#pragma once #include #include #include #include #include #include "Runtime/rstl.hpp" #include "Runtime/RetroTypes.hpp" #include "Runtime/MP1/CInGameGuiManager.hpp" #include #include #include #include #include namespace urde { class CMapUniverse; class CMapWorldInfo; class CStateManager; class IWorld; struct CFinalInput; class CAutoMapper { public: using EInGameGuiState = MP1::EInGameGuiState; enum class ELoadPhase { LoadResources, LoadUniverse, Done }; enum class EAutoMapperState { MiniMap, MapScreen, MapScreenUniverse }; struct SAutoMapperRenderState { enum class Ease { None, Linear, Out, In, InOut }; using FGetViewportSize = zeus::CVector2i (*)(); FGetViewportSize m_getViewportSize = nullptr; zeus::CVector2i x0_viewportSize; zeus::CQuaternion x8_camOrientation; float x18_camDist = 0.0f; float x1c_camAngle = 0.0f; zeus::CVector3f x20_areaPoint; float x2c_drawDepth1 = 0.0f; float x30_drawDepth2 = 0.0f; float x34_alphaSurfaceVisited = 0.0f; float x38_alphaOutlineVisited = 0.0f; float x3c_alphaSurfaceUnvisited = 0.0f; float x40_alphaOutlineUnvisited = 0.0f; Ease x44_viewportEase = Ease::None; Ease x48_camEase = Ease::None; Ease x4c_pointEase = Ease::None; Ease x50_depth1Ease = Ease::None; Ease x54_depth2Ease = Ease::None; Ease x58_alphaEase = Ease::None; SAutoMapperRenderState() = default; SAutoMapperRenderState(FGetViewportSize getViewportSize, const zeus::CQuaternion& camOrientation, float camDist, float camAngle, const zeus::CVector3f& areaPoint, float drawDepth1, float drawDepth2, float alphaSurfaceVisited, float alphaOutlineVisited, float alphaSurfaceUnvisited, float alphaOutlineUnvisited) : m_getViewportSize(getViewportSize) , x0_viewportSize(getViewportSize()) , x8_camOrientation(camOrientation) , x18_camDist(camDist) , x1c_camAngle(camAngle) , x20_areaPoint(areaPoint) , x2c_drawDepth1(drawDepth1) , x30_drawDepth2(drawDepth2) , x34_alphaSurfaceVisited(alphaSurfaceVisited) , x38_alphaOutlineVisited(alphaOutlineVisited) , x3c_alphaSurfaceUnvisited(alphaSurfaceUnvisited) , x40_alphaOutlineUnvisited(alphaOutlineUnvisited) {} static void InterpolateWithClamp(const SAutoMapperRenderState& a, SAutoMapperRenderState& out, const SAutoMapperRenderState& b, float t); void ResetInterpolation() { x44_viewportEase = Ease::None; x48_camEase = Ease::None; x4c_pointEase = Ease::None; x50_depth1Ease = Ease::None; x54_depth2Ease = Ease::None; x58_alphaEase = Ease::None; } zeus::CVector2i GetViewportSize() const { if (m_getViewportSize) return m_getViewportSize(); else return x0_viewportSize; } }; struct SAutoMapperHintStep { enum class Type { PanToArea, PanToWorld, SwitchToUniverse, SwitchToWorld, ShowBeacon, ZoomIn, ZoomOut }; struct PanToArea {}; struct PanToWorld {}; struct SwitchToUniverse {}; struct SwitchToWorld {}; struct ShowBeacon {}; struct ZoomIn {}; struct ZoomOut {}; Type x0_type; union { CAssetId x4_worldId; TAreaId x4_areaId; float x4_float; }; bool x8_processing = false; SAutoMapperHintStep(PanToArea, TAreaId areaId) : x0_type(Type::PanToArea), x4_areaId(areaId) {} SAutoMapperHintStep(PanToWorld, CAssetId worldId) : x0_type(Type::PanToWorld), x4_worldId(worldId) {} SAutoMapperHintStep(SwitchToUniverse) : x0_type(Type::SwitchToUniverse), x4_worldId(0) {} SAutoMapperHintStep(SwitchToWorld, CAssetId worldId) : x0_type(Type::SwitchToWorld), x4_worldId(worldId) {} SAutoMapperHintStep(ShowBeacon, float val) : x0_type(Type::ShowBeacon), x4_float(val) {} SAutoMapperHintStep(ZoomIn) : x0_type(Type::ZoomIn), x4_worldId(0) {} SAutoMapperHintStep(ZoomOut) : x0_type(Type::ZoomOut), x4_worldId(0) {} }; struct SAutoMapperHintLocation { u32 x0_showBeacon; float x4_beaconAlpha; CAssetId x8_worldId; TAreaId xc_areaId; }; private: enum class EZoomState { None, In, Out }; ELoadPhase x4_loadPhase = ELoadPhase::LoadResources; TLockedToken x8_mapu; std::vector> x14_dummyWorlds; const CWorld* x24_world; TLockedToken x28_frmeMapScreen; // Used to be ptr bool m_frmeInitialized = false; TLockedToken x30_miniMapSamus; TLockedToken x3c_hintBeacon; std::vector m_hintBeaconFilters; rstl::reserved_vector, 5> x48_mapIcons; CAssetId x74_areaHintDescId; TLockedToken x78_areaHintDesc; CAssetId x88_mapAreaStringId; TLockedToken x8c_mapAreaString; // Used to be optional u32 x9c_worldIdx = 0; TAreaId xa0_curAreaId; TAreaId xa4_otherAreaId; std::array xa8_renderStates; // xa8, x104, x160; current, next, prev EAutoMapperState x1bc_state = EAutoMapperState::MiniMap; EAutoMapperState x1c0_nextState = EAutoMapperState::MiniMap; float x1c4_interpDur = 0.f; float x1c8_interpTime = 0.f; CSfxHandle x1cc_panningSfx; CSfxHandle x1d0_rotatingSfx; CSfxHandle x1d4_zoomingSfx; float x1d8_flashTimer = 0.f; float x1dc_playerFlashPulse = 0.f; std::list x1e0_hintSteps; std::list x1f8_hintLocations; rstl::reserved_vector, 9> x210_lstick; rstl::reserved_vector, 9> x25c_cstick; rstl::reserved_vector, 2> x2a8_ltrigger; rstl::reserved_vector, 2> x2bc_rtrigger; rstl::reserved_vector, 2> x2d0_abutton; u32 x2e4_lStickPos = 0; u32 x2e8_rStickPos = 0; u32 x2ec_lTriggerPos = 0; u32 x2f0_rTriggerPos = 0; u32 x2f4_aButtonPos = 0; CGuiTextPane* x2f8_textpane_areaname = nullptr; CGuiTextPane* x2fc_textpane_hint = nullptr; CGuiTextPane* x300_textpane_instructions = nullptr; CGuiTextPane* x304_textpane_instructions1 = nullptr; CGuiTextPane* x308_textpane_instructions2 = nullptr; CGuiWidget* x30c_basewidget_leftPane = nullptr; CGuiWidget* x310_basewidget_yButtonPane = nullptr; CGuiWidget* x314_basewidget_bottomPane = nullptr; float x318_leftPanePos = 0.f; float x31c_yButtonPanePos = 0.f; float x320_bottomPanePos = 0.f; EZoomState x324_zoomState = EZoomState::None; u32 x328_ = 0; bool x32c_loadingDummyWorld = false; std::optional m_lastMouseCoord; zeus::CVector2f m_mouseDelta; boo::SScrollDelta m_lastAccumScroll; boo::SScrollDelta m_mapScroll; template static void SetResLockState(T& list, bool lock) { for (auto& res : list) if (lock) res.Lock(); else res.Unlock(); } bool NotHintNavigating() const; bool CanLeaveMapScreenInternal(const CStateManager& mgr) const; void LeaveMapScreen(const CStateManager& mgr); void SetupMiniMapWorld(const CStateManager& mgr); bool HasCurrentMapUniverseWorld() const; bool CheckDummyWorldLoad(const CStateManager& mgr); void UpdateHintNavigation(float dt, const CStateManager& mgr); static zeus::CVector2i GetMiniMapViewportSize(); static zeus::CVector2i GetMapScreenViewportSize(); static float GetMapAreaMiniMapDrawDepth() { return 2.f; } float GetMapAreaMaxDrawDepth(const CStateManager&, TAreaId) const; static float GetMapAreaMiniMapDrawAlphaSurfaceVisited(const CStateManager&); static float GetMapAreaMiniMapDrawAlphaOutlineVisited(const CStateManager&); static float GetMapAreaMiniMapDrawAlphaSurfaceUnvisited(const CStateManager&); static float GetMapAreaMiniMapDrawAlphaOutlineUnvisited(const CStateManager&); float GetDesiredMiniMapCameraDistance(const CStateManager&) const; static float GetBaseMapScreenCameraMoveSpeed(); float GetClampedMapScreenCameraDistance(float) const; float GetFinalMapScreenCameraMoveSpeed() const; void ProcessMapRotateInput(const CFinalInput& input, const CStateManager& mgr); void ProcessMapZoomInput(const CFinalInput& input, const CStateManager& mgr); void ProcessMapPanInput(const CFinalInput& input, const CStateManager& mgr); void SetShouldPanningSoundBePlaying(bool); void SetShouldZoomingSoundBePlaying(bool); void SetShouldRotatingSoundBePlaying(bool); void TransformRenderStatesWorldToUniverse(); void TransformRenderStatesUniverseToWorld(); void TransformRenderStateWorldToUniverse(SAutoMapperRenderState&); void SetupHintNavigation(); CAssetId GetAreaHintDescriptionString(CAssetId mreaId); public: CAutoMapper(CStateManager& stateMgr); bool CheckLoadComplete(); bool CanLeaveMapScreen(const CStateManager&) const; float GetMapRotationX() const { return xa8_renderStates[0].x1c_camAngle; } float GetMapRotationZ() const { return xa8_renderStates[0].x8_camOrientation.yaw(); } TAreaId GetFocusAreaIndex() const { return xa0_curAreaId; } CAssetId GetCurrWorldAssetId() const { return x24_world->IGetWorldAssetId(); } void SetCurWorldAssetId(CAssetId mlvlId); void MuteAllLoopedSounds(); void UnmuteAllLoopedSounds(); void ProcessControllerInput(const CFinalInput&, CStateManager&); bool IsInPlayerControlState() const { return IsInMapperState(EAutoMapperState::MapScreen) || IsInMapperState(EAutoMapperState::MapScreenUniverse); } void Update(float dt, const CStateManager& mgr); void Draw(const CStateManager&, const zeus::CTransform&, float) const; float GetTimeIntoInterpolation() const { return x1c8_interpTime; } void BeginMapperStateTransition(EAutoMapperState, const CStateManager&); void CompleteMapperStateTransition(const CStateManager&); void ResetInterpolationTimer(float); SAutoMapperRenderState BuildMiniMapWorldRenderState(const CStateManager&, const zeus::CQuaternion&, TAreaId) const; SAutoMapperRenderState BuildMapScreenWorldRenderState(const CStateManager&, const zeus::CQuaternion&, TAreaId, bool) const; SAutoMapperRenderState BuildMapScreenUniverseRenderState(const CStateManager&, const zeus::CQuaternion&, TAreaId) const; void LeaveMapScreenState(); void ProcessMapScreenInput(const CFinalInput& input, const CStateManager& mgr); zeus::CQuaternion GetMiniMapCameraOrientation(const CStateManager&) const; zeus::CVector3f GetAreaPointOfInterest(const CStateManager&, TAreaId) const; TAreaId FindClosestVisibleArea(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&, const IWorld&, const CMapWorldInfo&) const; std::pair FindClosestVisibleWorld(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&) const; EAutoMapperState GetNextState() const { return x1c0_nextState; } bool IsInMapperState(EAutoMapperState state) const { return state == x1bc_state && state == x1c0_nextState; } bool IsInMapperStateTransition() const { return x1c0_nextState != x1bc_state; } bool IsRenderStateInterpolating() const { return x1c8_interpTime < x1c4_interpDur; } bool IsStateTransitioning() const { return x1bc_state != x1c0_nextState; } bool IsFullyInMiniMapState() const { return IsInMapperState(EAutoMapperState::MiniMap); } bool IsFullyOutOfMiniMapState() const { return x1bc_state != EAutoMapperState::MiniMap && x1c0_nextState != EAutoMapperState::MiniMap; } void OnNewInGameGuiState(EInGameGuiState, const CStateManager&); float GetInterp() const { if (x1c4_interpDur > 0.f) return x1c8_interpTime / x1c4_interpDur; return 0.f; } }; } // namespace urde