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Complete CArtifactDoll
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#include "CArtifactDoll.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CSimplePool.hpp"
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#include "CStateManager.hpp"
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#include "Graphics/CBooRenderer.hpp"
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namespace urde
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{
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namespace MP1
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{
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static const char* ArtifactPieceModels[] =
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{
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"CMDL_Piece1", // Truth
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"CMDL_Piece2", // Strength
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"CMDL_Piece3", // Elder
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"CMDL_Piece4", // Wild
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"CMDL_Piece5", // Lifegiver
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"CMDL_Piece6", // Warrior
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"CMDL_Piece7", // Chozo
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"CMDL_Piece8", // Nature
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"CMDL_Piece9", // Sun
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"CMDL_Piece10", // World
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"CMDL_Piece11", // Spirit
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"CMDL_Piece12" // Newborn
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};
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static const ResId ArtifactHeadScans[] =
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{
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0x32C9DDCE, // Truth
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0xB45DAF60, // Strength
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0x7F017CC5, // Elder
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0x62044C7D, // Wild
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0xA9589FD8, // Lifegiver
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0x2FCCED76, // Warrior
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0xE4903ED3, // Chozo
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0x15C68C06, // Nature
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0xDE9A5FA3, // Sun
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0xFBBE9D9A, // World
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0x30E24E3F, // Spirit
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0xB6763C91 // Newborn
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};
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static const zeus::CColor ArtifactPreColor = {0.4f, 0.68f, 0.88f, 0.8f};
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static const zeus::CColor ArtifactPostColor = {1.f, 0.63f, 0.02f, 1.f};
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CArtifactDoll::CArtifactDoll()
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{
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x10_lights.resize(2, CLight::BuildDirectional(zeus::CVector3f::skForward, zeus::CColor::skWhite));
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x20_actorLights = std::make_unique<CActorLights>(8, zeus::CVector3f::skZero, 4, 4,
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false, false, false, 0.1f);
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x28_24_loaded = false;
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x0_models.reserve(12);
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for (int i=0 ; i<12 ; ++i)
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x0_models.push_back(g_SimplePool->GetObj(ArtifactPieceModels[i]));
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}
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int CArtifactDoll::GetArtifactHeadScanIndex(ResId scanId)
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{
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ResId orig = g_ResFactory->TranslateNewToOriginal(scanId);
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for (int i=0 ; i<12 ; ++i)
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if (ArtifactHeadScans[i] == orig)
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return i;
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return -1;
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}
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ResId CArtifactDoll::GetArtifactHeadScanFromItemType(CPlayerState::EItemType item)
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{
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if (item < CPlayerState::EItemType::ArtifactOfTruth || item > CPlayerState::EItemType::ArtifactOfNewborn)
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return -1;
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return g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[int(item) - 29]);
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}
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void CArtifactDoll::UpdateArtifactHeadScan(const CStateManager& mgr, float delta)
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{
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CPlayerState& playerState = *mgr.GetPlayerState();
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for (int i=0 ; i<12 ; ++i)
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{
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if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType(i + 29)))
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{
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ResId newId = g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[i]);
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playerState.SetScanTime(newId, std::min(playerState.GetScanTime(newId) + delta, 1.f));
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}
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}
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}
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void CArtifactDoll::CompleteArtifactHeadScan(const CStateManager& mgr)
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{
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UpdateArtifactHeadScan(mgr, 1.f);
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}
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void CArtifactDoll::Draw(float alpha, const CStateManager& mgr,
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bool inArtifactCategory, int selectedArtifact)
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{
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if (!IsLoaded())
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return;
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g_Renderer->SetPerspective(55.f, g_Viewport.x8_width, g_Viewport.xc_height, 0.2f, 4096.f);
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CGraphics::SetViewPointMatrix(zeus::CTransform::Translate(0.f, -10.f, 0.f));
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float angle = CGraphics::GetSecondsMod900() * 2.f * M_PIF * 0.25f;
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CGraphics::SetModelMatrix(
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zeus::CTransform::RotateX(zeus::degToRad(std::sin(angle) * 8.f)) *
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zeus::CTransform::RotateZ(zeus::degToRad(std::cos(angle) * 8.f)) *
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zeus::CTransform::RotateX(M_PIF / 2.f) *
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zeus::CTransform::Scale(0.2f));
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CPlayerState& playerState = *mgr.GetPlayerState();
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for (int i=0 ; i<x0_models.size() ; ++i)
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{
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TLockedToken<CModel>& model = x0_models[i];
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zeus::CColor color = ArtifactPreColor;
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if (playerState.HasPowerUp(CPlayerState::EItemType(i + 29)))
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{
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if (ArtifactHeadScans[i] != -1)
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{
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ResId newId = g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[i]);
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float interp = (playerState.GetScanTime(newId) - 0.5f) * 2.f;
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if (interp < 0.5f)
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color = zeus::CColor::lerp(ArtifactPreColor, zeus::CColor::skWhite, 2.f * interp);
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else
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color = zeus::CColor::lerp(zeus::CColor::skWhite, ArtifactPostColor, 2.f * (interp - 0.5f));
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}
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else
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{
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color = ArtifactPostColor;
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}
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}
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if (inArtifactCategory && i == selectedArtifact)
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{
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float interp = (std::sin(CGraphics::GetSecondsMod900() * 2.f * M_PIF) + 1.f) * 0.5f;
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color = zeus::CColor::lerp(zeus::CColor::skWhite, color, interp);
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color.a *= zeus::clamp(0.f, 1.25f - interp, 1.f);
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}
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CModelFlags flags(7, 0, 3, zeus::CColor(1.f, 0.f));
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flags.m_extendedShader = EExtendedShader::SolidColorFrontfaceCullLEqualAlphaOnly;
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x20_actorLights->ActivateLights(model->GetInstance());
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model->Draw(flags);
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flags.m_extendedShader = EExtendedShader::ForcedAdditive;
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model->Draw(flags);
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}
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}
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void CArtifactDoll::UpdateActorLights()
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{
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x10_lights[0] = CLight::BuildDirectional(
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(zeus::CVector3f::skForward + 0.25f * zeus::CVector3f::skRight + 0.1f * zeus::CVector3f::skDown).normalized(),
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zeus::CColor::skWhite);
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x10_lights[1] = CLight::BuildDirectional(-zeus::CVector3f::skForward, zeus::CColor::skBlack);
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x20_actorLights->BuildFakeLightList(x10_lights, zeus::CColor(0.25f, 1.f));
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}
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void CArtifactDoll::Update(float dt, const CStateManager& mgr)
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{
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if (!CheckLoadComplete())
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return;
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x24_fader = std::min(x24_fader + 2.f * dt, 1.f);
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if (std::fabs(x24_fader - 1.f) < 0.00001f)
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UpdateArtifactHeadScan(mgr, 0.5f * dt * 0.5f);
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UpdateActorLights();
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}
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void CArtifactDoll::Touch()
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{
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if (!CheckLoadComplete())
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return;
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for (TLockedToken<CModel>& model : x0_models)
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model->Touch(0);
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}
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bool CArtifactDoll::CheckLoadComplete()
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{
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if (IsLoaded())
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return true;
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for (TLockedToken<CModel>& model : x0_models)
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if (!model.IsLoaded())
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return false;
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x28_24_loaded = true;
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return true;
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}
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}
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}
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