#include "CArtifactDoll.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" #include "CStateManager.hpp" #include "Graphics/CBooRenderer.hpp" namespace urde { namespace MP1 { static const char* ArtifactPieceModels[] = { "CMDL_Piece1", // Truth "CMDL_Piece2", // Strength "CMDL_Piece3", // Elder "CMDL_Piece4", // Wild "CMDL_Piece5", // Lifegiver "CMDL_Piece6", // Warrior "CMDL_Piece7", // Chozo "CMDL_Piece8", // Nature "CMDL_Piece9", // Sun "CMDL_Piece10", // World "CMDL_Piece11", // Spirit "CMDL_Piece12" // Newborn }; static const ResId ArtifactHeadScans[] = { 0x32C9DDCE, // Truth 0xB45DAF60, // Strength 0x7F017CC5, // Elder 0x62044C7D, // Wild 0xA9589FD8, // Lifegiver 0x2FCCED76, // Warrior 0xE4903ED3, // Chozo 0x15C68C06, // Nature 0xDE9A5FA3, // Sun 0xFBBE9D9A, // World 0x30E24E3F, // Spirit 0xB6763C91 // Newborn }; static const zeus::CColor ArtifactPreColor = {0.4f, 0.68f, 0.88f, 0.8f}; static const zeus::CColor ArtifactPostColor = {1.f, 0.63f, 0.02f, 1.f}; CArtifactDoll::CArtifactDoll() { x10_lights.resize(2, CLight::BuildDirectional(zeus::CVector3f::skForward, zeus::CColor::skWhite)); x20_actorLights = std::make_unique(8, zeus::CVector3f::skZero, 4, 4, false, false, false, 0.1f); x28_24_loaded = false; x0_models.reserve(12); for (int i=0 ; i<12 ; ++i) x0_models.push_back(g_SimplePool->GetObj(ArtifactPieceModels[i])); } int CArtifactDoll::GetArtifactHeadScanIndex(ResId scanId) { ResId orig = g_ResFactory->TranslateNewToOriginal(scanId); for (int i=0 ; i<12 ; ++i) if (ArtifactHeadScans[i] == orig) return i; return -1; } ResId CArtifactDoll::GetArtifactHeadScanFromItemType(CPlayerState::EItemType item) { if (item < CPlayerState::EItemType::ArtifactOfTruth || item > CPlayerState::EItemType::ArtifactOfNewborn) return -1; return g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[int(item) - 29]); } void CArtifactDoll::UpdateArtifactHeadScan(const CStateManager& mgr, float delta) { CPlayerState& playerState = *mgr.GetPlayerState(); for (int i=0 ; i<12 ; ++i) { if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType(i + 29))) { ResId newId = g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[i]); playerState.SetScanTime(newId, std::min(playerState.GetScanTime(newId) + delta, 1.f)); } } } void CArtifactDoll::CompleteArtifactHeadScan(const CStateManager& mgr) { UpdateArtifactHeadScan(mgr, 1.f); } void CArtifactDoll::Draw(float alpha, const CStateManager& mgr, bool inArtifactCategory, int selectedArtifact) { if (!IsLoaded()) return; alpha *= x24_fader; g_Renderer->SetPerspective(55.f, g_Viewport.x8_width, g_Viewport.xc_height, 0.2f, 4096.f); CGraphics::SetViewPointMatrix(zeus::CTransform::Translate(0.f, -10.f, 0.f)); float angle = CGraphics::GetSecondsMod900() * 2.f * M_PIF * 0.25f; CGraphics::SetModelMatrix( zeus::CTransform::RotateX(zeus::degToRad(std::sin(angle) * 8.f)) * zeus::CTransform::RotateZ(zeus::degToRad(std::cos(angle) * 8.f)) * zeus::CTransform::RotateX(M_PIF / 2.f) * zeus::CTransform::Scale(0.2f)); CPlayerState& playerState = *mgr.GetPlayerState(); for (int i=0 ; i& model = x0_models[i]; zeus::CColor color = ArtifactPreColor; if (playerState.HasPowerUp(CPlayerState::EItemType(i + 29))) { if (ArtifactHeadScans[i] != -1) { ResId newId = g_ResFactory->TranslateOriginalToNew(ArtifactHeadScans[i]); float interp = (playerState.GetScanTime(newId) - 0.5f) * 2.f; if (interp < 0.5f) color = zeus::CColor::lerp(ArtifactPreColor, zeus::CColor::skWhite, 2.f * interp); else color = zeus::CColor::lerp(zeus::CColor::skWhite, ArtifactPostColor, 2.f * (interp - 0.5f)); } else { color = ArtifactPostColor; } } if (inArtifactCategory && i == selectedArtifact) { float interp = (std::sin(CGraphics::GetSecondsMod900() * 2.f * M_PIF) + 1.f) * 0.5f; color = zeus::CColor::lerp(zeus::CColor::skWhite, color, interp); color.a *= zeus::clamp(0.f, 1.25f - interp, 1.f); } CModelFlags flags(7, 0, 3, zeus::CColor(1.f, 0.f)); flags.m_extendedShader = EExtendedShader::SolidColorFrontfaceCullLEqualAlphaOnly; x20_actorLights->ActivateLights(model->GetInstance()); model->Draw(flags); flags.x4_color = color; flags.x4_color.a *= alpha; flags.m_extendedShader = EExtendedShader::ForcedAdditive; model->Draw(flags); } } void CArtifactDoll::UpdateActorLights() { x10_lights[0] = CLight::BuildDirectional( (zeus::CVector3f::skForward + 0.25f * zeus::CVector3f::skRight + 0.1f * zeus::CVector3f::skDown).normalized(), zeus::CColor::skWhite); x10_lights[1] = CLight::BuildDirectional(-zeus::CVector3f::skForward, zeus::CColor::skBlack); x20_actorLights->BuildFakeLightList(x10_lights, zeus::CColor(0.25f, 1.f)); } void CArtifactDoll::Update(float dt, const CStateManager& mgr) { if (!CheckLoadComplete()) return; x24_fader = std::min(x24_fader + 2.f * dt, 1.f); if (std::fabs(x24_fader - 1.f) < 0.00001f) UpdateArtifactHeadScan(mgr, 0.5f * dt * 0.5f); UpdateActorLights(); } void CArtifactDoll::Touch() { if (!CheckLoadComplete()) return; for (TLockedToken& model : x0_models) model->Touch(0); } bool CArtifactDoll::CheckLoadComplete() { if (IsLoaded()) return true; for (TLockedToken& model : x0_models) if (!model.IsLoaded()) return false; x28_24_loaded = true; return true; } } }