got rid of upper case types

This commit is contained in:
aap
2019-06-17 00:16:38 +02:00
parent e8c5f7da52
commit 0add48abf5
49 changed files with 701 additions and 708 deletions

368
src/Pad.h
View File

@@ -78,16 +78,16 @@ class CMouseControllerState
public:
//uint32 btns; // bit 0-2 button 1-3
Bool LMB;
Bool RMB;
Bool MMB;
Bool WHEELUP;
Bool WHEELDN;
Bool MXB1;
Bool MXB2;
bool LMB;
bool RMB;
bool MMB;
bool WHEELUP;
bool WHEELDN;
bool MXB1;
bool MXB2;
char _pad0;
Float x, y;
float x, y;
CMouseControllerState();
void Clear();
@@ -98,8 +98,8 @@ VALIDATE_SIZE(CMouseControllerState, 0x10);
class CMousePointerStateHelper
{
public:
Bool bInvertHorizontally;
Bool bInvertVertically;
bool bInvertHorizontally;
bool bInvertVertically;
CMouseControllerState GetMouseSetUp();
};
@@ -112,52 +112,52 @@ extern CMousePointerStateHelper &MousePointerStateHelper;
class CKeyboardState
{
public:
Int16 F[12];
Int16 VK_KEYS[256];
Int16 ESC;
Int16 INS;
Int16 DEL;
Int16 HOME;
Int16 END;
Int16 PGUP;
Int16 PGDN;
Int16 UP;
Int16 DOWN;
Int16 LEFT;
Int16 RIGHT;
Int16 SCROLLLOCK;
Int16 PAUSE;
Int16 NUMLOCK;
Int16 DIV;
Int16 MUL;
Int16 SUB;
Int16 ADD;
Int16 ENTER;
Int16 DECIMAL;
Int16 NUM1;
Int16 NUM2;
Int16 NUM3;
Int16 NUM4;
Int16 NUM5;
Int16 NUM6;
Int16 NUM7;
Int16 NUM8;
Int16 NUM9;
Int16 NUM0;
Int16 BACKSP;
Int16 TAB;
Int16 CAPSLOCK;
Int16 EXTENTER;
Int16 LSHIFT;
Int16 RSHIFT;
Int16 SHIFT;
Int16 LCTRL;
Int16 RCTRL;
Int16 LALT;
Int16 RALT;
Int16 LWIN;
Int16 RWIN;
Int16 APPS;
int16 F[12];
int16 VK_KEYS[256];
int16 ESC;
int16 INS;
int16 DEL;
int16 HOME;
int16 END;
int16 PGUP;
int16 PGDN;
int16 UP;
int16 DOWN;
int16 LEFT;
int16 RIGHT;
int16 SCROLLLOCK;
int16 PAUSE;
int16 NUMLOCK;
int16 DIV;
int16 MUL;
int16 SUB;
int16 ADD;
int16 ENTER;
int16 DECIMAL;
int16 NUM1;
int16 NUM2;
int16 NUM3;
int16 NUM4;
int16 NUM5;
int16 NUM6;
int16 NUM7;
int16 NUM8;
int16 NUM9;
int16 NUM0;
int16 BACKSP;
int16 TAB;
int16 CAPSLOCK;
int16 EXTENTER;
int16 LSHIFT;
int16 RSHIFT;
int16 SHIFT;
int16 LCTRL;
int16 RCTRL;
int16 LALT;
int16 RALT;
int16 LWIN;
int16 RWIN;
int16 APPS;
void Clear();
};
@@ -185,12 +185,12 @@ public:
int16 Phase;
int16 Mode;
int16 ShakeDur;
UInt8 ShakeFreq;
uint8 ShakeFreq;
int8 bHornHistory[5];
UInt8 iCurrHornHistory;
Bool DisablePlayerControls;
uint8 iCurrHornHistory;
bool DisablePlayerControls;
int8 bApplyBrakes;
Char _unk[12]; //int32 unk[3];
char _unk[12]; //int32 unk[3];
char _pad0[3];
int32 LastTimeTouched;
int32 AverageWeapon;
@@ -199,14 +199,14 @@ public:
CPad() { }
~CPad() { }
static Bool &bDisplayNoControllerMessage;
static Bool &bObsoleteControllerMessage;
static Bool &m_bMapPadOneToPadTwo;
static bool &bDisplayNoControllerMessage;
static bool &bObsoleteControllerMessage;
static bool &m_bMapPadOneToPadTwo;
static CKeyboardState &OldKeyState;
static CKeyboardState &NewKeyState;
static CKeyboardState &TempKeyState;
static Char KeyBoardCheatString[18];
static char KeyBoardCheatString[18];
static CMouseControllerState &OldMouseControllerState;
static CMouseControllerState &NewMouseControllerState;
static CMouseControllerState &PCTempMouseControllerState;
@@ -214,150 +214,150 @@ public:
void Clear(Bool bResetPlayerControls);
void Clear(bool bResetPlayerControls);
void ClearMouseHistory();
void UpdateMouse();
CControllerState ReconcileTwoControllersInput(CControllerState const &State1, CControllerState const &State2);
void StartShake(Int16 nDur, UInt8 nFreq);
void StartShake_Distance(Int16 nDur, UInt8 nFreq, Float fX, Float fY, Float fz);
void StartShake_Train(Float fX, Float fY);
void AddToPCCheatString(Char c);
void StartShake(int16 nDur, uint8 nFreq);
void StartShake_Distance(int16 nDur, uint8 nFreq, float fX, float fY, float fz);
void StartShake_Train(float fX, float fY);
void AddToPCCheatString(char c);
static void UpdatePads(void);
void ProcessPCSpecificStuff(void);
void Update(Int16 unk);
void Update(int16 unk);
static void DoCheats(void);
void DoCheats(Int16 unk);
void DoCheats(int16 unk);
static void StopPadsShaking(void);
void StopShaking(Int16 unk);
void StopShaking(int16 unk);
static CPad *GetPad(Int32 pad);
static CPad *GetPad(int32 pad);
Int16 GetSteeringLeftRight(void);
Int16 GetSteeringUpDown(void);
Int16 GetCarGunUpDown(void);
Int16 GetCarGunLeftRight(void);
Int16 GetPedWalkLeftRight(void);
Int16 GetPedWalkUpDown(void);
Int16 GetAnalogueUpDown(void);
Bool GetLookLeft(void);
Bool GetLookRight(void);
Bool GetLookBehindForCar(void);
Bool GetLookBehindForPed(void);
Bool GetHorn(void);
Bool HornJustDown(void);
Bool GetCarGunFired(void);
Bool CarGunJustDown(void);
Int16 GetHandBrake(void);
Int16 GetBrake(void);
Bool GetExitVehicle(void);
Bool ExitVehicleJustDown(void);
Int32 GetWeapon(void);
Bool WeaponJustDown(void);
Int16 GetAccelerate(void);
Bool CycleCameraModeUpJustDown(void);
Bool CycleCameraModeDownJustDown(void);
Bool ChangeStationJustDown(void);
Bool CycleWeaponLeftJustDown(void);
Bool CycleWeaponRightJustDown(void);
Bool GetTarget(void);
Bool TargetJustDown(void);
Bool JumpJustDown(void);
Bool GetSprint(void);
Bool ShiftTargetLeftJustDown(void);
Bool ShiftTargetRightJustDown(void);
Bool GetAnaloguePadUp(void);
Bool GetAnaloguePadDown(void);
Bool GetAnaloguePadLeft(void);
Bool GetAnaloguePadRight(void);
Bool GetAnaloguePadLeftJustUp(void);
Bool GetAnaloguePadRightJustUp(void);
Bool ForceCameraBehindPlayer(void);
Bool SniperZoomIn(void);
Bool SniperZoomOut(void);
Int16 SniperModeLookLeftRight(void);
Int16 SniperModeLookUpDown(void);
Int16 LookAroundLeftRight(void);
Int16 LookAroundUpDown(void);
int16 GetSteeringLeftRight(void);
int16 GetSteeringUpDown(void);
int16 GetCarGunUpDown(void);
int16 GetCarGunLeftRight(void);
int16 GetPedWalkLeftRight(void);
int16 GetPedWalkUpDown(void);
int16 GetAnalogueUpDown(void);
bool GetLookLeft(void);
bool GetLookRight(void);
bool GetLookBehindForCar(void);
bool GetLookBehindForPed(void);
bool GetHorn(void);
bool HornJustDown(void);
bool GetCarGunFired(void);
bool CarGunJustDown(void);
int16 GetHandBrake(void);
int16 GetBrake(void);
bool GetExitVehicle(void);
bool ExitVehicleJustDown(void);
int32 GetWeapon(void);
bool WeaponJustDown(void);
int16 GetAccelerate(void);
bool CycleCameraModeUpJustDown(void);
bool CycleCameraModeDownJustDown(void);
bool ChangeStationJustDown(void);
bool CycleWeaponLeftJustDown(void);
bool CycleWeaponRightJustDown(void);
bool GetTarget(void);
bool TargetJustDown(void);
bool JumpJustDown(void);
bool GetSprint(void);
bool ShiftTargetLeftJustDown(void);
bool ShiftTargetRightJustDown(void);
bool GetAnaloguePadUp(void);
bool GetAnaloguePadDown(void);
bool GetAnaloguePadLeft(void);
bool GetAnaloguePadRight(void);
bool GetAnaloguePadLeftJustUp(void);
bool GetAnaloguePadRightJustUp(void);
bool ForceCameraBehindPlayer(void);
bool SniperZoomIn(void);
bool SniperZoomOut(void);
int16 SniperModeLookLeftRight(void);
int16 SniperModeLookUpDown(void);
int16 LookAroundLeftRight(void);
int16 LookAroundUpDown(void);
void ResetAverageWeapon(void);
static void PrintErrorMessage(void);
static void ResetCheats(void);
static Char *EditString(Char *pStr, Int32 nSize);
static Int32 *EditCodesForControls(Int32 *pRsKeys, Int32 nSize);
static char *EditString(char *pStr, int32 nSize);
static int32 *EditCodesForControls(int32 *pRsKeys, int32 nSize);
// mouse
inline Bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
inline bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
// keyboard
inline Bool GetCharJustDown(Char c) { return !!(NewKeyState.VK_KEYS[c] && !OldKeyState.VK_KEYS[c]); }
inline Bool GetFJustDown(Int32 n) { return !!(NewKeyState.F[n] && !OldKeyState.F[n]); }
inline Bool GetEscapeJustDown() { return !!(NewKeyState.ESC && !OldKeyState.ESC); }
inline Bool GetInsertJustDown() { return !!(NewKeyState.INS && !OldKeyState.INS); }
inline Bool GetDeleteJustDown() { return !!(NewKeyState.DEL && !OldKeyState.DEL); }
inline Bool GetHomeJustDown() { return !!(NewKeyState.HOME && !OldKeyState.HOME); }
inline Bool GetEndJustDown() { return !!(NewKeyState.END && !OldKeyState.END); }
inline Bool GetPageUpJustDown() { return !!(NewKeyState.PGUP && !OldKeyState.PGUP); }
inline Bool GetPageDownJustDown() { return !!(NewKeyState.PGDN && !OldKeyState.PGDN); }
inline Bool GetUpJustDown() { return !!(NewKeyState.UP && !OldKeyState.UP); }
inline Bool GetDownJustDown() { return !!(NewKeyState.DOWN && !OldKeyState.DOWN); }
inline Bool GetLeftJustDown() { return !!(NewKeyState.LEFT && !OldKeyState.LEFT); }
inline Bool GetRightJustDown() { return !!(NewKeyState.RIGHT && !OldKeyState.RIGHT); }
inline Bool GetScrollLockJustDown() { return !!(NewKeyState.SCROLLLOCK && !OldKeyState.SCROLLLOCK); }
inline Bool GetPauseJustDown() { return !!(NewKeyState.PAUSE && !OldKeyState.PAUSE); }
inline Bool GetNumLockJustDown() { return !!(NewKeyState.NUMLOCK && !OldKeyState.NUMLOCK); }
inline Bool GetDivideJustDown() { return !!(NewKeyState.DIV && !OldKeyState.DIV); }
inline Bool GetTimesJustDown() { return !!(NewKeyState.MUL && !OldKeyState.MUL); }
inline Bool GetMinusJustDown() { return !!(NewKeyState.SUB && !OldKeyState.SUB); }
inline Bool GetPlusJustDown() { return !!(NewKeyState.ADD && !OldKeyState.ADD); }
inline Bool GetPadEnterJustDown() { return !!(NewKeyState.ENTER && !OldKeyState.ENTER); } // GetEnterJustDown
inline Bool GetPadDelJustDown() { return !!(NewKeyState.DECIMAL && !OldKeyState.DECIMAL); }
inline Bool GetPad1JustDown() { return !!(NewKeyState.NUM1 && !OldKeyState.NUM1); }
inline Bool GetPad2JustDown() { return !!(NewKeyState.NUM2 && !OldKeyState.NUM2); }
inline Bool GetPad3JustDown() { return !!(NewKeyState.NUM3 && !OldKeyState.NUM3); }
inline Bool GetPad4JustDown() { return !!(NewKeyState.NUM4 && !OldKeyState.NUM4); }
inline Bool GetPad5JustDown() { return !!(NewKeyState.NUM5 && !OldKeyState.NUM5); }
inline Bool GetPad6JustDown() { return !!(NewKeyState.NUM6 && !OldKeyState.NUM6); }
inline Bool GetPad7JustDown() { return !!(NewKeyState.NUM7 && !OldKeyState.NUM7); }
inline Bool GetPad8JustDown() { return !!(NewKeyState.NUM8 && !OldKeyState.NUM8); }
inline Bool GetPad9JustDown() { return !!(NewKeyState.NUM9 && !OldKeyState.NUM9); }
inline Bool GetPad0JustDown() { return !!(NewKeyState.NUM0 && !OldKeyState.NUM0); }
inline Bool GetBackspaceJustDown() { return !!(NewKeyState.BACKSP && !OldKeyState.BACKSP); }
inline Bool GetTabJustDown() { return !!(NewKeyState.TAB && !OldKeyState.TAB); }
inline Bool GetCapsLockJustDown() { return !!(NewKeyState.CAPSLOCK && !OldKeyState.CAPSLOCK); }
inline Bool GetEnterJustDown() { return !!(NewKeyState.EXTENTER && !OldKeyState.EXTENTER); }
inline Bool GetLeftShiftJustDown() { return !!(NewKeyState.LSHIFT && !OldKeyState.LSHIFT); }
inline Bool GetShiftJustDown() { return !!(NewKeyState.SHIFT && !OldKeyState.SHIFT); }
inline Bool GetRightShiftJustDown() { return !!(NewKeyState.RSHIFT && !OldKeyState.RSHIFT); }
inline Bool GetLeftCtrlJustDown() { return !!(NewKeyState.LCTRL && !OldKeyState.LCTRL); }
inline Bool GetRightCtrlJustDown() { return !!(NewKeyState.RCTRL && !OldKeyState.RCTRL); }
inline Bool GetLeftAltJustDown() { return !!(NewKeyState.LALT && !OldKeyState.LALT); }
inline Bool GetRightAltJustDown() { return !!(NewKeyState.RALT && !OldKeyState.RALT); }
inline Bool GetLeftWinJustDown() { return !!(NewKeyState.LWIN && !OldKeyState.LWIN); }
inline Bool GetRightWinJustDown() { return !!(NewKeyState.RWIN && !OldKeyState.RWIN); }
inline Bool GetAppsJustDown() { return !!(NewKeyState.APPS && !OldKeyState.APPS); }
inline bool GetCharJustDown(char c) { return !!(NewKeyState.VK_KEYS[c] && !OldKeyState.VK_KEYS[c]); }
inline bool GetFJustDown(int32 n) { return !!(NewKeyState.F[n] && !OldKeyState.F[n]); }
inline bool GetEscapeJustDown() { return !!(NewKeyState.ESC && !OldKeyState.ESC); }
inline bool GetInsertJustDown() { return !!(NewKeyState.INS && !OldKeyState.INS); }
inline bool GetDeleteJustDown() { return !!(NewKeyState.DEL && !OldKeyState.DEL); }
inline bool GetHomeJustDown() { return !!(NewKeyState.HOME && !OldKeyState.HOME); }
inline bool GetEndJustDown() { return !!(NewKeyState.END && !OldKeyState.END); }
inline bool GetPageUpJustDown() { return !!(NewKeyState.PGUP && !OldKeyState.PGUP); }
inline bool GetPageDownJustDown() { return !!(NewKeyState.PGDN && !OldKeyState.PGDN); }
inline bool GetUpJustDown() { return !!(NewKeyState.UP && !OldKeyState.UP); }
inline bool GetDownJustDown() { return !!(NewKeyState.DOWN && !OldKeyState.DOWN); }
inline bool GetLeftJustDown() { return !!(NewKeyState.LEFT && !OldKeyState.LEFT); }
inline bool GetRightJustDown() { return !!(NewKeyState.RIGHT && !OldKeyState.RIGHT); }
inline bool GetScrollLockJustDown() { return !!(NewKeyState.SCROLLLOCK && !OldKeyState.SCROLLLOCK); }
inline bool GetPauseJustDown() { return !!(NewKeyState.PAUSE && !OldKeyState.PAUSE); }
inline bool GetNumLockJustDown() { return !!(NewKeyState.NUMLOCK && !OldKeyState.NUMLOCK); }
inline bool GetDivideJustDown() { return !!(NewKeyState.DIV && !OldKeyState.DIV); }
inline bool GetTimesJustDown() { return !!(NewKeyState.MUL && !OldKeyState.MUL); }
inline bool GetMinusJustDown() { return !!(NewKeyState.SUB && !OldKeyState.SUB); }
inline bool GetPlusJustDown() { return !!(NewKeyState.ADD && !OldKeyState.ADD); }
inline bool GetPadEnterJustDown() { return !!(NewKeyState.ENTER && !OldKeyState.ENTER); } // GetEnterJustDown
inline bool GetPadDelJustDown() { return !!(NewKeyState.DECIMAL && !OldKeyState.DECIMAL); }
inline bool GetPad1JustDown() { return !!(NewKeyState.NUM1 && !OldKeyState.NUM1); }
inline bool GetPad2JustDown() { return !!(NewKeyState.NUM2 && !OldKeyState.NUM2); }
inline bool GetPad3JustDown() { return !!(NewKeyState.NUM3 && !OldKeyState.NUM3); }
inline bool GetPad4JustDown() { return !!(NewKeyState.NUM4 && !OldKeyState.NUM4); }
inline bool GetPad5JustDown() { return !!(NewKeyState.NUM5 && !OldKeyState.NUM5); }
inline bool GetPad6JustDown() { return !!(NewKeyState.NUM6 && !OldKeyState.NUM6); }
inline bool GetPad7JustDown() { return !!(NewKeyState.NUM7 && !OldKeyState.NUM7); }
inline bool GetPad8JustDown() { return !!(NewKeyState.NUM8 && !OldKeyState.NUM8); }
inline bool GetPad9JustDown() { return !!(NewKeyState.NUM9 && !OldKeyState.NUM9); }
inline bool GetPad0JustDown() { return !!(NewKeyState.NUM0 && !OldKeyState.NUM0); }
inline bool GetBackspaceJustDown() { return !!(NewKeyState.BACKSP && !OldKeyState.BACKSP); }
inline bool GetTabJustDown() { return !!(NewKeyState.TAB && !OldKeyState.TAB); }
inline bool GetCapsLockJustDown() { return !!(NewKeyState.CAPSLOCK && !OldKeyState.CAPSLOCK); }
inline bool GetEnterJustDown() { return !!(NewKeyState.EXTENTER && !OldKeyState.EXTENTER); }
inline bool GetLeftShiftJustDown() { return !!(NewKeyState.LSHIFT && !OldKeyState.LSHIFT); }
inline bool GetShiftJustDown() { return !!(NewKeyState.SHIFT && !OldKeyState.SHIFT); }
inline bool GetRightShiftJustDown() { return !!(NewKeyState.RSHIFT && !OldKeyState.RSHIFT); }
inline bool GetLeftCtrlJustDown() { return !!(NewKeyState.LCTRL && !OldKeyState.LCTRL); }
inline bool GetRightCtrlJustDown() { return !!(NewKeyState.RCTRL && !OldKeyState.RCTRL); }
inline bool GetLeftAltJustDown() { return !!(NewKeyState.LALT && !OldKeyState.LALT); }
inline bool GetRightAltJustDown() { return !!(NewKeyState.RALT && !OldKeyState.RALT); }
inline bool GetLeftWinJustDown() { return !!(NewKeyState.LWIN && !OldKeyState.LWIN); }
inline bool GetRightWinJustDown() { return !!(NewKeyState.RWIN && !OldKeyState.RWIN); }
inline bool GetAppsJustDown() { return !!(NewKeyState.APPS && !OldKeyState.APPS); }
// pad
inline Bool GetTriangleJustDown() { return !!(NewState.Triangle && !OldState.Triangle); }
inline Bool GetCircleJustDown() { return !!(NewState.Circle && !OldState.Circle); }
inline Bool GetCrossJustDown() { return !!(NewState.Cross && !OldState.Cross); }
inline Bool GetSquareJustDown() { return !!(NewState.Square && !OldState.Square); }
inline Bool GetDPadUpJustDown() { return !!(NewState.DPadUp && !OldState.DPadUp); }
inline Bool GetDPadDownJustDown() { return !!(NewState.DPadDown && !OldState.DPadDown); }
inline Bool GetDPadLeftJustDown() { return !!(NewState.DPadLeft && !OldState.DPadLeft); }
inline Bool GetDPadRightJustDown() { return !!(NewState.DPadRight && !OldState.DPadRight); }
inline Bool GetLeftShoulder1JustDown() { return !!(NewState.LeftShoulder1 && !OldState.LeftShoulder1); }
inline Bool GetLeftShoulder2JustDown() { return !!(NewState.LeftShoulder2 && !OldState.LeftShoulder2); }
inline Bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
inline Bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
inline bool GetTriangleJustDown() { return !!(NewState.Triangle && !OldState.Triangle); }
inline bool GetCircleJustDown() { return !!(NewState.Circle && !OldState.Circle); }
inline bool GetCrossJustDown() { return !!(NewState.Cross && !OldState.Cross); }
inline bool GetSquareJustDown() { return !!(NewState.Square && !OldState.Square); }
inline bool GetDPadUpJustDown() { return !!(NewState.DPadUp && !OldState.DPadUp); }
inline bool GetDPadDownJustDown() { return !!(NewState.DPadDown && !OldState.DPadDown); }
inline bool GetDPadLeftJustDown() { return !!(NewState.DPadLeft && !OldState.DPadLeft); }
inline bool GetDPadRightJustDown() { return !!(NewState.DPadRight && !OldState.DPadRight); }
inline bool GetLeftShoulder1JustDown() { return !!(NewState.LeftShoulder1 && !OldState.LeftShoulder1); }
inline bool GetLeftShoulder2JustDown() { return !!(NewState.LeftShoulder2 && !OldState.LeftShoulder2); }
inline bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
inline bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
inline Int32 GetLeftShoulder1(void) { return NewState.LeftShoulder1; }
inline Int32 GetLeftShoulder2(void) { return NewState.LeftShoulder2; }
inline Int32 GetRightShoulder1(void) { return NewState.RightShoulder1; }
inline Int32 GetRightShoulder2(void) { return NewState.RightShoulder2; }
inline int32 GetLeftShoulder1(void) { return NewState.LeftShoulder1; }
inline int32 GetLeftShoulder2(void) { return NewState.LeftShoulder2; }
inline int32 GetRightShoulder1(void) { return NewState.RightShoulder1; }
inline int32 GetRightShoulder2(void) { return NewState.RightShoulder2; }
};
VALIDATE_SIZE(CPad, 0xFC);