mirror of
https://github.com/GTAmodding/re3.git
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153 lines
5.6 KiB
Markdown
153 lines
5.6 KiB
Markdown
# re3
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[![Build status](https://ci.appveyor.com/api/projects/status/hyiwgegks122h8jg/branch/master?svg=true)](https://ci.appveyor.com/project/aap/re3/branch/master)
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<a href="https://discord.gg/jYpXxTm"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
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| Platform | Debug | Release |
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|------------------|-------------|-------------|
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| Windows Direct3D9 | [![Download](https://api.bintray.com/packages/gtamodding/re3/Debug_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Debug_win-x86-librw_d3d9-mss/_latestVersion) | [![Download](https://api.bintray.com/packages/gtamodding/re3/Release_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Release_win-x86-librw_d3d9-mss/_latestVersion) |
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| Windows OpenGL3.3 | [![Download](https://api.bintray.com/packages/gtamodding/re3/Debug_win-x86-librw_gl3_glfw-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Debug_win-x86-librw_gl3_glfw-mss/_latestVersion) | [![Download](https://api.bintray.com/packages/gtamodding/re3/Release_win-x86-librw_gl3_glfw-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Release_win-x86-librw_gl3_glfw-mss/_latestVersion) |
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## Intro
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The aim of this project is to reverse GTA III for PC by replacing
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parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus)
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such that we have a working game at all times.
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## How can I try it?
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- re3 requires game assets to work, so you **must** own a copy of GTA III.
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- Build re3 or download it from one of the above links (Debug or Release).
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- (Optional) If you want to use optional features like Russian language or menu map, copy the files in /gamefiles folder to your game root folder.
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- Move re3.exe to GTA 3 directory and run it.
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## Preparing the environment for building
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- Clone the repo.
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- Run `git submodule init` and `git submodule update`.
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- Point GTA_III_RE_DIR environment variable to GTA3 root folder.
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- Run premake
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- On Windows: one of the `premake-vsXXXX.cmd` variants on root folder
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- On Linux: proceed to [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux).
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- There are various settings at the very bottom of [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
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- **If you use 64-bit D3D9**: We don't ship 64-bit Dx9 SDK. You need to download it from Microsoft if you don't have it(although it should come pre-installed after some Windows version)
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> :information_source: **If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
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> :information_source: **Did you notice librw?** re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
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## Contributing
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### Unreversed / incomplete classes (at least the ones we know)
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The following classes have only unused or practically unused code left:
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```
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CCullZone - only mobile stuff
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CCullZones - only mobile stuff
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```
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### Coding style
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I started writing in [Plan 9 style](http://man.cat-v.org/plan_9/6/style),
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but realize that this is not the most popular style, so I'm willing to compromise.
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Try not to deviate too much so the code will look similar across the whole project.
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To give examples, these two styles (or anything in between) are fine:
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```
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type
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functionname(args)
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{
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if(a == b){
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s1;
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s2;
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}else{
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s3;
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s4;
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}
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if(x != y)
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s5;
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}
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type functionname(args)
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{
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if (a == b) {
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s1;
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s2;
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} else {
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s3;
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s4;
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}
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if (x != y)
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s5;
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}
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```
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This one (or anything more extreme) is heavily discouraged:
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```
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type functionname ( args )
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{
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if ( a == b )
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{
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s1;
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s2;
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}
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else
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{
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s3;
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s4;
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}
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if ( x != y )
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{
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s5;
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}
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}
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```
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i.e.
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* Put the brace on the same line as control statements
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* Put the brace on the next line after function definitions and structs/classes
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* Put an `else` on the same line with the braces
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* Don't put braces around single statements
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* Put the function return type on a separate line
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* Indent 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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* declare pointers like `int *ptr;`, not `int* ptr;`
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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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