mirror of https://github.com/AxioDL/metaforce.git
374 lines
12 KiB
C++
374 lines
12 KiB
C++
#include "Runtime/MP1/CMFGame.hpp"
|
|
|
|
#include "Runtime/CArchitectureQueue.hpp"
|
|
#include "Runtime/MP1/CSamusHud.hpp"
|
|
#include "Runtime/MP1/MP1.hpp"
|
|
#include "Runtime/Audio/CMidiManager.hpp"
|
|
#include "Runtime/AutoMapper/CAutoMapper.hpp"
|
|
#include "Runtime/Camera/CCinematicCamera.hpp"
|
|
#include "Runtime/World/CPlayer.hpp"
|
|
|
|
#include "TCastTo.hpp" // Generated file, do not modify include path
|
|
|
|
namespace urde::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);
|
|
}
|
|
|
|
CMFGame::~CMFGame() {
|
|
CMain& main = static_cast<CMain&>(*g_Main);
|
|
main.SetMFGameBuilt(false);
|
|
main.SetScreenFading(false);
|
|
CDecalManager::Reinitialize();
|
|
}
|
|
|
|
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;
|
|
}
|
|
[[fallthrough]];
|
|
}
|
|
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();
|
|
}
|
|
break;
|
|
}
|
|
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() || input.PSpecialKey(boo::ESpecialKey::Esc)) {
|
|
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() || input.PKey('\t')) && !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.GetModelData()->Touch(*x14_stateManager, 0);
|
|
if (ballVisible)
|
|
player.GetMorphBall()->TouchModel(*x14_stateManager);
|
|
}
|
|
|
|
void CMFGame::Draw() {
|
|
if (!x2a_24_initialized) {
|
|
return;
|
|
}
|
|
SCOPED_GRAPHICS_DEBUG_GROUP("CMFGame::Draw", zeus::skGreen);
|
|
|
|
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) {
|
|
const float c = std::min(1.f, 1.f - x20_cineSkipTime);
|
|
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()) {
|
|
g_GameState->GetWorldTransitionManager()->EnableTransition(0xB7BBD0B4, savwMem.GetWorldNameId(), 1, false, 0.1f,
|
|
16.f, 1.f);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (g_GameState->CurrentWorldAssetId() == 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);
|
|
}
|
|
}
|
|
|
|
CMFGameLoader::~CMFGameLoader() {}
|
|
|
|
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) {
|
|
g_GameState->CurrentWorldState().SetDesiredAreaAssetId(CAssetId());
|
|
x18_guiMgr = std::make_shared<CInGameGuiManager>(*x14_stateMgr, queue);
|
|
}
|
|
if (!x18_guiMgr->CheckLoadComplete(*x14_stateMgr))
|
|
return EMessageReturn::Exit;
|
|
|
|
x1c_loadList.clear();
|
|
|
|
if (!CGraphics::g_BooFactory->areShadersReady())
|
|
return EMessageReturn::Exit;
|
|
|
|
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;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
return EMessageReturn::Exit;
|
|
}
|
|
|
|
void CMFGameLoader::Draw() {
|
|
SCOPED_GRAPHICS_DEBUG_GROUP("CMFGameLoader::Draw", zeus::skGreen);
|
|
g_GameState->GetWorldTransitionManager()->Draw();
|
|
}
|
|
|
|
} // namespace urde::MP1
|