#pragma once #include "Runtime/IMain.hpp" #include "Runtime/MP1/CTweaks.hpp" #include "Runtime/MP1/CPlayMovie.hpp" #include "Runtime/Streams/IOStreams.hpp" #include "Runtime/CBasics.hpp" #include "Runtime/CMemoryCardSys.hpp" #include "Runtime/CResFactory.hpp" #include "Runtime/CSimplePool.hpp" #include "Runtime/Character/CAssetFactory.hpp" #include "Runtime/World/CAi.hpp" #include "Runtime/CGameState.hpp" #include "Runtime/ImGuiConsole.hpp" #include "Runtime/MP1/CInGameTweakManager.hpp" #include "Runtime/Particle/CElementGen.hpp" #include "Runtime/Character/CAnimData.hpp" #include "Runtime/Particle/CDecalManager.hpp" #include "Runtime/Particle/CGenDescription.hpp" #include "Runtime/Graphics/CCubeRenderer.hpp" #include "Runtime/Audio/CAudioSys.hpp" #include "Runtime/Input/CInputGenerator.hpp" #include "Runtime/GuiSys/CGuiSys.hpp" #include "Runtime/CIOWinManager.hpp" #include "Runtime/GuiSys/CSplashScreen.hpp" #include "Runtime/MP1/CMainFlow.hpp" #include "Runtime/GuiSys/CConsoleOutputWindow.hpp" #include "Runtime/GuiSys/CErrorOutputWindow.hpp" #include "Runtime/GuiSys/CTextParser.hpp" #include "Runtime/MP1/CAudioStateWin.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/CArchitectureQueue.hpp" #include "Runtime/CTimeProvider.hpp" #include "Runtime/GuiSys/CTextExecuteBuffer.hpp" #include "Runtime/MP1/Tweaks/CTweakPlayer.hpp" #include "Runtime/MP1/Tweaks/CTweakGame.hpp" #include "Runtime/ConsoleVariables/CVarCommons.hpp" struct DiscordUser; namespace metaforce { class IFactory; class IObjectStore; namespace MP1 { class CMain; class CGameGlobalObjects { friend class CMain; std::unique_ptr m_gameSimplePool; std::unique_ptr m_gameResFactory; std::unique_ptr x0_memoryCardSys; IFactory* x4_resFactory; CSimplePool* xcc_simplePool; CCharacterFactoryBuilder xec_charFactoryBuilder; CAiFuncMap x110_aiFuncMap; std::unique_ptr x134_gameState; TLockedToken x13c_mainStringTable; CInGameTweakManager x150_tweakManager; std::unique_ptr m_renderer; TLockedToken m_textureCache; void LoadStringTable() { x13c_mainStringTable = g_SimplePool->GetObj("STRG_Main"); g_MainStringTable = x13c_mainStringTable.GetObj(); } void LoadTextureCache() { m_textureCache = g_SimplePool->GetObj("TextureCache"sv); g_TextureCache = m_textureCache.GetObj(); } void AddPaksAndFactories(); static IRenderer* AllocateRenderer(IObjectStore& store, IFactory& resFactory) { g_Renderer = new CCubeRenderer(store, resFactory); return g_Renderer; } public: CGameGlobalObjects(IFactory* resFactory, CSimplePool* objStore) : x4_resFactory(resFactory), xcc_simplePool(objStore) { if (!x4_resFactory) { m_gameResFactory = std::make_unique(); x4_resFactory = m_gameResFactory.get(); } if (!xcc_simplePool) { m_gameSimplePool = std::make_unique(*x4_resFactory); xcc_simplePool = m_gameSimplePool.get(); } g_ResFactory = x4_resFactory; g_SimplePool = xcc_simplePool; g_CharFactoryBuilder = &xec_charFactoryBuilder; g_AiFuncMap = &x110_aiFuncMap; CGraphics::Startup(); // TODO CGraphicsSys x134_gameState = std::make_unique(); g_GameState = x134_gameState.get(); g_TweakManager = &x150_tweakManager; } ~CGameGlobalObjects(); void PostInitialize(); void ResetGameState() { x134_gameState = std::make_unique(); g_GameState = x134_gameState.get(); } void StreamInGameState(CInputStream& stream, u32 saveIdx) { x134_gameState = std::make_unique(stream, saveIdx); g_GameState = x134_gameState.get(); } }; class CGameArchitectureSupport { friend class CMain; CMain& m_parent; CArchitectureQueue x4_archQueue; CAudioSys x0_audioSys; CInputGenerator x30_inputGenerator; CGuiSys x44_guiSys; CIOWinManager x58_ioWinManager; s32 x78_gameFrameCount = 0; enum class EAudioLoadStatus { Loading, Loaded, Uninitialized }; EAudioLoadStatus x88_audioLoadStatus = EAudioLoadStatus::Uninitialized; std::vector> x8c_pendingAudioGroups; void destroyed() { x4_archQueue.Push(MakeMsg::CreateRemoveAllIOWins(EArchMsgTarget::IOWinManager)); } public: CGameArchitectureSupport(CMain& parent, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend); ~CGameArchitectureSupport(); void PreloadAudio(); bool LoadAudio(); void UnloadAudio(); void UpdateTicks(float dt); void Update(float dt); void Draw(); CIOWinManager& GetIOWinManager() { return x58_ioWinManager; } }; class CMain : public IMain { friend class CGameArchitectureSupport; private: // COsContext x0_osContext; // CMemorySys x6c_memSys; CTweaks x70_tweaks; EGameplayResult xe4_gameplayResult; double xe8_; rstl::reserved_vector xf0_; rstl::reserved_vector x104_; float x118_; float x11c_; float x120_; float x124_; std::unique_ptr x128_globalObjects; EClientFlowStates x12c_flowState = EClientFlowStates::Default; rstl::reserved_vector x130_{{ 1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 1000000, }}; // u32 x15c_ = 0; bool x160_24_finished : 1 = false; bool x160_25_mfGameBuilt : 1 = false; bool x160_26_screenFading : 1 = false; bool x160_27_ : 1 = false; bool x160_28_manageCard : 1 = false; bool x160_29_ : 1 = false; bool x160_30_ : 1 = false; bool x160_31_cardBusy : 1 = false; bool x161_24_gameFrameDrawn : 1 = false; std::unique_ptr x164_archSupport; CVarManager* m_cvarMgr = nullptr; bool m_loadedPersistentResources = false; bool m_doQuit = false; bool m_paused = false; MetaforceVersionInfo m_version; void InitializeSubsystems(); static void InitializeDiscord(); static void ShutdownDiscord(); static void HandleDiscordReady(const DiscordUser* request); static void HandleDiscordDisconnected(int errorCode, const char* message); static void HandleDiscordErrored(int errorCode, const char* message); public: CMain(IFactory* resFactory, CSimplePool* resStore); ~CMain(); void RegisterResourceTweaks(); void AddWorldPaks(); void AddOverridePaks(); void ResetGameState(); void StreamNewGameState(CInputStream&, u32 idx); void RefreshGameState(); void CheckTweakManagerDebugOptions() {} void SetMFGameBuilt(bool b) { x160_25_mfGameBuilt = b; } void SetScreenFading(bool b) { x160_26_screenFading = b; } bool GetScreenFading() const { return x160_26_screenFading; } static void UpdateDiscordPresence(CAssetId worldSTRG = {}); // int RsMain(int argc, char** argv, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& // backend); std::string Init(int argc, char** argv, const FileStoreManager& storeMgr, CVarManager* cvarManager, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend) override; bool Proc(float dt) override; void Draw() override; void Shutdown() override; void MemoryCardInitializePump(); bool CheckReset() const { return m_doQuit; } bool CheckTerminate() const { return m_doQuit; } void DrawDebugMetrics(double, CStopwatch&) {} void DoPredrawMetrics() {} void FillInAssetIDs(); bool LoadAudio(); void ShutdownSubsystems(); EGameplayResult GetGameplayResult() const { return xe4_gameplayResult; } void SetGameplayResult(EGameplayResult wl) { xe4_gameplayResult = wl; } void SetManageCard(bool v) { x160_28_manageCard = v; } bool GetCardBusy() const { return x160_31_cardBusy; } void SetCardBusy(bool v) { x160_31_cardBusy = v; } void SetGameFrameDrawn() { x161_24_gameFrameDrawn = true; } static void EnsureWorldPaksReady(); static void EnsureWorldPakReady(CAssetId mlvl); EClientFlowStates GetFlowState() const override { return x12c_flowState; } void SetFlowState(EClientFlowStates s) override { x12c_flowState = s; } void SetX30(bool v) { x160_30_ = v; } CGameArchitectureSupport* GetArchSupport() const { return x164_archSupport.get(); } size_t GetExpectedIdSize() const override { return sizeof(u32); } bool IsPAL() const override { return m_version.region == ERegion::PAL; } bool IsJapanese() const override { return m_version.region == ERegion::JPN; } bool IsUSA() const override { return m_version.region == ERegion::USA; } bool IsKorean() const override { return m_version.region == ERegion::KOR; } bool IsTrilogy() const override { return m_version.game == EGame::MetroidPrimeTrilogy; } ERegion GetRegion() const override { return m_version.region; } EGame GetGame() const override { return m_version.game; } std::string GetGameTitle() const override { return m_version.gameTitle; } std::string_view GetVersionString() const override { return m_version.version; } void Quit() override { m_doQuit = true; } bool IsPaused() const override { return m_paused; } void SetPaused(bool b) override { m_paused = b; } int m_warpWorldIdx = -1; TAreaId m_warpAreaId = 0; u64 m_warpLayerBits = 0; std::vector m_warpMemoryRelays; }; } // namespace MP1 } // namespace metaforce