mirror of https://github.com/AxioDL/metaforce.git
421 lines
14 KiB
C++
421 lines
14 KiB
C++
#include "CMFGame.hpp"
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#include "CArchitectureQueue.hpp"
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#include "World/CPlayer.hpp"
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#include "MP1.hpp"
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#include "AutoMapper/CAutoMapper.hpp"
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#include "CSamusHud.hpp"
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#include "TCastTo.hpp"
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#include "Audio/CMidiManager.hpp"
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#include "Camera/CCinematicCamera.hpp"
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namespace urde
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{
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namespace MP1
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{
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CMFGame::CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
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const CArchitectureQueue&)
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: CMFGameBase("CMFGame"), x14_stateManager(stateMgr.lock()), x18_guiManager(guiMgr.lock())
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{
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x2a_25_samusAlive = true;
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static_cast<CMain&>(*g_Main).SetMFGameBuilt(true);
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}
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CIOWin::EMessageReturn CMFGame::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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switch (msg.GetType())
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{
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case EArchMsgType::FrameBegin:
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x14_stateManager->FrameBegin(msg.GetParm<CArchMsgParmInt32>()->x4_parm);
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break;
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case EArchMsgType::TimerTick:
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{
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bool wasInitialized = x2a_24_initialized;
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x2a_24_initialized = true;
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float dt = MakeMsg::GetParmTimerTick(msg).x4_parm;
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/* URDE addition: this is continuously updated for animated UVs even when game paused */
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x14_stateManager->UpdateGraphicsTiming(dt);
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switch (x1c_flowState)
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{
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case EGameFlowState::CinematicSkip:
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{
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x20_cineSkipTime += dt;
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const CEntity* cam = x14_stateManager->GetCameraManager()->GetCurrentCamera(*x14_stateManager);
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TCastToConstPtr<CCinematicCamera> cineCam = cam;
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if ((x20_cineSkipTime >= 1.f && x14_stateManager->SpecialSkipCinematic()) || !cineCam ||
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(cineCam->GetFlags() & 0x10 && x28_skippedCineCam != cineCam->GetUniqueId()))
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{
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static_cast<CMain&>(*g_Main).SetScreenFading(false);
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x1c_flowState = EGameFlowState::InGame;
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x18_guiManager->StartFadeIn();
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x28_skippedCineCam = kInvalidUniqueId;
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break;
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}
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}
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case EGameFlowState::InGame:
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{
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x14_stateManager->SetActiveRandomToDefault();
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switch (x14_stateManager->GetDeferredStateTransition())
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{
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case EStateManagerTransition::InGame:
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x14_stateManager->Update(dt);
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if (!x14_stateManager->ShouldQuitGame())
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break;
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//CGraphics::SetIsBeginSceneClearFb();
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break;
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case EStateManagerTransition::MapScreen:
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EnterMapScreen();
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break;
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case EStateManagerTransition::PauseGame:
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PauseGame();
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break;
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case EStateManagerTransition::LogBook:
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EnterLogBook();
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break;
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case EStateManagerTransition::SaveGame:
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SaveGame();
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break;
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case EStateManagerTransition::MessageScreen:
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EnterMessageScreen(x14_stateManager->GetHUDMessageTime());
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break;
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}
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if (x2a_25_samusAlive && !x14_stateManager->GetPlayerState()->IsPlayerAlive())
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{
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PlayerDied();
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}
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x14_stateManager->ClearActiveRandom();
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break;
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}
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case EGameFlowState::Paused:
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{
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if (x18_guiManager->WasInGame() && x18_guiManager->IsInGame())
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{
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x14_stateManager->SetInSaveUI(x18_guiManager->IsInSaveUI());
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UnpauseGame();
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if (x14_stateManager->GetPauseHUDMessage().IsValid())
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x14_stateManager->IncrementHUDMessageFrameCounter();
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}
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break;
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}
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case EGameFlowState::SamusDied:
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{
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if (x14_stateManager->GetPlayer().IsPlayerDeadEnough())
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{
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static_cast<CMain&>(*g_Main).SetFlowState(EFlowState::LoseGame);
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queue.Push(MakeMsg::CreateQuitGameplay(EArchMsgTarget::Game));
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}
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else
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{
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x14_stateManager->SetActiveRandomToDefault();
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x14_stateManager->Update(dt);
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x14_stateManager->ClearActiveRandom();
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}
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}
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default: break;
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}
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x18_guiManager->Update(*x14_stateManager, dt, queue, IsCameraActiveFlow());
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if (!wasInitialized)
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g_GameState->GetWorldTransitionManager()->EndTransition();
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return EMessageReturn::Exit;
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}
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case EArchMsgType::UserInput:
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{
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if (!x2a_24_initialized)
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break;
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const CFinalInput& input = MakeMsg::GetParmUserInput(msg).x4_parm;
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if (x1c_flowState == EGameFlowState::InGame)
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{
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if (input.ControllerIdx() == 0)
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{
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const CEntity* cam = x14_stateManager->GetCameraManager()->GetCurrentCamera(*x14_stateManager);
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TCastToConstPtr<CCinematicCamera> cineCam = cam;
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if (input.PStart())
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{
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if (cineCam && x14_stateManager->GetSkipCinematicSpecialFunction() != kInvalidUniqueId)
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{
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CMidiManager::StopAll();
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x28_skippedCineCam = cineCam->GetUniqueId();
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x1c_flowState = EGameFlowState::CinematicSkip;
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x20_cineSkipTime = 0.f;
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}
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else if (!cineCam)
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{
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x14_stateManager->DeferStateTransition(EStateManagerTransition::PauseGame);
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}
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}
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else if (input.PZ() && !cineCam && x14_stateManager->CanShowMapScreen())
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{
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x14_stateManager->DeferStateTransition(EStateManagerTransition::MapScreen);
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}
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}
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x14_stateManager->SetActiveRandomToDefault();
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x14_stateManager->ProcessInput(input);
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x14_stateManager->ClearActiveRandom();
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}
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x18_guiManager->ProcessControllerInput(*x14_stateManager, input, queue);
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break;
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}
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case EArchMsgType::FrameEnd:
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{
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x14_stateManager->FrameEnd();
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if (x14_stateManager->ShouldQuitGame())
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queue.Push(MakeMsg::CreateQuitGameplay(EArchMsgTarget::Game));
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break;
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}
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case EArchMsgType::QuitGameplay:
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return EMessageReturn::RemoveIOWin;
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default: break;
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}
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return EMessageReturn::Normal;
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}
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void CMFGame::Touch()
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{
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x14_stateManager->TouchSky();
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x14_stateManager->TouchPlayerActor();
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bool gunVisible = false;
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bool ballVisible = false;
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bool samusVisible = false;
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CPlayer& player = x14_stateManager->GetPlayer();
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switch (player.GetMorphballTransitionState())
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{
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case CPlayer::EPlayerMorphBallState::Unmorphed:
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gunVisible = true;
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break;
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case CPlayer::EPlayerMorphBallState::Morphed:
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ballVisible = true;
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break;
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case CPlayer::EPlayerMorphBallState::Morphing:
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ballVisible = true;
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samusVisible = true;
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break;
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case CPlayer::EPlayerMorphBallState::Unmorphing:
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gunVisible = true;
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samusVisible = true;
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break;
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}
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if (gunVisible)
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player.GetPlayerGun()->TouchModel(*x14_stateManager);
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if (samusVisible)
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player.ModelData()->Touch(*x14_stateManager, 0);
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if (ballVisible)
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player.GetMorphBall()->TouchModel(*x14_stateManager);
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}
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void CMFGame::Draw() const
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{
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if (!x2a_24_initialized)
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return;
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const_cast<CMFGame&>(*this).Touch();
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if (x18_guiManager->GetIsGameDraw())
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{
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static_cast<CMain&>(*g_Main).SetGameFrameDrawn();
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x14_stateManager->PreRender();
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x14_stateManager->DrawWorld();
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x14_stateManager->GetPlayer().IsPlayerDeadEnough();
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}
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x18_guiManager->PreDraw(*x14_stateManager, IsCameraActiveFlow());
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x18_guiManager->Draw(*x14_stateManager);
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if (x1c_flowState == EGameFlowState::CinematicSkip)
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{
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float c = std::min(1.f, 1.f - x20_cineSkipTime);
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const_cast<CColoredQuadFilter&>(m_fadeToBlack).draw(zeus::CColor{c, c, c, c});
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}
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}
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void CMFGame::PlayerDied()
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{
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x1c_flowState = EGameFlowState::SamusDied;
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x2a_25_samusAlive = false;
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}
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void CMFGame::UnpauseGame()
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{
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x1c_flowState = EGameFlowState::InGame;
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CSfxManager::SetChannel(CSfxManager::ESfxChannels::Game);
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x14_stateManager->DeferStateTransition(EStateManagerTransition::InGame);
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}
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void CMFGame::EnterMessageScreen(float time)
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{
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x1c_flowState = EGameFlowState::Paused;
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x18_guiManager->ShowPauseGameHudMessage(*x14_stateManager, x14_stateManager->GetPauseHUDMessage(), time);
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}
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void CMFGame::SaveGame()
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{
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x1c_flowState = EGameFlowState::Paused;
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x18_guiManager->PauseGame(*x14_stateManager, EInGameGuiState::PauseSaveGame);
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}
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void CMFGame::EnterLogBook()
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{
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x1c_flowState = EGameFlowState::Paused;
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x18_guiManager->PauseGame(*x14_stateManager, EInGameGuiState::PauseLogBook);
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}
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void CMFGame::PauseGame()
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{
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x1c_flowState = EGameFlowState::Paused;
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x18_guiManager->PauseGame(*x14_stateManager, EInGameGuiState::PauseGame);
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}
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void CMFGame::EnterMapScreen()
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{
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x1c_flowState = EGameFlowState::Paused;
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x18_guiManager->PauseGame(*x14_stateManager, EInGameGuiState::MapScreen);
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x14_stateManager->SetInMapScreen(true);
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}
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CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader")
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{
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CMain* m = static_cast<CMain*>(g_Main);
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switch (m->GetFlowState())
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{
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case EFlowState::Default:
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case EFlowState::StateSetter:
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{
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CAssetId mlvlId = g_GameState->CurrentWorldAssetId();
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if (g_MemoryCardSys->HasSaveWorldMemory(mlvlId))
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{
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const CSaveWorldMemory& savwMem = g_MemoryCardSys->GetSaveWorldMemory(mlvlId);
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if (savwMem.GetWorldNameId().IsValid())
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{
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CAssetId wtMgrFont = g_ResFactory->TranslateOriginalToNew(0xB7BBD0B4);
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g_GameState->GetWorldTransitionManager()->EnableTransition(wtMgrFont,
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savwMem.GetWorldNameId(),
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1, false, 0.1f, 16.f, 1.f);
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}
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}
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}
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default: break;
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}
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if (g_GameState->CurrentWorldAssetId() == g_ResFactory->TranslateOriginalToNew(0x158EFE17) &&
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g_GameState->CurrentWorldState().GetCurrentAreaId() == 0)
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{
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const SObjectTag* strgTag = g_ResFactory->GetResourceIdByName("STRG_IntroLevelLoad");
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if (strgTag)
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g_GameState->GetWorldTransitionManager()->EnableTransition(-1, strgTag->id,
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0, false, 0.1f, 16.f, 1.f);
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}
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}
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static const char* LoadDepPAKs[] =
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{
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"TestAnim",
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"SamusGun",
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"SamGunFx",
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nullptr
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};
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void CMFGameLoader::MakeLoadDependencyList()
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{
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std::vector<SObjectTag> tags;
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for (int i=0 ; LoadDepPAKs[i] ; ++i)
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g_ResFactory->GetTagListForFile(LoadDepPAKs[i], tags);
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x1c_loadList.reserve(tags.size());
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for (const SObjectTag& tag : tags)
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x1c_loadList.push_back(g_SimplePool->GetObj(tag));
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}
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CIOWin::EMessageReturn CMFGameLoader::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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std::shared_ptr<CWorldTransManager> wtMgr = g_GameState->GetWorldTransitionManager();
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switch (msg.GetType())
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{
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case EArchMsgType::TimerTick:
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{
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const CArchMsgParmReal32& tick = MakeMsg::GetParmTimerTick(msg);
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float dt = tick.x4_parm;
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if (!x2c_24_initialized)
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{
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if (x1c_loadList.empty())
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{
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MakeLoadDependencyList();
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wtMgr->StartTransition();
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return EMessageReturn::Exit;
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}
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u32 loadingCount = 0;
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for (CToken& tok : x1c_loadList)
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{
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tok.Lock();
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if (!tok.IsLoaded())
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++loadingCount;
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}
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wtMgr->Update(dt);
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if (loadingCount)
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return EMessageReturn::Exit;
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x2c_24_initialized = true;
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}
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else
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{
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wtMgr->Update(dt);
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}
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if (!x14_stateMgr)
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{
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CWorldTransManager::WaitForModelsAndTextures();
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CWorldState& wldState = g_GameState->CurrentWorldState();
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x14_stateMgr = std::make_shared<CStateManager>(wldState.RelayTracker(),
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wldState.MapWorldInfo(),
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g_GameState->GetPlayerState(),
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wtMgr,
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wldState.GetLayerState());
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}
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if (x14_stateMgr->xb3c_initPhase != CStateManager::EInitPhase::Done)
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{
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CWorldState& wldState = g_GameState->CurrentWorldState();
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x14_stateMgr->InitializeState(wldState.GetWorldAssetId(),
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wldState.GetCurrentAreaId(),
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wldState.GetDesiredAreaAssetId());
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return EMessageReturn::Exit;
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}
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if (!x18_guiMgr)
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x18_guiMgr = std::make_shared<CInGameGuiManager>(*x14_stateMgr, queue);
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if (!x18_guiMgr->CheckLoadComplete(*x14_stateMgr))
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return EMessageReturn::Exit;
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x1c_loadList.clear();
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wtMgr->StartTextFadeOut();
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x2c_25_transitionFinished = wtMgr->IsTransitionFinished();
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return EMessageReturn::Exit;
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}
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case EArchMsgType::FrameEnd:
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{
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if (x2c_25_transitionFinished)
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{
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queue.Push(
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MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000,
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std::make_shared<CMFGame>(x14_stateMgr, x18_guiMgr, queue)));
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return EMessageReturn::RemoveIOWinAndExit;
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}
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}
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default:
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break;
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}
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return EMessageReturn::Exit;
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}
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void CMFGameLoader::Draw() const { g_GameState->GetWorldTransitionManager()->Draw(); }
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}
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}
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