#if _WIN32 #include #endif #include #include #include #include "CBasics.hpp" #include "CMemoryCardSys.hpp" #include "CResFactory.hpp" #include "CSimplePool.hpp" #include "Character/CAssetFactory.hpp" #include "CAi.hpp" #include "CGameState.hpp" #include "CInGameTweakManager.hpp" #include "Particle/CElementGen.hpp" #include "Character/CAnimData.hpp" #include "Particle/CDecalManager.hpp" #include "Graphics/CBooRenderer.hpp" #include "Audio/CAudioSys.hpp" #include "Input/CInputGenerator.hpp" #include "GuiSys/CGuiSys.hpp" #include "CIOWinManager.hpp" #include "GuiSys/CSplashScreen.hpp" #include "CMainFlow.hpp" #include "GuiSys/CConsoleOutputWindow.hpp" #include "Audio/CAudioStateWin.hpp" #include "GameGlobalObjects.hpp" #include "CArchitectureQueue.hpp" #include "CMain.hpp" #include "DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp" namespace Retro { CMemoryCardSys* g_MemoryCardSys = nullptr; CResFactory* g_ResFactory = nullptr; CSimplePool* g_SimplePool = nullptr; CCharacterFactoryBuilder* g_CharFactoryBuilder = nullptr; CAiFuncMap* g_AiFuncMap = nullptr; CGameState* g_GameState = nullptr; CInGameTweakManagerBase* g_TweakManager = nullptr; CBooRenderer* g_Renderer = nullptr; namespace MP1 { class CMain* g_main = nullptr; class CGameGlobalObjects { CMemoryCardSys m_memoryCardSys; CResFactory m_resFactory; CSimplePool m_simplePool; CCharacterFactoryBuilder m_charFactoryBuilder; CAiFuncMap m_aiFuncMap; CGameState m_gameState; CInGameTweakManager m_tweakManager; std::unique_ptr m_renderer; void AddPaksAndFactories() { } void LoadStringTable() { } static CBooRenderer* AllocateRenderer(IObjectStore& store, CMemorySys& memSys, CResFactory& resFactory) { g_Renderer = new CBooRenderer(store, memSys, resFactory); return g_Renderer; } public: CGameGlobalObjects() : m_simplePool(m_resFactory) { g_MemoryCardSys = &m_memoryCardSys; g_ResFactory = &m_resFactory; g_SimplePool = &m_simplePool; g_CharFactoryBuilder = &m_charFactoryBuilder; g_AiFuncMap = &m_aiFuncMap; g_GameState = &m_gameState; g_TweakManager = &m_tweakManager; } void PostInitialize(CMemorySys& memSys) { AddPaksAndFactories(); LoadStringTable(); m_renderer.reset(AllocateRenderer(m_simplePool, memSys, m_resFactory)); } }; class CGameArchitectureSupport { CArchitectureQueue m_archQueue; CAudioSys m_audioSys; CInputGenerator m_inputGenerator; CGuiSys m_guiSys; CIOWinManager m_ioWinManager; CSplashScreen m_splashScreen; CMainFlow m_mainFlow; CConsoleOutputWindow m_consoleWindow; CAudioStateWin m_audioStateWin; public: CGameArchitectureSupport() : m_audioSys(0,0,0,0,0), m_inputGenerator(g_tweakPlayer->GetLeftLogicalThreshold(), g_tweakPlayer->GetRightLogicalThreshold()) { } bool Update() { bool finished = false; return finished; } }; CMain::CMain() : x6c_memSys(CMemorySys::GetGameAllocator()) { g_main = this; xe4_gameplayResult = GameplayResultPlaying; } void CMain::RegisterResourceTweaks() { } void CMain::ResetGameState() { } void CMain::InitializeSubsystems() { CElementGen::Initialize(); CAnimData::InitializeCache(); CDecalManager::Initialize(); } void CMain::AddWorldPaks() { } void CMain::FillInAssetIDs() { } void CMain::LoadAudio() { } int CMain::RsMain(int argc, const boo::SystemChar* argv[]) { TOneStatic globalObjs; InitializeSubsystems(); globalObjs->PostInitialize(x6c_memSys); x70_tweaks.RegisterTweaks(); AddWorldPaks(); g_TweakManager->ReadFromMemoryCard("AudioTweaks"); FillInAssetIDs(); TOneStatic archSupport; while (!xe8_b24_finished) { xe8_b24_finished = archSupport->Update(); } return 0; } } } #ifdef _WIN32 int wmain(int argc, const wchar_t* argv[]) #else int main(int argc, const char* argv[]) #endif { #if _WIN32 CoInitializeEx(nullptr, COINIT_MULTITHREADED); #else std::setlocale(LC_ALL, "en-US.UTF-8"); #endif Retro::TOneStatic main; std::unique_ptr app = boo::ApplicationBootstrap(boo::IApplication::PLAT_AUTO, *main, _S("mp1"), _S("MP1"), argc, argv); return main->RsMain(argc, argv); }