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authorSvxy <aidan61605@gmail.com>2023-05-31 23:31:32 +0200
committerSvxy <aidan61605@gmail.com>2023-05-31 23:31:32 +0200
commiteb4b3404aa00220d659e532151dab13d642c17a3 (patch)
tree7e1107c4995489a26c4007e41b53ea8d00ab2134 /game/code/main
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Diffstat (limited to 'game/code/main')
-rw-r--r--game/code/main/allgcmain.cpp10
-rw-r--r--game/code/main/allps2main.cpp6
-rw-r--r--game/code/main/commandlineoptions.cpp403
-rw-r--r--game/code/main/commandlineoptions.h132
-rw-r--r--game/code/main/dvderrors.xlsbin0 -> 34816 bytes
-rw-r--r--game/code/main/errorsGC.h62
-rw-r--r--game/code/main/errorsPS2.h62
-rw-r--r--game/code/main/errorsWIN32.h31
-rw-r--r--game/code/main/errorsXBOX.h62
-rw-r--r--game/code/main/game.cpp709
-rw-r--r--game/code/main/game.h139
-rw-r--r--game/code/main/gamecube_extras/buildlicense.bat8
-rw-r--r--game/code/main/gamecube_extras/gcmanager.cpp711
-rw-r--r--game/code/main/gamecube_extras/gcmanager.h83
-rw-r--r--game/code/main/gamecube_extras/license.h963
-rw-r--r--game/code/main/gamecube_extras/screenshot.c345
-rw-r--r--game/code/main/gamecube_extras/screenshot.h43
-rw-r--r--game/code/main/gcmain.cpp221
-rw-r--r--game/code/main/gcplatform.cpp1758
-rw-r--r--game/code/main/gcplatform.h160
-rw-r--r--game/code/main/globaltypes.h30
-rw-r--r--game/code/main/pchsrr2.cpp15
-rw-r--r--game/code/main/pchsrr2.h23
-rw-r--r--game/code/main/platform.h104
-rw-r--r--game/code/main/ps2main.cpp295
-rw-r--r--game/code/main/ps2platform.cpp1847
-rw-r--r--game/code/main/ps2platform.h207
-rw-r--r--game/code/main/singletons.cpp333
-rw-r--r--game/code/main/singletons.h35
-rw-r--r--game/code/main/tuidunaligned.cpp266
-rw-r--r--game/code/main/tuidunaligned.h79
-rw-r--r--game/code/main/win32main.cpp237
-rw-r--r--game/code/main/win32platform.cpp2286
-rw-r--r--game/code/main/win32platform.h176
-rw-r--r--game/code/main/xboxmain.cpp236
-rw-r--r--game/code/main/xboxplatform.cpp1315
-rw-r--r--game/code/main/xboxplatform.h99
37 files changed, 13491 insertions, 0 deletions
diff --git a/game/code/main/allgcmain.cpp b/game/code/main/allgcmain.cpp
new file mode 100644
index 0000000..ad8c143
--- /dev/null
+++ b/game/code/main/allgcmain.cpp
@@ -0,0 +1,10 @@
+#include <main/commandlineoptions.cpp>
+#include <main/game.cpp>
+#include <main/gcmain.cpp>
+#include <main/gcplatform.cpp>
+#include <main/singletons.cpp>
+#include <main/gamecube_extras/gcmanager.cpp>
+#ifndef RAD_RELEASE
+#include <main/gamecube_extras/screenshot.c>
+#endif
+#include <main/tuidunaligned.cpp>
diff --git a/game/code/main/allps2main.cpp b/game/code/main/allps2main.cpp
new file mode 100644
index 0000000..9d76b0d
--- /dev/null
+++ b/game/code/main/allps2main.cpp
@@ -0,0 +1,6 @@
+#include <main/commandlineoptions.cpp>
+#include <main/game.cpp>
+#include <main/ps2main.cpp>
+#include <main/ps2platform.cpp>
+#include <main/singletons.cpp>
+#include <main/tuidunaligned.cpp>
diff --git a/game/code/main/commandlineoptions.cpp b/game/code/main/commandlineoptions.cpp
new file mode 100644
index 0000000..58b9676
--- /dev/null
+++ b/game/code/main/commandlineoptions.cpp
@@ -0,0 +1,403 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: commandlineoptions.cpp
+//
+// Description: CommandLineOptions class implementation.
+//
+// History: + Created -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+// Standard C Library
+#include <string.h>
+// Foundation Tech
+#include <raddebug.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <main/commandlineoptions.h>
+#include <memory/srrmemory.h>
+
+//#ifdef RAD_GAMECUBE
+//#define strupr(x) (x)
+//#pragma message("strupr not defined on the game cube")
+//#endif
+
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//
+// Bit flag for options.
+//
+#ifdef NEALL_DEMOTEST
+simpsonsUInt64 CommandLineOptions::sOptions = ( 1 << CLO_DEMO_TEST | 1 << CLO_NO_TRAFFIC );
+#else
+simpsonsUInt64 CommandLineOptions::sOptions = 0;
+#endif
+
+short CommandLineOptions::s_defaultLevel = 0;
+short CommandLineOptions::s_defaultMission = 0;
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// CommandLineOptions::InitDefaults
+//==============================================================================
+//
+// Description: Initialize default command-line options.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void CommandLineOptions::InitDefaults()
+{
+ simpsonsUInt64 orValue = 1;
+
+#ifdef RAD_RELEASE
+ // enable CLO_CD_FILES_ONLY in release builds for all platforms
+ //
+ orValue = 1;
+ orValue <<= CLO_CD_FILES_ONLY;
+ sOptions |= orValue;
+#endif
+
+#if defined( RAD_GC ) || defined( RAD_PS2 )
+ // enable CLO_NO_HEAPS for GC and PS2 only
+ //
+ orValue = 1;
+ orValue <<= CLO_NO_HEAPS;
+ sOptions |= orValue;
+#endif
+}
+
+//==============================================================================
+// CommandLineOptions::HandleOption
+//==============================================================================
+//
+// Description: Interpret the command line string token.
+//
+// Parameters: option - command line string token.
+//
+// Return: None.
+//
+//==============================================================================
+void CommandLineOptions::HandleOption( const char* const optionIn )
+{
+ simpsonsUInt64 andValue;
+ simpsonsUInt64 orValue = 1;
+ bool optionFound = true;
+
+ rReleaseAssertMsg( NUM_CLO < (sizeof( sOptions ) * 8),
+ "*** WARNING: Too many commandline options!" );
+
+ char option[ 256 ];
+ strcpy( option, optionIn );
+ rReleasePrintf( "Commandline Option: %s\n", option );
+
+ if( strcmp( strupr(option), "NOMUSIC" ) == 0 )
+ {
+ orValue <<= CLO_NO_MUSIC;
+ }
+ else if( strcmp( strupr(option), "NOEFFECTS" ) == 0 )
+ {
+ orValue <<= CLO_NO_EFFECTS;
+ }
+ else if( strcmp( strupr(option), "NODIALOG" ) == 0 )
+ {
+ orValue <<= CLO_NO_DIALOG;
+ }
+ else if( strcmp( strupr(option), "MUTE" ) == 0 )
+ {
+ orValue <<= CLO_MUTE;
+ }
+ else if( strcmp( strupr(option), "SKIPMOVIE" ) == 0 )
+ {
+ orValue <<= CLO_SKIP_MOVIE;
+ }
+ else if( strcmp( strupr(option), "MEMMONITOR" ) == 0 )
+ {
+ orValue <<= CLO_MEMORY_MONITOR;
+ }
+ else if( strcmp( strupr(option), "HEAPSTATS" ) == 0 )
+ {
+ orValue <<= CLO_HEAP_STATS;
+ }
+ else if( strcmp( strupr(option), "CDFILES" ) == 0 )
+ {
+ orValue <<= CLO_CD_FILES_ONLY;
+ }
+ else if( strcmp( strupr(option), "HOSTFILES" ) == 0 )
+ {
+ //
+ // Careful to avoid the PS2-hated 64-bit constant
+ //
+ andValue = 1;
+ andValue <<= CLO_CD_FILES_ONLY;
+ andValue = ~andValue;
+
+ sOptions = sOptions & andValue;
+
+ //
+ // Skip the or operation below
+ //
+ optionFound = false;
+ }
+ else if( strcmp( strupr(option), "FIREWIRE" ) == 0 )
+ {
+ orValue <<= CLO_FIREWIRE;
+ }
+ else if( strcmp( strupr(option), "SNPROFILER" ) == 0 )
+ {
+ orValue <<= CLO_SN_PROFILER;
+ }
+ else if( strcmp( strupr(option), "ARTSTATS" ) == 0 )
+ {
+ orValue <<= CLO_ART_STATS;
+ }
+ else if( strcmp( strupr(option), "PROPSTATS" ) == 0 )
+ {
+ orValue <<= CLO_PROP_STATS;
+ }
+ else if( strcmp( strupr(option), "FEUNJOINED" ) == 0 )
+ {
+ orValue <<= CLO_FE_UNJOINED;
+ }
+ else if( strcmp( strupr(option), "SPEEDOMETER" ) == 0 )
+ {
+ orValue <<= CLO_SHOW_SPEED;
+ }
+ else if( strcmp( strupr(option), "NOHUD" ) == 0 )
+ {
+ orValue <<= CLO_NO_HUD;
+ }
+ else if( strcmp( strupr(option), "DEBUGBV" ) == 0 )
+ {
+ orValue <<= CLO_DEBUGBV;
+ }
+ else if( strcmp( strupr(option), "NOTRAFFIC" ) == 0 )
+ {
+ orValue <<= CLO_NO_TRAFFIC;
+ }
+ else if( strcmp( strupr(option), "SKIPSUNDAY" ) == 0 )
+ {
+ orValue <<= CLO_SKIP_SUNDAY;
+ }
+ else if( strcmp( strupr(option), "SKIPFE" ) == 0 )
+ {
+ orValue <<= CLO_SKIP_FE;
+ }
+ else if( strcmp( strupr(option), "FEGAGS" ) == 0 )
+ {
+ orValue <<= CLO_FE_GAGS_TEST;
+ }
+ else if( strcmp( strupr(option), "FPS" ) == 0 )
+ {
+ orValue <<= CLO_FPS;
+ }
+ else if( strcmp( strupr(option), "DESIGNER" ) == 0 )
+ {
+ orValue <<= CLO_DESIGNER;
+ }
+ else if( strcmp( strupr(option), "DETECTLEAKS" ) == 0 )
+ {
+ orValue <<= CLO_DETECT_LEAKS;
+ }
+ else if( strcmp( strupr(option), "NOHEAPS" ) == 0 )
+ {
+ orValue <<= CLO_NO_HEAPS;
+ }
+ else if( strcmp( strupr(option), "PRINTMEMORY" ) == 0 )
+ {
+ orValue <<= CLO_PRINT_MEMORY;
+ }
+ else if( strcmp( strupr(option), "DEMOTEST" ) == 0 )
+ {
+ orValue <<= CLO_DEMO_TEST;
+ }
+ else if( strcmp( strupr(option), "NOSPLASH" ) == 0 )
+ {
+ orValue <<= CLO_NO_SPLASH;
+ }
+ else if( strcmp( strupr(option), "LANGUAGE" ) == 0 )
+ {
+ orValue <<= CLO_LANG_PROMPT;
+ }
+ else if( strcmp( strupr(option), "SKIPMEMCHECK" ) == 0 )
+ {
+ orValue <<= CLO_SKIP_MEMCHECK;
+ }
+ else if( strcmp( strupr(option), "NOHAPTIC" ) == 0 )
+ {
+ orValue <<= CLO_NO_HAPTIC;
+ }
+ else if( strcmp( strupr(option), "RANDOMBUTTONS" ) == 0 )
+ {
+ orValue <<= CLO_RANDOM_BUTTONS;
+ }
+ else if( strcmp( strupr(option), "SEQUENTIALDEMO" ) == 0 )
+ {
+ orValue <<= CLO_SEQUENTIAL_DEMO;
+ }
+ else if ( strcmp( strupr(option), "PCTEST" ) == 0 )
+ {
+ orValue <<= CLO_PARKED_CAR_TEST;
+ }
+ else if ( strcmp( strupr(option), "NOAVRIL" ) == 0 )
+ {
+ orValue <<= CLO_NO_AVRIL;
+ }
+ else if ( strcmp( strupr(option), "SHORTDEMO" ) == 0 )
+ {
+ orValue <<= CLO_SHORT_DEMO;
+ }
+ else if( strcmp( strupr( option), "PRINTLOADTIME" ) == 0 )
+ {
+ orValue <<= CLO_PRINT_LOAD_TIME;
+ }
+ else if( strcmp( strupr( option), "PRINTFRAMERATE" ) == 0 )
+ {
+ orValue <<= CLO_PRINT_FRAMERATE;
+ }
+ else if ( strcmp( strupr( option ), "SHOWDYNALOAD" ) == 0 )
+ {
+ orValue <<= CLO_SHOW_DYNA_ZONES;
+ }
+ else if ( strcmp( strupr( option ), "NOPEDS" ) == 0 )
+ {
+ orValue <<= CLO_NO_PEDS;
+ }
+ else if ( strcmp( strupr( option ), "MANUALRESETDAMAGE" ) == 0 )
+ {
+ orValue <<= CLO_MANUAL_RESET_DAMAGE;
+ }
+ else if ( strcmp( strupr( option ), "WINDOW" ) == 0 )
+ {
+ orValue <<= CLO_WINDOW_MODE;
+ }
+ else if ( strcmp( strupr( option ), "NOTUTORIAL" ) == 0 )
+ {
+ orValue <<= CLO_NO_TUTORIAL;
+ }
+ else if ( strcmp( strupr( option ), "COINS" ) == 0 )
+ {
+ orValue <<= CLO_COINS;
+ }
+ else if ( strcmp( strupr( option ), "PROGSCAN" ) == 0 )
+ {
+ orValue <<= CLO_PROGRESSIVE_SCAN;
+ }
+ else if ( strcmp( strupr( option ), "LARGEHEAPS" ) == 0 )
+ {
+ orValue <<= CLO_LARGEHEAPS;
+ }
+ else if ( strcmp( strupr( option ), "MEMCARDCHEAT" ) == 0 )
+ {
+ orValue <<= CLO_MEMCARD_CHEAT;
+ }
+ else if ( strcmp( strupr( option ), "TOOL" ) == 0 )
+ {
+ orValue <<= CLO_PS2_TOOL;
+ }
+ else if ( strcmp( strupr( option ), "FILENOTFOUND" ) == 0 )
+ {
+ orValue <<= CLO_FILE_NOT_FOUND;
+ }
+ else if ( strcmp( strupr( option ), "NOLOADINGSPEW" ) == 0 )
+ {
+ orValue <<= CLO_NO_LOADING_SPEW;
+ }
+ else if ( strcmp( strupr( option ), "AUDIOSPEW" ) == 0 )
+ {
+ orValue <<= CLO_AUDIO_LOADING_SPEW;
+ }
+ else if ( strcmp( strupr( option ), "RELEASEPRINT" ) == 0 )
+ {
+ extern bool g_AllowDebugOutput;
+ g_AllowDebugOutput = true;
+ optionFound = false;
+ }
+ else if ( strcmp( strupr( option ), "NOFRUITLESS" ) == 0 )
+ {
+ extern bool gFruitless;
+ gFruitless = false;
+ optionFound = false;
+ }
+ else if ( strcmp( strupr( option ), "RADTUNER" ) == 0 )
+ {
+ extern bool gTuneSound;
+ gTuneSound = true;
+ optionFound = false;
+ }
+
+ else
+ {
+ // special case for "l<N>" and "m<N>" commandline options
+ //
+ optionFound = false;
+ int stringLength = strlen( option );
+ char lastChar = option[ stringLength - 1 ];
+ option[ stringLength - 1 ] = '\0';
+
+ if( strcmp( strupr(option), "L" ) == 0 )
+ {
+ s_defaultLevel = lastChar - '1';
+ }
+ else if( strcmp( strupr(option), "M" ) == 0 )
+ {
+ s_defaultMission = lastChar - '1';
+ }
+ }
+
+ if( optionFound )
+ {
+ sOptions = sOptions | orValue;
+ }
+ else
+ {
+ rDebugPrintf( "Unhandled command line option: %s\n", option );
+ }
+}
+
+
+//==============================================================================
+// CommandLineOptions::Get
+//==============================================================================
+//
+// Description: Retrieve the specified option.
+//
+// Parameters: eOption - the enumerated command line option.
+//
+// Return: bool - true if the option is enabled, false otherwise.
+//
+//==============================================================================
+bool CommandLineOptions::Get( CmdLineOptionEnum eOption )
+{
+ simpsonsUInt64 andValue = 1;
+
+ rAssert( NUM_CLO <= 64 );
+
+ andValue <<= eOption;
+ return( ( sOptions & andValue ) != 0 );
+}
+
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
diff --git a/game/code/main/commandlineoptions.h b/game/code/main/commandlineoptions.h
new file mode 100644
index 0000000..35ef57f
--- /dev/null
+++ b/game/code/main/commandlineoptions.h
@@ -0,0 +1,132 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: commandlineoptions.h
+//
+// Description: CommandLineOptions class declaration.
+//
+// History: + Created -- Darwin Chau
+//
+//=============================================================================
+
+#ifndef COMMANDLINEOPTIONS_H
+#define COMMANDLINEOPTIONS_H
+
+#include <main/globaltypes.h>
+
+//#if defined( WORLD_BUILDER ) || defined( TOOLS )
+//typedef long simpsonsUInt64;
+//#endif
+
+//
+// Remember, we can only have 64 of these things
+//
+enum CmdLineOptionEnum
+{
+ CLO_NO_MUSIC, // Disable music
+ CLO_NO_EFFECTS, // Disable sound effects
+ CLO_NO_DIALOG, // Disable dialog
+ CLO_MUTE, // Disable all sound
+ CLO_SKIP_MOVIE, // Skip intro movie
+ CLO_MEMORY_MONITOR, // Enable RadMemoryMonitor
+ CLO_HEAP_STATS, // Enable heap stats display
+ CLO_CD_FILES_ONLY, // PS2 Only - Only load files from CD/DVD
+ CLO_FIREWIRE, // PS2 Only - Enable IEEE Firewire support
+ CLO_SN_PROFILER, // PS2 Only - Enable SN profiler
+ CLO_ART_STATS, // Custom display for the Artists, Such as FPS,Texture/Mesh Allocations etc.
+ CLO_PROP_STATS, // Enables logging of prop memory usage
+
+ CLO_RANDOM_BUTTONS, // Enables random button pressing
+ CLO_DEMO_TEST, // Enables one-second demo loop time for testing purposes
+ CLO_SEQUENTIAL_DEMO,// Enable demo loop in sequential order
+ CLO_SHORT_DEMO, // Run demo loop at 60 seconds per demo
+
+ CLO_FE_UNJOINED, // Load Scrooby FE resources as un-joined files.
+ CLO_FE_GAGS_TEST, // Test FE main menu gags.
+ CLO_NO_SPLASH, // Disables the splash screen
+ CLO_SKIP_FE, // Skip FE upon boot-up
+ CLO_LANG_PROMPT, // Force language selection prompt at boot-up. (PAL only)
+ CLO_SKIP_MEMCHECK, // Skip memory card boot-up check.
+ CLO_SHOW_SPEED, // Show Speedometer(s) on In-game HUD
+ CLO_NO_HUD, // No Heads-Up-Display
+ CLO_NO_TUTORIAL, // No Tutorial Pop-Up Messages
+ CLO_COINS, // Starts game w/ 100 coins
+
+ CLO_DEBUGBV, // Display Debug Bounding Volumes.
+ CLO_SKIP_SUNDAY, // Jump into the mission, skip sunday drive
+ CLO_NO_TRAFFIC, // Disable traffic ya!
+ CLO_FPS, // Display render stats always
+ CLO_DESIGNER, // Designer-optimised tune parameter
+ CLO_DETECT_LEAKS, // Enables printout of all the memory leaks in the
+ CLO_NO_HEAPS, // Don't use radcore heaps - it's easier to track leaks without them
+ CLO_PRINT_MEMORY, // Print memory information to the TTY every few frames
+ CLO_NO_HAPTIC, // Disables controller rumble
+ CLO_PARKED_CAR_TEST,// Place parked cars on all locators (bye, bye framerate)
+ CLO_NO_AVRIL, // Disable licensed music
+ CLO_PRINT_LOAD_TIME,// print the time taken on the loading screen
+ CLO_PRINT_FRAMERATE,// print the framerate after a few seconds of running
+
+ CLO_SHOW_DYNA_ZONES,// renders all the dyna-load zones as white boxes
+
+ CLO_MANUAL_RESET_DAMAGE, // will reset the cars damage state when the user does a manual reset
+
+ CLO_NO_PEDS,
+
+ CLO_WINDOW_MODE, // windowed mode (versus fullscreen) for windows.
+
+ CLO_PROGRESSIVE_SCAN,
+ CLO_LARGEHEAPS,
+
+ CLO_MEMCARD_CHEAT, // unlock everything in the game temporarily before saving data to memory card
+
+ CLO_PS2_TOOL,
+ CLO_FILE_NOT_FOUND, //Testing for file not found
+ CLO_NO_LOADING_SPEW, // Don't Spew <<START>>, <<END>> messages
+ CLO_AUDIO_LOADING_SPEW, // Spew Audio loading info
+
+ NUM_CLO // Must not exceed 64
+};
+
+//-----------------------------------------------------------------------------
+//
+// Synopsis: Any user specified command line options are stored here.
+//
+//-----------------------------------------------------------------------------
+class CommandLineOptions
+{
+ public:
+
+ //
+ // Initialize default command-line options.
+ //
+ static void InitDefaults();
+
+ //
+ // Interpret the command line string token.
+ //
+ static void HandleOption( const char* const optionIn );
+
+ //
+ // Retrive the specified option.
+ //
+ static bool Get( CmdLineOptionEnum eOption );
+
+ inline static short GetDefaultLevel() { return s_defaultLevel; }
+ inline static short GetDefaultMission() { return s_defaultMission; }
+
+ private:
+
+ // Declared but not defined to prevent copying and assignment.
+ CommandLineOptions( const CommandLineOptions& );
+ CommandLineOptions& operator=( const CommandLineOptions& );
+
+ static simpsonsUInt64 sOptions;
+
+ // default level and mission to load for 'skipfe' option
+ //
+ static short s_defaultLevel;
+ static short s_defaultMission;
+
+};
+
+#endif // COMMANDLINEOPTIONS_H
diff --git a/game/code/main/dvderrors.xls b/game/code/main/dvderrors.xls
new file mode 100644
index 0000000..1167f9f
--- /dev/null
+++ b/game/code/main/dvderrors.xls
Binary files differ
diff --git a/game/code/main/errorsGC.h b/game/code/main/errorsGC.h
new file mode 100644
index 0000000..c1f2d2b
--- /dev/null
+++ b/game/code/main/errorsGC.h
@@ -0,0 +1,62 @@
+const char* ERROR_STRINGS[] =
+{
+//English
+ "Success",
+ "FILE NOT FOUND",
+ "The Disc Cover is open.\n If you want to continue the game,\n please close the Disc Cover.",
+ "This is not \nThe Simpsons Hit & Run\nGame Disc. Please insert\nThe Simpsons Hit & Run\nGame Disc.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+ "The Game Disc could not be read.\nPlease read the\nNintendo GameCube Instruction Booklet\nfor more information.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+ "Please insert \nThe Simpsons Hit & Run\n Game Disc.",
+//French
+ "Success",
+ "FILE NOT FOUND",
+ "Le couvercle est ouvert.\nPour continuer à jouer,\nveuillez fermer le couvercle.",
+ "Ce n'est pas le disque\nThe Simpsons Hit & Run. Veuillez insérer\nle disque: The Simpsons Hit & Run.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+ "La lecture du disque a échoué.\nVeuillez vous référer au\nmanuel d'instructions\nNINTENDO GAMECUBE\npour de plus amples informations.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+ "Veuillez insérer le disque:\nThe Simpsons Hit & Run.",
+//German
+ "Success",
+ "FILE NOT FOUND",
+ "Der Disc-Deckel ist geöffnet.\nBitte den Disc-Deckel schließen,\num mit dem Spiel fortzufahren.",
+ "Es befindet sich nicht die THE SIMPSONS\nHit & Run Game Disc im Laufwerk.\nBitte legen Sie die THE SIMPSONS\nHit & Run Game Disc ein.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+ "Diese Game Disc kann nicht gelesen\nwerden. Bitte lesen Sie die\nBedienungsanleitung,\num weitere Informationen zu erhalten.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+ "Bitte die\nTHE SIMPSONS Hit & Run-Game Disc\neinlegen.",
+//Spanish
+ "Success",
+ "FILE NOT FOUND",
+ "La tapa está abierta.\nSi quieres seguir jugando,\ncierra la tapa.",
+ "Este no es el disco de\nThe Simpsons Hit & Run. Coloca el disco de\nThe Simpsons Hit & Run.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+ "No se puede leer el disco.\nConsulta el manual de\ninstrucciones de NINTENDO GAMECUBE\npara obtener más información.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+ "Coloca el disco de The Simpsons Hit & Run.",
+
+ "" // dummy terminator
+
+};
diff --git a/game/code/main/errorsPS2.h b/game/code/main/errorsPS2.h
new file mode 100644
index 0000000..7fa2b28
--- /dev/null
+++ b/game/code/main/errorsPS2.h
@@ -0,0 +1,62 @@
+const char* ERROR_STRINGS[] =
+{
+//English
+ "Success",
+ "FILE NOT FOUND",
+ "The disc tray is open",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "No disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+ "Incorrect disc. \nInsert The Simpsons Hit & Run disc.",
+//French
+ "Success",
+ "FILE NOT FOUND",
+ "Le compartiment à disque est ouvert.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Aucun disque.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+ "Disque incorrect.\nInsérez le disque The Simpsons Hit & Run.",
+//German
+ "Success",
+ "FILE NOT FOUND",
+ "Die DVD/CD - Lade ist geöffnet",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Keine DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+ "Falsche DVD/CD-ROM. Leg die\nTHE SIMPSONS Hit & Run-DVD/CD-ROM ein.",
+//Spanish
+ "Success",
+ "FILE NOT FOUND",
+ "La bandeja del disco está abierta.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "No se ha introducido ningún disco.\nInserta el disco de Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+ "Disco incorrecto.\nInserta el disco de The Simpsons Hit & Run.",
+
+ "" // dummy terminator
+
+};
diff --git a/game/code/main/errorsWIN32.h b/game/code/main/errorsWIN32.h
new file mode 100644
index 0000000..2ad955d
--- /dev/null
+++ b/game/code/main/errorsWIN32.h
@@ -0,0 +1,31 @@
+const char* ERROR_STRINGS[] =
+{
+//English
+ "Success",
+ "FileNotFound",
+ "ShellOpen",
+ "WrongMedia",
+ "There's a problem with the disc you're using. It may be dirty or damaged. Press A to continue.",
+ "There's a problem with the disc you're using. It may be dirty or damaged. Press A to continue.",
+ "There's a problem with the disc you're using. It may be dirty or damaged. Press A to continue.",
+ "Your Xbox doesn't have enough free blocks to save games. Press A to continue without saving or B to free more blocks.",
+ "Your Xbox doesn't have enough free blocks to save games. Press A to continue without saving or B to free more blocks.",
+ "MediaEncodingErr",
+ "MediaWrongType",
+ "MediaInvalid",
+ "DataCorrupt",
+//French
+ "NON SOUTENU",
+ "NON SOUTENU",
+ "NON SOUTENU",
+ "NON SOUTENU",
+ "ÉCHEC DE MATÉRIEL",
+ "ÉCHEC DE MATÉRIEL",
+ "ÉCHEC DE MATÉRIEL",
+ "ÉCHEC DE MATÉRIEL",
+ "HORS DE L'ESPACE",
+ "NON SOUTENU",
+ "NON SOUTENU",
+ "NON SOUTENU",
+ "NON SOUTENU",
+};
diff --git a/game/code/main/errorsXBOX.h b/game/code/main/errorsXBOX.h
new file mode 100644
index 0000000..ec4d492
--- /dev/null
+++ b/game/code/main/errorsXBOX.h
@@ -0,0 +1,62 @@
+const char* ERROR_STRINGS[] =
+{
+//English
+ "Success",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "The Disc Tray is open.\nIf you want to continue the game,\nplease close the Disc Tray.",
+ "This is not \nThe Simpsons Hit & Run\nGame Disc. Please insert\nThe Simpsons Hit & Run\nGame Disc.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+ "There is a problem with\nthe disc you're using.\nIt may be dirty or damaged.",
+//French
+ "Success",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "",
+ "",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+ "Le disque utilisé présente une anomalie.\nIl est peut-être sale ou endommagé.",
+//German
+ "Success",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "",
+ "",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+ "Problem bei der benutzten CD:\nCD ist verschmutzt oder beschädigt.",
+//Spanish
+ "Success",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "",
+ "",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+ "Hay un problema con el disco que estás usando.\nPuede estar sucio o dañado.",
+
+ "" // dummy terminator
+
+};
diff --git a/game/code/main/game.cpp b/game/code/main/game.cpp
new file mode 100644
index 0000000..8330f32
--- /dev/null
+++ b/game/code/main/game.cpp
@@ -0,0 +1,709 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: game.cpp
+//
+// Description: The game loop
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+// Standard Library
+#include <stdlib.h>
+#include <string.h>
+// Foundation Tech
+#include <raddebug.hpp>
+#include <raddebugcommunication.hpp>
+#include <raddebugconsole.hpp>
+#include <raddebugwatch.hpp>
+#include <radfile.hpp>
+#include <radmemorymonitor.hpp>
+#include <radtime.hpp>
+// Pure3D
+#include <p3d/loadmanager.hpp>
+#include <p3d/utility.hpp>
+
+#ifdef RAD_WIN32
+#pragma warning( push )
+#pragma warning( disable : 4005 ) // disable warning for redefinition of RGB macro (wingdi.h,raddebugconsole.hpp)
+#include <windows.h> // for peekmessage...
+#pragma warning( pop )
+#endif
+
+//========================================
+// Project Includes
+//========================================
+#include <contexts/contextenum.h>
+#include <debug/profiler.h>
+#include <gameflow/gameflow.h>
+#include <presentation/gui/ingame/guiscreenmissionload.h>
+#include <main/commandlineoptions.h>
+#include <main/game.h>
+#include <main/platform.h>
+
+#ifdef RAD_GAMECUBE
+#include <main/gamecube_extras/gcmanager.h>
+#endif
+
+#include <memory/srrmemory.h>
+#include <memory/memoryutilities.h>
+
+#include <render/RenderFlow/RenderFlow.h>
+#include <sound/soundmanager.h>
+#include <input/inputmanager.h>
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//
+// Static pointer to instance of this singleton.
+//
+Game* Game::spInstance = NULL;
+
+bool g_inDemoMode = false;
+
+//#define DEMO_MODE_PROFILER
+
+#ifdef DEMO_MODE_PROFILER
+ #define DEMOPROFILE(X) X
+#else
+ #define DEMOPROFILE(X)
+#endif
+
+#ifdef DEMO_MODE_PROFILER
+
+#ifdef RAD_PS2
+#include <libgraph.h>
+#endif
+
+DemoProfiler::DemoProfiler(unsigned mf) :
+ recording(false), maxFrames(mf), nChannel(0), currentFrame(0),
+ alertStatus(PROFILER_ALERT_GREEN),
+ numFramesBelow_20(0), numFramesBetween_20_30(0),numFramesBetween_30_40(0), numFramesAbove_40(0)
+{
+ for( int i=0; i < MAX_CHANNEL; i++)
+ {
+ channel[i] = NULL;
+ }
+}
+
+void DemoProfiler::AddChannel(unsigned c, const char* name)
+{
+ rReleaseAssert(c < MAX_CHANNEL);
+ channel[c] = new Channel;
+ channel[c]->samples = new unsigned[maxFrames];
+ memset(channel[c]->samples, 0, maxFrames*sizeof(unsigned));
+ channel[c]->t0 = 0;
+ strncpy(channel[c]->name, name, 254);
+ nChannel++;
+}
+
+void DemoProfiler::Start(unsigned c)
+{
+ if(!channel[c]) return;
+ if( recording )
+ {
+ channel[c]->t0 = radTimeGetMicroseconds64();
+ }
+}
+
+
+void DemoProfiler::Stop(unsigned c)
+{
+ if(!channel[c]) return;
+ if( recording )
+ {
+ radTime64 elapsed = radTimeGetMicroseconds64() - channel[c]->t0;
+ channel[c]->samples[currentFrame] += elapsed;
+
+ if(c == 0)
+ {
+ alertStatus = PROFILER_ALERT_GREEN;
+ if( elapsed >= 50000 )
+ {
+ numFramesBelow_20++;
+ alertStatus = PROFILER_ALERT_RED;
+ }
+ else if( (elapsed < 50000) && (elapsed >= 33333) )
+ {
+ numFramesBetween_20_30++;
+ alertStatus = PROFILER_ALERT_YELLOW;
+ }
+ else if( (elapsed < 33333) && (elapsed >= 25000) )
+ {
+ numFramesBetween_30_40++;
+ }
+ else
+ {
+ numFramesAbove_40++;
+ }
+ }
+ }
+}
+
+void DemoProfiler::Set(unsigned c, unsigned val)
+{
+ if(!channel[c]) return;
+ if( recording )
+ {
+ channel[c]->samples[currentFrame] = val;
+ }
+}
+
+void DemoProfiler::StartRecording()
+{
+ recording = true;
+}
+
+bool DemoProfiler::IsRecording()
+{
+ return recording;
+}
+
+unsigned DemoProfiler::GetSample(unsigned c)
+{
+ return (recording && channel[c]) ? channel[c]->samples[currentFrame] : 0;
+}
+
+unsigned DemoProfiler::GetCurrentFrame()
+{
+ return currentFrame;
+}
+
+void DemoProfiler::Accumulate(unsigned c, unsigned val)
+{
+ if(!channel[c]) return;
+ if( recording )
+ {
+ channel[c]->samples[currentFrame] += val;
+ }
+}
+
+void DemoProfiler::NextFrame()
+{
+ if( recording )
+ {
+ currentFrame++;
+ if(currentFrame >= maxFrames)
+ {
+ Dump();
+ recording = false;
+ }
+ }
+}
+
+DemoProfiler::AlertStatus DemoProfiler::GetAlertStatus()
+{
+ return alertStatus;
+}
+
+void DemoProfiler::Dump()
+{
+ rReleasePrintf("\n\n~~~~~~~~~~~~~~~~~~~~~ PROFILER STATS ~~~~~~~~~~~~~~~~~~~~~\n");
+ rReleasePrintf( "Total Frames: %d\n"
+ "< 20 fps: %d (%.2f%%)\n"
+ "20-30 fps: %d (%.2f%%)\n"
+ "30-40 fps: %d (%.2f%%)\n"
+ ">40 fps: %d (%.2f%%)\n",
+ maxFrames,
+ numFramesBelow_20, 100.0f * (float)numFramesBelow_20 / (float)maxFrames,
+ numFramesBetween_20_30, 100.0f * (float)numFramesBetween_20_30 / (float)maxFrames,
+ numFramesBetween_30_40, 100.0f * (float)numFramesBetween_30_40 / (float)maxFrames,
+ numFramesAbove_40, 100.0f * (float)numFramesAbove_40 / (float)maxFrames );
+
+ for( unsigned i=0; i < MAX_CHANNEL; i++)
+ {
+ if(channel[i])
+ {
+ rReleasePrintf("%s\t", channel[i]->name);
+ }
+ }
+ rReleasePrintf("\n");
+
+ for( unsigned i=0; i < maxFrames; i++ )
+ {
+ for( unsigned j=0; j < MAX_CHANNEL; j++ )
+ {
+ if(channel[j])
+ {
+ rReleasePrintf("%.1f\t", (float)channel[j]->samples[i] * 0.001f);
+ }
+ }
+ rReleasePrintf("\n");
+
+ if( !(i % 10) )
+ {
+ rmt::Sin(0.0f);
+#ifdef RAD_PS2
+ sceGsSyncV(0);
+#endif
+ }
+ }
+
+ while(1)
+ {
+ rmt::Sin(0.0f);
+ }
+}
+
+
+DemoProfiler g_DemoProfiler( 1850 ); // about a minute at 30 fps
+
+#include <pddi/pddi.hpp>
+
+static bool g_DemoProfiler_Started = false;
+static const int g_DemoProfiler_StartFrame = 150;
+static int g_DemoProfiler_CurrentFrame = 0;
+
+#endif
+
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// Game::CreateInstance
+//==============================================================================
+// Description: Create the game
+//
+// Parameters: platform - the platform that the game is to be created on
+//
+// Return: pointer to the created game
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+Game* Game::CreateInstance( Platform* platform )
+{
+ rAssert( platform != NULL );
+
+ rAssertMsg( (spInstance == NULL), "Trying to create more than one instance of the game!" );
+
+MEMTRACK_PUSH_GROUP( "Game" );
+ if( spInstance == NULL )
+ {
+ spInstance = new(GMA_PERSISTENT) Game( platform );
+ rAssert( spInstance != NULL );
+ }
+MEMTRACK_POP_GROUP( "Game" );
+
+ return spInstance;
+}
+
+
+//==============================================================================
+// Game::DestroyInstance
+//==============================================================================
+// Description: Destroy the game
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void Game::DestroyInstance()
+{
+ delete( GMA_PERSISTENT, spInstance );
+ spInstance = NULL;
+}
+
+
+//==============================================================================
+// Game::GetInstance
+//==============================================================================
+// Synopsis: Get an instance of the game
+//
+// Parameters: None.
+//
+// Returns: a poitner to the game
+//
+// Constraints: Game must be created before this is called
+//
+//==============================================================================
+Game* Game::GetInstance()
+{
+ rAssertMsg((spInstance != NULL), "Trying to get an instance of the game before it is created!");
+
+ return spInstance;
+}
+
+//=============================================================================
+// Game::GetPlatform
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: Platform
+//
+//=============================================================================
+Platform* Game::GetPlatform()
+{
+ return mpPlatform;
+}
+
+
+//==============================================================================
+// Game::Initialize
+//==============================================================================
+// Synopsis: Initialize the game
+//
+// Parameters: None.
+//
+// Returns: None.
+//
+//==============================================================================
+void Game::Initialize()
+{
+ rAssert( mpPlatform != NULL );
+
+ //
+ // Initialize the platform and core systems.
+ //
+ mpPlatform->InitializePlatform();
+
+ //
+ // Initialize the timer system
+ //
+ ::radTimeCreateList( &mpTimerList,
+ 16, // Default
+ GMA_PERSISTENT );
+
+ rAssert( mpTimerList != NULL );
+
+ //
+ // Create the GameFlow & Couple the RenderFlow
+ //
+ mpGameFlow = GameFlow::CreateInstance();
+ mpRenderFlow = RenderFlow::GetInstance();
+ mpRenderFlow->DoAllRegistration();
+
+ CGuiScreenMissionLoad::InitializePermanentVariables();
+
+#ifdef RAD_E3
+ rReleasePrintf( "\n----------=[ SIMPSONS HIT & RUN - E3 BUILD ]=----------\n\n" );
+#endif
+
+ //
+ // Set the starting context
+ //
+ mpGameFlow->SetContext( CONTEXT_BOOTUP );
+}
+
+
+//==============================================================================
+// Game::Terminate
+//==============================================================================
+// Synopsis: Clean up and shut down.
+//
+// Parameters: None.
+//
+// Returns: None.
+//
+//==============================================================================
+void Game::Terminate()
+{
+ rAssert( mpGameFlow != NULL );
+ rAssert( mpRenderFlow != NULL );
+ rAssert( mpTimerList != NULL );
+ rAssert( mpPlatform != NULL );
+
+ //
+ // Kill the flow servers.
+ //
+ mpGameFlow->DestroyInstance();
+ mpGameFlow = NULL;
+
+ // Render flow destroyed by singletons.cpp
+ //mpRenderFlow->DestroyInstance();
+ mpRenderFlow = NULL;
+
+ //
+ // Release the game's references to the timer list.
+ //
+ mpTimerList->Release();
+ mpTimerList = NULL;
+}
+
+
+//==============================================================================
+// Game::Run
+//==============================================================================
+// Synopsis: This is where game loop spins. It exits after Stop() is called.
+//
+// Parameters: None.
+//
+// Returns: None.
+//
+//==============================================================================
+const unsigned PROFILE_CHANNEL_ALL = 0;
+const unsigned PROFILE_CHANNEL_AI = 1;
+const unsigned PROFILE_CHANNEL_RENDER = 2;
+const unsigned PROFILE_CHANNEL_LOAD = 3;
+
+void Game::Run()
+{
+ extern bool g_AllowDebugOutput;
+
+#ifdef DEMO_MODE_PROFILER
+ g_AllowDebugOutput = false;
+ g_DemoProfiler.AddChannel(0, "All");
+ g_DemoProfiler.AddChannel(1, "Ai");
+ g_DemoProfiler.AddChannel(2, "Render");
+ g_DemoProfiler.AddChannel(3, "Load");
+ g_DemoProfiler.AddChannel(4, "Opaque");
+ g_DemoProfiler.AddChannel(5, "Translucent");
+ g_DemoProfiler.AddChannel(6, "World Sphere");
+ g_DemoProfiler.AddChannel(7, "Anim Entity");
+ g_DemoProfiler.AddChannel(8, "Breakable");
+ g_DemoProfiler.AddChannel(9, "InstAnimDynaPhys");
+ g_DemoProfiler.AddChannel(10, "InstDynaPhys");
+ g_DemoProfiler.AddChannel(11, "InstStat");
+ g_DemoProfiler.AddChannel(12, "InstStatPhys");
+ g_DemoProfiler.AddChannel(13,"Lens Flare");
+ g_DemoProfiler.AddChannel(14, "State Prop");
+ g_DemoProfiler.AddChannel(15, "Static");
+ g_DemoProfiler.AddChannel(16, "Tristrip");
+ g_DemoProfiler.AddChannel(17, "AnimCollision");
+ g_DemoProfiler.AddChannel(18, "Cars");
+ g_DemoProfiler.AddChannel(19, "Characters");
+ g_DemoProfiler.AddChannel(20, "ABH");
+ g_DemoProfiler.AddChannel(21, "Actor");
+ g_DemoProfiler.AddChannel(22, "AnimatedIcon");
+ g_DemoProfiler.AddChannel(23, "ParticleSystem");
+
+#endif
+
+ unsigned time = radTimeGetMilliseconds();
+ while( !mExitNow )
+ {
+ DEMOPROFILE( g_DemoProfiler.Start(PROFILE_CHANNEL_ALL); )
+
+ BEGIN_PROFILER_FRAME();
+
+ BEGIN_PROFILE( "GameLoop" )
+
+ unsigned newTime = radTimeGetMilliseconds();
+ unsigned elapsed = newTime - time;
+ time = newTime;
+
+ //
+ // Service the windows message loop.
+ //
+#ifdef RAD_WIN32
+ MSG msg;
+ while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
+ {
+ if( msg.message == WM_QUIT )
+ {
+ //Chuck someone closed the Window we are going to try to exit the game
+ //if the game isnt in a context that can easily transition to the EXIT context we
+ // are going to call the Launch Dashboard and return to the main loop and shutdown
+ if ( GetGameFlow()->GetCurrentContext() != CONTEXT_FRONTEND &&
+ GetGameFlow()->GetCurrentContext() != CONTEXT_GAMEPLAY &&
+ GetGameFlow()->GetCurrentContext() != CONTEXT_PAUSE )
+ {
+ GetGame()->GetPlatform()->LaunchDashboard();
+ //return to the winmain and shutdown
+ return;
+ }
+ //we are in a context that will transition nicely to the Exit context.
+ else
+ {
+ mpGameFlow->SetContext( CONTEXT_EXIT );
+ }
+ }
+ TranslateMessage( &msg );
+ DispatchMessage( &msg );
+ }
+#endif // RAD_WIN32
+
+ //
+ // Service the GameFlow and RenderFlow.
+ //
+
+ if ( !mpPlatform->PausedForErrors() )
+ {
+ DEMOPROFILE( g_DemoProfiler.Start(PROFILE_CHANNEL_AI); )
+ mpTimerList->Service(); //nv
+ mpGameFlow->OnTimerDone(elapsed, NULL);
+ DEMOPROFILE( g_DemoProfiler.Stop(PROFILE_CHANNEL_AI); )
+
+ if( !mExitNow )
+ {
+ DEMOPROFILE( g_DemoProfiler.Start(PROFILE_CHANNEL_RENDER); )
+ mpRenderFlow->OnTimerDone(elapsed, NULL);
+ DEMOPROFILE( g_DemoProfiler.Stop(PROFILE_CHANNEL_RENDER); )
+ }
+ }
+ else if (mpPlatform->IsControllerError()) // if controller unplugged
+ { // need to update input manager
+ if (InputManager::GetInstance())
+ {
+ InputManager::GetInstance()->Update( elapsed );
+ }
+ }
+ else
+ {
+#ifdef RAD_GAMECUBE
+ GCManager::GetInstance()->OnTimerDone( elapsed, NULL );
+#endif
+ }
+
+ //
+ // Service FTech subsystems.
+ //
+ ::radFileService();
+ ::radDbgComService();
+ ::radDebugConsoleService();
+
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR) )
+ {
+ ::radMemoryMonitorService();
+ }
+
+ //
+ // Service the sound renderer.
+ //
+ SoundManager::GetInstance()->Update();
+
+ if ( mpPlatform->PausedForErrors() )
+ {
+ //
+ // [ps] We update sound without a valid context or elapsed time.
+ // We use 0 and NUM_CONTEXTS, since these values are unlikely to
+ // happen in the real game.
+ //
+ SoundManager::GetInstance()->UpdateOncePerFrame( 0, NUM_CONTEXTS, false, true );
+ }
+
+ //
+ // Spin Pure3D async loading.
+ //
+ DEMOPROFILE( g_DemoProfiler.Start(PROFILE_CHANNEL_LOAD); )
+ p3d::loadManager->SwitchTask();
+ DEMOPROFILE( g_DemoProfiler.Stop(PROFILE_CHANNEL_LOAD); )
+
+ ++mFrameCount;
+
+ DEMOPROFILE( g_DemoProfiler.Stop(PROFILE_CHANNEL_ALL); )
+
+#ifdef DEMO_MODE_PROFILER
+ g_AllowDebugOutput = true;
+ if(g_inDemoMode)
+ {
+ if( !g_DemoProfiler_Started && (g_DemoProfiler_CurrentFrame == g_DemoProfiler_StartFrame) )
+ {
+ g_DemoProfiler_Started = true;
+ g_DemoProfiler.StartRecording();
+ rReleasePrintf("Beginning demo profile run\n");
+ }
+
+ if(g_DemoProfiler.IsRecording())
+ {
+ pddiColour colour(255,255,255);
+ if( g_DemoProfiler.GetAlertStatus() == DemoProfiler::PROFILER_ALERT_YELLOW)
+ colour.Set(255,255,0);
+ else
+ if( g_DemoProfiler.GetAlertStatus() == DemoProfiler::PROFILER_ALERT_RED)
+ colour.Set(255,0,0);
+
+ char duff[255];
+ sprintf(duff, "%d %d", g_DemoProfiler.GetCurrentFrame(), (g_DemoProfiler.GetSample(0) + 500) / 1000);
+ p3d::pddi->DrawString( duff, 10, 400, colour );
+ }
+
+ g_DemoProfiler.NextFrame();
+ g_DemoProfiler_CurrentFrame++;
+ }
+
+ g_AllowDebugOutput = false;
+#endif // DEMO_MODE_PROFILER
+
+ END_PROFILE( "GameLoop" )
+
+ END_PROFILER_FRAME();
+ }
+}
+
+
+//==============================================================================
+// Game::Stop
+//==============================================================================
+// Synopsis: Sets the flag to break us out of the game loop.
+//
+// Parameters: None.
+//
+// Returns: None.
+//
+//==============================================================================
+void Game::Stop()
+{
+ //
+ // Stop any further rendering from happening.
+ //
+ mExitNow = true;
+}
+
+
+unsigned Game::GetRandomSeed ()
+{
+ radDate date;
+ ::radTimeGetDate (&date);
+ return ( ( date.m_Year << 16 ) | ( date.m_Month << 8 ) | ( date.m_Day ) ) ^ ( ( date.m_Second << 24 ) | ( date.m_Minute << 8 ) | ( date.m_Hour ) );
+}
+
+
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// Game::Game
+//==============================================================================
+// Synopsis: Constructor.
+//
+// Parameters: platform - platform on which game should be created
+//
+// Returns: N/A.
+//
+//==============================================================================
+Game::Game( Platform* platform ) :
+ mpPlatform( platform ),
+ mpTimerList( NULL ),
+ mpGameFlow( NULL ),
+ mpRenderFlow( NULL ),
+ mFrameCount( 0 ),
+ mExitNow( false ),
+ mDemoCount( 0 ),
+ mTimeMS( 0 )
+{
+}
+
+
+//==============================================================================
+// Game::~Game
+//==============================================================================
+// Synopsis: Destructor.
+//
+// Parameters: None.
+//
+// Returns: N/A.
+//
+//==============================================================================
+Game::~Game()
+{
+}
diff --git a/game/code/main/game.h b/game/code/main/game.h
new file mode 100644
index 0000000..f090ce8
--- /dev/null
+++ b/game/code/main/game.h
@@ -0,0 +1,139 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: game.h
+//
+// Description: The game loop
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+#ifndef GAME_H
+#define GAME_H
+
+//========================================
+// Forward References
+//========================================
+class Platform;
+struct IRadTimerList;
+class GameFlow;
+class RenderFlow;
+
+#include <radtime.hpp>
+
+class DemoProfiler
+{
+public:
+ DemoProfiler(unsigned maxFrames);
+
+ void AddChannel(unsigned c, const char* name);
+
+ void NextFrame();
+
+ void Start(unsigned c); // start timing channel c
+ void Stop(unsigned c); // stop timing channel c
+ void Set(unsigned c, unsigned val); // set sample value for channel c
+ unsigned GetSample(unsigned c);
+ unsigned GetCurrentFrame();
+ void Accumulate(unsigned c, unsigned val); // add value to sample for channel c
+ void Dump(); // print out all samples
+
+ void StartRecording();
+ bool IsRecording();
+ enum AlertStatus { PROFILER_ALERT_GREEN, PROFILER_ALERT_YELLOW, PROFILER_ALERT_RED };
+ AlertStatus GetAlertStatus();
+
+private:
+ enum { MAX_CHANNEL = 64 };
+
+ struct Channel
+ {
+ char name[255];
+ unsigned* samples;
+ radTime64 t0;
+ };
+
+ bool recording;
+ unsigned maxFrames;
+
+ Channel* channel[MAX_CHANNEL];
+ unsigned nChannel;
+ unsigned currentFrame;
+
+ AlertStatus alertStatus;
+ unsigned numFramesBelow_20;
+ unsigned numFramesBetween_20_30;
+ unsigned numFramesBetween_30_40;
+ unsigned numFramesAbove_40;
+};
+
+extern DemoProfiler g_DemoProfiler;
+
+//=============================================================================
+//
+// Synopsis: The game loop
+//
+//=============================================================================
+class Game
+{
+ public:
+
+ // Static Methods (for creating and getting an instance of the game)
+ static Game* CreateInstance( Platform* platform );
+ static void DestroyInstance();
+ static Game* GetInstance();
+
+ Platform* GetPlatform();
+
+
+ // Game Flow Public Methods
+ void Initialize();
+ void Terminate();
+
+ void Run();
+ void Stop();
+
+ IRadTimerList* GetTimerList() { return mpTimerList; }
+
+ unsigned int GetFrameCount() const { return mFrameCount; };
+
+ unsigned int GetDemoCount() const { return mDemoCount; };
+ void IncrementDemoCount() { ++mDemoCount; };
+ void SetTime( unsigned int timeMS ) { mTimeMS = timeMS; };
+ unsigned int GetTime() { return mTimeMS; };
+
+ static unsigned GetRandomSeed ();
+
+ private:
+
+ // Constructors, Destructors, and Operators
+ Game( Platform* platform );
+ virtual ~Game();
+
+ // Unused Constructors, Destructors, and Operators
+ Game();
+ Game( const Game& aGame );
+ Game& operator=( const Game& aGame );
+
+ // Static Singleton Attribute
+ static Game* spInstance;
+
+ // Private Attributes
+ Platform* mpPlatform;
+ IRadTimerList* mpTimerList;
+ GameFlow* mpGameFlow;
+ RenderFlow* mpRenderFlow;
+
+ unsigned int mFrameCount;
+
+ bool mExitNow;
+
+ unsigned int mDemoCount;
+ unsigned int mTimeMS;
+};
+
+inline Game* GetGame() { return( Game::GetInstance() ); }
+
+#endif // GAME_H
+
diff --git a/game/code/main/gamecube_extras/buildlicense.bat b/game/code/main/gamecube_extras/buildlicense.bat
new file mode 100644
index 0000000..500aea5
--- /dev/null
+++ b/game/code/main/gamecube_extras/buildlicense.bat
@@ -0,0 +1,8 @@
+..\..\..\libs\pure3d\tools\commandline\bin\p3dimage -b 4 -c -o licensee.p3d ..\..\..\exportart\frontend\scrooby\resource\images\_gc\license.png
+@rem..\..\..\libs\pure3d\tools\commandline\bin\convert2dxtn -f 1 licensee.p3d
+..\..\..\libs\pure3d\tools\commandline\bin\p3dgc licensee.p3d
+attrib -r license.h
+..\..\..\build\tools\bin2h licensee.p3d > license.h
+..\..\..\libs\pure3d\lib\perl\bin\perl ..\..\..\build\tools\sizeprint.pl license.h license.png >> license.h
+attrib +r license.h
+rem @del licensee.p3d
diff --git a/game/code/main/gamecube_extras/gcmanager.cpp b/game/code/main/gamecube_extras/gcmanager.cpp
new file mode 100644
index 0000000..8d7fa7c
--- /dev/null
+++ b/game/code/main/gamecube_extras/gcmanager.cpp
@@ -0,0 +1,711 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: GCManager.cpp
+//
+// Description: Implement GCManager
+//
+// History: 14/06/2002 + Created -- Cary Brisebois
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <dolphin.h>
+#include <dolphin/os.h>
+#include <dolphin/lg.h>
+#include <dolphin/dvd.h>
+
+// Foundation Tech
+#include <raddebug.hpp>
+#include <raddebugwatch.hpp>
+#include <radFile.hpp>
+#include <radcontroller.hpp>
+#include <radthread.hpp>
+
+
+//========================================
+// Project Includes
+//========================================
+#include <main/gamecube_extras/GCManager.h>
+#include <main/gcplatform.h>
+#include <main/game.h>
+#include <gameflow/gameflow.h>
+#include <main/platform.h>
+#include <memory/srrmemory.h>
+#include <input/inputmanager.h>
+
+#include <debug/profiler.h>
+
+#include <sound/soundmanager.h>
+
+#include <data/gamedatamanager.h>
+
+#include <presentation/fmvplayer/fmvplayer.h>
+#include <presentation/presentation.h>
+
+unsigned int MIN_TIME = 500; //0.5 seconds in milliseconds, as per doc
+
+#ifdef DEBUGWATCH
+int sX = 640;
+int sY = 480;
+#endif
+
+//*****************************************************************************
+//
+// Call backs
+//
+//*****************************************************************************
+
+void ResetButtonCallBack( void )
+{
+ if ( OSGetResetButtonState() )
+ {
+ //Inform the GCManager
+ GCManager::GetInstance()->Reset();
+ }
+ else
+ {
+ //Reset the callback the last one was bogus.
+ OSSetResetCallback( ResetButtonCallBack );
+ }
+}
+
+void CheckForGCNReset()
+{
+ GCManager::GetInstance()->TestForReset();
+}
+
+
+#ifdef DEBUGWATCH
+void ChangeResolutionCallback( void* userData )
+{
+ sY = sX * 12;
+ sX *= 16;
+
+ GCManager::GetInstance()->ChangeResolution( sX, sY, 32 );
+}
+#endif
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+GCManager* GCManager::mInstance = NULL;
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+GCManager* GCManager::GetInstance()
+{
+MEMTRACK_PUSH_GROUP( "GCManager" );
+ if ( !mInstance )
+ {
+ mInstance = new(GMA_PERSISTENT) GCManager();
+ }
+MEMTRACK_POP_GROUP( "GCManager" );
+
+ return mInstance;
+}
+
+//=============================================================================
+// GCManager::Init
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::Init()
+{
+ //We want a callback to test for reset
+ GetGame()->GetTimerList()->CreateTimer( &mTimer, 500, this );
+}
+
+//=============================================================================
+// GCManager::Reset
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::Reset()
+{
+ mReset = true;
+}
+
+//=============================================================================
+// GCManager::OnTimerDone
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( unsigned int elapsedTime, void * pUserData )
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::OnTimerDone( unsigned int elapsedTime, void * pUserData )
+{
+ BEGIN_PROFILE( "GCManager" );
+ if ( mReset )
+ {
+ PerformReset();
+ }
+
+ TestForReset();
+
+ END_PROFILE( "GCManager" );
+}
+
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// GCManager::GCManager
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+GCManager::GCManager() :
+ mDoingReset( false ),
+ mTimer( NULL )
+{
+ unsigned int i;
+ for ( i = 0; i < Input::MaxControllers; ++i )
+ {
+ mControllerReset[i] = false;
+ mResetTime[i] = 0;
+ }
+
+ //Set up the reset callback.
+ OSSetResetCallback( ResetButtonCallBack );
+
+#ifdef DEBUGWATCH
+ radDbgWatchAddFunction( "Set Resolution", &ChangeResolutionCallback, this, "GCManager" );
+
+ radDbgWatchAddInt( &sX, "X Resolution (multiple of 16)", "GCManager", NULL, NULL, 1, 40 );
+// radDbgWatchAddInt( &sY, "Y Resolution", "GCManager", NULL, NULL, 16, 480 );
+#endif
+}
+
+//==============================================================================
+// GCManager::~GCManager
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+GCManager::~GCManager()
+{
+ if ( mTimer )
+ {
+ mTimer->Release();
+ }
+}
+
+//=============================================================================
+// GCManager::TestForReset
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::TestForReset()
+{
+
+ unsigned int inputCount = 0;
+ PADStatus controllers[PAD_MAX_CONTROLLERS];
+
+ for ( inputCount = 0; inputCount < PAD_MAX_CONTROLLERS; ++inputCount )
+ {
+ controllers[ inputCount ].button = 0;
+ }
+
+ PADRead(controllers);
+ //while( PAD_ERR_TRANSFER == PADRead(controllers) ){ ::radThreadSleep( 32 ); }
+
+ LGPosition lgStatus[ SI_MAX_CHAN ];
+ memset( lgStatus, 0, sizeof( LGPosition )*SI_MAX_CHAN );
+
+ extern bool g_isLGInitialized;
+ if( g_isLGInitialized )
+ {
+ LGRead( lgStatus );
+ }
+
+ rAssert( PAD_MAX_CONTROLLERS == SI_MAX_CHAN );
+ for ( inputCount = 0; inputCount < PAD_MAX_CONTROLLERS; ++inputCount )
+ {
+ if( lgStatus[inputCount].err == LG_ERR_NONE )
+ {
+ controllers[inputCount].err = PAD_ERR_NONE;
+ controllers[inputCount].button = 0;
+
+ if( lgStatus[inputCount].button & LG_BUTTON_B )
+ {
+ controllers[inputCount].button |= PAD_BUTTON_B;
+ }
+ if( lgStatus[inputCount].button & LG_BUTTON_X )
+ {
+ controllers[inputCount].button |= PAD_BUTTON_X;
+ }
+ if( lgStatus[inputCount].button & LG_BUTTON_START )
+ {
+ controllers[inputCount].button |= PAD_BUTTON_MENU;
+ }
+ }
+
+ if ( controllers[ inputCount ].err == PAD_ERR_NONE &&
+ controllers[ inputCount ].button & PAD_BUTTON_B &&
+ controllers[ inputCount ].button & PAD_BUTTON_X &&
+ controllers[ inputCount ].button & PAD_BUTTON_MENU )
+ {
+ if ( mControllerReset[inputCount] )
+ {
+ if ( OSTicksToMilliseconds( OSGetTime() ) - mResetTime[inputCount] > MIN_TIME )
+ {
+ mControllerReset[inputCount] = false;
+ mResetTime[inputCount] = 0;
+
+ //Call reset
+ ControllerReset();
+ break;
+ }
+ }
+ else
+ {
+ if ( mResetTime[inputCount] == 0 )
+ {
+ if(GetGameFlow()==NULL)return;
+ ContextEnum context = GetGameFlow()->GetCurrentContext();
+
+ if ( context == CONTEXT_LOADING_SUPERSPRINT ||
+ context == CONTEXT_SUPERSPRINT ||
+ context == CONTEXT_LOADING_GAMEPLAY ||
+ context == CONTEXT_GAMEPLAY ||
+ context == CONTEXT_PAUSE )
+ {
+ if ( GetInputManager()->GetControllerPlayerIDforController( inputCount ) >= 0 )
+ {
+ mResetTime[inputCount] = OSTicksToMilliseconds( OSGetTime() );
+ mControllerReset[inputCount] = true;
+ }
+ }
+ else
+ {
+ mResetTime[inputCount] = OSTicksToMilliseconds( OSGetTime() );
+ mControllerReset[inputCount] = true;
+ }
+
+ }
+ }
+ }
+ else
+ {
+ mResetTime[inputCount] = 0;
+ mControllerReset[inputCount] = false;
+ }
+ }
+
+ if ( OSGetResetButtonState() )
+ {
+ mReset = true;
+ }
+
+ if ( mReset )
+ {
+ //Bye bye!
+ PerformReset();
+ }
+}
+
+//=============================================================================
+// GCManager::ControllerReset
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::ControllerReset()
+{
+ //TODO: Test if we should reset here or not!
+ //For now...
+ Reset();
+
+ //Potentially, we could reset to the main menu... That might be better.
+}
+
+//=============================================================================
+// GCManager::PerformReset
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( bool displaySplash )
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::PerformReset( bool displaySplash, bool launchIPL )
+{
+ // Wait until the switch is released
+ if ( !mDoingReset && ( mReset ) && ( !OSGetResetButtonState( ) ) )
+ {
+ mDoingReset = true;
+
+ if ( !GetGame()->GetPlatform()->PausedForErrors() )
+ {
+ // If we have troubles with sound, we should shut it down here. Don't foget
+ // to service the sound system enough time for the changes to be reflected.
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+
+ while( !( GetSoundManager()->IsStoppedForMovie() ) )
+ {
+ ::radMovieService2( );
+ ::radFileService( );
+ SoundManager::GetInstance()->Update();
+ SoundManager::GetInstance()->UpdateOncePerFrame( 0, NUM_CONTEXTS, false, true );
+ }
+ }
+ }
+
+ if ( displaySplash && !launchIPL && DVDCheckDisk() )
+ {
+ //Fade to black
+ // GetGame()->GetPlatform()->DisplaySplashScreen( Platform::FadeToBlack, NULL, 1.0f, 1.0f, 0.0f, tColour(0,0,0), 100 );
+ }
+
+ StopEverything();
+
+ GXDrawDone();
+
+ //
+ // One last TRC when we reset
+ //
+ VISetBlack(true);
+ VIFlush();
+ VIWaitForRetrace();
+
+ //TODO: If we have progressive scan mode enabled, we need to keep it enabled on reset.
+ //This could be tricky.
+
+ if ( launchIPL || !DVDCheckDisk() )
+ {
+ // Reset the system
+ OSResetSystem(
+ OS_RESET_HOTRESET,
+ 0,
+ launchIPL );
+ }
+ else
+ {
+ // Reset the system
+ OSResetSystem(
+ OS_RESET_RESTART,
+ 0,
+ false );
+ }
+ }
+}
+
+//=============================================================================
+// GCManager::StopEverything
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::StopEverything()
+{
+ //Stop the controllers.
+ StopRumble();
+
+ //Wait for the memory cards to complete.
+ while ( GetGameDataManager()->IsUsingDrive() )
+ {
+ ::radFileService();
+ ::radControllerSystemService();
+ GetGameDataManager()->Update( 16 );
+ }
+
+ ::radControllerTerminate();
+
+ //Shutdown the platform.
+#ifdef RAD_RELEASE
+ //GetGame()->GetPlatform()->ShutdownPlatform(); //This causes a crash in FTech...
+#endif
+}
+
+//=============================================================================
+// GCManager::ChangeResolution
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( int x, int y, int bpp )
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::ChangeResolution( int x, int y, int bpp )
+{
+ rAssert( x % 16 == 0 ); //This must be a multiple of 16pixels!
+
+ GetGame()->GetPlatform()->DisplaySplashScreen( Platform::Error, NULL, NULL, 0.0f, 0.0f, tColour(0,0,0), 0 );
+ p3d::context->GetDisplay()->InitDisplay( x, y, bpp );
+}
+
+//=============================================================================
+// GCManager::DoProgressiveScanTest
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void GCManager::DoProgressiveScanTest()
+{
+ //Test for button b being held down and ask if they want progressive mode
+ //Or not.
+ bool doProgressiveQuestion = false;
+
+ if ( VIGetDTVStatus() != 1 )
+ {
+ return;
+ }
+
+ //There's a cable present..
+
+ //If the progressive mode flagis set, then we make the message show also.
+ if ( OSGetProgressiveMode() )
+ {
+ //The flag is set from last time.
+ doProgressiveQuestion = true;
+ }
+ else
+ {
+ unsigned int inputCount = 0;
+ PADStatus controllers[PAD_MAX_CONTROLLERS];
+
+ for ( inputCount = 0; inputCount < PAD_MAX_CONTROLLERS; ++inputCount )
+ {
+ controllers[ inputCount ].button = 0;
+ }
+
+ ::radThreadSleep( 32 );
+
+ PADRead(controllers);
+
+ for ( inputCount = 0; inputCount < PAD_MAX_CONTROLLERS && !doProgressiveQuestion; ++inputCount )
+ {
+ if ( controllers[ inputCount ].err == PAD_ERR_NONE &&
+ controllers[ inputCount ].button & PAD_BUTTON_B )
+ {
+ //Someone is holding B.
+ doProgressiveQuestion = true;
+ break;
+ }
+ }
+
+ ::radControllerSystemService();
+ ::radThreadSleep( 16 );
+ ::radControllerSystemService();
+ ::radThreadSleep( 16 );
+
+ LGPosition lgStatus[ SI_MAX_CHAN ];
+ memset( lgStatus, 0, sizeof( LGPosition )*SI_MAX_CHAN );
+ LGRead( lgStatus );
+
+ for ( inputCount = 0; inputCount < SI_MAX_CHAN && !doProgressiveQuestion; ++inputCount )
+ {
+ if ( lgStatus[ inputCount ].err == LG_ERR_NONE &&
+ lgStatus[ inputCount ].button & LG_BUTTON_B )
+ {
+ //Someone is holding B.
+ doProgressiveQuestion = true;
+ break;
+ }
+ }
+ }
+
+ if ( doProgressiveQuestion )
+ {
+ //Display the question.
+ //TODO: Localization
+ GetGame()->GetPlatform()->DisplaySplashScreen( Platform::Error, "Do you want to display in progressive mode?", 0.7f );
+
+ bool setProgressiveOn = ((GCPlatform*)GetGame()->GetPlatform())->DisplayYesNo( 0.7f, -0.2f, -0.1f, 0.1f, -0.1f );
+
+ if ( setProgressiveOn != ((GCPlatform*)GetGame()->GetPlatform())->GetInitData()->progressive )
+ {
+
+ //Do the TRC delay stuff.
+
+ //Set the screen black
+ VISetBlack( TRUE );
+ VIFlush();
+ VIWaitForRetrace();
+
+ unsigned int i;
+ for( i=0; i<10; i++ )
+ { //Set screen black and wait for several frames
+ VIWaitForRetrace();
+ }
+
+ //Change modes
+ ((GCPlatform*)GetGame()->GetPlatform())->GetInitData()->progressive = setProgressiveOn;
+
+ //Need to re-init the display.
+ p3d::context->GetDisplay()->InitDisplay( ((GCPlatform*)GetGame()->GetPlatform())->GetInitData() );
+
+ for( i=0; i<100; i++ )
+ { //Set screen black and wait for several dozen frames
+ VIWaitForRetrace();
+ }
+
+ VISetBlack(FALSE);
+ VIFlush();
+ VIWaitForRetrace();
+ }
+
+ //Set progressive scan mode
+ OSSetProgressiveMode( setProgressiveOn );
+
+ //Display message that progressive is enabled
+ //TODO: localization
+ if ( setProgressiveOn && OSGetProgressiveMode() )
+ {
+ GetGame()->GetPlatform()->DisplaySplashScreen( Platform::Error, "Screen has been set to progressive mode.\n Press the A Button to continue.", 0.7f );
+ }
+ else if ( !setProgressiveOn && !OSGetProgressiveMode() )
+ {
+ GetGame()->GetPlatform()->DisplaySplashScreen( Platform::Error, "Screen has been set to interlaced mode.\n Press the A Button to continue.", 0.7f );
+ }
+
+ if ( setProgressiveOn == OSGetProgressiveMode() )
+ {
+ //Wait for input or 10 second timeout.
+ unsigned int time = OSTicksToMilliseconds( OSGetTime() );
+
+ bool waiting = true;
+
+ PADStatus controllers[PAD_MAX_CONTROLLERS];
+ PADStatus lastControllers[PAD_MAX_CONTROLLERS];
+
+ unsigned int inputCount = 0;
+
+ for ( inputCount = 0; inputCount < PAD_MAX_CONTROLLERS; ++inputCount )
+ {
+ controllers[ inputCount ].button = 0;
+ lastControllers[ inputCount ].button = 0;
+ }
+
+ LGPosition lgStatus[ SI_MAX_CHAN ];
+ memset( lgStatus, 0, sizeof( LGPosition )*SI_MAX_CHAN );
+
+ while ( waiting )
+ {
+ ::radControllerSystemService();
+ ::radThreadSleep( 32 );
+ PADRead(controllers);
+ LGRead( lgStatus );
+
+ for ( inputCount = 0; inputCount < PAD_MAX_CONTROLLERS; ++inputCount )
+ {
+ if( lgStatus[inputCount].err == LG_ERR_NONE )
+ {
+ controllers[inputCount].err = PAD_ERR_NONE;
+ controllers[inputCount].button = 0;
+
+ if( lgStatus[inputCount].button & LG_BUTTON_A )
+ {
+ controllers[inputCount].button = PAD_BUTTON_A;
+ }
+ if( lgStatus[inputCount].button & LG_BUTTON_START )
+ {
+ controllers[inputCount].button = PAD_BUTTON_MENU;
+ }
+ }
+
+ if ( controllers[ inputCount ].err == PAD_ERR_NONE &&
+ ( !( controllers[ inputCount ].button & PAD_BUTTON_A ) &&
+ lastControllers[ inputCount ].button & PAD_BUTTON_A ) ||
+ ( !( controllers[ inputCount ].button & PAD_BUTTON_MENU ) &&
+ lastControllers[ inputCount ].button & PAD_BUTTON_MENU ) )
+ {
+ waiting = false;
+ break;
+ }
+
+ if( controllers[ inputCount ].err == PAD_ERR_NONE )
+ {
+ lastControllers[ inputCount ] = controllers[ inputCount ];
+ }
+ }
+
+ unsigned int newTime = OSTicksToMilliseconds( OSGetTime() );
+ if ( newTime - time > 10000 )
+ {
+ waiting = false;
+ }
+ }
+ }
+ }
+}
+
+//=============================================================================
+// GCManager::StopRumble
+//=============================================================================
+// Description: Lets get ready to stop rumbling!
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+
+void GCManager::StopRumble()
+{
+ PADControlMotor( PAD_CHAN0, PAD_MOTOR_STOP_HARD );
+ PADControlMotor( PAD_CHAN1, PAD_MOTOR_STOP_HARD );
+ PADControlMotor( PAD_CHAN2, PAD_MOTOR_STOP_HARD );
+ PADControlMotor( PAD_CHAN3, PAD_MOTOR_STOP_HARD );
+}
diff --git a/game/code/main/gamecube_extras/gcmanager.h b/game/code/main/gamecube_extras/gcmanager.h
new file mode 100644
index 0000000..720e1fa
--- /dev/null
+++ b/game/code/main/gamecube_extras/gcmanager.h
@@ -0,0 +1,83 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: gcmanager.h
+//
+// Description: Blahblahblah
+//
+// History: 14/06/2002 + Created -- Cary Brisebois
+//
+//=============================================================================
+
+#ifndef GCMANAGER_H
+#define GCMANAGER_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <radtime.hpp> // IRadTimerCallback
+
+//========================================
+// Forward References
+//========================================
+#include <dolphin/pad.h>
+
+//=============================================================================
+//
+// Synopsis: Blahblahblah
+//
+//=============================================================================
+
+class GCManager : public IRadTimerCallback
+{
+public:
+ static GCManager* GetInstance();
+
+ void Init();
+
+ void Reset();
+ void PerformReset( bool displaySplash = true, bool launchIPL = false );
+
+ //For IRadTimerCallback
+ void OnTimerDone( unsigned int elapsedTime, void * pUserData );
+
+ void ChangeResolution( int x, int y, int bpp );
+
+ void DoProgressiveScanTest();
+
+ // MKR - adding StopRumble, turn off rumble immediately (for use when the GC cover is opened)
+ void StopRumble();
+
+ void TestForReset();
+
+private:
+ static GCManager* mInstance;
+
+ bool mReset;
+ bool mDoingReset;
+
+ bool mControllerReset[PAD_MAX_CONTROLLERS];
+ unsigned int mResetTime[PAD_MAX_CONTROLLERS];
+
+ // Timer for updates.
+ IRadTimer* mTimer;
+
+ GCManager();
+ virtual ~GCManager();
+
+ void ControllerReset();
+ void StopEverything();
+
+ //Prevent wasteful constructor creation.
+ GCManager( const GCManager& gcmanager );
+ GCManager& operator=( const GCManager& gcmanager );
+};
+
+
+//*****************************************************************************
+//
+// Inline Public Member Functions
+//
+//*****************************************************************************
+
+#endif //GCMANAGER_H
diff --git a/game/code/main/gamecube_extras/license.h b/game/code/main/gamecube_extras/license.h
new file mode 100644
index 0000000..332339b
--- /dev/null
+++ b/game/code/main/gamecube_extras/license.h
@@ -0,0 +1,963 @@
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+"\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05"
+"\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05"
+"\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05"
+"\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05"
+"\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05\x05"
+"\x05\x85\xed\xf1\xff\x01\xf2\x3f\x50\x38\x83\xb3\x93\x7a\x00\x00\x00\x00"
+"\x49\x45\x4e\x44\xae\x42\x60\x82";
+
+static const unsigned int LICENSE_SIZE = 72771;
+
+static const char* LICENSE_NAME = "license.png";
+
diff --git a/game/code/main/gamecube_extras/screenshot.c b/game/code/main/gamecube_extras/screenshot.c
new file mode 100644
index 0000000..bf44be2
--- /dev/null
+++ b/game/code/main/gamecube_extras/screenshot.c
@@ -0,0 +1,345 @@
+/*---------------------------------------------------------------------------*
+ Project: onetri
+ File: screenshot.h
+
+ Copyright 1998, 1999, 2000 Nintendo. All rights reserved.
+
+ These coded instructions, statements, and computer programs contain
+ proprietary information of Nintendo of America Inc. and/or Nintendo
+ Company Ltd., and are protected by Federal copyright law. They may
+ not be disclosed to third parties or copied or duplicated in any form,
+ in whole or in part, without the prior written consent of Nintendo.
+
+ Created 05-25-01 by Steve Rabin
+
+ *---------------------------------------------------------------------------*/
+
+#include <main/gamecube_extras/screenshot.h>
+#include <dolphin/hio.h>
+#include <string.h>
+
+
+#define WIDTH_SCREENSHOT 640
+#define HEIGHT_SCREENSHOT 480
+#define SIZE_SCREENSHOT_RGB WIDTH_SCREENSHOT*HEIGHT_SCREENSHOT*3
+#define SIZE_SCREENSHOT_YUV WIDTH_SCREENSHOT*HEIGHT_SCREENSHOT*2
+
+#define XFB_BASE 1
+#define XFB_RANGE 6
+#define EFB_BASE 11
+#define EFB_RANGE 9
+#define PING_BASE 20
+#define PING_RANGE 9
+#define MINIMIZE_BUFFER_TRUE 35
+#define MINIMIZE_BUFFER_FALSE 36
+
+
+typedef enum {
+ GRAB_NOT_TRANSFERRING,
+ GRAB_TRANSFERRING
+} GRAB_STATUS;
+
+
+//Globals
+BOOL g_connected = FALSE;
+BOOL g_ping_received = FALSE;
+u32 g_received_signal = 0;
+BOOL g_mail_waiting = FALSE;
+BOOL g_minimize_buffer = FALSE;
+s32 g_usb_channel = -1;
+u8* g_data;
+
+
+static BOOL HostIOEnumCallback( s32 chan )
+{
+ g_usb_channel = chan;
+ return( FALSE );
+}
+
+static void HostIOCallback( void )
+{
+ //Mail is waiting for us - don't look at it yet
+ g_mail_waiting = TRUE;
+}
+
+
+
+static void CopyoutEFB( u8* image_buffer, u32 width, u32 height )
+{
+ u16 i, j;
+ u32 color;
+
+ for( j=0; j<height; j++ ) {
+ for( i=0; i<width; i++ ) {
+ GXPeekARGB( i, j, &color );
+ image_buffer[2] = (u8)(color & 0x000000FF);
+ image_buffer[1] = (u8)((color & 0x0000FF00) >> 8);
+ image_buffer[0] = (u8)((color & 0x00FF0000) >> 16);
+ image_buffer += 3;
+ }
+ }
+}
+
+
+
+static void CopyoutPortionEFB( u8* image_buffer, u32 width, u32 startByte, u32 totalBytes )
+{
+ u32 color;
+
+ u16 x = (u16)((u32)(startByte/3) % width);
+ u16 y = (u16)((u32)(startByte/3) / width);
+ u32 component = startByte%3;
+
+ u32 count = 0;
+ while( count < totalBytes )
+ {
+ GXPeekARGB( x, y, &color );
+
+ if( component == 0 ) {
+ count++;
+ image_buffer[0] = (u8)((color & 0x00FF0000) >> 16);
+ }
+ if( component <= 1 && count < totalBytes ) {
+ count++;
+ image_buffer[1 - component] = (u8)((color & 0x0000FF00) >> 8);
+ }
+ if( component <= 2 && count < totalBytes ) {
+ count++;
+ image_buffer[2 - component] = (u8)(color & 0x000000FF);
+ }
+ image_buffer += 3 - component;
+ component = 0;
+
+ x++;
+ if( x >= width ) {
+ x = 0;
+ y++;
+ }
+ }
+
+
+}
+
+
+
+static void TakeScreenshotEFB( SCREENSHOTAllocator allocator )
+{
+ if( g_data == 0 ) {
+ g_data = (u8*)allocator( SIZE_SCREENSHOT_RGB );
+ }
+ CopyoutEFB( g_data, WIDTH_SCREENSHOT, HEIGHT_SCREENSHOT );
+ DCFlushRange( &g_data[0], SIZE_SCREENSHOT_RGB );
+ OSReport( "SCREENSHOT: Saved off screenshot to local memory.\n" );
+}
+
+
+
+static void TakeScreenshotXFB( void* bufferXFB, SCREENSHOTAllocator allocator )
+{
+ void* buffer = bufferXFB;
+ if( g_data == 0 ) {
+ g_data = (u8*)allocator( SIZE_SCREENSHOT_YUV );
+ }
+ memcpy( g_data, buffer, SIZE_SCREENSHOT_YUV );
+ DCFlushRange( &g_data[0], SIZE_SCREENSHOT_YUV );
+ OSReport( "SCREENSHOT: Saved off screenshot to local memory.\n" );
+}
+
+
+
+static void WriteScreenshotPortionEFBtoUSB( u32 chunk, SCREENSHOTAllocator allocator )
+{
+ u32 i;
+ u32 size1K = 1024;
+ u32 size100K = size1K*100;
+ if( g_data == 0 ) {
+ g_data = (u8*)allocator( size1K );
+ }
+ for( i=0; i<100; i++ )
+ {
+ CopyoutPortionEFB( g_data, WIDTH_SCREENSHOT, (chunk*size100K)+(i*size1K), size1K );
+ DCFlushRange( &g_data[0], size1K );
+ while( !HIOWrite( 0x00000500 + (i*size1K), g_data, (s32)size1K ) ) {
+ //Spin until communication is successful
+ }
+ }
+}
+
+
+
+static GRAB_STATUS GrabChunk( u32 chunk,
+ void* bufferXFB,
+ SCREENSHOTAllocator allocator,
+ SCREENSHOTDeallocator deallocator )
+{
+ if( chunk >= XFB_BASE && chunk < XFB_BASE + XFB_RANGE )
+ {
+ void* buffer = 0;
+
+ if( chunk == XFB_BASE )
+ { //save off XFB screenshot
+ if( !g_minimize_buffer ) {
+ TakeScreenshotXFB( bufferXFB, allocator );
+ }
+ }
+
+ //transfer chunk
+ if( g_minimize_buffer ) {
+ u8* fb = (u8*)bufferXFB;
+ buffer = (void*)( &fb[100*1024*(chunk - XFB_BASE)] );
+ }
+ else {
+ buffer = (void*)( &g_data[100*1024*(chunk - XFB_BASE)] );
+ }
+
+ while( !HIOWrite( 0x00000500, buffer, 100*1024 ) ) {
+ //Spin until communication is successful
+ }
+ OSReport( "SCREENSHOT: Wrote chunk #%d.\n", chunk );
+
+ //communicate that the chunk is ready to be read
+ while( !HIOWriteMailbox( chunk ) ) {
+ //Spin until communication is successful
+ }
+ OSReport( "SCREENSHOT: Notify of write chunk #%d put in mailbox.\n", g_received_signal );
+ }
+ else if( chunk >= EFB_BASE && chunk < EFB_BASE + EFB_RANGE )
+ {
+ void* buffer;
+
+ if( chunk == EFB_BASE )
+ { //save off EFB screenshot
+ if( !g_minimize_buffer ) {
+ TakeScreenshotEFB( allocator );
+ }
+ }
+
+ if( g_minimize_buffer )
+ {
+ WriteScreenshotPortionEFBtoUSB( chunk - EFB_BASE, allocator );
+ }
+ else
+ { //transfer chunk
+ buffer = (void*)( &g_data[100*1024*(chunk - EFB_BASE)] );
+ while( !HIOWrite( 0x00000500, buffer, 100*1024 ) ) {
+ //Spin until communication is successful
+ }
+ }
+ OSReport( "SCREENSHOT: Wrote chunk #%d.\n", chunk );
+
+ //communicate that the chunk is ready to be read
+ while( !HIOWriteMailbox( chunk ) ) {
+ //Spin until communication is successful
+ }
+ OSReport( "SCREENSHOT: Notify of write chunk #%d put in mailbox.\n", g_received_signal );
+
+ }
+
+ if( chunk == XFB_BASE + XFB_RANGE - 1 ||
+ chunk == EFB_BASE + EFB_RANGE - 1 )
+ { //free screenshot buffer space
+ if( g_data ) {
+ deallocator( g_data );
+ g_data = 0;
+ }
+ return( GRAB_NOT_TRANSFERRING );
+ }
+ else {
+ return( GRAB_TRANSFERRING );
+ }
+
+}
+
+
+
+static void CheckMail( void* bufferXFB,
+ SCREENSHOTAllocator allocator,
+ SCREENSHOTDeallocator deallocator )
+{
+ u32 temp = 0;
+ u32 escapeCount = 0;
+ GRAB_STATUS status = GRAB_TRANSFERRING;
+ while( status == GRAB_TRANSFERRING )
+ {
+ escapeCount++;
+ if( g_mail_waiting )
+ {
+ if( HIOReadMailbox( &temp ) ) {
+ g_mail_waiting = FALSE;
+ status = GRAB_NOT_TRANSFERRING;
+ if( temp >= PING_BASE && temp < PING_BASE + PING_RANGE )
+ { //ping message received
+ while( !HIOWriteMailbox( temp ) ) {
+ //Spin until communication is successful
+ }
+ OSReport( "SCREENSHOT: Sent ping back.\n" );
+ }
+ else if( (temp >= XFB_BASE && temp < XFB_BASE + XFB_RANGE) ||
+ (temp >= EFB_BASE && temp < EFB_BASE + EFB_RANGE) )
+ { //request for screen capture
+ escapeCount = 0;
+ g_received_signal = temp;
+ OSReport( "SCREENSHOT: Grab screenshot request.\n" );
+ status = GrabChunk( g_received_signal, bufferXFB, allocator, deallocator );
+ }
+ else if( temp == MINIMIZE_BUFFER_TRUE )
+ { //request to use minimal memory (100K), however game pauses
+ g_minimize_buffer = TRUE;
+ }
+ else if( temp == MINIMIZE_BUFFER_FALSE )
+ { //request to not use minimal memory and keep game running
+ g_minimize_buffer = FALSE;
+ }
+ }
+ }
+ if( !g_minimize_buffer )
+ { //Escape loop since were not pausing the game to transfer
+ return;
+ }
+ if( g_minimize_buffer && escapeCount > 150000000 )
+ { //The PC screenshot app has died - escape
+ if( g_data ) {
+ deallocator( g_data );
+ g_data = 0;
+ }
+ return;
+ }
+ }
+
+}
+
+
+
+static BOOL ConnectToUSB( void )
+{
+ if( !g_connected )
+ {
+ if( HIOEnumDevices( HostIOEnumCallback ) ) {
+ if( g_usb_channel >= 0 ) {
+ if( HIOInit( g_usb_channel, HostIOCallback ) ) {
+ u32 temp = 0;
+ HIOReadMailbox( &temp );
+ g_connected = TRUE;
+ OSReport( "SCREENSHOT: USB connected\n" );
+ }
+ }
+ }
+ }
+
+ return( g_connected );
+}
+
+
+
+void SCREENSHOTService( void* bufferXFB,
+ SCREENSHOTAllocator allocator,
+ SCREENSHOTDeallocator deallocator )
+{
+ if( !g_connected ) {
+ ConnectToUSB();
+ }
+ else if( g_mail_waiting ) {
+ CheckMail( bufferXFB, allocator, deallocator );
+ }
+
+}
diff --git a/game/code/main/gamecube_extras/screenshot.h b/game/code/main/gamecube_extras/screenshot.h
new file mode 100644
index 0000000..45d86e0
--- /dev/null
+++ b/game/code/main/gamecube_extras/screenshot.h
@@ -0,0 +1,43 @@
+/*---------------------------------------------------------------------------*
+ Project: onetri
+ File: screenshot.h
+
+ Copyright 1998, 1999, 2000 Nintendo. All rights reserved.
+
+ These coded instructions, statements, and computer programs contain
+ proprietary information of Nintendo of America Inc. and/or Nintendo
+ Company Ltd., and are protected by Federal copyright law. They may
+ not be disclosed to third parties or copied or duplicated in any form,
+ in whole or in part, without the prior written consent of Nintendo.
+
+ Created 05-25-01 by Steve Rabin
+
+ *---------------------------------------------------------------------------*/
+
+
+#ifndef __SCREENSHOT_H__
+#define __SCREENSHOT_H__
+
+#include "dolphin.h"
+
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// access to the memory allocator of choice
+typedef void*(*SCREENSHOTAllocator) ( u32 size );
+typedef void (*SCREENSHOTDeallocator) ( void* block );
+
+
+void SCREENSHOTService( void* bufferXFB,
+ SCREENSHOTAllocator allocator,
+ SCREENSHOTDeallocator deallocator );
+
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif // __SCREENSHOT_H__ \ No newline at end of file
diff --git a/game/code/main/gcmain.cpp b/game/code/main/gcmain.cpp
new file mode 100644
index 0000000..d3ff15a
--- /dev/null
+++ b/game/code/main/gcmain.cpp
@@ -0,0 +1,221 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: GCmain.cpp
+//
+// Description: This file contains the main enrty point to the game.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <string.h>
+// Foundation Tech
+#include <raddebug.hpp>
+#include <radobject.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <main/game.h>
+#include <main/gcplatform.h>
+#include <main/singletons.h>
+#include <main/commandlineoptions.h>
+#include <memory/srrmemory.h>
+
+//========================================
+// Forward Declarations
+//========================================
+static void ProcessCommandLineArguments( int argc, char* argv[] );
+
+static void ProcessCommandLineArgumentsFromFile( );
+
+//=============================================================================
+// Function: main
+//=============================================================================
+//
+// Description: Main entry point.
+//
+// Parameters: GC argc, number of command line argurments
+// argv, array of pointes to these tokens.
+//
+// Returns: 0 success, non zero error.
+//
+//=============================================================================
+int main( int argc, char* argv[] )
+{
+ //
+ // Pick out and store command line settings.
+ //
+ CommandLineOptions::InitDefaults();
+ ProcessCommandLineArguments( argc, argv );
+
+ //
+ // Have to get FTech setup first so that we can use all the memory services.
+ //
+ GCPlatform::InitializeFoundation();
+
+
+ srand (Game::GetRandomSeed ());
+
+
+ // Now disable the default heap
+ //
+#ifndef RAD_RELEASE
+ tName::SetAllocator (GMA_DEBUG);
+
+ //g_HeapActivityTracker.EnableHeapAllocs (GMA_DEFAULT, false);
+ //g_HeapActivityTracker.EnableHeapFrees (GMA_DEFAULT, false);
+#endif
+
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //Process any commandline options from the command.txt file
+ ProcessCommandLineArgumentsFromFile();
+
+
+ //
+ // Instantiate all the singletons before doing anything else.
+ //
+ CreateSingletons();
+
+ //
+ // Construct the platform object.
+ //
+ GCPlatform* pPlatform = GCPlatform::CreateInstance();
+ rAssert( pPlatform != NULL );
+
+ //
+ // Create the game object.
+ //
+ Game* pGame = Game::CreateInstance( pPlatform );
+ rAssert( pGame != NULL );
+
+
+ //
+ // Initialize the game.
+ //
+ pGame->Initialize();
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+
+ //
+ // Run it! Control will not return from here until the game is stopped.
+ //
+ pGame->Run();
+
+ //
+ // Terminate the game (this frees all resources allocated by the game).
+ //
+ pGame->Terminate();
+
+ //
+ // Destroy the game object.
+ //
+ Game::DestroyInstance();
+
+ //
+ // Destroy the game and platform (do it in this order in case the game's
+ // destructor references the platform.
+ //
+ GCPlatform::DestroyInstance();
+
+ //
+ // Show some debug output
+ //
+#ifdef RAD_DEBUG
+ radObject::DumpObjects();
+#endif;
+
+ //
+ // Dump all the singletons.
+ //
+ DestroySingletons();
+
+ //
+ // Pass any error codes back to the operating system.
+ //
+ return( 0 );
+}
+
+
+//=============================================================================
+// Function: ProcessCommandLineArguments
+//=============================================================================
+//
+// Description: Pick out the command line options and stuff them in
+// the game database.
+//
+// Parameters: GC argc, number of command line argurments
+// argv, array of pointes to these tokens.
+//
+// Returns: None.
+//
+//=============================================================================
+void ProcessCommandLineArguments( int argc, char* argv[] )
+{
+#ifndef FINAL
+
+ rDebugPrintf( "*************************************************************\n" );
+ rDebugPrintf( "Command Line Args:\n" );
+
+ //
+ // Pick out all the command line options and store them in GameDB.
+ // Also dump them to the output for handy dandy viewing.
+ //
+ int i;
+ for( i = 0; i < argc; ++i )
+ {
+ char* argument = argv[i];
+
+ rDebugPrintf( "arg%d: %s\n", i, argument );
+
+ CommandLineOptions::HandleOption( argument );
+ }
+ if( !CommandLineOptions::Get( CLO_ART_STATS ) )
+ {
+ CommandLineOptions::HandleOption( "noheaps" );
+ }
+
+
+ rDebugPrintf( "*************************************************************\n" );
+
+#endif // FINAL
+}
+
+
+
+void ProcessCommandLineArgumentsFromFile()
+{
+#ifndef FINAL
+
+ //Chuck: looking for additional command line args being passed in from a file
+ //its for QA testing etc.
+
+ IRadFile* pfile =NULL;
+
+ ::radFileOpenSync(&pfile,"command.txt");
+
+ if (pfile != NULL)
+ {
+
+ char commandlinestring [256];
+ commandlinestring[ 0 ] = '\0';
+
+ pfile->ReadSync(commandlinestring,255);
+
+ //QA created the command line file and wants to pass additional arguements
+
+ char* argument = strtok(commandlinestring," ");
+ while (argument != NULL)
+ {
+ CommandLineOptions::HandleOption(argument);
+ argument=strtok(NULL," ");
+ }
+ pfile->Release();
+ }
+#endif //FINAL
+} //end of Function
diff --git a/game/code/main/gcplatform.cpp b/game/code/main/gcplatform.cpp
new file mode 100644
index 0000000..4c30055
--- /dev/null
+++ b/game/code/main/gcplatform.cpp
@@ -0,0 +1,1758 @@
+//===========================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: GCPlatform
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//===========================================================================
+
+//========================================
+// System Includes
+//========================================
+
+// Standard Lib
+#include <stdlib.h>
+#include <string.h>
+#include <dolphin/vi.h>
+#include <dolphin/gx.h>
+#include <dolphin/os.h>
+#include <dolphin/lg.h>
+#include <dolphin/dvd.h>
+#include <dolphin.h>
+// Pure 3D
+#include <p3d/anim/compositedrawable.hpp>
+#include <p3d/anim/expression.hpp>
+#include <p3d/anim/multicontroller.hpp>
+#include <p3d/anim/polyskin.hpp>
+#include <p3d/anim/sequencer.hpp>
+#include <p3d/anim/skeleton.hpp>
+#include <p3d/camera.hpp>
+#include <p3d/gameattr.hpp>
+#include <p3d/image.hpp>
+#include <p3d/imagefont.hpp>
+#include <p3d/light.hpp>
+#include <p3d/locator.hpp>
+#include <p3d/platform.hpp>
+#include <p3d/scenegraph/scenegraph.hpp>
+#include <p3d/sprite.hpp>
+#include <p3d/utility.hpp>
+#include <p3d/texture.hpp>
+#include <p3d/file.hpp>
+#include <p3d/shader.hpp>
+#include <p3d/matrixstack.hpp>
+#include <p3d/memory.hpp>
+#include <p3d/bmp.hpp>
+#include <p3d/png.hpp>
+#include <p3d/targa.hpp>
+#include <p3d/font.hpp>
+#include <p3d/texturefont.hpp>
+#include <p3d/unicode.hpp>
+
+// Pure 3D: Loader-specific
+#include <render/Loaders/GeometryWrappedLoader.h>
+#include <render/Loaders/StaticEntityLoader.h>
+#include <render/Loaders/StaticPhysLoader.h>
+#include <render/Loaders/TreeDSGLoader.h>
+#include <render/Loaders/FenceLoader.h>
+#include <render/Loaders/IntersectLoader.h>
+#include <render/Loaders/AnimCollLoader.h>
+#include <render/Loaders/AnimDSGLoader.h>
+#include <render/Loaders/DynaPhysLoader.h>
+#include <render/Loaders/InstStatPhysLoader.h>
+#include <render/Loaders/InstStatEntityLoader.h>
+#include <render/Loaders/WorldSphereLoader.h>
+#include <render/Loaders/BillboardWrappedLoader.h>
+#include <render/Loaders/instparticlesystemloader.h>
+#include <render/Loaders/breakableobjectloader.h>
+#include <render/Loaders/lensflareloader.h>
+#include <render/Loaders/AnimDynaPhysLoader.h>
+#include <p3d/shadow.hpp>
+#include <p3d/anim/vertexanimkey.hpp>
+#include <p3d/anim/animatedobject.hpp>
+#include <p3d/effects/particleloader.hpp>
+#include <p3d/effects/opticloader.hpp>
+// Foundation Tech
+#include <raddebug.hpp>
+#include <raddebugcommunication.hpp>
+#include <raddebugwatch.hpp>
+#include <radfile.hpp>
+#include <radmemorymonitor.hpp>
+#include <radplatform.hpp>
+#include <radthread.hpp>
+#include <radtime.hpp>
+#include <radmovie2.hpp>
+
+//This is so we can get the name of the file that's failing.
+#include <../src/radfile/common/requests.hpp>
+
+// sim - for InstallSimLoaders
+#include <simcommon/simutility.hpp>
+
+// Stateprops
+#include <stateprop/statepropdata.hpp>
+
+// To turn off movies during an error.
+#include <presentation/fmvplayer/fmvplayer.h>
+#include <presentation/presentation.h>
+
+//========================================
+// Project Includes
+//========================================
+#include <input/inputmanager.h>
+#include <main/gcplatform.h>
+#include <main/game.h>
+#include <main/commandlineoptions.h>
+#include <memory/srrmemory.h>
+#include <render/RenderManager/RenderManager.h>
+#include <render/Loaders/AllWrappers.h>
+
+#include <loading/locatorloader.h>
+#include <loading/cameradataloader.h>
+#include <loading/roadloader.h>
+#include <loading/pathloader.h>
+#include <loading/intersectionloader.h>
+#include <loading/roaddatasegmentloader.h>
+#include <atc/atcloader.h>
+
+#include <main/gamecube_extras/gcmanager.h>
+#include <debug/debuginfo.h>
+
+#include <radload/radload.hpp>
+
+#include <main/errorsgc.h>
+#include <presentation/gui/guitextbible.h>
+
+#define GC_SECTION "GC_SECTION"
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+// Static pointer to instance of singleton.
+GCPlatform* GCPlatform::spInstance = NULL;
+
+//Add baked in loadable headers here.
+static unsigned char gLicenseP3D[] =
+#include <main/gamecube_extras/license.h>
+
+//The Adlib font. <sigh>
+unsigned char gFont[] =
+#include <font/defaultfont.h>
+
+//GX Warning Levels.
+//GX_WARN_NONE
+//GX_WARN_SEVERE
+//GX_WARN_MEDIUM
+//GX_WARN_ALL
+
+const GXWarningLevel gxWarningLevel = GX_WARN_NONE;
+
+void LoadMemP3DFile( unsigned char* buffer, unsigned int size, tEntityStore* store )
+{
+ tFileMem* file = new tFileMem(buffer,size);
+ file->AddRef();
+ file->SetFilename("memfile.p3d");
+ p3d::loadManager->GetP3DHandler()->Load( file, p3d::inventory );
+ file->Release();
+}
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// GCPlatform::CreateInstance
+//==============================================================================
+//
+// Description: Creates the GCPlatform.
+//
+// Parameters: None.
+//
+// Return: Pointer to the GCPlatform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+GCPlatform* GCPlatform::CreateInstance()
+{
+MEMTRACK_PUSH_GROUP( "GCPlatform" );
+ rAssert( spInstance == NULL );
+
+ spInstance = new(GMA_PERSISTENT) GCPlatform;
+ rAssert( spInstance );
+MEMTRACK_POP_GROUP( "GCPlatform" );
+
+ return spInstance;
+}
+
+//==============================================================================
+// GCPlatform::GetInstance
+//==============================================================================
+//
+// Description: - Access point for the GCPlatform singleton.
+//
+// Parameters: None.
+//
+// Return: Pointer to the GCPlatform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+GCPlatform* GCPlatform::GetInstance()
+{
+ rAssert( spInstance != NULL );
+
+ return spInstance;
+}
+
+
+//==============================================================================
+// GCPlatform::DestroyInstance
+//==============================================================================
+//
+// Description: Destroy the GCPlatform.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void GCPlatform::DestroyInstance()
+{
+ rAssert( spInstance != NULL );
+
+ delete( GMA_PERSISTENT, spInstance );
+ spInstance = NULL;
+}
+
+
+
+//==============================================================================
+// GCPlatform::InitializeFoundation
+//==============================================================================
+// Description: Get FTech ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing. Also, we need
+// to only init the quick things to allow time for drawing the
+// first license screens.
+//
+//==============================================================================
+void GCPlatform::InitializeFoundation()
+{
+ //
+ // Initialize the memory heaps
+ //
+ GCPlatform::InitializeMemory();
+
+#ifndef FINAL
+ //
+ // Register an out-of-memory display handler in case something goes bad
+ // while allocating the heaps
+ //
+ ::radMemorySetOutOfMemoryCallback( PrintOutOfMemoryMessage, NULL );
+#endif
+
+#ifndef RAD_RELEASE
+ //
+ // Initialize memory monitor by JamesCo. TM.
+ //
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR ) )
+ {
+ const int KB = 1024;
+ ::radMemoryMonitorInitialize( 2048 * KB, GMA_DEBUG );
+ }
+#endif
+
+ // Setup the memory heaps
+ //
+ HeapMgr()->PrepareHeapsStartup ();
+
+ // Seed the heap stack
+ //
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Initilalize the platform system
+ //
+ ::radPlatformInitialize();
+
+ //
+ // Initialize the timer system
+ //
+ ::radTimeInitialize();
+
+#ifndef RAD_RELEASE
+ //
+ // Initialize the debug communication system.
+ //
+ ::radDbgComTargetInitialize( HostIO,
+ radDbgComDefaultPort, // Default
+ NULL, // Default
+ GMA_DEBUG );
+
+ //
+ // Initialize the Watcher.
+ //
+ ::radDbgWatchInitialize( "SRR2",
+ 16384 * 16, // Default
+ GMA_DEBUG );
+#endif
+
+ //
+ // Initialize the file system.
+ //
+ ::radFileInitialize( 50, // Default
+ 32, // Default
+ GMA_PERSISTENT );
+
+ ::radLoadInitialize();
+
+ ::radDriveMount(0, GMA_PERSISTENT);
+
+ //
+ // Initialize the new movie player
+ //
+ ::radMovieInitialize2( GMA_PERSISTENT );
+
+}
+
+
+//==============================================================================
+// GCPlatform::InitializeMemory
+//==============================================================================
+//
+// Description:
+//
+// Parameters:
+//
+// Return:
+//
+//==============================================================================
+void GCPlatform::InitializeMemory()
+{
+ //
+ // Only do this once!
+ //
+ if( gMemorySystemInitialized == true )
+ {
+ return;
+ }
+
+ gMemorySystemInitialized = true;
+
+ //
+ // Initialize thread system.
+ //
+ ::radThreadInitialize();
+
+ //
+ // Initialize memory system.
+ //
+ ::radMemoryInitialize( VMM_MAIN_RAM, VMM_ARAM );
+}
+
+//==============================================================================
+// GCPlatform::InitializePlatform
+//==============================================================================
+// Description: Get the GC ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//=============================================================================
+void GCPlatform::InitializePlatform()
+{
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Get some rendering action setup.
+ //
+ InitializePure3D();
+
+ //
+ // Add anything here that needs to be before the drive is opened.
+ //
+
+ //This is slow.
+ InitializeFoundationDrive();
+
+ //
+ // Initialize the controller.
+ //
+ GetInputManager()->Init();
+
+#ifndef PAL
+ // no progressive scan on PAL builds, only on NTSC
+ //
+ GCManager::GetInstance()->DoProgressiveScanTest();
+#endif // !PAL
+
+ //TRC: The license screen needs to be
+ DisplaySplashScreen( License, NULL );
+
+
+ //Set the serial cable debug verbosity level
+ GXSetVerifyLevel( gxWarningLevel );
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+}
+
+void GCPlatform::OnControllerError(const char *msg)
+{
+ DisplaySplashScreen( Error, msg, 0.7f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ mErrorState = CTL_ERROR;
+ mPauseForError = true;
+
+}
+
+
+//==============================================================================
+// GCPlatform::ShutdownPlatform
+//==============================================================================
+// Description: Shut down the GC.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void GCPlatform::ShutdownPlatform()
+{
+ ShutdownPure3D();
+ ShutdownFoundation();
+
+ //Shutdown the steering wheel system.
+ ::radControllerTerminate();
+}
+
+//=============================================================================
+// GCPlatform::ResetMachine
+//=============================================================================
+// Description: resets the machine
+//
+// Parameters: none
+//
+// Return: void
+//
+//=============================================================================
+void GCPlatform::ResetMachine()
+{
+ LaunchDashboard();
+}
+
+//=============================================================================
+// GCPlatform::LaunchDashboard
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void GCPlatform::LaunchDashboard()
+{
+ GCManager::GetInstance()->Reset();
+ GCManager::GetInstance()->PerformReset( false );
+}
+
+
+//=============================================================================
+// GCPlatform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( SplashScreen screenID,
+// const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void GCPlatform::DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+ //Just in case this was called during a draw!
+ GXWaitDrawDone();
+
+ HeapMgr()->PushHeap( GMA_TEMP );
+
+ p3d::inventory->PushSection();
+ p3d::inventory->AddSection( GC_SECTION );
+ p3d::inventory->SelectSection( GC_SECTION );
+
+ unsigned char* screen = NULL;
+ const char* texname = NULL;
+ int size = 0;
+ tTexture* texture = NULL;
+
+ P3D_UNICODE unicodeText[256];
+
+
+ //Create shader
+ tShader* splashShader = new tShader("simple");
+ splashShader->SetInt(PDDI_SP_FILTER, PDDI_FILTER_NONE);
+ splashShader->AddRef();
+
+ if ( screenID == FadeToBlack )
+ {
+ splashShader->SetInt(PDDI_SP_BLENDMODE,PDDI_BLEND_ALPHA);
+ splashShader->SetInt(PDDI_SP_FILTER,PDDI_FILTER_BILINEAR);
+ }
+ else if ( screenID == Error )
+ {
+ splashShader->SetColour(PDDI_SP_DIFFUSE, tColour(0, 0, 0));
+ splashShader->SetColour(PDDI_SP_AMBIENT, tColour(0, 0, 0));
+ splashShader->SetColour(PDDI_SP_SPECULAR, tColour(0, 0, 0));
+ splashShader->SetColour(PDDI_SP_EMISSIVE, tColour(0, 0, 0));
+ }
+ else
+ {
+ //This is so we can handle more baked in screens if we want
+ switch (screenID)
+ {
+ case License:
+ {
+ screen = gLicenseP3D;
+ texname = LICENSE_NAME;
+ size = LICENSE_SIZE;
+ }
+ break;
+ default:
+ rAssert( false);
+ }
+
+ // Load the in screen texture file from memory
+ p3d::load(screen, size, HeapMgr()->GetCurrentHeap());
+
+ // Get the texture to draw
+ texture = p3d::find<tTexture>(texname);
+ rAssert( texture );
+
+ // Put it in our shader
+ splashShader->SetTexture(PDDI_SP_BASETEX, texture);
+ }
+
+ // Save the current Projection mode so I can restore it later
+ pddiProjectionMode pm = p3d::pddi->GetProjectionMode();
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_DEVICE);
+
+ pddiCullMode cm = p3d::pddi->GetCullMode();
+ p3d::pddi->SetCullMode(PDDI_CULL_NONE);
+
+ //CREATE THE FONT
+ tTextureFont* thisFont = NULL;
+
+ if ( overlayText != NULL )
+ {
+ // Convert memory buffer into a texturefont.
+ //
+ //p3d::load(gFont, DEFAULTFONT_SIZE, HeapMgr()->GetCurrentHeap() );
+ LoadMemP3DFile( gFont, DEFAULTFONT_SIZE, p3d::inventory );
+
+ thisFont = p3d::find<tTextureFont>("adlibn_20");
+ rAssert( thisFont );
+
+ thisFont->AddRef();
+ tShader* fontShader = thisFont->GetShader();
+ fontShader->SetInt(PDDI_SP_BLENDMODE,PDDI_BLEND_ALPHA);
+ fontShader->SetInt(PDDI_SP_FILTER,PDDI_FILTER_BILINEAR);
+
+ p3d::AsciiToUnicode( overlayText, unicodeText, 256 );
+
+ // Make the missing letter into somthing I can see
+ //
+ thisFont->SetMissingLetter(p3d::ConvertCharToUnicode('j'));
+ }
+
+ // Fade up the screen
+ int a = 0;
+ do
+ {
+ if ( screenID != FadeToBlack )
+ {
+ p3d::pddi->SetColourWrite(true, true, true, true);
+ p3d::pddi->SetClearColour( pddiColour(0,0,0) );
+ }
+
+ p3d::pddi->BeginFrame();
+
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_DEVICE);
+
+ GXSetScissorBoxOffset(0, 0);
+#ifdef PAL
+ GXSetScissor(0, 0, 640, 528);
+#else
+ GXSetScissor(0, 0, 640, 480);
+#endif
+
+ if ( screenID != FadeToBlack )
+ {
+ p3d::pddi->Clear(PDDI_BUFFER_ALL);
+ }
+
+ int bright = 255;
+ if (a < fadeFrames) bright = (a * 255) / fadeFrames / 10;
+ if ( bright > 255 ) bright = 255;
+
+ tColour c;
+ if ( screenID == FadeToBlack)
+ {
+ c.Set(0, 0, 0, bright);
+ }
+ else
+ {
+ c.Set(bright, bright, bright, 255);
+ }
+
+ if ( screenID != Error )
+ {
+ p3d::pddi->PushMatrix(PDDI_MATRIX_MODELVIEW);
+ p3d::pddi->IdentityMatrix(PDDI_MATRIX_MODELVIEW);
+
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ pddiPrimStream* stream;
+
+ if ( screenID == FadeToBlack )
+ {
+ stream = p3d::pddi->BeginPrims(splashShader->GetShader(), PDDI_PRIM_TRISTRIP, PDDI_V_C, 4);
+ }
+ else
+ {
+ stream = p3d::pddi->BeginPrims(splashShader->GetShader(), PDDI_PRIM_TRISTRIP, PDDI_V_CT, 4);
+ }
+
+#ifdef PAL
+ stream->Colour(c); stream->UV(0.0F, 0.0F); stream->Coord( 0.0F, 528.0F, 2.01F);
+ stream->Colour(c); stream->UV(1.0F, 0.0F); stream->Coord(640.0F, 528.0F, 2.01F);
+#else
+ stream->Colour(c); stream->UV(0.0F, 0.0F); stream->Coord( 0.0F, 480.0F, 2.01F);
+ stream->Colour(c); stream->UV(1.0F, 0.0F); stream->Coord(640.0F, 480.0F, 2.01F);
+#endif
+ stream->Colour(c); stream->UV(0.0F, 1.0F); stream->Coord( 0.0F, 0.0F, 2.01F);
+ stream->Colour(c); stream->UV(1.0F, 1.0F); stream->Coord(640.0F, 0.0F, 2.01F);
+
+ p3d::pddi->EndPrims(stream);
+
+ p3d::stack->Pop();
+
+ p3d::pddi->PopMatrix(PDDI_MATRIX_MODELVIEW);
+ }
+
+ if (overlayText != NULL)
+ {
+ tColour colour = textColour;
+ colour.SetAlpha( bright );
+
+ thisFont->SetColour( colour );
+
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_ORTHOGRAPHIC);
+
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ p3d::stack->Translate( textPosX, textPosY, 1.5f);
+ float scaleSize = 1.0f / 480.0f; //This is likely good for 528 also.
+ p3d::stack->Scale(scaleSize * fontScale, scaleSize* fontScale , 1.0f);
+
+ if ( textPosX != 0.0f || textPosY != 0.0f )
+ {
+ thisFont->DisplayText( unicodeText );
+ }
+ else
+ {
+ thisFont->DisplayText( unicodeText, 3 );
+ }
+
+ p3d::stack->Pop();
+ }
+
+ p3d::pddi->EndFrame();
+ p3d::context->SwapBuffers();
+
+ ++a;
+
+ if (screenID == FadeToBlack && bright >= 255)
+ {
+ //This is a sucky hack...
+ break;
+ }
+
+ } while (a <= fadeFrames);
+
+ // [ps]: flush out this screen now.
+ if ( screenID == FadeToBlack )
+ {
+ GXSetScissorBoxOffset(0, 0);
+#ifdef PAL
+ GXSetScissor(0, 0, 640, 528);
+#else
+ GXSetScissor(0, 0, 640, 480);
+#endif
+
+ p3d::pddi->Clear(PDDI_BUFFER_ALL);
+ }
+
+ // Remove the texture from the shader
+ splashShader->SetTexture(PDDI_SP_BASETEX, NULL);
+ splashShader->Release();
+
+ // remove the texture from the inventory
+ if ( texture )
+ {
+ p3d::inventory->Remove(texture);
+ }
+
+ p3d::pddi->SetCullMode(cm);
+ p3d::pddi->SetProjectionMode(pm);
+
+ if ( thisFont )
+ {
+ thisFont->Release();
+ p3d::inventory->Remove(thisFont);
+ }
+
+ p3d::inventory->RemoveSectionElements(GC_SECTION);
+ p3d::inventory->DeleteSection(GC_SECTION);
+ p3d::inventory->PopSection();
+
+ HeapMgr()->PopHeap( GMA_TEMP );
+}
+
+//=============================================================================
+// GCPlatform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void GCPlatform::DisplaySplashScreen( const char* textureName,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+ //Just in case this was called during a draw!
+ GXWaitDrawDone();
+
+ HeapMgr()->PushHeap( GMA_TEMP );
+
+ p3d::inventory->PushSection();
+ p3d::inventory->AddSection( GC_SECTION );
+ p3d::inventory->SelectSection( GC_SECTION );
+
+ tTexture* texture = NULL;
+
+ P3D_UNICODE unicodeText[256];
+
+ rAssertMsg( textureName, "There must be a texture, use the other one with Error otherwise." );
+
+ //Create shader
+ tShader* splashShader = new tShader("simple");
+ splashShader->SetInt(PDDI_SP_FILTER, PDDI_FILTER_NONE);
+ splashShader->AddRef();
+
+
+ // Get the texture to draw
+ texture = p3d::find<tTexture>(textureName);
+ rAssert( texture );
+
+ // Put it in our shader
+ splashShader->SetTexture(PDDI_SP_BASETEX, texture);
+
+
+ // Save the current Projection mode so I can restore it later
+ pddiProjectionMode pm = p3d::pddi->GetProjectionMode();
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_DEVICE);
+
+ pddiCullMode cm = p3d::pddi->GetCullMode();
+ p3d::pddi->SetCullMode(PDDI_CULL_NONE);
+
+ //CREATE THE FONT
+ tTextureFont* thisFont = NULL;
+
+ if ( overlayText != NULL )
+ {
+ // Convert memory buffer into a texturefont.
+ //
+ //p3d::load(gFont, DEFAULTFONT_SIZE, HeapMgr()->GetCurrentHeap());
+ LoadMemP3DFile( gFont, DEFAULTFONT_SIZE, p3d::inventory );
+
+ thisFont = p3d::find<tTextureFont>("adlibn_20");
+ rAssert( thisFont );
+
+ thisFont->AddRef();
+ tShader* fontShader = thisFont->GetShader();
+ fontShader->SetInt(PDDI_SP_BLENDMODE,PDDI_BLEND_ALPHA);
+ fontShader->SetInt(PDDI_SP_FILTER,PDDI_FILTER_BILINEAR);
+
+
+ p3d::AsciiToUnicode( overlayText, unicodeText, 256 );
+
+ // Make the missing letter into somthing I can see
+ //
+ thisFont->SetMissingLetter(p3d::ConvertCharToUnicode('j'));
+ }
+
+ // Fade up the screen
+ int a = 0;
+
+ do
+ {
+ p3d::pddi->SetColourWrite(true, true, true, true);
+ p3d::pddi->SetClearColour( pddiColour(0,0,0) );
+ p3d::pddi->BeginFrame();
+ p3d::pddi->Clear(PDDI_BUFFER_ALL);
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_DEVICE);
+
+ GXSetScissorBoxOffset(0, 0);
+#ifdef PAL
+ GXSetScissor(0, 0, 640, 528);
+#else
+ GXSetScissor(0, 0, 640, 480);
+#endif
+
+ p3d::pddi->PushMatrix(PDDI_MATRIX_MODELVIEW);
+ p3d::pddi->IdentityMatrix(PDDI_MATRIX_MODELVIEW);
+
+ int bright = 255;
+ if (a < fadeFrames) bright = (a * 255) / fadeFrames;
+ if ( bright > 255 ) bright = 255;
+ tColour c(bright, bright, bright, 255);
+
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ pddiPrimStream* stream = p3d::pddi->BeginPrims(splashShader->GetShader(), PDDI_PRIM_TRISTRIP, PDDI_V_CT, 4);
+
+#ifdef PAL
+ stream->Colour(c); stream->UV(0.0F, 0.0F); stream->Coord( 0.0F, 528.0F, 2.01F);
+ stream->Colour(c); stream->UV(1.0F, 0.0F); stream->Coord(640.0F, 528.0F, 2.01F);
+#else
+ stream->Colour(c); stream->UV(0.0F, 0.0F); stream->Coord( 0.0F, 480.0F, 2.01F);
+ stream->Colour(c); stream->UV(1.0F, 0.0F); stream->Coord(640.0F, 480.0F, 2.01F);
+#endif
+ stream->Colour(c); stream->UV(0.0F, 1.0F); stream->Coord( 0.0F, 0.0F, 2.01F);
+ stream->Colour(c); stream->UV(1.0F, 1.0F); stream->Coord(640.0F, 0.0F, 2.01F);
+
+ p3d::pddi->EndPrims(stream);
+
+ p3d::stack->Pop();
+
+ p3d::pddi->PopMatrix(PDDI_MATRIX_MODELVIEW);
+
+ if (overlayText != NULL)
+ {
+ tColour colour = textColour;
+ colour.SetAlpha( bright );
+
+ thisFont->SetColour( colour );
+
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_ORTHOGRAPHIC);
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ p3d::stack->Translate( textPosX, textPosY, 1.5f);
+ float scaleSize = 1.0f / 480.0f; //This is likely good for 528 also.
+ p3d::stack->Scale(scaleSize * fontScale, scaleSize* fontScale , 1.0f);
+
+ thisFont->DisplayText( unicodeText );
+
+ p3d::stack->Pop();
+ }
+
+ p3d::pddi->EndFrame();
+ p3d::context->SwapBuffers();
+
+ ++a;
+
+ } while (a <= fadeFrames);
+
+ // Remove the texture from the shader
+ splashShader->SetTexture(PDDI_SP_BASETEX, NULL);
+ splashShader->Release();
+
+ p3d::pddi->SetCullMode(cm);
+ p3d::pddi->SetProjectionMode(pm);
+
+ if ( overlayText != NULL )
+ {
+ thisFont->Release();
+ p3d::inventory->Remove(thisFont);
+ }
+
+ p3d::inventory->RemoveSectionElements(GC_SECTION);
+ p3d::inventory->DeleteSection(GC_SECTION);
+ p3d::inventory->PopSection();
+
+ HeapMgr()->PopHeap( GMA_TEMP );
+}
+
+//=============================================================================
+// GCPlatform::DisplayYesNo
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( float fontScale = 1.0f,
+// float yesPosX = 0.0f,
+// float yesPosY = 0.0f,
+// float noPosX = 0.0f,
+// float noPosY = 0.0f,
+// int fadeFrames = 3 )
+//
+// Return: bool
+//
+//=============================================================================
+bool GCPlatform::DisplayYesNo( float fontScale,
+ float yesPosX,
+ float yesPosY,
+ float noPosX,
+ float noPosY,
+ int fadeFrames )
+{
+ //Just in case this was called during a draw!
+ GXWaitDrawDone();
+
+ HeapMgr()->PushHeap( GMA_TEMP );
+
+ p3d::inventory->PushSection();
+ p3d::inventory->AddSection( GC_SECTION );
+ p3d::inventory->SelectSection( GC_SECTION );
+
+ // Save the current Projection mode so I can restore it later
+ pddiProjectionMode pm = p3d::pddi->GetProjectionMode();
+
+ pddiCullMode cm = p3d::pddi->GetCullMode();
+ p3d::pddi->SetCullMode(PDDI_CULL_NONE);
+
+ //CREATE THE FONT
+ tTextureFont* thisFont = NULL;
+
+ // Convert memory buffer into a texturefont.
+ //
+ //p3d::load(gFont, DEFAULTFONT_SIZE, HeapMgr()->GetCurrentHeap());
+ LoadMemP3DFile( gFont, DEFAULTFONT_SIZE, p3d::inventory );
+
+ thisFont = p3d::find<tTextureFont>("adlibn_20");
+ rAssert( thisFont );
+
+ thisFont->AddRef();
+ tShader* fontShader = thisFont->GetShader();
+ fontShader->SetInt(PDDI_SP_BLENDMODE,PDDI_BLEND_ALPHA);
+ fontShader->SetInt(PDDI_SP_FILTER,PDDI_FILTER_BILINEAR);
+
+ //This is the text!
+ const char* yes = "Yes";
+ const char* no = "No";
+
+ P3D_UNICODE unicodeYes[256];
+ P3D_UNICODE unicodeNo[256];
+
+ p3d::AsciiToUnicode( yes, unicodeYes, 256 );
+ p3d::AsciiToUnicode( no, unicodeNo, 256 );
+
+ // Make the missing letter into somthing I can see
+ //
+ thisFont->SetMissingLetter(p3d::ConvertCharToUnicode('j'));
+
+ unsigned int inputCount = 0;
+ PADStatus controllers[PAD_MAX_CONTROLLERS];
+
+ for ( inputCount = 0; inputCount < PAD_MAX_CONTROLLERS; ++inputCount )
+ {
+ controllers[ inputCount ].button = 0;
+ }
+
+ LGPosition lgStatus[ SI_MAX_CHAN ];
+ memset( lgStatus, 0, sizeof( LGPosition )*SI_MAX_CHAN );
+
+ bool yesSelected = true;
+ bool buttonAPressed[ PAD_MAX_CONTROLLERS ];
+ bool buttonAReleased = false;
+
+ // Fade up the screen
+ int a = 0;
+ tColour colour;
+
+ unsigned int start = OSTicksToMilliseconds( OSGetTime() );
+
+ bool buttonDown[ PAD_MAX_CONTROLLERS ];
+
+ unsigned int i;
+
+ for ( i = 0; i < PAD_MAX_CONTROLLERS; ++i )
+ {
+ buttonDown[ i ] = false;
+ buttonAPressed[ i ] = false;
+ }
+
+ do
+ {
+ unsigned int end = OSTicksToMilliseconds( OSGetTime() );
+ unsigned int milliseconds = end - start;
+ start = end;
+
+ p3d::pddi->BeginFrame();
+
+ GXSetScissorBoxOffset(0, 0);
+#ifdef PAL
+ GXSetScissor(0, 0, 640, 528);
+#else
+ GXSetScissor(0, 0, 640, 480);
+#endif
+ int bright = 255;
+ if (a < fadeFrames) bright = (a * 255) / fadeFrames;
+ if ( bright > 255 ) bright = 255;
+ tColour c(bright, bright, bright, 255);
+
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_ORTHOGRAPHIC);
+
+ float scaleSize = 1.0f / 480.0f; //This is likely good for 528 also.
+
+ //Draw Yes
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ p3d::stack->Translate( yesPosX, yesPosY, 1.5f);
+ p3d::stack->Scale(scaleSize * fontScale, scaleSize* fontScale , 1.0f);
+
+ if ( yesSelected )
+ {
+ colour = tColour(255, 255, 255, bright);
+ }
+ else
+ {
+ colour = tColour(100, 100, 100, bright);
+ }
+
+ thisFont->SetColour( colour );
+ thisFont->DisplayText( unicodeYes );
+
+ p3d::stack->Pop();
+
+ //Draw No
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ p3d::stack->Translate( noPosX, noPosY, 1.5f);
+ p3d::stack->Scale(scaleSize * fontScale, scaleSize* fontScale , 1.0f);
+
+ if ( !yesSelected )
+ {
+ colour = tColour(255, 255, 255, bright);
+ }
+ else
+ {
+ colour = tColour(100, 100, 100, bright);
+ }
+
+ thisFont->SetColour( colour );
+ thisFont->DisplayText( unicodeNo );
+
+ p3d::stack->Pop();
+
+ p3d::pddi->EndFrame();
+ p3d::context->SwapBuffers();
+
+ if ( bright < 255 )
+ {
+ ++a;
+ }
+
+ ::radControllerSystemService();
+ ::radThreadSleep( 32 );
+
+ PADRead(controllers);
+ LGRead( lgStatus );
+
+ rAssert( PAD_MAX_CONTROLLERS == SI_MAX_CHAN );
+ for ( i = 0; i < PAD_MAX_CONTROLLERS; ++i )
+ {
+ bool start = controllers[ i ].err == PAD_ERR_NONE &&
+ ( controllers[ i ].button & PAD_BUTTON_MENU );
+
+ start = start ||
+ (lgStatus[ i ].err == LG_ERR_NONE && (lgStatus[ i ].button & LG_BUTTON_START ));
+
+ bool x = controllers[ i ].err == PAD_ERR_NONE &&
+ ( controllers[ i ].button & PAD_BUTTON_A );
+
+ x = x ||
+ (lgStatus[ i ].err == LG_ERR_NONE && (lgStatus[ i ].button & LG_BUTTON_A ));
+
+ if ( x || start )
+ {
+ buttonAPressed[ i ] = true;
+ }
+ else if ( buttonAPressed[ i ] )
+ {
+ buttonAReleased = true;
+ break;
+ }
+
+ bool dLeft = ( controllers[ i ].err == PAD_ERR_NONE &&
+ ( ( controllers[ i ].button & PAD_BUTTON_LEFT ) ||
+ ( controllers[ i ].stickX < -50 ) ) );
+ bool dRight = ( controllers[ i ].err == PAD_ERR_NONE &&
+ ( ( controllers[ i ].button & PAD_BUTTON_RIGHT ) ||
+ ( controllers[ i ].stickX > 50 ) ) );
+
+ dLeft = dLeft ||
+ (lgStatus[ i ].err == LG_ERR_NONE && ((lgStatus[ i ].button & LG_BUTTON_LEFT) || (lgStatus[ i ].wheel < -50 )));
+
+ dRight = dRight ||
+ (lgStatus[ i ].err == LG_ERR_NONE && ((lgStatus[ i ].button & LG_BUTTON_RIGHT) || (lgStatus[ i ].wheel > 50 )));
+
+ if ( ( dLeft || dRight ) && !buttonDown[ i ] )
+ {
+ yesSelected = !yesSelected;
+ buttonDown[ i ] = true;
+ }
+ else if ( !dLeft && !dRight )
+ {
+ buttonDown[ i ] = false;
+ }
+ }
+
+ GXWaitDrawDone();
+ } while ( !buttonAReleased );
+
+ p3d::pddi->SetCullMode(cm);
+ p3d::pddi->SetProjectionMode(pm);
+
+ thisFont->Release();
+
+ p3d::inventory->Remove(thisFont);
+
+ p3d::inventory->RemoveSectionElements(GC_SECTION);
+ p3d::inventory->DeleteSection(GC_SECTION);
+ p3d::inventory->PopSection();
+
+ HeapMgr()->PopHeap( GMA_TEMP );
+
+ return yesSelected;
+}
+
+//=============================================================================
+// GCPlatform::OnDriveError
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( radFileError error, const char* pDriveName, void* pUserData )
+//
+// Return: bool
+//
+//=============================================================================
+bool GCPlatform::OnDriveError( radFileError error, const char* pDriveName, void* pUserData )
+{
+ GCManager::GetInstance()->OnTimerDone( 16, NULL );
+
+ // Halt rumbling
+ GCManager::GetInstance()->StopRumble();
+
+ bool inFrame = p3d::context->InFrame();
+
+ const int NUM_RADFILE_ERRORS = 13;
+ unsigned int errorIndex = error;
+
+#ifdef PAL
+ switch( CGuiTextBible::GetCurrentLanguage() )
+ {
+ case Scrooby::XL_FRENCH:
+ {
+ errorIndex += 1 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ case Scrooby::XL_GERMAN:
+ {
+ errorIndex += 2 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ case Scrooby::XL_SPANISH:
+ {
+ errorIndex += 3 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ default:
+ {
+ break;
+ }
+ }
+#endif // PAL
+
+ rAssert( errorIndex < sizeof( ERROR_STRINGS ) / sizeof( ERROR_STRINGS[ 0 ] ) );
+
+ switch ( error )
+ {
+ case Success:
+ {
+ if ( mErrorState != NONE )
+ {
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( FadeToBlack );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = NONE;
+ mPauseForError = false;
+ }
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->UnPause( );
+ }
+ else
+ {
+ GetSoundManager()->ResumeAfterMovie();
+ }
+ return true;
+ break;
+ }
+ case FileNotFound:
+ {
+ if ( CommandLineOptions::Get( CLO_FILE_NOT_FOUND ) )
+ {
+ rAssert( pUserData != NULL );
+
+ radFileRequest* request = static_cast<radFileRequest*>( pUserData );
+ const char* fileName = request->GetFilename();
+
+ //Get rid of the slashes.
+ unsigned int i;
+ unsigned int lastIndex = 0;
+ for ( i = 0; i < strlen( fileName ); ++i )
+ {
+ if ( fileName[ i ] == '\\' )
+ {
+ lastIndex = i;
+ }
+ }
+
+ unsigned int adjustedIndex = lastIndex == 0 ? lastIndex : lastIndex + 1;
+
+ char adjustedName[32];
+ strncpy( adjustedName, &fileName[adjustedIndex], ( strlen( fileName ) - lastIndex ) );
+ adjustedName[ strlen( fileName ) - lastIndex ] = '\0';
+
+ char errorString[256];
+ sprintf( errorString, "%s:\n%s", ERROR_STRINGS[errorIndex], adjustedName );
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, errorString, 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+ return true;
+ }
+ else
+ {
+ error = NoMedia;
+ //Fall through.
+ }
+ }
+ case ShellOpen:
+ case WrongMedia:
+ case NoMedia:
+ case MediaCorrupt:
+ case HardwareFailure:
+ {
+ //This could be the wrong disc.
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, ERROR_STRINGS[errorIndex], 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+ return true;
+ }
+ default:
+ {
+ //Others are not supported.
+ rAssert( false );
+ }
+ }
+
+ return false;
+}
+
+
+
+//******************************************************************************
+//
+// Protected Member Functions
+//
+//******************************************************************************
+
+
+//==============================================================================
+// GCPlatform::InitializeFoundationDrive
+//==============================================================================
+// Description: Get FTech ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing. This is all the
+// slower elements of FTech
+//
+//==============================================================================
+void GCPlatform::InitializeFoundationDrive()
+{
+ //
+ // Get the DVD drive and hold it open for the life of the game.
+ // This is a costly operation so we only want to do it once.
+ //
+
+ ::radDriveOpen( &mpIRadDrive,
+ "DVD:",
+ NormalPriority, // Default
+ GMA_PERSISTENT );
+
+ rAssert( mpIRadDrive != NULL );
+
+ mpIRadDrive->RegisterErrorHandler( this, NULL );
+
+ //
+ // Set the read-write granulatity to prevent operations from
+ // being partitioned.
+ //
+// const int GRANULARITY = 20 * 1024 * 1024;
+// mpIRadDrive->SetReadWriteGranularity( GRANULARITY );
+
+ DVDSetAutoFatalMessaging( true );
+}
+
+
+//==============================================================================
+// GCPlatform::ShutdownFoundation
+//==============================================================================
+// Description: Shut down Foundation Tech.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be terminated in the reverse order that
+// they were initialized in.
+//
+//==============================================================================
+void GCPlatform::ShutdownFoundation()
+{
+ //
+ // Release the drive we've held open since the begining.
+ //
+ mpIRadDrive->Release();
+ mpIRadDrive = NULL;
+
+ //
+ // Shutdown the systems in the reverse order.
+ //
+ ::radDriveUnmount();
+ ::radFileTerminate();
+
+#ifndef RAD_RELEASE
+ ::radDbgWatchTerminate();
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR ) )
+ {
+ ::radMemoryMonitorTerminate();
+ }
+ ::radDbgComTargetTerminate();
+#endif
+
+ ::radTimeTerminate();
+ ::radPlatformTerminate();
+ ::radMemoryTerminate();
+ ::radThreadTerminate();
+}
+
+
+//==============================================================================
+// GCPlatform::InitializePure3D
+//==============================================================================
+// Description: Get Pure3D ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void GCPlatform::InitializePure3D()
+{
+MEMTRACK_PUSH_GROUP( "GCPlatform" );
+ //
+ // Initialise Pure3D platform object.
+ // This call differs between different platforms. The Win32 version,
+ // for example requires the application instance to be passed in.
+ //
+ mpPlatform = tPlatform::Create();
+ rAssert( mpPlatform != NULL );
+
+ //
+ // Initialiase the Pure3D context object.
+ // We have to create on of these for every window, and for every PDDI
+ // instance we use for rendering. Since almost every application only
+ // uses one window and PDDI library at a time, we one need to create one
+ // context.
+ //
+
+ //tContextInitData init; We're storing this as a member var called mInitData.
+
+ //
+ // These values only take effect in fullscreen mode. In windowed mode, the
+ // dimensions of the window define the rendering area. We'll define them
+ // anyway for completeness sake.
+ //
+ mInitData.xsize = WindowSizeX;
+ mInitData.ysize = WindowSizeY;
+
+ //
+ // Depth of the rendering buffer. Again, this value only works in
+ // fullscreen mode. In window mode, the depth of the desktop is used.
+ // This value should be either 16 or 32. Depths of 4, 8, and 24 are not
+ // supported by most 3D hardware, and not by Pure3D.
+ //
+// mInitData.bpp = WindowBPP;
+ mInitData.bufferMask = PDDI_BUFFER_COLOUR | PDDI_BUFFER_DEPTH;
+ //
+ // Rendering to NTSC or PAL.
+ //
+#ifdef PAL
+ mInitData.pal = true;
+#else
+ mInitData.pal = false;
+
+ //Progressive only available in NTSC
+// mInitData.progressive = OSGetProgressiveMode() && VIGetDTVStatus();
+ mInitData.progressive = false;
+#endif
+
+ //TODO: Investigate VSync
+ mInitData.lockToVsync = false;
+ //
+ // Create the context.
+ //
+ mpContext = mpPlatform->CreateContext( &mInitData );
+ rAssert( mpContext != NULL );
+
+ VISetBlack(FALSE);
+ VIFlush();
+ VIWaitForRetrace();
+
+ //
+ // Assign this context to the platform.
+ //
+ mpPlatform->SetActiveContext( mpContext );
+ p3d::pddi->EnableZBuffer( true );
+
+ //
+ // This call installs chunk handlers for all the primary chunk types that
+ // Pure3D supports. This includes textures, materials, geometries, and the
+ // like.
+ //
+// p3d::InstallDefaultLoaders();
+ P3DASSERT(p3d::context);
+ tP3DFileHandler* p3d = new(GMA_GC_VMM) tP3DFileHandler;
+// p3d::loadManager->AddHandler(p3d);
+ p3d::context->GetLoadManager()->AddHandler(p3d, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_GC_VMM) tPNGHandler, "png");
+
+ if( CommandLineOptions::Get( CLO_FE_UNJOINED ) )
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_GC_VMM) tBMPHandler, "bmp");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_GC_VMM) tTargaHandler, "tga");
+ }
+ else
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_GC_VMM) tBMPHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_GC_VMM) tPNGHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_GC_VMM) tTargaHandler, "p3d");
+ }
+
+// p3d->AddHandler(new tGeometryLoader);
+// GeometryWrappedLoader* pGWL = new GeometryWrappedLoader;
+ GeometryWrappedLoader* pGWL =
+ (GeometryWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msGeometry );
+ pGWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pGWL );
+
+ StaticEntityLoader* pSEL =
+ (StaticEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticEntity );
+ pSEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSEL );
+
+ StaticPhysLoader* pSPL =
+ (StaticPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticPhys );
+ pSPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSPL );
+
+ TreeDSGLoader* pTDL =
+ (TreeDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msTreeDSG );
+ pTDL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pTDL );
+
+ FenceLoader* pFL =
+ (FenceLoader*)GetAllWrappers()->mpLoader( AllWrappers::msFenceEntity );
+ pFL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pFL );
+
+ IntersectLoader* pIL =
+ (IntersectLoader*)GetAllWrappers()->mpLoader( AllWrappers::msIntersectDSG );
+ pIL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pIL );
+
+ AnimCollLoader* pACL =
+ (AnimCollLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimCollEntity );
+ pACL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pACL );
+
+ AnimDSGLoader* pAnimDSGLoader =
+ (AnimDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimEntity );
+ pAnimDSGLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDSGLoader );
+
+ DynaPhysLoader* pDPL =
+ (DynaPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msDynaPhys );
+ pDPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pDPL );
+
+ InstStatPhysLoader* pISPL =
+ (InstStatPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatPhys );
+ pISPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISPL );
+
+ InstStatEntityLoader* pISEL =
+ (InstStatEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatEntity );
+ pISEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISEL );
+
+ LocatorLoader* pLL =
+ (LocatorLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLocator);
+ pLL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLL );
+
+ RoadLoader* pRL =
+ (RoadLoader*)GetAllWrappers()->mpLoader( AllWrappers::msRoadSegment);
+ pRL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pRL );
+
+ PathLoader* pPL =
+ (PathLoader*)GetAllWrappers()->mpLoader( AllWrappers::msPathSegment);
+ pPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pPL );
+
+ WorldSphereLoader* pWSL =
+ (WorldSphereLoader*)GetAllWrappers()->mpLoader( AllWrappers::msWorldSphere);
+ pWSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pWSL );
+
+ LensFlareLoader* pLSL =
+ (LensFlareLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLensFlare);
+ pLSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLSL );
+
+ BillboardWrappedLoader* pBWL =
+ (BillboardWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msBillboard);
+ pBWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBWL );
+
+ InstParticleSystemLoader* pInstParticleSystemLoader =
+ (InstParticleSystemLoader*) GetAllWrappers()->mpLoader( AllWrappers::msInstParticleSystem);
+ pInstParticleSystemLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pInstParticleSystemLoader );
+
+ BreakableObjectLoader* pBreakableObjectLoader =
+ (BreakableObjectLoader*) GetAllWrappers()->mpLoader( AllWrappers::msBreakableObject);
+ pBreakableObjectLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBreakableObjectLoader );
+
+ AnimDynaPhysLoader* pAnimDynaPhysLoader =
+ (AnimDynaPhysLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhys);
+ pAnimDynaPhysLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDynaPhysLoader );
+
+ AnimDynaPhysWrapperLoader* pAnimWrapperLoader =
+ (AnimDynaPhysWrapperLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhysWrapper);
+ pAnimWrapperLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimWrapperLoader );
+
+ p3d->AddHandler(new(GMA_GC_VMM) tTextureLoader);
+ p3d->AddHandler( new(GMA_GC_VMM) tSetLoader );
+ p3d->AddHandler(new(GMA_GC_VMM) tShaderLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tCameraLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tGameAttrLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tLightLoader);
+
+ p3d->AddHandler(new(GMA_GC_VMM) tLocatorLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tLightGroupLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tImageLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tTextureFontLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tImageFontLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tSpriteLoader);
+ //p3d->AddHandler(new(GMA_GC_VMM) tBillboardQuadGroupLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tSkeletonLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tPolySkinLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tCompositeDrawableLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tAnimationLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tFrameControllerLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tMultiControllerLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tAnimatedObjectFactoryLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tAnimatedObjectLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tParticleSystemFactoryLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tParticleSystemLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tLensFlareGroupLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) sg::Loader);
+
+ p3d->AddHandler(new(GMA_GC_VMM) tExpressionGroupLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tExpressionMixerLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) tExpressionLoader);
+
+ p3d->AddHandler(new(GMA_GC_VMM) tVertexAnimKeyLoader);
+
+ //p3d->AddHandler(new p3d::tIgnoreLoader);
+
+ tSEQFileHandler* sequencerFileHandler = new(GMA_GC_VMM) tSEQFileHandler;
+ p3d::loadManager->AddHandler(sequencerFileHandler, "seq");
+
+ // sim lib
+ sim::InstallSimLoaders();
+
+ p3d->AddHandler(new(GMA_GC_VMM) CameraDataLoader, SRR2::ChunkID::WALKERCAM );
+ p3d->AddHandler(new(GMA_GC_VMM) CameraDataLoader, SRR2::ChunkID::FOLLOWCAM );
+ p3d->AddHandler(new(GMA_GC_VMM) IntersectionLoader);
+// p3d->AddHandler(new(GMA_GC_VMM) RoadLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) RoadDataSegmentLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) ATCLoader);
+ p3d->AddHandler(new(GMA_GC_VMM) CStatePropDataLoader);
+MEMTRACK_POP_GROUP( "GCPlatform" );
+}
+
+
+//==============================================================================
+// GCPlatform::ShutdownPure3D
+//==============================================================================
+// Description: Clean up and shut down Pure3D.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void GCPlatform::ShutdownPure3D()
+{
+ //
+ // Clean-up the Pure3D Inventory
+ //
+ p3d::inventory->RemoveAllElements();
+ p3d::inventory->DeleteAllSections();
+
+ //
+ // Clean-up the space taken by the Pure 3D context.
+ //
+ if( mpContext != NULL )
+ {
+ mpPlatform->DestroyContext( mpContext );
+ mpContext = NULL;
+ }
+
+ //
+ // Clean-up the space taken by the Pure 3D platform.
+ //
+ if( mpPlatform != NULL )
+ {
+ tPlatform::Destroy( mpPlatform );
+ mpPlatform = NULL;
+ }
+}
+
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+
+//==============================================================================
+// GCPlatform::GCPlatform
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+GCPlatform::GCPlatform() :
+ mpPlatform( NULL ),
+ mpContext( NULL )
+{
+}
+
+
+//==============================================================================
+// GCPlatform::~GCPlatform
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+GCPlatform::~GCPlatform()
+{
+}
diff --git a/game/code/main/gcplatform.h b/game/code/main/gcplatform.h
new file mode 100644
index 0000000..ddab488
--- /dev/null
+++ b/game/code/main/gcplatform.h
@@ -0,0 +1,160 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: gcplatform.h
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+#ifndef GCPLATFORM_H
+#define GCPLATFORM_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <main/platform.h> // base class
+
+#include <p3d/platform.hpp>
+
+//========================================
+// Forward References
+//========================================
+struct IRadMemoryHeap;
+//class tPlatform;
+class tContext;
+
+//
+// This value define the resolution of the rendering area.
+// Based on the width, Pure3D figures out the approriate height.
+//
+const int WindowSizeX = 640;
+
+#ifdef PAL
+const int WindowSizeY = 524;
+#else
+const int WindowSizeY = 480;
+#endif
+
+//
+// The depth of the rendering area. This value only has an effect
+// when Pure3D has taken over the entire display. When running in
+// a window on the desktop, Pure3D uses the same bit depth as the
+// desktop. Pure3D only supports 16, and 32 rendering depths.
+//
+static const int WindowBPP = 16;
+
+//Turn this on to disable ARAM use. Use this to test leaks in the ARAM heap.
+//#define NO_ARAM
+
+#ifdef NO_ARAM
+const int VMM_MAIN_RAM = 0;
+const int VMM_ARAM = 0;
+#else
+const int VMM_MAIN_RAM = ( 1 * 1024 * 1024 ) + ( 500 * 1024 );
+const int VMM_ARAM = 6 * 1024 * 1024;
+#endif
+
+
+//=============================================================================
+//
+// Synopsis: Provides abstraction for setting up and closing down the GC.
+//
+//=============================================================================
+class GCPlatform : public Platform
+{
+ public:
+
+ // Static Methods for accessing this singleton.
+ static GCPlatform* CreateInstance();
+ static GCPlatform* GetInstance();
+ static void DestroyInstance();
+
+ // Had to workaround our nice clean design cause FTech must be init'ed
+ // before anything else is done.
+ static void InitializeFoundation();
+ static void InitializeMemory();
+
+ // Implement Platform interface.
+ virtual void InitializePlatform();
+ virtual void ShutdownPlatform();
+
+ virtual void InitializeFoundation();
+
+ virtual void LaunchDashboard();
+ virtual void ResetMachine();
+ virtual void DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ virtual void DisplaySplashScreen( const char* textureName,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ bool DisplayYesNo( float fontScale = 1.0f,
+ float yesPosX = 0.0f,
+ float yesPosY = 0.0f,
+ float noPosX = 0.0f,
+ float noPosY = 0.0f,
+ int fadeFrames = 3 );
+
+ tContextInitData* GetInitData();
+
+ virtual bool OnDriveError( radFileError error, const char* pDriveName, void* pUserData );
+ virtual void OnControllerError(const char *msg);
+
+ protected:
+
+ virtual void InitializeFoundationDrive();
+ virtual void ShutdownFoundation();
+
+ virtual void InitializePure3D();
+ virtual void ShutdownPure3D();
+
+ private:
+
+ // Constructors, Destructors, and Operators
+ GCPlatform();
+ virtual ~GCPlatform();
+
+ // Unused Constructors, Destructors, and Operators
+ GCPlatform( const GCPlatform& aPlatform );
+ GCPlatform& operator=( const GCPlatform& aPlatform );
+
+ // Pointer to the one and only instance of this singleton.
+ static GCPlatform* spInstance;
+
+ // Pure 3D attributes
+ tPlatform* mpPlatform;
+ tContext* mpContext;
+
+ tContextInitData mInitData;
+};
+
+//=============================================================================
+// GCPlatform::GetInitData
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: tContextInitData
+//
+//=============================================================================
+inline tContextInitData* GCPlatform::GetInitData()
+{
+ return &mInitData;
+}
+
+#endif // GCPLATFORM_H
diff --git a/game/code/main/globaltypes.h b/game/code/main/globaltypes.h
new file mode 100644
index 0000000..9a8aaae
--- /dev/null
+++ b/game/code/main/globaltypes.h
@@ -0,0 +1,30 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: globaltypes.h
+//
+// Description: Declarations of utility types.
+//
+// History: 2/18/2003 + Created -- Esan
+//
+//=============================================================================
+
+#ifndef GLOBALTYPES_H
+#define GLOBALTYPES_H
+
+//
+// define 64 bit integer for all platforms
+//
+#ifdef RAD_PS2
+typedef unsigned long simpsonsUInt64;
+#endif
+
+#ifdef RAD_GAMECUBE
+typedef unsigned long long simpsonsUInt64;
+#endif
+
+#if defined RAD_XBOX || defined RAD_WIN32
+typedef unsigned __int64 simpsonsUInt64;
+#endif
+
+#endif //GLOBALTYPES_H
diff --git a/game/code/main/pchsrr2.cpp b/game/code/main/pchsrr2.cpp
new file mode 100644
index 0000000..3c4b8cb
--- /dev/null
+++ b/game/code/main/pchsrr2.cpp
@@ -0,0 +1,15 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: pchsrr2.cpp
+//
+// Description: Manually generate pre-compiled headers.
+//
+// History: + Created -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// Project Includes
+//========================================
+#include <main/pchsrr2.h>
diff --git a/game/code/main/pchsrr2.h b/game/code/main/pchsrr2.h
new file mode 100644
index 0000000..931fe85
--- /dev/null
+++ b/game/code/main/pchsrr2.h
@@ -0,0 +1,23 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: pchsrr2.h
+//
+// Description: Manually generate pre-compiled headers.
+//
+// History: + Created -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <p3d/pure3d.hpp>
+#include <raddebug.hpp>
+#include <raddebugwatch.hpp>
+
+//========================================
+// Project Includes
+//========================================
+//#include <memory/memoryoverrides.h>
+
diff --git a/game/code/main/platform.h b/game/code/main/platform.h
new file mode 100644
index 0000000..bd7dfcd
--- /dev/null
+++ b/game/code/main/platform.h
@@ -0,0 +1,104 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: Platform
+//
+// Description: Pure virtual interface that abstracts the differences for
+// setting up and shutting down the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+// + Added the Splash screens + dashboard -- Cary Brisebois
+//
+//=============================================================================
+
+#ifndef PLATFORM_H
+#define PLATFORM_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <p3d/p3dtypes.hpp> // tColour
+
+#include <radfile.hpp>
+
+struct IRadDrive;
+
+//=============================================================================
+//
+// Synopsis: Implement this interface for each platform that the game will
+// support (e.g. PS2, GameCube, Xbox, etc.).
+//
+//=============================================================================
+class Platform : public IRadDriveErrorCallback
+{
+ public:
+
+ // NOTE: Each derived platform must also implement the following
+ // static function. This has to be static because we need
+ // to init FTech before anything is allocated.
+ //
+ // static void InitializeFoundation();
+
+ virtual void InitializePlatform() = 0;
+ virtual void ShutdownPlatform() = 0;
+
+ virtual void LaunchDashboard() = 0;
+ virtual void ResetMachine() = 0;
+
+ //These are the baked in screens
+ enum SplashScreen
+ {
+ License, //Shows the baked in license screen as the background
+ Error, //Displays a blank black background
+ FadeToBlack
+ };
+
+ virtual void DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 ) = 0;
+
+ virtual void DisplaySplashScreen( const char* textureName,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 ) = 0;
+ virtual void OnControllerError(const char *msg) = 0;
+
+ //Override this if you wanna support it.
+ virtual bool OnDriveError( radFileError error, const char* pDriveName, void* pUserData ) { return false; };
+ void ClearControllerError() { OnDriveError(Success, NULL, NULL);}
+ bool PausedForErrors() const { return mPauseForError; };
+ bool IsControllerError() const { return mErrorState==CTL_ERROR; };
+ IRadDrive* GetHostDrive( void ) const { return mpIRadDrive; }
+
+ protected:
+ enum ErrorState
+ {
+ NONE,
+ P_ERROR,
+ CTL_ERROR
+ };
+
+ ErrorState mErrorState;
+
+ virtual void InitializeFoundationDrive() = 0;
+ virtual void ShutdownFoundation() = 0;
+
+ virtual void InitializePure3D() = 0;
+ virtual void ShutdownPure3D() = 0;
+
+ bool mPauseForError;
+
+ // Foundation attributes
+ IRadDrive* mpIRadDrive;
+
+ Platform() : mPauseForError( false ), mpIRadDrive( 0 ) {};
+};
+
+#endif // PLATFORM_H
diff --git a/game/code/main/ps2main.cpp b/game/code/main/ps2main.cpp
new file mode 100644
index 0000000..b5d0b61
--- /dev/null
+++ b/game/code/main/ps2main.cpp
@@ -0,0 +1,295 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: ps2main.cpp
+//
+// Description: This file contains the main enrty point to the game.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <string.h>
+// Foundation Tech
+#include <raddebug.hpp>
+#include <radobject.hpp>
+#include <radthread.hpp>
+#include <radtextdisplay.hpp>
+
+#include <pddi/ps2/ps2context.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <main/game.h>
+#include <main/ps2platform.h>
+#include <main/singletons.h>
+#include <main/commandlineoptions.h>
+#include <memory/memoryutilities.h>
+#include <memory/srrmemory.h>
+
+#ifdef RAD_MW
+ #include <mwutils.h>
+#endif
+
+//========================================
+// Forward Declarations
+//========================================
+static void ProcessCommandLineArguments( int argc, char* argv[] );
+
+static void ProcessCommandLineArgumentsFromFile( );
+
+
+
+void OutputHandler (const char * pString )
+{
+ static int ypos = 0;
+ static IRadTextDisplay* textDisplay = 0;
+
+
+ if (!textDisplay || (ypos > 20))
+ {
+ if (textDisplay)
+ {
+ textDisplay->Release ();
+ }
+ ::radTextDisplayGet( &textDisplay, GMA_TEMP );
+ textDisplay->SetBackgroundColor( 0 );
+ textDisplay->SetTextColor( 0xffffffff );
+ textDisplay->Clear();
+ ypos = 0;
+ }
+
+ if ( textDisplay )
+ {
+ textDisplay->TextOutAt( pString, 0, ypos );
+ textDisplay->SwapBuffers();
+ ypos++;
+ }
+
+ radThreadSleep (200);
+}
+
+
+//=============================================================================
+// Function: main
+//=============================================================================
+//
+// Description: Main entry point.
+//
+// Parameters: PS2EE argc, number of command line argurments
+// argv, array of pointes to these tokens.
+//
+// Returns: 0 success, non zero error.
+//
+//=============================================================================
+int main( int argc, char* argv[] )
+{
+ //::rDebugSetOutputHandler (OutputHandler);
+
+ // Get rid of junk in the frame buffer,
+ // before pddi gets initialised
+ sceGsSyncV(0);
+ *GS_PMODE = SCE_GS_SET_PMODE(0,0,0,0,0,0,0);
+ sceGsResetPath();
+ ps2_clearvram();
+
+#ifdef RAD_MW
+ mwInit();
+#endif
+
+ /*
+ int bytes = static_cast<int>(27.0f * 1024.0 * 1024.0);
+ char* p = (char*)malloc (bytes);
+ memset (p, 0x00, bytes);
+ free (p);
+ */
+
+ /*
+#ifdef RAD_RELEASE
+ if (CommandLineOptions::Get (CLO_CD_FILES_ONLY))
+ {
+ void* p = malloc (96 * 1024 * 1024);
+ }
+#endif
+ */
+
+ //
+ // All settings get stored in GameDB.
+ //
+ CommandLineOptions::InitDefaults();
+ ProcessCommandLineArguments( argc, argv );
+
+ //
+ // Have to get FTech setup first so that we can use all the memory services.
+ //
+ PS2Platform::InitializeFoundation();
+
+ srand (Game::GetRandomSeed ());
+
+#ifndef RAD_RELEASE
+ tName::SetAllocator (GMA_DEBUG);
+
+ // Now disable the default heap
+ //
+ //g_HeapActivityTracker.EnableHeapAllocs (GMA_DEFAULT, false);
+ //g_HeapActivityTracker.EnableHeapFrees (GMA_DEFAULT, false);
+
+ // Can never free from the persistent heap
+ //
+ //g_HeapActivityTracker.EnableHeapFrees (GMA_PERSISTENT, false);
+#endif
+
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //Process any commandline options from the command.txt file
+ ProcessCommandLineArgumentsFromFile();
+
+ //
+ // Instantiate all the singletons before doing anything else.
+ //
+ CreateSingletons();
+
+ //
+ // Construct the platform object.
+ //
+ PS2Platform* pPlatform = PS2Platform::CreateInstance();
+ rAssert( pPlatform != NULL );
+
+ //
+ // Create the game object.
+ //
+ Game* pGame = Game::CreateInstance( pPlatform );
+ rAssert( pGame != NULL );
+
+
+
+
+
+ //
+ // Initialize the game.
+ //
+ pGame->Initialize();
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+
+ //
+ // Run it! Control will not return from here until the game is stopped.
+ //
+ pGame->Run();
+
+ //
+ // Terminate the game (this frees all resources allocated by the game).
+ //
+ pGame->Terminate();
+
+ //
+ // Destroy the game object.
+ //
+ Game::DestroyInstance();
+
+ //
+ // Destroy the game and platform (do it in this order in case the game's
+ // destructor references the platform.
+ //
+ PS2Platform::DestroyInstance();
+
+ //
+ // Show some debug output
+ //
+#ifdef RAD_DEBUG
+ radObject::DumpObjects();
+#endif;
+
+ //
+ // Dump all the singletons.
+ //
+ DestroySingletons();
+
+ //
+ // Pass any error codes back to the operating system.
+ //
+ return( 0 );
+}
+
+
+//=============================================================================
+// Function: ProcessCommandLineArguments
+//=============================================================================
+//
+// Description: Pick out the command line options and stuff them in
+// the game database.
+//
+// Parameters: PS2EE argc, number of command line argurments
+// argv, array of pointes to these tokens.
+//
+// Returns: None.
+//
+//=============================================================================
+void ProcessCommandLineArguments( int argc, char* argv[] )
+{
+//#ifndef FINAL
+
+ rDebugPrintf( "*************************************************************\n" );
+ rDebugPrintf( "Command Line Args:\n" );
+
+ //
+ // Pick out all the command line options and store them in GameDB.
+ // Also dump them to the output for handy dandy viewing.
+ //
+ int i;
+ for( i = 0; i < argc; ++i )
+ {
+ char* argument = argv[i];
+
+ rDebugPrintf( "arg%d: %s\n", i, argument );
+
+ CommandLineOptions::HandleOption( argument );
+
+ }
+ if( !CommandLineOptions::Get( CLO_ART_STATS ) )
+ {
+ //CommandLineOptions::HandleOption( "noheaps" );
+ }
+
+
+ rDebugPrintf( "*************************************************************\n" );
+
+//#endif // FINAL
+}
+
+
+
+void ProcessCommandLineArgumentsFromFile()
+{
+#ifndef FINAL
+
+ //Chuck: looking for additional command line args being passed in from a file
+ //its for QA testing etc.
+
+ IRadFile* pfile =NULL;
+
+ ::radFileOpenSync(&pfile,"command.txt");
+
+ if (pfile != NULL)
+ {
+ char commandlinestring [256];
+ commandlinestring[ 0 ] = '\0';
+
+ pfile->ReadSync(commandlinestring,255);
+
+ //QA created the command line file and wants to pass additional arguements
+
+ char* argument = strtok(commandlinestring," ");
+ while (argument != NULL)
+ {
+ CommandLineOptions::HandleOption(argument);
+ argument=strtok(NULL," ");
+ }
+ pfile->Release();
+ }
+#endif //FINAL
+} //end of Function \ No newline at end of file
diff --git a/game/code/main/ps2platform.cpp b/game/code/main/ps2platform.cpp
new file mode 100644
index 0000000..8849a30
--- /dev/null
+++ b/game/code/main/ps2platform.cpp
@@ -0,0 +1,1847 @@
+//===========================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: PS2Platform
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//===========================================================================
+
+//========================================
+// System Includes
+//========================================
+// Sony
+#include <libcdvd.h>
+#include <sifdev.h>
+#include <sifrpc.h>
+#include <sifcmd.h>
+#include <eetypes.h>
+#include <eekernel.h>
+#include <libpad.h>
+
+// Standard Lib
+#include <stdlib.h>
+#include <string.h>
+// SN Systems
+#include <libsn.h>
+// Pure 3D
+#include <p3d/anim/compositedrawable.hpp>
+#include <p3d/anim/expression.hpp>
+#include <p3d/anim/multicontroller.hpp>
+#include <p3d/anim/polyskin.hpp>
+#include <p3d/anim/sequencer.hpp>
+#include <p3d/anim/skeleton.hpp>
+#include <p3d/camera.hpp>
+#include <p3d/gameattr.hpp>
+#include <p3d/image.hpp>
+#include <p3d/imagefont.hpp>
+#include <p3d/light.hpp>
+#include <p3d/locator.hpp>
+#include <p3d/platform.hpp>
+#include <p3d/scenegraph/scenegraph.hpp>
+#include <p3d/sprite.hpp>
+#include <p3d/utility.hpp>
+#include <p3d/texture.hpp>
+#include <p3d/file.hpp>
+#include <p3d/shader.hpp>
+#include <p3d/matrixstack.hpp>
+#include <p3d/memory.hpp>
+#include <p3d/bmp.hpp>
+#include <p3d/png.hpp>
+#include <p3d/targa.hpp>
+#include <p3d/font.hpp>
+#include <p3d/texturefont.hpp>
+#include <p3d/unicode.hpp>
+#include <pddi/pddiext.hpp>
+// Pure 3D: Loader-specific
+#include <render/Loaders/GeometryWrappedLoader.h>
+#include <render/Loaders/StaticEntityLoader.h>
+#include <render/Loaders/StaticPhysLoader.h>
+#include <render/Loaders/TreeDSGLoader.h>
+#include <render/Loaders/FenceLoader.h>
+#include <render/Loaders/IntersectLoader.h>
+#include <render/Loaders/AnimCollLoader.h>
+#include <render/Loaders/AnimDSGLoader.h>
+#include <render/Loaders/DynaPhysLoader.h>
+#include <render/Loaders/InstStatPhysLoader.h>
+#include <render/Loaders/InstStatEntityLoader.h>
+#include <render/Loaders/WorldSphereLoader.h>
+#include <render/Loaders/BillboardWrappedLoader.h>
+#include <render/Loaders/instparticlesystemloader.h>
+#include <render/Loaders/breakableobjectloader.h>
+#include <render/Loaders/lensflareloader.h>
+#include <render/Loaders/AnimDynaPhysLoader.h>
+#include <p3d/shadow.hpp>
+#include <p3d/anim/animatedobject.hpp>
+#include <p3d/anim/vertexanimkey.hpp>
+#include <p3d/effects/particleloader.hpp>
+#include <p3d/effects/opticloader.hpp>
+
+//This is so we can get the name of the file that's failing.
+#include <../src/radfile/common/requests.hpp>
+
+// Foundation Tech
+#include <raddebug.hpp>
+#include <radthread.hpp>
+#include <radplatform.hpp>
+#include <radtime.hpp>
+#include <radmemorymonitor.hpp>
+#include <raddebugcommunication.hpp>
+#include <raddebugwatch.hpp>
+#include <radfile.hpp>
+#include <radmovie2.hpp>
+#include <radload/radload.hpp>
+#include <radtextdisplay.hpp>
+
+// sim - for InstallSimLoaders
+#include <simcommon/simutility.hpp>
+// StateProps
+#include <stateprop/statepropdata.hpp>
+
+// To turn off movies during an error.
+#include <presentation/fmvplayer/fmvplayer.h>
+#include <presentation/presentation.h>
+
+//========================================
+// Project Includes
+//========================================
+#include <input/inputmanager.h>
+#include <main/ps2platform.h>
+#include <main/game.h>
+#include <main/commandlineoptions.h>
+#include <memory/srrmemory.h>
+#include <render/RenderManager/RenderManager.h>
+#include <render/Loaders/AllWrappers.h>
+
+#include <loading/locatorloader.h>
+#include <loading/cameradataloader.h>
+#include <loading/roadloader.h>
+#include <loading/pathloader.h>
+#include <loading/intersectionloader.h>
+#include <loading/roaddatasegmentloader.h>
+#include <atc/atcloader.h>
+
+#include <debug/debuginfo.h>
+
+#include <main/errorsps2.h>
+
+#include <sound/soundmanager.h>
+
+#include <presentation/presentation.h>
+#include <presentation/gui/guitextbible.h>
+#include <data/gamedatamanager.h>
+
+#include <cheats/cheatinputsystem.h>
+
+#include <mission/gameplaymanager.h>
+#include <pddi/pddi.hpp>
+
+#define PS2_SECTION "PS2_SECTION"
+
+// #define IOP_MEMORY_TEST
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+IRadCementLibrary* PS2Platform::s_MainCement = NULL;
+
+// Static pointer to instance of singleton.
+PS2Platform* PS2Platform::spInstance = NULL;
+
+
+//The Adlib font. <sigh>
+unsigned char gFont[] =
+#include <font/defaultfont.h>
+
+
+//
+// Uncomment the define below to run off a DVD
+//
+/***** #define DVD_MEDIA *****/
+#define DVD_MEDIA
+
+//
+// This value define the resolution of the rendering area.
+// Based on the width, Pure3D figures out the approriate height.
+//
+static const int WindowSizeX = 640;
+
+//
+// The depth of the rendering area. This value only has an effect
+// when Pure3D has taken over the entire display. When running in
+// a window on the desktop, Pure3D uses the same bit depth as the
+// desktop. Pure3D only supports 16, and 32 rendering depths.
+//
+static const int WindowBPP = 32;
+
+void LoadMemP3DFile( unsigned char* buffer, unsigned int size, tEntityStore* store )
+{
+ tFileMem* file = new tFileMem(buffer,size);
+ file->AddRef();
+ file->SetFilename("memfile.p3d");
+ p3d::loadManager->GetP3DHandler()->Load( file, p3d::inventory );
+ file->Release();
+}
+
+extern bool gIgnoreLastFrameSyncCheck;
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// PS2Platform::CreateInstance
+//==============================================================================
+//
+// Description: Creates the PS2Platform.
+//
+// Parameters: None.
+//
+// Return: Pointer to the PS2Platform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+PS2Platform* PS2Platform::CreateInstance()
+{
+MEMTRACK_PUSH_GROUP( "PS2Platform" );
+ rAssert( spInstance == NULL );
+
+ spInstance = new(GMA_PERSISTENT) PS2Platform;
+ rAssert( spInstance );
+MEMTRACK_POP_GROUP("PS2Platform");
+
+ return spInstance;
+}
+
+//==============================================================================
+// PS2Platform::GetInstance
+//==============================================================================
+//
+// Description: - Access point for the PS2Platform singleton.
+//
+// Parameters: None.
+//
+// Return: Pointer to the PS2Platform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+PS2Platform* PS2Platform::GetInstance()
+{
+ rAssert( spInstance != NULL );
+
+ return spInstance;
+}
+
+
+//==============================================================================
+// PS2Platform::DestroyInstance
+//==============================================================================
+//
+// Description: Destroy the PS2Platform.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void PS2Platform::DestroyInstance()
+{
+ rAssert( spInstance != NULL );
+
+ delete( GMA_PERSISTENT, spInstance );
+ spInstance = NULL;
+}
+
+
+//==============================================================================
+// PS2Platform::InitializeFoundation
+//==============================================================================
+// Description: Get FTech ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing.
+//
+//==============================================================================
+void PS2Platform::InitializeFoundation()
+{
+ const char IRX_PATH[] = "IRX\\";
+ const char SONY_LIB_NAME[] = "IOPRP254.IMG";
+
+ //
+ // Initialize the memory heaps
+ //
+ PS2Platform::InitializeMemory();
+
+#ifndef FINAL
+ //
+ // Register an out-of-memory display handler in case something goes bad
+ // while allocating the heaps
+ //
+ ::radMemorySetOutOfMemoryCallback( PrintOutOfMemoryMessage, NULL );
+#endif
+
+ //
+ // Initialize memory monitor by JamesCo. TM.
+ //
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR) )
+ {
+ const int KB = 1024;
+ ::radMemoryMonitorInitialize( 100 * KB, GMA_DEBUG );
+ }
+
+ // Setup the memory heaps
+ //
+ HeapMgr()->PrepareHeapsStartup ();
+
+
+ // Seed the heap stack with this
+ //
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Initilalize the platform system
+ // On the PS2, provide the root path for IRXs.
+ //
+#ifdef DVD_MEDIA
+ radPlatformGameMediaType mediaType = GameMediaDVD;
+#else
+ radPlatformGameMediaType mediaType = GameMediaCD;
+#endif // DVD_MEDIA
+
+ if( CommandLineOptions::Get( CLO_FIREWIRE ) )
+ {
+ ::radPlatformInitialize( IRX_PATH,
+ IOPMediaCDVD,
+ mediaType,
+ NULL,
+ GMA_PERSISTENT );
+ }
+ else if( CommandLineOptions::Get( CLO_CD_FILES_ONLY ) )
+ {
+ ::radPlatformInitialize( IRX_PATH,
+ IOPMediaCDVD,
+ mediaType,
+ SONY_LIB_NAME,
+ GMA_PERSISTENT );
+ }
+ else
+ {
+ ::radPlatformInitialize( IRX_PATH,
+ IOPMediaHost,
+ mediaType,
+ SONY_LIB_NAME,
+ GMA_PERSISTENT );
+ }
+
+
+
+#ifdef IOP_MEMORY_TEST
+
+ IRadTextDisplay * pDisp;
+
+ radTextDisplayGet( & pDisp, RADMEMORY_ALLOC_DEFAULT );
+
+ char buf[ 256 ];
+
+ unsigned int maxFreeMemSize = sceSifQueryMaxFreeMemSize( );
+ unsigned int totalFreeMemSize = sceSifQueryTotalFreeMemSize( );
+ unsigned int memSize = sceSifQueryMemSize( );
+
+ sprintf(
+ buf,
+ "\nMemSize: [0x%x]\nTotalFreeMemSize: [0x%x]\nMaxFreeMemSize:[0x%x]\n",
+ memSize,
+ totalFreeMemSize,
+ maxFreeMemSize );
+
+ pDisp->TextOut( buf );
+ pDisp->SwapBuffers( );
+
+ while( 1 ) { }
+
+ pDisp->Release( );
+#endif
+
+
+
+ // Eat up 6 mb if "TOOL" in command line for testing IOP crashes.
+
+ if ( CommandLineOptions::Get( CLO_PS2_TOOL ) )
+ {
+
+ // Results from above:
+
+ // Tool:
+ // MemSize: [0x7fff00]
+ // TotalFreeMemSize: [0x798400]
+ // MaxFreeMemSize: [0x798200]
+ //
+ // Artist Box:
+ // MemSize: [0x200000]
+ // TotalFreeMemSize: [0x1a3900]
+ // MaxFreeMemSize: [0x1a3900]
+
+
+ const unsigned int toolMaxFreeMemSize = 0x798200;
+ const unsigned int consumerMaxFreeMemSize = 0x1a3900;
+ const unsigned int difMaxFreeMemSize = toolMaxFreeMemSize - consumerMaxFreeMemSize;
+
+ const int allocChunkSize = 4096 * 16;
+
+ rReleasePrintf( "Consuming [0x%x] bytes on tool:\n", difMaxFreeMemSize );
+
+ unsigned int maxFreeMemSize;
+
+ do
+ {
+ void * pMem = sceSifAllocIopHeap( allocChunkSize );
+ rReleaseAssertMsg( pMem, "Out of memory consuming extra tool memory" );
+ maxFreeMemSize = sceSifQueryMaxFreeMemSize( );
+ rReleasePrintf( "BURNING IOP: MaxFreeMemSize: [0x%x]\n", maxFreeMemSize );
+ } while( maxFreeMemSize > consumerMaxFreeMemSize );
+ }
+
+ //
+ // Initialize the timer system
+ //
+ ::radTimeInitialize();
+
+ //
+ // Initialize the debug communication system.
+ //
+ if( CommandLineOptions::Get( CLO_FIREWIRE ) )
+ {
+ ::radDbgComTargetInitialize( FireWire,
+ radDbgComDefaultPort,
+ (void*)"",
+ GMA_DEBUG );
+ }
+ else
+ {
+ ::radDbgComTargetInitialize( Deci,
+ radDbgComDefaultPort, // Default
+ NULL, // Default
+ GMA_DEBUG );
+ }
+
+ //
+ // Initialize the Watcher.
+ //
+#ifdef DEBUGWATCH
+ ::radDbgWatchInitialize( "SRR2",
+ 16384 * 32, // Default
+ GMA_DEBUG );
+#endif // DEBUGWATCH
+
+ //
+ // Initialize the file system.
+ //
+ ::radFileInitialize( 50, // Default
+ 32, // Default
+ GMA_PERSISTENT );
+
+ ::radLoadInitialize( );
+
+ if( CommandLineOptions::Get( CLO_FIREWIRE ) )
+ {
+ ::radSetDefaultDrive( "REMOTEDRIVE:" );
+ }
+ else if( CommandLineOptions::Get( CLO_CD_FILES_ONLY ) )
+ {
+ ::radSetDefaultDrive( "CDROM:" );
+ }
+ else
+ {
+ ::radSetDefaultDrive( "HOSTDRIVE:" );
+ }
+
+ ::radDriveMount( 0, GMA_PERSISTENT );
+
+ //
+ // On PS2, synchronously load the art.rcf file. This is needed before
+ // anything else can happen.
+ //
+ if( CommandLineOptions::Get( CLO_CD_FILES_ONLY ) )
+ {
+ radFileRegisterCementLibrarySync( & s_MainCement, "art.rcf" );
+ }
+
+
+ //
+ // Initialize the new movie player
+ //
+ ::radMovieInitialize2( GMA_PERSISTENT );
+
+ //
+ // Init VU0 for optimizations.
+ //
+ ::radMathInitialize();
+
+#ifndef FINAL
+ //
+ // Set up exception handlers, so that when the game crashes we can
+ // see something.
+ //
+ if( CommandLineOptions::Get( CLO_CD_FILES_ONLY ) ||
+ CommandLineOptions::Get( CLO_FIREWIRE ) )
+ {
+ SetDebugHandler( 1, handleTLBChange );
+ SetDebugHandler( 2, handleTLBLoadMismatch );
+ SetDebugHandler( 3, handleTLBStoreMismatch );
+ SetDebugHandler( 4, handleAddressLoadError );
+ SetDebugHandler( 5, handleAddressStoreError );
+ SetDebugHandler( 6, handleBusFetchError );
+ SetDebugHandler( 7, handleBusDataError );
+
+ // #8 is "system call exception", #9 is "breakpoint exception".
+ // I don't think we need those.
+
+ SetDebugHandler( 10, handleReservedInstruction );
+ SetDebugHandler( 11, handleCoprocessor );
+ SetDebugHandler( 12, handleOverflow );
+ SetDebugHandler( 13, handleTrap );
+ }
+#endif
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+}
+
+
+
+//==============================================================================
+// PS2Platform::InitializeMemory
+//==============================================================================
+//
+// Description:
+//
+// Parameters:
+//
+// Return:
+//
+//==============================================================================
+void PS2Platform::InitializeMemory()
+{
+ //
+ // Only do this once!
+ //
+ if( gMemorySystemInitialized == true )
+ {
+ return;
+ }
+
+ gMemorySystemInitialized = true;
+
+ //
+ // Initialize thread system.
+ //
+ ::radThreadInitialize();
+
+ //
+ // Initialize memory system.
+ //
+ ::radMemoryInitialize();
+}
+
+
+
+
+//==============================================================================
+// PS2Platform::InitializePlatform
+//==============================================================================
+// Description: Get the PS2 ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void PS2Platform::InitializePlatform()
+{
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ if( CommandLineOptions::Get( CLO_SN_PROFILER ) )
+ {
+ this->EnableSnProfiler();
+ }
+
+ InitializePure3D();
+
+ // Add anything here that needs to be before the
+ // drive is opened.
+ DisplaySplashScreen( Error ); // blank screen
+
+ //
+ // This is SLOW so do it last.
+ //
+ InitializeFoundationDrive();
+
+ //
+ // Can only setup the controller after the IOP has been rebooted.
+ //
+ GetInputManager()->Init();
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+}
+
+
+//==============================================================================
+// PS2Platform::ShutdownPlatform
+//==============================================================================
+// Description: Shut down the PS2.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void PS2Platform::ShutdownPlatform()
+{
+ ShutdownPure3D();
+ ShutdownFoundation();
+}
+
+void PS2Platform::ResetMachine()
+{
+ scePadEnd();
+ sceSifExitCmd();
+
+ char build = 0;
+
+#ifdef RAD_DEBUG
+ build = 'd';
+#elif defined RAD_TUNE
+ build = 't';
+#else
+ build = 'r';
+#endif
+
+ char imageName[64];
+
+ if( CommandLineOptions::Get( CLO_CD_FILES_ONLY ) )
+ {
+#ifndef RAD_E3
+ sprintf( imageName, "cdrom0:\\slps123.45" );
+#else
+ sprintf( imageName, "cdrom0:\\slps123.45" );
+#endif
+ LoadExecPS2( imageName, 0, NULL );
+ }
+ else
+ {
+ char *args[] = { "hostfiles" };
+#ifndef RAD_E3
+ sprintf( imageName, "hostdrive:\\srr2p%c.elf", build );
+#else
+ sprintf( imageName, "hostdrive:\\srr2e3p%c.elf", build );
+#endif
+ LoadExecPS2( imageName, 1, args );
+ }
+}
+
+//=============================================================================
+// PS2Platform::LaunchDashboard
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void PS2Platform::LaunchDashboard()
+{
+ GetLoadingManager()->CancelPendingRequests();
+
+ //TODO: Make sure sounds shut down too.
+ GetSoundManager()->SetMasterVolume( 0.0f );
+
+ DisplaySplashScreen( FadeToBlack );
+
+ GetPresentationManager()->StopAll();
+
+ //Oh boy.
+ GameDataManager::DestroyInstance(); //Get rid of memcards
+
+ p3d::loadManager->CancelAll();
+
+ SoundManager::DestroyInstance();
+
+ ShutdownPlatform();
+ ResetMachine();
+}
+
+
+//=============================================================================
+// PS2Platform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( SplashScreen screenID,
+// const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void PS2Platform::DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+ DisplaySplashScreen( NULL, overlayText, fontScale, textPosX, textPosY, textColour, fadeFrames );
+}
+
+//=============================================================================
+// PS2Platform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( const char* textureName,
+// const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void PS2Platform::DisplaySplashScreen( const char* textureName,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+ p3d::pddi->DrawSync();
+
+ HeapMgr()->PushHeap( GMA_TEMP );
+ p3d::inventory->PushSection();
+ p3d::inventory->AddSection( PS2_SECTION );
+ p3d::inventory->SelectSection( PS2_SECTION );
+
+ P3D_UNICODE unicodeText[256];
+
+ // Save the current Projection mode so I can restore it later
+ pddiProjectionMode pm = p3d::pddi->GetProjectionMode();
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_DEVICE);
+
+ pddiCullMode cm = p3d::pddi->GetCullMode();
+ p3d::pddi->SetCullMode(PDDI_CULL_NONE);
+
+
+ //CREATE THE FONT
+ tTextureFont* thisFont = NULL;
+
+ // Convert memory buffer into a texturefont.
+ //
+ //p3d::load(gFont, DEFAULTFONT_SIZE, GMA_TEMP);
+ LoadMemP3DFile( gFont, DEFAULTFONT_SIZE, p3d::inventory );
+
+ thisFont = p3d::find<tTextureFont>("adlibn_20");
+ rAssert( thisFont );
+
+ thisFont->AddRef();
+ tShader* fontShader = thisFont->GetShader();
+ //fontShader->SetInt( )
+
+
+ p3d::AsciiToUnicode( overlayText, unicodeText, 256 );
+
+ // Make the missing letter into somthing I can see
+ //
+ thisFont->SetMissingLetter(p3d::ConvertCharToUnicode('j'));
+
+ int a = 0;
+
+ do
+ {
+ p3d::pddi->SetColourWrite(true, true, true, true);
+ p3d::pddi->SetClearColour( pddiColour(0,0,0) );
+ p3d::pddi->BeginFrame();
+ p3d::pddi->Clear(PDDI_BUFFER_COLOUR);
+
+ //This is for fading in the font and shaders.
+ int bright = 255;
+ if (a < fadeFrames) bright = (a * 255) / fadeFrames;
+ if ( bright > 255 ) bright = 255;
+ tColour c(bright, bright, bright, 255);
+
+ //Display font
+ if (overlayText != NULL)
+ {
+ tColour colour = textColour;
+ colour.SetAlpha( bright );
+
+ thisFont->SetColour( colour );
+
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_ORTHOGRAPHIC);
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ p3d::stack->Translate( textPosX, textPosY, 1.5f);
+ float scaleSize = 1.0f / 480.0f; //This is likely good for 528 also.
+ p3d::stack->Scale(scaleSize * fontScale, scaleSize* fontScale , 1.0f);
+
+ if ( textPosX != 0.0f || textPosY != 0.0f )
+ {
+ thisFont->DisplayText( unicodeText );
+ }
+ else
+ {
+ thisFont->DisplayText( unicodeText, 3 );
+ }
+
+ p3d::stack->Pop();
+ }
+
+ p3d::pddi->EndFrame();
+ p3d::context->SwapBuffers();
+
+ ++a;
+
+ } while (a <= fadeFrames);
+
+ p3d::pddi->SetCullMode(cm);
+ p3d::pddi->SetProjectionMode(pm);
+
+ p3d::pddi->DrawSync();
+
+ gIgnoreLastFrameSyncCheck = true;
+
+ //Should do this after a vsync.
+ thisFont->Release();
+
+ p3d::inventory->RemoveSectionElements(PS2_SECTION);
+ p3d::inventory->DeleteSection(PS2_SECTION);
+ p3d::inventory->PopSection();
+
+ gIgnoreLastFrameSyncCheck = false;
+
+ HeapMgr()->PopHeap(GMA_TEMP);
+}
+
+
+
+
+
+
+
+
+//******************************************************************************
+//
+// Protected Member Functions
+//
+//******************************************************************************
+
+
+//==============================================================================
+// PS2Platform::InitializeFoundationDrive
+//==============================================================================
+// Description: Get FTech ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing.
+//
+//==============================================================================
+void PS2Platform::InitializeFoundationDrive()
+{
+ //
+ // No remote drives if we're only allowing files from the CD.
+ //
+
+// if( CommandLineOptions::Get( CLO_CD_FILES_ONLY ) )
+// {
+// ::radDriveSetShadow( false );
+// }
+
+ //
+ // Get the CDROM drive and hold it open for the life of the game.
+ // This is a costly operation so we only want to do it once.
+ //
+ if( CommandLineOptions::Get( CLO_CD_FILES_ONLY ) )
+ {
+ ::radDriveOpen( &mpIRadDrive,
+ "CDROM:",
+ NormalPriority, // Default
+ GMA_PERSISTENT );
+
+ //Only care about CD drives.
+ mpIRadDrive->RegisterErrorHandler( this, NULL );
+ }
+ else
+ {
+ ::radDriveOpen( &mpIRadDrive,
+ "HOSTDRIVE:",
+ NormalPriority, // Default
+ GMA_PERSISTENT );
+
+ //Only care about CD drives.
+ mpIRadDrive->RegisterErrorHandler( this, NULL );
+ }
+ rAssert( mpIRadDrive != NULL );
+
+ //
+ // Set the read-write granulatity to prevent operations from
+ // being partitioned.
+ //
+ //const int GRANULARITY = 20 * 1024 * 1024;
+ //mpIRadDrive->SetReadWriteGranularity( GRANULARITY );
+
+}
+
+
+//==============================================================================
+// PS2Platform::ShutdownFoundation
+//==============================================================================
+// Description: Shut down Foundation Tech.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be terminated in the reverse order that
+// they were initialized in.
+//
+//==============================================================================
+void PS2Platform::ShutdownFoundation()
+{
+ //
+ // Release the main cement file.
+ //
+ s_MainCement->Release();
+ s_MainCement = NULL;
+
+ //
+ // Release the drive we've held open since the begining.
+ //
+ mpIRadDrive->Release();
+ mpIRadDrive = NULL;
+
+/*
+ spIRadMemoryHeapDefault->Release();
+ spIRadMemoryHeapDefault = NULL;
+ spIRadMemoryHeapTemp->Release();
+ spIRadMemoryHeapTemp = NULL;
+ spIRadMemoryHeapPersistent->Release();
+ spIRadMemoryHeapPersistent = NULL;
+ spIRadMemoryHeapLevel->Release();
+ spIRadMemoryHeapLevel = NULL;
+ spIRadMemoryHeapSwapA->Release();
+ spIRadMemoryHeapSwapA = NULL;
+ spIRadMemoryHeapSwapB->Release();
+ spIRadMemoryHeapSwapB = NULL;
+#ifndef RAD_RELEASE
+ spIRadMemoryHeapDebug->Release();
+ spIRadMemoryHeapDebug = NULL;
+#endif // RAD_RELEASE
+*/
+
+ //
+ // Shutdown the systems in the reverse order.
+ //
+ ::radDriveUnmount();
+ ::radFileTerminate();
+ ::radDbgWatchTerminate();
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR) )
+ {
+ ::radMemoryMonitorTerminate();
+ }
+ ::radDbgComTargetTerminate();
+ ::radTimeTerminate();
+ ::radPlatformTerminate();
+ ::radMemoryTerminate();
+ ::radThreadTerminate();
+ ::radMovieTerminate2( );
+}
+
+
+//==============================================================================
+// PS2Platform::InitializePure3D
+//==============================================================================
+// Description: Get Pure3D ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void PS2Platform::InitializePure3D()
+{
+MEMTRACK_PUSH_GROUP( "PS2Platform" );
+// p3d::SetMemAllocator( p3d::ALLOC_DEFAULT, GMA_PERSISTENT );
+// p3d::SetMemAllocator( p3d::ALLOC_LOADED, GMA_LEVEL );
+
+ //
+ // Initialise Pure3D platform object.
+ // This call differs between different platforms. The Win32 version,
+ // for example requires the application instance to be passed in.
+ //
+ mpPlatform = tPlatform::Create();
+ rAssert( mpPlatform != NULL );
+
+ //
+ // Initialiase the Pure3D context object.
+ // We have to create on of these for every window, and for every PDDI
+ // instance we use for rendering. Since almost every application only
+ // uses one window and PDDI library at a time, we one need to create one
+ // context.
+ //
+ tContextInitData init;
+
+ //
+ // These values only take effect in fullscreen mode. In windowed mode, the
+ // dimensions of the window define the rendering area. We'll define them
+ // anyway for completeness sake.
+ //
+ init.xsize = WindowSizeX;
+
+ //
+ // Rendering to NTSC or PAL.
+ //
+#ifdef PAL
+ init.pal = true;
+#else
+ init.pal = false;
+#endif
+
+ //for progressive scan
+ if( CommandLineOptions::Get( CLO_PROGRESSIVE_SCAN ) )
+ {
+ init.dtv480 = true;
+ }
+
+ //TODO: Investigate VSync
+// init.lockToVsync = true;
+ init.lockToVsync = false;
+
+ //
+ // Create the context.
+ //
+ mpContext = mpPlatform->CreateContext( &init );
+ rAssert( mpContext != NULL );
+
+ //
+ // Assign this context to the platform.
+ //
+ mpPlatform->SetActiveContext( mpContext );
+
+ //((pddiExtPS2Control*)p3d::pddi->GetExtension(PDDI_EXT_PS2_CONTROL))->EnableClipper(false);
+ //((pddiExtPS2Control*)p3d::pddi->GetExtension(PDDI_EXT_PS2_CONTROL))->ForceMFIFOSync(true);
+
+ p3d::pddi->EnableZBuffer( true );
+
+ //
+ // This call installs chunk handlers for all the primary chunk types that
+ // Pure3D supports. This includes textures, materials, geometries, and the
+ // like.
+ //
+// p3d::InstallDefaultLoaders();
+ P3DASSERT(p3d::context);
+ tP3DFileHandler* p3d = new(GMA_PERSISTENT) tP3DFileHandler;
+ //p3d::loadManager->AddHandler(p3d, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(p3d, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tPNGHandler, "png");
+
+ if( CommandLineOptions::Get( CLO_FE_UNJOINED ) )
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tBMPHandler, "bmp");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tTargaHandler, "tga");
+ }
+ else
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tBMPHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tPNGHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tTargaHandler, "p3d");
+ }
+
+// p3d->AddHandler(new tGeometryLoader);
+// GeometryWrappedLoader* pGWL = new GeometryWrappedLoader;
+ GeometryWrappedLoader* pGWL =
+ (GeometryWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msGeometry );
+ pGWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pGWL );
+
+ StaticEntityLoader* pSEL =
+ (StaticEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticEntity );
+ pSEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSEL );
+
+ StaticPhysLoader* pSPL =
+ (StaticPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticPhys );
+ pSPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSPL );
+
+ TreeDSGLoader* pTDL =
+ (TreeDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msTreeDSG );
+ pTDL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pTDL );
+
+ FenceLoader* pFL =
+ (FenceLoader*)GetAllWrappers()->mpLoader( AllWrappers::msFenceEntity );
+ pFL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pFL );
+
+ IntersectLoader* pIL =
+ (IntersectLoader*)GetAllWrappers()->mpLoader( AllWrappers::msIntersectDSG );
+ pIL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pIL );
+
+ AnimCollLoader* pACL =
+ (AnimCollLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimCollEntity );
+ pACL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pACL );
+
+ AnimDSGLoader* pAnimDSGLoader =
+ (AnimDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimEntity );
+ pAnimDSGLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDSGLoader );
+
+ DynaPhysLoader* pDPL =
+ (DynaPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msDynaPhys );
+ pDPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pDPL );
+
+ InstStatPhysLoader* pISPL =
+ (InstStatPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatPhys );
+ pISPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISPL );
+
+ InstStatEntityLoader* pISEL =
+ (InstStatEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatEntity );
+ pISEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISEL );
+
+ LocatorLoader* pLL =
+ (LocatorLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLocator);
+ pLL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLL );
+
+ RoadLoader* pRL =
+ (RoadLoader*)GetAllWrappers()->mpLoader( AllWrappers::msRoadSegment);
+ pRL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pRL );
+
+ PathLoader* pPL =
+ (PathLoader*)GetAllWrappers()->mpLoader( AllWrappers::msPathSegment);
+ pPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pPL );
+
+ WorldSphereLoader* pWSL =
+ (WorldSphereLoader*)GetAllWrappers()->mpLoader( AllWrappers::msWorldSphere);
+ pWSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pWSL );
+
+ LensFlareLoader* pLSL =
+ (LensFlareLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLensFlare);
+ pLSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLSL );
+
+ BillboardWrappedLoader* pBWL =
+ (BillboardWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msBillboard);
+ pBWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBWL );
+
+ InstParticleSystemLoader* pInstParticleSystemLoader =
+ (InstParticleSystemLoader*) GetAllWrappers()->mpLoader( AllWrappers::msInstParticleSystem);
+ pInstParticleSystemLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pInstParticleSystemLoader );
+
+ BreakableObjectLoader* pBreakableObjectLoader =
+ (BreakableObjectLoader*) GetAllWrappers()->mpLoader( AllWrappers::msBreakableObject);
+ pBreakableObjectLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBreakableObjectLoader );
+
+ AnimDynaPhysLoader* pAnimDynaPhysLoader =
+ (AnimDynaPhysLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhys);
+ pAnimDynaPhysLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDynaPhysLoader );
+
+ AnimDynaPhysWrapperLoader* pAnimWrapperLoader =
+ (AnimDynaPhysWrapperLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhysWrapper);
+ pAnimWrapperLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimWrapperLoader );
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tTextureLoader);
+ p3d->AddHandler( new(GMA_PERSISTENT) tSetLoader );
+ p3d->AddHandler(new(GMA_PERSISTENT) tShaderLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tCameraLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tGameAttrLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLightLoader);
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tLocatorLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLightGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tImageLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tTextureFontLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tImageFontLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tSpriteLoader);
+ //p3d->AddHandler(new(GMA_PERSISTENT) tBillboardQuadGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tSkeletonLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tPolySkinLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tCompositeDrawableLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimationLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tFrameControllerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tMultiControllerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimatedObjectFactoryLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimatedObjectLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tParticleSystemFactoryLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tParticleSystemLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLensFlareGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) sg::Loader);
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionMixerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionLoader);
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tVertexAnimKeyLoader);
+
+ //ATCloader
+ p3d->AddHandler(new(GMA_PERSISTENT) ATCLoader);
+
+ //p3d->AddHandler(new p3d::tIgnoreLoader);
+
+
+ tSEQFileHandler* sequencerFileHandler = new(GMA_PERSISTENT) tSEQFileHandler;
+ p3d::loadManager->AddHandler(sequencerFileHandler, "seq");
+
+ // sim lib
+ sim::InstallSimLoaders();
+
+ p3d->AddHandler(new(GMA_PERSISTENT) CameraDataLoader, SRR2::ChunkID::WALKERCAM );
+ p3d->AddHandler(new(GMA_PERSISTENT) CameraDataLoader, SRR2::ChunkID::FOLLOWCAM );
+ p3d->AddHandler(new(GMA_PERSISTENT) IntersectionLoader);
+ //p3d->AddHandler(new(GMA_PERSISTENT) RoadLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) RoadDataSegmentLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) CStatePropDataLoader);
+MEMTRACK_POP_GROUP("PS2Platform");
+
+ p3d::context->SetClearColour(tColour(0,0,0));
+ p3d::pddi->Clear(PDDI_BUFFER_ALL);
+ p3d::context->SwapBuffers();
+ p3d::pddi->Clear(PDDI_BUFFER_ALL);
+}
+
+
+//==============================================================================
+// PS2Platform::ShutdownPure3D
+//==============================================================================
+// Description: Clean up and shut down Pure3D.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void PS2Platform::ShutdownPure3D()
+{
+ //
+ // Clean-up the Pure3D Inventory
+ //
+ p3d::inventory->RemoveAllElements();
+ p3d::inventory->DeleteAllSections();
+
+ //
+ // Clean-up the space taken by the Pure 3D context.
+ //
+ if( mpContext != NULL )
+ {
+ mpPlatform->DestroyContext( mpContext );
+ mpContext = NULL;
+ }
+
+ //
+ // Clean-up the space taken by the Pure 3D platform.
+ //
+ if( mpPlatform != NULL )
+ {
+ tPlatform::Destroy( mpPlatform );
+ mpPlatform = NULL;
+ }
+}
+
+//==============================================================================
+// PS2Platform::SetProgressiveMode
+//==============================================================================
+// Description: Reinitialize PDDI to change progressive scan mode (480p)
+//
+// Parameters: boolean : true means go to 480p mode
+//
+// Return: None.
+//
+//==============================================================================
+void PS2Platform::SetProgressiveMode( bool progressiveScan )
+{
+ pddiDisplayInit init;
+
+ init.xsize = WindowSizeX;
+
+ //
+ // Rendering to NTSC or PAL.
+ //
+#ifdef PAL
+ init.pal = true;
+#else
+ init.pal = false;
+#endif
+
+ init.dtv480 = progressiveScan;
+
+ init.lockToVsync = false;
+
+ p3d::display->InitDisplay(&init);
+
+ mProgressiveMode = progressiveScan;
+}
+
+//==============================================================================
+// PS2Platform::CheckForStartupButtons
+//==============================================================================
+
+bool PS2Platform::CheckForStartupButtons( void )
+{
+ unsigned char buffer[ 32 ];
+ bool buttonsPushed = false;
+
+ for ( int p = 0; p < 2; p++ )
+ {
+ for ( int s = 0; s < 4; s++ )
+ {
+ // spin until the system understands that there's a controller around.
+ int state = scePadStateExecCmd;
+ do
+ {
+ state = scePadGetState( p, s );
+ } while( state != scePadStateDiscon && state != scePadStateFindCTP1 &&
+ state != scePadStateStable && state != scePadStateError );
+
+ //
+ // Now we have a controller.
+ //
+ if ( state == scePadStateFindCTP1 || state == scePadStateStable )
+ {
+ if ( scePadRead( p, s, buffer ) != 0 && // read success
+ buffer[ 0 ] == 0 && // buffer fill success
+ ( buffer[ 3 ] & (1<<6) ) == 0 && // X pushed
+ ( buffer [ 3 ] & (1<<4) ) == 0 // triangle pushed
+ )
+ {
+ buttonsPushed = true;
+ break;
+ }
+ }
+ }
+ if ( buttonsPushed ) break;
+ }
+
+ return buttonsPushed;
+}
+
+void PS2Platform::OnControllerError(const char *msg)
+{
+ bool inFrame = p3d::context->InFrame();
+
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, msg, 0.7f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = CTL_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+}
+
+//=============================================================================
+// PS2Platform::OnDriveError
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( radFileError error, const char* pDriveName, void* pUserData )
+//
+// Return: bool
+//
+//=============================================================================
+bool PS2Platform::OnDriveError( radFileError error, const char* pDriveName, void* pUserData )
+{
+ bool inFrame = p3d::context->InFrame();
+
+ const int NUM_RADFILE_ERRORS = 13;
+ unsigned int errorIndex = error;
+
+#ifdef PAL
+ switch( CGuiTextBible::GetCurrentLanguage() )
+ {
+ case Scrooby::XL_FRENCH:
+ {
+ errorIndex += 1 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ case Scrooby::XL_GERMAN:
+ {
+ errorIndex += 2 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ case Scrooby::XL_SPANISH:
+ {
+ errorIndex += 3 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ default:
+ {
+ break;
+ }
+ }
+#endif // PAL
+
+ rAssert( errorIndex < sizeof( ERROR_STRINGS ) / sizeof( ERROR_STRINGS[ 0 ] ) );
+
+ switch ( error )
+ {
+ case Success:
+ {
+ if ( mErrorState != NONE )
+ {
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( FadeToBlack );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = NONE;
+ mPauseForError = false;
+ }
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->UnPause( );
+ }
+ else
+ {
+ GetSoundManager()->ResumeAfterMovie();
+ }
+ return true;
+ break;
+ }
+ case FileNotFound:
+ {
+ if ( CommandLineOptions::Get( CLO_FILE_NOT_FOUND ) )
+ {
+ rAssert( pUserData != NULL );
+
+ radFileRequest* request = static_cast<radFileRequest*>( pUserData );
+ const char* fileName = request->GetFilename();
+
+ //Get rid of the slashes.
+ unsigned int i;
+ unsigned int lastIndex = 0;
+ for ( i = 0; i < strlen( fileName ); ++i )
+ {
+ if ( fileName[ i ] == '\\' )
+ {
+ lastIndex = i;
+ }
+ }
+
+ unsigned int adjustedIndex = lastIndex == 0 ? lastIndex : lastIndex + 1;
+
+ char adjustedName[32];
+ strncpy( adjustedName, &fileName[adjustedIndex], ( strlen( fileName ) - lastIndex ) );
+ adjustedName[ strlen( fileName ) - lastIndex ] = '\0';
+
+ char errorString[256];
+ sprintf( errorString, "%s:\n%s", ERROR_STRINGS[errorIndex], adjustedName );
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, errorString, 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+ return true;
+ }
+ else
+ {
+ //Hmmm... This could be a hack.
+ error = WrongMedia;
+ //Fall through.
+ }
+ }
+ case ShellOpen:
+ case WrongMedia:
+ case NoMedia:
+ case HardwareFailure:
+ {
+ //This could be the wrong disc.
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, ERROR_STRINGS[errorIndex], 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+ return true;
+ }
+ default:
+ {
+ //Others are not supported.
+ rAssert( false );
+ }
+ }
+
+ return false;
+}
+
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// PS2Platform::PS2Platform
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+PS2Platform::PS2Platform() :
+ mpPlatform( NULL ),
+ mpContext( NULL )
+{
+}
+
+
+//==============================================================================
+// PS2Platform::~PS2Platform
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+PS2Platform::~PS2Platform()
+{
+}
+
+
+//==============================================================================
+// PS2Platform::EnableSnProfiler
+//==============================================================================
+// Description: Prepare the SN function level profiler.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void PS2Platform::EnableSnProfiler()
+{
+#ifndef RAD_RELEASE
+#ifndef RAD_MW
+
+ //
+ // Quadword aligned, can be 2K to 64K bytes
+ //
+ static u_long128 profdata[2048];
+
+ snDebugInit();
+
+ sceSifInitRpc( 0 );
+
+ //
+ // Load the SNProfile module
+ //
+ if( sceSifLoadModule( "host0:/usr/local/sce/iop/modules/SNProfil.irx", 0, NULL ) < 0 )
+ {
+ rDebugString( "Can't load SNProfil.IRX module\n" );
+ exit( -1 );
+ }
+
+ //
+ // Initialize the profiler
+ //
+ if( snProfInit( _4KHZ, profdata, sizeof(profdata) ) != 0 )
+ {
+ //
+ // See SN_PRF... in LIBSN.H
+ //
+ rDebugString( "SN Profiler init failed\n" );
+ }
+
+ snProfSetFlagValue( 1 );
+
+#endif
+#endif
+}
+
+#ifndef FINAL
+
+//
+// Exception-handling functions. These functions are set to be called
+// whenever the PS2 crashes on a variety of conditions.
+//
+
+void PS2Platform::handleTLBChange( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "TLB Change Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleTLBLoadMismatch( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "TLB Load Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleTLBStoreMismatch( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "TLB Store Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleAddressLoadError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Address Load Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleAddressStoreError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Address Store Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleBusFetchError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Bus Fetch Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleBusDataError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Bus Data Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleReservedInstruction( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Reserved Instruction Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleCoprocessor( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Coprocessor Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleOverflow( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Overflow Error", stat, cause, epc, bva, bpa, registers );
+}
+
+void PS2Platform::handleTrap( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ dumpExceptionData( "Trap Error", stat, cause, epc, bva, bpa, registers );
+}
+
+//=============================================================================
+// PS2Platform::dumpExceptionData
+//=============================================================================
+// Description: Dump the parameters from an exception handler to the screen
+//
+// Parameters: exceptionName - string describing the exception that was set
+// stat - status register
+// cause - cause register? (I should look this up)
+// epc - program counter
+// bva - address involved in bad access or branch
+// bpa - address involved in bus error
+// registers - array of MIPS general-purpose registers
+//
+// Return: Why?
+//
+//==============================================================================
+void PS2Platform::dumpExceptionData( const char* exceptionName,
+ unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers )
+{
+ IRadTextDisplay* textDisplay;
+ char buffer[50];
+ int i;
+ unsigned int reg1, reg2;
+
+#ifdef RAD_PS2
+ //
+ // Need to shut down the MFIFO for this to work properly
+ //
+ ((pddiExtPS2Control*)p3d::pddi->GetExtension(PDDI_EXT_PS2_CONTROL))->MFIFOEnable( false );
+#endif
+
+ ::radTextDisplayGet( &textDisplay, GMA_DEFAULT );
+
+ textDisplay->SetBackgroundColor( 0 );
+ textDisplay->SetTextColor( 0xffffffff );
+ textDisplay->Clear();
+ textDisplay->TextOutAt( exceptionName, 15, 1 );
+ sprintf( buffer, "PC: 0x%x Address Value: 0x%x", epc, bva );
+ textDisplay->TextOutAt( buffer, 15, 3 );
+ sprintf( buffer, "stat: 0x%x cause: 0x%x", stat, cause );
+ textDisplay->TextOutAt( buffer, 15, 5 );
+ sprintf( buffer, "Bus error address: 0x%x", bpa );
+ textDisplay->TextOutAt( buffer, 15, 7 );
+
+ //
+ // GPR printout
+ //
+ for( i = 0; i < 16; i++ )
+ {
+ reg1 = (unsigned int)registers[i] & 0xffffffff;
+ reg2 = (unsigned int)registers[i+16] & 0xffffffff;
+ sprintf( buffer, "GPR%02d: 0x%08x GPR%02d: 0x%08x", i, reg1, i+16, reg2 );
+ textDisplay->TextOutAt( buffer, 15, 9+i );
+ }
+
+ textDisplay->TextOutAt( ":-(", 6, 13 );
+
+ if ( CommandLineOptions::Get( CLO_DEMO_TEST ) ||
+ GetCheatInputSystem()->IsCheatEnabled( CHEAT_ID_DEMO_TEST ) )
+ {
+ char buffy[32];
+ sprintf( buffy, "Demo Count: %d", GetGame()->GetDemoCount() );
+ textDisplay->TextOutAt( buffy, 6, 15 );
+
+ unsigned int time = GetGame()->GetTime();
+ unsigned int hours = time / 3600000;
+ unsigned int deltaTime = time % 3600000;
+
+ unsigned int minutes = deltaTime / 60000;
+ deltaTime = deltaTime % 60000;
+
+ unsigned int seconds = deltaTime / 1000;
+ deltaTime = deltaTime % 1000;
+ sprintf( buffy, "Time: %d:%d:%d.%d", hours, minutes, seconds, deltaTime );
+ textDisplay->TextOutAt( buffy, 6, 17 );
+
+ if ( GetGameplayManager() )
+ {
+ sprintf( buffy, "Level %d", GetGameplayManager()->GetCurrentLevelIndex() );
+ textDisplay->TextOutAt( buffy, 6, 19 );
+ }
+ }
+
+ textDisplay->SwapBuffers();
+ textDisplay->Release();
+
+ rReleaseBreak();
+}
+
+void Simpsons2MFIFODisable()
+{
+#ifdef RAD_PS2
+ ((pddiExtPS2Control*)p3d::pddi->GetExtension(PDDI_EXT_PS2_CONTROL))->MFIFOEnable( false );
+#endif
+}
+
+#endif
diff --git a/game/code/main/ps2platform.h b/game/code/main/ps2platform.h
new file mode 100644
index 0000000..5b5df10
--- /dev/null
+++ b/game/code/main/ps2platform.h
@@ -0,0 +1,207 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: ps2platform.h
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+#ifndef PS2PLATFORM_H
+#define PS2PLATFORM_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <main/platform.h> // base class
+
+//========================================
+// Forward References
+//========================================
+struct IRadCementLibrary;
+struct IRadMemoryHeap;
+class tPlatform;
+class tContext;
+
+//
+// Global function for disabling MFIFO, which we do to use radTextDisplay.
+// I'm making it global because this also gets used in the heart of radSound,
+// and I don't want to drag P3D dependencies in there. It's icky, and I'm
+// going to ask for a fix to radTextDisplay so we don't need to do this anymore.
+//
+void Simpsons2MFIFODisable();
+
+//=============================================================================
+//
+// Synopsis: Provides abstraction for setting up and closing down the PS2.
+//
+//=============================================================================
+class PS2Platform : public Platform
+{
+ public:
+
+ // Static Methods for accessing this singleton.
+ static PS2Platform* CreateInstance();
+ static PS2Platform* GetInstance();
+ static void DestroyInstance();
+
+ // Had to workaround our nice clean design cause FTech must be init'ed
+ // before anything else is done.
+ static void InitializeFoundation();
+ static void InitializeMemory();
+
+ // Implement Platform interface.
+ virtual void InitializePlatform();
+ virtual void ShutdownPlatform();
+
+ virtual void LaunchDashboard();
+ virtual void ResetMachine();
+ virtual void DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ virtual void DisplaySplashScreen( const char* textureName,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ virtual bool OnDriveError( radFileError error, const char* pDriveName, void* pUserData );
+ virtual void OnControllerError(const char *msg);
+
+ void SetProgressiveMode( bool progressiveScan );
+ bool GetProgressiveMode() { return mProgressiveMode; }
+
+ bool CheckForStartupButtons( void );
+
+ protected:
+
+ virtual void InitializeFoundationDrive();
+ virtual void ShutdownFoundation();
+
+ virtual void InitializePure3D();
+ virtual void ShutdownPure3D();
+
+ private:
+
+ // Constructors, Destructors, and Operators
+ PS2Platform();
+ virtual ~PS2Platform();
+
+ // Unused Constructors, Destructors, and Operators
+ PS2Platform( const PS2Platform& aPlatform );
+ PS2Platform& operator=( const PS2Platform& aPlatform );
+
+ // PS2 specific methods
+ void EnableSnProfiler();
+
+ // Crash printout routines
+#ifndef FINAL
+ static void dumpExceptionData( const char* exceptionName,
+ unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleTLBChange( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleTLBLoadMismatch( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleTLBStoreMismatch( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleAddressLoadError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleAddressStoreError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleBusFetchError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleBusDataError( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleReservedInstruction( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleCoprocessor( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleOverflow( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+
+ static void handleTrap( unsigned int stat,
+ unsigned int cause,
+ unsigned int epc,
+ unsigned int bva,
+ unsigned int bpa,
+ u_long128* registers );
+#endif
+
+ // Pointer to the one and only instance of this singleton.
+ static PS2Platform* spInstance;
+
+ // Pure 3D attributes
+ tPlatform* mpPlatform;
+ tContext* mpContext;
+
+ bool mProgressiveMode;
+
+ static IRadCementLibrary* s_MainCement;
+};
+
+#endif // PS2PLATFORM_H
diff --git a/game/code/main/singletons.cpp b/game/code/main/singletons.cpp
new file mode 100644
index 0000000..ce6cb86
--- /dev/null
+++ b/game/code/main/singletons.cpp
@@ -0,0 +1,333 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: singletons.cpp
+//
+// Description: Create and destroy all our singletons here.
+//
+// History: + Created -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <raddebug.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <main/singletons.h>
+
+#include <ai/actionbuttonmanager.h>
+#include <atc/atcmanager.h>
+#include <camera/supercammanager.h>
+#include <cards/cardgallery.h>
+#include <cheats/cheatinputsystem.h>
+#include <data/gamedatamanager.h>
+#include <console/console.h>
+#include <debug/debuginfo.h>
+#include <debug/profiler.h>
+#include <events/eventmanager.h>
+#include <input/inputmanager.h>
+#include <interiors/interiormanager.h>
+#include <loading/loadingmanager.h>
+#include <main/commandlineoptions.h>
+#include <meta/triggervolumetracker.h>
+#include <mission/missionmanager.h>
+#include <mission/charactersheet/charactersheetmanager.h>
+#include <mission/rewards/rewardsmanager.h>
+#include <memory/srrmemory.h>
+#include <mission/missionscriptloader.h>
+#include <worldsim/Skidmarks/skidmarkmanager.h>
+#include <presentation/mouthflapper.h>
+#include <presentation/presentation.h>
+#include <presentation/tutorialmanager.h>
+#include <presentation/gui/guisystem.h>
+#include <render/RenderFlow/renderflow.h>
+#include <sound/soundmanager.h>
+#include <worldsim/avatarmanager.h>
+#include <worldsim/character/charactermanager.h>
+#include <worldsim/worldphysicsmanager.h>
+#include <worldsim/vehiclecentral.h>
+#include <worldsim/coins/coinmanager.h>
+#include <worldsim/coins/sparkle.h>
+#include <worldsim/hitnrunmanager.h>
+#include <ai/actor/actormanager.h>
+#include <data/persistentworldmanager.h>
+#include <worldsim/character/footprint/footprintmanager.h>
+#include <memory/propstats.h>
+#include <simcommon/simenvironment.hpp>
+
+#ifdef RAD_WIN32
+#include <data/config/gameconfigmanager.h>
+#include <input/MouseCursor.h>
+#endif
+
+//=============================================================================
+// Function: void AddVariablesToWatcher
+//=============================================================================
+//
+// Description: Adds lots of global variables to the watcher
+//
+// Parameters: None
+//
+// Returns: None
+//
+//=============================================================================
+#ifdef DEBUGWATCH
+void AddVariablesToWatcher()
+{
+ MouthFlapper::AddVariablesToWatcher();
+}
+#endif
+
+//=============================================================================
+// Function: CreateSingletons
+//=============================================================================
+//
+// Description: Construct all the singletons
+//
+// Parameters: None
+//
+// Returns: None
+//
+//=============================================================================
+void CreateSingletons()
+{
+ //CREATE_MEMORYTRACKER();
+
+ CREATE_DEBUGINFO();
+
+ MEMTRACK_PUSH_GROUP( "Singletons" );
+
+ GameDataManager* pGameDataManager = GameDataManager::CreateInstance();
+ rAssert( pGameDataManager != NULL );
+
+#ifdef RAD_WIN32
+ GameConfigManager* pGameConfigManager = GameConfigManager::CreateInstance();
+ rAssert( pGameConfigManager != NULL );
+#endif
+
+ EventManager* pEventManager = EventManager::CreateInstance();
+ rAssert( pEventManager != NULL );
+
+ LoadingManager* pLoadingManager = LoadingManager::CreateInstance();
+ rAssert( pLoadingManager != NULL );
+
+ InputManager* pInputManager = InputManager::CreateInstance();
+ rAssert( pInputManager != NULL );
+
+ SkidmarkManager* pSkidmarkManager = SkidmarkManager::CreateInstance();
+ rAssert( pSkidmarkManager != NULL );
+
+ //AttributeTableChunk Manager, has the the info of physprops in a table
+ ATCManager * pATCManager =ATCManager::CreateInstance();
+ rAssert(pATCManager != NULL);
+
+ CardGallery* pCardCallery = CardGallery::CreateInstance();
+ rAssert( pCardCallery != NULL );
+
+ //CharacterSheetManager
+ CharacterSheetManager* pCharacterSheetManager = CharacterSheetManager::CreateInstance();
+ rAssert(pCharacterSheetManager != NULL);
+
+ //RewardsManager
+ RewardsManager* pRewardsManager = RewardsManager::CreateInstance();
+ rAssert(pRewardsManager);
+
+ MEMTRACK_PUSH_GROUP( "Console" );
+
+ // must be around before VehicleCentral tries to tie in some shit
+ // ...MissionScriptLoader too
+ Console* pConsole = Console::CreateInstance();
+ rAssert( pConsole != NULL );
+
+ MEMTRACK_POP_GROUP( "Console" );
+
+
+
+ // must be done before init'ing worldphysicsmanager
+ VehicleCentral* pVC = VehicleCentral::CreateInstance();
+ rAssert(pVC != 0);
+
+ sim::SimUnits::Initialize();
+ WorldPhysicsManager* pWPM = WorldPhysicsManager::CreateInstance();
+ rAssert(pWPM != 0);
+
+ CREATE_PROFILER();
+
+ PresentationManager* pPM = PresentationManager::CreateInstance();
+ rAssert( pPM != NULL );
+
+ CGuiSystem* pGuiSystem = CGuiSystem::CreateInstance();
+ rAssert( pGuiSystem != NULL );
+
+ SoundManager* pSoundManager =
+ SoundManager::CreateInstance( CommandLineOptions::Get( CLO_MUTE ),
+ CommandLineOptions::Get( CLO_NO_MUSIC ),
+ CommandLineOptions::Get( CLO_NO_EFFECTS ),
+ CommandLineOptions::Get( CLO_NO_DIALOG ) );
+ rAssert( pSoundManager != NULL );
+
+ MissionManager* pMM = MissionManager::CreateInstance();
+ rAssert( pMM != NULL );
+
+ /*
+ HeadToHeadManager* pH2HM = HeadToHeadManager::CreateInstance();
+ rAssert( pH2HM != NULL );
+ */
+
+ MissionScriptLoader* pMSL = MissionScriptLoader::CreateInstance();
+ rAssert( pMSL != NULL );
+
+ CharacterManager* pCM = CharacterManager::CreateInstance();
+ rAssert( pCM != NULL );
+
+ AvatarManager* pAM = AvatarManager::CreateInstance();
+ rAssert( pAM != (AvatarManager*)0 );
+
+ ActionButtonManager* pABM = ActionButtonManager::CreateInstance();
+ rAssert( pABM != (ActionButtonManager*)0 );
+
+ SuperCamManager* pSCM = SuperCamManager::CreateInstance();
+ rAssert( pSCM != NULL );
+
+ TriggerVolumeTracker::CreateInstance();
+
+ InteriorManager* pInteriorManager = InteriorManager::CreateInstance();
+ rAssert( pInteriorManager != NULL );
+
+ CheatInputSystem* pCheatInputSystem = CheatInputSystem::CreateInstance();
+ rAssert( pCheatInputSystem != NULL );
+
+ TutorialManager* pTutorialManager = TutorialManager::CreateInstance();
+ rAssert( pTutorialManager != NULL );
+
+ ActorManager* pActorManager = ActorManager::CreateInstance();
+ rAssert( pActorManager != NULL );
+
+ PersistentWorldManager* pPWManager = PersistentWorldManager::CreateInstance();
+ rAssert( pPWManager );
+
+ FootprintManager* pFootprintManager = FootprintManager::CreateInstance();
+ rAssert( pFootprintManager != NULL );
+
+ CoinManager* pCoinManager = CoinManager::CreateInstance();
+ rAssert( pCoinManager );
+ Sparkle* pSparkle = Sparkle::CreateInstance();
+ rAssert( pSparkle );
+
+ HitnRunManager* pHitnRunManager = HitnRunManager::CreateInstance();
+ rAssert( pHitnRunManager );
+
+ //
+ // Create The RenderFlow Instance; this creates the RenderManager.
+ // Create it under singletons.cpp because of co-dependency between singletons.
+ //
+ RenderFlow* pRenderFlow = RenderFlow::CreateInstance();
+ rAssert( pRenderFlow );
+
+
+#ifndef RAD_RELEASE
+ if( CommandLineOptions::Get( CLO_PROP_STATS ) )
+ {
+ PropStats::EnableTracking();
+ }
+#endif
+
+ MEMTRACK_POP_GROUP("Singletons");
+
+ AddVariablesToWatcher();
+}
+
+
+//=============================================================================
+// Function: DestroySingletons
+//=============================================================================
+//
+// Description: Destroy all the singletons
+//
+// Parameters: None
+//
+// Returns: None
+//
+//=============================================================================
+void DestroySingletons()
+{
+ InteriorManager::DestroyInstance();
+
+ ActionButtonManager::DestroyInstance();
+
+ SuperCamManager::DestroyInstance();
+
+ AvatarManager::DestroyInstance();
+
+ CharacterManager::DestroyInstance();
+
+ MissionScriptLoader::DestroyInstance();
+
+ //HeadToHeadManager::DestroyInstance();
+
+ MissionManager::DestroyInstance();
+
+ SoundManager::DestroyInstance();
+
+ CGuiSystem::DestroyInstance();
+
+ PresentationManager::DestroyInstance();
+
+ WorldPhysicsManager::DestroyInstance();
+
+ VehicleCentral::DestroyInstance();
+
+ Console::DestroyInstance();
+
+ ATCManager::DestroyInstance();
+
+ CharacterSheetManager::DestroyInstance();
+
+ RewardsManager::DestroyInstance();
+
+ CardGallery::DestroyInstance();
+
+ TutorialManager::DestroyInstance();
+
+ CoinManager::DestroyInstance();
+
+ Sparkle::DestroyInstance();
+
+ CheatInputSystem::DestroyInstance();
+
+ HitnRunManager::DestroyInstance();
+
+ InputManager::DestroyInstance();
+
+ LoadingManager::DestroyInstance();
+
+ SkidmarkManager::DestroyInstance();
+
+ FootprintManager::DestroyInstance();
+
+ ActorManager::DestroyInstance();
+
+ PersistentWorldManager::DestroyInstance();
+
+ TriggerVolumeTracker::DestroyInstance();
+
+ RenderFlow::DestroyInstance();
+
+ GameDataManager::DestroyInstance();
+
+ EventManager::DestroyInstance();
+
+#ifdef RAD_WIN32
+ GameConfigManager::DestroyInstance();
+#endif
+
+ DESTROY_PROFILER();
+
+ DESTROY_DEBUGINFO();
+
+ //DESTROY_MEMORYTRACKER();
+}
diff --git a/game/code/main/singletons.h b/game/code/main/singletons.h
new file mode 100644
index 0000000..80b915c
--- /dev/null
+++ b/game/code/main/singletons.h
@@ -0,0 +1,35 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: singletons.h
+//
+// Description: Define all our global objects here
+//
+// History: + Created -- Darwin Chau
+//
+//=============================================================================
+#ifndef SINGLETONS_H_
+#define SINGLETONS_H_
+//========================================
+// System Includes
+//========================================
+
+//========================================
+// Project Includes
+//========================================
+
+//========================================
+// Forward References
+//========================================
+#ifdef DEBUGWATCH
+ void AddVariablesToWatcher();
+#else
+ inline void AddVariablesToWatcher(){};
+#endif //DEBUGWATCH
+void CreateSingletons();
+void DestroySingletons();
+
+//========================================
+// Constants, Typedefs and Statics
+//========================================
+#endif \ No newline at end of file
diff --git a/game/code/main/tuidunaligned.cpp b/game/code/main/tuidunaligned.cpp
new file mode 100644
index 0000000..e9fdb78
--- /dev/null
+++ b/game/code/main/tuidunaligned.cpp
@@ -0,0 +1,266 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: tuidunaligned.cpp
+//
+// Description: tuids won't cause your class to get overly padded
+//
+// History:
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+
+//========================================
+// Project Includes
+//========================================
+#include <main/tuidunaligned.h>
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// tUidUnaligned::tUidUnaligned
+//==============================================================================
+// Description: constructor
+//
+// Parameters: none
+//
+// Return: none
+//
+// Constraints: none
+//
+//==============================================================================
+tUidUnaligned::tUidUnaligned():
+ u0( 0 ),
+ u1( 1 )
+{
+}
+
+//==============================================================================
+// tUidUnaligned::tUidUnaligned
+//==============================================================================
+// Description: copy constructor
+//
+// Parameters: right - the object we're copying from
+//
+// Return: none
+//
+// Constraints: none
+//
+//==============================================================================
+tUidUnaligned::tUidUnaligned( const tUidUnaligned& right ):
+ u0( right.u0 ),
+ u1( right.u1 )
+{
+}
+
+//==============================================================================
+// tUidUnaligned::tUidUnaligned
+//==============================================================================
+// Description: conversion constructor from 64 bit integers - these are meant
+// to be interchangable
+//
+// Parameters: right - the object we're copying from
+//
+// Return: none
+//
+// Constraints: none
+//
+//==============================================================================
+//tUidUnaligned::tUidUnaligned( const radInt64 right )
+//{
+// const unsigned int* r = reinterpret_cast< const unsigned int* >( &right );
+// u0 = r[ 0 ];
+// u1 = r[ 1 ];
+//}
+
+//=============================================================================
+// tUidUnaligned::operator radInt64
+//=============================================================================
+// Description: conversion operator to 64 bit ints
+//
+// Parameters: none
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+//tUidUnaligned::operator radInt64()
+//{
+// radInt64 returnMe;
+// unsigned int* r = reinterpret_cast< unsigned int* >( &returnMe );
+// r[ 0 ] = u0;
+// r[ 1 ] = u1;
+// return returnMe;
+//}
+
+//=============================================================================
+// tUidUnaligned::operator !=
+//=============================================================================
+// Description: inequality operator
+//
+// Parameters: right - are we equal to this?
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+bool tUidUnaligned::operator !=( const tUidUnaligned right ) const
+{
+ return ! operator==( right );
+}
+
+//=============================================================================
+// tUidUnaligned::operator !=
+//=============================================================================
+// Description: equality operator
+//
+// Parameters: right - are we equal to this?
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+bool tUidUnaligned::operator ==( const tUidUnaligned right ) const
+{
+ bool returnMe = ( ( u0 == right.u0 ) && ( u1 == right.u1 ) );
+ return returnMe;
+}
+
+//=============================================================================
+// tUidUnaligned::operator <
+//=============================================================================
+// Description: less than operator
+//
+// Parameters: right - are we less than this?
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+bool tUidUnaligned::operator <( const tUidUnaligned right ) const
+{
+ radInt64 thisOne;
+ unsigned int* t = reinterpret_cast< unsigned int* >( &thisOne );
+ t[ 0 ] = u0;
+ t[ 1 ] = u1;
+ radInt64 rightOne;
+ unsigned int* r = reinterpret_cast< unsigned int* >( &rightOne );
+ r[ 0 ] = right.u0;
+ r[ 1 ] = right.u1;
+ return thisOne < rightOne;
+}
+
+//=============================================================================
+// tUidUnaligned::operator =
+//=============================================================================
+// Description: assignment operator
+//
+// Parameters: assign the two objects
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+//tUidUnaligned& tUidUnaligned::operator=( const tUidUnaligned& right )
+//{
+//}
+
+//=============================================================================
+// tUidUnaligned::operator^
+//=============================================================================
+// Description: less than operator
+//
+// Parameters: right - are we less than this?
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+tUidUnaligned tUidUnaligned::operator^( const tUidUnaligned right ) const
+{
+ radInt64 thisOne;
+ unsigned int* t = reinterpret_cast< unsigned int* >( &thisOne );
+ t[ 0 ] = u0;
+ t[ 1 ] = u1;
+ radInt64 rightOne;
+ unsigned int* r = reinterpret_cast< unsigned int* >( &rightOne );
+ r[ 0 ] = right.u0;
+ r[ 1 ] = right.u1;
+ return thisOne ^ rightOne;
+}
+
+//=============================================================================
+// tUidUnaligned::operator *=
+//=============================================================================
+// Description: in place multiplication
+//
+// Parameters: right 8 what are we multiplying by
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+tUidUnaligned tUidUnaligned::operator*=( const radInt64 right )
+{
+ radInt64 thisOne;
+ unsigned int* t = reinterpret_cast< unsigned int* >( &thisOne );
+ t[ 0 ] = u0;
+ t[ 1 ] = u1;
+ thisOne *= right;
+ ( *this ) = thisOne;
+ return *this;
+}
+
+//=============================================================================
+// tUidUnaligned::operator &
+//=============================================================================
+// Description: and operator
+//
+// Parameters: right - what are we anding with
+//
+// Return: none
+//
+// Constraints: none
+//
+//=============================================================================
+tUidUnaligned tUidUnaligned::operator&( const tUidUnaligned right ) const
+{
+ unsigned int r0 = u0 & right.u0;
+ unsigned int r1 = u1 & right.u1;
+ tUidUnaligned returnMe;
+ returnMe.u0 = r0;
+ returnMe.u1 = r1;
+ return returnMe;
+}
+
+
+tUidUnaligned tUidUnaligned::operator >>( const int bits ) const
+{
+ radInt64 returnMe;
+ unsigned int* t = reinterpret_cast< unsigned int* >( &returnMe );
+ t[ 0 ] = u0;
+ t[ 1 ] = u1;
+ returnMe = returnMe >> bits;
+ return returnMe;
+}
diff --git a/game/code/main/tuidunaligned.h b/game/code/main/tuidunaligned.h
new file mode 100644
index 0000000..ea39437
--- /dev/null
+++ b/game/code/main/tuidunaligned.h
@@ -0,0 +1,79 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: game.h
+//
+// Description: The game loop
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+#ifndef TUIDUNALIGNED_H
+#define TUIDUNALIGNED_H
+
+//========================================
+// Forward References
+//========================================
+
+//
+// This is a 64 bit number
+//
+#ifdef RAD_PS2
+ typedef unsigned long radInt64;
+#elif defined( RAD_WIN32 ) || defined ( RAD_XBOX )
+ typedef unsigned _int64 radInt64;
+#elif defined(RAD_GAMECUBE)
+ typedef unsigned long long radInt64;
+#else
+ #error 'FTech requires definition of RAD_GAMECUBE, RAD_PS2, RAD_XBOX, or RAD_WIN32'
+#endif
+
+
+//=============================================================================
+//
+// Synopsis: tUidUnaligned
+//
+//=============================================================================
+class tUidUnaligned
+{
+public:
+ tUidUnaligned();
+ tUidUnaligned( const tUidUnaligned& right );
+ tUidUnaligned( const radInt64 right )
+ {
+ const unsigned int* r = reinterpret_cast< const unsigned int* >( &right );
+ u0 = r[ 0 ];
+ u1 = r[ 1 ];
+ }
+ operator radInt64()
+ {
+ radInt64 returnMe;
+ unsigned int* r = reinterpret_cast< unsigned int* >( &returnMe );
+ r[ 0 ] = u0;
+ r[ 1 ] = u1;
+ return returnMe;
+ }
+
+ bool operator !=( const tUidUnaligned right ) const;
+ bool operator ==( const tUidUnaligned right ) const;
+ bool operator <( const tUidUnaligned right ) const;
+ tUidUnaligned& operator=( const tUidUnaligned& right )
+ {
+ u0 = right.u0;
+ u1 = right.u1;
+ return *this;
+ }
+ tUidUnaligned operator ^( const tUidUnaligned right ) const;
+ tUidUnaligned operator &( const tUidUnaligned right ) const;
+ tUidUnaligned operator *=( const radInt64 right );
+ tUidUnaligned operator >>( const int bits ) const;
+
+protected:
+private:
+ unsigned int u0;
+ unsigned int u1;
+};
+
+#endif // TUIDUNALIGNED_H
+
diff --git a/game/code/main/win32main.cpp b/game/code/main/win32main.cpp
new file mode 100644
index 0000000..6c7ac62
--- /dev/null
+++ b/game/code/main/win32main.cpp
@@ -0,0 +1,237 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: xboxmain.cpp
+//
+// Description: This file contains the main enrty point to the game.
+//
+// History: + Based on xbox main and winmain from squidney
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+// Standard Library
+#include <string.h>
+// Foundation Tech
+#include <raddebug.hpp>
+#include <radobject.hpp>
+// file reading before radtech
+#include <stdio.h>
+
+//========================================
+// Project Includes
+//========================================
+#include <main/game.h>
+#include <main/win32platform.h>
+#include <main/singletons.h>
+#include <main/commandlineoptions.h>
+#include <memory/memoryutilities.h>
+#include <memory/srrmemory.h>
+
+//========================================
+// Forward Declarations
+//========================================
+static void ProcessCommandLineArguments( LPSTR lpCmdLine );
+
+static void ProcessCommandLineArgumentsFromFile();
+
+
+//=============================================================================
+// Function: WinMain
+//=============================================================================
+//
+// Description: Main Windows entry point.
+//
+// Parameters: win32 parameters
+//
+// Returns: win32 return.
+//
+//=============================================================================
+int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
+{
+ //
+ // Pick out and store command line settings.
+ //
+ CommandLineOptions::InitDefaults();
+ ProcessCommandLineArguments( lpCmdLine );
+ ProcessCommandLineArgumentsFromFile();
+
+ //
+ // Have to get FTech setup first so that we can use all the memory services.
+ // The initialize window call will fail if another Simpsons window exists. In
+ // this case, we exit.
+ //
+ if( !Win32Platform::InitializeWindow( hInstance ) )
+ {
+ return 0;
+ }
+ Win32Platform::InitializeFoundation();
+
+ srand (Game::GetRandomSeed ());
+
+
+ // Now disable the default heap
+ //
+#ifndef RAD_RELEASE
+ tName::SetAllocator (GMA_DEBUG);
+
+ //g_HeapActivityTracker.EnableHeapAllocs (GMA_DEFAULT, false);
+ //g_HeapActivityTracker.EnableHeapFrees (GMA_DEFAULT, false);
+#endif
+
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Instantiate all the singletons before doing anything else.
+ //
+ CreateSingletons();
+
+ //
+ // Construct the platform object.
+ //
+ Win32Platform* pPlatform = Win32Platform::CreateInstance( hInstance, hPrevInstance, lpCmdLine, nCmdShow );
+ rAssert( pPlatform != NULL );
+
+ //
+ // Create the game object.
+ //
+ Game* pGame = Game::CreateInstance( pPlatform );
+ rAssert( pGame != NULL );
+
+
+ //
+ // Initialize the game.
+ //
+ pGame->Initialize();
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+
+ //
+ // Run it! Control will not return from here until the game is stopped.
+ //
+ pGame->Run();
+
+ //
+ // Terminate the game (this frees all resources allocated by the game).
+ //
+ pGame->Terminate();
+
+ //
+ // Dump all the singletons.
+ //
+ DestroySingletons();
+
+ //
+ // Destroy the game object.
+ //
+ Game::DestroyInstance();
+
+ //
+ // Shutdown the platform.
+ //
+ pPlatform->ShutdownPlatform();
+
+ //
+ // Destroy the game and platform (do it in this order in case the game's
+ // destructor references the platform.
+ //
+ Win32Platform::DestroyInstance();
+
+ // As a last thing, shut down the memory.
+ Win32Platform::ShutdownMemory();
+
+ // Re-enable the default heap
+ //
+#ifndef RAD_RELEASE
+ tName::SetAllocator (RADMEMORY_ALLOC_DEFAULT);
+#endif
+
+ //
+ // Pass any error codes back to the operating system.
+ //
+ return 0;
+}
+
+
+//=============================================================================
+// Function: ProcessCommandLineArguments
+//=============================================================================
+//
+// Description: Pick out the command line options and store them.
+//
+// Parameters: None.
+//
+// Returns: None.
+//
+//=============================================================================
+void ProcessCommandLineArguments( LPSTR lpCmdLine )
+{
+ char* argument;
+ argument = strtok( lpCmdLine, " " );
+
+ rDebugPrintf( "*************************************************************************\n" );
+ rDebugPrintf( "Command Line Args:\n" );
+
+ //
+ // Pick out all the command line options and store them in GameDB.
+ // Also dump them to the output for handy dandy viewing.
+ //
+ int i = 0;
+ while( NULL != argument )
+ {
+ rDebugPrintf( "arg%d: %s\n", i++, argument );
+
+ CommandLineOptions::HandleOption( argument );
+
+ argument = strtok( NULL, " " );
+ }
+
+ if( !CommandLineOptions::Get( CLO_ART_STATS ) )
+ {
+ //CommandLineOptions::HandleOption( "noheaps" );
+ }
+
+ rDebugPrintf( "*************************************************************************\n" );
+}
+
+
+
+void ProcessCommandLineArgumentsFromFile()
+{
+#ifndef FINAL
+
+ //Chuck: looking for additional command line args being passed in from a file
+ //its for QA testing etc.
+
+ FILE* pfile = fopen( "command.txt", "r" );
+
+ if (pfile != NULL)
+ {
+ int ret = fseek( pfile, 0, SEEK_END );
+ rAssert( ret == 0 );
+
+ int len = ftell( pfile );
+ rAssertMsg( len < 256, "Command line file too large to process." );
+
+ rewind( pfile );
+
+ if( len > 0 && len < 256 )
+ {
+ char commandlinestring[256] = {0};
+
+ fgets( commandlinestring, 256, pfile );
+
+ char* argument = strtok(commandlinestring," ");
+ while (argument != NULL)
+ {
+ CommandLineOptions::HandleOption(argument);
+ argument=strtok(NULL," ");
+ }
+ }
+
+ fclose( pfile );
+ }
+#endif //FINAL
+} //end of Function
diff --git a/game/code/main/win32platform.cpp b/game/code/main/win32platform.cpp
new file mode 100644
index 0000000..ed88d08
--- /dev/null
+++ b/game/code/main/win32platform.cpp
@@ -0,0 +1,2286 @@
+//===========================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: Win32Platform
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//===========================================================================
+
+//========================================
+// System Includes
+//========================================
+// Standard Lib
+#include <stdlib.h>
+#include <string.h>
+// Pure 3D
+#include <p3d/anim/compositedrawable.hpp>
+#include <p3d/anim/expression.hpp>
+#include <p3d/anim/multicontroller.hpp>
+#include <p3d/anim/polyskin.hpp>
+#include <p3d/anim/sequencer.hpp>
+#include <p3d/anim/skeleton.hpp>
+#include <p3d/camera.hpp>
+#include <p3d/gameattr.hpp>
+#include <p3d/image.hpp>
+#include <p3d/imagefont.hpp>
+#include <p3d/light.hpp>
+#include <p3d/locator.hpp>
+#include <p3d/platform.hpp>
+#include <p3d/scenegraph/scenegraph.hpp>
+#include <p3d/sprite.hpp>
+#include <p3d/utility.hpp>
+#include <p3d/texture.hpp>
+#include <p3d/file.hpp>
+#include <p3d/shader.hpp>
+#include <p3d/matrixstack.hpp>
+#include <p3d/memory.hpp>
+#include <p3d/bmp.hpp>
+#include <p3d/png.hpp>
+#include <p3d/targa.hpp>
+#include <p3d/font.hpp>
+#include <p3d/texturefont.hpp>
+#include <p3d/unicode.hpp>
+// Pure 3D: Loader-specific
+#include <render/Loaders/GeometryWrappedLoader.h>
+#include <render/Loaders/StaticEntityLoader.h>
+#include <render/Loaders/StaticPhysLoader.h>
+#include <render/Loaders/TreeDSGLoader.h>
+#include <render/Loaders/FenceLoader.h>
+#include <render/Loaders/IntersectLoader.h>
+#include <render/Loaders/AnimCollLoader.h>
+#include <render/Loaders/AnimDSGLoader.h>
+#include <render/Loaders/DynaPhysLoader.h>
+#include <render/Loaders/InstStatPhysLoader.h>
+#include <render/Loaders/InstStatEntityLoader.h>
+#include <render/Loaders/WorldSphereLoader.h>
+#include <loading/roaddatasegmentloader.h>
+#include <render/Loaders/BillboardWrappedLoader.h>
+#include <render/Loaders/instparticlesystemloader.h>
+#include <render/Loaders/breakableobjectloader.h>
+#include <render/Loaders/AnimDynaPhysLoader.h>
+#include <render/Loaders/lensflareloader.h>
+#include <p3d/shadow.hpp>
+#include <p3d/anim/animatedobject.hpp>
+#include <p3d/effects/particleloader.hpp>
+#include <p3d/effects/opticloader.hpp>
+#include <p3d/anim/vertexanimkey.hpp>
+#include <stateprop/statepropdata.hpp>
+
+// Foundation Tech
+#include <raddebug.hpp>
+#include <radthread.hpp>
+#include <radplatform.hpp>
+#include <radtime.hpp>
+#include <radmemorymonitor.hpp>
+#include <raddebugcommunication.hpp>
+#include <raddebugwatch.hpp>
+#include <radfile.hpp>
+#include <radmovie2.hpp>
+
+//This is so we can get the name of the file that's failing.
+#include <../src/radfile/common/requests.hpp>
+
+// sim - for InstallSimLoaders
+#include <simcommon/simutility.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <input/inputmanager.h>
+#include <main/win32platform.h>
+#include <main/commandlineoptions.h>
+#include <main/game.h>
+#include <render/RenderManager/RenderManager.h>
+#include <render/RenderFlow/renderflow.h>
+#include <render/Loaders/AllWrappers.h>
+#include <memory/srrmemory.h>
+
+#include <loading/locatorloader.h>
+#include <loading/cameradataloader.h>
+#include <loading/roadloader.h>
+#include <loading/pathloader.h>
+#include <loading/intersectionloader.h>
+#include <loading/roaddatasegmentloader.h>
+#include <atc/atcloader.h>
+#include <data/gamedatamanager.h>
+#include <data/config/gameconfigmanager.h>
+#include <debug/debuginfo.h>
+#include <constants/srrchunks.h>
+#include <gameflow/gameflow.h>
+#include <sound/soundmanager.h>
+#include <presentation/presentation.h>
+#include <presentation/gui/guitextbible.h>
+#include <cheats/cheatinputsystem.h>
+#include <mission/gameplaymanager.h>
+
+
+
+
+#include <radload/radload.hpp>
+
+#include <main/errorswin32.h>
+
+#define WIN32_SECTION "WIN32_SECTION"
+#define TIMER_LEAVE 1
+
+//#define PRINT_WINMESSAGES
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+// Static pointer to instance of singleton.
+Win32Platform* Win32Platform::spInstance = NULL;
+
+// Other static members.
+HINSTANCE Win32Platform::mhInstance = NULL;
+HWND Win32Platform::mhWnd = NULL;
+HANDLE Win32Platform::mhMutex = NULL;
+bool Win32Platform::mShowCursor = true;
+
+//The Adlib font. <sigh>
+unsigned char gFont[] =
+#include <font/defaultfont.h>
+
+//
+// Define the starting resolution.
+//
+static const Win32Platform::Resolution StartingResolution = Win32Platform::Res_800x600;
+static const int StartingBPP = 32;
+
+// This specifies the PDDI DLL to use. We are using directx8.
+#ifdef RAD_DEBUG
+static const char d3dLibraryName[] = "pddidx8d.dll";
+#endif
+#ifdef RAD_TUNE
+static const char d3dLibraryName[] = "pddidx8t.dll";
+#endif
+#ifdef RAD_RELEASE
+static const char d3dLibraryName[] = "pddidx8r.dll";
+#endif
+
+// Name of the application. This is the string that appears in the Window's
+// title bar.
+static const char ApplicationName[] = "The Simpsons: Hit & Run";
+
+// The window style
+static const DWORD WndStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
+
+// The gamma of the desktop.. needed to reset it on alt-tabs.
+static WORD DesktopGammaRamp[ 3 ][ 256 ] = { 0 };
+
+void LoadMemP3DFile( unsigned char* buffer, unsigned int size, tEntityStore* store )
+{
+ tFileMem* file = new tFileMem(buffer,size);
+ file->AddRef();
+ file->SetFilename("memfile.p3d");
+ p3d::loadManager->GetP3DHandler()->Load( file, p3d::inventory );
+ file->Release();
+}
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// Win32Platform::CreateInstance
+//==============================================================================
+//
+// Description: Creates the Win32Platform.
+//
+// Parameters: win32 parameters.
+//
+// Return: Pointer to the Win32Platform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+Win32Platform* Win32Platform::CreateInstance( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
+{
+MEMTRACK_PUSH_GROUP( "Win32Platform" );
+ rAssert( spInstance == NULL );
+
+ spInstance = new(GMA_PERSISTENT) Win32Platform( hInstance, hPrevInstance, lpCmdLine, nCmdShow );
+ rAssert( spInstance );
+MEMTRACK_POP_GROUP( "Win32Platform" );
+
+ return spInstance;
+}
+
+//==============================================================================
+// Win32Platform::GetInstance
+//==============================================================================
+//
+// Description: - Access point for the Win32Platform singleton.
+//
+// Parameters: None.
+//
+// Return: Pointer to the Win32Platform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+Win32Platform* Win32Platform::GetInstance()
+{
+ rAssert( spInstance != NULL );
+
+ return spInstance;
+}
+
+
+//==============================================================================
+// Win32Platform::DestroyInstance
+//==============================================================================
+//
+// Description: Destroy the Win32Platform.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void Win32Platform::DestroyInstance()
+{
+ rAssert( spInstance != NULL );
+
+ delete( GMA_PERSISTENT, spInstance );
+ spInstance = NULL;
+}
+
+
+
+//==============================================================================
+// Win32Platform::InitializeWindow
+//==============================================================================
+// Description: Creates the window class and window instance for the application.
+// We must do this before initializing the platform.
+//
+// Parameters: hInstance - the handle to the instance.
+//
+// Return: true if successful and the program can run.
+// false if another simpsons window already exists and this
+// instance should terminate.
+//
+// Constraints: Must be initialized before the platform.
+//
+//==============================================================================
+bool Win32Platform::InitializeWindow( HINSTANCE hInstance )
+{
+ // check to see if another instance is running...
+ mhMutex = CreateMutex(NULL, 0, ApplicationName);
+ if (GetLastError() == ERROR_ALREADY_EXISTS)
+ {
+ // simpsons is already running, so lets find the window and give it focus
+ HWND hwnd = FindWindow(ApplicationName, NULL);
+ if (hwnd != NULL)
+ {
+ // if window is minimized, restore it
+ WINDOWPLACEMENT wndpl;
+ if (GetWindowPlacement(hwnd, &wndpl) != 0)
+ {
+ if ((wndpl.showCmd == SW_MINIMIZE) ||
+ (wndpl.showCmd == SW_SHOWMINIMIZED))
+ {
+ ShowWindow(hwnd, SW_RESTORE);
+ }
+ }
+
+ // activate the window
+ SetForegroundWindow(hwnd);
+
+ return false;
+ }
+ }
+
+ mhInstance = hInstance;
+
+ // Create and resigter an object that defines the window that we will
+ // run our game in.
+ WNDCLASS Wndclass;
+ Wndclass.style = CS_HREDRAW | CS_VREDRAW;
+ Wndclass.lpfnWndProc = WndProc;
+ Wndclass.cbClsExtra = 0;
+ Wndclass.cbWndExtra = 0;
+ Wndclass.hInstance = mhInstance;
+ Wndclass.hIcon = LoadIcon( mhInstance, "IDI_SIMPSONSICON" );
+ Wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
+ Wndclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
+ Wndclass.lpszMenuName= NULL;
+ Wndclass.lpszClassName = ApplicationName;
+ ::RegisterClass(&Wndclass);
+
+ // Set up the window.
+ int x, y;
+ TranslateResolution( StartingResolution, x, y );
+
+ RECT clientRect;
+ clientRect.left = 0;
+ clientRect.top = 0;
+ clientRect.right = x;
+ clientRect.bottom = y;
+
+ // for windowed mode, center the screen
+ int nScreenWidth = GetSystemMetrics(SM_CXSCREEN);
+ int nScreenHeight = GetSystemMetrics(SM_CYSCREEN);
+
+ while (nScreenWidth > 1600 ) // probably multimonitor
+ {
+ nScreenWidth /= 2;
+ }
+
+ // centre the window
+ clientRect.left = (nScreenWidth-x)/2;
+ clientRect.top = (nScreenHeight-y)/2;
+ clientRect.right += clientRect.left;
+ clientRect.bottom += clientRect.top;
+
+ AdjustWindowRect(&clientRect,WndStyle,FALSE);
+
+ // Create the game's main window.
+ mhWnd = ::CreateWindow(ApplicationName,
+ ApplicationName,
+ WndStyle,
+ clientRect.left,
+ clientRect.top,
+ clientRect.right-clientRect.left,
+ clientRect.bottom-clientRect.top,
+ NULL,
+ NULL,
+ mhInstance,
+ NULL);
+
+ rAssert(mhWnd != NULL);
+
+ ShowTheCursor( false );
+
+ return true;
+}
+
+//==============================================================================
+// Win32Platform::InitializeFoundation
+//==============================================================================
+// Description: FTech must be setup first so that all the memory services
+// are ready to go before we begin allocating anything.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing.
+//
+//==============================================================================
+void Win32Platform::InitializeFoundation()
+{
+ //
+ // Initialize the memory heaps
+ // obsolete now.. the heaps initialize memory.
+ //
+ //InitializeMemory();
+
+ //
+ // Register an out-of-memory display handler in case something goes bad
+ // while allocating the heaps
+ //
+ ::radMemorySetOutOfMemoryCallback( PrintOutOfMemoryMessage, NULL );
+
+ //
+ // Initialize memory monitor by JamesCo. TM.
+ //
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR ) )
+ {
+ const int KB = 1024;
+ ::radMemoryMonitorInitialize( 64 * KB, GMA_DEBUG );
+ }
+
+ // Setup the memory heaps
+ //
+ HeapMgr()->PrepareHeapsStartup ();
+
+ // Seed the heap stack
+ //
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Initilalize the platform system
+ //
+ ::radPlatformInitialize( mhWnd, mhInstance, 0 );
+
+ //
+ // Initialize the timer system
+ //
+ ::radTimeInitialize();
+
+ //
+ // Initialize the debug communication system.
+ //
+ ::radDbgComTargetInitialize( WinSocket,
+ radDbgComDefaultPort, // Default
+ NULL, // Default
+ GMA_DEBUG );
+
+
+ //
+ // Initialize the Watcher.
+ //
+ ::radDbgWatchInitialize( "SRR2",
+ 32 * 16384, // 2 * Default
+ GMA_DEBUG );
+
+ //
+ // Initialize the file system.
+ //
+ ::radFileInitialize( 50, // Default
+ 32, // Default
+ GMA_PERSISTENT );
+
+ ::radLoadInitialize();
+ //radLoad->SetSyncLoading( true );
+
+ ::radDriveMount( NULL, GMA_PERSISTENT);
+
+ //
+ // Initialize the new movie player
+ //
+ ::radMovieInitialize2( GMA_PERSISTENT );
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+}
+
+//==============================================================================
+// Win32Platform::InitializeMemory
+//==============================================================================
+//
+// Description:
+//
+// Parameters:
+//
+// Return:
+//
+//==============================================================================
+void Win32Platform::InitializeMemory()
+{
+ //
+ // Only do this once!
+ //
+ if( gMemorySystemInitialized == true )
+ {
+ return;
+ }
+
+ gMemorySystemInitialized = true;
+
+ //
+ // Initialize the thread system.
+ //
+ ::radThreadInitialize();
+
+ //
+ // Initialize the memory system.
+ //
+ ::radMemoryInitialize();
+}
+
+//==============================================================================
+// Win32Platform::ShutdownMemory
+//==============================================================================
+//
+// Description:
+//
+// Parameters:
+//
+// Return:
+//
+//==============================================================================
+void Win32Platform::ShutdownMemory()
+{
+ if( gMemorySystemInitialized )
+ {
+ gMemorySystemInitialized = false;
+
+ // No shutdown the memory. This leads to bad errors when destroying
+ // static variables sprinkled here and there.
+ //::radMemoryTerminate();
+
+ ::radThreadTerminate();
+ }
+}
+
+//==============================================================================
+// Win32Platform::InitializePlatform
+//==============================================================================
+// Description: Get the Win32 ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void Win32Platform::InitializePlatform()
+{
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Rendering is good.
+ //
+ InitializePure3D();
+
+ //
+ // Add anything here that needs to be before the drive is opened.
+ //
+ DisplaySplashScreen( Error ); // blank screen
+
+ //
+ // Show the window on the screen. Must be done before initializing the input manager.
+ //
+ ShowWindow( mhWnd, mFullscreen ? SW_SHOWMAXIMIZED : SW_SHOW );
+
+ //
+ // Opening the drive is SLOW...
+ //
+ InitializeFoundationDrive();
+
+ //
+ // Initialize the controller.
+ //
+ GetInputManager()->Init();
+
+ //
+ // Register with the game config manager
+ //
+ GetGameConfigManager()->RegisterConfig( this );
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+}
+
+
+//==============================================================================
+// Win32Platform::ShutdownPlatform
+//==============================================================================
+// Description: Shut down the PS2.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void Win32Platform::ShutdownPlatform()
+{
+ ShutdownPure3D();
+ ShutdownFoundation();
+}
+
+//=============================================================================
+// Win32Platform::LaunchDashboard
+//=============================================================================
+// Description: We use this a the emergency exit from the game if we arent in a context that suppose the transition
+// to the CONTEXT_EXIT
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void Win32Platform::LaunchDashboard()
+{
+
+ {
+ //chuck I copied and pasted from the other platform's implementations
+
+ GetLoadingManager()->CancelPendingRequests();
+ //TODO: Make sure sounds shut down too.
+ GetSoundManager()->SetMasterVolume( 0.0f );
+
+ // DisplaySplashScreen( FadeToBlack );
+
+ GetPresentationManager()->StopAll();
+
+ //Shouldn't need to do this since, this singleton and the others should get destroyed once we
+ //retrun the main loop
+ //GameDataManager::DestroyInstance(); //Get rid of memcards
+
+ p3d::loadManager->CancelAll();
+
+ GetSoundManager()->StopForMovie();
+
+ //Shouldnt need the early destruction of this singleton either
+ //SoundManager::DestroyInstance();
+
+ //Dont want to shutdown platform early either.
+ //ShutdownPlatform();
+ //rAssertMsg( false, "Doesn't make sense for win32." );
+ }
+}
+
+//=============================================================================
+// Win32Platform::ResetMachine
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void Win32Platform::ResetMachine()
+{
+ rAssertMsg( false, "Doesn't make sense for win32." );
+}
+
+//=============================================================================
+// Win32Platform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( SplashScreen screenID,
+// const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void Win32Platform::DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+ HeapMgr()->PushHeap( GMA_TEMP );
+
+ p3d::inventory->PushSection();
+ p3d::inventory->AddSection( WIN32_SECTION );
+ p3d::inventory->SelectSection( WIN32_SECTION );
+
+ P3D_UNICODE unicodeText[256];
+
+ // Save the current Projection mode so I can restore it later
+ pddiProjectionMode pm = p3d::pddi->GetProjectionMode();
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_DEVICE);
+
+ pddiCullMode cm = p3d::pddi->GetCullMode();
+ p3d::pddi->SetCullMode(PDDI_CULL_NONE);
+
+
+ //CREATE THE FONT
+ tTextureFont* thisFont = NULL;
+
+ // Convert memory buffer into a texturefont.
+ //
+ //p3d::load(gFont, DEFAULTFONT_SIZE, GMA_TEMP);
+ LoadMemP3DFile( gFont, DEFAULTFONT_SIZE, p3d::inventory );
+
+ thisFont = p3d::find<tTextureFont>("adlibn_20");
+ rAssert( thisFont );
+
+ thisFont->AddRef();
+ tShader* fontShader = thisFont->GetShader();
+ //fontShader->SetInt( )
+
+
+ p3d::AsciiToUnicode( overlayText, unicodeText, 256 );
+
+ // Make the missing letter into somthing I can see
+ //
+ thisFont->SetMissingLetter(p3d::ConvertCharToUnicode('j'));
+
+ int a = 0;
+
+ do
+ {
+ p3d::pddi->SetColourWrite(true, true, true, true);
+ p3d::pddi->SetClearColour( pddiColour(0,0,0) );
+ p3d::pddi->BeginFrame();
+ p3d::pddi->Clear(PDDI_BUFFER_COLOUR);
+
+ //This is for fading in the font and shaders.
+ int bright = 255;
+ if (a < fadeFrames) bright = (a * 255) / fadeFrames;
+ if ( bright > 255 ) bright = 255;
+ tColour c(bright, bright, bright, 255);
+
+ //Display font
+ if (overlayText != NULL)
+ {
+ tColour colour = textColour;
+ colour.SetAlpha( bright );
+
+ thisFont->SetColour( colour );
+
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_ORTHOGRAPHIC);
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ p3d::stack->Translate( textPosX, textPosY, 1.5f);
+ float scaleSize = 1.0f / 480.0f; //This is likely good for 528 also.
+ p3d::stack->Scale(scaleSize * fontScale, scaleSize* fontScale , 1.0f);
+
+ if ( textPosX != 0.0f || textPosY != 0.0f )
+ {
+ thisFont->DisplayText( unicodeText );
+ }
+ else
+ {
+ thisFont->DisplayText( unicodeText, 3 );
+ }
+
+ p3d::stack->Pop();
+ }
+
+ p3d::pddi->EndFrame();
+ p3d::context->SwapBuffers();
+
+ ++a;
+
+ } while (a <= fadeFrames);
+
+ p3d::pddi->SetCullMode(cm);
+ p3d::pddi->SetProjectionMode(pm);
+
+ //Should do this after a vsync.
+ thisFont->Release();
+
+ p3d::inventory->RemoveSectionElements(WIN32_SECTION);
+ p3d::inventory->DeleteSection(WIN32_SECTION);
+ p3d::inventory->PopSection();
+
+ HeapMgr()->PopHeap( GMA_TEMP );
+}
+
+
+//=============================================================================
+// Win32Platform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( const char* textureName,
+// const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void Win32Platform::DisplaySplashScreen( const char* textureName,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+}
+
+void Win32Platform::OnControllerError(const char *msg)
+{
+ DisplaySplashScreen( Error, msg, 0.7f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ mErrorState = CTL_ERROR;
+ mPauseForError = true;
+
+}
+
+
+//=============================================================================
+// Win32Platform::OnDriveError
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( radFileError error, const char* pDriveName, void* pUserData )
+//
+// Return: bool
+//
+//=============================================================================
+bool Win32Platform::OnDriveError( radFileError error, const char* pDriveName, void* pUserData )
+{
+ // First check if the error is related to loading/saving games.
+ // We do this here because windows has one drive for all operations.
+ // If the game data manager is using the drive, it handles the error.
+ GameDataManager* gm = GetGameDataManager();
+ if( gm->IsUsingDrive() )
+ {
+ return gm->OnDriveError( error, pDriveName, pUserData );
+ }
+
+ switch ( error )
+ {
+ case Success:
+ {
+ if ( mErrorState != NONE )
+ {
+ DisplaySplashScreen( FadeToBlack );
+ mErrorState = NONE;
+ mPauseForError = false;
+ }
+
+ return true;
+ break;
+ }
+ case FileNotFound:
+ {
+ rAssert( pUserData != NULL );
+
+ radFileRequest* request = static_cast<radFileRequest*>( pUserData );
+ const char* fileName = request->GetFilename();
+
+ //Get rid of the slashes.
+ unsigned int i;
+ unsigned int lastIndex = 0;
+ for ( i = 0; i < strlen( fileName ); ++i )
+ {
+ if ( fileName[ i ] == '\\' )
+ {
+ lastIndex = i;
+ }
+ }
+
+ unsigned int adjustedIndex = lastIndex == 0 ? lastIndex : lastIndex + 1;
+
+ char adjustedName[32];
+ strncpy( adjustedName, &fileName[adjustedIndex], ( strlen( fileName ) - lastIndex ) );
+ adjustedName[ strlen( fileName ) - lastIndex ] = '\0';
+
+ if( strcmp( fileName, GameConfigManager::ConfigFilename ) == 0 )
+ {
+ return false;
+ }
+
+ char errorString[256];
+ sprintf( errorString, "%s:\n%s", ERROR_STRINGS[error], adjustedName );
+ DisplaySplashScreen( Error, errorString, 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ return true;
+ }
+ case NoMedia:
+ case MediaNotFormatted:
+ case MediaCorrupt:
+ case NoFreeSpace:
+ case HardwareFailure:
+ {
+ //This could be the wrong disc.
+ DisplaySplashScreen( Error, ERROR_STRINGS[error], 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ return true;
+ }
+ default:
+ {
+ //Others are not supported.
+ rAssert( false );
+ }
+ }
+
+ return false;
+}
+
+//=============================================================================
+// Win32Platform::SetResolution
+//=============================================================================
+// Description: Sets the screen resolution
+//
+// Parameters: res - desired resolution
+//
+// Returns: true if successful
+// false if not supported
+//
+// Notes:
+//=============================================================================
+
+bool Win32Platform::SetResolution( Resolution res, int bpp, bool fullscreen )
+{
+ // Check if resolution is supported.
+ if( !IsResolutionSupported( res, bpp ) )
+ {
+ return false;
+ }
+
+ // Set up the new properties
+ mResolution = res;
+ mbpp = bpp;
+ mFullscreen = fullscreen;
+
+ // Reinitialize the d3d context.
+ InitializeContext();
+
+ // Resize the window for the new resolution
+ ResizeWindow();
+
+ return true;
+}
+
+//=============================================================================
+// Win32Platform::GetResolution
+//=============================================================================
+// Description: Returns the current resolution
+//
+// Parameters: n/a
+//
+// Returns: resolution
+//
+// Notes:
+//=============================================================================
+
+Win32Platform::Resolution Win32Platform::GetResolution() const
+{
+ return mResolution;
+}
+
+//=============================================================================
+// Win32Platform::GetBPP
+//=============================================================================
+// Description: Returns the current bit depth.
+//
+// Parameters: n/a
+//
+// Returns: bit depth
+//
+// Notes:
+//=============================================================================
+
+int Win32Platform::GetBPP() const
+{
+ return mbpp;
+}
+
+//=============================================================================
+// Win32Platform::IsFullscreen
+//=============================================================================
+// Description: Returns true if currently in full screen mode
+//
+// Parameters: n/a
+//
+// Returns: true if in full screen, false if in window
+//
+// Notes:
+//=============================================================================
+
+bool Win32Platform::IsFullscreen() const
+{
+ return mFullscreen;
+}
+
+//=============================================================================
+// Win32Platform::GetConfigName
+//=============================================================================
+// Description: Returns the name of the win32 platform's config
+//
+// Parameters: n/a
+//
+// Returns:
+//
+// Notes:
+//=============================================================================
+
+const char* Win32Platform::GetConfigName() const
+{
+ return "System";
+}
+
+//=============================================================================
+// Win32Platform::GetNumProperties
+//=============================================================================
+// Description: Returns the number of config properties
+//
+// Parameters: n/a
+//
+// Returns:
+//
+// Notes:
+//=============================================================================
+
+int Win32Platform::GetNumProperties() const
+{
+ return 4;
+}
+
+//=============================================================================
+// Win32Platform::LoadDefaults
+//=============================================================================
+// Description: Loads the default configuration for the system.
+//
+// Parameters: n/a
+//
+// Returns:
+//
+// Notes:
+//=============================================================================
+
+void Win32Platform::LoadDefaults()
+{
+#ifdef RAD_DEBUG
+ SetResolution( StartingResolution, StartingBPP, !CommandLineOptions::Get( CLO_WINDOW_MODE ) );
+#else
+ SetResolution( StartingResolution, StartingBPP, true );
+#endif
+
+
+ GetRenderFlow()->SetGamma( 1.0f );
+}
+
+//=============================================================================
+// Win32Platform::LoadConfig
+//=============================================================================
+// Description: Loads the platforms configuration
+//
+// Parameters: n/a
+//
+// Returns:
+//
+// Notes:
+//=============================================================================
+
+void Win32Platform::LoadConfig( ConfigString& config )
+{
+ char property[ ConfigString::MaxLength ];
+ char value[ ConfigString::MaxLength ];
+
+ while ( config.ReadProperty( property, value ) )
+ {
+ if( _stricmp( property, "display" ) == 0 )
+ {
+ if( _stricmp( value, "window" ) == 0 )
+ {
+ mFullscreen = false;
+ }
+ else if( _stricmp( value, "fullscreen" ) == 0 )
+ {
+ mFullscreen = true;
+ }
+ }
+ else if( _stricmp( property, "resolution" ) == 0 )
+ {
+ if( strcmp( value, "640x480" ) == 0 )
+ {
+ mResolution = Res_640x480;
+ }
+ else if( strcmp( value, "800x600" ) == 0 )
+ {
+ mResolution = Res_800x600;
+ }
+ else if( strcmp( value, "1024x768" ) == 0 )
+ {
+ mResolution = Res_1024x768;
+ }
+ else if( strcmp( value, "1152x864" ) == 0 )
+ {
+ mResolution = Res_1152x864;
+ }
+ else if( strcmp( value, "1280x1024" ) == 0 )
+ {
+ mResolution = Res_1280x1024;
+ }
+ else if( strcmp( value, "1600x1200" ) == 0 )
+ {
+ mResolution = Res_1600x1200;
+ }
+ }
+ else if( _stricmp( property, "bpp" ) == 0 )
+ {
+ if( strcmp( value, "16" ) == 0 )
+ {
+ mbpp = 16;
+ }
+ else if( strcmp( value, "32" ) == 0 )
+ {
+ mbpp = 32;
+ }
+ }
+ else if( _stricmp( property, "gamma" ) == 0 )
+ {
+ float val = (float) atof( value );
+ if( val > 0 )
+ {
+ GetRenderFlow()->SetGamma( val );
+ }
+ }
+ }
+
+ // apply the new settings.
+ SetResolution( mResolution, mbpp, mFullscreen );
+}
+
+//=============================================================================
+// Win32Platform::SaveConfig
+//=============================================================================
+// Description: Saves the system configuration to the config string.
+//
+// Parameters: config string to save to
+//
+// Returns:
+//
+// Notes:
+//=============================================================================
+
+void Win32Platform::SaveConfig( ConfigString& config )
+{
+ config.WriteProperty( "display", mFullscreen ? "fullscreen" : "window" );
+
+ const char* res = "800x600";
+ switch( mResolution )
+ {
+ case Res_640x480:
+ {
+ res = "640x480";
+ break;
+ }
+ case Res_800x600:
+ {
+ res = "800x600";
+ break;
+ }
+ case Res_1024x768:
+ {
+ res = "1024x768";
+ break;
+ }
+ case Res_1152x864:
+ {
+ res = "1152x864";
+ break;
+ }
+ case Res_1280x1024:
+ {
+ res = "1280x1024";
+ break;
+ }
+ case Res_1600x1200:
+ {
+ res = "1600x1200";
+ break;
+ }
+ default:
+ {
+ rAssert( false );
+ }
+ }
+
+ config.WriteProperty( "resolution", res );
+
+ config.WriteProperty( "bpp", mbpp == 16 ? "16" : "32" );
+
+ char gamma[20];
+ sprintf( gamma, "%f", GetRenderFlow()->GetGamma() );
+ config.WriteProperty( "gamma", gamma );
+}
+
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// Win32Platform::Win32Platform
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+Win32Platform::Win32Platform( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) :
+ mpPlatform( NULL ),
+ mpContext( NULL ),
+ mResolution( StartingResolution ),
+ mbpp( StartingBPP )
+{
+ mhInstance = hInstance;
+ mFullscreen = false;
+
+ mScreenWidth = GetSystemMetrics(SM_CXSCREEN);
+ mScreenHeight = GetSystemMetrics(SM_CYSCREEN);
+
+ while (mScreenWidth > 1600 ) // probably multimonitor
+ {
+ mScreenWidth /= 2;
+ }
+}
+
+
+//==============================================================================
+// Win32Platform::~Win32Platform
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+Win32Platform::~Win32Platform()
+{
+ HeapManager::DestroyInstance();
+
+ CloseHandle( mhMutex );
+}
+
+//==============================================================================
+// Win32Platform::InitializeFoundationDrive
+//==============================================================================
+// Description: Get FTech ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing.
+//
+//==============================================================================
+void Win32Platform::InitializeFoundationDrive()
+{
+ //
+ // Get the default drive and hold it open for the life of the game.
+ // This is a costly operation so we only want to do it once.
+ //
+
+ char defaultDrive[ radFileDrivenameMax + 1 ];
+
+ ::radGetDefaultDrive( defaultDrive );
+
+ ::radDriveOpenSync( &mpIRadDrive,
+ defaultDrive,
+ NormalPriority, // Default
+ GMA_PERSISTENT );
+
+ rAssert( mpIRadDrive != NULL );
+
+ mpIRadDrive->RegisterErrorHandler( this, NULL );
+}
+
+
+//==============================================================================
+// Win32Platform::ShutdownFoundation
+//==============================================================================
+// Description: Shut down Foundation Tech.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be terminated in the reverse order that
+// they were initialized in.
+//
+//==============================================================================
+void Win32Platform::ShutdownFoundation()
+{
+ //
+ // Release the drive we've held open since the begining.
+ //
+ mpIRadDrive->Release();
+ mpIRadDrive = NULL;
+
+ //
+ // Shutdown the systems in the reverse order.
+ //
+ ::radMovieTerminate2();
+ ::radDriveUnmount( NULL );
+ ::radLoadTerminate();
+ ::radFileTerminate();
+ ::radDbgWatchTerminate();
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR ) )
+ {
+ ::radMemoryMonitorTerminate();
+ }
+ ::radDbgComTargetTerminate();
+ ::radTimeTerminate();
+ ::radPlatformTerminate();
+}
+
+
+//==============================================================================
+// Win32Platform::InitializePure3D
+//==============================================================================
+// Description: Get Pure3D ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void Win32Platform::InitializePure3D()
+{
+MEMTRACK_PUSH_GROUP( "Win32Platform" );
+ // p3d::SetMemAllocator( p3d::ALLOC_DEFAULT, GMA_PERSISTENT );
+ // p3d::SetMemAllocator( p3d::ALLOC_LOADED, GMA_LEVEL );
+
+ //
+ // Initialise Pure3D platform object.
+ // This call differs between different platforms. The Win32 version,
+ // for example requires the application instance to be passed in.
+ //
+ mpPlatform = tPlatform::Create( mhInstance );
+ rAssert( mpPlatform != NULL );
+
+ //
+ // Initialize the d3d context.
+ //
+ InitializeContext();
+
+ //
+ // This call installs chunk handlers for all the primary chunk types that
+ // Pure3D supports. This includes textures, materials, geometries, and the
+ // like.
+ //
+ // p3d::InstallDefaultLoaders();
+ P3DASSERT(p3d::context);
+ tP3DFileHandler* p3d = new(GMA_PERSISTENT) tP3DFileHandler;
+ // p3d::loadManager->AddHandler(p3d, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(p3d, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tPNGHandler, "png");
+
+ if( CommandLineOptions::Get( CLO_FE_UNJOINED ) )
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tBMPHandler, "bmp");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tTargaHandler, "tga");
+ }
+ else
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tBMPHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tPNGHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tTargaHandler, "p3d");
+ }
+
+ // p3d->AddHandler(new tGeometryLoader);
+ // GeometryWrappedLoader* pGWL = new GeometryWrappedLoader;
+ GeometryWrappedLoader* pGWL =
+ (GeometryWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msGeometry );
+ pGWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pGWL );
+
+ StaticEntityLoader* pSEL =
+ (StaticEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticEntity );
+ pSEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSEL );
+
+ StaticPhysLoader* pSPL =
+ (StaticPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticPhys );
+ pSPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSPL );
+
+ TreeDSGLoader* pTDL =
+ (TreeDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msTreeDSG );
+ pTDL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pTDL );
+
+ FenceLoader* pFL =
+ (FenceLoader*)GetAllWrappers()->mpLoader( AllWrappers::msFenceEntity );
+ pFL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pFL );
+
+ IntersectLoader* pIL =
+ (IntersectLoader*)GetAllWrappers()->mpLoader( AllWrappers::msIntersectDSG );
+ pIL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pIL );
+
+ AnimCollLoader* pACL =
+ (AnimCollLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimCollEntity );
+ pACL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pACL );
+
+ AnimDSGLoader* pAnimDSGLoader =
+ (AnimDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimEntity );
+ pAnimDSGLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDSGLoader );
+
+
+ DynaPhysLoader* pDPL =
+ (DynaPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msDynaPhys );
+ pDPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pDPL );
+
+ InstStatPhysLoader* pISPL =
+ (InstStatPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatPhys );
+ pISPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISPL );
+
+ InstStatEntityLoader* pISEL =
+ (InstStatEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatEntity );
+ pISEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISEL );
+
+ LocatorLoader* pLL =
+ (LocatorLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLocator);
+ pLL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLL );
+
+ RoadLoader* pRL =
+ (RoadLoader*)GetAllWrappers()->mpLoader( AllWrappers::msRoadSegment);
+ pRL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pRL );
+
+ PathLoader* pPL =
+ (PathLoader*)GetAllWrappers()->mpLoader( AllWrappers::msPathSegment);
+ pPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pPL );
+
+ WorldSphereLoader* pWSL =
+ (WorldSphereLoader*)GetAllWrappers()->mpLoader( AllWrappers::msWorldSphere);
+ pWSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pWSL );
+
+ LensFlareLoader* pLSL =
+ (LensFlareLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLensFlare);
+ pLSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLSL );
+
+ BillboardWrappedLoader* pBWL =
+ (BillboardWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msBillboard);
+ pBWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBWL );
+
+
+ InstParticleSystemLoader* pInstParticleSystemLoader =
+ (InstParticleSystemLoader*) GetAllWrappers()->mpLoader( AllWrappers::msInstParticleSystem);
+ pInstParticleSystemLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pInstParticleSystemLoader );
+
+ BreakableObjectLoader* pBreakableObjectLoader =
+ (BreakableObjectLoader*) GetAllWrappers()->mpLoader( AllWrappers::msBreakableObject);
+ pBreakableObjectLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBreakableObjectLoader );
+
+ AnimDynaPhysLoader* pAnimDynaPhysLoader =
+ (AnimDynaPhysLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhys);
+ pAnimDynaPhysLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDynaPhysLoader );
+
+ AnimDynaPhysWrapperLoader* pAnimWrapperLoader =
+ (AnimDynaPhysWrapperLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhysWrapper);
+ pAnimWrapperLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimWrapperLoader );
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tTextureLoader);
+ p3d->AddHandler( new(GMA_PERSISTENT) tSetLoader );
+ p3d->AddHandler(new(GMA_PERSISTENT) tShaderLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tCameraLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tGameAttrLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLightLoader);
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tLocatorLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLightGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tImageLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tTextureFontLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tImageFontLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tSpriteLoader);
+ //p3d->AddHandler(new(GMA_PERSISTENT) tBillboardQuadGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tSkeletonLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tPolySkinLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tCompositeDrawableLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tVertexAnimKeyLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimationLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tFrameControllerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tMultiControllerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimatedObjectFactoryLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimatedObjectLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tParticleSystemFactoryLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tParticleSystemLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLensFlareGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) sg::Loader);
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionMixerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionLoader);
+
+ //ATCloader, hope this doesnt blow up
+ p3d->AddHandler(new(GMA_PERSISTENT) ATCLoader);
+
+ //p3d->AddHandler(new p3d::tIgnoreLoader);
+
+ tSEQFileHandler* sequencerFileHandler = new(GMA_PERSISTENT) tSEQFileHandler;
+ p3d::loadManager->AddHandler(sequencerFileHandler, "seq");
+
+ // sim lib
+ sim::InstallSimLoaders();
+
+ p3d->AddHandler(new(GMA_PERSISTENT) CameraDataLoader, SRR2::ChunkID::FOLLOWCAM);
+ p3d->AddHandler(new(GMA_PERSISTENT) CameraDataLoader, SRR2::ChunkID::WALKERCAM);
+ p3d->AddHandler(new(GMA_PERSISTENT) IntersectionLoader);
+ //p3d->AddHandler(new(GMA_PERSISTENT) RoadLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) RoadDataSegmentLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) CStatePropDataLoader);
+MEMTRACK_POP_GROUP( "Win32Platform" );
+}
+
+
+//==============================================================================
+// Win32Platform::ShutdownPure3D
+//==============================================================================
+// Description: Clean up and shut down Pure3D.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void Win32Platform::ShutdownPure3D()
+{
+ //
+ // Clean-up the Pure3D Inventory
+ //
+ p3d::inventory->RemoveAllElements();
+ p3d::inventory->DeleteAllSections();
+
+ //
+ // Clean-up the space taken by the Pure 3D context.
+ //
+ if( mpContext != NULL )
+ {
+ mpPlatform->DestroyContext( mpContext );
+ mpContext = NULL;
+ }
+
+ //
+ // Clean-up the space taken by the Pure 3D platform.
+ //
+ if( mpPlatform != NULL )
+ {
+ tPlatform::Destroy( mpPlatform );
+ mpPlatform = NULL;
+ }
+}
+
+//==============================================================================
+// Win32Platform::InitializeContext
+//==============================================================================
+// Description: Initializes the d3d context for this application according to
+// the class' display settings - resolution, bpp, fullscreen.
+//
+// Parameters: n/a
+//
+// Return: n/a
+//
+//==============================================================================
+
+void Win32Platform::InitializeContext()
+{
+ tContextInitData init;
+
+ //
+ // This is the window we want to render into.
+ //
+ init.hwnd = mhWnd;
+
+ //
+ // Set the fullscreen/window mode.
+ //
+ init.displayMode = mFullscreen ? PDDI_DISPLAY_FULLSCREEN : PDDI_DISPLAY_WINDOW;
+
+ //
+ // This the name of the PDDI we will be using for rendering
+ //
+ strncpy(init.PDDIlib, d3dLibraryName, 128);
+
+ //
+ // All applications should supply PDDI_BUFFER_COLOUR. PDDI_BUFFER_DEPTH
+ // specifies that we also want to allocate a Z-buffer.
+ //
+ init.bufferMask = PDDI_BUFFER_COLOUR | PDDI_BUFFER_DEPTH;
+ init.enableSnapshot = false;
+
+ //
+ // These values only take effect in fullscreen mode. In windowed mode, the
+ // dimensions of the window define the rendering area. We'll define them
+ // anyway for completeness sake.
+ //
+ TranslateResolution( mResolution, init.xsize, init.ysize );
+
+ //
+ // Depth of the rendering buffer. Again, this value only works in
+ // fullscreen mode. In window mode, the depth of the desktop is used.
+ // This value should be either 16 or 32.
+ //
+ init.bpp = mbpp;
+
+ init.lockToVsync = false;
+
+ if( mpContext == NULL )
+ {
+ // Create the context
+ mpContext = mpPlatform->CreateContext( &init );
+ rAssert( mpContext != NULL );
+
+ //
+ // Assign this context to the platform.
+ //
+ mpPlatform->SetActiveContext( mpContext );
+ p3d::pddi->EnableZBuffer( true );
+ }
+ else
+ {
+ // Update the display settings.
+ mpContext->GetDisplay()->InitDisplay( &init );
+ }
+}
+
+//==============================================================================
+// Win32Platform::TranslateResolution
+//==============================================================================
+// Description: translates resolution enums to x and y
+//
+// Parameters: resolution - the res enum
+// x - corresponding width
+// y - corresponding height
+//
+// Return: N/A.
+//
+//==============================================================================
+
+void Win32Platform::TranslateResolution( Resolution res, int&x, int&y )
+{
+ switch( res )
+ {
+ case Res_640x480:
+ {
+ x = 640;
+ y = 480;
+ break;
+ }
+ case Res_800x600:
+ {
+ x = 800;
+ y = 600;
+ break;
+ }
+ case Res_1024x768:
+ {
+ x = 1024;
+ y = 768;
+ break;
+ }
+ case Res_1152x864:
+ {
+ x = 1152;
+ y = 864;
+ break;
+ }
+ case Res_1280x1024:
+ {
+ x = 1280;
+ y = 1024;
+ break;
+ }
+ case Res_1600x1200:
+ {
+ x = 1600;
+ y = 1200;
+ break;
+ }
+ default:
+ {
+ rAssert( false );
+ }
+ }
+}
+
+//==============================================================================
+// Win32Platform::IsResolutionSupported
+//==============================================================================
+// Description: Determines if a resolution is supported on this pc
+//
+// Parameters: resolution - the res enum
+//
+// Return: true if supported.
+//
+//==============================================================================
+
+bool Win32Platform::IsResolutionSupported( Resolution res, int bpp ) const
+{
+ int x,y;
+
+ TranslateResolution( res, x, y );
+
+ // Get the display info for the device
+ pddiDisplayInfo* displays = NULL;
+ int num_adapters = mpContext->GetDevice()->GetDisplayInfo( &displays );
+ rAssert( num_adapters > 0 );
+
+ // Go through the supported modes and see if we can do it.
+ // Ignore the refresh rate - directx uses default.
+ for( int i = 0; i < displays[0].nDisplayModes; i++ )
+ {
+ if( displays[0].modeInfo[i].width == x &&
+ displays[0].modeInfo[i].height == y &&
+ displays[0].modeInfo[i].bpp == bpp )
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+//==============================================================================
+// Win32Platform::TrackMouseEvent
+//==============================================================================
+// Description: Determines if a resolution is supported on this pc
+//
+// Parameters: pMouseEventTracker - the tracker
+//
+// Return: true if succeeded in creating a timer.
+//
+//==============================================================================
+BOOL Win32Platform::TrackMouseEvent( MOUSETRACKER* pMouseEventTracker )
+{
+ if ( !pMouseEventTracker || pMouseEventTracker->cbSize < sizeof(MOUSETRACKER) )
+ return false;
+
+ if( !IsWindow( pMouseEventTracker->hwndTrack ) )
+ return false;
+
+ if( !(pMouseEventTracker->dwFlags & TIMER_LEAVE) )
+ return false;
+
+ return SetTimer( pMouseEventTracker->hwndTrack,
+ pMouseEventTracker->dwFlags,
+ 100, (TIMERPROC)TrackMouseTimerProc );
+}
+
+//=============================================================================
+// Win32Platform::ResizeWindow
+//=============================================================================
+// Description: Resizes the app's window based on the current resolution.
+//
+// Parameters: n/a
+//
+// Returns: n/a
+//
+// Notes:
+//=============================================================================
+
+void Win32Platform::ResizeWindow()
+{
+ // If fullscreen, no need to change the window size.
+ if( mFullscreen )
+ {
+ return;
+ }
+
+ int x,y,cx,cy;
+ RECT clientRect;
+
+ TranslateResolution( mResolution, cx, cy );
+
+ if( cx < mScreenWidth ) // if the window fits on the desktop
+ {
+ x = ( mScreenWidth - cx ) / 2;
+ y = ( mScreenHeight - cy ) / 2;
+
+ // Adjust the rectangle for the title bar and borders
+ clientRect.left = x;
+ clientRect.top = y;
+ clientRect.right = x+cx;
+ clientRect.bottom = y+cy;
+
+ AdjustWindowRect(&clientRect,WndStyle,FALSE);
+ }
+ else // if the window is bigger than the client area
+ {
+ clientRect.left = 0;
+ clientRect.top = 0;
+ clientRect.right = cx;
+ clientRect.bottom = cy;
+ }
+
+ SetWindowPos( mhWnd,
+ HWND_TOP,
+ clientRect.left,
+ clientRect.top,
+ clientRect.right-clientRect.left,
+ clientRect.bottom-clientRect.top,
+ 0 );
+ ShowWindow( mhWnd, SW_SHOW );
+}
+
+//=============================================================================
+// Win32Platform::ShowTheCursor
+//=============================================================================
+// Description: Shows or hides the cursor. Wrapper for the windows ShowCursor
+// function, except it doesn't keep a counter for the number of
+// shows/hides.
+//
+// Parameters: show - show cursor
+//
+// Returns: n/a
+//
+// Notes:
+//=============================================================================
+
+void Win32Platform::ShowTheCursor( bool show )
+{
+ if( mShowCursor != show )
+ {
+ mShowCursor = show;
+ ShowCursor( mShowCursor );
+ }
+}
+
+//=============================================================================
+// GetMessageName
+//=============================================================================
+// Description: Prints the name of windows messages.
+//
+// Parameters: message - message id
+//
+// Returns: string name
+//
+// Notes:
+//=============================================================================
+
+#if defined( PRINT_WINMESSAGES ) && defined( RAD_DEBUG )
+static const char* GetMessageName( UINT message )
+{
+ switch ( message )
+ {
+ case 0x0000: return "WM_NULL";
+ case 0x0001: return "WM_CREATE";
+ case 0x0002: return "WM_DESTROY";
+ case 0x0003: return "WM_MOVE";
+ case 0x0005: return "WM_SIZE";
+ case 0x0006: return "WM_ACTIVATE";
+ case 0x0007: return "WM_SETFOCUS";
+ case 0x0008: return "WM_KILLFOCUS";
+ case 0x000A: return "WM_ENABLE";
+ case 0x000B: return "WM_SETREDRAW";
+ case 0x000C: return "WM_SETTEXT";
+ case 0x000D: return "WM_GETTEXT";
+ case 0x000E: return "WM_GETTEXTLENGTH";
+ case 0x000F: return "WM_PAINT";
+ case 0x0010: return "WM_CLOSE";
+ case 0x0011: return "WM_QUERYENDSESSION";
+ case 0x0013: return "WM_QUERYOPEN";
+ case 0x0016: return "WM_ENDSESSION";
+ case 0x0012: return "WM_QUIT";
+ case 0x0014: return "WM_ERASEBKGND";
+ case 0x0015: return "WM_SYSCOLORCHANGE";
+ case 0x0018: return "WM_SHOWWINDOW";
+ case 0x001A: return "WM_WININICHANGE";
+ case 0x001B: return "WM_DEVMODECHANGE";
+ case 0x001C: return "WM_ACTIVATEAPP";
+ case 0x001D: return "WM_FONTCHANGE";
+ case 0x001E: return "WM_TIMECHANGE";
+ case 0x001F: return "WM_CANCELMODE";
+ case 0x0020: return "WM_SETCURSOR";
+ case 0x0021: return "WM_MOUSEACTIVATE";
+ case 0x0022: return "WM_CHILDACTIVATE";
+ case 0x0023: return "WM_QUEUESYNC";
+ case 0x0024: return "WM_GETMINMAXINFO";
+ case 0x0026: return "WM_PAINTICON";
+ case 0x0027: return "WM_ICONERASEBKGND";
+ case 0x0028: return "WM_NEXTDLGCTL";
+ case 0x002A: return "WM_SPOOLERSTATUS";
+ case 0x002B: return "WM_DRAWITEM";
+ case 0x002C: return "WM_MEASUREITEM";
+ case 0x002D: return "WM_DELETEITEM";
+ case 0x002E: return "WM_VKEYTOITEM";
+ case 0x002F: return "WM_CHARTOITEM";
+ case 0x0030: return "WM_SETFONT";
+ case 0x0031: return "WM_GETFONT";
+ case 0x0032: return "WM_SETHOTKEY";
+ case 0x0033: return "WM_GETHOTKEY";
+ case 0x0037: return "WM_QUERYDRAGICON";
+ case 0x0039: return "WM_COMPAREITEM";
+ case 0x0041: return "WM_COMPACTING";
+ case 0x0044: return "WM_COMMNOTIFY";
+ case 0x0046: return "WM_WINDOWPOSCHANGING";
+ case 0x0047: return "WM_WINDOWPOSCHANGED";
+ case 0x0048: return "WM_POWER";
+ case 0x004A: return "WM_COPYDATA";
+ case 0x004B: return "WM_CANCELJOURNAL";
+ case 0x004E: return "WM_NOTIFY";
+ case 0x0050: return "WM_INPUTLANGCHANGEREQUEST";
+ case 0x0051: return "WM_INPUTLANGCHANGE";
+ case 0x0052: return "WM_TCARD";
+ case 0x0053: return "WM_HELP";
+ case 0x0054: return "WM_USERCHANGED";
+ case 0x0055: return "WM_NOTIFYFORMAT";
+ case 0x007B: return "WM_CONTEXTMENU";
+ case 0x007C: return "WM_STYLECHANGING";
+ case 0x007D: return "WM_STYLECHANGED";
+ case 0x007E: return "WM_DISPLAYCHANGE";
+ case 0x007F: return "WM_GETICON";
+ case 0x0080: return "WM_SETICON";
+ case 0x0081: return "WM_NCCREATE";
+ case 0x0082: return "WM_NCDESTROY";
+ case 0x0083: return "WM_NCCALCSIZE";
+ case 0x0084: return "WM_NCHITTEST";
+ case 0x0085: return "WM_NCPAINT";
+ case 0x0086: return "WM_NCACTIVATE";
+ case 0x0087: return "WM_GETDLGCODE";
+ case 0x0088: return "WM_SYNCPAINT";
+ case 0x00A0: return "WM_NCMOUSEMOVE";
+ case 0x00A1: return "WM_NCLBUTTONDOWN";
+ case 0x00A2: return "WM_NCLBUTTONUP";
+ case 0x00A3: return "WM_NCLBUTTONDBLCLK";
+ case 0x00A4: return "WM_NCRBUTTONDOWN";
+ case 0x00A5: return "WM_NCRBUTTONUP";
+ case 0x00A6: return "WM_NCRBUTTONDBLCLK";
+ case 0x00A7: return "WM_NCMBUTTONDOWN";
+ case 0x00A8: return "WM_NCMBUTTONUP";
+ case 0x00A9: return "WM_NCMBUTTONDBLCLK";
+ case 0x00AB: return "WM_NCXBUTTONDOWN";
+ case 0x00AC: return "WM_NCXBUTTONUP";
+ case 0x00AD: return "WM_NCXBUTTONDBLCLK";
+ case 0x00FF: return "WM_INPUT";
+ case 0x0100: return "WM_KEYDOWN";
+ case 0x0101: return "WM_KEYUP";
+ case 0x0102: return "WM_CHAR";
+ case 0x0103: return "WM_DEADCHAR";
+ case 0x0104: return "WM_SYSKEYDOWN";
+ case 0x0105: return "WM_SYSKEYUP";
+ case 0x0106: return "WM_SYSCHAR";
+ case 0x0107: return "WM_SYSDEADCHAR";
+ case 0x0109: return "WM_KEYLAST";
+ case 0xFFFF: return "UNICODE_NOCHAR";
+ case 0x0108: return "WM_KEYLAST";
+ case 0x010D: return "WM_IME_STARTCOMPOSITION";
+ case 0x010E: return "WM_IME_ENDCOMPOSITION";
+ case 0x010F: return "WM_IME_KEYLAST";
+ case 0x0110: return "WM_INITDIALOG";
+ case 0x0111: return "WM_COMMAND";
+ case 0x0112: return "WM_SYSCOMMAND";
+ case 0x0113: return "WM_TIMER";
+ case 0x0114: return "WM_HSCROLL";
+ case 0x0115: return "WM_VSCROLL";
+ case 0x0116: return "WM_INITMENU";
+ case 0x0117: return "WM_INITMENUPOPUP";
+ case 0x011F: return "WM_MENUSELECT";
+ case 0x0120: return "WM_MENUCHAR";
+ case 0x0121: return "WM_ENTERIDLE";
+ case 0x0122: return "WM_MENURBUTTONUP";
+ case 0x0123: return "WM_MENUDRAG";
+ case 0x0124: return "WM_MENUGETOBJECT";
+ case 0x0125: return "WM_UNINITMENUPOPUP";
+ case 0x0126: return "WM_MENUCOMMAND";
+ case 0x0127: return "WM_CHANGEUISTATE";
+ case 0x0128: return "WM_UPDATEUISTATE";
+ case 0x0129: return "WM_QUERYUISTATE";
+ case 0x0132: return "WM_CTLCOLORMSGBOX";
+ case 0x0133: return "WM_CTLCOLOREDIT";
+ case 0x0134: return "WM_CTLCOLORLISTBOX";
+ case 0x0135: return "WM_CTLCOLORBTN";
+ case 0x0136: return "WM_CTLCOLORDLG";
+ case 0x0137: return "WM_CTLCOLORSCROLLBAR";
+ case 0x0138: return "WM_CTLCOLORSTATIC";
+ case 0x0200: return "WM_MOUSEMOVE";
+ case 0x0201: return "WM_LBUTTONDOWN";
+ case 0x0202: return "WM_LBUTTONUP";
+ case 0x0203: return "WM_LBUTTONDBLCLK";
+ case 0x0204: return "WM_RBUTTONDOWN";
+ case 0x0205: return "WM_RBUTTONUP";
+ case 0x0206: return "WM_RBUTTONDBLCLK";
+ case 0x0207: return "WM_MBUTTONDOWN";
+ case 0x0208: return "WM_MBUTTONUP";
+ case 0x0209: return "WM_MBUTTONDBLCLK";
+ case 0x020A: return "WM_MOUSEWHEEL";
+ case 0x020B: return "WM_XBUTTONDOWN";
+ case 0x020C: return "WM_XBUTTONUP";
+ case 0x020D: return "WM_MOUSELAST";
+ case 0x0210: return "WM_PARENTNOTIFY";
+ case 0x0211: return "WM_ENTERMENULOOP";
+ case 0x0212: return "WM_EXITMENULOOP";
+ case 0x0213: return "WM_NEXTMENU";
+ case 0x0214: return "WM_SIZING";
+ case 0x0215: return "WM_CAPTURECHANGED";
+ case 0x0216: return "WM_MOVING";
+ case 0x0218: return "WM_POWERBROADCAST";
+ case 0x0219: return "WM_DEVICECHANGE";
+ case 0x0220: return "WM_MDICREATE";
+ case 0x0221: return "WM_MDIDESTROY";
+ case 0x0222: return "WM_MDIACTIVATE";
+ case 0x0223: return "WM_MDIRESTORE";
+ case 0x0224: return "WM_MDINEXT";
+ case 0x0225: return "WM_MDIMAXIMIZE";
+ case 0x0226: return "WM_MDITILE";
+ case 0x0227: return "WM_MDICASCADE";
+ case 0x0228: return "WM_MDIICONARRANGE";
+ case 0x0229: return "WM_MDIGETACTIVE";
+ case 0x0230: return "WM_MDISETMENU";
+ case 0x0231: return "WM_ENTERSIZEMOVE";
+ case 0x0232: return "WM_EXITSIZEMOVE";
+ case 0x0233: return "WM_DROPFILES";
+ case 0x0234: return "WM_MDIREFRESHMENU";
+ case 0x0281: return "WM_IME_SETCONTEXT";
+ case 0x0282: return "WM_IME_NOTIFY";
+ case 0x0283: return "WM_IME_CONTROL";
+ case 0x0284: return "WM_IME_COMPOSITIONFULL";
+ case 0x0285: return "WM_IME_SELECT";
+ case 0x0286: return "WM_IME_CHAR";
+ case 0x0288: return "WM_IME_REQUEST";
+ case 0x0290: return "WM_IME_KEYDOWN";
+ case 0x0291: return "WM_IME_KEYUP";
+ case 0x02A1: return "WM_MOUSEHOVER";
+ case 0x02A3: return "WM_MOUSELEAVE";
+ case 0x02A0: return "WM_NCMOUSEHOVER";
+ case 0x02A2: return "WM_NCMOUSELEAVE";
+ case 0x02B1: return "WM_WTSSESSION_CHANGE";
+ case 0x02c0: return "WM_TABLET_FIRST";
+ case 0x02df: return "WM_TABLET_LAST";
+ case 0x0300: return "WM_CUT";
+ case 0x0301: return "WM_COPY";
+ case 0x0302: return "WM_PASTE";
+ case 0x0303: return "WM_CLEAR";
+ case 0x0304: return "WM_UNDO";
+ case 0x0305: return "WM_RENDERFORMAT";
+ case 0x0306: return "WM_RENDERALLFORMATS";
+ case 0x0307: return "WM_DESTROYCLIPBOARD";
+ case 0x0308: return "WM_DRAWCLIPBOARD";
+ case 0x0309: return "WM_PAINTCLIPBOARD";
+ case 0x030A: return "WM_VSCROLLCLIPBOARD";
+ case 0x030B: return "WM_SIZECLIPBOARD";
+ case 0x030C: return "WM_ASKCBFORMATNAME";
+ case 0x030D: return "WM_CHANGECBCHAIN";
+ case 0x030E: return "WM_HSCROLLCLIPBOARD";
+ case 0x030F: return "WM_QUERYNEWPALETTE";
+ case 0x0310: return "WM_PALETTEISCHANGING";
+ case 0x0311: return "WM_PALETTECHANGED";
+ case 0x0312: return "WM_HOTKEY";
+ case 0x0317: return "WM_PRINT";
+ case 0x0318: return "WM_PRINTCLIENT";
+ case 0x0319: return "WM_APPCOMMAND";
+ case 0x031A: return "WM_THEMECHANGED";
+ case 0x0358: return "WM_HANDHELDFIRST";
+ case 0x035F: return "WM_HANDHELDLAST";
+ case 0x0360: return "WM_AFXFIRST";
+ case 0x0380: return "WM_PENWINFIRST";
+ case 0x038F: return "WM_PENWINLAST";
+ case 0x8000: return "WM_APP";
+ default: return "UNKNOWN MESSAGE";
+ }
+}
+#endif
+
+void Win32Platform::TrackMouseTimerProc( HWND hWnd, UINT uMsg, UINT idEvent, DWORD dwTime )
+{
+ RECT clientRect;
+ POINT point;
+
+ GetClientRect( hWnd, &clientRect );
+ MapWindowPoints( hWnd, NULL, (LPPOINT)&clientRect, 2 );
+ GetCursorPos( &point );
+ if( !PtInRect( &clientRect, point ) || (WindowFromPoint(point) != hWnd ) )
+ {
+ if( !KillTimer( hWnd, idEvent ) )
+ {
+ rDebugPrintf( "Couldn't kill the timer" );
+ }
+
+ PostMessage( hWnd, WM_MOUSELEAVE, 0, 0 );
+ }
+ else
+ {
+ GetInputManager()->GetFEMouse()->getCursor()->SetVisible( true );
+ }
+}
+
+//=============================================================================
+// Win32Platform::WndProc
+//=============================================================================
+// Description: The windows os messaging callback for the game.
+// Routes messages to pure3d.
+//
+// Parameters: hwnd - handle for window
+// message - message ID
+// wParam - word parameter
+// lParam - long parameter
+//
+// Returns: windows result
+//
+// Notes:
+//=============================================================================
+
+LRESULT Win32Platform::WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
+{
+#if defined( PRINT_WINMESSAGES ) && defined( RAD_DEBUG )
+ rDebugPrintf( "Windows Message: 0x%08x (%s) [0x%08x, 0x%08x]\n", message, GetMessageName(message), wParam, lParam );
+#endif
+ MOUSETRACKER mouseEventTracker;
+ static bool bMouseInWindow; // A flag to poll if you want to check if the mouse is in the clientwindow.
+
+ //
+ // Under Win32, Pure3D needs to get a crack at the Windows messages so
+ // it can detect window moving, resizing, and activation.
+ //
+ p3d::platform->ProcessWindowsMessage(hwnd, message, wParam, lParam);
+
+ switch(message)
+ {
+ case WM_ACTIVATEAPP:
+ {
+ InputManager* pInputManager = GetInputManager();
+
+ if( spInstance != NULL && spInstance->mpContext != NULL )
+ {
+ if( wParam ) // Window is being shown (in focus)
+ {
+ RenderFlow* rf = GetRenderFlow();
+
+ rf->SetGamma( rf->GetGamma() );
+ if( pInputManager )
+ {
+ //GetInputManager()->SetRumbleForDevice(0, true);
+ //rDebugPrintf("Force Effects Started!!! \n");
+ }
+ }
+ else // Window is being hidden (not in focus)
+ {
+ SetDeviceGammaRamp( GetDC( GetDesktopWindow( ) ), DesktopGammaRamp );
+ if( pInputManager )
+ {
+ //GetInputManager()->SetRumbleForDevice(0, false);
+ //rDebugPrintf("Force Effects Stopped!!! \n");
+ }
+ }
+
+ if( GetInputManager() != NULL )
+ {
+ GetInputManager()->GetFEMouse()->SetInGameOverride( !wParam );
+ }
+ }
+
+ break;
+ }
+
+ case WM_SYSKEYDOWN:
+ case WM_SYSKEYUP:
+ {
+ //Ignore Alt and F10 keys.
+ switch(wParam)
+ {
+ case VK_MENU:
+ return 0;
+ case VK_F10:
+ return 0;
+ default: break;
+ }
+ }
+ case WM_SHOWWINDOW:
+ {
+ break;
+ }
+
+ case WM_CREATE:
+ {
+ GetDeviceGammaRamp( GetDC( GetDesktopWindow( ) ), DesktopGammaRamp );
+ bMouseInWindow = false;
+ break;
+ }
+
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ break;
+ case WM_MOUSELEAVE:
+ bMouseInWindow = false;
+ GetInputManager()->GetFEMouse()->getCursor()->SetVisible( false );
+ break;
+
+ case WM_NCMOUSEMOVE:
+ {
+ POINT pPoint;
+ GetCursorPos( &pPoint );
+
+ // Convert the absolute screen coordinates from windows to client window absolute coordinates.
+ ScreenToClient( hwnd, &pPoint );
+
+ RECT clientRect;
+ GetClientRect( hwnd, &clientRect );
+
+ GetInputManager()->GetFEMouse()->Move( pPoint.x, pPoint.y, clientRect.right, clientRect.bottom );
+
+ ShowTheCursor( true );
+ break;
+ }
+ case WM_MOUSEMOVE:
+ {
+ POINT pPoint;
+ pPoint.x = LOWORD(lParam);
+ pPoint.y = HIWORD(lParam);
+
+ // For some reason beyond my comprehension WM_MOUSEMOVE seems to be getting called regardless if the
+ // mouse moved or not. So let the FEMouse determine if we moved.
+ FEMouse* pFEMouse = GetInputManager()->GetFEMouse();
+ if( pFEMouse->DidWeMove( pPoint.x, pPoint.y ) )
+ {
+ RECT clientRect;
+ GetClientRect( hwnd, &clientRect );
+ pFEMouse->Move( pPoint.x, pPoint.y, clientRect.right, clientRect.bottom );
+ }
+
+ ShowTheCursor( false );
+
+ if( !bMouseInWindow )
+ {
+ bMouseInWindow = true;
+ mouseEventTracker.cbSize = sizeof(MOUSETRACKER);
+ mouseEventTracker.dwFlags = TIMER_LEAVE;
+ mouseEventTracker.hwndTrack = hwnd;
+ if( !TrackMouseEvent( &mouseEventTracker ) )
+ {
+ rDebugPrintf( "TrackMouseEvent Failed" );
+ }
+ }
+
+ break;
+ }
+
+ case WM_LBUTTONDOWN:
+ {
+ GetInputManager()->GetFEMouse()->ButtonDown( BUTTON_LEFT );
+ // rDebugPrintf("LEFT MOUSE BUTTON PRESSED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! \n");
+ break;
+ }
+ case WM_LBUTTONUP:
+ {
+ GetInputManager()->GetFEMouse()->ButtonUp( BUTTON_LEFT );
+ break;
+ }
+ case WM_SYSCOMMAND:
+ {
+ switch (wParam)
+ {
+ case SC_SCREENSAVE: // Screensaver Trying To Start?
+ case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
+ return 0;
+ }
+ break;
+ }
+
+ // PDDI will sent this message to enable or disable rendering in response to an
+ // application level window event. For example, if the user clicks away from
+ // the rendering window, or uses ALT-TAB to select another application, PDDI
+ // will tell sent a WM_PDDI_DRAW_ENABLE(0) message. When the application
+ // regains focus, WM_PDDI_DRAW_ENABLE(1) will be sent.
+ case WM_PDDI_DRAW_ENABLE:
+ //GetApplication()->EnableRendering(wParam == 1);
+ break;
+
+ case WM_CHAR:
+ {
+ break;
+ }
+ default:
+ break;
+ }
+
+ return DefWindowProc(hwnd, message, wParam, lParam);
+}
+
diff --git a/game/code/main/win32platform.h b/game/code/main/win32platform.h
new file mode 100644
index 0000000..9be1e57
--- /dev/null
+++ b/game/code/main/win32platform.h
@@ -0,0 +1,176 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: Win32Platform
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+#ifndef WIN32PLATFORM_H
+#define WIN32PLATFORM_H
+
+//========================================
+// System Includes
+//========================================
+
+#include <windows.h>
+
+//========================================
+// Nested Includes
+//========================================
+#include "platform.h" // base class
+#include <data/config/gameconfig.h> // interface
+
+//========================================
+// Forward References
+//========================================
+struct IRadMemoryHeap;
+class tPlatform;
+class tContext;
+
+
+struct MOUSETRACKER
+{
+ DWORD cbSize;
+ DWORD dwFlags;
+ HWND hwndTrack;
+};
+
+//=============================================================================
+//
+// Synopsis: Provides abstraction for setting up and closing a win32 exe.
+//
+//=============================================================================
+class Win32Platform : public Platform, public GameConfigHandler
+{
+public:
+
+ enum Resolution
+ {
+ Res_640x480 = 0,
+ Res_800x600,
+ Res_1024x768,
+ Res_1152x864,
+ Res_1280x1024,
+ Res_1600x1200
+ };
+
+public:
+
+ // Static Methods for accessing this singleton.
+ static Win32Platform* CreateInstance( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow );
+ static Win32Platform* GetInstance();
+ static void DestroyInstance();
+
+ // Had to workaround our nice clean design cause FTech must be init'ed
+ // before anything else is done.
+ static bool InitializeWindow( HINSTANCE hInstance );
+ static void InitializeFoundation();
+ static void InitializeMemory();
+ static void ShutdownMemory();
+
+ // Implement Platform interface.
+ virtual void InitializePlatform();
+ virtual void ShutdownPlatform();
+
+ virtual void LaunchDashboard();
+ virtual void ResetMachine();
+
+ virtual void DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ virtual void DisplaySplashScreen( const char* textureName,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ virtual bool OnDriveError( radFileError error, const char* pDriveName, void* pUserData );
+ virtual void OnControllerError(const char *msg);
+
+ HWND GetHwnd() const { return mhWnd; }
+
+ // Set the resolution of the display, or increase the size of the window.
+ // Returns true if the change was successful, false if resolution is not supported.
+ bool SetResolution( Resolution res, int bpp, bool fullscreen );
+
+ Resolution GetResolution() const;
+ int GetBPP() const;
+ bool IsFullscreen() const;
+
+ // Implementation of the GameConfigHandler interface
+ virtual const char* GetConfigName() const;
+ virtual int GetNumProperties() const;
+ virtual void LoadDefaults();
+ virtual void LoadConfig( ConfigString& config );
+ virtual void SaveConfig( ConfigString& config );
+
+private:
+
+ // Constructors, Destructors, and Operators
+ Win32Platform( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow );
+ virtual ~Win32Platform();
+
+ // Unused Constructors, Destructors, and Operators
+ Win32Platform( const Win32Platform& aPlatform );
+ Win32Platform& operator=( const Win32Platform& aPlatform );
+
+ // Methods from Platform
+ virtual void InitializeFoundationDrive();
+ virtual void ShutdownFoundation();
+
+ virtual void InitializePure3D();
+ virtual void ShutdownPure3D();
+
+ // Initializes the d3d context
+ void InitializeContext();
+
+ // Resolution related methods
+ static void TranslateResolution( Resolution res, int&x, int&y );
+ bool IsResolutionSupported( Resolution res, int bpp ) const;
+
+ // Mouse tracking method
+ static TrackMouseEvent( MOUSETRACKER* pMouseEventTracker );
+ static void CALLBACK TrackMouseTimerProc( HWND hWnd, UINT uMsg, UINT idEvent,DWORD dwTime );
+
+ // Windows methods.
+ void ResizeWindow();
+ static void ShowTheCursor( bool show );
+ static LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam );
+
+private:
+
+ // Pointer to the one and only instance of this singleton.
+ static Win32Platform* spInstance;
+
+ // Private Attributes
+ // Had to make these static because of the initialization order problem.
+ static HINSTANCE mhInstance;
+ static HWND mhWnd;
+ static HANDLE mhMutex;
+ static bool mShowCursor;
+
+ // Pure 3D attributes
+ tPlatform* mpPlatform;
+ tContext* mpContext;
+
+ // window properties.
+ Resolution mResolution;
+ int mbpp;
+ bool mFullscreen;
+ int mScreenWidth;
+ int mScreenHeight;
+};
+
+#endif // WIN32PLATFORM_H
diff --git a/game/code/main/xboxmain.cpp b/game/code/main/xboxmain.cpp
new file mode 100644
index 0000000..fca821a
--- /dev/null
+++ b/game/code/main/xboxmain.cpp
@@ -0,0 +1,236 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: xboxmain.cpp
+//
+// Description: This file contains the main enrty point to the game.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+// Standard Library
+#include <string.h>
+// Foundation Tech
+#include <raddebug.hpp>
+#include <radobject.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <main/game.h>
+#include <main/xboxplatform.h>
+#include <main/singletons.h>
+#include <main/commandlineoptions.h>
+#include <memory/memoryutilities.h>
+#include <memory/srrmemory.h>
+
+//========================================
+// Forward Declarations
+//========================================
+static void ProcessCommandLineArguments();
+
+static void ProcessCommandLineArgumentsFromFile();
+
+
+//=============================================================================
+// Function: main
+//=============================================================================
+//
+// Description: Main entry point.
+//
+// Parameters: None.
+//
+// Returns: None.
+//
+//=============================================================================
+void main()
+{
+ //
+ // Pick out and store command line settings.
+ //
+ CommandLineOptions::InitDefaults();
+ ProcessCommandLineArguments();
+
+ //
+ // Have to get FTech setup first so that we can use all the memory services.
+ //
+ XboxPlatform::InitializeFoundation();
+
+ srand (Game::GetRandomSeed ());
+
+
+ // Now disable the default heap
+ //
+#ifndef RAD_RELEASE
+ tName::SetAllocator (GMA_DEBUG);
+
+ //g_HeapActivityTracker.EnableHeapAllocs (GMA_DEFAULT, false);
+ //g_HeapActivityTracker.EnableHeapFrees (GMA_DEFAULT, false);
+#endif
+
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //Process any commandline options from the command.txt file
+ ProcessCommandLineArgumentsFromFile();
+
+
+ //
+ // Instantiate all the singletons before doing anything else.
+ //
+ CreateSingletons();
+
+ //
+ // Construct the platform object.
+ //
+ XboxPlatform* pPlatform = XboxPlatform::CreateInstance();
+ rAssert( pPlatform != NULL );
+
+ //
+ // Create the game object.
+ //
+ Game* pGame = Game::CreateInstance( pPlatform );
+ rAssert( pGame != NULL );
+
+
+ //
+ // Initialize the game.
+ //
+ pGame->Initialize();
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+
+ //
+ // Run it! Control will not return from here until the game is stopped.
+ //
+ pGame->Run();
+
+ //
+ // Terminate the game (this frees all resources allocated by the game).
+ //
+ pGame->Terminate();
+
+ //
+ // Destroy the game object.
+ //
+ Game::DestroyInstance();
+
+ //
+ // Destroy the game and platform (do it in this order in case the game's
+ // destructor references the platform.
+ //
+ XboxPlatform::DestroyInstance();
+
+ //
+ // Show some debug output
+ //
+#ifdef RAD_DEBUG
+ radObject::DumpObjects();
+#endif;
+
+ //
+ // Dump all the singletons.
+ //
+ DestroySingletons();
+}
+
+
+//=============================================================================
+// Function: ProcessCommandLineArguments
+//=============================================================================
+//
+// Description: Pick out the command line options and store them.
+//
+// Parameters: None.
+//
+// Returns: None.
+//
+//=============================================================================
+void ProcessCommandLineArguments()
+{
+ //
+ // None of this gets into the shipping code.
+ //
+#ifndef FINAL
+
+ DWORD dwLaunchMethod;
+ LAUNCH_DATA launchData;
+
+ XGetLaunchInfo( &dwLaunchMethod, &launchData );
+
+ if( LDT_FROM_DEBUGGER_CMDLINE == dwLaunchMethod )
+ {
+ LD_FROM_DEBUGGER_CMDLINE* pCmdLine = (LD_FROM_DEBUGGER_CMDLINE*)&launchData;
+
+ char* argument;
+ argument = strtok( pCmdLine->szCmdLine, " " );
+
+ rDebugPrintf( "*************************************************************************\n" );
+ rDebugPrintf( "Command Line Args:\n" );
+
+ //
+ // Pick out all the command line options and store them in GameDB.
+ // Also dump them to the output for handy dandy viewing.
+ //
+ int i = 0;
+ while( NULL != argument )
+ {
+ rDebugPrintf( "arg%d: %s\n", i++, argument );
+
+ CommandLineOptions::HandleOption( argument );
+
+ argument = strtok( NULL, " " );
+ }
+
+ if( !CommandLineOptions::Get( CLO_ART_STATS ) )
+ {
+ //CommandLineOptions::HandleOption( "noheaps" );
+ }
+
+
+
+
+
+ rDebugPrintf( "*************************************************************************\n" );
+ }
+
+#endif // FINAL
+}
+
+
+
+void ProcessCommandLineArgumentsFromFile()
+{
+#ifndef FINAL
+
+ //Chuck: looking for additional command line args being passed in from a file
+ //its for QA testing etc.
+
+ IRadFile* pfile =NULL;
+
+ ::radFileOpenSync(&pfile,"command.txt", false, OpenExisting );
+
+ if (pfile != NULL)
+ {
+ char commandlinestring [256];
+ memset( commandlinestring, 0, sizeof( commandlinestring ) );
+
+ unsigned int fileSize = 0;
+ pfile->GetSizeSync( &fileSize );
+ pfile->ReadSync(commandlinestring, fileSize);
+
+ //QA created the command line file and wants to pass additional arguements
+
+ char* argument = strtok(commandlinestring," ");
+ while (argument != NULL)
+ {
+ CommandLineOptions::HandleOption(argument);
+ argument=strtok(NULL," ");
+ }
+ pfile->Release();
+ }
+#endif //FINAL
+} //end of Function
diff --git a/game/code/main/xboxplatform.cpp b/game/code/main/xboxplatform.cpp
new file mode 100644
index 0000000..e71c7d0
--- /dev/null
+++ b/game/code/main/xboxplatform.cpp
@@ -0,0 +1,1315 @@
+//===========================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: XboxPlatform
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//===========================================================================
+
+//========================================
+// System Includes
+//========================================
+// Standard Lib
+#include <stdlib.h>
+#include <string.h>
+// Pure 3D
+#include <p3d/anim/compositedrawable.hpp>
+#include <p3d/anim/expression.hpp>
+#include <p3d/anim/multicontroller.hpp>
+#include <p3d/anim/polyskin.hpp>
+#include <p3d/anim/sequencer.hpp>
+#include <p3d/anim/skeleton.hpp>
+#include <p3d/camera.hpp>
+#include <p3d/gameattr.hpp>
+#include <p3d/image.hpp>
+#include <p3d/imagefont.hpp>
+#include <p3d/light.hpp>
+#include <p3d/locator.hpp>
+#include <p3d/platform.hpp>
+#include <p3d/scenegraph/scenegraph.hpp>
+#include <p3d/sprite.hpp>
+#include <p3d/utility.hpp>
+#include <p3d/texture.hpp>
+#include <p3d/file.hpp>
+#include <p3d/shader.hpp>
+#include <p3d/matrixstack.hpp>
+#include <p3d/memory.hpp>
+#include <p3d/bmp.hpp>
+#include <p3d/png.hpp>
+#include <p3d/targa.hpp>
+#include <p3d/font.hpp>
+#include <p3d/texturefont.hpp>
+#include <p3d/unicode.hpp>
+// Pure 3D: Loader-specific
+#include <render/Loaders/GeometryWrappedLoader.h>
+#include <render/Loaders/StaticEntityLoader.h>
+#include <render/Loaders/StaticPhysLoader.h>
+#include <render/Loaders/TreeDSGLoader.h>
+#include <render/Loaders/FenceLoader.h>
+#include <render/Loaders/IntersectLoader.h>
+#include <render/Loaders/AnimCollLoader.h>
+#include <render/Loaders/AnimDSGLoader.h>
+#include <render/Loaders/DynaPhysLoader.h>
+#include <render/Loaders/InstStatPhysLoader.h>
+#include <render/Loaders/InstStatEntityLoader.h>
+#include <render/Loaders/WorldSphereLoader.h>
+#include <loading/roaddatasegmentloader.h>
+#include <render/Loaders/BillboardWrappedLoader.h>
+#include <render/Loaders/instparticlesystemloader.h>
+#include <render/Loaders/breakableobjectloader.h>
+#include <render/Loaders/AnimDynaPhysLoader.h>
+#include <render/Loaders/lensflareloader.h>
+#include <p3d/shadow.hpp>
+#include <p3d/anim/animatedobject.hpp>
+#include <p3d/effects/particleloader.hpp>
+#include <p3d/effects/opticloader.hpp>
+#include <p3d/anim/vertexanimkey.hpp>
+#include <stateprop/statepropdata.hpp>
+
+// Foundation Tech
+#include <raddebug.hpp>
+#include <radthread.hpp>
+#include <radplatform.hpp>
+#include <radtime.hpp>
+#include <radmemorymonitor.hpp>
+#include <raddebugcommunication.hpp>
+#include <raddebugwatch.hpp>
+#include <radfile.hpp>
+#include <radmovie2.hpp>
+
+//This is so we can get the name of the file that's failing.
+#include <../src/radfile/common/requests.hpp>
+
+// sim - for InstallSimLoaders
+#include <simcommon/simutility.hpp>
+
+// To turn off movies during an error.
+#include <presentation/fmvplayer/fmvplayer.h>
+#include <presentation/presentation.h>
+#include <presentation/language.h>
+
+//========================================
+// Project Includes
+//========================================
+#include <input/inputmanager.h>
+#include <main/xboxplatform.h>
+#include <main/commandlineoptions.h>
+#include <main/game.h>
+#include <render/RenderManager/RenderManager.h>
+#include <render/Loaders/AllWrappers.h>
+#include <memory/srrmemory.h>
+
+#include <loading/locatorloader.h>
+#include <loading/cameradataloader.h>
+#include <loading/roadloader.h>
+#include <loading/pathloader.h>
+#include <loading/intersectionloader.h>
+#include <loading/roaddatasegmentloader.h>
+#include <atc/atcloader.h>
+#include <debug/debuginfo.h>
+#include <constants/srrchunks.h>
+
+#include <radload/radload.hpp>
+
+#include <main/errorsxbox.h>
+
+#include <sound/soundmanager.h>
+
+#include <presentation/presentation.h>
+#include <presentation/gui/guitextbible.h>
+#include <data/gamedatamanager.h>
+
+#define XBOX_SECTION "XBOX_SECTION"
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+// Static pointer to instance of singleton.
+XboxPlatform* XboxPlatform::spInstance = NULL;
+
+//The Adlib font. <sigh>
+unsigned char gFont[] =
+#include <font/defaultfont.h>
+
+//
+// The depth of the rendering area. This value only has an effect
+// when Pure3D has taken over the entire display. When running in
+// a window on the desktop, Pure3D uses the same bit depth as the
+// desktop. Pure3D only supports 16, and 32 rendering depths.
+//
+static const int WindowBPP = 32;
+
+void LoadMemP3DFile( unsigned char* buffer, unsigned int size, tEntityStore* store )
+{
+ tFileMem* file = new tFileMem(buffer,size);
+ file->AddRef();
+ file->SetFilename("memfile.p3d");
+ p3d::loadManager->GetP3DHandler()->Load( file, p3d::inventory );
+ file->Release();
+}
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// XboxPlatform::CreateInstance
+//==============================================================================
+//
+// Description: Creates the XboxPlatform.
+//
+// Parameters: None.
+//
+// Return: Pointer to the XboxPlatform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+XboxPlatform* XboxPlatform::CreateInstance()
+{
+MEMTRACK_PUSH_GROUP( "XboxPlatform" );
+ rAssert( spInstance == NULL );
+
+ spInstance = new(GMA_PERSISTENT) XboxPlatform;
+ rAssert( spInstance );
+MEMTRACK_POP_GROUP( "XboxPlatform" );
+
+ return spInstance;
+}
+
+//==============================================================================
+// XboxPlatform::GetInstance
+//==============================================================================
+//
+// Description: - Access point for the XboxPlatform singleton.
+//
+// Parameters: None.
+//
+// Return: Pointer to the XboxPlatform.
+//
+// Constraints: This is a singleton so only one instance is allowed.
+//
+//==============================================================================
+XboxPlatform* XboxPlatform::GetInstance()
+{
+ rAssert( spInstance != NULL );
+
+ return spInstance;
+}
+
+
+//==============================================================================
+// XboxPlatform::DestroyInstance
+//==============================================================================
+//
+// Description: Destroy the XboxPlatform.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void XboxPlatform::DestroyInstance()
+{
+ rAssert( spInstance != NULL );
+
+ delete( GMA_PERSISTENT, spInstance );
+ spInstance = NULL;
+}
+
+
+
+//==============================================================================
+// XboxPlatform::InitializeFoundation
+//==============================================================================
+// Description: FTech must be setup first so that all the memory services
+// are ready to go before we begin allocating anything.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing.
+//
+//==============================================================================
+void XboxPlatform::InitializeFoundation()
+{
+ //
+ // Initialize the memory heaps
+ //
+ XboxPlatform::InitializeMemory();
+
+#ifndef FINAL
+ //
+ // Register an out-of-memory display handler in case something goes bad
+ // while allocating the heaps
+ //
+ ::radMemorySetOutOfMemoryCallback( PrintOutOfMemoryMessage, NULL );
+#endif
+
+ //
+ // Initialize memory monitor by JamesCo. TM.
+ //
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR ) )
+ {
+ const int KB = 1024;
+ ::radMemoryMonitorInitialize( 64 * KB, GMA_DEBUG );
+ }
+
+ // Setup the memory heaps
+ //
+ HeapMgr()->PrepareHeapsStartup ();
+
+ // Seed the heap stack
+ //
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Initilalize the platform system
+ //
+ ::radPlatformInitialize();
+
+ //
+ // Initialize the timer system
+ //
+ ::radTimeInitialize();
+
+ //
+ // Initialize the debug communication system.
+ //
+ ::radDbgComTargetInitialize( WinSocket,
+ radDbgComDefaultPort, // Default
+ NULL, // Default
+ GMA_DEBUG );
+
+
+ //
+ // Initialize the Watcher.
+ //
+ ::radDbgWatchInitialize( "SRR2",
+ 32 * 16384, // 2 * Default
+ GMA_DEBUG );
+
+ //
+ // Initialize the file system.
+ //
+ ::radFileInitialize( 50, // Default
+ 32, // Default
+ GMA_PERSISTENT );
+
+ ::radLoadInitialize();
+ //radLoad->SetSyncLoading( true );
+
+ ::radDriveMount(0, GMA_PERSISTENT);
+
+ //
+ // Initialize the new movie player
+ //
+ ::radMovieInitialize2( GMA_PERSISTENT );
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+}
+
+//==============================================================================
+// XboxPlatform::InitializeMemory
+//==============================================================================
+//
+// Description:
+//
+// Parameters:
+//
+// Return:
+//
+//==============================================================================
+void XboxPlatform::InitializeMemory()
+{
+ //
+ // Only do this once!
+ //
+ if( gMemorySystemInitialized == true )
+ {
+ return;
+ }
+
+ gMemorySystemInitialized = true;
+
+ //
+ // Initialize the thread system.
+ //
+ ::radThreadInitialize();
+
+ //
+ // Initialize the memory system.
+ //
+ ::radMemoryInitialize();
+}
+
+
+
+
+//==============================================================================
+// XboxPlatform::InitializePlatform
+//==============================================================================
+// Description: Get the Xbox ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void XboxPlatform::InitializePlatform()
+{
+ HeapMgr()->PushHeap (GMA_PERSISTENT);
+
+ //
+ // Rendering is good.
+ //
+ InitializePure3D();
+
+ //
+ // Add anything here that needs to be before the drive is opened.
+ //
+ DisplaySplashScreen( Error ); // blank screen
+
+ //
+ // Opening the drive is SLOW...
+ //
+ InitializeFoundationDrive();
+
+ //
+ // Initialize the controller.
+ //
+ GetInputManager()->Init();
+
+#ifndef RAD_RELEASE
+
+ //
+ // Display Title IP address.
+ //
+ XNADDR addr;
+ XNetGetTitleXnAddr( &addr );
+
+ const int BUFFER_SIZE = 256;
+ char ip[BUFFER_SIZE];
+ XNetInAddrToString( addr.ina, ip, BUFFER_SIZE );
+ rDebugString( ip );
+ rDebugString( "\n" );
+
+#endif // FINAL
+
+ HeapMgr()->PopHeap (GMA_PERSISTENT);
+
+}
+
+
+//==============================================================================
+// XboxPlatform::ShutdownPlatform
+//==============================================================================
+// Description: Shut down the PS2.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void XboxPlatform::ShutdownPlatform()
+{
+ ShutdownPure3D();
+ ShutdownFoundation();
+}
+
+//=============================================================================
+// XboxPlatform::ResetMachine
+//=============================================================================
+// Description: resets the xbox
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void XboxPlatform::ResetMachine()
+{
+ DWORD dwLaunchMethod;
+ LAUNCH_DATA launchData;
+
+ XGetLaunchInfo( &dwLaunchMethod, &launchData );
+
+ char build = 0;
+
+#ifdef RAD_DEBUG
+ build = 'd';
+#elif defined RAD_TUNE
+ build = 't';
+#else
+ build = 'r';
+#endif
+
+ char imageName[64];
+
+ sprintf( imageName, "D:\\srr2x%c.xbe", build );
+
+ XLaunchNewImage( imageName, &launchData );
+
+ //If it failed, try launching default.xbe
+ XLaunchNewImage( "D:\\default.xbe", &launchData );
+
+ //
+ // The game exits, we should never reach this point
+ //
+ rAssertMsg( false, "What, you're still here?" );
+}
+//=============================================================================
+// XboxPlatform::LaunchDashboard
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void XboxPlatform::LaunchDashboard()
+{
+
+
+ GetLoadingManager()->CancelPendingRequests();
+
+ //TODO: Make sure sounds shut down too.
+ GetSoundManager()->SetMasterVolume( 0.0f );
+
+ DisplaySplashScreen( FadeToBlack );
+
+ GetPresentationManager()->StopAll();
+
+ //Oh boy.
+ GameDataManager::DestroyInstance(); //Get rid of memcards
+
+
+ p3d::loadManager->CancelAll();
+
+ SoundManager::DestroyInstance();
+
+ ShutdownPlatform();
+ /* ResetMachine();*/ // want to go to dashboard instead
+
+ LD_LAUNCH_DASHBOARD dashboardInfo;
+
+ dashboardInfo.dwReason = XLD_LAUNCH_DASHBOARD_MEMORY;
+ dashboardInfo.dwContext = 0;
+ dashboardInfo.dwParameter1 = 'U'; // go directly to hard disk save game menu
+ dashboardInfo.dwParameter2 = 3; // number of blocks required for a single save game
+
+ XLaunchNewImage( NULL, reinterpret_cast<PLAUNCH_DATA>(&dashboardInfo) );
+
+ //
+ // The game exits, we should never reach this point
+ //
+ rAssertMsg( false, "What, you're still here?" );
+
+}
+
+
+//=============================================================================
+// XboxPlatform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( SplashScreen screenID,
+// const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void XboxPlatform::DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+ HeapMgr()->PushHeap( GMA_TEMP );
+
+ p3d::inventory->PushSection();
+ p3d::inventory->AddSection( XBOX_SECTION );
+ p3d::inventory->SelectSection( XBOX_SECTION );
+
+ P3D_UNICODE unicodeText[256];
+
+ // Save the current Projection mode so I can restore it later
+ pddiProjectionMode pm = p3d::pddi->GetProjectionMode();
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_DEVICE);
+
+ pddiCullMode cm = p3d::pddi->GetCullMode();
+ p3d::pddi->SetCullMode(PDDI_CULL_NONE);
+
+
+ //CREATE THE FONT
+ tTextureFont* thisFont = NULL;
+
+ // Convert memory buffer into a texturefont.
+ //
+ //p3d::load(gFont, DEFAULTFONT_SIZE, GMA_TEMP);
+ LoadMemP3DFile( gFont, DEFAULTFONT_SIZE, p3d::inventory );
+
+ thisFont = p3d::find<tTextureFont>("adlibn_20");
+ rAssert( thisFont );
+
+ thisFont->AddRef();
+ tShader* fontShader = thisFont->GetShader();
+ //fontShader->SetInt( )
+
+
+ p3d::AsciiToUnicode( overlayText, unicodeText, 256 );
+
+ // Make the missing letter into somthing I can see
+ //
+ thisFont->SetMissingLetter(p3d::ConvertCharToUnicode('j'));
+
+ int a = 0;
+
+ do
+ {
+ p3d::pddi->SetColourWrite(true, true, true, true);
+ p3d::pddi->SetClearColour( pddiColour(0,0,0) );
+ p3d::pddi->BeginFrame();
+ p3d::pddi->Clear(PDDI_BUFFER_COLOUR);
+
+ //This is for fading in the font and shaders.
+ int bright = 255;
+ if (a < fadeFrames) bright = (a * 255) / fadeFrames;
+ if ( bright > 255 ) bright = 255;
+ tColour c(bright, bright, bright, 255);
+
+ //Display font
+ if (overlayText != NULL)
+ {
+ tColour colour = textColour;
+ colour.SetAlpha( bright );
+
+ thisFont->SetColour( colour );
+
+ p3d::pddi->SetProjectionMode(PDDI_PROJECTION_ORTHOGRAPHIC);
+ p3d::stack->Push();
+ p3d::stack->LoadIdentity();
+
+ p3d::stack->Translate( textPosX, textPosY, 1.5f);
+ float scaleSize = 1.0f / 480.0f; //This is likely good for 528 also.
+ p3d::stack->Scale(scaleSize * fontScale, scaleSize* fontScale , 1.0f);
+
+ if ( textPosX != 0.0f || textPosY != 0.0f )
+ {
+ thisFont->DisplayText( unicodeText );
+ }
+ else
+ {
+ thisFont->DisplayText( unicodeText, 3 );
+ }
+
+ p3d::stack->Pop();
+ }
+
+ p3d::pddi->EndFrame();
+ p3d::context->SwapBuffers();
+
+ ++a;
+
+ } while (a <= fadeFrames);
+
+ // [ps]: flush out this screen now.
+ if ( screenID == FadeToBlack )
+ {
+ p3d::pddi->Clear(PDDI_BUFFER_ALL);
+ }
+
+ p3d::pddi->SetCullMode(cm);
+ p3d::pddi->SetProjectionMode(pm);
+
+ //Should do this after a vsync.
+ thisFont->Release();
+
+ p3d::inventory->RemoveSectionElements(XBOX_SECTION);
+ p3d::inventory->DeleteSection(XBOX_SECTION);
+ p3d::inventory->PopSection();
+
+ HeapMgr()->PopHeap( GMA_TEMP );
+}
+
+
+//=============================================================================
+// XboxPlatform::DisplaySplashScreen
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( const char* textureName,
+// const char* overlayText = NULL,
+// float fontScale = 1.0f,
+// float textPosX = 0.0f,
+// float textPosY = 0.0f,
+// tColour textColour,
+// int fadeFrames = 3 )
+//
+// Return: void
+//
+//=============================================================================
+void XboxPlatform::DisplaySplashScreen( const char* textureName,
+ const char* overlayText,
+ float fontScale,
+ float textPosX,
+ float textPosY,
+ tColour textColour,
+ int fadeFrames )
+{
+}
+
+
+//=============================================================================
+// XboxPlatform::OnDriveError
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( radFileError error, const char* pDriveName, void* pUserData )
+//
+// Return: bool
+//
+//=============================================================================
+bool XboxPlatform::OnDriveError( radFileError error, const char* pDriveName, void* pUserData )
+{
+ bool inFrame = p3d::context->InFrame();
+
+ const int NUM_RADFILE_ERRORS = 13;
+ unsigned int errorIndex = error;
+
+#ifdef PAL
+ switch( CGuiTextBible::GetCurrentLanguage() )
+ {
+ case Scrooby::XL_FRENCH:
+ {
+ errorIndex += 1 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ case Scrooby::XL_GERMAN:
+ {
+ errorIndex += 2 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ case Scrooby::XL_SPANISH:
+ {
+ errorIndex += 3 * NUM_RADFILE_ERRORS;
+
+ break;
+ }
+ default:
+ {
+ if ( !CGuiTextBible::IsTextBibleLoaded() )
+ {
+ switch ( Language::GetHardwareLanguage() )
+ {
+ case Language::FRENCH:
+ {
+ errorIndex += 1 * NUM_RADFILE_ERRORS;
+ break;
+ }
+ case Language::GERMAN:
+ {
+ errorIndex += 2 * NUM_RADFILE_ERRORS;
+ break;
+ }
+ case Language::SPANISH:
+ {
+ errorIndex += 3 * NUM_RADFILE_ERRORS;
+ break;
+ }
+ }
+ }
+ break;
+ }
+ }
+#endif // PAL
+
+ rAssert( errorIndex < sizeof( ERROR_STRINGS ) / sizeof( ERROR_STRINGS[ 0 ] ) );
+
+ switch ( error )
+ {
+ case Success:
+ {
+ if ( mErrorState != NONE )
+ {
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( FadeToBlack );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = NONE;
+ mPauseForError = false;
+ }
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->UnPause( );
+ }
+ else
+ {
+ GetSoundManager()->ResumeAfterMovie();
+ }
+ return true;
+ break;
+ }
+ case FileNotFound:
+ {
+ if ( CommandLineOptions::Get( CLO_FILE_NOT_FOUND ) )
+ {
+ rAssert( pUserData != NULL );
+
+ radFileRequest* request = static_cast<radFileRequest*>( pUserData );
+ const char* fileName = request->GetFilename();
+
+ //Get rid of the slashes.
+ unsigned int i;
+ unsigned int lastIndex = 0;
+ for ( i = 0; i < strlen( fileName ); ++i )
+ {
+ if ( fileName[ i ] == '\\' )
+ {
+ lastIndex = i;
+ }
+ }
+
+ unsigned int adjustedIndex = lastIndex == 0 ? lastIndex : lastIndex + 1;
+
+ char adjustedName[32];
+ strncpy( adjustedName, &fileName[adjustedIndex], ( strlen( fileName ) - lastIndex ) );
+ adjustedName[ strlen( fileName ) - lastIndex ] = '\0';
+
+ char errorString[256];
+ sprintf( errorString, "%s:\n%s", ERROR_STRINGS[errorIndex], adjustedName );
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, errorString, 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+ return true;
+ }
+ else
+ {
+ error = HardwareFailure;
+ //Fall through.
+ }
+ }
+ case ShellOpen:
+ case WrongMedia:
+ case NoMedia:
+ case HardwareFailure:
+ {
+ //This could be the wrong disc.
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, ERROR_STRINGS[errorIndex], 1.0f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = P_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+ return true;
+ }
+ default:
+ {
+ //Others are not supported.
+ rAssert( false );
+ }
+ }
+
+ return false;
+}
+
+void XboxPlatform::OnControllerError(const char *msg)
+{
+ bool inFrame = p3d::context->InFrame();
+
+ if ( inFrame ) p3d::context->EndFrame( true );
+ DisplaySplashScreen( Error, msg, 0.7f, 0.0f, 0.0f, tColour(255, 255, 255), 0 );
+ if ( inFrame ) p3d::context->BeginFrame( );
+ mErrorState = CTL_ERROR;
+ mPauseForError = true;
+
+ if ( GetPresentationManager()->GetFMVPlayer()->IsPlaying() )
+ {
+ GetPresentationManager()->GetFMVPlayer()->Pause( );
+ }
+ else
+ {
+ GetSoundManager()->StopForMovie();
+ }
+}
+
+
+//******************************************************************************
+//
+// Protected Member Functions
+//
+//******************************************************************************
+
+
+//==============================================================================
+// XboxPlatform::InitializeFoundationDrive
+//==============================================================================
+// Description: Get FTech ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be initialized in a particular order.
+// Consult their documentation before changing.
+//
+//==============================================================================
+void XboxPlatform::InitializeFoundationDrive()
+{
+ //
+ // No shadow drive on the Xbox.
+ //
+// ::radDriveSetShadow( false );
+
+ //
+ // Get the CDROM drive and hold it open for the life of the game.
+ // This is a costly operation so we only want to do it once.
+ //
+
+ ::radDriveOpen( &mpIRadDrive,
+ "D:",
+ NormalPriority, // Default
+ GMA_PERSISTENT );
+
+ rAssert( mpIRadDrive != NULL );
+
+ mpIRadDrive->RegisterErrorHandler( this, NULL );
+
+ //
+ // Set the read-write granulatity to prevent operations from
+ // being partitioned.
+ //
+// const int GRANULARITY = 20 * 1024 * 1024;
+// mpIRadDrive->SetReadWriteGranularity( GRANULARITY );
+}
+
+
+//==============================================================================
+// XboxPlatform::ShutdownFoundation
+//==============================================================================
+// Description: Shut down Foundation Tech.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+// Constraints: The FTech systems must be terminated in the reverse order that
+// they were initialized in.
+//
+//==============================================================================
+void XboxPlatform::ShutdownFoundation()
+{
+ //
+ // Release the drive we've held open since the begining.
+ //
+ mpIRadDrive->Release();
+ mpIRadDrive = NULL;
+
+ //
+ // Shutdown the systems in the reverse order.
+ //
+ ::radMovieTerminate2();
+ ::radDriveUnmount();
+ ::radLoadTerminate();
+ ::radFileTerminate();
+ ::radDbgWatchTerminate();
+ if( CommandLineOptions::Get( CLO_MEMORY_MONITOR ) )
+ {
+ ::radMemoryMonitorTerminate();
+ }
+ ::radDbgComTargetTerminate();
+ ::radTimeTerminate();
+ ::radPlatformTerminate();
+ ::radMemoryTerminate();
+ ::radThreadTerminate();
+}
+
+
+//==============================================================================
+// XboxPlatform::InitializePure3D
+//==============================================================================
+// Description: Get Pure3D ready to go.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void XboxPlatform::InitializePure3D()
+{
+MEMTRACK_PUSH_GROUP( "XboxPlatform" );
+// p3d::SetMemAllocator( p3d::ALLOC_DEFAULT, GMA_PERSISTENT );
+// p3d::SetMemAllocator( p3d::ALLOC_LOADED, GMA_LEVEL );
+
+ //
+ // Initialise Pure3D platform object.
+ // This call differs between different platforms. The Win32 version,
+ // for example requires the application instance to be passed in.
+ //
+ mpPlatform = tPlatform::Create();
+ rAssert( mpPlatform != NULL );
+
+ //
+ // Initialiase the Pure3D context object.
+ // We have to create on of these for every window, and for every PDDI
+ // instance we use for rendering. Since almost every application only
+ // uses one window and PDDI library at a time, we one need to create one
+ // context.
+ //
+ tContextInitData init;
+
+ //
+ // All applications should supply PDDI_BUFFER_COLOUR. PDDI_BUFFER_DEPTH
+ // specifies that we also want to allocate a Z-buffer. Some applications
+ // may want to also specifiy PDDI_BUFFER_STENCIL to allocate a stencil
+ // buffer.
+ //
+ init.bufferMask = PDDI_BUFFER_COLOUR | PDDI_BUFFER_DEPTH | PDDI_BUFFER_STENCIL;
+ init.enableSnapshot = true;
+
+ //
+ // These values only take effect in fullscreen mode. In windowed mode, the
+ // dimensions of the window define the rendering area. We'll define them
+ // anyway for completeness sake.
+ //
+ //
+// init.xsize = 1920;
+// init.ysize = 1080;
+ init.xsize = 720;
+ init.ysize = 480;
+ init.allowWidescreen = true;
+ init.allowHDTV = true;
+
+ //
+ // Depth of the rendering buffer. Again, this value only works in
+ // fullscreen mode. In window mode, the depth of the desktop is used.
+ // This value should be either 16 or 32. Depths of 4, 8, and 24 are not
+ // supported by most 3D hardware, and not by Pure3D.
+ //
+ init.bpp = WindowBPP;
+
+ //
+ // Select anti-aliasing mode.
+ //
+// init.antiAlias = tContextInitData::NONE;
+ init.antiAlias = tContextInitData::MULTISAMPLE_2_QUINCUNX;
+// init.antiAlias = tContextInitData::MULTISAMPLE_4_GAUSSIAN;
+
+ //TODO: Investigate VSync
+// init.lockToVsync = true;
+ init.lockToVsync = false;
+
+ //
+ // Create the context.
+ //
+ mpContext = mpPlatform->CreateContext( &init );
+ rAssert( mpContext != NULL );
+
+ //
+ // Assign this context to the platform.
+ //
+ mpPlatform->SetActiveContext( mpContext );
+ p3d::pddi->EnableZBuffer( true );
+
+ //
+ // This call installs chunk handlers for all the primary chunk types that
+ // Pure3D supports. This includes textures, materials, geometries, and the
+ // like.
+ //
+// p3d::InstallDefaultLoaders();
+ P3DASSERT(p3d::context);
+ tP3DFileHandler* p3d = new(GMA_PERSISTENT) tP3DFileHandler;
+// p3d::loadManager->AddHandler(p3d, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(p3d, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tPNGHandler, "png");
+
+ if( CommandLineOptions::Get( CLO_FE_UNJOINED ) )
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tBMPHandler, "bmp");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tTargaHandler, "tga");
+ }
+ else
+ {
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tBMPHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tPNGHandler, "p3d");
+ p3d::context->GetLoadManager()->AddHandler(new(GMA_PERSISTENT) tTargaHandler, "p3d");
+ }
+
+// p3d->AddHandler(new tGeometryLoader);
+// GeometryWrappedLoader* pGWL = new GeometryWrappedLoader;
+ GeometryWrappedLoader* pGWL =
+ (GeometryWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msGeometry );
+ pGWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pGWL );
+
+ StaticEntityLoader* pSEL =
+ (StaticEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticEntity );
+ pSEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSEL );
+
+ StaticPhysLoader* pSPL =
+ (StaticPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msStaticPhys );
+ pSPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pSPL );
+
+ TreeDSGLoader* pTDL =
+ (TreeDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msTreeDSG );
+ pTDL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pTDL );
+
+ FenceLoader* pFL =
+ (FenceLoader*)GetAllWrappers()->mpLoader( AllWrappers::msFenceEntity );
+ pFL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pFL );
+
+ IntersectLoader* pIL =
+ (IntersectLoader*)GetAllWrappers()->mpLoader( AllWrappers::msIntersectDSG );
+ pIL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pIL );
+
+ AnimCollLoader* pACL =
+ (AnimCollLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimCollEntity );
+ pACL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pACL );
+
+ AnimDSGLoader* pAnimDSGLoader =
+ (AnimDSGLoader*)GetAllWrappers()->mpLoader( AllWrappers::msAnimEntity );
+ pAnimDSGLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDSGLoader );
+
+
+ DynaPhysLoader* pDPL =
+ (DynaPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msDynaPhys );
+ pDPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pDPL );
+
+ InstStatPhysLoader* pISPL =
+ (InstStatPhysLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatPhys );
+ pISPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISPL );
+
+ InstStatEntityLoader* pISEL =
+ (InstStatEntityLoader*)GetAllWrappers()->mpLoader( AllWrappers::msInstStatEntity );
+ pISEL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pISEL );
+
+ LocatorLoader* pLL =
+ (LocatorLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLocator);
+ pLL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLL );
+
+ RoadLoader* pRL =
+ (RoadLoader*)GetAllWrappers()->mpLoader( AllWrappers::msRoadSegment);
+ pRL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pRL );
+
+ PathLoader* pPL =
+ (PathLoader*)GetAllWrappers()->mpLoader( AllWrappers::msPathSegment);
+ pPL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pPL );
+
+ WorldSphereLoader* pWSL =
+ (WorldSphereLoader*)GetAllWrappers()->mpLoader( AllWrappers::msWorldSphere);
+ pWSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pWSL );
+
+ LensFlareLoader* pLSL =
+ (LensFlareLoader*)GetAllWrappers()->mpLoader( AllWrappers::msLensFlare);
+ pLSL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pLSL );
+
+ BillboardWrappedLoader* pBWL =
+ (BillboardWrappedLoader*)GetAllWrappers()->mpLoader( AllWrappers::msBillboard);
+ pBWL->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBWL );
+
+
+ InstParticleSystemLoader* pInstParticleSystemLoader =
+ (InstParticleSystemLoader*) GetAllWrappers()->mpLoader( AllWrappers::msInstParticleSystem);
+ pInstParticleSystemLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pInstParticleSystemLoader );
+
+ BreakableObjectLoader* pBreakableObjectLoader =
+ (BreakableObjectLoader*) GetAllWrappers()->mpLoader( AllWrappers::msBreakableObject);
+ pBreakableObjectLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pBreakableObjectLoader );
+
+ AnimDynaPhysLoader* pAnimDynaPhysLoader =
+ (AnimDynaPhysLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhys);
+ pAnimDynaPhysLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimDynaPhysLoader );
+
+ AnimDynaPhysWrapperLoader* pAnimWrapperLoader =
+ (AnimDynaPhysWrapperLoader*) GetAllWrappers()->mpLoader( AllWrappers::msAnimDynaPhysWrapper);
+ pAnimWrapperLoader->SetRegdListener( GetRenderManager(), 0 );
+ p3d->AddHandler( pAnimWrapperLoader );
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tTextureLoader);
+ p3d->AddHandler( new(GMA_PERSISTENT) tSetLoader );
+ p3d->AddHandler(new(GMA_PERSISTENT) tShaderLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tCameraLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tGameAttrLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLightLoader);
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tLocatorLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLightGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tImageLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tTextureFontLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tImageFontLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tSpriteLoader);
+ //p3d->AddHandler(new(GMA_PERSISTENT) tBillboardQuadGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tSkeletonLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tPolySkinLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tCompositeDrawableLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tVertexAnimKeyLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimationLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tFrameControllerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tMultiControllerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimatedObjectFactoryLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tAnimatedObjectLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tParticleSystemFactoryLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tParticleSystemLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tLensFlareGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) sg::Loader);
+
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionGroupLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionMixerLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) tExpressionLoader);
+
+ //ATCloader, hope this doesnt blow up
+ p3d->AddHandler(new(GMA_PERSISTENT) ATCLoader);
+
+ //p3d->AddHandler(new p3d::tIgnoreLoader);
+
+ tSEQFileHandler* sequencerFileHandler = new(GMA_PERSISTENT) tSEQFileHandler;
+ p3d::loadManager->AddHandler(sequencerFileHandler, "seq");
+
+ // sim lib
+ sim::InstallSimLoaders();
+
+ p3d->AddHandler(new(GMA_PERSISTENT) CameraDataLoader, SRR2::ChunkID::FOLLOWCAM);
+ p3d->AddHandler(new(GMA_PERSISTENT) CameraDataLoader, SRR2::ChunkID::WALKERCAM);
+ p3d->AddHandler(new(GMA_PERSISTENT) IntersectionLoader);
+ //p3d->AddHandler(new(GMA_PERSISTENT) RoadLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) RoadDataSegmentLoader);
+ p3d->AddHandler(new(GMA_PERSISTENT) CStatePropDataLoader);
+MEMTRACK_POP_GROUP( "XboxPlatform" );
+}
+
+
+//==============================================================================
+// XboxPlatform::ShutdownPure3D
+//==============================================================================
+// Description: Clean up and shut down Pure3D.
+//
+// Parameters: None.
+//
+// Return: None.
+//
+//==============================================================================
+void XboxPlatform::ShutdownPure3D()
+{
+ //
+ // Clean-up the Pure3D Inventory
+ //
+ p3d::inventory->RemoveAllElements();
+ p3d::inventory->DeleteAllSections();
+
+ //
+ // Clean-up the space taken by the Pure 3D context.
+ //
+ if( mpContext != NULL )
+ {
+ mpPlatform->DestroyContext( mpContext );
+ mpContext = NULL;
+ }
+
+ //
+ // Clean-up the space taken by the Pure 3D platform.
+ //
+ if( mpPlatform != NULL )
+ {
+ tPlatform::Destroy( mpPlatform );
+ mpPlatform = NULL;
+ }
+}
+
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// XboxPlatform::XboxPlatform
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+XboxPlatform::XboxPlatform() :
+ mpPlatform( NULL ),
+ mpContext( NULL )
+{
+}
+
+
+//==============================================================================
+// XboxPlatform::~XboxPlatform
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+XboxPlatform::~XboxPlatform()
+{
+}
+
+
diff --git a/game/code/main/xboxplatform.h b/game/code/main/xboxplatform.h
new file mode 100644
index 0000000..1465716
--- /dev/null
+++ b/game/code/main/xboxplatform.h
@@ -0,0 +1,99 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: XboxPlatform
+//
+// Description: Abstracts the differences for setting up and shutting down
+// the different platforms.
+//
+// History: + Stolen and cleaned up from Svxy -- Darwin Chau
+//
+//=============================================================================
+
+#ifndef XBOXPLATFORM_H
+#define XBOXPLATFORM_H
+
+//========================================
+// Nested Includes
+//========================================
+#include "platform.h" // base class
+
+//========================================
+// Forward References
+//========================================
+struct IRadMemoryHeap;
+class tPlatform;
+class tContext;
+
+//=============================================================================
+//
+// Synopsis: Provides abstraction for setting up and closing down the XBox.
+//
+//=============================================================================
+class XboxPlatform : public Platform
+{
+ public:
+
+ // Static Methods for accessing this singleton.
+ static XboxPlatform* CreateInstance();
+ static XboxPlatform* GetInstance();
+ static void DestroyInstance();
+
+ // Had to workaround our nice clean design cause FTech must be init'ed
+ // before anything else is done.
+ static void InitializeFoundation();
+ static void InitializeMemory();
+
+ // Implement Platform interface.
+ virtual void InitializePlatform();
+ virtual void ShutdownPlatform();
+
+ virtual void LaunchDashboard();
+ virtual void ResetMachine();
+ virtual void DisplaySplashScreen( SplashScreen screenID,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ virtual void DisplaySplashScreen( const char* textureName,
+ const char* overlayText = NULL,
+ float fontScale = 1.0f,
+ float textPosX = 0.0f,
+ float textPosY = 0.0f,
+ tColour textColour = tColour( 255,255,255 ),
+ int fadeFrames = 3 );
+
+ virtual bool OnDriveError( radFileError error, const char* pDriveName, void* pUserData );
+ virtual void OnControllerError(const char *msg);
+
+
+ protected:
+
+ virtual void InitializeFoundationDrive();
+ virtual void ShutdownFoundation();
+
+ virtual void InitializePure3D();
+ virtual void ShutdownPure3D();
+
+ private:
+
+ // Constructors, Destructors, and Operators
+ XboxPlatform();
+ virtual ~XboxPlatform();
+
+ // Unused Constructors, Destructors, and Operators
+ XboxPlatform( const XboxPlatform& aPlatform );
+ XboxPlatform& operator=( const XboxPlatform& aPlatform );
+
+ // Pointer to the one and only instance of this singleton.
+ static XboxPlatform* spInstance;
+
+ // Pure 3D attributes
+ tPlatform* mpPlatform;
+ tContext* mpContext;
+};
+
+#endif // XBOXPLATFORM_H