record init
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@ -2,12 +2,184 @@
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#include "patcher.h"
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#include "Record.h"
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#include "FileMgr.h"
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#include "Pad.h"
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#include "Pools.h"
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#include "Timer.h"
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uint16 &CRecordDataForGame::RecordingState = *(uint16*)0x95CC24;
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uint8*& CRecordDataForGame::pDataBuffer = *(uint8**)0x8F1B70;
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uint8*& CRecordDataForGame::pDataBufferPointer = *(uint8**)0x8F1AB0;
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int& CRecordDataForGame::FId = *(int*)0x885BA4;
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tGameBuffer& CRecordDataForGame::pDataBufferForFrame = *(tGameBuffer*)0x72CED0;
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uint8 &CRecordDataForChase::Status = *(uint8*)0x95CDCE;
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WRAPPER void CRecordDataForGame::SaveOrRetrieveDataForThisFrame(void) { EAXJMP(0x4341F0); }
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WRAPPER void CRecordDataForGame::Init(void) { EAXJMP(0x4340F0); }
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#define MEMORY_FOR_GAME_RECORD (150000)
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void CRecordDataForGame::Init(void)
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{
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RecordingState = STATE_NONE;
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if (pDataBuffer)
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delete[] pDataBuffer;
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pDataBufferPointer = nil;
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pDataBuffer = nil;
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#ifndef GTA_PS2 // this stuff is not present on PS2
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FId = CFileMgr::OpenFile("playback.dat", "r");
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if (FId <= 0) {
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if ((FId = CFileMgr::OpenFile("record.dat", "r")) <= 0)
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RecordingState = STATE_NONE;
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else {
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CFileMgr::CloseFile(FId);
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FId = CFileMgr::OpenFileForWriting("record.dat");
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RecordingState = STATE_RECORD;
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}
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}
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else {
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RecordingState = STATE_PLAYBACK;
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}
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if (RecordingState == STATE_PLAYBACK) {
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pDataBufferPointer = (uint8*)malloc(MEMORY_FOR_GAME_RECORD);
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pDataBuffer = pDataBufferPointer;
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pDataBuffer[CFileMgr::Read(FId, (char*)pDataBufferPointer, MEMORY_FOR_GAME_RECORD) + 8] = -1;
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CFileMgr::CloseFile(FId);
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}
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#else
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RecordingState = STATE_NONE; // second time to make sure
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#endif
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}
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void CRecordDataForGame::SaveOrRetrieveDataForThisFrame(void)
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{
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switch (RecordingState) {
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case STATE_RECORD:
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{
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pDataBufferForFrame.m_fTimeStep = CTimer::GetTimeStep();
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pDataBufferForFrame.m_nTimeInMilliseconds = CTimer::GetTimeInMilliseconds();
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pDataBufferForFrame.m_nSizeOfPads[0] = 0;
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pDataBufferForFrame.m_nSizeOfPads[1] = 0;
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pDataBufferForFrame.m_nChecksum = CalcGameChecksum();
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uint8* pController1 = PackCurrentPadValues(pDataBufferForFrame.m_ControllerBuffer, &CPad::GetPad(0)->OldState, &CPad::GetPad(0)->NewState);
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pDataBufferForFrame.m_nSizeOfPads[0] = (pController1 - pDataBufferForFrame.m_ControllerBuffer) / 2;
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uint8* pController2 = PackCurrentPadValues(pController1, &CPad::GetPad(1)->OldState, &CPad::GetPad(1)->NewState);
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pDataBufferForFrame.m_nSizeOfPads[1] = (pController2 - pController1) / 2;
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uint8* pEndPtr = pController2;
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if ((pDataBufferForFrame.m_nSizeOfPads[0] + pDataBufferForFrame.m_nSizeOfPads[1]) & 1)
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pEndPtr += 2;
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CFileMgr::Write(FId, (char*)&pDataBufferForFrame, pEndPtr - (uint8*)&pDataBufferForFrame);
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break;
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}
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case STATE_PLAYBACK:
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if (pDataBufferPointer[8] == -1)
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CPad::GetPad(0)->NewState.Clear();
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else {
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tGameBuffer* pData = (tGameBuffer*)pDataBufferPointer;
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CTimer::SetTimeInMilliseconds(pData->m_nTimeInMilliseconds);
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CTimer::SetTimeStep(pData->m_fTimeStep);
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uint8 size1 = pData->m_nSizeOfPads[0];
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uint8 size2 = pData->m_nSizeOfPads[1];
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pDataBufferPointer = (uint8*)&pData->m_ControllerBuffer;
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pDataBufferPointer = UnPackCurrentPadValues(pDataBufferPointer, size1, &CPad::GetPad(0)->NewState);
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pDataBufferPointer = UnPackCurrentPadValues(pDataBufferPointer, size2, &CPad::GetPad(1)->NewState);
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if ((size1 + size2) & 1)
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pDataBufferPointer += 2;
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if (pData->m_nChecksum != CalcGameChecksum())
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printf("Playback out of sync\n");
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}
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}
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}
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#define PROCESS_BUTTON_STATE_STORE(buf, os, ns, field, id) \
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do { \
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if (os->field != os->field){ \
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*buf++ = id; \
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*buf++ = ns->field; \
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} \
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} while (0);
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uint8* CRecordDataForGame::PackCurrentPadValues(uint8* buf, CControllerState* os, CControllerState* ns)
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{
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, LeftStickX, 0);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, LeftStickY, 1);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, LeftShoulder1, 2);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, RightStickY, 3);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, LeftShoulder1, 4);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, LeftShoulder2, 5);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, RightShoulder1, 6);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, RightShoulder2, 7);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, DPadUp, 8);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, DPadDown, 9);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, DPadLeft, 10);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, DPadRight, 11);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, Start, 12);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, Select, 13);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, Square, 14);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, Triangle, 15);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, Cross, 16);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, Circle, 17);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, LeftShock, 18);
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PROCESS_BUTTON_STATE_STORE(buf, os, ns, RightShock, 19);
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return buf;
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}
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#undef PROCESS_BUTTON_STATE_STORE
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#define PROCESS_BUTTON_STATE_RESTORE(buf, state, field, id) case id: state->field = *buf++; break;
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uint8* CRecordDataForGame::UnPackCurrentPadValues(uint8* buf, uint8 total, CControllerState* state)
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{
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for (uint8 i = 0; i < total; i++) {
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switch (*buf++) {
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PROCESS_BUTTON_STATE_RESTORE(buf, state, LeftStickX, 0);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, LeftStickY, 1);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, LeftShoulder1, 2);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, RightStickY, 3);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, LeftShoulder1, 4);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, LeftShoulder2, 5);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, RightShoulder1, 6);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, RightShoulder2, 7);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, DPadUp, 8);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, DPadDown, 9);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, DPadLeft, 10);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, DPadRight, 11);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, Start, 12);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, Select, 13);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, Square, 14);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, Triangle, 15);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, Cross, 16);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, Circle, 17);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, LeftShock, 18);
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PROCESS_BUTTON_STATE_RESTORE(buf, state, RightShock, 19);
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}
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}
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return buf;
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}
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#undef PROCESS_BUTTON_STATE_RESTORE
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uint16 CRecordDataForGame::CalcGameChecksum(void)
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{
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uint32 checksum = 0;
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int i = CPools::GetPedPool()->GetSize();
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while (i--) {
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CPed* pPed = CPools::GetPedPool()->GetSlot(i);
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if (!pPed)
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continue;
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checksum ^= pPed->GetModelIndex() ^ *(uint32*)&pPed->GetPosition().z ^ *(uint32*)&pPed->GetPosition().y ^ *(uint32*)&pPed->GetPosition().x;
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}
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i = CPools::GetVehiclePool()->GetSize();
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while (i--) {
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
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if (!pVehicle)
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continue;
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checksum ^= pVehicle->GetModelIndex() ^ *(uint32*)&pVehicle->GetPosition().z ^ *(uint32*)&pVehicle->GetPosition().y ^ *(uint32*)&pVehicle->GetPosition().x;
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}
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return checksum ^ checksum >> 16;
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}
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WRAPPER void CRecordDataForChase::Init(void)
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{
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EAXJMP(0x434780);
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}
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WRAPPER void CRecordDataForChase::SaveOrRetrieveDataForThisFrame(void) { EAXJMP(0x4347F0); }
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WRAPPER void CRecordDataForChase::ProcessControlCars(void) { EAXJMP(0x435540); }
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@ -16,4 +188,4 @@ WRAPPER void CRecordDataForChase::StartChaseScene(float) { EAXJMP(0x435690); }
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WRAPPER void CRecordDataForChase::CleanUpChaseScene() { EAXJMP(0x4357C0); }
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WRAPPER void CRecordDataForChase::RemoveCarFromChase(int32) { EAXJMP(0x435BC0); }
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WRAPPER CVehicle* CRecordDataForChase::TurnChaseCarIntoScriptCar(int32) { EAXJMP(0x435C00); }
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WRAPPER void CRecordDataForChase::Init(void) { EAXJMP(0x434780); }
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#pragma once
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class CAutomobile;
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class CVehicle;
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class CControllerState;
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enum {
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RECORDSTATE_0,
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@ -10,8 +12,15 @@ enum {
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class CRecordDataForChase
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{
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enum {
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NUM_CHASE_CARS = 20
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};
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public:
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static uint8 &Status;
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static int &PositionChanges;
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static uint8 &CurrentCar;
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static CAutomobile*(&pChaseCars)[NUM_CHASE_CARS];
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static uint32 &AnimStartTime;
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static void SaveOrRetrieveDataForThisFrame(void);
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static void ProcessControlCars(void);
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@ -23,12 +32,37 @@ public:
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static void Init(void);
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};
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struct tGameBuffer
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{
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float m_fTimeStep;
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uint32 m_nTimeInMilliseconds;
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uint8 m_nSizeOfPads[2];
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uint16 m_nChecksum;
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uint8 m_ControllerBuffer[116];
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};
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class CRecordDataForGame
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{
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public:
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enum {
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STATE_NONE = 0,
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STATE_RECORD = 1,
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STATE_PLAYBACK = 2,
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};
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static uint16& RecordingState;
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static uint8* &pDataBuffer;
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static uint8* &pDataBufferPointer;
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static int &FId;
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static tGameBuffer &pDataBufferForFrame;
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public:
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static bool IsRecording() { return RecordingState == STATE_RECORD; }
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static bool IsPlayingBack() { return RecordingState == STATE_PLAYBACK; }
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static void SaveOrRetrieveDataForThisFrame(void);
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static void Init(void);
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private:
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static uint16 CalcGameChecksum(void);
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static uint8* PackCurrentPadValues(uint8*, CControllerState*, CControllerState*);
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static uint8* UnPackCurrentPadValues(uint8*, uint8, CControllerState*);
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};
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@ -21,6 +21,7 @@
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#include "Hud.h"
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#include "Text.h"
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#include "Timer.h"
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#include "Record.h"
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#include "World.h"
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#include "Vehicle.h"
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#include "Ped.h"
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@ -657,8 +658,13 @@ void CPad::Update(int16 unk)
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{
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OldState = NewState;
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#if (defined GTA_PS2 || defined FIX_BUGS)
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if (!CRecordDataForGame::IsPlayingBack() /* && !CRecordDataForChase::ShouldThisPadBeLeftAlone(unk) */)
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#endif
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{
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NewState = ReconcileTwoControllersInput(PCTempKeyState, PCTempJoyState);
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NewState = ReconcileTwoControllersInput(PCTempMouseState, NewState);
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}
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PCTempJoyState.Clear();
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PCTempKeyState.Clear();
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@ -1247,8 +1247,8 @@ CStreaming::StreamVehiclesAndPeds(void)
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static int timeBeforeNextLoad = 0;
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static int modelQualityClass = 0;
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if(CRecordDataForGame::RecordingState == RECORDSTATE_1 ||
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CRecordDataForGame::RecordingState == RECORDSTATE_2)
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if(CRecordDataForGame::IsRecording() ||
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CRecordDataForGame::IsPlayingBack())
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return;
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if(FindPlayerPed()->m_pWanted->AreSwatRequired()){
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@ -130,7 +130,7 @@ void CTimer::Update(void)
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ms_fTimeStepNonClipped = ms_fTimeStep;
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if ( CRecordDataForGame::RecordingState != RECORDSTATE_2 )
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if ( !CRecordDataForGame::IsPlayingBack() )
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{
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ms_fTimeStep = min(3.0f, ms_fTimeStep);
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