#include "common.h" #include #include "rpmatfx.h" #include "rphanim.h" #include "rpskin.h" #include "rtbmp.h" #include "rtpng.h" #ifdef ANISOTROPIC_FILTERING #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 "postfx.h" #include "custompipes.h" #include "screendroplets.h" #include "MemoryHeap.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 volatile int32 frameCount; RwRGBA gColourTop; bool gameAlreadyInitialised; float NumberOfChunksLoaded; #ifdef GTA_PS2 #define TOTALNUMCHUNKS 48.0f #else #define TOTALNUMCHUNKS 73.0f #endif bool g_SlowMode = false; char version_name[64]; void GameInit(void); void SystemInit(void); void TheGame(void); #ifdef DEBUGMENU void DebugMenuPopulate(void); #endif #ifndef FINAL bool gbPrintMemoryUsage; #endif #ifdef PS2_MENU #define WANT_TO_LOAD TheMemoryCard.m_bWantToLoad #define FOUND_GAME_TO_LOAD TheMemoryCard.b_FoundRecentSavedGameWantToLoad #else #define WANT_TO_LOAD FrontEndMenuManager.m_bWantToLoad #define FOUND_GAME_TO_LOAD b_FoundRecentSavedGameWantToLoad #endif #ifdef NEW_RENDERER bool gbNewRenderer; #define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL) #else #define CLEARMODE (rwCAMERACLEARZ) #endif #ifdef __MWERKS__ void debug(char *fmt, ...) { #ifndef MASTER // TODO put something here #endif } void Error(char *fmt, ...) { #ifndef MASTER // TODO put something here #endif } #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); #ifndef ASPECT_RATIO_SCALE CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, (CMenuManager::m_PrefsUseWideScreen ? 16.f / 9.f : 4.f / 3.f)); #else CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); #endif CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE); if(!RsCameraBeginUpdate(Scene.camera)) return false; #ifdef FIX_BUGS CSprite2d::SetRecipNearClip(); #endif 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) { #ifndef ASPECT_RATIO_SCALE CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, (CMenuManager::m_PrefsUseWideScreen ? 16.f/9.f : 4.f/3.f)); #else CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); #endif 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 || 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 #ifdef CUTSCENE_BORDERS_SWITCH && CMenuManager::m_PrefsCutsceneBorders #endif ){ // what's this? float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f; rect.left = 0.0f; rect.right = SCREEN_WIDTH; #ifdef FIX_BUGS rect.top = y - SCREEN_SCALE_Y(8.0f); rect.bottom = SCREEN_HEIGHT - y - SCREEN_SCALE_Y(8.0f); #else rect.top = y - 8.0f; rect.bottom = SCREEN_HEIGHT - y - 8.0f; #endif // FIX_BUGS }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); } } } 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); #ifdef THIS_IS_STUPID if (RtBMPImageWrite(pImage, &temp[0]) == nil) #else if (RtPNGImageWrite(pImage, &temp[0]) == nil) #endif 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]; #ifdef THIS_IS_STUPID 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); } } #else if (CPad::GetPad(1)->GetLeftShockJustDown() || CPad::GetPad(0)->GetFJustDown(11)) { sprintf(s, "screen_%11lld.png", time(nil)); RwGrabScreen(Scene.camera, s); } #endif #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; } 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; } #ifdef ANISOTROPIC_FILTERING RpAnisotPluginAttach(); #endif #ifdef EXTENDED_PIPELINES CustomPipes::CustomPipeRegister(); #endif return TRUE; } #ifdef GTA_PS2 #define NUM_PREALLOC_ATOMICS 3245 #define NUM_PREALLOC_CLUMPS 101 #define NUM_PREALLOC_FRAMES 2821 #define NUM_PREALLOC_GEOMETRIES 1404 #define NUM_PREALLOC_TEXDICTS 106 #define NUM_PREALLOC_TEXTURES 1900 #define NUM_PREALLOC_MATERIALS 3300 bool preAlloc; void PreAllocateRwObjects(void) { int i; void **tmp = new void*[0x8000]; preAlloc = true; for(i = 0; i < NUM_PREALLOC_ATOMICS; i++) tmp[i] = RpAtomicCreate(); for(i = 0; i < NUM_PREALLOC_ATOMICS; i++) RpAtomicDestroy((RpAtomic*)tmp[i]); for(i = 0; i < NUM_PREALLOC_CLUMPS; i++) tmp[i] = RpClumpCreate(); for(i = 0; i < NUM_PREALLOC_CLUMPS; i++) RpClumpDestroy((RpClump*)tmp[i]); for(i = 0; i < NUM_PREALLOC_FRAMES; i++) tmp[i] = RwFrameCreate(); for(i = 0; i < NUM_PREALLOC_FRAMES; i++) RwFrameDestroy((RwFrame*)tmp[i]); for(i = 0; i < NUM_PREALLOC_GEOMETRIES; i++) tmp[i] = RpGeometryCreate(0, 0, 0); for(i = 0; i < NUM_PREALLOC_GEOMETRIES; i++) RpGeometryDestroy((RpGeometry*)tmp[i]); for(i = 0; i < NUM_PREALLOC_TEXDICTS; i++) tmp[i] = RwTexDictionaryCreate(); for(i = 0; i < NUM_PREALLOC_TEXDICTS; i++) RwTexDictionaryDestroy((RwTexDictionary*)tmp[i]); for(i = 0; i < NUM_PREALLOC_TEXTURES; i++) tmp[i] = RwTextureCreate(RwRasterCreate(0, 0, 0, 0)); for(i = 0; i < NUM_PREALLOC_TEXDICTS; i++) RwTextureDestroy((RwTexture*)tmp[i]); for(i = 0; i < NUM_PREALLOC_MATERIALS; i++) tmp[i] = RpMaterialCreate(); for(i = 0; i < NUM_PREALLOC_MATERIALS; i++) RpMaterialDestroy((RpMaterial*)tmp[i]); delete[] tmp; preAlloc = false; } #endif static RwBool Initialise3D(void *param) { if (RsRwInitialize(param)) { #ifdef DEBUGMENU DebugMenuInit(); DebugMenuPopulate(); #endif // !DEBUGMENU return CGame::InitialiseRenderWare(); } return (FALSE); } static void Terminate3D(void) { CGame::ShutdownRenderWare(); #ifdef DEBUGMENU DebugMenuShutdown(); #endif // !DEBUGMENU RsRwTerminate(); return; } 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; } Const 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; } Const char* GetLevelSplashScreen(int level) { static Const char *splashScreens[4] = { nil, "splash1", "splash2", "splash3", }; return splashScreens[level]; } void ResetLoadingScreenBar() { NumberOfChunksLoaded = 0.0f; } void LoadingScreen(const char *str1, const char *str2, const char *splashscreen) { CSprite2d *splash; #ifdef DISABLE_LOADING_SCREEN if (str1 && str2) return; #endif #ifndef RANDOMSPLASH if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame) splashscreen = "mainsc2"; else splashscreen = "mainsc1"; #endif splash = LoadSplash(splashscreen); #ifndef GTA_PS2 if(RsGlobal.quit) return; #endif #ifndef GTA_PS2 if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)) #else DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255); #endif { 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; if (str2) { 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); #ifndef GTA_PS2 if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)) return; #else DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255); #endif 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(); #ifdef FIX_BUGS CFont::SetScale(SCREEN_SCALE_X(1.5f), SCREEN_SCALE_Y(1.5f)); #else CFont::SetScale(1.5f, 1.5f); #endif CFont::SetPropOn(); CFont::SetRightJustifyOn(); #ifdef FIX_BUGS CFont::SetRightJustifyWrap(SCREEN_SCALE_X(150.0f)); #else CFont::SetRightJustifyWrap(150.0f); #endif 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)); #if !defined(PS2_HUD) && defined(GTA_PC) CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f)); #endif #ifdef PS2_HUD #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_SCALE_FROM_BOTTOM(140.0f), TheText.Get("WELCOME")); #else CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_HEIGHT - 140, TheText.Get("WELCOME")); #endif #else #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_SCALE_FROM_BOTTOM(110.0f), TheText.Get("WELCOME")); #else CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_SCALE_FROM_BOTTOM(110.0f), TheText.Get("WELCOME")); #endif #endif TextCopy(wstr, name); TheText.UpperCase(wstr); CFont::SetColor(CRGBA(243, 237, 71, 255)); #if !defined(PS2_HUD) && defined(GTA_PC) CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f)); #endif #ifdef PS2_HUD #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_SCALE_FROM_BOTTOM(110.0f), wstr); #else CFont::PrintString(SCREEN_WIDTH-20, SCREEN_HEIGHT - 110, wstr); #endif #else #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_SCALE_FROM_BOTTOM(80.0f), wstr); #else CFont::PrintString(SCREEN_WIDTH-20, SCREEN_SCALE_FROM_BOTTOM(80.0f), wstr); #endif #endif 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)->GetLeftShoulder1JustDown() || CPad::GetPad(1)->GetRightShoulder1() ) break; if ( stop ) { CTimer::Stop(); stop = false; } CPad::UpdatePads(); RwCameraBeginUpdate(Scene.camera); RwCameraEndUpdate(Scene.camera); if ( CPad::GetPad(1)->GetLeftShoulder1JustDown() || CPad::GetPad(1)->GetRightShoulder1() ) break; } while (!CPad::GetPad(1)->GetRightShoulder1()); 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; #ifndef MASTER 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) } }; void PrintMemoryUsage(void) { // little hack if(CPools::GetPtrNodePool() == nil) return; // Style taken from LCS, modified for III // CFont::SetFontStyle(FONT_PAGER); CFont::SetFontStyle(FONT_BANK); CFont::SetBackgroundOff(); CFont::SetWrapx(640.0f); // CFont::SetScale(0.5f, 0.75f); CFont::SetScale(0.4f, 0.75f); CFont::SetCentreOff(); CFont::SetCentreSize(640.0f); CFont::SetJustifyOff(); CFont::SetPropOn(); CFont::SetColor(CRGBA(200, 200, 200, 200)); CFont::SetBackGroundOnlyTextOff(); CFont::SetDropShadowPosition(0); float y; #ifdef USE_CUSTOM_ALLOCATOR y = 24.0f; sprintf(gString, "Total: %d blocks, %d bytes", gMainHeap.m_totalBlocksUsed, gMainHeap.m_totalMemUsed); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Game: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_GAME), gMainHeap.GetMemoryUsed(MEMID_GAME)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "World: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_WORLD), gMainHeap.GetMemoryUsed(MEMID_WORLD)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Render: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_RENDER), gMainHeap.GetMemoryUsed(MEMID_RENDER)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Render List: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_RENDERLIST), gMainHeap.GetMemoryUsed(MEMID_RENDERLIST)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Default Models: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_DEF_MODELS), gMainHeap.GetMemoryUsed(MEMID_DEF_MODELS)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Textures: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_TEXTURES), gMainHeap.GetMemoryUsed(MEMID_TEXTURES)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Streaming: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM), gMainHeap.GetMemoryUsed(MEMID_STREAM)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Streamed Models: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM_MODELS), gMainHeap.GetMemoryUsed(MEMID_STREAM_MODELS)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Streamed Textures: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM_TEXUTRES), gMainHeap.GetMemoryUsed(MEMID_STREAM_TEXUTRES)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Animation: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_ANIMATION), gMainHeap.GetMemoryUsed(MEMID_ANIMATION)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Pools: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_POOLS), gMainHeap.GetMemoryUsed(MEMID_POOLS)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Collision: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_COLLISION), gMainHeap.GetMemoryUsed(MEMID_COLLISION)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Game Process: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_GAME_PROCESS), gMainHeap.GetMemoryUsed(MEMID_GAME_PROCESS)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Script: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_SCRIPT), gMainHeap.GetMemoryUsed(MEMID_SCRIPT)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Cars: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_CARS), gMainHeap.GetMemoryUsed(MEMID_CARS)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; sprintf(gString, "Frontend: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_FRONTEND), gMainHeap.GetMemoryUsed(MEMID_FRONTEND)); AsciiToUnicode(gString, gUString); CFont::PrintString(24.0f, y, gUString); y += 12.0f; #endif y = 132.0f; AsciiToUnicode("Pools usage:", gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "PtrNode: %d/%d", CPools::GetPtrNodePool()->GetNoOfUsedSpaces(), CPools::GetPtrNodePool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "EntryInfoNode: %d/%d", CPools::GetEntryInfoNodePool()->GetNoOfUsedSpaces(), CPools::GetEntryInfoNodePool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "Ped: %d/%d", CPools::GetPedPool()->GetNoOfUsedSpaces(), CPools::GetPedPool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "Vehicle: %d/%d", CPools::GetVehiclePool()->GetNoOfUsedSpaces(), CPools::GetVehiclePool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "Building: %d/%d", CPools::GetBuildingPool()->GetNoOfUsedSpaces(), CPools::GetBuildingPool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "Treadable: %d/%d", CPools::GetTreadablePool()->GetNoOfUsedSpaces(), CPools::GetTreadablePool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "Object: %d/%d", CPools::GetObjectPool()->GetNoOfUsedSpaces(), CPools::GetObjectPool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "Dummy: %d/%d", CPools::GetDummyPool()->GetNoOfUsedSpaces(), CPools::GetDummyPool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; sprintf(gString, "AudioScriptObjects: %d/%d", CPools::GetAudioScriptObjectPool()->GetNoOfUsedSpaces(), CPools::GetAudioScriptObjectPool()->GetSize()); AsciiToUnicode(gString, gUString); CFont::PrintString(400.0f, y, gUString); y += 12.0f; } void DisplayGameDebugText() { static bool bDisplayPosn = false; static bool bDisplayRate = false; #ifndef FINAL { SETTWEAKPATH("GameDebugText"); TWEAKBOOL(bDisplayPosn); TWEAKBOOL(bDisplayRate); } if(gbPrintMemoryUsage) PrintMemoryUsage(); #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_BANK); 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)); #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_X(10.0f), SCREEN_SCALE_Y(10.0f), ver); #else CFont::PrintString(10.0f, 10.0f, ver); #endif #endif // #ifdef DRAW_GAME_VERSION_TEXT FrameSamples++; #ifdef FIX_BUGS FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds FramesPerSecond = FrameSamples / FramesPerSecondCounter; #else FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f); FramesPerSecond = FramesPerSecondCounter / FrameSamples; #endif 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(); #ifdef FIX_BUGS CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(1.5f)); #else CFont::SetScale(0.7f, 1.5f); #endif CFont::SetCentreOff(); CFont::SetRightJustifyOff(); CFont::SetJustifyOff(); CFont::SetBackGroundOnlyTextOff(); #ifdef FIX_BUGS CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH)); #else CFont::SetWrapx(DEFAULT_SCREEN_WIDTH); #endif CFont::SetFontStyle(FONT_HEADING); CFont::SetColor(CRGBA(0, 0, 0, 255)); #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_X(40.0f+2.0f), SCREEN_SCALE_Y(40.0f+2.0f), ustr); #else CFont::PrintString(40.0f+2.0f, 40.0f+2.0f, ustr); #endif CFont::SetColor(CRGBA(255, 108, 0, 255)); #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), ustr); #else CFont::PrintString(40.0f, 40.0f, ustr); #endif } } #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(); // before ConstructRenderList // CClock::CalcEnvMapTimeMultiplicator if(gbRenderWater) CRenderer::RenderWater(); // actually CMattRenderer::RenderWater // CClock::ms_EnvMapTimeMultiplicator = 1.0f; // cWorldStream::ClearDynamics /// CRenderer::ConstructRenderList(); // before PreRender if(gbRenderWorld0) CRenderer::RenderWorld(0); // roads // CMattRenderer::ResetRenderStates /// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows CCoronas::RenderReflections(); if(gbRenderWorld1) CRenderer::RenderWorld(1); // opaque if(gbRenderRoads) CRenderer::RenderRoads(); CRenderer::RenderPeds(); if(gbRenderBoats) CRenderer::RenderBoats(); //if(gbRenderFadingInUnderwaterEntities) // CRenderer::RenderFadingInUnderwaterEntities(); if(gbRenderEverythingBarRoads) CRenderer::RenderEverythingBarRoads(); // seam fixer // 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 false; } 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{ // flipped these two, seems to give the best result if(gbRenderWorld2) CRenderer::RenderWorld(2); // transparent if(gbRenderVehicles) CRenderer::RenderVehicles(); } // better render these after transparent world if(gbRenderFadingInEntities) CRenderer::RenderFadingInEntities(); // actual effects here CGlass::Render(); // CMattRenderer::ResetRenderStates DefinedState(); CWeather::RenderRainStreaks(); // CWeather::AddSnow CWaterCannons::Render(); CAntennas::Render(); CSpecialFX::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(); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); CRenderer::RenderEverythingBarRoads(); CRenderer::RenderBoats(); DefinedState(); CWaterLevel::RenderWater(); CRenderer::RenderFadingInEntities(); #ifndef SQUEEZE_PERFORMANCE CRenderer::RenderVehiclesButNotBoats(); #endif CWeather::RenderRainStreaks(); } 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(); 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) 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(); #ifdef GTA_SCENE_EDIT if(CSceneEdit::m_bEditOn) CSceneEdit::Draw(); else #endif CHud::Draw(); CUserDisplay::OnscnTimer.ProcessForDisplay(); CMessages::Display(); CDarkel::DrawMessages(); CGarages::PrintMessages(); CPad::PrintErrorMessage(); CFont::DrawFonts(); #ifdef DEBUGMENU DebugMenuRender(); #endif } void RenderMenus(void) { if (FrontEndMenuManager.m_bMenuActive) { PUSH_MEMID(MEMID_FRONTEND); FrontEndMenuManager.DrawFrontEnd(); POP_MEMID(); } } void Render2dStuffAfterFade(void) { #ifndef MASTER DisplayGameDebugText(); #endif CHud::DrawAfterFade(); CFont::DrawFonts(); } void Idle(void *arg) { #ifdef ASPECT_RATIO_SCALE CDraw::SetAspectRatio(CDraw::FindAspectRatio()); #endif CTimer::Update(); tbInit(); 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 { PUSH_MEMID(MEMID_GAME_PROCESS); CPointLights::InitPerFrame(); tbStartTimer(0, "CGame::Process"); CGame::Process(); tbEndTimer("CGame::Process"); POP_MEMID(); tbStartTimer(0, "DMAudio.Service"); DMAudio.Service(); tbEndTimer("DMAudio.Service"); } if (RsGlobal.quit) return; #else PUSH_MEMID(MEMID_GAME_PROCESS); CPointLights::InitPerFrame(); tbStartTimer(0, "CGame::Process"); CGame::Process(); tbEndTimer("CGame::Process"); POP_MEMID(); tbStartTimer(0, "DMAudio.Service"); DMAudio.Service(); tbEndTimer("DMAudio.Service"); #endif if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){ WANT_TO_LOAD = false; FrontEndMenuManager.m_bWantToRestart = true; return; } if(FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD) { return; } SetLightsWithTimeOfDayColour(Scene.world); if(arg == nil) return; PUSH_MEMID(MEMID_RENDER); if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) && TheCamera.GetScreenFadeStatus() != FADE_2) { #if defined(GTA_PC) && !defined(RW_GL3) && defined(FIX_BUGS) // This is from SA, but it's nice for windowed mode if (!FrontEndMenuManager.m_bRenderGameInMenu) { RwV2d pos; pos.x = SCREEN_WIDTH / 2.0f; pos.y = SCREEN_HEIGHT / 2.0f; RsMouseSetPos(&pos); } #endif PUSH_MEMID(MEMID_RENDERLIST); tbStartTimer(0, "CnstrRenderList"); #ifdef NEW_RENDERER if(gbNewRenderer){ CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary CRenderer::ClearForFrame(); } #endif CRenderer::ConstructRenderList(); tbEndTimer("CnstrRenderList"); tbStartTimer(0, "PreRender"); CRenderer::PreRender(); tbEndTimer("PreRender"); POP_MEMID(); #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)) goto popret; }else{ if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(), CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255)) goto popret; } 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{ #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)) goto popret; } #ifdef PS2_SAVE_DIALOG if (FrontEndMenuManager.m_bMenuActive) DefinedState(); #endif tbStartTimer(0, "RenderMenus"); RenderMenus(); tbEndTimer("RenderMenus"); #ifdef PS2_MENU if ( TheMemoryCard.m_bWantToLoad ) goto popret; #endif tbStartTimer(0, "DoFade"); DoFade(); tbEndTimer("DoFade"); tbStartTimer(0, "Render2dStuff-Fade"); Render2dStuffAfterFade(); tbEndTimer("Render2dStuff-Fade"); CCredits::Render(); if (gbShowTimebars) tbDisplay(); DoRWStuffEndOfFrame(); POP_MEMID(); // MEMID_RENDER if(g_SlowMode) ProcessSlowMode(); return; popret: POP_MEMID(); // MEMID_RENDER } 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; #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; DefinedState(); // seems redundant, but breaks resolution change. RenderMenus(); DoFade(); Render2dStuffAfterFade(); // CFont::DrawFonts(); // redundant DoRWStuffEndOfFrame(); } void InitialiseGame(void) { LoadingScreen(nil, nil, "loadsc0"); CGame::Initialise("DATA\\GTA3.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: { #ifdef PS2_SAVE_DIALOG Idle((void*)1); #else FrontendIdle(); #endif 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 III Mobile code. III Xbox code run it like main function, which is impossible to implement on PC's state machine implementation. // Also we want 2D things initialized in here to print animation ids etc., our additions for that marked with X #ifdef ASPECT_RATIO_SCALE CDraw::SetAspectRatio(CDraw::FindAspectRatio()); // X #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(); // X CFont::InitPerFrame(); // X DefinedState(); CVisibilityPlugins::InitAlphaEntityList(); CAnimViewer::Render(); Render2dStuff(); // X DoRWStuffEndOfFrame(); #endif } #endif #ifdef GTA_PS2 void TheGame(void) { printf("Into TheGame!!!\n"); PUSH_MEMID(MEMID_GAME); // NB: not popped CTimer::Initialise(); #if GTA_VERSION <= GTA3_PS2_160 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 (CMenuManager::m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad()) { CMenuManager::m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad(); TheText.Unload(); TheText.Load(); } CGame::currLevel = TheMemoryCard.GetLevelToLoad(); } #else //TODO #endif while (true) { if (WANT_TO_LOAD) { Const char *splash1 = GetLevelSplashScreen(CGame::currLevel); LoadSplash(splash1); } WANT_TO_LOAD = false; CTimer::Update(); while (!(FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD)) { CSprite2d::InitPerFrame(); CFont::InitPerFrame(); PUSH_MEMID(MEMID_GAME_PROCESS) CPointLights::InitPerFrame(); CGame::Process(); POP_MEMID(); DMAudio.Service(); if (CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()) { WANT_TO_LOAD = false; FrontEndMenuManager.m_bWantToRestart = true; break; } if (FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD) break; SetLightsWithTimeOfDayColour(Scene.world); PUSH_MEMID(MEMID_RENDER); if ((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu == true) && TheCamera.GetScreenFadeStatus() != FADE_2 ) { PUSH_MEMID(MEMID_RENDERLIST); CRenderer::ConstructRenderList(); CRenderer::PreRender(); POP_MEMID(); #ifdef FIX_BUGS // This has to be done BEFORE RwCameraBeginUpdate RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip()); RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart()); #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(); #ifndef FIX_BUGS RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip()); RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart()); #endif 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 { #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); RsCameraBeginUpdate(Scene.camera); } RenderMenus(); if (WANT_TO_LOAD) { POP_MEMID(); // MEMID_RENDER break; } DoFade(); Render2dStuffAfterFade(); CCredits::Render(); DoRWStuffEndOfFrame(); while (frameCount < 2) ; frameCount = 0; CTimer::Update(); POP_MEMID(): // MEMID_RENDER if (g_SlowMode) ProcessSlowMode(); } CPad::ResetCheats(); CPad::StopPadsShaking(); DMAudio.ChangeMusicMode(MUSICMODE_DISABLE); CGame::ShutDownForRestart(); CTimer::Stop(); if (FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD) { if (FOUND_GAME_TO_LOAD) { FrontEndMenuManager.m_bWantToRestart = true; WANT_TO_LOAD = true; } CGame::InitialiseWhenRestarting(); DMAudio.ChangeMusicMode(MUSICMODE_GAME); FrontEndMenuManager.m_bWantToRestart = false; continue; } break; } DMAudio.Terminate(); } void SystemInit() { #ifdef __MWERKS__ mwInit(); #endif #ifdef USE_CUSTOM_ALLOCATOR 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; CMenuManager::m_PrefsAllowNastyGame = true; #ifdef GTA_PS2 int32 lang = sceScfGetLanguage(); if ( lang == SCE_ITALIAN_LANGUAGE ) CMenuManager::m_PrefsLanguage = LANGUAGE_ITALIAN; else if ( lang == SCE_SPANISH_LANGUAGE ) CMenuManager::m_PrefsLanguage = LANGUAGE_SPANISH; else if ( lang == SCE_GERMAN_LANGUAGE ) { CGame::germanGame = true; CGame::nastyGame = false; CMenuManager::m_PrefsAllowNastyGame = false; CMenuManager::m_PrefsLanguage = LANGUAGE_GERMAN; } else if ( lang == SCE_FRENCH_LANGUAGE ) { CGame::frenchGame = true; CGame::nastyGame = false; CMenuManager::m_PrefsAllowNastyGame = false; CMenuManager::m_PrefsLanguage = LANGUAGE_FRENCH; } else CMenuManager::m_PrefsLanguage = LANGUAGE_AMERICAN; FrontEndMenuManager.InitialiseMenuContentsAfterLoadingGame(); #else // #endif #ifdef GTA_PS2 TheMemoryCard.Init(); #endif } int VBlankCounter(int ca) { frameCount++; ExitHandler(); return 0; } // linked against by RW! extern "C" void WaitVBlank(void) { int32 startFrame = frameCount; while(startFrame == frameCount); } 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 GTA_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", // TODO: japanese? #ifdef GTA_PAL "\\TEXT\\ENGLISH.GXT;1", "\\TEXT\\FRENCH.GXT;1", "\\TEXT\\GERMAN.GXT;1", "\\TEXT\\ITALIAN.GXT;1", "\\TEXT\\SPANISH.GXT;1", #else "\\TEXT\\AMERICAN.GXT;1", #endif "\\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(INTC_VBLANK_S, VBlankCounter, 0); #endif CameraSize(Scene.camera, NULL, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); CSprite2d::SetRecipNearClip(); CTxdStore::Initialise(); PUSH_MEMID(MEMID_TEXTURES); CFont::Initialise(); CHud::Initialise(); POP_MEMID(); 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; } } void PlayIntroMPEGs() { #ifdef GTA_PS2 if (gameAlreadyInitialised) RpSkySuspend(); InitMPEGPlayer(); #ifdef GTA_PAL 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); #else PlayMPEG("cdrom0:\\MOVIES\\DMANTSC.PSS;1", false); PlayMPEG("cdrom0:\\MOVIES\\INTRNTSC.PSS;1", true); #endif ShutdownMPEGPlayer(); if ( gameAlreadyInitialised ) RpSkyResume(); #else //TODO #endif } int main(int argc, char *argv[]) { #ifdef __MWERKS__ mwInit(); // metrowerks initialisation #endif SystemInit(); #ifdef GTA_PS2 int32 r = TheMemoryCard.CheckCardStateAtGameStartUp(CARD_ONE); if ( r == CMemoryCard::ERR_DIRNOENTRY || r == CMemoryCard::ERR_NOFORMAT ) { GameInit(); TheText.Unload(); TheText.Load(); CFont::Initialise(); FrontEndMenuManager.DrawMemoryCardStartUpMenus(); }else if(r == CMemoryCard::ERR_OPENNOENTRY || r == CMemoryCard::ERR_NONE){ // eh? } #endif PlayIntroMPEGs(); 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