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https://github.com/AxioDL/metaforce.git
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More stubs and main flow layout
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@@ -10,13 +10,38 @@
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#include "CAi.hpp"
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#include "CGameState.hpp"
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#include "CInGameTweakManager.hpp"
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#include "Particle/CElementGen.hpp"
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#include "Character/CAnimData.hpp"
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#include "Particle/CDecalManager.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "Audio/CAudioSys.hpp"
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#include "Input/CInputGenerator.hpp"
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#include "GuiSys/CGuiSys.hpp"
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#include "CIOWinManager.hpp"
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#include "GuiSys/CSplashScreen.hpp"
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#include "CMainFlow.hpp"
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#include "GuiSys/CConsoleOutputWindow.hpp"
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#include "Audio/CAudioStateWin.hpp"
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#include "GameGlobalObjects.hpp"
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namespace Retro
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{
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namespace Common
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{
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CMemoryCardSys* g_MemoryCardSys = nullptr;
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CResFactory* g_ResFactory = nullptr;
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CSimplePool* g_SimplePool = nullptr;
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CCharacterFactoryBuilder* g_CharFactoryBuilder = nullptr;
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CAiFuncMap* g_AiFuncMap = nullptr;
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CGameState* g_GameState = nullptr;
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CInGameTweakManager* g_TweakManager = nullptr;
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CBooRenderer* g_Renderer = nullptr;
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}
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namespace MP1
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{
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class CGameGlobalObjects : public Common::TOneStatic<CGameGlobalObjects>
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class CGameGlobalObjects
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{
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Common::CMemoryCardSys m_memoryCardSys;
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Common::CResFactory m_resFactory;
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@@ -25,9 +50,56 @@ class CGameGlobalObjects : public Common::TOneStatic<CGameGlobalObjects>
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Common::CAiFuncMap m_aiFuncMap;
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Common::CGameState m_gameState;
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Common::CInGameTweakManager m_tweakManager;
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std::unique_ptr<Common::CBooRenderer> m_renderer;
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void AddPaksAndFactories()
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{
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}
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void LoadStringTable()
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{
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}
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static Common::CBooRenderer*
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AllocateRenderer(Common::IObjectStore& store, Common::COsContext& osctx,
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Common::CMemorySys& memSys, Common::CResFactory& resFactory)
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{
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Common::g_Renderer = new Common::CBooRenderer(store, osctx, memSys, resFactory);
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return Common::g_Renderer;
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}
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public:
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CGameGlobalObjects()
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: m_simplePool(m_resFactory)
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{
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Common::g_MemoryCardSys = &m_memoryCardSys;
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Common::g_ResFactory = &m_resFactory;
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Common::g_SimplePool = &m_simplePool;
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Common::g_CharFactoryBuilder = &m_charFactoryBuilder;
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Common::g_AiFuncMap = &m_aiFuncMap;
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Common::g_GameState = &m_gameState;
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Common::g_TweakManager = &m_tweakManager;
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}
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void PostInitialize(Common::COsContext& osctx, Common::CMemorySys& memSys)
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{
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AddPaksAndFactories();
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LoadStringTable();
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m_renderer.reset(AllocateRenderer(m_simplePool, osctx, memSys, m_resFactory));
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}
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};
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class CGameArchitectureSupport
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{
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Common::CAudioSys m_audioSys;
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Common::CInputGenerator m_inputGenerator;
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Common::CGuiSys m_guiSys;
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Common::CIOWinManager m_ioWinManager;
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Common::CSplashScreen m_splashScreen;
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Common::CMainFlow m_mainFlow;
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Common::CConsoleOutputWindow m_consoleWindow;
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Common::CAudioStateWin m_audioStateWin;
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public:
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CGameArchitectureSupport(Common::COsContext& osctx)
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: m_audioSys(0,0,0,0,0)
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{
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}
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};
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@@ -44,13 +116,27 @@ public:
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OpenWindow("", 0, 0, 640, 480);
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}
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void InitializeSubsystems()
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{
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Common::CElementGen::Initialize();
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Common::CAnimData::InitializeCache();
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Common::CDecalManager::Initialize();
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}
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void AddWorldPaks()
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{
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}
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void FillInAssetIDs()
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{
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}
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int RsMain(int argc, const char* argv[])
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{
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CGameGlobalObjects* globalObjs = new CGameGlobalObjects;
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Common::TOneStatic<CGameGlobalObjects> globalObjs;
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InitializeSubsystems();
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globalObjs->PostInitialize(*this, m_memSys);
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m_tweaks.RegisterTweaks();
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AddWorldPaks();
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Common::g_TweakManager->ReadFromMemoryCard("AudioTweaks");
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FillInAssetIDs();
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Common::TOneStatic<CGameArchitectureSupport> archSupport(*this);
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while (m_run)
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{
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