diff options
m--------- | librw | 0 | ||||
-rw-r--r-- | src/core/Pools.cpp | 90 | ||||
-rw-r--r-- | src/core/Pools.h | 534 | ||||
-rw-r--r-- | src/core/config.h | 2 | ||||
-rw-r--r-- | src/entities/Entity.h | 2 |
5 files changed, 624 insertions, 4 deletions
diff --git a/librw b/librw -Subproject 09b0b36e7de9866a92a504728f78c780c0d7b8e +Subproject d8d13d44293a58b58d51c3a8e91e3ea76c6d6fe diff --git a/src/core/Pools.cpp b/src/core/Pools.cpp index 4f4588da..8c979f6e 100644 --- a/src/core/Pools.cpp +++ b/src/core/Pools.cpp @@ -110,17 +110,31 @@ INITSAVEBUF CStreaming::LoadAllRequestedModels(false); int32 slot = ReadSaveBuf<int32>(buf); CVehicle* pVehicle; +#ifdef COMPATIBLE_SAVES + char* vbuf = new char[Max(sizeof(CAutomobile_FS), sizeof(CBoat_FS))]; +#else char* vbuf = new char[Max(sizeof(CAutomobile), sizeof(CBoat))]; +#endif if (type == VEHICLE_TYPE_BOAT) { +#ifdef COMPATIBLE_SAVES + memcpy(vbuf, buf, sizeof(CBoat_FS)); + SkipSaveBuf(buf, sizeof(CBoat_FS)); +#else memcpy(vbuf, buf, sizeof(CBoat)); SkipSaveBuf(buf, sizeof(CBoat)); +#endif CBoat* pBoat = new(slot) CBoat(model, RANDOM_VEHICLE); pVehicle = pBoat; --CCarCtrl::NumRandomCars; // why? } else if (type == VEHICLE_TYPE_CAR) { +#ifdef COMPATIBLE_SAVES + memcpy(vbuf, buf, sizeof(CAutomobile_FS)); + SkipSaveBuf(buf, sizeof(CAutomobile_FS)); +#else memcpy(vbuf, buf, sizeof(CAutomobile)); SkipSaveBuf(buf, sizeof(CAutomobile)); +#endif CStreaming::RequestModel(model, 0); // is it needed? CStreaming::LoadAllRequestedModels(false); CAutomobile* pAutomobile = new(slot) CAutomobile(model, RANDOM_VEHICLE); @@ -131,6 +145,10 @@ INITSAVEBUF } else assert(0); +#ifdef COMPATIBLE_SAVES + CVehicle_FS* pBufferVehicle = (CVehicle_FS*)vbuf; + pBufferVehicle->Restore(pVehicle); +#else CVehicle* pBufferVehicle = (CVehicle*)vbuf; pVehicle->GetMatrix() = pBufferVehicle->GetMatrix(); pVehicle->VehicleCreatedBy = pBufferVehicle->VehicleCreatedBy; @@ -166,6 +184,7 @@ INITSAVEBUF (pVehicle->GetAddressOfEntityProperties())[0] = (pBufferVehicle->GetAddressOfEntityProperties())[0]; (pVehicle->GetAddressOfEntityProperties())[1] = (pBufferVehicle->GetAddressOfEntityProperties())[1]; pVehicle->AutoPilot = pBufferVehicle->AutoPilot; +#endif CWorld::Add(pVehicle); delete[] vbuf; } @@ -184,7 +203,7 @@ INITSAVEBUF continue; bool bHasPassenger = false; for (int j = 0; j < ARRAY_SIZE(pVehicle->pPassengers); j++) { - if (pVehicle->pPassengers[i]) + if (pVehicle->pPassengers[j]) bHasPassenger = true; } if (!pVehicle->pDriver && !bHasPassenger) { @@ -194,8 +213,20 @@ INITSAVEBUF ++nNumBoats; } } - *size = nNumCars * (sizeof(uint32) + sizeof(int16) + sizeof(int32) + sizeof(CAutomobile)) + sizeof(int) + - nNumBoats * (sizeof(uint32) + sizeof(int16) + sizeof(int32) + sizeof(CBoat)) + sizeof(int); + *size = nNumCars * (sizeof(uint32) + sizeof(int16) + sizeof(int32) + +#ifdef COMPATIBLE_SAVES + sizeof(CAutomobile_FS)) + +#else + sizeof(CAutomobile)) + +#endif + sizeof(int) + + nNumBoats * (sizeof(uint32) + sizeof(int16) + sizeof(int32) + +#ifdef COMPATIBLE_SAVES + sizeof(CBoat_FS)) + +#else + sizeof(CBoat)) + +#endif + sizeof(int); WriteSaveBuf(buf, nNumCars); WriteSaveBuf(buf, nNumBoats); for (int i = 0; i < nPoolSize; i++) { @@ -212,8 +243,15 @@ INITSAVEBUF WriteSaveBuf(buf, (uint32)pVehicle->m_vehType); WriteSaveBuf(buf, pVehicle->m_modelIndex); WriteSaveBuf(buf, GetVehicleRef(pVehicle)); +#ifdef COMPATIBLE_SAVES + ((CVehicle_FS*)buf)->Store(pVehicle); + SkipSaveBuf(buf, sizeof(CVehicle_FS)); + WriteSaveBuf(buf, ((CAutomobile*)pVehicle)->Damage); + SkipSaveBuf(buf, sizeof(CAutomobile_FS) - sizeof(CVehicle_FS) - sizeof(CDamageManager)); +#else memcpy(buf, pVehicle, sizeof(CAutomobile)); SkipSaveBuf(buf, sizeof(CAutomobile)); +#endif } if (pVehicle->IsBoat() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) { WriteSaveBuf(buf, (uint32)pVehicle->m_vehType); @@ -279,8 +317,14 @@ INITSAVEBUF WriteSaveBuf(buf, pObject->m_nCollisionDamageEffect); WriteSaveBuf(buf, pObject->m_nSpecialCollisionResponseCases); WriteSaveBuf(buf, pObject->m_nEndOfLifeTime); +#ifdef COMPATIBLE_SAVES + CEntityProperties properties; + properties.Store(pObject); + WriteSaveBuf(buf, properties); +#else WriteSaveBuf(buf, (pObject->GetAddressOfEntityProperties())[0]); WriteSaveBuf(buf, (pObject->GetAddressOfEntityProperties())[1]); +#endif } } VALIDATESAVEBUF(*size) @@ -315,8 +359,12 @@ INITSAVEBUF pBufferObject->m_nCollisionDamageEffect = ReadSaveBuf<uint8>(buf); pBufferObject->m_nSpecialCollisionResponseCases = ReadSaveBuf<uint8>(buf); pBufferObject->m_nEndOfLifeTime = ReadSaveBuf<uint32>(buf); +#ifdef COMPATIBLE_SAVES + CEntityProperties properties = ReadSaveBuf<CEntityProperties>(buf); +#else (pBufferObject->GetAddressOfEntityProperties())[0] = ReadSaveBuf<uint32>(buf); (pBufferObject->GetAddressOfEntityProperties())[1] = ReadSaveBuf<uint32>(buf); +#endif if (GetObjectPool()->GetSlot(ref >> 8)) CPopulation::ConvertToDummyObject(GetObjectPool()->GetSlot(ref >> 8)); CObject* pObject = new(ref) CObject(mi, false); @@ -335,8 +383,12 @@ INITSAVEBUF pObject->m_nCollisionDamageEffect = pBufferObject->m_nCollisionDamageEffect; pObject->m_nSpecialCollisionResponseCases = pBufferObject->m_nSpecialCollisionResponseCases; pObject->m_nEndOfLifeTime = pBufferObject->m_nEndOfLifeTime; +#ifdef COMPATIBLE_SAVES + properties.Restore(pObject); +#else (pObject->GetAddressOfEntityProperties())[0] = (pBufferObject->GetAddressOfEntityProperties())[0]; (pObject->GetAddressOfEntityProperties())[1] = (pBufferObject->GetAddressOfEntityProperties())[1]; +#endif pObject->bHasCollided = false; CWorld::Add(pObject); delete[] obuf; @@ -356,7 +408,12 @@ INITSAVEBUF if (!pPed->bInVehicle && pPed->m_nPedType == PEDTYPE_PLAYER1) nNumPeds++; } - *size = sizeof(int) + nNumPeds * (sizeof(uint32) + sizeof(int16) + sizeof(int) + sizeof(CPlayerPed) + + *size = sizeof(int) + nNumPeds * (sizeof(uint32) + sizeof(int16) + sizeof(int) + +#ifdef COMPATIBLE_SAVES + sizeof(CPlayerPed_FS) + +#else + sizeof(CPlayerPed) + +#endif sizeof(CWanted::MaximumWantedLevel) + sizeof(CWanted::nMaximumWantedLevel) + MAX_MODEL_NAME); WriteSaveBuf(buf, nNumPeds); for (int i = 0; i < nPoolSize; i++) { @@ -367,8 +424,14 @@ INITSAVEBUF WriteSaveBuf(buf, pPed->m_nPedType); WriteSaveBuf(buf, pPed->m_modelIndex); WriteSaveBuf(buf, GetPedRef(pPed)); +#ifdef COMPATIBLE_SAVES + ((CPlayerPed_FS*)buf)->StorePlayerPed((CPlayerPed*)pPed); + ((CPlayerPed_FS*)buf)->StorePed(pPed); + SkipSaveBuf(buf, sizeof(CPlayerPed_FS)); +#else memcpy(buf, pPed, sizeof(CPlayerPed)); SkipSaveBuf(buf, sizeof(CPlayerPed)); +#endif WriteSaveBuf(buf, CWanted::MaximumWantedLevel); WriteSaveBuf(buf, CWanted::nMaximumWantedLevel); memcpy(buf, CModelInfo::GetModelInfo(pPed->GetModelIndex())->GetName(), MAX_MODEL_NAME); @@ -386,14 +449,24 @@ INITSAVEBUF uint32 pedtype = ReadSaveBuf<uint32>(buf); int16 model = ReadSaveBuf<int16>(buf); int ref = ReadSaveBuf<int>(buf); +#ifdef COMPATIBLE_SAVES + char* pbuf = new char[sizeof(CPlayerPed_FS)]; + CPlayerPed_FS* pBufferPlayer = (CPlayerPed_FS*)buf; +#else char* pbuf = new char[sizeof(CPlayerPed)]; CPlayerPed* pBufferPlayer = (CPlayerPed*)pbuf; +#endif CPed* pPed; char name[MAX_MODEL_NAME]; // the code implies that there was idea to load non-player ped if (pedtype == PEDTYPE_PLAYER1) { // always true +#ifdef COMPATIBLE_SAVES + memcpy(pbuf, buf, sizeof(CPlayerPed_FS)); + SkipSaveBuf(buf, sizeof(CPlayerPed_FS)); +#else memcpy(pbuf, buf, sizeof(CPlayerPed)); SkipSaveBuf(buf, sizeof(CPlayerPed)); +#endif CWanted::MaximumWantedLevel = ReadSaveBuf<int32>(buf); CWanted::nMaximumWantedLevel = ReadSaveBuf<int32>(buf); memcpy(name, buf, MAX_MODEL_NAME); @@ -403,11 +476,19 @@ INITSAVEBUF CStreaming::LoadAllRequestedModels(false); if (pedtype == PEDTYPE_PLAYER1) { CPlayerPed* pPlayerPed = new(ref) CPlayerPed(); +#ifdef COMPATIBLE_SAVES + pBufferPlayer->RestorePlayerPed(pPlayerPed); +#else for (int i = 0; i < ARRAY_SIZE(pPlayerPed->m_nTargettableObjects); i++) pPlayerPed->m_nTargettableObjects[i] = pBufferPlayer->m_nTargettableObjects[i]; pPlayerPed->m_fMaxStamina = pBufferPlayer->m_fMaxStamina; +#endif pPed = pPlayerPed; } +#ifdef COMPATIBLE_SAVES + pBufferPlayer->RestorePed(pPed); + pPed->m_currentWeapon = 0; +#else pPed->GetPosition() = pBufferPlayer->GetPosition(); pPed->m_fHealth = pBufferPlayer->m_fHealth; pPed->m_fArmour = pBufferPlayer->m_fArmour; @@ -416,6 +497,7 @@ INITSAVEBUF pPed->m_maxWeaponTypeAllowed = pBufferPlayer->m_maxWeaponTypeAllowed; for (int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) pPed->m_weapons[i] = pBufferPlayer->m_weapons[i]; +#endif if (pedtype == PEDTYPE_PLAYER1) { pPed->m_wepAccuracy = 100; CWorld::Players[0].m_pPed = (CPlayerPed*)pPed; diff --git a/src/core/Pools.h b/src/core/Pools.h index b0ba6598..6e5b0ac1 100644 --- a/src/core/Pools.h +++ b/src/core/Pools.h @@ -59,3 +59,537 @@ public: static void SavePedPool(uint8 *buf, uint32 *size); static void SaveVehiclePool(uint8 *buf, uint32 *size); }; + +#ifdef COMPATIBLE_SAVES + +// Following stuff allows changing structures like CPed, CAutomobile and CBoat without breaking compatibility with original saves. + +// For saving we have to assume that sizeof(void*) == 4, so we use int32 everywhere. +// It will break some pointers, but saving them makes no sense anyway. + +struct CEntityProperties +{ + // these properties are defined exactly as in original game + + uint32 m_type : 3; + uint32 m_status : 5; + + // flagsA + uint32 bUsesCollision : 1; // does entity use collision + uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function + uint32 bIsStatic : 1; // is entity static + uint32 bHasContacted : 1; // has entity processed some contact forces + uint32 bPedPhysics : 1; + uint32 bIsStuck : 1; // is entity stuck + uint32 bIsInSafePosition : 1; // is entity in a collision free safe position + uint32 bUseCollisionRecords : 1; + + // flagsB + uint32 bWasPostponed : 1; // was entity control processing postponed + uint32 bExplosionProof : 1; + uint32 bIsVisible : 1; //is the entity visible + uint32 bHasCollided : 1; + uint32 bRenderScorched : 1; + uint32 bHasBlip : 1; + uint32 bIsBIGBuilding : 1; // Set if this entity is a big building + // VC inserts one more flag here: if drawdist <= 2000 + uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage + + // flagsC + uint32 bBulletProof : 1; + uint32 bFireProof : 1; + uint32 bCollisionProof : 1; + uint32 bMeleeProof : 1; + uint32 bOnlyDamagedByPlayer : 1; + uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this + uint32 bZoneCulled : 1; + uint32 bZoneCulled2 : 1; // only treadables+10m + + // flagsD + uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed + uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions) + uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered + uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy + uint32 bIsSubway : 1; // set when subway, but maybe different meaning? + uint32 bDrawLast : 1; // draw object last + uint32 bNoBrightHeadLights : 1; + uint32 bDoNotRender : 1; + + // flagsE + uint32 bDistanceFade : 1; // Fade entity because it is far away + uint32 m_flagE2 : 1; + + void Store(CEntity* pEntity) + { + m_type = pEntity->m_type; + m_status = pEntity->m_status; + bUsesCollision = pEntity->bUsesCollision; + bCollisionProcessed = pEntity->bCollisionProcessed; + bIsStatic = pEntity->bIsStatic; + bHasContacted = pEntity->bHasContacted; + bPedPhysics = pEntity->bPedPhysics; + bIsStuck = pEntity->bIsStuck; + bIsInSafePosition = pEntity->bIsInSafePosition; + bUseCollisionRecords = pEntity->bUseCollisionRecords; + bWasPostponed = pEntity->bWasPostponed; + bExplosionProof = pEntity->bExplosionProof; + bIsVisible = pEntity->bIsVisible; + bHasCollided = pEntity->bHasCollided; + bRenderScorched = pEntity->bRenderScorched; + bHasBlip = pEntity->bHasBlip; + bIsBIGBuilding = pEntity->bIsBIGBuilding; + bRenderDamaged = pEntity->bRenderDamaged; + bBulletProof = pEntity->bBulletProof; + bFireProof = pEntity->bFireProof; + bCollisionProof = pEntity->bCollisionProof; + bMeleeProof = pEntity->bMeleeProof; + bOnlyDamagedByPlayer = pEntity->bOnlyDamagedByPlayer; + bStreamingDontDelete = pEntity->bStreamingDontDelete; + bZoneCulled = pEntity->bZoneCulled; + bZoneCulled2 = pEntity->bZoneCulled2; + bRemoveFromWorld = pEntity->bRemoveFromWorld; + bHasHitWall = pEntity->bHasHitWall; + bImBeingRendered = pEntity->bImBeingRendered; + bTouchingWater = pEntity->bTouchingWater; + bIsSubway = pEntity->bIsSubway; + bDrawLast = pEntity->bDrawLast; + bNoBrightHeadLights = pEntity->bNoBrightHeadLights; + bDoNotRender = pEntity->bDoNotRender; + bDistanceFade = pEntity->bDistanceFade; + m_flagE2 = pEntity->m_flagE2; + } + + void Restore(CEntity* pEntity) + { + pEntity->m_type = m_type; + pEntity->m_status = m_status; + pEntity->bUsesCollision = bUsesCollision; + pEntity->bCollisionProcessed = bCollisionProcessed; + pEntity->bIsStatic = bIsStatic; + pEntity->bHasContacted = bHasContacted; + pEntity->bPedPhysics = bPedPhysics; + pEntity->bIsStuck = bIsStuck; + pEntity->bIsInSafePosition = bIsInSafePosition; + pEntity->bUseCollisionRecords = bUseCollisionRecords; + pEntity->bWasPostponed = bWasPostponed; + pEntity->bExplosionProof = bExplosionProof; + pEntity->bIsVisible = bIsVisible; + pEntity->bHasCollided = bHasCollided; + pEntity->bRenderScorched = bRenderScorched; + pEntity->bHasBlip = bHasBlip; + pEntity->bIsBIGBuilding = bIsBIGBuilding; + pEntity->bRenderDamaged = bRenderDamaged; + pEntity->bBulletProof = bBulletProof; + pEntity->bFireProof = bFireProof; + pEntity->bCollisionProof = bCollisionProof; + pEntity->bMeleeProof = bMeleeProof; + pEntity->bOnlyDamagedByPlayer = bOnlyDamagedByPlayer; + pEntity->bStreamingDontDelete = bStreamingDontDelete; + pEntity->bZoneCulled = bZoneCulled; + pEntity->bZoneCulled2 = bZoneCulled2; + pEntity->bRemoveFromWorld = bRemoveFromWorld; + pEntity->bHasHitWall = bHasHitWall; + pEntity->bImBeingRendered = bImBeingRendered; + pEntity->bTouchingWater = bTouchingWater; + pEntity->bIsSubway = bIsSubway; + pEntity->bDrawLast = bDrawLast; + pEntity->bNoBrightHeadLights = bNoBrightHeadLights; + pEntity->bDoNotRender = bDoNotRender; + pEntity->bDistanceFade = bDistanceFade; + pEntity->m_flagE2 = m_flagE2; + } +}; + +VALIDATE_SIZE(CEntityProperties, 8); + +struct CAutoPilot_FS +{ + int32 m_nCurrentRouteNode; + int32 m_nNextRouteNode; + int32 m_nPrevRouteNode; + uint32 m_nTimeEnteredCurve; + uint32 m_nTimeToSpendOnCurrentCurve; + uint32 m_nCurrentPathNodeInfo; + uint32 m_nNextPathNodeInfo; + uint32 m_nPreviousPathNodeInfo; + uint32 m_nAntiReverseTimer; + uint32 m_nTimeToStartMission; + int8 m_nPreviousDirection; + int8 m_nCurrentDirection; + int8 m_nNextDirection; + int8 m_nCurrentLane; + int8 m_nNextLane; + uint8 m_nDrivingStyle; + uint8 m_nCarMission; + uint8 m_nTempAction; + uint32 m_nTimeTempAction; + float m_fMaxTrafficSpeed; + uint8 m_nCruiseSpeed; + uint8 m_bSlowedDownBecauseOfCars : 1; + uint8 m_bSlowedDownBecauseOfPeds : 1; + uint8 m_bStayInCurrentLevel : 1; + uint8 m_bStayInFastLane : 1; + uint8 m_bIgnorePathfinding : 1; + float m_vecDestinationCoors[3]; + int32 m_aPathFindNodesInfo[8]; // CPathNode* [NUM_PATH_NODES_IN_AUTOPILOT] + int16 m_nPathFindNodesCount; + int32 m_pTargetCar; + + void Store(CAutoPilot* pAutoPilot) + { + m_nCurrentRouteNode = pAutoPilot->m_nCurrentRouteNode; + m_nNextRouteNode = pAutoPilot->m_nNextRouteNode; + m_nPrevRouteNode = pAutoPilot->m_nPrevRouteNode; + m_nTimeEnteredCurve = pAutoPilot->m_nTimeEnteredCurve; + m_nTimeToSpendOnCurrentCurve = pAutoPilot->m_nTimeToSpendOnCurrentCurve; + m_nCurrentPathNodeInfo = pAutoPilot->m_nCurrentPathNodeInfo; + m_nNextPathNodeInfo = pAutoPilot->m_nNextPathNodeInfo; + m_nPreviousPathNodeInfo = pAutoPilot->m_nPreviousPathNodeInfo; + m_nAntiReverseTimer = pAutoPilot->m_nAntiReverseTimer; + m_nTimeToStartMission = pAutoPilot->m_nTimeToStartMission; + m_nPreviousDirection = pAutoPilot->m_nPreviousDirection; + m_nCurrentDirection = pAutoPilot->m_nCurrentDirection; + m_nNextDirection = pAutoPilot->m_nNextDirection; + m_nCurrentLane = pAutoPilot->m_nCurrentLane; + m_nNextLane = pAutoPilot->m_nNextLane; + m_nDrivingStyle = pAutoPilot->m_nDrivingStyle; + m_nCarMission = pAutoPilot->m_nCarMission; + m_nTempAction = pAutoPilot->m_nTempAction; + m_nTimeTempAction = pAutoPilot->m_nTimeTempAction; + m_fMaxTrafficSpeed = pAutoPilot->m_fMaxTrafficSpeed; + m_nCruiseSpeed = pAutoPilot->m_nCruiseSpeed; + m_bSlowedDownBecauseOfCars = pAutoPilot->m_bSlowedDownBecauseOfCars; + m_bSlowedDownBecauseOfPeds = pAutoPilot->m_bSlowedDownBecauseOfPeds; + m_bStayInCurrentLevel = pAutoPilot->m_bStayInCurrentLevel; + m_bStayInFastLane = pAutoPilot->m_bStayInFastLane; + m_bIgnorePathfinding = pAutoPilot->m_bIgnorePathfinding; + m_vecDestinationCoors[0] = pAutoPilot->m_vecDestinationCoors.x; + m_vecDestinationCoors[1] = pAutoPilot->m_vecDestinationCoors.y; + m_vecDestinationCoors[2] = pAutoPilot->m_vecDestinationCoors.z; + for (int i = 0; i < 8; i++) + m_aPathFindNodesInfo[i] = 0; + m_nPathFindNodesCount = pAutoPilot->m_nPathFindNodesCount; + m_pTargetCar = 0; + } + + void Restore(CAutoPilot* pAutoPilot) + { + pAutoPilot->m_nCurrentRouteNode = m_nCurrentRouteNode; + pAutoPilot->m_nNextRouteNode = m_nNextRouteNode; + pAutoPilot->m_nPrevRouteNode = m_nPrevRouteNode; + pAutoPilot->m_nTimeEnteredCurve = m_nTimeEnteredCurve; + pAutoPilot->m_nTimeToSpendOnCurrentCurve = m_nTimeToSpendOnCurrentCurve; + pAutoPilot->m_nCurrentPathNodeInfo = m_nCurrentPathNodeInfo; + pAutoPilot->m_nNextPathNodeInfo = m_nNextPathNodeInfo; + pAutoPilot->m_nPreviousPathNodeInfo = m_nPreviousPathNodeInfo; + pAutoPilot->m_nAntiReverseTimer = m_nAntiReverseTimer; + pAutoPilot->m_nTimeToStartMission = m_nTimeToStartMission; + pAutoPilot->m_nPreviousDirection = m_nPreviousDirection; + pAutoPilot->m_nCurrentDirection = m_nCurrentDirection; + pAutoPilot->m_nNextDirection = m_nNextDirection; + pAutoPilot->m_nCurrentLane = m_nCurrentLane; + pAutoPilot->m_nNextLane = m_nNextLane; + pAutoPilot->m_nDrivingStyle = (eCarDrivingStyle)m_nDrivingStyle; + pAutoPilot->m_nCarMission = (eCarMission)m_nCarMission; + pAutoPilot->m_nTempAction = (eCarTempAction)m_nTempAction; + pAutoPilot->m_nTimeTempAction = m_nTimeTempAction; + pAutoPilot->m_fMaxTrafficSpeed = m_fMaxTrafficSpeed; + pAutoPilot->m_nCruiseSpeed = m_nCruiseSpeed; + pAutoPilot->m_bSlowedDownBecauseOfCars = m_bSlowedDownBecauseOfCars; + pAutoPilot->m_bSlowedDownBecauseOfPeds = m_bSlowedDownBecauseOfPeds; + pAutoPilot->m_bStayInCurrentLevel = m_bStayInCurrentLevel; + pAutoPilot->m_bStayInFastLane = m_bStayInFastLane; + pAutoPilot->m_bIgnorePathfinding = m_bIgnorePathfinding; + pAutoPilot->m_vecDestinationCoors.x = m_vecDestinationCoors[0]; + pAutoPilot->m_vecDestinationCoors.y = m_vecDestinationCoors[1]; + pAutoPilot->m_vecDestinationCoors.z = m_vecDestinationCoors[2]; + for (int i = 0; i < NUM_PATH_NODES_IN_AUTOPILOT; i++) + pAutoPilot->m_aPathFindNodesInfo[i] = nil; + pAutoPilot->m_nPathFindNodesCount = m_nPathFindNodesCount; + pAutoPilot->m_pTargetCar = nil; + } +}; + +struct CMatrix_FS +{ + float right[3]; + uint8 gap1[4]; + float forward[3]; + uint8 gap2[4]; + float up[3]; + uint8 gap3[4]; + float pos[3]; + uint8 gap4[12]; + + void Store(CMatrix* pMatrix) + { + right[0] = pMatrix->GetRight().x; + right[1] = pMatrix->GetRight().y; + right[2] = pMatrix->GetRight().z; + forward[0] = pMatrix->GetForward().x; + forward[1] = pMatrix->GetForward().y; + forward[2] = pMatrix->GetForward().z; + up[0] = pMatrix->GetUp().x; + up[1] = pMatrix->GetUp().y; + up[2] = pMatrix->GetUp().z; + pos[0] = pMatrix->GetPosition().x; + pos[1] = pMatrix->GetPosition().y; + pos[2] = pMatrix->GetPosition().z; + } + + void Restore(CMatrix* pMatrix) + { + CMatrix tmp; + tmp.GetRight().x = right[0]; + tmp.GetRight().y = right[1]; + tmp.GetRight().z = right[2]; + tmp.GetForward().x = forward[0]; + tmp.GetForward().y = forward[1]; + tmp.GetForward().z = forward[2]; + tmp.GetUp().x = up[0]; + tmp.GetUp().y = up[1]; + tmp.GetUp().z = up[2]; + tmp.GetPosition().x = pos[0]; + tmp.GetPosition().y = pos[1]; + tmp.GetPosition().z = pos[2]; + *pMatrix = tmp; + } +}; + +VALIDATE_SIZE(CMatrix_FS, 72); + +struct CVehicle_FS +{ + uint32 vtable; + CMatrix_FS matrix; + uint8 gap1[4]; + CEntityProperties properties; + uint8 gap2[212]; + CAutoPilot_FS AutoPilot; + uint8 m_currentColour1; + uint8 m_currentColour2; + uint8 gap3[2]; + int16 m_nAlarmState; + int8 gap4[43]; + uint8 m_nNumMaxPassengers; + float field_1D0[4]; + uint8 gap5[8]; + float m_fSteerAngle; + float m_fGasPedal; + float m_fBrakePedal; + uint8 VehicleCreatedBy; + + // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R* + uint8 bIsLawEnforcer : 1; // Is this guy chasing the player at the moment + uint8 gap_b1 : 1; + uint8 gap_b2 : 1; + uint8 bIsLocked : 1; // Is this guy locked by the script (cannot be removed) + uint8 bEngineOn : 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars) + uint8 bIsHandbrakeOn : 1; // How's the handbrake doing ? + uint8 bLightsOn : 1; // Are the lights switched on ? + uint8 bFreebies : 1; // Any freebies left in this vehicle ? + + uint8 gap6[3]; + + uint8 gap7[6]; + float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode + uint8 m_nCurrentGear; + float m_fChangeGearTime; + uint8 gap8[4]; + uint32 m_nTimeOfDeath; + uint8 gap9[2]; + int16 m_nBombTimer; + uint8 gap10[12]; + int8 m_nDoorLock; + uint8 gap11[96]; + + void Store(CVehicle* pVehicle) + { + matrix.Store(&pVehicle->GetMatrix()); + VehicleCreatedBy = pVehicle->VehicleCreatedBy; + m_currentColour1 = pVehicle->m_currentColour1; + m_currentColour2 = pVehicle->m_currentColour2; + m_nAlarmState = pVehicle->m_nAlarmState; + m_nNumMaxPassengers = pVehicle->m_nNumMaxPassengers; + field_1D0[0] = pVehicle->field_1D0[0]; + field_1D0[1] = pVehicle->field_1D0[1]; + field_1D0[2] = pVehicle->field_1D0[2]; + field_1D0[3] = pVehicle->field_1D0[3]; + m_fSteerAngle = pVehicle->m_fSteerAngle; + m_fGasPedal = pVehicle->m_fGasPedal; + m_fBrakePedal = pVehicle->m_fBrakePedal; + bIsLawEnforcer = pVehicle->bIsLawEnforcer; + bIsLocked = pVehicle->bIsLocked; + bEngineOn = pVehicle->bEngineOn; + bIsHandbrakeOn = pVehicle->bIsHandbrakeOn; + bLightsOn = pVehicle->bLightsOn; + bFreebies = pVehicle->bFreebies; + m_fHealth = pVehicle->m_fHealth; + m_nCurrentGear = pVehicle->m_nCurrentGear; + m_fChangeGearTime = pVehicle->m_fChangeGearTime; + m_nTimeOfDeath = pVehicle->m_nTimeOfDeath; +#ifdef FIX_BUGS //must be copypaste + m_nBombTimer = pVehicle->m_nBombTimer; +#else + m_nTimeOfDeath = pVehicle->m_nTimeOfDeath; +#endif + m_nDoorLock = pVehicle->m_nDoorLock; + properties.Store(pVehicle); + AutoPilot.Store(&pVehicle->AutoPilot); + } + + void Restore(CVehicle* pVehicle) + { + matrix.Restore(&pVehicle->GetMatrix()); + pVehicle->VehicleCreatedBy = VehicleCreatedBy; + pVehicle->m_currentColour1 = m_currentColour1; + pVehicle->m_currentColour2 = m_currentColour2; + pVehicle->m_nAlarmState = m_nAlarmState; + pVehicle->m_nNumMaxPassengers = m_nNumMaxPassengers; + pVehicle->field_1D0[0] = field_1D0[0]; + pVehicle->field_1D0[1] = field_1D0[1]; + pVehicle->field_1D0[2] = field_1D0[2]; + pVehicle->field_1D0[3] = field_1D0[3]; + pVehicle->m_fSteerAngle = m_fSteerAngle; + pVehicle->m_fGasPedal = m_fGasPedal; + pVehicle->m_fBrakePedal = m_fBrakePedal; + pVehicle->bIsLawEnforcer = bIsLawEnforcer; + pVehicle->bIsLocked = bIsLocked; + pVehicle->bEngineOn = bEngineOn; + pVehicle->bIsHandbrakeOn = bIsHandbrakeOn; + pVehicle->bLightsOn = bLightsOn; + pVehicle->bFreebies = bFreebies; + pVehicle->m_fHealth = m_fHealth; + pVehicle->m_nCurrentGear = m_nCurrentGear; + pVehicle->m_fChangeGearTime = m_fChangeGearTime; + pVehicle->m_nTimeOfDeath = m_nTimeOfDeath; +#ifdef FIX_BUGS //must be copypaste + pVehicle->m_nBombTimer = m_nBombTimer; +#else + pVehicle->m_nTimeOfDeath = m_nTimeOfDeath; +#endif + pVehicle->m_nDoorLock = (eCarLock)m_nDoorLock; + properties.Restore(pVehicle); + AutoPilot.Restore(&pVehicle->AutoPilot); + } +}; + +VALIDATE_SIZE(CVehicle_FS, 648); + +static_assert(sizeof(CDamageManager) < 1448 - sizeof(CVehicle_FS), "CDamageManager size too big to keep saves compatible"); + +struct CAutomobile_FS +{ + CVehicle_FS vehicle; + CDamageManager Damage; + char gap[1448 - sizeof(CVehicle_FS) - sizeof(CDamageManager)]; // even allows increasing size of CDamageManager +}; + +struct CBoat_FS +{ + CVehicle_FS vehicle; + char gap[1156 - sizeof(CVehicle_FS)]; +}; + +VALIDATE_SIZE(CAutomobile_FS, 1448); +VALIDATE_SIZE(CBoat_FS, 1156); + +struct CWeapon_FS +{ + int32 m_eWeaponType; + int32 m_eWeaponState; + uint32 m_nAmmoInClip; + uint32 m_nAmmoTotal; + uint32 m_nTimer; + bool m_bAddRotOffset; + + void Store(CWeapon* pWeapon) + { + m_eWeaponType = pWeapon->m_eWeaponType; + m_eWeaponState = pWeapon->m_eWeaponState; + m_nAmmoInClip = pWeapon->m_nAmmoInClip; + m_nAmmoTotal = pWeapon->m_nAmmoTotal; + m_nTimer = pWeapon->m_nTimer; + m_bAddRotOffset = pWeapon->m_bAddRotOffset; + } + + void Restore(CWeapon* pWeapon) + { + pWeapon->m_eWeaponType = (eWeaponType)m_eWeaponType; + pWeapon->m_eWeaponState = (eWeaponState)m_eWeaponState; + pWeapon->m_nAmmoInClip = m_nAmmoInClip; + pWeapon->m_nAmmoTotal = m_nAmmoTotal; + pWeapon->m_nTimer = m_nTimer; + pWeapon->m_bAddRotOffset = m_bAddRotOffset; + } +}; + +static_assert(WEAPONTYPE_TOTAL_INVENTORY_WEAPONS == 13, + "Saving struct needs to be changed by adding new weapons to existing space; or COMPATIBLE_SAVES needs to be undefined"); + +struct CPlayerPed_FS +{ + int32 vtable; + int8 gap[48]; + float pos[3]; + uint8 gap_2[288]; + uint8 CharCreatedBy; + uint8 gap_3[351]; + float m_fHealth; + float m_fArmour; + uint8 gap_4[148]; + + CWeapon_FS m_weapons[13]; + int32 m_storedWeapon; + uint8 m_currentWeapon; + uint8 m_maxWeaponTypeAllowed; + uint8 gap_5[178]; + float m_fMaxStamina; + uint8 gap_6[28]; + int32 m_nTargettableObjects[4]; + uint8 gap_7[116]; + + void StorePlayerPed(CPlayerPed* pPlayerPed) + { + for (int i = 0; i < 4; i++) + m_nTargettableObjects[i] = pPlayerPed->m_nTargettableObjects[i]; + m_fMaxStamina = pPlayerPed->m_fMaxStamina; + } + + void StorePed(CPed* pPed) + { + pos[0] = pPed->GetPosition().x; + pos[1] = pPed->GetPosition().y; + pos[2] = pPed->GetPosition().z; + m_fHealth = pPed->m_fHealth; + m_fArmour = pPed->m_fArmour; + CharCreatedBy = pPed->CharCreatedBy; + m_maxWeaponTypeAllowed = pPed->m_maxWeaponTypeAllowed; + for (int i = 0; i < 13; i++) + m_weapons[i].Store(&pPed->m_weapons[i]); + } + + void RestorePlayerPed(CPlayerPed* pPlayerPed) + { + for (int i = 0; i < 4; i++) + pPlayerPed->m_nTargettableObjects[i] = m_nTargettableObjects[i]; + pPlayerPed->m_fMaxStamina = m_fMaxStamina; + } + + void RestorePed(CPed* pPed) + { + pPed->GetPosition().x = pos[0]; + pPed->GetPosition().y = pos[1]; + pPed->GetPosition().z = pos[2]; + pPed->m_fHealth = m_fHealth; + pPed->m_fArmour = m_fArmour; + pPed->CharCreatedBy = CharCreatedBy; + pPed->m_maxWeaponTypeAllowed = m_maxWeaponTypeAllowed; + for (int i = 0; i < 13; i++) + m_weapons[i].Restore(&pPed->m_weapons[i]); + } +}; + +VALIDATE_SIZE(CPlayerPed_FS, 1520); + +#endif diff --git a/src/core/config.h b/src/core/config.h index f05e6c4a..11d443ea 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -225,6 +225,8 @@ enum Config { #define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script #define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely +#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible + // Replay //#define DONT_FIX_REPLAY_BUGS // keeps various bugs in CReplay, some of which are fairly cool! //#define USE_BETA_REPLAY_MODE // adds another replay mode, a few seconds slomo (caution: buggy!) diff --git a/src/entities/Entity.h b/src/entities/Entity.h index ee9e6490..82a78779 100644 --- a/src/entities/Entity.h +++ b/src/entities/Entity.h @@ -91,7 +91,9 @@ public: CReference *m_pFirstReference; CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); } +#ifndef COMPATIBLE_SAVES uint32* GetAddressOfEntityProperties() { /* AWFUL */ return (uint32*)((char*)&m_rwObject + sizeof(m_rwObject)); } +#endif CEntity(void); ~CEntity(void); |