SilentPatch/SilentPatch/General.h
2014-05-30 20:14:47 +02:00

283 lines
10 KiB
C++

#ifndef __GENERAL
#define __GENERAL
class CSimpleTransform
{
public:
CVector m_translate;
float m_heading;
};
class CRGBA
{
public:
BYTE r, g, b, a;
inline CRGBA() {}
inline CRGBA(const CRGBA& in)
: r(in.r), g(in.g), b(in.b), a(in.a)
{}
inline CRGBA(const CRGBA& in, BYTE alpha)
: r(in.r), g(in.g), b(in.b), a(alpha)
{}
inline CRGBA(BYTE red, BYTE green, BYTE blue, BYTE alpha = 255)
: r(red), g(green), b(blue), a(alpha)
{}
template <typename T>
friend CRGBA Blend(const CRGBA& One, T OneStrength, const CRGBA& Two, T TwoStrength)
{ T TotalStrength = OneStrength + TwoStrength;
return CRGBA( ((One.r * OneStrength) + (Two.r * TwoStrength))/TotalStrength,
((One.g * OneStrength) + (Two.g * TwoStrength))/TotalStrength,
((One.b * OneStrength) + (Two.b * TwoStrength))/TotalStrength,
((One.a * OneStrength) + (Two.a * TwoStrength))/TotalStrength); }
template <typename T>
friend CRGBA Blend(const CRGBA& One, T OneStrength, const CRGBA& Two, T TwoStrength, const CRGBA& Three, T ThreeStrength)
{ T TotalStrength = OneStrength + TwoStrength + ThreeStrength;
return CRGBA( ((One.r * OneStrength) + (Two.r * TwoStrength) + (Three.r * ThreeStrength))/TotalStrength,
((One.g * OneStrength) + (Two.g * TwoStrength) + (Three.g * ThreeStrength))/TotalStrength,
((One.b * OneStrength) + (Two.b * TwoStrength) + (Three.b * ThreeStrength))/TotalStrength,
((One.a * OneStrength) + (Two.a * TwoStrength) + (Three.a * ThreeStrength))/TotalStrength); }
void BaseColors__Constructor();
};
class CRect
{
public:
float x1, y1;
float x2, y2;
inline CRect() {}
inline CRect(float a, float b, float c, float d)
: x1(a), y1(b), x2(c), y2(d)
{}
};
class CPlaceable
{
private:
CSimpleTransform m_transform;
CMatrix* m_pCoords;
public:
// Line up the VMTs
virtual ~CPlaceable() {}
inline CPlaceable() {}
explicit inline CPlaceable(int dummy)
{
// Dummy ctor
UNREFERENCED_PARAMETER(dummy);
}
inline CVector* GetCoords()
{ return m_pCoords ? reinterpret_cast<CVector*>(&m_pCoords->matrix.pos) : &m_transform.m_translate; }
inline CMatrix* GetMatrix()
{ return m_pCoords; }
inline CSimpleTransform& GetTransform()
{ return m_transform; }
inline float GetHeading()
{ return m_pCoords ? atan2(-m_pCoords->GetUp()->x, m_pCoords->GetUp()->y) : m_transform.m_heading; }
inline void SetCoords(const CVector& pos)
{ if ( m_pCoords ) { m_pCoords->matrix.pos.x = pos.x; m_pCoords->matrix.pos.y = pos.y; m_pCoords->matrix.pos.z = pos.z; }
else m_transform.m_translate = pos; }
inline void SetHeading(float fHeading)
{ if ( m_pCoords ) m_pCoords->SetRotateZOnly(fHeading); else m_transform.m_heading = fHeading; }
};
// TODO: May not be the best place to put it?
class NOVMT CEntity : public CPlaceable
{
public:
virtual void Add_CRect();
virtual void Add();
virtual void Remove();
virtual void SetIsStatic(bool);
virtual void SetModelIndex(int nModelIndex);
virtual void SetModelIndexNoCreate(int nModelIndex);
virtual void CreateRwObject();
virtual void DeleteRwObject();
virtual CRect GetBoundRect();
virtual void ProcessControl();
virtual void ProcessCollision();
virtual void ProcessShift();
virtual void TestCollision();
virtual void Teleport();
virtual void SpecialEntityPreCollisionStuff();
virtual void SpecialEntityCalcCollisionSteps();
virtual void PreRender();
virtual void Render();
virtual void SetupLighting();
virtual void RemoveLighting(bool bRemove=true);
virtual void FlagToDestroyWhenNextProcessed();
//private:
RpClump* m_pRwObject; // 0x18
/********** BEGIN CFLAGS (0x1C) **************/
unsigned long bUsesCollision : 1; // does entity use collision
unsigned long bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
unsigned long bIsStatic : 1; // is entity static
unsigned long bHasContacted : 1; // has entity processed some contact forces
unsigned long bIsStuck : 1; // is entity stuck
unsigned long bIsInSafePosition : 1; // is entity in a collision free safe position
unsigned long bWasPostponed : 1; // was entity control processing postponed
unsigned long bIsVisible : 1; //is the entity visible
unsigned long bIsBIGBuilding : 1; // Set if this entity is a big building
unsigned long bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
unsigned long bStreamingDontDelete : 1; // Dont let the streaming remove this
unsigned long bRemoveFromWorld : 1; // remove this entity next time it should be processed
unsigned long bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
unsigned long bImBeingRendered : 1; // don't delete me because I'm being rendered
unsigned long bDrawLast :1; // draw object last
unsigned long bDistanceFade :1; // Fade entity because it is far away
unsigned long bDontCastShadowsOn : 1; // Dont cast shadows on this object
unsigned long bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
unsigned long bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
unsigned long bDontStream : 1; // tell the streaming not to stream me
unsigned long bUnderwater : 1; // this object is underwater change drawing order
unsigned long bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
unsigned long bIsTempBuilding : 1; // whether or not the building is temporary (i.e. can be created and deleted more than once)
unsigned long bDontUpdateHierarchy : 1; // Don't update the aniamtion hierarchy this frame
unsigned long bHasRoadsignText : 1; // entity is roadsign and has some 2deffect text stuff to be rendered
unsigned long bDisplayedSuperLowLOD : 1;
unsigned long bIsProcObject : 1; // set object has been generate by procedural object generator
unsigned long bBackfaceCulled : 1; // has backface culling on
unsigned long bLightObject : 1; // light object with directional lights
unsigned long bUnimportantStream : 1; // set that this object is unimportant, if streaming is having problems
unsigned long bTunnel : 1; // Is this model part of a tunnel
unsigned long bTunnelTransition : 1; // This model should be rendered from within and outside of the tunnel
/********** END CFLAGS **************/
WORD RandomSeed; // 0x20
short m_nModelIndex; // 0x22
void* pReferences; // 0x24
void* m_pLastRenderedLink; // 0x28
WORD m_nScanCode; // 0x2C
BYTE m_iplIndex; // 0x2E
BYTE m_areaCode; // 0x2F
CEntity* m_pLod; // 0x30
BYTE numLodChildren; // 0x34
char numLodChildrenRendered; // 0x35
//********* BEGIN CEntityInfo **********//
BYTE nType : 3; // what type is the entity // 0x36 (2 == Vehicle)
BYTE nStatus : 5; // control status // 0x36
//********* END CEntityInfo ************//
public:
explicit inline CEntity(int dummy)
: CPlaceable(dummy)
{
// Dummy ctor
}
inline short& ModelIndex()
{ return m_nModelIndex; };
inline short GetModelIndex()
{ return m_nModelIndex; }
void UpdateRW();
void RegisterReference(CEntity** pAddress);
void CleanUpOldReference(CEntity** pAddress);
};
class NOVMT CPhysical : public CEntity
{
private:
float pad1; // 56
int __pad2; // 60
unsigned int b0x01 : 1; // 64
unsigned int bApplyGravity : 1;
unsigned int bDisableFriction : 1;
unsigned int bCollidable : 1;
unsigned int b0x10 : 1;
unsigned int bDisableMovement : 1;
unsigned int b0x40 : 1;
unsigned int b0x80 : 1;
unsigned int bSubmergedInWater : 1; // 65
unsigned int bOnSolidSurface : 1;
unsigned int bBroken : 1;
unsigned int b0x800 : 1; // ref @ 0x6F5CF0
unsigned int b0x1000 : 1;//
unsigned int b0x2000 : 1;//
unsigned int b0x4000 : 1;//
unsigned int b0x8000 : 1;//
unsigned int b0x10000 : 1; // 66
unsigned int b0x20000 : 1; // ref @ CPhysical__processCollision
unsigned int bBulletProof : 1;
unsigned int bFireProof : 1;
unsigned int bCollisionProof : 1;
unsigned int bMeeleProof : 1;
unsigned int bInvulnerable : 1;
unsigned int bExplosionProof : 1;
unsigned int b0x1000000 : 1; // 67
unsigned int bAttachedToEntity : 1;
unsigned int b0x4000000 : 1;
unsigned int bTouchingWater : 1;
unsigned int bEnableCollision : 1;
unsigned int bDestroyed : 1;
unsigned int b0x40000000 : 1;
unsigned int b0x80000000 : 1;
CVector m_vecLinearVelocity; // 68
CVector m_vecAngularVelocity; // 80
CVector m_vecCollisionLinearVelocity; // 92
CVector m_vecCollisionAngularVelocity; // 104
CVector m_vForce; // 0x74
CVector m_vTorque; // 0x80
float fMass; // 0x8C
float fTurnMass; // 0x90
float m_fVelocityFrequency; // 0x94
float m_fAirResistance; // 0x98
float m_fElasticity; // 0x9C
float m_fBuoyancyConstant; // 0xA0
CVector vecCenterOfMass; // 0xA4
DWORD dwUnk1; // 0xB0
void* unkCPtrNodeDoubleLink; // 0xB4
BYTE byUnk: 8; // 0xB8
BYTE byCollisionRecords: 8; // 0xB9
BYTE byUnk2: 8; // 0xBA (Baracus)
BYTE byUnk3: 8; // 0xBB
float pad4[6]; // 0xBC
float fDistanceTravelled; // 0xD4
float fDamageImpulseMagnitude; // 0xD8
CEntity* damageEntity; // 0xDC
BYTE pad2[28]; // 0xE0
CEntity* pAttachedEntity; // 0xFC
CVector m_vAttachedPosition; // 0x100
CVector m_vAttachedRotation; // 0x10C
BYTE pad3[20]; // 0x118
float fLighting; // 0x12C col lighting? CPhysical::GetLightingFromCol
float fLighting_2; // 0x130 added to col lighting in CPhysical::GetTotalLighting
BYTE pad3a[4]; // 0x134
public:
// Temp
CPhysical()
: CEntity(0) {}
};
static_assert(sizeof(CEntity) == 0x38, "Wrong size: CEntity");
static_assert(sizeof(CPhysical) == 0x138, "Wrong size: CPhysical");
#endif