545 lines
16 KiB
C++
545 lines
16 KiB
C++
//=============================================================================
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// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
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//
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// File: supersprintcontext.cpp
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//
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// Description: Implement SuperSprintContext
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//
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// History: 2/8/2003 + Created -- Cary Brisebois
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//
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//=============================================================================
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//========================================
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// System Includes
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//========================================
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// Foundation Tech
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#include <raddebug.hpp>
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#include <p3d/shadow.hpp>
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//========================================
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// Project Includes
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//========================================
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#include <ai/vehicle/vehicleairender.h>
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#include <contexts/supersprint/supersprintcontext.h>
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#include <memory/srrmemory.h>
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#include <gameflow/gameflow.h>
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#include <main/commandlineoptions.h>
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#include <main/game.h>
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#include <memory/leakdetection.h>
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#include <render/rendermanager/rendermanager.h>
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#include <render/rendermanager/renderlayer.h>
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#include <worldsim/coins/coinmanager.h>
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#include <worldsim/coins/sparkle.h>
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#include <worldsim/hitnrunmanager.h>
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#include <worldsim/vehiclecentral.h>
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#include <worldsim/worldphysicsmanager.h>
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#include <worldsim/avatarmanager.h>
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#include <worldsim/character/charactermanager.h>
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#include <worldsim/traffic/trafficmanager.h>
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#include <worldsim/ped/pedestrianmanager.h>
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#include <worldsim/skidmarks/skidmarkmanager.h>
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#include <render/breakables/breakablesmanager.h>
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#include <render/particles/particlemanager.h>
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#include <render/animentitydsgmanager/animentitydsgmanager.h>
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#include <render/RenderManager/WorldRenderLayer.h>
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#include <worldsim/skidmarks/skidmarkgenerator.h>
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#include <sound/soundmanager.h>
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#include <meta/triggervolumetracker.h>
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#include <pedpaths/pathmanager.h>
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#include <input/inputmanager.h>
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// TODO: Remove once we put CreateRoadNetwork in the levels pipe
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#include <roads/roadmanager.h>
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#include <p3d/light.hpp>
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#include <p3d/view.hpp>
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#include <worldsim/worldobject.h>
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#include <ai/actionbuttonmanager.h>
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#include <camera/supercammanager.h>
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#include <camera/supercamcentral.h>
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#include <camera/supercam.h>
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#include <camera/supersprintcam.h>
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#include <camera/bumpercam.h>
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#include <camera/kullcam.h>
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#include <camera/wrecklesscam.h>
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#include <camera/followcam.h>
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#include <camera/animatedcam.h>
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#include <camera/walkercam.h>
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#include <supersprint/supersprintmanager.h>
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#include <ai/actor/actormanager.h>
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#include <presentation/presentation.h>
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#include <mission/animatedicon.h>
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#include <presentation/gui/guisystem.h>
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#include <presentation/gui/guiwindow.h>
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#include <render/animentitydsgmanager/animentitydsgmanager.h>
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//*****************************************************************************
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//
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// Global Data, Local Data, Local Classes
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//
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//*****************************************************************************
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SuperSprintContext* SuperSprintContext::spInstance = NULL;
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const int NUM_SKID_MARKS_SUPER_SPRINT = 30;
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//*****************************************************************************
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//
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// Public Member Functions
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//
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//*****************************************************************************
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SuperSprintContext* SuperSprintContext::GetInstance()
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{
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if ( spInstance == NULL )
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{
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HeapMgr()->PushHeap( GMA_PERSISTENT );
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spInstance = new SuperSprintContext();
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HeapMgr()->PopHeap(GMA_PERSISTENT);
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}
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return spInstance;
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}
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//*****************************************************************************
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//
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// Protected Member Functions
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//
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//*****************************************************************************
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//=============================================================================
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// SuperSprintContext::OnStart
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( ContextEnum previousContext )
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//
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// Return: void
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//
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//=============================================================================
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void SuperSprintContext::OnStart( ContextEnum previousContext )
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{
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this->Resume();
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// Common to all playing contexts.
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//
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PlayingContext::OnStart( previousContext );
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////////////////////////////////////////////////////////////
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// RenderManager
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RenderManager* rm = GetRenderManager();
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RenderLayer* rl = rm->mpLayer( RenderEnums::LevelSlot );
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rAssert( rl );
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GetRenderManager()->mpLayer( RenderEnums::PresentationSlot )->Chill();
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#ifdef DEBUGWATCH
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// bootstrap vehicleai renderer
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VehicleAIRender::GetVehicleAIRender();
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#endif
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////////////////////////////////////////////////////////////
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// Cameras set up
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rl->SetNumViews( 1 );
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rl->SetUpViewCam();
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p3d::inventory->SelectSection("Default");
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tLightGroup* sun = p3d::find<tLightGroup>("sun");
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rAssert( sun );
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for( unsigned int i = 0; i < rl->GetNumViews(); i++ )
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{
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for(int j=0;j<sun->GetNumLights();j++)
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{
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rl->pView(i)->AddLight( sun->GetLight(j) );
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}
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}
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// Disable mood lighting in supersprint mode
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rm->SetLevelLayerLights( NULL );
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float aspect = p3d::display->IsWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
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unsigned int view = 0;
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tPointCamera* cam = static_cast<tPointCamera*>( rl->pCam( view ) );
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rAssert( dynamic_cast<tPointCamera*> ( cam ) != NULL );
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rAssert( cam );
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SuperCam* sc = NULL;
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sc = new SuperSprintCam();
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sc->SetAspect( aspect );
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for( int i = 0; i < GetGameplayManager()->GetNumPlayers(); ++i )
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{
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SuperCamCentral* scc = GetSuperCamManager()->GetSCC( i );
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rAssert( scc );
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scc->SetCamera( cam );
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scc->RegisterSuperCam( sc );
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//Start with the right cam
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scc->SelectSuperCam( SuperCam::SUPER_SPRINT_CAM, SuperCamCentral::CUT | SuperCamCentral::QUICK, 0 );
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}
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//Hack to add the other cameras to player 0
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SuperCamCentral* scc = GetSuperCamManager()->GetSCC( 0 );
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sc = new BumperCam();
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sc->SetAspect( aspect );
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scc->RegisterSuperCam( sc );
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FollowCam* fc = new FollowCam( FollowCam::FOLLOW_NEAR );
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fc->SetAspect( aspect );
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fc->CopyToData();
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scc->RegisterSuperCam( fc );
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fc = new FollowCam( FollowCam::FOLLOW_FAR );
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fc->SetAspect( aspect );
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fc->CopyToData();
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scc->RegisterSuperCam( fc );
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sc = new KullCam();
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sc->SetAspect( aspect );
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scc->RegisterSuperCam( sc );
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sc = new WrecklessCam();
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sc->SetAspect( aspect );
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scc->RegisterSuperCam( sc );
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sc = new AnimatedCam();
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sc->SetAspect( aspect );
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scc->RegisterSuperCam( sc );
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sc = new ComedyCam();
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sc->SetAspect( aspect );
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scc->RegisterSuperCam( sc );
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////////////////////////////////////////////////////////////
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// AvatarManager Bootstrapping
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GetAvatarManager( )->EnterGame( );
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////////////////////////////////////////////////////////////
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// TrafficManager Init
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//TrafficManager::GetInstance()->Init();
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////////////////////////////////////////////////////////////
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// PedestrianManager Init
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PedestrianManager::GetInstance()->Init();
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// TODO: Move this into level pipe
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//Set up the sorting of the intersections and stuff.
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RoadManager::GetInstance()->CreateRoadNetwork();
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////////////////////////////////////////////////////////////
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// SkidMark Init Init
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//Find skid mark shaders in the inventory and set proper values
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SkidMarkGenerator::InitShaders();
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GetSkidmarkManager()->Init( NUM_SKID_MARKS_SUPER_SPRINT );
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GetSkidmarkManager()->SetTimedFadeouts( true );
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////////////////////////////////////////////////////////////
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// OnStart calls
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rm->pWorldScene()->SetRenderAll(true);
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GetSSM()->StartRace();
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//
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// Notify the sound system of gameplay start. This has been moved after
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// the StartRace call above, since that causes character position in or out
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// of the car to be decided, which the sound system uses to determine
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// which sounds to start playing.
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//
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SoundManager::GetInstance()->OnGameplayStart();
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GetGuiSystem()->HandleMessage( GUI_MSG_RUN_MINIGAME,
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CGuiWindow::GUI_SCREEN_ID_MINI_HUD );
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// register GUI user input handler for active players only
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//
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int activeControllerIDs = 0;
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for( int i = 0; i < SuperSprintData::NUM_PLAYERS; i++ )
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{
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int controllerID = GetInputManager()->GetControllerIDforPlayer( i );
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if( controllerID != -1 )
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{
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activeControllerIDs |= (1 << controllerID);
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}
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}
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GetGuiSystem()->RegisterUserInputHandlers( activeControllerIDs );
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GetInputManager()->SetGameState( Input::ACTIVE_SS_GAME );
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}
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//=============================================================================
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// SuperSprintContext::OnStop
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( ContextEnum nextContext )
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//
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// Return: void
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//
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//=============================================================================
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void SuperSprintContext::OnStop( ContextEnum nextContext )
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{
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GetInputManager()->EnableReset( false );
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GetInputManager()->SetGameState( Input::ACTIVE_NONE );
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// unregister GUI user input handlers
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//
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int activeControllerIDs = 0;
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for( int i = 0; i < SuperSprintData::NUM_PLAYERS; i++ )
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{
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int controllerID = GetInputManager()->GetControllerIDforPlayer( i );
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if( controllerID != -1 )
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{
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activeControllerIDs |= (1 << controllerID);
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}
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}
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GetGuiSystem()->UnregisterUserInputHandlers( activeControllerIDs );
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HeapMgr()->PushHeap (GMA_TEMP);
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//
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// This is called to prevent DMA of destroyed textures,
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// because we don't swap buffers until the next frame.
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//
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p3d::pddi->DrawSync();
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const bool shutdown = true;
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GetSuperCamManager()->Init( shutdown );
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TriggerVolumeTracker::GetInstance()->Cleanup();
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GetCoinManager()->Destroy();
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GetSparkleManager()->Destroy();
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GetHitnRunManager()->Destroy();
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GetPresentationManager()->Finalize();
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//Shut down the SuperSprintManager
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GetGameplayManager()->Finalize();
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GetSkidmarkManager()->Destroy();
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GetRenderManager()->mpLayer( RenderEnums::PresentationSlot )->Warm();
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// Clean up lights!
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//
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RenderLayer* rl = GetRenderManager()->mpLayer( RenderEnums::LevelSlot );
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rAssert( rl );
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for( unsigned int i = 0; i < rl->GetNumViews(); i++ )
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{
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rl->pView(i)->RemoveAllLights ();
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}
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#ifdef DEBUGWATCH
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VehicleAIRender::Destroy();
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#endif
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GetPresentationManager()->OnGameplayStop();
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//Destroy Avatars stuff first
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GetAvatarManager()->Destroy();
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TrafficManager::DestroyInstance();
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PedestrianManager::DestroyInstance();
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GetCharacterManager()->Destroy();
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GetVehicleCentral()->Unload();
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GetActorManager()->RemoveAllActors();
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GetActorManager()->RemoveAllSpawnPoints();
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//We never entered.
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GetActionButtonManager( )->Destroy( );
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GetBreakablesManager()->FreeAllBreakables();
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GetParticleManager()->ClearSystems();
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GetRenderManager()->DumpAllLoadedData();
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SkidMarkGenerator::ReleaseShaders();
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GetSoundManager()->OnGameplayEnd( true );
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PathManager::GetInstance()->Destroy();
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//This does cleanup.
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RoadManager::GetInstance()->Destroy();
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// Cleanup the Avatar Manager
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//
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GetAvatarManager()->ExitGame();
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// Flush out the special section used by physics to cache SkeletonInfos.
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//
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p3d::inventory->RemoveSectionElements (SKELCACHE);
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p3d::inventory->DeleteSection (SKELCACHE);
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rReleaseString ("Delete SKELCACHE inventory section\n");
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// enable screen clearing
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//
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GetRenderManager()->mpLayer( RenderEnums::GUI )->pView( 0 )->SetClearMask( PDDI_BUFFER_ALL );
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#ifndef RAD_RELEASE
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// Dump out the contents of the inventory sections
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//
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p3d::inventory->Dump (true);
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#endif
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AnimatedIcon::ShutdownAnimatedIcons();
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GetAnimEntityDSGManager()->RemoveAll();
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HeapMgr()->PopHeap (GMA_TEMP);
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// Common to all playing contexts.
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//
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PlayingContext::OnStop( nextContext );
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}
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//=============================================================================
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// SuperSprintContext::OnUpdate
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( unsigned int elapsedTime )
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//
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// Return: void
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//
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//=============================================================================
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void SuperSprintContext::OnUpdate( unsigned int elapsedTime )
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{
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if( m_state != S_SUSPENDED )
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{
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float timeins = (float)(elapsedTime) / 1000.0f;
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GetAvatarManager()->Update( timeins );
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GetCharacterManager()->GarbageCollect( );
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///////////////////////////////////////////////////////////////
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// Update Particles
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GetParticleManager()->Update( elapsedTime );
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GetBreakablesManager()->Update( elapsedTime );
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GetAnimEntityDSGManager()->Update( elapsedTime );
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///////////////////////////////////////////////////////////////
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// Update Gameplay Manager
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GetGameplayManager()->Update( elapsedTime );
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///////////////////////////////////////////////////////////////
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// Update Physics
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GetWorldPhysicsManager()->Update(elapsedTime);
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///////////////////////////////////////////////////////////////
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// Update Peds
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// ordering is important. Unless other parts of code change, we must call
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// this before WorldPhysManager::Update() because PedestrianManager
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// sets the flags for all characters to be updated in WorldPhys Update
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PedestrianManager::GetInstance()->Update( elapsedTime );
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///////////////////////////////////////////////////////////////
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// Update Trigger volumes
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GetTriggerVolumeTracker()->Update( elapsedTime );
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///////////////////////////////////////////////////////////////
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// Update Traffic
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//TrafficManager::GetInstance()->Update( elapsedTime );
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///////////////////////////////////////////////////////////////
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// Update Skidmarks (fading)
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GetSkidmarkManager()->Update( elapsedTime );
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GetSparkleManager()->Update( elapsedTime );
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//Update the Super Sprint Manager
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GetSSM()->Update( elapsedTime );
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}
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// Common to all playing contexts.
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//
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PlayingContext::OnUpdate( elapsedTime );
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}
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//=============================================================================
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// SuperSprintContext::OnSuspend
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: void
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//
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//=============================================================================
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void SuperSprintContext::OnSuspend()
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{
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// Common to all playing contexts.
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//
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PlayingContext::OnSuspend();
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}
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//=============================================================================
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// SuperSprintContext::OnResume
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: void
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//
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//=============================================================================
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void SuperSprintContext::OnResume()
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{
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// Common to all playing contexts.
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//
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PlayingContext::OnResume();
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}
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//*****************************************************************************
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//
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// Private Member Functions
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//
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//*****************************************************************************
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//=============================================================================
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// SuperSprintContext::SuperSprintContext
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//=============================================================================
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// Description: Constructor.
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//
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// Parameters: None.
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//
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// Return: N/A.
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//
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//=============================================================================
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SuperSprintContext::SuperSprintContext()
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{
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}
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//=============================================================================
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// SuperSprintContext::~SuperSprintContext
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//=============================================================================
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// Description: Destructor.
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//
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// Parameters: None.
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//
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// Return: N/A.
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//
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//=============================================================================
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SuperSprintContext::~SuperSprintContext()
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{
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}
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