Merge branch 'miami' into lcs

# Conflicts:
#	src/control/Script.cpp
#	src/control/Script3.cpp
#	src/extras/custompipes_d3d9.cpp
#	src/extras/custompipes_gl.cpp
This commit is contained in:
Sergeanur 2021-01-12 12:45:56 +02:00
commit cb4b4d584c
25 changed files with 194 additions and 56 deletions

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@ -34,6 +34,11 @@ newoption {
description = "Build with opus" description = "Build with opus"
} }
newoption {
trigger = "lto",
description = "Use link time optimization"
}
if(_OPTIONS["with-librw"]) then if(_OPTIONS["with-librw"]) then
Librw = "vendor/librw" Librw = "vendor/librw"
else else
@ -61,6 +66,7 @@ end
workspace "reLCS" workspace "reLCS"
language "C++" language "C++"
configurations { "Debug", "Release" } configurations { "Debug", "Release" }
startproject "reLCS"
location "build" location "build"
symbols "Full" symbols "Full"
staticruntime "off" staticruntime "off"
@ -109,7 +115,10 @@ workspace "reLCS"
filter "configurations:Release" filter "configurations:Release"
defines { "NDEBUG" } defines { "NDEBUG" }
optimize "On" optimize "Speed"
if(_OPTIONS["lto"]) then
flags { "LinkTimeOptimization" }
end
filter { "platforms:win*" } filter { "platforms:win*" }
system "windows" system "windows"
@ -167,7 +176,7 @@ workspace "reLCS"
scriptspath = scriptspath or "" scriptspath = scriptspath or ""
if (gamepath) then if (gamepath) then
postbuildcommands { postbuildcommands {
'{COPY} "%{cfg.buildtarget.abspath}" "' .. gamepath .. scriptspath .. '%{cfg.buildtarget.name}"' '{COPYFILE} "%{cfg.buildtarget.abspath}" "' .. gamepath .. scriptspath .. '%{cfg.buildtarget.name}"'
} }
debugdir (gamepath) debugdir (gamepath)
if (exepath) then if (exepath) then

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@ -2961,7 +2961,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
*pHandbrake = true; *pHandbrake = true;
float maxAngle = FindMaxSteerAngle(pVehicle); float maxAngle = FindMaxSteerAngle(pVehicle);
steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle)); steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
float speedMultiplier = FindSpeedMultiplier(angleToTarget - angleForward, float speedMultiplier = FindSpeedMultiplier(CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y) - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT); MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier; float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED; float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;

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@ -1186,7 +1186,9 @@ CPickups::DoPickUpEffects(CEntity *entity)
CCoronas::REFLECTION_OFF, CCoronas::REFLECTION_OFF,
CCoronas::LOSCHECK_OFF, CCoronas::LOSCHECK_OFF,
CCoronas::STREAK_OFF, CCoronas::STREAK_OFF,
0.0f); 0.0f,
false,
-0.5f);
} }
} }
@ -1253,7 +1255,7 @@ CPickups::DoCollectableEffects(CEntity *entity)
int32 color = (MAXDIST - dist) * (0.5f * s + 0.5f) / MAXDIST * 255.0f; int32 color = (MAXDIST - dist) * (0.5f * s + 0.5f) / MAXDIST * 255.0f;
CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, color, color, color, 4.0f, CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, color, color, color, 4.0f,
1.0f, 40.0f, false, 0.0f); 1.0f, 40.0f, false, 0.0f);
CCoronas::RegisterCorona((uintptr)entity, color, color, color, 255, pos, 0.6f, 40.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); CCoronas::RegisterCorona((uintptr)entity, color, color, color, 255, pos, 0.6f, 40.0f, CCoronas::TYPE_HEX, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
} }
entity->GetMatrix().SetRotateZOnly((float)(CTimer::GetTimeInMilliseconds() & 0xFFF) * DEGTORAD(360.0f / 0x1000)); entity->GetMatrix().SetRotateZOnly((float)(CTimer::GetTimeInMilliseconds() & 0xFFF) * DEGTORAD(360.0f / 0x1000));

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@ -331,7 +331,7 @@ void CSceneEdit::Draw(void)
#ifdef FIX_BUGS #ifdef FIX_BUGS
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
#else #else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr); CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT, wstr);
#endif #endif
if (nCommandDrawn == m_nCurrentCommand) if (nCommandDrawn == m_nCurrentCommand)
CFont::SetColor(CRGBA(156, 91, 40, 255)); CFont::SetColor(CRGBA(156, 91, 40, 255));
@ -340,7 +340,7 @@ void CSceneEdit::Draw(void)
#ifdef FIX_BUGS #ifdef FIX_BUGS
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr);
#else #else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT), wstr); CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT, wstr);
#endif #endif
} }
} }

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@ -7,7 +7,7 @@
#include "FrontEndControls.h" #include "FrontEndControls.h"
#define X SCREEN_SCALE_X #define X SCREEN_SCALE_X
#define Y(x) SCREEN_SCALE_Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(DEFAULT_SCREEN_HEIGHT_PAL))) #define Y(x) SCREEN_SCALE_Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(SCREEN_HEIGHT_PAL)))
void void
CPlaceableShText::Draw(float x, float y) CPlaceableShText::Draw(float x, float y)

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@ -3,6 +3,7 @@
#include <dinput.h> #include <dinput.h>
#endif #endif
#define FORCE_PC_SCALING
#define WITHWINDOWS #define WITHWINDOWS
#include "common.h" #include "common.h"
#ifndef PS2_MENU #ifndef PS2_MENU

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@ -43,7 +43,7 @@ void DoRWStuffEndOfFrame(void);
#define X SCREEN_SCALE_X #define X SCREEN_SCALE_X
#define Y SCREEN_SCALE_Y #define Y SCREEN_SCALE_Y
#define YF(x) Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(DEFAULT_SCREEN_HEIGHT_PAL))) #define YF(x) Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(SCREEN_HEIGHT_PAL)))
//#define X(x) ((x)/640.0f*SCRW) //#define X(x) ((x)/640.0f*SCRW)
//#define Y(y) ((y)/448.0f*SCRH) //#define Y(y) ((y)/448.0f*SCRH)

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@ -161,8 +161,28 @@ struct sRadarTraceSave
// Values for screen space // Values for screen space
#define RADAR_LEFT (40.0f) #define RADAR_LEFT (40.0f)
#define RADAR_BOTTOM (40.0f) #define RADAR_BOTTOM (40.0f)
#ifdef FIX_RADAR
/*
The values are from an early screenshot taken before R* broke radar
#define RADAR_WIDTH (82.0f)
#define RADAR_HEIGHT (82.0f)
*/
#define RADAR_WIDTH ((CDraw::ms_bFixRadar) ? (82.0f) : (94.0f))
#define RADAR_HEIGHT ((CDraw::ms_bFixRadar) ? (82.0f) : (76.0f))
#else
/*
broken since forever, someone tried to fix size for 640x512(PAL)
http://aap.rockstarvision.com/pics/gta3/ps2screens/gta3_interface.jpg
but failed:
http://aap.rockstarvision.com/pics/gta3/artwork/gta3_artwork_16.jpg
most likely the guy used something like this:
int y = 82 * (640.0/512.0)/(640.0/480.0);
int x = y * (640.0/512.0);
*/
#define RADAR_WIDTH (94.0f) #define RADAR_WIDTH (94.0f)
#define RADAR_HEIGHT (76.0f) #define RADAR_HEIGHT (76.0f)
#endif
class CRadar class CRadar
{ {

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@ -41,6 +41,7 @@ public:
int32 NumOfHelisRequired(); int32 NumOfHelisRequired();
void SetWantedLevel(int32); void SetWantedLevel(int32);
void SetWantedLevelNoDrop(int32 level); void SetWantedLevelNoDrop(int32 level);
int32 GetWantedLevel() { return m_nWantedLevel; }
void CheatWantedLevel(int32 level); void CheatWantedLevel(int32 level);
void RegisterCrime(eCrimeType type, const CVector &coors, uint32 id, bool policeDoesntCare); void RegisterCrime(eCrimeType type, const CVector &coors, uint32 id, bool policeDoesntCare);
void RegisterCrime_Immediately(eCrimeType type, const CVector &coors, uint32 id, bool policeDoesntCare); void RegisterCrime_Immediately(eCrimeType type, const CVector &coors, uint32 id, bool policeDoesntCare);

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@ -124,17 +124,43 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
#include "skeleton.h" #include "skeleton.h"
#include "Draw.h" #include "Draw.h"
#define DEFAULT_SCREEN_WIDTH (640) #if defined(PROPER_SCALING)
#define DEFAULT_SCREEN_HEIGHT (448) #ifdef FORCE_PC_SCALING
#define DEFAULT_SCREEN_HEIGHT_PAL (512) #define DEFAULT_SCREEN_WIDTH (640)
#define DEFAULT_SCREEN_HEIGHT_NTSC (448) #define DEFAULT_SCREEN_HEIGHT (448)
#else
#define DEFAULT_SCREEN_WIDTH (640)
#define DEFAULT_SCREEN_HEIGHT (480)
#endif
#elif defined(GTA_PS2)
#define DEFAULT_SCREEN_WIDTH (640)
#define DEFAULT_SCREEN_HEIGHT (480)
#else //elif defined(GTA_PC)
#define DEFAULT_SCREEN_WIDTH (640)
#define DEFAULT_SCREEN_HEIGHT (448)
#endif
#define DEFAULT_ASPECT_RATIO (4.0f/3.0f) #define DEFAULT_ASPECT_RATIO (4.0f/3.0f)
#define DEFAULT_VIEWWINDOW (0.7f) #define DEFAULT_VIEWWINDOW (0.7f)
// game uses maximumWidth/Height, but this probably won't work // game uses maximumWidth/Height, but this probably won't work
// with RW windowed mode // with RW windowed mode
#define SCREEN_WIDTH ((float)RsGlobal.width) #ifdef GTA_PS2
#ifdef GTA_PAL
#define SCREEN_WIDTH ((float)640)
#define SCREEN_HEIGHT ((float)512)
#else
#define SCREEN_WIDTH ((float)640)
#define SCREEN_HEIGHT ((float)448)
#endif
#else
#define SCREEN_WIDTH ((float)RsGlobal.width)
#define SCREEN_HEIGHT ((float)RsGlobal.height) #define SCREEN_HEIGHT ((float)RsGlobal.height)
#endif
#define SCREEN_HEIGHT_PAL ((float)512)
#define SCREEN_HEIGHT_NTSC ((float)448)
#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio()) #define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f))) #define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
@ -152,8 +178,13 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
#ifdef ASPECT_RATIO_SCALE #ifdef ASPECT_RATIO_SCALE
#define SCREEN_SCALE_AR(a) ((a) * DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO) #define SCREEN_SCALE_AR(a) ((a) * DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO)
extern float ScaleAndCenterX(float x); #define SCALE_AND_CENTER_X(x) ((SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH) ? (x) : (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X((x)))
#define SCALE_AND_CENTER_X(x) ScaleAndCenterX(x) #ifdef PROPER_SCALING
#ifndef FORCE_PC_SCALING
#undef SCREEN_SCALE_Y
#define SCREEN_SCALE_Y(a) CDraw::ScaleY(SCREEN_STRETCH_Y(a))
#endif
#endif
#else #else
#define SCREEN_SCALE_AR(a) (a) #define SCREEN_SCALE_AR(a) (a)
#define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x) #define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x)

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@ -254,6 +254,7 @@ enum Config {
// Rendering/display // Rendering/display
#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios #define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
#define PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio).
#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch) #define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
#define USE_TXD_CDIMAGE // generate and load textures from txd.img #define USE_TXD_CDIMAGE // generate and load textures from txd.img
#define PS2_ALPHA_TEST // emulate ps2 alpha test #define PS2_ALPHA_TEST // emulate ps2 alpha test
@ -268,6 +269,8 @@ enum Config {
#define NEW_RENDERER // leeds-like world rendering, needs librw #define NEW_RENDERER // leeds-like world rendering, needs librw
#endif #endif
#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
#ifndef EXTENDED_COLOURFILTER #ifndef EXTENDED_COLOURFILTER
#undef SCREEN_DROPLETS // we need the backbuffer for this effect #undef SCREEN_DROPLETS // we need the backbuffer for this effect
#endif #endif
@ -298,6 +301,8 @@ enum Config {
// Hud, frontend and radar // Hud, frontend and radar
#define PC_MENU #define PC_MENU
#define FIX_RADAR // use radar size from early version before R* broke it
#ifndef PC_MENU #ifndef PC_MENU
# define PS2_MENU # define PS2_MENU
//# define PS2_MENU_USEALLPAGEICONS //# define PS2_MENU_USEALLPAGEICONS

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@ -220,6 +220,16 @@ void LoadINISettings()
CustomPipes::GlossMult = CheckAndReadIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult); CustomPipes::GlossMult = CheckAndReadIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult);
#endif #endif
gBackfaceCulling = CheckAndReadIniInt("Rendering", "BackfaceCulling", gBackfaceCulling); gBackfaceCulling = CheckAndReadIniInt("Rendering", "BackfaceCulling", gBackfaceCulling);
#ifdef PROPER_SCALING
CDraw::ms_bProperScaling = CheckAndReadIniInt("Draw", "ProperScaling", CDraw::ms_bProperScaling);
#endif
#ifdef FIX_RADAR
CDraw::ms_bFixRadar = CheckAndReadIniInt("Draw", "FixRadar", CDraw::ms_bFixRadar);
#endif
#ifdef FIX_SPRITES
CDraw::ms_bFixSprites = CheckAndReadIniInt("Draw", "FixSprites", CDraw::ms_bFixSprites);
#endif
} }
void SaveINISettings() void SaveINISettings()
@ -259,6 +269,16 @@ void SaveINISettings()
#endif #endif
CheckAndSaveIniInt("Rendering", "BackfaceCulling", gBackfaceCulling, changed); CheckAndSaveIniInt("Rendering", "BackfaceCulling", gBackfaceCulling, changed);
#ifdef PROPER_SCALING
CheckAndSaveIniInt("Draw", "ProperScaling", CDraw::ms_bProperScaling, changed);
#endif
#ifdef FIX_RADAR
CheckAndSaveIniInt("Draw", "FixRadar", CDraw::ms_bFixRadar, changed);
#endif
#ifdef FIX_SPRITES
CheckAndSaveIniInt("Draw", "FixSprites", CDraw::ms_bFixSprites, changed);
#endif
if (changed) if (changed)
cfg.write_file("reLCS.ini"); cfg.write_file("reLCS.ini");
} }
@ -672,6 +692,16 @@ extern bool gbRenderDebugEnvMap;
DebugMenuAddVarBool8("Render", "Don't render Vehicles", &gbDontRenderVehicles, nil); DebugMenuAddVarBool8("Render", "Don't render Vehicles", &gbDontRenderVehicles, nil);
DebugMenuAddVarBool8("Render", "Don't render Objects", &gbDontRenderObjects, nil); DebugMenuAddVarBool8("Render", "Don't render Objects", &gbDontRenderObjects, nil);
DebugMenuAddVarBool8("Render", "Don't Render Water", &gbDontRenderWater, nil); DebugMenuAddVarBool8("Render", "Don't Render Water", &gbDontRenderWater, nil);
#ifdef PROPER_SCALING
DebugMenuAddVarBool8("Draw", "Proper Scaling", &CDraw::ms_bProperScaling, nil);
#endif
#ifdef FIX_RADAR
DebugMenuAddVarBool8("Draw", "Fix Radar", &CDraw::ms_bFixRadar, nil);
#endif
#ifdef FIX_SPRITES
DebugMenuAddVarBool8("Draw", "Fix Sprites", &CDraw::ms_bFixSprites, nil);
#endif
#ifndef FINAL #ifndef FINAL
DebugMenuAddVarBool8("Debug", "Print Memory Usage", &gbPrintMemoryUsage, nil); DebugMenuAddVarBool8("Debug", "Print Memory Usage", &gbPrintMemoryUsage, nil);

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@ -529,10 +529,15 @@ public:
uint32 b1A1_10 : 1; uint32 b1A1_10 : 1;
uint32 b1A1_20 : 1; uint32 b1A1_20 : 1;
#ifdef KANGAROO_CHEAT
// our own flags // our own flags
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
#endif
uint8 m_gangFlags; uint8 m_gangFlags;
uint8 m_unused15D; // these 3 can't be padding but had to actually have been members ...
uint8 m_unused15E;
uint8 m_unused15F;
uint8 CharCreatedBy; uint8 CharCreatedBy;
eObjective m_objective; eObjective m_objective;
eObjective m_prevObjective; eObjective m_prevObjective;
@ -573,7 +578,7 @@ public:
uint32 m_pathNodeTimer; uint32 m_pathNodeTimer;
CPathNode m_pathNodeObjPool[8]; CPathNode m_pathNodeObjPool[8];
CPathNode* m_pCurPathNode; CPathNode* m_pCurPathNode;
char m_nPathDir; int8 m_nPathDir;
CPathNode* m_pLastPathNode; CPathNode* m_pLastPathNode;
CPathNode* m_pNextPathNode; CPathNode* m_pNextPathNode;
CVector m_followPathDestPos; CVector m_followPathDestPos;

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@ -20,6 +20,16 @@ uint8 CDraw::FadeRed;
uint8 CDraw::FadeGreen; uint8 CDraw::FadeGreen;
uint8 CDraw::FadeBlue; uint8 CDraw::FadeBlue;
#ifdef PROPER_SCALING
bool CDraw::ms_bProperScaling = true;
#endif
#ifdef FIX_RADAR
bool CDraw::ms_bFixRadar = true;
#endif
#ifdef FIX_SPRITES
bool CDraw::ms_bFixSprites = true;
#endif
float float
CDraw::CalculateAspectRatio(void) CDraw::CalculateAspectRatio(void)
{ {
@ -75,13 +85,9 @@ CDraw::SetFOV(float fov)
ms_fFOV = fov; ms_fFOV = fov;
} }
#ifdef ASPECT_RATIO_SCALE #ifdef PROPER_SCALING
float float CDraw::ScaleY(float y)
ScaleAndCenterX(float x)
{ {
if (SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH) return ms_bProperScaling ? y : y * ((float)DEFAULT_SCREEN_HEIGHT/SCREEN_HEIGHT_NTSC);
return x;
else
return (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X(x);
} }
#endif #endif

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@ -30,6 +30,16 @@ public:
static uint8 FadeRed; static uint8 FadeRed;
static uint8 FadeGreen; static uint8 FadeGreen;
static uint8 FadeBlue; static uint8 FadeBlue;
#ifdef PROPER_SCALING
static bool ms_bProperScaling;
#endif
#ifdef FIX_RADAR
static bool ms_bFixRadar;
#endif
#ifdef FIX_SPRITES
static bool ms_bFixSprites;
#endif
static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; } static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
static float GetNearClipZ(void) { return ms_fNearClipZ; } static float GetNearClipZ(void) { return ms_fNearClipZ; }
@ -50,4 +60,7 @@ public:
#endif #endif
static float GetAspectRatio(void) { return ms_fAspectRatio; } static float GetAspectRatio(void) { return ms_fAspectRatio; }
static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; } static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
#ifdef PROPER_SCALING
static float ScaleY(float y);
#endif
}; };

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@ -444,7 +444,7 @@ CFont::PrintChar(float x, float y, wchar c)
} }
#endif #endif
if(Details.style == FONT_BANK || Details.style == FONT_STANDARD){ if(RenderState.style == FONT_BANK || RenderState.style == FONT_STANDARD){
if (bDontPrint) return; if (bDontPrint) return;
if (RenderState.slant == 0.0f) { if (RenderState.slant == 0.0f) {
#ifdef FIX_BUGS #ifdef FIX_BUGS
@ -1051,10 +1051,10 @@ CFont::GetCharacterWidth(wchar c)
return Size[LanguageSet][Details.style][192]; return Size[LanguageSet][Details.style][192];
#else #else
if (Details.proportional) if (RenderState.proportional)
return Size[Details.style][c]; return Size[RenderState.style][c];
else else
return Size[Details.style][209]; return Size[RenderState.style][209];
#endif // MORE_LANGUAGES #endif // MORE_LANGUAGES
} }

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@ -28,6 +28,16 @@
// --MIAMI: file done // --MIAMI: file done
#if defined(FIX_BUGS)
#define SCREEN_SCALE_X_FIX(a) SCREEN_SCALE_X(a)
#define SCREEN_SCALE_Y_FIX(a) SCREEN_SCALE_Y(a)
#define SCALE_AND_CENTER_X_FIX(a) SCALE_AND_CENTER_X(a)
#else
#define SCREEN_SCALE_X_FIX(a) (a)
#define SCREEN_SCALE_Y_FIX(a) (a)
#define SCALE_AND_CENTER_X_FIX(a) (a)
#endif
// Game has colors inlined in code. // Game has colors inlined in code.
// For easier modification we collect them here: // For easier modification we collect them here:
CRGBA MONEY_COLOR(0, 207, 133, 255); CRGBA MONEY_COLOR(0, 207, 133, 255);
@ -1052,16 +1062,17 @@ void CHud::Draw()
CRadar::DrawMap(); CRadar::DrawMap();
if (FrontEndMenuManager.m_PrefsRadarMode != 1) { if (FrontEndMenuManager.m_PrefsRadarMode != 1) {
CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT)); CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
#ifdef FIX_BUGS
rect.Translate(SCREEN_SCALE_X(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT)); rect.Translate(SCREEN_SCALE_X_FIX(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
#else
rect.Translate(RADAR_LEFT, SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
#endif
#ifdef FIX_BUGS
rect.Grow(SCREEN_SCALE_X(6.0f), SCREEN_SCALE_X(6.0f), SCREEN_SCALE_Y(6.0f), SCREEN_SCALE_Y(6.0f));
#else
rect.Grow(6.0f); rect.Grow(6.0f);
rect.Translate(0.0f, 2.0f); #endif
rect.Translate(SCREEN_SCALE_X_FIX(0.0f), SCREEN_SCALE_Y_FIX(2.0f));
Sprites[HUD_RADARDISC].Draw(rect, CRGBA(0, 0, 0, 255)); Sprites[HUD_RADARDISC].Draw(rect, CRGBA(0, 0, 0, 255));
rect.Translate(0.0f, -2.0f); rect.Translate(SCREEN_SCALE_X_FIX(0.0f), SCREEN_SCALE_Y_FIX(-2.0f));
Sprites[HUD_RADARDISC].Draw(rect, RADARDISC_COLOR); Sprites[HUD_RADARDISC].Draw(rect, RADARDISC_COLOR);
} }
CRadar::DrawBlips(); CRadar::DrawBlips();

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@ -2331,9 +2331,9 @@ void CParticle::AddJetExplosion(CVector const &vecPos, float fPower, float fSize
vecStepPos, vecStepPos,
CVector CVector
( (
CGeneral::GetRandomNumberInRange(-0.2f, 0.2f), CGeneral::GetRandomNumberInRange(-0.02f, 0.02f),
CGeneral::GetRandomNumberInRange(-0.2f, 0.2f), CGeneral::GetRandomNumberInRange(-0.02f, 0.02f),
CGeneral::GetRandomNumberInRange(-0.2f, 0.0f) CGeneral::GetRandomNumberInRange(-0.02f, 0.0f)
), ),
nil, nil,
fSize, color, 0, 0, 0, 0); fSize, color, 0, 0, 0, 0);

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@ -88,5 +88,5 @@ enum tParticleType
MAX_PARTICLES, MAX_PARTICLES,
PARTICLE_FIRST = PARTICLE_SPARK, PARTICLE_FIRST = PARTICLE_SPARK,
PARTICLE_LAST = PARTICLE_RAINDROP_2D PARTICLE_LAST = PARTICLE_HEATHAZE_IN_DIST
}; };

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@ -33,7 +33,11 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
// this is used to scale correctly if you zoom in with sniper rifle // this is used to scale correctly if you zoom in with sniper rifle
float fovScale = fov / CDraw::GetFOV(); float fovScale = fov / CDraw::GetFOV();
#ifdef FIX_SPRITES
*outw = CDraw::ms_bFixSprites ? (fovScale * recip * SCREEN_HEIGHT) : (fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH);
#else
*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH; *outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
#endif
*outh = fovScale * recip * SCREEN_HEIGHT; *outh = fovScale * recip * SCREEN_HEIGHT;
return true; return true;

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@ -288,17 +288,17 @@ CAutomobile::ProcessControl(void)
// Improve grip of vehicles in certain cases // Improve grip of vehicles in certain cases
bool strongGrip1 = false; bool strongGrip1 = false;
bool strongGrip2 = false; bool strongGrip2 = false;
if(FindPlayerVehicle() && this != FindPlayerVehicle() && if(FindPlayerVehicle() && this != FindPlayerVehicle() && FindPlayerPed()->m_pWanted->GetWantedLevel() > 3 &&
(AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE || (AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE ||
AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE)){ AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE) &&
if(FindPlayerSpeed().Magnitude() > 0.3f){ FindPlayerSpeed().Magnitude() > 0.3f){
strongGrip1 = true;
if(FindPlayerSpeed().Magnitude() > 0.4f && strongGrip1 = true;
m_vecMoveSpeed.Magnitude() < 0.3f) if(FindPlayerSpeed().Magnitude() > 0.4f &&
strongGrip2 = true; m_vecMoveSpeed.Magnitude() < 0.3f)
else if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f) strongGrip2 = true;
strongGrip2 = true; else if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f)
} strongGrip2 = true;
}else if(GetModelIndex() == MI_RCBANDIT && GetStatus() != STATUS_PLAYER_REMOTE) }else if(GetModelIndex() == MI_RCBANDIT && GetStatus() != STATUS_PLAYER_REMOTE)
strongGrip1 = true; strongGrip1 = true;

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@ -32,15 +32,15 @@
#define INVALID_ORIENTATION (-9999.99f) #define INVALID_ORIENTATION (-9999.99f)
float fShapeLength = 0.4f;
float fShapeTime = 0.05f;
float fRangeMult = 0.6f;
float fTimeMult;
float CBoat::MAX_WAKE_LENGTH = 50.0f; float CBoat::MAX_WAKE_LENGTH = 50.0f;
float CBoat::MIN_WAKE_INTERVAL = 2.0f; float CBoat::MIN_WAKE_INTERVAL = 2.0f;
float CBoat::WAKE_LIFETIME = 150.0f; float CBoat::WAKE_LIFETIME = 150.0f;
float fShapeLength = 0.4f;
float fShapeTime = 0.05f;
float fRangeMult = 0.6f;
float fTimeMult = 1.2f/CBoat::WAKE_LIFETIME;
CBoat *CBoat::apFrameWakeGeneratingBoats[4]; CBoat *CBoat::apFrameWakeGeneratingBoats[4];
const uint32 CBoat::nSaveStructSize = const uint32 CBoat::nSaveStructSize =

2
vendor/librw vendored

@ -1 +1 @@
Subproject commit 78d540fce0ca090b07377cee40d73eadfb7a699d Subproject commit 61b288a9fe72ae4073c0ac5fd2a5815ed510c8c8