Merge branch 'miami' into lcs

# Conflicts:
#	README.md
#	gamefiles/TEXT/american.gxt
#	gamefiles/TEXT/french.gxt
#	gamefiles/TEXT/german.gxt
#	gamefiles/TEXT/italian.gxt
#	gamefiles/TEXT/spanish.gxt
#	src/audio/AudioLogic.cpp
#	src/core/config.h
#	src/vehicles/Automobile.cpp
#	utils/gxt/american.txt
#	utils/gxt/french.txt
#	utils/gxt/german.txt
#	utils/gxt/italian.txt
#	utils/gxt/spanish.txt
This commit is contained in:
Sergeanur 2021-08-16 10:09:39 +03:00
commit d7e764d519
34 changed files with 1071 additions and 438 deletions

29
.github/workflows/build-switch.yml vendored Normal file
View File

@ -0,0 +1,29 @@
name: re3 cmake devkitA64 (Nintendo Switch)
on:
pull_request:
push:
release:
types: published
jobs:
build-nintendo-switch:
runs-on: ubuntu-latest
container: devkitpro/devkita64:latest
steps:
- uses: actions/checkout@v2
with:
submodules: 'true'
- name: "Build files"
run: |
/opt/devkitpro/portlibs/switch/bin/aarch64-none-elf-cmake -S. -Bbuild -DREVC_AUDIO=OAL -DLIBRW_PLATFORM=GL3 -DLIBRW_GL3_GFXLIB=GLFW -DREVC_WITH_OPUS=False -DREVC_VENDORED_LIBRW=True -DREVC_INSTALL=True
cmake --build build --parallel
- name: "Create binary package (cpack)"
working-directory: ./build
run: |
cpack
- name: "Archive binary package (github artifacts)"
uses: actions/upload-artifact@v2
with:
name: "switch-gl3"
path: build/*.tar.xz
if-no-files-found: error

View File

@ -26,6 +26,24 @@
"compilerArgs": ["-ggdb"],
"cStandard": "gnu11",
"cppStandard": "gnu++14"
},
{
"name": "devkitPro aarch64 (Nintendo Switch)",
"compilerPath": "${env:DEVKITPRO}/devkitA64/bin/aarch64-none-elf-g++",
"includePath": [
"${default}",
"${env:DEVKITPRO}/portlibs/switch/include",
"${env:DEVKITPRO}/libnx/include"
],
"intelliSenseMode": "gcc-arm64",
"cStandard": "gnu11",
"cppStandard": "gnu++11",
"defines": [
"__SWITCH__",
"LIBRW",
"RW_GL3",
"AUDIO_OAL"
]
}
],
"version": 4

View File

@ -2,8 +2,13 @@
"C_Cpp.default.cStandard": "gnu11",
"C_Cpp.default.cppStandard": "gnu++14",
"C_Cpp.default.includePath": [
"src",
"src/animation",
"src/audio",
"src/audio/eax",
"src/audio/oal",
"src/buildings",
"src/collision",
"src/control",
"src/core",
"src/entities",
@ -16,6 +21,7 @@
"src/renderer",
"src/rw",
"src/save",
"src/save/glfw",
"src/skel",
"src/text",
"src/vehicles",

View File

@ -1,15 +1,27 @@
cmake_minimum_required(VERSION 3.8)
cmake_minimum_required(VERSION 3.14)
set(EXECUTABLE reLCS)
set(PROJECT RELCS)
project(${EXECUTABLE} C CXX)
set(${PROJECT}_AUTHOR "${PROJECT} Team")
list(APPEND CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake")
include(GetGitRevisionDescription)
get_git_head_revision(GIT_REFSPEC GIT_SHA1 "ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR")
message(STATUS "Building ${CMAKE_PROJECT_NAME} GIT SHA1: ${GIT_SHA1}")
if(NINTENDO_SWITCH)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake/nx")
include(NXFunctions)
endif()
if(NOT COMMAND reVC_platform_target)
function(reVC_platform_target)
endfunction()
endif()
if(WIN32)
set(${PROJECT}_AUDIOS "OAL" "MSS")
else()
@ -66,6 +78,8 @@ if(${PROJECT}_INSTALL)
set(os "-apple")
elseif(UNIX)
set(os "-linux")
elseif(NINTENDO_SWITCH)
set(os "-switch")
else()
set(compiler "-UNK")
message(WARNING "Unknown os. Created cpack package will be wrong. (override using cpack -P)")

View File

@ -0,0 +1,38 @@
if(NOT COMMAND nx_generate_nacp)
message(FATAL_ERROR "The `nx_generate_nacp` cmake command is not available. Please use an appropriate Nintendo Switch toolchain.")
endif()
if(NOT COMMAND nx_create_nro)
message(FATAL_ERROR "The `nx_create_nro` cmake command is not available. Please use an appropriate Nintendo Switch toolchain.")
endif()
set(CMAKE_EXECUTABLE_SUFFIX ".elf")
function(reVC_platform_target TARGET)
cmake_parse_arguments(RPT "INSTALL" "" "" ${ARGN})
get_target_property(TARGET_TYPE "${TARGET}" TYPE)
if(TARGET_TYPE STREQUAL "EXECUTABLE")
nx_generate_nacp(${TARGET}.nacp
NAME "${TARGET}"
AUTHOR "${${PROJECT}_AUTHOR}"
VERSION "1.0.0-${GIT_SHA1}"
)
nx_create_nro(${TARGET}
NACP ${TARGET}.nacp
ICON "${PROJECT_SOURCE_DIR}/res/images/logo_256.jpg"
)
if(${PROJECT}_INSTALL AND RPT_INSTALL)
get_target_property(TARGET_OUTPUT_NAME ${TARGET} OUTPUT_NAME)
if(NOT TARGET_OUTPUT_NAME)
set(TARGET_OUTPUT_NAME "${TARGET}")
endif()
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/${TARGET_OUTPUT_NAME}.nro"
DESTINATION "."
)
endif()
endif()
endfunction()

View File

@ -1723,6 +1723,13 @@
<FILEKIND>Text</FILEKIND>
<FILEFLAGS></FILEFLAGS>
</FILE>
<FILE>
<PATHTYPE>Name</PATHTYPE>
<PATH>ScriptDebug.cpp</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
<FILEKIND>Text</FILEKIND>
<FILEFLAGS>Debug</FILEFLAGS>
</FILE>
<FILE>
<PATHTYPE>Name</PATHTYPE>
<PATH>Script.cpp</PATH>
@ -4711,6 +4718,11 @@
<PATH>SceneEdit.h</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
</FILEREF>
<FILEREF>
<PATHTYPE>Name</PATHTYPE>
<PATH>ScriptDebug.cpp</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
</FILEREF>
<FILEREF>
<PATHTYPE>Name</PATHTYPE>
<PATH>Script.cpp</PATH>
@ -8248,6 +8260,13 @@
<FILEKIND>Text</FILEKIND>
<FILEFLAGS></FILEFLAGS>
</FILE>
<FILE>
<PATHTYPE>Name</PATHTYPE>
<PATH>ScriptDebug.cpp</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
<FILEKIND>Text</FILEKIND>
<FILEFLAGS>Debug</FILEFLAGS>
</FILE>
<FILE>
<PATHTYPE>Name</PATHTYPE>
<PATH>Script.cpp</PATH>
@ -11236,6 +11255,11 @@
<PATH>SceneEdit.h</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
</FILEREF>
<FILEREF>
<PATHTYPE>Name</PATHTYPE>
<PATH>ScriptDebug.cpp</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
</FILEREF>
<FILEREF>
<PATHTYPE>Name</PATHTYPE>
<PATH>Script.cpp</PATH>
@ -13780,6 +13804,12 @@
<PATH>SceneEdit.h</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
</FILEREF>
<FILEREF>
<TARGETNAME>Debug</TARGETNAME>
<PATHTYPE>Name</PATHTYPE>
<PATH>ScriptDebug.cpp</PATH>
<PATHFORMAT>Windows</PATHFORMAT>
</FILEREF>
<FILEREF>
<TARGETNAME>Debug</TARGETNAME>
<PATHTYPE>Name</PATHTYPE>

Binary file not shown.

Binary file not shown.

View File

Before

Width:  |  Height:  |  Size: 21 KiB

After

Width:  |  Height:  |  Size: 21 KiB

View File

Before

Width:  |  Height:  |  Size: 57 KiB

After

Width:  |  Height:  |  Size: 57 KiB

BIN
res/images/logo_256.jpg Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

View File

@ -54,9 +54,13 @@ target_compile_definitions(${EXECUTABLE} PRIVATE USE_OUR_VERSIONING)
if(${PROJECT}_AUDIO STREQUAL "OAL")
find_package(OpenAL REQUIRED)
target_include_directories(${EXECUTABLE} PRIVATE ${OPENAL_INCLUDE_DIR})
target_link_libraries(${EXECUTABLE} PRIVATE ${OPENAL_LIBRARY})
target_compile_definitions(${EXECUTABLE} PRIVATE ${OPENAL_DEFINITIONS})
if(TARGET OpenAL::OpenAL)
target_link_libraries(${EXECUTABLE} PRIVATE OpenAL::OpenAL)
else()
target_include_directories(${EXECUTABLE} PRIVATE ${OPENAL_INCLUDE_DIR})
target_link_libraries(${EXECUTABLE} PRIVATE ${OPENAL_LIBRARY})
target_compile_definitions(${EXECUTABLE} PRIVATE ${OPENAL_DEFINITIONS})
endif()
target_compile_definitions(${EXECUTABLE} PRIVATE AUDIO_OAL)
elseif(${PROJECT}_AUDIO STREQUAL "MSS")
find_package(MilesSDK REQUIRED)
@ -122,13 +126,19 @@ elseif(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
)
endif()
if(NINTENDO_SWITCH)
set(${PROJECT}_C_CXX_EXTENSIONS ON)
else()
set(${PROJECT}_C_CXX_EXTENSIONS OFF)
endif()
set_target_properties(${EXECUTABLE}
PROPERTIES
C_STANDARD 11
C_EXTENSIONS OFF
C_EXTENSIONS ${${PROJECT}_C_CXX_EXTENSIONS}
C_STANDARD_REQUIRED ON
CXX_STANDARD 11
CXX_EXTENSIONS OFF
CXX_EXTENSIONS ${${PROJECT}_C_CXX_EXTENSIONS}
CXX_STANDARD_REQUIRED ON
)
@ -142,3 +152,5 @@ if(${PROJECT}_INSTALL)
install(FILES $<TARGET_PDB_FILE:${EXECUTABLE}> DESTINATION "." OPTIONAL)
endif()
endif()
reVC_platform_target(${EXECUTABLE} INSTALL)

View File

@ -268,7 +268,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
SET_EMITTING_VOLUME(emittingVol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -297,7 +297,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity;
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = TRUE;

File diff suppressed because it is too large Load Diff

View File

@ -697,7 +697,6 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample;
}
#ifdef GTA_PC
void
cAudioManager::AddReflectionsToRequestedQueue()
{
@ -719,7 +718,7 @@ cAudioManager::AddReflectionsToRequestedQueue()
} else {
emittingVolume = (9 * m_sQueueSample.m_nVolume) / 16;
}
m_sQueueSample.m_fSoundIntensity /= 2.f;
m_sQueueSample.m_SoundIntensity /= 2.f;
int halfOldFreq = oldFreq >> 1;
@ -728,12 +727,12 @@ cAudioManager::AddReflectionsToRequestedQueue()
m_afReflectionsDistances[i] = (m_anRandomTable[i % 4] % 3) * 100.f / 8.f;
reflectionDistance = m_afReflectionsDistances[i];
if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_fSoundIntensity) {
if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_SoundIntensity) {
m_sQueueSample.m_nLoopsRemaining = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 800.f / 1029.f) : (reflectionDistance * 500.f / 1029.f);
if (m_sQueueSample.m_nLoopsRemaining > 3) {
m_sQueueSample.m_fDistance = m_afReflectionsDistances[i];
SET_EMITTING_VOLUME(emittingVolume);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > emittingVolume / 16) {
m_sQueueSample.m_nCounter = oldCounter + (i + 1) * 256;
@ -762,43 +761,87 @@ cAudioManager::AddReflectionsToRequestedQueue()
void
cAudioManager::UpdateReflections()
{
CVector camPos = TheCamera.GetPosition();
CVector camPos;
CColPoint colpoint;
CEntity *ent;
#if GTA_VERSION < GTAVC_PC_10
if (m_FrameCounter % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[0] = camPos;
m_avecReflectionsPos[0].y += 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[0], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[0] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[0] = 50.0f;
} else if ((m_FrameCounter + 1) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[1] = camPos;
m_avecReflectionsPos[1].y -= 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[1], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[1] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[1] = 50.0f;
} else if ((m_FrameCounter + 2) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[2] = camPos;
m_avecReflectionsPos[2].x -= 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[2], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[2] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[2] = 50.0f;
} else if ((m_FrameCounter + 3) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[3] = camPos;
m_avecReflectionsPos[3].x += 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[3], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[3] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[3] = 50.0f;
} else if ((m_FrameCounter + 4) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[4] = camPos;
m_avecReflectionsPos[4].z += 50.0f;
if (CWorld::ProcessVerticalLine(camPos, m_avecReflectionsPos[4].z, colpoint, ent, true, false, false, false, true, false, nil))
m_afReflectionsDistances[4] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[4] = 50.0f;
}
#else
if (m_FrameCounter % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[0] = camPos;
m_avecReflectionsPos[0].y += 100.f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[0], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[0] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[0] = 100.0f;
} else if ((m_FrameCounter + 1) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[1] = camPos;
m_avecReflectionsPos[1].y -= 100.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[1], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[1] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[1] = 100.0f;
} else if ((m_FrameCounter + 2) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[2] = camPos;
m_avecReflectionsPos[2].x -= 100.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[2], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[2] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[2] = 100.0f;
} else if ((m_FrameCounter + 3) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[3] = camPos;
m_avecReflectionsPos[3].x += 100.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[3], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[3] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[3] = 100.0f;
} else if ((m_FrameCounter + 4) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.y += 1.0f;
m_avecReflectionsPos[4] = camPos;
m_avecReflectionsPos[4].z += 100.0f;
@ -806,8 +849,8 @@ cAudioManager::UpdateReflections()
m_afReflectionsDistances[4] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[4] = 100.0f;
} else if ((m_FrameCounter + 5) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.y -= 1.0f;
m_avecReflectionsPos[5] = camPos;
m_avecReflectionsPos[5].z += 100.0f;
@ -815,8 +858,8 @@ cAudioManager::UpdateReflections()
m_afReflectionsDistances[5] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[5] = 100.0f;
} else if ((m_FrameCounter + 6) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.x -= 1.0f;
m_avecReflectionsPos[6] = camPos;
m_avecReflectionsPos[6].z += 100.0f;
@ -824,8 +867,8 @@ cAudioManager::UpdateReflections()
m_afReflectionsDistances[6] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[6] = 100.0f;
} else if ((m_FrameCounter + 7) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.x += 1.0f;
m_avecReflectionsPos[7] = camPos;
m_avecReflectionsPos[7].z += 100.0f;
@ -834,8 +877,8 @@ cAudioManager::UpdateReflections()
else
m_afReflectionsDistances[7] = 100.0f;
}
#endif
}
#endif // GTA_PC
void
cAudioManager::AddReleasingSounds()
@ -863,7 +906,7 @@ cAudioManager::AddReleasingSounds()
}
}
if (!toProcess[i]) {
if (sample.m_nCounter <= 255 || !sample.m_nLoopsRemaining) {
if (sample.m_nCounter <= 255 || sample.m_nLoopsRemaining == 0) {
if (sample.m_nReleasingVolumeDivider == 0)
continue;
if (sample.m_nLoopCount == 0) {
@ -1005,7 +1048,7 @@ cAudioManager::ProcessActiveQueues()
TranslateEntity(&sample.m_vecPos, &position);
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z);
SampleManager.SetChannel3DDistances(j, sample.m_fSoundIntensity, 0.25f * sample.m_fSoundIntensity);
SampleManager.SetChannel3DDistances(j, sample.m_SoundIntensity, 0.25f * sample.m_SoundIntensity);
#else
sample.m_nOffset = ComputePan(sample.m_fDistance, &position);
SampleManager.SetChannelPan(j, sample.m_nOffset);
@ -1094,14 +1137,14 @@ cAudioManager::ProcessActiveQueues()
usedX = x;
usedY = 0.0f;
usedZ = 0.0f;
m_asActiveSamples[k].m_fSoundIntensity = 100000.0f;
m_asActiveSamples[k].m_SoundIntensity = 100000.0f;
} else {
usedX = position.x;
usedY = position.y;
usedZ = position.z;
}
SampleManager.SetChannel3DPosition(k, usedX, usedY, usedZ);
SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_fSoundIntensity, 0.25f * m_asActiveSamples[k].m_fSoundIntensity);
SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_SoundIntensity, 0.25f * m_asActiveSamples[k].m_SoundIntensity);
#endif
SampleManager.StartChannel(k);
}
@ -1150,7 +1193,7 @@ cAudioManager::ClearActiveSamples()
m_asActiveSamples[i].m_nLoopEnd = -1;
#endif
m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f;
m_asActiveSamples[i].m_fSoundIntensity = 200.0f;
m_asActiveSamples[i].m_SoundIntensity = 200.0f;
m_asActiveSamples[i].m_nOffset = 63;
m_asActiveSamples[i].m_bReleasingSoundFlag = FALSE;
m_asActiveSamples[i].m_nCalculatedVolume = 0;
@ -1186,7 +1229,7 @@ cAudioManager::AdjustSamplesVolume()
tSound *pSample = &m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
if (!pSample->m_bIs2D)
pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_fSoundIntensity, pSample->m_fDistance);
pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_SoundIntensity, pSample->m_fDistance);
}
}

View File

@ -27,10 +27,12 @@ public:
uint8 m_nEmittingVolume;
#endif
float m_fSpeedMultiplier;
float m_fSoundIntensity;
float m_SoundIntensity;
bool8 m_bReleasingSoundFlag;
CVector m_vecPos;
bool8 m_bReverbFlag;
#ifndef GTA_PS2
bool8 m_bReverbFlag; // TODO: ifdef all the occurrences
#endif
uint8 m_nLoopsRemaining;
bool8 m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
@ -182,6 +184,24 @@ public:
VALIDATE_SIZE(cVehicleParams, 0x1C);
#if GTA_VERSION < GTAVC_PC_10
enum {
/*
REFLECTION_YMAX = 0, top
REFLECTION_YMIN = 1, bottom
REFLECTION_XMIN = 2, left
REFLECTION_XMAX = 3, right
REFLECTION_ZMAX = 4,
*/
REFLECTION_TOP = 0,
REFLECTION_BOTTOM,
REFLECTION_LEFT,
REFLECTION_RIGHT,
REFLECTION_UP,
MAX_REFLECTIONS,
};
#else
enum {
REFLECTION_NORTH = 0,
REFLECTION_SOUTH,
@ -193,6 +213,7 @@ enum {
REFLECTION_CEIL_EAST,
MAX_REFLECTIONS,
};
#endif
enum PLAY_STATUS { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED };
enum LOADING_STATUS { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_FAILED };
@ -219,10 +240,8 @@ public:
tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
int32 m_nAudioEntitiesTotal;
#ifdef GTA_PC
CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
#endif
cAudioScriptObjectManager m_sAudioScriptObjectManager;
// miami
@ -301,10 +320,8 @@ public:
void InterrogateAudioEntities(); // inlined
void AddSampleToRequestedQueue();
void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
#ifdef GTA_PC
void AddReflectionsToRequestedQueue();
void UpdateReflections();
#endif
void AddReleasingSounds();
void ProcessActiveQueues();
void ClearRequestedQueue(); // inlined in vc
@ -341,7 +358,7 @@ public:
void ProcessVehicleFlatTyre(cVehicleParams &params);
bool8 ProcessVehicleRoadNoise(cVehicleParams &params);
bool8 ProcessWetRoadNoise(cVehicleParams &params);
void ProcessVehicleEngine(cVehicleParams &params);
bool8 ProcessVehicleEngine(cVehicleParams &params);
void UpdateGasPedalAudio(CVehicle *veh, int vehType);
void PlayerJustGotInCar();
void PlayerJustLeftCar();

View File

@ -2673,6 +2673,14 @@ const char *PlayStationButtons[][MAX_CONTROLLERACTIONS] =
#undef PS2_CROSS
#undef PS2_SQUARE
const char *NintendoSwitchButtons_noIcons[][MAX_CONTROLLERACTIONS] =
CONTROLLER_BUTTONS("Y", "A", "B", "X", "L", "ZL", "LS", "R", "ZR", "RS", "BACK", "right stick up", "right stick down", "right stick left", "right stick right");
#ifdef BUTTON_ICONS
const char *NintendoSwitchButtons[][MAX_CONTROLLERACTIONS] =
CONTROLLER_BUTTONS("~T~", "~O~", "~X~", "~Q~", "~K~", "~M~", "~A~", "~J~", "~V~", "~C~", "BACK", "~H~", "~L~", "~(~", "~)~");
#endif
#undef UP
#undef DOWN
#undef LEFT
@ -2698,6 +2706,9 @@ void CControllerConfigManager::GetWideStringOfCommandKeys(uint16 action, wchar *
case CMenuManager::CONTROLLER_DUALSHOCK4:
Buttons = CFont::ButtonsSlot != -1 ? PlayStationButtons : PlayStationButtons_noIcons;
break;
case CMenuManager::CONTROLLER_NINTENDO_SWITCH:
Buttons = CFont::ButtonsSlot != -1 ? NintendoSwitchButtons : NintendoSwitchButtons_noIcons;
break;
default:
#endif
Buttons = CFont::ButtonsSlot != -1 ? XboxButtons : XboxButtons_noIcons;
@ -2713,6 +2724,9 @@ void CControllerConfigManager::GetWideStringOfCommandKeys(uint16 action, wchar *
case CMenuManager::CONTROLLER_DUALSHOCK4:
Buttons = PlayStationButtons_noIcons;
break;
case CMenuManager::CONTROLLER_NINTENDO_SWITCH:
Buttons = NintendoSwitchButtons_noIcons;
break;
default:
Buttons = XboxButtons_noIcons;
break;

View File

@ -554,8 +554,12 @@ CMenuManager::CMenuManager()
#endif
#ifdef GAMEPAD_MENU
#ifdef __SWITCH__
m_PrefsControllerType = CONTROLLER_NINTENDO_SWITCH;
#else
m_PrefsControllerType = CONTROLLER_XBOXONE;
#endif
#endif
#ifdef MISSION_REPLAY
m_bAttemptingMissionRetry = false;
@ -585,7 +589,11 @@ CMenuManager::Initialise(void)
m_nCurrOption = 0;
m_nOptionHighlightTransitionBlend = 0;
CentreMousePointer();
#ifdef GTA_HANDHELD
m_bShowMouse = false;
#else
m_bShowMouse = true;
#endif
m_fMapSize = MENU_Y(162.0f); // Y because of HOR+
m_fMapCenterX = MENU_X_LEFT_ALIGNED(320.0f);
m_fMapCenterY = MENU_Y(225.0f);
@ -3174,9 +3182,6 @@ CMenuManager::LoadSettings()
if (LoadINISettings()) {
LoadINIControllerSettings();
}
// if no reVC.ini, create it, or update it with new values
SaveINISettings();
SaveINIControllerSettings();
#endif
#ifdef FIX_BUGS
@ -5987,6 +5992,7 @@ const char* controllerTypesPaths[] = {
"MODELS/FRONTEND_DS4.TXD",
"MODELS/FRONTEND_X360.TXD",
"MODELS/FRONTEND_XONE.TXD",
"MODELS/FRONTEND_NSW.TXD",
};
void
@ -6097,6 +6103,18 @@ CMenuManager::PrintController(void)
TEXT_L2R2_Y += 5.0f;
TEXT_SELECT_X += 3.0f;
break;
case CONTROLLER_NINTENDO_SWITCH:
TEXT_L1_Y += 5.0f;
TEXT_L1_Y_VEH = TEXT_L1_Y;
TEXT_R1_Y += 5.0f;
TEXT_TRIANGLE_Y += 3.0f;
TEXT_CIRCLE_Y += 3.0f;
TEXT_CROSS_Y += 3.0f;
TEXT_LSTICK_Y -= 23.0f;
TEXT_DPAD_Y += 25.0;
TEXT_RSTICK_Y += 1.0f;
TEXT_R3_Y += 1.0f;
break;
};
if (m_DisplayControllerOnFoot) {
@ -6393,6 +6411,7 @@ CMenuManager::PrintController(void)
{
case CONTROLLER_XBOXONE:
case CONTROLLER_XBOX360:
case CONTROLLER_NINTENDO_SWITCH:
CFont::SetScale(MENU_X(SMALLESTTEXT_X_SCALE * 2 * scale * 0.65f), MENU_Y(SMALLESTTEXT_Y_SCALE * scale * 0.65f));
switch (m_PrefsLanguage)
{
@ -6473,6 +6492,7 @@ CMenuManager::PrintController(void)
{
case CONTROLLER_XBOXONE:
case CONTROLLER_XBOX360:
case CONTROLLER_NINTENDO_SWITCH:
CFont::SetScale(MENU_X(SMALLESTTEXT_X_SCALE * 2 * scale * 0.65f), MENU_Y(SMALLESTTEXT_Y_SCALE * scale * 0.65f));
switch (m_PrefsLanguage)
{
@ -6556,6 +6576,7 @@ CMenuManager::PrintController(void)
{
case CONTROLLER_XBOXONE:
case CONTROLLER_XBOX360:
case CONTROLLER_NINTENDO_SWITCH:
CFont::SetScale(MENU_X(SMALLESTTEXT_X_SCALE * 2 * scale * 0.65f), MENU_Y(SMALLESTTEXT_Y_SCALE * scale * 0.65f));
switch (m_PrefsLanguage)
{
@ -6640,6 +6661,7 @@ CMenuManager::PrintController(void)
{
case CONTROLLER_XBOXONE:
case CONTROLLER_XBOX360:
case CONTROLLER_NINTENDO_SWITCH:
CFont::SetScale(MENU_X(SMALLESTTEXT_X_SCALE * 2 * scale * 0.65f), MENU_Y(SMALLESTTEXT_Y_SCALE * scale * 0.65f));
CFont::PrintStringFromBottom(MENU_X_LEFT_ALIGNED(X(TEXT_SQUARE_X)), MENU_Y(Y(TEXT_SQUARE_Y)), TheText.Get("FEC_SMT"));
break;
@ -6682,6 +6704,9 @@ CMenuManager::LoadController(int8 type)
case CONTROLLER_DUALSHOCK4:
CFont::LoadButtons("MODELS/PS3BTNS.TXD");
break;
case CONTROLLER_NINTENDO_SWITCH:
CFont::LoadButtons("MODELS/NSWBTNS.TXD");
break;
default:
CFont::LoadButtons("MODELS/X360BTNS.TXD");
break;

View File

@ -731,6 +731,7 @@ public:
CONTROLLER_DUALSHOCK4,
CONTROLLER_XBOX360,
CONTROLLER_XBOXONE,
CONTROLLER_NINTENDO_SWITCH,
};
int8 m_PrefsControllerType;

View File

@ -37,7 +37,7 @@
#ifdef CUSTOM_FRONTEND_OPTIONS
#ifdef IMPROVED_VIDEOMODE
#if defined(IMPROVED_VIDEOMODE) && !defined(GTA_HANDHELD)
#define VIDEOMODE_SELECTOR MENUACTION_CFO_SELECT, "FEM_SCF", { new CCFOSelect((int8*)&FrontEndMenuManager.m_nPrefsWindowed, "VideoMode", "Windowed", screenModes, 2, true, ScreenModeAfterChange, true) }, 0, 0, MENUALIGN_LEFT,
#else
#define VIDEOMODE_SELECTOR
@ -380,7 +380,7 @@ void DetectJoystickGoBack() {
#endif
#ifdef GAMEPAD_MENU
const char* controllerTypes[] = { "FEC_DS2", "FEC_DS3", "FEC_DS4", "FEC_360", "FEC_ONE" };
const char* controllerTypes[] = { "FEC_DS2", "FEC_DS3", "FEC_DS4", "FEC_360", "FEC_ONE", "FEC_NSW" };
void ControllerTypeAfterChange(int8 before, int8 after)
{
FrontEndMenuManager.LoadController(after);
@ -430,6 +430,7 @@ CMenuScreenCustom aScreens[] = {
{ "FEH_DIS", MENUPAGE_OPTIONS, new CCustomScreenLayout({40, 78, 25, true}), nil,
MENUACTION_BRIGHTNESS, "FED_BRI", {nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS}, 0, 0, MENUALIGN_LEFT,
MENUACTION_DRAWDIST, "FEM_LOD", {nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS}, 0, 0, MENUALIGN_LEFT,
DENSITY_SLIDERS
#ifdef LEGACY_MENU_OPTIONS
MENUACTION_FRAMESYNC, "FEM_VSC", {nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS}, 0, 0, MENUALIGN_LEFT,
#endif
@ -449,7 +450,6 @@ CMenuScreenCustom aScreens[] = {
DUALPASS_SELECTOR
CUTSCENE_BORDERS_TOGGLE
FREE_CAM_TOGGLE
DENSITY_SLIDERS
POSTFX_SELECTORS
// re3.cpp inserts here pipeline selectors if neo/neo.txd exists and EXTENDED_PIPELINES defined
MENUACTION_RESTOREDEF, "FET_DEF", {nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS}, 320, 0, MENUALIGN_CENTER,
@ -459,9 +459,9 @@ CMenuScreenCustom aScreens[] = {
{ "FEH_DIS", MENUPAGE_OPTIONS, new CCustomScreenLayout({40, 78, 25, true}), nil,
MENUACTION_BRIGHTNESS, "FED_BRI", { nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS }, 0, 0, MENUALIGN_LEFT,
MENUACTION_DRAWDIST, "FEM_LOD", { nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS }, 0, 0, MENUALIGN_LEFT,
DENSITY_SLIDERS
CUTSCENE_BORDERS_TOGGLE
FREE_CAM_TOGGLE
DENSITY_SLIDERS
MENUACTION_LEGENDS, "MAP_LEG", { nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS }, 0, 0, MENUALIGN_LEFT,
MENUACTION_RADARMODE, "FED_RDR", { nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS }, 0, 0, MENUALIGN_LEFT,
MENUACTION_HUD, "FED_HUD", { nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS }, 0, 0, MENUALIGN_LEFT,
@ -638,7 +638,11 @@ CMenuScreenCustom aScreens[] = {
// MENUPAGE_OPTIONS = 27
{ "FET_OPT", MENUPAGE_NONE, nil, nil,
#ifdef GTA_HANDHELD
MENUACTION_CHANGEMENU, "FEO_CON", {nil, SAVESLOT_NONE, MENUPAGE_CONTROLLER_SETTINGS}, 320, 132, MENUALIGN_CENTER,
#else
MENUACTION_CHANGEMENU, "FEO_CON", {nil, SAVESLOT_NONE, MENUPAGE_CONTROLLER_PC}, 320, 132, MENUALIGN_CENTER,
#endif
MENUACTION_LOADRADIO, "FEO_AUD", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_CENTER,
MENUACTION_CHANGEMENU, "FEO_DIS", {nil, SAVESLOT_NONE, MENUPAGE_DISPLAY_SETTINGS}, 0, 0, MENUALIGN_CENTER,
#ifdef GRAPHICS_MENU_OPTIONS
@ -694,7 +698,11 @@ CMenuScreenCustom aScreens[] = {
{ "", 0, nil, nil, },
#ifdef GAMEPAD_MENU
#ifdef GTA_HANDHELD
{ "FET_AGS", MENUPAGE_OPTIONS, new CCustomScreenLayout({40, 78, 25, true, true}), nil,
#else
{ "FET_AGS", MENUPAGE_CONTROLLER_PC, new CCustomScreenLayout({40, 78, 25, true, true}), nil,
#endif
MENUACTION_CTRLCONFIG, "FEC_CCF", { nil, SAVESLOT_NONE, MENUPAGE_CONTROLLER_SETTINGS }, 40, 76, MENUALIGN_LEFT,
MENUACTION_CTRLDISPLAY, "FEC_CDP", { nil, SAVESLOT_NONE, MENUPAGE_CONTROLLER_SETTINGS }, 0, 0, MENUALIGN_LEFT,
INVERT_PAD_SELECTOR
@ -760,7 +768,9 @@ CMenuScreenCustom aScreens[] = {
// MENUPAGE_GRAPHICS_SETTINGS
{ "FET_GFX", MENUPAGE_OPTIONS, new CCustomScreenLayout({40, 78, 25, true, true}), GraphicsGoBack,
#ifndef GTA_HANDHELD
MENUACTION_SCREENRES, "FED_RES", { nil, SAVESLOT_NONE, MENUPAGE_GRAPHICS_SETTINGS }, 0, 0, MENUALIGN_LEFT,
#endif
MENUACTION_WIDESCREEN, "FED_WIS", { nil, SAVESLOT_NONE, MENUPAGE_GRAPHICS_SETTINGS }, 0, 0, MENUALIGN_LEFT,
VIDEOMODE_SELECTOR
#ifdef LEGACY_MENU_OPTIONS

View File

@ -11,6 +11,11 @@
#define __STDC_LIMIT_MACROS // so we get UINT32_MAX etc
#endif
#ifdef __SWITCH__
#include <switch.h>
#endif
#include <stdint.h>
#include <string.h>
#include <math.h>

View File

@ -170,6 +170,11 @@ enum Config {
#define GTA_VERSION GTAVC_PC_11
// Enable configuration for handheld console ports
#if defined(__SWITCH__) || defined(PSP2)
#define GTA_HANDHELD
#endif
// TODO(MIAMI): someone ought to find and check out uses of these defines:
//#define GTA3_STEAM_PATCH
//#define GTAVC_JP_PATCH
@ -182,7 +187,9 @@ enum Config {
# define PS2_MENU
#elif defined GTA_PC
# define EXTERNAL_3D_SOUND
# define PC_PLAYER_CONTROLS // mouse player/cam mode
# ifndef GTA_HANDHELD
# define PC_PLAYER_CONTROLS // mouse player/cam mode
# endif
//# define GTA_REPLAY
# define GTA_SCENE_EDIT
# define PC_MENU
@ -343,7 +350,7 @@ enum Config {
#if !defined(RW_GL3) && defined(_WIN32)
#define XINPUT
#endif
#if defined XINPUT || (defined RW_GL3 && !defined LIBRW_SDL2 && !defined __SWITCH__)
#if defined XINPUT || (defined RW_GL3 && !defined LIBRW_SDL2 && !defined GTA_HANDHELD)
#define DETECT_JOYSTICK_MENU // Then we'll expect user to enter Controller->Detect joysticks if his joystick isn't detected at the start.
#endif
#define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m
@ -365,7 +372,7 @@ enum Config {
//# define PS2_MENU_USEALLPAGEICONS
#else
# define MAP_ENHANCEMENTS // Adding waypoint and better mouse support
# ifdef XINPUT
# if defined(XINPUT) || defined(GTA_HANDHELD)
# define GAMEPAD_MENU // Add gamepad menu
# endif
# define TRIANGLE_BACK_BUTTON
@ -484,6 +491,14 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
#undef USE_CUTSCENE_SHADOW_FOR_PED
#endif
#ifdef GTA_HANDHELD
#define IGNORE_MOUSE_KEYBOARD // ignore mouse & keyboard input
#endif
#ifdef __SWITCH__
#define USE_UNNAMED_SEM // named semaphores are unsupported on the switch
#endif
#endif // VANILLA_DEFINES
#if defined(AUDIO_OAL) && !defined(EXTERNAL_3D_SOUND)

View File

@ -48,9 +48,7 @@
#include "Population.h"
#include "IniFile.h"
#ifdef DETECT_JOYSTICK_MENU
#include "crossplatform.h"
#endif
#ifndef _WIN32
#include "assert.h"

View File

@ -1237,8 +1237,12 @@ CPed::ClearAimFlag(void)
m_lookTimer = 0;
}
if (IsPlayer())
if (IsPlayer()) {
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
#ifdef FREE_CAM
((CPlayerPed*)this)->m_bFreeAimActive = false;
#endif
}
}
void

View File

@ -347,11 +347,17 @@ CPed::SetAttack(CEntity *victim)
if (m_pLookTarget) {
SetAimFlag(m_pLookTarget);
} else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
SetAimFlag(m_fRotationCur);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
SetAimFlag(m_fRotationCur);
#ifdef FREE_CAM
} else if (this != FindPlayerPed() || !((CPlayerPed*)this)->m_bFreeAimActive) {
#else
} else {
#endif
if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
SetAimFlag(m_fRotationCur);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
} else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
SetAimFlag(m_fRotationCur);
}
}
}
#ifdef FIX_BUGS
@ -823,6 +829,9 @@ CPed::Attack(void)
if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
#ifdef FREE_CAM
if (!IsPlayer() || !((CPlayerPed*)this)->m_bFreeAimActive)
#endif
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
@ -1019,6 +1028,15 @@ CPed::Attack(void)
weaponAnimAssoc->SetCurrentTime(animLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
SetPointGunAt(m_pPointGunAt);
#ifdef FREE_CAM
} else if (IsPlayer() && ((CPlayerPed*)this)->m_bFreeAimActive && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetLookFlag(limitedCam, true, true);
SetAimFlag(limitedCam);
SetLookTimer(INT32_MAX);
SetPointGunAt(nil);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
#endif
} else {
ClearAimFlag();

View File

@ -98,6 +98,9 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nAttackDirToCheck = 0;
m_nLastBusFareCollected = 0;
idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
#ifdef FREE_CAM
m_bFreeAimActive = false;
#endif
}
void
@ -1343,17 +1346,22 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
m_cachedCamSource = TheCamera.Cams[TheCamera.ActiveCam].Source;
m_cachedCamFront = TheCamera.Cams[TheCamera.ActiveCam].Front;
m_cachedCamUp = TheCamera.Cams[TheCamera.ActiveCam].Up;
// On this one we can rotate arm.
if (CAN_AIM_WITH_ARM) {
if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
SetPointGunAt(nil);
bIsPointingGunAt = false; // to not stop after attack
}
pointedGun = 2;
SetLookFlag(limitedCam, true);
m_bFreeAimActive = true;
SetLookFlag(limitedCam, true, true);
SetAimFlag(limitedCam);
SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
SetLookTimer(INT32_MAX);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) {
// This is a seperate ped state just for pointing gun. Used for target button
SetPointGunAt(nil);
}
} else {
m_fRotationDest = limitedCam;
changedHeadingRate = 2;
@ -1381,9 +1389,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
changedHeadingRate = 0;
RestoreHeadingRate();
}
if (pointedGun == 1 && m_nPedState != PED_ATTACK) {
pointedGun = 0;
ClearPointGunAt();
if (pointedGun == 1) {
if (m_nPedState == PED_ATTACK) {
if (!padUsed->GetWeapon() && (m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetAimFlag(limitedCam);
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
m_bFreeAimActive = true;
}
} else {
pointedGun = 0;
ClearPointGunAt();
}
}
#endif

View File

@ -44,6 +44,12 @@ public:
float m_fGunSpinAngle;
unsigned int m_nPadDownPressedInMilliseconds;
unsigned int m_nLastBusFareCollected;
#ifdef FREE_CAM
bool m_bFreeAimActive;
CVector m_cachedCamSource;
CVector m_cachedCamFront;
CVector m_cachedCamUp;
#endif
static bool bDontAllowWeaponChange;
#ifndef MASTER

View File

@ -198,6 +198,20 @@ char* casepath(char const* path, bool checkPathFirst)
size_t rl = 0;
DIR* d;
char* c;
#if defined(__SWITCH__) || defined(PSP2)
if( (c = strstr(p, ":/")) != NULL) // scheme used by some environments, eg. switch, vita
{
size_t deviceNameOffset = c - p + 3;
char* deviceNamePath = (char*)alloca(deviceNameOffset + 1);
strlcpy(deviceNamePath, p, deviceNameOffset);
deviceNamePath[deviceNameOffset] = 0;
d = opendir(deviceNamePath);
p = c + 1;
}
else
#endif
if (p[0] == '/' || p[0] == '\\')
{
d = opendir("/");
@ -212,7 +226,7 @@ char* casepath(char const* path, bool checkPathFirst)
bool cantProceed = false; // just convert slashes in what's left in string, don't correct case of letters(because we can't)
bool mayBeTrailingSlash = false;
char* c;
while (c = strsep(&p, "/\\"))
{
// May be trailing slash(allow), slash at the start(avoid), or multiple slashes(avoid)
@ -293,3 +307,133 @@ char *_strdate(char *buf) {
return strdate(buf);
}
#endif
#ifdef __SWITCH__
/* Taken from glibc */
char *realpath(const char *name, char *resolved)
{
char *rpath, *dest = NULL;
const char *start, *end, *rpath_limit;
long int path_max;
/* As per Single Unix Specification V2 we must return an error if
either parameter is a null pointer. We extend this to allow
the RESOLVED parameter to be NULL in case the we are expected to
allocate the room for the return value. */
if (!name)
return NULL;
/* As per Single Unix Specification V2 we must return an error if
the name argument points to an empty string. */
if (name[0] == '\0')
return NULL;
#ifdef PATH_MAX
path_max = PATH_MAX;
#else
path_max = pathconf(name, _PC_PATH_MAX);
if (path_max <= 0)
path_max = 1024;
#endif
if (!resolved)
{
rpath = (char*)malloc(path_max);
if (!rpath)
return NULL;
}
else
rpath = resolved;
rpath_limit = rpath + path_max;
if (name[0] != '/')
{
if (!getcwd(rpath, path_max))
{
rpath[0] = '\0';
goto error;
}
dest = (char*)memchr(rpath, '\0', path_max);
}
else
{
rpath[0] = '/';
dest = rpath + 1;
}
for (start = end = name; *start; start = end)
{
/* Skip sequence of multiple path-separators. */
while (*start == '/')
++start;
/* Find end of path component. */
for (end = start; *end && *end != '/'; ++end)
/* Nothing. */;
if (end - start == 0)
break;
else if (end - start == 1 && start[0] == '.')
/* nothing */;
else if (end - start == 2 && start[0] == '.' && start[1] == '.')
{
/* Back up to previous component, ignore if at root already. */
if (dest > rpath + 1)
while ((--dest)[-1] != '/')
;
}
else
{
size_t new_size;
if (dest[-1] != '/')
*dest++ = '/';
if (dest + (end - start) >= rpath_limit)
{
ptrdiff_t dest_offset = dest - rpath;
char *new_rpath;
if (resolved)
{
if (dest > rpath + 1)
dest--;
*dest = '\0';
goto error;
}
new_size = rpath_limit - rpath;
if (end - start + 1 > path_max)
new_size += end - start + 1;
else
new_size += path_max;
new_rpath = (char *)realloc(rpath, new_size);
if (!new_rpath)
goto error;
rpath = new_rpath;
rpath_limit = rpath + new_size;
dest = rpath + dest_offset;
}
dest = (char*)memcpy(dest, start, end - start);
*dest = '\0';
}
}
if (dest > rpath + 1 && dest[-1] == '/')
--dest;
*dest = '\0';
return rpath;
error:
if (!resolved)
free(rpath);
return NULL;
}
ssize_t readlink (const char * __path, char * __buf, size_t __buflen)
{
errno = ENOSYS;
return -1;
}
#endif

View File

@ -161,3 +161,28 @@ bool FindNextFile(HANDLE, WIN32_FIND_DATA*);
void FileTimeToSystemTime(time_t*, SYSTEMTIME*);
void GetDateFormat(int, int, SYSTEMTIME*, int, char*, int);
#endif
#ifdef __SWITCH__
// tweak glfw values for switch to match expected pc bindings
#ifdef GLFW_GAMEPAD_BUTTON_A
#undef GLFW_GAMEPAD_BUTTON_A
#endif
#define GLFW_GAMEPAD_BUTTON_A 1
#ifdef GLFW_GAMEPAD_BUTTON_B
#undef GLFW_GAMEPAD_BUTTON_B
#endif
#define GLFW_GAMEPAD_BUTTON_B 0
#ifdef GLFW_GAMEPAD_BUTTON_X
#undef GLFW_GAMEPAD_BUTTON_X
#endif
#define GLFW_GAMEPAD_BUTTON_X 3
#ifdef GLFW_GAMEPAD_BUTTON_Y
#undef GLFW_GAMEPAD_BUTTON_Y
#endif
#define GLFW_GAMEPAD_BUTTON_Y 2
#endif

View File

@ -821,7 +821,9 @@ PadHandler(RsEvent event, void *param)
RwBool
AttachInputDevices(void)
{
#ifndef IGNORE_MOUSE_KEYBOARD
RsInputDeviceAttach(rsKEYBOARD, KeyboardHandler);
#endif
RsInputDeviceAttach(rsPAD, PadHandler);

View File

@ -12,12 +12,14 @@ DWORD _dwOperatingSystemVersion;
#include "resource.h"
#else
long _dwOperatingSystemVersion;
#ifndef __SWITCH__
#ifndef __APPLE__
#include <sys/sysinfo.h>
#else
#include <mach/mach_host.h>
#include <sys/sysctl.h>
#endif
#endif
#include <errno.h>
#include <locale.h>
#include <signal.h>
@ -51,7 +53,7 @@ long _dwOperatingSystemVersion;
#include "MemoryMgr.h"
// We found out that GLFW's keyboard input handling is still pretty delayed/not stable, so now we fetch input from X11 directly on Linux.
#if !defined _WIN32 && !defined __APPLE__ && !defined __SWITCH__ // && !defined WAYLAND
#if !defined _WIN32 && !defined __APPLE__ && !defined GTA_HANDHELD // && !defined WAYLAND
#define GET_KEYBOARD_INPUT_FROM_X11
#endif
@ -328,6 +330,78 @@ psNativeTextureSupport(void)
#define CMDSTR LPSTR
#endif
/*
*****************************************************************************
*/
#ifdef __SWITCH__
static HidVibrationValue SwitchVibrationValues[2];
static HidVibrationDeviceHandle SwitchVibrationDeviceHandles[2][2];
static HidVibrationDeviceHandle SwitchVibrationDeviceGC;
static PadState SwitchPad;
static Result HidInitializationResult[2];
static Result HidInitializationGCResult;
static void _psInitializeVibration()
{
HidInitializationResult[0] = hidInitializeVibrationDevices(SwitchVibrationDeviceHandles[0], 2, HidNpadIdType_Handheld, HidNpadStyleTag_NpadHandheld);
if(R_FAILED(HidInitializationResult[0])) {
printf("Failed to initialize VibrationDevice for Handheld Mode\n");
}
HidInitializationResult[1] = hidInitializeVibrationDevices(SwitchVibrationDeviceHandles[1], 2, HidNpadIdType_No1, HidNpadStyleSet_NpadFullCtrl);
if(R_FAILED(HidInitializationResult[1])) {
printf("Failed to initialize VibrationDevice for Detached Mode\n");
}
HidInitializationGCResult = hidInitializeVibrationDevices(&SwitchVibrationDeviceGC, 1, HidNpadIdType_No1, HidNpadStyleTag_NpadGc);
if(R_FAILED(HidInitializationResult[1])) {
printf("Failed to initialize VibrationDevice for GC Mode\n");
}
SwitchVibrationValues[0].freq_low = 160.0f;
SwitchVibrationValues[0].freq_high = 320.0f;
padConfigureInput(1, HidNpadStyleSet_NpadFullCtrl);
padInitializeDefault(&SwitchPad);
}
static void _psHandleVibration()
{
padUpdate(&SwitchPad);
uint8 target_device = padIsHandheld(&SwitchPad) ? 0 : 1;
if(R_SUCCEEDED(HidInitializationResult[target_device])) {
CPad* pad = CPad::GetPad(0);
// value conversion based on SDL2 switch port
SwitchVibrationValues[0].amp_high = SwitchVibrationValues[0].amp_low = pad->ShakeFreq == 0 ? 0.0f : 320.0f;
SwitchVibrationValues[0].freq_low = pad->ShakeFreq == 0.0 ? 160.0f : (float)pad->ShakeFreq * 1.26f;
SwitchVibrationValues[0].freq_high = pad->ShakeFreq == 0.0 ? 320.0f : (float)pad->ShakeFreq * 1.26f;
if (pad->ShakeDur < CTimer::GetTimeStepInMilliseconds())
pad->ShakeDur = 0;
else
pad->ShakeDur -= CTimer::GetTimeStepInMilliseconds();
if (pad->ShakeDur == 0) pad->ShakeFreq = 0;
if(target_device == 1 && R_SUCCEEDED(HidInitializationGCResult)) {
// gamecube rumble
hidSendVibrationGcErmCommand(SwitchVibrationDeviceGC, pad->ShakeFreq > 0 ? HidVibrationGcErmCommand_Start : HidVibrationGcErmCommand_Stop);
}
memcpy(&SwitchVibrationValues[1], &SwitchVibrationValues[0], sizeof(HidVibrationValue));
hidSendVibrationValues(SwitchVibrationDeviceHandles[target_device], SwitchVibrationValues, 2);
}
}
#else
static void _psInitializeVibration() {}
static void _psHandleVibration() {}
#endif
/*
*****************************************************************************
*/
@ -407,6 +481,8 @@ psInitialize(void)
InitialiseLanguage();
#endif
_psInitializeVibration();
gGameState = GS_START_UP;
TRACE("gGameState = GS_START_UP");
@ -480,6 +556,9 @@ psInitialize(void)
_dwMemAvailPhys = (uint64_t)(vm_stat.free_count * page_size);
debug("Physical memory size %llu\n", _dwMemAvailPhys);
debug("Available physical memory %llu\n", size);
#elif defined (__SWITCH__)
svcGetInfo(&_dwMemAvailPhys, InfoType_UsedMemorySize, CUR_PROCESS_HANDLE, 0);
debug("Physical memory size %llu\n", _dwMemAvailPhys);
#else
#ifndef __APPLE__
struct sysinfo systemInfo;
@ -982,13 +1061,15 @@ void psPostRWinit(void)
RwVideoMode vm;
RwEngineGetVideoModeInfo(&vm, GcurSelVM);
glfwSetFramebufferSizeCallback(PSGLOBAL(window), resizeCB);
#ifndef IGNORE_MOUSE_KEYBOARD
#ifndef GET_KEYBOARD_INPUT_FROM_X11
glfwSetKeyCallback(PSGLOBAL(window), keypressCB);
#endif
glfwSetFramebufferSizeCallback(PSGLOBAL(window), resizeCB);
glfwSetScrollCallback(PSGLOBAL(window), scrollCB);
glfwSetCursorPosCallback(PSGLOBAL(window), cursorCB);
glfwSetCursorEnterCallback(PSGLOBAL(window), cursorEnterCB);
#endif
glfwSetWindowIconifyCallback(PSGLOBAL(window), windowIconifyCB);
glfwSetWindowFocusCallback(PSGLOBAL(window), windowFocusCB);
glfwSetJoystickCallback(joysChangeCB);
@ -1824,7 +1905,7 @@ main(int argc, char *argv[])
InitMemoryMgr();
#endif
#ifndef _WIN32
#if !defined(_WIN32) && !defined(__SWITCH__)
struct sigaction act;
act.sa_sigaction = terminateHandler;
act.sa_flags = SA_SIGINFO;
@ -1968,10 +2049,12 @@ main(int argc, char *argv[])
#ifdef LOAD_INI_SETTINGS
LoadINIControllerSettings();
if (connectedPadButtons != 0) {
ControlsManager.InitDefaultControlConfigJoyPad(connectedPadButtons);
SaveINIControllerSettings();
}
if (connectedPadButtons != 0)
ControlsManager.InitDefaultControlConfigJoyPad(connectedPadButtons); // add (connected-saved) amount of new button assignments on top of ours
// these have 2 purposes: creating .ini at the start, and adding newly introduced settings to old .ini at the start
SaveINISettings();
SaveINIControllerSettings();
#endif
}
@ -2486,7 +2569,9 @@ void CapturePad(RwInt32 padID)
if ( Abs(rightStickPos.y) > 0.3f )
pad->PCTempJoyState.RightStickY = (int32)(rightStickPos.y * 128.0f);
}
_psHandleVibration();
return;
}

View File

@ -2179,10 +2179,12 @@ WinMain(HINSTANCE instance,
#ifdef LOAD_INI_SETTINGS
LoadINIControllerSettings();
if (connectedPadButtons != 0) {
ControlsManager.InitDefaultControlConfigJoyPad(connectedPadButtons);
SaveINIControllerSettings();
}
if (connectedPadButtons != 0)
ControlsManager.InitDefaultControlConfigJoyPad(connectedPadButtons); // add (connected-saved) amount of new button assignments on top of ours
// these have 2 purposes: creating .ini at the start, and adding newly introduced settings to old .ini at the start
SaveINISettings();
SaveINIControllerSettings();
#endif
}

View File

@ -3600,6 +3600,7 @@ CAutomobile::ProcessBuoyancy(void)
CVector impulse, point;
if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){
bTouchingWater = true;
float timeStep = Max(CTimer::GetTimeStep(), 0.01f);
float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep);
float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep());
@ -3614,7 +3615,7 @@ CAutomobile::ProcessBuoyancy(void)
heliHitWaterHard = true;
}
}else{
float strength = 1.0f/Max(8.0f*impulseRatio, 1.0f);
float strength = Max(8.0f*impulseRatio, 1.0f);
ApplyMoveForce(-2.0f*impulse/strength);
ApplyTurnForce(-impulse/strength, point);
if(impulseRatio > 0.9f){

View File

@ -49,6 +49,29 @@ bool CWeapon::bPhotographHasBeenTaken;
int32 sniperPirateCheck = 0x00797743; // 'Cwy\0' ???
#endif
#ifdef FREE_CAM
static bool
Find3rdPersonCamTargetVectorFromCachedVectors(float dist, CVector pos, CVector& source, CVector& target, CVector camSource, CVector camFront, CVector camUp)
{
if (CPad::GetPad(0)->GetLookBehindForPed()) {
source = pos;
target = dist * FindPlayerPed()->GetForward() + source;
return false;
} else {
float angleX = DEGTORAD((CCamera::m_f3rdPersonCHairMultX - 0.5f) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV * CDraw::GetAspectRatio());
float angleY = DEGTORAD((0.5f - CCamera::m_f3rdPersonCHairMultY) * 1.8f * 0.5f * TheCamera.Cams[TheCamera.ActiveCam].FOV);
source = camSource;
target = camFront;
target += camUp * Tan(angleY);
target += CrossProduct(camFront, camUp) * Tan(angleX);
target.Normalise();
source += DotProduct(pos - source, target) * target;
target = dist * target + source;
return true;
}
}
#endif
CWeaponInfo *
CWeapon::GetInfo()
{
@ -943,17 +966,23 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
#ifdef FREE_CAM
CPed *shooterPed = (CPed *)shooter;
if((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
target.x = info->m_fRange;
target.y = 0.0f;
target.z = 0.0f;
if (CCamera::bFreeCam) {
CPlayerPed* shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
shooterPed->TransformToNode(target, PED_HANDR);
}
if ((shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY) == 0) {
target.x = info->m_fRange;
target.y = 0.0f;
target.z = 0.0f;
shooterPed->TransformToNode(target, PED_HANDR);
}
} else
#endif
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
}
#ifdef FIX_BUGS
// fix muzzleflash rotation
@ -1708,8 +1737,19 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
CVector Left;
#ifdef FREE_CAM
if (CCamera::bFreeCam) {
CPlayerPed* shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(1.0f, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
Left = CrossProduct(shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
}
else
#endif
{
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
}
float f = (i - (shootsAtOnce / 2)) * angleBetweenTwoShot;
target = f * Left + target - source;
@ -2151,7 +2191,16 @@ CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
#ifdef FREE_CAM
if (CCamera::bFreeCam) {
CPlayerPed* shooterPed = (CPlayerPed*)shooter;
Find3rdPersonCamTargetVectorFromCachedVectors(info->m_fRange, *fireSource, source, target, shooterPed->m_cachedCamSource, shooterPed->m_cachedCamFront, shooterPed->m_cachedCamUp);
}
else
#endif
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
}
float norm = (1.0f / info->m_fRange);
dir = (target - source) * norm;
}