#ifndef __URDE_MP1_HPP__ #define __URDE_MP1_HPP__ #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" namespace urde { class IFactory; class IObjectStore; namespace MP1 { class CMain; class CGameGlobalObjects { friend class CMain; 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(); } 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) { 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; } void PostInitialize() { LoadStringTable(); m_renderer.reset(AllocateRenderer(xcc_simplePool, x4_resFactory)); } void ResetGameState() { x134_gameState.reset(new CGameState()); g_GameState = x134_gameState.get(); } }; #if MP1_USE_BOO class CGameArchitectureSupport : public boo::IWindowCallback #else class CGameArchitectureSupport #endif { 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::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)); } 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) { x30_inputGenerator.charKeyDown(charCode, mods, isRepeat); } void charKeyUp(unsigned long charCode, boo::EModifierKey mods) { x30_inputGenerator.charKeyUp(charCode, mods); } void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey mods, bool isRepeat) { x30_inputGenerator.specialKeyDown(key, mods, isRepeat); } void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey mods) { x30_inputGenerator.specialKeyUp(key, 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, boo::ITextureR* 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::Five; 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; void InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr); public: CMain(IFactory& resFactory, CSimplePool& resStore, boo::IGraphicsDataFactory* gfxFactory, boo::IGraphicsCommandQueue* cmdQ, boo::ITextureR* spareTex); void RegisterResourceTweaks(); void ResetGameState(); void StreamNewGameState(CBitStreamReader&, u32 idx); void CheckTweakManagerDebugOptions() {} void SetMFGameBuilt(bool b) { x160_25_mfGameBuilt = b; } void SetScreenFading(bool b) { x160_26_screenFading = b; } //int RsMain(int argc, const boo::SystemChar* argv[]); void Init(const hecl::Runtime::FileStoreManager& storeMgr, boo::IWindow* window, boo::IAudioVoiceEngine* voiceEngine, amuse::IBackendVoiceAllocator& backend); bool Proc(); void Draw(); void Shutdown(); boo::IWindow* GetMainWindow() const; void MemoryCardInitializePump() { if (!g_MemoryCardSys) { std::unique_ptr& memSys = x128_globalObjects.x0_memoryCardSys; if (!memSys) memSys.reset(new CMemoryCardSys()); if (memSys->InitializePump()) { g_MemoryCardSys = memSys.get(); g_GameState->InitializeMemoryStates(); } } } bool CheckReset() { return false; } bool CheckTerminate() { return false; } 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; } 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(); } }; } } #endif // __URDE_MP1_HPP__