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Merge branch 'master' of git://github.com/GTAmodding/re3 into erorcun

This commit is contained in:
eray orçunus 2019-06-29 16:55:19 +03:00
commit 0974447f58
42 changed files with 932 additions and 133 deletions

View file

@ -5,6 +5,7 @@
#include "World.h"
#include "Vehicle.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Pad.h"
#include "General.h"
#include "CullZones.h"

View file

@ -1,7 +1,21 @@
#include "common.h"
#include "patcher.h"
#include "main.h"
#include "Lists.h"
#include "Game.h"
#include "Zones.h"
#include "General.h"
#include "CullZones.h"
#include "World.h"
#include "Entity.h"
#include "Train.h"
#include "Streaming.h"
#include "Pad.h"
#include "DMAudio.h"
#include "Population.h"
#include "FileLoader.h"
#include "Replay.h"
#include "CutsceneMgr.h"
#include "RenderBuffer.h"
#include "SurfaceTable.h"
#include "Collision.h"
@ -19,8 +33,6 @@ enum Direction
eLevelName &CCollision::ms_collisionInMemory = *(eLevelName*)0x8F6250;
CLinkList<CColModel*> &CCollision::ms_colModelCache = *(CLinkList<CColModel*>*)0x95CB58;
#if 0
void
CCollision::Init(void)
{
@ -28,72 +40,205 @@ CCollision::Init(void)
ms_collisionInMemory = LEVEL_NONE;
}
void
CCollision::Shutdown(void)
{
ms_colModelCache.Shutdown();
}
void
CCollision::Update(void)
{
CVector pos = FindPlayerCoors();
CVector playerCoors;
playerCoors = FindPlayerCoors();
eLevelName level = CTheZones::m_CurrLevel;
bool changeLevel = false;
bool forceLevelChange = false;
if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing())
return;
// hardcode a level if there are no zones
if(level == LEVEL_NONE){
if(CGame::currLevel == LEVEL_INDUSTRIAL &&
pos.x < 400.0f){
playerCoors.x < 400.0f){
level = LEVEL_COMMERCIAL;
changeLevel = true;
forceLevelChange = true;
}else if(CGame::currLevel == LEVEL_SUBURBAN &&
pos.x > -450.0f && pos.y < -1400.0f){
playerCoors.x > -450.0f && playerCoors.y < -1400.0f){
level = LEVEL_COMMERCIAL;
changeLevel = true;
forceLevelChange = true;
}else{
if(pos.x > 800.0f){
if(playerCoors.x > 800.0f){
level = LEVEL_INDUSTRIAL;
changeLevel = true;
}else if(pos.x < -800.0f){
forceLevelChange = true;
}else if(playerCoors.x < -800.0f){
level = LEVEL_SUBURBAN;
changeLevel = true;
forceLevelChange = true;
}
}
}
if(level != LEVEL_NONE && level != CGame::currLevel){
debug("changing level %d -> %d\n", CGame::currLevel, level);
if(level != LEVEL_NONE && level != CGame::currLevel)
CGame::currLevel = level;
}
if(ms_collisionInMemory != CGame::currLevel)
LoadCollisionWhenINeedIt(changeLevel);
LoadCollisionWhenINeedIt(forceLevelChange);
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
}
void
CCollision::LoadCollisionWhenINeedIt(bool changeLevel)
eLevelName
GetCollisionInSectorList(CPtrList &list)
{
eLevelName level;
CPtrNode *node;
CEntity *e;
int level;
for(node = list.first; node; node = node->next){
e = (CEntity*)node->item;
level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level;
if(level != LEVEL_NONE)
return (eLevelName)level;
}
return LEVEL_NONE;
}
// Get a level this sector is in based on collision models
eLevelName
GetCollisionInSector(CSector &sect)
{
int level;
level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]);
if(level == LEVEL_NONE)
level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]);
if(level == LEVEL_NONE)
level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]);
if(level == LEVEL_NONE)
level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]);
if(level == LEVEL_NONE)
level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]);
if(level == LEVEL_NONE)
level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]);
return (eLevelName)level;
}
void
CCollision::LoadCollisionWhenINeedIt(bool forceChange)
{
eLevelName level, l;
bool multipleLevels;
CVector playerCoors;
CVehicle *veh;
CEntryInfoNode *ei;
int sx, sy;
int xmin, xmax, ymin, ymax;
int x, y;
level = LEVEL_NONE;
if(!changeLevel){
//assert(0 && "unimplemented");
playerCoors = FindPlayerCoors();
sx = CWorld::GetSectorIndexX(playerCoors.x);
sy = CWorld::GetSectorIndexY(playerCoors.y);
multipleLevels = false;
veh = FindPlayerVehicle();
if(veh && veh->IsTrain()){
if(((CTrain*)veh)->m_doorState != TRAIN_DOOR_STATE2)
return ;
}else if(playerCoors.z < 4.0f && !CCullZones::DoINeedToLoadCollision())
return;
// Figure out whose level's collisions we're most likely to be interested in
if(!forceChange){
if(veh && veh->IsBoat()){
// on water we expect to be between levels
multipleLevels = true;
}else{
xmin = max(sx - 1, 0);
xmax = min(sx + 1, NUMSECTORS_X-1);
ymin = max(sy - 1, 0);
ymax = min(sy + 1, NUMSECTORS_Y-1);
for(x = xmin; x <= xmax; x++)
for(y = ymin; y <= ymax; y++){
l = GetCollisionInSector(*CWorld::GetSector(x, y));
if(l != LEVEL_NONE){
if(level == LEVEL_NONE)
level = l;
if(level != l)
multipleLevels = true;
}
}
}
if(multipleLevels && veh && veh->IsBoat())
for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){
level = GetCollisionInSector(*ei->sector);
if(level != LEVEL_NONE)
break;
}
}
if(level != CGame::currLevel || changeLevel){
if(level == CGame::currLevel || forceChange){
CTimer::Stop();
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
LoadCollisionScreen(CGame::currLevel);
DMAudio.Service();
CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN);
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
CStreaming::RemoveUnusedModelsInLoadedList();
CGame::TidyUpMemory(true, true);
CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
ms_collisionInMemory = CGame::currLevel;
CReplay::EmptyReplayBuffer();
if(CGame::currLevel != LEVEL_NONE)
LoadSplash(GetLevelSplashScreen(CGame::currLevel));
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
CStreaming::RequestBigBuildings(CGame::currLevel);
CStreaming::LoadAllRequestedModels();
CStreaming::LoadAllRequestedModels(true);
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
CGame::TidyUpMemory(true, true);
CTimer::Update();
DMAudio.SetEffectsFadeVol(127);
}
}
#endif
void
CCollision::SortOutCollisionAfterLoad(void)
{
if(ms_collisionInMemory == CGame::currLevel)
return;
WRAPPER void CCollision::SortOutCollisionAfterLoad(void) { EAXJMP(0x40B900); }
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
if(CGame::currLevel != LEVEL_NONE){
CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
if(!CGame::playingIntro)
LoadSplash(GetLevelSplashScreen(CGame::currLevel));
}
ms_collisionInMemory = CGame::currLevel;
CGame::TidyUpMemory(true, false);
}
void
CCollision::LoadCollisionScreen(eLevelName level)
{
static char *levelNames[4] = {
"",
"IND_ZON",
"COM_ZON",
"SUB_ZON"
};
// Why twice?
LoadingIslandScreen(levelNames[level]);
LoadingIslandScreen(levelNames[level]);
}
//
// Test
@ -1585,11 +1730,119 @@ CColModel::GetTrianglePoint(CVector &v, int i) const
v = vertices[i];
}
WRAPPER CColModel& CColModel::operator=(const CColModel& other) { EAXJMP(0x411710); }
CColModel&
CColModel::operator=(const CColModel &other)
{
int i;
int numVerts;
assert(0);
boundingSphere = other.boundingSphere;
boundingBox = other.boundingBox;
// copy spheres
if(other.numSpheres){
if(numSpheres != other.numSpheres){
numSpheres = other.numSpheres;
if(spheres)
RwFree(spheres);
spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
}
for(i = 0; i < numSpheres; i++)
spheres[i] = other.spheres[i];
}else{
numSpheres = 0;
if(spheres)
RwFree(spheres);
spheres = nil;
}
// copy lines
if(other.numLines){
if(numLines != other.numLines){
numLines = other.numLines;
if(lines)
RwFree(lines);
lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
}
for(i = 0; i < numLines; i++)
lines[i] = other.lines[i];
}else{
numLines = 0;
if(lines)
RwFree(lines);
lines = nil;
}
// copy boxes
if(other.numBoxes){
if(numBoxes != other.numBoxes){
numBoxes = other.numBoxes;
if(boxes)
RwFree(boxes);
boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
}
for(i = 0; i < numBoxes; i++)
boxes[i] = other.boxes[i];
}else{
numBoxes = 0;
if(boxes)
RwFree(boxes);
boxes = nil;
}
// copy mesh
if(other.numTriangles){
// copy vertices
numVerts = 0;
for(i = 0; i < other.numTriangles; i++){
if(other.triangles[i].a > numVerts)
other.triangles[i].a = numVerts;
if(other.triangles[i].b > numVerts)
other.triangles[i].b = numVerts;
if(other.triangles[i].c > numVerts)
other.triangles[i].c = numVerts;
}
numVerts++;
if(vertices)
RwFree(vertices);
if(numVerts){
vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector));
for(i = 0; i < numVerts; i++)
vertices[i] = other.vertices[i];
}
// copy triangles
if(numTriangles != other.numTriangles){
numTriangles = other.numTriangles;
if(triangles)
RwFree(triangles);
triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
}
for(i = 0; i < numTriangles; i++)
triangles[i] = other.triangles[i];
}else{
numTriangles = 0;
if(triangles)
RwFree(triangles);
triangles = nil;
if(vertices)
RwFree(vertices);
vertices = nil;
}
return *this;
}
STARTPATCHES
InjectHook(0x4B9C30, (CMatrix& (*)(const CMatrix &src, CMatrix &dst))Invert, PATCH_JUMP);
InjectHook(0x40B380, CCollision::Init, PATCH_JUMP);
InjectHook(0x40B3A0, CCollision::Shutdown, PATCH_JUMP);
InjectHook(0x40B3B0, CCollision::Update, PATCH_JUMP);
InjectHook(0x40B5B0, CCollision::LoadCollisionWhenINeedIt, PATCH_JUMP);
InjectHook(0x40B900, CCollision::SortOutCollisionAfterLoad, PATCH_JUMP);
InjectHook(0x40BB70, CCollision::TestSphereBox, PATCH_JUMP);
InjectHook(0x40E130, CCollision::TestLineBox, PATCH_JUMP);
InjectHook(0x40E5C0, CCollision::TestVerticalLineBox, PATCH_JUMP);

View file

@ -118,9 +118,11 @@ public:
static CLinkList<CColModel*> &ms_colModelCache;
static void Init(void);
static void Shutdown(void);
static void Update(void);
static void LoadCollisionWhenINeedIt(bool changeLevel);
static void SortOutCollisionAfterLoad(void);
static void LoadCollisionScreen(eLevelName level);
static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);

View file

@ -2,6 +2,7 @@
#include "patcher.h"
#include "Building.h"
#include "Treadable.h"
#include "Train.h"
#include "Pools.h"
#include "Timer.h"
#include "Camera.h"
@ -71,7 +72,6 @@ void
CCullZones::Update(void)
{
bool invisible;
CVector v;
if(bCullZonesDisabled)
return;
@ -95,7 +95,7 @@ CCullZones::Update(void)
case 6:
/* Update player attributes */
CurrentFlags_Player = FindAttributesForCoors(FindPlayerCoors(v),
CurrentFlags_Player = FindAttributesForCoors(FindPlayerCoors(),
&CurrentWantedLevelDrop_Player);
break;
}
@ -152,7 +152,7 @@ CCullZones::FindZoneWithStairsAttributeForPlayer(void)
int i;
CVector coors;
FindPlayerCoors(coors);
coors = FindPlayerCoors();
for(i = 0; i < NumAttributeZones; i++)
if(aAttributeZones[i].attributes & ATTRZONE_STAIRS &&
coors.x >= aAttributeZones[i].minx && coors.x <= aAttributeZones[i].maxx &&
@ -162,9 +162,33 @@ CCullZones::FindZoneWithStairsAttributeForPlayer(void)
return nil;
}
WRAPPER void
void
CCullZones::MarkSubwayAsInvisible(bool visible)
{ EAXJMP(0x525AF0);
{
int i, n;
CEntity *e;
CVehicle *v;
n = CPools::GetBuildingPool()->GetSize();
for(i = 0; i < n; i++){
e = CPools::GetBuildingPool()->GetSlot(i);
if(e && e->bIsSubway)
e->bIsVisible = visible;
}
n = CPools::GetTreadablePool()->GetSize();
for(i = 0; i < n; i++){
e = CPools::GetTreadablePool()->GetSlot(i);
if(e && e->bIsSubway)
e->bIsVisible = visible;
}
n = CPools::GetVehiclePool()->GetSize();
for(i = 0; i < n; i++){
v = CPools::GetVehiclePool()->GetSlot(i);
if(v && v->IsTrain() && ((CTrain*)v)->m_trackId != 0)
v->bIsVisible = visible;
}
}
void

View file

@ -46,7 +46,7 @@ CFileLoader::LoadLevel(const char *filename)
{
int fd;
RwTexDictionary *savedTxd;
int savedLevel;
eLevelName savedLevel;
bool objectsLoaded;
char *line;
char txdname[64];
@ -79,7 +79,7 @@ CFileLoader::LoadLevel(const char *filename)
}else if(strncmp(line, "COLFILE", 7) == 0){
int level;
sscanf(line+8, "%d", &level);
CGame::currLevel = level;
CGame::currLevel = (eLevelName)level;
LoadingScreenLoadingFile(line+10);
LoadCollisionFile(line+10);
CGame::currLevel = savedLevel;

View file

@ -265,10 +265,10 @@ CFileMgr::Seek(int fd, int offset, int whence)
return !!myfseek(fd, offset, whence);
}
char*
bool
CFileMgr::ReadLine(int fd, char *buf, int len)
{
return myfgets(buf, len, fd);
return myfgets(buf, len, fd) != nil;
}
int

View file

@ -15,7 +15,7 @@ public:
static int Read(int fd, char *buf, int len);
static int Write(int fd, char *buf, int len);
static bool Seek(int fd, int offset, int whence);
static char *ReadLine(int fd, char *buf, int len);
static bool ReadLine(int fd, char *buf, int len);
static int CloseFile(int fd);
static int GetErrorReadWrite(int fd);
};

View file

@ -2,7 +2,7 @@
#include "patcher.h"
#include "Game.h"
int &CGame::currLevel = *(int*)0x941514;
eLevelName &CGame::currLevel = *(eLevelName*)0x941514;
bool &CGame::bDemoMode = *(bool*)0x5F4DD0;
bool &CGame::nastyGame = *(bool*)0x5F4DD4;
bool &CGame::frenchGame = *(bool*)0x95CDCB;
@ -11,6 +11,7 @@ bool &CGame::noProstitutes = *(bool*)0x95CDCF;
bool &CGame::playingIntro = *(bool*)0x95CDC2;
char *CGame::aDatFile = (char*)0x773A48;
WRAPPER void CGame::Initialise(const char *datFile) { EAXJMP(0x48BED0); }
WRAPPER void CGame::Process(void) { EAXJMP(0x48C850); }
WRAPPER bool CGame::InitialiseOnceBeforeRW(void) { EAXJMP(0x48BB80); }
WRAPPER bool CGame::InitialiseRenderWare(void) { EAXJMP(0x48BBA0); }

View file

@ -11,7 +11,7 @@ enum eLevelName
class CGame
{
public:
static int &currLevel;
static eLevelName &currLevel;
static bool &bDemoMode;
static bool &nastyGame;
static bool &frenchGame;
@ -20,13 +20,18 @@ public:
static bool &playingIntro;
static char *aDatFile; //[32];
static void Process(void);
static void Initialise(const char *datFile);
static bool InitialiseOnceBeforeRW(void);
static bool InitialiseRenderWare(void);
static bool InitialiseOnceAfterRW(void);
static void InitialiseWhenRestarting(void);
static void ShutDown(void);
static void ShutdownRenderWare(void);
static void FinalShutdown(void);
static void ShutDown(void);
static void ShutDownForRestart(void);
static void InitialiseWhenRestarting(void);
static bool InitialiseOnceAfterRW(void);
static void Process(void);
// NB: these do something on PS2
static void TidyUpMemory(bool, bool) {}
static void DrasticTidyUpMemory(void) {}
};

View file

@ -279,7 +279,7 @@ void CRadar::DrawBlips()
if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1)
angle = PI + FindPlayerHeading();
else
angle = FindPlayerHeading() - (PI + atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
angle = FindPlayerHeading() - (PI + TheCamera.GetForward().Heading());
DrawRotatingRadarSprite(CentreSprite, out.x, out.y, angle, 255);
@ -868,8 +868,8 @@ void CRadar::TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D
{
float s, c;
s = -sin(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
c = cos(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
s = -sin(TheCamera.GetForward().Heading());
c = cos(TheCamera.GetForward().Heading());
if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED) {
s = 0.0f;
@ -885,8 +885,8 @@ void CRadar::TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D
else
forward = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].SourceBeforeLookBehind;
s = -sin(atan2(-forward.x, forward.y));
c = cos(atan2(-forward.x, forward.y));
s = -sin(forward.Heading());
c = cos(forward.Heading());
}
out.x = s * in.y + c * in.x;
@ -915,8 +915,8 @@ void CRadar::TransformRealWorldPointToRadarSpace(CVector2D &out, const CVector2D
c = 1.0f;
}
else if (TheCamera.GetLookDirection() == LOOKING_FORWARD) {
s = sin(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
c = cos(atan2(-TheCamera.GetForward().x, TheCamera.GetForward().y));
s = sin(TheCamera.GetForward().Heading());
c = cos(TheCamera.GetForward().Heading());
}
else {
CVector forward;
@ -928,8 +928,8 @@ void CRadar::TransformRealWorldPointToRadarSpace(CVector2D &out, const CVector2D
else
forward = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].SourceBeforeLookBehind;
s = sin(atan2(-forward.x, forward.y));
c = cos(atan2(-forward.x, forward.y));
s = sin(forward.Heading());
c = cos(forward.Heading());
}
float x = (in.x - vec2DRadarOrigin.x) * (1.0f / m_RadarRange);

212
src/RwMatFX.cpp Normal file
View file

@ -0,0 +1,212 @@
#define WITHD3D
#include "common.h"
#include "patcher.h"
struct MatFXNothing { int pad[5]; int effect; };
struct MatFXBump
{
RwFrame *bumpFrame;
RwTexture *bumpedTex;
RwTexture *bumpTex;
float negBumpCoefficient;
int pad;
int effect;
};
struct MatFXEnv
{
RwFrame *envFrame;
RwTexture *envTex;
float envCoeff;
int envFBalpha;
int pad;
int effect;
};
struct MatFXDual
{
RwTexture *dualTex;
RwInt32 srcBlend;
RwInt32 dstBlend;
};
struct MatFX
{
union {
MatFXNothing n;
MatFXBump b;
MatFXEnv e;
MatFXDual d;
} fx[2];
int effects;
};
int &MatFXMaterialDataOffset = *(int*)0x66188C;
int &MatFXAtomicDataOffset = *(int*)0x66189C;
#ifdef PS2_MATFX
void
_rpMatFXD3D8AtomicMatFXDefaultRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture)
{
if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
RwD3D8SetTexture(texture, 0);
else
RwD3D8SetTexture(NULL, 0);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, inst->vertexAlpha != 0);
RwD3D8SetPixelShader(0);
RwD3D8SetVertexShader(inst->vertexShader);
RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);
if(inst->indexBuffer){
RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
}else
RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
}
// map [-1; -1] -> [0; 1], flip V
static RwMatrix scalenormal = {
{ 0.5f, 0.0f, 0.0f }, 0,
{ 0.0f, -0.5f, 0.0f }, 0,
{ 0.0f, 0.0f, 1.0f }, 0,
{ 0.5f, 0.5f, 0.0f }, 0,
};
// flipped U for PS2
static RwMatrix scalenormal_flipU = {
{ -0.5f, 0.0f, 0.0f }, 0,
{ 0.0f, -0.5f, 0.0f }, 0,
{ 0.0f, 0.0f, 1.0f }, 0,
{ 0.5f, 0.5f, 0.0f }, 0,
};
void
ApplyEnvMapTextureMatrix(RwTexture *tex, int n, RwFrame *frame)
{
RwD3D8SetTexture(tex, n);
RwD3D8SetTextureStageState(n, D3DRS_ALPHAREF, 2);
RwD3D8SetTextureStageState(n, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL);
if(frame){
RwMatrix *envframemat = RwMatrixCreate();
RwMatrix *tmpmat = RwMatrixCreate();
RwMatrix *envmat = RwMatrixCreate();
RwMatrixInvert(envframemat, RwFrameGetLTM(frame));
// PS2
// can this be simplified?
*tmpmat = *RwFrameGetLTM(RwCameraGetFrame((RwCamera*)RWSRCGLOBAL(curCamera)));
RwV3dNegate(&tmpmat->right, &tmpmat->right);
tmpmat->flags = 0;
tmpmat->pos.x = 0.0f;
tmpmat->pos.y = 0.0f;
tmpmat->pos.z = 0.0f;
RwMatrixMultiply(envmat, tmpmat, envframemat);
*tmpmat = *envmat;
// important because envframemat can have a translation that we don't like
tmpmat->pos.x = 0.0f;
tmpmat->pos.y = 0.0f;
tmpmat->pos.z = 0.0f;
// for some reason we flip in U as well
RwMatrixMultiply(envmat, tmpmat, &scalenormal_flipU);
RwD3D8SetTransform(D3DTS_TEXTURE0+n, envmat);
RwMatrixDestroy(envmat);
RwMatrixDestroy(tmpmat);
RwMatrixDestroy(envframemat);
}else
RwD3D8SetTransform(D3DTS_TEXTURE0+n, &scalenormal);
}
void
_rpMatFXD3D8AtomicMatFXEnvRender_ps2(RxD3D8InstanceData *inst, int flags, int sel, RwTexture *texture, RwTexture *envMap)
{
MatFX *matfx = *RWPLUGINOFFSET(MatFX*, inst->material, MatFXMaterialDataOffset);
MatFXEnv *env = &matfx->fx[sel].e;
uint8 intens = (uint8)(env->envCoeff*255.0f);
if(intens == 0 || envMap == nil){
if(sel == 0)
_rpMatFXD3D8AtomicMatFXDefaultRender(inst, flags, texture);
return;
}
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
RwD3D8SetTexture(texture, 0);
else
RwD3D8SetTexture(nil, 0);
RwD3D8SetVertexShader(inst->vertexShader);
RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);
RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
if(inst->indexBuffer)
RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
else
RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
// Effect pass
ApplyEnvMapTextureMatrix(envMap, 0, env->envFrame);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwUInt32 src, dst, lighting, zwrite, fog, fogcol;
RwRenderStateGet(rwRENDERSTATESRCBLEND, &src);
RwRenderStateGet(rwRENDERSTATEDESTBLEND, &dst);
// This is of course not using framebuffer alpha,
// but if the diffuse texture had no alpha, the result should actually be rather the same
if(env->envFBalpha)
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
else
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
RwD3D8GetRenderState(D3DRS_FOGENABLE, &fog);
RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
if(fog){
RwD3D8GetRenderState(D3DRS_FOGCOLOR, &fogcol);
RwD3D8SetRenderState(D3DRS_FOGCOLOR, 0);
}
D3DCOLOR texfactor = D3DCOLOR_RGBA(intens, intens, intens, intens);
RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, texfactor);
RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
RwD3D8SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
RwD3D8SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
// alpha unused
//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
if(inst->indexBuffer)
RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
else
RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
// Reset states
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)src);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)dst);
RwD3D8SetRenderState(D3DRS_LIGHTING, lighting);
RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, zwrite);
if(fog)
RwD3D8SetRenderState(D3DRS_FOGCOLOR, fogcol);
RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
RwD3D8SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
RwD3D8SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
}
STARTPATCHES
InjectHook(0x5CF6C0, _rpMatFXD3D8AtomicMatFXEnvRender_ps2, PATCH_JUMP);
ENDPATCHES
#endif

View file

@ -250,7 +250,6 @@ void
CStreaming::Update(void)
{
CEntity *train;
CVector playerPos;
CStreamingInfo *si, *prev;
bool requestedSubway = false;
@ -280,8 +279,7 @@ CStreaming::Update(void)
ms_numModelsRequested < 5 &&
!CRenderer::m_loadingPriority){
StreamVehiclesAndPeds();
FindPlayerCoors(playerPos);
StreamZoneModels(playerPos);
StreamZoneModels(FindPlayerCoors());
}
LoadRequestedModels();

View file

@ -15,7 +15,7 @@ CText::CText(void)
keyArray.numEntries = 0;
data.chars = nil;
data.numChars = 0;
unknown = 101; // What's this? version number?
encoding = 101;
memset(WideErrorString, 0, sizeof(WideErrorString));
}
@ -96,6 +96,25 @@ CText::Get(const char *key)
return keyArray.Search(key);
}
wchar
CText::GetUpperCase(wchar c)
{
// TODO: do this depending on encoding
if(islower(c))
return toupper(c);
return c;
}
void
CText::UpperCase(wchar *s)
{
while(*s){
*s = GetUpperCase(*s);
s++;
}
}
void
CKeyArray::Load(uint32 length, uint8 *data, int *offset)
{
@ -186,9 +205,15 @@ CData::Unload(void)
}
void
AsciiToUnicode(const char *cs, uint16 *ws)
AsciiToUnicode(const char *src, uint16 *dst)
{
while((*ws++ = *cs++) != '\0');
while((*dst++ = *src++) != '\0');
}
void
TextCopy(wchar *dst, const wchar *src)
{
while((*dst++ = *src++) != '\0');
}
STARTPATCHES

View file

@ -1,6 +1,7 @@
#pragma once
void AsciiToUnicode(const char *cs, wchar *ws);
void AsciiToUnicode(const char *src, wchar *dst);
void TextCopy(wchar *dst, const wchar *src);
struct CKeyEntry
{
@ -37,13 +38,15 @@ class CText
{
CKeyArray keyArray;
CData data;
int8 unknown;
int8 encoding;
public:
CText(void);
~CText(void);
void Load(void);
void Unload(void);
wchar *Get(const char *key);
wchar GetUpperCase(wchar c);
void UpperCase(wchar *s);
};
extern CText &TheText;

View file

@ -2,13 +2,16 @@
#include "patcher.h"
#include "Entity.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Vehicle.h"
#include "Object.h"
#include "Camera.h"
#include "DMAudio.h"
#include "CarCtrl.h"
#include "Garages.h"
#include "TempColModels.h"
#include "World.h"
WRAPPER void CWorld::Add(CEntity *entity) { EAXJMP(0x4AE930); }
CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
@ -23,6 +26,41 @@ bool &CWorld::bSecondShift = *(bool*)0x95CD54;
bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C;
bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
void
CWorld::Add(CEntity *ent)
{
if(ent->IsVehicle() || ent->IsPed())
DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, true);
if(ent->bIsBIGBuilding)
ms_bigBuildingsList[ent->m_level].InsertItem(ent);
else
ent->Add();
if(ent->IsBuilding() || ent->IsDummy())
return;
if(!ent->bIsStatic)
((CPhysical*)ent)->AddToMovingList();
}
void
CWorld::Remove(CEntity *ent)
{
if(ent->IsVehicle() || ent->IsPed())
DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, false);
if(ent->bIsBIGBuilding)
ms_bigBuildingsList[ent->m_level].RemoveItem(ent);
else
ent->Remove();
if(ent->IsBuilding() || ent->IsDummy())
return;
if(!ent->bIsStatic)
((CPhysical*)ent)->RemoveFromMovingList();
}
void
CWorld::ClearScanCodes(void)
@ -571,7 +609,98 @@ CWorld::FindRoofZFor3DCoord(float x, float y, float z, bool *found)
}
}
CPlayerPed*
FindPlayerPed(void)
{
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
}
CVehicle*
FindPlayerVehicle(void)
{
CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
if(ped->bInVehicle && ped->m_pMyVehicle)
return ped->m_pMyVehicle;
else
return nil;
}
CVehicle*
FindPlayerTrain(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
return FindPlayerVehicle();
else
return nil;
}
CEntity*
FindPlayerEntity(void)
{
CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
if(ped->bInVehicle && ped->m_pMyVehicle)
return ped->m_pMyVehicle;
else
return ped;
}
CVector
FindPlayerCoors(void)
{
CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
if(ped->bInVehicle && ped->m_pMyVehicle)
return ped->m_pMyVehicle->GetPosition();
else
return ped->GetPosition();
}
CVector&
FindPlayerSpeed(void)
{
CPlayerPed *ped = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
if(ped->bInVehicle && ped->m_pMyVehicle)
return ped->m_pMyVehicle->m_vecMoveSpeed;
else
return ped->m_vecMoveSpeed;
}
CVector&
FindPlayerCentreOfWorld(int32 player)
{
if(CCarCtrl::bCarsGeneratedAroundCamera)
return TheCamera.GetPosition();
if(CWorld::Players[player].m_pRemoteVehicle)
return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle())
return FindPlayerVehicle()->GetPosition();
return CWorld::Players[player].m_pPed->GetPosition();
}
CVector&
FindPlayerCentreOfWorld_NoSniperShift(void)
{
if(CCarCtrl::bCarsGeneratedAroundCamera)
return TheCamera.GetPosition();
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle())
return FindPlayerVehicle()->GetPosition();
return CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition();
}
float
FindPlayerHeading(void)
{
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
if(FindPlayerVehicle())
return FindPlayerVehicle()->GetForward().Heading();
return CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetForward().Heading();
}
STARTPATCHES
InjectHook(0x4AE930, CWorld::Add, PATCH_JUMP);
InjectHook(0x4AE9D0, CWorld::Remove, PATCH_JUMP);
InjectHook(0x4B1F60, CWorld::ClearScanCodes, PATCH_JUMP);
InjectHook(0x4AF970, CWorld::ProcessLineOfSight, PATCH_JUMP);
InjectHook(0x4B0A80, CWorld::ProcessLineOfSightSector, PATCH_JUMP);
@ -587,11 +716,3 @@ STARTPATCHES
InjectHook(0x4B3AE0, CWorld::FindGroundZFor3DCoord, PATCH_JUMP);
InjectHook(0x4B3B50, CWorld::FindRoofZFor3DCoord, PATCH_JUMP);
ENDPATCHES
WRAPPER CPlayerPed *FindPlayerPed(void) { EAXJMP(0x4A1150); }
WRAPPER CVector &FindPlayerCoors(CVector &v) { EAXJMP(0x4A1030); }
WRAPPER CVehicle *FindPlayerVehicle(void) { EAXJMP(0x4A10C0); }
WRAPPER CVehicle *FindPlayerTrain(void) { EAXJMP(0x4A1120); }
WRAPPER CVector &FindPlayerSpeed(void) { EAXJMP(0x4A1090); }
WRAPPER CVector FindPlayerCentreOfWorld_NoSniperShift(void) { EAXJMP(0x4A11C0); }
WRAPPER float FindPlayerHeading(void) { EAXJMP(0x4A1220); }

View file

@ -68,6 +68,7 @@ public:
static bool &bProcessCutsceneOnly;
static void Add(CEntity *entity);
static void Remove(CEntity *ent);
static CSector *GetSector(int x, int y) { return &ms_aSectors[y][x]; }
static CPtrList &GetBigBuildingList(eLevelName i) { return ms_bigBuildingsList[i]; }
@ -108,9 +109,11 @@ public:
class CPlayerPed;
class CVehicle;
CPlayerPed *FindPlayerPed(void);
CVector &FindPlayerCoors(CVector &v);
CVehicle *FindPlayerVehicle(void);
CVehicle *FindPlayerTrain(void);
CEntity *FindPlayerEntity(void);
CVector FindPlayerCoors(void);
CVector &FindPlayerSpeed(void);
CVector FindPlayerCentreOfWorld_NoSniperShift(void);
CVector &FindPlayerCentreOfWorld(int32 player);
CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
float FindPlayerHeading(void);

View file

@ -114,7 +114,7 @@ void
CTheZones::Update(void)
{
CVector pos;
FindPlayerCoors(pos);
pos = FindPlayerCoors();
m_pPlayersZone = FindSmallestZonePosition(&pos);
m_CurrLevel = GetLevelFromPosition(pos);
}

View file

@ -25,5 +25,5 @@ WRAPPER uint8 cDMAudio::IsMP3RadioChannelAvailable() { EAXJMP(0x57C9F0); }
WRAPPER void cDMAudio::SetEffectsFadeVol(uint8) { EAXJMP(0x57C8F0); }
WRAPPER void cDMAudio::SetMusicFadeVol(uint8) { EAXJMP(0x57C920); }
WRAPPER int32 cDMAudio::CreateEntity(int, void*) { EAXJMP(0x57C7C0); }
WRAPPER void cDMAudio::SetEntityStatus(int32, int8) { EAXJMP(0x57C810); }
WRAPPER void cDMAudio::SetRadioInCar(int32) { EAXJMP(0x57CE60); }
WRAPPER void cDMAudio::SetEntityStatus(int32 id, uint8 enable) { EAXJMP(0x57C810); }
WRAPPER void cDMAudio::SetRadioInCar(int32) { EAXJMP(0x57CE60); }

View file

@ -193,7 +193,7 @@ public:
void SetEffectsFadeVol(uint8);
void SetMusicFadeVol(uint8);
int32 CreateEntity(int, void*);
void SetEntityStatus(int32, int8);
void SetEntityStatus(int32 id, uint8 enable);
void SetRadioInCar(int32);
uint8 IsMP3RadioChannelAvailable();

View file

@ -77,3 +77,5 @@ enum Config {
#define NO_MOVIES
//#define USE_MY_DOCUMENTS
#define NASTY_GAME
#define PS2_MATFX

View file

@ -3,6 +3,7 @@
#include "CarCtrl.h"
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
bool &CCarCtrl::bCarsGeneratedAroundCamera = *(bool*)0x95CD8A;
WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
WRAPPER void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { EAXJMP(0x4182F0); }

View file

@ -11,4 +11,5 @@ public:
static int32 ChooseCarModel(int32 vehclass);
static int32 &NumLawEnforcerCars;
static bool &bCarsGeneratedAroundCamera;
};

View file

@ -1,8 +1,10 @@
#include "common.h"
#include "patcher.h"
#include "Game.h"
#include "Population.h"
PedGroup *CPopulation::ms_pPedGroups = (PedGroup*)0x6E9248;
bool &CPopulation::ms_bGivePedsWeapons = *(bool*)0x95CCF6;
WRAPPER void CPopulation::UpdatePedCount(uint32, bool) { EAXJMP(0x4F5A60); }
WRAPPER void CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool) { EAXJMP(0x4F6200); }

View file

@ -14,4 +14,5 @@ public:
static bool &ms_bGivePedsWeapons;
static void UpdatePedCount(uint32, bool);
static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool);
};

View file

@ -165,6 +165,8 @@ void CReplay::Init(void)
bDoLoadSceneWhenDone = false;
}
WRAPPER void CReplay::EmptyReplayBuffer(void) { EAXJMP(0x595BD0); }
void CReplay::DisableReplays(void)
{
bReplayEnabled = false;
@ -212,7 +214,7 @@ void CReplay::RecordThisFrame(void)
tGeneralPacket* general = (tGeneralPacket*)&Record.m_pBase[Record.m_nOffset];
general->type = REPLAYPACKET_GENERAL;
general->camera_pos.CopyOnlyMatrix(&TheCamera.GetMatrix());
FindPlayerCoors(general->player_pos);
general->player_pos = FindPlayerCoors();
general->in_rcvehicle = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle ? true : false;
Record.m_nOffset += sizeof(*general);
tClockPacket* clock = (tClockPacket*)&Record.m_pBase[Record.m_nOffset];
@ -601,8 +603,8 @@ void CReplay::RestoreStuffFromMem(void)
ped->m_modelIndex = -1;
ped->SetModelIndex(mi);
ped->m_pVehicleAnim = 0;
ped->uAudioEntityId = DMAudio.CreateEntity(0, ped);
DMAudio.SetEntityStatus(ped->uAudioEntityId, 1);
ped->m_audioEntityId = DMAudio.CreateEntity(0, ped);
DMAudio.SetEntityStatus(ped->m_audioEntityId, true);
CPopulation::UpdatePedCount(ped->m_nPedType, false);
if (ped->m_wepModelID >= 0)
ped->AddWeaponModel(ped->m_wepModelID);
@ -639,8 +641,8 @@ void CReplay::RestoreStuffFromMem(void)
car->SetDoorDamage(16, 4, true); /* DOOR_BACK_LEFT */
car->SetDoorDamage(12, 5, true); /* DOOR_BACK_RIGHT */
}
vehicle->uAudioEntityId = DMAudio.CreateEntity(0, vehicle);
DMAudio.SetEntityStatus(vehicle->uAudioEntityId, 1);
vehicle->m_audioEntityId = DMAudio.CreateEntity(0, vehicle);
DMAudio.SetEntityStatus(vehicle->m_audioEntityId, true);
CCarCtrl::UpdateCarCount(vehicle, false);
if ((mi == MI_AIRTRAIN || mi == MI_DEADDODO) && vehicle->m_rwObject){
CVehicleModelInfo* info = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);

View file

@ -244,6 +244,7 @@ private:
public:
static void Init(void);
static void EmptyReplayBuffer(void);
static void DisableReplays(void);
static void EnableReplays(void);
static void Update(void);

View file

@ -4,18 +4,18 @@
enum eCrimeType
{
CRIME_NONE,
CRIME_SHOT_FIRED,
CRIME_PED_FIGHT,
CRIME_COP_FIGHT,
CRIME_DAMAGED_PED,
CRIME_DAMAGED_COP,
CRIME_CAR_THEFT,
CRIME_CRIME7,
CRIME_COP_EVASIVE_DIVE,
CRIME_COP_EVASIVE_DIVE2,
CRIME_PED_RUN_OVER,
CRIME_COP_RUN_OVER,
CRIME_DESTROYED_HELI,
CRIME_POSSESSION_GUN,
CRIME_HIT_PED,
CRIME_HIT_COP,
CRIME_SHOOT_PED,
CRIME_SHOOT_COP,
CRIME_STEAL_CAR,
CRIME_RUN_REDLIGHT,
CRIME_RECKLESS_DRIVING,
CRIME_SPEEDING,
CRIME_RUNOVER_PED,
CRIME_RUNOVER_COP,
CRIME_SHOOT_HELI,
CRIME_PED_BURNED,
CRIME_COP_BURNED,
CRIME_VEHICLE_BURNED,

View file

@ -1,7 +1,57 @@
#include "common.h"
#include "patcher.h"
#include "Dummy.h"
#include "Pools.h"
#include "World.h"
#include "Dummy.h"
void *CDummy::operator new(size_t sz) { return CPools::GetDummyPool()->New(); }
void CDummy::operator delete(void *p, size_t sz) { CPools::GetDummyPool()->Delete((CDummy*)p); }
void
CDummy::Add(void)
{
int x, xstart, xmid, xend;
int y, ystart, ymid, yend;
CSector *s;
CPtrList *list;
CRect bounds = GetBoundRect();
xstart = CWorld::GetSectorIndexX(bounds.left);
xend = CWorld::GetSectorIndexX(bounds.right);
xmid = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
ystart = CWorld::GetSectorIndexY(bounds.top);
yend = CWorld::GetSectorIndexY(bounds.bottom);
ymid = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
assert(xstart >= 0);
assert(xend < NUMSECTORS_X);
assert(ystart >= 0);
assert(yend < NUMSECTORS_Y);
for(y = ystart; y <= yend; y++)
for(x = xstart; x <= xend; x++){
s = CWorld::GetSector(x, y);
if(x == xmid && y == ymid)
list = &s->m_lists[ENTITYLIST_OBJECTS];
else
list = &s->m_lists[ENTITYLIST_DUMMIES_OVERLAP];
CPtrNode *node = list->InsertItem(this);
assert(node);
m_entryInfoList.InsertItem(list, node, s);
}
}
void
CDummy::Remove(void)
{
CEntryInfoNode *node, *next;
for(node = m_entryInfoList.first; node; node = next){
next = node->next;
node->list->DeleteNode(node->listnode);
m_entryInfoList.DeleteNode(node);
}
}
STARTPATCHES
InjectHook(0x473860, &CDummy::Add_, PATCH_JUMP);
InjectHook(0x473AD0, &CDummy::Remove_, PATCH_JUMP);
ENDPATCHES

View file

@ -9,9 +9,14 @@ public:
CEntryInfoList m_entryInfoList;
CDummy(void) { m_type = ENTITY_TYPE_DUMMY; }
// TODO: Add, Remove
void Add(void);
void Remove(void);
static void *operator new(size_t);
static void operator delete(void*, size_t);
// to make patching virtual functions possible
void Add_(void) { CDummy::Add(); }
void Remove_(void) { CDummy::Remove(); }
};
static_assert(sizeof(CDummy) == 0x68, "CDummy: error");

View file

@ -771,9 +771,9 @@ CPed::Attack(void)
}
} else {
if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f);
}
weaponAnimAssoc->speed = 0.5f;
@ -843,13 +843,13 @@ CPed::Attack(void)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
switch (ourWeaponType) {
case WEAPONTYPE_UZI:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_AK47:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_M16:
DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
break;
default:
break;
@ -1281,19 +1281,19 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
if (vehIsUpsideDown) {
m_fRotationDest = -PI + atan2(-veh->GetForward().x, veh->GetForward().y);
m_fRotationDest = -PI + veh->GetForward().Heading();
} else if (veh->bIsBus) {
m_fRotationDest = 0.5 * PI + atan2(-veh->GetForward().x, veh->GetForward().y);
m_fRotationDest = 0.5 * PI + veh->GetForward().Heading();
} else {
m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
m_fRotationDest = veh->GetForward().Heading();
}
} else if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
if (vehIsUpsideDown) {
m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
m_fRotationDest = veh->GetForward().Heading();
} else if (veh->bIsBus) {
m_fRotationDest = -0.5 * PI + atan2(-veh->GetForward().x, veh->GetForward().y);
m_fRotationDest = -0.5 * PI + veh->GetForward().Heading();
} else {
m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
m_fRotationDest = veh->GetForward().Heading();
}
}
@ -1539,7 +1539,7 @@ CPed::PlayFootSteps(void)
stepPart = 2;
if (stepPart != 0) {
DMAudio.PlayOneShot(uAudioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
CVector footPos(0.0f, 0.0f, 0.0f);
for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))

View file

@ -42,7 +42,7 @@ CPhysical::CPhysical(void)
m_vecDamageNormal = CVector(0.0f, 0.0f, 0.0f);
bUsesCollision = true;
uAudioEntityId = -5;
m_audioEntityId = -5;
unk1 = 100.0f;
m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f);
field_EC = 0;

View file

@ -14,7 +14,7 @@ class CPhysical : public CEntity
public:
// The not properly indented fields haven't been checked properly yet
int uAudioEntityId;
int32 m_audioEntityId;
float unk1;
CTreadable *m_carTreadable;
CTreadable *m_pedTreadable;
@ -58,9 +58,8 @@ public:
uint8 bHitByTrain : 1; // from nick
uint8 m_phy_flagA80 : 1;
uint8 m_nLastCollType;
uint8 m_nZoneLevel;
uint8 pad[3];
uint8 m_nLastCollType;
uint8 m_nZoneLevel;
CPhysical(void);
~CPhysical(void);

View file

@ -1,6 +1,6 @@
#pragma once
#include "Automobile.h"
#include "PlayerPed.h"
#include "Collision.h"
enum eWastedBustedState
{
@ -10,10 +10,9 @@ enum eWastedBustedState
WBSTATE_FAILED_CRITICAL_MISSION,
};
struct CCivilianPed
{
};
class CVehicle;
class CPlayerPed;
class CCivilianPed;
class CPlayerInfo
{
@ -22,10 +21,7 @@ public:
CVehicle *m_pRemoteVehicle;
CColModel m_ColModel;
CVehicle *m_pVehicleEx;
char m_aszPlayerName[70];
private:
int8 _pad0[2];
public:
char m_aPlayerName[70];
int32 m_nMoney;
int32 m_nVisibleMoney;
int32 m_nCollectedPackages;
@ -40,7 +36,7 @@ public:
int32 m_nNextSexMoneyUpdateTime;
int32 m_nSexFrequency;
CCivilianPed *m_pHooker;
int8 m_bWBState; // eWastedBustedState
int8 m_WBState; // eWastedBustedState
int8 field_217;
int8 field_218;
int8 field_219;
@ -71,4 +67,4 @@ public:
RwTexture *m_pSkinTexture;
};
static_assert(sizeof(CPlayerInfo) == 0x13C, "CPlayerPed: error");
static_assert(sizeof(CPlayerInfo) == 0x13C, "CPlayerInfo: error");

View file

@ -2,10 +2,19 @@
#include "Vehicle.h"
enum
{
TRAIN_DOOR_STATE2 = 2
};
class CTrain : public CVehicle
{
public:
// 0x288
uint8 stuff[92];
uint8 stuff1[20];
uint8 m_trackId;
uint8 stuff2[7];
int16 m_doorState;
uint8 stuff3[62];
};
static_assert(sizeof(CTrain) == 0x2E4, "CTrain: error");

View file

@ -90,6 +90,13 @@ void PrintGameVersion();
RwRGBA gColourTop;
void
InitialiseGame(void)
{
LoadingScreen(nil, nil, "loadsc0");
CGame::Initialise("DATA\\GTA3.DAT");
}
void
Idle(void *arg)
{
@ -591,6 +598,61 @@ ResetLoadingScreenBar(void)
NumberOfChunksLoaded = 0.0f;
}
void
LoadingIslandScreen(const char *levelName)
{
CSprite2d *splash;
wchar *name;
char str[100];
wchar wstr[80];
CRGBA col;
splash = LoadSplash(nil);
name = TheText.Get(levelName);
if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255))
return;
CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
DefinedState();
col = CRGBA(255, 255, 255, 255);
splash->Draw(CRect(0.0f, 0.0f, SCREENW, SCREENH), col, col, col, col);
CFont::SetBackgroundOff();
CFont::SetScale(1.5f, 1.5f);
CFont::SetPropOn();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(150.0f);
CFont::SetFontStyle(FONT_HEADING);
sprintf(str, "WELCOME TO");
AsciiToUnicode(str, wstr);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetDropShadowPosition(3);
CFont::SetColor(CRGBA(243, 237, 71, 255));
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
CFont::PrintString(SCREENW - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
TextCopy(wstr, name);
TheText.UpperCase(wstr);
CFont::SetColor(CRGBA(243, 237, 71, 255));
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
CFont::PrintString(SCREENW-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
char*
GetLevelSplashScreen(int level)
{
static char *splashScreens[4] = {
nil,
"splash1",
"splash2",
"splash3",
};
return splashScreens[level];
}
char*
GetRandomSplashScreen(void)
{

View file

@ -13,6 +13,9 @@ extern wchar *gUString;
class CSprite2d;
void InitialiseGame(void);
void LoadingScreen(const char *str1, const char *str2, const char *splashscreen);
void LoadingIslandScreen(const char *levelName);
CSprite2d *LoadSplash(const char *name);
char *GetLevelSplashScreen(int level);
char *GetRandomSplashScreen(void);

View file

@ -22,6 +22,7 @@ public:
return *((RwV3d*)this);
}
#endif
float Heading(void) const { return atan2(-x, y); }
float Magnitude(void) const { return sqrt(x*x + y*y + z*z); }
float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
float Magnitude2D(void) const { return sqrt(x*x + y*y); }

View file

@ -175,6 +175,23 @@ CModelInfo::IsBoatModel(int32 id)
((CVehicleModelInfo*)GetModelInfo(id))->m_vehicleType == VEHICLE_TYPE_BOAT;
}
void
CModelInfo::RemoveColModelsFromOtherLevels(eLevelName level)
{
int i;
CBaseModelInfo *mi;
CColModel *colmodel;
for(i = 0; i < MODELINFOSIZE; i++){
mi = GetModelInfo(i);
if(mi){
colmodel = mi->GetColModel();
if(colmodel && colmodel->level != LEVEL_NONE && colmodel->level != level)
colmodel->RemoveCollisionVolumes();
}
}
}
STARTPATCHES
InjectHook(0x50B310, CModelInfo::Initialise, PATCH_JUMP);
InjectHook(0x50B5B0, CModelInfo::ShutDown, PATCH_JUMP);
@ -184,4 +201,5 @@ STARTPATCHES
InjectHook(0x50BAD0, CModelInfo::AddPedModel, PATCH_JUMP);
InjectHook(0x50BA60, CModelInfo::AddVehicleModel, PATCH_JUMP);
InjectHook(0x50B860, (CBaseModelInfo *(*)(const char*, int*))CModelInfo::GetModelInfo, PATCH_JUMP);
InjectHook(0x50BBC0, CModelInfo::RemoveColModelsFromOtherLevels, PATCH_JUMP);
ENDPATCHES

View file

@ -36,4 +36,5 @@ public:
}
static bool IsBoatModel(int32 id);
static void RemoveColModelsFromOtherLevels(eLevelName level);
};

View file

@ -1006,7 +1006,9 @@ CVehicleModelInfo::SetEnvironmentMapCB(RpMaterial *material, void *data)
if(RpMaterialGetTexture(material) == 0)
RpMaterialSetTexture(material, gpWhiteTexture);
RpMatFXMaterialSetEffects(material, rpMATFXEFFECTENVMAP);
#ifndef PS2_MATFX
spec *= 0.5f; // Tone down a bit for PC
#endif
RpMatFXMaterialSetupEnvMap(material, (RwTexture*)data, pMatFxIdentityFrame, false, spec);
}
return material;

View file

@ -344,6 +344,8 @@ patch()
Patch<float>(0x46BC61+6, 1.0f); // car distance
InjectHook(0x59E460, printf, PATCH_JUMP);
InjectHook(0x475E00, printf, PATCH_JUMP); // _Error
// stolen from silentpatch (sorry)
Patch<WORD>(0x5382BF, 0x0EEB);

View file

@ -114,18 +114,11 @@ DWORD _dwMemAvailVideo;
DWORD &_dwOperatingSystemVersion = *(DWORD*)0x70F290;
RwUInt32 &gGameState = *(RwUInt32*)0x8F5838;
WRAPPER bool InitialiseGame(void) { EAXJMP(0x48E7E0); }
WRAPPER const char *GetLevelSplashScreen(int32 number) { EAXJMP(0x48D750); }
//
void LoadingScreen(char const *msg1, char const *msg2, char const *screen);
CSprite2d *LoadSplash(const char *name);
enum eJoypadState
{
JOYPAD_UNUSED,
JOYPAD_ATTACHED,
JOYPAD_UNUSED,
JOYPAD_ATTACHED,
};
struct tJoy