Merge branch 'master' of github.com:Fire-Head/re3

This commit is contained in:
Fire-Head 2019-08-02 23:23:05 +03:00
commit 73e2a4b035
71 changed files with 4953 additions and 487 deletions

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@ -4037,7 +4037,7 @@ cAudioManager::ProcessEntity(int32 id)
case AUDIOTYPE_BRIDGE:
if(!m_bUserPause) {
m_sQueueSample.m_bReverbFlag = 1;
cAudioManager::ProcessBridgeOneShots();
cAudioManager::ProcessBridge();
}
break;
case AUDIOTYPE_FRONTEND:

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@ -20,9 +20,9 @@ enum eSound : int16
SOUND_F = 15,
SOUND_CAR_ENGINE_START = 16,
SOUND_CAR_LIGHT_BREAK = 17,
SOUND_CAR_HYDRALIC_1 = 18,
SOUND_CAR_HYDRALIC_2 = 19,
SOUND_CAR_HYDRALIC_3 = 20,
SOUND_CAR_HYDRAULIC_1 = 18,
SOUND_CAR_HYDRAULIC_2 = 19,
SOUND_CAR_HYDRAULIC_3 = 20,
SOUND_CAR_JERK = 21,
SOUND_CAR_SPLASH = 22,
SOUND_17 = 23,
@ -35,18 +35,18 @@ enum eSound : int16
SOUND_STEP_END = 30,
SOUND_FALL_LAND = 31,
SOUND_FALL_COLLAPSE = 32,
SOUND_21 = 33,
SOUND_22 = 34,
SOUND_23 = 35,
SOUND_24 = 36,
SOUND_25 = 37,
SOUND_26 = 38,
SOUND_WEAPON_PUNCH_ATTACK = 39,
SOUND_28 = 40,
SOUND_29 = 41,
SOUND_2A = 42,
SOUND_2B = 43,
SOUND_2C = 44,
SOUND_FIGHT_PUNCH_33 = 33,
SOUND_FIGHT_KICK_34 = 34,
SOUND_FIGHT_HEADBUTT_35 = 35,
SOUND_FIGHT_PUNCH_36 = 36,
SOUND_FIGHT_PUNCH_37 = 37,
SOUND_FIGHT_CLOSE_PUNCH_38 = 38,
SOUND_FIGHT_PUNCH_39 = 39,
SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 = 40,
SOUND_FIGHT_PUNCH_41 = 41,
SOUND_FIGHT_PUNCH_FROM_BEHIND_42 = 42,
SOUND_FIGHT_KNEE_OR_KICK_43 = 43,
SOUND_FIGHT_KICK_44 = 44,
SOUND_2D = 45,
SOUND_WEAPON_BAT_ATTACK = 46,
SOUND_WEAPON_SHOT_FIRED = 47,

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@ -7,6 +7,9 @@ int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
bool &CCarCtrl::bCarsGeneratedAroundCamera = *(bool*)0x95CD8A;
float& CCarCtrl::CarDensityMultiplier = *(float*)0x5EC8B4;
int32 &CCarCtrl::NumMissionCars = *(int32*)0x8F1B54;
int32 &CCarCtrl::NumRandomCars = *(int32*)0x943118;
int32 &CCarCtrl::NumParkedCars = *(int32*)0x8F29E0;
WRAPPER void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle*) { EAXJMP(0x41F7F0); }
WRAPPER void CCarCtrl::AddToCarArray(int32 id, int32 vehclass) { EAXJMP(0x4182F0); }
@ -17,6 +20,7 @@ WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); }
WRAPPER void CCarCtrl::ScanForPedDanger(CVehicle *veh) { EAXJMP(0x418F40); }
WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); }
bool
CCarCtrl::MapCouldMoveInThisArea(float x, float y)

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@ -15,10 +15,14 @@ public:
static void UpdateCarOnRails(CVehicle*);
static bool MapCouldMoveInThisArea(float x, float y);
static void ScanForPedDanger(CVehicle *veh);
static void RemoveFromInterestingVehicleList(CVehicle*);
static int32 &NumLawEnforcerCars;
static int32 &NumAmbulancesOnDuty;
static int32 &NumFiretrucksOnDuty;
static int32 &NumRandomCars;
static int32 &NumMissionCars;
static int32 &NumParkedCars;
static bool &bCarsGeneratedAroundCamera;
static float &CarDensityMultiplier;
};

308
src/control/CarGen.cpp Normal file
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@ -0,0 +1,308 @@
#include "common.h"
#include "patcher.h"
#include "CarGen.h"
#include "Automobile.h"
#include "Boat.h"
#include "Camera.h"
#include "CarCtrl.h"
#include "CutsceneMgr.h"
#include "General.h"
#include "Pools.h"
#include "Streaming.h"
#include "Timer.h"
#include "Vehicle.h"
#include "World.h"
uint8 &CTheCarGenerators::ProcessCounter = *(uint8*)0x95CDAF;
uint32 &CTheCarGenerators::NumOfCarGenerators = *(uint32*)0x8E2C1C;
CCarGenerator (&CTheCarGenerators::CarGeneratorArray)[NUM_CARGENS] = *(CCarGenerator(*)[NUM_CARGENS])*(uintptr*)0x87CB18;
uint8 &CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter = *(uint8*)0x95CDC6;
uint32 &CTheCarGenerators::CurrentActiveCount = *(uint32*)0x8F2C5C;
void CCarGenerator::SwitchOff()
{
m_nUsesRemaining = 0;
--CTheCarGenerators::CurrentActiveCount;
}
void CCarGenerator::SwitchOn()
{
m_nUsesRemaining = -1;
m_nTimer = CalcNextGen();
++CTheCarGenerators::CurrentActiveCount;
}
uint32 CCarGenerator::CalcNextGen()
{
return CTimer::GetTimeInMilliseconds() + 4;
}
void CCarGenerator::DoInternalProcessing()
{
if (CheckForBlockage()) {
m_nTimer += 4;
if (m_nUsesRemaining == 0)
--CTheCarGenerators::CurrentActiveCount;
return;
}
if (CCarCtrl::NumParkedCars >= 10)
return;
CStreaming::RequestModel(m_nModelIndex, STREAMFLAGS_DEPENDENCY);
if (!CStreaming::HasModelLoaded(m_nModelIndex))
return;
if (CModelInfo::IsBoatModel(m_nModelIndex)){
CBoat* pBoat = new CBoat(m_nModelIndex, PARKED_VEHICLE);
pBoat->bIsStatic = false;
pBoat->bEngineOn = false;
CVector pos = m_vecPos;
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel();
pBoat->GetPosition() = pos;
pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
pBoat->m_status = STATUS_ABANDONED;
pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
CWorld::Add(pBoat);
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
pBoat->m_nAlarmState = -1;
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
pBoat->m_nDoorLock = CARLOCK_LOCKED;
if (m_nColor1 != -1 && m_nColor2){
pBoat->m_currentColour1 = m_nColor1;
pBoat->m_currentColour2 = m_nColor2;
}
m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pBoat);
}else{
bool groundFound = false;
CVector pos = m_vecPos;
if (pos.z > -100.0f){
pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &groundFound);
}else{
CColPoint cp;
CEntity* pEntity;
groundFound = CWorld::ProcessVerticalLine(CVector(pos.x, pos.y, 1000.0f), -1000.0f,
cp, pEntity, true, false, false, false, false, false, nil);
if (groundFound)
pos.z = cp.point.z;
}
if (!groundFound) {
debug("CCarGenerator::DoInternalProcessing - can't find ground z for new car x = %f y = %f \n", m_vecPos.x, m_vecPos.y);
}else{
CAutomobile* pCar = new CAutomobile(m_nModelIndex, PARKED_VEHICLE);
pCar->bIsStatic = false;
pCar->bEngineOn = false;
pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
pCar->GetPosition() = pos;
pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
pCar->m_status = STATUS_ABANDONED;
pCar->bLightsOn = false;
pCar->m_nDoorLock = CARLOCK_UNLOCKED;
CWorld::Add(pCar);
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
pCar->m_nAlarmState = -1;
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
pCar->m_nDoorLock = CARLOCK_LOCKED;
if (m_nColor1 != -1 && m_nColor2) {
pCar->m_currentColour1 = m_nColor1;
pCar->m_currentColour2 = m_nColor2;
}
m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pCar);
}
}
if (m_nUsesRemaining < -1) /* I don't think this is a correct comparasion */
--m_nUsesRemaining;
m_nTimer = CalcNextGen();
if (m_nUsesRemaining == 0)
--CTheCarGenerators::CurrentActiveCount;
}
void CCarGenerator::Process()
{
if (m_nVehicleHandle == -1 &&
(CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) &&
m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayer())
DoInternalProcessing();
if (m_nVehicleHandle == -1)
return;
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_nVehicleHandle);
if (!pVehicle){
m_nVehicleHandle = -1;
return;
}
if (pVehicle->m_status != STATUS_PLAYER)
return;
m_nTimer += 60000;
m_nVehicleHandle = -1;
m_bIsBlocking = true;
pVehicle->bExtendedRange = false;
}
void CCarGenerator::Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay)
{
CMatrix m1, m2, m3; /* Unused but present on stack, so I'll leave them. */
m_vecPos = CVector(x, y, z);
m_fAngle = angle;
m_nModelIndex = mi;
m_nColor1 = color1;
m_nColor2 = color2;
m_bForceSpawn = force;
m_nAlarm = alarm;
m_nDoorlock = lock;
m_nMinDelay = min_delay;
m_nMaxDelay = max_delay;
m_nVehicleHandle = -1;
m_nTimer = CTimer::GetTimeInMilliseconds() + 1;
m_nUsesRemaining = 0;
m_bIsBlocking = false;
m_vecInf = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.min;
m_vecSup = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.max;
m_fSize = max(m_vecInf.Magnitude(), m_vecSup.Magnitude());
}
bool CCarGenerator::CheckForBlockage()
{
int16 entities;
CWorld::FindObjectsKindaColliding(CVector(m_vecPos), m_fSize, 1, &entities, 2, nil, false, true, true, false, false);
return entities > 0;
}
bool CCarGenerator::CheckIfWithinRangeOfAnyPlayer()
{
CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos;
float distance = direction.Magnitude();
float farclip = 120.0f * TheCamera.GenerationDistMultiplier;
float nearclip = farclip - 20.0f;
if (distance >= farclip){
if (m_bIsBlocking)
m_bIsBlocking = false;
return false;
}
if (CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter)
return true;
if (m_bIsBlocking)
return false;
if (distance < nearclip)
return false;
return DotProduct2D(direction, FindPlayerSpeed()) <= 0;
}
void CCarGenerator::Save(uint8* buffer)
{
*(uint32*)(buffer) = m_nModelIndex;
*(CVector*)(buffer + 4) = m_vecPos;
*(float*)(buffer + 16) = m_fAngle;
*(int16*)(buffer + 20) = m_nColor1;
*(int16*)(buffer + 22) = m_nColor2;
*(bool*)(buffer + 24) = m_bForceSpawn;
*(uint8*)(buffer + 25) = m_nAlarm;
*(uint8*)(buffer + 26) = m_nDoorlock;
*(uint8*)(buffer + 27) = 0;
*(uint16*)(buffer + 28) = m_nMinDelay;
*(uint16*)(buffer + 30) = m_nMaxDelay;
*(uint32*)(buffer + 32) = m_nTimer;
*(int32*)(buffer + 36) = m_nVehicleHandle;
*(uint16*)(buffer + 40) = m_nUsesRemaining;
*(bool*)(buffer + 42) = m_bIsBlocking;
*(uint8*)(buffer + 43) = 0;
*(CVector*)(buffer + 44) = m_vecInf;
*(CVector*)(buffer + 56) = m_vecSup;
*(float*)(buffer + 68) = m_fSize;
}
void CCarGenerator::Load(uint8* buffer)
{
m_nModelIndex = *(uint32*)(buffer);
m_vecPos = *(CVector*)(buffer + 4);
m_fAngle = *(float*)(buffer + 16);
m_nColor1 = *(int16*)(buffer + 20);
m_nColor2 = *(int16*)(buffer + 22);
m_bForceSpawn = *(bool*)(buffer + 24);
m_nAlarm = *(uint8*)(buffer + 25);
m_nDoorlock = *(uint8*)(buffer + 26);
m_nMinDelay = *(uint16*)(buffer + 28);
m_nMaxDelay = *(uint16*)(buffer + 30);
m_nTimer = *(uint32*)(buffer + 32);
m_nVehicleHandle = *(int32*)(buffer + 36);
m_nUsesRemaining = *(uint16*)(buffer + 40);
m_bIsBlocking = *(bool*)(buffer + 42);
m_vecInf = *(CVector*)(buffer + 44);
m_vecSup = *(CVector*)(buffer + 56);
m_fSize = *(float*)(buffer + 68);
}
void CTheCarGenerators::Process()
{
if (FindPlayerTrain() || CCutsceneMgr::IsRunning())
return;
if (++CTheCarGenerators::ProcessCounter == 4)
CTheCarGenerators::ProcessCounter = 0;
for (uint32 i = ProcessCounter; i < NumOfCarGenerators; i += 4)
CTheCarGenerators::CarGeneratorArray[i].Process();
if (GenerateEvenIfPlayerIsCloseCounter)
GenerateEvenIfPlayerIsCloseCounter--;
}
int32 CTheCarGenerators::CreateCarGenerator(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay)
{
CarGeneratorArray[NumOfCarGenerators].Setup(x, y, z, angle, mi, color1, color2, force, alarm, lock, min_delay, max_delay);
return NumOfCarGenerators++;
}
void CTheCarGenerators::Init()
{
GenerateEvenIfPlayerIsCloseCounter = 0;
NumOfCarGenerators = 0;
ProcessCounter = 0;
CurrentActiveCount = 0;
}
void CTheCarGenerators::SaveAllCarGenerators(uint8 *buffer, uint32 *size)
{
*size = 28 + 72 * NUM_CARGENS;
buffer[0] = 'C';
buffer[1] = 'G';
buffer[2] = 'N';
buffer[3] = '\0';
*(uint32*)(buffer + 4) = *size - 8;
*(uint32*)(buffer + 8) = 12; /* what is this? */
*(uint32*)(buffer + 12) = NumOfCarGenerators;
*(uint32*)(buffer + 16) = CurrentActiveCount;
*(uint8*)(buffer + 20) = ProcessCounter;
*(uint8*)(buffer + 21) = GenerateEvenIfPlayerIsCloseCounter;
*(uint16*)(buffer + 22) = 0;
*(uint32*)(buffer + 24) = 72 * NUM_CARGENS;
buffer += 28;
for (int i = 0; i < NUM_CARGENS; i++){
CarGeneratorArray[i].Save(buffer);
buffer += 72;
}
}
void CTheCarGenerators::LoadAllCarGenerators(uint8* buffer, uint32 size)
{
Init();
assert(size == 28 + NUM_CARGENS * 72);
assert(buffer[0] == 'C');
assert(buffer[1] == 'G');
assert(buffer[2] == 'N');
assert(buffer[3] == '\0');
assert(*(uint32*)(buffer + 4) == size - 8);
NumOfCarGenerators = *(uint32*)(buffer + 12);
CurrentActiveCount = *(uint32*)(buffer + 16);
ProcessCounter = *(uint8*)(buffer + 20);
GenerateEvenIfPlayerIsCloseCounter = *(uint8*)(buffer + 21);
assert(*(uint32*)(buffer + 24) == 72 * NUM_CARGENS);
buffer += 28;
for (int i = 0; i < NUM_CARGENS; i++) {
CarGeneratorArray[i].Load(buffer);
buffer += 72;
}
}
STARTPATCHES
InjectHook(0x543020, CTheCarGenerators::Init, PATCH_JUMP);
InjectHook(0x542F40, CTheCarGenerators::Process, PATCH_JUMP);
InjectHook(0x543050, CTheCarGenerators::SaveAllCarGenerators, PATCH_JUMP);
InjectHook(0x5431E0, CTheCarGenerators::LoadAllCarGenerators, PATCH_JUMP);
ENDPATCHES

56
src/control/CarGen.h Normal file
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@ -0,0 +1,56 @@
#pragma once
#include "common.h"
#include "config.h"
enum {
CARGEN_MAXACTUALLIMIT = 100
};
class CCarGenerator
{
int32 m_nModelIndex;
CVector m_vecPos;
float m_fAngle;
int16 m_nColor1;
int16 m_nColor2;
uint8 m_bForceSpawn;
uint8 m_nAlarm;
uint8 m_nDoorlock;
int16 m_nMinDelay;
int16 m_nMaxDelay;
uint32 m_nTimer;
int32 m_nVehicleHandle;
uint16 m_nUsesRemaining;
bool m_bIsBlocking;
CVector m_vecInf;
CVector m_vecSup;
float m_fSize;
public:
void SwitchOff();
void SwitchOn();
uint32 CalcNextGen();
void DoInternalProcessing();
void Process();
void Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay);
bool CheckForBlockage();
bool CheckIfWithinRangeOfAnyPlayer();
void Save(uint8*);
void Load(uint8*);
void SetUsesRemaining(uint16 uses) { m_nUsesRemaining = uses; }
};
class CTheCarGenerators
{
public:
static uint8 &ProcessCounter;
static uint32 &NumOfCarGenerators;
static CCarGenerator (&CarGeneratorArray)[NUM_CARGENS];
static uint8 &GenerateEvenIfPlayerIsCloseCounter;
static uint32 &CurrentActiveCount;
static void Process();
static int32 CreateCarGenerator(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay);
static void Init();
static void SaveAllCarGenerators(uint8 *, uint32 *);
static void LoadAllCarGenerators(uint8 *, uint32);
};

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@ -63,6 +63,11 @@ CGarages::IsModelIndexADoor(uint32 id)
id == MI_CRUSHERLID;
}
bool CGarages::HasCarBeenCrushed(int32 handle)
{
return CrushedCarId == handle;
}
WRAPPER void CGarages::TriggerMessage(char *text, int16, uint16 time, int16) { EAXJMP(0x426B20); }
#if 0

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@ -24,4 +24,5 @@ public:
static bool IsModelIndexADoor(uint32 id);
static void TriggerMessage(char *text, int16, uint16 time, int16);
static void PrintMessages(void);
static bool HasCarBeenCrushed(int32);
};

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@ -76,6 +76,7 @@ CPhoneInfo::Load(CPhoneInfo *source, uint8 buffer)
m_aPhones[phoneId].m_vecPos = phone->m_vecPos;
memcpy(m_aPhones[phoneId].m_apMessages, phone->m_apMessages, sizeof(wchar*) * 6);
m_aPhones[phoneId].m_lastTimeRepeatedMsgShown = phone->m_lastTimeRepeatedMsgShown;
m_aPhones[phoneId].m_pEntity = phone->m_pEntity;
m_aPhones[phoneId].m_nState = phone->m_nState;
m_aPhones[phoneId].field_30 = phone->field_30;
@ -183,13 +184,14 @@ CPhoneInfo::Save(CPhoneInfo *destination, uint32 *size)
phone->m_vecPos = m_aPhones[phoneId].m_vecPos;
memcpy(phone->m_apMessages, m_aPhones[phoneId].m_apMessages, sizeof(wchar*) * 6);
phone->m_lastTimeRepeatedMsgShown = m_aPhones[phoneId].m_lastTimeRepeatedMsgShown;
phone->m_pEntity = m_aPhones[phoneId].m_pEntity;
phone->m_nState = m_aPhones[phoneId].m_nState;
phone->field_30 = m_aPhones[phoneId].field_30;
// Convert entity pointer to building pool index while saving
if (phone->m_pEntity) {
phone->m_pEntity = (CEntity*) CPools::GetBuildingPool()->GetJustIndex((CBuilding*)phone->m_pEntity) + 1;
phone->m_pEntity = (CEntity*) (CPools::GetBuildingPool()->GetJustIndex((CBuilding*)phone->m_pEntity) + 1);
}
}
}
@ -210,7 +212,7 @@ PhonePutDownCB(CAnimBlendAssociation *assoc, void *arg)
CPed *ped = (CPed*)arg;
if (assoc->blendAmount > 0.5f)
ped->m_ped_flagC10 = true;
ped->bUpdateAnimHeading = true;
if (ped->m_nPedState == PED_MAKE_CALL)
ped->m_nPedState = PED_IDLE;
@ -244,10 +246,10 @@ PhonePickUpCB(CAnimBlendAssociation *assoc, void *arg)
CPed *ped = CPhoneInfo::pedWhoPickingUpPhone;
ped->m_nMoveState = PEDMOVE_STILL;
CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
if (assoc->blendAmount > 0.5f && ped)
CAnimManager::BlendAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
CPhoneInfo::pedWhoPickingUpPhone = nil;
}

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@ -9,5 +9,6 @@ WRAPPER void CPickups::DoCollectableEffects(CEntity *ent) { EAXJMP(0x431C30); }
WRAPPER void CPickups::DoMoneyEffects(CEntity *ent) { EAXJMP(0x431F40); }
WRAPPER void CPickups::DoMineEffects(CEntity *ent) { EAXJMP(0x4321C0); }
WRAPPER void CPickups::DoPickUpEffects(CEntity *ent) { EAXJMP(0x431520); }
WRAPPER void CPickups::RemoveAllFloatingPickups() { EAXJMP(0x430800); }
WRAPPER void CPacManPickups::Render(void) { EAXJMP(0x432F60); }

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@ -41,6 +41,7 @@ public:
static void DoMoneyEffects(CEntity *ent);
static void DoMineEffects(CEntity *ent);
static void DoPickUpEffects(CEntity *ent);
static void RemoveAllFloatingPickups();
static CPickup (&aPickUps)[NUMPICKUPS];
};

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@ -2,4 +2,5 @@
#include "patcher.h"
#include "Remote.h"
WRAPPER void CRemote::GivePlayerRemoteControlledCar(float, float, float, float, uint16) { EAXJMP(0x435C30); }
WRAPPER void CRemote::TakeRemoteControlledCarFromPlayer(void) { EAXJMP(0x435DA0); }

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@ -3,5 +3,6 @@
class CRemote
{
public:
static void GivePlayerRemoteControlledCar(float, float, float, float, uint16);
static void TakeRemoteControlledCarFromPlayer(void);
};

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@ -240,15 +240,15 @@ void CReplay::Update(void)
if (CDraw::FadeValue || !bReplayEnabled)
return;
if (Mode == MODE_PLAYBACK){
if (CPad::NewKeyState.F[0] && !CPad::OldKeyState.F[0])
if (CPad::GetPad(0)->GetFJustDown(0))
FinishPlayback();
}
else if (Mode == MODE_RECORD){
if (CPad::NewKeyState.F[0] && !CPad::OldKeyState.F[0])
if (CPad::GetPad(0)->GetFJustDown(0))
TriggerPlayback(REPLAYCAMMODE_ASSTORED, 0.0f, 0.0f, 0.0f, false);
if (CPad::NewKeyState.F[1] && !CPad::OldKeyState.F[1])
if (CPad::GetPad(0)->GetFJustDown(1))
SaveReplayToHD();
if (CPad::NewKeyState.F[2] && !CPad::OldKeyState.F[2])
if (CPad::GetPad(0)->GetFJustDown(2))
PlayReplayFromHD();
}
}

File diff suppressed because it is too large Load Diff

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@ -1,5 +1,6 @@
#pragma once
#include "common.h"
#include "Text.h"
#include "Sprite2d.h"
class CEntity;
@ -78,8 +79,8 @@ class CRunningScript
uint32 m_nWakeTime;
uint16 m_nAndOrState;
bool m_bNotFlag;
bool m_bWBCheckEnabled;
bool m_bWBChecked;
bool m_bDeatharrestEnabled;
bool m_bDeatharrestExecuted;
bool m_bMissionFlag;
public:
@ -113,6 +114,40 @@ public:
int8 ProcessCommandsFrom1000To1099(int32);
int8 ProcessCommandsFrom1100To1199(int32);
void UpdateCompareFlag(bool);
int16 GetPadState(uint16, uint16);
void LocatePlayerCommand(int32, uint32*);
void LocatePlayerCharCommand(int32, uint32*);
void LocatePlayerCarCommand(int32, uint32*);
void LocateCharCommand(int32, uint32*);
void LocateCharCharCommand(int32, uint32*);
void LocateCharCarCommand(int32, uint32*);
void LocateCharObjectCommand(int32, uint32*);
void LocateCarCommand(int32, uint32*);
void LocateSniperBulletCommand(int32, uint32*);
void LocatePlayerInAreaCheckCommand(int32, uint32*);
void LocatePlayerInAngledAreaCheckCommand(int32, uint32*);
void LocateCharInAreaCheckCommand(int32, uint32*);
void LocateCharInAngledAreaCheckCommand(int32, uint32*);
private:
enum {
ANDOR_NONE = 0,
ANDS_1 = 1,
ANDS_2,
ANDS_3,
ANDS_4,
ANDS_5,
ANDS_6,
ANDS_7,
ANDS_8,
ORS_1 = 21,
ORS_2,
ORS_3,
ORS_4,
ORS_5,
ORS_6,
ORS_7,
ORS_8
};
};
enum {
@ -338,4 +373,12 @@ public:
static float ReadFloatFromScript(uint32* pIp){
return Read2BytesFromScript(pIp) / 16.0f;
}
static void ReadTextLabelFromScript(uint32* pIp, char* buf){
strncpy(buf, (const char*)&ScriptSpace[*pIp], 8);
}
static wchar* GetTextByKeyFromScript(uint32* pIp) {
wchar* text = TheText.Get((const char*)&ScriptSpace[*pIp]);
*pIp += 8;
return text;
}
};

View File

@ -208,7 +208,7 @@ enum {
COMMAND_RBRACKET,
COMMAND_REPEAT,
COMMAND_ENDREPEAT,
COMMAND_IF_,
COMMAND_IF,
COMMAND_IFNOT,
COMMAND_ELSE,
COMMAND_ENDIF,

View File

@ -1304,6 +1304,17 @@ CCam::GetWeaponFirstPersonOn()
return false;
}
float
CCamera::Find3rdPersonQuickAimPitch(void)
{
float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
// float rot = atan2(clampedFrontZ, sqrt(1.0f - sq(clampedFrontZ)));
float rot = Asin(clampedFrontZ);
return -(DEGTORAD(((0.5f - m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV)) + rot);
}
STARTPATCHES
InjectHook(0x42C760, (bool (CCamera::*)(const CVector &center, float radius, const CMatrix *mat))&CCamera::IsSphereVisible, PATCH_JUMP);
InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);

View File

@ -469,6 +469,8 @@ int m_iModeObbeCamIsInForCar;
void Restore(void);
void SetWidescreenOff(void);
float Find3rdPersonQuickAimPitch(void);
void dtor(void) { this->CCamera::~CCamera(); }
};
static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error");

View File

@ -2023,11 +2023,11 @@ CColModel::operator=(const CColModel &other)
numVerts = 0;
for(i = 0; i < other.numTriangles; i++){
if(other.triangles[i].a > numVerts)
other.triangles[i].a = numVerts;
numVerts = other.triangles[i].a;
if(other.triangles[i].b > numVerts)
other.triangles[i].b = numVerts;
numVerts = other.triangles[i].b;
if(other.triangles[i].c > numVerts)
other.triangles[i].c = numVerts;
numVerts = other.triangles[i].c;
}
numVerts++;
if(vertices)

View File

@ -22,7 +22,7 @@ public:
int32 m_ContSetOrder;
};
bool field_0;
bool firstCapture;
char _pad0[3];
DIJOYSTATE2 m_OldState;
DIJOYSTATE2 m_NewState;

View File

@ -4,8 +4,16 @@ class CEntity;
enum eExplosionType
{
EXPLOSION_3 = 3,
EXPLOSION_4
EXPLOSION_GRENADE,
EXPLOSION_MOLOTOV,
EXPLOSION_ROCKET,
EXPLOSION_CAR,
EXPLOSION_CAR_QUICK,
EXPLOSION_HELI,
EXPLOSION_MINE,
EXPLOSION_BARREL,
EXPLOSION_TANK_GRENADE,
EXPLOSION_HELI_BOMB
};
class CExplosion

View File

@ -7,3 +7,4 @@ CFireManager &gFireManager = *(CFireManager*)0x8F31D0;
WRAPPER void CFire::Extinguish(void) { EAXJMP(0x479D40); }
WRAPPER void CFireManager::StartFire(CEntity *entityOnFire, CEntity *culprit, float, uint32) { EAXJMP(0x479590); }
WRAPPER CFire *CFireManager::FindFurthestFire_NeverMindFireMen(CVector coors, float, float) { EAXJMP(0x479430); }

View File

@ -4,6 +4,7 @@ class CEntity;
class CFire
{
public:
bool m_bIsOngoing;
bool m_bExists;
bool m_bPropogationFlag;
@ -18,7 +19,6 @@ class CFire
int field_28;
float field_2C;
public:
void Extinguish(void);
};
@ -26,5 +26,6 @@ class CFireManager
{
public:
void StartFire(CEntity *entityOnFire, CEntity *culprit, float, uint32);
CFire *FindFurthestFire_NeverMindFireMen(CVector coors, float, float);
};
extern CFireManager &gFireManager;

View File

@ -1,7 +1,9 @@
#include "common.h"
#include "patcher.h"
#include "PlayerPed.h"
#include "PlayerInfo.h"
#include "Frontend.h"
#include "Vehicle.h"
WRAPPER void CPlayerInfo::MakePlayerSafe(bool) { EAXJMP(0x4A1400); }
WRAPPER void CPlayerInfo::LoadPlayerSkin() { EAXJMP(0x4A1700); }
@ -12,3 +14,10 @@ void CPlayerInfo::SetPlayerSkin(char *skin)
strncpy(m_aSkinName, skin, 32);
LoadPlayerSkin();
}
CVector& CPlayerInfo::GetPos()
{
if (m_pPed->bInVehicle && m_pPed->m_pMyVehicle)
return m_pPed->m_pMyVehicle->GetPosition();
return m_pPed->GetPosition();
}

View File

@ -20,7 +20,7 @@ public:
CPlayerPed *m_pPed;
CVehicle *m_pRemoteVehicle;
CColModel m_ColModel;
CVehicle *m_pVehicleEx;
CVehicle *m_pVehicleEx; // vehicle using the col model above
char m_aPlayerName[70];
int32 m_nMoney;
int32 m_nVisibleMoney;
@ -45,10 +45,10 @@ public:
int8 field_225;
int8 field_226;
int8 field_227;
int32 m_nTimeLostRemoteCar;
int32 m_nTimeLastHealthLoss;
int32 m_nTimeLastArmourLoss;
int32 field_240;
uint32 m_nTimeLostRemoteCar;
uint32 m_nTimeLastHealthLoss;
uint32 m_nTimeLastArmourLoss;
uint32 m_nTimeTankShotGun;
int32 m_nUpsideDownCounter;
int32 field_248;
int16 m_nTrafficMultiplier;
@ -70,6 +70,7 @@ public:
void LoadPlayerSkin();
void AwardMoneyForExplosion(CVehicle *vehicle);
void SetPlayerSkin(char* skin);
CVector& GetPos();
};
static_assert(sizeof(CPlayerInfo) == 0x13C, "CPlayerInfo: error");

View File

@ -13,6 +13,8 @@ COnscreenTimer& CUserDisplay::OnscnTimer = *(COnscreenTimer*)0x862238;
CPager& CUserDisplay::Pager = *(CPager*)0x8F2744;
CCurrentVehicle& CUserDisplay::CurrentVehicle = *(CCurrentVehicle*)0x8F5FE8;
WRAPPER void CPager::AddMessage(wchar*, uint16, uint16, uint16) { EAXJMP(0x52B940); }
void COnscreenTimer::Init() {
m_bDisabled = false;
for(uint32 i = 0; i < NUMONSCREENTIMERENTRIES; i++) {

View File

@ -52,6 +52,8 @@ class CCurrentVehicle
class CPager
{
public:
void AddMessage(wchar*, uint16, uint16, uint16);
};
class CUserDisplay

View File

@ -40,19 +40,19 @@ CWanted::Initialise()
bool
CWanted::AreSwatRequired()
{
return m_nWantedLevel >= 4;
return m_nWantedLevel == 4 || m_bSwatRequired;
}
bool
CWanted::AreFbiRequired()
{
return m_nWantedLevel >= 5;
return m_nWantedLevel == 5 || m_bFbiRequired;
}
bool
CWanted::AreArmyRequired()
{
return m_nWantedLevel >= 6;
return m_nWantedLevel == 6 || m_bArmyRequired;
}
int32
@ -77,6 +77,8 @@ void
CWanted::SetWantedLevel(int32 level)
{
ClearQdCrimes();
if (level > MaximumWantedLevel)
level = MaximumWantedLevel;
switch (level) {
case 0:
m_nChaos = 0;
@ -100,8 +102,6 @@ CWanted::SetWantedLevel(int32 level)
m_nChaos = 3220;
break;
default:
if (level > MaximumWantedLevel)
m_nChaos = MaximumWantedLevel;
break;
}
UpdateWantedLevel();
@ -275,6 +275,9 @@ CWanted::UpdateWantedLevel()
{
int32 CurrWantedLevel = m_nWantedLevel;
if (m_nChaos > nMaximumWantedLevel)
m_nChaos = nMaximumWantedLevel;
if (m_nChaos >= 0 && m_nChaos < 40) {
m_nWantedLevel = 0;
m_MaximumLawEnforcerVehicles = 0;

View File

@ -29,6 +29,7 @@ bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C;
bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
WRAPPER void CWorld::RemoveReferencesToDeletedObject(CEntity*) { EAXJMP(0x4B3BF0); }
WRAPPER void CWorld::FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool){ EAXJMP(0x4B2A30); }
void
CWorld::Add(CEntity *ent)

View File

@ -103,6 +103,7 @@ public:
static float FindGroundZFor3DCoord(float x, float y, float z, bool *found);
static float FindRoofZFor3DCoord(float x, float y, float z, bool *found);
static void RemoveReferencesToDeletedObject(CEntity*);
static void FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
static float GetSectorX(float f) { return ((f - WORLD_MIN_X)/SECTOR_SIZE_X); }
static float GetSectorY(float f) { return ((f - WORLD_MIN_Y)/SECTOR_SIZE_Y); }

View File

@ -64,6 +64,8 @@ enum Config {
NUMRADARBLIPS = 32,
NUMPICKUPS = 336,
NUMEVENTS = 64,
NUM_CARGENS = 160
};
// We'll use this once we're ready to become independent of the game
@ -117,7 +119,7 @@ enum Config {
# define CHATTYSPLASH // print what the game is loading
#endif
//#define FIX_BUGS // fix bugs in the game, TODO: use this more
#define FIX_BUGS // fix bugs in the game, TODO: use this more
#define KANGAROO_CHEAT
#define ASPECT_RATIO_SCALE
#define USE_DEBUG_SCRIPT_LOADER

View File

@ -150,6 +150,18 @@ FixCar(void)
((CAutomobile*)veh)->Fix();
}
static int engineStatus;
static void
SetEngineStatus(void)
{
CVehicle *veh = FindPlayerVehicle();
if(veh == nil)
return;
if(!veh->IsCar())
return;
((CAutomobile*)veh)->Damage.SetEngineStatus(engineStatus);
}
static void
ToggleComedy(void)
{
@ -295,9 +307,13 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn Enforcer", [](){ SpawnCar(MI_ENFORCER); });
DebugMenuAddCmd("Spawn", "Spawn Banshee", [](){ SpawnCar(MI_BANSHEE); });
DebugMenuAddCmd("Spawn", "Spawn Yakuza", [](){ SpawnCar(MI_YAKUZA); });
DebugMenuAddCmd("Spawn", "Spawn Yardie", [](){ SpawnCar(MI_YARDIE); });
DebugMenuAddCmd("Spawn", "Spawn Dodo", [](){ SpawnCar(MI_DODO); });
DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
DebugMenuAddVar("Debug", "Engine Status", &engineStatus, nil, 1, 0, 226, nil);
DebugMenuAddCmd("Debug", "Set Engine Status", SetEngineStatus);
DebugMenuAddCmd("Debug", "Fix Car", FixCar);
DebugMenuAddCmd("Debug", "Toggle Comedy Controls", ToggleComedy);
DebugMenuAddCmd("Debug", "Place Car on Road", PlaceOnRoad);

View File

@ -65,7 +65,7 @@ CEntity::CEntity(void)
m_flagD8 = false;
bIsSubway = false;
bDrawLast = false;
m_flagD40 = false;
bNoBrightHeadLights = false;
m_flagD80 = false;
bDistanceFade = false;

View File

@ -76,7 +76,7 @@ public:
uint32 m_flagD8 : 1; // used by cBuoyancy::ProcessBuoyancy
uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
uint32 bDrawLast : 1;
uint32 m_flagD40 : 1;
uint32 bNoBrightHeadLights : 1;
uint32 m_flagD80 : 1; // CObject visibility?
// flagsE

View File

@ -125,6 +125,24 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
void Scale(float scale)
{
// GTA treats this as 4x4 floats
m_matrix.right.x *= scale;
m_matrix.right.y *= scale;
m_matrix.right.z *= scale;
m_matrix.up.x *= scale;
m_matrix.up.y *= scale;
m_matrix.up.z *= scale;
m_matrix.at.x *= scale;
m_matrix.at.y *= scale;
m_matrix.at.z *= scale;
m_matrix.pos.x *= scale;
m_matrix.pos.y *= scale;
m_matrix.pos.z *= scale;
m_matrix.flags = 0;
}
void SetRotateXOnly(float angle){
float c = Cos(angle);
@ -192,40 +210,10 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
void SetRotate(float xAngle, float yAngle, float zAngle) {
float cX = Cos(xAngle);
float sX = Sin(xAngle);
float cY = Cos(yAngle);
float sY = Sin(yAngle);
float cZ = Cos(zAngle);
float sZ = Sin(zAngle);
void SetRotate(float xAngle, float yAngle, float zAngle);
void Rotate(float x, float y, float z);
m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
m_matrix.right.z = -cX * sY;
m_matrix.up.x = -sZ * cX;
m_matrix.up.y = cZ * cX;
m_matrix.up.z = sX;
m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
m_matrix.at.z = cX * cY;
m_matrix.pos.x = 0.0f;
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
void Reorthogonalise(void){
CVector &r = GetRight();
CVector &f = GetForward();
CVector &u = GetUp();
u = CrossProduct(r, f);
u.Normalise();
r = CrossProduct(f, u);
r.Normalise();
f = CrossProduct(u, r);
}
void Reorthogonalise(void);
void CopyOnlyMatrix(CMatrix *other){
m_matrix = other->m_matrix;
}
@ -245,35 +233,13 @@ public:
}
};
inline CMatrix&
Invert(const CMatrix &src, CMatrix &dst)
{
// GTA handles this as a raw 4x4 orthonormal matrix
// and trashes the RW flags, let's not do that
// actual copy of librw code:
RwMatrix *d = &dst.m_matrix;
const RwMatrix *s = &src.m_matrix;
d->right.x = s->right.x;
d->right.y = s->up.x;
d->right.z = s->at.x;
d->up.x = s->right.y;
d->up.y = s->up.y;
d->up.z = s->at.y;
d->at.x = s->right.z;
d->at.y = s->up.z;
d->at.z = s->at.z;
d->pos.x = -(s->pos.x*s->right.x +
s->pos.y*s->right.y +
s->pos.z*s->right.z);
d->pos.y = -(s->pos.x*s->up.x +
s->pos.y*s->up.y +
s->pos.z*s->up.z);
d->pos.z = -(s->pos.x*s->at.x +
s->pos.y*s->at.y +
s->pos.z*s->at.z);
d->flags = rwMATRIXTYPEORTHONORMAL;
return dst;
}
CMatrix &Invert(const CMatrix &src, CMatrix &dst);
CVector operator*(const CMatrix &mat, const CVector &vec);
CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
inline CMatrix
Invert(const CMatrix &matrix)
@ -282,64 +248,6 @@ Invert(const CMatrix &matrix)
return Invert(matrix, inv);
}
inline CVector
operator*(const CMatrix &mat, const CVector &vec)
{
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
}
inline CMatrix
operator*(const CMatrix &m1, const CMatrix &m2)
{
CMatrix out;
RwMatrix *dst = &out.m_matrix;
const RwMatrix *src1 = &m1.m_matrix;
const RwMatrix *src2 = &m2.m_matrix;
dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
return out;
}
inline CVector
MultiplyInverse(const CMatrix &mat, const CVector &vec)
{
CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
return CVector(
mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
}
inline CVector
Multiply3x3(const CMatrix &mat, const CVector &vec)
{
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
}
inline CVector
Multiply3x3(const CVector &vec, const CMatrix &mat)
{
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
}
class CCompressedMatrixNotAligned
{

View File

@ -31,7 +31,7 @@ public:
void Normalise(void) {
float sq = MagnitudeSqr();
if(sq > 0.0f){
float invsqrt = 1.0f/Sqrt(sq); // CMaths::RecipSqrt
float invsqrt = RecipSqrt(sq);
x *= invsqrt;
y *= invsqrt;
z *= invsqrt;
@ -71,6 +71,10 @@ public:
return CVector(-x, -y, -z);
}
const bool operator==(CVector const &right) {
return x == right.x && y == right.y && z == right.z;
}
bool IsZero(void) { return x == 0.0f && y == 0.0f && z == 0.0f; }
};

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@ -7,13 +7,14 @@ public:
CVector2D(void) {}
CVector2D(float x, float y) : x(x), y(y) {}
CVector2D(const CVector &v) : x(v.x), y(v.y) {}
float Heading(void) const { return Atan2(-x, y); }
float Magnitude(void) const { return Sqrt(x*x + y*y); }
float MagnitudeSqr(void) const { return x*x + y*y; }
void Normalise(void){
float sq = MagnitudeSqr();
if(sq > 0.0f){
float invsqrt = 1.0f/Sqrt(sq);
float invsqrt = RecipSqrt(sq);
x *= invsqrt;
y *= invsqrt;
}else

View File

@ -4,6 +4,145 @@
// TODO: move more stuff into here
void
CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
{
float cX = Cos(xAngle);
float sX = Sin(xAngle);
float cY = Cos(yAngle);
float sY = Sin(yAngle);
float cZ = Cos(zAngle);
float sZ = Sin(zAngle);
m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
m_matrix.right.z = -cX * sY;
m_matrix.up.x = -sZ * cX;
m_matrix.up.y = cZ * cX;
m_matrix.up.z = sX;
m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
m_matrix.at.z = cX * cY;
m_matrix.pos.x = 0.0f;
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
void
CMatrix::Rotate(float x, float y, float z)
{
// TODO? do this directly without creating another matrix
CMatrix rot;
rot.SetRotate(x, y, z);
*this = rot * *this;
}
void
CMatrix::Reorthogonalise(void)
{
CVector &r = GetRight();
CVector &f = GetForward();
CVector &u = GetUp();
u = CrossProduct(r, f);
u.Normalise();
r = CrossProduct(f, u);
r.Normalise();
f = CrossProduct(u, r);
}
CMatrix&
Invert(const CMatrix &src, CMatrix &dst)
{
// GTA handles this as a raw 4x4 orthonormal matrix
// and trashes the RW flags, let's not do that
// actual copy of librw code:
RwMatrix *d = &dst.m_matrix;
const RwMatrix *s = &src.m_matrix;
d->right.x = s->right.x;
d->right.y = s->up.x;
d->right.z = s->at.x;
d->up.x = s->right.y;
d->up.y = s->up.y;
d->up.z = s->at.y;
d->at.x = s->right.z;
d->at.y = s->up.z;
d->at.z = s->at.z;
d->pos.x = -(s->pos.x*s->right.x +
s->pos.y*s->right.y +
s->pos.z*s->right.z);
d->pos.y = -(s->pos.x*s->up.x +
s->pos.y*s->up.y +
s->pos.z*s->up.z);
d->pos.z = -(s->pos.x*s->at.x +
s->pos.y*s->at.y +
s->pos.z*s->at.z);
d->flags = rwMATRIXTYPEORTHONORMAL;
return dst;
}
CVector
operator*(const CMatrix &mat, const CVector &vec)
{
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
}
CMatrix
operator*(const CMatrix &m1, const CMatrix &m2)
{
CMatrix out;
RwMatrix *dst = &out.m_matrix;
const RwMatrix *src1 = &m1.m_matrix;
const RwMatrix *src2 = &m2.m_matrix;
dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
return out;
}
CVector
MultiplyInverse(const CMatrix &mat, const CVector &vec)
{
CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
return CVector(
mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
}
CVector
Multiply3x3(const CMatrix &mat, const CVector &vec)
{
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
}
CVector
Multiply3x3(const CVector &vec, const CMatrix &mat)
{
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
}
void
CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
{

View File

@ -79,7 +79,7 @@ RwObjectNameIdAssocation boatIds[] = {
{ "boat_moving_hi", 1, VEHICLE_FLAG_COLLAPSE },
{ "boat_rudder_hi", 3, VEHICLE_FLAG_COLLAPSE },
{ "windscreen", 2, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_COLLAPSE },
{ "ped_frontseat", 0, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
{ "ped_frontseat", BOAT_POS_FRONTSEAT, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
{ nil, 0, 0 }
};

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@ -47,9 +47,6 @@ enum {
};
enum {
VEHICLE_DUMMY_BOAT_RUDDER = 0,
VEHICLE_DUMMY_FRONT_SEATS = 2,
VEHICLE_DUMMY_REAR_SEATS = 3,
NUM_VEHICLE_POSITIONS = 10
};

View File

@ -8,6 +8,7 @@
WRAPPER void CObject::ObjectDamage(float amount) { EAXJMP(0x4BB240); }
WRAPPER void CObject::DeleteAllTempObjectInArea(CVector, float) { EAXJMP(0x4BBED0); }
WRAPPER void CObject::Init(void) { EAXJMP(0x4BAEC0); }
int16 &CObject::nNoTempObjects = *(int16*)0x95CCA2;
int16 &CObject::nBodyCastHealth = *(int16*)0x5F7D4C; // 1000
@ -41,6 +42,15 @@ CObject::CObject(void)
m_pCollidingEntity = nil;
}
CObject::CObject(int32 mi, bool createRW)
{
if (createRW)
SetModelIndex(mi);
else
SetModelIndexNoCreate(mi);
Init();
}
CObject::~CObject(void)
{
CRadar::ClearBlipForEntity(BLIP_OBJECT, CPools::GetObjectPool()->GetIndex(this));

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@ -66,6 +66,7 @@ public:
static void operator delete(void*, size_t);
CObject(void);
CObject(int32, bool);
~CObject(void);
void Render(void);
@ -74,6 +75,7 @@ public:
void ObjectDamage(float amount);
void RefModelInfo(int32 modelId);
void Init(void);
static void DeleteAllTempObjectInArea(CVector, float);
};

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@ -2,9 +2,10 @@
#include "patcher.h"
#include "ParticleObject.h"
WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, bool remove) { EAXJMP(0x4BC4D0); }
WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, float size, bool remove) { EAXJMP(0x4BC520); }
WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, bool remove) { EAXJMP(0x4BC570); }
WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, uint8 remove) { EAXJMP(0x4BC4D0); }
WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, float size, uint8 remove) { EAXJMP(0x4BC520); }
WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint8 remove) { EAXJMP(0x4BC570); }
WRAPPER void CParticleObject::AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint32, const RwRGBA &col, uint8 remove) { EAXJMP(0x4BC5B0); }
// Converted from static void __cdecl CParticleObject::Initialise() 0x42C760
void CParticleObject::Initialise()

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@ -29,9 +29,10 @@ enum eParticleObjectType
class CParticleObject : CPlaceable
{
public:
static void AddObject(uint16 type, const CVector &pos, bool remove);
static void AddObject(uint16 type, const CVector &pos, float size, bool remove);
static void AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, bool remove);
static void AddObject(uint16 type, const CVector &pos, uint8 remove);
static void AddObject(uint16 type, const CVector &pos, float size, uint8 remove);
static void AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint8 remove);
static void AddObject(uint16 type, const CVector &pos, const CVector &dir, float size, uint32, const RwRGBA &col, uint8 remove);
static void Initialise();
static void UpdateAll();
};

View File

@ -28,7 +28,7 @@ CCivilianPed::ProcessNearestFreePhone(int unused)
if (gPhoneInfo.m_aPhones[phoneId].m_nState != PHONE_STATE_FREE)
return false;
field_31C = 1;
bRunningToPhone = true;
SetMoveState(PEDMOVE_RUN);
SetSeek(gPhoneInfo.m_aPhones[phoneId].m_vecPos, 0.3f);
m_phoneId = phoneId;

File diff suppressed because it is too large Load Diff

View File

@ -10,9 +10,78 @@
#include "AnimBlendAssociation.h"
#include "WeaponInfo.h"
#include "Fire.h"
#include "DMAudio.h"
struct CPathNode;
struct CPedAudioData
{
int m_nFixedDelayTime;
int m_nOverrideFixedDelayTime;
int m_nOverrideMaxRandomDelayTime;
int m_nMaxRandomDelayTime;
};
// For hit sounds in fight
enum {
S33 = SOUND_FIGHT_PUNCH_33,
S34 = SOUND_FIGHT_KICK_34,
S35 = SOUND_FIGHT_HEADBUTT_35,
S36 = SOUND_FIGHT_PUNCH_36,
S37 = SOUND_FIGHT_PUNCH_37,
S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
S39 = SOUND_FIGHT_PUNCH_39,
S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
S41 = SOUND_FIGHT_PUNCH_41,
S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
S44 = SOUND_FIGHT_KICK_44,
NO_SND = SOUND_TOTAL_PED_SOUNDS
};
struct FightMove
{
AnimationId animId;
float startFireTime;
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
uint8 hitLevel;
uint8 damage;
uint8 flags;
};
static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
enum PedFightMoves
{
FIGHTMOVE_NULL,
// Attacker
FIGHTMOVE_STDPUNCH,
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
FIGHTMOVE_HEADBUTT,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_KICK,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
FIGHTMOVE_BODYBLOW,
FIGHTMOVE_GROUNDKICK,
// Opponent
FIGHTMOVE_HITFRONT,
FIGHTMOVE_HITBACK,
FIGHTMOVE_HITRIGHT,
FIGHTMOVE_HITLEFT,
FIGHTMOVE_HITBODY,
FIGHTMOVE_HITCHEST,
FIGHTMOVE_HITHEAD,
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_IDLE2NORM
};
enum ePedPieceTypes
{
PEDPIECE_TORSO,
@ -209,7 +278,7 @@ public:
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
uint8 m_ped_flagC10 : 1; // related with phone
uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
uint8 m_ped_flagC40 : 1;
uint8 m_ped_flagC80 : 1;
@ -219,16 +288,16 @@ public:
uint8 m_ped_flagD4 : 1;
uint8 m_ped_flagD8 : 1;
uint8 bIsPedDieAnimPlaying : 1;
uint8 m_ped_flagD20 : 1;
uint8 bIsFleeing : 1;
uint8 m_ped_flagD40 : 1; // reset when objective changes
uint8 m_bScriptObjectiveCompleted : 1;
uint8 bScriptObjectiveCompleted : 1;
uint8 m_ped_flagE1 : 1;
uint8 bKindaStayInSamePlace : 1;
uint8 m_ped_flagE2 : 1;
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1; // set if you don't want ped to attack
uint8 m_ped_flagE20 : 1; // getup complete?
uint8 bGetUpAnimStarted : 1;
uint8 bDoBloodyFootprints : 1;
uint8 m_ped_flagE80 : 1;
@ -253,17 +322,17 @@ public:
uint8 m_ped_flagH1 : 1;
uint8 m_ped_flagH2 : 1;
uint8 m_ped_flagH4 : 1;
uint8 m_ped_flagH8 : 1;
uint8 bClearObjective : 1;
uint8 m_ped_flagH10 : 1;
uint8 m_ped_flagH20 : 1;
uint8 m_ped_flagH40 : 1;
uint8 m_ped_flagH80 : 1;
uint8 m_ped_flagI1 : 1;
uint8 m_ped_flagI2 : 1; // if set, limbs won't came off
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
uint8 m_ped_flagI4 : 1;
uint8 bHasAlreadyBeenRecorded : 1;
uint8 m_ped_flagI10 : 1;
uint8 bIsFell : 1;
uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;
@ -283,7 +352,7 @@ public:
uint32 m_pedFormation;
uint32 m_fearFlags;
CEntity *m_threatEntity;
CVector2D m_eventOrThread;
CVector2D m_eventOrThreat;
uint32 m_eventType;
CEntity* m_pEventEntity;
float m_fAngleToEvent;
@ -299,8 +368,8 @@ public:
PedState m_nPedState;
PedState m_nLastPedState;
eMoveState m_nMoveState;
int32 m_nStoredActionState;
int32 m_nPrevActionState;
int32 m_nStoredMoveState;
int32 m_nPrevMoveState;
eWaitState m_nWaitState;
uint32 m_nWaitTimer;
void *m_pPathNodesStates[8]; // seems unused
@ -336,7 +405,7 @@ public:
bool bInVehicle;
uint8 pad_315[3];
float field_318;
uint8 field_31C; // may be cutscene or phone cutscene status
bool bRunningToPhone;
uint8 field_31D;
int16 m_phoneId;
uint32 m_lookingForPhone; // unused
@ -363,10 +432,11 @@ public:
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint32 m_lastHitState;
uint8 m_fightFlags1;
uint8 m_fightFlags2;
uint8 pad_4B2[2];
PedFightMoves m_lastFightMove;
uint8 m_fightButtonPressure;
int8 m_fightUnk2; // TODO
uint8 m_fightUnk1; // TODO
uint8 pad_4B3;
CFire *m_pFire;
CEntity *m_pLookTarget;
float m_fLookDirection;
@ -382,18 +452,18 @@ public:
uint32 m_duckTimer;
uint32 field_4E8;
int32 m_bloodyFootprintCount;
uint8 stuff9[2];
uint8 m_panicCounter;
uint8 m_deadBleeding;
int8 m_bodyPartBleeding; // PedNode
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
int8 m_lastWepDam;
uint8 pad_51F;
uint8 field_520;
uint8 pad_521[3];
uint32 m_talkTimer;
uint16 m_talkTypeLast;
uint16 m_talkType;
uint32 m_lastSoundStart;
uint32 m_soundStart;
uint16 m_lastQueuedSound;
uint16 m_queuedSound;
CVector m_vecSeekPosEx;
float m_seekExAngle;
@ -503,11 +573,27 @@ public:
void SetAimFlag(float angle);
void SetAmmo(eWeaponType weaponType, uint32 ammo);
void SetEvasiveStep(CEntity*, uint8);
void GrantAmmo(eWeaponType, uint32);
void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*);
void StartFightAttack(uint8);
void LoadFightData(void);
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&);
int GetLocalDirection(CVector2D&);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
void SetFall(int, AnimationId, uint8);
void SetFlee(CEntity*, int);
void SetFlee(CVector2D&, int);
void RemoveInCarAnims(void);
void CollideWithPed(CPed*);
void SetDirectionToWalkAroundObject(CEntity*);
// Static methods
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
static CVector GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult);
static CVector GetPositionToOpenCarDoor(CVehicle* veh, uint32 component);
// Callbacks
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
@ -577,6 +663,9 @@ public:
static bool &bPedCheat2;
static bool &bPedCheat3;
static CColPoint &ms_tempColPoint;
static uint16 &unknownFightThing; // TODO
static FightMove (&ms_fightMoves)[24];
static CPedAudioData (&PedAudioData)[38];
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);

View File

@ -8,6 +8,7 @@ WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
// TODO: Hardcoded into exe, reverse it.
LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
CPedIK::CPedIK(CPed *ped)
@ -104,8 +105,7 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
return destination;
}
// A helper function that adjusts "limb" parameter according to limitations. Doesn't move the limb.
int8
uint32
CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
{
int result = 1;

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@ -47,7 +47,7 @@ public:
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
int8 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
uint32 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
bool RestoreGunPosn(void);
};
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");

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@ -203,7 +203,7 @@ CCoronas::RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 al
}
void
CCoronas::UpdateCoronaCoors(int id, const CVector &coors, float drawDist, float someAngle)
CCoronas::UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle)
{
int i;

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@ -93,7 +93,7 @@ public:
static void RegisterCorona(uint32 id, uint8 red, uint8 green, uint8 blue, uint8 alpha,
const CVector &coors, float size, float drawDist, uint8 type,
int8 flareType, uint8 reflection, uint8 LOScheck, uint8 drawStreak, float someAngle);
static void UpdateCoronaCoors(int id, const CVector &coors, float drawDist, float someAngle);
static void UpdateCoronaCoors(uint32 id, const CVector &coors, float drawDist, float someAngle);
static void Render(void);
static void RenderReflections(void);
static void DoSunAndMoon(void);

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@ -359,10 +359,10 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
ent->GetModelIndex() == MI_RHINO ||
ent->GetModelIndex() == MI_COACH ||
TheCamera.m_bInATunnelAndABigVehicle){
ent->m_flagD40 = true;
ent->bNoBrightHeadLights = true;
}else{
m_pFirstPersonVehicle = (CVehicle*)ent;
ent->m_flagD40 = false;
ent->bNoBrightHeadLights = false;
}
return VIS_OFFSCREEN;
}else{

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@ -177,3 +177,4 @@ public:
extern RwTexture *&gpBloodPoolTex;
extern RwTexture *&gpShadowExplosionTex;
extern RwTexture *&gpShadowHeadLightsTex;

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@ -5,3 +5,4 @@
WRAPPER void CSkidmarks::Clear(void) { EAXJMP(0x518130); }
WRAPPER void CSkidmarks::Render(void) { EAXJMP(0x5182E0); }
WRAPPER void CSkidmarks::RegisterOne(uint32 id, CVector pos, float fwdx, float fwdY, bool *isMuddy, bool *isBloddy) { EAXJMP(0x5185C0); }

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@ -5,4 +5,5 @@ class CSkidmarks
public:
static void Clear(void);
static void Render(void);
static void RegisterOne(uint32 id, CVector pos, float fwdx, float fwdY, bool *isMuddy, bool *isBloddy);
};

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@ -11,5 +11,6 @@ CBulletTrace (&CBulletTraces::aTraces)[16] = *(CBulletTrace(*)[16])*(uintptr*)0x
WRAPPER void CBulletTraces::Init(void) { EAXJMP(0x518DE0); }
WRAPPER void CBrightLights::RegisterOne(CVector pos, CVector up, CVector right, CVector fwd, uint8 type, uint8 unk1, uint8 unk2, uint8 unk3) { EAXJMP(0x51A410); }
WRAPPER void C3dMarkers::PlaceMarkerSet(uint32 id, uint16 type, CVector& pos, float size, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate) { EAXJMP(0x51BB80); }

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@ -29,8 +29,15 @@ public:
static void Init(void);
};
class CBrightLights
{
public:
static void RegisterOne(CVector pos, CVector up, CVector right, CVector fwd, uint8 type, uint8 unk1 = 0, uint8 unk2 = 0, uint8 unk3 = 0);
};
class C3dMarkers
{
public:
static void PlaceMarkerSet(uint32 id, uint16 type, CVector& pos, float size, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate);
};

View File

@ -2,4 +2,5 @@
#include "patcher.h"
#include "WaterCannon.h"
WRAPPER void CWaterCannons::UpdateOne(uint32 id, CVector *pos, CVector *dir) { EAXJMP(0x522470); }
WRAPPER void CWaterCannons::Render(void) { EAXJMP(0x522550); }

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@ -3,5 +3,6 @@
class CWaterCannons
{
public:
static void UpdateOne(uint32 id, CVector *pos, CVector *dir);
static void Render(void);
};

View File

@ -2265,9 +2265,6 @@ HRESULT _InputInitialiseMouse()
return S_OK;
}
//#define SUCCEEDED(Status) ((HRESULT)(Status) >= 0)
//#define FAILED(Status) ((HRESULT)(Status)<0)
RwV2d leftStickPos;
RwV2d rightStickPos;
@ -2275,15 +2272,20 @@ HRESULT CapturePad(RwInt32 padID)
{
HRESULT hr;
DIJOYSTATE2 js;
LPDIRECTINPUTDEVICE8 pPad = nil;
LPDIRECTINPUTDEVICE8 *pPad = nil;
pPad = ( padID == 0 ) ? PSGLOBAL(joy1) : PSGLOBAL(joy2);
if( padID == 0 )
pPad = &PSGLOBAL(joy1);
else if( padID == 1)
pPad = &PSGLOBAL(joy2);
else
assert("invalid padID");
if ( nil == pPad )
if ( nil == (*pPad) )
return S_OK;
// Poll the device to read the current state
hr = pPad->Poll();
hr = (*pPad)->Poll();
if( FAILED(hr) )
{
@ -2291,9 +2293,9 @@ HRESULT CapturePad(RwInt32 padID)
// interrupted. We aren't tracking any state between polls, so
// we don't have any special reset that needs to be done. We
// just re-acquire and try again.
hr = pPad->Acquire();
hr = (*pPad)->Acquire();
while( hr == DIERR_INPUTLOST )
hr = pPad->Acquire();
hr = (*pPad)->Acquire();
// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
// may occur when the app is minimized or in the process of
@ -2302,21 +2304,21 @@ HRESULT CapturePad(RwInt32 padID)
if( FAILED(hr) )
return hr;
hr = pPad->Poll();
hr = (*pPad)->Poll();
if( FAILED(hr) )
return hr;
}
// Get the input's device state
if( FAILED( hr = pPad->GetDeviceState( sizeof(DIJOYSTATE2), &js ) ) )
if( FAILED( hr = (*pPad)->GetDeviceState( sizeof(DIJOYSTATE2), &js ) ) )
return hr; // The device should have been acquired during the Poll()
if ( ControlsManager.field_0 == true )
if ( ControlsManager.firstCapture == true )
{
memcpy(&ControlsManager.m_OldState, &js, sizeof(DIJOYSTATE2));
memcpy(&ControlsManager.m_NewState, &js, sizeof(DIJOYSTATE2));
ControlsManager.field_0 = false;
ControlsManager.firstCapture = false;
}
else
{
@ -2329,14 +2331,14 @@ HRESULT CapturePad(RwInt32 padID)
RsPadEventHandler(rsPADBUTTONUP, (void *)&bs);
bool deviceAvailable = pPad != nil;
bool deviceAvailable = (*pPad) != nil;
if ( deviceAvailable )
{
leftStickPos.x = (float)js.lX / (float)((DEVICE_AXIS_MAX - DEVICE_AXIS_MIN) / 2);
leftStickPos.y = (float)js.lY / (float)((DEVICE_AXIS_MAX - DEVICE_AXIS_MIN) / 2);
if (LOWORD(js.rgdwPOV[0]) != -1)
if (LOWORD(js.rgdwPOV[0]) != 0xFFFF)
{
float angle = DEGTORAD((float)js.rgdwPOV[0] / 100.0f);
@ -2548,40 +2550,49 @@ BOOL CALLBACK _InputEnumDevicesCallback( const DIDEVICEINSTANCE* pdidInstance, V
static INT Count = 0;
LPDIRECTINPUTDEVICE8 pJoystick = nil;
LPDIRECTINPUTDEVICE8 *pJoystick = nil;
if ( Count == 0 )
pJoystick = PSGLOBAL(joy1);
pJoystick = &PSGLOBAL(joy1);
else if ( Count == 1 )
pJoystick = PSGLOBAL(joy2);
pJoystick = &PSGLOBAL(joy2);
else
assert("too many pads");
// Obtain an interface to the enumerated joystick.
hr = PSGLOBAL(dinterface)->CreateDevice( pdidInstance->guidInstance, &pJoystick, nil );
hr = PSGLOBAL(dinterface)->CreateDevice( pdidInstance->guidInstance, pJoystick, nil );
// If it failed, then we can't use this joystick. (Maybe the user unplugged
// it while we were in the middle of enumerating it.)
if( FAILED(hr) )
if( hr != S_OK )
return DIENUM_CONTINUE;
if( FAILED( hr = pJoystick->SetDataFormat( &c_dfDIJoystick2 ) ) )
hr = (*pJoystick)->SetDataFormat( &c_dfDIJoystick2 );
if( hr != S_OK )
{
pJoystick->Release();
(*pJoystick)->Release();
return DIENUM_CONTINUE;
}
++Count;
if( FAILED( hr = pJoystick->SetCooperativeLevel( PSGLOBAL(window), DISCL_NONEXCLUSIVE) ) )
hr = (*pJoystick)->SetCooperativeLevel( PSGLOBAL(window), DISCL_NONEXCLUSIVE|DISCL_FOREGROUND );
if( hr != S_OK )
{
pJoystick->Release();
(*pJoystick)->Release();
#ifdef FIX_BUGS
// BUG: enum will be called with Count == 2, which will write to a null pointer
// So decrement count again since we're not using this pad
--Count;
#endif
return DIENUM_CONTINUE;
}
// Stop enumeration. Note: we're just taking the first two joysticks we get. You
// could store all the enumerated joysticks and let the user pick.
if ( Count == 2 )
return DIENUM_STOP;
// Stop enumeration. Note: we're just taking the first joystick we get. You
// could store all the enumerated joysticks and let the user pick.
return DIENUM_CONTINUE;
}

File diff suppressed because it is too large Load Diff

View File

@ -48,13 +48,13 @@ public:
uint8 bHadDriver : 1; // for bombs
uint8 m_auto_flagA20 : 1;
uint8 m_auto_flagA40 : 1;
uint8 m_auto_flagA80 : 1;
uint8 bWaterTight : 1; // no damage for non-player peds
uint8 bNotDamagedUpsideDown : 1;
uint8 bMoreResistantToDamage : 1;
uint8 field_4DB;
CEntity *m_pBombRigger;
int16 field_4E0;
int16 field_4E2;
uint16 m_hydraulicState;
uint32 m_nBusDoorTimerEnd;
uint32 m_nBusDoorTimerStart;
float m_aSuspensionSpringLength[4];
@ -71,7 +71,7 @@ public:
float m_weaponDoorTimerRight;
float m_fCarGunLR;
float m_fCarGunUD;
float m_fWindScreenRotation;
float m_fPropellerRotation;
uint8 stuff4[4];
uint8 m_nWheelsOnGround;
uint8 m_nDriveWheelsOnGround;
@ -108,7 +108,7 @@ public:
void BlowUpCar(CEntity *ent);
bool SetUpWheelColModel(CColModel *colModel);
void BurstTyre(uint8 tyre);
bool IsRoomForPedToLeaveCar(uint32, CVector *);
bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset);
float GetHeightAboveRoad(void);
void PlayCarHorn(void);
@ -122,6 +122,8 @@ public:
int32 RcbanditCheck1CarWheels(CPtrList &list);
void PlaceOnRoadProperly(void);
void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
void AddDamagedVehicleParticles(void);
int32 AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed);
void PlayHornIfNecessary(void);
void ResetSuspension(void);
void SetupSuspensionLines(void);

View File

@ -5,7 +5,7 @@
float &fShapeLength = *(float*)0x600E78;
float &fShapeTime = *(float*)0x600E7C;
float &fRangeMult = *(float*)0x600E80; //0.6f; // 0.75f gta 3
float &fTimeMult = *(float*)0xA0FCF4;
float &fTimeMult = *(float*)0x943008;
float MAX_WAKE_LENGTH = 50.0f;
float MIN_WAKE_INTERVAL = 1.0f;

View File

@ -6,6 +6,9 @@
enum eEngineStatus
{
ENGINE_STATUS_STEAM1 = 100,
ENGINE_STATUS_STEAM2 = 150,
ENGINE_STATUS_SMOKE = 200,
ENGINE_STATUS_ON_FIRE = 225
};
@ -32,6 +35,12 @@ enum eWheelStatus
WHEEL_STATUS_MISSING
};
enum eLightStatus
{
LIGHT_STATUS_OK,
LIGHT_STATUS_BROKEN
};
enum tComponent
{
COMPONENT_DEFAULT,

View File

@ -22,7 +22,7 @@ static float fBoatVolumeDistribution[9] = {
};
bool
cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point)
cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
{
m_numSteps = 2.0f;
@ -32,7 +32,7 @@ cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CV
PreCalcSetup(phys, buoyancy);
SimpleCalcBuoyancy();
float f = CalcBuoyancyForce(phys, impulse, point);
float f = CalcBuoyancyForce(phys, point, impulse);
if(m_isBoat)
return true;
return f != 0.0f;
@ -82,7 +82,7 @@ cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
m_haveVolume = false;
m_numPartialVolumes = 1.0f;
m_volumeUnderWater = 0.0f;
m_impulse = CVector(0.0f, 0.0f, 0.0f);
m_impulsePoint = CVector(0.0f, 0.0f, 0.0f);
m_position = phys->GetPosition();
m_positionZ = CVector(0.0f, 0.0f, m_position.z);
m_buoyancy = buoyancy;
@ -148,7 +148,7 @@ cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
fFraction = 1.0f/m_numPartialVolumes;
fRemainingSlice = 1.0f - fFraction;
m_impulse = m_impulse*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
m_impulsePoint = m_impulsePoint*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
m_numPartialVolumes += 1.0f;
m_haveVolume = true;
return fThisVolume;
@ -175,13 +175,13 @@ cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel
}
bool
cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point)
cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse)
{
if(!m_haveVolume)
return false;
*impulse = Multiply3x3(m_matrix, m_impulse);
*point = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
*point = Multiply3x3(m_matrix, m_impulsePoint);
*impulse = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
return true;
}

View File

@ -1,6 +1,6 @@
#pragma once
class Physical;
class CPhysical;
enum tWaterLevel
{
@ -33,7 +33,7 @@ public:
char m_field_B9;
bool m_isBoat;
float m_volumeUnderWater;
CVector m_impulse;
CVector m_impulsePoint;
bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point);
void PreCalcSetup(CPhysical *phys, float buoyancy);

View File

@ -59,8 +59,8 @@ CVehicle::CVehicle(uint8 CreatedBy)
m_pBlowUpEntity = nil;
field_1FB = 0;
bComedyControls = false;
m_veh_flagB40 = false;
m_veh_flagB80 = false;
bCraneMessageDone = false;
bExtendedRange = false;
bTakeLessDamage = false;
bIsDamaged = false;
bFadeOut = false;
@ -70,7 +70,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
bHasBeenOwnedByPlayer = false;
m_veh_flagC20 = false;
bCanBeDamaged = true;
m_veh_flagC80 = false;
bUsingSpecialColModel = false;
m_veh_flagD1 = false;
m_veh_flagD2 = false;
m_nGunFiringTime = 0;
@ -255,9 +255,9 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
float contactSpeedFwd = DotProduct(wheelContactSpeed, wheelFwd);
float contactSpeedRight = DotProduct(wheelContactSpeed, wheelRight);
if(*wheelState != WHEEL_STATE_0)
if(*wheelState != WHEEL_STATE_NORMAL)
bAlreadySkidding = true;
*wheelState = WHEEL_STATE_0;
*wheelState = WHEEL_STATE_NORMAL;
adhesion *= CTimer::GetTimeStep();
if(bAlreadySkidding)
@ -299,7 +299,7 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
if(brake > adhesion){
if(Abs(contactSpeedFwd) > 0.005f)
*wheelState = WHEEL_STATE_STATIC;
*wheelState = WHEEL_STATE_FIXED;
}else {
if(fwd > 0.0f){
if(fwd > brake)
@ -312,11 +312,11 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
}
if(sq(adhesion) < sq(right) + sq(fwd)){
if(*wheelState != WHEEL_STATE_STATIC){
if(*wheelState != WHEEL_STATE_FIXED){
if(bDriving && contactSpeedFwd < 0.2f)
*wheelState = WHEEL_STATE_1;
*wheelState = WHEEL_STATE_SPINNING;
else
*wheelState = WHEEL_STATE_2;
*wheelState = WHEEL_STATE_SKIDDING;
}
float l = Sqrt(sq(right) + sq(fwd));
@ -343,10 +343,10 @@ CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVec
{
float angularVelocity;
switch(state){
case WHEEL_STATE_1:
case WHEEL_STATE_SPINNING:
angularVelocity = -1.1f; // constant speed forward
break;
case WHEEL_STATE_STATIC:
case WHEEL_STATE_FIXED:
angularVelocity = 0.0f; // not moving
break;
default:
@ -377,12 +377,13 @@ CVehicle::ProcessDelayedExplosion(void)
return;
int tick = CTimer::GetTimeStep()/60.0f*1000.0f;
int16 prev = m_nBombTimer;
if(tick > m_nBombTimer)
m_nBombTimer = 0;
else
m_nBombTimer -= tick;
if(IsCar() && ((CAutomobile*)this)->m_bombType == CARBOMB_TIMEDACTIVE && (m_nBombTimer & 0xFE00) != 0xFE00)
if(IsCar() && ((CAutomobile*)this)->m_bombType == CARBOMB_TIMEDACTIVE && (m_nBombTimer & 0xFE00) != (prev & 0xFE00))
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_BOMB_TICK, 0.0f);
if (m_nBombTimer != 0)

View File

@ -59,6 +59,11 @@ enum
CAR_POS_EXHAUST = 9,
};
enum
{
BOAT_POS_FRONTSEAT
};
enum eDoors
{
DOOR_BONNET = 0,
@ -119,10 +124,10 @@ enum
enum tWheelState
{
WHEEL_STATE_0 = 0,
WHEEL_STATE_1 = 1, // constant velocity
WHEEL_STATE_2 = 2, // normal
WHEEL_STATE_STATIC = 3, // not moving
WHEEL_STATE_NORMAL, // standing still or rolling normally
WHEEL_STATE_SPINNING, // rotating but not moving
WHEEL_STATE_SKIDDING,
WHEEL_STATE_FIXED, // not rotating
};
enum eFlightModel
@ -176,8 +181,8 @@ public:
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
uint8 bComedyControls : 1; // Will make the car hard to control (hopefully in a funny way)
uint8 bWarnedPeds : 1; // Has scan and warn peds of danger been processed?
uint8 m_veh_flagB40 : 1;
uint8 m_veh_flagB80 : 1;
uint8 bCraneMessageDone : 1; // A crane message has been printed for this car allready
uint8 bExtendedRange : 1; // This vehicle needs to be a bit further away to get deleted
uint8 bTakeLessDamage : 1; // This vehicle is stronger (takes about 1/4 of damage)
uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components
@ -186,7 +191,7 @@ public:
uint8 m_veh_flagC10 : 1;
uint8 m_veh_flagC20 : 1;
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
uint8 m_veh_flagC80 : 1;
uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1;
@ -253,7 +258,7 @@ public:
virtual void BlowUpCar(CEntity *ent) {}
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
virtual void BurstTyre(uint8 tyre) {}
virtual bool IsRoomForPedToLeaveCar(uint32, CVector *) { return false;}
virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
virtual float GetHeightAboveRoad(void);
virtual void PlayCarHorn(void) {}

View File

@ -3,11 +3,14 @@
#include "Weapon.h"
#include "Timer.h"
#include "WeaponInfo.h"
#include "Ped.h"
#include "World.h"
WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
void
CWeapon::Initialise(eWeaponType type, int ammo)
@ -49,7 +52,42 @@ CWeapon::IsTypeMelee(void)
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
}
bool
CWeapon::HitsGround(CEntity *holder, CVector *firePos, CEntity *aimingTo)
{
if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
return false;
CWeaponInfo *ourType = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
CVector adjustedOffset = ourType->m_vecFireOffset;
adjustedOffset.z += 0.6f;
CVector point1, point2;
CEntity *foundEnt = nil;
CColPoint foundCol;
if (firePos)
point1 = *firePos;
else
point1 = holder->GetMatrix() * adjustedOffset;
CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
point2 = aimEntity->GetPosition();
point2.z += 0.6f;
CWorld::ProcessLineOfSight(point1, point2, foundCol, foundEnt, true, false, false, false, false, false, false);
if (foundEnt && foundEnt->IsBuilding()) {
// That was supposed to be Magnitude, according to leftover code in assembly
float diff = (foundCol.point.z - point1.z);
if (diff < 0.0f && diff > -3.0f)
return true;
}
return false;
}
STARTPATCHES
InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
InjectHook(0x564890, &CWeapon::HitsGround, PATCH_JUMP);
ENDPATCHES

View File

@ -70,5 +70,7 @@ public:
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
bool IsTypeMelee(void);
bool IsType2Handed(void);
static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end);
bool HitsGround(CEntity* holder, CVector* firePos, CEntity* aimingTo);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");