mirror of
https://github.com/GTAmodding/re3.git
synced 2024-12-24 18:35:42 +00:00
commit
38730080a2
17 changed files with 406 additions and 58 deletions
32
README.md
32
README.md
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@ -110,3 +110,35 @@ type functionname ( args )
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Indentation is done with TABS.
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As for the less cosmetic choices, here are some guidelines how the code should look:
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* Don't use magic numbers where the original source code would have had an enum or similar.
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Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
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since `4` will be used in other places and you can't easily see where else the enum value is used.
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* Don't just copy paste code from IDA, make it look nice
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* Use the right types. In particular:
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* don't use types like `__int16`, we have `int16` for that
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* don't use `unsigned`, we have typedefs for that
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* don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
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* don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
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* As for variable names, the original gta source code was not written in a uniform style,
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but here are some observations:
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* many variables employ a form of hungarian notation, i.e.:
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* `m_` may be used for class member variables (mostly those that are considered private)
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* `ms_` for (mostly private) static members
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* `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
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* do *not* use `dw` for `DWORD` or so, we're not programming win32
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* Generally, try to make the code look as if R* could have written it
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@ -2,4 +2,5 @@
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#include "patcher.h"
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#include "CutsceneMgr.h"
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bool &CCutsceneMgr::ms_running = *(bool*)0x95CCF5;
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bool &CCutsceneMgr::ms_cutsceneProcessing = *(bool*)0x95CD9F;
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@ -2,7 +2,9 @@
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class CCutsceneMgr
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{
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static bool &ms_running;
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static bool &ms_cutsceneProcessing;
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public:
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static bool IsRunning(void) { return ms_running; }
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static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
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};
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@ -2,10 +2,72 @@
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#include "patcher.h"
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#include "NodeName.h"
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int &gPluginOffset = *(int*)0x64C610;
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static int32 &gPluginOffset = *(int32*)0x64C610;
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enum
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{
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ID_NODENAME = MAKECHUNKID(rwVENDORID_ROCKSTAR, 0xFE),
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};
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#define NODENAMEEXT(o) (RWPLUGINOFFSET(char, o, gPluginOffset))
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void*
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NodeNameConstructor(void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
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{
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if(gPluginOffset > 0)
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NODENAMEEXT(object)[0] = '\0';
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return object;
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}
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void*
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NodeNameDestructor(void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
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{
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return object;
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}
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void*
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NodeNameCopy(void *dstObject, const void *srcObject, RwInt32 offsetInObject, RwInt32 sizeInObject)
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{
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strncpy(NODENAMEEXT(dstObject), NODENAMEEXT(srcObject), 23);
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return nil;
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}
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RwStream*
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NodeNameStreamRead(RwStream *stream, RwInt32 binaryLength, void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
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{
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RwStreamRead(stream, NODENAMEEXT(object), binaryLength);
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NODENAMEEXT(object)[binaryLength] = '\0';
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return stream;
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}
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RwStream*
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NodeNameStreamWrite(RwStream *stream, RwInt32 binaryLength, const void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
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{
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RwStreamWrite(stream, NODENAMEEXT(object), binaryLength);
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return stream;
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}
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RwInt32
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NodeNameStreamGetSize(const void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
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{
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// game checks for null pointer on node name extension but that really happen
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return rwstrlen(NODENAMEEXT(object));
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}
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bool
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NodeNamePluginAttach(void)
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{
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gPluginOffset = RwFrameRegisterPlugin(24, ID_NODENAME,
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NodeNameConstructor,
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NodeNameDestructor,
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NodeNameCopy);
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RwFrameRegisterPluginStream(ID_NODENAME,
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NodeNameStreamRead,
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NodeNameStreamWrite,
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NodeNameStreamGetSize);
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return gPluginOffset != -1;
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}
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char*
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GetFrameNodeName(RwFrame *frame)
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{
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@ -1,3 +1,4 @@
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#pragma once
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bool NodeNamePluginAttach(void);
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char *GetFrameNodeName(RwFrame *frame);
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@ -1,4 +1,12 @@
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#include "common.h"
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#include "patcher.h"
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#include "Clock.h"
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#include "Weather.h"
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#include "Camera.h"
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#include "Shadows.h"
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#include "CullZones.h"
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#include "CutsceneMgr.h"
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#include "FileMgr.h"
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#include "Timecycle.h"
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int (*CTimeCycle::m_nAmbientRed)[NUMWEATHERS] = (int(*)[NUMWEATHERS])0x86AF78;
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@ -90,3 +98,224 @@ int &CTimeCycle::m_FogReduction = *(int*)0x880FB8;
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int &CTimeCycle::m_CurrentStoredValue = *(int*)0x94057C;
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CVector *CTimeCycle::m_VectorToSun = (CVector*)0x665548; // [16]
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float *CTimeCycle::m_fShadowFrontX = (float*)0x72CE90;
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float *CTimeCycle::m_fShadowFrontY = (float*)0x72CE50;
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float *CTimeCycle::m_fShadowSideX = (float*)0x87C708;
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float *CTimeCycle::m_fShadowSideY = (float*)0x87C6C8;
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float *CTimeCycle::m_fShadowDisplacementX = (float*)0x6F0748;
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float *CTimeCycle::m_fShadowDisplacementY = (float*)0x6F0788;
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void
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CTimeCycle::Initialise(void)
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{
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int w, h;
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int li, bi;
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char line[1040];
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int ambR, ambG, ambB;
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int dirR, dirG, dirB;
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int skyTopR, skyTopG, skyTopB;
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int skyBotR, skyBotG, skyBotB;
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int sunCoreR, sunCoreG, sunCoreB;
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int sunCoronaR, sunCoronaG, sunCoronaB;
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float sunSz, sprSz, sprBght;
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int shad, lightShad, treeShad;
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float farClp, fogSt, lightGnd;
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int cloudR, cloudG, cloudB;
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int fluffyTopR, fluffyTopG, fluffyTopB;
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int fluffyBotR, fluffyBotG, fluffyBotB;
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float blurR, blurG, blurB, blurA;
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debug("Intialising CTimeCycle...\n");
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CFileMgr::SetDir("DATA");
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CFileMgr::LoadFile("TIMECYC.DAT", work_buff, sizeof(work_buff), "rb");
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CFileMgr::SetDir("");
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line[0] = '\0';
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bi = 0;
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for(w = 0; w < NUMWEATHERS; w++)
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for(h = 0; h < NUMHOURS; h++){
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li = 0;
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while(work_buff[bi] == '/'){
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while(work_buff[bi] != '\n')
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bi++;
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bi++;
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}
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while(work_buff[bi] != '\n')
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line[li++] = work_buff[bi++];
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line[li] = '\0';
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bi++;
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sscanf(line, "%d %d %d %d %d %d %d %d %d %d %d %d "
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"%d %d %d %d %d %d %f %f %f %d %d %d %f %f %f "
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"%d %d %d %d %d %d %d %d %d %f %f %f %f",
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&ambR, &ambG, &ambB,
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&dirR, &dirG, &dirB,
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&skyTopR, &skyTopG, &skyTopB,
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&skyBotR, &skyBotG, &skyBotB,
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&sunCoreR, &sunCoreG, &sunCoreB,
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&sunCoronaR, &sunCoronaG, &sunCoronaB,
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&sunSz, &sprSz, &sprBght,
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&shad, &lightShad, &treeShad,
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&farClp, &fogSt, &lightGnd,
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&cloudR, &cloudG, &cloudB,
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&fluffyTopR, &fluffyTopG, &fluffyTopB,
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&fluffyBotR, &fluffyBotG, &fluffyBotB,
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&blurR, &blurG, &blurB, &blurA);
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m_nAmbientRed[h][w] = ambR;
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m_nAmbientGreen[h][w] = ambG;
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m_nAmbientBlue[h][w] = ambB;
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m_nDirectionalRed[h][w] = dirR;
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m_nDirectionalGreen[h][w] = dirG;
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m_nDirectionalBlue[h][w] = dirB;
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m_nSkyTopRed[h][w] = skyTopR;
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m_nSkyTopGreen[h][w] = skyTopG;
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m_nSkyTopBlue[h][w] = skyTopB;
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m_nSkyBottomRed[h][w] = skyBotR;
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m_nSkyBottomGreen[h][w] = skyBotG;
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m_nSkyBottomBlue[h][w] = skyBotB;
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m_nSunCoreRed[h][w] = sunCoreR;
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m_nSunCoreGreen[h][w] = sunCoreG;
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m_nSunCoreBlue[h][w] = sunCoreB;
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m_nSunCoronaRed[h][w] = sunCoronaR;
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m_nSunCoronaGreen[h][w] = sunCoronaG;
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m_nSunCoronaBlue[h][w] = sunCoronaB;
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m_fSunSize[h][w] = sunSz;
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m_fSpriteSize[h][w] = sprSz;
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m_fSpriteBrightness[h][w] = sprBght;
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m_nShadowStrength[h][w] = shad;
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m_nLightShadowStrength[h][w] = lightShad;
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m_nTreeShadowStrength[h][w] = treeShad;
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m_fFarClip[h][w] = farClp;
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m_fFogStart[h][w] = fogSt;
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m_fLightsOnGroundBrightness[h][w] = lightGnd;
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m_nLowCloudsRed[h][w] = cloudR;
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m_nLowCloudsGreen[h][w] = cloudG;
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m_nLowCloudsBlue[h][w] = cloudB;
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m_nFluffyCloudsTopRed[h][w] = fluffyTopR;
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m_nFluffyCloudsTopGreen[h][w] = fluffyTopG;
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m_nFluffyCloudsTopBlue[h][w] = fluffyTopB;
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m_nFluffyCloudsBottomRed[h][w] = fluffyBotR;
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m_nFluffyCloudsBottomGreen[h][w] = fluffyBotG;
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m_nFluffyCloudsBottomBlue[h][w] = fluffyBotB;
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m_fBlurRed[h][w] = blurR;
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m_fBlurGreen[h][w] = blurG;
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m_fBlurBlue[h][w] = blurB;
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m_fBlurAlpha[h][w] = blurA;
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}
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m_FogReduction = 0;
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debug("CTimeCycle ready\n");
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}
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void
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CTimeCycle::Update(void)
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{
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int h1 = CClock::GetHours();
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int h2 = (h1+1)%24;
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int w1 = CWeather::OldWeatherType;
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int w2 = CWeather::NewWeatherType;
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float timeInterp = CClock::GetMinutes()/60.0f;
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// coefficients for a bilinear interpolation
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float c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
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float c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
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float c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
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float c3 = timeInterp * CWeather::InterpolationValue;
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#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
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m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed);
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m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen);
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m_nCurrentSkyTopBlue = INTERP(m_nSkyTopBlue);
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m_nCurrentSkyBottomRed = INTERP(m_nSkyBottomRed);
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m_nCurrentSkyBottomGreen = INTERP(m_nSkyBottomGreen);
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m_nCurrentSkyBottomBlue = INTERP(m_nSkyBottomBlue);
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m_fCurrentAmbientRed = INTERP(m_nAmbientRed);
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m_fCurrentAmbientGreen = INTERP(m_nAmbientGreen);
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m_fCurrentAmbientBlue = INTERP(m_nAmbientBlue);
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m_fCurrentAmbientRed /= 255.0f;
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m_fCurrentAmbientGreen /= 255.0f;
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m_fCurrentAmbientBlue /= 255.0f;
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m_fCurrentDirectionalRed = INTERP(m_nDirectionalRed);
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m_fCurrentDirectionalGreen = INTERP(m_nDirectionalGreen);
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m_fCurrentDirectionalBlue = INTERP(m_nDirectionalBlue);
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m_fCurrentDirectionalRed /= 255.0f;
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m_fCurrentDirectionalGreen /= 255.0f;
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m_fCurrentDirectionalBlue /= 255.0f;
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m_nCurrentSunCoreRed = INTERP(m_nSunCoreRed);
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m_nCurrentSunCoreGreen = INTERP(m_nSunCoreGreen);
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m_nCurrentSunCoreBlue = INTERP(m_nSunCoreBlue);
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m_nCurrentSunCoronaRed = INTERP(m_nSunCoronaRed);
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m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen);
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m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue);
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m_fCurrentSunSize = INTERP(m_fSunSize);
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m_fCurrentSpriteSize = INTERP(m_fSpriteSize);
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m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness);
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m_nCurrentShadowStrength = INTERP(m_nShadowStrength);
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m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength);
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m_nCurrentTreeShadowStrength = INTERP(m_nTreeShadowStrength);
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m_fCurrentFarClip = INTERP(m_fFarClip);
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m_fCurrentFogStart = INTERP(m_fFogStart);
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m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness);
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m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed);
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m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen);
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m_nCurrentLowCloudsBlue = INTERP(m_nLowCloudsBlue);
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m_nCurrentFluffyCloudsTopRed = INTERP(m_nFluffyCloudsTopRed);
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m_nCurrentFluffyCloudsTopGreen = INTERP(m_nFluffyCloudsTopGreen);
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m_nCurrentFluffyCloudsTopBlue = INTERP(m_nFluffyCloudsTopBlue);
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m_nCurrentFluffyCloudsBottomRed = INTERP(m_nFluffyCloudsBottomRed);
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m_nCurrentFluffyCloudsBottomGreen = INTERP(m_nFluffyCloudsBottomGreen);
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m_nCurrentFluffyCloudsBottomBlue = INTERP(m_nFluffyCloudsBottomBlue);
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m_fCurrentBlurRed = INTERP(m_fBlurRed);
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m_fCurrentBlurGreen = INTERP(m_fBlurGreen);
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m_fCurrentBlurBlue = INTERP(m_fBlurBlue);
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m_fCurrentBlurAlpha = INTERP(m_fBlurAlpha);
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if(TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL)
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TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL);
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if(m_FogReduction != 0)
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m_fCurrentFarClip = max(m_fCurrentFarClip, m_FogReduction/64 * 650.0f);
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m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3;
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m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3;
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m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3;
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m_CurrentStoredValue = (m_CurrentStoredValue+1)&0xF;
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float sunAngle = 2*PI*(CClock::GetMinutes() + CClock::GetHours()*60)/(24*60);
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CVector &sunPos = GetSunPosition();
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sunPos.x = sinf(sunAngle);
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sunPos.y = 1.0f;
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sunPos.z = 0.2f - cosf(sunAngle);
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sunPos.Normalise();
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CShadows::CalcPedShadowValues(sunPos,
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&m_fShadowFrontX[m_CurrentStoredValue], &m_fShadowFrontY[m_CurrentStoredValue],
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&m_fShadowSideX[m_CurrentStoredValue], &m_fShadowSideY[m_CurrentStoredValue],
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&m_fShadowDisplacementX[m_CurrentStoredValue], &m_fShadowDisplacementY[m_CurrentStoredValue]);
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if(TheCamera.GetForward().z < -0.9f ||
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!CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning()))
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m_FogReduction = min(m_FogReduction+1, 64);
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else
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m_FogReduction = max(m_FogReduction-1, 0);
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}
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STARTPATCHES
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InjectHook(0x4ABAE0, CTimeCycle::Initialise, PATCH_JUMP);
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InjectHook(0x4ABF40, CTimeCycle::Update, PATCH_JUMP);
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ENDPATCHES
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|
|
|
@ -1,9 +1,10 @@
|
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#pragma once
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|
||||
class CTimeCycle
|
||||
{
|
||||
static int (*m_nAmbientRed)[NUMWEATHERS];
|
||||
static int (*m_nAmbientGreen)[NUMWEATHERS];
|
||||
static int (*m_nAmbientBlue)[NUMWEATHERS];
|
||||
|
||||
static int (*m_nDirectionalRed)[NUMWEATHERS];
|
||||
static int (*m_nDirectionalGreen)[NUMWEATHERS];
|
||||
static int (*m_nDirectionalBlue)[NUMWEATHERS];
|
||||
|
@ -91,6 +92,12 @@ class CTimeCycle
|
|||
public:
|
||||
static int &m_CurrentStoredValue;
|
||||
static CVector *m_VectorToSun; // [16]
|
||||
static float *m_fShadowFrontX; // [16]
|
||||
static float *m_fShadowFrontY; // [16]
|
||||
static float *m_fShadowSideX; // [16]
|
||||
static float *m_fShadowSideY; // [16]
|
||||
static float *m_fShadowDisplacementX; // [16]
|
||||
static float *m_fShadowDisplacementY; // [16]
|
||||
|
||||
static float GetAmbientRed(void) { return m_fCurrentAmbientRed; }
|
||||
static float GetAmbientGreen(void) { return m_fCurrentAmbientGreen; }
|
||||
|
@ -127,5 +134,7 @@ public:
|
|||
static int GetFogGreen(void) { return m_nCurrentFogColourGreen; }
|
||||
static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
|
||||
|
||||
static const CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
|
||||
static void Initialise(void);
|
||||
static void Update(void);
|
||||
static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
|
||||
};
|
||||
|
|
29
src/User.cpp
29
src/User.cpp
|
@ -1,4 +1,3 @@
|
|||
#include "User.h"
|
||||
#include "common.h"
|
||||
#include "patcher.h"
|
||||
|
||||
|
@ -6,15 +5,15 @@
|
|||
#include "Hud.h"
|
||||
#include "Replay.h"
|
||||
#include "Timer.h"
|
||||
#include "Script.h"
|
||||
#include "User.h"
|
||||
|
||||
CPlaceName& CUserDisplay::PlaceName = *(CPlaceName*)0x8F29BC;
|
||||
COnscreenTimer& CUserDisplay::OnscnTimer = *(COnscreenTimer*)0x862238;
|
||||
CPager& CUserDisplay::Pager = *(CPager*)0x8F2744;
|
||||
CCurrentVehicle& CUserDisplay::CurrentVehicle = *(CCurrentVehicle*)0x8F5FE8;
|
||||
|
||||
char* CTheScripts::ScriptSpace = (char*)0x74B248;
|
||||
|
||||
int COnscreenTimer::Init() {
|
||||
void COnscreenTimer::Init() {
|
||||
m_bDisabled = false;
|
||||
for(uint32 i = 0; i < NUMONSCREENTIMERENTRIES; i++) {
|
||||
m_sEntries[i].m_nTimerOffset = 0;
|
||||
|
@ -29,11 +28,10 @@ int COnscreenTimer::Init() {
|
|||
m_sEntries[i].m_bTimerProcessed = 0;
|
||||
m_sEntries[i].m_bCounterProcessed = 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void COnscreenTimer::Process() {
|
||||
if(CReplay::Mode != 1 && !m_bDisabled) {
|
||||
if(CReplay::Mode != CReplay::MODE_1 && !m_bDisabled) {
|
||||
for(uint32 i = 0; i < NUMONSCREENTIMERENTRIES; i++) {
|
||||
m_sEntries[i].Process();
|
||||
}
|
||||
|
@ -83,7 +81,7 @@ void COnscreenTimer::AddCounter(uint32 offset, uint16 type, char* text) {
|
|||
|
||||
m_sEntries[i].m_nCounterOffset = offset;
|
||||
if(text) {
|
||||
strncpy((char*)m_sEntries[i].m_aCounterText, text, 10);
|
||||
strncpy(m_sEntries[i].m_aCounterText, text, 10);
|
||||
} else {
|
||||
m_sEntries[i].m_aCounterText[0] = 0;
|
||||
}
|
||||
|
@ -102,14 +100,17 @@ void COnscreenTimer::AddClock(uint32 offset, char* text) {
|
|||
|
||||
m_sEntries[i].m_nTimerOffset = offset;
|
||||
if(text) {
|
||||
strncpy((char*)m_sEntries[i].m_aTimerText, text, 10u);
|
||||
strncpy(m_sEntries[i].m_aTimerText, text, 10);
|
||||
} else {
|
||||
m_sEntries[i].m_aTimerText[0] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void COnscreenTimerEntry::Process() {
|
||||
if(m_nTimerOffset) {
|
||||
if(m_nTimerOffset == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
uint32* timerPtr = (uint32*)&CTheScripts::ScriptSpace[m_nTimerOffset];
|
||||
uint32 oldTime = *timerPtr;
|
||||
int32 newTime = int32(oldTime - uint32(20.0f * CTimer::GetTimeStep()));
|
||||
|
@ -122,8 +123,8 @@ void COnscreenTimerEntry::Process() {
|
|||
*timerPtr = (uint32)newTime;
|
||||
uint32 oldTimeSeconds = oldTime / 1000;
|
||||
if(oldTimeSeconds <= 11 && newTime / 1000 != oldTimeSeconds) {
|
||||
DMAudio.PlayFrontEndSound(0x93u, newTime / 1000);
|
||||
}
|
||||
// TODO: use an enum here
|
||||
DMAudio.PlayFrontEndSound(0x93, newTime / 1000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -132,16 +133,16 @@ bool COnscreenTimerEntry::ProcessForDisplay() {
|
|||
m_bTimerProcessed = false;
|
||||
m_bCounterProcessed = false;
|
||||
|
||||
if(!m_nTimerOffset && !m_nCounterOffset) {
|
||||
if(m_nTimerOffset == 0 && m_nCounterOffset == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if(m_nTimerOffset) {
|
||||
if(m_nTimerOffset != 0) {
|
||||
m_bTimerProcessed = true;
|
||||
ProcessForDisplayTimer();
|
||||
}
|
||||
|
||||
if(m_nCounterOffset) {
|
||||
if(m_nCounterOffset != 0) {
|
||||
m_bCounterProcessed = true;
|
||||
ProcessForDisplayCounter();
|
||||
}
|
||||
|
|
14
src/User.h
14
src/User.h
|
@ -1,14 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
|
||||
class COnscreenTimerEntry
|
||||
{
|
||||
public:
|
||||
uint32 m_nTimerOffset;
|
||||
uint32 m_nCounterOffset;
|
||||
uint8 m_aTimerText[10];
|
||||
uint8 m_aCounterText[10];
|
||||
char m_aTimerText[10];
|
||||
char m_aCounterText[10];
|
||||
uint16 m_nType;
|
||||
char m_bCounterBuffer[42];
|
||||
char m_bTimerBuffer[42];
|
||||
|
@ -24,20 +22,14 @@ public:
|
|||
|
||||
static_assert(sizeof(COnscreenTimerEntry) == 0x74, "COnscreenTimerEntry: error");
|
||||
|
||||
class CTheScripts{
|
||||
public:
|
||||
static char *ScriptSpace;//[163840]
|
||||
};
|
||||
|
||||
class COnscreenTimer
|
||||
{
|
||||
public:
|
||||
COnscreenTimerEntry m_sEntries[NUMONSCREENTIMERENTRIES];
|
||||
bool m_bProcessed;
|
||||
bool m_bDisabled;
|
||||
char field_119[2];
|
||||
|
||||
int Init();
|
||||
void Init();
|
||||
void Process();
|
||||
void ProcessForDisplay();
|
||||
|
||||
|
|
|
@ -134,6 +134,8 @@ inline float sq(float x) { return x*x; }
|
|||
int myrand(void);
|
||||
void mysrand(unsigned int seed);
|
||||
|
||||
extern uint8 work_buff[55000];
|
||||
|
||||
void re3_debug(char *format, ...);
|
||||
void re3_trace(const char *filename, unsigned int lineno, const char *func, char *format, ...);
|
||||
void re3_assert(const char *expr, const char *filename, unsigned int lineno, const char *func);
|
||||
|
|
|
@ -3,7 +3,11 @@
|
|||
class CReplay
|
||||
{
|
||||
public:
|
||||
static void Display(void);
|
||||
enum {
|
||||
MODE_1
|
||||
};
|
||||
|
||||
static uint8 &Mode;
|
||||
|
||||
static void Display(void);
|
||||
};
|
||||
|
|
6
src/control/Script.cpp
Normal file
6
src/control/Script.cpp
Normal file
|
@ -0,0 +1,6 @@
|
|||
#include "common.h"
|
||||
#include "patcher.h"
|
||||
|
||||
#include "Script.h"
|
||||
|
||||
uint8 *CTheScripts::ScriptSpace = (uint8*)0x74B248;
|
7
src/control/Script.h
Normal file
7
src/control/Script.h
Normal file
|
@ -0,0 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
class CTheScripts
|
||||
{
|
||||
public:
|
||||
static uint8 *ScriptSpace;//[160*1024]
|
||||
};
|
|
@ -33,6 +33,7 @@
|
|||
#include "Garages.h"
|
||||
#include "MusicManager.h"
|
||||
#include "VisibilityPlugins.h"
|
||||
#include "NodeName.h"
|
||||
#include "DMAudio.h"
|
||||
#include "CutsceneMgr.h"
|
||||
#include "Lights.h"
|
||||
|
@ -53,9 +54,8 @@
|
|||
#define DEFAULT_ASPECTRATIO (4.0f/3.0f)
|
||||
#endif
|
||||
|
||||
//WRAPPER RwBool RpAnimBlendPluginAttach() { EAXJMP(0x4052D0); }
|
||||
WRAPPER RwBool NodeNamePluginAttach() { EAXJMP(0x527100); }
|
||||
|
||||
uint8 work_buff[55000];
|
||||
|
||||
bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8;
|
||||
|
||||
|
@ -678,6 +678,7 @@ AppEventHandler(RsEvent event, void *param)
|
|||
|
||||
case rsCAMERASIZE:
|
||||
{
|
||||
|
||||
CameraSize(Scene.camera, (RwRect *)param,
|
||||
DEFAULT_VIEWWINDOW, DEFAULT_ASPECTRATIO);
|
||||
|
||||
|
|
|
@ -3,9 +3,6 @@
|
|||
#include "FileMgr.h"
|
||||
#include "ParticleMgr.h"
|
||||
|
||||
_TODO("work_buff");
|
||||
UInt8 work_buff[55000];
|
||||
|
||||
cParticleSystemMgr mod_ParticleSystemManager;
|
||||
|
||||
const Char *ParticleFilename = "PARTICLE.CFG";
|
||||
|
|
|
@ -6,3 +6,4 @@ WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* p
|
|||
WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
|
||||
WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
|
||||
WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
|
||||
WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }
|
|
@ -9,4 +9,5 @@ public:
|
|||
static void RenderStaticShadows(void);
|
||||
static void RenderStoredShadows(void);
|
||||
static void RenderExtraPlayerShadows(void);
|
||||
static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY);
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue