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-rw-r--r--src/main.cpp302
1 files changed, 223 insertions, 79 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 4f125098..ff254a1e 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1,112 +1,256 @@
-#include <direct.h>
-#include <Windows.h>
#include "common.h"
#include "patcher.h"
+#include "RwHelper.h"
+#include "Clouds.h"
+#include "Draw.h"
+#include "Sprite2d.h"
#include "Renderer.h"
-#include "debugmenu_public.h"
+#include "Coronas.h"
+#include "WaterLevel.h"
+#include "Weather.h"
+#include "Glass.h"
+#include "WaterCannon.h"
+#include "SpecialFX.h"
+#include "Shadows.h"
+#include "Skidmarks.h"
+#include "Antennas.h"
+#include "Rubbish.h"
+#include "Particle.h"
+#include "Pickups.h"
+#include "WeaponEffects.h"
+#include "PointLights.h"
+#include "Fluff.h"
+#include "Replay.h"
+#include "Camera.h"
+#include "World.h"
+#include "Ped.h"
+#include "Font.h"
+#include "Pad.h"
+#include "Hud.h"
+#include "User.h"
+#include "Messages.h"
+#include "Darkel.h"
+#include "Garages.h"
+#include "MusicManager.h"
+#include "Frontend.h"
-void **rwengine = *(void***)0x5A10E1;
-
-RsGlobalType &RsGlobal = *(RsGlobalType*)0x8F4360;
-
-GlobalScene &Scene = *(GlobalScene*)0x726768;
-
-DebugMenuAPI gDebugMenuAPI;
-
-WRAPPER void *gtanew(uint32 sz) { EAXJMP(0x5A0690); }
-WRAPPER void gtadelete(void *p) { EAXJMP(0x5A07E0); }
-
-// overload our own new/delete with GTA's functions
-void *operator new(size_t sz) { return gtanew(sz); }
-void operator delete(void *ptr) noexcept { gtadelete(ptr); }
-
-// Use our own implementation of rand, stolen from PS2
-
-unsigned __int64 myrand_seed = 1;
-
-int
-myrand(void)
+// This is certainly a very useful function
+void
+DoRWRenderHorizon(void)
{
- myrand_seed = 0x5851F42D4C957F2D * myrand_seed + 1;
- return ((myrand_seed >> 32) & 0x7FFFFFFF);
+ CClouds::RenderHorizon();
}
void
-mysrand(unsigned int seed)
+RenderScene(void)
{
- myrand_seed = seed;
+ CClouds::Render();
+ DoRWRenderHorizon();
+ CRenderer::RenderRoads();
+ CCoronas::RenderReflections();
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
+ CRenderer::RenderEverythingBarRoads();
+ CRenderer::RenderBoats();
+ DefinedState();
+ CWaterLevel::RenderWater();
+ CRenderer::RenderFadingInEntities();
+ CRenderer::RenderVehiclesButNotBoats();
+ CWeather::RenderRainStreaks();
}
-// platform stuff
-char*
-GetUserDirectory(void)
+void
+RenderDebugShit(void)
{
- static char path[MAX_PATH];
- strcpy(path, "userfiles");
- mkdir(path);
- return path;
+ // CTheScripts::RenderTheScriptDebugLines()
}
-
-int (*open_script_orig)(const char *path, const char *mode);
-int
-open_script(const char *path, const char *mode)
+void
+RenderEffects(void)
{
- if(GetAsyncKeyState('D') & 0x8000)
- return open_script_orig("main_d.scm", mode);
-// if(GetAsyncKeyState('R') & 0x8000)
- return open_script_orig("main_freeroam.scm", mode);
- return open_script_orig(path, mode);
+ CGlass::Render();
+ CWaterCannons::Render();
+ CSpecialFX::Render();
+ CShadows::RenderStaticShadows();
+ CShadows::RenderStoredShadows();
+ CSkidmarks::Render();
+ CAntennas::Render();
+ CRubbish::Render();
+ CCoronas::Render();
+ CParticle::Render();
+ CPacManPickups::Render();
+ CWeaponEffects::Render();
+ CPointLights::RenderFogEffect();
+ CMovingThings::Render();
+ CRenderer::RenderFirstPersonVehicle();
}
-int gDbgSurf;
-
-int (*RsEventHandler_orig)(int a, int b);
-int
-delayedPatches10(int a, int b)
+void
+Render2dStuff(void)
{
- if(DebugMenuLoad()){
- DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
- DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
- DebugMenuAddVarBool8("Debug", "Show Collision Polys", (int8*)&gbShowCollisionPolys, nil);
- DebugMenuAddVarBool8("Debug", "Don't render Buildings", (int8*)&gbDontRenderBuildings, nil);
- DebugMenuAddVarBool8("Debug", "Don't render Big Buildings", (int8*)&gbDontRenderBigBuildings, nil);
- DebugMenuAddVarBool8("Debug", "Don't render Peds", (int8*)&gbDontRenderPeds, nil);
- DebugMenuAddVarBool8("Debug", "Don't render Objects", (int8*)&gbDontRenderObjects, nil);
- DebugMenuAddVar("Debug", "Dbg Surface", &gDbgSurf, nil, 1, 0, 34, nil);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
+
+ CReplay::Display();
+ CPickups::RenderPickUpText();
+
+ if(TheCamera.m_WideScreenOn)
+ TheCamera.DrawBordersForWideScreen();
+
+ CPed *player = FindPlayerPed();
+ int weaponType = 0;
+ if(player)
+ weaponType = player->GetWeapon()->m_eWeaponType;
+
+ bool firstPersonWeapon = false;
+ int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
+ if(cammode == CCam::MODE_SNIPER ||
+ cammode == CCam::MODE_SNIPER_RUN_AROUND ||
+ cammode == CCam::MODE_ROCKET ||
+ cammode == CCam::MODE_ROCKET_RUN_AROUND)
+ firstPersonWeapon = true;
+
+ // Draw black border for sniper and rocket launcher
+ if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){
+ CRGBA black(0, 0, 0, 255);
+
+ // top and bottom strips
+ if(weaponType == WEAPONTYPE_ROCKETLAUNCHER){
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH/2 - SCREEN_STRETCH_Y(180)), black);
+ CSprite2d::DrawRect(CRect(0.0f, SCREENH/2 + SCREEN_STRETCH_Y(170), SCREENW, SCREENH), black);
+ }else{
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH/2 - SCREEN_STRETCH_Y(210)), black);
+ CSprite2d::DrawRect(CRect(0.0f, SCREENH/2 + SCREEN_STRETCH_Y(210), SCREENW, SCREENH), black);
+ }
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW/2 - SCREEN_STRETCH_X(210), SCREENH), black);
+ CSprite2d::DrawRect(CRect(SCREENW/2 + SCREEN_STRETCH_X(210), 0.0f, SCREENW, SCREENH), black);
}
- return RsEventHandler_orig(a, b);
+ MusicManager.DisplayRadioStationName();
+// TheConsole.Display();
+/*
+ if(CSceneEdit::m_bEditOn)
+ CSceneEdit::Draw();
+ else
+*/
+ CHud::Draw();
+ CUserDisplay::OnscnTimer.ProcessForDisplay();
+ CMessages::Display();
+ CDarkel::DrawMessages();
+ CGarages::PrintMessages();
+ CPad::PrintErrorMessage();
+ CFont::DrawFonts();
}
void
-patch()
+RenderMenus(void)
{
- StaticPatcher::Apply();
+ if(FrontEndMenuManager.m_bMenuActive)
+ FrontEndMenuManager.DrawFrontEnd();
+}
- Patch<float>(0x46BC61+6, 1.0f); // car distance
- InjectHook(0x59E460, printf, PATCH_JUMP);
+bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4;
+bool &StillToFadeOut = *(bool*)0x95CD99;
+int32 &TimeStartedCountingForFade = *(int32*)0x9430EC;
+int32 &TimeToStayFadedBeforeFadeOut = *(int32*)0x611564;
- InterceptCall(&open_script_orig, open_script, 0x438869);
+void
+DoFade(void)
+{
+ if(CTimer::GetIsPaused())
+ return;
- InterceptCall(&RsEventHandler_orig, delayedPatches10, 0x58275E);
-}
+ if(JustLoadedDontFadeInYet){
+ JustLoadedDontFadeInYet = false;
+ TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
+ }
-BOOL WINAPI
-DllMain(HINSTANCE hInst, DWORD reason, LPVOID)
-{
- if(reason == DLL_PROCESS_ATTACH){
+ if(StillToFadeOut){
+ if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
+ StillToFadeOut = false;
+ TheCamera.Fade(3.0f, 1);
+ TheCamera.ProcessFade();
+ TheCamera.ProcessMusicFade();
+ }else{
+ TheCamera.SetFadeColour(0, 0, 0);
+ TheCamera.Fade(0.0f, 0);
+ TheCamera.ProcessFade();
+ }
+ }
- AllocConsole();
- freopen("CONIN$", "r", stdin);
- freopen("CONOUT$", "w", stdout);
- freopen("CONOUT$", "w", stderr);
+ if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){
+ // LoadSplash
- if (*(DWORD*)0x5C1E75 == 0xB85548EC) // 1.0
- patch();
- else
- return FALSE;
+ CRGBA fadeColor;
+ CRect rect;
+ int fadeValue = CDraw::FadeValue;
+ float brightness = min(CMenuManager::m_PrefsBrightness, 256);
+ if(brightness <= 50)
+ brightness = 50;
+ if(FrontEndMenuManager.m_bMenuActive)
+ brightness = 256;
+
+ if(TheCamera.m_FadeTargetIsSplashScreen)
+ fadeValue = 0;
+
+ float fade = fadeValue + 256 - brightness;
+ if(fade == 0){
+ fadeColor.r = 0;
+ fadeColor.g = 0;
+ fadeColor.b = 0;
+ fadeColor.a = 0;
+ }else{
+ fadeColor.r = fadeValue * CDraw::FadeRed / fade;
+ fadeColor.g = fadeValue * CDraw::FadeGreen / fade;
+ fadeColor.b = fadeValue * CDraw::FadeBlue / fade;
+ int alpha = 255 - brightness*(256 - fadeValue)/256;
+ if(alpha < 0)
+ alpha = 0;
+ fadeColor.a = alpha;
+ }
+
+ if(TheCamera.m_WideScreenOn){
+ // what's this?
+ float y = SCREENH/2 * TheCamera.m_ScreenReductionPercentage/100.0f;
+ rect.left = 0.0f;
+ rect.right = SCREENW;
+ rect.top = y - 8.0f;
+ rect.bottom = SCREENH - y - 8.0f;
+ }else{
+ rect.left = 0.0f;
+ rect.right = SCREENW;
+ rect.top = 0.0f;
+ rect.bottom = SCREENH;
+ }
+ CSprite2d::DrawRect(rect, fadeColor);
+
+ if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){
+ fadeColor.r = 255;
+ fadeColor.g = 255;
+ fadeColor.b = 255;
+ fadeColor.a = CDraw::FadeValue;
+ CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREENW, SCREENH), fadeColor, fadeColor, fadeColor, fadeColor);
+ }
}
+}
- return TRUE;
+void
+Render2dStuffAfterFade(void)
+{
+ CHud::DrawAfterFade();
+ CFont::DrawFonts();
}
+
+
+STARTPATCHES
+ InjectHook(0x48E030, RenderScene, PATCH_JUMP);
+ InjectHook(0x48E080, RenderDebugShit, PATCH_JUMP);
+ InjectHook(0x48E090, RenderEffects, PATCH_JUMP);
+ InjectHook(0x48E0E0, Render2dStuff, PATCH_JUMP);
+ InjectHook(0x48E450, RenderMenus, PATCH_JUMP);
+ InjectHook(0x48D120, DoFade, PATCH_JUMP);
+ InjectHook(0x48E470, Render2dStuffAfterFade, PATCH_JUMP);
+ENDPATCHES