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//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File:
//
// Description: Implement PauseContext
//
// History: 21/05/2002 + Created -- NAME
//
//=============================================================================
//========================================
// System Includes
//========================================
#include <p3d/view.hpp>
#include <p3d/shadow.hpp>
// Foundation Tech
#include <raddebug.hpp>
#include <radtime.hpp>
#include <raddebugwatch.hpp>
//========================================
// Project Includes
//========================================
#include <ai/vehicle/vehicleairender.h>
#include <contexts/pausecontext.h>
#include <contexts/contextenum.h>
#include <memory/leakdetection.h>
#include <memory/srrmemory.h>
#include <worldsim/worldobject.h>
#include <camera/supercammanager.h>
#include <camera/animatedcam.h>
#include <interiors/interiormanager.h>
#include <meta/triggervolumetracker.h>
#include <mission/gameplaymanager.h>
#include <presentation/gui/guisystem.h>
#include <presentation/gui/ingame/guimanageringame.h>
#include <presentation/gui/ingame/guiscreenhud.h>
#include <presentation/gui/utility/hudmap.h>
#include <render/RenderManager/RenderManager.h>
#include <render/RenderManager/RenderLayer.h>
#include <render/DSG/StatePropDSG.h>
#include <sound/soundmanager.h>
#include <worldsim/worldphysicsmanager.h>
#include <worldsim/character/charactermanager.h>
#include <worldsim/character/footprint/footprintmanager.h>
#include <worldsim/avatarmanager.h>
#include <worldsim/traffic/trafficmanager.h>
#include <worldsim/ped/pedestrianmanager.h>
#include <worldsim/coins/coinmanager.h>
#include <worldsim/coins/sparkle.h>
#include <worldsim/hitnrunmanager.h>
#include <worldsim/parkedcars/parkedcarmanager.h>
#include <ai/actionbuttonmanager.h>
#include <render/breakables/breakablesmanager.h>
#include <render/particles/ParticleManager.h>
#include <worldsim/skidmarks/skidmarkgenerator.h>
#include <worldsim/skidmarks/skidmarkmanager.h>
#include <ai/actor/actormanager.h>
#include <gameflow/gameflow.h>
#include <roads/roadmanager.h>
#include <render/Loaders/AnimDynaPhysLoader.h>
#include <pedpaths/pathmanager.h>
#include <input/inputmanager.h>
#include <data/gamedatamanager.h>
#include <mission/animatedicon.h>
#include <render/animentitydsgmanager/animentitydsgmanager.h>
#include <presentation/presentation.h>
#include <presentation/tutorialmanager.h>
//******************************************************************************
//
// Global Data, Local Data, Local Classes
//
//******************************************************************************
// Static pointer to instance of singleton.
PauseContext* PauseContext::spInstance = NULL;
//******************************************************************************
//
// Public Member Functions
//
//******************************************************************************
//==============================================================================
// PauseContext::GetInstance
//==============================================================================
//
// Description: - Access point for the PauseContext singleton.
// - Creates the PauseContext if needed.
//
// Parameters: None.
//
// Return: Pointer to the PauseContext.
//
// Constraints: This is a singleton so only one instance is allowed.
//
//==============================================================================
PauseContext* PauseContext::GetInstance()
{
if( spInstance == NULL )
{
spInstance = new(GMA_PERSISTENT) PauseContext;
rAssert( spInstance );
}
return spInstance;
}
//==============================================================================
// PauseContext::PauseContext
//==============================================================================
// Description: Constructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
PauseContext::PauseContext()
: mOldState( Input::ACTIVE_NONE ),
m_quitGamePending( false ),
m_waitingForContextSwitch( false )
{
}
//==============================================================================
// PauseContext::~PauseContext
//==============================================================================
// Description: Destructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
PauseContext::~PauseContext()
{
}
//******************************************************************************
//
// Private Member Functions
//
//******************************************************************************
//=============================================================================
// PauseContext::OnStart
//=============================================================================
// Description: Comment
//
// Parameters: ( ContextEnum previousContext )
//
// Return: void
//
//=============================================================================
void PauseContext::OnStart( ContextEnum previousContext )
{
SetMemoryIdentification( "PauseContext" );
MEMTRACK_PUSH_FLAG( "Pause" );
mOldState = GetInputManager()->GetGameState();
if( mOldState == Input::ACTIVE_ANIM_CAM )
{
// deactivate anim cam state first, since the input manager
// won't let us set the game state to anything else prior
// to that
//
GetInputManager()->SetGameState( Input::DEACTIVE_ANIM_CAM );
SuperCam* sc = GetSuperCamManager()->GetSCC( 0 )->GetActiveSuperCam();
AnimatedCam* ac = dynamic_cast<AnimatedCam*>(sc);
if(ac)
{
ac->Abort();
}
}
GetInputManager()->SetGameState( Input::ACTIVE_FRONTEND );
GetCoinManager()->ClearHUDCoins();
m_quitGamePending = false;
}
extern void OutputHandler (const char * pString );
//=============================================================================
// PauseContext::OnStop
//=============================================================================
// Description: Comment
//
// Parameters: ( ContextEnum nextContext )
//
// Return: void
//
//=============================================================================
void PauseContext::OnStop( ContextEnum nextContext )
{
// do gameplay terminations only if next context is frontend context or exit.
if( nextContext == CONTEXT_FRONTEND ||
nextContext == CONTEXT_LOADING_GAMEPLAY ||
nextContext == CONTEXT_EXIT )
{
rReleasePrintf("PauseContext::OnStop Begins\n");
GetInputManager()->EnableReset( false );
RenderLayer* l = GetRenderManager()->mpLayer( RenderEnums::GUI );
rAssert( l );
l->Thaw();
// GetGameFlow()->SetQuickStartLoading( false );
// STL reallocs, etc may result in actually allocating some memory during this process.
// As such, reroute everything to temp.
//
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();
//::radThreadSleep (500);
//::rDebugSetOutputHandler (OutputHandler);
//rReleaseString ("DrawSync\n");
// Clear the shadow list
AnimDynaPhysLoader::ClearShadowList();
GetCoinManager()->Destroy();
GetSparkleManager()->Destroy();
GetHitnRunManager()->Destroy();
StatePropDSG::RemoveAllSharedtPoses();
GetInteriorManager()->OnGameplayEnd();
//rReleaseString ("GetInteriorManager()->OnGameplayEnd()\n");
const bool shutdown = true;
GetSuperCamManager()->Init( shutdown );
//rReleaseString ("GetSuperCamManager()->Init( shutdown )\n");
TriggerVolumeTracker::GetInstance()->Cleanup();
//rReleaseString ("TriggerVolumeTracker::GetInstance()->Cleanup()\n");
// Clean up lights!
//
RenderLayer* rl = GetRenderManager()->mpLayer( RenderEnums::LevelSlot );
rAssert( rl );
for( unsigned int i = 0; i < rl->GetNumViews(); i++ )
{
rl->pView(i)->RemoveAllLights ();
}
//rReleaseString ("Remove all lights from all views\n");
//rReleaseString ("GetAvatarManager()->Destroy()\n");
GetActorManager()->RemoveAllActors();
GetActorManager()->RemoveAllSpawnPoints();
GetPresentationManager()->Finalize();
GetGameplayManager()->Finalize();
//rReleaseString ("GetGameplayManager()->Finalize()\n");
// needs to be finalized after gameplay manager (Mission shudown needs avatars)
GetAvatarManager()->Destroy();
ParkedCarManager::DestroyInstance();
//rReleaseString ("ParkedCarManager::DestroyInstance()\n");
TrafficManager::DestroyInstance();
//rReleaseString ("TrafficManager::DestroyInstance()\n");
PedestrianManager::DestroyInstance();
//rReleaseString ("PedestrianManager::DestroyInstance()\n");
GetCharacterManager()->Destroy();
//rReleaseString ("GetCharacterManager()->Destroy()\n");
GetVehicleCentral()->Unload();
GetActionButtonManager( )->Destroy( );
//rReleaseString ("GetActionButtonManager( )->Destroy( )\n");
GetBreakablesManager()->FreeAllBreakables();
//rReleaseString ("GetBreakablesManager()->FreeAllBreakables()\n");
GetParticleManager()->ClearSystems();
//rReleaseString ("GetParticleManager()->ClearSystems()\n");
GetWorldPhysicsManager()->OnQuitLevel(); // just some cleanup checks...
SkidMarkGenerator::ReleaseShaders();
//rReleaseString ("SkidMarkGenerator::ReleaseShaders()\n");
GetSkidmarkManager()->Destroy();
GetFootprintManager()->FreeTextures();
GetRenderManager()->ClearLevelLayerLights();
rReleasePrintf("PauseContext::OnStop DumpAllLoadedData\n");
GetRenderManager()->DumpAllLoadedData();
//rReleaseString ("GetRenderManager()->DumpAllLoadedData()\n");
#ifdef DEBUGWATCH
VehicleAIRender::Destroy();
//rReleaseString ("VehicleAIRender::Destroy()\n");
#endif
GetSoundManager()->OnGameplayEnd( nextContext == CONTEXT_FRONTEND );
//rReleaseString ("GetSoundManager()->OnGameplayEnd ()\n");
PathManager::GetInstance()->Destroy();
//rReleaseString ("PathManager::GetInstance()->Destroy()\n");
// TODO - Darryl?
//
// all active vehicles should be destroyed
// they are owned by the missions that created them.
//This does cleanup.
RoadManager::GetInstance()->Destroy();
//rReleaseString ("RoadManager::GetInstance()->Destroy()\n");
if( nextContext == CONTEXT_LOADING_GAMEPLAY )
{
// if reloading in-game, set new level and mission to load
//
int level = GetGuiSystem()->GetInGameManager()->GetNextLevelToLoad();
GetGameplayManager()->SetLevelIndex( static_cast<RenderEnums::LevelEnum>( level ) );
int mission = GetGuiSystem()->GetInGameManager()->GetNextMissionToLoad();
GetGameplayManager()->SetMissionIndex( static_cast<RenderEnums::MissionEnum>( mission ) );
//rReleaseString ("Set level and mission indices\n");
}
else
{
SetGameplayManager( NULL );
}
// Cleanup the Avatar Manager
//
GetAvatarManager()->ExitGame();
//rReleaseString ("GetAvatarManager()->ExitGame()\n");
// Flush out the special section used by physics to cache SkeletonInfos.
//
p3d::inventory->RemoveSectionElements (SKELCACHE);
p3d::inventory->DeleteSection (SKELCACHE);
rReleaseString ("Delete SKELCACHE inventory section\n");
// release GUI in-game
GetGuiSystem()->HandleMessage( GUI_MSG_RELEASE_INGAME );
rReleaseString ("GetGuiSystem()->HandleMessage( GUI_MSG_RELEASE_INGAME )\n");
CHudMap::ClearAllRegisteredIcons();
// unregister GUI user input handler for active players
//
int activeControllerIDs = 0;
for( int i = 0; i < MAX_PLAYERS; i++ )
{
int controllerID = GetInputManager()->GetControllerIDforPlayer( i );
if( controllerID != -1 )
{
activeControllerIDs |= (1 << controllerID);
}
}
rReleaseString ("Change active controllers\n");
GetGuiSystem()->UnregisterUserInputHandlers( activeControllerIDs );
rReleaseString ("Change active controllers\n");
// enable screen clearing
GetRenderManager()->mpLayer(RenderEnums::GUI)->pView( 0 )->SetClearMask( PDDI_BUFFER_ALL );
rReleaseString ("Enable screen clearing\n");
#ifndef RAD_RELEASE
// Dump out the contents of the inventory sections
//
p3d::inventory->Dump (true);
rReleaseString ("Dump inventory\n");
#endif
AnimatedIcon::ShutdownAnimatedIcons();
GetAnimEntityDSGManager()->RemoveAll();
GetTutorialManager()->EnableTutorialMode( false );
HeapMgr()->PopHeap (GMA_TEMP);
}
if ( nextContext == CONTEXT_GAMEPLAY )
{
if( mOldState == Input::ACTIVE_ANIM_CAM )
{
GetInputManager()->SetGameState( Input::ACTIVE_GAMEPLAY );
}
else
{
GetInputManager()->SetGameState( mOldState );
}
int controllerID = GetInputManager()->GetControllerIDforPlayer( 0 );
bool vibrationOn = GetInputManager()->IsRumbleEnabled();
if ( GetGameplayManager()->GetGameType() == GameplayManager::GT_NORMAL &&
GetAvatarManager()->GetAvatarForPlayer( 0 )->GetVehicle() )
{
#ifdef RAD_PS2
bool hasWheel = false;
if ( controllerID != Input::USB0 &&
controllerID != Input::USB1 )
{
if ( GetInputManager()->GetController( Input::USB0 )->IsConnected() )
{
GetInputManager()->SetRumbleForDevice( Input::USB0, vibrationOn );
hasWheel = true;
}
else if ( GetInputManager()->GetController( Input::USB1 )->IsConnected() )
{
GetInputManager()->SetRumbleForDevice( Input::USB1, vibrationOn );
hasWheel = true;
}
}
//I hate this.
if ( !hasWheel )
#endif
GetInputManager()->SetRumbleForDevice( controllerID, vibrationOn );
}
}
else
{
GetInputManager()->SetGameState( Input::ACTIVE_ALL );
}
SetMemoryIdentification( "PauseContext Finished" );
MEMTRACK_POP_FLAG( "" );
}
//=============================================================================
// PauseContext::OnUpdate
//=============================================================================
// Description: Comment
//
// Parameters: ( unsigned int elapsedTime )
//
// Return: void
//
//=============================================================================
void PauseContext::OnUpdate( unsigned int elapsedTime )
{
// update game data manager
GetGameDataManager()->Update( elapsedTime );
// update GUI system
GetGuiSystem()->Update( elapsedTime );
// update coin manager
GetCoinManager()->Update( elapsedTime );
GetSparkleManager()->Update( elapsedTime );
//update hitnrun????
//GetHitnRunManager()->Update(elapsedTime);
#ifdef RAD_DEMO
GetGameplayManager()->UpdateIdleTime( elapsedTime );
#endif
// Check to see if we're loading so we don't screw up when we quit the level.
//
if( GetGameplayManager()->GetLevelComplete() && !GetLoadingManager()->IsLoading() )
{
if( !m_quitGamePending )
{
m_quitGamePending = true;
#ifdef RAD_DEMO
GetGuiSystem()->HandleMessage( GUI_MSG_QUIT_INGAME );
#else
if( GetGameplayManager()->GetGameComplete() )
{
GetGuiSystem()->GotoScreen( CGuiWindow::GUI_SCREEN_ID_VIEW_CREDITS,
0, 0, CLEAR_WINDOW_HISTORY );
}
else
{
GetGuiSystem()->GotoScreen( CGuiWindow::GUI_SCREEN_ID_LEVEL_END,
0, 0, CLEAR_WINDOW_HISTORY );
}
#endif // RAD_DEMO
}
}
else
{
// update mission loading
//
GetGameplayManager()->PerformLoading();
}
}
//=============================================================================
// PauseContext::OnSuspend
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void PauseContext::OnSuspend()
{
}
//=============================================================================
// PauseContext::OnResume
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void PauseContext::OnResume()
{
}
//=============================================================================
// PauseContext::OnHandleEvent
//=============================================================================
// Description: Comment
//
// Parameters: ( EventEnum id, void* pEventData )
//
// Return: void
//
//=============================================================================
void PauseContext::OnHandleEvent( EventEnum id, void* pEventData )
{
}
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