#include "common.h" #include "patcher.h" #include "main.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 "Debug.h" #include "Console.h" #define DEFAULT_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetFOV() * 0.5f))) GlobalScene &Scene = *(GlobalScene*)0x726768; uint8 work_buff[55000]; //char gString[256]; //char gString2[512]; //wchar gUString[256]; //wchar gUString2[256]; char *gString = (char*)0x711B40; char *gString2 = (char*)0x878A40; wchar *gUString = (wchar*)0x74B018; wchar *gUString2 = (wchar*)0x6EDD70; bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8; char version_name[64]; float FramesPerSecond = 30.0f; bool gbPrintShite = false; bool &gbModelViewer = *(bool*)0x95CD93; bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha); bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha); void DoRWStuffEndOfFrame(void); void RenderScene(void); void RenderDebugShit(void); void RenderEffects(void); void Render2dStuff(void); void RenderMenus(void); void DoFade(void); void Render2dStuffAfterFade(void); CSprite2d *LoadSplash(const char *name); void DestroySplashScreen(void); extern void (*DebugMenuProcess)(void); extern void (*DebugMenuRender)(void); void DebugMenuInit(void); void DebugMenuPopulate(void); void PrintGameVersion(); RwRGBA gColourTop; void InitialiseGame(void) { LoadingScreen(nil, nil, "loadsc0"); CGame::Initialise("DATA\\GTA3.DAT"); } #ifndef MASTER void TheModelViewer(void) { #ifdef ASPECT_RATIO_SCALE CDraw::SetAspectRatio(CDraw::FindAspectRatio()); #endif CAnimViewer::Update(); CTimer::Update(); SetLightsWithTimeOfDayColour(Scene.world); CRenderer::ConstructRenderList(); DoRWStuffStartOfFrame(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(), CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255); CSprite2d::InitPerFrame(); CFont::InitPerFrame(); DefinedState(); CVisibilityPlugins::InitAlphaEntityList(); CAnimViewer::Render(); Render2dStuff(); DoRWStuffEndOfFrame(); } #endif void Idle(void *arg) { #ifdef ASPECT_RATIO_SCALE CDraw::SetAspectRatio(CDraw::FindAspectRatio()); #endif CTimer::Update(); CSprite2d::InitPerFrame(); CFont::InitPerFrame(); // We're basically merging FrontendIdle and Idle (just like TheGame on PS2) #ifdef PS2_SAVE_DIALOG // Only exists on PC FrontendIdle, probably some PS2 bug fix if (FrontEndMenuManager.m_bMenuActive) CSprite2d::SetRecipNearClip(); if (FrontEndMenuManager.m_bGameNotLoaded) { CPad::UpdatePads(); FrontEndMenuManager.Process(); } else { CPointLights::InitPerFrame(); CGame::Process(); DMAudio.Service(); } if (RsGlobal.quit) return; #else CPointLights::InitPerFrame(); CGame::Process(); DMAudio.Service(); #endif if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){ FrontEndMenuManager.m_bStartGameLoading = true; FrontEndMenuManager.m_bLoadingSavedGame = false; return; } if(FrontEndMenuManager.m_bStartGameLoading || b_FoundRecentSavedGameWantToLoad) return; SetLightsWithTimeOfDayColour(Scene.world); if(arg == nil) return; if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) && TheCamera.GetScreenFadeStatus() != FADE_2){ #ifdef GTA_PC if (!FrontEndMenuManager.m_bRenderGameInMenu) { // This is from SA, but it's nice for windowed mode RwV2d pos; pos.x = SCREEN_WIDTH / 2.0f; pos.y = SCREEN_HEIGHT / 2.0f; RsMouseSetPos(&pos); } #endif CRenderer::ConstructRenderList(); CRenderer::PreRender(); 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(); // BUG. This has to be done BEFORE RwCameraBeginUpdate RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip()); RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart()); RenderScene(); RenderDebugShit(); RenderEffects(); if((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) && TheCamera.m_ScreenReductionPercentage > 0.0f) TheCamera.SetMotionBlurAlpha(150); TheCamera.RenderMotionBlur(); Render2dStuff(); }else{ float viewWindow = DEFAULT_VIEWWINDOW; #ifdef ASPECT_RATIO_SCALE CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO); #else CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO); #endif CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); if(!RsCameraBeginUpdate(Scene.camera)) return; } #ifdef PS2_SAVE_DIALOG if (FrontEndMenuManager.m_bMenuActive) DefinedState(); #endif RenderMenus(); DoFade(); Render2dStuffAfterFade(); CCredits::Render(); DoRWStuffEndOfFrame(); // if(g_SlowMode) // ProcessSlowMode(); } void FrontendIdle(void) { #ifdef ASPECT_RATIO_SCALE CDraw::SetAspectRatio(CDraw::FindAspectRatio()); #endif 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; float viewWindow = DEFAULT_VIEWWINDOW; #ifdef ASPECT_RATIO_SCALE CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO); #else CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO); #endif CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); if(!RsCameraBeginUpdate(Scene.camera)) return; DefinedState(); // seems redundant, but breaks resolution change. RenderMenus(); DoFade(); Render2dStuffAfterFade(); // CFont::DrawFonts(); // redundant DoRWStuffEndOfFrame(); } 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); CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO); CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); 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) { CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO); CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); if(!RsCameraBeginUpdate(Scene.camera)) return false; TheCamera.m_viewMatrix.Update(); CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha); return true; } void DoRWStuffEndOfFrame(void) { CDebug::DisplayScreenStrings(); // custom CDebug::DebugDisplayTextBuffer(); // FlushObrsPrintfs(); RwCameraEndUpdate(Scene.camera); RsCameraShowRaster(Scene.camera); } // This is certainly a very useful function void DoRWRenderHorizon(void) { CClouds::RenderHorizon(); } void RenderScene(void) { CClouds::Render(); DoRWRenderHorizon(); CRenderer::RenderRoads(); CCoronas::RenderReflections(); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); CRenderer::RenderEverythingBarRoads(); CRenderer::RenderBoats(); DefinedState(); CWaterLevel::RenderWater(); CRenderer::RenderFadingInEntities(); CRenderer::RenderVehiclesButNotBoats(); CWeather::RenderRainStreaks(); } void RenderDebugShit(void) { CTheScripts::RenderTheScriptDebugLines(); if(gbShowCollisionLines) CRenderer::RenderCollisionLines(); } void RenderEffects(void) { CGlass::Render(); CWaterCannons::Render(); CSpecialFX::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) 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) firstPersonWeapon = true; // Draw black border for sniper and rocket launcher if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && 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(); CUserDisplay::OnscnTimer.ProcessForDisplay(); CMessages::Display(); CDarkel::DrawMessages(); CGarages::PrintMessages(); CPad::PrintErrorMessage(); CFont::DrawFonts(); DebugMenuRender(); } void RenderMenus(void) { if(FrontEndMenuManager.m_bMenuActive) FrontEndMenuManager.DrawFrontEnd(); } bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4; bool &StillToFadeOut = *(bool*)0x95CD99; uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC; uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564; void DoFade(void) { if(CTimer::GetIsPaused()) return; if(JustLoadedDontFadeInYet){ JustLoadedDontFadeInYet = false; TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds(); } if(StillToFadeOut){ if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){ StillToFadeOut = false; 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 || CMenuManager::m_PrefsBrightness < 256){ CSprite2d *splash = LoadSplash(nil); CRGBA fadeColor; CRect rect; int fadeValue = CDraw::FadeValue; float brightness = min(CMenuManager::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; } if(TheCamera.m_WideScreenOn){ // what's this? float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f; rect.left = 0.0f; rect.right = SCREEN_WIDTH; rect.top = y - 8.0f; rect.bottom = SCREEN_HEIGHT - y - 8.0f; }else{ rect.left = 0.0f; rect.right = SCREEN_WIDTH; rect.top = 0.0f; rect.bottom = SCREEN_HEIGHT; } CSprite2d::DrawRect(rect, fadeColor); if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){ 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); } } } float FramesPerSecondCounter; int32 FrameSamples; struct tZonePrint { char name[12]; CRect rect; }; tZonePrint ZonePrint[] = { { "suburban", CRect(-1639.4f, 1014.3f, -226.23f, -1347.9f) }, { "comntop", CRect(-223.52f, 203.62f, 616.79f, -413.6f) }, { "comnbtm", CRect(-227.24f, -413.6f, 620.51f, -911.84f) }, { "comse", CRect( 200.35f, -911.84f, 620.51f, -1737.3f) }, { "comsw", CRect(-223.52f, -911.84f, 200.35f, -1737.3f) }, { "industsw", CRect( 744.05f, -473.0f, 1067.5f, -1331.5f) }, { "industne", CRect( 1067.5f, 282.19f, 1915.3f, -473.0f) }, { "industnw", CRect( 744.05f, 324.95f, 1067.5f, -473.0f) }, { "industse", CRect( 1070.3f, -473.0f, 1918.1f, -1331.5f) }, { "no zone", CRect( 0.0f, 0.0f, 0.0f, 0.0f) } }; #ifndef MASTER void DisplayGameDebugText() { static bool bDisplayPosn = false; static bool bDisplayRate = false; { SETTWEAKPATH("GameDebugText"); TWEAKBOOL(bDisplayPosn); TWEAKBOOL(bDisplayRate); } char str[200]; wchar ustr[200]; wchar ver[200]; AsciiToUnicode(version_name, ver); CFont::SetPropOn(); CFont::SetBackgroundOff(); CFont::SetFontStyle(FONT_BANK); CFont::SetScale(SCREEN_STRETCH_X(0.5f), SCREEN_STRETCH_Y(0.5f)); CFont::SetCentreOff(); CFont::SetRightJustifyOff(); CFont::SetWrapx(SCREEN_WIDTH); CFont::SetJustifyOff(); CFont::SetBackGroundOnlyTextOff(); CFont::SetColor(CRGBA(255, 108, 0, 255)); CFont::PrintString(10.0f, 10.0f, ver); FrameSamples++; FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f); FramesPerSecond = FramesPerSecondCounter / FrameSamples; if ( FrameSamples > 30 ) { FramesPerSecondCounter = 0.0f; FrameSamples = 0; } if ( !TheCamera.WorldViewerBeingUsed && CPad::GetPad(1)->GetSquare() && CPad::GetPad(1)->GetTriangle() && CPad::GetPad(1)->GetLeftShoulder2JustDown() ) { bDisplayPosn = !bDisplayPosn; } if ( CPad::GetPad(1)->GetSquare() && CPad::GetPad(1)->GetTriangle() && CPad::GetPad(1)->GetRightShoulder2JustDown() ) { bDisplayRate = !bDisplayRate; } if ( bDisplayPosn || bDisplayRate ) { 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 if ( bDisplayRate ) sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, F-%d, %s", pos.x, pos.y, pos.z, (int32)FramesPerSecond, ZonePrint[ZoneId].name); else sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, %s", pos.x, pos.y, pos.z, ZonePrint[ZoneId].name); AsciiToUnicode(str, ustr); CFont::SetPropOff(); CFont::SetBackgroundOff(); CFont::SetScale(0.7f, 1.5f); CFont::SetCentreOff(); CFont::SetRightJustifyOff(); CFont::SetJustifyOff(); CFont::SetBackGroundOnlyTextOff(); CFont::SetWrapx(640.0f); CFont::SetFontStyle(FONT_HEADING); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::PrintString(42.0f, 42.0f, ustr); CFont::SetColor(CRGBA(255, 108, 0, 255)); CFont::PrintString(40.0f, 40.0f, ustr); } } #endif void Render2dStuffAfterFade(void) { #ifndef MASTER DisplayGameDebugText(); //PrintGameVersion(); #endif CHud::DrawAfterFade(); CFont::DrawFonts(); } CSprite2d splash; int splashTxdId = -1; 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; } float NumberOfChunksLoaded; #define TOTALNUMCHUNKS 73.0f void ResetLoadingScreenBar() { NumberOfChunksLoaded = 0.0f; } // TODO: compare with PS2 void LoadingScreen(const char *str1, const char *str2, const char *splashscreen) { CSprite2d *splash; #ifndef RANDOMSPLASH if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame) splashscreen = "mainsc2"; else splashscreen = "mainsc1"; #endif splash = LoadSplash(splashscreen); if(RsGlobal.quit) return; 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; float hpos = SCREEN_SCALE_X(40); float length = SCREEN_WIDTH - SCREEN_SCALE_X(100); float vpos = SCREEN_HEIGHT - SCREEN_SCALE_Y(13); float height = SCREEN_SCALE_Y(7); CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(40, 53, 68, 255)); length *= NumberOfChunksLoaded/TOTALNUMCHUNKS; CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(81, 106, 137, 255)); // this is done by the game but is unused CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2)); CFont::SetPropOn(); CFont::SetRightJustifyOn(); CFont::SetFontStyle(FONT_HEADING); #ifdef CHATTYSPLASH // my attempt static wchar tmpstr[80]; float yscale = SCREEN_SCALE_Y(0.9f); vpos -= 45*yscale; CFont::SetScale(SCREEN_SCALE_X(0.75f), yscale); CFont::SetPropOn(); CFont::SetRightJustifyOff(); CFont::SetFontStyle(FONT_BANK); CFont::SetColor(CRGBA(255, 255, 255, 255)); AsciiToUnicode(str1, tmpstr); CFont::PrintString(hpos, vpos, tmpstr); vpos += 22*yscale; AsciiToUnicode(str2, tmpstr); CFont::PrintString(hpos, vpos, tmpstr); #endif } CFont::DrawFonts(); DoRWStuffEndOfFrame(); } } void LoadingIslandScreen(const char *levelName) { CSprite2d *splash; wchar *name; char str[100]; wchar wstr[80]; CRGBA col; splash = LoadSplash(nil); name = TheText.Get(levelName); if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)) return; CSprite2d::SetRecipNearClip(); CSprite2d::InitPerFrame(); CFont::InitPerFrame(); DefinedState(); col = CRGBA(255, 255, 255, 255); splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col, col, col, col); CFont::SetBackgroundOff(); CFont::SetScale(1.5f, 1.5f); CFont::SetPropOn(); CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(150.0f); CFont::SetFontStyle(FONT_HEADING); sprintf(str, "WELCOME TO"); AsciiToUnicode(str, wstr); CFont::SetDropColor(CRGBA(0, 0, 0, 255)); CFont::SetDropShadowPosition(3); CFont::SetColor(CRGBA(243, 237, 71, 255)); CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f)); CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME")); TextCopy(wstr, name); TheText.UpperCase(wstr); CFont::SetColor(CRGBA(243, 237, 71, 255)); CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f)); CFont::PrintString(SCREEN_WIDTH-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr); CFont::DrawFonts(); DoRWStuffEndOfFrame(); } char* GetLevelSplashScreen(int level) { static char *splashScreens[4] = { nil, "splash1", "splash2", "splash3", }; return splashScreens[level]; } char* GetRandomSplashScreen(void) { int index; static int index2 = 0; static char splashName[128]; static int splashIndex[24] = { 25, 22, 4, 13, 1, 21, 14, 16, 10, 12, 5, 9, 11, 18, 3, 2, 19, 23, 7, 17, 15, 6, 8, 20 }; index = splashIndex[4*index2 + CGeneral::GetRandomNumberInRange(0, 3)]; index2++; if(index2 == 6) index2 = 0; sprintf(splashName, "loadsc%d", index); return splashName; } #include "rwcore.h" #include "rpworld.h" #include "rpmatfx.h" #include "rpskin.h" #include "rphanim.h" #include "rtbmp.h" _TODO("temp, move this includes out of here") 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; } 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; } return TRUE; } static RwBool Initialise3D(void *param) { if (RsRwInitialise(param)) { // DebugMenuInit(); DebugMenuPopulate(); // return CGame::InitialiseRenderWare(); } return (FALSE); } static void Terminate3D(void) { CGame::ShutdownRenderWare(); RsRwTerminate(); return; } RsEventStatus AppEventHandler(RsEvent event, void *param) { switch( event ) { case rsINITIALISE: { CGame::InitialiseOnceBeforeRW(); return RsInitialise() ? rsEVENTPROCESSED : rsEVENTERROR; } case rsCAMERASIZE: { CameraSize(Scene.camera, (RwRect *)param, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); return rsEVENTPROCESSED; } case rsRWINITIALISE: { 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: { #ifdef PS2_SAVE_DIALOG Idle((void*)1); #else FrontendIdle(); #endif return rsEVENTPROCESSED; } case rsACTIVATE: { param ? DMAudio.ReacquireDigitalHandle() : DMAudio.ReleaseDigitalHandle(); return rsEVENTPROCESSED; } #ifndef MASTER case rsANIMVIEWER: { TheModelViewer(); return rsEVENTPROCESSED; } #endif default: { return rsEVENTNOTPROCESSED; } } } void PrintGameVersion() { CFont::SetPropOn(); CFont::SetBackgroundOff(); CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.5f)); CFont::SetCentreOff(); CFont::SetRightJustifyOff(); CFont::SetBackGroundOnlyTextOff(); CFont::SetFontStyle(FONT_BANK); CFont::SetWrapx(SCREEN_WIDTH); CFont::SetDropShadowPosition(0); CFont::SetDropColor(CRGBA(0, 0, 0, 255)); CFont::SetColor(CRGBA(235, 170, 50, 255)); strcpy(gString, "RE3"); AsciiToUnicode(gString, gUString); CFont::PrintString(SCREEN_SCALE_X(10.5f), SCREEN_SCALE_Y(8.0f), gUString); } 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) { ; } } STARTPATCHES InjectHook(0x48E480, Idle, PATCH_JUMP); InjectHook(0x48E700, FrontendIdle, PATCH_JUMP); InjectHook(0x48CF10, DoRWStuffStartOfFrame, PATCH_JUMP); InjectHook(0x48D040, DoRWStuffStartOfFrame_Horizon, PATCH_JUMP); InjectHook(0x48E030, RenderScene, PATCH_JUMP); InjectHook(0x48E080, RenderDebugShit, PATCH_JUMP); InjectHook(0x48E090, RenderEffects, PATCH_JUMP); InjectHook(0x48E0E0, Render2dStuff, PATCH_JUMP); InjectHook(0x48E450, RenderMenus, PATCH_JUMP); InjectHook(0x48D120, DoFade, PATCH_JUMP); InjectHook(0x48E470, Render2dStuffAfterFade, PATCH_JUMP); InjectHook(0x48D550, LoadSplash, PATCH_JUMP); InjectHook(0x48D670, DestroySplashScreen, PATCH_JUMP); InjectHook(0x48D770, LoadingScreen, PATCH_JUMP); InjectHook(0x48D760, ResetLoadingScreenBar, PATCH_JUMP); InjectHook(0x48D470, PluginAttach, PATCH_JUMP); InjectHook(0x48D520, Initialise3D, PATCH_JUMP); InjectHook(0x48D540, Terminate3D, PATCH_JUMP); InjectHook(0x48E800, AppEventHandler, PATCH_JUMP); ENDPATCHES