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authorclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
committerclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
commit9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch)
treea84756b82513739a2672db3a1f0ec579db6d18ff /src/core/Game.cpp
downloadre3-miami.tar.gz
re3-miami.zip
Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation)HEADmiami
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt. Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/core/Game.cpp')
-rw-r--r--src/core/Game.cpp1334
1 files changed, 1334 insertions, 0 deletions
diff --git a/src/core/Game.cpp b/src/core/Game.cpp
new file mode 100644
index 0000000..43bd3d1
--- /dev/null
+++ b/src/core/Game.cpp
@@ -0,0 +1,1334 @@
+#include "common.h"
+#include "platform.h"
+
+#include "Game.h"
+#include "main.h"
+#include "RwHelper.h"
+#include "Accident.h"
+#include "Antennas.h"
+#include "Bridge.h"
+#include "CarCtrl.h"
+#include "CarGen.h"
+#include "CdStream.h"
+#include "Clock.h"
+#include "Clouds.h"
+#include "Collision.h"
+#include "Console.h"
+#include "Coronas.h"
+#include "Cranes.h"
+#include "Credits.h"
+#include "CutsceneMgr.h"
+#include "DMAudio.h"
+#include "Darkel.h"
+#include "Debug.h"
+#include "EventList.h"
+#include "FileLoader.h"
+#include "FileMgr.h"
+#include "Fire.h"
+#include "Fluff.h"
+#include "Font.h"
+#include "Frontend.h"
+#include "frontendoption.h"
+#include "GameLogic.h"
+#include "Garages.h"
+#include "GenericGameStorage.h"
+#include "Glass.h"
+#include "HandlingMgr.h"
+#include "Heli.h"
+#include "Hud.h"
+#include "IniFile.h"
+#include "Lights.h"
+#include "MBlur.h"
+#include "Messages.h"
+#include "MemoryCard.h"
+#include "MemoryHeap.h"
+#include "Pad.h"
+#include "Particle.h"
+#include "ParticleObject.h"
+#include "PedRoutes.h"
+#include "Phones.h"
+#include "Pickups.h"
+#include "Plane.h"
+#include "PlayerSkin.h"
+#include "Population.h"
+#include "Radar.h"
+#include "Record.h"
+#include "References.h"
+#include "Renderer.h"
+#include "Replay.h"
+#include "Restart.h"
+#include "RoadBlocks.h"
+#include "Rubbish.h"
+#include "SceneEdit.h"
+#include "Script.h"
+#include "Shadows.h"
+#include "Skidmarks.h"
+#include "SetPieces.h"
+#include "SpecialFX.h"
+#include "Stats.h"
+#include "Streaming.h"
+#include "SurfaceTable.h"
+#include "TempColModels.h"
+#include "Timecycle.h"
+#include "TrafficLights.h"
+#include "Train.h"
+#include "TxdStore.h"
+#include "User.h"
+#include "VisibilityPlugins.h"
+#include "WaterCannon.h"
+#include "WaterLevel.h"
+#include "Weapon.h"
+#include "WeaponEffects.h"
+#include "Weather.h"
+#include "World.h"
+#include "ZoneCull.h"
+#include "Zones.h"
+#include "Occlusion.h"
+#include "debugmenu.h"
+#include "Ropes.h"
+#include "WindModifiers.h"
+#include "WaterCreatures.h"
+#include "postfx.h"
+#include "custompipes.h"
+#include "screendroplets.h"
+#include "VarConsole.h"
+#ifdef USE_TEXTURE_POOL
+#include "TexturePools.h"
+#endif
+
+eLevelName CGame::currLevel;
+int32 CGame::currArea;
+bool CGame::bDemoMode = true;
+bool CGame::nastyGame = true;
+bool CGame::frenchGame;
+bool CGame::germanGame;
+bool CGame::noProstitutes;
+bool CGame::playingIntro;
+char CGame::aDatFile[32];
+#ifdef MORE_LANGUAGES
+bool CGame::russianGame = false;
+bool CGame::japaneseGame = false;
+#endif
+#ifndef MASTER
+CVector CGame::PlayerCoords;
+bool8 CGame::VarUpdatePlayerCoords;
+#endif
+
+int gameTxdSlot;
+
+#ifdef SECUROM
+uint8 gameProcessPirateCheck = 0;
+#endif
+
+bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
+void DoRWStuffEndOfFrame(void);
+#ifdef PS2_MENU
+void MessageScreen(char *msg)
+{
+ //TODO: stretch_screen
+
+ CRect rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
+ CRGBA color(255, 255, 255, 255);
+
+ DoRWStuffStartOfFrame(50, 50, 50, 0, 0, 0, 255);
+
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ DefinedState();
+
+ CSprite2d *splash = LoadSplash(NULL);
+ splash->Draw(rect, color, color, color, color);
+ splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_SCALE_X(620.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192));
+
+ CFont::SetFontStyle(FONT_BANK);
+ CFont::SetBackgroundOff();
+ CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f
+ CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
+ CFont::SetCentreOn();
+ CFont::SetCentreSize(SCREEN_SCALE_X(450.0f));
+ CFont::SetJustifyOff();
+ CFont::SetColor(CRGBA(255, 255, 255, 255));
+ CFont::SetDropColor(CRGBA(32, 32, 32, 255));
+ CFont::SetDropShadowPosition(3);
+ CFont::SetPropOn();
+ CFont::PrintString(SCREEN_SCALE_X(320.0f), SCREEN_SCALE_Y(130.0f), TheText.Get(msg));
+ CFont::DrawFonts();
+
+ DoRWStuffEndOfFrame();
+}
+#endif
+
+bool
+CGame::InitialiseOnceBeforeRW(void)
+{
+ CFileMgr::Initialise();
+ CdStreamInit(MAX_CDCHANNELS);
+ debug("size of matrix %d\n", sizeof(CMatrix));
+ debug("size of placeable %d\n", sizeof(CPlaceable));
+ debug("size of entity %d\n", sizeof(CEntity));
+ debug("size of building %d\n", sizeof(CBuilding));
+ debug("size of dummy %d\n", sizeof(CDummy));
+#ifdef EXTENDED_COLOURFILTER
+ CPostFX::InitOnce();
+#endif
+#ifdef CUSTOM_FRONTEND_OPTIONS
+ // Not needed here but may be needed in future
+ // if (numCustomFrontendOptions == 0 && numCustomFrontendScreens == 0)
+ CustomFrontendOptionsPopulate();
+#endif
+ return true;
+}
+
+#ifndef LIBRW
+#ifdef PS2_MATFX
+void ReplaceMatFxCallback();
+#endif // PS2_MATFX
+#ifdef PS2_ALPHA_TEST
+void ReplaceAtomicPipeCallback();
+#endif // PS2_ALPHA_TEST
+#endif // !LIBRW
+
+bool
+CGame::InitialiseRenderWare(void)
+{
+ ValidateVersion();
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsInitialise();
+#endif
+
+ CTxdStore::Initialise();
+ CVisibilityPlugins::Initialise();
+
+#ifdef GTA_PS2
+ RpSkySelectTrueTSClipper(TRUE);
+ RpSkySelectTrueTLClipper(TRUE);
+
+ // PS2ManagerApplyDirectionalLightingCB() uploads the GTA lights
+ // directly without going through RpWorld and all that
+ SetupPS2ManagerDefaultLightingCallback();
+ PreAllocateRwObjects();
+#endif
+
+ /* Create camera */
+ Scene.camera = CameraCreate(SCREEN_WIDTH, SCREEN_HEIGHT, TRUE);
+ ASSERT(Scene.camera != nil);
+ if (!Scene.camera)
+ {
+ return (false);
+ }
+
+ RwCameraSetFarClipPlane(Scene.camera, 2000.0f);
+ RwCameraSetNearClipPlane(Scene.camera, 0.9f);
+
+ CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
+
+ /* Create a world */
+ RwBBox bbox;
+
+ bbox.sup.x = bbox.sup.y = bbox.sup.z = 10000.0f;
+ bbox.inf.x = bbox.inf.y = bbox.inf.z = -10000.0f;
+
+ Scene.world = RpWorldCreate(&bbox);
+ ASSERT(Scene.world != nil);
+ if (!Scene.world)
+ {
+ CameraDestroy(Scene.camera);
+ Scene.camera = nil;
+ return (false);
+ }
+
+ /* Add the camera to the world */
+ RpWorldAddCamera(Scene.world, Scene.camera);
+ LightsCreate(Scene.world);
+
+ CreateDebugFont();
+
+#ifdef LIBRW
+#ifdef PS2_MATFX
+ rw::MatFX::modulateEnvMap = true;
+#else
+ rw::MatFX::modulateEnvMap = false;
+#endif
+#else
+#ifdef PS2_MATFX
+ ReplaceMatFxCallback();
+#endif // PS2_MATFX
+#ifdef PS2_ALPHA_TEST
+ ReplaceAtomicPipeCallback();
+#endif // PS2_ALPHA_TEST
+#endif // LIBRW
+
+ PUSH_MEMID(MEMID_TEXTURES);
+ CFont::Initialise();
+ CHud::Initialise();
+ CPlayerSkin::Initialise();
+ POP_MEMID();
+
+#ifdef EXTENDED_PIPELINES
+ CustomPipes::CustomPipeInit(); // need Scene.world for this
+#endif
+#ifdef SCREEN_DROPLETS
+ ScreenDroplets::InitDraw();
+#endif
+
+ return (true);
+}
+
+void CGame::ShutdownRenderWare(void)
+{
+#ifdef SCREEN_DROPLETS
+ ScreenDroplets::Shutdown();
+#endif
+#ifdef EXTENDED_PIPELINES
+ CustomPipes::CustomPipeShutdown();
+#endif
+
+ DestroySplashScreen();
+ CHud::Shutdown();
+ CFont::Shutdown();
+
+ for ( int32 i = 0; i < NUMPLAYERS; i++ )
+ CWorld::Players[i].DeletePlayerSkin();
+
+ CPlayerSkin::Shutdown();
+
+ DestroyDebugFont();
+
+ /* Destroy world */
+ LightsDestroy(Scene.world);
+ RpWorldRemoveCamera(Scene.world, Scene.camera);
+ RpWorldDestroy(Scene.world);
+
+ /* destroy camera */
+ CameraDestroy(Scene.camera);
+
+ Scene.world = nil;
+ Scene.camera = nil;
+
+ CVisibilityPlugins::Shutdown();
+
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsShutdown();
+#endif
+}
+
+bool CGame::InitialiseOnceAfterRW(void)
+{
+ TheText.Load();
+ CTimer::Initialise();
+ CTempColModels::Initialise();
+ mod_HandlingManager.Initialise();
+ CSurfaceTable::Initialise("DATA\\SURFACE.DAT");
+ CPedStats::Initialise();
+ CTimeCycle::Initialise();
+#ifdef GTA_PS2
+ LoadingScreen("Loading the Game", "Initialising audio", GetRandomSplashScreen());
+#endif
+ DMAudio.Initialise();
+
+#ifndef GTA_PS2
+ if ( DMAudio.GetNum3DProvidersAvailable() == 0 )
+ FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = NO_AUDIO_PROVIDER;
+
+ if ( FrontEndMenuManager.m_nPrefsAudio3DProviderIndex == AUDIO_PROVIDER_NOT_DETERMINED || FrontEndMenuManager.m_nPrefsAudio3DProviderIndex == -2 )
+ {
+ FrontEndMenuManager.m_PrefsSpeakers = 0;
+ FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = DMAudio.AutoDetect3DProviders();
+ }
+
+ DMAudio.SetCurrent3DProvider(FrontEndMenuManager.m_nPrefsAudio3DProviderIndex);
+ DMAudio.SetSpeakerConfig(FrontEndMenuManager.m_PrefsSpeakers);
+ DMAudio.SetDynamicAcousticModelingStatus(FrontEndMenuManager.m_PrefsDMA);
+ DMAudio.SetMusicMasterVolume(FrontEndMenuManager.m_PrefsMusicVolume);
+ DMAudio.SetEffectsMasterVolume(FrontEndMenuManager.m_PrefsSfxVolume);
+ DMAudio.SetEffectsFadeVol(127);
+ DMAudio.SetMusicFadeVol(127);
+#endif
+ return true;
+}
+
+void
+CGame::FinalShutdown(void)
+{
+ CTxdStore::Shutdown();
+ CPedStats::Shutdown();
+ CdStreamShutdown();
+}
+
+bool CGame::Initialise(const char* datFile)
+{
+ ResetLoadingScreenBar();
+ strcpy(aDatFile, datFile);
+
+#ifdef GTA_PS2
+ // TODO: upload VU0 collision code here
+#endif
+
+ CPools::Initialise();
+
+#ifndef GTA_PS2
+ CIniFile::LoadIniFile();
+#endif
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsUnknown(false);
+#endif
+ currLevel = LEVEL_BEACH;
+ currArea = AREA_MAIN_MAP;
+
+ PUSH_MEMID(MEMID_TEXTURES);
+ LoadingScreen("Loading the Game", "Loading generic textures", GetRandomSplashScreen());
+ gameTxdSlot = CTxdStore::AddTxdSlot("generic");
+ CTxdStore::Create(gameTxdSlot);
+ CTxdStore::AddRef(gameTxdSlot);
+
+#ifdef EXTENDED_PIPELINES
+ // for generic fallback
+ CustomPipes::SetTxdFindCallback();
+#endif
+
+ LoadingScreen("Loading the Game", "Loading particles", nil);
+ int particleTxdSlot = CTxdStore::AddTxdSlot("particle");
+ CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD");
+ CTxdStore::AddRef(particleTxdSlot);
+ CTxdStore::SetCurrentTxd(gameTxdSlot);
+ LoadingScreen("Loading the Game", "Setup game variables", nil);
+ POP_MEMID();
+
+#ifdef GTA_PS2
+ CDma::SyncChannel(0, true);
+#endif
+
+ CGameLogic::InitAtStartOfGame();
+ CReferences::Init();
+ TheCamera.Init();
+ TheCamera.SetRwCamera(Scene.camera);
+ CDebug::DebugInitTextBuffer();
+ ThePaths.Init();
+ ThePaths.AllocatePathFindInfoMem(4500);
+ CScriptPaths::Init();
+ CWeather::Init();
+ CCullZones::Init();
+ COcclusion::Init();
+ CCollision::Init();
+ CSetPieces::Init();
+ CTheZones::Init();
+ CUserDisplay::Init();
+ CMessages::Init();
+ CMessages::ClearAllMessagesDisplayedByGame();
+ CRecordDataForGame::Init();
+ CRestart::Initialise();
+
+ PUSH_MEMID(MEMID_WORLD);
+ CWorld::Initialise();
+ POP_MEMID();
+
+ PUSH_MEMID(MEMID_TEXTURES);
+ CParticle::Initialise();
+ POP_MEMID();
+
+ PUSH_MEMID(MEMID_ANIMATION);
+ CAnimManager::Initialise();
+ CCutsceneMgr::Initialise();
+ POP_MEMID();
+
+ PUSH_MEMID(MEMID_CARS);
+ CCarCtrl::Init();
+ POP_MEMID();
+
+ PUSH_MEMID(MEMID_DEF_MODELS);
+ InitModelIndices();
+ CModelInfo::Initialise();
+ CPickups::Init();
+ CTheCarGenerators::Init();
+
+ CdStreamAddImage("MODELS\\GTA3.IMG");
+
+ CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
+ CFileLoader::LoadLevel(datFile);
+
+ LoadingScreen("Loading the Game", "Add Particles", nil);
+ CWorld::AddParticles();
+ CVehicleModelInfo::LoadVehicleColours();
+ CVehicleModelInfo::LoadEnvironmentMaps();
+ CTheZones::PostZoneCreation();
+ POP_MEMID();
+
+ LoadingScreen("Loading the Game", "Setup paths", nil);
+ ThePaths.PreparePathData();
+ for (int i = 0; i < NUMPLAYERS; i++)
+ CWorld::Players[i].Clear();
+ CWorld::Players[0].LoadPlayerSkin();
+ TestModelIndices();
+
+ LoadingScreen("Loading the Game", "Setup water", nil);
+ CWaterLevel::Initialise("DATA\\WATER.DAT");
+ TheConsole.Init();
+ CDraw::SetFOV(120.0f);
+ CDraw::ms_fLODDistance = 500.0f;
+
+ LoadingScreen("Loading the Game", "Setup streaming", nil);
+ CStreaming::LoadInitialVehicles();
+ CStreaming::LoadInitialPeds();
+ CStreaming::RequestBigBuildings(LEVEL_GENERIC);
+ CStreaming::LoadAllRequestedModels(false);
+ CStreaming::RemoveIslandsNotUsed(currLevel);
+ printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d
+
+ LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen());
+ PUSH_MEMID(MEMID_ANIMATION);
+ CAnimManager::LoadAnimFiles();
+ POP_MEMID();
+
+ CStreaming::LoadInitialWeapons();
+ CStreaming::LoadAllRequestedModels(0);
+ CPed::Initialise();
+ CRouteNode::Initialise();
+ CEventList::Initialise();
+#ifdef SCREEN_DROPLETS
+ ScreenDroplets::Initialise();
+#endif
+ LoadingScreen("Loading the Game", "Find big buildings", nil);
+ CRenderer::Init();
+
+ LoadingScreen("Loading the Game", "Setup game variables", nil);
+ CRadar::Initialise();
+ CRadar::LoadTextures();
+ CWeapon::InitialiseWeapons();
+
+ LoadingScreen("Loading the Game", "Setup traffic lights", nil);
+ CTrafficLights::ScanForLightsOnMap();
+ CRoadBlocks::Init();
+
+ LoadingScreen("Loading the Game", "Setup game variables", nil);
+ CPopulation::Initialise();
+ CWorld::PlayerInFocus = 0;
+ CCoronas::Init();
+ CShadows::Init();
+ CWeaponEffects::Init();
+ CSkidmarks::Init();
+ CAntennas::Init();
+ CGlass::Init();
+ gPhoneInfo.Initialise();
+#ifdef GTA_SCENE_EDIT
+ CSceneEdit::Initialise();
+#endif
+
+ LoadingScreen("Loading the Game", "Load scripts", nil);
+ PUSH_MEMID(MEMID_SCRIPT);
+ CTheScripts::Init();
+ CGangs::Initialise();
+ POP_MEMID();
+
+ LoadingScreen("Loading the Game", "Setup game variables", nil);
+ CClock::Initialise(1000);
+ CHeli::InitHelis();
+ CCranes::InitCranes();
+ CMovingThings::Init();
+ CDarkel::Init();
+ CStats::Init();
+ CPacManPickups::Init();
+ CRubbish::Init();
+ CClouds::Init();
+ CSpecialFX::Init();
+ CRopes::Init();
+ CWaterCannons::Init();
+ CBridge::Init();
+ CGarages::Init();
+
+ LoadingScreen("Loading the Game", "Position dynamic objects", nil);
+ LoadingScreen("Loading the Game", "Initialise vehicle paths", nil);
+
+ CTrain::InitTrains();
+ CPlane::InitPlanes();
+ CCredits::Init();
+ CRecordDataForChase::Init();
+ CReplay::Init();
+
+ LoadingScreen("Loading the Game", "Start script", nil);
+#ifdef PS2_MENU
+ if ( !TheMemoryCard.m_bWantToLoad )
+#endif
+ {
+ CTheScripts::StartTestScript();
+ CTheScripts::Process();
+ TheCamera.Process();
+ }
+
+ LoadingScreen("Loading the Game", "Load scene", nil);
+ CCollision::ms_collisionInMemory = currLevel;
+ for (int i = 0; i < MAX_PADS; i++)
+ CPad::GetPad(i)->Clear(true);
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsUnknown(true);
+#endif
+
+#ifndef MASTER
+ PlayerCoords = FindPlayerCoors();
+ VarConsole.Add("X PLAYER COORD", &PlayerCoords.x, 10.0f, -10000.0f, 10000.0f, true);
+ VarConsole.Add("Y PLAYER COORD", &PlayerCoords.y, 10.0f, -10000.0f, 10000.0f, true);
+ VarConsole.Add("Z PLAYER COORD", &PlayerCoords.z, 10.0f, -10000.0f, 10000.0f, true);
+ VarConsole.Add("UPDATE PLAYER COORD", &VarUpdatePlayerCoords, true);
+#endif
+
+
+ DMAudio.SetStartingTrackPositions(true);
+ DMAudio.ChangeMusicMode(MUSICMODE_GAME);
+ return true;
+}
+
+bool CGame::ShutDown(void)
+{
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsUnknown(false);
+#endif
+ CReplay::FinishPlayback();
+ CReplay::EmptyReplayBuffer();
+ CPlane::Shutdown();
+ CTrain::Shutdown();
+ CScriptPaths::Shutdown();
+ CWaterCreatures::RemoveAll();
+ CSpecialFX::Shutdown();
+ CGarages::Shutdown();
+ CMovingThings::Shutdown();
+ gPhoneInfo.Shutdown();
+ CWeapon::ShutdownWeapons();
+ CPedType::Shutdown();
+
+ for (int32 i = 0; i < NUMPLAYERS; i++)
+ {
+ if ( CWorld::Players[i].m_pPed )
+ {
+ CWorld::Remove(CWorld::Players[i].m_pPed);
+ delete CWorld::Players[i].m_pPed;
+ CWorld::Players[i].m_pPed = nil;
+ }
+
+ CWorld::Players[i].Clear();
+ }
+
+ CRenderer::Shutdown();
+ CWorld::ShutDown();
+ DMAudio.DestroyAllGameCreatedEntities();
+ CModelInfo::ShutDown();
+ CAnimManager::Shutdown();
+ CCutsceneMgr::Shutdown();
+ CVehicleModelInfo::DeleteVehicleColourTextures();
+ CVehicleModelInfo::ShutdownEnvironmentMaps();
+ CRadar::Shutdown();
+ CStreaming::Shutdown();
+ CTxdStore::GameShutdown();
+ CCollision::Shutdown();
+ CWaterLevel::Shutdown();
+ CRubbish::Shutdown();
+ CClouds::Shutdown();
+ CShadows::Shutdown();
+ CCoronas::Shutdown();
+ CSkidmarks::Shutdown();
+ CWeaponEffects::Shutdown();
+ CParticle::Shutdown();
+ CPools::ShutDown();
+ CHud::ReInitialise();
+ CTxdStore::RemoveTxdSlot(gameTxdSlot);
+ CMBlur::MotionBlurClose();
+ CdStreamRemoveImages();
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsFinalShutdown();
+#endif
+ return true;
+}
+
+void CGame::ReInitGameObjectVariables(void)
+{
+ CGameLogic::InitAtStartOfGame();
+#ifdef PS2_MENU
+ if ( !TheMemoryCard.m_bWantToLoad )
+#endif
+ {
+ TheCamera.Init();
+ TheCamera.SetRwCamera(Scene.camera);
+ }
+ CDebug::DebugInitTextBuffer();
+ CWeather::Init();
+ CUserDisplay::Init();
+ CMessages::Init();
+ CRestart::Initialise();
+ CWorld::bDoingCarCollisions = false;
+ CHud::ReInitialise();
+ CRadar::Initialise();
+ CCarCtrl::ReInit();
+ CTimeCycle::Initialise();
+ CDraw::SetFOV(120.0f);
+ CDraw::ms_fLODDistance = 500.0f;
+ CStreaming::RequestBigBuildings(LEVEL_GENERIC);
+ CStreaming::RemoveIslandsNotUsed(LEVEL_BEACH);
+ CStreaming::RemoveIslandsNotUsed(LEVEL_MAINLAND);
+ CStreaming::LoadAllRequestedModels(false);
+ currArea = AREA_MAIN_MAP;
+ CPed::Initialise();
+ CEventList::Initialise();
+#ifdef SCREEN_DROPLETS
+ ScreenDroplets::Initialise();
+#endif
+ CWeapon::InitialiseWeapons();
+ CPopulation::Initialise();
+
+ for (int i = 0; i < NUMPLAYERS; i++)
+ CWorld::Players[i].Clear();
+
+ CWorld::PlayerInFocus = 0;
+ CAntennas::Init();
+ CGlass::Init();
+ gPhoneInfo.Initialise();
+
+ PUSH_MEMID(MEMID_SCRIPT);
+ CTheScripts::Init();
+ CGangs::Initialise();
+ POP_MEMID();
+
+ CTimer::Initialise();
+ CClock::Initialise(1000);
+ CTheCarGenerators::Init();
+ CHeli::InitHelis();
+ CMovingThings::Init();
+ CDarkel::Init();
+ CStats::Init();
+ CPickups::Init();
+ CPacManPickups::Init();
+ CGarages::Init();
+ CSpecialFX::Init();
+ CRopes::Init();
+ CWaterCannons::Init();
+ CScriptPaths::Init();
+ CParticle::ReloadConfig();
+
+#ifdef PS2_MENU
+ if ( !TheMemoryCard.m_bWantToLoad )
+#else
+ if ( !FrontEndMenuManager.m_bWantToLoad )
+#endif
+ {
+ CCranes::InitCranes();
+ CTheScripts::StartTestScript();
+ CTheScripts::Process();
+ TheCamera.Process();
+ CTrain::InitTrains();
+ CPlane::InitPlanes();
+ }
+
+ for (int32 i = 0; i < MAX_PADS; i++)
+ CPad::GetPad(i)->Clear(true);
+}
+
+void CGame::ReloadIPLs(void)
+{
+ // Empty and unused
+}
+
+void CGame::ShutDownForRestart(void)
+{
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsUnknown(false);
+#endif
+ CReplay::FinishPlayback();
+ CReplay::EmptyReplayBuffer();
+ DMAudio.DestroyAllGameCreatedEntities();
+ CMovingThings::Shutdown();
+
+ for (int i = 0; i < NUMPLAYERS; i++)
+ CWorld::Players[i].Clear();
+
+ CGarages::SetAllDoorsBackToOriginalHeight();
+ CTheScripts::UndoBuildingSwaps();
+ CTheScripts::UndoEntityInvisibilitySettings();
+ CWorld::ClearForRestart();
+ CGameLogic::ClearShortCut();
+ CTimer::Shutdown();
+ CStreaming::ReInit();
+ CRadar::RemoveRadarSections();
+ FrontEndMenuManager.UnloadTextures();
+ CParticleObject::RemoveAllExpireableParticleObjects();
+ CWaterCreatures::RemoveAll();
+ CSetPieces::Init();
+ CPedType::Shutdown();
+ CSpecialFX::Shutdown();
+}
+
+void CGame::InitialiseWhenRestarting(void)
+{
+ CRect rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
+ CRGBA color(255, 255, 255, 255);
+
+ CTimer::Initialise();
+ CSprite2d::SetRecipNearClip();
+
+ if (b_FoundRecentSavedGameWantToLoad || FrontEndMenuManager.m_bWantToLoad)
+ {
+ LoadSplash("splash1");
+#ifndef XBOX_MESSAGE_SCREEN
+ if (FrontEndMenuManager.m_bWantToLoad)
+ FrontEndMenuManager.MessageScreen("FELD_WR", true);
+#endif
+ }
+
+ b_FoundRecentSavedGameWantToLoad = false;
+
+ TheCamera.Init();
+
+ if ( FrontEndMenuManager.m_bWantToLoad == true )
+ {
+#ifdef XBOX_MESSAGE_SCREEN
+ FrontEndMenuManager.SetDialogTimer(1000);
+ DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 0);
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ FrontEndMenuManager.DrawOverlays();
+ DoRWStuffEndOfFrame();
+#endif
+ RestoreForStartLoad();
+ }
+
+ ReInitGameObjectVariables();
+
+ if ( FrontEndMenuManager.m_bWantToLoad == true )
+ {
+ FrontEndMenuManager.m_bWantToLoad = false;
+ InitRadioStationPositionList();
+ if ( GenericLoad() == true )
+ {
+ DMAudio.ResetTimers(CTimer::GetTimeInMilliseconds());
+ CTrain::InitTrains();
+ CPlane::InitPlanes();
+ }
+ else
+ {
+ for ( int32 i = 0; i < 50; i++ )
+ {
+ HandleExit();
+ FrontEndMenuManager.MessageScreen("FED_LFL", true); // Loading save game has failed. The game will restart now.
+ }
+
+ TheCamera.SetFadeColour(0, 0, 0);
+ ShutDownForRestart();
+ CTimer::Stop();
+ CTimer::Initialise();
+ FrontEndMenuManager.m_bWantToLoad = false;
+ ReInitGameObjectVariables();
+ currLevel = LEVEL_GENERIC;
+ CCollision::SortOutCollisionAfterLoad();
+ }
+#ifdef XBOX_MESSAGE_SCREEN
+ FrontEndMenuManager.ProcessDialogTimer();
+#endif
+ }
+
+ CTimer::Update();
+
+ DMAudio.ChangeMusicMode(MUSICMODE_GAME);
+#ifdef USE_TEXTURE_POOL
+ _TexturePoolsUnknown(true);
+#endif
+}
+
+void CGame::Process(void)
+{
+ CPad::UpdatePads();
+#ifdef USE_CUSTOM_ALLOCATOR
+ ProcessTidyUpMemory();
+#endif
+#ifdef DEBUGMENU
+ DebugMenuProcess();
+#endif
+ CCutsceneMgr::Update();
+
+ if (!CCutsceneMgr::IsCutsceneProcessing() && !CTimer::GetIsCodePaused())
+ FrontEndMenuManager.Process();
+
+ CTheZones::Update();
+#ifdef SECUROM
+ if (CTimer::GetTimeInMilliseconds() >= (35 * 60 * 1000) && gameProcessPirateCheck == 0){
+ // if game not pirated
+ // gameProcessPirateCheck = 1;
+ // else
+ gameProcessPirateCheck = 2;
+ }
+#endif
+ uint32 startTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond();
+ CStreaming::Update();
+ uint32 processTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond() - startTime;
+ CWindModifiers::Number = 0;
+ if (!CTimer::GetIsPaused())
+ {
+#ifndef MASTER
+ if (VarUpdatePlayerCoords) {
+ FindPlayerPed()->Teleport(PlayerCoords);
+ VarUpdatePlayerCoords = false;
+ }
+#endif
+ CSprite2d::SetRecipNearClip();
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ CRecordDataForGame::SaveOrRetrieveDataForThisFrame();
+ CRecordDataForChase::SaveOrRetrieveDataForThisFrame();
+ CPad::DoCheats();
+ CClock::Update();
+ CWeather::Update();
+
+ PUSH_MEMID(MEMID_SCRIPT);
+ CTheScripts::Process();
+ POP_MEMID();
+
+ CCollision::Update();
+ CScriptPaths::Update();
+ CTrain::UpdateTrains();
+ CPlane::UpdatePlanes();
+ CHeli::UpdateHelis();
+ CDarkel::Update();
+ CSkidmarks::Update();
+ CAntennas::Update();
+ CGlass::Update();
+#ifdef GTA_SCENE_EDIT
+ CSceneEdit::Update();
+#endif
+ CSetPieces::Update();
+ CEventList::Update();
+ CParticle::Update();
+ gFireManager.Update();
+ if (processTime >= 2) {
+ CPopulation::Update(false);
+ } else {
+ uint32 startTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond();
+ CPopulation::Update(true);
+ processTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond() - startTime;
+ }
+ CWeapon::UpdateWeapons();
+ if (!CCutsceneMgr::IsRunning())
+ CTheCarGenerators::Process();
+ if (!CReplay::IsPlayingBack())
+ CCranes::UpdateCranes();
+ CClouds::Update();
+ CMovingThings::Update();
+ CWaterCannons::Update();
+ CUserDisplay::Process();
+ CReplay::Update();
+
+ PUSH_MEMID(MEMID_WORLD);
+ CWorld::Process();
+ POP_MEMID();
+
+ gAccidentManager.Update();
+ CPacManPickups::Update();
+ CPickups::Update();
+ CGarages::Update();
+ CRubbish::Update();
+ CSpecialFX::Update();
+ CRopes::Update();
+ CTimeCycle::Update();
+ if (CReplay::ShouldStandardCameraBeProcessed())
+ TheCamera.Process();
+ CCullZones::Update();
+ if (!CReplay::IsPlayingBack())
+ CGameLogic::Update();
+ CBridge::Update();
+ CCoronas::DoSunAndMoon();
+ CCoronas::Update();
+ CShadows::UpdateStaticShadows();
+ CShadows::UpdatePermanentShadows();
+ gPhoneInfo.Update();
+ if (!CReplay::IsPlayingBack())
+ {
+ PUSH_MEMID(MEMID_CARS);
+ if (processTime < 2)
+ CCarCtrl::GenerateRandomCars();
+ CRoadBlocks::GenerateRoadBlocks();
+ CCarCtrl::RemoveDistantCars();
+ CCarCtrl::RemoveCarsIfThePoolGetsFull();
+ POP_MEMID();
+ }
+ }
+#ifdef GTA_PS2
+ CMemCheck::DoTest();
+#endif
+}
+
+#ifdef USE_CUSTOM_ALLOCATOR
+
+// TODO(MIAMI)
+
+int32 gNumMemMoved;
+
+bool
+MoveMem(void** ptr)
+{
+ if (*ptr) {
+ gNumMemMoved++;
+ void* newPtr = gMainHeap.MoveMemory(*ptr);
+ if (*ptr != newPtr) {
+ *ptr = newPtr;
+ return true;
+ }
+ }
+ return false;
+}
+
+// Some convenience structs
+struct SkyDataPrefix
+{
+ uint32 pktSize1;
+ uint32 data; // pointer to data as read from TXD
+ uint32 pktSize2;
+ uint32 unused;
+};
+
+struct DMAGIFUpload
+{
+ uint32 tag1_qwc, tag1_addr; // dmaref
+ uint32 nop1, vif_direct1;
+
+ uint32 giftag[4];
+ uint32 gs_bitbltbuf[4];
+
+ uint32 tag2_qwc, tag2_addr; // dmaref
+ uint32 nop2, vif_direct2;
+};
+
+// This is very scary. it depends on the exact memory layout of the DMA chains and whatnot
+RwTexture*
+MoveTextureMemoryCB(RwTexture* texture, void* pData)
+{
+#ifdef GTA_PS2
+ bool* pRet = (bool*)pData;
+ RwRaster* raster = RwTextureGetRaster(texture);
+ _SkyRasterExt* rasterExt = RASTEREXTFROMRASTER(raster);
+ if (raster->originalPixels == nil || // the raw data
+ raster->cpPixels == raster->originalPixels || // old format, can't handle it
+ rasterExt->dmaRefCount != 0 && rasterExt->dmaClrCount != 0)
+ return texture;
+
+ // this is the allocated pointer we will move
+ SkyDataPrefix* prefix = (SkyDataPrefix*)raster->originalPixels;
+ DMAGIFUpload* uploads = (DMAGIFUpload*)(prefix + 1);
+
+ // We have 4qw for each upload,
+ // i.e. for each buffer width of mip levels,
+ // and the palette if there is one.
+ // NB: this code does NOT support mipmaps!
+ // so we assume two uploads (pixels and palette)
+ //
+ // each upload looks like this:
+ // (DMAcnt; NOP; VIF DIRECT(2))
+ // giftag (1, A+D)
+ // GS_BITBLTBUF
+ // (DMAref->pixel data; NOP; VIF DIRECT(5))
+ // the DMArefs are what we have to adjust
+ uintptr dataDiff, upload1Diff, upload2Diff, pixelDiff, paletteDiff;
+ dataDiff = prefix->data - (uintptr)raster->originalPixels;
+ upload1Diff = uploads[0].tag2_addr - (uintptr)raster->originalPixels;
+ if (raster->palette)
+ upload2Diff = uploads[1].tag2_addr - (uintptr)raster->originalPixels;
+ pixelDiff = (uintptr)raster->cpPixels - (uintptr)raster->originalPixels;
+ if (raster->palette)
+ paletteDiff = (uintptr)raster->palette - (uintptr)raster->originalPixels;
+ uint8* newptr = (uint8*)gMainHeap.MoveMemory(raster->originalPixels);
+ if (newptr != raster->originalPixels) {
+ // adjust everything
+ prefix->data = (uintptr)newptr + dataDiff;
+ uploads[0].tag2_addr = (uintptr)newptr + upload1Diff;
+ if (raster->palette)
+ uploads[1].tag2_addr = (uintptr)newptr + upload2Diff;
+ raster->originalPixels = newptr;
+ raster->cpPixels = newptr + pixelDiff;
+ if (raster->palette)
+ raster->palette = newptr + paletteDiff;
+
+ if (pRet) {
+ *pRet = true;
+ return nil;
+ }
+ }
+#else
+ // nothing to do here really, everything should be in videomemory
+#endif
+ return texture;
+}
+
+bool
+MoveAtomicMemory(RpAtomic* atomic, bool onlyOne)
+{
+ RpGeometry* geo = RpAtomicGetGeometry(atomic);
+
+#if THIS_IS_COMPATIBLE_WITH_GTA3_RW31
+ if (MoveMem((void**)&geo->triangles) && onlyOne)
+ return true;
+ if (MoveMem((void**)&geo->matList.materials) && onlyOne)
+ return true;
+ if (MoveMem((void**)&geo->preLitLum) && onlyOne)
+ return true;
+ if (MoveMem((void**)&geo->texCoords[0]) && onlyOne)
+ return true;
+ if (MoveMem((void**)&geo->texCoords[1]) && onlyOne)
+ return true;
+
+ // verts and normals of morph target are allocated together
+ int vertDiff;
+ if (geo->morphTarget->normals)
+ vertDiff = geo->morphTarget->normals - geo->morphTarget->verts;
+ if (MoveMem((void**)&geo->morphTarget->verts)) {
+ if (geo->morphTarget->normals)
+ geo->morphTarget->normals = geo->morphTarget->verts + vertDiff;
+ if (onlyOne)
+ return true;
+ }
+
+ RpMeshHeader* oldmesh = geo->mesh;
+ if (MoveMem((void**)&geo->mesh)) {
+ // index pointers are allocated together with meshes,
+ // have to relocate those too
+ RpMesh* mesh = (RpMesh*)(geo->mesh + 1);
+ uintptr reloc = (uintptr)geo->mesh - (uintptr)oldmesh;
+ for (int i = 0; i < geo->mesh->numMeshes; i++)
+ mesh[i].indices = (RxVertexIndex*)((uintptr)mesh[i].indices + reloc);
+ if (onlyOne)
+ return true;
+ }
+#else
+ // we could do something in librw here
+#endif
+ return false;
+}
+
+bool
+MoveColModelMemory(CColModel& colModel, bool onlyOne)
+{
+#if GTA_VERSION >= GTA3_PS2_160
+ // hm...should probably only do this if ownsCollisionVolumes
+ // but it doesn't exist on PS2...
+ if (!colModel.ownsCollisionVolumes)
+ return false;
+#endif
+
+ if (MoveMem((void**)&colModel.spheres) && onlyOne)
+ return true;
+ if (MoveMem((void**)&colModel.lines) && onlyOne)
+ return true;
+ if (MoveMem((void**)&colModel.boxes) && onlyOne)
+ return true;
+ if (MoveMem((void**)&colModel.vertices) && onlyOne)
+ return true;
+ if (MoveMem((void**)&colModel.triangles) && onlyOne)
+ return true;
+ if (MoveMem((void**)&colModel.trianglePlanes) && onlyOne)
+ return true;
+ return false;
+}
+
+RpAtomic*
+MoveAtomicMemoryCB(RpAtomic* atomic, void* pData)
+{
+ bool* pRet = (bool*)pData;
+ if (pRet == nil)
+ MoveAtomicMemory(atomic, false);
+ else if (MoveAtomicMemory(atomic, true)) {
+ *pRet = true;
+ return nil;
+ }
+ return atomic;
+}
+
+bool
+TidyUpModelInfo(CBaseModelInfo* modelInfo, bool onlyone)
+{
+ if (modelInfo->GetColModel() && modelInfo->DoesOwnColModel())
+ if (MoveColModelMemory(*modelInfo->GetColModel(), onlyone))
+ return true;
+
+ RwObject* rwobj = modelInfo->GetRwObject();
+ if (RwObjectGetType(rwobj) == rpATOMIC)
+ if (MoveAtomicMemory((RpAtomic*)rwobj, onlyone))
+ return true;
+ if (RwObjectGetType(rwobj) == rpCLUMP) {
+ bool ret = false;
+ if (onlyone)
+ RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, &ret);
+ else
+ RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, nil);
+ if (ret)
+ return true;
+ }
+
+ if (modelInfo->GetModelType() == MITYPE_PED && ((CPedModelInfo*)modelInfo)->m_hitColModel)
+ if (MoveColModelMemory(*((CPedModelInfo*)modelInfo)->m_hitColModel, onlyone))
+ return true;
+
+ return false;
+}
+#endif
+
+
+void CGame::DrasticTidyUpMemory(bool flushDraw)
+{
+#ifdef USE_CUSTOM_ALLOCATOR
+ bool removedCol = false;
+
+ TidyUpMemory(true, flushDraw);
+
+ if (gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro) {
+ CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
+ CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
+ CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
+ TidyUpMemory(true, flushDraw);
+ }
+
+ if (gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro) {
+ CModelInfo::RemoveColModelsFromOtherLevels(LEVEL_GENERIC);
+ TidyUpMemory(true, flushDraw);
+ removedCol = true;
+ }
+
+ if (gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro) {
+ CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
+ CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
+ CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN);
+ TidyUpMemory(true, flushDraw);
+ }
+
+ if (removedCol) {
+ // different on PS2
+ CFileLoader::LoadCollisionFromDatFile(CCollision::ms_collisionInMemory);
+ }
+
+ if (!playingIntro)
+ CStreaming::RequestBigBuildings(currLevel);
+
+ CStreaming::LoadAllRequestedModels(true);
+#endif
+}
+
+void CGame::TidyUpMemory(bool moveTextures, bool flushDraw)
+{
+#ifdef USE_CUSTOM_ALLOCATOR
+ printf("Largest free block before tidy %d\n", gMainHeap.GetLargestFreeBlock());
+
+ if (moveTextures) {
+ if (flushDraw) {
+#ifdef GTA_PS2
+ for (int i = 0; i < sweMaxFlips + 1; i++) {
+#else
+ for (int i = 0; i < 5; i++) { // probably more than needed
+#endif
+ RwCameraBeginUpdate(Scene.camera);
+ RwCameraEndUpdate(Scene.camera);
+ RwCameraShowRaster(Scene.camera, nil, 0);
+ }
+ }
+ int fontSlot = CTxdStore::FindTxdSlot("fonts");
+
+ for (int i = 0; i < TXDSTORESIZE; i++) {
+ if (i == fontSlot ||
+ CTxdStore::GetSlot(i) == nil)
+ continue;
+ RwTexDictionary* txd = CTxdStore::GetSlot(i)->texDict;
+ if (txd)
+ RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, nil);
+ }
+ }
+
+ // animations
+ for (int i = 0; i < NUMANIMATIONS; i++) {
+ CAnimBlendHierarchy* anim = CAnimManager::GetAnimation(i);
+ if (anim == nil)
+ continue; // cannot happen
+ anim->MoveMemory();
+ }
+
+ // model info
+ for (int i = 0; i < MODELINFOSIZE; i++) {
+ CBaseModelInfo* mi = CModelInfo::GetModelInfo(i);
+ if (mi == nil)
+ continue;
+ TidyUpModelInfo(mi, false);
+ }
+
+ printf("Largest free block after tidy %d\n", gMainHeap.GetLargestFreeBlock());
+#endif
+ }
+
+void CGame::ProcessTidyUpMemory(void)
+{
+#ifdef USE_CUSTOM_ALLOCATOR
+ static int32 modelIndex = 0;
+ static int32 animIndex = 0;
+ static int32 txdIndex = 0;
+ bool txdReturn = false;
+ RwTexDictionary* txd = nil;
+ gNumMemMoved = 0;
+
+ // model infos
+ for (int numCleanedUp = 0; numCleanedUp < 10; numCleanedUp++) {
+ CBaseModelInfo* mi;
+ do {
+ mi = CModelInfo::GetModelInfo(modelIndex);
+ modelIndex++;
+ if (modelIndex >= MODELINFOSIZE)
+ modelIndex = 0;
+ } while (mi == nil);
+
+ if (TidyUpModelInfo(mi, true))
+ return;
+ }
+
+ // tex dicts
+ for (int numCleanedUp = 0; numCleanedUp < 3; numCleanedUp++) {
+ if (gNumMemMoved > 80)
+ break;
+
+ do {
+#ifdef FIX_BUGS
+ txd = nil;
+#endif
+ if (CTxdStore::GetSlot(txdIndex))
+ txd = CTxdStore::GetSlot(txdIndex)->texDict;
+ txdIndex++;
+ if (txdIndex >= TXDSTORESIZE)
+ txdIndex = 0;
+ } while (txd == nil);
+
+ RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, &txdReturn);
+ if (txdReturn)
+ return;
+ }
+
+ // animations
+ CAnimBlendHierarchy* anim;
+ do {
+ anim = CAnimManager::GetAnimation(animIndex);
+ animIndex++;
+ if (animIndex >= NUMANIMATIONS)
+ animIndex = 0;
+ } while (anim == nil); // always != nil
+ anim->MoveMemory(true);
+#endif
+}
+
+void
+CGame::InitAfterFocusLoss()
+{
+ FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = FrontEndMenuManager.m_lastWorking3DAudioProvider;
+ DMAudio.SetCurrent3DProvider(FrontEndMenuManager.m_lastWorking3DAudioProvider);
+
+ if (!FrontEndMenuManager.m_bGameNotLoaded && !FrontEndMenuManager.m_bMenuActive)
+ FrontEndMenuManager.m_bStartUpFrontEndRequested = true;
+}
+
+bool
+CGame::CanSeeWaterFromCurrArea(void)
+{
+ return currArea == AREA_MAIN_MAP || currArea == AREA_MANSION
+ || currArea == AREA_HOTEL;
+}
+
+bool
+CGame::CanSeeOutSideFromCurrArea(void)
+{
+ return currArea == AREA_MAIN_MAP || currArea == AREA_MALL ||
+ currArea == AREA_MANSION || currArea == AREA_HOTEL;
+}