re3-wiiu/src/main.cpp

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#include "common.h"
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#include "patcher.h"
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#include "main.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"
#include "CullZones.h"
#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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#define DEFAULT_VIEWWINDOW (tan(CDraw::GetFOV() * (360.0f / PI)))
#ifdef WIDE_SCREEN
#define DEFAULT_ASPECTRATIO (16.0f/9.0f)
#else
#define DEFAULT_ASPECTRATIO (4.0f/3.0f)
#endif
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GlobalScene &Scene = *(GlobalScene*)0x726768;
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uint8 work_buff[55000];
char gString[256];
wchar *gUString = (wchar*)0x74B018;
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bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8;
bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
void DoRWStuffEndOfFrame(void);
void RenderScene(void);
void RenderDebugShit(void);
void RenderEffects(void);
void Render2dStuff(void);
void RenderMenus(void);
void DoFade(void);
void Render2dStuffAfterFade(void);
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CSprite2d *LoadSplash(const char *name);
void DestroySplashScreen(void);
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extern void (*DebugMenuProcess)(void);
extern void (*DebugMenuRender)(void);
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void DebugMenuInit(void);
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void PrintGameVersion();
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RwRGBA gColourTop;
void
Idle(void *arg)
{
CTimer::Update();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CPointLights::InitPerFrame();
CGame::Process();
DMAudio.Service();
if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
FrontEndMenuManager.m_bStartGameLoading = true;
FrontEndMenuManager.m_bLoadingSavedGame = false;
return;
}
if(FrontEndMenuManager.m_bStartGameLoading || b_FoundRecentSavedGameWantToLoad)
return;
SetLightsWithTimeOfDayColour(Scene.world);
if(arg == nil)
return;
if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.field_452 == 1) &&
TheCamera.GetScreenFadeStatus() != FADE_2){
CRenderer::ConstructRenderList();
CRenderer::PreRender();
if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
return;
}else{
if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(),
CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
255))
return;
}
DefinedState();
// BUG. This has to be done BEFORE RwCameraBeginUpdate
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
RenderScene();
RenderDebugShit();
RenderEffects();
if((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) &&
TheCamera.m_ScreenReductionPercentage > 0.0)
TheCamera.SetMotionBlurAlpha(150);
TheCamera.RenderMotionBlur();
Render2dStuff();
}else{
float viewWindow = tan(DEGTORAD(CDraw::GetFOV() * 0.5f));
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return;
}
RenderMenus();
PrintGameVersion();
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DoFade();
Render2dStuffAfterFade();
CCredits::Render();
DoRWStuffEndOfFrame();
// if(g_SlowMode)
// ProcessSlowMode();
}
void
FrontendIdle(void)
{
CTimer::Update();
CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CPad::UpdatePads();
FrontEndMenuManager.Process();
if(RsGlobal.quit)
return;
float viewWindow = tan(DEGTORAD(CDraw::GetFOV() * 0.5f));
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return;
DefinedState();
RenderMenus();
PrintGameVersion();
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DoFade();
Render2dStuffAfterFade();
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
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bool
DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
{
CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha);
CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha);
float viewWindow = tan(DEGTORAD(CDraw::GetFOV() * 0.5f));
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
CSprite2d::InitPerFrame();
if(Alpha != 0)
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH), 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)
{
float viewWindow = tan(DEGTORAD(CDraw::GetFOV() * 0.5f));
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, viewWindow, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
TheCamera.m_viewMatrix.Update();
CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha);
return true;
}
void
DoRWStuffEndOfFrame(void)
{
// CDebug::DebugDisplayTextBuffer();
// FlushObrsPrintfs();
RwCameraEndUpdate(Scene.camera);
RsCameraShowRaster(Scene.camera);
}
// This is certainly a very useful function
void
DoRWRenderHorizon(void)
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{
CClouds::RenderHorizon();
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}
void
RenderScene(void)
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{
CClouds::Render();
DoRWRenderHorizon();
CRenderer::RenderRoads();
CCoronas::RenderReflections();
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
CRenderer::RenderEverythingBarRoads();
CRenderer::RenderBoats();
DefinedState();
CWaterLevel::RenderWater();
CRenderer::RenderFadingInEntities();
CRenderer::RenderVehiclesButNotBoats();
CWeather::RenderRainStreaks();
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}
void
RenderDebugShit(void)
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{
// CTheScripts::RenderTheScriptDebugLines()
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}
void
RenderEffects(void)
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{
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);
CReplay::Display();
CPickups::RenderPickUpText();
if(TheCamera.m_WideScreenOn)
TheCamera.DrawBordersForWideScreen();
CPed *player = FindPlayerPed();
int weaponType = 0;
if(player)
weaponType = player->GetWeapon()->m_eWeaponType;
bool firstPersonWeapon = false;
int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if(cammode == CCam::MODE_SNIPER ||
cammode == CCam::MODE_SNIPER_RUN_AROUND ||
cammode == CCam::MODE_ROCKET ||
cammode == CCam::MODE_ROCKET_RUN_AROUND)
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, SCREENW, SCREENH / 2 - SCREEN_SCALE_Y(180)), black);
CSprite2d::DrawRect(CRect(0.0f, SCREENH / 2 + SCREEN_SCALE_Y(170), SCREENW, SCREENH), black);
}
else {
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH / 2 - SCREEN_SCALE_Y(210)), black);
CSprite2d::DrawRect(CRect(0.0f, SCREENH / 2 + SCREEN_SCALE_Y(210), SCREENW, SCREENH), black);
}
CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW / 2 - SCREEN_SCALE_X(210), SCREENH), black);
CSprite2d::DrawRect(CRect(SCREENW / 2 + SCREEN_SCALE_X(210), 0.0f, SCREENW, SCREENH), 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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DebugMenuRender();
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}
void
RenderMenus(void)
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{
if(FrontEndMenuManager.m_bMenuActive)
FrontEndMenuManager.DrawFrontEnd();
}
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bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4;
bool &StillToFadeOut = *(bool*)0x95CD99;
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uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC;
uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564;
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void
DoFade(void)
{
if(CTimer::GetIsPaused())
return;
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if(JustLoadedDontFadeInYet){
JustLoadedDontFadeInYet = false;
TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
}
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if(StillToFadeOut){
if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
StillToFadeOut = false;
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TheCamera.Fade(3.0f, FADE_IN);
TheCamera.ProcessFade();
TheCamera.ProcessMusicFade();
}else{
TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
}
}
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if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){
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CSprite2d *splash = LoadSplash(nil);
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CRGBA fadeColor;
CRect rect;
int fadeValue = CDraw::FadeValue;
float brightness = min(CMenuManager::m_PrefsBrightness, 256);
if(brightness <= 50)
brightness = 50;
if(FrontEndMenuManager.m_bMenuActive)
brightness = 256;
if(TheCamera.m_FadeTargetIsSplashScreen)
fadeValue = 0;
float fade = fadeValue + 256 - brightness;
if(fade == 0){
fadeColor.r = 0;
fadeColor.g = 0;
fadeColor.b = 0;
fadeColor.a = 0;
}else{
fadeColor.r = fadeValue * CDraw::FadeRed / fade;
fadeColor.g = fadeValue * CDraw::FadeGreen / fade;
fadeColor.b = fadeValue * CDraw::FadeBlue / fade;
int alpha = 255 - brightness*(256 - fadeValue)/256;
if(alpha < 0)
alpha = 0;
fadeColor.a = alpha;
}
if(TheCamera.m_WideScreenOn){
// what's this?
float y = SCREENH/2 * TheCamera.m_ScreenReductionPercentage/100.0f;
rect.left = 0.0f;
rect.right = SCREENW;
rect.top = y - 8.0f;
rect.bottom = SCREENH - y - 8.0f;
}else{
rect.left = 0.0f;
rect.right = SCREENW;
rect.top = 0.0f;
rect.bottom = SCREENH;
}
CSprite2d::DrawRect(rect, fadeColor);
if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){
fadeColor.r = 255;
fadeColor.g = 255;
fadeColor.b = 255;
fadeColor.a = CDraw::FadeValue;
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splash->Draw(CRect(0.0f, 0.0f, SCREENW, SCREENH), fadeColor, fadeColor, fadeColor, fadeColor);
}
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}
}
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void
Render2dStuffAfterFade(void)
{
CHud::DrawAfterFade();
CFont::DrawFonts();
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}
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CSprite2d splash;
int splashTxdId = -1;
CSprite2d*
LoadSplash(const char *name)
{
RwTexDictionary *txd;
char filename[140];
RwTexture *tex = nil;
if(name == nil)
return &splash;
if(splashTxdId == -1)
splashTxdId = CTxdStore::AddTxdSlot("splash");
txd = CTxdStore::GetSlot(splashTxdId)->texDict;
if(txd)
tex = RwTexDictionaryFindNamedTexture(txd, name);
// if texture is found, splash was already set up below
if(tex == nil){
CFileMgr::SetDir("TXD\\");
sprintf(filename, "%s.txd", name);
if(splash.m_pTexture)
splash.Delete();
if(txd)
CTxdStore::RemoveTxd(splashTxdId);
CTxdStore::LoadTxd(splashTxdId, filename);
CTxdStore::AddRef(splashTxdId);
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(splashTxdId);
splash.SetTexture(name);
CTxdStore::PopCurrentTxd();
CFileMgr::SetDir("");
}
return &splash;
}
void
DestroySplashScreen(void)
{
splash.Delete();
if(splashTxdId != -1)
CTxdStore::RemoveTxdSlot(splashTxdId);
splashTxdId = -1;
}
float NumberOfChunksLoaded;
#define TOTALNUMCHUNKS 73.0f
// TODO: compare with PS2
void
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LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
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{
CSprite2d *splash;
#ifndef RANDOMSPLASH
if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame)
splashscreen = "mainsc2";
else
splashscreen = "mainsc1";
#endif
splash = LoadSplash(splashscreen);
if(RsGlobal.quit)
return;
if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)){
CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
DefinedState();
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
splash->Draw(CRect(0.0f, 0.0f, SCREENW, SCREENH), CRGBA(255, 255, 255, 255));
if(str1){
NumberOfChunksLoaded += 1;
float hpos = SCREEN_SCALE_X(40);
float length = SCREENW - SCREEN_SCALE_X(100);
float vpos = SCREENH - SCREEN_SCALE_Y(13);
float height = SCREEN_SCALE_Y(7);
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CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(40, 53, 68, 255));
length *= NumberOfChunksLoaded/TOTALNUMCHUNKS;
CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(81, 106, 137, 255));
// this is done by the game but is unused
CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2));
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CFont::SetPropOn();
CFont::SetRightJustifyOn();
CFont::SetFontStyle(FONT_HEADING);
#ifdef CHATTYSPLASH
// my attempt
static wchar tmpstr[80];
float scale = SCREEN_SCALE_Y(0.8f);
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vpos -= 50*scale;
CFont::SetScale(scale, scale);
CFont::SetPropOn();
CFont::SetRightJustifyOff();
CFont::SetFontStyle(FONT_BANK);
CFont::SetColor(CRGBA(255, 255, 255, 255));
AsciiToUnicode(str1, tmpstr);
CFont::PrintString(hpos, vpos, tmpstr);
vpos += 25*scale;
AsciiToUnicode(str2, tmpstr);
CFont::PrintString(hpos, vpos, tmpstr);
#endif
}
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
}
void
ResetLoadingScreenBar(void)
{
NumberOfChunksLoaded = 0.0f;
}
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char*
GetRandomSplashScreen(void)
{
int index;
static int index2 = 0;
static char splashName[128];
static int splashIndex[24] = {
25, 22, 4, 13,
1, 21, 14, 16,
10, 12, 5, 9,
11, 18, 3, 2,
19, 23, 7, 17,
15, 6, 8, 20
};
index = splashIndex[4*index2 + CGeneral::GetRandomNumberInRange(0, 3)];
index2++;
if(index2 == 6)
index2 = 0;
sprintf(splashName, "loadsc%d", index);
return splashName;
}
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#include "rwcore.h"
#include "rpworld.h"
#include "rpmatfx.h"
#include "rpskin.h"
#include "rphanim.h"
#include "rtbmp.h"
_TODO("temp, move this includes out of here")
static RwBool
PluginAttach(void)
{
if( !RpWorldPluginAttach() )
{
printf("Couldn't attach world plugin\n");
return FALSE;
}
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if( !RpSkinPluginAttach() )
{
printf("Couldn't attach RpSkin plugin\n");
return FALSE;
}
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if( !RpHAnimPluginAttach() )
{
printf("Couldn't attach RpHAnim plugin\n");
return FALSE;
}
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if( !NodeNamePluginAttach() )
{
printf("Couldn't attach node name plugin\n");
return FALSE;
}
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if( !CVisibilityPlugins::PluginAttach() )
{
printf("Couldn't attach visibility plugins\n");
return FALSE;
}
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if( !RpAnimBlendPluginAttach() )
{
printf("Couldn't attach RpAnimBlend plugin\n");
return FALSE;
}
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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)
{
if (RsRwInitialise(param))
{
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//
DebugMenuInit();
//
return CGame::InitialiseRenderWare();
}
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return (FALSE);
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}
static void
Terminate3D(void)
{
CGame::ShutdownRenderWare();
RsRwTerminate();
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return;
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}
RsEventStatus
AppEventHandler(RsEvent event, void *param)
{
switch( event )
{
case rsINITIALISE:
{
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CGame::InitialiseOnceBeforeRW();
return RsInitialise() ? rsEVENTPROCESSED : rsEVENTERROR;
}
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case rsCAMERASIZE:
{
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CameraSize(Scene.camera, (RwRect *)param,
DEFAULT_VIEWWINDOW, DEFAULT_ASPECTRATIO);
return rsEVENTPROCESSED;
}
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case rsRWINITIALISE:
{
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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default:
{
return rsEVENTNOTPROCESSED;
}
}
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}
void PrintGameVersion()
{
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.5f));
CFont::SetCentreOff();
CFont::SetRightJustifyOff();
CFont::SetBackGroundOnlyTextOff();
CFont::SetFontStyle(FONT_BANK);
CFont::SetWrapx(SCREEN_WIDTH);
CFont::SetDropShadowPosition(0);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetColor(CRGBA(235, 170, 50, 255));
strcpy(gString, "RE3");
AsciiToUnicode(gString, gUString);
CFont::PrintString(SCREEN_SCALE_X(10.5f), SCREEN_SCALE_Y(8.0f), gUString);
}
STARTPATCHES
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InjectHook(0x48E480, Idle, PATCH_JUMP);
InjectHook(0x48E700, FrontendIdle, PATCH_JUMP);
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InjectHook(0x48CF10, DoRWStuffStartOfFrame, PATCH_JUMP);
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InjectHook(0x48D040, DoRWStuffStartOfFrame_Horizon, PATCH_JUMP);
InjectHook(0x48E030, RenderScene, PATCH_JUMP);
InjectHook(0x48E080, RenderDebugShit, PATCH_JUMP);
InjectHook(0x48E090, RenderEffects, PATCH_JUMP);
InjectHook(0x48E0E0, Render2dStuff, PATCH_JUMP);
InjectHook(0x48E450, RenderMenus, PATCH_JUMP);
InjectHook(0x48D120, DoFade, PATCH_JUMP);
InjectHook(0x48E470, Render2dStuffAfterFade, PATCH_JUMP);
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InjectHook(0x48D550, LoadSplash, PATCH_JUMP);
InjectHook(0x48D670, DestroySplashScreen, PATCH_JUMP);
InjectHook(0x48D770, LoadingScreen, PATCH_JUMP);
InjectHook(0x48D760, ResetLoadingScreenBar, PATCH_JUMP);
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InjectHook(0x48D470, PluginAttach, PATCH_JUMP);
InjectHook(0x48D520, Initialise3D, PATCH_JUMP);
InjectHook(0x48D540, Terminate3D, PATCH_JUMP);
InjectHook(0x48E800, AppEventHandler, PATCH_JUMP);
ENDPATCHES