SA-MP/saco/game/game.cpp

733 lines
14 KiB
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#include "../main.h"
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#include "util.h"
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#include "keystuff.h"
#include "aimstuff.h"
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extern int iGtaVersion;
void InitAnimNameHashes();
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char *szGameTextMessage;
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int unnamed_10150340[210];
BYTE unnamed_10150688;
int unnamed_1015068C;
float unnamed_10116718 = 2.0f;
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BOOL ApplyPreGamePatches();
typedef void (*DrawZone_t)(float *fPos, DWORD *dwColor, BYTE byteMenu);
//-----------------------------------------------------------
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CGame::CGame()
{
// TODO: CGame::CGame()
m_pGameAudio = new CAudio();
m_pGameCamera = new CCamera();
m_pGamePlayer = NULL;
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field_4D = 0;
m_bRaceCheckpointsEnabled = FALSE;
m_dwRaceCheckpointHandle = NULL;
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field_61 = 0;
field_65 = 0;
field_69 = 0;
field_6D = 0;
memset(unnamed_10150340, 0, sizeof(unnamed_10150340));
memset(field_6E, 0, sizeof(field_6E));
field_55 = 0;
field_59 = 1;
field_5D = 90;
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}
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void CGame::sub_100A0010()
{
int time = (int)RakNet::GetTime();
if(unnamed_1015068C)
{
if((time - unnamed_1015068C) > 30)
{
unnamed_10150688++;
if(unnamed_10150688 == 5)
unnamed_10150688 = 0;
unnamed_1015068C = time;
}
*(BYTE*)0xB7356E = unnamed_10150688;
}
else
{
unnamed_1015068C = time;
}
}
void unnamed_100A0060(float a1)
{
*(float*)0xB7CB5C = a1;
*(float*)0xB7CB58 = a1;
unnamed_10116718 = a1 * 3.0f;
}
void CGame::sub_100A0090(int a1, int a2)
{
if(a1 && a2 && a1 < 1000 / a2)
Sleep(1000 / a2 - a1 - 1);
}
BYTE CGame::sub_100A00C0()
{
BYTE result = 2;
while(result != 210)
{
if(!unnamed_10150340[result])
return result;
result++;
}
return 0;
}
BYTE CGame::sub_100A00F0()
{
BYTE result = 0;
BYTE v1 = 2;
while(v1 != 210)
{
if(unnamed_10150340[v1] == 1)
{
result++;
}
v1++;
}
return result;
}
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//-----------------------------------------------------------
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void CGame::InitGame()
{
// Create a buffer for game text.
szGameTextMessage = (char*)calloc(1,513);
// Init the keystate stuff.
GameKeyStatesInit();
// Init the aim stuff.
GameAimSyncInit();
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// Init radar colors
GameResetRadarColors();
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if(!ApplyPreGamePatches()) {
MessageBox(0,
"I can't determine your GTA version.\r\nSA-MP only supports GTA:SA v1.0 USA/EU",
"Version Error",MB_OK | MB_ICONEXCLAMATION);
ExitProcess(1);
}
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}
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//-----------------------------------------------------------
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void CGame::StartGame()
{
// TODO: CGame::StartGame() .text:100A08E0
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// Setup scripting
InitScripting();
InitAnimNameHashes();
*(PDWORD)ADDR_ENTRY = 8;
*(PBYTE)ADDR_GAME_STARTED = 1;
*(PBYTE)ADDR_MENU = 0;
*(PBYTE)ADDR_STARTGAME = 0;
}
//-----------------------------------------------------------
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void CGame::sub_100A0110()
{
// TODO: CGame::sub_100A0110() .text:100A0110
}
void CGame::sub_100A0210()
{
// TODO: CGame::sub_100A0210() .text:100A0210
}
void CGame::sub_100A0250()
{
// TODO: CGame::sub_100A0250() .text:100A0250
}
void CGame::sub_100A02E0()
{
// TODO: CGame::sub_100A02E0() .text:100A02E0 (unused)
}
void CGame::sub_100A0310()
{
// TODO: CGame::sub_100A0310() .text:100A0310 (unused)
}
void CGame::sub_100A0330()
{
// TODO: CGame::sub_100A0330() .text:100A0330
}
void CGame::sub_100A03D0()
{
// TODO: CGame::sub_100A03D0() .text:100A03D0 (unused)
}
void CGame::sub_100A03E0()
{
// TODO: CGame::sub_100A03E0() .text:100A03E0 (unused)
}
void CGame::sub_100A0400()
{
// TODO: CGame::sub_100A0400() .text:100A0400
}
void CGame::sub_100A05D0()
{
// TODO: CGame::sub_100A05D0() .text:100A05D0
}
void CGame::sub_100A06F0()
{
// TODO: CGame::sub_100A06F0() .text:100A06F0
}
void CGame::sub_100A1C10()
{
// TODO: CGame::sub_100A1C10() .text:100A1C10
}
//-----------------------------------------------------------
// Return TRUE if the world has been loaded.
BOOL CGame::IsGameLoaded()
{
if(!(*(PBYTE)ADDR_GAME_STARTED)) return TRUE;
return FALSE;
}
//-----------------------------------------------------------
void CGame::RequestModel(int iModelID, int iLoadingStream)
{
/*
_asm push iLoadingStream
_asm push iModelID
_asm mov edx, 0x4087E0
_asm call edx
_asm pop edx
_asm pop edx*/
ScriptCommand(&request_model,iModelID);
}
//-----------------------------------------------------------
void CGame::LoadRequestedModels()
{
/*
_asm push 0
_asm mov edx, 0x40EA10
_asm call edx
_asm add esp, 4*/
ScriptCommand(&load_requested_models);
}
//-----------------------------------------------------------
BOOL CGame::IsModelLoaded(int iModelID)
{
if(iModelID > 20000 || iModelID < 0) return TRUE;
return ScriptCommand(&is_model_available,iModelID);
}
//-----------------------------------------------------------
void CGame::SetWorldWeather(int iWeatherID)
{
*(DWORD*)(0xC81318) = iWeatherID;
if(!field_69) {
*(DWORD*)(0xC8131C) = iWeatherID;
*(DWORD*)(0xC81320) = iWeatherID;
}
}
//-----------------------------------------------------------
int CGame::GetWorldWeather()
{
return *(int*)0xC81318;
}
//-----------------------------------------------------------
BYTE CGame::IsHudEnabled()
{
return *(BYTE*)ADDR_ENABLE_HUD;
}
//-----------------------------------------------------------
void CGame::SetFrameLimiterOn(BOOL bLimiter)
{
}
//-----------------------------------------------------------
BOOL CGame::IsFrameLimiterEnabled()
{
if(*(PBYTE)0xBA6794) return TRUE;
return FALSE;
}
//-----------------------------------------------------------
void CGame::EnableFrameLimiter()
{
*(BYTE*)0xBA6794 = 1;
}
//-----------------------------------------------------------
void CGame::SetFrameLimit(DWORD dwLimit)
{
field_5D = dwLimit;
UnFuck(0xC1704C,4);
*(DWORD*)0xC1704C = 200;
}
//-----------------------------------------------------------
void CGame::SetMaxStats()
{
// driving stat
_asm mov eax, 0x4399D0
_asm call eax
// weapon stats
_asm mov eax, 0x439940
_asm call eax
UnFuck(0x55A070,1);
*(BYTE*)0x55A070 = 0xC3;
}
//-----------------------------------------------------------
void CGame::DisableTrainTraffic()
{
ScriptCommand(&enable_train_traffic,0);
}
//-----------------------------------------------------------
void CGame::RefreshStreamingAt(float x, float y)
{
ScriptCommand(&refresh_streaming_at,x,y);
}
//-----------------------------------------------------------
void CGame::RequestAnimation(char *szAnimFile)
{
ScriptCommand(&request_animation, szAnimFile);
}
//-----------------------------------------------------------
int CGame::IsAnimationLoaded(char *szAnimFile)
{
return ScriptCommand(&is_animation_loaded,szAnimFile);
}
//-----------------------------------------------------------
void CGame::ReleaseAnimation(char *szAnimFile)
{
if (IsAnimationLoaded(szAnimFile))
ScriptCommand(&release_animation,szAnimFile);
}
//-----------------------------------------------------------
void CGame::ToggleRadar(int iToggle)
{
*(PBYTE)0xBAA3FB = (BYTE)!iToggle;
}
//-----------------------------------------------------------
void sub_0(PCHAR szString)
{
while(*szString) {
if(*szString >= 1 && *szString < ' ' && *szString != '\n') {
*szString = ' ';
}
szString++;
}
}
void CGame::DisplayGameText(char *szStr,int iTime,int iSize)
{
if(iSize > 200) return;
ScriptCommand(&text_clear_all);
memset(szGameTextMessage,0,sizeof(szGameTextMessage)); // not a typo
strncpy(szGameTextMessage,szStr,512);
sub_0(szGameTextMessage);
_asm push iSize
_asm push iTime
_asm push szGameTextMessage
_asm mov eax, 0x69F2B0
_asm call eax
_asm add esp, 12
}
//-----------------------------------------------------------
void CGame::DisableRaceCheckpoint()
{
if (m_dwRaceCheckpointHandle)
{
ScriptCommand(&destroy_racing_checkpoint, m_dwRaceCheckpointHandle);
m_dwRaceCheckpointHandle = NULL;
}
m_bRaceCheckpointsEnabled = false;
}
//-----------------------------------------------------------
DWORD CGame::CreateRadarMarkerIcon(int iMarkerType, float fX, float fY, float fZ, DWORD dwColor, int iStyle)
{
DWORD dwMarkerID=0;
switch(iStyle) {
case MAPICON_LOCAL:
ScriptCommand(&create_radar_marker_without_sphere, fX, fY, fZ, iMarkerType, &dwMarkerID);
break;
case MAPICON_GLOBAL:
ScriptCommand(&create_marker_at, fX, fY, fZ, iMarkerType, &dwMarkerID);
break;
case MAPICON_LOCAL_CHECKPOINT:
ScriptCommand(&create_radar_marker_icon, fX, fY, fZ, iMarkerType, &dwMarkerID);
break;
case MAPICON_GLOBAL_CHECKPOINT:
ScriptCommand(&create_icon_marker_sphere, fX, fY, fZ, iMarkerType, &dwMarkerID);
break;
}
if(iMarkerType == 0) {
if(dwColor >= 1004) {
ScriptCommand(&set_marker_color, dwMarkerID, dwColor);
ScriptCommand(&show_on_radar, dwMarkerID, 3);
} else {
ScriptCommand(&set_marker_color, dwMarkerID, dwColor);
ScriptCommand(&show_on_radar, dwMarkerID, 2);
}
}
return dwMarkerID;
}
//-----------------------------------------------------------
void CGame::DisableMarker(DWORD dwMarkerID)
{
ScriptCommand(&disable_marker, dwMarkerID);
}
//-----------------------------------------------------------
// Get the current active interior
BYTE CGame::GetActiveInterior()
{
DWORD dwRet;
ScriptCommand(&get_active_interior,&dwRet);
return (BYTE)dwRet;
}
//-----------------------------------------------------------
extern float fFarClip;
void CGame::UpdateFarClippingPlane()
{
PED_TYPE *pPlayerPed = GamePool_FindPlayerPed();
if(pPlayerPed) {
if(GetActiveInterior() == 0) {
fFarClip = 1250.0f - (pPlayerPed->entity.mat->pos.Z + pPlayerPed->entity.mat->pos.Z);
if(fFarClip < 700.0f) {
fFarClip = 700.0f;
}
}
else {
fFarClip = 400.0f;
}
}
else {
fFarClip = 1250.0f;
}
}
//-----------------------------------------------------------
void CGame::AddToLocalMoney(int iAmount)
{
ScriptCommand(&add_to_player_money,0,iAmount);
}
//-----------------------------------------------------------
int CGame::GetLocalMoney()
{
return *(int *)0xB7CE50;
}
//-----------------------------------------------------------
const PCHAR CGame::GetWeaponName(int iWeaponID)
{
switch(iWeaponID) {
case WEAPON_BRASSKNUCKLE:
return "Brass Knuckles";
case WEAPON_GOLFCLUB:
return "Golf Club";
case WEAPON_NITESTICK:
return "Nite Stick";
case WEAPON_KNIFE:
return "Knife";
case WEAPON_BAT:
return "Baseball Bat";
case WEAPON_SHOVEL:
return "Shovel";
case WEAPON_POOLSTICK:
return "Pool Cue";
case WEAPON_KATANA:
return "Katana";
case WEAPON_CHAINSAW:
return "Chainsaw";
case WEAPON_DILDO:
return "Dildo";
case WEAPON_DILDO2:
return "Dildo";
case WEAPON_VIBRATOR:
return "Vibrator";
case WEAPON_VIBRATOR2:
return "Vibrator";
case WEAPON_FLOWER:
return "Flowers";
case WEAPON_CANE:
return "Cane";
case WEAPON_GRENADE:
return "Grenade";
case WEAPON_TEARGAS:
return "Teargas";
case WEAPON_MOLTOV:
return "Molotov";
case WEAPON_COLT45:
return "Colt 45";
case WEAPON_SILENCED:
return "Silenced Pistol";
case WEAPON_DEAGLE:
return "Desert Eagle";
case WEAPON_SHOTGUN:
return "Shotgun";
case WEAPON_SAWEDOFF:
return "Sawn-off Shotgun";
case WEAPON_SHOTGSPA: // wtf?
return "Combat Shotgun";
case WEAPON_UZI:
return "UZI";
case WEAPON_MP5:
return "MP5";
case WEAPON_AK47:
return "AK47";
case WEAPON_M4:
return "M4";
case WEAPON_TEC9:
return "TEC9";
case WEAPON_RIFLE:
return "Rifle";
case WEAPON_SNIPER:
return "Sniper Rifle";
case WEAPON_ROCKETLAUNCHER:
return "Rocket Launcher";
case WEAPON_HEATSEEKER:
return "Heat Seaker";
case WEAPON_FLAMETHROWER:
return "Flamethrower";
case WEAPON_MINIGUN:
return "Minigun";
case WEAPON_SATCHEL:
return "Satchel Explosives";
case WEAPON_BOMB:
return "Bomb";
case WEAPON_SPRAYCAN:
return "Spray Can";
case WEAPON_FIREEXTINGUISHER:
return "Fire Extinguisher";
case WEAPON_CAMERA:
return "Camera";
case WEAPON_PARACHUTE:
return "Parachute";
case WEAPON_VEHICLE:
return "Vehicle";
case WEAPON_DROWN:
return "Drowned";
case WEAPON_COLLISION:
return "Splat";
}
return "";
}
//-----------------------------------------------------------
DWORD CGame::GetD3DDevice()
{
DWORD pdwD3DDev=0;
if(iGtaVersion == GTASA_VERSION_USA10) {
_asm mov edx, ADDR_RENDERWARE_GETD3D_USA10
_asm call edx
_asm mov pdwD3DDev, eax
}
else if (iGtaVersion == GTASA_VERSION_EU10) {
_asm mov edx, ADDR_RENDERWARE_GETD3D_EU10
_asm call edx
_asm mov pdwD3DDev, eax
}
return pdwD3DDev;
}
//-----------------------------------------------------------
// DOESN'T CURRENTLY WORK
void CGame::RestartEverything()
{
//*(PBYTE)ADDR_MENU = 1;
*(PBYTE)ADDR_MENU2 = 1;
*(PBYTE)ADDR_MENU3 = 1;
//(PBYTE)ADDR_GAME_STARTED = 0;
//*(PBYTE)ADDR_MENU = 1;
OutputDebugString("ShutDownForRestart");
_asm mov edx, 0x53C550 ; internal_CGame_ShutDownForRestart
_asm call edx
OutputDebugString("Timers stopped");
_asm mov edx, 0x561AA0 ; internal_CTimer_Stop
_asm call edx
OutputDebugString("ReInitialise");
_asm mov edx, 0x53C680 ; internal_CGame_InitialiseWhenRestarting
_asm call edx
*(PBYTE)ADDR_GAME_STARTED = 1;
}
//-----------------------------------------------------------
DWORD CGame::GetWeaponInfo(int iWeapon, int iUnk)
{
DWORD dwRet;
_asm push iUnk
_asm push iWeapon
_asm mov edx, 0x743C60
_asm call edx
_asm pop ecx
_asm pop ecx
_asm mov dwRet, eax
return dwRet;
}
//----------------------------------------------------
void CGame::SetGravity(float fGravity)
{
UnFuck(0x863984, 4);
*(float*)0x863984 = fGravity;
}
// ---------------------------------------------------
void CGame::SetWantedLevel(BYTE byteLevel)
{
*(BYTE*)0x58DB60 = byteLevel;
}
//-----------------------------------------------------------
void CGame::SetGameTextCount(WORD wCount)
{
*(WORD*)0xA44B68 = wCount;
}
//-----------------------------------------------------------
void CGame::DrawGangZone(float fPos[], DWORD dwColor)
{
((DrawZone_t)0x5853D0)(fPos, &dwColor, *(BYTE*)ADDR_MENU);
}
//-----------------------------------------------------------