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#include "global.h"
#include "audiomgr.h"
#include "idle.h"
#include "sys_cfb.h"
#include "system_malloc.h"
#include "z64debug_text.h"
#include "z64rumble.h"
#include "z64speed_meter.h"
#include "z64vimode.h"
#include "z64viscvg.h"
#include "z64vismono.h"
#include "z64viszbuf.h"
#include "debug.h"
#include "2s2h/GameInteractor/GameInteractor.h"
#pragma increment_block_number "n64-us:128"
s32 gFramerateDivisor = 1;
f32 gFramerateDivisorF = 1.0f;
f32 gFramerateDivisorHalf = 1.0f / 2.0f;
f32 gFramerateDivisorThird = 1.0f / 3.0f;
SpeedMeter sGameSpeedMeter;
VisCvg sGameVisCvg;
VisZbuf sGameVisZbuf;
VisMono sGameVisMono;
ViMode sGameViMode;
// #region 2S2H [General] Making gGameState available
GameState* gGameState;
// #endregion
void GameState_UpdateFramerateDivisors(s32 divisor) {
gFramerateDivisor = divisor;
gFramerateDivisorF = divisor;
gFramerateDivisorHalf = divisor / 2.0f;
gFramerateDivisorThird = divisor / 3.0f;
}
void GameState_SetFramerateDivisor(GameState* gameState, s32 divisor) {
R_UPDATE_RATE = divisor;
gameState->framerateDivisor = divisor;
GameState_UpdateFramerateDivisors(divisor);
}
void GameState_SetFBFilter(Gfx** gfxP, void* zbuffer) {
Gfx* gfx = *gfxP;
if ((R_FB_FILTER_TYPE > 0) && (R_FB_FILTER_TYPE < 5)) {
sGameVisCvg.type = R_FB_FILTER_TYPE;
sGameVisCvg.color.r = R_FB_FILTER_PRIM_COLOR(0);
sGameVisCvg.color.g = R_FB_FILTER_PRIM_COLOR(1);
sGameVisCvg.color.b = R_FB_FILTER_PRIM_COLOR(2);
sGameVisCvg.color.a = R_FB_FILTER_A;
VisCvg_Draw(&sGameVisCvg, &gfx);
} else if ((R_FB_FILTER_TYPE == 5) || (R_FB_FILTER_TYPE == 6)) {
sGameVisZbuf.useRgba = (R_FB_FILTER_TYPE == 6);
sGameVisZbuf.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sGameVisZbuf.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sGameVisZbuf.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sGameVisZbuf.primColor.a = R_FB_FILTER_A;
sGameVisZbuf.envColor.r = R_FB_FILTER_ENV_COLOR(0);
sGameVisZbuf.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sGameVisZbuf.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sGameVisZbuf.envColor.a = R_FB_FILTER_A;
VisZbuf_Draw(&sGameVisZbuf, &gfx, zbuffer);
} else if (R_FB_FILTER_TYPE == 7) {
sGameVisMono.unk_00 = 0;
sGameVisMono.primColor.r = R_FB_FILTER_PRIM_COLOR(0);
sGameVisMono.primColor.g = R_FB_FILTER_PRIM_COLOR(1);
sGameVisMono.primColor.b = R_FB_FILTER_PRIM_COLOR(2);
sGameVisMono.primColor.a = R_FB_FILTER_A;
sGameVisMono.envColor.r = R_FB_FILTER_ENV_COLOR(0);
sGameVisMono.envColor.g = R_FB_FILTER_ENV_COLOR(1);
sGameVisMono.envColor.b = R_FB_FILTER_ENV_COLOR(2);
sGameVisMono.envColor.a = R_FB_FILTER_A;
VisMono_Draw(&sGameVisMono, &gfx);
}
*gfxP = gfx;
}
void GameState_Noop(GameState* gameState) {
}
void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx) {
Gfx* gfx;
Gfx* gfxHead;
OPEN_DISPS(gfxCtx);
gfx = Graph_GfxPlusOne(gfxHead = POLY_OPA_DISP);
gSPDisplayList(OVERLAY_DISP++, gfx);
if ((R_FB_FILTER_TYPE != 0) && (R_FB_FILTER_ENV_COLOR(3) == 0)) {
GameState_SetFBFilter(&gfx, gfxCtx->zbuffer);
}
if (R_ENABLE_ARENA_DBG < 0) {
R_ENABLE_ARENA_DBG = 0;
}
gSPEndDisplayList(gfx++);
Graph_BranchDlist(gfxHead, gfx);
POLY_OPA_DISP = gfx;
CLOSE_DISPS(gfxCtx);
Debug_DrawText(gfxCtx);
if (R_ENABLE_ARENA_DBG != 0) {
SpeedMeter_DrawTimeEntries(&sGameSpeedMeter, gfxCtx);
SpeedMeter_DrawAllocEntries(&sGameSpeedMeter, gfxCtx, gameState);
}
}
void GameState_SetFrameBuffer(GraphicsContext* gfxCtx) {
OPEN_DISPS(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x0F, gfxCtx->curFrameBuffer);
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
gSPSegment(POLY_XLU_DISP++, 0x0F, gfxCtx->curFrameBuffer);
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
gSPSegment(OVERLAY_DISP++, 0x0F, gfxCtx->curFrameBuffer);
CLOSE_DISPS(gfxCtx);
}
void GameState_DrawEnd(GraphicsContext* gfxCtx) {
Gfx* gfx;
Gfx* gfxHead;
OPEN_DISPS(gfxCtx);
gfx = Graph_GfxPlusOne(gfxHead = POLY_OPA_DISP);
gSPDisplayList(OVERLAY_DISP++, gfx);
gSPEndDisplayList(gfx++);
Graph_BranchDlist(gfxHead, gfx);
POLY_OPA_DISP = gfx;
CLOSE_DISPS(gfxCtx);
}
void GameState_GetInput(GameState* gameState) {
PadMgr_GetInput(gameState->input, true);
}
void GameState_Update(GameState* gameState) {
GraphicsContext* gfxCtx = gameState->gfxCtx;
GameState_SetFrameBuffer(gameState->gfxCtx);
GameInteractor_ExecuteOnGameStateMainStart();
gameState->main(gameState);
GameInteractor_ExecuteOnGameStateMainFinish();
if (R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_PROCESS) {
GameState_Draw(gameState, gfxCtx);
GameInteractor_ExecuteOnGameStateDrawFinish();
GameState_DrawEnd(gfxCtx);
}
GameInteractor_ExecuteOnGameStateUpdate();
}
void GameState_IncrementFrameCount(GameState* gameState) {
GameState_Noop(gameState);
gameState->frames++;
}
void GameState_InitArena(GameState* gameState, size_t size) {
GameAlloc* alloc = &gameState->alloc;
void* buf = GameAlloc_Malloc(alloc, size);
if (buf) {
THA_Init(&gameState->tha, buf, size);
return;
}
THA_Init(&gameState->tha, NULL, 0);
_dbg_hungup("../game.c", 1035);
}
void GameState_Realloc(GameState* gameState, size_t size) {
GameAlloc* alloc = &gameState->alloc;
void* gameArena;
size_t systemMaxFree;
size_t bytesFree;
size_t bytesAllocated;
void* heapStart = gameState->tha.start;
THA_Destroy(&gameState->tha);
GameAlloc_Free(alloc, heapStart);
SystemArena_GetSizes(&systemMaxFree, &bytesFree, &bytesAllocated);
size = ((systemMaxFree - sizeof(ArenaNode)) < size) ? 0 : size;
if (size == 0) {
size = systemMaxFree - sizeof(ArenaNode);
}
gameArena = GameAlloc_Malloc(alloc, size);
if (gameArena != NULL) {
THA_Init(&gameState->tha, gameArena, size);
} else {
THA_Init(&gameState->tha, NULL, 0);
_dbg_hungup("../game.c", 1074);
}
}
void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx) {
gGameState = gameState;
gameState->gfxCtx = gfxCtx;
gameState->frames = 0;
gameState->main = NULL;
gameState->destroy = NULL;
gameState->running = true;
gfxCtx->viMode = gActiveViMode;
gfxCtx->viConfigFeatures = gViConfigFeatures;
gfxCtx->xScale = gViConfigXScale;
gfxCtx->yScale = gViConfigYScale;
gameState->init = NULL;
gameState->size = 0;
{
s32 requiredScopeTemp;
GameAlloc_Init(&gameState->alloc);
}
GameState_InitArena(gameState, 0x100000);
GameState_SetFramerateDivisor(gameState, 3);
init(gameState);
VisCvg_Init(&sGameVisCvg);
VisZbuf_Init(&sGameVisZbuf);
VisMono_Init(&sGameVisMono);
ViMode_Init(&sGameViMode);
SpeedMeter_Init(&sGameSpeedMeter);
Rumble_Init();
osSendMesg(&gameState->gfxCtx->queue, OS_MESG_PTR(NULL), OS_MESG_BLOCK);
}
void GameState_Destroy(GameState* gameState) {
// BENTODO
AudioMgr_StopAllSfxExceptSystem();
Audio_Update();
osRecvMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
if (gameState->destroy != NULL) {
gameState->destroy(gameState);
}
Rumble_Destroy();
SpeedMeter_Destroy(&sGameSpeedMeter);
VisCvg_Destroy(&sGameVisCvg);
VisZbuf_Destroy(&sGameVisZbuf);
VisMono_Destroy(&sGameVisMono);
ViMode_Destroy(&sGameViMode);
THA_Destroy(&gameState->tha);
GameAlloc_Cleanup(&gameState->alloc);
gGameState = NULL;
}
GameStateFunc GameState_GetInit(GameState* gameState) {
return gameState->init;
}
size_t GameState_GetSize(GameState* gameState) {
return gameState->size;
}
u32 GameState_IsRunning(GameState* gameState) {
return gameState->running;
}
s32 GameState_GetArenaSize(GameState* gameState) {
return THA_GetRemaining(&gameState->tha);
}
s32 func_80173B48(GameState* gameState) {
s32 result = OS_CYCLES_TO_NSEC(gameState->framerateDivisor * gIrqMgrRetraceTime) - OS_CYCLES_TO_NSEC(gRDPTimeTotal);
return result;
}
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