#pragma once #include #include #include #include #include "Runtime/CToken.hpp" #include "Runtime/rstl.hpp" #include "Runtime/Camera/CCameraFilter.hpp" #include "Runtime/Graphics/Shaders/CRandomStaticFilter.hpp" #include "Runtime/GuiSys/CHudBallInterface.hpp" #include "Runtime/GuiSys/CHudBossEnergyInterface.hpp" #include "Runtime/GuiSys/CHudDecoInterface.hpp" #include "Runtime/GuiSys/CHudEnergyInterface.hpp" #include "Runtime/GuiSys/CHudFreeLookInterface.hpp" #include "Runtime/GuiSys/CHudHelmetInterface.hpp" #include "Runtime/GuiSys/CHudMissileInterface.hpp" #include "Runtime/GuiSys/CHudRadarInterface.hpp" #include "Runtime/GuiSys/CHudThreatInterface.hpp" #include "Runtime/GuiSys/CHudVisorBeamMenu.hpp" #include "Runtime/GuiSys/CTargetingManager.hpp" #include "Runtime/MP1/CInGameGuiManager.hpp" #include "Runtime/World/CHUDMemoParms.hpp" #include #include #include #include namespace urde { class CGuiFrame; class CGuiLight; class CStateManager; enum class EHudState { Combat, XRay, Thermal, Scan, Ball, None }; namespace MP1 { class CSamusHud { enum class ELoadPhase { Zero, One, Two, Three }; enum class ETransitionState { NotTransitioning, Countdown, Loading, Transitioning }; struct SCachedHudLight { zeus::CVector3f x0_pos; zeus::CColor xc_color; float x10_distC = 0.f; float x14_distL = 0.f; float x18_distQ = 0.f; float x1c_fader = 0.f; SCachedHudLight(const zeus::CVector3f& pos, const zeus::CColor& color, float f1, float f2, float f3, float f4) : x0_pos(pos), xc_color(color), x10_distC(f1), x14_distL(f2), x18_distQ(f3), x1c_fader(f4) {} }; struct SVideoBand { CGuiModel* x0_videoband = nullptr; float x4_randA = 0.f; float x8_randB = 0.f; }; struct SProfileInfo { u32 x0_ = 0; u32 x4_ = 0; u64 x8_profUsec = 0; }; friend class CInGameGuiManager; ELoadPhase x4_loadPhase = ELoadPhase::Zero; CTargetingManager x8_targetingMgr; TLockedToken x258_frmeHelmet; CGuiFrame* x264_loadedFrmeHelmet = nullptr; TLockedToken x268_frmeBaseHud; CGuiFrame* x274_loadedFrmeBaseHud = nullptr; TLockedToken x278_selectedHud; // used to be optional CGuiFrame* x288_loadedSelectedHud = nullptr; std::unique_ptr x28c_energyIntf; std::unique_ptr x290_threatIntf; std::unique_ptr x294_missileIntf; std::unique_ptr x298_freeLookIntf; std::unique_ptr x29c_decoIntf; std::unique_ptr x2a0_helmetIntf; std::unique_ptr x2a4_visorMenu; std::unique_ptr x2a8_beamMenu; std::unique_ptr x2ac_radarIntf; std::unique_ptr x2b0_ballIntf; std::unique_ptr x2b4_bossEnergyIntf; EHudState x2b8_curState = EHudState::None; EHudState x2bc_nextState = EHudState::None; EHudState x2c0_setState = EHudState::None; ETransitionState x2c4_activeTransState = ETransitionState::NotTransitioning; float x2c8_transT = 1.f; u32 x2cc_preLoadCountdown = 0; float x2d0_playerHealth = 0.f; u32 x2d4_totalEnergyTanks = 0; u32 x2d8_missileAmount = 0; u32 x2dc_missileCapacity = 0; union { struct { bool x2e0_24_inFreeLook : 1; bool x2e0_25_lookControlHeld : 1; bool x2e0_26_latestFirstPerson : 1; bool x2e0_27_energyLow : 1; }; u16 _dummy = 0; }; u32 x2e4_ = 0; u32 x2e8_ = 0; CPlayerGun::EMissleMode x2ec_missileMode = CPlayerGun::EMissleMode::Inactive; float x2f0_visorBeamMenuAlpha = 1.f; zeus::CVector3f x2f8_fpCamDir; zeus::CVector3f x304_basewidgetIdlePos; zeus::CVector3f x310_cameraPos; zeus::CQuaternion x31c_hudLag; zeus::CQuaternion x32c_invHudLag; std::unique_ptr x33c_lights; rstl::reserved_vector x340_hudLights; CSfxHandle x3a4_damageSfx; CCameraFilterPass x3a8_camFilter; CGuiLight* x3d4_damageLight = nullptr; std::vector x3d8_lightTransforms; float x3e8_damageTIme = 0.f; float x3ec_damageLightPulser = 0.f; float x3f0_damageFilterAmtInit = 1.f; float x3f4_damageFilterAmt = 0.f; float x3f8_damageFilterAmtGain = 0.f; float x3fc_hudDamagePracticalsInit = 0.f; float x400_hudDamagePracticals = 0.f; float x404_hudDamagePracticalsGain = 0.f; zeus::CVector3f x408_damagerToPlayerNorm; float x414_decoShakeTranslateAmt = 0.f; float x418_decoShakeTranslateAmtVel = 0.f; zeus::CVector3f x41c_decoShakeTranslate; zeus::CMatrix3f x428_decoShakeRotate; zeus::CQuaternion x44c_hudLagShakeRot; float x45c_decoShakeAmtInit = 0.f; float x460_decoShakeAmt = 0.f; float x464_decoShakeAmtGain = 0.f; rstl::reserved_vector x46c_; zeus::CVector2f x500_viewportScale = {1.f, 1.f}; CSfxHandle x508_staticSfxHi; CSfxHandle x50c_staticSfxLo; float x510_staticInterp = 0.f; float x514_staticCycleTimerHi = 0.f; float x518_staticCycleTimerLo = 0.f; CCameraFilterPass x51c_camFilter2; CHUDMemoParms x548_hudMemoParms; TLockedToken x550_hudMemoString; u32 x554_hudMemoIdx = 0; float x558_messageTextTime = 0.f; float x55c_lastSfxChars = 0.f; float x560_messageTextScale = 0.f; CSfxHandle x564_freeLookSfx; zeus::CVector3f x568_fpCamDir; float x574_lookDeltaDot = 1.f; float x578_freeLookSfxCycleTimer = 0.f; float x57c_energyLowTimer = 0.f; float x580_energyLowPulse = 0.f; float x584_abuttonPulse = 0.f; CGuiWidget* x588_base_basewidget_pivot; CGuiWidget* x58c_helmet_BaseWidget_Pivot; CGuiModel* x590_base_Model_AutoMapper; CGuiTextPane* x594_base_textpane_counter; CGuiWidget* x598_base_basewidget_message; CGuiTextPane* x59c_base_textpane_message; CGuiModel* x5a0_base_model_abutton; rstl::reserved_vector x5a4_videoBands; rstl::reserved_vector x5d8_guiLights; std::array x5ec_camFovTweaks; std::array x62c_camYTweaks; std::array x72c_camZTweaks; rstl::reserved_vector x7ac_; CColoredQuadFilter m_energyDrainFilter; CCookieCutterDepthRandomStaticFilter m_cookieCutterStatic{EFilterType::NoColor}; static CSamusHud* g_SamusHud; static rstl::reserved_vector BuildPlayerHasVisors(const CStateManager& mgr); static rstl::reserved_vector BuildPlayerHasBeams(const CStateManager& mgr); void InitializeFrameGluePermanent(const CStateManager& mgr); void InitializeFrameGlueMutable(const CStateManager& mgr); void UninitializeFrameGlueMutable(); void InitializeDamageLight(); void UpdateEnergy(float dt, const CStateManager& mgr, bool init); void UpdateFreeLook(float dt, const CStateManager& mgr); void UpdateMissile(float dt, const CStateManager& mgr, bool init); void UpdateVideoBands(float dt, const CStateManager& mgr); void UpdateBallMode(const CStateManager& mgr, bool init); void UpdateThreatAssessment(float dt, const CStateManager& mgr); void UpdateVisorAndBeamMenus(float dt, const CStateManager& mgr); void UpdateCameraDebugSettings(); void UpdateEnergyLow(float dt, const CStateManager& mgr); void ApplyClassicLag(const zeus::CUnitVector3f& lookDir, zeus::CQuaternion& rot, const CStateManager& mgr, float dt, bool invert); void UpdateHudLag(float dt, const CStateManager& mgr); bool IsCachedLightInAreaLights(const SCachedHudLight& light, const CActorLights& areaLights) const; bool IsAreaLightInCachedLights(const CLight& light) const; int FindEmptyHudLightSlot(const CLight& light) const; zeus::CColor GetVisorHudLightColor(const zeus::CColor& color, const CStateManager& mgr) const; void UpdateHudDynamicLights(float dt, const CStateManager& mgr); void UpdateHudDamage(float dt, const CStateManager& mgr, DataSpec::ITweakGui::EHelmetVisMode helmetVis); void UpdateStaticSfx(CSfxHandle& handle, float& cycleTimer, u16 sfxId, float dt, float oldStaticInterp, float staticThreshold); void UpdateStaticInterference(float dt, const CStateManager& mgr); int GetRelativeDirection(const zeus::CVector3f& position, const CStateManager& mgr); void ShowDamage(const zeus::CVector3f& position, float dam, float prevDam, const CStateManager& mgr); void EnterFirstPerson(const CStateManager& mgr); void LeaveFirstPerson(const CStateManager& mgr); void DrawAttachedEnemyEffect(const CStateManager& mgr) const; static EHudState GetDesiredHudState(const CStateManager& mgr); public: explicit CSamusHud(CStateManager& stateMgr); ~CSamusHud(); void Update(float dt, const CStateManager& mgr, CInGameGuiManager::EHelmetVisMode helmetVis, bool hudVis, bool targetingManager); void Draw(const CStateManager& mgr, float alpha, CInGameGuiManager::EHelmetVisMode helmetVis, bool hudVis, bool targetingManager) const; void DrawHelmet(const CStateManager& mgr, float camYOff) const; void ProcessControllerInput(const CFinalInput& input); void UpdateStateTransition(float time, const CStateManager& mgr); bool CheckLoadComplete(CStateManager& stateMgr); void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr); void RefreshHudOptions(); void Touch(); CTargetingManager& GetTargetingManager() { return x8_targetingMgr; } const zeus::CVector2f& GetViewportScale() const { return x500_viewportScale; } static zeus::CTransform BuildFinalCameraTransform(const zeus::CQuaternion& rot, const zeus::CVector3f& pos, const zeus::CVector3f& camPos); static void DisplayHudMemo(std::u16string_view text, const CHUDMemoParms& info) { if (g_SamusHud) g_SamusHud->InternalDisplayHudMemo(text, info); } void InternalDisplayHudMemo(std::u16string_view text, const CHUDMemoParms& info) { SetMessage(text, info); } void SetMessage(std::u16string_view text, const CHUDMemoParms& info); static void DeferHintMemo(CAssetId strg, u32 strgIdx, const CHUDMemoParms& info) { if (g_SamusHud) g_SamusHud->InternalDeferHintMemo(strg, strgIdx, info); } void InternalDeferHintMemo(CAssetId strg, u32 strgIdx, const CHUDMemoParms& info); CGuiFrame* GetBaseHudFrame() const { return x274_loadedFrmeBaseHud; } }; } // namespace MP1 } // namespace urde