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368 lines
11 KiB
C++
368 lines
11 KiB
C++
#pragma once
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// same as RW skeleton
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/*
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enum Key
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{
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// ascii...
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KEY_ESC = 128,
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KEY_F1 = 129,
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KEY_F2 = 130,
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KEY_F3 = 131,
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KEY_F4 = 132,
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KEY_F5 = 133,
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KEY_F6 = 134,
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KEY_F7 = 135,
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KEY_F8 = 136,
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KEY_F9 = 137,
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KEY_F10 = 138,
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KEY_F11 = 139,
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KEY_F12 = 140,
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KEY_INS = 141,
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KEY_DEL = 142,
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KEY_HOME = 143,
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KEY_END = 144,
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KEY_PGUP = 145,
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KEY_PGDN = 146,
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KEY_UP = 147,
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KEY_DOWN = 148,
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KEY_LEFT = 149,
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KEY_RIGHT = 150,
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// some stuff ommitted
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KEY_BACKSP = 168,
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KEY_TAB = 169,
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KEY_CAPSLK = 170,
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KEY_ENTER = 171,
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KEY_LSHIFT = 172,
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KEY_RSHIFT = 173,
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KEY_LCTRL = 174,
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KEY_RCTRL = 175,
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KEY_LALT = 176,
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KEY_RALT = 177,
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KEY_NULL, // unused
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KEY_NUMKEYS
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};
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*/
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class CControllerState
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{
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public:
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int16 LeftStickX, LeftStickY;
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int16 RightStickX, RightStickY;
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int16 LeftShoulder1, LeftShoulder2;
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int16 RightShoulder1, RightShoulder2;
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int16 DPadUp, DPadDown, DPadLeft, DPadRight;
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int16 Start, Select;
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int16 Square, Triangle, Cross, Circle;
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int16 LeftShock, RightShock;
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int16 NetworkTalk;
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float GetLeftStickX(void) { return LeftStickX/32767.0f; };
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float GetLeftStickY(void) { return LeftStickY/32767.0f; };
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float GetRightStickX(void) { return RightStickX/32767.0f; };
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float GetRightStickY(void) { return RightStickY/32767.0f; };
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void Clear(void);
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};
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VALIDATE_SIZE(CControllerState, 0x2A);
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class CMouseControllerState
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{
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public:
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//uint32 btns; // bit 0-2 button 1-3
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bool LMB;
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bool RMB;
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bool MMB;
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bool WHEELUP;
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bool WHEELDN;
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bool MXB1;
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bool MXB2;
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char _pad0;
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float x, y;
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CMouseControllerState();
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void Clear();
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};
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VALIDATE_SIZE(CMouseControllerState, 0x10);
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class CMousePointerStateHelper
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{
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public:
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bool bInvertHorizontally;
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bool bInvertVertically;
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CMouseControllerState GetMouseSetUp();
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};
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VALIDATE_SIZE(CMousePointerStateHelper, 0x2);
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extern CMousePointerStateHelper &MousePointerStateHelper;
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class CKeyboardState
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{
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public:
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int16 F[12];
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int16 VK_KEYS[256];
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int16 ESC;
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int16 INS;
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int16 DEL;
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int16 HOME;
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int16 END;
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int16 PGUP;
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int16 PGDN;
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int16 UP;
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int16 DOWN;
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int16 LEFT;
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int16 RIGHT;
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int16 SCROLLLOCK;
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int16 PAUSE;
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int16 NUMLOCK;
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int16 DIV;
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int16 MUL;
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int16 SUB;
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int16 ADD;
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int16 ENTER;
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int16 DECIMAL;
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int16 NUM1;
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int16 NUM2;
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int16 NUM3;
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int16 NUM4;
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int16 NUM5;
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int16 NUM6;
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int16 NUM7;
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int16 NUM8;
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int16 NUM9;
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int16 NUM0;
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int16 BACKSP;
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int16 TAB;
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int16 CAPSLOCK;
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int16 EXTENTER;
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int16 LSHIFT;
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int16 RSHIFT;
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int16 SHIFT;
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int16 LCTRL;
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int16 RCTRL;
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int16 LALT;
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int16 RALT;
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int16 LWIN;
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int16 RWIN;
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int16 APPS;
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void Clear();
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};
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VALIDATE_SIZE(CKeyboardState, 0x270);
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enum
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{
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// taken from miss2
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PAD1 = 0,
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PAD2,
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MAX_PADS
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};
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class CPad
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{
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public:
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CControllerState NewState;
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CControllerState OldState;
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CControllerState PCTempKeyState;
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CControllerState PCTempJoyState;
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CControllerState PCTempMouseState;
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// straight out of my IDB
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int16 Phase;
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int16 Mode;
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int16 ShakeDur;
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uint8 ShakeFreq;
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int8 bHornHistory[5];
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uint8 iCurrHornHistory;
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bool DisablePlayerControls;
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int8 bApplyBrakes;
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char _unk[12]; //int32 unk[3];
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char _pad0[3];
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int32 LastTimeTouched;
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int32 AverageWeapon;
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int32 AverageEntries;
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CPad() { }
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~CPad() { }
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static bool &bDisplayNoControllerMessage;
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static bool &bObsoleteControllerMessage;
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static bool &m_bMapPadOneToPadTwo;
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static CKeyboardState &OldKeyState;
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static CKeyboardState &NewKeyState;
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static CKeyboardState &TempKeyState;
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static char KeyBoardCheatString[18];
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static CMouseControllerState &OldMouseControllerState;
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static CMouseControllerState &NewMouseControllerState;
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static CMouseControllerState &PCTempMouseControllerState;
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void Clear(bool bResetPlayerControls);
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void ClearMouseHistory();
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void UpdateMouse();
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CControllerState ReconcileTwoControllersInput(CControllerState const &State1, CControllerState const &State2);
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void StartShake(int16 nDur, uint8 nFreq);
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void StartShake_Distance(int16 nDur, uint8 nFreq, float fX, float fY, float fz);
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void StartShake_Train(float fX, float fY);
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void AddToPCCheatString(char c);
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static void UpdatePads(void);
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void ProcessPCSpecificStuff(void);
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void Update(int16 unk);
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static void DoCheats(void);
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void DoCheats(int16 unk);
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static void StopPadsShaking(void);
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void StopShaking(int16 unk);
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static CPad *GetPad(int32 pad);
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int16 GetSteeringLeftRight(void);
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int16 GetSteeringUpDown(void);
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int16 GetCarGunUpDown(void);
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int16 GetCarGunLeftRight(void);
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int16 GetPedWalkLeftRight(void);
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int16 GetPedWalkUpDown(void);
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int16 GetAnalogueUpDown(void);
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bool GetLookLeft(void);
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bool GetLookRight(void);
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bool GetLookBehindForCar(void);
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bool GetLookBehindForPed(void);
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bool GetHorn(void);
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bool HornJustDown(void);
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bool GetCarGunFired(void);
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bool CarGunJustDown(void);
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int16 GetHandBrake(void);
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int16 GetBrake(void);
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bool GetExitVehicle(void);
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bool ExitVehicleJustDown(void);
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int32 GetWeapon(void);
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bool WeaponJustDown(void);
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int16 GetAccelerate(void);
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bool CycleCameraModeUpJustDown(void);
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bool CycleCameraModeDownJustDown(void);
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bool ChangeStationJustDown(void);
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bool CycleWeaponLeftJustDown(void);
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bool CycleWeaponRightJustDown(void);
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bool GetTarget(void);
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bool TargetJustDown(void);
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bool JumpJustDown(void);
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bool GetSprint(void);
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bool ShiftTargetLeftJustDown(void);
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bool ShiftTargetRightJustDown(void);
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bool GetAnaloguePadUp(void);
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bool GetAnaloguePadDown(void);
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bool GetAnaloguePadLeft(void);
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bool GetAnaloguePadRight(void);
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bool GetAnaloguePadLeftJustUp(void);
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bool GetAnaloguePadRightJustUp(void);
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bool ForceCameraBehindPlayer(void);
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bool SniperZoomIn(void);
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bool SniperZoomOut(void);
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int16 SniperModeLookLeftRight(void);
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int16 SniperModeLookUpDown(void);
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int16 LookAroundLeftRight(void);
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int16 LookAroundUpDown(void);
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void ResetAverageWeapon(void);
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static void PrintErrorMessage(void);
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static void ResetCheats(void);
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static char *EditString(char *pStr, int32 nSize);
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static int32 *EditCodesForControls(int32 *pRsKeys, int32 nSize);
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// mouse
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bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
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// keyboard
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bool GetCharJustDown(int32 c) { return !!(NewKeyState.VK_KEYS[c] && !OldKeyState.VK_KEYS[c]); }
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bool GetFJustDown(int32 n) { return !!(NewKeyState.F[n] && !OldKeyState.F[n]); }
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bool GetEscapeJustDown() { return !!(NewKeyState.ESC && !OldKeyState.ESC); }
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bool GetInsertJustDown() { return !!(NewKeyState.INS && !OldKeyState.INS); }
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bool GetDeleteJustDown() { return !!(NewKeyState.DEL && !OldKeyState.DEL); }
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bool GetHomeJustDown() { return !!(NewKeyState.HOME && !OldKeyState.HOME); }
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bool GetEndJustDown() { return !!(NewKeyState.END && !OldKeyState.END); }
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bool GetPageUpJustDown() { return !!(NewKeyState.PGUP && !OldKeyState.PGUP); }
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bool GetPageDownJustDown() { return !!(NewKeyState.PGDN && !OldKeyState.PGDN); }
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bool GetUpJustDown() { return !!(NewKeyState.UP && !OldKeyState.UP); }
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bool GetDownJustDown() { return !!(NewKeyState.DOWN && !OldKeyState.DOWN); }
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bool GetLeftJustDown() { return !!(NewKeyState.LEFT && !OldKeyState.LEFT); }
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bool GetRightJustDown() { return !!(NewKeyState.RIGHT && !OldKeyState.RIGHT); }
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bool GetScrollLockJustDown() { return !!(NewKeyState.SCROLLLOCK && !OldKeyState.SCROLLLOCK); }
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bool GetPauseJustDown() { return !!(NewKeyState.PAUSE && !OldKeyState.PAUSE); }
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bool GetNumLockJustDown() { return !!(NewKeyState.NUMLOCK && !OldKeyState.NUMLOCK); }
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bool GetDivideJustDown() { return !!(NewKeyState.DIV && !OldKeyState.DIV); }
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bool GetTimesJustDown() { return !!(NewKeyState.MUL && !OldKeyState.MUL); }
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bool GetMinusJustDown() { return !!(NewKeyState.SUB && !OldKeyState.SUB); }
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bool GetPlusJustDown() { return !!(NewKeyState.ADD && !OldKeyState.ADD); }
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bool GetPadEnterJustDown() { return !!(NewKeyState.ENTER && !OldKeyState.ENTER); } // GetEnterJustDown
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bool GetPadDelJustDown() { return !!(NewKeyState.DECIMAL && !OldKeyState.DECIMAL); }
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bool GetPad1JustDown() { return !!(NewKeyState.NUM1 && !OldKeyState.NUM1); }
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bool GetPad2JustDown() { return !!(NewKeyState.NUM2 && !OldKeyState.NUM2); }
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bool GetPad3JustDown() { return !!(NewKeyState.NUM3 && !OldKeyState.NUM3); }
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bool GetPad4JustDown() { return !!(NewKeyState.NUM4 && !OldKeyState.NUM4); }
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bool GetPad5JustDown() { return !!(NewKeyState.NUM5 && !OldKeyState.NUM5); }
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bool GetPad6JustDown() { return !!(NewKeyState.NUM6 && !OldKeyState.NUM6); }
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bool GetPad7JustDown() { return !!(NewKeyState.NUM7 && !OldKeyState.NUM7); }
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bool GetPad8JustDown() { return !!(NewKeyState.NUM8 && !OldKeyState.NUM8); }
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bool GetPad9JustDown() { return !!(NewKeyState.NUM9 && !OldKeyState.NUM9); }
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bool GetPad0JustDown() { return !!(NewKeyState.NUM0 && !OldKeyState.NUM0); }
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bool GetBackspaceJustDown() { return !!(NewKeyState.BACKSP && !OldKeyState.BACKSP); }
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bool GetTabJustDown() { return !!(NewKeyState.TAB && !OldKeyState.TAB); }
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bool GetCapsLockJustDown() { return !!(NewKeyState.CAPSLOCK && !OldKeyState.CAPSLOCK); }
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bool GetEnterJustDown() { return !!(NewKeyState.EXTENTER && !OldKeyState.EXTENTER); }
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bool GetLeftShiftJustDown() { return !!(NewKeyState.LSHIFT && !OldKeyState.LSHIFT); }
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bool GetShiftJustDown() { return !!(NewKeyState.SHIFT && !OldKeyState.SHIFT); }
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bool GetRightShiftJustDown() { return !!(NewKeyState.RSHIFT && !OldKeyState.RSHIFT); }
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bool GetLeftCtrlJustDown() { return !!(NewKeyState.LCTRL && !OldKeyState.LCTRL); }
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bool GetRightCtrlJustDown() { return !!(NewKeyState.RCTRL && !OldKeyState.RCTRL); }
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bool GetLeftAltJustDown() { return !!(NewKeyState.LALT && !OldKeyState.LALT); }
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bool GetRightAltJustDown() { return !!(NewKeyState.RALT && !OldKeyState.RALT); }
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bool GetLeftWinJustDown() { return !!(NewKeyState.LWIN && !OldKeyState.LWIN); }
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bool GetRightWinJustDown() { return !!(NewKeyState.RWIN && !OldKeyState.RWIN); }
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bool GetAppsJustDown() { return !!(NewKeyState.APPS && !OldKeyState.APPS); }
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// pad
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bool GetTriangleJustDown() { return !!(NewState.Triangle && !OldState.Triangle); }
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bool GetCircleJustDown() { return !!(NewState.Circle && !OldState.Circle); }
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bool GetCrossJustDown() { return !!(NewState.Cross && !OldState.Cross); }
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bool GetSquareJustDown() { return !!(NewState.Square && !OldState.Square); }
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bool GetDPadUpJustDown() { return !!(NewState.DPadUp && !OldState.DPadUp); }
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bool GetDPadDownJustDown() { return !!(NewState.DPadDown && !OldState.DPadDown); }
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bool GetDPadLeftJustDown() { return !!(NewState.DPadLeft && !OldState.DPadLeft); }
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bool GetDPadRightJustDown() { return !!(NewState.DPadRight && !OldState.DPadRight); }
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bool GetLeftShoulder1JustDown() { return !!(NewState.LeftShoulder1 && !OldState.LeftShoulder1); }
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bool GetLeftShoulder2JustDown() { return !!(NewState.LeftShoulder2 && !OldState.LeftShoulder2); }
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bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
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bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
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int32 GetLeftShoulder1(void) { return NewState.LeftShoulder1; }
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int32 GetLeftShoulder2(void) { return NewState.LeftShoulder2; }
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int32 GetRightShoulder1(void) { return NewState.RightShoulder1; }
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int32 GetRightShoulder2(void) { return NewState.RightShoulder2; }
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};
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VALIDATE_SIZE(CPad, 0xFC);
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#define IsButtonJustDown(pad, btn) \
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(!(pad)->OldState.btn && (pad)->NewState.btn)
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void LittleTest(void);
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