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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-26 09:41:49 +01:00
started filling debug menu
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@ -21,7 +21,11 @@ public:
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static void StoreClock(void);
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static void RestoreClock(void);
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static int8 GetHours(void) { return ms_nGameClockHours; }
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static int8 GetMinutes(void) { return ms_nGameClockMinutes; }
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static uint8 GetHours(void) { return ms_nGameClockHours; }
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static uint8 GetMinutes(void) { return ms_nGameClockMinutes; }
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static int16 GetSeconds(void) { return ms_nGameClockSeconds; }
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static uint8 &GetHoursRef(void) { return ms_nGameClockHours; }
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static uint8 &GetMinutesRef(void) { return ms_nGameClockMinutes; }
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};
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@ -187,6 +187,7 @@ CStreaming::Init(void)
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debug("Streaming buffer size is %d sectors", ms_streamingBufferSize);
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// PC only, figure out how much memory we got
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#ifdef GTA_PC
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#define MB (1024*1024)
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extern DWORD &_dwMemAvailPhys;
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ms_memoryAvailable = (_dwMemAvailPhys - 10*MB)/2;
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@ -197,6 +198,7 @@ CStreaming::Init(void)
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desiredNumVehiclesLoaded = MAXVEHICLESLOADED;
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debug("Memory allocated to Streaming is %dMB", ms_memoryAvailable/MB);
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#undef MB
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#endif
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// find island LODs
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@ -243,14 +245,22 @@ CStreaming::LoadCdDirectory(void)
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char dirname[132];
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int i;
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// PC specific stuff
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#ifdef GTA_PC
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ms_imageOffsets[0] = 0;
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for(i = 1; i < NUMCDIMAGES; i++)
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ms_imageOffsets[i] = -1;
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ms_imageOffsets[1] = -1;
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ms_imageOffsets[2] = -1;
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ms_imageOffsets[3] = -1;
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ms_imageOffsets[4] = -1;
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ms_imageOffsets[5] = -1;
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ms_imageOffsets[6] = -1;
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ms_imageOffsets[7] = -1;
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ms_imageOffsets[8] = -1;
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ms_imageOffsets[9] = -1;
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ms_imageOffsets[10] = -1;
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ms_imageOffsets[11] = -1;
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ms_imageSize = GetGTA3ImgSize();
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// PS2 uses CFileMgr::GetCdFile on all IMG files to fill the array
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#endif
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i = CdStreamGetNumImages();
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while(i-- >= 1){
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@ -170,4 +170,6 @@ public:
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static void LoadInitialVehicles(void);
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static void LoadScene(const CVector &pos);
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static bool IsModelLoaded(int32 id) { return ms_aInfoForModel[id].m_loadState == STREAMSTATE_LOADED; }
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};
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@ -62,6 +62,12 @@ enum Config {
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NUMPICKUPS = 336,
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};
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// We don't expect to compile for PS2 or Xbox
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// but it might be interesting for documentation purposes
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#define GTA_PC
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//#define GTA_PS2
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//#define GTA_XBOX
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#define GTA3_1_1_PATCH
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#define USE_PS2_RAND
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#define RANDOMSPLASH
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@ -70,4 +76,4 @@ enum Config {
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//#define NO_CDCHECK
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#define NO_MOVIES
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//#define USE_MY_DOCUMENTS
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#define NASTY_GAME
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#define NASTY_GAME
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@ -4,6 +4,8 @@
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CPathFind &ThePaths = *(CPathFind*)0x8F6754;
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WRAPPER int32 CPathFind::FindNodeClosestToCoors(CVector coors, uint8 type, float distLimit, bool disabled, bool betweenLevels) { EAXJMP(0x42CC30); }
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int TempListLength;
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enum
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@ -128,6 +128,7 @@ public:
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void StoreNodeInfoPed(int16 id, int16 node, int8 type, int8 next, int16 x, int16 y, int16 z, int16 width, bool crossing);
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void StoreNodeInfoCar(int16 id, int16 node, int8 type, int8 next, int16 x, int16 y, int16 z, int16 width, int8 numLeft, int8 numRight);
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void RegisterMapObject(CTreadable *mapObject);
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int32 FindNodeClosestToCoors(CVector coors, uint8 type, float distLimit, bool disabled, bool betweenLevels);
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bool IsPathObject(int id) { return id < PATHNODESIZE && (InfoForTileCars[id*12].type != 0 || InfoForTilePeds[id*12].type != 0); }
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};
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@ -84,6 +84,7 @@ void DestroySplashScreen(void);
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extern void (*DebugMenuProcess)(void);
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extern void (*DebugMenuRender)(void);
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void DebugMenuInit(void);
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void DebugMenuPopulate(void);
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void PrintGameVersion();
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@ -115,6 +116,13 @@ Idle(void *arg)
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if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.field_452 == 1) &&
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TheCamera.GetScreenFadeStatus() != FADE_2){
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#ifdef GTA_PC
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// This is from SA, but it's nice for windowed mode
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RwV2d pos;
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pos.x = SCREENW/2.0f;
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pos.y = SCREENH/2.0f;
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RsMouseSetPos(&pos);
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#endif
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CRenderer::ConstructRenderList();
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CRenderer::PreRender();
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@ -677,6 +685,7 @@ Initialise3D(void *param)
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{
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//
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DebugMenuInit();
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DebugMenuPopulate();
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//
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return CGame::InitialiseRenderWare();
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@ -168,6 +168,13 @@ CModelInfo::GetModelInfo(const char *name, int *id)
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return nil;
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}
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bool
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CModelInfo::IsBoatModel(int32 id)
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{
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return GetModelInfo(id)->m_type == MITYPE_VEHICLE &&
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((CVehicleModelInfo*)GetModelInfo(id))->m_vehicleType == VEHICLE_TYPE_BOAT;
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}
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STARTPATCHES
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InjectHook(0x50B310, CModelInfo::Initialise, PATCH_JUMP);
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InjectHook(0x50B5B0, CModelInfo::ShutDown, PATCH_JUMP);
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@ -34,4 +34,6 @@ public:
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static CBaseModelInfo *GetModelInfo(int id){
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return ms_modelInfoPtrs[id];
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}
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static bool IsBoatModel(int32 id);
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};
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140
src/re3.cpp
140
src/re3.cpp
@ -6,6 +6,14 @@
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#include "Renderer.h"
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#include "Credits.h"
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#include "Camera.h"
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#include "Weather.h"
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#include "Clock.h"
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#include "World.h"
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#include "Vehicle.h"
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#include "Streaming.h"
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#include "PathFind.h"
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#include "Boat.h"
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#include "Automobile.h"
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#include "debugmenu_public.h"
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void **rwengine = *(void***)0x5A10E1;
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@ -49,12 +57,20 @@ int (*open_script_orig)(const char *path, const char *mode);
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int
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open_script(const char *path, const char *mode)
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{
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static int scriptToLoad = 1;
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if(GetAsyncKeyState('G') & 0x8000)
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return open_script_orig("main.scm", mode);
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scriptToLoad = 0;
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if(GetAsyncKeyState('R') & 0x8000)
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scriptToLoad = 1;
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if(GetAsyncKeyState('D') & 0x8000)
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return open_script_orig("main_d.scm", mode);
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// if(GetAsyncKeyState('R') & 0x8000)
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return open_script_orig("main_freeroam.scm", mode);
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scriptToLoad = 2;
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switch(scriptToLoad){
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case 0: return open_script_orig(path, mode);
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case 1: return open_script_orig("main_freeroam.scm", mode);
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case 2: return open_script_orig("main_d.scm", mode);
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}
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return open_script_orig(path, mode);
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}
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@ -78,10 +94,126 @@ DebugMenuInit(void)
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}
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void WeaponCheat();
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void HealthCheat();
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void TankCheat();
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void BlowUpCarsCheat();
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void ChangePlayerCheat();
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void MayhemCheat();
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void EverybodyAttacksPlayerCheat();
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void WeaponsForAllCheat();
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void FastTimeCheat();
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void SlowTimeCheat();
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void MoneyCheat();
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void ArmourCheat();
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void WantedLevelUpCheat();
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void WantedLevelDownCheat();
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void SunnyWeatherCheat();
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void CloudyWeatherCheat();
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void RainyWeatherCheat();
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void FoggyWeatherCheat();
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void FastWeatherCheat();
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void OnlyRenderWheelsCheat();
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void ChittyChittyBangBangCheat();
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void StrongGripCheat();
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void NastyLimbsCheat();
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// needs too much stuff for now
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#if 0
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void
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spawnCar(int id)
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{
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CVector playerpos;
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CStreaming::RequestModel(id, 0);
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CStreaming::LoadAllRequestedModels(false);
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if(CStreaming::IsModelLoaded(id)){
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FindPlayerCoors(playerpos);
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int node = ThePaths.FindNodeClosestToCoors(playerpos, 0, 100.0f, false, false);
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if(node < 0)
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return;
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CVehicle *v;
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if(CModelInfo::IsBoatModel(id)){
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// CBoat* boat = (CBoat*)CVehicle__new(0x484);
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// boat = boat->ctor(id, 1);
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// v = (CVehicle*)(boat);
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}else{
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// CAutomobile *au = (CAutomobile*)CVehicle__new(0x5A8);
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// au = au->ctor(id, 1);
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// v = (CVehicle*)au;
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}
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/*
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// unlock doors
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FIELD(int, v, 0x224) = 1;
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// set player owned
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FIELD(uint8, v, 0x1F7) |= 4;
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DebugMenuEntrySetAddress(carCol1, &FIELD(uchar, v, 0x19C));
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DebugMenuEntrySetAddress(carCol2, &FIELD(uchar, v, 0x19D));
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//if(id == MODELID_ESPERANTO)
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// FIELD(uchar, v, 0x19C) = 54;
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v->matrix.matrix.pos.x = ThePaths.nodes[node].x;
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v->matrix.matrix.pos.y = ThePaths.nodes[node].y;
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v->matrix.matrix.pos.z = ThePaths.nodes[node].z + 4.0f;
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float x = v->matrix.matrix.pos.x;
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float y = v->matrix.matrix.pos.y;
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float z = v->matrix.matrix.pos.z;
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v->matrix.SetRotate(0.0f, 0.0f, 3.49f);
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v->matrix.matrix.pos.x += x;
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v->matrix.matrix.pos.y += y;
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v->matrix.matrix.pos.z += z;
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v->bfTypeStatus = v->bfTypeStatus & 7 | 0x20;
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FIELD(int, v, 0x224) = 1;
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*/
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CWorld::Add(v);
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}
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}
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#endif
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void
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DebugMenuPopulate(void)
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{
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if(DebugMenuLoad()){
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static const char *weathers[] = {
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"Sunny", "Cloudy", "Rainy", "Foggy"
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};
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DebugMenuEntry *e;
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e = DebugMenuAddVar("Time & Weather", "Current Hour", &CClock::GetHoursRef(), nil, 1, 0, 23, nil);
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DebugMenuEntrySetWrap(e, true);
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e = DebugMenuAddVar("Time & Weather", "Current Minute", &CClock::GetMinutesRef(),
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[](){ CWeather::InterpolationValue = CClock::GetMinutes()/60.0f; }, 1, 0, 59, nil);
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DebugMenuEntrySetWrap(e, true);
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e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, nil, 1, 0, 3, weathers);
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DebugMenuEntrySetWrap(e, true);
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e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 3, weathers);
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DebugMenuEntrySetWrap(e, true);
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DebugMenuAddVar("Time & Weather", "Time scale", (float*)0x8F2C20, nil, 0.1f, 0.0f, 10.0f);
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DebugMenuAddCmd("Cheats", "Weapons", WeaponCheat);
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DebugMenuAddCmd("Cheats", "Money", MoneyCheat);
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DebugMenuAddCmd("Cheats", "Health", HealthCheat);
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DebugMenuAddCmd("Cheats", "Wanted level up", WantedLevelUpCheat);
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DebugMenuAddCmd("Cheats", "Wanted level down", WantedLevelDownCheat);
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DebugMenuAddCmd("Cheats", "Tank", TankCheat);
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DebugMenuAddCmd("Cheats", "Blow up cars", BlowUpCarsCheat);
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DebugMenuAddCmd("Cheats", "Change player", ChangePlayerCheat);
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DebugMenuAddCmd("Cheats", "Mayhem", MayhemCheat);
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DebugMenuAddCmd("Cheats", "Everybody attacks player", EverybodyAttacksPlayerCheat);
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DebugMenuAddCmd("Cheats", "Weapons for all", WeaponsForAllCheat);
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DebugMenuAddCmd("Cheats", "Fast time", FastTimeCheat);
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DebugMenuAddCmd("Cheats", "Slow time", SlowTimeCheat);
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DebugMenuAddCmd("Cheats", "Armour", ArmourCheat);
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DebugMenuAddCmd("Cheats", "Sunny weather", SunnyWeatherCheat);
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DebugMenuAddCmd("Cheats", "Cloudy weather", CloudyWeatherCheat);
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DebugMenuAddCmd("Cheats", "Rainy weather", RainyWeatherCheat);
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DebugMenuAddCmd("Cheats", "Foggy weather", FoggyWeatherCheat);
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DebugMenuAddCmd("Cheats", "Fast weather", FastWeatherCheat);
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DebugMenuAddCmd("Cheats", "Only render wheels", OnlyRenderWheelsCheat);
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DebugMenuAddCmd("Cheats", "Chitty chitty bang bang", ChittyChittyBangBangCheat);
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DebugMenuAddCmd("Cheats", "Strong grip", StrongGripCheat);
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DebugMenuAddCmd("Cheats", "Nasty limbs", NastyLimbsCheat);
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DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
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DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
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DebugMenuAddVarBool8("Debug", "Show Collision Polys", (int8*)&gbShowCollisionPolys, nil);
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