#include "common.h" #include "platform.h" #include "Game.h" #include "main.h" #include "RwHelper.h" #include "Accident.h" #include "Antennas.h" #include "Bridge.h" #include "CarCtrl.h" #include "CarGen.h" #include "CdStream.h" #include "Clock.h" #include "Clouds.h" #include "Collision.h" #include "Console.h" #include "Coronas.h" #include "Cranes.h" #include "Credits.h" #include "CutsceneMgr.h" #include "DMAudio.h" #include "Darkel.h" #include "Debug.h" #include "EventList.h" #include "FileLoader.h" #include "FileMgr.h" #include "Fire.h" #include "Fluff.h" #include "Font.h" #include "Frontend.h" #include "frontendoption.h" #include "GameLogic.h" #include "Garages.h" #include "GenericGameStorage.h" #include "Glass.h" #include "HandlingMgr.h" #include "Heli.h" #include "Hud.h" #include "IniFile.h" #include "Lights.h" #include "MBlur.h" #include "Messages.h" #include "MemoryCard.h" #include "Pad.h" #include "Particle.h" #include "ParticleObject.h" #include "PedRoutes.h" #include "Phones.h" #include "Pickups.h" #include "Plane.h" #include "PlayerSkin.h" #include "Population.h" #include "Radar.h" #include "Record.h" #include "References.h" #include "Renderer.h" #include "Replay.h" #include "Restart.h" #include "RoadBlocks.h" #include "Rubbish.h" #include "SceneEdit.h" #include "Script.h" #include "Shadows.h" #include "Skidmarks.h" #include "SpecialFX.h" #include "Stats.h" #include "Streaming.h" #include "SurfaceTable.h" #include "TempColModels.h" #include "Timecycle.h" #include "TrafficLights.h" #include "Train.h" #include "TxdStore.h" #include "User.h" #include "VisibilityPlugins.h" #include "WaterCannon.h" #include "WaterLevel.h" #include "Weapon.h" #include "WeaponEffects.h" #include "Weather.h" #include "World.h" #include "ZoneCull.h" #include "Zones.h" #include "debugmenu.h" #include "postfx.h" #include "custompipes.h" #include "screendroplets.h" #include "crossplatform.h" #include "MemoryHeap.h" #ifdef USE_TEXTURE_POOL #include "TexturePools.h" #endif eLevelName CGame::currLevel; bool CGame::bDemoMode = true; bool CGame::nastyGame = true; bool CGame::frenchGame; bool CGame::germanGame; bool CGame::noProstitutes; bool CGame::playingIntro; char CGame::aDatFile[32]; #ifdef MORE_LANGUAGES bool CGame::russianGame = false; bool CGame::japaneseGame = false; #endif int gameTxdSlot; bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha); void DoRWStuffEndOfFrame(void); #ifdef PS2_MENU void MessageScreen(char *msg) { CRect rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); CRGBA color(255, 255, 255, 255); DoRWStuffStartOfFrame(50, 50, 50, 0, 0, 0, 255); CSprite2d::InitPerFrame(); CFont::InitPerFrame(); DefinedState(); CSprite2d *splash = LoadSplash(NULL); splash->Draw(rect, color, color, color, color); #ifdef FIX_BUGS splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_WIDTH-SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192)); #else splash->DrawRect(CRect(20.0f, 110.0f, SCREEN_WIDTH-20.0f, 300.0f), CRGBA(50, 50, 50, 192)); #endif CFont::SetFontStyle(FONT_BANK); CFont::SetBackgroundOff(); CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190)); #ifdef FIX_BUGS CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f)); #else CFont::SetScale(1.0f, 1.0f); #endif CFont::SetCentreOn(); CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 190)); // 450.0f CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 255, 255)); CFont::SetDropColor(CRGBA(32, 32, 32, 255)); CFont::SetDropShadowPosition(3); CFont::SetBackGroundOnlyTextOff(); CFont::SetPropOn(); #ifdef FIX_BUGS CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(130.0f), TheText.Get(msg)); #else CFont::PrintString(SCREEN_WIDTH/2, 130.0f, TheText.Get(msg)); #endif CFont::DrawFonts(); DoRWStuffEndOfFrame(); } #endif bool CGame::InitialiseOnceBeforeRW(void) { CFileMgr::Initialise(); CdStreamInit(MAX_CDCHANNELS); ValidateVersion(); #ifdef EXTENDED_COLOURFILTER CPostFX::InitOnce(); #endif #ifdef CUSTOM_FRONTEND_OPTIONS // Not needed here but may be needed in future // if (numCustomFrontendOptions == 0 && numCustomFrontendScreens == 0) CustomFrontendOptionsPopulate(); #endif return true; } #ifndef LIBRW #ifdef PS2_MATFX void ReplaceMatFxCallback(); #endif // PS2_MATFX #ifdef PS2_ALPHA_TEST void ReplaceAtomicPipeCallback(); #endif // PS2_ALPHA_TEST #endif // !LIBRW bool CGame::InitialiseRenderWare(void) { #ifdef USE_TEXTURE_POOL _TexturePoolsInitialise(); #endif #if GTA_VERSION > GTA3_PS2_160 CTxdStore::Initialise(); // in GameInit on ps2 CVisibilityPlugins::Initialise(); // in plugin attach on ps2 #endif //InitialiseScene(Scene); // PS2 only, only clears Scene.camera #ifdef GTA_PS2 RpSkySelectTrueTSClipper(TRUE); RpSkySelectTrueTLClipper(TRUE); // PS2ManagerApplyDirectionalLightingCB() uploads the GTA lights // directly without going through RpWorld and all that SetupPS2ManagerDefaultLightingCallback(); PreAllocateRwObjects(); #endif /* Create camera */ Scene.camera = CameraCreate(SCREEN_WIDTH, SCREEN_HEIGHT, TRUE); ASSERT(Scene.camera != nil); if (!Scene.camera) { return (false); } RwCameraSetFarClipPlane(Scene.camera, 2000.0f); // 250.0f on PS2 but who cares RwCameraSetNearClipPlane(Scene.camera, 0.9f); CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); /* Create a world */ RwBBox bbox; bbox.sup.x = bbox.sup.y = bbox.sup.z = 10000.0f; bbox.inf.x = bbox.inf.y = bbox.inf.z = -10000.0f; Scene.world = RpWorldCreate(&bbox); ASSERT(Scene.world != nil); if (!Scene.world) { CameraDestroy(Scene.camera); Scene.camera = nil; return (false); } /* Add the camera to the world */ RpWorldAddCamera(Scene.world, Scene.camera); LightsCreate(Scene.world); #if GTA_VERSION > GTA3_PS2_160 CreateDebugFont(); // in GameInit on PS2 #else RwImageSetPath("textures"); #endif #ifdef LIBRW #ifdef PS2_MATFX rw::MatFX::modulateEnvMap = true; #else rw::MatFX::modulateEnvMap = false; #endif #else #ifdef PS2_MATFX ReplaceMatFxCallback(); #endif // PS2_MATFX #ifdef PS2_ALPHA_TEST ReplaceAtomicPipeCallback(); #endif // PS2_ALPHA_TEST #endif // LIBRW #if GTA_VERSION > GTA3_PS2_160 // in GameInit on PS2 PUSH_MEMID(MEMID_TEXTURES); CFont::Initialise(); CHud::Initialise(); POP_MEMID(); // TODO: define CPlayerSkin::Initialise(); #endif #ifdef EXTENDED_PIPELINES CustomPipes::CustomPipeInit(); // need Scene.world for this #endif #ifdef SCREEN_DROPLETS ScreenDroplets::InitDraw(); #endif return (true); } // missing altogether on PS2 void CGame::ShutdownRenderWare(void) { #ifdef SCREEN_DROPLETS ScreenDroplets::Shutdown(); #endif #ifdef EXTENDED_PIPELINES CustomPipes::CustomPipeShutdown(); #endif CMBlur::MotionBlurClose(); DestroySplashScreen(); CHud::Shutdown(); CFont::Shutdown(); for ( int32 i = 0; i < NUMPLAYERS; i++ ) CWorld::Players[i].DeletePlayerSkin(); // TODO: define CPlayerSkin::Shutdown(); DestroyDebugFont(); /* Destroy world */ LightsDestroy(Scene.world); RpWorldRemoveCamera(Scene.world, Scene.camera); RpWorldDestroy(Scene.world); /* destroy camera */ CameraDestroy(Scene.camera); Scene.world = nil; Scene.camera = nil; CVisibilityPlugins::Shutdown(); #ifdef USE_TEXTURE_POOL _TexturePoolsShutdown(); #endif } // missing altogether on PS2 bool CGame::InitialiseOnceAfterRW(void) { #if GTA_VERSION > GTA3_PS2_160 TheText.Load(); DMAudio.Initialise(); // before TheGame() on PS2 CTimer::Initialise(); CTempColModels::Initialise(); mod_HandlingManager.Initialise(); CSurfaceTable::Initialise("DATA\\SURFACE.DAT"); CPedStats::Initialise(); CTimeCycle::Initialise(); #ifndef GTA_PS2 if ( DMAudio.GetNum3DProvidersAvailable() == 0 ) FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = -1; if ( FrontEndMenuManager.m_nPrefsAudio3DProviderIndex == -99 || FrontEndMenuManager.m_nPrefsAudio3DProviderIndex == -2 ) { CMenuManager::m_PrefsSpeakers = 0; int32 i; for (i = 0; i < DMAudio.GetNum3DProvidersAvailable(); i++) { wchar buff[64]; #ifdef AUDIO_OAL extern int defaultProvider; if (defaultProvider >= 0 && defaultProvider < DMAudio.GetNum3DProvidersAvailable()) break; #endif char *name = DMAudio.Get3DProviderName(i); AsciiToUnicode(name, buff); char *providername = UnicodeToAscii(buff); strupr(providername); #if defined(AUDIO_MSS) if (strcmp(providername, "MILES FAST 2D POSITIONAL AUDIO") == 0) break; #elif defined(AUDIO_OAL) if (strcmp(providername, "OPENAL SOFT") == 0) break; #endif } FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = i; } DMAudio.SetCurrent3DProvider(FrontEndMenuManager.m_nPrefsAudio3DProviderIndex); DMAudio.SetSpeakerConfig(CMenuManager::m_PrefsSpeakers); DMAudio.SetDynamicAcousticModelingStatus(CMenuManager::m_PrefsDMA); DMAudio.SetMusicMasterVolume(CMenuManager::m_PrefsMusicVolume); DMAudio.SetEffectsMasterVolume(CMenuManager::m_PrefsSfxVolume); DMAudio.SetEffectsFadeVol(127); DMAudio.SetMusicFadeVol(127); #endif CWorld::Players[0].SetPlayerSkin(CMenuManager::m_PrefsSkinFile); #endif return true; } // missing altogether on PS2 void CGame::FinalShutdown(void) { CTxdStore::Shutdown(); CPedStats::Shutdown(); CdStreamShutdown(); } #if GTA_VERSION <= GTA3_PS2_160 bool CGame::Initialise(void) #else bool CGame::Initialise(const char* datFile) #endif { #ifdef GTA_PS2 // TODO: upload VU0 collision code here #endif #if GTA_VERSION > GTA3_PS2_160 ResetLoadingScreenBar(); strcpy(aDatFile, datFile); CPools::Initialise(); // done in CWorld on PS2 #endif #ifndef GTA_PS2 CIniFile::LoadIniFile(); #endif currLevel = LEVEL_INDUSTRIAL; PUSH_MEMID(MEMID_TEXTURES); LoadingScreen("Loading the Game", "Loading generic textures", GetRandomSplashScreen()); gameTxdSlot = CTxdStore::AddTxdSlot("generic"); CTxdStore::Create(gameTxdSlot); CTxdStore::AddRef(gameTxdSlot); #ifdef EXTENDED_PIPELINES // for generic fallback CustomPipes::SetTxdFindCallback(); #endif LoadingScreen("Loading the Game", "Loading particles", nil); int particleTxdSlot = CTxdStore::AddTxdSlot("particle"); CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD"); CTxdStore::AddRef(particleTxdSlot); CTxdStore::SetCurrentTxd(gameTxdSlot); LoadingScreen("Loading the Game", "Setup game variables", nil); POP_MEMID(); #ifdef GTA_PS2 CDma::SyncChannel(0, true); #endif CGameLogic::InitAtStartOfGame(); CReferences::Init(); TheCamera.Init(); TheCamera.SetRwCamera(Scene.camera); CDebug::DebugInitTextBuffer(); ThePaths.Init(); ThePaths.AllocatePathFindInfoMem(4500); CWeather::Init(); CCullZones::Init(); CCollision::Init(); #ifdef PS2_MENU // TODO: is this the right define? TheText.Load(); #endif CTheZones::Init(); CUserDisplay::Init(); CMessages::Init(); #if GTA_VERSION > GTA3_PS2_160 CMessages::ClearAllMessagesDisplayedByGame(); #endif CRecordDataForGame::Init(); CRestart::Initialise(); PUSH_MEMID(MEMID_WORLD); CWorld::Initialise(); POP_MEMID(); #if GTA_VERSION <= GTA3_PS2_160 mod_HandlingManager.Initialise(); CSurfaceTable::Initialise("DATA\\SURFACE.DAT"); CTempColModels::Initialise(); #endif PUSH_MEMID(MEMID_TEXTURES); CParticle::Initialise(); POP_MEMID(); #if GTA_VERSION <= GTA3_PS2_160 gStartX = -180.0f; gStartY = 180.0f; gStartZ = 14.0f; #endif PUSH_MEMID(MEMID_ANIMATION); CAnimManager::Initialise(); CCutsceneMgr::Initialise(); POP_MEMID(); PUSH_MEMID(MEMID_CARS); CCarCtrl::Init(); POP_MEMID(); PUSH_MEMID(MEMID_DEF_MODELS); #if GTA_VERSION > GTA3_PS2_160 InitModelIndices(); #endif CModelInfo::Initialise(); #if GTA_VERSION > GTA3_PS2_160 // probably moved before LoadLevel for multiplayer maps? CPickups::Init(); CTheCarGenerators::Init(); CdStreamAddImage("MODELS\\GTA3.IMG"); CFileLoader::LoadLevel("DATA\\DEFAULT.DAT"); CFileLoader::LoadLevel(datFile); #else CPedStats::Initialise(); // InitialiseOnceAfterRW CFileLoader::LoadLevel("GTA3.DAT"); #endif CWorld::AddParticles(); CVehicleModelInfo::LoadVehicleColours(); CVehicleModelInfo::LoadEnvironmentMaps(); CTheZones::PostZoneCreation(); POP_MEMID(); #if GTA_VERSION <= GTA3_PS2_160 TestModelIndices(); #endif LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen()); ThePaths.PreparePathData(); #if GTA_VERSION > GTA3_PS2_160 for (int i = 0; i < NUMPLAYERS; i++) CWorld::Players[i].Clear(); CWorld::Players[0].LoadPlayerSkin(); TestModelIndices(); #endif LoadingScreen("Loading the Game", "Setup water", nil); CWaterLevel::Initialise("DATA\\WATER.DAT"); #if GTA_VERSION <= GTA3_PS2_160 CTimeCycle::Initialise(); // InitialiseOnceAfterRW #else TheConsole.Init(); #endif CDraw::SetFOV(120.0f); CDraw::ms_fLODDistance = 500.0f; LoadingScreen("Loading the Game", "Setup streaming", nil); CStreaming::Init(); CStreaming::LoadInitialVehicles(); CStreaming::LoadInitialPeds(); CStreaming::RequestBigBuildings(LEVEL_GENERIC); CStreaming::LoadAllRequestedModels(false); #if GTA_VERSION > GTA3_PS2_160 printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d #endif LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen()); PUSH_MEMID(MEMID_ANIMATION); CAnimManager::LoadAnimFiles(); POP_MEMID(); CPed::Initialise(); CRouteNode::Initialise(); CEventList::Initialise(); #ifdef SCREEN_DROPLETS ScreenDroplets::Initialise(); #endif LoadingScreen("Loading the Game", "Find big buildings", nil); CRenderer::Init(); LoadingScreen("Loading the Game", "Setup game variables", nil); CRadar::Initialise(); CRadar::LoadTextures(); CWeapon::InitialiseWeapons(); LoadingScreen("Loading the Game", "Setup traffic lights", nil); CTrafficLights::ScanForLightsOnMap(); CRoadBlocks::Init(); LoadingScreen("Loading the Game", "Setup game variables", nil); CPopulation::Initialise(); #if GTA_VERSION <= GTA3_PS2_160 for (int i = 0; i < NUMPLAYERS; i++) CWorld::Players[i].Clear(); // CWorld::Players[0].LoadPlayerSkin(); // TODO: use a define for this #endif CWorld::PlayerInFocus = 0; CCoronas::Init(); CShadows::Init(); CWeaponEffects::Init(); CSkidmarks::Init(); CAntennas::Init(); CGlass::Init(); gPhoneInfo.Initialise(); #ifdef GTA_SCENE_EDIT CSceneEdit::Initialise(); #endif LoadingScreen("Loading the Game", "Load scripts", nil); PUSH_MEMID(MEMID_SCRIPT); CTheScripts::Init(); CGangs::Initialise(); POP_MEMID(); LoadingScreen("Loading the Game", "Setup game variables", nil); #if GTA_VERSION <= GTA3_PS2_160 CTimer::Initialise(); #endif CClock::Initialise(1000); #if GTA_VERSION <= GTA3_PS2_160 CTheCarGenerators::Init(); #endif CHeli::InitHelis(); CCranes::InitCranes(); CMovingThings::Init(); CDarkel::Init(); CStats::Init(); #if GTA_VERSION <= GTA3_PS2_160 CPickups::Init(); #endif CPacManPickups::Init(); #if GTA_VERSION <= GTA3_PS2_160 CGarages::Init(); #endif CRubbish::Init(); CClouds::Init(); #if GTA_VERSION <= GTA3_PS2_160 CRemote::Init(); #endif CSpecialFX::Init(); CWaterCannons::Init(); CBridge::Init(); #if GTA_VERSION > GTA3_PS2_160 CGarages::Init(); #endif LoadingScreen("Loading the Game", "Position dynamic objects", nil); CWorld::RepositionCertainDynamicObjects(); #if GTA_VERSION <= GTA3_PS2_160 CCullZones::ResolveVisibilities(); #endif LoadingScreen("Loading the Game", "Initialise vehicle paths", nil); #if GTA_VERSION > GTA3_PS2_160 CCullZones::ResolveVisibilities(); #endif CTrain::InitTrains(); CPlane::InitPlanes(); CCredits::Init(); CRecordDataForChase::Init(); CReplay::Init(); LoadingScreen("Loading the Game", "Start script", nil); #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad ) #endif { CTheScripts::StartTestScript(); CTheScripts::Process(); TheCamera.Process(); } LoadingScreen("Loading the Game", "Load scene", nil); CModelInfo::RemoveColModelsFromOtherLevels(currLevel); CCollision::ms_collisionInMemory = currLevel; for (int i = 0; i < MAX_PADS; i++) CPad::GetPad(i)->Clear(true); return true; } bool CGame::ShutDown(void) { CReplay::FinishPlayback(); CPlane::Shutdown(); CTrain::Shutdown(); CSpecialFX::Shutdown(); #if GTA_VERSION > GTA3_PS2_160 CGarages::Shutdown(); #endif CMovingThings::Shutdown(); gPhoneInfo.Shutdown(); CWeapon::ShutdownWeapons(); CPedType::Shutdown(); CMBlur::MotionBlurClose(); for (int32 i = 0; i < NUMPLAYERS; i++) { if ( CWorld::Players[i].m_pPed ) { CWorld::Remove(CWorld::Players[i].m_pPed); delete CWorld::Players[i].m_pPed; CWorld::Players[i].m_pPed = nil; } CWorld::Players[i].Clear(); } CRenderer::Shutdown(); CWorld::ShutDown(); DMAudio.DestroyAllGameCreatedEntities(); CModelInfo::ShutDown(); CAnimManager::Shutdown(); CCutsceneMgr::Shutdown(); CVehicleModelInfo::DeleteVehicleColourTextures(); CVehicleModelInfo::ShutdownEnvironmentMaps(); CRadar::Shutdown(); CStreaming::Shutdown(); CTxdStore::GameShutdown(); CCollision::Shutdown(); CWaterLevel::Shutdown(); CRubbish::Shutdown(); CClouds::Shutdown(); CShadows::Shutdown(); CCoronas::Shutdown(); CSkidmarks::Shutdown(); CWeaponEffects::Shutdown(); CParticle::Shutdown(); #if GTA_VERSION > GTA3_PS2_160 CPools::ShutDown(); #endif CTxdStore::RemoveTxdSlot(gameTxdSlot); CdStreamRemoveImages(); return true; } void CGame::ReInitGameObjectVariables(void) { CGameLogic::InitAtStartOfGame(); #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad ) #endif { TheCamera.Init(); TheCamera.SetRwCamera(Scene.camera); } CDebug::DebugInitTextBuffer(); CWeather::Init(); CUserDisplay::Init(); CMessages::Init(); CRestart::Initialise(); CWorld::bDoingCarCollisions = false; CHud::ReInitialise(); CRadar::Initialise(); #if GTA_VERSION <= GTA3_PS2_160 gStartX = -180.0f; gStartY = 180.0f; gStartZ = 14.0f; #endif CCarCtrl::ReInit(); CTimeCycle::Initialise(); CDraw::SetFOV(120.0f); CDraw::ms_fLODDistance = 500.0f; CStreaming::RequestBigBuildings(LEVEL_GENERIC); CStreaming::LoadAllRequestedModels(false); CPed::Initialise(); CEventList::Initialise(); #ifdef SCREEN_DROPLETS ScreenDroplets::Initialise(); #endif CWeapon::InitialiseWeapons(); CPopulation::Initialise(); for (int i = 0; i < NUMPLAYERS; i++) CWorld::Players[i].Clear(); CWorld::PlayerInFocus = 0; #if GTA_VERSION <= GTA3_PS2_160 CWeaponEffects::Init(); CSkidmarks::Init(); #endif CAntennas::Init(); CGlass::Init(); gPhoneInfo.Initialise(); PUSH_MEMID(MEMID_SCRIPT); CTheScripts::Init(); CGangs::Initialise(); POP_MEMID(); CTimer::Initialise(); CClock::Initialise(1000); CTheCarGenerators::Init(); CHeli::InitHelis(); CMovingThings::Init(); CDarkel::Init(); CStats::Init(); CPickups::Init(); CPacManPickups::Init(); CGarages::Init(); #if GTA_VERSION <= GTA3_PS2_160 CClouds::Init(); CRemote::Init(); #endif CSpecialFX::Init(); CWaterCannons::Init(); CParticle::ReloadConfig(); CCullZones::ResolveVisibilities(); #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad ) #else if ( !FrontEndMenuManager.m_bWantToLoad ) #endif { CCranes::InitCranes(); CTheScripts::StartTestScript(); CTheScripts::Process(); TheCamera.Process(); CTrain::InitTrains(); CPlane::InitPlanes(); } for (int32 i = 0; i < MAX_PADS; i++) CPad::GetPad(i)->Clear(true); } void CGame::ReloadIPLs(void) { CTimer::Stop(); CWorld::RemoveStaticObjects(); ThePaths.Init(); CCullZones::Init(); CFileLoader::ReloadPaths("GTA3.IDE"); CFileLoader::LoadScene("INDUST.IPL"); CFileLoader::LoadScene("COMMER.IPL"); CFileLoader::LoadScene("SUBURBAN.IPL"); CFileLoader::LoadScene("CULL.IPL"); ThePaths.PreparePathData(); CTrafficLights::ScanForLightsOnMap(); CRoadBlocks::Init(); CCranes::InitCranes(); CGarages::Init(); CWorld::RepositionCertainDynamicObjects(); CCullZones::ResolveVisibilities(); CRenderer::SortBIGBuildings(); CTimer::Update(); } void CGame::ShutDownForRestart(void) { CReplay::FinishPlayback(); CReplay::EmptyReplayBuffer(); DMAudio.DestroyAllGameCreatedEntities(); for (int i = 0; i < NUMPLAYERS; i++) CWorld::Players[i].Clear(); CGarages::SetAllDoorsBackToOriginalHeight(); CTheScripts::UndoBuildingSwaps(); CTheScripts::UndoEntityInvisibilitySettings(); CWorld::ClearForRestart(); CTimer::Shutdown(); CStreaming::FlushRequestList(); CStreaming::DeleteAllRwObjects(); CStreaming::RemoveAllUnusedModels(); CStreaming::ms_disableStreaming = false; CRadar::RemoveRadarSections(); FrontEndMenuManager.UnloadTextures(); CParticleObject::RemoveAllParticleObjects(); #if GTA_VERSION >= GTA3_PS2_160 CPedType::Shutdown(); CSpecialFX::Shutdown(); #endif TidyUpMemory(true, false); } void CGame::InitialiseWhenRestarting(void) { CRect rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); CRGBA color(255, 255, 255, 255); CTimer::Initialise(); CSprite2d::SetRecipNearClip(); #ifdef PS2_MENU if ( TheMemoryCard.b_FoundRecentSavedGameWantToLoad == true || TheMemoryCard.m_bWantToLoad == false ) { if ( TheMemoryCard.m_bWantToLoad == true ) MessageScreen("MCLOAD"); // Loading Data. Please do not remove the Memory Card (PS2) in MEMORY CARD slot 1, reset or switch off the console. else MessageScreen("RESTART"); // Starting new game } #endif #ifdef PS2_MENU TheMemoryCard.b_FoundRecentSavedGameWantToLoad = false; #else b_FoundRecentSavedGameWantToLoad = false; #endif TheCamera.Init(); #ifdef PS2_MENU if ( TheMemoryCard.m_bWantToLoad == true ) { TheMemoryCard.RestoreForStartLoad(); CStreaming::LoadScene(TheCamera.GetPosition()); } #else if ( FrontEndMenuManager.m_bWantToLoad == true ) { RestoreForStartLoad(); CStreaming::LoadScene(TheCamera.GetPosition()); } #endif ReInitGameObjectVariables(); #ifdef PS2_MENU if ( TheMemoryCard.m_bWantToLoad == true ) { if ( TheMemoryCard.LoadSavedGame() == CMemoryCard::RES_SUCCESS ) { for ( int32 i = 0; i < 35; i++ ) { MessageScreen("FESZ_LS"); // Load Successful. } DMAudio.ResetTimers(CTimer::GetTimeInMilliseconds()); CTrain::InitTrains(); CPlane::InitPlanes(); } else { for ( int32 i = 0; i < 50; i++ ) { DoRWStuffStartOfFrame(50, 50, 50, 0, 0, 0, 255); CSprite2d::InitPerFrame(); CFont::InitPerFrame(); DefinedState(); CSprite2d *splash = LoadSplash(NULL); splash->Draw(rect, color, color, color, color); #ifdef FIX_BUGS splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192)); #else splash->DrawRect(CRect(20.0f, 110.0f, SCREEN_WIDTH-20.0f, 300.0f), CRGBA(50, 50, 50, 192)); #endif CFont::SetBackgroundOff(); #ifdef ASPECT_RATIO_SCALE CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // because SCREEN_SCALE_FROM_RIGHT(x) != SCREEN_SCALE_X(640-x) #else CFont::SetWrapx(SCREEN_SCALE_X(480.0f)); #endif CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f)); CFont::SetCentreOn(); CFont::SetCentreSize(SCREEN_SCALE_X(480.0f)); CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 255, 255)); CFont::SetBackGroundOnlyTextOff(); CFont::SetDropColor(CRGBA(32, 32, 32, 255)); CFont::SetDropShadowPosition(3); CFont::SetPropOn(); #ifdef FIX_BUGS CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(130.0f), TheText.Get("MC_LDFL")); // Load Failed! CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(170.0f), TheText.Get("FES_NOC")); // No Memory Card (PS2) in MEMORY CARD slot 1. CFont::PrintString(SCREEN_WIDTH/2, SCREEN_SCALE_Y(240.0f), TheText.Get("MC_NWRE")); // Now Restarting Game. #else CFont::PrintString(SCREEN_WIDTH/2, 130.0f, TheText.Get("MC_LDFL")); // Load Failed! CFont::PrintString(SCREEN_WIDTH/2, 170.0f, TheText.Get("FES_NOC")); // No Memory Card (PS2) in MEMORY CARD slot 1. CFont::PrintString(SCREEN_WIDTH/2, 240.0f, TheText.Get("MC_NWRE")); // Now Restarting Game. #endif CFont::DrawFonts(); DoRWStuffEndOfFrame(); } ShutDownForRestart(); CTimer::Stop(); CTimer::Initialise(); TheMemoryCard.m_bWantToLoad = false; ReInitGameObjectVariables(); currLevel = LEVEL_INDUSTRIAL; CCollision::SortOutCollisionAfterLoad(); FrontEndMenuManager.SetSoundLevelsForMusicMenu(); FrontEndMenuManager.InitialiseMenuContentsAfterLoadingGame(); } } #else if ( FrontEndMenuManager.m_bWantToLoad == true ) { if ( GenericLoad() == true ) { DMAudio.ResetTimers(CTimer::GetTimeInMilliseconds()); CTrain::InitTrains(); CPlane::InitPlanes(); } else { for ( int32 i = 0; i < 50; i++ ) { HandleExit(); FrontEndMenuManager.MessageScreen("FED_LFL"); // Loading save game has failed. The game will restart now. } ShutDownForRestart(); CTimer::Stop(); CTimer::Initialise(); FrontEndMenuManager.m_bWantToLoad = false; ReInitGameObjectVariables(); currLevel = LEVEL_INDUSTRIAL; CCollision::SortOutCollisionAfterLoad(); } } #endif CTimer::Update(); DMAudio.ChangeMusicMode(MUSICMODE_GAME); } void CGame::Process(void) { CPad::UpdatePads(); #ifdef USE_CUSTOM_ALLOCATOR ProcessTidyUpMemory(); #endif TheCamera.SetMotionBlurAlpha(0); if (TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_SNIPER || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) TheCamera.SetMotionBlur(0, 0, 0, 0, MOTION_BLUR_NONE); #ifdef DEBUGMENU DebugMenuProcess(); #endif CCutsceneMgr::Update(); PUSH_MEMID(MEMID_FRONTEND); if (!CCutsceneMgr::IsCutsceneProcessing() && !CTimer::GetIsCodePaused()) FrontEndMenuManager.Process(); POP_MEMID(); CStreaming::Update(); if (!CTimer::GetIsPaused()) { CTheZones::Update(); CSprite2d::SetRecipNearClip(); CSprite2d::InitPerFrame(); CFont::InitPerFrame(); CRecordDataForGame::SaveOrRetrieveDataForThisFrame(); CRecordDataForChase::SaveOrRetrieveDataForThisFrame(); CPad::DoCheats(); CClock::Update(); CWeather::Update(); PUSH_MEMID(MEMID_SCRIPT); CTheScripts::Process(); POP_MEMID(); CCollision::Update(); CTrain::UpdateTrains(); CPlane::UpdatePlanes(); CHeli::UpdateHelis(); CDarkel::Update(); CSkidmarks::Update(); CAntennas::Update(); CGlass::Update(); #ifdef GTA_SCENE_EDIT CSceneEdit::Update(); #endif CEventList::Update(); CParticle::Update(); gFireManager.Update(); CPopulation::Update(); CWeapon::UpdateWeapons(); if (!CCutsceneMgr::IsRunning()) CTheCarGenerators::Process(); if (!CReplay::IsPlayingBack()) CCranes::UpdateCranes(); CClouds::Update(); CMovingThings::Update(); CWaterCannons::Update(); CUserDisplay::Process(); CReplay::Update(); PUSH_MEMID(MEMID_WORLD); CWorld::Process(); POP_MEMID(); gAccidentManager.Update(); CPacManPickups::Update(); CPickups::Update(); CGarages::Update(); CRubbish::Update(); CSpecialFX::Update(); CTimeCycle::Update(); if (CReplay::ShouldStandardCameraBeProcessed()) TheCamera.Process(); CCullZones::Update(); if (!CReplay::IsPlayingBack()) CGameLogic::Update(); CBridge::Update(); CCoronas::DoSunAndMoon(); CCoronas::Update(); CShadows::UpdateStaticShadows(); CShadows::UpdatePermanentShadows(); gPhoneInfo.Update(); if (!CReplay::IsPlayingBack()) { PUSH_MEMID(MEMID_CARS); CCarCtrl::GenerateRandomCars(); CRoadBlocks::GenerateRoadBlocks(); CCarCtrl::RemoveDistantCars(); POP_MEMID(); } } #ifdef GTA_PS2 CMemCheck::DoTest(); #endif } #ifdef USE_CUSTOM_ALLOCATOR int32 gNumMemMoved; bool MoveMem(void **ptr) { if(*ptr){ gNumMemMoved++; void *newPtr = gMainHeap.MoveMemory(*ptr); if(*ptr != newPtr){ *ptr = newPtr; return true; } } return false; } // Some convenience structs struct SkyDataPrefix { uint32 pktSize1; uint32 data; // pointer to data as read from TXD uint32 pktSize2; uint32 unused; }; struct DMAGIFUpload { uint32 tag1_qwc, tag1_addr; // dmaref uint32 nop1, vif_direct1; uint32 giftag[4]; uint32 gs_bitbltbuf[4]; uint32 tag2_qwc, tag2_addr; // dmaref uint32 nop2, vif_direct2; }; // This is very scary. it depends on the exact memory layout of the DMA chains and whatnot RwTexture * MoveTextureMemoryCB(RwTexture *texture, void *pData) { #ifdef GTA_PS2 bool *pRet = (bool*)pData; RwRaster *raster = RwTextureGetRaster(texture); _SkyRasterExt *rasterExt = RASTEREXTFROMRASTER(raster); if(raster->originalPixels == nil || // the raw data raster->cpPixels == raster->originalPixels || // old format, can't handle it rasterExt->dmaRefCount != 0 && rasterExt->dmaClrCount != 0) return texture; // this is the allocated pointer we will move SkyDataPrefix *prefix = (SkyDataPrefix*)raster->originalPixels; DMAGIFUpload *uploads = (DMAGIFUpload*)(prefix+1); // We have 4qw for each upload, // i.e. for each buffer width of mip levels, // and the palette if there is one. // NB: this code does NOT support mipmaps! // so we assume two uploads (pixels and palette) // // each upload looks like this: // (DMAcnt; NOP; VIF DIRECT(2)) // giftag (1, A+D) // GS_BITBLTBUF // (DMAref->pixel data; NOP; VIF DIRECT(5)) // the DMArefs are what we have to adjust uintptr dataDiff, upload1Diff, upload2Diff, pixelDiff, paletteDiff; dataDiff = prefix->data - (uintptr)raster->originalPixels; upload1Diff = uploads[0].tag2_addr - (uintptr)raster->originalPixels; if(raster->palette) upload2Diff = uploads[1].tag2_addr - (uintptr)raster->originalPixels; pixelDiff = (uintptr)raster->cpPixels - (uintptr)raster->originalPixels; if(raster->palette) paletteDiff = (uintptr)raster->palette - (uintptr)raster->originalPixels; uint8 *newptr = (uint8*)gMainHeap.MoveMemory(raster->originalPixels); if(newptr != raster->originalPixels){ // adjust everything prefix->data = (uintptr)newptr + dataDiff; uploads[0].tag2_addr = (uintptr)newptr + upload1Diff; if(raster->palette) uploads[1].tag2_addr = (uintptr)newptr + upload2Diff; raster->originalPixels = newptr; raster->cpPixels = newptr + pixelDiff; if(raster->palette) raster->palette = newptr + paletteDiff; if(pRet){ *pRet = true; return nil; } } #else // nothing to do here really, everything should be in videomemory #endif return texture; } bool MoveAtomicMemory(RpAtomic *atomic, bool onlyOne) { RpGeometry *geo = RpAtomicGetGeometry(atomic); #if THIS_IS_COMPATIBLE_WITH_GTA3_RW31 if(MoveMem((void**)&geo->triangles) && onlyOne) return true; if(MoveMem((void**)&geo->matList.materials) && onlyOne) return true; if(MoveMem((void**)&geo->preLitLum) && onlyOne) return true; if(MoveMem((void**)&geo->texCoords[0]) && onlyOne) return true; if(MoveMem((void**)&geo->texCoords[1]) && onlyOne) return true; // verts and normals of morph target are allocated together int vertDiff; if(geo->morphTarget->normals) vertDiff = geo->morphTarget->normals - geo->morphTarget->verts; if(MoveMem((void**)&geo->morphTarget->verts)){ if(geo->morphTarget->normals) geo->morphTarget->normals = geo->morphTarget->verts + vertDiff; if(onlyOne) return true; } RpMeshHeader *oldmesh = geo->mesh; if(MoveMem((void**)&geo->mesh)){ // index pointers are allocated together with meshes, // have to relocate those too RpMesh *mesh = (RpMesh*)(geo->mesh+1); uintptr reloc = (uintptr)geo->mesh - (uintptr)oldmesh; for(int i = 0; i < geo->mesh->numMeshes; i++) mesh[i].indices = (RxVertexIndex*)((uintptr)mesh[i].indices + reloc); if(onlyOne) return true; } #else // we could do something in librw here #endif return false; } bool MoveColModelMemory(CColModel &colModel, bool onlyOne) { #if GTA_VERSION >= GTA3_PS2_160 // hm...should probably only do this if ownsCollisionVolumes // but it doesn't exist on PS2... if(!colModel.ownsCollisionVolumes) return false; #endif if(MoveMem((void**)&colModel.spheres) && onlyOne) return true; if(MoveMem((void**)&colModel.lines) && onlyOne) return true; if(MoveMem((void**)&colModel.boxes) && onlyOne) return true; if(MoveMem((void**)&colModel.vertices) && onlyOne) return true; if(MoveMem((void**)&colModel.triangles) && onlyOne) return true; if(MoveMem((void**)&colModel.trianglePlanes) && onlyOne) return true; return false; } RpAtomic* MoveAtomicMemoryCB(RpAtomic *atomic, void *pData) { bool *pRet = (bool*)pData; if(pRet == nil) MoveAtomicMemory(atomic, false); else if(MoveAtomicMemory(atomic, true)){ *pRet = true; return nil; } return atomic; } bool TidyUpModelInfo(CBaseModelInfo *modelInfo, bool onlyone) { if(modelInfo->GetColModel() && modelInfo->DoesOwnColModel()) if(MoveColModelMemory(*modelInfo->GetColModel(), onlyone)) return true; RwObject *rwobj = modelInfo->GetRwObject(); if(RwObjectGetType(rwobj) == rpATOMIC) if(MoveAtomicMemory((RpAtomic*)rwobj, onlyone)) return true; if(RwObjectGetType(rwobj) == rpCLUMP){ bool ret = false; if(onlyone) RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, &ret); else RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, nil); if(ret) return true; } if(modelInfo->GetModelType() == MITYPE_PED && ((CPedModelInfo*)modelInfo)->m_hitColModel) if(MoveColModelMemory(*((CPedModelInfo*)modelInfo)->m_hitColModel, onlyone)) return true; return false; } #endif void CGame::DrasticTidyUpMemory(bool flushDraw) { #ifdef USE_CUSTOM_ALLOCATOR bool removedCol = false; TidyUpMemory(true, flushDraw); if(gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro){ CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); TidyUpMemory(true, flushDraw); } if(gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro){ CModelInfo::RemoveColModelsFromOtherLevels(LEVEL_GENERIC); TidyUpMemory(true, flushDraw); removedCol = true; } if(gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro){ CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); TidyUpMemory(true, flushDraw); } if(removedCol){ // different on PS2 CFileLoader::LoadCollisionFromDatFile(CCollision::ms_collisionInMemory); } if(!playingIntro) CStreaming::RequestBigBuildings(currLevel); CStreaming::LoadAllRequestedModels(true); #endif } void CGame::TidyUpMemory(bool moveTextures, bool flushDraw) { #ifdef USE_CUSTOM_ALLOCATOR printf("Largest free block before tidy %d\n", gMainHeap.GetLargestFreeBlock()); if(moveTextures){ if(flushDraw){ #ifdef GTA_PS2 for(int i = 0; i < sweMaxFlips+1; i++){ #else for(int i = 0; i < 5; i++){ // probably more than needed #endif RwCameraBeginUpdate(Scene.camera); RwCameraEndUpdate(Scene.camera); RwCameraShowRaster(Scene.camera, nil, 0); } } int fontSlot = CTxdStore::FindTxdSlot("fonts"); for(int i = 0; i < TXDSTORESIZE; i++){ if(i == fontSlot || CTxdStore::GetSlot(i) == nil) continue; RwTexDictionary *txd = CTxdStore::GetSlot(i)->texDict; if(txd) RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, nil); } } // animations for(int i = 0; i < NUMANIMATIONS; i++){ CAnimBlendHierarchy *anim = CAnimManager::GetAnimation(i); if(anim == nil) continue; // cannot happen anim->MoveMemory(); } // model info for(int i = 0; i < MODELINFOSIZE; i++){ CBaseModelInfo *mi = CModelInfo::GetModelInfo(i); if(mi == nil) continue; TidyUpModelInfo(mi, false); } printf("Largest free block after tidy %d\n", gMainHeap.GetLargestFreeBlock()); #endif } void CGame::ProcessTidyUpMemory(void) { #ifdef USE_CUSTOM_ALLOCATOR static int32 modelIndex = 0; static int32 animIndex = 0; static int32 txdIndex = 0; bool txdReturn = false; RwTexDictionary *txd = nil; gNumMemMoved = 0; // model infos for(int numCleanedUp = 0; numCleanedUp < 10; numCleanedUp++){ CBaseModelInfo *mi; do{ mi = CModelInfo::GetModelInfo(modelIndex); modelIndex++; if(modelIndex >= MODELINFOSIZE) modelIndex = 0; }while(mi == nil); if(TidyUpModelInfo(mi, true)) return; } // tex dicts for(int numCleanedUp = 0; numCleanedUp < 3; numCleanedUp++){ if(gNumMemMoved > 80) break; do{ #ifdef FIX_BUGS txd = nil; #endif if(CTxdStore::GetSlot(txdIndex)) txd = CTxdStore::GetSlot(txdIndex)->texDict; txdIndex++; if(txdIndex >= TXDSTORESIZE) txdIndex = 0; }while(txd == nil); RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, &txdReturn); if(txdReturn) return; } // animations CAnimBlendHierarchy *anim; do{ anim = CAnimManager::GetAnimation(animIndex); animIndex++; if(animIndex >= NUMANIMATIONS) animIndex = 0; }while(anim == nil); // always != nil anim->MoveMemory(true); #endif }