mirror of https://github.com/AxioDL/metaforce.git
307 lines
8.8 KiB
C++
307 lines
8.8 KiB
C++
#ifndef __URDE_MP1_HPP__
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#define __URDE_MP1_HPP__
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#define MP1_USE_BOO 0
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#include <boo/boo.hpp>
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#include <boo/graphicsdev/GL.hpp>
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#include <boo/audiodev/IAudioVoiceEngine.hpp>
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#include "CMemory.hpp"
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#include "CTweaks.hpp"
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#include "CPlayMovie.hpp"
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#include "IOStreams.hpp"
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#include "CBasics.hpp"
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#include "CMemoryCardSys.hpp"
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#include "CResFactory.hpp"
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#include "CSimplePool.hpp"
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#include "Character/CAssetFactory.hpp"
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#include "World/CAi.hpp"
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#include "CGameState.hpp"
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#include "CInGameTweakManager.hpp"
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#include "Particle/CElementGen.hpp"
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#include "Character/CAnimData.hpp"
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#include "Particle/CDecalManager.hpp"
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#include "Particle/CGenDescription.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "Audio/CAudioSys.hpp"
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#include "Input/CInputGenerator.hpp"
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#include "GuiSys/CGuiSys.hpp"
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#include "CIOWinManager.hpp"
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#include "GuiSys/CSplashScreen.hpp"
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#include "CMainFlow.hpp"
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#include "GuiSys/CConsoleOutputWindow.hpp"
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#include "GuiSys/CTextParser.hpp"
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#include "Audio/CAudioStateWin.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CArchitectureQueue.hpp"
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#include "MP1.hpp"
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#include "CTimeProvider.hpp"
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#include "GuiSys/CTextExecuteBuffer.hpp"
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#include "DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp"
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#include "DataSpec/DNAMP1/Tweaks/CTweakGame.hpp"
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namespace urde
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{
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class CStopwatch;
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class IFactory;
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class IObjectStore;
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namespace MP1
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{
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enum class EGameplayResult
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{
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None,
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Win,
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Lose,
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Playing
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};
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class CGameGlobalObjects
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{
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CMemoryCardSys x0_memoryCardSys;
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IFactory& x4_resFactory;
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CSimplePool& xcc_simplePool;
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CCharacterFactoryBuilder xec_charFactoryBuilder;
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CAiFuncMap x110_aiFuncMap;
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CGameState x134_gameState;
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CInGameTweakManager x150_tweakManager;
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std::unique_ptr<CBooRenderer> m_renderer;
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void LoadStringTable()
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{
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}
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static CBooRenderer*
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AllocateRenderer(IObjectStore& store, IFactory& resFactory)
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{
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g_Renderer = new CBooRenderer(store, resFactory);
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return g_Renderer;
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}
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public:
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CGameGlobalObjects(IFactory& resFactory,
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CSimplePool& objStore)
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: x4_resFactory(resFactory), xcc_simplePool(objStore)
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{
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g_MemoryCardSys = &x0_memoryCardSys;
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g_ResFactory = &x4_resFactory;
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g_SimplePool = &xcc_simplePool;
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g_CharFactoryBuilder = &xec_charFactoryBuilder;
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g_AiFuncMap = &x110_aiFuncMap;
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g_GameState = &x134_gameState;
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g_TweakManager = &x150_tweakManager;
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}
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void PostInitialize()
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{
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LoadStringTable();
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m_renderer.reset(AllocateRenderer(xcc_simplePool, x4_resFactory));
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}
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};
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#if MP1_USE_BOO
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class CGameArchitectureSupport : public boo::IWindowCallback
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#else
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class CGameArchitectureSupport
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#endif
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{
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CArchitectureQueue m_archQueue;
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CAudioSys m_audioSys;
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CInputGenerator m_inputGenerator;
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CGuiSys m_guiSys;
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CIOWinManager m_ioWinManager;
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CSplashScreen m_splashScreen;
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CMainFlow m_mainFlow;
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CConsoleOutputWindow m_consoleWindow;
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CAudioStateWin m_audioStateWin;
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boo::SWindowRect m_windowRect;
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bool m_rectIsDirty;
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void mouseDown(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
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{ m_inputGenerator.mouseDown(coord, button, mods); }
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void mouseUp(const boo::SWindowCoord &coord, boo::EMouseButton button, boo::EModifierKey mods)
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{ m_inputGenerator.mouseUp(coord, button, mods); }
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void mouseMove(const boo::SWindowCoord &coord)
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{ m_inputGenerator.mouseMove(coord); }
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void scroll(const boo::SWindowCoord &coord, const boo::SScrollDelta &scroll)
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{ m_inputGenerator.scroll(coord, scroll); }
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void charKeyDown(unsigned long charCode, boo::EModifierKey mods, bool isRepeat)
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{ m_inputGenerator.charKeyDown(charCode, mods, isRepeat); }
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void charKeyUp(unsigned long charCode, boo::EModifierKey mods)
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{ m_inputGenerator.charKeyUp(charCode, mods); }
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void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey mods, bool isRepeat)
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{ m_inputGenerator.specialKeyDown(key, mods, isRepeat); }
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void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey mods)
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{ m_inputGenerator.specialKeyUp(key, mods); }
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void modKeyDown(boo::EModifierKey mod, bool isRepeat)
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{ m_inputGenerator.modKeyDown(mod, isRepeat);}
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void modKeyUp(boo::EModifierKey mod)
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{ m_inputGenerator.modKeyUp(mod); }
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void destroyed() { m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport))); }
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void resized(const boo::SWindowRect &rect)
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{
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m_windowRect = rect;
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m_rectIsDirty = true;
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}
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public:
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CGameArchitectureSupport()
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: m_audioSys(0,0,0,0,0),
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m_inputGenerator(0.0f /*g_tweakPlayer->GetLeftLogicalThreshold()*/,
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0.0f /*g_tweakPlayer->GetRightLogicalThreshold()*/),
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m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
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{
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g_GuiSys = &m_guiSys;
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m_inputGenerator.startScanning();
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}
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bool Update()
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{
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bool finished = false;
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m_inputGenerator.Update(1.0 / 60.0, m_archQueue);
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g_GameState->GetWorldTransitionManager()->TouchModels();
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int unk = 0;
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m_archQueue.Push(std::move(MakeMsg::CreateFrameBegin(EArchMsgTarget::Game, unk)));
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m_ioWinManager.PumpMessages(m_archQueue);
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/*
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while (m_archQueue)
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{
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CArchitectureMessage msg = m_archQueue.Pop();
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if (msg.GetTarget() == EArchMsgTarget::ArchitectureSupport)
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{
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if (msg.GetType() == EArchMsgType::ApplicationExit)
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finished = true;
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}
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if (msg.GetTarget() == EArchMsgTarget::Game && msg.GetType() == EArchMsgType::UserInput)
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{
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const CArchMsgParmUserInput* input = msg.GetParm<CArchMsgParmUserInput>();
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if (input->x4_parm.DStart())
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m_archQueue.Push(std::move(MakeMsg::CreateApplicationExit(EArchMsgTarget::ArchitectureSupport)));
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}
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}
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*/
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return finished;
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}
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bool isRectDirty() { return m_rectIsDirty; }
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const boo::SWindowRect& getWindowRect()
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{
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m_rectIsDirty = false;
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return m_windowRect;
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}
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};
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#if MP1_USE_BOO
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class CMain : public boo::IApplicationCallback
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#else
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class CMain
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#endif
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{
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#if MP1_USE_BOO
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boo::IWindow* mainWindow;
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int appMain(boo::IApplication* app);
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void appQuitting(boo::IApplication*)
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{ xe8_b24_finished = true; }
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void appFilesOpen(boo::IApplication*, const std::vector<std::string>& paths)
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{
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fprintf(stderr, "OPENING: ");
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for (const std::string& path : paths)
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fprintf(stderr, "%s ", path.c_str());
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fprintf(stderr, "\n");
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}
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#endif
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public:
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enum class FlowState
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{
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Zero,
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One,
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Two,
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Three,
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Four,
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Five,
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Six,
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};
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private:
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struct BooSetter
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{
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BooSetter(boo::IGraphicsDataFactory* factory,
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boo::IGraphicsCommandQueue* cmdQ,
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boo::ITextureR* spareTex);
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} m_booSetter;
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//CMemorySys x6c_memSys;
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CTweaks x70_tweaks;
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EGameplayResult xe4_gameplayResult;
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bool xe8_b24_finished = false;
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/* urde addition: these are simply initialized along with everything else */
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CGameGlobalObjects x128_globalObjects;
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CGameArchitectureSupport m_archSupport;
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FlowState x12c_ = FlowState::Five;
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u32 x130_[10] = { 1000000 };
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union
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{
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struct
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{
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bool x160_24_ : 1;
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bool x160_25_ : 1;
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bool x160_26_ : 1;
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bool x160_27_ : 1;
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bool x160_28_ : 1;
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bool x160_29_ : 1;
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bool x160_30_ : 1;
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bool x160_31_ : 1;
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bool x161_24_ : 1;
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};
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u16 _dummy = 0;
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};
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u32 x164_ = 0;
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void InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine);
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public:
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CMain(IFactory& resFactory, CSimplePool& resStore,
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boo::IGraphicsDataFactory* gfxFactory,
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boo::IGraphicsCommandQueue* cmdQ,
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boo::ITextureR* spareTex);
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void RegisterResourceTweaks();
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void ResetGameState();
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void StreamNewGameState(CInputStream&);
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void CheckTweakManagerDebugOptions() {}
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//int RsMain(int argc, const boo::SystemChar* argv[]);
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void Init(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine);
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bool Proc();
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void Shutdown();
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bool CheckReset();
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bool CheckTerminate() {return false;}
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void DrawDebugMetrics(double, CStopwatch&) {}
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void DoPredrawMetrics() {}
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void FillInAssetIDs();
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void LoadAudio();
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void ShutdownSubsystems();
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EGameplayResult GetGameplayResult() const {return xe4_gameplayResult;}
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void SetGameplayResult(EGameplayResult wl) {xe4_gameplayResult = wl;}
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FlowState GetFlowState() const { return x12c_; }
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};
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}
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}
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#endif // __URDE_MP1_HPP__
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