metaforce/Runtime/MP1/CMFGame.cpp

421 lines
14 KiB
C++

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