From 37691701138c8a458bc8b41944745000d27a3b83 Mon Sep 17 00:00:00 2001 From: Fire-Head Date: Thu, 9 Apr 2020 02:52:38 +0300 Subject: (PS2) TheGame/main/GameInit/SystemInit, ProcessSlowMode --- src/core/Camera.cpp | 4 +- src/core/Frontend.cpp | 10 +- src/core/Frontend.h | 4 +- src/core/Game.cpp | 20 +- src/core/Game.h | 1 + src/core/Pad.cpp | 14 + src/core/Pad.h | 3 +- src/core/common.h | 2 + src/core/main.cpp | 2093 +++++++++++++++++++++++++-------------- src/save/GenericGameStorage.cpp | 7 + src/save/GenericGameStorage.h | 6 + src/skel/win/win.cpp | 14 +- 12 files changed, 1421 insertions(+), 757 deletions(-) diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp index 00c838cf..463362bc 100644 --- a/src/core/Camera.cpp +++ b/src/core/Camera.cpp @@ -142,7 +142,7 @@ CCamera::Init(void) PlayerExhaustion = 1.0f; DebugCamMode = CCam::MODE_NONE; m_PedOrientForBehindOrInFront = 0.0f; - if(!FrontEndMenuManager.m_bStartGameLoading){ + if(!FrontEndMenuManager.m_bWantToRestart){ m_bFading = false; CDraw::FadeValue = 0; m_fFLOATingFade = 0.0f; @@ -151,7 +151,7 @@ CCamera::Init(void) m_fFLOATingFadeMusic = 0.0f; } m_bMoveCamToAvoidGeom = false; - if(FrontEndMenuManager.m_bStartGameLoading) + if(FrontEndMenuManager.m_bWantToRestart) m_bMoveCamToAvoidGeom = true; m_bStartingSpline = false; m_iTypeOfSwitch = INTERPOLATION; diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index 98d67fa2..beebacf9 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -555,7 +555,7 @@ void CMenuManager::DoSettingsBeforeStartingAGame() m_PrefsVsync = m_PrefsVsyncDisp; DMAudio.Service(); - m_bStartGameLoading = true; + m_bWantToRestart = true; ShutdownJustMenu(); UnloadTextures(); @@ -2819,7 +2819,7 @@ void CMenuManager::Process(void) if (!m_bSaveMenuActive && TheCamera.GetScreenFadeStatus() != FADE_0) return; - m_bStartGameLoading = false; + m_bWantToRestart = false; InitialiseChangedLanguageSettings(); if (CPad::GetPad(0)->GetEscapeJustDown()) @@ -2861,9 +2861,9 @@ void CMenuManager::Process(void) if (m_PrefsVsyncDisp != m_PrefsVsync) m_PrefsVsync = m_PrefsVsyncDisp; DMAudio.Service(); - m_bStartGameLoading = true; + m_bWantToRestart = true; RequestFrontEndShutDown(); - m_bLoadingSavedGame = true; + m_bWantToLoad = true; b_FoundRecentSavedGameWantToLoad = true; DMAudio.SetEffectsFadeVol(0); DMAudio.SetMusicFadeVol(0); @@ -2960,7 +2960,7 @@ void CMenuManager::Process(void) m_bWaitingForNewKeyBind = false; } - if (!m_bStartGameLoading) { + if (!m_bWantToRestart) { if (m_bGameNotLoaded) DMAudio.Service(); } diff --git a/src/core/Frontend.h b/src/core/Frontend.h index a97afb24..c08bc1d9 100644 --- a/src/core/Frontend.h +++ b/src/core/Frontend.h @@ -464,7 +464,7 @@ public: bool m_bMenuActive; bool m_bMenuStateChanged; bool m_bWaitingForNewKeyBind; - bool m_bStartGameLoading; + bool m_bWantToRestart; bool m_bFirstTime; bool m_bGameNotLoaded; int32 m_nMousePosX; @@ -484,7 +484,7 @@ public: bool m_bQuitGameNoCD; bool m_bRenderGameInMenu; bool m_bSaveMenuActive; - bool m_bLoadingSavedGame; + bool m_bWantToLoad; char field_455; bool m_bStartWaitingForKeyBind; bool m_bSpritesLoaded; diff --git a/src/core/Game.cpp b/src/core/Game.cpp index 8571e93e..9637dc6c 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -89,8 +89,6 @@ -#define DEFAULT_VIEWWINDOW (0.7f) - eLevelName &CGame::currLevel = *(eLevelName*)0x941514; bool &CGame::bDemoMode = *(bool*)0x5F4DD0; bool &CGame::nastyGame = *(bool*)0x5F4DD4; @@ -492,7 +490,7 @@ void CGame::ReInitGameObjectVariables(void) CParticle::ReloadConfig(); CCullZones::ResolveVisibilities(); - if ( !FrontEndMenuManager.m_bLoadingSavedGame ) + if ( !FrontEndMenuManager.m_bWantToLoad ) { CCranes::InitCranes(); CTheScripts::StartTestScript(); @@ -566,7 +564,7 @@ void CGame::InitialiseWhenRestarting(void) TheCamera.Init(); - if ( FrontEndMenuManager.m_bLoadingSavedGame == true ) + if ( FrontEndMenuManager.m_bWantToLoad == true ) { RestoreForStartLoad(); CStreaming::LoadScene(TheCamera.GetPosition()); @@ -574,7 +572,7 @@ void CGame::InitialiseWhenRestarting(void) ReInitGameObjectVariables(); - if ( FrontEndMenuManager.m_bLoadingSavedGame == true ) + if ( FrontEndMenuManager.m_bWantToLoad == true ) { if ( GenericLoad() == true ) { @@ -593,7 +591,7 @@ void CGame::InitialiseWhenRestarting(void) ShutDownForRestart(); CTimer::Stop(); CTimer::Initialise(); - FrontEndMenuManager.m_bLoadingSavedGame = false; + FrontEndMenuManager.m_bWantToLoad = false; ReInitGameObjectVariables(); currLevel = LEVEL_INDUSTRIAL; CCollision::SortOutCollisionAfterLoad(); @@ -609,6 +607,9 @@ extern void (*DebugMenuProcess)(void); void CGame::Process(void) { CPad::UpdatePads(); +#ifdef PS2 + ProcessTidyUpMemory(); +#endif TheCamera.SetMotionBlurAlpha(0); if (TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_SNIPER || TheCamera.m_BlurType == MBLUR_NORMAL) TheCamera.SetMotionBlur(0, 0, 0, 0, MBLUR_NONE); @@ -695,6 +696,13 @@ void CGame::TidyUpMemory(bool, bool) #endif } +void CGame::ProcessTidyUpMemory(void) +{ +#ifdef PS2 + // meow +#endif +} + STARTPATCHES InjectHook(0x48BB80, CGame::InitialiseOnceBeforeRW, PATCH_JUMP); InjectHook(0x48BBA0, CGame::InitialiseRenderWare, PATCH_JUMP); diff --git a/src/core/Game.h b/src/core/Game.h index 318ff54b..30581893 100644 --- a/src/core/Game.h +++ b/src/core/Game.h @@ -39,4 +39,5 @@ public: // NB: these do something on PS2 static void TidyUpMemory(bool, bool); static void DrasticTidyUpMemory(bool); + static void ProcessTidyUpMemory(void); }; diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp index 6bbe00f2..2d2b132c 100644 --- a/src/core/Pad.cpp +++ b/src/core/Pad.cpp @@ -34,6 +34,7 @@ CMousePointerStateHelper &MousePointerStateHelper = *(CMousePointerStateHelper*) bool &CPad::bDisplayNoControllerMessage = *(bool *)0x95CD52; bool &CPad::bObsoleteControllerMessage = *(bool *)0x95CDB8; +bool CPad::bOldDisplayNoControllerMessage; bool &CPad::m_bMapPadOneToPadTwo = *(bool *)0x95CD48; CKeyboardState &CPad::OldKeyState = *(CKeyboardState*)0x6F1E70; @@ -137,6 +138,19 @@ void CKeyboardState::Clear() LWIN = RWIN = APPS = 0; } +void CPad::Initialise(void) +{ + for (int i = 0; i < MAX_PADS; i++) + { + CPad::GetPad(i)->Clear(true); + CPad::GetPad(i)->Mode = 0; + } + + bObsoleteControllerMessage = false; + bOldDisplayNoControllerMessage = false; + bDisplayNoControllerMessage = false; +} + void CPad::Clear(bool bResetPlayerControls) { NewState.Clear(); diff --git a/src/core/Pad.h b/src/core/Pad.h index ca44a9f7..00dd5540 100644 --- a/src/core/Pad.h +++ b/src/core/Pad.h @@ -161,6 +161,7 @@ public: static bool &bDisplayNoControllerMessage; static bool &bObsoleteControllerMessage; + static bool bOldDisplayNoControllerMessage; static bool &m_bMapPadOneToPadTwo; static CKeyboardState &OldKeyState; @@ -173,7 +174,7 @@ public: - + static void Initialise(void); void Clear(bool bResetPlayerControls); void ClearMouseHistory(); void UpdateMouse(); diff --git a/src/core/common.h b/src/core/common.h index b58b93af..9b897cca 100644 --- a/src/core/common.h +++ b/src/core/common.h @@ -84,12 +84,14 @@ extern void **rwengine; #define DEFAULT_SCREEN_WIDTH (640) #define DEFAULT_SCREEN_HEIGHT (448) #define DEFAULT_ASPECT_RATIO (4.0f/3.0f) +#define DEFAULT_VIEWWINDOW (0.7f) // game uses maximumWidth/Height, but this probably won't work // with RW windowed mode #define SCREEN_WIDTH ((float)RsGlobal.width) #define SCREEN_HEIGHT ((float)RsGlobal.height) #define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio()) +#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetFOV() * 0.5f))) // This scales from PS2 pixel coordinates to the real resolution #define SCREEN_STRETCH_X(a) ((a) * (float) SCREEN_WIDTH / DEFAULT_SCREEN_WIDTH) diff --git a/src/core/main.cpp b/src/core/main.cpp index fb5beee0..f024b2f3 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -1,6 +1,11 @@ #include "common.h" +#include "rpmatfx.h" +#include "rpskin.h" +#include "rphanim.h" +#include "rtbmp.h" #include "patcher.h" #include "main.h" +#include "CdStream.h" #include "General.h" #include "RwHelper.h" #include "Clouds.h" @@ -52,8 +57,17 @@ #include "Debug.h" #include "Console.h" #include "timebars.h" - -#define DEFAULT_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetFOV() * 0.5f))) +#include "GenericGameStorage.h" + +#ifdef PS2 +#define GETWANTTOLOADSAVEGAME() (TheMemoryCard.m_bWantToLoad) +#define SETWANTTOLOADSAVEGAME(b) {TheMemoryCard.m_bWantToLoad = (b);} +#define GETFOUNDRECENTSAVEDGAMEWANTTOLOAD() (TheMemoryCard.b_FoundRecentSavedGameWantToLoad) +#else //TODO +#define GETWANTTOLOADSAVEGAME() (true) +#define SETWANTTOLOADSAVEGAME(b) {} +#define GETFOUNDRECENTSAVEDGAMEWANTTOLOAD() (true) +#endif GlobalScene &Scene = *(GlobalScene*)0x726768; @@ -68,559 +82,585 @@ 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); +int32 frameCount; + +RwRGBA gColourTop; + +bool gameAlreadyInitialised; -void RenderScene(void); -void RenderDebugShit(void); -void RenderEffects(void); -void Render2dStuff(void); -void RenderMenus(void); -void DoFade(void); -void Render2dStuffAfterFade(void); +float NumberOfChunksLoaded; +#define TOTALNUMCHUNKS 73.0f + +bool g_SlowMode = false; +char version_name[64]; -CSprite2d *LoadSplash(const char *name); +void GameInit(void); +void SystemInit(void); +void TheGame(void); extern void (*DebugMenuProcess)(void); extern void (*DebugMenuRender)(void); void DebugMenuInit(void); void DebugMenuPopulate(void); -void PrintGameVersion(); - -RwRGBA gColourTop; void -InitialiseGame(void) +ValidateVersion() { - LoadingScreen(nil, nil, "loadsc0"); - CGame::Initialise("DATA\\GTA3.DAT"); -} + int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb"); + char buff[128]; -#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); + 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; + } + } - CSprite2d::InitPerFrame(); - CFont::InitPerFrame(); - DefinedState(); - CVisibilityPlugins::InitAlphaEntityList(); - CAnimViewer::Render(); - Render2dStuff(); - DoRWStuffEndOfFrame(); + LoadingScreen("Invalid version", NULL, NULL); + + while(true) + { + ; + } } -#endif -void -Idle(void *arg) +bool +DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha) { -#ifdef ASPECT_RATIO_SCALE - CDraw::SetAspectRatio(CDraw::FindAspectRatio()); -#endif + CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha); + CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha); - CTimer::Update(); + CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); + CVisibilityPlugins::SetRenderWareCamera(Scene.camera); + RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); -#ifdef TIMEBARS - tbInit(); -#endif + if(!RsCameraBeginUpdate(Scene.camera)) + return false; 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(); -#ifdef TIMEBARS - tbStartTimer(0, "CGame::Process"); -#endif - CGame::Process(); -#ifdef TIMEBARS - tbEndTimer("CGame::Process"); - tbStartTimer(0, "DMAudio.Service"); -#endif - DMAudio.Service(); -#ifdef TIMEBARS - tbEndTimer("DMAudio.Service"); -#endif - } + if(Alpha != 0) + CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor); - if (RsGlobal.quit) - return; -#else - CPointLights::InitPerFrame(); -#ifdef TIMEBARS - tbStartTimer(0, "CGame::Process"); -#endif - CGame::Process(); -#ifdef TIMEBARS - tbEndTimer("CGame::Process"); - tbStartTimer(0, "DMAudio.Service"); -#endif + return true; +} - DMAudio.Service(); +bool +DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha) +{ + CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); + CVisibilityPlugins::SetRenderWareCamera(Scene.camera); + RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); -#ifdef TIMEBARS - tbEndTimer("DMAudio.Service"); -#endif -#endif + if(!RsCameraBeginUpdate(Scene.camera)) + return false; - if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){ - FrontEndMenuManager.m_bStartGameLoading = true; - FrontEndMenuManager.m_bLoadingSavedGame = false; - return; - } + TheCamera.m_viewMatrix.Update(); + CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha); - if(FrontEndMenuManager.m_bStartGameLoading || b_FoundRecentSavedGameWantToLoad) - return; + return true; +} - SetLightsWithTimeOfDayColour(Scene.world); +// This is certainly a very useful function +void +DoRWRenderHorizon(void) +{ + CClouds::RenderHorizon(); +} - if(arg == nil) +void +DoFade(void) +{ + if(CTimer::GetIsPaused()) 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 -#ifdef TIMEBARS - tbStartTimer(0, "CnstrRenderList"); -#endif - CRenderer::ConstructRenderList(); -#ifdef TIMEBARS - tbEndTimer("CnstrRenderList"); - tbStartTimer(0, "PreRender"); -#endif - CRenderer::PreRender(); -#ifdef TIMEBARS - tbEndTimer("PreRender"); -#endif + if(JustLoadedDontFadeInYet){ + JustLoadedDontFadeInYet = false; + TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds(); + } - if(CWeather::LightningFlash && !CCullZones::CamNoRain()){ - if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255)) - return; + if(StillToFadeOut){ + if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){ + StillToFadeOut = false; + TheCamera.Fade(3.0f, FADE_IN); + TheCamera.ProcessFade(); + TheCamera.ProcessMusicFade(); }else{ - if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(), - CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), - 255)) - return; + TheCamera.SetFadeColour(0, 0, 0); + TheCamera.Fade(0.0f, FADE_OUT); + TheCamera.ProcessFade(); } + } - DefinedState(); + if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){ + CSprite2d *splash = LoadSplash(nil); - // BUG. This has to be done BEFORE RwCameraBeginUpdate - RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip()); - RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart()); + 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; -#ifdef TIMEBARS - tbStartTimer(0, "RenderScene"); -#endif - RenderScene(); -#ifdef TIMEBARS - tbEndTimer("RenderScene"); -#endif - RenderDebugShit(); - RenderEffects(); + if(TheCamera.m_FadeTargetIsSplashScreen) + fadeValue = 0; -#ifdef TIMEBARS - tbStartTimer(0, "RenderMotionBlur"); -#endif - if((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) && - TheCamera.m_ScreenReductionPercentage > 0.0f) - TheCamera.SetMotionBlurAlpha(150); - TheCamera.RenderMotionBlur(); -#ifdef TIMEBARS - tbEndTimer("RenderMotionBlur"); - tbStartTimer(0, "Render2dStuff"); -#endif - Render2dStuff(); -#ifdef TIMEBARS - tbEndTimer("Render2dStuff"); -#endif - }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 -#ifdef TIMEBARS - tbStartTimer(0, "RenderMenus"); -#endif - RenderMenus(); -#ifdef TIMEBARS - tbEndTimer("RenderMenus"); - tbStartTimer(0, "DoFade"); -#endif - DoFade(); -#ifdef TIMEBARS - tbEndTimer("DoFade"); - tbStartTimer(0, "Render2dStuff-Fade"); -#endif - Render2dStuffAfterFade(); -#ifdef TIMEBARS - tbEndTimer("Render2dStuff-Fade"); -#endif - CCredits::Render(); - -#ifdef TIMEBARS - tbDisplay(); -#endif + 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; + } - DoRWStuffEndOfFrame(); + 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(g_SlowMode) -// ProcessSlowMode(); + 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); + } + } } void -FrontendIdle(void) +DoRWStuffEndOfFrame(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; + CDebug::DisplayScreenStrings(); // custom + CDebug::DebugDisplayTextBuffer(); + FlushObrsPrintfs(); + RwCameraEndUpdate(Scene.camera); + RsCameraShowRaster(Scene.camera); +} - 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; +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; + } - DefinedState(); // seems redundant, but breaks resolution change. - RenderMenus(); - DoFade(); - Render2dStuffAfterFade(); -// CFont::DrawFonts(); // redundant - DoRWStuffEndOfFrame(); + return TRUE; } -bool -DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha) +static RwBool +Initialise3D(void *param) { - 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 (RsRwInitialise(param)) + { + // + DebugMenuInit(); + DebugMenuPopulate(); + // - if(!RsCameraBeginUpdate(Scene.camera)) - return false; + return CGame::InitialiseRenderWare(); + } - CSprite2d::InitPerFrame(); + return (FALSE); +} - if(Alpha != 0) - CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor); +static void +Terminate3D(void) +{ + CGame::ShutdownRenderWare(); + + RsRwTerminate(); - return true; + return; } -bool -DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha) +CSprite2d splash; +int splashTxdId = -1; + +CSprite2d* +LoadSplash(const char *name) { - CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO); - CVisibilityPlugins::SetRenderWareCamera(Scene.camera); - RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); + RwTexDictionary *txd; + char filename[140]; + RwTexture *tex = nil; - if(!RsCameraBeginUpdate(Scene.camera)) - return false; + if(name == nil) + return &splash; + if(splashTxdId == -1) + splashTxdId = CTxdStore::AddTxdSlot("splash"); - TheCamera.m_viewMatrix.Update(); - CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha); + txd = CTxdStore::GetSlot(splashTxdId)->texDict; + if(txd) + tex = RwTexDictionaryFindNamedTexture(txd, name); + // if texture is found, splash was already set up below - return true; -} + 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(""); + } -void -DoRWStuffEndOfFrame(void) -{ - CDebug::DisplayScreenStrings(); // custom - CDebug::DebugDisplayTextBuffer(); - FlushObrsPrintfs(); - RwCameraEndUpdate(Scene.camera); - RsCameraShowRaster(Scene.camera); + return &splash; } - -// This is certainly a very useful function void -DoRWRenderHorizon(void) +DestroySplashScreen(void) { - CClouds::RenderHorizon(); + splash.Delete(); + if(splashTxdId != -1) + CTxdStore::RemoveTxdSlot(splashTxdId); + splashTxdId = -1; } -void -RenderScene(void) +char* +GetRandomSplashScreen(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(); + 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; } -void -RenderDebugShit(void) +char* +GetLevelSplashScreen(int level) { - CTheScripts::RenderTheScriptDebugLines(); - if(gbShowCollisionLines) - CRenderer::RenderCollisionLines(); + static char *splashScreens[4] = { + nil, + "splash1", + "splash2", + "splash3", + }; + + return splashScreens[level]; } void -RenderEffects(void) +ResetLoadingScreenBar() { - 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(); + NumberOfChunksLoaded = 0.0f; } +// TODO: compare with PS2 void -Render2dStuff(void) +LoadingScreen(const char *str1, const char *str2, const char *splashscreen) { - RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); - RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); + CSprite2d *splash; - CReplay::Display(); - CPickups::RenderPickUpText(); +#ifndef RANDOMSPLASH + if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame) + splashscreen = "mainsc2"; + else + splashscreen = "mainsc1"; +#endif - if(TheCamera.m_WideScreenOn) - TheCamera.DrawBordersForWideScreen(); + splash = LoadSplash(splashscreen); - CPed *player = FindPlayerPed(); - int weaponType = 0; - if(player) - weaponType = player->GetWeapon()->m_eWeaponType; + if(RsGlobal.quit) + return; - 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; + 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)); - // Draw black border for sniper and rocket launcher - if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){ - CRGBA black(0, 0, 0, 255); + if(str1){ + NumberOfChunksLoaded += 1; - // 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); - } + 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)); - 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(); + length *= NumberOfChunksLoaded/TOTALNUMCHUNKS; + CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(81, 106, 137, 255)); - DebugMenuRender(); -} + // 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); -void -RenderMenus(void) -{ - if(FrontEndMenuManager.m_bMenuActive) - FrontEndMenuManager.DrawFrontEnd(); -} +#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 + } -bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4; -bool &StillToFadeOut = *(bool*)0x95CD99; -uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC; -uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564; + CFont::DrawFonts(); + DoRWStuffEndOfFrame(); + } +} void -DoFade(void) +LoadingIslandScreen(const char *levelName) { - if(CTimer::GetIsPaused()) + 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; - if(JustLoadedDontFadeInYet){ - JustLoadedDontFadeInYet = false; - TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds(); - } + 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(); +} - 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(); +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; +} - 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; +float FramesPerSecondCounter; +int32 FrameSamples; - 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; -}; +struct tZonePrint +{ + char name[12]; + CRect rect; +}; tZonePrint ZonePrint[] = { @@ -737,308 +777,368 @@ DisplayGameDebugText() #endif void -Render2dStuffAfterFade(void) +RenderScene(void) { -#ifndef MASTER - DisplayGameDebugText(); - //PrintGameVersion(); -#endif + CClouds::Render(); + DoRWRenderHorizon(); + CRenderer::RenderRoads(); + CCoronas::RenderReflections(); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + CRenderer::RenderEverythingBarRoads(); + CRenderer::RenderBoats(); + DefinedState(); + CWaterLevel::RenderWater(); + CRenderer::RenderFadingInEntities(); + CRenderer::RenderVehiclesButNotBoats(); + CWeather::RenderRainStreaks(); +} - CHud::DrawAfterFade(); - CFont::DrawFonts(); +void +RenderDebugShit(void) +{ + CTheScripts::RenderTheScriptDebugLines(); + if(gbShowCollisionLines) + CRenderer::RenderCollisionLines(); } -CSprite2d splash; -int splashTxdId = -1; +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(); +} -CSprite2d* -LoadSplash(const char *name) +void +Render2dStuff(void) { - RwTexDictionary *txd; - char filename[140]; - RwTexture *tex = nil; + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); - if(name == nil) - return &splash; - if(splashTxdId == -1) - splashTxdId = CTxdStore::AddTxdSlot("splash"); + CReplay::Display(); + CPickups::RenderPickUpText(); - txd = CTxdStore::GetSlot(splashTxdId)->texDict; - if(txd) - tex = RwTexDictionaryFindNamedTexture(txd, name); - // if texture is found, splash was already set up below + if(TheCamera.m_WideScreenOn) + TheCamera.DrawBordersForWideScreen(); - 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(""); + 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); } - return &splash; + 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 -DestroySplashScreen(void) +RenderMenus(void) { - splash.Delete(); - if(splashTxdId != -1) - CTxdStore::RemoveTxdSlot(splashTxdId); - splashTxdId = -1; +#ifdef PS2 + if (FrontEndMenuManager.m_bWantToDraw) + { + gMainHeap.PushMemId(_TODOCONST(17)); + FrontEndMenuManager.DrawFrontEnd(); + gMainHeap.PopMemId(); + } +#else + if(FrontEndMenuManager.m_bMenuActive) + FrontEndMenuManager.DrawFrontEnd(); +#endif } -float NumberOfChunksLoaded; -#define TOTALNUMCHUNKS 73.0f - void -ResetLoadingScreenBar() +Render2dStuffAfterFade(void) { - NumberOfChunksLoaded = 0.0f; +#ifndef MASTER + DisplayGameDebugText(); +#endif + + CHud::DrawAfterFade(); + CFont::DrawFonts(); } -// TODO: compare with PS2 void -LoadingScreen(const char *str1, const char *str2, const char *splashscreen) +Idle(void *arg) { - CSprite2d *splash; - -#ifndef RANDOMSPLASH - if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame) - splashscreen = "mainsc2"; - else - splashscreen = "mainsc1"; +#ifdef ASPECT_RATIO_SCALE + CDraw::SetAspectRatio(CDraw::FindAspectRatio()); #endif - splash = LoadSplash(splashscreen); + CTimer::Update(); - if(RsGlobal.quit) - return; +#ifdef TIMEBARS + tbInit(); +#endif - if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)){ + 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(); - 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 (FrontEndMenuManager.m_bGameNotLoaded) { + CPad::UpdatePads(); + FrontEndMenuManager.Process(); + } else { + CPointLights::InitPerFrame(); +#ifdef TIMEBARS + tbStartTimer(0, "CGame::Process"); +#endif + CGame::Process(); +#ifdef TIMEBARS + tbEndTimer("CGame::Process"); + tbStartTimer(0, "DMAudio.Service"); +#endif + DMAudio.Service(); - if(str1){ - NumberOfChunksLoaded += 1; +#ifdef TIMEBARS + tbEndTimer("DMAudio.Service"); +#endif + } - 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)); + if (RsGlobal.quit) + return; +#else + CPointLights::InitPerFrame(); +#ifdef TIMEBARS + tbStartTimer(0, "CGame::Process"); +#endif + CGame::Process(); +#ifdef TIMEBARS + tbEndTimer("CGame::Process"); + tbStartTimer(0, "DMAudio.Service"); +#endif - // 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); + DMAudio.Service(); -#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); +#ifdef TIMEBARS + tbEndTimer("DMAudio.Service"); +#endif #endif - } - CFont::DrawFonts(); - DoRWStuffEndOfFrame(); + if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){ + FrontEndMenuManager.m_bWantToRestart = true; + FrontEndMenuManager.m_bWantToLoad = false; + return; } -} -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)) + if(FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad) 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(); -} + SetLightsWithTimeOfDayColour(Scene.world); -char* -GetLevelSplashScreen(int level) -{ - static char *splashScreens[4] = { - nil, - "splash1", - "splash2", - "splash3", - }; + if(arg == nil) + return; - return splashScreens[level]; -} + 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 +#ifdef TIMEBARS + tbStartTimer(0, "CnstrRenderList"); +#endif + CRenderer::ConstructRenderList(); +#ifdef TIMEBARS + tbEndTimer("CnstrRenderList"); + tbStartTimer(0, "PreRender"); +#endif + CRenderer::PreRender(); +#ifdef TIMEBARS + tbEndTimer("PreRender"); +#endif -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 - }; + 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; + } - index = splashIndex[4*index2 + CGeneral::GetRandomNumberInRange(0, 3)]; - index2++; - if(index2 == 6) - index2 = 0; - sprintf(splashName, "loadsc%d", index); - return splashName; -} + DefinedState(); -#include "rwcore.h" -#include "rpworld.h" -#include "rpmatfx.h" -#include "rpskin.h" -#include "rphanim.h" -#include "rtbmp.h" + // BUG. This has to be done BEFORE RwCameraBeginUpdate + RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip()); + RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart()); -_TODO("temp, move this includes out of here") +#ifdef TIMEBARS + tbStartTimer(0, "RenderScene"); +#endif + RenderScene(); +#ifdef TIMEBARS + tbEndTimer("RenderScene"); +#endif + RenderDebugShit(); + RenderEffects(); -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 TIMEBARS + tbStartTimer(0, "RenderMotionBlur"); +#endif + if((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) && + TheCamera.m_ScreenReductionPercentage > 0.0f) + TheCamera.SetMotionBlurAlpha(150); + TheCamera.RenderMotionBlur(); +#ifdef TIMEBARS + tbEndTimer("RenderMotionBlur"); + tbStartTimer(0, "Render2dStuff"); +#endif + Render2dStuff(); +#ifdef TIMEBARS + tbEndTimer("Render2dStuff"); +#endif + }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, rwCAMERACLEARZ); + if(!RsCameraBeginUpdate(Scene.camera)) + return; } - return TRUE; +#ifdef PS2_SAVE_DIALOG + if (FrontEndMenuManager.m_bMenuActive) + DefinedState(); +#endif +#ifdef TIMEBARS + tbStartTimer(0, "RenderMenus"); +#endif + RenderMenus(); +#ifdef TIMEBARS + tbEndTimer("RenderMenus"); + tbStartTimer(0, "DoFade"); +#endif + DoFade(); +#ifdef TIMEBARS + tbEndTimer("DoFade"); + tbStartTimer(0, "Render2dStuff-Fade"); +#endif + Render2dStuffAfterFade(); +#ifdef TIMEBARS + tbEndTimer("Render2dStuff-Fade"); +#endif + CCredits::Render(); + +#ifdef TIMEBARS + tbDisplay(); +#endif + + DoRWStuffEndOfFrame(); + + if(g_SlowMode) + ProcessSlowMode(); } -static RwBool -Initialise3D(void *param) +void +FrontendIdle(void) { - if (RsRwInitialise(param)) - { - // - DebugMenuInit(); - DebugMenuPopulate(); - // +#ifdef ASPECT_RATIO_SCALE + CDraw::SetAspectRatio(CDraw::FindAspectRatio()); +#endif - return CGame::InitialiseRenderWare(); - } + 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; - return (FALSE); -} +#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, rwCAMERACLEARZ); + if(!RsCameraBeginUpdate(Scene.camera)) + return; + DefinedState(); // seems redundant, but breaks resolution change. + RenderMenus(); + DoFade(); + Render2dStuffAfterFade(); +// CFont::DrawFonts(); // redundant + DoRWStuffEndOfFrame(); +} -static void -Terminate3D(void) +void +InitialiseGame(void) { - CGame::ShutdownRenderWare(); - - RsRwTerminate(); - - return; + LoadingScreen(nil, nil, "loadsc0"); + CGame::Initialise("DATA\\GTA3.DAT"); } RsEventStatus @@ -1056,7 +1156,7 @@ AppEventHandler(RsEvent event, void *param) { CameraSize(Scene.camera, (RwRect *)param, - DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); + SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO); return rsEVENTPROCESSED; } @@ -1133,58 +1233,583 @@ AppEventHandler(RsEvent event, void *param) } } -void PrintGameVersion() +#ifndef MASTER +void +TheModelViewer(void) { - 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)); +#if (defined(PS2) || defined(XBOX)) + //TODO +#else +#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); - strcpy(gString, "RE3"); - AsciiToUnicode(gString, gUString); - CFont::PrintString(SCREEN_SCALE_X(10.5f), SCREEN_SCALE_Y(8.0f), gUString); + CSprite2d::InitPerFrame(); + CFont::InitPerFrame(); + DefinedState(); + CVisibilityPlugins::InitAlphaEntityList(); + CAnimViewer::Render(); + Render2dStuff(); + DoRWStuffEndOfFrame(); +#endif } +#endif -void -ValidateVersion() +void TheGame(void) { - int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb"); - char buff[128]; + printf("Into TheGame!!!\n"); - if ( file != -1 ) +#ifdef PS2 + gMainHeap.PushMemId(_TODOCONST(1)); +#endif + + CTimer::Initialise(); + +#ifdef PS2 + CGame::Initialise(); +#else + CGame::Initialise("DATA\\GTA3.DAT"); +#endif + + char *splash = GetRandomSplashScreen(); // inlined here + + LoadingScreen("Starting Game", NULL, splash); + +#ifdef PS2 + int32 state = TheMemoryCard.CheckCardInserted(_TODOCONST(0)); + + if (state == _TODOCONST(26) + && TheMemoryCard.ChangeDirectory(_TODOCONST(0), TheMemoryCard.field154) + && TheMemoryCard.FindMostRecentFileName(_TODOCONST(0), TheMemoryCard.field37) == 1 + && TheMemoryCard.CheckDataNotCorrupt(TheMemoryCard.field37)) { - CFileMgr::Seek(file, 100, SEEK_SET); - - for ( int i = 0; i < 128; i++ ) + strcpy(TheMemoryCard.LoadFileName, TheMemoryCard.field37); + TheMemoryCard.b_FoundRecentSavedGameWantToLoad = true; + + if (CMenuManager::m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad()) { - CFileMgr::Read(file, &buff[i], sizeof(char)); - buff[i] -= 23; - if ( buff[i] == '\0' ) + CMenuManager::m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad(); + TheText.Unload(); + TheText.Load(); + } + + CGame::currLevel = TheMemoryCard.GetLevelToLoad(); + } +#else + //TODO +#endif + + while (true) + { + if (GETWANTTOLOADSAVEGAME()) + { + char *splash1 = GetLevelSplashScreen(CGame::currLevel); + LoadSplash(splash1); + } + + SETWANTTOLOADSAVEGAME(false); + + CTimer::Update(); + + while (!(FrontEndMenuManager.m_bWantToRestart || GETFOUNDRECENTSAVEDGAMEWANTTOLOAD())) + { + CSprite2d::InitPerFrame(); + CFont::InitPerFrame(); + +#ifdef PS2 + gMainHeap.PushMemId(_TODOCONST(12)); +#endif + CPointLights::NumLights = 0; + CGame::Process(); +#ifdef PS2 + gMainHeap.PopMemId(); +#endif + + DMAudio.Service(); + + if (CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()) + { + SETWANTTOLOADSAVEGAME(false); + FrontEndMenuManager.m_bWantToRestart = true; break; - CFileMgr::Seek(file, 99, SEEK_CUR); + } + + if (FrontEndMenuManager.m_bWantToRestart || GETFOUNDRECENTSAVEDGAMEWANTTOLOAD()) + break; + + SetLightsWithTimeOfDayColour(Scene.world); +#ifdef PS2 + gMainHeap.PushMemId(_TODOCONST(15)); +#endif + + if (!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu == true && TheCamera.GetScreenFadeStatus() != FADE_2 ) + { +#ifdef PS2 + gMainHeap.PushMemId(_TODOCONST(11)); +#endif + CRenderer::ConstructRenderList(); + CRenderer::PreRender(); +#ifdef PS2 + gMainHeap.PopMemId(); +#endif + + if (CWeather::LightningFlash && !CCullZones::CamNoRain()) + DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255); + else + DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(), CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255); + + DefinedState(); + RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip()); + RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart()); + + RenderScene(); + RenderDebugShit(); + RenderEffects(); + + if ((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) && TheCamera.m_ScreenReductionPercentage > 0.0f) + TheCamera.SetMotionBlurAlpha(150); + TheCamera.RenderMotionBlur(); + + Render2dStuff(); + } + else + { + CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); + CVisibilityPlugins::SetRenderWareCamera(Scene.camera); + RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); + if (!RsCameraBeginUpdate(Scene.camera)) + break; + } + + RenderMenus(); + + if (GETWANTTOLOADSAVEGAME()) + { +#ifdef PS2 + gMainHeap.PopMemId(); +#endif + break; + } + + DoFade(); + Render2dStuffAfterFade(); + CCredits::Render(); + + DoRWStuffEndOfFrame(); + + while (frameCount < 2) + ; + + frameCount = 0; + + CTimer::Update(); + +#ifdef PS2 + gMainHeap.PopMemId(); +#endif + + if (g_SlowMode) + ProcessSlowMode(); } - - if ( !strncmp(buff, "grandtheftauto3", 15) ) + + CPad::ResetCheats(); + CPad::StopPadsShaking(); + DMAudio.ChangeMusicMode(MUSICMODE_DISABLE); + CGame::ShutDownForRestart(); + CTimer::Stop(); + + + if (FrontEndMenuManager.m_bWantToRestart || GETFOUNDRECENTSAVEDGAMEWANTTOLOAD()) { - strncpy(version_name, &buff[15], 64); - CFileMgr::CloseFile(file); - return; + if (GETFOUNDRECENTSAVEDGAMEWANTTOLOAD()) + { + FrontEndMenuManager.m_bWantToRestart = true; + SETWANTTOLOADSAVEGAME(true); + } + + CGame::InitialiseWhenRestarting(); + DMAudio.ChangeMusicMode(MUSICMODE_GAME); + FrontEndMenuManager.m_bWantToRestart = false; + + continue; } + + break; } - LoadingScreen("Invalid version", NULL, NULL); + DMAudio.Terminate(); +} + + +void SystemInit() +{ +#ifdef __MWERKS__ + mwInit(); +#endif - while(true) - { +#ifdef PS2 + InitMemoryMgr(); +#endif + +#ifdef 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 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 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 + + + CPad::Initialise(); + CPad::GetPad(0)->Mode = 0; + + CGame::frenchGame = false; + CGame::germanGame = false; + CGame::nastyGame = true; + CMenuManager::m_PrefsAllowNastyGame = true; + +#ifdef 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 PS2 + TheMemoryCard.Init(); +#endif +} + +void GameInit() +{ + if ( !gameAlreadyInitialised ) + { +#ifdef PS2 + char path[256]; + + strcpy(path, "cdrom0:\\"); + strcat(path, "SYSTEM\\"); + strcat(path, "CDSTREAM.IRX"); + LoadModule(path); + + strcpy(path, "cdrom0:\\"); + strcat(path, "SYSTEM\\"); + strcat(path, "SAMPMAN.IRX"); + LoadModule(path); + + strcpy(path, "cdrom0:\\"); + strcat(path, "SYSTEM\\"); + strcat(path, "MUSICSTR.IRX"); + LoadModule(path); +#endif + CdStreamInit(MAX_CDCHANNELS); + +#ifdef PS2 + Initialise3D(); //no params +#else + //TODO +#endif + +#ifdef PS2 + char *files[] = + { + "\\ANIM\\CUTS.IMG;1", + "\\ANIM\\CUTS.DIR;1", + "\\ANIM\\PED.IFP;1", + "\\MODELS\\FRONTEND.TXD;1", + "\\MODELS\\FONTS.TXD;1", + "\\MODELS\\HUD.TXD;1", + "\\MODELS\\PARTICLE.TXD;1", + "\\MODELS\\MISC.TXD;1", + "\\MODELS\\GENERIC.TXD;1", + "\\MODELS\\GTA3.DIR;1", + "\\TEXT\\ENGLISH.GXT;1", + "\\TEXT\\FRENCH.GXT;1", + "\\TEXT\\GERMAN.GXT;1", + "\\TEXT\\ITALIAN.GXT;1", + "\\TEXT\\SPANISH.GXT;1", + "\\TXD\\LOADSC0.TXD;1", + "\\TXD\\LOADSC1.TXD;1", + "\\TXD\\LOADSC2.TXD;1", + "\\TXD\\LOADSC3.TXD;1", + "\\TXD\\LOADSC4.TXD;1", + "\\TXD\\LOADSC5.TXD;1", + "\\TXD\\LOADSC6.TXD;1", + "\\TXD\\LOADSC7.TXD;1", + "\\TXD\\LOADSC8.TXD;1", + "\\TXD\\LOADSC9.TXD;1", + "\\TXD\\LOADSC10.TXD;1", + "\\TXD\\LOADSC11.TXD;1", + "\\TXD\\LOADSC12.TXD;1", + "\\TXD\\LOADSC13.TXD;1", + "\\TXD\\LOADSC14.TXD;1", + "\\TXD\\LOADSC15.TXD;1", + "\\TXD\\LOADSC16.TXD;1", + "\\TXD\\LOADSC17.TXD;1", + "\\TXD\\LOADSC18.TXD;1", + "\\TXD\\LOADSC19.TXD;1", + "\\TXD\\LOADSC20.TXD;1", + "\\TXD\\LOADSC21.TXD;1", + "\\TXD\\LOADSC22.TXD;1", + "\\TXD\\LOADSC23.TXD;1", + "\\TXD\\LOADSC24.TXD;1", + "\\TXD\\LOADSC25.TXD;1", + "\\TXD\\NEWS.TXD;1", + "\\MODELS\\COLL\\GENERIC.COL;1", + "\\MODELS\\COLL\\INDUST.COL;1", + "\\MODELS\\COLL\\COMMER.COL;1", + "\\MODELS\\COLL\\SUBURB.COL;1", + "\\MODELS\\COLL\\WEAPONS.COL;1", + "\\MODELS\\COLL\\VEHICLES.COL;1", + "\\MODELS\\COLL\\PEDS.COL;1", + "\\MODELS\\GENERIC\\AIR_VLO.DFF;1", + "\\MODELS\\GENERIC\\WEAPONS.DFF;1", + "\\MODELS\\GENERIC\\WHEELS.DFF;1", + "\\MODELS\\GENERIC\\LOPLYGUY.DFF;1", + "\\MODELS\\GENERIC\\ARROW.DFF;1", + "\\MODELS\\GENERIC\\ZONECYLB.DFF;1", + "\\DATA\\MAPS\\COMNTOP.IPL;1", + "\\DATA\\MAPS\\COMNBTM.IPL;1", + "\\DATA\\MAPS\\COMSE.IPL;1", + "\\DATA\\MAPS\\COMSW.IPL;1", + "\\DATA\\MAPS\\CULL.IPL;1", + "\\DATA\\MAPS\\INDUSTNE.IPL;1", + "\\DATA\\MAPS\\INDUSTNW.IPL;1", + "\\DATA\\MAPS\\INDUSTSE.IPL;1", + "\\DATA\\MAPS\\INDUSTSW.IPL;1", + "\\DATA\\MAPS\\SUBURBNE.IPL;1", + "\\DATA\\MAPS\\SUBURBSW.IPL;1", + "\\DATA\\MAPS\\OVERVIEW.IPL;1", + "\\DATA\\MAPS\\PROPS.IPL;1", + "\\DATA\\MAPS\\GTA3.IDE;1", + "\\DATA\\PATHS\\FLIGHT.DAT;1", + "\\DATA\\PATHS\\FLIGHT2.DAT;1", + "\\DATA\\PATHS\\FLIGHT3.DAT;1", + "\\DATA\\PATHS\\FLIGHT4.DAT;1", + "\\DATA\\PATHS\\TRACKS.DAT;1", + "\\DATA\\PATHS\\TRACKS2.DAT;1", + "\\DATA\\PATHS\\CHASE0.DAT;1", + "\\DATA\\PATHS\\CHASE1.DAT;1", + "\\DATA\\PATHS\\CHASE2.DAT;1", + "\\DATA\\PATHS\\CHASE3.DAT;1", + "\\DATA\\PATHS\\CHASE4.DAT;1", + "\\DATA\\PATHS\\CHASE5.DAT;1", + "\\DATA\\PATHS\\CHASE6.DAT;1", + "\\DATA\\PATHS\\CHASE7.DAT;1", + "\\DATA\\PATHS\\CHASE10.DAT;1", + "\\DATA\\PATHS\\CHASE11.DAT;1", + "\\DATA\\PATHS\\CHASE14.DAT;1", + "\\DATA\\PATHS\\CHASE16.DAT;1", + "\\DATA\\PATHS\\CHASE18.DAT;1", + "\\DATA\\PATHS\\CHASE19.DAT;1" + }; + + for ( int32 i = 0; i < ARRAY_SIZE(files); i++ ) + SkyRegisterFileOnCd([i]); +#endif + + CreateDebugFont(); + +#ifdef PS2 + AddIntcHandler(_TODOCONST(2), VBlankCounter, 0); +#endif + + CameraSize(Scene.camera, NULL, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); + + CSprite2d::SetRecipNearClip(); + CTxdStore::Initialise(); +#ifdef PS2 + gMainHeap.PushMemId(_TODOCONST(9)); +#endif + CFont::Initialise(); + CHud::Initialise(); +#ifdef PS2 + gMainHeap.PopMemId(); +#endif + + ValidateVersion(); + +#ifdef PS2 + sceCdCLOCK rtc; + sceCdReadClock(&rtc); + uint32 seed = rtc.minute + rtc.day; + uint32 seed2 = (seed << 4)-seed; + uint32 seed3 = (seed2 << 4)-seed2; + srand ((seed3<<4)+rtc.second); +#else + //TODO: mysrand(); +#endif + + gameAlreadyInitialised = true; + } +} + +int +main(int argc, char *argv[]) +{ +#ifdef __MWERKS__ + mwInit(); // metrowerks initialisation +#endif + + SystemInit(); + +#ifdef PS2 + int32 state = TheMemoryCard.CheckCardStateAtGameStartUp(_TODOCONST(0)); + + if ( state == _TODOCONST(2) || state == _TODOCONST(1) && state != _TODOCONST(3) && state != _TODOCONST(0) ) + { + GameInit(); + + TheText.Unload(); + TheText.Load(); + + CFont::Initialise(); + + FrontEndMenuManager.DrawMemoryCardStartUpMenus(); + } +#endif + +#ifdef PS2 + { + if (gameAlreadyInitialised) + RpSkySuspend(); + + InitMPEGPlayer(); + + PlayMPEG("cdrom0:\\MOVIES\\DMAPAL.PSS;1", false); + + if (CGame::frenchGame || CGame::germanGame) + PlayMPEG("cdrom0:\\MOVIES\\INTROPAF.PSS;1", true); + else + PlayMPEG("cdrom0:\\MOVIES\\INTROPAL.PSS;1", true); + + ShutdownMPEGPlayer(); + + if ( gameAlreadyInitialised ) + RpSkyResume(); } +#else + //TODO +#endif + + GameInit(); + + if ( CGame::frenchGame || CGame::germanGame ) + LoadingScreen(NULL, version_name, "loadsc24"); + else + LoadingScreen(NULL, version_name, "loadsc0"); + + DMAudio.Initialise(); + + TheGame(); + + CGame::ShutDown(); + + RwEngineStop(); + RwEngineClose(); + RwEngineTerm(); + +#ifdef __MWERKS__ + mwExit(); // metrowerks shutdown +#endif + + return 0; } STARTPATCHES diff --git a/src/save/GenericGameStorage.cpp b/src/save/GenericGameStorage.cpp index d71b0c22..2545b9ab 100644 --- a/src/save/GenericGameStorage.cpp +++ b/src/save/GenericGameStorage.cpp @@ -48,6 +48,13 @@ char SaveFileNameJustSaved[260]; int (&Slots)[SLOT_COUNT+1] = *(int(*)[SLOT_COUNT+1])*(uintptr*)0x72803C; CDate &CompileDateAndTime = *(CDate*)0x72BCB8; + +bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8; +bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4; +bool &StillToFadeOut = *(bool*)0x95CD99; +uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC; +uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564; + #define ReadDataFromBufferPointer(buf, to) memcpy(&to, buf, sizeof(to)); buf += align4bytes(sizeof(to)); #define WriteDataToBufferPointer(buf, from) memcpy(buf, &from, sizeof(from)); buf += align4bytes(sizeof(from)); diff --git a/src/save/GenericGameStorage.h b/src/save/GenericGameStorage.h index e22dfc7e..40d92f16 100644 --- a/src/save/GenericGameStorage.h +++ b/src/save/GenericGameStorage.h @@ -32,6 +32,12 @@ extern int &CheckSum; extern enum eLevelName &m_LevelToLoad; extern int (&Slots)[SLOT_COUNT+1]; +extern bool &b_FoundRecentSavedGameWantToLoad; +extern bool &JustLoadedDontFadeInYet; +extern bool &StillToFadeOut; +extern uint32 &TimeStartedCountingForFade; +extern uint32 &TimeToStayFadedBeforeFadeOut; + extern char SaveFileNameJustSaved[260]; // 8F2570 const char TopLineEmptyFile[] = "THIS FILE IS NOT VALID YET"; \ No newline at end of file diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp index 7993426a..ec84e968 100644 --- a/src/skel/win/win.cpp +++ b/src/skel/win/win.cpp @@ -1927,7 +1927,7 @@ _WinMain(HINSTANCE instance, * Enter the message processing loop... */ - while( !RsGlobal.quit && !FrontEndMenuManager.m_bStartGameLoading ) + while( !RsGlobal.quit && !FrontEndMenuManager.m_bWantToRestart ) { if( PeekMessage(&message, nil, 0U, 0U, PM_REMOVE|PM_NOYIELD) ) { @@ -2059,13 +2059,13 @@ _WinMain(HINSTANCE instance, if (wp.showCmd != SW_SHOWMINIMIZED) RsEventHandler(rsFRONTENDIDLE, nil); - if ( !FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bLoadingSavedGame ) + if ( !FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bWantToLoad ) { gGameState = GS_INIT_PLAYING_GAME; TRACE("gGameState = GS_INIT_PLAYING_GAME;"); } - if ( FrontEndMenuManager.m_bLoadingSavedGame ) + if ( FrontEndMenuManager.m_bWantToLoad ) { InitialiseGame(); FrontEndMenuManager.m_bGameNotLoaded = false; @@ -2128,7 +2128,7 @@ _WinMain(HINSTANCE instance, RwInitialised = FALSE; FrontEndMenuManager.UnloadTextures(); - if ( !FrontEndMenuManager.m_bStartGameLoading ) + if ( !FrontEndMenuManager.m_bWantToRestart ) break; CPad::ResetCheats(); @@ -2138,13 +2138,13 @@ _WinMain(HINSTANCE instance, CTimer::Stop(); - if ( FrontEndMenuManager.m_bLoadingSavedGame ) + if ( FrontEndMenuManager.m_bWantToLoad ) { CGame::ShutDownForRestart(); CGame::InitialiseWhenRestarting(); DMAudio.ChangeMusicMode(MUSICMODE_GAME); LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - FrontEndMenuManager.m_bLoadingSavedGame = false; + FrontEndMenuManager.m_bWantToLoad = false; } else { @@ -2168,7 +2168,7 @@ _WinMain(HINSTANCE instance, } FrontEndMenuManager.m_bFirstTime = false; - FrontEndMenuManager.m_bStartGameLoading = false; + FrontEndMenuManager.m_bWantToRestart = false; } -- cgit v1.2.3