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authoraap <aap@papnet.eu>2019-07-07 13:09:11 +0200
committeraap <aap@papnet.eu>2019-07-07 13:09:11 +0200
commit53023eb65bdcde43e341c1ecb7cf0c7f8ee524fb (patch)
treefc65a6c40fa719f9d43be9e0e15be79c490135e0 /src/core/main.cpp
parentfinished CPhysical (diff)
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Diffstat (limited to 'src/core/main.cpp')
-rw-r--r--src/core/main.cpp891
1 files changed, 891 insertions, 0 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp
new file mode 100644
index 00000000..e7f42780
--- /dev/null
+++ b/src/core/main.cpp
@@ -0,0 +1,891 @@
+#include "common.h"
+#include "patcher.h"
+#include "main.h"
+#include "General.h"
+#include "RwHelper.h"
+#include "Clouds.h"
+#include "Draw.h"
+#include "Sprite2d.h"
+#include "Renderer.h"
+#include "Coronas.h"
+#include "WaterLevel.h"
+#include "Weather.h"
+#include "Glass.h"
+#include "WaterCannon.h"
+#include "SpecialFX.h"
+#include "Shadows.h"
+#include "Skidmarks.h"
+#include "Antennas.h"
+#include "Rubbish.h"
+#include "Particle.h"
+#include "Pickups.h"
+#include "WeaponEffects.h"
+#include "PointLights.h"
+#include "Fluff.h"
+#include "Replay.h"
+#include "Camera.h"
+#include "World.h"
+#include "Ped.h"
+#include "Font.h"
+#include "Pad.h"
+#include "Hud.h"
+#include "User.h"
+#include "Messages.h"
+#include "Darkel.h"
+#include "Garages.h"
+#include "MusicManager.h"
+#include "VisibilityPlugins.h"
+#include "NodeName.h"
+#include "DMAudio.h"
+#include "CutsceneMgr.h"
+#include "Lights.h"
+#include "Credits.h"
+#include "ZoneCull.h"
+#include "Timecycle.h"
+#include "TxdStore.h"
+#include "FileMgr.h"
+#include "Text.h"
+#include "RpAnimBlend.h"
+#include "Frontend.h"
+
+#define DEFAULT_VIEWWINDOW (tan(DEGTORAD(CDraw::GetFOV() * 0.5f)))
+
+
+GlobalScene &Scene = *(GlobalScene*)0x726768;
+
+uint8 work_buff[55000];
+char gString[256];
+wchar *gUString = (wchar*)0x74B018;
+
+bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8;
+
+
+bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
+void DoRWStuffEndOfFrame(void);
+
+void RenderScene(void);
+void RenderDebugShit(void);
+void RenderEffects(void);
+void Render2dStuff(void);
+void RenderMenus(void);
+void DoFade(void);
+void Render2dStuffAfterFade(void);
+
+CSprite2d *LoadSplash(const char *name);
+void DestroySplashScreen(void);
+
+
+extern void (*DebugMenuProcess)(void);
+extern void (*DebugMenuRender)(void);
+void DebugMenuInit(void);
+void DebugMenuPopulate(void);
+
+void PrintGameVersion();
+
+RwRGBA gColourTop;
+
+void
+InitialiseGame(void)
+{
+ LoadingScreen(nil, nil, "loadsc0");
+ CGame::Initialise("DATA\\GTA3.DAT");
+}
+
+void
+Idle(void *arg)
+{
+#ifdef ASPECT_RATIO_SCALE
+ CDraw::SetAspectRatio(CDraw::FindAspectRatio());
+#endif
+
+ CTimer::Update();
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ CPointLights::InitPerFrame();
+ CGame::Process();
+ DMAudio.Service();
+
+ if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
+ FrontEndMenuManager.m_bStartGameLoading = true;
+ FrontEndMenuManager.m_bLoadingSavedGame = false;
+ return;
+ }
+
+ if(FrontEndMenuManager.m_bStartGameLoading || b_FoundRecentSavedGameWantToLoad)
+ return;
+
+ SetLightsWithTimeOfDayColour(Scene.world);
+
+ if(arg == nil)
+ return;
+
+ if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.field_452 == 1) &&
+ TheCamera.GetScreenFadeStatus() != FADE_2){
+#ifdef GTA_PC
+ // This is from SA, but it's nice for windowed mode
+ RwV2d pos;
+ pos.x = SCREEN_WIDTH/2.0f;
+ pos.y = SCREEN_HEIGHT/2.0f;
+ RsMouseSetPos(&pos);
+#endif
+ CRenderer::ConstructRenderList();
+ CRenderer::PreRender();
+
+ if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
+ if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
+ return;
+ }else{
+ if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(),
+ CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
+ 255))
+ return;
+ }
+
+ DefinedState();
+
+ // BUG. This has to be done BEFORE RwCameraBeginUpdate
+ RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
+ RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
+
+ RenderScene();
+ RenderDebugShit();
+ RenderEffects();
+
+ if((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) &&
+ TheCamera.m_ScreenReductionPercentage > 0.0)
+ TheCamera.SetMotionBlurAlpha(150);
+ TheCamera.RenderMotionBlur();
+
+ Render2dStuff();
+ }else{
+ float viewWindow = DEFAULT_VIEWWINDOW;
+ CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
+ if(!RsCameraBeginUpdate(Scene.camera))
+ return;
+ }
+
+ RenderMenus();
+#ifndef FINAL
+ PrintGameVersion();
+#endif
+ DoFade();
+ Render2dStuffAfterFade();
+ CCredits::Render();
+ DoRWStuffEndOfFrame();
+
+// if(g_SlowMode)
+// ProcessSlowMode();
+}
+
+void
+FrontendIdle(void)
+{
+#ifdef ASPECT_RATIO_SCALE
+ CDraw::SetAspectRatio(CDraw::FindAspectRatio());
+#endif
+
+ CTimer::Update();
+ CSprite2d::SetRecipNearClip();
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ CPad::UpdatePads();
+ FrontEndMenuManager.Process();
+
+ if(RsGlobal.quit)
+ return;
+
+ float viewWindow = DEFAULT_VIEWWINDOW;
+ CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
+ if(!RsCameraBeginUpdate(Scene.camera))
+ return;
+
+ DefinedState();
+ RenderMenus();
+#ifndef FINAL
+ PrintGameVersion();
+#endif
+ DoFade();
+ Render2dStuffAfterFade();
+ CFont::DrawFonts();
+ DoRWStuffEndOfFrame();
+}
+
+bool
+DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
+{
+ CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha);
+ CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha);
+
+ CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
+
+ if(!RsCameraBeginUpdate(Scene.camera))
+ return false;
+
+ CSprite2d::InitPerFrame();
+
+ if(Alpha != 0)
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor);
+
+ return true;
+}
+
+bool
+DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
+{
+ CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO);
+ CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
+ RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
+
+ if(!RsCameraBeginUpdate(Scene.camera))
+ return false;
+
+ TheCamera.m_viewMatrix.Update();
+ CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha);
+
+ return true;
+}
+
+void
+DoRWStuffEndOfFrame(void)
+{
+ // CDebug::DebugDisplayTextBuffer();
+ // FlushObrsPrintfs();
+ RwCameraEndUpdate(Scene.camera);
+ RsCameraShowRaster(Scene.camera);
+}
+
+
+// This is certainly a very useful function
+void
+DoRWRenderHorizon(void)
+{
+ CClouds::RenderHorizon();
+}
+
+void
+RenderScene(void)
+{
+ CClouds::Render();
+ DoRWRenderHorizon();
+ CRenderer::RenderRoads();
+ CCoronas::RenderReflections();
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ CRenderer::RenderEverythingBarRoads();
+ CRenderer::RenderBoats();
+ DefinedState();
+ CWaterLevel::RenderWater();
+ CRenderer::RenderFadingInEntities();
+ CRenderer::RenderVehiclesButNotBoats();
+ CWeather::RenderRainStreaks();
+}
+
+void
+RenderDebugShit(void)
+{
+ // CTheScripts::RenderTheScriptDebugLines()
+}
+
+void
+RenderEffects(void)
+{
+ CGlass::Render();
+ CWaterCannons::Render();
+ CSpecialFX::Render();
+ CShadows::RenderStaticShadows();
+ CShadows::RenderStoredShadows();
+ CSkidmarks::Render();
+ CAntennas::Render();
+ CRubbish::Render();
+ CCoronas::Render();
+ CParticle::Render();
+ CPacManPickups::Render();
+ CWeaponEffects::Render();
+ CPointLights::RenderFogEffect();
+ CMovingThings::Render();
+ CRenderer::RenderFirstPersonVehicle();
+}
+
+void
+Render2dStuff(void)
+{
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+
+ CReplay::Display();
+ CPickups::RenderPickUpText();
+
+ if(TheCamera.m_WideScreenOn)
+ TheCamera.DrawBordersForWideScreen();
+
+ CPed *player = FindPlayerPed();
+ int weaponType = 0;
+ if(player)
+ weaponType = player->GetWeapon()->m_eWeaponType;
+
+ bool firstPersonWeapon = false;
+ int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
+ if(cammode == CCam::MODE_SNIPER ||
+ cammode == CCam::MODE_SNIPER_RUN_AROUND ||
+ cammode == CCam::MODE_ROCKET ||
+ cammode == CCam::MODE_ROCKET_RUN_AROUND)
+ firstPersonWeapon = true;
+
+ // Draw black border for sniper and rocket launcher
+ if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){
+ CRGBA black(0, 0, 0, 255);
+
+ // top and bottom strips
+ if (weaponType == WEAPONTYPE_ROCKETLAUNCHER) {
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(180)), black);
+ CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(170), SCREEN_WIDTH, SCREEN_HEIGHT), black);
+ }
+ else {
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(210)), black);
+ CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(210), SCREEN_WIDTH, SCREEN_HEIGHT), black);
+ }
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH / 2 - SCREEN_SCALE_X(210), SCREEN_HEIGHT), black);
+ CSprite2d::DrawRect(CRect(SCREEN_WIDTH / 2 + SCREEN_SCALE_X(210), 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), black);
+ }
+
+ MusicManager.DisplayRadioStationName();
+// TheConsole.Display();
+/*
+ if(CSceneEdit::m_bEditOn)
+ CSceneEdit::Draw();
+ else
+*/
+ CHud::Draw();
+ CUserDisplay::OnscnTimer.ProcessForDisplay();
+ CMessages::Display();
+ CDarkel::DrawMessages();
+ CGarages::PrintMessages();
+ CPad::PrintErrorMessage();
+ CFont::DrawFonts();
+
+ DebugMenuRender();
+}
+
+void
+RenderMenus(void)
+{
+ if(FrontEndMenuManager.m_bMenuActive)
+ FrontEndMenuManager.DrawFrontEnd();
+}
+
+bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4;
+bool &StillToFadeOut = *(bool*)0x95CD99;
+uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC;
+uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564;
+
+void
+DoFade(void)
+{
+ if(CTimer::GetIsPaused())
+ return;
+
+ if(JustLoadedDontFadeInYet){
+ JustLoadedDontFadeInYet = false;
+ TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
+ }
+
+ if(StillToFadeOut){
+ if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
+ StillToFadeOut = false;
+ TheCamera.Fade(3.0f, FADE_IN);
+ TheCamera.ProcessFade();
+ TheCamera.ProcessMusicFade();
+ }else{
+ TheCamera.SetFadeColour(0, 0, 0);
+ TheCamera.Fade(0.0f, FADE_OUT);
+ TheCamera.ProcessFade();
+ }
+ }
+
+ if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){
+ CSprite2d *splash = LoadSplash(nil);
+
+ CRGBA fadeColor;
+ CRect rect;
+ int fadeValue = CDraw::FadeValue;
+ float brightness = min(CMenuManager::m_PrefsBrightness, 256);
+ if(brightness <= 50)
+ brightness = 50;
+ if(FrontEndMenuManager.m_bMenuActive)
+ brightness = 256;
+
+ if(TheCamera.m_FadeTargetIsSplashScreen)
+ fadeValue = 0;
+
+ float fade = fadeValue + 256 - brightness;
+ if(fade == 0){
+ fadeColor.r = 0;
+ fadeColor.g = 0;
+ fadeColor.b = 0;
+ fadeColor.a = 0;
+ }else{
+ fadeColor.r = fadeValue * CDraw::FadeRed / fade;
+ fadeColor.g = fadeValue * CDraw::FadeGreen / fade;
+ fadeColor.b = fadeValue * CDraw::FadeBlue / fade;
+ int alpha = 255 - brightness*(256 - fadeValue)/256;
+ if(alpha < 0)
+ alpha = 0;
+ fadeColor.a = alpha;
+ }
+
+ if(TheCamera.m_WideScreenOn){
+ // what's this?
+ float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f;
+ rect.left = 0.0f;
+ rect.right = SCREEN_WIDTH;
+ rect.top = y - 8.0f;
+ rect.bottom = SCREEN_HEIGHT - y - 8.0f;
+ }else{
+ rect.left = 0.0f;
+ rect.right = SCREEN_WIDTH;
+ rect.top = 0.0f;
+ rect.bottom = SCREEN_HEIGHT;
+ }
+ CSprite2d::DrawRect(rect, fadeColor);
+
+ if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){
+ fadeColor.r = 255;
+ fadeColor.g = 255;
+ fadeColor.b = 255;
+ fadeColor.a = CDraw::FadeValue;
+ splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), fadeColor, fadeColor, fadeColor, fadeColor);
+ }
+ }
+}
+
+void
+Render2dStuffAfterFade(void)
+{
+ CHud::DrawAfterFade();
+ CFont::DrawFonts();
+}
+
+CSprite2d splash;
+int splashTxdId = -1;
+
+CSprite2d*
+LoadSplash(const char *name)
+{
+ RwTexDictionary *txd;
+ char filename[140];
+ RwTexture *tex = nil;
+
+ if(name == nil)
+ return &splash;
+ if(splashTxdId == -1)
+ splashTxdId = CTxdStore::AddTxdSlot("splash");
+
+ txd = CTxdStore::GetSlot(splashTxdId)->texDict;
+ if(txd)
+ tex = RwTexDictionaryFindNamedTexture(txd, name);
+ // if texture is found, splash was already set up below
+
+ if(tex == nil){
+ CFileMgr::SetDir("TXD\\");
+ sprintf(filename, "%s.txd", name);
+ if(splash.m_pTexture)
+ splash.Delete();
+ if(txd)
+ CTxdStore::RemoveTxd(splashTxdId);
+ CTxdStore::LoadTxd(splashTxdId, filename);
+ CTxdStore::AddRef(splashTxdId);
+ CTxdStore::PushCurrentTxd();
+ CTxdStore::SetCurrentTxd(splashTxdId);
+ splash.SetTexture(name);
+ CTxdStore::PopCurrentTxd();
+ CFileMgr::SetDir("");
+ }
+
+ return &splash;
+}
+
+void
+DestroySplashScreen(void)
+{
+ splash.Delete();
+ if(splashTxdId != -1)
+ CTxdStore::RemoveTxdSlot(splashTxdId);
+ splashTxdId = -1;
+}
+
+float NumberOfChunksLoaded;
+#define TOTALNUMCHUNKS 73.0f
+
+// TODO: compare with PS2
+void
+LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
+{
+ CSprite2d *splash;
+
+#ifndef RANDOMSPLASH
+ if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame)
+ splashscreen = "mainsc2";
+ else
+ splashscreen = "mainsc1";
+#endif
+
+ splash = LoadSplash(splashscreen);
+
+ if(RsGlobal.quit)
+ return;
+
+ if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)){
+ CSprite2d::SetRecipNearClip();
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ DefinedState();
+ RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
+ splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), CRGBA(255, 255, 255, 255));
+
+ if(str1){
+ NumberOfChunksLoaded += 1;
+
+ float hpos = SCREEN_SCALE_X(40);
+ float length = SCREEN_WIDTH - SCREEN_SCALE_X(100);
+ float vpos = SCREEN_HEIGHT - SCREEN_SCALE_Y(13);
+ float height = SCREEN_SCALE_Y(7);
+ CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(40, 53, 68, 255));
+
+ length *= NumberOfChunksLoaded/TOTALNUMCHUNKS;
+ CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(81, 106, 137, 255));
+
+ // this is done by the game but is unused
+ CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2));
+ CFont::SetPropOn();
+ CFont::SetRightJustifyOn();
+ CFont::SetFontStyle(FONT_HEADING);
+
+#ifdef CHATTYSPLASH
+ // my attempt
+ static wchar tmpstr[80];
+ float scale = SCREEN_SCALE_Y(0.8f);
+ vpos -= 50*scale;
+ CFont::SetScale(scale, scale);
+ CFont::SetPropOn();
+ CFont::SetRightJustifyOff();
+ CFont::SetFontStyle(FONT_BANK);
+ CFont::SetColor(CRGBA(255, 255, 255, 255));
+ AsciiToUnicode(str1, tmpstr);
+ CFont::PrintString(hpos, vpos, tmpstr);
+ vpos += 25*scale;
+ AsciiToUnicode(str2, tmpstr);
+ CFont::PrintString(hpos, vpos, tmpstr);
+#endif
+ }
+
+ CFont::DrawFonts();
+ DoRWStuffEndOfFrame();
+ }
+}
+
+void
+ResetLoadingScreenBar(void)
+{
+ NumberOfChunksLoaded = 0.0f;
+}
+
+void
+LoadingIslandScreen(const char *levelName)
+{
+ CSprite2d *splash;
+ wchar *name;
+ char str[100];
+ wchar wstr[80];
+ CRGBA col;
+
+ splash = LoadSplash(nil);
+ name = TheText.Get(levelName);
+ if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255))
+ return;
+
+ CSprite2d::SetRecipNearClip();
+ CSprite2d::InitPerFrame();
+ CFont::InitPerFrame();
+ DefinedState();
+ col = CRGBA(255, 255, 255, 255);
+ splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col, col, col, col);
+ CFont::SetBackgroundOff();
+ CFont::SetScale(1.5f, 1.5f);
+ CFont::SetPropOn();
+ CFont::SetRightJustifyOn();
+ CFont::SetRightJustifyWrap(150.0f);
+ CFont::SetFontStyle(FONT_HEADING);
+ sprintf(str, "WELCOME TO");
+ AsciiToUnicode(str, wstr);
+ CFont::SetDropColor(CRGBA(0, 0, 0, 255));
+ CFont::SetDropShadowPosition(3);
+ CFont::SetColor(CRGBA(243, 237, 71, 255));
+ CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
+ CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
+ TextCopy(wstr, name);
+ TheText.UpperCase(wstr);
+ CFont::SetColor(CRGBA(243, 237, 71, 255));
+ CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
+ CFont::PrintString(SCREEN_WIDTH-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
+ CFont::DrawFonts();
+ DoRWStuffEndOfFrame();
+}
+
+char*
+GetLevelSplashScreen(int level)
+{
+ static char *splashScreens[4] = {
+ nil,
+ "splash1",
+ "splash2",
+ "splash3",
+ };
+
+ return splashScreens[level];
+}
+
+char*
+GetRandomSplashScreen(void)
+{
+ int index;
+ static int index2 = 0;
+ static char splashName[128];
+ static int splashIndex[24] = {
+ 25, 22, 4, 13,
+ 1, 21, 14, 16,
+ 10, 12, 5, 9,
+ 11, 18, 3, 2,
+ 19, 23, 7, 17,
+ 15, 6, 8, 20
+ };
+
+ index = splashIndex[4*index2 + CGeneral::GetRandomNumberInRange(0, 3)];
+ index2++;
+ if(index2 == 6)
+ index2 = 0;
+ sprintf(splashName, "loadsc%d", index);
+ return splashName;
+}
+
+#include "rwcore.h"
+#include "rpworld.h"
+#include "rpmatfx.h"
+#include "rpskin.h"
+#include "rphanim.h"
+#include "rtbmp.h"
+
+_TODO("temp, move this includes out of here")
+
+static RwBool
+PluginAttach(void)
+{
+ if( !RpWorldPluginAttach() )
+ {
+ printf("Couldn't attach world plugin\n");
+
+ return FALSE;
+ }
+
+ if( !RpSkinPluginAttach() )
+ {
+ printf("Couldn't attach RpSkin plugin\n");
+
+ return FALSE;
+ }
+
+ if( !RpHAnimPluginAttach() )
+ {
+ printf("Couldn't attach RpHAnim plugin\n");
+
+ return FALSE;
+ }
+
+ if( !NodeNamePluginAttach() )
+ {
+ printf("Couldn't attach node name plugin\n");
+
+ return FALSE;
+ }
+
+ if( !CVisibilityPlugins::PluginAttach() )
+ {
+ printf("Couldn't attach visibility plugins\n");
+
+ return FALSE;
+ }
+
+ if( !RpAnimBlendPluginAttach() )
+ {
+ printf("Couldn't attach RpAnimBlend plugin\n");
+
+ return FALSE;
+ }
+
+ if( !RpMatFXPluginAttach() )
+ {
+ printf("Couldn't attach RpMatFX plugin\n");
+
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+static RwBool
+Initialise3D(void *param)
+{
+ if (RsRwInitialise(param))
+ {
+ //
+ DebugMenuInit();
+ DebugMenuPopulate();
+ //
+
+ return CGame::InitialiseRenderWare();
+ }
+
+ return (FALSE);
+}
+
+
+static void
+Terminate3D(void)
+{
+ CGame::ShutdownRenderWare();
+
+ RsRwTerminate();
+
+ return;
+}
+
+RsEventStatus
+AppEventHandler(RsEvent event, void *param)
+{
+ switch( event )
+ {
+ case rsINITIALISE:
+ {
+ CGame::InitialiseOnceBeforeRW();
+ return RsInitialise() ? rsEVENTPROCESSED : rsEVENTERROR;
+ }
+
+ case rsCAMERASIZE:
+ {
+
+ CameraSize(Scene.camera, (RwRect *)param,
+ DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsRWINITIALISE:
+ {
+ return Initialise3D(param) ? rsEVENTPROCESSED : rsEVENTERROR;
+ }
+
+ case rsRWTERMINATE:
+ {
+ Terminate3D();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsTERMINATE:
+ {
+ CGame::FinalShutdown();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsPLUGINATTACH:
+ {
+ return PluginAttach() ? rsEVENTPROCESSED : rsEVENTERROR;
+ }
+
+ case rsINPUTDEVICEATTACH:
+ {
+ AttachInputDevices();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsIDLE:
+ {
+ Idle(param);
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsFRONTENDIDLE:
+ {
+ FrontendIdle();
+
+ return rsEVENTPROCESSED;
+ }
+
+ case rsACTIVATE:
+ {
+ param ? DMAudio.ReacquireDigitalHandle() : DMAudio.ReleaseDigitalHandle();
+
+ return rsEVENTPROCESSED;
+ }
+
+ default:
+ {
+ return rsEVENTNOTPROCESSED;
+ }
+ }
+}
+
+void PrintGameVersion()
+{
+ CFont::SetPropOn();
+ CFont::SetBackgroundOff();
+ CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.5f));
+ CFont::SetCentreOff();
+ CFont::SetRightJustifyOff();
+ CFont::SetBackGroundOnlyTextOff();
+ CFont::SetFontStyle(FONT_BANK);
+ CFont::SetWrapx(SCREEN_WIDTH);
+ CFont::SetDropShadowPosition(0);
+ CFont::SetDropColor(CRGBA(0, 0, 0, 255));
+ CFont::SetColor(CRGBA(235, 170, 50, 255));
+
+ strcpy(gString, "RE3");
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(SCREEN_SCALE_X(10.5f), SCREEN_SCALE_Y(8.0f), gUString);
+}
+
+STARTPATCHES
+ InjectHook(0x48E480, Idle, PATCH_JUMP);
+ InjectHook(0x48E700, FrontendIdle, PATCH_JUMP);
+
+ InjectHook(0x48CF10, DoRWStuffStartOfFrame, PATCH_JUMP);
+ InjectHook(0x48D040, DoRWStuffStartOfFrame_Horizon, PATCH_JUMP);
+ InjectHook(0x48E030, RenderScene, PATCH_JUMP);
+ InjectHook(0x48E080, RenderDebugShit, PATCH_JUMP);
+ InjectHook(0x48E090, RenderEffects, PATCH_JUMP);
+ InjectHook(0x48E0E0, Render2dStuff, PATCH_JUMP);
+ InjectHook(0x48E450, RenderMenus, PATCH_JUMP);
+ InjectHook(0x48D120, DoFade, PATCH_JUMP);
+ InjectHook(0x48E470, Render2dStuffAfterFade, PATCH_JUMP);
+
+ InjectHook(0x48D550, LoadSplash, PATCH_JUMP);
+ InjectHook(0x48D670, DestroySplashScreen, PATCH_JUMP);
+ InjectHook(0x48D770, LoadingScreen, PATCH_JUMP);
+ InjectHook(0x48D760, ResetLoadingScreenBar, PATCH_JUMP);
+
+ InjectHook(0x48D470, PluginAttach, PATCH_JUMP);
+ InjectHook(0x48D520, Initialise3D, PATCH_JUMP);
+ InjectHook(0x48D540, Terminate3D, PATCH_JUMP);
+ InjectHook(0x48E800, AppEventHandler, PATCH_JUMP);
+ENDPATCHES