SilentPatch/SilentPatchSA/VehicleSA.h

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#ifndef __VEHICLE
#define __VEHICLE
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#include "GeneralSA.h"
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#include "ModelInfoSA.h"
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#include "PedSA.h"
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enum eVehicleType
{
VEHICLE_AUTOMOBILE,
VEHICLE_MTRUCK,
VEHICLE_QUAD,
VEHICLE_HELI,
VEHICLE_PLANE,
VEHICLE_BOAT,
VEHICLE_TRAIN,
VEHICLE_FHELI,
VEHICLE_FPLANE,
VEHICLE_BIKE,
VEHICLE_BMX,
VEHICLE_TRAILER
};
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struct CVehicleFlags
{
//0x428
unsigned char bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
unsigned char bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
unsigned char bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
unsigned char bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
unsigned char bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
unsigned char bIsHandbrakeOn: 1; // How's the handbrake doing ?
unsigned char bLightsOn: 1; // Are the lights switched on ?
unsigned char bFreebies: 1; // Any freebies left in this vehicle ?
//0x429
unsigned char bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
unsigned char bIsBus: 1; // Is this vehicle a bus
unsigned char bIsBig: 1; // Is this vehicle big
unsigned char bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
unsigned char bComedyControls: 1; // Will make the car hard to control (hopefully in a funny way)
unsigned char bWarnedPeds: 1; // Has scan and warn peds of danger been processed?
unsigned char bCraneMessageDone: 1; // A crane message has been printed for this car allready
// unsigned char bExtendedRange: 1; // This vehicle needs to be a bit further away to get deleted
unsigned char bTakeLessDamage: 1; // This vehicle is stronger (takes about 1/4 of damage)
//0x42A
unsigned char bIsDamaged: 1; // This vehicle has been damaged and is displaying all its components
unsigned char bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
unsigned char bFadeOut: 1; // Fade vehicle out
unsigned char bIsBeingCarJacked: 1;
unsigned char bCreateRoadBlockPeds : 1;// If this vehicle gets close enough we will create peds (coppers or gang members) round it
unsigned char bCanBeDamaged: 1; // Set to FALSE during cut scenes to avoid explosions
// unsigned char bUsingSpecialColModel : 1;
// Is player vehicle using special collision model, stored in player strucure
unsigned char bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
unsigned char bGunSwitchedOff: 1; // Level designers can use this to switch off guns on boats
//0x42B
unsigned char bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
unsigned char bIsCarParkVehicle: 1; // Car has been created using the special CAR_PARK script command
unsigned char bHasAlreadyBeenRecorded : 1; // Used for replays
unsigned char bPartOfConvoy: 1;
unsigned char bHeliMinimumTilt: 1; // This heli should have almost no tilt really
unsigned char bAudioChangingGear: 1; // sounds like vehicle is changing gear
unsigned char bIsDrowning: 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
unsigned char bTyresDontBurst: 1; // If this is set the tyres are invincible
//0x42C
unsigned char bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
unsigned char bRestingOnPhysical: 1; // Dont go static cause car is sitting on a physical object that might get removed
unsigned char bParking : 1;
unsigned char bCanPark : 1;
unsigned char bFireGun: 1; // Does the ai of this vehicle want to fire it's gun?
unsigned char bDriverLastFrame: 1; // Was there a driver present last frame ?
unsigned char bNeverUseSmallerRemovalRange: 1;// Some vehicles (like planes) we don't want to remove just behind the camera.
unsigned char bIsRCVehicle: 1; // Is this a remote controlled (small) vehicle. True whether the player or AI controls it.
//0x42D
unsigned char bAlwaysSkidMarks: 1; // This vehicle leaves skidmarks regardless of the wheels' states.
unsigned char bEngineBroken: 1; // Engine doesn't work. Player can get in but the vehicle won't drive
unsigned char bVehicleCanBeTargetted : 1;// The ped driving this vehicle can be targetted, (for Torenos plane mission)
unsigned char bPartOfAttackWave: 1; // This car is used in an attack during a gang war
unsigned char bWinchCanPickMeUp: 1; // This car cannot be picked up by any ropes.
unsigned char bImpounded: 1; // Has this vehicle been in a police impounding garage
unsigned char bVehicleCanBeTargettedByHS : 1;// Heat seeking missiles will not target this vehicle.
unsigned char bSirenOrAlarm: 1; // Set to TRUE if siren or alarm active, else FALSE
//0x42E
unsigned char bHasGangLeaningOn: 1;
unsigned char bGangMembersForRoadBlock : 1;// Will generate gang members if NumPedsForRoadBlock > 0
unsigned char bDoesProvideCover: 1; // If this is false this particular vehicle can not be used to take cover behind.
unsigned char bMadDriver: 1; // This vehicle is driving like a lunatic
unsigned char bUpgradedStereo: 1; // This vehicle has an upgraded stereo
unsigned char bConsideredByPlayer: 1; // This vehicle is considered by the player to enter
unsigned char bPetrolTankIsWeakPoint : 1;// If false shootong the petrol tank will NOT Blow up the car
unsigned char bDisableParticles: 1; // Disable particles from this car. Used in garage.
//0x42F
unsigned char bHasBeenResprayed: 1; // Has been resprayed in a respray garage. Reset after it has been checked.
unsigned char bUseCarCheats: 1; // If this is true will set the car cheat stuff up in ProcessControl()
unsigned char bDontSetColourWhenRemapping : 1;// If the texture gets remapped we don't want to change the colour with it.
unsigned char bUsedForReplay: 1; // This car is controlled by replay and should be removed when replay is done.
};
class CBouncingPanel
{
public:
short m_nNodeIndex;
short m_nBouncingType;
float m_fBounceRange;
CVector field_8;
CVector m_vecBounceVector;
};
class CDoor
{
private:
float m_fOpenAngle;
float m_fClosedAngle;
int16_t m_nDirn;
uint8_t m_nAxis;
uint8_t m_nDoorState;
float m_fAngle;
float m_fPrevAngle;
float m_fAngVel;
public:
void SetExtraWheelPositions( float openAngle, float closedAngle, float angle, float prevAngle )
{
m_fOpenAngle = openAngle;
m_fClosedAngle = closedAngle;
m_fAngle = angle;
m_fPrevAngle = prevAngle;
}
};
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enum eRotAxis
{
ROT_AXIS_X = 0,
ROT_AXIS_Y = 1,
ROT_AXIS_Z = 2
};
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enum eDoors
{
BONNET,
BOOT,
FRONT_LEFT_DOOR,
FRONT_RIGHT_DOOR,
REAR_LEFT_DOOR,
REAR_RIGHT_DOOR,
NUM_DOORS
};
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#define FLAG_HYDRAULICS_INSTALLED 0x20000
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class NOVMT CVehicle : public CPhysical
{
protected:
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BYTE __pad0[596];
uint32_t hFlagsLocal;
BYTE __pad1[152];
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CVehicleFlags m_nVehicleFlags;
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BYTE __pad2[48];
CPed* m_pDriver;
CPed* m_apPassengers[8];
BYTE __pad8[24];
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float m_fGasPedal;
float m_fBrakePedal;
uint8_t m_VehicleCreatedBy;
uint8_t m_BombOnBoard : 3;
BYTE __pad6[35];
CEntity* m_pBombOwner;
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signed int m_nTimeTillWeNeedThisCar;
BYTE __pad4[56];
CEntity* pDamagingEntity;
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BYTE __pad3[116];
char padpad, padpad2, padpad3;
int8_t PlateDesign;
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RwTexture* PlateTexture;
BYTE __pad78[4];
uint32_t m_dwVehicleClass;
uint32_t m_dwVehicleSubClass;
FLAUtils::int16 m_remapTxdSlot;
FLAUtils::int16 m_remapTxdSlotToLoad;
RwTexture* m_pRemapTexture;
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public:
CVehicleFlags& GetVehicleFlags()
{ return m_nVehicleFlags; }
CEntity* GetDamagingEntity()
{ return pDamagingEntity; }
uint32_t GetClass() const
{ return m_dwVehicleClass; }
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CPed* GetDriver() const
{ return m_pDriver;}
void SetBombOnBoard( uint32_t bombOnBoard )
{ m_BombOnBoard = bombOnBoard; }
void SetBombOwner( CEntity* owner )
{ m_pBombOwner = owner; }
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virtual void ProcessControlCollisionCheck();
virtual void ProcessControlInputs(unsigned char playerNum);
// component index in m_apModelNodes array
virtual void GetComponentWorldPosition(int componentId, CVector& posnOut);
// component index in m_apModelNodes array
virtual bool IsComponentPresent(int componentId);
virtual void OpenDoor(CPed* ped, int componentId, eDoors door, float doorOpenRatio, bool playSound);
virtual void ProcessOpenDoor(CPed* ped, unsigned int doorComponentId, unsigned int arg2, unsigned int arg3, float arg4);
virtual float GetDooorAngleOpenRatio(unsigned int door);
virtual float GetDooorAngleOpenRatio(eDoors door);
virtual bool IsDoorReady(unsigned int door);
virtual bool IsDoorReady(eDoors door);
virtual bool IsDoorFullyOpen(unsigned int door);
virtual bool IsDoorFullyOpen(eDoors door);
virtual bool IsDoorClosed(unsigned int door);
virtual bool IsDoorClosed(eDoors door);
virtual bool IsDoorMissing(unsigned int door);
virtual bool IsDoorMissing(eDoors door);
// check if car has roof as extra
virtual bool IsOpenTopCar();
// remove ref to this entity
virtual void RemoveRefsToVehicle(CEntity* entity);
virtual void BlowUpCar(CEntity* damager, unsigned char bHideExplosion);
virtual void BlowUpCarCutSceneNoExtras(bool bNoCamShake, bool bNoSpawnFlyingComps, bool bDetachWheels, bool bExplosionSound);
virtual bool SetUpWheelColModel(CColModel* wheelCol);
// returns false if it's not possible to burst vehicle's tyre or it is already damaged. bPhysicalEffect=true applies random moving force to vehicle
virtual bool BurstTyre(unsigned char tyreComponentId, bool bPhysicalEffect);
virtual bool IsRoomForPedToLeaveCar(unsigned int arg0, CVector* arg1);
virtual void ProcessDrivingAnims(CPed* driver, unsigned char arg1);
// get special ride anim data for bile or quad
virtual void* GetRideAnimData();
virtual void SetupSuspensionLines();
virtual CVector AddMovingCollisionSpeed(CVector& arg0);
virtual void Fix();
virtual void SetupDamageAfterLoad();
virtual void DoBurstAndSoftGroundRatios();
virtual float GetHeightAboveRoad();
virtual void PlayCarHorn();
virtual int GetNumContactWheels();
virtual void VehicleDamage(float damageIntensity, unsigned short collisionComponent, CEntity* damager, CVector* vecCollisionCoors, CVector* vecCollisionDirection, eWeaponType weapon);
virtual bool CanPedStepOutCar(bool arg0);
virtual bool CanPedJumpOutCar(CPed* ped);
virtual bool GetTowHitchPos(CVector& posnOut, bool defaultPos, CVehicle* trailer);
virtual bool GetTowBarPos(CVector& posnOut, bool defaultPos, CVehicle* trailer);
// always return true
virtual bool SetTowLink(CVehicle* arg0, bool arg1);
virtual bool BreakTowLink();
virtual float FindWheelWidth(bool bRear);
// always return true
virtual bool Save();
// always return true
virtual bool Load();
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virtual void Render() override;
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virtual void PreRender() override;
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bool CustomCarPlate_TextureCreate(CVehicleModelInfo* pModelInfo);
void CustomCarPlate_BeforeRenderingStart(CVehicleModelInfo* pModelInfo);
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//void CustomCarPlate_AfterRenderingStop(CVehicleModelInfo* pModelInfo);
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bool HasFirelaLadder() const;
void* PlayPedHitSample_GetColModel();
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bool IsLawEnforcementVehicle();
CPed* PickRandomPassenger();
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int32_t GetRemapIndex();
static void SetComponentRotation( RwFrame* component, eRotAxis axis, float angle, bool absolute = true );
static void SetComponentAtomicAlpha(RpAtomic* pAtomic, int nAlpha);
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static inline void (CVehicle::*orgDoHeadLightBeam)( int type, CMatrix& m, bool right );
static inline int8_t ms_lightbeamFixOverride = 0, ms_rotorFixOverride = 0; // 0 - normal, 1 - always on, -1 - always off
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bool IgnoresLightbeamFix() const;
bool IgnoresRotorFix() const;
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void DoHeadLightBeam( int type, CMatrix& m, bool right )
{
std::invoke( orgDoHeadLightBeam, this, type, m, right );
}
void DoHeadLightBeam_LightBeamFixSaveObj( int type, CMatrix& m, bool right );
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};
class NOVMT CAutomobile : public CVehicle
{
public:
BYTE paddd[24];
CDoor Door[NUM_DOORS];
RwFrame* m_pCarNode[25];
CBouncingPanel m_aBouncingPanel[3];
BYTE padding[320];
float m_fRotorSpeed;
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BYTE __rotorpad[72];
float m_fHeightAboveRoad;
float m_fRearHeightAboveRoad;
BYTE __moarpad[172];
float m_fGunOrientation;
float m_fGunElevation;
float m_fUnknown;
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float m_fSpecialComponentAngle;
BYTE __pad3[44];
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public:
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inline void PreRender_Stub()
{ CAutomobile::PreRender(); }
virtual void PreRender() override;
void Fix_SilentPatch();
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RwFrame* GetTowBarFrame() const;
static void (CAutomobile::*orgAutomobilePreRender)();
static float ms_engineCompSpeed;
private:
void ResetFrames();
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void ProcessPhoenixBlower( int32_t modelID );
void ProcessSweeper();
void ProcessNewsvan();
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};
class NOVMT CHeli : public CAutomobile
{
public:
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inline void Render_Stub()
{ CHeli::Render(); }
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virtual void Render() override;
};
class NOVMT CPlane : public CAutomobile
{
public:
BYTE __pad[60];
float m_fPropellerSpeed;
public:
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inline void Render_Stub()
{ CPlane::Render(); }
inline void PreRender_Stub()
{ CPlane::PreRender(); }
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virtual void Render() override;
virtual void PreRender() override;
void Fix_SilentPatch();
static void (CPlane::*orgPlanePreRender)();
};
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class NOVMT CTrailer : public CAutomobile
{
public:
virtual bool GetTowBarPos(CVector& posnOut, bool defaultPos, CVehicle* trailer) override;
inline bool GetTowBarPos_Stub( CVector& pos, bool anyPos, CVehicle* trailer )
{
return CTrailer::GetTowBarPos( pos, anyPos, trailer );
}
inline bool GetTowBarPos_GTA( CVector& pos, bool anyPos, CVehicle* trailer )
{
return std::invoke(orgGetTowBarPos, this, pos, anyPos, trailer);
}
static inline bool (CTrailer::*orgGetTowBarPos)(CVector& pos, bool anyPos, CVehicle* trailer);
};
class NOVMT CBoat : public CVehicle
{
uint8_t __pad[16];
RwFrame* m_pBoatNode[12];
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};
class CStoredCar
{
private:
CVector m_position;
uint32_t m_handlingFlags;
uint8_t m_flags;
uint16_t m_modelIndex;
uint16_t m_carMods[15];
uint8_t m_colour[4];
uint8_t m_radioStation;
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int8_t m_extra[2];
uint8_t m_bombType;
uint8_t m_remapIndex;
uint8_t m_nitro;
int8_t m_angleX, m_angleY, m_angleZ;
public:
static CVehicle* (CStoredCar::*orgRestoreCar)();
CVehicle* RestoreCar_SilentPatch();
};
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void ReadRotorFixExceptions(const wchar_t* pPath);
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void ReadLightbeamFixExceptions(const wchar_t* pPath);
namespace LightbeamFix
{
void SetCurrentVehicle( CVehicle* vehicle );
}
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static_assert(sizeof(CDoor) == 0x18, "Wrong size: CDoor");
static_assert(sizeof(CBouncingPanel) == 0x20, "Wrong size: CBouncingPanel");
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static_assert(sizeof(CVehicle) == 0x5A0, "Wrong size: CVehicle");
static_assert(sizeof(CAutomobile) == 0x988, "Wrong size: CAutomobile");
static_assert(sizeof(CStoredCar) == 0x40, "Wrong size: CStoredCar");
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#endif