mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-11-22 21:42:28 +01:00
480 lines
16 KiB
C++
480 lines
16 KiB
C++
#ifndef __VEHICLE
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#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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#include "Utils/HookEach.hpp"
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enum eVehicleType
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{
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VEHICLE_AUTOMOBILE,
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VEHICLE_MTRUCK,
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VEHICLE_QUAD,
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VEHICLE_HELI,
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VEHICLE_PLANE,
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VEHICLE_BOAT,
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VEHICLE_TRAIN,
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VEHICLE_FHELI,
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VEHICLE_FPLANE,
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VEHICLE_BIKE,
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VEHICLE_BMX,
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VEHICLE_TRAILER
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};
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struct CVehicleFlags
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{
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//0x428
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unsigned char bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
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unsigned char bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
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unsigned char bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
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unsigned char bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
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unsigned char bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
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unsigned char bIsHandbrakeOn: 1; // How's the handbrake doing ?
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unsigned char bLightsOn: 1; // Are the lights switched on ?
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unsigned char bFreebies: 1; // Any freebies left in this vehicle ?
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//0x429
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unsigned char bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
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unsigned char bIsBus: 1; // Is this vehicle a bus
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unsigned char bIsBig: 1; // Is this vehicle big
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unsigned char bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
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unsigned char bComedyControls: 1; // Will make the car hard to control (hopefully in a funny way)
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unsigned char bWarnedPeds: 1; // Has scan and warn peds of danger been processed?
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unsigned char bCraneMessageDone: 1; // A crane message has been printed for this car allready
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// unsigned char bExtendedRange: 1; // This vehicle needs to be a bit further away to get deleted
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unsigned char bTakeLessDamage: 1; // This vehicle is stronger (takes about 1/4 of damage)
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//0x42A
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unsigned char bIsDamaged: 1; // This vehicle has been damaged and is displaying all its components
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unsigned char bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
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unsigned char bFadeOut: 1; // Fade vehicle out
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unsigned char bIsBeingCarJacked: 1;
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unsigned char bCreateRoadBlockPeds : 1;// If this vehicle gets close enough we will create peds (coppers or gang members) round it
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unsigned char bCanBeDamaged: 1; // Set to FALSE during cut scenes to avoid explosions
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// unsigned char bUsingSpecialColModel : 1;
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// Is player vehicle using special collision model, stored in player strucure
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unsigned char bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
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unsigned char bGunSwitchedOff: 1; // Level designers can use this to switch off guns on boats
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//0x42B
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unsigned char bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
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unsigned char bIsCarParkVehicle: 1; // Car has been created using the special CAR_PARK script command
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unsigned char bHasAlreadyBeenRecorded : 1; // Used for replays
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unsigned char bPartOfConvoy: 1;
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unsigned char bHeliMinimumTilt: 1; // This heli should have almost no tilt really
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unsigned char bAudioChangingGear: 1; // sounds like vehicle is changing gear
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unsigned char bIsDrowning: 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
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unsigned char bTyresDontBurst: 1; // If this is set the tyres are invincible
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//0x42C
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unsigned char bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
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unsigned char bRestingOnPhysical: 1; // Dont go static cause car is sitting on a physical object that might get removed
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unsigned char bParking : 1;
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unsigned char bCanPark : 1;
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unsigned char bFireGun: 1; // Does the ai of this vehicle want to fire it's gun?
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unsigned char bDriverLastFrame: 1; // Was there a driver present last frame ?
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unsigned char bNeverUseSmallerRemovalRange: 1;// Some vehicles (like planes) we don't want to remove just behind the camera.
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unsigned char bIsRCVehicle: 1; // Is this a remote controlled (small) vehicle. True whether the player or AI controls it.
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//0x42D
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unsigned char bAlwaysSkidMarks: 1; // This vehicle leaves skidmarks regardless of the wheels' states.
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unsigned char bEngineBroken: 1; // Engine doesn't work. Player can get in but the vehicle won't drive
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unsigned char bVehicleCanBeTargetted : 1;// The ped driving this vehicle can be targetted, (for Torenos plane mission)
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unsigned char bPartOfAttackWave: 1; // This car is used in an attack during a gang war
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unsigned char bWinchCanPickMeUp: 1; // This car cannot be picked up by any ropes.
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unsigned char bImpounded: 1; // Has this vehicle been in a police impounding garage
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unsigned char bVehicleCanBeTargettedByHS : 1;// Heat seeking missiles will not target this vehicle.
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unsigned char bSirenOrAlarm: 1; // Set to TRUE if siren or alarm active, else FALSE
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//0x42E
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unsigned char bHasGangLeaningOn: 1;
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unsigned char bGangMembersForRoadBlock : 1;// Will generate gang members if NumPedsForRoadBlock > 0
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unsigned char bDoesProvideCover: 1; // If this is false this particular vehicle can not be used to take cover behind.
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unsigned char bMadDriver: 1; // This vehicle is driving like a lunatic
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unsigned char bUpgradedStereo: 1; // This vehicle has an upgraded stereo
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unsigned char bConsideredByPlayer: 1; // This vehicle is considered by the player to enter
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unsigned char bPetrolTankIsWeakPoint : 1;// If false shootong the petrol tank will NOT Blow up the car
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unsigned char bDisableParticles: 1; // Disable particles from this car. Used in garage.
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//0x42F
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unsigned char bHasBeenResprayed: 1; // Has been resprayed in a respray garage. Reset after it has been checked.
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unsigned char bUseCarCheats: 1; // If this is true will set the car cheat stuff up in ProcessControl()
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unsigned char bDontSetColourWhenRemapping : 1;// If the texture gets remapped we don't want to change the colour with it.
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unsigned char bUsedForReplay: 1; // This car is controlled by replay and should be removed when replay is done.
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};
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class CBouncingPanel
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{
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public:
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short m_nNodeIndex;
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short m_nBouncingType;
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float m_fBounceRange;
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CVector field_8;
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CVector m_vecBounceVector;
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};
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class CDoor
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{
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private:
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float m_fOpenAngle;
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float m_fClosedAngle;
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int16_t m_nDirn;
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uint8_t m_nAxis;
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uint8_t m_nDoorState;
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float m_fAngle;
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float m_fPrevAngle;
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float m_fAngVel;
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public:
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void SetExtraWheelPositions( float openAngle, float closedAngle, float angle, float prevAngle )
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{
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m_fOpenAngle = openAngle;
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m_fClosedAngle = closedAngle;
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m_fAngle = angle;
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m_fPrevAngle = prevAngle;
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}
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};
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class CDamageManager
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{
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private:
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float WheelDamageEffect;
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uint8_t EngineStatus;
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uint8_t Wheel[4];
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uint8_t Door[6];
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uint32_t Lights;
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uint32_t Panels;
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public:
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uint32_t GetWheelStatus(int wheelID) const
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{
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return Wheel[wheelID];
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}
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};
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static_assert(sizeof(CDamageManager) == 0x18, "Wrong size: CDamageManager");
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enum eRotAxis
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{
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ROT_AXIS_X = 0,
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ROT_AXIS_Y = 1,
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ROT_AXIS_Z = 2
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};
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enum eDoors
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{
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BONNET,
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BOOT,
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FRONT_LEFT_DOOR,
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FRONT_RIGHT_DOOR,
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REAR_LEFT_DOOR,
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REAR_RIGHT_DOOR,
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NUM_DOORS
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};
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#define FLAG_HYDRAULICS_INSTALLED 0x20000
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class NOVMT CVehicle : public CPhysical
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{
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protected:
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BYTE __pad0[596];
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uint32_t hFlagsLocal;
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BYTE __pad1[152];
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CVehicleFlags m_nVehicleFlags;
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BYTE __pad2[48];
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CPed* m_pDriver;
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CPed* m_apPassengers[8];
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BYTE __pad8[24];
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float m_fGasPedal;
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float m_fBrakePedal;
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uint8_t m_VehicleCreatedBy;
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uint8_t m_BombOnBoard : 3;
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BYTE __pad6[35];
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CEntity* m_pBombOwner;
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signed int m_nTimeTillWeNeedThisCar;
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BYTE __pad4[56];
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CEntity* pDamagingEntity;
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BYTE __pad3[116];
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char padpad, padpad2, padpad3;
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int8_t PlateDesign;
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RwTexture* PlateTexture;
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BYTE __pad78[4];
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uint32_t m_dwVehicleClass;
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uint32_t m_dwVehicleSubClass;
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FLAUtils::int16 m_remapTxdSlot;
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FLAUtils::int16 m_remapTxdSlotToLoad;
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RwTexture* m_pRemapTexture;
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public:
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CVehicleFlags& GetVehicleFlags()
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{ return m_nVehicleFlags; }
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CEntity* GetDamagingEntity()
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{ return pDamagingEntity; }
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uint32_t GetClass() const
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{ return m_dwVehicleClass; }
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CPed* GetDriver() const
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{ return m_pDriver;}
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void SetBombOnBoard( uint32_t bombOnBoard )
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{ m_BombOnBoard = bombOnBoard; }
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void SetBombOwner( CEntity* owner )
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{ m_pBombOwner = owner; }
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virtual void ProcessControlCollisionCheck();
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virtual void ProcessControlInputs(unsigned char playerNum);
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// component index in m_apModelNodes array
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virtual void GetComponentWorldPosition(int componentId, CVector& posnOut);
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// component index in m_apModelNodes array
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virtual bool IsComponentPresent(int componentId);
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virtual void OpenDoor(CPed* ped, int componentId, eDoors door, float doorOpenRatio, bool playSound);
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virtual void ProcessOpenDoor(CPed* ped, unsigned int doorComponentId, unsigned int arg2, unsigned int arg3, float arg4);
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virtual float GetDooorAngleOpenRatio(unsigned int door);
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virtual float GetDooorAngleOpenRatio(eDoors door);
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virtual bool IsDoorReady(unsigned int door);
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virtual bool IsDoorReady(eDoors door);
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virtual bool IsDoorFullyOpen(unsigned int door);
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virtual bool IsDoorFullyOpen(eDoors door);
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virtual bool IsDoorClosed(unsigned int door);
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virtual bool IsDoorClosed(eDoors door);
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virtual bool IsDoorMissing(unsigned int door);
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virtual bool IsDoorMissing(eDoors door);
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// check if car has roof as extra
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virtual bool IsOpenTopCar() const;
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// remove ref to this entity
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virtual void RemoveRefsToVehicle(CEntity* entity);
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virtual void BlowUpCar(CEntity* damager, unsigned char bHideExplosion);
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virtual void BlowUpCarCutSceneNoExtras(bool bNoCamShake, bool bNoSpawnFlyingComps, bool bDetachWheels, bool bExplosionSound);
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virtual bool SetUpWheelColModel(CColModel* wheelCol);
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// 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
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virtual bool BurstTyre(unsigned char tyreComponentId, bool bPhysicalEffect);
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virtual bool IsRoomForPedToLeaveCar(unsigned int arg0, CVector* arg1);
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virtual void ProcessDrivingAnims(CPed* driver, unsigned char arg1);
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// get special ride anim data for bile or quad
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virtual void* GetRideAnimData();
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virtual void SetupSuspensionLines();
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virtual CVector AddMovingCollisionSpeed(CVector& arg0);
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virtual void Fix();
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virtual void SetupDamageAfterLoad();
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virtual void DoBurstAndSoftGroundRatios();
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virtual float GetHeightAboveRoad();
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virtual void PlayCarHorn();
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virtual int GetNumContactWheels();
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virtual void VehicleDamage(float damageIntensity, unsigned short collisionComponent, CEntity* damager, CVector* vecCollisionCoors, CVector* vecCollisionDirection, eWeaponType weapon);
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virtual bool CanPedStepOutCar(bool arg0);
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virtual bool CanPedJumpOutCar(CPed* ped);
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virtual bool GetTowHitchPos(CVector& posnOut, bool defaultPos, CVehicle* trailer);
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virtual bool GetTowBarPos(CVector& posnOut, bool defaultPos, CVehicle* trailer);
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// always return true
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virtual bool SetTowLink(CVehicle* arg0, bool arg1);
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virtual bool BreakTowLink();
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virtual float FindWheelWidth(bool bRear);
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// always return true
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virtual bool Save();
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// always return true
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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);
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void CustomCarPlate_BeforeRenderingStart(CVehicleModelInfo* pModelInfo);
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void CustomCarPlate_AfterRenderingStop(CVehicleModelInfo* pModelInfo);
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bool HasFirelaLadder() const;
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void* PlayPedHitSample_GetColModel();
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bool IsLawEnforcementVehicle();
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CPed* PickRandomPassenger();
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bool CanThisVehicleBeImpounded() const;
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int32_t GetRemapIndex();
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static void SetComponentRotation( RwFrame* component, eRotAxis axis, float angle, bool absolute = true );
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static void SetComponentAtomicAlpha(RpAtomic* pAtomic, int nAlpha);
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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;
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bool IgnoresRotorFix() const;
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bool IsOpenTopCarOrQuadbike() const;
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private:
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template<std::size_t Index>
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static void (CVehicle::*orgDoHeadLightBeam)(int type, CMatrix& m, bool right);
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template<std::size_t Index>
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void DoHeadLightBeam_LightBeamFixSaveObj(int type, CMatrix& m, bool right)
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{
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LightbeamFix::SetCurrentVehicle(this);
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std::invoke(orgDoHeadLightBeam<Index>, this, type, m, right);
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LightbeamFix::SetCurrentVehicle(nullptr);
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}
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public:
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HOOK_EACH_FUNC(DoHeadLightBeam, orgDoHeadLightBeam, &DoHeadLightBeam_LightBeamFixSaveObj);
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};
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class NOVMT CAutomobile : public CVehicle
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{
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public:
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CDamageManager m_DamageManager;
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CDoor Door[NUM_DOORS];
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RwFrame* m_pCarNode[25];
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CBouncingPanel m_aBouncingPanel[3];
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BYTE padding[320];
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float m_fRotorSpeed;
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BYTE __rotorpad[72];
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float m_fHeightAboveRoad;
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float m_fRearHeightAboveRoad;
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BYTE __moarpad[172];
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float m_fGunOrientation;
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float m_fGunElevation;
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float m_fUnknown;
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float m_fSpecialComponentAngle;
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BYTE __pad3[44];
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public:
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template<std::size_t Index>
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static void (CAutomobile::*orgAutomobilePreRender)();
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template<std::size_t Index>
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void PreRender_SilentPatch()
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{
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BeforePreRender();
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std::invoke(orgAutomobilePreRender<Index>, this);
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AfterPreRender();
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}
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HOOK_EACH_FUNC(PreRender, orgAutomobilePreRender, &PreRender_SilentPatch);
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void HideDestroyedWheels_SilentPatch(void (CAutomobile::*spawnFlyingComponentCB)(int, unsigned int), int nodeID, unsigned int modelID);
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template<std::size_t Index>
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static void (CAutomobile::*orgSpawnFlyingComponent)(int, unsigned int);
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template<std::size_t Index>
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void SpawnFlyingComponent_HideWheels(int nodeID, unsigned int modelID)
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{
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HideDestroyedWheels_SilentPatch(orgSpawnFlyingComponent<Index>, nodeID, modelID);
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}
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HOOK_EACH_FUNC(SpawnFlyingComponent, orgSpawnFlyingComponent, &SpawnFlyingComponent_HideWheels);
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void Fix_SilentPatch();
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RwFrame* GetTowBarFrame() const;
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static float ms_engineCompSpeed;
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private:
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void BeforePreRender();
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void AfterPreRender();
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void ResetFrames();
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void ProcessPhoenixBlower( int32_t modelID );
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void ProcessSweeper();
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void ProcessNewsvan();
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};
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class NOVMT CHeli : public CAutomobile
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{
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public:
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inline void Render_Stub()
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{ CHeli::Render(); }
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virtual void Render() override;
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};
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class NOVMT CPlane : public CAutomobile
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{
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public:
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BYTE __pad[60];
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float m_fPropellerSpeed;
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public:
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inline void Render_Stub()
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{ CPlane::Render(); }
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inline void PreRender_Stub()
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{ CPlane::PreRender(); }
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virtual void Render() override;
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virtual void PreRender() override;
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void Fix_SilentPatch();
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static void (CPlane::*orgPlanePreRender)();
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};
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class NOVMT CTrailer : public CAutomobile
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{
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public:
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virtual bool GetTowBarPos(CVector& posnOut, bool defaultPos, CVehicle* trailer) override;
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inline bool GetTowBarPos_Stub( CVector& pos, bool anyPos, CVehicle* trailer )
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{
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return CTrailer::GetTowBarPos( pos, anyPos, trailer );
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}
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inline bool GetTowBarPos_GTA( CVector& pos, bool anyPos, CVehicle* trailer )
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{
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return std::invoke(orgGetTowBarPos, this, pos, anyPos, trailer);
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}
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static inline bool (CTrailer::*orgGetTowBarPos)(CVector& pos, bool anyPos, CVehicle* trailer);
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};
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class NOVMT CBoat : public CVehicle
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{
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uint8_t __pad[16];
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RwFrame* m_pBoatNode[12];
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};
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class CStoredCar
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{
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private:
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CVector m_position;
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uint32_t m_handlingFlags;
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uint8_t m_flags;
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uint16_t m_modelIndex;
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uint16_t m_carMods[15];
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uint8_t m_colour[4];
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uint8_t m_radioStation;
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int8_t m_extra[2];
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uint8_t m_bombType;
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uint8_t m_remapIndex;
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uint8_t m_nitro;
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int8_t m_angleX, m_angleY, m_angleZ;
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private:
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template<std::size_t Index>
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static CVehicle* (CStoredCar::*orgRestoreCar)();
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template<std::size_t Index>
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CVehicle* RestoreCar_SilentPatch()
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{
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return RestoreCar_LoadBombOwnership(std::invoke(orgRestoreCar<Index>, this));
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}
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public:
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HOOK_EACH_FUNC(RestoreCar, orgRestoreCar, &RestoreCar_SilentPatch);
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private:
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CVehicle* RestoreCar_LoadBombOwnership(CVehicle* vehicle);
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};
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void ReadRotorFixExceptions(const wchar_t* pPath);
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void ReadLightbeamFixExceptions(const wchar_t* pPath);
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namespace LightbeamFix
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{
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void SetCurrentVehicle( CVehicle* vehicle );
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}
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static_assert(sizeof(CDoor) == 0x18, "Wrong size: CDoor");
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static_assert(sizeof(CBouncingPanel) == 0x20, "Wrong size: CBouncingPanel");
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static_assert(sizeof(CVehicle) == 0x5A0, "Wrong size: CVehicle");
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static_assert(sizeof(CAutomobile) == 0x988, "Wrong size: CAutomobile");
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static_assert(sizeof(CStoredCar) == 0x40, "Wrong size: CStoredCar");
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#endif |