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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/main.cpp
downloadre3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.tar.gz
re3-9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686.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/main.cpp')
-rw-r--r--src/core/main.cpp2429
1 files changed, 2429 insertions, 0 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp
new file mode 100644
index 0000000..a38fe72
--- /dev/null
+++ b/src/core/main.cpp
@@ -0,0 +1,2429 @@
+#include "common.h"
+#include <time.h>
+#include "rpmatfx.h"
+#include "rphanim.h"
+#include "rpskin.h"
+#include "rtbmp.h"
+#include "rtpng.h"
+#ifdef ANISOTROPIC_FILTERING
+#include "rpanisot.h"
+#endif
+
+#include "main.h"
+#include "CdStream.h"
+#include "General.h"
+#include "RwHelper.h"
+#include "Clouds.h"
+#include "Draw.h"
+#include "Sprite2d.h"
+#include "Renderer.h"
+#include "Coronas.h"
+#include "WaterLevel.h"
+#include "Weather.h"
+#include "Glass.h"
+#include "WaterCannon.h"
+#include "SpecialFX.h"
+#include "Shadows.h"
+#include "Skidmarks.h"
+#include "Antennas.h"
+#include "Rubbish.h"
+#include "Particle.h"
+#include "Pickups.h"
+#include "WeaponEffects.h"
+#include "PointLights.h"
+#include "Fluff.h"
+#include "Replay.h"
+#include "Camera.h"
+#include "World.h"
+#include "Ped.h"
+#include "Font.h"
+#include "Pad.h"
+#include "Hud.h"
+#include "User.h"
+#include "Messages.h"
+#include "Darkel.h"
+#include "Garages.h"
+#include "MusicManager.h"
+#include "VisibilityPlugins.h"
+#include "NodeName.h"
+#include "DMAudio.h"
+#include "CutsceneMgr.h"
+#include "Lights.h"
+#include "Credits.h"
+#include "ZoneCull.h"
+#include "Timecycle.h"
+#include "TxdStore.h"
+#include "FileMgr.h"
+#include "Text.h"
+#include "RpAnimBlend.h"
+#include "Frontend.h"
+#include "AnimViewer.h"
+#include "Script.h"
+#include "PathFind.h"
+#include "Debug.h"
+#include "Console.h"
+#include "timebars.h"
+#include "GenericGameStorage.h"
+#include "MemoryCard.h"
+#include "MemoryHeap.h"
+#include "SceneEdit.h"
+#include "debugmenu.h"
+#include "Clock.h"
+#include "Occlusion.h"
+#include "Ropes.h"
+#include "postfx.h"
+#include "custompipes.h"
+#include "screendroplets.h"
+#include "VarConsole.h"
+#ifdef USE_OUR_VERSIONING
+#include "GitSHA1.h"
+#endif
+
+GlobalScene Scene;
+
+uint8 work_buff[55000];
+char gString[256];
+char gString2[512];
+wchar gUString[256];
+wchar gUString2[256];
+
+float FramesPerSecond = 30.0f;
+
+bool gbPrintShite = false;
+bool gbModelViewer;
+#ifdef TIMEBARS
+bool gbShowTimebars;
+#endif
+#ifdef DRAW_GAME_VERSION_TEXT
+bool gbDrawVersionText; // Our addition, we think it was always enabled on !MASTER builds
+#endif
+#ifdef NO_MOVIES
+bool gbNoMovies;
+#endif
+
+volatile int32 frameCount;
+
+RwRGBA gColourTop;
+
+bool gameAlreadyInitialised;
+
+float NumberOfChunksLoaded;
+#define TOTALNUMCHUNKS 95.0f
+
+bool g_SlowMode = false;
+char version_name[64];
+
+
+void GameInit(void);
+void SystemInit(void);
+void TheGame(void);
+
+#ifdef DEBUGMENU
+void DebugMenuPopulate(void);
+#endif
+
+#ifndef FINAL
+bool gbPrintMemoryUsage;
+#endif
+
+#ifdef GTA_PS2
+#define WANT_TO_LOAD TheMemoryCard.m_bWantToLoad
+#define FOUND_GAME_TO_LOAD TheMemoryCard.b_FoundRecentSavedGameWantToLoad
+#else
+#define WANT_TO_LOAD FrontEndMenuManager.m_bWantToLoad
+#define FOUND_GAME_TO_LOAD b_FoundRecentSavedGameWantToLoad
+#endif
+
+#ifdef NEW_RENDERER
+bool gbNewRenderer;
+#endif
+#ifdef FIX_BUGS
+// need to clear stencil for mblur fx. no idea why it works in the original game
+// also for clearing out water rects in new renderer
+#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
+#else
+#define CLEARMODE (rwCAMERACLEARZ)
+#endif
+
+bool bDisplayNumOfAtomicsRendered = false;
+bool bDisplayPosn = false;
+
+#ifdef __MWERKS__
+void
+debug(char *fmt, ...)
+{
+#ifndef MASTER
+ // TODO put something here
+#endif
+}
+
+void
+Error(char *fmt, ...)
+{
+#ifndef MASTER
+ // TODO put something here
+#endif
+}
+#endif
+
+void
+ValidateVersion()
+{
+ int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb");
+ char buff[128];
+
+ if ( file != -1 )
+ {
+ CFileMgr::Seek(file, 100, SEEK_SET);
+
+ for ( int i = 0; i < 128; i++ )
+ {
+ CFileMgr::Read(file, &buff[i], sizeof(char));
+ buff[i] -= 23;
+ if ( buff[i] == '\0' )
+ break;
+ CFileMgr::Seek(file, 99, SEEK_CUR);
+ }
+
+ if ( !strncmp(buff, "grandtheftauto3", 15) )
+ {
+ strncpy(version_name, &buff[15], 64);
+ CFileMgr::CloseFile(file);
+ return;
+ }
+ }
+
+ LoadingScreen("Invalid version", NULL, NULL);
+
+ while(true)
+ {
+ ;
+ }
+}
+
+bool
+DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
+{
+ CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha);
+ CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha);
+
+ CDraw::CalculateAspectRatio();
+ CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
+
+ if(!RsCameraBeginUpdate(Scene.camera))
+ return false;
+
+ CSprite2d::InitPerFrame();
+
+ if(Alpha != 0)
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor);
+
+ return true;
+}
+
+bool
+DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
+{
+ CDraw::CalculateAspectRatio();
+ CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
+
+ if(!RsCameraBeginUpdate(Scene.camera))
+ return false;
+
+ TheCamera.m_viewMatrix.Update();
+ CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha);
+
+ return true;
+}
+
+// This is certainly a very useful function
+void
+DoRWRenderHorizon(void)
+{
+ CClouds::RenderHorizon();
+}
+
+void
+DoFade(void)
+{
+ if(CTimer::GetIsPaused())
+ return;
+
+#ifdef PS2_MENU
+ if(TheMemoryCard.JustLoadedDontFadeInYet){
+ TheMemoryCard.JustLoadedDontFadeInYet = false;
+ TheMemoryCard.TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
+ }
+#else
+ if(JustLoadedDontFadeInYet){
+ JustLoadedDontFadeInYet = false;
+ TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
+ }
+#endif
+
+#ifdef PS2_MENU
+ if(TheMemoryCard.StillToFadeOut){
+ if(CTimer::GetTimeInMilliseconds() - TheMemoryCard.TimeStartedCountingForFade > TheMemoryCard.TimeToStayFadedBeforeFadeOut){
+ TheMemoryCard.StillToFadeOut = false;
+#else
+ if(StillToFadeOut){
+ if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
+ StillToFadeOut = false;
+#endif
+ TheCamera.Fade(3.0f, FADE_IN);
+ TheCamera.ProcessFade();
+ TheCamera.ProcessMusicFade();
+ }else{
+ TheCamera.SetFadeColour(0, 0, 0);
+ TheCamera.Fade(0.0f, FADE_OUT);
+ TheCamera.ProcessFade();
+ }
+ }
+
+ if(CDraw::FadeValue != 0 || FrontEndMenuManager.m_PrefsBrightness < 256){
+ CSprite2d *splash = LoadSplash(nil);
+
+ CRGBA fadeColor;
+ CRect rect;
+ int fadeValue = CDraw::FadeValue;
+ float brightness = Min(FrontEndMenuManager.m_PrefsBrightness, 256);
+ if(brightness <= 50)
+ brightness = 50;
+ if(FrontEndMenuManager.m_bMenuActive)
+ brightness = 256;
+
+ if(TheCamera.m_FadeTargetIsSplashScreen)
+ fadeValue = 0;
+
+ float fade = fadeValue + 256 - brightness;
+ if(fade == 0){
+ fadeColor.r = 0;
+ fadeColor.g = 0;
+ fadeColor.b = 0;
+ fadeColor.a = 0;
+ }else{
+ fadeColor.r = fadeValue * CDraw::FadeRed / fade;
+ fadeColor.g = fadeValue * CDraw::FadeGreen / fade;
+ fadeColor.b = fadeValue * CDraw::FadeBlue / fade;
+ int alpha = 255 - brightness*(256 - fadeValue)/256;
+ if(alpha < 0)
+ alpha = 0;
+ fadeColor.a = alpha;
+ }
+
+ TheCamera.GetScreenRect(rect);
+ CSprite2d::DrawRect(rect, fadeColor);
+
+ if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
+ 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);
+ }
+ }
+}
+
+bool
+RwGrabScreen(RwCamera *camera, RwChar *filename)
+{
+ char temp[255];
+ RwImage *pImage = RsGrabScreen(camera);
+ bool result = true;
+
+ if (pImage == nil)
+ return false;
+
+ strcpy(temp, CFileMgr::GetRootDirName());
+ strcat(temp, filename);
+
+#ifndef LIBRW
+ if (RtBMPImageWrite(pImage, &temp[0]) == nil)
+#else
+ if (RtPNGImageWrite(pImage, &temp[0]) == nil)
+#endif
+ result = false;
+ RwImageDestroy(pImage);
+ return result;
+}
+
+#define TILE_WIDTH 576
+#define TILE_HEIGHT 432
+
+void
+DoRWStuffEndOfFrame(void)
+{
+ CDebug::DisplayScreenStrings(); // custom
+ CDebug::DebugDisplayTextBuffer();
+ FlushObrsPrintfs();
+ RwCameraEndUpdate(Scene.camera);
+ RsCameraShowRaster(Scene.camera);
+#ifndef MASTER
+ char s[48];
+#ifdef THIS_IS_STUPID
+ if (CPad::GetPad(1)->GetLeftShockJustDown()) {
+ // try using both controllers for this thing... crazy bastards
+ if (CPad::GetPad(0)->GetRightStickY() > 0) {
+ sprintf(s, "screen%d%d.ras", CClock::ms_nGameClockHours, CClock::ms_nGameClockMinutes);
+ // TODO
+ //RtTileRender(Scene.camera, TILE_WIDTH * 2, TILE_HEIGHT * 2, TILE_WIDTH, TILE_HEIGHT, &NewTileRendererCB, nil, s);
+ } else {
+ sprintf(s, "screen%d%d.bmp", CClock::ms_nGameClockHours, CClock::ms_nGameClockMinutes);
+ RwGrabScreen(Scene.camera, s);
+ }
+ }
+#else
+ if (CPad::GetPad(1)->GetLeftShockJustDown() || CPad::GetPad(0)->GetFJustDown(11)) {
+ sprintf(s, "screen_%11lld.png", time(nil));
+ RwGrabScreen(Scene.camera, s);
+ }
+#endif
+#endif // !MASTER
+}
+
+static RwBool
+PluginAttach(void)
+{
+ if( !RpWorldPluginAttach() )
+ {
+ printf("Couldn't attach world plugin\n");
+
+ return FALSE;
+ }
+
+ if( !RpSkinPluginAttach() )
+ {
+ printf("Couldn't attach RpSkin plugin\n");
+
+ return FALSE;
+ }
+#ifndef LIBRW
+ if (!RtAnimInitialize())
+ {
+ return FALSE;
+ }
+#endif
+ if( !RpHAnimPluginAttach() )
+ {
+ printf("Couldn't attach RpHAnim plugin\n");
+
+ return FALSE;
+ }
+
+ if( !NodeNamePluginAttach() )
+ {
+ printf("Couldn't attach node name plugin\n");
+
+ return FALSE;
+ }
+
+ if( !CVisibilityPlugins::PluginAttach() )
+ {
+ printf("Couldn't attach visibility plugins\n");
+
+ return FALSE;
+ }
+
+ if( !RpAnimBlendPluginAttach() )
+ {
+ printf("Couldn't attach RpAnimBlend plugin\n");
+
+ return FALSE;
+ }
+
+ if( !RpMatFXPluginAttach() )
+ {
+ printf("Couldn't attach RpMatFX plugin\n");
+
+ return FALSE;
+ }
+#ifdef ANISOTROPIC_FILTERING
+ RpAnisotPluginAttach();
+#endif
+#ifdef EXTENDED_PIPELINES
+ CustomPipes::CustomPipeRegister();
+#endif
+
+ return TRUE;
+}
+
+#ifdef GTA_PS2
+#define NUM_PREALLOC_ATOMICS 1800
+#define NUM_PREALLOC_CLUMPS 80
+#define NUM_PREALLOC_FRAMES 2600
+#define NUM_PREALLOC_GEOMETRIES 850
+#define NUM_PREALLOC_TEXDICTS 121
+#define NUM_PREALLOC_TEXTURES 1700
+#define NUM_PREALLOC_MATERIALS 2600
+bool preAlloc;
+
+void
+PreAllocateRwObjects(void)
+{
+ int i;
+
+ PUSH_MEMID(MEMID_PRE_ALLOC);
+ void **tmp = new void*[0x8000];
+ preAlloc = true;
+
+ for(i = 0; i < NUM_PREALLOC_ATOMICS; i++)
+ tmp[i] = RpAtomicCreate();
+ for(i = 0; i < NUM_PREALLOC_ATOMICS; i++)
+ RpAtomicDestroy((RpAtomic*)tmp[i]);
+
+ for(i = 0; i < NUM_PREALLOC_CLUMPS; i++)
+ tmp[i] = RpClumpCreate();
+ for(i = 0; i < NUM_PREALLOC_CLUMPS; i++)
+ RpClumpDestroy((RpClump*)tmp[i]);
+
+ for(i = 0; i < NUM_PREALLOC_FRAMES; i++)
+ tmp[i] = RwFrameCreate();
+ for(i = 0; i < NUM_PREALLOC_FRAMES; i++)
+ RwFrameDestroy((RwFrame*)tmp[i]);
+
+ for(i = 0; i < NUM_PREALLOC_GEOMETRIES; i++)
+ tmp[i] = RpGeometryCreate(0, 0, 0);
+ for(i = 0; i < NUM_PREALLOC_GEOMETRIES; i++)
+ RpGeometryDestroy((RpGeometry*)tmp[i]);
+
+ for(i = 0; i < NUM_PREALLOC_TEXDICTS; i++)
+ tmp[i] = RwTexDictionaryCreate();
+ for(i = 0; i < NUM_PREALLOC_TEXDICTS; i++)
+ RwTexDictionaryDestroy((RwTexDictionary*)tmp[i]);
+
+ for(i = 0; i < NUM_PREALLOC_TEXTURES; i++)
+ tmp[i] = RwTextureCreate(RwRasterCreate(0, 0, 0, 0));
+ for(i = 0; i < NUM_PREALLOC_TEXDICTS; i++)
+ RwTextureDestroy((RwTexture*)tmp[i]);
+
+ for(i = 0; i < NUM_PREALLOC_MATERIALS; i++)
+ tmp[i] = RpMaterialCreate();
+ for(i = 0; i < NUM_PREALLOC_MATERIALS; i++)
+ RpMaterialDestroy((RpMaterial*)tmp[i]);
+
+ delete[] tmp;
+ preAlloc = false;
+ POP_MEMID();
+}
+#endif
+
+static RwBool
+Initialise3D(void *param)
+{
+ PUSH_MEMID(MEMID_RENDER);
+
+#ifndef MASTER
+ VarConsole.Add("Display number of atomics rendered", &bDisplayNumOfAtomicsRendered, true);
+ VarConsole.Add("Display posn and framerate", &bDisplayPosn, true);
+#endif
+
+ if (RsRwInitialize(param))
+ {
+ POP_MEMID();
+
+#ifdef DEBUGMENU
+ DebugMenuInit();
+ DebugMenuPopulate();
+#endif // !DEBUGMENU
+ return CGame::InitialiseRenderWare();
+ }
+ POP_MEMID();
+
+ return (FALSE);
+}
+
+static void
+Terminate3D(void)
+{
+ CGame::ShutdownRenderWare();
+#ifdef DEBUGMENU
+ DebugMenuShutdown();
+#endif // !DEBUGMENU
+
+ RsRwTerminate();
+
+ return;
+}
+
+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;
+}
+
+Const char*
+GetRandomSplashScreen(void)
+{
+ int index;
+ static int index2 = 0;
+ static char splashName[128];
+ static int splashIndex[12] = {
+ 1, 2,
+ 3, 4,
+ 5, 11,
+ 6, 8,
+ 9, 10,
+ 7, 12
+ };
+
+ index = splashIndex[2*index2 + CGeneral::GetRandomNumberInRange(0, 2)];
+ index2++;
+ if(index2 == 6)
+ index2 = 0;
+ sprintf(splashName, "loadsc%d", index);
+ return splashName;
+}
+
+Const char*
+GetLevelSplashScreen(int level)
+{
+ static Const char *splashScreens[4] = {
+ nil,
+ "splash1",
+ "splash2",
+ "splash3",
+ };
+
+ return splashScreens[level];
+}
+
+void
+ResetLoadingScreenBar()
+{
+ NumberOfChunksLoaded = 0.0f;
+}
+
+void
+LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
+{
+ CSprite2d *splash;
+
+#ifdef DISABLE_LOADING_SCREEN
+ if (str1 && str2)
+ return;
+#endif
+
+#ifndef RANDOMSPLASH
+ splashscreen = "LOADSC0";
+#endif
+
+ splash = LoadSplash(splashscreen);
+
+#ifndef GTA_PS2
+ if(RsGlobal.quit)
+ return;
+#endif
+
+ if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)){
+ CSprite2d::SetRecipNearClip();
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ DefinedState();
+ RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
+ splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), CRGBA(255, 255, 255, 255));
+
+ if(str1){
+ NumberOfChunksLoaded += 1;
+
+#ifndef RANDOMSPLASH
+ float hpos = SCREEN_SCALE_X(40);
+ float length = SCREEN_WIDTH - SCREEN_SCALE_X(80);
+ float top = SCREEN_HEIGHT - SCREEN_SCALE_Y(14);
+ float bottom = top + SCREEN_SCALE_Y(5);
+#else
+ float hpos = SCREEN_STRETCH_X(40);
+ float length = SCREEN_STRETCH_X(440);
+ // this is rather weird
+ float top = SCREEN_STRETCH_Y(407.4f - 7.0f/3.0f);
+ float bottom = SCREEN_STRETCH_Y(407.4f + 7.0f/3.0f);
+#endif
+
+ CSprite2d::DrawRect(CRect(hpos-1.0f, top-1.0f, hpos+length+1.0f, bottom+1.0f), CRGBA(40, 53, 68, 255));
+
+ CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(155, 50, 125, 255));
+
+ length *= NumberOfChunksLoaded/TOTALNUMCHUNKS;
+ CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(255, 150, 225, 255));
+
+ // this is done by the game but is unused
+ CFont::SetBackgroundOff();
+ CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2));
+ CFont::SetPropOn();
+ CFont::SetRightJustifyOn();
+ CFont::SetDropShadowPosition(1);
+ CFont::SetDropColor(CRGBA(0, 0, 0, 255));
+ CFont::SetFontStyle(FONT_HEADING);
+
+#ifdef CHATTYSPLASH
+ // my attempt
+ static wchar tmpstr[80];
+ float yscale = SCREEN_SCALE_Y(0.9f);
+ top -= 45*yscale;
+ CFont::SetScale(SCREEN_SCALE_X(0.75f), yscale);
+ CFont::SetPropOn();
+ CFont::SetRightJustifyOff();
+ CFont::SetFontStyle(FONT_STANDARD);
+ CFont::SetColor(CRGBA(255, 255, 255, 255));
+ AsciiToUnicode(str1, tmpstr);
+ CFont::PrintString(hpos, top, tmpstr);
+ top += 22*yscale;
+ if (str2) {
+ AsciiToUnicode(str2, tmpstr);
+ CFont::PrintString(hpos, top, tmpstr);
+ }
+#endif
+ }
+
+ CFont::DrawFonts();
+ DoRWStuffEndOfFrame();
+ }
+}
+
+void
+LoadingIslandScreen(const char *levelName)
+{
+ CSprite2d *splash;
+
+ splash = LoadSplash(nil);
+ if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255))
+ return;
+
+ CSprite2d::SetRecipNearClip();
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ DefinedState();
+ CRGBA col = CRGBA(255, 255, 255, 255);
+ CRGBA col2 = CRGBA(0, 0, 0, 255);
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col2);
+ splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col, col, col, col);
+ CFont::DrawFonts();
+ DoRWStuffEndOfFrame();
+}
+
+void
+ProcessSlowMode(void)
+{
+ int16 lX = CPad::GetPad(0)->NewState.LeftStickX;
+ int16 lY = CPad::GetPad(0)->NewState.LeftStickY;
+ int16 rX = CPad::GetPad(0)->NewState.RightStickX;
+ int16 rY = CPad::GetPad(0)->NewState.RightStickY;
+ int16 L1 = CPad::GetPad(0)->NewState.LeftShoulder1;
+ int16 L2 = CPad::GetPad(0)->NewState.LeftShoulder2;
+ int16 R1 = CPad::GetPad(0)->NewState.RightShoulder1;
+ int16 R2 = CPad::GetPad(0)->NewState.RightShoulder2;
+ int16 up = CPad::GetPad(0)->NewState.DPadUp;
+ int16 down = CPad::GetPad(0)->NewState.DPadDown;
+ int16 left = CPad::GetPad(0)->NewState.DPadLeft;
+ int16 right = CPad::GetPad(0)->NewState.DPadRight;
+ int16 start = CPad::GetPad(0)->NewState.Start;
+ int16 select = CPad::GetPad(0)->NewState.Select;
+ int16 square = CPad::GetPad(0)->NewState.Square;
+ int16 triangle = CPad::GetPad(0)->NewState.Triangle;
+ int16 cross = CPad::GetPad(0)->NewState.Cross;
+ int16 circle = CPad::GetPad(0)->NewState.Circle;
+ int16 L3 = CPad::GetPad(0)->NewState.LeftShock;
+ int16 R3 = CPad::GetPad(0)->NewState.RightShock;
+ int16 networktalk = CPad::GetPad(0)->NewState.NetworkTalk;
+ int16 stop = true;
+
+ do
+ {
+ if ( CPad::GetPad(1)->GetSelectJustDown() || CPad::GetPad(1)->GetStart() )
+ break;
+
+ if ( stop )
+ {
+ CTimer::Stop();
+ stop = false;
+ }
+
+ CPad::UpdatePads();
+
+ RwCameraBeginUpdate(Scene.camera);
+ RwCameraEndUpdate(Scene.camera);
+
+ } while (!CPad::GetPad(1)->GetSelectJustDown() && !CPad::GetPad(1)->GetStart());
+
+
+ CPad::GetPad(0)->OldState.LeftStickX = lX;
+ CPad::GetPad(0)->OldState.LeftStickY = lY;
+ CPad::GetPad(0)->OldState.RightStickX = rX;
+ CPad::GetPad(0)->OldState.RightStickY = rY;
+ CPad::GetPad(0)->OldState.LeftShoulder1 = L1;
+ CPad::GetPad(0)->OldState.LeftShoulder2 = L2;
+ CPad::GetPad(0)->OldState.RightShoulder1 = R1;
+ CPad::GetPad(0)->OldState.RightShoulder2 = R2;
+ CPad::GetPad(0)->OldState.DPadUp = up;
+ CPad::GetPad(0)->OldState.DPadDown = down;
+ CPad::GetPad(0)->OldState.DPadLeft = left;
+ CPad::GetPad(0)->OldState.DPadRight = right;
+ CPad::GetPad(0)->OldState.Start = start;
+ CPad::GetPad(0)->OldState.Select = select;
+ CPad::GetPad(0)->OldState.Square = square;
+ CPad::GetPad(0)->OldState.Triangle = triangle;
+ CPad::GetPad(0)->OldState.Cross = cross;
+ CPad::GetPad(0)->OldState.Circle = circle;
+ CPad::GetPad(0)->OldState.LeftShock = L3;
+ CPad::GetPad(0)->OldState.RightShock = R3;
+ CPad::GetPad(0)->OldState.NetworkTalk = networktalk;
+ CPad::GetPad(0)->NewState.LeftStickX = lX;
+ CPad::GetPad(0)->NewState.LeftStickY = lY;
+ CPad::GetPad(0)->NewState.RightStickX = rX;
+ CPad::GetPad(0)->NewState.RightStickY = rY;
+ CPad::GetPad(0)->NewState.LeftShoulder1 = L1;
+ CPad::GetPad(0)->NewState.LeftShoulder2 = L2;
+ CPad::GetPad(0)->NewState.RightShoulder1 = R1;
+ CPad::GetPad(0)->NewState.RightShoulder2 = R2;
+ CPad::GetPad(0)->NewState.DPadUp = up;
+ CPad::GetPad(0)->NewState.DPadDown = down;
+ CPad::GetPad(0)->NewState.DPadLeft = left;
+ CPad::GetPad(0)->NewState.DPadRight = right;
+ CPad::GetPad(0)->NewState.Start = start;
+ CPad::GetPad(0)->NewState.Select = select;
+ CPad::GetPad(0)->NewState.Square = square;
+ CPad::GetPad(0)->NewState.Triangle = triangle;
+ CPad::GetPad(0)->NewState.Cross = cross;
+ CPad::GetPad(0)->NewState.Circle = circle;
+ CPad::GetPad(0)->NewState.LeftShock = L3;
+ CPad::GetPad(0)->NewState.RightShock = R3;
+ CPad::GetPad(0)->NewState.NetworkTalk = networktalk;
+}
+
+
+float FramesPerSecondCounter;
+int32 FrameSamples;
+
+#ifndef MASTER
+struct tZonePrint
+{
+ char name[11];
+ char area[5];
+ CRect rect;
+};
+
+tZonePrint ZonePrint[] =
+{
+ { "DOWNTOWN", "GM", CRect(-1500.0f, 1500.0f, -300.0f, 980.0f)},
+ { "DOWNTOWS", "KB", CRect(-1200.0f, 980.0f, -300.0f, 435.0f)},
+ { "GOLF", "NT", CRect(-300.0f, 660.0f, 320.0f, -255.0f)},
+ { "LITTLEHA", "AG", CRect(-1250.0f, -310.0f, -746.0f, -926.0f)},
+ { "HAITI", "CJ", CRect(-1355.0f, 30.0f, -637.0f, -304.0f)},
+ { "HAITIN", "SM", CRect(-1355.0f, 435.0f, -637.0f, 30.0f)},
+ { "DOCKS", "AW", CRect(-1122.0f, -926.0f, -609.0f, -1575.0f)},
+ { "AIRPORT", "NT", CRect(-2000.0f, 200.0f, -871.0f, -2000.0f)},
+ { "STARISL", "CJ", CRect(-724.0f, -320.0f, -40.0f, -380.0f)},
+ { "CENT.ISLA", "NT", CRect(-163.0f, 1260.0f, 120.0f, 830.0f)},
+ { "MALL", "AW", CRect( 300.0f, 1266.0f, 483.0f, 995.0f)},
+ { "MANSION", "KB", CRect(-724.0f, -500.0f, -40.0f, -670.0f)},
+ { "NBEACH", "AS", CRect( 120.0f, 1340.0f, 900.0f, 600.0f)},
+ { "NBEACHBT", "AS", CRect( 200.0f, 680.0f, 660.0f, -50.0f)},
+ { "NBEACHW", "AS", CRect(-93.0f, 80.0f, 410.0f, -680.0f)},
+ { "OCEANDRV", "AC", CRect( 200.0f, -964.0f, 955.0f, -1797.0f)},
+ { "OCEANDN", "WS", CRect( 400.0f, 50.0f, 955.0f, -964.0f)},
+ { "WASHINGTN", "AC", CRect(-320.0f, -487.0f, 500.0f, -1200.0f)},
+ { "WASHINBTM", "AC", CRect(-255.0f, -1200.0f, 500.0f, -1690.0f)}
+};
+
+void
+PrintMemoryUsage(void)
+{
+// little hack
+if(CPools::GetPtrNodePool() == nil)
+return;
+
+ // Style taken from LCS, modified for III
+// CFont::SetFontStyle(FONT_PAGER);
+ CFont::SetFontStyle(FONT_BANK);
+ CFont::SetBackgroundOff();
+ CFont::SetWrapx(640.0f);
+// CFont::SetScale(0.5f, 0.75f);
+ CFont::SetScale(0.4f, 0.75f);
+ CFont::SetCentreOff();
+ CFont::SetCentreSize(640.0f);
+ CFont::SetJustifyOff();
+ CFont::SetPropOn();
+ CFont::SetColor(CRGBA(200, 200, 200, 200));
+ CFont::SetBackGroundOnlyTextOff();
+ CFont::SetDropShadowPosition(0);
+
+ float y;
+
+#ifdef USE_CUSTOM_ALLOCATOR
+ y = 24.0f;
+ sprintf(gString, "Total: %d blocks, %d bytes", gMainHeap.m_totalBlocksUsed, gMainHeap.m_totalMemUsed);
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Game: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_GAME), gMainHeap.GetMemoryUsed(MEMID_GAME));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "World: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_WORLD), gMainHeap.GetMemoryUsed(MEMID_WORLD));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Render: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_RENDER), gMainHeap.GetMemoryUsed(MEMID_RENDER));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "PreAlloc: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_PRE_ALLOC), gMainHeap.GetMemoryUsed(MEMID_PRE_ALLOC));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Default Models: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_DEF_MODELS), gMainHeap.GetMemoryUsed(MEMID_DEF_MODELS));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Textures: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_TEXTURES), gMainHeap.GetMemoryUsed(MEMID_TEXTURES));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Streaming: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM), gMainHeap.GetMemoryUsed(MEMID_STREAM));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Streamed Models: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM_MODELS), gMainHeap.GetMemoryUsed(MEMID_STREAM_MODELS));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Streamed LODs: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM_LODS), gMainHeap.GetMemoryUsed(MEMID_STREAM_LODS));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Streamed Textures: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM_TEXUTRES), gMainHeap.GetMemoryUsed(MEMID_STREAM_TEXUTRES));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Streamed Collision: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM_COLLISION), gMainHeap.GetMemoryUsed(MEMID_STREAM_COLLISION));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Streamed Animation: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_STREAM_ANIMATION), gMainHeap.GetMemoryUsed(MEMID_STREAM_ANIMATION));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Ped Attr: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_PED_ATTR), gMainHeap.GetMemoryUsed(MEMID_PED_ATTR));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Animation: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_ANIMATION), gMainHeap.GetMemoryUsed(MEMID_ANIMATION));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Pools: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_POOLS), gMainHeap.GetMemoryUsed(MEMID_POOLS));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Collision: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_COLLISION), gMainHeap.GetMemoryUsed(MEMID_COLLISION));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Game Process: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_GAME_PROCESS), gMainHeap.GetMemoryUsed(MEMID_GAME_PROCESS));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Script: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_SCRIPT), gMainHeap.GetMemoryUsed(MEMID_SCRIPT));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Cars: %d blocks, %d bytes", gMainHeap.GetBlocksUsed(MEMID_CARS), gMainHeap.GetMemoryUsed(MEMID_CARS));
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(24.0f, y, gUString);
+ y += 12.0f;
+#endif
+
+ y = 132.0f;
+ AsciiToUnicode("Pools usage:", gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "PtrNode: %d/%d", CPools::GetPtrNodePool()->GetNoOfUsedSpaces(), CPools::GetPtrNodePool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "EntryInfoNode: %d/%d", CPools::GetEntryInfoNodePool()->GetNoOfUsedSpaces(), CPools::GetEntryInfoNodePool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Ped: %d/%d", CPools::GetPedPool()->GetNoOfUsedSpaces(), CPools::GetPedPool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Vehicle: %d/%d", CPools::GetVehiclePool()->GetNoOfUsedSpaces(), CPools::GetVehiclePool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Building: %d/%d", CPools::GetBuildingPool()->GetNoOfUsedSpaces(), CPools::GetBuildingPool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Treadable: %d/%d", CPools::GetTreadablePool()->GetNoOfUsedSpaces(), CPools::GetTreadablePool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Object: %d/%d", CPools::GetObjectPool()->GetNoOfUsedSpaces(), CPools::GetObjectPool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "Dummy: %d/%d", CPools::GetDummyPool()->GetNoOfUsedSpaces(), CPools::GetDummyPool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+
+ sprintf(gString, "AudioScriptObjects: %d/%d", CPools::GetAudioScriptObjectPool()->GetNoOfUsedSpaces(), CPools::GetAudioScriptObjectPool()->GetSize());
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(400.0f, y, gUString);
+ y += 12.0f;
+}
+
+void
+DisplayGameDebugText()
+{
+ static bool bDisplayCheatStr = false; // custom
+
+#ifndef FINAL
+ {
+ SETTWEAKPATH("Debug");
+ TWEAKBOOL(bDisplayPosn);
+ TWEAKBOOL(bDisplayCheatStr);
+ }
+
+ if(gbPrintMemoryUsage)
+ PrintMemoryUsage();
+#endif
+
+ char str[200];
+ wchar ustr[200];
+
+#ifdef DRAW_GAME_VERSION_TEXT
+ wchar ver[200];
+
+ if(gbDrawVersionText) // This realtime switch is our thing
+ {
+
+#ifdef USE_OUR_VERSIONING
+ char verA[200];
+ sprintf(verA,
+#if defined _WIN32
+ "Win "
+#elif defined __linux__
+ "Linux "
+#elif defined __APPLE__
+ "Mac OS X "
+#elif defined __FreeBSD__
+ "FreeBSD "
+#else
+ "Posix-compliant "
+#endif
+#if defined __LP64__ || defined _WIN64
+ "64-bit "
+#else
+ "32-bit "
+#endif
+#if defined RW_D3D9
+ "D3D9 "
+#elif defined RWLIBS
+ "D3D8 "
+#elif defined RW_GL3
+ "OpenGL "
+#endif
+#if defined AUDIO_OAL
+ "OAL "
+#elif defined AUDIO_MSS
+ "MSS "
+#endif
+#if defined _DEBUG || defined DEBUG
+ "DEBUG "
+#endif
+ "%.8s",
+ g_GIT_SHA1);
+ AsciiToUnicode(verA, ver);
+ CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.7f));
+#else
+ AsciiToUnicode(version_name, ver);
+ CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.5f));
+#endif
+
+ CFont::SetPropOn();
+ CFont::SetBackgroundOff();
+ CFont::SetFontStyle(FONT_STANDARD);
+ CFont::SetCentreOff();
+ CFont::SetRightJustifyOff();
+ CFont::SetWrapx(SCREEN_WIDTH);
+ CFont::SetJustifyOff();
+ CFont::SetBackGroundOnlyTextOff();
+ CFont::SetColor(CRGBA(255, 108, 0, 255));
+ CFont::PrintString(SCREEN_SCALE_X(10.0f), SCREEN_SCALE_Y(10.0f), ver);
+ }
+#endif // #ifdef DRAW_GAME_VERSION_TEXT
+
+ FrameSamples++;
+#ifdef FIX_HIGH_FPS_BUGS_ON_FRONTEND
+ FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds
+ FramesPerSecond = FrameSamples / FramesPerSecondCounter;
+#else
+ FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f);
+ FramesPerSecond = FramesPerSecondCounter / FrameSamples;
+#endif
+
+ if ( FrameSamples > 30 )
+ {
+ FramesPerSecondCounter = 0.0f;
+ FrameSamples = 0;
+ }
+
+ if ( bDisplayPosn )
+ {
+ CVector pos = FindPlayerCoors();
+ int32 ZoneId = ARRAY_SIZE(ZonePrint)-1; // no zone
+
+ for ( int32 i = 0; i < ARRAY_SIZE(ZonePrint)-1; i++ )
+ {
+ if ( pos.x > ZonePrint[i].rect.left
+ && pos.x < ZonePrint[i].rect.right
+ && pos.y > ZonePrint[i].rect.bottom
+ && pos.y < ZonePrint[i].rect.top )
+ {
+ ZoneId = i;
+ }
+ }
+
+ //NOTE: fps should be 30, but its 29 due to different fp2int conversion
+ sprintf(str, "X:%4.0f Y:%4.0f Z:%4.0f F-%d %s-%s", pos.x, pos.y, pos.z, (int32)FramesPerSecond,
+ ZonePrint[ZoneId].name, ZonePrint[ZoneId].area);
+
+ AsciiToUnicode(str, ustr);
+
+ CFont::SetPropOn();
+ CFont::SetBackgroundOff();
+ CFont::SetScale(SCREEN_SCALE_X(0.6f), SCREEN_SCALE_Y(0.8f));
+ CFont::SetCentreOff();
+ CFont::SetRightJustifyOff();
+ CFont::SetJustifyOff();
+ CFont::SetBackGroundOnlyTextOff();
+ CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
+ CFont::SetFontStyle(FONT_STANDARD);
+ CFont::SetDropColor(CRGBA(0, 0, 0, 255));
+ CFont::SetDropShadowPosition(2);
+ CFont::SetColor(CRGBA(0, 0, 0, 255));
+ CFont::PrintString(41.0f, 41.0f, ustr);
+
+ CFont::SetColor(CRGBA(205, 205, 0, 255));
+ CFont::PrintString(40.0f, 40.0f, ustr);
+ }
+
+ // custom
+ if (bDisplayCheatStr)
+ {
+ sprintf(str, "%s", CPad::KeyBoardCheatString);
+ AsciiToUnicode(str, ustr);
+
+ CFont::SetPropOn();
+ CFont::SetBackgroundOff();
+ CFont::SetScale(SCREEN_SCALE_X(0.6f), SCREEN_SCALE_Y(0.8f));
+ CFont::SetCentreOn();
+ CFont::SetBackGroundOnlyTextOff();
+ CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
+ CFont::SetFontStyle(FONT_STANDARD);
+
+ CFont::SetColor(CRGBA(0, 0, 0, 255));
+ CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f)+2.f, SCREEN_SCALE_FROM_BOTTOM(20.0f)+2.f, ustr);
+
+ CFont::SetColor(CRGBA(255, 150, 225, 255));
+ CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f), SCREEN_SCALE_FROM_BOTTOM(20.0f), ustr);
+ }
+}
+#endif
+
+#ifdef NEW_RENDERER
+bool gbRenderRoads = true;
+bool gbRenderEverythingBarRoads = true;
+bool gbRenderFadingInUnderwaterEntities = true;
+bool gbRenderFadingInEntities = true;
+bool gbRenderWater = true;
+bool gbRenderBoats = true;
+bool gbRenderVehicles = true;
+bool gbRenderWorld0 = true;
+bool gbRenderWorld1 = true;
+bool gbRenderWorld2 = true;
+
+void
+MattRenderScene(void)
+{
+ // this calls CMattRenderer::Render
+ /// CWorld::AdvanceCurrentScanCode();
+ // CMattRenderer::ResetRenderStates
+ /// CRenderer::ClearForFrame(); // before ConstructRenderList
+ // CClock::CalcEnvMapTimeMultiplicator
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+ CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
+ // CClock::ms_EnvMapTimeMultiplicator = 1.0f;
+ // cWorldStream::ClearDynamics
+ /// CRenderer::ConstructRenderList(); // before PreRender
+if(gbRenderWorld0)
+ CRenderer::RenderWorld(0); // roads
+ // CMattRenderer::ResetRenderStates
+ /// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows
+ CCoronas::RenderReflections();
+if(gbRenderWorld1)
+ CRenderer::RenderWorld(1); // opaque
+if(gbRenderRoads)
+ CRenderer::RenderRoads();
+
+ CRenderer::RenderPeds();
+
+ // not sure where to put these since LCS has no underwater entities
+if(gbRenderBoats)
+ CRenderer::RenderBoats();
+if(gbRenderFadingInUnderwaterEntities)
+ CRenderer::RenderFadingInUnderwaterEntities();
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+if(gbRenderWater)
+ CRenderer::RenderTransparentWater();
+
+if(gbRenderEverythingBarRoads)
+ CRenderer::RenderEverythingBarRoads();
+ // seam fixer
+ // moved this:
+ // CRenderer::RenderFadingInEntities();
+}
+
+void
+RenderScene_new(void)
+{
+ PUSH_RENDERGROUP("RenderScene_new");
+ CClouds::Render();
+ DoRWRenderHorizon();
+
+ MattRenderScene();
+ DefinedState();
+ // CMattRenderer::ResetRenderStates
+ // moved CRenderer::RenderBoats to before transparent water
+ POP_RENDERGROUP();
+}
+
+// TODO
+bool FredIsInFirstPersonCam(void) { return false; }
+void
+RenderEffects_new(void)
+{
+ PUSH_RENDERGROUP("RenderEffects_new");
+ CShadows::RenderStaticShadows();
+ // CRenderer::GenerateEnvironmentMap
+ CShadows::RenderStoredShadows();
+ CSkidmarks::Render();
+ CRubbish::Render();
+
+ // these aren't really effects
+ DefinedState();
+ if(FredIsInFirstPersonCam()){
+ DefinedState();
+ C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
+if(gbRenderWorld2)
+ CRenderer::RenderWorld(2); // transparent
+if(gbRenderVehicles)
+ CRenderer::RenderVehicles();
+ }else{
+ // flipped these two, seems to give the best result
+if(gbRenderWorld2)
+ CRenderer::RenderWorld(2); // transparent
+if(gbRenderVehicles)
+ CRenderer::RenderVehicles();
+ }
+ // better render these after transparent world
+if(gbRenderFadingInEntities)
+ CRenderer::RenderFadingInEntities();
+
+ // actual effects here
+ CGlass::Render();
+ // CMattRenderer::ResetRenderStates
+ DefinedState();
+ CCoronas::RenderSunReflection();
+ CWeather::RenderRainStreaks();
+ // CWeather::AddSnow
+ CWaterCannons::Render();
+ CAntennas::Render();
+ CSpecialFX::Render();
+ CRopes::Render();
+ CCoronas::Render();
+ CParticle::Render();
+ CPacManPickups::Render();
+ CWeaponEffects::Render();
+ CPointLights::RenderFogEffect();
+ CMovingThings::Render();
+ CRenderer::RenderFirstPersonVehicle();
+ POP_RENDERGROUP();
+}
+#endif
+
+void
+RenderScene(void)
+{
+#ifdef NEW_RENDERER
+ if(gbNewRenderer){
+ RenderScene_new();
+ return;
+ }
+#endif
+ PUSH_RENDERGROUP("RenderScene");
+ CClouds::Render();
+ DoRWRenderHorizon();
+ CRenderer::RenderRoads();
+ CCoronas::RenderReflections();
+ CRenderer::RenderEverythingBarRoads();
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+ CWaterLevel::RenderWater();
+ CRenderer::RenderBoats();
+ CRenderer::RenderFadingInUnderwaterEntities();
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+ CWaterLevel::RenderTransparentWater();
+ CRenderer::RenderFadingInEntities();
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+ CWeather::RenderRainStreaks();
+ CCoronas::RenderSunReflection();
+ POP_RENDERGROUP();
+}
+
+void
+RenderDebugShit(void)
+{
+ PUSH_RENDERGROUP("RenderDebugShit");
+ CTheScripts::RenderTheScriptDebugLines();
+#ifndef FINAL
+ if(gbShowCollisionLines)
+ CRenderer::RenderCollisionLines();
+ ThePaths.DisplayPathData();
+ CDebug::DrawLines();
+ DefinedState();
+#endif
+ POP_RENDERGROUP();
+}
+
+void
+RenderEffects(void)
+{
+#ifdef NEW_RENDERER
+ if(gbNewRenderer){
+ RenderEffects_new();
+ return;
+ }
+#endif
+ PUSH_RENDERGROUP("RenderEffects");
+ CGlass::Render();
+ CWaterCannons::Render();
+ CSpecialFX::Render();
+ CRopes::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();
+ POP_RENDERGROUP();
+}
+
+void
+Render2dStuff(void)
+{
+ PUSH_RENDERGROUP("Render2dStuff");
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+
+ CReplay::Display();
+ CPickups::RenderPickUpText();
+
+ if(TheCamera.m_WideScreenOn
+#ifdef CUTSCENE_BORDERS_SWITCH
+ && CMenuManager::m_PrefsCutsceneBorders
+#endif
+ )
+ TheCamera.DrawBordersForWideScreen();
+
+ CPed *player = FindPlayerPed();
+ int weaponType = 0;
+ if(player)
+ weaponType = player->GetWeapon()->m_eWeaponType;
+
+ bool firstPersonWeapon = false;
+ int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
+ if(cammode == CCam::MODE_SNIPER ||
+ cammode == CCam::MODE_SNIPER_RUNABOUT ||
+ cammode == CCam::MODE_ROCKETLAUNCHER ||
+ cammode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT ||
+ cammode == CCam::MODE_CAMERA)
+ firstPersonWeapon = true;
+
+ // Draw black border for sniper and rocket launcher
+ if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_LASERSCOPE) && 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();
+#ifdef GTA_SCENE_EDIT
+ if(CSceneEdit::m_bEditOn)
+ CSceneEdit::Draw();
+ else
+#endif
+ CHud::Draw();
+
+ CSpecialFX::Render2DFXs();
+ CUserDisplay::OnscnTimer.ProcessForDisplay();
+ CMessages::Display();
+ CDarkel::DrawMessages();
+ CGarages::PrintMessages();
+ CPad::PrintErrorMessage();
+ CFont::DrawFonts();
+#ifndef MASTER
+ COcclusion::Render();
+#endif
+
+#ifdef DEBUGMENU
+ DebugMenuRender();
+#endif
+ POP_RENDERGROUP();
+}
+
+void
+RenderMenus(void)
+{
+ if (FrontEndMenuManager.m_bMenuActive)
+ {
+ PUSH_RENDERGROUP("RenderMenus");
+ FrontEndMenuManager.DrawFrontEnd();
+ POP_RENDERGROUP();
+ }
+#ifndef MASTER
+ else
+ VarConsole.Check();
+#endif
+}
+
+void
+Render2dStuffAfterFade(void)
+{
+ PUSH_RENDERGROUP("Render2dStuffAfterFade");
+#ifndef MASTER
+ DisplayGameDebugText();
+#endif
+
+#ifdef MOBILE_IMPROVEMENTS
+ if (CDraw::FadeValue != 0)
+#endif
+ CHud::DrawAfterFade();
+ CFont::DrawFonts();
+ CCredits::Render();
+ POP_RENDERGROUP();
+}
+
+void
+Idle(void *arg)
+{
+ CTimer::Update();
+
+ tbInit();
+
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+
+ PUSH_MEMID(MEMID_GAME_PROCESS);
+ CPointLights::InitPerFrame();
+
+ tbStartTimer(0, "CGame::Process");
+ CGame::Process();
+ tbEndTimer("CGame::Process");
+ POP_MEMID();
+
+ tbStartTimer(0, "DMAudio.Service");
+ DMAudio.Service();
+ tbEndTimer("DMAudio.Service");
+
+ if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
+ WANT_TO_LOAD = false;
+ FrontEndMenuManager.m_bWantToRestart = true;
+ return;
+ }
+
+ if(FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD)
+ {
+ return;
+ }
+
+ SetLightsWithTimeOfDayColour(Scene.world);
+
+ if(arg == nil)
+ return;
+
+ PUSH_MEMID(MEMID_RENDER);
+
+ if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
+ {
+ // This is from SA, but it's nice for windowed mode
+#if defined(GTA_PC) && !defined(RW_GL3)
+ RwV2d pos;
+ pos.x = SCREEN_WIDTH / 2.0f;
+ pos.y = SCREEN_HEIGHT / 2.0f;
+ RsMouseSetPos(&pos);
+#endif
+
+ tbStartTimer(0, "CnstrRenderList");
+#ifdef PC_WATER
+ CWaterLevel::PreCalcWaterGeometry();
+#endif
+#ifdef NEW_RENDERER
+ if(gbNewRenderer){
+ CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
+ CRenderer::ClearForFrame();
+ }
+#endif
+ CRenderer::ConstructRenderList();
+ tbEndTimer("CnstrRenderList");
+
+ tbStartTimer(0, "PreRender");
+ CRenderer::PreRender();
+ tbEndTimer("PreRender");
+
+#ifdef FIX_BUGS
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); // TODO: temp? this fixes OpenGL render but there should be a better place for this
+ // This has to be done BEFORE RwCameraBeginUpdate
+ RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
+ RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
+#endif
+
+ if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
+ if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
+ goto popret;
+ }else{
+ if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(),
+ CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
+ 255))
+ goto popret;
+ }
+
+ DefinedState();
+
+#ifndef FIX_BUGS
+ RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
+ RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
+#endif
+
+ tbStartTimer(0, "RenderScene");
+ RenderScene();
+ tbEndTimer("RenderScene");
+
+#ifdef EXTENDED_PIPELINES
+ CustomPipes::EnvMapRender();
+#endif
+
+ RenderDebugShit();
+ RenderEffects();
+
+ if((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) &&
+ TheCamera.m_ScreenReductionPercentage > 0.0f)
+ TheCamera.SetMotionBlurAlpha(150);
+
+#ifdef SCREEN_DROPLETS
+ CPostFX::GetBackBuffer(Scene.camera);
+ ScreenDroplets::Process();
+ ScreenDroplets::Render();
+#endif
+
+ tbStartTimer(0, "RenderMotionBlur");
+ TheCamera.RenderMotionBlur();
+ tbEndTimer("RenderMotionBlur");
+
+ tbStartTimer(0, "Render2dStuff");
+ Render2dStuff();
+ tbEndTimer("Render2dStuff");
+ }else{
+ CDraw::CalculateAspectRatio();
+#ifdef ASPECT_RATIO_SCALE
+ CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
+#else
+ CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
+#endif
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
+ if(!RsCameraBeginUpdate(Scene.camera))
+ goto popret;
+ }
+
+ tbStartTimer(0, "RenderMenus");
+ RenderMenus();
+ tbEndTimer("RenderMenus");
+
+#ifdef PS2_MENU
+ if ( TheMemoryCard.m_bWantToLoad )
+ goto popret;
+#endif
+
+ tbStartTimer(0, "DoFade");
+ DoFade();
+ tbEndTimer("DoFade");
+
+ tbStartTimer(0, "Render2dStuff-Fade");
+ Render2dStuffAfterFade();
+ tbEndTimer("Render2dStuff-Fade");
+ // CCredits::Render(); // They added it to function above and also forgot it here
+#ifdef XBOX_MESSAGE_SCREEN
+ FrontEndMenuManager.DrawOverlays();
+#endif
+
+ if (gbShowTimebars)
+ tbDisplay();
+
+ DoRWStuffEndOfFrame();
+
+ POP_MEMID(); // MEMID_RENDER
+
+ if(g_SlowMode)
+ ProcessSlowMode();
+ return;
+
+popret: POP_MEMID(); // MEMID_RENDER
+}
+
+void
+FrontendIdle(void)
+{
+ CDraw::CalculateAspectRatio();
+ CTimer::Update();
+ CSprite2d::SetRecipNearClip(); // this should be on InitialiseRenderWare according to PS2 asm. seems like a bug fix
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ CPad::UpdatePads();
+ FrontEndMenuManager.Process();
+
+ if(RsGlobal.quit)
+ return;
+
+ CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
+ if(!RsCameraBeginUpdate(Scene.camera))
+ return;
+
+ DefinedState(); // seems redundant, but breaks resolution change.
+ RenderMenus();
+#ifdef XBOX_MESSAGE_SCREEN
+ FrontEndMenuManager.DrawOverlays();
+#endif
+ DoFade();
+ Render2dStuffAfterFade();
+ CFont::DrawFonts();
+ DoRWStuffEndOfFrame();
+}
+
+void
+InitialiseGame(void)
+{
+ LoadingScreen(nil, nil, "loadsc0");
+ CGame::Initialise("DATA\\GTA_VC.DAT");
+}
+
+RsEventStatus
+AppEventHandler(RsEvent event, void *param)
+{
+ switch( event )
+ {
+ case rsINITIALIZE:
+ {
+ CGame::InitialiseOnceBeforeRW();
+ return RsInitialize() ? rsEVENTPROCESSED : rsEVENTERROR;
+ }
+
+ case rsCAMERASIZE:
+ {
+
+ CameraSize(Scene.camera, (RwRect *)param,
+ SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsRWINITIALIZE:
+ {
+ return Initialise3D(param) ? rsEVENTPROCESSED : rsEVENTERROR;
+ }
+
+ case rsRWTERMINATE:
+ {
+ Terminate3D();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsTERMINATE:
+ {
+ CGame::FinalShutdown();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsPLUGINATTACH:
+ {
+ return PluginAttach() ? rsEVENTPROCESSED : rsEVENTERROR;
+ }
+
+ case rsINPUTDEVICEATTACH:
+ {
+ AttachInputDevices();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsIDLE:
+ {
+ Idle(param);
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsFRONTENDIDLE:
+ {
+ FrontendIdle();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsACTIVATE:
+ {
+ param ? DMAudio.ReacquireDigitalHandle() : DMAudio.ReleaseDigitalHandle();
+
+ return rsEVENTPROCESSED;
+ }
+
+ default:
+ {
+ return rsEVENTNOTPROCESSED;
+ }
+ }
+}
+
+#ifndef MASTER
+void
+TheModelViewer(void)
+{
+#if (defined(GTA_PS2) || defined(GTA_XBOX))
+ //TODO
+#else
+
+ // This is not original. Because;
+ // 1- We want 2D things to be initalized, whereas original AnimViewer doesn't use them. my additions marked with X
+ // 2- VC Mobile code run it like main function(as opposed to III and LCS), so it has it's own loop inside it, but our func. already called in a loop.
+
+ CDraw::CalculateAspectRatio(); // X
+ CAnimViewer::Update();
+ SetLightsWithTimeOfDayColour(Scene.world);
+ CRenderer::ConstructRenderList();
+ DoRWStuffStartOfFrame(CTimeCycle::GetSkyTopRed()*0.5f, CTimeCycle::GetSkyTopGreen()*0.5f, CTimeCycle::GetSkyTopBlue()*0.5f,
+ CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
+ 255);
+
+ CSprite2d::SetRecipNearClip(); // X
+ CSprite2d::InitPerFrame(); // X
+ CFont::InitPerFrame(); // X
+ DefinedState();
+ CVisibilityPlugins::InitAlphaEntityList();
+ CAnimViewer::Render();
+ Render2dStuff(); // X
+ DoRWStuffEndOfFrame();
+ CTimer::Update();
+#endif
+}
+#endif
+
+
+#ifdef GTA_PS2
+void TheGame(void)
+{
+ printf("Into TheGame!!!\n");
+
+ PUSH_MEMID(MEMID_GAME); // NB: not popped
+
+ CTimer::Initialise();
+
+ CGame::Initialise("DATA\\GTA3.DAT");
+
+ Const char *splash = GetRandomSplashScreen(); // inlined here
+
+ LoadingScreen("Starting Game", NULL, splash);
+
+#ifdef GTA_PS2
+ // TODO(MIAMI): not checked yet
+ if ( TheMemoryCard.CheckCardInserted(CARD_ONE) == CMemoryCard::NO_ERR_SUCCESS
+ && TheMemoryCard.ChangeDirectory(CARD_ONE, TheMemoryCard.Cards[CARD_ONE].dir)
+ && TheMemoryCard.FindMostRecentFileName(CARD_ONE, TheMemoryCard.MostRecentFile) == true
+ && TheMemoryCard.CheckDataNotCorrupt(TheMemoryCard.MostRecentFile))
+ {
+ strcpy(TheMemoryCard.LoadFileName, TheMemoryCard.MostRecentFile);
+ TheMemoryCard.b_FoundRecentSavedGameWantToLoad = true;
+
+ if (FrontEndMenuManager.m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad())
+ {
+ FrontEndMenuManager.m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad();
+ TheText.Unload();
+ TheText.Load();
+ }
+
+ CGame::currLevel = TheMemoryCard.GetLevelToLoad();
+ }
+#else
+ //TODO
+#endif
+
+ while (true)
+ {
+ if (FOUND_GAME_TO_LOAD)
+ {
+ Const char *splash1 = GetLevelSplashScreen(CGame::currLevel);
+ LoadSplash(splash1);
+ }
+
+ WANT_TO_LOAD = false;
+
+ CTimer::Update();
+
+ while (!(FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD))
+ {
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+
+ PUSH_MEMID(MEMID_GAME_PROCESS)
+ CPointLights::InitPerFrame();
+ CGame::Process();
+ POP_MEMID();
+
+ DMAudio.Service();
+
+ if (CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing())
+ {
+ WANT_TO_LOAD = false;
+ FrontEndMenuManager.m_bWantToRestart = true;
+ break;
+ }
+
+ if (FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD)
+ break;
+
+ SetLightsWithTimeOfDayColour(Scene.world);
+
+ PUSH_MEMID(MEMID_RENDER);
+
+ CRenderer::ConstructRenderList();
+
+ if ((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu == true) && TheCamera.GetScreenFadeStatus() != FADE_2 )
+ {
+ CRenderer::PreRender();
+ // TODO(MIAMI): something ps2all specific
+
+#ifdef FIX_BUGS
+ // This has to be done BEFORE RwCameraBeginUpdate
+ RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
+ RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
+#endif
+
+ if (CWeather::LightningFlash && !CCullZones::CamNoRain())
+ DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255);
+ else
+ DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(), CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255);
+
+ DefinedState();
+#ifndef FIX_BUGS
+ RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
+ RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
+#endif
+
+ RenderScene();
+ RenderDebugShit();
+ RenderEffects();
+
+ if ((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) && TheCamera.m_ScreenReductionPercentage > 0.0f)
+ TheCamera.SetMotionBlurAlpha(150);
+ TheCamera.RenderMotionBlur();
+
+ Render2dStuff();
+ }
+ else
+ {
+ CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
+ RsCameraBeginUpdate(Scene.camera);
+ }
+
+ RenderMenus();
+
+ if (WANT_TO_LOAD)
+ {
+ POP_MEMID(); // MEMID_RENDER
+ break;
+ }
+
+ DoFade();
+ Render2dStuffAfterFade();
+ CCredits::Render();
+
+ DoRWStuffEndOfFrame();
+
+ while (frameCount < 2)
+ ;
+
+ frameCount = 0;
+
+ CTimer::Update();
+
+ POP_MEMID(): // MEMID_RENDER
+
+ if (g_SlowMode)
+ ProcessSlowMode();
+ }
+
+ CPad::ResetCheats();
+ CPad::StopPadsShaking();
+ DMAudio.ChangeMusicMode(MUSICMODE_DISABLE);
+ CGame::ShutDownForRestart();
+ CTimer::Stop();
+
+ if (FrontEndMenuManager.m_bWantToRestart || FOUND_GAME_TO_LOAD)
+ {
+ if (FOUND_GAME_TO_LOAD)
+ {
+ FrontEndMenuManager.m_bWantToRestart = true;
+ WANT_TO_LOAD = true;
+ }
+
+ CGame::InitialiseWhenRestarting();
+ DMAudio.ChangeMusicMode(MUSICMODE_GAME);
+ FrontEndMenuManager.m_bWantToRestart = false;
+
+ continue;
+ }
+
+ break;
+ }
+
+ DMAudio.Terminate();
+}
+
+
+void SystemInit()
+{
+#ifdef USE_CUSTOM_ALLOCATOR
+ InitMemoryMgr();
+#endif
+
+#ifdef GTA_PS2
+ CFileMgr::InitCdSystem();
+
+ char path[256];
+
+ sprintf(path, "cdrom0:\\%s%s;1", "SYSTEM\\", "IOPRP241.IMG");
+
+ sceSifInitRpc(0);
+
+ while ( !sceSifRebootIop(path) )
+ ;
+ while( !sceSifSyncIop() )
+ ;
+
+ sceSifInitRpc(0);
+
+ CFileMgr::InitCdSystem();
+
+ sceFsReset();
+
+ CFileMgr::InitCd();
+
+ char modulepath[256];
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "SIO2MAN.IRX");
+ LoadModule(modulepath);
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "PADMAN.IRX");
+ LoadModule(modulepath);
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "LIBSD.IRX");
+ LoadModule(modulepath);
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "SDRDRV.IRX");
+ LoadModule(modulepath);
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "MCMAN.IRX");
+ LoadModule(modulepath);
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "MCSERV.IRX");
+ LoadModule(modulepath);
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "CDSTREAM.IRX");
+ LoadModule(modulepath);
+
+ strcpy(modulepath, "cdrom0:\\");
+ strcat(modulepath, "SYSTEM\\");
+ strcat(modulepath, "SAMPMAN2.IRX");
+ LoadModule(modulepath);
+#endif
+
+
+#ifdef GTA_PS2
+ ThreadParam param;
+
+ param.entry = &IdleThread;
+ param.stack = idleThreadStack;
+ param.stackSize = 2048;
+ param.initPriority = 127;
+ param.gpReg = &_gp;
+
+ int thread = CreateThread(&param);
+ StartThread(thread, NULL);
+#else
+ //
+#endif
+
+#ifdef GTA_PS2_STUFF
+ CPad::Initialise();
+#endif
+ CPad::GetPad(0)->Mode = 0;
+
+ CGame::frenchGame = false;
+ CGame::germanGame = false;
+ CGame::nastyGame = true;
+ FrontEndMenuManager.m_PrefsAllowNastyGame = true;
+
+#ifdef GTA_PS2
+ // TODO(MIAMI): this code probably went elsewhere?
+ int32 lang = sceScfGetLanguage();
+ if ( lang == SCE_ITALIAN_LANGUAGE )
+ FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_ITALIAN;
+ else if ( lang == SCE_SPANISH_LANGUAGE )
+ FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_SPANISH;
+ else if ( lang == SCE_GERMAN_LANGUAGE )
+ {
+ CGame::germanGame = true;
+ CGame::nastyGame = false;
+ FrontEndMenuManager.m_PrefsAllowNastyGame = false;
+ FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_GERMAN;
+ }
+ else if ( lang == SCE_FRENCH_LANGUAGE )
+ {
+ CGame::frenchGame = true;
+ CGame::nastyGame = false;
+ FrontEndMenuManager.m_PrefsAllowNastyGame = false;
+ FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_FRENCH;
+ }
+ else
+ FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_AMERICAN;
+
+ FrontEndMenuManager.InitialiseMenuContentsAfterLoadingGame();
+#else
+ //
+#endif
+
+#ifdef GTA_PS2
+ TheMemoryCard.Init();
+#endif
+}
+
+int VBlankCounter(int ca)
+{
+ frameCount++;
+ ExitHandler();
+ return 0;
+}
+
+// linked against by RW!
+extern "C" void WaitVBlank(void)
+{
+ int32 startFrame = frameCount;
+ while(startFrame == frameCount);
+}
+
+void GameInit(bool onlyRW)
+{
+ if(onlyRW)
+ {
+#ifdef GTA_PS2
+ Initialise3D(nil);
+#else
+ Initialise3D(nil); //TODO: window parameter
+#endif
+ gameAlreadyInitialised = true;
+ }
+ else
+ {
+ if ( !gameAlreadyInitialised )
+#ifdef GTA_PS2
+ Initialise3D(nil);
+#else
+ Initialise3D(nil); //TODO: window parameter
+#endif
+ }
+
+#ifdef GTA_PS2
+ char *files[] =
+ {
+ "\\ANIM\\CUTS.IMG;1",
+ "\\ANIM\\CUTS.DIR;1",
+ "\\ANIM\\PED.IFP;1",
+ "\\MODELS\\FRONTEN1.TXD;1",
+ "\\MODELS\\FRONTEN2.TXD;1",
+ "\\MODELS\\FONTS.TXD;1",
+ "\\MODELS\\HUD.TXD;1",
+ "\\MODELS\\PARTICLE.TXD;1",
+ "\\MODELS\\MISC.TXD;1",
+ "\\MODELS\\GENERIC.TXD;1",
+ "\\MODELS\\GTA3.DIR;1",
+ // TODO: japanese?
+#ifdef GTA_PAL
+ "\\TEXT\\ENGLISH.GXT;1",
+ "\\TEXT\\FRENCH.GXT;1",
+ "\\TEXT\\GERMAN.GXT;1",
+ "\\TEXT\\ITALIAN.GXT;1",
+ "\\TEXT\\SPANISH.GXT;1",
+#else
+ "\\TEXT\\AMERICAN.GXT;1",
+#endif
+ "\\MODELS\\COLL\\GENERIC.COL;1",
+ "\\MODELS\\COLL\\VEHICLES.COL;1",
+ "\\MODELS\\COLL\\PEDS.COL;1",
+ "\\MODELS\\COLL\\WEAPONS.COL;1",
+ "\\MODELS\\GENERIC\\AIR_VLO.DFF;1",
+ "\\MODELS\\GENERIC\\WHEELS.DFF;1",
+ "\\MODELS\\GENERIC\\ARROW.DFF;1",
+ "\\MODELS\\GENERIC\\ZONECYLB.DFF;1",
+ "\\DATA\\HANDLING.CFG;1",
+ "\\DATA\\SURFACE.DAT;1",
+ "\\DATA\\PEDSTATS.DAT;1",
+ "\\DATA\\TIMECYC.DAT;1",
+ "\\DATA\\PARTICLE.CFG;1",
+ "\\DATA\\DEFAULT.DAT;1",
+ "\\DATA\\DEFAULT.IDE;1",
+ "\\DATA\\GTA_VC.DAT;1",
+ "\\DATA\\OBJECT.DAT;1",
+ "\\DATA\\MAP.ZON;1",
+ "\\DATA\\NAVIG.ZON;1",
+ "\\DATA\\INFO.ZON;1",
+ "\\DATA\\WATERPRO.DAT;1",
+ "\\DATA\\MAIN.SCM;1",
+ "\\DATA\\CARCOLS.DAT;1",
+ "\\DATA\\PED.DAT;1",
+ "\\DATA\\FISTFITE.DAT;1",
+ "\\DATA\\WEAPON.DAT;1",
+ "\\DATA\\PEDGRP.DAT;1",
+ "\\DATA\\PATHS\\FLIGHT.DAT;1",
+ "\\DATA\\PATHS\\FLIGHT2.DAT;1",
+ "\\DATA\\PATHS\\FLIGHT3.DAT;1",
+ "\\DATA\\PATHS\\SPATH0.DAT;1",
+ "\\DATA\\MAPS\\LITTLEHA\\LITTLEHA.IDE;1",
+ "\\DATA\\MAPS\\DOWNTOWN\\DOWNTOWN.IDE;1",
+ "\\DATA\\MAPS\\DOWNTOWS\\DOWNTOWS.IDE;1",
+ "\\DATA\\MAPS\\DOCKS\\DOCKS.IDE;1",
+ "\\DATA\\MAPS\\WASHINTN\\WASHINTN.IDE;1",
+ "\\DATA\\MAPS\\WASHINTS\\WASHINTS.IDE;1",
+ "\\DATA\\MAPS\\OCEANDRV\\OCEANDRV.IDE;1",
+ "\\DATA\\MAPS\\OCEANDN\\OCEANDN.IDE;1",
+ "\\DATA\\MAPS\\GOLF\\GOLF.IDE;1",
+ "\\DATA\\MAPS\\BRIDGE\\BRIDGE.IDE;1",
+ "\\DATA\\MAPS\\STARISL\\STARISL.IDE;1",
+ "\\DATA\\MAPS\\NBEACHBT\\NBEACHBT.IDE;1",
+ "\\DATA\\MAPS\\NBEACHW\\NBEACHW.IDE;1",
+ "\\DATA\\MAPS\\NBEACH\\NBEACH.IDE;1",
+ "\\DATA\\MAPS\\BANK\\BANK.IDE;1",
+ "\\DATA\\MAPS\\MALL\\MALL.IDE;1",
+ "\\DATA\\MAPS\\YACHT\\YACHT.IDE;1",
+ "\\DATA\\MAPS\\CISLAND\\CISLAND.IDE;1",
+ "\\DATA\\MAPS\\CLUB\\CLUB.IDE;1",
+ "\\DATA\\MAPS\\HOTEL\\HOTEL.IDE;1",
+ "\\DATA\\MAPS\\LAWYERS\\LAWYERS.IDE;1",
+ "\\DATA\\MAPS\\STRIPCLB\\STRIPCLB.IDE;1",
+ "\\DATA\\MAPS\\AIRPORT\\AIRPORT.IDE;1",
+ "\\DATA\\MAPS\\HAITI\\HAITI.IDE;1",
+ "\\DATA\\MAPS\\HAITIN\\HAITIN.IDE;1",
+ "\\DATA\\MAPS\\CONCERTH\\CONCERTH.IDE;1",
+ "\\DATA\\MAPS\\MANSION\\MANSION.IDE;1",
+ "\\DATA\\MAPS\\ISLANDSF\\ISLANDSF.IDE;1",
+ "\\DATA\\MAPS\\LITTLEHA\\LITTLEHA.IPL;1",
+ "\\DATA\\MAPS\\DOWNTOWN\\DOWNTOWN.IPL;1",
+ "\\DATA\\MAPS\\DOWNTOWS\\DOWNTOWS.IPL;1",
+ "\\DATA\\MAPS\\DOCKS\\DOCKS.IPL;1",
+ "\\DATA\\MAPS\\WASHINTN\\WASHINTN.IPL;1",
+ "\\DATA\\MAPS\\WASHINTS\\WASHINTS.IPL;1",
+ "\\DATA\\MAPS\\OCEANDRV\\OCEANDRV.IPL;1",
+ "\\DATA\\MAPS\\OCEANDN\\OCEANDN.IPL;1",
+ "\\DATA\\MAPS\\GOLF\\GOLF.IPL;1",
+ "\\DATA\\MAPS\\BRIDGE\\BRIDGE.IPL;1",
+ "\\DATA\\MAPS\\STARISL\\STARISL.IPL;1",
+ "\\DATA\\MAPS\\NBEACHBT\\NBEACHBT.IPL;1",
+ "\\DATA\\MAPS\\NBEACH\\NBEACH.IPL;1",
+ "\\DATA\\MAPS\\NBEACHW\\NBEACHW.IPL;1",
+ "\\DATA\\MAPS\\CISLAND\\CISLAND.IPL;1",
+ "\\DATA\\MAPS\\AIRPORT\\AIRPORT.IPL;1",
+ "\\DATA\\MAPS\\HAITI\\HAITI.IPL;1",
+ "\\DATA\\MAPS\\HAITIN\\HAITIN.IPL;1",
+ "\\DATA\\MAPS\\ISLANDSF\\ISLANDSF.IPL;1",
+ "\\DATA\\MAPS\\BANK\\BANK.IPL;1",
+ "\\DATA\\MAPS\\MALL\\MALL.IPL;1",
+ "\\DATA\\MAPS\\YACHT\\YACHT.IPL;1",
+ "\\DATA\\MAPS\\CLUB\\CLUB.IPL;1",
+ "\\DATA\\MAPS\\HOTEL\\HOTEL.IPL;1",
+ "\\DATA\\MAPS\\LAWYERS\\LAWYERS.IPL;1",
+ "\\DATA\\MAPS\\STRIPCLB\\STRIPCLB.IPL;1",
+ "\\DATA\\MAPS\\CONCERTH\\CONCERTH.IPL;1",
+ "\\DATA\\MAPS\\MANSION\\MANSION.IPL;1",
+ "\\DATA\\MAPS\\GENERIC.IDE;1",
+ "\\DATA\\OCCLU.IPL;1",
+ "\\DATA\\MAPS\\PATHS.IPL;1",
+ "\\TXD\\LOADSC0.TXD;1",
+ "\\TXD\\LOADSC1.TXD;1",
+ "\\TXD\\LOADSC2.TXD;1",
+ "\\TXD\\LOADSC3.TXD;1",
+ "\\TXD\\LOADSC4.TXD;1",
+ "\\TXD\\LOADSC5.TXD;1",
+ "\\TXD\\LOADSC6.TXD;1",
+ "\\TXD\\LOADSC7.TXD;1",
+ "\\TXD\\LOADSC8.TXD;1",
+ "\\TXD\\LOADSC9.TXD;1",
+ "\\TXD\\LOADSC10.TXD;1",
+ "\\TXD\\LOADSC11.TXD;1",
+ "\\TXD\\LOADSC12.TXD;1",
+ "\\TXD\\LOADSC13.TXD;1",
+ "\\TXD\\SPLASH1.TXD;1"
+ };
+
+ for ( int32 i = 0; i < ARRAY_SIZE(files); i++ )
+ SkyRegisterFileOnCd([i]);
+#endif
+
+#ifdef GTA_PS2
+ AddIntcHandler(INTC_VBLANK_S, VBlankCounter, 0);
+#endif
+
+#ifdef GTA_PS2
+ sceCdCLOCK rtc;
+ sceCdReadClock(&rtc);
+ uint32 seed = rtc.minute + rtc.day;
+ uint32 seed2 = (seed << 4)-seed;
+ uint32 seed3 = (seed2 << 4)-seed2;
+ srand ((seed3<<4)+rtc.second);
+#else
+ //TODO: mysrand();
+#endif
+
+ // gameAlreadyInitialised = true; // why is this gone?
+ }
+}
+
+int32 SkipAllMPEGs;
+int32 gMemoryStickLoadOK;
+
+void PlayIntroMPEGs()
+{
+#ifdef GTA_PS2
+ if (gameAlreadyInitialised)
+ RpSkySuspend();
+
+ InitMPEGPlayer();
+
+ float skipTime; // wrong type, should be int
+#ifdef GTA_PAL
+ if(gMemoryStickLoadOK)
+ skipTime = 2500000;
+ else
+ skipTime = 5300000;
+
+ if(!SkipAllMPEGs)
+ PlayMPEG("cdrom0:\\MOVIES\\VCPAL.PSS;1", false, unk);
+
+ if(!SkipAllMPEGs){
+ SkipAllMPEGs = true;
+ PlayMPEG("cdrom0:\\MOVIES\\VICEPAL.PSS;1", true, 0);
+ }
+#else
+ if(gMemoryStickLoadOK)
+ skipTime = 2750000;
+ else
+ skipTime = 5500000;
+
+ if(!SkipAllMPEGs)
+ PlayMPEG("cdrom0:\\MOVIES\\VCNTSC.PSS;1", false, unk);
+
+ if(!SkipAllMPEGs){
+ SkipAllMPEGs = true;
+ PlayMPEG("cdrom0:\\MOVIES\\VICE.PSS;1", true, 0);
+ }
+#endif
+
+ ShutdownMPEGPlayer();
+
+ if ( gameAlreadyInitialised )
+ RpSkyResume();
+#else
+ //TODO
+#endif
+}
+
+int
+main(int argc, char *argv[])
+{
+#ifdef __MWERKS__
+ mwInit(); // metrowerks initialisation
+#endif
+
+ SystemInit();
+
+ if(RsEventHandler(rsINITIALIZE, nil) == rsEVENTERROR)
+ return 0;
+
+#ifdef GTA_PS2
+ int32 r = TheMemoryCard.CheckCardStateAtGameStartUp(CARD_ONE);
+
+ if ( r == CMemoryCard::ERR_DIRNOENTRY || r == CMemoryCard::ERR_NOFORMAT )
+ {
+ GameInit(true);
+
+ TheText.Unload();
+ TheText.Load();
+
+ CFont::Initialise();
+
+ FrontEndMenuManager.DrawMemoryCardStartUpMenus();
+ }else if(r == CMemoryCard::ERR_OPENNOENTRY)
+ gMemoryStickLoadOK = false;
+ else if(r == CMemoryCard::ERR_NONE)
+ gMemoryStickLoadOK = true;
+#endif
+
+ PlayIntroMPEGs();
+
+ GameInit(false);
+
+ frameCount = 0;
+ while(frameCount < 100);
+
+ CGame::InitialiseOnceAfterRW();
+
+ TheGame();
+
+#if 0 // maybe ifndef FINAL or MASTER?
+ CGame::ShutDown();
+
+ RwEngineStop();
+ RwEngineClose();
+ RwEngineTerm();
+
+#ifdef __MWERKS__
+ mwExit(); // metrowerks shutdown
+#endif
+#endif
+ return 0;
+}
+#endif