_swapBeamsControls = false;
x68_28_hintSystem = true;
InitSoundMode();
EnsureSettings();
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}
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void CGameOptions::PutTo(CBitStreamWriter& writer) const
{
for (int b=0 ; b<64 ; ++b)
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writer.WriteEncoded(x0_[b], 8);
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writer.WriteEncoded(u32(x44_soundMode), 2);
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writer.WriteEncoded(x48_screenBrightness, 4);
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writer.WriteEncoded(x4c_screenXOffset + 30, 6);
writer.WriteEncoded(x50_screenYOffset + 30, 6);
writer.WriteEncoded(x54_screenStretch + 10, 5);
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writer.WriteEncoded(x58_sfxVol, 7);
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writer.WriteEncoded(x5c_musicVol, 7);
writer.WriteEncoded(x60_hudAlpha, 8);
writer.WriteEncoded(x64_helmetAlpha, 8);
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writer.WriteEncoded(x68_24_hudLag, 1);
writer.WriteEncoded(x68_28_hintSystem, 1);
writer.WriteEncoded(x68_25_invertY, 1);
writer.WriteEncoded(x68_26_rumble, 1);
writer.WriteEncoded(x68_27_swapBeamsControls, 1);
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}
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CGameOptions::CGameOptions()
{
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x68_24_hudLag = true;
x68_26_rumble = true;
x68_28_hintSystem = true;
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InitSoundMode();
}
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float CGameOptions::TuneScreenBrightness()
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{
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return (0.375f * 1.f) + (float(x48_screenBrightness) * 0.25f);
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}
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void CGameOptions::InitSoundMode()
{
/* If system is mono, force x44 to mono, otherwise honor user preference */
}
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static float BrightnessCopyFilter = 0.f;
void CGameOptions::SetScreenBrightness(s32 val, bool b)
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{
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x48_screenBrightness = zeus::clamp(0, val, 8);
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if (b)
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BrightnessCopyFilter = TuneScreenBrightness();
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}
void CGameOptions::SetScreenPositionX(s32 pos, bool apply)
{
x4c_screenXOffset = zeus::clamp(-30, pos, 30);
if (apply)
{
/* TOOD: CGraphics related funcs */
}
}
void CGameOptions::SetScreenPositionY(s32 pos, bool apply)
{
x50_screenYOffset = zeus::clamp(-30, pos, 30);
if (apply)
{
/* TOOD: CGraphics related funcs */
}
}
void CGameOptions::SetScreenStretch(s32 st, bool apply)
{
x54_screenStretch = zeus::clamp(-10, st, 10);
if (apply)
{
/* TOOD: CGraphics related funcs */
}
}
void CGameOptions::SetSfxVolume(s32 vol, bool apply)
{
x58_sfxVol = zeus::clamp(0, vol, 0x7f);
if (apply)
{
CAudioSys::SysSetSfxVolume(x58_sfxVol, 1, 1, 1);
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CStreamAudioManager::SetSfxVolume(x58_sfxVol);
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CMoviePlayer::SetSfxVolume(x58_sfxVol);
}
}
void CGameOptions::SetMusicVolume(s32 vol, bool apply)
{
x5c_musicVol = zeus::clamp(0, vol, 0x7f);
if (apply)
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CStreamAudioManager::SetMusicVolume(x5c_musicVol);
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}
void CGameOptions::SetHUDAlpha(u32 alpha)
{
x60_hudAlpha = alpha;
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}
void CGameOptions::SetHelmetAlpha(u32 alpha)
{
x64_helmetAlpha = alpha;
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}
void CGameOptions::SetHUDLag(bool lag)
{
x68_24_hudLag = lag;
}
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void CGameOptions::SetSurroundMode(int mode, bool apply)
{
x44_soundMode = CAudioSys::ESurroundModes(zeus::clamp(0, mode, 2));
if (apply)
CAudioSys::SetSurroundMode(x44_soundMode);
}
CAudioSys::ESurroundModes CGameOptions::GetSurroundMode() const
{
return x44_soundMode;
}
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void CGameOptions::SetInvertYAxis(bool invert)
{
x68_25_invertY = invert;
}
void CGameOptions::SetIsRumbleEnabled(bool rumble)
{
x68_26_rumble = rumble;
}
void CGameOptions::SetSwapBeamControls(bool swap)
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{
x68_27_swapBeamsControls = swap;
if (!swap)
SetControls(0);
else
SetControls(1);
}
void CGameOptions::SetIsHintSystemEnabled(bool hints)
{
x68_28_hintSystem = hints;
}
void CGameOptions::SetControls(s32 controls)
{
if (controls == 0)
g_currentPlayerControl = g_tweakPlayerControl;
else
g_currentPlayerControl = g_tweakPlayerControlAlt;
ResetControllerAssets();
}
void CGameOptions::ResetControllerAssets()
{
}
void CGameOptions::EnsureSettings()
{
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SetScreenBrightness(x48_screenBrightness, true);
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SetScreenPositionX(x4c_screenXOffset, true);
SetScreenPositionY(x50_screenYOffset, true);
SetScreenStretch(x54_screenStretch, true);
SetSfxVolume(x58_sfxVol, true);
SetMusicVolume(x5c_musicVol, true);
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SetSurroundMode(int(x44_soundMode), true);
SetHelmetAlpha(x64_helmetAlpha);
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SetHUDLag(x68_24_hudLag);
SetInvertYAxis(x68_25_invertY);
SetIsRumbleEnabled(x68_26_rumble);
SetIsHintSystemEnabled(x68_28_hintSystem);
SetSwapBeamControls(x68_27_swapBeamsControls);
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}
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void CGameOptions::TryRestoreDefaults(const CFinalInput& input, int category,
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int option, bool frontend, bool forceRestore)
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{
const std::pair<int, const SGameOption*>& options = GameOptionsRegistry[category];
if (!options.first)
return;
if (options.second[option].option != EGameOption::RestoreDefaults)
return;
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if (!forceRestore && !input.PA())
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return;
if (frontend)
{
CSfxManager::SfxStart(1096, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
CSfxManager::SfxStart(1091, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
}
else
{
CSfxManager::SfxStart(1432, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
}
CGameOptions& gameOptions = g_GameState->GameOptions();
switch (category)
{
case 0:
gameOptions.SetHelmetAlpha(0xff);
gameOptions.SetHUDLag(true);
gameOptions.SetIsHintSystemEnabled(true);
break;
case 1:
gameOptions.SetScreenBrightness(4, true);
gameOptions.SetScreenPositionX(0, true);
gameOptions.SetScreenPositionY(0, true);
gameOptions.SetScreenStretch(0, true);
break;
case 2:
gameOptions.SetSfxVolume(0x7f, true);
gameOptions.SetMusicVolume(0x7f, true);
gameOptions.SetSurroundMode(1, true);
break;
case 3:
gameOptions.SetInvertYAxis(false);
gameOptions.SetIsRumbleEnabled(true);
gameOptions.SetSwapBeamControls(false);
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break;
default: break;
}
}
void CGameOptions::SetOption(EGameOption option, int value)
{
CGameOptions& options = g_GameState->GameOptions();
switch (option)
{
case EGameOption::VisorOpacity:
options.SetHUDAlpha(value);
break;
case EGameOption::HelmetOpacity:
options.SetHelmetAlpha(value);
break;
case EGameOption::HUDLag:
options.SetHUDLag(value);
break;
case EGameOption::HintSystem:
options.SetIsHintSystemEnabled(value);
break;
case EGameOption::ScreenBrightness:
options.SetScreenBrightness(value, true);
break;
case EGameOption::ScreenOffsetX:
options.SetScreenPositionX(value, true);
break;
case EGameOption::ScreenOffsetY:
options.SetScreenPositionY(value, true);
break;
case EGameOption::ScreenStretch:
options.SetScreenStretch(value, true);
break;
case EGameOption::SFXVolume:
options.SetSfxVolume(value, true);
break;
case EGameOption::MusicVolume:
options.SetMusicVolume(value, true);
break;
case EGameOption::SoundMode:
options.SetSurroundMode(value, true);
break;
case EGameOption::ReverseYAxis:
options.SetInvertYAxis(value);
break;
case EGameOption::Rumble:
options.SetIsRumbleEnabled(value);
break;
case EGameOption::SwapBeamControls:
options.SetSwapBeamControls(value);
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break;
default: break;
}
}
int CGameOptions::GetOption(EGameOption option)
{
const CGameOptions& options = g_GameState->GameOptions();
switch (option)
{
case EGameOption::VisorOpacity:
return options.GetHUDAlpha();
case EGameOption::HelmetOpacity:
return options.GetHelmetAlpha();
case EGameOption::HUDLag:
return options.GetHUDLag();
case EGameOption::HintSystem:
return options.GetIsHintSystemEnabled();
case EGameOption::ScreenBrightness:
return options.GetScreenBrightness();
case EGameOption::ScreenOffsetX:
return options.GetScreenPositionX();
case EGameOption::ScreenOffsetY:
return options.GetScreenPositionY();
case EGameOption::ScreenStretch:
return options.GetScreenStretch();
case EGameOption::SFXVolume:
return options.GetSfxVolume();
case EGameOption::MusicVolume:
return options.GetMusicVolume();
case EGameOption::SoundMode:
return int(options.GetSurroundMode());
case EGameOption::ReverseYAxis:
return options.GetInvertYAxis();
case EGameOption::Rumble:
return options.GetIsRumbleEnabled();
case EGameOption::SwapBeamControls:
return options.GetSwapBeamControls();
default: break;
}
return 0;
}
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CHintOptions::CHintOptions(CBitStreamReader& stream)
{
const auto& hints = g_MemoryCardSys->GetHints();
x0_hintStates.reserve(hints.size());
u32 hintIdx = 0;
for (const auto& hint : hints)
{
EHintState state = EHintState(stream.ReadEncoded(2));
u32 timeBits = stream.ReadEncoded(32);
float time = reinterpret_cast<float&>(timeBits);
if (state == EHintState::Zero)
time = 0.f;
x0_hintStates.emplace_back(state, time, false);
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if (x10_nextHintIdx == -1 && state == EHintState::Displaying)
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x10_nextHintIdx = hintIdx;
++hintIdx;
}
}
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void CHintOptions::PutTo(CBitStreamWriter& writer) const
{
for (const SHintState& hint : x0_hintStates)
{
writer.WriteEncoded(u32(hint.x0_state), 2);
writer.WriteEncoded(reinterpret_cast<const u32&>(hint.x4_time), 32);
}
}
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void CHintOptions::SetNextHintTime()
{
if (x10_nextHintIdx == -1)
return;
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x0_hintStates[x10_nextHintIdx].x4_time =
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g_MemoryCardSys->GetHints()[x10_nextHintIdx].GetTextTime() + 5.f;
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}
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void CHintOptions::InitializeMemoryState()
{
const auto& hints = g_MemoryCardSys->GetHints();
x0_hintStates.resize(hints.size());
}
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const CHintOptions::SHintState* CHintOptions::GetCurrentDisplayedHint() const
{
if (!g_GameState->GameOptions().GetIsHintSystemEnabled())
return nullptr;
if (x10_nextHintIdx == -1)
return nullptr;
const SHintState& hintState = x0_hintStates[x10_nextHintIdx];
const CGameHintInfo::CGameHint& hint = g_MemoryCardSys->GetHints()[x10_nextHintIdx];
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if (hintState.x4_time >= hint.GetTextTime())
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return nullptr;
if (hintState.x4_time < 3.f)
return &hintState;
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if (!hintState.x8_dismissed)
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return &hintState;
return nullptr;
}
void CHintOptions::DelayHint(const char* name)
{
int idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1)
return;
if (x10_nextHintIdx == idx)
for (SHintState& state : x0_hintStates)
state.x4_time += 60.f;
x0_hintStates[idx].x0_state = EHintState::Delayed;
}
void CHintOptions::ActivateImmediateHintTimer(const char* name)
{
int idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1)
return;
SHintState& hintState = x0_hintStates[idx];
const CGameHintInfo::CGameHint& hint = g_MemoryCardSys->GetHints()[idx];
if (hintState.x0_state != EHintState::Zero)
return;
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hintState.x0_state = EHintState::Waiting;
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hintState.x4_time = hint.GetImmediateTime();
}
void CHintOptions::ActivateContinueDelayHintTimer(const char* name)
{
int idx = x10_nextHintIdx;
if (idx != 0)
idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1)
return;
SHintState& hintState = x0_hintStates[idx];
const CGameHintInfo::CGameHint& hint = g_MemoryCardSys->GetHints()[idx];
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if (hintState.x0_state != EHintState::Displaying)
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return;
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hintState.x4_time = hint.GetTextTime();
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}
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void CHintOptions::DismissDisplayedHint()
{
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if (x10_nextHintIdx == -1)
return;
const CGameHintInfo::CGameHint& hint = g_MemoryCardSys->GetHints()[x10_nextHintIdx];
SHintState& hintState = x0_hintStates[x10_nextHintIdx];
if (hintState.x4_time >= hint.GetTextTime())
return;
hintState.x4_time = hint.GetNormalTime();
hintState.x8_dismissed = true;
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}
u32 CHintOptions::GetNextHintIdx() const
{
if (g_GameState->GameOptions().GetIsHintSystemEnabled())
return x10_nextHintIdx;
return -1;
}
void CHintOptions::Update(float dt, const CStateManager& stateMgr)
{
x10_nextHintIdx = -1;
int idx = 0;
auto memIt = g_MemoryCardSys->GetHints().begin();
for (SHintState& state : x0_hintStates)
{
switch (state.x0_state)
{
case EHintState::Waiting:
state.x4_time -= dt;
if (state.x4_time <= 0.f)
{
state.x0_state = EHintState::Displaying;
state.x4_time = memIt->GetTextTime();
}
break;
case EHintState::Displaying:
if (x10_nextHintIdx == -1)
x10_nextHintIdx = idx;
default: break;
}
++memIt;
++idx;
}
if (x10_nextHintIdx == -1)
return;
SHintState& state = x0_hintStates[x10_nextHintIdx];
const CGameHintInfo::CGameHint& data = g_MemoryCardSys->GetHints()[x10_nextHintIdx];
state.x4_time = std::max(0.f, state.x4_time - dt);
if (state.x4_time < data.GetTextTime())
{
for (const CGameHintInfo::SHintLocation& loc : data.GetLocations())
{
if (loc.x0_mlvlId == stateMgr.GetWorld()->IGetWorldAssetId() &&
loc.x8_areaId == stateMgr.GetNextAreaId())
{
state.x4_time = data.GetNormalTime();
state.x8_dismissed = true;
}
}
}
}
}