SilentPatch/SilentPatchSA/GeneralSA.h

617 lines
18 KiB
C++

#ifndef __GENERAL
#define __GENERAL
#include <stdint.h>
#include "TheFLAUtils.h"
class CSimpleTransform
{
public:
CVector m_translate;
float m_heading;
};
class CRGBA
{
public:
uint8_t r, g, b, a;
inline CRGBA() {}
inline constexpr CRGBA(const CRGBA& in)
: r(in.r), g(in.g), b(in.b), a(in.a)
{}
inline constexpr CRGBA(const CRGBA& in, uint8_t alpha)
: r(in.r), g(in.g), b(in.b), a(alpha)
{}
inline constexpr CRGBA(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = 255)
: r(red), g(green), b(blue), a(alpha)
{}
friend constexpr CRGBA Blend(const CRGBA& From, const CRGBA& To, double BlendVal)
{ double InvBlendVal = 1.0 - BlendVal;
return CRGBA( uint8_t(To.r * BlendVal + From.r * InvBlendVal),
uint8_t(To.g * BlendVal + From.g * InvBlendVal),
uint8_t(To.b * BlendVal + From.b * InvBlendVal),
uint8_t(To.a * BlendVal + From.a * InvBlendVal)); }
friend constexpr CRGBA BlendSqr(const CRGBA& From, const CRGBA& To, double BlendVal)
{ double InvBlendVal = 1.0 - BlendVal;
return CRGBA( uint8_t(sqrt((To.r * To.r) * BlendVal + (From.r * From.r) * InvBlendVal)),
uint8_t(sqrt((To.g * To.g) * BlendVal + (From.g * From.g) * InvBlendVal)),
uint8_t(sqrt((To.b * To.b) * BlendVal + (From.b * From.b) * InvBlendVal)),
uint8_t(sqrt((To.a * To.a) * BlendVal + (From.a * From.a) * InvBlendVal))); }
// SilentPatch
CRGBA* BlendGangColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
CRGBA* BlendGangColour_Dynamic(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
};
class CRect
{
public:
float x1, y1;
float x2, y2;
inline CRect() {}
inline constexpr 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 ? &m_pCoords->GetPos() : &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->GetPos() = pos; }
else m_transform.m_translate = pos; }
inline void SetHeading(float fHeading)
{ if ( m_pCoords ) m_pCoords->SetRotateZOnly(fHeading); else m_transform.m_heading = fHeading; }
};
enum // nStatus
{
STATUS_PLAYER = 0,
STATUS_PLAYER_PLAYBACKFROMBUFFER = 1,
STATUS_SIMPLE = 2,
STATUS_PHYSICS = 3,
STATUS_ABANDONED = 4,
STATUS_WRECKED = 5,
STATUS_PLAYER_REMOTE = 8,
STATUS_PLAYER_DISABLED = 9,
STATUS_TRAILER = 10,
STATUS_SIMPLE_TRAILER = 11,
STATUS_GHOST = 12,
};
// 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
FLAUtils::int16 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 **********//
uint8_t nType : 3; // what type is the entity // 0x36 (2 == Vehicle)
uint8_t nStatus : 5; // control status // 0x36
//********* END CEntityInfo ************//
public:
uint8_t GetStatus() const { return nStatus; }
bool IsVisible();
void SetPositionAndAreaCode( CVector position );
};
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
};
enum // m_objectCreatedBy
{
GAME_OBJECT = 1,
MISSION_OBJECT = 2,
TEMP_OBJECT = 3,
MISSION_BRAIN_OBJECT = 6,
};
class NOVMT CObject : public CPhysical
{
public:
void* m_pObjectList;
uint8_t m_objectCreatedBy;
__int8 field_13D;
__int16 field_13E;
bool bObjectFlag0 : 1;
bool bObjectFlag1 : 1;
bool bObjectFlag2 : 1;
bool bObjectFlag3 : 1;
bool bObjectFlag4 : 1;
bool bObjectFlag5 : 1;
bool m_bIsExploded : 1;
bool bObjectFlag7 : 1;
bool m_bIsLampPost : 1;
bool m_bIsTargetable : 1;
bool m_bIsBroken : 1;
bool m_bTrainCrossEnabled : 1;
bool m_bIsPhotographed : 1;
bool m_bIsLiftable : 1;
bool bObjectFlag14 : 1;
bool m_bIsDoor : 1;
bool m_bHasNoModel : 1;
bool m_bIsScaled : 1;
bool m_bCanBeAttachedToMagnet : 1;
bool bObjectFlag19 : 1;
bool bObjectFlag20 : 1;
bool bObjectFlag21 : 1;
bool m_bFadingIn : 1;
bool m_bAffectedByColBrightness : 1;
bool bObjectFlag24 : 1;
bool m_bDoNotRender : 1;
bool m_bFadingIn2 : 1;
bool bObjectFlag27 : 1;
bool bObjectFlag28 : 1;
bool bObjectFlag29 : 1;
bool bObjectFlag30 : 1;
bool bObjectFlag31 : 1;
unsigned char m_nColDamageEffect;
__int8 field_145;
__int8 field_146;
__int8 field_147;
unsigned char m_nLastWeaponDamage;
unsigned char m_nColBrightness;
FLAUtils::int16 m_wCarPartModelIndex;
// this is used for detached car parts
FLAUtils::int8 m_nCarColor[4];
// time when this object must be deleted
unsigned __int32 m_dwRemovalTime;
float m_fHealth;
// this is used for door objects
float m_fDoorStartAngle;
float m_fScale;
void* m_pObjectInfo;
void* m_pFire; // CFire *
short field_168;
// this is used for detached car parts
short m_wPaintjobTxd;
// this is used for detached car parts
RwTexture* m_pPaintjobTex;
void* m_pDummyObject;
// time when particles must be stopped
signed int m_dwTimeToStopParticles;
float m_fParticlesIntensity;
public:
inline void Render_Stub()
{ CObject::Render(); }
virtual void Render() override;
static void TryToFreeUpTempObjects_SilentPatch( int numObjects );
static std::tuple<int,int> TryOrFreeUpTempObjects( int numObjects, bool force );
};
class CZoneInfo
{
public:
unsigned char GangDensity[10];
unsigned char DrugDealerCounter;
CRGBA ZoneColour;
bool unk1 : 1;
bool unk2 : 1;
bool unk3 : 1;
bool unk4 : 1;
bool unk5 : 1;
bool bUseColour : 1;
bool bInGangWar : 1;
bool bNoCops : 1;
unsigned char flags;
};
enum eWeaponSkill
{
WEAPONSKILL_POOR = 0,
WEAPONSKILL_STD,
WEAPONSKILL_PRO,
WEAPONSKILL_SPECIAL, // for cops using pistols differently for example
WEAPONSKILL_MAX_NUMBER
};
enum eFireType
{
FIRETYPE_MELEE,
FIRETYPE_INSTANT_HIT,
FIRETYPE_PROJECTILE,
FIRETYPE_AREA_EFFECT,
FIRETYPE_CAMERA,
FIRETYPE_USE,
FIRETYPE_LAST_FIRETYPE
};
enum eWeaponSlot
{
WEAPONSLOT_TYPE_UNARMED = 0,
WEAPONSLOT_TYPE_MELEE,
WEAPONSLOT_TYPE_HANDGUN,
WEAPONSLOT_TYPE_SHOTGUN,
WEAPONSLOT_TYPE_SMG, //4
WEAPONSLOT_TYPE_MG,
WEAPONSLOT_TYPE_RIFLE,
WEAPONSLOT_TYPE_HEAVY,
WEAPONSLOT_TYPE_THROWN,
WEAPONSLOT_TYPE_SPECIAL, //9
WEAPONSLOT_TYPE_GIFT, //10
WEAPONSLOT_TYPE_PARACHUTE, //11
WEAPONSLOT_TYPE_DETONATOR, //12
WEAPONSLOT_MAX
};
enum eWeaponState
{
WEAPONSTATE_READY,
WEAPONSTATE_FIRING,
WEAPONSTATE_RELOADING,
WEAPONSTATE_OUT_OF_AMMO,
WEAPONSTATE_MELEE_MADECONTACT
};
/**
* Contains the weapon types/models
*/
enum eWeaponType
{
WEAPONTYPE_UNARMED=0,
WEAPONTYPE_BRASSKNUCKLE,
WEAPONTYPE_GOLFCLUB,
WEAPONTYPE_NIGHTSTICK,
WEAPONTYPE_KNIFE,
WEAPONTYPE_BASEBALLBAT,
WEAPONTYPE_SHOVEL,
WEAPONTYPE_POOL_CUE,
WEAPONTYPE_KATANA,
WEAPONTYPE_CHAINSAW,
// gifts
WEAPONTYPE_DILDO1, // 10
WEAPONTYPE_DILDO2,
WEAPONTYPE_VIBE1,
WEAPONTYPE_VIBE2,
WEAPONTYPE_FLOWERS,
WEAPONTYPE_CANE,
WEAPONTYPE_GRENADE,
WEAPONTYPE_TEARGAS,
WEAPONTYPE_MOLOTOV,
WEAPONTYPE_ROCKET,
WEAPONTYPE_ROCKET_HS, // 20
WEAPONTYPE_FREEFALL_BOMB,
// FIRST SKILL WEAPON
WEAPONTYPE_PISTOL, // handguns
WEAPONTYPE_PISTOL_SILENCED,
WEAPONTYPE_DESERT_EAGLE,
WEAPONTYPE_SHOTGUN, // shotguns
WEAPONTYPE_SAWNOFF_SHOTGUN, // one handed
WEAPONTYPE_SPAS12_SHOTGUN,
WEAPONTYPE_MICRO_UZI, // submachine guns
WEAPONTYPE_MP5,
WEAPONTYPE_AK47, // 30 // machine guns
WEAPONTYPE_M4,
WEAPONTYPE_TEC9, // this uses stat from the micro_uzi
// END SKILL WEAPONS
WEAPONTYPE_COUNTRYRIFLE, // rifles
WEAPONTYPE_SNIPERRIFLE,
WEAPONTYPE_ROCKETLAUNCHER, // specials
WEAPONTYPE_ROCKETLAUNCHER_HS,
WEAPONTYPE_FLAMETHROWER,
WEAPONTYPE_MINIGUN,
WEAPONTYPE_REMOTE_SATCHEL_CHARGE,
WEAPONTYPE_DETONATOR, // 40 // plastic explosive
WEAPONTYPE_SPRAYCAN,
WEAPONTYPE_EXTINGUISHER,
WEAPONTYPE_CAMERA,
WEAPONTYPE_NIGHTVISION,
WEAPONTYPE_INFRARED,
WEAPONTYPE_PARACHUTE,
WEAPONTYPE_LAST_WEAPONTYPE,
WEAPONTYPE_ARMOUR,
// these are possible ways to die
WEAPONTYPE_RAMMEDBYCAR,
WEAPONTYPE_RUNOVERBYCAR, // 50
WEAPONTYPE_EXPLOSION,
WEAPONTYPE_UZI_DRIVEBY,
WEAPONTYPE_DROWNING,
WEAPONTYPE_FALL,
WEAPONTYPE_UNIDENTIFIED, // Used for damage being done
WEAPONTYPE_ANYMELEE,
WEAPONTYPE_ANYWEAPON,
WEAPONTYPE_FLARE,
};
class CWeapon
{
public:
eWeaponType m_eWeaponType;
eWeaponState m_eState;
int m_nAmmoInClip;
int m_nAmmoTotal;
int m_nTimer;
int m_Unknown;
void* m_pParticle;
};
class CWeaponInfo
{
public:
DWORD weaponType;
DWORD targetRange;
DWORD weaponRange;
int dwModelID;
int dwModelID2;
int nSlot;
DWORD hexFlags;
DWORD animStyle;
WORD ammoClip;
DWORD fireOffsetX;
DWORD fireOffsetY;
DWORD fireOffsetZ;
DWORD skillLevel;
DWORD reqStatLevel;
float accuracy;
DWORD moveSpeed;
DWORD animLoopStart;
DWORD animLoopEnd;
DWORD animLoopFire;
DWORD animLoop2Start;
DWORD animLoop2End;
DWORD animLoop2Fire;
DWORD breakoutTime;
DWORD speed;
DWORD radius;
DWORD lifespan;
DWORD spread;
DWORD animStyle2;
public:
inline float GetAccuracy()
{ return accuracy; };
inline DWORD GetWeaponType()
{ return weaponType; };
inline DWORD GetClipSize()
{ return ammoClip; };
inline DWORD GetWeaponSlot()
{ return nSlot; };
static CWeaponInfo* (*GetWeaponInfo)(eWeaponType weaponID, signed char bType);
};
class CShadowCamera
{
public:
RwCamera* m_pCamera;
RwTexture* m_pTexture;
public:
void InvertRaster();
RwCamera* Update(CEntity* pEntity);
};
#include <vector>
class CEscalator
{
private:
CVector field_0;
CVector field_C;
CVector field_18;
CVector field_24;
CMatrix m_matrix;
bool field_78;
bool m_bExists;
bool field_7A;
int field_7C;
int field_80;
int field_84;
char gap_88[8];
CVector field_90;
float field_9C;
float field_A0;
CEntity* m_pMainEntity;
CEntity* m_pSteps[42];
public:
static std::vector<CEntity*> ms_entitiesToRemove;
public:
void SwitchOffNoRemove();
};
RpAtomic* ShadowCameraRenderCB(RpAtomic* pAtomic);
static_assert(sizeof(CEntity) == 0x38, "Wrong size: CEntity");
static_assert(sizeof(CPhysical) == 0x138, "Wrong size: CPhysical");
static_assert(sizeof(CObject) == 0x17C, "Wrong size: CObject");
static_assert(sizeof(CEscalator) == 0x150, "Wrong size: CEscalator");
#endif