metaforce/Runtime/MP1/CInventoryScreen.cpp

566 lines
21 KiB
C++

#include "CInventoryScreen.hpp"
#include "GuiSys/CGuiTableGroup.hpp"
#include "GuiSys/CGuiTextPane.hpp"
#include "GuiSys/CGuiModel.hpp"
#include "Input/ControlMapper.hpp"
#include "GameGlobalObjects.hpp"
namespace urde::MP1
{
struct SInventoryItem
{
u32 idx;
u32 nameStrIdx;
u32 entryStrIdx;
};
static const SInventoryItem ArmCannonItems[] =
{
{0, 0x24, 0x46}, // Power Beam
{1, 0x25, 0x48}, // Ice Beam
{2, 0x26, 0x4a}, // Wave Beam
{3, 0x27, 0x4c}, // Plasma Beam
{4, 0x28, 0x4e}, // Phazon Beam
};
static const SInventoryItem MorphballItems[] =
{
{5, 0x2e, 0x57}, // Morph Ball
{6, 0x2f, 0x58}, // Boost Ball
{7, 0x30, 0x59}, // Spider Ball
{8, 0x31, 0x5a}, // Morph Ball Bomb
{9, 0x32, 0x5b}, // Power Bomb
};
static const SInventoryItem SuitItems[] =
{
{10, 0x33, 0x52}, // Power Suit
{11, 0x34, 0x53}, // Varia Suit
{12, 0x35, 0x54}, // Gravity Suit
{13, 0x36, 0x55}, // Phazon Suit
{14, 0x37, 0x56}, // Energy Tank
};
static const SInventoryItem VisorItems[] =
{
{15, 0x38, 0x42}, // Combat Visor
{16, 0x39, 0x43}, // Scan Visor
{17, 0x3a, 0x44}, // X-Ray Visor
{18, 0x3b, 0x45}, // Thermal Visor
};
static const SInventoryItem SecondaryItems[] =
{
{19, 0x3c, 0x4f}, // Space Jump Boots
{20, 0x3d, 0x50}, // Grapple Beam
{21, 0x3e, 0x51}, // Missile Launcher
{22, 0x3f, 0x5c}, // Charge Beam
{23, 0x40, 0x5d}, // Beam Combo
};
static const std::pair<u32, const SInventoryItem*> InventoryRegistry[] =
{
{5, ArmCannonItems},
{5, MorphballItems},
{5, SuitItems},
{4, VisorItems},
{5, SecondaryItems},
};
CInventoryScreen::CInventoryScreen(const CStateManager& mgr, CGuiFrame& frame, const CStringTable& pauseStrg,
const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp)
: CPauseScreenBase(mgr, frame, pauseStrg)
{
CPlayerState& playerState = *mgr.GetPlayerState();
x19c_samusDoll = std::make_unique<CSamusDoll>(suitDgrp, ballDgrp,
CPlayerState::EPlayerSuit(int(playerState.GetCurrentSuit()) +
playerState.IsFusionEnabled() * 4),
playerState.GetCurrentBeam(),
playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall),
playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam));
}
bool CInventoryScreen::InputDisabled() const
{
return std::fabs(x19c_samusDoll->GetViewInterpolation()) > 0 || x1a8_state == EState::Leaving;
}
void CInventoryScreen::TransitioningAway()
{
x1a8_state = EState::Leaving;
}
void CInventoryScreen::Update(float dt, CRandom16& rand, CArchitectureQueue& archQueue)
{
CPauseScreenBase::Update(dt, rand, archQueue);
x19c_samusDoll->Update(dt, rand);
if (x10_mode == EMode::TextScroll)
{
if (x1ad_textViewing)
x1a4_textBodyAlpha = std::min(4.f * dt + x1a4_textBodyAlpha, 1.f);
else
x1a4_textBodyAlpha = std::max(0.f, x1a4_textBodyAlpha - 4.f * dt);
x174_textpane_body->SetColor(zeus::CColor(1.f, x1a4_textBodyAlpha));
x180_basewidget_yicon->SetColor(zeus::CColor(1.f, 1.f - x1a4_textBodyAlpha));
if (x1a4_textBodyAlpha == 0.f && x1a8_state == EState::Active)
ChangeMode(EMode::RightTable);
}
x19c_samusDoll->SetInMorphball(
x70_tablegroup_leftlog->GetUserSelection() == 1 && x10_mode != EMode::LeftTable);
UpdateSamusDollPulses();
if (x1a8_state == EState::Leaving && x1a4_textBodyAlpha == 0.f)
x1a8_state = EState::Inactive;
}
void CInventoryScreen::Touch()
{
CPauseScreenBase::Touch();
x19c_samusDoll->Touch();
}
void CInventoryScreen::ProcessControllerInput(const CFinalInput& input)
{
float viewInterp = x19c_samusDoll->GetViewInterpolation();
if (x1a8_state == EState::Inactive || (viewInterp != 0.f && viewInterp != 1.f))
return;
float absViewInterp = std::fabs(viewInterp);
if (input.PY() && x19c_samusDoll->IsLoaded() && (absViewInterp > 0.f || x10_mode != EMode::TextScroll))
x19c_samusDoll->BeginViewInterpolate(absViewInterp == 0.f);
if (absViewInterp == 1.f)
{
if (input.PStart())
{
x19c_samusDoll->BeginViewInterpolate(false);
x198_26_exitPauseScreen = true;
}
else if (input.PB())
{
x19c_samusDoll->BeginViewInterpolate(false);
}
}
if (std::fabs(x19c_samusDoll->GetViewInterpolation()) > 0.f)
{
float motionAmt = input.DeltaTime() * 6.f;
float circleUp = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleUp, input);
float circleDown = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleDown, input);
float circleLeft = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleLeft, input);
float circleRight = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleRight, input);
float moveForward = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveForward, input);
float moveBack = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveBack, input);
float moveLeft = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveLeft, input);
float moveRight = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveRight, input);
float zoomIn = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapZoomIn, input);
float zoomOut = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapZoomOut, input);
zeus::CVector3f moveVec = {(moveRight - moveLeft) * 0.25f * motionAmt,
(zoomIn - zoomOut) * 0.5f * motionAmt,
(moveForward - moveBack) * 0.25f * motionAmt};
x19c_samusDoll->SetOffset(moveVec, input.DeltaTime());
x19c_samusDoll->SetRotation(0.5f * motionAmt * (circleDown - circleUp),
0.5f * motionAmt * (circleRight - circleLeft),
input.DeltaTime());
}
else
{
x1ad_textViewing = false;
if (x10_mode == EMode::TextScroll)
{
int oldPage = x174_textpane_body->TextSupport().GetPageCounter();
int newPage = oldPage;
int totalCount = x174_textpane_body->TextSupport().GetTotalPageCount();
bool lastPage = totalCount - 1 == oldPage;
if (totalCount != -1)
{
if (input.PLAUp())
newPage = std::max(oldPage - 1, 0);
else if (input.PLADown() || (input.PA() && !lastPage))
newPage = std::min(oldPage + 1, totalCount - 1);
x174_textpane_body->TextSupport().SetPage(newPage);
if (oldPage != newPage)
CSfxManager::SfxStart(1444, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
x198_28_pulseTextArrowTop = newPage > 1;
x198_29_pulseTextArrowBottom = !lastPage;
}
else
{
x198_29_pulseTextArrowBottom = false;
x198_28_pulseTextArrowTop = false;
}
if (!x1ac_textLeaveRequested)
x1ac_textLeaveRequested = input.PB() || (input.PA() && lastPage);
x1ad_textViewing = !x1ac_textLeaveRequested;
}
else
{
x198_29_pulseTextArrowBottom = false;
x198_28_pulseTextArrowTop = false;
}
if (x1a8_state != EState::Active)
x1ad_textViewing = false;
CPauseScreenBase::ProcessControllerInput(input);
}
}
void CInventoryScreen::Draw(float transInterp, float totalAlpha, float yOff)
{
CPauseScreenBase::Draw(transInterp, totalAlpha, std::fabs(x19c_samusDoll->GetViewInterpolation()));
x19c_samusDoll->Draw(x4_mgr, transInterp * (1.f - x1a4_textBodyAlpha));
}
float CInventoryScreen::GetCameraYBias() const
{
return std::fabs(x19c_samusDoll->GetViewInterpolation());
}
bool CInventoryScreen::VReady() const
{
return true;
}
bool CInventoryScreen::HasLeftInventoryItem(int idx) const
{
CPlayerState& playerState = *x4_mgr.GetPlayerState();
switch (idx)
{
case 0: // Arm Cannon
return true;
case 1: // Morphball
return playerState.HasPowerUp(CPlayerState::EItemType::MorphBall);
case 2: // Suit
return true;
case 3: // Visor
return true;
case 4: // Secondary
return playerState.HasPowerUp(CPlayerState::EItemType::SpaceJumpBoots) ||
playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam) ||
playerState.HasPowerUp(CPlayerState::EItemType::Missiles) ||
playerState.HasPowerUp(CPlayerState::EItemType::ChargeBeam) ||
playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ||
playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ||
playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ||
playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower);
default:
return false;
}
}
void CInventoryScreen::VActivate()
{
for (int i=0 ; i<5 ; ++i)
{
if (HasLeftInventoryItem(i))
{
xa8_textpane_categories[i]->TextSupport().SetText(xc_pauseStrg.GetString(i + 10));
}
else
{
xa8_textpane_categories[i]->TextSupport().SetText(u"??????");
x70_tablegroup_leftlog->GetWorkerWidget(i)->SetIsSelectable(false);
}
}
x178_textpane_title->TextSupport().SetText(xc_pauseStrg.GetString(9));
x180_basewidget_yicon->SetVisibility(true, ETraversalMode::Children);
}
void CInventoryScreen::RightTableSelectionChanged(int oldSel, int newSel) {}
void CInventoryScreen::UpdateTextBody()
{
x1ac_textLeaveRequested = false;
const SInventoryItem& sel = InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()].second[x1c_rightSel];
std::u16string entryText = xc_pauseStrg.GetString(sel.entryStrIdx);
if (sel.idx == 23) // Beam combo
{
CPlayerState& playerState = *x4_mgr.GetPlayerState();
entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ? 71 : 65);
entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ? 73 : 65);
entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ? 75 : 65);
entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower) ? 77 : 65);
}
x174_textpane_body->TextSupport().SetText(entryText, true);
x174_textpane_body->TextSupport().SetPage(0);
}
void CInventoryScreen::ChangedMode(EMode oldMode)
{
if (x10_mode == EMode::TextScroll)
{
x1ad_textViewing = true;
UpdateTextBody();
}
}
bool CInventoryScreen::HasRightInventoryItem(int idx) const
{
CPlayerState& playerState = *x4_mgr.GetPlayerState();
switch (idx)
{
case 0: // Power Beam
return true;
case 1: // Ice Beam
return playerState.HasPowerUp(CPlayerState::EItemType::IceBeam);
case 2: // Wave Beam
return playerState.HasPowerUp(CPlayerState::EItemType::WaveBeam);
case 3: // Plasma Beam
return playerState.HasPowerUp(CPlayerState::EItemType::PlasmaBeam);
case 4: // Phazon Beam
return playerState.HasPowerUp(CPlayerState::EItemType::PhazonSuit);
case 5: // Morph Ball
return playerState.HasPowerUp(CPlayerState::EItemType::MorphBall);
case 6: // Boost Ball
return playerState.HasPowerUp(CPlayerState::EItemType::BoostBall);
case 7: // Spider Ball
return playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall);
case 8: // Morph Ball Bomb
return playerState.HasPowerUp(CPlayerState::EItemType::MorphBallBombs);
case 9: // Power Bomb
return playerState.HasPowerUp(CPlayerState::EItemType::PowerBombs);
case 10: // Power Suit
return true;
case 11: // Varia Suit
return playerState.HasPowerUp(CPlayerState::EItemType::VariaSuit);
case 12: // Gravity Suit
return playerState.HasPowerUp(CPlayerState::EItemType::GravitySuit);
case 13: // Phazon Suit
return playerState.HasPowerUp(CPlayerState::EItemType::PhazonSuit);
case 14: // Energy Tank
return playerState.HasPowerUp(CPlayerState::EItemType::EnergyTanks);
case 15: // Combat Visor
return true;
case 16: // Scan Visor
return playerState.HasPowerUp(CPlayerState::EItemType::ScanVisor);
case 17: // X-Ray Visor
return playerState.HasPowerUp(CPlayerState::EItemType::XRayVisor);
case 18: // Thermal Visor
return playerState.HasPowerUp(CPlayerState::EItemType::ThermalVisor);
case 19: // Space Jump Boots
return playerState.HasPowerUp(CPlayerState::EItemType::SpaceJumpBoots);
case 20: // Grapple Beam
return playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam);
case 21: // Missile Launcher
return playerState.HasPowerUp(CPlayerState::EItemType::Missiles);
case 22: // Charge Beam
return playerState.HasPowerUp(CPlayerState::EItemType::ChargeBeam);
case 23: // Beam Combo
return playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ||
playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ||
playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ||
playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower);
default:
return false;
}
}
bool CInventoryScreen::IsRightInventoryItemEquipped(int idx) const
{
CPlayerState& playerState = *x4_mgr.GetPlayerState();
switch (idx)
{
case 0: // Power Beam
return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Power;
case 1: // Ice Beam
return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Ice;
case 2: // Wave Beam
return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Wave;
case 3: // Plasma Beam
return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Plasma;
case 4: // Phazon Beam
return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Phazon2;
case 5: // Morph Ball
return playerState.HasPowerUp(CPlayerState::EItemType::MorphBall);
case 6: // Boost Ball
return playerState.HasPowerUp(CPlayerState::EItemType::BoostBall);
case 7: // Spider Ball
return playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall);
case 8: // Morph Ball Bomb
return playerState.HasPowerUp(CPlayerState::EItemType::MorphBallBombs);
case 9: // Power Bomb
return playerState.HasPowerUp(CPlayerState::EItemType::PowerBombs);
case 10: // Power Suit
return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Power;
case 11: // Varia Suit
return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Varia;
case 12: // Gravity Suit
return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Gravity;
case 13: // Phazon Suit
return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Phazon;
case 14: // Energy Tank
return playerState.HasPowerUp(CPlayerState::EItemType::EnergyTanks);
case 15: // Combat Visor
return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Combat;
case 16: // Scan Visor
return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Scan;
case 17: // X-Ray Visor
return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay;
case 18: // Thermal Visor
return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal;
case 19: // Space Jump Boots
return playerState.HasPowerUp(CPlayerState::EItemType::SpaceJumpBoots);
case 20: // Grapple Beam
return playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam);
case 21: // Missile Launcher
return playerState.HasPowerUp(CPlayerState::EItemType::Missiles);
case 22: // Charge Beam
return playerState.HasPowerUp(CPlayerState::EItemType::ChargeBeam);
case 23: // Beam Combo
return playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ||
playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ||
playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ||
playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower);
default:
return false;
}
}
void CInventoryScreen::UpdateRightTable()
{
CPauseScreenBase::UpdateRightTable();
const std::pair<u32, const SInventoryItem*>& category =
InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()];
int minSel = INT_MAX;
for (int i=0 ; i<5 ; ++i)
{
CGuiTextPane* title = xd8_textpane_titles[i];
if (i < category.first)
{
if (HasRightInventoryItem(category.second[i].idx))
{
title->TextSupport().SetText(xc_pauseStrg.GetString(category.second[i].nameStrIdx));
x84_tablegroup_rightlog->GetWorkerWidget(i + 1)->SetIsSelectable(true);
if (i < minSel)
minSel = i;
}
else
{
title->TextSupport().SetText(u"??????");
x84_tablegroup_rightlog->GetWorkerWidget(i + 1)->SetIsSelectable(false);
}
}
else
{
title->TextSupport().SetText(u"??????");
}
}
if (minSel != INT_MAX)
{
x1c_rightSel = minSel;
SetRightTableSelection(x1c_rightSel, x1c_rightSel);
}
x84_tablegroup_rightlog->GetWorkerWidget(0)->SetIsSelectable(false);
x84_tablegroup_rightlog->GetWorkerWidget(x84_tablegroup_rightlog->GetElementCount() - 1)->SetIsSelectable(false);
zeus::CColor inactiveColor = g_tweakGuiColors->GetPauseItemAmberColor();
inactiveColor.a = 0.5f;
UpdateRightLogColors(false, g_tweakGuiColors->GetPauseItemAmberColor(), inactiveColor);
}
bool CInventoryScreen::ShouldLeftTableAdvance() const
{
return x19c_samusDoll->IsLoaded();
}
bool CInventoryScreen::ShouldRightTableAdvance() const
{
return std::fabs(x19c_samusDoll->GetViewInterpolation()) == 0.f;
}
u32 CInventoryScreen::GetRightTableCount() const
{
return InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()].first;
}
bool CInventoryScreen::IsRightLogDynamic() const
{
return true;
}
void CInventoryScreen::UpdateRightLogColors(bool active, const zeus::CColor& activeColor,
const zeus::CColor& inactiveColor)
{
x80_basewidget_rightlog->SetColor(active ? zeus::CColor::skWhite : zeus::CColor(1.f, 0.71f));
const std::pair<u32, const SInventoryItem*>& cat =
InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()];
for (u32 i=0 ; i<5 ; ++i)
{
if (i < cat.first && IsRightInventoryItemEquipped(cat.second[i].idx))
{
x15c_model_righttitledecos[i]->SetColor(g_tweakGuiColors->GetPauseItemBlueColor());
xd8_textpane_titles[i]->TextSupport().SetFontColor(g_tweakGuiColors->GetPauseItemBlueColor());
}
else
{
x15c_model_righttitledecos[i]->SetColor(activeColor);
xd8_textpane_titles[i]->TextSupport().SetFontColor(activeColor);
}
}
}
void CInventoryScreen::UpdateRightLogHighlight(bool active, int idx,
const zeus::CColor& activeColor,
const zeus::CColor& inactiveColor)
{
zeus::CColor actColor = g_tweakGuiColors->GetPauseItemAmberColor() * activeColor;
zeus::CColor inactColor = g_tweakGuiColors->GetPauseItemAmberColor() * inactiveColor;
const std::pair<u32, const SInventoryItem*>& cat =
InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()];
for (u32 i=0 ; i<5 ; ++i)
{
bool act = i == idx && active;
if (i < cat.first && IsRightInventoryItemEquipped(cat.second[i].idx) && act)
x8c_model_righthighlight->SetColor(g_tweakGuiColors->GetPauseItemBlueColor());
else if (act)
x8c_model_righthighlight->SetColor(actColor);
x144_model_titles[i]->SetColor(act ? actColor : inactColor);
}
}
void CInventoryScreen::UpdateSamusDollPulses()
{
bool pulseSuit = false;
bool pulseBeam = false;
bool pulseGrapple = false;
bool pulseBoots = false;
bool pulseVisor = false;
int userSel = x70_tablegroup_leftlog->GetUserSelection();
if (x10_mode == EMode::RightTable)
{
if (userSel == 2)
pulseSuit = true;
else if (userSel == 0)
pulseBeam = true;
else if (userSel == 3)
pulseVisor = true;
else if (userSel == 4)
{
pulseGrapple = SecondaryItems[x1c_rightSel].idx == 20;
pulseBoots = SecondaryItems[x1c_rightSel].idx == 19;
if (SecondaryItems[x1c_rightSel].idx == 21)
pulseBeam = true;
}
}
x19c_samusDoll->SetPulseSuit(pulseSuit);
x19c_samusDoll->SetPulseBeam(pulseBeam);
x19c_samusDoll->SetPulseGrapple(pulseGrapple);
x19c_samusDoll->SetPulseBoots(pulseBoots);
x19c_samusDoll->SetPulseVisor(pulseVisor);
}
}