#ifndef __VEHICLE #define __VEHICLE #include "GeneralSA.h" #include "ModelInfoSA.h" #include "PedSA.h" 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 }; 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; } }; enum eRotAxis { ROT_AXIS_X = 0, ROT_AXIS_Y = 1, ROT_AXIS_Z = 2 }; enum eDoors { BONNET, BOOT, FRONT_LEFT_DOOR, FRONT_RIGHT_DOOR, REAR_LEFT_DOOR, REAR_RIGHT_DOOR, NUM_DOORS }; #define FLAG_HYDRAULICS_INSTALLED 0x20000 class NOVMT CVehicle : public CPhysical { protected: BYTE __pad0[596]; uint32_t hFlagsLocal; BYTE __pad1[152]; CVehicleFlags m_nVehicleFlags; BYTE __pad2[48]; CPed* m_pDriver; CPed* m_apPassengers[8]; BYTE __pad8[24]; float m_fGasPedal; float m_fBrakePedal; uint8_t m_VehicleCreatedBy; uint8_t m_BombOnBoard : 3; BYTE __pad6[35]; CEntity* m_pBombOwner; signed int m_nTimeTillWeNeedThisCar; BYTE __pad4[56]; CEntity* pDamagingEntity; BYTE __pad3[116]; char padpad, padpad2, padpad3; int8_t PlateDesign; RwTexture* PlateTexture; BYTE __pad78[4]; uint32_t m_dwVehicleClass; uint32_t m_dwVehicleSubClass; FLAUtils::int16 m_remapTxdSlot; FLAUtils::int16 m_remapTxdSlotToLoad; RwTexture* m_pRemapTexture; public: CVehicleFlags& GetVehicleFlags() { return m_nVehicleFlags; } CEntity* GetDamagingEntity() { return pDamagingEntity; } uint32_t GetClass() const { return m_dwVehicleClass; } CPed* GetDriver() const { return m_pDriver;} void SetBombOnBoard( uint32_t bombOnBoard ) { m_BombOnBoard = bombOnBoard; } void SetBombOwner( CEntity* owner ) { m_pBombOwner = owner; } 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(); virtual void Render() override; virtual void PreRender() override; bool CustomCarPlate_TextureCreate(CVehicleModelInfo* pModelInfo); void CustomCarPlate_BeforeRenderingStart(CVehicleModelInfo* pModelInfo); //void CustomCarPlate_AfterRenderingStop(CVehicleModelInfo* pModelInfo); bool HasFirelaLadder() const; void* PlayPedHitSample_GetColModel(); bool IsLawEnforcementVehicle(); CPed* PickRandomPassenger(); int32_t GetRemapIndex(); static void SetComponentRotation( RwFrame* component, eRotAxis axis, float angle, bool absolute = true ); static void SetComponentAtomicAlpha(RpAtomic* pAtomic, int nAlpha); 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 bool IgnoresLightbeamFix() const; bool IgnoresRotorFix() const; void DoHeadLightBeam( int type, CMatrix& m, bool right ) { std::invoke( orgDoHeadLightBeam, this, type, m, right ); } void DoHeadLightBeam_LightBeamFixSaveObj( int type, CMatrix& m, bool right ); }; 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; BYTE __rotorpad[72]; float m_fHeightAboveRoad; float m_fRearHeightAboveRoad; BYTE __moarpad[172]; float m_fGunOrientation; float m_fGunElevation; float m_fUnknown; float m_fSpecialComponentAngle; BYTE __pad3[44]; public: inline void PreRender_Stub() { CAutomobile::PreRender(); } virtual void PreRender() override; void Fix_SilentPatch(); RwFrame* GetTowBarFrame() const; static void (CAutomobile::*orgAutomobilePreRender)(); static float ms_engineCompSpeed; private: void ResetFrames(); void ProcessPhoenixBlower( int32_t modelID ); void ProcessSweeper(); void ProcessNewsvan(); }; class NOVMT CHeli : public CAutomobile { public: inline void Render_Stub() { CHeli::Render(); } virtual void Render() override; }; class NOVMT CPlane : public CAutomobile { public: BYTE __pad[60]; float m_fPropellerSpeed; public: inline void Render_Stub() { CPlane::Render(); } inline void PreRender_Stub() { CPlane::PreRender(); } virtual void Render() override; virtual void PreRender() override; void Fix_SilentPatch(); static void (CPlane::*orgPlanePreRender)(); }; 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]; }; 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; uint8_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(); }; void ReadRotorFixExceptions(const wchar_t* pPath); void ReadLightbeamFixExceptions(const wchar_t* pPath); namespace LightbeamFix { void SetCurrentVehicle( CVehicle* vehicle ); } static_assert(sizeof(CDoor) == 0x18, "Wrong size: CDoor"); static_assert(sizeof(CBouncingPanel) == 0x20, "Wrong size: CBouncingPanel"); static_assert(sizeof(CVehicle) == 0x5A0, "Wrong size: CVehicle"); static_assert(sizeof(CAutomobile) == 0x988, "Wrong size: CAutomobile"); static_assert(sizeof(CStoredCar) == 0x40, "Wrong size: CStoredCar"); #endif