mirror of https://github.com/AxioDL/metaforce.git
322 lines
10 KiB
C++
322 lines
10 KiB
C++
#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<CSimplePool> m_gameSimplePool;
|
|
std::unique_ptr<CResFactory> m_gameResFactory;
|
|
std::unique_ptr<CMemoryCardSys> x0_memoryCardSys;
|
|
IFactory* x4_resFactory;
|
|
CSimplePool* xcc_simplePool;
|
|
CCharacterFactoryBuilder xec_charFactoryBuilder;
|
|
CAiFuncMap x110_aiFuncMap;
|
|
std::unique_ptr<CGameState> x134_gameState;
|
|
TLockedToken<CStringTable> x13c_mainStringTable;
|
|
CInGameTweakManager x150_tweakManager;
|
|
std::unique_ptr<IRenderer> 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 = 0;
|
|
|
|
enum class EAudioLoadStatus { Loading, Loaded, Uninitialized };
|
|
EAudioLoadStatus x88_audioLoadStatus = EAudioLoadStatus::Uninitialized;
|
|
std::vector<TToken<CAudioGroupSet>> 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<std::string>& 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<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::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<CGameArchitectureSupport> x164_archSupport;
|
|
|
|
boo::IWindow* m_mainWindow = nullptr;
|
|
|
|
hecl::CVarManager* m_cvarMgr = nullptr;
|
|
std::unique_ptr<hecl::Console> m_console;
|
|
// Warmup state
|
|
std::vector<SObjectTag> m_warmupTags;
|
|
std::vector<SObjectTag>::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<boo::ITextureR>& 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<std::string>&) { m_doQuit = true; }
|
|
void Give(hecl::Console*, const std::vector<std::string>&);
|
|
void Remove(hecl::Console*, const std::vector<std::string>&);
|
|
void God(hecl::Console*, const std::vector<std::string>&);
|
|
void Teleport(hecl::Console*, const std::vector<std::string>&);
|
|
void ListWorlds(hecl::Console*, const std::vector<std::string>&);
|
|
void Warp(hecl::Console*, const std::vector<std::string>&);
|
|
hecl::Console* Console() const { return m_console.get(); }
|
|
|
|
int m_warpWorldIdx = -1;
|
|
TAreaId m_warpAreaId = 0;
|
|
u64 m_warpLayerBits = 0;
|
|
std::vector<TEditorId> m_warpMemoryRelays;
|
|
};
|
|
|
|
} // namespace MP1
|
|
} // namespace urde
|