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authoraap <aap@papnet.eu>2020-04-08 16:35:23 +0200
committeraap <aap@papnet.eu>2020-04-08 16:35:23 +0200
commit6288d36f34444eff6900f889ef6344358e7ebee3 (patch)
tree56e50a0aca0d0de1e4115d8c0d36f9b5708f4f12
parentReverting tabs back to spaces for aap (diff)
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-rw-r--r--README.md7
-rw-r--r--src/core/config.h1
-rw-r--r--src/render/Skidmarks.cpp247
-rw-r--r--src/render/Skidmarks.h24
4 files changed, 263 insertions, 16 deletions
diff --git a/README.md b/README.md
index a0e93bae..dc5988d7 100644
--- a/README.md
+++ b/README.md
@@ -16,12 +16,6 @@ such that we have a working game at all times.
- Since re3 is a DLL that works with original GTA III for now, you need Simple DLL Loader. You can get it [here](https://github.com/aap/simpledllloader).
- Build re3 or download it from one of the above links (Debug or Release).
- Make sure you included the re3 in `plugins.cfg` or `dlls.cfg`.
-- re3 starts the script `main_freeroam.scm` that comes along with it by default, so you should copy it to from `gamefiles/` to your game's `data/` directory.
-
-![#ffa500](https://placehold.it/15/ffa500/000000?text=+) **Notice**
-
-If you want to load original script/story, press and hold G while game is loading.
-This includes both starting new game and loading save game.
![#ffa500](https://placehold.it/15/ffa500/000000?text=+) **Notice if you will build it**
@@ -51,7 +45,6 @@ CPools - save/loading
CRecordDataForChase
CRecordDataForGame
CRoadBlocks
-CSkidmarks
CStats
CTrafficLights
CWeapon
diff --git a/src/core/config.h b/src/core/config.h
index f653f724..f7ddbe0b 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -79,6 +79,7 @@ enum Config {
NUMPICKUPMESSAGES = 16,
NUMBULLETTRACES = 16,
NUMMBLURSTREAKS = 4,
+ NUMSKIDMARKS = 32,
NUMONSCREENTIMERENTRIES = 1,
NUMRADARBLIPS = 32,
diff --git a/src/render/Skidmarks.cpp b/src/render/Skidmarks.cpp
index c2725ed6..87881fb9 100644
--- a/src/render/Skidmarks.cpp
+++ b/src/render/Skidmarks.cpp
@@ -1,12 +1,247 @@
#include "common.h"
#include "patcher.h"
+#include "main.h"
+#include "TxdStore.h"
+#include "Timer.h"
+#include "Replay.h"
#include "Skidmarks.h"
-WRAPPER void CSkidmarks::Clear(void) { EAXJMP(0x518130); }
-WRAPPER void CSkidmarks::Update() { EAXJMP(0x518200); }
+CSkidmark CSkidmarks::aSkidmarks[NUMSKIDMARKS];
-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); }
+RwImVertexIndex SkidmarkIndexList[16 * 6];
+RwIm3DVertex SkidmarkVertices[16 * 2];
+RwTexture *gpSkidTex;
+RwTexture *gpSkidBloodTex;
+RwTexture *gpSkidMudTex;
-WRAPPER void CSkidmarks::Init(void) { EAXJMP(0x517D70); }
-WRAPPER void CSkidmarks::Shutdown(void) { EAXJMP(0x518100); }
+void
+CSkidmarks::Init(void)
+{
+ int i, ix, slot;
+ CTxdStore::PushCurrentTxd();
+ slot = CTxdStore::FindTxdSlot("particle");
+ CTxdStore::SetCurrentTxd(slot);
+ gpSkidTex = RwTextureRead("particleskid", nil);
+ gpSkidBloodTex = RwTextureRead("particleskidblood", nil);
+ gpSkidMudTex = RwTextureRead("particleskidmud", nil);
+ CTxdStore::PopCurrentTxd();
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+
+ ix = 0;
+ for(i = 0; i < 16; i++){
+ SkidmarkIndexList[i*6+0] = ix+0;
+ SkidmarkIndexList[i*6+1] = ix+2;
+ SkidmarkIndexList[i*6+2] = ix+1;
+ SkidmarkIndexList[i*6+3] = ix+1;
+ SkidmarkIndexList[i*6+4] = ix+2;
+ SkidmarkIndexList[i*6+5] = ix+3;
+ ix += 2;
+ }
+
+ for(i = 0; i < 16; i++){
+ RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 0], 0.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 0], i*5.01f);
+ RwIm3DVertexSetU(&SkidmarkVertices[i*2 + 1], 1.0f);
+ RwIm3DVertexSetV(&SkidmarkVertices[i*2 + 1], i*5.01f);
+ }
+}
+
+void
+CSkidmarks::Shutdown(void)
+{
+ RwTextureDestroy(gpSkidTex);
+ RwTextureDestroy(gpSkidBloodTex);
+ RwTextureDestroy(gpSkidMudTex);
+}
+
+void
+CSkidmarks::Clear(void)
+{
+ int i;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ aSkidmarks[i].m_state = 0;
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Update(void)
+{
+ int i;
+ uint32 t1 = CTimer::GetTimeInMilliseconds() + 2500;
+ uint32 t2 = CTimer::GetTimeInMilliseconds() + 5000;
+ uint32 t3 = CTimer::GetTimeInMilliseconds() + 10000;
+ uint32 t4 = CTimer::GetTimeInMilliseconds() + 20000;
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ switch(aSkidmarks[i].m_state){
+ case 1:
+ if(!aSkidmarks[i].m_wasUpdated){
+ // Didn't continue this one last time, so finish it and set fade times
+ aSkidmarks[i].m_state = 2;
+ if(aSkidmarks[i].m_last < 4){
+ aSkidmarks[i].m_fadeStart = t1;
+ aSkidmarks[i].m_fadeEnd = t2;
+ }else if(aSkidmarks[i].m_last < 9){
+ aSkidmarks[i].m_fadeStart = t2;
+ aSkidmarks[i].m_fadeEnd = t3;
+ }else{
+ aSkidmarks[i].m_fadeStart = t3;
+ aSkidmarks[i].m_fadeEnd = t4;
+ }
+ }
+ break;
+ case 2:
+ if(CTimer::GetTimeInMilliseconds() > aSkidmarks[i].m_fadeEnd)
+ aSkidmarks[i].m_state = 0;
+ break;
+ }
+ aSkidmarks[i].m_wasUpdated = false;
+ }
+}
+
+void
+CSkidmarks::Render(void)
+{
+ int i, j;
+ RwTexture *lastTex = nil;
+
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ for(i = 0; i < NUMSKIDMARKS; i++){
+ if(aSkidmarks[i].m_state == 0 || aSkidmarks[i].m_last < 1)
+ continue;
+
+ if(aSkidmarks[i].m_isBloody){
+ if(lastTex != gpSkidBloodTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidBloodTex));
+ lastTex = gpSkidBloodTex;
+ }
+ }else if(aSkidmarks[i].m_isMuddy){
+ if(lastTex != gpSkidMudTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidMudTex));
+ lastTex = gpSkidMudTex;
+ }
+ }else{
+ if(lastTex != gpSkidTex){
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSkidTex));
+ lastTex = gpSkidTex;
+ }
+ }
+
+ uint32 fade, alpha;
+ if(aSkidmarks[i].m_state == 1 || CTimer::GetTimeInMilliseconds() < aSkidmarks[i].m_fadeStart)
+ fade = 255;
+ else
+ fade = 255*(aSkidmarks[i].m_fadeEnd - CTimer::GetTimeInMilliseconds()) / (aSkidmarks[i].m_fadeEnd - aSkidmarks[i].m_fadeStart);
+
+ for(j = 0; j <= aSkidmarks[i].m_last; j++){
+ alpha = 128;
+ if(j == 0 || j == aSkidmarks[i].m_last && aSkidmarks[i].m_state == 2)
+ alpha = 0;
+ alpha = alpha*fade/256;
+
+ CVector p1 = aSkidmarks[i].m_pos[j] + aSkidmarks[i].m_side[j];
+ CVector p2 = aSkidmarks[i].m_pos[j] - aSkidmarks[i].m_side[j];
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+0], 255, 255, 255, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+0], p1.x, p1.y, p1.z+0.1f);
+ RwIm3DVertexSetRGBA(&SkidmarkVertices[j*2+1], 255, 255, 255, alpha);
+ RwIm3DVertexSetPos(&SkidmarkVertices[j*2+1], p2.x, p2.y, p2.z+0.1f);
+ }
+
+ LittleTest();
+ if(RwIm3DTransform(SkidmarkVertices, 2*(aSkidmarks[i].m_last+1), nil, rwIM3D_VERTEXUV)){
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, SkidmarkIndexList, 6*aSkidmarks[i].m_last);
+ RwIm3DEnd();
+ }
+ }
+
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+}
+
+void
+CSkidmarks::RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *isMuddy, bool *isBloody)
+{
+ int i;
+ CVector2D fwd(fwdX, fwdY);
+
+ if(CReplay::IsPlayingBack())
+ return;
+
+ // Find a skidmark to continue
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 1 && aSkidmarks[i].m_id == id)
+ break;
+
+ if(i < NUMSKIDMARKS){
+ // Continue this one
+
+ if(aSkidmarks[i].m_isBloody != *isBloody){
+ // Blood-status changed, end this one
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ return;
+ }
+
+ aSkidmarks[i].m_wasUpdated = true;
+
+ if(CTimer::GetTimeInMilliseconds() - aSkidmarks[i].m_lastUpdate <= 100){
+ // Last update was recently, just change last coords
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+ return;
+ }
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds();
+
+ if(aSkidmarks[i].m_last >= 15){
+ // No space to continue, end it
+ aSkidmarks[i].m_state = 2;
+ aSkidmarks[i].m_fadeStart = CTimer::GetTimeInMilliseconds() + 10000;
+ aSkidmarks[i].m_fadeEnd = CTimer::GetTimeInMilliseconds() + 20000;
+ *isBloody = false; // stpo blood marks at end
+ return;
+ }
+ aSkidmarks[i].m_last++;
+
+ aSkidmarks[i].m_pos[aSkidmarks[i].m_last] = pos;
+
+ CVector2D dist = aSkidmarks[i].m_pos[aSkidmarks[i].m_last] - aSkidmarks[i].m_pos[aSkidmarks[i].m_last-1];
+ dist.Normalise();
+ CVector2D right(dist.y, -dist.x);
+ float turn = DotProduct2D(fwd, right);
+ turn = Abs(turn) + 1.0f;
+ aSkidmarks[i].m_side[aSkidmarks[i].m_last] = CVector(right.x, right.y, 0.0f) * turn * 0.125f;
+ if(aSkidmarks[i].m_last == 1)
+ aSkidmarks[i].m_side[0] = aSkidmarks[i].m_side[1];
+
+ if(aSkidmarks[i].m_last > 8)
+ *isBloody = false; // stop blood marks after 8
+ return;
+ }
+
+ // Start a new one
+ for(i = 0; i < NUMSKIDMARKS; i++)
+ if(aSkidmarks[i].m_state == 0)
+ break;
+ if(i < NUMSKIDMARKS){
+ // Found a free slot
+ aSkidmarks[i].m_state = 1;
+ aSkidmarks[i].m_id = id;
+ aSkidmarks[i].m_pos[0] = pos;
+ aSkidmarks[i].m_side[0] = CVector(0.0f, 0.0f, 0.0f);
+ aSkidmarks[i].m_wasUpdated = true;
+ aSkidmarks[i].m_last = 0;
+ aSkidmarks[i].m_lastUpdate = CTimer::GetTimeInMilliseconds() - 1000;
+ aSkidmarks[i].m_isBloody = *isBloody;
+ aSkidmarks[i].m_isMuddy = *isMuddy;
+ }else
+ *isBloody = false; // stop blood marks if no space
+}
diff --git a/src/render/Skidmarks.h b/src/render/Skidmarks.h
index bf2da7e4..5387d8f4 100644
--- a/src/render/Skidmarks.h
+++ b/src/render/Skidmarks.h
@@ -1,12 +1,30 @@
#pragma once
+class CSkidmark
+{
+public:
+ uint8 m_state;
+ bool m_wasUpdated;
+ bool m_isBloody;
+ bool m_isMuddy;
+ uintptr m_id;
+ int16 m_last;
+ uint32 m_lastUpdate;;
+ uint32 m_fadeStart;
+ uint32 m_fadeEnd;
+ CVector m_pos[16];
+ CVector m_side[16];
+};
+
class CSkidmarks
{
+ static CSkidmark aSkidmarks[NUMSKIDMARKS];
public:
+
+ static void Init(void);
+ static void Shutdown(void);
static void Clear(void);
static void Update(void);
static void Render(void);
- static void RegisterOne(uint32 id, CVector pos, float fwdx, float fwdY, bool *isMuddy, bool *isBloddy);
- static void Init(void);
- static void Shutdown(void);
+ static void RegisterOne(uintptr id, CVector pos, float fwdX, float fwdY, bool *isMuddy, bool *isBloody);
};