diff options
| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/core/Game.cpp | |
| download | re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.zip | |
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.cpp | 1334 |
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; +} |
