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re3/src/core/Game.cpp
2020-12-27 23:56:36 +03:00

1445 lines
36 KiB
C++

#pragma warning( push )
#pragma warning( disable : 4005)
#pragma warning( pop )
#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 "Camera.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 "Sprite2d.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
return (true);
}
// missing altogether on PS2
void CGame::ShutdownRenderWare(void)
{
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);
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
#ifdef EXTENDED_PIPELINES
// for generic fallback
CustomPipes::SetTxdFindCallback();
#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
}