SA-MP/saco/game/game.cpp
RD42 bd5ff19c90 [saco] Implement few CGame member functions
Implements:
*  `CGame::RequestModel(...)`
* `CGame::LoadRequestedModels()`
* `CGame::IsModelLoaded(...)`
* `CGame::SetWorldWeather(...)`
* `CGame::GetWorldWeather()`
* `CGame::IsHudEnabled()`
* `CGame::SetFrameLimiterOn(...)`
* `CGame::IsFrameLimiterEnabled()`
* `CGame::EnableFrameLimiter()`
* `CGame::SetFrameLimit(...)`
* `CGame::SetMaxStats()`
* `CGame::DisableTrainTraffic()`
* `CGame::RefreshStreamingAt(...)`
* `CGame::RequestAnimation(...)`
* `CGame::IsAnimationLoaded(...)`
* `CGame::ReleaseAnimation(...)`
* `CGame::ToggleRadar(...)`
2024-02-18 21:46:45 +08:00

496 lines
8.4 KiB
C++

#include "../main.h"
#include "util.h"
#include "keystuff.h"
#include "aimstuff.h"
extern int iGtaVersion;
char *szGameTextMessage;
int unnamed_10150340[210];
BYTE unnamed_10150688;
int unnamed_1015068C;
float unnamed_10116718 = 2.0f;
BOOL ApplyPreGamePatches();
typedef void (*DrawZone_t)(float *fPos, DWORD *dwColor, BYTE byteMenu);
//-----------------------------------------------------------
CGame::CGame()
{
// TODO: CGame::CGame()
m_pGameAudio = new CAudio();
m_pGameCamera = new CCamera();
m_pGamePlayer = NULL;
field_4D = 0;
field_29 = 0;
field_31 = 0;
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;
}
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;
}
//-----------------------------------------------------------
void CGame::InitGame()
{
// Create a buffer for game text.
szGameTextMessage = (char*)calloc(1,513);
// Init the keystate stuff.
GameKeyStatesInit();
// Init the aim stuff.
GameAimSyncInit();
// Init radar colors
GameResetRadarColors();
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);
}
}
//-----------------------------------------------------------
void CGame::StartGame()
{
// TODO: CGame::StartGame() .text:100A08E0
}
//-----------------------------------------------------------
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;
}
//-----------------------------------------------------------
//-----------------------------------------------------------
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);
}
//-----------------------------------------------------------