diff options
author | aap <aap@papnet.eu> | 2019-07-07 13:09:11 +0200 |
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committer | aap <aap@papnet.eu> | 2019-07-07 13:09:11 +0200 |
commit | 53023eb65bdcde43e341c1ecb7cf0c7f8ee524fb (patch) | |
tree | fc65a6c40fa719f9d43be9e0e15be79c490135e0 /src/core/main.cpp | |
parent | 219a65b81a1141d6475fc48bdc6251bd20e44a70 (diff) |
the great reorganization
Diffstat (limited to 'src/core/main.cpp')
-rw-r--r-- | src/core/main.cpp | 891 |
1 files changed, 891 insertions, 0 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp new file mode 100644 index 00000000..e7f42780 --- /dev/null +++ b/src/core/main.cpp @@ -0,0 +1,891 @@ +#include "common.h" +#include "patcher.h" +#include "main.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" + +#define DEFAULT_VIEWWINDOW (tan(DEGTORAD(CDraw::GetFOV() * 0.5f))) + + +GlobalScene &Scene = *(GlobalScene*)0x726768; + +uint8 work_buff[55000]; +char gString[256]; +wchar *gUString = (wchar*)0x74B018; + +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); + +CSprite2d *LoadSplash(const char *name); +void DestroySplashScreen(void); + + +extern void (*DebugMenuProcess)(void); +extern void (*DebugMenuRender)(void); +void DebugMenuInit(void); +void DebugMenuPopulate(void); + +void PrintGameVersion(); + +RwRGBA gColourTop; + +void +InitialiseGame(void) +{ + LoadingScreen(nil, nil, "loadsc0"); + CGame::Initialise("DATA\\GTA3.DAT"); +} + +void +Idle(void *arg) +{ +#ifdef ASPECT_RATIO_SCALE + CDraw::SetAspectRatio(CDraw::FindAspectRatio()); +#endif + + 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){ +#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 + 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 = DEFAULT_VIEWWINDOW; + CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO); + CVisibilityPlugins::SetRenderWareCamera(Scene.camera); + RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); + if(!RsCameraBeginUpdate(Scene.camera)) + return; + } + + RenderMenus(); +#ifndef FINAL + PrintGameVersion(); +#endif + DoFade(); + Render2dStuffAfterFade(); + CCredits::Render(); + DoRWStuffEndOfFrame(); + +// if(g_SlowMode) +// ProcessSlowMode(); +} + +void +FrontendIdle(void) +{ +#ifdef ASPECT_RATIO_SCALE + CDraw::SetAspectRatio(CDraw::FindAspectRatio()); +#endif + + CTimer::Update(); + CSprite2d::SetRecipNearClip(); + CSprite2d::InitPerFrame(); + CFont::InitPerFrame(); + CPad::UpdatePads(); + FrontEndMenuManager.Process(); + + if(RsGlobal.quit) + return; + + float viewWindow = DEFAULT_VIEWWINDOW; + CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO); + CVisibilityPlugins::SetRenderWareCamera(Scene.camera); + RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); + if(!RsCameraBeginUpdate(Scene.camera)) + return; + + DefinedState(); + RenderMenus(); +#ifndef FINAL + PrintGameVersion(); +#endif + DoFade(); + Render2dStuffAfterFade(); + CFont::DrawFonts(); + DoRWStuffEndOfFrame(); +} + +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); + + CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO); + 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, 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) +{ + CameraSize(Scene.camera, nil, DEFAULT_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; +} + +void +DoRWStuffEndOfFrame(void) +{ + // CDebug::DebugDisplayTextBuffer(); + // FlushObrsPrintfs(); + RwCameraEndUpdate(Scene.camera); + RsCameraShowRaster(Scene.camera); +} + + +// This is certainly a very useful function +void +DoRWRenderHorizon(void) +{ + CClouds::RenderHorizon(); +} + +void +RenderScene(void) +{ + CClouds::Render(); + DoRWRenderHorizon(); + CRenderer::RenderRoads(); + CCoronas::RenderReflections(); + RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); + CRenderer::RenderEverythingBarRoads(); + CRenderer::RenderBoats(); + DefinedState(); + CWaterLevel::RenderWater(); + CRenderer::RenderFadingInEntities(); + CRenderer::RenderVehiclesButNotBoats(); + CWeather::RenderRainStreaks(); +} + +void +RenderDebugShit(void) +{ + // CTheScripts::RenderTheScriptDebugLines() +} + +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) + 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, 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(); + + DebugMenuRender(); +} + +void +RenderMenus(void) +{ + if(FrontEndMenuManager.m_bMenuActive) + FrontEndMenuManager.DrawFrontEnd(); +} + +bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4; +bool &StillToFadeOut = *(bool*)0x95CD99; +uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC; +uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564; + +void +DoFade(void) +{ + if(CTimer::GetIsPaused()) + return; + + if(JustLoadedDontFadeInYet){ + JustLoadedDontFadeInYet = false; + TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds(); + } + + if(StillToFadeOut){ + if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){ + StillToFadeOut = false; + TheCamera.Fade(3.0f, FADE_IN); + TheCamera.ProcessFade(); + TheCamera.ProcessMusicFade(); + }else{ + TheCamera.SetFadeColour(0, 0, 0); + TheCamera.Fade(0.0f, FADE_OUT); + TheCamera.ProcessFade(); + } + } + + if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){ + CSprite2d *splash = LoadSplash(nil); + + CRGBA fadeColor; + CRect rect; + int fadeValue = CDraw::FadeValue; + float brightness = min(CMenuManager::m_PrefsBrightness, 256); + if(brightness <= 50) + brightness = 50; + if(FrontEndMenuManager.m_bMenuActive) + brightness = 256; + + if(TheCamera.m_FadeTargetIsSplashScreen) + fadeValue = 0; + + float fade = fadeValue + 256 - brightness; + if(fade == 0){ + fadeColor.r = 0; + fadeColor.g = 0; + fadeColor.b = 0; + fadeColor.a = 0; + }else{ + fadeColor.r = fadeValue * CDraw::FadeRed / fade; + fadeColor.g = fadeValue * CDraw::FadeGreen / fade; + fadeColor.b = fadeValue * CDraw::FadeBlue / fade; + int alpha = 255 - brightness*(256 - fadeValue)/256; + if(alpha < 0) + alpha = 0; + fadeColor.a = alpha; + } + + if(TheCamera.m_WideScreenOn){ + // what's this? + float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f; + rect.left = 0.0f; + rect.right = SCREEN_WIDTH; + rect.top = y - 8.0f; + rect.bottom = SCREEN_HEIGHT - y - 8.0f; + }else{ + rect.left = 0.0f; + rect.right = SCREEN_WIDTH; + rect.top = 0.0f; + rect.bottom = SCREEN_HEIGHT; + } + CSprite2d::DrawRect(rect, fadeColor); + + if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){ + fadeColor.r = 255; + fadeColor.g = 255; + fadeColor.b = 255; + fadeColor.a = CDraw::FadeValue; + splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), fadeColor, fadeColor, fadeColor, fadeColor); + } + } +} + +void +Render2dStuffAfterFade(void) +{ + CHud::DrawAfterFade(); + CFont::DrawFonts(); +} + +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 +LoadingScreen(const char *str1, const char *str2, const char *splashscreen) +{ + 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, SCREEN_WIDTH, SCREEN_HEIGHT), CRGBA(255, 255, 255, 255)); + + if(str1){ + NumberOfChunksLoaded += 1; + + float hpos = SCREEN_SCALE_X(40); + float length = SCREEN_WIDTH - SCREEN_SCALE_X(100); + float vpos = SCREEN_HEIGHT - SCREEN_SCALE_Y(13); + float height = SCREEN_SCALE_Y(7); + CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(40, 53, 68, 255)); + + length *= NumberOfChunksLoaded/TOTALNUMCHUNKS; + CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(81, 106, 137, 255)); + + // this is done by the game but is unused + CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2)); + CFont::SetPropOn(); + CFont::SetRightJustifyOn(); + CFont::SetFontStyle(FONT_HEADING); + +#ifdef CHATTYSPLASH + // my attempt + static wchar tmpstr[80]; + float scale = SCREEN_SCALE_Y(0.8f); + 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; +} + +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(); +} + +char* +GetLevelSplashScreen(int level) +{ + static char *splashScreens[4] = { + nil, + "splash1", + "splash2", + "splash3", + }; + + return splashScreens[level]; +} + +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; +} + +#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; + } + + 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; + } + + return TRUE; +} + +static RwBool +Initialise3D(void *param) +{ + if (RsRwInitialise(param)) + { + // + DebugMenuInit(); + DebugMenuPopulate(); + // + + return CGame::InitialiseRenderWare(); + } + + return (FALSE); +} + + +static void +Terminate3D(void) +{ + CGame::ShutdownRenderWare(); + + RsRwTerminate(); + + return; +} + +RsEventStatus +AppEventHandler(RsEvent event, void *param) +{ + switch( event ) + { + case rsINITIALISE: + { + CGame::InitialiseOnceBeforeRW(); + return RsInitialise() ? rsEVENTPROCESSED : rsEVENTERROR; + } + + case rsCAMERASIZE: + { + + CameraSize(Scene.camera, (RwRect *)param, + DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); + + return rsEVENTPROCESSED; + } + + case rsRWINITIALISE: + { + 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; + } + + default: + { + return rsEVENTNOTPROCESSED; + } + } +} + +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 + InjectHook(0x48E480, Idle, PATCH_JUMP); + InjectHook(0x48E700, FrontendIdle, PATCH_JUMP); + + InjectHook(0x48CF10, DoRWStuffStartOfFrame, PATCH_JUMP); + 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); + + InjectHook(0x48D550, LoadSplash, PATCH_JUMP); + InjectHook(0x48D670, DestroySplashScreen, PATCH_JUMP); + InjectHook(0x48D770, LoadingScreen, PATCH_JUMP); + InjectHook(0x48D760, ResetLoadingScreenBar, PATCH_JUMP); + + InjectHook(0x48D470, PluginAttach, PATCH_JUMP); + InjectHook(0x48D520, Initialise3D, PATCH_JUMP); + InjectHook(0x48D540, Terminate3D, PATCH_JUMP); + InjectHook(0x48E800, AppEventHandler, PATCH_JUMP); +ENDPATCHES |