mission replay

This commit is contained in:
Nikolay Korolev 2020-05-27 00:25:12 +03:00
parent c83b351887
commit ec1d14971c
11 changed files with 325 additions and 5 deletions

View file

@ -3497,6 +3497,13 @@ CMenuManager::Process(void)
SaveLoadFileError_SetUpErrorScreen();
}
if (m_nCurrScreen == MENUPAGE_LOADING_IN_PROGRESS) {
#ifdef MISSION_REPLAY
if (doingMissionRetry) {
RetryMission(2, 0);
m_nCurrSaveSlot = SLOT_COUNT;
doingMissionRetry = false;
}
#endif
if (CheckSlotDataValid(m_nCurrSaveSlot)) {
TheCamera.m_bUseMouse3rdPerson = m_ControlMethod == CONTROL_STANDARD;
if (m_PrefsVsyncDisp != m_PrefsVsync)
@ -4661,6 +4668,18 @@ CMenuManager::ProcessButtonPresses(void)
DMAudio.PlayFrontEndTrack(m_PrefsRadioStation, 1);
OutputDebugString("STARTED PLAYING FRONTEND AUDIO TRACK");
break;
#ifdef MISSION_REPLAY
case MENUACTION_REJECT_RETRY:
doingMissionRetry = false;
AllowMissionReplay = 0;
RequestFrontEndShutDown();
break;
case MENUACTION_UNK114:
doingMissionRetry = false;
RequestFrontEndShutDown();
RetryMission(2, 0);
return;
#endif
}
}
ProcessOnOffMenuOptions();

View file

@ -245,7 +245,7 @@ enum eMenuScreen
MENUPAGE_SKIN_SELECT = 54,
MENUPAGE_KEYBOARD_CONTROLS = 55,
MENUPAGE_MOUSE_CONTROLS = 56,
MENUPAGE_57 = 57, // mission failed, wanna restart page in mobile
MENUPAGE_MISSION_RETRY = 57,
MENUPAGE_58 = 58,
#ifdef MENU_MAP
MENUPAGE_MAP = 59,
@ -366,6 +366,10 @@ enum eMenuAction
MENUACTION_UNK108,
MENUACTION_UNK109,
MENUACTION_UNK110,
MENUACTION_UNK111,
MENUACTION_UNK112,
MENUACTION_REJECT_RETRY,
MENUACTION_UNK114,
#ifdef MORE_LANGUAGES
MENUACTION_LANG_PL,
MENUACTION_LANG_RUS,

View file

@ -445,11 +445,19 @@ const CMenuScreen aScreens[] = {
MENUACTION_MOUSESTEER, "FET_MST", SAVESLOT_NONE, MENUPAGE_MOUSE_CONTROLS,
MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
},
// MENUPAGE_MISSION_RETRY = 57
#ifdef MISSION_REPLAY
// MENUPAGE_57 = 57
{ "M_FAIL", 1, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
MENUACTION_LABEL, "FESZ_RM", SAVESLOT_NONE, MENUPAGE_NONE,
MENUACTION_CHANGEMENU, "FEM_YES", SAVESLOT_NONE, MENUPAGE_LOADING_IN_PROGRESS,
MENUACTION_REJECT_RETRY, "FEM_NO", SAVESLOT_NONE, MENUPAGE_NONE
},
#else
{ "", 0, MENUPAGE_NONE, MENUPAGE_NONE, 0, 0,
// mission failed, wanna restart page in mobile
},
#endif
// MENUPAGE_58 = 58
{ "", 0, MENUPAGE_NONE, MENUPAGE_NONE, 0, 0,

View file

@ -4,6 +4,9 @@
#include "Boat.h"
#include "CarCtrl.h"
#ifdef MISSION_REPLAY
#include "GenericGameStorage.h"
#endif
#include "Population.h"
#include "ProjectileInfo.h"
#include "Streaming.h"
@ -206,11 +209,24 @@ INITSAVEBUF
if (pVehicle->pPassengers[j])
bHasPassenger = true;
}
#ifdef MISSION_REPLAY
bool bForceSaving = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pMyVehicle == pVehicle && IsQuickSave;
#ifdef FIX_BUGS
if ((!pVehicle->pDriver && !bHasPassenger) || bForceSaving) {
#else
if (!pVehicle->pDriver && !bHasPassenger) {
#endif
if (pVehicle->IsCar() && (pVehicle->VehicleCreatedBy == MISSION_VEHICLE || bForceSaving))
++nNumCars;
if (pVehicle->IsBoat() && (pVehicle->VehicleCreatedBy == MISSION_VEHICLE || bForceSaving))
++nNumBoats;
#else
if (!pVehicle->pDriver && !bHasPassenger) {
if (pVehicle->IsCar() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE)
++nNumCars;
if (pVehicle->IsBoat() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE)
++nNumBoats;
#endif
}
}
*size = nNumCars * (sizeof(uint32) + sizeof(int16) + sizeof(int32) + CAutomobile::nSaveStructSize) + sizeof(int) +
@ -226,23 +242,42 @@ INITSAVEBUF
if (pVehicle->pPassengers[j])
bHasPassenger = true;
}
#ifdef MISSION_REPLAY
bool bForceSaving = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pMyVehicle == pVehicle && IsQuickSave;
#endif
#if defined FIX_BUGS && defined MISSION_REPLAY
if ((!pVehicle->pDriver && !bHasPassenger) || bForceSaving) {
#else
if (!pVehicle->pDriver && !bHasPassenger) {
#endif
#ifdef COMPATIBLE_SAVES
#ifdef MISSION_REPLAY
if ((pVehicle->IsCar() || pVehicle->IsBoat()) && (pVehicle->VehicleCreatedBy == MISSION_VEHICLE || bForceSaving)) {
#else
if ((pVehicle->IsCar() || pVehicle->IsBoat()) && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
#endif
WriteSaveBuf<uint32>(buf, pVehicle->m_vehType);
WriteSaveBuf<int16>(buf, pVehicle->GetModelIndex());
WriteSaveBuf<int32>(buf, GetVehicleRef(pVehicle));
pVehicle->Save(buf);
}
#else
#ifdef MISSION_REPLAY
if (pVehicle->IsCar() && (pVehicle->VehicleCreatedBy == MISSION_VEHICLE || bForceSaving)) {
#else
if (pVehicle->IsCar() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
#endif
WriteSaveBuf(buf, (uint32)pVehicle->m_vehType);
WriteSaveBuf(buf, pVehicle->GetModelIndex());
WriteSaveBuf(buf, GetVehicleRef(pVehicle));
memcpy(buf, pVehicle, sizeof(CAutomobile));
SkipSaveBuf(buf, sizeof(CAutomobile));
}
#ifdef MISSION_REPLAY
if (pVehicle->IsBoat() && (pVehicle->VehicleCreatedBy == MISSION_VEHICLE || bForceSaving)) {
#else
if (pVehicle->IsBoat() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
#endif
WriteSaveBuf(buf, (uint32)pVehicle->m_vehType);
WriteSaveBuf(buf, pVehicle->GetModelIndex());
WriteSaveBuf(buf, GetVehicleRef(pVehicle));
@ -400,7 +435,11 @@ INITSAVEBUF
CPed* pPed = GetPedPool()->GetSlot(i);
if (!pPed)
continue;
#ifdef MISSION_REPLAY
if ((!pPed->bInVehicle || (pPed == CWorld::Players[CWorld::PlayerInFocus].m_pPed && IsQuickSave)) && pPed->m_nPedType == PEDTYPE_PLAYER1)
#else
if (!pPed->bInVehicle && pPed->m_nPedType == PEDTYPE_PLAYER1)
#endif
nNumPeds++;
}
*size = sizeof(int) + nNumPeds * (sizeof(uint32) + sizeof(int16) + sizeof(int) + CPlayerPed::nSaveStructSize +
@ -410,7 +449,11 @@ INITSAVEBUF
CPed* pPed = GetPedPool()->GetSlot(i);
if (!pPed)
continue;
#ifdef MISSION_REPLAY
if ((!pPed->bInVehicle || (pPed == CWorld::Players[CWorld::PlayerInFocus].m_pPed && IsQuickSave)) && pPed->m_nPedType == PEDTYPE_PLAYER1) {
#else
if (!pPed->bInVehicle && pPed->m_nPedType == PEDTYPE_PLAYER1) {
#endif
CopyToBuf(buf, pPed->m_nPedType);
CopyToBuf(buf, pPed->m_modelIndex);
int32 ref = GetPedRef(pPed);

View file

@ -227,6 +227,8 @@ enum Config {
#define USE_DEBUG_SCRIPT_LOADER // makes game load main_freeroam.scm by default
#define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
#define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
#define MISSION_REPLAY // mobile feature
//#define SIMPLIER_MISSIONS // apply simplifications from mobile
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible