#pragma once #define MP1_USE_BOO 0 #include "IMain.hpp" #include "CTweaks.hpp" #include "CPlayMovie.hpp" #include "IOStreams.hpp" #include "CBasics.hpp" #include "CMemoryCardSys.hpp" #include "CResFactory.hpp" #include "CSimplePool.hpp" #include "Character/CAssetFactory.hpp" #include "World/CAi.hpp" #include "CGameState.hpp" #include "CInGameTweakManager.hpp" #include "Particle/CElementGen.hpp" #include "Character/CAnimData.hpp" #include "Particle/CDecalManager.hpp" #include "Particle/CGenDescription.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 "GuiSys/CErrorOutputWindow.hpp" #include "GuiSys/CTextParser.hpp" #include "CAudioStateWin.hpp" #include "GameGlobalObjects.hpp" #include "CArchitectureQueue.hpp" #include "CTimeProvider.hpp" #include "GuiSys/CTextExecuteBuffer.hpp" #include "DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp" #include "DataSpec/DNAMP1/Tweaks/CTweakGame.hpp" #include "World/CScriptMazeNode.hpp" #include "hecl/Console.hpp" struct DiscordUser; namespace urde { 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; void LoadStringTable() { x13c_mainStringTable = g_SimplePool->GetObj("STRG_Main"); g_MainStringTable = x13c_mainStringTable.GetObj(); } void AddPaksAndFactories(); static IRenderer* AllocateRenderer(IObjectStore& store, IFactory& resFactory) { g_Renderer = new CBooRenderer(store, resFactory); return g_Renderer; } public: CGameGlobalObjects(IFactory* resFactory, CSimplePool* objStore) : x4_resFactory(resFactory), xcc_simplePool(objStore) { if (!x4_resFactory) { m_gameResFactory.reset(new CResFactory()); x4_resFactory = m_gameResFactory.get(); } if (!xcc_simplePool) { m_gameSimplePool.reset(new CSimplePool(*x4_resFactory)); xcc_simplePool = m_gameSimplePool.get(); } g_ResFactory = x4_resFactory; g_SimplePool = xcc_simplePool; g_CharFactoryBuilder = &xec_charFactoryBuilder; g_AiFuncMap = &x110_aiFuncMap; x134_gameState.reset(new CGameState()); g_GameState = x134_gameState.get(); g_TweakManager = &x150_tweakManager; } ~CGameGlobalObjects(); void PostInitialize() { AddPaksAndFactories(); x4_resFactory->LoadOriginalIDs(*xcc_simplePool); LoadStringTable(); m_renderer.reset(AllocateRenderer(*xcc_simplePool, *x4_resFactory)); CEnvFxManager::Initialize(); CScriptMazeNode::LoadMazeSeeds(); } void ResetGameState() { x134_gameState.reset(new CGameState()); g_GameState = x134_gameState.get(); } void StreamInGameState(CBitStreamReader& stream, u32 saveIdx) { x134_gameState.reset(new CGameState(stream, saveIdx)); g_GameState = x134_gameState.get(); } }; #if MP1_USE_BOO class CGameArchitectureSupport : public boo::IWindowCallback #else class CGameArchitectureSupport #endif { friend class CMain; CMain& m_parent; CArchitectureQueue x4_archQueue; CAudioSys x0_audioSys; CInputGenerator x30_inputGenerator; CGuiSys x44_guiSys; CIOWinManager x58_ioWinManager; s32 x78_gameFrameCount; enum class EAudioLoadStatus { Loading, Loaded, Uninitialized }; EAudioLoadStatus x88_audioLoadStatus = EAudioLoadStatus::Uninitialized; std::vector> x8c_pendingAudioGroups; boo::SWindowRect m_windowRect; bool m_rectIsDirty; void destroyed() { x4_archQueue.Push(MakeMsg::CreateRemoveAllIOWins(EArchMsgTarget::IOWinManager)); } void resized(const boo::SWindowRect& rect) { m_windowRect = rect; m_rectIsDirty = true; } public: CGameArchitectureSupport(CMain& parent, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend); ~CGameArchitectureSupport(); void mouseDown(const boo::SWindowCoord& coord, boo::EMouseButton button, boo::EModifierKey mods) { x30_inputGenerator.mouseDown(coord, button, mods); } void mouseUp(const boo::SWindowCoord& coord, boo::EMouseButton button, boo::EModifierKey mods) { x30_inputGenerator.mouseUp(coord, button, mods); } void mouseMove(const boo::SWindowCoord& coord) { x30_inputGenerator.mouseMove(coord); } void scroll(const boo::SWindowCoord& coord, const boo::SScrollDelta& scroll) { x30_inputGenerator.scroll(coord, scroll); } void charKeyDown(unsigned long charCode, boo::EModifierKey mods, bool isRepeat); void charKeyUp(unsigned long charCode, boo::EModifierKey mods) { x30_inputGenerator.charKeyUp(charCode, mods); } void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey mods, bool isRepeat); void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey mods); void modKeyDown(boo::EModifierKey mod, bool isRepeat) { x30_inputGenerator.modKeyDown(mod, isRepeat); } void modKeyUp(boo::EModifierKey mod) { x30_inputGenerator.modKeyUp(mod); } void PreloadAudio(); bool LoadAudio(); void UnloadAudio(); void UpdateTicks(); void Update(); void Draw(); bool isRectDirty() { return m_rectIsDirty; } const boo::SWindowRect& getWindowRect() { m_rectIsDirty = false; return m_windowRect; } CIOWinManager& GetIOWinManager() { return x58_ioWinManager; } }; #if MP1_USE_BOO class CMain : public boo::IApplicationCallback, public IMain #else class CMain : public IMain #endif { friend class CGameArchitectureSupport; #if MP1_USE_BOO boo::IWindow* mainWindow; int appMain(boo::IApplication* app); void appQuitting(boo::IApplication*) { xe8_b24_finished = true; } void appFilesOpen(boo::IApplication*, const std::vector& paths) { fprintf(stderr, "OPENING: "); for (const std::string& path : paths) fprintf(stderr, "%s ", path.c_str()); fprintf(stderr, "\n"); } #endif private: struct BooSetter { BooSetter(boo::IGraphicsDataFactory* factory, boo::IGraphicsCommandQueue* cmdQ, const boo::ObjToken& spareTex); } m_booSetter; // CMemorySys x6c_memSys; CTweaks x70_tweaks; EGameplayResult xe4_gameplayResult; /* urde addition: these are simply initialized along with everything else */ CGameGlobalObjects x128_globalObjects; EFlowState x12c_flowState = EFlowState::Default; u32 x130_[10] = {1000000}; union { struct { bool x160_24_finished : 1; bool x160_25_mfGameBuilt : 1; bool x160_26_screenFading : 1; bool x160_27_ : 1; bool x160_28_manageCard : 1; bool x160_29_ : 1; bool x160_30_ : 1; bool x160_31_cardBusy : 1; bool x161_24_gameFrameDrawn : 1; }; u16 _dummy = 0; }; std::unique_ptr x164_archSupport; boo::IWindow* m_mainWindow = nullptr; hecl::CVarManager* m_cvarMgr = nullptr; std::unique_ptr m_console; // Warmup state std::vector m_warmupTags; std::vector::iterator m_warmupIt; bool m_needsWarmupClear = false; bool m_loadedPersistentResources = false; bool m_doQuit = false; 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, boo::IGraphicsDataFactory* gfxFactory, boo::IGraphicsCommandQueue* cmdQ, const boo::ObjToken& spareTex); void RegisterResourceTweaks(); void AddWorldPaks(); void ResetGameState(); void StreamNewGameState(CBitStreamReader&, 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, const boo::SystemChar* argv[]); void Init(const hecl::Runtime::FileStoreManager& storeMgr, hecl::CVarManager* cvarManager, boo::IWindow* window, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend); void WarmupShaders(); bool Proc(); void Draw(); void Shutdown(); boo::IWindow* GetMainWindow() const; void MemoryCardInitializePump(); bool CheckReset() { return m_doQuit; } bool CheckTerminate() { 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); EFlowState GetFlowState() const { return x12c_flowState; } void SetFlowState(EFlowState s) { x12c_flowState = s; } void SetX30(bool v) { x160_30_ = v; } CGameArchitectureSupport* GetArchSupport() const { return x164_archSupport.get(); } size_t GetExpectedIdSize() const { return sizeof(u32); } void quit(hecl::Console*, const std::vector&) { m_doQuit = true; } void Give(hecl::Console*, const std::vector&); void Remove(hecl::Console*, const std::vector&); void God(hecl::Console*, const std::vector&); void Teleport(hecl::Console*, const std::vector&); void ListWorlds(hecl::Console*, const std::vector&); void Warp(hecl::Console*, const std::vector&); hecl::Console* Console() const { return m_console.get(); } int m_warpWorldIdx = -1; TAreaId m_warpAreaId = 0; u64 m_warpLayerBits = 0; std::vector m_warpMemoryRelays; }; } // namespace MP1 } // namespace urde