re3-wiiu/src/core/main.cpp

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#include "common.h"
#include "rpmatfx.h"
#include "rphanim.h"
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#include "rpskin.h"
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#include "main.h"
#include "CdStream.h"
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#include "General.h"
#include "RwHelper.h"
#include "Clouds.h"
#include "Draw.h"
#include "Sprite2d.h"
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#include "Renderer.h"
#include "Coronas.h"
#include "WaterLevel.h"
#include "Weather.h"
#include "Glass.h"
#include "WaterCannon.h"
#include "SpecialFX.h"
#include "Shadows.h"
#include "Skidmarks.h"
#include "Antennas.h"
#include "Rubbish.h"
#include "Particle.h"
#include "Pickups.h"
#include "WeaponEffects.h"
#include "PointLights.h"
#include "Fluff.h"
#include "Replay.h"
#include "Camera.h"
#include "World.h"
#include "Ped.h"
#include "Font.h"
#include "Pad.h"
#include "Hud.h"
#include "User.h"
#include "Messages.h"
#include "Darkel.h"
#include "Garages.h"
#include "MusicManager.h"
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#include "VisibilityPlugins.h"
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#include "NodeName.h"
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#include "DMAudio.h"
#include "CutsceneMgr.h"
#include "Lights.h"
#include "Credits.h"
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#include "ZoneCull.h"
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#include "Timecycle.h"
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#include "TxdStore.h"
#include "FileMgr.h"
#include "Text.h"
#include "RpAnimBlend.h"
#include "Frontend.h"
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#include "AnimViewer.h"
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#include "Script.h"
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#include "PathFind.h"
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#include "Debug.h"
#include "Console.h"
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#include "timebars.h"
#include "GenericGameStorage.h"
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#include "MemoryCard.h"
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#include "SceneEdit.h"
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#include "debugmenu.h"
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GlobalScene Scene;
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uint8 work_buff[55000];
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char gString[256];
char gString2[512];
wchar gUString[256];
wchar gUString2[256];
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float FramesPerSecond = 30.0f;
bool gbPrintShite = false;
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bool gbModelViewer;
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#ifdef TIMEBARS
bool gbShowTimebars;
#endif
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int32 frameCount;
RwRGBA gColourTop;
bool gameAlreadyInitialised;
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float NumberOfChunksLoaded;
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#define TOTALNUMCHUNKS 95.0f
bool g_SlowMode = false;
char version_name[64];
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void GameInit(void);
void SystemInit(void);
void TheGame(void);
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#ifdef DEBUGMENU
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void DebugMenuPopulate(void);
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#endif
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void
ValidateVersion()
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{
int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb");
char buff[128];
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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;
}
}
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LoadingScreen("Invalid version", NULL, NULL);
while(true)
{
;
}
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}
bool
DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
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{
CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha);
CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha);
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CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
return false;
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CSprite2d::InitPerFrame();
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if(Alpha != 0)
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor);
return true;
}
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bool
DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
{
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CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
return false;
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TheCamera.m_viewMatrix.Update();
CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha);
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return true;
}
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// This is certainly a very useful function
void
DoRWRenderHorizon(void)
{
CClouds::RenderHorizon();
}
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void
DoFade(void)
{
if(CTimer::GetIsPaused())
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return;
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#ifdef PS2_MENU
if(TheMemoryCard.JustLoadedDontFadeInYet){
TheMemoryCard.JustLoadedDontFadeInYet = false;
TheMemoryCard.TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
}
#else
if(JustLoadedDontFadeInYet){
JustLoadedDontFadeInYet = false;
TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
}
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#endif
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#ifdef PS2_MENU
if(TheMemoryCard.StillToFadeOut){
if(CTimer::GetTimeInMilliseconds() - TheMemoryCard.TimeStartedCountingForFade > TheMemoryCard.TimeToStayFadedBeforeFadeOut){
TheMemoryCard.StillToFadeOut = false;
#else
if(StillToFadeOut){
if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
StillToFadeOut = false;
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#endif
TheCamera.Fade(3.0f, FADE_IN);
TheCamera.ProcessFade();
TheCamera.ProcessMusicFade();
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}else{
TheCamera.SetFadeColour(0, 0, 0);
TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
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}
}
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if(CDraw::FadeValue != 0 || FrontEndMenuManager.m_PrefsBrightness < 256){
CSprite2d *splash = LoadSplash(nil);
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CRGBA fadeColor;
CRect rect;
int fadeValue = CDraw::FadeValue;
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float brightness = Min(FrontEndMenuManager.m_PrefsBrightness, 256);
if(brightness <= 50)
brightness = 50;
if(FrontEndMenuManager.m_bMenuActive)
brightness = 256;
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if(TheCamera.m_FadeTargetIsSplashScreen)
fadeValue = 0;
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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;
}
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// This is CCamera::GetScreenRect in VC
if(TheCamera.m_WideScreenOn){
float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f;
rect.left = 0.0f;
rect.right = SCREEN_WIDTH;
rect.top = y - SCREEN_SCALE_Y(22.0f);
rect.bottom = SCREEN_HEIGHT - y - SCREEN_SCALE_Y(14.0f);
}else{
rect.left = 0.0f;
rect.right = SCREEN_WIDTH;
rect.top = 0.0f;
rect.bottom = SCREEN_HEIGHT;
}
CSprite2d::DrawRect(rect, fadeColor);
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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);
}
}
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}
void
DoRWStuffEndOfFrame(void)
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{
CDebug::DisplayScreenStrings(); // custom
CDebug::DebugDisplayTextBuffer();
FlushObrsPrintfs();
RwCameraEndUpdate(Scene.camera);
RsCameraShowRaster(Scene.camera);
}
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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;
}
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return TRUE;
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}
static RwBool
Initialise3D(void *param)
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{
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if (RsRwInitialize(param))
{
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#ifdef DEBUGMENU
DebugMenuInit();
DebugMenuPopulate();
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#endif // !DEBUGMENU
return CGame::InitialiseRenderWare();
}
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return (FALSE);
}
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static void
Terminate3D(void)
{
CGame::ShutdownRenderWare();
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#ifdef DEBUGMENU
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DebugMenuShutdown();
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#endif // !DEBUGMENU
RsRwTerminate();
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return;
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}
CSprite2d splash;
int splashTxdId = -1;
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//--MIAMI: done
CSprite2d*
LoadSplash(const char *name)
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{
RwTexDictionary *txd;
char filename[140];
RwTexture *tex = nil;
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if(name == nil)
return &splash;
if(splashTxdId == -1)
splashTxdId = CTxdStore::AddTxdSlot("splash");
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txd = CTxdStore::GetSlot(splashTxdId)->texDict;
if(txd)
tex = RwTexDictionaryFindNamedTexture(txd, name);
// if texture is found, splash was already set up below
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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("");
}
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return &splash;
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}
void
DestroySplashScreen(void)
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{
splash.Delete();
if(splashTxdId != -1)
CTxdStore::RemoveTxdSlot(splashTxdId);
splashTxdId = -1;
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}
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//--MIAMI: done
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Const char*
GetRandomSplashScreen(void)
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{
int index;
static int index2 = 0;
static char splashName[128];
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static int splashIndex[12] = {
1, 2,
3, 4,
5, 11,
6, 8,
9, 10,
7, 12
};
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index = splashIndex[2*index2 + CGeneral::GetRandomNumberInRange(0, 2)];
index2++;
if(index2 == 6)
index2 = 0;
sprintf(splashName, "loadsc%d", index);
return splashName;
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}
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Const char*
GetLevelSplashScreen(int level)
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{
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static Const char *splashScreens[4] = {
nil,
"splash1",
"splash2",
"splash3",
};
return splashScreens[level];
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}
void
ResetLoadingScreenBar()
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{
NumberOfChunksLoaded = 0.0f;
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}
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//--MIAMI: done
void
LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
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{
CSprite2d *splash;
#ifndef RANDOMSPLASH
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splashscreen = "LOADSC0";
#endif
splash = LoadSplash(splashscreen);
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#ifndef GTA_PS2
if(RsGlobal.quit)
return;
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#endif
if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)){
CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
DefinedState();
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), CRGBA(255, 255, 255, 255));
if(str1){
NumberOfChunksLoaded += 1;
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#ifndef RANDOMSPLASH
float hpos = SCREEN_SCALE_X(40);
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float length = SCREEN_WIDTH - SCREEN_SCALE_X(80);
float top = SCREEN_HEIGHT - SCREEN_SCALE_Y(14);
float bottom = top + SCREEN_SCALE_Y(5);
#else
float hpos = SCREEN_STRETCH_X(40);
float length = SCREEN_STRETCH_X(440);
// this is rather weird
float top = SCREEN_STRETCH_Y(407.4f - 7.0f/3.0f);
float bottom = SCREEN_STRETCH_Y(407.4f + 7.0f/3.0f);
#endif
CSprite2d::DrawRect(CRect(hpos-1.0f, top-1.0f, hpos+length+1.0f, bottom+1.0f), CRGBA(40, 53, 68, 255));
CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(155, 50, 125, 255));
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length *= NumberOfChunksLoaded/TOTALNUMCHUNKS;
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CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(255, 150, 225, 255));
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// this is done by the game but is unused
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CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2));
CFont::SetPropOn();
CFont::SetRightJustifyOn();
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CFont::SetDropShadowPosition(1);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetFontStyle(FONT_HEADING);
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#ifdef CHATTYSPLASH
// my attempt
static wchar tmpstr[80];
float yscale = SCREEN_SCALE_Y(0.9f);
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top -= 45*yscale;
CFont::SetScale(SCREEN_SCALE_X(0.75f), yscale);
CFont::SetPropOn();
CFont::SetRightJustifyOff();
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CFont::SetFontStyle(FONT_STANDARD);
CFont::SetColor(CRGBA(255, 255, 255, 255));
AsciiToUnicode(str1, tmpstr);
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CFont::PrintString(hpos, top, tmpstr);
top += 22*yscale;
AsciiToUnicode(str2, tmpstr);
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CFont::PrintString(hpos, top, tmpstr);
#endif
}
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CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
}
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void
LoadingIslandScreen(const char *levelName)
{
CSprite2d *splash;
wchar *name;
char str[100];
wchar wstr[80];
CRGBA col;
splash = LoadSplash(nil);
name = TheText.Get(levelName);
if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255))
return;
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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();
}
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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;
}
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float FramesPerSecondCounter;
int32 FrameSamples;
struct tZonePrint
{
char name[12];
CRect rect;
};
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tZonePrint ZonePrint[] =
{
{ "suburban", CRect(-1639.4f, 1014.3f, -226.23f, -1347.9f) },
{ "comntop", CRect(-223.52f, 203.62f, 616.79f, -413.6f) },
{ "comnbtm", CRect(-227.24f, -413.6f, 620.51f, -911.84f) },
{ "comse", CRect( 200.35f, -911.84f, 620.51f, -1737.3f) },
{ "comsw", CRect(-223.52f, -911.84f, 200.35f, -1737.3f) },
{ "industsw", CRect( 744.05f, -473.0f, 1067.5f, -1331.5f) },
{ "industne", CRect( 1067.5f, 282.19f, 1915.3f, -473.0f) },
{ "industnw", CRect( 744.05f, 324.95f, 1067.5f, -473.0f) },
{ "industse", CRect( 1070.3f, -473.0f, 1918.1f, -1331.5f) },
{ "no zone", CRect( 0.0f, 0.0f, 0.0f, 0.0f) }
};
#ifndef MASTER
void
DisplayGameDebugText()
{
static bool bDisplayPosn = false;
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static bool bDisplayRate = false;
static bool bDisplayCheatStr = false;
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{
SETTWEAKPATH("GameDebugText");
TWEAKBOOL(bDisplayPosn);
TWEAKBOOL(bDisplayRate);
TWEAKBOOL(bDisplayCheatStr);
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}
char str[200];
wchar ustr[200];
wchar ver[200];
AsciiToUnicode(version_name, ver);
CFont::SetPropOn();
CFont::SetBackgroundOff();
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CFont::SetFontStyle(FONT_STANDARD);
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CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.5f));
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CFont::SetCentreOff();
CFont::SetRightJustifyOff();
CFont::SetWrapx(SCREEN_WIDTH);
CFont::SetJustifyOff();
CFont::SetBackGroundOnlyTextOff();
CFont::SetColor(CRGBA(255, 108, 0, 255));
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CFont::PrintString(SCREEN_SCALE_X(10.0f), SCREEN_SCALE_Y(10.0f), ver);
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FrameSamples++;
FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f);
FramesPerSecond = FramesPerSecondCounter / FrameSamples;
if ( FrameSamples > 30 )
{
FramesPerSecondCounter = 0.0f;
FrameSamples = 0;
}
if ( !TheCamera.WorldViewerBeingUsed
&& CPad::GetPad(1)->GetSquare()
&& CPad::GetPad(1)->GetTriangle()
&& CPad::GetPad(1)->GetLeftShoulder2JustDown() )
{
bDisplayPosn = !bDisplayPosn;
}
if ( CPad::GetPad(1)->GetSquare()
&& CPad::GetPad(1)->GetTriangle()
&& CPad::GetPad(1)->GetRightShoulder2JustDown() )
{
bDisplayRate = !bDisplayRate;
}
if ( bDisplayPosn || bDisplayRate )
{
CVector pos = FindPlayerCoors();
int32 ZoneId = ARRAY_SIZE(ZonePrint)-1; // no zone
for ( int32 i = 0; i < ARRAY_SIZE(ZonePrint)-1; i++ )
{
if ( pos.x > ZonePrint[i].rect.left
&& pos.x < ZonePrint[i].rect.right
&& pos.y > ZonePrint[i].rect.bottom
&& pos.y < ZonePrint[i].rect.top )
{
ZoneId = i;
}
}
//NOTE: fps should be 30, but its 29 due to different fp2int conversion
if ( bDisplayRate )
sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, F-%d, %s", pos.x, pos.y, pos.z, (int32)FramesPerSecond, ZonePrint[ZoneId].name);
else
sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, %s", pos.x, pos.y, pos.z, ZonePrint[ZoneId].name);
AsciiToUnicode(str, ustr);
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// Let's not scale those numbers, they look better that way :eyes:
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CFont::SetPropOff();
CFont::SetBackgroundOff();
CFont::SetScale(0.7f, 1.5f);
CFont::SetCentreOff();
CFont::SetRightJustifyOff();
CFont::SetJustifyOff();
CFont::SetBackGroundOnlyTextOff();
CFont::SetWrapx(640.0f);
CFont::SetFontStyle(FONT_HEADING);
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(42.0f, 42.0f, ustr);
CFont::SetColor(CRGBA(255, 108, 0, 255));
CFont::PrintString(40.0f, 40.0f, ustr);
}
if (bDisplayCheatStr)
{
sprintf(str, "%s", CPad::KeyBoardCheatString);
AsciiToUnicode(str, ustr);
CFont::SetPropOff();
CFont::SetBackgroundOff();
CFont::SetScale(0.7f, 1.5f);
CFont::SetCentreOn();
CFont::SetBackGroundOnlyTextOff();
CFont::SetWrapx(640.0f);
CFont::SetFontStyle(FONT_HEADING);
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f)+2.f, SCREEN_SCALE_FROM_BOTTOM(20.0f)+2.f, ustr);
CFont::SetColor(CRGBA(255, 150, 225, 255));
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f), SCREEN_SCALE_FROM_BOTTOM(20.0f), ustr);
}
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}
#endif
void
RenderScene(void)
{
CClouds::Render();
DoRWRenderHorizon();
CRenderer::RenderRoads();
CCoronas::RenderReflections();
CRenderer::RenderEverythingBarRoads();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWaterLevel::RenderWater();
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CRenderer::RenderBoats();
CRenderer::RenderFadingInUnderwaterEntities();
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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CWaterLevel::RenderTransparentWater();
CRenderer::RenderFadingInEntities();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
CWeather::RenderRainStreaks();
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// CCoronas::RenderSunReflection
}
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void
RenderDebugShit(void)
{
CTheScripts::RenderTheScriptDebugLines();
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#ifndef FINAL
if(gbShowCollisionLines)
CRenderer::RenderCollisionLines();
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ThePaths.DisplayPathData();
CDebug::DrawLines();
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DefinedState();
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#endif
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}
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();
}
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void
Render2dStuff(void)
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{
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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CReplay::Display();
CPickups::RenderPickUpText();
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if(TheCamera.m_WideScreenOn)
TheCamera.DrawBordersForWideScreen();
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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);
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}
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();
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#ifdef DEBUGMENU
DebugMenuRender();
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#endif
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}
void
RenderMenus(void)
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{
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if (FrontEndMenuManager.m_bMenuActive)
{
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#ifdef PS2
gMainHeap.PushMemId(_TODOCONST(17));
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#endif
FrontEndMenuManager.DrawFrontEnd();
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#ifdef PS2
gMainHeap.PopMemId();
#endif
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}
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}
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void
Render2dStuffAfterFade(void)
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{
#ifndef MASTER
DisplayGameDebugText();
#endif
CHud::DrawAfterFade();
CFont::DrawFonts();
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CCredits::Render();
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}
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void
Idle(void *arg)
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{
CTimer::Update();
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#ifdef TIMEBARS
tbInit();
#endif
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CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CPointLights::InitPerFrame();
#ifdef TIMEBARS
tbStartTimer(0, "CGame::Process");
#endif
CGame::Process();
#ifdef TIMEBARS
tbEndTimer("CGame::Process");
tbStartTimer(0, "DMAudio.Service");
#endif
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DMAudio.Service();
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#ifdef TIMEBARS
tbEndTimer("DMAudio.Service");
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#endif
if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
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#ifdef PS2_MENU
TheMemoryCard.m_bWantToLoad = false;
FrontEndMenuManager.m_bWantToRestart = true;
#else
FrontEndMenuManager.m_bWantToRestart = true;
FrontEndMenuManager.m_bWantToLoad = false;
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#endif
return;
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}
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#ifdef PS2_MENU
if ( FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad )
#else
if(FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad)
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#endif
{
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return;
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}
SetLightsWithTimeOfDayColour(Scene.world);
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if(arg == nil)
return;
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// m_bRenderGameInMenu is there in III PS2 but I don't know about VC PS2.
if((!FrontEndMenuManager.m_bMenuActive/* || FrontEndMenuManager.m_bRenderGameInMenu*/) &&
TheCamera.GetScreenFadeStatus() != FADE_2)
{
#ifdef GTA_PC
// 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");
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#endif
#ifdef PC_WATER
CWaterLevel::PreCalcWaterGeometry();
#endif
CRenderer::ConstructRenderList();
#ifdef TIMEBARS
tbEndTimer("CnstrRenderList");
tbStartTimer(0, "PreRender");
#endif
CRenderer::PreRender();
#ifdef TIMEBARS
tbEndTimer("PreRender");
#endif
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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;
}
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DefinedState();
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// BUG. This has to be done BEFORE RwCameraBeginUpdate
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
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#ifdef TIMEBARS
tbStartTimer(0, "RenderScene");
#endif
RenderScene();
#ifdef TIMEBARS
tbEndTimer("RenderScene");
#endif
RenderDebugShit();
RenderEffects();
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#ifdef TIMEBARS
tbStartTimer(0, "RenderMotionBlur");
#endif
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if((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) &&
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{
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CDraw::CalculateAspectRatio();
#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;
}
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#ifdef TIMEBARS
tbStartTimer(0, "RenderMenus");
#endif
RenderMenus();
#ifdef TIMEBARS
tbEndTimer("RenderMenus");
tbStartTimer(0, "DoFade");
#endif
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#ifdef PS2_MENU
if ( TheMemoryCard.m_bWantToLoad )
return;
#endif
DoFade();
#ifdef TIMEBARS
tbEndTimer("DoFade");
tbStartTimer(0, "Render2dStuff-Fade");
#endif
Render2dStuffAfterFade();
#ifdef TIMEBARS
tbEndTimer("Render2dStuff-Fade");
#endif
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// CCredits::Render(); // They added it to function above and also forgot it here
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#ifdef TIMEBARS
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if (gbShowTimebars)
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tbDisplay();
#endif
DoRWStuffEndOfFrame();
if(g_SlowMode)
ProcessSlowMode();
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}
void
FrontendIdle(void)
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{
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CDraw::CalculateAspectRatio();
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;
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return;
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DefinedState(); // seems redundant, but breaks resolution change.
RenderMenus();
DoFade();
Render2dStuffAfterFade();
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CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
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void
InitialiseGame(void)
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{
LoadingScreen(nil, nil, "loadsc0");
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CGame::Initialise("DATA\\GTA_VC.DAT");
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}
RsEventStatus
AppEventHandler(RsEvent event, void *param)
{
switch( event )
{
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case rsINITIALIZE:
{
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CGame::InitialiseOnceBeforeRW();
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return RsInitialize() ? rsEVENTPROCESSED : rsEVENTERROR;
}
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case rsCAMERASIZE:
{
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CameraSize(Scene.camera, (RwRect *)param,
SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
return rsEVENTPROCESSED;
}
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case rsRWINITIALIZE:
{
return Initialise3D(param) ? rsEVENTPROCESSED : rsEVENTERROR;
}
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case rsRWTERMINATE:
{
Terminate3D();
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return rsEVENTPROCESSED;
}
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case rsTERMINATE:
{
CGame::FinalShutdown();
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return rsEVENTPROCESSED;
}
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case rsPLUGINATTACH:
{
return PluginAttach() ? rsEVENTPROCESSED : rsEVENTERROR;
}
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case rsINPUTDEVICEATTACH:
{
AttachInputDevices();
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return rsEVENTPROCESSED;
}
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case rsIDLE:
{
Idle(param);
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return rsEVENTPROCESSED;
}
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case rsFRONTENDIDLE:
{
FrontendIdle();
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return rsEVENTPROCESSED;
}
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case rsACTIVATE:
{
param ? DMAudio.ReacquireDigitalHandle() : DMAudio.ReleaseDigitalHandle();
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return rsEVENTPROCESSED;
}
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#ifndef MASTER
case rsANIMVIEWER:
{
TheModelViewer();
return rsEVENTPROCESSED;
}
#endif
default:
{
return rsEVENTNOTPROCESSED;
}
}
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}
#ifndef MASTER
void
TheModelViewer(void)
{
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#if (defined(GTA_PS2) || defined(GTA_XBOX))
//TODO
#else
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CDraw::CalculateAspectRatio();
CAnimViewer::Update();
CTimer::Update();
SetLightsWithTimeOfDayColour(Scene.world);
CRenderer::ConstructRenderList();
DoRWStuffStartOfFrame(CTimeCycle::GetSkyTopRed()*0.5f, CTimeCycle::GetSkyTopGreen()*0.5f, CTimeCycle::GetSkyTopBlue()*0.5f,
CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
255);
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
DefinedState();
CVisibilityPlugins::InitAlphaEntityList();
CAnimViewer::Render();
Render2dStuff();
DoRWStuffEndOfFrame();
#endif
}
#endif
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#ifdef PS2
void TheGame(void)
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{
printf("Into TheGame!!!\n");
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#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(1));
#endif
CTimer::Initialise();
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#ifdef GTA_PS2
CGame::Initialise();
#else
CGame::Initialise("DATA\\GTA3.DAT");
#endif
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Const char *splash = GetRandomSplashScreen(); // inlined here
LoadingScreen("Starting Game", NULL, splash);
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#ifdef GTA_PS2
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if ( TheMemoryCard.CheckCardInserted(CARD_ONE) == CMemoryCard::NO_ERR_SUCCESS
&& TheMemoryCard.ChangeDirectory(CARD_ONE, TheMemoryCard.Cards[CARD_ONE].dir)
&& TheMemoryCard.FindMostRecentFileName(CARD_ONE, TheMemoryCard.MostRecentFile) == true
&& TheMemoryCard.CheckDataNotCorrupt(TheMemoryCard.MostRecentFile))
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{
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strcpy(TheMemoryCard.LoadFileName, TheMemoryCard.MostRecentFile);
TheMemoryCard.b_FoundRecentSavedGameWantToLoad = true;
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if (FrontEndMenuManager.m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad())
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{
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FrontEndMenuManager.m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad();
TheText.Unload();
TheText.Load();
}
CGame::currLevel = TheMemoryCard.GetLevelToLoad();
}
#else
//TODO
#endif
while (true)
{
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#ifdef PS2
if (TheMemoryCard.m_bWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToLoad)
#endif
{
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Const char *splash1 = GetLevelSplashScreen(CGame::currLevel);
LoadSplash(splash1);
}
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#ifdef PS2
TheMemoryCard.m_bWantToLoad = false;
#else
FrontEndMenuManager.m_bWantToLoad = false;
#endif
CTimer::Update();
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#ifdef PS2
while (!(FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad))
#else
while (!(FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad))
#endif
{
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
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#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(12));
#endif
CPointLights::NumLights = 0;
CGame::Process();
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#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
DMAudio.Service();
if (CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing())
{
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#ifdef PS2
TheMemoryCard.m_bWantToLoad = false;
#else
FrontEndMenuManager.m_bWantToLoad = false;
#endif
FrontEndMenuManager.m_bWantToRestart = true;
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break;
}
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#ifdef PS2
if (FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad)
#endif
break;
SetLightsWithTimeOfDayColour(Scene.world);
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#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(15));
#endif
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// m_bRenderGameInMenu is there in III PS2 but I don't know about VC PS2.
if (!FrontEndMenuManager.m_bMenuActive || /*FrontEndMenuManager.m_bRenderGameInMenu == true && */TheCamera.GetScreenFadeStatus() != FADE_2 )
{
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#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(11));
#endif
CRenderer::ConstructRenderList();
CRenderer::PreRender();
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#ifdef GTA_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();
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if ((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) && TheCamera.m_ScreenReductionPercentage > 0.0f)
TheCamera.SetMotionBlurAlpha(150);
TheCamera.RenderMotionBlur();
Render2dStuff();
}
else
{
CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if (!RsCameraBeginUpdate(Scene.camera))
break;
}
RenderMenus();
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#ifdef PS2
if (TheMemoryCard.m_bWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToLoad)
#endif
{
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#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
break;
}
DoFade();
Render2dStuffAfterFade();
CCredits::Render();
DoRWStuffEndOfFrame();
while (frameCount < 2)
;
frameCount = 0;
CTimer::Update();
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#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
if (g_SlowMode)
ProcessSlowMode();
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}
CPad::ResetCheats();
CPad::StopPadsShaking();
DMAudio.ChangeMusicMode(MUSICMODE_DISABLE);
CGame::ShutDownForRestart();
CTimer::Stop();
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#ifdef PS2
if (FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad)
#else
if (FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad)
#endif
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{
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#ifdef PS2
if (TheMemoryCard.b_FoundRecentSavedGameWantToLoad)
#else
if (b_FoundRecentSavedGameWantToLoad)
#endif
{
FrontEndMenuManager.m_bWantToRestart = true;
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#ifdef PS2
TheMemoryCard.m_bWantToLoad = true;
#else
FrontEndMenuManager.m_bWantToLoad = true;
#endif
}
CGame::InitialiseWhenRestarting();
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
FrontEndMenuManager.m_bWantToRestart = false;
continue;
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}
break;
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}
DMAudio.Terminate();
}
void SystemInit()
{
#ifdef __MWERKS__
mwInit();
#endif
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#ifdef GTA_PS2
InitMemoryMgr();
#endif
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#ifdef GTA_PS2
CFileMgr::InitCdSystem();
char path[256];
sprintf(path, "cdrom0:\\%s%s;1", "SYSTEM\\", "IOPRP23.IMG");
sceSifInitRpc(0);
while ( !sceSifRebootIop(path) )
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;
while( !sceSifSyncIop() )
;
sceSifInitRpc(0);
CFileMgr::InitCdSystem();
sceFsReset();
#endif
CFileMgr::Initialise();
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#ifdef GTA_PS2
CFileMgr::InitCd();
Char modulepath[256];
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "SIO2MAN.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "PADMAN.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "LIBSD.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "SDRDRV.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "MCMAN.IRX");
LoadModule(modulepath);
strcpy(modulepath, "cdrom0:\\");
strcat(modulepath, "SYSTEM\\");
strcat(modulepath, "MCSERV.IRX");
LoadModule(modulepath);
#endif
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#ifdef GTA_PS2
ThreadParam param;
param.entry = &IdleThread;
param.stack = idleThreadStack;
param.stackSize = 2048;
param.initPriority = 127;
param.gpReg = &_gp;
int thread = CreateThread(&param);
StartThread(thread, NULL);
#else
//
#endif
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#ifdef GTA_PS2_STUFF
CPad::Initialise();
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#endif
CPad::GetPad(0)->Mode = 0;
CGame::frenchGame = false;
CGame::germanGame = false;
CGame::nastyGame = true;
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FrontEndMenuManager.m_PrefsAllowNastyGame = true;
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#ifdef GTA_PS2
int32 lang = sceScfGetLanguage();
if ( lang == SCE_ITALIAN_LANGUAGE )
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FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_ITALIAN;
else if ( lang == SCE_SPANISH_LANGUAGE )
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FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_SPANISH;
else if ( lang == SCE_GERMAN_LANGUAGE )
{
CGame::germanGame = true;
CGame::nastyGame = false;
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FrontEndMenuManager.m_PrefsAllowNastyGame = false;
FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_GERMAN;
}
else if ( lang == SCE_FRENCH_LANGUAGE )
{
CGame::frenchGame = true;
CGame::nastyGame = false;
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FrontEndMenuManager.m_PrefsAllowNastyGame = false;
FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_FRENCH;
}
else
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FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_AMERICAN;
FrontEndMenuManager.InitialiseMenuContentsAfterLoadingGame();
#else
//
#endif
#ifdef PS2
TheMemoryCard.Init();
#endif
}
void GameInit()
{
if ( !gameAlreadyInitialised )
{
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#ifdef GTA_PS2
char path[256];
strcpy(path, "cdrom0:\\");
strcat(path, "SYSTEM\\");
strcat(path, "CDSTREAM.IRX");
LoadModule(path);
strcpy(path, "cdrom0:\\");
strcat(path, "SYSTEM\\");
strcat(path, "SAMPMAN.IRX");
LoadModule(path);
strcpy(path, "cdrom0:\\");
strcat(path, "SYSTEM\\");
strcat(path, "MUSICSTR.IRX");
LoadModule(path);
#endif
CdStreamInit(MAX_CDCHANNELS);
#ifdef PS2
Initialise3D(); //no params
#else
//TODO
#endif
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#ifdef GTA_PS2
char *files[] =
{
"\\ANIM\\CUTS.IMG;1",
"\\ANIM\\CUTS.DIR;1",
"\\ANIM\\PED.IFP;1",
"\\MODELS\\FRONTEND.TXD;1",
"\\MODELS\\FONTS.TXD;1",
"\\MODELS\\HUD.TXD;1",
"\\MODELS\\PARTICLE.TXD;1",
"\\MODELS\\MISC.TXD;1",
"\\MODELS\\GENERIC.TXD;1",
"\\MODELS\\GTA3.DIR;1",
"\\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();
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#ifdef GTA_PS2
AddIntcHandler(_TODOCONST(2), VBlankCounter, 0);
#endif
CameraSize(Scene.camera, NULL, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
CSprite2d::SetRecipNearClip();
CTxdStore::Initialise();
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#ifdef GTA_PS2
gMainHeap.PushMemId(_TODOCONST(9));
#endif
CFont::Initialise();
CHud::Initialise();
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#ifdef GTA_PS2
gMainHeap.PopMemId();
#endif
ValidateVersion();
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#ifdef GTA_PS2
sceCdCLOCK rtc;
sceCdReadClock(&rtc);
uint32 seed = rtc.minute + rtc.day;
uint32 seed2 = (seed << 4)-seed;
uint32 seed3 = (seed2 << 4)-seed2;
srand ((seed3<<4)+rtc.second);
#else
//TODO: mysrand();
#endif
gameAlreadyInitialised = true;
}
}
int
main(int argc, char *argv[])
{
#ifdef __MWERKS__
mwInit(); // metrowerks initialisation
#endif
SystemInit();
#ifdef PS2
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int32 r = TheMemoryCard.CheckCardStateAtGameStartUp(CARD_ONE);
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if ( r == CMemoryCard::ERR_DIRNOENTRY || r == CMemoryCard::ERR_NOFORMAT
&& r != CMemoryCard::ERR_OPENNOENTRY && r != CMemoryCard::ERR_NONE )
{
GameInit();
TheText.Unload();
TheText.Load();
CFont::Initialise();
FrontEndMenuManager.DrawMemoryCardStartUpMenus();
}
#endif
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#ifdef GTA_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();
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}
#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;
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}
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#endif