#include "common.h"
#include "rpmatfx.h"
#include "rphanim.h"
#include "rpskin.h"
#include "rtbmp.h"
#ifndef LIBRW
#include "rpanisot.h"
#endif
#include "main.h"
#include "CdStream.h"
#include "General.h"
#include "RwHelper.h"
#include "Clouds.h"
#include "Draw.h"
#include "Sprite2d.h"
#include "Renderer.h"
#include "Coronas.h"
#include "WaterLevel.h"
#include "Weather.h"
#include "Glass.h"
#include "WaterCannon.h"
#include "SpecialFX.h"
#include "Shadows.h"
#include "Skidmarks.h"
#include "Antennas.h"
#include "Rubbish.h"
#include "Particle.h"
#include "Pickups.h"
#include "WeaponEffects.h"
#include "PointLights.h"
#include "Fluff.h"
#include "Replay.h"
#include "Camera.h"
#include "World.h"
#include "Ped.h"
#include "Font.h"
#include "Pad.h"
#include "Hud.h"
#include "User.h"
#include "Messages.h"
#include "Darkel.h"
#include "Garages.h"
#include "MusicManager.h"
#include "VisibilityPlugins.h"
#include "NodeName.h"
#include "DMAudio.h"
#include "CutsceneMgr.h"
#include "Lights.h"
#include "Credits.h"
#include "ZoneCull.h"
#include "Timecycle.h"
#include "TxdStore.h"
#include "FileMgr.h"
#include "Text.h"
#include "RpAnimBlend.h"
#include "Frontend.h"
#include "AnimViewer.h"
#include "Script.h"
#include "PathFind.h"
#include "Debug.h"
#include "Console.h"
#include "timebars.h"
#include "GenericGameStorage.h"
#include "MemoryCard.h"
#include "SceneEdit.h"
#include "debugmenu.h"
#include "Clock.h"
#include "Occlusion.h"
#include "Ropes.h"
#include "postfx.h"
#include "custompipes.h"
#include "frontendoption.h"
#include "screendroplets.h"
GlobalScene Scene;
uint8 work_buff[55000];
char gString[256];
char gString2[512];
wchar gUString[256];
wchar gUString2[256];
float FramesPerSecond = 30.0f;
bool gbPrintShite = false;
bool gbModelViewer;
#ifdef TIMEBARS
bool gbShowTimebars;
#endif
int32 frameCount;
RwRGBA gColourTop;
bool gameAlreadyInitialised;
float NumberOfChunksLoaded;
#define TOTALNUMCHUNKS 95.0f
bool g_SlowMode = false;
char version_name[64];
void GameInit(void);
void SystemInit(void);
void TheGame(void);
#ifdef DEBUGMENU
void DebugMenuPopulate(void);
#endif
#ifdef NEW_RENDERER
bool gbNewRenderer;
#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
#else
#define CLEARMODE (rwCAMERACLEARZ)
#endif
void
ValidateVersion()
{
int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb");
char buff[128];
if ( file != -1 )
{
CFileMgr::Seek(file, 100, SEEK_SET);
for ( int i = 0; i < 128; i++ )
{
CFileMgr::Read(file, &buff[i], sizeof(char));
buff[i] -= 23;
if ( buff[i] == '\0' )
break;
CFileMgr::Seek(file, 99, SEEK_CUR);
}
if ( !strncmp(buff, "grandtheftauto3", 15) )
{
strncpy(version_name, &buff[15], 64);
CFileMgr::CloseFile(file);
return;
}
}
LoadingScreen("Invalid version", NULL, NULL);
while(true)
{
;
}
}
bool
DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
{
CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha);
CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha);
CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
CSprite2d::InitPerFrame();
if(Alpha != 0)
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor);
return true;
}
bool
DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
{
CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
TheCamera.m_viewMatrix.Update();
CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha);
return true;
}
// This is certainly a very useful function
void
DoRWRenderHorizon(void)
{
CClouds::RenderHorizon();
}
void
DoFade(void)
{
if(CTimer::GetIsPaused())
return;
#ifdef PS2_MENU
if(TheMemoryCard.JustLoadedDontFadeInYet){
TheMemoryCard.JustLoadedDontFadeInYet = false;
TheMemoryCard.TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
}
#else
if(JustLoadedDontFadeInYet){
JustLoadedDontFadeInYet = false;
TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
}
#endif
#ifdef PS2_MENU
if(TheMemoryCard.StillToFadeOut){
if(CTimer::GetTimeInMilliseconds() - TheMemoryCard.TimeStartedCountingForFade > TheMemoryCard.TimeToStayFadedBeforeFadeOut){
TheMemoryCard.StillToFadeOut = false;
#else
if(StillToFadeOut){
if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
StillToFadeOut = false;
#endif
TheCamera.Fade(3.0f, FADE_IN);
TheCamera.ProcessFade();
TheCamera.ProcessMusicFade();
}else{
TheCamera.SetFadeColour(0, 0, 0);
TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
}
}
if(CDraw::FadeValue != 0 || FrontEndMenuManager.m_PrefsBrightness < 256){
CSprite2d *splash = LoadSplash(nil);
CRGBA fadeColor;
CRect rect;
int fadeValue = CDraw::FadeValue;
float brightness = Min(FrontEndMenuManager.m_PrefsBrightness, 256);
if(brightness <= 50)
brightness = 50;
if(FrontEndMenuManager.m_bMenuActive)
brightness = 256;
if(TheCamera.m_FadeTargetIsSplashScreen)
fadeValue = 0;
float fade = fadeValue + 256 - brightness;
if(fade == 0){
fadeColor.r = 0;
fadeColor.g = 0;
fadeColor.b = 0;
fadeColor.a = 0;
}else{
fadeColor.r = fadeValue * CDraw::FadeRed / fade;
fadeColor.g = fadeValue * CDraw::FadeGreen / fade;
fadeColor.b = fadeValue * CDraw::FadeBlue / fade;
int alpha = 255 - brightness*(256 - fadeValue)/256;
if(alpha < 0)
alpha = 0;
fadeColor.a = alpha;
}
TheCamera.GetScreenRect(rect);
CSprite2d::DrawRect(rect, fadeColor);
if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
fadeColor.r = 255;
fadeColor.g = 255;
fadeColor.b = 255;
fadeColor.a = CDraw::FadeValue;
splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), fadeColor, fadeColor, fadeColor, fadeColor);
}
}
}
bool
RwGrabScreen(RwCamera *camera, RwChar *filename)
{
char temp[255];
RwImage *pImage = RsGrabScreen(camera);
bool result = true;
if (pImage == nil)
return false;
strcpy(temp, CFileMgr::GetRootDirName());
strcat(temp, filename);
if (RtBMPImageWrite(pImage, &temp[0]) == nil)
result = false;
RwImageDestroy(pImage);
return result;
}
#define TILE_WIDTH 576
#define TILE_HEIGHT 432
void
DoRWStuffEndOfFrame(void)
{
CDebug::DisplayScreenStrings(); // custom
CDebug::DebugDisplayTextBuffer();
FlushObrsPrintfs();
RwCameraEndUpdate(Scene.camera);
RsCameraShowRaster(Scene.camera);
#ifndef MASTER
char s[48];
if (CPad::GetPad(1)->GetLeftShockJustDown()) {
// try using both controllers for this thing... crazy bastards
if (CPad::GetPad(0)->GetRightStickY() > 0) {
sprintf(s, "screen%d%d.ras", CClock::ms_nGameClockHours, CClock::ms_nGameClockMinutes);
// TODO
//RtTileRender(Scene.camera, TILE_WIDTH * 2, TILE_HEIGHT * 2, TILE_WIDTH, TILE_HEIGHT, &NewTileRendererCB, nil, s);
} else {
sprintf(s, "screen%d%d.bmp", CClock::ms_nGameClockHours, CClock::ms_nGameClockMinutes);
RwGrabScreen(Scene.camera, s);
}
}
#endif // !MASTER
}
static RwBool
PluginAttach(void)
{
if( !RpWorldPluginAttach() )
{
printf("Couldn't attach world plugin\n");
return FALSE;
}
if( !RpSkinPluginAttach() )
{
printf("Couldn't attach RpSkin plugin\n");
return FALSE;
}
#ifndef LIBRW
if (!RtAnimInitialize())
{
return FALSE;
}
#endif
if( !RpHAnimPluginAttach() )
{
printf("Couldn't attach RpHAnim plugin\n");
return FALSE;
}
if( !NodeNamePluginAttach() )
{
printf("Couldn't attach node name plugin\n");
return FALSE;
}
if( !CVisibilityPlugins::PluginAttach() )
{
printf("Couldn't attach visibility plugins\n");
return FALSE;
}
if( !RpAnimBlendPluginAttach() )
{
printf("Couldn't attach RpAnimBlend plugin\n");
return FALSE;
}
if( !RpMatFXPluginAttach() )
{
printf("Couldn't attach RpMatFX plugin\n");
return FALSE;
}
#ifndef LIBRW
RpAnisotPluginAttach();
#endif
#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeRegister();
#endif
return TRUE;
}
static RwBool
Initialise3D(void *param)
{
if (RsRwInitialize(param))
{
#ifdef DEBUGMENU
DebugMenuInit();
DebugMenuPopulate();
#endif // !DEBUGMENU
#ifdef CUSTOM_FRONTEND_OPTIONS
// Apparently this func. can be run multiple times at the start.
if (numCustomFrontendOptions == 0 && numCustomFrontendScreens == 0) {
// needs stored language and TheText to be loaded, and last TheText reload is at the start of here
CustomFrontendOptionsPopulate();
}
#endif
bool ret = CGame::InitialiseRenderWare();
#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeInit(); // need Scene.world for this
#endif
#ifdef SCREEN_DROPLETS
ScreenDroplets::InitDraw();
#endif
return ret;
}
return (FALSE);
}
static void
Terminate3D(void)
{
#ifdef SCREEN_DROPLETS
ScreenDroplets::Shutdown();
#endif
#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeShutdown();
#endif
CGame::ShutdownRenderWare();
#ifdef DEBUGMENU
DebugMenuShutdown();
#endif // !DEBUGMENU
RsRwTerminate();
return;
}
CSprite2d splash;
int splashTxdId = -1;
//--MIAMI: done
CSprite2d*
LoadSplash(const char *name)
{
RwTexDictionary *txd;
char filename[140];
RwTexture *tex = nil;
if(name == nil)
return &splash;
if(splashTxdId == -1)
splashTxdId = CTxdStore::AddTxdSlot("splash");
txd = CTxdStore::GetSlot(splashTxdId)->texDict;
if(txd)
tex = RwTexDictionaryFindNamedTexture(txd, name);
// if texture is found, splash was already set up below
if(tex == nil){
CFileMgr::SetDir("TXD\\");
sprintf(filename, "%s.txd", name);
if(splash.m_pTexture)
splash.Delete();
if(txd)
CTxdStore::RemoveTxd(splashTxdId);
CTxdStore::LoadTxd(splashTxdId, filename);
CTxdStore::AddRef(splashTxdId);
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(splashTxdId);
splash.SetTexture(name);
CTxdStore::PopCurrentTxd();
CFileMgr::SetDir("");
}
return &splash;
}
void
DestroySplashScreen(void)
{
splash.Delete();
if(splashTxdId != -1)
CTxdStore::RemoveTxdSlot(splashTxdId);
splashTxdId = -1;
}
//--MIAMI: done
Const char*
GetRandomSplashScreen(void)
{
int index;
static int index2 = 0;
static char splashName[128];
static int splashIndex[12] = {
1, 2,
3, 4,
5, 11,
6, 8,
9, 10,
7, 12
};
index = splashIndex[2*index2 + CGeneral::GetRandomNumberInRange(0, 2)];
index2++;
if(index2 == 6)
index2 = 0;
sprintf(splashName, "loadsc%d", index);
return splashName;
}
Const char*
GetLevelSplashScreen(int level)
{
static Const char *splashScreens[4] = {
nil,
"splash1",
"splash2",
"splash3",
};
return splashScreens[level];
}
void
ResetLoadingScreenBar()
{
NumberOfChunksLoaded = 0.0f;
}
//--MIAMI: done
void
LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
{
CSprite2d *splash;
#ifdef DISABLE_LOADING_SCREEN
if (str1 && str2)
return;
#endif
#ifndef RANDOMSPLASH
splashscreen = "LOADSC0";
#endif
splash = LoadSplash(splashscreen);
#ifndef GTA_PS2
if(RsGlobal.quit)
return;
#endif
if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)){
CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
DefinedState();
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), CRGBA(255, 255, 255, 255));
if(str1){
NumberOfChunksLoaded += 1;
#ifndef RANDOMSPLASH
float hpos = SCREEN_SCALE_X(40);
float length = SCREEN_WIDTH - SCREEN_SCALE_X(80);
float top = SCREEN_HEIGHT - SCREEN_SCALE_Y(14);
float bottom = top + SCREEN_SCALE_Y(5);
#else
float hpos = SCREEN_STRETCH_X(40);
float length = SCREEN_STRETCH_X(440);
// this is rather weird
float top = SCREEN_STRETCH_Y(407.4f - 7.0f/3.0f);
float bottom = SCREEN_STRETCH_Y(407.4f + 7.0f/3.0f);
#endif
CSprite2d::DrawRect(CRect(hpos-1.0f, top-1.0f, hpos+length+1.0f, bottom+1.0f), CRGBA(40, 53, 68, 255));
CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(155, 50, 125, 255));
length *= NumberOfChunksLoaded/TOTALNUMCHUNKS;
CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(255, 150, 225, 255));
// this is done by the game but is unused
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2));
CFont::SetPropOn();
CFont::SetRightJustifyOn();
CFont::SetDropShadowPosition(1);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetFontStyle(FONT_HEADING);
#ifdef CHATTYSPLASH
// my attempt
static wchar tmpstr[80];
float yscale = SCREEN_SCALE_Y(0.9f);
top -= 45*yscale;
CFont::SetScale(SCREEN_SCALE_X(0.75f), yscale);
CFont::SetPropOn();
CFont::SetRightJustifyOff();
CFont::SetFontStyle(FONT_STANDARD);
CFont::SetColor(CRGBA(255, 255, 255, 255));
AsciiToUnicode(str1, tmpstr);
CFont::PrintString(hpos, top, tmpstr);
top += 22*yscale;
if (str2) {
AsciiToUnicode(str2, tmpstr);
CFont::PrintString(hpos, top, tmpstr);
}
#endif
}
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
}
//--MIAMI: done
void
LoadingIslandScreen(const char *levelName)
{
CSprite2d *splash;
splash = LoadSplash(nil);
if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255))
return;
CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
DefinedState();
CRGBA col = CRGBA(255, 255, 255, 255);
CRGBA col2 = CRGBA(0, 0, 0, 255);
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col2);
splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col, col, col, col);
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
void
ProcessSlowMode(void)
{
int16 lX = CPad::GetPad(0)->NewState.LeftStickX;
int16 lY = CPad::GetPad(0)->NewState.LeftStickY;
int16 rX = CPad::GetPad(0)->NewState.RightStickX;
int16 rY = CPad::GetPad(0)->NewState.RightStickY;
int16 L1 = CPad::GetPad(0)->NewState.LeftShoulder1;
int16 L2 = CPad::GetPad(0)->NewState.LeftShoulder2;
int16 R1 = CPad::GetPad(0)->NewState.RightShoulder1;
int16 R2 = CPad::GetPad(0)->NewState.RightShoulder2;
int16 up = CPad::GetPad(0)->NewState.DPadUp;
int16 down = CPad::GetPad(0)->NewState.DPadDown;
int16 left = CPad::GetPad(0)->NewState.DPadLeft;
int16 right = CPad::GetPad(0)->NewState.DPadRight;
int16 start = CPad::GetPad(0)->NewState.Start;
int16 select = CPad::GetPad(0)->NewState.Select;
int16 square = CPad::GetPad(0)->NewState.Square;
int16 triangle = CPad::GetPad(0)->NewState.Triangle;
int16 cross = CPad::GetPad(0)->NewState.Cross;
int16 circle = CPad::GetPad(0)->NewState.Circle;
int16 L3 = CPad::GetPad(0)->NewState.LeftShock;
int16 R3 = CPad::GetPad(0)->NewState.RightShock;
int16 networktalk = CPad::GetPad(0)->NewState.NetworkTalk;
int16 stop = true;
do
{
if ( CPad::GetPad(1)->GetSelectJustDown() || CPad::GetPad(1)->GetStart() )
break;
if ( stop )
{
CTimer::Stop();
stop = false;
}
CPad::UpdatePads();
RwCameraBeginUpdate(Scene.camera);
RwCameraEndUpdate(Scene.camera);
} while (!CPad::GetPad(1)->GetSelectJustDown() && !CPad::GetPad(1)->GetStart());
CPad::GetPad(0)->OldState.LeftStickX = lX;
CPad::GetPad(0)->OldState.LeftStickY = lY;
CPad::GetPad(0)->OldState.RightStickX = rX;
CPad::GetPad(0)->OldState.RightStickY = rY;
CPad::GetPad(0)->OldState.LeftShoulder1 = L1;
CPad::GetPad(0)->OldState.LeftShoulder2 = L2;
CPad::GetPad(0)->OldState.RightShoulder1 = R1;
CPad::GetPad(0)->OldState.RightShoulder2 = R2;
CPad::GetPad(0)->OldState.DPadUp = up;
CPad::GetPad(0)->OldState.DPadDown = down;
CPad::GetPad(0)->OldState.DPadLeft = left;
CPad::GetPad(0)->OldState.DPadRight = right;
CPad::GetPad(0)->OldState.Start = start;
CPad::GetPad(0)->OldState.Select = select;
CPad::GetPad(0)->OldState.Square = square;
CPad::GetPad(0)->OldState.Triangle = triangle;
CPad::GetPad(0)->OldState.Cross = cross;
CPad::GetPad(0)->OldState.Circle = circle;
CPad::GetPad(0)->OldState.LeftShock = L3;
CPad::GetPad(0)->OldState.RightShock = R3;
CPad::GetPad(0)->OldState.NetworkTalk = networktalk;
CPad::GetPad(0)->NewState.LeftStickX = lX;
CPad::GetPad(0)->NewState.LeftStickY = lY;
CPad::GetPad(0)->NewState.RightStickX = rX;
CPad::GetPad(0)->NewState.RightStickY = rY;
CPad::GetPad(0)->NewState.LeftShoulder1 = L1;
CPad::GetPad(0)->NewState.LeftShoulder2 = L2;
CPad::GetPad(0)->NewState.RightShoulder1 = R1;
CPad::GetPad(0)->NewState.RightShoulder2 = R2;
CPad::GetPad(0)->NewState.DPadUp = up;
CPad::GetPad(0)->NewState.DPadDown = down;
CPad::GetPad(0)->NewState.DPadLeft = left;
CPad::GetPad(0)->NewState.DPadRight = right;
CPad::GetPad(0)->NewState.Start = start;
CPad::GetPad(0)->NewState.Select = select;
CPad::GetPad(0)->NewState.Square = square;
CPad::GetPad(0)->NewState.Triangle = triangle;
CPad::GetPad(0)->NewState.Cross = cross;
CPad::GetPad(0)->NewState.Circle = circle;
CPad::GetPad(0)->NewState.LeftShock = L3;
CPad::GetPad(0)->NewState.RightShock = R3;
CPad::GetPad(0)->NewState.NetworkTalk = networktalk;
}
float FramesPerSecondCounter;
int32 FrameSamples;
struct tZonePrint
{
char name[11];
char area[5];
CRect rect;
};
tZonePrint ZonePrint[] =
{
{ "DOWNTOWN", "GM", CRect(-1500.0f, 1500.0f, -300.0f, 980.0f)},
{ "DOWNTOWS", "KB", CRect(-1200.0f, 980.0f, -300.0f, 435.0f)},
{ "GOLF", "NT", CRect(-300.0f, 660.0f, 320.0f, -255.0f)},
{ "LITTLEHA", "AG", CRect(-1250.0f, -310.0f, -746.0f, -926.0f)},
{ "HAITI", "CJ", CRect(-1355.0f, 30.0f, -637.0f, -304.0f)},
{ "HAITIN", "SM", CRect(-1355.0f, 435.0f, -637.0f, 30.0f)},
{ "DOCKS", "AW", CRect(-1122.0f, -926.0f, -609.0f, -1575.0f)},
{ "AIRPORT", "NT", CRect(-2000.0f, 200.0f, -871.0f, -2000.0f)},
{ "STARISL", "CJ", CRect(-724.0f, -320.0f, -40.0f, -380.0f)},
{ "CENT.ISLA", "NT", CRect(-163.0f, 1260.0f, 120.0f, 830.0f)},
{ "MALL", "AW", CRect( 300.0f, 1266.0f, 483.0f, 995.0f)},
{ "MANSION", "KB", CRect(-724.0f, -500.0f, -40.0f, -670.0f)},
{ "NBEACH", "AS", CRect( 120.0f, 1340.0f, 900.0f, 600.0f)},
{ "NBEACHBT", "AS", CRect( 200.0f, 680.0f, 660.0f, -50.0f)},
{ "NBEACHW", "AS", CRect(-93.0f, 80.0f, 410.0f, -680.0f)},
{ "OCEANDRV", "AC", CRect( 200.0f, -964.0f, 955.0f, -1797.0f)},
{ "OCEANDN", "WS", CRect( 400.0f, 50.0f, 955.0f, -964.0f)},
{ "WASHINGTN", "AC", CRect(-320.0f, -487.0f, 500.0f, -1200.0f)},
{ "WASHINBTM", "AC", CRect(-255.0f, -1200.0f, 500.0f, -1690.0f)}
};
#ifndef MASTER
void
DisplayGameDebugText()
{
static bool bDisplayPosn = false;
static bool bDisplayCheatStr = false; // custom
#ifndef FINAL
{
SETTWEAKPATH("GameDebugText");
TWEAKBOOL(bDisplayPosn);
TWEAKBOOL(bDisplayCheatStr);
}
#endif
char str[200];
wchar ustr[200];
#ifdef DRAW_GAME_VERSION_TEXT
wchar ver[200];
AsciiToUnicode(version_name, ver);
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetFontStyle(FONT_STANDARD);
CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.5f));
CFont::SetCentreOff();
CFont::SetRightJustifyOff();
CFont::SetWrapx(SCREEN_WIDTH);
CFont::SetJustifyOff();
CFont::SetBackGroundOnlyTextOff();
CFont::SetColor(CRGBA(255, 108, 0, 255));
CFont::PrintString(SCREEN_SCALE_X(10.0f), SCREEN_SCALE_Y(10.0f), ver);
#endif
FrameSamples++;
FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f);
FramesPerSecond = FramesPerSecondCounter / FrameSamples;
if ( FrameSamples > 30 )
{
FramesPerSecondCounter = 0.0f;
FrameSamples = 0;
}
if ( bDisplayPosn )
{
CVector pos = FindPlayerCoors();
int32 ZoneId = ARRAY_SIZE(ZonePrint)-1; // no zone
for ( int32 i = 0; i < ARRAY_SIZE(ZonePrint)-1; i++ )
{
if ( pos.x > ZonePrint[i].rect.left
&& pos.x < ZonePrint[i].rect.right
&& pos.y > ZonePrint[i].rect.bottom
&& pos.y < ZonePrint[i].rect.top )
{
ZoneId = i;
}
}
//NOTE: fps should be 30, but its 29 due to different fp2int conversion
sprintf(str, "X:%4.0f Y:%4.0f Z:%4.0f F-%d %s-%s", pos.x, pos.y, pos.z, (int32)FramesPerSecond,
ZonePrint[ZoneId].name, ZonePrint[ZoneId].area);
AsciiToUnicode(str, ustr);
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.6f), SCREEN_SCALE_Y(0.8f));
CFont::SetCentreOff();
CFont::SetRightJustifyOff();
CFont::SetJustifyOff();
CFont::SetBackGroundOnlyTextOff();
CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
CFont::SetFontStyle(FONT_STANDARD);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetDropShadowPosition(2);
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(41.0f, 41.0f, ustr);
CFont::SetColor(CRGBA(205, 205, 0, 255));
CFont::PrintString(40.0f, 40.0f, ustr);
}
// custom
if (bDisplayCheatStr)
{
sprintf(str, "%s", CPad::KeyBoardCheatString);
AsciiToUnicode(str, ustr);
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.6f), SCREEN_SCALE_Y(0.8f));
CFont::SetCentreOn();
CFont::SetBackGroundOnlyTextOff();
CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
CFont::SetFontStyle(FONT_STANDARD);
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f)+2.f, SCREEN_SCALE_FROM_BOTTOM(20.0f)+2.f, ustr);
CFont::SetColor(CRGBA(255, 150, 225, 255));
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f), SCREEN_SCALE_FROM_BOTTOM(20.0f), ustr);
}
}
#endif
#ifdef NEW_RENDERER
bool gbRenderRoads = true;
bool gbRenderEverythingBarRoads = true;
bool gbRenderFadingInUnderwaterEntities = true;
bool gbRenderFadingInEntities = true;
bool gbRenderWater = true;
bool gbRenderBoats = true;
bool gbRenderVehicles = true;
bool gbRenderWorld0 = true;
bool gbRenderWorld1 = true;
bool gbRenderWorld2 = true;
void
MattRenderScene(void)
{
// this calls CMattRenderer::Render
CWorld::AdvanceCurrentScanCode();
// CMattRenderer::ResetRenderStates
CRenderer::ClearForFrame();
// CClock::CalcEnvMapTimeMultiplicator
CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
// cWorldStream::ClearDynamics
CRenderer::ConstructRenderList();
if(gbRenderWorld0)
CRenderer::RenderWorld(0); // roads
// CMattRenderer::ResetRenderStates
CRenderer::PreRender();
CCoronas::RenderReflections();
if(gbRenderWorld1)
CRenderer::RenderWorld(1); // opaque
if(gbRenderRoads)
CRenderer::RenderRoads();
CRenderer::RenderPeds();
// not sure where to put these since LCS has no underwater entities
if(gbRenderBoats)
CRenderer::RenderBoats();
if(gbRenderFadingInUnderwaterEntities)
CRenderer::RenderFadingInUnderwaterEntities();
if(gbRenderWater)
CRenderer::RenderTransparentWater();
if(gbRenderEverythingBarRoads)
CRenderer::RenderEverythingBarRoads();
// get env map here?
// moved this:
// CRenderer::RenderFadingInEntities();
}
void
RenderScene_new(void)
{
CClouds::Render();
DoRWRenderHorizon();
MattRenderScene();
DefinedState();
// CMattRenderer::ResetRenderStates
// moved CRenderer::RenderBoats to before transparent water
}
// TODO
bool FredIsInFirstPersonCam(void) { return true; } // this seems to give the best result in all cases
void
RenderEffects_new(void)
{
CShadows::RenderStaticShadows();
// CRenderer::GenerateEnvironmentMap
CShadows::RenderStoredShadows();
CSkidmarks::Render();
CRubbish::Render();
// these aren't really effects
DefinedState();
if(FredIsInFirstPersonCam()){
DefinedState();
C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
if(gbRenderWorld2)
CRenderer::RenderWorld(2); // transparent
if(gbRenderVehicles)
CRenderer::RenderVehicles();
}else{
if(gbRenderVehicles)
CRenderer::RenderVehicles();
if(gbRenderWorld2)
CRenderer::RenderWorld(2); // transparent
}
// better render these after transparent world
if(gbRenderFadingInEntities)
CRenderer::RenderFadingInEntities();
// actual effects here
CGlass::Render();
// CMattRenderer::ResetRenderStates
DefinedState();
CCoronas::RenderSunReflection();
CWeather::RenderRainStreaks();
// CWeather::AddSnow
CWaterCannons::Render();
CAntennas::Render();
CSpecialFX::Render();
CRopes::Render();
CCoronas::Render();
CParticle::Render();
CPacManPickups::Render();
CWeaponEffects::Render();
CPointLights::RenderFogEffect();
CMovingThings::Render();
CRenderer::RenderFirstPersonVehicle();
}
#endif
void
RenderScene(void)
{
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderScene_new();
return;
}
#endif
CClouds::Render();
DoRWRenderHorizon();
CRenderer::RenderRoads();
CCoronas::RenderReflections();
CRenderer::RenderEverythingBarRoads();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWaterLevel::RenderWater();
CRenderer::RenderBoats();
CRenderer::RenderFadingInUnderwaterEntities();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWaterLevel::RenderTransparentWater();
CRenderer::RenderFadingInEntities();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWeather::RenderRainStreaks();
CCoronas::RenderSunReflection();
}
void
RenderDebugShit(void)
{
CTheScripts::RenderTheScriptDebugLines();
#ifndef FINAL
if(gbShowCollisionLines)
CRenderer::RenderCollisionLines();
ThePaths.DisplayPathData();
CDebug::DrawLines();
DefinedState();
#endif
}
void
RenderEffects(void)
{
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderEffects_new();
return;
}
#endif
CGlass::Render();
CWaterCannons::Render();
CSpecialFX::Render();
CRopes::Render();
CShadows::RenderStaticShadows();
CShadows::RenderStoredShadows();
CSkidmarks::Render();
CAntennas::Render();
CRubbish::Render();
CCoronas::Render();
CParticle::Render();
CPacManPickups::Render();
CWeaponEffects::Render();
CPointLights::RenderFogEffect();
CMovingThings::Render();
CRenderer::RenderFirstPersonVehicle();
}
void
Render2dStuff(void)
{
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CReplay::Display();
CPickups::RenderPickUpText();
if(TheCamera.m_WideScreenOn
#ifdef CUTSCENE_BORDERS_SWITCH
&& CMenuManager::m_PrefsCutsceneBorders
#endif
)
TheCamera.DrawBordersForWideScreen();
CPed *player = FindPlayerPed();
int weaponType = 0;
if(player)
weaponType = player->GetWeapon()->m_eWeaponType;
bool firstPersonWeapon = false;
int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if(cammode == CCam::MODE_SNIPER ||
cammode == CCam::MODE_SNIPER_RUNABOUT ||
cammode == CCam::MODE_ROCKETLAUNCHER ||
cammode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
cammode == CCam::MODE_CAMERA)
firstPersonWeapon = true;
// Draw black border for sniper and rocket launcher
if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_LASERSCOPE) && firstPersonWeapon){
CRGBA black(0, 0, 0, 255);
// top and bottom strips
if (weaponType == WEAPONTYPE_ROCKETLAUNCHER) {
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(180)), black);
CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(170), SCREEN_WIDTH, SCREEN_HEIGHT), black);
}
else {
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(210)), black);
CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(210), SCREEN_WIDTH, SCREEN_HEIGHT), black);
}
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH / 2 - SCREEN_SCALE_X(210), SCREEN_HEIGHT), black);
CSprite2d::DrawRect(CRect(SCREEN_WIDTH / 2 + SCREEN_SCALE_X(210), 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), black);
}
MusicManager.DisplayRadioStationName();
TheConsole.Display();
if(CSceneEdit::m_bEditOn)
CSceneEdit::Draw();
else
CHud::Draw();
CSpecialFX::Render2DFXs();
CUserDisplay::OnscnTimer.ProcessForDisplay();
CMessages::Display();
CDarkel::DrawMessages();
CGarages::PrintMessages();
CPad::PrintErrorMessage();
CFont::DrawFonts();
#ifndef MASTER
COcclusion::Render();
#endif
#ifdef DEBUGMENU
DebugMenuRender();
#endif
}
void
RenderMenus(void)
{
if (FrontEndMenuManager.m_bMenuActive)
{
#ifdef PS2
gMainHeap.PushMemId(_TODOCONST(17));
#endif
FrontEndMenuManager.DrawFrontEnd();
#ifdef PS2
gMainHeap.PopMemId();
#endif
}
}
void
Render2dStuffAfterFade(void)
{
#ifndef MASTER
DisplayGameDebugText();
#endif
#ifdef MOBILE_IMPROVEMENTS
if (CDraw::FadeValue != 0)
#endif
CHud::DrawAfterFade();
CFont::DrawFonts();
CCredits::Render();
}
void
Idle(void *arg)
{
CTimer::Update();
tbInit();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CPointLights::InitPerFrame();
tbStartTimer(0, "CGame::Process");
CGame::Process();
tbEndTimer("CGame::Process");
tbStartTimer(0, "DMAudio.Service");
DMAudio.Service();
tbEndTimer("DMAudio.Service");
if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
#ifdef PS2_MENU
TheMemoryCard.m_bWantToLoad = false;
FrontEndMenuManager.m_bWantToRestart = true;
#else
FrontEndMenuManager.m_bWantToRestart = true;
FrontEndMenuManager.m_bWantToLoad = false;
#endif
return;
}
#ifdef PS2_MENU
if ( FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad )
#else
if(FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad)
#endif
{
return;
}
SetLightsWithTimeOfDayColour(Scene.world);
if(arg == nil)
return;
if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
{
// This is from SA, but it's nice for windowed mode
#if defined(GTA_PC) && !defined(RW_GL3)
RwV2d pos;
pos.x = SCREEN_WIDTH / 2.0f;
pos.y = SCREEN_HEIGHT / 2.0f;
RsMouseSetPos(&pos);
#endif
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
tbStartTimer(0, "CnstrRenderList");
#ifdef PC_WATER
CWaterLevel::PreCalcWaterGeometry();
#endif
CRenderer::ConstructRenderList();
tbEndTimer("CnstrRenderList");
tbStartTimer(0, "PreRender");
CRenderer::PreRender();
tbEndTimer("PreRender");
}
#ifdef FIX_BUGS
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
// This has to be done BEFORE RwCameraBeginUpdate
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
#endif
if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
return;
}else{
if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(),
CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
255))
return;
}
DefinedState();
#ifndef FIX_BUGS
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
#endif
tbStartTimer(0, "RenderScene");
RenderScene();
tbEndTimer("RenderScene");
#ifdef EXTENDED_PIPELINES
CustomPipes::EnvMapRender();
#endif
RenderDebugShit();
RenderEffects();
if((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) &&
TheCamera.m_ScreenReductionPercentage > 0.0f)
TheCamera.SetMotionBlurAlpha(150);
#ifdef SCREEN_DROPLETS
CPostFX::GetBackBuffer(Scene.camera);
ScreenDroplets::Process();
ScreenDroplets::Render();
#endif
tbStartTimer(0, "RenderMotionBlur");
TheCamera.RenderMotionBlur();
tbEndTimer("RenderMotionBlur");
tbStartTimer(0, "Render2dStuff");
Render2dStuff();
tbEndTimer("Render2dStuff");
}else{
CDraw::CalculateAspectRatio();
#ifdef ASPECT_RATIO_SCALE
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
#else
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return;
}
tbStartTimer(0, "RenderMenus");
RenderMenus();
tbEndTimer("RenderMenus");
#ifdef PS2_MENU
if ( TheMemoryCard.m_bWantToLoad )
return;
#endif
tbStartTimer(0, "DoFade");
DoFade();
tbEndTimer("DoFade");
tbStartTimer(0, "Render2dStuff-Fade");
Render2dStuffAfterFade();
tbEndTimer("Render2dStuff-Fade");
// CCredits::Render(); // They added it to function above and also forgot it here
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.DrawOverlays();
#endif
if (gbShowTimebars)
tbDisplay();
DoRWStuffEndOfFrame();
if(g_SlowMode)
ProcessSlowMode();
}
void
FrontendIdle(void)
{
CDraw::CalculateAspectRatio();
CTimer::Update();
CSprite2d::SetRecipNearClip(); // this should be on InitialiseRenderWare according to PS2 asm. seems like a bug fix
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CPad::UpdatePads();
FrontEndMenuManager.Process();
if(RsGlobal.quit)
return;
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return;
DefinedState(); // seems redundant, but breaks resolution change.
RenderMenus();
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.DrawOverlays();
#endif
DoFade();
Render2dStuffAfterFade();
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
void
InitialiseGame(void)
{
LoadingScreen(nil, nil, "loadsc0");
CGame::Initialise("DATA\\GTA_VC.DAT");
}
RsEventStatus
AppEventHandler(RsEvent event, void *param)
{
switch( event )
{
case rsINITIALIZE:
{
CGame::InitialiseOnceBeforeRW();
return RsInitialize() ? rsEVENTPROCESSED : rsEVENTERROR;
}
case rsCAMERASIZE:
{
CameraSize(Scene.camera, (RwRect *)param,
SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
return rsEVENTPROCESSED;
}
case rsRWINITIALIZE:
{
return Initialise3D(param) ? rsEVENTPROCESSED : rsEVENTERROR;
}
case rsRWTERMINATE:
{
Terminate3D();
return rsEVENTPROCESSED;
}
case rsTERMINATE:
{
CGame::FinalShutdown();
return rsEVENTPROCESSED;
}
case rsPLUGINATTACH:
{
return PluginAttach() ? rsEVENTPROCESSED : rsEVENTERROR;
}
case rsINPUTDEVICEATTACH:
{
AttachInputDevices();
return rsEVENTPROCESSED;
}
case rsIDLE:
{
Idle(param);
return rsEVENTPROCESSED;
}
case rsFRONTENDIDLE:
{
FrontendIdle();
return rsEVENTPROCESSED;
}
case rsACTIVATE:
{
param ? DMAudio.ReacquireDigitalHandle() : DMAudio.ReleaseDigitalHandle();
return rsEVENTPROCESSED;
}
default:
{
return rsEVENTNOTPROCESSED;
}
}
}
#ifndef MASTER
void
TheModelViewer(void)
{
#if (defined(GTA_PS2) || defined(GTA_XBOX))
//TODO
#else
// This is not original. Because;
// 1- We want 2D things to be initalized, whereas original AnimViewer doesn't use them. my additions marked with X
// 2- VC Mobile code run it like main function(as opposed to III and LCS), so it has it's own loop inside it, but our func. already called in a loop.
CDraw::CalculateAspectRatio(); // X
CAnimViewer::Update();
SetLightsWithTimeOfDayColour(Scene.world);
CRenderer::ConstructRenderList();
DoRWStuffStartOfFrame(CTimeCycle::GetSkyTopRed()*0.5f, CTimeCycle::GetSkyTopGreen()*0.5f, CTimeCycle::GetSkyTopBlue()*0.5f,
CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
255);
CSprite2d::SetRecipNearClip(); // X
CSprite2d::InitPerFrame(); // X
CFont::InitPerFrame(); // X
DefinedState();
CVisibilityPlugins::InitAlphaEntityList();
CAnimViewer::Render();
Render2dStuff(); // X
DoRWStuffEndOfFrame();
CTimer::Update();
#endif
}
#endif
#ifdef PS2
void TheGame(void)
{
printf("Into TheGame!!!\n");
#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(1));
#endif
CTimer::Initialise();
#ifdef GTA_PS2
CGame::Initialise();
#else
CGame::Initialise("DATA\\GTA3.DAT");
#endif
Const char *splash = GetRandomSplashScreen(); // inlined here
LoadingScreen("Starting Game", NULL, splash);
#ifdef GTA_PS2
if ( TheMemoryCard.CheckCardInserted(CARD_ONE) == CMemoryCard::NO_ERR_SUCCESS
&& TheMemoryCard.ChangeDirectory(CARD_ONE, TheMemoryCard.Cards[CARD_ONE].dir)
&& TheMemoryCard.FindMostRecentFileName(CARD_ONE, TheMemoryCard.MostRecentFile) == true
&& TheMemoryCard.CheckDataNotCorrupt(TheMemoryCard.MostRecentFile))
{
strcpy(TheMemoryCard.LoadFileName, TheMemoryCard.MostRecentFile);
TheMemoryCard.b_FoundRecentSavedGameWantToLoad = true;
if (FrontEndMenuManager.m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad())
{
FrontEndMenuManager.m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad();
TheText.Unload();
TheText.Load();
}
CGame::currLevel = TheMemoryCard.GetLevelToLoad();
}
#else
//TODO
#endif
while (true)
{
#ifdef PS2
if (TheMemoryCard.m_bWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToLoad)
#endif
{
Const char *splash1 = GetLevelSplashScreen(CGame::currLevel);
LoadSplash(splash1);
}
#ifdef PS2
TheMemoryCard.m_bWantToLoad = false;
#else
FrontEndMenuManager.m_bWantToLoad = false;
#endif
CTimer::Update();
#ifdef PS2
while (!(FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad))
#else
while (!(FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad))
#endif
{
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(12));
#endif
CPointLights::NumLights = 0;
CGame::Process();
#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
DMAudio.Service();
if (CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing())
{
#ifdef PS2
TheMemoryCard.m_bWantToLoad = false;
#else
FrontEndMenuManager.m_bWantToLoad = false;
#endif
FrontEndMenuManager.m_bWantToRestart = true;
break;
}
#ifdef PS2
if (FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad)
#endif
break;
SetLightsWithTimeOfDayColour(Scene.world);
#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(15));
#endif
// m_bRenderGameInMenu is there in III PS2 but I don't know about VC PS2.
if (!FrontEndMenuManager.m_bMenuActive || /*FrontEndMenuManager.m_bRenderGameInMenu == true && */TheCamera.GetScreenFadeStatus() != FADE_2 )
{
#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(11));
#endif
CRenderer::ConstructRenderList();
CRenderer::PreRender();
#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
if (CWeather::LightningFlash && !CCullZones::CamNoRain())
DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255);
else
DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(), CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255);
DefinedState();
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
RenderScene();
RenderDebugShit();
RenderEffects();
if ((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) && TheCamera.m_ScreenReductionPercentage > 0.0f)
TheCamera.SetMotionBlurAlpha(150);
TheCamera.RenderMotionBlur();
Render2dStuff();
}
else
{
CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if (!RsCameraBeginUpdate(Scene.camera))
break;
}
RenderMenus();
#ifdef PS2
if (TheMemoryCard.m_bWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToLoad)
#endif
{
#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
break;
}
DoFade();
Render2dStuffAfterFade();
CCredits::Render();
DoRWStuffEndOfFrame();
while (frameCount < 2)
;
frameCount = 0;
CTimer::Update();
#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
if (g_SlowMode)
ProcessSlowMode();
}
CPad::ResetCheats();
CPad::StopPadsShaking();
DMAudio.ChangeMusicMode(MUSICMODE_DISABLE);
CGame::ShutDownForRestart();
CTimer::Stop();
#ifdef PS2
if (FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad)
#endif
{
#ifdef PS2
if (TheMemoryCard.b_FoundRecentSavedGameWantToLoad)
#else
if (b_FoundRecentSavedGameWantToLoad)
#endif
{
FrontEndMenuManager.m_bWantToRestart = true;
#ifdef PS2
TheMemoryCard.m_bWantToLoad = true;
#else
FrontEndMenuManager.m_bWantToLoad = true;
#endif
}
CGame::InitialiseWhenRestarting();
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
FrontEndMenuManager.m_bWantToRestart = false;
continue;
}
break;
}
DMAudio.Terminate();
}
void SystemInit()
{
#ifdef __MWERKS__
mwInit();
#endif
#ifdef GTA_PS2
InitMemoryMgr();
#endif
#ifdef GTA_PS2
CFileMgr::InitCdSystem();
char path[256];
sprintf(path, "cdrom0:\\%s%s;1", "SYSTEM\\", "IOPRP23.IMG");
sceSifInitRpc(0);
while ( !sceSifRebootIop(path) )
;
while( !sceSifSyncIop() )
;
sceSifInitRpc(0);
CFileMgr::InitCdSystem();
sceFsReset();
#endif
CFileMgr::Initialise();
#ifdef GTA_PS2
CFileMgr::InitCd();
Char modulepath[256];
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "SIO2MAN.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "PADMAN.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "LIBSD.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "SDRDRV.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "MCMAN.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "MCSERV.IRX");
LoadModule(modulepath);
#endif
#ifdef GTA_PS2
ThreadParam param;
param.entry = &IdleThread;
param.stack = idleThreadStack;
param.stackSize = 2048;
param.initPriority = 127;
param.gpReg = &_gp;
int thread = CreateThread(¶m);
StartThread(thread, NULL);
#else
//
#endif
#ifdef GTA_PS2_STUFF
CPad::Initialise();
#endif
CPad::GetPad(0)->Mode = 0;
CGame::frenchGame = false;
CGame::germanGame = false;
CGame::nastyGame = true;
FrontEndMenuManager.m_PrefsAllowNastyGame = true;
#ifdef GTA_PS2
int32 lang = sceScfGetLanguage();
if ( lang == SCE_ITALIAN_LANGUAGE )
FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_ITALIAN;
else if ( lang == SCE_SPANISH_LANGUAGE )
FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_SPANISH;
else if ( lang == SCE_GERMAN_LANGUAGE )
{
CGame::germanGame = true;
CGame::nastyGame = false;
FrontEndMenuManager.m_PrefsAllowNastyGame = false;
FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_GERMAN;
}
else if ( lang == SCE_FRENCH_LANGUAGE )
{
CGame::frenchGame = true;
CGame::nastyGame = false;
FrontEndMenuManager.m_PrefsAllowNastyGame = false;
FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_FRENCH;
}
else
FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_AMERICAN;
FrontEndMenuManager.InitialiseMenuContentsAfterLoadingGame();
#else
//
#endif
#ifdef PS2
TheMemoryCard.Init();
#endif
}
void GameInit()
{
if ( !gameAlreadyInitialised )
{
#ifdef GTA_PS2
char path[256];
strcpy(path, "cdrom0:\\");
strcat(path, "SYSTEM\\");
strcat(path, "CDSTREAM.IRX");
LoadModule(path);
strcpy(path, "cdrom0:\\");
strcat(path, "SYSTEM\\");
strcat(path, "SAMPMAN.IRX");
LoadModule(path);
strcpy(path, "cdrom0:\\");
strcat(path, "SYSTEM\\");
strcat(path, "MUSICSTR.IRX");
LoadModule(path);
#endif
CdStreamInit(MAX_CDCHANNELS);
#ifdef PS2
Initialise3D(); //no params
#else
//TODO
#endif
#ifdef GTA_PS2
char *files[] =
{
"\\ANIM\\CUTS.IMG;1",
"\\ANIM\\CUTS.DIR;1",
"\\ANIM\\PED.IFP;1",
"\\MODELS\\FRONTEND.TXD;1",
"\\MODELS\\FONTS.TXD;1",
"\\MODELS\\HUD.TXD;1",
"\\MODELS\\PARTICLE.TXD;1",
"\\MODELS\\MISC.TXD;1",
"\\MODELS\\GENERIC.TXD;1",
"\\MODELS\\GTA3.DIR;1",
"\\TEXT\\ENGLISH.GXT;1",
"\\TEXT\\FRENCH.GXT;1",
"\\TEXT\\GERMAN.GXT;1",
"\\TEXT\\ITALIAN.GXT;1",
"\\TEXT\\SPANISH.GXT;1",
"\\TXD\\LOADSC0.TXD;1",
"\\TXD\\LOADSC1.TXD;1",
"\\TXD\\LOADSC2.TXD;1",
"\\TXD\\LOADSC3.TXD;1",
"\\TXD\\LOADSC4.TXD;1",
"\\TXD\\LOADSC5.TXD;1",
"\\TXD\\LOADSC6.TXD;1",
"\\TXD\\LOADSC7.TXD;1",
"\\TXD\\LOADSC8.TXD;1",
"\\TXD\\LOADSC9.TXD;1",
"\\TXD\\LOADSC10.TXD;1",
"\\TXD\\LOADSC11.TXD;1",
"\\TXD\\LOADSC12.TXD;1",
"\\TXD\\LOADSC13.TXD;1",
"\\TXD\\LOADSC14.TXD;1",
"\\TXD\\LOADSC15.TXD;1",
"\\TXD\\LOADSC16.TXD;1",
"\\TXD\\LOADSC17.TXD;1",
"\\TXD\\LOADSC18.TXD;1",
"\\TXD\\LOADSC19.TXD;1",
"\\TXD\\LOADSC20.TXD;1",
"\\TXD\\LOADSC21.TXD;1",
"\\TXD\\LOADSC22.TXD;1",
"\\TXD\\LOADSC23.TXD;1",
"\\TXD\\LOADSC24.TXD;1",
"\\TXD\\LOADSC25.TXD;1",
"\\TXD\\NEWS.TXD;1",
"\\MODELS\\COLL\\GENERIC.COL;1",
"\\MODELS\\COLL\\INDUST.COL;1",
"\\MODELS\\COLL\\COMMER.COL;1",
"\\MODELS\\COLL\\SUBURB.COL;1",
"\\MODELS\\COLL\\WEAPONS.COL;1",
"\\MODELS\\COLL\\VEHICLES.COL;1",
"\\MODELS\\COLL\\PEDS.COL;1",
"\\MODELS\\GENERIC\\AIR_VLO.DFF;1",
"\\MODELS\\GENERIC\\WEAPONS.DFF;1",
"\\MODELS\\GENERIC\\WHEELS.DFF;1",
"\\MODELS\\GENERIC\\LOPLYGUY.DFF;1",
"\\MODELS\\GENERIC\\ARROW.DFF;1",
"\\MODELS\\GENERIC\\ZONECYLB.DFF;1",
"\\DATA\\MAPS\\COMNTOP.IPL;1",
"\\DATA\\MAPS\\COMNBTM.IPL;1",
"\\DATA\\MAPS\\COMSE.IPL;1",
"\\DATA\\MAPS\\COMSW.IPL;1",
"\\DATA\\MAPS\\CULL.IPL;1",
"\\DATA\\MAPS\\INDUSTNE.IPL;1",
"\\DATA\\MAPS\\INDUSTNW.IPL;1",
"\\DATA\\MAPS\\INDUSTSE.IPL;1",
"\\DATA\\MAPS\\INDUSTSW.IPL;1",
"\\DATA\\MAPS\\SUBURBNE.IPL;1",
"\\DATA\\MAPS\\SUBURBSW.IPL;1",
"\\DATA\\MAPS\\OVERVIEW.IPL;1",
"\\DATA\\MAPS\\PROPS.IPL;1",
"\\DATA\\MAPS\\GTA3.IDE;1",
"\\DATA\\PATHS\\FLIGHT.DAT;1",
"\\DATA\\PATHS\\FLIGHT2.DAT;1",
"\\DATA\\PATHS\\FLIGHT3.DAT;1",
"\\DATA\\PATHS\\FLIGHT4.DAT;1",
"\\DATA\\PATHS\\TRACKS.DAT;1",
"\\DATA\\PATHS\\TRACKS2.DAT;1",
"\\DATA\\PATHS\\CHASE0.DAT;1",
"\\DATA\\PATHS\\CHASE1.DAT;1",
"\\DATA\\PATHS\\CHASE2.DAT;1",
"\\DATA\\PATHS\\CHASE3.DAT;1",
"\\DATA\\PATHS\\CHASE4.DAT;1",
"\\DATA\\PATHS\\CHASE5.DAT;1",
"\\DATA\\PATHS\\CHASE6.DAT;1",
"\\DATA\\PATHS\\CHASE7.DAT;1",
"\\DATA\\PATHS\\CHASE10.DAT;1",
"\\DATA\\PATHS\\CHASE11.DAT;1",
"\\DATA\\PATHS\\CHASE14.DAT;1",
"\\DATA\\PATHS\\CHASE16.DAT;1",
"\\DATA\\PATHS\\CHASE18.DAT;1",
"\\DATA\\PATHS\\CHASE19.DAT;1"
};
for ( int32 i = 0; i < ARRAY_SIZE(files); i++ )
SkyRegisterFileOnCd([i]);
#endif
CreateDebugFont();
#ifdef GTA_PS2
AddIntcHandler(_TODOCONST(2), VBlankCounter, 0);
#endif
CameraSize(Scene.camera, NULL, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
CSprite2d::SetRecipNearClip();
CTxdStore::Initialise();
#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(9));
#endif
CFont::Initialise();
CHud::Initialise();
#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
ValidateVersion();
#ifdef GTA_PS2
sceCdCLOCK rtc;
sceCdReadClock(&rtc);
uint32 seed = rtc.minute + rtc.day;
uint32 seed2 = (seed << 4)-seed;
uint32 seed3 = (seed2 << 4)-seed2;
srand ((seed3<<4)+rtc.second);
#else
//TODO: mysrand();
#endif
gameAlreadyInitialised = true;
}
}
int
main(int argc, char *argv[])
{
#ifdef __MWERKS__
mwInit(); // metrowerks initialisation
#endif
SystemInit();
#ifdef PS2
int32 r = TheMemoryCard.CheckCardStateAtGameStartUp(CARD_ONE);
if ( r == CMemoryCard::ERR_DIRNOENTRY || r == CMemoryCard::ERR_NOFORMAT
&& r != CMemoryCard::ERR_OPENNOENTRY && r != CMemoryCard::ERR_NONE )
{
GameInit();
TheText.Unload();
TheText.Load();
CFont::Initialise();
FrontEndMenuManager.DrawMemoryCardStartUpMenus();
}
#endif
#ifdef GTA_PS2
{
if (gameAlreadyInitialised)
RpSkySuspend();
InitMPEGPlayer();
PlayMPEG("cdrom0:\\MOVIES\\DMAPAL.PSS;1", false);
if (CGame::frenchGame || CGame::germanGame)
PlayMPEG("cdrom0:\\MOVIES\\INTROPAF.PSS;1", true);
else
PlayMPEG("cdrom0:\\MOVIES\\INTROPAL.PSS;1", true);
ShutdownMPEGPlayer();
if ( gameAlreadyInitialised )
RpSkyResume();
}
#else
//TODO
#endif
GameInit();
if ( CGame::frenchGame || CGame::germanGame )
LoadingScreen(NULL, version_name, "loadsc24");
else
LoadingScreen(NULL, version_name, "loadsc0");
DMAudio.Initialise();
TheGame();
CGame::ShutDown();
RwEngineStop();
RwEngineClose();
RwEngineTerm();
#ifdef __MWERKS__
mwExit(); // metrowerks shutdown
#endif
return 0;
}
#endif