mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-18 06:27:46 +00:00
f882586eb8
# Conflicts: # README.md # src/core/Frontend.cpp # src/core/Frontend.h # src/peds/Ped.cpp # src/peds/Ped.h # src/render/Renderer.cpp # src/vehicles/Plane.cpp
154 lines
5.6 KiB
Markdown
154 lines
5.6 KiB
Markdown
# re3
|
|
[![Build status](https://ci.appveyor.com/api/projects/status/hyiwgegks122h8jg/branch/master?svg=true)](https://ci.appveyor.com/project/aap/re3/branch/master)
|
|
<a href="https://discord.gg/jYpXxTm"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
|
|
| Platform | Debug | Release |
|
|
|------------------|-------------|-------------|
|
|
| Windows Direct3D9 | [![Download](https://api.bintray.com/packages/gtamodding/revc/Debug_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/revc/Debug_win-x86-librw_d3d9-mss/_latestVersion) | [![Download](https://api.bintray.com/packages/gtamodding/revc/Release_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/revc/Release_win-x86-librw_d3d9-mss/_latestVersion) |
|
|
| Windows OpenGL3.3 | [![Download](https://api.bintray.com/packages/gtamodding/revc/Debug_win-x86-librw_gl3_glfw-mss/images/download.svg)](https://bintray.com/gtamodding/revc/Debug_win-x86-librw_gl3_glfw-mss/_latestVersion) | [![Download](https://api.bintray.com/packages/gtamodding/revc/Release_win-x86-librw_gl3_glfw-mss/images/download.svg)](https://bintray.com/gtamodding/revc/Release_win-x86-librw_gl3_glfw-mss/_latestVersion) |
|
|
|
|
## Intro
|
|
|
|
The aim of this project is to reverse GTA III for PC by replacing
|
|
parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus)
|
|
such that we have a working game at all times.
|
|
|
|
## How can I try it?
|
|
|
|
- re3 requires game assets to work, so you **must** own a copy of GTA III.
|
|
- Build re3 or download it from one of the above links (Debug or Release).
|
|
- (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.
|
|
- Move re3.exe to GTA 3 directory and run it.
|
|
|
|
## Preparing the environment for building
|
|
|
|
- Clone the repo.
|
|
- Run `git submodule init` and `git submodule update`.
|
|
- Point GTA_III_RE_DIR environment variable to GTA3 root folder.
|
|
- Run premake
|
|
- On Windows: one of the `premake-vsXXXX.cmd` variants on root folder
|
|
- On Linux: proceed to [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux).
|
|
- 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.
|
|
- **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)
|
|
|
|
|
|
> :information_source: **If you choose OpenAL(OAL) on Windows** You must read [Running OAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OAL-build-on-Windows).
|
|
|
|
> :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.
|
|
|
|
## Contributing
|
|
|
|
### Unreversed / incomplete classes (at least the ones we know)
|
|
The following classes have only unused or practically unused code left:
|
|
```
|
|
CCullZone - only mobile stuff
|
|
CCullZones - only mobile stuff
|
|
```
|
|
|
|
### Coding style
|
|
|
|
I started writing in [Plan 9 style](http://man.cat-v.org/plan_9/6/style),
|
|
but realize that this is not the most popular style, so I'm willing to compromise.
|
|
Try not to deviate too much so the code will look similar across the whole project.
|
|
|
|
To give examples, these two styles (or anything in between) are fine:
|
|
|
|
```
|
|
type
|
|
functionname(args)
|
|
{
|
|
if(a == b){
|
|
s1;
|
|
s2;
|
|
}else{
|
|
s3;
|
|
s4;
|
|
}
|
|
if(x != y)
|
|
s5;
|
|
}
|
|
|
|
type functionname(args)
|
|
{
|
|
if (a == b) {
|
|
s1;
|
|
s2;
|
|
} else {
|
|
s3;
|
|
s4;
|
|
}
|
|
if (x != y)
|
|
s5;
|
|
}
|
|
```
|
|
|
|
This one (or anything more extreme) is heavily discouraged:
|
|
|
|
```
|
|
type functionname ( args )
|
|
{
|
|
if ( a == b )
|
|
{
|
|
s1;
|
|
s2;
|
|
}
|
|
else
|
|
{
|
|
s3;
|
|
s4;
|
|
}
|
|
if ( x != y )
|
|
{
|
|
s5;
|
|
}
|
|
}
|
|
```
|
|
|
|
i.e.
|
|
|
|
* Put the brace on the same line as control statements
|
|
|
|
* Put the brace on the next line after function definitions and structs/classes
|
|
|
|
* Put an `else` on the same line with the braces
|
|
|
|
* Don't put braces around single statements
|
|
|
|
* Put the function return type on a separate line
|
|
|
|
* Indent with TABS
|
|
|
|
As for the less cosmetic choices, here are some guidelines how the code should look:
|
|
|
|
* Don't use magic numbers where the original source code would have had an enum or similar.
|
|
Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
|
|
since `4` will be used in other places and you can't easily see where else the enum value is used.
|
|
|
|
* Don't just copy paste code from IDA, make it look nice
|
|
|
|
* Use the right types. In particular:
|
|
|
|
* don't use types like `__int16`, we have `int16` for that
|
|
|
|
* don't use `unsigned`, we have typedefs for that
|
|
|
|
* don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
|
|
|
|
* don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
|
|
|
|
* declare pointers like `int *ptr;`, not `int* ptr;`
|
|
|
|
* As for variable names, the original gta source code was not written in a uniform style,
|
|
but here are some observations:
|
|
|
|
* many variables employ a form of hungarian notation, i.e.:
|
|
|
|
* `m_` may be used for class member variables (mostly those that are considered private)
|
|
|
|
* `ms_` for (mostly private) static members
|
|
|
|
* `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
|
|
|
|
* do *not* use `dw` for `DWORD` or so, we're not programming win32
|
|
|
|
* Generally, try to make the code look as if R* could have written it
|