The-Simpsons-Hit-and-Run/game/code/contexts/gameplay/gameplaycontext.cpp

617 lines
19 KiB
C++

//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File:
//
// Description: Implement GameplayContext
//
// History: 21/05/2002 + Created -- NAME
//
//=============================================================================
//========================================
// System Includes
//========================================
// Foundation Tech
#include <raddebug.hpp>
#include <radtime.hpp>
#include <raddebugwatch.hpp>
//========================================
// Project Includes
//========================================
#include <ai/vehicle/vehicleairender.h>
#include <camera/animatedcam.h>
#include <camera/debugcam.h>
#include <camera/followcam.h>
#include <camera/relativeanimatedcam.h>
#include <camera/chasecam.h>
#include <camera/bumpercam.h>
#include <camera/kullcam.h>
#include <camera/trackercam.h>
#include <camera/walkercam.h>
#include <camera/railcam.h>
#include <camera/wrecklesscam.h>
#include <camera/supercammanager.h>
#include <camera/conversationcam.h>
#include <camera/reversecam.h>
#include <camera/snapshotcam.h>
#ifdef RAD_WIN32
#include <camera/pccam.h>
#endif
//#include <camera/firstpersoncam.h>
#include <contexts/gameplay/gameplaycontext.h>
#include <contexts/contextenum.h>
#include <events/eventmanager.h>
#include <gameflow/gameflow.h>
#include <data/gamedatamanager.h>
#include <interiors/interiormanager.h>
#include <memory/leakdetection.h>
#include <memory/srrmemory.h>
#include <meta/triggervolumetracker.h>
#include <mission/gameplaymanager.h>
#include <mission/charactersheet/charactersheetmanager.h>
#include <presentation/presentation.h>
#include <presentation/gui/guisystem.h>
#include <render/rendermanager/rendermanager.h>
#include <render/RenderManager/RenderLayer.h>
#include <worldsim/character/footprint/footprintmanager.h>
#include <worldsim/worldphysicsmanager.h>
#include <worldsim/avatarmanager.h>
#include <worldsim/coins/coinmanager.h>
#include <worldsim/skidmarks/skidmarkmanager.h>
#include <worldsim/coins/sparkle.h>
#include <worldsim/hitnrunmanager.h>
#include <ai/actionbuttonmanager.h>
#include <ai/actor/actormanager.h>
#include <worldsim/character/charactermanager.h>
#include <worldsim/traffic/trafficmanager.h>
#include <worldsim/ped/pedestrianmanager.h>
#include <render/breakables/breakablesmanager.h>
#include <render/particles/particlemanager.h>
#include <render/animentitydsgmanager/animentitydsgmanager.h>
#include <render/RenderManager/WorldRenderLayer.h>
#include <worldsim/skidmarks/skidmarkgenerator.h>
#include <sound/soundmanager.h>
#include <roads/roadmanager.h>
#include <input/inputmanager.h>
#include <p3d/light.hpp>
#include <p3d/view.hpp>
//******************************************************************************
//
// Global Data, Local Data, Local Classes
//
//******************************************************************************
// Static pointer to instance of singleton.
GameplayContext* GameplayContext::spInstance = NULL;
//******************************************************************************
//
// Public Member Functions
//
//******************************************************************************
//==============================================================================
// GameplayContext::GetInstance
//==============================================================================
//
// Description: - Access point for the GameplayContext singleton.
// - Creates the GameplayContext if needed.
//
// Parameters: None.
//
// Return: Pointer to the GameplayContext.
//
// Constraints: This is a singleton so only one instance is allowed.
//
//==============================================================================
GameplayContext* GameplayContext::GetInstance()
{
if( spInstance == NULL )
{
spInstance = new(GMA_PERSISTENT) GameplayContext;
rAssert( spInstance );
}
return spInstance;
}
//==============================================================================
// GameplayContext::GameplayContext
//==============================================================================
// Description: Constructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
GameplayContext::GameplayContext() :
m_PausedAllButPresentation( false ),
mSlowMoHack( false )
{
#ifdef DEBUGWATCH
radDbgWatchAddUnsignedInt( &mDebugPhysTiming, "Debug Phys micros", "GameplayContext", NULL, NULL );
radDbgWatchAddUnsignedInt( &mDebugTimeDelta, "Debug dT micros", "GameplayContext", NULL, NULL );
radDbgWatchAddUnsignedInt( &mDebugOnUpdateDT, "Gameplay dT micros", "GameplayContext", NULL, NULL );
radDbgWatchAddBoolean(&mSlowMoHack, "Slow Mo Hack", "GameplayContext", NULL, NULL);
#endif
}
//==============================================================================
// GameplayContext::~GameplayContext
//==============================================================================
// Description: Destructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
GameplayContext::~GameplayContext()
{
#ifdef DEBUGWATCH
radDbgWatchDelete(&mDebugPhysTiming);
radDbgWatchDelete(&mDebugTimeDelta);
radDbgWatchDelete(&mDebugOnUpdateDT);
radDbgWatchDelete(&mSlowMoHack);
#endif
}
//******************************************************************************
//
// Private Member Functions
//
//******************************************************************************
//=============================================================================
// GameplayContext::OnStart
//=============================================================================
// Description: Comment
//
// Parameters: ( ContextEnum previousContext )
//
// Return: void
//
//=============================================================================
void GameplayContext::OnStart( ContextEnum previousContext )
{
// Common to all playing contexts.
//
PlayingContext::OnStart( previousContext );
MEMTRACK_PUSH_FLAG( "Gameplay" );
// do gameplay initializations only if previous context was loading context
if( previousContext == CONTEXT_LOADING_GAMEPLAY )
{
// RenderManager
//
RenderManager* rm = GetRenderManager();
RenderLayer* rl = rm->mpLayer( RenderEnums::LevelSlot );
rAssert( rl );
#ifdef DEBUGWATCH
// bootstrap vehicleai renderer
VehicleAIRender::GetVehicleAIRender();
#endif
// Set up cameras
//
unsigned int iNumPlayers = GetGameplayManager()->GetNumPlayers();
rl->SetNumViews( iNumPlayers );
rl->SetUpViewCam();
p3d::inventory->SelectSection("Default");
tLightGroup* sun = p3d::find<tLightGroup>("sun");
rAssert( sun );
rm->SetLevelLayerLights( sun );
float aspect = p3d::display->IsWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
if( iNumPlayers == 2 )
{
aspect = 4.0f / 1.5f;
}
for( unsigned int view = 0; view < iNumPlayers; view++ )
{
tPointCamera* cam = static_cast<tPointCamera*>( rl->pCam( view ) );
rAssert( dynamic_cast<tPointCamera*> ( cam ) != NULL );
rAssert( cam );
SuperCamCentral* scc = GetSuperCamManager()->GetSCC( view );
rAssert( scc );
scc->SetCamera( cam );
FollowCam* fc = new FollowCam( FollowCam::FOLLOW_NEAR );
fc->SetAspect( aspect );
fc->CopyToData();
scc->RegisterSuperCam( fc );
fc = new FollowCam( FollowCam::FOLLOW_FAR );
fc->SetAspect( aspect );
fc->CopyToData();
scc->RegisterSuperCam( fc );
SuperCam* sc = new BumperCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new ChaseCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new KullCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new DebugCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new TrackerCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new WalkerCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new ComedyCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new WrecklessCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new ConversationCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new ReverseCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new AnimatedCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new RelativeAnimatedCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
// sc = new FirstPersonCam();
// sc->SetAspect( aspect );
// scc->RegisterSuperCam( sc );
#ifdef RAD_WIN32
sc = new PCCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
#endif
#if !defined(FINAL) && defined(RAD_XBOX)
sc = new SnapshotCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
#endif
}
// Boot strap the AvatarManager.
//
GetAvatarManager( )->EnterGame( );
GetActionButtonManager( )->EnterGame( );
TrafficManager::GetInstance()->Init();
PedestrianManager::GetInstance()->Init();
// Prepare the manager to start gameplay
//
//GetGameplayManager()->Reset();
#ifdef RAD_DEMO
GetGameplayManager()->ResetIdleTime();
#endif
// Start up GUI in-game manager
GetGuiSystem()->HandleMessage( GUI_MSG_RUN_INGAME );
// register GUI user input handler for active players only
//
int activeControllerIDs = 0;
for( int i = 0; i < MAX_PLAYERS; i++ )
{
int controllerID = GetInputManager()->GetControllerIDforPlayer( i );
if( controllerID != -1 )
{
activeControllerIDs |= (1 << controllerID);
}
}
GetGuiSystem()->RegisterUserInputHandlers( activeControllerIDs );
// Tell GameData Manager that game has been started
//
GetGameDataManager()->SetGameLoaded();
//Set up the sorting of the intersections and stuff.
RoadManager::GetInstance()->CreateRoadNetwork();
//Find skid mark shaders in the inventory and set proper values
SkidMarkGenerator::InitShaders();
GetSkidmarkManager()->Init();
//
// Notify the sound system of gameplay start. This has been moved after
// the GUI startup above, since that leads to a mission reset, which causes
// character position in or out of the car to be decided, which the sound
// system uses to determine which sounds to start playing.
//
SoundManager::GetInstance()->OnGameplayStart();
GetInteriorManager()->OnGameplayStart();
GetHitnRunManager()->ResetState();
//tick character manager once, to get state system and choreo started
GetCharacterManager()->PreSimUpdate( 0.0001f );
GetCharacterManager()->PreSubstepUpdate( 0.0001f );
GetCharacterManager()->Update( 0.0001f );
GetCharacterManager()->PostSubstepUpdate( 0.0001f );
GetCharacterManager()->PostSimUpdate( 0.0001f );
}
GetPresentationManager()->OnGameplayStart();
HeapMgr()->ResetArtStats();
GetEventManager()->TriggerEvent( EVENT_LEVEL_START );
if( previousContext != CONTEXT_PAUSE )
{
AnimatedCam::CheckPendingCameraSwitch();
}
for( int view = 0; view < GetGameplayManager()->GetNumPlayers(); view++ )
{
SuperCamCentral* scc = GetSuperCamManager()->GetSCC( view );
scc->SetIsInitialCamera(true);
}
GetGameplayManager()->Update( 0 );
GetTriggerVolumeTracker()->Update( 0 );
}
//=============================================================================
// GameplayContext::OnStop
//=============================================================================
// Description: Comment
//
// Parameters: ( ContextEnum nextContext )
//
// Return: void
//
//=============================================================================
void GameplayContext::OnStop( ContextEnum nextContext )
{
GetPresentationManager()->OnGameplayStop();
// turn off controller rumble, to comply w/ TCR/TRC standards
//
GetInputManager()->ToggleRumble( false );
// Common to all playing contexts.
//
PlayingContext::OnStop( nextContext );
}
//=============================================================================
// GameplayContext::OnUpdate
//=============================================================================
// Description: Comment
//
// Parameters: ( unsigned int elapsedTime )
//
// Return: void
//
//=============================================================================
void GameplayContext::OnUpdate( unsigned int elapsedTime )
{
#ifdef DEBUGWATCH
mDebugOnUpdateDT = radTimeGetMicroseconds();
#endif
#ifndef FINAL
if( CommandLineOptions::Get( CLO_PRINT_FRAMERATE ) )
{
//
// Merasure the time taken to render frames 100-500
//
const unsigned int startFrame = 200;
const unsigned int endFrame = 600;
static unsigned int count = 0;
++count;
static unsigned int totalTime = 0;
totalTime += elapsedTime;
if( count == startFrame )
{
totalTime = 0;
}
if( count == endFrame )
{
const unsigned int frames = endFrame - startFrame;
float msPerFrame = totalTime / static_cast< float >( frames );
rReleasePrintf( "====================================\n" );
rReleasePrintf( "%d frames rendered in %dms\n", frames, totalTime );
rReleasePrintf( "%fms per frame\n", msPerFrame );
rReleasePrintf( "====================================\n" );
}
}
static int frameCount = 60;
frameCount--;
if( frameCount == 0 )
{
HeapMgr()->ResetArtStats();
}
#endif
// hack for yousuf
if( mSlowMoHack )
{
//elapsedTime = 1;
elapsedTime = 2;
}
if( !m_PausedAllButPresentation )
{
float timeins = (float)(elapsedTime) / 1000.0f;
BEGIN_PROFILE("GameplayManager");
if ( m_state != S_SUSPENDED )
{
GetGameplayManager()->Update( elapsedTime );
}
END_PROFILE("GameplayManager");
GetAvatarManager()->Update( timeins );
GetFootprintManager()->Update( elapsedTime );
GetCharacterManager()->GarbageCollect( );
BEGIN_PROFILE( "Update Particles" );
GetParticleManager()->Update( elapsedTime );
GetBreakablesManager()->Update( elapsedTime );
GetAnimEntityDSGManager()->Update( elapsedTime );
END_PROFILE( "Update Particles" );
#ifdef DEBUGWATCH
unsigned int t0 = radTimeGetMicroseconds();
#endif
BEGIN_PROFILE("WorldPhysics");
GetWorldPhysicsManager()->Update(elapsedTime);
END_PROFILE("WorldPhysics");
// ordering is important. Unless other parts of code change, we must call
// this before WorldPhysManager::Update() because PedestrianManager
// sets the flags for all characters to be updated in WorldPhys Update
PedestrianManager::GetInstance()->Update( elapsedTime );
#ifdef DEBUGWATCH
mDebugTimeDelta = elapsedTime;
mDebugPhysTiming = radTimeGetMicroseconds()-t0 ;
#endif
BEGIN_PROFILE("TriggerVolumeTracker");
GetTriggerVolumeTracker()->Update( elapsedTime );
END_PROFILE("TriggerVolumeTracker");
BEGIN_PROFILE("TrafficManager");
TrafficManager::GetInstance()->Update( elapsedTime );
END_PROFILE("TrafficManager");
BEGIN_PROFILE("ActorManager");
ActorManager::GetInstance()->Update( elapsedTime );
END_PROFILE("ActorManager");
BEGIN_PROFILE("InteriorManager");
GetInteriorManager()->Update( elapsedTime );
END_PROFILE("InteriorManager");
BEGIN_PROFILE("SkidmarkManager");
GetSkidmarkManager()->Update( elapsedTime );
END_PROFILE("SkidmarkManager");
BEGIN_PROFILE( "CoinManager" );
GetCoinManager()->Update( elapsedTime );
GetSparkleManager()->Update( elapsedTime );
END_PROFILE( "CoinManager" );
BEGIN_PROFILE( "HitnRunManager" );
GetHitnRunManager()->Update( elapsedTime );
END_PROFILE( "HitnRunManager" );
}
#ifdef RAD_DEMO
GetGameplayManager()->UpdateIdleTime( elapsedTime );
#endif
BEGIN_PROFILE("PresentationManager");
GetPresentationManager()->Update( elapsedTime );
END_PROFILE("PresentationManager");
// Common to all playing contexts.
//
PlayingContext::OnUpdate( elapsedTime );
#ifdef DEBUGWATCH
mDebugOnUpdateDT = radTimeGetMicroseconds()-mDebugOnUpdateDT;
#endif
}
//=============================================================================
// GameplayContext::OnSuspend
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void GameplayContext::OnSuspend()
{
// Common to all playing contexts.
//
PlayingContext::OnSuspend();
}
//=============================================================================
// GameplayContext::OnResume
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void GameplayContext::OnResume()
{
// Common to all playing contexts.
//
PlayingContext::OnResume();
}
//=============================================================================
// GameplayContext::PauseAllButPresentation
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void GameplayContext::PauseAllButPresentation( const bool pause )
{
m_PausedAllButPresentation = pause;
}