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Merge branch 'miami' of github.com:GTAmodding/re3 into miami

This commit is contained in:
aap 2021-02-06 10:23:28 +01:00
commit cc435ea711
20 changed files with 163 additions and 32 deletions

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@ -48,14 +48,22 @@ jobs:
- name: Build - name: Build
run: | run: |
msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}} msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
- name: Pack artifacts # - name: Pack artifacts
# run: |
# 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
- name: Move binaries to gamefiles
run: | run: |
7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/* mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./gamefiles/
- name: Move dynamic dependencies to gamefiles
run: |
mv ./vendor/mpg123/dist/Win64/libmpg123-0.dll ./gamefiles/
mv ./vendor/openal-soft/dist/Win64/OpenAL32.dll ./gamefiles/
- name: Upload artifact to actions - name: Upload artifact to actions
uses: actions/upload-artifact@v2 uses: actions/upload-artifact@v2
with: with:
name: reVC_${{matrix.buildtype}}_${{matrix.platform}} name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
path: ./bin/${{matrix.platform}}/${{matrix.buildtype}} path: ./gamefiles/*
# - name: Upload artifact to Bintray # - name: Upload artifact to Bintray
# uses: hpcsc/upload-bintray-docker-action@v1 # uses: hpcsc/upload-bintray-docker-action@v1
# with: # with:

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@ -48,14 +48,23 @@ jobs:
- name: Build - name: Build
run: | run: |
msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}} msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
- name: Pack artifacts # - name: Pack artifacts
# run: |
# 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
- name: Move binaries to gamefiles
run: | run: |
7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/* mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./gamefiles/
- if: contains(matrix.platform, 'oal')
name: Move dynamic dependencies to gamefiles
run: |
mv ./vendor/mpg123/dist/Win32/libmpg123-0.dll ./gamefiles/
mv ./vendor/openal-soft/dist/Win32/OpenAL32.dll ./gamefiles/
- name: Upload artifact to actions - name: Upload artifact to actions
uses: actions/upload-artifact@v2 uses: actions/upload-artifact@v2
with: with:
name: reVC_${{matrix.buildtype}}_${{matrix.platform}} name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
path: reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip path: ./gamefiles/*
# - name: Upload artifact to Bintray # - name: Upload artifact to Bintray
# uses: hpcsc/upload-bintray-docker-action@v1 # uses: hpcsc/upload-bintray-docker-action@v1
# with: # with:

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@ -13,27 +13,69 @@ The aim of this project is to reverse GTA Vice City for PC.
- (Optional) If you want to use optional features, copy the files in /gamefiles folder to your game root folder. - (Optional) If you want to use optional features, copy the files in /gamefiles folder to your game root folder.
- Move reVC.exe to GTA VC directory and run it. - Move reVC.exe to GTA VC directory and run it.
## Preparing the environment for building ## Latest standalone executables to download
You may want to point GTA_VC_RE_DIR environment variable to GTA VC root folder if you want executable to be moved there via post-build script. (Put content of selected archive into gamedir)
- For Linux, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux) - [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_x86/miami/reVC_Release_win-x86-librw_d3d9-mss.zip)
- For FreeBSD, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD) - [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_d3d9-oal.zip)
- For Windows, assuming you have Visual Studio: - [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip)
- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-latest-gl3.zip)
- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip)
## Building from Source
When using premake, you may want to point GTA_VC_RE_DIR environment variable to GTA Vice City root folder, if you want executable to be moved there via post-build script.
<details><summary>Linux Premake</summary>
For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
</details>
<details><summary>Linux Conan</summary>
Obtain source code.
```
git clone https://github.com/GTAmodding/re3.git reVC -b miami
cd reVC
git submodule init
git submodule update --recursive
```
Install python and conan, and then run build.
```
conan export vendor/librw librw/master@
mkdir build
cd build
conan install .. reVC/master@ -if build -o reVC:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s reVC:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
conan build .. -if build -bf build -pf package
```
</details>
<details><summary>FreeBSD</summary>
For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
</details>
<details><summary>Windows</summary>
Assuming you have Visual Studio:
- Clone the repo using the argument `--recursive`. - Clone the repo using the argument `--recursive`.
- Run one of the `premake-vsXXXX.cmd` variants on root folder. - Run one of the `premake-vsXXXX.cmd` variants on root folder.
- Open the project via Visual Studio - Open the project via Visual Studio
**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) **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)
There are various settings at the very bottom of [config.h](https://github.com/GTAmodding/re3/tree/miami/src/core/config.h), you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across. **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).
</details>
> :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). > :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/miami/src/core/config.h), you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
> :information_source: **Did you notice librw?** reVC uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of reVC, but you also can use LIBRW enviorenment variable to specify path to your own librw. > :information_source: **Did you notice librw?** reVC uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of reVC, but you also can use LIBRW enviorenment variable to specify path to your own librw.
## Contributing ## Contributing
Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/miami/CODING_STYLE.md) Document
### Unreversed / incomplete classes ### Unreversed / incomplete classes

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@ -204,6 +204,7 @@ project "librw"
architecture "amd64" architecture "amd64"
filter "platforms:win*" filter "platforms:win*"
defines { "_CRT_SECURE_NO_WARNINGS", "_CRT_NONSTDC_NO_DEPRECATE" }
staticruntime "on" staticruntime "on"
buildoptions { "/Zc:sizedDealloc-" } buildoptions { "/Zc:sizedDealloc-" }

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@ -1908,6 +1908,9 @@ cSampleManager::StopStreamedFile(uint8 nStream)
{ {
delete stream; delete stream;
aStream[nStream] = NULL; aStream[nStream] = NULL;
if ( nStream == 0 )
_bIsMp3Active = false;
} }
} }
@ -1919,9 +1922,23 @@ cSampleManager::GetStreamedFilePosition(uint8 nStream)
CStream *stream = aStream[nStream]; CStream *stream = aStream[nStream];
if ( stream ) if ( stream )
{
if ( _bIsMp3Active )
{
tMP3Entry *mp3 = _GetMP3EntryByIndex(_CurMP3Index);
if ( mp3 != NULL )
{
return stream->GetPosMS() + mp3->nTrackStreamPos;
}
else
return 0;
}
else
{ {
return stream->GetPosMS(); return stream->GetPosMS();
} }
}
return 0; return 0;
} }

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@ -52,8 +52,8 @@ void CAutoPilot::Save(uint8*& buf)
WriteSaveBuf<int32>(buf, m_nCurrentRouteNode); WriteSaveBuf<int32>(buf, m_nCurrentRouteNode);
WriteSaveBuf<int32>(buf, m_nNextRouteNode); WriteSaveBuf<int32>(buf, m_nNextRouteNode);
WriteSaveBuf<int32>(buf, m_nPrevRouteNode); WriteSaveBuf<int32>(buf, m_nPrevRouteNode);
WriteSaveBuf<uint32>(buf, m_nTimeEnteredCurve); WriteSaveBuf<int32>(buf, m_nTimeEnteredCurve);
WriteSaveBuf<uint32>(buf, m_nTimeToSpendOnCurrentCurve); WriteSaveBuf<int32>(buf, m_nTimeToSpendOnCurrentCurve);
WriteSaveBuf<uint32>(buf, m_nCurrentPathNodeInfo); WriteSaveBuf<uint32>(buf, m_nCurrentPathNodeInfo);
WriteSaveBuf<uint32>(buf, m_nNextPathNodeInfo); WriteSaveBuf<uint32>(buf, m_nNextPathNodeInfo);
WriteSaveBuf<uint32>(buf, m_nPreviousPathNodeInfo); WriteSaveBuf<uint32>(buf, m_nPreviousPathNodeInfo);
@ -95,8 +95,8 @@ void CAutoPilot::Load(uint8*& buf)
m_nCurrentRouteNode = ReadSaveBuf<int32>(buf); m_nCurrentRouteNode = ReadSaveBuf<int32>(buf);
m_nNextRouteNode = ReadSaveBuf<int32>(buf); m_nNextRouteNode = ReadSaveBuf<int32>(buf);
m_nPrevRouteNode = ReadSaveBuf<int32>(buf); m_nPrevRouteNode = ReadSaveBuf<int32>(buf);
m_nTimeEnteredCurve = ReadSaveBuf<uint32>(buf); m_nTimeEnteredCurve = ReadSaveBuf<int32>(buf);
m_nTimeToSpendOnCurrentCurve = ReadSaveBuf<uint32>(buf); m_nTimeToSpendOnCurrentCurve = ReadSaveBuf<int32>(buf);
m_nCurrentPathNodeInfo = ReadSaveBuf<uint32>(buf); m_nCurrentPathNodeInfo = ReadSaveBuf<uint32>(buf);
m_nNextPathNodeInfo = ReadSaveBuf<uint32>(buf); m_nNextPathNodeInfo = ReadSaveBuf<uint32>(buf);
m_nPreviousPathNodeInfo = ReadSaveBuf<uint32>(buf); m_nPreviousPathNodeInfo = ReadSaveBuf<uint32>(buf);

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@ -64,8 +64,8 @@ public:
int32 m_nCurrentRouteNode; int32 m_nCurrentRouteNode;
int32 m_nNextRouteNode; int32 m_nNextRouteNode;
int32 m_nPrevRouteNode; int32 m_nPrevRouteNode;
uint32 m_nTimeEnteredCurve; int32 m_nTimeEnteredCurve;
uint32 m_nTimeToSpendOnCurrentCurve; int32 m_nTimeToSpendOnCurrentCurve;
uint32 m_nCurrentPathNodeInfo; uint32 m_nCurrentPathNodeInfo;
uint32 m_nNextPathNodeInfo; uint32 m_nNextPathNodeInfo;
uint32 m_nPreviousPathNodeInfo; uint32 m_nPreviousPathNodeInfo;

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@ -2757,7 +2757,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane)
up.Normalise(); up.Normalise();
CVector forward(Cos(pPlane->m_fOrientation), Sin(pPlane->m_fOrientation), fForwardZ); CVector forward(Cos(pPlane->m_fOrientation), Sin(pPlane->m_fOrientation), fForwardZ);
forward.Normalise(); forward.Normalise();
CVector right = CrossProduct(forward, up); CVector right = CrossProduct(up, forward);
right.z -= 5.0f * pPlane->m_fPlaneSteer; right.z -= 5.0f * pPlane->m_fPlaneSteer;
right.Normalise(); right.Normalise();
up = CrossProduct(forward, right); up = CrossProduct(forward, right);

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@ -431,12 +431,12 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]); CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
script_assert(pPed); script_assert(pPed);
if (ScriptParams[1]) { if (ScriptParams[1]) {
pPed->bIsDucking = true; pPed->bCrouchWhenShooting = true;
pPed->SetDuck(ScriptParams[2], true); pPed->SetDuck(ScriptParams[2], true);
} }
else { else {
pPed->ClearDuck(true); pPed->ClearDuck(true);
pPed->bIsDucking = false; pPed->bCrouchWhenShooting = false;
} }
return 0; return 0;
} }

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@ -355,7 +355,7 @@ __inline__ void TRACE(char *f, ...) { } // this is re3 only, and so the function
#ifndef MASTER #ifndef MASTER
#define assert(_Expression) (void)( (!!(_Expression)) || (re3_assert(#_Expression, __FILE__, __LINE__, __FUNCTION__), 0) ) #define assert(_Expression) (void)( (!!(_Expression)) || (re3_assert(#_Expression, __FILE__, __LINE__, __FUNCTION__), 0) )
#else #else
#define assert(_Expression) #define assert(_Expression) (_Expression)
#endif #endif
#define ASSERT assert #define ASSERT assert

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@ -251,6 +251,12 @@ enum Config {
#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build #define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
#endif #endif
#define ASCII_STRCMP // use faster ascii str comparisons
#if !defined _WIN32 || defined __MWERKS__ || defined __MINGW32__ || defined VANILLA_DEFINES
#undef ASCII_STRCMP
#endif
// Just debug menu entries // Just debug menu entries
#ifdef DEBUGMENU #ifdef DEBUGMENU
#define RELOADABLES // some debug menu options to reload TXD files #define RELOADABLES // some debug menu options to reload TXD files

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@ -1140,18 +1140,18 @@ void CHud::Draw()
if (IntroRect.m_nTextureId >= 0) { if (IntroRect.m_nTextureId >= 0) {
CRect rect ( CRect rect (
IntroRect.m_sRect.left, IntroRect.m_sRect.left,
IntroRect.m_sRect.top, IntroRect.m_sRect.bottom,
IntroRect.m_sRect.right, IntroRect.m_sRect.right,
IntroRect.m_sRect.bottom ); IntroRect.m_sRect.top );
CTheScripts::ScriptSprites[IntroRect.m_nTextureId].Draw(rect, IntroRect.m_sColor); CTheScripts::ScriptSprites[IntroRect.m_nTextureId].Draw(rect, IntroRect.m_sColor);
} }
else { else {
CRect rect ( CRect rect (
IntroRect.m_sRect.left, IntroRect.m_sRect.left,
IntroRect.m_sRect.top, IntroRect.m_sRect.bottom,
IntroRect.m_sRect.right, IntroRect.m_sRect.right,
IntroRect.m_sRect.bottom ); IntroRect.m_sRect.top );
CSprite2d::DrawRect(rect, IntroRect.m_sColor); CSprite2d::DrawRect(rect, IntroRect.m_sColor);
} }

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@ -14557,6 +14557,20 @@ L'heure est venue pour l'ange gardien des taxis Kaufman de froisser de la tôle!
[TAX3_5:TAXIWA3] [TAX3_5:TAXIWA3]
Hé mec, j'vais te bousiller ta caisse! Hé mec, j'vais te bousiller ta caisse!
{ re3 updates }
{ new languages }
[FEL_JAP]
JAPONAIS
[FEL_POL]
POLONAIS
[FEL_RUS]
RUSSE
[FEA_FMN]
RADIO ETEINTE
[DUMMY] [DUMMY]
THIS LABEL NEEDS TO BE HERE !!! THIS LABEL NEEDS TO BE HERE !!!
AS THE LAST LABEL DOES NOT GET COMPILED AS THE LAST LABEL DOES NOT GET COMPILED

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@ -14557,6 +14557,20 @@ Wird Zeit, dass der Schutzengel von Kaufman-Taxis eine vor den Latz kriegt!
[TAX3_5:TAXIWA3] [TAX3_5:TAXIWA3]
Hey, Freundchen, dir zieh ich das Fell über die Ohren! Hey, Freundchen, dir zieh ich das Fell über die Ohren!
{ re3 updates }
{ new languages }
[FEL_JAP]
JAPANISCH
[FEL_POL]
POLNISCH
[FEL_RUS]
RUSSISCH
[FEA_FMN]
RADIO AUS
[DUMMY] [DUMMY]
THIS LABEL NEEDS TO BE HERE !!! THIS LABEL NEEDS TO BE HERE !!!
AS THE LAST LABEL DOES NOT GET COMPILED AS THE LAST LABEL DOES NOT GET COMPILED

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@ -14566,6 +14566,20 @@ La compagnia dei taxi d'ora in poi genererà introiti per un massimo di ~1~$. Ri
[TAX3_5:TAXIWA3] [TAX3_5:TAXIWA3]
Ehi ragazzo, ti abbronzo il fondoschiena! Ehi ragazzo, ti abbronzo il fondoschiena!
{ re3 updates }
{ new languages }
[FEL_JAP]
GIAPPONESE
[FEL_POL]
POLACCO
[FEL_RUS]
RUSSO
[FEA_FMN]
RADIO SPENTA
[DUMMY] [DUMMY]
THIS LABEL NEEDS TO BE HERE !!! THIS LABEL NEEDS TO BE HERE !!!
AS THE LAST LABEL DOES NOT GET COMPILED AS THE LAST LABEL DOES NOT GET COMPILED

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@ -14366,6 +14366,12 @@ XBOX
[FEC_IVP] [FEC_IVP]
INVERTIR VERTICALIDAD MANDO INVERTIR VERTICALIDAD MANDO
[FEM_NON]
NADA
[FEA_FMN]
RADIO APAGADA
{ end of file } { end of file }
[DUMMY] [DUMMY]
THIS LABEL NEEDS TO BE HERE !!! THIS LABEL NEEDS TO BE HERE !!!