#include "common.h" #include "rpmatfx.h" #include "rphanim.h" #include "rpskin.h" #include "main.h" #include "CdStream.h" #include "General.h" #include "RwHelper.h" #include "Clouds.h" #include "Draw.h" #include "Sprite2d.h" #include "Renderer.h" #include "Coronas.h" #include "WaterLevel.h" #include "Weather.h" #include "Glass.h" #include "WaterCannon.h" #include "SpecialFX.h" #include "Shadows.h" #include "Skidmarks.h" #include "Antennas.h" #include "Rubbish.h" #include "Particle.h" #include "Pickups.h" #include "WeaponEffects.h" #include "PointLights.h" #include "Fluff.h" #include "Replay.h" #include "Camera.h" #include "World.h" #include "Ped.h" #include "Font.h" #include "Pad.h" #include "Hud.h" #include "User.h" #include "Messages.h" #include "Darkel.h" #include "Garages.h" #include "MusicManager.h" #include "VisibilityPlugins.h" #include "NodeName.h" #include "DMAudio.h" #include "CutsceneMgr.h" #include "Lights.h" #include "Credits.h" #include "ZoneCull.h" #include "Timecycle.h" #include "TxdStore.h" #include "FileMgr.h" #include "Text.h" #include "RpAnimBlend.h" #include "Frontend.h" #include "AnimViewer.h" #include "Script.h" #include "PathFind.h" #include "Debug.h" #include "Console.h" #include "timebars.h" #include "GenericGameStorage.h" #include "MemoryCard.h" #include "SceneEdit.h" #include "debugmenu.h" GlobalScene Scene; uint8 work_buff[55000]; char gString[256]; char gString2[512]; wchar gUString[256]; wchar gUString2[256]; float FramesPerSecond = 30.0f; bool gbPrintShite = false; bool gbModelViewer; #ifdef TIMEBARS bool gbShowTimebars; #endif int32 frameCount; RwRGBA gColourTop; bool gameAlreadyInitialised; float NumberOfChunksLoaded; #define TOTALNUMCHUNKS 95.0f bool g_SlowMode = false; char version_name[64]; void GameInit(void); void SystemInit(void); void TheGame(void); #ifdef DEBUGMENU void DebugMenuPopulate(void); #endif void ValidateVersion() { int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb"); char buff[128]; if ( file != -1 ) { CFileMgr::Seek(file, 100, SEEK_SET); for ( int i = 0; i < 128; i++ ) { CFileMgr::Read(file, &buff[i], sizeof(char)); buff[i] -= 23; if ( buff[i] == '\0' ) break; CFileMgr::Seek(file, 99, SEEK_CUR); } if ( !strncmp(buff, "grandtheftauto3", 15) ) { strncpy(version_name, &buff[15], 64); CFileMgr::CloseFile(file); return; } } LoadingScreen("Invalid version", NULL, NULL); while(true) { ; } } bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha) { CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha); CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha); CDraw::CalculateAspectRatio(); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ); if(!RsCameraBeginUpdate(Scene.camera)) return false; CSprite2d::InitPerFrame(); if(Alpha != 0) CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor); return true; } bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha) { CDraw::CalculateAspectRatio(); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); 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; } // This is certainly a very useful function void DoRWRenderHorizon(void) { CClouds::RenderHorizon(); } void DoFade(void) { if(CTimer::GetIsPaused()) return; #ifdef PS2_MENU if(TheMemoryCard.JustLoadedDontFadeInYet){ TheMemoryCard.JustLoadedDontFadeInYet = false; TheMemoryCard.TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds(); } #else if(JustLoadedDontFadeInYet){ JustLoadedDontFadeInYet = false; TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds(); } #endif #ifdef PS2_MENU if(TheMemoryCard.StillToFadeOut){ if(CTimer::GetTimeInMilliseconds() - TheMemoryCard.TimeStartedCountingForFade > TheMemoryCard.TimeToStayFadedBeforeFadeOut){ TheMemoryCard.StillToFadeOut = false; #else if(StillToFadeOut){ if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){ StillToFadeOut = false; #endif TheCamera.Fade(3.0f, FADE_IN); TheCamera.ProcessFade(); TheCamera.ProcessMusicFade(); }else{ TheCamera.SetFadeColour(0, 0, 0); TheCamera.Fade(0.0f, FADE_OUT); TheCamera.ProcessFade(); } } if(CDraw::FadeValue != 0 || FrontEndMenuManager.m_PrefsBrightness < 256){ CSprite2d *splash = LoadSplash(nil); CRGBA fadeColor; CRect rect; int fadeValue = CDraw::FadeValue; float brightness = Min(FrontEndMenuManager.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; } // This is CCamera::GetScreenRect in VC if(TheCamera.m_WideScreenOn #ifdef CUTSCENE_BORDERS_SWITCH && CMenuManager::m_PrefsCutsceneBorders #endif ){ 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); 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 DoRWStuffEndOfFrame(void) { CDebug::DisplayScreenStrings(); // custom CDebug::DebugDisplayTextBuffer(); FlushObrsPrintfs(); RwCameraEndUpdate(Scene.camera); RsCameraShowRaster(Scene.camera); } 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; } #ifndef LIBRW if (!RtAnimInitialize()) { return FALSE; } #endif 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; } return TRUE; } static RwBool Initialise3D(void *param) { if (RsRwInitialize(param)) { #ifdef DEBUGMENU DebugMenuInit(); DebugMenuPopulate(); #endif // !DEBUGMENU return CGame::InitialiseRenderWare(); } return (FALSE); } static void Terminate3D(void) { CGame::ShutdownRenderWare(); #ifdef DEBUGMENU DebugMenuShutdown(); #endif // !DEBUGMENU RsRwTerminate(); return; } CSprite2d splash; int splashTxdId = -1; //--MIAMI: done 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; } //--MIAMI: done Const char* GetRandomSplashScreen(void) { int index; static int index2 = 0; static char splashName[128]; static int splashIndex[12] = { 1, 2, 3, 4, 5, 11, 6, 8, 9, 10, 7, 12 }; index = splashIndex[2*index2 + CGeneral::GetRandomNumberInRange(0, 2)]; index2++; if(index2 == 6) index2 = 0; sprintf(splashName, "loadsc%d", index); return splashName; } Const char* GetLevelSplashScreen(int level) { static Const char *splashScreens[4] = { nil, "splash1", "splash2", "splash3", }; return splashScreens[level]; } void ResetLoadingScreenBar() { NumberOfChunksLoaded = 0.0f; } //--MIAMI: done void LoadingScreen(const char *str1, const char *str2, const char *splashscreen) { CSprite2d *splash; #ifdef DISABLE_LOADING_SCREEN if (str1 && str2) return; #endif #ifndef RANDOMSPLASH splashscreen = "LOADSC0"; #endif splash = LoadSplash(splashscreen); #ifndef GTA_PS2 if(RsGlobal.quit) return; #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; #ifndef RANDOMSPLASH float hpos = SCREEN_SCALE_X(40); 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)); length *= NumberOfChunksLoaded/TOTALNUMCHUNKS; CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(255, 150, 225, 255)); // this is done by the game but is unused CFont::SetBackgroundOff(); CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2)); CFont::SetPropOn(); CFont::SetRightJustifyOn(); CFont::SetDropShadowPosition(1); CFont::SetDropColor(CRGBA(0, 0, 0, 255)); CFont::SetFontStyle(FONT_HEADING); #ifdef CHATTYSPLASH // my attempt static wchar tmpstr[80]; float yscale = SCREEN_SCALE_Y(0.9f); top -= 45*yscale; CFont::SetScale(SCREEN_SCALE_X(0.75f), yscale); CFont::SetPropOn(); CFont::SetRightJustifyOff(); CFont::SetFontStyle(FONT_STANDARD); CFont::SetColor(CRGBA(255, 255, 255, 255)); AsciiToUnicode(str1, tmpstr); CFont::PrintString(hpos, top, tmpstr); top += 22*yscale; AsciiToUnicode(str2, tmpstr); CFont::PrintString(hpos, top, tmpstr); #endif } CFont::DrawFonts(); DoRWStuffEndOfFrame(); } } void LoadingIslandScreen(const char *levelName) { CSprite2d *splash; wchar *name; char str[100]; wchar wstr[80]; CRGBA col; splash = LoadSplash(nil); name = TheText.Get(levelName); if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)) 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(); } void ProcessSlowMode(void) { int16 lX = CPad::GetPad(0)->NewState.LeftStickX; int16 lY = CPad::GetPad(0)->NewState.LeftStickY; int16 rX = CPad::GetPad(0)->NewState.RightStickX; int16 rY = CPad::GetPad(0)->NewState.RightStickY; int16 L1 = CPad::GetPad(0)->NewState.LeftShoulder1; int16 L2 = CPad::GetPad(0)->NewState.LeftShoulder2; int16 R1 = CPad::GetPad(0)->NewState.RightShoulder1; int16 R2 = CPad::GetPad(0)->NewState.RightShoulder2; int16 up = CPad::GetPad(0)->NewState.DPadUp; int16 down = CPad::GetPad(0)->NewState.DPadDown; int16 left = CPad::GetPad(0)->NewState.DPadLeft; int16 right = CPad::GetPad(0)->NewState.DPadRight; int16 start = CPad::GetPad(0)->NewState.Start; int16 select = CPad::GetPad(0)->NewState.Select; int16 square = CPad::GetPad(0)->NewState.Square; int16 triangle = CPad::GetPad(0)->NewState.Triangle; int16 cross = CPad::GetPad(0)->NewState.Cross; int16 circle = CPad::GetPad(0)->NewState.Circle; int16 L3 = CPad::GetPad(0)->NewState.LeftShock; int16 R3 = CPad::GetPad(0)->NewState.RightShock; int16 networktalk = CPad::GetPad(0)->NewState.NetworkTalk; int16 stop = true; do { if ( CPad::GetPad(1)->GetLeftShoulder1JustDown() || CPad::GetPad(1)->GetRightShoulder1() ) break; if ( stop ) { CTimer::Stop(); stop = false; } CPad::UpdatePads(); RwCameraBeginUpdate(Scene.camera); RwCameraEndUpdate(Scene.camera); if ( CPad::GetPad(1)->GetLeftShoulder1JustDown() || CPad::GetPad(1)->GetRightShoulder1() ) break; } while (!CPad::GetPad(1)->GetRightShoulder1()); CPad::GetPad(0)->OldState.LeftStickX = lX; CPad::GetPad(0)->OldState.LeftStickY = lY; CPad::GetPad(0)->OldState.RightStickX = rX; CPad::GetPad(0)->OldState.RightStickY = rY; CPad::GetPad(0)->OldState.LeftShoulder1 = L1; CPad::GetPad(0)->OldState.LeftShoulder2 = L2; CPad::GetPad(0)->OldState.RightShoulder1 = R1; CPad::GetPad(0)->OldState.RightShoulder2 = R2; CPad::GetPad(0)->OldState.DPadUp = up; CPad::GetPad(0)->OldState.DPadDown = down; CPad::GetPad(0)->OldState.DPadLeft = left; CPad::GetPad(0)->OldState.DPadRight = right; CPad::GetPad(0)->OldState.Start = start; CPad::GetPad(0)->OldState.Select = select; CPad::GetPad(0)->OldState.Square = square; CPad::GetPad(0)->OldState.Triangle = triangle; CPad::GetPad(0)->OldState.Cross = cross; CPad::GetPad(0)->OldState.Circle = circle; CPad::GetPad(0)->OldState.LeftShock = L3; CPad::GetPad(0)->OldState.RightShock = R3; CPad::GetPad(0)->OldState.NetworkTalk = networktalk; CPad::GetPad(0)->NewState.LeftStickX = lX; CPad::GetPad(0)->NewState.LeftStickY = lY; CPad::GetPad(0)->NewState.RightStickX = rX; CPad::GetPad(0)->NewState.RightStickY = rY; CPad::GetPad(0)->NewState.LeftShoulder1 = L1; CPad::GetPad(0)->NewState.LeftShoulder2 = L2; CPad::GetPad(0)->NewState.RightShoulder1 = R1; CPad::GetPad(0)->NewState.RightShoulder2 = R2; CPad::GetPad(0)->NewState.DPadUp = up; CPad::GetPad(0)->NewState.DPadDown = down; CPad::GetPad(0)->NewState.DPadLeft = left; CPad::GetPad(0)->NewState.DPadRight = right; CPad::GetPad(0)->NewState.Start = start; CPad::GetPad(0)->NewState.Select = select; CPad::GetPad(0)->NewState.Square = square; CPad::GetPad(0)->NewState.Triangle = triangle; CPad::GetPad(0)->NewState.Cross = cross; CPad::GetPad(0)->NewState.Circle = circle; CPad::GetPad(0)->NewState.LeftShock = L3; CPad::GetPad(0)->NewState.RightShock = R3; CPad::GetPad(0)->NewState.NetworkTalk = networktalk; } float FramesPerSecondCounter; int32 FrameSamples; struct tZonePrint { char name[12]; CRect rect; }; tZonePrint ZonePrint[] = { { "suburban", CRect(-1639.4f, 1014.3f, -226.23f, -1347.9f) }, { "comntop", CRect(-223.52f, 203.62f, 616.79f, -413.6f) }, { "comnbtm", CRect(-227.24f, -413.6f, 620.51f, -911.84f) }, { "comse", CRect( 200.35f, -911.84f, 620.51f, -1737.3f) }, { "comsw", CRect(-223.52f, -911.84f, 200.35f, -1737.3f) }, { "industsw", CRect( 744.05f, -473.0f, 1067.5f, -1331.5f) }, { "industne", CRect( 1067.5f, 282.19f, 1915.3f, -473.0f) }, { "industnw", CRect( 744.05f, 324.95f, 1067.5f, -473.0f) }, { "industse", CRect( 1070.3f, -473.0f, 1918.1f, -1331.5f) }, { "no zone", CRect( 0.0f, 0.0f, 0.0f, 0.0f) } }; #ifndef MASTER void DisplayGameDebugText() { static bool bDisplayPosn = false; static bool bDisplayRate = false; static bool bDisplayCheatStr = false; { SETTWEAKPATH("GameDebugText"); TWEAKBOOL(bDisplayPosn); TWEAKBOOL(bDisplayRate); TWEAKBOOL(bDisplayCheatStr); } char str[200]; wchar ustr[200]; wchar ver[200]; AsciiToUnicode(version_name, ver); CFont::SetPropOn(); CFont::SetBackgroundOff(); CFont::SetFontStyle(FONT_STANDARD); CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.5f)); CFont::SetCentreOff(); CFont::SetRightJustifyOff(); CFont::SetWrapx(SCREEN_WIDTH); CFont::SetJustifyOff(); CFont::SetBackGroundOnlyTextOff(); CFont::SetColor(CRGBA(255, 108, 0, 255)); CFont::PrintString(SCREEN_SCALE_X(10.0f), SCREEN_SCALE_Y(10.0f), ver); 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); // Let's not scale those numbers, they look better that way :eyes: 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); } } #endif void RenderScene(void) { CClouds::Render(); DoRWRenderHorizon(); CRenderer::RenderRoads(); CCoronas::RenderReflections(); CRenderer::RenderEverythingBarRoads(); RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); CWaterLevel::RenderWater(); CRenderer::RenderBoats(); CRenderer::RenderFadingInUnderwaterEntities(); RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); CWaterLevel::RenderTransparentWater(); CRenderer::RenderFadingInEntities(); RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); CWeather::RenderRainStreaks(); // CCoronas::RenderSunReflection } void RenderDebugShit(void) { CTheScripts::RenderTheScriptDebugLines(); #ifndef FINAL if(gbShowCollisionLines) CRenderer::RenderCollisionLines(); ThePaths.DisplayPathData(); CDebug::DrawLines(); DefinedState(); #endif } 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(); } void Render2dStuff(void) { RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); CReplay::Display(); CPickups::RenderPickUpText(); if(TheCamera.m_WideScreenOn #ifdef CUTSCENE_BORDERS_SWITCH && CMenuManager::m_PrefsCutsceneBorders #endif ) TheCamera.DrawBordersForWideScreen(); CPed *player = FindPlayerPed(); int weaponType = 0; if(player) weaponType = player->GetWeapon()->m_eWeaponType; bool firstPersonWeapon = false; int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode; if(cammode == CCam::MODE_SNIPER || cammode == CCam::MODE_SNIPER_RUNABOUT || cammode == CCam::MODE_ROCKETLAUNCHER || cammode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) firstPersonWeapon = true; // Draw black border for sniper and rocket launcher if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){ CRGBA black(0, 0, 0, 255); // top and bottom strips if (weaponType == WEAPONTYPE_ROCKETLAUNCHER) { CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(180)), black); CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(170), SCREEN_WIDTH, SCREEN_HEIGHT), black); } else { CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(210)), black); CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(210), SCREEN_WIDTH, SCREEN_HEIGHT), black); } CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH / 2 - SCREEN_SCALE_X(210), SCREEN_HEIGHT), black); CSprite2d::DrawRect(CRect(SCREEN_WIDTH / 2 + SCREEN_SCALE_X(210), 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), black); } MusicManager.DisplayRadioStationName(); TheConsole.Display(); if(CSceneEdit::m_bEditOn) CSceneEdit::Draw(); else CHud::Draw(); CUserDisplay::OnscnTimer.ProcessForDisplay(); CMessages::Display(); CDarkel::DrawMessages(); CGarages::PrintMessages(); CPad::PrintErrorMessage(); CFont::DrawFonts(); #ifdef DEBUGMENU DebugMenuRender(); #endif } void RenderMenus(void) { if (FrontEndMenuManager.m_bMenuActive) { #ifdef PS2 gMainHeap.PushMemId(_TODOCONST(17)); #endif FrontEndMenuManager.DrawFrontEnd(); #ifdef PS2 gMainHeap.PopMemId(); #endif } } void Render2dStuffAfterFade(void) { #ifndef MASTER DisplayGameDebugText(); #endif CHud::DrawAfterFade(); CFont::DrawFonts(); CCredits::Render(); } void Idle(void *arg) { CTimer::Update(); #ifdef TIMEBARS tbInit(); #endif 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 DMAudio.Service(); #ifdef TIMEBARS tbEndTimer("DMAudio.Service"); #endif if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){ #ifdef PS2_MENU TheMemoryCard.m_bWantToLoad = false; FrontEndMenuManager.m_bWantToRestart = true; #else FrontEndMenuManager.m_bWantToRestart = true; FrontEndMenuManager.m_bWantToLoad = false; #endif return; } #ifdef PS2_MENU if ( FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad ) #else if(FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad) #endif { return; } SetLightsWithTimeOfDayColour(Scene.world); if(arg == nil) return; // 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"); #endif #ifdef PC_WATER CWaterLevel::PreCalcWaterGeometry(); #endif CRenderer::ConstructRenderList(); #ifdef TIMEBARS tbEndTimer("CnstrRenderList"); tbStartTimer(0, "PreRender"); #endif CRenderer::PreRender(); #ifdef TIMEBARS tbEndTimer("PreRender"); #endif 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()); #ifdef TIMEBARS tbStartTimer(0, "RenderScene"); #endif RenderScene(); #ifdef TIMEBARS tbEndTimer("RenderScene"); #endif RenderDebugShit(); RenderEffects(); #ifdef TIMEBARS tbStartTimer(0, "RenderMotionBlur"); #endif 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{ 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; } #ifdef TIMEBARS tbStartTimer(0, "RenderMenus"); #endif RenderMenus(); #ifdef TIMEBARS tbEndTimer("RenderMenus"); tbStartTimer(0, "DoFade"); #endif #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 // CCredits::Render(); // They added it to function above and also forgot it here #ifdef TIMEBARS if (gbShowTimebars) tbDisplay(); #endif DoRWStuffEndOfFrame(); if(g_SlowMode) ProcessSlowMode(); } void FrontendIdle(void) { 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; CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); 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(); DoRWStuffEndOfFrame(); } void InitialiseGame(void) { LoadingScreen(nil, nil, "loadsc0"); CGame::Initialise("DATA\\GTA_VC.DAT"); } RsEventStatus AppEventHandler(RsEvent event, void *param) { switch( event ) { case rsINITIALIZE: { CGame::InitialiseOnceBeforeRW(); return RsInitialize() ? rsEVENTPROCESSED : rsEVENTERROR; } case rsCAMERASIZE: { CameraSize(Scene.camera, (RwRect *)param, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO); return rsEVENTPROCESSED; } case rsRWINITIALIZE: { return Initialise3D(param) ? rsEVENTPROCESSED : rsEVENTERROR; } case rsRWTERMINATE: { Terminate3D(); return rsEVENTPROCESSED; } case rsTERMINATE: { CGame::FinalShutdown(); return rsEVENTPROCESSED; } case rsPLUGINATTACH: { return PluginAttach() ? rsEVENTPROCESSED : rsEVENTERROR; } case rsINPUTDEVICEATTACH: { AttachInputDevices(); return rsEVENTPROCESSED; } case rsIDLE: { Idle(param); return rsEVENTPROCESSED; } case rsFRONTENDIDLE: { FrontendIdle(); return rsEVENTPROCESSED; } case rsACTIVATE: { param ? DMAudio.ReacquireDigitalHandle() : DMAudio.ReleaseDigitalHandle(); return rsEVENTPROCESSED; } #ifndef MASTER case rsANIMVIEWER: { TheModelViewer(); return rsEVENTPROCESSED; } #endif default: { return rsEVENTNOTPROCESSED; } } } #ifndef MASTER void TheModelViewer(void) { #if (defined(GTA_PS2) || defined(GTA_XBOX)) //TODO #else 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 #ifdef PS2 void TheGame(void) { printf("Into TheGame!!!\n"); #ifdef GTA_PS2 gMainHeap.PushMemId(_TODOCONST(1)); #endif CTimer::Initialise(); #ifdef GTA_PS2 CGame::Initialise(); #else CGame::Initialise("DATA\\GTA3.DAT"); #endif Const char *splash = GetRandomSplashScreen(); // inlined here LoadingScreen("Starting Game", NULL, splash); #ifdef GTA_PS2 if ( TheMemoryCard.CheckCardInserted(CARD_ONE) == CMemoryCard::NO_ERR_SUCCESS && TheMemoryCard.ChangeDirectory(CARD_ONE, TheMemoryCard.Cards[CARD_ONE].dir) && TheMemoryCard.FindMostRecentFileName(CARD_ONE, TheMemoryCard.MostRecentFile) == true && TheMemoryCard.CheckDataNotCorrupt(TheMemoryCard.MostRecentFile)) { strcpy(TheMemoryCard.LoadFileName, TheMemoryCard.MostRecentFile); TheMemoryCard.b_FoundRecentSavedGameWantToLoad = true; if (FrontEndMenuManager.m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad()) { FrontEndMenuManager.m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad(); TheText.Unload(); TheText.Load(); } CGame::currLevel = TheMemoryCard.GetLevelToLoad(); } #else //TODO #endif while (true) { #ifdef PS2 if (TheMemoryCard.m_bWantToLoad) #else if (FrontEndMenuManager.m_bWantToLoad) #endif { Const char *splash1 = GetLevelSplashScreen(CGame::currLevel); LoadSplash(splash1); } #ifdef PS2 TheMemoryCard.m_bWantToLoad = false; #else FrontEndMenuManager.m_bWantToLoad = false; #endif CTimer::Update(); #ifdef PS2 while (!(FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad)) #else while (!(FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad)) #endif { CSprite2d::InitPerFrame(); CFont::InitPerFrame(); #ifdef GTA_PS2 gMainHeap.PushMemId(_TODOCONST(12)); #endif CPointLights::NumLights = 0; CGame::Process(); #ifdef GTA_PS2 gMainHeap.PopMemId(); #endif DMAudio.Service(); if (CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()) { #ifdef PS2 TheMemoryCard.m_bWantToLoad = false; #else FrontEndMenuManager.m_bWantToLoad = false; #endif FrontEndMenuManager.m_bWantToRestart = true; break; } #ifdef PS2 if (FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad) #else if (FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad) #endif break; SetLightsWithTimeOfDayColour(Scene.world); #ifdef GTA_PS2 gMainHeap.PushMemId(_TODOCONST(15)); #endif // 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 ) { #ifdef GTA_PS2 gMainHeap.PushMemId(_TODOCONST(11)); #endif CRenderer::ConstructRenderList(); CRenderer::PreRender(); #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(); 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(); #ifdef PS2 if (TheMemoryCard.m_bWantToLoad) #else if (FrontEndMenuManager.m_bWantToLoad) #endif { #ifdef GTA_PS2 gMainHeap.PopMemId(); #endif break; } DoFade(); Render2dStuffAfterFade(); CCredits::Render(); DoRWStuffEndOfFrame(); while (frameCount < 2) ; frameCount = 0; CTimer::Update(); #ifdef GTA_PS2 gMainHeap.PopMemId(); #endif if (g_SlowMode) ProcessSlowMode(); } CPad::ResetCheats(); CPad::StopPadsShaking(); DMAudio.ChangeMusicMode(MUSICMODE_DISABLE); CGame::ShutDownForRestart(); CTimer::Stop(); #ifdef PS2 if (FrontEndMenuManager.m_bWantToRestart || TheMemoryCard.b_FoundRecentSavedGameWantToLoad) #else if (FrontEndMenuManager.m_bWantToRestart || b_FoundRecentSavedGameWantToLoad) #endif { #ifdef PS2 if (TheMemoryCard.b_FoundRecentSavedGameWantToLoad) #else if (b_FoundRecentSavedGameWantToLoad) #endif { FrontEndMenuManager.m_bWantToRestart = true; #ifdef PS2 TheMemoryCard.m_bWantToLoad = true; #else FrontEndMenuManager.m_bWantToLoad = true; #endif } CGame::InitialiseWhenRestarting(); DMAudio.ChangeMusicMode(MUSICMODE_GAME); FrontEndMenuManager.m_bWantToRestart = false; continue; } break; } DMAudio.Terminate(); } void SystemInit() { #ifdef __MWERKS__ mwInit(); #endif #ifdef GTA_PS2 InitMemoryMgr(); #endif #ifdef GTA_PS2 CFileMgr::InitCdSystem(); char path[256]; sprintf(path, "cdrom0:\\%s%s;1", "SYSTEM\\", "IOPRP23.IMG"); sceSifInitRpc(0); while ( !sceSifRebootIop(path) ) ; while( !sceSifSyncIop() ) ; sceSifInitRpc(0); CFileMgr::InitCdSystem(); sceFsReset(); #endif CFileMgr::Initialise(); #ifdef GTA_PS2 CFileMgr::InitCd(); Char modulepath[256]; strcpy(modulepath, "cdrom0:\\"); strcat(modulepath, "SYSTEM\\"); strcat(modulepath, "SIO2MAN.IRX"); LoadModule(modulepath); strcpy(modulepath, "cdrom0:\\"); strcat(modulepath, "SYSTEM\\"); strcat(modulepath, "PADMAN.IRX"); LoadModule(modulepath); strcpy(modulepath, "cdrom0:\\"); strcat(modulepath, "SYSTEM\\"); strcat(modulepath, "LIBSD.IRX"); LoadModule(modulepath); strcpy(modulepath, "cdrom0:\\"); strcat(modulepath, "SYSTEM\\"); strcat(modulepath, "SDRDRV.IRX"); LoadModule(modulepath); strcpy(modulepath, "cdrom0:\\"); strcat(modulepath, "SYSTEM\\"); strcat(modulepath, "MCMAN.IRX"); LoadModule(modulepath); strcpy(modulepath, "cdrom0:\\"); strcat(modulepath, "SYSTEM\\"); strcat(modulepath, "MCSERV.IRX"); LoadModule(modulepath); #endif #ifdef GTA_PS2 ThreadParam param; param.entry = &IdleThread; param.stack = idleThreadStack; param.stackSize = 2048; param.initPriority = 127; param.gpReg = &_gp; int thread = CreateThread(¶m); StartThread(thread, NULL); #else // #endif #ifdef GTA_PS2_STUFF CPad::Initialise(); #endif CPad::GetPad(0)->Mode = 0; CGame::frenchGame = false; CGame::germanGame = false; CGame::nastyGame = true; FrontEndMenuManager.m_PrefsAllowNastyGame = true; #ifdef GTA_PS2 int32 lang = sceScfGetLanguage(); if ( lang == SCE_ITALIAN_LANGUAGE ) FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_ITALIAN; else if ( lang == SCE_SPANISH_LANGUAGE ) FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_SPANISH; else if ( lang == SCE_GERMAN_LANGUAGE ) { CGame::germanGame = true; CGame::nastyGame = false; FrontEndMenuManager.m_PrefsAllowNastyGame = false; FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_GERMAN; } else if ( lang == SCE_FRENCH_LANGUAGE ) { CGame::frenchGame = true; CGame::nastyGame = false; FrontEndMenuManager.m_PrefsAllowNastyGame = false; FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_FRENCH; } else FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_AMERICAN; FrontEndMenuManager.InitialiseMenuContentsAfterLoadingGame(); #else // #endif #ifdef PS2 TheMemoryCard.Init(); #endif } void GameInit() { if ( !gameAlreadyInitialised ) { #ifdef GTA_PS2 char path[256]; strcpy(path, "cdrom0:\\"); strcat(path, "SYSTEM\\"); strcat(path, "CDSTREAM.IRX"); LoadModule(path); strcpy(path, "cdrom0:\\"); strcat(path, "SYSTEM\\"); strcat(path, "SAMPMAN.IRX"); LoadModule(path); strcpy(path, "cdrom0:\\"); strcat(path, "SYSTEM\\"); strcat(path, "MUSICSTR.IRX"); LoadModule(path); #endif CdStreamInit(MAX_CDCHANNELS); #ifdef PS2 Initialise3D(); //no params #else //TODO #endif #ifdef GTA_PS2 char *files[] = { "\\ANIM\\CUTS.IMG;1", "\\ANIM\\CUTS.DIR;1", "\\ANIM\\PED.IFP;1", "\\MODELS\\FRONTEND.TXD;1", "\\MODELS\\FONTS.TXD;1", "\\MODELS\\HUD.TXD;1", "\\MODELS\\PARTICLE.TXD;1", "\\MODELS\\MISC.TXD;1", "\\MODELS\\GENERIC.TXD;1", "\\MODELS\\GTA3.DIR;1", "\\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 GTA_PS2 AddIntcHandler(_TODOCONST(2), VBlankCounter, 0); #endif CameraSize(Scene.camera, NULL, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); CSprite2d::SetRecipNearClip(); CTxdStore::Initialise(); #ifdef GTA_PS2 gMainHeap.PushMemId(_TODOCONST(9)); #endif CFont::Initialise(); CHud::Initialise(); #ifdef GTA_PS2 gMainHeap.PopMemId(); #endif ValidateVersion(); #ifdef GTA_PS2 sceCdCLOCK rtc; sceCdReadClock(&rtc); uint32 seed = rtc.minute + rtc.day; uint32 seed2 = (seed << 4)-seed; uint32 seed3 = (seed2 << 4)-seed2; srand ((seed3<<4)+rtc.second); #else //TODO: mysrand(); #endif gameAlreadyInitialised = true; } } int main(int argc, char *argv[]) { #ifdef __MWERKS__ mwInit(); // metrowerks initialisation #endif SystemInit(); #ifdef PS2 int32 r = TheMemoryCard.CheckCardStateAtGameStartUp(CARD_ONE); 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 #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(); } #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; } #endif