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196 lines
5.4 KiB
Markdown
196 lines
5.4 KiB
Markdown
# re3
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[![Build status](https://ci.appveyor.com/api/projects/status/hyiwgegks122h8jg?svg=true)](https://ci.appveyor.com/project/aap/re3/branch/master)
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<a href="https://discord.gg/jYpXxTm"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
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<a href="https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/Debug/re3.dll?branch=master&job=Configuration%3A+Debug"><img src="https://img.shields.io/badge/download-debug-9cf.svg" /></a>
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<a href="https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/Release/re3.dll?branch=master&job=Configuration%3A+Release"><img src="https://img.shields.io/badge/download-release-blue.svg" /></a>
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## Intro
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The aim of this project is to reverse GTA III for PC by replacing
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parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus)
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such that we have a working game at all times.
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## How can I try it?
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- re3 requires game assets to work, so you need to own a copy of GTA III.
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- 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).
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- Build re3 or download it from one of the above links (Debug or Release).
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- Make sure you included the re3 in `plugins.cfg` or `dlls.cfg`.
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- 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.
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![#ffa500](https://placehold.it/15/ffa500/000000?text=+) **Notice**
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If you want to load original script/story, press and hold G while game is loading.
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This includes both starting new game and loading save game.
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![#ffa500](https://placehold.it/15/ffa500/000000?text=+) **Notice if you will build it**
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There are various settings at the very bottom of `config.h`, you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
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https://github.com/GTAmodding/re3/tree/master/src/core/config.h
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## I want to contribute, where should I start?
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A good approach is to start at the fringes of the code base,
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i.e. classes that don't depend on code that we don't have reversed yet.
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If a function uses only few unreversed functions that would be inconvenient
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to reverse at the time, calling the original functions is acceptable.
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### Unreversed / incomplete classes (at least the ones we know)
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```
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CAudioManager, cDMAudio, cSampleManager and all audio - being worked on
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CAccidentManager
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CBoat
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CBrightLights
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CBulletInfo
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CBulletTraces
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CCam
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CCamera
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CCopPed
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CCrane
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CCranes
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CCullZone
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CCullZones
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CEmergencyPed
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CExplosion
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CFallingGlassPane
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CFire
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CFireManager
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CGame
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CGarage
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CGarages
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CGlass
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CMenuManager
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CMotionBlurStreaks
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CPacManPickups
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CPedIK
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CPlayerInfo
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CPlayerPed
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CProjectile
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CProjectileInfo
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CRoadBlocks
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CRunningScript - being worked on
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CStats
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CSpecialFX
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CTrafficLights
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CWaterCannon
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CWaterCannons
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CWeapon
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CWeaponEffects
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```
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### Coding style
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I started writing in [Plan 9 style](http://man.cat-v.org/plan_9/6/style),
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but realize that this is not the most popular style, so I'm willing to compromise.
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Try not to deviate too much so the code will look similar across the whole project.
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To give examples, these two styles (or anything in between) are fine:
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```
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type
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functionname(args)
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{
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if(a == b){
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s1;
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s2;
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}else{
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s3;
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s4;
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}
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if(x != y)
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s5;
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}
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type functionname(args)
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{
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if (a == b) {
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s1;
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s2;
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} else {
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s3;
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s4;
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}
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if (x != y)
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s5;
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}
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```
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This one (or anything more extreme) is heavily discouraged:
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```
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type functionname ( args )
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{
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if ( a == b )
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{
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s1;
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s2;
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}
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else
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{
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s3;
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s4;
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}
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if ( x != y )
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{
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s5;
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}
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}
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```
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i.e.
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* Put the brace on the same line as control statements
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* Put the brace on the next line after function definitions and structs/classes
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* Put an `else` on the same line with the braces
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* Don't put braces around single statements
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* Put the function return type on a separate line
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* Indent with TABS
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As for the less cosmetic choices, here are some guidelines how the code should look:
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* Don't use magic numbers where the original source code would have had an enum or similar.
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Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
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since `4` will be used in other places and you can't easily see where else the enum value is used.
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* Don't just copy paste code from IDA, make it look nice
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* Use the right types. In particular:
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* don't use types like `__int16`, we have `int16` for that
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* don't use `unsigned`, we have typedefs for that
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* don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
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* don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
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* declare pointers like `int *ptr;`, not `int* ptr;`
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* As for variable names, the original gta source code was not written in a uniform style,
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but here are some observations:
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* many variables employ a form of hungarian notation, i.e.:
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* `m_` may be used for class member variables (mostly those that are considered private)
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* `ms_` for (mostly private) static members
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* `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
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* do *not* use `dw` for `DWORD` or so, we're not programming win32
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* Generally, try to make the code look as if R* could have written it
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### Environment Variables
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Here you can find a list of variables that you might need to set in windows:
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```
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"GTA_III_RE_DIR" * path to "gta3_re" game folder usually where this plugin run.
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"GTA_III_DIR" * path to "GTAIII" game folder.
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```
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