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//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File:
//
// Description: Implement DemoContext
//
// History: 21/05/2002 + Created -- NAME
//
//=============================================================================
//========================================
// System Includes
//========================================
#include <p3d/shadow.hpp>
//========================================
// Project Includes
//========================================
#include <ai/vehicle/vehicleairender.h>
#include <contexts/demo/democontext.h>
#include <gameflow/gameflow.h>
#include <main/commandlineoptions.h>
#include <main/game.h>
#include <memory/srrmemory.h>
#include <memory/leakdetection.h>
#include <mission/gameplaymanager.h>
#include <presentation/gui/guisystem.h>
#include <render/rendermanager/rendermanager.h>
#include <render/DSG/StatePropDSG.h>
#include <render/rendermanager/renderlayer.h>
#include <ai/actor/actormanager.h>
#include <worldsim/character/footprint/footprintmanager.h>
#include <worldsim/coins/coinmanager.h>
#include <worldsim/coins/sparkle.h>
#include <worldsim/hitnrunmanager.h>
#include <worldsim/vehiclecentral.h>
#include <worldsim/worldphysicsmanager.h>
#include <worldsim/avatarmanager.h>
#include <worldsim/character/charactermanager.h>
#include <worldsim/traffic/trafficmanager.h>
#include <worldsim/ped/pedestrianmanager.h>
#include <worldsim/skidmarks/skidmarkmanager.h>
#include <camera/walkercam.h>
#include <camera/followcam.h>
#include <camera/wrecklesscam.h>
#include <camera/chasecam.h>
#include <camera/conversationcam.h>
#include <camera/supercammanager.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 <meta/triggervolumetracker.h>
#include <render/Loaders/AnimDynaPhysLoader.h>
#include <pedpaths/pathmanager.h>
#include <input/inputmanager.h>
// TODO: Remove once we put CreateRoadNetwork in the levels pipe
#include <roads/roadmanager.h>
#include <p3d/light.hpp>
#include <p3d/view.hpp>
#include <worldsim/worldobject.h>
#include <ai/actionbuttonmanager.h>
#include <presentation/presentation.h>
#include <mission/animatedicon.h>
#include <render/animentitydsgmanager/animentitydsgmanager.h>
//******************************************************************************
//
// Global Data, Local Data, Local Classes
//
//******************************************************************************
extern bool g_inDemoMode;
// Static pointer to instance of singleton.
DemoContext* DemoContext::spInstance = NULL;
const unsigned int DEMO_LOOP_TIME = 60000; // in msec
//******************************************************************************
//
// Public Member Functions
//
//******************************************************************************
//==============================================================================
// DemoContext::GetInstance
//==============================================================================
//
// Description: - Access point for the DemoContext singleton.
// - Creates the DemoContext if needed.
//
// Parameters: None.
//
// Return: Pointer to the DemoContext.
//
// Constraints: This is a singleton so only one instance is allowed.
//
//==============================================================================
DemoContext* DemoContext::GetInstance()
{
if( spInstance == NULL )
{
spInstance = new DemoContext;
rAssert( spInstance );
}
return spInstance;
}
//==============================================================================
// DemoContext::DemoContext
//==============================================================================
// Description: Constructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
DemoContext::DemoContext()
: m_demoLoopTime( DEMO_LOOP_TIME ),
m_elapsedTime( -1 )
{
}
//==============================================================================
// DemoContext::~DemoContext
//==============================================================================
// Description: Destructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
DemoContext::~DemoContext()
{
}
//******************************************************************************
//
// Private Member Functions
//
//******************************************************************************
//=============================================================================
// DemoContext::OnStart
//=============================================================================
// Description: Comment
//
// Parameters: ( ContextEnum previousContext )
//
// Return: void
//
//=============================================================================
void DemoContext::OnStart( ContextEnum previousContext )
{
// Common to all playing contexts.
//
PlayingContext::OnStart( previousContext );
GetInputManager()->SetGameState( Input::ACTIVE_FRONTEND );
// We count the number of demos run.
//
GetGame()->IncrementDemoCount();
m_elapsedTime = 0; // reset elapsed demo time
////////////////////////////////////////////////////////////
// RenderManager
RenderManager* rm = GetRenderManager();
RenderLayer* rl = rm->mpLayer( RenderEnums::LevelSlot );
rAssert( rl );
#ifdef DEBUGWATCH
// bootstrap vehicleai renderer
VehicleAIRender::GetVehicleAIRender();
#endif
////////////////////////////////////////////////////////////
// Cameras set up
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);
unsigned int view = 0;
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 WalkerCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new ChaseCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new WrecklessCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
sc = new ConversationCam();
sc->SetAspect( aspect );
scc->RegisterSuperCam( sc );
////////////////////////////////////////////////////////////
// AvatarManager Bootstrapping
GetAvatarManager( )->EnterGame( );
/*
GetActionButtonManager( )->EnterGame( );
*/
////////////////////////////////////////////////////////////
// TrafficManager Init
TrafficManager::GetInstance()->Init();
////////////////////////////////////////////////////////////
// PedestrianManager Init
PedestrianManager::GetInstance()->Init();
// TODO: Move this into level pipe
//Set up the sorting of the intersections and stuff.
RoadManager::GetInstance()->CreateRoadNetwork();
////////////////////////////////////////////////////////////
// SkidMark Init Init
//Find skid mark shaders in the inventory and set proper values
SkidMarkGenerator::InitShaders();
GetSkidmarkManager()->Init();
////////////////////////////////////////////////////////////
// OnStart calls
//
// 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();
/*
GetPresentationManager()->OnGameplayStart();
*/
GetGuiSystem()->HandleMessage( GUI_MSG_RUN_INGAME );
GetGuiSystem()->HandleMessage( GUI_MSG_RUN_DEMO ); // TC: must be called after GUI_MSG_RUN_INGAME
GetGuiSystem()->RegisterUserInputHandlers();
GetGame()->SetTime( 0 );
g_inDemoMode = true;
}
//=============================================================================
// DemoContext::OnStop
//=============================================================================
// Description: Comment
//
// Parameters: ( ContextEnum nextContext )
//
// Return: void
//
//=============================================================================
void DemoContext::OnStop( ContextEnum nextContext )
{
HeapMgr()->PushHeap (GMA_TEMP);
//
// This is called to prevent DMA of destroyed textures,
// because we don't swap buffers until the next frame.
//
p3d::pddi->DrawSync();
// Clear the shadow list
AnimDynaPhysLoader::ClearShadowList();
GetCoinManager()->Destroy();
GetSparkleManager()->Destroy();
GetSkidmarkManager()->Destroy();
GetHitnRunManager()->Destroy();
StatePropDSG::RemoveAllSharedtPoses();
const bool shutdown = true;
GetSuperCamManager()->Init( shutdown );
TriggerVolumeTracker::GetInstance()->Cleanup();
// Clean up lights!
//
RenderLayer* rl = GetRenderManager()->mpLayer( RenderEnums::LevelSlot );
rAssert( rl );
for( unsigned int i = 0; i < rl->GetNumViews(); i++ )
{
rl->pView(i)->RemoveAllLights ();
}
#ifdef DEBUGWATCH
VehicleAIRender::Destroy();
#endif
GetPresentationManager()->OnGameplayStop();
GetPresentationManager()->Finalize();
//Destroy Avatars stuff first
GetGameplayManager()->Finalize();
SetGameplayManager( NULL );
GetAvatarManager()->Destroy();
TrafficManager::DestroyInstance();
PedestrianManager::DestroyInstance();
GetCharacterManager()->Destroy();
GetVehicleCentral()->Unload();
GetActorManager()->RemoveAllActors();
GetActorManager()->RemoveAllSpawnPoints();
//We never entered.
//GetActionButtonManager( )->Destroy( );
GetBreakablesManager()->FreeAllBreakables();
GetParticleManager()->ClearSystems();
GetRenderManager()->DumpAllLoadedData();
SkidMarkGenerator::ReleaseShaders();
GetSoundManager()->OnGameplayEnd( true );
PathManager::GetInstance()->Destroy();
// TODO - Darryl?
//
// all active vehicles should be destroyed
// they are owned by the missions that created them.
//This does cleanup.
RoadManager::GetInstance()->Destroy();
// release GUI in-game
GetGuiSystem()->HandleMessage( GUI_MSG_RELEASE_INGAME );
/*
// enable screen clearing
GetRenderManager()->mpLayer(RenderEnums::GUI)->pView( 0 )->SetClearMask( PDDI_BUFFER_ALL );
*/
// Cleanup the Avatar Manager
//
GetAvatarManager()->ExitGame();
// Flush out the special section used by physics to cache SkeletonInfos.
//
p3d::inventory->RemoveSectionElements (SKELCACHE);
p3d::inventory->DeleteSection (SKELCACHE);
GetGuiSystem()->UnregisterUserInputHandlers();
// enable screen clearing
//
GetRenderManager()->mpLayer( RenderEnums::GUI )->pView( 0 )->SetClearMask( PDDI_BUFFER_ALL );
#ifndef RAD_RELEASE
// Dump out the contents of the inventory sections
//
p3d::inventory->Dump (true);
#endif
AnimatedIcon::ShutdownAnimatedIcons();
GetAnimEntityDSGManager()->RemoveAll();
HeapMgr()->PopHeap (GMA_TEMP);
// Common to all playing contexts.
//
PlayingContext::OnStop( nextContext );
}
//=============================================================================
// DemoContext::OnUpdate
//=============================================================================
// Description: Comment
//
// Parameters: ( unsigned int elapsedTime )
//
// Return: void
//
//=============================================================================
void DemoContext::OnUpdate( unsigned int elapsedTime )
{
if ( !mQuitting )
{
bool cont = true;
if( m_elapsedTime != -1 )
{
m_elapsedTime += static_cast<int>( elapsedTime );
if( m_elapsedTime > static_cast<int>( m_demoLoopTime ) )
{
if ( GetLoadingManager()->IsLoading() )
{
//HACK!
//Oops! Can't quit yet!
m_elapsedTime -= static_cast<int>( elapsedTime );
}
else
{
// demo loop time expired, quit out of demo
//
GetGuiSystem()->HandleMessage( GUI_MSG_QUIT_DEMO );
m_elapsedTime = -1;
mQuitting = true; //Now we're quitting
}
cont = false;
}
}
if ( cont )
{
float timeins = (float)(elapsedTime) / 1000.0f;
GetAvatarManager()->Update( timeins );
GetCharacterManager()->GarbageCollect( );
///////////////////////////////////////////////////////////////
// Update Particles
GetParticleManager()->Update( elapsedTime );
GetBreakablesManager()->Update( elapsedTime );
GetAnimEntityDSGManager()->Update( elapsedTime );
///////////////////////////////////////////////////////////////
// Update Gameplay Manager
GetGameplayManager()->Update( elapsedTime );
///////////////////////////////////////////////////////////////
// Update Physics
GetWorldPhysicsManager()->Update(elapsedTime);
///////////////////////////////////////////////////////////////
// Update Peds
// 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 );
/*
///////////////////////////////////////////////////////////////
// Update PresentationManager
GetPresentationManager()->Update( elapsedTime );
*/
///////////////////////////////////////////////////////////////
// Update Trigger volumes
GetTriggerVolumeTracker()->Update( elapsedTime );
///////////////////////////////////////////////////////////////
// Update Traffic
TrafficManager::GetInstance()->Update( elapsedTime );
/*
///////////////////////////////////////////////////////////////
// Update Interiors
GetInteriorManager()->Update( elapsedTime );
*/
//extra updates
GetFootprintManager()->Update( elapsedTime );
BEGIN_PROFILE("SkidmarkManager");
GetSkidmarkManager()->Update( elapsedTime );
END_PROFILE("SkidmarkManager");
ActorManager::GetInstance()->Update( elapsedTime );
GetCoinManager()->Update( elapsedTime );
GetSparkleManager()->Update( elapsedTime );
GetHitnRunManager()->Update( elapsedTime );
}
} //!mQuitting
// Common to all playing contexts.
//
PlayingContext::OnUpdate( elapsedTime );
}
//=============================================================================
// DemoContext::OnSuspend
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void DemoContext::OnSuspend()
{
// Common to all playing contexts.
//
PlayingContext::OnSuspend();
}
//=============================================================================
// DemoContext::OnResume
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void DemoContext::OnResume()
{
// Common to all playing contexts.
//
PlayingContext::OnResume();
}
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