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Script5.cpp
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@ -366,7 +366,7 @@ public:
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*/
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static void SaveAllScripts(uint8*, uint32*);
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static void LoadAllScripts(uint8*, uint32);
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static bool LoadAllScripts(uint8*, uint32);
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static bool IsDebugOn() { return DbgFlag; };
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static void InvertDebugFlag() { DbgFlag = !DbgFlag; }
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@ -508,7 +508,7 @@ class CRunningScript
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public:
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CRunningScript* next;
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CRunningScript* prev;
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int m_nId;
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int32 m_nId;
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char m_abScriptName[8];
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uint32 m_nIp;
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uint32 m_anStack[MAX_STACK_DEPTH];
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@ -36,6 +36,8 @@
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#include "GameLogic.h"
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#include "Bike.h"
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// LCS: file done except TODOs
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int8 CRunningScript::ProcessCommands500To599(int32 command)
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{
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switch (command) {
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@ -40,6 +40,8 @@
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#include "Zones.h"
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#include "Bike.h"
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// LCS: file done except TODOs
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#ifdef FIX_BUGS
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static bool IsSlideObjectUsedWrongByScript(const CVector& posTarget, const CVector& slideBy)
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{
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@ -17,6 +17,8 @@
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#include "World.h"
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#include "main.h"
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// LCS: file done except TODOs
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uint32 CRunningScript::CollectLocateParameters(uint32* pIp, bool b3D)
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{
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CollectParameters(pIp, 1);
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@ -2133,6 +2135,9 @@ INITSAVEBUF
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WriteSaveBuf(buf, script_data_size);
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WriteSaveBuf(buf, OnAMissionFlag);
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WriteSaveBuf(buf, LastMissionPassedTime);
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for (uint32 i = 0; i < MAX_NUM_COLLECTIVES; i++)
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WriteSaveBuf(buf, CollectiveArray[i]);
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WriteSaveBuf(buf, NextFreeCollectiveIndex);
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for (uint32 i = 0; i < MAX_NUM_BUILDING_SWAPS; i++) {
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CBuilding* pBuilding = BuildingSwapArray[i].m_pBuilding;
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uint32 type, handle;
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@ -2194,14 +2199,26 @@ INITSAVEBUF
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VALIDATESAVEBUF(*size)
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}
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void CTheScripts::LoadAllScripts(uint8* buf, uint32 size)
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// TODO: I don't really understand how script loading works, so I leave it the VC way for now.
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bool CTheScripts::LoadAllScripts(uint8* buf, uint32 size)
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{
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Init();
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Init(); // TODO: in LCS CTheScripts::Init call GenericLoad, which then calls LoadAllScripts
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INITSAVEBUF
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CheckSaveHeader(buf, 'S', 'C', 'R', '\0', size - SAVE_HEADER_SIZE);
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uint32 varSpace = ReadSaveBuf<uint32>(buf);
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for (uint32 i = 0; i < varSpace; i++)
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ScriptSpace[i] = ReadSaveBuf<uint8>(buf);
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if (*(int32*)&ScriptSpace[0] != *(int32*)&buf[0] || *(int32*)&ScriptSpace[4] != *(int32*)&buf[4]) {
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printf("\n===================================================\nSave Game Mismatch!!!\n");
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return false;
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}
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for (uint32 i = 0; i < varSpace; i++) { // this is not exactly what function does
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if (i < 8)
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ScriptSpace[i] = ReadSaveBuf<uint8>(buf);
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else if (GetSaveVarIndex(i / 4 * 4) != -1)
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ScriptSpace[i] = ReadSaveBuf<uint8>(buf);
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else
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ReadSaveBuf<uint8>(buf);
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}
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// everything else is... gone? TODO
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script_assert(ReadSaveBuf<uint32>(buf) == SCRIPT_DATA_SIZE);
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OnAMissionFlag = ReadSaveBuf<uint32>(buf);
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LastMissionPassedTime = ReadSaveBuf<uint32>(buf);
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@ -2270,6 +2287,7 @@ void CRunningScript::Save(uint8*& buf)
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{
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#ifdef COMPATIBLE_SAVES
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SkipSaveBuf(buf, 8);
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WriteSaveBuf<int32>(buf, m_nId);
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for (int i = 0; i < 8; i++)
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WriteSaveBuf<char>(buf, m_abScriptName[i]);
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WriteSaveBuf<uint32>(buf, m_nIp);
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@ -2281,10 +2299,11 @@ void CRunningScript::Save(uint8*& buf)
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WriteSaveBuf<uint16>(buf, m_nStackPointer);
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SkipSaveBuf(buf, 2);
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#ifdef CHECK_STRUCT_SIZES
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static_assert(NUM_LOCAL_VARS + NUM_TIMERS == 18, "Compatibility loss: NUM_LOCAL_VARS + NUM_TIMERS != 18");
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static_assert(NUM_LOCAL_VARS + 8 + NUM_TIMERS == 106, "Compatibility loss: NUM_LOCAL_VARS + NUM_TIMERS != 106");
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#endif
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for (int i = 0; i < NUM_LOCAL_VARS + NUM_TIMERS; i++)
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for (int i = 0; i < NUM_LOCAL_VARS + 8 + NUM_TIMERS; i++)
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WriteSaveBuf<int32>(buf, m_anLocalVariables[i]);
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WriteSaveBuf<int32>(buf, m_nLocalsPointer);
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WriteSaveBuf<bool>(buf, m_bIsActive);
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WriteSaveBuf<bool>(buf, m_bCondResult);
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WriteSaveBuf<bool>(buf, m_bIsMissionScript);
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@ -2305,6 +2324,7 @@ void CRunningScript::Load(uint8*& buf)
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{
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#ifdef COMPATIBLE_SAVES
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SkipSaveBuf(buf, 8);
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m_nId = ReadSaveBuf<int32>(buf);
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for (int i = 0; i < 8; i++)
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m_abScriptName[i] = ReadSaveBuf<char>(buf);
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m_nIp = ReadSaveBuf<uint32>(buf);
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@ -2316,10 +2336,11 @@ void CRunningScript::Load(uint8*& buf)
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m_nStackPointer = ReadSaveBuf<uint16>(buf);
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SkipSaveBuf(buf, 2);
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#ifdef CHECK_STRUCT_SIZES
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static_assert(NUM_LOCAL_VARS + NUM_TIMERS == 18, "Compatibility loss: NUM_LOCAL_VARS + NUM_TIMERS != 18");
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static_assert(NUM_LOCAL_VARS + 8 + NUM_TIMERS == 106, "Compatibility loss: NUM_LOCAL_VARS + 8 + NUM_TIMERS != 106");
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#endif
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for (int i = 0; i < NUM_LOCAL_VARS + NUM_TIMERS; i++)
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for (int i = 0; i < NUM_LOCAL_VARS + 8 + NUM_TIMERS; i++)
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m_anLocalVariables[i] = ReadSaveBuf<int32>(buf);
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m_nLocalsPointer = ReadSaveBuf<int32>(buf);
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m_bIsActive = ReadSaveBuf<bool>(buf);
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m_bCondResult = ReadSaveBuf<bool>(buf);
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m_bIsMissionScript = ReadSaveBuf<bool>(buf);
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@ -2698,8 +2719,14 @@ void CTheScripts::CleanUpThisPed(CPed* pPed)
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}
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else {
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if (pPed->m_pMyVehicle->m_vehType == VEHICLE_TYPE_CAR) {
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pPed->SetObjective(OBJECTIVE_LEAVE_CAR, pPed->m_pMyVehicle);
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pPed->bWanderPathAfterExitingCar = true;
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if ((pPed->m_fHealth < 1.0f && !pPed->IsPedHeadAbovePos(-0.3f)) || pPed->bBodyPartJustCameOff) {
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pPed->SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, pPed->m_pMyVehicle);
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pPed->bWanderPathAfterExitingCar = false;
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}
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else {
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pPed->SetObjective(OBJECTIVE_LEAVE_CAR, pPed->m_pMyVehicle);
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pPed->bWanderPathAfterExitingCar = true;
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}
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}
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}
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}
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@ -2712,6 +2739,7 @@ void CTheScripts::CleanUpThisPed(CPed* pPed)
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flees = true;
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}
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pPed->ClearObjective();
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pPed->SetWaitState(WAITSTATE_FALSE, nil); // third parameter is 0 TODO?
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pPed->bRespondsToThreats = true;
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pPed->bScriptObjectiveCompleted = false;
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pPed->bKindaStayInSamePlace = false;
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@ -2756,7 +2784,7 @@ void CTheScripts::ReadObjectNamesFromScript()
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int32 varSpace = GetSizeOfVariableSpace();
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uint32 ip = varSpace + 8;
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NumSaveVars = Read4BytesFromScript(&ip);
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SavedVarIndices = (short*)&ScriptParams[ip];
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SavedVarIndices = (short*)&ScriptSpace[ip];
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ip += 2 * NumSaveVars;
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NumberOfUsedObjects = Read2BytesFromScript(&ip);
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ip += 2;
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@ -77,6 +77,7 @@ bool CRunningScript::ThisIsAValidRandomCop(int32 mi, bool cop, bool swat, bool f
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default:
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return miami && (mi >= MI_VICE1 && mi <= MI_VICE8);
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}
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return false;
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}
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int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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@ -406,7 +406,7 @@ public:
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float m_fCollisionSpeed;
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
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uint32 bIsStanding : 1;
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uint32 bIsStanding : 1; // 0x194 on PS2, 0x1A4 on android
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uint32 bWasStanding : 1;
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uint32 bIsAttacking : 1; // doesn't reset after fist fight
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uint32 bIsPointingGunAt : 1;
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